Use clusters

This commit is contained in:
luboslenco
2018-11-23 08:46:14 +01:00
parent 41b823c395
commit 38bd2afdf1
3 changed files with 82 additions and 205 deletions
+82 -205
View File
@@ -60,7 +60,7 @@ class RenderPathDeferred {
}
#end
#if (rp_gi == "Voxel AO")
path.loadShader("shader_datas/deferred_indirect/deferred_indirect_VoxelAOvar");
path.loadShader("shader_datas/deferred_light/deferred_light_VoxelAOvar");
#end
}
#end
@@ -68,6 +68,18 @@ class RenderPathDeferred {
{
path.createDepthBuffer("main", "DEPTH24");
var t = new RenderTargetRaw();
t.name = "gbuffer0";
t.width = 0;
t.height = 0;
t.displayp = Inc.getDisplayp();
t.format = "RGBA64";
t.scale = Inc.getSuperSampling();
t.depth_buffer = "main";
path.createRenderTarget(t);
}
{
var t = new RenderTargetRaw();
t.name = "tex";
t.width = 0;
@@ -97,18 +109,6 @@ class RenderPathDeferred {
path.createRenderTarget(t);
}
{
var t = new RenderTargetRaw();
t.name = "gbuffer0";
t.width = 0;
t.height = 0;
t.displayp = Inc.getDisplayp();
t.format = "RGBA64";
t.scale = Inc.getSuperSampling();
t.depth_buffer = "main";
path.createRenderTarget(t);
}
{
var t = new RenderTargetRaw();
t.name = "gbuffer1";
@@ -144,9 +144,7 @@ class RenderPathDeferred {
}
#end
path.loadShader("shader_datas/deferred_indirect/deferred_indirect");
path.loadShader("shader_datas/deferred_light/deferred_light");
path.loadShader("shader_datas/deferred_light_quad/deferred_light_quad");
#if rp_probes
path.loadShader("shader_datas/probe_planar/probe_planar");
@@ -514,54 +512,26 @@ class RenderPathDeferred {
static var initVoxels = true;
public static function drawShadowMap(l:iron.object.LightObject) {
#if (rp_shadowmap)
var faces = l.data.raw.shadowmap_cube ? 6 : 1;
for (i in 0...faces) {
if (faces > 1) path.currentFace = i;
path.setTarget(Inc.getShadowMap());
// Paint
if (arm.UITrait.inst.paintHeight) {
var tid = arm.UITrait.inst.layers[0].id;
path.bindTarget("texpaint_opt" + tid, "texpaint_opt");
}
//
path.clearTarget(null, 1.0);
path.drawMeshes("shadowmap");
}
path.currentFace = -1;
// One light at a time for now, precompute all lights for tiled
#if rp_soft_shadows
if (l.raw.type != "point") {
path.setTarget("visa"); // Merge using min blend
Inc.bindShadowMap();
path.drawShader("shader_datas/dilate_pass/dilate_pass_x");
path.setTarget("visb");
path.bindTarget("visa", "shadowMap");
path.drawShader("shader_datas/dilate_pass/dilate_pass_y");
}
path.setTarget("visa", ["dist"]);
//if (i == 0) path.clearTarget(0x00000000);
if (l.raw.type != "point") path.bindTarget("visb", "dilate");
Inc.bindShadowMap();
//path.bindTarget("_main", "gbufferD");
path.bindTarget("gbuffer0", "gbuffer0");
path.drawShader("shader_datas/visibility_pass/visibility_pass");
path.setTarget("visb");
path.bindTarget("visa", "tex");
path.bindTarget("gbuffer0", "gbuffer0");
path.bindTarget("dist", "dist");
path.drawShader("shader_datas/blur_shadow_pass/blur_shadow_pass_x");
for (l in iron.Scene.active.lights) {
if (!l.visible || !l.data.raw.cast_shadow) continue;
path.light = l;
path.setTarget("visa");
path.bindTarget("visb", "tex");
path.bindTarget("gbuffer0", "gbuffer0");
path.bindTarget("dist", "dist");
path.drawShader("shader_datas/blur_shadow_pass/blur_shadow_pass_y");
#end
var faces = l.data.raw.shadowmap_cube ? 6 : 1;
for (i in 0...faces) {
if (faces > 1) path.currentFace = i;
path.setTarget(@:privateAccess Inc.getShadowMap(l));
// Paint
if (arm.UITrait.inst.paintHeight) {
var tid = arm.UITrait.inst.layers[0].id;
path.bindTarget("texpaint_opt" + tid, "texpaint_opt");
}
//
path.clearTarget(null, 1.0);
path.drawMeshes("shadowmap");
}
path.currentFace = -1;
}
#end
}
@@ -827,11 +797,32 @@ class RenderPathDeferred {
}
#end
// Indirect
// ---
// Deferred light
// ---
var lights = iron.Scene.active.lights;
// #if (rp_gi == "Voxel GI")
// if (relight) Inc.computeVoxelsBegin();
// #end
// #if (rp_gi == "Voxel GI")
// if (relight) Inc.computeVoxels(i);
// #end
// #if (rp_gi == "Voxel GI")
// if (relight) Inc.computeVoxelsEnd();
// #end
#if (rp_shadowmap)
Inc.drawShadowMap();
#end
path.setTarget("tex");
// path.bindTarget("_main", "gbufferD");
path.bindTarget("_main", "gbufferD");
path.bindTarget("gbuffer0", "gbuffer0");
path.bindTarget("gbuffer1", "gbuffer1");
// #if rp_gbuffer2_direct
// path.bindTarget("gbuffer2", "gbuffer2");
// #end
#if (rp_ssgi != "Off")
{
if (armory.data.Config.raw.rp_ssgi != false) {
@@ -858,12 +849,9 @@ class RenderPathDeferred {
}
#end
if (voxelao_pass) {
path.drawShader("shader_datas/deferred_indirect/deferred_indirect_VoxelAOvar");
}
else {
path.drawShader("shader_datas/deferred_indirect/deferred_indirect");
}
voxelao_pass ?
path.drawShader("shader_datas/deferred_light/deferred_light_VoxelAOvar") :
path.drawShader("shader_datas/deferred_light/deferred_light");
#if rp_probes
if (!path.isProbe) {
@@ -886,90 +874,27 @@ class RenderPathDeferred {
}
#end
// Direct
var lights = iron.Scene.active.lights;
#if (rp_gi == "Voxel GI")
if (relight) Inc.computeVoxelsBegin();
#end
for (i in 0...lights.length) {
var l = lights[i];
if (!l.visible) continue;
path.currentLightIndex = i;
// #if rp_volumetriclight
// {
// path.setTarget("bufvola");
// path.bindTarget("_main", "gbufferD");
// Inc.bindShadowMap();
// if (path.lightIsSun()) {
// path.drawShader("shader_datas/volumetric_light_quad/volumetric_light_quad");
// }
// else {
// path.drawLightVolume("shader_datas/volumetric_light/volumetric_light");
// }
#if (rp_shadowmap)
{
if (path.lightCastShadow()) {
// Paint
// Inc.drawShadowMap(l);
drawShadowMap(l);
//
}
}
#end
// path.setTarget("bufvolb");
// path.bindTarget("bufvola", "tex");
// path.drawShader("shader_datas/blur_bilat_pass/blur_bilat_pass_x");
#if (rp_gi == "Voxel GI")
if (relight) Inc.computeVoxels(i);
#end
path.setTarget("tex");
// path.bindTarget("_main", "gbufferD");
path.bindTarget("gbuffer0", "gbuffer0");
path.bindTarget("gbuffer1", "gbuffer1");
#if rp_gbuffer2_direct
path.bindTarget("gbuffer2", "gbuffer2");
#end
#if rp_shadowmap
{
if (path.lightCastShadow()) {
#if rp_soft_shadows
path.bindTarget("visa", "svisibility");
#else
Inc.bindShadowMap();
#end
}
}
#end
#if ((rp_voxelgi_shadows) || (rp_voxelgi_refraction))
{
path.bindTarget(voxels, "voxels");
}
#end
if (path.lightIsSun()) {
path.drawShader("shader_datas/deferred_light_quad/deferred_light_quad");
}
else {
path.drawLightVolume("shader_datas/deferred_light/deferred_light");
}
#if rp_volumetriclight
{
path.setTarget("bufvola");
path.bindTarget("_main", "gbufferD");
Inc.bindShadowMap();
if (path.lightIsSun()) {
path.drawShader("shader_datas/volumetric_light_quad/volumetric_light_quad");
}
else {
path.drawLightVolume("shader_datas/volumetric_light/volumetric_light");
}
path.setTarget("bufvolb");
path.bindTarget("bufvola", "tex");
path.drawShader("shader_datas/blur_bilat_pass/blur_bilat_pass_x");
path.setTarget("tex");
path.bindTarget("bufvolb", "tex");
path.drawShader("shader_datas/blur_bilat_blend_pass/blur_bilat_blend_pass_y");
}
#end
}
path.currentLightIndex = 0;
#if (rp_gi == "Voxel GI")
if (relight) Inc.computeVoxelsEnd();
#end
// path.setTarget("tex");
// path.bindTarget("bufvolb", "tex");
// path.drawShader("shader_datas/blur_bilat_blend_pass/blur_bilat_blend_pass_y");
// }
// #end
#if (rp_background == "World")
{
@@ -1286,9 +1211,9 @@ class RenderPathDeferred {
RenderPathCreator.drawMeshes();
// Indirect
// Light
path.setTarget("mtex");
// path.bindTarget("_mmain", "gbufferD");
path.bindTarget("_mmain", "gbufferD");
path.bindTarget("mgbuffer0", "gbuffer0");
path.bindTarget("mgbuffer1", "gbuffer1");
#if (rp_ssgi != "Off")
@@ -1296,31 +1221,7 @@ class RenderPathDeferred {
path.bindTarget("empty_white", "ssaotex");
}
#end
path.drawShader("shader_datas/deferred_indirect/deferred_indirect");
// Direct
var lights = iron.Scene.active.lights;
for (i in 0...lights.length) {
var l = lights[i];
if (!l.visible) continue;
path.currentLightIndex = i;
path.setTarget("mtex");
// path.bindTarget("_mmain", "gbufferD");
path.bindTarget("mgbuffer0", "gbuffer0");
path.bindTarget("mgbuffer1", "gbuffer1");
#if rp_gbuffer2_direct
path.bindTarget("mgbuffer2", "gbuffer2");
#end
if (path.lightIsSun()) {
path.drawShader("shader_datas/deferred_light_quad/deferred_light_quad");
}
else {
path.drawLightVolume("shader_datas/deferred_light/deferred_light");
}
}
path.currentLightIndex = 0;
path.drawShader("shader_datas/deferred_light/deferred_light");
#if (rp_background == "World")
{
@@ -1418,9 +1319,9 @@ class RenderPathDeferred {
RenderPathCreator.drawMeshes();
// Indirect
// Light
path.setTarget("tex");
// path.bindTarget("_main", "gbufferD");
path.bindTarget("_main", "gbufferD");
path.bindTarget("gbuffer0", "gbuffer0");
path.bindTarget("gbuffer1", "gbuffer1");
#if (rp_ssgi != "Off")
@@ -1428,31 +1329,7 @@ class RenderPathDeferred {
path.bindTarget("empty_white", "ssaotex");
}
#end
path.drawShader("shader_datas/deferred_indirect/deferred_indirect");
// Direct
var lights = iron.Scene.active.lights;
for (i in 0...lights.length) {
var l = lights[i];
if (!l.visible) continue;
path.currentLightIndex = i;
path.setTarget("tex");
// path.bindTarget("_main", "gbufferD");
path.bindTarget("gbuffer0", "gbuffer0");
path.bindTarget("gbuffer1", "gbuffer1");
#if rp_gbuffer2_direct
path.bindTarget("gbuffer2", "gbuffer2");
#end
if (path.lightIsSun()) {
path.drawShader("shader_datas/deferred_light_quad/deferred_light_quad");
}
else {
path.drawLightVolume("shader_datas/deferred_light/deferred_light");
}
}
path.currentLightIndex = 0;
path.drawShader("shader_datas/deferred_light/deferred_light");
#if (rp_background == "World")
{
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