Refactor model LOD transition to run only when any material uses Dithered LOD Transition
#4055
This commit is contained in:
@@ -16,6 +16,7 @@
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#include "Engine/Graphics/Async/GPUTask.h"
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#include "Engine/Graphics/Async/Tasks/GPUUploadTextureMipTask.h"
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#include "Engine/Graphics/Models/MeshDeformation.h"
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#include "Engine/Graphics/Models/ModelDraw.h"
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#include "Engine/Graphics/Textures/GPUTexture.h"
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#include "Engine/Profiler/ProfilerCPU.h"
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#include "Engine/Profiler/ProfilerMemory.h"
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@@ -136,105 +137,6 @@ void Model::Draw(const RenderContext& renderContext, MaterialBase* material, con
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LODs[lodIndex].Draw(renderContext, material, world, flags, receiveDecals, DrawPass::Default, 0, sortOrder);
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}
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template<typename ContextType>
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FORCE_INLINE void ModelDraw(Model* model, const RenderContext& renderContext, const ContextType& context, const Mesh::DrawInfo& info)
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{
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ASSERT(info.Buffer);
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if (!model->CanBeRendered())
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return;
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if (!info.Buffer->IsValidFor(model))
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info.Buffer->Setup(model);
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const auto frame = Engine::FrameCount;
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const auto modelFrame = info.DrawState->PrevFrame + 1;
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// Select a proper LOD index (model may be culled)
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int32 lodIndex;
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if (info.ForcedLOD != -1)
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{
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lodIndex = info.ForcedLOD;
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}
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else
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{
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lodIndex = RenderTools::ComputeModelLOD(model, info.Bounds.Center, (float)info.Bounds.Radius, renderContext);
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if (lodIndex == -1)
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{
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// Handling model fade-out transition
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if (modelFrame == frame && info.DrawState->PrevLOD != -1 && !renderContext.View.IsSingleFrame)
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{
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// Check if start transition
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if (info.DrawState->LODTransition == 255)
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{
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info.DrawState->LODTransition = 0;
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}
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RenderTools::UpdateModelLODTransition(info.DrawState->LODTransition);
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// Check if end transition
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if (info.DrawState->LODTransition == 255)
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{
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info.DrawState->PrevLOD = lodIndex;
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}
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else
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{
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const auto prevLOD = model->ClampLODIndex(info.DrawState->PrevLOD);
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const float normalizedProgress = static_cast<float>(info.DrawState->LODTransition) * (1.0f / 255.0f);
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model->LODs.Get()[prevLOD].Draw(renderContext, info, normalizedProgress);
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}
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}
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return;
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}
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}
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lodIndex += info.LODBias + renderContext.View.ModelLODBias;
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lodIndex = model->ClampLODIndex(lodIndex);
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if (renderContext.View.IsSingleFrame)
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{
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}
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// Check if it's the new frame and could update the drawing state (note: model instance could be rendered many times per frame to different viewports)
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else if (modelFrame == frame)
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{
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// Check if start transition
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if (info.DrawState->PrevLOD != lodIndex && info.DrawState->LODTransition == 255)
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{
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info.DrawState->LODTransition = 0;
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}
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RenderTools::UpdateModelLODTransition(info.DrawState->LODTransition);
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// Check if end transition
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if (info.DrawState->LODTransition == 255)
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{
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info.DrawState->PrevLOD = lodIndex;
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}
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}
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// Check if there was a gap between frames in drawing this model instance
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else if (modelFrame < frame || info.DrawState->PrevLOD == -1)
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{
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// Reset state
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info.DrawState->PrevLOD = lodIndex;
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info.DrawState->LODTransition = 255;
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}
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// Draw
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if (info.DrawState->PrevLOD == lodIndex || renderContext.View.IsSingleFrame)
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{
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model->LODs.Get()[lodIndex].Draw(context, info, 0.0f);
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}
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else if (info.DrawState->PrevLOD == -1)
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{
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const float normalizedProgress = static_cast<float>(info.DrawState->LODTransition) * (1.0f / 255.0f);
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model->LODs.Get()[lodIndex].Draw(context, info, 1.0f - normalizedProgress);
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}
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else
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{
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const auto prevLOD = model->ClampLODIndex(info.DrawState->PrevLOD);
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const float normalizedProgress = static_cast<float>(info.DrawState->LODTransition) * (1.0f / 255.0f);
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model->LODs.Get()[prevLOD].Draw(context, info, normalizedProgress);
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model->LODs.Get()[lodIndex].Draw(context, info, normalizedProgress - 1.0f);
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}
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}
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void Model::Draw(const RenderContext& renderContext, const Mesh::DrawInfo& info)
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{
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ModelDraw(this, renderContext, renderContext, info);
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@@ -12,6 +12,7 @@
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#include "Engine/Graphics/Models/Config.h"
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#include "Engine/Graphics/Models/MeshDeformation.h"
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#include "Engine/Graphics/Models/ModelInstanceEntry.h"
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#include "Engine/Graphics/Models/ModelDraw.h"
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#include "Engine/Graphics/Shaders/GPUVertexLayout.h"
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#include "Engine/Content/Content.h"
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#include "Engine/Content/Factories/BinaryAssetFactory.h"
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@@ -234,113 +235,14 @@ BoundingBox SkinnedModel::GetBox(int32 lodIndex) const
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return LODs[lodIndex].GetBox();
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}
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template<typename ContextType>
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FORCE_INLINE void SkinnedModelDraw(SkinnedModel* model, const RenderContext& renderContext, const ContextType& context, const SkinnedMesh::DrawInfo& info)
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{
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ASSERT(info.Buffer);
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if (!model->CanBeRendered())
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return;
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if (!info.Buffer->IsValidFor(model))
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info.Buffer->Setup(model);
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const auto frame = Engine::FrameCount;
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const auto modelFrame = info.DrawState->PrevFrame + 1;
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// Select a proper LOD index (model may be culled)
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int32 lodIndex;
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if (info.ForcedLOD != -1)
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{
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lodIndex = info.ForcedLOD;
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}
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else
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{
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lodIndex = RenderTools::ComputeSkinnedModelLOD(model, info.Bounds.Center, (float)info.Bounds.Radius, renderContext);
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if (lodIndex == -1)
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{
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// Handling model fade-out transition
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if (modelFrame == frame && info.DrawState->PrevLOD != -1 && !renderContext.View.IsSingleFrame)
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{
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// Check if start transition
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if (info.DrawState->LODTransition == 255)
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{
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info.DrawState->LODTransition = 0;
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}
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RenderTools::UpdateModelLODTransition(info.DrawState->LODTransition);
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// Check if end transition
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if (info.DrawState->LODTransition == 255)
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{
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info.DrawState->PrevLOD = lodIndex;
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}
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else
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{
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const auto prevLOD = model->ClampLODIndex(info.DrawState->PrevLOD);
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const float normalizedProgress = static_cast<float>(info.DrawState->LODTransition) * (1.0f / 255.0f);
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model->LODs.Get()[prevLOD].Draw(renderContext, info, normalizedProgress);
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}
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}
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return;
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}
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}
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lodIndex += info.LODBias + renderContext.View.ModelLODBias;
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lodIndex = model->ClampLODIndex(lodIndex);
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if (renderContext.View.IsSingleFrame)
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{
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}
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// Check if it's the new frame and could update the drawing state (note: model instance could be rendered many times per frame to different viewports)
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else if (modelFrame == frame)
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{
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// Check if start transition
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if (info.DrawState->PrevLOD != lodIndex && info.DrawState->LODTransition == 255)
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{
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info.DrawState->LODTransition = 0;
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}
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RenderTools::UpdateModelLODTransition(info.DrawState->LODTransition);
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// Check if end transition
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if (info.DrawState->LODTransition == 255)
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{
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info.DrawState->PrevLOD = lodIndex;
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}
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}
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// Check if there was a gap between frames in drawing this model instance
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else if (modelFrame < frame || info.DrawState->PrevLOD == -1)
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{
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// Reset state
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info.DrawState->PrevLOD = lodIndex;
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info.DrawState->LODTransition = 255;
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}
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// Draw
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if (info.DrawState->PrevLOD == lodIndex || renderContext.View.IsSingleFrame)
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{
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model->LODs.Get()[lodIndex].Draw(context, info, 0.0f);
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}
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else if (info.DrawState->PrevLOD == -1)
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{
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const float normalizedProgress = static_cast<float>(info.DrawState->LODTransition) * (1.0f / 255.0f);
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model->LODs.Get()[lodIndex].Draw(context, info, 1.0f - normalizedProgress);
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}
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else
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{
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const auto prevLOD = model->ClampLODIndex(info.DrawState->PrevLOD);
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const float normalizedProgress = static_cast<float>(info.DrawState->LODTransition) * (1.0f / 255.0f);
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model->LODs.Get()[prevLOD].Draw(context, info, normalizedProgress);
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model->LODs.Get()[lodIndex].Draw(context, info, normalizedProgress - 1.0f);
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}
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}
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void SkinnedModel::Draw(const RenderContext& renderContext, const SkinnedMesh::DrawInfo& info)
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{
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SkinnedModelDraw(this, renderContext, renderContext, info);
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ModelDraw(this, renderContext, renderContext, info);
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}
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void SkinnedModel::Draw(const RenderContextBatch& renderContextBatch, const SkinnedMesh::DrawInfo& info)
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{
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SkinnedModelDraw(this, renderContextBatch.GetMainContext(), renderContextBatch, info);
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ModelDraw(this, renderContextBatch.GetMainContext(), renderContextBatch, info);
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}
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bool SkinnedModel::SetupLODs(const Span<int32>& meshesCountPerLod)
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@@ -0,0 +1,130 @@
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// Copyright (c) Wojciech Figat. All rights reserved.
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#pragma once
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#include "Engine/Engine/Engine.h"
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#include "Engine/Graphics/RenderTask.h"
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#include "Engine/Graphics/RenderTools.h"
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#include "Engine/Graphics/Materials/MaterialInfo.h"
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template<typename ModelType, typename DrawInfoType>
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FORCE_INLINE bool ModelDrawTransition(ModelType* model, const DrawInfoType& info)
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{
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for (auto& e : *info.Buffer)
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{
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if (e.Material && EnumHasAllFlags(e.Material->GetInfo().FeaturesFlags, MaterialFeaturesFlags::DitheredLODTransition))
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return true;
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}
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for (auto& e : model->MaterialSlots)
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{
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if (e.Material && EnumHasAllFlags(e.Material->GetInfo().FeaturesFlags, MaterialFeaturesFlags::DitheredLODTransition))
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return true;
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}
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return false;
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}
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template<typename ModelType, typename DrawInfoType, typename ContextType>
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FORCE_INLINE void ModelDraw(ModelType* model, const RenderContext& renderContext, const ContextType& context, const DrawInfoType& info)
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{
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ASSERT(info.Buffer);
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if (!model->CanBeRendered())
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return;
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if (!info.Buffer->IsValidFor(model))
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info.Buffer->Setup(model);
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const auto frame = Engine::FrameCount;
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const auto modelFrame = info.DrawState->PrevFrame + 1;
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// Select a proper LOD index (model may be culled)
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int32 lodIndex;
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if (info.ForcedLOD != -1)
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{
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lodIndex = info.ForcedLOD;
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}
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else
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{
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lodIndex = RenderTools::ComputeModelLOD(model, info.Bounds.Center, (float)info.Bounds.Radius, renderContext);
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if (lodIndex == -1)
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{
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// Handling model fade-out transition
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if (modelFrame == frame && info.DrawState->PrevLOD != -1 && !renderContext.View.IsSingleFrame && ModelDrawTransition(model, info))
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{
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// Check if start transition
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if (info.DrawState->LODTransition == 255)
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{
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info.DrawState->LODTransition = 0;
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}
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RenderTools::UpdateModelLODTransition(info.DrawState->LODTransition);
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// Check if end transition
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if (info.DrawState->LODTransition == 255)
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{
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info.DrawState->PrevLOD = lodIndex;
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}
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else
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{
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const auto prevLOD = model->ClampLODIndex(info.DrawState->PrevLOD);
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const float normalizedProgress = static_cast<float>(info.DrawState->LODTransition) * (1.0f / 255.0f);
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model->LODs.Get()[prevLOD].Draw(renderContext, info, normalizedProgress);
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}
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}
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return;
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}
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}
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lodIndex += info.LODBias + renderContext.View.ModelLODBias;
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lodIndex = model->ClampLODIndex(lodIndex);
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if (renderContext.View.IsSingleFrame)
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{
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}
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// Check if it's the new frame and could update the drawing state (note: model instance could be rendered many times per frame to different viewports)
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else if (modelFrame == frame)
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{
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// Check if materials use transition
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if (!ModelDrawTransition(model, info))
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{
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info.DrawState->PrevLOD = lodIndex;
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info.DrawState->LODTransition = 255;
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}
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// Check if start transition
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if (info.DrawState->PrevLOD != lodIndex && info.DrawState->LODTransition == 255)
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{
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info.DrawState->LODTransition = 0;
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}
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RenderTools::UpdateModelLODTransition(info.DrawState->LODTransition);
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// Check if end transition
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if (info.DrawState->LODTransition == 255)
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{
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info.DrawState->PrevLOD = lodIndex;
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}
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}
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// Check if there was a gap between frames in drawing this model instance
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else if (modelFrame < frame || info.DrawState->PrevLOD == -1)
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{
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// Reset state
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info.DrawState->PrevLOD = lodIndex;
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info.DrawState->LODTransition = 255;
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}
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// Draw
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if (info.DrawState->PrevLOD == lodIndex || renderContext.View.IsSingleFrame)
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{
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model->LODs.Get()[lodIndex].Draw(context, info, 0.0f);
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}
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else if (info.DrawState->PrevLOD == -1)
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{
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const float normalizedProgress = static_cast<float>(info.DrawState->LODTransition) * (1.0f / 255.0f);
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model->LODs.Get()[lodIndex].Draw(context, info, 1.0f - normalizedProgress);
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}
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else
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{
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const auto prevLOD = model->ClampLODIndex(info.DrawState->PrevLOD);
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const float normalizedProgress = static_cast<float>(info.DrawState->LODTransition) * (1.0f / 255.0f);
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model->LODs.Get()[prevLOD].Draw(context, info, normalizedProgress);
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model->LODs.Get()[lodIndex].Draw(context, info, normalizedProgress - 1.0f);
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}
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}
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@@ -461,7 +461,7 @@ int32 RenderTools::ComputeModelLOD(const Model* model, const Float3& origin, flo
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return 0;
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}
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int32 RenderTools::ComputeSkinnedModelLOD(const SkinnedModel* model, const Float3& origin, float radius, const RenderContext& renderContext)
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int32 RenderTools::ComputeModelLOD(const SkinnedModel* model, const Float3& origin, float radius, const RenderContext& renderContext)
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{
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const auto lodView = (renderContext.LodProxyView ? renderContext.LodProxyView : &renderContext.View);
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const float screenRadiusSquared = ComputeBoundsScreenRadiusSquared(origin, radius, *lodView) * renderContext.View.ModelLODDistanceFactorSqrt;
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@@ -486,6 +486,11 @@ int32 RenderTools::ComputeSkinnedModelLOD(const SkinnedModel* model, const Float
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return 0;
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}
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int32 RenderTools::ComputeSkinnedModelLOD(const SkinnedModel* model, const Float3& origin, float radius, const RenderContext& renderContext)
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{
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return ComputeModelLOD(model, origin, radius, renderContext);
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}
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void RenderTools::ComputeCascadeUpdateFrequency(int32 cascadeIndex, int32 cascadeCount, int32& updateFrequency, int32& updatePhrase, int32 updateMaxCountPerFrame)
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{
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switch (updateMaxCountPerFrame)
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@@ -109,15 +109,26 @@ public:
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/// <returns>The zero-based LOD index. Returns -1 if model should not be rendered.</returns>
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API_FUNCTION() static int32 ComputeModelLOD(const Model* model, API_PARAM(Ref) const Float3& origin, float radius, API_PARAM(Ref) const RenderContext& renderContext);
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/// <summary>
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/// Computes the model LOD index to use during rendering.
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/// </summary>
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/// <param name="model">The model.</param>
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/// <param name="origin">The bounds origin.</param>
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/// <param name="radius">The bounds radius.</param>
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/// <param name="renderContext">The rendering context.</param>
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/// <returns>The zero-based LOD index. Returns -1 if model should not be rendered.</returns>
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API_FUNCTION() static int32 ComputeModelLOD(const SkinnedModel* model, API_PARAM(Ref) const Float3& origin, float radius, API_PARAM(Ref) const RenderContext& renderContext);
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/// <summary>
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/// Computes the skinned model LOD index to use during rendering.
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/// [Deprecated in v1.12]
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/// </summary>
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/// <param name="model">The skinned model.</param>
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/// <param name="origin">The bounds origin.</param>
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/// <param name="radius">The bounds radius.</param>
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/// <param name="renderContext">The rendering context.</param>
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/// <returns>The zero-based LOD index. Returns -1 if model should not be rendered.</returns>
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API_FUNCTION() static int32 ComputeSkinnedModelLOD(const SkinnedModel* model, API_PARAM(Ref) const Float3& origin, float radius, API_PARAM(Ref) const RenderContext& renderContext);
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API_FUNCTION() DEPRECATED("Use ComputeModelLOD instead.") static int32 ComputeSkinnedModelLOD(const SkinnedModel* model, API_PARAM(Ref) const Float3& origin, float radius, API_PARAM(Ref) const RenderContext& renderContext);
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/// <summary>
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/// Computes the sorting key for depth value (quantized)
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Block a user