Deferred renderer: implement primitive camera clipping

This commit is contained in:
Nikita Lisitsa 2020-12-10 22:28:48 +03:00
parent 22f1dde2dc
commit f4c94e318f

View file

@ -910,6 +910,7 @@ void main()
assert(opts.camera); assert(opts.camera);
auto const camera_transform = opts.camera->transform(); auto const camera_transform = opts.camera->transform();
auto const camera_position = opts.camera->position(); auto const camera_position = opts.camera->position();
auto const camera_direction = opts.camera->direction();
// Sort objects by mask & compute bbox // Sort objects by mask & compute bbox
@ -938,7 +939,7 @@ void main()
if (o.mat->casts_shadow) casts_shadow_bbox |= o.bbox; if (o.mat->casts_shadow) casts_shadow_bbox |= o.bbox;
} }
auto render_all = [&](auto & program, auto && predicate) auto render_all = [&](auto & program, auto && predicate, bool clip_by_camera = false)
{ {
for (auto const & p : objects_by_mask) for (auto const & p : objects_by_mask)
{ {
@ -954,6 +955,21 @@ void main()
{ {
auto const & o = objects[i]; auto const & o = objects[i];
if (clip_by_camera)
{
bool clipped = true;
for (int c = 0; c < 8; ++c)
{
if (dot(o.bbox.corner(c & 1, (c & 2) >> 1, (c & 4) >> 1) - camera_position, camera_direction) > 0.f)
{
clipped = false;
break;
}
}
if (clipped)
continue;
}
if (mask & O_UNIFORM_COLOR) if (mask & O_UNIFORM_COLOR)
program["u_color"] = *o.mat->color; program["u_color"] = *o.mat->color;
@ -1103,7 +1119,7 @@ void main()
impl().g_buffer_pass_program["u_camera_transform"] = camera_transform; impl().g_buffer_pass_program["u_camera_transform"] = camera_transform;
impl().g_buffer_pass_program["u_max_intensity"] = opts.max_intensity; impl().g_buffer_pass_program["u_max_intensity"] = opts.max_intensity;
render_all(impl().g_buffer_pass_program, [](auto mask){ return !(mask & O_TRANSPARENT); }); render_all(impl().g_buffer_pass_program, [](auto mask){ return !(mask & O_TRANSPARENT); }, true);
// Render unlit transparent objects // Render unlit transparent objects
@ -1119,7 +1135,7 @@ void main()
gl::DepthMask(gl::FALSE); gl::DepthMask(gl::FALSE);
render_all(impl().transparent_pass_program, [](auto mask){ return (mask & O_TRANSPARENT); }); render_all(impl().transparent_pass_program, [](auto mask){ return (mask & O_TRANSPARENT); }, true);
// Render bloom // Render bloom
@ -1139,7 +1155,7 @@ void main()
impl().bloom_pass_program["u_camera_transform"] = camera_transform; impl().bloom_pass_program["u_camera_transform"] = camera_transform;
impl().bloom_pass_program["u_max_intensity"] = opts.max_intensity; impl().bloom_pass_program["u_max_intensity"] = opts.max_intensity;
render_all(impl().bloom_pass_program, [](auto mask){ return (mask & O_BLOOMING); }); render_all(impl().bloom_pass_program, [](auto mask){ return (mask & O_BLOOMING); }, true);
} }
// Render unlit transparent objects to bloom // Render unlit transparent objects to bloom
@ -1153,7 +1169,7 @@ void main()
gl::Enable(gl::BLEND); gl::Enable(gl::BLEND);
gl::BlendFuncSeparate(gl::SRC_ALPHA, gl::ONE_MINUS_SRC_ALPHA, gl::ZERO, gl::ONE); gl::BlendFuncSeparate(gl::SRC_ALPHA, gl::ONE_MINUS_SRC_ALPHA, gl::ZERO, gl::ONE);
render_all(impl().transparent_pass_program, [](auto mask){ return (mask & O_TRANSPARENT); }); render_all(impl().transparent_pass_program, [](auto mask){ return (mask & O_TRANSPARENT); }, true);
} }
gl::Disable(gl::BLEND); gl::Disable(gl::BLEND);