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authorreduz <reduzio@gmail.com>2020-12-26 09:05:36 -0300
committerreduz <reduzio@gmail.com>2020-12-26 19:11:33 -0300
commit548524152ebb96a176b57266514003ad2e348f6e (patch)
tree1f5b1bf898f3137875f5a160c4588f6ded764651 /servers/rendering/renderer_rd/renderer_scene_render_forward.cpp
parentfb16b1e39bb9ff7fe2e551bbf6659e8d502f84a7 (diff)
downloadredot-engine-548524152ebb96a176b57266514003ad2e348f6e.tar.gz
Rewrite culling to be more cache/thread friendly.
-Uses a single array with all data -Massive performance improvement -Does not support threads yet, but code is now thread friendly
Diffstat (limited to 'servers/rendering/renderer_rd/renderer_scene_render_forward.cpp')
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_forward.cpp21
1 files changed, 14 insertions, 7 deletions
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_forward.cpp b/servers/rendering/renderer_rd/renderer_scene_render_forward.cpp
index c6b2fa6dc0..983fbc9b64 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_forward.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_render_forward.cpp
@@ -1532,7 +1532,7 @@ void RendererSceneRenderForward::_add_geometry_with_material(InstanceBase *p_ins
}
}
-void RendererSceneRenderForward::_fill_render_list(const PagedArray<InstanceBase *> &p_instances, PassMode p_pass_mode, bool p_using_sdfgi) {
+void RendererSceneRenderForward::_fill_render_list(const PagedArray<InstanceBase *> &p_instances, PassMode p_pass_mode, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, bool p_using_sdfgi) {
scene_state.current_shader_index = 0;
scene_state.current_material_index = 0;
scene_state.used_sss = false;
@@ -1540,6 +1540,10 @@ void RendererSceneRenderForward::_fill_render_list(const PagedArray<InstanceBase
scene_state.used_normal_texture = false;
scene_state.used_depth_texture = false;
+ Plane near_plane(p_cam_transform.origin, -p_cam_transform.basis.get_axis(Vector3::AXIS_Z));
+ near_plane.d += p_cam_projection.get_z_near();
+ float z_max = p_cam_projection.get_z_far() - p_cam_projection.get_z_near();
+
uint32_t geometry_index = 0;
//fill list
@@ -1547,6 +1551,9 @@ void RendererSceneRenderForward::_fill_render_list(const PagedArray<InstanceBase
for (int i = 0; i < (int)p_instances.size(); i++) {
InstanceBase *inst = p_instances[i];
+ inst->depth = near_plane.distance_to(inst->transform.origin);
+ inst->depth_layer = CLAMP(int(inst->depth * 16 / z_max), 0, 15);
+
//add geometry for drawing
switch (inst->base_type) {
case RS::INSTANCE_MESH: {
@@ -1782,7 +1789,7 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf
_update_render_base_uniform_set(); //may have changed due to the above (light buffer enlarged, as an example)
render_list.clear();
- _fill_render_list(p_instances, PASS_MODE_COLOR, using_sdfgi);
+ _fill_render_list(p_instances, PASS_MODE_COLOR, p_cam_projection, p_cam_transform, using_sdfgi);
bool using_sss = !low_end && render_buffer && scene_state.used_sss && sub_surface_scattering_get_quality() != RS::SUB_SURFACE_SCATTERING_QUALITY_DISABLED;
@@ -2046,7 +2053,7 @@ void RendererSceneRenderForward::_render_shadow(RID p_framebuffer, const PagedAr
PassMode pass_mode = p_use_dp ? PASS_MODE_SHADOW_DP : PASS_MODE_SHADOW;
- _fill_render_list(p_instances, pass_mode);
+ _fill_render_list(p_instances, pass_mode, p_projection, p_transform);
RID rp_uniform_set = _setup_render_pass_uniform_set(RID(), RID(), RID(), RID(), PagedArray<RID>());
@@ -2079,7 +2086,7 @@ void RendererSceneRenderForward::_render_particle_collider_heightfield(RID p_fb,
PassMode pass_mode = PASS_MODE_SHADOW;
- _fill_render_list(p_instances, pass_mode);
+ _fill_render_list(p_instances, pass_mode, p_cam_projection, p_cam_transform);
RID rp_uniform_set = _setup_render_pass_uniform_set(RID(), RID(), RID(), RID(), PagedArray<RID>());
@@ -2112,7 +2119,7 @@ void RendererSceneRenderForward::_render_material(const Transform &p_cam_transfo
render_list.clear();
PassMode pass_mode = PASS_MODE_DEPTH_MATERIAL;
- _fill_render_list(p_instances, pass_mode);
+ _fill_render_list(p_instances, pass_mode, p_cam_projection, p_cam_transform);
RID rp_uniform_set = _setup_render_pass_uniform_set(RID(), RID(), RID(), RID(), PagedArray<RID>());
@@ -2151,7 +2158,7 @@ void RendererSceneRenderForward::_render_uv2(const PagedArray<InstanceBase *> &p
render_list.clear();
PassMode pass_mode = PASS_MODE_DEPTH_MATERIAL;
- _fill_render_list(p_instances, pass_mode);
+ _fill_render_list(p_instances, pass_mode, CameraMatrix(), Transform());
RID rp_uniform_set = _setup_render_pass_uniform_set(RID(), RID(), RID(), RID(), PagedArray<RID>());
@@ -2209,7 +2216,7 @@ void RendererSceneRenderForward::_render_sdfgi(RID p_render_buffers, const Vecto
render_list.clear();
PassMode pass_mode = PASS_MODE_SDF;
- _fill_render_list(p_instances, pass_mode);
+ _fill_render_list(p_instances, pass_mode, CameraMatrix(), Transform());
render_list.sort_by_key(false);
_fill_instances(render_list.elements, render_list.element_count, true);