mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 03:33:48 +00:00
Fix SkatterSky flare occlusion.
This commit is contained in:
parent
6338b8cc82
commit
190f68b998
5 changed files with 105 additions and 40 deletions
|
|
@ -26,16 +26,18 @@
|
|||
#include "core/stream/bitStream.h"
|
||||
#include "console/engineAPI.h"
|
||||
#include "lighting/lightInfo.h"
|
||||
#include "lighting/lightQuery.h"
|
||||
#include "math/mathUtils.h"
|
||||
#include "math/mathIO.h"
|
||||
#include "scene/sceneRenderState.h"
|
||||
#include "gfx/gfxOcclusionQuery.h"
|
||||
#include "gfx/gfxDrawUtil.h"
|
||||
#include "gfx/gfxTextureManager.h"
|
||||
#include "renderInstance/renderPassManager.h"
|
||||
#include "T3D/gameBase/gameConnection.h"
|
||||
#include "T3D/gameBase/processList.h"
|
||||
#include "collision/collision.h"
|
||||
|
||||
#include "lighting/lightManager.h"
|
||||
|
||||
const U32 LightFlareData::LosMask = STATIC_COLLISION_TYPEMASK |
|
||||
ShapeBaseObjectType |
|
||||
|
|
@ -45,8 +47,6 @@ const U32 LightFlareData::LosMask = STATIC_COLLISION_TYPEMASK |
|
|||
|
||||
LightFlareState::~LightFlareState()
|
||||
{
|
||||
delete occlusionQuery;
|
||||
delete fullPixelQuery;
|
||||
}
|
||||
|
||||
void LightFlareState::clear()
|
||||
|
|
@ -59,8 +59,6 @@ void LightFlareState::clear()
|
|||
lightInfo = NULL;
|
||||
worldRadius = -1.0f;
|
||||
occlusion = -1.0f;
|
||||
occlusionQuery = NULL;
|
||||
fullPixelQuery = NULL;
|
||||
}
|
||||
|
||||
Point3F LightFlareData::sBasePoints[] =
|
||||
|
|
@ -296,47 +294,39 @@ bool LightFlareData::_testVisibility(const SceneRenderState *state, LightFlareSt
|
|||
// for one-shot initialization of LightFlareState
|
||||
if ( useOcclusionQuery )
|
||||
{
|
||||
if ( flareState->occlusionQuery == NULL )
|
||||
flareState->occlusionQuery = GFX->createOcclusionQuery();
|
||||
if ( flareState->fullPixelQuery == NULL )
|
||||
flareState->fullPixelQuery = GFX->createOcclusionQuery();
|
||||
|
||||
// Always treat light as onscreen if using HOQ
|
||||
// it will be faded out if offscreen anyway.
|
||||
onScreen = true;
|
||||
|
||||
// NOTE: These queries frame lock us as we block to get the
|
||||
// results. This is ok as long as long as we're not too GPU
|
||||
// bound... else we waste CPU time here waiting for it when
|
||||
// we could have been doing other CPU work instead.
|
||||
needsRaycast = false;
|
||||
|
||||
// Test the hardware queries for rendered pixels.
|
||||
U32 pixels = 0, fullPixels = 0;
|
||||
GFXOcclusionQuery::OcclusionQueryStatus status = flareState->occlusionQuery->getStatus( true, &pixels );
|
||||
flareState->fullPixelQuery->getStatus( true, &fullPixels );
|
||||
if ( status != GFXOcclusionQuery::Occluded && fullPixels != 0 )
|
||||
GFXOcclusionQuery::OcclusionQueryStatus status;
|
||||
flareState->occlusionQuery.getLastStatus( false, &status, &pixels );
|
||||
flareState->fullPixelQuery.getLastStatus( false, NULL, &fullPixels );
|
||||
|
||||
if ( status == GFXOcclusionQuery::NotOccluded && fullPixels != 0 )
|
||||
*outOcclusionFade = mClampF( (F32)pixels / (F32)fullPixels, 0.0f, 1.0f );
|
||||
|
||||
// If we got a result then we don't need to fallback to the raycast.
|
||||
if ( status != GFXOcclusionQuery::Unset )
|
||||
needsRaycast = false;
|
||||
|
||||
// Setup the new queries.
|
||||
RenderPassManager *rpm = state->getRenderPass();
|
||||
OccluderRenderInst *ri = rpm->allocInst<OccluderRenderInst>();
|
||||
ri->type = RenderPassManager::RIT_Occluder;
|
||||
ri->query = flareState->occlusionQuery;
|
||||
ri->query2 = flareState->fullPixelQuery;
|
||||
ri->isSphere = true;
|
||||
ri->position = lightPos;
|
||||
if ( isVectorLight && flareState->worldRadius > 0.0f )
|
||||
ri->scale.set( flareState->worldRadius );
|
||||
else
|
||||
ri->scale.set( mOcclusionRadius );
|
||||
ri->orientation = rpm->allocUniqueXform( lightInfo->getTransform() );
|
||||
if( !flareState->occlusionQuery.isWaiting() )
|
||||
{
|
||||
// Setup the new queries.
|
||||
RenderPassManager *rpm = state->getRenderPass();
|
||||
OccluderRenderInst *ri = rpm->allocInst<OccluderRenderInst>();
|
||||
ri->type = RenderPassManager::RIT_Occluder;
|
||||
ri->query = flareState->occlusionQuery.getQuery();
|
||||
ri->query2 = flareState->fullPixelQuery.getQuery();
|
||||
ri->isSphere = true;
|
||||
ri->position = lightPos;
|
||||
if ( isVectorLight && flareState->worldRadius > 0.0f )
|
||||
ri->scale.set( flareState->worldRadius );
|
||||
else
|
||||
ri->scale.set( mOcclusionRadius );
|
||||
ri->orientation = rpm->allocUniqueXform( lightInfo->getTransform() );
|
||||
|
||||
// Submit the queries.
|
||||
state->getRenderPass()->addInst( ri );
|
||||
// Submit the queries.
|
||||
state->getRenderPass()->addInst( ri );
|
||||
}
|
||||
}
|
||||
|
||||
const Point3F &camPos = state->getCameraPosition();
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue