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Notations of places to examine for proper stereo VP usage

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Robert Srinivasiah 7 年前
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a47cdb72
共有 2 个文件被更改,包括 14 次插入4 次删除
  1. 8
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Camera/HDCamera.cs
  2. 10
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoop.cs

8
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Camera/HDCamera.cs


// _FrustumPlanes - Also used for generating tesselation factors. Should be fine to use the combined stereo VP
// to calculate frustum planes.
// TODO: I really should be calculating my own combined view/proj in the Update code
// TODO: Would it be worth calculating my own combined view/proj matrix in Update?
// In engine, we modify the view and proj matrices accordingly in order to generate the single cull
// * Get the center eye view matrix, and pull it back to cover both eyes
// * Generated an expanded projection matrix (one method - max bound of left/right proj matrices)
// and move near/far planes to match near/far locations of proj matrices located at eyes.
// I think using the cull matrices is valid, as long as I only use them for tess factors in shader.
// Using them for other calculations (like light list generation) could be problematic.
var stereoCombinedViewMatrix = cullingParams.cullStereoView;

10
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoop.cs


m_lightList.Clear();
Vector3 camPosWS = camera.transform.position;
// We need to properly reset this here otherwise if we go from 1 light to no visible light we would keep the old reference active.
m_CurrentSunLight = null;
m_CurrentSunLightShadowIndex = -1;

//TODO: Do not call ToArray here to avoid GC, refactor API
int[] shadowRequests = m_ShadowRequests.ToArray();
int[] shadowDataIndices;
// Stereo: The usage of camera seems to be for the camera world space position.
// For stereo, this is fine as long as this matches the head position, along with
// our unified V/P/VP matrices working from that head position.
m_ShadowMgr.ProcessShadowRequests(m_FrameId, cullResults, camera, ShaderConfig.s_CameraRelativeRendering != 0, cullResults.visibleLights,
ref shadowRequestCount, shadowRequests, out shadowDataIndices);

// For now we will still apply the maximum of shadow here but we don't apply the sorting by priority + slot allocation yet
// 2. Go through all lights, convert them to GPU format.
// Create simultaneously data for culling (LigthVolumeData and rendering)
// Create simultaneously data for culling (LightVolumeData and rendering)
Vector3 camPosWS = camera.transform.position;
for (int sortIndex = 0; sortIndex < sortCount; ++sortIndex)
{

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