CryEnginev渲染流程(by longlongway2012)

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CryEngine 渲染流程

  1. 渲染涉及的线程: MainThread、RenderThread、CullingThread和JobThread。 
    MainThread: 用于控制渲染流程 
    RenderThread: 用于渲染底层图形元素 
    CullingThread:用于计算裁剪 
    JobThread: 用于协同以上线程的通信

  2. 线程协同的序列图

这里写图片描述

  1. Cull Job,注册Culling任务:

    DECLARE_JOB("CheckOcclusion", TOcclusionCheckJob, NAsyncCull::CCullThread::CheckOcclusion);DECLARE_JOB("PrepareOcclusion", TOcclusionPrepareJob, NAsyncCull::CCullThread::PrepareOcclusion);DECLARE_JOB("PrepareOcclusion_ReprojectZBuffer", TOcclusionPrepareReprojectJob, NAsyncCull::CCullThread::PrepareOcclusion_ReprojectZBuffer);DECLARE_JOB("PrepareOcclusion_ReprojectZBufferLine", TOcclusionPrepareReprojectLineJob, NAsyncCull::CCullThread::PrepareOcclusion_ReprojectZBufferLine);DECLARE_JOB("PrepareOcclusion_ReprojectZBufferLineAfterMerge", TOcclusionPrepareReprojectLineJob2, NAsyncCull::CCullThread::PrepareOcclusion_ReprojectZBufferLineAfterMerge);DECLARE_JOB("PrepareOcclusion_RasterizeZBuffer", TOcclusionPrepareRasterizeJob, NAsyncCull::CCullThread::PrepareOcclusion_RasterizeZBuffer);
  2. 裁剪处理: 
    MainThread中调用: 
    C3DEngine::PrepareOcclusion 

    CObjManager::PrepareCullbufferAsync 

    CCullThread::PrepareCullbufferAsync –> TOcclusionPrepareJob job; // 从主线程创建任务,任务则将从JobThread线程执行,此后每个Job结束后,又创建新的Job向下推进: 
    | , 
    CCullThread::PrepareOcclusion –> TOcclusionPrepareReprojectJob job; 

    CCullThread::PrepareOcclusion_ReprojectZBuffer –> TOcclusionPrepareRasterizeJob job; 

    CCullThread::PrepareOcclusion_ReprojectZBufferLine –> RASTERIZER.ReprojectHWDepthBuffer;TOcclusionPrepareReprojectLineJob2 job; 

    CCullThread::PrepareOcclusion_ReprojectZBufferLineAfterMerge –> RASTERIZER.ReprojectHWDepthBufferAfterMerge TOcclusionPrepareRasterizeJob job; 

    CCullThread::PrepareOcclusion_RasterizeZBuffer –>TOcclusionCheckJob job; 

    CCullThread::CheckOcclusion

以上流程,大体思路是,用当前相机生成一个裁剪视锥和深度缓存,通过TestAABB,将模型的深度信息写入深度缓存(类似于实现zbuffer深度绘制算法)。 
除此,CryEngine还有其OCM处理流程(OCM Occlusion Mesh查询遮挡模型),通过加载预先生成的OCM模型,可以快速裁剪。

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