Graphics: Add RenderElement and ElementRenderer (WIP)

This commit is contained in:
Jérôme Leclercq
2021-07-25 21:13:24 +02:00
parent d647fdc59b
commit 08921b36a6
27 changed files with 3239 additions and 38 deletions

View File

@@ -6,8 +6,10 @@
#include <Nazara/Graphics/AbstractViewer.hpp>
#include <Nazara/Graphics/FrameGraph.hpp>
#include <Nazara/Graphics/Graphics.hpp>
#include <Nazara/Graphics/Material.hpp>
#include <Nazara/Graphics/InstancedRenderable.hpp>
#include <Nazara/Graphics/Material.hpp>
#include <Nazara/Graphics/RenderElement.hpp>
#include <Nazara/Graphics/SubmeshRenderer.hpp>
#include <Nazara/Graphics/ViewerInstance.hpp>
#include <Nazara/Graphics/WorldInstance.hpp>
#include <Nazara/Renderer/CommandBufferBuilder.hpp>
@@ -22,8 +24,11 @@ namespace Nz
{
ForwardFramePipeline::ForwardFramePipeline() :
m_rebuildFrameGraph(true),
m_rebuildDepthPrepass(false),
m_rebuildForwardPass(false)
{
m_elementRenderers.resize(1);
m_elementRenderers[UnderlyingCast(BasicRenderElement::Submesh)] = std::make_unique<SubmeshRenderer>();
}
void ForwardFramePipeline::InvalidateViewer(AbstractViewer* viewerInstance)
@@ -63,6 +68,7 @@ namespace Nz
UnregisterMaterialPass(pass);
}
m_rebuildDepthPrepass = true;
m_rebuildForwardPass = true;
});
@@ -79,6 +85,7 @@ namespace Nz
}
}
m_rebuildDepthPrepass = true;
m_rebuildForwardPass = true;
}
}
@@ -120,7 +127,10 @@ namespace Nz
for (MaterialPass* material : m_invalidatedMaterials)
{
if (material->Update(renderFrame, builder))
{
m_rebuildDepthPrepass = true;
m_rebuildForwardPass = true;
}
}
m_invalidatedMaterials.clear();
@@ -129,6 +139,55 @@ namespace Nz
builder.EndDebugRegion();
}, QueueType::Transfer);
if (m_rebuildDepthPrepass)
{
m_depthPrepassRenderElements.clear();
for (const auto& [worldInstance, renderables] : m_renderables)
{
for (const auto& [renderable, renderableData] : renderables)
renderable->BuildElement("DepthPass", *worldInstance, m_depthPrepassRenderElements);
}
}
if (m_rebuildForwardPass)
{
m_forwardRenderElements.clear();
for (const auto& [worldInstance, renderables] : m_renderables)
{
for (const auto& [renderable, renderableData] : renderables)
renderable->BuildElement("ForwardPass", *worldInstance, m_forwardRenderElements);
}
}
// RenderQueue handling
m_depthPrepassRegistry.Clear();
m_depthPrepassRenderQueue.Clear();
for (const auto& renderElement : m_depthPrepassRenderElements)
{
renderElement->Register(m_depthPrepassRegistry);
m_depthPrepassRenderQueue.Insert(renderElement.get());
}
m_depthPrepassRenderQueue.Sort([&](const RenderElement* element)
{
return element->ComputeSortingScore(m_depthPrepassRegistry);
});
m_forwardRegistry.Clear();
m_forwardRenderQueue.Clear();
for (const auto& renderElement : m_forwardRenderElements)
{
renderElement->Register(m_forwardRegistry);
m_forwardRenderQueue.Insert(renderElement.get());
}
m_forwardRenderQueue.Sort([&](const RenderElement* element)
{
return element->ComputeSortingScore(m_forwardRegistry);
});
if (m_bakedFrameGraph.Resize(renderFrame))
{
const std::shared_ptr<TextureSampler>& sampler = graphics->GetSamplerCache().Get({});
@@ -152,6 +211,7 @@ namespace Nz
m_bakedFrameGraph.Execute(renderFrame);
m_rebuildForwardPass = false;
m_rebuildDepthPrepass = false;
m_rebuildFrameGraph = false;
const Vector2ui& frameSize = renderFrame.GetSize();
@@ -179,7 +239,7 @@ namespace Nz
builder.SetViewport(renderRegion);
builder.BindPipeline(*graphics->GetBlitPipeline());
builder.BindVertexBuffer(0, graphics->GetFullscreenVertexBuffer().get());
builder.BindVertexBuffer(0, *graphics->GetFullscreenVertexBuffer());
builder.BindShaderBinding(0, *blitShaderBinding);
builder.Draw(3);
@@ -265,19 +325,35 @@ namespace Nz
builder.BindShaderBinding(Graphics::ViewerBindingSet, viewer->GetViewerInstance().GetShaderBinding());
for (const auto& [worldInstance, renderables] : m_renderables)
auto it = m_depthPrepassRenderQueue.begin();
while (it != m_depthPrepassRenderQueue.end())
{
builder.BindShaderBinding(Graphics::WorldBindingSet, worldInstance->GetShaderBinding());
const RenderElement* element = *it;
UInt8 elementType = element->GetElementType();
for (const auto& [renderable, renderableData] : renderables)
renderable->Draw("DepthPass", builder);
m_temporaryElementList.push_back(element);
++it;
while (it != m_depthPrepassRenderQueue.end() && (*it)->GetElementType() == elementType)
{
m_temporaryElementList.push_back(*it);
++it;
}
if (elementType >= m_elementRenderers.size() || !m_elementRenderers[elementType])
continue;
ElementRenderer& elementRenderer = *m_elementRenderers[elementType];
elementRenderer.Render(builder, m_temporaryElementList.data(), m_temporaryElementList.size());
m_temporaryElementList.clear();
}
});
FramePass& forwardPass = frameGraph.AddPass("Forward pass");
forwardPass.AddOutput(viewerData.colorAttachment);
forwardPass.SetDepthStencilInput(viewerData.depthStencilAttachment);
forwardPass.SetDepthStencilOutput(viewerData.depthStencilAttachment);
//forwardPass.SetDepthStencilOutput(viewerData.depthStencilAttachment);
forwardPass.SetClearColor(0, Color::Black);
forwardPass.SetDepthStencilClear(1.f, 0);
@@ -299,12 +375,28 @@ namespace Nz
builder.BindShaderBinding(Graphics::ViewerBindingSet, viewer->GetViewerInstance().GetShaderBinding());
for (const auto& [worldInstance, renderables] : m_renderables)
auto it = m_forwardRenderQueue.begin();
while (it != m_forwardRenderQueue.end())
{
builder.BindShaderBinding(Graphics::WorldBindingSet, worldInstance->GetShaderBinding());
const RenderElement* element = *it;
UInt8 elementType = element->GetElementType();
for (const auto& [renderable, renderableData] : renderables)
renderable->Draw("ForwardPass", builder);
m_temporaryElementList.push_back(element);
++it;
while (it != m_forwardRenderQueue.end() && (*it)->GetElementType() == elementType)
{
m_temporaryElementList.push_back(*it);
++it;
}
if (elementType >= m_elementRenderers.size() || !m_elementRenderers[elementType])
continue;
ElementRenderer& elementRenderer = *m_elementRenderers[elementType];
elementRenderer.Render(builder, m_temporaryElementList.data(), m_temporaryElementList.size());
m_temporaryElementList.clear();
}
});
}