Graphics: Add render order

Former-commit-id: 881ae69c214e024846dc0165f3476f76f5bcc0b5
This commit is contained in:
Lynix 2015-11-27 23:38:54 +01:00
parent 5d3e4d7aeb
commit 0a0e6d00f7
16 changed files with 404 additions and 264 deletions

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@ -24,7 +24,7 @@ namespace Ndk
inline void AddToRenderQueue(Nz::AbstractRenderQueue* renderQueue) const;
inline void Attach(Nz::InstancedRenderableRef renderable);
inline void Attach(Nz::InstancedRenderableRef renderable, int renderOrder = 0);
inline void EnsureTransformMatrixUpdate() const;

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@ -32,10 +32,11 @@ namespace Ndk
}
}
inline void GraphicsComponent::Attach(Nz::InstancedRenderableRef renderable)
inline void GraphicsComponent::Attach(Nz::InstancedRenderableRef renderable, int renderOrder)
{
m_renderables.emplace_back(m_transformMatrix);
Renderable& r = m_renderables.back();
r.data.renderOrder = renderOrder;
r.renderable = std::move(renderable);
r.renderableInvalidationSlot.Connect(r.renderable->OnInstancedRenderableInvalidateData, std::bind(&GraphicsComponent::InvalidateRenderableData, this, std::placeholders::_1, std::placeholders::_2, m_renderables.size()-1));
}

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@ -38,21 +38,21 @@ namespace Nz
// Je ne suis vraiment pas fan du nombre de surcharges pour AddBillboards,
// mais je n'ai pas d'autre solution tout aussi performante pour le moment...
virtual void AddBillboard(const Material* material, const Vector3f& position, const Vector2f& size, const Vector2f& sinCos = Vector2f(0.f, 1.f), const Color& color = Color::White) = 0;
virtual void AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr = nullptr, SparsePtr<const Color> colorPtr = nullptr) = 0;
virtual void AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr) = 0;
virtual void AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr = nullptr) = 0;
virtual void AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr) = 0;
virtual void AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr = nullptr, SparsePtr<const Color> colorPtr = nullptr) = 0;
virtual void AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr) = 0;
virtual void AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr = nullptr) = 0;
virtual void AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr) = 0;
virtual void AddDrawable(const Drawable* drawable) = 0;
virtual void AddBillboard(int renderOrder, const Material* material, const Vector3f& position, const Vector2f& size, const Vector2f& sinCos = Vector2f(0.f, 1.f), const Color& color = Color::White) = 0;
virtual void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr = nullptr, SparsePtr<const Color> colorPtr = nullptr) = 0;
virtual void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr) = 0;
virtual void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr = nullptr) = 0;
virtual void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr) = 0;
virtual void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr = nullptr, SparsePtr<const Color> colorPtr = nullptr) = 0;
virtual void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr) = 0;
virtual void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr = nullptr) = 0;
virtual void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr) = 0;
virtual void AddDrawable(int renderOrder, const Drawable* drawable) = 0;
virtual void AddDirectionalLight(const DirectionalLight& light);
virtual void AddMesh(const Material* material, const MeshData& meshData, const Boxf& meshAABB, const Matrix4f& transformMatrix) = 0;
virtual void AddMesh(int renderOrder, const Material* material, const MeshData& meshData, const Boxf& meshAABB, const Matrix4f& transformMatrix) = 0;
virtual void AddPointLight(const PointLight& light);
virtual void AddSpotLight(const SpotLight& light);
virtual void AddSprites(const Material* material, const VertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const Texture* overlay = nullptr) = 0;
virtual void AddSprites(int renderOrder, const Material* material, const VertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const Texture* overlay = nullptr) = 0;
virtual void Clear(bool fully = false);

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@ -29,18 +29,18 @@ namespace Nz
DeferredRenderQueue(ForwardRenderQueue* forwardQueue);
~DeferredRenderQueue() = default;
void AddBillboard(const Material* material, const Vector3f& position, const Vector2f& size, const Vector2f& sinCos = Vector2f(0.f, 1.f), const Color& color = Color::White) override;
void AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr = nullptr, SparsePtr<const Color> colorPtr = nullptr) override;
void AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr) override;
void AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr = nullptr) override;
void AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr) override;
void AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr = nullptr, SparsePtr<const Color> colorPtr = nullptr) override;
void AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr) override;
void AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr = nullptr) override;
void AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr) override;
void AddDrawable(const Drawable* drawable) override;
void AddMesh(const Material* material, const MeshData& meshData, const Boxf& meshAABB, const Matrix4f& transformMatrix) override;
void AddSprites(const Material* material, const VertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const Texture* overlay = nullptr) override;
void AddBillboard(int renderOrder, const Material* material, const Vector3f& position, const Vector2f& size, const Vector2f& sinCos = Vector2f(0.f, 1.f), const Color& color = Color::White) override;
void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr = nullptr, SparsePtr<const Color> colorPtr = nullptr) override;
void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr) override;
void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr = nullptr) override;
void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr) override;
void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr = nullptr, SparsePtr<const Color> colorPtr = nullptr) override;
void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr) override;
void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr = nullptr) override;
void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr) override;
void AddDrawable(int renderOrder, const Drawable* drawable) override;
void AddMesh(int renderOrder, const Material* material, const MeshData& meshData, const Boxf& meshAABB, const Matrix4f& transformMatrix) override;
void AddSprites(int renderOrder, const Material* material, const VertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const Texture* overlay = nullptr) override;
void Clear(bool fully = false);
@ -75,7 +75,17 @@ namespace Nz
typedef std::map<const Material*, BatchedModelEntry, BatchedModelMaterialComparator> ModelBatches;
ModelBatches opaqueModels;
struct Layer
{
ModelBatches opaqueModels;
unsigned int clearCount = 0;
};
std::map<int, Layer> layers;
private:
Layer& GetLayer(unsigned int i); ///TODO: Inline
ForwardRenderQueue* m_forwardQueue;
void OnIndexBufferInvalidation(const IndexBuffer* indexBuffer);

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@ -31,18 +31,18 @@ namespace Nz
ForwardRenderQueue() = default;
~ForwardRenderQueue() = default;
void AddBillboard(const Material* material, const Vector3f& position, const Vector2f& size, const Vector2f& sinCos = Vector2f(0.f, 1.f), const Color& color = Color::White) override;
void AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr = nullptr, SparsePtr<const Color> colorPtr = nullptr) override;
void AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr) override;
void AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr = nullptr) override;
void AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr) override;
void AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr = nullptr, SparsePtr<const Color> colorPtr = nullptr) override;
void AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr) override;
void AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr = nullptr) override;
void AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr) override;
void AddDrawable(const Drawable* drawable) override;
void AddMesh(const Material* material, const MeshData& meshData, const Boxf& meshAABB, const Matrix4f& transformMatrix) override;
void AddSprites(const Material* material, const VertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const Texture* overlay = nullptr) override;
void AddBillboard(int renderOrder, const Material* material, const Vector3f& position, const Vector2f& size, const Vector2f& sinCos = Vector2f(0.f, 1.f), const Color& color = Color::White) override;
void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr = nullptr, SparsePtr<const Color> colorPtr = nullptr) override;
void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr) override;
void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr = nullptr) override;
void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr) override;
void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr = nullptr, SparsePtr<const Color> colorPtr = nullptr) override;
void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr) override;
void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr = nullptr) override;
void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr) override;
void AddDrawable(int renderOrder, const Drawable* drawable) override;
void AddMesh(int renderOrder, const Material* material, const MeshData& meshData, const Boxf& meshAABB, const Matrix4f& transformMatrix) override;
void AddSprites(int renderOrder, const Material* material, const VertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const Texture* overlay = nullptr) override;
void Clear(bool fully = false);
@ -145,14 +145,22 @@ namespace Nz
typedef std::vector<unsigned int> TransparentModelContainer;
BatchedBillboardContainer billboards;
BasicSpriteBatches basicSprites;
ModelBatches opaqueModels;
TransparentModelContainer transparentModels;
std::vector<TransparentModelData> transparentModelData;
std::vector<const Drawable*> otherDrawables;
struct Layer
{
BatchedBillboardContainer billboards;
BasicSpriteBatches basicSprites;
ModelBatches opaqueModels;
TransparentModelContainer transparentModels;
std::vector<TransparentModelData> transparentModelData;
std::vector<const Drawable*> otherDrawables;
unsigned int clearCount = 0;
};
std::map<int, Layer> layers;
private:
Layer& GetLayer(int i); ///TODO: Inline
void OnIndexBufferInvalidation(const IndexBuffer* indexBuffer);
void OnMaterialInvalidation(const Material* material);
void OnTextureInvalidation(const Texture* texture);

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@ -39,10 +39,10 @@ namespace Nz
struct ShaderUniforms;
void ChooseLights(const Spheref& object, bool includeDirectionalLights = true) const;
void DrawBasicSprites(const SceneData& sceneData) const;
void DrawBillboards(const SceneData& sceneData) const;
void DrawOpaqueModels(const SceneData& sceneData) const;
void DrawTransparentModels(const SceneData& sceneData) const;
void DrawBasicSprites(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const;
void DrawBillboards(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const;
void DrawOpaqueModels(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const;
void DrawTransparentModels(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const;
const ShaderUniforms* GetShaderUniforms(const Shader* shader) const;
void OnShaderInvalidated(const Shader* shader) const;
void SendLightUniforms(const Shader* shader, const LightUniforms& uniforms, unsigned int index, unsigned int uniformOffset) const;

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@ -64,6 +64,7 @@ namespace Nz
BoundingVolumef volume;
Matrix4f& transformMatrix;
UInt32 flags;
int renderOrder;
};
protected:

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@ -17,7 +17,7 @@ namespace Nz
if (!m_material)
return;
renderQueue->AddBillboard(m_material, instanceData.transformMatrix.GetTranslation(), m_size, m_sinCos, m_color);
renderQueue->AddBillboard(instanceData.renderOrder, m_material, instanceData.transformMatrix.GetTranslation(), m_size, m_sinCos, m_color);
}
void Billboard::MakeBoundingVolume() const

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@ -54,118 +54,123 @@ namespace Nz
const Shader* lastShader = nullptr;
const ShaderUniforms* shaderUniforms = nullptr;
for (auto& matIt : m_renderQueue->opaqueModels)
for (auto& pair : m_renderQueue->layers)
{
auto& matEntry = matIt.second;
DeferredRenderQueue::Layer& layer = pair.second;
if (matEntry.enabled)
for (auto& matIt : layer.opaqueModels)
{
DeferredRenderQueue::MeshInstanceContainer& meshInstances = matEntry.meshMap;
auto& matEntry = matIt.second;
if (!meshInstances.empty())
if (matEntry.enabled)
{
const Material* material = matIt.first;
DeferredRenderQueue::MeshInstanceContainer& meshInstances = matEntry.meshMap;
bool useInstancing = instancingEnabled && matEntry.instancingEnabled;
// On commence par récupérer le programme du matériau
UInt32 flags = ShaderFlags_Deferred;
if (useInstancing)
flags |= ShaderFlags_Instancing;
const Shader* shader = material->Apply(flags);
// Les uniformes sont conservées au sein d'un programme, inutile de les renvoyer tant qu'il ne change pas
if (shader != lastShader)
if (!meshInstances.empty())
{
// Index des uniformes dans le shader
shaderUniforms = GetShaderUniforms(shader);
const Material* material = matIt.first;
// Couleur ambiante de la scène
shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
// Position de la caméra
shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition());
bool useInstancing = instancingEnabled && matEntry.instancingEnabled;
lastShader = shader;
}
// On commence par récupérer le programme du matériau
UInt32 flags = ShaderFlags_Deferred;
if (useInstancing)
flags |= ShaderFlags_Instancing;
// Meshes
for (auto& meshIt : meshInstances)
{
const MeshData& meshData = meshIt.first;
auto& meshEntry = meshIt.second;
const Shader* shader = material->Apply(flags);
std::vector<Matrix4f>& instances = meshEntry.instances;
if (!instances.empty())
// Les uniformes sont conservées au sein d'un programme, inutile de les renvoyer tant qu'il ne change pas
if (shader != lastShader)
{
const IndexBuffer* indexBuffer = meshData.indexBuffer;
const VertexBuffer* vertexBuffer = meshData.vertexBuffer;
// Index des uniformes dans le shader
shaderUniforms = GetShaderUniforms(shader);
// Gestion du draw call avant la boucle de rendu
Renderer::DrawCall drawFunc;
Renderer::DrawCallInstanced instancedDrawFunc;
unsigned int indexCount;
// Couleur ambiante de la scène
shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
// Position de la caméra
shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition());
if (indexBuffer)
lastShader = shader;
}
// Meshes
for (auto& meshIt : meshInstances)
{
const MeshData& meshData = meshIt.first;
auto& meshEntry = meshIt.second;
std::vector<Matrix4f>& instances = meshEntry.instances;
if (!instances.empty())
{
drawFunc = Renderer::DrawIndexedPrimitives;
instancedDrawFunc = Renderer::DrawIndexedPrimitivesInstanced;
indexCount = indexBuffer->GetIndexCount();
}
else
{
drawFunc = Renderer::DrawPrimitives;
instancedDrawFunc = Renderer::DrawPrimitivesInstanced;
indexCount = vertexBuffer->GetVertexCount();
}
const IndexBuffer* indexBuffer = meshData.indexBuffer;
const VertexBuffer* vertexBuffer = meshData.vertexBuffer;
Renderer::SetIndexBuffer(indexBuffer);
Renderer::SetVertexBuffer(vertexBuffer);
// Gestion du draw call avant la boucle de rendu
Renderer::DrawCall drawFunc;
Renderer::DrawCallInstanced instancedDrawFunc;
unsigned int indexCount;
if (useInstancing)
{
// On récupère le buffer d'instancing du Renderer et on le configure pour fonctionner avec des matrices
VertexBuffer* instanceBuffer = Renderer::GetInstanceBuffer();
instanceBuffer->SetVertexDeclaration(VertexDeclaration::Get(VertexLayout_Matrix4));
const Matrix4f* instanceMatrices = &instances[0];
unsigned int instanceCount = instances.size();
unsigned int maxInstanceCount = instanceBuffer->GetVertexCount(); // Le nombre de matrices que peut contenir le buffer
while (instanceCount > 0)
if (indexBuffer)
{
// On calcule le nombre d'instances que l'on pourra afficher cette fois-ci (Selon la taille du buffer d'instancing)
unsigned int renderedInstanceCount = std::min(instanceCount, maxInstanceCount);
instanceCount -= renderedInstanceCount;
// On remplit l'instancing buffer avec nos matrices world
instanceBuffer->Fill(instanceMatrices, 0, renderedInstanceCount, true);
instanceMatrices += renderedInstanceCount;
// Et on affiche
instancedDrawFunc(renderedInstanceCount, meshData.primitiveMode, 0, indexCount);
drawFunc = Renderer::DrawIndexedPrimitives;
instancedDrawFunc = Renderer::DrawIndexedPrimitivesInstanced;
indexCount = indexBuffer->GetIndexCount();
}
}
else
{
// Sans instancing, on doit effectuer un draw call pour chaque instance
// Cela reste néanmoins plus rapide que l'instancing en dessous d'un certain nombre d'instances
// À cause du temps de modification du buffer d'instancing
for (const Matrix4f& matrix : instances)
else
{
Renderer::SetMatrix(MatrixType_World, matrix);
drawFunc(meshData.primitiveMode, 0, indexCount);
drawFunc = Renderer::DrawPrimitives;
instancedDrawFunc = Renderer::DrawPrimitivesInstanced;
indexCount = vertexBuffer->GetVertexCount();
}
}
instances.clear();
Renderer::SetIndexBuffer(indexBuffer);
Renderer::SetVertexBuffer(vertexBuffer);
if (useInstancing)
{
// On récupère le buffer d'instancing du Renderer et on le configure pour fonctionner avec des matrices
VertexBuffer* instanceBuffer = Renderer::GetInstanceBuffer();
instanceBuffer->SetVertexDeclaration(VertexDeclaration::Get(VertexLayout_Matrix4));
const Matrix4f* instanceMatrices = &instances[0];
unsigned int instanceCount = instances.size();
unsigned int maxInstanceCount = instanceBuffer->GetVertexCount(); // Le nombre de matrices que peut contenir le buffer
while (instanceCount > 0)
{
// On calcule le nombre d'instances que l'on pourra afficher cette fois-ci (Selon la taille du buffer d'instancing)
unsigned int renderedInstanceCount = std::min(instanceCount, maxInstanceCount);
instanceCount -= renderedInstanceCount;
// On remplit l'instancing buffer avec nos matrices world
instanceBuffer->Fill(instanceMatrices, 0, renderedInstanceCount, true);
instanceMatrices += renderedInstanceCount;
// Et on affiche
instancedDrawFunc(renderedInstanceCount, meshData.primitiveMode, 0, indexCount);
}
}
else
{
// Sans instancing, on doit effectuer un draw call pour chaque instance
// Cela reste néanmoins plus rapide que l'instancing en dessous d'un certain nombre d'instances
// À cause du temps de modification du buffer d'instancing
for (const Matrix4f& matrix : instances)
{
Renderer::SetMatrix(MatrixType_World, matrix);
drawFunc(meshData.primitiveMode, 0, indexCount);
}
}
instances.clear();
}
}
}
}
// Et on remet à zéro les données
matEntry.enabled = false;
matEntry.instancingEnabled = false;
// Et on remet à zéro les données
matEntry.enabled = false;
matEntry.instancingEnabled = false;
}
}
}

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@ -17,63 +17,66 @@ namespace Nz
{
}
void DeferredRenderQueue::AddBillboard(const Material* material, const Vector3f& position, const Vector2f& size, const Vector2f& sinCos, const Color& color)
void DeferredRenderQueue::AddBillboard(int renderOrder, const Material* material, const Vector3f& position, const Vector2f& size, const Vector2f& sinCos, const Color& color)
{
m_forwardQueue->AddBillboard(material, position, size, sinCos, color);
m_forwardQueue->AddBillboard(renderOrder, material, position, size, sinCos, color);
}
void DeferredRenderQueue::AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const Color> colorPtr)
void DeferredRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const Color> colorPtr)
{
m_forwardQueue->AddBillboards(material, count, positionPtr, sizePtr, sinCosPtr, colorPtr);
m_forwardQueue->AddBillboards(renderOrder, material, count, positionPtr, sizePtr, sinCosPtr, colorPtr);
}
void DeferredRenderQueue::AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr)
void DeferredRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr)
{
m_forwardQueue->AddBillboards(material, count, positionPtr, sizePtr, sinCosPtr, alphaPtr);
m_forwardQueue->AddBillboards(renderOrder, material, count, positionPtr, sizePtr, sinCosPtr, alphaPtr);
}
void DeferredRenderQueue::AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr)
void DeferredRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr)
{
m_forwardQueue->AddBillboards(material, count, positionPtr, sizePtr, anglePtr, colorPtr);
m_forwardQueue->AddBillboards(renderOrder, material, count, positionPtr, sizePtr, anglePtr, colorPtr);
}
void DeferredRenderQueue::AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr)
void DeferredRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr)
{
m_forwardQueue->AddBillboards(material, count, positionPtr, sizePtr, anglePtr, alphaPtr);
m_forwardQueue->AddBillboards(renderOrder, material, count, positionPtr, sizePtr, anglePtr, alphaPtr);
}
void DeferredRenderQueue::AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const Color> colorPtr)
void DeferredRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const Color> colorPtr)
{
m_forwardQueue->AddBillboards(material, count, positionPtr, sizePtr, sinCosPtr, colorPtr);
m_forwardQueue->AddBillboards(renderOrder, material, count, positionPtr, sizePtr, sinCosPtr, colorPtr);
}
void DeferredRenderQueue::AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr)
void DeferredRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr)
{
m_forwardQueue->AddBillboards(material, count, positionPtr, sizePtr, sinCosPtr, alphaPtr);
m_forwardQueue->AddBillboards(renderOrder, material, count, positionPtr, sizePtr, sinCosPtr, alphaPtr);
}
void DeferredRenderQueue::AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr)
void DeferredRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr)
{
m_forwardQueue->AddBillboards(material, count, positionPtr, sizePtr, anglePtr, colorPtr);
m_forwardQueue->AddBillboards(renderOrder, material, count, positionPtr, sizePtr, anglePtr, colorPtr);
}
void DeferredRenderQueue::AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr)
void DeferredRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr)
{
m_forwardQueue->AddBillboards(material, count, positionPtr, sizePtr, anglePtr, alphaPtr);
m_forwardQueue->AddBillboards(renderOrder, material, count, positionPtr, sizePtr, anglePtr, alphaPtr);
}
void DeferredRenderQueue::AddDrawable(const Drawable* drawable)
void DeferredRenderQueue::AddDrawable(int renderOrder, const Drawable* drawable)
{
m_forwardQueue->AddDrawable(drawable);
m_forwardQueue->AddDrawable(renderOrder, drawable);
}
void DeferredRenderQueue::AddMesh(const Material* material, const MeshData& meshData, const Boxf& meshAABB, const Matrix4f& transformMatrix)
void DeferredRenderQueue::AddMesh(int renderOrder, const Material* material, const MeshData& meshData, const Boxf& meshAABB, const Matrix4f& transformMatrix)
{
if (material->IsEnabled(RendererParameter_Blend))
// Un matériau transparent ? J'aime pas, va voir dans la forward queue si j'y suis
m_forwardQueue->AddMesh(material, meshData, meshAABB, transformMatrix);
m_forwardQueue->AddMesh(renderOrder, material, meshData, meshAABB, transformMatrix);
else
{
Layer& currentLayer = GetLayer(renderOrder);
auto& opaqueModels = currentLayer.opaqueModels;
auto it = opaqueModels.find(material);
if (it == opaqueModels.end())
{
@ -110,9 +113,9 @@ namespace Nz
}
}
void DeferredRenderQueue::AddSprites(const Material* material, const VertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const Texture* overlay)
void DeferredRenderQueue::AddSprites(int renderOrder, const Material* material, const VertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const Texture* overlay)
{
m_forwardQueue->AddSprites(material, vertices, spriteCount, overlay);
m_forwardQueue->AddSprites(renderOrder, material, vertices, spriteCount, overlay);
}
void DeferredRenderQueue::Clear(bool fully)
@ -120,44 +123,80 @@ namespace Nz
AbstractRenderQueue::Clear(fully);
if (fully)
opaqueModels.clear();
layers.clear();
else
{
for (auto it = layers.begin(); it != layers.end(); ++it)
{
Layer& layer = it->second;
if (layer.clearCount++ >= 100)
it = layers.erase(it);
}
}
m_forwardQueue->Clear(fully);
}
DeferredRenderQueue::Layer& DeferredRenderQueue::GetLayer(unsigned int i)
{
auto it = layers.find(i);
if (it == layers.end())
it = layers.insert(std::make_pair(i, Layer())).first;
Layer& layer = it->second;
layer.clearCount = 0;
return layer;
}
void DeferredRenderQueue::OnIndexBufferInvalidation(const IndexBuffer* indexBuffer)
{
for (auto& modelPair : opaqueModels)
for (auto& pair : layers)
{
MeshInstanceContainer& meshes = modelPair.second.meshMap;
for (auto it = meshes.begin(); it != meshes.end();)
Layer& layer = pair.second;
for (auto& modelPair : layer.opaqueModels)
{
const MeshData& renderData = it->first;
if (renderData.indexBuffer == indexBuffer)
it = meshes.erase(it);
else
++it;
MeshInstanceContainer& meshes = modelPair.second.meshMap;
for (auto it = meshes.begin(); it != meshes.end();)
{
const MeshData& renderData = it->first;
if (renderData.indexBuffer == indexBuffer)
it = meshes.erase(it);
else
++it;
}
}
}
}
void DeferredRenderQueue::OnMaterialInvalidation(const Material* material)
{
opaqueModels.erase(material);
for (auto& pair : layers)
{
Layer& layer = pair.second;
layer.opaqueModels.erase(material);
}
}
void DeferredRenderQueue::OnVertexBufferInvalidation(const VertexBuffer* vertexBuffer)
{
for (auto& modelPair : opaqueModels)
for (auto& pair : layers)
{
MeshInstanceContainer& meshes = modelPair.second.meshMap;
for (auto it = meshes.begin(); it != meshes.end();)
Layer& layer = pair.second;
for (auto& modelPair : layer.opaqueModels)
{
const MeshData& renderData = it->first;
if (renderData.vertexBuffer == vertexBuffer)
it = meshes.erase(it);
else
++it;
MeshInstanceContainer& meshes = modelPair.second.meshMap;
for (auto it = meshes.begin(); it != meshes.end();)
{
const MeshData& renderData = it->first;
if (renderData.vertexBuffer == vertexBuffer)
it = meshes.erase(it);
else
++it;
}
}
}
}

View File

@ -11,10 +11,12 @@
namespace Nz
{
void ForwardRenderQueue::AddBillboard(const Material* material, const Vector3f& position, const Vector2f& size, const Vector2f& sinCos, const Color& color)
void ForwardRenderQueue::AddBillboard(int renderOrder, const Material* material, const Vector3f& position, const Vector2f& size, const Vector2f& sinCos, const Color& color)
{
NazaraAssert(material, "Invalid material");
auto& billboards = GetLayer(renderOrder).billboards;
auto it = billboards.find(material);
if (it == billboards.end())
{
@ -30,7 +32,7 @@ namespace Nz
billboardVector.push_back(BillboardData{color, position, size, sinCos});
}
void ForwardRenderQueue::AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const Color> colorPtr)
void ForwardRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const Color> colorPtr)
{
NazaraAssert(material, "Invalid material");
@ -43,6 +45,8 @@ namespace Nz
if (!colorPtr)
colorPtr.Reset(&Color::White, 0); // Pareil
auto& billboards = GetLayer(renderOrder).billboards;
auto it = billboards.find(material);
if (it == billboards.end())
{
@ -69,7 +73,7 @@ namespace Nz
}
}
void ForwardRenderQueue::AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr)
void ForwardRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr)
{
NazaraAssert(material, "Invalid material");
@ -84,6 +88,8 @@ namespace Nz
if (!alphaPtr)
alphaPtr.Reset(&defaultAlpha, 0); // Pareil
auto& billboards = GetLayer(renderOrder).billboards;
auto it = billboards.find(material);
if (it == billboards.end())
{
@ -110,7 +116,7 @@ namespace Nz
}
}
void ForwardRenderQueue::AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr)
void ForwardRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr)
{
NazaraAssert(material, "Invalid material");
@ -123,6 +129,8 @@ namespace Nz
if (!colorPtr)
colorPtr.Reset(&Color::White, 0); // Pareil
auto& billboards = GetLayer(renderOrder).billboards;
auto it = billboards.find(material);
if (it == billboards.end())
{
@ -153,7 +161,7 @@ namespace Nz
}
}
void ForwardRenderQueue::AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr)
void ForwardRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr)
{
NazaraAssert(material, "Invalid material");
@ -168,6 +176,8 @@ namespace Nz
if (!alphaPtr)
alphaPtr.Reset(&defaultAlpha, 0); // Pareil
auto& billboards = GetLayer(renderOrder).billboards;
auto it = billboards.find(material);
if (it == billboards.end())
{
@ -198,7 +208,7 @@ namespace Nz
}
}
void ForwardRenderQueue::AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const Color> colorPtr)
void ForwardRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const Color> colorPtr)
{
NazaraAssert(material, "Invalid material");
@ -211,6 +221,8 @@ namespace Nz
if (!colorPtr)
colorPtr.Reset(&Color::White, 0); // Pareil
auto& billboards = GetLayer(renderOrder).billboards;
auto it = billboards.find(material);
if (it == billboards.end())
{
@ -237,7 +249,7 @@ namespace Nz
}
}
void ForwardRenderQueue::AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr)
void ForwardRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr)
{
NazaraAssert(material, "Invalid material");
@ -252,6 +264,8 @@ namespace Nz
if (!alphaPtr)
alphaPtr.Reset(&defaultAlpha, 0); // Pareil
auto& billboards = GetLayer(renderOrder).billboards;
auto it = billboards.find(material);
if (it == billboards.end())
{
@ -278,7 +292,7 @@ namespace Nz
}
}
void ForwardRenderQueue::AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr)
void ForwardRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr)
{
NazaraAssert(material, "Invalid material");
@ -291,6 +305,8 @@ namespace Nz
if (!colorPtr)
colorPtr.Reset(&Color::White, 0); // Pareil
auto& billboards = GetLayer(renderOrder).billboards;
auto it = billboards.find(material);
if (it == billboards.end())
{
@ -321,7 +337,7 @@ namespace Nz
}
}
void ForwardRenderQueue::AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr)
void ForwardRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr)
{
NazaraAssert(material, "Invalid material");
@ -336,6 +352,8 @@ namespace Nz
if (!alphaPtr)
alphaPtr.Reset(&defaultAlpha, 0); // Pareil
auto& billboards = GetLayer(renderOrder).billboards;
auto it = billboards.find(material);
if (it == billboards.end())
{
@ -366,7 +384,7 @@ namespace Nz
}
}
void ForwardRenderQueue::AddDrawable(const Drawable* drawable)
void ForwardRenderQueue::AddDrawable(int renderOrder, const Drawable* drawable)
{
#if NAZARA_GRAPHICS_SAFE
if (!drawable)
@ -376,13 +394,19 @@ namespace Nz
}
#endif
auto& otherDrawables = GetLayer(renderOrder).otherDrawables;
otherDrawables.push_back(drawable);
}
void ForwardRenderQueue::AddMesh(const Material* material, const MeshData& meshData, const Boxf& meshAABB, const Matrix4f& transformMatrix)
void ForwardRenderQueue::AddMesh(int renderOrder, const Material* material, const MeshData& meshData, const Boxf& meshAABB, const Matrix4f& transformMatrix)
{
if (material->IsEnabled(RendererParameter_Blend))
{
Layer& currentLayer = GetLayer(renderOrder);
auto& transparentModels = currentLayer.transparentModels;
auto& transparentModelData = currentLayer.transparentModelData;
// Le matériau est transparent, nous devons rendre ce mesh d'une autre façon (après le rendu des objets opaques et en les triant)
unsigned int index = transparentModelData.size();
transparentModelData.resize(index+1);
@ -397,6 +421,9 @@ namespace Nz
}
else
{
Layer& currentLayer = GetLayer(renderOrder);
auto& opaqueModels = currentLayer.opaqueModels;
auto it = opaqueModels.find(material);
if (it == opaqueModels.end())
{
@ -434,8 +461,11 @@ namespace Nz
}
}
void ForwardRenderQueue::AddSprites(const Material* material, const VertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const Texture* overlay)
void ForwardRenderQueue::AddSprites(int renderOrder, const Material* material, const VertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const Texture* overlay)
{
Layer& currentLayer = GetLayer(renderOrder);
auto& basicSprites = currentLayer.basicSprites;
auto matIt = basicSprites.find(material);
if (matIt == basicSprites.end())
{
@ -468,15 +498,22 @@ namespace Nz
{
AbstractRenderQueue::Clear(fully);
otherDrawables.clear();
transparentModels.clear();
transparentModelData.clear();
if (fully)
layers.clear();
else
{
basicSprites.clear();
billboards.clear();
opaqueModels.clear();
for (auto it = layers.begin(); it != layers.end(); ++it)
{
Layer& layer = it->second;
if (layer.clearCount++ >= 100)
it = layers.erase(it);
else
{
layer.otherDrawables.clear();
layer.transparentModels.clear();
layer.transparentModelData.clear();
}
}
}
}
@ -486,78 +523,113 @@ namespace Nz
Vector3f viewerPos = viewer->GetEyePosition();
Vector3f viewerNormal = viewer->GetForward();
std::sort(transparentModels.begin(), transparentModels.end(), [this, &nearPlane, &viewerNormal](unsigned int index1, unsigned int index2)
for (auto& pair : layers)
{
const Spheref& sphere1 = transparentModelData[index1].squaredBoundingSphere;
const Spheref& sphere2 = transparentModelData[index2].squaredBoundingSphere;
Layer& layer = pair.second;
Vector3f position1 = sphere1.GetNegativeVertex(viewerNormal);
Vector3f position2 = sphere2.GetNegativeVertex(viewerNormal);
return nearPlane.Distance(position1) > nearPlane.Distance(position2);
});
for (auto& pair : billboards)
{
const Material* mat = pair.first;
if (mat->IsDepthSortingEnabled())
std::sort(layer.transparentModels.begin(), layer.transparentModels.end(), [&layer, &nearPlane, &viewerNormal] (unsigned int index1, unsigned int index2)
{
BatchedBillboardEntry& entry = pair.second;
auto& billboardVector = entry.billboards;
const Spheref& sphere1 = layer.transparentModelData[index1].squaredBoundingSphere;
const Spheref& sphere2 = layer.transparentModelData[index2].squaredBoundingSphere;
std::sort(billboardVector.begin(), billboardVector.end(), [&viewerPos](const BillboardData& data1, const BillboardData& data2)
Vector3f position1 = sphere1.GetNegativeVertex(viewerNormal);
Vector3f position2 = sphere2.GetNegativeVertex(viewerNormal);
return nearPlane.Distance(position1) > nearPlane.Distance(position2);
});
for (auto& pair : layer.billboards)
{
const Material* mat = pair.first;
if (mat->IsDepthSortingEnabled())
{
return viewerPos.SquaredDistance(data1.center) > viewerPos.SquaredDistance(data2.center);
});
BatchedBillboardEntry& entry = pair.second;
auto& billboardVector = entry.billboards;
std::sort(billboardVector.begin(), billboardVector.end(), [&viewerPos] (const BillboardData& data1, const BillboardData& data2)
{
return viewerPos.SquaredDistance(data1.center) > viewerPos.SquaredDistance(data2.center);
});
}
}
}
}
ForwardRenderQueue::Layer& ForwardRenderQueue::GetLayer(int i)
{
auto it = layers.find(i);
if (it == layers.end())
it = layers.insert(std::make_pair(i, Layer())).first;
Layer& layer = it->second;
layer.clearCount = 0;
return layer;
}
void ForwardRenderQueue::OnIndexBufferInvalidation(const IndexBuffer* indexBuffer)
{
for (auto& modelPair : opaqueModels)
for (auto& pair : layers)
{
MeshInstanceContainer& meshes = modelPair.second.meshMap;
for (auto it = meshes.begin(); it != meshes.end();)
Layer& layer = pair.second;
for (auto& modelPair : layer.opaqueModels)
{
const MeshData& renderData = it->first;
if (renderData.indexBuffer == indexBuffer)
it = meshes.erase(it);
else
++it;
MeshInstanceContainer& meshes = modelPair.second.meshMap;
for (auto it = meshes.begin(); it != meshes.end();)
{
const MeshData& renderData = it->first;
if (renderData.indexBuffer == indexBuffer)
it = meshes.erase(it);
else
++it;
}
}
}
}
void ForwardRenderQueue::OnMaterialInvalidation(const Material* material)
{
basicSprites.erase(material);
billboards.erase(material);
opaqueModels.erase(material);
for (auto& pair : layers)
{
Layer& layer = pair.second;
layer.basicSprites.erase(material);
layer.billboards.erase(material);
layer.opaqueModels.erase(material);
}
}
void ForwardRenderQueue::OnTextureInvalidation(const Texture* texture)
{
for (auto matIt = basicSprites.begin(); matIt != basicSprites.end(); ++matIt)
for (auto& pair : layers)
{
auto& overlayMap = matIt->second.overlayMap;
overlayMap.erase(texture);
Layer& layer = pair.second;
for (auto matIt = layer.basicSprites.begin(); matIt != layer.basicSprites.end(); ++matIt)
{
auto& overlayMap = matIt->second.overlayMap;
overlayMap.erase(texture);
}
}
}
void ForwardRenderQueue::OnVertexBufferInvalidation(const VertexBuffer* vertexBuffer)
{
for (auto& modelPair : opaqueModels)
for (auto& pair : layers)
{
MeshInstanceContainer& meshes = modelPair.second.meshMap;
for (auto it = meshes.begin(); it != meshes.end();)
Layer& layer = pair.second;
for (auto& modelPair : layer.opaqueModels)
{
const MeshData& renderData = it->first;
if (renderData.vertexBuffer == vertexBuffer)
it = meshes.erase(it);
else
++it;
MeshInstanceContainer& meshes = modelPair.second.meshMap;
for (auto it = meshes.begin(); it != meshes.end();)
{
const MeshData& renderData = it->first;
if (renderData.vertexBuffer == vertexBuffer)
it = meshes.erase(it);
else
++it;
}
}
}
}

View File

@ -62,21 +62,25 @@ namespace Nz
if (sceneData.background)
sceneData.background->Draw(sceneData.viewer);
if (!m_renderQueue.opaqueModels.empty())
DrawOpaqueModels(sceneData);
for (auto& pair : m_renderQueue.layers)
{
ForwardRenderQueue::Layer& layer = pair.second;
if (!m_renderQueue.transparentModels.empty())
DrawTransparentModels(sceneData);
if (!layer.opaqueModels.empty())
DrawOpaqueModels(sceneData, layer);
if (!m_renderQueue.basicSprites.empty())
DrawBasicSprites(sceneData);
if (!layer.transparentModels.empty())
DrawTransparentModels(sceneData, layer);
if (!m_renderQueue.billboards.empty())
DrawBillboards(sceneData);
if (!layer.basicSprites.empty())
DrawBasicSprites(sceneData, layer);
// Les autres drawables (Exemple: Terrain)
for (const Drawable* drawable : m_renderQueue.otherDrawables)
drawable->Draw();
if (!layer.billboards.empty())
DrawBillboards(sceneData, layer);
for (const Drawable* drawable : layer.otherDrawables)
drawable->Draw();
}
return true;
}
@ -203,7 +207,7 @@ namespace Nz
});
}
void ForwardRenderTechnique::DrawBasicSprites(const SceneData& sceneData) const
void ForwardRenderTechnique::DrawBasicSprites(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const
{
NazaraAssert(sceneData.viewer, "Invalid viewer");
@ -214,7 +218,7 @@ namespace Nz
Renderer::SetMatrix(MatrixType_World, Matrix4f::Identity());
Renderer::SetVertexBuffer(&m_spriteBuffer);
for (auto& matIt : m_renderQueue.basicSprites)
for (auto& matIt : layer.basicSprites)
{
const Material* material = matIt.first;
auto& matEntry = matIt.second;
@ -309,7 +313,7 @@ namespace Nz
}
}
void ForwardRenderTechnique::DrawBillboards(const SceneData& sceneData) const
void ForwardRenderTechnique::DrawBillboards(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const
{
NazaraAssert(sceneData.viewer, "Invalid viewer");
@ -323,7 +327,7 @@ namespace Nz
Renderer::SetVertexBuffer(&s_quadVertexBuffer);
for (auto& matIt : m_renderQueue.billboards)
for (auto& matIt : layer.billboards)
{
const Material* material = matIt.first;
auto& entry = matIt.second;
@ -372,7 +376,7 @@ namespace Nz
Renderer::SetIndexBuffer(&s_quadIndexBuffer);
Renderer::SetVertexBuffer(&m_billboardPointBuffer);
for (auto& matIt : m_renderQueue.billboards)
for (auto& matIt : layer.billboards)
{
const Material* material = matIt.first;
auto& entry = matIt.second;
@ -454,14 +458,14 @@ namespace Nz
}
}
void ForwardRenderTechnique::DrawOpaqueModels(const SceneData& sceneData) const
void ForwardRenderTechnique::DrawOpaqueModels(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const
{
NazaraAssert(sceneData.viewer, "Invalid viewer");
const Shader* lastShader = nullptr;
const ShaderUniforms* shaderUniforms = nullptr;
for (auto& matIt : m_renderQueue.opaqueModels)
for (auto& matIt : layer.opaqueModels)
{
auto& matEntry = matIt.second;
@ -657,7 +661,7 @@ namespace Nz
}
}
void ForwardRenderTechnique::DrawTransparentModels(const SceneData& sceneData) const
void ForwardRenderTechnique::DrawTransparentModels(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const
{
NazaraAssert(sceneData.viewer, "Invalid viewer");
@ -665,9 +669,9 @@ namespace Nz
const ShaderUniforms* shaderUniforms = nullptr;
unsigned int lightCount = 0;
for (unsigned int index : m_renderQueue.transparentModels)
for (unsigned int index : layer.transparentModels)
{
const ForwardRenderQueue::TransparentModelData& modelData = m_renderQueue.transparentModelData[index];
const ForwardRenderQueue::TransparentModelData& modelData = layer.transparentModelData[index];
// Matériau
const Material* material = modelData.material;

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@ -50,7 +50,7 @@ namespace Nz
meshData.primitiveMode = mesh->GetPrimitiveMode();
meshData.vertexBuffer = mesh->GetVertexBuffer();
renderQueue->AddMesh(material, meshData, mesh->GetAABB(), instanceData.transformMatrix);
renderQueue->AddMesh(instanceData.renderOrder, material, meshData, mesh->GetAABB(), instanceData.transformMatrix);
}
}

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@ -47,7 +47,7 @@ namespace Nz
meshData.primitiveMode = mesh->GetPrimitiveMode();
meshData.vertexBuffer = SkinningManager::GetBuffer(mesh, &m_skeleton);
renderQueue->AddMesh(material, meshData, m_skeleton.GetAABB(), instanceData.transformMatrix);
renderQueue->AddMesh(instanceData.renderOrder, material, meshData, m_skeleton.GetAABB(), instanceData.transformMatrix);
}
}

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@ -17,7 +17,7 @@ namespace Nz
return;
const VertexStruct_XYZ_Color_UV* vertices = reinterpret_cast<const VertexStruct_XYZ_Color_UV*>(instanceData.data.data());
renderQueue->AddSprites(m_material, vertices, 1);
renderQueue->AddSprites(instanceData.renderOrder, m_material, vertices, 1);
}
void Sprite::MakeBoundingVolume() const

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@ -26,7 +26,7 @@ namespace Nz
if (indices.count > 0)
{
const VertexStruct_XYZ_Color_UV* vertices = reinterpret_cast<const VertexStruct_XYZ_Color_UV*>(instanceData.data.data());
renderQueue->AddSprites(m_material, &vertices[indices.first*4], indices.count, overlay);
renderQueue->AddSprites(instanceData.renderOrder, m_material, &vertices[indices.first*4], indices.count, overlay);
}
}
}