Graphics/Material: Rework UBO handling

This commit is contained in:
Jérôme Leclercq
2021-01-22 23:31:54 +01:00
parent a0d5750ec8
commit 19783f7755
5 changed files with 123 additions and 43 deletions

View File

@@ -60,17 +60,18 @@ namespace Nz
{
NazaraAssert(HasAlphaTestThreshold(), "Material has no alpha threshold uniform");
BufferMapper<UniformBuffer> mapper(m_material.GetUniformBuffer(m_uniformBlockIndex), BufferAccess_ReadOnly);
return AccessByOffset<const float&>(mapper.GetPointer(), m_uniformOffsets.alphaThreshold);
const std::vector<UInt8>& bufferData = m_material.GetUniformBufferConstData(m_uniformBlockIndex);
return AccessByOffset<const float&>(bufferData.data(), m_uniformOffsets.alphaThreshold);
}
Color BasicMaterial::GetDiffuseColor() const
{
NazaraAssert(HasDiffuseColor(), "Material has no diffuse color uniform");
BufferMapper<UniformBuffer> mapper(m_material.GetUniformBuffer(m_uniformBlockIndex), BufferAccess_ReadOnly);
const std::vector<UInt8>& bufferData = m_material.GetUniformBufferConstData(m_uniformBlockIndex);
const float* colorPtr = AccessByOffset<const float*>(mapper.GetPointer(), m_uniformOffsets.diffuseColor);
const float* colorPtr = AccessByOffset<const float*>(bufferData.data(), m_uniformOffsets.diffuseColor);
return Color(colorPtr[0] * 255, colorPtr[1] * 255, colorPtr[2] * 255, colorPtr[3] * 255); //< TODO: Make color able to use float
}
@@ -78,16 +79,17 @@ namespace Nz
{
NazaraAssert(HasAlphaTestThreshold(), "Material has no alpha threshold uniform");
BufferMapper<UniformBuffer> mapper(m_material.GetUniformBuffer(m_uniformBlockIndex), BufferAccess_WriteOnly);
AccessByOffset<float&>(mapper.GetPointer(), m_uniformOffsets.alphaThreshold) = alphaThreshold;
std::vector<UInt8>& bufferData = m_material.GetUniformBufferData(m_uniformBlockIndex);
AccessByOffset<float&>(bufferData.data(), m_uniformOffsets.alphaThreshold) = alphaThreshold;
}
void BasicMaterial::SetDiffuseColor(const Color& diffuse)
{
NazaraAssert(HasDiffuseColor(), "Material has no diffuse color uniform");
BufferMapper<UniformBuffer> mapper(m_material.GetUniformBuffer(m_uniformBlockIndex), BufferAccess_WriteOnly);
float* colorPtr = AccessByOffset<float*>(mapper.GetPointer(), m_uniformOffsets.diffuseColor);
std::vector<UInt8>& bufferData = m_material.GetUniformBufferData(m_uniformBlockIndex);
float* colorPtr = AccessByOffset<float*>(bufferData.data(), m_uniformOffsets.diffuseColor);
colorPtr[0] = diffuse.r / 255.f;
colorPtr[1] = diffuse.g / 255.f;
colorPtr[2] = diffuse.b / 255.f;

View File

@@ -39,11 +39,53 @@ namespace Nz
m_uniformBuffers.reserve(m_settings->GetUniformBlocks().size());
for (const auto& uniformBufferInfo : m_settings->GetUniformBlocks())
{
//TODO: Use pools
UniformBufferRef ubo = UniformBuffer::New(static_cast<UInt32>(uniformBufferInfo.blockSize), DataStorage_Hardware, BufferUsage_Dynamic);
ubo->Fill(uniformBufferInfo.defaultValues.data(), 0, uniformBufferInfo.defaultValues.size());
auto& uniformBuffer = m_uniformBuffers.emplace_back();
m_uniformBuffers.emplace_back(std::move(ubo));
uniformBuffer.buffer = Graphics::Instance()->GetRenderDevice().InstantiateBuffer(Nz::BufferType_Uniform);
if (!uniformBuffer.buffer->Initialize(uniformBufferInfo.blockSize, BufferUsage_Dynamic))
throw std::runtime_error("failed to initialize UBO memory");
assert(uniformBufferInfo.defaultValues.size() <= uniformBufferInfo.blockSize);
uniformBuffer.buffer->Fill(uniformBufferInfo.defaultValues.data(), 0, uniformBufferInfo.defaultValues.size());
uniformBuffer.data.resize(uniformBufferInfo.blockSize);
std::memcpy(uniformBuffer.data.data(), uniformBufferInfo.defaultValues.data(), uniformBufferInfo.defaultValues.size());
}
}
void Material::UpdateShaderBinding(ShaderBinding& shaderBinding) const
{
// TODO: Use StackVector
std::vector<ShaderBinding::Binding> bindings;
std::size_t bindingIndex = 0;
for (const auto& textureSlot : m_textures)
{
if (textureSlot.texture && textureSlot.sampler)
{
bindings.push_back({
bindingIndex,
ShaderBinding::TextureBinding {
textureSlot.texture.get(), textureSlot.sampler.get()
}
});
}
bindingIndex++;
}
for (const auto& ubo : m_uniformBuffers)
{
bindings.push_back({
bindingIndex++,
ShaderBinding::UniformBufferBinding {
ubo.buffer.get(), 0, ubo.buffer->GetSize()
}
});
}
shaderBinding.Update(bindings.data(), bindings.size());
}
}

View File

@@ -49,17 +49,17 @@ namespace Nz
{
NazaraAssert(HasAlphaThreshold(), "Material has no alpha threshold uniform");
BufferMapper<UniformBuffer> mapper(m_material.GetUniformBuffer(m_phongUniformIndex), BufferAccess_ReadOnly);
return AccessByOffset<const float&>(mapper.GetPointer(), m_phongUniformOffsets.alphaThreshold);
const std::vector<UInt8>& bufferData = m_material.GetUniformBufferConstData(m_phongUniformIndex);
return AccessByOffset<const float&>(bufferData.data(), m_phongUniformOffsets.alphaThreshold);
}
Color PhongLightingMaterial::GetAmbientColor() const
{
NazaraAssert(HasAmbientColor(), "Material has no ambient color uniform");
BufferMapper<UniformBuffer> mapper(m_material.GetUniformBuffer(m_phongUniformIndex), BufferAccess_ReadOnly);
const std::vector<UInt8>& bufferData = m_material.GetUniformBufferConstData(m_phongUniformIndex);
const float* colorPtr = AccessByOffset<const float*>(mapper.GetPointer(), m_phongUniformOffsets.ambientColor);
const float* colorPtr = AccessByOffset<const float*>(bufferData.data(), m_phongUniformOffsets.ambientColor);
return Color(colorPtr[0] * 255, colorPtr[1] * 255, colorPtr[2] * 255, colorPtr[3] * 255); //< TODO: Make color able to use float
}
@@ -67,9 +67,9 @@ namespace Nz
{
NazaraAssert(HasDiffuseColor(), "Material has no diffuse color uniform");
BufferMapper<UniformBuffer> mapper(m_material.GetUniformBuffer(m_phongUniformIndex), BufferAccess_ReadOnly);
const std::vector<UInt8>& bufferData = m_material.GetUniformBufferConstData(m_phongUniformIndex);
const float* colorPtr = AccessByOffset<const float*>(mapper.GetPointer(), m_phongUniformOffsets.diffuseColor);
const float* colorPtr = AccessByOffset<const float*>(bufferData.data(), m_phongUniformOffsets.diffuseColor);
return Color(colorPtr[0] * 255, colorPtr[1] * 255, colorPtr[2] * 255, colorPtr[3] * 255); //< TODO: Make color able to use float
}
@@ -77,17 +77,17 @@ namespace Nz
{
NazaraAssert(HasShininess(), "Material has no shininess uniform");
BufferMapper<UniformBuffer> mapper(m_material.GetUniformBuffer(m_phongUniformIndex), BufferAccess_ReadOnly);
return AccessByOffset<const float&>(mapper.GetPointer(), m_phongUniformOffsets.shininess);
const std::vector<UInt8>& bufferData = m_material.GetUniformBufferConstData(m_phongUniformIndex);
return AccessByOffset<const float&>(bufferData.data(), m_phongUniformOffsets.shininess);
}
Color PhongLightingMaterial::GetSpecularColor() const
{
NazaraAssert(HasSpecularColor(), "Material has no specular color uniform");
BufferMapper<UniformBuffer> mapper(m_material.GetUniformBuffer(m_phongUniformIndex), BufferAccess_ReadOnly);
const std::vector<UInt8>& bufferData = m_material.GetUniformBufferConstData(m_phongUniformIndex);
const float* colorPtr = AccessByOffset<const float*>(mapper.GetPointer(), m_phongUniformOffsets.specularColor);
const float* colorPtr = AccessByOffset<const float*>(bufferData.data(), m_phongUniformOffsets.specularColor);
return Color(colorPtr[0] * 255, colorPtr[1] * 255, colorPtr[2] * 255, colorPtr[3] * 255); //< TODO: Make color able to use float
}
@@ -95,16 +95,16 @@ namespace Nz
{
NazaraAssert(HasAlphaThreshold(), "Material has no alpha threshold uniform");
BufferMapper<UniformBuffer> mapper(m_material.GetUniformBuffer(m_phongUniformIndex), BufferAccess_WriteOnly);
AccessByOffset<float&>(mapper.GetPointer(), m_phongUniformOffsets.alphaThreshold) = alphaThreshold;
std::vector<UInt8>& bufferData = m_material.GetUniformBufferData(m_phongUniformIndex);
AccessByOffset<float&>(bufferData.data(), m_phongUniformOffsets.alphaThreshold) = alphaThreshold;
}
void PhongLightingMaterial::SetAmbientColor(const Color& ambient)
{
NazaraAssert(HasAmbientColor(), "Material has no ambient color uniform");
BufferMapper<UniformBuffer> mapper(m_material.GetUniformBuffer(m_phongUniformIndex), BufferAccess_WriteOnly);
float* colorPtr = AccessByOffset<float*>(mapper.GetPointer(), m_phongUniformOffsets.ambientColor);
std::vector<UInt8>& bufferData = m_material.GetUniformBufferData(m_phongUniformIndex);
float* colorPtr = AccessByOffset<float*>(bufferData.data(), m_phongUniformOffsets.ambientColor);
colorPtr[0] = ambient.r / 255.f;
colorPtr[1] = ambient.g / 255.f;
colorPtr[2] = ambient.b / 255.f;
@@ -115,8 +115,8 @@ namespace Nz
{
NazaraAssert(HasDiffuseColor(), "Material has no diffuse color uniform");
BufferMapper<UniformBuffer> mapper(m_material.GetUniformBuffer(m_phongUniformIndex), BufferAccess_WriteOnly);
float* colorPtr = AccessByOffset<float*>(mapper.GetPointer(), m_phongUniformOffsets.diffuseColor);
std::vector<UInt8>& bufferData = m_material.GetUniformBufferData(m_phongUniformIndex);
float* colorPtr = AccessByOffset<float*>(bufferData.data(), m_phongUniformOffsets.diffuseColor);
colorPtr[0] = diffuse.r / 255.f;
colorPtr[1] = diffuse.g / 255.f;
colorPtr[2] = diffuse.b / 255.f;
@@ -127,8 +127,8 @@ namespace Nz
{
NazaraAssert(HasSpecularColor(), "Material has no specular color uniform");
BufferMapper<UniformBuffer> mapper(m_material.GetUniformBuffer(m_phongUniformIndex), BufferAccess_WriteOnly);
float* colorPtr = AccessByOffset<float*>(mapper.GetPointer(), m_phongUniformOffsets.specularColor);
std::vector<UInt8>& bufferData = m_material.GetUniformBufferData(m_phongUniformIndex);
float* colorPtr = AccessByOffset<float*>(bufferData.data(), m_phongUniformOffsets.specularColor);
colorPtr[0] = diffuse.r / 255.f;
colorPtr[1] = diffuse.g / 255.f;
colorPtr[2] = diffuse.b / 255.f;