Graphics: Remake DepthRender[Queue|Technique]

Former-commit-id: c4d8d4d28d02822273ebe7dca3e468ea156af674
This commit is contained in:
Lynix 2015-07-05 23:43:35 +02:00
parent 6870148314
commit 1f2e810927
4 changed files with 387 additions and 428 deletions

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@ -18,10 +18,10 @@
#include <map>
#include <tuple>
class NAZARA_GRAPHICS_API NzDepthRenderQueue : public NzAbstractRenderQueue
class NAZARA_GRAPHICS_API NzDepthRenderQueue : public NzForwardRenderQueue
{
public:
NzDepthRenderQueue() = default;
NzDepthRenderQueue();
~NzDepthRenderQueue() = default;
void AddBillboard(const NzMaterial* material, const NzVector3f& position, const NzVector2f& size, const NzVector2f& sinCos = NzVector2f(0.f, 1.f), const NzColor& color = NzColor::White) override;
@ -33,44 +33,16 @@ class NAZARA_GRAPHICS_API NzDepthRenderQueue : public NzAbstractRenderQueue
void AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const float> sizePtr, NzSparsePtr<const NzVector2f> sinCosPtr, NzSparsePtr<const float> alphaPtr) override;
void AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const float> sizePtr, NzSparsePtr<const float> anglePtr, NzSparsePtr<const NzColor> colorPtr = nullptr) override;
void AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const float> sizePtr, NzSparsePtr<const float> anglePtr, NzSparsePtr<const float> alphaPtr) override;
void AddDrawable(const NzDrawable* drawable) override;
void AddDirectionalLight(const DirectionalLight& light) override;
void AddMesh(const NzMaterial* material, const NzMeshData& meshData, const NzBoxf& meshAABB, const NzMatrix4f& transformMatrix) override;
void AddPointLight(const PointLight& light) override;
void AddSpotLight(const SpotLight& light) override;
void AddSprites(const NzMaterial* material, const NzVertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const NzTexture* overlay = nullptr) override;
void Clear(bool fully = false);
struct BillboardData
{
NzColor color;
NzVector3f center;
NzVector2f size;
NzVector2f sinCos;
};
struct MeshInstanceEntry
{
NazaraSlot(NzIndexBuffer, OnIndexBufferRelease, indexBufferReleaseSlot);
NazaraSlot(NzVertexBuffer, OnVertexBufferRelease, vertexBufferReleaseSlot);
std::vector<NzMatrix4f> instances;
};
struct SpriteChain_XYZ_Color_UV
{
const NzVertexStruct_XYZ_Color_UV* vertices;
unsigned int spriteCount;
};
std::map<NzMeshData, MeshInstanceEntry, NzForwardRenderQueue::MeshDataComparator> meshes;
std::vector<BillboardData> billboards;
std::vector<const NzDrawable*> otherDrawables;
std::vector<SpriteChain_XYZ_Color_UV> basicSprites;
private:
bool IsMaterialSuitable(const NzMaterial* material) const;
void OnIndexBufferInvalidation(const NzIndexBuffer* indexBuffer);
void OnVertexBufferInvalidation(const NzVertexBuffer* vertexBuffer);
NzMaterialRef m_baseMaterial;
};
#endif // NAZARA_DEPTHRENDERQUEUE_HPP

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@ -12,7 +12,6 @@
#include <Nazara/Graphics/Config.hpp>
#include <Nazara/Graphics/DepthRenderQueue.hpp>
#include <Nazara/Graphics/Light.hpp>
#include <Nazara/Graphics/Material.hpp>
#include <Nazara/Renderer/Shader.hpp>
#include <Nazara/Utility/IndexBuffer.hpp>
#include <Nazara/Utility/VertexBuffer.hpp>
@ -32,22 +31,51 @@ class NAZARA_GRAPHICS_API NzDepthRenderTechnique : public NzAbstractRenderTechni
static void Uninitialize();
private:
struct ShaderUniforms;
void DrawBasicSprites(const NzSceneData& sceneData) const;
void DrawBillboards(const NzSceneData& sceneData) const;
void DrawOpaqueModels(const NzSceneData& sceneData) const;
const ShaderUniforms* GetShaderUniforms(const NzShader* shader) const;
void OnShaderInvalidated(const NzShader* shader) const;
struct LightIndex
{
nzLightType type;
float score;
unsigned int index;
};
struct ShaderUniforms
{
NazaraSlot(NzShader, OnShaderUniformInvalidated, shaderUniformInvalidatedSlot);
NazaraSlot(NzShader, OnShaderRelease, shaderReleaseSlot);
NzLightUniforms lightUniforms;
bool hasLightUniforms;
/// Moins coûteux en mémoire que de stocker un NzLightUniforms par index de lumière,
/// à voir si ça fonctionne chez tout le monde
int lightOffset; // "Distance" entre Lights[0].type et Lights[1].type
// Autre uniformes
int eyePosition;
int sceneAmbient;
int textureOverlay;
};
mutable std::unordered_map<const NzShader*, ShaderUniforms> m_shaderUniforms;
NzBuffer m_vertexBuffer;
mutable NzDepthRenderQueue m_renderQueue;
NzVertexBuffer m_billboardPointBuffer;
NzVertexBuffer m_spriteBuffer;
static NzIndexBuffer s_quadIndexBuffer;
static NzMaterialRef s_material;
static NzVertexBuffer s_quadVertexBuffer;
static NzVertexDeclaration s_billboardInstanceDeclaration;
static NzVertexDeclaration s_billboardVertexDeclaration;
};
#include <Nazara/Graphics/DepthRenderTechnique.inl>
#include <Nazara/Graphics/dEPTHRenderTechnique.inl>
#endif // NAZARA_DEPTHRENDERTECHNIQUE_HPP

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@ -7,76 +7,58 @@
#include <Nazara/Graphics/Material.hpp>
#include <Nazara/Graphics/Debug.hpp>
///TODO: Remplacer les sinus/cosinus par une lookup table (va booster les perfs d'un bon x10)
NzDepthRenderQueue::NzDepthRenderQueue()
{
// Material
m_baseMaterial = NzMaterial::New();
m_baseMaterial->Enable(nzRendererParameter_ColorWrite, false);
m_baseMaterial->Enable(nzRendererParameter_FaceCulling, false);
//m_baseMaterial->SetFaceCulling(nzFaceSide_Front);
}
void NzDepthRenderQueue::AddBillboard(const NzMaterial* material, const NzVector3f& position, const NzVector2f& size, const NzVector2f& sinCos, const NzColor& color)
{
NazaraAssert(material, "Invalid material");
if (IsMaterialSuitable(material))
billboards.push_back(BillboardData{color, position, size, sinCos});
if (!IsMaterialSuitable(material))
return;
if (material->HasDepthMaterial())
material = material->GetDepthMaterial();
else
material = m_baseMaterial;
NzForwardRenderQueue::AddBillboard(material, position, size, sinCos, color);
}
void NzDepthRenderQueue::AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const NzVector2f> sizePtr, NzSparsePtr<const NzVector2f> sinCosPtr, NzSparsePtr<const NzColor> colorPtr)
{
///DOC: sinCosPtr et colorPtr peuvent être nuls, ils seront remplacés respectivement par Vector2f(0.f, 1.f) et Color::White
NazaraAssert(material, "Invalid material");
if (!IsMaterialSuitable(material))
return;
NzVector2f defaultSinCos(0.f, 1.f); // sin(0) = 0, cos(0) = 1
if (material->HasDepthMaterial())
material = material->GetDepthMaterial();
else
material = m_baseMaterial;
if (!sinCosPtr)
sinCosPtr.Reset(&defaultSinCos, 0); // L'astuce ici est de mettre le stride sur zéro, rendant le pointeur immobile
if (!colorPtr)
colorPtr.Reset(&NzColor::White, 0); // Pareil
unsigned int prevSize = billboards.size();
billboards.resize(prevSize + count);
BillboardData* billboardData = &billboards[prevSize];
for (unsigned int i = 0; i < count; ++i)
{
billboardData->center = *positionPtr++;
billboardData->color = *colorPtr++;
billboardData->sinCos = *sinCosPtr++;
billboardData->size = *sizePtr++;
billboardData++;
}
NzForwardRenderQueue::AddBillboards(material, count, positionPtr, sizePtr, sinCosPtr, colorPtr);
}
void NzDepthRenderQueue::AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const NzVector2f> sizePtr, NzSparsePtr<const NzVector2f> sinCosPtr, NzSparsePtr<const float> alphaPtr)
{
///DOC: sinCosPtr et alphaPtr peuvent être nuls, ils seront remplacés respectivement par Vector2f(0.f, 1.f) et Color::White
NazaraAssert(material, "Invalid material");
if (!IsMaterialSuitable(material))
return;
NzVector2f defaultSinCos(0.f, 1.f); // sin(0) = 0, cos(0) = 1
if (material->HasDepthMaterial())
material = material->GetDepthMaterial();
else
material = m_baseMaterial;
if (!sinCosPtr)
sinCosPtr.Reset(&defaultSinCos, 0); // L'astuce ici est de mettre le stride sur zéro, rendant le pointeur immobile
float defaultAlpha = 1.f;
if (!alphaPtr)
alphaPtr.Reset(&defaultAlpha, 0); // Pareil
unsigned int prevSize = billboards.size();
billboards.resize(prevSize + count);
BillboardData* billboardData = &billboards[prevSize];
for (unsigned int i = 0; i < count; ++i)
{
billboardData->center = *positionPtr++;
billboardData->color = NzColor(255, 255, 255, static_cast<nzUInt8>(255.f * (*alphaPtr++)));
billboardData->sinCos = *sinCosPtr++;
billboardData->size = *sizePtr++;
billboardData++;
}
NzForwardRenderQueue::AddBillboards(material, count, positionPtr, sizePtr, sinCosPtr, alphaPtr);
}
void NzDepthRenderQueue::AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const NzVector2f> sizePtr, NzSparsePtr<const float> anglePtr, NzSparsePtr<const NzColor> colorPtr)
@ -86,129 +68,57 @@ void NzDepthRenderQueue::AddBillboards(const NzMaterial* material, unsigned int
if (!IsMaterialSuitable(material))
return;
///DOC: sinCosPtr et colorPtr peuvent être nuls, ils seront remplacés respectivement par Vector2f(0.f, 1.f) et Color::White
float defaultRotation = 0.f;
if (material->HasDepthMaterial())
material = material->GetDepthMaterial();
else
material = m_baseMaterial;
if (!anglePtr)
anglePtr.Reset(&defaultRotation, 0); // L'astuce ici est de mettre le stride sur zéro, rendant le pointeur immobile
if (!colorPtr)
colorPtr.Reset(&NzColor::White, 0); // Pareil
unsigned int prevSize = billboards.size();
billboards.resize(prevSize + count);
BillboardData* billboardData = &billboards[prevSize];
for (unsigned int i = 0; i < count; ++i)
{
float sin = std::sin(NzToRadians(*anglePtr));
float cos = std::cos(NzToRadians(*anglePtr));
anglePtr++;
billboardData->center = *positionPtr++;
billboardData->color = *colorPtr++;
billboardData->sinCos.Set(sin, cos);
billboardData->size = *sizePtr++;
billboardData++;
}
NzForwardRenderQueue::AddBillboards(material, count, positionPtr, sizePtr, anglePtr, colorPtr);
}
void NzDepthRenderQueue::AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const NzVector2f> sizePtr, NzSparsePtr<const float> anglePtr, NzSparsePtr<const float> alphaPtr)
{
///DOC: sinCosPtr et alphaPtr peuvent être nuls, ils seront remplacés respectivement par Vector2f(0.f, 1.f) et Color::White
NazaraAssert(material, "Invalid material");
if (!IsMaterialSuitable(material))
return;
float defaultRotation = 0.f;
if (material->HasDepthMaterial())
material = material->GetDepthMaterial();
else
material = m_baseMaterial;
if (!anglePtr)
anglePtr.Reset(&defaultRotation, 0); // L'astuce ici est de mettre le stride sur zéro, rendant le pointeur immobile
float defaultAlpha = 1.f;
if (!alphaPtr)
alphaPtr.Reset(&defaultAlpha, 0); // Pareil
unsigned int prevSize = billboards.size();
billboards.resize(prevSize + count);
BillboardData* billboardData = &billboards[prevSize];
for (unsigned int i = 0; i < count; ++i)
{
float sin = std::sin(NzToRadians(*anglePtr));
float cos = std::cos(NzToRadians(*anglePtr));
anglePtr++;
billboardData->center = *positionPtr++;
billboardData->color = NzColor(255, 255, 255, static_cast<nzUInt8>(255.f * (*alphaPtr++)));
billboardData->sinCos.Set(sin, cos);
billboardData->size = *sizePtr++;
billboardData++;
}
NzForwardRenderQueue::AddBillboards(material, count, positionPtr, sizePtr, anglePtr, alphaPtr);
}
void NzDepthRenderQueue::AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const float> sizePtr, NzSparsePtr<const NzVector2f> sinCosPtr, NzSparsePtr<const NzColor> colorPtr)
{
///DOC: sinCosPtr et colorPtr peuvent être nuls, ils seront remplacés respectivement par Vector2f(0.f, 1.f) et Color::White
NazaraAssert(material, "Invalid material");
if (!IsMaterialSuitable(material))
return;
NzVector2f defaultSinCos(0.f, 1.f); // sin(0) = 0, cos(0) = 1
if (material->HasDepthMaterial())
material = material->GetDepthMaterial();
else
material = m_baseMaterial;
if (!sinCosPtr)
sinCosPtr.Reset(&defaultSinCos, 0); // L'astuce ici est de mettre le stride sur zéro, rendant le pointeur immobile
if (!colorPtr)
colorPtr.Reset(&NzColor::White, 0); // Pareil
unsigned int prevSize = billboards.size();
billboards.resize(prevSize + count);
BillboardData* billboardData = &billboards[prevSize];
for (unsigned int i = 0; i < count; ++i)
{
billboardData->center = *positionPtr++;
billboardData->color = *colorPtr++;
billboardData->sinCos = *sinCosPtr++;
billboardData->size.Set(*sizePtr++);
billboardData++;
}
NzForwardRenderQueue::AddBillboards(material, count, positionPtr, sizePtr, sinCosPtr, colorPtr);
}
void NzDepthRenderQueue::AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const float> sizePtr, NzSparsePtr<const NzVector2f> sinCosPtr, NzSparsePtr<const float> alphaPtr)
{
///DOC: sinCosPtr et alphaPtr peuvent être nuls, ils seront remplacés respectivement par Vector2f(0.f, 1.f) et Color::White
NazaraAssert(material, "Invalid material");
if (!IsMaterialSuitable(material))
return;
NzVector2f defaultSinCos(0.f, 1.f); // sin(0) = 0, cos(0) = 1
if (material->HasDepthMaterial())
material = material->GetDepthMaterial();
else
material = m_baseMaterial;
if (!sinCosPtr)
sinCosPtr.Reset(&defaultSinCos, 0); // L'astuce ici est de mettre le stride sur zéro, rendant le pointeur immobile
float defaultAlpha = 1.f;
if (!alphaPtr)
alphaPtr.Reset(&defaultAlpha, 0); // Pareil
unsigned int prevSize = billboards.size();
billboards.resize(prevSize + count);
BillboardData* billboardData = &billboards[prevSize];
for (unsigned int i = 0; i < count; ++i)
{
billboardData->center = *positionPtr++;
billboardData->color = NzColor(255, 255, 255, static_cast<nzUInt8>(255.f * (*alphaPtr++)));
billboardData->sinCos = *sinCosPtr++;
billboardData->size.Set(*sizePtr++);
billboardData++;
}
NzForwardRenderQueue::AddBillboards(material, count, positionPtr, sizePtr, sinCosPtr, alphaPtr);
}
void NzDepthRenderQueue::AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const float> sizePtr, NzSparsePtr<const float> anglePtr, NzSparsePtr<const NzColor> colorPtr)
@ -218,80 +128,33 @@ void NzDepthRenderQueue::AddBillboards(const NzMaterial* material, unsigned int
if (!IsMaterialSuitable(material))
return;
///DOC: sinCosPtr et colorPtr peuvent être nuls, ils seront remplacés respectivement par Vector2f(0.f, 1.f) et Color::White
float defaultRotation = 0.f;
if (material->HasDepthMaterial())
material = material->GetDepthMaterial();
else
material = m_baseMaterial;
if (!anglePtr)
anglePtr.Reset(&defaultRotation, 0); // L'astuce ici est de mettre le stride sur zéro, rendant le pointeur immobile
if (!colorPtr)
colorPtr.Reset(&NzColor::White, 0); // Pareil
unsigned int prevSize = billboards.size();
billboards.resize(prevSize + count);
BillboardData* billboardData = &billboards[prevSize];
for (unsigned int i = 0; i < count; ++i)
{
float sin = std::sin(NzToRadians(*anglePtr));
float cos = std::cos(NzToRadians(*anglePtr));
anglePtr++;
billboardData->center = *positionPtr++;
billboardData->color = *colorPtr++;
billboardData->sinCos.Set(sin, cos);
billboardData->size.Set(*sizePtr++);
billboardData++;
}
NzForwardRenderQueue::AddBillboards(material, count, positionPtr, sizePtr, anglePtr, colorPtr);
}
void NzDepthRenderQueue::AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const float> sizePtr, NzSparsePtr<const float> anglePtr, NzSparsePtr<const float> alphaPtr)
{
///DOC: sinCosPtr et alphaPtr peuvent être nuls, ils seront remplacés respectivement par Vector2f(0.f, 1.f) et Color::White
NazaraAssert(material, "Invalid material");
if (!IsMaterialSuitable(material))
return;
float defaultRotation = 0.f;
if (material->HasDepthMaterial())
material = material->GetDepthMaterial();
else
material = m_baseMaterial;
if (!anglePtr)
anglePtr.Reset(&defaultRotation, 0); // L'astuce ici est de mettre le stride sur zéro, rendant le pointeur immobile
float defaultAlpha = 1.f;
if (!alphaPtr)
alphaPtr.Reset(&defaultAlpha, 0); // Pareil
unsigned int prevSize = billboards.size();
billboards.resize(prevSize + count);
BillboardData* billboardData = &billboards[prevSize];
for (unsigned int i = 0; i < count; ++i)
{
float sin = std::sin(NzToRadians(*anglePtr));
float cos = std::cos(NzToRadians(*anglePtr));
anglePtr++;
billboardData->center = *positionPtr++;
billboardData->color = NzColor(255, 255, 255, static_cast<nzUInt8>(255.f * (*alphaPtr++)));
billboardData->sinCos.Set(sin, cos);
billboardData->size.Set(*sizePtr++);
billboardData++;
}
NzForwardRenderQueue::AddBillboards(material, count, positionPtr, sizePtr, anglePtr, alphaPtr);
}
void NzDepthRenderQueue::AddDrawable(const NzDrawable* drawable)
void NzDepthRenderQueue::AddDirectionalLight(const DirectionalLight& light)
{
#if NAZARA_GRAPHICS_SAFE
if (!drawable)
{
NazaraError("Invalid drawable");
return;
}
#endif
otherDrawables.push_back(drawable);
NazaraAssert(false, "Depth render queue doesn't handle lights");
NazaraUnused(light);
}
void NzDepthRenderQueue::AddMesh(const NzMaterial* material, const NzMeshData& meshData, const NzBoxf& meshAABB, const NzMatrix4f& transformMatrix)
@ -302,25 +165,24 @@ void NzDepthRenderQueue::AddMesh(const NzMaterial* material, const NzMeshData& m
if (!IsMaterialSuitable(material))
return;
auto it = meshes.find(meshData);
if (it == meshes.end())
{
MeshInstanceEntry instanceEntry;
if (material->HasDepthMaterial())
material = material->GetDepthMaterial();
else
material = m_baseMaterial;
if (meshData.indexBuffer)
instanceEntry.indexBufferReleaseSlot.Connect(meshData.indexBuffer->OnIndexBufferRelease, this, &NzDepthRenderQueue::OnIndexBufferInvalidation);
instanceEntry.vertexBufferReleaseSlot.Connect(meshData.vertexBuffer->OnVertexBufferRelease, this, &NzDepthRenderQueue::OnVertexBufferInvalidation);
it = meshes.insert(std::make_pair(meshData, std::move(instanceEntry))).first;
NzForwardRenderQueue::AddMesh(material, meshData, meshAABB, transformMatrix);
}
std::vector<NzMatrix4f>& instances = it->second.instances;
instances.push_back(transformMatrix);
void NzDepthRenderQueue::AddPointLight(const PointLight& light)
{
NazaraAssert(false, "Depth render queue doesn't handle lights");
NazaraUnused(light);
}
// Avons-nous suffisamment d'instances pour que le coût d'utilisation de l'instancing soit payé ?
//if (instances.size() >= NAZARA_GRAPHICS_INSTANCING_MIN_INSTANCES_COUNT)
// entry.instancingEnabled = true; // Apparemment oui, activons l'instancing avec ce matériau
void NzDepthRenderQueue::AddSpotLight(const SpotLight& light)
{
NazaraAssert(false, "Depth render queue doesn't handle lights");
NazaraUnused(light);
}
void NzDepthRenderQueue::AddSprites(const NzMaterial* material, const NzVertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const NzTexture* overlay)
@ -331,49 +193,17 @@ void NzDepthRenderQueue::AddSprites(const NzMaterial* material, const NzVertexSt
if (!IsMaterialSuitable(material))
return;
basicSprites.push_back(SpriteChain_XYZ_Color_UV({vertices, spriteCount}));
}
if (material->HasDepthMaterial())
material = material->GetDepthMaterial();
else
material = m_baseMaterial;
void NzDepthRenderQueue::Clear(bool fully)
{
NzAbstractRenderQueue::Clear(fully);
basicSprites.clear();
billboards.clear();
otherDrawables.clear();
if (fully)
meshes.clear();
NzForwardRenderQueue::AddSprites(material, vertices, spriteCount, overlay);
}
bool NzDepthRenderQueue::IsMaterialSuitable(const NzMaterial* material) const
{
NazaraAssert(material, "Invalid material");
return material->IsEnabled(nzRendererParameter_DepthBuffer) && material->IsEnabled(nzRendererParameter_DepthWrite) && material->IsShadowCastingEnabled();
return material->HasDepthMaterial() || (material->IsEnabled(nzRendererParameter_DepthBuffer) && material->IsEnabled(nzRendererParameter_DepthWrite) && material->IsShadowCastingEnabled());
}
void NzDepthRenderQueue::OnIndexBufferInvalidation(const NzIndexBuffer* indexBuffer)
{
for (auto it = meshes.begin(); it != meshes.end();)
{
const NzMeshData& renderData = it->first;
if (renderData.indexBuffer == indexBuffer)
it = meshes.erase(it);
else
++it;
}
}
void NzDepthRenderQueue::OnVertexBufferInvalidation(const NzVertexBuffer* vertexBuffer)
{
for (auto it = meshes.begin(); it != meshes.end();)
{
const NzMeshData& renderData = it->first;
if (renderData.vertexBuffer == vertexBuffer)
it = meshes.erase(it);
else
++it;
}
}

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@ -6,6 +6,7 @@
#include <Nazara/Core/ErrorFlags.hpp>
#include <Nazara/Core/OffsetOf.hpp>
#include <Nazara/Graphics/AbstractBackground.hpp>
#include <Nazara/Graphics/AbstractViewer.hpp>
#include <Nazara/Graphics/Drawable.hpp>
#include <Nazara/Graphics/Light.hpp>
#include <Nazara/Graphics/Material.hpp>
@ -55,7 +56,7 @@ bool NzDepthRenderTechnique::Draw(const NzSceneData& sceneData) const
if (sceneData.background)
sceneData.background->Draw(sceneData.viewer);
if (!m_renderQueue.meshes.empty())
if (!m_renderQueue.opaqueModels.empty())
DrawOpaqueModels(sceneData);
if (!m_renderQueue.basicSprites.empty())
@ -78,7 +79,7 @@ NzAbstractRenderQueue* NzDepthRenderTechnique::GetRenderQueue()
nzRenderTechniqueType NzDepthRenderTechnique::GetType() const
{
return nzRenderTechniqueType_BasicForward;
return nzRenderTechniqueType_Depth;
}
bool NzDepthRenderTechnique::Initialize()
@ -129,11 +130,6 @@ bool NzDepthRenderTechnique::Initialize()
s_billboardInstanceDeclaration.EnableComponent(nzVertexComponent_InstanceData0, nzComponentType_Float3, NzOffsetOf(NzForwardRenderQueue::BillboardData, center));
s_billboardInstanceDeclaration.EnableComponent(nzVertexComponent_InstanceData1, nzComponentType_Float4, NzOffsetOf(NzForwardRenderQueue::BillboardData, size)); // Englobe sincos
s_billboardInstanceDeclaration.EnableComponent(nzVertexComponent_InstanceData2, nzComponentType_Color, NzOffsetOf(NzForwardRenderQueue::BillboardData, color));
// Material
s_material = NzMaterial::New();
s_material->Enable(nzRendererParameter_ColorWrite, false);
s_material->Enable(nzRendererParameter_FaceCulling, false);
}
catch (const std::exception& e)
{
@ -146,7 +142,6 @@ bool NzDepthRenderTechnique::Initialize()
void NzDepthRenderTechnique::Uninitialize()
{
s_material.Reset();
s_quadIndexBuffer.Reset();
s_quadVertexBuffer.Reset();
}
@ -155,15 +150,55 @@ void NzDepthRenderTechnique::DrawBasicSprites(const NzSceneData& sceneData) cons
{
NazaraUnused(sceneData);
const NzShader* lastShader = nullptr;
const ShaderUniforms* shaderUniforms = nullptr;
NzRenderer::SetIndexBuffer(&s_quadIndexBuffer);
NzRenderer::SetMatrix(nzMatrixType_World, NzMatrix4f::Identity());
NzRenderer::SetVertexBuffer(&m_spriteBuffer);
auto& spriteChainVector = m_renderQueue.basicSprites;
for (auto& matIt : m_renderQueue.basicSprites)
{
const NzMaterial* material = matIt.first;
auto& matEntry = matIt.second;
if (matEntry.enabled)
{
auto& overlayMap = matEntry.overlayMap;
for (auto& overlayIt : overlayMap)
{
const NzTexture* overlay = overlayIt.first;
auto& spriteChainVector = overlayIt.second.spriteChains;
unsigned int spriteChainCount = spriteChainVector.size();
if (spriteChainCount > 0)
{
s_material->Apply();
// On commence par appliquer du matériau (et récupérer le shader ainsi activé)
nzUInt32 flags = nzShaderFlags_VertexColor;
if (overlay)
flags |= nzShaderFlags_TextureOverlay;
nzUInt8 overlayUnit;
const NzShader* shader = material->Apply(flags, 0, &overlayUnit);
if (overlay)
{
overlayUnit++;
NzRenderer::SetTexture(overlayUnit, overlay);
NzRenderer::SetTextureSampler(overlayUnit, material->GetDiffuseSampler());
}
// Les uniformes sont conservées au sein d'un programme, inutile de les renvoyer tant qu'il ne change pas
if (shader != lastShader)
{
// Index des uniformes dans le shader
shaderUniforms = GetShaderUniforms(shader);
// Overlay
shader->SendInteger(shaderUniforms->textureOverlay, overlayUnit);
lastShader = shader;
}
unsigned int spriteChain = 0; // Quelle chaîne de sprite traitons-nous
unsigned int spriteChainOffset = 0; // À quel offset dans la dernière chaîne nous sommes-nous arrêtés
@ -179,7 +214,7 @@ void NzDepthRenderTechnique::DrawBasicSprites(const NzSceneData& sceneData) cons
do
{
NzDepthRenderQueue::SpriteChain_XYZ_Color_UV& currentChain = spriteChainVector[spriteChain];
NzForwardRenderQueue::SpriteChain_XYZ_Color_UV& currentChain = spriteChainVector[spriteChain];
unsigned int count = std::min(maxSpriteCount - spriteCount, currentChain.spriteCount - spriteChainOffset);
std::memcpy(vertices, currentChain.vertices + spriteChainOffset*4, 4*count*sizeof(NzVertexStruct_XYZ_Color_UV));
@ -207,6 +242,12 @@ void NzDepthRenderTechnique::DrawBasicSprites(const NzSceneData& sceneData) cons
}
}
// On remet à zéro
matEntry.enabled = false;
}
}
}
void NzDepthRenderTechnique::DrawBillboards(const NzSceneData& sceneData) const
{
NazaraUnused(sceneData);
@ -218,13 +259,19 @@ void NzDepthRenderTechnique::DrawBillboards(const NzSceneData& sceneData) const
NzRenderer::SetVertexBuffer(&s_quadVertexBuffer);
auto& billboardVector = m_renderQueue.billboards;
for (auto& matIt : m_renderQueue.billboards)
{
const NzMaterial* material = matIt.first;
auto& entry = matIt.second;
auto& billboardVector = entry.billboards;
unsigned int billboardCount = billboardVector.size();
if (billboardCount > 0)
{
s_material->Apply(nzShaderFlags_Billboard | nzShaderFlags_Instancing);
// On commence par appliquer du matériau
material->Apply(nzShaderFlags_Billboard | nzShaderFlags_Instancing | nzShaderFlags_VertexColor);
const NzDepthRenderQueue::BillboardData* data = &billboardVector[0];
const NzForwardRenderQueue::BillboardData* data = &billboardVector[0];
unsigned int maxBillboardPerDraw = instanceBuffer->GetVertexCount();
do
{
@ -241,19 +288,25 @@ void NzDepthRenderTechnique::DrawBillboards(const NzSceneData& sceneData) const
billboardVector.clear();
}
}
}
else
{
NzRenderer::SetIndexBuffer(&s_quadIndexBuffer);
NzRenderer::SetVertexBuffer(&m_billboardPointBuffer);
auto& billboardVector = m_renderQueue.billboards;
for (auto& matIt : m_renderQueue.billboards)
{
const NzMaterial* material = matIt.first;
auto& entry = matIt.second;
auto& billboardVector = entry.billboards;
unsigned int billboardCount = billboardVector.size();
if (billboardCount > 0)
{
s_material->Apply(nzShaderFlags_Billboard);
// On commence par appliquer du matériau
material->Apply(nzShaderFlags_Billboard | nzShaderFlags_VertexColor);
const NzDepthRenderQueue::BillboardData* data = &billboardVector[0];
const NzForwardRenderQueue::BillboardData* data = &billboardVector[0];
unsigned int maxBillboardPerDraw = std::min(s_maxQuads, m_billboardPointBuffer.GetVertexCount()/4);
do
@ -266,7 +319,7 @@ void NzDepthRenderTechnique::DrawBillboards(const NzSceneData& sceneData) const
for (unsigned int i = 0; i < renderedBillboardCount; ++i)
{
const NzDepthRenderQueue::BillboardData& billboard = *data++;
const NzForwardRenderQueue::BillboardData& billboard = *data++;
vertices->color = billboard.color;
vertices->position = billboard.center;
@ -307,14 +360,35 @@ void NzDepthRenderTechnique::DrawBillboards(const NzSceneData& sceneData) const
}
}
}
}
void NzDepthRenderTechnique::DrawOpaqueModels(const NzSceneData& sceneData) const
{
NazaraUnused(sceneData);
s_material->Apply();
for (auto& matIt : m_renderQueue.opaqueModels)
{
auto& matEntry = matIt.second;
for (auto& meshIt : m_renderQueue.meshes)
if (matEntry.enabled)
{
NzForwardRenderQueue::MeshInstanceContainer& meshInstances = matEntry.meshMap;
if (!meshInstances.empty())
{
const NzMaterial* material = matIt.first;
// Nous utilisons de l'instancing que lorsqu'aucune lumière (autre que directionnelle) n'est active
// Ceci car l'instancing n'est pas compatible avec la recherche des lumières les plus proches
// (Le deferred shading n'a pas ce problème)
bool noPointSpotLight = m_renderQueue.pointLights.empty() && m_renderQueue.spotLights.empty();
bool instancing = m_instancingEnabled && (!material->IsLightingEnabled() || noPointSpotLight) && matEntry.instancingEnabled;
// On commence par appliquer du matériau (et récupérer le shader ainsi activé)
material->Apply((instancing) ? nzShaderFlags_Instancing : 0);
// Meshes
for (auto& meshIt : meshInstances)
{
const NzMeshData& meshData = meshIt.first;
auto& meshEntry = meshIt.second;
@ -346,6 +420,32 @@ void NzDepthRenderTechnique::DrawOpaqueModels(const NzSceneData& sceneData) cons
NzRenderer::SetIndexBuffer(indexBuffer);
NzRenderer::SetVertexBuffer(vertexBuffer);
if (instancing)
{
// On calcule le nombre d'instances que l'on pourra afficher cette fois-ci (Selon la taille du buffer d'instancing)
NzVertexBuffer* instanceBuffer = NzRenderer::GetInstanceBuffer();
instanceBuffer->SetVertexDeclaration(NzVertexDeclaration::Get(nzVertexLayout_Matrix4));
const NzMatrix4f* instanceMatrices = &instances[0];
unsigned int instanceCount = instances.size();
unsigned int maxInstanceCount = instanceBuffer->GetVertexCount(); // Le nombre maximum d'instances en une fois
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
@ -354,13 +454,42 @@ void NzDepthRenderTechnique::DrawOpaqueModels(const NzSceneData& sceneData) cons
NzRenderer::SetMatrix(nzMatrixType_World, matrix);
drawFunc(meshData.primitiveMode, 0, indexCount);
}
}
instances.clear();
}
}
}
// Et on remet à zéro les données
matEntry.enabled = false;
matEntry.instancingEnabled = false;
}
}
}
const NzDepthRenderTechnique::ShaderUniforms* NzDepthRenderTechnique::GetShaderUniforms(const NzShader* shader) const
{
auto it = m_shaderUniforms.find(shader);
if (it == m_shaderUniforms.end())
{
ShaderUniforms uniforms;
uniforms.shaderReleaseSlot.Connect(shader->OnShaderRelease, this, &NzDepthRenderTechnique::OnShaderInvalidated);
uniforms.shaderUniformInvalidatedSlot.Connect(shader->OnShaderUniformInvalidated, this, &NzDepthRenderTechnique::OnShaderInvalidated);
uniforms.textureOverlay = shader->GetUniformLocation("TextureOverlay");
it = m_shaderUniforms.emplace(shader, std::move(uniforms)).first;
}
return &it->second;
}
void NzDepthRenderTechnique::OnShaderInvalidated(const NzShader* shader) const
{
m_shaderUniforms.erase(shader);
}
NzIndexBuffer NzDepthRenderTechnique::s_quadIndexBuffer;
NzMaterialRef NzDepthRenderTechnique::s_material;
NzVertexBuffer NzDepthRenderTechnique::s_quadVertexBuffer;
NzVertexDeclaration NzDepthRenderTechnique::s_billboardInstanceDeclaration;
NzVertexDeclaration NzDepthRenderTechnique::s_billboardVertexDeclaration;