Graphics: Remake DepthRender[Queue|Technique]
Former-commit-id: c4d8d4d28d02822273ebe7dca3e468ea156af674
This commit is contained in:
parent
6870148314
commit
1f2e810927
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
NzForwardRenderQueue::AddMesh(material, meshData, meshAABB, transformMatrix);
|
||||
}
|
||||
|
||||
instanceEntry.vertexBufferReleaseSlot.Connect(meshData.vertexBuffer->OnVertexBufferRelease, this, &NzDepthRenderQueue::OnVertexBufferInvalidation);
|
||||
void NzDepthRenderQueue::AddPointLight(const PointLight& light)
|
||||
{
|
||||
NazaraAssert(false, "Depth render queue doesn't handle lights");
|
||||
NazaraUnused(light);
|
||||
}
|
||||
|
||||
it = meshes.insert(std::make_pair(meshData, std::move(instanceEntry))).first;
|
||||
}
|
||||
|
||||
std::vector<NzMatrix4f>& instances = it->second.instances;
|
||||
instances.push_back(transformMatrix);
|
||||
|
||||
// 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;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -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();
|
||||
}
|
||||
|
|
@ -155,55 +150,101 @@ 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;
|
||||
unsigned int spriteChainCount = spriteChainVector.size();
|
||||
if (spriteChainCount > 0)
|
||||
for (auto& matIt : m_renderQueue.basicSprites)
|
||||
{
|
||||
s_material->Apply();
|
||||
const NzMaterial* material = matIt.first;
|
||||
auto& matEntry = matIt.second;
|
||||
|
||||
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
|
||||
|
||||
do
|
||||
if (matEntry.enabled)
|
||||
{
|
||||
// On ouvre le buffer en écriture
|
||||
NzBufferMapper<NzVertexBuffer> vertexMapper(m_spriteBuffer, nzBufferAccess_DiscardAndWrite);
|
||||
NzVertexStruct_XYZ_Color_UV* vertices = reinterpret_cast<NzVertexStruct_XYZ_Color_UV*>(vertexMapper.GetPointer());
|
||||
|
||||
unsigned int spriteCount = 0;
|
||||
unsigned int maxSpriteCount = std::min(s_maxQuads, m_spriteBuffer.GetVertexCount()/4);
|
||||
|
||||
do
|
||||
auto& overlayMap = matEntry.overlayMap;
|
||||
for (auto& overlayIt : overlayMap)
|
||||
{
|
||||
NzDepthRenderQueue::SpriteChain_XYZ_Color_UV& currentChain = spriteChainVector[spriteChain];
|
||||
unsigned int count = std::min(maxSpriteCount - spriteCount, currentChain.spriteCount - spriteChainOffset);
|
||||
const NzTexture* overlay = overlayIt.first;
|
||||
auto& spriteChainVector = overlayIt.second.spriteChains;
|
||||
|
||||
std::memcpy(vertices, currentChain.vertices + spriteChainOffset*4, 4*count*sizeof(NzVertexStruct_XYZ_Color_UV));
|
||||
vertices += count*4;
|
||||
|
||||
spriteCount += count;
|
||||
spriteChainOffset += count;
|
||||
|
||||
// Avons-nous traité la chaîne entière ?
|
||||
if (spriteChainOffset == currentChain.spriteCount)
|
||||
unsigned int spriteChainCount = spriteChainVector.size();
|
||||
if (spriteChainCount > 0)
|
||||
{
|
||||
spriteChain++;
|
||||
spriteChainOffset = 0;
|
||||
// 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
|
||||
|
||||
do
|
||||
{
|
||||
// On ouvre le buffer en écriture
|
||||
NzBufferMapper<NzVertexBuffer> vertexMapper(m_spriteBuffer, nzBufferAccess_DiscardAndWrite);
|
||||
NzVertexStruct_XYZ_Color_UV* vertices = reinterpret_cast<NzVertexStruct_XYZ_Color_UV*>(vertexMapper.GetPointer());
|
||||
|
||||
unsigned int spriteCount = 0;
|
||||
unsigned int maxSpriteCount = std::min(s_maxQuads, m_spriteBuffer.GetVertexCount()/4);
|
||||
|
||||
do
|
||||
{
|
||||
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));
|
||||
vertices += count*4;
|
||||
|
||||
spriteCount += count;
|
||||
spriteChainOffset += count;
|
||||
|
||||
// Avons-nous traité la chaîne entière ?
|
||||
if (spriteChainOffset == currentChain.spriteCount)
|
||||
{
|
||||
spriteChain++;
|
||||
spriteChainOffset = 0;
|
||||
}
|
||||
}
|
||||
while (spriteCount < maxSpriteCount && spriteChain < spriteChainCount);
|
||||
|
||||
vertexMapper.Unmap();
|
||||
|
||||
NzRenderer::DrawIndexedPrimitives(nzPrimitiveMode_TriangleList, 0, spriteCount*6);
|
||||
}
|
||||
while (spriteChain < spriteChainCount);
|
||||
|
||||
spriteChainVector.clear();
|
||||
}
|
||||
}
|
||||
while (spriteCount < maxSpriteCount && spriteChain < spriteChainCount);
|
||||
|
||||
vertexMapper.Unmap();
|
||||
|
||||
NzRenderer::DrawIndexedPrimitives(nzPrimitiveMode_TriangleList, 0, spriteCount*6);
|
||||
// On remet à zéro
|
||||
matEntry.enabled = false;
|
||||
}
|
||||
while (spriteChain < spriteChainCount);
|
||||
|
||||
spriteChainVector.clear();
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -218,27 +259,34 @@ void NzDepthRenderTechnique::DrawBillboards(const NzSceneData& sceneData) const
|
|||
|
||||
NzRenderer::SetVertexBuffer(&s_quadVertexBuffer);
|
||||
|
||||
auto& billboardVector = m_renderQueue.billboards;
|
||||
unsigned int billboardCount = billboardVector.size();
|
||||
if (billboardCount > 0)
|
||||
for (auto& matIt : m_renderQueue.billboards)
|
||||
{
|
||||
s_material->Apply(nzShaderFlags_Billboard | nzShaderFlags_Instancing);
|
||||
const NzMaterial* material = matIt.first;
|
||||
auto& entry = matIt.second;
|
||||
auto& billboardVector = entry.billboards;
|
||||
|
||||
const NzDepthRenderQueue::BillboardData* data = &billboardVector[0];
|
||||
unsigned int maxBillboardPerDraw = instanceBuffer->GetVertexCount();
|
||||
do
|
||||
unsigned int billboardCount = billboardVector.size();
|
||||
if (billboardCount > 0)
|
||||
{
|
||||
unsigned int renderedBillboardCount = std::min(billboardCount, maxBillboardPerDraw);
|
||||
billboardCount -= renderedBillboardCount;
|
||||
// On commence par appliquer du matériau
|
||||
material->Apply(nzShaderFlags_Billboard | nzShaderFlags_Instancing | nzShaderFlags_VertexColor);
|
||||
|
||||
instanceBuffer->Fill(data, 0, renderedBillboardCount, true);
|
||||
data += renderedBillboardCount;
|
||||
const NzForwardRenderQueue::BillboardData* data = &billboardVector[0];
|
||||
unsigned int maxBillboardPerDraw = instanceBuffer->GetVertexCount();
|
||||
do
|
||||
{
|
||||
unsigned int renderedBillboardCount = std::min(billboardCount, maxBillboardPerDraw);
|
||||
billboardCount -= renderedBillboardCount;
|
||||
|
||||
NzRenderer::DrawPrimitivesInstanced(renderedBillboardCount, nzPrimitiveMode_TriangleStrip, 0, 4);
|
||||
instanceBuffer->Fill(data, 0, renderedBillboardCount, true);
|
||||
data += renderedBillboardCount;
|
||||
|
||||
NzRenderer::DrawPrimitivesInstanced(renderedBillboardCount, nzPrimitiveMode_TriangleStrip, 0, 4);
|
||||
}
|
||||
while (billboardCount > 0);
|
||||
|
||||
billboardVector.clear();
|
||||
}
|
||||
while (billboardCount > 0);
|
||||
|
||||
billboardVector.clear();
|
||||
}
|
||||
}
|
||||
else
|
||||
|
|
@ -246,64 +294,70 @@ void NzDepthRenderTechnique::DrawBillboards(const NzSceneData& sceneData) const
|
|||
NzRenderer::SetIndexBuffer(&s_quadIndexBuffer);
|
||||
NzRenderer::SetVertexBuffer(&m_billboardPointBuffer);
|
||||
|
||||
auto& billboardVector = m_renderQueue.billboards;
|
||||
|
||||
unsigned int billboardCount = billboardVector.size();
|
||||
if (billboardCount > 0)
|
||||
for (auto& matIt : m_renderQueue.billboards)
|
||||
{
|
||||
s_material->Apply(nzShaderFlags_Billboard);
|
||||
const NzMaterial* material = matIt.first;
|
||||
auto& entry = matIt.second;
|
||||
auto& billboardVector = entry.billboards;
|
||||
|
||||
const NzDepthRenderQueue::BillboardData* data = &billboardVector[0];
|
||||
unsigned int maxBillboardPerDraw = std::min(s_maxQuads, m_billboardPointBuffer.GetVertexCount()/4);
|
||||
|
||||
do
|
||||
unsigned int billboardCount = billboardVector.size();
|
||||
if (billboardCount > 0)
|
||||
{
|
||||
unsigned int renderedBillboardCount = std::min(billboardCount, maxBillboardPerDraw);
|
||||
billboardCount -= renderedBillboardCount;
|
||||
// On commence par appliquer du matériau
|
||||
material->Apply(nzShaderFlags_Billboard | nzShaderFlags_VertexColor);
|
||||
|
||||
NzBufferMapper<NzVertexBuffer> vertexMapper(m_billboardPointBuffer, nzBufferAccess_DiscardAndWrite, 0, renderedBillboardCount*4);
|
||||
BillboardPoint* vertices = reinterpret_cast<BillboardPoint*>(vertexMapper.GetPointer());
|
||||
const NzForwardRenderQueue::BillboardData* data = &billboardVector[0];
|
||||
unsigned int maxBillboardPerDraw = std::min(s_maxQuads, m_billboardPointBuffer.GetVertexCount()/4);
|
||||
|
||||
for (unsigned int i = 0; i < renderedBillboardCount; ++i)
|
||||
do
|
||||
{
|
||||
const NzDepthRenderQueue::BillboardData& billboard = *data++;
|
||||
unsigned int renderedBillboardCount = std::min(billboardCount, maxBillboardPerDraw);
|
||||
billboardCount -= renderedBillboardCount;
|
||||
|
||||
vertices->color = billboard.color;
|
||||
vertices->position = billboard.center;
|
||||
vertices->sinCos = billboard.sinCos;
|
||||
vertices->size = billboard.size;
|
||||
vertices->uv.Set(0.f, 1.f);
|
||||
vertices++;
|
||||
NzBufferMapper<NzVertexBuffer> vertexMapper(m_billboardPointBuffer, nzBufferAccess_DiscardAndWrite, 0, renderedBillboardCount*4);
|
||||
BillboardPoint* vertices = reinterpret_cast<BillboardPoint*>(vertexMapper.GetPointer());
|
||||
|
||||
vertices->color = billboard.color;
|
||||
vertices->position = billboard.center;
|
||||
vertices->sinCos = billboard.sinCos;
|
||||
vertices->size = billboard.size;
|
||||
vertices->uv.Set(1.f, 1.f);
|
||||
vertices++;
|
||||
for (unsigned int i = 0; i < renderedBillboardCount; ++i)
|
||||
{
|
||||
const NzForwardRenderQueue::BillboardData& billboard = *data++;
|
||||
|
||||
vertices->color = billboard.color;
|
||||
vertices->position = billboard.center;
|
||||
vertices->sinCos = billboard.sinCos;
|
||||
vertices->size = billboard.size;
|
||||
vertices->uv.Set(0.f, 0.f);
|
||||
vertices++;
|
||||
vertices->color = billboard.color;
|
||||
vertices->position = billboard.center;
|
||||
vertices->sinCos = billboard.sinCos;
|
||||
vertices->size = billboard.size;
|
||||
vertices->uv.Set(0.f, 1.f);
|
||||
vertices++;
|
||||
|
||||
vertices->color = billboard.color;
|
||||
vertices->position = billboard.center;
|
||||
vertices->sinCos = billboard.sinCos;
|
||||
vertices->size = billboard.size;
|
||||
vertices->uv.Set(1.f, 0.f);
|
||||
vertices++;
|
||||
vertices->color = billboard.color;
|
||||
vertices->position = billboard.center;
|
||||
vertices->sinCos = billboard.sinCos;
|
||||
vertices->size = billboard.size;
|
||||
vertices->uv.Set(1.f, 1.f);
|
||||
vertices++;
|
||||
|
||||
vertices->color = billboard.color;
|
||||
vertices->position = billboard.center;
|
||||
vertices->sinCos = billboard.sinCos;
|
||||
vertices->size = billboard.size;
|
||||
vertices->uv.Set(0.f, 0.f);
|
||||
vertices++;
|
||||
|
||||
vertices->color = billboard.color;
|
||||
vertices->position = billboard.center;
|
||||
vertices->sinCos = billboard.sinCos;
|
||||
vertices->size = billboard.size;
|
||||
vertices->uv.Set(1.f, 0.f);
|
||||
vertices++;
|
||||
}
|
||||
|
||||
vertexMapper.Unmap();
|
||||
|
||||
NzRenderer::DrawIndexedPrimitives(nzPrimitiveMode_TriangleList, 0, renderedBillboardCount*6);
|
||||
}
|
||||
while (billboardCount > 0);
|
||||
|
||||
vertexMapper.Unmap();
|
||||
|
||||
NzRenderer::DrawIndexedPrimitives(nzPrimitiveMode_TriangleList, 0, renderedBillboardCount*6);
|
||||
billboardVector.clear();
|
||||
}
|
||||
while (billboardCount > 0);
|
||||
|
||||
billboardVector.clear();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -312,55 +366,130 @@ void NzDepthRenderTechnique::DrawOpaqueModels(const NzSceneData& sceneData) cons
|
|||
{
|
||||
NazaraUnused(sceneData);
|
||||
|
||||
s_material->Apply();
|
||||
|
||||
for (auto& meshIt : m_renderQueue.meshes)
|
||||
for (auto& matIt : m_renderQueue.opaqueModels)
|
||||
{
|
||||
const NzMeshData& meshData = meshIt.first;
|
||||
auto& meshEntry = meshIt.second;
|
||||
auto& matEntry = matIt.second;
|
||||
|
||||
std::vector<NzMatrix4f>& instances = meshEntry.instances;
|
||||
if (!instances.empty())
|
||||
if (matEntry.enabled)
|
||||
{
|
||||
const NzIndexBuffer* indexBuffer = meshData.indexBuffer;
|
||||
const NzVertexBuffer* vertexBuffer = meshData.vertexBuffer;
|
||||
NzForwardRenderQueue::MeshInstanceContainer& meshInstances = matEntry.meshMap;
|
||||
|
||||
// Gestion du draw call avant la boucle de rendu
|
||||
NzRenderer::DrawCall drawFunc;
|
||||
NzRenderer::DrawCallInstanced instancedDrawFunc;
|
||||
unsigned int indexCount;
|
||||
if (!meshInstances.empty())
|
||||
{
|
||||
const NzMaterial* material = matIt.first;
|
||||
|
||||
if (indexBuffer)
|
||||
{
|
||||
drawFunc = NzRenderer::DrawIndexedPrimitives;
|
||||
instancedDrawFunc = NzRenderer::DrawIndexedPrimitivesInstanced;
|
||||
indexCount = indexBuffer->GetIndexCount();
|
||||
}
|
||||
else
|
||||
{
|
||||
drawFunc = NzRenderer::DrawPrimitives;
|
||||
instancedDrawFunc = NzRenderer::DrawPrimitivesInstanced;
|
||||
indexCount = vertexBuffer->GetVertexCount();
|
||||
// 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;
|
||||
|
||||
std::vector<NzMatrix4f>& instances = meshEntry.instances;
|
||||
if (!instances.empty())
|
||||
{
|
||||
const NzIndexBuffer* indexBuffer = meshData.indexBuffer;
|
||||
const NzVertexBuffer* vertexBuffer = meshData.vertexBuffer;
|
||||
|
||||
// Gestion du draw call avant la boucle de rendu
|
||||
NzRenderer::DrawCall drawFunc;
|
||||
NzRenderer::DrawCallInstanced instancedDrawFunc;
|
||||
unsigned int indexCount;
|
||||
|
||||
if (indexBuffer)
|
||||
{
|
||||
drawFunc = NzRenderer::DrawIndexedPrimitives;
|
||||
instancedDrawFunc = NzRenderer::DrawIndexedPrimitivesInstanced;
|
||||
indexCount = indexBuffer->GetIndexCount();
|
||||
}
|
||||
else
|
||||
{
|
||||
drawFunc = NzRenderer::DrawPrimitives;
|
||||
instancedDrawFunc = NzRenderer::DrawPrimitivesInstanced;
|
||||
indexCount = vertexBuffer->GetVertexCount();
|
||||
}
|
||||
|
||||
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
|
||||
for (const NzMatrix4f& matrix : instances)
|
||||
{
|
||||
NzRenderer::SetMatrix(nzMatrixType_World, matrix);
|
||||
drawFunc(meshData.primitiveMode, 0, indexCount);
|
||||
}
|
||||
}
|
||||
instances.clear();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
NzRenderer::SetIndexBuffer(indexBuffer);
|
||||
NzRenderer::SetVertexBuffer(vertexBuffer);
|
||||
|
||||
// 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 NzMatrix4f& matrix : instances)
|
||||
{
|
||||
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;
|
||||
|
|
|
|||
Loading…
Reference in New Issue