From 24e56790cc9ccff0d6c2cf26c809227628c93467 Mon Sep 17 00:00:00 2001 From: Lynix Date: Sat, 24 Aug 2013 16:22:55 +0200 Subject: [PATCH] Fixed transparent model rendering Former-commit-id: da363be3b19951ae49996fe9d05998420e80911f --- include/Nazara/Graphics/AbstractViewer.hpp | 1 + include/Nazara/Graphics/Camera.hpp | 1 + .../Nazara/Graphics/ForwardRenderQueue.hpp | 9 +- include/Nazara/Graphics/View.hpp | 1 + src/Nazara/Graphics/Camera.cpp | 5 + src/Nazara/Graphics/ForwardRenderQueue.cpp | 178 ++++++++++-------- .../Graphics/ForwardRenderTechnique.cpp | 17 +- src/Nazara/Graphics/View.cpp | 5 + 8 files changed, 121 insertions(+), 96 deletions(-) diff --git a/include/Nazara/Graphics/AbstractViewer.hpp b/include/Nazara/Graphics/AbstractViewer.hpp index 34fec453e..c357ecea1 100644 --- a/include/Nazara/Graphics/AbstractViewer.hpp +++ b/include/Nazara/Graphics/AbstractViewer.hpp @@ -26,6 +26,7 @@ class NAZARA_API NzAbstractViewer virtual float GetAspectRatio() const = 0; virtual NzVector3f GetEyePosition() const = 0; + virtual NzVector3f GetForward() const = 0; virtual const NzFrustumf& GetFrustum() const = 0; virtual const NzMatrix4f& GetProjectionMatrix() const = 0; virtual const NzRenderTarget* GetTarget() const = 0; diff --git a/include/Nazara/Graphics/Camera.hpp b/include/Nazara/Graphics/Camera.hpp index 06553fd02..db081712a 100644 --- a/include/Nazara/Graphics/Camera.hpp +++ b/include/Nazara/Graphics/Camera.hpp @@ -29,6 +29,7 @@ class NAZARA_API NzCamera : public NzAbstractViewer, public NzNode, NzRenderTarg float GetAspectRatio() const; NzVector3f GetEyePosition() const; + NzVector3f GetForward() const; float GetFOV() const; const NzFrustumf& GetFrustum() const; const NzMatrix4f& GetProjectionMatrix() const; diff --git a/include/Nazara/Graphics/ForwardRenderQueue.hpp b/include/Nazara/Graphics/ForwardRenderQueue.hpp index 8e51121d9..fc3532631 100644 --- a/include/Nazara/Graphics/ForwardRenderQueue.hpp +++ b/include/Nazara/Graphics/ForwardRenderQueue.hpp @@ -16,7 +16,7 @@ #include #include -class NzCamera; +class NzAbstractViewer; class NzMaterial; class NzSkeletalMesh; class NzStaticMesh; @@ -33,10 +33,11 @@ class NAZARA_API NzForwardRenderQueue : public NzAbstractRenderQueue, NzResource void AddLight(const NzLight* light); void AddModel(const NzModel* model); void AddSprite(const NzSprite* sprite); + void AddSubMesh(const NzMaterial* material, const NzSubMesh* subMesh, const NzMatrix4f& transformMatrix); void Clear(bool fully); - void Sort(const NzCamera& camera); + void Sort(const NzAbstractViewer* viewer); private: bool OnResourceDestroy(const NzResource* resource, int index) override; @@ -56,7 +57,7 @@ class NAZARA_API NzForwardRenderQueue : public NzAbstractRenderQueue, NzResource { NzMatrix4f transformMatrix; NzSpheref boundingSphere; - NzMaterial* material; + const NzMaterial* material; }; struct TransparentSkeletalModel : public TransparentModel @@ -66,7 +67,7 @@ class NAZARA_API NzForwardRenderQueue : public NzAbstractRenderQueue, NzResource struct TransparentStaticModel : public TransparentModel { - NzStaticMesh* mesh; + const NzStaticMesh* mesh; }; diff --git a/include/Nazara/Graphics/View.hpp b/include/Nazara/Graphics/View.hpp index bfd618fc9..d630b95af 100644 --- a/include/Nazara/Graphics/View.hpp +++ b/include/Nazara/Graphics/View.hpp @@ -29,6 +29,7 @@ class NAZARA_API NzView : public NzAbstractViewer, public NzNode, NzRenderTarget float GetAspectRatio() const; NzVector3f GetEyePosition() const; + NzVector3f GetForward() const; const NzFrustumf& GetFrustum() const; const NzMatrix4f& GetProjectionMatrix() const; const NzRenderTarget* GetTarget() const; diff --git a/src/Nazara/Graphics/Camera.cpp b/src/Nazara/Graphics/Camera.cpp index 554f30117..ed6251651 100644 --- a/src/Nazara/Graphics/Camera.cpp +++ b/src/Nazara/Graphics/Camera.cpp @@ -62,6 +62,11 @@ NzVector3f NzCamera::GetEyePosition() const return GetPosition(nzCoordSys_Global); } +NzVector3f NzCamera::GetForward() const +{ + return NzNode::GetForward(); +} + float NzCamera::GetFOV() const { return m_fov; diff --git a/src/Nazara/Graphics/ForwardRenderQueue.cpp b/src/Nazara/Graphics/ForwardRenderQueue.cpp index 03f83aea9..87f2207c8 100644 --- a/src/Nazara/Graphics/ForwardRenderQueue.cpp +++ b/src/Nazara/Graphics/ForwardRenderQueue.cpp @@ -3,7 +3,7 @@ // For conditions of distribution and use, see copyright notice in Config.hpp #include -#include +#include #include #include #include @@ -94,81 +94,7 @@ void NzForwardRenderQueue::AddModel(const NzModel* model) NzSubMesh* subMesh = mesh->GetSubMesh(i); NzMaterial* material = model->GetMaterial(subMesh->GetMaterialIndex()); - switch (subMesh->GetAnimationType()) - { - case nzAnimationType_Skeletal: - { - ///TODO - /* - ** Il y a ici deux choses importantes à gérer: - ** -Pour commencer, la mise en cache de std::vector suffisamment grands pour contenir le résultat du skinning - ** l'objectif ici est d'éviter une allocation à chaque frame, donc de réutiliser un tableau existant - ** Note: Il faudrait évaluer aussi la possibilité de conserver le buffer d'une frame à l'autre. - ** Ceci permettant de ne pas skinner inutilement ce qui ne bouge pas, ou de skinner partiellement un mesh. - ** Il faut cependant voir où stocker ce set de buffers, qui doit être communs à toutes les RQ d'une même scène. - ** - ** -Ensuite, la possibilité de regrouper les modèles skinnés identiques, une centaine de soldats marchant au pas - ** ne devrait requérir qu'un skinning. - */ - NazaraError("Skeletal mesh not supported yet, sorry"); - break; - } - - case nzAnimationType_Static: - { - NzStaticMesh* staticMesh = static_cast(subMesh); - if (material->IsEnabled(nzRendererParameter_Blend)) - { - unsigned int index = transparentStaticModels.size(); - transparentStaticModels.resize(index+1); - - TransparentStaticModel& data = transparentStaticModels.back(); - data.boundingSphere = staticMesh->GetAABB().GetSquaredBoundingSphere(); - data.material = material; - data.mesh = staticMesh; - data.transformMatrix = transformMatrix; - - transparentsModels.push_back(std::make_pair(index, true)); - } - else - { - auto pair = opaqueModels.insert(std::make_pair(material, BatchedModelContainer::mapped_type())); - if (pair.second) - material->AddResourceListener(this, ResourceType_Material); - - bool& used = std::get<0>(pair.first->second); - bool& enableInstancing = std::get<1>(pair.first->second); - - used = true; - - auto& meshMap = std::get<3>(pair.first->second); - - auto pair2 = meshMap.insert(std::make_pair(staticMesh, BatchedStaticMeshContainer::mapped_type())); - if (pair2.second) - { - staticMesh->AddResourceListener(this, ResourceType_StaticMesh); - - NzSpheref& squaredBoundingSphere = pair2.first->second.first; - squaredBoundingSphere.Set(staticMesh->GetAABB().GetSquaredBoundingSphere()); - ///TODO: Écouter le StaticMesh pour repérer tout changement de géométrie - } - - std::vector& staticDataContainer = pair2.first->second.second; - - unsigned int instanceCount = staticDataContainer.size() + 1; - - // As-t-on suffisamment d'instances pour que le coût d'utilisation de l'instancing soit payé ? - if (instanceCount >= NAZARA_GRAPHICS_INSTANCING_MIN_INSTANCES_COUNT) - enableInstancing = true; // Apparemment oui, activons l'instancing avec ce matériau - - staticDataContainer.resize(instanceCount); - StaticData& data = staticDataContainer.back(); - data.transformMatrix = transformMatrix; - } - - break; - } - } + AddSubMesh(material, subMesh, transformMatrix); } } @@ -180,11 +106,97 @@ void NzForwardRenderQueue::AddSprite(const NzSprite* sprite) NazaraError("Invalid sprite"); return; } + + if (!sprite->IsDrawable()) + { + NazaraError("Sprite is not drawable"); + return; + } #endif sprites[sprite->GetMaterial()].push_back(sprite); } +void NzForwardRenderQueue::AddSubMesh(const NzMaterial* material, const NzSubMesh* subMesh, const NzMatrix4f& transformMatrix) +{ + switch (subMesh->GetAnimationType()) + { + case nzAnimationType_Skeletal: + { + ///TODO + /* + ** Il y a ici deux choses importantes à gérer: + ** -Pour commencer, la mise en cache de std::vector suffisamment grands pour contenir le résultat du skinning + ** l'objectif ici est d'éviter une allocation à chaque frame, donc de réutiliser un tableau existant + ** Note: Il faudrait évaluer aussi la possibilité de conserver le buffer d'une frame à l'autre. + ** Ceci permettant de ne pas skinner inutilement ce qui ne bouge pas, ou de skinner partiellement un mesh. + ** Il faut cependant voir où stocker ce set de buffers, qui doit être communs à toutes les RQ d'une même scène. + ** + ** -Ensuite, la possibilité de regrouper les modèles skinnés identiques, une centaine de soldats marchant au pas + ** ne devrait requérir qu'un skinning. + */ + NazaraError("Skeletal mesh not supported yet, sorry"); + break; + } + + case nzAnimationType_Static: + { + const NzStaticMesh* staticMesh = static_cast(subMesh); + + if (material->IsEnabled(nzRendererParameter_Blend)) + { + unsigned int index = transparentStaticModels.size(); + transparentStaticModels.resize(index+1); + + TransparentStaticModel& data = transparentStaticModels.back(); + data.boundingSphere = NzSpheref(transformMatrix.GetTranslation(), staticMesh->GetAABB().GetSquaredRadius()); + data.material = material; + data.mesh = staticMesh; + data.transformMatrix = transformMatrix; + + transparentsModels.push_back(std::make_pair(index, true)); + } + else + { + auto pair = opaqueModels.insert(std::make_pair(material, BatchedModelContainer::mapped_type())); + if (pair.second) + material->AddResourceListener(this, ResourceType_Material); + + bool& used = std::get<0>(pair.first->second); + bool& enableInstancing = std::get<1>(pair.first->second); + + used = true; + + auto& meshMap = std::get<3>(pair.first->second); + + auto pair2 = meshMap.insert(std::make_pair(staticMesh, BatchedStaticMeshContainer::mapped_type())); + if (pair2.second) + { + staticMesh->AddResourceListener(this, ResourceType_StaticMesh); + + NzSpheref& squaredBoundingSphere = pair2.first->second.first; + squaredBoundingSphere.Set(staticMesh->GetAABB().GetSquaredBoundingSphere()); + ///TODO: Écouter le StaticMesh pour repérer tout changement de géométrie + } + + std::vector& staticDataContainer = pair2.first->second.second; + + unsigned int instanceCount = staticDataContainer.size() + 1; + + // Avons-nous suffisamment d'instances pour que le coût d'utilisation de l'instancing soit payé ? + if (instanceCount >= NAZARA_GRAPHICS_INSTANCING_MIN_INSTANCES_COUNT) + enableInstancing = true; // Apparemment oui, activons l'instancing avec ce matériau + + staticDataContainer.resize(instanceCount); + StaticData& data = staticDataContainer.back(); + data.transformMatrix = transformMatrix; + } + + break; + } + } +} + void NzForwardRenderQueue::Clear(bool fully) { directionnalLights.clear(); @@ -201,7 +213,7 @@ void NzForwardRenderQueue::Clear(bool fully) } } -void NzForwardRenderQueue::Sort(const NzCamera& camera) +void NzForwardRenderQueue::Sort(const NzAbstractViewer* viewer) { struct TransparentModelComparator { @@ -211,22 +223,22 @@ void NzForwardRenderQueue::Sort(const NzCamera& camera) queue->transparentStaticModels[index1.first].boundingSphere : queue->transparentSkeletalModels[index1.first].boundingSphere; - const NzSpheref& sphere2 = (index1.second) ? + const NzSpheref& sphere2 = (index2.second) ? queue->transparentStaticModels[index2.first].boundingSphere : queue->transparentSkeletalModels[index2.first].boundingSphere; - NzVector3f position1 = sphere1.GetNegativeVertex(cameraNormal); - NzVector3f position2 = sphere2.GetNegativeVertex(cameraNormal); + NzVector3f position1 = sphere1.GetNegativeVertex(viewerNormal); + NzVector3f position2 = sphere2.GetNegativeVertex(viewerNormal); - return nearPlane.Distance(position1) < nearPlane.Distance(position2); + return nearPlane.Distance(position1) > nearPlane.Distance(position2); } NzForwardRenderQueue* queue; NzPlanef nearPlane; - NzVector3f cameraNormal; + NzVector3f viewerNormal; }; - TransparentModelComparator comparator {this, camera.GetFrustum().GetPlane(nzFrustumPlane_Near), camera.GetForward()}; + TransparentModelComparator comparator {this, viewer->GetFrustum().GetPlane(nzFrustumPlane_Near), viewer->GetForward()}; std::sort(transparentsModels.begin(), transparentsModels.end(), comparator); } diff --git a/src/Nazara/Graphics/ForwardRenderTechnique.cpp b/src/Nazara/Graphics/ForwardRenderTechnique.cpp index 82809bb38..91dedf4fb 100644 --- a/src/Nazara/Graphics/ForwardRenderTechnique.cpp +++ b/src/Nazara/Graphics/ForwardRenderTechnique.cpp @@ -76,9 +76,9 @@ void NzForwardRenderTechnique::Clear(const NzScene* scene) void NzForwardRenderTechnique::Draw(const NzScene* scene) { - // Rendu en projection perspective (3D) m_directionnalLights.SetLights(&m_renderQueue.directionnalLights[0], m_renderQueue.directionnalLights.size()); m_lights.SetLights(&m_renderQueue.lights[0], m_renderQueue.lights.size()); + m_renderQueue.Sort(scene->GetViewer()); if (!m_renderQueue.opaqueModels.empty()) DrawOpaqueModels(scene, m_renderQueue.opaqueModels); @@ -167,6 +167,8 @@ void NzForwardRenderTechnique::DrawOpaqueModels(const NzScene* scene, NzForwardR NzAbstractViewer* viewer = scene->GetViewer(); const NzShaderProgram* lastProgram = nullptr; + unsigned int lightCount = 0; + for (auto& matIt : opaqueModels) { bool& used = std::get<0>(matIt.second); @@ -188,8 +190,6 @@ void NzForwardRenderTechnique::DrawOpaqueModels(const NzScene* scene, NzForwardR // On commence par récupérer le programme du matériau const NzShaderProgram* program = material->GetShaderProgram(nzShaderTarget_Model, (instancing) ? nzShaderFlags_Instancing : 0); - unsigned int lightCount = 0; - // Les uniformes sont conservées au sein d'un programme, inutile de les renvoyer tant qu'il ne change pas if (program != lastProgram) { @@ -404,19 +404,18 @@ void NzForwardRenderTechnique::DrawTransparentModels(const NzScene* scene, NzFor { NzAbstractViewer* viewer = scene->GetViewer(); const NzShaderProgram* lastProgram = nullptr; + unsigned int lightCount = 0; for (const std::pair& pair : transparentModels) { // Matériau - NzMaterial* material = (pair.second) ? - m_renderQueue.transparentStaticModels[pair.first].material : - m_renderQueue.transparentSkeletalModels[pair.first].material; + const NzMaterial* material = (pair.second) ? + m_renderQueue.transparentStaticModels[pair.first].material : + m_renderQueue.transparentSkeletalModels[pair.first].material; // On commence par récupérer le shader du matériau const NzShaderProgram* program = material->GetShaderProgram(nzShaderTarget_Model, 0); - unsigned int lightCount = 0; - // Les uniformes sont conservées au sein du shader, inutile de les renvoyer tant que le shader reste le même if (program != lastProgram) { @@ -443,7 +442,7 @@ void NzForwardRenderTechnique::DrawTransparentModels(const NzScene* scene, NzFor NzForwardRenderQueue::TransparentStaticModel& staticModel = m_renderQueue.transparentStaticModels[pair.first]; const NzMatrix4f& matrix = staticModel.transformMatrix; - NzStaticMesh* mesh = staticModel.mesh; + const NzStaticMesh* mesh = staticModel.mesh; const NzIndexBuffer* indexBuffer = mesh->GetIndexBuffer(); const NzVertexBuffer* vertexBuffer = mesh->GetVertexBuffer(); diff --git a/src/Nazara/Graphics/View.cpp b/src/Nazara/Graphics/View.cpp index fa55f2baf..c7c9100f7 100644 --- a/src/Nazara/Graphics/View.cpp +++ b/src/Nazara/Graphics/View.cpp @@ -60,6 +60,11 @@ NzVector3f NzView::GetEyePosition() const return GetPosition(nzCoordSys_Global); } +NzVector3f NzView::GetForward() const +{ + return NzNode::GetForward(); +} + const NzFrustumf& NzView::GetFrustum() const { if (!m_frustumUpdated)