Documentation for module: Graphics
Former-commit-id: 1757c33318443aade1dc38e16d053240d7dc885c
This commit is contained in:
@@ -33,10 +33,20 @@ namespace Nz
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Vector2f uv;
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};
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unsigned int s_maxQuads = std::numeric_limits<UInt16>::max()/6;
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unsigned int s_vertexBufferSize = 4*1024*1024; // 4 MiB
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unsigned int s_maxQuads = std::numeric_limits<UInt16>::max() / 6;
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unsigned int s_vertexBufferSize = 4 * 1024 * 1024; // 4 MiB
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}
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/*!
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* \ingroup graphics
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* \class Nz::ForwardRenderTechnique
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* \brief Graphics class that represents the technique used in forward rendering
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*/
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/*!
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* \brief Constructs a ForwardRenderTechnique object by default
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*/
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ForwardRenderTechnique::ForwardRenderTechnique() :
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m_vertexBuffer(BufferType_Vertex),
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m_maxLightPassPerObject(3)
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@@ -49,6 +59,12 @@ namespace Nz
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m_spriteBuffer.Reset(VertexDeclaration::Get(VertexLayout_XYZ_Color_UV), &m_vertexBuffer);
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}
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/*!
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* \brief Clears the data
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*
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* \param sceneData Data of the scene
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*/
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void ForwardRenderTechnique::Clear(const SceneData& sceneData) const
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{
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Renderer::Enable(RendererParameter_DepthBuffer, true);
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@@ -59,6 +75,15 @@ namespace Nz
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sceneData.background->Draw(sceneData.viewer);
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}
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/*!
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* \brief Draws the data of the scene
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* \return true If successful
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*
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* \param sceneData Data of the scene
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*
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* \remark Produces a NazaraAssert if viewer of the scene is invalid
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*/
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bool ForwardRenderTechnique::Draw(const SceneData& sceneData) const
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{
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NazaraAssert(sceneData.viewer, "Invalid viewer");
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@@ -88,55 +113,83 @@ namespace Nz
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return true;
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}
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/*!
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* \brief Gets the maximum number of lights available per pass per object
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* \return Maximum number of light simulatenously per object
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*/
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unsigned int ForwardRenderTechnique::GetMaxLightPassPerObject() const
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{
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return m_maxLightPassPerObject;
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}
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/*!
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* \brief Gets the render queue
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* \return Pointer to the render queue
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*/
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AbstractRenderQueue* ForwardRenderTechnique::GetRenderQueue()
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{
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return &m_renderQueue;
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}
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/*!
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* \brief Gets the type of the current technique
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* \return Type of the render technique
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*/
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RenderTechniqueType ForwardRenderTechnique::GetType() const
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{
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return RenderTechniqueType_BasicForward;
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}
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void ForwardRenderTechnique::SetMaxLightPassPerObject(unsigned int passCount)
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/*!
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* \brief Sets the maximum number of lights available per pass per object
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*
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* \param passCount Maximum number of light simulatenously per object
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*/
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void ForwardRenderTechnique::SetMaxLightPassPerObject(unsigned int maxLightPassPerObject)
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{
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m_maxLightPassPerObject = passCount;
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m_maxLightPassPerObject = maxLightPassPerObject;
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}
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/*!
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* \brief Initializes the forward render technique
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* \return true If successful
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*
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* \remark Produces a NazaraError if one shader creation failed
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*/
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bool ForwardRenderTechnique::Initialize()
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{
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try
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{
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ErrorFlags flags(ErrorFlag_ThrowException, true);
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s_quadIndexBuffer.Reset(false, s_maxQuads*6, DataStorage_Hardware, BufferUsage_Static);
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s_quadIndexBuffer.Reset(false, s_maxQuads * 6, DataStorage_Hardware, BufferUsage_Static);
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BufferMapper<IndexBuffer> mapper(s_quadIndexBuffer, BufferAccess_WriteOnly);
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UInt16* indices = static_cast<UInt16*>(mapper.GetPointer());
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for (unsigned int i = 0; i < s_maxQuads; ++i)
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{
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*indices++ = i*4 + 0;
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*indices++ = i*4 + 2;
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*indices++ = i*4 + 1;
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*indices++ = i * 4 + 0;
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*indices++ = i * 4 + 2;
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*indices++ = i * 4 + 1;
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*indices++ = i*4 + 2;
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*indices++ = i*4 + 3;
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*indices++ = i*4 + 1;
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*indices++ = i * 4 + 2;
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*indices++ = i * 4 + 3;
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*indices++ = i * 4 + 1;
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}
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mapper.Unmap(); // Inutile de garder le buffer ouvert plus longtemps
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mapper.Unmap(); // No point to keep the buffer open any longer
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// Quad buffer (utilisé pour l'instancing de billboard et de sprites)
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//Note: Les UV sont calculés dans le shader
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// Quad buffer (used for instancing of billboards and sprites)
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//Note: UV are computed in the shader
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s_quadVertexBuffer.Reset(VertexDeclaration::Get(VertexLayout_XY), 4, DataStorage_Hardware, BufferUsage_Static);
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float vertices[2*4] = {
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float vertices[2 * 4] = {
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-0.5f, -0.5f,
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0.5f, -0.5f,
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-0.5f, 0.5f,
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@@ -145,14 +198,14 @@ namespace Nz
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s_quadVertexBuffer.FillRaw(vertices, 0, sizeof(vertices));
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// Déclaration lors du rendu des billboards par sommet
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// Declaration used when rendering the vertex billboards
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s_billboardVertexDeclaration.EnableComponent(VertexComponent_Color, ComponentType_Color, NazaraOffsetOf(BillboardPoint, color));
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s_billboardVertexDeclaration.EnableComponent(VertexComponent_Position, ComponentType_Float3, NazaraOffsetOf(BillboardPoint, position));
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s_billboardVertexDeclaration.EnableComponent(VertexComponent_TexCoord, ComponentType_Float2, NazaraOffsetOf(BillboardPoint, uv));
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s_billboardVertexDeclaration.EnableComponent(VertexComponent_Userdata0, ComponentType_Float4, NazaraOffsetOf(BillboardPoint, size)); // Englobe sincos
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s_billboardVertexDeclaration.EnableComponent(VertexComponent_Userdata0, ComponentType_Float4, NazaraOffsetOf(BillboardPoint, size)); // Includes sincos
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// Declaration utilisée lors du rendu des billboards par instancing
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// L'avantage ici est la copie directe (std::memcpy) des données de la RenderQueue vers le buffer GPU
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// Declaration used when rendering the billboards with intancing
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// The main advantage is the direct copy (std::memcpy) of data in the RenderQueue to the GPU buffer
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s_billboardInstanceDeclaration.EnableComponent(VertexComponent_InstanceData0, ComponentType_Float3, NazaraOffsetOf(ForwardRenderQueue::BillboardData, center));
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s_billboardInstanceDeclaration.EnableComponent(VertexComponent_InstanceData1, ComponentType_Float4, NazaraOffsetOf(ForwardRenderQueue::BillboardData, size)); // Englobe sincos
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s_billboardInstanceDeclaration.EnableComponent(VertexComponent_InstanceData2, ComponentType_Color, NazaraOffsetOf(ForwardRenderQueue::BillboardData, color));
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@@ -169,12 +222,23 @@ namespace Nz
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return true;
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}
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/*!
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* \brief Uninitializes the forward render technique
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*/
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void ForwardRenderTechnique::Uninitialize()
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{
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s_quadIndexBuffer.Reset();
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s_quadVertexBuffer.Reset();
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}
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/*!
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* \brief Chooses the nearest lights for one object
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*
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* \param object Sphere symbolising the object
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* \param includeDirectionalLights Should directional lights be included in the computation
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*/
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void ForwardRenderTechnique::ChooseLights(const Spheref& object, bool includeDirectionalLights) const
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{
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m_lights.clear();
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@@ -213,6 +277,15 @@ namespace Nz
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});
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}
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/*!
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* \brief Draws basic sprites
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*
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* \param sceneData Data of the scene
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* \param layer Layer of the rendering
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*
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* \remark Produces a NazaraAssert is viewer is invalid
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*/
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void ForwardRenderTechnique::DrawBasicSprites(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const
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{
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NazaraAssert(sceneData.viewer, "Invalid viewer");
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@@ -240,7 +313,7 @@ namespace Nz
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unsigned int spriteChainCount = spriteChainVector.size();
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if (spriteChainCount > 0)
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{
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// On commence par appliquer du matériau (et récupérer le shader ainsi activé)
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// We begin to apply the material (and get the shader activated doing so)
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UInt32 flags = ShaderFlags_VertexColor;
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if (overlay)
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flags |= ShaderFlags_TextureOverlay;
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@@ -255,46 +328,46 @@ namespace Nz
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Renderer::SetTextureSampler(overlayUnit, material->GetDiffuseSampler());
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}
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// Les uniformes sont conservées au sein d'un programme, inutile de les renvoyer tant qu'il ne change pas
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// Uniforms are conserved in our program, there's no point to send them back until they change
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if (shader != lastShader)
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{
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// Index des uniformes dans le shader
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// Index of uniforms in the shader
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shaderUniforms = GetShaderUniforms(shader);
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// Couleur ambiante de la scène
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// Ambiant color of the scene
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shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
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// Overlay
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shader->SendInteger(shaderUniforms->textureOverlay, overlayUnit);
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// Position de la caméra
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// Position of the camera
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shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition());
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lastShader = shader;
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}
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unsigned int spriteChain = 0; // Quelle chaîne de sprite traitons-nous
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unsigned int spriteChainOffset = 0; // À quel offset dans la dernière chaîne nous sommes-nous arrêtés
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unsigned int spriteChain = 0; // Which chain of sprites are we treating
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unsigned int spriteChainOffset = 0; // Where was the last offset where we stopped in the last chain
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do
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{
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// On ouvre le buffer en écriture
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// We open the buffer in writing mode
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BufferMapper<VertexBuffer> vertexMapper(m_spriteBuffer, BufferAccess_DiscardAndWrite);
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VertexStruct_XYZ_Color_UV* vertices = static_cast<VertexStruct_XYZ_Color_UV*>(vertexMapper.GetPointer());
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unsigned int spriteCount = 0;
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unsigned int maxSpriteCount = std::min(s_maxQuads, m_spriteBuffer.GetVertexCount()/4);
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unsigned int maxSpriteCount = std::min(s_maxQuads, m_spriteBuffer.GetVertexCount() / 4);
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do
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{
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ForwardRenderQueue::SpriteChain_XYZ_Color_UV& currentChain = spriteChainVector[spriteChain];
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unsigned int count = std::min(maxSpriteCount - spriteCount, currentChain.spriteCount - spriteChainOffset);
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std::memcpy(vertices, currentChain.vertices + spriteChainOffset*4, 4*count*sizeof(VertexStruct_XYZ_Color_UV));
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vertices += count*4;
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std::memcpy(vertices, currentChain.vertices + spriteChainOffset * 4, 4 * count * sizeof(VertexStruct_XYZ_Color_UV));
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vertices += count * 4;
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spriteCount += count;
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spriteChainOffset += count;
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// Avons-nous traité la chaîne entière ?
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// Have we treated the entire chain ?
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if (spriteChainOffset == currentChain.spriteCount)
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{
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spriteChain++;
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@@ -305,7 +378,7 @@ namespace Nz
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vertexMapper.Unmap();
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Renderer::DrawIndexedPrimitives(PrimitiveMode_TriangleList, 0, spriteCount*6);
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Renderer::DrawIndexedPrimitives(PrimitiveMode_TriangleList, 0, spriteCount * 6);
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}
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while (spriteChain < spriteChainCount);
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@@ -313,12 +386,21 @@ namespace Nz
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}
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}
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// On remet à zéro
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// We set it back to zero
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matEntry.enabled = false;
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}
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}
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}
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/*!
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* \brief Draws billboards
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*
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* \param sceneData Data of the scene
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* \param layer Layer of the rendering
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*
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* \remark Produces a NazaraAssert is viewer is invalid
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*/
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void ForwardRenderTechnique::DrawBillboards(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const
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{
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NazaraAssert(sceneData.viewer, "Invalid viewer");
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@@ -342,18 +424,18 @@ namespace Nz
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unsigned int billboardCount = billboardVector.size();
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if (billboardCount > 0)
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{
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// On commence par appliquer du matériau (et récupérer le shader ainsi activé)
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// We begin to apply the material (and get the shader activated doing so)
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const Shader* shader = material->Apply(ShaderFlags_Billboard | ShaderFlags_Instancing | ShaderFlags_VertexColor);
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// Les uniformes sont conservées au sein d'un programme, inutile de les renvoyer tant qu'il ne change pas
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// Uniforms are conserved in our program, there's no point to send them back until they change
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if (shader != lastShader)
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{
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// Index des uniformes dans le shader
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// Index of uniforms in the shader
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shaderUniforms = GetShaderUniforms(shader);
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// Couleur ambiante de la scène
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// Ambiant color of the scene
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shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
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// Position de la caméra
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// Position of the camera
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shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition());
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lastShader = shader;
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@@ -391,32 +473,32 @@ namespace Nz
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unsigned int billboardCount = billboardVector.size();
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if (billboardCount > 0)
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{
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// On commence par appliquer du matériau (et récupérer le shader ainsi activé)
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// We begin to apply the material (and get the shader activated doing so)
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const Shader* shader = material->Apply(ShaderFlags_Billboard | ShaderFlags_VertexColor);
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// Les uniformes sont conservées au sein d'un programme, inutile de les renvoyer tant qu'il ne change pas
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// Uniforms are conserved in our program, there's no point to send them back until they change
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if (shader != lastShader)
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{
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// Index des uniformes dans le shader
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// Index of uniforms in the shader
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shaderUniforms = GetShaderUniforms(shader);
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// Couleur ambiante de la scène
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// Ambiant color of the scene
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shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
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// Position de la caméra
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// Position of the camera
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shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition());
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lastShader = shader;
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}
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const ForwardRenderQueue::BillboardData* data = &billboardVector[0];
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unsigned int maxBillboardPerDraw = std::min(s_maxQuads, m_billboardPointBuffer.GetVertexCount()/4);
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unsigned int maxBillboardPerDraw = std::min(s_maxQuads, m_billboardPointBuffer.GetVertexCount() / 4);
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do
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{
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unsigned int renderedBillboardCount = std::min(billboardCount, maxBillboardPerDraw);
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billboardCount -= renderedBillboardCount;
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BufferMapper<VertexBuffer> vertexMapper(m_billboardPointBuffer, BufferAccess_DiscardAndWrite, 0, renderedBillboardCount*4);
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BufferMapper<VertexBuffer> vertexMapper(m_billboardPointBuffer, BufferAccess_DiscardAndWrite, 0, renderedBillboardCount * 4);
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BillboardPoint* vertices = static_cast<BillboardPoint*>(vertexMapper.GetPointer());
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for (unsigned int i = 0; i < renderedBillboardCount; ++i)
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@@ -454,7 +536,7 @@ namespace Nz
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vertexMapper.Unmap();
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Renderer::DrawIndexedPrimitives(PrimitiveMode_TriangleList, 0, renderedBillboardCount*6);
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Renderer::DrawIndexedPrimitives(PrimitiveMode_TriangleList, 0, renderedBillboardCount * 6);
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}
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while (billboardCount > 0);
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@@ -464,6 +546,15 @@ namespace Nz
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}
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}
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/*!
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* \brief Draws opaques models
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*
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* \param sceneData Data of the scene
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* \param layer Layer of the rendering
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*
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* \remark Produces a NazaraAssert is viewer is invalid
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*/
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void ForwardRenderTechnique::DrawOpaqueModels(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const
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{
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NazaraAssert(sceneData.viewer, "Invalid viewer");
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@@ -483,25 +574,25 @@ namespace Nz
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{
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const Material* material = matIt.first;
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// Nous utilisons de l'instancing que lorsqu'aucune lumière (autre que directionnelle) n'est active
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// Ceci car l'instancing n'est pas compatible avec la recherche des lumières les plus proches
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// (Le deferred shading n'a pas ce problème)
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// We only use instancing when no light (other than directional) is active
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// This is because instancing is not compatible with the search of nearest lights
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// Deferred shading does not have this problem
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bool noPointSpotLight = m_renderQueue.pointLights.empty() && m_renderQueue.spotLights.empty();
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bool instancing = m_instancingEnabled && (!material->IsLightingEnabled() || noPointSpotLight) && matEntry.instancingEnabled;
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// On commence par appliquer du matériau (et récupérer le shader ainsi activé)
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// We begin to apply the material (and get the shader activated doing so)
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UInt8 freeTextureUnit;
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const Shader* shader = material->Apply((instancing) ? ShaderFlags_Instancing : 0, 0, &freeTextureUnit);
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// Les uniformes sont conservées au sein d'un programme, inutile de les renvoyer tant qu'il ne change pas
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// Uniforms are conserved in our program, there's no point to send them back until they change
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if (shader != lastShader)
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{
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// Index des uniformes dans le shader
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// Index of uniforms in the shader
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shaderUniforms = GetShaderUniforms(shader);
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// Couleur ambiante de la scène
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// Ambiant color of the scene
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shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
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// Position de la caméra
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// Position of the camera
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shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition());
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lastShader = shader;
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@@ -521,7 +612,7 @@ namespace Nz
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const IndexBuffer* indexBuffer = meshData.indexBuffer;
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const VertexBuffer* vertexBuffer = meshData.vertexBuffer;
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// Gestion du draw call avant la boucle de rendu
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// Handle draw call before rendering loop
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Renderer::DrawCall drawFunc;
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Renderer::DrawCallInstanced instancedDrawFunc;
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unsigned int indexCount;
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@@ -544,17 +635,17 @@ namespace Nz
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if (instancing)
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{
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// On calcule le nombre d'instances que l'on pourra afficher cette fois-ci (Selon la taille du buffer d'instancing)
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// We compute the number of instances that we will be able to draw this time (depending on the instancing buffer size)
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VertexBuffer* instanceBuffer = Renderer::GetInstanceBuffer();
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instanceBuffer->SetVertexDeclaration(VertexDeclaration::Get(VertexLayout_Matrix4));
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||||
|
||||
// Avec l'instancing, impossible de sélectionner les lumières pour chaque objet
|
||||
// Du coup, il n'est activé que pour les lumières directionnelles
|
||||
// With instancing, impossible to select the lights for each object
|
||||
// So, it's only activated for directional lights
|
||||
unsigned int lightCount = m_renderQueue.directionalLights.size();
|
||||
unsigned int lightIndex = 0;
|
||||
RendererComparison oldDepthFunc = Renderer::GetDepthFunc();
|
||||
|
||||
unsigned int passCount = (lightCount == 0) ? 1 : (lightCount-1)/NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS + 1;
|
||||
unsigned int passCount = (lightCount == 0) ? 1 : (lightCount - 1) / NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS + 1;
|
||||
for (unsigned int pass = 0; pass < passCount; ++pass)
|
||||
{
|
||||
if (shaderUniforms->hasLightUniforms)
|
||||
@@ -564,10 +655,10 @@ namespace Nz
|
||||
|
||||
if (pass == 1)
|
||||
{
|
||||
// Pour additionner le résultat des calculs de lumière
|
||||
// Aucune chance d'interférer avec les paramètres du matériau car nous ne rendons que les objets opaques
|
||||
// (Autrement dit, sans blending)
|
||||
// Quant à la fonction de profondeur, elle ne doit être appliquée que la première fois
|
||||
// To add the result of light computations
|
||||
// We won't interfeer with materials parameters because we only render opaques objects
|
||||
// (A.K.A., without blending)
|
||||
// About the depth function, it must be applied only the first time
|
||||
Renderer::Enable(RendererParameter_Blend, true);
|
||||
Renderer::SetBlendFunc(BlendFunc_One, BlendFunc_One);
|
||||
Renderer::SetDepthFunc(RendererComparison_Equal);
|
||||
@@ -575,32 +666,32 @@ namespace Nz
|
||||
|
||||
// Sends the uniforms
|
||||
for (unsigned int i = 0; i < NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS; ++i)
|
||||
SendLightUniforms(shader, shaderUniforms->lightUniforms, lightIndex++, shaderUniforms->lightOffset*i, freeTextureUnit + i);
|
||||
SendLightUniforms(shader, shaderUniforms->lightUniforms, lightIndex++, shaderUniforms->lightOffset * i, freeTextureUnit + i);
|
||||
|
||||
// Et on passe à l'affichage
|
||||
// And we give them to draw
|
||||
drawFunc(meshData.primitiveMode, 0, indexCount);
|
||||
}
|
||||
|
||||
const Matrix4f* instanceMatrices = &instances[0];
|
||||
unsigned int instanceCount = instances.size();
|
||||
unsigned int maxInstanceCount = instanceBuffer->GetVertexCount(); // Le nombre maximum d'instances en une fois
|
||||
unsigned int maxInstanceCount = instanceBuffer->GetVertexCount(); // Maximum number of instance in one batch
|
||||
|
||||
while (instanceCount > 0)
|
||||
{
|
||||
// On calcule le nombre d'instances que l'on pourra afficher cette fois-ci (Selon la taille du buffer d'instancing)
|
||||
// We compute the number of instances that we will be able to draw this time (depending on the instancing buffer size)
|
||||
unsigned int renderedInstanceCount = std::min(instanceCount, maxInstanceCount);
|
||||
instanceCount -= renderedInstanceCount;
|
||||
|
||||
// On remplit l'instancing buffer avec nos matrices world
|
||||
// We fill the instancing buffer with our world matrices
|
||||
instanceBuffer->Fill(instanceMatrices, 0, renderedInstanceCount, true);
|
||||
instanceMatrices += renderedInstanceCount;
|
||||
|
||||
// Et on affiche
|
||||
// And we draw
|
||||
instancedDrawFunc(renderedInstanceCount, meshData.primitiveMode, 0, indexCount);
|
||||
}
|
||||
}
|
||||
|
||||
// On n'oublie pas de désactiver le blending pour ne pas interférer sur le reste du rendu
|
||||
// We don't forget to disable the blending to avoid to interfeer with the rest of the rendering
|
||||
Renderer::Enable(RendererParameter_Blend, false);
|
||||
Renderer::SetDepthFunc(oldDepthFunc);
|
||||
}
|
||||
@@ -617,19 +708,19 @@ namespace Nz
|
||||
|
||||
Renderer::SetMatrix(MatrixType_World, matrix);
|
||||
unsigned int lightIndex = 0;
|
||||
RendererComparison oldDepthFunc = Renderer::GetDepthFunc(); // Dans le cas où nous aurions à le changer
|
||||
RendererComparison oldDepthFunc = Renderer::GetDepthFunc(); // In the case where we have to change it
|
||||
|
||||
unsigned int passCount = (lightCount == 0) ? 1 : (lightCount-1)/NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS + 1;
|
||||
unsigned int passCount = (lightCount == 0) ? 1 : (lightCount - 1) / NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS + 1;
|
||||
for (unsigned int pass = 0; pass < passCount; ++pass)
|
||||
{
|
||||
lightCount -= std::min(lightCount, NazaraSuffixMacro(NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS, U));
|
||||
|
||||
if (pass == 1)
|
||||
{
|
||||
// Pour additionner le résultat des calculs de lumière
|
||||
// Aucune chance d'interférer avec les paramètres du matériau car nous ne rendons que les objets opaques
|
||||
// (Autrement dit, sans blending)
|
||||
// Quant à la fonction de profondeur, elle ne doit être appliquée que la première fois
|
||||
// To add the result of light computations
|
||||
// We won't interfeer with materials parameters because we only render opaques objects
|
||||
// (A.K.A., without blending)
|
||||
// About the depth function, it must be applied only the first time
|
||||
Renderer::Enable(RendererParameter_Blend, true);
|
||||
Renderer::SetBlendFunc(BlendFunc_One, BlendFunc_One);
|
||||
Renderer::SetDepthFunc(RendererComparison_Equal);
|
||||
@@ -639,7 +730,7 @@ namespace Nz
|
||||
for (unsigned int i = 0; i < NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS; ++i)
|
||||
SendLightUniforms(shader, shaderUniforms->lightUniforms, lightIndex++, shaderUniforms->lightOffset*i, freeTextureUnit + i);
|
||||
|
||||
// Et on passe à l'affichage
|
||||
// And we draw
|
||||
drawFunc(meshData.primitiveMode, 0, indexCount);
|
||||
}
|
||||
|
||||
@@ -649,9 +740,9 @@ namespace Nz
|
||||
}
|
||||
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
|
||||
// Without instancing, we must do a draw call for each instance
|
||||
// This may be faster than instancing under a certain number
|
||||
// Due to the time to modify the instancing buffer
|
||||
for (const Matrix4f& matrix : instances)
|
||||
{
|
||||
Renderer::SetMatrix(MatrixType_World, matrix);
|
||||
@@ -664,13 +755,22 @@ namespace Nz
|
||||
}
|
||||
}
|
||||
|
||||
// Et on remet à zéro les données
|
||||
// And we set the data back to zero
|
||||
matEntry.enabled = false;
|
||||
matEntry.instancingEnabled = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*!
|
||||
* \brief Draws transparent models
|
||||
*
|
||||
* \param sceneData Data of the scene
|
||||
* \param layer Layer of the rendering
|
||||
*
|
||||
* \remark Produces a NazaraAssert is viewer is invalid
|
||||
*/
|
||||
|
||||
void ForwardRenderTechnique::DrawTransparentModels(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const
|
||||
{
|
||||
NazaraAssert(sceneData.viewer, "Invalid viewer");
|
||||
@@ -683,25 +783,25 @@ namespace Nz
|
||||
{
|
||||
const ForwardRenderQueue::TransparentModelData& modelData = layer.transparentModelData[index];
|
||||
|
||||
// Matériau
|
||||
// Material
|
||||
const Material* material = modelData.material;
|
||||
|
||||
// On commence par appliquer du matériau (et récupérer le shader ainsi activé)
|
||||
// We begin to apply the material (and get the shader activated doing so)
|
||||
UInt8 freeTextureUnit;
|
||||
const Shader* shader = material->Apply(0, 0, &freeTextureUnit);
|
||||
|
||||
// Les uniformes sont conservées au sein d'un programme, inutile de les renvoyer tant qu'il ne change pas
|
||||
// Uniforms are conserved in our program, there's no point to send them back until they change
|
||||
if (shader != lastShader)
|
||||
{
|
||||
// Index des uniformes dans le shader
|
||||
// Index of uniforms in the shader
|
||||
shaderUniforms = GetShaderUniforms(shader);
|
||||
|
||||
// Couleur ambiante de la scène
|
||||
// Ambiant color of the scene
|
||||
shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
|
||||
// Position de la caméra
|
||||
// Position of the camera
|
||||
shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition());
|
||||
|
||||
// On envoie les lumières directionnelles s'il y a (Les mêmes pour tous)
|
||||
// We send the directional lights if there is one (same for all)
|
||||
if (shaderUniforms->hasLightUniforms)
|
||||
{
|
||||
lightCount = std::min(m_renderQueue.directionalLights.size(), static_cast<decltype(m_renderQueue.directionalLights.size())>(NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS));
|
||||
@@ -720,7 +820,7 @@ namespace Nz
|
||||
const IndexBuffer* indexBuffer = meshData.indexBuffer;
|
||||
const VertexBuffer* vertexBuffer = meshData.vertexBuffer;
|
||||
|
||||
// Gestion du draw call avant la boucle de rendu
|
||||
// Handle draw call before the rendering loop
|
||||
Renderer::DrawCall drawFunc;
|
||||
unsigned int indexCount;
|
||||
|
||||
@@ -754,6 +854,13 @@ namespace Nz
|
||||
}
|
||||
}
|
||||
|
||||
/*!
|
||||
* \brief Gets the shader uniforms
|
||||
* \return Uniforms of the shader
|
||||
*
|
||||
* \param shader Shader to get uniforms from
|
||||
*/
|
||||
|
||||
const ForwardRenderTechnique::ShaderUniforms* ForwardRenderTechnique::GetShaderUniforms(const Shader* shader) const
|
||||
{
|
||||
auto it = m_shaderUniforms.find(shader);
|
||||
@@ -795,6 +902,12 @@ namespace Nz
|
||||
return &it->second;
|
||||
}
|
||||
|
||||
/*!
|
||||
* \brief Handle the invalidation of a shader
|
||||
*
|
||||
* \param shader Shader being invalidated
|
||||
*/
|
||||
|
||||
void ForwardRenderTechnique::OnShaderInvalidated(const Shader* shader) const
|
||||
{
|
||||
m_shaderUniforms.erase(shader);
|
||||
|
||||
Reference in New Issue
Block a user