New Render queues (#161)

* Add new render queues proof of concept + scissoring support (WIP)

* Graphics: Adapt basic sprites rendering to new render queue system

* Graphics: Fix layers when rendering sprites

* Graphics/RenderQueue: Fix sprite default overlay

* Graphics: Enable scissor test by default

* SDK/Widgets: Enable scissoring on widgets

* Graphics: Handle almost everything with the new renderqueues system

Todo:
- Billboard rendering
- Proper model rendering

* Graphics/RenderQueue: Billboard drawing now works (WIP)

At 1/4 of previous code performances due to individually process of billboards

* Add new render queues proof of concept + scissoring support (WIP)

* Graphics: Adapt basic sprites rendering to new render queue system

* Graphics: Fix layers when rendering sprites

* Graphics/RenderQueue: Fix sprite default overlay

* Graphics: Enable scissor test by default

* SDK/Widgets: Enable scissoring on widgets

* Graphics: Handle almost everything with the new renderqueues system

Todo:
- Billboard rendering
- Proper model rendering

* Graphics/RenderQueue: Billboard drawing now works (WIP)

At 1/4 of previous code performances due to individually process of billboards

* Graphics/RenderQueues: Add full support for billboards

* Graphics/RenderQueue: Cleanup and improve billboard rendering

* Graphics/RenderQueue: Fix model drawing

* Examples/Particles: Fix lighting on space station

* Graphics: Cleanup forward render queue/technique

* Fix compilation under Linux

* Graphics/ForwardRenderTechnique: Fix case when scissoring is enabled on material but disabled on element

* Add support for Deferred Shading

* SDK/Widgets: Fix widget rendering

* Graphics: Remove legacy code from render queues

* Graphics: Fix some objects sometimes not showing up due to broken scissor box

* Fix compilation error

* Sdk/GraphicsGraphics: Fix bounding volume

* SDK/World: Fix self-assignation

* Update changelog for render queues
This commit is contained in:
Jérôme Leclercq
2018-04-11 19:36:52 +02:00
committed by GitHub
parent 14248bb6c6
commit 2da086b7df
65 changed files with 3290 additions and 2998 deletions

View File

@@ -5,16 +5,34 @@
#include <Nazara/Graphics/DeferredGeometryPass.hpp>
#include <Nazara/Core/Error.hpp>
#include <Nazara/Core/ErrorFlags.hpp>
#include <Nazara/Core/OffsetOf.hpp>
#include <Nazara/Graphics/AbstractViewer.hpp>
#include <Nazara/Graphics/DeferredRenderTechnique.hpp>
#include <Nazara/Graphics/DeferredProxyRenderQueue.hpp>
#include <Nazara/Graphics/Material.hpp>
#include <Nazara/Graphics/SceneData.hpp>
#include <Nazara/Renderer/Renderer.hpp>
#include <Nazara/Renderer/RenderTexture.hpp>
#include <Nazara/Utility/VertexStruct.hpp>
#include <Nazara/Graphics/Debug.hpp>
namespace Nz
{
namespace
{
struct BillboardPoint
{
Color color;
Vector3f position;
Vector2f size;
Vector2f sinCos; // must follow `size` (both will be sent as a Vector4f)
Vector2f uv;
};
UInt32 s_maxQuads = std::numeric_limits<UInt16>::max() / 6;
UInt32 s_vertexBufferSize = 4 * 1024 * 1024; // 4 MiB
}
/*!
* \ingroup graphics
* \class Nz::DeferredGeometryPass
@@ -25,8 +43,20 @@ namespace Nz
* \brief Constructs a DeferredGeometryPass object by default
*/
DeferredGeometryPass::DeferredGeometryPass()
DeferredGeometryPass::DeferredGeometryPass() :
m_vertexBuffer(BufferType_Vertex)
{
ErrorFlags flags(ErrorFlag_ThrowException, true);
std::array<UInt8, 4> whitePixel = { { 255, 255, 255, 255 } };
m_whiteTexture.Create(ImageType_2D, PixelFormatType_RGBA8, 1, 1);
m_whiteTexture.Update(whitePixel.data());
m_vertexBuffer.Create(s_vertexBufferSize, DataStorage_Hardware, BufferUsage_Dynamic);
m_billboardPointBuffer.Reset(&s_billboardVertexDeclaration, &m_vertexBuffer);
m_spriteBuffer.Reset(VertexDeclaration::Get(VertexLayout_XYZ_Color_UV), &m_vertexBuffer);
m_clearShader = ShaderLibrary::Get("DeferredGBufferClear");
m_clearStates.depthBuffer = true;
m_clearStates.faceCulling = true;
@@ -67,131 +97,27 @@ namespace Nz
Renderer::SetMatrix(MatrixType_Projection, sceneData.viewer->GetProjectionMatrix());
Renderer::SetMatrix(MatrixType_View, sceneData.viewer->GetViewMatrix());
const Shader* lastShader = nullptr;
const ShaderUniforms* shaderUniforms = nullptr;
BasicRenderQueue& renderQueue = *m_renderQueue->GetDeferredRenderQueue();
for (auto& layerPair : m_renderQueue->layers)
{
for (auto& pipelinePair : layerPair.second.opaqueModels)
{
const MaterialPipeline* pipeline = pipelinePair.first;
auto& pipelineEntry = pipelinePair.second;
renderQueue.Sort(sceneData.viewer);
if (pipelineEntry.maxInstanceCount > 0)
{
bool instancing = instancingEnabled && (pipelineEntry.maxInstanceCount > NAZARA_GRAPHICS_INSTANCING_MIN_INSTANCES_COUNT);
if (!renderQueue.models.empty())
DrawModels(sceneData, renderQueue, renderQueue.models);
UInt32 flags = ShaderFlags_Deferred;
if (instancing)
flags |= ShaderFlags_Instancing;
if (!renderQueue.basicSprites.empty())
DrawSprites(sceneData, renderQueue, renderQueue.basicSprites);
const MaterialPipeline::Instance& pipelineInstance = pipeline->Apply(flags);
if (!renderQueue.billboards.empty())
DrawBillboards(sceneData, renderQueue, renderQueue.billboards);
const Shader* shader = pipelineInstance.uberInstance->GetShader();
if (!renderQueue.depthSortedModels.empty())
DrawModels(sceneData, renderQueue, renderQueue.depthSortedModels);
// Uniforms are conserved in our program, there's no point to send them back until they change
if (shader != lastShader)
{
// Index of uniforms in the shader
shaderUniforms = GetShaderUniforms(shader);
if (!renderQueue.depthSortedSprites.empty())
DrawSprites(sceneData, renderQueue, renderQueue.depthSortedSprites);
// Ambiant color of the scene
shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
// Position of the camera
shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition());
lastShader = shader;
}
for (auto& materialPair : pipelineEntry.materialMap)
{
const Material* material = materialPair.first;
auto& matEntry = materialPair.second;
if (matEntry.enabled)
{
DeferredRenderQueue::MeshInstanceContainer& meshInstances = matEntry.meshMap;
if (!meshInstances.empty())
{
material->Apply(pipelineInstance);
// Meshes
for (auto& meshIt : meshInstances)
{
const MeshData& meshData = meshIt.first;
auto& meshEntry = meshIt.second;
std::vector<Matrix4f>& instances = meshEntry.instances;
if (!instances.empty())
{
const IndexBuffer* indexBuffer = meshData.indexBuffer;
const VertexBuffer* vertexBuffer = meshData.vertexBuffer;
// Handle draw call before rendering loop
Renderer::DrawCall drawFunc;
Renderer::DrawCallInstanced instancedDrawFunc;
unsigned int indexCount;
if (indexBuffer)
{
drawFunc = Renderer::DrawIndexedPrimitives;
instancedDrawFunc = Renderer::DrawIndexedPrimitivesInstanced;
indexCount = indexBuffer->GetIndexCount();
}
else
{
drawFunc = Renderer::DrawPrimitives;
instancedDrawFunc = Renderer::DrawPrimitivesInstanced;
indexCount = vertexBuffer->GetVertexCount();
}
Renderer::SetIndexBuffer(indexBuffer);
Renderer::SetVertexBuffer(vertexBuffer);
if (instancing)
{
// We get the buffer for instance of Renderer and we configure it to work with matrices
VertexBuffer* instanceBuffer = Renderer::GetInstanceBuffer();
instanceBuffer->SetVertexDeclaration(VertexDeclaration::Get(VertexLayout_Matrix4));
const Matrix4f* instanceMatrices = &instances[0];
std::size_t instanceCount = instances.size();
std::size_t maxInstanceCount = instanceBuffer->GetVertexCount(); // The number of matrices that can be hold in the buffer
while (instanceCount > 0)
{
// We compute the number of instances that we will be able to show this time (Depending on the instance buffer size)
std::size_t renderedInstanceCount = std::min(instanceCount, maxInstanceCount);
instanceCount -= renderedInstanceCount;
// We fill the instancing buffer with our world matrices
instanceBuffer->Fill(instanceMatrices, 0, renderedInstanceCount);
instanceMatrices += renderedInstanceCount;
// And we show
instancedDrawFunc(renderedInstanceCount, meshData.primitiveMode, 0, indexCount);
}
}
else
{
// Without instancing, we must do one draw call for each instance
// This may be faster than instancing under a threshold
// Due to the time to modify the instancing buffer
for (const Matrix4f& matrix : instances)
{
Renderer::SetMatrix(MatrixType_World, matrix);
drawFunc(meshData.primitiveMode, 0, indexCount);
}
}
}
}
}
}
}
}
}
}
if (!renderQueue.depthSortedBillboards.empty())
DrawBillboards(sceneData, renderQueue, renderQueue.depthSortedBillboards);
return false; // We only fill the G-Buffer, the work texture are unchanged
}
@@ -266,13 +192,409 @@ namespace Nz
return false;
}
}
void DeferredGeometryPass::DrawBillboards(const SceneData& sceneData, const BasicRenderQueue& renderQueue, const RenderQueue<BasicRenderQueue::Billboard>& billboards) const
{
VertexBuffer* instanceBuffer = Renderer::GetInstanceBuffer();
instanceBuffer->SetVertexDeclaration(&s_billboardInstanceDeclaration);
/*!
* \brief Gets the uniforms of a shader
* \return Uniforms of the shader
*
* \param shader Shader to get uniforms from
*/
Renderer::SetVertexBuffer(&s_quadVertexBuffer);
Nz::BufferMapper<VertexBuffer> instanceBufferMapper;
std::size_t billboardCount = 0;
std::size_t maxBillboardPerDraw = instanceBuffer->GetVertexCount();
auto Commit = [&]()
{
if (billboardCount > 0)
{
instanceBufferMapper.Unmap();
Renderer::DrawPrimitivesInstanced(billboardCount, PrimitiveMode_TriangleStrip, 0, 4);
billboardCount = 0;
}
};
const RenderTarget* renderTarget = sceneData.viewer->GetTarget();
Recti fullscreenScissorRect = Recti(Vector2i(renderTarget->GetSize()));
const Material* lastMaterial = nullptr;
const MaterialPipeline* lastPipeline = nullptr;
const Shader* lastShader = nullptr;
const ShaderUniforms* shaderUniforms = nullptr;
const Texture* lastOverlay = nullptr;
Recti lastScissorRect = Recti(-1, -1);
const MaterialPipeline::Instance* pipelineInstance = nullptr;
for (const BasicRenderQueue::Billboard& billboard : billboards)
{
const Nz::Recti& scissorRect = (billboard.scissorRect.width > 0) ? billboard.scissorRect : fullscreenScissorRect;
if (billboard.material != lastMaterial || (billboard.material->IsScissorTestEnabled() && scissorRect != lastScissorRect))
{
Commit();
const MaterialPipeline* pipeline = billboard.material->GetPipeline();
if (lastPipeline != pipeline)
{
pipelineInstance = &billboard.material->GetPipeline()->Apply(ShaderFlags_Billboard | ShaderFlags_Deferred | ShaderFlags_Instancing | ShaderFlags_VertexColor);
const Shader* shader = pipelineInstance->uberInstance->GetShader();
if (shader != lastShader)
{
// Index of uniforms in the shader
shaderUniforms = GetShaderUniforms(shader);
// Ambient color of the scene
shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
// Position of the camera
shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition());
lastShader = shader;
}
lastPipeline = pipeline;
}
if (lastMaterial != billboard.material)
{
billboard.material->Apply(*pipelineInstance);
lastMaterial = billboard.material;
}
if (billboard.material->IsScissorTestEnabled() && scissorRect != lastScissorRect)
{
Renderer::SetScissorRect(scissorRect);
lastScissorRect = scissorRect;
}
}
if (!instanceBufferMapper.GetBuffer())
instanceBufferMapper.Map(instanceBuffer, BufferAccess_DiscardAndWrite);
std::memcpy(static_cast<Nz::UInt8*>(instanceBufferMapper.GetPointer()) + sizeof(BasicRenderQueue::BillboardData) * billboardCount, &billboard.data, sizeof(BasicRenderQueue::BillboardData));
if (++billboardCount >= maxBillboardPerDraw)
Commit();
}
Commit();
}
void DeferredGeometryPass::DrawBillboards(const SceneData& sceneData, const BasicRenderQueue& renderQueue, const RenderQueue<BasicRenderQueue::BillboardChain>& billboards) const
{
VertexBuffer* instanceBuffer = Renderer::GetInstanceBuffer();
instanceBuffer->SetVertexDeclaration(&s_billboardInstanceDeclaration);
Renderer::SetVertexBuffer(&s_quadVertexBuffer);
Nz::BufferMapper<VertexBuffer> instanceBufferMapper;
std::size_t billboardCount = 0;
std::size_t maxBillboardPerDraw = instanceBuffer->GetVertexCount();
auto Commit = [&]()
{
if (billboardCount > 0)
{
instanceBufferMapper.Unmap();
Renderer::DrawPrimitivesInstanced(billboardCount, PrimitiveMode_TriangleStrip, 0, 4);
billboardCount = 0;
}
};
const RenderTarget* renderTarget = sceneData.viewer->GetTarget();
Recti fullscreenScissorRect = Recti(Vector2i(renderTarget->GetSize()));
const Material* lastMaterial = nullptr;
const MaterialPipeline* lastPipeline = nullptr;
const Shader* lastShader = nullptr;
const ShaderUniforms* shaderUniforms = nullptr;
const Texture* lastOverlay = nullptr;
Recti lastScissorRect = Recti(-1, -1);
const MaterialPipeline::Instance* pipelineInstance = nullptr;
for (const BasicRenderQueue::BillboardChain& billboard : billboards)
{
const Nz::Recti& scissorRect = (billboard.scissorRect.width > 0) ? billboard.scissorRect : fullscreenScissorRect;
if (billboard.material != lastMaterial || (billboard.material->IsScissorTestEnabled() && scissorRect != lastScissorRect))
{
Commit();
const MaterialPipeline* pipeline = billboard.material->GetPipeline();
if (lastPipeline != pipeline)
{
pipelineInstance = &billboard.material->GetPipeline()->Apply(ShaderFlags_Billboard | ShaderFlags_Deferred | ShaderFlags_Instancing | ShaderFlags_VertexColor);
const Shader* shader = pipelineInstance->uberInstance->GetShader();
if (shader != lastShader)
{
// Index of uniforms in the shader
shaderUniforms = GetShaderUniforms(shader);
// Ambient color of the scene
shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
// Position of the camera
shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition());
lastShader = shader;
}
lastPipeline = pipeline;
}
if (lastMaterial != billboard.material)
{
billboard.material->Apply(*pipelineInstance);
lastMaterial = billboard.material;
}
if (billboard.material->IsScissorTestEnabled() && scissorRect != lastScissorRect)
{
Renderer::SetScissorRect(scissorRect);
lastScissorRect = scissorRect;
}
}
std::size_t billboardRemaining = billboard.billboardCount;
const BasicRenderQueue::BillboardData* billboardData = renderQueue.GetBillboardData(billboard.billboardIndex);
do
{
std::size_t renderedBillboardCount = std::min(billboardRemaining, maxBillboardPerDraw - billboardCount);
billboardRemaining -= renderedBillboardCount;
if (!instanceBufferMapper.GetBuffer())
instanceBufferMapper.Map(instanceBuffer, BufferAccess_DiscardAndWrite);
std::memcpy(static_cast<Nz::UInt8*>(instanceBufferMapper.GetPointer()) + sizeof(BasicRenderQueue::BillboardData) * billboardCount, billboardData, renderedBillboardCount * sizeof(BasicRenderQueue::BillboardData));
billboardCount += renderedBillboardCount;
billboardData += renderedBillboardCount;
if (billboardCount >= maxBillboardPerDraw)
Commit();
}
while (billboardRemaining > 0);
}
Commit();
}
void DeferredGeometryPass::DrawModels(const SceneData& sceneData, const BasicRenderQueue& renderQueue, const Nz::RenderQueue<Nz::BasicRenderQueue::Model>& models) const
{
const RenderTarget* renderTarget = sceneData.viewer->GetTarget();
Recti fullscreenScissorRect = Recti(Vector2i(renderTarget->GetSize()));
const Material* lastMaterial = nullptr;
const MaterialPipeline* lastPipeline = nullptr;
const Shader* lastShader = nullptr;
const ShaderUniforms* shaderUniforms = nullptr;
Recti lastScissorRect = Recti(-1, -1);
const MaterialPipeline::Instance* pipelineInstance = nullptr;
///TODO: Reimplement instancing
for (const BasicRenderQueue::Model& model : models)
{
const MaterialPipeline* pipeline = model.material->GetPipeline();
if (lastPipeline != pipeline)
{
pipelineInstance = &model.material->GetPipeline()->Apply(ShaderFlags_Deferred);
const Shader* shader = pipelineInstance->uberInstance->GetShader();
if (shader != lastShader)
{
// Index of uniforms in the shader
shaderUniforms = GetShaderUniforms(shader);
// Ambient color of the scene
shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
// Position of the camera
shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition());
lastShader = shader;
}
lastPipeline = pipeline;
}
if (lastMaterial != model.material)
{
model.material->Apply(*pipelineInstance);
lastMaterial = model.material;
}
if (model.material->IsScissorTestEnabled())
{
const Nz::Recti& scissorRect = (model.scissorRect.width > 0) ? model.scissorRect : fullscreenScissorRect;
if (scissorRect != lastScissorRect)
{
Renderer::SetScissorRect(scissorRect);
lastScissorRect = scissorRect;
}
}
// Handle draw call before rendering loop
Renderer::DrawCall drawFunc;
Renderer::DrawCallInstanced instancedDrawFunc;
unsigned int indexCount;
if (model.meshData.indexBuffer)
{
drawFunc = Renderer::DrawIndexedPrimitives;
instancedDrawFunc = Renderer::DrawIndexedPrimitivesInstanced;
indexCount = model.meshData.indexBuffer->GetIndexCount();
}
else
{
drawFunc = Renderer::DrawPrimitives;
instancedDrawFunc = Renderer::DrawPrimitivesInstanced;
indexCount = model.meshData.vertexBuffer->GetVertexCount();
}
Renderer::SetIndexBuffer(model.meshData.indexBuffer);
Renderer::SetVertexBuffer(model.meshData.vertexBuffer);
Renderer::SetMatrix(MatrixType_World, model.matrix);
drawFunc(model.meshData.primitiveMode, 0, indexCount);
}
}
void DeferredGeometryPass::DrawSprites(const SceneData& sceneData, const BasicRenderQueue& renderQueue, const RenderQueue<BasicRenderQueue::SpriteChain>& spriteList) const
{
const RenderTarget* renderTarget = sceneData.viewer->GetTarget();
Recti fullscreenScissorRect = Recti(Vector2i(renderTarget->GetSize()));
Renderer::SetIndexBuffer(&s_quadIndexBuffer);
Renderer::SetMatrix(MatrixType_World, Matrix4f::Identity());
Renderer::SetVertexBuffer(&m_spriteBuffer);
const unsigned int overlayTextureUnit = Material::GetTextureUnit(TextureMap_Overlay);
const std::size_t maxSpriteCount = std::min<std::size_t>(s_maxQuads, m_spriteBuffer.GetVertexCount() / 4);
m_spriteChains.clear();
auto Commit = [&]()
{
std::size_t spriteChainCount = m_spriteChains.size();
if (spriteChainCount > 0)
{
std::size_t spriteChain = 0; // Which chain of sprites are we treating
std::size_t spriteChainOffset = 0; // Where was the last offset where we stopped in the last chain
do
{
// We open the buffer in writing mode
BufferMapper<VertexBuffer> vertexMapper(m_spriteBuffer, BufferAccess_DiscardAndWrite);
VertexStruct_XYZ_Color_UV* vertices = static_cast<VertexStruct_XYZ_Color_UV*>(vertexMapper.GetPointer());
std::size_t spriteCount = 0;
do
{
const VertexStruct_XYZ_Color_UV* currentChain = m_spriteChains[spriteChain].first;
std::size_t currentChainSpriteCount = m_spriteChains[spriteChain].second;
std::size_t count = std::min(maxSpriteCount - spriteCount, currentChainSpriteCount - spriteChainOffset);
std::memcpy(vertices, currentChain + spriteChainOffset * 4, 4 * count * sizeof(VertexStruct_XYZ_Color_UV));
vertices += count * 4;
spriteCount += count;
spriteChainOffset += count;
// Have we treated the entire chain ?
if (spriteChainOffset == currentChainSpriteCount)
{
spriteChain++;
spriteChainOffset = 0;
}
}
while (spriteCount < maxSpriteCount && spriteChain < spriteChainCount);
vertexMapper.Unmap();
Renderer::DrawIndexedPrimitives(PrimitiveMode_TriangleList, 0, spriteCount * 6);
}
while (spriteChain < spriteChainCount);
}
m_spriteChains.clear();
};
const Material* lastMaterial = nullptr;
const MaterialPipeline* lastPipeline = nullptr;
const Shader* lastShader = nullptr;
const ShaderUniforms* shaderUniforms = nullptr;
const Texture* lastOverlay = nullptr;
Recti lastScissorRect = Recti(-1, -1);
const MaterialPipeline::Instance* pipelineInstance = nullptr;
for (const BasicRenderQueue::SpriteChain& basicSprites : spriteList)
{
const Nz::Recti& scissorRect = (basicSprites.scissorRect.width > 0) ? basicSprites.scissorRect : fullscreenScissorRect;
if (basicSprites.material != lastMaterial || basicSprites.overlay != lastOverlay || (basicSprites.material->IsScissorTestEnabled() && scissorRect != lastScissorRect))
{
Commit();
const MaterialPipeline* pipeline = basicSprites.material->GetPipeline();
if (lastPipeline != pipeline)
{
pipelineInstance = &basicSprites.material->GetPipeline()->Apply(ShaderFlags_Deferred | ShaderFlags_TextureOverlay | ShaderFlags_VertexColor);
const Shader* shader = pipelineInstance->uberInstance->GetShader();
if (shader != lastShader)
{
// Index of uniforms in the shader
shaderUniforms = GetShaderUniforms(shader);
// Ambient color of the scene
shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
// Position of the camera
shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition());
// Overlay texture unit
shader->SendInteger(shaderUniforms->textureOverlay, overlayTextureUnit);
lastShader = shader;
}
lastPipeline = pipeline;
}
if (lastMaterial != basicSprites.material)
{
basicSprites.material->Apply(*pipelineInstance);
Renderer::SetTextureSampler(overlayTextureUnit, basicSprites.material->GetDiffuseSampler());
lastMaterial = basicSprites.material;
}
const Nz::Texture* overlayTexture = (basicSprites.overlay) ? basicSprites.overlay.Get() : &m_whiteTexture;
if (overlayTexture != lastOverlay)
{
Renderer::SetTexture(overlayTextureUnit, overlayTexture);
lastOverlay = overlayTexture;
}
if (basicSprites.material->IsScissorTestEnabled() && scissorRect != lastScissorRect)
{
Renderer::SetScissorRect(scissorRect);
lastScissorRect = scissorRect;
}
}
m_spriteChains.emplace_back(basicSprites.vertices, basicSprites.spriteCount);
}
Commit();
}
const DeferredGeometryPass::ShaderUniforms* DeferredGeometryPass::GetShaderUniforms(const Shader* shader) const
{
@@ -303,4 +625,73 @@ namespace Nz
{
m_shaderUniforms.erase(shader);
}
bool DeferredGeometryPass::Initialize()
{
try
{
ErrorFlags flags(ErrorFlag_ThrowException, true);
s_quadIndexBuffer.Reset(false, s_maxQuads * 6, DataStorage_Hardware, 0);
BufferMapper<IndexBuffer> mapper(s_quadIndexBuffer, BufferAccess_WriteOnly);
UInt16* indices = static_cast<UInt16*>(mapper.GetPointer());
for (unsigned int i = 0; i < s_maxQuads; ++i)
{
*indices++ = i * 4 + 0;
*indices++ = i * 4 + 2;
*indices++ = i * 4 + 1;
*indices++ = i * 4 + 2;
*indices++ = i * 4 + 3;
*indices++ = i * 4 + 1;
}
mapper.Unmap(); // No point to keep the buffer open any longer
// Quad buffer (used for instancing of billboards and sprites)
//Note: UV are computed in the shader
s_quadVertexBuffer.Reset(VertexDeclaration::Get(VertexLayout_XY), 4, DataStorage_Hardware, 0);
float vertices[2 * 4] = {
-0.5f, -0.5f,
0.5f, -0.5f,
-0.5f, 0.5f,
0.5f, 0.5f,
};
s_quadVertexBuffer.FillRaw(vertices, 0, sizeof(vertices));
// Declaration used when rendering the vertex billboards
s_billboardVertexDeclaration.EnableComponent(VertexComponent_Color, ComponentType_Color, NazaraOffsetOf(BillboardPoint, color));
s_billboardVertexDeclaration.EnableComponent(VertexComponent_Position, ComponentType_Float3, NazaraOffsetOf(BillboardPoint, position));
s_billboardVertexDeclaration.EnableComponent(VertexComponent_TexCoord, ComponentType_Float2, NazaraOffsetOf(BillboardPoint, uv));
s_billboardVertexDeclaration.EnableComponent(VertexComponent_Userdata0, ComponentType_Float4, NazaraOffsetOf(BillboardPoint, size)); // Includes sincos
// Declaration used when rendering the billboards with intancing
// The main advantage is the direct copy (std::memcpy) of data in the RenderQueue to the GPU buffer
s_billboardInstanceDeclaration.EnableComponent(VertexComponent_InstanceData0, ComponentType_Float3, NazaraOffsetOf(BasicRenderQueue::BillboardData, center));
s_billboardInstanceDeclaration.EnableComponent(VertexComponent_InstanceData1, ComponentType_Float4, NazaraOffsetOf(BasicRenderQueue::BillboardData, size)); // Englobe sincos
s_billboardInstanceDeclaration.EnableComponent(VertexComponent_InstanceData2, ComponentType_Color, NazaraOffsetOf(BasicRenderQueue::BillboardData, color));
}
catch (const std::exception& e)
{
NazaraError("Failed to initialise: " + String(e.what()));
return false;
}
return true;
}
void DeferredGeometryPass::Uninitialize()
{
s_quadIndexBuffer.Reset();
s_quadVertexBuffer.Reset();
}
IndexBuffer DeferredGeometryPass::s_quadIndexBuffer;
VertexBuffer DeferredGeometryPass::s_quadVertexBuffer;
VertexDeclaration DeferredGeometryPass::s_billboardInstanceDeclaration;
VertexDeclaration DeferredGeometryPass::s_billboardVertexDeclaration;
}