Graphics/Material: Fix depth sorting flag handling for meshes
This commit is contained in:
parent
e3514db87f
commit
52a4a590e1
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@ -44,7 +44,7 @@ namespace Ndk
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const Nz::Frustumf& GetFrustum() const override;
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inline unsigned int GetLayer() const;
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const Nz::Matrix4f& GetProjectionMatrix() const override;
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inline Nz::ProjectionType GetProjectionType() const;
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Nz::ProjectionType GetProjectionType() const override;
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inline const Nz::Vector2f& GetSize() const;
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const Nz::RenderTarget* GetTarget() const override;
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inline const Nz::Rectf& GetTargetRegion() const;
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@ -117,16 +117,6 @@ namespace Ndk
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return m_layer;
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}
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/*!
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* \brief Gets the projection type of the camera
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* \return Projection type of the camera
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*/
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inline Nz::ProjectionType CameraComponent::GetProjectionType() const
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{
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return m_projectionType;
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}
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/*!
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* \brief Gets the size of the camera
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* \return Size of the camera
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@ -93,6 +93,17 @@ namespace Ndk
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return m_projectionMatrix;
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}
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/*!
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* \brief Gets the projection type of the camera
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* \return Projection type of the camera
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*/
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Nz::ProjectionType CameraComponent::GetProjectionType() const
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{
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return m_projectionType;
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}
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/*!
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* \brief Gets the target of the camera
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* \return A constant reference to the render target of the camera
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@ -51,7 +51,7 @@ namespace Nz
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virtual void AddMesh(int renderOrder, const Material* material, const MeshData& meshData, const Boxf& meshAABB, const Matrix4f& transformMatrix) = 0;
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virtual void AddPointLight(const PointLight& light);
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virtual void AddSpotLight(const SpotLight& light);
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virtual void AddSprites(int renderOrder, const Material* material, const VertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const Texture* overlay = nullptr) = 0;
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virtual void AddSprites(int renderOrder, const Material* material, const VertexStruct_XYZ_Color_UV* vertices, std::size_t spriteCount, const Texture* overlay = nullptr) = 0;
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virtual void Clear(bool fully = false);
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@ -33,6 +33,7 @@ namespace Nz
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virtual Vector3f GetForward() const = 0;
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virtual const Frustumf& GetFrustum() const = 0;
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virtual const Matrix4f& GetProjectionMatrix() const = 0;
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virtual Nz::ProjectionType GetProjectionType() const = 0;
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virtual const RenderTarget* GetTarget() const = 0;
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virtual const Matrix4f& GetViewMatrix() const = 0;
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virtual const Recti& GetViewport() const = 0;
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@ -37,7 +37,7 @@ namespace Nz
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void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr) override;
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void AddDrawable(int renderOrder, const Drawable* drawable) override;
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void AddMesh(int renderOrder, const Material* material, const MeshData& meshData, const Boxf& meshAABB, const Matrix4f& transformMatrix) override;
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void AddSprites(int renderOrder, const Material* material, const VertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const Texture* overlay = nullptr) override;
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void AddSprites(int renderOrder, const Material* material, const VertexStruct_XYZ_Color_UV* vertices, std::size_t spriteCount, const Texture* overlay = nullptr) override;
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void Clear(bool fully = false) override;
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@ -38,7 +38,7 @@ namespace Nz
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void AddMesh(int renderOrder, const Material* material, const MeshData& meshData, const Boxf& meshAABB, const Matrix4f& transformMatrix) override;
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void AddPointLight(const PointLight& light) override;
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void AddSpotLight(const SpotLight& light) override;
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void AddSprites(int renderOrder, const Material* material, const VertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const Texture* overlay = nullptr) override;
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void AddSprites(int renderOrder, const Material* material, const VertexStruct_XYZ_Color_UV* vertices, std::size_t spriteCount, const Texture* overlay = nullptr) override;
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private:
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inline bool IsMaterialSuitable(const Material* material) const;
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@ -13,6 +13,7 @@
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#include <Nazara/Graphics/Material.hpp>
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#include <Nazara/Math/Box.hpp>
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#include <Nazara/Math/Matrix4.hpp>
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#include <Nazara/Math/Plane.hpp>
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#include <Nazara/Utility/IndexBuffer.hpp>
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#include <Nazara/Utility/MeshData.hpp>
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#include <Nazara/Utility/VertexBuffer.hpp>
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@ -41,7 +42,7 @@ namespace Nz
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void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr) override;
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void AddDrawable(int renderOrder, const Drawable* drawable) override;
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void AddMesh(int renderOrder, const Material* material, const MeshData& meshData, const Boxf& meshAABB, const Matrix4f& transformMatrix) override;
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void AddSprites(int renderOrder, const Material* material, const VertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const Texture* overlay = nullptr) override;
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void AddSprites(int renderOrder, const Material* material, const VertexStruct_XYZ_Color_UV* vertices, std::size_t spriteCount, const Texture* overlay = nullptr) override;
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void Clear(bool fully = false) override;
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@ -156,7 +157,7 @@ namespace Nz
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{
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Matrix4f transformMatrix;
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MeshData meshData;
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Spheref squaredBoundingSphere;
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Spheref obbSphere;
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const Material* material;
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};
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@ -165,10 +166,11 @@ namespace Nz
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struct Layer
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{
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BillboardPipelineBatches billboards;
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SpritePipelineBatches basicSprites;
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SpritePipelineBatches opaqueSprites;
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SpritePipelineBatches depthSortedSprites;
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MeshPipelineBatches opaqueModels;
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TransparentModelContainer transparentModels;
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std::vector<TransparentModelData> transparentModelData;
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TransparentModelContainer depthSortedMeshes;
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std::vector<TransparentModelData> depthSortedMeshData;
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std::vector<const Drawable*> otherDrawables;
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unsigned int clearCount = 0;
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};
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@ -179,6 +181,10 @@ namespace Nz
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BillboardData* GetBillboardData(int renderOrder, const Material* material, unsigned int count);
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Layer& GetLayer(int i); ///TODO: Inline
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void SortBillboards(Layer& layer, const Planef& nearPlane);
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void SortForOrthographic(const AbstractViewer* viewer);
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void SortForPerspective(const AbstractViewer* viewer);
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void OnIndexBufferInvalidation(const IndexBuffer* indexBuffer);
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void OnMaterialInvalidation(const Material* material);
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void OnTextureInvalidation(const Texture* texture);
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@ -191,8 +191,8 @@ namespace Nz
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void DeferredRenderQueue::AddMesh(int renderOrder, const Material* material, const MeshData& meshData, const Boxf& meshAABB, const Matrix4f& transformMatrix)
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{
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if (material->IsBlendingEnabled())
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// One transparent material ? I don't like it, go see if I'm in the forward queue
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if (material->IsBlendingEnabled() || material->IsDepthSortingEnabled()) //< Fixme: Deferred Shading should be able to handle depth sorting
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// Deferred Shading cannot handle blended objects, put them in the forward list
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m_forwardQueue->AddMesh(renderOrder, material, meshData, meshAABB, transformMatrix);
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else
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{
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@ -254,7 +254,7 @@ namespace Nz
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* \param overlay Texture of the sprites
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*/
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void DeferredRenderQueue::AddSprites(int renderOrder, const Material* material, const VertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const Texture* overlay)
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void DeferredRenderQueue::AddSprites(int renderOrder, const Material* material, const VertexStruct_XYZ_Color_UV* vertices, std::size_t spriteCount, const Texture* overlay)
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{
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m_forwardQueue->AddSprites(renderOrder, material, vertices, spriteCount, overlay);
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}
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@ -351,7 +351,7 @@ namespace Nz
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* \remark Produces a NazaraAssert if material is invalid
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*/
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void DepthRenderQueue::AddSprites(int renderOrder, const Material* material, const VertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const Texture* overlay)
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void DepthRenderQueue::AddSprites(int renderOrder, const Material* material, const VertexStruct_XYZ_Color_UV* vertices, std::size_t spriteCount, const Texture* overlay)
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{
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NazaraAssert(material, "Invalid material");
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NazaraUnused(renderOrder);
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@ -376,23 +376,23 @@ namespace Nz
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{
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NazaraAssert(material, "Invalid material");
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if (material->IsBlendingEnabled())
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if (material->IsDepthSortingEnabled())
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{
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Layer& currentLayer = GetLayer(renderOrder);
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auto& transparentModels = currentLayer.transparentModels;
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auto& transparentModelData = currentLayer.transparentModelData;
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auto& transparentMeshes = currentLayer.depthSortedMeshes;
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auto& transparentData = currentLayer.depthSortedMeshData;
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// The material is transparent, we must draw this mesh using another way (after the rendering of opages objects while sorting them)
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std::size_t index = transparentModelData.size();
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transparentModelData.resize(index+1);
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// The material is marked for depth sorting, we must draw this mesh using another way (after the rendering of opaques objects while sorting them)
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std::size_t index = transparentData.size();
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transparentData.resize(index+1);
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TransparentModelData& data = transparentModelData.back();
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TransparentModelData& data = transparentData.back();
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data.material = material;
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data.meshData = meshData;
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data.squaredBoundingSphere = Spheref(transformMatrix.GetTranslation() + meshAABB.GetCenter(), meshAABB.GetSquaredRadius());
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data.obbSphere = Spheref(transformMatrix.GetTranslation() + meshAABB.GetCenter(), meshAABB.GetSquaredRadius());
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data.transformMatrix = transformMatrix;
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transparentModels.push_back(index);
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transparentMeshes.push_back(index);
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}
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else
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{
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@ -457,12 +457,12 @@ namespace Nz
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*
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* \remark Produces a NazaraAssert if material is invalid
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*/
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void ForwardRenderQueue::AddSprites(int renderOrder, const Material* material, const VertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const Texture* overlay)
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void ForwardRenderQueue::AddSprites(int renderOrder, const Material* material, const VertexStruct_XYZ_Color_UV* vertices, std::size_t spriteCount, const Texture* overlay)
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{
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NazaraAssert(material, "Invalid material");
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Layer& currentLayer = GetLayer(renderOrder);
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SpritePipelineBatches& basicSprites = currentLayer.basicSprites;
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SpritePipelineBatches& basicSprites = currentLayer.opaqueSprites;
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const MaterialPipeline* materialPipeline = material->GetPipeline();
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@ -545,7 +545,7 @@ namespace Nz
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pipelineEntry.enabled = false;
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}
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for (auto& pipelinePair : layer.basicSprites)
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for (auto& pipelinePair : layer.opaqueSprites)
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{
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auto& pipelineEntry = pipelinePair.second;
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@ -597,8 +597,8 @@ namespace Nz
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}
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layer.otherDrawables.clear();
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layer.transparentModels.clear();
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layer.transparentModelData.clear();
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layer.depthSortedMeshes.clear();
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layer.depthSortedMeshData.clear();
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++it;
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}
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}
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@ -613,44 +613,10 @@ namespace Nz
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void ForwardRenderQueue::Sort(const AbstractViewer* viewer)
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{
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Planef nearPlane = viewer->GetFrustum().GetPlane(FrustumPlane_Near);
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Vector3f viewerPos = viewer->GetEyePosition();
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Vector3f viewerNormal = viewer->GetForward();
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for (auto& pair : layers)
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{
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Layer& layer = pair.second;
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std::sort(layer.transparentModels.begin(), layer.transparentModels.end(), [&layer, &nearPlane, &viewerNormal] (std::size_t index1, std::size_t index2)
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{
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const Spheref& sphere1 = layer.transparentModelData[index1].squaredBoundingSphere;
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const Spheref& sphere2 = layer.transparentModelData[index2].squaredBoundingSphere;
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Vector3f position1 = sphere1.GetNegativeVertex(viewerNormal);
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Vector3f position2 = sphere2.GetNegativeVertex(viewerNormal);
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return nearPlane.Distance(position1) > nearPlane.Distance(position2);
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});
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for (auto& pipelinePair : layer.billboards)
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{
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for (auto& matPair : pipelinePair.second.materialMap)
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{
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const Material* mat = matPair.first;
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if (mat->IsDepthSortingEnabled())
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{
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BatchedBillboardEntry& entry = matPair.second;
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auto& billboardVector = entry.billboards;
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std::sort(billboardVector.begin(), billboardVector.end(), [&viewerPos] (const BillboardData& data1, const BillboardData& data2)
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{
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return viewerPos.SquaredDistance(data1.center) > viewerPos.SquaredDistance(data2.center);
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});
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}
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}
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}
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}
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if (viewer->GetProjectionType() == ProjectionType_Orthogonal)
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SortForOrthographic(viewer);
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else
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SortForPerspective(viewer);
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}
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/*!
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@ -715,12 +681,75 @@ namespace Nz
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return layer;
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}
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void ForwardRenderQueue::SortBillboards(Layer& layer, const Planef& nearPlane)
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{
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for (auto& pipelinePair : layer.billboards)
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{
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for (auto& matPair : pipelinePair.second.materialMap)
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{
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const Material* mat = matPair.first;
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if (mat->IsDepthSortingEnabled())
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{
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BatchedBillboardEntry& entry = matPair.second;
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auto& billboardVector = entry.billboards;
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std::sort(billboardVector.begin(), billboardVector.end(), [&nearPlane] (const BillboardData& data1, const BillboardData& data2)
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{
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return nearPlane.Distance(data1.center) > nearPlane.Distance(data2.center);
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});
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}
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}
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}
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}
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void ForwardRenderQueue::SortForOrthographic(const AbstractViewer * viewer)
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{
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Planef nearPlane = viewer->GetFrustum().GetPlane(FrustumPlane_Near);
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Vector3f viewerPos = viewer->GetEyePosition();
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for (auto& pair : layers)
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{
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Layer& layer = pair.second;
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std::sort(layer.depthSortedMeshes.begin(), layer.depthSortedMeshes.end(), [&layer, &nearPlane] (std::size_t index1, std::size_t index2)
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{
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const Spheref& sphere1 = layer.depthSortedMeshData[index1].obbSphere;
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const Spheref& sphere2 = layer.depthSortedMeshData[index2].obbSphere;
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return nearPlane.Distance(sphere1.GetPosition()) > nearPlane.Distance(sphere2.GetPosition());
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});
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SortBillboards(layer, nearPlane);
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}
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}
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void ForwardRenderQueue::SortForPerspective(const AbstractViewer* viewer)
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{
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Planef nearPlane = viewer->GetFrustum().GetPlane(FrustumPlane_Near);
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Vector3f viewerPos = viewer->GetEyePosition();
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for (auto& pair : layers)
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{
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Layer& layer = pair.second;
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std::sort(layer.depthSortedMeshes.begin(), layer.depthSortedMeshes.end(), [&layer, &viewerPos] (std::size_t index1, std::size_t index2)
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{
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const Spheref& sphere1 = layer.depthSortedMeshData[index1].obbSphere;
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const Spheref& sphere2 = layer.depthSortedMeshData[index2].obbSphere;
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return viewerPos.SquaredDistance(sphere1.GetPosition()) > viewerPos.SquaredDistance(sphere2.GetPosition());
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});
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SortBillboards(layer, nearPlane);
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}
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}
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/*!
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* \brief Handle the invalidation of an index buffer
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*
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* \param indexBuffer Index buffer being invalidated
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*/
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void ForwardRenderQueue::OnIndexBufferInvalidation(const IndexBuffer* indexBuffer)
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{
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for (auto& pair : layers)
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@ -757,7 +786,7 @@ namespace Nz
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{
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Layer& layer = pair.second;
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for (auto& pipelineEntry : layer.basicSprites)
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for (auto& pipelineEntry : layer.opaqueSprites)
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pipelineEntry.second.materialMap.erase(material);
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for (auto& pipelineEntry : layer.billboards)
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@ -779,7 +808,7 @@ namespace Nz
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for (auto& pair : layers)
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{
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Layer& layer = pair.second;
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for (auto& pipelineEntry : layer.basicSprites)
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for (auto& pipelineEntry : layer.opaqueSprites)
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{
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for (auto& materialEntry : pipelineEntry.second.materialMap)
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materialEntry.second.overlayMap.erase(texture);
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@ -101,7 +101,7 @@ namespace Nz
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if (!layer.opaqueModels.empty())
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DrawOpaqueModels(sceneData, layer);
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if (!layer.transparentModels.empty())
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if (!layer.depthSortedMeshes.empty())
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DrawTransparentModels(sceneData, layer);
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if (!layer.basicSprites.empty())
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@ -796,9 +796,9 @@ namespace Nz
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const ShaderUniforms* shaderUniforms = nullptr;
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unsigned int lightCount = 0;
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for (unsigned int index : layer.transparentModels)
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for (unsigned int index : layer.depthSortedMeshes)
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{
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const ForwardRenderQueue::TransparentModelData& modelData = layer.transparentModelData[index];
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const ForwardRenderQueue::TransparentModelData& modelData = layer.depthSortedMeshData[index];
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// Material
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const Material* material = modelData.material;
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@ -865,8 +865,8 @@ namespace Nz
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if (shaderUniforms->hasLightUniforms && lightCount < NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS)
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{
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// Compute the closest lights
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Vector3f position = matrix.GetTranslation() + modelData.squaredBoundingSphere.GetPosition();
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float radius = modelData.squaredBoundingSphere.radius;
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Vector3f position = matrix.GetTranslation() + modelData.obbSphere.GetPosition();
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float radius = modelData.obbSphere.radius;
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ChooseLights(Spheref(position, radius), false);
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for (std::size_t i = lightCount; i < NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS; ++i)
|
||||
|
|
|
|||
|
|
@ -197,6 +197,7 @@ namespace Nz
|
|||
pipelineInfo.blending = true;
|
||||
pipelineInfo.depthWrite = false;
|
||||
pipelineInfo.faceCulling = false;
|
||||
pipelineInfo.depthSorting = true;
|
||||
pipelineInfo.dstBlend = BlendFunc_InvSrcAlpha;
|
||||
pipelineInfo.srcBlend = BlendFunc_SrcAlpha;
|
||||
|
||||
|
|
@ -207,6 +208,7 @@ namespace Nz
|
|||
pipelineInfo.depthBuffer = true;
|
||||
pipelineInfo.depthWrite = false;
|
||||
pipelineInfo.faceCulling = false;
|
||||
pipelineInfo.depthSorting = true;
|
||||
pipelineInfo.dstBlend = BlendFunc_InvSrcAlpha;
|
||||
pipelineInfo.srcBlend = BlendFunc_SrcAlpha;
|
||||
|
||||
|
|
|
|||
Loading…
Reference in New Issue