Graphics: Move FramePipeline passes to separate classes
This commit is contained in:
parent
fb9aed2800
commit
5ce8120a0c
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@ -660,7 +660,6 @@ int main()
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std::shared_ptr<Nz::ShaderBinding> finalBlitBinding;
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bool lightUpdate = true;
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bool matUpdate = false;
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std::shared_ptr<Nz::TextureSampler> textureSampler = device->InstantiateTextureSampler({});
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@ -838,7 +837,7 @@ int main()
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gbufferPass.SetExecutionCallback([&]
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{
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return (matUpdate) ? Nz::FramePassExecution::UpdateAndExecute : Nz::FramePassExecution::Execute;
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return Nz::FramePassExecution::Execute;
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});
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gbufferPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder, const Nz::Recti& renderArea)
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@ -1566,9 +1565,9 @@ int main()
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builder.CopyBuffer(lightScatteringAllocation, godRaysUBO.get());
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}
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matUpdate = spaceshipMatPass->Update(frame, builder) || matUpdate;
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matUpdate = planeMatPass->Update(frame, builder) || matUpdate;
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matUpdate = flareMaterialPass->Update(frame, builder) || matUpdate;
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spaceshipMatPass->Update(frame, builder);
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planeMatPass->Update(frame, builder);
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flareMaterialPass->Update(frame, builder);
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builder.PostTransferBarrier();
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}
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@ -1603,7 +1602,6 @@ int main()
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frame.Present();
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matUpdate = false;
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lightUpdate = false;
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// On incrémente le compteur de FPS improvisé
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@ -0,0 +1,73 @@
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// Copyright (C) 2022 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
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// This file is part of the "Nazara Engine - Graphics module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#pragma once
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#ifndef NAZARA_GRAPHICS_DEPTHPIPELINEPASS_HPP
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#define NAZARA_GRAPHICS_DEPTHPIPELINEPASS_HPP
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#include <Nazara/Prerequisites.hpp>
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#include <Nazara/Graphics/Config.hpp>
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#include <Nazara/Graphics/ElementRenderer.hpp>
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#include <Nazara/Graphics/FramePipelinePass.hpp>
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#include <Nazara/Graphics/MaterialPass.hpp>
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#include <Nazara/Graphics/RenderElement.hpp>
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#include <Nazara/Graphics/RenderQueue.hpp>
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#include <Nazara/Graphics/RenderQueueRegistry.hpp>
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#include <Nazara/Math/Frustum.hpp>
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namespace Nz
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{
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class AbstractViewer;
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class FrameGraph;
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class FramePipeline;
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class Material;
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class NAZARA_GRAPHICS_API DepthPipelinePass : public FramePipelinePass
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{
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public:
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DepthPipelinePass(FramePipeline& owner, AbstractViewer* viewer);
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DepthPipelinePass(const DepthPipelinePass&) = delete;
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DepthPipelinePass(DepthPipelinePass&&) = delete;
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~DepthPipelinePass();
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inline void ForceInvalidation();
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void Prepare(RenderFrame& renderFrame, const Frustumf& frustum, const std::vector<FramePipelinePass::VisibleRenderable>& visibleRenderables, std::size_t visibilityHash);
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void RegisterMaterial(const Material& material);
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void RegisterToFrameGraph(FrameGraph& frameGraph, std::size_t depthBufferIndex);
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void UnregisterMaterial(const Material& material);
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DepthPipelinePass& operator=(const DepthPipelinePass&) = delete;
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DepthPipelinePass& operator=(DepthPipelinePass&&) = delete;
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private:
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struct MaterialPassEntry
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{
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std::size_t usedCount = 1;
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NazaraSlot(MaterialPass, OnMaterialPassPipelineInvalidated, onMaterialPipelineInvalidated);
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NazaraSlot(MaterialPass, OnMaterialPassShaderBindingInvalidated, onMaterialShaderBindingInvalidated);
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};
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std::size_t m_depthPassIndex;
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std::size_t m_lastVisibilityHash;
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std::vector<std::unique_ptr<ElementRendererData>> m_elementRendererData;
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std::vector<std::unique_ptr<RenderElement>> m_renderElements;
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std::vector<ElementRenderer::RenderStates> m_renderStates;
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std::unordered_map<MaterialPass*, MaterialPassEntry> m_materialPasses;
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RenderQueue<RenderElement*> m_renderQueue;
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RenderQueueRegistry m_renderQueueRegistry;
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AbstractViewer* m_viewer;
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FramePipeline& m_pipeline;
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bool m_rebuildCommandBuffer;
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bool m_rebuildElements;
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};
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}
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#include <Nazara/Graphics/DepthPipelinePass.inl>
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#endif // NAZARA_GRAPHICS_DEPTHPIPELINEPASS_HPP
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@ -0,0 +1,16 @@
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// Copyright (C) 2022 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
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// This file is part of the "Nazara Engine - Graphics module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/Graphics/DepthPipelinePass.hpp>
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#include <Nazara/Graphics/Debug.hpp>
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namespace Nz
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{
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inline void DepthPipelinePass::ForceInvalidation()
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{
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m_rebuildElements = true;
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}
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}
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#include <Nazara/Graphics/DebugOff.hpp>
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@ -2,7 +2,6 @@
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// This file is part of the "Nazara Engine - Graphics module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/Graphics/DirectionalLight.hpp>
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#include <Nazara/Graphics/DirectionalLight.hpp>
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#include <cassert>
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#include <Nazara/Graphics/Debug.hpp>
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@ -10,7 +10,9 @@
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#include <Nazara/Prerequisites.hpp>
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#include <Nazara/Graphics/BakedFrameGraph.hpp>
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#include <Nazara/Graphics/Config.hpp>
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#include <Nazara/Graphics/DepthPipelinePass.hpp>
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#include <Nazara/Graphics/ElementRenderer.hpp>
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#include <Nazara/Graphics/ForwardPipelinePass.hpp>
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#include <Nazara/Graphics/FramePipeline.hpp>
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#include <Nazara/Graphics/InstancedRenderable.hpp>
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#include <Nazara/Graphics/Light.hpp>
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@ -37,33 +39,29 @@ namespace Nz
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ForwardFramePipeline();
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ForwardFramePipeline(const ForwardFramePipeline&) = delete;
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ForwardFramePipeline(ForwardFramePipeline&&) = delete;
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~ForwardFramePipeline() = default;
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~ForwardFramePipeline();
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void InvalidateViewer(AbstractViewer* viewerInstance) override;
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void InvalidateWorldInstance(WorldInstance* worldInstance) override;
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void RegisterInstancedDrawable(WorldInstancePtr worldInstance, const InstancedRenderable* instancedRenderable, UInt32 renderMask) override;
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void RegisterLight(std::shared_ptr<Light> light, UInt32 renderMask) override;
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void RegisterMaterialPass(MaterialPass* materialPass) override;
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void RegisterViewer(AbstractViewer* viewerInstance, Int32 renderOrder) override;
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void Render(RenderFrame& renderFrame) override;
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void UnregisterInstancedDrawable(const WorldInstancePtr& worldInstance, const InstancedRenderable* instancedRenderable) override;
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void UnregisterLight(Light* light) override;
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void UnregisterMaterialPass(MaterialPass* material) override;
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void UnregisterViewer(AbstractViewer* viewerInstance) override;
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ForwardFramePipeline& operator=(const ForwardFramePipeline&) = delete;
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ForwardFramePipeline& operator=(ForwardFramePipeline&&) = delete;
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static constexpr std::size_t MaxLightCountPerDraw = 3;
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private:
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BakedFrameGraph BuildFrameGraph();
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void RegisterMaterialPass(MaterialPass* material);
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template<typename F> void ProcessRenderQueue(const RenderQueue<RenderElement*>& renderQueue, F&& callback);
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void UnregisterMaterialPass(MaterialPass* material);
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struct ViewerData;
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struct LightData
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@ -74,30 +72,11 @@ namespace Nz
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NazaraSlot(Light, OnLightDataInvalided, onLightInvalidated);
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};
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using LightKey = std::array<const Light*, MaxLightCountPerDraw>;
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struct LightKeyHasher
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{
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inline std::size_t operator()(const LightKey& lightKey) const;
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};
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struct LightDataUbo
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{
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std::shared_ptr<RenderBuffer> renderBuffer;
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std::size_t offset = 0;
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UploadPool::Allocation* allocation = nullptr;
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};
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struct LightUboPool
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{
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std::vector<std::shared_ptr<RenderBuffer>> lightUboBuffers;
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};
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struct MaterialData
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struct MaterialPassData
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{
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std::size_t usedCount = 0;
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NazaraSlot(MaterialPass, OnMaterialInvalidated, onMaterialInvalided);
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NazaraSlot(MaterialPass, OnMaterialPassInvalidated, onMaterialPassInvalided);
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};
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struct RenderableData
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@ -115,51 +94,31 @@ namespace Nz
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ShaderBindingPtr blitShaderBinding;
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};
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struct VisibleRenderable
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{
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const InstancedRenderable* instancedRenderable;
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const WorldInstance* worldInstance;
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};
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struct ViewerData
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{
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std::size_t colorAttachment;
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std::size_t depthStencilAttachment;
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std::size_t visibilityHash = 0;
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std::unordered_map<const RenderElement*, RenderBufferView> lightPerRenderElement;
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std::unordered_map<LightKey, RenderBufferView, LightKeyHasher> lightBufferPerLights;
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std::vector<std::unique_ptr<RenderElement>> depthPrepassRenderElements;
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std::vector<std::unique_ptr<RenderElement>> forwardRenderElements;
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std::vector<std::unique_ptr<ElementRendererData>> elementRendererData;
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std::unique_ptr<DepthPipelinePass> depthPrepass;
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std::unique_ptr<ForwardPipelinePass> forwardPass;
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Int32 renderOrder = 0;
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RenderQueueRegistry depthPrepassRegistry;
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RenderQueueRegistry forwardRegistry;
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RenderQueue<RenderElement*> depthPrepassRenderQueue;
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RenderQueue<RenderElement*> forwardRenderQueue;
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ShaderBindingPtr blitShaderBinding;
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bool prepare = true;
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bool rebuildDepthPrepass = true;
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bool rebuildForwardPass = true;
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};
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std::size_t m_depthPassIndex;
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std::size_t m_forwardPassIndex;
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std::shared_ptr<LightUboPool> m_lightUboPool;
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std::unordered_map<AbstractViewer*, ViewerData> m_viewers;
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std::unordered_map<Light*, LightData> m_lights;
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std::unordered_map<MaterialPass*, MaterialData> m_materials;
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std::unordered_map<MaterialPass*, MaterialPassData> m_activeMaterialPasses;
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std::unordered_map<WorldInstancePtr, std::unordered_map<const InstancedRenderable*, RenderableData>> m_renderables;
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std::unordered_map<const RenderTarget*, RenderTargetData> m_renderTargets;
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std::unordered_set<AbstractViewer*> m_invalidatedViewerInstances;
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std::unordered_set<MaterialPass*> m_invalidatedMaterials;
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std::unordered_set<MaterialPass*> m_invalidatedMaterialPasses;
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std::unordered_set<WorldInstance*> m_invalidatedWorldInstances;
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std::unordered_set<WorldInstancePtr> m_removedWorldInstances;
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std::vector<std::unique_ptr<ElementRenderer>> m_elementRenderers;
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std::vector<ElementRenderer::RenderStates> m_renderStates;
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std::vector<const Light*> m_renderableLights;
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std::vector<FramePipelinePass::VisibleRenderable> m_visibleRenderables;
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std::vector<const Light*> m_visibleLights;
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std::vector<LightDataUbo> m_lightDataBuffers;
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std::vector<VisibleRenderable> m_visibleRenderables;
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BakedFrameGraph m_bakedFrameGraph;
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RenderFrame* m_currentRenderFrame;
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bool m_rebuildFrameGraph;
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@ -8,20 +8,6 @@
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namespace Nz
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{
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inline std::size_t ForwardFramePipeline::LightKeyHasher::operator()(const LightKey& lightKey) const
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{
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std::size_t lightHash = 5;
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auto CombineHash = [](std::size_t currentHash, std::size_t newHash)
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{
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return currentHash * 23 + newHash;
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};
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std::hash<const Light*> lightPtrHasher;
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for (std::size_t i = 0; i < lightKey.size(); ++i)
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lightHash = CombineHash(lightHash, lightPtrHasher(lightKey[i]));
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return lightHash;
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}
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}
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#include <Nazara/Graphics/DebugOff.hpp>
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@ -0,0 +1,102 @@
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// Copyright (C) 2022 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
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// This file is part of the "Nazara Engine - Graphics module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#pragma once
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#ifndef NAZARA_GRAPHICS_FORWARDPIPELINEPASS_HPP
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#define NAZARA_GRAPHICS_FORWARDPIPELINEPASS_HPP
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#include <Nazara/Prerequisites.hpp>
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#include <Nazara/Graphics/Config.hpp>
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#include <Nazara/Graphics/ElementRenderer.hpp>
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#include <Nazara/Graphics/FramePipelinePass.hpp>
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#include <Nazara/Graphics/Light.hpp>
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#include <Nazara/Graphics/MaterialPass.hpp>
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#include <Nazara/Graphics/RenderElement.hpp>
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#include <Nazara/Graphics/RenderQueue.hpp>
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#include <Nazara/Graphics/RenderQueueRegistry.hpp>
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#include <Nazara/Math/Frustum.hpp>
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#include <Nazara/Renderer/UploadPool.hpp>
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namespace Nz
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{
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class AbstractViewer;
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class FrameGraph;
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class FramePipeline;
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class Light;
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class Material;
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class NAZARA_GRAPHICS_API ForwardPipelinePass : public FramePipelinePass
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{
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public:
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ForwardPipelinePass(FramePipeline& owner, AbstractViewer* viewer);
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ForwardPipelinePass(const ForwardPipelinePass&) = delete;
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ForwardPipelinePass(ForwardPipelinePass&&) = delete;
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~ForwardPipelinePass();
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inline void ForceInvalidation();
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void Prepare(RenderFrame& renderFrame, const Frustumf& frustum, const std::vector<FramePipelinePass::VisibleRenderable>& visibleRenderables, const std::vector<const Light*>& visibleLights, std::size_t visibilityHash);
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void RegisterMaterial(const Material& material);
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void RegisterToFrameGraph(FrameGraph& frameGraph, std::size_t colorBufferIndex, std::size_t depthBufferIndex);
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void UnregisterMaterial(const Material& material);
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ForwardPipelinePass& operator=(const ForwardPipelinePass&) = delete;
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ForwardPipelinePass& operator=(ForwardPipelinePass&&) = delete;
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static constexpr std::size_t MaxLightCountPerDraw = 3;
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private:
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struct MaterialPassEntry
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{
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std::size_t usedCount = 1;
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NazaraSlot(MaterialPass, OnMaterialPassPipelineInvalidated, onMaterialPipelineInvalidated);
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NazaraSlot(MaterialPass, OnMaterialPassShaderBindingInvalidated, onMaterialShaderBindingInvalidated);
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};
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using LightKey = std::array<const Light*, MaxLightCountPerDraw>;
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struct LightKeyHasher
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{
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inline std::size_t operator()(const LightKey& lightKey) const;
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};
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struct LightDataUbo
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{
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std::shared_ptr<RenderBuffer> renderBuffer;
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std::size_t offset = 0;
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UploadPool::Allocation* allocation = nullptr;
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};
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struct LightUboPool
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{
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std::vector<std::shared_ptr<RenderBuffer>> lightUboBuffers;
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};
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std::size_t m_forwardPassIndex;
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std::size_t m_lastVisibilityHash;
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std::shared_ptr<LightUboPool> m_lightUboPool;
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std::vector<std::unique_ptr<ElementRendererData>> m_elementRendererData;
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std::vector<std::unique_ptr<RenderElement>> m_renderElements;
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std::vector<ElementRenderer::RenderStates> m_renderStates;
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std::unordered_map<MaterialPass*, MaterialPassEntry> m_materialPasses;
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std::unordered_map<const RenderElement*, RenderBufferView> m_lightPerRenderElement;
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std::unordered_map<LightKey, RenderBufferView, LightKeyHasher> m_lightBufferPerLights;
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std::vector<LightDataUbo> m_lightDataBuffers;
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std::vector<const Light*> m_renderableLights;
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RenderQueue<RenderElement*> m_renderQueue;
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RenderQueueRegistry m_renderQueueRegistry;
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AbstractViewer* m_viewer;
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FramePipeline& m_pipeline;
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bool m_rebuildCommandBuffer;
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bool m_rebuildElements;
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};
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}
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#include <Nazara/Graphics/ForwardPipelinePass.inl>
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#endif // NAZARA_GRAPHICS_FORWARDPIPELINEPASS_HPP
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@ -0,0 +1,31 @@
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// Copyright (C) 2022 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
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// This file is part of the "Nazara Engine - Graphics module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/Graphics/ForwardPipelinePass.hpp>
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#include <Nazara/Graphics/Debug.hpp>
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namespace Nz
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{
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inline void ForwardPipelinePass::ForceInvalidation()
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{
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m_rebuildElements = true;
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}
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inline std::size_t ForwardPipelinePass::LightKeyHasher::operator()(const LightKey& lightKey) const
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{
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std::size_t lightHash = 5;
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auto CombineHash = [](std::size_t currentHash, std::size_t newHash)
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{
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return currentHash * 23 + newHash;
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};
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std::hash<const Light*> lightPtrHasher;
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for (std::size_t i = 0; i < lightKey.size(); ++i)
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lightHash = CombineHash(lightHash, lightPtrHasher(lightKey[i]));
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return lightHash;
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}
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}
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#include <Nazara/Graphics/DebugOff.hpp>
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@ -9,38 +9,56 @@
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#include <Nazara/Prerequisites.hpp>
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#include <Nazara/Graphics/Config.hpp>
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#include <Nazara/Graphics/RenderElement.hpp>
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#include <Nazara/Graphics/RenderQueue.hpp>
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#include <Nazara/Graphics/WorldInstance.hpp>
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#include <memory>
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#include <vector>
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namespace Nz
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{
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class AbstractViewer;
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class ElementRenderer;
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class InstancedRenderable;
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class Light;
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class MaterialPass;
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class RenderFrame;
|
||||
|
||||
class NAZARA_GRAPHICS_API FramePipeline
|
||||
{
|
||||
public:
|
||||
FramePipeline() = default;
|
||||
FramePipeline();
|
||||
FramePipeline(const FramePipeline&) = delete;
|
||||
FramePipeline(FramePipeline&&) noexcept = default;
|
||||
virtual ~FramePipeline();
|
||||
|
||||
template<typename F> void ForEachElementRenderer(F&& callback);
|
||||
|
||||
inline ElementRenderer& GetElementRenderer(std::size_t elementIndex);
|
||||
inline std::size_t GetElementRendererCount() const;
|
||||
|
||||
virtual void InvalidateViewer(AbstractViewer* viewerInstance) = 0;
|
||||
virtual void InvalidateWorldInstance(WorldInstance* worldInstance) = 0;
|
||||
|
||||
template<typename F> void ProcessRenderQueue(const RenderQueue<RenderElement*>& renderQueue, F&& callback);
|
||||
|
||||
virtual void RegisterInstancedDrawable(WorldInstancePtr worldInstance, const InstancedRenderable* instancedRenderable, UInt32 renderMask) = 0;
|
||||
virtual void RegisterLight(std::shared_ptr<Light> light, UInt32 renderMask) = 0;
|
||||
virtual void RegisterMaterialPass(MaterialPass* materialPass) = 0;
|
||||
virtual void RegisterViewer(AbstractViewer* viewerInstance, Int32 renderOrder) = 0;
|
||||
|
||||
virtual void Render(RenderFrame& renderFrame) = 0;
|
||||
|
||||
virtual void UnregisterInstancedDrawable(const WorldInstancePtr& worldInstance, const InstancedRenderable* instancedRenderable) = 0;
|
||||
virtual void UnregisterLight(Light* light) = 0;
|
||||
virtual void UnregisterMaterialPass(MaterialPass* materialPass) = 0;
|
||||
virtual void UnregisterViewer(AbstractViewer* viewerInstance) = 0;
|
||||
|
||||
FramePipeline& operator=(const FramePipeline&) = delete;
|
||||
FramePipeline& operator=(FramePipeline&&) noexcept = default;
|
||||
|
||||
private:
|
||||
std::vector<std::unique_ptr<ElementRenderer>> m_elementRenderers;
|
||||
};
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -3,10 +3,58 @@
|
|||
// For conditions of distribution and use, see copyright notice in Config.hpp
|
||||
|
||||
#include <Nazara/Graphics/FramePipeline.hpp>
|
||||
#include <cassert>
|
||||
#include <Nazara/Graphics/Debug.hpp>
|
||||
|
||||
namespace Nz
|
||||
{
|
||||
inline ElementRenderer& FramePipeline::GetElementRenderer(std::size_t elementIndex)
|
||||
{
|
||||
assert(elementIndex < m_elementRenderers.size());
|
||||
return *m_elementRenderers[elementIndex];
|
||||
}
|
||||
|
||||
inline std::size_t FramePipeline::GetElementRendererCount() const
|
||||
{
|
||||
return m_elementRenderers.size();
|
||||
}
|
||||
|
||||
template<typename F>
|
||||
void FramePipeline::ForEachElementRenderer(F&& callback)
|
||||
{
|
||||
for (std::size_t i = 0; i < m_elementRenderers.size(); ++i)
|
||||
{
|
||||
if (m_elementRenderers[i])
|
||||
callback(i, *m_elementRenderers[i]);
|
||||
}
|
||||
}
|
||||
|
||||
template<typename F>
|
||||
void FramePipeline::ProcessRenderQueue(const RenderQueue<RenderElement*>& renderQueue, F&& callback)
|
||||
{
|
||||
if (renderQueue.empty())
|
||||
return;
|
||||
|
||||
auto it = renderQueue.begin();
|
||||
auto itEnd = renderQueue.end();
|
||||
while (it != itEnd)
|
||||
{
|
||||
const RenderElement* element = *it;
|
||||
UInt8 elementType = element->GetElementType();
|
||||
|
||||
const Pointer<RenderElement>* first = it;
|
||||
|
||||
++it;
|
||||
while (it != itEnd && (*it)->GetElementType() == elementType)
|
||||
++it;
|
||||
|
||||
std::size_t count = it - first;
|
||||
if (elementType >= m_elementRenderers.size() || !m_elementRenderers[elementType])
|
||||
continue;
|
||||
|
||||
callback(elementType, first, count);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#include <Nazara/Graphics/DebugOff.hpp>
|
||||
|
|
|
|||
|
|
@ -0,0 +1,39 @@
|
|||
// Copyright (C) 2022 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
|
||||
// This file is part of the "Nazara Engine - Graphics module"
|
||||
// For conditions of distribution and use, see copyright notice in Config.hpp
|
||||
|
||||
#pragma once
|
||||
|
||||
#ifndef NAZARA_GRAPHICS_FRAMEPIPELINEPASS_HPP
|
||||
#define NAZARA_GRAPHICS_FRAMEPIPELINEPASS_HPP
|
||||
|
||||
#include <Nazara/Prerequisites.hpp>
|
||||
#include <Nazara/Graphics/Config.hpp>
|
||||
|
||||
namespace Nz
|
||||
{
|
||||
class InstancedRenderable;
|
||||
class WorldInstance;
|
||||
|
||||
class NAZARA_GRAPHICS_API FramePipelinePass
|
||||
{
|
||||
public:
|
||||
FramePipelinePass() = default;
|
||||
FramePipelinePass(const FramePipelinePass&) = delete;
|
||||
FramePipelinePass(FramePipelinePass&&) = delete;
|
||||
virtual ~FramePipelinePass();
|
||||
|
||||
FramePipelinePass& operator=(const FramePipelinePass&) = delete;
|
||||
FramePipelinePass& operator=(FramePipelinePass&&) = delete;
|
||||
|
||||
struct VisibleRenderable
|
||||
{
|
||||
const InstancedRenderable* instancedRenderable;
|
||||
const WorldInstance* worldInstance;
|
||||
};
|
||||
};
|
||||
}
|
||||
|
||||
#include <Nazara/Graphics/FramePipelinePass.inl>
|
||||
|
||||
#endif // NAZARA_GRAPHICS_FRAMEPIPELINEPASS_HPP
|
||||
|
|
@ -0,0 +1,12 @@
|
|||
// Copyright (C) 2022 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
|
||||
// This file is part of the "Nazara Engine - Graphics module"
|
||||
// For conditions of distribution and use, see copyright notice in Config.hpp
|
||||
|
||||
#include <Nazara/Graphics/FramePipelinePass.hpp>
|
||||
#include <Nazara/Graphics/Debug.hpp>
|
||||
|
||||
namespace Nz
|
||||
{
|
||||
}
|
||||
|
||||
#include <Nazara/Graphics/DebugOff.hpp>
|
||||
|
|
@ -16,7 +16,7 @@ namespace Nz
|
|||
class NAZARA_GRAPHICS_API Material : public Resource
|
||||
{
|
||||
public:
|
||||
Material();
|
||||
Material() = default;
|
||||
~Material() = default;
|
||||
|
||||
inline void AddPass(std::size_t passIndex, std::shared_ptr<MaterialPass> pass);
|
||||
|
|
@ -24,6 +24,8 @@ namespace Nz
|
|||
|
||||
inline const std::shared_ptr<MaterialPass>& FindPass(const std::string& passName) const;
|
||||
|
||||
template<typename F> void ForEachPass(F&& callback);
|
||||
|
||||
inline const std::shared_ptr<MaterialPass>& GetPass(std::size_t passIndex) const;
|
||||
|
||||
inline bool HasPass(std::size_t passIndex) const;
|
||||
|
|
|
|||
|
|
@ -27,6 +27,16 @@ namespace Nz
|
|||
return GetPass(registry.GetPassIndex(passName));
|
||||
}
|
||||
|
||||
template<typename F>
|
||||
void Material::ForEachPass(F&& callback)
|
||||
{
|
||||
for (std::size_t i = 0; i < m_passes.size(); ++i)
|
||||
{
|
||||
if (m_passes[i])
|
||||
callback(i, m_passes[i]);
|
||||
}
|
||||
}
|
||||
|
||||
inline const std::shared_ptr<MaterialPass>& Material::GetPass(std::size_t passIndex) const
|
||||
{
|
||||
if (passIndex >= m_passes.size())
|
||||
|
|
|
|||
|
|
@ -103,15 +103,17 @@ namespace Nz
|
|||
inline void SetTextureSampler(std::size_t textureIndex, TextureSamplerInfo samplerInfo);
|
||||
inline void SetUniformBuffer(std::size_t bufferIndex, std::shared_ptr<RenderBuffer> uniformBuffer);
|
||||
|
||||
bool Update(RenderFrame& renderFrame, CommandBufferBuilder& builder);
|
||||
void Update(RenderFrame& renderFrame, CommandBufferBuilder& builder);
|
||||
|
||||
// Signals:
|
||||
NazaraSignal(OnMaterialInvalidated, const MaterialPass* /*material*/);
|
||||
NazaraSignal(OnMaterialRelease, const MaterialPass* /*material*/);
|
||||
NazaraSignal(OnMaterialPassInvalidated, const MaterialPass* /*materialPass*/);
|
||||
NazaraSignal(OnMaterialPassPipelineInvalidated, const MaterialPass* /*materialPass*/);
|
||||
NazaraSignal(OnMaterialPassShaderBindingInvalidated, const MaterialPass* /*materialPass*/);
|
||||
NazaraSignal(OnMaterialPassRelease, const MaterialPass* /*materialPass*/);
|
||||
|
||||
private:
|
||||
inline void InvalidateCommandBuffer();
|
||||
inline void InvalidatePipeline();
|
||||
inline void InvalidateShaderBinding();
|
||||
inline void InvalidateTextureSampler(std::size_t textureIndex);
|
||||
inline void InvalidateUniformData(std::size_t uniformBufferIndex);
|
||||
void UpdatePipeline() const;
|
||||
|
|
@ -137,7 +139,6 @@ namespace Nz
|
|||
mutable std::shared_ptr<MaterialPipeline> m_pipeline;
|
||||
mutable MaterialPipelineInfo m_pipelineInfo;
|
||||
MaterialPassFlags m_flags;
|
||||
bool m_forceCommandBufferRegeneration;
|
||||
mutable bool m_pipelineUpdated;
|
||||
};
|
||||
}
|
||||
|
|
|
|||
|
|
@ -16,7 +16,7 @@ namespace Nz
|
|||
*/
|
||||
inline MaterialPass::~MaterialPass()
|
||||
{
|
||||
OnMaterialRelease(this);
|
||||
OnMaterialPassRelease(this);
|
||||
}
|
||||
|
||||
/*!
|
||||
|
|
@ -609,7 +609,7 @@ namespace Nz
|
|||
{
|
||||
m_textures[textureIndex].texture = std::move(texture);
|
||||
|
||||
InvalidateCommandBuffer();
|
||||
InvalidateShaderBinding();
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -632,22 +632,20 @@ namespace Nz
|
|||
m_uniformBuffers[bufferIndex].buffer = std::move(uniformBuffer);
|
||||
m_uniformBuffers[bufferIndex].dataInvalidated = true;
|
||||
|
||||
InvalidateCommandBuffer();
|
||||
InvalidateShaderBinding();
|
||||
}
|
||||
}
|
||||
|
||||
inline void MaterialPass::InvalidateCommandBuffer()
|
||||
{
|
||||
m_forceCommandBufferRegeneration = true;
|
||||
OnMaterialInvalidated(this);
|
||||
}
|
||||
|
||||
inline void MaterialPass::InvalidatePipeline()
|
||||
{
|
||||
m_forceCommandBufferRegeneration = true;
|
||||
m_pipelineUpdated = false;
|
||||
|
||||
OnMaterialInvalidated(this);
|
||||
OnMaterialPassPipelineInvalidated(this);
|
||||
}
|
||||
|
||||
inline void MaterialPass::InvalidateShaderBinding()
|
||||
{
|
||||
OnMaterialPassShaderBindingInvalidated(this);
|
||||
}
|
||||
|
||||
inline void MaterialPass::InvalidateTextureSampler(std::size_t textureIndex)
|
||||
|
|
@ -655,7 +653,7 @@ namespace Nz
|
|||
assert(textureIndex < m_textures.size());
|
||||
m_textures[textureIndex].sampler.reset();
|
||||
|
||||
InvalidateCommandBuffer();
|
||||
InvalidateShaderBinding();
|
||||
}
|
||||
|
||||
inline void MaterialPass::InvalidateUniformData(std::size_t uniformBufferIndex)
|
||||
|
|
@ -664,7 +662,7 @@ namespace Nz
|
|||
UniformBuffer& uboEntry = m_uniformBuffers[uniformBufferIndex];
|
||||
uboEntry.dataInvalidated = true;
|
||||
|
||||
OnMaterialInvalidated(this);
|
||||
OnMaterialPassInvalidated(this);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -0,0 +1,179 @@
|
|||
// Copyright (C) 2022 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
|
||||
// This file is part of the "Nazara Engine - Graphics module"
|
||||
// For conditions of distribution and use, see copyright notice in Config.hpp
|
||||
|
||||
#include <Nazara/Graphics/DepthPipelinePass.hpp>
|
||||
#include <Nazara/Graphics/AbstractViewer.hpp>
|
||||
#include <Nazara/Graphics/ElementRenderer.hpp>
|
||||
#include <Nazara/Graphics/FrameGraph.hpp>
|
||||
#include <Nazara/Graphics/FramePipeline.hpp>
|
||||
#include <Nazara/Graphics/Graphics.hpp>
|
||||
#include <Nazara/Graphics/InstancedRenderable.hpp>
|
||||
#include <Nazara/Graphics/Material.hpp>
|
||||
#include <Nazara/Renderer/RenderFrame.hpp>
|
||||
#include <Nazara/Graphics/Debug.hpp>
|
||||
|
||||
namespace Nz
|
||||
{
|
||||
DepthPipelinePass::DepthPipelinePass(FramePipeline& owner, AbstractViewer* viewer) :
|
||||
m_lastVisibilityHash(0),
|
||||
m_viewer(viewer),
|
||||
m_pipeline(owner),
|
||||
m_rebuildCommandBuffer(false),
|
||||
m_rebuildElements(false)
|
||||
{
|
||||
m_depthPassIndex = Graphics::Instance()->GetMaterialPassRegistry().GetPassIndex("DepthPass");
|
||||
}
|
||||
|
||||
DepthPipelinePass::~DepthPipelinePass()
|
||||
{
|
||||
for (auto&& [materialPass, entry] : m_materialPasses)
|
||||
m_pipeline.UnregisterMaterialPass(materialPass);
|
||||
}
|
||||
|
||||
void DepthPipelinePass::Prepare(RenderFrame& renderFrame, const Frustumf& frustum, const std::vector<FramePipelinePass::VisibleRenderable>& visibleRenderables, std::size_t visibilityHash)
|
||||
{
|
||||
if (m_lastVisibilityHash != visibilityHash)
|
||||
{
|
||||
renderFrame.PushForRelease(std::move(m_renderElements));
|
||||
m_renderElements.clear();
|
||||
|
||||
for (const auto& renderableData : visibleRenderables)
|
||||
renderableData.instancedRenderable->BuildElement(m_depthPassIndex, *renderableData.worldInstance, m_renderElements);
|
||||
|
||||
m_renderQueueRegistry.Clear();
|
||||
m_renderQueue.Clear();
|
||||
|
||||
for (const auto& renderElement : m_renderElements)
|
||||
{
|
||||
renderElement->Register(m_renderQueueRegistry);
|
||||
m_renderQueue.Insert(renderElement.get());
|
||||
}
|
||||
|
||||
m_renderQueueRegistry.Finalize();
|
||||
|
||||
m_lastVisibilityHash = visibilityHash;
|
||||
m_rebuildElements = true;
|
||||
}
|
||||
|
||||
// TODO: Don't sort every frame if no material pass requires distance sorting
|
||||
m_renderQueue.Sort([&](const RenderElement* element)
|
||||
{
|
||||
return element->ComputeSortingScore(frustum, m_renderQueueRegistry);
|
||||
});
|
||||
|
||||
if (m_rebuildElements)
|
||||
{
|
||||
m_pipeline.ForEachElementRenderer([&](std::size_t elementType, ElementRenderer& elementRenderer)
|
||||
{
|
||||
if (elementType >= m_elementRendererData.size() || !m_elementRendererData[elementType])
|
||||
{
|
||||
if (elementType >= m_elementRendererData.size())
|
||||
m_elementRendererData.resize(elementType + 1);
|
||||
|
||||
m_elementRendererData[elementType] = elementRenderer.InstanciateData();
|
||||
}
|
||||
|
||||
elementRenderer.Reset(*m_elementRendererData[elementType], renderFrame);
|
||||
});
|
||||
|
||||
const auto& viewerInstance = m_viewer->GetViewerInstance();
|
||||
|
||||
m_pipeline.ProcessRenderQueue(m_renderQueue, [&](std::size_t elementType, const Pointer<const RenderElement>* elements, std::size_t elementCount)
|
||||
{
|
||||
ElementRenderer& elementRenderer = m_pipeline.GetElementRenderer(elementType);
|
||||
|
||||
m_renderStates.clear();
|
||||
m_renderStates.resize(elementCount);
|
||||
|
||||
elementRenderer.Prepare(viewerInstance, *m_elementRendererData[elementType], renderFrame, elementCount, elements, m_renderStates.data());
|
||||
});
|
||||
|
||||
m_pipeline.ForEachElementRenderer([&](std::size_t elementType, ElementRenderer& elementRenderer)
|
||||
{
|
||||
elementRenderer.PrepareEnd(renderFrame, *m_elementRendererData[elementType]);
|
||||
});
|
||||
|
||||
m_rebuildCommandBuffer = true;
|
||||
m_rebuildElements = false;
|
||||
}
|
||||
}
|
||||
|
||||
void DepthPipelinePass::RegisterMaterial(const Material& material)
|
||||
{
|
||||
if (!material.HasPass(m_depthPassIndex))
|
||||
return;
|
||||
|
||||
MaterialPass* materialPass = material.GetPass(m_depthPassIndex).get();
|
||||
|
||||
auto it = m_materialPasses.find(materialPass);
|
||||
if (it == m_materialPasses.end())
|
||||
{
|
||||
m_pipeline.RegisterMaterialPass(materialPass);
|
||||
|
||||
auto& matPassEntry = m_materialPasses[materialPass];
|
||||
matPassEntry.onMaterialPipelineInvalidated.Connect(materialPass->OnMaterialPassPipelineInvalidated, [=](const MaterialPass*)
|
||||
{
|
||||
m_rebuildElements = true;
|
||||
});
|
||||
|
||||
matPassEntry.onMaterialShaderBindingInvalidated.Connect(materialPass->OnMaterialPassShaderBindingInvalidated, [=](const MaterialPass*)
|
||||
{
|
||||
m_rebuildCommandBuffer = true;
|
||||
});
|
||||
}
|
||||
else
|
||||
it->second.usedCount++;
|
||||
}
|
||||
|
||||
void DepthPipelinePass::RegisterToFrameGraph(FrameGraph& frameGraph, std::size_t depthBufferIndex)
|
||||
{
|
||||
FramePass& depthPrepass = frameGraph.AddPass("Depth pre-pass");
|
||||
depthPrepass.SetDepthStencilOutput(depthBufferIndex);
|
||||
depthPrepass.SetDepthStencilClear(1.f, 0);
|
||||
|
||||
depthPrepass.SetExecutionCallback([&]()
|
||||
{
|
||||
if (m_rebuildCommandBuffer)
|
||||
return FramePassExecution::UpdateAndExecute;
|
||||
else
|
||||
return FramePassExecution::Execute;
|
||||
});
|
||||
|
||||
depthPrepass.SetCommandCallback([this](CommandBufferBuilder& builder, const Recti& /*renderRect*/)
|
||||
{
|
||||
Recti viewport = m_viewer->GetViewport();
|
||||
|
||||
builder.SetScissor(viewport);
|
||||
builder.SetViewport(viewport);
|
||||
|
||||
const auto& viewerInstance = m_viewer->GetViewerInstance();
|
||||
|
||||
m_pipeline.ProcessRenderQueue(m_renderQueue, [&](std::size_t elementType, const Pointer<const RenderElement>* elements, std::size_t elementCount)
|
||||
{
|
||||
ElementRenderer& elementRenderer = m_pipeline.GetElementRenderer(elementType);
|
||||
elementRenderer.Render(viewerInstance, *m_elementRendererData[elementType], builder, elementCount, elements);
|
||||
});
|
||||
|
||||
m_rebuildCommandBuffer = false;
|
||||
});
|
||||
}
|
||||
|
||||
void DepthPipelinePass::UnregisterMaterial(const Material& material)
|
||||
{
|
||||
if (!material.HasPass(m_depthPassIndex))
|
||||
return;
|
||||
|
||||
MaterialPass* materialPass = material.GetPass(m_depthPassIndex).get();
|
||||
|
||||
auto it = m_materialPasses.find(materialPass);
|
||||
if (it != m_materialPasses.end())
|
||||
{
|
||||
if (--it->second.usedCount == 0)
|
||||
{
|
||||
m_pipeline.UnregisterMaterialPass(materialPass);
|
||||
m_materialPasses.erase(it);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -12,8 +12,6 @@
|
|||
#include <Nazara/Graphics/PointLight.hpp>
|
||||
#include <Nazara/Graphics/PredefinedShaderStructs.hpp>
|
||||
#include <Nazara/Graphics/RenderElement.hpp>
|
||||
#include <Nazara/Graphics/SpriteChainRenderer.hpp>
|
||||
#include <Nazara/Graphics/SubmeshRenderer.hpp>
|
||||
#include <Nazara/Graphics/ViewerInstance.hpp>
|
||||
#include <Nazara/Graphics/WorldInstance.hpp>
|
||||
#include <Nazara/Math/Angle.hpp>
|
||||
|
|
@ -32,14 +30,13 @@ namespace Nz
|
|||
m_rebuildFrameGraph(true)
|
||||
{
|
||||
auto& passRegistry = Graphics::Instance()->GetMaterialPassRegistry();
|
||||
m_depthPassIndex = passRegistry.GetPassIndex("DepthPass");
|
||||
m_forwardPassIndex = passRegistry.GetPassIndex("ForwardPass");
|
||||
}
|
||||
|
||||
m_elementRenderers.resize(BasicRenderElementCount);
|
||||
m_elementRenderers[UnderlyingCast(BasicRenderElement::SpriteChain)] = std::make_unique<SpriteChainRenderer>(*Graphics::Instance()->GetRenderDevice());
|
||||
m_elementRenderers[UnderlyingCast(BasicRenderElement::Submesh)] = std::make_unique<SubmeshRenderer>();
|
||||
|
||||
m_lightUboPool = std::make_shared<LightUboPool>();
|
||||
ForwardFramePipeline::~ForwardFramePipeline()
|
||||
{
|
||||
// Force viewer passes to unregister their materials
|
||||
m_viewers.clear();
|
||||
}
|
||||
|
||||
void ForwardFramePipeline::InvalidateViewer(AbstractViewer* viewerInstance)
|
||||
|
|
@ -64,15 +61,21 @@ namespace Nz
|
|||
{
|
||||
auto& renderableData = renderableMap.emplace(instancedRenderable, RenderableData{}).first->second;
|
||||
renderableData.renderMask = renderMask;
|
||||
|
||||
renderableData.onElementInvalidated.Connect(instancedRenderable->OnElementInvalidated, [this](InstancedRenderable* /*instancedRenderable*/)
|
||||
|
||||
renderableData.onElementInvalidated.Connect(instancedRenderable->OnElementInvalidated, [=](InstancedRenderable* /*instancedRenderable*/)
|
||||
{
|
||||
// TODO: Invalidate only relevant viewers
|
||||
// TODO: Invalidate only relevant viewers and passes
|
||||
for (auto&& [viewer, viewerData] : m_viewers)
|
||||
{
|
||||
viewerData.rebuildDepthPrepass = true;
|
||||
viewerData.rebuildForwardPass = true;
|
||||
viewerData.prepare = true;
|
||||
UInt32 viewerRenderMask = viewer->GetRenderMask();
|
||||
|
||||
if (viewerRenderMask & renderMask)
|
||||
{
|
||||
if (viewerData.depthPrepass)
|
||||
viewerData.depthPrepass->ForceInvalidation();
|
||||
|
||||
viewerData.forwardPass->ForceInvalidation();
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
|
|
@ -80,29 +83,25 @@ namespace Nz
|
|||
{
|
||||
if (newMaterial)
|
||||
{
|
||||
if (const auto& pass = newMaterial->GetPass(m_depthPassIndex))
|
||||
RegisterMaterialPass(pass.get());
|
||||
for (auto&& [viewer, viewerData] : m_viewers)
|
||||
{
|
||||
if (viewerData.depthPrepass)
|
||||
viewerData.depthPrepass->RegisterMaterial(*newMaterial);
|
||||
|
||||
if (const auto& pass = newMaterial->GetPass(m_forwardPassIndex))
|
||||
RegisterMaterialPass(pass.get());
|
||||
viewerData.forwardPass->RegisterMaterial(*newMaterial);
|
||||
}
|
||||
}
|
||||
|
||||
const auto& prevMaterial = instancedRenderable->GetMaterial(materialIndex);
|
||||
if (prevMaterial)
|
||||
{
|
||||
if (const auto& pass = prevMaterial->GetPass(m_depthPassIndex))
|
||||
UnregisterMaterialPass(pass.get());
|
||||
for (auto&& [viewer, viewerData] : m_viewers)
|
||||
{
|
||||
if (viewerData.depthPrepass)
|
||||
viewerData.depthPrepass->UnregisterMaterial(*prevMaterial);
|
||||
|
||||
if (const auto& pass = prevMaterial->GetPass(m_forwardPassIndex))
|
||||
UnregisterMaterialPass(pass.get());
|
||||
}
|
||||
|
||||
// TODO: Invalidate only relevant viewers
|
||||
for (auto&& [viewer, viewerData] : m_viewers)
|
||||
{
|
||||
viewerData.rebuildDepthPrepass = true;
|
||||
viewerData.rebuildForwardPass = true;
|
||||
viewerData.prepare = true;
|
||||
viewerData.forwardPass->UnregisterMaterial(*prevMaterial);
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
|
|
@ -111,21 +110,13 @@ namespace Nz
|
|||
{
|
||||
if (Material* mat = instancedRenderable->GetMaterial(i).get())
|
||||
{
|
||||
if (const auto& pass = mat->GetPass(m_depthPassIndex))
|
||||
RegisterMaterialPass(pass.get());
|
||||
for (auto&& [viewer, viewerData] : m_viewers)
|
||||
{
|
||||
if (viewerData.depthPrepass)
|
||||
viewerData.depthPrepass->RegisterMaterial(*mat);
|
||||
|
||||
if (const auto& pass = mat->GetPass(m_forwardPassIndex))
|
||||
RegisterMaterialPass(pass.get());
|
||||
}
|
||||
}
|
||||
|
||||
for (auto&& [viewer, viewerData] : m_viewers)
|
||||
{
|
||||
if (viewer->GetRenderMask() & renderMask)
|
||||
{
|
||||
viewerData.rebuildDepthPrepass = true;
|
||||
viewerData.rebuildForwardPass = true;
|
||||
viewerData.prepare = true;
|
||||
viewerData.forwardPass->RegisterMaterial(*mat);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -136,20 +127,42 @@ namespace Nz
|
|||
auto& lightData = m_lights[light.get()];
|
||||
lightData.light = std::move(light);
|
||||
lightData.renderMask = renderMask;
|
||||
lightData.onLightInvalidated.Connect(lightData.light->OnLightDataInvalided, [this](Light*)
|
||||
lightData.onLightInvalidated.Connect(lightData.light->OnLightDataInvalided, [=](Light*)
|
||||
{
|
||||
//TODO: Switch lights to storage buffers so they can all be part of GPU memory
|
||||
for (auto&& [viewer, viewerData] : m_viewers)
|
||||
{
|
||||
viewerData.rebuildForwardPass = true;
|
||||
viewerData.prepare = true;
|
||||
UInt32 viewerRenderMask = viewer->GetRenderMask();
|
||||
|
||||
if (viewerRenderMask & renderMask)
|
||||
viewerData.forwardPass->ForceInvalidation();
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
void ForwardFramePipeline::RegisterMaterialPass(MaterialPass* materialPass)
|
||||
{
|
||||
auto it = m_activeMaterialPasses.find(materialPass);
|
||||
if (it == m_activeMaterialPasses.end())
|
||||
{
|
||||
it = m_activeMaterialPasses.emplace(materialPass, MaterialPassData{}).first;
|
||||
it->second.onMaterialPassInvalided.Connect(materialPass->OnMaterialPassInvalidated, [=](const MaterialPass* /*material*/)
|
||||
{
|
||||
m_invalidatedMaterialPasses.insert(materialPass);
|
||||
});
|
||||
|
||||
m_invalidatedMaterialPasses.insert(materialPass);
|
||||
}
|
||||
|
||||
it->second.usedCount++;
|
||||
}
|
||||
|
||||
void ForwardFramePipeline::RegisterViewer(AbstractViewer* viewerInstance, Int32 renderOrder)
|
||||
{
|
||||
auto& viewerData = m_viewers.emplace(viewerInstance, ViewerData{}).first->second;
|
||||
viewerData.renderOrder = renderOrder;
|
||||
viewerData.depthPrepass = std::make_unique<DepthPipelinePass>(*this, viewerInstance);
|
||||
viewerData.forwardPass = std::make_unique<ForwardPipelinePass>(*this, viewerInstance);
|
||||
|
||||
m_invalidatedViewerInstances.insert(viewerInstance);
|
||||
m_rebuildFrameGraph = true;
|
||||
|
|
@ -189,19 +202,10 @@ namespace Nz
|
|||
|
||||
m_invalidatedWorldInstances.clear();
|
||||
|
||||
for (MaterialPass* material : m_invalidatedMaterials)
|
||||
{
|
||||
if (material->Update(renderFrame, builder))
|
||||
{
|
||||
for (auto&& [viewer, viewerData] : m_viewers)
|
||||
{
|
||||
viewerData.rebuildDepthPrepass = true;
|
||||
viewerData.rebuildForwardPass = true;
|
||||
viewerData.prepare = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
m_invalidatedMaterials.clear();
|
||||
for (MaterialPass* materialPass : m_invalidatedMaterialPasses)
|
||||
materialPass->Update(renderFrame, builder);
|
||||
|
||||
m_invalidatedMaterialPasses.clear();
|
||||
|
||||
builder.PostTransferBarrier();
|
||||
}
|
||||
|
|
@ -213,9 +217,6 @@ namespace Nz
|
|||
return currentHash * 23 + newHash;
|
||||
};
|
||||
|
||||
PredefinedLightData lightOffsets = PredefinedLightData::GetOffsets();
|
||||
std::size_t lightUboAlignedSize = Align(lightOffsets.totalSize, graphics->GetRenderDevice()->GetDeviceInfo().limits.minUniformBufferOffsetAlignment);
|
||||
|
||||
// Render queues handling
|
||||
for (auto&& [viewer, data] : m_viewers)
|
||||
{
|
||||
|
|
@ -259,7 +260,9 @@ namespace Nz
|
|||
visibilityHash = CombineHash(visibilityHash, std::hash<const void*>()(worldInstance.get()));
|
||||
}
|
||||
|
||||
// TODO: Lights update shouldn't trigger a rebuild of the depth prepass
|
||||
// Lights update don't trigger a rebuild of the depth pre-pass
|
||||
std::size_t depthVisibilityHash = visibilityHash;
|
||||
|
||||
m_visibleLights.clear();
|
||||
for (auto&& [light, lightData] : m_lights)
|
||||
{
|
||||
|
|
@ -273,245 +276,10 @@ namespace Nz
|
|||
}
|
||||
}
|
||||
|
||||
if (viewerData.visibilityHash != visibilityHash)
|
||||
{
|
||||
viewerData.rebuildDepthPrepass = true;
|
||||
viewerData.rebuildForwardPass = true;
|
||||
viewerData.prepare = true;
|
||||
if (viewerData.depthPrepass)
|
||||
viewerData.depthPrepass->Prepare(renderFrame, frustum, m_visibleRenderables, depthVisibilityHash);
|
||||
|
||||
viewerData.visibilityHash = visibilityHash;
|
||||
}
|
||||
|
||||
if (viewerData.rebuildDepthPrepass)
|
||||
{
|
||||
renderFrame.PushForRelease(std::move(viewerData.depthPrepassRenderElements));
|
||||
viewerData.depthPrepassRenderElements.clear();
|
||||
|
||||
for (const auto& renderableData : m_visibleRenderables)
|
||||
renderableData.instancedRenderable->BuildElement(m_depthPassIndex, *renderableData.worldInstance, viewerData.depthPrepassRenderElements);
|
||||
|
||||
viewerData.depthPrepassRegistry.Clear();
|
||||
viewerData.depthPrepassRenderQueue.Clear();
|
||||
|
||||
for (const auto& renderElement : viewerData.depthPrepassRenderElements)
|
||||
{
|
||||
renderElement->Register(viewerData.depthPrepassRegistry);
|
||||
viewerData.depthPrepassRenderQueue.Insert(renderElement.get());
|
||||
}
|
||||
|
||||
viewerData.depthPrepassRegistry.Finalize();
|
||||
}
|
||||
|
||||
viewerData.depthPrepassRenderQueue.Sort([&](const RenderElement* element)
|
||||
{
|
||||
return element->ComputeSortingScore(frustum, viewerData.depthPrepassRegistry);
|
||||
});
|
||||
|
||||
if (viewerData.rebuildForwardPass)
|
||||
{
|
||||
renderFrame.PushForRelease(std::move(viewerData.forwardRenderElements));
|
||||
viewerData.forwardRenderElements.clear();
|
||||
viewerData.forwardRegistry.Clear();
|
||||
viewerData.forwardRenderQueue.Clear();
|
||||
viewerData.lightBufferPerLights.clear();
|
||||
viewerData.lightPerRenderElement.clear();
|
||||
|
||||
for (auto& lightDataUbo : m_lightDataBuffers)
|
||||
{
|
||||
renderFrame.PushReleaseCallback([pool = m_lightUboPool, lightUbo = std::move(lightDataUbo.renderBuffer)]()
|
||||
{
|
||||
pool->lightUboBuffers.push_back(std::move(lightUbo));
|
||||
});
|
||||
}
|
||||
m_lightDataBuffers.clear();
|
||||
|
||||
for (const auto& renderableData : m_visibleRenderables)
|
||||
{
|
||||
BoundingVolumef renderableBoundingVolume(renderableData.instancedRenderable->GetAABB());
|
||||
renderableBoundingVolume.Update(renderableData.worldInstance->GetWorldMatrix());
|
||||
|
||||
// Select lights (TODO: Cull lights in frustum)
|
||||
m_renderableLights.clear();
|
||||
for (const Light* light : m_visibleLights)
|
||||
{
|
||||
const BoundingVolumef& boundingVolume = light->GetBoundingVolume();
|
||||
if (boundingVolume.Intersect(renderableBoundingVolume.aabb))
|
||||
m_renderableLights.push_back(light);
|
||||
}
|
||||
|
||||
// Sort lights
|
||||
std::sort(m_renderableLights.begin(), m_renderableLights.end(), [&](const Light* lhs, const Light* rhs)
|
||||
{
|
||||
return lhs->ComputeContributionScore(renderableBoundingVolume) < rhs->ComputeContributionScore(renderableBoundingVolume);
|
||||
});
|
||||
|
||||
std::size_t lightCount = std::min(m_renderableLights.size(), MaxLightCountPerDraw);
|
||||
|
||||
LightKey lightKey;
|
||||
lightKey.fill(nullptr);
|
||||
for (std::size_t i = 0; i < lightCount; ++i)
|
||||
lightKey[i] = m_renderableLights[i];
|
||||
|
||||
RenderBufferView lightUboView;
|
||||
|
||||
auto it = viewerData.lightBufferPerLights.find(lightKey);
|
||||
if (it == viewerData.lightBufferPerLights.end())
|
||||
{
|
||||
// Prepare light ubo upload
|
||||
|
||||
// Find light ubo
|
||||
LightDataUbo* targetLightData = nullptr;
|
||||
for (auto& lightUboData : m_lightDataBuffers)
|
||||
{
|
||||
if (lightUboData.offset + lightUboAlignedSize <= lightUboData.renderBuffer->GetSize())
|
||||
{
|
||||
targetLightData = &lightUboData;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (!targetLightData)
|
||||
{
|
||||
// Make a new light UBO
|
||||
auto& lightUboData = m_lightDataBuffers.emplace_back();
|
||||
|
||||
// Reuse from pool if possible
|
||||
if (!m_lightUboPool->lightUboBuffers.empty())
|
||||
{
|
||||
lightUboData.renderBuffer = m_lightUboPool->lightUboBuffers.back();
|
||||
m_lightUboPool->lightUboBuffers.pop_back();
|
||||
}
|
||||
else
|
||||
lightUboData.renderBuffer = graphics->GetRenderDevice()->InstantiateBuffer(BufferType::Uniform, 256 * lightUboAlignedSize, BufferUsage::DeviceLocal | BufferUsage::Dynamic | BufferUsage::Write);
|
||||
|
||||
targetLightData = &lightUboData;
|
||||
}
|
||||
|
||||
assert(targetLightData);
|
||||
if (!targetLightData->allocation)
|
||||
targetLightData->allocation = &uploadPool.Allocate(targetLightData->renderBuffer->GetSize());
|
||||
|
||||
void* lightDataPtr = static_cast<UInt8*>(targetLightData->allocation->mappedPtr) + targetLightData->offset;
|
||||
AccessByOffset<UInt32&>(lightDataPtr, lightOffsets.lightCountOffset) = SafeCast<UInt32>(lightCount);
|
||||
|
||||
UInt8* lightPtr = static_cast<UInt8*>(lightDataPtr) + lightOffsets.lightsOffset;
|
||||
for (std::size_t i = 0; i < lightCount; ++i)
|
||||
{
|
||||
m_renderableLights[i]->FillLightData(lightPtr);
|
||||
lightPtr += lightOffsets.lightSize;
|
||||
}
|
||||
|
||||
// Associate render element with light ubo
|
||||
lightUboView = RenderBufferView(targetLightData->renderBuffer.get(), targetLightData->offset, lightUboAlignedSize);
|
||||
|
||||
targetLightData->offset += lightUboAlignedSize;
|
||||
|
||||
viewerData.lightBufferPerLights.emplace(lightKey, lightUboView);
|
||||
}
|
||||
else
|
||||
lightUboView = it->second;
|
||||
|
||||
std::size_t previousCount = viewerData.forwardRenderElements.size();
|
||||
renderableData.instancedRenderable->BuildElement(m_forwardPassIndex, *renderableData.worldInstance, viewerData.forwardRenderElements);
|
||||
for (std::size_t i = previousCount; i < viewerData.forwardRenderElements.size(); ++i)
|
||||
{
|
||||
const RenderElement* element = viewerData.forwardRenderElements[i].get();
|
||||
viewerData.lightPerRenderElement.emplace(element, lightUboView);
|
||||
}
|
||||
}
|
||||
|
||||
for (const auto& renderElement : viewerData.forwardRenderElements)
|
||||
{
|
||||
renderElement->Register(viewerData.forwardRegistry);
|
||||
viewerData.forwardRenderQueue.Insert(renderElement.get());
|
||||
}
|
||||
|
||||
viewerData.forwardRegistry.Finalize();
|
||||
|
||||
renderFrame.Execute([&](CommandBufferBuilder& builder)
|
||||
{
|
||||
builder.BeginDebugRegion("Light UBO Update", Color::Yellow);
|
||||
{
|
||||
for (auto& lightUboData : m_lightDataBuffers)
|
||||
{
|
||||
if (!lightUboData.allocation)
|
||||
continue;
|
||||
|
||||
builder.CopyBuffer(*lightUboData.allocation, RenderBufferView(lightUboData.renderBuffer.get(), 0, lightUboData.offset));
|
||||
}
|
||||
|
||||
builder.PostTransferBarrier();
|
||||
}
|
||||
builder.EndDebugRegion();
|
||||
}, QueueType::Transfer);
|
||||
}
|
||||
|
||||
viewerData.forwardRenderQueue.Sort([&](const RenderElement* element)
|
||||
{
|
||||
return element->ComputeSortingScore(frustum, viewerData.forwardRegistry);
|
||||
});
|
||||
}
|
||||
|
||||
for (auto&& [viewer, viewerData] : m_viewers)
|
||||
{
|
||||
if (!viewerData.prepare)
|
||||
continue;
|
||||
|
||||
for (std::size_t i = 0; i < m_elementRenderers.size(); ++i)
|
||||
{
|
||||
auto& elementRendererPtr = m_elementRenderers[i];
|
||||
|
||||
if (i >= viewerData.elementRendererData.size() || !viewerData.elementRendererData[i])
|
||||
{
|
||||
if (i >= viewerData.elementRendererData.size())
|
||||
viewerData.elementRendererData.resize(i + 1);
|
||||
|
||||
viewerData.elementRendererData[i] = elementRendererPtr->InstanciateData();
|
||||
}
|
||||
|
||||
if (elementRendererPtr)
|
||||
elementRendererPtr->Reset(*viewerData.elementRendererData[i], renderFrame);
|
||||
}
|
||||
|
||||
auto& rendererData = viewerData.elementRendererData;
|
||||
|
||||
const auto& viewerInstance = viewer->GetViewerInstance();
|
||||
|
||||
ProcessRenderQueue(viewerData.depthPrepassRenderQueue, [&](std::size_t elementType, const Pointer<const RenderElement>* elements, std::size_t elementCount)
|
||||
{
|
||||
ElementRenderer& elementRenderer = *m_elementRenderers[elementType];
|
||||
|
||||
m_renderStates.clear();
|
||||
m_renderStates.resize(elementCount);
|
||||
|
||||
elementRenderer.Prepare(viewerInstance, *rendererData[elementType], renderFrame, elementCount, elements, m_renderStates.data());
|
||||
});
|
||||
|
||||
for (std::size_t i = 0; i < m_elementRenderers.size(); ++i)
|
||||
m_elementRenderers[i]->PrepareEnd(renderFrame, *rendererData[i]);
|
||||
|
||||
auto& lightPerRenderElement = viewerData.lightPerRenderElement;
|
||||
ProcessRenderQueue(viewerData.forwardRenderQueue, [&](std::size_t elementType, const Pointer<const RenderElement>* elements, std::size_t elementCount)
|
||||
{
|
||||
ElementRenderer& elementRenderer = *m_elementRenderers[elementType];
|
||||
|
||||
m_renderStates.clear();
|
||||
|
||||
m_renderStates.reserve(elementCount);
|
||||
for (std::size_t i = 0; i < elementCount; ++i)
|
||||
{
|
||||
auto it = lightPerRenderElement.find(elements[i]);
|
||||
assert(it != lightPerRenderElement.end());
|
||||
|
||||
auto& renderStates = m_renderStates.emplace_back();
|
||||
renderStates.lightData = it->second;
|
||||
}
|
||||
|
||||
elementRenderer.Prepare(viewerInstance, *rendererData[elementType], renderFrame, elementCount, elements, m_renderStates.data());
|
||||
});
|
||||
|
||||
for (std::size_t i = 0; i < m_elementRenderers.size(); ++i)
|
||||
m_elementRenderers[i]->PrepareEnd(renderFrame, *rendererData[i]);
|
||||
viewerData.forwardPass->Prepare(renderFrame, frustum, m_visibleRenderables, m_visibleLights, visibilityHash);
|
||||
}
|
||||
|
||||
if (m_bakedFrameGraph.Resize(renderFrame))
|
||||
|
|
@ -555,13 +323,7 @@ namespace Nz
|
|||
m_bakedFrameGraph.Execute(renderFrame);
|
||||
m_rebuildFrameGraph = false;
|
||||
|
||||
for (auto&& [viewer, viewerData] : m_viewers)
|
||||
{
|
||||
viewerData.rebuildForwardPass = false;
|
||||
viewerData.rebuildDepthPrepass = false;
|
||||
viewerData.prepare = false;
|
||||
}
|
||||
|
||||
// Final blit (TODO: Make part of frame graph)
|
||||
const Vector2ui& frameSize = renderFrame.GetSize();
|
||||
for (auto&& [renderTargetPtr, renderTargetData] : m_renderTargets)
|
||||
{
|
||||
|
|
@ -623,30 +385,31 @@ namespace Nz
|
|||
std::size_t matCount = instancedRenderable->GetMaterialCount();
|
||||
for (std::size_t i = 0; i < matCount; ++i)
|
||||
{
|
||||
if (const auto& pass = instancedRenderable->GetMaterial(i)->GetPass(m_depthPassIndex))
|
||||
UnregisterMaterialPass(pass.get());
|
||||
for (auto&& [viewer, viewerData] : m_viewers)
|
||||
{
|
||||
const auto& material = instancedRenderable->GetMaterial(i);
|
||||
if (viewerData.depthPrepass)
|
||||
viewerData.depthPrepass->UnregisterMaterial(*material);
|
||||
|
||||
if (const auto& pass = instancedRenderable->GetMaterial(i)->GetPass(m_forwardPassIndex))
|
||||
UnregisterMaterialPass(pass.get());
|
||||
}
|
||||
|
||||
for (auto&& [viewer, viewerData] : m_viewers)
|
||||
{
|
||||
viewerData.rebuildDepthPrepass = true;
|
||||
viewerData.rebuildForwardPass = true;
|
||||
viewerData.prepare = true;
|
||||
viewerData.forwardPass->UnregisterMaterial(*material);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ForwardFramePipeline::UnregisterLight(Light* light)
|
||||
{
|
||||
m_lights.erase(light);
|
||||
}
|
||||
|
||||
for (auto&& [viewer, viewerData] : m_viewers)
|
||||
{
|
||||
viewerData.rebuildForwardPass = true;
|
||||
viewerData.prepare = true;
|
||||
}
|
||||
void ForwardFramePipeline::UnregisterMaterialPass(MaterialPass* materialPass)
|
||||
{
|
||||
auto it = m_activeMaterialPasses.find(materialPass);
|
||||
assert(it != m_activeMaterialPasses.end());
|
||||
|
||||
MaterialPassData& materialData = it->second;
|
||||
assert(materialData.usedCount > 0);
|
||||
if (--materialData.usedCount == 0)
|
||||
m_activeMaterialPasses.erase(materialPass);
|
||||
}
|
||||
|
||||
void ForwardFramePipeline::UnregisterViewer(AbstractViewer* viewerInstance)
|
||||
|
|
@ -676,65 +439,10 @@ namespace Nz
|
|||
{
|
||||
auto& viewerData = data;
|
||||
|
||||
FramePass& depthPrepass = frameGraph.AddPass("Depth pre-pass");
|
||||
depthPrepass.SetDepthStencilOutput(viewerData.depthStencilAttachment);
|
||||
depthPrepass.SetDepthStencilClear(1.f, 0);
|
||||
|
||||
depthPrepass.SetExecutionCallback([&]()
|
||||
{
|
||||
if (viewerData.rebuildDepthPrepass)
|
||||
return FramePassExecution::UpdateAndExecute;
|
||||
else
|
||||
return FramePassExecution::Execute;
|
||||
});
|
||||
|
||||
depthPrepass.SetCommandCallback([this, viewer = viewer, &viewerData](CommandBufferBuilder& builder, const Recti& /*renderRect*/)
|
||||
{
|
||||
Recti viewport = viewer->GetViewport();
|
||||
if (viewerData.depthPrepass)
|
||||
viewerData.depthPrepass->RegisterToFrameGraph(frameGraph, viewerData.depthStencilAttachment);
|
||||
|
||||
builder.SetScissor(viewport);
|
||||
builder.SetViewport(viewport);
|
||||
|
||||
const auto& viewerInstance = viewer->GetViewerInstance();
|
||||
|
||||
ProcessRenderQueue(viewerData.depthPrepassRenderQueue, [&](std::size_t elementType, const Pointer<const RenderElement>* elements, std::size_t elementCount)
|
||||
{
|
||||
ElementRenderer& elementRenderer = *m_elementRenderers[elementType];
|
||||
elementRenderer.Render(viewerInstance, *viewerData.elementRendererData[elementType], builder, elementCount, elements);
|
||||
});
|
||||
});
|
||||
|
||||
FramePass& forwardPass = frameGraph.AddPass("Forward pass");
|
||||
forwardPass.AddOutput(viewerData.colorAttachment);
|
||||
forwardPass.SetDepthStencilInput(viewerData.depthStencilAttachment);
|
||||
//forwardPass.SetDepthStencilOutput(viewerData.depthStencilAttachment);
|
||||
|
||||
forwardPass.SetClearColor(0, viewer->GetClearColor());
|
||||
forwardPass.SetDepthStencilClear(1.f, 0);
|
||||
|
||||
forwardPass.SetExecutionCallback([&]()
|
||||
{
|
||||
if (viewerData.rebuildForwardPass)
|
||||
return FramePassExecution::UpdateAndExecute;
|
||||
else
|
||||
return FramePassExecution::Execute;
|
||||
});
|
||||
|
||||
forwardPass.SetCommandCallback([this, viewer = viewer, &viewerData](CommandBufferBuilder& builder, const Recti& /*renderRect*/)
|
||||
{
|
||||
Recti viewport = viewer->GetViewport();
|
||||
|
||||
builder.SetScissor(viewport);
|
||||
builder.SetViewport(viewport);
|
||||
|
||||
const auto& viewerInstance = viewer->GetViewerInstance();
|
||||
|
||||
ProcessRenderQueue(viewerData.forwardRenderQueue, [&](std::size_t elementType, const Pointer<const RenderElement>* elements, std::size_t elementCount)
|
||||
{
|
||||
ElementRenderer& elementRenderer = *m_elementRenderers[elementType];
|
||||
elementRenderer.Render(viewerInstance, *viewerData.elementRendererData[elementType], builder, elementCount, elements);
|
||||
});
|
||||
});
|
||||
viewerData.forwardPass->RegisterToFrameGraph(frameGraph, viewerData.colorAttachment, viewerData.depthStencilAttachment);
|
||||
}
|
||||
|
||||
using ViewerPair = std::pair<const RenderTarget*, const ViewerData*>;
|
||||
|
|
@ -808,60 +516,4 @@ namespace Nz
|
|||
|
||||
return frameGraph.Bake();
|
||||
}
|
||||
|
||||
void ForwardFramePipeline::RegisterMaterialPass(MaterialPass* material)
|
||||
{
|
||||
auto it = m_materials.find(material);
|
||||
if (it == m_materials.end())
|
||||
{
|
||||
it = m_materials.emplace(material, MaterialData{}).first;
|
||||
it->second.onMaterialInvalided.Connect(material->OnMaterialInvalidated, [this, material](const MaterialPass* /*material*/)
|
||||
{
|
||||
m_invalidatedMaterials.insert(material);
|
||||
});
|
||||
|
||||
m_invalidatedMaterials.insert(material);
|
||||
}
|
||||
|
||||
it->second.usedCount++;
|
||||
}
|
||||
|
||||
template<typename F>
|
||||
void ForwardFramePipeline::ProcessRenderQueue(const RenderQueue<RenderElement*>& renderQueue, F&& callback)
|
||||
{
|
||||
if (renderQueue.empty())
|
||||
return;
|
||||
|
||||
auto it = renderQueue.begin();
|
||||
auto itEnd = renderQueue.end();
|
||||
while (it != itEnd)
|
||||
{
|
||||
const RenderElement* element = *it;
|
||||
UInt8 elementType = element->GetElementType();
|
||||
|
||||
const Pointer<RenderElement>* first = it;
|
||||
|
||||
++it;
|
||||
while (it != itEnd && (*it)->GetElementType() == elementType)
|
||||
++it;
|
||||
|
||||
std::size_t count = it - first;
|
||||
|
||||
if (elementType >= m_elementRenderers.size() || !m_elementRenderers[elementType])
|
||||
continue;
|
||||
|
||||
callback(elementType, first, count);
|
||||
}
|
||||
}
|
||||
|
||||
void ForwardFramePipeline::UnregisterMaterialPass(MaterialPass* material)
|
||||
{
|
||||
auto it = m_materials.find(material);
|
||||
assert(it != m_materials.end());
|
||||
|
||||
MaterialData& materialData = it->second;
|
||||
assert(materialData.usedCount > 0);
|
||||
if (--materialData.usedCount == 0)
|
||||
m_materials.erase(material);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -0,0 +1,321 @@
|
|||
// Copyright (C) 2022 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
|
||||
// This file is part of the "Nazara Engine - Graphics module"
|
||||
// For conditions of distribution and use, see copyright notice in Config.hpp
|
||||
|
||||
#include <Nazara/Graphics/ForwardPipelinePass.hpp>
|
||||
#include <Nazara/Graphics/AbstractViewer.hpp>
|
||||
#include <Nazara/Graphics/FrameGraph.hpp>
|
||||
#include <Nazara/Graphics/FramePipeline.hpp>
|
||||
#include <Nazara/Graphics/InstancedRenderable.hpp>
|
||||
#include <Nazara/Graphics/Material.hpp>
|
||||
#include <Nazara/Graphics/PredefinedShaderStructs.hpp>
|
||||
#include <Nazara/Graphics/ViewerInstance.hpp>
|
||||
#include <Nazara/Renderer/CommandBufferBuilder.hpp>
|
||||
#include <Nazara/Renderer/RenderFrame.hpp>
|
||||
#include <Nazara/Graphics/Debug.hpp>
|
||||
|
||||
namespace Nz
|
||||
{
|
||||
ForwardPipelinePass::ForwardPipelinePass(FramePipeline& owner, AbstractViewer* viewer) :
|
||||
m_lastVisibilityHash(0),
|
||||
m_viewer(viewer),
|
||||
m_pipeline(owner),
|
||||
m_rebuildCommandBuffer(false),
|
||||
m_rebuildElements(false)
|
||||
{
|
||||
Graphics* graphics = Graphics::Instance();
|
||||
m_forwardPassIndex = graphics->GetMaterialPassRegistry().GetPassIndex("ForwardPass");
|
||||
m_lightUboPool = std::make_shared<LightUboPool>();
|
||||
}
|
||||
|
||||
ForwardPipelinePass::~ForwardPipelinePass()
|
||||
{
|
||||
for (auto&& [materialPass, entry] : m_materialPasses)
|
||||
m_pipeline.UnregisterMaterialPass(materialPass);
|
||||
}
|
||||
|
||||
void ForwardPipelinePass::Prepare(RenderFrame& renderFrame, const Frustumf& frustum, const std::vector<FramePipelinePass::VisibleRenderable>& visibleRenderables, const std::vector<const Light*>& visibleLights, std::size_t visibilityHash)
|
||||
{
|
||||
if (m_lastVisibilityHash != visibilityHash || m_rebuildElements) //< FIXME
|
||||
{
|
||||
renderFrame.PushForRelease(std::move(m_renderElements));
|
||||
m_renderElements.clear();
|
||||
m_renderQueueRegistry.Clear();
|
||||
m_renderQueue.Clear();
|
||||
m_lightBufferPerLights.clear();
|
||||
m_lightPerRenderElement.clear();
|
||||
|
||||
for (auto& lightDataUbo : m_lightDataBuffers)
|
||||
{
|
||||
renderFrame.PushReleaseCallback([pool = m_lightUboPool, lightUbo = std::move(lightDataUbo.renderBuffer)]()
|
||||
{
|
||||
pool->lightUboBuffers.push_back(std::move(lightUbo));
|
||||
});
|
||||
}
|
||||
m_lightDataBuffers.clear();
|
||||
|
||||
Graphics* graphics = Graphics::Instance();
|
||||
|
||||
PredefinedLightData lightOffsets = PredefinedLightData::GetOffsets();
|
||||
std::size_t lightUboAlignedSize = AlignPow2(lightOffsets.totalSize, graphics->GetRenderDevice()->GetDeviceInfo().limits.minUniformBufferOffsetAlignment);
|
||||
|
||||
UploadPool& uploadPool = renderFrame.GetUploadPool();
|
||||
|
||||
for (const auto& renderableData : visibleRenderables)
|
||||
{
|
||||
BoundingVolumef renderableBoundingVolume(renderableData.instancedRenderable->GetAABB());
|
||||
renderableBoundingVolume.Update(renderableData.worldInstance->GetWorldMatrix());
|
||||
|
||||
// Select lights
|
||||
m_renderableLights.clear();
|
||||
for (const Light* light : visibleLights)
|
||||
{
|
||||
const BoundingVolumef& boundingVolume = light->GetBoundingVolume();
|
||||
if (boundingVolume.Intersect(renderableBoundingVolume.aabb))
|
||||
m_renderableLights.push_back(light);
|
||||
}
|
||||
|
||||
// Sort lights
|
||||
std::sort(m_renderableLights.begin(), m_renderableLights.end(), [&](const Light* lhs, const Light* rhs)
|
||||
{
|
||||
return lhs->ComputeContributionScore(renderableBoundingVolume) < rhs->ComputeContributionScore(renderableBoundingVolume);
|
||||
});
|
||||
|
||||
std::size_t lightCount = std::min(m_renderableLights.size(), MaxLightCountPerDraw);
|
||||
|
||||
LightKey lightKey;
|
||||
lightKey.fill(nullptr);
|
||||
for (std::size_t i = 0; i < lightCount; ++i)
|
||||
lightKey[i] = m_renderableLights[i];
|
||||
|
||||
RenderBufferView lightUboView;
|
||||
|
||||
auto it = m_lightBufferPerLights.find(lightKey);
|
||||
if (it == m_lightBufferPerLights.end())
|
||||
{
|
||||
// Prepare light ubo upload
|
||||
|
||||
// Find light ubo
|
||||
LightDataUbo* targetLightData = nullptr;
|
||||
for (auto& lightUboData : m_lightDataBuffers)
|
||||
{
|
||||
if (lightUboData.offset + lightUboAlignedSize <= lightUboData.renderBuffer->GetSize())
|
||||
{
|
||||
targetLightData = &lightUboData;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (!targetLightData)
|
||||
{
|
||||
// Make a new light UBO
|
||||
auto& lightUboData = m_lightDataBuffers.emplace_back();
|
||||
|
||||
// Reuse from pool if possible
|
||||
if (!m_lightUboPool->lightUboBuffers.empty())
|
||||
{
|
||||
lightUboData.renderBuffer = m_lightUboPool->lightUboBuffers.back();
|
||||
m_lightUboPool->lightUboBuffers.pop_back();
|
||||
}
|
||||
else
|
||||
lightUboData.renderBuffer = graphics->GetRenderDevice()->InstantiateBuffer(BufferType::Uniform, 256 * lightUboAlignedSize, BufferUsage::DeviceLocal | BufferUsage::Dynamic | BufferUsage::Write);
|
||||
|
||||
targetLightData = &lightUboData;
|
||||
}
|
||||
|
||||
assert(targetLightData);
|
||||
if (!targetLightData->allocation)
|
||||
targetLightData->allocation = &uploadPool.Allocate(targetLightData->renderBuffer->GetSize());
|
||||
|
||||
void* lightDataPtr = static_cast<UInt8*>(targetLightData->allocation->mappedPtr) + targetLightData->offset;
|
||||
AccessByOffset<UInt32&>(lightDataPtr, lightOffsets.lightCountOffset) = SafeCast<UInt32>(lightCount);
|
||||
|
||||
UInt8* lightPtr = static_cast<UInt8*>(lightDataPtr) + lightOffsets.lightsOffset;
|
||||
for (std::size_t i = 0; i < lightCount; ++i)
|
||||
{
|
||||
m_renderableLights[i]->FillLightData(lightPtr);
|
||||
lightPtr += lightOffsets.lightSize;
|
||||
}
|
||||
|
||||
// Associate render element with light ubo
|
||||
lightUboView = RenderBufferView(targetLightData->renderBuffer.get(), targetLightData->offset, lightUboAlignedSize);
|
||||
|
||||
targetLightData->offset += lightUboAlignedSize;
|
||||
|
||||
m_lightBufferPerLights.emplace(lightKey, lightUboView);
|
||||
}
|
||||
else
|
||||
lightUboView = it->second;
|
||||
|
||||
std::size_t previousCount = m_renderElements.size();
|
||||
renderableData.instancedRenderable->BuildElement(m_forwardPassIndex, *renderableData.worldInstance, m_renderElements);
|
||||
for (std::size_t i = previousCount; i < m_renderElements.size(); ++i)
|
||||
{
|
||||
const RenderElement* element = m_renderElements[i].get();
|
||||
m_lightPerRenderElement.emplace(element, lightUboView);
|
||||
}
|
||||
}
|
||||
|
||||
for (const auto& renderElement : m_renderElements)
|
||||
{
|
||||
renderElement->Register(m_renderQueueRegistry);
|
||||
m_renderQueue.Insert(renderElement.get());
|
||||
}
|
||||
|
||||
m_renderQueueRegistry.Finalize();
|
||||
|
||||
renderFrame.Execute([&](CommandBufferBuilder& builder)
|
||||
{
|
||||
builder.BeginDebugRegion("Light UBO Update", Color::Yellow);
|
||||
{
|
||||
for (auto& lightUboData : m_lightDataBuffers)
|
||||
{
|
||||
if (!lightUboData.allocation)
|
||||
continue;
|
||||
|
||||
builder.CopyBuffer(*lightUboData.allocation, RenderBufferView(lightUboData.renderBuffer.get(), 0, lightUboData.offset));
|
||||
}
|
||||
|
||||
builder.PostTransferBarrier();
|
||||
}
|
||||
builder.EndDebugRegion();
|
||||
}, QueueType::Transfer);
|
||||
|
||||
m_lastVisibilityHash = visibilityHash;
|
||||
m_rebuildElements = true;
|
||||
}
|
||||
|
||||
// TODO: Don't sort every frame if no material pass requires distance sorting
|
||||
m_renderQueue.Sort([&](const RenderElement* element)
|
||||
{
|
||||
return element->ComputeSortingScore(frustum, m_renderQueueRegistry);
|
||||
});
|
||||
|
||||
if (m_rebuildElements)
|
||||
{
|
||||
m_pipeline.ForEachElementRenderer([&](std::size_t elementType, ElementRenderer& elementRenderer)
|
||||
{
|
||||
if (elementType >= m_elementRendererData.size() || !m_elementRendererData[elementType])
|
||||
{
|
||||
if (elementType >= m_elementRendererData.size())
|
||||
m_elementRendererData.resize(elementType + 1);
|
||||
|
||||
m_elementRendererData[elementType] = elementRenderer.InstanciateData();
|
||||
}
|
||||
|
||||
elementRenderer.Reset(*m_elementRendererData[elementType], renderFrame);
|
||||
});
|
||||
|
||||
const auto& viewerInstance = m_viewer->GetViewerInstance();
|
||||
|
||||
auto& lightPerRenderElement = m_lightPerRenderElement;
|
||||
m_pipeline.ProcessRenderQueue(m_renderQueue, [&](std::size_t elementType, const Pointer<const RenderElement>* elements, std::size_t elementCount)
|
||||
{
|
||||
ElementRenderer& elementRenderer = m_pipeline.GetElementRenderer(elementType);
|
||||
|
||||
m_renderStates.clear();
|
||||
|
||||
m_renderStates.reserve(elementCount);
|
||||
for (std::size_t i = 0; i < elementCount; ++i)
|
||||
{
|
||||
auto it = lightPerRenderElement.find(elements[i]);
|
||||
assert(it != lightPerRenderElement.end());
|
||||
|
||||
auto& renderStates = m_renderStates.emplace_back();
|
||||
renderStates.lightData = it->second;
|
||||
}
|
||||
|
||||
elementRenderer.Prepare(viewerInstance, *m_elementRendererData[elementType], renderFrame, elementCount, elements, m_renderStates.data());
|
||||
});
|
||||
|
||||
m_pipeline.ForEachElementRenderer([&](std::size_t elementType, ElementRenderer& elementRenderer)
|
||||
{
|
||||
elementRenderer.PrepareEnd(renderFrame, *m_elementRendererData[elementType]);
|
||||
});
|
||||
|
||||
m_rebuildCommandBuffer = true;
|
||||
m_rebuildElements = false;
|
||||
}
|
||||
}
|
||||
|
||||
void ForwardPipelinePass::RegisterMaterial(const Material& material)
|
||||
{
|
||||
if (!material.HasPass(m_forwardPassIndex))
|
||||
return;
|
||||
|
||||
MaterialPass* materialPass = material.GetPass(m_forwardPassIndex).get();
|
||||
|
||||
auto it = m_materialPasses.find(materialPass);
|
||||
if (it == m_materialPasses.end())
|
||||
{
|
||||
m_pipeline.RegisterMaterialPass(materialPass);
|
||||
|
||||
auto& matPassEntry = m_materialPasses[materialPass];
|
||||
matPassEntry.onMaterialPipelineInvalidated.Connect(materialPass->OnMaterialPassPipelineInvalidated, [=](const MaterialPass*)
|
||||
{
|
||||
m_rebuildElements = true;
|
||||
});
|
||||
|
||||
matPassEntry.onMaterialShaderBindingInvalidated.Connect(materialPass->OnMaterialPassShaderBindingInvalidated, [=](const MaterialPass*)
|
||||
{
|
||||
m_rebuildCommandBuffer = true;
|
||||
});
|
||||
}
|
||||
else
|
||||
it->second.usedCount++;
|
||||
}
|
||||
|
||||
void ForwardPipelinePass::RegisterToFrameGraph(FrameGraph& frameGraph, std::size_t colorBufferIndex, std::size_t depthBufferIndex)
|
||||
{
|
||||
FramePass& forwardPass = frameGraph.AddPass("Forward pass");
|
||||
forwardPass.AddOutput(colorBufferIndex);
|
||||
forwardPass.SetDepthStencilInput(depthBufferIndex);
|
||||
|
||||
forwardPass.SetClearColor(0, m_viewer->GetClearColor());
|
||||
forwardPass.SetDepthStencilClear(1.f, 0);
|
||||
|
||||
forwardPass.SetExecutionCallback([&]()
|
||||
{
|
||||
if (m_rebuildCommandBuffer)
|
||||
return FramePassExecution::UpdateAndExecute;
|
||||
else
|
||||
return FramePassExecution::Execute;
|
||||
});
|
||||
|
||||
forwardPass.SetCommandCallback([this](CommandBufferBuilder& builder, const Recti& /*renderRect*/)
|
||||
{
|
||||
Recti viewport = m_viewer->GetViewport();
|
||||
|
||||
builder.SetScissor(viewport);
|
||||
builder.SetViewport(viewport);
|
||||
|
||||
const auto& viewerInstance = m_viewer->GetViewerInstance();
|
||||
|
||||
m_pipeline.ProcessRenderQueue(m_renderQueue, [&](std::size_t elementType, const Pointer<const RenderElement>* elements, std::size_t elementCount)
|
||||
{
|
||||
ElementRenderer& elementRenderer = m_pipeline.GetElementRenderer(elementType);
|
||||
elementRenderer.Render(viewerInstance, *m_elementRendererData[elementType], builder, elementCount, elements);
|
||||
});
|
||||
|
||||
m_rebuildCommandBuffer = false;
|
||||
});
|
||||
}
|
||||
|
||||
void ForwardPipelinePass::UnregisterMaterial(const Material& material)
|
||||
{
|
||||
if (!material.HasPass(m_forwardPassIndex))
|
||||
return;
|
||||
|
||||
MaterialPass* materialPass = material.GetPass(m_forwardPassIndex).get();
|
||||
|
||||
auto it = m_materialPasses.find(materialPass);
|
||||
if (it != m_materialPasses.end())
|
||||
{
|
||||
if (--it->second.usedCount == 0)
|
||||
{
|
||||
m_materialPasses.erase(it);
|
||||
m_pipeline.UnregisterMaterialPass(materialPass);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -3,9 +3,20 @@
|
|||
// For conditions of distribution and use, see copyright notice in Config.hpp
|
||||
|
||||
#include <Nazara/Graphics/FramePipeline.hpp>
|
||||
#include <Nazara/Graphics/Enums.hpp>
|
||||
#include <Nazara/Graphics/Graphics.hpp>
|
||||
#include <Nazara/Graphics/SpriteChainRenderer.hpp>
|
||||
#include <Nazara/Graphics/SubmeshRenderer.hpp>
|
||||
#include <Nazara/Graphics/Debug.hpp>
|
||||
|
||||
namespace Nz
|
||||
{
|
||||
FramePipeline::FramePipeline()
|
||||
{
|
||||
m_elementRenderers.resize(BasicRenderElementCount);
|
||||
m_elementRenderers[UnderlyingCast(BasicRenderElement::SpriteChain)] = std::make_unique<SpriteChainRenderer>(*Graphics::Instance()->GetRenderDevice());
|
||||
m_elementRenderers[UnderlyingCast(BasicRenderElement::Submesh)] = std::make_unique<SubmeshRenderer>();
|
||||
}
|
||||
|
||||
FramePipeline::~FramePipeline() = default;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -0,0 +1,11 @@
|
|||
// Copyright (C) 2022 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
|
||||
// This file is part of the "Nazara Engine - Graphics module"
|
||||
// For conditions of distribution and use, see copyright notice in Config.hpp
|
||||
|
||||
#include <Nazara/Graphics/FramePipelinePass.hpp>
|
||||
#include <Nazara/Graphics/Debug.hpp>
|
||||
|
||||
namespace Nz
|
||||
{
|
||||
FramePipelinePass::~FramePipelinePass() = default;
|
||||
}
|
||||
|
|
@ -7,7 +7,4 @@
|
|||
|
||||
namespace Nz
|
||||
{
|
||||
Material::Material()
|
||||
{
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -28,7 +28,6 @@ namespace Nz
|
|||
*/
|
||||
MaterialPass::MaterialPass(std::shared_ptr<const MaterialSettings> settings) :
|
||||
m_settings(std::move(settings)),
|
||||
m_forceCommandBufferRegeneration(false),
|
||||
m_pipelineUpdated(false)
|
||||
{
|
||||
m_pipelineInfo.settings = m_settings;
|
||||
|
|
@ -109,7 +108,7 @@ namespace Nz
|
|||
}
|
||||
}
|
||||
|
||||
bool MaterialPass::Update(RenderFrame& renderFrame, CommandBufferBuilder& builder)
|
||||
void MaterialPass::Update(RenderFrame& renderFrame, CommandBufferBuilder& builder)
|
||||
{
|
||||
UploadPool& uploadPool = renderFrame.GetUploadPool();
|
||||
|
||||
|
|
@ -125,11 +124,6 @@ namespace Nz
|
|||
ubo.dataInvalidated = false;
|
||||
}
|
||||
}
|
||||
|
||||
bool shouldRegenerateCommandBuffer = m_forceCommandBufferRegeneration;
|
||||
m_forceCommandBufferRegeneration = false;
|
||||
|
||||
return shouldRegenerateCommandBuffer;
|
||||
}
|
||||
|
||||
void MaterialPass::UpdatePipeline() const
|
||||
|
|
|
|||
Loading…
Reference in New Issue