Merge remote-tracking branch 'origin/master' into Resource-Update
Conflicts: include/Nazara/Audio/Music.hpp include/Nazara/Audio/SoundBuffer.hpp include/Nazara/Core/Resource.hpp include/Nazara/Core/ResourceListener.hpp include/Nazara/Graphics/Material.hpp include/Nazara/Renderer/Context.hpp include/Nazara/Renderer/RenderBuffer.hpp include/Nazara/Renderer/Shader.hpp include/Nazara/Renderer/Texture.hpp include/Nazara/Renderer/UberShader.hpp include/Nazara/Utility/Animation.hpp include/Nazara/Utility/Buffer.hpp include/Nazara/Utility/Image.hpp include/Nazara/Utility/IndexBuffer.hpp include/Nazara/Utility/Mesh.hpp include/Nazara/Utility/SkeletalMesh.hpp include/Nazara/Utility/Skeleton.hpp include/Nazara/Utility/StaticMesh.hpp include/Nazara/Utility/SubMesh.hpp include/Nazara/Utility/VertexBuffer.hpp include/Nazara/Utility/VertexDeclaration.hpp src/Nazara/Core/Resource.cpp src/Nazara/Core/ResourceListener.cpp src/Nazara/Graphics/DeferredRenderQueue.cpp src/Nazara/Graphics/ForwardRenderQueue.cpp src/Nazara/Graphics/SkinningManager.cpp src/Nazara/Renderer/RenderTexture.cpp src/Nazara/Renderer/Renderer.cpp src/Nazara/Utility/Mesh.cpp Former-commit-id: 99b5ad26a19fe9c9f8118da7b5920bffe89f60f8
This commit is contained in:
@@ -1,16 +1,15 @@
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// Copyright (C) 2014 Jérôme Leclercq
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// Copyright (C) 2015 Jérôme Leclercq
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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/DeferredRenderQueue.hpp>
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#include <Nazara/Graphics/Camera.hpp>
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#include <Nazara/Graphics/AbstractViewer.hpp>
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#include <Nazara/Graphics/ForwardRenderQueue.hpp>
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#include <Nazara/Graphics/Light.hpp>
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#include <Nazara/Graphics/Material.hpp>
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#include <Nazara/Graphics/Model.hpp>
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#include <Nazara/Graphics/Sprite.hpp>
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#include <Nazara/Graphics/Debug.hpp>
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///TODO: Rendre les billboards via Deferred Shading si possible
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namespace
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{
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enum ObjectType
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@@ -26,9 +25,49 @@ m_forwardQueue(forwardQueue)
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{
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}
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NzDeferredRenderQueue::~NzDeferredRenderQueue()
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void NzDeferredRenderQueue::AddBillboard(const NzMaterial* material, const NzVector3f& position, const NzVector2f& size, const NzVector2f& sinCos, const NzColor& color)
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{
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Clear(true);
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m_forwardQueue->AddBillboard(material, position, size, sinCos, color);
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}
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void NzDeferredRenderQueue::AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const NzVector2f> sizePtr, NzSparsePtr<const NzVector2f> sinCosPtr, NzSparsePtr<const NzColor> colorPtr)
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{
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m_forwardQueue->AddBillboards(material, count, positionPtr, sizePtr, sinCosPtr, colorPtr);
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}
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void NzDeferredRenderQueue::AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const NzVector2f> sizePtr, NzSparsePtr<const NzVector2f> sinCosPtr, NzSparsePtr<const float> alphaPtr)
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{
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m_forwardQueue->AddBillboards(material, count, positionPtr, sizePtr, sinCosPtr, alphaPtr);
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}
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void NzDeferredRenderQueue::AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const NzVector2f> sizePtr, NzSparsePtr<const float> anglePtr, NzSparsePtr<const NzColor> colorPtr)
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{
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m_forwardQueue->AddBillboards(material, count, positionPtr, sizePtr, anglePtr, colorPtr);
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}
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void NzDeferredRenderQueue::AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const NzVector2f> sizePtr, NzSparsePtr<const float> anglePtr, NzSparsePtr<const float> alphaPtr)
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{
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m_forwardQueue->AddBillboards(material, count, positionPtr, sizePtr, anglePtr, alphaPtr);
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}
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void NzDeferredRenderQueue::AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const float> sizePtr, NzSparsePtr<const NzVector2f> sinCosPtr, NzSparsePtr<const NzColor> colorPtr)
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{
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m_forwardQueue->AddBillboards(material, count, positionPtr, sizePtr, sinCosPtr, colorPtr);
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}
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void NzDeferredRenderQueue::AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const float> sizePtr, NzSparsePtr<const NzVector2f> sinCosPtr, NzSparsePtr<const float> alphaPtr)
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{
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m_forwardQueue->AddBillboards(material, count, positionPtr, sizePtr, sinCosPtr, alphaPtr);
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}
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void NzDeferredRenderQueue::AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const float> sizePtr, NzSparsePtr<const float> anglePtr, NzSparsePtr<const NzColor> colorPtr)
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{
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m_forwardQueue->AddBillboards(material, count, positionPtr, sizePtr, anglePtr, colorPtr);
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}
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void NzDeferredRenderQueue::AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const float> sizePtr, NzSparsePtr<const float> anglePtr, NzSparsePtr<const float> alphaPtr)
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{
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m_forwardQueue->AddBillboards(material, count, positionPtr, sizePtr, anglePtr, alphaPtr);
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}
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void NzDeferredRenderQueue::AddDrawable(const NzDrawable* drawable)
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@@ -46,6 +85,7 @@ void NzDeferredRenderQueue::AddLight(const NzLight* light)
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}
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#endif
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// On trie la lumière (elles sont traitées différement selon leur type)
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switch (light->GetLightType())
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{
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case nzLightType_Directional:
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@@ -61,71 +101,55 @@ void NzDeferredRenderQueue::AddLight(const NzLight* light)
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break;
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}
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// On envoie également la lumière au forward-shading
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///TODO: Possibilité pour une lumière de se réserver au Deferred Shading
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m_forwardQueue->AddLight(light);
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}
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void NzDeferredRenderQueue::AddMesh(const NzMaterial* material, const NzMeshData& meshData, const NzBoxf& meshAABB, const NzMatrix4f& transformMatrix)
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{
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if (material->IsEnabled(nzRendererParameter_Blend))
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// Un matériau transparent ? J'aime pas, va voir dans la forward queue si j'y suis
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m_forwardQueue->AddMesh(material, meshData, meshAABB, transformMatrix);
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else
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{
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ModelBatches::iterator it = opaqueModels.find(material);
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auto it = opaqueModels.find(material);
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if (it == opaqueModels.end())
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{
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it = opaqueModels.insert(std::make_pair(material, ModelBatches::mapped_type())).first;
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material->AddObjectListener(this, ObjectType_Material);
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BatchedModelEntry entry(this, ObjectType_Material);
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entry.materialListener = material;
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it = opaqueModels.insert(std::make_pair(material, std::move(entry))).first;
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}
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bool& used = std::get<0>(it->second);
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bool& enableInstancing = std::get<1>(it->second);
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MeshInstanceContainer& meshMap = std::get<2>(it->second);
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BatchedModelEntry& entry = it->second;
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entry.enabled = true;
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used = true;
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auto& meshMap = entry.meshMap;
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MeshInstanceContainer::iterator it2 = meshMap.find(meshData);
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auto it2 = meshMap.find(meshData);
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if (it2 == meshMap.end())
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{
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it2 = meshMap.insert(std::make_pair(meshData, MeshInstanceContainer::mapped_type())).first;
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MeshInstanceEntry instanceEntry(this, ObjectType_IndexBuffer, ObjectType_VertexBuffer);
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instanceEntry.indexBufferListener = meshData.indexBuffer;
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instanceEntry.vertexBufferListener = meshData.vertexBuffer;
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if (meshData.indexBuffer)
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meshData.indexBuffer->AddObjectListener(this, ObjectType_IndexBuffer);
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meshData.vertexBuffer->AddObjectListener(this, ObjectType_VertexBuffer);
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it2 = meshMap.insert(std::make_pair(meshData, std::move(instanceEntry))).first;
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}
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std::vector<NzMatrix4f>& instances = it2->second;
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// On ajoute la matrice à la liste des instances de cet objet
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std::vector<NzMatrix4f>& instances = it2->second.instances;
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instances.push_back(transformMatrix);
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// Avons-nous suffisamment d'instances pour que le coût d'utilisation de l'instancing soit payé ?
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if (instances.size() >= NAZARA_GRAPHICS_INSTANCING_MIN_INSTANCES_COUNT)
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enableInstancing = true; // Apparemment oui, activons l'instancing avec ce matériau
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entry.instancingEnabled = true; // Apparemment oui, activons l'instancing avec ce matériau
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}
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}
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void NzDeferredRenderQueue::AddSprite(const NzSprite* sprite)
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void NzDeferredRenderQueue::AddSprites(const NzMaterial* material, const NzVertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const NzTexture* overlay)
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{
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#if NAZARA_GRAPHICS_SAFE
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if (!sprite)
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{
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NazaraError("Invalid sprite");
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return;
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}
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if (!sprite->IsDrawable())
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{
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NazaraError("Sprite is not drawable");
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return;
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}
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#endif
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/*NzMaterial* material = sprite->GetMaterial();
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if (!material->IsLightingEnabled() || material->IsEnabled(nzRendererParameter_Blend))
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m_forwardQueue->AddSprite(sprite);
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else
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sprites[material].push_back(sprite);*/
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m_forwardQueue->AddSprite(sprite);
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m_forwardQueue->AddSprites(material, vertices, spriteCount, overlay);
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}
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void NzDeferredRenderQueue::Clear(bool fully)
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@@ -135,27 +159,7 @@ void NzDeferredRenderQueue::Clear(bool fully)
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spotLights.clear();
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if (fully)
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{
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for (auto& matIt : opaqueModels)
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{
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const NzMaterial* material = matIt.first;
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material->RemoveObjectListener(this);
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MeshInstanceContainer& instances = std::get<2>(matIt.second);
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for (auto& instanceIt : instances)
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{
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const NzMeshData& renderData = instanceIt.first;
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if (renderData.indexBuffer)
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renderData.indexBuffer->RemoveObjectListener(this);
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renderData.vertexBuffer->RemoveObjectListener(this);
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}
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}
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opaqueModels.clear();
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sprites.clear();
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}
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m_forwardQueue->Clear(fully);
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}
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@@ -168,7 +172,7 @@ bool NzDeferredRenderQueue::OnObjectDestroy(const NzRefCounted* object, int inde
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{
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for (auto& modelPair : opaqueModels)
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{
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MeshInstanceContainer& meshes = std::get<2>(modelPair.second);
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MeshInstanceContainer& meshes = modelPair.second.meshMap;
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for (auto it = meshes.begin(); it != meshes.end();)
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{
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const NzMeshData& renderData = it->first;
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@@ -182,14 +186,18 @@ bool NzDeferredRenderQueue::OnObjectDestroy(const NzRefCounted* object, int inde
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}
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case ObjectType_Material:
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opaqueModels.erase(static_cast<const NzMaterial*>(object));
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{
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const NzMaterial* material = static_cast<const NzMaterial*>(object);
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opaqueModels.erase(material);
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break;
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}
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case ObjectType_VertexBuffer:
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{
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for (auto& modelPair : opaqueModels)
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{
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MeshInstanceContainer& meshes = std::get<2>(modelPair.second);
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MeshInstanceContainer& meshes = modelPair.second.meshMap;
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for (auto it = meshes.begin(); it != meshes.end();)
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{
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const NzMeshData& renderData = it->first;
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@@ -217,7 +225,7 @@ void NzDeferredRenderQueue::OnObjectReleased(const NzRefCounted* object, int ind
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{
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for (auto& modelPair : opaqueModels)
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{
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MeshInstanceContainer& meshes = std::get<2>(modelPair.second);
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MeshInstanceContainer& meshes = modelPair.second.meshMap;
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for (auto it = meshes.begin(); it != meshes.end();)
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{
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const NzMeshData& renderData = it->first;
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@@ -247,7 +255,7 @@ void NzDeferredRenderQueue::OnObjectReleased(const NzRefCounted* object, int ind
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{
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for (auto& modelPair : opaqueModels)
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{
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MeshInstanceContainer& meshes = std::get<2>(modelPair.second);
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MeshInstanceContainer& meshes = modelPair.second.meshMap;
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for (auto it = meshes.begin(); it != meshes.end();)
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{
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const NzMeshData& renderData = it->first;
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@@ -282,26 +290,6 @@ bool NzDeferredRenderQueue::BatchedModelMaterialComparator::operator()(const NzM
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return mat1 < mat2;
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}
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bool NzDeferredRenderQueue::BatchedSpriteMaterialComparator::operator()(const NzMaterial* mat1, const NzMaterial* mat2)
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{
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const NzUberShader* uberShader1 = mat1->GetShader();
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const NzUberShader* uberShader2 = mat2->GetShader();
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if (uberShader1 != uberShader2)
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return uberShader1 < uberShader2;
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const NzShader* shader1 = mat1->GetShaderInstance(nzShaderFlags_Deferred)->GetShader();
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const NzShader* shader2 = mat2->GetShaderInstance(nzShaderFlags_Deferred)->GetShader();
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if (shader1 != shader2)
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return shader1 < shader2;
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const NzTexture* diffuseMap1 = mat1->GetDiffuseMap();
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const NzTexture* diffuseMap2 = mat2->GetDiffuseMap();
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if (diffuseMap1 != diffuseMap2)
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return diffuseMap1 < diffuseMap2;
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return mat1 < mat2;
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}
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bool NzDeferredRenderQueue::MeshDataComparator::operator()(const NzMeshData& data1, const NzMeshData& data2)
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{
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const NzBuffer* buffer1;
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