Graphics: Add initial support for transparency

This commit is contained in:
Jérôme Leclercq 2021-09-08 19:08:44 +02:00
parent c6763bc623
commit 72f2a5b531
12 changed files with 154 additions and 40 deletions

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@ -8,6 +8,7 @@
#define NAZARA_ENUMS_GRAPHICS_HPP
#include <Nazara/Core/Algorithm.hpp>
#include <Nazara/Core/Flags.hpp>
namespace Nz
{
@ -29,6 +30,21 @@ namespace Nz
Volume
};
enum class MaterialPassFlag
{
Transparent,
Max = Transparent
};
template<>
struct EnumAsFlags<MaterialPassFlag>
{
static constexpr MaterialPassFlag max = MaterialPassFlag::Max;
};
using MaterialPassFlags = Flags<MaterialPassFlag>;
enum class ProjectionType
{
Orthographic,

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@ -46,6 +46,7 @@ namespace Nz
inline void EnableDepthClamp(bool depthClamp);
inline void EnableDepthWrite(bool depthWrite);
inline void EnableFaceCulling(bool faceCulling);
inline void EnableFlag(MaterialPassFlag flag, bool enable = true);
inline void EnableScissorTest(bool scissorTest);
inline void EnableStencilTest(bool stencilTest);
@ -61,6 +62,7 @@ namespace Nz
inline FaceSide GetFaceCulling() const;
inline FaceFilling GetFaceFilling() const;
inline float GetLineWidth() const;
inline MaterialPassFlags GetFlags() const;
inline const ShaderAst::ConstantValue& GetOptionValue(std::size_t optionIndex) const;
inline const std::shared_ptr<MaterialPipeline>& GetPipeline() const;
inline const MaterialPipelineInfo& GetPipelineInfo() const;
@ -83,6 +85,7 @@ namespace Nz
inline bool IsDepthClampEnabled() const;
inline bool IsDepthWriteEnabled() const;
inline bool IsFaceCullingEnabled() const;
inline bool IsFlagEnabled(MaterialPassFlag flag) const;
inline bool IsScissorTestEnabled() const;
inline bool IsStencilTestEnabled() const;
@ -133,6 +136,7 @@ namespace Nz
std::vector<UniformBuffer> m_uniformBuffers;
mutable std::shared_ptr<MaterialPipeline> m_pipeline;
mutable MaterialPipelineInfo m_pipelineInfo;
MaterialPassFlags m_flags;
ShaderBindingPtr m_shaderBinding;
bool m_forceCommandBufferRegeneration;
mutable bool m_pipelineUpdated;

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@ -182,6 +182,14 @@ namespace Nz
InvalidatePipeline();
}
inline void MaterialPass::EnableFlag(MaterialPassFlag flag, bool enable)
{
if (enable)
m_flags |= flag;
else
m_flags &= ~flag;
}
/*!
* \brief Enable/Disable scissor test for this material
*
@ -306,6 +314,11 @@ namespace Nz
return m_pipelineInfo.lineWidth;
}
inline MaterialPassFlags MaterialPass::GetFlags() const
{
return m_flags;
}
inline const ShaderAst::ConstantValue& MaterialPass::GetOptionValue(std::size_t optionIndex) const
{
assert(optionIndex < m_optionValues.size());
@ -458,6 +471,11 @@ namespace Nz
return m_pipelineInfo.faceCulling;
}
inline bool MaterialPass::IsFlagEnabled(MaterialPassFlag flag) const
{
return m_flags.Test(flag);
}
/*!
* \brief Checks whether this material has scissor test enabled
* \return true If it is the case

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@ -10,6 +10,7 @@
#include <Nazara/Prerequisites.hpp>
#include <Nazara/Graphics/Config.hpp>
#include <Nazara/Graphics/Enums.hpp>
#include <Nazara/Math/Frustum.hpp>
#include <memory>
#include <vector>
@ -24,7 +25,7 @@ namespace Nz
inline RenderElement(UInt8 elementType);
virtual ~RenderElement();
virtual UInt64 ComputeSortingScore(const RenderQueueRegistry& registry) const = 0;
virtual UInt64 ComputeSortingScore(const Nz::Frustumf& frustum, const RenderQueueRegistry& registry) const = 0;
inline UInt8 GetElementType() const;

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@ -10,6 +10,7 @@
#include <Nazara/Prerequisites.hpp>
#include <Nazara/Graphics/RenderElement.hpp>
#include <Nazara/Graphics/RenderQueueRegistry.hpp>
#include <Nazara/Graphics/WorldInstance.hpp>
#include <memory>
#include <vector>
@ -23,10 +24,10 @@ namespace Nz
class RenderSpriteChain : public RenderElement
{
public:
inline RenderSpriteChain(int renderLayer, std::shared_ptr<RenderPipeline> renderPipeline, std::shared_ptr<VertexDeclaration> vertexDeclaration, std::shared_ptr<Texture> textureOverlay, std::size_t spriteCount, const void* spriteData, const ShaderBinding& materialBinding, const ShaderBinding& instanceBinding);
inline RenderSpriteChain(int renderLayer, std::shared_ptr<RenderPipeline> renderPipeline, std::shared_ptr<VertexDeclaration> vertexDeclaration, std::shared_ptr<Texture> textureOverlay, std::size_t spriteCount, const void* spriteData, const ShaderBinding& materialBinding, const WorldInstance& worldInstance, const MaterialPassFlags& matFlags);
~RenderSpriteChain() = default;
inline UInt64 ComputeSortingScore(const RenderQueueRegistry& registry) const override;
inline UInt64 ComputeSortingScore(const Nz::Frustumf& frustum, const RenderQueueRegistry& registry) const override;
inline const ShaderBinding& GetInstanceBinding() const;
inline const ShaderBinding& GetMaterialBinding() const;
@ -44,8 +45,9 @@ namespace Nz
std::shared_ptr<Texture> m_textureOverlay;
std::size_t m_spriteCount;
const void* m_spriteData;
const ShaderBinding& m_instanceBinding;
MaterialPassFlags m_matFlags;
const ShaderBinding& m_materialBinding;
const WorldInstance& m_worldInstance;
int m_renderLayer;
};
}

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@ -7,42 +7,78 @@
namespace Nz
{
inline RenderSpriteChain::RenderSpriteChain(int renderLayer, std::shared_ptr<RenderPipeline> renderPipeline, std::shared_ptr<VertexDeclaration> vertexDeclaration, std::shared_ptr<Texture> textureOverlay, std::size_t spriteCount, const void* spriteData, const ShaderBinding& materialBinding, const ShaderBinding& instanceBinding) :
inline RenderSpriteChain::RenderSpriteChain(int renderLayer, std::shared_ptr<RenderPipeline> renderPipeline, std::shared_ptr<VertexDeclaration> vertexDeclaration, std::shared_ptr<Texture> textureOverlay, std::size_t spriteCount, const void* spriteData, const ShaderBinding& materialBinding, const WorldInstance& worldInstance, const MaterialPassFlags& matFlags) :
RenderElement(BasicRenderElement::SpriteChain),
m_renderPipeline(std::move(renderPipeline)),
m_vertexDeclaration(std::move(vertexDeclaration)),
m_textureOverlay(std::move(textureOverlay)),
m_spriteCount(spriteCount),
m_spriteData(spriteData),
m_instanceBinding(instanceBinding),
m_matFlags(matFlags),
m_worldInstance(worldInstance),
m_materialBinding(materialBinding),
m_renderLayer(renderLayer)
{
}
inline UInt64 RenderSpriteChain::ComputeSortingScore(const RenderQueueRegistry& registry) const
inline UInt64 RenderSpriteChain::ComputeSortingScore(const Nz::Frustumf& frustum, const RenderQueueRegistry& registry) const
{
UInt64 layerIndex = registry.FetchLayerIndex(m_renderLayer);
UInt64 elementType = GetElementType();
UInt64 pipelineIndex = registry.FetchPipelineIndex(m_renderPipeline.get());
UInt64 vertexDeclarationIndex = registry.FetchVertexDeclaration(m_vertexDeclaration.get());
// RQ index:
// - Layer (8bits)
// - Element type (4bits)
// - Pipeline (16bits)
// - VertexDeclaration (8bits)
// - ?? (24bits) - Depth?
if (m_matFlags.Test(MaterialPassFlag::Transparent))
{
UInt64 matFlags = 1;
return (layerIndex & 0xFF) << 60 |
(elementType & 0xF) << 52 |
(pipelineIndex & 0xFFFF) << 36 |
(vertexDeclarationIndex & 0xFF) << 24;
#if defined(arm) && \
((defined(__MAVERICK__) && defined(NAZARA_BIG_ENDIAN)) || \
(!defined(__SOFTFP__) && !defined(__VFP_FP__) && !defined(__MAVERICK__)))
#error The following code relies on native-endian IEEE-754 representation, which your platform does not guarantee
#endif
static_assert(sizeof(float) == sizeof(UInt32));
float distanceNear = frustum.GetPlane(Nz::FrustumPlane::Near).Distance(m_worldInstance.GetWorldMatrix().GetTranslation());
UInt32 distanceInt;
std::memcpy(&distanceInt, &distanceNear, sizeof(UInt32));
UInt64 distance = ~distanceInt; //< Reverse distance to have back to front
// Transparent RQ index:
// - Layer (8bits)
// - Transparent flag (1bit)
// - Distance to near plane (32bits)
return (layerIndex & 0xFF) << 60 |
(matFlags) << 52 |
(distance) << 51;
}
else
{
UInt64 matFlags = 0;
// Opaque RQ index:
// - Layer (8bits)
// - Transparent flag (1bit)
// - Element type (4bits)
// - Pipeline (16bits)
// - VertexDeclaration (8bits)
// - ?? (24bits) - Depth?
return (layerIndex & 0xFF) << 60 |
(matFlags) << 52 |
(elementType & 0xF) << 51 |
(pipelineIndex & 0xFFFF) << 35 |
(vertexDeclarationIndex & 0xFF) << 23;
}
}
inline const ShaderBinding& RenderSpriteChain::GetInstanceBinding() const
{
return m_instanceBinding;
return m_worldInstance.GetShaderBinding();
}
inline const ShaderBinding& RenderSpriteChain::GetMaterialBinding() const

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@ -10,6 +10,7 @@
#include <Nazara/Prerequisites.hpp>
#include <Nazara/Graphics/RenderElement.hpp>
#include <Nazara/Graphics/RenderQueueRegistry.hpp>
#include <Nazara/Graphics/WorldInstance.hpp>
#include <memory>
#include <vector>
@ -22,10 +23,10 @@ namespace Nz
class RenderSubmesh : public RenderElement
{
public:
inline RenderSubmesh(int renderLayer, std::shared_ptr<RenderPipeline> renderPipeline, std::size_t indexCount, std::shared_ptr<AbstractBuffer> indexBuffer, std::shared_ptr<AbstractBuffer> vertexBuffer, const ShaderBinding& instanceBinding, const ShaderBinding& materialBinding);
inline RenderSubmesh(int renderLayer, std::shared_ptr<RenderPipeline> renderPipeline, std::size_t indexCount, std::shared_ptr<AbstractBuffer> indexBuffer, std::shared_ptr<AbstractBuffer> vertexBuffer, const WorldInstance& worldInstance, const ShaderBinding& materialBinding, const MaterialPassFlags& matFlags);
~RenderSubmesh() = default;
inline UInt64 ComputeSortingScore(const RenderQueueRegistry& registry) const override;
inline UInt64 ComputeSortingScore(const Nz::Frustumf& frustum, const RenderQueueRegistry& registry) const override;
inline const AbstractBuffer* GetIndexBuffer() const;
inline std::size_t GetIndexCount() const;
@ -41,8 +42,9 @@ namespace Nz
std::shared_ptr<AbstractBuffer> m_vertexBuffer;
std::shared_ptr<RenderPipeline> m_renderPipeline;
std::size_t m_indexCount;
const ShaderBinding& m_instanceBinding;
MaterialPassFlags m_matFlags;
const ShaderBinding& m_materialBinding;
const WorldInstance& m_worldInstance;
int m_renderLayer;
};
}

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@ -7,36 +7,71 @@
namespace Nz
{
inline RenderSubmesh::RenderSubmesh(int renderLayer, std::shared_ptr<RenderPipeline> renderPipeline, std::size_t indexCount, std::shared_ptr<AbstractBuffer> indexBuffer, std::shared_ptr<AbstractBuffer> vertexBuffer, const ShaderBinding& instanceBinding, const ShaderBinding& materialBinding) :
inline RenderSubmesh::RenderSubmesh(int renderLayer, std::shared_ptr<RenderPipeline> renderPipeline, std::size_t indexCount, std::shared_ptr<AbstractBuffer> indexBuffer, std::shared_ptr<AbstractBuffer> vertexBuffer, const WorldInstance& worldInstance, const ShaderBinding& materialBinding, const MaterialPassFlags& matFlags) :
RenderElement(BasicRenderElement::Submesh),
m_indexBuffer(std::move(indexBuffer)),
m_vertexBuffer(std::move(vertexBuffer)),
m_renderPipeline(std::move(renderPipeline)),
m_indexCount(indexCount),
m_instanceBinding(instanceBinding),
m_matFlags(matFlags),
m_worldInstance(worldInstance),
m_materialBinding(materialBinding),
m_renderLayer(renderLayer)
{
}
inline UInt64 RenderSubmesh::ComputeSortingScore(const RenderQueueRegistry& registry) const
inline UInt64 RenderSubmesh::ComputeSortingScore(const Nz::Frustumf& frustum, const RenderQueueRegistry& registry) const
{
UInt64 layerIndex = registry.FetchLayerIndex(m_renderLayer);
UInt64 elementType = GetElementType();
UInt64 pipelineIndex = registry.FetchPipelineIndex(m_renderPipeline.get());
UInt64 vertexBufferIndex = registry.FetchVertexBuffer(m_vertexBuffer.get());
if (m_matFlags.Test(MaterialPassFlag::Transparent))
{
UInt64 matFlags = 1;
// RQ index:
// - Layer (8bits)
// - Element type (4bits)
// - Pipeline (16bits)
// - VertexBuffer (8bits)
// - ?? (24bits) - Depth?
#if defined(arm) && \
((defined(__MAVERICK__) && defined(NAZARA_BIG_ENDIAN)) || \
(!defined(__SOFTFP__) && !defined(__VFP_FP__) && !defined(__MAVERICK__)))
#error The following code relies on native-endian IEEE-754 representation, which your platform does not guarantee
#endif
return (layerIndex & 0xFF) << 60 |
(elementType & 0xF) << 52 |
(pipelineIndex & 0xFFFF) << 36 |
(vertexBufferIndex & 0xFF) << 24;
static_assert(sizeof(float) == sizeof(UInt32));
float distanceNear = frustum.GetPlane(Nz::FrustumPlane::Near).Distance(m_worldInstance.GetWorldMatrix().GetTranslation());
UInt32 distanceInt;
std::memcpy(&distanceInt, &distanceNear, sizeof(UInt32));
UInt64 distance = ~distanceInt; //< Reverse distance to have back to front
// Transparent RQ index:
// - Layer (8bits)
// - Transparent flag (1bit)
// - Distance to near plane (32bits)
return (layerIndex & 0xFF) << 60 |
(matFlags) << 52 |
(distance) << 51;
}
else
{
UInt64 matFlags = 0;
// Opaque RQ index:
// - Layer (8bits)
// - Transparent flag (1bit)
// - Element type (4bits)
// - Pipeline (16bits)
// - VertexBuffer (8bits)
// - ?? (24bits) - Depth?
return (layerIndex & 0xFF) << 60 |
(matFlags) << 52 |
(elementType & 0xF) << 51 |
(pipelineIndex & 0xFFFF) << 35 |
(vertexBufferIndex & 0xFF) << 23;
}
}
inline const AbstractBuffer* RenderSubmesh::GetIndexBuffer() const
@ -56,7 +91,7 @@ namespace Nz
inline const ShaderBinding& RenderSubmesh::GetInstanceBinding() const
{
return m_instanceBinding;
return m_worldInstance.GetShaderBinding();
}
inline const ShaderBinding& RenderSubmesh::GetMaterialBinding() const

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@ -237,7 +237,7 @@ namespace Nz
viewerData.depthPrepassRenderQueue.Sort([&](const RenderElement* element)
{
return element->ComputeSortingScore(viewerData.depthPrepassRegistry);
return element->ComputeSortingScore(frustum, viewerData.depthPrepassRegistry);
});
if (viewerData.rebuildForwardPass)
@ -258,7 +258,7 @@ namespace Nz
viewerData.forwardRenderQueue.Sort([&](const RenderElement* element)
{
return element->ComputeSortingScore(viewerData.forwardRegistry);
return element->ComputeSortingScore(frustum, viewerData.forwardRegistry);
});
}

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@ -45,7 +45,7 @@ namespace Nz
const auto& vertexBuffer = m_graphicalMesh->GetVertexBuffer(i);
const auto& renderPipeline = materialPass->GetPipeline()->GetRenderPipeline(submeshData.vertexBufferData);
elements.emplace_back(std::make_unique<RenderSubmesh>(0, renderPipeline, m_graphicalMesh->GetIndexCount(i), indexBuffer, vertexBuffer, worldInstance.GetShaderBinding(), materialPass->GetShaderBinding()));
elements.emplace_back(std::make_unique<RenderSubmesh>(0, renderPipeline, m_graphicalMesh->GetIndexCount(i), indexBuffer, vertexBuffer, worldInstance, materialPass->GetShaderBinding(), materialPass->GetFlags()));
}
}

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@ -40,7 +40,7 @@ namespace Nz
const auto& whiteTexture = Graphics::Instance()->GetDefaultTextures().whiteTexture2d;
elements.emplace_back(std::make_unique<RenderSpriteChain>(0, renderPipeline, vertexDeclaration, whiteTexture, 1, m_vertices.data(), materialPass->GetShaderBinding(), worldInstance.GetShaderBinding()));
elements.emplace_back(std::make_unique<RenderSpriteChain>(0, renderPipeline, vertexDeclaration, whiteTexture, 1, m_vertices.data(), materialPass->GetShaderBinding(), worldInstance, materialPass->GetFlags()));
}
const std::shared_ptr<Material>& Sprite::GetMaterial(std::size_t i) const

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@ -42,7 +42,7 @@ namespace Nz
RenderIndices& indices = pair.second;
if (indices.count > 0)
elements.emplace_back(std::make_unique<RenderSpriteChain>(0, renderPipeline, vertexDeclaration, key.texture->shared_from_this(), indices.count, &m_vertices[indices.first * 4], materialPass->GetShaderBinding(), worldInstance.GetShaderBinding()));
elements.emplace_back(std::make_unique<RenderSpriteChain>(0, renderPipeline, vertexDeclaration, key.texture->shared_from_this(), indices.count, &m_vertices[indices.first * 4], materialPass->GetShaderBinding(), worldInstance, materialPass->GetFlags()));
}
}