Add frustum culling (WIP)

This commit is contained in:
Jérôme Leclercq
2021-08-19 23:26:34 +02:00
parent 8db8533300
commit 8546631f62
15 changed files with 643 additions and 463 deletions

View File

@@ -1,442 +1,548 @@
// Copyright (C) 2017 Jérôme Leclercq
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
// Copyright (C) 2017 Jérôme Leclercq
// 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/ForwardFramePipeline.hpp>
#include <Nazara/Graphics/AbstractViewer.hpp>
#include <Nazara/Graphics/FrameGraph.hpp>
#include <Nazara/Graphics/Graphics.hpp>
#include <Nazara/Graphics/InstancedRenderable.hpp>
#include <Nazara/Graphics/Material.hpp>
#include <Nazara/Graphics/RenderElement.hpp>
#include <Nazara/Graphics/SubmeshRenderer.hpp>
#include <Nazara/Graphics/ViewerInstance.hpp>
#include <Nazara/Graphics/WorldInstance.hpp>
#include <Nazara/Math/Frustum.hpp>
#include <Nazara/Renderer/CommandBufferBuilder.hpp>
#include <Nazara/Renderer/Framebuffer.hpp>
#include <Nazara/Renderer/RenderFrame.hpp>
#include <Nazara/Renderer/RenderTarget.hpp>
#include <Nazara/Renderer/UploadPool.hpp>
#include <array>
#include <Nazara/Graphics/Debug.hpp>
namespace Nz
{
ForwardFramePipeline::ForwardFramePipeline() :
m_rebuildFrameGraph(true)
{
auto& passRegistry = Graphics::Instance()->GetMaterialPassRegistry();
m_depthPassIndex = passRegistry.GetPassIndex("DepthPass");
m_forwardPassIndex = passRegistry.GetPassIndex("ForwardPass");
m_elementRenderers.resize(1);
m_elementRenderers[UnderlyingCast(BasicRenderElement::Submesh)] = std::make_unique<SubmeshRenderer>();
}
void ForwardFramePipeline::InvalidateViewer(AbstractViewer* viewerInstance)
{
m_invalidatedViewerInstances.insert(viewerInstance);
}
void ForwardFramePipeline::InvalidateWorldInstance(WorldInstance* worldInstance)
{
m_invalidatedWorldInstances.insert(worldInstance);
}
void ForwardFramePipeline::RegisterInstancedDrawable(WorldInstancePtr worldInstance, const InstancedRenderable* instancedRenderable)
{
m_removedWorldInstances.erase(worldInstance);
auto& renderableMap = m_renderables[worldInstance];
if (renderableMap.empty())
InvalidateWorldInstance(worldInstance.get());
if (auto it = renderableMap.find(instancedRenderable); it == renderableMap.end())
{
auto& renderableData = renderableMap.emplace(instancedRenderable, RenderableData{}).first->second;
renderableData.onMaterialInvalidated.Connect(instancedRenderable->OnMaterialInvalidated, [this](InstancedRenderable* instancedRenderable, std::size_t materialIndex, const std::shared_ptr<Material>& newMaterial)
{
if (newMaterial)
{
if (MaterialPass* pass = newMaterial->GetPass(m_depthPassIndex))
RegisterMaterialPass(pass);
if (MaterialPass* pass = newMaterial->GetPass(m_forwardPassIndex))
RegisterMaterialPass(pass);
}
const auto& prevMaterial = instancedRenderable->GetMaterial(materialIndex);
if (prevMaterial)
{
if (MaterialPass* pass = prevMaterial->GetPass(m_depthPassIndex))
UnregisterMaterialPass(pass);
if (MaterialPass* pass = prevMaterial->GetPass(m_forwardPassIndex))
UnregisterMaterialPass(pass);
}
#include <Nazara/Graphics/ForwardFramePipeline.hpp>
#include <Nazara/Graphics/AbstractViewer.hpp>
#include <Nazara/Graphics/FrameGraph.hpp>
#include <Nazara/Graphics/Graphics.hpp>
#include <Nazara/Graphics/InstancedRenderable.hpp>
#include <Nazara/Graphics/Material.hpp>
#include <Nazara/Graphics/RenderElement.hpp>
#include <Nazara/Graphics/SubmeshRenderer.hpp>
#include <Nazara/Graphics/ViewerInstance.hpp>
#include <Nazara/Graphics/WorldInstance.hpp>
#include <Nazara/Renderer/CommandBufferBuilder.hpp>
#include <Nazara/Renderer/Framebuffer.hpp>
#include <Nazara/Renderer/RenderFrame.hpp>
#include <Nazara/Renderer/RenderTarget.hpp>
#include <Nazara/Renderer/UploadPool.hpp>
#include <array>
#include <Nazara/Graphics/Debug.hpp>
for (auto&& [viewer, viewerData] : m_viewers)
{
viewerData.rebuildDepthPrepass = true;
viewerData.rebuildForwardPass = true;
}
});
std::size_t matCount = instancedRenderable->GetMaterialCount();
for (std::size_t i = 0; i < matCount; ++i)
{
if (Material* mat = instancedRenderable->GetMaterial(i).get())
{
if (MaterialPass* pass = mat->GetPass(m_depthPassIndex))
RegisterMaterialPass(pass);
if (MaterialPass* pass = mat->GetPass(m_forwardPassIndex))
RegisterMaterialPass(pass);
}
}
namespace Nz
{
ForwardFramePipeline::ForwardFramePipeline() :
m_rebuildFrameGraph(true),
m_rebuildDepthPrepass(false),
m_rebuildForwardPass(false)
{
auto& passRegistry = Graphics::Instance()->GetMaterialPassRegistry();
m_depthPassIndex = passRegistry.GetPassIndex("DepthPass");
m_forwardPassIndex = passRegistry.GetPassIndex("ForwardPass");
m_elementRenderers.resize(1);
m_elementRenderers[UnderlyingCast(BasicRenderElement::Submesh)] = std::make_unique<SubmeshRenderer>();
}
void ForwardFramePipeline::InvalidateViewer(AbstractViewer* viewerInstance)
{
for (auto&& [viewer, viewerData] : m_viewers)
{
viewerData.rebuildDepthPrepass = true;
viewerData.rebuildForwardPass = true;
}
}
}
void ForwardFramePipeline::RegisterViewer(AbstractViewer* viewerInstance)
{
m_viewers.emplace(viewerInstance, ViewerData{});
m_invalidatedViewerInstances.insert(viewerInstance);
}
void ForwardFramePipeline::InvalidateWorldInstance(WorldInstance* worldInstance)
{
m_invalidatedWorldInstances.insert(worldInstance);
}
void ForwardFramePipeline::RegisterInstancedDrawable(WorldInstancePtr worldInstance, const InstancedRenderable* instancedRenderable)
{
m_removedWorldInstances.erase(worldInstance);
auto& renderableMap = m_renderables[worldInstance];
if (renderableMap.empty())
InvalidateWorldInstance(worldInstance.get());
if (auto it = renderableMap.find(instancedRenderable); it == renderableMap.end())
{
auto& renderableData = renderableMap.emplace(instancedRenderable, RenderableData{}).first->second;
renderableData.onMaterialInvalidated.Connect(instancedRenderable->OnMaterialInvalidated, [this](InstancedRenderable* instancedRenderable, std::size_t materialIndex, const std::shared_ptr<Material>& newMaterial)
{
if (newMaterial)
{
if (MaterialPass* pass = newMaterial->GetPass(m_depthPassIndex))
RegisterMaterialPass(pass);
if (MaterialPass* pass = newMaterial->GetPass(m_forwardPassIndex))
RegisterMaterialPass(pass);
}
const auto& prevMaterial = instancedRenderable->GetMaterial(materialIndex);
if (prevMaterial)
{
if (MaterialPass* pass = prevMaterial->GetPass(m_depthPassIndex))
UnregisterMaterialPass(pass);
if (MaterialPass* pass = prevMaterial->GetPass(m_forwardPassIndex))
UnregisterMaterialPass(pass);
}
m_rebuildDepthPrepass = true;
m_rebuildForwardPass = true;
});
std::size_t matCount = instancedRenderable->GetMaterialCount();
for (std::size_t i = 0; i < matCount; ++i)
{
if (Material* mat = instancedRenderable->GetMaterial(i).get())
{
if (MaterialPass* pass = mat->GetPass(m_depthPassIndex))
RegisterMaterialPass(pass);
if (MaterialPass* pass = mat->GetPass(m_forwardPassIndex))
RegisterMaterialPass(pass);
}
}
m_rebuildDepthPrepass = true;
m_rebuildForwardPass = true;
}
}
void ForwardFramePipeline::RegisterViewer(AbstractViewer* viewerInstance)
{
m_viewers.emplace(viewerInstance, ViewerData{});
m_invalidatedViewerInstances.insert(viewerInstance);
}
void ForwardFramePipeline::Render(RenderFrame& renderFrame)
{
Graphics* graphics = Graphics::Instance();
renderFrame.PushForRelease(std::move(m_removedWorldInstances));
m_removedWorldInstances.clear();
if (m_rebuildFrameGraph)
{
renderFrame.PushForRelease(std::move(m_bakedFrameGraph));
m_bakedFrameGraph = BuildFrameGraph();
}
// Update UBOs and materials
UploadPool& uploadPool = renderFrame.GetUploadPool();
renderFrame.Execute([&](CommandBufferBuilder& builder)
{
builder.BeginDebugRegion("UBO Update", Color::Yellow);
{
builder.PreTransferBarrier();
for (AbstractViewer* viewer : m_invalidatedViewerInstances)
viewer->GetViewerInstance().UpdateBuffers(uploadPool, builder);
m_invalidatedViewerInstances.clear();
for (WorldInstance* worldInstance : m_invalidatedWorldInstances)
worldInstance->UpdateBuffers(uploadPool, builder);
m_invalidatedWorldInstances.clear();
for (MaterialPass* material : m_invalidatedMaterials)
{
if (material->Update(renderFrame, builder))
m_rebuildFrameGraph = true;
}
void ForwardFramePipeline::Render(RenderFrame& renderFrame)
{
Graphics* graphics = Graphics::Instance();
renderFrame.PushForRelease(std::move(m_removedWorldInstances));
m_removedWorldInstances.clear();
if (m_rebuildFrameGraph)
{
renderFrame.PushForRelease(std::move(m_bakedFrameGraph));
m_bakedFrameGraph = BuildFrameGraph();
}
// Update UBOs and materials
UploadPool& uploadPool = renderFrame.GetUploadPool();
renderFrame.Execute([&](CommandBufferBuilder& builder)
{
builder.BeginDebugRegion("UBO Update", Color::Yellow);
{
builder.PreTransferBarrier();
for (AbstractViewer* viewer : m_invalidatedViewerInstances)
viewer->GetViewerInstance().UpdateBuffers(uploadPool, builder);
m_invalidatedViewerInstances.clear();
for (WorldInstance* worldInstance : m_invalidatedWorldInstances)
worldInstance->UpdateBuffers(uploadPool, builder);
m_invalidatedWorldInstances.clear();
for (MaterialPass* material : m_invalidatedMaterials)
{
if (material->Update(renderFrame, builder))
{
m_rebuildDepthPrepass = true;
m_rebuildForwardPass = true;
}
}
m_invalidatedMaterials.clear();
for (auto&& [viewer, viewerData] : m_viewers)
{
viewerData.rebuildDepthPrepass = true;
viewerData.rebuildForwardPass = true;
}
}
}
m_invalidatedMaterials.clear();
builder.PostTransferBarrier();
}
builder.EndDebugRegion();
}, QueueType::Transfer);
builder.PostTransferBarrier();
}
builder.EndDebugRegion();
}, QueueType::Transfer);
if (m_rebuildDepthPrepass)
auto CombineHash = [](std::size_t currentHash, std::size_t newHash)
{
m_depthPrepassRenderElements.clear();
for (const auto& [worldInstance, renderables] : m_renderables)
{
for (const auto& [renderable, renderableData] : renderables)
renderable->BuildElement(m_depthPassIndex, *worldInstance, m_depthPrepassRenderElements);
}
}
if (m_rebuildForwardPass)
return currentHash * 23 + newHash;
};
// Render queues handling
for (auto&& [viewer, data] : m_viewers)
{
m_forwardRenderElements.clear();
for (const auto& [worldInstance, renderables] : m_renderables)
{
for (const auto& [renderable, renderableData] : renderables)
renderable->BuildElement(m_forwardPassIndex, *worldInstance, m_forwardRenderElements);
}
}
// RenderQueue handling
m_depthPrepassRegistry.Clear();
m_depthPrepassRenderQueue.Clear();
for (const auto& renderElement : m_depthPrepassRenderElements)
{
renderElement->Register(m_depthPrepassRegistry);
m_depthPrepassRenderQueue.Insert(renderElement.get());
}
m_depthPrepassRenderQueue.Sort([&](const RenderElement* element)
{
return element->ComputeSortingScore(m_depthPrepassRegistry);
});
m_forwardRegistry.Clear();
m_forwardRenderQueue.Clear();
for (const auto& renderElement : m_forwardRenderElements)
{
renderElement->Register(m_forwardRegistry);
m_forwardRenderQueue.Insert(renderElement.get());
}
m_forwardRenderQueue.Sort([&](const RenderElement* element)
{
return element->ComputeSortingScore(m_forwardRegistry);
});
if (m_bakedFrameGraph.Resize(renderFrame))
{
const std::shared_ptr<TextureSampler>& sampler = graphics->GetSamplerCache().Get({});
for (auto&& [_, viewerData] : m_viewers)
{
if (viewerData.blitShaderBinding)
renderFrame.PushForRelease(std::move(viewerData.blitShaderBinding));
viewerData.blitShaderBinding = graphics->GetBlitPipelineLayout()->AllocateShaderBinding(0);
viewerData.blitShaderBinding->Update({
auto& viewerData = data;
//if (viewerData.rebuildDepthPrepass)
{
viewerData.depthPrepassAABB.clear();
viewerData.depthPrepassRenderElements.clear();
for (const auto& [worldInstance, renderables] : m_renderables)
{
for (const auto& [renderable, renderableData] : renderables)
{
0,
ShaderBinding::TextureBinding {
m_bakedFrameGraph.GetAttachmentTexture(viewerData.colorAttachment).get(),
sampler.get()
}
std::size_t prevCount = viewerData.depthPrepassRenderElements.size();
renderable->BuildElement(m_depthPassIndex, *worldInstance, viewerData.depthPrepassRenderElements);
std::size_t currentCount = viewerData.depthPrepassRenderElements.size();
if (currentCount > prevCount)
{
BoundingVolumef boundingVolume(renderable->GetAABB());
boundingVolume.Update(worldInstance->GetWorldMatrix());
auto& aabbData = viewerData.depthPrepassAABB.emplace_back();
aabbData.aabb = boundingVolume.aabb;
aabbData.count = currentCount - prevCount;
}
}
}
}
//if (viewerData.rebuildForwardPass)
{
viewerData.forwardAABB.clear();
viewerData.forwardRenderElements.clear();
for (const auto& [worldInstance, renderables] : m_renderables)
{
for (const auto& [renderable, renderableData] : renderables)
{
std::size_t prevCount = viewerData.forwardRenderElements.size();
renderable->BuildElement(m_forwardPassIndex, *worldInstance, viewerData.forwardRenderElements);
std::size_t currentCount = viewerData.forwardRenderElements.size();
if (currentCount > prevCount)
{
BoundingVolumef boundingVolume(renderable->GetAABB());
boundingVolume.Update(worldInstance->GetWorldMatrix());
auto& aabbData = viewerData.forwardAABB.emplace_back();
aabbData.aabb = boundingVolume.aabb;
aabbData.count = currentCount - prevCount;
}
}
}
}
const Matrix4f& viewProjMatrix = viewer->GetViewerInstance().GetViewProjMatrix();
Frustumf frustum;
frustum.Extract(viewProjMatrix);
viewerData.depthPrepassRegistry.Clear();
viewerData.depthPrepassRenderQueue.Clear();
{
std::size_t visibilityHash = 5U;
auto elementIt = viewerData.depthPrepassRenderElements.begin();
for (auto&& [aabb, elementCount] : viewerData.depthPrepassAABB)
{
if (!frustum.Contains(aabb))
{
std::advance(elementIt, elementCount);
continue;
}
for (std::size_t i = 0; i < elementCount; ++i)
{
auto& renderElement = *elementIt++;
renderElement->Register(viewerData.depthPrepassRegistry);
viewerData.depthPrepassRenderQueue.Insert(renderElement.get());
visibilityHash = CombineHash(visibilityHash, std::hash<const RenderElement*>()(renderElement.get()));
}
}
viewerData.depthPrepassRenderQueue.Sort([&](const RenderElement* element)
{
return element->ComputeSortingScore(viewerData.depthPrepassRegistry);
});
}
}
m_bakedFrameGraph.Execute(renderFrame);
m_rebuildForwardPass = false;
m_rebuildDepthPrepass = false;
m_rebuildFrameGraph = false;
const Vector2ui& frameSize = renderFrame.GetSize();
for (auto&& [viewer, viewerData] : m_viewers)
{
const RenderTarget& renderTarget = viewer->GetRenderTarget();
Recti renderRegion(0, 0, frameSize.x, frameSize.y);
const ShaderBindingPtr& blitShaderBinding = viewerData.blitShaderBinding;
const std::shared_ptr<Texture>& sourceTexture = m_bakedFrameGraph.GetAttachmentTexture(viewerData.colorAttachment);
renderFrame.Execute([&](CommandBufferBuilder& builder)
{
builder.TextureBarrier(PipelineStage::ColorOutput, PipelineStage::FragmentShader, MemoryAccess::ColorWrite, MemoryAccess::ShaderRead, TextureLayout::ColorOutput, TextureLayout::ColorInput, *sourceTexture);
std::array<CommandBufferBuilder::ClearValues, 2> clearValues;
clearValues[0].color = Color::Black;
clearValues[1].depth = 1.f;
clearValues[1].stencil = 0;
builder.BeginDebugRegion("Main window rendering", Color::Green);
if (viewerData.depthPrepassVisibilityHash != visibilityHash)
{
builder.BeginRenderPass(renderTarget.GetFramebuffer(renderFrame.GetFramebufferIndex()), renderTarget.GetRenderPass(), renderRegion, { clearValues[0], clearValues[1] });
{
builder.SetScissor(renderRegion);
builder.SetViewport(renderRegion);
builder.BindPipeline(*graphics->GetBlitPipeline());
builder.BindVertexBuffer(0, *graphics->GetFullscreenVertexBuffer());
builder.BindShaderBinding(0, *blitShaderBinding);
builder.Draw(3);
}
builder.EndRenderPass();
viewerData.rebuildDepthPrepass = true;
viewerData.depthPrepassVisibilityHash = visibilityHash;
}
builder.EndDebugRegion();
}, QueueType::Graphics);
}
}
void ForwardFramePipeline::UnregisterInstancedDrawable(const WorldInstancePtr& worldInstance, const InstancedRenderable* instancedRenderable)
{
auto instanceIt = m_renderables.find(worldInstance);
if (instanceIt == m_renderables.end())
return;
auto& instancedRenderables = instanceIt->second;
auto renderableIt = instancedRenderables.find(instancedRenderable);
if (renderableIt == instancedRenderables.end())
return;
if (instancedRenderables.size() > 1)
instancedRenderables.erase(renderableIt);
else
{
m_removedWorldInstances.insert(worldInstance);
m_renderables.erase(instanceIt);;
}
std::size_t matCount = instancedRenderable->GetMaterialCount();
for (std::size_t i = 0; i < matCount; ++i)
{
if (MaterialPass* pass = instancedRenderable->GetMaterial(i)->GetPass(m_depthPassIndex))
UnregisterMaterialPass(pass);
if (MaterialPass* pass = instancedRenderable->GetMaterial(i)->GetPass(m_forwardPassIndex))
UnregisterMaterialPass(pass);
}
m_rebuildDepthPrepass = true;
m_rebuildForwardPass = true;
}
void ForwardFramePipeline::UnregisterViewer(AbstractViewer* viewerInstance)
{
m_viewers.erase(viewerInstance);
m_rebuildFrameGraph = true;
}
BakedFrameGraph ForwardFramePipeline::BuildFrameGraph()
{
FrameGraph frameGraph;
for (auto&& [viewer, viewerData] : m_viewers)
{
viewerData.colorAttachment = frameGraph.AddAttachment({
"Color",
PixelFormat::RGBA8
});
viewerData.depthStencilAttachment = frameGraph.AddAttachment({
"Depth-stencil buffer",
Graphics::Instance()->GetPreferredDepthStencilFormat()
});
}
for (auto&& [viewer, viewerData] : m_viewers)
{
FramePass& depthPrepass = frameGraph.AddPass("Depth pre-pass");
depthPrepass.SetDepthStencilOutput(viewerData.depthStencilAttachment);
depthPrepass.SetDepthStencilClear(1.f, 0);
depthPrepass.SetExecutionCallback([this]()
}
viewerData.forwardRegistry.Clear();
viewerData.forwardRenderQueue.Clear();
{
if (m_rebuildForwardPass)
return FramePassExecution::UpdateAndExecute;
else
return FramePassExecution::Execute;
});
depthPrepass.SetCommandCallback([this, viewer = viewer](CommandBufferBuilder& builder, const Recti& /*renderRect*/)
{
Recti viewport = viewer->GetViewport();
std::size_t visibilityHash = 5U;
auto elementIt = viewerData.forwardRenderElements.begin();
for (auto&& [aabb, elementCount] : viewerData.forwardAABB)
{
if (!frustum.Contains(aabb))
{
std::advance(elementIt, elementCount);
continue;
}
for (std::size_t i = 0; i < elementCount; ++i)
{
auto& renderElement = *elementIt++;
renderElement->Register(viewerData.forwardRegistry);
viewerData.forwardRenderQueue.Insert(renderElement.get());
builder.SetScissor(viewport);
builder.SetViewport(viewport);
visibilityHash = CombineHash(visibilityHash, std::hash<const RenderElement*>()(renderElement.get()));
}
}
viewerData.forwardRenderQueue.Sort([&](const RenderElement* element)
{
return element->ComputeSortingScore(viewerData.forwardRegistry);
});
builder.BindShaderBinding(Graphics::ViewerBindingSet, viewer->GetViewerInstance().GetShaderBinding());
ProcessRenderQueue(builder, m_depthPrepassRenderQueue);
});
FramePass& forwardPass = frameGraph.AddPass("Forward pass");
forwardPass.AddOutput(viewerData.colorAttachment);
forwardPass.SetDepthStencilInput(viewerData.depthStencilAttachment);
//forwardPass.SetDepthStencilOutput(viewerData.depthStencilAttachment);
forwardPass.SetClearColor(0, Color::Black);
forwardPass.SetDepthStencilClear(1.f, 0);
forwardPass.SetExecutionCallback([this]()
{
if (m_rebuildForwardPass)
return FramePassExecution::UpdateAndExecute;
else
return FramePassExecution::Execute;
});
forwardPass.SetCommandCallback([this, viewer = viewer](CommandBufferBuilder& builder, const Recti& /*renderRect*/)
{
Recti viewport = viewer->GetViewport();
builder.SetScissor(viewport);
builder.SetViewport(viewport);
builder.BindShaderBinding(Graphics::ViewerBindingSet, viewer->GetViewerInstance().GetShaderBinding());
ProcessRenderQueue(builder, m_forwardRenderQueue);
});
}
//FIXME: This doesn't handle multiple window viewers
for (auto&& [viewer, viewerData] : m_viewers)
frameGraph.SetBackbufferOutput(viewerData.colorAttachment);
return frameGraph.Bake();
}
void ForwardFramePipeline::RegisterMaterialPass(MaterialPass* material)
{
auto it = m_materials.find(material);
if (it == m_materials.end())
if (viewerData.forwardVisibilityHash != visibilityHash)
{
viewerData.rebuildForwardPass = true;
viewerData.forwardVisibilityHash = visibilityHash;
}
}
}
if (m_bakedFrameGraph.Resize(renderFrame))
{
const std::shared_ptr<TextureSampler>& sampler = graphics->GetSamplerCache().Get({});
for (auto&& [_, viewerData] : m_viewers)
{
if (viewerData.blitShaderBinding)
renderFrame.PushForRelease(std::move(viewerData.blitShaderBinding));
viewerData.blitShaderBinding = graphics->GetBlitPipelineLayout()->AllocateShaderBinding(0);
viewerData.blitShaderBinding->Update({
{
0,
ShaderBinding::TextureBinding {
m_bakedFrameGraph.GetAttachmentTexture(viewerData.colorAttachment).get(),
sampler.get()
}
}
});
}
}
m_bakedFrameGraph.Execute(renderFrame);
m_rebuildFrameGraph = false;
const Vector2ui& frameSize = renderFrame.GetSize();
for (auto&& [viewer, viewerData] : m_viewers)
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++;
}
void ForwardFramePipeline::ProcessRenderQueue(CommandBufferBuilder& builder, const RenderQueue<RenderElement*>& renderQueue)
{
if (renderQueue.empty())
return;
auto it = renderQueue.begin();
auto itEnd = renderQueue.end();
while (it != itEnd)
{
viewerData.rebuildForwardPass = false;
viewerData.rebuildDepthPrepass = false;
const RenderTarget& renderTarget = viewer->GetRenderTarget();
Recti renderRegion(0, 0, frameSize.x, frameSize.y);
const ShaderBindingPtr& blitShaderBinding = viewerData.blitShaderBinding;
const std::shared_ptr<Texture>& sourceTexture = m_bakedFrameGraph.GetAttachmentTexture(viewerData.colorAttachment);
renderFrame.Execute([&](CommandBufferBuilder& builder)
{
builder.TextureBarrier(PipelineStage::ColorOutput, PipelineStage::FragmentShader, MemoryAccess::ColorWrite, MemoryAccess::ShaderRead, TextureLayout::ColorOutput, TextureLayout::ColorInput, *sourceTexture);
std::array<CommandBufferBuilder::ClearValues, 2> clearValues;
clearValues[0].color = Color::Black;
clearValues[1].depth = 1.f;
clearValues[1].stencil = 0;
builder.BeginDebugRegion("Main window rendering", Color::Green);
{
builder.BeginRenderPass(renderTarget.GetFramebuffer(renderFrame.GetFramebufferIndex()), renderTarget.GetRenderPass(), renderRegion, { clearValues[0], clearValues[1] });
{
builder.SetScissor(renderRegion);
builder.SetViewport(renderRegion);
builder.BindPipeline(*graphics->GetBlitPipeline());
builder.BindVertexBuffer(0, *graphics->GetFullscreenVertexBuffer());
builder.BindShaderBinding(0, *blitShaderBinding);
builder.Draw(3);
}
builder.EndRenderPass();
}
builder.EndDebugRegion();
}, QueueType::Graphics);
}
}
void ForwardFramePipeline::UnregisterInstancedDrawable(const WorldInstancePtr& worldInstance, const InstancedRenderable* instancedRenderable)
{
auto instanceIt = m_renderables.find(worldInstance);
if (instanceIt == m_renderables.end())
return;
auto& instancedRenderables = instanceIt->second;
auto renderableIt = instancedRenderables.find(instancedRenderable);
if (renderableIt == instancedRenderables.end())
return;
if (instancedRenderables.size() > 1)
instancedRenderables.erase(renderableIt);
else
{
m_removedWorldInstances.insert(worldInstance);
m_renderables.erase(instanceIt);;
}
std::size_t matCount = instancedRenderable->GetMaterialCount();
for (std::size_t i = 0; i < matCount; ++i)
{
if (MaterialPass* pass = instancedRenderable->GetMaterial(i)->GetPass(m_depthPassIndex))
UnregisterMaterialPass(pass);
if (MaterialPass* pass = instancedRenderable->GetMaterial(i)->GetPass(m_forwardPassIndex))
UnregisterMaterialPass(pass);
}
for (auto&& [viewer, viewerData] : m_viewers)
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;
ElementRenderer& elementRenderer = *m_elementRenderers[elementType];
elementRenderer.Render(builder, 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);
}
}
{
viewerData.rebuildDepthPrepass = true;
viewerData.rebuildForwardPass = true;
}
}
void ForwardFramePipeline::UnregisterViewer(AbstractViewer* viewerInstance)
{
m_viewers.erase(viewerInstance);
m_rebuildFrameGraph = true;
}
BakedFrameGraph ForwardFramePipeline::BuildFrameGraph()
{
FrameGraph frameGraph;
for (auto&& [viewer, viewerData] : m_viewers)
{
viewerData.colorAttachment = frameGraph.AddAttachment({
"Color",
PixelFormat::RGBA8
});
viewerData.depthStencilAttachment = frameGraph.AddAttachment({
"Depth-stencil buffer",
Graphics::Instance()->GetPreferredDepthStencilFormat()
});
}
for (auto&& [viewer, data] : m_viewers)
{
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();
builder.SetScissor(viewport);
builder.SetViewport(viewport);
builder.BindShaderBinding(Graphics::ViewerBindingSet, viewer->GetViewerInstance().GetShaderBinding());
ProcessRenderQueue(builder, viewerData.depthPrepassRenderQueue);
});
FramePass& forwardPass = frameGraph.AddPass("Forward pass");
forwardPass.AddOutput(viewerData.colorAttachment);
forwardPass.SetDepthStencilInput(viewerData.depthStencilAttachment);
//forwardPass.SetDepthStencilOutput(viewerData.depthStencilAttachment);
forwardPass.SetClearColor(0, Color::Black);
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);
builder.BindShaderBinding(Graphics::ViewerBindingSet, viewer->GetViewerInstance().GetShaderBinding());
ProcessRenderQueue(builder, viewerData.forwardRenderQueue);
});
}
//FIXME: This doesn't handle multiple window viewers
for (auto&& [viewer, viewerData] : m_viewers)
frameGraph.SetBackbufferOutput(viewerData.colorAttachment);
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++;
}
void ForwardFramePipeline::ProcessRenderQueue(CommandBufferBuilder& builder, const RenderQueue<RenderElement*>& renderQueue)
{
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;
ElementRenderer& elementRenderer = *m_elementRenderers[elementType];
elementRenderer.Render(builder, 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);
}

View File

@@ -13,7 +13,8 @@
namespace Nz
{
Model::Model(std::shared_ptr<GraphicalMesh> graphicalMesh) :
Model::Model(std::shared_ptr<GraphicalMesh> graphicalMesh, const Boxf& aabb) :
InstancedRenderable(aabb),
m_graphicalMesh(std::move(graphicalMesh))
{
m_submeshes.reserve(m_graphicalMesh->GetSubMeshCount());