Added ResourceListenerWrapper

This class wraps the call to
Resource::AddResourceListener/RemoveResourceListener using RAII and help
a lot with some of the dependencies.
Thanks to this, the render queues now handle their resources listening
properly.

Former-commit-id: 7f215ffa4ccadcc4f44f777656970e92ce01087a
This commit is contained in:
Lynix
2015-01-18 23:59:01 +01:00
parent a6183fae69
commit 8f9ea9db17
33 changed files with 602 additions and 411 deletions

View File

@@ -54,17 +54,17 @@ bool NzDeferredGeometryPass::Process(const NzScene* scene, unsigned int firstWor
for (auto& matIt : m_renderQueue->opaqueModels)
{
bool& used = std::get<0>(matIt.second);
if (used)
auto& matEntry = matIt.second;
if (matEntry.enabled)
{
bool& renderQueueInstancing = std::get<1>(matIt.second);
NzDeferredRenderQueue::MeshInstanceContainer& meshInstances = std::get<2>(matIt.second);
NzDeferredRenderQueue::MeshInstanceContainer& meshInstances = matEntry.meshMap;
if (!meshInstances.empty())
{
const NzMaterial* material = matIt.first;
bool useInstancing = instancingEnabled && renderQueueInstancing;
bool useInstancing = instancingEnabled && matEntry.instancingEnabled;
// On commence par récupérer le programme du matériau
nzUInt32 flags = nzShaderFlags_Deferred;
@@ -88,8 +88,9 @@ bool NzDeferredGeometryPass::Process(const NzScene* scene, unsigned int firstWor
for (auto& meshIt : meshInstances)
{
const NzMeshData& meshData = meshIt.first;
std::vector<NzMatrix4f>& instances = meshIt.second;
auto& meshEntry = meshIt.second;
std::vector<NzMatrix4f>& instances = meshEntry.instances;
if (!instances.empty())
{
const NzIndexBuffer* indexBuffer = meshData.indexBuffer;
@@ -158,8 +159,8 @@ bool NzDeferredGeometryPass::Process(const NzScene* scene, unsigned int firstWor
}
// Et on remet à zéro les données
renderQueueInstancing = false;
used = false;
matEntry.enabled = false;
matEntry.instancingEnabled = false;
}
}

View File

@@ -3,12 +3,9 @@
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Graphics/DeferredRenderQueue.hpp>
#include <Nazara/Graphics/Camera.hpp>
#include <Nazara/Graphics/AbstractViewer.hpp>
#include <Nazara/Graphics/ForwardRenderQueue.hpp>
#include <Nazara/Graphics/Light.hpp>
#include <Nazara/Graphics/Material.hpp>
#include <Nazara/Graphics/Model.hpp>
#include <Nazara/Graphics/Sprite.hpp>
#include <Nazara/Graphics/Debug.hpp>
namespace
@@ -26,11 +23,6 @@ m_forwardQueue(forwardQueue)
{
}
NzDeferredRenderQueue::~NzDeferredRenderQueue()
{
Clear(true);
}
void NzDeferredRenderQueue::AddDrawable(const NzDrawable* drawable)
{
m_forwardQueue->AddDrawable(drawable);
@@ -46,6 +38,7 @@ void NzDeferredRenderQueue::AddLight(const NzLight* light)
}
#endif
// On trie la lumière (elles sont traitées différement selon leur type)
switch (light->GetLightType())
{
case nzLightType_Directional:
@@ -61,56 +54,53 @@ void NzDeferredRenderQueue::AddLight(const NzLight* light)
break;
}
// On envoie également la lumière au forward-shading
///TODO: Possibilité pour une lumière de se réserver au Deferred Shading
m_forwardQueue->AddLight(light);
}
void NzDeferredRenderQueue::AddMesh(const NzMaterial* material, const NzMeshData& meshData, const NzBoxf& meshAABB, const NzMatrix4f& transformMatrix)
{
if (material->IsEnabled(nzRendererParameter_Blend))
// Un matériau transparent ? J'aime pas, va voir dans la forward queue si j'y suis
m_forwardQueue->AddMesh(material, meshData, meshAABB, transformMatrix);
else
{
ModelBatches::iterator it = opaqueModels.find(material);
auto it = opaqueModels.find(material);
if (it == opaqueModels.end())
{
it = opaqueModels.insert(std::make_pair(material, ModelBatches::mapped_type())).first;
material->AddResourceListener(this, ResourceType_Material);
BatchedModelEntry entry(this, ResourceType_Material);
entry.materialListener = material;
it = opaqueModels.insert(std::make_pair(material, std::move(entry))).first;
}
bool& used = std::get<0>(it->second);
bool& enableInstancing = std::get<1>(it->second);
MeshInstanceContainer& meshMap = std::get<2>(it->second);
BatchedModelEntry& entry = it->second;
entry.enabled = true;
used = true;
auto& meshMap = entry.meshMap;
MeshInstanceContainer::iterator it2 = meshMap.find(meshData);
auto it2 = meshMap.find(meshData);
if (it2 == meshMap.end())
{
it2 = meshMap.insert(std::make_pair(meshData, MeshInstanceContainer::mapped_type())).first;
MeshInstanceEntry instanceEntry(this, ResourceType_IndexBuffer, ResourceType_VertexBuffer);
instanceEntry.indexBufferListener = meshData.indexBuffer;
instanceEntry.vertexBufferListener = meshData.vertexBuffer;
if (meshData.indexBuffer)
meshData.indexBuffer->AddResourceListener(this, ResourceType_IndexBuffer);
meshData.vertexBuffer->AddResourceListener(this, ResourceType_VertexBuffer);
it2 = meshMap.insert(std::make_pair(meshData, std::move(instanceEntry))).first;
}
std::vector<NzMatrix4f>& instances = it2->second;
std::vector<NzMatrix4f>& instances = it2->second.instances;
instances.push_back(transformMatrix);
// Avons-nous suffisamment d'instances pour que le coût d'utilisation de l'instancing soit payé ?
if (instances.size() >= NAZARA_GRAPHICS_INSTANCING_MIN_INSTANCES_COUNT)
enableInstancing = true; // Apparemment oui, activons l'instancing avec ce matériau
entry.instancingEnabled = true; // Apparemment oui, activons l'instancing avec ce matériau
}
}
void NzDeferredRenderQueue::AddSprites(const NzMaterial* material, const NzVertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const NzTexture* overlay)
{
/*NzMaterial* material = sprite->GetMaterial();
if (!material->IsLightingEnabled() || material->IsEnabled(nzRendererParameter_Blend))
m_forwardQueue->AddSprite(sprite);
else
sprites[material].push_back(sprite);*/
m_forwardQueue->AddSprites(material, vertices, spriteCount, overlay);
}
@@ -121,27 +111,7 @@ void NzDeferredRenderQueue::Clear(bool fully)
spotLights.clear();
if (fully)
{
for (auto& matIt : opaqueModels)
{
const NzMaterial* material = matIt.first;
material->RemoveResourceListener(this);
MeshInstanceContainer& instances = std::get<2>(matIt.second);
for (auto& instanceIt : instances)
{
const NzMeshData& renderData = instanceIt.first;
if (renderData.indexBuffer)
renderData.indexBuffer->RemoveResourceListener(this);
renderData.vertexBuffer->RemoveResourceListener(this);
}
}
opaqueModels.clear();
sprites.clear();
}
m_forwardQueue->Clear(fully);
}
@@ -154,7 +124,7 @@ bool NzDeferredRenderQueue::OnResourceDestroy(const NzResource* resource, int in
{
for (auto& modelPair : opaqueModels)
{
MeshInstanceContainer& meshes = std::get<2>(modelPair.second);
MeshInstanceContainer& meshes = modelPair.second.meshMap;
for (auto it = meshes.begin(); it != meshes.end();)
{
const NzMeshData& renderData = it->first;
@@ -168,14 +138,18 @@ bool NzDeferredRenderQueue::OnResourceDestroy(const NzResource* resource, int in
}
case ResourceType_Material:
opaqueModels.erase(static_cast<const NzMaterial*>(resource));
{
const NzMaterial* material = static_cast<const NzMaterial*>(resource);
opaqueModels.erase(material);
break;
}
case ResourceType_VertexBuffer:
{
for (auto& modelPair : opaqueModels)
{
MeshInstanceContainer& meshes = std::get<2>(modelPair.second);
MeshInstanceContainer& meshes = modelPair.second.meshMap;
for (auto it = meshes.begin(); it != meshes.end();)
{
const NzMeshData& renderData = it->first;
@@ -203,7 +177,7 @@ void NzDeferredRenderQueue::OnResourceReleased(const NzResource* resource, int i
{
for (auto& modelPair : opaqueModels)
{
MeshInstanceContainer& meshes = std::get<2>(modelPair.second);
MeshInstanceContainer& meshes = modelPair.second.meshMap;
for (auto it = meshes.begin(); it != meshes.end();)
{
const NzMeshData& renderData = it->first;
@@ -233,7 +207,7 @@ void NzDeferredRenderQueue::OnResourceReleased(const NzResource* resource, int i
{
for (auto& modelPair : opaqueModels)
{
MeshInstanceContainer& meshes = std::get<2>(modelPair.second);
MeshInstanceContainer& meshes = modelPair.second.meshMap;
for (auto it = meshes.begin(); it != meshes.end();)
{
const NzMeshData& renderData = it->first;
@@ -268,26 +242,6 @@ bool NzDeferredRenderQueue::BatchedModelMaterialComparator::operator()(const NzM
return mat1 < mat2;
}
bool NzDeferredRenderQueue::BatchedSpriteMaterialComparator::operator()(const NzMaterial* mat1, const NzMaterial* mat2)
{
const NzUberShader* uberShader1 = mat1->GetShader();
const NzUberShader* uberShader2 = mat2->GetShader();
if (uberShader1 != uberShader2)
return uberShader1 < uberShader2;
const NzShader* shader1 = mat1->GetShaderInstance(nzShaderFlags_Deferred)->GetShader();
const NzShader* shader2 = mat2->GetShaderInstance(nzShaderFlags_Deferred)->GetShader();
if (shader1 != shader2)
return shader1 < shader2;
const NzTexture* diffuseMap1 = mat1->GetDiffuseMap();
const NzTexture* diffuseMap2 = mat2->GetDiffuseMap();
if (diffuseMap1 != diffuseMap2)
return diffuseMap1 < diffuseMap2;
return mat1 < mat2;
}
bool NzDeferredRenderQueue::MeshDataComparator::operator()(const NzMeshData& data1, const NzMeshData& data2)
{
const NzBuffer* buffer1;

View File

@@ -5,15 +5,8 @@
#include <Nazara/Graphics/ForwardRenderQueue.hpp>
#include <Nazara/Graphics/AbstractViewer.hpp>
#include <Nazara/Graphics/Light.hpp>
#include <Nazara/Graphics/Material.hpp>
#include <Nazara/Graphics/Model.hpp>
#include <Nazara/Graphics/Sprite.hpp>
#include <Nazara/Utility/SkeletalMesh.hpp>
#include <Nazara/Utility/StaticMesh.hpp>
#include <Nazara/Graphics/Debug.hpp>
///FIXME: Régler ce problème de dépendance aux ressources
namespace
{
enum ResourceType
@@ -25,11 +18,6 @@ namespace
};
}
NzForwardRenderQueue::~NzForwardRenderQueue()
{
Clear(true);
}
void NzForwardRenderQueue::AddDrawable(const NzDrawable* drawable)
{
#if NAZARA_GRAPHICS_SAFE
@@ -79,9 +67,9 @@ void NzForwardRenderQueue::AddMesh(const NzMaterial* material, const NzMeshData&
transparentModelData.resize(index+1);
TransparentModelData& data = transparentModelData.back();
data.boundingSphere = NzSpheref(transformMatrix.GetTranslation() + meshAABB.GetCenter(), meshAABB.GetSquaredRadius());
data.material = material;
data.meshData = meshData;
data.squaredBoundingSphere = NzSpheref(transformMatrix.GetTranslation() + meshAABB.GetCenter(), meshAABB.GetSquaredRadius());
data.transformMatrix = transformMatrix;
transparentModels.push_back(index);
@@ -91,36 +79,34 @@ void NzForwardRenderQueue::AddMesh(const NzMaterial* material, const NzMeshData&
ModelBatches::iterator it = opaqueModels.find(material);
if (it == opaqueModels.end())
{
it = opaqueModels.insert(std::make_pair(material, ModelBatches::mapped_type())).first;
material->AddResourceListener(this, ResourceType_Material);
BatchedModelEntry entry(this, ResourceType_Material);
entry.materialListener = material;
it = opaqueModels.insert(std::make_pair(material, std::move(entry))).first;
}
bool& used = std::get<0>(it->second);
bool& enableInstancing = std::get<1>(it->second);
MeshInstanceContainer& meshMap = std::get<2>(it->second);
BatchedModelEntry& entry = it->second;
entry.enabled = true;
used = true;
auto& meshMap = entry.meshMap;
MeshInstanceContainer::iterator it2 = meshMap.find(meshData);
auto it2 = meshMap.find(meshData);
if (it2 == meshMap.end())
{
it2 = meshMap.insert(std::make_pair(meshData, MeshInstanceContainer::mapped_type())).first;
MeshInstanceEntry instanceEntry(this, ResourceType_IndexBuffer, ResourceType_VertexBuffer);
instanceEntry.indexBufferListener = meshData.indexBuffer;
instanceEntry.squaredBoundingSphere = meshAABB.GetSquaredBoundingSphere();
instanceEntry.vertexBufferListener = meshData.vertexBuffer;
NzSpheref& squaredBoundingSphere = it2->second.first;
squaredBoundingSphere.Set(meshAABB.GetSquaredBoundingSphere());
if (meshData.indexBuffer)
meshData.indexBuffer->AddResourceListener(this, ResourceType_IndexBuffer);
meshData.vertexBuffer->AddResourceListener(this, ResourceType_VertexBuffer);
it2 = meshMap.insert(std::make_pair(meshData, std::move(instanceEntry))).first;
}
std::vector<NzMatrix4f>& instances = it2->second.second;
std::vector<NzMatrix4f>& instances = it2->second.instances;
instances.push_back(transformMatrix);
// Avons-nous suffisamment d'instances pour que le coût d'utilisation de l'instancing soit payé ?
if (instances.size() >= NAZARA_GRAPHICS_INSTANCING_MIN_INSTANCES_COUNT)
enableInstancing = true; // Apparemment oui, activons l'instancing avec ce matériau
entry.instancingEnabled = true; // Apparemment oui, activons l'instancing avec ce matériau
}
}
@@ -129,20 +115,27 @@ void NzForwardRenderQueue::AddSprites(const NzMaterial* material, const NzVertex
auto matIt = basicSprites.find(material);
if (matIt == basicSprites.end())
{
matIt = basicSprites.insert(std::make_pair(material, BasicSpriteBatches::mapped_type())).first;
material->AddResourceListener(this, ResourceType_Material);
BatchedBasicSpriteEntry entry(this, ResourceType_Material);
entry.materialListener = material;
matIt = basicSprites.insert(std::make_pair(material, std::move(entry))).first;
}
auto& overlayMap = matIt->second;
BatchedBasicSpriteEntry& entry = matIt->second;
entry.enabled = true;
auto& overlayMap = entry.overlayMap;
auto overlayIt = overlayMap.find(overlay);
if (overlayIt == overlayMap.end())
{
overlayIt = overlayMap.insert(std::make_pair(overlay, BasicSpriteOverlayContainer::mapped_type())).first;
if (overlay)
overlay->AddResourceListener(this, ResourceType_Texture);
BatchedSpriteEntry overlayEntry(this, ResourceType_Texture);
overlayEntry.textureListener = overlay;
overlayIt = overlayMap.insert(std::make_pair(overlay, std::move(overlayEntry))).first;
}
auto& spriteVector = overlayIt->second;
auto& spriteVector = overlayIt->second.spriteChains;
spriteVector.push_back(SpriteChain_XYZ_Color_UV({vertices, spriteCount}));
}
@@ -156,37 +149,7 @@ void NzForwardRenderQueue::Clear(bool fully)
if (fully)
{
for (auto& matPair : basicSprites)
{
const NzMaterial* material = matPair.first;
material->RemoveResourceListener(this);
auto& overlayMap = matPair.second;
for (auto& overlayPair : overlayMap)
{
const NzTexture* overlay = overlayPair.first;
if (overlay)
overlay->RemoveResourceListener(this);
}
}
basicSprites.clear();
for (auto& matPair : opaqueModels)
{
const NzMaterial* material = matPair.first;
material->RemoveResourceListener(this);
MeshInstanceContainer& instances = std::get<2>(matPair.second);
for (auto& instanceIt : instances)
{
const NzMeshData& renderData = instanceIt.first;
if (renderData.indexBuffer)
renderData.indexBuffer->RemoveResourceListener(this);
renderData.vertexBuffer->RemoveResourceListener(this);
}
}
opaqueModels.clear();
}
}
@@ -198,8 +161,8 @@ void NzForwardRenderQueue::Sort(const NzAbstractViewer* viewer)
std::sort(transparentModels.begin(), transparentModels.end(), [this, &nearPlane, &viewerNormal](unsigned int index1, unsigned int index2)
{
const NzSpheref& sphere1 = transparentModelData[index1].boundingSphere;
const NzSpheref& sphere2 = transparentModelData[index2].boundingSphere;
const NzSpheref& sphere1 = transparentModelData[index1].squaredBoundingSphere;
const NzSpheref& sphere2 = transparentModelData[index2].squaredBoundingSphere;
NzVector3f position1 = sphere1.GetNegativeVertex(viewerNormal);
NzVector3f position2 = sphere2.GetNegativeVertex(viewerNormal);
@@ -216,7 +179,7 @@ bool NzForwardRenderQueue::OnResourceDestroy(const NzResource* resource, int ind
{
for (auto& modelPair : opaqueModels)
{
MeshInstanceContainer& meshes = std::get<2>(modelPair.second);
MeshInstanceContainer& meshes = modelPair.second.meshMap;
for (auto it = meshes.begin(); it != meshes.end();)
{
const NzMeshData& renderData = it->first;
@@ -230,15 +193,19 @@ bool NzForwardRenderQueue::OnResourceDestroy(const NzResource* resource, int ind
}
case ResourceType_Material:
basicSprites.erase(static_cast<const NzMaterial*>(resource));
opaqueModels.erase(static_cast<const NzMaterial*>(resource));
{
const NzMaterial* material = static_cast<const NzMaterial*>(resource);
basicSprites.erase(material);
opaqueModels.erase(material);
break;
}
case ResourceType_VertexBuffer:
{
for (auto& modelPair : opaqueModels)
{
MeshInstanceContainer& meshes = std::get<2>(modelPair.second);
MeshInstanceContainer& meshes = modelPair.second.meshMap;
for (auto it = meshes.begin(); it != meshes.end();)
{
const NzMeshData& renderData = it->first;
@@ -266,7 +233,7 @@ void NzForwardRenderQueue::OnResourceReleased(const NzResource* resource, int in
{
for (auto& modelPair : opaqueModels)
{
MeshInstanceContainer& meshes = std::get<2>(modelPair.second);
MeshInstanceContainer& meshes = modelPair.second.meshMap;
for (auto it = meshes.begin(); it != meshes.end();)
{
const NzMeshData& renderData = it->first;
@@ -306,7 +273,7 @@ void NzForwardRenderQueue::OnResourceReleased(const NzResource* resource, int in
{
for (auto matIt = basicSprites.begin(); matIt != basicSprites.end(); ++matIt)
{
auto& overlayMap = matIt->second;
auto& overlayMap = matIt->second.overlayMap;
for (auto overlayIt = overlayMap.begin(); overlayIt != overlayMap.end(); ++overlayIt)
{
if (overlayIt->first == resource)
@@ -324,7 +291,7 @@ void NzForwardRenderQueue::OnResourceReleased(const NzResource* resource, int in
{
for (auto& modelPair : opaqueModels)
{
MeshInstanceContainer& meshes = std::get<2>(modelPair.second);
MeshInstanceContainer& meshes = modelPair.second.meshMap;
for (auto it = meshes.begin(); it != meshes.end();)
{
const NzMeshData& renderData = it->first;

View File

@@ -175,86 +175,93 @@ void NzForwardRenderTechnique::DrawBasicSprites(const NzScene* scene) const
for (auto& matIt : m_renderQueue.basicSprites)
{
const NzMaterial* material = matIt.first;
auto& overlayMap = matIt.second;
auto& matEntry = matIt.second;
for (auto& overlayIt : overlayMap)
if (matEntry.enabled)
{
const NzTexture* overlay = overlayIt.first;
auto& spriteChainVector = overlayIt.second;
unsigned int spriteChainCount = spriteChainVector.size();
if (spriteChainCount > 0)
auto& overlayMap = matEntry.overlayMap;
for (auto& overlayIt : overlayMap)
{
// On commence par appliquer du matériau (et récupérer le shader ainsi activé)
nzUInt32 flags = nzShaderFlags_VertexColor;
if (overlay)
flags |= nzShaderFlags_TextureOverlay;
const NzTexture* overlay = overlayIt.first;
auto& spriteChainVector = overlayIt.second.spriteChains;
nzUInt8 overlayUnit;
const NzShader* shader = material->Apply(flags, 0, &overlayUnit);
if (overlay)
unsigned int spriteChainCount = spriteChainVector.size();
if (spriteChainCount > 0)
{
overlayUnit++;
NzRenderer::SetTexture(overlayUnit, overlay);
NzRenderer::SetTextureSampler(overlayUnit, material->GetDiffuseSampler());
}
// On commence par appliquer du matériau (et récupérer le shader ainsi activé)
nzUInt32 flags = nzShaderFlags_VertexColor;
if (overlay)
flags |= nzShaderFlags_TextureOverlay;
// Les uniformes sont conservées au sein d'un programme, inutile de les renvoyer tant qu'il ne change pas
if (shader != lastShader)
{
// Index des uniformes dans le shader
shaderUniforms = GetShaderUniforms(shader);
nzUInt8 overlayUnit;
const NzShader* shader = material->Apply(flags, 0, &overlayUnit);
// Couleur ambiante de la scène
shader->SendColor(shader->GetUniformLocation(nzShaderUniform_SceneAmbient), scene->GetAmbientColor());
// Overlay
shader->SendInteger(shaderUniforms->textureOverlay, overlayUnit);
// Position de la caméra
shader->SendVector(shader->GetUniformLocation(nzShaderUniform_EyePosition), viewer->GetEyePosition());
if (overlay)
{
overlayUnit++;
NzRenderer::SetTexture(overlayUnit, overlay);
NzRenderer::SetTextureSampler(overlayUnit, material->GetDiffuseSampler());
}
lastShader = shader;
}
// Les uniformes sont conservées au sein d'un programme, inutile de les renvoyer tant qu'il ne change pas
if (shader != lastShader)
{
// Index des uniformes dans le shader
shaderUniforms = GetShaderUniforms(shader);
unsigned int spriteChain = 0; // Quelle chaîne de sprite traitons-nous
unsigned int spriteChainOffset = 0; // À quel offset dans la dernière chaîne nous sommes-nous arrêtés
// Couleur ambiante de la scène
shader->SendColor(shader->GetUniformLocation(nzShaderUniform_SceneAmbient), scene->GetAmbientColor());
// Overlay
shader->SendInteger(shaderUniforms->textureOverlay, overlayUnit);
// Position de la caméra
shader->SendVector(shader->GetUniformLocation(nzShaderUniform_EyePosition), viewer->GetEyePosition());
do
{
// On ouvre le buffer en écriture
NzBufferMapper<NzVertexBuffer> vertexMapper(m_spriteBuffer, nzBufferAccess_DiscardAndWrite);
NzVertexStruct_XYZ_Color_UV* vertices = reinterpret_cast<NzVertexStruct_XYZ_Color_UV*>(vertexMapper.GetPointer());
lastShader = shader;
}
unsigned int spriteCount = 0;
unsigned int spriteChain = 0; // Quelle chaîne de sprite traitons-nous
unsigned int spriteChainOffset = 0; // À quel offset dans la dernière chaîne nous sommes-nous arrêtés
do
{
NzForwardRenderQueue::SpriteChain_XYZ_Color_UV& currentChain = spriteChainVector[spriteChain];
unsigned int count = std::min(s_maxSprites - spriteCount, currentChain.spriteCount - spriteChainOffset);
// On ouvre le buffer en écriture
NzBufferMapper<NzVertexBuffer> vertexMapper(m_spriteBuffer, nzBufferAccess_DiscardAndWrite);
NzVertexStruct_XYZ_Color_UV* vertices = reinterpret_cast<NzVertexStruct_XYZ_Color_UV*>(vertexMapper.GetPointer());
std::memcpy(vertices, currentChain.vertices + spriteChainOffset*4, 4*count*sizeof(NzVertexStruct_XYZ_Color_UV));
vertices += count*4;
unsigned int spriteCount = 0;
spriteCount += count;
spriteChainOffset += count;
// Avons-nous traité la chaîne entière ?
if (spriteChainOffset == currentChain.spriteCount)
do
{
spriteChain++;
spriteChainOffset = 0;
NzForwardRenderQueue::SpriteChain_XYZ_Color_UV& currentChain = spriteChainVector[spriteChain];
unsigned int count = std::min(s_maxSprites - spriteCount, currentChain.spriteCount - spriteChainOffset);
std::memcpy(vertices, currentChain.vertices + spriteChainOffset*4, 4*count*sizeof(NzVertexStruct_XYZ_Color_UV));
vertices += count*4;
spriteCount += count;
spriteChainOffset += count;
// Avons-nous traité la chaîne entière ?
if (spriteChainOffset == currentChain.spriteCount)
{
spriteChain++;
spriteChainOffset = 0;
}
}
while (spriteCount < s_maxSprites && spriteChain < spriteChainCount);
vertexMapper.Unmap();
NzRenderer::DrawIndexedPrimitives(nzPrimitiveMode_TriangleList, 0, spriteCount*6);
}
while (spriteCount < s_maxSprites && spriteChain < spriteChainCount);
while (spriteChain < spriteChainCount);
vertexMapper.Unmap();
NzRenderer::DrawIndexedPrimitives(nzPrimitiveMode_TriangleList, 0, spriteCount*6);
spriteChainVector.clear();
}
while (spriteChain < spriteChainCount);
spriteChainVector.clear();
}
// On remet à zéro
matEntry.enabled = false;
}
}
}
@@ -267,11 +274,11 @@ void NzForwardRenderTechnique::DrawOpaqueModels(const NzScene* scene) const
for (auto& matIt : m_renderQueue.opaqueModels)
{
bool& used = std::get<0>(matIt.second);
if (used)
auto& matEntry = matIt.second;
if (matEntry.enabled)
{
bool& renderQueueInstancing = std::get<1>(matIt.second);
NzForwardRenderQueue::MeshInstanceContainer& meshInstances = std::get<2>(matIt.second);
NzForwardRenderQueue::MeshInstanceContainer& meshInstances = matEntry.meshMap;
if (!meshInstances.empty())
{
@@ -280,7 +287,7 @@ void NzForwardRenderTechnique::DrawOpaqueModels(const NzScene* scene) const
// Nous utilisons de l'instancing que lorsqu'aucune lumière (autre que directionnelle) n'est active
// Ceci car l'instancing n'est pas compatible avec la recherche des lumières les plus proches
// (Le deferred shading n'a pas ce problème)
bool instancing = m_instancingEnabled && (!material->IsLightingEnabled() || m_lights.IsEmpty()) && renderQueueInstancing;
bool instancing = m_instancingEnabled && (!material->IsLightingEnabled() || m_lights.IsEmpty()) && matEntry.instancingEnabled;
// On commence par appliquer du matériau (et récupérer le shader ainsi activé)
const NzShader* shader = material->Apply((instancing) ? nzShaderFlags_Instancing : 0);
@@ -300,11 +307,13 @@ void NzForwardRenderTechnique::DrawOpaqueModels(const NzScene* scene) const
}
// Meshes
for (auto& subMeshIt : meshInstances)
for (auto& meshIt : meshInstances)
{
const NzMeshData& meshData = subMeshIt.first;
const NzSpheref& boundingSphere = subMeshIt.second.first;
std::vector<NzMatrix4f>& instances = subMeshIt.second.second;
const NzMeshData& meshData = meshIt.first;
auto& meshEntry = meshIt.second;
const NzSpheref& squaredBoundingSphere = meshEntry.squaredBoundingSphere;
std::vector<NzMatrix4f>& instances = meshEntry.instances;
if (!instances.empty())
{
@@ -400,7 +409,7 @@ void NzForwardRenderTechnique::DrawOpaqueModels(const NzScene* scene) const
for (const NzMatrix4f& matrix : instances)
{
unsigned int directionalLightCount = m_directionalLights.GetLightCount();
unsigned int otherLightCount = m_lights.ComputeClosestLights(matrix.GetTranslation() + boundingSphere.GetPosition(), boundingSphere.radius, m_maxLightPassPerObject*NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS - directionalLightCount);
unsigned int otherLightCount = m_lights.ComputeClosestLights(matrix.GetTranslation() + squaredBoundingSphere.GetPosition(), squaredBoundingSphere.radius, m_maxLightPassPerObject*NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS - directionalLightCount);
unsigned int lightCount = directionalLightCount + otherLightCount;
NzRenderer::SetMatrix(nzMatrixType_World, matrix);
@@ -464,8 +473,8 @@ void NzForwardRenderTechnique::DrawOpaqueModels(const NzScene* scene) const
}
// Et on remet à zéro les données
used = false;
renderQueueInstancing = false;
matEntry.enabled = false;
matEntry.instancingEnabled = false;
}
}
}
@@ -534,7 +543,11 @@ void NzForwardRenderTechnique::DrawTransparentModels(const NzScene* scene) const
// Calcul des lumières les plus proches
if (lightCount < NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS && !m_lights.IsEmpty())
{
unsigned int count = std::min(NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS - lightCount, m_lights.ComputeClosestLights(matrix.GetTranslation() + modelData.boundingSphere.GetPosition(), modelData.boundingSphere.radius, NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS));
NzVector3f position = matrix.GetTranslation() + modelData.squaredBoundingSphere.GetPosition();
float radius = modelData.squaredBoundingSphere.radius;
unsigned int closestLightCount = m_lights.ComputeClosestLights(position, radius, NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS);
unsigned int count = std::min(NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS - lightCount, closestLightCount);
for (unsigned int i = 0; i < count; ++i)
m_lights.GetResult(i)->Enable(shader, shaderUniforms->lightUniforms, shaderUniforms->lightOffset*(lightCount++));
}

View File

@@ -35,8 +35,8 @@ namespace
NzVertexBuffer* buffer;
};
using MeshMap = std::unordered_map<const NzSkeletalMesh*, BufferData>;
using SkeletonMap = std::unordered_map<const NzSkeleton*, MeshMap>;
using MeshMap = std::unordered_map<const NzSkeletalMesh*, std::pair<NzSkeletalMeshConstListener, BufferData>>;
using SkeletonMap = std::unordered_map<const NzSkeleton*, std::pair<NzSkeletonConstListener, MeshMap>>;
SkeletonMap s_cache;
std::vector<SkinningData> s_skinningQueue;
@@ -51,7 +51,7 @@ namespace
{
for (auto& pair : s_cache)
{
MeshMap& meshMap = pair.second;
MeshMap& meshMap = pair.second.second;
meshMap.erase(static_cast<const NzSkeletalMesh*>(resource));
}
break;
@@ -75,17 +75,19 @@ namespace
{
for (auto& pair : s_cache)
{
MeshMap& meshMap = pair.second;
MeshMap& meshMap = pair.second.second;
for (auto& pair2 : meshMap)
pair2.second.updated = false;
pair2.second.second.updated = false;
}
break;
}
case ResourceType_Skeleton:
{
for (auto& pair : s_cache.at(static_cast<const NzSkeleton*>(resource)))
pair.second.updated = false;
const NzSkeleton* skeleton = static_cast<const NzSkeleton*>(resource);
for (auto& pair : s_cache.at(skeleton).second)
pair.second.second.updated = false;
break;
}
}
@@ -161,14 +163,11 @@ NzVertexBuffer* NzSkinningManager::GetBuffer(const NzSkeletalMesh* mesh, const N
SkeletonMap::iterator it = s_cache.find(skeleton);
if (it == s_cache.end())
{
it = s_cache.insert(std::make_pair(skeleton, SkeletonMap::mapped_type())).first;
skeleton->AddResourceListener(&listener, ResourceType_Skeleton);
}
it = s_cache.insert(std::make_pair(skeleton, std::make_pair(NzSkeletonConstListener(&listener, ResourceType_Skeleton, skeleton), MeshMap{}))).first;
NzVertexBuffer* buffer;
MeshMap& meshMap = it->second;
MeshMap& meshMap = it->second.second;
MeshMap::iterator it2 = meshMap.find(mesh);
if (it2 == meshMap.end())
{
@@ -177,9 +176,7 @@ NzVertexBuffer* NzSkinningManager::GetBuffer(const NzSkeletalMesh* mesh, const N
vertexBuffer->Reset(NzVertexDeclaration::Get(nzVertexLayout_XYZ_Normal_UV_Tangent), mesh->GetVertexCount(), nzDataStorage_Hardware, nzBufferUsage_Dynamic);
BufferData data({vertexBuffer.get(), true});
meshMap.insert(std::make_pair(mesh, data));
mesh->AddResourceListener(&listener, ResourceType_SkeletalMesh);
meshMap.insert(std::make_pair(mesh, std::make_pair(NzSkeletalMeshConstListener(&listener, ResourceType_SkeletalMesh, mesh), data)));
s_skinningQueue.push_back(SkinningData{mesh, skeleton, vertexBuffer.get()});
@@ -187,7 +184,7 @@ NzVertexBuffer* NzSkinningManager::GetBuffer(const NzSkeletalMesh* mesh, const N
}
else
{
BufferData& data = it2->second;
BufferData& data = it2->second.second;
if (!data.updated)
{
s_skinningQueue.push_back(SkinningData{mesh, skeleton, data.buffer});
@@ -221,13 +218,6 @@ bool NzSkinningManager::Initialize()
void NzSkinningManager::Uninitialize()
{
for (auto& pair : s_cache)
{
pair.first->RemoveResourceListener(&listener);
MeshMap& meshMap = pair.second;
for (auto& pair2 : meshMap)
pair2.first->RemoveResourceListener(&listener);
}
s_cache.clear();
s_skinningQueue.clear();
}

View File

@@ -19,8 +19,17 @@ namespace
{
struct Attachment
{
Attachment(NzResourceListener* listener, int bufferIndex = 0, int textureIndex = 0) :
bufferListener(listener, bufferIndex),
textureListener(listener, textureIndex)
{
}
NzRenderBufferRef buffer;
NzTextureRef texture;
// Les listeners doivent se trouver après les références (pour être libérés avant elles)
NzRenderBufferListener bufferListener;
NzTextureListener textureListener;
nzAttachmentPoint attachmentPoint;
bool isBuffer;
@@ -51,11 +60,16 @@ namespace
struct NzRenderTextureImpl
{
NzRenderTextureImpl(NzResourceListener* listener, int contextIndex = 0) :
context(listener, contextIndex)
{
}
GLuint fbo;
std::vector<Attachment> attachments;
std::vector<nzUInt8> colorTargets;
mutable std::vector<GLenum> drawBuffers;
const NzContext* context;
NzContextConstListener context;
bool checked = false;
bool complete = false;
bool userDefinedTargets = false;
@@ -139,20 +153,23 @@ bool NzRenderTexture::AttachBuffer(nzAttachmentPoint attachmentPoint, nzUInt8 in
Unlock();
unsigned int attachIndex = attachmentIndex[attachmentPoint]+index;
if (m_impl->attachments.size() <= attachIndex)
m_impl->attachments.resize(attachIndex+1);
unsigned int attachIndex = attachmentIndex[attachmentPoint] + index;
// On créé les attachements si ça n'a pas déjà été fait
for (unsigned int i = m_impl->attachments.size(); i <= attachIndex; ++i)
{
Attachment attachment(this, attachIndex, attachIndex);
m_impl->attachments.emplace_back(std::move(attachment));
}
Attachment& attachment = m_impl->attachments[attachIndex];
attachment.attachmentPoint = attachmentPoint;
attachment.buffer = buffer;
attachment.bufferListener = buffer;
attachment.isBuffer = true;
attachment.isUsed = true;
attachment.height = buffer->GetHeight();
attachment.width = buffer->GetWidth();
buffer->AddResourceListener(this, attachIndex);
m_impl->checked = false;
if (attachmentPoint == nzAttachmentPoint_Color && !m_impl->userDefinedTargets)
@@ -283,9 +300,14 @@ bool NzRenderTexture::AttachTexture(nzAttachmentPoint attachmentPoint, nzUInt8 i
Unlock();
unsigned int attachIndex = attachmentIndex[attachmentPoint]+index;
if (m_impl->attachments.size() <= attachIndex)
m_impl->attachments.resize(attachIndex+1);
unsigned int attachIndex = attachmentIndex[attachmentPoint] + index;
// On créé les attachements si ça n'a pas déjà été fait
for (unsigned int i = m_impl->attachments.size(); i <= attachIndex; ++i)
{
Attachment attachment(this, attachIndex, attachIndex);
m_impl->attachments.emplace_back(std::move(attachment));
}
Attachment& attachment = m_impl->attachments[attachIndex];
attachment.attachmentPoint = attachmentPoint;
@@ -293,10 +315,9 @@ bool NzRenderTexture::AttachTexture(nzAttachmentPoint attachmentPoint, nzUInt8 i
attachment.isUsed = true;
attachment.height = texture->GetHeight();
attachment.texture = texture;
attachment.textureListener = texture;
attachment.width = texture->GetWidth();
texture->AddResourceListener(this, attachIndex);
m_impl->checked = false;
if (attachmentPoint == nzAttachmentPoint_Color && !m_impl->userDefinedTargets)
@@ -327,7 +348,7 @@ bool NzRenderTexture::Create(bool lock)
}
#endif
std::unique_ptr<NzRenderTextureImpl> impl(new NzRenderTextureImpl);
std::unique_ptr<NzRenderTextureImpl> impl(new NzRenderTextureImpl(this));
impl->fbo = 0;
glGenFramebuffers(1, &impl->fbo);
@@ -340,7 +361,6 @@ bool NzRenderTexture::Create(bool lock)
m_impl = impl.release();
m_impl->context = NzContext::GetCurrent();
m_impl->context->AddResourceListener(this);
if (lock)
{
@@ -372,19 +392,6 @@ void NzRenderTexture::Destroy()
if (IsActive())
NzRenderer::SetTarget(nullptr);
m_impl->context->RemoveResourceListener(this);
for (const Attachment& attachment : m_impl->attachments)
{
if (attachment.isUsed)
{
if (attachment.isBuffer)
attachment.buffer->RemoveResourceListener(this);
else
attachment.texture->RemoveResourceListener(this);
}
}
// Le FBO devant être supprimé dans son contexte d'origine, nous déléguons sa suppression à la classe OpenGL
// Celle-ci va libérer le FBO dès que possible (la prochaine fois que son contexte d'origine sera actif)
NzOpenGL::DeleteFrameBuffer(m_impl->context, m_impl->fbo);
@@ -410,7 +417,7 @@ void NzRenderTexture::Detach(nzAttachmentPoint attachmentPoint, nzUInt8 index)
}
#endif
unsigned int attachIndex = attachmentIndex[attachmentPoint]+index;
unsigned int attachIndex = attachmentIndex[attachmentPoint] + index;
if (attachIndex >= m_impl->attachments.size())
return;
@@ -430,7 +437,7 @@ void NzRenderTexture::Detach(nzAttachmentPoint attachmentPoint, nzUInt8 index)
{
glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, NzOpenGL::Attachment[attachmentPoint]+index, GL_RENDERBUFFER, 0);
attachement.buffer->RemoveResourceListener(this);
attachement.bufferListener = nullptr;
attachement.buffer = nullptr;
}
else
@@ -440,7 +447,7 @@ void NzRenderTexture::Detach(nzAttachmentPoint attachmentPoint, nzUInt8 index)
else
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, NzOpenGL::Attachment[attachmentPoint]+index, 0, 0, 0);
attachement.texture->RemoveResourceListener(this);
attachement.textureListener = nullptr;
attachement.texture = nullptr;
}

View File

@@ -66,10 +66,38 @@ namespace
bool samplerUpdated = false;
};
using VAO_Key = std::tuple<const NzIndexBuffer*, const NzVertexBuffer*, const NzVertexDeclaration*, const NzVertexDeclaration*>;
using VAO_Map = std::map<VAO_Key, GLuint>;
struct VAO_Entry
{
VAO_Entry(NzResourceListener* listener, int indexBufferIndex, int vertexBufferIndex, int vertexDeclarationIndex, int instancingDeclarationIndex) :
indexBufferListener(listener, indexBufferIndex),
vertexBufferListener(listener, vertexBufferIndex),
instancingDeclarationListener(listener, instancingDeclarationIndex),
vertexDeclarationListener(listener, vertexDeclarationIndex)
{
}
using Context_Map = std::unordered_map<const NzContext*, VAO_Map>;
GLuint vao;
NzIndexBufferConstListener indexBufferListener;
NzVertexBufferConstListener vertexBufferListener;
NzVertexDeclarationConstListener instancingDeclarationListener;
NzVertexDeclarationConstListener vertexDeclarationListener;
};
using VAO_Key = std::tuple<const NzIndexBuffer*, const NzVertexBuffer*, const NzVertexDeclaration*, const NzVertexDeclaration*>;
using VAO_Map = std::map<VAO_Key, VAO_Entry>;
struct Context_Entry
{
Context_Entry(NzResourceListener* listener, int index) :
contextListener(listener, index)
{
}
NzContextConstListener contextListener;
VAO_Map vaoMap;
};
using Context_Map = std::unordered_map<const NzContext*, Context_Entry>;
Context_Map s_vaos;
std::vector<unsigned int> s_dirtyTextureUnits;
@@ -116,7 +144,7 @@ namespace
for (auto& pair : s_vaos)
{
const NzContext* context = pair.first;
VAO_Map& vaos = pair.second;
VAO_Map& vaos = pair.second.vaoMap;
auto it = vaos.begin();
while (it != vaos.end())
@@ -131,7 +159,7 @@ namespace
// son contexte d'origine est actif, sinon il faudra le mettre en file d'attente
// Ceci est géré par la méthode OpenGL::DeleteVertexArray
NzOpenGL::DeleteVertexArray(context, it->second);
NzOpenGL::DeleteVertexArray(context, it->second.vao);
vaos.erase(it++);
}
else
@@ -147,7 +175,7 @@ namespace
for (auto& pair : s_vaos)
{
const NzContext* context = pair.first;
VAO_Map& vaos = pair.second;
VAO_Map& vaos = pair.second.vaoMap;
auto it = vaos.begin();
while (it != vaos.end())
@@ -162,7 +190,7 @@ namespace
// son contexte d'origine est actif, sinon il faudra le mettre en file d'attente
// Ceci est géré par la méthode OpenGL::DeleteVertexArray
NzOpenGL::DeleteVertexArray(context, it->second);
NzOpenGL::DeleteVertexArray(context, it->second.vao);
vaos.erase(it++);
}
else
@@ -178,7 +206,7 @@ namespace
for (auto& pair : s_vaos)
{
const NzContext* context = pair.first;
VAO_Map& vaos = pair.second;
VAO_Map& vaos = pair.second.vaoMap;
auto it = vaos.begin();
while (it != vaos.end())
@@ -194,7 +222,7 @@ namespace
// son contexte d'origine est actif, sinon il faudra le mettre en file d'attente
// Ceci est géré par la méthode OpenGL::DeleteVertexArray
NzOpenGL::DeleteVertexArray(context, it->second);
NzOpenGL::DeleteVertexArray(context, it->second.vao);
vaos.erase(it++);
}
else
@@ -1533,28 +1561,14 @@ void NzRenderer::Uninitialize()
for (auto& pair : s_vaos)
{
const NzContext* context = pair.first;
const Context_Entry& contextEntry = pair.second;
for (auto& pair2 : pair.second)
for (auto& pair2 : contextEntry.vaoMap)
{
const VAO_Key& key = pair2.first;
const NzIndexBuffer* indexBuffer = std::get<0>(key);
const NzVertexBuffer* vertexBuffer = std::get<1>(key);
const NzVertexDeclaration* vertexDeclaration = std::get<2>(key);
const NzVertexDeclaration* instancingDeclaration = std::get<3>(key);
if (indexBuffer)
indexBuffer->RemoveResourceListener(&s_listener);
vertexBuffer->RemoveResourceListener(&s_listener);
vertexDeclaration->RemoveResourceListener(&s_listener);
if (instancingDeclaration)
instancingDeclaration->RemoveResourceListener(&s_listener);
NzOpenGL::DeleteVertexArray(context, pair2.second);
const VAO_Entry& entry = pair2.second;
NzOpenGL::DeleteVertexArray(context, entry.vao);
}
}
s_vaos.clear();
NzOpenGL::Uninitialize();
@@ -1719,16 +1733,16 @@ bool NzRenderer::EnsureStateUpdate()
// Note: Les VAOs ne sont pas partagés entre les contextes, nous avons donc un tableau de VAOs par contexte
const NzContext* context = NzContext::GetCurrent();
VAO_Map* vaos;
auto it = s_vaos.find(context);
if (it == s_vaos.end())
{
context->AddResourceListener(&s_listener, ResourceType_Context);
auto pair = s_vaos.insert(std::make_pair(context, Context_Map::mapped_type()));
vaos = &pair.first->second;
Context_Entry entry(&s_listener, ResourceType_Context);
entry.contextListener = context;
it = s_vaos.insert(std::make_pair(context, std::move(entry))).first;
}
else
vaos = &it->second;
VAO_Map& vaoMap = it->second.vaoMap;
// Notre clé est composée de ce qui définit un VAO
const NzVertexDeclaration* vertexDeclaration = s_vertexBuffer->GetVertexDeclaration();
@@ -1736,23 +1750,22 @@ bool NzRenderer::EnsureStateUpdate()
VAO_Key key(s_indexBuffer, s_vertexBuffer, vertexDeclaration, instancingDeclaration);
// On recherche un VAO existant avec notre configuration
vaoIt = vaos->find(key);
if (vaoIt == vaos->end())
vaoIt = vaoMap.find(key);
if (vaoIt == vaoMap.end())
{
// On créé notre VAO
glGenVertexArrays(1, &s_currentVAO);
glBindVertexArray(s_currentVAO);
// On l'ajoute à notre liste
vaoIt = vaos->insert(std::make_pair(key, s_currentVAO)).first;
if (s_indexBuffer)
s_indexBuffer->AddResourceListener(&s_listener, ResourceType_IndexBuffer);
VAO_Entry entry(&s_listener, ResourceType_IndexBuffer, ResourceType_VertexBuffer, ResourceType_VertexDeclaration, ResourceType_VertexDeclaration);
entry.indexBufferListener = std::get<0>(key);
entry.instancingDeclarationListener = std::get<3>(key);
entry.vertexBufferListener = std::get<1>(key);
entry.vertexDeclarationListener = std::get<2>(key);
entry.vao = s_currentVAO;
s_vertexBuffer->AddResourceListener(&s_listener, ResourceType_VertexBuffer);
vertexDeclaration->AddResourceListener(&s_listener, ResourceType_VertexDeclaration);
if (instancingDeclaration)
instancingDeclaration->AddResourceListener(&s_listener, ResourceType_VertexDeclaration);
vaoIt = vaoMap.insert(std::make_pair(key, std::move(entry))).first;
// Et on indique qu'on veut le programmer
update = true;
@@ -1760,7 +1773,7 @@ bool NzRenderer::EnsureStateUpdate()
else
{
// Notre VAO existe déjà, il est donc inutile de le reprogrammer
s_currentVAO = vaoIt->second;
s_currentVAO = vaoIt->second.vao;
update = false;
}
@@ -1911,8 +1924,8 @@ bool NzRenderer::EnsureStateUpdate()
if (updateFailed)
{
// La création de notre VAO a échoué, libérons-le et marquons-le comme problématique
glDeleteVertexArrays(1, &vaoIt->second);
vaoIt->second = 0;
glDeleteVertexArrays(1, &vaoIt->second.vao);
vaoIt->second.vao = 0;
s_currentVAO = 0;
}
else

View File

@@ -55,7 +55,7 @@ struct NzMeshImpl
std::unordered_map<NzString, unsigned int> subMeshMap;
std::vector<NzString> materials;
std::vector<NzSubMesh*> subMeshes;
std::vector<NzSubMeshRef> subMeshes;
nzAnimationType animationType;
NzBoxf aabb;
NzSkeleton skeleton; // Uniquement pour les meshs squelettiques
@@ -91,9 +91,6 @@ void NzMesh::AddSubMesh(NzSubMesh* subMesh)
}
#endif
subMesh->AddResourceListener(this, m_impl->subMeshes.size());
subMesh->AddResourceReference();
m_impl->aabbUpdated = false; // On invalide l'AABB
m_impl->subMeshes.push_back(subMesh);
}
@@ -135,9 +132,6 @@ void NzMesh::AddSubMesh(const NzString& identifier, NzSubMesh* subMesh)
int index = m_impl->subMeshes.size();
subMesh->AddResourceListener(this, index);
subMesh->AddResourceReference();
m_impl->aabbUpdated = false; // On invalide l'AABB
m_impl->subMeshes.push_back(subMesh);
m_impl->subMeshMap[identifier] = index;
@@ -371,12 +365,6 @@ void NzMesh::Destroy()
{
NotifyDestroy();
for (NzSubMesh* subMesh : m_impl->subMeshes)
{
subMesh->RemoveResourceListener(this);
subMesh->RemoveResourceReference();
}
delete m_impl;
m_impl = nullptr;
}
@@ -864,11 +852,6 @@ void NzMesh::RemoveSubMesh(const NzString& identifier)
auto it2 = m_impl->subMeshes.begin();
std::advance(it2, index);
// On libère la ressource
NzSubMesh* subMesh = *it2;
subMesh->RemoveResourceListener(this);
subMesh->RemoveResourceReference();
m_impl->subMeshes.erase(it2);
m_impl->aabbUpdated = false; // On invalide l'AABB
@@ -894,11 +877,6 @@ void NzMesh::RemoveSubMesh(unsigned int index)
auto it = m_impl->subMeshes.begin();
std::advance(it, index);
// On libère la ressource
NzSubMesh* subMesh = *it;
subMesh->RemoveResourceListener(this);
subMesh->RemoveResourceReference();
m_impl->subMeshes.erase(it);
m_impl->aabbUpdated = false; // On invalide l'AABB
@@ -1011,11 +989,4 @@ void NzMesh::Transform(const NzMatrix4f& matrix)
m_impl->aabbUpdated = false;
}
void NzMesh::OnResourceReleased(const NzResource* resource, int index)
{
NazaraUnused(resource);
RemoveSubMesh(index);
}
NzMeshLoader::LoaderList NzMesh::s_loaders;

View File

@@ -8,17 +8,12 @@
NzSimpleTextDrawer::NzSimpleTextDrawer() :
m_color(NzColor::White),
m_fontListener(this),
m_style(nzTextStyle_Regular)
{
SetFont(NzFont::GetDefault());
}
NzSimpleTextDrawer::~NzSimpleTextDrawer()
{
if (m_font)
m_font->RemoveResourceListener(this);
}
const NzRectui& NzSimpleTextDrawer::GetBounds() const
{
if (!m_glyphUpdated)
@@ -63,12 +58,8 @@ void NzSimpleTextDrawer::SetColor(const NzColor& color)
void NzSimpleTextDrawer::SetFont(NzFont* font)
{
if (m_font)
m_font->RemoveResourceListener(this);
m_font = font;
if (m_font)
m_font->AddResourceListener(this);
m_fontListener = font;
m_glyphUpdated = false;
}