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

@@ -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;