Added sprite overlay rendering
Former-commit-id: 1e25a7d85f06f4a4bc3ed0ead76df01db440671d
This commit is contained in:
@@ -166,6 +166,7 @@ void NzForwardRenderTechnique::DrawBasicSprites(const NzScene* scene) const
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{
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NzAbstractViewer* viewer = scene->GetViewer();
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const NzShader* lastShader = nullptr;
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const ShaderUniforms* shaderUniforms = nullptr;
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NzRenderer::SetIndexBuffer(m_indexBuffer);
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NzRenderer::SetMatrix(nzMatrixType_World, NzMatrix4f::Identity());
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@@ -174,61 +175,84 @@ void NzForwardRenderTechnique::DrawBasicSprites(const NzScene* scene) const
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for (auto& matIt : m_renderQueue.basicSprites)
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{
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const NzMaterial* material = matIt.first;
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auto& spriteChainVector = matIt.second;
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auto& overlayMap = matIt.second;
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unsigned int spriteChainCount = spriteChainVector.size();
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if (spriteChainCount > 0)
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for (auto& overlayIt : overlayMap)
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{
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// On commence par appliquer du matériau (et récupérer le shader ainsi activé)
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const NzShader* shader = material->Apply(nzShaderFlags_VertexColor);
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const NzTexture* overlay = overlayIt.first;
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auto& spriteChainVector = overlayIt.second;
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// Les uniformes sont conservées au sein d'un programme, inutile de les renvoyer tant qu'il ne change pas
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if (shader != lastShader)
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unsigned int spriteChainCount = spriteChainVector.size();
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if (spriteChainCount > 0)
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{
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// Couleur ambiante de la scène
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shader->SendColor(shader->GetUniformLocation(nzShaderUniform_SceneAmbient), scene->GetAmbientColor());
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// Position de la caméra
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shader->SendVector(shader->GetUniformLocation(nzShaderUniform_EyePosition), viewer->GetEyePosition());
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// On commence par appliquer du matériau (et récupérer le shader ainsi activé)
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nzUInt32 flags = nzShaderFlags_VertexColor;
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if (overlay)
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flags |= nzShaderFlags_TextureOverlay;
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lastShader = shader;
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}
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nzUInt8 overlayUnit;
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const NzShader* shader = material->Apply(flags, 0, &overlayUnit);
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unsigned int spriteChain = 0; // Quelle chaîne de sprite traitons-nous
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unsigned int spriteChainOffset = 0; // À quel offset dans la dernière chaîne nous sommes-nous arrêtés
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do
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{
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// On ouvre le buffer en écriture
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NzBufferMapper<NzVertexBuffer> vertexMapper(m_spriteBuffer, nzBufferAccess_DiscardAndWrite);
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NzVertexStruct_XYZ_Color_UV* vertices = reinterpret_cast<NzVertexStruct_XYZ_Color_UV*>(vertexMapper.GetPointer());
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unsigned int spriteCount = 0;
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if (overlay)
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{
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NzForwardRenderQueue::SpriteChain_XYZ_Color_UV& currentChain = spriteChainVector[spriteChain];
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unsigned int count = std::min(s_maxSprites - spriteCount, currentChain.spriteCount - spriteChainOffset);
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std::memcpy(vertices, currentChain.vertices + spriteChainOffset*4, 4*count*sizeof(NzVertexStruct_XYZ_Color_UV));
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vertices += count*4;
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spriteCount += count;
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spriteChainOffset += count;
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// Avons-nous traité la chaîne entière ?
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if (spriteChainOffset == currentChain.spriteCount)
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{
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spriteChain++;
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spriteChainOffset = 0;
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}
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overlayUnit++;
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NzRenderer::SetTexture(overlayUnit, overlay);
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NzRenderer::SetTextureSampler(overlayUnit, material->GetDiffuseSampler());
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}
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while (spriteCount < s_maxSprites && spriteChain < spriteChainCount);
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vertexMapper.Unmap();
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// Les uniformes sont conservées au sein d'un programme, inutile de les renvoyer tant qu'il ne change pas
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if (shader != lastShader)
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{
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// Index des uniformes dans le shader
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shaderUniforms = GetShaderUniforms(shader);
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NzRenderer::DrawIndexedPrimitives(nzPrimitiveMode_TriangleList, 0, spriteCount*6);
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// Couleur ambiante de la scène
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shader->SendColor(shader->GetUniformLocation(nzShaderUniform_SceneAmbient), scene->GetAmbientColor());
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// Overlay
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shader->SendInteger(shaderUniforms->textureOverlay, overlayUnit);
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// Position de la caméra
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shader->SendVector(shader->GetUniformLocation(nzShaderUniform_EyePosition), viewer->GetEyePosition());
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lastShader = shader;
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}
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unsigned int spriteChain = 0; // Quelle chaîne de sprite traitons-nous
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unsigned int spriteChainOffset = 0; // À quel offset dans la dernière chaîne nous sommes-nous arrêtés
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do
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{
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// On ouvre le buffer en écriture
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NzBufferMapper<NzVertexBuffer> vertexMapper(m_spriteBuffer, nzBufferAccess_DiscardAndWrite);
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NzVertexStruct_XYZ_Color_UV* vertices = reinterpret_cast<NzVertexStruct_XYZ_Color_UV*>(vertexMapper.GetPointer());
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unsigned int spriteCount = 0;
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{
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NzForwardRenderQueue::SpriteChain_XYZ_Color_UV& currentChain = spriteChainVector[spriteChain];
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unsigned int count = std::min(s_maxSprites - spriteCount, currentChain.spriteCount - spriteChainOffset);
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std::memcpy(vertices, currentChain.vertices + spriteChainOffset*4, 4*count*sizeof(NzVertexStruct_XYZ_Color_UV));
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vertices += count*4;
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spriteCount += count;
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spriteChainOffset += count;
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// Avons-nous traité la chaîne entière ?
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if (spriteChainOffset == currentChain.spriteCount)
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{
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spriteChain++;
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spriteChainOffset = 0;
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}
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}
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while (spriteCount < s_maxSprites && spriteChain < spriteChainCount);
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vertexMapper.Unmap();
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NzRenderer::DrawIndexedPrimitives(nzPrimitiveMode_TriangleList, 0, spriteCount*6);
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}
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while (spriteChain < spriteChainCount);
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spriteChainVector.clear();
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}
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while (spriteChain < spriteChainCount);
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spriteChainVector.clear();
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}
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}
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}
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@@ -236,8 +260,8 @@ void NzForwardRenderTechnique::DrawBasicSprites(const NzScene* scene) const
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void NzForwardRenderTechnique::DrawOpaqueModels(const NzScene* scene) const
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{
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NzAbstractViewer* viewer = scene->GetViewer();
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const LightUniforms* lightUniforms = nullptr;
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const NzShader* lastShader = nullptr;
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const ShaderUniforms* shaderUniforms = nullptr;
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for (auto& matIt : m_renderQueue.opaqueModels)
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{
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@@ -262,14 +286,14 @@ void NzForwardRenderTechnique::DrawOpaqueModels(const NzScene* scene) const
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// Les uniformes sont conservées au sein d'un programme, inutile de les renvoyer tant qu'il ne change pas
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if (shader != lastShader)
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{
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// Index des uniformes dans le shader
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shaderUniforms = GetShaderUniforms(shader);
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// Couleur ambiante de la scène
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shader->SendColor(shader->GetUniformLocation(nzShaderUniform_SceneAmbient), scene->GetAmbientColor());
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// Position de la caméra
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shader->SendVector(shader->GetUniformLocation(nzShaderUniform_EyePosition), viewer->GetEyePosition());
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// Index des uniformes d'éclairage dans le shader
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lightUniforms = GetLightUniforms(shader);
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lastShader = shader;
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}
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@@ -321,7 +345,7 @@ void NzForwardRenderTechnique::DrawOpaqueModels(const NzScene* scene) const
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unsigned int passCount = (lightCount == 0) ? 1 : (lightCount-1)/NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS + 1;
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for (unsigned int pass = 0; pass < passCount; ++pass)
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{
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if (lightUniforms->exists)
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if (shaderUniforms->hasLightUniforms)
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{
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unsigned int renderedLightCount = std::min(lightCount, NazaraSuffixMacro(NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS, U));
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lightCount -= renderedLightCount;
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@@ -338,10 +362,10 @@ void NzForwardRenderTechnique::DrawOpaqueModels(const NzScene* scene) const
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}
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for (unsigned int i = 0; i < renderedLightCount; ++i)
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m_directionalLights.GetLight(lightIndex++)->Enable(shader, lightUniforms->uniforms, lightUniforms->offset*i);
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m_directionalLights.GetLight(lightIndex++)->Enable(shader, shaderUniforms->lightUniforms, shaderUniforms->lightOffset*i);
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for (unsigned int i = renderedLightCount; i < NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS; ++i)
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NzLight::Disable(shader, lightUniforms->uniforms, lightUniforms->offset*i);
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NzLight::Disable(shader, shaderUniforms->lightUniforms, shaderUniforms->lightOffset*i);
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}
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const NzMatrix4f* instanceMatrices = &instances[0];
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@@ -369,7 +393,7 @@ void NzForwardRenderTechnique::DrawOpaqueModels(const NzScene* scene) const
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}
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else
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{
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if (lightUniforms->exists)
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if (shaderUniforms->hasLightUniforms)
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{
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for (const NzMatrix4f& matrix : instances)
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{
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@@ -403,14 +427,14 @@ void NzForwardRenderTechnique::DrawOpaqueModels(const NzScene* scene) const
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for (unsigned int i = 0; i < renderedLightCount; ++i)
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{
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if (directionalLightIndex >= directionalLightCount)
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m_lights.GetResult(otherLightIndex++)->Enable(shader, lightUniforms->uniforms, lightUniforms->offset*i);
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m_lights.GetResult(otherLightIndex++)->Enable(shader, shaderUniforms->lightUniforms, shaderUniforms->lightOffset*i);
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else
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m_directionalLights.GetLight(directionalLightIndex++)->Enable(shader, lightUniforms->uniforms, lightUniforms->offset*i);
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m_directionalLights.GetLight(directionalLightIndex++)->Enable(shader, shaderUniforms->lightUniforms, shaderUniforms->lightOffset*i);
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}
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// On désactive l'éventuel surplus
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for (unsigned int i = renderedLightCount; i < NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS; ++i)
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NzLight::Disable(shader, lightUniforms->uniforms, lightUniforms->offset*i);
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NzLight::Disable(shader, shaderUniforms->lightUniforms, shaderUniforms->lightOffset*i);
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// Et on passe à l'affichage
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DrawFunc(meshData.primitiveMode, 0, indexCount);
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@@ -438,8 +462,8 @@ void NzForwardRenderTechnique::DrawOpaqueModels(const NzScene* scene) const
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}
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// Et on remet à zéro les données
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renderQueueInstancing = false;
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used = false;
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renderQueueInstancing = false;
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}
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}
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}
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@@ -447,8 +471,8 @@ void NzForwardRenderTechnique::DrawOpaqueModels(const NzScene* scene) const
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void NzForwardRenderTechnique::DrawTransparentModels(const NzScene* scene) const
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{
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NzAbstractViewer* viewer = scene->GetViewer();
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const LightUniforms* lightUniforms = nullptr;
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const NzShader* lastShader = nullptr;
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const ShaderUniforms* shaderUniforms = nullptr;
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unsigned int lightCount = 0;
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for (unsigned int index : m_renderQueue.transparentModels)
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@@ -464,18 +488,18 @@ void NzForwardRenderTechnique::DrawTransparentModels(const NzScene* scene) const
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// Les uniformes sont conservées au sein d'un programme, inutile de les renvoyer tant qu'il ne change pas
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if (shader != lastShader)
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{
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// Index des uniformes dans le shader
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shaderUniforms = GetShaderUniforms(shader);
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// Couleur ambiante de la scène
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shader->SendColor(shader->GetUniformLocation(nzShaderUniform_SceneAmbient), scene->GetAmbientColor());
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// Position de la caméra
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shader->SendVector(shader->GetUniformLocation(nzShaderUniform_EyePosition), viewer->GetEyePosition());
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// Index des uniformes d'éclairage dans le shader
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lightUniforms = GetLightUniforms(shader);
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// On envoie les lumières directionnelles s'il y a (Les mêmes pour tous)
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lightCount = std::min(m_directionalLights.GetLightCount(), NazaraSuffixMacro(NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS, U));
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for (unsigned int i = 0; i < lightCount; ++i)
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m_directionalLights.GetLight(i)->Enable(shader, lightUniforms->uniforms, lightUniforms->offset*i);
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m_directionalLights.GetLight(i)->Enable(shader, shaderUniforms->lightUniforms, shaderUniforms->lightOffset*i);
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lastShader = shader;
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}
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@@ -510,45 +534,46 @@ void NzForwardRenderTechnique::DrawTransparentModels(const NzScene* scene) const
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{
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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));
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for (unsigned int i = 0; i < count; ++i)
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m_lights.GetResult(i)->Enable(shader, lightUniforms->uniforms, lightUniforms->offset*(lightCount++));
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m_lights.GetResult(i)->Enable(shader, shaderUniforms->lightUniforms, shaderUniforms->lightOffset*(lightCount++));
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}
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for (unsigned int i = lightCount; i < NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS; ++i)
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NzLight::Disable(shader, lightUniforms->uniforms, lightUniforms->offset*i);
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NzLight::Disable(shader, shaderUniforms->lightUniforms, shaderUniforms->lightOffset*i);
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NzRenderer::SetMatrix(nzMatrixType_World, matrix);
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DrawFunc(meshData.primitiveMode, 0, indexCount);
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}
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}
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const NzForwardRenderTechnique::LightUniforms* NzForwardRenderTechnique::GetLightUniforms(const NzShader* shader) const
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const NzForwardRenderTechnique::ShaderUniforms* NzForwardRenderTechnique::GetShaderUniforms(const NzShader* shader) const
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{
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auto it = m_lightUniforms.find(shader);
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if (it != m_lightUniforms.end())
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auto it = m_shaderUniforms.find(shader);
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if (it != m_shaderUniforms.end())
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return &(it->second);
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else
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{
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ShaderUniforms uniforms;
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uniforms.textureOverlay = shader->GetUniformLocation("TextureOverlay");
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int type0Location = shader->GetUniformLocation("Lights[0].type");
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int type1Location = shader->GetUniformLocation("Lights[1].type");
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LightUniforms lightUniforms;
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if (type0Location > 0 && type1Location > 0)
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{
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lightUniforms.exists = true;
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lightUniforms.offset = type1Location - type0Location;
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lightUniforms.uniforms.ubo = false;
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lightUniforms.uniforms.locations.type = type0Location;
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lightUniforms.uniforms.locations.color = shader->GetUniformLocation("Lights[0].color");
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lightUniforms.uniforms.locations.factors = shader->GetUniformLocation("Lights[0].factors");
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lightUniforms.uniforms.locations.parameters1 = shader->GetUniformLocation("Lights[0].parameters1");
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lightUniforms.uniforms.locations.parameters2 = shader->GetUniformLocation("Lights[0].parameters2");
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lightUniforms.uniforms.locations.parameters3 = shader->GetUniformLocation("Lights[0].parameters3");
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uniforms.hasLightUniforms = true;
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uniforms.lightOffset = type1Location - type0Location;
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uniforms.lightUniforms.ubo = false;
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uniforms.lightUniforms.locations.type = type0Location;
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uniforms.lightUniforms.locations.color = shader->GetUniformLocation("Lights[0].color");
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uniforms.lightUniforms.locations.factors = shader->GetUniformLocation("Lights[0].factors");
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uniforms.lightUniforms.locations.parameters1 = shader->GetUniformLocation("Lights[0].parameters1");
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uniforms.lightUniforms.locations.parameters2 = shader->GetUniformLocation("Lights[0].parameters2");
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uniforms.lightUniforms.locations.parameters3 = shader->GetUniformLocation("Lights[0].parameters3");
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}
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else
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lightUniforms.exists = false;
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uniforms.hasLightUniforms = false;
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auto pair = m_lightUniforms.emplace(shader, lightUniforms);
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auto pair = m_shaderUniforms.emplace(shader, uniforms);
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return &(pair.first->second);
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}
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}
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