Documentation for module: Graphics

Former-commit-id: 5e3ee3c61779fbdd1a083117f537a45e1bad820b
This commit is contained in:
Gawaboumga
2016-05-30 14:21:36 +02:00
parent 6400ba2e28
commit 96b958d655
94 changed files with 4858 additions and 504 deletions

View File

@@ -18,6 +18,16 @@
namespace Nz
{
/*!
* \ingroup graphics
* \class Nz::DeferredGeometryPass
* \brief Graphics class that represents the pass for geometries in deferred rendering
*/
/*!
* \brief Constructs a DeferredGeometryPass object by default
*/
DeferredGeometryPass::DeferredGeometryPass()
{
m_clearShader = ShaderLibrary::Get("DeferredGBufferClear");
@@ -31,7 +41,16 @@ namespace Nz
DeferredGeometryPass::~DeferredGeometryPass() = default;
bool DeferredGeometryPass::Process(const SceneData& sceneData, unsigned int firstWorkTexture, unsigned secondWorkTexture) const
/*!
* \brief Processes the work on the data while working with textures
* \return false
*
* \param sceneData Data for the scene
* \param firstWorkTexture Index of the first texture to work with
* \param firstWorkTexture Index of the second texture to work with
*/
bool DeferredGeometryPass::Process(const SceneData& sceneData, unsigned int firstWorkTexture, unsigned int secondWorkTexture) const
{
NazaraAssert(sceneData.viewer, "Invalid viewer");
NazaraUnused(firstWorkTexture);
@@ -72,22 +91,22 @@ namespace Nz
bool useInstancing = instancingEnabled && matEntry.instancingEnabled;
// On commence par récupérer le programme du matériau
// We begin by getting the program for materials
UInt32 flags = ShaderFlags_Deferred;
if (useInstancing)
flags |= ShaderFlags_Instancing;
const Shader* shader = material->Apply(flags);
// Les uniformes sont conservées au sein d'un programme, inutile de les renvoyer tant qu'il ne change pas
// The uniforms are conserved in our program, there's no point to send them back if they don't change
if (shader != lastShader)
{
// Index des uniformes dans le shader
// Index of uniforms in the shader
shaderUniforms = GetShaderUniforms(shader);
// Couleur ambiante de la scène
// Ambient color for the scene
shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
// Position de la caméra
// Position of the camera
shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition());
lastShader = shader;
@@ -105,7 +124,7 @@ namespace Nz
const IndexBuffer* indexBuffer = meshData.indexBuffer;
const VertexBuffer* vertexBuffer = meshData.vertexBuffer;
// Gestion du draw call avant la boucle de rendu
// Handle draw call before rendering loop
Renderer::DrawCall drawFunc;
Renderer::DrawCallInstanced instancedDrawFunc;
unsigned int indexCount;
@@ -128,33 +147,33 @@ namespace Nz
if (useInstancing)
{
// On récupère le buffer d'instancing du Renderer et on le configure pour fonctionner avec des matrices
// We get the buffer for instance of Renderer and we configure it to work with matrices
VertexBuffer* instanceBuffer = Renderer::GetInstanceBuffer();
instanceBuffer->SetVertexDeclaration(VertexDeclaration::Get(VertexLayout_Matrix4));
const Matrix4f* instanceMatrices = &instances[0];
unsigned int instanceCount = instances.size();
unsigned int maxInstanceCount = instanceBuffer->GetVertexCount(); // Le nombre de matrices que peut contenir le buffer
unsigned int maxInstanceCount = instanceBuffer->GetVertexCount(); // The number of matrices that can be hold in the buffer
while (instanceCount > 0)
{
// On calcule le nombre d'instances que l'on pourra afficher cette fois-ci (Selon la taille du buffer d'instancing)
// We compute the number of instances that we will be able to show this time (Depending on the instance buffer size)
unsigned int renderedInstanceCount = std::min(instanceCount, maxInstanceCount);
instanceCount -= renderedInstanceCount;
// On remplit l'instancing buffer avec nos matrices world
// We fill the instancing buffer with our world matrices
instanceBuffer->Fill(instanceMatrices, 0, renderedInstanceCount, true);
instanceMatrices += renderedInstanceCount;
// Et on affiche
// And we show
instancedDrawFunc(renderedInstanceCount, meshData.primitiveMode, 0, indexCount);
}
}
else
{
// Sans instancing, on doit effectuer un draw call pour chaque instance
// Cela reste néanmoins plus rapide que l'instancing en dessous d'un certain nombre d'instances
// À cause du temps de modification du buffer d'instancing
// Without instancing, we must do one draw call for each instance
// This may be faster than instancing under a threshold
// Due to the time to modify the instancing buffer
for (const Matrix4f& matrix : instances)
{
Renderer::SetMatrix(MatrixType_World, matrix);
@@ -167,16 +186,23 @@ namespace Nz
}
}
// Et on remet à zéro les données
// Abd we set it back data to zero
matEntry.enabled = false;
matEntry.instancingEnabled = false;
}
}
}
return false; // On ne fait que remplir le G-Buffer, les work texture ne sont pas affectées
return false; // We only fill the G-Buffer, the work texture are unchanged
}
/*!
* \brief Resizes the texture sizes
* \return true If successful
*
* \param dimensions Dimensions for the compute texture
*/
bool DeferredGeometryPass::Resize(const Vector2ui& dimensions)
{
DeferredRenderPass::Resize(dimensions);
@@ -241,6 +267,13 @@ namespace Nz
}
}
/*!
* \brief Gets the uniforms of a shader
* \return Uniforms of the shader
*
* \param shader Shader to get uniforms from
*/
const DeferredGeometryPass::ShaderUniforms* DeferredGeometryPass::GetShaderUniforms(const Shader* shader) const
{
auto it = m_shaderUniforms.find(shader);
@@ -260,6 +293,12 @@ namespace Nz
return &it->second;
}
/*!
* \brief Handle the invalidation of a shader
*
* \param shader Shader being invalidated
*/
void DeferredGeometryPass::OnShaderInvalidated(const Shader* shader) const
{
m_shaderUniforms.erase(shader);