Graphics/DepthRender: Fix compilation
Former-commit-id: 749e3b67038cba20c46bd5570e616608200733f5
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@ -18,31 +18,36 @@
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#include <map>
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#include <map>
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#include <tuple>
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#include <tuple>
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class NAZARA_GRAPHICS_API NzDepthRenderQueue : public NzForwardRenderQueue
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namespace Nz
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{
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{
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public:
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class NAZARA_GRAPHICS_API DepthRenderQueue : public ForwardRenderQueue
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NzDepthRenderQueue();
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{
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~NzDepthRenderQueue() = default;
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public:
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DepthRenderQueue();
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~DepthRenderQueue() = default;
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void AddBillboard(const NzMaterial* material, const NzVector3f& position, const NzVector2f& size, const NzVector2f& sinCos = NzVector2f(0.f, 1.f), const NzColor& color = NzColor::White) override;
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void AddBillboard(int renderOrder, const Material* material, const Vector3f& position, const Vector2f& size, const Vector2f& sinCos = Vector2f(0.f, 1.f), const Color& color = Color::White) override;
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void AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const NzVector2f> sizePtr, NzSparsePtr<const NzVector2f> sinCosPtr = nullptr, NzSparsePtr<const NzColor> colorPtr = nullptr) override;
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void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr = nullptr, SparsePtr<const Color> colorPtr = nullptr) override;
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void AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const NzVector2f> sizePtr, NzSparsePtr<const NzVector2f> sinCosPtr, NzSparsePtr<const float> alphaPtr) override;
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void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr) override;
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void AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const NzVector2f> sizePtr, NzSparsePtr<const float> anglePtr, NzSparsePtr<const NzColor> colorPtr = nullptr) override;
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void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr = nullptr) override;
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void AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const NzVector2f> sizePtr, NzSparsePtr<const float> anglePtr, NzSparsePtr<const float> alphaPtr) override;
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void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr) override;
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void AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const float> sizePtr, NzSparsePtr<const NzVector2f> sinCosPtr = nullptr, NzSparsePtr<const NzColor> colorPtr = nullptr) override;
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void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr = nullptr, SparsePtr<const Color> colorPtr = nullptr) override;
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void AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const float> sizePtr, NzSparsePtr<const NzVector2f> sinCosPtr, NzSparsePtr<const float> alphaPtr) override;
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void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr) override;
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void AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const float> sizePtr, NzSparsePtr<const float> anglePtr, NzSparsePtr<const NzColor> colorPtr = nullptr) override;
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void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr = nullptr) override;
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void AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const float> sizePtr, NzSparsePtr<const float> anglePtr, NzSparsePtr<const float> alphaPtr) override;
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void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr) override;
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void AddDirectionalLight(const DirectionalLight& light) override;
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void AddDirectionalLight(const DirectionalLight& light) override;
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void AddMesh(const NzMaterial* material, const NzMeshData& meshData, const NzBoxf& meshAABB, const NzMatrix4f& transformMatrix) override;
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void AddMesh(int renderOrder, const Material* material, const MeshData& meshData, const Boxf& meshAABB, const Matrix4f& transformMatrix) override;
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void AddPointLight(const PointLight& light) override;
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void AddPointLight(const PointLight& light) override;
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void AddSpotLight(const SpotLight& light) override;
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void AddSpotLight(const SpotLight& light) override;
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void AddSprites(const NzMaterial* material, const NzVertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const NzTexture* overlay = nullptr) override;
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void AddSprites(int renderOrder, const Material* material, const VertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const Texture* overlay = nullptr) override;
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private:
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private:
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bool IsMaterialSuitable(const NzMaterial* material) const;
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inline bool IsMaterialSuitable(const Material* material) const;
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NzMaterialRef m_baseMaterial;
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MaterialRef m_baseMaterial;
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};
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};
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}
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#include <Nazara/Graphics/DepthRenderQueue.inl>
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#endif // NAZARA_DEPTHRENDERQUEUE_HPP
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#endif // NAZARA_DEPTHRENDERQUEUE_HPP
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@ -16,65 +16,62 @@
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#include <Nazara/Utility/IndexBuffer.hpp>
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#include <Nazara/Utility/IndexBuffer.hpp>
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#include <Nazara/Utility/VertexBuffer.hpp>
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#include <Nazara/Utility/VertexBuffer.hpp>
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class NAZARA_GRAPHICS_API NzDepthRenderTechnique : public NzAbstractRenderTechnique
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namespace Nz
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{
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{
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public:
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class NAZARA_GRAPHICS_API DepthRenderTechnique : public AbstractRenderTechnique
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NzDepthRenderTechnique();
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{
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~NzDepthRenderTechnique() = default;
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public:
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DepthRenderTechnique();
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~DepthRenderTechnique() = default;
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bool Draw(const NzSceneData& sceneData) const override;
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bool Draw(const SceneData& sceneData) const override;
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NzAbstractRenderQueue* GetRenderQueue() override;
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AbstractRenderQueue* GetRenderQueue() override;
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nzRenderTechniqueType GetType() const override;
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RenderTechniqueType GetType() const override;
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static bool Initialize();
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static bool Initialize();
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static void Uninitialize();
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static void Uninitialize();
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private:
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private:
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struct ShaderUniforms;
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struct ShaderUniforms;
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void DrawBasicSprites(const NzSceneData& sceneData) const;
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void DrawBasicSprites(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const;
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void DrawBillboards(const NzSceneData& sceneData) const;
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void DrawBillboards(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const;
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void DrawOpaqueModels(const NzSceneData& sceneData) const;
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void DrawOpaqueModels(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const;
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const ShaderUniforms* GetShaderUniforms(const NzShader* shader) const;
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const ShaderUniforms* GetShaderUniforms(const Shader* shader) const;
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void OnShaderInvalidated(const NzShader* shader) const;
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void OnShaderInvalidated(const Shader* shader) const;
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struct LightIndex
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struct LightIndex
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{
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{
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nzLightType type;
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LightType type;
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float score;
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float score;
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unsigned int index;
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unsigned int index;
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};
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};
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struct ShaderUniforms
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struct ShaderUniforms
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{
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{
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NazaraSlot(NzShader, OnShaderUniformInvalidated, shaderUniformInvalidatedSlot);
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NazaraSlot(Shader, OnShaderUniformInvalidated, shaderUniformInvalidatedSlot);
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NazaraSlot(NzShader, OnShaderRelease, shaderReleaseSlot);
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NazaraSlot(Shader, OnShaderRelease, shaderReleaseSlot);
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NzLightUniforms lightUniforms;
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// Autre uniformes
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bool hasLightUniforms;
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int eyePosition;
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int sceneAmbient;
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int textureOverlay;
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};
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/// Moins coûteux en mémoire que de stocker un NzLightUniforms par index de lumière,
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mutable std::unordered_map<const Shader*, ShaderUniforms> m_shaderUniforms;
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/// à voir si ça fonctionne chez tout le monde
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Buffer m_vertexBuffer;
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int lightOffset; // "Distance" entre Lights[0].type et Lights[1].type
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mutable DepthRenderQueue m_renderQueue;
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VertexBuffer m_billboardPointBuffer;
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VertexBuffer m_spriteBuffer;
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// Autre uniformes
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static IndexBuffer s_quadIndexBuffer;
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int eyePosition;
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static VertexBuffer s_quadVertexBuffer;
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int sceneAmbient;
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static VertexDeclaration s_billboardInstanceDeclaration;
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int textureOverlay;
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static VertexDeclaration s_billboardVertexDeclaration;
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};
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};
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}
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mutable std::unordered_map<const NzShader*, ShaderUniforms> m_shaderUniforms;
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NzBuffer m_vertexBuffer;
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mutable NzDepthRenderQueue m_renderQueue;
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NzVertexBuffer m_billboardPointBuffer;
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NzVertexBuffer m_spriteBuffer;
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static NzIndexBuffer s_quadIndexBuffer;
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static NzVertexBuffer s_quadVertexBuffer;
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static NzVertexDeclaration s_billboardInstanceDeclaration;
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static NzVertexDeclaration s_billboardVertexDeclaration;
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};
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#include <Nazara/Graphics/dEPTHRenderTechnique.inl>
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#include <Nazara/Graphics/dEPTHRenderTechnique.inl>
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@ -7,203 +7,211 @@
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#include <Nazara/Graphics/Material.hpp>
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#include <Nazara/Graphics/Material.hpp>
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#include <Nazara/Graphics/Debug.hpp>
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#include <Nazara/Graphics/Debug.hpp>
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NzDepthRenderQueue::NzDepthRenderQueue()
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namespace Nz
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{
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{
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// Material
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DepthRenderQueue::DepthRenderQueue()
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m_baseMaterial = NzMaterial::New();
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{
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m_baseMaterial->Enable(nzRendererParameter_ColorWrite, false);
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// Material
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m_baseMaterial->Enable(nzRendererParameter_FaceCulling, false);
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m_baseMaterial = Material::New();
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//m_baseMaterial->SetFaceCulling(nzFaceSide_Front);
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m_baseMaterial->Enable(RendererParameter_ColorWrite, false);
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m_baseMaterial->Enable(RendererParameter_FaceCulling, false);
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//m_baseMaterial->SetFaceCulling(FaceSide_Front);
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}
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void DepthRenderQueue::AddBillboard(int renderOrder, const Material* material, const Vector3f& position, const Vector2f& size, const Vector2f& sinCos, const Color& color)
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{
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NazaraAssert(material, "Invalid material");
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NazaraUnused(renderOrder);
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if (!IsMaterialSuitable(material))
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return;
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if (material->HasDepthMaterial())
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material = material->GetDepthMaterial();
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else
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material = m_baseMaterial;
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ForwardRenderQueue::AddBillboard(0, material, position, size, sinCos, color);
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}
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void DepthRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const Color> colorPtr)
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{
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NazaraAssert(material, "Invalid material");
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NazaraUnused(renderOrder);
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if (!IsMaterialSuitable(material))
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return;
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if (material->HasDepthMaterial())
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material = material->GetDepthMaterial();
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else
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material = m_baseMaterial;
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ForwardRenderQueue::AddBillboards(0, material, count, positionPtr, sizePtr, sinCosPtr, colorPtr);
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}
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void DepthRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr)
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{
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NazaraAssert(material, "Invalid material");
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NazaraUnused(renderOrder);
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if (!IsMaterialSuitable(material))
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return;
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if (material->HasDepthMaterial())
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material = material->GetDepthMaterial();
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else
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material = m_baseMaterial;
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ForwardRenderQueue::AddBillboards(0, material, count, positionPtr, sizePtr, sinCosPtr, alphaPtr);
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}
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void DepthRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr)
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{
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NazaraAssert(material, "Invalid material");
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NazaraUnused(renderOrder);
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if (!IsMaterialSuitable(material))
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return;
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if (material->HasDepthMaterial())
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material = material->GetDepthMaterial();
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else
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material = m_baseMaterial;
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ForwardRenderQueue::AddBillboards(0, material, count, positionPtr, sizePtr, anglePtr, colorPtr);
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}
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void DepthRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr)
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{
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NazaraAssert(material, "Invalid material");
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NazaraUnused(renderOrder);
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if (!IsMaterialSuitable(material))
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return;
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if (material->HasDepthMaterial())
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material = material->GetDepthMaterial();
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else
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material = m_baseMaterial;
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ForwardRenderQueue::AddBillboards(0, material, count, positionPtr, sizePtr, anglePtr, alphaPtr);
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}
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void DepthRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const Color> colorPtr)
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{
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NazaraAssert(material, "Invalid material");
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NazaraUnused(renderOrder);
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if (!IsMaterialSuitable(material))
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return;
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if (material->HasDepthMaterial())
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material = material->GetDepthMaterial();
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else
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material = m_baseMaterial;
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ForwardRenderQueue::AddBillboards(0, material, count, positionPtr, sizePtr, sinCosPtr, colorPtr);
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}
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void DepthRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr)
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{
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NazaraAssert(material, "Invalid material");
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NazaraUnused(renderOrder);
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if (!IsMaterialSuitable(material))
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return;
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if (material->HasDepthMaterial())
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material = material->GetDepthMaterial();
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else
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material = m_baseMaterial;
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ForwardRenderQueue::AddBillboards(0, material, count, positionPtr, sizePtr, sinCosPtr, alphaPtr);
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}
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void DepthRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr)
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{
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NazaraAssert(material, "Invalid material");
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NazaraUnused(renderOrder);
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if (!IsMaterialSuitable(material))
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return;
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if (material->HasDepthMaterial())
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material = material->GetDepthMaterial();
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else
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material = m_baseMaterial;
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ForwardRenderQueue::AddBillboards(0, material, count, positionPtr, sizePtr, anglePtr, colorPtr);
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}
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void DepthRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr)
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{
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NazaraAssert(material, "Invalid material");
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NazaraUnused(renderOrder);
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if (!IsMaterialSuitable(material))
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return;
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if (material->HasDepthMaterial())
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material = material->GetDepthMaterial();
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else
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material = m_baseMaterial;
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ForwardRenderQueue::AddBillboards(0, material, count, positionPtr, sizePtr, anglePtr, alphaPtr);
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}
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void DepthRenderQueue::AddDirectionalLight(const DirectionalLight& light)
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{
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NazaraAssert(false, "Depth render queue doesn't handle lights");
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NazaraUnused(light);
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}
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void DepthRenderQueue::AddMesh(int renderOrder, const Material* material, const MeshData& meshData, const Boxf& meshAABB, const Matrix4f& transformMatrix)
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{
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NazaraAssert(material, "Invalid material");
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NazaraUnused(renderOrder);
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NazaraUnused(meshAABB);
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if (!IsMaterialSuitable(material))
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return;
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|
if (material->HasDepthMaterial())
|
||||||
|
material = material->GetDepthMaterial();
|
||||||
|
else
|
||||||
|
material = m_baseMaterial;
|
||||||
|
|
||||||
|
ForwardRenderQueue::AddMesh(0, material, meshData, meshAABB, transformMatrix);
|
||||||
|
}
|
||||||
|
|
||||||
|
void DepthRenderQueue::AddPointLight(const PointLight& light)
|
||||||
|
{
|
||||||
|
NazaraAssert(false, "Depth render queue doesn't handle lights");
|
||||||
|
NazaraUnused(light);
|
||||||
|
}
|
||||||
|
|
||||||
|
void DepthRenderQueue::AddSpotLight(const SpotLight& light)
|
||||||
|
{
|
||||||
|
NazaraAssert(false, "Depth render queue doesn't handle lights");
|
||||||
|
NazaraUnused(light);
|
||||||
|
}
|
||||||
|
|
||||||
|
void DepthRenderQueue::AddSprites(int renderOrder, const Material* material, const VertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const Texture* overlay)
|
||||||
|
{
|
||||||
|
NazaraAssert(material, "Invalid material");
|
||||||
|
NazaraUnused(renderOrder);
|
||||||
|
NazaraUnused(overlay);
|
||||||
|
|
||||||
|
if (!IsMaterialSuitable(material))
|
||||||
|
return;
|
||||||
|
|
||||||
|
if (material->HasDepthMaterial())
|
||||||
|
material = material->GetDepthMaterial();
|
||||||
|
else
|
||||||
|
material = m_baseMaterial;
|
||||||
|
|
||||||
|
ForwardRenderQueue::AddSprites(0, material, vertices, spriteCount, overlay);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void NzDepthRenderQueue::AddBillboard(const NzMaterial* material, const NzVector3f& position, const NzVector2f& size, const NzVector2f& sinCos, const NzColor& color)
|
|
||||||
{
|
|
||||||
NazaraAssert(material, "Invalid material");
|
|
||||||
|
|
||||||
if (!IsMaterialSuitable(material))
|
|
||||||
return;
|
|
||||||
|
|
||||||
if (material->HasDepthMaterial())
|
|
||||||
material = material->GetDepthMaterial();
|
|
||||||
else
|
|
||||||
material = m_baseMaterial;
|
|
||||||
|
|
||||||
NzForwardRenderQueue::AddBillboard(material, position, size, sinCos, color);
|
|
||||||
}
|
|
||||||
|
|
||||||
void NzDepthRenderQueue::AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const NzVector2f> sizePtr, NzSparsePtr<const NzVector2f> sinCosPtr, NzSparsePtr<const NzColor> colorPtr)
|
|
||||||
{
|
|
||||||
NazaraAssert(material, "Invalid material");
|
|
||||||
|
|
||||||
if (!IsMaterialSuitable(material))
|
|
||||||
return;
|
|
||||||
|
|
||||||
if (material->HasDepthMaterial())
|
|
||||||
material = material->GetDepthMaterial();
|
|
||||||
else
|
|
||||||
material = m_baseMaterial;
|
|
||||||
|
|
||||||
NzForwardRenderQueue::AddBillboards(material, count, positionPtr, sizePtr, sinCosPtr, colorPtr);
|
|
||||||
}
|
|
||||||
|
|
||||||
void NzDepthRenderQueue::AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const NzVector2f> sizePtr, NzSparsePtr<const NzVector2f> sinCosPtr, NzSparsePtr<const float> alphaPtr)
|
|
||||||
{
|
|
||||||
NazaraAssert(material, "Invalid material");
|
|
||||||
|
|
||||||
if (!IsMaterialSuitable(material))
|
|
||||||
return;
|
|
||||||
|
|
||||||
if (material->HasDepthMaterial())
|
|
||||||
material = material->GetDepthMaterial();
|
|
||||||
else
|
|
||||||
material = m_baseMaterial;
|
|
||||||
|
|
||||||
NzForwardRenderQueue::AddBillboards(material, count, positionPtr, sizePtr, sinCosPtr, alphaPtr);
|
|
||||||
}
|
|
||||||
|
|
||||||
void NzDepthRenderQueue::AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const NzVector2f> sizePtr, NzSparsePtr<const float> anglePtr, NzSparsePtr<const NzColor> colorPtr)
|
|
||||||
{
|
|
||||||
NazaraAssert(material, "Invalid material");
|
|
||||||
|
|
||||||
if (!IsMaterialSuitable(material))
|
|
||||||
return;
|
|
||||||
|
|
||||||
if (material->HasDepthMaterial())
|
|
||||||
material = material->GetDepthMaterial();
|
|
||||||
else
|
|
||||||
material = m_baseMaterial;
|
|
||||||
|
|
||||||
NzForwardRenderQueue::AddBillboards(material, count, positionPtr, sizePtr, anglePtr, colorPtr);
|
|
||||||
}
|
|
||||||
|
|
||||||
void NzDepthRenderQueue::AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const NzVector2f> sizePtr, NzSparsePtr<const float> anglePtr, NzSparsePtr<const float> alphaPtr)
|
|
||||||
{
|
|
||||||
NazaraAssert(material, "Invalid material");
|
|
||||||
|
|
||||||
if (!IsMaterialSuitable(material))
|
|
||||||
return;
|
|
||||||
|
|
||||||
if (material->HasDepthMaterial())
|
|
||||||
material = material->GetDepthMaterial();
|
|
||||||
else
|
|
||||||
material = m_baseMaterial;
|
|
||||||
|
|
||||||
NzForwardRenderQueue::AddBillboards(material, count, positionPtr, sizePtr, anglePtr, alphaPtr);
|
|
||||||
}
|
|
||||||
|
|
||||||
void NzDepthRenderQueue::AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const float> sizePtr, NzSparsePtr<const NzVector2f> sinCosPtr, NzSparsePtr<const NzColor> colorPtr)
|
|
||||||
{
|
|
||||||
NazaraAssert(material, "Invalid material");
|
|
||||||
|
|
||||||
if (!IsMaterialSuitable(material))
|
|
||||||
return;
|
|
||||||
|
|
||||||
if (material->HasDepthMaterial())
|
|
||||||
material = material->GetDepthMaterial();
|
|
||||||
else
|
|
||||||
material = m_baseMaterial;
|
|
||||||
|
|
||||||
NzForwardRenderQueue::AddBillboards(material, count, positionPtr, sizePtr, sinCosPtr, colorPtr);
|
|
||||||
}
|
|
||||||
|
|
||||||
void NzDepthRenderQueue::AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const float> sizePtr, NzSparsePtr<const NzVector2f> sinCosPtr, NzSparsePtr<const float> alphaPtr)
|
|
||||||
{
|
|
||||||
NazaraAssert(material, "Invalid material");
|
|
||||||
|
|
||||||
if (!IsMaterialSuitable(material))
|
|
||||||
return;
|
|
||||||
|
|
||||||
if (material->HasDepthMaterial())
|
|
||||||
material = material->GetDepthMaterial();
|
|
||||||
else
|
|
||||||
material = m_baseMaterial;
|
|
||||||
|
|
||||||
NzForwardRenderQueue::AddBillboards(material, count, positionPtr, sizePtr, sinCosPtr, alphaPtr);
|
|
||||||
}
|
|
||||||
|
|
||||||
void NzDepthRenderQueue::AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const float> sizePtr, NzSparsePtr<const float> anglePtr, NzSparsePtr<const NzColor> colorPtr)
|
|
||||||
{
|
|
||||||
NazaraAssert(material, "Invalid material");
|
|
||||||
|
|
||||||
if (!IsMaterialSuitable(material))
|
|
||||||
return;
|
|
||||||
|
|
||||||
if (material->HasDepthMaterial())
|
|
||||||
material = material->GetDepthMaterial();
|
|
||||||
else
|
|
||||||
material = m_baseMaterial;
|
|
||||||
|
|
||||||
NzForwardRenderQueue::AddBillboards(material, count, positionPtr, sizePtr, anglePtr, colorPtr);
|
|
||||||
}
|
|
||||||
|
|
||||||
void NzDepthRenderQueue::AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const float> sizePtr, NzSparsePtr<const float> anglePtr, NzSparsePtr<const float> alphaPtr)
|
|
||||||
{
|
|
||||||
NazaraAssert(material, "Invalid material");
|
|
||||||
|
|
||||||
if (!IsMaterialSuitable(material))
|
|
||||||
return;
|
|
||||||
|
|
||||||
if (material->HasDepthMaterial())
|
|
||||||
material = material->GetDepthMaterial();
|
|
||||||
else
|
|
||||||
material = m_baseMaterial;
|
|
||||||
|
|
||||||
NzForwardRenderQueue::AddBillboards(material, count, positionPtr, sizePtr, anglePtr, alphaPtr);
|
|
||||||
}
|
|
||||||
|
|
||||||
void NzDepthRenderQueue::AddDirectionalLight(const DirectionalLight& light)
|
|
||||||
{
|
|
||||||
NazaraAssert(false, "Depth render queue doesn't handle lights");
|
|
||||||
NazaraUnused(light);
|
|
||||||
}
|
|
||||||
|
|
||||||
void NzDepthRenderQueue::AddMesh(const NzMaterial* material, const NzMeshData& meshData, const NzBoxf& meshAABB, const NzMatrix4f& transformMatrix)
|
|
||||||
{
|
|
||||||
NazaraAssert(material, "Invalid material");
|
|
||||||
NazaraUnused(meshAABB);
|
|
||||||
|
|
||||||
if (!IsMaterialSuitable(material))
|
|
||||||
return;
|
|
||||||
|
|
||||||
if (material->HasDepthMaterial())
|
|
||||||
material = material->GetDepthMaterial();
|
|
||||||
else
|
|
||||||
material = m_baseMaterial;
|
|
||||||
|
|
||||||
NzForwardRenderQueue::AddMesh(material, meshData, meshAABB, transformMatrix);
|
|
||||||
}
|
|
||||||
|
|
||||||
void NzDepthRenderQueue::AddPointLight(const PointLight& light)
|
|
||||||
{
|
|
||||||
NazaraAssert(false, "Depth render queue doesn't handle lights");
|
|
||||||
NazaraUnused(light);
|
|
||||||
}
|
|
||||||
|
|
||||||
void NzDepthRenderQueue::AddSpotLight(const SpotLight& light)
|
|
||||||
{
|
|
||||||
NazaraAssert(false, "Depth render queue doesn't handle lights");
|
|
||||||
NazaraUnused(light);
|
|
||||||
}
|
|
||||||
|
|
||||||
void NzDepthRenderQueue::AddSprites(const NzMaterial* material, const NzVertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const NzTexture* overlay)
|
|
||||||
{
|
|
||||||
NazaraAssert(material, "Invalid material");
|
|
||||||
NazaraUnused(overlay);
|
|
||||||
|
|
||||||
if (!IsMaterialSuitable(material))
|
|
||||||
return;
|
|
||||||
|
|
||||||
if (material->HasDepthMaterial())
|
|
||||||
material = material->GetDepthMaterial();
|
|
||||||
else
|
|
||||||
material = m_baseMaterial;
|
|
||||||
|
|
||||||
NzForwardRenderQueue::AddSprites(material, vertices, spriteCount, overlay);
|
|
||||||
}
|
|
||||||
|
|
||||||
bool NzDepthRenderQueue::IsMaterialSuitable(const NzMaterial* material) const
|
|
||||||
{
|
|
||||||
NazaraAssert(material, "Invalid material");
|
|
||||||
|
|
||||||
return material->HasDepthMaterial() || (material->IsEnabled(nzRendererParameter_DepthBuffer) && material->IsEnabled(nzRendererParameter_DepthWrite) && material->IsShadowCastingEnabled());
|
|
||||||
}
|
|
||||||
|
|
|
||||||
|
|
@ -20,173 +20,269 @@
|
||||||
#include <memory>
|
#include <memory>
|
||||||
#include <Nazara/Graphics/Debug.hpp>
|
#include <Nazara/Graphics/Debug.hpp>
|
||||||
|
|
||||||
namespace
|
namespace Nz
|
||||||
{
|
{
|
||||||
struct BillboardPoint
|
namespace
|
||||||
{
|
{
|
||||||
NzColor color;
|
struct BillboardPoint
|
||||||
NzVector3f position;
|
|
||||||
NzVector2f size;
|
|
||||||
NzVector2f sinCos; // must follow `size` (both will be sent as a Vector4f)
|
|
||||||
NzVector2f uv;
|
|
||||||
};
|
|
||||||
|
|
||||||
unsigned int s_maxQuads = std::numeric_limits<nzUInt16>::max()/6;
|
|
||||||
unsigned int s_vertexBufferSize = 4*1024*1024; // 4 MiB
|
|
||||||
}
|
|
||||||
|
|
||||||
NzDepthRenderTechnique::NzDepthRenderTechnique() :
|
|
||||||
m_vertexBuffer(nzBufferType_Vertex)
|
|
||||||
{
|
|
||||||
NzErrorFlags flags(nzErrorFlag_ThrowException, true);
|
|
||||||
|
|
||||||
m_vertexBuffer.Create(s_vertexBufferSize, nzDataStorage_Hardware, nzBufferUsage_Dynamic);
|
|
||||||
|
|
||||||
m_billboardPointBuffer.Reset(&s_billboardVertexDeclaration, &m_vertexBuffer);
|
|
||||||
m_spriteBuffer.Reset(NzVertexDeclaration::Get(nzVertexLayout_XYZ_Color_UV), &m_vertexBuffer);
|
|
||||||
}
|
|
||||||
|
|
||||||
bool NzDepthRenderTechnique::Draw(const NzSceneData& sceneData) const
|
|
||||||
{
|
|
||||||
NzRenderer::Enable(nzRendererParameter_DepthBuffer, true);
|
|
||||||
NzRenderer::Enable(nzRendererParameter_DepthWrite, true);
|
|
||||||
NzRenderer::Clear(nzRendererBuffer_Depth);
|
|
||||||
|
|
||||||
// Just in case the background does render depth
|
|
||||||
if (sceneData.background)
|
|
||||||
sceneData.background->Draw(sceneData.viewer);
|
|
||||||
|
|
||||||
if (!m_renderQueue.opaqueModels.empty())
|
|
||||||
DrawOpaqueModels(sceneData);
|
|
||||||
|
|
||||||
if (!m_renderQueue.basicSprites.empty())
|
|
||||||
DrawBasicSprites(sceneData);
|
|
||||||
|
|
||||||
if (!m_renderQueue.billboards.empty())
|
|
||||||
DrawBillboards(sceneData);
|
|
||||||
|
|
||||||
// Other custom drawables
|
|
||||||
for (const NzDrawable* drawable : m_renderQueue.otherDrawables)
|
|
||||||
drawable->Draw();
|
|
||||||
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
NzAbstractRenderQueue* NzDepthRenderTechnique::GetRenderQueue()
|
|
||||||
{
|
|
||||||
return &m_renderQueue;
|
|
||||||
}
|
|
||||||
|
|
||||||
nzRenderTechniqueType NzDepthRenderTechnique::GetType() const
|
|
||||||
{
|
|
||||||
return nzRenderTechniqueType_Depth;
|
|
||||||
}
|
|
||||||
|
|
||||||
bool NzDepthRenderTechnique::Initialize()
|
|
||||||
{
|
|
||||||
try
|
|
||||||
{
|
|
||||||
NzErrorFlags flags(nzErrorFlag_ThrowException, true);
|
|
||||||
|
|
||||||
s_quadIndexBuffer.Reset(false, s_maxQuads*6, nzDataStorage_Hardware, nzBufferUsage_Static);
|
|
||||||
|
|
||||||
NzBufferMapper<NzIndexBuffer> mapper(s_quadIndexBuffer, nzBufferAccess_WriteOnly);
|
|
||||||
nzUInt16* indices = static_cast<nzUInt16*>(mapper.GetPointer());
|
|
||||||
|
|
||||||
for (unsigned int i = 0; i < s_maxQuads; ++i)
|
|
||||||
{
|
{
|
||||||
*indices++ = i*4 + 0;
|
Color color;
|
||||||
*indices++ = i*4 + 2;
|
Vector3f position;
|
||||||
*indices++ = i*4 + 1;
|
Vector2f size;
|
||||||
|
Vector2f sinCos; // must follow `size` (both will be sent as a Vector4f)
|
||||||
*indices++ = i*4 + 2;
|
Vector2f uv;
|
||||||
*indices++ = i*4 + 3;
|
|
||||||
*indices++ = i*4 + 1;
|
|
||||||
}
|
|
||||||
|
|
||||||
mapper.Unmap(); // Inutile de garder le buffer ouvert plus longtemps
|
|
||||||
|
|
||||||
// Quad buffer (utilisé pour l'instancing de billboard et de sprites)
|
|
||||||
//Note: Les UV sont calculés dans le shader
|
|
||||||
s_quadVertexBuffer.Reset(NzVertexDeclaration::Get(nzVertexLayout_XY), 4, nzDataStorage_Hardware, nzBufferUsage_Static);
|
|
||||||
|
|
||||||
float vertices[2*4] = {
|
|
||||||
-0.5f, -0.5f,
|
|
||||||
0.5f, -0.5f,
|
|
||||||
-0.5f, 0.5f,
|
|
||||||
0.5f, 0.5f,
|
|
||||||
};
|
};
|
||||||
|
|
||||||
s_quadVertexBuffer.FillRaw(vertices, 0, sizeof(vertices));
|
unsigned int s_maxQuads = std::numeric_limits<UInt16>::max() / 6;
|
||||||
|
unsigned int s_vertexBufferSize = 4 * 1024 * 1024; // 4 MiB
|
||||||
// Déclaration lors du rendu des billboards par sommet
|
|
||||||
s_billboardVertexDeclaration.EnableComponent(nzVertexComponent_Color, nzComponentType_Color, NzOffsetOf(BillboardPoint, color));
|
|
||||||
s_billboardVertexDeclaration.EnableComponent(nzVertexComponent_Position, nzComponentType_Float3, NzOffsetOf(BillboardPoint, position));
|
|
||||||
s_billboardVertexDeclaration.EnableComponent(nzVertexComponent_TexCoord, nzComponentType_Float2, NzOffsetOf(BillboardPoint, uv));
|
|
||||||
s_billboardVertexDeclaration.EnableComponent(nzVertexComponent_Userdata0, nzComponentType_Float4, NzOffsetOf(BillboardPoint, size)); // Englobe sincos
|
|
||||||
|
|
||||||
// Declaration utilisée lors du rendu des billboards par instancing
|
|
||||||
// L'avantage ici est la copie directe (std::memcpy) des données de la RenderQueue vers le buffer GPU
|
|
||||||
s_billboardInstanceDeclaration.EnableComponent(nzVertexComponent_InstanceData0, nzComponentType_Float3, NzOffsetOf(NzForwardRenderQueue::BillboardData, center));
|
|
||||||
s_billboardInstanceDeclaration.EnableComponent(nzVertexComponent_InstanceData1, nzComponentType_Float4, NzOffsetOf(NzForwardRenderQueue::BillboardData, size)); // Englobe sincos
|
|
||||||
s_billboardInstanceDeclaration.EnableComponent(nzVertexComponent_InstanceData2, nzComponentType_Color, NzOffsetOf(NzForwardRenderQueue::BillboardData, color));
|
|
||||||
}
|
|
||||||
catch (const std::exception& e)
|
|
||||||
{
|
|
||||||
NazaraError("Failed to initialise: " + NzString(e.what()));
|
|
||||||
return false;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
return true;
|
DepthRenderTechnique::DepthRenderTechnique() :
|
||||||
}
|
m_vertexBuffer(BufferType_Vertex)
|
||||||
|
|
||||||
void NzDepthRenderTechnique::Uninitialize()
|
|
||||||
{
|
|
||||||
s_quadIndexBuffer.Reset();
|
|
||||||
s_quadVertexBuffer.Reset();
|
|
||||||
}
|
|
||||||
|
|
||||||
void NzDepthRenderTechnique::DrawBasicSprites(const NzSceneData& sceneData) const
|
|
||||||
{
|
|
||||||
NazaraUnused(sceneData);
|
|
||||||
|
|
||||||
const NzShader* lastShader = nullptr;
|
|
||||||
const ShaderUniforms* shaderUniforms = nullptr;
|
|
||||||
|
|
||||||
NzRenderer::SetIndexBuffer(&s_quadIndexBuffer);
|
|
||||||
NzRenderer::SetMatrix(nzMatrixType_World, NzMatrix4f::Identity());
|
|
||||||
NzRenderer::SetVertexBuffer(&m_spriteBuffer);
|
|
||||||
|
|
||||||
for (auto& matIt : m_renderQueue.basicSprites)
|
|
||||||
{
|
{
|
||||||
const NzMaterial* material = matIt.first;
|
ErrorFlags flags(ErrorFlag_ThrowException, true);
|
||||||
auto& matEntry = matIt.second;
|
|
||||||
|
|
||||||
if (matEntry.enabled)
|
m_vertexBuffer.Create(s_vertexBufferSize, DataStorage_Hardware, BufferUsage_Dynamic);
|
||||||
|
|
||||||
|
m_billboardPointBuffer.Reset(&s_billboardVertexDeclaration, &m_vertexBuffer);
|
||||||
|
m_spriteBuffer.Reset(VertexDeclaration::Get(VertexLayout_XYZ_Color_UV), &m_vertexBuffer);
|
||||||
|
}
|
||||||
|
|
||||||
|
bool DepthRenderTechnique::Draw(const SceneData& sceneData) const
|
||||||
|
{
|
||||||
|
Renderer::Enable(RendererParameter_DepthBuffer, true);
|
||||||
|
Renderer::Enable(RendererParameter_DepthWrite, true);
|
||||||
|
Renderer::Clear(RendererBuffer_Depth);
|
||||||
|
|
||||||
|
// Just in case the background does render depth
|
||||||
|
if (sceneData.background)
|
||||||
|
sceneData.background->Draw(sceneData.viewer);
|
||||||
|
|
||||||
|
for (auto& pair : m_renderQueue.layers)
|
||||||
{
|
{
|
||||||
auto& overlayMap = matEntry.overlayMap;
|
ForwardRenderQueue::Layer& layer = pair.second;
|
||||||
for (auto& overlayIt : overlayMap)
|
|
||||||
{
|
|
||||||
const NzTexture* overlay = overlayIt.first;
|
|
||||||
auto& spriteChainVector = overlayIt.second.spriteChains;
|
|
||||||
|
|
||||||
unsigned int spriteChainCount = spriteChainVector.size();
|
if (!layer.opaqueModels.empty())
|
||||||
if (spriteChainCount > 0)
|
DrawOpaqueModels(sceneData, layer);
|
||||||
|
|
||||||
|
if (!layer.basicSprites.empty())
|
||||||
|
DrawBasicSprites(sceneData, layer);
|
||||||
|
|
||||||
|
if (!layer.billboards.empty())
|
||||||
|
DrawBillboards(sceneData, layer);
|
||||||
|
|
||||||
|
for (const Drawable* drawable : layer.otherDrawables)
|
||||||
|
drawable->Draw();
|
||||||
|
}
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
AbstractRenderQueue* DepthRenderTechnique::GetRenderQueue()
|
||||||
|
{
|
||||||
|
return &m_renderQueue;
|
||||||
|
}
|
||||||
|
|
||||||
|
RenderTechniqueType DepthRenderTechnique::GetType() const
|
||||||
|
{
|
||||||
|
return RenderTechniqueType_Depth;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool DepthRenderTechnique::Initialize()
|
||||||
|
{
|
||||||
|
try
|
||||||
|
{
|
||||||
|
ErrorFlags flags(ErrorFlag_ThrowException, true);
|
||||||
|
|
||||||
|
s_quadIndexBuffer.Reset(false, s_maxQuads * 6, DataStorage_Hardware, BufferUsage_Static);
|
||||||
|
|
||||||
|
BufferMapper<IndexBuffer> mapper(s_quadIndexBuffer, BufferAccess_WriteOnly);
|
||||||
|
UInt16* indices = static_cast<UInt16*>(mapper.GetPointer());
|
||||||
|
|
||||||
|
for (unsigned int i = 0; i < s_maxQuads; ++i)
|
||||||
|
{
|
||||||
|
*indices++ = i * 4 + 0;
|
||||||
|
*indices++ = i * 4 + 2;
|
||||||
|
*indices++ = i * 4 + 1;
|
||||||
|
|
||||||
|
*indices++ = i * 4 + 2;
|
||||||
|
*indices++ = i * 4 + 3;
|
||||||
|
*indices++ = i * 4 + 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
mapper.Unmap(); // Inutile de garder le buffer ouvert plus longtemps
|
||||||
|
|
||||||
|
// Quad buffer (utilisé pour l'instancing de billboard et de sprites)
|
||||||
|
//Note: Les UV sont calculés dans le shader
|
||||||
|
s_quadVertexBuffer.Reset(VertexDeclaration::Get(VertexLayout_XY), 4, DataStorage_Hardware, BufferUsage_Static);
|
||||||
|
|
||||||
|
float vertices[2 * 4] = {
|
||||||
|
-0.5f, -0.5f,
|
||||||
|
0.5f, -0.5f,
|
||||||
|
-0.5f, 0.5f,
|
||||||
|
0.5f, 0.5f,
|
||||||
|
};
|
||||||
|
|
||||||
|
s_quadVertexBuffer.FillRaw(vertices, 0, sizeof(vertices));
|
||||||
|
|
||||||
|
// Déclaration lors du rendu des billboards par sommet
|
||||||
|
s_billboardVertexDeclaration.EnableComponent(VertexComponent_Color, ComponentType_Color, NazaraOffsetOf(BillboardPoint, color));
|
||||||
|
s_billboardVertexDeclaration.EnableComponent(VertexComponent_Position, ComponentType_Float3, NazaraOffsetOf(BillboardPoint, position));
|
||||||
|
s_billboardVertexDeclaration.EnableComponent(VertexComponent_TexCoord, ComponentType_Float2, NazaraOffsetOf(BillboardPoint, uv));
|
||||||
|
s_billboardVertexDeclaration.EnableComponent(VertexComponent_Userdata0, ComponentType_Float4, NazaraOffsetOf(BillboardPoint, size)); // Englobe sincos
|
||||||
|
|
||||||
|
// Declaration utilisée lors du rendu des billboards par instancing
|
||||||
|
// L'avantage ici est la copie directe (std::memcpy) des données de la RenderQueue vers le buffer GPU
|
||||||
|
s_billboardInstanceDeclaration.EnableComponent(VertexComponent_InstanceData0, ComponentType_Float3, NazaraOffsetOf(ForwardRenderQueue::BillboardData, center));
|
||||||
|
s_billboardInstanceDeclaration.EnableComponent(VertexComponent_InstanceData1, ComponentType_Float4, NazaraOffsetOf(ForwardRenderQueue::BillboardData, size)); // Englobe sincos
|
||||||
|
s_billboardInstanceDeclaration.EnableComponent(VertexComponent_InstanceData2, ComponentType_Color, NazaraOffsetOf(ForwardRenderQueue::BillboardData, color));
|
||||||
|
}
|
||||||
|
catch (const std::exception& e)
|
||||||
|
{
|
||||||
|
NazaraError("Failed to initialise: " + String(e.what()));
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
void DepthRenderTechnique::Uninitialize()
|
||||||
|
{
|
||||||
|
s_quadIndexBuffer.Reset();
|
||||||
|
s_quadVertexBuffer.Reset();
|
||||||
|
}
|
||||||
|
|
||||||
|
void DepthRenderTechnique::DrawBasicSprites(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const
|
||||||
|
{
|
||||||
|
NazaraAssert(sceneData.viewer, "Invalid viewer");
|
||||||
|
|
||||||
|
const Shader* lastShader = nullptr;
|
||||||
|
const ShaderUniforms* shaderUniforms = nullptr;
|
||||||
|
|
||||||
|
Renderer::SetIndexBuffer(&s_quadIndexBuffer);
|
||||||
|
Renderer::SetMatrix(MatrixType_World, Matrix4f::Identity());
|
||||||
|
Renderer::SetVertexBuffer(&m_spriteBuffer);
|
||||||
|
|
||||||
|
for (auto& matIt : layer.basicSprites)
|
||||||
|
{
|
||||||
|
const Material* material = matIt.first;
|
||||||
|
auto& matEntry = matIt.second;
|
||||||
|
|
||||||
|
if (matEntry.enabled)
|
||||||
|
{
|
||||||
|
auto& overlayMap = matEntry.overlayMap;
|
||||||
|
for (auto& overlayIt : overlayMap)
|
||||||
|
{
|
||||||
|
const Texture* overlay = overlayIt.first;
|
||||||
|
auto& spriteChainVector = overlayIt.second.spriteChains;
|
||||||
|
|
||||||
|
unsigned int spriteChainCount = spriteChainVector.size();
|
||||||
|
if (spriteChainCount > 0)
|
||||||
|
{
|
||||||
|
// On commence par appliquer du matériau (et récupérer le shader ainsi activé)
|
||||||
|
UInt32 flags = ShaderFlags_VertexColor;
|
||||||
|
if (overlay)
|
||||||
|
flags |= ShaderFlags_TextureOverlay;
|
||||||
|
|
||||||
|
UInt8 overlayUnit;
|
||||||
|
const Shader* shader = material->Apply(flags, 0, &overlayUnit);
|
||||||
|
|
||||||
|
if (overlay)
|
||||||
|
{
|
||||||
|
overlayUnit++;
|
||||||
|
Renderer::SetTexture(overlayUnit, overlay);
|
||||||
|
Renderer::SetTextureSampler(overlayUnit, material->GetDiffuseSampler());
|
||||||
|
}
|
||||||
|
|
||||||
|
// 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);
|
||||||
|
|
||||||
|
// Couleur ambiante de la scène
|
||||||
|
shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
|
||||||
|
// Overlay
|
||||||
|
shader->SendInteger(shaderUniforms->textureOverlay, overlayUnit);
|
||||||
|
// Position de la caméra
|
||||||
|
shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition());
|
||||||
|
|
||||||
|
lastShader = 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
|
||||||
|
|
||||||
|
do
|
||||||
|
{
|
||||||
|
// On ouvre le buffer en écriture
|
||||||
|
BufferMapper<VertexBuffer> vertexMapper(m_spriteBuffer, BufferAccess_DiscardAndWrite);
|
||||||
|
VertexStruct_XYZ_Color_UV* vertices = reinterpret_cast<VertexStruct_XYZ_Color_UV*>(vertexMapper.GetPointer());
|
||||||
|
|
||||||
|
unsigned int spriteCount = 0;
|
||||||
|
unsigned int maxSpriteCount = std::min(s_maxQuads, m_spriteBuffer.GetVertexCount()/4);
|
||||||
|
|
||||||
|
do
|
||||||
|
{
|
||||||
|
ForwardRenderQueue::SpriteChain_XYZ_Color_UV& currentChain = spriteChainVector[spriteChain];
|
||||||
|
unsigned int count = std::min(maxSpriteCount - spriteCount, currentChain.spriteCount - spriteChainOffset);
|
||||||
|
|
||||||
|
std::memcpy(vertices, currentChain.vertices + spriteChainOffset*4, 4*count*sizeof(VertexStruct_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 < maxSpriteCount && spriteChain < spriteChainCount);
|
||||||
|
|
||||||
|
vertexMapper.Unmap();
|
||||||
|
|
||||||
|
Renderer::DrawIndexedPrimitives(PrimitiveMode_TriangleList, 0, spriteCount*6);
|
||||||
|
}
|
||||||
|
while (spriteChain < spriteChainCount);
|
||||||
|
|
||||||
|
spriteChainVector.clear();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// On remet à zéro
|
||||||
|
matEntry.enabled = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void DepthRenderTechnique::DrawBillboards(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const
|
||||||
|
{
|
||||||
|
NazaraAssert(sceneData.viewer, "Invalid viewer");
|
||||||
|
|
||||||
|
const Shader* lastShader = nullptr;
|
||||||
|
const ShaderUniforms* shaderUniforms = nullptr;
|
||||||
|
|
||||||
|
if (Renderer::HasCapability(RendererCap_Instancing))
|
||||||
|
{
|
||||||
|
VertexBuffer* instanceBuffer = Renderer::GetInstanceBuffer();
|
||||||
|
instanceBuffer->SetVertexDeclaration(&s_billboardInstanceDeclaration);
|
||||||
|
|
||||||
|
Renderer::SetVertexBuffer(&s_quadVertexBuffer);
|
||||||
|
|
||||||
|
for (auto& matIt : layer.billboards)
|
||||||
|
{
|
||||||
|
const Material* material = matIt.first;
|
||||||
|
auto& entry = matIt.second;
|
||||||
|
auto& billboardVector = entry.billboards;
|
||||||
|
|
||||||
|
unsigned int billboardCount = billboardVector.size();
|
||||||
|
if (billboardCount > 0)
|
||||||
{
|
{
|
||||||
// On commence par appliquer du matériau (et récupérer le shader ainsi activé)
|
// On commence par appliquer du matériau (et récupérer le shader ainsi activé)
|
||||||
nzUInt32 flags = nzShaderFlags_VertexColor;
|
const Shader* shader = material->Apply(ShaderFlags_Billboard | ShaderFlags_Instancing | ShaderFlags_VertexColor);
|
||||||
if (overlay)
|
|
||||||
flags |= nzShaderFlags_TextureOverlay;
|
|
||||||
|
|
||||||
nzUInt8 overlayUnit;
|
|
||||||
const NzShader* shader = material->Apply(flags, 0, &overlayUnit);
|
|
||||||
|
|
||||||
if (overlay)
|
|
||||||
{
|
|
||||||
overlayUnit++;
|
|
||||||
NzRenderer::SetTexture(overlayUnit, overlay);
|
|
||||||
NzRenderer::SetTextureSampler(overlayUnit, material->GetDiffuseSampler());
|
|
||||||
}
|
|
||||||
|
|
||||||
// Les uniformes sont conservées au sein d'un programme, inutile de les renvoyer tant qu'il ne change pas
|
// Les uniformes sont conservées au sein d'un programme, inutile de les renvoyer tant qu'il ne change pas
|
||||||
if (shader != lastShader)
|
if (shader != lastShader)
|
||||||
|
|
@ -194,302 +290,260 @@ void NzDepthRenderTechnique::DrawBasicSprites(const NzSceneData& sceneData) cons
|
||||||
// Index des uniformes dans le shader
|
// Index des uniformes dans le shader
|
||||||
shaderUniforms = GetShaderUniforms(shader);
|
shaderUniforms = GetShaderUniforms(shader);
|
||||||
|
|
||||||
// Overlay
|
// Couleur ambiante de la scène
|
||||||
shader->SendInteger(shaderUniforms->textureOverlay, overlayUnit);
|
shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
|
||||||
|
// Position de la caméra
|
||||||
|
shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition());
|
||||||
|
|
||||||
lastShader = shader;
|
lastShader = shader;
|
||||||
}
|
}
|
||||||
|
|
||||||
unsigned int spriteChain = 0; // Quelle chaîne de sprite traitons-nous
|
const ForwardRenderQueue::BillboardData* data = &billboardVector[0];
|
||||||
unsigned int spriteChainOffset = 0; // À quel offset dans la dernière chaîne nous sommes-nous arrêtés
|
unsigned int maxBillboardPerDraw = instanceBuffer->GetVertexCount();
|
||||||
|
do
|
||||||
|
{
|
||||||
|
unsigned int renderedBillboardCount = std::min(billboardCount, maxBillboardPerDraw);
|
||||||
|
billboardCount -= renderedBillboardCount;
|
||||||
|
|
||||||
|
instanceBuffer->Fill(data, 0, renderedBillboardCount, true);
|
||||||
|
data += renderedBillboardCount;
|
||||||
|
|
||||||
|
Renderer::DrawPrimitivesInstanced(renderedBillboardCount, PrimitiveMode_TriangleStrip, 0, 4);
|
||||||
|
}
|
||||||
|
while (billboardCount > 0);
|
||||||
|
|
||||||
|
billboardVector.clear();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Renderer::SetIndexBuffer(&s_quadIndexBuffer);
|
||||||
|
Renderer::SetVertexBuffer(&m_billboardPointBuffer);
|
||||||
|
|
||||||
|
for (auto& matIt : layer.billboards)
|
||||||
|
{
|
||||||
|
const Material* material = matIt.first;
|
||||||
|
auto& entry = matIt.second;
|
||||||
|
auto& billboardVector = entry.billboards;
|
||||||
|
|
||||||
|
unsigned int billboardCount = billboardVector.size();
|
||||||
|
if (billboardCount > 0)
|
||||||
|
{
|
||||||
|
// On commence par appliquer du matériau (et récupérer le shader ainsi activé)
|
||||||
|
const Shader* shader = material->Apply(ShaderFlags_Billboard | ShaderFlags_VertexColor);
|
||||||
|
|
||||||
|
// 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);
|
||||||
|
|
||||||
|
// Couleur ambiante de la scène
|
||||||
|
shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
|
||||||
|
// Position de la caméra
|
||||||
|
shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition());
|
||||||
|
|
||||||
|
lastShader = shader;
|
||||||
|
}
|
||||||
|
|
||||||
|
const ForwardRenderQueue::BillboardData* data = &billboardVector[0];
|
||||||
|
unsigned int maxBillboardPerDraw = std::min(s_maxQuads, m_billboardPointBuffer.GetVertexCount()/4);
|
||||||
|
|
||||||
do
|
do
|
||||||
{
|
{
|
||||||
// On ouvre le buffer en écriture
|
unsigned int renderedBillboardCount = std::min(billboardCount, maxBillboardPerDraw);
|
||||||
NzBufferMapper<NzVertexBuffer> vertexMapper(m_spriteBuffer, nzBufferAccess_DiscardAndWrite);
|
billboardCount -= renderedBillboardCount;
|
||||||
NzVertexStruct_XYZ_Color_UV* vertices = reinterpret_cast<NzVertexStruct_XYZ_Color_UV*>(vertexMapper.GetPointer());
|
|
||||||
|
|
||||||
unsigned int spriteCount = 0;
|
BufferMapper<VertexBuffer> vertexMapper(m_billboardPointBuffer, BufferAccess_DiscardAndWrite, 0, renderedBillboardCount*4);
|
||||||
unsigned int maxSpriteCount = std::min(s_maxQuads, m_spriteBuffer.GetVertexCount()/4);
|
BillboardPoint* vertices = reinterpret_cast<BillboardPoint*>(vertexMapper.GetPointer());
|
||||||
|
|
||||||
do
|
for (unsigned int i = 0; i < renderedBillboardCount; ++i)
|
||||||
{
|
{
|
||||||
NzForwardRenderQueue::SpriteChain_XYZ_Color_UV& currentChain = spriteChainVector[spriteChain];
|
const ForwardRenderQueue::BillboardData& billboard = *data++;
|
||||||
unsigned int count = std::min(maxSpriteCount - spriteCount, currentChain.spriteCount - spriteChainOffset);
|
|
||||||
|
|
||||||
std::memcpy(vertices, currentChain.vertices + spriteChainOffset*4, 4*count*sizeof(NzVertexStruct_XYZ_Color_UV));
|
vertices->color = billboard.color;
|
||||||
vertices += count*4;
|
vertices->position = billboard.center;
|
||||||
|
vertices->sinCos = billboard.sinCos;
|
||||||
|
vertices->size = billboard.size;
|
||||||
|
vertices->uv.Set(0.f, 1.f);
|
||||||
|
vertices++;
|
||||||
|
|
||||||
spriteCount += count;
|
vertices->color = billboard.color;
|
||||||
spriteChainOffset += count;
|
vertices->position = billboard.center;
|
||||||
|
vertices->sinCos = billboard.sinCos;
|
||||||
|
vertices->size = billboard.size;
|
||||||
|
vertices->uv.Set(1.f, 1.f);
|
||||||
|
vertices++;
|
||||||
|
|
||||||
// Avons-nous traité la chaîne entière ?
|
vertices->color = billboard.color;
|
||||||
if (spriteChainOffset == currentChain.spriteCount)
|
vertices->position = billboard.center;
|
||||||
{
|
vertices->sinCos = billboard.sinCos;
|
||||||
spriteChain++;
|
vertices->size = billboard.size;
|
||||||
spriteChainOffset = 0;
|
vertices->uv.Set(0.f, 0.f);
|
||||||
}
|
vertices++;
|
||||||
|
|
||||||
|
vertices->color = billboard.color;
|
||||||
|
vertices->position = billboard.center;
|
||||||
|
vertices->sinCos = billboard.sinCos;
|
||||||
|
vertices->size = billboard.size;
|
||||||
|
vertices->uv.Set(1.f, 0.f);
|
||||||
|
vertices++;
|
||||||
}
|
}
|
||||||
while (spriteCount < maxSpriteCount && spriteChain < spriteChainCount);
|
|
||||||
|
|
||||||
vertexMapper.Unmap();
|
vertexMapper.Unmap();
|
||||||
|
|
||||||
NzRenderer::DrawIndexedPrimitives(nzPrimitiveMode_TriangleList, 0, spriteCount*6);
|
Renderer::DrawIndexedPrimitives(PrimitiveMode_TriangleList, 0, renderedBillboardCount*6);
|
||||||
}
|
}
|
||||||
while (spriteChain < spriteChainCount);
|
while (billboardCount > 0);
|
||||||
|
|
||||||
spriteChainVector.clear();
|
billboardVector.clear();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// On remet à zéro
|
|
||||||
matEntry.enabled = false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void NzDepthRenderTechnique::DrawBillboards(const NzSceneData& sceneData) const
|
|
||||||
{
|
|
||||||
NazaraUnused(sceneData);
|
|
||||||
|
|
||||||
if (NzRenderer::HasCapability(nzRendererCap_Instancing))
|
|
||||||
{
|
|
||||||
NzVertexBuffer* instanceBuffer = NzRenderer::GetInstanceBuffer();
|
|
||||||
instanceBuffer->SetVertexDeclaration(&s_billboardInstanceDeclaration);
|
|
||||||
|
|
||||||
NzRenderer::SetVertexBuffer(&s_quadVertexBuffer);
|
|
||||||
|
|
||||||
for (auto& matIt : m_renderQueue.billboards)
|
|
||||||
{
|
|
||||||
const NzMaterial* material = matIt.first;
|
|
||||||
auto& entry = matIt.second;
|
|
||||||
auto& billboardVector = entry.billboards;
|
|
||||||
|
|
||||||
unsigned int billboardCount = billboardVector.size();
|
|
||||||
if (billboardCount > 0)
|
|
||||||
{
|
|
||||||
// On commence par appliquer du matériau
|
|
||||||
material->Apply(nzShaderFlags_Billboard | nzShaderFlags_Instancing | nzShaderFlags_VertexColor);
|
|
||||||
|
|
||||||
const NzForwardRenderQueue::BillboardData* data = &billboardVector[0];
|
|
||||||
unsigned int maxBillboardPerDraw = instanceBuffer->GetVertexCount();
|
|
||||||
do
|
|
||||||
{
|
|
||||||
unsigned int renderedBillboardCount = std::min(billboardCount, maxBillboardPerDraw);
|
|
||||||
billboardCount -= renderedBillboardCount;
|
|
||||||
|
|
||||||
instanceBuffer->Fill(data, 0, renderedBillboardCount, true);
|
|
||||||
data += renderedBillboardCount;
|
|
||||||
|
|
||||||
NzRenderer::DrawPrimitivesInstanced(renderedBillboardCount, nzPrimitiveMode_TriangleStrip, 0, 4);
|
|
||||||
}
|
|
||||||
while (billboardCount > 0);
|
|
||||||
|
|
||||||
billboardVector.clear();
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else
|
|
||||||
|
void DepthRenderTechnique::DrawOpaqueModels(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const
|
||||||
{
|
{
|
||||||
NzRenderer::SetIndexBuffer(&s_quadIndexBuffer);
|
NazaraAssert(sceneData.viewer, "Invalid viewer");
|
||||||
NzRenderer::SetVertexBuffer(&m_billboardPointBuffer);
|
|
||||||
|
|
||||||
for (auto& matIt : m_renderQueue.billboards)
|
const Shader* lastShader = nullptr;
|
||||||
|
const ShaderUniforms* shaderUniforms = nullptr;
|
||||||
|
|
||||||
|
for (auto& matIt : layer.opaqueModels)
|
||||||
{
|
{
|
||||||
const NzMaterial* material = matIt.first;
|
auto& matEntry = matIt.second;
|
||||||
auto& entry = matIt.second;
|
|
||||||
auto& billboardVector = entry.billboards;
|
|
||||||
|
|
||||||
unsigned int billboardCount = billboardVector.size();
|
if (matEntry.enabled)
|
||||||
if (billboardCount > 0)
|
|
||||||
{
|
{
|
||||||
// On commence par appliquer du matériau
|
ForwardRenderQueue::MeshInstanceContainer& meshInstances = matEntry.meshMap;
|
||||||
material->Apply(nzShaderFlags_Billboard | nzShaderFlags_VertexColor);
|
|
||||||
|
|
||||||
const NzForwardRenderQueue::BillboardData* data = &billboardVector[0];
|
if (!meshInstances.empty())
|
||||||
unsigned int maxBillboardPerDraw = std::min(s_maxQuads, m_billboardPointBuffer.GetVertexCount()/4);
|
|
||||||
|
|
||||||
do
|
|
||||||
{
|
{
|
||||||
unsigned int renderedBillboardCount = std::min(billboardCount, maxBillboardPerDraw);
|
const Material* material = matIt.first;
|
||||||
billboardCount -= renderedBillboardCount;
|
|
||||||
|
|
||||||
NzBufferMapper<NzVertexBuffer> vertexMapper(m_billboardPointBuffer, nzBufferAccess_DiscardAndWrite, 0, renderedBillboardCount*4);
|
bool instancing = m_instancingEnabled && matEntry.instancingEnabled;
|
||||||
BillboardPoint* vertices = reinterpret_cast<BillboardPoint*>(vertexMapper.GetPointer());
|
|
||||||
|
|
||||||
for (unsigned int i = 0; i < renderedBillboardCount; ++i)
|
// On commence par appliquer du matériau (et récupérer le shader ainsi activé)
|
||||||
|
UInt8 freeTextureUnit;
|
||||||
|
const Shader* shader = material->Apply((instancing) ? ShaderFlags_Instancing : 0, 0, &freeTextureUnit);
|
||||||
|
|
||||||
|
// Les uniformes sont conservées au sein d'un programme, inutile de les renvoyer tant qu'il ne change pas
|
||||||
|
if (shader != lastShader)
|
||||||
{
|
{
|
||||||
const NzForwardRenderQueue::BillboardData& billboard = *data++;
|
// Index des uniformes dans le shader
|
||||||
|
shaderUniforms = GetShaderUniforms(shader);
|
||||||
vertices->color = billboard.color;
|
lastShader = shader;
|
||||||
vertices->position = billboard.center;
|
|
||||||
vertices->sinCos = billboard.sinCos;
|
|
||||||
vertices->size = billboard.size;
|
|
||||||
vertices->uv.Set(0.f, 1.f);
|
|
||||||
vertices++;
|
|
||||||
|
|
||||||
vertices->color = billboard.color;
|
|
||||||
vertices->position = billboard.center;
|
|
||||||
vertices->sinCos = billboard.sinCos;
|
|
||||||
vertices->size = billboard.size;
|
|
||||||
vertices->uv.Set(1.f, 1.f);
|
|
||||||
vertices++;
|
|
||||||
|
|
||||||
vertices->color = billboard.color;
|
|
||||||
vertices->position = billboard.center;
|
|
||||||
vertices->sinCos = billboard.sinCos;
|
|
||||||
vertices->size = billboard.size;
|
|
||||||
vertices->uv.Set(0.f, 0.f);
|
|
||||||
vertices++;
|
|
||||||
|
|
||||||
vertices->color = billboard.color;
|
|
||||||
vertices->position = billboard.center;
|
|
||||||
vertices->sinCos = billboard.sinCos;
|
|
||||||
vertices->size = billboard.size;
|
|
||||||
vertices->uv.Set(1.f, 0.f);
|
|
||||||
vertices++;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
vertexMapper.Unmap();
|
// Meshes
|
||||||
|
for (auto& meshIt : meshInstances)
|
||||||
NzRenderer::DrawIndexedPrimitives(nzPrimitiveMode_TriangleList, 0, renderedBillboardCount*6);
|
|
||||||
}
|
|
||||||
while (billboardCount > 0);
|
|
||||||
|
|
||||||
billboardVector.clear();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void NzDepthRenderTechnique::DrawOpaqueModels(const NzSceneData& sceneData) const
|
|
||||||
{
|
|
||||||
NazaraUnused(sceneData);
|
|
||||||
|
|
||||||
for (auto& matIt : m_renderQueue.opaqueModels)
|
|
||||||
{
|
|
||||||
auto& matEntry = matIt.second;
|
|
||||||
|
|
||||||
if (matEntry.enabled)
|
|
||||||
{
|
|
||||||
NzForwardRenderQueue::MeshInstanceContainer& meshInstances = matEntry.meshMap;
|
|
||||||
|
|
||||||
if (!meshInstances.empty())
|
|
||||||
{
|
|
||||||
const NzMaterial* material = matIt.first;
|
|
||||||
|
|
||||||
// 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 noPointSpotLight = m_renderQueue.pointLights.empty() && m_renderQueue.spotLights.empty();
|
|
||||||
bool instancing = m_instancingEnabled && (!material->IsLightingEnabled() || noPointSpotLight) && matEntry.instancingEnabled;
|
|
||||||
|
|
||||||
// On commence par appliquer du matériau (et récupérer le shader ainsi activé)
|
|
||||||
material->Apply((instancing) ? nzShaderFlags_Instancing : 0);
|
|
||||||
|
|
||||||
// Meshes
|
|
||||||
for (auto& meshIt : meshInstances)
|
|
||||||
{
|
|
||||||
const NzMeshData& meshData = meshIt.first;
|
|
||||||
auto& meshEntry = meshIt.second;
|
|
||||||
|
|
||||||
std::vector<NzMatrix4f>& instances = meshEntry.instances;
|
|
||||||
if (!instances.empty())
|
|
||||||
{
|
{
|
||||||
const NzIndexBuffer* indexBuffer = meshData.indexBuffer;
|
const MeshData& meshData = meshIt.first;
|
||||||
const NzVertexBuffer* vertexBuffer = meshData.vertexBuffer;
|
auto& meshEntry = meshIt.second;
|
||||||
|
|
||||||
// Gestion du draw call avant la boucle de rendu
|
const Spheref& squaredBoundingSphere = meshEntry.squaredBoundingSphere;
|
||||||
NzRenderer::DrawCall drawFunc;
|
std::vector<Matrix4f>& instances = meshEntry.instances;
|
||||||
NzRenderer::DrawCallInstanced instancedDrawFunc;
|
|
||||||
unsigned int indexCount;
|
|
||||||
|
|
||||||
if (indexBuffer)
|
if (!instances.empty())
|
||||||
{
|
{
|
||||||
drawFunc = NzRenderer::DrawIndexedPrimitives;
|
const IndexBuffer* indexBuffer = meshData.indexBuffer;
|
||||||
instancedDrawFunc = NzRenderer::DrawIndexedPrimitivesInstanced;
|
const VertexBuffer* vertexBuffer = meshData.vertexBuffer;
|
||||||
indexCount = indexBuffer->GetIndexCount();
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
drawFunc = NzRenderer::DrawPrimitives;
|
|
||||||
instancedDrawFunc = NzRenderer::DrawPrimitivesInstanced;
|
|
||||||
indexCount = vertexBuffer->GetVertexCount();
|
|
||||||
}
|
|
||||||
|
|
||||||
NzRenderer::SetIndexBuffer(indexBuffer);
|
// Gestion du draw call avant la boucle de rendu
|
||||||
NzRenderer::SetVertexBuffer(vertexBuffer);
|
Renderer::DrawCall drawFunc;
|
||||||
|
Renderer::DrawCallInstanced instancedDrawFunc;
|
||||||
|
unsigned int indexCount;
|
||||||
|
|
||||||
if (instancing)
|
if (indexBuffer)
|
||||||
{
|
{
|
||||||
// On calcule le nombre d'instances que l'on pourra afficher cette fois-ci (Selon la taille du buffer d'instancing)
|
drawFunc = Renderer::DrawIndexedPrimitives;
|
||||||
NzVertexBuffer* instanceBuffer = NzRenderer::GetInstanceBuffer();
|
instancedDrawFunc = Renderer::DrawIndexedPrimitivesInstanced;
|
||||||
instanceBuffer->SetVertexDeclaration(NzVertexDeclaration::Get(nzVertexLayout_Matrix4));
|
indexCount = indexBuffer->GetIndexCount();
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
drawFunc = Renderer::DrawPrimitives;
|
||||||
|
instancedDrawFunc = Renderer::DrawPrimitivesInstanced;
|
||||||
|
indexCount = vertexBuffer->GetVertexCount();
|
||||||
|
}
|
||||||
|
|
||||||
const NzMatrix4f* instanceMatrices = &instances[0];
|
Renderer::SetIndexBuffer(indexBuffer);
|
||||||
unsigned int instanceCount = instances.size();
|
Renderer::SetVertexBuffer(vertexBuffer);
|
||||||
unsigned int maxInstanceCount = instanceBuffer->GetVertexCount(); // Le nombre maximum d'instances en une fois
|
|
||||||
|
|
||||||
while (instanceCount > 0)
|
if (instancing)
|
||||||
{
|
{
|
||||||
// On calcule le nombre d'instances que l'on pourra afficher cette fois-ci (Selon la taille du buffer d'instancing)
|
// On calcule le nombre d'instances que l'on pourra afficher cette fois-ci (Selon la taille du buffer d'instancing)
|
||||||
unsigned int renderedInstanceCount = std::min(instanceCount, maxInstanceCount);
|
VertexBuffer* instanceBuffer = Renderer::GetInstanceBuffer();
|
||||||
instanceCount -= renderedInstanceCount;
|
instanceBuffer->SetVertexDeclaration(VertexDeclaration::Get(VertexLayout_Matrix4));
|
||||||
|
|
||||||
// On remplit l'instancing buffer avec nos matrices world
|
const Matrix4f* instanceMatrices = &instances[0];
|
||||||
instanceBuffer->Fill(instanceMatrices, 0, renderedInstanceCount, true);
|
unsigned int instanceCount = instances.size();
|
||||||
instanceMatrices += renderedInstanceCount;
|
unsigned int maxInstanceCount = instanceBuffer->GetVertexCount(); // Le nombre maximum d'instances en une fois
|
||||||
|
|
||||||
// Et on affiche
|
while (instanceCount > 0)
|
||||||
instancedDrawFunc(renderedInstanceCount, meshData.primitiveMode, 0, indexCount);
|
{
|
||||||
|
// On calcule le nombre d'instances que l'on pourra afficher cette fois-ci (Selon la taille du buffer d'instancing)
|
||||||
|
unsigned int renderedInstanceCount = std::min(instanceCount, maxInstanceCount);
|
||||||
|
instanceCount -= renderedInstanceCount;
|
||||||
|
|
||||||
|
// On remplit l'instancing buffer avec nos matrices world
|
||||||
|
instanceBuffer->Fill(instanceMatrices, 0, renderedInstanceCount, true);
|
||||||
|
instanceMatrices += renderedInstanceCount;
|
||||||
|
|
||||||
|
// Et on affiche
|
||||||
|
instancedDrawFunc(renderedInstanceCount, meshData.primitiveMode, 0, indexCount);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
else
|
||||||
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
|
|
||||||
for (const NzMatrix4f& matrix : instances)
|
|
||||||
{
|
{
|
||||||
NzRenderer::SetMatrix(nzMatrixType_World, matrix);
|
// Sans instancing, on doit effectuer un draw call pour chaque instance
|
||||||
drawFunc(meshData.primitiveMode, 0, indexCount);
|
// 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
|
||||||
|
for (const Matrix4f& matrix : instances)
|
||||||
|
{
|
||||||
|
Renderer::SetMatrix(MatrixType_World, matrix);
|
||||||
|
drawFunc(meshData.primitiveMode, 0, indexCount);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
instances.clear();
|
||||||
}
|
}
|
||||||
instances.clear();
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
// Et on remet à zéro les données
|
// Et on remet à zéro les données
|
||||||
matEntry.enabled = false;
|
matEntry.enabled = false;
|
||||||
matEntry.instancingEnabled = false;
|
matEntry.instancingEnabled = false;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
const NzDepthRenderTechnique::ShaderUniforms* NzDepthRenderTechnique::GetShaderUniforms(const NzShader* shader) const
|
const DepthRenderTechnique::ShaderUniforms* DepthRenderTechnique::GetShaderUniforms(const Shader* shader) const
|
||||||
{
|
|
||||||
auto it = m_shaderUniforms.find(shader);
|
|
||||||
if (it == m_shaderUniforms.end())
|
|
||||||
{
|
{
|
||||||
ShaderUniforms uniforms;
|
auto it = m_shaderUniforms.find(shader);
|
||||||
uniforms.shaderReleaseSlot.Connect(shader->OnShaderRelease, this, &NzDepthRenderTechnique::OnShaderInvalidated);
|
if (it == m_shaderUniforms.end())
|
||||||
uniforms.shaderUniformInvalidatedSlot.Connect(shader->OnShaderUniformInvalidated, this, &NzDepthRenderTechnique::OnShaderInvalidated);
|
{
|
||||||
|
ShaderUniforms uniforms;
|
||||||
|
uniforms.shaderReleaseSlot.Connect(shader->OnShaderRelease, this, &DepthRenderTechnique::OnShaderInvalidated);
|
||||||
|
uniforms.shaderUniformInvalidatedSlot.Connect(shader->OnShaderUniformInvalidated, this, &DepthRenderTechnique::OnShaderInvalidated);
|
||||||
|
|
||||||
uniforms.textureOverlay = shader->GetUniformLocation("TextureOverlay");
|
uniforms.eyePosition = shader->GetUniformLocation("EyePosition");
|
||||||
|
uniforms.sceneAmbient = shader->GetUniformLocation("SceneAmbient");
|
||||||
|
uniforms.textureOverlay = shader->GetUniformLocation("TextureOverlay");
|
||||||
|
|
||||||
it = m_shaderUniforms.emplace(shader, std::move(uniforms)).first;
|
it = m_shaderUniforms.emplace(shader, std::move(uniforms)).first;
|
||||||
|
}
|
||||||
|
|
||||||
|
return &it->second;
|
||||||
}
|
}
|
||||||
|
|
||||||
return &it->second;
|
void DepthRenderTechnique::OnShaderInvalidated(const Shader* shader) const
|
||||||
}
|
{
|
||||||
|
m_shaderUniforms.erase(shader);
|
||||||
|
}
|
||||||
|
|
||||||
void NzDepthRenderTechnique::OnShaderInvalidated(const NzShader* shader) const
|
IndexBuffer DepthRenderTechnique::s_quadIndexBuffer;
|
||||||
{
|
VertexBuffer DepthRenderTechnique::s_quadVertexBuffer;
|
||||||
m_shaderUniforms.erase(shader);
|
VertexDeclaration DepthRenderTechnique::s_billboardInstanceDeclaration;
|
||||||
}
|
VertexDeclaration DepthRenderTechnique::s_billboardVertexDeclaration;
|
||||||
|
}
|
||||||
NzIndexBuffer NzDepthRenderTechnique::s_quadIndexBuffer;
|
|
||||||
NzVertexBuffer NzDepthRenderTechnique::s_quadVertexBuffer;
|
|
||||||
NzVertexDeclaration NzDepthRenderTechnique::s_billboardInstanceDeclaration;
|
|
||||||
NzVertexDeclaration NzDepthRenderTechnique::s_billboardVertexDeclaration;
|
|
||||||
Loading…
Reference in New Issue