Graphics/DepthRender: Fix compilation

Former-commit-id: 749e3b67038cba20c46bd5570e616608200733f5
This commit is contained in:
Lynix 2015-12-09 01:11:27 +01:00
parent 9cf5e4b68c
commit 9e7452ab68
4 changed files with 720 additions and 656 deletions

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@ -18,31 +18,36 @@
#include <map>
#include <tuple>
class NAZARA_GRAPHICS_API NzDepthRenderQueue : public NzForwardRenderQueue
namespace Nz
{
public:
NzDepthRenderQueue();
~NzDepthRenderQueue() = default;
class NAZARA_GRAPHICS_API DepthRenderQueue : public ForwardRenderQueue
{
public:
DepthRenderQueue();
~DepthRenderQueue() = default;
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;
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;
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;
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;
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;
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;
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;
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;
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;
void AddDirectionalLight(const DirectionalLight& light) override;
void AddMesh(const NzMaterial* material, const NzMeshData& meshData, const NzBoxf& meshAABB, const NzMatrix4f& transformMatrix) override;
void AddPointLight(const PointLight& light) override;
void AddSpotLight(const SpotLight& light) override;
void AddSprites(const NzMaterial* material, const NzVertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const NzTexture* overlay = nullptr) override;
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;
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;
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;
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;
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;
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;
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;
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;
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;
void AddDirectionalLight(const DirectionalLight& light) override;
void AddMesh(int renderOrder, const Material* material, const MeshData& meshData, const Boxf& meshAABB, const Matrix4f& transformMatrix) override;
void AddPointLight(const PointLight& light) override;
void AddSpotLight(const SpotLight& light) override;
void AddSprites(int renderOrder, const Material* material, const VertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const Texture* overlay = nullptr) override;
private:
bool IsMaterialSuitable(const NzMaterial* material) const;
private:
inline bool IsMaterialSuitable(const Material* material) const;
NzMaterialRef m_baseMaterial;
};
MaterialRef m_baseMaterial;
};
}
#include <Nazara/Graphics/DepthRenderQueue.inl>
#endif // NAZARA_DEPTHRENDERQUEUE_HPP

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@ -16,65 +16,62 @@
#include <Nazara/Utility/IndexBuffer.hpp>
#include <Nazara/Utility/VertexBuffer.hpp>
class NAZARA_GRAPHICS_API NzDepthRenderTechnique : public NzAbstractRenderTechnique
namespace Nz
{
public:
NzDepthRenderTechnique();
~NzDepthRenderTechnique() = default;
class NAZARA_GRAPHICS_API DepthRenderTechnique : public AbstractRenderTechnique
{
public:
DepthRenderTechnique();
~DepthRenderTechnique() = default;
bool Draw(const NzSceneData& sceneData) const override;
bool Draw(const SceneData& sceneData) const override;
NzAbstractRenderQueue* GetRenderQueue() override;
nzRenderTechniqueType GetType() const override;
AbstractRenderQueue* GetRenderQueue() override;
RenderTechniqueType GetType() const override;
static bool Initialize();
static void Uninitialize();
static bool Initialize();
static void Uninitialize();
private:
struct ShaderUniforms;
private:
struct ShaderUniforms;
void DrawBasicSprites(const NzSceneData& sceneData) const;
void DrawBillboards(const NzSceneData& sceneData) const;
void DrawOpaqueModels(const NzSceneData& sceneData) const;
const ShaderUniforms* GetShaderUniforms(const NzShader* shader) const;
void OnShaderInvalidated(const NzShader* shader) const;
void DrawBasicSprites(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const;
void DrawBillboards(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const;
void DrawOpaqueModels(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const;
const ShaderUniforms* GetShaderUniforms(const Shader* shader) const;
void OnShaderInvalidated(const Shader* shader) const;
struct LightIndex
{
nzLightType type;
float score;
unsigned int index;
};
struct LightIndex
{
LightType type;
float score;
unsigned int index;
};
struct ShaderUniforms
{
NazaraSlot(NzShader, OnShaderUniformInvalidated, shaderUniformInvalidatedSlot);
NazaraSlot(NzShader, OnShaderRelease, shaderReleaseSlot);
struct ShaderUniforms
{
NazaraSlot(Shader, OnShaderUniformInvalidated, shaderUniformInvalidatedSlot);
NazaraSlot(Shader, OnShaderRelease, shaderReleaseSlot);
NzLightUniforms lightUniforms;
bool hasLightUniforms;
// Autre uniformes
int eyePosition;
int sceneAmbient;
int textureOverlay;
};
/// Moins coûteux en mémoire que de stocker un NzLightUniforms par index de lumière,
/// à voir si ça fonctionne chez tout le monde
int lightOffset; // "Distance" entre Lights[0].type et Lights[1].type
mutable std::unordered_map<const Shader*, ShaderUniforms> m_shaderUniforms;
Buffer m_vertexBuffer;
mutable DepthRenderQueue m_renderQueue;
VertexBuffer m_billboardPointBuffer;
VertexBuffer m_spriteBuffer;
// Autre uniformes
int eyePosition;
int sceneAmbient;
int textureOverlay;
};
static IndexBuffer s_quadIndexBuffer;
static VertexBuffer s_quadVertexBuffer;
static VertexDeclaration s_billboardInstanceDeclaration;
static VertexDeclaration s_billboardVertexDeclaration;
};
}
mutable std::unordered_map<const NzShader*, ShaderUniforms> m_shaderUniforms;
NzBuffer m_vertexBuffer;
mutable NzDepthRenderQueue m_renderQueue;
NzVertexBuffer m_billboardPointBuffer;
NzVertexBuffer m_spriteBuffer;
static NzIndexBuffer s_quadIndexBuffer;
static NzVertexBuffer s_quadVertexBuffer;
static NzVertexDeclaration s_billboardInstanceDeclaration;
static NzVertexDeclaration s_billboardVertexDeclaration;
};
#include <Nazara/Graphics/dEPTHRenderTechnique.inl>

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@ -7,203 +7,211 @@
#include <Nazara/Graphics/Material.hpp>
#include <Nazara/Graphics/Debug.hpp>
NzDepthRenderQueue::NzDepthRenderQueue()
namespace Nz
{
// Material
m_baseMaterial = NzMaterial::New();
m_baseMaterial->Enable(nzRendererParameter_ColorWrite, false);
m_baseMaterial->Enable(nzRendererParameter_FaceCulling, false);
//m_baseMaterial->SetFaceCulling(nzFaceSide_Front);
DepthRenderQueue::DepthRenderQueue()
{
// Material
m_baseMaterial = Material::New();
m_baseMaterial->Enable(RendererParameter_ColorWrite, false);
m_baseMaterial->Enable(RendererParameter_FaceCulling, false);
//m_baseMaterial->SetFaceCulling(FaceSide_Front);
}
void DepthRenderQueue::AddBillboard(int renderOrder, const Material* material, const Vector3f& position, const Vector2f& size, const Vector2f& sinCos, const Color& color)
{
NazaraAssert(material, "Invalid material");
NazaraUnused(renderOrder);
if (!IsMaterialSuitable(material))
return;
if (material->HasDepthMaterial())
material = material->GetDepthMaterial();
else
material = m_baseMaterial;
ForwardRenderQueue::AddBillboard(0, material, position, size, sinCos, color);
}
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)
{
NazaraAssert(material, "Invalid material");
NazaraUnused(renderOrder);
if (!IsMaterialSuitable(material))
return;
if (material->HasDepthMaterial())
material = material->GetDepthMaterial();
else
material = m_baseMaterial;
ForwardRenderQueue::AddBillboards(0, material, count, positionPtr, sizePtr, sinCosPtr, colorPtr);
}
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)
{
NazaraAssert(material, "Invalid material");
NazaraUnused(renderOrder);
if (!IsMaterialSuitable(material))
return;
if (material->HasDepthMaterial())
material = material->GetDepthMaterial();
else
material = m_baseMaterial;
ForwardRenderQueue::AddBillboards(0, material, count, positionPtr, sizePtr, sinCosPtr, alphaPtr);
}
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)
{
NazaraAssert(material, "Invalid material");
NazaraUnused(renderOrder);
if (!IsMaterialSuitable(material))
return;
if (material->HasDepthMaterial())
material = material->GetDepthMaterial();
else
material = m_baseMaterial;
ForwardRenderQueue::AddBillboards(0, material, count, positionPtr, sizePtr, anglePtr, colorPtr);
}
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)
{
NazaraAssert(material, "Invalid material");
NazaraUnused(renderOrder);
if (!IsMaterialSuitable(material))
return;
if (material->HasDepthMaterial())
material = material->GetDepthMaterial();
else
material = m_baseMaterial;
ForwardRenderQueue::AddBillboards(0, material, count, positionPtr, sizePtr, anglePtr, alphaPtr);
}
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)
{
NazaraAssert(material, "Invalid material");
NazaraUnused(renderOrder);
if (!IsMaterialSuitable(material))
return;
if (material->HasDepthMaterial())
material = material->GetDepthMaterial();
else
material = m_baseMaterial;
ForwardRenderQueue::AddBillboards(0, material, count, positionPtr, sizePtr, sinCosPtr, colorPtr);
}
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)
{
NazaraAssert(material, "Invalid material");
NazaraUnused(renderOrder);
if (!IsMaterialSuitable(material))
return;
if (material->HasDepthMaterial())
material = material->GetDepthMaterial();
else
material = m_baseMaterial;
ForwardRenderQueue::AddBillboards(0, material, count, positionPtr, sizePtr, sinCosPtr, alphaPtr);
}
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)
{
NazaraAssert(material, "Invalid material");
NazaraUnused(renderOrder);
if (!IsMaterialSuitable(material))
return;
if (material->HasDepthMaterial())
material = material->GetDepthMaterial();
else
material = m_baseMaterial;
ForwardRenderQueue::AddBillboards(0, material, count, positionPtr, sizePtr, anglePtr, colorPtr);
}
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)
{
NazaraAssert(material, "Invalid material");
NazaraUnused(renderOrder);
if (!IsMaterialSuitable(material))
return;
if (material->HasDepthMaterial())
material = material->GetDepthMaterial();
else
material = m_baseMaterial;
ForwardRenderQueue::AddBillboards(0, material, count, positionPtr, sizePtr, anglePtr, alphaPtr);
}
void DepthRenderQueue::AddDirectionalLight(const DirectionalLight& light)
{
NazaraAssert(false, "Depth render queue doesn't handle lights");
NazaraUnused(light);
}
void DepthRenderQueue::AddMesh(int renderOrder, const Material* material, const MeshData& meshData, const Boxf& meshAABB, const Matrix4f& transformMatrix)
{
NazaraAssert(material, "Invalid material");
NazaraUnused(renderOrder);
NazaraUnused(meshAABB);
if (!IsMaterialSuitable(material))
return;
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());
}

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@ -20,173 +20,269 @@
#include <memory>
#include <Nazara/Graphics/Debug.hpp>
namespace
namespace Nz
{
struct BillboardPoint
namespace
{
NzColor color;
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)
struct BillboardPoint
{
*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(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,
Color color;
Vector3f position;
Vector2f size;
Vector2f sinCos; // must follow `size` (both will be sent as a Vector4f)
Vector2f uv;
};
s_quadVertexBuffer.FillRaw(vertices, 0, sizeof(vertices));
// 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;
unsigned int s_maxQuads = std::numeric_limits<UInt16>::max() / 6;
unsigned int s_vertexBufferSize = 4 * 1024 * 1024; // 4 MiB
}
return true;
}
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)
DepthRenderTechnique::DepthRenderTechnique() :
m_vertexBuffer(BufferType_Vertex)
{
const NzMaterial* material = matIt.first;
auto& matEntry = matIt.second;
ErrorFlags flags(ErrorFlag_ThrowException, true);
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;
for (auto& overlayIt : overlayMap)
{
const NzTexture* overlay = overlayIt.first;
auto& spriteChainVector = overlayIt.second.spriteChains;
ForwardRenderQueue::Layer& layer = pair.second;
unsigned int spriteChainCount = spriteChainVector.size();
if (spriteChainCount > 0)
if (!layer.opaqueModels.empty())
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)
nzUInt32 flags = nzShaderFlags_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());
}
const Shader* shader = material->Apply(ShaderFlags_Billboard | ShaderFlags_Instancing | ShaderFlags_VertexColor);
// Les uniformes sont conservées au sein d'un programme, inutile de les renvoyer tant qu'il ne change pas
if (shader != lastShader)
@ -194,302 +290,260 @@ void NzDepthRenderTechnique::DrawBasicSprites(const NzSceneData& sceneData) cons
// Index des uniformes dans le shader
shaderUniforms = GetShaderUniforms(shader);
// Overlay
shader->SendInteger(shaderUniforms->textureOverlay, overlayUnit);
// Couleur ambiante de la scène
shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
// 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
const ForwardRenderQueue::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;
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
{
// On ouvre le buffer en écriture
NzBufferMapper<NzVertexBuffer> vertexMapper(m_spriteBuffer, nzBufferAccess_DiscardAndWrite);
NzVertexStruct_XYZ_Color_UV* vertices = reinterpret_cast<NzVertexStruct_XYZ_Color_UV*>(vertexMapper.GetPointer());
unsigned int renderedBillboardCount = std::min(billboardCount, maxBillboardPerDraw);
billboardCount -= renderedBillboardCount;
unsigned int spriteCount = 0;
unsigned int maxSpriteCount = std::min(s_maxQuads, m_spriteBuffer.GetVertexCount()/4);
BufferMapper<VertexBuffer> vertexMapper(m_billboardPointBuffer, BufferAccess_DiscardAndWrite, 0, renderedBillboardCount*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];
unsigned int count = std::min(maxSpriteCount - spriteCount, currentChain.spriteCount - spriteChainOffset);
const ForwardRenderQueue::BillboardData& billboard = *data++;
std::memcpy(vertices, currentChain.vertices + spriteChainOffset*4, 4*count*sizeof(NzVertexStruct_XYZ_Color_UV));
vertices += count*4;
vertices->color = billboard.color;
vertices->position = billboard.center;
vertices->sinCos = billboard.sinCos;
vertices->size = billboard.size;
vertices->uv.Set(0.f, 1.f);
vertices++;
spriteCount += count;
spriteChainOffset += count;
vertices->color = billboard.color;
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 ?
if (spriteChainOffset == currentChain.spriteCount)
{
spriteChain++;
spriteChainOffset = 0;
}
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++;
}
while (spriteCount < maxSpriteCount && spriteChain < spriteChainCount);
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);
NzRenderer::SetVertexBuffer(&m_billboardPointBuffer);
NazaraAssert(sceneData.viewer, "Invalid viewer");
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& entry = matIt.second;
auto& billboardVector = entry.billboards;
auto& matEntry = matIt.second;
unsigned int billboardCount = billboardVector.size();
if (billboardCount > 0)
if (matEntry.enabled)
{
// On commence par appliquer du matériau
material->Apply(nzShaderFlags_Billboard | nzShaderFlags_VertexColor);
ForwardRenderQueue::MeshInstanceContainer& meshInstances = matEntry.meshMap;
const NzForwardRenderQueue::BillboardData* data = &billboardVector[0];
unsigned int maxBillboardPerDraw = std::min(s_maxQuads, m_billboardPointBuffer.GetVertexCount()/4);
do
if (!meshInstances.empty())
{
unsigned int renderedBillboardCount = std::min(billboardCount, maxBillboardPerDraw);
billboardCount -= renderedBillboardCount;
const Material* material = matIt.first;
NzBufferMapper<NzVertexBuffer> vertexMapper(m_billboardPointBuffer, nzBufferAccess_DiscardAndWrite, 0, renderedBillboardCount*4);
BillboardPoint* vertices = reinterpret_cast<BillboardPoint*>(vertexMapper.GetPointer());
bool instancing = m_instancingEnabled && matEntry.instancingEnabled;
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++;
vertices->color = billboard.color;
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++;
// Index des uniformes dans le shader
shaderUniforms = GetShaderUniforms(shader);
lastShader = shader;
}
vertexMapper.Unmap();
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())
// Meshes
for (auto& meshIt : meshInstances)
{
const NzIndexBuffer* indexBuffer = meshData.indexBuffer;
const NzVertexBuffer* vertexBuffer = meshData.vertexBuffer;
const MeshData& meshData = meshIt.first;
auto& meshEntry = meshIt.second;
// Gestion du draw call avant la boucle de rendu
NzRenderer::DrawCall drawFunc;
NzRenderer::DrawCallInstanced instancedDrawFunc;
unsigned int indexCount;
const Spheref& squaredBoundingSphere = meshEntry.squaredBoundingSphere;
std::vector<Matrix4f>& instances = meshEntry.instances;
if (indexBuffer)
if (!instances.empty())
{
drawFunc = NzRenderer::DrawIndexedPrimitives;
instancedDrawFunc = NzRenderer::DrawIndexedPrimitivesInstanced;
indexCount = indexBuffer->GetIndexCount();
}
else
{
drawFunc = NzRenderer::DrawPrimitives;
instancedDrawFunc = NzRenderer::DrawPrimitivesInstanced;
indexCount = vertexBuffer->GetVertexCount();
}
const IndexBuffer* indexBuffer = meshData.indexBuffer;
const VertexBuffer* vertexBuffer = meshData.vertexBuffer;
NzRenderer::SetIndexBuffer(indexBuffer);
NzRenderer::SetVertexBuffer(vertexBuffer);
// Gestion du draw call avant la boucle de rendu
Renderer::DrawCall drawFunc;
Renderer::DrawCallInstanced instancedDrawFunc;
unsigned int indexCount;
if (instancing)
{
// On calcule le nombre d'instances que l'on pourra afficher cette fois-ci (Selon la taille du buffer d'instancing)
NzVertexBuffer* instanceBuffer = NzRenderer::GetInstanceBuffer();
instanceBuffer->SetVertexDeclaration(NzVertexDeclaration::Get(nzVertexLayout_Matrix4));
if (indexBuffer)
{
drawFunc = Renderer::DrawIndexedPrimitives;
instancedDrawFunc = Renderer::DrawIndexedPrimitivesInstanced;
indexCount = indexBuffer->GetIndexCount();
}
else
{
drawFunc = Renderer::DrawPrimitives;
instancedDrawFunc = Renderer::DrawPrimitivesInstanced;
indexCount = vertexBuffer->GetVertexCount();
}
const NzMatrix4f* instanceMatrices = &instances[0];
unsigned int instanceCount = instances.size();
unsigned int maxInstanceCount = instanceBuffer->GetVertexCount(); // Le nombre maximum d'instances en une fois
Renderer::SetIndexBuffer(indexBuffer);
Renderer::SetVertexBuffer(vertexBuffer);
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)
unsigned int renderedInstanceCount = std::min(instanceCount, maxInstanceCount);
instanceCount -= renderedInstanceCount;
VertexBuffer* instanceBuffer = Renderer::GetInstanceBuffer();
instanceBuffer->SetVertexDeclaration(VertexDeclaration::Get(VertexLayout_Matrix4));
// On remplit l'instancing buffer avec nos matrices world
instanceBuffer->Fill(instanceMatrices, 0, renderedInstanceCount, true);
instanceMatrices += renderedInstanceCount;
const Matrix4f* instanceMatrices = &instances[0];
unsigned int instanceCount = instances.size();
unsigned int maxInstanceCount = instanceBuffer->GetVertexCount(); // Le nombre maximum d'instances en une fois
// Et on affiche
instancedDrawFunc(renderedInstanceCount, meshData.primitiveMode, 0, indexCount);
while (instanceCount > 0)
{
// 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
{
// 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)
else
{
NzRenderer::SetMatrix(nzMatrixType_World, matrix);
drawFunc(meshData.primitiveMode, 0, indexCount);
// 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 Matrix4f& matrix : instances)
{
Renderer::SetMatrix(MatrixType_World, matrix);
drawFunc(meshData.primitiveMode, 0, indexCount);
}
}
instances.clear();
}
instances.clear();
}
}
}
// Et on remet à zéro les données
matEntry.enabled = false;
matEntry.instancingEnabled = false;
// Et on remet à zéro les données
matEntry.enabled = false;
matEntry.instancingEnabled = false;
}
}
}
}
const NzDepthRenderTechnique::ShaderUniforms* NzDepthRenderTechnique::GetShaderUniforms(const NzShader* shader) const
{
auto it = m_shaderUniforms.find(shader);
if (it == m_shaderUniforms.end())
const DepthRenderTechnique::ShaderUniforms* DepthRenderTechnique::GetShaderUniforms(const Shader* shader) const
{
ShaderUniforms uniforms;
uniforms.shaderReleaseSlot.Connect(shader->OnShaderRelease, this, &NzDepthRenderTechnique::OnShaderInvalidated);
uniforms.shaderUniformInvalidatedSlot.Connect(shader->OnShaderUniformInvalidated, this, &NzDepthRenderTechnique::OnShaderInvalidated);
auto it = m_shaderUniforms.find(shader);
if (it == m_shaderUniforms.end())
{
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
{
m_shaderUniforms.erase(shader);
IndexBuffer DepthRenderTechnique::s_quadIndexBuffer;
VertexBuffer DepthRenderTechnique::s_quadVertexBuffer;
VertexDeclaration DepthRenderTechnique::s_billboardInstanceDeclaration;
VertexDeclaration DepthRenderTechnique::s_billboardVertexDeclaration;
}
NzIndexBuffer NzDepthRenderTechnique::s_quadIndexBuffer;
NzVertexBuffer NzDepthRenderTechnique::s_quadVertexBuffer;
NzVertexDeclaration NzDepthRenderTechnique::s_billboardInstanceDeclaration;
NzVertexDeclaration NzDepthRenderTechnique::s_billboardVertexDeclaration;