Deferred Shading update

-Deferred Shading now use a dynamics pass system
-Forward Shading is now capable of rendering more than three lights
(Multipass)


Former-commit-id: 74ed0b998d72aa9eb3bd2aab938a75985ebb2bf6
This commit is contained in:
Lynix
2013-12-28 10:22:03 +01:00
parent 6568cc7995
commit a332579c80
31 changed files with 2431 additions and 1354 deletions

View File

@@ -0,0 +1,303 @@
// Copyright (C) 2013 Jérôme Leclercq
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Graphics/DeferredGeometryPass.hpp>
#include <Nazara/Core/ErrorFlags.hpp>
#include <Nazara/Graphics/AbstractViewer.hpp>
#include <Nazara/Graphics/DeferredRenderTechnique.hpp>
#include <Nazara/Graphics/Scene.hpp>
#include <Nazara/Renderer/Material.hpp>
#include <Nazara/Renderer/Renderer.hpp>
#include <Nazara/Renderer/RenderTexture.hpp>
#include <Nazara/Utility/BufferMapper.hpp>
#include <Nazara/Utility/StaticMesh.hpp>
#include <Nazara/Utility/VertexStruct.hpp>
#include <memory>
#include <Nazara/Graphics/Debug.hpp>
namespace
{
NzShaderProgram* BuildClearProgram()
{
const nzUInt8 fragmentSource[] = {
#include <Nazara/Graphics/Resources/DeferredShading/Shaders/ClearGBuffer.frag.h>
};
const char* vertexSource =
"#version 140\n"
"in vec2 VertexPosition;\n"
"void main()\n"
"{\n"
"\t" "gl_Position = vec4(VertexPosition, 0.0, 1.0);" "\n"
"}\n";
///TODO: Remplacer ça par des ShaderNode
std::unique_ptr<NzShaderProgram> program(new NzShaderProgram(nzShaderLanguage_GLSL));
program->SetPersistent(false);
if (!program->LoadShader(nzShaderType_Fragment, NzString(reinterpret_cast<const char*>(fragmentSource), sizeof(fragmentSource))))
{
NazaraError("Failed to load fragment shader");
return nullptr;
}
if (!program->LoadShader(nzShaderType_Vertex, vertexSource))
{
NazaraError("Failed to load vertex shader");
return nullptr;
}
if (!program->Compile())
{
NazaraError("Failed to compile program");
return nullptr;
}
return program.release();
}
}
NzDeferredGeometryPass::NzDeferredGeometryPass()
{
m_clearProgram = BuildClearProgram();
m_clearStates.parameters[nzRendererParameter_DepthBuffer] = true;
m_clearStates.parameters[nzRendererParameter_FaceCulling] = true;
m_clearStates.parameters[nzRendererParameter_StencilTest] = true;
m_clearStates.depthFunc = nzRendererComparison_Always;
m_clearStates.frontFace.stencilCompare = nzRendererComparison_Always;
m_clearStates.frontFace.stencilPass = nzStencilOperation_Zero;
}
NzDeferredGeometryPass::~NzDeferredGeometryPass() = default;
bool NzDeferredGeometryPass::Process(const NzScene* scene, unsigned int firstWorkTexture, unsigned secondWorkTexture) const
{
NazaraUnused(firstWorkTexture);
NazaraUnused(secondWorkTexture);
NzAbstractViewer* viewer = scene->GetViewer();
bool instancingEnabled = m_deferredTechnique->IsInstancingEnabled();
m_GBufferRTT->SetColorTargets({0, 1, 2}); // G-Buffer
NzRenderer::SetTarget(m_GBufferRTT);
NzRenderer::SetViewport(NzRecti(0, 0, m_dimensions.x, m_dimensions.y));
NzRenderer::SetRenderStates(m_clearStates);
NzRenderer::SetShaderProgram(m_clearProgram);
NzRenderer::DrawFullscreenQuad();
NzRenderer::SetMatrix(nzMatrixType_Projection, viewer->GetProjectionMatrix());
NzRenderer::SetMatrix(nzMatrixType_View, viewer->GetViewMatrix());
const NzShaderProgram* lastProgram = nullptr;
for (auto& matIt : m_renderQueue->opaqueModels)
{
bool& used = std::get<0>(matIt.second);
if (used)
{
bool& renderQueueInstancing = std::get<1>(matIt.second);
NzDeferredRenderQueue::BatchedSkeletalMeshContainer& skeletalContainer = std::get<2>(matIt.second);
NzDeferredRenderQueue::BatchedStaticMeshContainer& staticContainer = std::get<3>(matIt.second);
if (!skeletalContainer.empty() || !staticContainer.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 useInstancing = instancingEnabled && renderQueueInstancing;
// On commence par récupérer le programme du matériau
nzUInt32 flags = nzShaderFlags_Deferred;
if (useInstancing)
flags |= nzShaderFlags_Instancing;
const NzShaderProgram* program = material->GetShaderProgram(nzShaderTarget_Model, flags);
// Les uniformes sont conservées au sein d'un programme, inutile de les renvoyer tant qu'il ne change pas
if (program != lastProgram)
{
NzRenderer::SetShaderProgram(program);
// Couleur ambiante de la scène
program->SendColor(program->GetUniformLocation(nzShaderUniform_SceneAmbient), scene->GetAmbientColor());
// Position de la caméra
program->SendVector(program->GetUniformLocation(nzShaderUniform_EyePosition), viewer->GetEyePosition());
lastProgram = program;
}
material->Apply(program);
// Meshs squelettiques
/*if (!skeletalContainer.empty())
{
NzRenderer::SetVertexBuffer(m_skinningBuffer); // Vertex buffer commun
for (auto& subMeshIt : container)
{
///TODO
}
}*/
// Meshs statiques
for (auto& subMeshIt : staticContainer)
{
const NzStaticMesh* mesh = subMeshIt.first;
std::vector<NzDeferredRenderQueue::StaticData>& staticData = subMeshIt.second;
if (!staticData.empty())
{
const NzIndexBuffer* indexBuffer = mesh->GetIndexBuffer();
const NzVertexBuffer* vertexBuffer = mesh->GetVertexBuffer();
// Gestion du draw call avant la boucle de rendu
std::function<void(nzPrimitiveMode, unsigned int, unsigned int)> DrawFunc;
std::function<void(unsigned int, nzPrimitiveMode, unsigned int, unsigned int)> InstancedDrawFunc;
unsigned int indexCount;
if (indexBuffer)
{
DrawFunc = NzRenderer::DrawIndexedPrimitives;
InstancedDrawFunc = NzRenderer::DrawIndexedPrimitivesInstanced;
indexCount = indexBuffer->GetIndexCount();
}
else
{
DrawFunc = NzRenderer::DrawPrimitives;
InstancedDrawFunc = NzRenderer::DrawPrimitivesInstanced;
indexCount = vertexBuffer->GetVertexCount();
}
NzRenderer::SetIndexBuffer(indexBuffer);
NzRenderer::SetVertexBuffer(vertexBuffer);
nzPrimitiveMode primitiveMode = mesh->GetPrimitiveMode();
if (useInstancing)
{
NzVertexBuffer* instanceBuffer = NzRenderer::GetInstanceBuffer();
instanceBuffer->SetVertexDeclaration(NzVertexDeclaration::Get(nzVertexLayout_Matrix4));
unsigned int stride = instanceBuffer->GetStride();
const NzDeferredRenderQueue::StaticData* data = &staticData[0];
unsigned int instanceCount = staticData.size();
unsigned int maxInstanceCount = instanceBuffer->GetVertexCount(); // Le nombre de sommets maximum avec la déclaration donnée plus hautg
while (instanceCount > 0)
{
unsigned int renderedInstanceCount = std::min(instanceCount, maxInstanceCount);
instanceCount -= renderedInstanceCount;
NzBufferMapper<NzVertexBuffer> mapper(instanceBuffer, nzBufferAccess_DiscardAndWrite, 0, renderedInstanceCount);
nzUInt8* ptr = reinterpret_cast<nzUInt8*>(mapper.GetPointer());
for (unsigned int i = 0; i < renderedInstanceCount; ++i)
{
std::memcpy(ptr, data->transformMatrix, sizeof(float)*16);
data++;
ptr += stride;
}
mapper.Unmap();
InstancedDrawFunc(renderedInstanceCount, primitiveMode, 0, indexCount);
}
}
else
{
for (const NzDeferredRenderQueue::StaticData& data : staticData)
{
NzRenderer::SetMatrix(nzMatrixType_World, data.transformMatrix);
DrawFunc(primitiveMode, 0, indexCount);
}
}
staticData.clear();
}
}
}
// Et on remet à zéro les données
renderQueueInstancing = false;
used = false;
}
}
return false; // On ne fait que remplir le G-Buffer, les work texture ne sont pas affectées
}
bool NzDeferredGeometryPass::Resize(const NzVector2ui& dimensions)
{
NzDeferredRenderPass::Resize(dimensions);
/*
G-Buffer:
Texture0: Diffuse Color + Flags
Texture1: Normal map + Depth
Texture2: Specular value + Shininess
Texture3: N/A
*/
try
{
NzErrorFlags errFlags(nzErrorFlag_ThrowException);
unsigned int width = dimensions.x;
unsigned int height = dimensions.y;
m_depthStencilBuffer->Create(nzPixelFormat_Depth24Stencil8, width, height);
m_GBuffer[0]->Create(nzImageType_2D, nzPixelFormat_RGBA8, width, height);
m_GBuffer[1]->Create(nzImageType_2D, nzPixelFormat_RGBA32F, width, height);
m_GBuffer[2]->Create(nzImageType_2D, nzPixelFormat_RGBA8, width, height);
m_GBufferRTT->Create(true);
// Texture 0 : Diffuse Color + Flags
m_GBufferRTT->AttachTexture(nzAttachmentPoint_Color, 0, m_GBuffer[0]);
// Texture 1 : Normal map + Depth
m_GBufferRTT->AttachTexture(nzAttachmentPoint_Color, 1, m_GBuffer[1]);
// Texture 2 : Specular value + Shininess
m_GBufferRTT->AttachTexture(nzAttachmentPoint_Color, 2, m_GBuffer[2]);
// Texture 3 : Emission map ?
m_GBufferRTT->AttachBuffer(nzAttachmentPoint_DepthStencil, 0, m_deferredTechnique->GetDepthStencilBuffer());
m_GBufferRTT->Unlock();
m_workRTT->Create(true);
for (unsigned int i = 0; i < 2; ++i)
{
m_workTextures[i]->Create(nzImageType_2D, nzPixelFormat_RGBA8, width, height);
m_workRTT->AttachTexture(nzAttachmentPoint_Color, i, m_workTextures[i]);
}
m_workRTT->AttachBuffer(nzAttachmentPoint_DepthStencil, 0, m_depthStencilBuffer);
m_workRTT->Unlock();
if (!m_workRTT->IsComplete() || !m_GBufferRTT->IsComplete())
{
NazaraError("Incomplete RTT");
return false;
}
return true;
}
catch (const std::exception& e)
{
NazaraError("Failed to create G-Buffer RTT");
return false;
}
}