Big 3D update (WIP)

Former-commit-id: 9f55dae0521bded91640a7ea2d223a49a378c97c
This commit is contained in:
Lynix
2013-03-02 01:29:44 +01:00
parent a20818d66b
commit ab1fc99fcd
17 changed files with 1446 additions and 77 deletions

View File

@@ -3,6 +3,7 @@
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/3D/3D.hpp>
#include <Nazara/2D/2D.hpp>
#include <Nazara/3D/Config.hpp>
#include <Nazara/Core/Error.hpp>
#include <Nazara/Core/Log.hpp>
@@ -15,9 +16,9 @@ bool Nz3D::Initialize()
return true; // Déjà initialisé
// Initialisation des dépendances
if (!NzRenderer::Initialize())
if (!Nz2D::Initialize())
{
NazaraError("Failed to initialize renderer module");
NazaraError("Failed to initialize 2D module");
Uninitialize();
return false;
@@ -52,7 +53,7 @@ void Nz3D::Uninitialize()
NazaraNotice("Uninitialized: 3D module");
// Libération des dépendances
NzRenderer::Uninitialize();
Nz2D::Uninitialize();
}
unsigned int Nz3D::s_moduleReferenceCounter = 0;

243
src/Nazara/3D/Camera.cpp Normal file
View File

@@ -0,0 +1,243 @@
// Copyright (C) 2012 Jérôme Leclercq
// This file is part of the "Nazara Engine - 3D Module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/3D/Camera.hpp>
#include <Nazara/3D/Scene.hpp>
#include <Nazara/Renderer/Renderer.hpp>
#include <Nazara/Renderer/RenderTarget.hpp>
#include <Nazara/3D/Debug.hpp>
NzCamera::NzCamera() :
m_viewport(0.f, 0.f, 1.f, 1.f),
m_upVector(NzVector3f::Up()),
m_frustumUpdated(false),
m_projectionMatrixUpdated(false),
m_viewMatrixUpdated(false),
m_aspectRatio(0.f),
m_fov(70.f),
m_zFar(100.f),
m_zNear(1.f)
{
}
NzCamera::~NzCamera() = default;
void NzCamera::Activate() const
{
NzRenderTarget* renderTarget = NzRenderer::GetTarget();
#ifdef NAZARA_3D_SAFE
if (!renderTarget)
{
NazaraError("No render target !");
return;
}
#endif
unsigned int width = renderTarget->GetWidth();
unsigned int height = std::max(renderTarget->GetHeight(), 1U);
float vWidth = width * m_viewport.width;
float vHeight = height * m_viewport.height;
NzRectui viewport;
viewport.x = width * m_viewport.x;
viewport.y = height * m_viewport.x;
viewport.width = vWidth;
viewport.height = height * m_viewport.height;
NzRenderer::SetViewport(viewport);
float aspectRatio = vWidth/vHeight;
if (!NzNumberEquals(m_aspectRatio, aspectRatio))
{
m_aspectRatio = aspectRatio;
m_frustumUpdated = false;
m_projectionMatrixUpdated = false;
}
if (!m_projectionMatrixUpdated)
UpdateProjectionMatrix();
if (!m_viewMatrixUpdated)
UpdateViewMatrix();
NzRenderer::SetMatrix(nzMatrixType_Projection, m_projectionMatrix);
NzRenderer::SetMatrix(nzMatrixType_View, m_viewMatrix);
if (m_scene)
m_scene->SetActiveCamera(this);
}
void NzCamera::EnsureFrustumUpdate() const
{
if (!m_frustumUpdated)
UpdateFrustum();
}
void NzCamera::EnsureProjectionMatrixUpdate() const
{
if (!m_projectionMatrixUpdated)
UpdateProjectionMatrix();
}
void NzCamera::EnsureViewMatrixUpdate() const
{
if (!m_viewMatrixUpdated)
UpdateViewMatrix();
}
float NzCamera::GetAspectRatio() const
{
return m_aspectRatio;
}
const NzBoundingBoxf& NzCamera::GetBoundingBox() const
{
///TODO: Remplacer par la bounding box du Frustum ?
static NzBoundingBoxf dummy(nzExtend_Null);
return dummy;
}
float NzCamera::GetFOV() const
{
return m_fov;
}
const NzFrustumf& NzCamera::GetFrustum() const
{
if (!m_frustumUpdated)
UpdateFrustum();
return m_frustum;
}
const NzMatrix4f& NzCamera::GetProjectionMatrix() const
{
if (!m_projectionMatrixUpdated)
UpdateProjectionMatrix();
return m_projectionMatrix;
}
nzSceneNodeType NzCamera::GetSceneNodeType() const
{
return nzSceneNodeType_Camera;
}
const NzVector3f& NzCamera::GetUpVector() const
{
return m_upVector;
}
const NzMatrix4f& NzCamera::GetViewMatrix() const
{
if (!m_viewMatrixUpdated)
UpdateViewMatrix();
return m_viewMatrix;
}
const NzRectf& NzCamera::GetViewport() const
{
return m_viewport;
}
float NzCamera::GetZFar() const
{
return m_zFar;
}
float NzCamera::GetZNear() const
{
return m_zNear;
}
void NzCamera::SetFOV(float fov)
{
m_fov = fov;
m_frustumUpdated = false;
m_projectionMatrixUpdated= false;
}
void NzCamera::SetUpVector(const NzVector3f& upVector)
{
m_upVector = upVector;
m_frustumUpdated = false;
m_viewMatrixUpdated = false;
}
void NzCamera::SetViewport(const NzRectf& viewport)
{
m_viewport = viewport;
}
void NzCamera::SetZFar(float zFar)
{
m_zFar = zFar;
m_frustumUpdated = false;
m_projectionMatrixUpdated = false;
}
void NzCamera::SetZNear(float zNear)
{
m_zNear = zNear;
m_frustumUpdated = false;
m_projectionMatrixUpdated = false;
}
void NzCamera::AddToRenderQueue(NzRenderQueue& renderQueue) const
{
NazaraUnused(renderQueue);
NazaraInternalError("SceneNode::AddToRenderQueue() called on SceneRoot");
}
void NzCamera::Invalidate()
{
NzSceneNode::Invalidate();
m_frustumUpdated = false;
m_viewMatrixUpdated = false;
}
bool NzCamera::IsVisible(const NzFrustumf& frustum) const
{
NazaraUnused(frustum);
//NazaraInternalError("SceneNode::IsVisible() called on Camera");
return false;
}
void NzCamera::Register()
{
}
void NzCamera::Unregister()
{
}
void NzCamera::UpdateFrustum() const
{
m_frustum.Build(m_fov, m_aspectRatio, m_zNear, m_zFar, m_derivedPosition, m_derivedPosition + m_derivedRotation*NzVector3f::Forward(), m_upVector);
m_frustumUpdated = true;
}
void NzCamera::UpdateProjectionMatrix() const
{
m_projectionMatrix.MakePerspective(m_fov, m_aspectRatio, m_zNear, m_zFar);
m_projectionMatrixUpdated = true;
}
void NzCamera::UpdateViewMatrix() const
{
if (!m_derivedUpdated)
UpdateDerived();
m_viewMatrix.MakeLookAt(m_derivedPosition, m_derivedPosition + m_derivedRotation*NzVector3f::Forward(), m_upVector);
m_viewMatrixUpdated = true;
}

View File

@@ -17,6 +17,7 @@ m_type(type),
m_ambientColor((type == nzLightType_Directional) ? NzColor(50, 50, 50) : NzColor::Black),
m_diffuseColor(NzColor::White),
m_specularColor(NzColor::White),
m_boundingBoxUpdated(false),
m_attenuation(0.9f),
m_innerAngle(15.f),
m_outerAngle(45.f),
@@ -24,14 +25,32 @@ m_radius(500.f)
{
}
NzLight::NzLight(const NzLight& light)
NzLight::NzLight(const NzLight& light) :
NzSceneNode(light)
{
std::memcpy(this, &light, sizeof(NzLight)); // Aussi simple que ça
}
NzLight::~NzLight() = default;
NzLight::~NzLight()
{
}
void NzLight::Apply(unsigned int unit) const
void NzLight::AddToRenderQueue(NzRenderQueue& renderQueue) const
{
switch (m_type)
{
case nzLightType_Directional:
renderQueue.directionnalLights.push_back(this);
break;
case nzLightType_Point:
case nzLightType_Spot:
renderQueue.visibleLights.push_back(this);
break;
}
}
void NzLight::Apply(const NzShader* shader, unsigned int lightUnit) const
{
/*
struct Light
@@ -58,7 +77,6 @@ void NzLight::Apply(unsigned int unit) const
-P2: vec3 direction + float invRadius
-P3: float cosInnerAngle + float cosOuterAngle
*/
const NzShader* shader = NzRenderer::GetShader();
int typeLocation = shader->GetUniformLocation("Lights[0].type");
int ambientLocation = shader->GetUniformLocation("Lights[0].ambient");
@@ -68,10 +86,10 @@ void NzLight::Apply(unsigned int unit) const
int parameters2Location = shader->GetUniformLocation("Lights[0].parameters2");
int parameters3Location = shader->GetUniformLocation("Lights[0].parameters3");
if (unit > 0)
if (lightUnit > 0)
{
int type2Location = shader->GetUniformLocation("Lights[1].type");
int offset = unit * (type2Location - typeLocation); // type2Location - typeLocation donne la taille de la structure
int offset = lightUnit * (type2Location - typeLocation); // type2Location - typeLocation donne la taille de la structure
// On applique cet offset
typeLocation += offset;
@@ -110,9 +128,10 @@ void NzLight::Apply(unsigned int unit) const
}
}
const NzAxisAlignedBox& NzLight::GetAABB() const
const NzBoundingBoxf& NzLight::GetBoundingBox() const
{
return NzAxisAlignedBox::Null;
static NzBoundingBoxf dummy(nzExtend_Null);
return dummy;
}
NzColor NzLight::GetAmbientColor() const
@@ -160,6 +179,14 @@ NzColor NzLight::GetSpecularColor() const
return m_specularColor;
}
bool NzLight::IsVisible(const NzFrustumf& frustum) const
{
NazaraUnused(frustum);
///FIXME: Pour l'instant toujours visible
return true; // Toujours visible
}
void NzLight::SetAmbientColor(const NzColor& ambient)
{
m_ambientColor = ambient;
@@ -201,3 +228,11 @@ NzLight& NzLight::operator=(const NzLight& light)
return *this;
}
void NzLight::Register()
{
}
void NzLight::Unregister()
{
}

View File

@@ -4,24 +4,40 @@
#include <Nazara/3D/Model.hpp>
#include <Nazara/3D/Config.hpp>
#include <Nazara/Utility/SkeletalMesh.hpp>
#include <Nazara/Utility/StaticMesh.hpp>
#include <memory>
#include <tuple>
#include <Nazara/3D/Debug.hpp>
NzModel::NzModel() :
m_animation(nullptr),
m_mesh(nullptr),
m_currentSequence(nullptr),
m_animationEnabled(true),
m_boundingBoxUpdated(false),
m_drawEnabled(true),
m_matCount(0),
m_skinCount(0)
m_skin(0),
m_skinCount(1)
{
}
NzModel::NzModel(const NzModel& model) :
NzSceneNode(model),
m_materials(model.m_materials),
m_boundingBox(model.m_boundingBox),
m_animation(model.m_animation),
m_mesh(model.m_mesh),
m_currentSequence(model.m_currentSequence),
m_animationEnabled(model.m_animationEnabled),
m_boundingBoxUpdated(model.m_boundingBoxUpdated),
m_drawEnabled(model.m_drawEnabled),
m_interpolation(model.m_interpolation),
m_currentFrame(model.m_currentFrame),
m_matCount(model.m_matCount),
m_nextFrame(model.m_nextFrame),
m_skin(model.m_skin),
m_skinCount(model.m_skinCount)
{
if (m_mesh)
@@ -31,6 +47,9 @@ m_skinCount(model.m_skinCount)
m_mesh->AddResourceReference();
if (m_mesh->GetAnimationType() == nzAnimationType_Skeletal)
m_skeleton = model.m_skeleton;
// Nous n'avons des matériaux que si nous avons un mesh
for (const NzMaterial* material : m_materials)
material->AddResourceReference();
@@ -42,22 +61,119 @@ NzModel::~NzModel()
Reset();
}
void NzModel::AddToRenderQueue(NzRenderQueue& renderQueue) const
{
if (!m_transformMatrixUpdated)
UpdateTransformMatrix();
unsigned int subMeshCount = m_mesh->GetSubMeshCount();
for (unsigned int i = 0; i < subMeshCount; ++i)
{
NzSubMesh* subMesh = m_mesh->GetSubMesh(i);
NzMaterial* material = m_materials[m_skin*m_matCount + subMesh->GetMaterialIndex()];
switch (subMesh->GetAnimationType())
{
case nzAnimationType_Skeletal:
{
NzSkeletalMesh* skeletalMesh = static_cast<NzSkeletalMesh*>(subMesh);
std::vector<NzRenderQueue::SkeletalData>& data = renderQueue.visibleSkeletalModels[material][skeletalMesh];
///TODO: Corriger cette abomination
data.resize(data.size()+1);
NzRenderQueue::SkeletalData& skeletalData = data.back();
skeletalData.skinnedVertices.resize(skeletalMesh->GetVertexCount());
skeletalData.transformMatrix = m_transformMatrix;
skeletalMesh->Skin(&skeletalData.skinnedVertices[0], &m_skeleton);
break;
}
case nzAnimationType_Static:
{
NzStaticMesh* staticMesh = static_cast<NzStaticMesh*>(subMesh);
std::vector<NzMatrix4f>& matrices = renderQueue.visibleStaticModels[material][staticMesh];
matrices.push_back(m_transformMatrix);
break;
}
}
}
}
void NzModel::AdvanceAnimation(float elapsedTime)
{
#if NAZARA_3D_SAFE
if (!m_animation)
{
NazaraError("Model has no animation");
return;
}
#endif
m_interpolation += m_currentSequence->frameRate * elapsedTime;
while (m_interpolation > 1.f)
{
m_interpolation -= 1.f;
unsigned lastFrame = m_currentSequence->firstFrame + m_currentSequence->frameCount - 1;
if (m_nextFrame+1 > lastFrame)
{
if (m_animation->IsLoopPointInterpolationEnabled())
{
m_currentFrame = m_nextFrame;
m_nextFrame = m_currentSequence->firstFrame;
}
else
{
m_currentFrame = m_currentSequence->firstFrame;
m_nextFrame = m_currentFrame+1;
}
}
else
{
m_currentFrame = m_nextFrame;
m_nextFrame++;
}
}
m_animation->AnimateSkeleton(&m_skeleton, m_currentFrame, m_nextFrame, m_interpolation);
m_boundingBox.MakeNull();
m_boundingBoxUpdated = false;
}
void NzModel::EnableAnimation(bool animation)
{
m_animationEnabled = animation;
}
void NzModel::EnableDraw(bool draw)
{
m_drawEnabled = draw;
}
NzAnimation* NzModel::GetAnimation() const
{
return m_animation;
}
const NzAxisAlignedBox& NzModel::GetAABB() const
const NzBoundingBoxf& NzModel::GetBoundingBox() const
{
#if NAZARA_3D_SAFE
if (!m_mesh)
{
NazaraError("Model has no mesh");
return NzAxisAlignedBox::Null;
static NzBoundingBoxf dummy(nzExtend_Null);
return dummy;
}
#endif
return m_mesh->GetAABB();
if (!m_boundingBoxUpdated)
UpdateBoundingBox();
return m_boundingBox;
}
NzMaterial* NzModel::GetMaterial(unsigned int matIndex) const
@@ -70,7 +186,7 @@ NzMaterial* NzModel::GetMaterial(unsigned int matIndex) const
}
#endif
return m_materials[matIndex];
return m_materials[m_skin*m_matCount + matIndex];
}
NzMaterial* NzModel::GetMaterial(unsigned int skinIndex, unsigned int matIndex) const
@@ -89,7 +205,7 @@ NzMaterial* NzModel::GetMaterial(unsigned int skinIndex, unsigned int matIndex)
}
#endif
return m_materials[matIndex];
return m_materials[skinIndex*m_matCount + matIndex];
}
unsigned int NzModel::GetMaterialCount() const
@@ -97,11 +213,6 @@ unsigned int NzModel::GetMaterialCount() const
return m_matCount;
}
unsigned int NzModel::GetSkinCount() const
{
return m_skinCount;
}
NzMesh* NzModel::GetMesh() const
{
return m_mesh;
@@ -122,11 +233,50 @@ const NzSkeleton* NzModel::GetSkeleton() const
return &m_skeleton;
}
unsigned int NzModel::GetSkin() const
{
return m_skin;
}
unsigned int NzModel::GetSkinCount() const
{
return m_skinCount;
}
bool NzModel::HasAnimation() const
{
return m_animation != nullptr;
}
bool NzModel::IsAnimationEnabled() const
{
return m_animationEnabled;
}
bool NzModel::IsDrawEnabled() const
{
return m_drawEnabled;
}
bool NzModel::IsVisible(const NzFrustumf& frustum) const
{
#if NAZARA_3D_SAFE
if (!m_mesh)
{
NazaraError("Model has no mesh");
return false;
}
#endif
if (!m_drawEnabled)
return false;
if (!m_boundingBoxUpdated)
UpdateBoundingBox();
return frustum.Contains(m_boundingBox);
}
bool NzModel::LoadFromFile(const NzString& meshPath, const NzMeshParams& meshParameters, const NzModelParameters& modelParameters)
{
///TODO: ResourceManager
@@ -175,6 +325,9 @@ bool NzModel::LoadFromStream(NzInputStream& stream, const NzMeshParams& meshPara
void NzModel::Reset()
{
if (m_scene)
m_scene->UnregisterForUpdate(this);
m_matCount = 0;
m_skinCount = 0;
@@ -238,7 +391,12 @@ bool NzModel::SetAnimation(NzAnimation* animation)
m_interpolation = 0.f;
SetSequence(0);
if (m_scene)
m_scene->RegisterForUpdate(this);
}
else if (m_scene)
m_scene->UnregisterForUpdate(this);
return true;
}
@@ -253,14 +411,16 @@ void NzModel::SetMaterial(unsigned int matIndex, NzMaterial* material)
}
#endif
m_materials[matIndex]->RemoveResourceReference();
unsigned int index = m_skin*m_matCount + matIndex;
m_materials[index]->RemoveResourceReference();
if (material)
m_materials[matIndex] = material;
m_materials[index] = material;
else
m_materials[matIndex] = NzMaterial::GetDefault();
m_materials[index] = NzMaterial::GetDefault();
m_materials[matIndex]->AddResourceReference();
m_materials[index]->AddResourceReference();
}
void NzModel::SetMaterial(unsigned int skinIndex, unsigned int matIndex, NzMaterial* material)
@@ -319,6 +479,7 @@ void NzModel::SetMesh(NzMesh* mesh, const NzModelParameters& modelParameters)
}
}
m_boundingBoxUpdated = false;
m_matCount = mesh->GetMaterialCount();
m_materials.resize(m_matCount, NzMaterial::GetDefault());
if (modelParameters.loadMaterials)
@@ -345,20 +506,6 @@ void NzModel::SetMesh(NzMesh* mesh, const NzModelParameters& modelParameters)
}
}
void NzModel::SetSkinCount(unsigned int skinCount)
{
#if NAZARA_3D_SAFE
if (skinCount == 0)
{
NazaraError("Skin count must be over 0");
return;
}
#endif
m_materials.resize(m_matCount*skinCount, NzMaterial::GetDefault());
m_skinCount = skinCount;
}
bool NzModel::SetSequence(const NzString& sequenceName)
{
///TODO: Rendre cette erreur "safe" avec le nouveau système de gestions d'erreur (No-log)
@@ -406,36 +553,70 @@ void NzModel::SetSequence(unsigned int sequenceIndex)
m_nextFrame = m_currentSequence->firstFrame;
}
void NzModel::Update(float elapsedTime)
void NzModel::SetSkin(unsigned int skin)
{
if (!m_animation)
return;
m_interpolation += m_currentSequence->frameRate * elapsedTime;
while (m_interpolation > 1.f)
#if NAZARA_3D_SAFE
if (skin >= m_skinCount)
{
m_interpolation -= 1.f;
NazaraError("Skin index out of range (" + NzString::Number(skin) + " >= " + NzString::Number(m_skinCount));
return;
}
#endif
unsigned lastFrame = m_currentSequence->firstFrame + m_currentSequence->frameCount - 1;
if (m_nextFrame+1 > lastFrame)
{
if (m_animation->IsLoopPointInterpolationEnabled())
{
m_currentFrame = m_nextFrame;
m_nextFrame = m_currentSequence->firstFrame;
}
else
{
m_currentFrame = m_currentSequence->firstFrame;
m_nextFrame = m_currentFrame+1;
}
}
m_skin = skin;
}
void NzModel::SetSkinCount(unsigned int skinCount)
{
#if NAZARA_3D_SAFE
if (skinCount == 0)
{
NazaraError("Skin count must be over 0");
return;
}
#endif
m_materials.resize(m_matCount*skinCount, NzMaterial::GetDefault());
m_skinCount = skinCount;
}
void NzModel::Invalidate()
{
NzSceneNode::Invalidate();
m_boundingBoxUpdated = false;
}
void NzModel::Register()
{
if (m_animation)
m_scene->RegisterForUpdate(this);
}
void NzModel::Unregister()
{
m_scene->UnregisterForUpdate(this);
}
void NzModel::Update()
{
if (m_animationEnabled && m_animation)
AdvanceAnimation(m_scene->GetUpdateTime());
}
void NzModel::UpdateBoundingBox() const
{
if (m_boundingBox.IsNull())
{
if (m_mesh->GetAnimationType() == nzAnimationType_Skeletal)
m_boundingBox.Set(m_skeleton.GetAABB());
else
{
m_currentFrame = m_nextFrame;
m_nextFrame++;
}
m_boundingBox.Set(m_mesh->GetAABB());
}
m_animation->AnimateSkeleton(&m_skeleton, m_currentFrame, m_nextFrame, m_interpolation);
if (!m_transformMatrixUpdated)
UpdateTransformMatrix();
m_boundingBox.Update(m_transformMatrix);
m_boundingBoxUpdated = true;
}

View File

@@ -0,0 +1,95 @@
// Copyright (C) 2012 Jérôme Leclercq
// This file is part of the "Nazara Engine - 3D Module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/3D/RenderQueue.hpp>
#include <Nazara/Renderer/Material.hpp>
#include <Nazara/Utility/SkeletalMesh.hpp>
#include <Nazara/Utility/StaticMesh.hpp>
#include <Nazara/3D/Debug.hpp>
bool NzRenderQueue::MaterialComparator::operator()(const NzMaterial* mat1, const NzMaterial* mat2)
{
const NzShader* shader1 = mat1->GetCustomShader();
const NzShader* shader2 = mat2->GetCustomShader();
if (shader1)
{
if (shader2)
return shader1 < shader2;
else
return true;
}
else if (shader2)
return false;
else
{
nzUInt32 shaderFlags1 = mat1->GetShaderFlags();
nzUInt32 shaderFlags2 = mat2->GetShaderFlags();
if (shaderFlags1 == shaderFlags2)
return mat1 < mat2;
else
return shaderFlags1 < shaderFlags2;
}
}
bool NzRenderQueue::SkeletalMeshComparator::operator()(const NzSkeletalMesh* subMesh1, const NzSkeletalMesh* subMesh2)
{
const NzBuffer* buffer1;
const NzIndexBuffer* iBuffer1 = subMesh1->GetIndexBuffer();
if (iBuffer1)
buffer1 = iBuffer1->GetBuffer();
else
buffer1 = nullptr;
const NzBuffer* buffer2;
const NzIndexBuffer* iBuffer2 = subMesh1->GetIndexBuffer();
if (iBuffer2)
buffer2 = iBuffer1->GetBuffer();
else
buffer2 = nullptr;
if (buffer1 == buffer2)
return subMesh1 < subMesh2;
else
return buffer2 < buffer2;
}
bool NzRenderQueue::StaticMeshComparator::operator()(const NzStaticMesh* subMesh1, const NzStaticMesh* subMesh2)
{
const NzBuffer* buffer1;
const NzIndexBuffer* iBuffer1 = subMesh1->GetIndexBuffer();
if (iBuffer1)
buffer1 = iBuffer1->GetBuffer();
else
buffer1 = nullptr;
const NzBuffer* buffer2;
const NzIndexBuffer* iBuffer2 = subMesh1->GetIndexBuffer();
if (iBuffer2)
buffer2 = iBuffer1->GetBuffer();
else
buffer2 = nullptr;
if (iBuffer1 == iBuffer2)
{
buffer1 = subMesh1->GetVertexBuffer()->GetBuffer();
buffer2 = subMesh2->GetVertexBuffer()->GetBuffer();
if (buffer1 == buffer2)
return subMesh1 < subMesh2;
else
return buffer1 < buffer2;
}
else
return iBuffer1 < iBuffer2;
}
void NzRenderQueue::Clear()
{
directionnalLights.clear();
visibleLights.clear();
visibleSkeletalModels.clear();
visibleStaticModels.clear();
}

407
src/Nazara/3D/Scene.cpp Normal file
View File

@@ -0,0 +1,407 @@
// Copyright (C) 2012 Jérôme Leclercq
// This file is part of the "Nazara Engine - 3D Module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/3D/Scene.hpp>
#include <Nazara/2D/Drawable.hpp>
#include <Nazara/3D/Camera.hpp>
#include <Nazara/3D/Light.hpp>
#include <Nazara/3D/Model.hpp>
#include <Nazara/3D/RenderQueue.hpp>
#include <Nazara/3D/SceneRoot.hpp>
#include <Nazara/Core/Clock.hpp>
#include <Nazara/Core/Error.hpp>
#include <Nazara/Renderer/Config.hpp>
#include <Nazara/Renderer/Renderer.hpp>
#include <Nazara/Renderer/Shader.hpp>
#include <Nazara/Renderer/ShaderBuilder.hpp>
#include <Nazara/Utility/BufferMapper.hpp>
#include <Nazara/Utility/SkeletalMesh.hpp>
#include <Nazara/Utility/StaticMesh.hpp>
#include <functional>
#include <set>
#include <vector>
#include <Nazara/3D/Debug.hpp>
namespace
{
const unsigned int maxLights = 8; ///TODO: Config
struct LightComparator
{
bool operator()(const NzLight* light1, const NzLight* light2)
{
return light1->GetPosition().SquaredDistance(pos) < light2->GetPosition().SquaredDistance(pos);
}
NzVector3f pos;
};
void RecursiveFrustumCull(NzRenderQueue& renderQueue, const NzFrustumf& frustum, NzSceneNode* node)
{
for (NzNode* child : node->GetChilds())
{
if (child->GetNodeType() == nzNodeType_Scene)
{
NzSceneNode* sceneNode = static_cast<NzSceneNode*>(child);
///TODO: Empêcher le rendu des enfants si le parent est cullé selon un flag
if (sceneNode->IsVisible(frustum))
sceneNode->AddToRenderQueue(renderQueue);
RecursiveFrustumCull(renderQueue, frustum, sceneNode);
}
}
}
}
struct NzSceneImpl
{
NzSceneImpl(NzScene* scene) :
root(scene)
{
}
std::set<NzUpdatable*> updateList;
std::vector<NzRenderer::InstancingData> instancingData;
NzClock updateClock;
NzColor ambientColor = NzColor(25,25,25);
NzRenderQueue renderQueue;
NzSceneRoot root;
const NzCamera* activeCamera;
NzVertexBuffer* skinningBuffer;
bool update = true;
float frameTime;
float updateTime;
unsigned int updatePerSecond = 60;
};
NzScene::NzScene()
{
m_impl = new NzSceneImpl(this);
m_impl->skinningBuffer = new NzVertexBuffer(NzMesh::GetDeclaration(), 20000, nzBufferStorage_Hardware, nzBufferUsage_Dynamic);
if (NzRenderer::HasCapability(nzRendererCap_Instancing))
m_impl->instancingData.resize(NAZARA_RENDERER_INSTANCING_MAX);
}
NzScene::~NzScene()
{
for (NzNode* child : m_impl->root.GetChilds())
{
if (child->GetNodeType() == nzNodeType_Scene)
static_cast<NzSceneNode*>(child)->SetScene(nullptr);
}
delete m_impl->skinningBuffer;
delete m_impl;
}
void NzScene::Cull()
{
m_impl->renderQueue.Clear();
// Frustum culling
RecursiveFrustumCull(m_impl->renderQueue, m_impl->activeCamera->GetFrustum(), &m_impl->root);
}
void NzScene::Draw()
{
LightComparator lightComparator;
// Pour les meshs squelettiques, on utilise un buffer commun
NzRenderer::SetVertexBuffer(m_impl->skinningBuffer);
for (auto matIt : m_impl->renderQueue.visibleSkeletalModels)
{
// On applique le shader du matériau
nzUInt32 shaderFlags = matIt.first->GetShaderFlags();
const NzShader* shader = NzShaderBuilder::Get(shaderFlags);
NzRenderer::SetShader(shader);
matIt.first->Apply(shader);
// Position de la caméra
int camPosLocation = shader->GetUniformLocation("CameraPosition");
if (camPosLocation != -1)
shader->SendVector(camPosLocation, m_impl->activeCamera->GetPosition());
// Couleur ambiante de la scène
int sceneAmbientLocation = shader->GetUniformLocation("SceneAmbient");
if (sceneAmbientLocation != -1)
shader->SendColor(sceneAmbientLocation, m_impl->ambientColor);
// Gestion des lumières (D'abord directionnelles)
int lightCountLocation = shader->GetUniformLocation("LightCount");
unsigned int lightIndex = 0;
if (lightCountLocation != -1)
{
for (const NzLight* light : m_impl->renderQueue.directionnalLights)
{
light->Apply(shader, lightIndex++);
if (lightIndex > maxLights)
break; // N'arrivera jamais mais pourrait résulter en un bug
}
}
for (auto subMeshIt : matIt.second)
{
const NzSkeletalMesh* skeletalMesh = subMeshIt.first;
const NzIndexBuffer* indexBuffer = skeletalMesh->GetIndexBuffer();
unsigned int vertexCount = skeletalMesh->GetVertexCount();
// Gestion du draw call avant la boucle de rendu
std::function<void(nzPrimitiveType, unsigned int, unsigned int)> drawFunc;
nzPrimitiveType primitiveType = skeletalMesh->GetPrimitiveType();
unsigned int indexCount;
if (indexBuffer)
{
drawFunc = NzRenderer::DrawIndexedPrimitives;
indexCount = indexBuffer->GetIndexCount();
NzRenderer::SetIndexBuffer(indexBuffer);
}
else
{
drawFunc = NzRenderer::DrawPrimitives;
indexCount = skeletalMesh->GetVertexCount();
}
for (const NzRenderQueue::SkeletalData& data : subMeshIt.second)
{
// Transfert du résultat du skinning vers notre buffer hardware
NzBufferMapper<NzVertexBuffer> outputMapper(m_impl->skinningBuffer, nzBufferAccess_DiscardAndWrite, 0, vertexCount);
std::memcpy(outputMapper.GetPointer(), &data.skinnedVertices[0], vertexCount*sizeof(NzMeshVertex));
outputMapper.Unmap();
// Calcul des lumières les plus proches (TODO: LightManager ?)
if (lightCountLocation != -1)
{
auto visibleLights = m_impl->renderQueue.visibleLights;
lightComparator.pos = data.transformMatrix.GetTranslation();
std::sort(visibleLights.begin(), visibleLights.end(), lightComparator);
const unsigned int maxLightPerObject = 3; ///TODO: Config
unsigned int max = std::min(std::min(maxLights - lightIndex, maxLightPerObject), visibleLights.size());
for (unsigned int i = 0; i < max; ++i)
visibleLights[i]->Apply(shader, lightIndex + i);
shader->SendInteger(lightCountLocation, lightIndex + max);
}
NzRenderer::SetMatrix(nzMatrixType_World, data.transformMatrix);
drawFunc(primitiveType, 0, indexCount);
}
}
}
// Pour les meshs statiques, on utilise le buffer du mesh
for (auto matIt : m_impl->renderQueue.visibleStaticModels)
{
// On applique le shader du matériau
nzUInt32 shaderFlags = matIt.first->GetShaderFlags();
if (NzRenderer::HasCapability(nzRendererCap_Instancing) && m_impl->renderQueue.visibleLights.empty())
shaderFlags |= nzShaderFlags_Instancing;
const NzShader* shader = NzShaderBuilder::Get(shaderFlags);
NzRenderer::SetShader(shader);
matIt.first->Apply(shader);
bool instancing = shader->GetFlags() & nzShaderFlags_Instancing;
// Position de la caméra
int camPosLocation = shader->GetUniformLocation("CameraPosition");
if (camPosLocation != -1)
shader->SendVector(camPosLocation, m_impl->activeCamera->GetPosition());
// Couleur ambiante de la scène
int sceneAmbientLocation = shader->GetUniformLocation("SceneAmbient");
if (sceneAmbientLocation != -1)
shader->SendColor(sceneAmbientLocation, m_impl->ambientColor);
// Gestion des lumières (D'abord directionnelles)
int lightCountLocation = shader->GetUniformLocation("LightCount");
unsigned int lightIndex = 0;
if (lightCountLocation != -1)
{
for (const NzLight* light : m_impl->renderQueue.directionnalLights)
{
light->Apply(shader, lightIndex++);
if (lightIndex > maxLights)
break; // N'arrivera probablement jamais mais pourrait résulter en un bug
}
}
for (auto subMeshIt : matIt.second)
{
NzStaticMesh* staticMesh = subMeshIt.first;
const NzIndexBuffer* indexBuffer = staticMesh->GetIndexBuffer();
const NzVertexBuffer* vertexBuffer = staticMesh->GetVertexBuffer();
NzRenderer::SetVertexBuffer(vertexBuffer);
// Gestion du draw call avant la boucle de rendu
std::function<void(nzPrimitiveType, unsigned int, unsigned int)> draw;
std::function<void(unsigned int, nzPrimitiveType, unsigned int, unsigned int)> instancedDraw;
nzPrimitiveType primitiveType = staticMesh->GetPrimitiveType();
unsigned int indexCount;
if (indexBuffer)
{
draw = NzRenderer::DrawIndexedPrimitives;
indexCount = indexBuffer->GetIndexCount();
instancedDraw = NzRenderer::DrawIndexedPrimitivesInstanced;
NzRenderer::SetIndexBuffer(indexBuffer);
}
else
{
draw = NzRenderer::DrawPrimitives;
indexCount = vertexBuffer->GetVertexCount();
instancedDraw = NzRenderer::DrawPrimitivesInstanced;
}
if (instancing)
{
shader->SendInteger(lightCountLocation, lightIndex);
unsigned int count = 0;
for (const NzMatrix4f& matrix : subMeshIt.second)
{
m_impl->instancingData[count++].worldMatrix = matrix;
if (count == m_impl->instancingData.size())
{
NzRenderer::FillInstancingBuffer(&m_impl->instancingData[0], count);
instancedDraw(count, primitiveType, 0, indexCount);
count = 0;
}
}
if (count > 0)
{
NzRenderer::FillInstancingBuffer(&m_impl->instancingData[0], count);
instancedDraw(count, primitiveType, 0, indexCount);
}
}
else
{
for (const NzMatrix4f& matrix : subMeshIt.second)
{
// Calcul des lumières les plus proches (TODO: LightManager ?)
if (lightCountLocation != -1)
{
std::vector<const NzLight*>& visibleLights = m_impl->renderQueue.visibleLights;
lightComparator.pos = matrix.GetTranslation();
std::sort(visibleLights.begin(), visibleLights.end(), lightComparator);
const unsigned int maxLightPerObject = 3; ///TODO: Config
unsigned int max = std::min(std::min(maxLights - lightIndex, maxLightPerObject), visibleLights.size());
for (unsigned int i = 0; i < max; ++i)
visibleLights[i]->Apply(shader, lightIndex + i);
shader->SendInteger(lightCountLocation, lightIndex + max);
}
NzRenderer::SetMatrix(nzMatrixType_World, matrix);
draw(primitiveType, 0, indexCount);
}
}
}
}
// Les autres drawables (Exemple: Terrain)
for (const NzDrawable* drawable : m_impl->renderQueue.otherDrawables)
drawable->Draw();
}
NzSceneNode& NzScene::GetRoot() const
{
return m_impl->root;
}
float NzScene::GetUpdateTime() const
{
return m_impl->updateTime;
}
unsigned int NzScene::GetUpdatePerSecond() const
{
return m_impl->updatePerSecond;
}
void NzScene::RegisterForUpdate(NzUpdatable* object)
{
#if NAZARA_3D_SAFE
if (!object)
{
NazaraError("Invalid object");
return;
}
#endif
m_impl->updateList.insert(object);
}
void NzScene::SetAmbientColor(const NzColor& color)
{
m_impl->ambientColor = color;
}
void NzScene::SetUpdatePerSecond(unsigned int updatePerSecond)
{
m_impl->updatePerSecond = updatePerSecond;
}
void NzScene::UnregisterForUpdate(NzUpdatable* object)
{
#if NAZARA_3D_SAFE
if (!object)
{
NazaraError("Invalid object");
return;
}
#endif
m_impl->updateList.erase(object);
}
void NzScene::Update()
{
if (m_impl->updatePerSecond == 0 || m_impl->updateClock.GetMilliseconds() > 1000/m_impl->updatePerSecond)
{
m_impl->updateTime = m_impl->updateClock.GetSeconds();
m_impl->updateClock.Restart();
for (NzUpdatable* updatable : m_impl->updateList)
{
///TODO: Multihreading
updatable->Update();
}
}
}
void NzScene::UpdateVisible()
{/*
if (m_impl->update)
{
for (NzSceneNode* node : m_impl->visibleNodes)
{
if (node->ShouldUpdateWhenVisible())
node->Update();
}
}*/
}
NzScene::operator const NzSceneNode&() const
{
return m_impl->root;
}
void NzScene::SetActiveCamera(const NzCamera* camera)
{
m_impl->activeCamera = camera;
}

View File

@@ -3,6 +3,75 @@
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/3D/SceneNode.hpp>
#include <Nazara/3D/Scene.hpp>
#include <Nazara/3D/Debug.hpp>
NzSceneNode::NzSceneNode() :
m_scene(nullptr)
{
}
NzSceneNode::NzSceneNode(const NzSceneNode& node) :
NzNode(node),
m_scene(node.m_scene)
{
}
NzSceneNode::~NzSceneNode() = default;
nzNodeType NzSceneNode::GetNodeType() const
{
return nzNodeType_Scene;
}
NzScene* NzSceneNode::GetScene() const
{
return m_scene;
}
void NzSceneNode::OnParenting(const NzNode* parent)
{
if (parent)
{
if (parent->GetNodeType() == nzNodeType_Scene)
SetScene(static_cast<const NzSceneNode*>(parent)->m_scene);
}
else
SetScene(nullptr);
}
void NzSceneNode::Register()
{
}
void NzSceneNode::SetScene(NzScene* scene)
{
if (m_scene != scene)
{
if (m_scene)
Unregister();
m_scene = scene;
if (m_scene)
Register();
for (NzNode* child : m_childs)
{
if (child->GetNodeType() == nzNodeType_Scene)
static_cast<NzSceneNode*>(child)->SetScene(scene);
}
}
}
bool NzSceneNode::ShouldUpdateWhenVisible()
{
return false;
}
void NzSceneNode::Unregister()
{
}
void NzSceneNode::Update()
{
}

View File

@@ -0,0 +1,49 @@
// Copyright (C) 2012 Jérôme Leclercq
// This file is part of the "Nazara Engine - 3D Module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/3D/SceneRoot.hpp>
#include <Nazara/Core/Error.hpp>
#include <Nazara/3D/Debug.hpp>
NzSceneRoot::NzSceneRoot(NzScene* scene)
{
m_scene = scene;
}
NzSceneRoot::~NzSceneRoot() = default;
void NzSceneRoot::AddToRenderQueue(NzRenderQueue& renderQueue) const
{
NazaraUnused(renderQueue);
NazaraInternalError("SceneNode::AddToRenderQueue() called on SceneRoot");
}
const NzBoundingBoxf& NzSceneRoot::GetBoundingBox() const
{
static NzBoundingBoxf infinite(nzExtend_Infinite);
return infinite;
}
nzSceneNodeType NzSceneRoot::GetSceneNodeType() const
{
return nzSceneNodeType_Root;
}
bool NzSceneRoot::IsVisible(const NzFrustumf& frustum) const
{
NazaraUnused(frustum);
return true; // Toujours visible
}
void NzSceneRoot::Register()
{
NazaraInternalError("SceneNode::Register() called on SceneRoot");
}
void NzSceneRoot::Unregister()
{
NazaraInternalError("SceneNode::Unregister() called on SceneRoot");
}