Graphics: Separate pipeline state from Material into a new class, MaterialPipeline

This allows much more efficient batching, along with pipeline reusage and preparation for the Vulkan API


Former-commit-id: fd2de2f0e9612ea275ee69c5578c68e7169cd05b [formerly 53bd8a5ed5695311b7543ad717df63f93fad2da6] [formerly 171740929652ac9fe30e84983709388859cedd6b [formerly 25096a76678f1052e76f67d26b458077a0632cc3]]
Former-commit-id: 7978dbeb87af2eac9e5501a97afa83849648bf6e [formerly 81b6cce1ee81a2ca8873d3c70d468b2c71510c95]
Former-commit-id: 6663e2721c3f79d5f1e3f33c6183174378b502f4
This commit is contained in:
Lynix
2016-08-05 22:09:39 +02:00
parent 3cf4cd3d53
commit ac25df0126
31 changed files with 2249 additions and 1422 deletions

View File

@@ -53,6 +53,10 @@ namespace Nz
{
ErrorFlags flags(ErrorFlag_ThrowException, true);
std::array<UInt8, 4> whitePixel = {255, 255, 255, 255};
m_whiteTexture.Create(ImageType_2D, PixelFormatType_RGBA8, 1, 1);
m_whiteTexture.Update(whitePixel.data());
m_vertexBuffer.Create(s_vertexBufferSize, DataStorage_Hardware, BufferUsage_Dynamic);
m_billboardPointBuffer.Reset(&s_billboardVertexDeclaration, &m_vertexBuffer);
@@ -297,97 +301,102 @@ namespace Nz
Renderer::SetMatrix(MatrixType_World, Matrix4f::Identity());
Renderer::SetVertexBuffer(&m_spriteBuffer);
for (auto& matIt : layer.basicSprites)
for (auto& pipelinePair : layer.basicSprites)
{
const Material* material = matIt.first;
auto& matEntry = matIt.second;
const MaterialPipeline* pipeline = pipelinePair.first;
auto& pipelineEntry = pipelinePair.second;
if (matEntry.enabled)
if (pipelineEntry.enabled)
{
auto& overlayMap = matEntry.overlayMap;
for (auto& overlayIt : overlayMap)
const MaterialPipeline::Instance& pipelineInstance = pipeline->Apply(ShaderFlags_TextureOverlay | ShaderFlags_VertexColor);
const Shader* shader = pipelineInstance.uberInstance->GetShader();
// Uniforms are conserved in our program, there's no point to send them back until they change
if (shader != lastShader)
{
const Texture* overlay = overlayIt.first;
auto& spriteChainVector = overlayIt.second.spriteChains;
// Index of uniforms in the shader
shaderUniforms = GetShaderUniforms(shader);
unsigned int spriteChainCount = spriteChainVector.size();
if (spriteChainCount > 0)
{
// We begin to apply the material (and get the shader activated doing so)
UInt32 flags = ShaderFlags_VertexColor;
if (overlay)
flags |= ShaderFlags_TextureOverlay;
// Ambiant color of the scene
shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
// Position of the camera
shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition());
UInt8 overlayUnit;
const Shader* shader = material->Apply(flags, 0, &overlayUnit);
if (overlay)
{
overlayUnit++;
Renderer::SetTexture(overlayUnit, overlay);
Renderer::SetTextureSampler(overlayUnit, material->GetDiffuseSampler());
}
// Uniforms are conserved in our program, there's no point to send them back until they change
if (shader != lastShader)
{
// Index of uniforms in the shader
shaderUniforms = GetShaderUniforms(shader);
// Ambiant color of the scene
shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
// Overlay
shader->SendInteger(shaderUniforms->textureOverlay, overlayUnit);
// Position of the camera
shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition());
lastShader = shader;
}
unsigned int spriteChain = 0; // Which chain of sprites are we treating
unsigned int spriteChainOffset = 0; // Where was the last offset where we stopped in the last chain
do
{
// We open the buffer in writing mode
BufferMapper<VertexBuffer> vertexMapper(m_spriteBuffer, BufferAccess_DiscardAndWrite);
VertexStruct_XYZ_Color_UV* vertices = static_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;
// Have we treated the entire chain ?
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();
}
lastShader = shader;
}
// We set it back to zero
matEntry.enabled = false;
for (auto& materialPair : pipelineEntry.materialMap)
{
const Material* material = materialPair.first;
auto& matEntry = materialPair.second;
if (matEntry.enabled)
{
UInt8 overlayUnit;
material->Apply(pipelineInstance, 0, &overlayUnit);
overlayUnit++;
shader->SendInteger(shaderUniforms->textureOverlay, overlayUnit);
Renderer::SetTextureSampler(overlayUnit, material->GetDiffuseSampler());
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)
{
Renderer::SetTexture(overlayUnit, (overlay) ? overlay : &m_whiteTexture);
unsigned int spriteChain = 0; // Which chain of sprites are we treating
unsigned int spriteChainOffset = 0; // Where was the last offset where we stopped in the last chain
do
{
// We open the buffer in writing mode
BufferMapper<VertexBuffer> vertexMapper(m_spriteBuffer, BufferAccess_DiscardAndWrite);
VertexStruct_XYZ_Color_UV* vertices = static_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;
// Have we treated the entire chain ?
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();
}
}
// We set it back to zero
matEntry.enabled = false;
}
}
pipelineEntry.enabled = false;
}
}
}
@@ -415,17 +424,16 @@ namespace Nz
Renderer::SetVertexBuffer(&s_quadVertexBuffer);
for (auto& matIt : layer.billboards)
for (auto& pipelinePair : layer.billboards)
{
const Material* material = matIt.first;
auto& entry = matIt.second;
auto& billboardVector = entry.billboards;
const MaterialPipeline* pipeline = pipelinePair.first;
auto& pipelineEntry = pipelinePair.second;
unsigned int billboardCount = billboardVector.size();
if (billboardCount > 0)
if (pipelineEntry.enabled)
{
// We begin to apply the material (and get the shader activated doing so)
const Shader* shader = material->Apply(ShaderFlags_Billboard | ShaderFlags_Instancing | ShaderFlags_VertexColor);
const MaterialPipeline::Instance& pipelineInstance = pipeline->Apply(ShaderFlags_Billboard | ShaderFlags_Instancing | ShaderFlags_VertexColor);
const Shader* shader = pipelineInstance.uberInstance->GetShader();
// Uniforms are conserved in our program, there's no point to send them back until they change
if (shader != lastShader)
@@ -441,21 +449,35 @@ namespace Nz
lastShader = shader;
}
const ForwardRenderQueue::BillboardData* data = &billboardVector[0];
unsigned int maxBillboardPerDraw = instanceBuffer->GetVertexCount();
do
for (auto& matIt : pipelinePair.second.materialMap)
{
unsigned int renderedBillboardCount = std::min(billboardCount, maxBillboardPerDraw);
billboardCount -= renderedBillboardCount;
const Material* material = matIt.first;
auto& entry = matIt.second;
auto& billboardVector = entry.billboards;
instanceBuffer->Fill(data, 0, renderedBillboardCount, true);
data += renderedBillboardCount;
unsigned int billboardCount = billboardVector.size();
if (billboardCount > 0)
{
// We begin to apply the material (and get the shader activated doing so)
material->Apply(pipelineInstance);
Renderer::DrawPrimitivesInstanced(renderedBillboardCount, PrimitiveMode_TriangleStrip, 0, 4);
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();
}
}
while (billboardCount > 0);
billboardVector.clear();
}
}
}
@@ -464,17 +486,16 @@ namespace Nz
Renderer::SetIndexBuffer(&s_quadIndexBuffer);
Renderer::SetVertexBuffer(&m_billboardPointBuffer);
for (auto& matIt : layer.billboards)
for (auto& pipelinePair : layer.billboards)
{
const Material* material = matIt.first;
auto& entry = matIt.second;
auto& billboardVector = entry.billboards;
const MaterialPipeline* pipeline = pipelinePair.first;
auto& pipelineEntry = pipelinePair.second;
unsigned int billboardCount = billboardVector.size();
if (billboardCount > 0)
if (pipelineEntry.enabled)
{
// We begin to apply the material (and get the shader activated doing so)
const Shader* shader = material->Apply(ShaderFlags_Billboard | ShaderFlags_VertexColor);
const MaterialPipeline::Instance& pipelineInstance = pipeline->Apply(ShaderFlags_Billboard | ShaderFlags_VertexColor);
const Shader* shader = pipelineInstance.uberInstance->GetShader();
// Uniforms are conserved in our program, there's no point to send them back until they change
if (shader != lastShader)
@@ -490,57 +511,65 @@ namespace Nz
lastShader = shader;
}
const ForwardRenderQueue::BillboardData* data = &billboardVector[0];
unsigned int maxBillboardPerDraw = std::min(s_maxQuads, m_billboardPointBuffer.GetVertexCount() / 4);
do
for (auto& matIt : pipelinePair.second.materialMap)
{
unsigned int renderedBillboardCount = std::min(billboardCount, maxBillboardPerDraw);
billboardCount -= renderedBillboardCount;
const Material* material = matIt.first;
auto& entry = matIt.second;
auto& billboardVector = entry.billboards;
BufferMapper<VertexBuffer> vertexMapper(m_billboardPointBuffer, BufferAccess_DiscardAndWrite, 0, renderedBillboardCount * 4);
BillboardPoint* vertices = static_cast<BillboardPoint*>(vertexMapper.GetPointer());
const ForwardRenderQueue::BillboardData* data = &billboardVector[0];
unsigned int maxBillboardPerDraw = std::min(s_maxQuads, m_billboardPointBuffer.GetVertexCount() / 4);
for (unsigned int i = 0; i < renderedBillboardCount; ++i)
unsigned int billboardCount = billboardVector.size();
do
{
const ForwardRenderQueue::BillboardData& billboard = *data++;
unsigned int renderedBillboardCount = std::min(billboardCount, maxBillboardPerDraw);
billboardCount -= renderedBillboardCount;
vertices->color = billboard.color;
vertices->position = billboard.center;
vertices->sinCos = billboard.sinCos;
vertices->size = billboard.size;
vertices->uv.Set(0.f, 1.f);
vertices++;
BufferMapper<VertexBuffer> vertexMapper(m_billboardPointBuffer, BufferAccess_DiscardAndWrite, 0, renderedBillboardCount * 4);
BillboardPoint* vertices = static_cast<BillboardPoint*>(vertexMapper.GetPointer());
vertices->color = billboard.color;
vertices->position = billboard.center;
vertices->sinCos = billboard.sinCos;
vertices->size = billboard.size;
vertices->uv.Set(1.f, 1.f);
vertices++;
for (unsigned int i = 0; i < renderedBillboardCount; ++i)
{
const ForwardRenderQueue::BillboardData& billboard = *data++;
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(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, 0.f);
vertices++;
vertices->color = billboard.color;
vertices->position = billboard.center;
vertices->sinCos = billboard.sinCos;
vertices->size = billboard.size;
vertices->uv.Set(1.f, 1.f);
vertices++;
vertices->color = billboard.color;
vertices->position = billboard.center;
vertices->sinCos = billboard.sinCos;
vertices->size = billboard.size;
vertices->uv.Set(0.f, 0.f);
vertices++;
vertices->color = billboard.color;
vertices->position = billboard.center;
vertices->sinCos = billboard.sinCos;
vertices->size = billboard.size;
vertices->uv.Set(1.f, 0.f);
vertices++;
}
vertexMapper.Unmap();
Renderer::DrawIndexedPrimitives(PrimitiveMode_TriangleList, 0, renderedBillboardCount * 6);
}
while (billboardCount > 0);
vertexMapper.Unmap();
Renderer::DrawIndexedPrimitives(PrimitiveMode_TriangleList, 0, renderedBillboardCount * 6);
billboardVector.clear();
}
while (billboardCount > 0);
billboardVector.clear();
}
}
}
@@ -562,158 +591,98 @@ namespace Nz
const Shader* lastShader = nullptr;
const ShaderUniforms* shaderUniforms = nullptr;
for (auto& matIt : layer.opaqueModels)
for (auto& pipelinePair : layer.opaqueModels)
{
auto& matEntry = matIt.second;
const MaterialPipeline* pipeline = pipelinePair.first;
auto& pipelineEntry = pipelinePair.second;
if (matEntry.enabled)
if (pipelineEntry.maxInstanceCount > 0)
{
ForwardRenderQueue::MeshInstanceContainer& meshInstances = matEntry.meshMap;
bool instancing = (pipelineEntry.maxInstanceCount > NAZARA_GRAPHICS_INSTANCING_MIN_INSTANCES_COUNT);
const MaterialPipeline::Instance& pipelineInstance = pipeline->Apply((instancing) ? ShaderFlags_Instancing : 0);
if (!meshInstances.empty())
const Shader* shader = pipelineInstance.uberInstance->GetShader();
// Uniforms are conserved in our program, there's no point to send them back until they change
if (shader != lastShader)
{
const Material* material = matIt.first;
// Index of uniforms in the shader
shaderUniforms = GetShaderUniforms(shader);
// We only use instancing when no light (other than directional) is active
// This is because instancing is not compatible with the search of nearest lights
// Deferred shading does not have this problem
bool noPointSpotLight = m_renderQueue.pointLights.empty() && m_renderQueue.spotLights.empty();
bool instancing = m_instancingEnabled && (!material->IsLightingEnabled() || noPointSpotLight) && matEntry.instancingEnabled;
// Ambiant color of the scene
shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
// Position of the camera
shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition());
// We begin to apply the material (and get the shader activated doing so)
UInt8 freeTextureUnit;
const Shader* shader = material->Apply((instancing) ? ShaderFlags_Instancing : 0, 0, &freeTextureUnit);
lastShader = shader;
}
// Uniforms are conserved in our program, there's no point to send them back until they change
if (shader != lastShader)
for (auto& materialPair : pipelineEntry.materialMap)
{
const Material* material = materialPair.first;
auto& matEntry = materialPair.second;
if (matEntry.enabled)
{
// Index of uniforms in the shader
shaderUniforms = GetShaderUniforms(shader);
UInt8 freeTextureUnit;
material->Apply(pipelineInstance, 0, &freeTextureUnit);
// Ambiant color of the scene
shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
// Position of the camera
shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition());
ForwardRenderQueue::MeshInstanceContainer& meshInstances = matEntry.meshMap;
lastShader = shader;
}
// Meshes
for (auto& meshIt : meshInstances)
{
const MeshData& meshData = meshIt.first;
auto& meshEntry = meshIt.second;
const Spheref& squaredBoundingSphere = meshEntry.squaredBoundingSphere;
std::vector<Matrix4f>& instances = meshEntry.instances;
if (!instances.empty())
// Meshes
for (auto& meshIt : meshInstances)
{
const IndexBuffer* indexBuffer = meshData.indexBuffer;
const VertexBuffer* vertexBuffer = meshData.vertexBuffer;
const MeshData& meshData = meshIt.first;
auto& meshEntry = meshIt.second;
// Handle draw call before rendering loop
Renderer::DrawCall drawFunc;
Renderer::DrawCallInstanced instancedDrawFunc;
unsigned int indexCount;
const Spheref& squaredBoundingSphere = meshEntry.squaredBoundingSphere;
std::vector<Matrix4f>& instances = meshEntry.instances;
if (indexBuffer)
if (!instances.empty())
{
drawFunc = Renderer::DrawIndexedPrimitives;
instancedDrawFunc = Renderer::DrawIndexedPrimitivesInstanced;
indexCount = indexBuffer->GetIndexCount();
}
else
{
drawFunc = Renderer::DrawPrimitives;
instancedDrawFunc = Renderer::DrawPrimitivesInstanced;
indexCount = vertexBuffer->GetVertexCount();
}
const IndexBuffer* indexBuffer = meshData.indexBuffer;
const VertexBuffer* vertexBuffer = meshData.vertexBuffer;
Renderer::SetIndexBuffer(indexBuffer);
Renderer::SetVertexBuffer(vertexBuffer);
// Handle draw call before rendering loop
Renderer::DrawCall drawFunc;
Renderer::DrawCallInstanced instancedDrawFunc;
unsigned int indexCount;
if (instancing)
{
// We compute the number of instances that we will be able to draw this time (depending on the instancing buffer size)
VertexBuffer* instanceBuffer = Renderer::GetInstanceBuffer();
instanceBuffer->SetVertexDeclaration(VertexDeclaration::Get(VertexLayout_Matrix4));
// With instancing, impossible to select the lights for each object
// So, it's only activated for directional lights
unsigned int lightCount = m_renderQueue.directionalLights.size();
unsigned int lightIndex = 0;
RendererComparison oldDepthFunc = Renderer::GetDepthFunc();
unsigned int passCount = (lightCount == 0) ? 1 : (lightCount - 1) / NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS + 1;
for (unsigned int pass = 0; pass < passCount; ++pass)
if (indexBuffer)
{
if (shaderUniforms->hasLightUniforms)
{
unsigned int renderedLightCount = std::min(lightCount, NazaraSuffixMacro(NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS, U));
lightCount -= renderedLightCount;
if (pass == 1)
{
// To add the result of light computations
// We won't interfeer with materials parameters because we only render opaques objects
// (A.K.A., without blending)
// About the depth function, it must be applied only the first time
Renderer::Enable(RendererParameter_Blend, true);
Renderer::SetBlendFunc(BlendFunc_One, BlendFunc_One);
Renderer::SetDepthFunc(RendererComparison_Equal);
}
// Sends the uniforms
for (unsigned int i = 0; i < NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS; ++i)
SendLightUniforms(shader, shaderUniforms->lightUniforms, lightIndex++, shaderUniforms->lightOffset * i, freeTextureUnit + i);
// And we give them to draw
drawFunc(meshData.primitiveMode, 0, indexCount);
}
const Matrix4f* instanceMatrices = &instances[0];
unsigned int instanceCount = instances.size();
unsigned int maxInstanceCount = instanceBuffer->GetVertexCount(); // Maximum number of instance in one batch
while (instanceCount > 0)
{
// We compute the number of instances that we will be able to draw this time (depending on the instancing buffer size)
unsigned int renderedInstanceCount = std::min(instanceCount, maxInstanceCount);
instanceCount -= renderedInstanceCount;
// We fill the instancing buffer with our world matrices
instanceBuffer->Fill(instanceMatrices, 0, renderedInstanceCount, true);
instanceMatrices += renderedInstanceCount;
// And we draw
instancedDrawFunc(renderedInstanceCount, meshData.primitiveMode, 0, indexCount);
}
drawFunc = Renderer::DrawIndexedPrimitives;
instancedDrawFunc = Renderer::DrawIndexedPrimitivesInstanced;
indexCount = indexBuffer->GetIndexCount();
}
else
{
drawFunc = Renderer::DrawPrimitives;
instancedDrawFunc = Renderer::DrawPrimitivesInstanced;
indexCount = vertexBuffer->GetVertexCount();
}
// We don't forget to disable the blending to avoid to interfeer with the rest of the rendering
Renderer::Enable(RendererParameter_Blend, false);
Renderer::SetDepthFunc(oldDepthFunc);
}
else
{
if (shaderUniforms->hasLightUniforms)
Renderer::SetIndexBuffer(indexBuffer);
Renderer::SetVertexBuffer(vertexBuffer);
if (instancing)
{
for (const Matrix4f& matrix : instances)
// We compute the number of instances that we will be able to draw this time (depending on the instancing buffer size)
VertexBuffer* instanceBuffer = Renderer::GetInstanceBuffer();
instanceBuffer->SetVertexDeclaration(VertexDeclaration::Get(VertexLayout_Matrix4));
// With instancing, impossible to select the lights for each object
// So, it's only activated for directional lights
unsigned int lightCount = m_renderQueue.directionalLights.size();
unsigned int lightIndex = 0;
RendererComparison oldDepthFunc = Renderer::GetDepthFunc();
unsigned int passCount = (lightCount == 0) ? 1 : (lightCount - 1) / NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS + 1;
for (unsigned int pass = 0; pass < passCount; ++pass)
{
// Choose the lights depending on an object position and apparent radius
ChooseLights(Spheref(matrix.GetTranslation() + squaredBoundingSphere.GetPosition(), squaredBoundingSphere.radius));
unsigned int lightCount = m_lights.size();
Renderer::SetMatrix(MatrixType_World, matrix);
unsigned int lightIndex = 0;
RendererComparison oldDepthFunc = Renderer::GetDepthFunc(); // In the case where we have to change it
unsigned int passCount = (lightCount == 0) ? 1 : (lightCount - 1) / NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS + 1;
for (unsigned int pass = 0; pass < passCount; ++pass)
if (shaderUniforms->hasLightUniforms)
{
lightCount -= std::min(lightCount, NazaraSuffixMacro(NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS, U));
unsigned int renderedLightCount = std::min(lightCount, NazaraSuffixMacro(NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS, U));
lightCount -= renderedLightCount;
if (pass == 1)
{
@@ -726,38 +695,98 @@ namespace Nz
Renderer::SetDepthFunc(RendererComparison_Equal);
}
// Sends the light uniforms to the shader
// Sends the uniforms
for (unsigned int i = 0; i < NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS; ++i)
SendLightUniforms(shader, shaderUniforms->lightUniforms, lightIndex++, shaderUniforms->lightOffset*i, freeTextureUnit + i);
// And we draw
drawFunc(meshData.primitiveMode, 0, indexCount);
SendLightUniforms(shader, shaderUniforms->lightUniforms, lightIndex++, shaderUniforms->lightOffset * i, freeTextureUnit + i);
}
Renderer::Enable(RendererParameter_Blend, false);
Renderer::SetDepthFunc(oldDepthFunc);
const Matrix4f* instanceMatrices = &instances[0];
unsigned int instanceCount = instances.size();
unsigned int maxInstanceCount = instanceBuffer->GetVertexCount(); // Maximum number of instance in one batch
while (instanceCount > 0)
{
// We compute the number of instances that we will be able to draw this time (depending on the instancing buffer size)
unsigned int renderedInstanceCount = std::min(instanceCount, maxInstanceCount);
instanceCount -= renderedInstanceCount;
// We fill the instancing buffer with our world matrices
instanceBuffer->Fill(instanceMatrices, 0, renderedInstanceCount, true);
instanceMatrices += renderedInstanceCount;
// And we draw
instancedDrawFunc(renderedInstanceCount, meshData.primitiveMode, 0, indexCount);
}
}
// We don't forget to disable the blending to avoid to interferering with the rest of the rendering
Renderer::Enable(RendererParameter_Blend, false);
Renderer::SetDepthFunc(oldDepthFunc);
}
else
{
// Without instancing, we must do a draw call for each instance
// This may be faster than instancing under a certain number
// Due to the time to modify the instancing buffer
for (const Matrix4f& matrix : instances)
if (shaderUniforms->hasLightUniforms)
{
Renderer::SetMatrix(MatrixType_World, matrix);
drawFunc(meshData.primitiveMode, 0, indexCount);
for (const Matrix4f& matrix : instances)
{
// Choose the lights depending on an object position and apparent radius
ChooseLights(Spheref(matrix.GetTranslation() + squaredBoundingSphere.GetPosition(), squaredBoundingSphere.radius));
unsigned int lightCount = m_lights.size();
Renderer::SetMatrix(MatrixType_World, matrix);
unsigned int lightIndex = 0;
RendererComparison oldDepthFunc = Renderer::GetDepthFunc(); // In the case where we have to change it
unsigned int passCount = (lightCount == 0) ? 1 : (lightCount - 1) / NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS + 1;
for (unsigned int pass = 0; pass < passCount; ++pass)
{
lightCount -= std::min(lightCount, NazaraSuffixMacro(NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS, U));
if (pass == 1)
{
// To add the result of light computations
// We won't interfeer with materials parameters because we only render opaques objects
// (A.K.A., without blending)
// About the depth function, it must be applied only the first time
Renderer::Enable(RendererParameter_Blend, true);
Renderer::SetBlendFunc(BlendFunc_One, BlendFunc_One);
Renderer::SetDepthFunc(RendererComparison_Equal);
}
// Sends the light uniforms to the shader
for (unsigned int i = 0; i < NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS; ++i)
SendLightUniforms(shader, shaderUniforms->lightUniforms, lightIndex++, shaderUniforms->lightOffset*i, freeTextureUnit + i);
// And we draw
drawFunc(meshData.primitiveMode, 0, indexCount);
}
Renderer::Enable(RendererParameter_Blend, false);
Renderer::SetDepthFunc(oldDepthFunc);
}
}
else
{
// Without instancing, we must do a draw call for each instance
// This may be faster than instancing under a certain number
// Due to the time to modify the instancing buffer
for (const Matrix4f& matrix : instances)
{
Renderer::SetMatrix(MatrixType_World, matrix);
drawFunc(meshData.primitiveMode, 0, indexCount);
}
}
}
instances.clear();
}
instances.clear();
}
matEntry.enabled = false;
}
}
// And we set the data back to zero
matEntry.enabled = false;
matEntry.instancingEnabled = false;
pipelineEntry.maxInstanceCount = 0;
}
}
}
@@ -775,6 +804,8 @@ namespace Nz
{
NazaraAssert(sceneData.viewer, "Invalid viewer");
const MaterialPipeline* lastPipeline = nullptr;
const MaterialPipeline::Instance* pipelineInstance = nullptr;
const Shader* lastShader = nullptr;
const ShaderUniforms* shaderUniforms = nullptr;
unsigned int lightCount = 0;
@@ -786,9 +817,16 @@ namespace Nz
// Material
const Material* material = modelData.material;
const MaterialPipeline* pipeline = material->GetPipeline();
if (pipeline != lastPipeline)
{
pipelineInstance = &pipeline->Apply();
lastPipeline = pipeline;
}
// We begin to apply the material (and get the shader activated doing so)
UInt8 freeTextureUnit;
const Shader* shader = material->Apply(0, 0, &freeTextureUnit);
const Shader* shader = material->Apply(*pipelineInstance, 0, &freeTextureUnit);
// Uniforms are conserved in our program, there's no point to send them back until they change
if (shader != lastShader)