Graphics: Add support for depth-sorted sprites

This commit is contained in:
Lynix 2017-04-23 13:40:13 +02:00
parent 3e9ae9856a
commit af41b240ad
4 changed files with 238 additions and 51 deletions

View File

@ -153,7 +153,7 @@ namespace Nz
using MeshPipelineBatches = std::map<const MaterialPipeline*, BatchedMaterialEntry, MaterialPipelineComparator>;
struct TransparentModelData
struct UnbatchedModelData
{
Matrix4f transformMatrix;
MeshData meshData;
@ -161,16 +161,23 @@ namespace Nz
const Material* material;
};
using TransparentModelContainer = std::vector<std::size_t>;
struct UnbatchedSpriteData
{
std::size_t spriteCount;
const Material* material;
const Texture* overlay;
const VertexStruct_XYZ_Color_UV* vertices;
};
struct Layer
{
BillboardPipelineBatches billboards;
SpritePipelineBatches opaqueSprites;
SpritePipelineBatches depthSortedSprites;
MeshPipelineBatches opaqueModels;
TransparentModelContainer depthSortedMeshes;
std::vector<TransparentModelData> depthSortedMeshData;
std::vector<std::size_t> depthSortedMeshes;
std::vector<std::size_t> depthSortedSprites;
std::vector<UnbatchedModelData> depthSortedMeshData;
std::vector<UnbatchedSpriteData> depthSortedSpriteData;
std::vector<const Drawable*> otherDrawables;
unsigned int clearCount = 0;
};

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@ -43,6 +43,7 @@ namespace Nz
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;
void DrawOrderedSprites(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const;
void DrawTransparentModels(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const;
const ShaderUniforms* GetShaderUniforms(const Shader* shader) const;
void OnShaderInvalidated(const Shader* shader) const;

View File

@ -386,7 +386,7 @@ namespace Nz
std::size_t index = transparentData.size();
transparentData.resize(index+1);
TransparentModelData& data = transparentData.back();
UnbatchedModelData& data = transparentData.back();
data.material = material;
data.meshData = meshData;
data.obbSphere = Spheref(transformMatrix.GetTranslation() + meshAABB.GetCenter(), meshAABB.GetSquaredRadius());
@ -462,48 +462,69 @@ namespace Nz
NazaraAssert(material, "Invalid material");
Layer& currentLayer = GetLayer(renderOrder);
SpritePipelineBatches& basicSprites = currentLayer.opaqueSprites;
const MaterialPipeline* materialPipeline = material->GetPipeline();
auto pipelineIt = basicSprites.find(materialPipeline);
if (pipelineIt == basicSprites.end())
if (material->IsDepthSortingEnabled())
{
BatchedSpritePipelineEntry materialEntry;
pipelineIt = basicSprites.insert(SpritePipelineBatches::value_type(materialPipeline, std::move(materialEntry))).first;
auto& transparentSprites = currentLayer.depthSortedSprites;
auto& transparentData = currentLayer.depthSortedSpriteData;
// The material is marked for depth sorting, we must draw this mesh using another way (after the rendering of opaques objects while sorting them)
std::size_t index = transparentData.size();
transparentData.resize(index + 1);
UnbatchedSpriteData& data = transparentData.back();
data.material = material;
data.overlay = overlay;
data.spriteCount = spriteCount;
data.vertices = vertices;
transparentSprites.push_back(index);
}
BatchedSpritePipelineEntry& pipelineEntry = pipelineIt->second;
pipelineEntry.enabled = true;
SpriteMaterialBatches& materialMap = pipelineEntry.materialMap;
auto matIt = materialMap.find(material);
if (matIt == materialMap.end())
else
{
BatchedBasicSpriteEntry entry;
entry.materialReleaseSlot.Connect(material->OnMaterialRelease, this, &ForwardRenderQueue::OnMaterialInvalidation);
SpritePipelineBatches& sprites = currentLayer.opaqueSprites;
matIt = materialMap.insert(SpriteMaterialBatches::value_type(material, std::move(entry))).first;
const MaterialPipeline* materialPipeline = material->GetPipeline();
auto pipelineIt = sprites.find(materialPipeline);
if (pipelineIt == sprites.end())
{
BatchedSpritePipelineEntry materialEntry;
pipelineIt = sprites.insert(SpritePipelineBatches::value_type(materialPipeline, std::move(materialEntry))).first;
}
BatchedSpritePipelineEntry& pipelineEntry = pipelineIt->second;
pipelineEntry.enabled = true;
SpriteMaterialBatches& materialMap = pipelineEntry.materialMap;
auto matIt = materialMap.find(material);
if (matIt == materialMap.end())
{
BatchedBasicSpriteEntry entry;
entry.materialReleaseSlot.Connect(material->OnMaterialRelease, this, &ForwardRenderQueue::OnMaterialInvalidation);
matIt = materialMap.insert(SpriteMaterialBatches::value_type(material, std::move(entry))).first;
}
BatchedBasicSpriteEntry& entry = matIt->second;
entry.enabled = true;
auto& overlayMap = entry.overlayMap;
auto overlayIt = overlayMap.find(overlay);
if (overlayIt == overlayMap.end())
{
BatchedSpriteEntry overlayEntry;
if (overlay)
overlayEntry.textureReleaseSlot.Connect(overlay->OnTextureRelease, this, &ForwardRenderQueue::OnTextureInvalidation);
overlayIt = overlayMap.insert(std::make_pair(overlay, std::move(overlayEntry))).first;
}
auto& spriteVector = overlayIt->second.spriteChains;
spriteVector.push_back(SpriteChain_XYZ_Color_UV({vertices, spriteCount}));
}
BatchedBasicSpriteEntry& entry = matIt->second;
entry.enabled = true;
auto& overlayMap = entry.overlayMap;
auto overlayIt = overlayMap.find(overlay);
if (overlayIt == overlayMap.end())
{
BatchedSpriteEntry overlayEntry;
if (overlay)
overlayEntry.textureReleaseSlot.Connect(overlay->OnTextureRelease, this, &ForwardRenderQueue::OnTextureInvalidation);
overlayIt = overlayMap.insert(std::make_pair(overlay, std::move(overlayEntry))).first;
}
auto& spriteVector = overlayIt->second.spriteChains;
spriteVector.push_back(SpriteChain_XYZ_Color_UV({vertices, spriteCount}));
}
/*!
@ -596,9 +617,11 @@ namespace Nz
}
}
layer.otherDrawables.clear();
layer.depthSortedMeshes.clear();
layer.depthSortedMeshData.clear();
layer.depthSortedSpriteData.clear();
layer.depthSortedSprites.clear();
layer.otherDrawables.clear();
++it;
}
}
@ -717,7 +740,15 @@ namespace Nz
const Spheref& sphere1 = layer.depthSortedMeshData[index1].obbSphere;
const Spheref& sphere2 = layer.depthSortedMeshData[index2].obbSphere;
return nearPlane.Distance(sphere1.GetPosition()) > nearPlane.Distance(sphere2.GetPosition());
return nearPlane.Distance(sphere1.GetPosition()) < nearPlane.Distance(sphere2.GetPosition());
});
std::sort(layer.depthSortedSprites.begin(), layer.depthSortedSprites.end(), [&layer, &nearPlane] (std::size_t index1, std::size_t index2)
{
const Vector3f& pos1 = layer.depthSortedSpriteData[index1].vertices[0].position;
const Vector3f& pos2 = layer.depthSortedSpriteData[index2].vertices[0].position;
return nearPlane.Distance(pos1) < nearPlane.Distance(pos2);
});
SortBillboards(layer, nearPlane);
@ -741,6 +772,14 @@ namespace Nz
return viewerPos.SquaredDistance(sphere1.GetPosition()) > viewerPos.SquaredDistance(sphere2.GetPosition());
});
std::sort(layer.depthSortedSprites.begin(), layer.depthSortedSprites.end(), [&layer, &viewerPos] (std::size_t index1, std::size_t index2)
{
const Vector3f& pos1 = layer.depthSortedSpriteData[index1].vertices[0].position;
const Vector3f& pos2 = layer.depthSortedSpriteData[index2].vertices[0].position;
return viewerPos.SquaredDistance(pos1) > viewerPos.SquaredDistance(pos2);
});
SortBillboards(layer, nearPlane);
}
}

View File

@ -107,6 +107,9 @@ namespace Nz
if (!layer.opaqueSprites.empty())
DrawBasicSprites(sceneData, layer);
if (!layer.depthSortedSprites.empty())
DrawOrderedSprites(sceneData, layer);
if (!layer.billboards.empty())
DrawBillboards(sceneData, layer);
@ -301,6 +304,9 @@ namespace Nz
Renderer::SetMatrix(MatrixType_World, Matrix4f::Identity());
Renderer::SetVertexBuffer(&m_spriteBuffer);
const unsigned int overlayTextureUnit = Material::GetTextureUnit(TextureMap_Overlay);
const std::size_t maxSpriteCount = std::min<std::size_t>(s_maxQuads, m_spriteBuffer.GetVertexCount() / 4);
for (auto& pipelinePair : layer.opaqueSprites)
{
const MaterialPipeline* pipeline = pipelinePair.first;
@ -323,6 +329,9 @@ namespace Nz
// Position of the camera
shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition());
// Overlay texture unit
shader->SendInteger(shaderUniforms->textureOverlay, overlayTextureUnit);
lastShader = shader;
}
@ -335,10 +344,6 @@ namespace Nz
{
material->Apply(pipelineInstance);
unsigned int overlayTextureUnit = Material::GetTextureUnit(TextureMap_Overlay);
shader->SendInteger(shaderUniforms->textureOverlay, overlayTextureUnit);
Renderer::SetTextureSampler(overlayTextureUnit, material->GetDiffuseSampler());
auto& overlayMap = matEntry.overlayMap;
@ -362,7 +367,6 @@ namespace Nz
VertexStruct_XYZ_Color_UV* vertices = static_cast<VertexStruct_XYZ_Color_UV*>(vertexMapper.GetPointer());
std::size_t spriteCount = 0;
std::size_t maxSpriteCount = std::min<std::size_t>(s_maxQuads, m_spriteBuffer.GetVertexCount() / 4);
do
{
@ -777,6 +781,142 @@ namespace Nz
}
}
void ForwardRenderTechnique::DrawOrderedSprites(const SceneData & sceneData, ForwardRenderQueue::Layer & layer) const
{
NazaraAssert(sceneData.viewer, "Invalid viewer");
Renderer::SetIndexBuffer(&s_quadIndexBuffer);
Renderer::SetMatrix(MatrixType_World, Matrix4f::Identity());
Renderer::SetVertexBuffer(&m_spriteBuffer);
const Material* lastMaterial = nullptr;
const MaterialPipeline* lastPipeline = nullptr;
const Shader* lastShader = nullptr;
const Texture* lastOverlay = nullptr;
const MaterialPipeline::Instance* pipelineInstance = nullptr;
const unsigned int overlayTextureUnit = Material::GetTextureUnit(TextureMap_Overlay);
bool updateVertexBuffer = true;
const std::size_t maxSpriteCount = std::min<std::size_t>(s_maxQuads, m_spriteBuffer.GetVertexCount() / 4);
std::size_t alreadyDrawnCount = 0;
std::size_t spriteIndex = 0;
std::size_t spriteChainOffset = 0;
auto splitChainIt = layer.depthSortedSprites.end();
for (auto it = layer.depthSortedSprites.begin(); it != layer.depthSortedSprites.end();)
{
if (updateVertexBuffer)
{
// 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());
std::size_t availableSpriteSpace = maxSpriteCount;
bool split = false;
for (auto it2 = it; it2 != layer.depthSortedSprites.end(); ++it2)
{
const ForwardRenderQueue::UnbatchedSpriteData& spriteData = layer.depthSortedSpriteData[*it2];
std::size_t count = std::min(availableSpriteSpace, spriteData.spriteCount - spriteChainOffset);
std::memcpy(vertices, spriteData.vertices + spriteChainOffset * 4, 4 * count * sizeof(VertexStruct_XYZ_Color_UV));
vertices += count * 4;
availableSpriteSpace -= count;
// Have we treated the entire chain ?
if (count != spriteData.spriteCount)
{
// Oops, not enough space to store current chain
spriteChainOffset += count;
splitChainIt = it2;
split = true;
break;
}
// Switch to next sprite chain, if any
spriteChainOffset = 0;
}
spriteIndex = 0;
updateVertexBuffer = false;
if (!split)
splitChainIt = layer.depthSortedSprites.end();
}
std::size_t index = *it;
const ForwardRenderQueue::UnbatchedSpriteData& spriteData = layer.depthSortedSpriteData[index];
const Material* material = spriteData.material;
if (material != lastMaterial)
{
const MaterialPipeline* pipeline = material->GetPipeline();
if (pipeline != lastPipeline)
{
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)
{
// Index of uniforms in the shader
const ShaderUniforms* shaderUniforms = GetShaderUniforms(shader);
// Ambient color of the scene
shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
// Position of the camera
shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition());
// Overlay texture unit
shader->SendInteger(shaderUniforms->textureOverlay, overlayTextureUnit);
lastShader = shader;
}
lastPipeline = pipeline;
}
material->Apply(*pipelineInstance);
Renderer::SetTextureSampler(overlayTextureUnit, material->GetDiffuseSampler());
lastMaterial = material;
}
const Texture* overlay = (spriteData.overlay) ? spriteData.overlay : &m_whiteTexture;
if (overlay != lastOverlay)
{
Renderer::SetTexture(overlayTextureUnit, overlay);
lastOverlay = overlay;
}
std::size_t spriteCount;
if (it != splitChainIt)
{
spriteCount = spriteData.spriteCount - alreadyDrawnCount;
alreadyDrawnCount = 0;
++it;
}
else
{
spriteCount = spriteChainOffset;
alreadyDrawnCount = spriteCount;
updateVertexBuffer = true;
// Restart at current iterator next time
}
Renderer::DrawIndexedPrimitives(PrimitiveMode_TriangleList, spriteIndex * 6, spriteCount * 6);
spriteIndex += spriteCount;
}
}
/*!
* \brief Draws transparent models
*
@ -796,9 +936,9 @@ namespace Nz
const ShaderUniforms* shaderUniforms = nullptr;
unsigned int lightCount = 0;
for (unsigned int index : layer.depthSortedMeshes)
for (std::size_t index : layer.depthSortedMeshes)
{
const ForwardRenderQueue::TransparentModelData& modelData = layer.depthSortedMeshData[index];
const ForwardRenderQueue::UnbatchedModelData& modelData = layer.depthSortedMeshData[index];
// Material
const Material* material = modelData.material;