Optimisations
Former-commit-id: 81d277a49b57f061a6339678bd953054e434c613
This commit is contained in:
@@ -150,7 +150,7 @@ void NzPluginManager::Uninitialize()
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{
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s_directories.clear();
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for (auto pair : s_plugins)
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for (auto& pair : s_plugins)
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{
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PluginUnload func = reinterpret_cast<PluginUnload>(pair.second->GetSymbol("NzPluginUnload"));
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if (func)
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@@ -124,15 +124,17 @@ void NzForwardRenderQueue::AddModel(const NzModel* model)
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}
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}
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void NzForwardRenderQueue::Clear()
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void NzForwardRenderQueue::Clear(bool fully)
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{
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directionnalLights.clear();
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otherDrawables.clear();
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visibleLights.clear();
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visibleModels.clear();
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visibleTransparentsModels.clear();
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transparentSkeletalModels.clear();
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transparentStaticModels.clear();
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if (fully)
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visibleModels.clear();
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}
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void NzForwardRenderQueue::Sort(const NzCamera& camera)
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@@ -164,6 +166,11 @@ void NzForwardRenderQueue::Sort(const NzCamera& camera)
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std::sort(visibleTransparentsModels.begin(), visibleTransparentsModels.end(), comparator);
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}
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void NzForwardRenderQueue::OnResourceDestroy(const NzResource* resource, int index)
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{
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}
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bool NzForwardRenderQueue::SkeletalMeshComparator::operator()(const NzSkeletalMesh* subMesh1, const NzSkeletalMesh* subMesh2)
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{
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const NzIndexBuffer* iBuffer1 = subMesh1->GetIndexBuffer();
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@@ -56,104 +56,113 @@ void NzForwardRenderTechnique::Draw(const NzScene* scene)
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int lightCountLocation = -1;
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// Rendu des modèles opaques
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for (auto matIt : m_renderQueue.visibleModels)
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for (auto& matIt : m_renderQueue.visibleModels)
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{
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NzMaterial* material = matIt.first;
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NzForwardRenderQueue::SkeletalMeshContainer& skeletalContainer = matIt.second.first;
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NzForwardRenderQueue::StaticMeshContainer& staticContainer = matIt.second.second;
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// On commence par récupérer le shader du matériau
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const NzShader* shader;
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if (material->HasCustomShader())
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shader = material->GetCustomShader();
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else
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shader = NzShaderBuilder::Get(material->GetShaderFlags());
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// Les uniformes sont conservées au sein du shader, inutile de les renvoyer tant que le shader reste le même
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if (shader != lastShader)
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if (!skeletalContainer.empty() || !staticContainer.empty())
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{
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// On récupère l'information sur l'éclairage en même temps que la position de l'uniforme "LightCount"
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lightCountLocation = shader->GetUniformLocation(nzShaderUniform_LightCount);
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NzMaterial* material = matIt.first;
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NzRenderer::SetShader(shader);
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// Couleur ambiante de la scène
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shader->SendColor(shader->GetUniformLocation(nzShaderUniform_SceneAmbient), scene->GetAmbientColor());
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// Position de la caméra
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shader->SendVector(shader->GetUniformLocation(nzShaderUniform_CameraPosition), camera->GetPosition());
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lightCount = 0;
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// On envoie les lumières directionnelles s'il y a (Les mêmes pour tous)
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if (lightCountLocation != -1)
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{
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for (const NzLight* light : m_renderQueue.directionnalLights)
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{
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light->Apply(shader, lightCount++);
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if (lightCount > NAZARA_RENDERER_SHADER_MAX_LIGHTCOUNT)
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break; // Prévenons les bêtises des utilisateurs
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}
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}
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lastShader = shader;
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}
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material->Apply(shader);
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// Meshs squelettiques
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/*NzForwardRenderQueue::SkeletalMeshContainer& container = matIt.second.first;
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if (!container.empty())
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{
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NzRenderer::SetVertexBuffer(m_skinningBuffer); // Vertex buffer commun
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for (auto subMeshIt : container)
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{
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///TODO
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}
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}*/
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// Meshs statiques
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for (auto subMeshIt : matIt.second.second)
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{
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NzStaticMesh* mesh = subMeshIt.first;
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const NzIndexBuffer* indexBuffer = mesh->GetIndexBuffer();
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const NzVertexBuffer* vertexBuffer = mesh->GetVertexBuffer();
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// Gestion du draw call avant la boucle de rendu
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std::function<void(nzPrimitiveMode, unsigned int, unsigned int)> drawFunc;
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unsigned int indexCount;
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if (indexBuffer)
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{
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drawFunc = NzRenderer::DrawIndexedPrimitives;
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indexCount = indexBuffer->GetIndexCount();
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}
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// On commence par récupérer le shader du matériau
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const NzShader* shader;
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if (material->HasCustomShader())
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shader = material->GetCustomShader();
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else
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{
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drawFunc = NzRenderer::DrawPrimitives;
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indexCount = vertexBuffer->GetVertexCount();
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}
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shader = NzShaderBuilder::Get(material->GetShaderFlags());
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NzRenderer::SetIndexBuffer(indexBuffer);
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NzRenderer::SetVertexBuffer(vertexBuffer);
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for (const NzMatrix4f& matrix : subMeshIt.second)
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// Les uniformes sont conservées au sein du shader, inutile de les renvoyer tant que le shader reste le même
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if (shader != lastShader)
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{
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// Calcul des lumières les plus proches
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///TODO: LightManager ?
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// On récupère l'information sur l'éclairage en même temps que la position de l'uniforme "LightCount"
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lightCountLocation = shader->GetUniformLocation(nzShaderUniform_LightCount);
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NzRenderer::SetShader(shader);
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// Couleur ambiante de la scène
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shader->SendColor(shader->GetUniformLocation(nzShaderUniform_SceneAmbient), scene->GetAmbientColor());
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// Position de la caméra
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shader->SendVector(shader->GetUniformLocation(nzShaderUniform_CameraPosition), camera->GetPosition());
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lightCount = 0;
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// On envoie les lumières directionnelles s'il y a (Les mêmes pour tous)
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if (lightCountLocation != -1)
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{
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std::vector<const NzLight*>& visibleLights = m_renderQueue.visibleLights;
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lightComparator.pos = matrix.GetTranslation();
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std::sort(visibleLights.begin(), visibleLights.end(), lightComparator);
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unsigned int max = std::min(std::min(NAZARA_RENDERER_SHADER_MAX_LIGHTCOUNT - lightCount, m_maxLightsPerObject), static_cast<unsigned int>(visibleLights.size()));
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for (unsigned int i = 0; i < max; ++i)
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visibleLights[i]->Apply(shader, lightCount++);
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shader->SendInteger(lightCountLocation, lightCount);
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for (const NzLight* light : m_renderQueue.directionnalLights)
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{
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light->Apply(shader, lightCount++);
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if (lightCount > NAZARA_RENDERER_SHADER_MAX_LIGHTCOUNT)
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break; // Prévenons les bêtises des utilisateurs
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}
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}
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lastShader = shader;
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}
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NzRenderer::SetMatrix(nzMatrixType_World, matrix);
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drawFunc(mesh->GetPrimitiveMode(), 0, indexCount);
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material->Apply(shader);
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// Meshs squelettiques
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/*if (!skeletalContainer.empty())
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{
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NzRenderer::SetVertexBuffer(m_skinningBuffer); // Vertex buffer commun
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for (auto& subMeshIt : container)
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{
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///TODO
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}
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}*/
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// Meshs statiques
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for (auto& subMeshIt : staticContainer)
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{
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NzStaticMesh* mesh = subMeshIt.first;
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std::vector<NzMatrix4f>& matrices = subMeshIt.second;
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if (!matrices.empty())
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{
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const NzIndexBuffer* indexBuffer = mesh->GetIndexBuffer();
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const NzVertexBuffer* vertexBuffer = mesh->GetVertexBuffer();
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// Gestion du draw call avant la boucle de rendu
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std::function<void(nzPrimitiveMode, unsigned int, unsigned int)> drawFunc;
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unsigned int indexCount;
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if (indexBuffer)
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{
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drawFunc = NzRenderer::DrawIndexedPrimitives;
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indexCount = indexBuffer->GetIndexCount();
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}
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else
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{
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drawFunc = NzRenderer::DrawPrimitives;
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indexCount = vertexBuffer->GetVertexCount();
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}
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NzRenderer::SetIndexBuffer(indexBuffer);
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NzRenderer::SetVertexBuffer(vertexBuffer);
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for (const NzMatrix4f& matrix : matrices)
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{
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// Calcul des lumières les plus proches
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///TODO: LightManager ?
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if (lightCountLocation != -1)
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{
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std::vector<const NzLight*>& visibleLights = m_renderQueue.visibleLights;
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lightComparator.pos = matrix.GetTranslation();
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std::sort(visibleLights.begin(), visibleLights.end(), lightComparator);
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unsigned int max = std::min(std::min(NAZARA_RENDERER_SHADER_MAX_LIGHTCOUNT - lightCount, m_maxLightsPerObject), static_cast<unsigned int>(visibleLights.size()));
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for (unsigned int i = 0; i < max; ++i)
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visibleLights[i]->Apply(shader, lightCount++);
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shader->SendInteger(lightCountLocation, lightCount);
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}
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NzRenderer::SetMatrix(nzMatrixType_World, matrix);
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drawFunc(mesh->GetPrimitiveMode(), 0, indexCount);
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}
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matrices.clear();
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}
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}
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}
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}
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@@ -115,11 +115,11 @@ namespace
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bool hasTexCoords = true;
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NzBufferMapper<NzVertexBuffer> vertexMapper(vertexBuffer.get(), nzBufferAccess_WriteOnly);
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NzMeshVertex* meshVertices = static_cast<NzMeshVertex*>(vertexMapper.GetPointer());
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for (auto uvIt : vertices)
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for (auto& uvIt : vertices)
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{
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for (auto normalIt : uvIt.second)
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for (auto& normalIt : uvIt.second)
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{
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for (auto positionIt : normalIt.second)
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for (auto& positionIt : normalIt.second)
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{
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NzMeshVertex& vertex = meshVertices[positionIt.second];
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@@ -261,7 +261,7 @@ namespace
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specularMap.release();
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}
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else
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NazaraWarning("Failed to load specular map (" + mtlMat->diffuseMap + ')');
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NazaraWarning("Failed to load specular map (" + mtlMat->specularMap + ')');
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}
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// Si nous avons une alpha map ou des couleurs transparentes,
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@@ -151,123 +151,99 @@ bool NzMTLParser::Parse()
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}
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else if (keyword == "map_ka")
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{
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NzString map = m_currentLine.SubString(m_currentLine.GetWordPosition(1));
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if (!map.IsEmpty())
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unsigned int mapPos = m_currentLine.GetWordPosition(1);
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if (mapPos != NzString::npos)
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{
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NzString map = m_currentLine.SubString(mapPos);
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if (!currentMaterial)
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currentMaterial = &m_materials["default"];
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currentMaterial->ambientMap = map;
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}
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#if NAZARA_UTILITY_STRICT_RESOURCE_PARSING
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else
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UnrecognizedLine();
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#endif
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}
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else if (keyword == "map_kd")
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{
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NzString map = m_currentLine.SubString(m_currentLine.GetWordPosition(1));
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if (!map.IsEmpty())
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unsigned int mapPos = m_currentLine.GetWordPosition(1);
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if (mapPos != NzString::npos)
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{
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NzString map = m_currentLine.SubString(mapPos);
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if (!currentMaterial)
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currentMaterial = &m_materials["default"];
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currentMaterial->diffuseMap = map;
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}
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#if NAZARA_UTILITY_STRICT_RESOURCE_PARSING
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else
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UnrecognizedLine();
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#endif
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}
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else if (keyword == "map_ks")
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{
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NzString map = m_currentLine.SubString(m_currentLine.GetWordPosition(1));
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if (!map.IsEmpty())
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unsigned int mapPos = m_currentLine.GetWordPosition(1);
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if (mapPos != NzString::npos)
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{
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NzString map = m_currentLine.SubString(mapPos);
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if (!currentMaterial)
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currentMaterial = &m_materials["default"];
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currentMaterial->specularMap = map;
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}
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#if NAZARA_UTILITY_STRICT_RESOURCE_PARSING
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else
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UnrecognizedLine();
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#endif
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}
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else if (keyword == "map_bump" || keyword == "bump")
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{
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NzString map = m_currentLine.SubString(m_currentLine.GetWordPosition(1));
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if (!map.IsEmpty())
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unsigned int mapPos = m_currentLine.GetWordPosition(1);
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if (mapPos != NzString::npos)
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{
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NzString map = m_currentLine.SubString(mapPos);
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if (!currentMaterial)
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currentMaterial = &m_materials["default"];
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currentMaterial->bumpMap = map;
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}
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#if NAZARA_UTILITY_STRICT_RESOURCE_PARSING
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else
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UnrecognizedLine();
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#endif
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}
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else if (keyword == "map_d")
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{
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NzString map = m_currentLine.SubString(m_currentLine.GetWordPosition(1));
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if (!map.IsEmpty())
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unsigned int mapPos = m_currentLine.GetWordPosition(1);
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if (mapPos != NzString::npos)
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{
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NzString map = m_currentLine.SubString(mapPos);
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if (!currentMaterial)
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currentMaterial = &m_materials["default"];
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currentMaterial->alphaMap = map;
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}
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#if NAZARA_UTILITY_STRICT_RESOURCE_PARSING
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else
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UnrecognizedLine();
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#endif
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}
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else if (keyword == "map_decal" || keyword == "decal")
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{
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NzString map = m_currentLine.SubString(m_currentLine.GetWordPosition(1));
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if (!map.IsEmpty())
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unsigned int mapPos = m_currentLine.GetWordPosition(1);
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if (mapPos != NzString::npos)
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{
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NzString map = m_currentLine.SubString(mapPos);
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if (!currentMaterial)
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currentMaterial = &m_materials["default"];
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currentMaterial->decalMap = map;
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}
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#if NAZARA_UTILITY_STRICT_RESOURCE_PARSING
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else
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UnrecognizedLine();
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#endif
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}
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else if (keyword == "map_disp" || keyword == "disp")
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{
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NzString map = m_currentLine.SubString(m_currentLine.GetWordPosition(1));
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if (!map.IsEmpty())
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unsigned int mapPos = m_currentLine.GetWordPosition(1);
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if (mapPos != NzString::npos)
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{
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NzString map = m_currentLine.SubString(mapPos);
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if (!currentMaterial)
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currentMaterial = &m_materials["default"];
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currentMaterial->displacementMap = map;
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}
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#if NAZARA_UTILITY_STRICT_RESOURCE_PARSING
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else
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UnrecognizedLine();
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#endif
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}
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else if (keyword == "map_refl" || keyword == "refl")
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{
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NzString map = m_currentLine.SubString(m_currentLine.GetWordPosition(1));
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if (!map.IsEmpty())
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unsigned int mapPos = m_currentLine.GetWordPosition(1);
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if (mapPos != NzString::npos)
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{
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NzString map = m_currentLine.SubString(mapPos);
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if (!currentMaterial)
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currentMaterial = &m_materials["default"];
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currentMaterial->reflectionMap = map;
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}
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#if NAZARA_UTILITY_STRICT_RESOURCE_PARSING
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else
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UnrecognizedLine();
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#endif
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}
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else if (keyword == "newmtl")
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{
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@@ -351,9 +351,9 @@ bool NzOBJParser::Parse()
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std::unordered_map<NzString, unsigned int> materials;
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unsigned int matCount = 0;
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for (auto meshIt : meshes)
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for (auto& meshIt : meshes)
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{
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for (auto matIt : meshIt.second)
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for (auto& matIt : meshIt.second)
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{
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if (!matIt.second.empty())
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{
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@@ -382,8 +382,8 @@ bool NzOBJParser::Parse()
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}
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m_materials.resize(matCount);
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for (auto it : materials)
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m_materials[it.second] = it.first;
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for (const std::pair<NzString, unsigned int>& pair : materials)
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m_materials[pair.second] = pair.first;
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return true;
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}
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@@ -64,12 +64,12 @@ void NzScene::AddToVisibilityList(NzUpdatable* object)
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void NzScene::Cull()
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{
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NzAbstractRenderQueue* renderQueue = m_impl->renderTechnique->GetRenderQueue();
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renderQueue->Clear();
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renderQueue->Clear(false);
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m_impl->visibleUpdateList.clear();
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// Frustum culling
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RecursiveFrustumCull(renderQueue, m_impl->activeCamera->GetFrustum(), &m_impl->root);
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RecursiveFrustumCull(m_impl->renderTechnique->GetRenderQueue(), m_impl->activeCamera->GetFrustum(), &m_impl->root);
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///TODO: Occlusion culling
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@@ -34,9 +34,9 @@ bool NzGLSLShader::Bind()
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bool NzGLSLShader::BindTextures()
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{
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for (auto it = m_textures.begin(); it != m_textures.end(); ++it)
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for (const std::pair<GLint, TextureSlot>& pair : m_textures)
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{
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TextureSlot& slot = it->second;
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const TextureSlot& slot = pair.second;
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if (slot.enabled)
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NzRenderer::SetTexture(slot.unit, slot.texture);
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}
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||||
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||||
@@ -1191,14 +1191,15 @@ void NzRenderer::Uninitialize()
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s_instancingBuffer = nullptr;
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||||
|
||||
// Libération des VAOs
|
||||
for (auto pair : s_vaos)
|
||||
for (auto& pair : s_vaos)
|
||||
{
|
||||
for (auto pair2 : pair.second)
|
||||
for (auto& pair2 : pair.second)
|
||||
{
|
||||
GLuint vao = static_cast<GLuint>(pair2.second);
|
||||
glDeleteVertexArrays(1, &vao);
|
||||
}
|
||||
}
|
||||
s_vaos.clear();
|
||||
|
||||
NzOpenGL::Uninitialize();
|
||||
|
||||
|
||||
@@ -126,7 +126,7 @@ void NzTextureSampler::SetDefaultAnisotropyLevel(nzUInt8 anisotropyLevel)
|
||||
|
||||
if (s_useAnisotropicFilter)
|
||||
{
|
||||
for (auto pair : s_samplers)
|
||||
for (const std::pair<nzUInt32, GLuint>& pair : s_samplers)
|
||||
{
|
||||
if (((pair.first >> 5) & 0xFF) == 0)
|
||||
glSamplerParameterf(pair.second, GL_TEXTURE_MAX_ANISOTROPY_EXT, static_cast<float>(anisotropyLevel));
|
||||
@@ -146,7 +146,7 @@ void NzTextureSampler::SetDefaultFilterMode(nzSamplerFilter filterMode)
|
||||
|
||||
s_defaultFilterMode = filterMode;
|
||||
|
||||
for (auto pair : s_samplers)
|
||||
for (const std::pair<nzUInt32, GLuint>& pair : s_samplers)
|
||||
{
|
||||
if (((pair.first >> 1) & 0x3) == nzSamplerFilter_Default)
|
||||
{
|
||||
@@ -201,7 +201,7 @@ void NzTextureSampler::SetDefaultWrapMode(nzSamplerWrap wrapMode)
|
||||
s_defaultWrapMode = wrapMode;
|
||||
|
||||
GLenum wrapEnum = NzOpenGL::SamplerWrapMode[wrapMode];
|
||||
for (auto pair : s_samplers)
|
||||
for (const std::pair<nzUInt32, GLuint>& pair : s_samplers)
|
||||
{
|
||||
if (((pair.first >> 3) & 0x3) == nzSamplerWrap_Default)
|
||||
{
|
||||
@@ -383,8 +383,8 @@ bool NzTextureSampler::Initialize()
|
||||
|
||||
void NzTextureSampler::Uninitialize()
|
||||
{
|
||||
for (auto it = s_samplers.begin(); it != s_samplers.end(); ++it)
|
||||
glDeleteSamplers(1, &it->second);
|
||||
for (const std::pair<nzUInt32, GLuint>& pair : s_samplers)
|
||||
glDeleteSamplers(1, &pair.second);
|
||||
|
||||
s_samplers.clear();
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user