Optimisations

Former-commit-id: 81d277a49b57f061a6339678bd953054e434c613
This commit is contained in:
Lynix
2013-07-03 01:17:22 +02:00
parent 3c1c04b2aa
commit b035852576
14 changed files with 179 additions and 173 deletions

View File

@@ -56,104 +56,113 @@ void NzForwardRenderTechnique::Draw(const NzScene* scene)
int lightCountLocation = -1;
// Rendu des modèles opaques
for (auto matIt : m_renderQueue.visibleModels)
for (auto& matIt : m_renderQueue.visibleModels)
{
NzMaterial* material = matIt.first;
NzForwardRenderQueue::SkeletalMeshContainer& skeletalContainer = matIt.second.first;
NzForwardRenderQueue::StaticMeshContainer& staticContainer = matIt.second.second;
// On commence par récupérer le shader du matériau
const NzShader* shader;
if (material->HasCustomShader())
shader = material->GetCustomShader();
else
shader = NzShaderBuilder::Get(material->GetShaderFlags());
// Les uniformes sont conservées au sein du shader, inutile de les renvoyer tant que le shader reste le même
if (shader != lastShader)
if (!skeletalContainer.empty() || !staticContainer.empty())
{
// On récupère l'information sur l'éclairage en même temps que la position de l'uniforme "LightCount"
lightCountLocation = shader->GetUniformLocation(nzShaderUniform_LightCount);
NzMaterial* material = matIt.first;
NzRenderer::SetShader(shader);
// Couleur ambiante de la scène
shader->SendColor(shader->GetUniformLocation(nzShaderUniform_SceneAmbient), scene->GetAmbientColor());
// Position de la caméra
shader->SendVector(shader->GetUniformLocation(nzShaderUniform_CameraPosition), camera->GetPosition());
lightCount = 0;
// On envoie les lumières directionnelles s'il y a (Les mêmes pour tous)
if (lightCountLocation != -1)
{
for (const NzLight* light : m_renderQueue.directionnalLights)
{
light->Apply(shader, lightCount++);
if (lightCount > NAZARA_RENDERER_SHADER_MAX_LIGHTCOUNT)
break; // Prévenons les bêtises des utilisateurs
}
}
lastShader = shader;
}
material->Apply(shader);
// Meshs squelettiques
/*NzForwardRenderQueue::SkeletalMeshContainer& container = matIt.second.first;
if (!container.empty())
{
NzRenderer::SetVertexBuffer(m_skinningBuffer); // Vertex buffer commun
for (auto subMeshIt : container)
{
///TODO
}
}*/
// Meshs statiques
for (auto subMeshIt : matIt.second.second)
{
NzStaticMesh* mesh = subMeshIt.first;
const NzIndexBuffer* indexBuffer = mesh->GetIndexBuffer();
const NzVertexBuffer* vertexBuffer = mesh->GetVertexBuffer();
// Gestion du draw call avant la boucle de rendu
std::function<void(nzPrimitiveMode, unsigned int, unsigned int)> drawFunc;
unsigned int indexCount;
if (indexBuffer)
{
drawFunc = NzRenderer::DrawIndexedPrimitives;
indexCount = indexBuffer->GetIndexCount();
}
// On commence par récupérer le shader du matériau
const NzShader* shader;
if (material->HasCustomShader())
shader = material->GetCustomShader();
else
{
drawFunc = NzRenderer::DrawPrimitives;
indexCount = vertexBuffer->GetVertexCount();
}
shader = NzShaderBuilder::Get(material->GetShaderFlags());
NzRenderer::SetIndexBuffer(indexBuffer);
NzRenderer::SetVertexBuffer(vertexBuffer);
for (const NzMatrix4f& matrix : subMeshIt.second)
// Les uniformes sont conservées au sein du shader, inutile de les renvoyer tant que le shader reste le même
if (shader != lastShader)
{
// Calcul des lumières les plus proches
///TODO: LightManager ?
// On récupère l'information sur l'éclairage en même temps que la position de l'uniforme "LightCount"
lightCountLocation = shader->GetUniformLocation(nzShaderUniform_LightCount);
NzRenderer::SetShader(shader);
// Couleur ambiante de la scène
shader->SendColor(shader->GetUniformLocation(nzShaderUniform_SceneAmbient), scene->GetAmbientColor());
// Position de la caméra
shader->SendVector(shader->GetUniformLocation(nzShaderUniform_CameraPosition), camera->GetPosition());
lightCount = 0;
// On envoie les lumières directionnelles s'il y a (Les mêmes pour tous)
if (lightCountLocation != -1)
{
std::vector<const NzLight*>& visibleLights = m_renderQueue.visibleLights;
lightComparator.pos = matrix.GetTranslation();
std::sort(visibleLights.begin(), visibleLights.end(), lightComparator);
unsigned int max = std::min(std::min(NAZARA_RENDERER_SHADER_MAX_LIGHTCOUNT - lightCount, m_maxLightsPerObject), static_cast<unsigned int>(visibleLights.size()));
for (unsigned int i = 0; i < max; ++i)
visibleLights[i]->Apply(shader, lightCount++);
shader->SendInteger(lightCountLocation, lightCount);
for (const NzLight* light : m_renderQueue.directionnalLights)
{
light->Apply(shader, lightCount++);
if (lightCount > NAZARA_RENDERER_SHADER_MAX_LIGHTCOUNT)
break; // Prévenons les bêtises des utilisateurs
}
}
lastShader = shader;
}
NzRenderer::SetMatrix(nzMatrixType_World, matrix);
drawFunc(mesh->GetPrimitiveMode(), 0, indexCount);
material->Apply(shader);
// Meshs squelettiques
/*if (!skeletalContainer.empty())
{
NzRenderer::SetVertexBuffer(m_skinningBuffer); // Vertex buffer commun
for (auto& subMeshIt : container)
{
///TODO
}
}*/
// Meshs statiques
for (auto& subMeshIt : staticContainer)
{
NzStaticMesh* mesh = subMeshIt.first;
std::vector<NzMatrix4f>& matrices = subMeshIt.second;
if (!matrices.empty())
{
const NzIndexBuffer* indexBuffer = mesh->GetIndexBuffer();
const NzVertexBuffer* vertexBuffer = mesh->GetVertexBuffer();
// Gestion du draw call avant la boucle de rendu
std::function<void(nzPrimitiveMode, unsigned int, unsigned int)> drawFunc;
unsigned int indexCount;
if (indexBuffer)
{
drawFunc = NzRenderer::DrawIndexedPrimitives;
indexCount = indexBuffer->GetIndexCount();
}
else
{
drawFunc = NzRenderer::DrawPrimitives;
indexCount = vertexBuffer->GetVertexCount();
}
NzRenderer::SetIndexBuffer(indexBuffer);
NzRenderer::SetVertexBuffer(vertexBuffer);
for (const NzMatrix4f& matrix : matrices)
{
// Calcul des lumières les plus proches
///TODO: LightManager ?
if (lightCountLocation != -1)
{
std::vector<const NzLight*>& visibleLights = m_renderQueue.visibleLights;
lightComparator.pos = matrix.GetTranslation();
std::sort(visibleLights.begin(), visibleLights.end(), lightComparator);
unsigned int max = std::min(std::min(NAZARA_RENDERER_SHADER_MAX_LIGHTCOUNT - lightCount, m_maxLightsPerObject), static_cast<unsigned int>(visibleLights.size()));
for (unsigned int i = 0; i < max; ++i)
visibleLights[i]->Apply(shader, lightCount++);
shader->SendInteger(lightCountLocation, lightCount);
}
NzRenderer::SetMatrix(nzMatrixType_World, matrix);
drawFunc(mesh->GetPrimitiveMode(), 0, indexCount);
}
matrices.clear();
}
}
}
}