Move SDK include and source to base
This commit is contained in:
428
src/NazaraSDK/Systems/RenderSystem.cpp
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428
src/NazaraSDK/Systems/RenderSystem.cpp
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// Copyright (C) 2017 Jérôme Leclercq
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// This file is part of the "Nazara Development Kit"
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// For conditions of distribution and use, see copyright notice in Prerequisites.hpp
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#include <NazaraSDK/Systems/RenderSystem.hpp>
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#include <Nazara/Graphics/ColorBackground.hpp>
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#include <Nazara/Graphics/ForwardRenderTechnique.hpp>
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#include <Nazara/Graphics/SceneData.hpp>
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#include <Nazara/Graphics/SkinningManager.hpp>
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#include <Nazara/Graphics/SkyboxBackground.hpp>
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#include <Nazara/Math/Rect.hpp>
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#include <Nazara/Renderer/Renderer.hpp>
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#include <NazaraSDK/Components/CameraComponent.hpp>
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#include <NazaraSDK/Components/GraphicsComponent.hpp>
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#include <NazaraSDK/Components/LightComponent.hpp>
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#include <NazaraSDK/Components/NodeComponent.hpp>
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#include <NazaraSDK/Components/ParticleGroupComponent.hpp>
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namespace Ndk
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{
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/*!
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* \ingroup NDK
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* \class Ndk::RenderSystem
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* \brief NDK class that represents the rendering system
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*
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* \remark This system is enabled if the entity is a 'camera' with the trait: CameraComponent and NodeComponent
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* or a drawable element with trait: GraphicsComponent and NodeComponent
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* or a light element with trait: LightComponent and NodeComponent
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* or a set of particles with trait: ParticleGroupComponent
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*/
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/*!
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* \brief Constructs an RenderSystem object by default
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*/
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RenderSystem::RenderSystem() :
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m_coordinateSystemMatrix(Nz::Matrix4f::Identity()),
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m_coordinateSystemInvalidated(true),
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m_forceRenderQueueInvalidation(false),
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m_isCullingEnabled(true)
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{
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ChangeRenderTechnique<Nz::ForwardRenderTechnique>();
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SetDefaultBackground(Nz::ColorBackground::New());
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SetUpdateOrder(100); //< Render last, after every movement is done
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SetMaximumUpdateRate(0.f); //< We don't want any rate limit
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}
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/*!
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* \brief Operation to perform when an entity is removed
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*
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* \param entity Pointer to the entity
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*/
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void RenderSystem::OnEntityRemoved(Entity* entity)
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{
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m_forceRenderQueueInvalidation = true; //< Hackfix until lights and particles are handled by culling list
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for (auto it = m_cameras.begin(); it != m_cameras.end(); ++it)
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{
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if (it->GetObject() == entity)
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{
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m_cameras.erase(it);
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break;
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}
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}
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if (entity->HasComponent<GraphicsComponent>())
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{
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GraphicsComponent& gfxComponent = entity->GetComponent<GraphicsComponent>();
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gfxComponent.RemoveFromCullingList(&m_drawableCulling);
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}
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}
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/*!
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* \brief Operation to perform when entity is validated for the system
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*
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* \param entity Pointer to the entity
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* \param justAdded Is the entity newly added
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*/
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void RenderSystem::OnEntityValidation(Entity* entity, bool justAdded)
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{
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NazaraUnused(justAdded);
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if (entity->HasComponent<CameraComponent>() && entity->HasComponent<NodeComponent>())
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{
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m_cameras.emplace_back(entity);
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std::sort(m_cameras.begin(), m_cameras.end(), [](const EntityHandle& handle1, const EntityHandle& handle2)
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{
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return handle1->GetComponent<CameraComponent>().GetLayer() < handle2->GetComponent<CameraComponent>().GetLayer();
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});
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}
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else
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{
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for (auto it = m_cameras.begin(); it != m_cameras.end(); ++it)
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{
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if (it->GetObject() == entity)
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{
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m_cameras.erase(it);
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break;
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}
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}
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}
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if (entity->HasComponent<GraphicsComponent>() && entity->HasComponent<NodeComponent>())
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{
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m_drawables.Insert(entity);
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GraphicsComponent& gfxComponent = entity->GetComponent<GraphicsComponent>();
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if (justAdded)
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gfxComponent.AddToCullingList(&m_drawableCulling);
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if (gfxComponent.DoesRequireRealTimeReflections())
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m_realtimeReflected.Insert(entity);
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else
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m_realtimeReflected.Remove(entity);
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}
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else
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{
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m_drawables.Remove(entity);
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m_realtimeReflected.Remove(entity);
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if (entity->HasComponent<GraphicsComponent>())
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{
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GraphicsComponent& gfxComponent = entity->GetComponent<GraphicsComponent>();
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gfxComponent.RemoveFromCullingList(&m_drawableCulling);
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}
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}
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if (entity->HasComponent<LightComponent>() && entity->HasComponent<NodeComponent>())
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{
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m_forceRenderQueueInvalidation = true; //< Hackfix until lights and particles are handled by culling list
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LightComponent& lightComponent = entity->GetComponent<LightComponent>();
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if (lightComponent.GetLightType() == Nz::LightType_Directional)
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{
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m_directionalLights.Insert(entity);
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m_pointSpotLights.Remove(entity);
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}
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else
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{
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m_directionalLights.Remove(entity);
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m_pointSpotLights.Insert(entity);
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}
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m_lights.Insert(entity);
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}
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else
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{
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m_forceRenderQueueInvalidation = true; //< Hackfix until lights and particles are handled by culling list
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m_directionalLights.Remove(entity);
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m_lights.Remove(entity);
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m_pointSpotLights.Remove(entity);
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}
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if (entity->HasComponent<ParticleGroupComponent>())
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{
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m_forceRenderQueueInvalidation = true; //< Hackfix until lights and particles are handled by culling list
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m_particleGroups.Insert(entity);
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}
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else
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{
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m_forceRenderQueueInvalidation = true; //< Hackfix until lights and particles are handled by culling list
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m_particleGroups.Remove(entity);
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}
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}
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/*!
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* \brief Operation to perform when system is updated
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*
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* \param elapsedTime Delta time used for the update
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*/
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void RenderSystem::OnUpdate(float /*elapsedTime*/)
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{
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// Invalidate every renderable if the coordinate system changed
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if (m_coordinateSystemInvalidated)
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{
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for (const Ndk::EntityHandle& drawable : m_drawables)
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{
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GraphicsComponent& graphicsComponent = drawable->GetComponent<GraphicsComponent>();
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graphicsComponent.InvalidateTransformMatrix();
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}
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m_coordinateSystemInvalidated = false;
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}
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Nz::SkinningManager::Skin();
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UpdateDynamicReflections();
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UpdatePointSpotShadowMaps();
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for (const Ndk::EntityHandle& camera : m_cameras)
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{
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CameraComponent& camComponent = camera->GetComponent<CameraComponent>();
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//UpdateDirectionalShadowMaps(camComponent);
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Nz::AbstractRenderQueue* renderQueue = m_renderTechnique->GetRenderQueue();
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// To make sure the bounding volumes used by the culling list is updated
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for (const Ndk::EntityHandle& drawable : m_drawables)
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{
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GraphicsComponent& graphicsComponent = drawable->GetComponent<GraphicsComponent>();
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graphicsComponent.EnsureBoundingVolumesUpdate();
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}
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bool forceInvalidation = false;
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const Nz::Frustumf& frustum = camComponent.GetFrustum();
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std::size_t visibilityHash;
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if (m_isCullingEnabled)
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visibilityHash = m_drawableCulling.Cull(frustum, &forceInvalidation);
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else
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visibilityHash = m_drawableCulling.FillWithAllEntries(&forceInvalidation);
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// Always regenerate renderqueue if particle groups are present for now (FIXME)
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if (!m_lights.empty() || !m_particleGroups.empty())
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forceInvalidation = true;
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if (camComponent.UpdateVisibility(visibilityHash) || m_forceRenderQueueInvalidation || forceInvalidation)
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{
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renderQueue->Clear();
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for (const GraphicsComponent* gfxComponent : m_drawableCulling.GetFullyVisibleResults())
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gfxComponent->AddToRenderQueue(renderQueue);
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for (const GraphicsComponent* gfxComponent : m_drawableCulling.GetPartiallyVisibleResults())
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gfxComponent->AddToRenderQueueByCulling(frustum, renderQueue);
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for (const Ndk::EntityHandle& light : m_lights)
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{
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LightComponent& lightComponent = light->GetComponent<LightComponent>();
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NodeComponent& lightNode = light->GetComponent<NodeComponent>();
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///TODO: Cache somehow?
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lightComponent.AddToRenderQueue(renderQueue, Nz::Matrix4f::ConcatenateAffine(m_coordinateSystemMatrix, lightNode.GetTransformMatrix()));
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}
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for (const Ndk::EntityHandle& particleGroup : m_particleGroups)
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{
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ParticleGroupComponent& groupComponent = particleGroup->GetComponent<ParticleGroupComponent>();
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groupComponent.AddToRenderQueue(renderQueue, Nz::Matrix4f::Identity()); //< ParticleGroup doesn't use any transform matrix (yet)
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}
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m_forceRenderQueueInvalidation = false;
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}
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camComponent.ApplyView();
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Nz::SceneData sceneData;
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sceneData.ambientColor = Nz::Color(25, 25, 25);
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sceneData.background = m_background;
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sceneData.globalReflectionTexture = nullptr;
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sceneData.viewer = &camComponent;
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if (m_background && m_background->GetBackgroundType() == Nz::BackgroundType_Skybox)
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sceneData.globalReflectionTexture = static_cast<Nz::SkyboxBackground*>(m_background.Get())->GetTexture();
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m_renderTechnique->Clear(sceneData);
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m_renderTechnique->Draw(sceneData);
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}
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}
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/*!
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* \brief Updates the directional shadow maps according to the position of the viewer
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*
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* \param viewer Viewer of the scene
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*/
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void RenderSystem::UpdateDynamicReflections()
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{
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Nz::SceneData dummySceneData;
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dummySceneData.ambientColor = Nz::Color(0, 0, 0);
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dummySceneData.background = nullptr;
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dummySceneData.viewer = nullptr; //< Depth technique doesn't require any viewer
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for (const Ndk::EntityHandle& handle : m_realtimeReflected)
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{
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//NazaraWarning("Realtime reflected: #" + handle->ToString());
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}
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}
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void RenderSystem::UpdateDirectionalShadowMaps(const Nz::AbstractViewer& /*viewer*/)
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{
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if (!m_shadowRT.IsValid())
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m_shadowRT.Create();
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Nz::SceneData dummySceneData;
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dummySceneData.ambientColor = Nz::Color(0, 0, 0);
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dummySceneData.background = nullptr;
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dummySceneData.viewer = nullptr; //< Depth technique doesn't require any viewer
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for (const Ndk::EntityHandle& light : m_directionalLights)
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{
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LightComponent& lightComponent = light->GetComponent<LightComponent>();
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NodeComponent& lightNode = light->GetComponent<NodeComponent>();
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if (!lightComponent.IsShadowCastingEnabled())
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continue;
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Nz::Vector2ui shadowMapSize(lightComponent.GetShadowMap()->GetSize());
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m_shadowRT.AttachTexture(Nz::AttachmentPoint_Depth, 0, lightComponent.GetShadowMap());
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Nz::Renderer::SetTarget(&m_shadowRT);
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Nz::Renderer::SetViewport(Nz::Recti(0, 0, shadowMapSize.x, shadowMapSize.y));
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Nz::AbstractRenderQueue* renderQueue = m_shadowTechnique.GetRenderQueue();
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renderQueue->Clear();
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///TODO: Culling
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for (const Ndk::EntityHandle& drawable : m_drawables)
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{
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GraphicsComponent& graphicsComponent = drawable->GetComponent<GraphicsComponent>();
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graphicsComponent.AddToRenderQueue(renderQueue);
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}
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///TODO: Cache the matrices in the light?
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Nz::Renderer::SetMatrix(Nz::MatrixType_Projection, Nz::Matrix4f::Ortho(0.f, 100.f, 100.f, 0.f, 1.f, 100.f));
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Nz::Renderer::SetMatrix(Nz::MatrixType_View, Nz::Matrix4f::ViewMatrix(lightNode.GetRotation() * Nz::Vector3f::Forward() * 100.f, lightNode.GetRotation()));
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m_shadowTechnique.Clear(dummySceneData);
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m_shadowTechnique.Draw(dummySceneData);
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}
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}
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/*!
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* \brief Updates the point spot shadow maps
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*/
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void RenderSystem::UpdatePointSpotShadowMaps()
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{
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if (!m_shadowRT.IsValid())
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m_shadowRT.Create();
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Nz::SceneData dummySceneData;
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dummySceneData.ambientColor = Nz::Color(0, 0, 0);
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dummySceneData.background = nullptr;
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dummySceneData.viewer = nullptr; //< Depth technique doesn't require any viewer
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for (const Ndk::EntityHandle& light : m_pointSpotLights)
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{
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LightComponent& lightComponent = light->GetComponent<LightComponent>();
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NodeComponent& lightNode = light->GetComponent<NodeComponent>();
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if (!lightComponent.IsShadowCastingEnabled())
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continue;
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Nz::Vector2ui shadowMapSize(lightComponent.GetShadowMap()->GetSize());
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switch (lightComponent.GetLightType())
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{
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case Nz::LightType_Directional:
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NazaraInternalError("Directional lights included in point/spot light list");
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break;
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case Nz::LightType_Point:
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{
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static Nz::Quaternionf rotations[6] =
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{
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Nz::Quaternionf::RotationBetween(Nz::Vector3f::Forward(), Nz::Vector3f::UnitX()), // CubemapFace_PositiveX
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Nz::Quaternionf::RotationBetween(Nz::Vector3f::Forward(), -Nz::Vector3f::UnitX()), // CubemapFace_NegativeX
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Nz::Quaternionf::RotationBetween(Nz::Vector3f::Forward(), -Nz::Vector3f::UnitY()), // CubemapFace_PositiveY
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Nz::Quaternionf::RotationBetween(Nz::Vector3f::Forward(), Nz::Vector3f::UnitY()), // CubemapFace_NegativeY
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Nz::Quaternionf::RotationBetween(Nz::Vector3f::Forward(), -Nz::Vector3f::UnitZ()), // CubemapFace_PositiveZ
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Nz::Quaternionf::RotationBetween(Nz::Vector3f::Forward(), Nz::Vector3f::UnitZ()) // CubemapFace_NegativeZ
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};
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for (unsigned int face = 0; face < 6; ++face)
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{
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m_shadowRT.AttachTexture(Nz::AttachmentPoint_Depth, 0, lightComponent.GetShadowMap(), face);
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Nz::Renderer::SetTarget(&m_shadowRT);
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Nz::Renderer::SetViewport(Nz::Recti(0, 0, shadowMapSize.x, shadowMapSize.y));
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///TODO: Cache the matrices in the light?
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Nz::Renderer::SetMatrix(Nz::MatrixType_Projection, Nz::Matrix4f::Perspective(Nz::FromDegrees(90.f), 1.f, 0.1f, lightComponent.GetRadius()));
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Nz::Renderer::SetMatrix(Nz::MatrixType_View, Nz::Matrix4f::ViewMatrix(lightNode.GetPosition(), rotations[face]));
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Nz::AbstractRenderQueue* renderQueue = m_shadowTechnique.GetRenderQueue();
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renderQueue->Clear();
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///TODO: Culling
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for (const Ndk::EntityHandle& drawable : m_drawables)
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{
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GraphicsComponent& graphicsComponent = drawable->GetComponent<GraphicsComponent>();
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graphicsComponent.AddToRenderQueue(renderQueue);
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}
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m_shadowTechnique.Clear(dummySceneData);
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m_shadowTechnique.Draw(dummySceneData);
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}
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break;
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}
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case Nz::LightType_Spot:
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{
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m_shadowRT.AttachTexture(Nz::AttachmentPoint_Depth, 0, lightComponent.GetShadowMap());
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Nz::Renderer::SetTarget(&m_shadowRT);
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Nz::Renderer::SetViewport(Nz::Recti(0, 0, shadowMapSize.x, shadowMapSize.y));
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///TODO: Cache the matrices in the light?
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Nz::Renderer::SetMatrix(Nz::MatrixType_Projection, Nz::Matrix4f::Perspective(lightComponent.GetOuterAngle()*2.f, 1.f, 0.1f, lightComponent.GetRadius()));
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Nz::Renderer::SetMatrix(Nz::MatrixType_View, Nz::Matrix4f::ViewMatrix(lightNode.GetPosition(), lightNode.GetRotation()));
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Nz::AbstractRenderQueue* renderQueue = m_shadowTechnique.GetRenderQueue();
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renderQueue->Clear();
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///TODO: Culling
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for (const Ndk::EntityHandle& drawable : m_drawables)
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{
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GraphicsComponent& graphicsComponent = drawable->GetComponent<GraphicsComponent>();
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graphicsComponent.AddToRenderQueue(renderQueue);
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}
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m_shadowTechnique.Clear(dummySceneData);
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m_shadowTechnique.Draw(dummySceneData);
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break;
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}
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}
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}
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}
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SystemIndex RenderSystem::systemIndex;
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}
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