From c901b5808ec02942a3546407b9200b829faf9b3e Mon Sep 17 00:00:00 2001 From: Lynix Date: Wed, 28 May 2014 01:00:18 +0200 Subject: [PATCH] Added new abstract renderqueue rendering Former-commit-id: 35e66174ccc3de3b43571f12a149e6d3c59cc2c9 --- .../Nazara/Graphics/AbstractRenderQueue.hpp | 7 +- .../Nazara/Graphics/DeferredRenderQueue.hpp | 30 +- .../Nazara/Graphics/ForwardRenderQueue.hpp | 51 +-- src/Nazara/Graphics/DeferredGeometryPass.cpp | 71 ++-- src/Nazara/Graphics/DeferredRenderQueue.cpp | 272 ++++++++------- src/Nazara/Graphics/ForwardRenderQueue.cpp | 322 ++++++++---------- .../Graphics/ForwardRenderTechnique.cpp | 172 ++++------ 7 files changed, 407 insertions(+), 518 deletions(-) diff --git a/include/Nazara/Graphics/AbstractRenderQueue.hpp b/include/Nazara/Graphics/AbstractRenderQueue.hpp index 2a97b4c22..c3a9de2e4 100644 --- a/include/Nazara/Graphics/AbstractRenderQueue.hpp +++ b/include/Nazara/Graphics/AbstractRenderQueue.hpp @@ -9,14 +9,15 @@ #include #include +#include #include +#include class NzDrawable; class NzLight; class NzMaterial; -class NzModel; class NzSprite; -class NzSubMesh; +struct NzMeshData; class NAZARA_API NzAbstractRenderQueue : NzNonCopyable { @@ -26,8 +27,8 @@ class NAZARA_API NzAbstractRenderQueue : NzNonCopyable virtual void AddDrawable(const NzDrawable* drawable) = 0; virtual void AddLight(const NzLight* light) = 0; + virtual void AddMesh(const NzMaterial* material, const NzMeshData& meshData, const NzBoxf& meshAABB, const NzMatrix4f& transformMatrix) = 0; virtual void AddSprite(const NzSprite* sprite) = 0; - virtual void AddSubMesh(const NzMaterial* material, const NzSubMesh* subMesh, const NzMatrix4f& transformMatrix) = 0; virtual void Clear(bool fully) = 0; }; diff --git a/include/Nazara/Graphics/DeferredRenderQueue.hpp b/include/Nazara/Graphics/DeferredRenderQueue.hpp index cb7f72a70..8cec0ecea 100644 --- a/include/Nazara/Graphics/DeferredRenderQueue.hpp +++ b/include/Nazara/Graphics/DeferredRenderQueue.hpp @@ -13,6 +13,7 @@ #include #include #include +#include #include #include @@ -29,22 +30,11 @@ class NAZARA_API NzDeferredRenderQueue : public NzAbstractRenderQueue, NzResourc void AddDrawable(const NzDrawable* drawable) override; void AddLight(const NzLight* light) override; + void AddMesh(const NzMaterial* material, const NzMeshData& meshData, const NzBoxf& meshAABB, const NzMatrix4f& transformMatrix) override; void AddSprite(const NzSprite* sprite) override; - void AddSubMesh(const NzMaterial* material, const NzSubMesh* subMesh, const NzMatrix4f& transformMatrix) override; void Clear(bool fully); - struct SkeletalData - { - ///TODO - NzMatrix4f transformMatrix; - }; - - struct StaticData - { - NzMatrix4f transformMatrix; - }; - struct BatchedModelMaterialComparator { bool operator()(const NzMaterial* mat1, const NzMaterial* mat2); @@ -55,23 +45,17 @@ class NAZARA_API NzDeferredRenderQueue : public NzAbstractRenderQueue, NzResourc bool operator()(const NzMaterial* mat1, const NzMaterial* mat2); }; - struct BatchedSkeletalMeshComparator + struct MeshDataComparator { - bool operator()(const NzSkeletalMesh* subMesh1, const NzSkeletalMesh* subMesh2); + bool operator()(const NzMeshData& data1, const NzMeshData& data2); }; - struct BatchedStaticMeshComparator - { - bool operator()(const NzStaticMesh* subMesh1, const NzStaticMesh* subMesh2); - }; - - typedef std::map, BatchedSkeletalMeshComparator> BatchedSkeletalMeshContainer; - typedef std::map, BatchedStaticMeshComparator> BatchedStaticMeshContainer; - typedef std::map, BatchedModelMaterialComparator> BatchedModelContainer; + typedef std::map, MeshDataComparator> MeshInstanceContainer; + typedef std::map, BatchedModelMaterialComparator> ModelBatches; typedef std::map> BatchedSpriteContainer; typedef std::vector LightContainer; - BatchedModelContainer opaqueModels; + ModelBatches opaqueModels; BatchedSpriteContainer sprites; LightContainer directionalLights; LightContainer pointLights; diff --git a/include/Nazara/Graphics/ForwardRenderQueue.hpp b/include/Nazara/Graphics/ForwardRenderQueue.hpp index 24f4724c5..85710cd0d 100644 --- a/include/Nazara/Graphics/ForwardRenderQueue.hpp +++ b/include/Nazara/Graphics/ForwardRenderQueue.hpp @@ -13,6 +13,7 @@ #include #include #include +#include #include #include @@ -31,8 +32,8 @@ class NAZARA_API NzForwardRenderQueue : public NzAbstractRenderQueue, NzResource void AddDrawable(const NzDrawable* drawable) override; void AddLight(const NzLight* light) override; + void AddMesh(const NzMaterial* material, const NzMeshData& meshData, const NzBoxf& meshAABB, const NzMatrix4f& transformMatrix) override; void AddSprite(const NzSprite* sprite) override; - void AddSubMesh(const NzMaterial* material, const NzSubMesh* subMesh, const NzMatrix4f& transformMatrix) override; void Clear(bool fully); @@ -42,35 +43,14 @@ class NAZARA_API NzForwardRenderQueue : public NzAbstractRenderQueue, NzResource bool OnResourceDestroy(const NzResource* resource, int index) override; void OnResourceReleased(const NzResource* resource, int index) override; - struct SkeletalData - { - ///TODO - NzMatrix4f transformMatrix; - }; - - struct StaticData - { - NzMatrix4f transformMatrix; - }; - - struct TransparentModel + struct TransparentModelData { NzMatrix4f transformMatrix; + NzMeshData meshData; NzSpheref boundingSphere; const NzMaterial* material; }; - struct TransparentSkeletalModel : public TransparentModel - { - ///TODO - }; - - struct TransparentStaticModel : public TransparentModel - { - const NzStaticMesh* mesh; - }; - - struct BatchedModelMaterialComparator { bool operator()(const NzMaterial* mat1, const NzMaterial* mat2); @@ -81,28 +61,21 @@ class NAZARA_API NzForwardRenderQueue : public NzAbstractRenderQueue, NzResource bool operator()(const NzMaterial* mat1, const NzMaterial* mat2); }; - struct BatchedSkeletalMeshComparator + struct MeshDataComparator { - bool operator()(const NzSkeletalMesh* subMesh1, const NzSkeletalMesh* subMesh2); + bool operator()(const NzMeshData& data1, const NzMeshData& data2); }; - struct BatchedStaticMeshComparator - { - bool operator()(const NzStaticMesh* subMesh1, const NzStaticMesh* subMesh2); - }; - - typedef std::map, BatchedSkeletalMeshComparator> BatchedSkeletalMeshContainer; - typedef std::map>, BatchedStaticMeshComparator> BatchedStaticMeshContainer; - typedef std::map, BatchedModelMaterialComparator> BatchedModelContainer; + typedef std::map>, MeshDataComparator> MeshInstanceContainer; + typedef std::map, BatchedModelMaterialComparator> ModelBatches; typedef std::map> BatchedSpriteContainer; typedef std::vector LightContainer; - typedef std::vector> TransparentModelContainer; + typedef std::vector TransparentModelContainer; - BatchedModelContainer opaqueModels; + ModelBatches opaqueModels; BatchedSpriteContainer sprites; - TransparentModelContainer transparentsModels; - std::vector transparentSkeletalModels; - std::vector transparentStaticModels; + TransparentModelContainer transparentModels; + std::vector transparentModelData; std::vector otherDrawables; LightContainer directionalLights; LightContainer lights; diff --git a/src/Nazara/Graphics/DeferredGeometryPass.cpp b/src/Nazara/Graphics/DeferredGeometryPass.cpp index 5b2cfd5f9..e1a008493 100644 --- a/src/Nazara/Graphics/DeferredGeometryPass.cpp +++ b/src/Nazara/Graphics/DeferredGeometryPass.cpp @@ -58,10 +58,9 @@ bool NzDeferredGeometryPass::Process(const NzScene* scene, unsigned int firstWor if (used) { bool& renderQueueInstancing = std::get<1>(matIt.second); - NzDeferredRenderQueue::BatchedSkeletalMeshContainer& skeletalContainer = std::get<2>(matIt.second); - NzDeferredRenderQueue::BatchedStaticMeshContainer& staticContainer = std::get<3>(matIt.second); + NzDeferredRenderQueue::MeshInstanceContainer& meshInstances = std::get<2>(matIt.second); - if (!skeletalContainer.empty() || !staticContainer.empty()) + if (!meshInstances.empty()) { const NzMaterial* material = matIt.first; @@ -88,26 +87,16 @@ bool NzDeferredGeometryPass::Process(const NzScene* scene, unsigned int firstWor lastShader = shader; } - // Meshs squelettiques - /*if (!skeletalContainer.empty()) + // Meshes + for (auto& meshIt : meshInstances) { - NzRenderer::SetVertexBuffer(m_skinningBuffer); // Vertex buffer commun - for (auto& subMeshIt : container) - { - ///TODO - } - }*/ + const NzMeshData& meshData = meshIt.first; + std::vector& instances = meshIt.second; - // Meshs statiques - for (auto& subMeshIt : staticContainer) - { - const NzStaticMesh* mesh = subMeshIt.first; - std::vector& staticData = subMeshIt.second; - - if (!staticData.empty()) + if (!instances.empty()) { - const NzIndexBuffer* indexBuffer = mesh->GetIndexBuffer(); - const NzVertexBuffer* vertexBuffer = mesh->GetVertexBuffer(); + const NzIndexBuffer* indexBuffer = meshData.indexBuffer; + const NzVertexBuffer* vertexBuffer = meshData.vertexBuffer; // Gestion du draw call avant la boucle de rendu std::function DrawFunc; @@ -130,49 +119,43 @@ bool NzDeferredGeometryPass::Process(const NzScene* scene, unsigned int firstWor NzRenderer::SetIndexBuffer(indexBuffer); NzRenderer::SetVertexBuffer(vertexBuffer); - nzPrimitiveMode primitiveMode = mesh->GetPrimitiveMode(); if (useInstancing) { + // On récupère le buffer d'instancing du Renderer et on le configure pour fonctionner avec des matrices NzVertexBuffer* instanceBuffer = NzRenderer::GetInstanceBuffer(); - instanceBuffer->SetVertexDeclaration(NzVertexDeclaration::Get(nzVertexLayout_Matrix4)); - unsigned int stride = instanceBuffer->GetStride(); - - const NzDeferredRenderQueue::StaticData* data = &staticData[0]; - unsigned int instanceCount = staticData.size(); - unsigned int maxInstanceCount = instanceBuffer->GetVertexCount(); // Le nombre de sommets maximum avec la déclaration donnée plus hautg + const NzMatrix4f* instanceMatrices = &instances[0]; + unsigned int instanceCount = instances.size(); + unsigned int maxInstanceCount = instanceBuffer->GetVertexCount(); // Le nombre de matrices que peut contenir le buffer while (instanceCount > 0) { + // On calcule le nombre d'instances que l'on pourra afficher cette fois-ci (Selon la taille du buffer d'instancing) unsigned int renderedInstanceCount = std::min(instanceCount, maxInstanceCount); instanceCount -= renderedInstanceCount; - NzBufferMapper mapper(instanceBuffer, nzBufferAccess_DiscardAndWrite, 0, renderedInstanceCount); - nzUInt8* ptr = reinterpret_cast(mapper.GetPointer()); + // On remplit l'instancing buffer avec nos matrices world + instanceBuffer->Fill(instanceMatrices, 0, renderedInstanceCount, true); + instanceMatrices += renderedInstanceCount; - for (unsigned int i = 0; i < renderedInstanceCount; ++i) - { - std::memcpy(ptr, data->transformMatrix, sizeof(float)*16); - - data++; - ptr += stride; - } - - mapper.Unmap(); - - InstancedDrawFunc(renderedInstanceCount, primitiveMode, 0, indexCount); + // Et on affiche + InstancedDrawFunc(renderedInstanceCount, meshData.primitiveMode, 0, indexCount); } } else { - for (const NzDeferredRenderQueue::StaticData& data : staticData) + // Sans instancing, on doit effectuer un drawcall pour chaque instance + // Cela reste néanmoins plus rapide que l'instancing en dessous d'un certain nombre d'instances + // À cause du temps de modification du buffer d'instancing + for (const NzMatrix4f& matrix : instances) { - NzRenderer::SetMatrix(nzMatrixType_World, data.transformMatrix); - DrawFunc(primitiveMode, 0, indexCount); + NzRenderer::SetMatrix(nzMatrixType_World, matrix); + DrawFunc(meshData.primitiveMode, 0, indexCount); } } - staticData.clear(); + + instances.clear(); } } } diff --git a/src/Nazara/Graphics/DeferredRenderQueue.cpp b/src/Nazara/Graphics/DeferredRenderQueue.cpp index c2cfc5bed..c4e393ec1 100644 --- a/src/Nazara/Graphics/DeferredRenderQueue.cpp +++ b/src/Nazara/Graphics/DeferredRenderQueue.cpp @@ -9,17 +9,15 @@ #include #include #include -#include -#include #include namespace { enum ResourceType { + ResourceType_IndexBuffer, ResourceType_Material, - ResourceType_SkeletalMesh, - ResourceType_StaticMesh + ResourceType_VertexBuffer }; } @@ -66,6 +64,45 @@ void NzDeferredRenderQueue::AddLight(const NzLight* light) m_forwardQueue->AddLight(light); } +void NzDeferredRenderQueue::AddMesh(const NzMaterial* material, const NzMeshData& meshData, const NzBoxf& meshAABB, const NzMatrix4f& transformMatrix) +{ + if (material->IsEnabled(nzRendererParameter_Blend)) + m_forwardQueue->AddMesh(material, meshData, meshAABB, transformMatrix); + else + { + ModelBatches::iterator it = opaqueModels.find(material); + if (it == opaqueModels.end()) + { + it = opaqueModels.insert(std::make_pair(material, ModelBatches::mapped_type())).first; + material->AddResourceListener(this, ResourceType_Material); + } + + bool& used = std::get<0>(it->second); + bool& enableInstancing = std::get<1>(it->second); + MeshInstanceContainer& meshMap = std::get<2>(it->second); + + used = true; + + MeshInstanceContainer::iterator it2 = meshMap.find(meshData); + if (it2 == meshMap.end()) + { + it2 = meshMap.insert(std::make_pair(meshData, MeshInstanceContainer::mapped_type())).first; + + if (meshData.indexBuffer) + meshData.indexBuffer->AddResourceListener(this, ResourceType_IndexBuffer); + + meshData.vertexBuffer->AddResourceListener(this, ResourceType_VertexBuffer); + } + + std::vector& instances = it2->second; + instances.push_back(transformMatrix); + + // Avons-nous suffisamment d'instances pour que le coût d'utilisation de l'instancing soit payé ? + if (instances.size() >= NAZARA_GRAPHICS_INSTANCING_MIN_INSTANCES_COUNT) + enableInstancing = true; // Apparemment oui, activons l'instancing avec ce matériau + } +} + void NzDeferredRenderQueue::AddSprite(const NzSprite* sprite) { #if NAZARA_GRAPHICS_SAFE @@ -91,75 +128,6 @@ void NzDeferredRenderQueue::AddSprite(const NzSprite* sprite) m_forwardQueue->AddSprite(sprite); } -void NzDeferredRenderQueue::AddSubMesh(const NzMaterial* material, const NzSubMesh* subMesh, const NzMatrix4f& transformMatrix) -{ - switch (subMesh->GetAnimationType()) - { - case nzAnimationType_Skeletal: - { - ///TODO - /* - ** Il y a ici deux choses importantes à gérer: - ** -Pour commencer, la mise en cache de std::vector suffisamment grands pour contenir le résultat du skinning - ** l'objectif ici est d'éviter une allocation à chaque frame, donc de réutiliser un tableau existant - ** Note: Il faudrait évaluer aussi la possibilité de conserver le buffer d'une frame à l'autre. - ** Ceci permettant de ne pas skinner inutilement ce qui ne bouge pas, ou de skinner partiellement un mesh. - ** Il faut cependant voir où stocker ce set de buffers, qui doit être communs à toutes les RQ d'une même scène. - ** - ** -Ensuite, la possibilité de regrouper les modèles skinnés identiques, une centaine de soldats marchant au pas - ** ne devrait requérir qu'un skinning. - */ - NazaraError("Skeletal mesh not supported yet, sorry"); - break; - } - - case nzAnimationType_Static: - { - if (material->IsEnabled(nzRendererParameter_Blend)) - m_forwardQueue->AddSubMesh(material, subMesh, transformMatrix); - else - { - const NzStaticMesh* staticMesh = static_cast(subMesh); - - auto it = opaqueModels.find(material); - if (it == opaqueModels.end()) - { - it = opaqueModels.insert(std::make_pair(material, BatchedModelContainer::mapped_type())).first; - material->AddResourceListener(this, ResourceType_Material); - } - - bool& used = std::get<0>(it->second); - bool& enableInstancing = std::get<1>(it->second); - - used = true; - - auto& meshMap = std::get<3>(it->second); - - auto it2 = meshMap.find(staticMesh); - if (it2 == meshMap.end()) - { - it2 = meshMap.insert(std::make_pair(staticMesh, BatchedStaticMeshContainer::mapped_type())).first; - staticMesh->AddResourceListener(this, ResourceType_StaticMesh); - } - - std::vector& staticDataContainer = it2->second; - - unsigned int instanceCount = staticDataContainer.size() + 1; - - // Avons-nous suffisamment d'instances pour que le coût d'utilisation de l'instancing soit payé ? - if (instanceCount >= NAZARA_GRAPHICS_INSTANCING_MIN_INSTANCES_COUNT) - enableInstancing = true; // Apparemment oui, activons l'instancing avec ce matériau - - staticDataContainer.resize(instanceCount); - StaticData& data = staticDataContainer.back(); - data.transformMatrix = transformMatrix; - } - - break; - } - } -} - void NzDeferredRenderQueue::Clear(bool fully) { directionalLights.clear(); @@ -173,18 +141,15 @@ void NzDeferredRenderQueue::Clear(bool fully) const NzMaterial* material = matIt.first; material->RemoveResourceListener(this); - BatchedSkeletalMeshContainer& skeletalContainer = std::get<2>(matIt.second); - for (auto& meshIt : skeletalContainer) + MeshInstanceContainer& instances = std::get<2>(matIt.second); + for (auto& instanceIt : instances) { - const NzSkeletalMesh* skeletalMesh = meshIt.first; - skeletalMesh->RemoveResourceListener(this); - } + const NzMeshData& renderData = instanceIt.first; - BatchedStaticMeshContainer& staticContainer = std::get<3>(matIt.second); - for (auto& meshIt : staticContainer) - { - const NzStaticMesh* staticMesh = meshIt.first; - staticMesh->RemoveResourceListener(this); + if (renderData.indexBuffer) + renderData.indexBuffer->RemoveResourceListener(this); + + renderData.vertexBuffer->RemoveResourceListener(this); } } @@ -199,23 +164,41 @@ bool NzDeferredRenderQueue::OnResourceDestroy(const NzResource* resource, int in { switch (index) { + case ResourceType_IndexBuffer: + { + for (auto& modelPair : opaqueModels) + { + MeshInstanceContainer& meshes = std::get<2>(modelPair.second); + for (auto it = meshes.begin(); it != meshes.end();) + { + const NzMeshData& renderData = it->first; + if (renderData.indexBuffer == resource) + it = meshes.erase(it); + else + ++it; + } + } + break; + } + case ResourceType_Material: opaqueModels.erase(static_cast(resource)); break; - case ResourceType_SkeletalMesh: + case ResourceType_VertexBuffer: { - for (auto& pair : opaqueModels) - std::get<2>(pair.second).erase(static_cast(resource)); - - break; - } - - case ResourceType_StaticMesh: - { - for (auto& pair : opaqueModels) - std::get<3>(pair.second).erase(static_cast(resource)); - + for (auto& modelPair : opaqueModels) + { + MeshInstanceContainer& meshes = std::get<2>(modelPair.second); + for (auto it = meshes.begin(); it != meshes.end();) + { + const NzMeshData& renderData = it->first; + if (renderData.vertexBuffer == resource) + it = meshes.erase(it); + else + ++it; + } + } break; } } @@ -225,7 +208,58 @@ bool NzDeferredRenderQueue::OnResourceDestroy(const NzResource* resource, int in void NzDeferredRenderQueue::OnResourceReleased(const NzResource* resource, int index) { - OnResourceDestroy(resource, index); + // La ressource vient d'être libérée, nous ne pouvons donc plus utiliser la méthode traditionnelle de recherche + // des pointeurs stockés (À cause de la fonction de triage utilisant des spécificités des ressources) + + switch (index) + { + case ResourceType_IndexBuffer: + { + for (auto& modelPair : opaqueModels) + { + MeshInstanceContainer& meshes = std::get<2>(modelPair.second); + for (auto it = meshes.begin(); it != meshes.end();) + { + const NzMeshData& renderData = it->first; + if (renderData.indexBuffer == resource) + it = meshes.erase(it); + else + ++it; + } + } + break; + } + + case ResourceType_Material: + { + for (auto it = opaqueModels.begin(); it != opaqueModels.end(); ++it) + { + if (it->first == resource) + { + opaqueModels.erase(it); + break; + } + } + break; + } + + case ResourceType_VertexBuffer: + { + for (auto& modelPair : opaqueModels) + { + MeshInstanceContainer& meshes = std::get<2>(modelPair.second); + for (auto it = meshes.begin(); it != meshes.end();) + { + const NzMeshData& renderData = it->first; + if (renderData.vertexBuffer == resource) + it = meshes.erase(it); + else + ++it; + } + } + break; + } + } } bool NzDeferredRenderQueue::BatchedModelMaterialComparator::operator()(const NzMaterial* mat1, const NzMaterial* mat2) @@ -237,7 +271,6 @@ bool NzDeferredRenderQueue::BatchedModelMaterialComparator::operator()(const NzM const NzShader* shader1 = mat1->GetShaderInstance(nzShaderFlags_Deferred)->GetShader(); const NzShader* shader2 = mat2->GetShaderInstance(nzShaderFlags_Deferred)->GetShader(); - if (shader1 != shader2) return shader1 < shader2; @@ -258,7 +291,6 @@ bool NzDeferredRenderQueue::BatchedSpriteMaterialComparator::operator()(const Nz const NzShader* shader1 = mat1->GetShaderInstance(nzShaderFlags_Deferred)->GetShader(); const NzShader* shader2 = mat2->GetShaderInstance(nzShaderFlags_Deferred)->GetShader(); - if (shader1 != shader2) return shader1 < shader2; @@ -270,38 +302,20 @@ bool NzDeferredRenderQueue::BatchedSpriteMaterialComparator::operator()(const Nz return mat1 < mat2; } -bool NzDeferredRenderQueue::BatchedSkeletalMeshComparator::operator()(const NzSkeletalMesh* subMesh1, const NzSkeletalMesh* subMesh2) +bool NzDeferredRenderQueue::MeshDataComparator::operator()(const NzMeshData& data1, const NzMeshData& data2) { - const NzIndexBuffer* iBuffer1 = subMesh1->GetIndexBuffer(); - const NzBuffer* buffer1 = (iBuffer1) ? iBuffer1->GetBuffer() : nullptr; + const NzBuffer* buffer1; + const NzBuffer* buffer2; - const NzIndexBuffer* iBuffer2 = subMesh1->GetIndexBuffer(); - const NzBuffer* buffer2 = (iBuffer2) ? iBuffer2->GetBuffer() : nullptr; - - if (buffer1 == buffer2) - return subMesh1 < subMesh2; - else - return buffer2 < buffer2; -} - -bool NzDeferredRenderQueue::BatchedStaticMeshComparator::operator()(const NzStaticMesh* subMesh1, const NzStaticMesh* subMesh2) -{ - const NzIndexBuffer* iBuffer1 = subMesh1->GetIndexBuffer(); - const NzBuffer* buffer1 = (iBuffer1) ? iBuffer1->GetBuffer() : nullptr; - - const NzIndexBuffer* iBuffer2 = subMesh2->GetIndexBuffer(); - const NzBuffer* buffer2 = (iBuffer2) ? iBuffer2->GetBuffer() : nullptr; - - if (buffer1 == buffer2) - { - buffer1 = subMesh1->GetVertexBuffer()->GetBuffer(); - buffer2 = subMesh2->GetVertexBuffer()->GetBuffer(); - - if (buffer1 == buffer2) - return subMesh1 < subMesh2; - else - return buffer1 < buffer2; - } - else + buffer1 = (data1.indexBuffer) ? data1.indexBuffer->GetBuffer() : nullptr; + buffer2 = (data2.indexBuffer) ? data2.indexBuffer->GetBuffer() : nullptr; + if (buffer1 != buffer2) return buffer1 < buffer2; + + buffer1 = data1.vertexBuffer->GetBuffer(); + buffer2 = data2.vertexBuffer->GetBuffer(); + if (buffer1 != buffer2) + return buffer1 < buffer2; + + return data1.primitiveMode < data2.primitiveMode; } diff --git a/src/Nazara/Graphics/ForwardRenderQueue.cpp b/src/Nazara/Graphics/ForwardRenderQueue.cpp index 261421a25..3b4ee7f4e 100644 --- a/src/Nazara/Graphics/ForwardRenderQueue.cpp +++ b/src/Nazara/Graphics/ForwardRenderQueue.cpp @@ -16,9 +16,9 @@ namespace { enum ResourceType { + ResourceType_IndexBuffer, ResourceType_Material, - ResourceType_SkeletalMesh, - ResourceType_StaticMesh + ResourceType_VertexBuffer }; } @@ -68,6 +68,59 @@ void NzForwardRenderQueue::AddLight(const NzLight* light) } } +void NzForwardRenderQueue::AddMesh(const NzMaterial* material, const NzMeshData& meshData, const NzBoxf& meshAABB, const NzMatrix4f& transformMatrix) +{ + if (material->IsEnabled(nzRendererParameter_Blend)) + { + unsigned int index = transparentModelData.size(); + transparentModelData.resize(index+1); + + TransparentModelData& data = transparentModelData.back(); + data.boundingSphere = NzSpheref(transformMatrix.GetTranslation() + meshAABB.GetCenter(), meshAABB.GetSquaredRadius()); + data.material = material; + data.meshData = meshData; + data.transformMatrix = transformMatrix; + + transparentModels.push_back(index); + } + else + { + ModelBatches::iterator it = opaqueModels.find(material); + if (it == opaqueModels.end()) + { + it = opaqueModels.insert(std::make_pair(material, ModelBatches::mapped_type())).first; + material->AddResourceListener(this, ResourceType_Material); + } + + bool& used = std::get<0>(it->second); + bool& enableInstancing = std::get<1>(it->second); + MeshInstanceContainer& meshMap = std::get<2>(it->second); + + used = true; + + MeshInstanceContainer::iterator it2 = meshMap.find(meshData); + if (it2 == meshMap.end()) + { + it2 = meshMap.insert(std::make_pair(meshData, MeshInstanceContainer::mapped_type())).first; + + NzSpheref& squaredBoundingSphere = it2->second.first; + squaredBoundingSphere.Set(meshAABB.GetSquaredBoundingSphere()); + + if (meshData.indexBuffer) + meshData.indexBuffer->AddResourceListener(this, ResourceType_IndexBuffer); + + meshData.vertexBuffer->AddResourceListener(this, ResourceType_VertexBuffer); + } + + std::vector& instances = it2->second.second; + instances.push_back(transformMatrix); + + // Avons-nous suffisamment d'instances pour que le coût d'utilisation de l'instancing soit payé ? + if (instances.size() >= NAZARA_GRAPHICS_INSTANCING_MIN_INSTANCES_COUNT) + enableInstancing = true; // Apparemment oui, activons l'instancing avec ce matériau + } +} + void NzForwardRenderQueue::AddSprite(const NzSprite* sprite) { #if NAZARA_GRAPHICS_SAFE @@ -87,100 +140,13 @@ void NzForwardRenderQueue::AddSprite(const NzSprite* sprite) sprites[sprite->GetMaterial()].push_back(sprite); } -void NzForwardRenderQueue::AddSubMesh(const NzMaterial* material, const NzSubMesh* subMesh, const NzMatrix4f& transformMatrix) -{ - switch (subMesh->GetAnimationType()) - { - case nzAnimationType_Skeletal: - { - ///TODO - /* - ** Il y a ici deux choses importantes à gérer: - ** -Pour commencer, la mise en cache de std::vector suffisamment grands pour contenir le résultat du skinning - ** l'objectif ici est d'éviter une allocation à chaque frame, donc de réutiliser un tableau existant - ** Note: Il faudrait évaluer aussi la possibilité de conserver le buffer d'une frame à l'autre. - ** Ceci permettant de ne pas skinner inutilement ce qui ne bouge pas, ou de skinner partiellement un mesh. - ** Il faut cependant voir où stocker ce set de buffers, qui doit être communs à toutes les RQ d'une même scène. - ** - ** -Ensuite, la possibilité de regrouper les modèles skinnés identiques, une centaine de soldats marchant au pas - ** ne devrait requérir qu'un skinning. - */ - NazaraError("Skeletal mesh not supported yet, sorry"); - break; - } - - case nzAnimationType_Static: - { - const NzStaticMesh* staticMesh = static_cast(subMesh); - - if (material->IsEnabled(nzRendererParameter_Blend)) - { - unsigned int index = transparentStaticModels.size(); - transparentStaticModels.resize(index+1); - - const NzBoxf& aabb = staticMesh->GetAABB(); - - TransparentStaticModel& data = transparentStaticModels.back(); - data.boundingSphere = NzSpheref(transformMatrix.GetTranslation() + aabb.GetCenter(), aabb.GetSquaredRadius()); - data.material = material; - data.mesh = staticMesh; - data.transformMatrix = transformMatrix; - - transparentsModels.push_back(std::make_pair(index, true)); - } - else - { - auto it = opaqueModels.find(material); - if (it == opaqueModels.end()) - { - it = opaqueModels.insert(std::make_pair(material, BatchedModelContainer::mapped_type())).first; - material->AddResourceListener(this, ResourceType_Material); - } - - bool& used = std::get<0>(it->second); - bool& enableInstancing = std::get<1>(it->second); - - used = true; - - auto& meshMap = std::get<3>(it->second); - - auto it2 = meshMap.find(staticMesh); - if (it2 == meshMap.end()) - { - it2 = meshMap.insert(std::make_pair(staticMesh, BatchedStaticMeshContainer::mapped_type())).first; - staticMesh->AddResourceListener(this, ResourceType_StaticMesh); - - NzSpheref& squaredBoundingSphere = it2->second.first; - squaredBoundingSphere.Set(staticMesh->GetAABB().GetSquaredBoundingSphere()); - ///TODO: Écouter le StaticMesh pour repérer tout changement de géométrie - } - - std::vector& staticDataContainer = it2->second.second; - - unsigned int instanceCount = staticDataContainer.size() + 1; - - // Avons-nous suffisamment d'instances pour que le coût d'utilisation de l'instancing soit payé ? - if (instanceCount >= NAZARA_GRAPHICS_INSTANCING_MIN_INSTANCES_COUNT) - enableInstancing = true; // Apparemment oui, activons l'instancing avec ce matériau - - staticDataContainer.resize(instanceCount); - StaticData& data = staticDataContainer.back(); - data.transformMatrix = transformMatrix; - } - - break; - } - } -} - void NzForwardRenderQueue::Clear(bool fully) { directionalLights.clear(); lights.clear(); otherDrawables.clear(); - transparentsModels.clear(); - transparentSkeletalModels.clear(); - transparentStaticModels.clear(); + transparentModels.clear(); + transparentModelData.clear(); if (fully) { @@ -189,18 +155,15 @@ void NzForwardRenderQueue::Clear(bool fully) const NzMaterial* material = matIt.first; material->RemoveResourceListener(this); - BatchedSkeletalMeshContainer& skeletalContainer = std::get<2>(matIt.second); - for (auto& meshIt : skeletalContainer) + MeshInstanceContainer& instances = std::get<2>(matIt.second); + for (auto& instanceIt : instances) { - const NzSkeletalMesh* skeletalMesh = meshIt.first; - skeletalMesh->RemoveResourceListener(this); - } + const NzMeshData& renderData = instanceIt.first; - BatchedStaticMeshContainer& staticContainer = std::get<3>(matIt.second); - for (auto& meshIt : staticContainer) - { - const NzStaticMesh* staticMesh = meshIt.first; - staticMesh->RemoveResourceListener(this); + if (renderData.indexBuffer) + renderData.indexBuffer->RemoveResourceListener(this); + + renderData.vertexBuffer->RemoveResourceListener(this); } } opaqueModels.clear(); @@ -212,15 +175,10 @@ void NzForwardRenderQueue::Sort(const NzAbstractViewer* viewer) { struct TransparentModelComparator { - bool operator()(const std::pair& index1, const std::pair& index2) + bool operator()(unsigned int index1, unsigned int index2) { - const NzSpheref& sphere1 = (index1.second) ? - queue->transparentStaticModels[index1.first].boundingSphere : - queue->transparentSkeletalModels[index1.first].boundingSphere; - - const NzSpheref& sphere2 = (index2.second) ? - queue->transparentStaticModels[index2.first].boundingSphere : - queue->transparentSkeletalModels[index2.first].boundingSphere; + const NzSpheref& sphere1 = queue->transparentModelData[index1].boundingSphere; + const NzSpheref& sphere2 = queue->transparentModelData[index2].boundingSphere; NzVector3f position1 = sphere1.GetNegativeVertex(viewerNormal); NzVector3f position2 = sphere2.GetNegativeVertex(viewerNormal); @@ -234,30 +192,48 @@ void NzForwardRenderQueue::Sort(const NzAbstractViewer* viewer) }; TransparentModelComparator comparator {this, viewer->GetFrustum().GetPlane(nzFrustumPlane_Near), viewer->GetForward()}; - std::sort(transparentsModels.begin(), transparentsModels.end(), comparator); + std::sort(transparentModels.begin(), transparentModels.end(), comparator); } bool NzForwardRenderQueue::OnResourceDestroy(const NzResource* resource, int index) { switch (index) { + case ResourceType_IndexBuffer: + { + for (auto& modelPair : opaqueModels) + { + MeshInstanceContainer& meshes = std::get<2>(modelPair.second); + for (auto it = meshes.begin(); it != meshes.end();) + { + const NzMeshData& renderData = it->first; + if (renderData.indexBuffer == resource) + it = meshes.erase(it); + else + ++it; + } + } + break; + } + case ResourceType_Material: opaqueModels.erase(static_cast(resource)); break; - case ResourceType_SkeletalMesh: + case ResourceType_VertexBuffer: { - for (auto& pair : opaqueModels) - std::get<2>(pair.second).erase(static_cast(resource)); - - break; - } - - case ResourceType_StaticMesh: - { - for (auto& pair : opaqueModels) - std::get<3>(pair.second).erase(static_cast(resource)); - + for (auto& modelPair : opaqueModels) + { + MeshInstanceContainer& meshes = std::get<2>(modelPair.second); + for (auto it = meshes.begin(); it != meshes.end();) + { + const NzMeshData& renderData = it->first; + if (renderData.vertexBuffer == resource) + it = meshes.erase(it); + else + ++it; + } + } break; } } @@ -272,7 +248,25 @@ void NzForwardRenderQueue::OnResourceReleased(const NzResource* resource, int in switch (index) { + case ResourceType_IndexBuffer: + { + for (auto& modelPair : opaqueModels) + { + MeshInstanceContainer& meshes = std::get<2>(modelPair.second); + for (auto it = meshes.begin(); it != meshes.end();) + { + const NzMeshData& renderData = it->first; + if (renderData.indexBuffer == resource) + it = meshes.erase(it); + else + ++it; + } + } + break; + } + case ResourceType_Material: + { for (auto it = opaqueModels.begin(); it != opaqueModels.end(); ++it) { if (it->first == resource) @@ -282,38 +276,20 @@ void NzForwardRenderQueue::OnResourceReleased(const NzResource* resource, int in } } break; - - case ResourceType_SkeletalMesh: - { - for (auto& pair : opaqueModels) - { - BatchedSkeletalMeshContainer& container = std::get<2>(pair.second); - - for (auto it = container.begin(); it != container.end(); ++it) - { - if (it->first == resource) - { - container.erase(it); - break; - } - } - } - break; } - case ResourceType_StaticMesh: + case ResourceType_VertexBuffer: { - for (auto& pair : opaqueModels) + for (auto& modelPair : opaqueModels) { - BatchedStaticMeshContainer& container = std::get<3 >(pair.second); - - for (auto it = container.begin(); it != container.end(); ++it) + MeshInstanceContainer& meshes = std::get<2>(modelPair.second); + for (auto it = meshes.begin(); it != meshes.end();) { - if (it->first == resource) - { - container.erase(it); - break; - } + const NzMeshData& renderData = it->first; + if (renderData.vertexBuffer == resource) + it = meshes.erase(it); + else + ++it; } } break; @@ -349,8 +325,8 @@ bool NzForwardRenderQueue::BatchedSpriteMaterialComparator::operator()(const NzM if (uberShader1 != uberShader2) return uberShader1 < uberShader2; - const NzShader* shader1 = mat1->GetShaderInstance(nzShaderFlags_Deferred)->GetShader(); - const NzShader* shader2 = mat2->GetShaderInstance(nzShaderFlags_Deferred)->GetShader(); + const NzShader* shader1 = mat1->GetShaderInstance()->GetShader(); + const NzShader* shader2 = mat2->GetShaderInstance()->GetShader(); if (shader1 != shader2) return shader1 < shader2; @@ -363,38 +339,20 @@ bool NzForwardRenderQueue::BatchedSpriteMaterialComparator::operator()(const NzM return mat1 < mat2; } -bool NzForwardRenderQueue::BatchedSkeletalMeshComparator::operator()(const NzSkeletalMesh* subMesh1, const NzSkeletalMesh* subMesh2) +bool NzForwardRenderQueue::MeshDataComparator::operator()(const NzMeshData& data1, const NzMeshData& data2) { - const NzIndexBuffer* iBuffer1 = subMesh1->GetIndexBuffer(); - const NzBuffer* buffer1 = (iBuffer1) ? iBuffer1->GetBuffer() : nullptr; + const NzBuffer* buffer1; + const NzBuffer* buffer2; - const NzIndexBuffer* iBuffer2 = subMesh1->GetIndexBuffer(); - const NzBuffer* buffer2 = (iBuffer2) ? iBuffer2->GetBuffer() : nullptr; - - if (buffer1 == buffer2) - return subMesh1 < subMesh2; - else - return buffer2 < buffer2; -} - -bool NzForwardRenderQueue::BatchedStaticMeshComparator::operator()(const NzStaticMesh* subMesh1, const NzStaticMesh* subMesh2) -{ - const NzIndexBuffer* iBuffer1 = subMesh1->GetIndexBuffer(); - const NzBuffer* buffer1 = (iBuffer1) ? iBuffer1->GetBuffer() : nullptr; - - const NzIndexBuffer* iBuffer2 = subMesh2->GetIndexBuffer(); - const NzBuffer* buffer2 = (iBuffer2) ? iBuffer2->GetBuffer() : nullptr; - - if (buffer1 == buffer2) - { - buffer1 = subMesh1->GetVertexBuffer()->GetBuffer(); - buffer2 = subMesh2->GetVertexBuffer()->GetBuffer(); - - if (buffer1 == buffer2) - return subMesh1 < subMesh2; - else - return buffer1 < buffer2; - } - else + buffer1 = (data1.indexBuffer) ? data1.indexBuffer->GetBuffer() : nullptr; + buffer2 = (data2.indexBuffer) ? data2.indexBuffer->GetBuffer() : nullptr; + if (buffer1 != buffer2) return buffer1 < buffer2; + + buffer1 = data1.vertexBuffer->GetBuffer(); + buffer2 = data2.vertexBuffer->GetBuffer(); + if (buffer1 != buffer2) + return buffer1 < buffer2; + + return data1.primitiveMode < data2.primitiveMode; } diff --git a/src/Nazara/Graphics/ForwardRenderTechnique.cpp b/src/Nazara/Graphics/ForwardRenderTechnique.cpp index 5789f7489..8a3ab4e2c 100644 --- a/src/Nazara/Graphics/ForwardRenderTechnique.cpp +++ b/src/Nazara/Graphics/ForwardRenderTechnique.cpp @@ -84,12 +84,12 @@ bool NzForwardRenderTechnique::Draw(const NzScene* scene) const if (!m_renderQueue.opaqueModels.empty()) DrawOpaqueModels(scene); + if (!m_renderQueue.transparentModels.empty()) + DrawTransparentModels(scene); + if (!m_renderQueue.sprites.empty()) DrawSprites(scene); - if (!m_renderQueue.transparentsModels.empty()) - DrawTransparentModels(scene); - // Les autres drawables (Exemple: Terrain) for (const NzDrawable* drawable : m_renderQueue.otherDrawables) drawable->Draw(); @@ -174,10 +174,9 @@ void NzForwardRenderTechnique::DrawOpaqueModels(const NzScene* scene) const if (used) { bool& renderQueueInstancing = std::get<1>(matIt.second); - NzForwardRenderQueue::BatchedSkeletalMeshContainer& skeletalContainer = std::get<2>(matIt.second); - NzForwardRenderQueue::BatchedStaticMeshContainer& staticContainer = std::get<3>(matIt.second); + NzForwardRenderQueue::MeshInstanceContainer& meshInstances = std::get<2>(matIt.second); - if (!skeletalContainer.empty() || !staticContainer.empty()) + if (!meshInstances.empty()) { const NzMaterial* material = matIt.first; @@ -203,28 +202,17 @@ void NzForwardRenderTechnique::DrawOpaqueModels(const NzScene* scene) const lastShader = shader; } - - // Meshs squelettiques - /*if (!skeletalContainer.empty()) - { - NzRenderer::SetVertexBuffer(m_skinningBuffer); // Vertex buffer commun - for (auto& subMeshIt : container) - { - ///TODO - } - }*/ - - // Meshs statiques - for (auto& subMeshIt : staticContainer) + // Meshes + for (auto& subMeshIt : meshInstances) { + const NzMeshData& meshData = subMeshIt.first; const NzSpheref& boundingSphere = subMeshIt.second.first; - const NzStaticMesh* mesh = subMeshIt.first; - std::vector& staticData = subMeshIt.second.second; + std::vector& instances = subMeshIt.second.second; - if (!staticData.empty()) + if (!instances.empty()) { - const NzIndexBuffer* indexBuffer = mesh->GetIndexBuffer(); - const NzVertexBuffer* vertexBuffer = mesh->GetVertexBuffer(); + const NzIndexBuffer* indexBuffer = meshData.indexBuffer; + const NzVertexBuffer* vertexBuffer = meshData.vertexBuffer; // Gestion du draw call avant la boucle de rendu std::function DrawFunc; @@ -247,15 +235,12 @@ void NzForwardRenderTechnique::DrawOpaqueModels(const NzScene* scene) const NzRenderer::SetIndexBuffer(indexBuffer); NzRenderer::SetVertexBuffer(vertexBuffer); - nzPrimitiveMode primitiveMode = mesh->GetPrimitiveMode(); if (instancing) { + // On calcule le nombre d'instances que l'on pourra afficher cette fois-ci (Selon la taille du buffer d'instancing) NzVertexBuffer* instanceBuffer = NzRenderer::GetInstanceBuffer(); - instanceBuffer->SetVertexDeclaration(NzVertexDeclaration::Get(nzVertexLayout_Matrix4)); - unsigned int stride = instanceBuffer->GetStride(); - // Avec l'instancing, impossible de sélectionner les lumières pour chaque objet // Du coup, il n'est activé que pour les lumières directionnelles unsigned int lightCount = m_directionalLights.GetLightCount(); @@ -288,32 +273,26 @@ void NzForwardRenderTechnique::DrawOpaqueModels(const NzScene* scene) const NzLight::Disable(shader, lightUniforms->uniforms, lightUniforms->offset*i); } - const NzForwardRenderQueue::StaticData* data = &staticData[0]; - unsigned int instanceCount = staticData.size(); - unsigned int maxInstanceCount = instanceBuffer->GetVertexCount(); + const NzMatrix4f* instanceMatrices = &instances[0]; + unsigned int instanceCount = instances.size(); + unsigned int maxInstanceCount = instanceBuffer->GetVertexCount(); // On calcule le nombre d'instances que l'on pourra afficher cette fois-ci (Selon la taille du buffer d'instancing) while (instanceCount > 0) { + // On calcule le nombre d'instances que l'on pourra afficher cette fois-ci (Selon la taille du buffer d'instancing) unsigned int renderedInstanceCount = std::min(instanceCount, maxInstanceCount); instanceCount -= renderedInstanceCount; - NzBufferMapper mapper(instanceBuffer, nzBufferAccess_DiscardAndWrite, 0, renderedInstanceCount); - nzUInt8* ptr = reinterpret_cast(mapper.GetPointer()); + // On remplit l'instancing buffer avec nos matrices world + instanceBuffer->Fill(instanceMatrices, 0, renderedInstanceCount, true); + instanceMatrices += renderedInstanceCount; - for (unsigned int i = 0; i < renderedInstanceCount; ++i) - { - std::memcpy(ptr, data->transformMatrix, sizeof(float)*16); - - data++; - ptr += stride; - } - - mapper.Unmap(); - - InstancedDrawFunc(renderedInstanceCount, primitiveMode, 0, indexCount); + // Et on affiche + InstancedDrawFunc(renderedInstanceCount, meshData.primitiveMode, 0, indexCount); } } + // On n'oublie pas de désactiver le blending pour ne pas interférer sur le reste du rendu NzRenderer::Enable(nzRendererParameter_Blend, false); NzRenderer::SetDepthFunc(oldDepthFunc); } @@ -321,16 +300,16 @@ void NzForwardRenderTechnique::DrawOpaqueModels(const NzScene* scene) const { if (lightUniforms->exists) { - for (const NzForwardRenderQueue::StaticData& data : staticData) + for (const NzMatrix4f& matrix : instances) { unsigned int directionalLightCount = m_directionalLights.GetLightCount(); - unsigned int otherLightCount = m_lights.ComputeClosestLights(data.transformMatrix.GetTranslation() + boundingSphere.GetPosition(), boundingSphere.radius, m_maxLightPassPerObject*NAZARA_GRAPHICS_MAX_LIGHTPERPASS - directionalLightCount); + unsigned int otherLightCount = m_lights.ComputeClosestLights(matrix.GetTranslation() + boundingSphere.GetPosition(), boundingSphere.radius, m_maxLightPassPerObject*NAZARA_GRAPHICS_MAX_LIGHTPERPASS - directionalLightCount); unsigned int lightCount = directionalLightCount + otherLightCount; - NzRenderer::SetMatrix(nzMatrixType_World, data.transformMatrix); + NzRenderer::SetMatrix(nzMatrixType_World, matrix); unsigned int directionalLightIndex = 0; unsigned int otherLightIndex = 0; - nzRendererComparison oldDepthFunc = NzRenderer::GetDepthFunc(); + nzRendererComparison oldDepthFunc = NzRenderer::GetDepthFunc(); // Dans le cas où nous aurions à le changer unsigned int passCount = (lightCount == 0) ? 1 : (lightCount-1)/NAZARA_GRAPHICS_MAX_LIGHTPERPASS + 1; for (unsigned int pass = 0; pass < passCount; ++pass) @@ -349,6 +328,7 @@ void NzForwardRenderTechnique::DrawOpaqueModels(const NzScene* scene) const NzRenderer::SetDepthFunc(nzRendererComparison_Equal); } + // On active les lumières de cette passe-ci for (unsigned int i = 0; i < renderedLightCount; ++i) { if (directionalLightIndex >= directionalLightCount) @@ -357,10 +337,12 @@ void NzForwardRenderTechnique::DrawOpaqueModels(const NzScene* scene) const m_directionalLights.GetLight(directionalLightIndex++)->Enable(shader, lightUniforms->uniforms, lightUniforms->offset*i); } + // On désactive l'éventuel surplus for (unsigned int i = renderedLightCount; i < NAZARA_GRAPHICS_MAX_LIGHTPERPASS; ++i) NzLight::Disable(shader, lightUniforms->uniforms, lightUniforms->offset*i); - DrawFunc(primitiveMode, 0, indexCount); + // Et on passe à l'affichage + DrawFunc(meshData.primitiveMode, 0, indexCount); } NzRenderer::Enable(nzRendererParameter_Blend, false); @@ -369,14 +351,17 @@ void NzForwardRenderTechnique::DrawOpaqueModels(const NzScene* scene) const } else { - for (const NzForwardRenderQueue::StaticData& data : staticData) + // Sans instancing, on doit effectuer un drawcall pour chaque instance + // Cela reste néanmoins plus rapide que l'instancing en dessous d'un certain nombre d'instances + // À cause du temps de modification du buffer d'instancing + for (const NzMatrix4f& matrix : instances) { - NzRenderer::SetMatrix(nzMatrixType_World, data.transformMatrix); - DrawFunc(primitiveMode, 0, indexCount); + NzRenderer::SetMatrix(nzMatrixType_World, matrix); + DrawFunc(meshData.primitiveMode, 0, indexCount); } } } - staticData.clear(); + instances.clear(); } } } @@ -471,12 +456,12 @@ void NzForwardRenderTechnique::DrawTransparentModels(const NzScene* scene) const const NzShader* lastShader = nullptr; unsigned int lightCount = 0; - for (const std::pair& pair : m_renderQueue.transparentsModels) + for (unsigned int index : m_renderQueue.transparentModels) { + const NzForwardRenderQueue::TransparentModelData& modelData = m_renderQueue.transparentModelData[index]; + // Matériau - const NzMaterial* material = (pair.second) ? - m_renderQueue.transparentStaticModels[pair.first].material : - m_renderQueue.transparentSkeletalModels[pair.first].material; + const NzMaterial* material = modelData.material; // On commence par appliquer du matériau (et récupérer le shader ainsi activé) const NzShader* shader = material->Apply(); @@ -501,52 +486,43 @@ void NzForwardRenderTechnique::DrawTransparentModels(const NzScene* scene) const } // Mesh - if (pair.second) + const NzMatrix4f& matrix = modelData.transformMatrix; + const NzMeshData& meshData = modelData.meshData; + + const NzIndexBuffer* indexBuffer = meshData.indexBuffer; + const NzVertexBuffer* vertexBuffer = meshData.vertexBuffer; + + // Gestion du draw call avant la boucle de rendu + std::function DrawFunc; + unsigned int indexCount; + + if (indexBuffer) { - NzForwardRenderQueue::TransparentStaticModel& staticModel = m_renderQueue.transparentStaticModels[pair.first]; - - const NzMatrix4f& matrix = staticModel.transformMatrix; - const NzStaticMesh* mesh = staticModel.mesh; - - const NzIndexBuffer* indexBuffer = mesh->GetIndexBuffer(); - const NzVertexBuffer* vertexBuffer = mesh->GetVertexBuffer(); - - // Gestion du draw call avant la boucle de rendu - std::function 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); - - // Calcul des lumières les plus proches - if (lightCount < NAZARA_GRAPHICS_MAX_LIGHTPERPASS && !m_lights.IsEmpty()) - { - unsigned int count = std::min(NAZARA_GRAPHICS_MAX_LIGHTPERPASS - lightCount, m_lights.ComputeClosestLights(matrix.GetTranslation() + staticModel.boundingSphere.GetPosition(), staticModel.boundingSphere.radius, NAZARA_GRAPHICS_MAX_LIGHTPERPASS)); - for (unsigned int i = 0; i < count; ++i) - m_lights.GetResult(i)->Enable(shader, lightUniforms->uniforms, lightUniforms->offset*(lightCount++)); - } - - for (unsigned int i = lightCount; i < NAZARA_GRAPHICS_MAX_LIGHTPERPASS; ++i) - NzLight::Disable(shader, lightUniforms->uniforms, lightUniforms->offset*i); - - NzRenderer::SetMatrix(nzMatrixType_World, matrix); - DrawFunc(mesh->GetPrimitiveMode(), 0, indexCount); + DrawFunc = NzRenderer::DrawIndexedPrimitives; + indexCount = indexBuffer->GetIndexCount(); } else { - ///TODO + DrawFunc = NzRenderer::DrawPrimitives; + indexCount = vertexBuffer->GetVertexCount(); } + + NzRenderer::SetIndexBuffer(indexBuffer); + NzRenderer::SetVertexBuffer(vertexBuffer); + + // Calcul des lumières les plus proches + if (lightCount < NAZARA_GRAPHICS_MAX_LIGHTPERPASS && !m_lights.IsEmpty()) + { + unsigned int count = std::min(NAZARA_GRAPHICS_MAX_LIGHTPERPASS - lightCount, m_lights.ComputeClosestLights(matrix.GetTranslation() + modelData.boundingSphere.GetPosition(), modelData.boundingSphere.radius, NAZARA_GRAPHICS_MAX_LIGHTPERPASS)); + for (unsigned int i = 0; i < count; ++i) + m_lights.GetResult(i)->Enable(shader, lightUniforms->uniforms, lightUniforms->offset*(lightCount++)); + } + + for (unsigned int i = lightCount; i < NAZARA_GRAPHICS_MAX_LIGHTPERPASS; ++i) + NzLight::Disable(shader, lightUniforms->uniforms, lightUniforms->offset*i); + + NzRenderer::SetMatrix(nzMatrixType_World, matrix); + DrawFunc(meshData.primitiveMode, 0, indexCount); } }