Merge remote-tracking branch 'origin/Particle-Update'

Conflicts:
	include/Nazara/Graphics/Enums.hpp
	include/Nazara/Graphics/ForwardRenderQueue.hpp
	include/Nazara/Graphics/ForwardRenderTechnique.hpp
	include/Nazara/Graphics/Sprite.hpp
	src/Nazara/Graphics/DeferredRenderQueue.cpp
	src/Nazara/Graphics/ForwardRenderQueue.cpp
	src/Nazara/Graphics/ForwardRenderTechnique.cpp
	src/Nazara/Graphics/Material.cpp
	src/Nazara/Graphics/Resources/Shaders/Basic/core.frag.h
	src/Nazara/Graphics/Resources/Shaders/Basic/core.vert
	src/Nazara/Graphics/Resources/Shaders/Basic/core.vert.h
	src/Nazara/Graphics/Resources/Shaders/PhongLighting/core.frag
	src/Nazara/Graphics/Resources/Shaders/PhongLighting/core.frag.h
	src/Nazara/Graphics/Resources/Shaders/PhongLighting/core.vert
	src/Nazara/Graphics/Resources/Shaders/PhongLighting/core.vert.h
	src/Nazara/Graphics/Sprite.cpp

Former-commit-id: 73139ce47d7721635d87c74b2ca1183c2f67c090
This commit is contained in:
Lynix
2015-01-19 02:20:28 +01:00
41 changed files with 1958 additions and 146 deletions

View File

@@ -3,6 +3,8 @@
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Graphics/ForwardRenderTechnique.hpp>
#include <Nazara/Core/ErrorFlags.hpp>
#include <Nazara/Core/OffsetOf.hpp>
#include <Nazara/Graphics/AbstractBackground.hpp>
#include <Nazara/Graphics/Camera.hpp>
#include <Nazara/Graphics/Drawable.hpp>
@@ -22,46 +24,29 @@
namespace
{
static NzIndexBuffer* s_indexBuffer = nullptr;
unsigned int s_maxSprites = 8192;
NzIndexBuffer* BuildIndexBuffer()
struct BillboardPoint
{
std::unique_ptr<NzIndexBuffer> indexBuffer(new NzIndexBuffer(false, s_maxSprites*6, nzDataStorage_Hardware, nzBufferUsage_Static));
indexBuffer->SetPersistent(false);
NzColor color;
NzVector3f position;
NzVector2f size;
NzVector2f sinCos; // doit suivre size
NzVector2f uv;
};
NzBufferMapper<NzIndexBuffer> mapper(indexBuffer.get(), nzBufferAccess_WriteOnly);
nzUInt16* indices = static_cast<nzUInt16*>(mapper.GetPointer());
for (unsigned int i = 0; i < s_maxSprites; ++i)
{
*indices++ = i*4 + 0;
*indices++ = i*4 + 2;
*indices++ = i*4 + 1;
*indices++ = i*4 + 2;
*indices++ = i*4 + 3;
*indices++ = i*4 + 1;
}
return indexBuffer.release();
}
unsigned int s_maxQuads = std::numeric_limits<nzUInt16>::max()/6;
unsigned int s_vertexBufferSize = 4*1024*1024; // 4 MiB
}
NzForwardRenderTechnique::NzForwardRenderTechnique() :
m_spriteBuffer(NzVertexDeclaration::Get(nzVertexLayout_XYZ_Color_UV), s_maxSprites*4, nzDataStorage_Hardware, nzBufferUsage_Dynamic),
m_vertexBuffer(nzBufferType_Vertex),
m_maxLightPassPerObject(3)
{
if (!s_indexBuffer)
s_indexBuffer = BuildIndexBuffer();
NzErrorFlags flags(nzErrorFlag_ThrowException, true);
m_indexBuffer = s_indexBuffer;
}
m_vertexBuffer.Create(s_vertexBufferSize, nzDataStorage_Hardware, nzBufferUsage_Dynamic);
NzForwardRenderTechnique::~NzForwardRenderTechnique()
{
if (m_indexBuffer.Reset())
s_indexBuffer = nullptr;
m_billboardPointBuffer.Reset(&s_billboardVertexDeclaration, &m_vertexBuffer);
m_spriteBuffer.Reset(NzVertexDeclaration::Get(nzVertexLayout_XYZ_Color_UV), &m_vertexBuffer);
}
void NzForwardRenderTechnique::Clear(const NzScene* scene) const
@@ -90,6 +75,9 @@ bool NzForwardRenderTechnique::Draw(const NzScene* scene) const
if (!m_renderQueue.basicSprites.empty())
DrawBasicSprites(scene);
if (!m_renderQueue.billboards.empty())
DrawBillboards(scene);
// Les autres drawables (Exemple: Terrain)
for (const NzDrawable* drawable : m_renderQueue.otherDrawables)
drawable->Draw();
@@ -168,7 +156,7 @@ void NzForwardRenderTechnique::DrawBasicSprites(const NzScene* scene) const
const NzShader* lastShader = nullptr;
const ShaderUniforms* shaderUniforms = nullptr;
NzRenderer::SetIndexBuffer(m_indexBuffer);
NzRenderer::SetIndexBuffer(&s_quadIndexBuffer);
NzRenderer::SetMatrix(nzMatrixType_World, NzMatrix4f::Identity());
NzRenderer::SetVertexBuffer(&m_spriteBuffer);
@@ -229,11 +217,12 @@ void NzForwardRenderTechnique::DrawBasicSprites(const NzScene* scene) const
NzVertexStruct_XYZ_Color_UV* vertices = reinterpret_cast<NzVertexStruct_XYZ_Color_UV*>(vertexMapper.GetPointer());
unsigned int spriteCount = 0;
unsigned int maxSpriteCount = std::min(s_maxQuads, m_spriteBuffer.GetVertexCount()/4);
do
{
NzForwardRenderQueue::SpriteChain_XYZ_Color_UV& currentChain = spriteChainVector[spriteChain];
unsigned int count = std::min(s_maxSprites - spriteCount, currentChain.spriteCount - spriteChainOffset);
unsigned int count = std::min(maxSpriteCount - spriteCount, currentChain.spriteCount - spriteChainOffset);
std::memcpy(vertices, currentChain.vertices + spriteChainOffset*4, 4*count*sizeof(NzVertexStruct_XYZ_Color_UV));
vertices += count*4;
@@ -248,7 +237,7 @@ void NzForwardRenderTechnique::DrawBasicSprites(const NzScene* scene) const
spriteChainOffset = 0;
}
}
while (spriteCount < s_maxSprites && spriteChain < spriteChainCount);
while (spriteCount < maxSpriteCount && spriteChain < spriteChainCount);
vertexMapper.Unmap();
@@ -266,6 +255,211 @@ void NzForwardRenderTechnique::DrawBasicSprites(const NzScene* scene) const
}
}
bool NzForwardRenderTechnique::Initialize()
{
try
{
NzErrorFlags flags(nzErrorFlag_ThrowException, true);
s_quadIndexBuffer.Reset(false, s_maxQuads*6, nzDataStorage_Hardware, nzBufferUsage_Static);
NzBufferMapper<NzIndexBuffer> mapper(s_quadIndexBuffer, nzBufferAccess_WriteOnly);
nzUInt16* indices = static_cast<nzUInt16*>(mapper.GetPointer());
for (unsigned int i = 0; i < s_maxQuads; ++i)
{
*indices++ = i*4 + 0;
*indices++ = i*4 + 2;
*indices++ = i*4 + 1;
*indices++ = i*4 + 2;
*indices++ = i*4 + 3;
*indices++ = i*4 + 1;
}
mapper.Unmap(); // Inutile de garder le buffer ouvert plus longtemps
// Quad buffer (utilisé pour l'instancing de billboard et de sprites)
//Note: Les UV sont calculés dans le shader
s_quadVertexBuffer.Reset(NzVertexDeclaration::Get(nzVertexLayout_XY), 4, nzDataStorage_Hardware, nzBufferUsage_Static);
float vertices[2*4] = {
-0.5f, -0.5f,
0.5f, -0.5f,
-0.5f, 0.5f,
0.5f, 0.5f,
};
s_quadVertexBuffer.FillRaw(vertices, 0, sizeof(vertices));
// Déclaration lors du rendu des billboards par sommet
s_billboardVertexDeclaration.EnableComponent(nzVertexComponent_Color, nzComponentType_Color, NzOffsetOf(BillboardPoint, color));
s_billboardVertexDeclaration.EnableComponent(nzVertexComponent_Position, nzComponentType_Float3, NzOffsetOf(BillboardPoint, position));
s_billboardVertexDeclaration.EnableComponent(nzVertexComponent_TexCoord, nzComponentType_Float2, NzOffsetOf(BillboardPoint, uv));
s_billboardVertexDeclaration.EnableComponent(nzVertexComponent_Userdata0, nzComponentType_Float4, NzOffsetOf(BillboardPoint, size)); // Englobe sincos
// Declaration utilisée lors du rendu des billboards par instancing
// L'avantage ici est la copie directe (std::memcpy) des données de la RenderQueue vers le buffer GPU
s_billboardInstanceDeclaration.EnableComponent(nzVertexComponent_InstanceData0, nzComponentType_Float3, NzOffsetOf(NzForwardRenderQueue::BillboardData, center));
s_billboardInstanceDeclaration.EnableComponent(nzVertexComponent_InstanceData1, nzComponentType_Float4, NzOffsetOf(NzForwardRenderQueue::BillboardData, size)); // Englobe sincos
s_billboardInstanceDeclaration.EnableComponent(nzVertexComponent_InstanceData2, nzComponentType_Color, NzOffsetOf(NzForwardRenderQueue::BillboardData, color));
}
catch (const std::exception& e)
{
NazaraError("Failed to initialise: " + NzString(e.what()));
return false;
}
return true;
}
void NzForwardRenderTechnique::Uninitialize()
{
s_quadIndexBuffer.Reset();
s_quadVertexBuffer.Reset();
}
void NzForwardRenderTechnique::DrawBillboards(const NzScene* scene) const
{
NzAbstractViewer* viewer = scene->GetViewer();
const NzShader* lastShader = nullptr;
const ShaderUniforms* shaderUniforms = nullptr;
if (NzRenderer::HasCapability(nzRendererCap_Instancing))
{
NzVertexBuffer* instanceBuffer = NzRenderer::GetInstanceBuffer();
instanceBuffer->SetVertexDeclaration(&s_billboardInstanceDeclaration);
NzRenderer::SetVertexBuffer(&s_quadVertexBuffer);
for (auto& matIt : m_renderQueue.billboards)
{
const NzMaterial* material = matIt.first;
auto& entry = matIt.second;
auto& billboardVector = entry.billboards;
unsigned int billboardCount = billboardVector.size();
if (billboardCount > 0)
{
// On commence par appliquer du matériau (et récupérer le shader ainsi activé)
const NzShader* shader = material->Apply(nzShaderFlags_Billboard | nzShaderFlags_Instancing | nzShaderFlags_VertexColor);
// Les uniformes sont conservées au sein d'un programme, inutile de les renvoyer tant qu'il ne change pas
if (shader != lastShader)
{
// Index des uniformes dans le shader
shaderUniforms = GetShaderUniforms(shader);
// Couleur ambiante de la scène
shader->SendColor(shaderUniforms->sceneAmbient, scene->GetAmbientColor());
// Position de la caméra
shader->SendVector(shaderUniforms->eyePosition, viewer->GetEyePosition());
lastShader = shader;
}
const NzForwardRenderQueue::BillboardData* data = &billboardVector[0];
unsigned int maxBillboardPerDraw = instanceBuffer->GetVertexCount();
do
{
unsigned int renderedBillboardCount = std::min(billboardCount, maxBillboardPerDraw);
billboardCount -= renderedBillboardCount;
instanceBuffer->Fill(data, 0, renderedBillboardCount, true);
data += renderedBillboardCount;
NzRenderer::DrawPrimitivesInstanced(renderedBillboardCount, nzPrimitiveMode_TriangleStrip, 0, 4);
}
while (billboardCount > 0);
billboardVector.clear();
}
}
}
else
{
NzRenderer::SetIndexBuffer(&s_quadIndexBuffer);
NzRenderer::SetVertexBuffer(&m_billboardPointBuffer);
for (auto& matIt : m_renderQueue.billboards)
{
const NzMaterial* material = matIt.first;
auto& entry = matIt.second;
auto& billboardVector = entry.billboards;
unsigned int billboardCount = billboardVector.size();
if (billboardCount > 0)
{
// On commence par appliquer du matériau (et récupérer le shader ainsi activé)
const NzShader* shader = material->Apply(nzShaderFlags_Billboard | nzShaderFlags_VertexColor);
// Les uniformes sont conservées au sein d'un programme, inutile de les renvoyer tant qu'il ne change pas
if (shader != lastShader)
{
// Couleur ambiante de la scène
shader->SendColor(shaderUniforms->sceneAmbient, scene->GetAmbientColor());
// Position de la caméra
shader->SendVector(shaderUniforms->eyePosition, viewer->GetEyePosition());
lastShader = shader;
}
const NzForwardRenderQueue::BillboardData* data = &billboardVector[0];
unsigned int maxBillboardPerDraw = std::min(s_maxQuads, m_billboardPointBuffer.GetVertexCount()/4);
do
{
unsigned int renderedBillboardCount = std::min(billboardCount, maxBillboardPerDraw);
billboardCount -= renderedBillboardCount;
NzBufferMapper<NzVertexBuffer> vertexMapper(m_billboardPointBuffer, nzBufferAccess_DiscardAndWrite, 0, renderedBillboardCount*4);
BillboardPoint* vertices = reinterpret_cast<BillboardPoint*>(vertexMapper.GetPointer());
for (unsigned int i = 0; i < renderedBillboardCount; ++i)
{
const NzForwardRenderQueue::BillboardData& billboard = *data++;
vertices->color = billboard.color;
vertices->position = billboard.center;
vertices->sinCos = billboard.sinCos;
vertices->size = billboard.size;
vertices->uv.Set(0.f, 1.f);
vertices++;
vertices->color = billboard.color;
vertices->position = billboard.center;
vertices->sinCos = billboard.sinCos;
vertices->size = billboard.size;
vertices->uv.Set(1.f, 1.f);
vertices++;
vertices->color = billboard.color;
vertices->position = billboard.center;
vertices->sinCos = billboard.sinCos;
vertices->size = billboard.size;
vertices->uv.Set(0.f, 0.f);
vertices++;
vertices->color = billboard.color;
vertices->position = billboard.center;
vertices->sinCos = billboard.sinCos;
vertices->size = billboard.size;
vertices->uv.Set(1.f, 0.f);
vertices++;
}
vertexMapper.Unmap();
NzRenderer::DrawIndexedPrimitives(nzPrimitiveMode_TriangleList, 0, renderedBillboardCount*6);
}
while (billboardCount > 0);
billboardVector.clear();
}
}
}
}
void NzForwardRenderTechnique::DrawOpaqueModels(const NzScene* scene) const
{
NzAbstractViewer* viewer = scene->GetViewer();
@@ -593,3 +787,8 @@ const NzForwardRenderTechnique::ShaderUniforms* NzForwardRenderTechnique::GetSha
return &it->second;
}
NzIndexBuffer NzForwardRenderTechnique::s_quadIndexBuffer;
NzVertexBuffer NzForwardRenderTechnique::s_quadVertexBuffer;
NzVertexDeclaration NzForwardRenderTechnique::s_billboardInstanceDeclaration;
NzVertexDeclaration NzForwardRenderTechnique::s_billboardVertexDeclaration;