Graphics: Add depth render technique/queue
Former-commit-id: 711306ee5f84a9579068ce23240dc105cec15cde
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@ -7,6 +7,7 @@
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#ifndef NDK_SYSTEMS_RENDERSYSTEM_HPP
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#define NDK_SYSTEMS_RENDERSYSTEM_HPP
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#include <Nazara/Graphics/DepthRenderTechnique.hpp>
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#include <Nazara/Graphics/ForwardRenderTechnique.hpp>
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#include <Nazara/Renderer/RenderTexture.hpp>
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#include <NDK/EntityList.hpp>
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@ -37,8 +38,8 @@ namespace Ndk
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EntityList m_cameras;
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EntityList m_drawables;
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EntityList m_lights;
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NzDepthRenderTechnique m_shadowTechnique;
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NzForwardRenderTechnique m_renderTechnique;
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NzForwardRenderTechnique m_shadowTechnique;
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NzRenderTexture m_shadowRT;
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};
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}
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@ -100,24 +100,17 @@ namespace Ndk
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if (!lightComponent.IsShadowCastingEnabled() || lightComponent.GetLightType() != nzLightType_Spot)
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continue;
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/// HACKY
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NzCamera lightPOV;
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lightPOV.SetPosition(lightNode.GetPosition());
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lightPOV.SetFOV(lightComponent.GetOuterAngle());
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lightPOV.SetRotation(lightNode.GetRotation());
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lightPOV.SetZFar(1000.f);
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lightPOV.SetTarget(&m_shadowRT);
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NzVector2ui shadowMapSize(lightComponent.GetShadowMap()->GetSize());
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m_shadowRT.AttachTexture(nzAttachmentPoint_Depth, 0, lightComponent.GetShadowMap());
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NzRenderer::SetMatrix(nzMatrixType_Projection, lightPOV.GetProjectionMatrix());
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NzRenderer::SetMatrix(nzMatrixType_View, lightPOV.GetViewMatrix());
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///TODO: Cache the matrices in the light?
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NzRenderer::SetMatrix(nzMatrixType_Projection, NzMatrix4f::Perspective(lightComponent.GetOuterAngle(), 1.f, 1.f, 1000.f));
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NzRenderer::SetMatrix(nzMatrixType_View, NzMatrix4f::ViewMatrix(lightNode.GetPosition(), lightNode.GetRotation()));
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NzRenderer::SetTarget(&m_shadowRT);
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NzRenderer::SetViewport(NzRecti(0, 0, shadowMapSize.x, shadowMapSize.y));
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NzAbstractRenderQueue* renderQueue = m_renderTechnique.GetRenderQueue();
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NzAbstractRenderQueue* renderQueue = m_shadowTechnique.GetRenderQueue();
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renderQueue->Clear();
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for (const Ndk::EntityHandle& drawable : m_drawables)
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@ -131,9 +124,9 @@ namespace Ndk
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NzSceneData sceneData;
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sceneData.ambientColor = NzColor(0, 0, 0);
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sceneData.background = nullptr;
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sceneData.viewer = &lightPOV;
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sceneData.viewer = nullptr; //< Depth technique doesn't require any viewer
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m_renderTechnique.Draw(sceneData);
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m_shadowTechnique.Draw(sceneData);
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}
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}
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@ -0,0 +1,76 @@
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// Copyright (C) 2015 Jérôme Leclercq
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// This file is part of the "Nazara Engine - Graphics module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#pragma once
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#ifndef NAZARA_DEPTHRENDERQUEUE_HPP
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#define NAZARA_DEPTHRENDERQUEUE_HPP
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#include <Nazara/Prerequesites.hpp>
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#include <Nazara/Core/Color.hpp>
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#include <Nazara/Graphics/AbstractRenderQueue.hpp>
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#include <Nazara/Graphics/ForwardRenderQueue.hpp>
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#include <Nazara/Math/Box.hpp>
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#include <Nazara/Math/Matrix4.hpp>
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#include <Nazara/Utility/IndexBuffer.hpp>
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#include <Nazara/Utility/VertexBuffer.hpp>
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#include <map>
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#include <tuple>
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class NAZARA_GRAPHICS_API NzDepthRenderQueue : public NzAbstractRenderQueue
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{
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public:
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NzDepthRenderQueue() = default;
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~NzDepthRenderQueue() = default;
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void AddBillboard(const NzMaterial* material, const NzVector3f& position, const NzVector2f& size, const NzVector2f& sinCos = NzVector2f(0.f, 1.f), const NzColor& color = NzColor::White) override;
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void AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const NzVector2f> sizePtr, NzSparsePtr<const NzVector2f> sinCosPtr = nullptr, NzSparsePtr<const NzColor> colorPtr = nullptr) override;
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void AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const NzVector2f> sizePtr, NzSparsePtr<const NzVector2f> sinCosPtr, NzSparsePtr<const float> alphaPtr) override;
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void AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const NzVector2f> sizePtr, NzSparsePtr<const float> anglePtr, NzSparsePtr<const NzColor> colorPtr = nullptr) override;
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void AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const NzVector2f> sizePtr, NzSparsePtr<const float> anglePtr, NzSparsePtr<const float> alphaPtr) override;
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void AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const float> sizePtr, NzSparsePtr<const NzVector2f> sinCosPtr = nullptr, NzSparsePtr<const NzColor> colorPtr = nullptr) override;
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void AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const float> sizePtr, NzSparsePtr<const NzVector2f> sinCosPtr, NzSparsePtr<const float> alphaPtr) override;
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void AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const float> sizePtr, NzSparsePtr<const float> anglePtr, NzSparsePtr<const NzColor> colorPtr = nullptr) override;
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void AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const float> sizePtr, NzSparsePtr<const float> anglePtr, NzSparsePtr<const float> alphaPtr) override;
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void AddDrawable(const NzDrawable* drawable) override;
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void AddMesh(const NzMaterial* material, const NzMeshData& meshData, const NzBoxf& meshAABB, const NzMatrix4f& transformMatrix) override;
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void AddSprites(const NzMaterial* material, const NzVertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const NzTexture* overlay = nullptr) override;
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void Clear(bool fully = false);
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struct BillboardData
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{
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NzColor color;
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NzVector3f center;
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NzVector2f size;
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NzVector2f sinCos;
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};
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struct MeshInstanceEntry
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{
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NazaraSlot(NzIndexBuffer, OnIndexBufferRelease, indexBufferReleaseSlot);
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NazaraSlot(NzVertexBuffer, OnVertexBufferRelease, vertexBufferReleaseSlot);
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std::vector<NzMatrix4f> instances;
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};
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struct SpriteChain_XYZ_Color_UV
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{
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const NzVertexStruct_XYZ_Color_UV* vertices;
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unsigned int spriteCount;
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};
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std::map<NzMeshData, MeshInstanceEntry, NzForwardRenderQueue::MeshDataComparator> meshes;
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std::vector<BillboardData> billboards;
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std::vector<const NzDrawable*> otherDrawables;
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std::vector<SpriteChain_XYZ_Color_UV> basicSprites;
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private:
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bool IsMaterialSuitable(const NzMaterial* material) const;
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void OnIndexBufferInvalidation(const NzIndexBuffer* indexBuffer);
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void OnVertexBufferInvalidation(const NzVertexBuffer* vertexBuffer);
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};
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#endif // NAZARA_DEPTHRENDERQUEUE_HPP
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@ -0,0 +1,53 @@
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// Copyright (C) 2015 Jérôme Leclercq
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// This file is part of the "Nazara Engine - Graphics module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#pragma once
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#ifndef NAZARA_DEPTHRENDERTECHNIQUE_HPP
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#define NAZARA_DEPTHRENDERTECHNIQUE_HPP
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#include <Nazara/Prerequesites.hpp>
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#include <Nazara/Graphics/AbstractRenderTechnique.hpp>
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#include <Nazara/Graphics/Config.hpp>
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#include <Nazara/Graphics/DepthRenderQueue.hpp>
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#include <Nazara/Graphics/Light.hpp>
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#include <Nazara/Graphics/Material.hpp>
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#include <Nazara/Renderer/Shader.hpp>
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#include <Nazara/Utility/IndexBuffer.hpp>
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#include <Nazara/Utility/VertexBuffer.hpp>
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class NAZARA_GRAPHICS_API NzDepthRenderTechnique : public NzAbstractRenderTechnique
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{
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public:
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NzDepthRenderTechnique();
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~NzDepthRenderTechnique() = default;
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bool Draw(const NzSceneData& sceneData) const override;
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NzAbstractRenderQueue* GetRenderQueue() override;
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nzRenderTechniqueType GetType() const override;
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static bool Initialize();
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static void Uninitialize();
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private:
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void DrawBasicSprites(const NzSceneData& sceneData) const;
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void DrawBillboards(const NzSceneData& sceneData) const;
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void DrawOpaqueModels(const NzSceneData& sceneData) const;
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NzBuffer m_vertexBuffer;
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mutable NzDepthRenderQueue m_renderQueue;
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NzVertexBuffer m_billboardPointBuffer;
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NzVertexBuffer m_spriteBuffer;
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static NzIndexBuffer s_quadIndexBuffer;
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static NzMaterialRef s_material;
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static NzVertexBuffer s_quadVertexBuffer;
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static NzVertexDeclaration s_billboardInstanceDeclaration;
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static NzVertexDeclaration s_billboardVertexDeclaration;
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};
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#include <Nazara/Graphics/DepthRenderTechnique.inl>
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#endif // NAZARA_DEPTHRENDERTECHNIQUE_HPP
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@ -0,0 +1,3 @@
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// Copyright (C) 2015 Jérôme Leclercq
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// This file is part of the "Nazara Engine - Graphics module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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@ -98,6 +98,7 @@ enum nzRenderTechniqueType
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nzRenderTechniqueType_AdvancedForward, // NzAdvancedForwardRenderTechnique
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nzRenderTechniqueType_BasicForward, // NzBasicForwardRenderTechnique
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nzRenderTechniqueType_DeferredShading, // NzDeferredRenderTechnique
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nzRenderTechniqueType_Depth, // NzDepthRenderTechnique
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nzRenderTechniqueType_LightPrePass, // NzLightPrePassRenderTechnique
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nzRenderTechniqueType_User,
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@ -0,0 +1,377 @@
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// Copyright (C) 2015 Jérôme Leclercq
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// This file is part of the "Nazara Engine - Graphics module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/Graphics/DepthRenderQueue.hpp>
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#include <Nazara/Graphics/AbstractViewer.hpp>
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#include <Nazara/Graphics/Material.hpp>
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#include <Nazara/Graphics/Debug.hpp>
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///TODO: Remplacer les sinus/cosinus par une lookup table (va booster les perfs d'un bon x10)
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void NzDepthRenderQueue::AddBillboard(const NzMaterial* material, const NzVector3f& position, const NzVector2f& size, const NzVector2f& sinCos, const NzColor& color)
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{
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NazaraAssert(material, "Invalid material");
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if (IsMaterialSuitable(material))
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billboards.push_back(BillboardData{color, position, size, sinCos});
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}
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void NzDepthRenderQueue::AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const NzVector2f> sizePtr, NzSparsePtr<const NzVector2f> sinCosPtr, NzSparsePtr<const NzColor> colorPtr)
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{
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///DOC: sinCosPtr et colorPtr peuvent être nuls, ils seront remplacés respectivement par Vector2f(0.f, 1.f) et Color::White
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NazaraAssert(material, "Invalid material");
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if (!IsMaterialSuitable(material))
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return;
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NzVector2f defaultSinCos(0.f, 1.f); // sin(0) = 0, cos(0) = 1
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if (!sinCosPtr)
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sinCosPtr.Reset(&defaultSinCos, 0); // L'astuce ici est de mettre le stride sur zéro, rendant le pointeur immobile
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if (!colorPtr)
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colorPtr.Reset(&NzColor::White, 0); // Pareil
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unsigned int prevSize = billboards.size();
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billboards.resize(prevSize + count);
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BillboardData* billboardData = &billboards[prevSize];
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for (unsigned int i = 0; i < count; ++i)
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{
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billboardData->center = *positionPtr++;
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billboardData->color = *colorPtr++;
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billboardData->sinCos = *sinCosPtr++;
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billboardData->size = *sizePtr++;
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billboardData++;
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}
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}
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void NzDepthRenderQueue::AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const NzVector2f> sizePtr, NzSparsePtr<const NzVector2f> sinCosPtr, NzSparsePtr<const float> alphaPtr)
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{
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///DOC: sinCosPtr et alphaPtr peuvent être nuls, ils seront remplacés respectivement par Vector2f(0.f, 1.f) et Color::White
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NazaraAssert(material, "Invalid material");
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if (!IsMaterialSuitable(material))
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return;
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NzVector2f defaultSinCos(0.f, 1.f); // sin(0) = 0, cos(0) = 1
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if (!sinCosPtr)
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sinCosPtr.Reset(&defaultSinCos, 0); // L'astuce ici est de mettre le stride sur zéro, rendant le pointeur immobile
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float defaultAlpha = 1.f;
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if (!alphaPtr)
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alphaPtr.Reset(&defaultAlpha, 0); // Pareil
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unsigned int prevSize = billboards.size();
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billboards.resize(prevSize + count);
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BillboardData* billboardData = &billboards[prevSize];
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for (unsigned int i = 0; i < count; ++i)
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{
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billboardData->center = *positionPtr++;
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billboardData->color = NzColor(255, 255, 255, static_cast<nzUInt8>(255.f * (*alphaPtr++)));
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billboardData->sinCos = *sinCosPtr++;
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billboardData->size = *sizePtr++;
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billboardData++;
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}
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}
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void NzDepthRenderQueue::AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const NzVector2f> sizePtr, NzSparsePtr<const float> anglePtr, NzSparsePtr<const NzColor> colorPtr)
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{
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NazaraAssert(material, "Invalid material");
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if (!IsMaterialSuitable(material))
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return;
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///DOC: sinCosPtr et colorPtr peuvent être nuls, ils seront remplacés respectivement par Vector2f(0.f, 1.f) et Color::White
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float defaultRotation = 0.f;
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if (!anglePtr)
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anglePtr.Reset(&defaultRotation, 0); // L'astuce ici est de mettre le stride sur zéro, rendant le pointeur immobile
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if (!colorPtr)
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colorPtr.Reset(&NzColor::White, 0); // Pareil
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unsigned int prevSize = billboards.size();
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billboards.resize(prevSize + count);
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BillboardData* billboardData = &billboards[prevSize];
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for (unsigned int i = 0; i < count; ++i)
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{
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float sin = std::sin(NzToRadians(*anglePtr));
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float cos = std::cos(NzToRadians(*anglePtr));
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anglePtr++;
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billboardData->center = *positionPtr++;
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billboardData->color = *colorPtr++;
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billboardData->sinCos.Set(sin, cos);
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billboardData->size = *sizePtr++;
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billboardData++;
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}
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}
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void NzDepthRenderQueue::AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const NzVector2f> sizePtr, NzSparsePtr<const float> anglePtr, NzSparsePtr<const float> alphaPtr)
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{
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///DOC: sinCosPtr et alphaPtr peuvent être nuls, ils seront remplacés respectivement par Vector2f(0.f, 1.f) et Color::White
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NazaraAssert(material, "Invalid material");
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if (!IsMaterialSuitable(material))
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return;
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float defaultRotation = 0.f;
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if (!anglePtr)
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anglePtr.Reset(&defaultRotation, 0); // L'astuce ici est de mettre le stride sur zéro, rendant le pointeur immobile
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float defaultAlpha = 1.f;
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if (!alphaPtr)
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alphaPtr.Reset(&defaultAlpha, 0); // Pareil
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unsigned int prevSize = billboards.size();
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billboards.resize(prevSize + count);
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BillboardData* billboardData = &billboards[prevSize];
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for (unsigned int i = 0; i < count; ++i)
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{
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float sin = std::sin(NzToRadians(*anglePtr));
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float cos = std::cos(NzToRadians(*anglePtr));
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anglePtr++;
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billboardData->center = *positionPtr++;
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billboardData->color = NzColor(255, 255, 255, static_cast<nzUInt8>(255.f * (*alphaPtr++)));
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billboardData->sinCos.Set(sin, cos);
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billboardData->size = *sizePtr++;
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billboardData++;
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}
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}
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void NzDepthRenderQueue::AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const float> sizePtr, NzSparsePtr<const NzVector2f> sinCosPtr, NzSparsePtr<const NzColor> colorPtr)
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{
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///DOC: sinCosPtr et colorPtr peuvent être nuls, ils seront remplacés respectivement par Vector2f(0.f, 1.f) et Color::White
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NazaraAssert(material, "Invalid material");
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if (!IsMaterialSuitable(material))
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return;
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NzVector2f defaultSinCos(0.f, 1.f); // sin(0) = 0, cos(0) = 1
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if (!sinCosPtr)
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sinCosPtr.Reset(&defaultSinCos, 0); // L'astuce ici est de mettre le stride sur zéro, rendant le pointeur immobile
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if (!colorPtr)
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colorPtr.Reset(&NzColor::White, 0); // Pareil
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unsigned int prevSize = billboards.size();
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billboards.resize(prevSize + count);
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BillboardData* billboardData = &billboards[prevSize];
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for (unsigned int i = 0; i < count; ++i)
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{
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billboardData->center = *positionPtr++;
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billboardData->color = *colorPtr++;
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billboardData->sinCos = *sinCosPtr++;
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billboardData->size.Set(*sizePtr++);
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billboardData++;
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}
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}
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|
||||
void NzDepthRenderQueue::AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const float> sizePtr, NzSparsePtr<const NzVector2f> sinCosPtr, NzSparsePtr<const float> alphaPtr)
|
||||
{
|
||||
///DOC: sinCosPtr et alphaPtr peuvent être nuls, ils seront remplacés respectivement par Vector2f(0.f, 1.f) et Color::White
|
||||
NazaraAssert(material, "Invalid material");
|
||||
|
||||
if (!IsMaterialSuitable(material))
|
||||
return;
|
||||
|
||||
NzVector2f defaultSinCos(0.f, 1.f); // sin(0) = 0, cos(0) = 1
|
||||
|
||||
if (!sinCosPtr)
|
||||
sinCosPtr.Reset(&defaultSinCos, 0); // L'astuce ici est de mettre le stride sur zéro, rendant le pointeur immobile
|
||||
|
||||
float defaultAlpha = 1.f;
|
||||
|
||||
if (!alphaPtr)
|
||||
alphaPtr.Reset(&defaultAlpha, 0); // Pareil
|
||||
|
||||
unsigned int prevSize = billboards.size();
|
||||
billboards.resize(prevSize + count);
|
||||
|
||||
BillboardData* billboardData = &billboards[prevSize];
|
||||
for (unsigned int i = 0; i < count; ++i)
|
||||
{
|
||||
billboardData->center = *positionPtr++;
|
||||
billboardData->color = NzColor(255, 255, 255, static_cast<nzUInt8>(255.f * (*alphaPtr++)));
|
||||
billboardData->sinCos = *sinCosPtr++;
|
||||
billboardData->size.Set(*sizePtr++);
|
||||
billboardData++;
|
||||
}
|
||||
}
|
||||
|
||||
void NzDepthRenderQueue::AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const float> sizePtr, NzSparsePtr<const float> anglePtr, NzSparsePtr<const NzColor> colorPtr)
|
||||
{
|
||||
NazaraAssert(material, "Invalid material");
|
||||
|
||||
if (!IsMaterialSuitable(material))
|
||||
return;
|
||||
|
||||
///DOC: sinCosPtr et colorPtr peuvent être nuls, ils seront remplacés respectivement par Vector2f(0.f, 1.f) et Color::White
|
||||
float defaultRotation = 0.f;
|
||||
|
||||
if (!anglePtr)
|
||||
anglePtr.Reset(&defaultRotation, 0); // L'astuce ici est de mettre le stride sur zéro, rendant le pointeur immobile
|
||||
|
||||
if (!colorPtr)
|
||||
colorPtr.Reset(&NzColor::White, 0); // Pareil
|
||||
|
||||
unsigned int prevSize = billboards.size();
|
||||
billboards.resize(prevSize + count);
|
||||
|
||||
BillboardData* billboardData = &billboards[prevSize];
|
||||
for (unsigned int i = 0; i < count; ++i)
|
||||
{
|
||||
float sin = std::sin(NzToRadians(*anglePtr));
|
||||
float cos = std::cos(NzToRadians(*anglePtr));
|
||||
anglePtr++;
|
||||
|
||||
billboardData->center = *positionPtr++;
|
||||
billboardData->color = *colorPtr++;
|
||||
billboardData->sinCos.Set(sin, cos);
|
||||
billboardData->size.Set(*sizePtr++);
|
||||
billboardData++;
|
||||
}
|
||||
}
|
||||
|
||||
void NzDepthRenderQueue::AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const float> sizePtr, NzSparsePtr<const float> anglePtr, NzSparsePtr<const float> alphaPtr)
|
||||
{
|
||||
///DOC: sinCosPtr et alphaPtr peuvent être nuls, ils seront remplacés respectivement par Vector2f(0.f, 1.f) et Color::White
|
||||
NazaraAssert(material, "Invalid material");
|
||||
|
||||
if (!IsMaterialSuitable(material))
|
||||
return;
|
||||
|
||||
float defaultRotation = 0.f;
|
||||
|
||||
if (!anglePtr)
|
||||
anglePtr.Reset(&defaultRotation, 0); // L'astuce ici est de mettre le stride sur zéro, rendant le pointeur immobile
|
||||
|
||||
float defaultAlpha = 1.f;
|
||||
|
||||
if (!alphaPtr)
|
||||
alphaPtr.Reset(&defaultAlpha, 0); // Pareil
|
||||
|
||||
unsigned int prevSize = billboards.size();
|
||||
billboards.resize(prevSize + count);
|
||||
|
||||
BillboardData* billboardData = &billboards[prevSize];
|
||||
for (unsigned int i = 0; i < count; ++i)
|
||||
{
|
||||
float sin = std::sin(NzToRadians(*anglePtr));
|
||||
float cos = std::cos(NzToRadians(*anglePtr));
|
||||
anglePtr++;
|
||||
|
||||
billboardData->center = *positionPtr++;
|
||||
billboardData->color = NzColor(255, 255, 255, static_cast<nzUInt8>(255.f * (*alphaPtr++)));
|
||||
billboardData->sinCos.Set(sin, cos);
|
||||
billboardData->size.Set(*sizePtr++);
|
||||
billboardData++;
|
||||
}
|
||||
}
|
||||
|
||||
void NzDepthRenderQueue::AddDrawable(const NzDrawable* drawable)
|
||||
{
|
||||
#if NAZARA_GRAPHICS_SAFE
|
||||
if (!drawable)
|
||||
{
|
||||
NazaraError("Invalid drawable");
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
|
||||
otherDrawables.push_back(drawable);
|
||||
}
|
||||
|
||||
void NzDepthRenderQueue::AddMesh(const NzMaterial* material, const NzMeshData& meshData, const NzBoxf& meshAABB, const NzMatrix4f& transformMatrix)
|
||||
{
|
||||
NazaraAssert(material, "Invalid material");
|
||||
|
||||
if (!IsMaterialSuitable(material))
|
||||
return;
|
||||
|
||||
auto it = meshes.find(meshData);
|
||||
if (it == meshes.end())
|
||||
{
|
||||
MeshInstanceEntry instanceEntry;
|
||||
|
||||
if (meshData.indexBuffer)
|
||||
instanceEntry.indexBufferReleaseSlot.Connect(meshData.indexBuffer->OnIndexBufferRelease, this, &NzDepthRenderQueue::OnIndexBufferInvalidation);
|
||||
|
||||
instanceEntry.vertexBufferReleaseSlot.Connect(meshData.vertexBuffer->OnVertexBufferRelease, this, &NzDepthRenderQueue::OnVertexBufferInvalidation);
|
||||
|
||||
it = meshes.insert(std::make_pair(meshData, std::move(instanceEntry))).first;
|
||||
}
|
||||
|
||||
std::vector<NzMatrix4f>& instances = it->second.instances;
|
||||
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)
|
||||
// entry.instancingEnabled = true; // Apparemment oui, activons l'instancing avec ce matériau
|
||||
}
|
||||
|
||||
void NzDepthRenderQueue::AddSprites(const NzMaterial* material, const NzVertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const NzTexture* overlay)
|
||||
{
|
||||
NazaraAssert(material, "Invalid material");
|
||||
|
||||
if (!IsMaterialSuitable(material))
|
||||
return;
|
||||
|
||||
basicSprites.push_back(SpriteChain_XYZ_Color_UV({vertices, spriteCount}));
|
||||
}
|
||||
|
||||
void NzDepthRenderQueue::Clear(bool fully)
|
||||
{
|
||||
NzAbstractRenderQueue::Clear(fully);
|
||||
|
||||
basicSprites.clear();
|
||||
billboards.clear();
|
||||
otherDrawables.clear();
|
||||
|
||||
if (fully)
|
||||
meshes.clear();
|
||||
}
|
||||
|
||||
bool NzDepthRenderQueue::IsMaterialSuitable(const NzMaterial* material) const
|
||||
{
|
||||
NazaraAssert(material, "Invalid material");
|
||||
|
||||
return material->IsEnabled(nzRendererParameter_DepthBuffer) && material->IsEnabled(nzRendererParameter_DepthWrite);
|
||||
}
|
||||
|
||||
void NzDepthRenderQueue::OnIndexBufferInvalidation(const NzIndexBuffer* indexBuffer)
|
||||
{
|
||||
for (auto it = meshes.begin(); it != meshes.end();)
|
||||
{
|
||||
const NzMeshData& renderData = it->first;
|
||||
if (renderData.indexBuffer == indexBuffer)
|
||||
it = meshes.erase(it);
|
||||
else
|
||||
++it;
|
||||
}
|
||||
}
|
||||
|
||||
void NzDepthRenderQueue::OnVertexBufferInvalidation(const NzVertexBuffer* vertexBuffer)
|
||||
{
|
||||
for (auto it = meshes.begin(); it != meshes.end();)
|
||||
{
|
||||
const NzMeshData& renderData = it->first;
|
||||
if (renderData.vertexBuffer == vertexBuffer)
|
||||
it = meshes.erase(it);
|
||||
else
|
||||
++it;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -0,0 +1,363 @@
|
|||
// Copyright (C) 2015 Jérôme Leclercq
|
||||
// This file is part of the "Nazara Engine - Graphics module"
|
||||
// For conditions of distribution and use, see copyright notice in Config.hpp
|
||||
|
||||
#include <Nazara/Graphics/DepthRenderTechnique.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>
|
||||
#include <Nazara/Graphics/Light.hpp>
|
||||
#include <Nazara/Graphics/Material.hpp>
|
||||
#include <Nazara/Graphics/Sprite.hpp>
|
||||
#include <Nazara/Renderer/Config.hpp>
|
||||
#include <Nazara/Renderer/Renderer.hpp>
|
||||
#include <Nazara/Utility/BufferMapper.hpp>
|
||||
#include <Nazara/Utility/StaticMesh.hpp>
|
||||
#include <Nazara/Utility/VertexStruct.hpp>
|
||||
#include <limits>
|
||||
#include <memory>
|
||||
#include <Nazara/Graphics/Debug.hpp>
|
||||
|
||||
namespace
|
||||
{
|
||||
struct BillboardPoint
|
||||
{
|
||||
NzColor color;
|
||||
NzVector3f position;
|
||||
NzVector2f size;
|
||||
NzVector2f sinCos; // must follow `size` (both will be sent as a Vector4f)
|
||||
NzVector2f uv;
|
||||
};
|
||||
|
||||
static_assert(NzOffsetOf(BillboardPoint, sinCos) - NzOffsetOf(BillboardPoint, size) == sizeof(NzVector2f), "size and sinCos members should be packed");
|
||||
|
||||
unsigned int s_maxQuads = std::numeric_limits<nzUInt16>::max()/6;
|
||||
unsigned int s_vertexBufferSize = 4*1024*1024; // 4 MiB
|
||||
}
|
||||
|
||||
NzDepthRenderTechnique::NzDepthRenderTechnique() :
|
||||
m_vertexBuffer(nzBufferType_Vertex)
|
||||
{
|
||||
NzErrorFlags flags(nzErrorFlag_ThrowException, true);
|
||||
|
||||
m_vertexBuffer.Create(s_vertexBufferSize, nzDataStorage_Hardware, nzBufferUsage_Dynamic);
|
||||
|
||||
m_billboardPointBuffer.Reset(&s_billboardVertexDeclaration, &m_vertexBuffer);
|
||||
m_spriteBuffer.Reset(NzVertexDeclaration::Get(nzVertexLayout_XYZ_Color_UV), &m_vertexBuffer);
|
||||
}
|
||||
|
||||
bool NzDepthRenderTechnique::Draw(const NzSceneData& sceneData) const
|
||||
{
|
||||
NzRenderer::Enable(nzRendererParameter_DepthBuffer, true);
|
||||
NzRenderer::Enable(nzRendererParameter_DepthWrite, true);
|
||||
NzRenderer::Clear(nzRendererBuffer_Depth);
|
||||
|
||||
// Just in case the background does render depth
|
||||
if (sceneData.background)
|
||||
sceneData.background->Draw(sceneData.viewer);
|
||||
|
||||
if (!m_renderQueue.meshes.empty())
|
||||
DrawOpaqueModels(sceneData);
|
||||
|
||||
if (!m_renderQueue.basicSprites.empty())
|
||||
DrawBasicSprites(sceneData);
|
||||
|
||||
if (!m_renderQueue.billboards.empty())
|
||||
DrawBillboards(sceneData);
|
||||
|
||||
// Other custom drawables
|
||||
for (const NzDrawable* drawable : m_renderQueue.otherDrawables)
|
||||
drawable->Draw();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
NzAbstractRenderQueue* NzDepthRenderTechnique::GetRenderQueue()
|
||||
{
|
||||
return &m_renderQueue;
|
||||
}
|
||||
|
||||
nzRenderTechniqueType NzDepthRenderTechnique::GetType() const
|
||||
{
|
||||
return nzRenderTechniqueType_BasicForward;
|
||||
}
|
||||
|
||||
bool NzDepthRenderTechnique::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));
|
||||
|
||||
// Material
|
||||
s_material = NzMaterial::New();
|
||||
s_material->Enable(nzRendererParameter_ColorWrite, false);
|
||||
s_material->Enable(nzRendererParameter_FaceCulling, false);
|
||||
}
|
||||
catch (const std::exception& e)
|
||||
{
|
||||
NazaraError("Failed to initialise: " + NzString(e.what()));
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void NzDepthRenderTechnique::Uninitialize()
|
||||
{
|
||||
s_material.Reset();
|
||||
s_quadIndexBuffer.Reset();
|
||||
s_quadVertexBuffer.Reset();
|
||||
}
|
||||
|
||||
void NzDepthRenderTechnique::DrawBasicSprites(const NzSceneData& sceneData) const
|
||||
{
|
||||
NzRenderer::SetIndexBuffer(&s_quadIndexBuffer);
|
||||
NzRenderer::SetMatrix(nzMatrixType_World, NzMatrix4f::Identity());
|
||||
NzRenderer::SetVertexBuffer(&m_spriteBuffer);
|
||||
|
||||
auto& spriteChainVector = m_renderQueue.basicSprites;
|
||||
unsigned int spriteChainCount = spriteChainVector.size();
|
||||
if (spriteChainCount > 0)
|
||||
{
|
||||
s_material->Apply();
|
||||
|
||||
unsigned int spriteChain = 0; // Quelle chaîne de sprite traitons-nous
|
||||
unsigned int spriteChainOffset = 0; // À quel offset dans la dernière chaîne nous sommes-nous arrêtés
|
||||
|
||||
do
|
||||
{
|
||||
// On ouvre le buffer en écriture
|
||||
NzBufferMapper<NzVertexBuffer> vertexMapper(m_spriteBuffer, nzBufferAccess_DiscardAndWrite);
|
||||
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
|
||||
{
|
||||
NzDepthRenderQueue::SpriteChain_XYZ_Color_UV& currentChain = spriteChainVector[spriteChain];
|
||||
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;
|
||||
|
||||
spriteCount += count;
|
||||
spriteChainOffset += count;
|
||||
|
||||
// Avons-nous traité la chaîne entière ?
|
||||
if (spriteChainOffset == currentChain.spriteCount)
|
||||
{
|
||||
spriteChain++;
|
||||
spriteChainOffset = 0;
|
||||
}
|
||||
}
|
||||
while (spriteCount < maxSpriteCount && spriteChain < spriteChainCount);
|
||||
|
||||
vertexMapper.Unmap();
|
||||
|
||||
NzRenderer::DrawIndexedPrimitives(nzPrimitiveMode_TriangleList, 0, spriteCount*6);
|
||||
}
|
||||
while (spriteChain < spriteChainCount);
|
||||
|
||||
spriteChainVector.clear();
|
||||
}
|
||||
}
|
||||
|
||||
void NzDepthRenderTechnique::DrawBillboards(const NzSceneData& sceneData) const
|
||||
{
|
||||
if (NzRenderer::HasCapability(nzRendererCap_Instancing))
|
||||
{
|
||||
NzVertexBuffer* instanceBuffer = NzRenderer::GetInstanceBuffer();
|
||||
instanceBuffer->SetVertexDeclaration(&s_billboardInstanceDeclaration);
|
||||
|
||||
NzRenderer::SetVertexBuffer(&s_quadVertexBuffer);
|
||||
|
||||
auto& billboardVector = m_renderQueue.billboards;
|
||||
unsigned int billboardCount = billboardVector.size();
|
||||
if (billboardCount > 0)
|
||||
{
|
||||
s_material->Apply(nzShaderFlags_Billboard | nzShaderFlags_Instancing);
|
||||
|
||||
const NzDepthRenderQueue::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);
|
||||
|
||||
auto& billboardVector = m_renderQueue.billboards;
|
||||
|
||||
unsigned int billboardCount = billboardVector.size();
|
||||
if (billboardCount > 0)
|
||||
{
|
||||
s_material->Apply(nzShaderFlags_Billboard);
|
||||
|
||||
const NzDepthRenderQueue::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 NzDepthRenderQueue::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 NzDepthRenderTechnique::DrawOpaqueModels(const NzSceneData& sceneData) const
|
||||
{
|
||||
s_material->Apply();
|
||||
|
||||
for (auto& meshIt : m_renderQueue.meshes)
|
||||
{
|
||||
const NzMeshData& meshData = meshIt.first;
|
||||
auto& meshEntry = meshIt.second;
|
||||
|
||||
std::vector<NzMatrix4f>& instances = meshEntry.instances;
|
||||
if (!instances.empty())
|
||||
{
|
||||
const NzIndexBuffer* indexBuffer = meshData.indexBuffer;
|
||||
const NzVertexBuffer* vertexBuffer = meshData.vertexBuffer;
|
||||
|
||||
// Gestion du draw call avant la boucle de rendu
|
||||
NzRenderer::DrawCall drawFunc;
|
||||
NzRenderer::DrawCallInstanced instancedDrawFunc;
|
||||
unsigned int indexCount;
|
||||
|
||||
if (indexBuffer)
|
||||
{
|
||||
drawFunc = NzRenderer::DrawIndexedPrimitives;
|
||||
instancedDrawFunc = NzRenderer::DrawIndexedPrimitivesInstanced;
|
||||
indexCount = indexBuffer->GetIndexCount();
|
||||
}
|
||||
else
|
||||
{
|
||||
drawFunc = NzRenderer::DrawPrimitives;
|
||||
instancedDrawFunc = NzRenderer::DrawPrimitivesInstanced;
|
||||
indexCount = vertexBuffer->GetVertexCount();
|
||||
}
|
||||
|
||||
NzRenderer::SetIndexBuffer(indexBuffer);
|
||||
NzRenderer::SetVertexBuffer(vertexBuffer);
|
||||
|
||||
// Sans instancing, on doit effectuer un draw call 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, matrix);
|
||||
drawFunc(meshData.primitiveMode, 0, indexCount);
|
||||
}
|
||||
instances.clear();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
NzIndexBuffer NzDepthRenderTechnique::s_quadIndexBuffer;
|
||||
NzMaterialRef NzDepthRenderTechnique::s_material;
|
||||
NzVertexBuffer NzDepthRenderTechnique::s_quadVertexBuffer;
|
||||
NzVertexDeclaration NzDepthRenderTechnique::s_billboardInstanceDeclaration;
|
||||
NzVertexDeclaration NzDepthRenderTechnique::s_billboardVertexDeclaration;
|
||||
|
|
@ -8,6 +8,7 @@
|
|||
#include <Nazara/Core/Log.hpp>
|
||||
#include <Nazara/Graphics/Config.hpp>
|
||||
#include <Nazara/Graphics/DeferredRenderTechnique.hpp>
|
||||
#include <Nazara/Graphics/DepthRenderTechnique.hpp>
|
||||
#include <Nazara/Graphics/ForwardRenderTechnique.hpp>
|
||||
#include <Nazara/Graphics/GuillotineTextureAtlas.hpp>
|
||||
#include <Nazara/Graphics/Material.hpp>
|
||||
|
|
@ -88,6 +89,12 @@ bool NzGraphics::Initialize()
|
|||
NzLoaders_Texture_Register();
|
||||
|
||||
// RenderTechniques
|
||||
if (!NzDepthRenderTechnique::Initialize())
|
||||
{
|
||||
NazaraError("Failed to initialize Depth Rendering");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!NzForwardRenderTechnique::Initialize())
|
||||
{
|
||||
NazaraError("Failed to initialize Forward Rendering");
|
||||
|
|
@ -164,6 +171,7 @@ void NzGraphics::Uninitialize()
|
|||
NzLoaders_Texture_Unregister();
|
||||
|
||||
NzDeferredRenderTechnique::Uninitialize();
|
||||
NzDepthRenderTechnique::Uninitialize();
|
||||
NzForwardRenderTechnique::Uninitialize();
|
||||
NzSkinningManager::Uninitialize();
|
||||
NzParticleRenderer::Uninitialize();
|
||||
|
|
|
|||
|
|
@ -15,6 +15,7 @@ namespace
|
|||
{
|
||||
"Advanced Forward",
|
||||
"Basic Forward",
|
||||
"Depth Pass",
|
||||
"Deferred Shading",
|
||||
"Light Pre-Pass",
|
||||
"User"
|
||||
|
|
|
|||
Loading…
Reference in New Issue