// 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 #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include namespace { struct BillboardPoint { NzColor color; NzVector3f position; NzVector2f size; NzVector2f sinCos; // doit suivre size NzVector2f uv; }; unsigned int s_maxQuads = std::numeric_limits::max()/6; unsigned int s_vertexBufferSize = 4*1024*1024; // 4 MiB } NzForwardRenderTechnique::NzForwardRenderTechnique() : m_vertexBuffer(nzBufferType_Vertex), m_maxLightPassPerObject(3) { 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 NzForwardRenderTechnique::Draw(const NzAbstractViewer* viewer, const NzSceneData& sceneData) const { NazaraAssert(viewer, "Invalid viewer"); m_renderQueue.Sort(viewer); NzRenderer::Enable(nzRendererParameter_DepthBuffer, true); NzRenderer::Enable(nzRendererParameter_DepthWrite, true); NzRenderer::Clear(nzRendererBuffer_Depth); if (sceneData.background) sceneData.background->Draw(viewer); if (!m_renderQueue.opaqueModels.empty()) DrawOpaqueModels(viewer, sceneData); if (!m_renderQueue.transparentModels.empty()) DrawTransparentModels(viewer, sceneData); if (!m_renderQueue.basicSprites.empty()) DrawBasicSprites(viewer, sceneData); if (!m_renderQueue.billboards.empty()) DrawBillboards(viewer, sceneData); // Les autres drawables (Exemple: Terrain) for (const NzDrawable* drawable : m_renderQueue.otherDrawables) drawable->Draw(); return true; } unsigned int NzForwardRenderTechnique::GetMaxLightPassPerObject() const { return m_maxLightPassPerObject; } NzAbstractRenderQueue* NzForwardRenderTechnique::GetRenderQueue() { return &m_renderQueue; } nzRenderTechniqueType NzForwardRenderTechnique::GetType() const { return nzRenderTechniqueType_BasicForward; } void NzForwardRenderTechnique::SetMaxLightPassPerObject(unsigned int passCount) { m_maxLightPassPerObject = passCount; } bool NzForwardRenderTechnique::Initialize() { try { NzErrorFlags flags(nzErrorFlag_ThrowException, true); s_quadIndexBuffer.Reset(false, s_maxQuads*6, nzDataStorage_Hardware, nzBufferUsage_Static); NzBufferMapper mapper(s_quadIndexBuffer, nzBufferAccess_WriteOnly); nzUInt16* indices = static_cast(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(); } bool NzForwardRenderTechnique::ChooseLights(const NzSpheref& object, bool includeDirectionalLights) const { m_lights.clear(); // First step: add all the lights into a common list and compute their score, exlucing those who have no chance of lighting the object // (Those who are too far away). if (includeDirectionalLights) { for (unsigned int i = 0; i < m_renderQueue.directionalLights.size(); ++i) { const auto& light = m_renderQueue.directionalLights[i]; if (IsDirectionalLightSuitable(object, light)) m_lights.push_back({nzLightType_Directional, ComputeDirectionalLightScore(object, light), i}); } } for (unsigned int i = 0; i < m_renderQueue.pointLights.size(); ++i) { const auto& light = m_renderQueue.pointLights[i]; if (IsPointLightSuitable(object, light)) m_lights.push_back({nzLightType_Point, ComputePointLightScore(object, light), i}); } for (unsigned int i = 0; i < m_renderQueue.spotLights.size(); ++i) { const auto& light = m_renderQueue.spotLights[i]; if (IsSpotLightSuitable(object, light)) m_lights.push_back({nzLightType_Spot, ComputeSpotLightScore(object, light), i}); } // Then, sort the lights according to their score std::sort(m_lights.begin(), m_lights.end(), [](const LightIndex& light1, const LightIndex& light2) { return light1.score < light2.score; }); } void NzForwardRenderTechnique::DrawBasicSprites(const NzAbstractViewer* viewer, const NzSceneData& sceneData) const { NazaraAssert(viewer, "Invalid viewer"); const NzShader* lastShader = nullptr; const ShaderUniforms* shaderUniforms = nullptr; NzRenderer::SetIndexBuffer(&s_quadIndexBuffer); NzRenderer::SetMatrix(nzMatrixType_World, NzMatrix4f::Identity()); NzRenderer::SetVertexBuffer(&m_spriteBuffer); for (auto& matIt : m_renderQueue.basicSprites) { const NzMaterial* material = matIt.first; auto& matEntry = matIt.second; if (matEntry.enabled) { auto& overlayMap = matEntry.overlayMap; for (auto& overlayIt : overlayMap) { const NzTexture* overlay = overlayIt.first; auto& spriteChainVector = overlayIt.second.spriteChains; unsigned int spriteChainCount = spriteChainVector.size(); if (spriteChainCount > 0) { // On commence par appliquer du matériau (et récupérer le shader ainsi activé) nzUInt32 flags = nzShaderFlags_VertexColor; if (overlay) flags |= nzShaderFlags_TextureOverlay; nzUInt8 overlayUnit; const NzShader* shader = material->Apply(flags, 0, &overlayUnit); if (overlay) { overlayUnit++; NzRenderer::SetTexture(overlayUnit, overlay); NzRenderer::SetTextureSampler(overlayUnit, material->GetDiffuseSampler()); } // 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, sceneData.ambientColor); // Overlay shader->SendInteger(shaderUniforms->textureOverlay, overlayUnit); // Position de la caméra shader->SendVector(shaderUniforms->eyePosition, viewer->GetEyePosition()); lastShader = shader; } 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 vertexMapper(m_spriteBuffer, nzBufferAccess_DiscardAndWrite); NzVertexStruct_XYZ_Color_UV* vertices = reinterpret_cast(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(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(); } } // On remet à zéro matEntry.enabled = false; } } } void NzForwardRenderTechnique::DrawBillboards(const NzAbstractViewer* viewer, const NzSceneData& sceneData) const { NazaraAssert(viewer, "Invalid viewer"); 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, sceneData.ambientColor); // 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, sceneData.ambientColor); // 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 vertexMapper(m_billboardPointBuffer, nzBufferAccess_DiscardAndWrite, 0, renderedBillboardCount*4); BillboardPoint* vertices = reinterpret_cast(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 NzAbstractViewer* viewer, const NzSceneData& sceneData) const { NazaraAssert(viewer, "Invalid viewer"); const NzShader* lastShader = nullptr; const ShaderUniforms* shaderUniforms = nullptr; for (auto& matIt : m_renderQueue.opaqueModels) { auto& matEntry = matIt.second; if (matEntry.enabled) { NzForwardRenderQueue::MeshInstanceContainer& meshInstances = matEntry.meshMap; if (!meshInstances.empty()) { const NzMaterial* material = matIt.first; // Nous utilisons de l'instancing que lorsqu'aucune lumière (autre que directionnelle) n'est active // Ceci car l'instancing n'est pas compatible avec la recherche des lumières les plus proches // (Le deferred shading n'a pas ce problème) bool noPointSpotLight = m_renderQueue.pointLights.empty() && m_renderQueue.spotLights.empty(); bool instancing = m_instancingEnabled && (!material->IsLightingEnabled() || noPointSpotLight) && matEntry.instancingEnabled; // On commence par appliquer du matériau (et récupérer le shader ainsi activé) const NzShader* shader = material->Apply((instancing) ? nzShaderFlags_Instancing : 0); // 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, sceneData.ambientColor); // Position de la caméra shader->SendVector(shaderUniforms->eyePosition, viewer->GetEyePosition()); lastShader = shader; } // Meshes for (auto& meshIt : meshInstances) { const NzMeshData& meshData = meshIt.first; auto& meshEntry = meshIt.second; const NzSpheref& squaredBoundingSphere = meshEntry.squaredBoundingSphere; std::vector& 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); 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)); // 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_renderQueue.directionalLights.size(); unsigned int lightIndex = 0; nzRendererComparison oldDepthFunc = NzRenderer::GetDepthFunc(); unsigned int passCount = (lightCount == 0) ? 1 : (lightCount-1)/NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS + 1; for (unsigned int pass = 0; pass < passCount; ++pass) { if (shaderUniforms->hasLightUniforms) { unsigned int renderedLightCount = std::min(lightCount, NazaraSuffixMacro(NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS, U)); lightCount -= renderedLightCount; if (pass == 1) { // Pour additionner le résultat des calculs de lumière // Aucune chance d'interférer avec les paramètres du matériau car nous ne rendons que les objets opaques // (Autrement dit, sans blending) // Quant à la fonction de profondeur, elle ne doit être appliquée que la première fois NzRenderer::Enable(nzRendererParameter_Blend, true); NzRenderer::SetBlendFunc(nzBlendFunc_One, nzBlendFunc_One); NzRenderer::SetDepthFunc(nzRendererComparison_Equal); } // Sends the uniforms for (unsigned int i = 0; i < NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS; ++i) SendLightUniforms(shader, shaderUniforms->lightUniforms, lightIndex++, i*shaderUniforms->lightOffset); } const NzMatrix4f* instanceMatrices = &instances[0]; unsigned int instanceCount = instances.size(); unsigned int maxInstanceCount = instanceBuffer->GetVertexCount(); // Le nombre maximum d'instances en une fois 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; // On remplit l'instancing buffer avec nos matrices world instanceBuffer->Fill(instanceMatrices, 0, renderedInstanceCount, true); instanceMatrices += renderedInstanceCount; // 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); } else { if (shaderUniforms->hasLightUniforms) { for (const NzMatrix4f& matrix : instances) { // Choose the lights depending on an object position and apparent radius ChooseLights(NzSpheref(matrix.GetTranslation() + squaredBoundingSphere.GetPosition(), squaredBoundingSphere.radius)); unsigned int lightCount = m_lights.size(); NzRenderer::SetMatrix(nzMatrixType_World, matrix); unsigned int lightIndex = 0; nzRendererComparison oldDepthFunc = NzRenderer::GetDepthFunc(); // Dans le cas où nous aurions à le changer unsigned int passCount = (lightCount == 0) ? 1 : (lightCount-1)/NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS + 1; for (unsigned int pass = 0; pass < passCount; ++pass) { lightCount -= std::min(lightCount, NazaraSuffixMacro(NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS, U)); if (pass == 1) { // Pour additionner le résultat des calculs de lumière // Aucune chance d'interférer avec les paramètres du matériau car nous ne rendons que les objets opaques // (Autrement dit, sans blending) // Quant à la fonction de profondeur, elle ne doit être appliquée que la première fois NzRenderer::Enable(nzRendererParameter_Blend, true); NzRenderer::SetBlendFunc(nzBlendFunc_One, nzBlendFunc_One); NzRenderer::SetDepthFunc(nzRendererComparison_Equal); } // Sends the light uniforms to the shader for (unsigned int i = 0; i < NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS; ++i) SendLightUniforms(shader, shaderUniforms->lightUniforms, lightIndex++, shaderUniforms->lightOffset*i); // Et on passe à l'affichage drawFunc(meshData.primitiveMode, 0, indexCount); } NzRenderer::Enable(nzRendererParameter_Blend, false); NzRenderer::SetDepthFunc(oldDepthFunc); } } else { // 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(); } } } // Et on remet à zéro les données matEntry.enabled = false; matEntry.instancingEnabled = false; } } } void NzForwardRenderTechnique::DrawTransparentModels(const NzAbstractViewer* viewer, const NzSceneData& sceneData) const { NazaraAssert(viewer, "Invalid viewer"); const NzShader* lastShader = nullptr; const ShaderUniforms* shaderUniforms = nullptr; unsigned int lightCount = 0; for (unsigned int index : m_renderQueue.transparentModels) { const NzForwardRenderQueue::TransparentModelData& modelData = m_renderQueue.transparentModelData[index]; // Matériau const NzMaterial* material = modelData.material; // On commence par appliquer du matériau (et récupérer le shader ainsi activé) const NzShader* shader = material->Apply(); // 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, sceneData.ambientColor); // Position de la caméra shader->SendVector(shaderUniforms->eyePosition, viewer->GetEyePosition()); // On envoie les lumières directionnelles s'il y a (Les mêmes pour tous) if (shaderUniforms->hasLightUniforms) { lightCount = std::min(m_renderQueue.directionalLights.size(), NazaraSuffixMacro(NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS, U)); for (unsigned int i = 0; i < lightCount; ++i) SendLightUniforms(shader, shaderUniforms->lightUniforms, i, shaderUniforms->lightOffset * i); } lastShader = shader; } // Mesh 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 NzRenderer::DrawCall 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); if (shaderUniforms->hasLightUniforms && lightCount < NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS) { // Compute the closest lights NzVector3f position = matrix.GetTranslation() + modelData.squaredBoundingSphere.GetPosition(); float radius = modelData.squaredBoundingSphere.radius; ChooseLights(NzSpheref(position, radius), false); for (unsigned int i = lightCount; i < NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS; ++i) SendLightUniforms(shader, shaderUniforms->lightUniforms, i, shaderUniforms->lightOffset*i); } NzRenderer::SetMatrix(nzMatrixType_World, matrix); drawFunc(meshData.primitiveMode, 0, indexCount); } } const NzForwardRenderTechnique::ShaderUniforms* NzForwardRenderTechnique::GetShaderUniforms(const NzShader* shader) const { auto it = m_shaderUniforms.find(shader); if (it == m_shaderUniforms.end()) { ShaderUniforms uniforms; uniforms.shaderReleaseSlot.Connect(shader->OnShaderRelease, this, OnShaderInvalidated); uniforms.shaderUniformInvalidatedSlot.Connect(shader->OnShaderUniformInvalidated, this, OnShaderInvalidated); uniforms.eyePosition = shader->GetUniformLocation("EyePosition"); uniforms.sceneAmbient = shader->GetUniformLocation("SceneAmbient"); uniforms.textureOverlay = shader->GetUniformLocation("TextureOverlay"); int type0Location = shader->GetUniformLocation("Lights[0].type"); int type1Location = shader->GetUniformLocation("Lights[1].type"); if (type0Location > 0 && type1Location > 0) { uniforms.hasLightUniforms = true; uniforms.lightOffset = type1Location - type0Location; uniforms.lightUniforms.ubo = false; uniforms.lightUniforms.locations.type = type0Location; uniforms.lightUniforms.locations.color = shader->GetUniformLocation("Lights[0].color"); uniforms.lightUniforms.locations.factors = shader->GetUniformLocation("Lights[0].factors"); uniforms.lightUniforms.locations.parameters1 = shader->GetUniformLocation("Lights[0].parameters1"); uniforms.lightUniforms.locations.parameters2 = shader->GetUniformLocation("Lights[0].parameters2"); uniforms.lightUniforms.locations.parameters3 = shader->GetUniformLocation("Lights[0].parameters3"); } else uniforms.hasLightUniforms = false; it = m_shaderUniforms.emplace(shader, std::move(uniforms)).first; } return &it->second; } void NzForwardRenderTechnique::OnShaderInvalidated(const NzShader* shader) const { m_shaderUniforms.erase(shader); } NzIndexBuffer NzForwardRenderTechnique::s_quadIndexBuffer; NzVertexBuffer NzForwardRenderTechnique::s_quadVertexBuffer; NzVertexDeclaration NzForwardRenderTechnique::s_billboardInstanceDeclaration; NzVertexDeclaration NzForwardRenderTechnique::s_billboardVertexDeclaration;