// Copyright (C) 2017 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 namespace Nz { namespace { struct BillboardPoint { Color color; Vector3f position; Vector2f size; Vector2f sinCos; // must follow `size` (both will be sent as a Vector4f) Vector2f uv; }; UInt32 s_maxQuads = std::numeric_limits::max() / 6; UInt32 s_vertexBufferSize = 4 * 1024 * 1024; // 4 MiB } /*! * \ingroup graphics * \class Nz::ForwardRenderTechnique * \brief Graphics class that represents the technique used in forward rendering */ /*! * \brief Constructs a ForwardRenderTechnique object by default */ ForwardRenderTechnique::ForwardRenderTechnique() : m_vertexBuffer(BufferType_Vertex), m_maxLightPassPerObject(3) { ErrorFlags flags(ErrorFlag_ThrowException, true); std::array whitePixel = { {255, 255, 255, 255} }; m_whiteTexture.Create(ImageType_2D, PixelFormatType_RGBA8, 1, 1); m_whiteTexture.Update(whitePixel.data()); m_vertexBuffer.Create(s_vertexBufferSize, DataStorage_Hardware, BufferUsage_Dynamic); m_billboardPointBuffer.Reset(&s_billboardVertexDeclaration, &m_vertexBuffer); m_spriteBuffer.Reset(VertexDeclaration::Get(VertexLayout_XYZ_Color_UV), &m_vertexBuffer); } /*! * \brief Clears the data * * \param sceneData Data of the scene */ void ForwardRenderTechnique::Clear(const SceneData& sceneData) const { Renderer::Enable(RendererParameter_DepthBuffer, true); Renderer::Enable(RendererParameter_DepthWrite, true); Renderer::Clear(RendererBuffer_Depth); if (sceneData.background) sceneData.background->Draw(sceneData.viewer); } /*! * \brief Draws the data of the scene * \return true If successful * * \param sceneData Data of the scene * * \remark Produces a NazaraAssert if viewer of the scene is invalid */ bool ForwardRenderTechnique::Draw(const SceneData& sceneData) const { NazaraAssert(sceneData.viewer, "Invalid viewer"); m_renderQueue.Sort(sceneData.viewer); if (!m_renderQueue.models.empty()) DrawModels(sceneData, m_renderQueue, m_renderQueue.models); if (!m_renderQueue.basicSprites.empty()) DrawSprites(sceneData, m_renderQueue, m_renderQueue.basicSprites); if (!m_renderQueue.billboards.empty()) DrawBillboards(sceneData, m_renderQueue, m_renderQueue.billboards); if (!m_renderQueue.depthSortedModels.empty()) DrawModels(sceneData, m_renderQueue, m_renderQueue.depthSortedModels); if (!m_renderQueue.depthSortedSprites.empty()) DrawSprites(sceneData, m_renderQueue, m_renderQueue.depthSortedSprites); if (!m_renderQueue.depthSortedBillboards.empty()) DrawBillboards(sceneData, m_renderQueue, m_renderQueue.depthSortedBillboards); if (!m_renderQueue.customDrawables.empty()) DrawCustomDrawables(sceneData, m_renderQueue, m_renderQueue.customDrawables); return true; } /*! * \brief Gets the maximum number of lights available per pass per object * \return Maximum number of light simultaneously per object */ unsigned int ForwardRenderTechnique::GetMaxLightPassPerObject() const { return m_maxLightPassPerObject; } /*! * \brief Gets the render queue * \return Pointer to the render queue */ AbstractRenderQueue* ForwardRenderTechnique::GetRenderQueue() { return &m_renderQueue; } /*! * \brief Gets the type of the current technique * \return Type of the render technique */ RenderTechniqueType ForwardRenderTechnique::GetType() const { return RenderTechniqueType_BasicForward; } /*! * \brief Sets the maximum number of lights available per pass per object * * \param passCount Maximum number of light simulatenously per object */ void ForwardRenderTechnique::SetMaxLightPassPerObject(unsigned int maxLightPassPerObject) { m_maxLightPassPerObject = maxLightPassPerObject; } /*! * \brief Initializes the forward render technique * \return true If successful * * \remark Produces a NazaraError if one shader creation failed */ bool ForwardRenderTechnique::Initialize() { try { ErrorFlags flags(ErrorFlag_ThrowException, true); s_quadIndexBuffer.Reset(false, s_maxQuads * 6, DataStorage_Hardware, 0); BufferMapper mapper(s_quadIndexBuffer, BufferAccess_WriteOnly); UInt16* 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(); // No point to keep the buffer open any longer // Quad buffer (used for instancing of billboards and sprites) //Note: UV are computed in the shader s_quadVertexBuffer.Reset(VertexDeclaration::Get(VertexLayout_XY), 4, DataStorage_Hardware, 0); 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)); // Declaration used when rendering the vertex billboards s_billboardVertexDeclaration.EnableComponent(VertexComponent_Color, ComponentType_Color, NazaraOffsetOf(BillboardPoint, color)); s_billboardVertexDeclaration.EnableComponent(VertexComponent_Position, ComponentType_Float3, NazaraOffsetOf(BillboardPoint, position)); s_billboardVertexDeclaration.EnableComponent(VertexComponent_TexCoord, ComponentType_Float2, NazaraOffsetOf(BillboardPoint, uv)); s_billboardVertexDeclaration.EnableComponent(VertexComponent_Userdata0, ComponentType_Float4, NazaraOffsetOf(BillboardPoint, size)); // Includes sincos // Declaration used when rendering the billboards with intancing // The main advantage is the direct copy (std::memcpy) of data in the RenderQueue to the GPU buffer s_billboardInstanceDeclaration.EnableComponent(VertexComponent_InstanceData0, ComponentType_Float3, NazaraOffsetOf(BasicRenderQueue::BillboardData, center)); s_billboardInstanceDeclaration.EnableComponent(VertexComponent_InstanceData1, ComponentType_Float4, NazaraOffsetOf(BasicRenderQueue::BillboardData, size)); // Englobe sincos s_billboardInstanceDeclaration.EnableComponent(VertexComponent_InstanceData2, ComponentType_Color, NazaraOffsetOf(BasicRenderQueue::BillboardData, color)); s_reflectionSampler.SetFilterMode(SamplerFilter_Bilinear); s_reflectionSampler.SetWrapMode(SamplerWrap_Clamp); s_shadowSampler.SetFilterMode(SamplerFilter_Bilinear); s_shadowSampler.SetWrapMode(SamplerWrap_Clamp); std::array whitePixels = { { 255, 255, 255, 255, 255, 255 } }; s_dummyReflection.Create(ImageType_Cubemap, PixelFormatType_L8, 1, 1); s_dummyReflection.Update(whitePixels.data()); } catch (const std::exception& e) { NazaraError("Failed to initialise: " + String(e.what())); return false; } return true; } /*! * \brief Uninitializes the forward render technique */ void ForwardRenderTechnique::Uninitialize() { s_dummyReflection.Destroy(); s_quadIndexBuffer.Reset(); s_quadVertexBuffer.Reset(); } /*! * \brief Chooses the nearest lights for one object * * \param object Sphere symbolising the object * \param includeDirectionalLights Should directional lights be included in the computation */ void ForwardRenderTechnique::ChooseLights(const Spheref& 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({LightType_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({LightType_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({LightType_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 ForwardRenderTechnique::DrawBillboards(const SceneData& sceneData, const BasicRenderQueue& renderQueue, const RenderQueue& billboards) const { VertexBuffer* instanceBuffer = Renderer::GetInstanceBuffer(); instanceBuffer->SetVertexDeclaration(&s_billboardInstanceDeclaration); Renderer::SetVertexBuffer(&s_quadVertexBuffer); Nz::BufferMapper instanceBufferMapper; std::size_t billboardCount = 0; std::size_t maxBillboardPerDraw = instanceBuffer->GetVertexCount(); auto Commit = [&]() { if (billboardCount > 0) { instanceBufferMapper.Unmap(); Renderer::DrawPrimitivesInstanced(billboardCount, PrimitiveMode_TriangleStrip, 0, 4); billboardCount = 0; } }; const RenderTarget* renderTarget = sceneData.viewer->GetTarget(); Recti fullscreenScissorRect = Recti(Vector2i(renderTarget->GetSize())); const Material* lastMaterial = nullptr; const MaterialPipeline* lastPipeline = nullptr; const Shader* lastShader = nullptr; const ShaderUniforms* shaderUniforms = nullptr; const Texture* lastOverlay = nullptr; Recti lastScissorRect = Recti(-1, -1); const MaterialPipeline::Instance* pipelineInstance = nullptr; for (const BasicRenderQueue::Billboard& billboard : billboards) { const Nz::Recti& scissorRect = (billboard.scissorRect.width > 0) ? billboard.scissorRect : fullscreenScissorRect; if (billboard.material != lastMaterial || (billboard.material->IsScissorTestEnabled() && scissorRect != lastScissorRect)) { Commit(); const MaterialPipeline* pipeline = billboard.material->GetPipeline(); if (lastPipeline != pipeline) { pipelineInstance = &billboard.material->GetPipeline()->Apply(ShaderFlags_Billboard | ShaderFlags_Instancing | ShaderFlags_VertexColor); const Shader* shader = pipelineInstance->uberInstance->GetShader(); if (shader != lastShader) { // Index of uniforms in the shader shaderUniforms = GetShaderUniforms(shader); // Ambient color of the scene shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor); // Position of the camera shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition()); lastShader = shader; } lastPipeline = pipeline; } if (lastMaterial != billboard.material) { billboard.material->Apply(*pipelineInstance); lastMaterial = billboard.material; } if (billboard.material->IsScissorTestEnabled() && scissorRect != lastScissorRect) { Renderer::SetScissorRect(scissorRect); lastScissorRect = scissorRect; } } if (!instanceBufferMapper.GetBuffer()) instanceBufferMapper.Map(instanceBuffer, BufferAccess_DiscardAndWrite); std::memcpy(static_cast(instanceBufferMapper.GetPointer()) + sizeof(BasicRenderQueue::BillboardData) * billboardCount, &billboard.data, sizeof(BasicRenderQueue::BillboardData)); if (++billboardCount >= maxBillboardPerDraw) Commit(); } Commit(); } void ForwardRenderTechnique::DrawBillboards(const SceneData& sceneData, const BasicRenderQueue& renderQueue, const RenderQueue& billboards) const { VertexBuffer* instanceBuffer = Renderer::GetInstanceBuffer(); instanceBuffer->SetVertexDeclaration(&s_billboardInstanceDeclaration); Renderer::SetVertexBuffer(&s_quadVertexBuffer); Nz::BufferMapper instanceBufferMapper; std::size_t billboardCount = 0; std::size_t maxBillboardPerDraw = instanceBuffer->GetVertexCount(); auto Commit = [&]() { if (billboardCount > 0) { instanceBufferMapper.Unmap(); Renderer::DrawPrimitivesInstanced(billboardCount, PrimitiveMode_TriangleStrip, 0, 4); billboardCount = 0; } }; const RenderTarget* renderTarget = sceneData.viewer->GetTarget(); Recti fullscreenScissorRect = Recti(Vector2i(renderTarget->GetSize())); const Material* lastMaterial = nullptr; const MaterialPipeline* lastPipeline = nullptr; const Shader* lastShader = nullptr; const ShaderUniforms* shaderUniforms = nullptr; const Texture* lastOverlay = nullptr; Recti lastScissorRect = Recti(-1, -1); const MaterialPipeline::Instance* pipelineInstance = nullptr; for (const BasicRenderQueue::BillboardChain& billboard : billboards) { const Nz::Recti& scissorRect = (billboard.scissorRect.width > 0) ? billboard.scissorRect : fullscreenScissorRect; if (billboard.material != lastMaterial || (billboard.material->IsScissorTestEnabled() && scissorRect != lastScissorRect)) { Commit(); const MaterialPipeline* pipeline = billboard.material->GetPipeline(); if (lastPipeline != pipeline) { pipelineInstance = &billboard.material->GetPipeline()->Apply(ShaderFlags_Billboard | ShaderFlags_Instancing | ShaderFlags_VertexColor); const Shader* shader = pipelineInstance->uberInstance->GetShader(); if (shader != lastShader) { // Index of uniforms in the shader shaderUniforms = GetShaderUniforms(shader); // Ambient color of the scene shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor); // Position of the camera shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition()); lastShader = shader; } lastPipeline = pipeline; } if (lastMaterial != billboard.material) { billboard.material->Apply(*pipelineInstance); lastMaterial = billboard.material; } if (billboard.material->IsScissorTestEnabled() && scissorRect != lastScissorRect) { Renderer::SetScissorRect(scissorRect); lastScissorRect = scissorRect; } } std::size_t billboardRemaining = billboard.billboardCount; const BasicRenderQueue::BillboardData* billboardData = renderQueue.GetBillboardData(billboard.billboardIndex); do { std::size_t renderedBillboardCount = std::min(billboardRemaining, maxBillboardPerDraw - billboardCount); billboardRemaining -= renderedBillboardCount; if (!instanceBufferMapper.GetBuffer()) instanceBufferMapper.Map(instanceBuffer, BufferAccess_DiscardAndWrite); std::memcpy(static_cast(instanceBufferMapper.GetPointer()) + sizeof(BasicRenderQueue::BillboardData) * billboardCount, billboardData, renderedBillboardCount * sizeof(BasicRenderQueue::BillboardData)); billboardCount += renderedBillboardCount; billboardData += renderedBillboardCount; if (billboardCount >= maxBillboardPerDraw) Commit(); } while (billboardRemaining > 0); } Commit(); } void ForwardRenderTechnique::DrawCustomDrawables(const SceneData& sceneData, const BasicRenderQueue& renderQueue, const RenderQueue& customDrawables) const { for (const BasicRenderQueue::CustomDrawable& customDrawable : customDrawables) customDrawable.drawable->Draw(); } void ForwardRenderTechnique::DrawModels(const SceneData& sceneData, const BasicRenderQueue& renderQueue, const Nz::RenderQueue& models) const { const RenderTarget* renderTarget = sceneData.viewer->GetTarget(); Recti fullscreenScissorRect = Recti(Vector2i(renderTarget->GetSize())); const Material* lastMaterial = nullptr; const MaterialPipeline* lastPipeline = nullptr; const Shader* lastShader = nullptr; const ShaderUniforms* shaderUniforms = nullptr; Recti lastScissorRect = Recti(-1, -1); const MaterialPipeline::Instance* pipelineInstance = nullptr; ///TODO: Reimplement instancing for (const BasicRenderQueue::Model& model : models) { const MaterialPipeline* pipeline = model.material->GetPipeline(); if (lastPipeline != pipeline) { pipelineInstance = &model.material->GetPipeline()->Apply(); const Shader* shader = pipelineInstance->uberInstance->GetShader(); if (shader != lastShader) { // Index of uniforms in the shader shaderUniforms = GetShaderUniforms(shader); // Ambient color of the scene shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor); // Position of the camera shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition()); lastShader = shader; } lastPipeline = pipeline; } if (lastMaterial != model.material) { model.material->Apply(*pipelineInstance); lastMaterial = model.material; } if (model.material->IsScissorTestEnabled()) { const Nz::Recti& scissorRect = (model.scissorRect.width > 0) ? model.scissorRect : fullscreenScissorRect; if (scissorRect != lastScissorRect) { Renderer::SetScissorRect(scissorRect); lastScissorRect = scissorRect; } } if (shaderUniforms->reflectionMap != -1) { unsigned int textureUnit = Material::GetTextureUnit(TextureMap_ReflectionCube); Renderer::SetTexture(textureUnit, sceneData.globalReflectionTexture); Renderer::SetTextureSampler(textureUnit, s_reflectionSampler); } // Handle draw call before rendering loop Renderer::DrawCall drawFunc; Renderer::DrawCallInstanced instancedDrawFunc; unsigned int indexCount; if (model.meshData.indexBuffer) { drawFunc = Renderer::DrawIndexedPrimitives; instancedDrawFunc = Renderer::DrawIndexedPrimitivesInstanced; indexCount = model.meshData.indexBuffer->GetIndexCount(); } else { drawFunc = Renderer::DrawPrimitives; instancedDrawFunc = Renderer::DrawPrimitivesInstanced; indexCount = model.meshData.vertexBuffer->GetVertexCount(); } Renderer::SetIndexBuffer(model.meshData.indexBuffer); Renderer::SetVertexBuffer(model.meshData.vertexBuffer); if (shaderUniforms->hasLightUniforms) { ChooseLights(model.obbSphere); std::size_t lightCount = m_lights.size(); Nz::Renderer::SetMatrix(Nz::MatrixType_World, model.matrix); std::size_t lightIndex = 0; RendererComparison oldDepthFunc = Renderer::GetDepthFunc(); // In the case where we have to change it std::size_t passCount = (lightCount == 0) ? 1 : (lightCount - 1) / NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS + 1; for (std::size_t pass = 0; pass < passCount; ++pass) { lightCount -= std::min(lightCount, NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS); if (pass == 1) { // To add the result of light computations // We won't interfere with materials parameters because we only render opaques objects // (A.K.A., without blending) // About the depth function, it must be applied only the first time Renderer::Enable(RendererParameter_Blend, true); Renderer::SetBlendFunc(BlendFunc_One, BlendFunc_One); Renderer::SetDepthFunc(RendererComparison_Equal); } // Sends the light uniforms to the shader for (unsigned int i = 0; i < NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS; ++i) SendLightUniforms(lastShader, shaderUniforms->lightUniforms, i, lightIndex++, shaderUniforms->lightOffset*i); // And we draw drawFunc(model.meshData.primitiveMode, 0, indexCount); } Renderer::Enable(RendererParameter_Blend, false); Renderer::SetDepthFunc(oldDepthFunc); } else { Renderer::SetMatrix(MatrixType_World, model.matrix); drawFunc(model.meshData.primitiveMode, 0, indexCount); } } } void ForwardRenderTechnique::DrawSprites(const SceneData& sceneData, const BasicRenderQueue& renderQueue, const RenderQueue& spriteList) const { const RenderTarget* renderTarget = sceneData.viewer->GetTarget(); Recti fullscreenScissorRect = Recti(Vector2i(renderTarget->GetSize())); Renderer::SetIndexBuffer(&s_quadIndexBuffer); Renderer::SetMatrix(MatrixType_World, Matrix4f::Identity()); Renderer::SetVertexBuffer(&m_spriteBuffer); const unsigned int overlayTextureUnit = Material::GetTextureUnit(TextureMap_Overlay); const std::size_t maxSpriteCount = std::min(s_maxQuads, m_spriteBuffer.GetVertexCount() / 4); m_spriteChains.clear(); auto Commit = [&]() { std::size_t spriteChainCount = m_spriteChains.size(); if (spriteChainCount > 0) { std::size_t spriteChain = 0; // Which chain of sprites are we treating std::size_t spriteChainOffset = 0; // Where was the last offset where we stopped in the last chain do { // We open the buffer in writing mode BufferMapper vertexMapper(m_spriteBuffer, BufferAccess_DiscardAndWrite); VertexStruct_XYZ_Color_UV* vertices = static_cast(vertexMapper.GetPointer()); std::size_t spriteCount = 0; do { const VertexStruct_XYZ_Color_UV* currentChain = m_spriteChains[spriteChain].first; std::size_t currentChainSpriteCount = m_spriteChains[spriteChain].second; std::size_t count = std::min(maxSpriteCount - spriteCount, currentChainSpriteCount - spriteChainOffset); std::memcpy(vertices, currentChain + spriteChainOffset * 4, 4 * count * sizeof(VertexStruct_XYZ_Color_UV)); vertices += count * 4; spriteCount += count; spriteChainOffset += count; // Have we treated the entire chain ? if (spriteChainOffset == currentChainSpriteCount) { spriteChain++; spriteChainOffset = 0; } } while (spriteCount < maxSpriteCount && spriteChain < spriteChainCount); vertexMapper.Unmap(); Renderer::DrawIndexedPrimitives(PrimitiveMode_TriangleList, 0, spriteCount * 6); } while (spriteChain < spriteChainCount); } m_spriteChains.clear(); }; const Material* lastMaterial = nullptr; const MaterialPipeline* lastPipeline = nullptr; const Shader* lastShader = nullptr; const ShaderUniforms* shaderUniforms = nullptr; const Texture* lastOverlay = nullptr; Recti lastScissorRect = Recti(-1, -1); const MaterialPipeline::Instance* pipelineInstance = nullptr; for (const BasicRenderQueue::SpriteChain& basicSprites : spriteList) { const Nz::Recti& scissorRect = (basicSprites.scissorRect.width > 0) ? basicSprites.scissorRect : fullscreenScissorRect; if (basicSprites.material != lastMaterial || basicSprites.overlay != lastOverlay || (basicSprites.material->IsScissorTestEnabled() && scissorRect != lastScissorRect)) { Commit(); const MaterialPipeline* pipeline = basicSprites.material->GetPipeline(); if (lastPipeline != pipeline) { pipelineInstance = &basicSprites.material->GetPipeline()->Apply(ShaderFlags_TextureOverlay | ShaderFlags_VertexColor); const Shader* shader = pipelineInstance->uberInstance->GetShader(); if (shader != lastShader) { // Index of uniforms in the shader shaderUniforms = GetShaderUniforms(shader); // Ambient color of the scene shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor); // Position of the camera shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition()); // Overlay texture unit shader->SendInteger(shaderUniforms->textureOverlay, overlayTextureUnit); lastShader = shader; } lastPipeline = pipeline; } if (lastMaterial != basicSprites.material) { basicSprites.material->Apply(*pipelineInstance); Renderer::SetTextureSampler(overlayTextureUnit, basicSprites.material->GetDiffuseSampler()); lastMaterial = basicSprites.material; } const Nz::Texture* overlayTexture = (basicSprites.overlay) ? basicSprites.overlay.Get() : &m_whiteTexture; if (overlayTexture != lastOverlay) { Renderer::SetTexture(overlayTextureUnit, overlayTexture); lastOverlay = overlayTexture; } if (basicSprites.material->IsScissorTestEnabled() && scissorRect != lastScissorRect) { Renderer::SetScissorRect(scissorRect); lastScissorRect = scissorRect; } } m_spriteChains.emplace_back(basicSprites.vertices, basicSprites.spriteCount); } Commit(); } const ForwardRenderTechnique::ShaderUniforms* ForwardRenderTechnique::GetShaderUniforms(const Shader* shader) const { auto it = m_shaderUniforms.find(shader); if (it == m_shaderUniforms.end()) { ShaderUniforms uniforms; uniforms.shaderReleaseSlot.Connect(shader->OnShaderRelease, this, &ForwardRenderTechnique::OnShaderInvalidated); uniforms.shaderUniformInvalidatedSlot.Connect(shader->OnShaderUniformInvalidated, this, &ForwardRenderTechnique::OnShaderInvalidated); uniforms.eyePosition = shader->GetUniformLocation("EyePosition"); uniforms.reflectionMap = shader->GetUniformLocation("ReflectionMap"); 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.lightViewProjMatrix = shader->GetUniformLocation("LightViewProjMatrix[0]"); 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"); uniforms.lightUniforms.locations.shadowMapping = shader->GetUniformLocation("Lights[0].shadowMapping"); } else uniforms.hasLightUniforms = false; it = m_shaderUniforms.emplace(shader, std::move(uniforms)).first; } return &it->second; } /*! * \brief Handle the invalidation of a shader * * \param shader Shader being invalidated */ void ForwardRenderTechnique::OnShaderInvalidated(const Shader* shader) const { m_shaderUniforms.erase(shader); } /*! * \brief Sends the uniforms for light * * \param shader Shader to send uniforms to * \param uniforms Uniforms to send * \param index Index of the light * \param uniformOffset Offset for the uniform * \param availableTextureUnit Unit texture available */ void ForwardRenderTechnique::SendLightUniforms(const Shader* shader, const LightUniforms& uniforms, unsigned int index, unsigned int lightIndex, unsigned int uniformOffset) const { if (lightIndex < m_lights.size()) { const LightIndex& lightInfo = m_lights[lightIndex]; shader->SendInteger(uniforms.locations.type + uniformOffset, lightInfo.type); //< Sends the light type switch (lightInfo.type) { case LightType_Directional: { const auto& light = m_renderQueue.directionalLights[lightInfo.index]; shader->SendColor(uniforms.locations.color + uniformOffset, light.color); shader->SendVector(uniforms.locations.factors + uniformOffset, Vector2f(light.ambientFactor, light.diffuseFactor)); shader->SendVector(uniforms.locations.parameters1 + uniformOffset, Vector4f(light.direction)); if (uniforms.locations.shadowMapping != -1) shader->SendBoolean(uniforms.locations.shadowMapping + uniformOffset, light.shadowMap != nullptr); if (light.shadowMap) { unsigned int textureUnit2D = Material::GetTextureUnit(static_cast(TextureMap_Shadow2D_1 + index)); Renderer::SetTexture(textureUnit2D, light.shadowMap); Renderer::SetTextureSampler(textureUnit2D, s_shadowSampler); if (uniforms.locations.lightViewProjMatrix != -1) shader->SendMatrix(uniforms.locations.lightViewProjMatrix + index, light.transformMatrix); } break; } case LightType_Point: { const auto& light = m_renderQueue.pointLights[lightInfo.index]; shader->SendColor(uniforms.locations.color + uniformOffset, light.color); shader->SendVector(uniforms.locations.factors + uniformOffset, Vector2f(light.ambientFactor, light.diffuseFactor)); shader->SendVector(uniforms.locations.parameters1 + uniformOffset, Vector4f(light.position, light.attenuation)); shader->SendVector(uniforms.locations.parameters2 + uniformOffset, Vector4f(0.f, 0.f, 0.f, light.invRadius)); if (uniforms.locations.shadowMapping != -1) shader->SendBoolean(uniforms.locations.shadowMapping + uniformOffset, light.shadowMap != nullptr); if (light.shadowMap) { unsigned int textureUnitCube = Material::GetTextureUnit(static_cast(TextureMap_ShadowCube_1 + index)); Renderer::SetTexture(textureUnitCube, light.shadowMap); Renderer::SetTextureSampler(textureUnitCube, s_shadowSampler); } break; } case LightType_Spot: { const auto& light = m_renderQueue.spotLights[lightInfo.index]; shader->SendColor(uniforms.locations.color + uniformOffset, light.color); shader->SendVector(uniforms.locations.factors + uniformOffset, Vector2f(light.ambientFactor, light.diffuseFactor)); shader->SendVector(uniforms.locations.parameters1 + uniformOffset, Vector4f(light.position, light.attenuation)); shader->SendVector(uniforms.locations.parameters2 + uniformOffset, Vector4f(light.direction, light.invRadius)); shader->SendVector(uniforms.locations.parameters3 + uniformOffset, Vector2f(light.innerAngleCosine, light.outerAngleCosine)); if (uniforms.locations.shadowMapping != -1) shader->SendBoolean(uniforms.locations.shadowMapping + uniformOffset, light.shadowMap != nullptr); if (light.shadowMap) { unsigned int textureUnit2D = Material::GetTextureUnit(static_cast(TextureMap_Shadow2D_1 + index)); Renderer::SetTexture(textureUnit2D, light.shadowMap); Renderer::SetTextureSampler(textureUnit2D, s_shadowSampler); if (uniforms.locations.lightViewProjMatrix != -1) shader->SendMatrix(uniforms.locations.lightViewProjMatrix + index, light.transformMatrix); } break; } } } else { if (uniforms.locations.type != -1) shader->SendInteger(uniforms.locations.type + uniformOffset, -1); //< Disable the light in the shader } } IndexBuffer ForwardRenderTechnique::s_quadIndexBuffer; Texture ForwardRenderTechnique::s_dummyReflection; TextureSampler ForwardRenderTechnique::s_reflectionSampler; TextureSampler ForwardRenderTechnique::s_shadowSampler; VertexBuffer ForwardRenderTechnique::s_quadVertexBuffer; VertexDeclaration ForwardRenderTechnique::s_billboardInstanceDeclaration; VertexDeclaration ForwardRenderTechnique::s_billboardVertexDeclaration; }