// Copyright (C) 2014 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 ///TODO: Rendre les billboards via Deferred Shading si possible namespace { enum ResourceType { ResourceType_IndexBuffer, ResourceType_Material, ResourceType_VertexBuffer }; } NzDeferredRenderQueue::NzDeferredRenderQueue(NzForwardRenderQueue* forwardQueue) : m_forwardQueue(forwardQueue) { } void NzDeferredRenderQueue::AddBillboard(const NzMaterial* material, const NzVector3f& position, const NzVector2f& size, const NzVector2f& sinCos, const NzColor& color) { m_forwardQueue->AddBillboard(material, position, size, sinCos, color); } void NzDeferredRenderQueue::AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr positionPtr, NzSparsePtr sizePtr, NzSparsePtr sinCosPtr, NzSparsePtr colorPtr) { m_forwardQueue->AddBillboards(material, count, positionPtr, sizePtr, sinCosPtr, colorPtr); } void NzDeferredRenderQueue::AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr positionPtr, NzSparsePtr sizePtr, NzSparsePtr sinCosPtr, NzSparsePtr alphaPtr) { m_forwardQueue->AddBillboards(material, count, positionPtr, sizePtr, sinCosPtr, alphaPtr); } void NzDeferredRenderQueue::AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr positionPtr, NzSparsePtr sizePtr, NzSparsePtr anglePtr, NzSparsePtr colorPtr) { m_forwardQueue->AddBillboards(material, count, positionPtr, sizePtr, anglePtr, colorPtr); } void NzDeferredRenderQueue::AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr positionPtr, NzSparsePtr sizePtr, NzSparsePtr anglePtr, NzSparsePtr alphaPtr) { m_forwardQueue->AddBillboards(material, count, positionPtr, sizePtr, anglePtr, alphaPtr); } void NzDeferredRenderQueue::AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr positionPtr, NzSparsePtr sizePtr, NzSparsePtr sinCosPtr, NzSparsePtr colorPtr) { m_forwardQueue->AddBillboards(material, count, positionPtr, sizePtr, sinCosPtr, colorPtr); } void NzDeferredRenderQueue::AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr positionPtr, NzSparsePtr sizePtr, NzSparsePtr sinCosPtr, NzSparsePtr alphaPtr) { m_forwardQueue->AddBillboards(material, count, positionPtr, sizePtr, sinCosPtr, alphaPtr); } void NzDeferredRenderQueue::AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr positionPtr, NzSparsePtr sizePtr, NzSparsePtr anglePtr, NzSparsePtr colorPtr) { m_forwardQueue->AddBillboards(material, count, positionPtr, sizePtr, anglePtr, colorPtr); } void NzDeferredRenderQueue::AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr positionPtr, NzSparsePtr sizePtr, NzSparsePtr anglePtr, NzSparsePtr alphaPtr) { m_forwardQueue->AddBillboards(material, count, positionPtr, sizePtr, anglePtr, alphaPtr); } void NzDeferredRenderQueue::AddDrawable(const NzDrawable* drawable) { m_forwardQueue->AddDrawable(drawable); } void NzDeferredRenderQueue::AddLight(const NzLight* light) { #if NAZARA_GRAPHICS_SAFE if (!light) { NazaraError("Invalid light"); return; } #endif // On trie la lumière (elles sont traitées différement selon leur type) switch (light->GetLightType()) { case nzLightType_Directional: directionalLights.push_back(light); break; case nzLightType_Point: pointLights.push_back(light); break; case nzLightType_Spot: spotLights.push_back(light); break; } // On envoie également la lumière au forward-shading ///TODO: Possibilité pour une lumière de se réserver au Deferred Shading m_forwardQueue->AddLight(light); } void NzDeferredRenderQueue::AddMesh(const NzMaterial* material, const NzMeshData& meshData, const NzBoxf& meshAABB, const NzMatrix4f& transformMatrix) { if (material->IsEnabled(nzRendererParameter_Blend)) // Un matériau transparent ? J'aime pas, va voir dans la forward queue si j'y suis m_forwardQueue->AddMesh(material, meshData, meshAABB, transformMatrix); else { auto it = opaqueModels.find(material); if (it == opaqueModels.end()) { BatchedModelEntry entry(this, ResourceType_Material); entry.materialListener = material; it = opaqueModels.insert(std::make_pair(material, std::move(entry))).first; } BatchedModelEntry& entry = it->second; entry.enabled = true; auto& meshMap = entry.meshMap; auto it2 = meshMap.find(meshData); if (it2 == meshMap.end()) { MeshInstanceEntry instanceEntry(this, ResourceType_IndexBuffer, ResourceType_VertexBuffer); instanceEntry.indexBufferListener = meshData.indexBuffer; instanceEntry.vertexBufferListener = meshData.vertexBuffer; it2 = meshMap.insert(std::make_pair(meshData, std::move(instanceEntry))).first; } // On ajoute la matrice à la liste des instances de cet objet std::vector& instances = it2->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 NzDeferredRenderQueue::AddSprites(const NzMaterial* material, const NzVertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const NzTexture* overlay) { m_forwardQueue->AddSprites(material, vertices, spriteCount, overlay); } void NzDeferredRenderQueue::Clear(bool fully) { directionalLights.clear(); pointLights.clear(); spotLights.clear(); if (fully) opaqueModels.clear(); m_forwardQueue->Clear(fully); } bool NzDeferredRenderQueue::OnResourceDestroy(const NzResource* resource, int index) { switch (index) { case ResourceType_IndexBuffer: { for (auto& modelPair : opaqueModels) { MeshInstanceContainer& meshes = modelPair.second.meshMap; for (auto it = meshes.begin(); it != meshes.end();) { const NzMeshData& renderData = it->first; if (renderData.indexBuffer == resource) it = meshes.erase(it); else ++it; } } break; } case ResourceType_Material: { const NzMaterial* material = static_cast(resource); opaqueModels.erase(material); break; } case ResourceType_VertexBuffer: { for (auto& modelPair : opaqueModels) { MeshInstanceContainer& meshes = modelPair.second.meshMap; for (auto it = meshes.begin(); it != meshes.end();) { const NzMeshData& renderData = it->first; if (renderData.vertexBuffer == resource) it = meshes.erase(it); else ++it; } } break; } } return false; // Nous ne voulons plus recevoir d'évènement de cette ressource } void NzDeferredRenderQueue::OnResourceReleased(const NzResource* resource, int index) { // La ressource vient d'être libérée, nous ne pouvons donc plus utiliser la méthode traditionnelle de recherche // des pointeurs stockés (À cause de la fonction de triage utilisant des spécificités des ressources) switch (index) { case ResourceType_IndexBuffer: { for (auto& modelPair : opaqueModels) { MeshInstanceContainer& meshes = modelPair.second.meshMap; for (auto it = meshes.begin(); it != meshes.end();) { const NzMeshData& renderData = it->first; if (renderData.indexBuffer == resource) it = meshes.erase(it); else ++it; } } break; } case ResourceType_Material: { for (auto it = opaqueModels.begin(); it != opaqueModels.end(); ++it) { if (it->first == resource) { opaqueModels.erase(it); break; } } break; } case ResourceType_VertexBuffer: { for (auto& modelPair : opaqueModels) { MeshInstanceContainer& meshes = modelPair.second.meshMap; for (auto it = meshes.begin(); it != meshes.end();) { const NzMeshData& renderData = it->first; if (renderData.vertexBuffer == resource) it = meshes.erase(it); else ++it; } } break; } } } bool NzDeferredRenderQueue::BatchedModelMaterialComparator::operator()(const NzMaterial* mat1, const NzMaterial* mat2) { const NzUberShader* uberShader1 = mat1->GetShader(); const NzUberShader* uberShader2 = mat2->GetShader(); if (uberShader1 != uberShader2) return uberShader1 < uberShader2; const NzShader* shader1 = mat1->GetShaderInstance(nzShaderFlags_Deferred)->GetShader(); const NzShader* shader2 = mat2->GetShaderInstance(nzShaderFlags_Deferred)->GetShader(); if (shader1 != shader2) return shader1 < shader2; const NzTexture* diffuseMap1 = mat1->GetDiffuseMap(); const NzTexture* diffuseMap2 = mat2->GetDiffuseMap(); if (diffuseMap1 != diffuseMap2) return diffuseMap1 < diffuseMap2; return mat1 < mat2; } bool NzDeferredRenderQueue::MeshDataComparator::operator()(const NzMeshData& data1, const NzMeshData& data2) { const NzBuffer* buffer1; const NzBuffer* buffer2; buffer1 = (data1.indexBuffer) ? data1.indexBuffer->GetBuffer() : nullptr; buffer2 = (data2.indexBuffer) ? data2.indexBuffer->GetBuffer() : nullptr; if (buffer1 != buffer2) return buffer1 < buffer2; buffer1 = data1.vertexBuffer->GetBuffer(); buffer2 = data2.vertexBuffer->GetBuffer(); if (buffer1 != buffer2) return buffer1 < buffer2; return data1.primitiveMode < data2.primitiveMode; }