// 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 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; }; unsigned int s_maxQuads = std::numeric_limits::max() / 6; unsigned int s_vertexBufferSize = 4 * 1024 * 1024; // 4 MiB } /*! * \ingroup graphics * \class Nz::DepthRenderTechnique * \brief Graphics class that represents the technique used in depth rendering */ /*! * \brief Constructs a DepthRenderTechnique object by default */ DepthRenderTechnique::DepthRenderTechnique() : m_vertexBuffer(BufferType_Vertex) { ErrorFlags flags(ErrorFlag_ThrowException, true); m_whiteTexture = Nz::TextureLibrary::Get("White2D"); 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 DepthRenderTechnique::Clear(const SceneData& sceneData) const { const RenderTarget* renderTarget = sceneData.viewer->GetTarget(); Recti fullscreenScissorRect = Recti(Vector2i(renderTarget->GetSize())); Renderer::SetScissorRect(fullscreenScissorRect); Renderer::Enable(RendererParameter_DepthBuffer, true); Renderer::Enable(RendererParameter_DepthWrite, true); Renderer::Clear(RendererBuffer_Depth); // Just in case the background does render 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 */ bool DepthRenderTechnique::Draw(const SceneData& sceneData) const { 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 render queue * \return Pointer to the render queue */ AbstractRenderQueue* DepthRenderTechnique::GetRenderQueue() { return &m_renderQueue; } /*! * \brief Gets the type of the current technique * \return Type of the render technique */ RenderTechniqueType DepthRenderTechnique::GetType() const { return RenderTechniqueType_Depth; } /*! * \brief Initializes the depth render technique * \return true If successful * * \remark Produces a NazaraError if one shader creation failed */ bool DepthRenderTechnique::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(); // 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(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)); // Déclaration lors du rendu des billboards par sommet 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)); // 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(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)); } catch (const std::exception& e) { NazaraError("Failed to initialise: " + String(e.what())); return false; } return true; } /*! * \brief Uninitializes the depth render technique */ void DepthRenderTechnique::Uninitialize() { s_quadIndexBuffer.Reset(); s_quadVertexBuffer.Reset(); } void DepthRenderTechnique::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_Deferred | 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); 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 DepthRenderTechnique::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_Deferred | 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); 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 DepthRenderTechnique::DrawCustomDrawables(const SceneData& sceneData, const BasicRenderQueue& renderQueue, const RenderQueue& customDrawables) const { for (const BasicRenderQueue::CustomDrawable& customDrawable : customDrawables) customDrawable.drawable->Draw(); } void DepthRenderTechnique::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(ShaderFlags_Deferred); 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); 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; } } // 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); Renderer::SetMatrix(MatrixType_World, model.matrix); drawFunc(model.meshData.primitiveMode, 0, indexCount); } } void DepthRenderTechnique::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_Deferred | 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); // 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.Get(); 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(); } /*! * \brief Gets the shader uniforms * \return Uniforms of the shader * * \param shader Shader to get uniforms from */ const DepthRenderTechnique::ShaderUniforms* DepthRenderTechnique::GetShaderUniforms(const Shader* shader) const { auto it = m_shaderUniforms.find(shader); if (it == m_shaderUniforms.end()) { ShaderUniforms uniforms; uniforms.shaderReleaseSlot.Connect(shader->OnShaderRelease, this, &DepthRenderTechnique::OnShaderInvalidated); uniforms.shaderUniformInvalidatedSlot.Connect(shader->OnShaderUniformInvalidated, this, &DepthRenderTechnique::OnShaderInvalidated); uniforms.sceneAmbient = shader->GetUniformLocation("SceneAmbient"); uniforms.textureOverlay = shader->GetUniformLocation("TextureOverlay"); 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 DepthRenderTechnique::OnShaderInvalidated(const Shader* shader) const { m_shaderUniforms.erase(shader); } IndexBuffer DepthRenderTechnique::s_quadIndexBuffer; VertexBuffer DepthRenderTechnique::s_quadVertexBuffer; VertexDeclaration DepthRenderTechnique::s_billboardInstanceDeclaration; VertexDeclaration DepthRenderTechnique::s_billboardVertexDeclaration; }