// Copyright (C) 2020 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 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; }; constexpr UInt32 s_vertexBufferSize = 4 * 1024 * 1024; // 4 MiB constexpr UInt32 s_maxQuadPerDraw = s_vertexBufferSize / sizeof(VertexLayout_XYZ_Color_UV); } /*! * \ingroup graphics * \class Nz::DeferredGeometryPass * \brief Graphics class that represents the pass for geometries in deferred rendering */ /*! * \brief Constructs a DeferredGeometryPass object by default */ DeferredGeometryPass::DeferredGeometryPass() : 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); m_clearShader = ShaderLibrary::Get("DeferredGBufferClear"); m_clearStates.depthBuffer = true; m_clearStates.faceCulling = true; m_clearStates.stencilTest = true; m_clearStates.depthFunc = RendererComparison_Always; m_clearStates.stencilCompare.front = RendererComparison_Always; m_clearStates.stencilPass.front = StencilOperation_Zero; } DeferredGeometryPass::~DeferredGeometryPass() = default; /*! * \brief Processes the work on the data while working with textures * \return false * * \param sceneData Data for the scene * \param firstWorkTexture Index of the first texture to work with * \param firstWorkTexture Index of the second texture to work with */ bool DeferredGeometryPass::Process(const SceneData& sceneData, unsigned int firstWorkTexture, unsigned int secondWorkTexture) const { NazaraAssert(sceneData.viewer, "Invalid viewer"); NazaraUnused(firstWorkTexture); NazaraUnused(secondWorkTexture); bool instancingEnabled = m_deferredTechnique->IsInstancingEnabled(); m_GBufferRTT->SetColorTargets({0, 1, 2}); // G-Buffer Renderer::SetTarget(m_GBufferRTT); Renderer::SetScissorRect(Recti(0, 0, m_dimensions.x, m_dimensions.y)); Renderer::SetViewport(Recti(0, 0, m_dimensions.x, m_dimensions.y)); Renderer::SetRenderStates(m_clearStates); Renderer::SetShader(m_clearShader); Renderer::DrawFullscreenQuad(); Renderer::SetMatrix(MatrixType_Projection, sceneData.viewer->GetProjectionMatrix()); Renderer::SetMatrix(MatrixType_View, sceneData.viewer->GetViewMatrix()); BasicRenderQueue& renderQueue = *m_renderQueue->GetDeferredRenderQueue(); renderQueue.Sort(sceneData.viewer); if (!renderQueue.models.empty()) DrawModels(sceneData, renderQueue, renderQueue.models); if (!renderQueue.basicSprites.empty()) DrawSprites(sceneData, renderQueue, renderQueue.basicSprites); if (!renderQueue.billboards.empty()) DrawBillboards(sceneData, renderQueue, renderQueue.billboards); if (!renderQueue.depthSortedModels.empty()) DrawModels(sceneData, renderQueue, renderQueue.depthSortedModels); if (!renderQueue.depthSortedSprites.empty()) DrawSprites(sceneData, renderQueue, renderQueue.depthSortedSprites); if (!renderQueue.depthSortedBillboards.empty()) DrawBillboards(sceneData, renderQueue, renderQueue.depthSortedBillboards); return false; // We only fill the G-Buffer, the work texture are unchanged } /*! * \brief Resizes the texture sizes * \return true If successful * * \param dimensions Dimensions for the compute texture */ bool DeferredGeometryPass::Resize(const Vector2ui& dimensions) { DeferredRenderPass::Resize(dimensions); /* G-Buffer: Texture0: Diffuse Color + Flags Texture1: Encoded normal Texture2: Specular value + Shininess Texture3: N/A */ try { ErrorFlags errFlags(ErrorFlag_ThrowException); unsigned int width = dimensions.x; unsigned int height = dimensions.y; m_depthStencilTexture->Create(ImageType_2D, PixelFormatType_Depth24Stencil8, width, height); m_GBuffer[0]->Create(ImageType_2D, PixelFormatType_RGBA8, width, height); // Texture 0 : Diffuse Color + Specular m_GBuffer[1]->Create(ImageType_2D, PixelFormatType_RG16F, width, height); // Texture 1 : Encoded normal m_GBuffer[2]->Create(ImageType_2D, PixelFormatType_RGBA8, width, height); // Texture 2 : Depth (24bits) + Shininess m_GBufferRTT->Create(true); m_GBufferRTT->AttachTexture(AttachmentPoint_Color, 0, m_GBuffer[0]); m_GBufferRTT->AttachTexture(AttachmentPoint_Color, 1, m_GBuffer[1]); m_GBufferRTT->AttachTexture(AttachmentPoint_Color, 2, m_GBuffer[2]); // Texture 3 : Emission map ? m_GBufferRTT->AttachTexture(AttachmentPoint_DepthStencil, 0, m_depthStencilTexture); m_GBufferRTT->Unlock(); m_workRTT->Create(true); for (unsigned int i = 0; i < 2; ++i) { m_workTextures[i]->Create(ImageType_2D, PixelFormatType_RGBA8, width, height); m_workRTT->AttachTexture(AttachmentPoint_Color, i, m_workTextures[i]); } m_workRTT->AttachTexture(AttachmentPoint_DepthStencil, 0, m_depthStencilTexture); m_workRTT->Unlock(); if (!m_workRTT->IsComplete() || !m_GBufferRTT->IsComplete()) { NazaraError("Incomplete RTT"); return false; } return true; } catch (const std::exception& e) { NazaraError("Failed to create G-Buffer RTT: " + String(e.what())); return false; } } void DeferredGeometryPass::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); // 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 DeferredGeometryPass::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); // 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 DeferredGeometryPass::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); // 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; } } // 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 DeferredGeometryPass::DrawSprites(const SceneData& sceneData, const BasicRenderQueue& renderQueue, const RenderQueue& spriteList) const { const RenderTarget* renderTarget = sceneData.viewer->GetTarget(); Recti fullscreenScissorRect = Recti(Vector2i(renderTarget->GetSize())); const std::size_t maxSpriteCount = std::min(s_maxQuadPerDraw, m_spriteBuffer.GetVertexCount() / 4); const unsigned int overlayTextureUnit = Material::GetTextureUnit(TextureMap_Overlay); 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; Renderer::SetIndexBuffer(&s_quadIndexBuffer); Renderer::SetMatrix(MatrixType_World, Matrix4f::Identity()); Renderer::SetVertexBuffer(&m_spriteBuffer); auto Draw = [&]() { unsigned int firstIndex = 0; for (const auto& batch : m_spriteBatches) { const MaterialPipeline* pipeline = batch.material->GetPipeline(); if (pipeline != lastPipeline) { pipelineInstance = &batch.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 (batch.material != lastMaterial) { batch.material->Apply(*pipelineInstance); Renderer::SetTextureSampler(overlayTextureUnit, batch.material->GetDiffuseSampler()); lastMaterial = batch.material; } if (batch.overlayTexture != lastOverlay) { Renderer::SetTexture(overlayTextureUnit, batch.overlayTexture); lastOverlay = batch.overlayTexture; } if (batch.material->IsScissorTestEnabled() && batch.scissorRect != lastScissorRect) { Renderer::SetScissorRect(batch.scissorRect); lastScissorRect = batch.scissorRect; } unsigned int indexCount = batch.spriteCount * 6; Renderer::DrawIndexedPrimitives(PrimitiveMode_TriangleList, firstIndex, indexCount); firstIndex += indexCount; } }; m_spriteBatches.clear(); { BufferMapper vertexMapper; VertexStruct_XYZ_Color_UV* vertices = nullptr; std::size_t remainingSprite = maxSpriteCount; const Material* lastMaterial = nullptr; const Texture* lastOverlay = nullptr; Recti lastScissorRect = Recti(-1, -1); for (const BasicRenderQueue::SpriteChain& basicSprites : spriteList) { const Nz::Texture* overlayTexture = (basicSprites.overlay) ? basicSprites.overlay.Get() : m_whiteTexture.Get(); const Nz::Recti& scissorRect = (basicSprites.scissorRect.width > 0) ? basicSprites.scissorRect : fullscreenScissorRect; const VertexStruct_XYZ_Color_UV* spriteVertices = basicSprites.vertices; std::size_t spriteCount = basicSprites.spriteCount; for (;;) { if (m_spriteBatches.empty() || basicSprites.material != lastMaterial || overlayTexture != lastOverlay || (basicSprites.material->IsScissorTestEnabled() && scissorRect != lastScissorRect)) { m_spriteBatches.emplace_back(); SpriteBatch& newBatch = m_spriteBatches.back(); newBatch.material = basicSprites.material; newBatch.overlayTexture = overlayTexture; newBatch.scissorRect = scissorRect; newBatch.spriteCount = 0; lastMaterial = basicSprites.material; lastOverlay = overlayTexture; lastScissorRect = scissorRect; } SpriteBatch& currentBatch = m_spriteBatches.back(); if (!vertices) { vertexMapper.Map(m_spriteBuffer, BufferAccess_DiscardAndWrite); vertices = static_cast(vertexMapper.GetPointer()); } std::size_t processedSpriteCount = std::min(remainingSprite, spriteCount); std::size_t processedVertices = processedSpriteCount * 4; std::memcpy(vertices, spriteVertices, processedVertices * sizeof(VertexStruct_XYZ_Color_UV)); vertices += processedVertices; spriteVertices += processedVertices; currentBatch.spriteCount += processedSpriteCount; spriteCount -= processedSpriteCount; remainingSprite -= processedSpriteCount; if (remainingSprite == 0) { vertexMapper.Unmap(); vertices = nullptr; Draw(); remainingSprite = maxSpriteCount; m_spriteBatches.clear(); } if (spriteCount == 0) break; } } } Draw(); } const DeferredGeometryPass::ShaderUniforms* DeferredGeometryPass::GetShaderUniforms(const Shader* shader) const { auto it = m_shaderUniforms.find(shader); if (it == m_shaderUniforms.end()) { ShaderUniforms uniforms; uniforms.shaderReleaseSlot.Connect(shader->OnShaderRelease, this, &DeferredGeometryPass::OnShaderInvalidated); uniforms.shaderUniformInvalidatedSlot.Connect(shader->OnShaderUniformInvalidated, this, &DeferredGeometryPass::OnShaderInvalidated); uniforms.eyePosition = shader->GetUniformLocation("EyePosition"); 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 DeferredGeometryPass::OnShaderInvalidated(const Shader* shader) const { m_shaderUniforms.erase(shader); } bool DeferredGeometryPass::Initialize() { try { ErrorFlags flags(ErrorFlag_ThrowException, true); s_quadIndexBuffer.Reset(true, s_maxQuadPerDraw * 6, DataStorage_Hardware, 0); BufferMapper mapper(s_quadIndexBuffer, BufferAccess_WriteOnly); UInt32* indices = static_cast(mapper.GetPointer()); for (UInt32 i = 0; i < s_maxQuadPerDraw; ++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)); } catch (const std::exception& e) { NazaraError("Failed to initialise: " + String(e.what())); return false; } return true; } void DeferredGeometryPass::Uninitialize() { s_quadIndexBuffer.Reset(); s_quadVertexBuffer.Reset(); } IndexBuffer DeferredGeometryPass::s_quadIndexBuffer; VertexBuffer DeferredGeometryPass::s_quadVertexBuffer; VertexDeclaration DeferredGeometryPass::s_billboardInstanceDeclaration; VertexDeclaration DeferredGeometryPass::s_billboardVertexDeclaration; }