// 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 ///TODO: Render billboards using Deferred Shading if possible namespace Nz { /*! * \ingroup graphics * \class Nz::DeferredRenderQueue * \brief Graphics class that represents the rendering queue for deferred rendering */ /*! * \brief Constructs a DeferredRenderQueue object with the rendering queue of forward rendering * * \param forwardQueue Queue of data to render */ DeferredRenderQueue::DeferredRenderQueue(ForwardRenderQueue* forwardQueue) : m_forwardQueue(forwardQueue) { } /*! * \brief Adds billboard to the queue * * \param renderOrder Order of rendering * \param material Material of the billboard * \param position Position of the billboard * \param size Sizes of the billboard * \param sinCos Rotation of the billboard * \param color Color of the billboard */ void DeferredRenderQueue::AddBillboard(int renderOrder, const Material* material, const Vector3f& position, const Vector2f& size, const Vector2f& sinCos, const Color& color) { m_forwardQueue->AddBillboard(renderOrder, material, position, size, sinCos, color); } /*! * \brief Adds multiple billboards to the queue * * \param renderOrder Order of rendering * \param material Material of the billboards * \param count Number of billboards * \param positionPtr Position of the billboards * \param sizePtr Sizes of the billboards * \param sinCosPtr Rotation of the billboards if null, Vector2f(0.f, 1.f) is used * \param colorPtr Color of the billboards if null, Color::White is used */ void DeferredRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr positionPtr, SparsePtr sizePtr, SparsePtr sinCosPtr, SparsePtr colorPtr) { m_forwardQueue->AddBillboards(renderOrder, material, count, positionPtr, sizePtr, sinCosPtr, colorPtr); } /*! * \brief Adds multiple billboards to the queue * * \param renderOrder Order of rendering * \param material Material of the billboards * \param count Number of billboards * \param positionPtr Position of the billboards * \param sizePtr Sizes of the billboards * \param sinCosPtr Rotation of the billboards if null, Vector2f(0.f, 1.f) is used * \param alphaPtr Alpha parameters of the billboards if null, 1.f is used */ void DeferredRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr positionPtr, SparsePtr sizePtr, SparsePtr sinCosPtr, SparsePtr alphaPtr) { m_forwardQueue->AddBillboards(renderOrder, material, count, positionPtr, sizePtr, sinCosPtr, alphaPtr); } /*! * \brief Adds multiple billboards to the queue * * \param renderOrder Order of rendering * \param material Material of the billboards * \param count Number of billboards * \param positionPtr Position of the billboards * \param sizePtr Sizes of the billboards * \param anglePtr Rotation of the billboards if null, 0.f is used * \param colorPtr Color of the billboards if null, Color::White is used */ void DeferredRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr positionPtr, SparsePtr sizePtr, SparsePtr anglePtr, SparsePtr colorPtr) { m_forwardQueue->AddBillboards(renderOrder, material, count, positionPtr, sizePtr, anglePtr, colorPtr); } /*! * \brief Adds multiple billboards to the queue * * \param renderOrder Order of rendering * \param material Material of the billboards * \param count Number of billboards * \param positionPtr Position of the billboards * \param sizePtr Sizes of the billboards * \param anglePtr Rotation of the billboards if null, 0.f is used * \param alphaPtr Alpha parameters of the billboards if null, 1.f is used */ void DeferredRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr positionPtr, SparsePtr sizePtr, SparsePtr anglePtr, SparsePtr alphaPtr) { m_forwardQueue->AddBillboards(renderOrder, material, count, positionPtr, sizePtr, anglePtr, alphaPtr); } /*! * \brief Adds multiple billboards to the queue * * \param renderOrder Order of rendering * \param material Material of the billboards * \param count Number of billboards * \param positionPtr Position of the billboards * \param sizePtr Size of the billboards * \param sinCosPtr Rotation of the billboards if null, Vector2f(0.f, 1.f) is used * \param colorPtr Color of the billboards if null, Color::White is used */ void DeferredRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr positionPtr, SparsePtr sizePtr, SparsePtr sinCosPtr, SparsePtr colorPtr) { m_forwardQueue->AddBillboards(renderOrder, material, count, positionPtr, sizePtr, sinCosPtr, colorPtr); } /*! * \brief Adds multiple billboards to the queue * * \param renderOrder Order of rendering * \param material Material of the billboards * \param count Number of billboards * \param positionPtr Position of the billboards * \param sizePtr Size of the billboards * \param sinCosPtr Rotation of the billboards if null, Vector2f(0.f, 1.f) is used * \param alphaPtr Alpha parameters of the billboards if null, 1.f is used */ void DeferredRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr positionPtr, SparsePtr sizePtr, SparsePtr sinCosPtr, SparsePtr alphaPtr) { m_forwardQueue->AddBillboards(renderOrder, material, count, positionPtr, sizePtr, sinCosPtr, alphaPtr); } /*! * \brief Adds multiple billboards to the queue * * \param renderOrder Order of rendering * \param material Material of the billboards * \param count Number of billboards * \param positionPtr Position of the billboards * \param sizePtr Size of the billboards * \param anglePtr Rotation of the billboards if null, 0.f is used * \param colorPtr Color of the billboards if null, Color::White is used */ void DeferredRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr positionPtr, SparsePtr sizePtr, SparsePtr anglePtr, SparsePtr colorPtr) { m_forwardQueue->AddBillboards(renderOrder, material, count, positionPtr, sizePtr, anglePtr, colorPtr); } /*! * \brief Adds multiple billboards to the queue * * \param renderOrder Order of rendering * \param material Material of the billboards * \param count Number of billboards * \param positionPtr Position of the billboards * \param sizePtr Size of the billboards * \param anglePtr Rotation of the billboards if null, 0.f is used * \param alphaPtr Alpha parameters of the billboards if null, 1.f is used */ void DeferredRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr positionPtr, SparsePtr sizePtr, SparsePtr anglePtr, SparsePtr alphaPtr) { m_forwardQueue->AddBillboards(renderOrder, material, count, positionPtr, sizePtr, anglePtr, alphaPtr); } /*! * \brief Adds drawable to the queue * * \param renderOrder Order of rendering * \param drawable Drawable user defined * * \remark Produces a NazaraError if drawable is invalid */ void DeferredRenderQueue::AddDrawable(int renderOrder, const Drawable* drawable) { m_forwardQueue->AddDrawable(renderOrder, drawable); } /*! * \brief Adds mesh to the queue * * \param renderOrder Order of rendering * \param material Material of the mesh * \param meshData Data of the mesh * \param meshAABB Box of the mesh * \param transformMatrix Matrix of the mesh */ void DeferredRenderQueue::AddMesh(int renderOrder, const Material* material, const MeshData& meshData, const Boxf& meshAABB, const Matrix4f& transformMatrix) { if (material->IsEnabled(RendererParameter_Blend)) // One transparent material ? I don't like it, go see if I'm in the forward queue m_forwardQueue->AddMesh(renderOrder, material, meshData, meshAABB, transformMatrix); else { Layer& currentLayer = GetLayer(renderOrder); auto& opaqueModels = currentLayer.opaqueModels; auto it = opaqueModels.find(material); if (it == opaqueModels.end()) { BatchedModelEntry entry; entry.materialReleaseSlot.Connect(material->OnMaterialRelease, this, &DeferredRenderQueue::OnMaterialInvalidation); 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; if (meshData.indexBuffer) instanceEntry.indexBufferReleaseSlot.Connect(meshData.indexBuffer->OnIndexBufferRelease, this, &DeferredRenderQueue::OnIndexBufferInvalidation); instanceEntry.vertexBufferReleaseSlot.Connect(meshData.vertexBuffer->OnVertexBufferRelease, this, &DeferredRenderQueue::OnVertexBufferInvalidation); it2 = meshMap.insert(std::make_pair(meshData, std::move(instanceEntry))).first; } // We add matrices to the list of instances of this object std::vector& instances = it2->second.instances; instances.push_back(transformMatrix); // Do we have enough instances to perform instancing ? if (instances.size() >= NAZARA_GRAPHICS_INSTANCING_MIN_INSTANCES_COUNT) entry.instancingEnabled = true; // Thus we can activate it } } /*! * \brief Adds sprites to the queue * * \param renderOrder Order of rendering * \param material Material of the sprites * \param vertices Buffer of data for the sprites * \param spriteCount Number of sprites * \param overlay Texture of the sprites */ void DeferredRenderQueue::AddSprites(int renderOrder, const Material* material, const VertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const Texture* overlay) { m_forwardQueue->AddSprites(renderOrder, material, vertices, spriteCount, overlay); } /*! * \brief Clears the queue * * \param fully Should everything be cleared or we can keep layers */ void DeferredRenderQueue::Clear(bool fully) { AbstractRenderQueue::Clear(fully); if (fully) layers.clear(); else { for (auto it = layers.begin(); it != layers.end(); ++it) { Layer& layer = it->second; if (layer.clearCount++ >= 100) it = layers.erase(it); } } m_forwardQueue->Clear(fully); } /*! * \brief Gets the ith layer * \return Reference to the ith layer for the queue * * \param i Index of the layer */ DeferredRenderQueue::Layer& DeferredRenderQueue::GetLayer(unsigned int i) { auto it = layers.find(i); if (it == layers.end()) it = layers.insert(std::make_pair(i, Layer())).first; Layer& layer = it->second; layer.clearCount = 0; return layer; } /*! * \brief Handle the invalidation of an index buffer * * \param indexBuffer Index buffer being invalidated */ void DeferredRenderQueue::OnIndexBufferInvalidation(const IndexBuffer* indexBuffer) { for (auto& pair : layers) { Layer& layer = pair.second; for (auto& modelPair : layer.opaqueModels) { MeshInstanceContainer& meshes = modelPair.second.meshMap; for (auto it = meshes.begin(); it != meshes.end();) { const MeshData& renderData = it->first; if (renderData.indexBuffer == indexBuffer) it = meshes.erase(it); else ++it; } } } } /*! * \brief Handle the invalidation of a material * * \param material Material being invalidated */ void DeferredRenderQueue::OnMaterialInvalidation(const Material* material) { for (auto& pair : layers) { Layer& layer = pair.second; layer.opaqueModels.erase(material); } } /*! * \brief Handle the invalidation of a vertex buffer * * \param vertexBuffer Vertex buffer being invalidated */ void DeferredRenderQueue::OnVertexBufferInvalidation(const VertexBuffer* vertexBuffer) { for (auto& pair : layers) { Layer& layer = pair.second; for (auto& modelPair : layer.opaqueModels) { MeshInstanceContainer& meshes = modelPair.second.meshMap; for (auto it = meshes.begin(); it != meshes.end();) { const MeshData& renderData = it->first; if (renderData.vertexBuffer == vertexBuffer) it = meshes.erase(it); else ++it; } } } } /*! * \brief Functor to compare two batched model with material * \return true If first material is "smaller" than the second one * * \param mat1 First material to compare * \param mat2 Second material to compare */ bool DeferredRenderQueue::BatchedModelMaterialComparator::operator()(const Material* mat1, const Material* mat2) const { const UberShader* uberShader1 = mat1->GetShader(); const UberShader* uberShader2 = mat2->GetShader(); if (uberShader1 != uberShader2) return uberShader1 < uberShader2; const Shader* shader1 = mat1->GetShaderInstance(ShaderFlags_Deferred)->GetShader(); const Shader* shader2 = mat2->GetShaderInstance(ShaderFlags_Deferred)->GetShader(); if (shader1 != shader2) return shader1 < shader2; const Texture* diffuseMap1 = mat1->GetDiffuseMap(); const Texture* diffuseMap2 = mat2->GetDiffuseMap(); if (diffuseMap1 != diffuseMap2) return diffuseMap1 < diffuseMap2; return mat1 < mat2; } /*! * \brief Functor to compare two mesh data * \return true If first mesh is "smaller" than the second one * * \param data1 First mesh to compare * \param data2 Second mesh to compare */ bool DeferredRenderQueue::MeshDataComparator::operator()(const MeshData& data1, const MeshData& data2) const { const Buffer* buffer1; const Buffer* 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; } }