// 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 #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::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); 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); for (auto& pair : m_renderQueue.layers) { ForwardRenderQueue::Layer& layer = pair.second; if (!layer.opaqueModels.empty()) DrawOpaqueModels(sceneData, layer); if (!layer.transparentModels.empty()) DrawTransparentModels(sceneData, layer); if (!layer.basicSprites.empty()) DrawBasicSprites(sceneData, layer); if (!layer.billboards.empty()) DrawBillboards(sceneData, layer); for (const Drawable* drawable : layer.otherDrawables) drawable->Draw(); } return true; } /*! * \brief Gets the maximum number of lights available per pass per object * \return Maximum number of light simulatenously 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, BufferUsage_Static); 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, BufferUsage_Static); 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(ForwardRenderQueue::BillboardData, center)); s_billboardInstanceDeclaration.EnableComponent(VertexComponent_InstanceData1, ComponentType_Float4, NazaraOffsetOf(ForwardRenderQueue::BillboardData, size)); // Englobe sincos s_billboardInstanceDeclaration.EnableComponent(VertexComponent_InstanceData2, ComponentType_Color, NazaraOffsetOf(ForwardRenderQueue::BillboardData, color)); s_shadowSampler.SetFilterMode(SamplerFilter_Bilinear); s_shadowSampler.SetWrapMode(SamplerWrap_Clamp); } 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_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; }); } /*! * \brief Draws basic sprites * * \param sceneData Data of the scene * \param layer Layer of the rendering * * \remark Produces a NazaraAssert is viewer is invalid */ void ForwardRenderTechnique::DrawBasicSprites(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const { NazaraAssert(sceneData.viewer, "Invalid viewer"); const Shader* lastShader = nullptr; const ShaderUniforms* shaderUniforms = nullptr; Renderer::SetIndexBuffer(&s_quadIndexBuffer); Renderer::SetMatrix(MatrixType_World, Matrix4f::Identity()); Renderer::SetVertexBuffer(&m_spriteBuffer); for (auto& matIt : layer.basicSprites) { const Material* material = matIt.first; auto& matEntry = matIt.second; if (matEntry.enabled) { auto& overlayMap = matEntry.overlayMap; for (auto& overlayIt : overlayMap) { const Texture* overlay = overlayIt.first; auto& spriteChainVector = overlayIt.second.spriteChains; unsigned int spriteChainCount = spriteChainVector.size(); if (spriteChainCount > 0) { // We begin to apply the material (and get the shader activated doing so) UInt32 flags = ShaderFlags_VertexColor; if (overlay) flags |= ShaderFlags_TextureOverlay; UInt8 overlayUnit; const Shader* shader = material->Apply(flags, 0, &overlayUnit); if (overlay) { overlayUnit++; Renderer::SetTexture(overlayUnit, overlay); Renderer::SetTextureSampler(overlayUnit, material->GetDiffuseSampler()); } // Uniforms are conserved in our program, there's no point to send them back until they change if (shader != lastShader) { // Index of uniforms in the shader shaderUniforms = GetShaderUniforms(shader); // Ambiant color of the scene shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor); // Overlay shader->SendInteger(shaderUniforms->textureOverlay, overlayUnit); // Position of the camera shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition()); lastShader = shader; } unsigned int spriteChain = 0; // Which chain of sprites are we treating unsigned int 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()); unsigned int spriteCount = 0; unsigned int maxSpriteCount = std::min(s_maxQuads, m_spriteBuffer.GetVertexCount() / 4); do { ForwardRenderQueue::SpriteChain_XYZ_Color_UV& currentChain = spriteChainVector[spriteChain]; unsigned int count = std::min(maxSpriteCount - spriteCount, currentChain.spriteCount - spriteChainOffset); std::memcpy(vertices, currentChain.vertices + spriteChainOffset * 4, 4 * count * sizeof(VertexStruct_XYZ_Color_UV)); vertices += count * 4; spriteCount += count; spriteChainOffset += count; // Have we treated the entire chain ? if (spriteChainOffset == currentChain.spriteCount) { spriteChain++; spriteChainOffset = 0; } } while (spriteCount < maxSpriteCount && spriteChain < spriteChainCount); vertexMapper.Unmap(); Renderer::DrawIndexedPrimitives(PrimitiveMode_TriangleList, 0, spriteCount * 6); } while (spriteChain < spriteChainCount); spriteChainVector.clear(); } } // We set it back to zero matEntry.enabled = false; } } } /*! * \brief Draws billboards * * \param sceneData Data of the scene * \param layer Layer of the rendering * * \remark Produces a NazaraAssert is viewer is invalid */ void ForwardRenderTechnique::DrawBillboards(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const { NazaraAssert(sceneData.viewer, "Invalid viewer"); const Shader* lastShader = nullptr; const ShaderUniforms* shaderUniforms = nullptr; if (Renderer::HasCapability(RendererCap_Instancing)) { VertexBuffer* instanceBuffer = Renderer::GetInstanceBuffer(); instanceBuffer->SetVertexDeclaration(&s_billboardInstanceDeclaration); Renderer::SetVertexBuffer(&s_quadVertexBuffer); for (auto& matIt : layer.billboards) { const Material* material = matIt.first; auto& entry = matIt.second; auto& billboardVector = entry.billboards; unsigned int billboardCount = billboardVector.size(); if (billboardCount > 0) { // We begin to apply the material (and get the shader activated doing so) const Shader* shader = material->Apply(ShaderFlags_Billboard | ShaderFlags_Instancing | ShaderFlags_VertexColor); // Uniforms are conserved in our program, there's no point to send them back until they change if (shader != lastShader) { // Index of uniforms in the shader shaderUniforms = GetShaderUniforms(shader); // Ambiant color of the scene shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor); // Position of the camera shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition()); lastShader = shader; } const ForwardRenderQueue::BillboardData* data = &billboardVector[0]; unsigned int maxBillboardPerDraw = instanceBuffer->GetVertexCount(); do { unsigned int renderedBillboardCount = std::min(billboardCount, maxBillboardPerDraw); billboardCount -= renderedBillboardCount; instanceBuffer->Fill(data, 0, renderedBillboardCount, true); data += renderedBillboardCount; Renderer::DrawPrimitivesInstanced(renderedBillboardCount, PrimitiveMode_TriangleStrip, 0, 4); } while (billboardCount > 0); billboardVector.clear(); } } } else { Renderer::SetIndexBuffer(&s_quadIndexBuffer); Renderer::SetVertexBuffer(&m_billboardPointBuffer); for (auto& matIt : layer.billboards) { const Material* material = matIt.first; auto& entry = matIt.second; auto& billboardVector = entry.billboards; unsigned int billboardCount = billboardVector.size(); if (billboardCount > 0) { // We begin to apply the material (and get the shader activated doing so) const Shader* shader = material->Apply(ShaderFlags_Billboard | ShaderFlags_VertexColor); // Uniforms are conserved in our program, there's no point to send them back until they change if (shader != lastShader) { // Index of uniforms in the shader shaderUniforms = GetShaderUniforms(shader); // Ambiant color of the scene shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor); // Position of the camera shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition()); lastShader = shader; } const ForwardRenderQueue::BillboardData* data = &billboardVector[0]; unsigned int maxBillboardPerDraw = std::min(s_maxQuads, m_billboardPointBuffer.GetVertexCount() / 4); do { unsigned int renderedBillboardCount = std::min(billboardCount, maxBillboardPerDraw); billboardCount -= renderedBillboardCount; BufferMapper vertexMapper(m_billboardPointBuffer, BufferAccess_DiscardAndWrite, 0, renderedBillboardCount * 4); BillboardPoint* vertices = static_cast(vertexMapper.GetPointer()); for (unsigned int i = 0; i < renderedBillboardCount; ++i) { const ForwardRenderQueue::BillboardData& billboard = *data++; vertices->color = billboard.color; vertices->position = billboard.center; vertices->sinCos = billboard.sinCos; vertices->size = billboard.size; vertices->uv.Set(0.f, 1.f); vertices++; vertices->color = billboard.color; vertices->position = billboard.center; vertices->sinCos = billboard.sinCos; vertices->size = billboard.size; vertices->uv.Set(1.f, 1.f); vertices++; vertices->color = billboard.color; vertices->position = billboard.center; vertices->sinCos = billboard.sinCos; vertices->size = billboard.size; vertices->uv.Set(0.f, 0.f); vertices++; vertices->color = billboard.color; vertices->position = billboard.center; vertices->sinCos = billboard.sinCos; vertices->size = billboard.size; vertices->uv.Set(1.f, 0.f); vertices++; } vertexMapper.Unmap(); Renderer::DrawIndexedPrimitives(PrimitiveMode_TriangleList, 0, renderedBillboardCount * 6); } while (billboardCount > 0); billboardVector.clear(); } } } } /*! * \brief Draws opaques models * * \param sceneData Data of the scene * \param layer Layer of the rendering * * \remark Produces a NazaraAssert is viewer is invalid */ void ForwardRenderTechnique::DrawOpaqueModels(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const { NazaraAssert(sceneData.viewer, "Invalid viewer"); const Shader* lastShader = nullptr; const ShaderUniforms* shaderUniforms = nullptr; for (auto& matIt : layer.opaqueModels) { auto& matEntry = matIt.second; if (matEntry.enabled) { ForwardRenderQueue::MeshInstanceContainer& meshInstances = matEntry.meshMap; if (!meshInstances.empty()) { const Material* material = matIt.first; // We only use instancing when no light (other than directional) is active // This is because instancing is not compatible with the search of nearest lights // Deferred shading does not have this problem bool noPointSpotLight = m_renderQueue.pointLights.empty() && m_renderQueue.spotLights.empty(); bool instancing = m_instancingEnabled && (!material->IsLightingEnabled() || noPointSpotLight) && matEntry.instancingEnabled; // We begin to apply the material (and get the shader activated doing so) UInt8 freeTextureUnit; const Shader* shader = material->Apply((instancing) ? ShaderFlags_Instancing : 0, 0, &freeTextureUnit); // Uniforms are conserved in our program, there's no point to send them back until they change if (shader != lastShader) { // Index of uniforms in the shader shaderUniforms = GetShaderUniforms(shader); // Ambiant color of the scene shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor); // Position of the camera shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition()); lastShader = shader; } // Meshes for (auto& meshIt : meshInstances) { const MeshData& meshData = meshIt.first; auto& meshEntry = meshIt.second; const Spheref& squaredBoundingSphere = meshEntry.squaredBoundingSphere; std::vector& instances = meshEntry.instances; if (!instances.empty()) { const IndexBuffer* indexBuffer = meshData.indexBuffer; const VertexBuffer* vertexBuffer = meshData.vertexBuffer; // Handle draw call before rendering loop Renderer::DrawCall drawFunc; Renderer::DrawCallInstanced instancedDrawFunc; unsigned int indexCount; if (indexBuffer) { drawFunc = Renderer::DrawIndexedPrimitives; instancedDrawFunc = Renderer::DrawIndexedPrimitivesInstanced; indexCount = indexBuffer->GetIndexCount(); } else { drawFunc = Renderer::DrawPrimitives; instancedDrawFunc = Renderer::DrawPrimitivesInstanced; indexCount = vertexBuffer->GetVertexCount(); } Renderer::SetIndexBuffer(indexBuffer); Renderer::SetVertexBuffer(vertexBuffer); if (instancing) { // We compute the number of instances that we will be able to draw this time (depending on the instancing buffer size) VertexBuffer* instanceBuffer = Renderer::GetInstanceBuffer(); instanceBuffer->SetVertexDeclaration(VertexDeclaration::Get(VertexLayout_Matrix4)); // With instancing, impossible to select the lights for each object // So, it's only activated for directional lights unsigned int lightCount = m_renderQueue.directionalLights.size(); unsigned int lightIndex = 0; RendererComparison oldDepthFunc = Renderer::GetDepthFunc(); unsigned int passCount = (lightCount == 0) ? 1 : (lightCount - 1) / NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS + 1; for (unsigned int pass = 0; pass < passCount; ++pass) { if (shaderUniforms->hasLightUniforms) { unsigned int renderedLightCount = std::min(lightCount, NazaraSuffixMacro(NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS, U)); lightCount -= renderedLightCount; if (pass == 1) { // To add the result of light computations // We won't interfeer 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 uniforms for (unsigned int i = 0; i < NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS; ++i) SendLightUniforms(shader, shaderUniforms->lightUniforms, lightIndex++, shaderUniforms->lightOffset * i, freeTextureUnit + i); // And we give them to draw drawFunc(meshData.primitiveMode, 0, indexCount); } const Matrix4f* instanceMatrices = &instances[0]; unsigned int instanceCount = instances.size(); unsigned int maxInstanceCount = instanceBuffer->GetVertexCount(); // Maximum number of instance in one batch while (instanceCount > 0) { // We compute the number of instances that we will be able to draw this time (depending on the instancing buffer size) unsigned int renderedInstanceCount = std::min(instanceCount, maxInstanceCount); instanceCount -= renderedInstanceCount; // We fill the instancing buffer with our world matrices instanceBuffer->Fill(instanceMatrices, 0, renderedInstanceCount, true); instanceMatrices += renderedInstanceCount; // And we draw instancedDrawFunc(renderedInstanceCount, meshData.primitiveMode, 0, indexCount); } } // We don't forget to disable the blending to avoid to interfeer with the rest of the rendering Renderer::Enable(RendererParameter_Blend, false); Renderer::SetDepthFunc(oldDepthFunc); } else { if (shaderUniforms->hasLightUniforms) { for (const Matrix4f& matrix : instances) { // Choose the lights depending on an object position and apparent radius ChooseLights(Spheref(matrix.GetTranslation() + squaredBoundingSphere.GetPosition(), squaredBoundingSphere.radius)); unsigned int lightCount = m_lights.size(); Renderer::SetMatrix(MatrixType_World, matrix); unsigned int lightIndex = 0; RendererComparison oldDepthFunc = Renderer::GetDepthFunc(); // In the case where we have to change it unsigned int passCount = (lightCount == 0) ? 1 : (lightCount - 1) / NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS + 1; for (unsigned int pass = 0; pass < passCount; ++pass) { lightCount -= std::min(lightCount, NazaraSuffixMacro(NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS, U)); if (pass == 1) { // To add the result of light computations // We won't interfeer 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(shader, shaderUniforms->lightUniforms, lightIndex++, shaderUniforms->lightOffset*i, freeTextureUnit + i); // And we draw drawFunc(meshData.primitiveMode, 0, indexCount); } Renderer::Enable(RendererParameter_Blend, false); Renderer::SetDepthFunc(oldDepthFunc); } } else { // Without instancing, we must do a draw call for each instance // This may be faster than instancing under a certain number // Due to the time to modify the instancing buffer for (const Matrix4f& matrix : instances) { Renderer::SetMatrix(MatrixType_World, matrix); drawFunc(meshData.primitiveMode, 0, indexCount); } } } instances.clear(); } } } // And we set the data back to zero matEntry.enabled = false; matEntry.instancingEnabled = false; } } } /*! * \brief Draws transparent models * * \param sceneData Data of the scene * \param layer Layer of the rendering * * \remark Produces a NazaraAssert is viewer is invalid */ void ForwardRenderTechnique::DrawTransparentModels(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const { NazaraAssert(sceneData.viewer, "Invalid viewer"); const Shader* lastShader = nullptr; const ShaderUniforms* shaderUniforms = nullptr; unsigned int lightCount = 0; for (unsigned int index : layer.transparentModels) { const ForwardRenderQueue::TransparentModelData& modelData = layer.transparentModelData[index]; // Material const Material* material = modelData.material; // We begin to apply the material (and get the shader activated doing so) UInt8 freeTextureUnit; const Shader* shader = material->Apply(0, 0, &freeTextureUnit); // Uniforms are conserved in our program, there's no point to send them back until they change if (shader != lastShader) { // Index of uniforms in the shader shaderUniforms = GetShaderUniforms(shader); // Ambiant color of the scene shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor); // Position of the camera shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition()); // We send the directional lights if there is one (same for all) if (shaderUniforms->hasLightUniforms) { lightCount = std::min(m_renderQueue.directionalLights.size(), static_cast(NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS)); for (unsigned int i = 0; i < lightCount; ++i) SendLightUniforms(shader, shaderUniforms->lightUniforms, i, shaderUniforms->lightOffset * i, freeTextureUnit++); } lastShader = shader; } // Mesh const Matrix4f& matrix = modelData.transformMatrix; const MeshData& meshData = modelData.meshData; const IndexBuffer* indexBuffer = meshData.indexBuffer; const VertexBuffer* vertexBuffer = meshData.vertexBuffer; // Handle draw call before the rendering loop Renderer::DrawCall drawFunc; unsigned int indexCount; if (indexBuffer) { drawFunc = Renderer::DrawIndexedPrimitives; indexCount = indexBuffer->GetIndexCount(); } else { drawFunc = Renderer::DrawPrimitives; indexCount = vertexBuffer->GetVertexCount(); } Renderer::SetIndexBuffer(indexBuffer); Renderer::SetVertexBuffer(vertexBuffer); if (shaderUniforms->hasLightUniforms && lightCount < NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS) { // Compute the closest lights Vector3f position = matrix.GetTranslation() + modelData.squaredBoundingSphere.GetPosition(); float radius = modelData.squaredBoundingSphere.radius; ChooseLights(Spheref(position, radius), false); for (unsigned int i = lightCount; i < NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS; ++i) SendLightUniforms(shader, shaderUniforms->lightUniforms, i, shaderUniforms->lightOffset*i, freeTextureUnit++); } Renderer::SetMatrix(MatrixType_World, matrix); drawFunc(meshData.primitiveMode, 0, indexCount); } } /*! * \brief Gets the shader uniforms * \return Uniforms of the shader * * \param shader Shader to get uniforms from */ 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.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.pointLightShadowMap = shader->GetUniformLocation("PointLightShadowMap[0]"); uniforms.lightUniforms.locations.shadowMapping = shader->GetUniformLocation("Lights[0].shadowMapping"); uniforms.lightUniforms.locations.directionalSpotLightShadowMap = shader->GetUniformLocation("DirectionalSpotLightShadowMap[0]"); } 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); } IndexBuffer ForwardRenderTechnique::s_quadIndexBuffer; TextureSampler ForwardRenderTechnique::s_shadowSampler; VertexBuffer ForwardRenderTechnique::s_quadVertexBuffer; VertexDeclaration ForwardRenderTechnique::s_billboardInstanceDeclaration; VertexDeclaration ForwardRenderTechnique::s_billboardVertexDeclaration; }