// 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 ///TODO: Replace sinus/cosinus by a lookup table (which will lead to a speed up about 10x) namespace Nz { /*! * \ingroup graphics * \class Nz::ForwardRenderQueue * \brief Graphics class that represents the rendering queue for forward rendering */ /*! * \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 * * \remark Produces a NazaraAssert if material is invalid */ void ForwardRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr positionPtr, SparsePtr sizePtr, SparsePtr sinCosPtr, SparsePtr colorPtr) { NazaraAssert(material, "Invalid material"); Vector2f defaultSinCos(0.f, 1.f); // sin(0) = 0, cos(0) = 1 if (!sinCosPtr) sinCosPtr.Reset(&defaultSinCos, 0); // The trick here is to put the stride to zero, which leads the pointer to be immobile if (!colorPtr) colorPtr.Reset(&Color::White, 0); // Same BillboardData* billboardData = GetBillboardData(renderOrder, material, count); for (unsigned int i = 0; i < count; ++i) { billboardData->center = *positionPtr++; billboardData->color = *colorPtr++; billboardData->sinCos = *sinCosPtr++; billboardData->size = *sizePtr++; billboardData++; } } /*! * \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 * * \remark Produces a NazaraAssert if material is invalid */ void ForwardRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr positionPtr, SparsePtr sizePtr, SparsePtr sinCosPtr, SparsePtr alphaPtr) { NazaraAssert(material, "Invalid material"); Vector2f defaultSinCos(0.f, 1.f); // sin(0) = 0, cos(0) = 1 if (!sinCosPtr) sinCosPtr.Reset(&defaultSinCos, 0); // The trick here is to put the stride to zero, which leads the pointer to be immobile float defaultAlpha = 1.f; if (!alphaPtr) alphaPtr.Reset(&defaultAlpha, 0); // Same BillboardData* billboardData = GetBillboardData(renderOrder, material, count); for (unsigned int i = 0; i < count; ++i) { billboardData->center = *positionPtr++; billboardData->color = Color(255, 255, 255, static_cast(255.f * (*alphaPtr++))); billboardData->sinCos = *sinCosPtr++; billboardData->size = *sizePtr++; billboardData++; } } /*! * \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 * * \remark Produces a NazaraAssert if material is invalid */ void ForwardRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr positionPtr, SparsePtr sizePtr, SparsePtr anglePtr, SparsePtr colorPtr) { NazaraAssert(material, "Invalid material"); float defaultRotation = 0.f; if (!anglePtr) anglePtr.Reset(&defaultRotation, 0); // The trick here is to put the stride to zero, which leads the pointer to be immobile if (!colorPtr) colorPtr.Reset(&Color::White, 0); // Same BillboardData* billboardData = GetBillboardData(renderOrder, material, count); for (unsigned int i = 0; i < count; ++i) { float sin = std::sin(ToRadians(*anglePtr)); float cos = std::cos(ToRadians(*anglePtr)); anglePtr++; billboardData->center = *positionPtr++; billboardData->color = *colorPtr++; billboardData->sinCos.Set(sin, cos); billboardData->size = *sizePtr++; billboardData++; } } /*! * \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 * * \remark Produces a NazaraAssert if material is invalid */ void ForwardRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr positionPtr, SparsePtr sizePtr, SparsePtr anglePtr, SparsePtr alphaPtr) { NazaraAssert(material, "Invalid material"); float defaultRotation = 0.f; if (!anglePtr) anglePtr.Reset(&defaultRotation, 0); // The trick here is to put the stride to zero, which leads the pointer to be immobile float defaultAlpha = 1.f; if (!alphaPtr) alphaPtr.Reset(&defaultAlpha, 0); // Same BillboardData* billboardData = GetBillboardData(renderOrder, material, count); for (unsigned int i = 0; i < count; ++i) { float sin = std::sin(ToRadians(*anglePtr)); float cos = std::cos(ToRadians(*anglePtr)); anglePtr++; billboardData->center = *positionPtr++; billboardData->color = Color(255, 255, 255, static_cast(255.f * (*alphaPtr++))); billboardData->sinCos.Set(sin, cos); billboardData->size = *sizePtr++; billboardData++; } } /*! * \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 * * \remark Produces a NazaraAssert if material is invalid */ void ForwardRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr positionPtr, SparsePtr sizePtr, SparsePtr sinCosPtr, SparsePtr colorPtr) { NazaraAssert(material, "Invalid material"); Vector2f defaultSinCos(0.f, 1.f); // sin(0) = 0, cos(0) = 1 if (!sinCosPtr) sinCosPtr.Reset(&defaultSinCos, 0); // The trick here is to put the stride to zero, which leads the pointer to be immobile if (!colorPtr) colorPtr.Reset(&Color::White, 0); // Same BillboardData* billboardData = GetBillboardData(renderOrder, material, count); for (unsigned int i = 0; i < count; ++i) { billboardData->center = *positionPtr++; billboardData->color = *colorPtr++; billboardData->sinCos = *sinCosPtr++; billboardData->size.Set(*sizePtr++); billboardData++; } } /*! * \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 * * \remark Produces a NazaraAssert if material is invalid */ void ForwardRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr positionPtr, SparsePtr sizePtr, SparsePtr sinCosPtr, SparsePtr alphaPtr) { NazaraAssert(material, "Invalid material"); Vector2f defaultSinCos(0.f, 1.f); // sin(0) = 0, cos(0) = 1 if (!sinCosPtr) sinCosPtr.Reset(&defaultSinCos, 0); // The trick here is to put the stride to zero, which leads the pointer to be immobile float defaultAlpha = 1.f; if (!alphaPtr) alphaPtr.Reset(&defaultAlpha, 0); // Same BillboardData* billboardData = GetBillboardData(renderOrder, material, count); for (unsigned int i = 0; i < count; ++i) { billboardData->center = *positionPtr++; billboardData->color = Color(255, 255, 255, static_cast(255.f * (*alphaPtr++))); billboardData->sinCos = *sinCosPtr++; billboardData->size.Set(*sizePtr++); billboardData++; } } /*! * \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 * * \remark Produces a NazaraAssert if material is invalid */ void ForwardRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr positionPtr, SparsePtr sizePtr, SparsePtr anglePtr, SparsePtr colorPtr) { NazaraAssert(material, "Invalid material"); float defaultRotation = 0.f; if (!anglePtr) anglePtr.Reset(&defaultRotation, 0); // The trick here is to put the stride to zero, which leads the pointer to be immobile if (!colorPtr) colorPtr.Reset(&Color::White, 0); // Same BillboardData* billboardData = GetBillboardData(renderOrder, material, count); for (unsigned int i = 0; i < count; ++i) { float sin = std::sin(ToRadians(*anglePtr)); float cos = std::cos(ToRadians(*anglePtr)); anglePtr++; billboardData->center = *positionPtr++; billboardData->color = *colorPtr++; billboardData->sinCos.Set(sin, cos); billboardData->size.Set(*sizePtr++); billboardData++; } } /*! * \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 * * \remark Produces a NazaraAssert if material is invalid */ void ForwardRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr positionPtr, SparsePtr sizePtr, SparsePtr anglePtr, SparsePtr alphaPtr) { NazaraAssert(material, "Invalid material"); float defaultRotation = 0.f; if (!anglePtr) anglePtr.Reset(&defaultRotation, 0); // The trick here is to put the stride to zero, which leads the pointer to be immobile float defaultAlpha = 1.f; if (!alphaPtr) alphaPtr.Reset(&defaultAlpha, 0); // Same BillboardData* billboardData = GetBillboardData(renderOrder, material, count); for (unsigned int i = 0; i < count; ++i) { float sin = std::sin(ToRadians(*anglePtr)); float cos = std::cos(ToRadians(*anglePtr)); anglePtr++; billboardData->center = *positionPtr++; billboardData->color = Color(255, 255, 255, static_cast(255.f * (*alphaPtr++))); billboardData->sinCos.Set(sin, cos); billboardData->size.Set(*sizePtr++); billboardData++; } } /*! * \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 ForwardRenderQueue::AddDrawable(int renderOrder, const Drawable* drawable) { #if NAZARA_GRAPHICS_SAFE if (!drawable) { NazaraError("Invalid drawable"); return; } #endif auto& otherDrawables = GetLayer(renderOrder).otherDrawables; otherDrawables.push_back(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 * * \remark Produces a NazaraAssert if material is invalid */ void ForwardRenderQueue::AddMesh(int renderOrder, const Material* material, const MeshData& meshData, const Boxf& meshAABB, const Matrix4f& transformMatrix) { NazaraAssert(material, "Invalid material"); if (material->IsDepthSortingEnabled()) { Layer& currentLayer = GetLayer(renderOrder); auto& transparentMeshes = currentLayer.depthSortedMeshes; auto& transparentData = currentLayer.depthSortedMeshData; // The material is marked for depth sorting, we must draw this mesh using another way (after the rendering of opaques objects while sorting them) std::size_t index = transparentData.size(); transparentData.resize(index+1); UnbatchedModelData& data = transparentData.back(); data.material = material; data.meshData = meshData; data.obbSphere = Spheref(transformMatrix.GetTranslation() + meshAABB.GetCenter(), meshAABB.GetSquaredRadius()); data.transformMatrix = transformMatrix; transparentMeshes.push_back(index); } else { Layer& currentLayer = GetLayer(renderOrder); MeshPipelineBatches& opaqueModels = currentLayer.opaqueModels; const MaterialPipeline* materialPipeline = material->GetPipeline(); auto pipelineIt = opaqueModels.find(materialPipeline); if (pipelineIt == opaqueModels.end()) { BatchedMaterialEntry materialEntry; pipelineIt = opaqueModels.insert(MeshPipelineBatches::value_type(materialPipeline, std::move(materialEntry))).first; } BatchedMaterialEntry& materialEntry = pipelineIt->second; MeshMaterialBatches& materialMap = materialEntry.materialMap; auto materialIt = materialMap.find(material); if (materialIt == materialMap.end()) { BatchedModelEntry entry; entry.materialReleaseSlot.Connect(material->OnMaterialRelease, this, &ForwardRenderQueue::OnMaterialInvalidation); materialIt = materialMap.insert(MeshMaterialBatches::value_type(material, std::move(entry))).first; } BatchedModelEntry& entry = materialIt->second; entry.enabled = true; MeshInstanceContainer& meshMap = entry.meshMap; auto it2 = meshMap.find(meshData); if (it2 == meshMap.end()) { MeshInstanceEntry instanceEntry; instanceEntry.squaredBoundingSphere = meshAABB.GetSquaredBoundingSphere(); if (meshData.indexBuffer) instanceEntry.indexBufferReleaseSlot.Connect(meshData.indexBuffer->OnIndexBufferRelease, this, &ForwardRenderQueue::OnIndexBufferInvalidation); instanceEntry.vertexBufferReleaseSlot.Connect(meshData.vertexBuffer->OnVertexBufferRelease, this, &ForwardRenderQueue::OnVertexBufferInvalidation); it2 = meshMap.insert(std::make_pair(meshData, std::move(instanceEntry))).first; } std::vector& instances = it2->second.instances; instances.push_back(transformMatrix); materialEntry.maxInstanceCount = std::max(materialEntry.maxInstanceCount, instances.size()); } } /*! * \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 * * \remark Produces a NazaraAssert if material is invalid */ void ForwardRenderQueue::AddSprites(int renderOrder, const Material* material, const VertexStruct_XYZ_Color_UV* vertices, std::size_t spriteCount, const Texture* overlay) { NazaraAssert(material, "Invalid material"); Layer& currentLayer = GetLayer(renderOrder); if (material->IsDepthSortingEnabled()) { auto& transparentSprites = currentLayer.depthSortedSprites; auto& transparentData = currentLayer.depthSortedSpriteData; // The material is marked for depth sorting, we must draw this mesh using another way (after the rendering of opaques objects while sorting them) std::size_t index = transparentData.size(); transparentData.resize(index + 1); UnbatchedSpriteData& data = transparentData.back(); data.material = material; data.overlay = overlay; data.spriteCount = spriteCount; data.vertices = vertices; transparentSprites.push_back(index); } else { SpritePipelineBatches& sprites = currentLayer.opaqueSprites; const MaterialPipeline* materialPipeline = material->GetPipeline(); auto pipelineIt = sprites.find(materialPipeline); if (pipelineIt == sprites.end()) { BatchedSpritePipelineEntry materialEntry; pipelineIt = sprites.insert(SpritePipelineBatches::value_type(materialPipeline, std::move(materialEntry))).first; } BatchedSpritePipelineEntry& pipelineEntry = pipelineIt->second; pipelineEntry.enabled = true; SpriteMaterialBatches& materialMap = pipelineEntry.materialMap; auto matIt = materialMap.find(material); if (matIt == materialMap.end()) { BatchedBasicSpriteEntry entry; entry.materialReleaseSlot.Connect(material->OnMaterialRelease, this, &ForwardRenderQueue::OnMaterialInvalidation); matIt = materialMap.insert(SpriteMaterialBatches::value_type(material, std::move(entry))).first; } BatchedBasicSpriteEntry& entry = matIt->second; entry.enabled = true; auto& overlayMap = entry.overlayMap; auto overlayIt = overlayMap.find(overlay); if (overlayIt == overlayMap.end()) { BatchedSpriteEntry overlayEntry; if (overlay) overlayEntry.textureReleaseSlot.Connect(overlay->OnTextureRelease, this, &ForwardRenderQueue::OnTextureInvalidation); overlayIt = overlayMap.insert(std::make_pair(overlay, std::move(overlayEntry))).first; } auto& spriteVector = overlayIt->second.spriteChains; spriteVector.push_back(SpriteChain_XYZ_Color_UV({vertices, spriteCount})); } } /*! * \brief Clears the queue * * \param fully Should everything be cleared or we can keep layers */ void ForwardRenderQueue::Clear(bool fully) { AbstractRenderQueue::Clear(fully); if (fully) layers.clear(); else { for (auto it = layers.begin(); it != layers.end();) { Layer& layer = it->second; if (layer.clearCount++ >= 100) layers.erase(it++); else { for (auto& pipelinePair : layer.billboards) { auto& pipelineEntry = pipelinePair.second; if (pipelineEntry.enabled) { for (auto& matIt : pipelinePair.second.materialMap) { auto& entry = matIt.second; auto& billboardVector = entry.billboards; billboardVector.clear(); } } pipelineEntry.enabled = false; } for (auto& pipelinePair : layer.opaqueSprites) { auto& pipelineEntry = pipelinePair.second; if (pipelineEntry.enabled) { for (auto& materialPair : pipelineEntry.materialMap) { auto& matEntry = materialPair.second; if (matEntry.enabled) { auto& overlayMap = matEntry.overlayMap; for (auto& overlayIt : overlayMap) { auto& spriteChainVector = overlayIt.second.spriteChains; spriteChainVector.clear(); } matEntry.enabled = false; } } pipelineEntry.enabled = false; } } for (auto& pipelinePair : layer.opaqueModels) { auto& pipelineEntry = pipelinePair.second; if (pipelineEntry.maxInstanceCount > 0) { for (auto& materialPair : pipelineEntry.materialMap) { auto& matEntry = materialPair.second; if (matEntry.enabled) { MeshInstanceContainer& meshInstances = matEntry.meshMap; for (auto& meshIt : meshInstances) { auto& meshEntry = meshIt.second; meshEntry.instances.clear(); } matEntry.enabled = false; } } pipelineEntry.maxInstanceCount = 0; } } layer.depthSortedMeshes.clear(); layer.depthSortedMeshData.clear(); layer.depthSortedSpriteData.clear(); layer.depthSortedSprites.clear(); layer.otherDrawables.clear(); ++it; } } } } /*! * \brief Sorts the object according to the viewer position, furthest to nearest * * \param viewer Viewer of the scene */ void ForwardRenderQueue::Sort(const AbstractViewer* viewer) { if (viewer->GetProjectionType() == ProjectionType_Orthogonal) SortForOrthographic(viewer); else SortForPerspective(viewer); } /*! * \brief Gets the billboard data * \return Pointer to the data of the billboards * * \param renderOrder Order of rendering * \param material Material of the billboard */ ForwardRenderQueue::BillboardData* ForwardRenderQueue::GetBillboardData(int renderOrder, const Material* material, unsigned int count) { auto& billboards = GetLayer(renderOrder).billboards; const MaterialPipeline* materialPipeline = material->GetPipeline(); auto pipelineIt = billboards.find(materialPipeline); if (pipelineIt == billboards.end()) { BatchedBillboardPipelineEntry pipelineEntry; pipelineIt = billboards.insert(BillboardPipelineBatches::value_type(materialPipeline, std::move(pipelineEntry))).first; } BatchedBillboardPipelineEntry& pipelineEntry = pipelineIt->second; pipelineEntry.enabled = true; BatchedBillboardContainer& materialMap = pipelineEntry.materialMap; auto it = materialMap.find(material); if (it == materialMap.end()) { BatchedBillboardEntry entry; entry.materialReleaseSlot.Connect(material->OnMaterialRelease, this, &ForwardRenderQueue::OnMaterialInvalidation); it = materialMap.insert(BatchedBillboardContainer::value_type(material, std::move(entry))).first; } BatchedBillboardEntry& entry = it->second; auto& billboardVector = entry.billboards; std::size_t prevSize = billboardVector.size(); billboardVector.resize(prevSize + count); return &billboardVector[prevSize]; } /*! * \brief Gets the ith layer * \return Reference to the ith layer for the queue * * \param i Index of the layer */ ForwardRenderQueue::Layer& ForwardRenderQueue::GetLayer(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; } void ForwardRenderQueue::SortBillboards(Layer& layer, const Planef& nearPlane) { for (auto& pipelinePair : layer.billboards) { for (auto& matPair : pipelinePair.second.materialMap) { const Material* mat = matPair.first; if (mat->IsDepthSortingEnabled()) { BatchedBillboardEntry& entry = matPair.second; auto& billboardVector = entry.billboards; std::sort(billboardVector.begin(), billboardVector.end(), [&nearPlane] (const BillboardData& data1, const BillboardData& data2) { return nearPlane.Distance(data1.center) > nearPlane.Distance(data2.center); }); } } } } void ForwardRenderQueue::SortForOrthographic(const AbstractViewer * viewer) { Planef nearPlane = viewer->GetFrustum().GetPlane(FrustumPlane_Near); for (auto& pair : layers) { Layer& layer = pair.second; std::sort(layer.depthSortedMeshes.begin(), layer.depthSortedMeshes.end(), [&layer, &nearPlane] (std::size_t index1, std::size_t index2) { const Spheref& sphere1 = layer.depthSortedMeshData[index1].obbSphere; const Spheref& sphere2 = layer.depthSortedMeshData[index2].obbSphere; return nearPlane.Distance(sphere1.GetPosition()) < nearPlane.Distance(sphere2.GetPosition()); }); std::sort(layer.depthSortedSprites.begin(), layer.depthSortedSprites.end(), [&layer, &nearPlane] (std::size_t index1, std::size_t index2) { const Vector3f& pos1 = layer.depthSortedSpriteData[index1].vertices[0].position; const Vector3f& pos2 = layer.depthSortedSpriteData[index2].vertices[0].position; return nearPlane.Distance(pos1) < nearPlane.Distance(pos2); }); SortBillboards(layer, nearPlane); } } void ForwardRenderQueue::SortForPerspective(const AbstractViewer* viewer) { Planef nearPlane = viewer->GetFrustum().GetPlane(FrustumPlane_Near); Vector3f viewerPos = viewer->GetEyePosition(); for (auto& pair : layers) { Layer& layer = pair.second; std::sort(layer.depthSortedMeshes.begin(), layer.depthSortedMeshes.end(), [&layer, &viewerPos] (std::size_t index1, std::size_t index2) { const Spheref& sphere1 = layer.depthSortedMeshData[index1].obbSphere; const Spheref& sphere2 = layer.depthSortedMeshData[index2].obbSphere; return viewerPos.SquaredDistance(sphere1.GetPosition()) > viewerPos.SquaredDistance(sphere2.GetPosition()); }); std::sort(layer.depthSortedSprites.begin(), layer.depthSortedSprites.end(), [&layer, &viewerPos] (std::size_t index1, std::size_t index2) { const Vector3f& pos1 = layer.depthSortedSpriteData[index1].vertices[0].position; const Vector3f& pos2 = layer.depthSortedSpriteData[index2].vertices[0].position; return viewerPos.SquaredDistance(pos1) > viewerPos.SquaredDistance(pos2); }); SortBillboards(layer, nearPlane); } } /*! * \brief Handle the invalidation of an index buffer * * \param indexBuffer Index buffer being invalidated */ void ForwardRenderQueue::OnIndexBufferInvalidation(const IndexBuffer* indexBuffer) { for (auto& pair : layers) { Layer& layer = pair.second; for (auto& pipelineEntry : layer.opaqueModels) { for (auto& materialEntry : pipelineEntry.second.materialMap) { MeshInstanceContainer& meshes = materialEntry.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 ForwardRenderQueue::OnMaterialInvalidation(const Material* material) { for (auto& pair : layers) { Layer& layer = pair.second; for (auto& pipelineEntry : layer.opaqueSprites) pipelineEntry.second.materialMap.erase(material); for (auto& pipelineEntry : layer.billboards) pipelineEntry.second.materialMap.erase(material); for (auto& pipelineEntry : layer.opaqueModels) pipelineEntry.second.materialMap.erase(material); } } /*! * \brief Handle the invalidation of a texture * * \param texture Texture being invalidated */ void ForwardRenderQueue::OnTextureInvalidation(const Texture* texture) { for (auto& pair : layers) { Layer& layer = pair.second; for (auto& pipelineEntry : layer.opaqueSprites) { for (auto& materialEntry : pipelineEntry.second.materialMap) materialEntry.second.overlayMap.erase(texture); } } } /*! * \brief Handle the invalidation of a vertex buffer * * \param vertexBuffer Vertex buffer being invalidated */ void ForwardRenderQueue::OnVertexBufferInvalidation(const VertexBuffer* vertexBuffer) { for (auto& pair : layers) { Layer& layer = pair.second; for (auto& pipelineEntry : layer.opaqueModels) { for (auto& materialEntry : pipelineEntry.second.materialMap) { MeshInstanceContainer& meshes = materialEntry.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; } } } } } bool ForwardRenderQueue::MaterialComparator::operator()(const Material* mat1, const Material* mat2) const { const Texture* diffuseMap1 = mat1->GetDiffuseMap(); const Texture* diffuseMap2 = mat2->GetDiffuseMap(); if (diffuseMap1 != diffuseMap2) return diffuseMap1 < diffuseMap2; return mat1 < mat2; } bool ForwardRenderQueue::MaterialPipelineComparator::operator()(const MaterialPipeline* pipeline1, const MaterialPipeline* pipeline2) const { const Shader* shader1 = pipeline1->GetInstance().renderPipeline.GetInfo().shader; const Shader* shader2 = pipeline2->GetInstance().renderPipeline.GetInfo().shader; if (shader1 != shader2) return shader1 < shader2; return pipeline1 < pipeline2; } /*! * \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 ForwardRenderQueue::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; } }