// 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: Rendre les billboards via Deferred Shading si possible namespace Nz { DeferredRenderQueue::DeferredRenderQueue(ForwardRenderQueue* forwardQueue) : m_forwardQueue(forwardQueue) { } void DeferredRenderQueue::AddBillboard(const Material* material, const Vector3f& position, const Vector2f& size, const Vector2f& sinCos, const Color& color) { m_forwardQueue->AddBillboard(material, position, size, sinCos, color); } void DeferredRenderQueue::AddBillboards(const Material* material, unsigned int count, SparsePtr positionPtr, SparsePtr sizePtr, SparsePtr sinCosPtr, SparsePtr colorPtr) { m_forwardQueue->AddBillboards(material, count, positionPtr, sizePtr, sinCosPtr, colorPtr); } void DeferredRenderQueue::AddBillboards(const Material* material, unsigned int count, SparsePtr positionPtr, SparsePtr sizePtr, SparsePtr sinCosPtr, SparsePtr alphaPtr) { m_forwardQueue->AddBillboards(material, count, positionPtr, sizePtr, sinCosPtr, alphaPtr); } void DeferredRenderQueue::AddBillboards(const Material* material, unsigned int count, SparsePtr positionPtr, SparsePtr sizePtr, SparsePtr anglePtr, SparsePtr colorPtr) { m_forwardQueue->AddBillboards(material, count, positionPtr, sizePtr, anglePtr, colorPtr); } void DeferredRenderQueue::AddBillboards(const Material* material, unsigned int count, SparsePtr positionPtr, SparsePtr sizePtr, SparsePtr anglePtr, SparsePtr alphaPtr) { m_forwardQueue->AddBillboards(material, count, positionPtr, sizePtr, anglePtr, alphaPtr); } void DeferredRenderQueue::AddBillboards(const Material* material, unsigned int count, SparsePtr positionPtr, SparsePtr sizePtr, SparsePtr sinCosPtr, SparsePtr colorPtr) { m_forwardQueue->AddBillboards(material, count, positionPtr, sizePtr, sinCosPtr, colorPtr); } void DeferredRenderQueue::AddBillboards(const Material* material, unsigned int count, SparsePtr positionPtr, SparsePtr sizePtr, SparsePtr sinCosPtr, SparsePtr alphaPtr) { m_forwardQueue->AddBillboards(material, count, positionPtr, sizePtr, sinCosPtr, alphaPtr); } void DeferredRenderQueue::AddBillboards(const Material* material, unsigned int count, SparsePtr positionPtr, SparsePtr sizePtr, SparsePtr anglePtr, SparsePtr colorPtr) { m_forwardQueue->AddBillboards(material, count, positionPtr, sizePtr, anglePtr, colorPtr); } void DeferredRenderQueue::AddBillboards(const Material* material, unsigned int count, SparsePtr positionPtr, SparsePtr sizePtr, SparsePtr anglePtr, SparsePtr alphaPtr) { m_forwardQueue->AddBillboards(material, count, positionPtr, sizePtr, anglePtr, alphaPtr); } void DeferredRenderQueue::AddDrawable(const Drawable* drawable) { m_forwardQueue->AddDrawable(drawable); } void DeferredRenderQueue::AddMesh(const Material* material, const MeshData& meshData, const Boxf& meshAABB, const Matrix4f& transformMatrix) { if (material->IsEnabled(RendererParameter_Blend)) // Un matériau transparent ? J'aime pas, va voir dans la forward queue si j'y suis m_forwardQueue->AddMesh(material, meshData, meshAABB, transformMatrix); else { 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; } // On ajoute la matrice à la liste des instances de cet objet std::vector& instances = it2->second.instances; instances.push_back(transformMatrix); // Avons-nous suffisamment d'instances pour que le coût d'utilisation de l'instancing soit payé ? if (instances.size() >= NAZARA_GRAPHICS_INSTANCING_MIN_INSTANCES_COUNT) entry.instancingEnabled = true; // Apparemment oui, activons l'instancing avec ce matériau } } void DeferredRenderQueue::AddSprites(const Material* material, const VertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const Texture* overlay) { m_forwardQueue->AddSprites(material, vertices, spriteCount, overlay); } void DeferredRenderQueue::Clear(bool fully) { AbstractRenderQueue::Clear(fully); if (fully) opaqueModels.clear(); m_forwardQueue->Clear(fully); } void DeferredRenderQueue::OnIndexBufferInvalidation(const IndexBuffer* indexBuffer) { for (auto& modelPair : 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; } } } void DeferredRenderQueue::OnMaterialInvalidation(const Material* material) { opaqueModels.erase(material); } void DeferredRenderQueue::OnVertexBufferInvalidation(const VertexBuffer* vertexBuffer) { for (auto& modelPair : 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; } } } 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; } 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; } }