// 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 ///TODO: Remplacer les sinus/cosinus par une lookup table (va booster les perfs d'un bon x10) namespace Nz { void ForwardRenderQueue::AddBillboard(int renderOrder, const Material* material, const Vector3f& position, const Vector2f& size, const Vector2f& sinCos, const Color& color) { NazaraAssert(material, "Invalid material"); auto& billboards = GetLayer(renderOrder).billboards; auto it = billboards.find(material); if (it == billboards.end()) { BatchedBillboardEntry entry; entry.materialReleaseSlot.Connect(material->OnMaterialRelease, this, &ForwardRenderQueue::OnMaterialInvalidation); it = billboards.insert(std::make_pair(material, std::move(entry))).first; } BatchedBillboardEntry& entry = it->second; auto& billboardVector = entry.billboards; billboardVector.push_back(BillboardData{color, position, size, sinCos}); } void ForwardRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr positionPtr, SparsePtr sizePtr, SparsePtr sinCosPtr, SparsePtr colorPtr) { NazaraAssert(material, "Invalid material"); ///DOC: sinCosPtr et colorPtr peuvent être nuls, ils seont remplacés respectivement par Vector2f(0.f, 1.f) et Color::White Vector2f defaultSinCos(0.f, 1.f); // sin(0) = 0, cos(0) = 1 if (!sinCosPtr) sinCosPtr.Reset(&defaultSinCos, 0); // L'astuce ici est de mettre le stride sur zéro, rendant le pointeur immobile if (!colorPtr) colorPtr.Reset(&Color::White, 0); // Pareil auto& billboards = GetLayer(renderOrder).billboards; auto it = billboards.find(material); if (it == billboards.end()) { BatchedBillboardEntry entry; entry.materialReleaseSlot.Connect(material->OnMaterialRelease, this, &ForwardRenderQueue::OnMaterialInvalidation); it = billboards.insert(std::make_pair(material, std::move(entry))).first; } BatchedBillboardEntry& entry = it->second; auto& billboardVector = entry.billboards; unsigned int prevSize = billboardVector.size(); billboardVector.resize(prevSize + count); BillboardData* billboardData = &billboardVector[prevSize]; for (unsigned int i = 0; i < count; ++i) { billboardData->center = *positionPtr++; billboardData->color = *colorPtr++; billboardData->sinCos = *sinCosPtr++; billboardData->size = *sizePtr++; billboardData++; } } void ForwardRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr positionPtr, SparsePtr sizePtr, SparsePtr sinCosPtr, SparsePtr alphaPtr) { NazaraAssert(material, "Invalid material"); ///DOC: sinCosPtr et alphaPtr peuvent être nuls, ils seront remplacés respectivement par Vector2f(0.f, 1.f) et Color::White Vector2f defaultSinCos(0.f, 1.f); // sin(0) = 0, cos(0) = 1 if (!sinCosPtr) sinCosPtr.Reset(&defaultSinCos, 0); // L'astuce ici est de mettre le stride sur zéro, rendant le pointeur immobile float defaultAlpha = 1.f; if (!alphaPtr) alphaPtr.Reset(&defaultAlpha, 0); // Pareil auto& billboards = GetLayer(renderOrder).billboards; auto it = billboards.find(material); if (it == billboards.end()) { BatchedBillboardEntry entry; entry.materialReleaseSlot.Connect(material->OnMaterialRelease, this, &ForwardRenderQueue::OnMaterialInvalidation); it = billboards.insert(std::make_pair(material, std::move(entry))).first; } BatchedBillboardEntry& entry = it->second; auto& billboardVector = entry.billboards; unsigned int prevSize = billboardVector.size(); billboardVector.resize(prevSize + count); BillboardData* billboardData = &billboardVector[prevSize]; 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++; } } void ForwardRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr positionPtr, SparsePtr sizePtr, SparsePtr anglePtr, SparsePtr colorPtr) { NazaraAssert(material, "Invalid material"); ///DOC: sinCosPtr et colorPtr peuvent être nuls, ils seront remplacés respectivement par Vector2f(0.f, 1.f) et Color::White float defaultRotation = 0.f; if (!anglePtr) anglePtr.Reset(&defaultRotation, 0); // L'astuce ici est de mettre le stride sur zéro, rendant le pointeur immobile if (!colorPtr) colorPtr.Reset(&Color::White, 0); // Pareil auto& billboards = GetLayer(renderOrder).billboards; auto it = billboards.find(material); if (it == billboards.end()) { BatchedBillboardEntry entry; entry.materialReleaseSlot.Connect(material->OnMaterialRelease, this, &ForwardRenderQueue::OnMaterialInvalidation); it = billboards.insert(std::make_pair(material, std::move(entry))).first; } BatchedBillboardEntry& entry = it->second; auto& billboardVector = entry.billboards; unsigned int prevSize = billboardVector.size(); billboardVector.resize(prevSize + count); BillboardData* billboardData = &billboardVector[prevSize]; 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++; } } void ForwardRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr positionPtr, SparsePtr sizePtr, SparsePtr anglePtr, SparsePtr alphaPtr) { NazaraAssert(material, "Invalid material"); ///DOC: sinCosPtr et alphaPtr peuvent être nuls, ils seront remplacés respectivement par Vector2f(0.f, 1.f) et Color::White float defaultRotation = 0.f; if (!anglePtr) anglePtr.Reset(&defaultRotation, 0); // L'astuce ici est de mettre le stride sur zéro, rendant le pointeur immobile float defaultAlpha = 1.f; if (!alphaPtr) alphaPtr.Reset(&defaultAlpha, 0); // Pareil auto& billboards = GetLayer(renderOrder).billboards; auto it = billboards.find(material); if (it == billboards.end()) { BatchedBillboardEntry entry; entry.materialReleaseSlot.Connect(material->OnMaterialRelease, this, &ForwardRenderQueue::OnMaterialInvalidation); it = billboards.insert(std::make_pair(material, std::move(entry))).first; } BatchedBillboardEntry& entry = it->second; auto& billboardVector = entry.billboards; unsigned int prevSize = billboardVector.size(); billboardVector.resize(prevSize + count); BillboardData* billboardData = &billboardVector[prevSize]; 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++; } } void ForwardRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr positionPtr, SparsePtr sizePtr, SparsePtr sinCosPtr, SparsePtr colorPtr) { NazaraAssert(material, "Invalid material"); ///DOC: sinCosPtr et colorPtr peuvent être nuls, ils seront remplacés respectivement par Vector2f(0.f, 1.f) et Color::White Vector2f defaultSinCos(0.f, 1.f); // sin(0) = 0, cos(0) = 1 if (!sinCosPtr) sinCosPtr.Reset(&defaultSinCos, 0); // L'astuce ici est de mettre le stride sur zéro, rendant le pointeur immobile if (!colorPtr) colorPtr.Reset(&Color::White, 0); // Pareil auto& billboards = GetLayer(renderOrder).billboards; auto it = billboards.find(material); if (it == billboards.end()) { BatchedBillboardEntry entry; entry.materialReleaseSlot.Connect(material->OnMaterialRelease, this, &ForwardRenderQueue::OnMaterialInvalidation); it = billboards.insert(std::make_pair(material, std::move(entry))).first; } BatchedBillboardEntry& entry = it->second; auto& billboardVector = entry.billboards; unsigned int prevSize = billboardVector.size(); billboardVector.resize(prevSize + count); BillboardData* billboardData = &billboardVector[prevSize]; for (unsigned int i = 0; i < count; ++i) { billboardData->center = *positionPtr++; billboardData->color = *colorPtr++; billboardData->sinCos = *sinCosPtr++; billboardData->size.Set(*sizePtr++); billboardData++; } } void ForwardRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr positionPtr, SparsePtr sizePtr, SparsePtr sinCosPtr, SparsePtr alphaPtr) { NazaraAssert(material, "Invalid material"); ///DOC: sinCosPtr et alphaPtr peuvent être nuls, ils seront remplacés respectivement par Vector2f(0.f, 1.f) et Color::White Vector2f defaultSinCos(0.f, 1.f); // sin(0) = 0, cos(0) = 1 if (!sinCosPtr) sinCosPtr.Reset(&defaultSinCos, 0); // L'astuce ici est de mettre le stride sur zéro, rendant le pointeur immobile float defaultAlpha = 1.f; if (!alphaPtr) alphaPtr.Reset(&defaultAlpha, 0); // Pareil auto& billboards = GetLayer(renderOrder).billboards; auto it = billboards.find(material); if (it == billboards.end()) { BatchedBillboardEntry entry; entry.materialReleaseSlot.Connect(material->OnMaterialRelease, this, &ForwardRenderQueue::OnMaterialInvalidation); it = billboards.insert(std::make_pair(material, std::move(entry))).first; } BatchedBillboardEntry& entry = it->second; auto& billboardVector = entry.billboards; unsigned int prevSize = billboardVector.size(); billboardVector.resize(prevSize + count); BillboardData* billboardData = &billboardVector[prevSize]; 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++; } } void ForwardRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr positionPtr, SparsePtr sizePtr, SparsePtr anglePtr, SparsePtr colorPtr) { NazaraAssert(material, "Invalid material"); ///DOC: sinCosPtr et colorPtr peuvent être nuls, ils seront remplacés respectivement par Vector2f(0.f, 1.f) et Color::White float defaultRotation = 0.f; if (!anglePtr) anglePtr.Reset(&defaultRotation, 0); // L'astuce ici est de mettre le stride sur zéro, rendant le pointeur immobile if (!colorPtr) colorPtr.Reset(&Color::White, 0); // Pareil auto& billboards = GetLayer(renderOrder).billboards; auto it = billboards.find(material); if (it == billboards.end()) { BatchedBillboardEntry entry; entry.materialReleaseSlot.Connect(material->OnMaterialRelease, this, &ForwardRenderQueue::OnMaterialInvalidation); it = billboards.insert(std::make_pair(material, std::move(entry))).first; } BatchedBillboardEntry& entry = it->second; auto& billboardVector = entry.billboards; unsigned int prevSize = billboardVector.size(); billboardVector.resize(prevSize + count); BillboardData* billboardData = &billboardVector[prevSize]; 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++; } } void ForwardRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr positionPtr, SparsePtr sizePtr, SparsePtr anglePtr, SparsePtr alphaPtr) { NazaraAssert(material, "Invalid material"); ///DOC: sinCosPtr et alphaPtr peuvent être nuls, ils seront remplacés respectivement par Vector2f(0.f, 1.f) et Color::White float defaultRotation = 0.f; if (!anglePtr) anglePtr.Reset(&defaultRotation, 0); // L'astuce ici est de mettre le stride sur zéro, rendant le pointeur immobile float defaultAlpha = 1.f; if (!alphaPtr) alphaPtr.Reset(&defaultAlpha, 0); // Pareil auto& billboards = GetLayer(renderOrder).billboards; auto it = billboards.find(material); if (it == billboards.end()) { BatchedBillboardEntry entry; entry.materialReleaseSlot.Connect(material->OnMaterialRelease, this, &ForwardRenderQueue::OnMaterialInvalidation); it = billboards.insert(std::make_pair(material, std::move(entry))).first; } BatchedBillboardEntry& entry = it->second; auto& billboardVector = entry.billboards; unsigned int prevSize = billboardVector.size(); billboardVector.resize(prevSize + count); BillboardData* billboardData = &billboardVector[prevSize]; 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++; } } 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); } void ForwardRenderQueue::AddMesh(int renderOrder, const Material* material, const MeshData& meshData, const Boxf& meshAABB, const Matrix4f& transformMatrix) { if (material->IsEnabled(RendererParameter_Blend)) { Layer& currentLayer = GetLayer(renderOrder); auto& transparentModels = currentLayer.transparentModels; auto& transparentModelData = currentLayer.transparentModelData; // Le matériau est transparent, nous devons rendre ce mesh d'une autre façon (après le rendu des objets opaques et en les triant) unsigned int index = transparentModelData.size(); transparentModelData.resize(index+1); TransparentModelData& data = transparentModelData.back(); data.material = material; data.meshData = meshData; data.squaredBoundingSphere = Spheref(transformMatrix.GetTranslation() + meshAABB.GetCenter(), meshAABB.GetSquaredRadius()); data.transformMatrix = transformMatrix; transparentModels.push_back(index); } 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, &ForwardRenderQueue::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; 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); // 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 ForwardRenderQueue::AddSprites(int renderOrder, const Material* material, const VertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const Texture* overlay) { Layer& currentLayer = GetLayer(renderOrder); auto& basicSprites = currentLayer.basicSprites; auto matIt = basicSprites.find(material); if (matIt == basicSprites.end()) { BatchedBasicSpriteEntry entry; entry.materialReleaseSlot.Connect(material->OnMaterialRelease, this, &ForwardRenderQueue::OnMaterialInvalidation); matIt = basicSprites.insert(std::make_pair(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})); } 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 { layer.otherDrawables.clear(); layer.transparentModels.clear(); layer.transparentModelData.clear(); ++it; } } } } void ForwardRenderQueue::Sort(const AbstractViewer* viewer) { Planef nearPlane = viewer->GetFrustum().GetPlane(FrustumPlane_Near); Vector3f viewerPos = viewer->GetEyePosition(); Vector3f viewerNormal = viewer->GetForward(); for (auto& pair : layers) { Layer& layer = pair.second; std::sort(layer.transparentModels.begin(), layer.transparentModels.end(), [&layer, &nearPlane, &viewerNormal] (unsigned int index1, unsigned int index2) { const Spheref& sphere1 = layer.transparentModelData[index1].squaredBoundingSphere; const Spheref& sphere2 = layer.transparentModelData[index2].squaredBoundingSphere; Vector3f position1 = sphere1.GetNegativeVertex(viewerNormal); Vector3f position2 = sphere2.GetNegativeVertex(viewerNormal); return nearPlane.Distance(position1) > nearPlane.Distance(position2); }); for (auto& pair : layer.billboards) { const Material* mat = pair.first; if (mat->IsDepthSortingEnabled()) { BatchedBillboardEntry& entry = pair.second; auto& billboardVector = entry.billboards; std::sort(billboardVector.begin(), billboardVector.end(), [&viewerPos] (const BillboardData& data1, const BillboardData& data2) { return viewerPos.SquaredDistance(data1.center) > viewerPos.SquaredDistance(data2.center); }); } } } } 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::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; } } } } void ForwardRenderQueue::OnMaterialInvalidation(const Material* material) { for (auto& pair : layers) { Layer& layer = pair.second; layer.basicSprites.erase(material); layer.billboards.erase(material); layer.opaqueModels.erase(material); } } void ForwardRenderQueue::OnTextureInvalidation(const Texture* texture) { for (auto& pair : layers) { Layer& layer = pair.second; for (auto matIt = layer.basicSprites.begin(); matIt != layer.basicSprites.end(); ++matIt) { auto& overlayMap = matIt->second.overlayMap; overlayMap.erase(texture); } } } void ForwardRenderQueue::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; } } } } bool ForwardRenderQueue::BatchedBillboardComparator::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_Billboard | ShaderFlags_VertexColor)->GetShader(); const Shader* shader2 = mat2->GetShaderInstance(ShaderFlags_Billboard | ShaderFlags_VertexColor)->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 ForwardRenderQueue::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()->GetShader(); const Shader* shader2 = mat2->GetShaderInstance()->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 ForwardRenderQueue::BatchedSpriteMaterialComparator::operator()(const Material* mat1, const Material* mat2) { const UberShader* uberShader1 = mat1->GetShader(); const UberShader* uberShader2 = mat2->GetShader(); if (uberShader1 != uberShader2) return uberShader1 < uberShader2; const Shader* shader1 = mat1->GetShaderInstance()->GetShader(); const Shader* shader2 = mat2->GetShaderInstance()->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 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; } }