// Copyright (C) 2014 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 { enum ResourceType { ResourceType_IndexBuffer, ResourceType_Material, ResourceType_Texture, ResourceType_VertexBuffer }; } void NzForwardRenderQueue::AddBillboard(const NzMaterial* material, const NzVector3f& position, const NzVector2f& size, const NzVector2f& sinCos, const NzColor& color) { auto it = billboards.find(material); if (it == billboards.end()) { BatchedBillboardEntry entry(this, ResourceType_Material); entry.materialListener = material; 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 NzForwardRenderQueue::AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr positionPtr, NzSparsePtr sizePtr, NzSparsePtr sinCosPtr, NzSparsePtr colorPtr) { ///DOC: sinCosPtr et colorPtr peuvent être nuls, ils seont remplacés respectivement par Vector2f(0.f, 1.f) et Color::White NzVector2f 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(&NzColor::White, 0); // Pareil auto it = billboards.find(material); if (it == billboards.end()) { BatchedBillboardEntry entry(this, ResourceType_Material); entry.materialListener = material; 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 NzForwardRenderQueue::AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr positionPtr, NzSparsePtr sizePtr, NzSparsePtr sinCosPtr, NzSparsePtr alphaPtr) { ///DOC: sinCosPtr et alphaPtr peuvent être nuls, ils seont remplacés respectivement par Vector2f(0.f, 1.f) et Color::White NzVector2f 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 it = billboards.find(material); if (it == billboards.end()) { BatchedBillboardEntry entry(this, ResourceType_Material); entry.materialListener = material; 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 = NzColor(255, 255, 255, static_cast(255.f * (*alphaPtr++))); billboardData->sinCos = *sinCosPtr++; billboardData->size = *sizePtr++; billboardData++; } } void NzForwardRenderQueue::AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr positionPtr, NzSparsePtr sizePtr, NzSparsePtr anglePtr, NzSparsePtr colorPtr) { ///DOC: sinCosPtr et colorPtr peuvent être nuls, ils seont 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(&NzColor::White, 0); // Pareil auto it = billboards.find(material); if (it == billboards.end()) { BatchedBillboardEntry entry(this, ResourceType_Material); entry.materialListener = material; 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(NzToRadians(*anglePtr)); float cos = std::cos(NzToRadians(*anglePtr)); anglePtr++; billboardData->center = *positionPtr++; billboardData->color = *colorPtr++; billboardData->sinCos.Set(sin, cos); billboardData->size = *sizePtr++; billboardData++; } } void NzForwardRenderQueue::AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr positionPtr, NzSparsePtr sizePtr, NzSparsePtr anglePtr, NzSparsePtr alphaPtr) { ///DOC: sinCosPtr et alphaPtr peuvent être nuls, ils seont 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 it = billboards.find(material); if (it == billboards.end()) { BatchedBillboardEntry entry(this, ResourceType_Material); entry.materialListener = material; 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(NzToRadians(*anglePtr)); float cos = std::cos(NzToRadians(*anglePtr)); anglePtr++; billboardData->center = *positionPtr++; billboardData->color = NzColor(255, 255, 255, static_cast(255.f * (*alphaPtr++))); billboardData->sinCos.Set(sin, cos); billboardData->size = *sizePtr++; billboardData++; } } void NzForwardRenderQueue::AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr positionPtr, NzSparsePtr sizePtr, NzSparsePtr sinCosPtr, NzSparsePtr colorPtr) { ///DOC: sinCosPtr et colorPtr peuvent être nuls, ils seont remplacés respectivement par Vector2f(0.f, 1.f) et Color::White NzVector2f 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(&NzColor::White, 0); // Pareil auto it = billboards.find(material); if (it == billboards.end()) { BatchedBillboardEntry entry(this, ResourceType_Material); entry.materialListener = material; 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 NzForwardRenderQueue::AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr positionPtr, NzSparsePtr sizePtr, NzSparsePtr sinCosPtr, NzSparsePtr alphaPtr) { ///DOC: sinCosPtr et alphaPtr peuvent être nuls, ils seont remplacés respectivement par Vector2f(0.f, 1.f) et Color::White NzVector2f 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 it = billboards.find(material); if (it == billboards.end()) { BatchedBillboardEntry entry(this, ResourceType_Material); entry.materialListener = material; 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 = NzColor(255, 255, 255, static_cast(255.f * (*alphaPtr++))); billboardData->sinCos = *sinCosPtr++; billboardData->size.Set(*sizePtr++); billboardData++; } } void NzForwardRenderQueue::AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr positionPtr, NzSparsePtr sizePtr, NzSparsePtr anglePtr, NzSparsePtr colorPtr) { ///DOC: sinCosPtr et colorPtr peuvent être nuls, ils seont 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(&NzColor::White, 0); // Pareil auto it = billboards.find(material); if (it == billboards.end()) { BatchedBillboardEntry entry(this, ResourceType_Material); entry.materialListener = material; 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(NzToRadians(*anglePtr)); float cos = std::cos(NzToRadians(*anglePtr)); anglePtr++; billboardData->center = *positionPtr++; billboardData->color = *colorPtr++; billboardData->sinCos.Set(sin, cos); billboardData->size.Set(*sizePtr++); billboardData++; } } void NzForwardRenderQueue::AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr positionPtr, NzSparsePtr sizePtr, NzSparsePtr anglePtr, NzSparsePtr alphaPtr) { ///DOC: sinCosPtr et alphaPtr peuvent être nuls, ils seont 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 it = billboards.find(material); if (it == billboards.end()) { BatchedBillboardEntry entry(this, ResourceType_Material); entry.materialListener = material; 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(NzToRadians(*anglePtr)); float cos = std::cos(NzToRadians(*anglePtr)); anglePtr++; billboardData->center = *positionPtr++; billboardData->color = NzColor(255, 255, 255, static_cast(255.f * (*alphaPtr++))); billboardData->sinCos.Set(sin, cos); billboardData->size.Set(*sizePtr++); billboardData++; } } void NzForwardRenderQueue::AddDrawable(const NzDrawable* drawable) { #if NAZARA_GRAPHICS_SAFE if (!drawable) { NazaraError("Invalid drawable"); return; } #endif otherDrawables.push_back(drawable); } void NzForwardRenderQueue::AddLight(const NzLight* light) { #if NAZARA_GRAPHICS_SAFE if (!light) { NazaraError("Invalid light"); return; } #endif switch (light->GetLightType()) { case nzLightType_Directional: directionalLights.push_back(light); break; case nzLightType_Point: case nzLightType_Spot: lights.push_back(light); break; #ifdef NAZARA_DEBUG default: NazaraError("Light type not handled (0x" + NzString::Number(light->GetLightType(), 16) + ')'); #endif } } void NzForwardRenderQueue::AddMesh(const NzMaterial* material, const NzMeshData& meshData, const NzBoxf& meshAABB, const NzMatrix4f& transformMatrix) { if (material->IsEnabled(nzRendererParameter_Blend)) { // 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 = NzSpheref(transformMatrix.GetTranslation() + meshAABB.GetCenter(), meshAABB.GetSquaredRadius()); data.transformMatrix = transformMatrix; transparentModels.push_back(index); } else { auto it = opaqueModels.find(material); if (it == opaqueModels.end()) { BatchedModelEntry entry(this, ResourceType_Material); entry.materialListener = material; 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(this, ResourceType_IndexBuffer, ResourceType_VertexBuffer); instanceEntry.indexBufferListener = meshData.indexBuffer; instanceEntry.squaredBoundingSphere = meshAABB.GetSquaredBoundingSphere(); instanceEntry.vertexBufferListener = meshData.vertexBuffer; 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 NzForwardRenderQueue::AddSprites(const NzMaterial* material, const NzVertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const NzTexture* overlay) { auto matIt = basicSprites.find(material); if (matIt == basicSprites.end()) { BatchedBasicSpriteEntry entry(this, ResourceType_Material); entry.materialListener = material; 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(this, ResourceType_Texture); overlayEntry.textureListener = overlay; 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 NzForwardRenderQueue::Clear(bool fully) { directionalLights.clear(); lights.clear(); otherDrawables.clear(); transparentModels.clear(); transparentModelData.clear(); if (fully) { basicSprites.clear(); billboards.clear(); opaqueModels.clear(); } } void NzForwardRenderQueue::Sort(const NzAbstractViewer* viewer) { NzPlanef nearPlane = viewer->GetFrustum().GetPlane(nzFrustumPlane_Near); NzVector3f viewerPos = viewer->GetEyePosition(); NzVector3f viewerNormal = viewer->GetForward(); std::sort(transparentModels.begin(), transparentModels.end(), [this, &nearPlane, &viewerNormal](unsigned int index1, unsigned int index2) { const NzSpheref& sphere1 = transparentModelData[index1].squaredBoundingSphere; const NzSpheref& sphere2 = transparentModelData[index2].squaredBoundingSphere; NzVector3f position1 = sphere1.GetNegativeVertex(viewerNormal); NzVector3f position2 = sphere2.GetNegativeVertex(viewerNormal); return nearPlane.Distance(position1) > nearPlane.Distance(position2); }); for (auto& pair : billboards) { const NzMaterial* 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); }); } } } bool NzForwardRenderQueue::OnResourceDestroy(const NzResource* resource, int index) { switch (index) { case ResourceType_IndexBuffer: { for (auto& modelPair : opaqueModels) { MeshInstanceContainer& meshes = modelPair.second.meshMap; for (auto it = meshes.begin(); it != meshes.end();) { const NzMeshData& renderData = it->first; if (renderData.indexBuffer == resource) it = meshes.erase(it); else ++it; } } break; } case ResourceType_Material: { const NzMaterial* material = static_cast(resource); basicSprites.erase(material); billboards.erase(material); opaqueModels.erase(material); break; } case ResourceType_VertexBuffer: { for (auto& modelPair : opaqueModels) { MeshInstanceContainer& meshes = modelPair.second.meshMap; for (auto it = meshes.begin(); it != meshes.end();) { const NzMeshData& renderData = it->first; if (renderData.vertexBuffer == resource) it = meshes.erase(it); else ++it; } } break; } } return false; // Nous ne voulons plus recevoir d'évènement de cette ressource } void NzForwardRenderQueue::OnResourceReleased(const NzResource* resource, int index) { // La ressource vient d'être libérée, nous ne pouvons donc plus utiliser la méthode traditionnelle de recherche // des pointeurs stockés (À cause de la fonction de triage utilisant des spécificités des ressources) switch (index) { case ResourceType_IndexBuffer: { for (auto& modelPair : opaqueModels) { MeshInstanceContainer& meshes = modelPair.second.meshMap; for (auto it = meshes.begin(); it != meshes.end();) { const NzMeshData& renderData = it->first; if (renderData.indexBuffer == resource) it = meshes.erase(it); else ++it; } } break; } case ResourceType_Material: { for (auto it = basicSprites.begin(); it != basicSprites.end(); ++it) { if (it->first == resource) { basicSprites.erase(it); break; } } for (auto it = billboards.begin(); it != billboards.end(); ++it) { if (it->first == resource) { billboards.erase(it); break; } } for (auto it = opaqueModels.begin(); it != opaqueModels.end(); ++it) { if (it->first == resource) { opaqueModels.erase(it); break; } } break; } case ResourceType_Texture: { for (auto matIt = basicSprites.begin(); matIt != basicSprites.end(); ++matIt) { auto& overlayMap = matIt->second.overlayMap; for (auto overlayIt = overlayMap.begin(); overlayIt != overlayMap.end(); ++overlayIt) { if (overlayIt->first == resource) { overlayMap.erase(overlayIt); break; } } } break; } case ResourceType_VertexBuffer: { for (auto& modelPair : opaqueModels) { MeshInstanceContainer& meshes = modelPair.second.meshMap; for (auto it = meshes.begin(); it != meshes.end();) { const NzMeshData& renderData = it->first; if (renderData.vertexBuffer == resource) it = meshes.erase(it); else ++it; } } break; } } } bool NzForwardRenderQueue::BatchedBillboardComparator::operator()(const NzMaterial* mat1, const NzMaterial* mat2) { const NzUberShader* uberShader1 = mat1->GetShader(); const NzUberShader* uberShader2 = mat2->GetShader(); if (uberShader1 != uberShader2) return uberShader1 < uberShader2; const NzShader* shader1 = mat1->GetShaderInstance(nzShaderFlags_Billboard | nzShaderFlags_VertexColor)->GetShader(); const NzShader* shader2 = mat2->GetShaderInstance(nzShaderFlags_Billboard | nzShaderFlags_VertexColor)->GetShader(); if (shader1 != shader2) return shader1 < shader2; const NzTexture* diffuseMap1 = mat1->GetDiffuseMap(); const NzTexture* diffuseMap2 = mat2->GetDiffuseMap(); if (diffuseMap1 != diffuseMap2) return diffuseMap1 < diffuseMap2; return mat1 < mat2; } bool NzForwardRenderQueue::BatchedModelMaterialComparator::operator()(const NzMaterial* mat1, const NzMaterial* mat2) { const NzUberShader* uberShader1 = mat1->GetShader(); const NzUberShader* uberShader2 = mat2->GetShader(); if (uberShader1 != uberShader2) return uberShader1 < uberShader2; const NzShader* shader1 = mat1->GetShaderInstance()->GetShader(); const NzShader* shader2 = mat2->GetShaderInstance()->GetShader(); if (shader1 != shader2) return shader1 < shader2; const NzTexture* diffuseMap1 = mat1->GetDiffuseMap(); const NzTexture* diffuseMap2 = mat2->GetDiffuseMap(); if (diffuseMap1 != diffuseMap2) return diffuseMap1 < diffuseMap2; return mat1 < mat2; } bool NzForwardRenderQueue::BatchedSpriteMaterialComparator::operator()(const NzMaterial* mat1, const NzMaterial* mat2) { const NzUberShader* uberShader1 = mat1->GetShader(); const NzUberShader* uberShader2 = mat2->GetShader(); if (uberShader1 != uberShader2) return uberShader1 < uberShader2; const NzShader* shader1 = mat1->GetShaderInstance()->GetShader(); const NzShader* shader2 = mat2->GetShaderInstance()->GetShader(); if (shader1 != shader2) return shader1 < shader2; const NzTexture* diffuseMap1 = mat1->GetDiffuseMap(); const NzTexture* diffuseMap2 = mat2->GetDiffuseMap(); if (diffuseMap1 != diffuseMap2) return diffuseMap1 < diffuseMap2; return mat1 < mat2; } bool NzForwardRenderQueue::MeshDataComparator::operator()(const NzMeshData& data1, const NzMeshData& data2) { const NzBuffer* buffer1; const NzBuffer* 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; }