Files
NazaraEngine/src/Nazara/Graphics/DepthRenderTechnique.cpp
2019-03-31 16:31:02 +02:00

675 lines
22 KiB
C++

// 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 <Nazara/Graphics/DepthRenderTechnique.hpp>
#include <Nazara/Core/ErrorFlags.hpp>
#include <Nazara/Core/OffsetOf.hpp>
#include <Nazara/Graphics/AbstractBackground.hpp>
#include <Nazara/Graphics/AbstractViewer.hpp>
#include <Nazara/Graphics/Drawable.hpp>
#include <Nazara/Graphics/Material.hpp>
#include <Nazara/Graphics/SceneData.hpp>
#include <Nazara/Renderer/Config.hpp>
#include <Nazara/Renderer/Renderer.hpp>
#include <Nazara/Renderer/RenderTarget.hpp>
#include <Nazara/Utility/BufferMapper.hpp>
#include <Nazara/Utility/VertexStruct.hpp>
#include <limits>
#include <Nazara/Graphics/Debug.hpp>
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;
};
constexpr UInt32 s_vertexBufferSize = 4 * 1024 * 1024; // 4 MiB
constexpr UInt32 s_maxQuadPerDraw = s_vertexBufferSize / sizeof(VertexLayout_XYZ_Color_UV);
}
/*!
* \ingroup graphics
* \class Nz::DepthRenderTechnique
* \brief Graphics class that represents the technique used in depth rendering
*/
/*!
* \brief Constructs a DepthRenderTechnique object by default
*/
DepthRenderTechnique::DepthRenderTechnique() :
m_vertexBuffer(BufferType_Vertex)
{
ErrorFlags flags(ErrorFlag_ThrowException, true);
m_whiteTexture = Nz::TextureLibrary::Get("White2D");
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 DepthRenderTechnique::Clear(const SceneData& sceneData) const
{
const RenderTarget* renderTarget = sceneData.viewer->GetTarget();
Recti fullscreenScissorRect = Recti(Vector2i(renderTarget->GetSize()));
Renderer::SetScissorRect(fullscreenScissorRect);
Renderer::Enable(RendererParameter_DepthBuffer, true);
Renderer::Enable(RendererParameter_DepthWrite, true);
Renderer::Clear(RendererBuffer_Depth);
// Just in case the background does render 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
*/
bool DepthRenderTechnique::Draw(const SceneData& sceneData) const
{
m_renderQueue.Sort(sceneData.viewer);
if (!m_renderQueue.models.empty())
DrawModels(sceneData, m_renderQueue, m_renderQueue.models);
if (!m_renderQueue.basicSprites.empty())
DrawSprites(sceneData, m_renderQueue, m_renderQueue.basicSprites);
if (!m_renderQueue.billboards.empty())
DrawBillboards(sceneData, m_renderQueue, m_renderQueue.billboards);
if (!m_renderQueue.depthSortedModels.empty())
DrawModels(sceneData, m_renderQueue, m_renderQueue.depthSortedModels);
if (!m_renderQueue.depthSortedSprites.empty())
DrawSprites(sceneData, m_renderQueue, m_renderQueue.depthSortedSprites);
if (!m_renderQueue.depthSortedBillboards.empty())
DrawBillboards(sceneData, m_renderQueue, m_renderQueue.depthSortedBillboards);
if (!m_renderQueue.customDrawables.empty())
DrawCustomDrawables(sceneData, m_renderQueue, m_renderQueue.customDrawables);
return true;
}
/*!
* \brief Gets the render queue
* \return Pointer to the render queue
*/
AbstractRenderQueue* DepthRenderTechnique::GetRenderQueue()
{
return &m_renderQueue;
}
/*!
* \brief Gets the type of the current technique
* \return Type of the render technique
*/
RenderTechniqueType DepthRenderTechnique::GetType() const
{
return RenderTechniqueType_Depth;
}
/*!
* \brief Initializes the depth render technique
* \return true If successful
*
* \remark Produces a NazaraError if one shader creation failed
*/
bool DepthRenderTechnique::Initialize()
{
try
{
ErrorFlags flags(ErrorFlag_ThrowException, true);
s_quadIndexBuffer.Reset(true, s_maxQuadPerDraw * 6, DataStorage_Hardware, 0);
BufferMapper<IndexBuffer> mapper(s_quadIndexBuffer, BufferAccess_WriteOnly);
UInt32* indices = static_cast<UInt32*>(mapper.GetPointer());
for (UInt32 i = 0; i < s_maxQuadPerDraw; ++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(); // Inutile de garder le buffer ouvert plus longtemps
// Quad buffer (utilisé pour l'instancing de billboard et de sprites)
//Note: Les UV sont calculés dans le shader
s_quadVertexBuffer.Reset(VertexDeclaration::Get(VertexLayout_XY), 4, DataStorage_Hardware, 0);
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));
// Déclaration lors du rendu des billboards par sommet
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)); // Englobe sincos
// Declaration utilisée lors du rendu des billboards par instancing
// L'avantage ici est la copie directe (std::memcpy) des données de la RenderQueue vers le buffer GPU
s_billboardInstanceDeclaration.EnableComponent(VertexComponent_InstanceData0, ComponentType_Float3, NazaraOffsetOf(BasicRenderQueue::BillboardData, center));
s_billboardInstanceDeclaration.EnableComponent(VertexComponent_InstanceData1, ComponentType_Float4, NazaraOffsetOf(BasicRenderQueue::BillboardData, size)); // Englobe sincos
s_billboardInstanceDeclaration.EnableComponent(VertexComponent_InstanceData2, ComponentType_Color, NazaraOffsetOf(BasicRenderQueue::BillboardData, color));
}
catch (const std::exception& e)
{
NazaraError("Failed to initialise: " + String(e.what()));
return false;
}
return true;
}
/*!
* \brief Uninitializes the depth render technique
*/
void DepthRenderTechnique::Uninitialize()
{
s_quadIndexBuffer.Reset();
s_quadVertexBuffer.Reset();
}
void DepthRenderTechnique::DrawBillboards(const SceneData& sceneData, const BasicRenderQueue& renderQueue, const RenderQueue<BasicRenderQueue::Billboard>& billboards) const
{
VertexBuffer* instanceBuffer = Renderer::GetInstanceBuffer();
instanceBuffer->SetVertexDeclaration(&s_billboardInstanceDeclaration);
Renderer::SetVertexBuffer(&s_quadVertexBuffer);
Nz::BufferMapper<VertexBuffer> instanceBufferMapper;
std::size_t billboardCount = 0;
std::size_t maxBillboardPerDraw = instanceBuffer->GetVertexCount();
auto Commit = [&]()
{
if (billboardCount > 0)
{
instanceBufferMapper.Unmap();
Renderer::DrawPrimitivesInstanced(billboardCount, PrimitiveMode_TriangleStrip, 0, 4);
billboardCount = 0;
}
};
const RenderTarget* renderTarget = sceneData.viewer->GetTarget();
Recti fullscreenScissorRect = Recti(Vector2i(renderTarget->GetSize()));
const Material* lastMaterial = nullptr;
const MaterialPipeline* lastPipeline = nullptr;
const Shader* lastShader = nullptr;
const ShaderUniforms* shaderUniforms = nullptr;
const Texture* lastOverlay = nullptr;
Recti lastScissorRect = Recti(-1, -1);
const MaterialPipeline::Instance* pipelineInstance = nullptr;
for (const BasicRenderQueue::Billboard& billboard : billboards)
{
const Nz::Recti& scissorRect = (billboard.scissorRect.width > 0) ? billboard.scissorRect : fullscreenScissorRect;
if (billboard.material != lastMaterial || (billboard.material->IsScissorTestEnabled() && scissorRect != lastScissorRect))
{
Commit();
const MaterialPipeline* pipeline = billboard.material->GetPipeline();
if (lastPipeline != pipeline)
{
pipelineInstance = &billboard.material->GetPipeline()->Apply(ShaderFlags_Billboard | ShaderFlags_Deferred | ShaderFlags_Instancing | ShaderFlags_VertexColor);
const Shader* shader = pipelineInstance->uberInstance->GetShader();
if (shader != lastShader)
{
// Index of uniforms in the shader
shaderUniforms = GetShaderUniforms(shader);
// Ambient color of the scene
shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
lastShader = shader;
}
lastPipeline = pipeline;
}
if (lastMaterial != billboard.material)
{
billboard.material->Apply(*pipelineInstance);
lastMaterial = billboard.material;
}
if (billboard.material->IsScissorTestEnabled() && scissorRect != lastScissorRect)
{
Renderer::SetScissorRect(scissorRect);
lastScissorRect = scissorRect;
}
}
if (!instanceBufferMapper.GetBuffer())
instanceBufferMapper.Map(instanceBuffer, BufferAccess_DiscardAndWrite);
std::memcpy(static_cast<Nz::UInt8*>(instanceBufferMapper.GetPointer()) + sizeof(BasicRenderQueue::BillboardData) * billboardCount, &billboard.data, sizeof(BasicRenderQueue::BillboardData));
if (++billboardCount >= maxBillboardPerDraw)
Commit();
}
Commit();
}
void DepthRenderTechnique::DrawBillboards(const SceneData& sceneData, const BasicRenderQueue& renderQueue, const RenderQueue<BasicRenderQueue::BillboardChain>& billboards) const
{
VertexBuffer* instanceBuffer = Renderer::GetInstanceBuffer();
instanceBuffer->SetVertexDeclaration(&s_billboardInstanceDeclaration);
Renderer::SetVertexBuffer(&s_quadVertexBuffer);
Nz::BufferMapper<VertexBuffer> instanceBufferMapper;
std::size_t billboardCount = 0;
std::size_t maxBillboardPerDraw = instanceBuffer->GetVertexCount();
auto Commit = [&]()
{
if (billboardCount > 0)
{
instanceBufferMapper.Unmap();
Renderer::DrawPrimitivesInstanced(billboardCount, PrimitiveMode_TriangleStrip, 0, 4);
billboardCount = 0;
}
};
const RenderTarget* renderTarget = sceneData.viewer->GetTarget();
Recti fullscreenScissorRect = Recti(Vector2i(renderTarget->GetSize()));
const Material* lastMaterial = nullptr;
const MaterialPipeline* lastPipeline = nullptr;
const Shader* lastShader = nullptr;
const ShaderUniforms* shaderUniforms = nullptr;
const Texture* lastOverlay = nullptr;
Recti lastScissorRect = Recti(-1, -1);
const MaterialPipeline::Instance* pipelineInstance = nullptr;
for (const BasicRenderQueue::BillboardChain& billboard : billboards)
{
const Nz::Recti& scissorRect = (billboard.scissorRect.width > 0) ? billboard.scissorRect : fullscreenScissorRect;
if (billboard.material != lastMaterial || (billboard.material->IsScissorTestEnabled() && scissorRect != lastScissorRect))
{
Commit();
const MaterialPipeline* pipeline = billboard.material->GetPipeline();
if (lastPipeline != pipeline)
{
pipelineInstance = &billboard.material->GetPipeline()->Apply(ShaderFlags_Billboard | ShaderFlags_Deferred | ShaderFlags_Instancing | ShaderFlags_VertexColor);
const Shader* shader = pipelineInstance->uberInstance->GetShader();
if (shader != lastShader)
{
// Index of uniforms in the shader
shaderUniforms = GetShaderUniforms(shader);
// Ambient color of the scene
shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
lastShader = shader;
}
lastPipeline = pipeline;
}
if (lastMaterial != billboard.material)
{
billboard.material->Apply(*pipelineInstance);
lastMaterial = billboard.material;
}
if (billboard.material->IsScissorTestEnabled() && scissorRect != lastScissorRect)
{
Renderer::SetScissorRect(scissorRect);
lastScissorRect = scissorRect;
}
}
std::size_t billboardRemaining = billboard.billboardCount;
const BasicRenderQueue::BillboardData* billboardData = renderQueue.GetBillboardData(billboard.billboardIndex);
do
{
std::size_t renderedBillboardCount = std::min(billboardRemaining, maxBillboardPerDraw - billboardCount);
billboardRemaining -= renderedBillboardCount;
if (!instanceBufferMapper.GetBuffer())
instanceBufferMapper.Map(instanceBuffer, BufferAccess_DiscardAndWrite);
std::memcpy(static_cast<Nz::UInt8*>(instanceBufferMapper.GetPointer()) + sizeof(BasicRenderQueue::BillboardData) * billboardCount, billboardData, renderedBillboardCount * sizeof(BasicRenderQueue::BillboardData));
billboardCount += renderedBillboardCount;
billboardData += renderedBillboardCount;
if (billboardCount >= maxBillboardPerDraw)
Commit();
}
while (billboardRemaining > 0);
}
Commit();
}
void DepthRenderTechnique::DrawCustomDrawables(const SceneData& sceneData, const BasicRenderQueue& renderQueue, const RenderQueue<BasicRenderQueue::CustomDrawable>& customDrawables) const
{
for (const BasicRenderQueue::CustomDrawable& customDrawable : customDrawables)
customDrawable.drawable->Draw();
}
void DepthRenderTechnique::DrawModels(const SceneData& sceneData, const BasicRenderQueue& renderQueue, const Nz::RenderQueue<Nz::BasicRenderQueue::Model>& models) const
{
const RenderTarget* renderTarget = sceneData.viewer->GetTarget();
Recti fullscreenScissorRect = Recti(Vector2i(renderTarget->GetSize()));
const Material* lastMaterial = nullptr;
const MaterialPipeline* lastPipeline = nullptr;
const Shader* lastShader = nullptr;
const ShaderUniforms* shaderUniforms = nullptr;
Recti lastScissorRect = Recti(-1, -1);
const MaterialPipeline::Instance* pipelineInstance = nullptr;
///TODO: Reimplement instancing
for (const BasicRenderQueue::Model& model : models)
{
const MaterialPipeline* pipeline = model.material->GetPipeline();
if (lastPipeline != pipeline)
{
pipelineInstance = &model.material->GetPipeline()->Apply(ShaderFlags_Deferred);
const Shader* shader = pipelineInstance->uberInstance->GetShader();
if (shader != lastShader)
{
// Index of uniforms in the shader
shaderUniforms = GetShaderUniforms(shader);
// Ambient color of the scene
shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
lastShader = shader;
}
lastPipeline = pipeline;
}
if (lastMaterial != model.material)
{
model.material->Apply(*pipelineInstance);
lastMaterial = model.material;
}
if (model.material->IsScissorTestEnabled())
{
const Nz::Recti& scissorRect = (model.scissorRect.width > 0) ? model.scissorRect : fullscreenScissorRect;
if (scissorRect != lastScissorRect)
{
Renderer::SetScissorRect(scissorRect);
lastScissorRect = scissorRect;
}
}
// Handle draw call before rendering loop
Renderer::DrawCall drawFunc;
Renderer::DrawCallInstanced instancedDrawFunc;
unsigned int indexCount;
if (model.meshData.indexBuffer)
{
drawFunc = Renderer::DrawIndexedPrimitives;
instancedDrawFunc = Renderer::DrawIndexedPrimitivesInstanced;
indexCount = model.meshData.indexBuffer->GetIndexCount();
}
else
{
drawFunc = Renderer::DrawPrimitives;
instancedDrawFunc = Renderer::DrawPrimitivesInstanced;
indexCount = model.meshData.vertexBuffer->GetVertexCount();
}
Renderer::SetIndexBuffer(model.meshData.indexBuffer);
Renderer::SetVertexBuffer(model.meshData.vertexBuffer);
Renderer::SetMatrix(MatrixType_World, model.matrix);
drawFunc(model.meshData.primitiveMode, 0, indexCount);
}
}
void DepthRenderTechnique::DrawSprites(const SceneData& sceneData, const BasicRenderQueue& renderQueue, const RenderQueue<BasicRenderQueue::SpriteChain>& spriteList) const
{
const RenderTarget* renderTarget = sceneData.viewer->GetTarget();
Recti fullscreenScissorRect = Recti(Vector2i(renderTarget->GetSize()));
const std::size_t maxSpriteCount = std::min<std::size_t>(s_maxQuadPerDraw, m_spriteBuffer.GetVertexCount() / 4);
const unsigned int overlayTextureUnit = Material::GetTextureUnit(TextureMap_Overlay);
const Material* lastMaterial = nullptr;
const MaterialPipeline* lastPipeline = nullptr;
const Shader* lastShader = nullptr;
const ShaderUniforms* shaderUniforms = nullptr;
const Texture* lastOverlay = nullptr;
Recti lastScissorRect = Recti(-1, -1);
const MaterialPipeline::Instance* pipelineInstance = nullptr;
Renderer::SetIndexBuffer(&s_quadIndexBuffer);
Renderer::SetMatrix(MatrixType_World, Matrix4f::Identity());
Renderer::SetVertexBuffer(&m_spriteBuffer);
auto Draw = [&]()
{
unsigned int firstIndex = 0;
for (const auto& batch : m_spriteBatches)
{
const MaterialPipeline* pipeline = batch.material->GetPipeline();
if (pipeline != lastPipeline)
{
pipelineInstance = &batch.material->GetPipeline()->Apply(ShaderFlags_TextureOverlay | ShaderFlags_VertexColor);
const Shader* shader = pipelineInstance->uberInstance->GetShader();
if (shader != lastShader)
{
// Index of uniforms in the shader
shaderUniforms = GetShaderUniforms(shader);
// Ambient color of the scene
shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
// Overlay texture unit
shader->SendInteger(shaderUniforms->textureOverlay, overlayTextureUnit);
lastShader = shader;
}
lastPipeline = pipeline;
}
if (batch.material != lastMaterial)
{
batch.material->Apply(*pipelineInstance);
Renderer::SetTextureSampler(overlayTextureUnit, batch.material->GetDiffuseSampler());
lastMaterial = batch.material;
}
if (batch.overlayTexture != lastOverlay)
{
Renderer::SetTexture(overlayTextureUnit, batch.overlayTexture);
lastOverlay = batch.overlayTexture;
}
if (batch.material->IsScissorTestEnabled() && batch.scissorRect != lastScissorRect)
{
Renderer::SetScissorRect(batch.scissorRect);
lastScissorRect = batch.scissorRect;
}
unsigned int indexCount = batch.spriteCount * 6;
Renderer::DrawIndexedPrimitives(PrimitiveMode_TriangleList, firstIndex, indexCount);
firstIndex += indexCount;
}
};
m_spriteBatches.clear();
{
BufferMapper<VertexBuffer> vertexMapper;
VertexStruct_XYZ_Color_UV* vertices = nullptr;
std::size_t remainingSprite = maxSpriteCount;
const Material* lastMaterial = nullptr;
const Texture* lastOverlay = nullptr;
Recti lastScissorRect = Recti(-1, -1);
for (const BasicRenderQueue::SpriteChain& basicSprites : spriteList)
{
const Nz::Texture* overlayTexture = (basicSprites.overlay) ? basicSprites.overlay.Get() : m_whiteTexture.Get();
const Nz::Recti& scissorRect = (basicSprites.scissorRect.width > 0) ? basicSprites.scissorRect : fullscreenScissorRect;
const VertexStruct_XYZ_Color_UV* spriteVertices = basicSprites.vertices;
std::size_t spriteCount = basicSprites.spriteCount;
for (;;)
{
if (m_spriteBatches.empty() || basicSprites.material != lastMaterial || overlayTexture != lastOverlay || (basicSprites.material->IsScissorTestEnabled() && scissorRect != lastScissorRect))
{
m_spriteBatches.emplace_back();
SpriteBatch& newBatch = m_spriteBatches.back();
newBatch.material = basicSprites.material;
newBatch.overlayTexture = overlayTexture;
newBatch.scissorRect = scissorRect;
newBatch.spriteCount = 0;
lastMaterial = basicSprites.material;
lastOverlay = overlayTexture;
lastScissorRect = scissorRect;
}
SpriteBatch& currentBatch = m_spriteBatches.back();
if (!vertices)
{
vertexMapper.Map(m_spriteBuffer, BufferAccess_DiscardAndWrite);
vertices = static_cast<VertexStruct_XYZ_Color_UV*>(vertexMapper.GetPointer());
}
std::size_t processedSpriteCount = std::min(remainingSprite, spriteCount);
std::size_t processedVertices = processedSpriteCount * 4;
std::memcpy(vertices, spriteVertices, processedVertices * sizeof(VertexStruct_XYZ_Color_UV));
vertices += processedVertices;
spriteVertices += processedVertices;
currentBatch.spriteCount += processedSpriteCount;
spriteCount -= processedSpriteCount;
remainingSprite -= processedSpriteCount;
if (remainingSprite == 0)
{
vertexMapper.Unmap();
vertices = nullptr;
Draw();
remainingSprite = maxSpriteCount;
m_spriteBatches.clear();
}
if (spriteCount == 0)
break;
}
}
}
Draw();
}
/*!
* \brief Gets the shader uniforms
* \return Uniforms of the shader
*
* \param shader Shader to get uniforms from
*/
const DepthRenderTechnique::ShaderUniforms* DepthRenderTechnique::GetShaderUniforms(const Shader* shader) const
{
auto it = m_shaderUniforms.find(shader);
if (it == m_shaderUniforms.end())
{
ShaderUniforms uniforms;
uniforms.shaderReleaseSlot.Connect(shader->OnShaderRelease, this, &DepthRenderTechnique::OnShaderInvalidated);
uniforms.shaderUniformInvalidatedSlot.Connect(shader->OnShaderUniformInvalidated, this, &DepthRenderTechnique::OnShaderInvalidated);
uniforms.sceneAmbient = shader->GetUniformLocation("SceneAmbient");
uniforms.textureOverlay = shader->GetUniformLocation("TextureOverlay");
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 DepthRenderTechnique::OnShaderInvalidated(const Shader* shader) const
{
m_shaderUniforms.erase(shader);
}
IndexBuffer DepthRenderTechnique::s_quadIndexBuffer;
VertexBuffer DepthRenderTechnique::s_quadVertexBuffer;
VertexDeclaration DepthRenderTechnique::s_billboardInstanceDeclaration;
VertexDeclaration DepthRenderTechnique::s_billboardVertexDeclaration;
}