NazaraEngine/src/Nazara/Graphics/ForwardPipelinePass.cpp

346 lines
12 KiB
C++

// Copyright (C) 2022 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
// 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/ForwardPipelinePass.hpp>
#include <Nazara/Graphics/AbstractViewer.hpp>
#include <Nazara/Graphics/ElementRendererRegistry.hpp>
#include <Nazara/Graphics/FrameGraph.hpp>
#include <Nazara/Graphics/FramePipeline.hpp>
#include <Nazara/Graphics/Graphics.hpp>
#include <Nazara/Graphics/InstancedRenderable.hpp>
#include <Nazara/Graphics/Material.hpp>
#include <Nazara/Graphics/PredefinedShaderStructs.hpp>
#include <Nazara/Graphics/ViewerInstance.hpp>
#include <Nazara/Renderer/CommandBufferBuilder.hpp>
#include <Nazara/Renderer/RenderFrame.hpp>
#include <Nazara/Graphics/Debug.hpp>
namespace Nz
{
ForwardPipelinePass::ForwardPipelinePass(FramePipeline& owner, ElementRendererRegistry& elementRegistry, AbstractViewer* viewer) :
m_lastVisibilityHash(0),
m_viewer(viewer),
m_elementRegistry(elementRegistry),
m_pipeline(owner),
m_rebuildCommandBuffer(false),
m_rebuildElements(false)
{
Graphics* graphics = Graphics::Instance();
m_forwardPassIndex = graphics->GetMaterialPassRegistry().GetPassIndex("ForwardPass");
m_lightUboPool = std::make_shared<LightUboPool>();
}
void ForwardPipelinePass::Prepare(RenderFrame& renderFrame, const Frustumf& frustum, const std::vector<FramePipelinePass::VisibleRenderable>& visibleRenderables, const std::vector<std::size_t>& visibleLights, std::size_t visibilityHash)
{
if (m_lastVisibilityHash != visibilityHash || m_rebuildElements) //< FIXME
{
renderFrame.PushForRelease(std::move(m_renderElements));
m_renderElements.clear();
m_renderQueueRegistry.Clear();
m_renderQueue.Clear();
m_lightBufferPerLights.clear();
m_lightPerRenderElement.clear();
for (auto& lightDataUbo : m_lightDataBuffers)
{
renderFrame.PushReleaseCallback([pool = m_lightUboPool, lightUbo = std::move(lightDataUbo.renderBuffer)]() mutable
{
pool->lightUboBuffers.push_back(std::move(lightUbo));
});
}
m_lightDataBuffers.clear();
Graphics* graphics = Graphics::Instance();
PredefinedLightData lightOffsets = PredefinedLightData::GetOffsets();
std::size_t lightUboAlignedSize = AlignPow2(lightOffsets.totalSize, SafeCast<std::size_t>(graphics->GetRenderDevice()->GetDeviceInfo().limits.minUniformBufferOffsetAlignment));
UploadPool& uploadPool = renderFrame.GetUploadPool();
for (const auto& renderableData : visibleRenderables)
{
BoundingVolumef renderableBoundingVolume(renderableData.instancedRenderable->GetAABB());
renderableBoundingVolume.Update(renderableData.worldInstance->GetWorldMatrix());
// Select lights
m_renderableLights.clear();
for (std::size_t lightIndex : visibleLights)
{
const Light* light = m_pipeline.RetrieveLight(lightIndex);
const BoundingVolumef& boundingVolume = light->GetBoundingVolume();
if (boundingVolume.Intersect(renderableBoundingVolume.aabb))
{
float contributionScore = light->ComputeContributionScore(renderableBoundingVolume);
m_renderableLights.push_back({ light, lightIndex, contributionScore });
}
}
// Sort lights
std::sort(m_renderableLights.begin(), m_renderableLights.end(), [&](const RenderableLight& lhs, const RenderableLight& rhs)
{
return lhs.contributionScore < rhs.contributionScore;
});
std::size_t lightCount = std::min(m_renderableLights.size(), MaxLightCountPerDraw);
LightKey lightKey;
lightKey.fill(nullptr);
for (std::size_t i = 0; i < lightCount; ++i)
lightKey[i] = m_renderableLights[i].light;
RenderBufferView lightUboView;
auto it = m_lightBufferPerLights.find(lightKey);
if (it == m_lightBufferPerLights.end())
{
// Prepare light ubo upload
// Find light ubo
LightDataUbo* targetLightData = nullptr;
for (auto& lightUboData : m_lightDataBuffers)
{
if (lightUboData.offset + lightUboAlignedSize <= lightUboData.renderBuffer->GetSize())
{
targetLightData = &lightUboData;
break;
}
}
if (!targetLightData)
{
// Make a new light UBO
auto& lightUboData = m_lightDataBuffers.emplace_back();
// Reuse from pool if possible
if (!m_lightUboPool->lightUboBuffers.empty())
{
lightUboData.renderBuffer = m_lightUboPool->lightUboBuffers.back();
m_lightUboPool->lightUboBuffers.pop_back();
}
else
lightUboData.renderBuffer = graphics->GetRenderDevice()->InstantiateBuffer(BufferType::Uniform, 256 * lightUboAlignedSize, BufferUsage::DeviceLocal | BufferUsage::Dynamic | BufferUsage::Write);
targetLightData = &lightUboData;
}
assert(targetLightData);
if (!targetLightData->allocation)
targetLightData->allocation = &uploadPool.Allocate(targetLightData->renderBuffer->GetSize());
void* lightDataPtr = static_cast<UInt8*>(targetLightData->allocation->mappedPtr) + targetLightData->offset;
AccessByOffset<UInt32&>(lightDataPtr, lightOffsets.lightCountOffset) = SafeCast<UInt32>(lightCount);
UInt8* lightPtr = static_cast<UInt8*>(lightDataPtr) + lightOffsets.lightsOffset;
for (std::size_t i = 0; i < lightCount; ++i)
{
m_renderableLights[i].light->FillLightData(lightPtr);
lightPtr += lightOffsets.lightSize;
}
// Associate render element with light ubo
lightUboView = RenderBufferView(targetLightData->renderBuffer.get(), targetLightData->offset, lightUboAlignedSize);
targetLightData->offset += lightUboAlignedSize;
m_lightBufferPerLights.emplace(lightKey, lightUboView);
}
else
lightUboView = it->second;
InstancedRenderable::ElementData elementData{
&renderableData.scissorBox,
renderableData.skeletonInstance,
renderableData.worldInstance
};
std::size_t previousCount = m_renderElements.size();
renderableData.instancedRenderable->BuildElement(m_elementRegistry, elementData, m_forwardPassIndex, m_renderElements);
for (std::size_t i = previousCount; i < m_renderElements.size(); ++i)
{
const RenderElement* element = m_renderElements[i].GetElement();
LightPerElementData perElementData;
perElementData.lightCount = lightCount;
perElementData.lightUniformBuffer = lightUboView;
for (std::size_t j = 0; j < lightCount; ++j)
perElementData.shadowMaps[j] = m_pipeline.RetrieveLightShadowmap(m_renderableLights[j].lightIndex);
m_lightPerRenderElement.emplace(element, perElementData);
}
}
for (const auto& renderElement : m_renderElements)
{
renderElement->Register(m_renderQueueRegistry);
m_renderQueue.Insert(renderElement.GetElement());
}
m_renderQueueRegistry.Finalize();
renderFrame.Execute([&](CommandBufferBuilder& builder)
{
builder.BeginDebugRegion("Light UBO Update", Color::Yellow);
{
for (auto& lightUboData : m_lightDataBuffers)
{
if (!lightUboData.allocation)
continue;
builder.CopyBuffer(*lightUboData.allocation, RenderBufferView(lightUboData.renderBuffer.get(), 0, lightUboData.offset));
}
builder.PostTransferBarrier();
}
builder.EndDebugRegion();
}, QueueType::Transfer);
m_lastVisibilityHash = visibilityHash;
m_rebuildElements = true;
}
// TODO: Don't sort every frame if no material pass requires distance sorting
m_renderQueue.Sort([&](const RenderElement* element)
{
return element->ComputeSortingScore(frustum, m_renderQueueRegistry);
});
if (m_rebuildElements)
{
m_elementRegistry.ForEachElementRenderer([&](std::size_t elementType, ElementRenderer& elementRenderer)
{
if (elementType >= m_elementRendererData.size())
m_elementRendererData.resize(elementType + 1);
if (!m_elementRendererData[elementType])
m_elementRendererData[elementType] = elementRenderer.InstanciateData();
elementRenderer.Reset(*m_elementRendererData[elementType], renderFrame);
});
const auto& viewerInstance = m_viewer->GetViewerInstance();
auto& lightPerRenderElement = m_lightPerRenderElement;
m_elementRegistry.ProcessRenderQueue(m_renderQueue, [&](std::size_t elementType, const Pointer<const RenderElement>* elements, std::size_t elementCount)
{
ElementRenderer& elementRenderer = m_elementRegistry.GetElementRenderer(elementType);
m_renderStates.clear();
m_renderStates.reserve(elementCount);
for (std::size_t i = 0; i < elementCount; ++i)
{
auto it = lightPerRenderElement.find(elements[i]);
assert(it != lightPerRenderElement.end());
const LightPerElementData& lightData = it->second;
auto& renderStates = m_renderStates.emplace_back();
renderStates.lightData = lightData.lightUniformBuffer;
for (std::size_t j = 0; j < lightData.lightCount; ++j)
{
const Texture* texture = lightData.shadowMaps[j];
if (!texture)
continue;
if (texture->GetType() == ImageType::E2D)
renderStates.shadowMaps2D[j] = texture;
else
{
assert(texture->GetType() == ImageType::Cubemap);
renderStates.shadowMapsCube[j] = texture;
}
}
}
elementRenderer.Prepare(viewerInstance, *m_elementRendererData[elementType], renderFrame, elementCount, elements, m_renderStates.data());
});
m_elementRegistry.ForEachElementRenderer([&](std::size_t elementType, ElementRenderer& elementRenderer)
{
elementRenderer.PrepareEnd(renderFrame, *m_elementRendererData[elementType]);
});
m_rebuildCommandBuffer = true;
m_rebuildElements = false;
}
}
void ForwardPipelinePass::RegisterMaterialInstance(const MaterialInstance& materialInstance)
{
if (!materialInstance.HasPass(m_forwardPassIndex))
return;
auto it = m_materialInstances.find(&materialInstance);
if (it == m_materialInstances.end())
{
auto& matPassEntry = m_materialInstances[&materialInstance];
matPassEntry.onMaterialInstancePipelineInvalidated.Connect(materialInstance.OnMaterialInstancePipelineInvalidated, [=](const MaterialInstance*, std::size_t passIndex)
{
if (passIndex != m_forwardPassIndex)
return;
m_rebuildElements = true;
});
matPassEntry.onMaterialInstanceShaderBindingInvalidated.Connect(materialInstance.OnMaterialInstanceShaderBindingInvalidated, [=](const MaterialInstance*)
{
m_rebuildCommandBuffer = true;
});
}
else
it->second.usedCount++;
}
FramePass& ForwardPipelinePass::RegisterToFrameGraph(FrameGraph& frameGraph, std::size_t colorBufferIndex, std::size_t depthBufferIndex, bool hasDepthPrepass)
{
FramePass& forwardPass = frameGraph.AddPass("Forward pass");
forwardPass.AddOutput(colorBufferIndex);
if (hasDepthPrepass)
forwardPass.SetDepthStencilInput(depthBufferIndex);
else
forwardPass.SetDepthStencilOutput(depthBufferIndex);
forwardPass.SetClearColor(0, m_viewer->GetClearColor());
forwardPass.SetDepthStencilClear(1.f, 0);
forwardPass.SetExecutionCallback([&]()
{
return (m_rebuildCommandBuffer) ? FramePassExecution::UpdateAndExecute : FramePassExecution::Execute;
});
forwardPass.SetCommandCallback([this](CommandBufferBuilder& builder, const FramePassEnvironment& /*env*/)
{
Recti viewport = m_viewer->GetViewport();
builder.SetScissor(viewport);
builder.SetViewport(viewport);
const auto& viewerInstance = m_viewer->GetViewerInstance();
m_elementRegistry.ProcessRenderQueue(m_renderQueue, [&](std::size_t elementType, const Pointer<const RenderElement>* elements, std::size_t elementCount)
{
ElementRenderer& elementRenderer = m_elementRegistry.GetElementRenderer(elementType);
elementRenderer.Render(viewerInstance, *m_elementRendererData[elementType], builder, elementCount, elements);
});
m_rebuildCommandBuffer = false;
});
return forwardPass;
}
void ForwardPipelinePass::UnregisterMaterialInstance(const MaterialInstance& materialInstance)
{
auto it = m_materialInstances.find(&materialInstance);
if (it != m_materialInstances.end())
{
if (--it->second.usedCount == 0)
m_materialInstances.erase(it);
}
}
}