NazaraEngine/src/Nazara/Graphics/ForwardRenderQueue.cpp

288 lines
7.6 KiB
C++

// Copyright (C) 2013 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/ForwardRenderQueue.hpp>
#include <Nazara/Graphics/Camera.hpp>
#include <Nazara/Graphics/Light.hpp>
#include <Nazara/Graphics/Model.hpp>
#include <Nazara/Renderer/Material.hpp>
#include <Nazara/Utility/SkeletalMesh.hpp>
#include <Nazara/Utility/StaticMesh.hpp>
#include <Nazara/Graphics/Debug.hpp>
namespace
{
enum ResourceType
{
ResourceType_Material,
ResourceType_SkeletalMesh,
ResourceType_StaticMesh
};
}
NzForwardRenderQueue::~NzForwardRenderQueue()
{
Clear(true);
}
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:
directionnalLights.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::AddModel(const NzModel* model)
{
#if NAZARA_GRAPHICS_SAFE
if (!model)
{
NazaraError("Invalid model");
return;
}
if (!model->IsDrawable())
{
NazaraError("Model is not drawable");
return;
}
#endif
const NzMatrix4f& transformMatrix = model->GetTransformMatrix();
NzMesh* mesh = model->GetMesh();
unsigned int submeshCount = mesh->GetSubMeshCount();
for (unsigned int i = 0; i < submeshCount; ++i)
{
NzSubMesh* subMesh = mesh->GetSubMesh(i);
NzMaterial* material = model->GetMaterial(subMesh->GetMaterialIndex());
switch (subMesh->GetAnimationType())
{
case nzAnimationType_Skeletal:
{
///TODO
/*
** Il y a ici deux choses importantes à gérer:
** -Pour commencer, la mise en cache de std::vector suffisamment grands pour contenir le résultat du skinning
** l'objectif ici est d'éviter une allocation à chaque frame, donc de réutiliser un tableau existant
** Note: Il faudrait évaluer aussi la possibilité de conserver le buffer d'une frame à l'autre.
** Ceci permettant de ne pas skinner inutilement ce qui ne bouge pas, ou de skinner partiellement un mesh.
** Il faut cependant voir où stocker ce set de buffers, qui doit être communs à toutes les RQ d'une même scène.
**
** -Ensuite, la possibilité de regrouper les modèles skinnés identiques, une centaine de soldats marchant au pas
** ne devrait requérir qu'un skinning.
*/
NazaraError("Skeletal mesh not supported yet, sorry");
break;
}
case nzAnimationType_Static:
{
NzStaticMesh* staticMesh = static_cast<NzStaticMesh*>(subMesh);
if (material->IsEnabled(nzRendererParameter_Blend))
{
unsigned int index = transparentStaticModels.size();
transparentStaticModels.resize(index+1);
TransparentStaticModel& data = transparentStaticModels.back();
data.aabb = staticMesh->GetAABB();
data.aabb.Transform(transformMatrix);
data.material = material;
data.mesh = staticMesh;
data.transformMatrix = transformMatrix;
transparentsModels.push_back(std::make_pair(index, true));
}
else
{
auto pair = opaqueModels.insert(std::make_pair(material, MeshContainer::mapped_type()));
if (pair.second)
material->AddResourceListener(this, ResourceType_Material);
auto& meshMap = pair.first->second.second;
auto pair2 = meshMap.insert(std::make_pair(staticMesh, StaticMeshContainer::mapped_type()));
if (pair2.second)
staticMesh->AddResourceListener(this, ResourceType_StaticMesh);
pair2.first->second.push_back(transformMatrix);
}
break;
}
}
}
}
void NzForwardRenderQueue::Clear(bool fully)
{
directionnalLights.clear();
lights.clear();
otherDrawables.clear();
transparentsModels.clear();
transparentSkeletalModels.clear();
transparentStaticModels.clear();
if (fully)
opaqueModels.clear();
}
void NzForwardRenderQueue::Sort(const NzCamera& camera)
{
struct TransparentModelComparator
{
bool operator()(const std::pair<unsigned int, bool>& index1, const std::pair<unsigned int, bool>& index2)
{
const NzBoxf& aabb1 = (index1.second) ?
queue->transparentStaticModels[index1.first].aabb :
queue->transparentSkeletalModels[index1.first].aabb;
const NzBoxf& aabb2 = (index1.second) ?
queue->transparentStaticModels[index2.first].aabb :
queue->transparentSkeletalModels[index2.first].aabb;
NzVector3f position1 = aabb1.GetNegativeVertex(cameraNormal);
NzVector3f position2 = aabb2.GetNegativeVertex(cameraNormal);
return nearPlane.Distance(position1) < nearPlane.Distance(position2);
}
NzForwardRenderQueue* queue;
NzPlanef nearPlane;
NzVector3f cameraNormal;
};
TransparentModelComparator comparator {this, camera.GetFrustum().GetPlane(nzFrustumPlane_Near), camera.GetForward()};
std::sort(transparentsModels.begin(), transparentsModels.end(), comparator);
}
void NzForwardRenderQueue::OnResourceDestroy(const NzResource* resource, int index)
{
switch (index)
{
case ResourceType_Material:
opaqueModels.erase(static_cast<const NzMaterial*>(resource));
break;
case ResourceType_SkeletalMesh:
{
for (auto& pair : opaqueModels)
pair.second.first.erase(static_cast<const NzSkeletalMesh*>(resource));
break;
}
case ResourceType_StaticMesh:
{
for (auto& pair : opaqueModels)
pair.second.second.erase(static_cast<const NzStaticMesh*>(resource));
break;
}
}
resource->RemoveResourceListener(this);
}
bool NzForwardRenderQueue::SkeletalMeshComparator::operator()(const NzSkeletalMesh* subMesh1, const NzSkeletalMesh* subMesh2)
{
const NzIndexBuffer* iBuffer1 = subMesh1->GetIndexBuffer();
const NzBuffer* buffer1 = (iBuffer1) ? iBuffer1->GetBuffer() : nullptr;
const NzIndexBuffer* iBuffer2 = subMesh1->GetIndexBuffer();
const NzBuffer* buffer2 = (iBuffer2) ? iBuffer2->GetBuffer() : nullptr;
if (buffer1 == buffer2)
return subMesh1 < subMesh2;
else
return buffer2 < buffer2;
}
bool NzForwardRenderQueue::StaticMeshComparator::operator()(const NzStaticMesh* subMesh1, const NzStaticMesh* subMesh2)
{
const NzIndexBuffer* iBuffer1 = subMesh1->GetIndexBuffer();
const NzBuffer* buffer1 = (iBuffer1) ? iBuffer1->GetBuffer() : nullptr;
const NzIndexBuffer* iBuffer2 = subMesh1->GetIndexBuffer();
const NzBuffer* buffer2 = (iBuffer2) ? iBuffer2->GetBuffer() : nullptr;
if (buffer1 == buffer2)
{
buffer1 = subMesh1->GetVertexBuffer()->GetBuffer();
buffer2 = subMesh2->GetVertexBuffer()->GetBuffer();
if (buffer1 == buffer2)
return subMesh1 < subMesh2;
else
return buffer1 < buffer2;
}
else
return buffer1 < buffer2;
}
bool NzForwardRenderQueue::MaterialComparator::operator()(const NzMaterial* mat1, const NzMaterial* mat2)
{
const NzShader* shader1 = mat1->GetCustomShader();
const NzShader* shader2 = mat2->GetCustomShader();
if (shader1)
{
if (shader2)
{
if (shader1 != shader2)
return shader1 < shader2;
}
else
return true;
}
else if (shader2)
return false;
else
{
nzUInt32 shaderFlags1 = mat1->GetShaderFlags();
nzUInt32 shaderFlags2 = mat2->GetShaderFlags();
if (shaderFlags1 != shaderFlags2)
return shaderFlags1 < shaderFlags2;
}
return mat1 < mat2;
}