NazaraEngine/src/Nazara/Graphics/ForwardRenderTechnique.cpp

922 lines
31 KiB
C++

// 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 <Nazara/Graphics/ForwardRenderTechnique.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/Light.hpp>
#include <Nazara/Graphics/Material.hpp>
#include <Nazara/Graphics/Sprite.hpp>
#include <Nazara/Renderer/Config.hpp>
#include <Nazara/Renderer/Renderer.hpp>
#include <Nazara/Utility/BufferMapper.hpp>
#include <Nazara/Utility/StaticMesh.hpp>
#include <Nazara/Utility/VertexStruct.hpp>
#include <limits>
#include <memory>
#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;
};
unsigned int s_maxQuads = std::numeric_limits<UInt16>::max() / 6;
unsigned int s_vertexBufferSize = 4 * 1024 * 1024; // 4 MiB
}
/*!
* \ingroup graphics
* \class Nz::ForwardRenderTechnique
* \brief Graphics class that represents the technique used in forward rendering
*/
/*!
* \brief Constructs a ForwardRenderTechnique object by default
*/
ForwardRenderTechnique::ForwardRenderTechnique() :
m_vertexBuffer(BufferType_Vertex),
m_maxLightPassPerObject(3)
{
ErrorFlags flags(ErrorFlag_ThrowException, true);
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 ForwardRenderTechnique::Clear(const SceneData& sceneData) const
{
Renderer::Enable(RendererParameter_DepthBuffer, true);
Renderer::Enable(RendererParameter_DepthWrite, true);
Renderer::Clear(RendererBuffer_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
*
* \remark Produces a NazaraAssert if viewer of the scene is invalid
*/
bool ForwardRenderTechnique::Draw(const SceneData& sceneData) const
{
NazaraAssert(sceneData.viewer, "Invalid viewer");
m_renderQueue.Sort(sceneData.viewer);
for (auto& pair : m_renderQueue.layers)
{
ForwardRenderQueue::Layer& layer = pair.second;
if (!layer.opaqueModels.empty())
DrawOpaqueModels(sceneData, layer);
if (!layer.transparentModels.empty())
DrawTransparentModels(sceneData, layer);
if (!layer.basicSprites.empty())
DrawBasicSprites(sceneData, layer);
if (!layer.billboards.empty())
DrawBillboards(sceneData, layer);
for (const Drawable* drawable : layer.otherDrawables)
drawable->Draw();
}
return true;
}
/*!
* \brief Gets the maximum number of lights available per pass per object
* \return Maximum number of light simulatenously per object
*/
unsigned int ForwardRenderTechnique::GetMaxLightPassPerObject() const
{
return m_maxLightPassPerObject;
}
/*!
* \brief Gets the render queue
* \return Pointer to the render queue
*/
AbstractRenderQueue* ForwardRenderTechnique::GetRenderQueue()
{
return &m_renderQueue;
}
/*!
* \brief Gets the type of the current technique
* \return Type of the render technique
*/
RenderTechniqueType ForwardRenderTechnique::GetType() const
{
return RenderTechniqueType_BasicForward;
}
/*!
* \brief Sets the maximum number of lights available per pass per object
*
* \param passCount Maximum number of light simulatenously per object
*/
void ForwardRenderTechnique::SetMaxLightPassPerObject(unsigned int maxLightPassPerObject)
{
m_maxLightPassPerObject = maxLightPassPerObject;
}
/*!
* \brief Initializes the forward render technique
* \return true If successful
*
* \remark Produces a NazaraError if one shader creation failed
*/
bool ForwardRenderTechnique::Initialize()
{
try
{
ErrorFlags flags(ErrorFlag_ThrowException, true);
s_quadIndexBuffer.Reset(false, s_maxQuads * 6, DataStorage_Hardware, BufferUsage_Static);
BufferMapper<IndexBuffer> mapper(s_quadIndexBuffer, BufferAccess_WriteOnly);
UInt16* indices = static_cast<UInt16*>(mapper.GetPointer());
for (unsigned int i = 0; i < s_maxQuads; ++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(); // No point to keep the buffer open any longer
// Quad buffer (used for instancing of billboards and sprites)
//Note: UV are computed in the shader
s_quadVertexBuffer.Reset(VertexDeclaration::Get(VertexLayout_XY), 4, DataStorage_Hardware, BufferUsage_Static);
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));
// Declaration used when rendering the vertex billboards
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)); // Includes sincos
// Declaration used when rendering the billboards with intancing
// The main advantage is the direct copy (std::memcpy) of data in the RenderQueue to the GPU buffer
s_billboardInstanceDeclaration.EnableComponent(VertexComponent_InstanceData0, ComponentType_Float3, NazaraOffsetOf(ForwardRenderQueue::BillboardData, center));
s_billboardInstanceDeclaration.EnableComponent(VertexComponent_InstanceData1, ComponentType_Float4, NazaraOffsetOf(ForwardRenderQueue::BillboardData, size)); // Englobe sincos
s_billboardInstanceDeclaration.EnableComponent(VertexComponent_InstanceData2, ComponentType_Color, NazaraOffsetOf(ForwardRenderQueue::BillboardData, color));
s_shadowSampler.SetFilterMode(SamplerFilter_Bilinear);
s_shadowSampler.SetWrapMode(SamplerWrap_Clamp);
}
catch (const std::exception& e)
{
NazaraError("Failed to initialise: " + String(e.what()));
return false;
}
return true;
}
/*!
* \brief Uninitializes the forward render technique
*/
void ForwardRenderTechnique::Uninitialize()
{
s_quadIndexBuffer.Reset();
s_quadVertexBuffer.Reset();
}
/*!
* \brief Chooses the nearest lights for one object
*
* \param object Sphere symbolising the object
* \param includeDirectionalLights Should directional lights be included in the computation
*/
void ForwardRenderTechnique::ChooseLights(const Spheref& object, bool includeDirectionalLights) const
{
m_lights.clear();
// First step: add all the lights into a common list and compute their score, exlucing those who have no chance of lighting the object
// (Those who are too far away).
if (includeDirectionalLights)
{
for (unsigned int i = 0; i < m_renderQueue.directionalLights.size(); ++i)
{
const auto& light = m_renderQueue.directionalLights[i];
if (IsDirectionalLightSuitable(object, light))
m_lights.push_back({LightType_Directional, ComputeDirectionalLightScore(object, light), i});
}
}
for (unsigned int i = 0; i < m_renderQueue.pointLights.size(); ++i)
{
const auto& light = m_renderQueue.pointLights[i];
if (IsPointLightSuitable(object, light))
m_lights.push_back({LightType_Point, ComputePointLightScore(object, light), i});
}
for (unsigned int i = 0; i < m_renderQueue.spotLights.size(); ++i)
{
const auto& light = m_renderQueue.spotLights[i];
if (IsSpotLightSuitable(object, light))
m_lights.push_back({LightType_Spot, ComputeSpotLightScore(object, light), i});
}
// Then, sort the lights according to their score
std::sort(m_lights.begin(), m_lights.end(), [](const LightIndex& light1, const LightIndex& light2)
{
return light1.score < light2.score;
});
}
/*!
* \brief Draws basic sprites
*
* \param sceneData Data of the scene
* \param layer Layer of the rendering
*
* \remark Produces a NazaraAssert is viewer is invalid
*/
void ForwardRenderTechnique::DrawBasicSprites(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const
{
NazaraAssert(sceneData.viewer, "Invalid viewer");
const Shader* lastShader = nullptr;
const ShaderUniforms* shaderUniforms = nullptr;
Renderer::SetIndexBuffer(&s_quadIndexBuffer);
Renderer::SetMatrix(MatrixType_World, Matrix4f::Identity());
Renderer::SetVertexBuffer(&m_spriteBuffer);
for (auto& matIt : layer.basicSprites)
{
const Material* material = matIt.first;
auto& matEntry = matIt.second;
if (matEntry.enabled)
{
auto& overlayMap = matEntry.overlayMap;
for (auto& overlayIt : overlayMap)
{
const Texture* overlay = overlayIt.first;
auto& spriteChainVector = overlayIt.second.spriteChains;
unsigned int spriteChainCount = spriteChainVector.size();
if (spriteChainCount > 0)
{
// We begin to apply the material (and get the shader activated doing so)
UInt32 flags = ShaderFlags_VertexColor;
if (overlay)
flags |= ShaderFlags_TextureOverlay;
UInt8 overlayUnit;
const Shader* shader = material->Apply(flags, 0, &overlayUnit);
if (overlay)
{
overlayUnit++;
Renderer::SetTexture(overlayUnit, overlay);
Renderer::SetTextureSampler(overlayUnit, material->GetDiffuseSampler());
}
// Uniforms are conserved in our program, there's no point to send them back until they change
if (shader != lastShader)
{
// Index of uniforms in the shader
shaderUniforms = GetShaderUniforms(shader);
// Ambiant color of the scene
shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
// Overlay
shader->SendInteger(shaderUniforms->textureOverlay, overlayUnit);
// Position of the camera
shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition());
lastShader = shader;
}
unsigned int spriteChain = 0; // Which chain of sprites are we treating
unsigned int spriteChainOffset = 0; // Where was the last offset where we stopped in the last chain
do
{
// We open the buffer in writing mode
BufferMapper<VertexBuffer> vertexMapper(m_spriteBuffer, BufferAccess_DiscardAndWrite);
VertexStruct_XYZ_Color_UV* vertices = static_cast<VertexStruct_XYZ_Color_UV*>(vertexMapper.GetPointer());
unsigned int spriteCount = 0;
unsigned int maxSpriteCount = std::min(s_maxQuads, m_spriteBuffer.GetVertexCount() / 4);
do
{
ForwardRenderQueue::SpriteChain_XYZ_Color_UV& currentChain = spriteChainVector[spriteChain];
unsigned int count = std::min(maxSpriteCount - spriteCount, currentChain.spriteCount - spriteChainOffset);
std::memcpy(vertices, currentChain.vertices + spriteChainOffset * 4, 4 * count * sizeof(VertexStruct_XYZ_Color_UV));
vertices += count * 4;
spriteCount += count;
spriteChainOffset += count;
// Have we treated the entire chain ?
if (spriteChainOffset == currentChain.spriteCount)
{
spriteChain++;
spriteChainOffset = 0;
}
}
while (spriteCount < maxSpriteCount && spriteChain < spriteChainCount);
vertexMapper.Unmap();
Renderer::DrawIndexedPrimitives(PrimitiveMode_TriangleList, 0, spriteCount * 6);
}
while (spriteChain < spriteChainCount);
spriteChainVector.clear();
}
}
// We set it back to zero
matEntry.enabled = false;
}
}
}
/*!
* \brief Draws billboards
*
* \param sceneData Data of the scene
* \param layer Layer of the rendering
*
* \remark Produces a NazaraAssert is viewer is invalid
*/
void ForwardRenderTechnique::DrawBillboards(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const
{
NazaraAssert(sceneData.viewer, "Invalid viewer");
const Shader* lastShader = nullptr;
const ShaderUniforms* shaderUniforms = nullptr;
if (Renderer::HasCapability(RendererCap_Instancing))
{
VertexBuffer* instanceBuffer = Renderer::GetInstanceBuffer();
instanceBuffer->SetVertexDeclaration(&s_billboardInstanceDeclaration);
Renderer::SetVertexBuffer(&s_quadVertexBuffer);
for (auto& matIt : layer.billboards)
{
const Material* material = matIt.first;
auto& entry = matIt.second;
auto& billboardVector = entry.billboards;
unsigned int billboardCount = billboardVector.size();
if (billboardCount > 0)
{
// We begin to apply the material (and get the shader activated doing so)
const Shader* shader = material->Apply(ShaderFlags_Billboard | ShaderFlags_Instancing | ShaderFlags_VertexColor);
// Uniforms are conserved in our program, there's no point to send them back until they change
if (shader != lastShader)
{
// Index of uniforms in the shader
shaderUniforms = GetShaderUniforms(shader);
// Ambiant color of the scene
shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
// Position of the camera
shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition());
lastShader = shader;
}
const ForwardRenderQueue::BillboardData* data = &billboardVector[0];
unsigned int maxBillboardPerDraw = instanceBuffer->GetVertexCount();
do
{
unsigned int renderedBillboardCount = std::min(billboardCount, maxBillboardPerDraw);
billboardCount -= renderedBillboardCount;
instanceBuffer->Fill(data, 0, renderedBillboardCount, true);
data += renderedBillboardCount;
Renderer::DrawPrimitivesInstanced(renderedBillboardCount, PrimitiveMode_TriangleStrip, 0, 4);
}
while (billboardCount > 0);
billboardVector.clear();
}
}
}
else
{
Renderer::SetIndexBuffer(&s_quadIndexBuffer);
Renderer::SetVertexBuffer(&m_billboardPointBuffer);
for (auto& matIt : layer.billboards)
{
const Material* material = matIt.first;
auto& entry = matIt.second;
auto& billboardVector = entry.billboards;
unsigned int billboardCount = billboardVector.size();
if (billboardCount > 0)
{
// We begin to apply the material (and get the shader activated doing so)
const Shader* shader = material->Apply(ShaderFlags_Billboard | ShaderFlags_VertexColor);
// Uniforms are conserved in our program, there's no point to send them back until they change
if (shader != lastShader)
{
// Index of uniforms in the shader
shaderUniforms = GetShaderUniforms(shader);
// Ambiant color of the scene
shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
// Position of the camera
shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition());
lastShader = shader;
}
const ForwardRenderQueue::BillboardData* data = &billboardVector[0];
unsigned int maxBillboardPerDraw = std::min(s_maxQuads, m_billboardPointBuffer.GetVertexCount() / 4);
do
{
unsigned int renderedBillboardCount = std::min(billboardCount, maxBillboardPerDraw);
billboardCount -= renderedBillboardCount;
BufferMapper<VertexBuffer> vertexMapper(m_billboardPointBuffer, BufferAccess_DiscardAndWrite, 0, renderedBillboardCount * 4);
BillboardPoint* vertices = static_cast<BillboardPoint*>(vertexMapper.GetPointer());
for (unsigned int i = 0; i < renderedBillboardCount; ++i)
{
const ForwardRenderQueue::BillboardData& billboard = *data++;
vertices->color = billboard.color;
vertices->position = billboard.center;
vertices->sinCos = billboard.sinCos;
vertices->size = billboard.size;
vertices->uv.Set(0.f, 1.f);
vertices++;
vertices->color = billboard.color;
vertices->position = billboard.center;
vertices->sinCos = billboard.sinCos;
vertices->size = billboard.size;
vertices->uv.Set(1.f, 1.f);
vertices++;
vertices->color = billboard.color;
vertices->position = billboard.center;
vertices->sinCos = billboard.sinCos;
vertices->size = billboard.size;
vertices->uv.Set(0.f, 0.f);
vertices++;
vertices->color = billboard.color;
vertices->position = billboard.center;
vertices->sinCos = billboard.sinCos;
vertices->size = billboard.size;
vertices->uv.Set(1.f, 0.f);
vertices++;
}
vertexMapper.Unmap();
Renderer::DrawIndexedPrimitives(PrimitiveMode_TriangleList, 0, renderedBillboardCount * 6);
}
while (billboardCount > 0);
billboardVector.clear();
}
}
}
}
/*!
* \brief Draws opaques models
*
* \param sceneData Data of the scene
* \param layer Layer of the rendering
*
* \remark Produces a NazaraAssert is viewer is invalid
*/
void ForwardRenderTechnique::DrawOpaqueModels(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const
{
NazaraAssert(sceneData.viewer, "Invalid viewer");
const Shader* lastShader = nullptr;
const ShaderUniforms* shaderUniforms = nullptr;
for (auto& matIt : layer.opaqueModels)
{
auto& matEntry = matIt.second;
if (matEntry.enabled)
{
ForwardRenderQueue::MeshInstanceContainer& meshInstances = matEntry.meshMap;
if (!meshInstances.empty())
{
const Material* material = matIt.first;
// We only use instancing when no light (other than directional) is active
// This is because instancing is not compatible with the search of nearest lights
// Deferred shading does not have this problem
bool noPointSpotLight = m_renderQueue.pointLights.empty() && m_renderQueue.spotLights.empty();
bool instancing = m_instancingEnabled && (!material->IsLightingEnabled() || noPointSpotLight) && matEntry.instancingEnabled;
// We begin to apply the material (and get the shader activated doing so)
UInt8 freeTextureUnit;
const Shader* shader = material->Apply((instancing) ? ShaderFlags_Instancing : 0, 0, &freeTextureUnit);
// Uniforms are conserved in our program, there's no point to send them back until they change
if (shader != lastShader)
{
// Index of uniforms in the shader
shaderUniforms = GetShaderUniforms(shader);
// Ambiant color of the scene
shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
// Position of the camera
shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition());
lastShader = shader;
}
// Meshes
for (auto& meshIt : meshInstances)
{
const MeshData& meshData = meshIt.first;
auto& meshEntry = meshIt.second;
const Spheref& squaredBoundingSphere = meshEntry.squaredBoundingSphere;
std::vector<Matrix4f>& instances = meshEntry.instances;
if (!instances.empty())
{
const IndexBuffer* indexBuffer = meshData.indexBuffer;
const VertexBuffer* vertexBuffer = meshData.vertexBuffer;
// Handle draw call before rendering loop
Renderer::DrawCall drawFunc;
Renderer::DrawCallInstanced instancedDrawFunc;
unsigned int indexCount;
if (indexBuffer)
{
drawFunc = Renderer::DrawIndexedPrimitives;
instancedDrawFunc = Renderer::DrawIndexedPrimitivesInstanced;
indexCount = indexBuffer->GetIndexCount();
}
else
{
drawFunc = Renderer::DrawPrimitives;
instancedDrawFunc = Renderer::DrawPrimitivesInstanced;
indexCount = vertexBuffer->GetVertexCount();
}
Renderer::SetIndexBuffer(indexBuffer);
Renderer::SetVertexBuffer(vertexBuffer);
if (instancing)
{
// We compute the number of instances that we will be able to draw this time (depending on the instancing buffer size)
VertexBuffer* instanceBuffer = Renderer::GetInstanceBuffer();
instanceBuffer->SetVertexDeclaration(VertexDeclaration::Get(VertexLayout_Matrix4));
// With instancing, impossible to select the lights for each object
// So, it's only activated for directional lights
unsigned int lightCount = m_renderQueue.directionalLights.size();
unsigned int lightIndex = 0;
RendererComparison oldDepthFunc = Renderer::GetDepthFunc();
unsigned int passCount = (lightCount == 0) ? 1 : (lightCount - 1) / NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS + 1;
for (unsigned int pass = 0; pass < passCount; ++pass)
{
if (shaderUniforms->hasLightUniforms)
{
unsigned int renderedLightCount = std::min(lightCount, NazaraSuffixMacro(NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS, U));
lightCount -= renderedLightCount;
if (pass == 1)
{
// To add the result of light computations
// We won't interfeer with materials parameters because we only render opaques objects
// (A.K.A., without blending)
// About the depth function, it must be applied only the first time
Renderer::Enable(RendererParameter_Blend, true);
Renderer::SetBlendFunc(BlendFunc_One, BlendFunc_One);
Renderer::SetDepthFunc(RendererComparison_Equal);
}
// Sends the uniforms
for (unsigned int i = 0; i < NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS; ++i)
SendLightUniforms(shader, shaderUniforms->lightUniforms, lightIndex++, shaderUniforms->lightOffset * i, freeTextureUnit + i);
// And we give them to draw
drawFunc(meshData.primitiveMode, 0, indexCount);
}
const Matrix4f* instanceMatrices = &instances[0];
unsigned int instanceCount = instances.size();
unsigned int maxInstanceCount = instanceBuffer->GetVertexCount(); // Maximum number of instance in one batch
while (instanceCount > 0)
{
// We compute the number of instances that we will be able to draw this time (depending on the instancing buffer size)
unsigned int renderedInstanceCount = std::min(instanceCount, maxInstanceCount);
instanceCount -= renderedInstanceCount;
// We fill the instancing buffer with our world matrices
instanceBuffer->Fill(instanceMatrices, 0, renderedInstanceCount, true);
instanceMatrices += renderedInstanceCount;
// And we draw
instancedDrawFunc(renderedInstanceCount, meshData.primitiveMode, 0, indexCount);
}
}
// We don't forget to disable the blending to avoid to interfeer with the rest of the rendering
Renderer::Enable(RendererParameter_Blend, false);
Renderer::SetDepthFunc(oldDepthFunc);
}
else
{
if (shaderUniforms->hasLightUniforms)
{
for (const Matrix4f& matrix : instances)
{
// Choose the lights depending on an object position and apparent radius
ChooseLights(Spheref(matrix.GetTranslation() + squaredBoundingSphere.GetPosition(), squaredBoundingSphere.radius));
unsigned int lightCount = m_lights.size();
Renderer::SetMatrix(MatrixType_World, matrix);
unsigned int lightIndex = 0;
RendererComparison oldDepthFunc = Renderer::GetDepthFunc(); // In the case where we have to change it
unsigned int passCount = (lightCount == 0) ? 1 : (lightCount - 1) / NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS + 1;
for (unsigned int pass = 0; pass < passCount; ++pass)
{
lightCount -= std::min(lightCount, NazaraSuffixMacro(NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS, U));
if (pass == 1)
{
// To add the result of light computations
// We won't interfeer with materials parameters because we only render opaques objects
// (A.K.A., without blending)
// About the depth function, it must be applied only the first time
Renderer::Enable(RendererParameter_Blend, true);
Renderer::SetBlendFunc(BlendFunc_One, BlendFunc_One);
Renderer::SetDepthFunc(RendererComparison_Equal);
}
// Sends the light uniforms to the shader
for (unsigned int i = 0; i < NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS; ++i)
SendLightUniforms(shader, shaderUniforms->lightUniforms, lightIndex++, shaderUniforms->lightOffset*i, freeTextureUnit + i);
// And we draw
drawFunc(meshData.primitiveMode, 0, indexCount);
}
Renderer::Enable(RendererParameter_Blend, false);
Renderer::SetDepthFunc(oldDepthFunc);
}
}
else
{
// Without instancing, we must do a draw call for each instance
// This may be faster than instancing under a certain number
// Due to the time to modify the instancing buffer
for (const Matrix4f& matrix : instances)
{
Renderer::SetMatrix(MatrixType_World, matrix);
drawFunc(meshData.primitiveMode, 0, indexCount);
}
}
}
instances.clear();
}
}
}
// And we set the data back to zero
matEntry.enabled = false;
matEntry.instancingEnabled = false;
}
}
}
/*!
* \brief Draws transparent models
*
* \param sceneData Data of the scene
* \param layer Layer of the rendering
*
* \remark Produces a NazaraAssert is viewer is invalid
*/
void ForwardRenderTechnique::DrawTransparentModels(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const
{
NazaraAssert(sceneData.viewer, "Invalid viewer");
const Shader* lastShader = nullptr;
const ShaderUniforms* shaderUniforms = nullptr;
unsigned int lightCount = 0;
for (unsigned int index : layer.transparentModels)
{
const ForwardRenderQueue::TransparentModelData& modelData = layer.transparentModelData[index];
// Material
const Material* material = modelData.material;
// We begin to apply the material (and get the shader activated doing so)
UInt8 freeTextureUnit;
const Shader* shader = material->Apply(0, 0, &freeTextureUnit);
// Uniforms are conserved in our program, there's no point to send them back until they change
if (shader != lastShader)
{
// Index of uniforms in the shader
shaderUniforms = GetShaderUniforms(shader);
// Ambiant color of the scene
shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
// Position of the camera
shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition());
// We send the directional lights if there is one (same for all)
if (shaderUniforms->hasLightUniforms)
{
lightCount = std::min(m_renderQueue.directionalLights.size(), static_cast<decltype(m_renderQueue.directionalLights.size())>(NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS));
for (unsigned int i = 0; i < lightCount; ++i)
SendLightUniforms(shader, shaderUniforms->lightUniforms, i, shaderUniforms->lightOffset * i, freeTextureUnit++);
}
lastShader = shader;
}
// Mesh
const Matrix4f& matrix = modelData.transformMatrix;
const MeshData& meshData = modelData.meshData;
const IndexBuffer* indexBuffer = meshData.indexBuffer;
const VertexBuffer* vertexBuffer = meshData.vertexBuffer;
// Handle draw call before the rendering loop
Renderer::DrawCall drawFunc;
unsigned int indexCount;
if (indexBuffer)
{
drawFunc = Renderer::DrawIndexedPrimitives;
indexCount = indexBuffer->GetIndexCount();
}
else
{
drawFunc = Renderer::DrawPrimitives;
indexCount = vertexBuffer->GetVertexCount();
}
Renderer::SetIndexBuffer(indexBuffer);
Renderer::SetVertexBuffer(vertexBuffer);
if (shaderUniforms->hasLightUniforms && lightCount < NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS)
{
// Compute the closest lights
Vector3f position = matrix.GetTranslation() + modelData.squaredBoundingSphere.GetPosition();
float radius = modelData.squaredBoundingSphere.radius;
ChooseLights(Spheref(position, radius), false);
for (unsigned int i = lightCount; i < NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS; ++i)
SendLightUniforms(shader, shaderUniforms->lightUniforms, i, shaderUniforms->lightOffset*i, freeTextureUnit++);
}
Renderer::SetMatrix(MatrixType_World, matrix);
drawFunc(meshData.primitiveMode, 0, indexCount);
}
}
/*!
* \brief Gets the shader uniforms
* \return Uniforms of the shader
*
* \param shader Shader to get uniforms from
*/
const ForwardRenderTechnique::ShaderUniforms* ForwardRenderTechnique::GetShaderUniforms(const Shader* shader) const
{
auto it = m_shaderUniforms.find(shader);
if (it == m_shaderUniforms.end())
{
ShaderUniforms uniforms;
uniforms.shaderReleaseSlot.Connect(shader->OnShaderRelease, this, &ForwardRenderTechnique::OnShaderInvalidated);
uniforms.shaderUniformInvalidatedSlot.Connect(shader->OnShaderUniformInvalidated, this, &ForwardRenderTechnique::OnShaderInvalidated);
uniforms.eyePosition = shader->GetUniformLocation("EyePosition");
uniforms.sceneAmbient = shader->GetUniformLocation("SceneAmbient");
uniforms.textureOverlay = shader->GetUniformLocation("TextureOverlay");
int type0Location = shader->GetUniformLocation("Lights[0].type");
int type1Location = shader->GetUniformLocation("Lights[1].type");
if (type0Location > 0 && type1Location > 0)
{
uniforms.hasLightUniforms = true;
uniforms.lightOffset = type1Location - type0Location;
uniforms.lightUniforms.ubo = false;
uniforms.lightUniforms.locations.type = type0Location;
uniforms.lightUniforms.locations.color = shader->GetUniformLocation("Lights[0].color");
uniforms.lightUniforms.locations.factors = shader->GetUniformLocation("Lights[0].factors");
uniforms.lightUniforms.locations.lightViewProjMatrix = shader->GetUniformLocation("LightViewProjMatrix[0]");
uniforms.lightUniforms.locations.parameters1 = shader->GetUniformLocation("Lights[0].parameters1");
uniforms.lightUniforms.locations.parameters2 = shader->GetUniformLocation("Lights[0].parameters2");
uniforms.lightUniforms.locations.parameters3 = shader->GetUniformLocation("Lights[0].parameters3");
uniforms.lightUniforms.locations.pointLightShadowMap = shader->GetUniformLocation("PointLightShadowMap[0]");
uniforms.lightUniforms.locations.shadowMapping = shader->GetUniformLocation("Lights[0].shadowMapping");
uniforms.lightUniforms.locations.directionalSpotLightShadowMap = shader->GetUniformLocation("DirectionalSpotLightShadowMap[0]");
}
else
uniforms.hasLightUniforms = false;
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 ForwardRenderTechnique::OnShaderInvalidated(const Shader* shader) const
{
m_shaderUniforms.erase(shader);
}
IndexBuffer ForwardRenderTechnique::s_quadIndexBuffer;
TextureSampler ForwardRenderTechnique::s_shadowSampler;
VertexBuffer ForwardRenderTechnique::s_quadVertexBuffer;
VertexDeclaration ForwardRenderTechnique::s_billboardInstanceDeclaration;
VertexDeclaration ForwardRenderTechnique::s_billboardVertexDeclaration;
}