922 lines
31 KiB
C++
922 lines
31 KiB
C++
// Copyright (C) 2015 Jérôme Leclercq
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// This file is part of the "Nazara Engine - Graphics module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/Graphics/ForwardRenderTechnique.hpp>
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#include <Nazara/Core/ErrorFlags.hpp>
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#include <Nazara/Core/OffsetOf.hpp>
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#include <Nazara/Graphics/AbstractBackground.hpp>
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#include <Nazara/Graphics/AbstractViewer.hpp>
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#include <Nazara/Graphics/Drawable.hpp>
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#include <Nazara/Graphics/Light.hpp>
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#include <Nazara/Graphics/Material.hpp>
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#include <Nazara/Graphics/Sprite.hpp>
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#include <Nazara/Renderer/Config.hpp>
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#include <Nazara/Renderer/Renderer.hpp>
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#include <Nazara/Utility/BufferMapper.hpp>
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#include <Nazara/Utility/StaticMesh.hpp>
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#include <Nazara/Utility/VertexStruct.hpp>
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#include <limits>
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#include <memory>
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#include <Nazara/Graphics/Debug.hpp>
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namespace Nz
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{
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namespace
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{
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struct BillboardPoint
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{
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Color color;
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Vector3f position;
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Vector2f size;
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Vector2f sinCos; // must follow `size` (both will be sent as a Vector4f)
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Vector2f uv;
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};
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unsigned int s_maxQuads = std::numeric_limits<UInt16>::max() / 6;
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unsigned int s_vertexBufferSize = 4 * 1024 * 1024; // 4 MiB
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}
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/*!
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* \ingroup graphics
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* \class Nz::ForwardRenderTechnique
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* \brief Graphics class that represents the technique used in forward rendering
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*/
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/*!
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* \brief Constructs a ForwardRenderTechnique object by default
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*/
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ForwardRenderTechnique::ForwardRenderTechnique() :
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m_vertexBuffer(BufferType_Vertex),
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m_maxLightPassPerObject(3)
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{
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ErrorFlags flags(ErrorFlag_ThrowException, true);
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m_vertexBuffer.Create(s_vertexBufferSize, DataStorage_Hardware, BufferUsage_Dynamic);
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m_billboardPointBuffer.Reset(&s_billboardVertexDeclaration, &m_vertexBuffer);
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m_spriteBuffer.Reset(VertexDeclaration::Get(VertexLayout_XYZ_Color_UV), &m_vertexBuffer);
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}
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/*!
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* \brief Clears the data
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*
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* \param sceneData Data of the scene
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*/
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void ForwardRenderTechnique::Clear(const SceneData& sceneData) const
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{
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Renderer::Enable(RendererParameter_DepthBuffer, true);
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Renderer::Enable(RendererParameter_DepthWrite, true);
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Renderer::Clear(RendererBuffer_Depth);
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if (sceneData.background)
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sceneData.background->Draw(sceneData.viewer);
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}
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/*!
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* \brief Draws the data of the scene
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* \return true If successful
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*
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* \param sceneData Data of the scene
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*
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* \remark Produces a NazaraAssert if viewer of the scene is invalid
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*/
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bool ForwardRenderTechnique::Draw(const SceneData& sceneData) const
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{
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NazaraAssert(sceneData.viewer, "Invalid viewer");
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m_renderQueue.Sort(sceneData.viewer);
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for (auto& pair : m_renderQueue.layers)
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{
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ForwardRenderQueue::Layer& layer = pair.second;
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if (!layer.opaqueModels.empty())
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DrawOpaqueModels(sceneData, layer);
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if (!layer.transparentModels.empty())
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DrawTransparentModels(sceneData, layer);
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if (!layer.basicSprites.empty())
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DrawBasicSprites(sceneData, layer);
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if (!layer.billboards.empty())
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DrawBillboards(sceneData, layer);
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for (const Drawable* drawable : layer.otherDrawables)
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drawable->Draw();
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}
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return true;
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}
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/*!
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* \brief Gets the maximum number of lights available per pass per object
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* \return Maximum number of light simulatenously per object
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*/
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unsigned int ForwardRenderTechnique::GetMaxLightPassPerObject() const
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{
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return m_maxLightPassPerObject;
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}
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/*!
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* \brief Gets the render queue
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* \return Pointer to the render queue
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*/
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AbstractRenderQueue* ForwardRenderTechnique::GetRenderQueue()
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{
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return &m_renderQueue;
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}
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/*!
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* \brief Gets the type of the current technique
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* \return Type of the render technique
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*/
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RenderTechniqueType ForwardRenderTechnique::GetType() const
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{
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return RenderTechniqueType_BasicForward;
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}
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/*!
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* \brief Sets the maximum number of lights available per pass per object
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*
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* \param passCount Maximum number of light simulatenously per object
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*/
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void ForwardRenderTechnique::SetMaxLightPassPerObject(unsigned int maxLightPassPerObject)
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{
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m_maxLightPassPerObject = maxLightPassPerObject;
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}
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/*!
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* \brief Initializes the forward render technique
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* \return true If successful
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*
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* \remark Produces a NazaraError if one shader creation failed
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*/
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bool ForwardRenderTechnique::Initialize()
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{
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try
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{
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ErrorFlags flags(ErrorFlag_ThrowException, true);
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s_quadIndexBuffer.Reset(false, s_maxQuads * 6, DataStorage_Hardware, BufferUsage_Static);
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BufferMapper<IndexBuffer> mapper(s_quadIndexBuffer, BufferAccess_WriteOnly);
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UInt16* indices = static_cast<UInt16*>(mapper.GetPointer());
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for (unsigned int i = 0; i < s_maxQuads; ++i)
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{
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*indices++ = i * 4 + 0;
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*indices++ = i * 4 + 2;
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*indices++ = i * 4 + 1;
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*indices++ = i * 4 + 2;
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*indices++ = i * 4 + 3;
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*indices++ = i * 4 + 1;
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}
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mapper.Unmap(); // No point to keep the buffer open any longer
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// Quad buffer (used for instancing of billboards and sprites)
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//Note: UV are computed in the shader
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s_quadVertexBuffer.Reset(VertexDeclaration::Get(VertexLayout_XY), 4, DataStorage_Hardware, BufferUsage_Static);
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float vertices[2 * 4] = {
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-0.5f, -0.5f,
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0.5f, -0.5f,
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-0.5f, 0.5f,
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0.5f, 0.5f,
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};
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s_quadVertexBuffer.FillRaw(vertices, 0, sizeof(vertices));
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// Declaration used when rendering the vertex billboards
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s_billboardVertexDeclaration.EnableComponent(VertexComponent_Color, ComponentType_Color, NazaraOffsetOf(BillboardPoint, color));
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s_billboardVertexDeclaration.EnableComponent(VertexComponent_Position, ComponentType_Float3, NazaraOffsetOf(BillboardPoint, position));
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s_billboardVertexDeclaration.EnableComponent(VertexComponent_TexCoord, ComponentType_Float2, NazaraOffsetOf(BillboardPoint, uv));
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s_billboardVertexDeclaration.EnableComponent(VertexComponent_Userdata0, ComponentType_Float4, NazaraOffsetOf(BillboardPoint, size)); // Includes sincos
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// Declaration used when rendering the billboards with intancing
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// The main advantage is the direct copy (std::memcpy) of data in the RenderQueue to the GPU buffer
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s_billboardInstanceDeclaration.EnableComponent(VertexComponent_InstanceData0, ComponentType_Float3, NazaraOffsetOf(ForwardRenderQueue::BillboardData, center));
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s_billboardInstanceDeclaration.EnableComponent(VertexComponent_InstanceData1, ComponentType_Float4, NazaraOffsetOf(ForwardRenderQueue::BillboardData, size)); // Englobe sincos
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s_billboardInstanceDeclaration.EnableComponent(VertexComponent_InstanceData2, ComponentType_Color, NazaraOffsetOf(ForwardRenderQueue::BillboardData, color));
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s_shadowSampler.SetFilterMode(SamplerFilter_Bilinear);
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s_shadowSampler.SetWrapMode(SamplerWrap_Clamp);
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}
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catch (const std::exception& e)
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{
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NazaraError("Failed to initialise: " + String(e.what()));
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return false;
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}
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return true;
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}
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/*!
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* \brief Uninitializes the forward render technique
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*/
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void ForwardRenderTechnique::Uninitialize()
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{
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s_quadIndexBuffer.Reset();
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s_quadVertexBuffer.Reset();
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}
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/*!
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* \brief Chooses the nearest lights for one object
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*
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* \param object Sphere symbolising the object
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* \param includeDirectionalLights Should directional lights be included in the computation
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*/
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void ForwardRenderTechnique::ChooseLights(const Spheref& object, bool includeDirectionalLights) const
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{
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m_lights.clear();
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// First step: add all the lights into a common list and compute their score, exlucing those who have no chance of lighting the object
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// (Those who are too far away).
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if (includeDirectionalLights)
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{
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for (unsigned int i = 0; i < m_renderQueue.directionalLights.size(); ++i)
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{
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const auto& light = m_renderQueue.directionalLights[i];
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if (IsDirectionalLightSuitable(object, light))
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m_lights.push_back({LightType_Directional, ComputeDirectionalLightScore(object, light), i});
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}
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}
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for (unsigned int i = 0; i < m_renderQueue.pointLights.size(); ++i)
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{
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const auto& light = m_renderQueue.pointLights[i];
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if (IsPointLightSuitable(object, light))
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m_lights.push_back({LightType_Point, ComputePointLightScore(object, light), i});
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}
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for (unsigned int i = 0; i < m_renderQueue.spotLights.size(); ++i)
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{
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const auto& light = m_renderQueue.spotLights[i];
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if (IsSpotLightSuitable(object, light))
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m_lights.push_back({LightType_Spot, ComputeSpotLightScore(object, light), i});
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}
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// Then, sort the lights according to their score
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std::sort(m_lights.begin(), m_lights.end(), [](const LightIndex& light1, const LightIndex& light2)
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{
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return light1.score < light2.score;
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});
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}
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/*!
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* \brief Draws basic sprites
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*
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* \param sceneData Data of the scene
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* \param layer Layer of the rendering
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*
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* \remark Produces a NazaraAssert is viewer is invalid
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*/
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void ForwardRenderTechnique::DrawBasicSprites(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const
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{
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NazaraAssert(sceneData.viewer, "Invalid viewer");
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const Shader* lastShader = nullptr;
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const ShaderUniforms* shaderUniforms = nullptr;
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Renderer::SetIndexBuffer(&s_quadIndexBuffer);
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Renderer::SetMatrix(MatrixType_World, Matrix4f::Identity());
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Renderer::SetVertexBuffer(&m_spriteBuffer);
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for (auto& matIt : layer.basicSprites)
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{
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const Material* material = matIt.first;
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auto& matEntry = matIt.second;
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if (matEntry.enabled)
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{
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auto& overlayMap = matEntry.overlayMap;
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for (auto& overlayIt : overlayMap)
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{
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const Texture* overlay = overlayIt.first;
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auto& spriteChainVector = overlayIt.second.spriteChains;
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unsigned int spriteChainCount = spriteChainVector.size();
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if (spriteChainCount > 0)
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{
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// We begin to apply the material (and get the shader activated doing so)
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UInt32 flags = ShaderFlags_VertexColor;
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if (overlay)
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flags |= ShaderFlags_TextureOverlay;
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UInt8 overlayUnit;
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const Shader* shader = material->Apply(flags, 0, &overlayUnit);
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if (overlay)
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{
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overlayUnit++;
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Renderer::SetTexture(overlayUnit, overlay);
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Renderer::SetTextureSampler(overlayUnit, material->GetDiffuseSampler());
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}
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// Uniforms are conserved in our program, there's no point to send them back until they change
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if (shader != lastShader)
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{
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// Index of uniforms in the shader
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shaderUniforms = GetShaderUniforms(shader);
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// Ambiant color of the scene
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shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
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// Overlay
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shader->SendInteger(shaderUniforms->textureOverlay, overlayUnit);
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// Position of the camera
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shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition());
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lastShader = shader;
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}
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unsigned int spriteChain = 0; // Which chain of sprites are we treating
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unsigned int spriteChainOffset = 0; // Where was the last offset where we stopped in the last chain
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do
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{
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// We open the buffer in writing mode
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BufferMapper<VertexBuffer> vertexMapper(m_spriteBuffer, BufferAccess_DiscardAndWrite);
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VertexStruct_XYZ_Color_UV* vertices = static_cast<VertexStruct_XYZ_Color_UV*>(vertexMapper.GetPointer());
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unsigned int spriteCount = 0;
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unsigned int maxSpriteCount = std::min(s_maxQuads, m_spriteBuffer.GetVertexCount() / 4);
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do
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{
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ForwardRenderQueue::SpriteChain_XYZ_Color_UV& currentChain = spriteChainVector[spriteChain];
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unsigned int count = std::min(maxSpriteCount - spriteCount, currentChain.spriteCount - spriteChainOffset);
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std::memcpy(vertices, currentChain.vertices + spriteChainOffset * 4, 4 * count * sizeof(VertexStruct_XYZ_Color_UV));
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vertices += count * 4;
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spriteCount += count;
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spriteChainOffset += count;
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// Have we treated the entire chain ?
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if (spriteChainOffset == currentChain.spriteCount)
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{
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spriteChain++;
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spriteChainOffset = 0;
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}
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}
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while (spriteCount < maxSpriteCount && spriteChain < spriteChainCount);
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vertexMapper.Unmap();
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Renderer::DrawIndexedPrimitives(PrimitiveMode_TriangleList, 0, spriteCount * 6);
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}
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while (spriteChain < spriteChainCount);
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spriteChainVector.clear();
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}
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}
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// We set it back to zero
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matEntry.enabled = false;
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}
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}
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}
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/*!
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* \brief Draws billboards
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*
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* \param sceneData Data of the scene
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* \param layer Layer of the rendering
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*
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* \remark Produces a NazaraAssert is viewer is invalid
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*/
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void ForwardRenderTechnique::DrawBillboards(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const
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{
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NazaraAssert(sceneData.viewer, "Invalid viewer");
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const Shader* lastShader = nullptr;
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const ShaderUniforms* shaderUniforms = nullptr;
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if (Renderer::HasCapability(RendererCap_Instancing))
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{
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VertexBuffer* instanceBuffer = Renderer::GetInstanceBuffer();
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instanceBuffer->SetVertexDeclaration(&s_billboardInstanceDeclaration);
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Renderer::SetVertexBuffer(&s_quadVertexBuffer);
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for (auto& matIt : layer.billboards)
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{
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const Material* material = matIt.first;
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auto& entry = matIt.second;
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auto& billboardVector = entry.billboards;
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unsigned int billboardCount = billboardVector.size();
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if (billboardCount > 0)
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{
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// We begin to apply the material (and get the shader activated doing so)
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const Shader* shader = material->Apply(ShaderFlags_Billboard | ShaderFlags_Instancing | ShaderFlags_VertexColor);
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// Uniforms are conserved in our program, there's no point to send them back until they change
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if (shader != lastShader)
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{
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// Index of uniforms in the shader
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shaderUniforms = GetShaderUniforms(shader);
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// Ambiant color of the scene
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shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
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// Position of the camera
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shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition());
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lastShader = shader;
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}
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const ForwardRenderQueue::BillboardData* data = &billboardVector[0];
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unsigned int maxBillboardPerDraw = instanceBuffer->GetVertexCount();
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do
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{
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unsigned int renderedBillboardCount = std::min(billboardCount, maxBillboardPerDraw);
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billboardCount -= renderedBillboardCount;
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instanceBuffer->Fill(data, 0, renderedBillboardCount, true);
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data += renderedBillboardCount;
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Renderer::DrawPrimitivesInstanced(renderedBillboardCount, PrimitiveMode_TriangleStrip, 0, 4);
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}
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while (billboardCount > 0);
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billboardVector.clear();
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}
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}
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}
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else
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{
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Renderer::SetIndexBuffer(&s_quadIndexBuffer);
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Renderer::SetVertexBuffer(&m_billboardPointBuffer);
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for (auto& matIt : layer.billboards)
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{
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const Material* material = matIt.first;
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auto& entry = matIt.second;
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auto& billboardVector = entry.billboards;
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unsigned int billboardCount = billboardVector.size();
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if (billboardCount > 0)
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{
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// We begin to apply the material (and get the shader activated doing so)
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const Shader* shader = material->Apply(ShaderFlags_Billboard | ShaderFlags_VertexColor);
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// Uniforms are conserved in our program, there's no point to send them back until they change
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if (shader != lastShader)
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{
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// Index of uniforms in the shader
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shaderUniforms = GetShaderUniforms(shader);
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// Ambiant color of the scene
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shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
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// Position of the camera
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shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition());
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lastShader = shader;
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}
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const ForwardRenderQueue::BillboardData* data = &billboardVector[0];
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unsigned int maxBillboardPerDraw = std::min(s_maxQuads, m_billboardPointBuffer.GetVertexCount() / 4);
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do
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{
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unsigned int renderedBillboardCount = std::min(billboardCount, maxBillboardPerDraw);
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billboardCount -= renderedBillboardCount;
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BufferMapper<VertexBuffer> vertexMapper(m_billboardPointBuffer, BufferAccess_DiscardAndWrite, 0, renderedBillboardCount * 4);
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BillboardPoint* vertices = static_cast<BillboardPoint*>(vertexMapper.GetPointer());
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for (unsigned int i = 0; i < renderedBillboardCount; ++i)
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{
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const ForwardRenderQueue::BillboardData& billboard = *data++;
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vertices->color = billboard.color;
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vertices->position = billboard.center;
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vertices->sinCos = billboard.sinCos;
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vertices->size = billboard.size;
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vertices->uv.Set(0.f, 1.f);
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vertices++;
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vertices->color = billboard.color;
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vertices->position = billboard.center;
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vertices->sinCos = billboard.sinCos;
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vertices->size = billboard.size;
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vertices->uv.Set(1.f, 1.f);
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vertices++;
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vertices->color = billboard.color;
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vertices->position = billboard.center;
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vertices->sinCos = billboard.sinCos;
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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;
|
|
}
|