NazaraEngine/src/Nazara/Graphics/ForwardRenderTechnique.cpp

783 lines
28 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/Camera.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
{
struct BillboardPoint
{
NzColor color;
NzVector3f position;
NzVector2f size;
NzVector2f sinCos; // doit suivre size
NzVector2f uv;
};
unsigned int s_maxQuads = std::numeric_limits<nzUInt16>::max()/6;
unsigned int s_vertexBufferSize = 4*1024*1024; // 4 MiB
}
NzForwardRenderTechnique::NzForwardRenderTechnique() :
m_vertexBuffer(nzBufferType_Vertex),
m_maxLightPassPerObject(3)
{
NzErrorFlags flags(nzErrorFlag_ThrowException, true);
m_vertexBuffer.Create(s_vertexBufferSize, nzDataStorage_Hardware, nzBufferUsage_Dynamic);
m_billboardPointBuffer.Reset(&s_billboardVertexDeclaration, &m_vertexBuffer);
m_spriteBuffer.Reset(NzVertexDeclaration::Get(nzVertexLayout_XYZ_Color_UV), &m_vertexBuffer);
}
bool NzForwardRenderTechnique::Draw(const NzAbstractViewer* viewer, const NzSceneData& sceneData) const
{
NazaraAssert(viewer, "Invalid viewer");
m_renderQueue.Sort(viewer);
NzRenderer::Enable(nzRendererParameter_DepthBuffer, true);
NzRenderer::Enable(nzRendererParameter_DepthWrite, true);
NzRenderer::Clear(nzRendererBuffer_Depth);
if (sceneData.background)
sceneData.background->Draw(viewer);
if (!m_renderQueue.opaqueModels.empty())
DrawOpaqueModels(viewer, sceneData);
if (!m_renderQueue.transparentModels.empty())
DrawTransparentModels(viewer, sceneData);
if (!m_renderQueue.basicSprites.empty())
DrawBasicSprites(viewer, sceneData);
if (!m_renderQueue.billboards.empty())
DrawBillboards(viewer, sceneData);
// Les autres drawables (Exemple: Terrain)
for (const NzDrawable* drawable : m_renderQueue.otherDrawables)
drawable->Draw();
return true;
}
unsigned int NzForwardRenderTechnique::GetMaxLightPassPerObject() const
{
return m_maxLightPassPerObject;
}
NzAbstractRenderQueue* NzForwardRenderTechnique::GetRenderQueue()
{
return &m_renderQueue;
}
nzRenderTechniqueType NzForwardRenderTechnique::GetType() const
{
return nzRenderTechniqueType_BasicForward;
}
void NzForwardRenderTechnique::SetMaxLightPassPerObject(unsigned int passCount)
{
m_maxLightPassPerObject = passCount;
}
bool NzForwardRenderTechnique::Initialize()
{
try
{
NzErrorFlags flags(nzErrorFlag_ThrowException, true);
s_quadIndexBuffer.Reset(false, s_maxQuads*6, nzDataStorage_Hardware, nzBufferUsage_Static);
NzBufferMapper<NzIndexBuffer> mapper(s_quadIndexBuffer, nzBufferAccess_WriteOnly);
nzUInt16* indices = static_cast<nzUInt16*>(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(); // Inutile de garder le buffer ouvert plus longtemps
// Quad buffer (utilisé pour l'instancing de billboard et de sprites)
//Note: Les UV sont calculés dans le shader
s_quadVertexBuffer.Reset(NzVertexDeclaration::Get(nzVertexLayout_XY), 4, nzDataStorage_Hardware, nzBufferUsage_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));
// Déclaration lors du rendu des billboards par sommet
s_billboardVertexDeclaration.EnableComponent(nzVertexComponent_Color, nzComponentType_Color, NzOffsetOf(BillboardPoint, color));
s_billboardVertexDeclaration.EnableComponent(nzVertexComponent_Position, nzComponentType_Float3, NzOffsetOf(BillboardPoint, position));
s_billboardVertexDeclaration.EnableComponent(nzVertexComponent_TexCoord, nzComponentType_Float2, NzOffsetOf(BillboardPoint, uv));
s_billboardVertexDeclaration.EnableComponent(nzVertexComponent_Userdata0, nzComponentType_Float4, NzOffsetOf(BillboardPoint, size)); // Englobe sincos
// Declaration utilisée lors du rendu des billboards par instancing
// L'avantage ici est la copie directe (std::memcpy) des données de la RenderQueue vers le buffer GPU
s_billboardInstanceDeclaration.EnableComponent(nzVertexComponent_InstanceData0, nzComponentType_Float3, NzOffsetOf(NzForwardRenderQueue::BillboardData, center));
s_billboardInstanceDeclaration.EnableComponent(nzVertexComponent_InstanceData1, nzComponentType_Float4, NzOffsetOf(NzForwardRenderQueue::BillboardData, size)); // Englobe sincos
s_billboardInstanceDeclaration.EnableComponent(nzVertexComponent_InstanceData2, nzComponentType_Color, NzOffsetOf(NzForwardRenderQueue::BillboardData, color));
}
catch (const std::exception& e)
{
NazaraError("Failed to initialise: " + NzString(e.what()));
return false;
}
return true;
}
void NzForwardRenderTechnique::Uninitialize()
{
s_quadIndexBuffer.Reset();
s_quadVertexBuffer.Reset();
}
bool NzForwardRenderTechnique::ChooseLights(const NzSpheref& 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({nzLightType_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({nzLightType_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({nzLightType_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;
});
}
void NzForwardRenderTechnique::DrawBasicSprites(const NzAbstractViewer* viewer, const NzSceneData& sceneData) const
{
NazaraAssert(viewer, "Invalid viewer");
const NzShader* lastShader = nullptr;
const ShaderUniforms* shaderUniforms = nullptr;
NzRenderer::SetIndexBuffer(&s_quadIndexBuffer);
NzRenderer::SetMatrix(nzMatrixType_World, NzMatrix4f::Identity());
NzRenderer::SetVertexBuffer(&m_spriteBuffer);
for (auto& matIt : m_renderQueue.basicSprites)
{
const NzMaterial* material = matIt.first;
auto& matEntry = matIt.second;
if (matEntry.enabled)
{
auto& overlayMap = matEntry.overlayMap;
for (auto& overlayIt : overlayMap)
{
const NzTexture* overlay = overlayIt.first;
auto& spriteChainVector = overlayIt.second.spriteChains;
unsigned int spriteChainCount = spriteChainVector.size();
if (spriteChainCount > 0)
{
// On commence par appliquer du matériau (et récupérer le shader ainsi activé)
nzUInt32 flags = nzShaderFlags_VertexColor;
if (overlay)
flags |= nzShaderFlags_TextureOverlay;
nzUInt8 overlayUnit;
const NzShader* shader = material->Apply(flags, 0, &overlayUnit);
if (overlay)
{
overlayUnit++;
NzRenderer::SetTexture(overlayUnit, overlay);
NzRenderer::SetTextureSampler(overlayUnit, material->GetDiffuseSampler());
}
// Les uniformes sont conservées au sein d'un programme, inutile de les renvoyer tant qu'il ne change pas
if (shader != lastShader)
{
// Index des uniformes dans le shader
shaderUniforms = GetShaderUniforms(shader);
// Couleur ambiante de la scène
shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
// Overlay
shader->SendInteger(shaderUniforms->textureOverlay, overlayUnit);
// Position de la caméra
shader->SendVector(shaderUniforms->eyePosition, viewer->GetEyePosition());
lastShader = shader;
}
unsigned int spriteChain = 0; // Quelle chaîne de sprite traitons-nous
unsigned int spriteChainOffset = 0; // À quel offset dans la dernière chaîne nous sommes-nous arrêtés
do
{
// On ouvre le buffer en écriture
NzBufferMapper<NzVertexBuffer> vertexMapper(m_spriteBuffer, nzBufferAccess_DiscardAndWrite);
NzVertexStruct_XYZ_Color_UV* vertices = reinterpret_cast<NzVertexStruct_XYZ_Color_UV*>(vertexMapper.GetPointer());
unsigned int spriteCount = 0;
unsigned int maxSpriteCount = std::min(s_maxQuads, m_spriteBuffer.GetVertexCount()/4);
do
{
NzForwardRenderQueue::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(NzVertexStruct_XYZ_Color_UV));
vertices += count*4;
spriteCount += count;
spriteChainOffset += count;
// Avons-nous traité la chaîne entière ?
if (spriteChainOffset == currentChain.spriteCount)
{
spriteChain++;
spriteChainOffset = 0;
}
}
while (spriteCount < maxSpriteCount && spriteChain < spriteChainCount);
vertexMapper.Unmap();
NzRenderer::DrawIndexedPrimitives(nzPrimitiveMode_TriangleList, 0, spriteCount*6);
}
while (spriteChain < spriteChainCount);
spriteChainVector.clear();
}
}
// On remet à zéro
matEntry.enabled = false;
}
}
}
void NzForwardRenderTechnique::DrawBillboards(const NzAbstractViewer* viewer, const NzSceneData& sceneData) const
{
NazaraAssert(viewer, "Invalid viewer");
const NzShader* lastShader = nullptr;
const ShaderUniforms* shaderUniforms = nullptr;
if (NzRenderer::HasCapability(nzRendererCap_Instancing))
{
NzVertexBuffer* instanceBuffer = NzRenderer::GetInstanceBuffer();
instanceBuffer->SetVertexDeclaration(&s_billboardInstanceDeclaration);
NzRenderer::SetVertexBuffer(&s_quadVertexBuffer);
for (auto& matIt : m_renderQueue.billboards)
{
const NzMaterial* material = matIt.first;
auto& entry = matIt.second;
auto& billboardVector = entry.billboards;
unsigned int billboardCount = billboardVector.size();
if (billboardCount > 0)
{
// On commence par appliquer du matériau (et récupérer le shader ainsi activé)
const NzShader* shader = material->Apply(nzShaderFlags_Billboard | nzShaderFlags_Instancing | nzShaderFlags_VertexColor);
// Les uniformes sont conservées au sein d'un programme, inutile de les renvoyer tant qu'il ne change pas
if (shader != lastShader)
{
// Index des uniformes dans le shader
shaderUniforms = GetShaderUniforms(shader);
// Couleur ambiante de la scène
shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
// Position de la caméra
shader->SendVector(shaderUniforms->eyePosition, viewer->GetEyePosition());
lastShader = shader;
}
const NzForwardRenderQueue::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;
NzRenderer::DrawPrimitivesInstanced(renderedBillboardCount, nzPrimitiveMode_TriangleStrip, 0, 4);
}
while (billboardCount > 0);
billboardVector.clear();
}
}
}
else
{
NzRenderer::SetIndexBuffer(&s_quadIndexBuffer);
NzRenderer::SetVertexBuffer(&m_billboardPointBuffer);
for (auto& matIt : m_renderQueue.billboards)
{
const NzMaterial* material = matIt.first;
auto& entry = matIt.second;
auto& billboardVector = entry.billboards;
unsigned int billboardCount = billboardVector.size();
if (billboardCount > 0)
{
// On commence par appliquer du matériau (et récupérer le shader ainsi activé)
const NzShader* shader = material->Apply(nzShaderFlags_Billboard | nzShaderFlags_VertexColor);
// Les uniformes sont conservées au sein d'un programme, inutile de les renvoyer tant qu'il ne change pas
if (shader != lastShader)
{
// Couleur ambiante de la scène
shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
// Position de la caméra
shader->SendVector(shaderUniforms->eyePosition, viewer->GetEyePosition());
lastShader = shader;
}
const NzForwardRenderQueue::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;
NzBufferMapper<NzVertexBuffer> vertexMapper(m_billboardPointBuffer, nzBufferAccess_DiscardAndWrite, 0, renderedBillboardCount*4);
BillboardPoint* vertices = reinterpret_cast<BillboardPoint*>(vertexMapper.GetPointer());
for (unsigned int i = 0; i < renderedBillboardCount; ++i)
{
const NzForwardRenderQueue::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();
NzRenderer::DrawIndexedPrimitives(nzPrimitiveMode_TriangleList, 0, renderedBillboardCount*6);
}
while (billboardCount > 0);
billboardVector.clear();
}
}
}
}
void NzForwardRenderTechnique::DrawOpaqueModels(const NzAbstractViewer* viewer, const NzSceneData& sceneData) const
{
NazaraAssert(viewer, "Invalid viewer");
const NzShader* lastShader = nullptr;
const ShaderUniforms* shaderUniforms = nullptr;
for (auto& matIt : m_renderQueue.opaqueModels)
{
auto& matEntry = matIt.second;
if (matEntry.enabled)
{
NzForwardRenderQueue::MeshInstanceContainer& meshInstances = matEntry.meshMap;
if (!meshInstances.empty())
{
const NzMaterial* material = matIt.first;
// Nous utilisons de l'instancing que lorsqu'aucune lumière (autre que directionnelle) n'est active
// Ceci car l'instancing n'est pas compatible avec la recherche des lumières les plus proches
// (Le deferred shading n'a pas ce problème)
bool noPointSpotLight = m_renderQueue.pointLights.empty() && m_renderQueue.spotLights.empty();
bool instancing = m_instancingEnabled && (!material->IsLightingEnabled() || noPointSpotLight) && matEntry.instancingEnabled;
// On commence par appliquer du matériau (et récupérer le shader ainsi activé)
const NzShader* shader = material->Apply((instancing) ? nzShaderFlags_Instancing : 0);
// Les uniformes sont conservées au sein d'un programme, inutile de les renvoyer tant qu'il ne change pas
if (shader != lastShader)
{
// Index des uniformes dans le shader
shaderUniforms = GetShaderUniforms(shader);
// Couleur ambiante de la scène
shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
// Position de la caméra
shader->SendVector(shaderUniforms->eyePosition, viewer->GetEyePosition());
lastShader = shader;
}
// Meshes
for (auto& meshIt : meshInstances)
{
const NzMeshData& meshData = meshIt.first;
auto& meshEntry = meshIt.second;
const NzSpheref& squaredBoundingSphere = meshEntry.squaredBoundingSphere;
std::vector<NzMatrix4f>& instances = meshEntry.instances;
if (!instances.empty())
{
const NzIndexBuffer* indexBuffer = meshData.indexBuffer;
const NzVertexBuffer* vertexBuffer = meshData.vertexBuffer;
// Gestion du draw call avant la boucle de rendu
NzRenderer::DrawCall drawFunc;
NzRenderer::DrawCallInstanced instancedDrawFunc;
unsigned int indexCount;
if (indexBuffer)
{
drawFunc = NzRenderer::DrawIndexedPrimitives;
instancedDrawFunc = NzRenderer::DrawIndexedPrimitivesInstanced;
indexCount = indexBuffer->GetIndexCount();
}
else
{
drawFunc = NzRenderer::DrawPrimitives;
instancedDrawFunc = NzRenderer::DrawPrimitivesInstanced;
indexCount = vertexBuffer->GetVertexCount();
}
NzRenderer::SetIndexBuffer(indexBuffer);
NzRenderer::SetVertexBuffer(vertexBuffer);
if (instancing)
{
// On calcule le nombre d'instances que l'on pourra afficher cette fois-ci (Selon la taille du buffer d'instancing)
NzVertexBuffer* instanceBuffer = NzRenderer::GetInstanceBuffer();
instanceBuffer->SetVertexDeclaration(NzVertexDeclaration::Get(nzVertexLayout_Matrix4));
// Avec l'instancing, impossible de sélectionner les lumières pour chaque objet
// Du coup, il n'est activé que pour les lumières directionnelles
unsigned int lightCount = m_renderQueue.directionalLights.size();
unsigned int lightIndex = 0;
nzRendererComparison oldDepthFunc = NzRenderer::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)
{
// Pour additionner le résultat des calculs de lumière
// Aucune chance d'interférer avec les paramètres du matériau car nous ne rendons que les objets opaques
// (Autrement dit, sans blending)
// Quant à la fonction de profondeur, elle ne doit être appliquée que la première fois
NzRenderer::Enable(nzRendererParameter_Blend, true);
NzRenderer::SetBlendFunc(nzBlendFunc_One, nzBlendFunc_One);
NzRenderer::SetDepthFunc(nzRendererComparison_Equal);
}
// Sends the uniforms
for (unsigned int i = 0; i < NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS; ++i)
SendLightUniforms(shader, shaderUniforms->lightUniforms, lightIndex++, i*shaderUniforms->lightOffset);
}
const NzMatrix4f* instanceMatrices = &instances[0];
unsigned int instanceCount = instances.size();
unsigned int maxInstanceCount = instanceBuffer->GetVertexCount(); // Le nombre maximum d'instances en une fois
while (instanceCount > 0)
{
// On calcule le nombre d'instances que l'on pourra afficher cette fois-ci (Selon la taille du buffer d'instancing)
unsigned int renderedInstanceCount = std::min(instanceCount, maxInstanceCount);
instanceCount -= renderedInstanceCount;
// On remplit l'instancing buffer avec nos matrices world
instanceBuffer->Fill(instanceMatrices, 0, renderedInstanceCount, true);
instanceMatrices += renderedInstanceCount;
// Et on affiche
instancedDrawFunc(renderedInstanceCount, meshData.primitiveMode, 0, indexCount);
}
}
// On n'oublie pas de désactiver le blending pour ne pas interférer sur le reste du rendu
NzRenderer::Enable(nzRendererParameter_Blend, false);
NzRenderer::SetDepthFunc(oldDepthFunc);
}
else
{
if (shaderUniforms->hasLightUniforms)
{
for (const NzMatrix4f& matrix : instances)
{
// Choose the lights depending on an object position and apparent radius
ChooseLights(NzSpheref(matrix.GetTranslation() + squaredBoundingSphere.GetPosition(), squaredBoundingSphere.radius));
unsigned int lightCount = m_lights.size();
NzRenderer::SetMatrix(nzMatrixType_World, matrix);
unsigned int lightIndex = 0;
nzRendererComparison oldDepthFunc = NzRenderer::GetDepthFunc(); // Dans le cas où nous aurions à le changer
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)
{
// Pour additionner le résultat des calculs de lumière
// Aucune chance d'interférer avec les paramètres du matériau car nous ne rendons que les objets opaques
// (Autrement dit, sans blending)
// Quant à la fonction de profondeur, elle ne doit être appliquée que la première fois
NzRenderer::Enable(nzRendererParameter_Blend, true);
NzRenderer::SetBlendFunc(nzBlendFunc_One, nzBlendFunc_One);
NzRenderer::SetDepthFunc(nzRendererComparison_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);
// Et on passe à l'affichage
drawFunc(meshData.primitiveMode, 0, indexCount);
}
NzRenderer::Enable(nzRendererParameter_Blend, false);
NzRenderer::SetDepthFunc(oldDepthFunc);
}
}
else
{
// Sans instancing, on doit effectuer un draw call pour chaque instance
// Cela reste néanmoins plus rapide que l'instancing en dessous d'un certain nombre d'instances
// À cause du temps de modification du buffer d'instancing
for (const NzMatrix4f& matrix : instances)
{
NzRenderer::SetMatrix(nzMatrixType_World, matrix);
drawFunc(meshData.primitiveMode, 0, indexCount);
}
}
}
instances.clear();
}
}
}
// Et on remet à zéro les données
matEntry.enabled = false;
matEntry.instancingEnabled = false;
}
}
}
void NzForwardRenderTechnique::DrawTransparentModels(const NzAbstractViewer* viewer, const NzSceneData& sceneData) const
{
NazaraAssert(viewer, "Invalid viewer");
const NzShader* lastShader = nullptr;
const ShaderUniforms* shaderUniforms = nullptr;
unsigned int lightCount = 0;
for (unsigned int index : m_renderQueue.transparentModels)
{
const NzForwardRenderQueue::TransparentModelData& modelData = m_renderQueue.transparentModelData[index];
// Matériau
const NzMaterial* material = modelData.material;
// On commence par appliquer du matériau (et récupérer le shader ainsi activé)
const NzShader* shader = material->Apply();
// Les uniformes sont conservées au sein d'un programme, inutile de les renvoyer tant qu'il ne change pas
if (shader != lastShader)
{
// Index des uniformes dans le shader
shaderUniforms = GetShaderUniforms(shader);
// Couleur ambiante de la scène
shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
// Position de la caméra
shader->SendVector(shaderUniforms->eyePosition, viewer->GetEyePosition());
// On envoie les lumières directionnelles s'il y a (Les mêmes pour tous)
if (shaderUniforms->hasLightUniforms)
{
lightCount = std::min(m_renderQueue.directionalLights.size(), NazaraSuffixMacro(NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS, U));
for (unsigned int i = 0; i < lightCount; ++i)
SendLightUniforms(shader, shaderUniforms->lightUniforms, i, shaderUniforms->lightOffset * i);
}
lastShader = shader;
}
// Mesh
const NzMatrix4f& matrix = modelData.transformMatrix;
const NzMeshData& meshData = modelData.meshData;
const NzIndexBuffer* indexBuffer = meshData.indexBuffer;
const NzVertexBuffer* vertexBuffer = meshData.vertexBuffer;
// Gestion du draw call avant la boucle de rendu
NzRenderer::DrawCall drawFunc;
unsigned int indexCount;
if (indexBuffer)
{
drawFunc = NzRenderer::DrawIndexedPrimitives;
indexCount = indexBuffer->GetIndexCount();
}
else
{
drawFunc = NzRenderer::DrawPrimitives;
indexCount = vertexBuffer->GetVertexCount();
}
NzRenderer::SetIndexBuffer(indexBuffer);
NzRenderer::SetVertexBuffer(vertexBuffer);
if (shaderUniforms->hasLightUniforms && lightCount < NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS)
{
// Compute the closest lights
NzVector3f position = matrix.GetTranslation() + modelData.squaredBoundingSphere.GetPosition();
float radius = modelData.squaredBoundingSphere.radius;
ChooseLights(NzSpheref(position, radius), false);
for (unsigned int i = lightCount; i < NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS; ++i)
SendLightUniforms(shader, shaderUniforms->lightUniforms, i, shaderUniforms->lightOffset*i);
}
NzRenderer::SetMatrix(nzMatrixType_World, matrix);
drawFunc(meshData.primitiveMode, 0, indexCount);
}
}
const NzForwardRenderTechnique::ShaderUniforms* NzForwardRenderTechnique::GetShaderUniforms(const NzShader* shader) const
{
auto it = m_shaderUniforms.find(shader);
if (it == m_shaderUniforms.end())
{
ShaderUniforms uniforms;
uniforms.shaderReleaseSlot.Connect(shader->OnShaderRelease, this, OnShaderInvalidated);
uniforms.shaderUniformInvalidatedSlot.Connect(shader->OnShaderUniformInvalidated, this, 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.parameters1 = shader->GetUniformLocation("Lights[0].parameters1");
uniforms.lightUniforms.locations.parameters2 = shader->GetUniformLocation("Lights[0].parameters2");
uniforms.lightUniforms.locations.parameters3 = shader->GetUniformLocation("Lights[0].parameters3");
}
else
uniforms.hasLightUniforms = false;
it = m_shaderUniforms.emplace(shader, std::move(uniforms)).first;
}
return &it->second;
}
void NzForwardRenderTechnique::OnShaderInvalidated(const NzShader* shader) const
{
m_shaderUniforms.erase(shader);
}
NzIndexBuffer NzForwardRenderTechnique::s_quadIndexBuffer;
NzVertexBuffer NzForwardRenderTechnique::s_quadVertexBuffer;
NzVertexDeclaration NzForwardRenderTechnique::s_billboardInstanceDeclaration;
NzVertexDeclaration NzForwardRenderTechnique::s_billboardVertexDeclaration;