NazaraEngine/src/Nazara/Graphics/DeferredRenderTechnique.cpp

576 lines
15 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
#ifndef NAZARA_RENDERER_OPENGL
#define NAZARA_RENDERER_OPENGL // Nécessaire pour inclure les headers OpenGL
#endif
#include <Nazara/Graphics/DeferredRenderTechnique.hpp>
#include <Nazara/Core/ErrorFlags.hpp>
#include <Nazara/Graphics/AbstractBackground.hpp>
#include <Nazara/Graphics/Camera.hpp>
#include <Nazara/Graphics/DeferredBloomPass.hpp>
#include <Nazara/Graphics/DeferredDOFPass.hpp>
#include <Nazara/Graphics/DeferredFinalPass.hpp>
#include <Nazara/Graphics/DeferredFogPass.hpp>
#include <Nazara/Graphics/DeferredForwardPass.hpp>
#include <Nazara/Graphics/DeferredFXAAPass.hpp>
#include <Nazara/Graphics/DeferredGeometryPass.hpp>
#include <Nazara/Graphics/DeferredPhongLightingPass.hpp>
#include <Nazara/Graphics/Drawable.hpp>
#include <Nazara/Graphics/Light.hpp>
#include <Nazara/Graphics/Material.hpp>
#include <Nazara/Graphics/Scene.hpp>
#include <Nazara/Graphics/Sprite.hpp>
#include <Nazara/Renderer/Config.hpp>
#include <Nazara/Renderer/OpenGL.hpp>
#include <Nazara/Renderer/Renderer.hpp>
#include <Nazara/Renderer/Shader.hpp>
#include <Nazara/Renderer/ShaderStage.hpp>
#include <limits>
#include <memory>
#include <random>
#include <Nazara/Graphics/Debug.hpp>
namespace
{
const nzUInt8 r_fragmentSource_BloomBright[] = {
#include <Nazara/Graphics/Resources/DeferredShading/Shaders/BloomBright.frag.h>
};
const nzUInt8 r_fragmentSource_BloomFinal[] = {
#include <Nazara/Graphics/Resources/DeferredShading/Shaders/BloomFinal.frag.h>
};
const nzUInt8 r_fragmentSource_DirectionalLight[] = {
#include <Nazara/Graphics/Resources/DeferredShading/Shaders/DirectionalLight.frag.h>
};
const nzUInt8 r_fragmentSource_FXAA[] = {
#include <Nazara/Graphics/Resources/DeferredShading/Shaders/FXAA.frag.h>
};
const nzUInt8 r_fragmentSource_GBufferClear[] = {
#include <Nazara/Graphics/Resources/DeferredShading/Shaders/GBufferClear.frag.h>
};
const nzUInt8 r_fragmentSource_GaussianBlur[] = {
#include <Nazara/Graphics/Resources/DeferredShading/Shaders/GaussianBlur.frag.h>
};
const nzUInt8 r_fragmentSource_PointSpotLight[] = {
#include <Nazara/Graphics/Resources/DeferredShading/Shaders/PointSpotLight.frag.h>
};
unsigned int RenderPassPriority[] =
{
6, // nzRenderPassType_AA
4, // nzRenderPassType_Bloom
7, // nzRenderPassType_DOF
0xFF, // nzRenderPassType_Final
5, // nzRenderPassType_Fog
2, // nzRenderPassType_Forward
1, // nzRenderPassType_Lighting
0, // nzRenderPassType_Geometry
3, // nzRenderPassType_SSAO
};
static_assert(sizeof(RenderPassPriority)/sizeof(unsigned int) == nzRenderPassType_Max+1, "Render pass priority array is incomplete");
inline NzShaderRef RegisterDeferredShader(const NzString& name, const nzUInt8* fragmentSource, unsigned int fragmentSourceLength, const NzShaderStage& vertexStage, NzString* err)
{
NzErrorFlags errFlags(nzErrorFlag_Silent | nzErrorFlag_ThrowExceptionDisabled);
NzShaderRef shader = NzShader::New();
if (!shader->Create())
{
err->Set("Failed to create shader: " + NzError::GetLastError());
return nullptr;
}
if (!shader->AttachStageFromSource(nzShaderStage_Fragment, reinterpret_cast<const char*>(fragmentSource), fragmentSourceLength))
{
err->Set("Failed to attach fragment stage: " + NzError::GetLastError());
return nullptr;
}
shader->AttachStage(nzShaderStage_Vertex, vertexStage);
if (!shader->Link())
{
err->Set("Failed to link shader: " + NzError::GetLastError());
return nullptr;
}
NzShaderLibrary::Register(name, shader);
return shader;
}
}
NzDeferredRenderTechnique::NzDeferredRenderTechnique() :
m_renderQueue(static_cast<NzForwardRenderQueue*>(m_forwardTechnique.GetRenderQueue())),
m_GBufferSize(0U)
{
m_depthStencilBuffer = NzRenderBuffer::New();
for (unsigned int i = 0; i < 2; ++i)
m_workTextures[i] = NzTexture::New();
for (unsigned int i = 0; i < 3; ++i)
m_GBuffer[i] = NzTexture::New();
try
{
NzErrorFlags errFlags(nzErrorFlag_ThrowException);
ResetPass(nzRenderPassType_Final, 0);
ResetPass(nzRenderPassType_Geometry, 0);
ResetPass(nzRenderPassType_Lighting, 0);
}
catch (const std::exception& e)
{
NzErrorFlags errFlags(nzErrorFlag_ThrowExceptionDisabled);
NazaraError("Failed to add geometry and/or phong lighting pass: " + NzString(e.what()));
throw;
}
try
{
NzErrorFlags errFlags(nzErrorFlag_ThrowException);
ResetPass(nzRenderPassType_AA, 0);
}
catch (const std::exception& e)
{
NazaraWarning("Failed to add FXAA pass: " + NzString(e.what()));
}
try
{
NzErrorFlags errFlags(nzErrorFlag_ThrowException);
ResetPass(nzRenderPassType_Bloom, 0);
}
catch (const std::exception& e)
{
NazaraWarning("Failed to add bloom pass: " + NzString(e.what()));
}
try
{
NzErrorFlags errFlags(nzErrorFlag_ThrowException);
NzDeferredRenderPass* dofPass = ResetPass(nzRenderPassType_DOF, 0);
dofPass->Enable(false);
}
catch (const std::exception& e)
{
NazaraWarning("Failed to add DOF pass: " + NzString(e.what()));
}
try
{
NzErrorFlags errFlags(nzErrorFlag_ThrowException);
NzDeferredRenderPass* fogPass = ResetPass(nzRenderPassType_Fog, 0);
fogPass->Enable(false);
}
catch (const std::exception& e)
{
NazaraWarning("Failed to add fog pass: " + NzString(e.what()));
}
try
{
NzErrorFlags errFlags(nzErrorFlag_ThrowException);
ResetPass(nzRenderPassType_Forward, 0);
}
catch (const std::exception& e)
{
NazaraWarning("Failed to add forward pass: " + NzString(e.what()));
}
try
{
NzErrorFlags errFlags(nzErrorFlag_ThrowException);
ResetPass(nzRenderPassType_SSAO, 0);
}
catch (const std::exception& e)
{
NazaraWarning("Failed to add SSAO pass: " + NzString(e.what()));
}
}
NzDeferredRenderTechnique::~NzDeferredRenderTechnique() = default;
bool NzDeferredRenderTechnique::Draw(const NzSceneData& sceneData) const
{
NazaraAssert(sceneData.viewer, "Invalid viewer");
NzRecti viewerViewport = sceneData.viewer->GetViewport();
NzVector2ui viewportDimensions(viewerViewport.width, viewerViewport.height);
if (viewportDimensions != m_GBufferSize)
{
if (!Resize(viewportDimensions))
{
NazaraError("Failed to update RTT");
return false;
}
}
unsigned int sceneTexture = 0;
unsigned int workTexture = 1;
for (auto& passIt : m_passes)
{
for (auto& passIt2 : passIt.second)
{
const NzDeferredRenderPass* pass = passIt2.second.get();
if (pass->IsEnabled())
{
if (pass->Process(sceneData, workTexture, sceneTexture))
std::swap(workTexture, sceneTexture);
}
}
}
return true;
}
void NzDeferredRenderTechnique::EnablePass(nzRenderPassType renderPass, int position, bool enable)
{
auto it = m_passes.find(renderPass);
if (it != m_passes.end())
{
auto it2 = it->second.find(position);
if (it2 != it->second.end())
it2->second->Enable(enable);
}
}
NzRenderBuffer* NzDeferredRenderTechnique::GetDepthStencilBuffer() const
{
return m_depthStencilBuffer;
}
NzTexture* NzDeferredRenderTechnique::GetGBuffer(unsigned int i) const
{
#if NAZARA_GRAPHICS_SAFE
if (i >= 3)
{
NazaraError("GBuffer texture index out of range (" + NzString::Number(i) + " >= 3)");
return nullptr;
}
#endif
return m_GBuffer[i];
}
NzRenderTexture* NzDeferredRenderTechnique::GetGBufferRTT() const
{
return &m_GBufferRTT;
}
const NzForwardRenderTechnique* NzDeferredRenderTechnique::GetForwardTechnique() const
{
return &m_forwardTechnique;
}
NzDeferredRenderPass* NzDeferredRenderTechnique::GetPass(nzRenderPassType renderPass, int position)
{
auto it = m_passes.find(renderPass);
if (it != m_passes.end())
{
auto it2 = it->second.find(position);
if (it2 != it->second.end())
return it2->second.get();
}
return nullptr;
}
NzAbstractRenderQueue* NzDeferredRenderTechnique::GetRenderQueue()
{
return &m_renderQueue;
}
nzRenderTechniqueType NzDeferredRenderTechnique::GetType() const
{
return nzRenderTechniqueType_DeferredShading;
}
NzRenderTexture* NzDeferredRenderTechnique::GetWorkRTT() const
{
return &m_workRTT;
}
NzTexture* NzDeferredRenderTechnique::GetWorkTexture(unsigned int i) const
{
#if NAZARA_GRAPHICS_SAFE
if (i >= 2)
{
NazaraError("Work texture index out of range (" + NzString::Number(i) + " >= 2)");
return nullptr;
}
#endif
return m_workTextures[i];
}
bool NzDeferredRenderTechnique::IsPassEnabled(nzRenderPassType renderPass, int position)
{
auto it = m_passes.find(renderPass);
if (it != m_passes.end())
{
auto it2 = it->second.find(position);
if (it2 != it->second.end())
return it2->second->IsEnabled();
}
return false;
}
NzDeferredRenderPass* NzDeferredRenderTechnique::ResetPass(nzRenderPassType renderPass, int position)
{
std::unique_ptr<NzDeferredRenderPass> smartPtr; // Nous évite un leak en cas d'exception
switch (renderPass)
{
case nzRenderPassType_AA:
smartPtr.reset(new NzDeferredFXAAPass);
break;
case nzRenderPassType_Bloom:
smartPtr.reset(new NzDeferredBloomPass);
break;
case nzRenderPassType_DOF:
smartPtr.reset(new NzDeferredDOFPass);
break;
case nzRenderPassType_Final:
smartPtr.reset(new NzDeferredFinalPass);
break;
case nzRenderPassType_Fog:
smartPtr.reset(new NzDeferredFogPass);
break;
case nzRenderPassType_Forward:
smartPtr.reset(new NzDeferredForwardPass);
break;
case nzRenderPassType_Geometry:
smartPtr.reset(new NzDeferredGeometryPass);
break;
case nzRenderPassType_Lighting:
smartPtr.reset(new NzDeferredPhongLightingPass);
break;
case nzRenderPassType_SSAO:
//smartPtr.reset(new NzDeferredSSAOPass);
break;
}
NzDeferredRenderPass* oldPass = GetPass(renderPass, position);
if (oldPass && !oldPass->IsEnabled())
smartPtr->Enable(false);
SetPass(renderPass, position, smartPtr.get());
return smartPtr.release();
}
void NzDeferredRenderTechnique::SetPass(nzRenderPassType relativeTo, int position, NzDeferredRenderPass* pass)
{
if (pass)
{
pass->Initialize(this);
if (m_GBufferSize != NzVector2ui(0U))
pass->Resize(m_GBufferSize);
m_passes[relativeTo][position].reset(pass);
}
else
m_passes[relativeTo].erase(position);
}
bool NzDeferredRenderTechnique::IsSupported()
{
// On ne va pas s'embêter à écrire un Deferred Renderer qui ne passe pas par le MRT, ce serait trop lent pour servir...
return NzOpenGL::GetGLSLVersion() >= 140 && // On ne va pas s'embêter non plus avec le mode de compatibilité
NzRenderer::HasCapability(nzRendererCap_RenderTexture) &&
NzRenderer::HasCapability(nzRendererCap_MultipleRenderTargets) &&
NzRenderer::GetMaxColorAttachments() >= 4 &&
NzRenderer::GetMaxRenderTargets() >= 4;
}
bool NzDeferredRenderTechnique::Resize(const NzVector2ui& dimensions) const
{
try
{
NzErrorFlags errFlags(nzErrorFlag_ThrowException);
for (auto& passIt : m_passes)
for (auto& passIt2 : passIt.second)
passIt2.second->Resize(dimensions);
m_GBufferSize = dimensions;
return true;
}
catch (const std::exception& e)
{
NazaraError("Failed to create work RTT/G-Buffer: " + NzString(e.what()));
return false;
}
}
bool NzDeferredRenderTechnique::Initialize()
{
const char vertexSource_Basic[] =
"#version 140\n"
"in vec3 VertexPosition;\n"
"uniform mat4 WorldViewProjMatrix;\n"
"void main()\n"
"{\n"
"gl_Position = WorldViewProjMatrix * vec4(VertexPosition, 1.0);\n"
"}\n";
const char vertexSource_PostProcess[] =
"#version 140\n"
"in vec3 VertexPosition;\n"
"void main()\n"
"{\n"
"gl_Position = vec4(VertexPosition, 1.0);"
"}\n";
NzShaderStage basicVertexStage(nzShaderStage_Vertex);
if (!basicVertexStage.IsValid())
{
NazaraError("Failed to create basic vertex shader");
return false;
}
basicVertexStage.SetSource(vertexSource_Basic, sizeof(vertexSource_Basic));
if (!basicVertexStage.Compile())
{
NazaraError("Failed to compile basic vertex shader");
return false;
}
NzShaderStage ppVertexStage(nzShaderStage_Vertex);
if (!ppVertexStage.IsValid())
{
NazaraError("Failed to create vertex shader");
return false;
}
ppVertexStage.SetSource(vertexSource_PostProcess, sizeof(vertexSource_PostProcess));
if (!ppVertexStage.Compile())
{
NazaraError("Failed to compile vertex shader");
return false;
}
NzString error;
NzShader* shader;
// Shaders critiques (Nécessaires pour le Deferred Shading minimal)
shader = RegisterDeferredShader("DeferredGBufferClear", r_fragmentSource_GBufferClear, sizeof(r_fragmentSource_GBufferClear), ppVertexStage, &error);
if (!shader)
{
NazaraError("Failed to register critical shader: " + error);
return false;
}
shader = RegisterDeferredShader("DeferredDirectionnalLight", r_fragmentSource_DirectionalLight, sizeof(r_fragmentSource_DirectionalLight), ppVertexStage, &error);
if (!shader)
{
NazaraError("Failed to register critical shader: " + error);
return false;
}
shader->SendInteger(shader->GetUniformLocation("GBuffer0"), 0);
shader->SendInteger(shader->GetUniformLocation("GBuffer1"), 1);
shader->SendInteger(shader->GetUniformLocation("GBuffer2"), 2);
shader = RegisterDeferredShader("DeferredPointSpotLight", r_fragmentSource_PointSpotLight, sizeof(r_fragmentSource_PointSpotLight), basicVertexStage, &error);
if (!shader)
{
NazaraError("Failed to register critical shader: " + error);
return false;
}
shader->SendInteger(shader->GetUniformLocation("GBuffer0"), 0);
shader->SendInteger(shader->GetUniformLocation("GBuffer1"), 1);
shader->SendInteger(shader->GetUniformLocation("GBuffer2"), 2);
// Shaders optionnels (S'ils ne sont pas présents, le rendu minimal sera quand même assuré)
shader = RegisterDeferredShader("DeferredBloomBright", r_fragmentSource_BloomBright, sizeof(r_fragmentSource_BloomBright), ppVertexStage, &error);
if (shader)
shader->SendInteger(shader->GetUniformLocation("ColorTexture"), 0);
else
{
NazaraWarning("Failed to register bloom (bright pass) shader, certain features will not work: " + error);
}
shader = RegisterDeferredShader("DeferredBloomFinal", r_fragmentSource_BloomFinal, sizeof(r_fragmentSource_BloomFinal), ppVertexStage, &error);
if (shader)
{
shader->SendInteger(shader->GetUniformLocation("ColorTexture"), 0);
shader->SendInteger(shader->GetUniformLocation("BloomTexture"), 1);
}
else
{
NazaraWarning("Failed to register bloom (final pass) shader, certain features will not work: " + error);
}
shader = RegisterDeferredShader("DeferredFXAA", r_fragmentSource_FXAA, sizeof(r_fragmentSource_FXAA), ppVertexStage, &error);
if (shader)
shader->SendInteger(shader->GetUniformLocation("ColorTexture"), 0);
else
{
NazaraWarning("Failed to register FXAA shader, certain features will not work: " + error);
}
shader = RegisterDeferredShader("DeferredGaussianBlur", r_fragmentSource_GaussianBlur, sizeof(r_fragmentSource_GaussianBlur), ppVertexStage, &error);
if (shader)
shader->SendInteger(shader->GetUniformLocation("ColorTexture"), 0);
else
{
NazaraWarning("Failed to register gaussian blur shader, certain features will not work: " + error);
}
return true;
}
void NzDeferredRenderTechnique::Uninitialize()
{
NzShaderLibrary::Unregister("DeferredGBufferClear");
NzShaderLibrary::Unregister("DeferredDirectionnalLight");
NzShaderLibrary::Unregister("DeferredPointSpotLight");
NzShaderLibrary::Unregister("DeferredBloomBright");
NzShaderLibrary::Unregister("DeferredBloomFinal");
NzShaderLibrary::Unregister("DeferredFXAA");
NzShaderLibrary::Unregister("DeferredGaussianBlur");
}
bool NzDeferredRenderTechnique::RenderPassComparator::operator()(nzRenderPassType pass1, nzRenderPassType pass2)
{
return RenderPassPriority[pass1] < RenderPassPriority[pass2];
}