NazaraEngine/src/Nazara/Graphics/ForwardFramePipeline.cpp

854 lines
28 KiB
C++

// Copyright (C) 2022 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
// 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/ForwardFramePipeline.hpp>
#include <Nazara/Core/StackArray.hpp>
#include <Nazara/Graphics/AbstractViewer.hpp>
#include <Nazara/Graphics/FrameGraph.hpp>
#include <Nazara/Graphics/Graphics.hpp>
#include <Nazara/Graphics/InstancedRenderable.hpp>
#include <Nazara/Graphics/Material.hpp>
#include <Nazara/Graphics/PointLight.hpp>
#include <Nazara/Graphics/PredefinedShaderStructs.hpp>
#include <Nazara/Graphics/RenderElement.hpp>
#include <Nazara/Graphics/SpriteChainRenderer.hpp>
#include <Nazara/Graphics/SubmeshRenderer.hpp>
#include <Nazara/Graphics/ViewerInstance.hpp>
#include <Nazara/Graphics/WorldInstance.hpp>
#include <Nazara/Math/Angle.hpp>
#include <Nazara/Math/Frustum.hpp>
#include <Nazara/Renderer/CommandBufferBuilder.hpp>
#include <Nazara/Renderer/Framebuffer.hpp>
#include <Nazara/Renderer/RenderFrame.hpp>
#include <Nazara/Renderer/RenderTarget.hpp>
#include <Nazara/Renderer/UploadPool.hpp>
#include <array>
#include <Nazara/Graphics/Debug.hpp>
namespace Nz
{
ForwardFramePipeline::ForwardFramePipeline() :
m_rebuildFrameGraph(true)
{
auto& passRegistry = Graphics::Instance()->GetMaterialPassRegistry();
m_depthPassIndex = passRegistry.GetPassIndex("DepthPass");
m_forwardPassIndex = passRegistry.GetPassIndex("ForwardPass");
m_elementRenderers.resize(BasicRenderElementCount);
m_elementRenderers[UnderlyingCast(BasicRenderElement::SpriteChain)] = std::make_unique<SpriteChainRenderer>(*Graphics::Instance()->GetRenderDevice());
m_elementRenderers[UnderlyingCast(BasicRenderElement::Submesh)] = std::make_unique<SubmeshRenderer>();
m_lightUboPool = std::make_shared<LightUboPool>();
}
void ForwardFramePipeline::InvalidateViewer(AbstractViewer* viewerInstance)
{
m_invalidatedViewerInstances.insert(viewerInstance);
}
void ForwardFramePipeline::InvalidateWorldInstance(WorldInstance* worldInstance)
{
m_invalidatedWorldInstances.insert(worldInstance);
}
void ForwardFramePipeline::RegisterInstancedDrawable(WorldInstancePtr worldInstance, const InstancedRenderable* instancedRenderable, UInt32 renderMask)
{
m_removedWorldInstances.erase(worldInstance);
auto& renderableMap = m_renderables[worldInstance];
if (renderableMap.empty())
InvalidateWorldInstance(worldInstance.get());
if (auto it = renderableMap.find(instancedRenderable); it == renderableMap.end())
{
auto& renderableData = renderableMap.emplace(instancedRenderable, RenderableData{}).first->second;
renderableData.renderMask = renderMask;
renderableData.onElementInvalidated.Connect(instancedRenderable->OnElementInvalidated, [this](InstancedRenderable* /*instancedRenderable*/)
{
// TODO: Invalidate only relevant viewers
for (auto&& [viewer, viewerData] : m_viewers)
{
viewerData.rebuildDepthPrepass = true;
viewerData.rebuildForwardPass = true;
viewerData.prepare = true;
}
});
renderableData.onMaterialInvalidated.Connect(instancedRenderable->OnMaterialInvalidated, [this](InstancedRenderable* instancedRenderable, std::size_t materialIndex, const std::shared_ptr<Material>& newMaterial)
{
if (newMaterial)
{
if (const auto& pass = newMaterial->GetPass(m_depthPassIndex))
RegisterMaterialPass(pass.get());
if (const auto& pass = newMaterial->GetPass(m_forwardPassIndex))
RegisterMaterialPass(pass.get());
}
const auto& prevMaterial = instancedRenderable->GetMaterial(materialIndex);
if (prevMaterial)
{
if (const auto& pass = prevMaterial->GetPass(m_depthPassIndex))
UnregisterMaterialPass(pass.get());
if (const auto& pass = prevMaterial->GetPass(m_forwardPassIndex))
UnregisterMaterialPass(pass.get());
}
// TODO: Invalidate only relevant viewers
for (auto&& [viewer, viewerData] : m_viewers)
{
viewerData.rebuildDepthPrepass = true;
viewerData.rebuildForwardPass = true;
viewerData.prepare = true;
}
});
std::size_t matCount = instancedRenderable->GetMaterialCount();
for (std::size_t i = 0; i < matCount; ++i)
{
if (Material* mat = instancedRenderable->GetMaterial(i).get())
{
if (const auto& pass = mat->GetPass(m_depthPassIndex))
RegisterMaterialPass(pass.get());
if (const auto& pass = mat->GetPass(m_forwardPassIndex))
RegisterMaterialPass(pass.get());
}
}
for (auto&& [viewer, viewerData] : m_viewers)
{
if (viewer->GetRenderMask() & renderMask)
{
viewerData.rebuildDepthPrepass = true;
viewerData.rebuildForwardPass = true;
viewerData.prepare = true;
}
}
}
}
void ForwardFramePipeline::RegisterLight(std::shared_ptr<Light> light, UInt32 renderMask)
{
auto& lightData = m_lights[light.get()];
lightData.light = std::move(light);
lightData.renderMask = renderMask;
lightData.onLightInvalidated.Connect(lightData.light->OnLightDataInvalided, [this](Light*)
{
for (auto&& [viewer, viewerData] : m_viewers)
{
viewerData.rebuildForwardPass = true;
viewerData.prepare = true;
}
});
}
void ForwardFramePipeline::RegisterViewer(AbstractViewer* viewerInstance, Int32 renderOrder)
{
auto& viewerData = m_viewers.emplace(viewerInstance, ViewerData{}).first->second;
viewerData.renderOrder = renderOrder;
m_invalidatedViewerInstances.insert(viewerInstance);
m_rebuildFrameGraph = true;
}
void ForwardFramePipeline::Render(RenderFrame& renderFrame)
{
m_currentRenderFrame = &renderFrame;
Graphics* graphics = Graphics::Instance();
renderFrame.PushForRelease(std::move(m_removedWorldInstances));
m_removedWorldInstances.clear();
if (m_rebuildFrameGraph)
{
renderFrame.PushForRelease(std::move(m_bakedFrameGraph));
m_bakedFrameGraph = BuildFrameGraph();
}
// Update UBOs and materials
UploadPool& uploadPool = renderFrame.GetUploadPool();
renderFrame.Execute([&](CommandBufferBuilder& builder)
{
builder.BeginDebugRegion("UBO Update", Color::Yellow);
{
builder.PreTransferBarrier();
for (AbstractViewer* viewer : m_invalidatedViewerInstances)
viewer->GetViewerInstance().UpdateBuffers(uploadPool, builder);
m_invalidatedViewerInstances.clear();
for (WorldInstance* worldInstance : m_invalidatedWorldInstances)
worldInstance->UpdateBuffers(uploadPool, builder);
m_invalidatedWorldInstances.clear();
for (MaterialPass* material : m_invalidatedMaterials)
{
if (material->Update(renderFrame, builder))
{
for (auto&& [viewer, viewerData] : m_viewers)
{
viewerData.rebuildDepthPrepass = true;
viewerData.rebuildForwardPass = true;
viewerData.prepare = true;
}
}
}
m_invalidatedMaterials.clear();
builder.PostTransferBarrier();
}
builder.EndDebugRegion();
}, QueueType::Transfer);
auto CombineHash = [](std::size_t currentHash, std::size_t newHash)
{
return currentHash * 23 + newHash;
};
PredefinedLightData lightOffsets = PredefinedLightData::GetOffsets();
std::size_t lightUboAlignedSize = Align(lightOffsets.totalSize, graphics->GetRenderDevice()->GetDeviceInfo().limits.minUniformBufferOffsetAlignment);
// Render queues handling
for (auto&& [viewer, data] : m_viewers)
{
auto& viewerData = data;
UInt32 renderMask = viewer->GetRenderMask();
// Frustum culling
const Matrix4f& viewProjMatrix = viewer->GetViewerInstance().GetViewProjMatrix();
Frustumf frustum = Frustumf::Extract(viewProjMatrix);
std::size_t visibilityHash = 5U;
m_visibleRenderables.clear();
for (const auto& [worldInstance, renderables] : m_renderables)
{
bool isInstanceVisible = false;
for (const auto& [renderable, renderableData] : renderables)
{
if ((renderMask & renderableData.renderMask) == 0)
continue;
// Get global AABB
BoundingVolumef boundingVolume(renderable->GetAABB());
boundingVolume.Update(worldInstance->GetWorldMatrix());
if (!frustum.Contains(boundingVolume.aabb))
continue;
auto& visibleRenderable = m_visibleRenderables.emplace_back();
visibleRenderable.instancedRenderable = renderable;
visibleRenderable.worldInstance = worldInstance.get();
isInstanceVisible = true;
visibilityHash = CombineHash(visibilityHash, std::hash<const void*>()(renderable));
}
if (isInstanceVisible)
visibilityHash = CombineHash(visibilityHash, std::hash<const void*>()(worldInstance.get()));
}
if (viewerData.visibilityHash != visibilityHash)
{
viewerData.rebuildDepthPrepass = true;
viewerData.rebuildForwardPass = true;
viewerData.prepare = true;
viewerData.visibilityHash = visibilityHash;
}
if (viewerData.rebuildDepthPrepass)
{
renderFrame.PushForRelease(std::move(viewerData.depthPrepassRenderElements));
viewerData.depthPrepassRenderElements.clear();
for (const auto& renderableData : m_visibleRenderables)
renderableData.instancedRenderable->BuildElement(m_depthPassIndex, *renderableData.worldInstance, viewerData.depthPrepassRenderElements);
viewerData.depthPrepassRegistry.Clear();
viewerData.depthPrepassRenderQueue.Clear();
for (const auto& renderElement : viewerData.depthPrepassRenderElements)
{
renderElement->Register(viewerData.depthPrepassRegistry);
viewerData.depthPrepassRenderQueue.Insert(renderElement.get());
}
viewerData.depthPrepassRegistry.Finalize();
}
viewerData.depthPrepassRenderQueue.Sort([&](const RenderElement* element)
{
return element->ComputeSortingScore(frustum, viewerData.depthPrepassRegistry);
});
if (viewerData.rebuildForwardPass)
{
renderFrame.PushForRelease(std::move(viewerData.forwardRenderElements));
viewerData.forwardRenderElements.clear();
viewerData.forwardRegistry.Clear();
viewerData.forwardRenderQueue.Clear();
viewerData.lightBufferPerLights.clear();
viewerData.lightPerRenderElement.clear();
for (auto& lightDataUbo : m_lightDataBuffers)
{
renderFrame.PushReleaseCallback([pool = m_lightUboPool, lightUbo = std::move(lightDataUbo.renderBuffer)]()
{
pool->lightUboBuffers.push_back(std::move(lightUbo));
});
}
m_lightDataBuffers.clear();
for (const auto& renderableData : m_visibleRenderables)
{
BoundingVolumef renderableBoundingVolume(renderableData.instancedRenderable->GetAABB());
renderableBoundingVolume.Update(renderableData.worldInstance->GetWorldMatrix());
// Select lights (TODO: Cull lights in frustum)
m_visibleLights.clear();
for (auto&& [light, lightData] : m_lights)
{
const BoundingVolumef& boundingVolume = light->GetBoundingVolume();
if ((renderMask & lightData.renderMask) && boundingVolume.Intersect(renderableBoundingVolume.aabb))
m_visibleLights.push_back(light);
}
// Sort lights
std::sort(m_visibleLights.begin(), m_visibleLights.end(), [&](Light* lhs, Light* rhs)
{
return lhs->ComputeContributionScore(renderableBoundingVolume) < rhs->ComputeContributionScore(renderableBoundingVolume);
});
std::size_t lightCount = std::min(m_visibleLights.size(), MaxLightCountPerDraw);
LightKey lightKey;
lightKey.fill(nullptr);
for (std::size_t i = 0; i < lightCount; ++i)
lightKey[i] = m_visibleLights[i];
RenderBufferView lightUboView;
auto it = viewerData.lightBufferPerLights.find(lightKey);
if (it == viewerData.lightBufferPerLights.end())
{
// Prepare light ubo upload
// Find light ubo
LightDataUbo* targetLightData = nullptr;
for (auto& lightUboData : m_lightDataBuffers)
{
if (lightUboData.offset + lightUboAlignedSize <= lightUboData.renderBuffer->GetSize())
{
targetLightData = &lightUboData;
break;
}
}
if (!targetLightData)
{
// Make a new light UBO
auto& lightUboData = m_lightDataBuffers.emplace_back();
// Reuse from pool if possible
if (!m_lightUboPool->lightUboBuffers.empty())
{
lightUboData.renderBuffer = m_lightUboPool->lightUboBuffers.back();
m_lightUboPool->lightUboBuffers.pop_back();
}
else
lightUboData.renderBuffer = graphics->GetRenderDevice()->InstantiateBuffer(BufferType::Uniform, 256 * lightUboAlignedSize, BufferUsage::DeviceLocal | BufferUsage::Dynamic | BufferUsage::Write);
targetLightData = &lightUboData;
}
assert(targetLightData);
if (!targetLightData->allocation)
targetLightData->allocation = &uploadPool.Allocate(targetLightData->renderBuffer->GetSize());
void* lightDataPtr = static_cast<UInt8*>(targetLightData->allocation->mappedPtr) + targetLightData->offset;
AccessByOffset<UInt32&>(lightDataPtr, lightOffsets.lightCountOffset) = SafeCast<UInt32>(lightCount);
UInt8* lightPtr = static_cast<UInt8*>(lightDataPtr) + lightOffsets.lightsOffset;
for (std::size_t i = 0; i < lightCount; ++i)
{
m_visibleLights[i]->FillLightData(lightPtr);
lightPtr += lightOffsets.lightSize;
}
// Associate render element with light ubo
lightUboView = RenderBufferView(targetLightData->renderBuffer.get(), targetLightData->offset, lightUboAlignedSize);
targetLightData->offset += lightUboAlignedSize;
viewerData.lightBufferPerLights.emplace(lightKey, lightUboView);
}
else
lightUboView = it->second;
std::size_t previousCount = viewerData.forwardRenderElements.size();
renderableData.instancedRenderable->BuildElement(m_forwardPassIndex, *renderableData.worldInstance, viewerData.forwardRenderElements);
for (std::size_t i = previousCount; i < viewerData.forwardRenderElements.size(); ++i)
{
const RenderElement* element = viewerData.forwardRenderElements[i].get();
viewerData.lightPerRenderElement.emplace(element, lightUboView);
}
}
for (const auto& renderElement : viewerData.forwardRenderElements)
{
renderElement->Register(viewerData.forwardRegistry);
viewerData.forwardRenderQueue.Insert(renderElement.get());
}
viewerData.forwardRegistry.Finalize();
renderFrame.Execute([&](CommandBufferBuilder& builder)
{
builder.BeginDebugRegion("Light UBO Update", Color::Yellow);
{
for (auto& lightUboData : m_lightDataBuffers)
{
if (!lightUboData.allocation)
continue;
builder.CopyBuffer(*lightUboData.allocation, RenderBufferView(lightUboData.renderBuffer.get(), 0, lightUboData.offset));
}
builder.PostTransferBarrier();
}
builder.EndDebugRegion();
}, QueueType::Transfer);
}
viewerData.forwardRenderQueue.Sort([&](const RenderElement* element)
{
return element->ComputeSortingScore(frustum, viewerData.forwardRegistry);
});
}
for (auto&& [viewer, viewerData] : m_viewers)
{
if (!viewerData.prepare)
continue;
for (std::size_t i = 0; i < m_elementRenderers.size(); ++i)
{
auto& elementRendererPtr = m_elementRenderers[i];
if (i >= viewerData.elementRendererData.size() || !viewerData.elementRendererData[i])
{
if (i >= viewerData.elementRendererData.size())
viewerData.elementRendererData.resize(i + 1);
viewerData.elementRendererData[i] = elementRendererPtr->InstanciateData();
}
if (elementRendererPtr)
elementRendererPtr->Reset(*viewerData.elementRendererData[i], renderFrame);
}
auto& rendererData = viewerData.elementRendererData;
const auto& viewerInstance = viewer->GetViewerInstance();
ProcessRenderQueue(viewerData.depthPrepassRenderQueue, [&](std::size_t elementType, const Pointer<const RenderElement>* elements, std::size_t elementCount)
{
ElementRenderer& elementRenderer = *m_elementRenderers[elementType];
m_renderStates.clear();
m_renderStates.resize(elementCount);
elementRenderer.Prepare(viewerInstance, *rendererData[elementType], renderFrame, elementCount, elements, m_renderStates.data());
});
for (std::size_t i = 0; i < m_elementRenderers.size(); ++i)
m_elementRenderers[i]->PrepareEnd(renderFrame, *rendererData[i]);
auto& lightPerRenderElement = viewerData.lightPerRenderElement;
ProcessRenderQueue(viewerData.forwardRenderQueue, [&](std::size_t elementType, const Pointer<const RenderElement>* elements, std::size_t elementCount)
{
ElementRenderer& elementRenderer = *m_elementRenderers[elementType];
m_renderStates.clear();
m_renderStates.reserve(elementCount);
for (std::size_t i = 0; i < elementCount; ++i)
{
auto it = lightPerRenderElement.find(elements[i]);
assert(it != lightPerRenderElement.end());
auto& renderStates = m_renderStates.emplace_back();
renderStates.lightData = it->second;
}
elementRenderer.Prepare(viewerInstance, *rendererData[elementType], renderFrame, elementCount, elements, m_renderStates.data());
});
for (std::size_t i = 0; i < m_elementRenderers.size(); ++i)
m_elementRenderers[i]->PrepareEnd(renderFrame, *rendererData[i]);
}
if (m_bakedFrameGraph.Resize(renderFrame))
{
const std::shared_ptr<TextureSampler>& sampler = graphics->GetSamplerCache().Get({});
for (auto&& [_, viewerData] : m_viewers)
{
if (viewerData.blitShaderBinding)
renderFrame.PushForRelease(std::move(viewerData.blitShaderBinding));
viewerData.blitShaderBinding = graphics->GetBlitPipelineLayout()->AllocateShaderBinding(0);
viewerData.blitShaderBinding->Update({
{
0,
ShaderBinding::TextureBinding {
m_bakedFrameGraph.GetAttachmentTexture(viewerData.colorAttachment).get(),
sampler.get()
}
}
});
}
for (auto&& [_, renderTargetData] : m_renderTargets)
{
if (renderTargetData.blitShaderBinding)
renderFrame.PushForRelease(std::move(renderTargetData.blitShaderBinding));
renderTargetData.blitShaderBinding = graphics->GetBlitPipelineLayout()->AllocateShaderBinding(0);
renderTargetData.blitShaderBinding->Update({
{
0,
ShaderBinding::TextureBinding {
m_bakedFrameGraph.GetAttachmentTexture(renderTargetData.finalAttachment).get(),
sampler.get()
}
}
});
}
}
m_bakedFrameGraph.Execute(renderFrame);
m_rebuildFrameGraph = false;
for (auto&& [viewer, viewerData] : m_viewers)
{
viewerData.rebuildForwardPass = false;
viewerData.rebuildDepthPrepass = false;
viewerData.prepare = false;
}
const Vector2ui& frameSize = renderFrame.GetSize();
for (auto&& [renderTargetPtr, renderTargetData] : m_renderTargets)
{
Recti renderRegion(0, 0, frameSize.x, frameSize.y);
const RenderTarget& renderTarget = *renderTargetPtr;
const auto& data = renderTargetData;
renderFrame.Execute([&](CommandBufferBuilder& builder)
{
const std::shared_ptr<Texture>& sourceTexture = m_bakedFrameGraph.GetAttachmentTexture(data.finalAttachment);
builder.TextureBarrier(PipelineStage::ColorOutput, PipelineStage::FragmentShader, MemoryAccess::ColorWrite, MemoryAccess::ShaderRead, TextureLayout::ColorOutput, TextureLayout::ColorInput, *sourceTexture);
std::array<CommandBufferBuilder::ClearValues, 2> clearValues;
clearValues[0].color = Color::Black;
clearValues[1].depth = 1.f;
clearValues[1].stencil = 0;
builder.BeginRenderPass(renderTarget.GetFramebuffer(renderFrame.GetFramebufferIndex()), renderTarget.GetRenderPass(), renderRegion, { clearValues[0], clearValues[1] });
{
builder.BeginDebugRegion("Main window rendering", Color::Green);
{
builder.SetScissor(renderRegion);
builder.SetViewport(renderRegion);
builder.BindPipeline(*graphics->GetBlitPipeline(false));
builder.BindVertexBuffer(0, *graphics->GetFullscreenVertexBuffer());
builder.BindShaderBinding(0, *data.blitShaderBinding);
builder.Draw(3);
}
builder.EndDebugRegion();
}
builder.EndRenderPass();
}, QueueType::Graphics);
}
}
void ForwardFramePipeline::UnregisterInstancedDrawable(const WorldInstancePtr& worldInstance, const InstancedRenderable* instancedRenderable)
{
auto instanceIt = m_renderables.find(worldInstance);
if (instanceIt == m_renderables.end())
return;
auto& instancedRenderables = instanceIt->second;
auto renderableIt = instancedRenderables.find(instancedRenderable);
if (renderableIt == instancedRenderables.end())
return;
if (instancedRenderables.size() > 1)
instancedRenderables.erase(renderableIt);
else
{
m_removedWorldInstances.insert(worldInstance);
m_renderables.erase(instanceIt);
}
std::size_t matCount = instancedRenderable->GetMaterialCount();
for (std::size_t i = 0; i < matCount; ++i)
{
if (const auto& pass = instancedRenderable->GetMaterial(i)->GetPass(m_depthPassIndex))
UnregisterMaterialPass(pass.get());
if (const auto& pass = instancedRenderable->GetMaterial(i)->GetPass(m_forwardPassIndex))
UnregisterMaterialPass(pass.get());
}
for (auto&& [viewer, viewerData] : m_viewers)
{
viewerData.rebuildDepthPrepass = true;
viewerData.rebuildForwardPass = true;
viewerData.prepare = true;
}
}
void ForwardFramePipeline::UnregisterLight(Light* light)
{
m_lights.erase(light);
for (auto&& [viewer, viewerData] : m_viewers)
{
viewerData.rebuildForwardPass = true;
viewerData.prepare = true;
}
}
void ForwardFramePipeline::UnregisterViewer(AbstractViewer* viewerInstance)
{
m_viewers.erase(viewerInstance);
m_rebuildFrameGraph = true;
}
BakedFrameGraph ForwardFramePipeline::BuildFrameGraph()
{
FrameGraph frameGraph;
for (auto&& [viewer, viewerData] : m_viewers)
{
viewerData.colorAttachment = frameGraph.AddAttachment({
"Color",
PixelFormat::RGBA8
});
viewerData.depthStencilAttachment = frameGraph.AddAttachment({
"Depth-stencil buffer",
Graphics::Instance()->GetPreferredDepthStencilFormat()
});
}
for (auto&& [viewer, data] : m_viewers)
{
auto& viewerData = data;
FramePass& depthPrepass = frameGraph.AddPass("Depth pre-pass");
depthPrepass.SetDepthStencilOutput(viewerData.depthStencilAttachment);
depthPrepass.SetDepthStencilClear(1.f, 0);
depthPrepass.SetExecutionCallback([&]()
{
if (viewerData.rebuildDepthPrepass)
return FramePassExecution::UpdateAndExecute;
else
return FramePassExecution::Execute;
});
depthPrepass.SetCommandCallback([this, viewer = viewer, &viewerData](CommandBufferBuilder& builder, const Recti& /*renderRect*/)
{
Recti viewport = viewer->GetViewport();
builder.SetScissor(viewport);
builder.SetViewport(viewport);
const auto& viewerInstance = viewer->GetViewerInstance();
ProcessRenderQueue(viewerData.depthPrepassRenderQueue, [&](std::size_t elementType, const Pointer<const RenderElement>* elements, std::size_t elementCount)
{
ElementRenderer& elementRenderer = *m_elementRenderers[elementType];
elementRenderer.Render(viewerInstance, *viewerData.elementRendererData[elementType], builder, elementCount, elements);
});
});
FramePass& forwardPass = frameGraph.AddPass("Forward pass");
forwardPass.AddOutput(viewerData.colorAttachment);
forwardPass.SetDepthStencilInput(viewerData.depthStencilAttachment);
//forwardPass.SetDepthStencilOutput(viewerData.depthStencilAttachment);
forwardPass.SetClearColor(0, viewer->GetClearColor());
forwardPass.SetDepthStencilClear(1.f, 0);
forwardPass.SetExecutionCallback([&]()
{
if (viewerData.rebuildForwardPass)
return FramePassExecution::UpdateAndExecute;
else
return FramePassExecution::Execute;
});
forwardPass.SetCommandCallback([this, viewer = viewer, &viewerData](CommandBufferBuilder& builder, const Recti& /*renderRect*/)
{
Recti viewport = viewer->GetViewport();
builder.SetScissor(viewport);
builder.SetViewport(viewport);
const auto& viewerInstance = viewer->GetViewerInstance();
ProcessRenderQueue(viewerData.forwardRenderQueue, [&](std::size_t elementType, const Pointer<const RenderElement>* elements, std::size_t elementCount)
{
ElementRenderer& elementRenderer = *m_elementRenderers[elementType];
elementRenderer.Render(viewerInstance, *viewerData.elementRendererData[elementType], builder, elementCount, elements);
});
});
}
using ViewerPair = std::pair<const RenderTarget*, const ViewerData*>;
StackArray<ViewerPair> viewers = NazaraStackArray(ViewerPair, m_viewers.size());
auto viewerIt = viewers.begin();
for (auto&& [viewer, viewerData] : m_viewers)
{
const RenderTarget& renderTarget = viewer->GetRenderTarget();
*viewerIt++ = std::make_pair(&renderTarget, &viewerData);
}
std::sort(viewers.begin(), viewers.end(), [](const ViewerPair& lhs, const ViewerPair& rhs)
{
return lhs.second->renderOrder < rhs.second->renderOrder;
});
m_renderTargets.clear();
for (auto&& [renderTarget, viewerData] : viewers)
{
auto& renderTargetData = m_renderTargets[renderTarget];
renderTargetData.viewers.push_back(viewerData);
}
for (auto&& [renderTarget, renderTargetData] : m_renderTargets)
{
const auto& targetViewers = renderTargetData.viewers;
FramePass& forwardPass = frameGraph.AddPass("Merge pass");
renderTargetData.finalAttachment = frameGraph.AddAttachment({
"Viewer output",
PixelFormat::RGBA8
});
for (const ViewerData* viewerData : targetViewers)
forwardPass.AddInput(viewerData->colorAttachment);
forwardPass.AddOutput(renderTargetData.finalAttachment);
forwardPass.SetClearColor(0, Color::Black);
forwardPass.SetCommandCallback([this, &targetViewers](CommandBufferBuilder& builder, const Recti& renderRect)
{
builder.SetScissor(renderRect);
builder.SetViewport(renderRect);
Graphics* graphics = Graphics::Instance();
builder.BindPipeline(*graphics->GetBlitPipeline(false));
builder.BindVertexBuffer(0, *graphics->GetFullscreenVertexBuffer());
bool first = true;
for (const ViewerData* viewerData : targetViewers)
{
const ShaderBindingPtr& blitShaderBinding = viewerData->blitShaderBinding;
builder.BindShaderBinding(0, *blitShaderBinding);
builder.Draw(3);
if (first)
{
builder.BindPipeline(*graphics->GetBlitPipeline(true));
first = false;
}
}
});
frameGraph.AddBackbufferOutput(renderTargetData.finalAttachment);
}
return frameGraph.Bake();
}
void ForwardFramePipeline::RegisterMaterialPass(MaterialPass* material)
{
auto it = m_materials.find(material);
if (it == m_materials.end())
{
it = m_materials.emplace(material, MaterialData{}).first;
it->second.onMaterialInvalided.Connect(material->OnMaterialInvalidated, [this, material](const MaterialPass* /*material*/)
{
m_invalidatedMaterials.insert(material);
});
m_invalidatedMaterials.insert(material);
}
it->second.usedCount++;
}
template<typename F>
void ForwardFramePipeline::ProcessRenderQueue(const RenderQueue<RenderElement*>& renderQueue, F&& callback)
{
if (renderQueue.empty())
return;
auto it = renderQueue.begin();
auto itEnd = renderQueue.end();
while (it != itEnd)
{
const RenderElement* element = *it;
UInt8 elementType = element->GetElementType();
const Pointer<RenderElement>* first = it;
++it;
while (it != itEnd && (*it)->GetElementType() == elementType)
++it;
std::size_t count = it - first;
if (elementType >= m_elementRenderers.size() || !m_elementRenderers[elementType])
continue;
callback(elementType, first, count);
}
}
void ForwardFramePipeline::UnregisterMaterialPass(MaterialPass* material)
{
auto it = m_materials.find(material);
assert(it != m_materials.end());
MaterialData& materialData = it->second;
assert(materialData.usedCount > 0);
if (--materialData.usedCount == 0)
m_materials.erase(material);
}
}