NazaraEngine/src/Nazara/Renderer/DebugDrawer.cpp

235 lines
7.4 KiB
C++

// Copyright (C) 2024 Jérôme "SirLynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - Renderer module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Renderer/DebugDrawer.hpp>
#include <Nazara/Core/Joint.hpp>
#include <Nazara/Core/Skeleton.hpp>
#include <Nazara/Renderer/CommandBufferBuilder.hpp>
#include <Nazara/Renderer/RenderDevice.hpp>
#include <Nazara/Renderer/RenderPipeline.hpp>
#include <Nazara/Renderer/RenderPipelineLayout.hpp>
#include <Nazara/Renderer/RenderResources.hpp>
#include <NZSL/Serializer.hpp>
#include <NZSL/Ast/AstSerializer.hpp>
#include <NZSL/Math/FieldOffsets.hpp>
#include <Nazara/Renderer/Debug.hpp>
namespace Nz
{
namespace
{
const UInt8 r_debugDrawShader[] = {
#include <Nazara/Renderer/Resources/Shaders/DebugDraw.nzslb.h>
};
}
DebugDrawer::DebugDrawer(RenderDevice& renderDevice, std::size_t maxVertexPerDraw) :
m_vertexPerBlock(maxVertexPerDraw),
m_renderDevice(renderDevice),
m_viewerDataUpdated(false)
{
nzsl::Unserializer unserializer(r_debugDrawShader, sizeof(r_debugDrawShader));
nzsl::Ast::ModulePtr shaderModule = nzsl::Ast::UnserializeShader(unserializer);
auto debugDrawShader = m_renderDevice.InstantiateShaderModule(nzsl::ShaderStageType::Fragment | nzsl::ShaderStageType::Vertex, *shaderModule, {});
if (!debugDrawShader)
throw std::runtime_error("failed to instantiate debug draw shader");
RenderPipelineLayoutInfo layoutInfo;
layoutInfo.bindings.assign({
{
0, 0, 1,
ShaderBindingType::UniformBuffer,
nzsl::ShaderStageType::Vertex
}
});
m_renderPipelineLayout = m_renderDevice.InstantiateRenderPipelineLayout(std::move(layoutInfo));
if (!m_renderPipelineLayout)
throw std::runtime_error("failed to instantiate render pipeline layout");
RenderPipelineInfo pipelineInfo;
pipelineInfo.pipelineLayout = m_renderPipelineLayout;
pipelineInfo.shaderModules.push_back(std::move(debugDrawShader));
pipelineInfo.depthBuffer = true;
pipelineInfo.depthWrite = true;
pipelineInfo.blending = true;
pipelineInfo.blend.srcColor = BlendFunc::SrcAlpha;
pipelineInfo.blend.dstColor = BlendFunc::InvSrcAlpha;
pipelineInfo.primitiveMode = PrimitiveMode::LineList;
pipelineInfo.vertexBuffers.push_back({
0,
VertexDeclaration::Get(Nz::VertexLayout::XYZ_Color)
});
m_renderPipeline = m_renderDevice.InstantiateRenderPipeline(pipelineInfo);
m_dataPool = std::make_shared<DataPool>();
}
DebugDrawer::~DebugDrawer()
{
m_drawCalls.clear();
m_dataPool.reset();
m_currentViewerData = {};
}
void DebugDrawer::Draw(CommandBufferBuilder& builder)
{
if (m_drawCalls.empty())
return;
builder.BindRenderShaderBinding(0, *m_currentViewerData.binding);
builder.BindRenderPipeline(*m_renderPipeline);
for (auto& drawCall : m_drawCalls)
{
builder.BindVertexBuffer(0, *drawCall.vertexBuffer);
builder.Draw(SafeCaster(drawCall.vertexCount));
}
}
void DebugDrawer::DrawSkeleton(const Skeleton& skeleton, const Color& color)
{
std::size_t jointCount = skeleton.GetJointCount();
for (std::size_t i = 0; i < jointCount; ++i)
{
const Joint* joint = skeleton.GetJoint(i);
const Node* parent = joint->GetParent();
if (parent)
DrawLine(joint->GetGlobalPosition(), parent->GetGlobalPosition(), color);
}
}
void DebugDrawer::Prepare(RenderResources& renderResources)
{
UploadPool& uploadPool = renderResources.GetUploadPool();
if (!m_lineVertices.empty())
{
std::size_t vertexCount = m_lineVertices.size();
m_drawCalls.clear();
m_drawCalls.reserve(vertexCount / m_vertexPerBlock + 1);
m_pendingUploads.clear();
m_pendingUploads.reserve(vertexCount / m_vertexPerBlock + 1);
// Handle vertex buffers
const VertexStruct_XYZ_Color* lineVertices = m_lineVertices.data();
while (vertexCount > 0)
{
auto& drawCall = m_drawCalls.emplace_back();
// Try to reuse vertex buffers from pool if any
if (!m_dataPool->vertexBuffers.empty())
{
drawCall.vertexBuffer = std::move(m_dataPool->vertexBuffers.back());
m_dataPool->vertexBuffers.pop_back();
}
else
drawCall.vertexBuffer = m_renderDevice.InstantiateBuffer(BufferType::Vertex, m_vertexPerBlock * sizeof(VertexStruct_XYZ_Color), BufferUsage::DeviceLocal | BufferUsage::Dynamic | BufferUsage::Write);
drawCall.vertexCount = std::min(vertexCount, m_vertexPerBlock);
auto& pendingUpload = m_pendingUploads.emplace_back();
pendingUpload.allocation = &uploadPool.Allocate(drawCall.vertexCount * sizeof(VertexStruct_XYZ_Color));
pendingUpload.vertexBuffer = drawCall.vertexBuffer.get();
std::memcpy(pendingUpload.allocation->mappedPtr, lineVertices, drawCall.vertexCount * sizeof(VertexStruct_XYZ_Color));
lineVertices += drawCall.vertexCount;
vertexCount -= drawCall.vertexCount;
}
m_lineVertices.clear();
}
// Handle viewer data
if (m_viewerDataUpdated)
{
if (!m_dataPool->viewerData.empty())
{
m_currentViewerData = std::move(m_dataPool->viewerData.back());
m_dataPool->viewerData.pop_back();
}
else
{
m_currentViewerData.buffer = m_renderDevice.InstantiateBuffer(BufferType::Uniform, m_viewerData.size(), BufferUsage::DeviceLocal | BufferUsage::Dynamic | BufferUsage::Write);
m_currentViewerData.binding = m_renderPipelineLayout->AllocateShaderBinding(0);
m_currentViewerData.binding->Update({
{
0,
Nz::ShaderBinding::UniformBufferBinding {
m_currentViewerData.buffer.get(),
0, m_currentViewerData.buffer->GetSize()
}
}
});
}
}
if (m_viewerDataUpdated || !m_pendingUploads.empty())
{
renderResources.Execute([&](CommandBufferBuilder& builder)
{
builder.BeginDebugRegion("Debug drawer upload", Color::Yellow());
{
if (m_viewerDataUpdated)
{
const UploadPool::Allocation& viewerDataAllocation = uploadPool.Allocate(m_viewerData.size());
std::memcpy(viewerDataAllocation.mappedPtr, m_viewerData.data(), m_viewerData.size());
builder.CopyBuffer(viewerDataAllocation, m_currentViewerData.buffer.get());
}
for (auto& pendingUpload : m_pendingUploads)
builder.CopyBuffer(*pendingUpload.allocation, pendingUpload.vertexBuffer);
m_pendingUploads.clear();
builder.PostTransferBarrier();
}
builder.EndDebugRegion();
}, QueueType::Graphics);
}
m_viewerDataUpdated = false;
}
void DebugDrawer::Reset(RenderResources& renderResources)
{
if (m_currentViewerData.binding)
{
// keep pipeline layout alive as needs to stay alive until all shader bindings have been freed
renderResources.PushReleaseCallback([pool = m_dataPool, data = std::move(m_currentViewerData), pipelineLayout = m_renderPipelineLayout]() mutable
{
pool->viewerData.push_back(std::move(data));
});
}
m_currentViewerData.binding = {};
for (auto& drawCall : m_drawCalls)
{
renderResources.PushReleaseCallback([pool = m_dataPool, buffer = std::move(drawCall.vertexBuffer)]() mutable
{
pool->vertexBuffers.push_back(std::move(buffer));
});
}
m_drawCalls.clear();
m_lineVertices.clear();
}
void DebugDrawer::SetViewerData(const Matrix4f& viewProjMatrix)
{
// Setup viewer data buffer for current frame
nzsl::FieldOffsets viewerDataFields(nzsl::StructLayout::Std140);
std::size_t viewProjOffset = viewerDataFields.AddMatrix(nzsl::StructFieldType::Float1, 4, 4, true);
m_viewerData.resize(viewerDataFields.GetSize());
AccessByOffset<Matrix4f&>(m_viewerData.data(), viewProjOffset) = viewProjMatrix;
m_viewerDataUpdated = true;
}
}