655 lines
21 KiB
C++
655 lines
21 KiB
C++
// Copyright (C) 2017 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/DepthRenderTechnique.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/Material.hpp>
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#include <Nazara/Graphics/SceneData.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/Renderer/RenderTarget.hpp>
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#include <Nazara/Utility/BufferMapper.hpp>
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#include <Nazara/Utility/VertexStruct.hpp>
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#include <limits>
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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::DepthRenderTechnique
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* \brief Graphics class that represents the technique used in depth rendering
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*/
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/*!
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* \brief Constructs a DepthRenderTechnique object by default
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*/
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DepthRenderTechnique::DepthRenderTechnique() :
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m_vertexBuffer(BufferType_Vertex)
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{
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ErrorFlags flags(ErrorFlag_ThrowException, true);
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m_whiteTexture = Nz::TextureLibrary::Get("White2D");
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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 DepthRenderTechnique::Clear(const SceneData& sceneData) const
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{
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const RenderTarget* renderTarget = sceneData.viewer->GetTarget();
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Recti fullscreenScissorRect = Recti(Vector2i(renderTarget->GetSize()));
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Renderer::SetScissorRect(fullscreenScissorRect);
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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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// Just in case the background does render 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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bool DepthRenderTechnique::Draw(const SceneData& sceneData) const
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{
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m_renderQueue.Sort(sceneData.viewer);
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if (!m_renderQueue.models.empty())
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DrawModels(sceneData, m_renderQueue, m_renderQueue.models);
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if (!m_renderQueue.basicSprites.empty())
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DrawSprites(sceneData, m_renderQueue, m_renderQueue.basicSprites);
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if (!m_renderQueue.billboards.empty())
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DrawBillboards(sceneData, m_renderQueue, m_renderQueue.billboards);
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if (!m_renderQueue.depthSortedModels.empty())
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DrawModels(sceneData, m_renderQueue, m_renderQueue.depthSortedModels);
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if (!m_renderQueue.depthSortedSprites.empty())
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DrawSprites(sceneData, m_renderQueue, m_renderQueue.depthSortedSprites);
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if (!m_renderQueue.depthSortedBillboards.empty())
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DrawBillboards(sceneData, m_renderQueue, m_renderQueue.depthSortedBillboards);
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if (!m_renderQueue.customDrawables.empty())
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DrawCustomDrawables(sceneData, m_renderQueue, m_renderQueue.customDrawables);
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return true;
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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* DepthRenderTechnique::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 DepthRenderTechnique::GetType() const
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{
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return RenderTechniqueType_Depth;
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}
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/*!
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* \brief Initializes the depth 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 DepthRenderTechnique::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, 0);
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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(); // Inutile de garder le buffer ouvert plus longtemps
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// Quad buffer (utilisé pour l'instancing de billboard et de sprites)
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//Note: Les UV sont calculés dans le shader
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s_quadVertexBuffer.Reset(VertexDeclaration::Get(VertexLayout_XY), 4, DataStorage_Hardware, 0);
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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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// Déclaration lors du rendu des billboards par sommet
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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)); // Englobe sincos
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// Declaration utilisée lors du rendu des billboards par instancing
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// L'avantage ici est la copie directe (std::memcpy) des données de la RenderQueue vers le buffer GPU
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s_billboardInstanceDeclaration.EnableComponent(VertexComponent_InstanceData0, ComponentType_Float3, NazaraOffsetOf(BasicRenderQueue::BillboardData, center));
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s_billboardInstanceDeclaration.EnableComponent(VertexComponent_InstanceData1, ComponentType_Float4, NazaraOffsetOf(BasicRenderQueue::BillboardData, size)); // Englobe sincos
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s_billboardInstanceDeclaration.EnableComponent(VertexComponent_InstanceData2, ComponentType_Color, NazaraOffsetOf(BasicRenderQueue::BillboardData, color));
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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 depth render technique
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*/
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void DepthRenderTechnique::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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void DepthRenderTechnique::DrawBillboards(const SceneData& sceneData, const BasicRenderQueue& renderQueue, const RenderQueue<BasicRenderQueue::Billboard>& billboards) const
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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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Nz::BufferMapper<VertexBuffer> instanceBufferMapper;
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std::size_t billboardCount = 0;
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std::size_t maxBillboardPerDraw = instanceBuffer->GetVertexCount();
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auto Commit = [&]()
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{
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if (billboardCount > 0)
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{
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instanceBufferMapper.Unmap();
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Renderer::DrawPrimitivesInstanced(billboardCount, PrimitiveMode_TriangleStrip, 0, 4);
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billboardCount = 0;
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}
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};
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const RenderTarget* renderTarget = sceneData.viewer->GetTarget();
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Recti fullscreenScissorRect = Recti(Vector2i(renderTarget->GetSize()));
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const Material* lastMaterial = nullptr;
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const MaterialPipeline* lastPipeline = nullptr;
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const Shader* lastShader = nullptr;
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const ShaderUniforms* shaderUniforms = nullptr;
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const Texture* lastOverlay = nullptr;
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Recti lastScissorRect = Recti(-1, -1);
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const MaterialPipeline::Instance* pipelineInstance = nullptr;
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for (const BasicRenderQueue::Billboard& billboard : billboards)
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{
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const Nz::Recti& scissorRect = (billboard.scissorRect.width > 0) ? billboard.scissorRect : fullscreenScissorRect;
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if (billboard.material != lastMaterial || (billboard.material->IsScissorTestEnabled() && scissorRect != lastScissorRect))
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{
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Commit();
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const MaterialPipeline* pipeline = billboard.material->GetPipeline();
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if (lastPipeline != pipeline)
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{
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pipelineInstance = &billboard.material->GetPipeline()->Apply(ShaderFlags_Billboard | ShaderFlags_Deferred | ShaderFlags_Instancing | ShaderFlags_VertexColor);
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const Shader* shader = pipelineInstance->uberInstance->GetShader();
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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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// Ambient color of the scene
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shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
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lastShader = shader;
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}
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lastPipeline = pipeline;
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}
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if (lastMaterial != billboard.material)
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{
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billboard.material->Apply(*pipelineInstance);
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lastMaterial = billboard.material;
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}
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if (billboard.material->IsScissorTestEnabled() && scissorRect != lastScissorRect)
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{
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Renderer::SetScissorRect(scissorRect);
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lastScissorRect = scissorRect;
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}
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}
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if (!instanceBufferMapper.GetBuffer())
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instanceBufferMapper.Map(instanceBuffer, BufferAccess_DiscardAndWrite);
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std::memcpy(static_cast<Nz::UInt8*>(instanceBufferMapper.GetPointer()) + sizeof(BasicRenderQueue::BillboardData) * billboardCount, &billboard.data, sizeof(BasicRenderQueue::BillboardData));
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if (++billboardCount >= maxBillboardPerDraw)
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Commit();
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}
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Commit();
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}
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void DepthRenderTechnique::DrawBillboards(const SceneData& sceneData, const BasicRenderQueue& renderQueue, const RenderQueue<BasicRenderQueue::BillboardChain>& billboards) const
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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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Nz::BufferMapper<VertexBuffer> instanceBufferMapper;
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std::size_t billboardCount = 0;
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std::size_t maxBillboardPerDraw = instanceBuffer->GetVertexCount();
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auto Commit = [&]()
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{
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if (billboardCount > 0)
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{
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instanceBufferMapper.Unmap();
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Renderer::DrawPrimitivesInstanced(billboardCount, PrimitiveMode_TriangleStrip, 0, 4);
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billboardCount = 0;
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}
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};
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const RenderTarget* renderTarget = sceneData.viewer->GetTarget();
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Recti fullscreenScissorRect = Recti(Vector2i(renderTarget->GetSize()));
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const Material* lastMaterial = nullptr;
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const MaterialPipeline* lastPipeline = nullptr;
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const Shader* lastShader = nullptr;
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const ShaderUniforms* shaderUniforms = nullptr;
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const Texture* lastOverlay = nullptr;
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Recti lastScissorRect = Recti(-1, -1);
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const MaterialPipeline::Instance* pipelineInstance = nullptr;
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for (const BasicRenderQueue::BillboardChain& billboard : billboards)
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{
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const Nz::Recti& scissorRect = (billboard.scissorRect.width > 0) ? billboard.scissorRect : fullscreenScissorRect;
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if (billboard.material != lastMaterial || (billboard.material->IsScissorTestEnabled() && scissorRect != lastScissorRect))
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{
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Commit();
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const MaterialPipeline* pipeline = billboard.material->GetPipeline();
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if (lastPipeline != pipeline)
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{
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pipelineInstance = &billboard.material->GetPipeline()->Apply(ShaderFlags_Billboard | ShaderFlags_Deferred | ShaderFlags_Instancing | ShaderFlags_VertexColor);
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const Shader* shader = pipelineInstance->uberInstance->GetShader();
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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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// Ambient color of the scene
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shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
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lastShader = shader;
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}
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lastPipeline = pipeline;
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}
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if (lastMaterial != billboard.material)
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{
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billboard.material->Apply(*pipelineInstance);
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lastMaterial = billboard.material;
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}
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if (billboard.material->IsScissorTestEnabled() && scissorRect != lastScissorRect)
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{
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Renderer::SetScissorRect(scissorRect);
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lastScissorRect = scissorRect;
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}
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}
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std::size_t billboardRemaining = billboard.billboardCount;
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const BasicRenderQueue::BillboardData* billboardData = renderQueue.GetBillboardData(billboard.billboardIndex);
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do
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{
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std::size_t renderedBillboardCount = std::min(billboardRemaining, maxBillboardPerDraw - billboardCount);
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billboardRemaining -= renderedBillboardCount;
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if (!instanceBufferMapper.GetBuffer())
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instanceBufferMapper.Map(instanceBuffer, BufferAccess_DiscardAndWrite);
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std::memcpy(static_cast<Nz::UInt8*>(instanceBufferMapper.GetPointer()) + sizeof(BasicRenderQueue::BillboardData) * billboardCount, billboardData, renderedBillboardCount * sizeof(BasicRenderQueue::BillboardData));
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billboardCount += renderedBillboardCount;
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billboardData += renderedBillboardCount;
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if (billboardCount >= maxBillboardPerDraw)
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Commit();
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}
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while (billboardRemaining > 0);
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}
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Commit();
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}
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void DepthRenderTechnique::DrawCustomDrawables(const SceneData& sceneData, const BasicRenderQueue& renderQueue, const RenderQueue<BasicRenderQueue::CustomDrawable>& customDrawables) const
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{
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for (const BasicRenderQueue::CustomDrawable& customDrawable : customDrawables)
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customDrawable.drawable->Draw();
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}
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void DepthRenderTechnique::DrawModels(const SceneData& sceneData, const BasicRenderQueue& renderQueue, const Nz::RenderQueue<Nz::BasicRenderQueue::Model>& models) const
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{
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const RenderTarget* renderTarget = sceneData.viewer->GetTarget();
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Recti fullscreenScissorRect = Recti(Vector2i(renderTarget->GetSize()));
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const Material* lastMaterial = nullptr;
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const MaterialPipeline* lastPipeline = nullptr;
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const Shader* lastShader = nullptr;
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const ShaderUniforms* shaderUniforms = nullptr;
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Recti lastScissorRect = Recti(-1, -1);
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const MaterialPipeline::Instance* pipelineInstance = nullptr;
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///TODO: Reimplement instancing
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for (const BasicRenderQueue::Model& model : models)
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{
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const MaterialPipeline* pipeline = model.material->GetPipeline();
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if (lastPipeline != pipeline)
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{
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pipelineInstance = &model.material->GetPipeline()->Apply(ShaderFlags_Deferred);
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const Shader* shader = pipelineInstance->uberInstance->GetShader();
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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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// Ambient color of the scene
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shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
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lastShader = shader;
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}
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lastPipeline = pipeline;
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}
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if (lastMaterial != model.material)
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{
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model.material->Apply(*pipelineInstance);
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lastMaterial = model.material;
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}
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if (model.material->IsScissorTestEnabled())
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{
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const Nz::Recti& scissorRect = (model.scissorRect.width > 0) ? model.scissorRect : fullscreenScissorRect;
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if (scissorRect != lastScissorRect)
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{
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Renderer::SetScissorRect(scissorRect);
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lastScissorRect = scissorRect;
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}
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}
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// Handle draw call before rendering loop
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Renderer::DrawCall drawFunc;
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Renderer::DrawCallInstanced instancedDrawFunc;
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unsigned int indexCount;
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if (model.meshData.indexBuffer)
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{
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drawFunc = Renderer::DrawIndexedPrimitives;
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instancedDrawFunc = Renderer::DrawIndexedPrimitivesInstanced;
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indexCount = model.meshData.indexBuffer->GetIndexCount();
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}
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else
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{
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drawFunc = Renderer::DrawPrimitives;
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instancedDrawFunc = Renderer::DrawPrimitivesInstanced;
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indexCount = model.meshData.vertexBuffer->GetVertexCount();
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}
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Renderer::SetIndexBuffer(model.meshData.indexBuffer);
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Renderer::SetVertexBuffer(model.meshData.vertexBuffer);
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Renderer::SetMatrix(MatrixType_World, model.matrix);
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drawFunc(model.meshData.primitiveMode, 0, indexCount);
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}
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}
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void DepthRenderTechnique::DrawSprites(const SceneData& sceneData, const BasicRenderQueue& renderQueue, const RenderQueue<BasicRenderQueue::SpriteChain>& spriteList) const
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{
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const RenderTarget* renderTarget = sceneData.viewer->GetTarget();
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Recti fullscreenScissorRect = Recti(Vector2i(renderTarget->GetSize()));
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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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const unsigned int overlayTextureUnit = Material::GetTextureUnit(TextureMap_Overlay);
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const std::size_t maxSpriteCount = std::min<std::size_t>(s_maxQuads, m_spriteBuffer.GetVertexCount() / 4);
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m_spriteChains.clear();
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auto Commit = [&]()
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{
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std::size_t spriteChainCount = m_spriteChains.size();
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if (spriteChainCount > 0)
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{
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std::size_t spriteChain = 0; // Which chain of sprites are we treating
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std::size_t 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
|
|
BufferMapper<VertexBuffer> vertexMapper(m_spriteBuffer, BufferAccess_DiscardAndWrite);
|
|
VertexStruct_XYZ_Color_UV* vertices = static_cast<VertexStruct_XYZ_Color_UV*>(vertexMapper.GetPointer());
|
|
|
|
std::size_t spriteCount = 0;
|
|
|
|
do
|
|
{
|
|
const VertexStruct_XYZ_Color_UV* currentChain = m_spriteChains[spriteChain].first;
|
|
std::size_t currentChainSpriteCount = m_spriteChains[spriteChain].second;
|
|
std::size_t count = std::min(maxSpriteCount - spriteCount, currentChainSpriteCount - spriteChainOffset);
|
|
|
|
std::memcpy(vertices, currentChain + spriteChainOffset * 4, 4 * count * sizeof(VertexStruct_XYZ_Color_UV));
|
|
vertices += count * 4;
|
|
|
|
spriteCount += count;
|
|
spriteChainOffset += count;
|
|
|
|
// Have we treated the entire chain ?
|
|
if (spriteChainOffset == currentChainSpriteCount)
|
|
{
|
|
spriteChain++;
|
|
spriteChainOffset = 0;
|
|
}
|
|
}
|
|
while (spriteCount < maxSpriteCount && spriteChain < spriteChainCount);
|
|
|
|
vertexMapper.Unmap();
|
|
|
|
Renderer::DrawIndexedPrimitives(PrimitiveMode_TriangleList, 0, spriteCount * 6);
|
|
}
|
|
while (spriteChain < spriteChainCount);
|
|
}
|
|
|
|
m_spriteChains.clear();
|
|
};
|
|
|
|
const Material* lastMaterial = nullptr;
|
|
const MaterialPipeline* lastPipeline = nullptr;
|
|
const Shader* lastShader = nullptr;
|
|
const ShaderUniforms* shaderUniforms = nullptr;
|
|
const Texture* lastOverlay = nullptr;
|
|
Recti lastScissorRect = Recti(-1, -1);
|
|
|
|
const MaterialPipeline::Instance* pipelineInstance = nullptr;
|
|
|
|
for (const BasicRenderQueue::SpriteChain& basicSprites : spriteList)
|
|
{
|
|
const Nz::Recti& scissorRect = (basicSprites.scissorRect.width > 0) ? basicSprites.scissorRect : fullscreenScissorRect;
|
|
|
|
if (basicSprites.material != lastMaterial || basicSprites.overlay != lastOverlay || (basicSprites.material->IsScissorTestEnabled() && scissorRect != lastScissorRect))
|
|
{
|
|
Commit();
|
|
|
|
const MaterialPipeline* pipeline = basicSprites.material->GetPipeline();
|
|
if (lastPipeline != pipeline)
|
|
{
|
|
pipelineInstance = &basicSprites.material->GetPipeline()->Apply(ShaderFlags_Deferred | ShaderFlags_TextureOverlay | ShaderFlags_VertexColor);
|
|
|
|
const Shader* shader = pipelineInstance->uberInstance->GetShader();
|
|
if (shader != lastShader)
|
|
{
|
|
// Index of uniforms in the shader
|
|
shaderUniforms = GetShaderUniforms(shader);
|
|
|
|
// Ambient color of the scene
|
|
shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
|
|
|
|
// Overlay texture unit
|
|
shader->SendInteger(shaderUniforms->textureOverlay, overlayTextureUnit);
|
|
|
|
lastShader = shader;
|
|
}
|
|
|
|
lastPipeline = pipeline;
|
|
}
|
|
|
|
if (lastMaterial != basicSprites.material)
|
|
{
|
|
basicSprites.material->Apply(*pipelineInstance);
|
|
|
|
Renderer::SetTextureSampler(overlayTextureUnit, basicSprites.material->GetDiffuseSampler());
|
|
|
|
lastMaterial = basicSprites.material;
|
|
}
|
|
|
|
const Nz::Texture* overlayTexture = (basicSprites.overlay) ? basicSprites.overlay.Get() : m_whiteTexture.Get();
|
|
if (overlayTexture != lastOverlay)
|
|
{
|
|
Renderer::SetTexture(overlayTextureUnit, overlayTexture);
|
|
lastOverlay = overlayTexture;
|
|
}
|
|
|
|
if (basicSprites.material->IsScissorTestEnabled() && scissorRect != lastScissorRect)
|
|
{
|
|
Renderer::SetScissorRect(scissorRect);
|
|
lastScissorRect = scissorRect;
|
|
}
|
|
}
|
|
|
|
m_spriteChains.emplace_back(basicSprites.vertices, basicSprites.spriteCount);
|
|
}
|
|
|
|
Commit();
|
|
}
|
|
|
|
/*!
|
|
* \brief Gets the shader uniforms
|
|
* \return Uniforms of the shader
|
|
*
|
|
* \param shader Shader to get uniforms from
|
|
*/
|
|
|
|
const DepthRenderTechnique::ShaderUniforms* DepthRenderTechnique::GetShaderUniforms(const Shader* shader) const
|
|
{
|
|
auto it = m_shaderUniforms.find(shader);
|
|
if (it == m_shaderUniforms.end())
|
|
{
|
|
ShaderUniforms uniforms;
|
|
uniforms.shaderReleaseSlot.Connect(shader->OnShaderRelease, this, &DepthRenderTechnique::OnShaderInvalidated);
|
|
uniforms.shaderUniformInvalidatedSlot.Connect(shader->OnShaderUniformInvalidated, this, &DepthRenderTechnique::OnShaderInvalidated);
|
|
|
|
uniforms.sceneAmbient = shader->GetUniformLocation("SceneAmbient");
|
|
uniforms.textureOverlay = shader->GetUniformLocation("TextureOverlay");
|
|
|
|
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 DepthRenderTechnique::OnShaderInvalidated(const Shader* shader) const
|
|
{
|
|
m_shaderUniforms.erase(shader);
|
|
}
|
|
|
|
IndexBuffer DepthRenderTechnique::s_quadIndexBuffer;
|
|
VertexBuffer DepthRenderTechnique::s_quadVertexBuffer;
|
|
VertexDeclaration DepthRenderTechnique::s_billboardInstanceDeclaration;
|
|
VertexDeclaration DepthRenderTechnique::s_billboardVertexDeclaration;
|
|
}
|