729 lines
24 KiB
C++
729 lines
24 KiB
C++
// Copyright (C) 2023 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
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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/ForwardFramePipeline.hpp>
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#include <Nazara/Graphics/AbstractViewer.hpp>
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#include <Nazara/Graphics/FrameGraph.hpp>
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#include <Nazara/Graphics/Graphics.hpp>
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#include <Nazara/Graphics/InstancedRenderable.hpp>
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#include <Nazara/Graphics/Material.hpp>
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#include <Nazara/Graphics/PointLight.hpp>
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#include <Nazara/Graphics/PredefinedShaderStructs.hpp>
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#include <Nazara/Graphics/RenderElement.hpp>
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#include <Nazara/Graphics/SpotLight.hpp>
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#include <Nazara/Graphics/ViewerInstance.hpp>
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#include <Nazara/Graphics/WorldInstance.hpp>
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#include <Nazara/Math/Angle.hpp>
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#include <Nazara/Math/Frustum.hpp>
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#include <Nazara/Renderer/CommandBufferBuilder.hpp>
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#include <Nazara/Renderer/Framebuffer.hpp>
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#include <Nazara/Renderer/RenderFrame.hpp>
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#include <Nazara/Renderer/RenderTarget.hpp>
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#include <Nazara/Renderer/UploadPool.hpp>
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#include <NazaraUtils/StackArray.hpp>
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#include <array>
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#include <Nazara/Graphics/Debug.hpp>
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namespace Nz
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{
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ForwardFramePipeline::ForwardFramePipeline(ElementRendererRegistry& elementRegistry) :
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m_elementRegistry(elementRegistry),
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m_renderablePool(4096),
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m_lightPool(64),
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m_skeletonInstances(1024),
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m_viewerPool(8),
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m_worldInstances(2048),
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m_generationCounter(0),
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m_rebuildFrameGraph(true)
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{
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}
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ForwardFramePipeline::~ForwardFramePipeline()
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{
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// Force viewer passes to unregister their materials
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m_viewerPool.Clear();
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}
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const std::vector<Nz::FramePipelinePass::VisibleRenderable>& ForwardFramePipeline::FrustumCull(const Frustumf& frustum, UInt32 mask, std::size_t& visibilityHash) const
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{
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auto CombineHash = [](std::size_t currentHash, std::size_t newHash)
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{
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return currentHash * 23 + newHash;
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};
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m_visibleRenderables.clear();
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for (const RenderableData& renderableData : m_renderablePool)
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{
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if ((mask & renderableData.renderMask) == 0)
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continue;
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const WorldInstancePtr& worldInstance = m_worldInstances.RetrieveFromIndex(renderableData.worldInstanceIndex)->worldInstance;
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// Get global AABB
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BoundingVolumef boundingVolume(renderableData.renderable->GetAABB());
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boundingVolume.Update(worldInstance->GetWorldMatrix());
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if (frustum.Intersect(boundingVolume) == IntersectionSide::Outside)
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continue;
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auto& visibleRenderable = m_visibleRenderables.emplace_back();
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visibleRenderable.instancedRenderable = renderableData.renderable;
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visibleRenderable.scissorBox = renderableData.scissorBox;
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visibleRenderable.worldInstance = worldInstance.get();
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if (renderableData.skeletonInstanceIndex != NoSkeletonInstance)
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visibleRenderable.skeletonInstance = m_skeletonInstances.RetrieveFromIndex(renderableData.skeletonInstanceIndex)->skeleton.get();
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else
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visibleRenderable.skeletonInstance = nullptr;
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visibilityHash = CombineHash(visibilityHash, std::hash<const void*>()(&renderableData) + renderableData.generation);
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}
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return m_visibleRenderables;
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}
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void ForwardFramePipeline::ForEachRegisteredMaterialInstance(FunctionRef<void(const MaterialInstance& materialInstance)> callback)
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{
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for (RenderableData& renderable : m_renderablePool)
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{
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std::size_t matCount = renderable.renderable->GetMaterialCount();
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for (std::size_t j = 0; j < matCount; ++j)
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{
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if (MaterialInstance* mat = renderable.renderable->GetMaterial(j).get())
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callback(*mat);
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}
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}
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}
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void ForwardFramePipeline::QueueTransfer(TransferInterface* transfer)
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{
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m_transferSet.insert(transfer);
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}
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std::size_t ForwardFramePipeline::RegisterLight(const Light* light, UInt32 renderMask)
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{
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std::size_t lightIndex;
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LightData* lightData = m_lightPool.Allocate(lightIndex);
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lightData->light = light;
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lightData->renderMask = renderMask;
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lightData->onLightInvalidated.Connect(lightData->light->OnLightDataInvalided, [=](Light*)
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{
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//TODO: Switch lights to storage buffers so they can all be part of GPU memory
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for (auto& viewerData : m_viewerPool)
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{
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UInt32 viewerRenderMask = viewerData.viewer->GetRenderMask();
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if (viewerRenderMask & renderMask)
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viewerData.forwardPass->InvalidateElements();
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}
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});
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lightData->onLightShadowCastingChanged.Connect(lightData->light->OnLightShadowCastingChanged, [=](Light* light, bool isCastingShadows)
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{
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if (isCastingShadows)
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{
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m_shadowCastingLights.UnboundedSet(lightIndex);
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lightData->shadowData = light->InstanciateShadowData(*this, m_elementRegistry);
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}
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else
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{
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m_shadowCastingLights.Reset(lightIndex);
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lightData->shadowData.reset();
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}
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m_rebuildFrameGraph = true;
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});
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if (lightData->light->IsShadowCaster())
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{
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m_shadowCastingLights.UnboundedSet(lightIndex);
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lightData->shadowData = light->InstanciateShadowData(*this, m_elementRegistry);
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m_rebuildFrameGraph = true;
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}
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return lightIndex;
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}
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std::size_t ForwardFramePipeline::RegisterRenderable(std::size_t worldInstanceIndex, std::size_t skeletonInstanceIndex, const InstancedRenderable* instancedRenderable, UInt32 renderMask, const Recti& scissorBox)
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{
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std::size_t renderableIndex;
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RenderableData* renderableData = m_renderablePool.Allocate(renderableIndex);
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renderableData->generation = m_generationCounter++;
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renderableData->renderable = instancedRenderable;
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renderableData->renderMask = renderMask;
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renderableData->scissorBox = scissorBox;
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renderableData->skeletonInstanceIndex = skeletonInstanceIndex;
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renderableData->worldInstanceIndex = worldInstanceIndex;
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renderableData->onElementInvalidated.Connect(instancedRenderable->OnElementInvalidated, [=](InstancedRenderable* /*instancedRenderable*/)
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{
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// TODO: Invalidate only relevant viewers and passes
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for (auto& viewerData : m_viewerPool)
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{
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UInt32 viewerRenderMask = viewerData.viewer->GetRenderMask();
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if (viewerRenderMask & renderMask)
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{
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if (viewerData.depthPrepass)
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viewerData.depthPrepass->InvalidateElements();
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viewerData.forwardPass->InvalidateElements();
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}
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}
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});
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renderableData->onMaterialInvalidated.Connect(instancedRenderable->OnMaterialInvalidated, [this](InstancedRenderable* instancedRenderable, std::size_t materialIndex, const std::shared_ptr<MaterialInstance>& newMaterial)
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{
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if (newMaterial)
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{
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RegisterMaterialInstance(newMaterial.get());
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for (auto& viewerData : m_viewerPool)
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{
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if (viewerData.depthPrepass)
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viewerData.depthPrepass->RegisterMaterialInstance(*newMaterial);
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viewerData.forwardPass->RegisterMaterialInstance(*newMaterial);
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}
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}
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const auto& prevMaterial = instancedRenderable->GetMaterial(materialIndex);
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if (prevMaterial)
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{
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UnregisterMaterialInstance(prevMaterial.get());
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for (auto& viewerData : m_viewerPool)
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{
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if (viewerData.depthPrepass)
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viewerData.depthPrepass->UnregisterMaterialInstance(*prevMaterial);
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viewerData.forwardPass->UnregisterMaterialInstance(*prevMaterial);
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}
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}
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});
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std::size_t matCount = instancedRenderable->GetMaterialCount();
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for (std::size_t i = 0; i < matCount; ++i)
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{
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if (MaterialInstance* mat = instancedRenderable->GetMaterial(i).get())
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{
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RegisterMaterialInstance(mat);
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for (auto& viewerData : m_viewerPool)
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{
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if (viewerData.depthPrepass)
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viewerData.depthPrepass->RegisterMaterialInstance(*mat);
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viewerData.forwardPass->RegisterMaterialInstance(*mat);
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}
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}
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}
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return renderableIndex;
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}
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std::size_t ForwardFramePipeline::RegisterSkeleton(SkeletonInstancePtr skeletonInstance)
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{
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std::size_t skeletonInstanceIndex;
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SkeletonInstanceData& skeletonInstanceData = *m_skeletonInstances.Allocate(skeletonInstanceIndex);
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skeletonInstanceData.skeleton = std::move(skeletonInstance);
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skeletonInstanceData.onTransferRequired.Connect(skeletonInstanceData.skeleton->OnTransferRequired, [this](TransferInterface* transferInterface)
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{
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m_transferSet.insert(transferInterface);
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});
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m_transferSet.insert(skeletonInstanceData.skeleton.get());
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return skeletonInstanceIndex;
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}
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std::size_t ForwardFramePipeline::RegisterViewer(AbstractViewer* viewerInstance, Int32 renderOrder)
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{
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std::size_t depthPassIndex = Graphics::Instance()->GetMaterialPassRegistry().GetPassIndex("DepthPass");
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std::size_t viewerIndex;
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auto& viewerData = *m_viewerPool.Allocate(viewerIndex);
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viewerData.renderOrder = renderOrder;
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viewerData.debugDrawPass = std::make_unique<DebugDrawPipelinePass>(*this, viewerInstance);
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viewerData.depthPrepass = std::make_unique<DepthPipelinePass>(*this, m_elementRegistry, viewerInstance, depthPassIndex, "Depth pre-pass");
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viewerData.forwardPass = std::make_unique<ForwardPipelinePass>(*this, m_elementRegistry, viewerInstance);
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viewerData.viewer = viewerInstance;
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viewerData.onTransferRequired.Connect(viewerInstance->GetViewerInstance().OnTransferRequired, [this](TransferInterface* transferInterface)
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{
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m_transferSet.insert(transferInterface);
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});
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m_transferSet.insert(&viewerInstance->GetViewerInstance());
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m_rebuildFrameGraph = true;
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return viewerIndex;
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}
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std::size_t ForwardFramePipeline::RegisterWorldInstance(WorldInstancePtr worldInstance)
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{
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std::size_t worldInstanceIndex;
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WorldInstanceData& worldInstanceData = *m_worldInstances.Allocate(worldInstanceIndex);
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worldInstanceData.worldInstance = std::move(worldInstance);
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worldInstanceData.onTransferRequired.Connect(worldInstanceData.worldInstance->OnTransferRequired, [this](TransferInterface* transferInterface)
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{
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m_transferSet.insert(transferInterface);
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});
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m_transferSet.insert(worldInstanceData.worldInstance.get());
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return worldInstanceIndex;
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}
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const Light* ForwardFramePipeline::RetrieveLight(std::size_t lightIndex) const
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{
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return m_lightPool.RetrieveFromIndex(lightIndex)->light;
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}
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const Texture* ForwardFramePipeline::RetrieveLightShadowmap(std::size_t lightIndex) const
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{
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if (!m_shadowCastingLights.UnboundedTest(lightIndex))
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return nullptr;
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return m_lightPool.RetrieveFromIndex(lightIndex)->shadowData->RetrieveLightShadowmap(m_bakedFrameGraph);
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}
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void ForwardFramePipeline::Render(RenderFrame& renderFrame)
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{
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m_currentRenderFrame = &renderFrame;
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Graphics* graphics = Graphics::Instance();
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// Destroy instances at the end of the frame
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for (std::size_t skeletonInstanceIndex : m_removedSkeletonInstances.IterBits())
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{
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renderFrame.PushForRelease(std::move(*m_skeletonInstances.RetrieveFromIndex(skeletonInstanceIndex)));
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m_skeletonInstances.Free(skeletonInstanceIndex);
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}
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m_removedSkeletonInstances.Clear();
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for (std::size_t viewerIndex : m_removedViewerInstances.IterBits())
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{
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renderFrame.PushForRelease(std::move(*m_viewerPool.RetrieveFromIndex(viewerIndex)));
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m_viewerPool.Free(viewerIndex);
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}
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m_removedViewerInstances.Clear();
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for (std::size_t worldInstanceIndex : m_removedWorldInstances.IterBits())
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{
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renderFrame.PushForRelease(std::move(*m_worldInstances.RetrieveFromIndex(worldInstanceIndex)));
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m_worldInstances.Free(worldInstanceIndex);
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}
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m_removedWorldInstances.Clear();
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bool frameGraphInvalidated;
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if (m_rebuildFrameGraph)
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{
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renderFrame.PushForRelease(std::move(m_bakedFrameGraph));
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m_bakedFrameGraph = BuildFrameGraph();
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m_bakedFrameGraph.Resize(renderFrame);
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frameGraphInvalidated = true;
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}
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else
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frameGraphInvalidated = m_bakedFrameGraph.Resize(renderFrame);
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// Update UBOs and materials
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renderFrame.Execute([&](CommandBufferBuilder& builder)
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{
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builder.BeginDebugRegion("CPU to GPU transfers", Color::Yellow());
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{
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builder.PreTransferBarrier();
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for (TransferInterface* transferInterface : m_transferSet)
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transferInterface->OnTransfer(renderFrame, builder);
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m_transferSet.clear();
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OnTransfer(this, renderFrame, builder);
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builder.PostTransferBarrier();
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}
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builder.EndDebugRegion();
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}, QueueType::Transfer);
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// Shadow map handling
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for (std::size_t i = m_shadowCastingLights.FindFirst(); i != m_shadowCastingLights.npos; i = m_shadowCastingLights.FindNext(i))
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{
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LightData* lightData = m_lightPool.RetrieveFromIndex(i);
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lightData->shadowData->PrepareRendering(renderFrame);
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}
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// Render queues handling
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for (auto& viewerData : m_viewerPool)
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{
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UInt32 renderMask = viewerData.viewer->GetRenderMask();
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// Frustum culling
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const Matrix4f& viewProjMatrix = viewerData.viewer->GetViewerInstance().GetViewProjMatrix();
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Frustumf frustum = Frustumf::Extract(viewProjMatrix);
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std::size_t visibilityHash = 5;
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const auto& visibleRenderables = FrustumCull(frustum, renderMask, visibilityHash);
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// Lights update don't trigger a rebuild of the depth pre-pass
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std::size_t depthVisibilityHash = visibilityHash;
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m_visibleLights.clear();
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for (auto it = m_lightPool.begin(); it != m_lightPool.end(); ++it)
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{
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const LightData& lightData = *it;
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std::size_t lightIndex = it.GetIndex();
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const BoundingVolumef& boundingVolume = lightData.light->GetBoundingVolume();
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// TODO: Use more precise tests for point lights (frustum/sphere is cheap)
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if (renderMask & lightData.renderMask && frustum.Intersect(boundingVolume) != IntersectionSide::Outside)
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{
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m_visibleLights.push_back(lightIndex);
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auto CombineHash = [](std::size_t currentHash, std::size_t newHash)
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{
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return currentHash * 23 + newHash;
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};
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visibilityHash = CombineHash(visibilityHash, std::hash<const void*>()(lightData.light));
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}
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}
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if (viewerData.depthPrepass)
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viewerData.depthPrepass->Prepare(renderFrame, frustum, visibleRenderables, depthVisibilityHash);
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viewerData.forwardPass->Prepare(renderFrame, frustum, visibleRenderables, m_visibleLights, visibilityHash);
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viewerData.debugDrawPass->Prepare(renderFrame);
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}
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if (frameGraphInvalidated)
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{
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const std::shared_ptr<TextureSampler>& sampler = graphics->GetSamplerCache().Get({});
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for (auto& viewerData : m_viewerPool)
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{
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if (viewerData.blitShaderBinding)
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renderFrame.PushForRelease(std::move(viewerData.blitShaderBinding));
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viewerData.blitShaderBinding = graphics->GetBlitPipelineLayout()->AllocateShaderBinding(0);
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viewerData.blitShaderBinding->Update({
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{
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0,
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ShaderBinding::SampledTextureBinding {
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m_bakedFrameGraph.GetAttachmentTexture(viewerData.debugColorAttachment).get(),
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sampler.get()
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}
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}
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});
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}
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for (auto&& [_, renderTargetData] : m_renderTargets)
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{
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if (renderTargetData.blitShaderBinding)
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renderFrame.PushForRelease(std::move(renderTargetData.blitShaderBinding));
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renderTargetData.blitShaderBinding = graphics->GetBlitPipelineLayout()->AllocateShaderBinding(0);
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renderTargetData.blitShaderBinding->Update({
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{
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0,
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ShaderBinding::SampledTextureBinding {
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m_bakedFrameGraph.GetAttachmentTexture(renderTargetData.finalAttachment).get(),
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sampler.get()
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}
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}
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});
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}
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}
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m_bakedFrameGraph.Execute(renderFrame);
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m_rebuildFrameGraph = false;
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// Final blit (TODO: Make part of frame graph)
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const Vector2ui& frameSize = renderFrame.GetSize();
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for (auto&& [renderTargetPtr, renderTargetData] : m_renderTargets)
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{
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Recti renderRegion(0, 0, frameSize.x, frameSize.y);
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const RenderTarget& renderTarget = *renderTargetPtr;
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const auto& data = renderTargetData;
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renderFrame.Execute([&](CommandBufferBuilder& builder)
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{
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const std::shared_ptr<Texture>& sourceTexture = m_bakedFrameGraph.GetAttachmentTexture(data.finalAttachment);
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builder.TextureBarrier(PipelineStage::ColorOutput, PipelineStage::FragmentShader, MemoryAccess::ColorWrite, MemoryAccess::ShaderRead, TextureLayout::ColorOutput, TextureLayout::ColorInput, *sourceTexture);
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std::array<CommandBufferBuilder::ClearValues, 2> clearValues;
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clearValues[0].color = Color::Black();
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clearValues[1].depth = 1.f;
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clearValues[1].stencil = 0;
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builder.BeginRenderPass(renderTarget.GetFramebuffer(renderFrame.GetFramebufferIndex()), renderTarget.GetRenderPass(), renderRegion, { clearValues[0], clearValues[1] });
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{
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builder.BeginDebugRegion("Main window rendering", Color::Green());
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{
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builder.SetScissor(renderRegion);
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builder.SetViewport(renderRegion);
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builder.BindRenderPipeline(*graphics->GetBlitPipeline(false));
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builder.BindRenderShaderBinding(0, *data.blitShaderBinding);
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builder.Draw(3);
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}
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builder.EndDebugRegion();
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}
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builder.EndRenderPass();
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}, QueueType::Graphics);
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}
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// reset at the end instead of the beginning so debug draw can be used before calling this method
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DebugDrawer& debugDrawer = GetDebugDrawer();
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debugDrawer.Reset(renderFrame);
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}
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void ForwardFramePipeline::UnregisterLight(std::size_t lightIndex)
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{
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m_lightPool.Free(lightIndex);
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m_shadowCastingLights.UnboundedReset(lightIndex);
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}
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void ForwardFramePipeline::UnregisterRenderable(std::size_t renderableIndex)
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{
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RenderableData& renderable = *m_renderablePool.RetrieveFromIndex(renderableIndex);
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std::size_t matCount = renderable.renderable->GetMaterialCount();
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|
for (std::size_t i = 0; i < matCount; ++i)
|
|
{
|
|
const auto& material = renderable.renderable->GetMaterial(i);
|
|
UnregisterMaterialInstance(material.get());
|
|
|
|
for (auto& viewerData : m_viewerPool)
|
|
{
|
|
if (viewerData.depthPrepass)
|
|
viewerData.depthPrepass->UnregisterMaterialInstance(*material);
|
|
|
|
viewerData.forwardPass->UnregisterMaterialInstance(*material);
|
|
}
|
|
}
|
|
|
|
m_renderablePool.Free(renderableIndex);
|
|
}
|
|
|
|
void ForwardFramePipeline::UnregisterSkeleton(std::size_t skeletonIndex)
|
|
{
|
|
// Defer world instance release
|
|
m_removedSkeletonInstances.UnboundedSet(skeletonIndex);
|
|
}
|
|
|
|
void ForwardFramePipeline::UnregisterViewer(std::size_t viewerIndex)
|
|
{
|
|
// Defer world instance release
|
|
m_removedViewerInstances.UnboundedSet(viewerIndex);
|
|
m_rebuildFrameGraph = true;
|
|
}
|
|
|
|
void ForwardFramePipeline::UnregisterWorldInstance(std::size_t worldInstance)
|
|
{
|
|
// Defer world instance release
|
|
m_removedWorldInstances.UnboundedSet(worldInstance);
|
|
}
|
|
|
|
void ForwardFramePipeline::UpdateLightRenderMask(std::size_t lightIndex, UInt32 renderMask)
|
|
{
|
|
LightData* lightData = m_lightPool.RetrieveFromIndex(lightIndex);
|
|
lightData->renderMask = renderMask;
|
|
}
|
|
|
|
void ForwardFramePipeline::UpdateRenderableRenderMask(std::size_t renderableIndex, UInt32 renderMask)
|
|
{
|
|
RenderableData* renderableData = m_renderablePool.RetrieveFromIndex(renderableIndex);
|
|
renderableData->renderMask = renderMask;
|
|
}
|
|
|
|
void ForwardFramePipeline::UpdateRenderableScissorBox(std::size_t renderableIndex, const Recti& scissorBox)
|
|
{
|
|
RenderableData* renderableData = m_renderablePool.RetrieveFromIndex(renderableIndex);
|
|
renderableData->scissorBox = scissorBox;
|
|
|
|
// TODO: Invalidate only relevant viewers and passes
|
|
for (auto& viewerData : m_viewerPool)
|
|
{
|
|
UInt32 viewerRenderMask = viewerData.viewer->GetRenderMask();
|
|
|
|
if (viewerRenderMask & renderableData->renderMask)
|
|
{
|
|
if (viewerData.depthPrepass)
|
|
viewerData.depthPrepass->InvalidateElements();
|
|
|
|
viewerData.forwardPass->InvalidateElements();
|
|
}
|
|
}
|
|
}
|
|
|
|
void ForwardFramePipeline::UpdateRenderableSkeletonInstance(std::size_t renderableIndex, std::size_t skeletonIndex)
|
|
{
|
|
RenderableData* renderableData = m_renderablePool.RetrieveFromIndex(renderableIndex);
|
|
renderableData->skeletonInstanceIndex = skeletonIndex;
|
|
|
|
// TODO: Invalidate only relevant viewers and passes
|
|
for (auto& viewerData : m_viewerPool)
|
|
{
|
|
UInt32 viewerRenderMask = viewerData.viewer->GetRenderMask();
|
|
|
|
if (viewerRenderMask & renderableData->renderMask)
|
|
{
|
|
if (viewerData.depthPrepass)
|
|
viewerData.depthPrepass->InvalidateElements();
|
|
|
|
viewerData.forwardPass->InvalidateElements();
|
|
}
|
|
}
|
|
}
|
|
|
|
void ForwardFramePipeline::UpdateViewerRenderMask(std::size_t viewerIndex, Int32 renderOrder)
|
|
{
|
|
ViewerData* viewerData = m_viewerPool.RetrieveFromIndex(viewerIndex);
|
|
if (viewerData->renderOrder != renderOrder)
|
|
{
|
|
viewerData->renderOrder = renderOrder;
|
|
m_rebuildFrameGraph = true;
|
|
}
|
|
}
|
|
|
|
BakedFrameGraph ForwardFramePipeline::BuildFrameGraph()
|
|
{
|
|
FrameGraph frameGraph;
|
|
|
|
for (std::size_t i : m_shadowCastingLights.IterBits())
|
|
{
|
|
LightData* lightData = m_lightPool.RetrieveFromIndex(i);
|
|
lightData->shadowData->RegisterToFrameGraph(frameGraph);
|
|
}
|
|
|
|
for (auto& viewerData : m_viewerPool)
|
|
{
|
|
viewerData.forwardColorAttachment = frameGraph.AddAttachment({
|
|
"Forward output",
|
|
PixelFormat::RGBA8
|
|
});
|
|
|
|
viewerData.debugColorAttachment = frameGraph.AddAttachmentProxy("Debug draw output", viewerData.forwardColorAttachment);
|
|
|
|
viewerData.depthStencilAttachment = frameGraph.AddAttachment({
|
|
"Depth-stencil buffer",
|
|
Graphics::Instance()->GetPreferredDepthStencilFormat()
|
|
});
|
|
|
|
if (viewerData.depthPrepass)
|
|
viewerData.depthPrepass->RegisterToFrameGraph(frameGraph, viewerData.depthStencilAttachment);
|
|
|
|
FramePass& forwardPass = viewerData.forwardPass->RegisterToFrameGraph(frameGraph, viewerData.forwardColorAttachment, viewerData.depthStencilAttachment, viewerData.depthPrepass != nullptr);
|
|
for (std::size_t i : m_shadowCastingLights.IterBits())
|
|
{
|
|
LightData* lightData = m_lightPool.RetrieveFromIndex(i);
|
|
lightData->shadowData->RegisterPassInputs(forwardPass);
|
|
}
|
|
|
|
viewerData.debugDrawPass->RegisterToFrameGraph(frameGraph, viewerData.forwardColorAttachment, viewerData.debugColorAttachment);
|
|
}
|
|
|
|
using ViewerPair = std::pair<const RenderTarget*, const ViewerData*>;
|
|
|
|
StackArray<ViewerPair> viewers = NazaraStackArray(ViewerPair, m_viewerPool.size());
|
|
auto viewerIt = viewers.begin();
|
|
|
|
for (auto& viewerData : m_viewerPool)
|
|
{
|
|
const RenderTarget& renderTarget = viewerData.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& mergePass = frameGraph.AddPass("Merge pass");
|
|
|
|
renderTargetData.finalAttachment = frameGraph.AddAttachment({
|
|
"Viewer output",
|
|
PixelFormat::RGBA8
|
|
});
|
|
|
|
for (const ViewerData* viewerData : targetViewers)
|
|
mergePass.AddInput(viewerData->debugColorAttachment);
|
|
|
|
mergePass.AddOutput(renderTargetData.finalAttachment);
|
|
mergePass.SetClearColor(0, Color::Black());
|
|
|
|
mergePass.SetCommandCallback([&targetViewers](CommandBufferBuilder& builder, const FramePassEnvironment& /*env*/)
|
|
{
|
|
Graphics* graphics = Graphics::Instance();
|
|
builder.BindRenderPipeline(*graphics->GetBlitPipeline(false));
|
|
|
|
bool first = true;
|
|
|
|
for (const ViewerData* viewerData : targetViewers)
|
|
{
|
|
Recti renderRect = viewerData->viewer->GetViewport();
|
|
|
|
builder.SetScissor(renderRect);
|
|
builder.SetViewport(renderRect);
|
|
|
|
const ShaderBindingPtr& blitShaderBinding = viewerData->blitShaderBinding;
|
|
|
|
builder.BindRenderShaderBinding(0, *blitShaderBinding);
|
|
builder.Draw(3);
|
|
|
|
if (first)
|
|
{
|
|
builder.BindRenderPipeline(*graphics->GetBlitPipeline(true));
|
|
first = false;
|
|
}
|
|
}
|
|
});
|
|
|
|
frameGraph.AddBackbufferOutput(renderTargetData.finalAttachment);
|
|
}
|
|
|
|
return frameGraph.Bake();
|
|
}
|
|
|
|
void ForwardFramePipeline::RegisterMaterialInstance(MaterialInstance* materialInstance)
|
|
{
|
|
auto it = m_materialInstances.find(materialInstance);
|
|
if (it == m_materialInstances.end())
|
|
{
|
|
it = m_materialInstances.emplace(materialInstance, MaterialInstanceData{}).first;
|
|
it->second.onTransferRequired.Connect(materialInstance->OnTransferRequired, [this](TransferInterface* transferInterface)
|
|
{
|
|
m_transferSet.insert(transferInterface);
|
|
});
|
|
m_transferSet.insert(materialInstance);
|
|
}
|
|
|
|
it->second.usedCount++;
|
|
}
|
|
|
|
void ForwardFramePipeline::UnregisterMaterialInstance(MaterialInstance* materialInstance)
|
|
{
|
|
auto it = m_materialInstances.find(materialInstance);
|
|
assert(it != m_materialInstances.end());
|
|
|
|
MaterialInstanceData& materialInstanceData = it->second;
|
|
assert(materialInstanceData.usedCount > 0);
|
|
if (--materialInstanceData.usedCount == 0)
|
|
m_materialInstances.erase(it);
|
|
}
|
|
}
|