NazaraEngine/src/Nazara/Graphics/ForwardRenderTechnique.cpp

388 lines
12 KiB
C++

// Copyright (C) 2013 Jérôme Leclercq
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Graphics/ForwardRenderTechnique.hpp>
#include <Nazara/Graphics/AbstractBackground.hpp>
#include <Nazara/Graphics/Camera.hpp>
#include <Nazara/Graphics/Drawable.hpp>
#include <Nazara/Graphics/Light.hpp>
#include <Nazara/Renderer/Config.hpp>
#include <Nazara/Renderer/Material.hpp>
#include <Nazara/Renderer/Renderer.hpp>
#include <Nazara/Utility/BufferMapper.hpp>
#include <Nazara/Utility/StaticMesh.hpp>
#include <Nazara/Utility/VertexStruct.hpp>
#include <limits>
#include <memory>
#include <Nazara/Graphics/Debug.hpp>
namespace
{
class LightManager
{
public:
LightManager() = default;
~LightManager() = default;
unsigned int FindClosestLights(const NzLight** lights, unsigned int lightCount, const NzVector3f& position, float squaredRadius)
{
for (Light& light : m_lights)
{
light.light = nullptr;
light.score = std::numeric_limits<unsigned int>::max(); // Nous jouons au Golf
}
for (unsigned int i = 0; i < lightCount; ++i)
{
const NzLight* light = *lights;
unsigned int score = std::numeric_limits<unsigned int>::max();
switch (light->GetLightType())
{
case nzLightType_Directional:
score = 0; // Lumière choisie d'office
break;
case nzLightType_Point:
{
float lightRadius = light->GetRadius();
float squaredDistance = position.SquaredDistance(light->GetPosition());
if (squaredDistance - squaredRadius <= lightRadius*lightRadius)
score = static_cast<unsigned int>(squaredDistance*1000.f);
break;
}
case nzLightType_Spot:
{
float lightRadius = light->GetRadius();
///TODO: Attribuer bonus/malus selon l'angle du spot ?
float squaredDistance = position.SquaredDistance(light->GetPosition());
if (squaredDistance - squaredRadius <= lightRadius*lightRadius)
score = static_cast<unsigned int>(squaredDistance*1000.f);
break;
}
}
if (score < m_lights[0].score)
{
unsigned int j;
for (j = 1; j < 3; ++j) ///TODO: Constante
{
if (score > m_lights[j].score)
break;
}
j--; // Position de la nouvelle lumière
// Décalage
std::memcpy(&m_lights[0], &m_lights[1], j*sizeof(Light));
m_lights[j].light = light;
m_lights[j].score = score;
}
lights++;
}
unsigned int i;
for (i = 0; i < 3; ++i) ///TODO: Constante
{
if (m_lights[i].light)
break;
}
return 3-i; ///TODO: Constante
}
const NzLight* GetLight(unsigned int i) const
{
///TODO: Constante
return m_lights[3-i-1].light; // Les lumières sont stockées dans l'ordre inverse (De la plus éloignée à la plus proche)
}
private:
struct Light
{
const NzLight* light;
unsigned int score;
};
Light m_lights[3]; ///TODO: Constante
};
}
NzForwardRenderTechnique::NzForwardRenderTechnique() :
m_maxLightsPerObject(3) // Valeur totalement arbitraire
{
}
void NzForwardRenderTechnique::Clear(const NzScene* scene)
{
NzRenderer::Enable(nzRendererParameter_DepthBuffer, true);
NzRenderer::Enable(nzRendererParameter_DepthWrite, true);
NzRenderer::Clear(nzRendererClear_Depth);
NzAbstractBackground* background = scene->GetBackground();
if (background)
background->Draw(scene);
}
void NzForwardRenderTechnique::Draw(const NzScene* scene)
{
///TODO: Regrouper les activations par méthode
LightManager lightManager;
const NzCamera* camera = scene->GetActiveCamera();
const NzShader* lastShader = nullptr;
// Rendu des modèles opaques
for (auto& matIt : m_renderQueue.opaqueModels)
{
NzForwardRenderQueue::SkeletalMeshContainer& skeletalContainer = matIt.second.first;
NzForwardRenderQueue::StaticMeshContainer& staticContainer = matIt.second.second;
if (!skeletalContainer.empty() || !staticContainer.empty())
{
const NzMaterial* material = matIt.first;
// On commence par récupérer le shader du matériau
const NzShader* shader = material->GetShader(nzShaderTarget_Model, 0);
unsigned int lightCount = 0;
// Les uniformes sont conservées au sein du shader, inutile de les renvoyer tant que le shader reste le même
if (shader != lastShader)
{
NzRenderer::SetShader(shader);
// Couleur ambiante de la scène
shader->SendColor(shader->GetUniformLocation(nzShaderUniform_SceneAmbient), scene->GetAmbientColor());
// Position de la caméra
shader->SendVector(shader->GetUniformLocation(nzShaderUniform_CameraPosition), camera->GetPosition());
// On envoie les lumières directionnelles s'il y a (Les mêmes pour tous)
lightCount = m_renderQueue.directionnalLights.size();
for (unsigned int i = 0; i < lightCount; ++i)
m_renderQueue.directionnalLights[i]->Enable(shader, i);
lastShader = shader;
}
material->Apply(shader);
// Meshs squelettiques
/*if (!skeletalContainer.empty())
{
NzRenderer::SetVertexBuffer(m_skinningBuffer); // Vertex buffer commun
for (auto& subMeshIt : container)
{
///TODO
}
}*/
// Meshs statiques
for (auto& subMeshIt : staticContainer)
{
const NzStaticMesh* mesh = subMeshIt.first;
std::vector<NzForwardRenderQueue::StaticData>& staticData = subMeshIt.second;
if (!staticData.empty())
{
const NzIndexBuffer* indexBuffer = mesh->GetIndexBuffer();
const NzVertexBuffer* vertexBuffer = mesh->GetVertexBuffer();
// Gestion du draw call avant la boucle de rendu
std::function<void(nzPrimitiveMode, unsigned int, unsigned int)> drawFunc;
unsigned int indexCount;
if (indexBuffer)
{
drawFunc = NzRenderer::DrawIndexedPrimitives;
indexCount = indexBuffer->GetIndexCount();
}
else
{
drawFunc = NzRenderer::DrawPrimitives;
indexCount = vertexBuffer->GetVertexCount();
}
NzRenderer::SetIndexBuffer(indexBuffer);
NzRenderer::SetVertexBuffer(vertexBuffer);
for (const NzForwardRenderQueue::StaticData& data : staticData)
{
// Calcul des lumières les plus proches
if (lightCount < m_maxLightsPerObject && !m_renderQueue.lights.empty())
{
unsigned int count = lightManager.FindClosestLights(&m_renderQueue.lights[0], m_renderQueue.lights.size(), data.aabb.GetCenter(), data.aabb.GetSquaredRadius());
count -= lightCount;
for (unsigned int i = 0; i < count; ++i)
lightManager.GetLight(i)->Enable(shader, lightCount++);
}
for (unsigned int i = lightCount; i < 3; ++i) ///TODO: Constante sur le nombre maximum de lumières
NzLight::Disable(shader, i);
NzRenderer::SetMatrix(nzMatrixType_World, data.transformMatrix);
drawFunc(mesh->GetPrimitiveMode(), 0, indexCount);
}
staticData.clear();
}
}
}
}
for (const std::pair<unsigned int, bool>& pair : m_renderQueue.transparentsModels)
{
// Matériau
NzMaterial* material = (pair.second) ?
m_renderQueue.transparentStaticModels[pair.first].material :
m_renderQueue.transparentSkeletalModels[pair.first].material;
// On commence par récupérer le shader du matériau
const NzShader* shader = material->GetShader(nzShaderTarget_Model, 0);
unsigned int lightCount = 0;
// Les uniformes sont conservées au sein du shader, inutile de les renvoyer tant que le shader reste le même
if (shader != lastShader)
{
NzRenderer::SetShader(shader);
// Couleur ambiante de la scène
shader->SendColor(shader->GetUniformLocation(nzShaderUniform_SceneAmbient), scene->GetAmbientColor());
// Position de la caméra
shader->SendVector(shader->GetUniformLocation(nzShaderUniform_CameraPosition), camera->GetPosition());
// On envoie les lumières directionnelles s'il y a (Les mêmes pour tous)
lightCount = m_renderQueue.directionnalLights.size();
for (unsigned int i = 0; i < lightCount; ++i)
m_renderQueue.directionnalLights[i]->Enable(shader, i);
lastShader = shader;
}
material->Apply(shader);
// Mesh
if (pair.second)
{
NzForwardRenderQueue::TransparentStaticModel& staticModel = m_renderQueue.transparentStaticModels[pair.first];
const NzMatrix4f& matrix = staticModel.transformMatrix;
NzStaticMesh* mesh = staticModel.mesh;
const NzIndexBuffer* indexBuffer = mesh->GetIndexBuffer();
const NzVertexBuffer* vertexBuffer = mesh->GetVertexBuffer();
// Gestion du draw call avant la boucle de rendu
std::function<void(nzPrimitiveMode, unsigned int, unsigned int)> drawFunc;
unsigned int indexCount;
if (indexBuffer)
{
drawFunc = NzRenderer::DrawIndexedPrimitives;
indexCount = indexBuffer->GetIndexCount();
}
else
{
drawFunc = NzRenderer::DrawPrimitives;
indexCount = vertexBuffer->GetVertexCount();
}
NzRenderer::SetIndexBuffer(indexBuffer);
NzRenderer::SetVertexBuffer(vertexBuffer);
// Calcul des lumières les plus proches
if (lightCount < m_maxLightsPerObject && !m_renderQueue.lights.empty())
{
unsigned int count = lightManager.FindClosestLights(&m_renderQueue.lights[0], m_renderQueue.lights.size(), staticModel.aabb.GetCenter(), staticModel.aabb.GetSquaredRadius());
count -= lightCount;
for (unsigned int i = 0; i < count; ++i)
lightManager.GetLight(i)->Enable(shader, lightCount++);
}
for (unsigned int i = lightCount; i < 3; ++i) ///TODO: Constante sur le nombre maximum de lumières
NzLight::Disable(shader, i);
NzRenderer::SetMatrix(nzMatrixType_World, matrix);
drawFunc(mesh->GetPrimitiveMode(), 0, indexCount);
}
else
{
///TODO
}
}
// Les billboards
/*if (!m_renderQueue.billboards.empty())
{
//NzRenderer::SetIndexBuffer(m_billboardIndexBuffer);
NzRenderer::SetMatrix(nzMatrixType_World, NzMatrix4f::Identity());
NzRenderer::SetShader(m_billboardShader);
NzRenderer::SetVertexBuffer(m_billboardVertexBuffer);
m_billboardShader->SendVector(s_cameraForwardLocation, camera->GetForward());
m_billboardShader->SendVector(s_cameraUpLocation, camera->GetUp());
m_billboardShader->SendVector(s_worldUpLocation, NzVector3f::Up());
// Couleur ambiante de la scène
m_billboardShader->SendColor(m_billboardShader->GetUniformLocation(nzShaderUniform_SceneAmbient), scene->GetAmbientColor());
// Position de la caméra
m_billboardShader->SendVector(m_billboardShader->GetUniformLocation(nzShaderUniform_CameraPosition), camera->GetPosition());
lightCount = 0;
// On envoie les lumières directionnelles s'il y a (Les mêmes pour tous)
m_renderQueue.lights[0]->Apply(m_billboardShader, 0);
for (auto& matIt : m_renderQueue.billboards)
{
const NzMaterial* material = matIt.first;
auto& billboards = matIt.second;
material->Apply(m_billboardShader);
unsigned int billboardCount = billboards.size();
const NzForwardRenderQueue::BillboardData* data = &billboards[0];
while (billboardCount > 0)
{
unsigned int renderedBillboardCount = std::min(billboardCount, maxBillboards);
billboardCount -= renderedBillboardCount;
m_billboardVertexBuffer->FillVertices(data, 0, renderedBillboardCount, true);
data += renderedBillboardCount;
NzRenderer::DrawPrimitives(nzPrimitiveMode_PointList, 0, renderedBillboardCount);
}
billboards.clear();
}
}*/
// Les autres drawables (Exemple: Terrain)
for (const NzDrawable* drawable : m_renderQueue.otherDrawables)
drawable->Draw();
}
unsigned int NzForwardRenderTechnique::GetMaxLightsPerObject() const
{
return m_maxLightsPerObject;
}
NzAbstractRenderQueue* NzForwardRenderTechnique::GetRenderQueue()
{
return &m_renderQueue;
}
void NzForwardRenderTechnique::SetMaxLightsPerObject(unsigned int lightCount)
{
m_maxLightsPerObject = lightCount; ///TODO: Vérifier par rapport à la constante
}