NazaraEngine/include/Nazara/Graphics/ForwardPipelinePass.hpp

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3.8 KiB
C++

// Copyright (C) 2023 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef NAZARA_GRAPHICS_FORWARDPIPELINEPASS_HPP
#define NAZARA_GRAPHICS_FORWARDPIPELINEPASS_HPP
#include <NazaraUtils/Prerequisites.hpp>
#include <Nazara/Graphics/Config.hpp>
#include <Nazara/Graphics/ElementRenderer.hpp>
#include <Nazara/Graphics/FramePipelinePass.hpp>
#include <Nazara/Graphics/MaterialInstance.hpp>
#include <Nazara/Graphics/RenderElement.hpp>
#include <Nazara/Graphics/RenderElementOwner.hpp>
#include <Nazara/Graphics/RenderQueue.hpp>
#include <Nazara/Graphics/RenderQueueRegistry.hpp>
#include <Nazara/Math/Frustum.hpp>
#include <Nazara/Renderer/UploadPool.hpp>
namespace Nz
{
class AbstractViewer;
class DirectionalLight;
class ElementRendererRegistry;
class FrameGraph;
class FramePass;
class FramePipeline;
class Light;
class PointLight;
class SpotLight;
class NAZARA_GRAPHICS_API ForwardPipelinePass : public FramePipelinePass, TransferInterface
{
public:
ForwardPipelinePass(FramePipeline& owner, ElementRendererRegistry& elementRegistry, AbstractViewer* viewer);
ForwardPipelinePass(const ForwardPipelinePass&) = delete;
ForwardPipelinePass(ForwardPipelinePass&&) = delete;
~ForwardPipelinePass() = default;
inline void InvalidateCommandBuffers();
inline void InvalidateElements();
void Prepare(RenderFrame& renderFrame, const Frustumf& frustum, const std::vector<FramePipelinePass::VisibleRenderable>& visibleRenderables, const Bitset<UInt64>& visibleLights, std::size_t visibilityHash);
void RegisterMaterialInstance(const MaterialInstance& material);
FramePass& RegisterToFrameGraph(FrameGraph& frameGraph, std::size_t colorBufferIndex, std::size_t depthBufferIndex, bool hasDepthPrepass);
void UnregisterMaterialInstance(const MaterialInstance& material);
ForwardPipelinePass& operator=(const ForwardPipelinePass&) = delete;
ForwardPipelinePass& operator=(ForwardPipelinePass&&) = delete;
private:
void OnTransfer(RenderFrame& renderFrame, CommandBufferBuilder& builder) override;
void PrepareDirectionalLights(void* lightMemory);
void PreparePointLights(void* lightMemory);
void PrepareSpotLights(void* lightMemory);
void PrepareLights(RenderFrame& renderFrame, const Frustumf& frustum, const Bitset<UInt64>& visibleLights);
struct MaterialPassEntry
{
std::size_t usedCount = 1;
NazaraSlot(MaterialInstance, OnMaterialInstancePipelineInvalidated, onMaterialInstancePipelineInvalidated);
NazaraSlot(MaterialInstance, OnMaterialInstanceShaderBindingInvalidated, onMaterialInstanceShaderBindingInvalidated);
};
template<typename T>
struct RenderableLight
{
const T* light;
std::size_t lightIndex;
float contributionScore;
};
std::size_t m_forwardPassIndex;
std::size_t m_lastVisibilityHash;
std::shared_ptr<RenderBuffer> m_lightDataBuffer;
std::vector<std::unique_ptr<ElementRendererData>> m_elementRendererData;
std::vector<RenderElementOwner> m_renderElements;
std::unordered_map<const MaterialInstance*, MaterialPassEntry> m_materialInstances;
std::vector<RenderableLight<DirectionalLight>> m_directionalLights;
std::vector<RenderableLight<PointLight>> m_pointLights;
std::vector<RenderableLight<SpotLight>> m_spotLights;
ElementRenderer::RenderStates m_renderState;
RenderQueue<const RenderElement*> m_renderQueue;
RenderQueueRegistry m_renderQueueRegistry;
AbstractViewer* m_viewer;
ElementRendererRegistry& m_elementRegistry;
FramePipeline& m_pipeline;
UploadPool::Allocation* m_pendingLightUploadAllocation;
bool m_rebuildCommandBuffer;
bool m_rebuildElements;
};
}
#include <Nazara/Graphics/ForwardPipelinePass.inl>
#endif // NAZARA_GRAPHICS_FORWARDPIPELINEPASS_HPP