NazaraEngine/include/Nazara/Graphics/ForwardFramePipeline.hpp

189 lines
6.8 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_FORWARDFRAMEPIPELINE_HPP
#define NAZARA_GRAPHICS_FORWARDFRAMEPIPELINE_HPP
#include <NazaraUtils/Prerequisites.hpp>
#include <Nazara/Graphics/BakedFrameGraph.hpp>
#include <Nazara/Graphics/Camera.hpp>
#include <Nazara/Graphics/Config.hpp>
#include <Nazara/Graphics/DebugDrawPipelinePass.hpp>
#include <Nazara/Graphics/DepthPipelinePass.hpp>
#include <Nazara/Graphics/ForwardPipelinePass.hpp>
#include <Nazara/Graphics/FramePipeline.hpp>
#include <Nazara/Graphics/InstancedRenderable.hpp>
#include <Nazara/Graphics/Light.hpp>
#include <Nazara/Graphics/LightShadowData.hpp>
#include <Nazara/Graphics/MaterialPass.hpp>
#include <Nazara/Graphics/PostProcessPipelinePass.hpp>
#include <Nazara/Graphics/RenderElement.hpp>
#include <Nazara/Graphics/RenderQueue.hpp>
#include <Nazara/Graphics/RenderQueueRegistry.hpp>
#include <Nazara/Graphics/TransferInterface.hpp>
#include <Nazara/Renderer/ShaderBinding.hpp>
#include <NazaraUtils/MemoryPool.hpp>
#include <memory>
#include <optional>
#include <span>
#include <unordered_map>
#include <unordered_set>
#include <vector>
namespace Nz
{
class LightShadowData;
class RenderFrame;
class RenderTarget;
class NAZARA_GRAPHICS_API ForwardFramePipeline : public FramePipeline
{
public:
ForwardFramePipeline(ElementRendererRegistry& elementRegistry);
ForwardFramePipeline(const ForwardFramePipeline&) = delete;
ForwardFramePipeline(ForwardFramePipeline&&) = delete;
~ForwardFramePipeline();
const std::vector<FramePipelinePass::VisibleRenderable>& FrustumCull(const Frustumf& frustum, UInt32 mask, std::size_t& visibilityHash) const override;
void ForEachRegisteredMaterialInstance(FunctionRef<void(const MaterialInstance& materialInstance)> callback) override;
void QueueTransfer(TransferInterface* transfer) override;
std::size_t RegisterLight(const Light* light, UInt32 renderMask) override;
std::size_t RegisterRenderable(std::size_t worldInstanceIndex, std::size_t skeletonInstanceIndex, const InstancedRenderable* instancedRenderable, UInt32 renderMask, const Recti& scissorBox) override;
std::size_t RegisterSkeleton(SkeletonInstancePtr skeletonInstance) override;
std::size_t RegisterViewer(PipelineViewer* viewerInstance, Int32 renderOrder) override;
std::size_t RegisterWorldInstance(WorldInstancePtr worldInstance) override;
const Light* RetrieveLight(std::size_t lightIndex) const override;
const LightShadowData* RetrieveLightShadowData(std::size_t lightIndex) const override;
const Texture* RetrieveLightShadowmap(std::size_t lightIndex, const AbstractViewer* viewer) const override;
void Render(RenderResources& renderResources) override;
void UnregisterLight(std::size_t lightIndex) override;
void UnregisterRenderable(std::size_t renderableIndex) override;
void UnregisterSkeleton(std::size_t skeletonIndex) override;
void UnregisterViewer(std::size_t viewerIndex) override;
void UnregisterWorldInstance(std::size_t worldInstance) override;
void UpdateLightRenderMask(std::size_t lightIndex, UInt32 renderMask) override;
void UpdateRenderableRenderMask(std::size_t renderableIndex, UInt32 renderMask) override;
void UpdateRenderableScissorBox(std::size_t renderableIndex, const Recti& scissorBox) override;
void UpdateRenderableSkeletonInstance(std::size_t renderableIndex, std::size_t skeletonIndex) override;
void UpdateViewerRenderOrder(std::size_t viewerIndex, Int32 renderOrder) override;
ForwardFramePipeline& operator=(const ForwardFramePipeline&) = delete;
ForwardFramePipeline& operator=(ForwardFramePipeline&&) = delete;
private:
struct ViewerData;
BakedFrameGraph BuildFrameGraph();
void RegisterMaterialInstance(MaterialInstance* materialPass);
void UnregisterMaterialInstance(MaterialInstance* material);
static std::size_t BuildMergePass(FrameGraph& frameGraph, std::span<ViewerData*> targetViewers);
struct LightData
{
std::unique_ptr<LightShadowData> shadowData;
const Light* light;
UInt32 renderMask;
NazaraSlot(Light, OnLightDataInvalided, onLightInvalidated);
NazaraSlot(Light, OnLightShadowCastingChanged, onLightShadowCastingChanged);
};
struct MaterialInstanceData
{
std::size_t usedCount = 0;
NazaraSlot(TransferInterface, OnTransferRequired, onTransferRequired);
};
struct RenderableData
{
std::size_t skeletonInstanceIndex;
std::size_t worldInstanceIndex;
const InstancedRenderable* renderable;
Recti scissorBox;
UInt32 renderMask = 0;
UInt8 generation;
NazaraSlot(InstancedRenderable, OnElementInvalidated, onElementInvalidated);
NazaraSlot(InstancedRenderable, OnMaterialInvalidated, onMaterialInvalidated);
};
struct RenderTargetData
{
std::vector<const ViewerData*> viewers;
};
struct SkeletonInstanceData
{
SkeletonInstancePtr skeleton;
NazaraSlot(TransferInterface, OnTransferRequired, onTransferRequired);
};
struct ViewerData
{
struct FrameData
{
Bitset<UInt64> visibleLights;
Frustumf frustum;
};
std::size_t finalColorAttachment;
std::vector<std::unique_ptr<FramePipelinePass>> passes;
PipelineViewer* viewer;
Int32 renderOrder = 0;
RenderQueueRegistry forwardRegistry;
RenderQueue<RenderElement*> forwardRenderQueue;
ShaderBindingPtr blitShaderBinding;
FrameData frame;
bool pendingDestruction = false;
NazaraSlot(TransferInterface, OnTransferRequired, onTransferRequired);
};
struct WorldInstanceData
{
WorldInstancePtr worldInstance;
NazaraSlot(TransferInterface, OnTransferRequired, onTransferRequired);
};
std::unordered_map<const RenderTarget*, RenderTargetData> m_renderTargets;
std::unordered_map<MaterialInstance*, MaterialInstanceData> m_materialInstances;
mutable std::vector<FramePipelinePass::VisibleRenderable> m_visibleRenderables;
std::vector<ViewerData*> m_orderedViewers;
robin_hood::unordered_set<TransferInterface*> m_transferSet;
BakedFrameGraph m_bakedFrameGraph;
Bitset<UInt64> m_activeLights;
Bitset<UInt64> m_removedSkeletonInstances;
Bitset<UInt64> m_removedViewerInstances;
Bitset<UInt64> m_removedWorldInstances;
Bitset<UInt64> m_shadowCastingLights;
Bitset<UInt64> m_visibleShadowCastingLights;
ElementRendererRegistry& m_elementRegistry;
MemoryPool<RenderableData> m_renderablePool;
MemoryPool<LightData> m_lightPool;
MemoryPool<SkeletonInstanceData> m_skeletonInstances;
MemoryPool<ViewerData> m_viewerPool;
MemoryPool<WorldInstanceData> m_worldInstances;
UInt8 m_generationCounter;
bool m_rebuildFrameGraph;
};
}
#include <Nazara/Graphics/ForwardFramePipeline.inl>
#endif // NAZARA_GRAPHICS_FORWARDFRAMEPIPELINE_HPP