* IWYU Core * IWYU Noise * IWYU Utility * IWYU Audio * IWYU Platform * IWYU Lua * IWYU Network * IWYU Physics2D * IWYU Physics3D * IWYU Renderer * IWYU Graphics * IWYU NDKServer * IWYU Fix * Try to fix compilation * Other fixes
411 lines
13 KiB
C++
411 lines
13 KiB
C++
// Copyright (C) 2017 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/DeferredRenderQueue.hpp>
|
|
#include <Nazara/Graphics/ForwardRenderQueue.hpp>
|
|
#include <Nazara/Graphics/Debug.hpp>
|
|
|
|
///TODO: Render billboards using Deferred Shading if possible
|
|
|
|
namespace Nz
|
|
{
|
|
/*!
|
|
* \ingroup graphics
|
|
* \class Nz::DeferredRenderQueue
|
|
* \brief Graphics class that represents the rendering queue for deferred rendering
|
|
*/
|
|
|
|
/*!
|
|
* \brief Constructs a DeferredRenderQueue object with the rendering queue of forward rendering
|
|
*
|
|
* \param forwardQueue Queue of data to render
|
|
*/
|
|
|
|
DeferredRenderQueue::DeferredRenderQueue(ForwardRenderQueue* forwardQueue) :
|
|
m_forwardQueue(forwardQueue)
|
|
{
|
|
}
|
|
|
|
/*!
|
|
* \brief Adds multiple billboards to the queue
|
|
*
|
|
* \param renderOrder Order of rendering
|
|
* \param material Material of the billboards
|
|
* \param count Number of billboards
|
|
* \param positionPtr Position of the billboards
|
|
* \param sizePtr Sizes of the billboards
|
|
* \param sinCosPtr Rotation of the billboards if null, Vector2f(0.f, 1.f) is used
|
|
* \param colorPtr Color of the billboards if null, Color::White is used
|
|
*/
|
|
|
|
void DeferredRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const Color> colorPtr)
|
|
{
|
|
m_forwardQueue->AddBillboards(renderOrder, material, count, positionPtr, sizePtr, sinCosPtr, colorPtr);
|
|
}
|
|
|
|
/*!
|
|
* \brief Adds multiple billboards to the queue
|
|
*
|
|
* \param renderOrder Order of rendering
|
|
* \param material Material of the billboards
|
|
* \param count Number of billboards
|
|
* \param positionPtr Position of the billboards
|
|
* \param sizePtr Sizes of the billboards
|
|
* \param sinCosPtr Rotation of the billboards if null, Vector2f(0.f, 1.f) is used
|
|
* \param alphaPtr Alpha parameters of the billboards if null, 1.f is used
|
|
*/
|
|
|
|
void DeferredRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr)
|
|
{
|
|
m_forwardQueue->AddBillboards(renderOrder, material, count, positionPtr, sizePtr, sinCosPtr, alphaPtr);
|
|
}
|
|
|
|
/*!
|
|
* \brief Adds multiple billboards to the queue
|
|
*
|
|
* \param renderOrder Order of rendering
|
|
* \param material Material of the billboards
|
|
* \param count Number of billboards
|
|
* \param positionPtr Position of the billboards
|
|
* \param sizePtr Sizes of the billboards
|
|
* \param anglePtr Rotation of the billboards if null, 0.f is used
|
|
* \param colorPtr Color of the billboards if null, Color::White is used
|
|
*/
|
|
|
|
void DeferredRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr)
|
|
{
|
|
m_forwardQueue->AddBillboards(renderOrder, material, count, positionPtr, sizePtr, anglePtr, colorPtr);
|
|
}
|
|
|
|
/*!
|
|
* \brief Adds multiple billboards to the queue
|
|
*
|
|
* \param renderOrder Order of rendering
|
|
* \param material Material of the billboards
|
|
* \param count Number of billboards
|
|
* \param positionPtr Position of the billboards
|
|
* \param sizePtr Sizes of the billboards
|
|
* \param anglePtr Rotation of the billboards if null, 0.f is used
|
|
* \param alphaPtr Alpha parameters of the billboards if null, 1.f is used
|
|
*/
|
|
|
|
void DeferredRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr)
|
|
{
|
|
m_forwardQueue->AddBillboards(renderOrder, material, count, positionPtr, sizePtr, anglePtr, alphaPtr);
|
|
}
|
|
|
|
/*!
|
|
* \brief Adds multiple billboards to the queue
|
|
*
|
|
* \param renderOrder Order of rendering
|
|
* \param material Material of the billboards
|
|
* \param count Number of billboards
|
|
* \param positionPtr Position of the billboards
|
|
* \param sizePtr Size of the billboards
|
|
* \param sinCosPtr Rotation of the billboards if null, Vector2f(0.f, 1.f) is used
|
|
* \param colorPtr Color of the billboards if null, Color::White is used
|
|
*/
|
|
|
|
void DeferredRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const Color> colorPtr)
|
|
{
|
|
m_forwardQueue->AddBillboards(renderOrder, material, count, positionPtr, sizePtr, sinCosPtr, colorPtr);
|
|
}
|
|
|
|
/*!
|
|
* \brief Adds multiple billboards to the queue
|
|
*
|
|
* \param renderOrder Order of rendering
|
|
* \param material Material of the billboards
|
|
* \param count Number of billboards
|
|
* \param positionPtr Position of the billboards
|
|
* \param sizePtr Size of the billboards
|
|
* \param sinCosPtr Rotation of the billboards if null, Vector2f(0.f, 1.f) is used
|
|
* \param alphaPtr Alpha parameters of the billboards if null, 1.f is used
|
|
*/
|
|
|
|
void DeferredRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr)
|
|
{
|
|
m_forwardQueue->AddBillboards(renderOrder, material, count, positionPtr, sizePtr, sinCosPtr, alphaPtr);
|
|
}
|
|
|
|
/*!
|
|
* \brief Adds multiple billboards to the queue
|
|
*
|
|
* \param renderOrder Order of rendering
|
|
* \param material Material of the billboards
|
|
* \param count Number of billboards
|
|
* \param positionPtr Position of the billboards
|
|
* \param sizePtr Size of the billboards
|
|
* \param anglePtr Rotation of the billboards if null, 0.f is used
|
|
* \param colorPtr Color of the billboards if null, Color::White is used
|
|
*/
|
|
|
|
void DeferredRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr)
|
|
{
|
|
m_forwardQueue->AddBillboards(renderOrder, material, count, positionPtr, sizePtr, anglePtr, colorPtr);
|
|
}
|
|
|
|
/*!
|
|
* \brief Adds multiple billboards to the queue
|
|
*
|
|
* \param renderOrder Order of rendering
|
|
* \param material Material of the billboards
|
|
* \param count Number of billboards
|
|
* \param positionPtr Position of the billboards
|
|
* \param sizePtr Size of the billboards
|
|
* \param anglePtr Rotation of the billboards if null, 0.f is used
|
|
* \param alphaPtr Alpha parameters of the billboards if null, 1.f is used
|
|
*/
|
|
|
|
void DeferredRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr)
|
|
{
|
|
m_forwardQueue->AddBillboards(renderOrder, material, count, positionPtr, sizePtr, anglePtr, alphaPtr);
|
|
}
|
|
|
|
/*!
|
|
* \brief Adds drawable to the queue
|
|
*
|
|
* \param renderOrder Order of rendering
|
|
* \param drawable Drawable user defined
|
|
*
|
|
* \remark Produces a NazaraError if drawable is invalid
|
|
*/
|
|
|
|
void DeferredRenderQueue::AddDrawable(int renderOrder, const Drawable* drawable)
|
|
{
|
|
m_forwardQueue->AddDrawable(renderOrder, drawable);
|
|
}
|
|
|
|
/*!
|
|
* \brief Adds mesh to the queue
|
|
*
|
|
* \param renderOrder Order of rendering
|
|
* \param material Material of the mesh
|
|
* \param meshData Data of the mesh
|
|
* \param meshAABB Box of the mesh
|
|
* \param transformMatrix Matrix of the mesh
|
|
*/
|
|
|
|
void DeferredRenderQueue::AddMesh(int renderOrder, const Material* material, const MeshData& meshData, const Boxf& meshAABB, const Matrix4f& transformMatrix)
|
|
{
|
|
if (material->IsBlendingEnabled() || material->IsDepthSortingEnabled()) //< Fixme: Deferred Shading should be able to handle depth sorting
|
|
// Deferred Shading cannot handle blended objects, put them in the forward list
|
|
m_forwardQueue->AddMesh(renderOrder, material, meshData, meshAABB, transformMatrix);
|
|
else
|
|
{
|
|
Layer& currentLayer = GetLayer(renderOrder);
|
|
MeshPipelineBatches& opaqueModels = currentLayer.opaqueModels;
|
|
|
|
const MaterialPipeline* materialPipeline = material->GetPipeline();
|
|
|
|
auto pipelineIt = opaqueModels.find(materialPipeline);
|
|
if (pipelineIt == opaqueModels.end())
|
|
{
|
|
BatchedMaterialEntry materialEntry;
|
|
pipelineIt = opaqueModels.insert(MeshPipelineBatches::value_type(materialPipeline, std::move(materialEntry))).first;
|
|
}
|
|
|
|
BatchedMaterialEntry& materialEntry = pipelineIt->second;
|
|
MeshMaterialBatches& materialMap = materialEntry.materialMap;
|
|
|
|
auto materialIt = materialMap.find(material);
|
|
if (materialIt == materialMap.end())
|
|
{
|
|
BatchedModelEntry entry;
|
|
entry.materialReleaseSlot.Connect(material->OnMaterialRelease, this, &DeferredRenderQueue::OnMaterialInvalidation);
|
|
|
|
materialIt = materialMap.insert(MeshMaterialBatches::value_type(material, std::move(entry))).first;
|
|
}
|
|
|
|
BatchedModelEntry& entry = materialIt->second;
|
|
entry.enabled = true;
|
|
|
|
MeshInstanceContainer& meshMap = entry.meshMap;
|
|
|
|
auto it2 = meshMap.find(meshData);
|
|
if (it2 == meshMap.end())
|
|
{
|
|
MeshInstanceEntry instanceEntry;
|
|
if (meshData.indexBuffer)
|
|
instanceEntry.indexBufferReleaseSlot.Connect(meshData.indexBuffer->OnIndexBufferRelease, this, &DeferredRenderQueue::OnIndexBufferInvalidation);
|
|
|
|
instanceEntry.vertexBufferReleaseSlot.Connect(meshData.vertexBuffer->OnVertexBufferRelease, this, &DeferredRenderQueue::OnVertexBufferInvalidation);
|
|
|
|
it2 = meshMap.insert(std::make_pair(meshData, std::move(instanceEntry))).first;
|
|
}
|
|
|
|
std::vector<Matrix4f>& instances = it2->second.instances;
|
|
instances.push_back(transformMatrix);
|
|
|
|
materialEntry.maxInstanceCount = std::max(materialEntry.maxInstanceCount, instances.size());
|
|
}
|
|
}
|
|
|
|
/*!
|
|
* \brief Adds sprites to the queue
|
|
*
|
|
* \param renderOrder Order of rendering
|
|
* \param material Material of the sprites
|
|
* \param vertices Buffer of data for the sprites
|
|
* \param spriteCount Number of sprites
|
|
* \param overlay Texture of the sprites
|
|
*/
|
|
|
|
void DeferredRenderQueue::AddSprites(int renderOrder, const Material* material, const VertexStruct_XYZ_Color_UV* vertices, std::size_t spriteCount, const Texture* overlay)
|
|
{
|
|
m_forwardQueue->AddSprites(renderOrder, material, vertices, spriteCount, overlay);
|
|
}
|
|
|
|
/*!
|
|
* \brief Clears the queue
|
|
*
|
|
* \param fully Should everything be cleared or we can keep layers
|
|
*/
|
|
|
|
void DeferredRenderQueue::Clear(bool fully)
|
|
{
|
|
AbstractRenderQueue::Clear(fully);
|
|
|
|
if (fully)
|
|
layers.clear();
|
|
else
|
|
{
|
|
for (auto it = layers.begin(); it != layers.end();)
|
|
{
|
|
Layer& layer = it->second;
|
|
if (layer.clearCount++ >= 100)
|
|
it = layers.erase(it);
|
|
else
|
|
{
|
|
for (auto& pipelinePair : layer.opaqueModels)
|
|
{
|
|
auto& pipelineEntry = pipelinePair.second;
|
|
|
|
if (pipelineEntry.maxInstanceCount > 0)
|
|
{
|
|
for (auto& materialPair : pipelineEntry.materialMap)
|
|
{
|
|
auto& matEntry = materialPair.second;
|
|
|
|
if (matEntry.enabled)
|
|
{
|
|
MeshInstanceContainer& meshInstances = matEntry.meshMap;
|
|
|
|
for (auto& meshIt : meshInstances)
|
|
{
|
|
auto& meshEntry = meshIt.second;
|
|
|
|
meshEntry.instances.clear();
|
|
}
|
|
matEntry.enabled = false;
|
|
}
|
|
}
|
|
pipelineEntry.maxInstanceCount = 0;
|
|
}
|
|
}
|
|
|
|
++it;
|
|
}
|
|
}
|
|
}
|
|
|
|
m_forwardQueue->Clear(fully);
|
|
}
|
|
|
|
/*!
|
|
* \brief Gets the ith layer
|
|
* \return Reference to the ith layer for the queue
|
|
*
|
|
* \param i Index of the layer
|
|
*/
|
|
|
|
DeferredRenderQueue::Layer& DeferredRenderQueue::GetLayer(unsigned int i)
|
|
{
|
|
auto it = layers.find(i);
|
|
if (it == layers.end())
|
|
it = layers.insert(std::make_pair(i, Layer())).first;
|
|
|
|
Layer& layer = it->second;
|
|
layer.clearCount = 0;
|
|
|
|
return layer;
|
|
}
|
|
|
|
/*!
|
|
* \brief Handle the invalidation of an index buffer
|
|
*
|
|
* \param indexBuffer Index buffer being invalidated
|
|
*/
|
|
|
|
void DeferredRenderQueue::OnIndexBufferInvalidation(const IndexBuffer* indexBuffer)
|
|
{
|
|
for (auto& pair : layers)
|
|
{
|
|
Layer& layer = pair.second;
|
|
|
|
for (auto& pipelineEntry : layer.opaqueModels)
|
|
{
|
|
for (auto& materialEntry : pipelineEntry.second.materialMap)
|
|
{
|
|
MeshInstanceContainer& meshes = materialEntry.second.meshMap;
|
|
for (auto it = meshes.begin(); it != meshes.end();)
|
|
{
|
|
const MeshData& renderData = it->first;
|
|
if (renderData.indexBuffer == indexBuffer)
|
|
it = meshes.erase(it);
|
|
else
|
|
++it;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*!
|
|
* \brief Handle the invalidation of a material
|
|
*
|
|
* \param material Material being invalidated
|
|
*/
|
|
|
|
void DeferredRenderQueue::OnMaterialInvalidation(const Material* material)
|
|
{
|
|
for (auto& pair : layers)
|
|
{
|
|
Layer& layer = pair.second;
|
|
|
|
for (auto& pipelineEntry : layer.opaqueModels)
|
|
pipelineEntry.second.materialMap.erase(material);
|
|
}
|
|
}
|
|
|
|
/*!
|
|
* \brief Handle the invalidation of a vertex buffer
|
|
*
|
|
* \param vertexBuffer Vertex buffer being invalidated
|
|
*/
|
|
|
|
void DeferredRenderQueue::OnVertexBufferInvalidation(const VertexBuffer* vertexBuffer)
|
|
{
|
|
for (auto& pair : layers)
|
|
{
|
|
Layer& layer = pair.second;
|
|
for (auto& pipelineEntry : layer.opaqueModels)
|
|
{
|
|
for (auto& materialEntry : pipelineEntry.second.materialMap)
|
|
{
|
|
MeshInstanceContainer& meshes = materialEntry.second.meshMap;
|
|
for (auto it = meshes.begin(); it != meshes.end();)
|
|
{
|
|
const MeshData& renderData = it->first;
|
|
if (renderData.vertexBuffer == vertexBuffer)
|
|
it = meshes.erase(it);
|
|
else
|
|
++it;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|