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NazaraEngine/src/Nazara/Graphics/DeferredRenderQueue.cpp
Gawaboumga bbac0838dd Include-What-You-Use (#137)
* IWYU Core

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2017-10-01 11:17:09 +02:00

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// 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;
}
}
}
}
}
}