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NazaraEngine/src/Nazara/Graphics/DeferredGeometryPass.cpp
Lynix c23b6dfa01 Copyright year update
I can't wait to see the conflicts this will cause
2020-03-05 17:27:26 +01:00

717 lines
24 KiB
C++

// Copyright (C) 2020 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/DeferredGeometryPass.hpp>
#include <Nazara/Core/Error.hpp>
#include <Nazara/Core/ErrorFlags.hpp>
#include <Nazara/Core/OffsetOf.hpp>
#include <Nazara/Graphics/AbstractViewer.hpp>
#include <Nazara/Graphics/DeferredRenderTechnique.hpp>
#include <Nazara/Graphics/DeferredProxyRenderQueue.hpp>
#include <Nazara/Graphics/Material.hpp>
#include <Nazara/Graphics/SceneData.hpp>
#include <Nazara/Renderer/Renderer.hpp>
#include <Nazara/Renderer/RenderTexture.hpp>
#include <Nazara/Utility/VertexStruct.hpp>
#include <Nazara/Graphics/Debug.hpp>
namespace Nz
{
namespace
{
struct BillboardPoint
{
Color color;
Vector3f position;
Vector2f size;
Vector2f sinCos; // must follow `size` (both will be sent as a Vector4f)
Vector2f uv;
};
constexpr UInt32 s_vertexBufferSize = 4 * 1024 * 1024; // 4 MiB
constexpr UInt32 s_maxQuadPerDraw = s_vertexBufferSize / sizeof(VertexLayout_XYZ_Color_UV);
}
/*!
* \ingroup graphics
* \class Nz::DeferredGeometryPass
* \brief Graphics class that represents the pass for geometries in deferred rendering
*/
/*!
* \brief Constructs a DeferredGeometryPass object by default
*/
DeferredGeometryPass::DeferredGeometryPass() :
m_vertexBuffer(BufferType_Vertex)
{
ErrorFlags flags(ErrorFlag_ThrowException, true);
m_whiteTexture = Nz::TextureLibrary::Get("White2D");
m_vertexBuffer.Create(s_vertexBufferSize, DataStorage_Hardware, BufferUsage_Dynamic);
m_billboardPointBuffer.Reset(&s_billboardVertexDeclaration, &m_vertexBuffer);
m_spriteBuffer.Reset(VertexDeclaration::Get(VertexLayout_XYZ_Color_UV), &m_vertexBuffer);
m_clearShader = ShaderLibrary::Get("DeferredGBufferClear");
m_clearStates.depthBuffer = true;
m_clearStates.faceCulling = true;
m_clearStates.stencilTest = true;
m_clearStates.depthFunc = RendererComparison_Always;
m_clearStates.stencilCompare.front = RendererComparison_Always;
m_clearStates.stencilPass.front = StencilOperation_Zero;
}
DeferredGeometryPass::~DeferredGeometryPass() = default;
/*!
* \brief Processes the work on the data while working with textures
* \return false
*
* \param sceneData Data for the scene
* \param firstWorkTexture Index of the first texture to work with
* \param firstWorkTexture Index of the second texture to work with
*/
bool DeferredGeometryPass::Process(const SceneData& sceneData, unsigned int firstWorkTexture, unsigned int secondWorkTexture) const
{
NazaraAssert(sceneData.viewer, "Invalid viewer");
NazaraUnused(firstWorkTexture);
NazaraUnused(secondWorkTexture);
bool instancingEnabled = m_deferredTechnique->IsInstancingEnabled();
m_GBufferRTT->SetColorTargets({0, 1, 2}); // G-Buffer
Renderer::SetTarget(m_GBufferRTT);
Renderer::SetScissorRect(Recti(0, 0, m_dimensions.x, m_dimensions.y));
Renderer::SetViewport(Recti(0, 0, m_dimensions.x, m_dimensions.y));
Renderer::SetRenderStates(m_clearStates);
Renderer::SetShader(m_clearShader);
Renderer::DrawFullscreenQuad();
Renderer::SetMatrix(MatrixType_Projection, sceneData.viewer->GetProjectionMatrix());
Renderer::SetMatrix(MatrixType_View, sceneData.viewer->GetViewMatrix());
BasicRenderQueue& renderQueue = *m_renderQueue->GetDeferredRenderQueue();
renderQueue.Sort(sceneData.viewer);
if (!renderQueue.models.empty())
DrawModels(sceneData, renderQueue, renderQueue.models);
if (!renderQueue.basicSprites.empty())
DrawSprites(sceneData, renderQueue, renderQueue.basicSprites);
if (!renderQueue.billboards.empty())
DrawBillboards(sceneData, renderQueue, renderQueue.billboards);
if (!renderQueue.depthSortedModels.empty())
DrawModels(sceneData, renderQueue, renderQueue.depthSortedModels);
if (!renderQueue.depthSortedSprites.empty())
DrawSprites(sceneData, renderQueue, renderQueue.depthSortedSprites);
if (!renderQueue.depthSortedBillboards.empty())
DrawBillboards(sceneData, renderQueue, renderQueue.depthSortedBillboards);
return false; // We only fill the G-Buffer, the work texture are unchanged
}
/*!
* \brief Resizes the texture sizes
* \return true If successful
*
* \param dimensions Dimensions for the compute texture
*/
bool DeferredGeometryPass::Resize(const Vector2ui& dimensions)
{
DeferredRenderPass::Resize(dimensions);
/*
G-Buffer:
Texture0: Diffuse Color + Flags
Texture1: Encoded normal
Texture2: Specular value + Shininess
Texture3: N/A
*/
try
{
ErrorFlags errFlags(ErrorFlag_ThrowException);
unsigned int width = dimensions.x;
unsigned int height = dimensions.y;
m_depthStencilTexture->Create(ImageType_2D, PixelFormatType_Depth24Stencil8, width, height);
m_GBuffer[0]->Create(ImageType_2D, PixelFormatType_RGBA8, width, height); // Texture 0 : Diffuse Color + Specular
m_GBuffer[1]->Create(ImageType_2D, PixelFormatType_RG16F, width, height); // Texture 1 : Encoded normal
m_GBuffer[2]->Create(ImageType_2D, PixelFormatType_RGBA8, width, height); // Texture 2 : Depth (24bits) + Shininess
m_GBufferRTT->Create(true);
m_GBufferRTT->AttachTexture(AttachmentPoint_Color, 0, m_GBuffer[0]);
m_GBufferRTT->AttachTexture(AttachmentPoint_Color, 1, m_GBuffer[1]);
m_GBufferRTT->AttachTexture(AttachmentPoint_Color, 2, m_GBuffer[2]);
// Texture 3 : Emission map ?
m_GBufferRTT->AttachTexture(AttachmentPoint_DepthStencil, 0, m_depthStencilTexture);
m_GBufferRTT->Unlock();
m_workRTT->Create(true);
for (unsigned int i = 0; i < 2; ++i)
{
m_workTextures[i]->Create(ImageType_2D, PixelFormatType_RGBA8, width, height);
m_workRTT->AttachTexture(AttachmentPoint_Color, i, m_workTextures[i]);
}
m_workRTT->AttachTexture(AttachmentPoint_DepthStencil, 0, m_depthStencilTexture);
m_workRTT->Unlock();
if (!m_workRTT->IsComplete() || !m_GBufferRTT->IsComplete())
{
NazaraError("Incomplete RTT");
return false;
}
return true;
}
catch (const std::exception& e)
{
NazaraError("Failed to create G-Buffer RTT: " + String(e.what()));
return false;
}
}
void DeferredGeometryPass::DrawBillboards(const SceneData& sceneData, const BasicRenderQueue& renderQueue, const RenderQueue<BasicRenderQueue::Billboard>& billboards) const
{
VertexBuffer* instanceBuffer = Renderer::GetInstanceBuffer();
instanceBuffer->SetVertexDeclaration(&s_billboardInstanceDeclaration);
Renderer::SetVertexBuffer(&s_quadVertexBuffer);
Nz::BufferMapper<VertexBuffer> instanceBufferMapper;
std::size_t billboardCount = 0;
std::size_t maxBillboardPerDraw = instanceBuffer->GetVertexCount();
auto Commit = [&]()
{
if (billboardCount > 0)
{
instanceBufferMapper.Unmap();
Renderer::DrawPrimitivesInstanced(billboardCount, PrimitiveMode_TriangleStrip, 0, 4);
billboardCount = 0;
}
};
const RenderTarget* renderTarget = sceneData.viewer->GetTarget();
Recti fullscreenScissorRect = Recti(Vector2i(renderTarget->GetSize()));
const Material* lastMaterial = nullptr;
const MaterialPipeline* lastPipeline = nullptr;
const Shader* lastShader = nullptr;
const ShaderUniforms* shaderUniforms = nullptr;
const Texture* lastOverlay = nullptr;
Recti lastScissorRect = Recti(-1, -1);
const MaterialPipeline::Instance* pipelineInstance = nullptr;
for (const BasicRenderQueue::Billboard& billboard : billboards)
{
const Nz::Recti& scissorRect = (billboard.scissorRect.width > 0) ? billboard.scissorRect : fullscreenScissorRect;
if (billboard.material != lastMaterial || (billboard.material->IsScissorTestEnabled() && scissorRect != lastScissorRect))
{
Commit();
const MaterialPipeline* pipeline = billboard.material->GetPipeline();
if (lastPipeline != pipeline)
{
pipelineInstance = &billboard.material->GetPipeline()->Apply(ShaderFlags_Billboard | ShaderFlags_Deferred | ShaderFlags_Instancing | ShaderFlags_VertexColor);
const Shader* shader = pipelineInstance->uberInstance->GetShader();
if (shader != lastShader)
{
// Index of uniforms in the shader
shaderUniforms = GetShaderUniforms(shader);
// Ambient color of the scene
shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
// Position of the camera
shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition());
lastShader = shader;
}
lastPipeline = pipeline;
}
if (lastMaterial != billboard.material)
{
billboard.material->Apply(*pipelineInstance);
lastMaterial = billboard.material;
}
if (billboard.material->IsScissorTestEnabled() && scissorRect != lastScissorRect)
{
Renderer::SetScissorRect(scissorRect);
lastScissorRect = scissorRect;
}
}
if (!instanceBufferMapper.GetBuffer())
instanceBufferMapper.Map(instanceBuffer, BufferAccess_DiscardAndWrite);
std::memcpy(static_cast<Nz::UInt8*>(instanceBufferMapper.GetPointer()) + sizeof(BasicRenderQueue::BillboardData) * billboardCount, &billboard.data, sizeof(BasicRenderQueue::BillboardData));
if (++billboardCount >= maxBillboardPerDraw)
Commit();
}
Commit();
}
void DeferredGeometryPass::DrawBillboards(const SceneData& sceneData, const BasicRenderQueue& renderQueue, const RenderQueue<BasicRenderQueue::BillboardChain>& billboards) const
{
VertexBuffer* instanceBuffer = Renderer::GetInstanceBuffer();
instanceBuffer->SetVertexDeclaration(&s_billboardInstanceDeclaration);
Renderer::SetVertexBuffer(&s_quadVertexBuffer);
Nz::BufferMapper<VertexBuffer> instanceBufferMapper;
std::size_t billboardCount = 0;
std::size_t maxBillboardPerDraw = instanceBuffer->GetVertexCount();
auto Commit = [&]()
{
if (billboardCount > 0)
{
instanceBufferMapper.Unmap();
Renderer::DrawPrimitivesInstanced(billboardCount, PrimitiveMode_TriangleStrip, 0, 4);
billboardCount = 0;
}
};
const RenderTarget* renderTarget = sceneData.viewer->GetTarget();
Recti fullscreenScissorRect = Recti(Vector2i(renderTarget->GetSize()));
const Material* lastMaterial = nullptr;
const MaterialPipeline* lastPipeline = nullptr;
const Shader* lastShader = nullptr;
const ShaderUniforms* shaderUniforms = nullptr;
const Texture* lastOverlay = nullptr;
Recti lastScissorRect = Recti(-1, -1);
const MaterialPipeline::Instance* pipelineInstance = nullptr;
for (const BasicRenderQueue::BillboardChain& billboard : billboards)
{
const Nz::Recti& scissorRect = (billboard.scissorRect.width > 0) ? billboard.scissorRect : fullscreenScissorRect;
if (billboard.material != lastMaterial || (billboard.material->IsScissorTestEnabled() && scissorRect != lastScissorRect))
{
Commit();
const MaterialPipeline* pipeline = billboard.material->GetPipeline();
if (lastPipeline != pipeline)
{
pipelineInstance = &billboard.material->GetPipeline()->Apply(ShaderFlags_Billboard | ShaderFlags_Deferred | ShaderFlags_Instancing | ShaderFlags_VertexColor);
const Shader* shader = pipelineInstance->uberInstance->GetShader();
if (shader != lastShader)
{
// Index of uniforms in the shader
shaderUniforms = GetShaderUniforms(shader);
// Ambient color of the scene
shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
// Position of the camera
shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition());
lastShader = shader;
}
lastPipeline = pipeline;
}
if (lastMaterial != billboard.material)
{
billboard.material->Apply(*pipelineInstance);
lastMaterial = billboard.material;
}
if (billboard.material->IsScissorTestEnabled() && scissorRect != lastScissorRect)
{
Renderer::SetScissorRect(scissorRect);
lastScissorRect = scissorRect;
}
}
std::size_t billboardRemaining = billboard.billboardCount;
const BasicRenderQueue::BillboardData* billboardData = renderQueue.GetBillboardData(billboard.billboardIndex);
do
{
std::size_t renderedBillboardCount = std::min(billboardRemaining, maxBillboardPerDraw - billboardCount);
billboardRemaining -= renderedBillboardCount;
if (!instanceBufferMapper.GetBuffer())
instanceBufferMapper.Map(instanceBuffer, BufferAccess_DiscardAndWrite);
std::memcpy(static_cast<Nz::UInt8*>(instanceBufferMapper.GetPointer()) + sizeof(BasicRenderQueue::BillboardData) * billboardCount, billboardData, renderedBillboardCount * sizeof(BasicRenderQueue::BillboardData));
billboardCount += renderedBillboardCount;
billboardData += renderedBillboardCount;
if (billboardCount >= maxBillboardPerDraw)
Commit();
}
while (billboardRemaining > 0);
}
Commit();
}
void DeferredGeometryPass::DrawModels(const SceneData& sceneData, const BasicRenderQueue& renderQueue, const Nz::RenderQueue<Nz::BasicRenderQueue::Model>& models) const
{
const RenderTarget* renderTarget = sceneData.viewer->GetTarget();
Recti fullscreenScissorRect = Recti(Vector2i(renderTarget->GetSize()));
const Material* lastMaterial = nullptr;
const MaterialPipeline* lastPipeline = nullptr;
const Shader* lastShader = nullptr;
const ShaderUniforms* shaderUniforms = nullptr;
Recti lastScissorRect = Recti(-1, -1);
const MaterialPipeline::Instance* pipelineInstance = nullptr;
///TODO: Reimplement instancing
for (const BasicRenderQueue::Model& model : models)
{
const MaterialPipeline* pipeline = model.material->GetPipeline();
if (lastPipeline != pipeline)
{
pipelineInstance = &model.material->GetPipeline()->Apply(ShaderFlags_Deferred);
const Shader* shader = pipelineInstance->uberInstance->GetShader();
if (shader != lastShader)
{
// Index of uniforms in the shader
shaderUniforms = GetShaderUniforms(shader);
// Ambient color of the scene
shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
// Position of the camera
shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition());
lastShader = shader;
}
lastPipeline = pipeline;
}
if (lastMaterial != model.material)
{
model.material->Apply(*pipelineInstance);
lastMaterial = model.material;
}
if (model.material->IsScissorTestEnabled())
{
const Nz::Recti& scissorRect = (model.scissorRect.width > 0) ? model.scissorRect : fullscreenScissorRect;
if (scissorRect != lastScissorRect)
{
Renderer::SetScissorRect(scissorRect);
lastScissorRect = scissorRect;
}
}
// Handle draw call before rendering loop
Renderer::DrawCall drawFunc;
Renderer::DrawCallInstanced instancedDrawFunc;
unsigned int indexCount;
if (model.meshData.indexBuffer)
{
drawFunc = Renderer::DrawIndexedPrimitives;
instancedDrawFunc = Renderer::DrawIndexedPrimitivesInstanced;
indexCount = model.meshData.indexBuffer->GetIndexCount();
}
else
{
drawFunc = Renderer::DrawPrimitives;
instancedDrawFunc = Renderer::DrawPrimitivesInstanced;
indexCount = model.meshData.vertexBuffer->GetVertexCount();
}
Renderer::SetIndexBuffer(model.meshData.indexBuffer);
Renderer::SetVertexBuffer(model.meshData.vertexBuffer);
Renderer::SetMatrix(MatrixType_World, model.matrix);
drawFunc(model.meshData.primitiveMode, 0, indexCount);
}
}
void DeferredGeometryPass::DrawSprites(const SceneData& sceneData, const BasicRenderQueue& renderQueue, const RenderQueue<BasicRenderQueue::SpriteChain>& spriteList) const
{
const RenderTarget* renderTarget = sceneData.viewer->GetTarget();
Recti fullscreenScissorRect = Recti(Vector2i(renderTarget->GetSize()));
const std::size_t maxSpriteCount = std::min<std::size_t>(s_maxQuadPerDraw, m_spriteBuffer.GetVertexCount() / 4);
const unsigned int overlayTextureUnit = Material::GetTextureUnit(TextureMap_Overlay);
const Material* lastMaterial = nullptr;
const MaterialPipeline* lastPipeline = nullptr;
const Shader* lastShader = nullptr;
const ShaderUniforms* shaderUniforms = nullptr;
const Texture* lastOverlay = nullptr;
Recti lastScissorRect = Recti(-1, -1);
const MaterialPipeline::Instance* pipelineInstance = nullptr;
Renderer::SetIndexBuffer(&s_quadIndexBuffer);
Renderer::SetMatrix(MatrixType_World, Matrix4f::Identity());
Renderer::SetVertexBuffer(&m_spriteBuffer);
auto Draw = [&]()
{
unsigned int firstIndex = 0;
for (const auto& batch : m_spriteBatches)
{
const MaterialPipeline* pipeline = batch.material->GetPipeline();
if (pipeline != lastPipeline)
{
pipelineInstance = &batch.material->GetPipeline()->Apply(ShaderFlags_TextureOverlay | ShaderFlags_VertexColor);
const Shader* shader = pipelineInstance->uberInstance->GetShader();
if (shader != lastShader)
{
// Index of uniforms in the shader
shaderUniforms = GetShaderUniforms(shader);
// Ambient color of the scene
shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
// Position of the camera
shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition());
// Overlay texture unit
shader->SendInteger(shaderUniforms->textureOverlay, overlayTextureUnit);
lastShader = shader;
}
lastPipeline = pipeline;
}
if (batch.material != lastMaterial)
{
batch.material->Apply(*pipelineInstance);
Renderer::SetTextureSampler(overlayTextureUnit, batch.material->GetDiffuseSampler());
lastMaterial = batch.material;
}
if (batch.overlayTexture != lastOverlay)
{
Renderer::SetTexture(overlayTextureUnit, batch.overlayTexture);
lastOverlay = batch.overlayTexture;
}
if (batch.material->IsScissorTestEnabled() && batch.scissorRect != lastScissorRect)
{
Renderer::SetScissorRect(batch.scissorRect);
lastScissorRect = batch.scissorRect;
}
unsigned int indexCount = batch.spriteCount * 6;
Renderer::DrawIndexedPrimitives(PrimitiveMode_TriangleList, firstIndex, indexCount);
firstIndex += indexCount;
}
};
m_spriteBatches.clear();
{
BufferMapper<VertexBuffer> vertexMapper;
VertexStruct_XYZ_Color_UV* vertices = nullptr;
std::size_t remainingSprite = maxSpriteCount;
const Material* lastMaterial = nullptr;
const Texture* lastOverlay = nullptr;
Recti lastScissorRect = Recti(-1, -1);
for (const BasicRenderQueue::SpriteChain& basicSprites : spriteList)
{
const Nz::Texture* overlayTexture = (basicSprites.overlay) ? basicSprites.overlay.Get() : m_whiteTexture.Get();
const Nz::Recti& scissorRect = (basicSprites.scissorRect.width > 0) ? basicSprites.scissorRect : fullscreenScissorRect;
const VertexStruct_XYZ_Color_UV* spriteVertices = basicSprites.vertices;
std::size_t spriteCount = basicSprites.spriteCount;
for (;;)
{
if (m_spriteBatches.empty() || basicSprites.material != lastMaterial || overlayTexture != lastOverlay || (basicSprites.material->IsScissorTestEnabled() && scissorRect != lastScissorRect))
{
m_spriteBatches.emplace_back();
SpriteBatch& newBatch = m_spriteBatches.back();
newBatch.material = basicSprites.material;
newBatch.overlayTexture = overlayTexture;
newBatch.scissorRect = scissorRect;
newBatch.spriteCount = 0;
lastMaterial = basicSprites.material;
lastOverlay = overlayTexture;
lastScissorRect = scissorRect;
}
SpriteBatch& currentBatch = m_spriteBatches.back();
if (!vertices)
{
vertexMapper.Map(m_spriteBuffer, BufferAccess_DiscardAndWrite);
vertices = static_cast<VertexStruct_XYZ_Color_UV*>(vertexMapper.GetPointer());
}
std::size_t processedSpriteCount = std::min(remainingSprite, spriteCount);
std::size_t processedVertices = processedSpriteCount * 4;
std::memcpy(vertices, spriteVertices, processedVertices * sizeof(VertexStruct_XYZ_Color_UV));
vertices += processedVertices;
spriteVertices += processedVertices;
currentBatch.spriteCount += processedSpriteCount;
spriteCount -= processedSpriteCount;
remainingSprite -= processedSpriteCount;
if (remainingSprite == 0)
{
vertexMapper.Unmap();
vertices = nullptr;
Draw();
remainingSprite = maxSpriteCount;
m_spriteBatches.clear();
}
if (spriteCount == 0)
break;
}
}
}
Draw();
}
const DeferredGeometryPass::ShaderUniforms* DeferredGeometryPass::GetShaderUniforms(const Shader* shader) const
{
auto it = m_shaderUniforms.find(shader);
if (it == m_shaderUniforms.end())
{
ShaderUniforms uniforms;
uniforms.shaderReleaseSlot.Connect(shader->OnShaderRelease, this, &DeferredGeometryPass::OnShaderInvalidated);
uniforms.shaderUniformInvalidatedSlot.Connect(shader->OnShaderUniformInvalidated, this, &DeferredGeometryPass::OnShaderInvalidated);
uniforms.eyePosition = shader->GetUniformLocation("EyePosition");
uniforms.sceneAmbient = shader->GetUniformLocation("SceneAmbient");
uniforms.textureOverlay = shader->GetUniformLocation("TextureOverlay");
it = m_shaderUniforms.emplace(shader, std::move(uniforms)).first;
}
return &it->second;
}
/*!
* \brief Handle the invalidation of a shader
*
* \param shader Shader being invalidated
*/
void DeferredGeometryPass::OnShaderInvalidated(const Shader* shader) const
{
m_shaderUniforms.erase(shader);
}
bool DeferredGeometryPass::Initialize()
{
try
{
ErrorFlags flags(ErrorFlag_ThrowException, true);
s_quadIndexBuffer.Reset(true, s_maxQuadPerDraw * 6, DataStorage_Hardware, 0);
BufferMapper<IndexBuffer> mapper(s_quadIndexBuffer, BufferAccess_WriteOnly);
UInt32* indices = static_cast<UInt32*>(mapper.GetPointer());
for (UInt32 i = 0; i < s_maxQuadPerDraw; ++i)
{
*indices++ = i * 4 + 0;
*indices++ = i * 4 + 2;
*indices++ = i * 4 + 1;
*indices++ = i * 4 + 2;
*indices++ = i * 4 + 3;
*indices++ = i * 4 + 1;
}
mapper.Unmap(); // No point to keep the buffer open any longer
// Quad buffer (used for instancing of billboards and sprites)
//Note: UV are computed in the shader
s_quadVertexBuffer.Reset(VertexDeclaration::Get(VertexLayout_XY), 4, DataStorage_Hardware, 0);
float vertices[2 * 4] = {
-0.5f, -0.5f,
0.5f, -0.5f,
-0.5f, 0.5f,
0.5f, 0.5f,
};
s_quadVertexBuffer.FillRaw(vertices, 0, sizeof(vertices));
// Declaration used when rendering the vertex billboards
s_billboardVertexDeclaration.EnableComponent(VertexComponent_Color, ComponentType_Color, NazaraOffsetOf(BillboardPoint, color));
s_billboardVertexDeclaration.EnableComponent(VertexComponent_Position, ComponentType_Float3, NazaraOffsetOf(BillboardPoint, position));
s_billboardVertexDeclaration.EnableComponent(VertexComponent_TexCoord, ComponentType_Float2, NazaraOffsetOf(BillboardPoint, uv));
s_billboardVertexDeclaration.EnableComponent(VertexComponent_Userdata0, ComponentType_Float4, NazaraOffsetOf(BillboardPoint, size)); // Includes sincos
// Declaration used when rendering the billboards with intancing
// The main advantage is the direct copy (std::memcpy) of data in the RenderQueue to the GPU buffer
s_billboardInstanceDeclaration.EnableComponent(VertexComponent_InstanceData0, ComponentType_Float3, NazaraOffsetOf(BasicRenderQueue::BillboardData, center));
s_billboardInstanceDeclaration.EnableComponent(VertexComponent_InstanceData1, ComponentType_Float4, NazaraOffsetOf(BasicRenderQueue::BillboardData, size)); // Englobe sincos
s_billboardInstanceDeclaration.EnableComponent(VertexComponent_InstanceData2, ComponentType_Color, NazaraOffsetOf(BasicRenderQueue::BillboardData, color));
}
catch (const std::exception& e)
{
NazaraError("Failed to initialise: " + String(e.what()));
return false;
}
return true;
}
void DeferredGeometryPass::Uninitialize()
{
s_quadIndexBuffer.Reset();
s_quadVertexBuffer.Reset();
}
IndexBuffer DeferredGeometryPass::s_quadIndexBuffer;
VertexBuffer DeferredGeometryPass::s_quadVertexBuffer;
VertexDeclaration DeferredGeometryPass::s_billboardInstanceDeclaration;
VertexDeclaration DeferredGeometryPass::s_billboardVertexDeclaration;
}