437 lines
14 KiB
C++
437 lines
14 KiB
C++
// Copyright (C) 2015 Jérôme Leclercq
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// This file is part of the "Nazara Engine - Graphics module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/Graphics/DeferredRenderQueue.hpp>
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#include <Nazara/Graphics/AbstractViewer.hpp>
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#include <Nazara/Graphics/ForwardRenderQueue.hpp>
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#include <Nazara/Graphics/Light.hpp>
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#include <Nazara/Graphics/Debug.hpp>
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///TODO: Render billboards using Deferred Shading if possible
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namespace Nz
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{
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/*!
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* \ingroup graphics
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* \class Nz::DeferredRenderQueue
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* \brief Graphics class that represents the rendering queue for deferred rendering
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*/
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/*!
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* \brief Constructs a DeferredRenderQueue object with the rendering queue of forward rendering
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*
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* \param forwardQueue Queue of data to render
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*/
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DeferredRenderQueue::DeferredRenderQueue(ForwardRenderQueue* forwardQueue) :
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m_forwardQueue(forwardQueue)
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{
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}
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/*!
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* \brief Adds billboard to the queue
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*
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* \param renderOrder Order of rendering
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* \param material Material of the billboard
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* \param position Position of the billboard
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* \param size Sizes of the billboard
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* \param sinCos Rotation of the billboard
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* \param color Color of the billboard
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*/
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void DeferredRenderQueue::AddBillboard(int renderOrder, const Material* material, const Vector3f& position, const Vector2f& size, const Vector2f& sinCos, const Color& color)
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{
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m_forwardQueue->AddBillboard(renderOrder, material, position, size, sinCos, color);
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}
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/*!
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* \brief Adds multiple billboards to the queue
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*
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* \param renderOrder Order of rendering
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* \param material Material of the billboards
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* \param count Number of billboards
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* \param positionPtr Position of the billboards
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* \param sizePtr Sizes of the billboards
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* \param sinCosPtr Rotation of the billboards if null, Vector2f(0.f, 1.f) is used
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* \param colorPtr Color of the billboards if null, Color::White is used
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*/
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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)
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{
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m_forwardQueue->AddBillboards(renderOrder, material, count, positionPtr, sizePtr, sinCosPtr, colorPtr);
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}
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/*!
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* \brief Adds multiple billboards to the queue
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*
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* \param renderOrder Order of rendering
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* \param material Material of the billboards
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* \param count Number of billboards
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* \param positionPtr Position of the billboards
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* \param sizePtr Sizes of the billboards
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* \param sinCosPtr Rotation of the billboards if null, Vector2f(0.f, 1.f) is used
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* \param alphaPtr Alpha parameters of the billboards if null, 1.f is used
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*/
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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)
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{
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m_forwardQueue->AddBillboards(renderOrder, material, count, positionPtr, sizePtr, sinCosPtr, alphaPtr);
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}
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/*!
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* \brief Adds multiple billboards to the queue
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*
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* \param renderOrder Order of rendering
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* \param material Material of the billboards
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* \param count Number of billboards
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* \param positionPtr Position of the billboards
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* \param sizePtr Sizes of the billboards
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* \param anglePtr Rotation of the billboards if null, 0.f is used
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* \param colorPtr Color of the billboards if null, Color::White is used
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*/
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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)
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{
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m_forwardQueue->AddBillboards(renderOrder, material, count, positionPtr, sizePtr, anglePtr, colorPtr);
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}
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/*!
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* \brief Adds multiple billboards to the queue
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*
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* \param renderOrder Order of rendering
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* \param material Material of the billboards
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* \param count Number of billboards
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* \param positionPtr Position of the billboards
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* \param sizePtr Sizes of the billboards
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* \param anglePtr Rotation of the billboards if null, 0.f is used
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* \param alphaPtr Alpha parameters of the billboards if null, 1.f is used
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*/
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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)
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{
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m_forwardQueue->AddBillboards(renderOrder, material, count, positionPtr, sizePtr, anglePtr, alphaPtr);
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}
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/*!
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* \brief Adds multiple billboards to the queue
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*
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* \param renderOrder Order of rendering
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* \param material Material of the billboards
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* \param count Number of billboards
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* \param positionPtr Position of the billboards
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* \param sizePtr Size of the billboards
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* \param sinCosPtr Rotation of the billboards if null, Vector2f(0.f, 1.f) is used
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* \param colorPtr Color of the billboards if null, Color::White is used
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*/
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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)
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{
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m_forwardQueue->AddBillboards(renderOrder, material, count, positionPtr, sizePtr, sinCosPtr, colorPtr);
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}
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/*!
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* \brief Adds multiple billboards to the queue
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*
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* \param renderOrder Order of rendering
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* \param material Material of the billboards
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* \param count Number of billboards
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* \param positionPtr Position of the billboards
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* \param sizePtr Size of the billboards
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* \param sinCosPtr Rotation of the billboards if null, Vector2f(0.f, 1.f) is used
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* \param alphaPtr Alpha parameters of the billboards if null, 1.f is used
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*/
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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)
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{
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m_forwardQueue->AddBillboards(renderOrder, material, count, positionPtr, sizePtr, sinCosPtr, alphaPtr);
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}
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/*!
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* \brief Adds multiple billboards to the queue
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*
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* \param renderOrder Order of rendering
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* \param material Material of the billboards
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* \param count Number of billboards
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* \param positionPtr Position of the billboards
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* \param sizePtr Size of the billboards
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* \param anglePtr Rotation of the billboards if null, 0.f is used
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* \param colorPtr Color of the billboards if null, Color::White is used
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*/
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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)
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{
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m_forwardQueue->AddBillboards(renderOrder, material, count, positionPtr, sizePtr, anglePtr, colorPtr);
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}
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/*!
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* \brief Adds multiple billboards to the queue
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*
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* \param renderOrder Order of rendering
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* \param material Material of the billboards
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* \param count Number of billboards
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* \param positionPtr Position of the billboards
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* \param sizePtr Size of the billboards
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* \param anglePtr Rotation of the billboards if null, 0.f is used
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* \param alphaPtr Alpha parameters of the billboards if null, 1.f is used
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*/
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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)
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{
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m_forwardQueue->AddBillboards(renderOrder, material, count, positionPtr, sizePtr, anglePtr, alphaPtr);
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}
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/*!
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* \brief Adds drawable to the queue
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*
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* \param renderOrder Order of rendering
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* \param drawable Drawable user defined
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*
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* \remark Produces a NazaraError if drawable is invalid
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*/
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void DeferredRenderQueue::AddDrawable(int renderOrder, const Drawable* drawable)
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{
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m_forwardQueue->AddDrawable(renderOrder, drawable);
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}
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/*!
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* \brief Adds mesh to the queue
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*
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* \param renderOrder Order of rendering
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* \param material Material of the mesh
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* \param meshData Data of the mesh
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* \param meshAABB Box of the mesh
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* \param transformMatrix Matrix of the mesh
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*/
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void DeferredRenderQueue::AddMesh(int renderOrder, const Material* material, const MeshData& meshData, const Boxf& meshAABB, const Matrix4f& transformMatrix)
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{
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if (material->IsEnabled(RendererParameter_Blend))
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// One transparent material ? I don't like it, go see if I'm in the forward queue
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m_forwardQueue->AddMesh(renderOrder, material, meshData, meshAABB, transformMatrix);
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else
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{
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Layer& currentLayer = GetLayer(renderOrder);
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auto& opaqueModels = currentLayer.opaqueModels;
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auto it = opaqueModels.find(material);
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if (it == opaqueModels.end())
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{
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BatchedModelEntry entry;
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entry.materialReleaseSlot.Connect(material->OnMaterialRelease, this, &DeferredRenderQueue::OnMaterialInvalidation);
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it = opaqueModels.insert(std::make_pair(material, std::move(entry))).first;
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}
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BatchedModelEntry& entry = it->second;
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entry.enabled = true;
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auto& meshMap = entry.meshMap;
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auto it2 = meshMap.find(meshData);
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if (it2 == meshMap.end())
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{
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MeshInstanceEntry instanceEntry;
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if (meshData.indexBuffer)
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instanceEntry.indexBufferReleaseSlot.Connect(meshData.indexBuffer->OnIndexBufferRelease, this, &DeferredRenderQueue::OnIndexBufferInvalidation);
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instanceEntry.vertexBufferReleaseSlot.Connect(meshData.vertexBuffer->OnVertexBufferRelease, this, &DeferredRenderQueue::OnVertexBufferInvalidation);
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it2 = meshMap.insert(std::make_pair(meshData, std::move(instanceEntry))).first;
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}
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// We add matrices to the list of instances of this object
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std::vector<Matrix4f>& instances = it2->second.instances;
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instances.push_back(transformMatrix);
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// Do we have enough instances to perform instancing ?
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if (instances.size() >= NAZARA_GRAPHICS_INSTANCING_MIN_INSTANCES_COUNT)
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entry.instancingEnabled = true; // Thus we can activate it
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}
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}
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/*!
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* \brief Adds sprites to the queue
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*
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* \param renderOrder Order of rendering
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* \param material Material of the sprites
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* \param vertices Buffer of data for the sprites
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* \param spriteCount Number of sprites
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* \param overlay Texture of the sprites
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*/
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void DeferredRenderQueue::AddSprites(int renderOrder, const Material* material, const VertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const Texture* overlay)
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{
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m_forwardQueue->AddSprites(renderOrder, material, vertices, spriteCount, overlay);
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}
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/*!
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* \brief Clears the queue
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*
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* \param fully Should everything be cleared or we can keep layers
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*/
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void DeferredRenderQueue::Clear(bool fully)
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{
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AbstractRenderQueue::Clear(fully);
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if (fully)
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layers.clear();
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else
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{
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for (auto it = layers.begin(); it != layers.end(); ++it)
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{
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Layer& layer = it->second;
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if (layer.clearCount++ >= 100)
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it = layers.erase(it);
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}
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}
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m_forwardQueue->Clear(fully);
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}
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/*!
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* \brief Gets the ith layer
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* \return Reference to the ith layer for the queue
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*
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* \param i Index of the layer
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*/
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DeferredRenderQueue::Layer& DeferredRenderQueue::GetLayer(unsigned int i)
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{
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auto it = layers.find(i);
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if (it == layers.end())
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it = layers.insert(std::make_pair(i, Layer())).first;
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Layer& layer = it->second;
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layer.clearCount = 0;
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return layer;
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}
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/*!
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* \brief Handle the invalidation of an index buffer
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*
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* \param indexBuffer Index buffer being invalidated
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*/
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void DeferredRenderQueue::OnIndexBufferInvalidation(const IndexBuffer* indexBuffer)
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{
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for (auto& pair : layers)
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{
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Layer& layer = pair.second;
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for (auto& modelPair : layer.opaqueModels)
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{
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MeshInstanceContainer& meshes = modelPair.second.meshMap;
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for (auto it = meshes.begin(); it != meshes.end();)
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{
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const MeshData& renderData = it->first;
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if (renderData.indexBuffer == indexBuffer)
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it = meshes.erase(it);
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else
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++it;
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}
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}
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}
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}
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/*!
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* \brief Handle the invalidation of a material
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*
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* \param material Material being invalidated
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*/
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void DeferredRenderQueue::OnMaterialInvalidation(const Material* material)
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{
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for (auto& pair : layers)
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{
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Layer& layer = pair.second;
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layer.opaqueModels.erase(material);
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}
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}
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/*!
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* \brief Handle the invalidation of a vertex buffer
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*
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* \param vertexBuffer Vertex buffer being invalidated
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*/
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void DeferredRenderQueue::OnVertexBufferInvalidation(const VertexBuffer* vertexBuffer)
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{
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for (auto& pair : layers)
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{
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Layer& layer = pair.second;
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for (auto& modelPair : layer.opaqueModels)
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{
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MeshInstanceContainer& meshes = modelPair.second.meshMap;
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for (auto it = meshes.begin(); it != meshes.end();)
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{
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const MeshData& renderData = it->first;
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if (renderData.vertexBuffer == vertexBuffer)
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it = meshes.erase(it);
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else
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++it;
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}
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}
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}
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}
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/*!
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* \brief Functor to compare two batched model with material
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* \return true If first material is "smaller" than the second one
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*
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* \param mat1 First material to compare
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* \param mat2 Second material to compare
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*/
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bool DeferredRenderQueue::BatchedModelMaterialComparator::operator()(const Material* mat1, const Material* mat2) const
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{
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const UberShader* uberShader1 = mat1->GetShader();
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const UberShader* uberShader2 = mat2->GetShader();
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if (uberShader1 != uberShader2)
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return uberShader1 < uberShader2;
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const Shader* shader1 = mat1->GetShaderInstance(ShaderFlags_Deferred)->GetShader();
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const Shader* shader2 = mat2->GetShaderInstance(ShaderFlags_Deferred)->GetShader();
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if (shader1 != shader2)
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return shader1 < shader2;
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const Texture* diffuseMap1 = mat1->GetDiffuseMap();
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const Texture* diffuseMap2 = mat2->GetDiffuseMap();
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if (diffuseMap1 != diffuseMap2)
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return diffuseMap1 < diffuseMap2;
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return mat1 < mat2;
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}
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/*!
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* \brief Functor to compare two mesh data
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* \return true If first mesh is "smaller" than the second one
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*
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* \param data1 First mesh to compare
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* \param data2 Second mesh to compare
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*/
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bool DeferredRenderQueue::MeshDataComparator::operator()(const MeshData& data1, const MeshData& data2) const
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{
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const Buffer* buffer1;
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const Buffer* buffer2;
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buffer1 = (data1.indexBuffer) ? data1.indexBuffer->GetBuffer() : nullptr;
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buffer2 = (data2.indexBuffer) ? data2.indexBuffer->GetBuffer() : nullptr;
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if (buffer1 != buffer2)
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return buffer1 < buffer2;
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buffer1 = data1.vertexBuffer->GetBuffer();
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buffer2 = data2.vertexBuffer->GetBuffer();
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if (buffer1 != buffer2)
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return buffer1 < buffer2;
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return data1.primitiveMode < data2.primitiveMode;
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}
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}
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