179 lines
6.6 KiB
C++
179 lines
6.6 KiB
C++
// Copyright (C) 2022 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
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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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#pragma once
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#ifndef NAZARA_GRAPHICS_FORWARDFRAMEPIPELINE_HPP
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#define NAZARA_GRAPHICS_FORWARDFRAMEPIPELINE_HPP
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#include <Nazara/Prerequisites.hpp>
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#include <Nazara/Graphics/BakedFrameGraph.hpp>
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#include <Nazara/Graphics/Camera.hpp>
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#include <Nazara/Graphics/Config.hpp>
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#include <Nazara/Graphics/DebugDrawPipelinePass.hpp>
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#include <Nazara/Graphics/DepthPipelinePass.hpp>
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#include <Nazara/Graphics/ElementRenderer.hpp>
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#include <Nazara/Graphics/ForwardPipelinePass.hpp>
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#include <Nazara/Graphics/FramePipeline.hpp>
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#include <Nazara/Graphics/InstancedRenderable.hpp>
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#include <Nazara/Graphics/Light.hpp>
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#include <Nazara/Graphics/LightShadowData.hpp>
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#include <Nazara/Graphics/MaterialPass.hpp>
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#include <Nazara/Graphics/RenderElement.hpp>
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#include <Nazara/Graphics/RenderQueue.hpp>
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#include <Nazara/Graphics/RenderQueueRegistry.hpp>
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#include <Nazara/Graphics/TransferInterface.hpp>
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#include <Nazara/Renderer/ShaderBinding.hpp>
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#include <Nazara/Utils/MemoryPool.hpp>
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#include <memory>
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#include <optional>
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#include <unordered_map>
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#include <unordered_set>
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#include <vector>
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namespace Nz
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{
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class RenderFrame;
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class RenderTarget;
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class NAZARA_GRAPHICS_API ForwardFramePipeline : public FramePipeline
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{
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public:
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ForwardFramePipeline(ElementRendererRegistry& elementRegistry);
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ForwardFramePipeline(const ForwardFramePipeline&) = delete;
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ForwardFramePipeline(ForwardFramePipeline&&) = delete;
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~ForwardFramePipeline();
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const std::vector<FramePipelinePass::VisibleRenderable>& FrustumCull(const Frustumf& frustum, UInt32 mask, std::size_t& visibilityHash) const override;
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void ForEachRegisteredMaterialInstance(FunctionRef<void(const MaterialInstance& materialInstance)> callback) override;
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void QueueTransfer(TransferInterface* transfer) override;
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std::size_t RegisterLight(const Light* light, UInt32 renderMask) override;
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std::size_t RegisterRenderable(std::size_t worldInstanceIndex, std::size_t skeletonInstanceIndex, const InstancedRenderable* instancedRenderable, UInt32 renderMask, const Recti& scissorBox) override;
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std::size_t RegisterSkeleton(SkeletonInstancePtr skeletonInstance) override;
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std::size_t RegisterViewer(AbstractViewer* viewerInstance, Int32 renderOrder) override;
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std::size_t RegisterWorldInstance(WorldInstancePtr worldInstance) override;
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const Light* RetrieveLight(std::size_t lightIndex) const override;
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const Texture* RetrieveLightShadowmap(std::size_t lightIndex) const override;
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void Render(RenderFrame& renderFrame) override;
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void UnregisterLight(std::size_t lightIndex) override;
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void UnregisterRenderable(std::size_t renderableIndex) override;
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void UnregisterSkeleton(std::size_t skeletonIndex) override;
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void UnregisterViewer(std::size_t viewerIndex) override;
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void UnregisterWorldInstance(std::size_t worldInstance) override;
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void UpdateLightRenderMask(std::size_t lightIndex, UInt32 renderMask) override;
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void UpdateRenderableRenderMask(std::size_t renderableIndex, UInt32 renderMask) override;
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void UpdateRenderableScissorBox(std::size_t renderableIndex, const Recti& scissorBox) override;
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void UpdateViewerRenderMask(std::size_t viewerIndex, Int32 renderOrder) override;
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ForwardFramePipeline& operator=(const ForwardFramePipeline&) = delete;
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ForwardFramePipeline& operator=(ForwardFramePipeline&&) = delete;
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private:
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BakedFrameGraph BuildFrameGraph();
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void RegisterMaterialInstance(MaterialInstance* materialPass);
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void UnregisterMaterialInstance(MaterialInstance* material);
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struct ViewerData;
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struct LightData
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{
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std::unique_ptr<LightShadowData> shadowData;
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const Light* light;
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UInt32 renderMask;
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NazaraSlot(Light, OnLightDataInvalided, onLightInvalidated);
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NazaraSlot(Light, OnLightShadowCastingChanged, onLightShadowCastingChanged);
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};
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struct MaterialInstanceData
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{
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std::size_t usedCount = 0;
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NazaraSlot(TransferInterface, OnTransferRequired, onTransferRequired);
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};
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struct RenderableData
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{
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std::size_t skeletonInstanceIndex;
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std::size_t worldInstanceIndex;
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const InstancedRenderable* renderable;
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Recti scissorBox;
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UInt32 renderMask = 0;
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NazaraSlot(InstancedRenderable, OnElementInvalidated, onElementInvalidated);
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NazaraSlot(InstancedRenderable, OnMaterialInvalidated, onMaterialInvalidated);
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};
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struct RenderTargetData
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{
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std::size_t finalAttachment;
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std::vector<const ViewerData*> viewers;
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ShaderBindingPtr blitShaderBinding;
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};
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struct SkeletonInstanceData
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{
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SkeletonInstancePtr skeleton;
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NazaraSlot(TransferInterface, OnTransferRequired, onTransferRequired);
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};
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struct ViewerData
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{
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std::size_t forwardColorAttachment;
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std::size_t debugColorAttachment;
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std::size_t depthStencilAttachment;
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std::unique_ptr<DepthPipelinePass> depthPrepass;
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std::unique_ptr<ForwardPipelinePass> forwardPass;
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std::unique_ptr<DebugDrawPipelinePass> debugDrawPass;
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AbstractViewer* viewer;
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Int32 renderOrder = 0;
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RenderQueueRegistry forwardRegistry;
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RenderQueue<RenderElement*> forwardRenderQueue;
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ShaderBindingPtr blitShaderBinding;
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NazaraSlot(TransferInterface, OnTransferRequired, onTransferRequired);
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};
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struct WorldInstanceData
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{
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WorldInstancePtr worldInstance;
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NazaraSlot(TransferInterface, OnTransferRequired, onTransferRequired);
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};
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std::unordered_map<const RenderTarget*, RenderTargetData> m_renderTargets;
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std::unordered_map<MaterialInstance*, MaterialInstanceData> m_materialInstances;
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std::vector<ElementRenderer::RenderStates> m_renderStates;
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mutable std::vector<FramePipelinePass::VisibleRenderable> m_visibleRenderables;
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std::vector<std::size_t> m_visibleLights;
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robin_hood::unordered_set<TransferInterface*> m_transferSet;
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BakedFrameGraph m_bakedFrameGraph;
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Bitset<UInt64> m_shadowCastingLights;
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Bitset<UInt64> m_removedSkeletonInstances;
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Bitset<UInt64> m_removedViewerInstances;
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Bitset<UInt64> m_removedWorldInstances;
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ElementRendererRegistry& m_elementRegistry;
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mutable MemoryPool<RenderableData> m_renderablePool; //< FIXME: has to be mutable because MemoryPool has no const_iterator
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MemoryPool<LightData> m_lightPool;
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MemoryPool<SkeletonInstanceData> m_skeletonInstances;
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MemoryPool<ViewerData> m_viewerPool;
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MemoryPool<WorldInstanceData> m_worldInstances;
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RenderFrame* m_currentRenderFrame;
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bool m_rebuildFrameGraph;
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};
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}
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#include <Nazara/Graphics/ForwardFramePipeline.inl>
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#endif // NAZARA_GRAPHICS_FORWARDFRAMEPIPELINE_HPP
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