174 lines
5.8 KiB
C++
174 lines
5.8 KiB
C++
// Copyright (C) 2023 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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#include <Nazara/Graphics/DepthPipelinePass.hpp>
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#include <Nazara/Graphics/AbstractViewer.hpp>
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#include <Nazara/Graphics/ElementRenderer.hpp>
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#include <Nazara/Graphics/ElementRendererRegistry.hpp>
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#include <Nazara/Graphics/FrameGraph.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/Material.hpp>
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#include <Nazara/Renderer/RenderFrame.hpp>
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#include <Nazara/Graphics/Debug.hpp>
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namespace Nz
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{
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DepthPipelinePass::DepthPipelinePass(FramePipeline& owner, ElementRendererRegistry& elementRegistry, AbstractViewer* viewer, std::size_t passIndex, std::string passName) :
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m_passIndex(passIndex),
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m_lastVisibilityHash(0),
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m_passName(std::move(passName)),
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m_viewer(viewer),
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m_elementRegistry(elementRegistry),
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m_pipeline(owner),
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m_rebuildCommandBuffer(false),
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m_rebuildElements(false)
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{
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}
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void DepthPipelinePass::Prepare(RenderFrame& renderFrame, const Frustumf& frustum, const std::vector<FramePipelinePass::VisibleRenderable>& visibleRenderables, std::size_t visibilityHash)
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{
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if (m_lastVisibilityHash != visibilityHash || m_rebuildElements) //< FIXME
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{
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renderFrame.PushForRelease(std::move(m_renderElements));
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m_renderElements.clear();
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for (const auto& renderableData : visibleRenderables)
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{
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InstancedRenderable::ElementData elementData{
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&renderableData.scissorBox,
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renderableData.skeletonInstance,
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renderableData.worldInstance
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};
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renderableData.instancedRenderable->BuildElement(m_elementRegistry, elementData, m_passIndex, m_renderElements);
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}
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m_renderQueueRegistry.Clear();
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m_renderQueue.Clear();
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for (const auto& renderElement : m_renderElements)
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{
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renderElement->Register(m_renderQueueRegistry);
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m_renderQueue.Insert(renderElement.GetElement());
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}
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m_renderQueueRegistry.Finalize();
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m_lastVisibilityHash = visibilityHash;
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m_rebuildElements = true;
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}
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// TODO: Don't sort every frame if no material pass requires distance sorting
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m_renderQueue.Sort([&](const RenderElement* element)
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{
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return element->ComputeSortingScore(frustum, m_renderQueueRegistry);
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});
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if (m_rebuildElements)
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{
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m_elementRegistry.ForEachElementRenderer([&](std::size_t elementType, ElementRenderer& elementRenderer)
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{
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if (elementType >= m_elementRendererData.size() || !m_elementRendererData[elementType])
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{
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if (elementType >= m_elementRendererData.size())
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m_elementRendererData.resize(elementType + 1);
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m_elementRendererData[elementType] = elementRenderer.InstanciateData();
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}
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elementRenderer.Reset(*m_elementRendererData[elementType], renderFrame);
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});
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const auto& viewerInstance = m_viewer->GetViewerInstance();
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m_elementRegistry.ProcessRenderQueue(m_renderQueue, [&](std::size_t elementType, const Pointer<const RenderElement>* elements, std::size_t elementCount)
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{
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ElementRenderer& elementRenderer = m_elementRegistry.GetElementRenderer(elementType);
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m_renderStates.clear();
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m_renderStates.resize(elementCount);
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elementRenderer.Prepare(viewerInstance, *m_elementRendererData[elementType], renderFrame, elementCount, elements, m_renderStates.data());
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});
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m_elementRegistry.ForEachElementRenderer([&](std::size_t elementType, ElementRenderer& elementRenderer)
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{
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elementRenderer.PrepareEnd(renderFrame, *m_elementRendererData[elementType]);
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});
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m_rebuildCommandBuffer = true;
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m_rebuildElements = false;
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}
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}
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void DepthPipelinePass::RegisterMaterialInstance(const MaterialInstance& materialInstance)
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{
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if (!materialInstance.HasPass(m_passIndex))
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return;
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auto it = m_materialInstances.find(&materialInstance);
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if (it == m_materialInstances.end())
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{
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auto& matPassEntry = m_materialInstances[&materialInstance];
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matPassEntry.onMaterialInstancePipelineInvalidated.Connect(materialInstance.OnMaterialInstancePipelineInvalidated, [=](const MaterialInstance*, std::size_t passIndex)
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{
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if (passIndex != m_passIndex)
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return;
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m_rebuildElements = true;
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});
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matPassEntry.onMaterialInstanceShaderBindingInvalidated.Connect(materialInstance.OnMaterialInstanceShaderBindingInvalidated, [=](const MaterialInstance*)
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{
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m_rebuildCommandBuffer = true;
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});
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}
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else
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it->second.usedCount++;
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}
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FramePass& DepthPipelinePass::RegisterToFrameGraph(FrameGraph& frameGraph, std::size_t outputAttachment)
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{
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FramePass& depthPrepass = frameGraph.AddPass(m_passName);
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depthPrepass.SetDepthStencilOutput(outputAttachment);
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depthPrepass.SetDepthStencilClear(1.f, 0);
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depthPrepass.SetExecutionCallback([&]()
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{
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return (m_rebuildCommandBuffer) ? FramePassExecution::UpdateAndExecute : FramePassExecution::Execute;
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});
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depthPrepass.SetCommandCallback([this](CommandBufferBuilder& builder, const FramePassEnvironment& /*env*/)
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{
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Recti viewport = m_viewer->GetViewport();
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builder.SetScissor(viewport);
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builder.SetViewport(viewport);
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const auto& viewerInstance = m_viewer->GetViewerInstance();
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m_elementRegistry.ProcessRenderQueue(m_renderQueue, [&](std::size_t elementType, const Pointer<const RenderElement>* elements, std::size_t elementCount)
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{
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ElementRenderer& elementRenderer = m_elementRegistry.GetElementRenderer(elementType);
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elementRenderer.Render(viewerInstance, *m_elementRendererData[elementType], builder, elementCount, elements);
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});
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m_rebuildCommandBuffer = false;
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});
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return depthPrepass;
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}
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void DepthPipelinePass::UnregisterMaterialInstance(const MaterialInstance& materialInstance)
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{
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auto it = m_materialInstances.find(&materialInstance);
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if (it != m_materialInstances.end())
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{
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if (--it->second.usedCount == 0)
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m_materialInstances.erase(it);
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}
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}
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}
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