Files
NazaraEngine/src/Nazara/Graphics/MaterialPass.cpp
2021-10-28 09:57:59 +02:00

161 lines
4.8 KiB
C++

// Copyright (C) 2021 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
// 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/MaterialPass.hpp>
#include <Nazara/Core/ErrorFlags.hpp>
#include <Nazara/Graphics/BasicMaterial.hpp>
#include <Nazara/Graphics/UberShader.hpp>
#include <Nazara/Renderer/CommandBufferBuilder.hpp>
#include <Nazara/Renderer/RenderFrame.hpp>
#include <Nazara/Renderer/Renderer.hpp>
#include <Nazara/Renderer/UploadPool.hpp>
#include <Nazara/Utility/MaterialData.hpp>
#include <Nazara/Graphics/Debug.hpp>
namespace Nz
{
/*!
* \ingroup graphics
* \class Nz::Material
* \brief Graphics class that represents a material
*/
/*!
* \brief Constructs a Material object with default states
*
* \see Reset
*/
MaterialPass::MaterialPass(std::shared_ptr<const MaterialSettings> settings) :
m_settings(std::move(settings)),
m_forceCommandBufferRegeneration(false),
m_pipelineUpdated(false)
{
m_pipelineInfo.settings = m_settings;
const auto& shaders = m_settings->GetShaders();
for (const auto& shader : shaders)
{
auto& shaderData = m_pipelineInfo.shaders.emplace_back();
shaderData.uberShader = shader;
}
const auto& textureSettings = m_settings->GetTextures();
const auto& uboSettings = m_settings->GetUniformBlocks();
m_textures.resize(textureSettings.size());
m_uniformBuffers.reserve(uboSettings.size());
for (const auto& uniformBufferInfo : uboSettings)
{
auto& uniformBuffer = m_uniformBuffers.emplace_back();
uniformBuffer.buffer = Graphics::Instance()->GetRenderDevice()->InstantiateBuffer(BufferType::Uniform);
if (!uniformBuffer.buffer->Initialize(uniformBufferInfo.blockSize, BufferUsage::Dynamic))
throw std::runtime_error("failed to initialize UBO memory");
assert(uniformBufferInfo.defaultValues.size() <= uniformBufferInfo.blockSize);
uniformBuffer.data.resize(uniformBufferInfo.blockSize);
std::memcpy(uniformBuffer.data.data(), uniformBufferInfo.defaultValues.data(), uniformBufferInfo.defaultValues.size());
}
}
void MaterialPass::FillShaderBinding(std::vector<ShaderBinding::Binding>& bindings) const
{
const auto& textureSettings = m_settings->GetTextures();
const auto& uboSettings = m_settings->GetUniformBlocks();
// Textures
for (std::size_t i = 0; i < m_textures.size(); ++i)
{
const auto& textureSetting = textureSettings[i];
const auto& textureSlot = m_textures[i];
if (!textureSlot.sampler)
{
TextureSamplerCache& samplerCache = Graphics::Instance()->GetSamplerCache();
textureSlot.sampler = samplerCache.Get(textureSlot.samplerInfo);
}
//TODO: Use "missing" texture
Texture* texture = textureSlot.texture.get();
if (!texture)
{
const auto& defaultTextures = Graphics::Instance()->GetDefaultTextures();
texture = defaultTextures.whiteTextures[UnderlyingCast(textureSetting.type)].get();
}
bindings.push_back({
textureSetting.bindingIndex,
ShaderBinding::TextureBinding {
texture, textureSlot.sampler.get()
}
});
}
// Shared UBO (TODO)
// Owned UBO
for (std::size_t i = 0; i < m_uniformBuffers.size(); ++i)
{
const auto& uboSetting = uboSettings[i];
const auto& uboSlot = m_uniformBuffers[i];
bindings.push_back({
uboSetting.bindingIndex,
ShaderBinding::UniformBufferBinding {
uboSlot.buffer.get(), 0, uboSlot.buffer->GetSize()
}
});
}
}
bool MaterialPass::Update(RenderFrame& renderFrame, CommandBufferBuilder& builder)
{
UploadPool& uploadPool = renderFrame.GetUploadPool();
for (auto& ubo : m_uniformBuffers)
{
if (ubo.dataInvalidated)
{
auto& allocation = uploadPool.Allocate(ubo.data.size());
std::memcpy(allocation.mappedPtr, ubo.data.data(), ubo.data.size());
builder.CopyBuffer(allocation, ubo.buffer.get());
ubo.dataInvalidated = false;
}
}
bool shouldRegenerateCommandBuffer = m_forceCommandBufferRegeneration;
m_forceCommandBufferRegeneration = false;
return shouldRegenerateCommandBuffer;
}
void MaterialPass::UpdatePipeline() const
{
for (auto& shader : m_pipelineInfo.shaders)
shader.optionValues.fill(ShaderAst::NoValue{});
const auto& options = m_settings->GetOptions();
for (std::size_t optionIndex = 0; optionIndex < options.size(); ++optionIndex)
{
const auto& option = options[optionIndex];
assert(option.optionIndexByShader.size() <= m_pipelineInfo.shaders.size());
for (std::size_t shaderIndex = 0; shaderIndex < option.optionIndexByShader.size(); ++shaderIndex)
{
if (!option.optionIndexByShader[shaderIndex].has_value())
continue;
m_pipelineInfo.shaders[shaderIndex].optionValues[optionIndex] = m_optionValues[optionIndex];
}
}
m_pipeline = MaterialPipeline::Get(m_pipelineInfo);
m_pipelineUpdated = true;
}
}