LumixEngine/src/graphics/pipeline.cpp
2014-05-17 15:44:52 +02:00

778 lines
No EOL
20 KiB
C++

#include "graphics/pipeline.h"
#include "graphics/gl_ext.h"
#include "core/array.h"
#include "core/crc32.h"
#include "core/fs/file_system.h"
#include "core/iserializer.h"
#include "core/json_serializer.h"
#include "core/resource_manager.h"
#include "core/resource_manager_base.h"
#include "core/string.h"
#include "engine/engine.h"
#include "graphics/frame_buffer.h"
#include "graphics/geometry.h"
#include "graphics/gl_ext.h"
#include "graphics/material.h"
#include "graphics/model.h"
#include "graphics/model_instance.h"
#include "graphics/renderer.h"
#include "graphics/shader.h"
namespace Lux
{
struct PipelineImpl;
struct PipelineInstanceImpl;
struct Command
{
virtual void deserialize(PipelineImpl& pipeline, ISerializer& serializer) = 0;
virtual void execute(PipelineInstanceImpl& pipeline) = 0;
};
struct ClearCommand : public Command
{
virtual void deserialize(PipelineImpl& pipeline, ISerializer& serializer) override;
virtual void execute(PipelineInstanceImpl& pipeline) override;
uint32_t m_buffers;
};
struct RenderModelsCommand : public Command
{
virtual void deserialize(PipelineImpl& pipeline, ISerializer& serializer) override;
virtual void execute(PipelineInstanceImpl& pipeline) override;
int64_t m_layer_mask;
};
struct ApplyCameraCommand : public Command
{
virtual void deserialize(PipelineImpl& pipeline, ISerializer& serializer) override;
virtual void execute(PipelineInstanceImpl& pipeline) override;
string m_camera_slot;
};
struct BindFramebufferCommand : public Command
{
virtual void deserialize(PipelineImpl& pipeline, ISerializer& serializer) override;
virtual void execute(PipelineInstanceImpl& pipeline) override;
string m_buffer_name;
};
struct UnbindFramebufferCommand : public Command
{
virtual void deserialize(PipelineImpl&, ISerializer&) override {}
virtual void execute(PipelineInstanceImpl& pipeline) override;
};
struct DrawFullscreenQuadCommand : public Command
{
virtual void deserialize(PipelineImpl& pipeline, ISerializer& serializer) override;
virtual void execute(PipelineInstanceImpl& pipeline) override;
Material* m_material;
};
struct RenderDebugLinesCommand : public Command
{
virtual void deserialize(PipelineImpl& pipeline, ISerializer& serializer) override;
virtual void execute(PipelineInstanceImpl& pipeline) override;
};
struct BindFramebufferTextureCommand : public Command
{
virtual void deserialize(PipelineImpl& pipeline, ISerializer& serializer) override;
virtual void execute(PipelineInstanceImpl& pipeline) override;
string m_framebuffer_name;
uint32_t m_renderbuffer_index;
uint32_t m_texture_uint;
};
struct RenderShadowmapCommand : public Command
{
virtual void deserialize(PipelineImpl& pipeline, ISerializer& serializer) override;
virtual void execute(PipelineInstanceImpl& pipeline) override;
int64_t m_layer_mask;
string m_camera_slot;
};
struct BindShadowmapCommand : public Command
{
virtual void deserialize(PipelineImpl&, ISerializer&) override {}
virtual void execute(PipelineInstanceImpl& pipeline) override;
};
struct PipelineImpl : public Pipeline
{
struct FrameBufferDeclaration
{
int32_t m_width;
int32_t m_height;
int32_t m_mask;
string m_name;
};
struct CommandCreator
{
typedef Delegate<Command*> Creator;
Creator m_creator;
uint32_t m_type_hash;
};
template <typename T>
static Command* CreateCommand()
{
return LUX_NEW(T);
}
PipelineImpl(const Path& path, ResourceManager& resource_manager)
: Pipeline(path, resource_manager)
{
addCommandCreator("clear").bind<&CreateCommand<ClearCommand> >();
addCommandCreator("render_models").bind<&CreateCommand<RenderModelsCommand> >();
addCommandCreator("apply_camera").bind<&CreateCommand<ApplyCameraCommand> >();
addCommandCreator("bind_framebuffer").bind<&CreateCommand<BindFramebufferCommand> >();
addCommandCreator("unbind_framebuffer").bind<&CreateCommand<UnbindFramebufferCommand> >();
addCommandCreator("draw_fullscreen_quad").bind<&CreateCommand<DrawFullscreenQuadCommand> >();
addCommandCreator("bind_framebuffer_texture").bind<&CreateCommand<BindFramebufferTextureCommand> >();
addCommandCreator("render_shadowmap").bind<&CreateCommand<RenderShadowmapCommand> >();
addCommandCreator("bind_shadowmap").bind<&CreateCommand<BindShadowmapCommand> >();
addCommandCreator("render_debug_lines").bind<&CreateCommand<RenderDebugLinesCommand> >();
}
~PipelineImpl()
{
for (int i = 0; i < m_commands.size(); ++i)
{
LUX_DELETE(m_commands[i]);
}
}
virtual void doUnload(void) override
{
for (int i = 0; i < m_commands.size(); ++i)
{
LUX_DELETE(m_commands[i]);
}
m_commands.clear();
onEmpty();
}
virtual FS::ReadCallback getReadCallback() override
{
FS::ReadCallback cb;
cb.bind<PipelineImpl, &PipelineImpl::loaded>(this);
return cb;
}
CommandCreator::Creator& addCommandCreator(const char* type)
{
CommandCreator& creator = m_command_creators.pushEmpty();
creator.m_type_hash = crc32(type);
return creator.m_creator;
}
Command* createCommand(uint32_t type_hash)
{
for (int i = 0; i < m_command_creators.size(); ++i)
{
if (m_command_creators[i].m_type_hash == type_hash)
{
return m_command_creators[i].m_creator.invoke();
}
}
return NULL;
}
virtual bool deserialize(ISerializer& serializer) override
{
int32_t count;
serializer.deserializeObjectBegin();
serializer.deserialize("frame_buffer_count", count);
serializer.deserializeArrayBegin("frame_buffers");
m_framebuffers.resize(count);
for(int i = 0; i < count; ++i)
{
int32_t render_buffer_count;
char fb_name[31];
serializer.deserializeArrayItem(fb_name, 30);
m_framebuffers[i].m_name = fb_name;
serializer.deserializeArrayItem(render_buffer_count);
int mask = 0;
char rb_name[30];
for(int j = 0; j < render_buffer_count; ++j)
{
serializer.deserializeArrayItem(rb_name, 30);
if(strcmp(rb_name, "depth") == 0)
{
mask |= FrameBuffer::DEPTH_BIT;
}
else
{
ASSERT(false);
}
}
serializer.deserializeArrayItem(m_framebuffers[i].m_width);
serializer.deserializeArrayItem(m_framebuffers[i].m_height);
m_framebuffers[i].m_mask = mask;
}
serializer.deserializeArrayEnd();
serializer.deserialize("shadowmap_width", m_shadowmap_framebuffer.m_width);
serializer.deserialize("shadowmap_height", m_shadowmap_framebuffer.m_height);
m_shadowmap_framebuffer.m_mask = FrameBuffer::DEPTH_BIT;
serializer.deserialize("command_count", count);
serializer.deserializeArrayBegin("commands");
for(int i = 0; i < count; ++i)
{
char tmp[255];
serializer.deserializeArrayItem(tmp, 255);
uint32_t command_type_hash = crc32(tmp);
Command* cmd = createCommand(command_type_hash);
cmd->deserialize(*this, serializer);
m_commands.push(cmd);
}
serializer.deserializeArrayEnd();
serializer.deserializeObjectEnd();
return true;
}
void loaded(FS::IFile* file, bool success, FS::FileSystem& fs)
{
if(success)
{
JsonSerializer serializer(*file, JsonSerializer::READ, m_path.c_str());
deserialize(serializer);
decrementDepCount();
}
else
{
onFailure();
}
fs.close(file);
}
Array<Command*> m_commands;
Array<CommandCreator> m_command_creators;
Array<FrameBufferDeclaration> m_framebuffers;
FrameBufferDeclaration m_shadowmap_framebuffer;
};
struct PipelineInstanceImpl : public PipelineInstance
{
PipelineInstanceImpl(Pipeline& pipeline)
: m_source(static_cast<PipelineImpl&>(pipeline))
{
m_scene = NULL;
m_light_dir.set(0, -1, 0);
m_width = m_height = -1;
m_shadowmap_framebuffer = NULL;
if(pipeline.isReady())
{
sourceLoaded(Resource::State::READY);
}
else
{
pipeline.getObserverCb().bind<PipelineInstanceImpl, &PipelineInstanceImpl::sourceLoaded>(this);
}
}
~PipelineInstanceImpl()
{
for (int i = 0; i < m_framebuffers.size(); ++i)
{
LUX_DELETE(m_framebuffers[i]);
}
if (m_shadowmap_framebuffer)
{
LUX_DELETE(m_shadowmap_framebuffer);
}
}
FrameBuffer* getFrameBuffer(const char* name)
{
for (int i = 0, c = m_framebuffers.size(); i < c; ++i)
{
if (strcmp(m_framebuffers[i]->getName(), name) == 0)
{
return m_framebuffers[i];
}
}
return NULL;
}
void setRenderer(Renderer& renderer)
{
m_renderer = &renderer;
}
void sourceLoaded(Resource::State status)
{
if (status == Resource::State::READY)
{
PipelineImpl::FrameBufferDeclaration fb = m_source.m_shadowmap_framebuffer;
m_shadowmap_framebuffer = LUX_NEW(FrameBuffer)(fb.m_width, fb.m_height, fb.m_mask, fb.m_name.c_str());
m_framebuffers.reserve(m_source.m_framebuffers.size());
for (int i = 0; i < m_source.m_framebuffers.size(); ++i)
{
fb = m_source.m_framebuffers[i];
m_framebuffers.push(LUX_NEW(FrameBuffer)(fb.m_width, fb.m_height, fb.m_mask, fb.m_name.c_str()));
}
}
}
void getOrthoMatrix(float left, float right, float bottom, float top, float z_near, float z_far, Matrix* mtx)
{
*mtx = Matrix::IDENTITY;
mtx->m11 = 2 / (right - left);
mtx->m22 = 2 / (top - bottom);
mtx->m33 = -2 / (z_far - z_near);
mtx->m41 = -(right + left) / (right - left);
mtx->m42 = -(top + bottom) / (top - bottom);
mtx->m43 = -(z_far + z_near) / (z_far - z_near);
/* glOrtho(left, right, bottom, top, z_near, z_far);
glGetFloatv(GL_PROJECTION_MATRIX, &mtx->m11);
*/
}
void getLookAtMatrix(const Vec3& pos, const Vec3& center, const Vec3& up, Matrix* mtx)
{
*mtx = Matrix::IDENTITY;
Vec3 f = center - pos;
f.normalize();
Vec3 r = crossProduct(f, up);
r.normalize();
Vec3 u = crossProduct(r, f);
mtx->setXVector(r);
mtx->setYVector(u);
mtx->setZVector(-f);
mtx->transpose();
mtx->setTranslation(Vec3(-dotProduct(r, pos), -dotProduct(u, pos), dotProduct(f, pos)));
/*glPushMatrix();
float m[16];
gluLookAt(pos.x, pos.y, pos.z, center.x, center.y, center.z, up.x, up.y, up.z);
glGetFloatv(GL_MODELVIEW_MATRIX, m);
glPopMatrix();*/
}
void renderShadowmap(Component camera, int64_t layer_mask)
{
ASSERT(m_renderer != NULL);
Component light_cmp = m_scene->getLight(0);
if (!light_cmp.isValid())
{
return;
}
glEnable(GL_CULL_FACE);
glCullFace(GL_FRONT);
glViewport(0, 0, m_shadowmap_framebuffer->getWidth(), m_shadowmap_framebuffer->getHeight());
m_shadowmap_framebuffer->bind();
glClear(GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
Matrix projection_matrix;
getOrthoMatrix(-10, 10, -10, 10, 0, 100, &projection_matrix);
glMultMatrixf(&projection_matrix.m11);
Matrix mtx = light_cmp.entity.getMatrix();
m_light_dir = mtx.getZVector();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
Matrix modelview_matrix;
Vec3 pos = camera.entity.getPosition();
Vec3 cam_forward = camera.entity.getRotation() * Vec3(0, 0, 1);
pos -= mtx.getZVector() * 10 + cam_forward * 10 * -dotProduct(mtx.getZVector(), cam_forward);
getLookAtMatrix(pos, pos + mtx.getZVector(), mtx.getYVector(), &modelview_matrix);
glMultMatrixf(&modelview_matrix.m11);
static const Matrix biasMatrix(
0.5, 0.0, 0.0, 0.0,
0.0, 0.5, 0.0, 0.0,
0.0, 0.0, 0.5, 0.0,
0.5, 0.5, 0.5, 1.0
);
m_shadow_modelviewprojection = biasMatrix * (projection_matrix * modelview_matrix);
renderModels(layer_mask);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
FrameBuffer::unbind();
glCullFace(GL_BACK);
}
void drawFullscreenQuad(Material* material)
{
glDisable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(-1, 1, -1, 1, 0, 30);
glMatrixMode(GL_MODELVIEW);
ASSERT(m_renderer != NULL);
material->apply(*m_renderer, *this);
glPushMatrix();
glLoadIdentity();
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex3f(-1, -1, -1);
glTexCoord2f(0, 1);
glVertex3f(-1, 1, -1);
glTexCoord2f(1, 1);
glVertex3f(1, 1, -1);
glTexCoord2f(1, 0);
glVertex3f(1, -1, -1);
glEnd();
glPopMatrix();
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
}
void renderDebugLines()
{
// cleanup
glBindBuffer(GL_ARRAY_BUFFER, 0);
glUseProgram(0);
for (int i = 0; i < 16; ++i)
{
glActiveTexture(GL_TEXTURE0 + i);
glDisable(GL_TEXTURE_2D);
}
glActiveTexture(GL_TEXTURE0);
const Array<DebugLine>& lines = m_scene->getDebugLines();
glBegin(GL_LINES);
for (int i = 0, c = lines.size(); i < c; ++i)
{
glColor3fv(&lines[i].m_color.x);
glVertex3fv(&lines[i].m_from.x);
glVertex3fv(&lines[i].m_to.x);
}
glEnd();
}
void renderModels(int64_t layer_mask)
{
ASSERT(m_renderer != NULL);
static Array<RenderableInfo> infos;
infos.clear();
m_scene->getRenderableInfos(infos, layer_mask);
int count = infos.size();
for (int i = 0; i < count; ++i)
{
glPushMatrix();
Model& model = infos[i].m_model_instance->getModel();
Matrix mtx = infos[i].m_model_instance->getMatrix();
mtx.multiply3x3(infos[i].m_scale);
glMultMatrixf(&mtx.m11);
Geometry* geom = model.getGeometry();
for (int j = 0; j < model.getMeshCount(); ++j)
{
Mesh& mesh = model.getMesh(j);
if (mesh.getMaterial()->isReady())
{
mesh.getMaterial()->apply(*m_renderer, *this);
mesh.getMaterial()->getShader()->setUniform("light_dir", m_light_dir);
mesh.getMaterial()->getShader()->setUniform("shadowmap_matrix", m_shadow_modelviewprojection);
mesh.getMaterial()->getShader()->setUniform("world_matrix", infos[i].m_model_instance->getMatrix());
static Matrix bone_mtx[64];
Pose& pose = infos[i].m_model_instance->getPose();
if (pose.getCount() > 0)
{
Vec3* poss = pose.getPositions();
Quat* rots = pose.getRotations();
for (int bone_index = 0, bone_count = pose.getCount(); bone_index < bone_count; ++bone_index)
{
rots[bone_index].toMatrix(bone_mtx[bone_index]);
bone_mtx[bone_index].translate(poss[bone_index]);
bone_mtx[bone_index] = bone_mtx[bone_index] * model.getBone(bone_index).inv_bind_matrix;
}
mesh.getMaterial()->getShader()->setUniform("bone_matrices", bone_mtx, pose.getCount());
}
geom->draw(mesh.getStart(), mesh.getCount(), *mesh.getMaterial()->getShader());
}
}
glPopMatrix();
}
}
virtual void resize(int w, int h) override
{
m_width = w;
m_height = h;
}
virtual void render() override
{
if (m_scene)
{
for (int i = 0; i < m_source.m_commands.size(); ++i)
{
m_source.m_commands[i]->execute(*this);
}
}
}
virtual FrameBuffer* getShadowmapFramebuffer() override
{
return m_shadowmap_framebuffer;
}
virtual void setScene(RenderScene* scene) override
{
m_scene = scene;
}
virtual RenderScene* getScene() override
{
return m_scene;
}
PipelineImpl& m_source;
RenderScene* m_scene;
Array<FrameBuffer*> m_framebuffers;
FrameBuffer* m_shadowmap_framebuffer;
Matrix m_shadow_modelviewprojection;
Renderer* m_renderer;
Vec3 m_light_dir;
int m_width;
int m_height;
private:
void operator=(const PipelineInstanceImpl&);
};
Pipeline::Pipeline(const Path& path, ResourceManager& resource_manager)
: Resource(path, resource_manager)
{
}
PipelineInstance* PipelineInstance::create(Pipeline& pipeline)
{
return LUX_NEW(PipelineInstanceImpl)(pipeline);
}
void PipelineInstance::destroy(PipelineInstance* pipeline)
{
LUX_DELETE(pipeline);
}
void ClearCommand::deserialize(PipelineImpl&, ISerializer& serializer)
{
char tmp[256];
serializer.deserializeArrayItem(tmp, 255);
if (strcmp(tmp, "all") == 0)
{
m_buffers = GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT;
}
else if (strcmp(tmp, "depth") == 0)
{
m_buffers = GL_DEPTH_BUFFER_BIT;
}
}
void ClearCommand::execute(PipelineInstanceImpl&)
{
glClear(m_buffers);
}
void RenderModelsCommand::deserialize(PipelineImpl&, ISerializer& serializer)
{
serializer.deserializeArrayItem(m_layer_mask);
}
void RenderModelsCommand::execute(PipelineInstanceImpl& pipeline)
{
pipeline.renderModels(m_layer_mask);
}
void ApplyCameraCommand::deserialize(PipelineImpl&, ISerializer& serializer)
{
serializer.deserializeArrayItem(m_camera_slot);
}
void ApplyCameraCommand::execute(PipelineInstanceImpl& pipeline)
{
ASSERT(pipeline.m_renderer != NULL);
Component cmp = pipeline.m_scene->getCameraInSlot(m_camera_slot.c_str());
if (cmp.isValid())
{
pipeline.m_scene->setCameraSize(cmp, pipeline.m_width, pipeline.m_height);
pipeline.m_scene->applyCamera(cmp);
}
}
void BindFramebufferCommand::deserialize(PipelineImpl&, ISerializer& serializer)
{
serializer.deserializeArrayItem(m_buffer_name);
}
void BindFramebufferCommand::execute(PipelineInstanceImpl& pipeline)
{
FrameBuffer* fb = pipeline.getFrameBuffer(m_buffer_name.c_str());
if (fb)
{
fb->bind();
}
}
void UnbindFramebufferCommand::execute(PipelineInstanceImpl&)
{
FrameBuffer::unbind();
}
void RenderDebugLinesCommand::deserialize(PipelineImpl&, ISerializer&)
{
}
void RenderDebugLinesCommand::execute(PipelineInstanceImpl& pipeline)
{
pipeline.renderDebugLines();
}
void DrawFullscreenQuadCommand::deserialize(PipelineImpl& pipeline, ISerializer& serializer)
{
const int MATERIAL_NAME_MAX_LENGTH = 100;
char material[MATERIAL_NAME_MAX_LENGTH];
serializer.deserializeArrayItem(material, MATERIAL_NAME_MAX_LENGTH);
char material_path[MAX_PATH];
strcpy(material_path, "materials/");
strcat(material_path, material);
strcat(material_path, ".mat");
m_material = static_cast<Material*>(pipeline.getResourceManager().get(ResourceManager::MATERIAL)->load(material_path));
}
void DrawFullscreenQuadCommand::execute(PipelineInstanceImpl& pipeline)
{
pipeline.drawFullscreenQuad(m_material);
}
void BindFramebufferTextureCommand::deserialize(PipelineImpl&, ISerializer& serializer)
{
serializer.deserializeArrayItem(m_framebuffer_name);
char rb_name[31];
serializer.deserializeArrayItem(rb_name, 30);
if (stricmp(rb_name, "position") == 0)
{
m_renderbuffer_index = FrameBuffer::POSITION;
}
else if (stricmp(rb_name, "diffuse") == 0)
{
m_renderbuffer_index = FrameBuffer::DIFFUSE;
}
else if (stricmp(rb_name, "normal") == 0)
{
m_renderbuffer_index = FrameBuffer::NORMAL;
}
else if (stricmp(rb_name, "depth") == 0)
{
m_renderbuffer_index = FrameBuffer::DEPTH;
}
serializer.deserializeArrayItem(m_texture_uint);
}
void BindFramebufferTextureCommand::execute(PipelineInstanceImpl& pipeline)
{
FrameBuffer* fb = pipeline.getFrameBuffer(m_framebuffer_name.c_str());
if (fb)
{
glActiveTexture(GL_TEXTURE0 + m_texture_uint);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, fb->getTexture((FrameBuffer::RenderBuffers)m_renderbuffer_index));
}
}
void RenderShadowmapCommand::deserialize(PipelineImpl&, ISerializer& serializer)
{
serializer.deserializeArrayItem(m_layer_mask);
serializer.deserializeArrayItem(m_camera_slot);
}
void RenderShadowmapCommand::execute(PipelineInstanceImpl& pipeline)
{
pipeline.renderShadowmap(pipeline.getScene()->getCameraInSlot(m_camera_slot.c_str()), m_layer_mask);
}
void BindShadowmapCommand::execute(PipelineInstanceImpl& pipeline)
{
glActiveTexture(GL_TEXTURE0 + 1);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, pipeline.m_shadowmap_framebuffer->getDepthTexture());
}
Resource* PipelineManager::createResource(const Path& path)
{
return LUX_NEW(PipelineImpl)(path, getOwner());
}
void PipelineManager::destroyResource(Resource& resource)
{
LUX_DELETE(static_cast<PipelineImpl*>(&resource));
}
} // ~namespace Lux