LumixEngine/src/graphics/pipeline.cpp
2014-10-05 00:51:55 +02:00

1034 lines
31 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/log.h"
#include "core/map.h"
#include "core/profiler.h"
#include "core/resource_manager.h"
#include "core/resource_manager_base.h"
#include "core/string.h"
#include "engine/engine.h"
#include "engine/plugin_manager.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 Lumix
{
struct PipelineImpl;
struct PipelineInstanceImpl;
static const uint32_t SHADOW_MATRIX0_HASH = crc32("shadowmap_matrix0");
static const uint32_t SHADOW_MATRIX1_HASH = crc32("shadowmap_matrix1");
static const uint32_t SHADOW_MATRIX2_HASH = crc32("shadowmap_matrix2");
static const uint32_t SHADOW_MATRIX3_HASH = crc32("shadowmap_matrix3");
static const uint32_t LIGHT_DIR_HASH = crc32("light_dir");
static const uint32_t TERRAIN_SCALE_HASH = crc32("terrain_scale");
static const uint32_t BONE_MATRICES_HASH = crc32("bone_matrices");
static const uint32_t CAMERA_POS_HASH = crc32("camera_pos");
static float split_distances[] = { 0, 5, 20, 100, 300 };
static const float SHADOW_CAM_NEAR = 0.1f;
static const float SHADOW_CAM_FAR = 10000.0f;
struct Frustum
{
public:
Vec3 getCenter() const
{
Vec3 center = m_points[0];
for(int i = 1; i < 8; ++i)
{
center += m_points[i];
}
center *= 1/8.0f;
return center;
}
float getSize() const
{
return Math::maxValue((m_points[0] - m_points[6]).length(), (m_points[4] - m_points[6]).length());
}
public:
Vec3 m_points[8];
};
struct Command
{
virtual ~Command() {}
virtual void deserialize(PipelineImpl& pipeline, ISerializer& serializer) = 0;
virtual void execute(PipelineInstanceImpl& pipeline) = 0;
};
struct CustomCommand : public Command
{
virtual void deserialize(PipelineImpl& pipeline, ISerializer& serializer) override;
virtual void execute(PipelineInstanceImpl& pipeline) override;
uint32_t m_name;
};
struct PolygonModeCommand : public Command
{
virtual void deserialize(PipelineImpl& pipeline, ISerializer& serializer) override;
virtual void execute(PipelineInstanceImpl& pipeline) override;
bool m_fill;
};
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 LUMIX_NEW(T);
}
PipelineImpl(const Path& path, ResourceManager& resource_manager)
: Pipeline(path, resource_manager)
{
addCommandCreator("clear").bind<&CreateCommand<ClearCommand> >();
addCommandCreator("custom").bind<&CreateCommand<CustomCommand> >();
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> >();
addCommandCreator("polygon_mode").bind<&CreateCommand<PolygonModeCommand> >();
}
virtual ~PipelineImpl() override
{
ASSERT(isEmpty());
}
virtual void doUnload(void) override
{
for (int i = 0; i < m_commands.size(); ++i)
{
LUMIX_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.deserializeArrayBegin("commands");
while (!serializer.isArrayEnd())
{
char tmp[255];
serializer.deserializeArrayItem(tmp, 255);
uint32_t command_type_hash = crc32(tmp);
Command* cmd = createCommand(command_type_hash);
if(cmd)
{
cmd->deserialize(*this, serializer);
m_commands.push(cmd);
}
else
{
g_log_error.log("renderer") << "Unknown pipeline command \"" << tmp << "\" in pipeline " << getPath().c_str();
}
}
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_active_camera(Component::INVALID)
{
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::EMPTY, Resource::State::READY);
}
else
{
pipeline.getObserverCb().bind<PipelineInstanceImpl, &PipelineInstanceImpl::sourceLoaded>(this);
}
}
~PipelineInstanceImpl()
{
m_source.getObserverCb().unbind<PipelineInstanceImpl, &PipelineInstanceImpl::sourceLoaded>(this);
m_source.getResourceManager().get(ResourceManager::PIPELINE)->unload(m_source);
for (int i = 0; i < m_framebuffers.size(); ++i)
{
LUMIX_DELETE(m_framebuffers[i]);
}
if (m_shadowmap_framebuffer)
{
LUMIX_DELETE(m_shadowmap_framebuffer);
}
}
void setActiveCamera(const Component& cmp)
{
m_active_camera = cmp;
}
CustomCommandHandler& addCustomCommandHandler(const char* name)
{
return m_custom_commands_handlers[crc32(name)];
}
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) override
{
m_renderer = &renderer;
}
Renderer& getRenderer() override
{
ASSERT(m_renderer);
return *m_renderer;
}
void sourceLoaded(Resource::State old_state, Resource::State new_state)
{
if (old_state != Resource::State::READY && new_state == Resource::State::READY)
{
PipelineImpl::FrameBufferDeclaration fb = m_source.m_shadowmap_framebuffer;
m_shadowmap_framebuffer = LUMIX_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(LUMIX_NEW(FrameBuffer)(fb.m_width, fb.m_height, fb.m_mask, fb.m_name.c_str()));
}
}
}
void executeCustomCommand(uint32_t name)
{
Map<uint32_t, CustomCommandHandler>::iterator iter = m_custom_commands_handlers.find(name);
if (iter != m_custom_commands_handlers.end())
{
iter.second().invoke();
}
}
void computeFrustum(const Component& camera, Frustum* frustum, float from_dist, float to_dist)
{
RenderScene& scene = static_cast<RenderScene&>(*camera.scene);
Matrix entity_mtx = camera.entity.getMatrix();
float fov = Math::degreesToRadians(scene.getCameraFOV(camera));
float far_dist = scene.getCameraNearPlane(camera) + to_dist;
float near_dist = scene.getCameraNearPlane(camera) + from_dist;
float ratio = scene.getCameraWidth(camera) / scene.getCameraHeight(camera);
Vec3 up = camera.entity.getRotation() * Vec3(0.0f, 1.0f, 0.0f);
Vec3 forward = camera.entity.getRotation() * Vec3(0, 0, -1);
Vec3 right = crossProduct(forward, up).normalized();
up = crossProduct(right, forward).normalized();
Vec3 far_center = camera.entity.getPosition() + forward * far_dist;
Vec3 near_center = camera.entity.getPosition() + forward * near_dist;
float near_height = tan(fov * 0.5f) * near_dist;
float near_width = near_height * ratio;
float far_height = tan(fov * 0.5f) * far_dist;
float far_width = far_height * ratio;
frustum->m_points[0] = near_center - up * near_height - right * near_width;
frustum->m_points[1] = near_center + up * near_height - right * near_width;
frustum->m_points[2] = near_center + up * near_height + right * near_width;
frustum->m_points[3] = near_center - up * near_height + right * near_width;
frustum->m_points[4] = far_center - up * far_height - right * far_width;
frustum->m_points[5] = far_center + up * far_height - right * far_width;
frustum->m_points[6] = far_center + up * far_height + right * far_width;
frustum->m_points[7] = far_center - up * far_height + right * far_width;
}
void renderShadowmap(Component camera, int64_t layer_mask)
{
PROFILE_FUNCTION();
ASSERT(m_renderer != NULL);
Component light_cmp = m_scene->getLight(0);
if (!light_cmp.isValid() || !camera.isValid())
{
return;
}
glEnable(GL_CULL_FACE);
glCullFace(GL_FRONT);
m_shadowmap_framebuffer->bind();
glClear(GL_DEPTH_BUFFER_BIT);
Matrix light_mtx = light_cmp.entity.getMatrix();
m_light_dir = light_mtx.getZVector();
Frustum frustum;
float shadowmap_height = (float)m_shadowmap_framebuffer->getHeight();
float shadowmap_width = (float)m_shadowmap_framebuffer->getWidth();
float viewports[] =
{ 0, 0
, 0.5f, 0
, 0, 0.5f
, 0.5f, 0.5f};
for (int split_index = 0; split_index < 4; ++split_index)
{
float* viewport = viewports + split_index * 2;
glViewport((int)(1 + shadowmap_width * viewport[0]), (int)(1 + shadowmap_height * viewport[1]),
(int)(0.5f * shadowmap_width - 2), (int)(0.5f * shadowmap_height - 2));
computeFrustum(camera, &frustum, split_distances[split_index], split_distances[split_index + 1]);
(&m_shadowmap_splits.x)[split_index] = split_distances[split_index + 1];
Vec3 shadow_cam_pos = frustum.getCenter();
float bb_size = frustum.getSize() * 0.5f;
Matrix projection_matrix;
Renderer::getOrthoMatrix(-bb_size, bb_size, -bb_size, bb_size, SHADOW_CAM_NEAR, SHADOW_CAM_FAR, &projection_matrix);
m_renderer->setProjectionMatrix(projection_matrix);
Vec3 light_forward = light_mtx.getZVector();
shadow_cam_pos -= light_forward * SHADOW_CAM_FAR * 0.5f;
Matrix modelview_matrix;
Renderer::getLookAtMatrix(shadow_cam_pos, shadow_cam_pos + light_forward, light_mtx.getYVector(), &modelview_matrix);
m_renderer->setViewMatrix(modelview_matrix);
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[split_index] = biasMatrix * (projection_matrix * modelview_matrix);
renderTerrains(layer_mask);
renderModels(layer_mask);
}
FrameBuffer::unbind();
glCullFace(GL_BACK);
}
void drawFullscreenQuad(Material* material)
{
glDisable(GL_DEPTH_TEST);
ASSERT(m_renderer != NULL);
Matrix mtx;
Renderer::getOrthoMatrix(-1, 1, -1, 1, 0, 30, &mtx);
m_renderer->setProjectionMatrix(mtx);
material->apply(*m_renderer, *this);
m_renderer->setViewMatrix(Matrix::IDENTITY);
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();
glEnable(GL_DEPTH_TEST);
}
void renderDebugLines()
{
m_renderer->cleanup();
const Array<DebugLine>& lines = m_scene->getDebugLines();
Shader& shader = m_renderer->getDebugShader();
m_renderer->applyShader(shader);
for(int j = 0; j <= lines.size() / 256; ++j)
{
Vec3 positions[512];
Vec3 colors[512];
int indices[512];
int offset = j * 256;
for (int i = 0, c = Math::minValue(lines.size() - offset, 256); i < c; ++i)
{
positions[i * 2] = lines[offset + i].m_from;
positions[i * 2 + 1] = lines[offset + i].m_to;
colors[i * 2] = lines[offset + i].m_color;
colors[i * 2 + 1] = lines[offset + i].m_color;
indices[i * 2] = i * 2;
indices[i * 2 + 1] = i * 2 + 1;
}
glEnableVertexAttribArray(shader.getAttribId(0));
glVertexAttribPointer(shader.getAttribId(0), 3, GL_FLOAT, GL_FALSE, sizeof(Vec3), positions);
glEnableVertexAttribArray(shader.getAttribId(1));
glVertexAttribPointer(shader.getAttribId(1), 3, GL_FLOAT, GL_FALSE, sizeof(Vec3), colors);
glDrawElements(GL_LINES, Math::minValue(lines.size() - offset, 256) * 2, GL_UNSIGNED_INT, indices);
}
}
void renderGrass(int64_t layer_mask)
{
PROFILE_FUNCTION();
if (m_active_camera.isValid())
{
const Material* last_material = NULL;
m_grass_infos.clear();
m_scene->getGrassInfos(m_grass_infos, layer_mask);
for (int i = 0; i < m_grass_infos.size(); ++i)
{
const GrassInfo& info = m_grass_infos[i];
const Mesh& mesh = *info.m_mesh;
const Material& material = *mesh.getMaterial();
if (material.isReady())
{
Shader* shader = material.getShader();
if (&material != last_material)
{
material.apply(*m_renderer, *this);
m_renderer->setUniform(*shader, "shadowmap_matrix0", SHADOW_MATRIX0_HASH, m_shadow_modelviewprojection[0]);
m_renderer->setUniform(*shader, "shadowmap_matrix1", SHADOW_MATRIX1_HASH, m_shadow_modelviewprojection[1]);
m_renderer->setUniform(*shader, "shadowmap_matrix2", SHADOW_MATRIX2_HASH, m_shadow_modelviewprojection[2]);
m_renderer->setUniform(*shader, "shadowmap_matrix3", SHADOW_MATRIX3_HASH, m_shadow_modelviewprojection[3]);
m_renderer->setUniform(*shader, "light_dir", LIGHT_DIR_HASH, m_light_dir);
m_renderer->setUniform(*shader, "camera_pos", CAMERA_POS_HASH, m_active_camera.entity.getPosition());
Component light_cmp = m_scene->getLight(0);
if(light_cmp.isValid())
{
m_renderer->setFixedCachedUniform(*shader, (int)Shader::FixedCachedUniforms::AMBIENT_COLOR, m_scene->getLightAmbientColor(light_cmp));
m_renderer->setFixedCachedUniform(*shader, (int)Shader::FixedCachedUniforms::AMBIENT_INTENSITY, m_scene->getLightAmbientIntensity(light_cmp));
m_renderer->setFixedCachedUniform(*shader, (int)Shader::FixedCachedUniforms::DIFFUSE_COLOR, m_scene->getLightDiffuseColor(light_cmp));
m_renderer->setFixedCachedUniform(*shader, (int)Shader::FixedCachedUniforms::DIFFUSE_INTENSITY, m_scene->getLightDiffuseIntensity(light_cmp));
m_renderer->setFixedCachedUniform(*shader, (int)Shader::FixedCachedUniforms::FOG_COLOR, m_scene->getFogColor(light_cmp));
m_renderer->setFixedCachedUniform(*shader, (int)Shader::FixedCachedUniforms::FOG_DENSITY, m_scene->getFogDensity(light_cmp));
m_renderer->setFixedCachedUniform(*shader, (int)Shader::FixedCachedUniforms::SHADOWMAP_SPLITS, m_shadowmap_splits);
}
last_material = &material;
}
m_renderer->setFixedCachedUniform(*shader, (int)Shader::FixedCachedUniforms::GRASS_MATRICES, info.m_matrices, info.m_matrix_count);
m_renderer->renderGeometry(*info.m_geometry, mesh.getStart(), mesh.getCount() / info.m_mesh_copy_count * info.m_matrix_count, *shader);
}
}
}
}
void renderTerrains(int64_t layer_mask)
{
PROFILE_FUNCTION();
if (m_active_camera.isValid())
{
m_terrain_infos.clear();
m_scene->getTerrainInfos(m_terrain_infos, layer_mask);
Vec3 camera_position = m_active_camera.entity.getPosition();
for (int i = 0; i < m_terrain_infos.size(); ++i)
{
if (m_terrain_infos[i].m_material && m_terrain_infos[i].m_material->isReady())
{
Matrix world_matrix;
m_terrain_infos[i].m_entity.getMatrix(world_matrix);
Shader* shader = m_terrain_infos[i].m_material->getShader();
m_terrain_infos[i].m_material->apply(*m_renderer, *this);
m_renderer->setFixedCachedUniform(*shader, (int)Shader::FixedCachedUniforms::WORLD_MATRIX, world_matrix);
m_renderer->setUniform(*shader, "shadowmap_matrix0", SHADOW_MATRIX0_HASH, m_shadow_modelviewprojection[0]);
m_renderer->setUniform(*shader, "shadowmap_matrix1", SHADOW_MATRIX1_HASH, m_shadow_modelviewprojection[1]);
m_renderer->setUniform(*shader, "shadowmap_matrix2", SHADOW_MATRIX2_HASH, m_shadow_modelviewprojection[2]);
m_renderer->setUniform(*shader, "shadowmap_matrix3", SHADOW_MATRIX3_HASH, m_shadow_modelviewprojection[3]);
Component light_cmp = m_scene->getLight(0);
if(light_cmp.isValid())
{
m_renderer->setFixedCachedUniform(*shader, (int)Shader::FixedCachedUniforms::AMBIENT_COLOR, m_scene->getLightAmbientColor(light_cmp));
m_renderer->setFixedCachedUniform(*shader, (int)Shader::FixedCachedUniforms::AMBIENT_INTENSITY, m_scene->getLightAmbientIntensity(light_cmp));
m_renderer->setFixedCachedUniform(*shader, (int)Shader::FixedCachedUniforms::DIFFUSE_COLOR, m_scene->getLightDiffuseColor(light_cmp));
m_renderer->setFixedCachedUniform(*shader, (int)Shader::FixedCachedUniforms::DIFFUSE_INTENSITY, m_scene->getLightDiffuseIntensity(light_cmp));
m_renderer->setFixedCachedUniform(*shader, (int)Shader::FixedCachedUniforms::FOG_COLOR, m_scene->getFogColor(light_cmp));
m_renderer->setFixedCachedUniform(*shader, (int)Shader::FixedCachedUniforms::FOG_DENSITY, m_scene->getFogDensity(light_cmp));
m_renderer->setFixedCachedUniform(*shader, (int)Shader::FixedCachedUniforms::SHADOWMAP_SPLITS, m_shadowmap_splits);
}
m_renderer->setUniform(*shader, "light_dir", LIGHT_DIR_HASH, m_light_dir);
Vec3 scale;
scale.x = m_terrain_infos[i].m_xz_scale;
scale.y = m_terrain_infos[i].m_y_scale;
scale.z = scale.x;
m_renderer->setUniform(*shader, "terrain_scale", TERRAIN_SCALE_HASH, scale);
m_scene->renderTerrain(m_terrain_infos[i], *m_renderer, *this, camera_position);
}
}
}
}
void sortRenderables(Array<RenderableInfo>& infos)
{
PROFILE_FUNCTION();
if (!infos.empty())
{
qsort(&infos[0], infos.size(), sizeof(RenderableInfo), [](const void* a, const void* b) -> int
{
const RenderableInfo* info1 = static_cast<const RenderableInfo*>(a);
const RenderableInfo* info2 = static_cast<const RenderableInfo*>(b);
return (int)(info1->m_mesh - info2->m_mesh);
});
}
}
void renderModels(int64_t layer_mask)
{
PROFILE_FUNCTION();
m_renderable_infos.clear();
m_scene->getRenderableInfos(m_renderable_infos, layer_mask);
int count = m_renderable_infos.size();
const Material* last_material = NULL;
sortRenderables(m_renderable_infos);
for (int i = 0; i < count; ++i)
{
const RenderableInfo& info = m_renderable_infos[i];
const Matrix& world_matrix = info.m_model->getMatrix();
const Mesh& mesh = *info.m_mesh;
const Material& material = *mesh.getMaterial();
Shader& shader = *material.getShader();
if (last_material != &material)
{
material.apply(*m_renderer, *this);
m_renderer->setUniform(shader, "shadowmap_matrix0", SHADOW_MATRIX0_HASH, m_shadow_modelviewprojection[0]);
m_renderer->setUniform(shader, "shadowmap_matrix1", SHADOW_MATRIX1_HASH, m_shadow_modelviewprojection[1]);
m_renderer->setUniform(shader, "shadowmap_matrix2", SHADOW_MATRIX2_HASH, m_shadow_modelviewprojection[2]);
m_renderer->setUniform(shader, "shadowmap_matrix3", SHADOW_MATRIX3_HASH, m_shadow_modelviewprojection[3]);
Component light_cmp = m_scene->getLight(0);
if(light_cmp.isValid())
{
m_renderer->setFixedCachedUniform(shader, (int)Shader::FixedCachedUniforms::AMBIENT_COLOR, m_scene->getLightAmbientColor(light_cmp));
m_renderer->setFixedCachedUniform(shader, (int)Shader::FixedCachedUniforms::AMBIENT_INTENSITY, m_scene->getLightAmbientIntensity(light_cmp));
m_renderer->setFixedCachedUniform(shader, (int)Shader::FixedCachedUniforms::DIFFUSE_COLOR, m_scene->getLightDiffuseColor(light_cmp));
m_renderer->setFixedCachedUniform(shader, (int)Shader::FixedCachedUniforms::DIFFUSE_INTENSITY, m_scene->getLightDiffuseIntensity(light_cmp));
m_renderer->setFixedCachedUniform(shader, (int)Shader::FixedCachedUniforms::FOG_COLOR, m_scene->getFogColor(light_cmp));
m_renderer->setFixedCachedUniform(shader, (int)Shader::FixedCachedUniforms::FOG_DENSITY, m_scene->getFogDensity(light_cmp));
m_renderer->setFixedCachedUniform(shader, (int)Shader::FixedCachedUniforms::SHADOWMAP_SPLITS, m_shadowmap_splits);
}
m_renderer->setUniform(shader, "light_dir", LIGHT_DIR_HASH, m_light_dir);
last_material = &material;
}
m_renderer->setFixedCachedUniform(shader, (int)Shader::FixedCachedUniforms::WORLD_MATRIX, world_matrix);
static Matrix bone_mtx[64];
if (info.m_pose->getCount() > 0)
{
const Pose& pose = *info.m_pose;
const Model& model = *info.m_model->getModel();
Vec3* poss = pose.getPositions();
Quat* rots = pose.getRotations();
ASSERT(pose.getCount() <= 64);
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;
}
m_renderer->setUniform(shader, "bone_matrices", BONE_MATRICES_HASH, bone_mtx, pose.getCount());
}
m_renderer->renderGeometry(*m_renderable_infos[i].m_geometry, mesh.getStart(), mesh.getCount(), *material.getShader());
}
}
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;
m_active_camera = Component::INVALID;
}
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[4];
Renderer* m_renderer;
Vec3 m_light_dir;
Vec4 m_shadowmap_splits;
int m_width;
int m_height;
Map<uint32_t, CustomCommandHandler> m_custom_commands_handlers;
Component m_active_camera;
Array<TerrainInfo> m_terrain_infos;
Array<GrassInfo> m_grass_infos;
Array<RenderableInfo> m_renderable_infos;
private:
void operator=(const PipelineInstanceImpl&);
};
Pipeline::Pipeline(const Path& path, ResourceManager& resource_manager)
: Resource(path, resource_manager)
{
}
PipelineInstance* PipelineInstance::create(Pipeline& pipeline)
{
return LUMIX_NEW(PipelineInstanceImpl)(pipeline);
}
void PipelineInstance::destroy(PipelineInstance* pipeline)
{
LUMIX_DELETE(pipeline);
}
void PolygonModeCommand::deserialize(PipelineImpl&, ISerializer& serializer)
{
serializer.deserializeArrayItem(m_fill);
}
void PolygonModeCommand::execute(PipelineInstanceImpl& pipeline)
{
glPolygonMode(GL_FRONT_AND_BACK, m_fill && !pipeline.getRenderer().isEditorWireframe() ? GL_FILL : GL_LINE);
}
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 CustomCommand::deserialize(PipelineImpl&, ISerializer& serializer)
{
char tmp[256];
serializer.deserializeArrayItem(tmp, 255);
m_name = crc32(tmp);
}
void CustomCommand::execute(PipelineInstanceImpl& pipeline)
{
pipeline.executeCustomCommand(m_name);
}
void RenderModelsCommand::deserialize(PipelineImpl&, ISerializer& serializer)
{
serializer.deserializeArrayItem(m_layer_mask);
}
void RenderModelsCommand::execute(PipelineInstanceImpl& pipeline)
{
pipeline.renderTerrains(m_layer_mask);
pipeline.renderModels(m_layer_mask);
pipeline.renderGrass(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());
pipeline.setActiveCamera(cmp);
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);
base_string<char, StackAllocator<LUMIX_MAX_PATH> > material_path;
material_path = "materials/";
material_path += material;
material_path += ".mat";
m_material = static_cast<Material*>(pipeline.getResourceManager().get(ResourceManager::MATERIAL)->load(material_path.c_str()));
}
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);
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);
glBindTexture(GL_TEXTURE_2D, pipeline.m_shadowmap_framebuffer->getDepthTexture());
}
Resource* PipelineManager::createResource(const Path& path)
{
return LUMIX_NEW(PipelineImpl)(path, getOwner());
}
void PipelineManager::destroyResource(Resource& resource)
{
LUMIX_DELETE(static_cast<PipelineImpl*>(&resource));
}
} // ~namespace Lumix