LumixEngine/src/graphics/pipeline.cpp
2015-01-21 23:23:15 +01:00

1234 lines
38 KiB
C++

#include "graphics/pipeline.h"
#include "graphics/gl_ext.h"
#include "core/array.h"
#include "core/associative_array.h"
#include "core/crc32.h"
#include "core/frustum.h"
#include "core/fs/file_system.h"
#include "core/json_serializer.h"
#include "core/log.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/bitmap_font.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"
#include "graphics/texture.h"
namespace Lumix
{
struct PipelineImpl;
struct PipelineInstanceImpl;
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[] = { 0.01f, 5, 20, 100, 300 };
static const float SHADOW_CAM_NEAR = 0.1f;
static const float SHADOW_CAM_FAR = 10000.0f;
struct RenderModelsMeshContext
{
RenderModelsMeshContext()
: m_mesh(NULL)
, m_shader(NULL)
, m_world_matrix_uniform_location(-1)
, m_indices_offset(0)
, m_vertex_count(0)
{
}
const Mesh* m_mesh;
Shader* m_shader;
int m_world_matrix_uniform_location;
int m_indices_offset;
int m_vertex_count;
};
struct Command
{
virtual ~Command() {}
virtual void deserialize(PipelineImpl& pipeline, JsonSerializer& serializer) = 0;
virtual void execute(PipelineInstanceImpl& pipeline) = 0;
};
struct CustomCommand : public Command
{
CustomCommand(IAllocator&) {}
virtual void deserialize(PipelineImpl& pipeline, JsonSerializer& serializer) override;
virtual void execute(PipelineInstanceImpl& pipeline) override;
uint32_t m_name;
};
struct PolygonModeCommand : public Command
{
PolygonModeCommand(IAllocator&) {}
virtual void deserialize(PipelineImpl& pipeline, JsonSerializer& serializer) override;
virtual void execute(PipelineInstanceImpl& pipeline) override;
bool m_fill;
};
struct SetPassCommand : public Command
{
SetPassCommand(IAllocator&) {}
virtual void deserialize(PipelineImpl& pipeline, JsonSerializer& serializer) override;
virtual void execute(PipelineInstanceImpl& pipeline) override;
uint32_t m_pass_hash;
};
struct ClearCommand : public Command
{
ClearCommand(IAllocator&) {}
virtual void deserialize(PipelineImpl& pipeline, JsonSerializer& serializer) override;
virtual void execute(PipelineInstanceImpl& pipeline) override;
uint32_t m_buffers;
};
struct RenderModelsCommand : public Command
{
RenderModelsCommand(IAllocator&) {}
virtual void deserialize(PipelineImpl& pipeline, JsonSerializer& serializer) override;
virtual void execute(PipelineInstanceImpl& pipeline) override;
int64_t m_layer_mask;
};
struct ApplyCameraCommand : public Command
{
ApplyCameraCommand(IAllocator& allocator)
: m_camera_slot(allocator)
{ }
virtual void deserialize(PipelineImpl& pipeline, JsonSerializer& serializer) override;
virtual void execute(PipelineInstanceImpl& pipeline) override;
string m_camera_slot;
};
struct BindFramebufferCommand : public Command
{
BindFramebufferCommand(IAllocator& allocator)
: m_buffer_name(allocator)
{ }
virtual void deserialize(PipelineImpl& pipeline, JsonSerializer& serializer) override;
virtual void execute(PipelineInstanceImpl& pipeline) override;
string m_buffer_name;
};
struct UnbindFramebufferCommand : public Command
{
UnbindFramebufferCommand(IAllocator&) {}
virtual void deserialize(PipelineImpl&, JsonSerializer&) override {}
virtual void execute(PipelineInstanceImpl& pipeline) override;
};
struct DrawScreenQuadCommand : public Command
{
DrawScreenQuadCommand(IAllocator& allocator) : m_allocator(allocator) {}
~DrawScreenQuadCommand();
virtual void deserialize(PipelineImpl& pipeline, JsonSerializer& serializer) override;
virtual void execute(PipelineInstanceImpl& pipeline) override;
IAllocator& m_allocator;
Mesh* m_mesh;
Geometry* m_geometry;
};
struct RenderDebugLinesCommand : public Command
{
RenderDebugLinesCommand(IAllocator&) {}
virtual void deserialize(PipelineImpl& pipeline, JsonSerializer& serializer) override;
virtual void execute(PipelineInstanceImpl& pipeline) override;
};
struct RenderDebugTextsCommand : public Command
{
RenderDebugTextsCommand(IAllocator&) {}
virtual void deserialize(PipelineImpl& pipeline, JsonSerializer& serializer) override;
virtual void execute(PipelineInstanceImpl& pipeline) override;
};
struct BindFramebufferTextureCommand : public Command
{
BindFramebufferTextureCommand(IAllocator& allocator)
: m_framebuffer_name(allocator)
{ }
virtual void deserialize(PipelineImpl& pipeline, JsonSerializer& 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
{
RenderShadowmapCommand(IAllocator& allocator)
: m_camera_slot(allocator)
{}
virtual void deserialize(PipelineImpl& pipeline, JsonSerializer& serializer) override;
virtual void execute(PipelineInstanceImpl& pipeline) override;
int64_t m_layer_mask;
StackAllocator<128> m_string_allocator;
string m_camera_slot;
};
struct BindShadowmapCommand : public Command
{
BindShadowmapCommand(IAllocator&) {}
virtual void deserialize(PipelineImpl&, JsonSerializer&) override {}
virtual void execute(PipelineInstanceImpl& pipeline) override;
};
struct PipelineImpl : public Pipeline
{
struct FrameBufferDeclaration
{
FrameBufferDeclaration()
: m_name(m_name_allocator)
{ }
int32_t m_width;
int32_t m_height;
int32_t m_color_buffers_count;
bool m_is_depth_buffer;
StackAllocator<64> m_name_allocator;
string m_name;
};
struct CommandCreator
{
typedef Delegate<Command* (IAllocator&)> Creator;
Creator m_creator;
uint32_t m_type_hash;
};
template <typename T>
static Command* CreateCommand(IAllocator& allocator)
{
return allocator.newObject<T>(allocator);
}
PipelineImpl(const Path& path, ResourceManager& resource_manager, IAllocator& allocator)
: Pipeline(path, resource_manager, allocator)
, m_allocator(allocator)
, m_commands(allocator)
, m_framebuffers(allocator)
, m_command_creators(allocator)
{
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_screen_quad").bind<&CreateCommand<DrawScreenQuadCommand> >();
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("render_debug_texts").bind<&CreateCommand<RenderDebugTextsCommand> >();
addCommandCreator("polygon_mode").bind<&CreateCommand<PolygonModeCommand> >();
addCommandCreator("set_pass").bind<&CreateCommand<SetPassCommand> >();
}
Renderer& getRenderer()
{
return static_cast<PipelineManager*>(m_resource_manager.get(ResourceManager::PIPELINE))->getRenderer();
}
virtual ~PipelineImpl() override
{
ASSERT(isEmpty());
}
virtual void doUnload(void) override
{
for (int i = 0; i < m_commands.size(); ++i)
{
m_allocator.deleteObject(m_commands[i]);
}
m_commands.clear();
onEmpty();
}
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(m_allocator);
}
}
return NULL;
}
bool deserialierFramebuffers(JsonSerializer& serializer)
{
while (!serializer.isArrayEnd())
{
serializer.nextArrayItem();
serializer.deserializeObjectBegin();
FrameBufferDeclaration& framebuffer = m_framebuffers.pushEmpty();
framebuffer.m_color_buffers_count = 0;
framebuffer.m_is_depth_buffer = false;
while (!serializer.isObjectEnd())
{
char label[40];
serializer.deserializeLabel(label, sizeof(label));
if (strcmp(label, "name") == 0)
{
serializer.deserialize(label, sizeof(label), "");
framebuffer.m_name = label;
}
else if (strcmp(label, "width") == 0)
{
serializer.deserialize(framebuffer.m_width, 0);
}
else if (strcmp(label, "height") == 0)
{
serializer.deserialize(framebuffer.m_height, 0);
}
else if (strcmp(label, "color_buffers_count") == 0)
{
serializer.deserialize(framebuffer.m_color_buffers_count, 0);
}
else if (strcmp(label, "is_depth_buffer") == 0)
{
serializer.deserialize(framebuffer.m_is_depth_buffer, false);
}
}
serializer.deserializeObjectEnd();
}
serializer.deserializeArrayEnd();
return true;
}
virtual bool deserialize(JsonSerializer& serializer) override
{
serializer.deserializeObjectBegin();
serializer.deserializeArrayBegin("frame_buffers");
m_framebuffers.clear();
bool status = deserialierFramebuffers(serializer);
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
{
status = false;
g_log_error.log("renderer") << "Unknown pipeline command \"" << tmp << "\" in pipeline " << getPath().c_str();
}
}
serializer.deserializeArrayEnd();
serializer.deserializeObjectEnd();
return status;
}
virtual void loaded(FS::IFile* file, bool success, FS::FileSystem& fs) override
{
if(success)
{
JsonSerializer serializer(*file, JsonSerializer::READ, m_path.c_str(), m_allocator);
deserialize(serializer);
decrementDepCount();
}
else
{
onFailure();
}
fs.close(file);
}
IAllocator& m_allocator;
Array<Command*> m_commands;
Array<CommandCreator> m_command_creators;
Array<FrameBufferDeclaration> m_framebuffers;
};
struct PipelineInstanceImpl : public PipelineInstance
{
PipelineInstanceImpl(Pipeline& pipeline, IAllocator& allocator)
: m_source(static_cast<PipelineImpl&>(pipeline))
, m_active_camera(Component::INVALID)
, m_custom_commands_handlers(allocator)
, m_allocator(allocator)
, m_terrain_infos(allocator)
, m_framebuffers(allocator)
, m_grass_infos(allocator)
, m_renderable_infos(allocator)
{
m_scene = NULL;
m_light_dir.set(0, -1, 0);
m_width = m_height = -1;
m_shadowmap_framebuffer = NULL;
pipeline.onLoaded<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)
{
m_allocator.deleteObject(m_framebuffers[i]);
}
}
void setActiveCamera(const Component& cmp)
{
m_active_camera = cmp;
}
CustomCommandHandler& addCustomCommandHandler(const char* name) override
{
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;
}
virtual int getWidth() override
{
return m_width;
}
virtual int getHeight() override
{
return m_height;
}
void sourceLoaded(Resource::State old_state, Resource::State new_state)
{
if (old_state != Resource::State::READY && new_state == Resource::State::READY)
{
m_framebuffers.reserve(m_source.m_framebuffers.size());
for (int i = 0; i < m_source.m_framebuffers.size(); ++i)
{
PipelineImpl::FrameBufferDeclaration& fb = m_source.m_framebuffers[i];
m_framebuffers.push(m_allocator.newObject<FrameBuffer>(fb.m_width, fb.m_height, fb.m_color_buffers_count, fb.m_is_depth_buffer, fb.m_name.c_str()));
if (fb.m_name == "shadowmap")
{
m_shadowmap_framebuffer = m_framebuffers.back();
}
}
}
}
void executeCustomCommand(uint32_t name)
{
CustomCommandHandler handler;
if (m_custom_commands_handlers.find(name, handler))
{
handler.invoke();
}
}
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();
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};
float camera_fov = m_scene->getCameraFOV(camera);
float camera_ratio = m_scene->getCameraWidth(camera) / m_scene->getCameraHeight(camera);
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));
Frustum frustum;
Matrix camera_matrix = camera.entity.getMatrix();
frustum.computePerspective(camera_matrix.getTranslation()
, camera_matrix.getZVector()
, camera_matrix.getYVector()
, camera_fov
, camera_ratio
, 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.getRadius();
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);
Frustum shadow_camera_frustum;
shadow_camera_frustum.computeOrtho(shadow_cam_pos, -light_forward, light_mtx.getYVector(), bb_size * 2, bb_size * 2, SHADOW_CAM_NEAR, SHADOW_CAM_FAR);
renderModels(shadow_camera_frustum, layer_mask);
}
FrameBuffer::unbind();
glCullFace(GL_BACK);
}
void renderScreenGeometry(Geometry* geometry, Mesh* mesh)
{
if (mesh->getMaterial()->isReady())
{
ASSERT(m_renderer != NULL);
Shader* shader = mesh->getMaterial()->getShader();
Matrix mtx;
Renderer::getOrthoMatrix(-1, 1, -1, 1, 0, 30, &mtx);
m_renderer->setProjectionMatrix(mtx);
m_renderer->setViewMatrix(Matrix::IDENTITY);
mesh->getMaterial()->apply(*m_renderer, *this);
setFixedCachedUniform(*m_renderer, *shader, (int)Shader::FixedCachedUniforms::SHADOW_MATRIX0, m_shadow_modelviewprojection[0]);
setFixedCachedUniform(*m_renderer, *shader, (int)Shader::FixedCachedUniforms::SHADOW_MATRIX1, m_shadow_modelviewprojection[1]);
setFixedCachedUniform(*m_renderer, *shader, (int)Shader::FixedCachedUniforms::SHADOW_MATRIX2, m_shadow_modelviewprojection[2]);
setFixedCachedUniform(*m_renderer, *shader, (int)Shader::FixedCachedUniforms::SHADOW_MATRIX3, 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())
{
setFixedCachedUniform(*m_renderer, *shader, (int)Shader::FixedCachedUniforms::AMBIENT_COLOR, m_scene->getLightAmbientColor(light_cmp));
setFixedCachedUniform(*m_renderer, *shader, (int)Shader::FixedCachedUniforms::AMBIENT_INTENSITY, m_scene->getLightAmbientIntensity(light_cmp));
setFixedCachedUniform(*m_renderer, *shader, (int)Shader::FixedCachedUniforms::DIFFUSE_COLOR, m_scene->getLightDiffuseColor(light_cmp));
setFixedCachedUniform(*m_renderer, *shader, (int)Shader::FixedCachedUniforms::DIFFUSE_INTENSITY, m_scene->getLightDiffuseIntensity(light_cmp));
setFixedCachedUniform(*m_renderer, *shader, (int)Shader::FixedCachedUniforms::FOG_COLOR, m_scene->getFogColor(light_cmp));
setFixedCachedUniform(*m_renderer, *shader, (int)Shader::FixedCachedUniforms::FOG_DENSITY, m_scene->getFogDensity(light_cmp));
setFixedCachedUniform(*m_renderer, *shader, (int)Shader::FixedCachedUniforms::SHADOWMAP_SPLITS, m_shadowmap_splits);
}
setFixedCachedUniform(*m_renderer, *shader, (int)Shader::FixedCachedUniforms::WORLD_MATRIX, Matrix::IDENTITY);
setFixedCachedUniform(*m_renderer, *shader, (int)Shader::FixedCachedUniforms::PROJECTION_MATRIX, mtx);
bindGeometry(*m_renderer, *geometry, *mesh);
renderGeometry(0, 6);
}
}
void renderDebugTexts()
{
BitmapFont* font = m_scene->getDebugTextFont();
if (!font || !font->isReady())
{
return;
}
m_renderer->cleanup();
Matrix projection_matrix;
Renderer::getOrthoMatrix(0, (float)m_width, 0, (float)m_height, 0, 10, &projection_matrix);
m_renderer->setProjectionMatrix(projection_matrix);
m_renderer->setViewMatrix(Matrix::IDENTITY);
Geometry& geometry = m_scene->getDebugTextGeometry();
Mesh& mesh = m_scene->getDebugTextMesh();
font->getMaterial()->apply(*m_renderer, *this);
bindGeometry(*m_renderer, geometry, mesh);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_DEPTH_TEST);
renderQuadGeometry(0, mesh.getIndexCount());
glDisable(GL_BLEND);
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, 0);
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(const Frustum& frustum, int64_t layer_mask)
{
PROFILE_FUNCTION();
if (m_active_camera.isValid())
{
const Material* last_material = NULL;
m_grass_infos.clear();
m_scene->getGrassInfos(frustum, 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);
setFixedCachedUniform(*m_renderer, *shader, (int)Shader::FixedCachedUniforms::SHADOW_MATRIX0, m_shadow_modelviewprojection[0]);
setFixedCachedUniform(*m_renderer, *shader, (int)Shader::FixedCachedUniforms::SHADOW_MATRIX1, m_shadow_modelviewprojection[1]);
setFixedCachedUniform(*m_renderer, *shader, (int)Shader::FixedCachedUniforms::SHADOW_MATRIX2, m_shadow_modelviewprojection[2]);
setFixedCachedUniform(*m_renderer, *shader, (int)Shader::FixedCachedUniforms::SHADOW_MATRIX3, 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())
{
setFixedCachedUniform(*m_renderer, *shader, (int)Shader::FixedCachedUniforms::AMBIENT_COLOR, m_scene->getLightAmbientColor(light_cmp));
setFixedCachedUniform(*m_renderer, *shader, (int)Shader::FixedCachedUniforms::AMBIENT_INTENSITY, m_scene->getLightAmbientIntensity(light_cmp));
setFixedCachedUniform(*m_renderer, *shader, (int)Shader::FixedCachedUniforms::DIFFUSE_COLOR, m_scene->getLightDiffuseColor(light_cmp));
setFixedCachedUniform(*m_renderer, *shader, (int)Shader::FixedCachedUniforms::DIFFUSE_INTENSITY, m_scene->getLightDiffuseIntensity(light_cmp));
setFixedCachedUniform(*m_renderer, *shader, (int)Shader::FixedCachedUniforms::FOG_COLOR, m_scene->getFogColor(light_cmp));
setFixedCachedUniform(*m_renderer, *shader, (int)Shader::FixedCachedUniforms::FOG_DENSITY, m_scene->getFogDensity(light_cmp));
setFixedCachedUniform(*m_renderer, *shader, (int)Shader::FixedCachedUniforms::SHADOWMAP_SPLITS, m_shadowmap_splits);
}
last_material = &material;
}
setFixedCachedUniform(*m_renderer, *shader, (int)Shader::FixedCachedUniforms::GRASS_MATRICES, info.m_matrices, info.m_matrix_count);
bindGeometry(*m_renderer, *info.m_geometry, mesh);
renderGeometry(mesh.getIndicesOffset(), mesh.getIndexCount() / info.m_mesh_copy_count * info.m_matrix_count);
}
}
}
}
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);
setFixedCachedUniform(*m_renderer, *shader, (int)Shader::FixedCachedUniforms::WORLD_MATRIX, world_matrix);
setFixedCachedUniform(*m_renderer, *shader, (int)Shader::FixedCachedUniforms::SHADOW_MATRIX0, m_shadow_modelviewprojection[0]);
setFixedCachedUniform(*m_renderer, *shader, (int)Shader::FixedCachedUniforms::SHADOW_MATRIX1, m_shadow_modelviewprojection[1]);
setFixedCachedUniform(*m_renderer, *shader, (int)Shader::FixedCachedUniforms::SHADOW_MATRIX2, m_shadow_modelviewprojection[2]);
setFixedCachedUniform(*m_renderer, *shader, (int)Shader::FixedCachedUniforms::SHADOW_MATRIX3, m_shadow_modelviewprojection[3]);
Component light_cmp = m_scene->getLight(0);
if(light_cmp.isValid())
{
setFixedCachedUniform(*m_renderer, *shader, (int)Shader::FixedCachedUniforms::AMBIENT_COLOR, m_scene->getLightAmbientColor(light_cmp));
setFixedCachedUniform(*m_renderer, *shader, (int)Shader::FixedCachedUniforms::AMBIENT_INTENSITY, m_scene->getLightAmbientIntensity(light_cmp));
setFixedCachedUniform(*m_renderer, *shader, (int)Shader::FixedCachedUniforms::DIFFUSE_COLOR, m_scene->getLightDiffuseColor(light_cmp));
setFixedCachedUniform(*m_renderer, *shader, (int)Shader::FixedCachedUniforms::DIFFUSE_INTENSITY, m_scene->getLightDiffuseIntensity(light_cmp));
setFixedCachedUniform(*m_renderer, *shader, (int)Shader::FixedCachedUniforms::FOG_COLOR, m_scene->getFogColor(light_cmp));
setFixedCachedUniform(*m_renderer, *shader, (int)Shader::FixedCachedUniforms::FOG_DENSITY, m_scene->getFogDensity(light_cmp));
setFixedCachedUniform(*m_renderer, *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_key - info2->m_key);
});
}
}
bool setMeshContext(RenderModelsMeshContext* context)
{
const Material& material = *context->m_mesh->getMaterial();
Shader* shader = material.getShader();
uint32_t pass_hash = getRenderer().getPass();
if (!shader->hasPass(pass_hash))
{
return false;
}
material.apply(*m_renderer, *this);
setFixedCachedUniform(*m_renderer, *shader, (int)Shader::FixedCachedUniforms::SHADOW_MATRIX0, m_shadow_modelviewprojection[0]);
setFixedCachedUniform(*m_renderer, *shader, (int)Shader::FixedCachedUniforms::SHADOW_MATRIX1, m_shadow_modelviewprojection[1]);
setFixedCachedUniform(*m_renderer, *shader, (int)Shader::FixedCachedUniforms::SHADOW_MATRIX2, m_shadow_modelviewprojection[2]);
setFixedCachedUniform(*m_renderer, *shader, (int)Shader::FixedCachedUniforms::SHADOW_MATRIX3, m_shadow_modelviewprojection[3]);
Component light_cmp = m_scene->getLight(0);
if (light_cmp.isValid())
{
setFixedCachedUniform(*m_renderer, *shader, (int)Shader::FixedCachedUniforms::AMBIENT_COLOR, m_scene->getLightAmbientColor(light_cmp));
setFixedCachedUniform(*m_renderer, *shader, (int)Shader::FixedCachedUniforms::AMBIENT_INTENSITY, m_scene->getLightAmbientIntensity(light_cmp));
setFixedCachedUniform(*m_renderer, *shader, (int)Shader::FixedCachedUniforms::DIFFUSE_COLOR, m_scene->getLightDiffuseColor(light_cmp));
setFixedCachedUniform(*m_renderer, *shader, (int)Shader::FixedCachedUniforms::DIFFUSE_INTENSITY, m_scene->getLightDiffuseIntensity(light_cmp));
setFixedCachedUniform(*m_renderer, *shader, (int)Shader::FixedCachedUniforms::FOG_COLOR, m_scene->getFogColor(light_cmp));
setFixedCachedUniform(*m_renderer, *shader, (int)Shader::FixedCachedUniforms::FOG_DENSITY, m_scene->getFogDensity(light_cmp));
setFixedCachedUniform(*m_renderer, *shader, (int)Shader::FixedCachedUniforms::SHADOWMAP_SPLITS, m_shadowmap_splits);
}
m_renderer->setUniform(*shader, "light_dir", LIGHT_DIR_HASH, m_light_dir);
context->m_world_matrix_uniform_location = getUniformLocation(*shader, (int)Shader::FixedCachedUniforms::WORLD_MATRIX);
context->m_shader = shader;
context->m_indices_offset = context->m_mesh->getIndicesOffset();
context->m_vertex_count = context->m_mesh->getIndexCount();
if (context->m_world_matrix_uniform_location < 0)
{
return false;
}
return true;
}
void setPoseUniform(const RenderableMesh* LUMIX_RESTRICT renderable_mesh, RenderModelsMeshContext& mesh_context)
{
Matrix bone_mtx[64];
const Pose& pose = *renderable_mesh->m_pose;
const Model& model = *renderable_mesh->m_model;
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(*mesh_context.m_shader, "bone_matrices", BONE_MATRICES_HASH, bone_mtx, pose.getCount());
}
void renderModels(const Frustum& frustum, int64_t layer_mask)
{
PROFILE_FUNCTION();
m_renderable_infos.clear();
m_scene->getRenderableInfos(frustum, m_renderable_infos, layer_mask);
if (m_renderable_infos.empty())
{
return;
}
sortRenderables(m_renderable_infos);
RenderableInfo& sentinel = m_renderable_infos.pushEmpty();
const RenderableInfo* LUMIX_RESTRICT info = &m_renderable_infos[0];
const RenderableInfo* LUMIX_RESTRICT end = &m_renderable_infos[0] + m_renderable_infos.size() - 1;
sentinel.m_key = 0;
RenderModelsMeshContext mesh_context;
int64_t last_key = 0;
Matrix matrices[64];
while (info != end)
{
mesh_context.m_mesh = info->m_mesh->m_mesh;
if (!setMeshContext(&mesh_context))
{
++info;
continue;
}
bindGeometry(*m_renderer, info->m_mesh->m_model->getGeometry(), *mesh_context.m_mesh);
last_key = info->m_key;
if (info->m_mesh->m_pose->getCount() > 0)
{
while (last_key == info->m_key)
{
const RenderableMesh* LUMIX_RESTRICT renderable_mesh = info->m_mesh;
const Matrix& world_matrix = *renderable_mesh->m_matrix;
setUniform(mesh_context.m_world_matrix_uniform_location, world_matrix);
setPoseUniform(renderable_mesh, mesh_context);
renderGeometry(mesh_context.m_indices_offset, mesh_context.m_vertex_count);
++info;
}
}
else
{
while (last_key == info->m_key)
{
Matrix* LUMIX_RESTRICT instance_matrix = matrices;
const Matrix* last_instance_matrix = matrices + (sizeof(matrices) / sizeof(matrices[0]));
while (last_key == info->m_key && instance_matrix < last_instance_matrix)
{
const RenderableMesh* LUMIX_RESTRICT renderable_mesh = info->m_mesh;
*instance_matrix = *renderable_mesh->m_matrix;
++instance_matrix;
++info;
}
int instance_count = instance_matrix - matrices;
setUniform(mesh_context.m_world_matrix_uniform_location, matrices, instance_count);
renderInstancedGeometry(mesh_context.m_indices_offset, mesh_context.m_vertex_count, instance_count, *mesh_context.m_shader);
}
}
}
}
virtual void resize(int w, int h) override
{
m_width = w;
m_height = h;
}
virtual void render() override
{
PROFILE_FUNCTION();
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;
}
IAllocator& m_allocator;
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;
AssociativeArray<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&);
PipelineInstanceImpl(const PipelineInstanceImpl&);
};
Pipeline::Pipeline(const Path& path, ResourceManager& resource_manager, IAllocator& allocator)
: Resource(path, resource_manager, allocator)
{
}
PipelineInstance* PipelineInstance::create(Pipeline& pipeline, IAllocator& allocator)
{
return allocator.newObject<PipelineInstanceImpl>(pipeline, allocator);
}
void PipelineInstance::destroy(PipelineInstance* pipeline)
{
static_cast<PipelineInstanceImpl*>(pipeline)->m_allocator.deleteObject(pipeline);
}
void PolygonModeCommand::deserialize(PipelineImpl&, JsonSerializer& serializer)
{
serializer.deserializeArrayItem(m_fill, true);
}
void PolygonModeCommand::execute(PipelineInstanceImpl& pipeline)
{
glPolygonMode(GL_FRONT_AND_BACK, m_fill && !pipeline.getRenderer().isEditorWireframe() ? GL_FILL : GL_LINE);
}
void SetPassCommand::deserialize(PipelineImpl&, JsonSerializer& serializer)
{
char pass_name[50];
serializer.deserializeArrayItem(pass_name, sizeof(pass_name), "");
m_pass_hash = crc32(pass_name);
}
void SetPassCommand::execute(PipelineInstanceImpl& pipeline)
{
pipeline.getRenderer().setPass(m_pass_hash);
}
void ClearCommand::deserialize(PipelineImpl&, JsonSerializer& serializer)
{
char tmp[256];
serializer.deserializeArrayItem(tmp, 255, "all");
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&, JsonSerializer& 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&, JsonSerializer& serializer)
{
serializer.deserializeArrayItem(m_layer_mask, 0);
}
void RenderModelsCommand::execute(PipelineInstanceImpl& pipeline)
{
pipeline.renderTerrains(m_layer_mask);
pipeline.renderModels(pipeline.getScene()->getFrustum(), m_layer_mask);
pipeline.renderGrass(pipeline.getScene()->getFrustum(), m_layer_mask);
}
void ApplyCameraCommand::deserialize(PipelineImpl&, JsonSerializer& serializer)
{
serializer.deserializeArrayItem(m_camera_slot, "main");
}
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&, JsonSerializer& 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&, JsonSerializer&)
{
}
void RenderDebugLinesCommand::execute(PipelineInstanceImpl& pipeline)
{
pipeline.renderDebugLines();
}
void RenderDebugTextsCommand::deserialize(PipelineImpl&, JsonSerializer&)
{
}
void RenderDebugTextsCommand::execute(PipelineInstanceImpl& pipeline)
{
pipeline.renderDebugTexts();
}
DrawScreenQuadCommand::~DrawScreenQuadCommand()
{
m_allocator.deleteObject(m_geometry);
m_allocator.deleteObject(m_mesh);
}
void DrawScreenQuadCommand::deserialize(PipelineImpl& pipeline, JsonSerializer& serializer)
{
m_geometry = m_allocator.newObject<Geometry>();
VertexDef def;
Renderer& renderer = pipeline.getRenderer();
def.addAttribute(renderer, "in_position", VertexAttributeDef::FLOAT2);
def.addAttribute(renderer, "in_tex_coords", VertexAttributeDef::FLOAT2);
int indices[6] = { 0, 1, 2, 0, 2, 3 };
const int GEOMETRY_VERTEX_ATTRIBUTE_COUNT = 16;
float v[GEOMETRY_VERTEX_ATTRIBUTE_COUNT];
for (int i = 0; i < GEOMETRY_VERTEX_ATTRIBUTE_COUNT; ++i)
{
serializer.deserializeArrayItem(v[i], 0);
}
m_geometry->setAttributesData(v, sizeof(v));
m_geometry->setIndicesData(indices, sizeof(indices));
char material_path[LUMIX_MAX_PATH];
serializer.deserializeArrayItem(material_path, LUMIX_MAX_PATH, "");
Material* material = static_cast<Material*>(pipeline.getResourceManager().get(ResourceManager::MATERIAL)->load(Path(material_path)));
m_mesh = m_allocator.newObject<Mesh>(def, material, 0, 0, sizeof(v), 6, "screen_quad", m_allocator);
}
void DrawScreenQuadCommand::execute(PipelineInstanceImpl& pipeline)
{
pipeline.renderScreenGeometry(m_geometry, m_mesh);
}
void BindFramebufferTextureCommand::deserialize(PipelineImpl&, JsonSerializer& serializer)
{
serializer.deserializeArrayItem(m_framebuffer_name, "");
serializer.deserializeArrayItem(m_renderbuffer_index, 0);
serializer.deserializeArrayItem(m_texture_uint, 0);
}
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(m_renderbuffer_index));
}
}
void RenderShadowmapCommand::deserialize(PipelineImpl&, JsonSerializer& serializer)
{
serializer.deserializeArrayItem(m_layer_mask, 0);
serializer.deserializeArrayItem(m_camera_slot, 0);
}
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);
glBindTexture(GL_TEXTURE_2D, pipeline.m_shadowmap_framebuffer->getDepthTexture());
}
Resource* PipelineManager::createResource(const Path& path)
{
return m_allocator.newObject<PipelineImpl>(path, getOwner(), m_allocator);
}
void PipelineManager::destroyResource(Resource& resource)
{
m_allocator.deleteObject(static_cast<PipelineImpl*>(&resource));
}
} // ~namespace Lumix