Start moving draw calls generation into a dedicated class
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src/graphics/draw_calls.cpp
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825
src/graphics/draw_calls.cpp
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// SuperTuxKart - a fun racing game with go-kart
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// Copyright (C) 2015 SuperTuxKart-Team
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// as published by the Free Software Foundation; either version 3
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// of the License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#include "graphics/draw_calls.hpp"
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#include "graphics/lod_node.hpp"
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#include "graphics/stk_mesh_scene_node.hpp"
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#include "graphics/stk_scene_manager.hpp"
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#include "graphics/vao_manager.hpp"
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#include "modes/world.hpp"
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#include "tracks/track.hpp"
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#include "utils/profiler.hpp"
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using namespace irr;
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namespace
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{
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template<typename InstanceData>
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void fillOriginOrientationScale(scene::ISceneNode *node, InstanceData &instance)
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{
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const core::matrix4 &mat = node->getAbsoluteTransformation();
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const core::vector3df &Origin = mat.getTranslation();
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const core::vector3df &Orientation = mat.getRotationDegrees();
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const core::vector3df &Scale = mat.getScale();
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instance.Origin.X = Origin.X;
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instance.Origin.Y = Origin.Y;
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instance.Origin.Z = Origin.Z;
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instance.Orientation.X = Orientation.X;
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instance.Orientation.Y = Orientation.Y;
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instance.Orientation.Z = Orientation.Z;
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instance.Scale.X = Scale.X;
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instance.Scale.Y = Scale.Y;
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instance.Scale.Z = Scale.Z;
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}
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template<typename InstanceData>
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struct InstanceFiller
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{
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static void add(GLMesh *, scene::ISceneNode *, InstanceData &);
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};
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template<>
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void InstanceFiller<InstanceDataSingleTex>::add(GLMesh *mesh, scene::ISceneNode *node, InstanceDataSingleTex &Instance)
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{
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fillOriginOrientationScale<InstanceDataSingleTex>(node, Instance);
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Instance.Texture = mesh->TextureHandles[0];
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}
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template<>
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void InstanceFiller<InstanceDataDualTex>::add(GLMesh *mesh, scene::ISceneNode *node, InstanceDataDualTex &Instance)
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{
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fillOriginOrientationScale<InstanceDataDualTex>(node, Instance);
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Instance.Texture = mesh->TextureHandles[0];
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Instance.SecondTexture = mesh->TextureHandles[1];
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}
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template<>
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void InstanceFiller<InstanceDataThreeTex>::add(GLMesh *mesh, scene::ISceneNode *node, InstanceDataThreeTex &Instance)
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{
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fillOriginOrientationScale<InstanceDataThreeTex>(node, Instance);
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Instance.Texture = mesh->TextureHandles[0];
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Instance.SecondTexture = mesh->TextureHandles[1];
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Instance.ThirdTexture = mesh->TextureHandles[2];
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}
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template<>
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void InstanceFiller<GlowInstanceData>::add(GLMesh *mesh, scene::ISceneNode *node, GlowInstanceData &Instance)
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{
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fillOriginOrientationScale<GlowInstanceData>(node, Instance);
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STKMeshSceneNode *nd = dynamic_cast<STKMeshSceneNode*>(node);
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Instance.Color = nd->getGlowColor().color;
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}
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void FixBoundingBoxes(scene::ISceneNode* node)
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{
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for (scene::ISceneNode *child : node->getChildren())
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{
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FixBoundingBoxes(child);
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const_cast<core::aabbox3df&>(node->getBoundingBox()).addInternalBox(child->getBoundingBox());
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}
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}
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template<typename T>
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static void FillInstances_impl( DrawCalls::InstanceList instance_list,
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T * InstanceBuffer,
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DrawElementsIndirectCommand *CommandBuffer,
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size_t &InstanceBufferOffset,
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size_t &CommandBufferOffset,
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size_t &PolyCount)
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{
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// Should never be empty
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GLMesh *mesh = instance_list.front().first;
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size_t InitialOffset = InstanceBufferOffset;
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for (unsigned i = 0; i < instance_list.size(); i++)
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{
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auto &Tp = instance_list[i];
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scene::ISceneNode *node = Tp.second;
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InstanceFiller<T>::add(mesh, node, InstanceBuffer[InstanceBufferOffset++]);
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assert(InstanceBufferOffset * sizeof(T) < 10000 * sizeof(InstanceDataDualTex));
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}
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DrawElementsIndirectCommand &CurrentCommand = CommandBuffer[CommandBufferOffset++];
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CurrentCommand.baseVertex = mesh->vaoBaseVertex;
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CurrentCommand.count = mesh->IndexCount;
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CurrentCommand.firstIndex = mesh->vaoOffset / 2;
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CurrentCommand.baseInstance = InitialOffset;
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CurrentCommand.instanceCount = InstanceBufferOffset - InitialOffset;
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PolyCount += (InstanceBufferOffset - InitialOffset) * mesh->IndexCount / 3;
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}
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template<typename T>
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static void FillInstances( const DrawCalls::MeshMap &GatheredGLMesh,
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std::vector<GLMesh *> &InstancedList,
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T *InstanceBuffer,
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DrawElementsIndirectCommand *CommandBuffer,
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size_t &InstanceBufferOffset,
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size_t &CommandBufferOffset,
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size_t &Polycount)
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{
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auto It = GatheredGLMesh.begin(), E = GatheredGLMesh.end();
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for (; It != E; ++It)
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{
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FillInstances_impl<T>(It->second, InstanceBuffer, CommandBuffer, InstanceBufferOffset, CommandBufferOffset, Polycount);
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if (!CVS->isAZDOEnabled())
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InstancedList.push_back(It->second.front().first);
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}
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}
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} //namespace
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void DrawCalls::clearLists()
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{
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ListBlendTransparent::getInstance()->clear();
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ListAdditiveTransparent::getInstance()->clear();
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ListBlendTransparentFog::getInstance()->clear();
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ListAdditiveTransparentFog::getInstance()->clear();
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ListDisplacement::getInstance()->clear();
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ListMatDefault::getInstance()->clear();
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ListMatAlphaRef::getInstance()->clear();
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ListMatSphereMap::getInstance()->clear();
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ListMatDetails::getInstance()->clear();
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ListMatUnlit::getInstance()->clear();
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ListMatNormalMap::getInstance()->clear();
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ListMatGrass::getInstance()->clear();
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ListMatSplatting::getInstance()->clear();
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ImmediateDrawList::getInstance()->clear();
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BillBoardList::getInstance()->clear();
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ParticlesList::getInstance()->clear();
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ListInstancedGlow::getInstance()->clear();
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}
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//TODO: rename (shadow pass only)
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template<Material::ShaderType Mat, typename T>
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void DrawCalls::genDrawCalls(unsigned cascade,
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std::vector<GLMesh *> &InstancedList,
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T *InstanceBuffer,
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DrawElementsIndirectCommand *CommandBuffer,
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size_t &InstanceBufferOffset,
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size_t &CommandBufferOffset,
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size_t &PolyCount)
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{
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if (CVS->supportsIndirectInstancingRendering())
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ShadowPassCmd::getInstance()->Offset[cascade][Mat] = CommandBufferOffset; // Store command buffer offset
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FillInstances<T>(m_shadow_pass_mesh[Mat][cascade],
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InstancedList,
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InstanceBuffer,
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CommandBuffer,
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InstanceBufferOffset,
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CommandBufferOffset,
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PolyCount);
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if (CVS->isAZDOEnabled())
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ShadowPassCmd::getInstance()->Size[cascade][Mat] = CommandBufferOffset - ShadowPassCmd::getInstance()->Offset[cascade][Mat];
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}
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void DrawCalls::handleSTKCommon(scene::ISceneNode *Node,
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std::vector<scene::ISceneNode *> *ImmediateDraw,
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const scene::ICameraSceneNode *cam,
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scene::ICameraSceneNode *shadowcam[4],
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const scene::ICameraSceneNode *rsmcam,
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bool &culledforcam,
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bool culledforshadowcam[4],
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bool &culledforrsm,
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bool drawRSM)
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{
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STKMeshCommon *node = dynamic_cast<STKMeshCommon*>(Node);
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if (!node)
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return;
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node->updateNoGL();
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m_deferred_update.push_back(node);
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const core::matrix4 &trans = Node->getAbsoluteTransformation();
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core::vector3df edges[8];
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Node->getBoundingBox().getEdges(edges);
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for (unsigned i = 0; i < 8; i++)
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trans.transformVect(edges[i]);
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/* From irrlicht
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/3--------/7
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/ | / |
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/ | / |
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1---------5 |
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| /2- - -|- -6
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| / | /
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|/ | /
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0---------4/
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*/
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if (irr_driver->getBoundingBoxesViz())
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{
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addEdge(edges[0], edges[1]);
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addEdge(edges[1], edges[5]);
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addEdge(edges[5], edges[4]);
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addEdge(edges[4], edges[0]);
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addEdge(edges[2], edges[3]);
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addEdge(edges[3], edges[7]);
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addEdge(edges[7], edges[6]);
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addEdge(edges[6], edges[2]);
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addEdge(edges[0], edges[2]);
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addEdge(edges[1], edges[3]);
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addEdge(edges[5], edges[7]);
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addEdge(edges[4], edges[6]);
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}
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if (node->isImmediateDraw())
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{
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ImmediateDraw->push_back(Node);
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return;
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}
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culledforcam = culledforcam || isCulledPrecise(cam, Node);
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culledforrsm = culledforrsm || isCulledPrecise(rsmcam, Node);
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for (unsigned i = 0; i < 4; i++)
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culledforshadowcam[i] = culledforshadowcam[i] || isCulledPrecise(shadowcam[i], Node);
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// Transparent
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if (World::getWorld() && World::getWorld()->isFogEnabled())
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{
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const Track * const track = World::getWorld()->getTrack();
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// Todo : put everything in a ubo
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const float fogmax = track->getFogMax();
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const float startH = track->getFogStartHeight();
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const float endH = track->getFogEndHeight();
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const float start = track->getFogStart();
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const float end = track->getFogEnd();
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const video::SColor tmpcol = track->getFogColor();
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video::SColorf col(tmpcol.getRed() / 255.0f,
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tmpcol.getGreen() / 255.0f,
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tmpcol.getBlue() / 255.0f);
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for (GLMesh *mesh : node->TransparentMesh[TM_DEFAULT])
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pushVector(ListBlendTransparentFog::getInstance(), mesh, Node->getAbsoluteTransformation(), mesh->TextureMatrix,
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fogmax, startH, endH, start, end, col);
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for (GLMesh *mesh : node->TransparentMesh[TM_ADDITIVE])
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pushVector(ListAdditiveTransparentFog::getInstance(), mesh, Node->getAbsoluteTransformation(), mesh->TextureMatrix,
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fogmax, startH, endH, start, end, col);
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}
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else
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{
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for (GLMesh *mesh : node->TransparentMesh[TM_DEFAULT])
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pushVector(ListBlendTransparent::getInstance(), mesh, Node->getAbsoluteTransformation(), mesh->TextureMatrix);
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for (GLMesh *mesh : node->TransparentMesh[TM_ADDITIVE])
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pushVector(ListAdditiveTransparent::getInstance(), mesh, Node->getAbsoluteTransformation(), mesh->TextureMatrix);
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}
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for (GLMesh *mesh : node->TransparentMesh[TM_DISPLACEMENT])
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pushVector(ListDisplacement::getInstance(), mesh, Node->getAbsoluteTransformation());
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if (!culledforcam)
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{
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for (unsigned Mat = 0; Mat < Material::SHADERTYPE_COUNT; ++Mat)
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{
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if (CVS->supportsIndirectInstancingRendering())
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{
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for (GLMesh *mesh : node->MeshSolidMaterial[Mat])
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{
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if (node->glow())
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m_glow_pass_mesh[mesh->mb].emplace_back(mesh, Node);
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if (Mat != Material::SHADERTYPE_SPLATTING && mesh->TextureMatrix.isIdentity())
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m_solid_pass_mesh[Mat][mesh->mb].emplace_back(mesh, Node);
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else
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{
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core::matrix4 ModelMatrix = Node->getAbsoluteTransformation(), InvModelMatrix;
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ModelMatrix.getInverse(InvModelMatrix);
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switch (Mat)
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{
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case Material::SHADERTYPE_SOLID:
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ListMatDefault::getInstance()->SolidPass.emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix);
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break;
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case Material::SHADERTYPE_ALPHA_TEST:
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ListMatAlphaRef::getInstance()->SolidPass.emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix);
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break;
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case Material::SHADERTYPE_SOLID_UNLIT:
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ListMatUnlit::getInstance()->SolidPass.emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix);
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break;
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case Material::SHADERTYPE_SPLATTING:
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ListMatSplatting::getInstance()->SolidPass.emplace_back(mesh, ModelMatrix, InvModelMatrix);
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break;
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}
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}
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}
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}
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else
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{
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core::matrix4 ModelMatrix = Node->getAbsoluteTransformation(), InvModelMatrix;
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ModelMatrix.getInverse(InvModelMatrix);
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for (GLMesh *mesh : node->MeshSolidMaterial[Mat])
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{
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switch (Mat)
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{
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case Material::SHADERTYPE_SOLID:
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ListMatDefault::getInstance()->SolidPass.emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix);
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break;
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case Material::SHADERTYPE_ALPHA_TEST:
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ListMatAlphaRef::getInstance()->SolidPass.emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix);
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break;
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case Material::SHADERTYPE_NORMAL_MAP:
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ListMatNormalMap::getInstance()->SolidPass.emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix);
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break;
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case Material::SHADERTYPE_DETAIL_MAP:
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ListMatDetails::getInstance()->SolidPass.emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix);
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break;
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case Material::SHADERTYPE_SOLID_UNLIT:
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ListMatUnlit::getInstance()->SolidPass.emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix);
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break;
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case Material::SHADERTYPE_SPHERE_MAP:
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ListMatSphereMap::getInstance()->SolidPass.emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix);
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break;
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case Material::SHADERTYPE_SPLATTING:
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ListMatSplatting::getInstance()->SolidPass.emplace_back(mesh, ModelMatrix, InvModelMatrix);
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break;
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case Material::SHADERTYPE_VEGETATION:
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ListMatGrass::getInstance()->SolidPass.emplace_back(mesh, ModelMatrix, InvModelMatrix, windDir);
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break;
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}
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}
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}
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}
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}
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if (!CVS->isShadowEnabled())
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return;
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for (unsigned cascade = 0; cascade < 4; ++cascade)
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{
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if (culledforshadowcam[cascade])
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continue;
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for (unsigned Mat = 0; Mat < Material::SHADERTYPE_COUNT; ++Mat)
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{
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if (CVS->supportsIndirectInstancingRendering())
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{
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for (GLMesh *mesh : node->MeshSolidMaterial[Mat])
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{
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if (Mat != Material::SHADERTYPE_SPLATTING)
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m_shadow_pass_mesh[Mat][cascade][mesh->mb].emplace_back(mesh, Node);
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else
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{
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core::matrix4 ModelMatrix = Node->getAbsoluteTransformation(), InvModelMatrix;
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ModelMatrix.getInverse(InvModelMatrix);
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ListMatSplatting::getInstance()->Shadows[cascade].emplace_back(mesh, ModelMatrix, InvModelMatrix);
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}
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}
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}
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else
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{
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core::matrix4 ModelMatrix = Node->getAbsoluteTransformation(), InvModelMatrix;
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ModelMatrix.getInverse(InvModelMatrix);
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for (GLMesh *mesh : node->MeshSolidMaterial[Mat])
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{
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switch (Mat)
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{
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case Material::SHADERTYPE_SOLID:
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ListMatDefault::getInstance()->Shadows[cascade].emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix);
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break;
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case Material::SHADERTYPE_ALPHA_TEST:
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ListMatAlphaRef::getInstance()->Shadows[cascade].emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix);
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break;
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case Material::SHADERTYPE_NORMAL_MAP:
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ListMatNormalMap::getInstance()->Shadows[cascade].emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix);
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break;
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case Material::SHADERTYPE_DETAIL_MAP:
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ListMatDetails::getInstance()->Shadows[cascade].emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix);
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break;
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case Material::SHADERTYPE_SOLID_UNLIT:
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ListMatUnlit::getInstance()->Shadows[cascade].emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix);
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break;
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case Material::SHADERTYPE_SPHERE_MAP:
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ListMatSphereMap::getInstance()->Shadows[cascade].emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix);
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break;
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case Material::SHADERTYPE_SPLATTING:
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ListMatSplatting::getInstance()->Shadows[cascade].emplace_back(mesh, ModelMatrix, InvModelMatrix);
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break;
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case Material::SHADERTYPE_VEGETATION:
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ListMatGrass::getInstance()->Shadows[cascade].emplace_back(mesh, ModelMatrix, InvModelMatrix, windDir);
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}
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}
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}
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}
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}
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if (!UserConfigParams::m_gi || !drawRSM)
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return;
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if (!culledforrsm)
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{
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for (unsigned Mat = 0; Mat < Material::SHADERTYPE_COUNT; ++Mat)
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{
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if (CVS->supportsIndirectInstancingRendering())
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{
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if (Mat == Material::SHADERTYPE_SPLATTING)
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for (GLMesh *mesh : node->MeshSolidMaterial[Mat])
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{
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core::matrix4 ModelMatrix = Node->getAbsoluteTransformation(), InvModelMatrix;
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ModelMatrix.getInverse(InvModelMatrix);
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ListMatSplatting::getInstance()->RSM.emplace_back(mesh, ModelMatrix, InvModelMatrix);
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}
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else
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{
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for (GLMesh *mesh : node->MeshSolidMaterial[Mat])
|
||||
m_reflective_shadow_map_mesh[Mat][mesh->mb].emplace_back(mesh, Node);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
core::matrix4 ModelMatrix = Node->getAbsoluteTransformation(), InvModelMatrix;
|
||||
ModelMatrix.getInverse(InvModelMatrix);
|
||||
|
||||
for (GLMesh *mesh : node->MeshSolidMaterial[Mat])
|
||||
{
|
||||
switch (Mat)
|
||||
{
|
||||
case Material::SHADERTYPE_SOLID:
|
||||
ListMatDefault::getInstance()->RSM.emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix);
|
||||
break;
|
||||
case Material::SHADERTYPE_ALPHA_TEST:
|
||||
ListMatAlphaRef::getInstance()->RSM.emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix);
|
||||
break;
|
||||
case Material::SHADERTYPE_NORMAL_MAP:
|
||||
ListMatNormalMap::getInstance()->RSM.emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix);
|
||||
break;
|
||||
case Material::SHADERTYPE_DETAIL_MAP:
|
||||
ListMatDetails::getInstance()->RSM.emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix);
|
||||
break;
|
||||
case Material::SHADERTYPE_SOLID_UNLIT:
|
||||
ListMatUnlit::getInstance()->RSM.emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix);
|
||||
break;
|
||||
case Material::SHADERTYPE_SPHERE_MAP:
|
||||
ListMatSphereMap::getInstance()->RSM.emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix);
|
||||
break;
|
||||
case Material::SHADERTYPE_SPLATTING:
|
||||
ListMatSplatting::getInstance()->RSM.emplace_back(mesh, ModelMatrix, InvModelMatrix);
|
||||
break;
|
||||
case Material::SHADERTYPE_VEGETATION:
|
||||
ListMatGrass::getInstance()->RSM.emplace_back(mesh, ModelMatrix, InvModelMatrix, windDir);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//TODO: outside DrawCalls class?
|
||||
void
|
||||
DrawCalls::parseSceneManager(core::list<scene::ISceneNode*> &List, std::vector<scene::ISceneNode *> *ImmediateDraw,
|
||||
const scene::ICameraSceneNode* cam, scene::ICameraSceneNode *shadow_cam[4], const scene::ICameraSceneNode *rsmcam,
|
||||
bool culledforcam, bool culledforshadowcam[4], bool culledforrsm, bool drawRSM)
|
||||
{
|
||||
core::list<scene::ISceneNode*>::Iterator I = List.begin(), E = List.end();
|
||||
for (; I != E; ++I)
|
||||
{
|
||||
if (LODNode *node = dynamic_cast<LODNode *>(*I))
|
||||
node->updateVisibility();
|
||||
(*I)->updateAbsolutePosition();
|
||||
if (!(*I)->isVisible())
|
||||
continue;
|
||||
|
||||
if (ParticleSystemProxy *node = dynamic_cast<ParticleSystemProxy *>(*I))
|
||||
{
|
||||
if (!isCulledPrecise(cam, *I))
|
||||
ParticlesList::getInstance()->push_back(node);
|
||||
continue;
|
||||
}
|
||||
|
||||
if (STKBillboard *node = dynamic_cast<STKBillboard *>(*I))
|
||||
{
|
||||
if (!isCulledPrecise(cam, *I))
|
||||
BillBoardList::getInstance()->push_back(node);
|
||||
continue;
|
||||
}
|
||||
|
||||
bool newculledforcam = culledforcam;
|
||||
bool newculledforrsm = culledforrsm;
|
||||
bool newculledforshadowcam[4] = { culledforshadowcam[0], culledforshadowcam[1], culledforshadowcam[2], culledforshadowcam[3] };
|
||||
|
||||
handleSTKCommon(*I, ImmediateDraw, cam, shadow_cam, rsmcam, newculledforcam, newculledforshadowcam, newculledforrsm, drawRSM);
|
||||
|
||||
parseSceneManager(const_cast<core::list<scene::ISceneNode*>& >((*I)->getChildren()), ImmediateDraw, cam, shadow_cam, rsmcam, newculledforcam, newculledforshadowcam, newculledforrsm, drawRSM);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void DrawCalls::prepareDrawCalls( ShadowMatrices& shadow_matrices, scene::ICameraSceneNode *camnode)
|
||||
{
|
||||
windDir = getWindDir();
|
||||
clearLists();
|
||||
|
||||
for (unsigned Mat = 0; Mat < Material::SHADERTYPE_COUNT; ++Mat)
|
||||
{
|
||||
m_solid_pass_mesh[Mat].clear();
|
||||
m_reflective_shadow_map_mesh[Mat].clear();
|
||||
for (unsigned i = 0; i < 4; i++)
|
||||
m_shadow_pass_mesh[Mat][i].clear();
|
||||
}
|
||||
|
||||
m_glow_pass_mesh.clear();
|
||||
m_deferred_update.clear();
|
||||
|
||||
core::list<scene::ISceneNode*> List = irr_driver->getSceneManager()->getRootSceneNode()->getChildren();
|
||||
|
||||
|
||||
PROFILER_PUSH_CPU_MARKER("- culling", 0xFF, 0xFF, 0x0);
|
||||
for (scene::ISceneNode *child : List)
|
||||
FixBoundingBoxes(child);
|
||||
|
||||
bool cam = false, rsmcam = false;
|
||||
bool shadowcam[4] = { false, false, false, false };
|
||||
parseSceneManager(List,
|
||||
ImmediateDrawList::getInstance(),
|
||||
camnode,
|
||||
shadow_matrices.getShadowCamNodes(),
|
||||
shadow_matrices.getSunCam(),
|
||||
cam, shadowcam, rsmcam,
|
||||
!shadow_matrices.isRSMMapAvail());
|
||||
PROFILER_POP_CPU_MARKER();
|
||||
|
||||
// Add a 1 s timeout
|
||||
if (!m_sync)
|
||||
m_sync = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
|
||||
PROFILER_PUSH_CPU_MARKER("- Sync Stall", 0xFF, 0x0, 0x0);
|
||||
GLenum reason = glClientWaitSync(m_sync, GL_SYNC_FLUSH_COMMANDS_BIT, 0);
|
||||
|
||||
while (reason != GL_ALREADY_SIGNALED)
|
||||
{
|
||||
if (reason == GL_WAIT_FAILED) break;
|
||||
StkTime::sleep(1);
|
||||
reason = glClientWaitSync(m_sync, GL_SYNC_FLUSH_COMMANDS_BIT, 0);
|
||||
}
|
||||
glDeleteSync(m_sync);
|
||||
PROFILER_POP_CPU_MARKER();
|
||||
|
||||
/* switch (reason)
|
||||
{
|
||||
case GL_ALREADY_SIGNALED:
|
||||
printf("Already Signaled\n");
|
||||
break;
|
||||
case GL_TIMEOUT_EXPIRED:
|
||||
printf("Timeout Expired\n");
|
||||
break;
|
||||
case GL_CONDITION_SATISFIED:
|
||||
printf("Condition Satisfied\n");
|
||||
break;
|
||||
case GL_WAIT_FAILED:
|
||||
printf("Wait Failed\n");
|
||||
break;
|
||||
}*/
|
||||
|
||||
PROFILER_PUSH_CPU_MARKER("- Animations/Buffer upload", 0x0, 0x0, 0x0);
|
||||
for (unsigned i = 0; i < m_deferred_update.size(); i++)
|
||||
m_deferred_update[i]->updateGL();
|
||||
PROFILER_POP_CPU_MARKER();
|
||||
|
||||
if (!CVS->supportsIndirectInstancingRendering())
|
||||
return;
|
||||
|
||||
InstanceDataDualTex *InstanceBufferDualTex;
|
||||
InstanceDataThreeTex *InstanceBufferThreeTex;
|
||||
InstanceDataSingleTex *ShadowInstanceBuffer;
|
||||
InstanceDataSingleTex *RSMInstanceBuffer;
|
||||
GlowInstanceData *GlowInstanceBuffer;
|
||||
DrawElementsIndirectCommand *CmdBuffer;
|
||||
DrawElementsIndirectCommand *ShadowCmdBuffer;
|
||||
DrawElementsIndirectCommand *RSMCmdBuffer;
|
||||
DrawElementsIndirectCommand *GlowCmdBuffer;
|
||||
|
||||
int enableOpenMP = 0;
|
||||
|
||||
if (CVS->supportsAsyncInstanceUpload())
|
||||
{
|
||||
InstanceBufferDualTex = (InstanceDataDualTex*)VAOManager::getInstance()->getInstanceBufferPtr(InstanceTypeDualTex);
|
||||
InstanceBufferThreeTex = (InstanceDataThreeTex*)VAOManager::getInstance()->getInstanceBufferPtr(InstanceTypeThreeTex);
|
||||
ShadowInstanceBuffer = (InstanceDataSingleTex*)VAOManager::getInstance()->getInstanceBufferPtr(InstanceTypeShadow);
|
||||
RSMInstanceBuffer = (InstanceDataSingleTex*)VAOManager::getInstance()->getInstanceBufferPtr(InstanceTypeRSM);
|
||||
GlowInstanceBuffer = (GlowInstanceData*)VAOManager::getInstance()->getInstanceBufferPtr(InstanceTypeGlow);
|
||||
CmdBuffer = SolidPassCmd::getInstance()->Ptr;
|
||||
ShadowCmdBuffer = ShadowPassCmd::getInstance()->Ptr;
|
||||
GlowCmdBuffer = GlowPassCmd::getInstance()->Ptr;
|
||||
RSMCmdBuffer = RSMPassCmd::getInstance()->Ptr;
|
||||
enableOpenMP = 1;
|
||||
}
|
||||
|
||||
ListInstancedMatDefault::getInstance()->clear();
|
||||
ListInstancedMatAlphaRef::getInstance()->clear();
|
||||
ListInstancedMatGrass::getInstance()->clear();
|
||||
ListInstancedMatNormalMap::getInstance()->clear();
|
||||
ListInstancedMatSphereMap::getInstance()->clear();
|
||||
ListInstancedMatDetails::getInstance()->clear();
|
||||
ListInstancedMatUnlit::getInstance()->clear();
|
||||
|
||||
|
||||
|
||||
//TODO: split command upload in separate functions
|
||||
size_t SolidPoly = 0, ShadowPoly = 0, MiscPoly = 0;
|
||||
|
||||
PROFILER_PUSH_CPU_MARKER("- Draw Command upload", 0xFF, 0x0, 0xFF);
|
||||
|
||||
#pragma omp parallel sections if(enableOpenMP)
|
||||
{
|
||||
#pragma omp section
|
||||
{
|
||||
size_t offset = 0, current_cmd = 0;
|
||||
if (!CVS->supportsAsyncInstanceUpload())
|
||||
{
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VAOManager::getInstance()->getInstanceBuffer(InstanceTypeDualTex));
|
||||
InstanceBufferDualTex = (InstanceDataDualTex*)glMapBufferRange(GL_ARRAY_BUFFER, 0, 10000 * sizeof(InstanceDataDualTex), GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
|
||||
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, SolidPassCmd::getInstance()->drawindirectcmd);
|
||||
CmdBuffer = (DrawElementsIndirectCommand*)glMapBufferRange(GL_DRAW_INDIRECT_BUFFER, 0, 10000 * sizeof(DrawElementsIndirectCommand), GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
|
||||
}
|
||||
|
||||
|
||||
// Default Material
|
||||
SolidPassCmd::getInstance()->Offset[Material::SHADERTYPE_SOLID] = current_cmd;
|
||||
FillInstances(m_solid_pass_mesh[Material::SHADERTYPE_SOLID], ListInstancedMatDefault::getInstance()->SolidPass, InstanceBufferDualTex, CmdBuffer, offset, current_cmd, SolidPoly);
|
||||
SolidPassCmd::getInstance()->Size[Material::SHADERTYPE_SOLID] = current_cmd - SolidPassCmd::getInstance()->Offset[Material::SHADERTYPE_SOLID];
|
||||
// Alpha Ref
|
||||
SolidPassCmd::getInstance()->Offset[Material::SHADERTYPE_ALPHA_TEST] = current_cmd;
|
||||
FillInstances(m_solid_pass_mesh[Material::SHADERTYPE_ALPHA_TEST], ListInstancedMatAlphaRef::getInstance()->SolidPass, InstanceBufferDualTex, CmdBuffer, offset, current_cmd, SolidPoly);
|
||||
SolidPassCmd::getInstance()->Size[Material::SHADERTYPE_ALPHA_TEST] = current_cmd - SolidPassCmd::getInstance()->Offset[Material::SHADERTYPE_ALPHA_TEST];
|
||||
// Unlit
|
||||
SolidPassCmd::getInstance()->Offset[Material::SHADERTYPE_SOLID_UNLIT] = current_cmd;
|
||||
FillInstances(m_solid_pass_mesh[Material::SHADERTYPE_SOLID_UNLIT], ListInstancedMatUnlit::getInstance()->SolidPass, InstanceBufferDualTex, CmdBuffer, offset, current_cmd, SolidPoly);
|
||||
SolidPassCmd::getInstance()->Size[Material::SHADERTYPE_SOLID_UNLIT] = current_cmd - SolidPassCmd::getInstance()->Offset[Material::SHADERTYPE_SOLID_UNLIT];
|
||||
// Spheremap
|
||||
SolidPassCmd::getInstance()->Offset[Material::SHADERTYPE_SPHERE_MAP] = current_cmd;
|
||||
FillInstances(m_solid_pass_mesh[Material::SHADERTYPE_SPHERE_MAP], ListInstancedMatSphereMap::getInstance()->SolidPass, InstanceBufferDualTex, CmdBuffer, offset, current_cmd, SolidPoly);
|
||||
SolidPassCmd::getInstance()->Size[Material::SHADERTYPE_SPHERE_MAP] = current_cmd - SolidPassCmd::getInstance()->Offset[Material::SHADERTYPE_SPHERE_MAP];
|
||||
// Grass
|
||||
SolidPassCmd::getInstance()->Offset[Material::SHADERTYPE_VEGETATION] = current_cmd;
|
||||
FillInstances(m_solid_pass_mesh[Material::SHADERTYPE_VEGETATION], ListInstancedMatGrass::getInstance()->SolidPass, InstanceBufferDualTex, CmdBuffer, offset, current_cmd, SolidPoly);
|
||||
SolidPassCmd::getInstance()->Size[Material::SHADERTYPE_VEGETATION] = current_cmd - SolidPassCmd::getInstance()->Offset[Material::SHADERTYPE_VEGETATION];
|
||||
|
||||
if (!CVS->supportsAsyncInstanceUpload())
|
||||
{
|
||||
glUnmapBuffer(GL_ARRAY_BUFFER);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VAOManager::getInstance()->getInstanceBuffer(InstanceTypeThreeTex));
|
||||
InstanceBufferThreeTex = (InstanceDataThreeTex*)glMapBufferRange(GL_ARRAY_BUFFER, 0, 10000 * sizeof(InstanceDataSingleTex), GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
|
||||
|
||||
}
|
||||
|
||||
// Detail
|
||||
SolidPassCmd::getInstance()->Offset[Material::SHADERTYPE_DETAIL_MAP] = current_cmd;
|
||||
FillInstances(m_solid_pass_mesh[Material::SHADERTYPE_DETAIL_MAP], ListInstancedMatDetails::getInstance()->SolidPass, InstanceBufferThreeTex, CmdBuffer, offset, current_cmd, SolidPoly);
|
||||
SolidPassCmd::getInstance()->Size[Material::SHADERTYPE_DETAIL_MAP] = current_cmd - SolidPassCmd::getInstance()->Offset[Material::SHADERTYPE_DETAIL_MAP];
|
||||
// Normal Map
|
||||
SolidPassCmd::getInstance()->Offset[Material::SHADERTYPE_NORMAL_MAP] = current_cmd;
|
||||
FillInstances(m_solid_pass_mesh[Material::SHADERTYPE_NORMAL_MAP], ListInstancedMatNormalMap::getInstance()->SolidPass, InstanceBufferThreeTex, CmdBuffer, offset, current_cmd, SolidPoly);
|
||||
SolidPassCmd::getInstance()->Size[Material::SHADERTYPE_NORMAL_MAP] = current_cmd - SolidPassCmd::getInstance()->Offset[Material::SHADERTYPE_NORMAL_MAP];
|
||||
|
||||
|
||||
if (!CVS->supportsAsyncInstanceUpload())
|
||||
{
|
||||
glUnmapBuffer(GL_ARRAY_BUFFER);
|
||||
glUnmapBuffer(GL_DRAW_INDIRECT_BUFFER);
|
||||
}
|
||||
}
|
||||
#pragma omp section
|
||||
{
|
||||
size_t offset = 0, current_cmd = 0;
|
||||
|
||||
if (!CVS->supportsAsyncInstanceUpload())
|
||||
{
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VAOManager::getInstance()->getInstanceBuffer(InstanceTypeGlow));
|
||||
GlowInstanceBuffer = (GlowInstanceData*)glMapBufferRange(GL_ARRAY_BUFFER, 0, 10000 * sizeof(InstanceDataDualTex), GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
|
||||
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, GlowPassCmd::getInstance()->drawindirectcmd);
|
||||
GlowCmdBuffer = (DrawElementsIndirectCommand*)glMapBufferRange(GL_DRAW_INDIRECT_BUFFER, 0, 10000 * sizeof(DrawElementsIndirectCommand), GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
|
||||
}
|
||||
|
||||
// Glow
|
||||
if (CVS->supportsIndirectInstancingRendering())
|
||||
GlowPassCmd::getInstance()->Offset = offset; // Store command buffer offset
|
||||
|
||||
auto It = m_glow_pass_mesh.begin(), E = m_glow_pass_mesh.end();//TODO
|
||||
for (; It != E; ++It)
|
||||
{
|
||||
size_t Polycnt = 0;
|
||||
FillInstances_impl<GlowInstanceData>(It->second, GlowInstanceBuffer, GlowCmdBuffer, offset, current_cmd, Polycnt);
|
||||
if (!CVS->isAZDOEnabled())
|
||||
ListInstancedGlow::getInstance()->push_back(It->second.front().first);
|
||||
}
|
||||
|
||||
if (CVS->isAZDOEnabled())
|
||||
GlowPassCmd::getInstance()->Size = current_cmd - GlowPassCmd::getInstance()->Offset;
|
||||
|
||||
if (!CVS->supportsAsyncInstanceUpload())
|
||||
{
|
||||
glUnmapBuffer(GL_ARRAY_BUFFER);
|
||||
glUnmapBuffer(GL_DRAW_INDIRECT_BUFFER);
|
||||
}
|
||||
}
|
||||
#pragma omp section
|
||||
{
|
||||
irr_driver->setPhase(SHADOW_PASS);
|
||||
|
||||
size_t offset = 0, current_cmd = 0;
|
||||
if (!CVS->supportsAsyncInstanceUpload())
|
||||
{
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VAOManager::getInstance()->getInstanceBuffer(InstanceTypeShadow));
|
||||
ShadowInstanceBuffer = (InstanceDataSingleTex*)glMapBufferRange(GL_ARRAY_BUFFER, 0, 10000 * sizeof(InstanceDataDualTex), GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
|
||||
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, ShadowPassCmd::getInstance()->drawindirectcmd);
|
||||
ShadowCmdBuffer = (DrawElementsIndirectCommand*)glMapBufferRange(GL_DRAW_INDIRECT_BUFFER, 0, 10000 * sizeof(DrawElementsIndirectCommand), GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
|
||||
}
|
||||
|
||||
for (unsigned i = 0; i < 4; i++)
|
||||
{
|
||||
// Mat default
|
||||
genDrawCalls<Material::SHADERTYPE_SOLID>(i, ListInstancedMatDefault::getInstance()->Shadows[i], ShadowInstanceBuffer, ShadowCmdBuffer, offset, current_cmd, ShadowPoly);
|
||||
// Mat AlphaRef
|
||||
genDrawCalls<Material::SHADERTYPE_ALPHA_TEST>(i, ListInstancedMatAlphaRef::getInstance()->Shadows[i], ShadowInstanceBuffer, ShadowCmdBuffer, offset, current_cmd, ShadowPoly);
|
||||
// Mat Unlit
|
||||
genDrawCalls<Material::SHADERTYPE_SOLID_UNLIT>(i, ListInstancedMatUnlit::getInstance()->Shadows[i], ShadowInstanceBuffer, ShadowCmdBuffer, offset, current_cmd, ShadowPoly);
|
||||
// Mat NormalMap
|
||||
genDrawCalls<Material::SHADERTYPE_NORMAL_MAP>(i, ListInstancedMatNormalMap::getInstance()->Shadows[i], ShadowInstanceBuffer, ShadowCmdBuffer, offset, current_cmd, ShadowPoly);
|
||||
// Mat Spheremap
|
||||
genDrawCalls<Material::SHADERTYPE_SPHERE_MAP>(i, ListInstancedMatSphereMap::getInstance()->Shadows[i], ShadowInstanceBuffer, ShadowCmdBuffer, offset, current_cmd, ShadowPoly);
|
||||
// Mat Detail
|
||||
genDrawCalls<Material::SHADERTYPE_DETAIL_MAP>(i, ListInstancedMatDetails::getInstance()->Shadows[i], ShadowInstanceBuffer, ShadowCmdBuffer, offset, current_cmd, ShadowPoly);
|
||||
// Mat Grass
|
||||
genDrawCalls<Material::SHADERTYPE_VEGETATION>(i, ListInstancedMatGrass::getInstance()->Shadows[i], ShadowInstanceBuffer, ShadowCmdBuffer, offset, current_cmd, ShadowPoly);
|
||||
}
|
||||
if (!CVS->supportsAsyncInstanceUpload())
|
||||
{
|
||||
glUnmapBuffer(GL_ARRAY_BUFFER);
|
||||
glUnmapBuffer(GL_DRAW_INDIRECT_BUFFER);
|
||||
}
|
||||
}
|
||||
#pragma omp section
|
||||
if (!shadow_matrices.isRSMMapAvail())
|
||||
{
|
||||
size_t offset = 0, current_cmd = 0;
|
||||
if (!CVS->supportsAsyncInstanceUpload())
|
||||
{
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VAOManager::getInstance()->getInstanceBuffer(InstanceTypeRSM));
|
||||
RSMInstanceBuffer = (InstanceDataSingleTex*)glMapBufferRange(GL_ARRAY_BUFFER, 0, 10000 * sizeof(InstanceDataDualTex), GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
|
||||
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, RSMPassCmd::getInstance()->drawindirectcmd);
|
||||
RSMCmdBuffer = (DrawElementsIndirectCommand*)glMapBufferRange(GL_DRAW_INDIRECT_BUFFER, 0, 10000 * sizeof(DrawElementsIndirectCommand), GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
|
||||
}
|
||||
|
||||
// Default Material
|
||||
RSMPassCmd::getInstance()->Offset[Material::SHADERTYPE_SOLID] = current_cmd;
|
||||
FillInstances(m_reflective_shadow_map_mesh[Material::SHADERTYPE_SOLID], ListInstancedMatDefault::getInstance()->RSM, RSMInstanceBuffer, RSMCmdBuffer, offset, current_cmd, MiscPoly);
|
||||
RSMPassCmd::getInstance()->Size[Material::SHADERTYPE_SOLID] = current_cmd - RSMPassCmd::getInstance()->Offset[Material::SHADERTYPE_SOLID];
|
||||
// Alpha Ref
|
||||
RSMPassCmd::getInstance()->Offset[Material::SHADERTYPE_ALPHA_TEST] = current_cmd;
|
||||
FillInstances(m_reflective_shadow_map_mesh[Material::SHADERTYPE_ALPHA_TEST], ListInstancedMatAlphaRef::getInstance()->RSM, RSMInstanceBuffer, RSMCmdBuffer, offset, current_cmd, MiscPoly);
|
||||
RSMPassCmd::getInstance()->Size[Material::SHADERTYPE_ALPHA_TEST] = current_cmd - RSMPassCmd::getInstance()->Offset[Material::SHADERTYPE_ALPHA_TEST];
|
||||
// Unlit
|
||||
RSMPassCmd::getInstance()->Offset[Material::SHADERTYPE_SOLID_UNLIT] = current_cmd;
|
||||
FillInstances(m_reflective_shadow_map_mesh[Material::SHADERTYPE_SOLID_UNLIT], ListInstancedMatUnlit::getInstance()->RSM, RSMInstanceBuffer, RSMCmdBuffer, offset, current_cmd, MiscPoly);
|
||||
RSMPassCmd::getInstance()->Size[Material::SHADERTYPE_SOLID_UNLIT] = current_cmd - RSMPassCmd::getInstance()->Offset[Material::SHADERTYPE_SOLID_UNLIT];
|
||||
// Detail
|
||||
RSMPassCmd::getInstance()->Offset[Material::SHADERTYPE_DETAIL_MAP] = current_cmd;
|
||||
FillInstances(m_reflective_shadow_map_mesh[Material::SHADERTYPE_DETAIL_MAP], ListInstancedMatDetails::getInstance()->RSM, RSMInstanceBuffer, RSMCmdBuffer, offset, current_cmd, MiscPoly);
|
||||
RSMPassCmd::getInstance()->Size[Material::SHADERTYPE_DETAIL_MAP] = current_cmd - RSMPassCmd::getInstance()->Offset[Material::SHADERTYPE_DETAIL_MAP];
|
||||
// Normal Map
|
||||
RSMPassCmd::getInstance()->Offset[Material::SHADERTYPE_NORMAL_MAP] = current_cmd;
|
||||
FillInstances(m_reflective_shadow_map_mesh[Material::SHADERTYPE_NORMAL_MAP], ListInstancedMatNormalMap::getInstance()->RSM, RSMInstanceBuffer, RSMCmdBuffer, offset, current_cmd, MiscPoly);
|
||||
RSMPassCmd::getInstance()->Size[Material::SHADERTYPE_NORMAL_MAP] = current_cmd - RSMPassCmd::getInstance()->Offset[Material::SHADERTYPE_NORMAL_MAP];
|
||||
|
||||
if (!CVS->supportsAsyncInstanceUpload())
|
||||
{
|
||||
glUnmapBuffer(GL_ARRAY_BUFFER);
|
||||
glUnmapBuffer(GL_DRAW_INDIRECT_BUFFER);
|
||||
}
|
||||
}
|
||||
}
|
||||
PROFILER_POP_CPU_MARKER();
|
||||
//poly_count[SOLID_NORMAL_AND_DEPTH_PASS] += SolidPoly;
|
||||
//poly_count[SHADOW_PASS] += ShadowPoly;
|
||||
//TODO: return polycount and update it in renderer class
|
||||
|
||||
|
||||
if (CVS->supportsAsyncInstanceUpload())
|
||||
glMemoryBarrier(GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT);
|
||||
}
|
81
src/graphics/draw_calls.hpp
Normal file
81
src/graphics/draw_calls.hpp
Normal file
@ -0,0 +1,81 @@
|
||||
// SuperTuxKart - a fun racing game with go-kart
|
||||
// Copyright (C) 2015 SuperTuxKart-Team
|
||||
//
|
||||
// This program is free software; you can redistribute it and/or
|
||||
// modify it under the terms of the GNU General Public License
|
||||
// as published by the Free Software Foundation; either version 3
|
||||
// of the License, or (at your option) any later version.
|
||||
//
|
||||
// This program is distributed in the hope that it will be useful,
|
||||
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
// GNU General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU General Public License
|
||||
// along with this program; if not, write to the Free Software
|
||||
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
||||
|
||||
#ifndef HEADER_DRAW_CALLS_HPP
|
||||
#define HEADER_DRAW_CALLS_HPP
|
||||
|
||||
#include "graphics/shadow_matrices.hpp"
|
||||
#include "graphics/stk_mesh.hpp"
|
||||
#include <irrlicht.h>
|
||||
#include <unordered_map>
|
||||
|
||||
class DrawCalls
|
||||
{
|
||||
public:
|
||||
typedef std::vector<std::pair<GLMesh *, irr::scene::ISceneNode*> > InstanceList;
|
||||
typedef std::unordered_map <irr::scene::IMeshBuffer *, InstanceList > MeshMap;
|
||||
|
||||
|
||||
GLsync m_sync = 0; //TODO: make it private. Should it be in shader_based_renderer?
|
||||
|
||||
|
||||
private:
|
||||
|
||||
irr::core::vector3df windDir; //TODO: same member in geometry_passes
|
||||
|
||||
|
||||
MeshMap m_solid_pass_mesh [Material::SHADERTYPE_COUNT] ;
|
||||
MeshMap m_shadow_pass_mesh [Material::SHADERTYPE_COUNT][4] ;
|
||||
MeshMap m_reflective_shadow_map_mesh[Material::SHADERTYPE_COUNT] ;
|
||||
MeshMap m_glow_pass_mesh;
|
||||
std::vector <STKMeshCommon *> m_deferred_update;
|
||||
|
||||
|
||||
void clearLists();
|
||||
|
||||
template<Material::ShaderType Mat, typename T>
|
||||
void genDrawCalls( unsigned cascade,
|
||||
std::vector<GLMesh *> &InstancedList,
|
||||
T *InstanceBuffer,
|
||||
DrawElementsIndirectCommand *CommandBuffer,
|
||||
size_t &InstanceBufferOffset,
|
||||
size_t &CommandBufferOffset,
|
||||
size_t &PolyCount);
|
||||
|
||||
void handleSTKCommon(scene::ISceneNode *Node,
|
||||
std::vector<scene::ISceneNode *> *ImmediateDraw,
|
||||
const scene::ICameraSceneNode *cam,
|
||||
scene::ICameraSceneNode *shadowcam[4],
|
||||
const scene::ICameraSceneNode *rsmcam,
|
||||
bool &culledforcam,
|
||||
bool culledforshadowcam[4],
|
||||
bool &culledforrsm,
|
||||
bool drawRSM);
|
||||
|
||||
void
|
||||
parseSceneManager(core::list<scene::ISceneNode*> &List, std::vector<scene::ISceneNode *> *ImmediateDraw,
|
||||
const scene::ICameraSceneNode* cam, scene::ICameraSceneNode *shadow_cam[4], const scene::ICameraSceneNode *rsmcam,
|
||||
bool culledforcam, bool culledforshadowcam[4], bool culledforrsm, bool drawRSM);
|
||||
|
||||
|
||||
public:
|
||||
void prepareDrawCalls(ShadowMatrices& shadow_matrices, irr::scene::ICameraSceneNode *camnode);
|
||||
|
||||
|
||||
};
|
||||
|
||||
#endif //HEADER_DRAW_CALLS_HPP
|
@ -41,8 +41,8 @@ one for each solid pass, one for shadow pass, one for RSM pass, and you need to
|
||||
You need to declare a new enum in MeshMaterial and to write the corresponding dispatch code in getMeshMaterialFromType
|
||||
and to create 2 new List* structures (one for standard and one for instanced version).
|
||||
|
||||
Then you need to write the code in stkscenemanager.cpp that will add any mesh with the new material to their corresponding
|
||||
lists : in handleSTKCommon for the standard version and in the body of PrepareDrawCalls for instanced version.
|
||||
Then you need to write the code in shader_based_renderer.cpp that will add any mesh with the new material to their corresponding
|
||||
lists : in handleSTKCommon for the standard version and in the body of prepareDrawCalls for instanced version.
|
||||
|
||||
\section vertex_layout Available Vertex Layout
|
||||
|
||||
|
@ -499,7 +499,6 @@ void IrrDriver::initDevice()
|
||||
m_scene_manager = m_device->getSceneManager();
|
||||
m_gui_env = m_device->getGUIEnvironment();
|
||||
m_video_driver = m_device->getVideoDriver();
|
||||
m_sync = 0;
|
||||
|
||||
m_actual_screen_size = m_video_driver->getCurrentRenderTargetSize();
|
||||
|
||||
|
@ -191,12 +191,8 @@ enum TypeRTT
|
||||
* \ingroup graphics
|
||||
*/
|
||||
class IrrDriver : public IEventReceiver, public NoCopy
|
||||
{
|
||||
public:
|
||||
GLsync m_sync; //TODO: set public to fix compile error, find a clean fix
|
||||
|
||||
{
|
||||
private:
|
||||
//GLsync m_sync;
|
||||
/** The irrlicht device. */
|
||||
IrrlichtDevice *m_device;
|
||||
/** Irrlicht scene manager. */
|
||||
@ -326,7 +322,6 @@ public: //TODO: move into renderer class
|
||||
void renderSSAO();
|
||||
void renderShadowsDebug();
|
||||
void doScreenShot();
|
||||
void PrepareDrawCalls( ShadowMatrices& shadow_matrices, scene::ICameraSceneNode *camnode);
|
||||
public:
|
||||
IrrDriver();
|
||||
~IrrDriver();
|
||||
|
@ -159,7 +159,11 @@ void ShaderBasedRenderer::computeMatrixesAndCameras(scene::ICameraSceneNode *con
|
||||
} // computeMatrixesAndCameras
|
||||
|
||||
// ============================================================================
|
||||
void ShaderBasedRenderer::renderScene(scene::ICameraSceneNode * const camnode, std::vector<GlowData>& glows, float dt, bool hasShadow, bool forceRTT)
|
||||
void ShaderBasedRenderer::renderScene(scene::ICameraSceneNode * const camnode,
|
||||
std::vector<GlowData>& glows,
|
||||
float dt,
|
||||
bool hasShadow,
|
||||
bool forceRTT)
|
||||
{
|
||||
PostProcessing *post_processing = irr_driver->getPostProcessing();
|
||||
|
||||
@ -168,7 +172,7 @@ void ShaderBasedRenderer::renderScene(scene::ICameraSceneNode * const camnode, s
|
||||
irr_driver->getSceneManager()->setActiveCamera(camnode);
|
||||
|
||||
PROFILER_PUSH_CPU_MARKER("- Draw Call Generation", 0xFF, 0xFF, 0xFF);
|
||||
irr_driver->PrepareDrawCalls(m_shadow_matrices, camnode);
|
||||
m_draw_calls.prepareDrawCalls(m_shadow_matrices, camnode);
|
||||
PROFILER_POP_CPU_MARKER();
|
||||
// Shadows
|
||||
{
|
||||
@ -351,7 +355,7 @@ void ShaderBasedRenderer::renderScene(scene::ICameraSceneNode * const camnode, s
|
||||
PROFILER_POP_CPU_MARKER();
|
||||
}
|
||||
|
||||
irr_driver->m_sync = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
|
||||
m_draw_calls.m_sync = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
|
||||
|
||||
// Render particles
|
||||
{
|
||||
@ -469,10 +473,8 @@ void ShaderBasedRenderer::renderPostProcessing(Camera * const camera)
|
||||
}
|
||||
|
||||
|
||||
ShaderBasedRenderer::ShaderBasedRenderer():AbstractRenderer(), m_shadow_matrices()
|
||||
{
|
||||
|
||||
}
|
||||
ShaderBasedRenderer::ShaderBasedRenderer():
|
||||
AbstractRenderer(), m_shadow_matrices() {}
|
||||
|
||||
void ShaderBasedRenderer::addSunLight(const core::vector3df &pos) {
|
||||
m_shadow_matrices.addLight(pos);
|
||||
|
@ -15,10 +15,11 @@
|
||||
// along with this program; if not, write to the Free Software
|
||||
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
||||
|
||||
#ifndef HEADER_LIGHT_PREPASS_RENDERER_HPP
|
||||
#define HEADER_LIGHT_PREPASS_RENDERER_HPP
|
||||
#ifndef HEADER_SHADER_BASED_RENDERER_HPP
|
||||
#define HEADER_SHADER_BASED_RENDERER_HPP
|
||||
|
||||
#include "graphics/abstract_renderer.hpp"
|
||||
#include "graphics/draw_calls.hpp"
|
||||
#include "graphics/geometry_passes.hpp"
|
||||
#include "graphics/lighting_passes.hpp"
|
||||
#include "graphics/shadow_matrices.hpp"
|
||||
@ -27,6 +28,9 @@
|
||||
class ShaderBasedRenderer: public AbstractRenderer
|
||||
{
|
||||
private:
|
||||
|
||||
//GLsync m_sync; //TODO
|
||||
DrawCalls m_draw_calls;
|
||||
GeometryPasses m_geometry_passes;
|
||||
LightingPasses m_lighting_passes;
|
||||
ShadowMatrices m_shadow_matrices;
|
||||
@ -45,6 +49,8 @@ private:
|
||||
|
||||
void resetShadowCamNodes(){m_shadow_matrices.resetShadowCamNodes();}
|
||||
|
||||
void prepareDrawCalls(scene::ICameraSceneNode *camnode);
|
||||
|
||||
void renderScene(irr::scene::ICameraSceneNode * const camnode,
|
||||
std::vector<GlowData>& glows,
|
||||
float dt, bool hasShadows, bool forceRTT);
|
||||
@ -61,4 +67,4 @@ public:
|
||||
void render(float dt);
|
||||
};
|
||||
|
||||
#endif //HEADER_LIGHT_PREPASS_RENDERER_HPP
|
||||
#endif //HEADER_SHADER_BASED_RENDERER_HPP
|
||||
|
@ -42,139 +42,27 @@
|
||||
#include <SViewFrustum.h>
|
||||
#include <functional>
|
||||
|
||||
template<typename T>
|
||||
struct InstanceFiller
|
||||
|
||||
namespace
|
||||
{
|
||||
static void add(GLMesh *, scene::ISceneNode *, T &);
|
||||
};
|
||||
|
||||
template<>
|
||||
void InstanceFiller<InstanceDataSingleTex>::add(GLMesh *mesh, scene::ISceneNode *node, InstanceDataSingleTex &Instance)
|
||||
{
|
||||
const core::matrix4 &mat = node->getAbsoluteTransformation();
|
||||
const core::vector3df &Origin = mat.getTranslation();
|
||||
const core::vector3df &Orientation = mat.getRotationDegrees();
|
||||
const core::vector3df &Scale = mat.getScale();
|
||||
Instance.Origin.X = Origin.X;
|
||||
Instance.Origin.Y = Origin.Y;
|
||||
Instance.Origin.Z = Origin.Z;
|
||||
Instance.Orientation.X = Orientation.X;
|
||||
Instance.Orientation.Y = Orientation.Y;
|
||||
Instance.Orientation.Z = Orientation.Z;
|
||||
Instance.Scale.X = Scale.X;
|
||||
Instance.Scale.Y = Scale.Y;
|
||||
Instance.Scale.Z = Scale.Z;
|
||||
Instance.Texture = mesh->TextureHandles[0];
|
||||
}
|
||||
|
||||
} //namespace
|
||||
|
||||
template<>
|
||||
void InstanceFiller<InstanceDataDualTex>::add(GLMesh *mesh, scene::ISceneNode *node, InstanceDataDualTex &Instance)
|
||||
{
|
||||
const core::matrix4 &mat = node->getAbsoluteTransformation();
|
||||
const core::vector3df &Origin = mat.getTranslation();
|
||||
const core::vector3df &Orientation = mat.getRotationDegrees();
|
||||
const core::vector3df &Scale = mat.getScale();
|
||||
Instance.Origin.X = Origin.X;
|
||||
Instance.Origin.Y = Origin.Y;
|
||||
Instance.Origin.Z = Origin.Z;
|
||||
Instance.Orientation.X = Orientation.X;
|
||||
Instance.Orientation.Y = Orientation.Y;
|
||||
Instance.Orientation.Z = Orientation.Z;
|
||||
Instance.Scale.X = Scale.X;
|
||||
Instance.Scale.Y = Scale.Y;
|
||||
Instance.Scale.Z = Scale.Z;
|
||||
Instance.Texture = mesh->TextureHandles[0];
|
||||
Instance.SecondTexture = mesh->TextureHandles[1];
|
||||
}
|
||||
|
||||
template<>
|
||||
void InstanceFiller<InstanceDataThreeTex>::add(GLMesh *mesh, scene::ISceneNode *node, InstanceDataThreeTex &Instance)
|
||||
{
|
||||
const core::matrix4 &mat = node->getAbsoluteTransformation();
|
||||
const core::vector3df &Origin = mat.getTranslation();
|
||||
const core::vector3df &Orientation = mat.getRotationDegrees();
|
||||
const core::vector3df &Scale = mat.getScale();
|
||||
Instance.Origin.X = Origin.X;
|
||||
Instance.Origin.Y = Origin.Y;
|
||||
Instance.Origin.Z = Origin.Z;
|
||||
Instance.Orientation.X = Orientation.X;
|
||||
Instance.Orientation.Y = Orientation.Y;
|
||||
Instance.Orientation.Z = Orientation.Z;
|
||||
Instance.Scale.X = Scale.X;
|
||||
Instance.Scale.Y = Scale.Y;
|
||||
Instance.Scale.Z = Scale.Z;
|
||||
Instance.Texture = mesh->TextureHandles[0];
|
||||
Instance.SecondTexture = mesh->TextureHandles[1];
|
||||
Instance.ThirdTexture = mesh->TextureHandles[2];
|
||||
}
|
||||
|
||||
template<>
|
||||
void InstanceFiller<GlowInstanceData>::add(GLMesh *mesh, scene::ISceneNode *node, GlowInstanceData &Instance)
|
||||
{
|
||||
STKMeshSceneNode *nd = dynamic_cast<STKMeshSceneNode*>(node);
|
||||
const core::matrix4 &mat = node->getAbsoluteTransformation();
|
||||
const core::vector3df &Origin = mat.getTranslation();
|
||||
const core::vector3df &Orientation = mat.getRotationDegrees();
|
||||
const core::vector3df &Scale = mat.getScale();
|
||||
Instance.Color = nd->getGlowColor().color;
|
||||
Instance.Origin.X = Origin.X;
|
||||
Instance.Origin.Y = Origin.Y;
|
||||
Instance.Origin.Z = Origin.Z;
|
||||
Instance.Orientation.X = Orientation.X;
|
||||
Instance.Orientation.Y = Orientation.Y;
|
||||
Instance.Orientation.Z = Orientation.Z;
|
||||
Instance.Scale.X = Scale.X;
|
||||
Instance.Scale.Y = Scale.Y;
|
||||
Instance.Scale.Z = Scale.Z;
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
static void
|
||||
FillInstances_impl(std::vector<std::pair<GLMesh *, scene::ISceneNode *> > InstanceList, T * InstanceBuffer, DrawElementsIndirectCommand *CommandBuffer,
|
||||
size_t &InstanceBufferOffset, size_t &CommandBufferOffset, size_t &PolyCount)
|
||||
{
|
||||
// Should never be empty
|
||||
GLMesh *mesh = InstanceList.front().first;
|
||||
size_t InitialOffset = InstanceBufferOffset;
|
||||
|
||||
for (unsigned i = 0; i < InstanceList.size(); i++)
|
||||
{
|
||||
auto &Tp = InstanceList[i];
|
||||
scene::ISceneNode *node = Tp.second;
|
||||
InstanceFiller<T>::add(mesh, node, InstanceBuffer[InstanceBufferOffset++]);
|
||||
assert(InstanceBufferOffset * sizeof(T) < 10000 * sizeof(InstanceDataDualTex));
|
||||
}
|
||||
|
||||
DrawElementsIndirectCommand &CurrentCommand = CommandBuffer[CommandBufferOffset++];
|
||||
CurrentCommand.baseVertex = mesh->vaoBaseVertex;
|
||||
CurrentCommand.count = mesh->IndexCount;
|
||||
CurrentCommand.firstIndex = mesh->vaoOffset / 2;
|
||||
CurrentCommand.baseInstance = InitialOffset;
|
||||
CurrentCommand.instanceCount = InstanceBufferOffset - InitialOffset;
|
||||
|
||||
PolyCount += (InstanceBufferOffset - InitialOffset) * mesh->IndexCount / 3;
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
static
|
||||
void FillInstances(const std::unordered_map<scene::IMeshBuffer *, std::vector<std::pair<GLMesh *, scene::ISceneNode*> > > &GatheredGLMesh, std::vector<GLMesh *> &InstancedList,
|
||||
T *InstanceBuffer, DrawElementsIndirectCommand *CommandBuffer, size_t &InstanceBufferOffset, size_t &CommandBufferOffset, size_t &Polycount)
|
||||
{
|
||||
auto It = GatheredGLMesh.begin(), E = GatheredGLMesh.end();
|
||||
for (; It != E; ++It)
|
||||
{
|
||||
FillInstances_impl<T>(It->second, InstanceBuffer, CommandBuffer, InstanceBufferOffset, CommandBufferOffset, Polycount);
|
||||
if (!CVS->isAZDOEnabled())
|
||||
InstancedList.push_back(It->second.front().first);
|
||||
}
|
||||
}
|
||||
|
||||
static std::unordered_map <scene::IMeshBuffer *, std::vector<std::pair<GLMesh *, scene::ISceneNode*> > > MeshForSolidPass[Material::SHADERTYPE_COUNT], MeshForShadowPass[Material::SHADERTYPE_COUNT][4], MeshForRSM[Material::SHADERTYPE_COUNT];
|
||||
///TODO
|
||||
/*static std::unordered_map <scene::IMeshBuffer *, std::vector<std::pair<GLMesh *, scene::ISceneNode*> > > MeshForSolidPass[Material::SHADERTYPE_COUNT], MeshForShadowPass[Material::SHADERTYPE_COUNT][4], MeshForRSM[Material::SHADERTYPE_COUNT];
|
||||
static std::unordered_map <scene::IMeshBuffer *, std::vector<std::pair<GLMesh *, scene::ISceneNode*> > > MeshForGlowPass;
|
||||
static std::vector <STKMeshCommon *> DeferredUpdate;
|
||||
static std::vector <STKMeshCommon *> DeferredUpdate;*/
|
||||
///TODO
|
||||
|
||||
static core::vector3df windDir;
|
||||
|
||||
|
||||
|
||||
// From irrlicht code
|
||||
static
|
||||
bool isBoxInFrontOfPlane(const core::plane3df &plane, const core::vector3df edges[8])
|
||||
@ -187,7 +75,7 @@ bool isBoxInFrontOfPlane(const core::plane3df &plane, const core::vector3df edge
|
||||
|
||||
std::vector<float> BoundingBoxes;
|
||||
|
||||
static void addEdge(const core::vector3df &P0, const core::vector3df &P1)
|
||||
void addEdge(const core::vector3df &P0, const core::vector3df &P1)
|
||||
{
|
||||
BoundingBoxes.push_back(P0.X);
|
||||
BoundingBoxes.push_back(P0.Y);
|
||||
@ -197,7 +85,7 @@ static void addEdge(const core::vector3df &P0, const core::vector3df &P1)
|
||||
BoundingBoxes.push_back(P1.Z);
|
||||
}
|
||||
|
||||
static
|
||||
|
||||
bool isCulledPrecise(const scene::ICameraSceneNode *cam, const scene::ISceneNode *node)
|
||||
{
|
||||
if (!node->getAutomaticCulling())
|
||||
@ -217,647 +105,10 @@ bool isCulledPrecise(const scene::ICameraSceneNode *cam, const scene::ISceneNode
|
||||
return false;
|
||||
}
|
||||
|
||||
static void
|
||||
handleSTKCommon(scene::ISceneNode *Node, std::vector<scene::ISceneNode *> *ImmediateDraw,
|
||||
const scene::ICameraSceneNode *cam, scene::ICameraSceneNode *shadowcam[4], const scene::ICameraSceneNode *rsmcam,
|
||||
bool &culledforcam, bool culledforshadowcam[4], bool &culledforrsm, bool drawRSM)
|
||||
{
|
||||
STKMeshCommon *node = dynamic_cast<STKMeshCommon*>(Node);
|
||||
if (!node)
|
||||
return;
|
||||
node->updateNoGL();
|
||||
DeferredUpdate.push_back(node);
|
||||
|
||||
|
||||
const core::matrix4 &trans = Node->getAbsoluteTransformation();
|
||||
|
||||
core::vector3df edges[8];
|
||||
Node->getBoundingBox().getEdges(edges);
|
||||
for (unsigned i = 0; i < 8; i++)
|
||||
trans.transformVect(edges[i]);
|
||||
|
||||
/* From irrlicht
|
||||
/3--------/7
|
||||
/ | / |
|
||||
/ | / |
|
||||
1---------5 |
|
||||
| /2- - -|- -6
|
||||
| / | /
|
||||
|/ | /
|
||||
0---------4/
|
||||
*/
|
||||
|
||||
if (irr_driver->getBoundingBoxesViz())
|
||||
{
|
||||
addEdge(edges[0], edges[1]);
|
||||
addEdge(edges[1], edges[5]);
|
||||
addEdge(edges[5], edges[4]);
|
||||
addEdge(edges[4], edges[0]);
|
||||
addEdge(edges[2], edges[3]);
|
||||
addEdge(edges[3], edges[7]);
|
||||
addEdge(edges[7], edges[6]);
|
||||
addEdge(edges[6], edges[2]);
|
||||
addEdge(edges[0], edges[2]);
|
||||
addEdge(edges[1], edges[3]);
|
||||
addEdge(edges[5], edges[7]);
|
||||
addEdge(edges[4], edges[6]);
|
||||
}
|
||||
|
||||
if (node->isImmediateDraw())
|
||||
{
|
||||
ImmediateDraw->push_back(Node);
|
||||
return;
|
||||
}
|
||||
|
||||
culledforcam = culledforcam || isCulledPrecise(cam, Node);
|
||||
culledforrsm = culledforrsm || isCulledPrecise(rsmcam, Node);
|
||||
for (unsigned i = 0; i < 4; i++)
|
||||
culledforshadowcam[i] = culledforshadowcam[i] || isCulledPrecise(shadowcam[i], Node);
|
||||
|
||||
// Transparent
|
||||
|
||||
if (World::getWorld() && World::getWorld()->isFogEnabled())
|
||||
{
|
||||
const Track * const track = World::getWorld()->getTrack();
|
||||
|
||||
// Todo : put everything in a ubo
|
||||
const float fogmax = track->getFogMax();
|
||||
const float startH = track->getFogStartHeight();
|
||||
const float endH = track->getFogEndHeight();
|
||||
const float start = track->getFogStart();
|
||||
const float end = track->getFogEnd();
|
||||
const video::SColor tmpcol = track->getFogColor();
|
||||
|
||||
video::SColorf col(tmpcol.getRed() / 255.0f,
|
||||
tmpcol.getGreen() / 255.0f,
|
||||
tmpcol.getBlue() / 255.0f);
|
||||
|
||||
for (GLMesh *mesh : node->TransparentMesh[TM_DEFAULT])
|
||||
pushVector(ListBlendTransparentFog::getInstance(), mesh, Node->getAbsoluteTransformation(), mesh->TextureMatrix,
|
||||
fogmax, startH, endH, start, end, col);
|
||||
for (GLMesh *mesh : node->TransparentMesh[TM_ADDITIVE])
|
||||
pushVector(ListAdditiveTransparentFog::getInstance(), mesh, Node->getAbsoluteTransformation(), mesh->TextureMatrix,
|
||||
fogmax, startH, endH, start, end, col);
|
||||
}
|
||||
else
|
||||
{
|
||||
for (GLMesh *mesh : node->TransparentMesh[TM_DEFAULT])
|
||||
pushVector(ListBlendTransparent::getInstance(), mesh, Node->getAbsoluteTransformation(), mesh->TextureMatrix);
|
||||
for (GLMesh *mesh : node->TransparentMesh[TM_ADDITIVE])
|
||||
pushVector(ListAdditiveTransparent::getInstance(), mesh, Node->getAbsoluteTransformation(), mesh->TextureMatrix);
|
||||
}
|
||||
for (GLMesh *mesh : node->TransparentMesh[TM_DISPLACEMENT])
|
||||
pushVector(ListDisplacement::getInstance(), mesh, Node->getAbsoluteTransformation());
|
||||
|
||||
if (!culledforcam)
|
||||
{
|
||||
for (unsigned Mat = 0; Mat < Material::SHADERTYPE_COUNT; ++Mat)
|
||||
{
|
||||
if (CVS->supportsIndirectInstancingRendering())
|
||||
{
|
||||
for (GLMesh *mesh : node->MeshSolidMaterial[Mat])
|
||||
{
|
||||
if (node->glow())
|
||||
MeshForGlowPass[mesh->mb].emplace_back(mesh, Node);
|
||||
|
||||
if (Mat != Material::SHADERTYPE_SPLATTING && mesh->TextureMatrix.isIdentity())
|
||||
MeshForSolidPass[Mat][mesh->mb].emplace_back(mesh, Node);
|
||||
else
|
||||
{
|
||||
core::matrix4 ModelMatrix = Node->getAbsoluteTransformation(), InvModelMatrix;
|
||||
ModelMatrix.getInverse(InvModelMatrix);
|
||||
switch (Mat)
|
||||
{
|
||||
case Material::SHADERTYPE_SOLID:
|
||||
ListMatDefault::getInstance()->SolidPass.emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix);
|
||||
break;
|
||||
case Material::SHADERTYPE_ALPHA_TEST:
|
||||
ListMatAlphaRef::getInstance()->SolidPass.emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix);
|
||||
break;
|
||||
case Material::SHADERTYPE_SOLID_UNLIT:
|
||||
ListMatUnlit::getInstance()->SolidPass.emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix);
|
||||
break;
|
||||
case Material::SHADERTYPE_SPLATTING:
|
||||
ListMatSplatting::getInstance()->SolidPass.emplace_back(mesh, ModelMatrix, InvModelMatrix);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
core::matrix4 ModelMatrix = Node->getAbsoluteTransformation(), InvModelMatrix;
|
||||
ModelMatrix.getInverse(InvModelMatrix);
|
||||
|
||||
for (GLMesh *mesh : node->MeshSolidMaterial[Mat])
|
||||
{
|
||||
switch (Mat)
|
||||
{
|
||||
case Material::SHADERTYPE_SOLID:
|
||||
ListMatDefault::getInstance()->SolidPass.emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix);
|
||||
break;
|
||||
case Material::SHADERTYPE_ALPHA_TEST:
|
||||
ListMatAlphaRef::getInstance()->SolidPass.emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix);
|
||||
break;
|
||||
case Material::SHADERTYPE_NORMAL_MAP:
|
||||
ListMatNormalMap::getInstance()->SolidPass.emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix);
|
||||
break;
|
||||
case Material::SHADERTYPE_DETAIL_MAP:
|
||||
ListMatDetails::getInstance()->SolidPass.emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix);
|
||||
break;
|
||||
case Material::SHADERTYPE_SOLID_UNLIT:
|
||||
ListMatUnlit::getInstance()->SolidPass.emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix);
|
||||
break;
|
||||
case Material::SHADERTYPE_SPHERE_MAP:
|
||||
ListMatSphereMap::getInstance()->SolidPass.emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix);
|
||||
break;
|
||||
case Material::SHADERTYPE_SPLATTING:
|
||||
ListMatSplatting::getInstance()->SolidPass.emplace_back(mesh, ModelMatrix, InvModelMatrix);
|
||||
break;
|
||||
case Material::SHADERTYPE_VEGETATION:
|
||||
ListMatGrass::getInstance()->SolidPass.emplace_back(mesh, ModelMatrix, InvModelMatrix, windDir);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (!CVS->isShadowEnabled())
|
||||
return;
|
||||
for (unsigned cascade = 0; cascade < 4; ++cascade)
|
||||
{
|
||||
if (culledforshadowcam[cascade])
|
||||
continue;
|
||||
for (unsigned Mat = 0; Mat < Material::SHADERTYPE_COUNT; ++Mat)
|
||||
{
|
||||
if (CVS->supportsIndirectInstancingRendering())
|
||||
{
|
||||
for (GLMesh *mesh : node->MeshSolidMaterial[Mat])
|
||||
{
|
||||
if (Mat != Material::SHADERTYPE_SPLATTING)
|
||||
MeshForShadowPass[Mat][cascade][mesh->mb].emplace_back(mesh, Node);
|
||||
else
|
||||
{
|
||||
core::matrix4 ModelMatrix = Node->getAbsoluteTransformation(), InvModelMatrix;
|
||||
ModelMatrix.getInverse(InvModelMatrix);
|
||||
ListMatSplatting::getInstance()->Shadows[cascade].emplace_back(mesh, ModelMatrix, InvModelMatrix);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
core::matrix4 ModelMatrix = Node->getAbsoluteTransformation(), InvModelMatrix;
|
||||
ModelMatrix.getInverse(InvModelMatrix);
|
||||
|
||||
for (GLMesh *mesh : node->MeshSolidMaterial[Mat])
|
||||
{
|
||||
switch (Mat)
|
||||
{
|
||||
case Material::SHADERTYPE_SOLID:
|
||||
ListMatDefault::getInstance()->Shadows[cascade].emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix);
|
||||
break;
|
||||
case Material::SHADERTYPE_ALPHA_TEST:
|
||||
ListMatAlphaRef::getInstance()->Shadows[cascade].emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix);
|
||||
break;
|
||||
case Material::SHADERTYPE_NORMAL_MAP:
|
||||
ListMatNormalMap::getInstance()->Shadows[cascade].emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix);
|
||||
break;
|
||||
case Material::SHADERTYPE_DETAIL_MAP:
|
||||
ListMatDetails::getInstance()->Shadows[cascade].emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix);
|
||||
break;
|
||||
case Material::SHADERTYPE_SOLID_UNLIT:
|
||||
ListMatUnlit::getInstance()->Shadows[cascade].emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix);
|
||||
break;
|
||||
case Material::SHADERTYPE_SPHERE_MAP:
|
||||
ListMatSphereMap::getInstance()->Shadows[cascade].emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix);
|
||||
break;
|
||||
case Material::SHADERTYPE_SPLATTING:
|
||||
ListMatSplatting::getInstance()->Shadows[cascade].emplace_back(mesh, ModelMatrix, InvModelMatrix);
|
||||
break;
|
||||
case Material::SHADERTYPE_VEGETATION:
|
||||
ListMatGrass::getInstance()->Shadows[cascade].emplace_back(mesh, ModelMatrix, InvModelMatrix, windDir);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (!UserConfigParams::m_gi || !drawRSM)
|
||||
return;
|
||||
if (!culledforrsm)
|
||||
{
|
||||
for (unsigned Mat = 0; Mat < Material::SHADERTYPE_COUNT; ++Mat)
|
||||
{
|
||||
if (CVS->supportsIndirectInstancingRendering())
|
||||
{
|
||||
if (Mat == Material::SHADERTYPE_SPLATTING)
|
||||
for (GLMesh *mesh : node->MeshSolidMaterial[Mat])
|
||||
{
|
||||
core::matrix4 ModelMatrix = Node->getAbsoluteTransformation(), InvModelMatrix;
|
||||
ModelMatrix.getInverse(InvModelMatrix);
|
||||
ListMatSplatting::getInstance()->RSM.emplace_back(mesh, ModelMatrix, InvModelMatrix);
|
||||
}
|
||||
else
|
||||
{
|
||||
for (GLMesh *mesh : node->MeshSolidMaterial[Mat])
|
||||
MeshForRSM[Mat][mesh->mb].emplace_back(mesh, Node);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
core::matrix4 ModelMatrix = Node->getAbsoluteTransformation(), InvModelMatrix;
|
||||
ModelMatrix.getInverse(InvModelMatrix);
|
||||
|
||||
for (GLMesh *mesh : node->MeshSolidMaterial[Mat])
|
||||
{
|
||||
switch (Mat)
|
||||
{
|
||||
case Material::SHADERTYPE_SOLID:
|
||||
ListMatDefault::getInstance()->RSM.emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix);
|
||||
break;
|
||||
case Material::SHADERTYPE_ALPHA_TEST:
|
||||
ListMatAlphaRef::getInstance()->RSM.emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix);
|
||||
break;
|
||||
case Material::SHADERTYPE_NORMAL_MAP:
|
||||
ListMatNormalMap::getInstance()->RSM.emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix);
|
||||
break;
|
||||
case Material::SHADERTYPE_DETAIL_MAP:
|
||||
ListMatDetails::getInstance()->RSM.emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix);
|
||||
break;
|
||||
case Material::SHADERTYPE_SOLID_UNLIT:
|
||||
ListMatUnlit::getInstance()->RSM.emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix);
|
||||
break;
|
||||
case Material::SHADERTYPE_SPHERE_MAP:
|
||||
ListMatSphereMap::getInstance()->RSM.emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix);
|
||||
break;
|
||||
case Material::SHADERTYPE_SPLATTING:
|
||||
ListMatSplatting::getInstance()->RSM.emplace_back(mesh, ModelMatrix, InvModelMatrix);
|
||||
break;
|
||||
case Material::SHADERTYPE_VEGETATION:
|
||||
ListMatGrass::getInstance()->RSM.emplace_back(mesh, ModelMatrix, InvModelMatrix, windDir);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void
|
||||
parseSceneManager(core::list<scene::ISceneNode*> &List, std::vector<scene::ISceneNode *> *ImmediateDraw,
|
||||
const scene::ICameraSceneNode* cam, scene::ICameraSceneNode *shadow_cam[4], const scene::ICameraSceneNode *rsmcam,
|
||||
bool culledforcam, bool culledforshadowcam[4], bool culledforrsm, bool drawRSM)
|
||||
{
|
||||
core::list<scene::ISceneNode*>::Iterator I = List.begin(), E = List.end();
|
||||
for (; I != E; ++I)
|
||||
{
|
||||
if (LODNode *node = dynamic_cast<LODNode *>(*I))
|
||||
node->updateVisibility();
|
||||
(*I)->updateAbsolutePosition();
|
||||
if (!(*I)->isVisible())
|
||||
continue;
|
||||
|
||||
if (ParticleSystemProxy *node = dynamic_cast<ParticleSystemProxy *>(*I))
|
||||
{
|
||||
if (!isCulledPrecise(cam, *I))
|
||||
ParticlesList::getInstance()->push_back(node);
|
||||
continue;
|
||||
}
|
||||
|
||||
if (STKBillboard *node = dynamic_cast<STKBillboard *>(*I))
|
||||
{
|
||||
if (!isCulledPrecise(cam, *I))
|
||||
BillBoardList::getInstance()->push_back(node);
|
||||
continue;
|
||||
}
|
||||
|
||||
bool newculledforcam = culledforcam;
|
||||
bool newculledforrsm = culledforrsm;
|
||||
bool newculledforshadowcam[4] = { culledforshadowcam[0], culledforshadowcam[1], culledforshadowcam[2], culledforshadowcam[3] };
|
||||
|
||||
handleSTKCommon(*I, ImmediateDraw, cam, shadow_cam, rsmcam, newculledforcam, newculledforshadowcam, newculledforrsm, drawRSM);
|
||||
|
||||
parseSceneManager(const_cast<core::list<scene::ISceneNode*>& >((*I)->getChildren()), ImmediateDraw, cam, shadow_cam, rsmcam, newculledforcam, newculledforshadowcam, newculledforrsm, drawRSM);
|
||||
}
|
||||
}
|
||||
|
||||
template<Material::ShaderType Mat, typename T> static void
|
||||
GenDrawCalls(unsigned cascade, std::vector<GLMesh *> &InstancedList,
|
||||
T *InstanceBuffer, DrawElementsIndirectCommand *CommandBuffer, size_t &InstanceBufferOffset, size_t &CommandBufferOffset, size_t &PolyCount)
|
||||
{
|
||||
if (CVS->supportsIndirectInstancingRendering())
|
||||
ShadowPassCmd::getInstance()->Offset[cascade][Mat] = CommandBufferOffset; // Store command buffer offset
|
||||
FillInstances<T>(MeshForShadowPass[Mat][cascade], InstancedList, InstanceBuffer, CommandBuffer, InstanceBufferOffset, CommandBufferOffset, PolyCount);
|
||||
if (CVS->isAZDOEnabled())
|
||||
ShadowPassCmd::getInstance()->Size[cascade][Mat] = CommandBufferOffset - ShadowPassCmd::getInstance()->Offset[cascade][Mat];
|
||||
}
|
||||
|
||||
int enableOpenMP;
|
||||
|
||||
static void FixBoundingBoxes(scene::ISceneNode* node)
|
||||
{
|
||||
for (scene::ISceneNode *child : node->getChildren())
|
||||
{
|
||||
FixBoundingBoxes(child);
|
||||
const_cast<core::aabbox3df&>(node->getBoundingBox()).addInternalBox(child->getBoundingBox());
|
||||
}
|
||||
}
|
||||
|
||||
void IrrDriver::PrepareDrawCalls( ShadowMatrices& shadow_matrices, scene::ICameraSceneNode *camnode)
|
||||
{
|
||||
windDir = getWindDir();
|
||||
ListBlendTransparent::getInstance()->clear();
|
||||
ListAdditiveTransparent::getInstance()->clear();
|
||||
ListBlendTransparentFog::getInstance()->clear();
|
||||
ListAdditiveTransparentFog::getInstance()->clear();
|
||||
ListDisplacement::getInstance()->clear();
|
||||
|
||||
ListMatDefault::getInstance()->clear();
|
||||
ListMatAlphaRef::getInstance()->clear();
|
||||
ListMatSphereMap::getInstance()->clear();
|
||||
ListMatDetails::getInstance()->clear();
|
||||
ListMatUnlit::getInstance()->clear();
|
||||
ListMatNormalMap::getInstance()->clear();
|
||||
ListMatGrass::getInstance()->clear();
|
||||
ListMatSplatting::getInstance()->clear();
|
||||
|
||||
ImmediateDrawList::getInstance()->clear();
|
||||
BillBoardList::getInstance()->clear();
|
||||
ParticlesList::getInstance()->clear();
|
||||
ListInstancedGlow::getInstance()->clear();
|
||||
|
||||
for (unsigned Mat = 0; Mat < Material::SHADERTYPE_COUNT; ++Mat)
|
||||
{
|
||||
MeshForSolidPass[Mat].clear();
|
||||
MeshForRSM[Mat].clear();
|
||||
for (unsigned i = 0; i < 4; i++)
|
||||
MeshForShadowPass[Mat][i].clear();
|
||||
}
|
||||
MeshForGlowPass.clear();
|
||||
DeferredUpdate.clear();
|
||||
core::list<scene::ISceneNode*> List = m_scene_manager->getRootSceneNode()->getChildren();
|
||||
|
||||
PROFILER_PUSH_CPU_MARKER("- culling", 0xFF, 0xFF, 0x0);
|
||||
for (scene::ISceneNode *child : List)
|
||||
FixBoundingBoxes(child);
|
||||
|
||||
bool cam = false, rsmcam = false;
|
||||
bool shadowcam[4] = { false, false, false, false };
|
||||
parseSceneManager(List, ImmediateDrawList::getInstance(), camnode,
|
||||
shadow_matrices.getShadowCamNodes(),
|
||||
shadow_matrices.getSunCam(), cam,
|
||||
shadowcam, rsmcam,
|
||||
!shadow_matrices.isRSMMapAvail());
|
||||
PROFILER_POP_CPU_MARKER();
|
||||
|
||||
// Add a 1 s timeout
|
||||
if (!m_sync)
|
||||
m_sync = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
|
||||
PROFILER_PUSH_CPU_MARKER("- Sync Stall", 0xFF, 0x0, 0x0);
|
||||
GLenum reason = glClientWaitSync(m_sync, GL_SYNC_FLUSH_COMMANDS_BIT, 0);
|
||||
|
||||
while (reason != GL_ALREADY_SIGNALED)
|
||||
{
|
||||
if (reason == GL_WAIT_FAILED) break;
|
||||
StkTime::sleep(1);
|
||||
reason = glClientWaitSync(m_sync, GL_SYNC_FLUSH_COMMANDS_BIT, 0);
|
||||
}
|
||||
glDeleteSync(m_sync);
|
||||
PROFILER_POP_CPU_MARKER();
|
||||
/* switch (reason)
|
||||
{
|
||||
case GL_ALREADY_SIGNALED:
|
||||
printf("Already Signaled\n");
|
||||
break;
|
||||
case GL_TIMEOUT_EXPIRED:
|
||||
printf("Timeout Expired\n");
|
||||
break;
|
||||
case GL_CONDITION_SATISFIED:
|
||||
printf("Condition Satisfied\n");
|
||||
break;
|
||||
case GL_WAIT_FAILED:
|
||||
printf("Wait Failed\n");
|
||||
break;
|
||||
}*/
|
||||
PROFILER_PUSH_CPU_MARKER("- Animations/Buffer upload", 0x0, 0x0, 0x0);
|
||||
for (unsigned i = 0; i < DeferredUpdate.size(); i++)
|
||||
DeferredUpdate[i]->updateGL();
|
||||
PROFILER_POP_CPU_MARKER();
|
||||
|
||||
if (!CVS->supportsIndirectInstancingRendering())
|
||||
return;
|
||||
|
||||
InstanceDataDualTex *InstanceBufferDualTex;
|
||||
InstanceDataThreeTex *InstanceBufferThreeTex;
|
||||
InstanceDataSingleTex *ShadowInstanceBuffer;
|
||||
InstanceDataSingleTex *RSMInstanceBuffer;
|
||||
GlowInstanceData *GlowInstanceBuffer;
|
||||
DrawElementsIndirectCommand *CmdBuffer;
|
||||
DrawElementsIndirectCommand *ShadowCmdBuffer;
|
||||
DrawElementsIndirectCommand *RSMCmdBuffer;
|
||||
DrawElementsIndirectCommand *GlowCmdBuffer;
|
||||
|
||||
if (CVS->supportsAsyncInstanceUpload())
|
||||
{
|
||||
InstanceBufferDualTex = (InstanceDataDualTex*)VAOManager::getInstance()->getInstanceBufferPtr(InstanceTypeDualTex);
|
||||
InstanceBufferThreeTex = (InstanceDataThreeTex*)VAOManager::getInstance()->getInstanceBufferPtr(InstanceTypeThreeTex);
|
||||
ShadowInstanceBuffer = (InstanceDataSingleTex*)VAOManager::getInstance()->getInstanceBufferPtr(InstanceTypeShadow);
|
||||
RSMInstanceBuffer = (InstanceDataSingleTex*)VAOManager::getInstance()->getInstanceBufferPtr(InstanceTypeRSM);
|
||||
GlowInstanceBuffer = (GlowInstanceData*)VAOManager::getInstance()->getInstanceBufferPtr(InstanceTypeGlow);
|
||||
CmdBuffer = SolidPassCmd::getInstance()->Ptr;
|
||||
ShadowCmdBuffer = ShadowPassCmd::getInstance()->Ptr;
|
||||
GlowCmdBuffer = GlowPassCmd::getInstance()->Ptr;
|
||||
RSMCmdBuffer = RSMPassCmd::getInstance()->Ptr;
|
||||
enableOpenMP = 1;
|
||||
}
|
||||
else
|
||||
enableOpenMP = 0;
|
||||
|
||||
ListInstancedMatDefault::getInstance()->clear();
|
||||
ListInstancedMatAlphaRef::getInstance()->clear();
|
||||
ListInstancedMatGrass::getInstance()->clear();
|
||||
ListInstancedMatNormalMap::getInstance()->clear();
|
||||
ListInstancedMatSphereMap::getInstance()->clear();
|
||||
ListInstancedMatDetails::getInstance()->clear();
|
||||
ListInstancedMatUnlit::getInstance()->clear();
|
||||
|
||||
size_t SolidPoly = 0, ShadowPoly = 0, MiscPoly = 0;
|
||||
|
||||
PROFILER_PUSH_CPU_MARKER("- Draw Command upload", 0xFF, 0x0, 0xFF);
|
||||
|
||||
#pragma omp parallel sections if(enableOpenMP)
|
||||
{
|
||||
#pragma omp section
|
||||
{
|
||||
size_t offset = 0, current_cmd = 0;
|
||||
if (!CVS->supportsAsyncInstanceUpload())
|
||||
{
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VAOManager::getInstance()->getInstanceBuffer(InstanceTypeDualTex));
|
||||
InstanceBufferDualTex = (InstanceDataDualTex*)glMapBufferRange(GL_ARRAY_BUFFER, 0, 10000 * sizeof(InstanceDataDualTex), GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
|
||||
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, SolidPassCmd::getInstance()->drawindirectcmd);
|
||||
CmdBuffer = (DrawElementsIndirectCommand*)glMapBufferRange(GL_DRAW_INDIRECT_BUFFER, 0, 10000 * sizeof(DrawElementsIndirectCommand), GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
|
||||
}
|
||||
|
||||
|
||||
// Default Material
|
||||
SolidPassCmd::getInstance()->Offset[Material::SHADERTYPE_SOLID] = current_cmd;
|
||||
FillInstances(MeshForSolidPass[Material::SHADERTYPE_SOLID], ListInstancedMatDefault::getInstance()->SolidPass, InstanceBufferDualTex, CmdBuffer, offset, current_cmd, SolidPoly);
|
||||
SolidPassCmd::getInstance()->Size[Material::SHADERTYPE_SOLID] = current_cmd - SolidPassCmd::getInstance()->Offset[Material::SHADERTYPE_SOLID];
|
||||
// Alpha Ref
|
||||
SolidPassCmd::getInstance()->Offset[Material::SHADERTYPE_ALPHA_TEST] = current_cmd;
|
||||
FillInstances(MeshForSolidPass[Material::SHADERTYPE_ALPHA_TEST], ListInstancedMatAlphaRef::getInstance()->SolidPass, InstanceBufferDualTex, CmdBuffer, offset, current_cmd, SolidPoly);
|
||||
SolidPassCmd::getInstance()->Size[Material::SHADERTYPE_ALPHA_TEST] = current_cmd - SolidPassCmd::getInstance()->Offset[Material::SHADERTYPE_ALPHA_TEST];
|
||||
// Unlit
|
||||
SolidPassCmd::getInstance()->Offset[Material::SHADERTYPE_SOLID_UNLIT] = current_cmd;
|
||||
FillInstances(MeshForSolidPass[Material::SHADERTYPE_SOLID_UNLIT], ListInstancedMatUnlit::getInstance()->SolidPass, InstanceBufferDualTex, CmdBuffer, offset, current_cmd, SolidPoly);
|
||||
SolidPassCmd::getInstance()->Size[Material::SHADERTYPE_SOLID_UNLIT] = current_cmd - SolidPassCmd::getInstance()->Offset[Material::SHADERTYPE_SOLID_UNLIT];
|
||||
// Spheremap
|
||||
SolidPassCmd::getInstance()->Offset[Material::SHADERTYPE_SPHERE_MAP] = current_cmd;
|
||||
FillInstances(MeshForSolidPass[Material::SHADERTYPE_SPHERE_MAP], ListInstancedMatSphereMap::getInstance()->SolidPass, InstanceBufferDualTex, CmdBuffer, offset, current_cmd, SolidPoly);
|
||||
SolidPassCmd::getInstance()->Size[Material::SHADERTYPE_SPHERE_MAP] = current_cmd - SolidPassCmd::getInstance()->Offset[Material::SHADERTYPE_SPHERE_MAP];
|
||||
// Grass
|
||||
SolidPassCmd::getInstance()->Offset[Material::SHADERTYPE_VEGETATION] = current_cmd;
|
||||
FillInstances(MeshForSolidPass[Material::SHADERTYPE_VEGETATION], ListInstancedMatGrass::getInstance()->SolidPass, InstanceBufferDualTex, CmdBuffer, offset, current_cmd, SolidPoly);
|
||||
SolidPassCmd::getInstance()->Size[Material::SHADERTYPE_VEGETATION] = current_cmd - SolidPassCmd::getInstance()->Offset[Material::SHADERTYPE_VEGETATION];
|
||||
|
||||
if (!CVS->supportsAsyncInstanceUpload())
|
||||
{
|
||||
glUnmapBuffer(GL_ARRAY_BUFFER);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VAOManager::getInstance()->getInstanceBuffer(InstanceTypeThreeTex));
|
||||
InstanceBufferThreeTex = (InstanceDataThreeTex*)glMapBufferRange(GL_ARRAY_BUFFER, 0, 10000 * sizeof(InstanceDataSingleTex), GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
|
||||
|
||||
}
|
||||
|
||||
// Detail
|
||||
SolidPassCmd::getInstance()->Offset[Material::SHADERTYPE_DETAIL_MAP] = current_cmd;
|
||||
FillInstances(MeshForSolidPass[Material::SHADERTYPE_DETAIL_MAP], ListInstancedMatDetails::getInstance()->SolidPass, InstanceBufferThreeTex, CmdBuffer, offset, current_cmd, SolidPoly);
|
||||
SolidPassCmd::getInstance()->Size[Material::SHADERTYPE_DETAIL_MAP] = current_cmd - SolidPassCmd::getInstance()->Offset[Material::SHADERTYPE_DETAIL_MAP];
|
||||
// Normal Map
|
||||
SolidPassCmd::getInstance()->Offset[Material::SHADERTYPE_NORMAL_MAP] = current_cmd;
|
||||
FillInstances(MeshForSolidPass[Material::SHADERTYPE_NORMAL_MAP], ListInstancedMatNormalMap::getInstance()->SolidPass, InstanceBufferThreeTex, CmdBuffer, offset, current_cmd, SolidPoly);
|
||||
SolidPassCmd::getInstance()->Size[Material::SHADERTYPE_NORMAL_MAP] = current_cmd - SolidPassCmd::getInstance()->Offset[Material::SHADERTYPE_NORMAL_MAP];
|
||||
|
||||
|
||||
if (!CVS->supportsAsyncInstanceUpload())
|
||||
{
|
||||
glUnmapBuffer(GL_ARRAY_BUFFER);
|
||||
glUnmapBuffer(GL_DRAW_INDIRECT_BUFFER);
|
||||
}
|
||||
}
|
||||
#pragma omp section
|
||||
{
|
||||
size_t offset = 0, current_cmd = 0;
|
||||
|
||||
if (!CVS->supportsAsyncInstanceUpload())
|
||||
{
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VAOManager::getInstance()->getInstanceBuffer(InstanceTypeGlow));
|
||||
GlowInstanceBuffer = (GlowInstanceData*)glMapBufferRange(GL_ARRAY_BUFFER, 0, 10000 * sizeof(InstanceDataDualTex), GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
|
||||
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, GlowPassCmd::getInstance()->drawindirectcmd);
|
||||
GlowCmdBuffer = (DrawElementsIndirectCommand*)glMapBufferRange(GL_DRAW_INDIRECT_BUFFER, 0, 10000 * sizeof(DrawElementsIndirectCommand), GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
|
||||
}
|
||||
|
||||
// Glow
|
||||
if (CVS->supportsIndirectInstancingRendering())
|
||||
GlowPassCmd::getInstance()->Offset = offset; // Store command buffer offset
|
||||
|
||||
auto It = MeshForGlowPass.begin(), E = MeshForGlowPass.end();
|
||||
for (; It != E; ++It)
|
||||
{
|
||||
size_t Polycnt = 0;
|
||||
FillInstances_impl<GlowInstanceData>(It->second, GlowInstanceBuffer, GlowCmdBuffer, offset, current_cmd, Polycnt);
|
||||
if (!CVS->isAZDOEnabled())
|
||||
ListInstancedGlow::getInstance()->push_back(It->second.front().first);
|
||||
}
|
||||
|
||||
if (CVS->isAZDOEnabled())
|
||||
GlowPassCmd::getInstance()->Size = current_cmd - GlowPassCmd::getInstance()->Offset;
|
||||
|
||||
if (!CVS->supportsAsyncInstanceUpload())
|
||||
{
|
||||
glUnmapBuffer(GL_ARRAY_BUFFER);
|
||||
glUnmapBuffer(GL_DRAW_INDIRECT_BUFFER);
|
||||
}
|
||||
}
|
||||
#pragma omp section
|
||||
{
|
||||
irr_driver->setPhase(SHADOW_PASS);
|
||||
|
||||
size_t offset = 0, current_cmd = 0;
|
||||
if (!CVS->supportsAsyncInstanceUpload())
|
||||
{
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VAOManager::getInstance()->getInstanceBuffer(InstanceTypeShadow));
|
||||
ShadowInstanceBuffer = (InstanceDataSingleTex*)glMapBufferRange(GL_ARRAY_BUFFER, 0, 10000 * sizeof(InstanceDataDualTex), GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
|
||||
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, ShadowPassCmd::getInstance()->drawindirectcmd);
|
||||
ShadowCmdBuffer = (DrawElementsIndirectCommand*)glMapBufferRange(GL_DRAW_INDIRECT_BUFFER, 0, 10000 * sizeof(DrawElementsIndirectCommand), GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
|
||||
}
|
||||
|
||||
for (unsigned i = 0; i < 4; i++)
|
||||
{
|
||||
// Mat default
|
||||
GenDrawCalls<Material::SHADERTYPE_SOLID>(i, ListInstancedMatDefault::getInstance()->Shadows[i], ShadowInstanceBuffer, ShadowCmdBuffer, offset, current_cmd, ShadowPoly);
|
||||
// Mat AlphaRef
|
||||
GenDrawCalls<Material::SHADERTYPE_ALPHA_TEST>(i, ListInstancedMatAlphaRef::getInstance()->Shadows[i], ShadowInstanceBuffer, ShadowCmdBuffer, offset, current_cmd, ShadowPoly);
|
||||
// Mat Unlit
|
||||
GenDrawCalls<Material::SHADERTYPE_SOLID_UNLIT>(i, ListInstancedMatUnlit::getInstance()->Shadows[i], ShadowInstanceBuffer, ShadowCmdBuffer, offset, current_cmd, ShadowPoly);
|
||||
// Mat NormalMap
|
||||
GenDrawCalls<Material::SHADERTYPE_NORMAL_MAP>(i, ListInstancedMatNormalMap::getInstance()->Shadows[i], ShadowInstanceBuffer, ShadowCmdBuffer, offset, current_cmd, ShadowPoly);
|
||||
// Mat Spheremap
|
||||
GenDrawCalls<Material::SHADERTYPE_SPHERE_MAP>(i, ListInstancedMatSphereMap::getInstance()->Shadows[i], ShadowInstanceBuffer, ShadowCmdBuffer, offset, current_cmd, ShadowPoly);
|
||||
// Mat Detail
|
||||
GenDrawCalls<Material::SHADERTYPE_DETAIL_MAP>(i, ListInstancedMatDetails::getInstance()->Shadows[i], ShadowInstanceBuffer, ShadowCmdBuffer, offset, current_cmd, ShadowPoly);
|
||||
// Mat Grass
|
||||
GenDrawCalls<Material::SHADERTYPE_VEGETATION>(i, ListInstancedMatGrass::getInstance()->Shadows[i], ShadowInstanceBuffer, ShadowCmdBuffer, offset, current_cmd, ShadowPoly);
|
||||
}
|
||||
if (!CVS->supportsAsyncInstanceUpload())
|
||||
{
|
||||
glUnmapBuffer(GL_ARRAY_BUFFER);
|
||||
glUnmapBuffer(GL_DRAW_INDIRECT_BUFFER);
|
||||
}
|
||||
}
|
||||
#pragma omp section
|
||||
if (!shadow_matrices.isRSMMapAvail())
|
||||
{
|
||||
size_t offset = 0, current_cmd = 0;
|
||||
if (!CVS->supportsAsyncInstanceUpload())
|
||||
{
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VAOManager::getInstance()->getInstanceBuffer(InstanceTypeRSM));
|
||||
RSMInstanceBuffer = (InstanceDataSingleTex*)glMapBufferRange(GL_ARRAY_BUFFER, 0, 10000 * sizeof(InstanceDataDualTex), GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
|
||||
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, RSMPassCmd::getInstance()->drawindirectcmd);
|
||||
RSMCmdBuffer = (DrawElementsIndirectCommand*)glMapBufferRange(GL_DRAW_INDIRECT_BUFFER, 0, 10000 * sizeof(DrawElementsIndirectCommand), GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
|
||||
}
|
||||
|
||||
// Default Material
|
||||
RSMPassCmd::getInstance()->Offset[Material::SHADERTYPE_SOLID] = current_cmd;
|
||||
FillInstances(MeshForRSM[Material::SHADERTYPE_SOLID], ListInstancedMatDefault::getInstance()->RSM, RSMInstanceBuffer, RSMCmdBuffer, offset, current_cmd, MiscPoly);
|
||||
RSMPassCmd::getInstance()->Size[Material::SHADERTYPE_SOLID] = current_cmd - RSMPassCmd::getInstance()->Offset[Material::SHADERTYPE_SOLID];
|
||||
// Alpha Ref
|
||||
RSMPassCmd::getInstance()->Offset[Material::SHADERTYPE_ALPHA_TEST] = current_cmd;
|
||||
FillInstances(MeshForRSM[Material::SHADERTYPE_ALPHA_TEST], ListInstancedMatAlphaRef::getInstance()->RSM, RSMInstanceBuffer, RSMCmdBuffer, offset, current_cmd, MiscPoly);
|
||||
RSMPassCmd::getInstance()->Size[Material::SHADERTYPE_ALPHA_TEST] = current_cmd - RSMPassCmd::getInstance()->Offset[Material::SHADERTYPE_ALPHA_TEST];
|
||||
// Unlit
|
||||
RSMPassCmd::getInstance()->Offset[Material::SHADERTYPE_SOLID_UNLIT] = current_cmd;
|
||||
FillInstances(MeshForRSM[Material::SHADERTYPE_SOLID_UNLIT], ListInstancedMatUnlit::getInstance()->RSM, RSMInstanceBuffer, RSMCmdBuffer, offset, current_cmd, MiscPoly);
|
||||
RSMPassCmd::getInstance()->Size[Material::SHADERTYPE_SOLID_UNLIT] = current_cmd - RSMPassCmd::getInstance()->Offset[Material::SHADERTYPE_SOLID_UNLIT];
|
||||
// Detail
|
||||
RSMPassCmd::getInstance()->Offset[Material::SHADERTYPE_DETAIL_MAP] = current_cmd;
|
||||
FillInstances(MeshForRSM[Material::SHADERTYPE_DETAIL_MAP], ListInstancedMatDetails::getInstance()->RSM, RSMInstanceBuffer, RSMCmdBuffer, offset, current_cmd, MiscPoly);
|
||||
RSMPassCmd::getInstance()->Size[Material::SHADERTYPE_DETAIL_MAP] = current_cmd - RSMPassCmd::getInstance()->Offset[Material::SHADERTYPE_DETAIL_MAP];
|
||||
// Normal Map
|
||||
RSMPassCmd::getInstance()->Offset[Material::SHADERTYPE_NORMAL_MAP] = current_cmd;
|
||||
FillInstances(MeshForRSM[Material::SHADERTYPE_NORMAL_MAP], ListInstancedMatNormalMap::getInstance()->RSM, RSMInstanceBuffer, RSMCmdBuffer, offset, current_cmd, MiscPoly);
|
||||
RSMPassCmd::getInstance()->Size[Material::SHADERTYPE_NORMAL_MAP] = current_cmd - RSMPassCmd::getInstance()->Offset[Material::SHADERTYPE_NORMAL_MAP];
|
||||
|
||||
if (!CVS->supportsAsyncInstanceUpload())
|
||||
{
|
||||
glUnmapBuffer(GL_ARRAY_BUFFER);
|
||||
glUnmapBuffer(GL_DRAW_INDIRECT_BUFFER);
|
||||
}
|
||||
}
|
||||
}
|
||||
PROFILER_POP_CPU_MARKER();
|
||||
poly_count[SOLID_NORMAL_AND_DEPTH_PASS] += SolidPoly;
|
||||
poly_count[SHADOW_PASS] += ShadowPoly;
|
||||
|
||||
if (CVS->supportsAsyncInstanceUpload())
|
||||
glMemoryBarrier(GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT);
|
||||
}
|
||||
|
@ -86,4 +86,11 @@ public:
|
||||
};
|
||||
|
||||
|
||||
|
||||
//TODO
|
||||
void addEdge(const core::vector3df &P0, const core::vector3df &P1);
|
||||
|
||||
bool isCulledPrecise(const scene::ICameraSceneNode *cam, const scene::ISceneNode *node);
|
||||
|
||||
|
||||
#endif
|
||||
|
Loading…
Reference in New Issue
Block a user