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forked from 0ad/0ad
0ad/source/renderer/DecalRData.cpp
vladislavbelov b9fd6f18f0 Adds proper IBuffer usage instead of dynamic flag.
Comments By: phosit
Differential Revision: https://code.wildfiregames.com/D5281
This was SVN commit r28107.
2024-06-10 19:31:41 +00:00

376 lines
12 KiB
C++

/* Copyright (C) 2024 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. 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 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. 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 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "DecalRData.h"
#include "graphics/Decal.h"
#include "graphics/Model.h"
#include "graphics/ShaderManager.h"
#include "graphics/Terrain.h"
#include "graphics/TextureManager.h"
#include "lib/allocators/DynamicArena.h"
#include "lib/allocators/STLAllocators.h"
#include "ps/CLogger.h"
#include "ps/CStrInternStatic.h"
#include "ps/Game.h"
#include "ps/Profile.h"
#include "renderer/Renderer.h"
#include "renderer/TerrainRenderer.h"
#include "simulation2/components/ICmpWaterManager.h"
#include "simulation2/Simulation2.h"
#include <algorithm>
// TODO: Currently each decal is a separate CDecalRData. We might want to use
// lots of decals for special effects like shadows, footprints, etc, in which
// case we should probably redesign this to batch them all together for more
// efficient rendering.
namespace
{
struct SDecalBatch
{
CDecalRData* decal;
CStrIntern shaderEffect;
CShaderDefines shaderDefines;
CVertexBuffer::VBChunk* vertices;
CVertexBuffer::VBChunk* indices;
};
struct SDecalBatchComparator
{
bool operator()(const SDecalBatch& lhs, const SDecalBatch& rhs) const
{
if (lhs.shaderEffect != rhs.shaderEffect)
return lhs.shaderEffect < rhs.shaderEffect;
if (lhs.shaderDefines != rhs.shaderDefines)
return lhs.shaderDefines < rhs.shaderDefines;
const CMaterial& lhsMaterial = lhs.decal->GetDecal()->m_Decal.m_Material;
const CMaterial& rhsMaterial = rhs.decal->GetDecal()->m_Decal.m_Material;
if (lhsMaterial.GetDiffuseTexture() != rhsMaterial.GetDiffuseTexture())
return lhsMaterial.GetDiffuseTexture() < rhsMaterial.GetDiffuseTexture();
if (lhs.vertices->m_Owner != rhs.vertices->m_Owner)
return lhs.vertices->m_Owner < rhs.vertices->m_Owner;
if (lhs.indices->m_Owner != rhs.indices->m_Owner)
return lhs.indices->m_Owner < rhs.indices->m_Owner;
return lhs.decal < rhs.decal;
}
};
} // anonymous namespace
// static
Renderer::Backend::IVertexInputLayout* CDecalRData::GetVertexInputLayout()
{
const uint32_t stride = sizeof(SDecalVertex);
const std::array<Renderer::Backend::SVertexAttributeFormat, 3> attributes{{
{Renderer::Backend::VertexAttributeStream::POSITION,
Renderer::Backend::Format::R32G32B32_SFLOAT,
offsetof(SDecalVertex, m_Position), stride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0},
{Renderer::Backend::VertexAttributeStream::NORMAL,
Renderer::Backend::Format::R32G32B32_SFLOAT,
offsetof(SDecalVertex, m_Normal), stride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0},
{Renderer::Backend::VertexAttributeStream::UV0,
Renderer::Backend::Format::R32G32_SFLOAT,
offsetof(SDecalVertex, m_UV), stride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0}
}};
return g_Renderer.GetVertexInputLayout(attributes);
}
CDecalRData::CDecalRData(CModelDecal* decal, CSimulation2* simulation)
: m_Decal(decal), m_Simulation(simulation)
{
BuildVertexData();
}
CDecalRData::~CDecalRData() = default;
void CDecalRData::Update(CSimulation2* simulation)
{
m_Simulation = simulation;
if (m_UpdateFlags != 0)
{
BuildVertexData();
m_UpdateFlags = 0;
}
}
void CDecalRData::RenderDecals(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
Renderer::Backend::IVertexInputLayout* vertexInputLayout,
const std::vector<CDecalRData*>& decals, const CShaderDefines& context, ShadowMap* shadow)
{
PROFILE3("render terrain decals");
GPU_SCOPED_LABEL(deviceCommandContext, "Render terrain decals");
using Arena = Allocators::DynamicArena<256 * KiB>;
Arena arena;
using Batches = std::vector<SDecalBatch, ProxyAllocator<SDecalBatch, Arena>>;
Batches batches((Batches::allocator_type(arena)));
batches.reserve(decals.size());
CShaderDefines contextDecal = context;
contextDecal.Add(str_DECAL, str_1);
for (CDecalRData* decal : decals)
{
CMaterial& material = decal->m_Decal->m_Decal.m_Material;
if (material.GetShaderEffect().empty())
{
LOGERROR("Terrain renderer failed to load shader effect.\n");
continue;
}
if (material.GetSamplers().empty() || !decal->m_VBDecals || !decal->m_VBDecalsIndices)
continue;
SDecalBatch batch;
batch.decal = decal;
batch.shaderEffect = material.GetShaderEffect();
batch.shaderDefines = material.GetShaderDefines();
batch.vertices = decal->m_VBDecals.Get();
batch.indices = decal->m_VBDecalsIndices.Get();
batches.emplace_back(std::move(batch));
}
if (batches.empty())
return;
std::sort(batches.begin(), batches.end(), SDecalBatchComparator());
CVertexBuffer* lastIB = nullptr;
for (auto itTechBegin = batches.begin(), itTechEnd = batches.begin(); itTechBegin != batches.end(); itTechBegin = itTechEnd)
{
while (itTechEnd != batches.end() &&
itTechBegin->shaderEffect == itTechEnd->shaderEffect &&
itTechBegin->shaderDefines == itTechEnd->shaderDefines)
{
++itTechEnd;
}
CShaderDefines defines = contextDecal;
defines.SetMany(itTechBegin->shaderDefines);
// TODO: move enabling blend to XML.
CShaderTechniquePtr techBase = g_Renderer.GetShaderManager().LoadEffect(
itTechBegin->shaderEffect == str_terrain_base ? str_terrain_decal : itTechBegin->shaderEffect, defines);
if (!techBase)
{
LOGERROR("Terrain renderer failed to load shader effect (%s)\n",
itTechBegin->shaderEffect.c_str());
continue;
}
const int numPasses = techBase->GetNumPasses();
for (int pass = 0; pass < numPasses; ++pass)
{
deviceCommandContext->SetGraphicsPipelineState(
techBase->GetGraphicsPipelineState(pass));
deviceCommandContext->BeginPass();
Renderer::Backend::IShaderProgram* shader = techBase->GetShader(pass);
TerrainRenderer::PrepareShader(deviceCommandContext, shader, shadow);
CColor shadingColor(1.0f, 1.0f, 1.0f, 1.0f);
const int32_t shadingColorBindingSlot =
shader->GetBindingSlot(str_shadingColor);
deviceCommandContext->SetUniform(
shadingColorBindingSlot, shadingColor.AsFloatArray());
CShaderUniforms currentStaticUniforms;
CVertexBuffer* lastVB = nullptr;
for (auto itDecal = itTechBegin; itDecal != itTechEnd; ++itDecal)
{
SDecalBatch& batch = *itDecal;
CDecalRData* decal = batch.decal;
CMaterial& material = decal->m_Decal->m_Decal.m_Material;
const CMaterial::SamplersVector& samplers = material.GetSamplers();
for (const CMaterial::TextureSampler& sampler : samplers)
sampler.Sampler->UploadBackendTextureIfNeeded(deviceCommandContext);
for (const CMaterial::TextureSampler& sampler : samplers)
{
deviceCommandContext->SetTexture(
shader->GetBindingSlot(sampler.Name),
sampler.Sampler->GetBackendTexture());
}
if (currentStaticUniforms != material.GetStaticUniforms())
{
currentStaticUniforms = material.GetStaticUniforms();
material.GetStaticUniforms().BindUniforms(deviceCommandContext, shader);
}
// TODO: Need to handle floating decals correctly. In particular, we need
// to render non-floating before water and floating after water (to get
// the blending right), and we also need to apply the correct lighting in
// each case, which doesn't really seem possible with the current
// TerrainRenderer.
// Also, need to mark the decals as dirty when water height changes.
// m_Decal->GetBounds().Render();
if (shadingColor != decal->m_Decal->GetShadingColor())
{
shadingColor = decal->m_Decal->GetShadingColor();
deviceCommandContext->SetUniform(
shadingColorBindingSlot, shadingColor.AsFloatArray());
}
if (lastVB != batch.vertices->m_Owner)
{
lastVB = batch.vertices->m_Owner;
ENSURE(!lastVB->GetBuffer()->IsDynamic());
deviceCommandContext->SetVertexInputLayout(vertexInputLayout);
deviceCommandContext->SetVertexBuffer(
0, batch.vertices->m_Owner->GetBuffer(), 0);
}
if (lastIB != batch.indices->m_Owner)
{
lastIB = batch.indices->m_Owner;
ENSURE(!lastIB->GetBuffer()->IsDynamic());
deviceCommandContext->SetIndexBuffer(batch.indices->m_Owner->GetBuffer());
}
deviceCommandContext->DrawIndexed(batch.indices->m_Index, batch.indices->m_Count, 0);
// bump stats
g_Renderer.m_Stats.m_DrawCalls++;
g_Renderer.m_Stats.m_TerrainTris += batch.indices->m_Count / 3;
}
deviceCommandContext->EndPass();
}
}
}
void CDecalRData::BuildVertexData()
{
PROFILE("decal build");
const SDecal& decal = m_Decal->m_Decal;
// TODO: Currently this constructs an axis-aligned bounding rectangle around
// the decal. It would be more efficient for rendering if we excluded tiles
// that are outside the (non-axis-aligned) decal rectangle.
ssize_t i0, j0, i1, j1;
m_Decal->CalcVertexExtents(i0, j0, i1, j1);
// Currently CalcVertexExtents might return empty rectangle, that means
// we can't render it.
if (i1 <= i0 || j1 <= j0)
{
// We have nothing to render.
m_VBDecals.Reset();
m_VBDecalsIndices.Reset();
return;
}
CmpPtr<ICmpWaterManager> cmpWaterManager(*m_Simulation, SYSTEM_ENTITY);
std::vector<SDecalVertex> vertices((i1 - i0 + 1) * (j1 - j0 + 1));
for (ssize_t j = j0, idx = 0; j <= j1; ++j)
{
for (ssize_t i = i0; i <= i1; ++i, ++idx)
{
SDecalVertex& vertex = vertices[idx];
m_Decal->m_Terrain->CalcPosition(i, j, vertex.m_Position);
if (decal.m_Floating && cmpWaterManager)
{
vertex.m_Position.Y = std::max(
vertex.m_Position.Y,
cmpWaterManager->GetExactWaterLevel(vertex.m_Position.X, vertex.m_Position.Z));
}
m_Decal->m_Terrain->CalcNormal(i, j, vertex.m_Normal);
// Map from world space back into decal texture space.
CVector3D inv = m_Decal->GetInvTransform().Transform(vertex.m_Position);
vertex.m_UV.X = 0.5f + (inv.X - decal.m_OffsetX) / decal.m_SizeX;
// Flip V to match our texture convention.
vertex.m_UV.Y = 0.5f - (inv.Z - decal.m_OffsetZ) / decal.m_SizeZ;
}
}
if (!m_VBDecals || m_VBDecals->m_Count != vertices.size())
{
m_VBDecals = g_Renderer.GetVertexBufferManager().AllocateChunk(
sizeof(SDecalVertex), vertices.size(),
Renderer::Backend::IBuffer::Type::VERTEX,
Renderer::Backend::IBuffer::Usage::TRANSFER_DST);
}
m_VBDecals->m_Owner->UpdateChunkVertices(m_VBDecals.Get(), vertices.data());
std::vector<u16> indices((i1 - i0) * (j1 - j0) * 6);
const ssize_t w = i1 - i0 + 1;
auto itIdx = indices.begin();
const size_t base = m_VBDecals->m_Index;
for (ssize_t dj = 0; dj < j1 - j0; ++dj)
{
for (ssize_t di = 0; di < i1 - i0; ++di)
{
const bool dir = m_Decal->m_Terrain->GetTriangulationDir(i0 + di, j0 + dj);
if (dir)
{
*itIdx++ = u16(((dj + 0) * w + (di + 0)) + base);
*itIdx++ = u16(((dj + 0) * w + (di + 1)) + base);
*itIdx++ = u16(((dj + 1) * w + (di + 0)) + base);
*itIdx++ = u16(((dj + 0) * w + (di + 1)) + base);
*itIdx++ = u16(((dj + 1) * w + (di + 1)) + base);
*itIdx++ = u16(((dj + 1) * w + (di + 0)) + base);
}
else
{
*itIdx++ = u16(((dj + 0) * w + (di + 0)) + base);
*itIdx++ = u16(((dj + 0) * w + (di + 1)) + base);
*itIdx++ = u16(((dj + 1) * w + (di + 1)) + base);
*itIdx++ = u16(((dj + 1) * w + (di + 1)) + base);
*itIdx++ = u16(((dj + 1) * w + (di + 0)) + base);
*itIdx++ = u16(((dj + 0) * w + (di + 0)) + base);
}
}
}
// Construct vertex buffer.
if (!m_VBDecalsIndices || m_VBDecalsIndices->m_Count != indices.size())
{
m_VBDecalsIndices = g_Renderer.GetVertexBufferManager().AllocateChunk(
sizeof(u16), indices.size(),
Renderer::Backend::IBuffer::Type::INDEX,
Renderer::Backend::IBuffer::Usage::TRANSFER_DST);
}
m_VBDecalsIndices->m_Owner->UpdateChunkVertices(m_VBDecalsIndices.Get(), indices.data());
}