mirror of https://github.com/axmolengine/axmol.git
1042 lines
30 KiB
C++
1042 lines
30 KiB
C++
/****************************************************************************
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Copyright (c) 2013-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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Copyright (c) 2020 C4games Ltd.
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Copyright (c) 2022 Bytedance Inc.
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https://axis-project.github.io/
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "renderer/CCRenderer.h"
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#include <algorithm>
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#include "renderer/CCTrianglesCommand.h"
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#include "renderer/CCCustomCommand.h"
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#include "renderer/CCCallbackCommand.h"
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#include "renderer/CCGroupCommand.h"
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#include "renderer/CCMeshCommand.h"
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#include "renderer/CCMaterial.h"
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#include "renderer/CCTechnique.h"
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#include "renderer/CCPass.h"
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#include "renderer/CCTexture2D.h"
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#include "base/CCConfiguration.h"
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#include "base/CCDirector.h"
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#include "base/CCEventDispatcher.h"
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#include "base/CCEventListenerCustom.h"
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#include "base/CCEventType.h"
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#include "2d/CCCamera.h"
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#include "2d/CCScene.h"
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#include "xxhash.h"
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#include "renderer/backend/Backend.h"
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#include "renderer/backend/RenderTarget.h"
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NS_AX_BEGIN
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// helper
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static bool compareRenderCommand(RenderCommand* a, RenderCommand* b)
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{
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return a->getGlobalOrder() < b->getGlobalOrder();
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}
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static bool compare3DCommand(RenderCommand* a, RenderCommand* b)
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{
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return a->getDepth() > b->getDepth();
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}
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// queue
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RenderQueue::RenderQueue() {}
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void RenderQueue::push_back(RenderCommand* command)
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{
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float z = command->getGlobalOrder();
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if (z < 0)
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{
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_commands[QUEUE_GROUP::GLOBALZ_NEG].push_back(command);
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}
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else if (z > 0)
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{
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_commands[QUEUE_GROUP::GLOBALZ_POS].push_back(command);
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}
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else
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{
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if (command->is3D())
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{
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if (command->isTransparent())
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{
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_commands[QUEUE_GROUP::TRANSPARENT_3D].push_back(command);
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}
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else
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{
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_commands[QUEUE_GROUP::OPAQUE_3D].push_back(command);
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}
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}
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else
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{
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_commands[QUEUE_GROUP::GLOBALZ_ZERO].push_back(command);
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}
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}
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}
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ssize_t RenderQueue::size() const
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{
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ssize_t result(0);
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for (int index = 0; index < QUEUE_GROUP::QUEUE_COUNT; ++index)
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{
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result += _commands[index].size();
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}
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return result;
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}
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void RenderQueue::sort()
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{
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// Don't sort _queue0, it already comes sorted
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std::stable_sort(std::begin(_commands[QUEUE_GROUP::TRANSPARENT_3D]),
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std::end(_commands[QUEUE_GROUP::TRANSPARENT_3D]), compare3DCommand);
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std::stable_sort(std::begin(_commands[QUEUE_GROUP::GLOBALZ_NEG]), std::end(_commands[QUEUE_GROUP::GLOBALZ_NEG]),
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compareRenderCommand);
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std::stable_sort(std::begin(_commands[QUEUE_GROUP::GLOBALZ_POS]), std::end(_commands[QUEUE_GROUP::GLOBALZ_POS]),
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compareRenderCommand);
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}
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RenderCommand* RenderQueue::operator[](ssize_t index) const
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{
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for (int queIndex = 0; queIndex < QUEUE_GROUP::QUEUE_COUNT; ++queIndex)
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{
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if (index < static_cast<ssize_t>(_commands[queIndex].size()))
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return _commands[queIndex][index];
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else
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{
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index -= _commands[queIndex].size();
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}
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}
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CCASSERT(false, "invalid index");
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return nullptr;
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}
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void RenderQueue::clear()
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{
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for (int i = 0; i < QUEUE_GROUP::QUEUE_COUNT; ++i)
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{
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_commands[i].clear();
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}
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}
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void RenderQueue::realloc(size_t reserveSize)
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{
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for (int i = 0; i < QUEUE_GROUP::QUEUE_COUNT; ++i)
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{
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_commands[i] = std::vector<RenderCommand*>();
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_commands[i].reserve(reserveSize);
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}
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}
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//
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//
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//
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static const int DEFAULT_RENDER_QUEUE = 0;
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//
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// constructors, destructor, init
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//
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Renderer::Renderer()
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{
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_groupCommandManager = new GroupCommandManager();
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_commandGroupStack.push(DEFAULT_RENDER_QUEUE);
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RenderQueue defaultRenderQueue;
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_renderGroups.push_back(defaultRenderQueue);
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_queuedTriangleCommands.reserve(BATCH_TRIAGCOMMAND_RESERVED_SIZE);
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// for the batched TriangleCommand
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_triBatchesToDraw = (TriBatchToDraw*)malloc(sizeof(_triBatchesToDraw[0]) * _triBatchesToDrawCapacity);
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}
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Renderer::~Renderer()
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{
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_renderGroups.clear();
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_groupCommandManager->release();
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for (auto clearCommand : _callbackCommandsPool)
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delete clearCommand;
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_callbackCommandsPool.clear();
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free(_triBatchesToDraw);
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AX_SAFE_RELEASE(_depthStencilState);
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AX_SAFE_RELEASE(_commandBuffer);
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AX_SAFE_RELEASE(_renderPipeline);
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AX_SAFE_RELEASE(_defaultRT);
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AX_SAFE_RELEASE(_offscreenRT);
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}
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void Renderer::init()
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{
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// Should invoke _triangleCommandBufferManager.init() first.
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_triangleCommandBufferManager.init();
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_vertexBuffer = _triangleCommandBufferManager.getVertexBuffer();
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_indexBuffer = _triangleCommandBufferManager.getIndexBuffer();
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auto device = backend::Device::getInstance();
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_commandBuffer = device->newCommandBuffer();
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// @MTL: the depth stencil flags must same render target and _dsDesc
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_dsDesc.flags = DepthStencilFlags::ALL;
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_defaultRT = device->newDefaultRenderTarget(TargetBufferFlags::COLOR | TargetBufferFlags::DEPTH_AND_STENCIL);
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_currentRT = _defaultRT;
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_renderPipeline = device->newRenderPipeline();
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_commandBuffer->setRenderPipeline(_renderPipeline);
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_depthStencilState = device->newDepthStencilState();
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_commandBuffer->setDepthStencilState(_depthStencilState);
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}
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backend::RenderTarget* Renderer::getOffscreenRenderTarget() {
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if (_offscreenRT != nullptr) return _offscreenRT;
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return (_offscreenRT = backend::Device::getInstance()->newRenderTarget(TargetBufferFlags::COLOR | TargetBufferFlags::DEPTH_AND_STENCIL));
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}
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void Renderer::addCallbackCommand(std::function<void()> func, float globalZOrder)
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{
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auto cmd = nextCallbackCommand();
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cmd->init(globalZOrder);
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cmd->func = std::move(func);
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addCommand(cmd);
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}
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void Renderer::addCommand(RenderCommand* command)
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{
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int renderQueueID = _commandGroupStack.top();
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addCommand(command, renderQueueID);
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}
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void Renderer::addCommand(RenderCommand* command, int renderQueueID)
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{
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CCASSERT(!_isRendering, "Cannot add command while rendering");
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CCASSERT(renderQueueID >= 0, "Invalid render queue");
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CCASSERT(command->getType() != RenderCommand::Type::UNKNOWN_COMMAND, "Invalid Command Type");
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_renderGroups[renderQueueID].push_back(command);
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}
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void Renderer::pushGroup(int renderQueueID)
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{
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CCASSERT(!_isRendering, "Cannot change render queue while rendering");
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_commandGroupStack.push(renderQueueID);
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}
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void Renderer::popGroup()
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{
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CCASSERT(!_isRendering, "Cannot change render queue while rendering");
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_commandGroupStack.pop();
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}
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int Renderer::createRenderQueue()
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{
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RenderQueue newRenderQueue;
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_renderGroups.push_back(newRenderQueue);
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return (int)_renderGroups.size() - 1;
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}
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void Renderer::processGroupCommand(GroupCommand* command)
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{
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flush();
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int renderQueueID = ((GroupCommand*)command)->getRenderQueueID();
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pushStateBlock();
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// apply default state for all render queues
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setDepthTest(false);
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setDepthWrite(false);
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setCullMode(backend::CullMode::NONE);
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visitRenderQueue(_renderGroups[renderQueueID]);
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popStateBlock();
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}
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void Renderer::processRenderCommand(RenderCommand* command)
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{
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auto commandType = command->getType();
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switch (commandType)
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{
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case RenderCommand::Type::TRIANGLES_COMMAND:
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{
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// flush other queues
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flush3D();
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auto cmd = static_cast<TrianglesCommand*>(command);
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// flush own queue when buffer is full
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if (_queuedTotalVertexCount + cmd->getVertexCount() > VBO_SIZE ||
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_queuedTotalIndexCount + cmd->getIndexCount() > INDEX_VBO_SIZE)
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{
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CCASSERT(cmd->getVertexCount() >= 0 && cmd->getVertexCount() < VBO_SIZE,
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"VBO for vertex is not big enough, please break the data down or use customized render command");
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CCASSERT(cmd->getIndexCount() >= 0 && cmd->getIndexCount() < INDEX_VBO_SIZE,
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"VBO for index is not big enough, please break the data down or use customized render command");
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drawBatchedTriangles();
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_queuedTotalIndexCount = _queuedTotalVertexCount = 0;
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#ifdef AX_USE_METAL
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_queuedIndexCount = _queuedVertexCount = 0;
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_triangleCommandBufferManager.prepareNextBuffer();
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_vertexBuffer = _triangleCommandBufferManager.getVertexBuffer();
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_indexBuffer = _triangleCommandBufferManager.getIndexBuffer();
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#endif
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}
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// queue it
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_queuedTriangleCommands.push_back(cmd);
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#ifdef AX_USE_METAL
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_queuedIndexCount += cmd->getIndexCount();
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_queuedVertexCount += cmd->getVertexCount();
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#endif
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_queuedTotalVertexCount += cmd->getVertexCount();
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_queuedTotalIndexCount += cmd->getIndexCount();
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}
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break;
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case RenderCommand::Type::MESH_COMMAND:
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flush2D();
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drawMeshCommand(command);
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break;
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case RenderCommand::Type::GROUP_COMMAND:
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processGroupCommand(static_cast<GroupCommand*>(command));
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break;
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case RenderCommand::Type::CUSTOM_COMMAND:
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flush();
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drawCustomCommand(command);
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break;
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case RenderCommand::Type::CALLBACK_COMMAND:
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flush();
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static_cast<CallbackCommand*>(command)->execute();
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_callbackCommandsPool.push_back(static_cast<CallbackCommand*>(command));
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break;
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default:
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assert(false);
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break;
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}
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}
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void Renderer::visitRenderQueue(RenderQueue& queue)
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{
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//
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// Process Global-Z < 0 Objects
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//
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doVisitRenderQueue(queue.getSubQueue(RenderQueue::QUEUE_GROUP::GLOBALZ_NEG));
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//
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// Process Opaque Object
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//
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pushStateBlock();
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setDepthTest(true); // enable depth test in 3D queue by default
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setDepthWrite(true);
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setCullMode(backend::CullMode::BACK);
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doVisitRenderQueue(queue.getSubQueue(RenderQueue::QUEUE_GROUP::OPAQUE_3D));
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//
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// Process 3D Transparent object
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//
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setDepthWrite(false);
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doVisitRenderQueue(queue.getSubQueue(RenderQueue::QUEUE_GROUP::TRANSPARENT_3D));
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popStateBlock();
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//
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// Process Global-Z = 0 Queue
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//
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doVisitRenderQueue(queue.getSubQueue(RenderQueue::QUEUE_GROUP::GLOBALZ_ZERO));
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//
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// Process Global-Z > 0 Queue
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//
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doVisitRenderQueue(queue.getSubQueue(RenderQueue::QUEUE_GROUP::GLOBALZ_POS));
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}
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void Renderer::doVisitRenderQueue(const std::vector<RenderCommand*>& renderCommands)
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{
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for (const auto& command : renderCommands)
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{
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processRenderCommand(command);
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}
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flush();
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}
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void Renderer::render()
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{
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// TODO: setup camera or MVP
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_isRendering = true;
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// if (_glViewAssigned)
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{
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// Process render commands
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// 1. Sort render commands based on ID
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for (auto& renderqueue : _renderGroups)
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{
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renderqueue.sort();
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}
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visitRenderQueue(_renderGroups[0]);
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}
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clean();
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_isRendering = false;
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}
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bool Renderer::beginFrame()
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{
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return _commandBuffer->beginFrame();
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}
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void Renderer::endFrame()
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{
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_commandBuffer->endFrame();
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#ifdef AX_USE_METAL
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_triangleCommandBufferManager.putbackAllBuffers();
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_vertexBuffer = _triangleCommandBufferManager.getVertexBuffer();
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_indexBuffer = _triangleCommandBufferManager.getIndexBuffer();
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#endif
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_queuedTotalIndexCount = 0;
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_queuedTotalVertexCount = 0;
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}
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void Renderer::clean()
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{
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// Clear render group
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for (size_t j = 0, size = _renderGroups.size(); j < size; j++)
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{
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// commands are owned by nodes
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// for (const auto &cmd : _renderGroups[j])
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// {
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// cmd->releaseToCommandPool();
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// }
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_renderGroups[j].clear();
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}
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// Clear batch commands
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_queuedTriangleCommands.clear();
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}
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void Renderer::setDepthTest(bool value)
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{
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if (value)
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{
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_currentRT->addFlag(TargetBufferFlags::DEPTH);
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_dsDesc.addFlag(DepthStencilFlags::DEPTH_TEST);
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}
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else
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{
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_currentRT->removeFlag(TargetBufferFlags::DEPTH);
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_dsDesc.removeFlag(DepthStencilFlags::DEPTH_TEST);
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}
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}
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void Renderer::setStencilTest(bool value)
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{
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if (value)
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{
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_currentRT->addFlag(TargetBufferFlags::STENCIL);
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_dsDesc.addFlag(DepthStencilFlags::STENCIL_TEST);
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}
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else
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{
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_currentRT->removeFlag(TargetBufferFlags::STENCIL);
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_dsDesc.removeFlag(DepthStencilFlags::STENCIL_TEST);
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}
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}
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void Renderer::setDepthWrite(bool value)
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{
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if (value)
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_dsDesc.addFlag(DepthStencilFlags::DEPTH_WRITE);
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else
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_dsDesc.removeFlag(DepthStencilFlags::DEPTH_WRITE);
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}
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void Renderer::setDepthCompareFunction(backend::CompareFunction func)
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{
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_dsDesc.depthCompareFunction = func;
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}
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backend::CompareFunction Renderer::getDepthCompareFunction() const
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{
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return _dsDesc.depthCompareFunction;
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}
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bool Renderer::Renderer::getDepthTest() const
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{
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return bitmask::any(_dsDesc.flags, DepthStencilFlags::DEPTH_TEST);
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}
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bool Renderer::getStencilTest() const
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{
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return bitmask::any(_dsDesc.flags, DepthStencilFlags::STENCIL_TEST);
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}
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bool Renderer::getDepthWrite() const
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{
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return bitmask::any(_dsDesc.flags, DepthStencilFlags::DEPTH_WRITE);
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}
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void Renderer::setStencilCompareFunction(backend::CompareFunction func, unsigned int ref, unsigned int readMask)
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{
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_dsDesc.frontFaceStencil.stencilCompareFunction = func;
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_dsDesc.backFaceStencil.stencilCompareFunction = func;
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_dsDesc.frontFaceStencil.readMask = readMask;
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_dsDesc.backFaceStencil.readMask = readMask;
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_stencilRef = ref;
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}
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void Renderer::setStencilOperation(backend::StencilOperation stencilFailureOp,
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backend::StencilOperation depthFailureOp,
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backend::StencilOperation stencilDepthPassOp)
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{
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_dsDesc.frontFaceStencil.stencilFailureOperation = stencilFailureOp;
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_dsDesc.backFaceStencil.stencilFailureOperation = stencilFailureOp;
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_dsDesc.frontFaceStencil.depthFailureOperation = depthFailureOp;
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_dsDesc.backFaceStencil.depthFailureOperation = depthFailureOp;
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_dsDesc.frontFaceStencil.depthStencilPassOperation = stencilDepthPassOp;
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_dsDesc.backFaceStencil.depthStencilPassOperation = stencilDepthPassOp;
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}
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void Renderer::setStencilWriteMask(unsigned int mask)
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{
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_dsDesc.frontFaceStencil.writeMask = mask;
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_dsDesc.backFaceStencil.writeMask = mask;
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}
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backend::StencilOperation Renderer::getStencilFailureOperation() const
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{
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return _dsDesc.frontFaceStencil.stencilFailureOperation;
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}
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backend::StencilOperation Renderer::getStencilPassDepthFailureOperation() const
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{
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return _dsDesc.frontFaceStencil.depthFailureOperation;
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}
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backend::StencilOperation Renderer::getStencilDepthPassOperation() const
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{
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return _dsDesc.frontFaceStencil.depthStencilPassOperation;
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}
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backend::CompareFunction Renderer::getStencilCompareFunction() const
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{
|
|
return _dsDesc.depthCompareFunction;
|
|
}
|
|
|
|
unsigned int Renderer::getStencilReadMask() const
|
|
{
|
|
return _dsDesc.frontFaceStencil.readMask;
|
|
}
|
|
|
|
unsigned int Renderer::getStencilWriteMask() const
|
|
{
|
|
return _dsDesc.frontFaceStencil.writeMask;
|
|
}
|
|
|
|
unsigned int Renderer::getStencilReferenceValue() const
|
|
{
|
|
return _stencilRef;
|
|
}
|
|
|
|
void Renderer::setDepthStencilDesc(const backend::DepthStencilDescriptor& dsDesc)
|
|
{
|
|
_dsDesc = dsDesc;
|
|
}
|
|
|
|
const backend::DepthStencilDescriptor& Renderer::getDepthStencilDesc() const
|
|
{
|
|
return _dsDesc;
|
|
}
|
|
|
|
void Renderer::setViewPort(int x, int y, unsigned int w, unsigned int h)
|
|
{
|
|
_viewport.x = x;
|
|
_viewport.y = y;
|
|
_viewport.w = w;
|
|
_viewport.h = h;
|
|
}
|
|
|
|
void Renderer::fillVerticesAndIndices(const TrianglesCommand* cmd, unsigned int vertexBufferOffset)
|
|
{
|
|
size_t vertexCount = cmd->getVertexCount();
|
|
memcpy(&_verts[_filledVertex], cmd->getVertices(), sizeof(V3F_C4B_T2F) * vertexCount);
|
|
|
|
// fill vertex, and convert them to world coordinates
|
|
const Mat4& modelView = cmd->getModelView();
|
|
for (size_t i = 0; i < vertexCount; ++i)
|
|
{
|
|
modelView.transformPoint(&(_verts[i + _filledVertex].vertices));
|
|
}
|
|
|
|
// fill index
|
|
const unsigned short* indices = cmd->getIndices();
|
|
size_t indexCount = cmd->getIndexCount();
|
|
for (size_t i = 0; i < indexCount; ++i)
|
|
{
|
|
_indices[_filledIndex + i] = vertexBufferOffset + _filledVertex + indices[i];
|
|
}
|
|
|
|
_filledVertex += vertexCount;
|
|
_filledIndex += indexCount;
|
|
}
|
|
|
|
void Renderer::drawBatchedTriangles()
|
|
{
|
|
if (_queuedTriangleCommands.empty())
|
|
return;
|
|
|
|
/************** 1: Setup up vertices/indices *************/
|
|
#ifdef AX_USE_METAL
|
|
unsigned int vertexBufferFillOffset = _queuedTotalVertexCount - _queuedVertexCount;
|
|
unsigned int indexBufferFillOffset = _queuedTotalIndexCount - _queuedIndexCount;
|
|
#else
|
|
unsigned int vertexBufferFillOffset = 0;
|
|
unsigned int indexBufferFillOffset = 0;
|
|
#endif
|
|
|
|
_triBatchesToDraw[0].offset = indexBufferFillOffset;
|
|
_triBatchesToDraw[0].indicesToDraw = 0;
|
|
_triBatchesToDraw[0].cmd = nullptr;
|
|
|
|
int batchesTotal = 0;
|
|
uint32_t prevMaterialID = 0;
|
|
bool firstCommand = true;
|
|
|
|
_filledVertex = 0;
|
|
_filledIndex = 0;
|
|
|
|
for (const auto& cmd : _queuedTriangleCommands)
|
|
{
|
|
auto currentMaterialID = cmd->getMaterialID();
|
|
const bool batchable = !cmd->isSkipBatching();
|
|
|
|
fillVerticesAndIndices(cmd, vertexBufferFillOffset);
|
|
|
|
// in the same batch ?
|
|
if (batchable && (prevMaterialID == currentMaterialID || firstCommand))
|
|
{
|
|
AX_ASSERT((firstCommand || _triBatchesToDraw[batchesTotal].cmd->getMaterialID() == cmd->getMaterialID()) &&
|
|
"argh... error in logic");
|
|
_triBatchesToDraw[batchesTotal].indicesToDraw += cmd->getIndexCount();
|
|
_triBatchesToDraw[batchesTotal].cmd = cmd;
|
|
}
|
|
else
|
|
{
|
|
// is this the first one?
|
|
if (!firstCommand)
|
|
{
|
|
batchesTotal++;
|
|
_triBatchesToDraw[batchesTotal].offset =
|
|
_triBatchesToDraw[batchesTotal - 1].offset + _triBatchesToDraw[batchesTotal - 1].indicesToDraw;
|
|
}
|
|
|
|
_triBatchesToDraw[batchesTotal].cmd = cmd;
|
|
_triBatchesToDraw[batchesTotal].indicesToDraw = (int)cmd->getIndexCount();
|
|
|
|
// is this a single batch ? Prevent creating a batch group then
|
|
if (!batchable)
|
|
currentMaterialID = 0;
|
|
}
|
|
|
|
// capacity full ?
|
|
if (batchesTotal + 1 >= _triBatchesToDrawCapacity)
|
|
{
|
|
_triBatchesToDrawCapacity *= 1.4;
|
|
_triBatchesToDraw =
|
|
(TriBatchToDraw*)realloc(_triBatchesToDraw, sizeof(_triBatchesToDraw[0]) * _triBatchesToDrawCapacity);
|
|
}
|
|
|
|
prevMaterialID = currentMaterialID;
|
|
firstCommand = false;
|
|
}
|
|
batchesTotal++;
|
|
#ifdef AX_USE_METAL
|
|
_vertexBuffer->updateSubData(_verts, vertexBufferFillOffset * sizeof(_verts[0]), _filledVertex * sizeof(_verts[0]));
|
|
_indexBuffer->updateSubData(_indices, indexBufferFillOffset * sizeof(_indices[0]),
|
|
_filledIndex * sizeof(_indices[0]));
|
|
#else
|
|
_vertexBuffer->updateData(_verts, _filledVertex * sizeof(_verts[0]));
|
|
_indexBuffer->updateData(_indices, _filledIndex * sizeof(_indices[0]));
|
|
#endif
|
|
|
|
/************** 2: Draw *************/
|
|
beginRenderPass();
|
|
|
|
_commandBuffer->setVertexBuffer(_vertexBuffer);
|
|
_commandBuffer->setIndexBuffer(_indexBuffer);
|
|
|
|
for (int i = 0; i < batchesTotal; ++i)
|
|
{
|
|
auto& drawInfo = _triBatchesToDraw[i];
|
|
_commandBuffer->updatePipelineState(_currentRT, drawInfo.cmd->getPipelineDescriptor());
|
|
auto& pipelineDescriptor = drawInfo.cmd->getPipelineDescriptor();
|
|
_commandBuffer->setProgramState(pipelineDescriptor.programState);
|
|
_commandBuffer->drawElements(backend::PrimitiveType::TRIANGLE, backend::IndexFormat::U_SHORT,
|
|
drawInfo.indicesToDraw, drawInfo.offset * sizeof(_indices[0]));
|
|
|
|
_drawnBatches++;
|
|
_drawnVertices += _triBatchesToDraw[i].indicesToDraw;
|
|
}
|
|
|
|
endRenderPass();
|
|
|
|
/************** 3: Cleanup *************/
|
|
_queuedTriangleCommands.clear();
|
|
|
|
#ifdef AX_USE_METAL
|
|
_queuedIndexCount = 0;
|
|
_queuedVertexCount = 0;
|
|
#endif
|
|
}
|
|
|
|
void Renderer::drawCustomCommand(RenderCommand* command)
|
|
{
|
|
auto cmd = static_cast<CustomCommand*>(command);
|
|
|
|
if (cmd->getBeforeCallback())
|
|
cmd->getBeforeCallback()();
|
|
|
|
beginRenderPass();
|
|
_commandBuffer->setVertexBuffer(cmd->getVertexBuffer());
|
|
|
|
_commandBuffer->updatePipelineState(_currentRT, cmd->getPipelineDescriptor());
|
|
_commandBuffer->setProgramState(cmd->getPipelineDescriptor().programState);
|
|
|
|
auto drawType = cmd->getDrawType();
|
|
_commandBuffer->setLineWidth(cmd->getLineWidth());
|
|
if (CustomCommand::DrawType::ELEMENT == drawType)
|
|
{
|
|
_commandBuffer->setIndexBuffer(cmd->getIndexBuffer());
|
|
_commandBuffer->drawElements(cmd->getPrimitiveType(), cmd->getIndexFormat(), cmd->getIndexDrawCount(),
|
|
cmd->getIndexDrawOffset());
|
|
_drawnVertices += cmd->getIndexDrawCount();
|
|
}
|
|
else
|
|
{
|
|
_commandBuffer->drawArrays(cmd->getPrimitiveType(), cmd->getVertexDrawStart(), cmd->getVertexDrawCount());
|
|
_drawnVertices += cmd->getVertexDrawCount();
|
|
}
|
|
_drawnBatches++;
|
|
endRenderPass();
|
|
|
|
if (cmd->getAfterCallback())
|
|
cmd->getAfterCallback()();
|
|
}
|
|
|
|
void Renderer::drawMeshCommand(RenderCommand* command)
|
|
{
|
|
// MeshCommand and CustomCommand are identical while rendering.
|
|
drawCustomCommand(command);
|
|
}
|
|
|
|
void Renderer::flush()
|
|
{
|
|
flush2D();
|
|
flush3D();
|
|
}
|
|
|
|
void Renderer::flush2D()
|
|
{
|
|
flushTriangles();
|
|
}
|
|
|
|
void Renderer::flush3D()
|
|
{
|
|
// TODO 3d instanced rendering
|
|
// https://learnopengl.com/Advanced-OpenGL/Instancing
|
|
}
|
|
|
|
void Renderer::flushTriangles()
|
|
{
|
|
drawBatchedTriangles();
|
|
}
|
|
|
|
// helpers
|
|
bool Renderer::checkVisibility(const Mat4& transform, const Vec2& size)
|
|
{
|
|
auto director = Director::getInstance();
|
|
auto scene = director->getRunningScene();
|
|
|
|
// If draw to Rendertexture, return true directly.
|
|
// only cull the default camera. The culling algorithm is valid for default camera.
|
|
if (!scene || (scene && scene->_defaultCamera != Camera::getVisitingCamera()))
|
|
return true;
|
|
|
|
Rect visibleRect(director->getVisibleOrigin(), director->getVisibleSize());
|
|
|
|
// transform center point to screen space
|
|
float hSizeX = size.width / 2;
|
|
float hSizeY = size.height / 2;
|
|
Vec3 v3p(hSizeX, hSizeY, 0);
|
|
transform.transformPoint(&v3p);
|
|
Vec2 v2p = Camera::getVisitingCamera()->projectGL(v3p);
|
|
|
|
// convert content size to world coordinates
|
|
float wshw = std::max(fabsf(hSizeX * transform.m[0] + hSizeY * transform.m[4]),
|
|
fabsf(hSizeX * transform.m[0] - hSizeY * transform.m[4]));
|
|
float wshh = std::max(fabsf(hSizeX * transform.m[1] + hSizeY * transform.m[5]),
|
|
fabsf(hSizeX * transform.m[1] - hSizeY * transform.m[5]));
|
|
|
|
// enlarge visible rect half size in screen coord
|
|
visibleRect.origin.x -= wshw;
|
|
visibleRect.origin.y -= wshh;
|
|
visibleRect.size.width += wshw * 2;
|
|
visibleRect.size.height += wshh * 2;
|
|
bool ret = visibleRect.containsPoint(v2p);
|
|
return ret;
|
|
}
|
|
|
|
void Renderer::readPixels(backend::RenderTarget* rt,
|
|
std::function<void(const backend::PixelBufferDescriptor&)> callback)
|
|
{
|
|
assert(!!rt);
|
|
if (rt ==
|
|
_defaultRT) // read pixels from screen, metal renderer backend: screen texture must not be a framebufferOnly
|
|
backend::Device::getInstance()->setFrameBufferOnly(false);
|
|
|
|
_commandBuffer->readPixels(rt, std::move(callback));
|
|
}
|
|
|
|
void Renderer::beginRenderPass()
|
|
{
|
|
_commandBuffer->beginRenderPass(_currentRT, _renderPassDesc);
|
|
_commandBuffer->updateDepthStencilState(_dsDesc);
|
|
_commandBuffer->setStencilReferenceValue(_stencilRef);
|
|
|
|
_commandBuffer->setViewport(_viewport.x, _viewport.y, _viewport.w, _viewport.h);
|
|
_commandBuffer->setCullMode(_cullMode);
|
|
_commandBuffer->setWinding(_winding);
|
|
_commandBuffer->setScissorRect(_scissorState.isEnabled, _scissorState.rect.x, _scissorState.rect.y,
|
|
_scissorState.rect.width, _scissorState.rect.height);
|
|
}
|
|
|
|
void Renderer::endRenderPass()
|
|
{
|
|
_commandBuffer->endRenderPass();
|
|
}
|
|
|
|
void Renderer::clear(ClearFlag flags, const Color4F& color, float depth, unsigned int stencil, float globalOrder)
|
|
{
|
|
_clearFlag = flags;
|
|
|
|
CallbackCommand* command = nextCallbackCommand();
|
|
command->init(globalOrder);
|
|
command->func = [=]() -> void {
|
|
|
|
backend::RenderPassDescriptor descriptor;
|
|
|
|
descriptor.flags.clear = flags;
|
|
if (bitmask::any(flags, ClearFlag::COLOR))
|
|
{
|
|
_clearColor = color;
|
|
descriptor.clearColorValue = {color.r, color.g, color.b, color.a};
|
|
}
|
|
|
|
if (bitmask::any(flags, ClearFlag::DEPTH))
|
|
descriptor.clearDepthValue = depth;
|
|
|
|
if (bitmask::any(flags, ClearFlag::STENCIL))
|
|
descriptor.clearStencilValue = stencil;
|
|
|
|
_commandBuffer->beginRenderPass(_currentRT, descriptor);
|
|
_commandBuffer->endRenderPass();
|
|
};
|
|
addCommand(command);
|
|
}
|
|
|
|
CallbackCommand* Renderer::nextCallbackCommand()
|
|
{
|
|
CallbackCommand* cmd = nullptr;
|
|
if (!_callbackCommandsPool.empty())
|
|
{
|
|
cmd = _callbackCommandsPool.back();
|
|
cmd->reset();
|
|
_callbackCommandsPool.pop_back();
|
|
}
|
|
else
|
|
cmd = new CallbackCommand();
|
|
return cmd;
|
|
}
|
|
|
|
const Color4F& Renderer::getClearColor() const
|
|
{
|
|
return _clearColor;
|
|
}
|
|
|
|
float Renderer::getClearDepth() const
|
|
{
|
|
return _renderPassDesc.clearDepthValue;
|
|
}
|
|
|
|
unsigned int Renderer::getClearStencil() const
|
|
{
|
|
return _renderPassDesc.clearStencilValue;
|
|
}
|
|
|
|
ClearFlag Renderer::getClearFlag() const
|
|
{
|
|
return _clearFlag;
|
|
}
|
|
|
|
RenderTargetFlag Renderer::getRenderTargetFlag() const
|
|
{
|
|
return _currentRT->getTargetFlags();
|
|
}
|
|
|
|
void Renderer::setScissorTest(bool enabled)
|
|
{
|
|
_scissorState.isEnabled = enabled;
|
|
}
|
|
|
|
bool Renderer::getScissorTest() const
|
|
{
|
|
return _scissorState.isEnabled;
|
|
}
|
|
|
|
const ScissorRect& Renderer::getScissorRect() const
|
|
{
|
|
return _scissorState.rect;
|
|
}
|
|
|
|
void Renderer::setScissorRect(float x, float y, float width, float height)
|
|
{
|
|
_scissorState.rect.x = x;
|
|
_scissorState.rect.y = y;
|
|
_scissorState.rect.width = width;
|
|
_scissorState.rect.height = height;
|
|
}
|
|
|
|
// TriangleCommandBufferManager
|
|
Renderer::TriangleCommandBufferManager::~TriangleCommandBufferManager()
|
|
{
|
|
for (auto& vertexBuffer : _vertexBufferPool)
|
|
vertexBuffer->release();
|
|
|
|
for (auto& indexBuffer : _indexBufferPool)
|
|
indexBuffer->release();
|
|
}
|
|
|
|
void Renderer::TriangleCommandBufferManager::init()
|
|
{
|
|
createBuffer();
|
|
}
|
|
|
|
void Renderer::TriangleCommandBufferManager::putbackAllBuffers()
|
|
{
|
|
_currentBufferIndex = 0;
|
|
}
|
|
|
|
void Renderer::TriangleCommandBufferManager::prepareNextBuffer()
|
|
{
|
|
if (_currentBufferIndex < (int)_vertexBufferPool.size() - 1)
|
|
{
|
|
++_currentBufferIndex;
|
|
return;
|
|
}
|
|
|
|
createBuffer();
|
|
++_currentBufferIndex;
|
|
}
|
|
|
|
backend::Buffer* Renderer::TriangleCommandBufferManager::getVertexBuffer() const
|
|
{
|
|
return _vertexBufferPool[_currentBufferIndex];
|
|
}
|
|
|
|
backend::Buffer* Renderer::TriangleCommandBufferManager::getIndexBuffer() const
|
|
{
|
|
return _indexBufferPool[_currentBufferIndex];
|
|
}
|
|
|
|
void Renderer::TriangleCommandBufferManager::createBuffer()
|
|
{
|
|
auto device = backend::Device::getInstance();
|
|
|
|
#ifdef AX_USE_METAL
|
|
// Metal doesn't need to update buffer to make sure it has the correct size.
|
|
auto vertexBuffer = device->newBuffer(Renderer::VBO_SIZE * sizeof(_verts[0]), backend::BufferType::VERTEX,
|
|
backend::BufferUsage::DYNAMIC);
|
|
if (!vertexBuffer)
|
|
return;
|
|
|
|
auto indexBuffer = device->newBuffer(Renderer::INDEX_VBO_SIZE * sizeof(_indices[0]), backend::BufferType::INDEX,
|
|
backend::BufferUsage::DYNAMIC);
|
|
if (!indexBuffer)
|
|
{
|
|
vertexBuffer->release();
|
|
return;
|
|
}
|
|
#else
|
|
auto tmpData = malloc(Renderer::VBO_SIZE * sizeof(V3F_C4B_T2F));
|
|
if (!tmpData)
|
|
return;
|
|
|
|
auto vertexBuffer = device->newBuffer(Renderer::VBO_SIZE * sizeof(V3F_C4B_T2F), backend::BufferType::VERTEX,
|
|
backend::BufferUsage::DYNAMIC);
|
|
if (!vertexBuffer)
|
|
{
|
|
free(tmpData);
|
|
return;
|
|
}
|
|
vertexBuffer->updateData(tmpData, Renderer::VBO_SIZE * sizeof(V3F_C4B_T2F));
|
|
|
|
auto indexBuffer = device->newBuffer(Renderer::INDEX_VBO_SIZE * sizeof(unsigned short), backend::BufferType::INDEX,
|
|
backend::BufferUsage::DYNAMIC);
|
|
if (!indexBuffer)
|
|
{
|
|
free(tmpData);
|
|
vertexBuffer->release();
|
|
return;
|
|
}
|
|
indexBuffer->updateData(tmpData, Renderer::INDEX_VBO_SIZE * sizeof(unsigned short));
|
|
|
|
free(tmpData);
|
|
#endif
|
|
|
|
_vertexBufferPool.push_back(vertexBuffer);
|
|
_indexBufferPool.push_back(indexBuffer);
|
|
}
|
|
|
|
void Renderer::pushStateBlock()
|
|
{
|
|
StateBlock block;
|
|
block.depthTest = getDepthTest();
|
|
block.depthWrite = getDepthWrite();
|
|
block.cullMode = getCullMode();
|
|
_stateBlockStack.emplace_back(block);
|
|
}
|
|
|
|
void Renderer::popStateBlock()
|
|
{
|
|
auto& block = _stateBlockStack.back();
|
|
setDepthTest(block.depthTest);
|
|
setDepthWrite(block.depthWrite);
|
|
setCullMode(block.cullMode);
|
|
_stateBlockStack.pop_back();
|
|
}
|
|
|
|
NS_AX_END
|