axmol/extensions/Effekseer/EffekseerRendererGL/EffekseerRenderer/EffekseerRendererGL.ModelRe...

425 lines
16 KiB
C++

//----------------------------------------------------------------------------------
// Include
//----------------------------------------------------------------------------------
#include "EffekseerRendererGL.RenderState.h"
#include "EffekseerRendererGL.RendererImplemented.h"
#include "EffekseerRendererGL.GLExtension.h"
#include "EffekseerRendererGL.IndexBuffer.h"
#include "EffekseerRendererGL.ModelRenderer.h"
#include "EffekseerRendererGL.Shader.h"
#include "EffekseerRendererGL.VertexArray.h"
#include "EffekseerRendererGL.VertexBuffer.h"
#include <string>
#include "ShaderHeader/ad_model_distortion_ps.h"
#include "ShaderHeader/ad_model_distortion_vs.h"
#include "ShaderHeader/ad_model_lit_ps.h"
#include "ShaderHeader/ad_model_lit_vs.h"
#include "ShaderHeader/ad_model_unlit_ps.h"
#include "ShaderHeader/ad_model_unlit_vs.h"
#include "ShaderHeader/model_distortion_ps.h"
#include "ShaderHeader/model_distortion_vs.h"
#include "ShaderHeader/model_lit_ps.h"
#include "ShaderHeader/model_lit_vs.h"
#include "ShaderHeader/model_unlit_ps.h"
#include "ShaderHeader/model_unlit_vs.h"
namespace EffekseerRendererGL
{
static const int InstanceCount = OpenGLInstancingCount;
void AddModelVertexUniformLayout(Effekseer::CustomVector<Effekseer::Backend::UniformLayoutElement>& uniformLayout, bool isAd, bool isInstancing, int N)
{
using namespace Effekseer::Backend;
int vsOffset = 0;
auto storeVector = [&](const char* name, int count = 1) {
uniformLayout.emplace_back(UniformLayoutElement{ShaderStageType::Vertex, name, UniformBufferLayoutElementType::Vector4, count, vsOffset});
vsOffset += sizeof(float[4]) * count;
};
auto storeMatrix = [&](const char* name, int count = 1) {
uniformLayout.emplace_back(UniformLayoutElement{ShaderStageType::Vertex, name, UniformBufferLayoutElementType::Matrix44, count, vsOffset});
vsOffset += sizeof(Effekseer::Matrix44) * count;
};
storeMatrix("CBVS0.mCameraProj");
if (isInstancing)
{
storeMatrix("CBVS0.mModel_Inst", N);
}
else
{
storeMatrix("CBVS0.mModel", N);
}
storeVector("CBVS0.fUV", N);
if (isAd)
{
storeVector("CBVS0.fAlphaUV", N);
storeVector("CBVS0.fUVDistortionUV", N);
storeVector("CBVS0.fBlendUV", N);
storeVector("CBVS0.fBlendAlphaUV", N);
storeVector("CBVS0.fBlendUVDistortionUV", N);
storeVector("CBVS0.flipbookParameter1");
storeVector("CBVS0.flipbookParameter2");
storeVector("CBVS0.fFlipbookIndexAndNextRate", N);
storeVector("CBVS0.fModelAlphaThreshold", N);
}
storeVector("CBVS0.fModelColor", N);
storeVector("CBVS0.fLightDirection");
storeVector("CBVS0.fLightColor");
storeVector("CBVS0.fLightAmbient");
storeVector("CBVS0.mUVInversed");
}
template <int N>
void ModelRenderer::InitRenderer()
{
for (size_t i = 0; i < 6; i++)
{
m_va[i] = nullptr;
}
const Effekseer::Backend::VertexLayoutElement vlElem[6] = {
{Effekseer::Backend::VertexLayoutFormat::R32G32B32_FLOAT, "Input_Pos", "POSITION", 0},
{Effekseer::Backend::VertexLayoutFormat::R32G32B32_FLOAT, "Input_Normal", "NORMAL", 1},
{Effekseer::Backend::VertexLayoutFormat::R32G32B32_FLOAT, "Input_Binormal", "NORMAL", 1},
{Effekseer::Backend::VertexLayoutFormat::R32G32B32_FLOAT, "Input_Tangent", "NORMAL", 2},
{Effekseer::Backend::VertexLayoutFormat::R32G32_FLOAT, "Input_UV", "TEXCOORD", 0},
{Effekseer::Backend::VertexLayoutFormat::R8G8B8A8_UNORM, "Input_Color", "NORMAL", 3},
};
auto vl = graphicsDevice_->CreateVertexLayout(vlElem, 6).DownCast<Backend::VertexLayout>();
shader_ad_lit_->SetVertexConstantBufferSize(sizeof(::EffekseerRenderer::ModelRendererAdvancedVertexConstantBuffer<N>));
shader_ad_unlit_->SetVertexConstantBufferSize(sizeof(::EffekseerRenderer::ModelRendererAdvancedVertexConstantBuffer<N>));
shader_ad_distortion_->SetVertexConstantBufferSize(sizeof(::EffekseerRenderer::ModelRendererAdvancedVertexConstantBuffer<N>));
shader_ad_lit_->SetPixelConstantBufferSize(sizeof(::EffekseerRenderer::PixelConstantBuffer));
shader_ad_unlit_->SetPixelConstantBufferSize(sizeof(::EffekseerRenderer::PixelConstantBuffer));
shader_ad_distortion_->SetPixelConstantBufferSize(sizeof(::EffekseerRenderer::PixelConstantBufferDistortion));
shader_lit_->SetVertexConstantBufferSize(sizeof(::EffekseerRenderer::ModelRendererVertexConstantBuffer<N>));
shader_unlit_->SetVertexConstantBufferSize(sizeof(::EffekseerRenderer::ModelRendererVertexConstantBuffer<N>));
shader_distortion_->SetVertexConstantBufferSize(sizeof(::EffekseerRenderer::ModelRendererVertexConstantBuffer<N>));
shader_lit_->SetPixelConstantBufferSize(sizeof(::EffekseerRenderer::PixelConstantBuffer));
shader_unlit_->SetPixelConstantBufferSize(sizeof(::EffekseerRenderer::PixelConstantBuffer));
shader_distortion_->SetPixelConstantBufferSize(sizeof(::EffekseerRenderer::PixelConstantBufferDistortion));
for (auto& shader : {shader_ad_lit_, shader_lit_})
{
shader->SetVertexLayout(vl);
}
for (auto& shader : {shader_ad_unlit_, shader_unlit_})
{
shader->SetVertexLayout(vl);
}
for (auto& shader : {shader_ad_distortion_, shader_distortion_})
{
shader->SetVertexLayout(vl);
}
}
ModelRenderer::ModelRenderer(RendererImplemented* renderer,
Shader* shader_ad_lit,
Shader* shader_ad_unlit,
Shader* shader_ad_distortion,
Shader* shader_lit,
Shader* shader_unlit,
Shader* shader_distortion)
: m_renderer(renderer)
, shader_ad_lit_(shader_ad_lit)
, shader_ad_unlit_(shader_ad_unlit)
, shader_ad_distortion_(shader_ad_distortion)
, shader_lit_(shader_lit)
, shader_unlit_(shader_unlit)
, shader_distortion_(shader_distortion)
{
graphicsDevice_ = renderer->GetGraphicsDevice().DownCast<Backend::GraphicsDevice>();
if (renderer->GetDeviceType() == OpenGLDeviceType::OpenGL3 || renderer->GetDeviceType() == OpenGLDeviceType::OpenGLES3)
{
VertexType = EffekseerRenderer::ModelRendererVertexType::Instancing;
InitRenderer<InstanceCount>();
}
else
{
InitRenderer<1>();
}
GLint currentVAO = 0;
if (GLExt::IsSupportedVertexArray())
{
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &currentVAO);
}
m_va[0] = VertexArray::Create(graphicsDevice_, shader_ad_lit_, nullptr, nullptr);
m_va[1] = VertexArray::Create(graphicsDevice_, shader_ad_unlit_, nullptr, nullptr);
m_va[2] = VertexArray::Create(graphicsDevice_, shader_ad_distortion_, nullptr, nullptr);
m_va[3] = VertexArray::Create(graphicsDevice_, shader_lit_, nullptr, nullptr);
m_va[4] = VertexArray::Create(graphicsDevice_, shader_unlit_, nullptr, nullptr);
m_va[5] = VertexArray::Create(graphicsDevice_, shader_distortion_, nullptr, nullptr);
if (GLExt::IsSupportedVertexArray())
{
glBindVertexArray(currentVAO);
}
}
//----------------------------------------------------------------------------------
//
//----------------------------------------------------------------------------------
ModelRenderer::~ModelRenderer()
{
for (size_t i = 0; i < 6; i++)
{
ES_SAFE_DELETE(m_va[i]);
}
ES_SAFE_DELETE(shader_unlit_);
ES_SAFE_DELETE(shader_lit_);
ES_SAFE_DELETE(shader_distortion_);
ES_SAFE_DELETE(shader_ad_unlit_);
ES_SAFE_DELETE(shader_ad_lit_);
ES_SAFE_DELETE(shader_ad_distortion_);
}
//----------------------------------------------------------------------------------
//
//----------------------------------------------------------------------------------
ModelRendererRef ModelRenderer::Create(RendererImplemented* renderer)
{
assert(renderer != nullptr);
auto graphicsDevice = renderer->GetGraphicsDevice();
int instanceCount = 1;
bool instaincing = false;
if (renderer->GetDeviceType() == OpenGLDeviceType::OpenGL3 || renderer->GetDeviceType() == OpenGLDeviceType::OpenGLES3)
{
instanceCount = InstanceCount;
instaincing = true;
}
else
{
instaincing = false;
}
Shader* shader_ad_lit = nullptr;
Shader* shader_ad_unlit = nullptr;
Shader* shader_ad_distortion = nullptr;
Shader* shader_lit = nullptr;
Shader* shader_unlit = nullptr;
Shader* shader_distortion = nullptr;
ShaderCodeView ad_lit_vs(get_ad_model_lit_vs(renderer->GetDeviceType()));
ShaderCodeView ad_lit_ps(get_ad_model_lit_ps(renderer->GetDeviceType()));
ShaderCodeView ad_unlit_vs(get_ad_model_unlit_vs(renderer->GetDeviceType()));
ShaderCodeView ad_unlit_ps(get_ad_model_unlit_ps(renderer->GetDeviceType()));
ShaderCodeView ad_dist_vs(get_ad_model_distortion_vs(renderer->GetDeviceType()));
ShaderCodeView ad_dist_ps(get_ad_model_distortion_ps(renderer->GetDeviceType()));
ShaderCodeView lit_vs(get_model_lit_vs(renderer->GetDeviceType()));
ShaderCodeView lit_ps(get_model_lit_ps(renderer->GetDeviceType()));
ShaderCodeView unlit_vs(get_model_unlit_vs(renderer->GetDeviceType()));
ShaderCodeView unlit_ps(get_model_unlit_ps(renderer->GetDeviceType()));
ShaderCodeView dist_vs(get_model_distortion_vs(renderer->GetDeviceType()));
ShaderCodeView dist_ps(get_model_distortion_ps(renderer->GetDeviceType()));
const auto texLocUnlit = GetTextureLocations(EffekseerRenderer::RendererShaderType::Unlit);
const auto texLocLit = GetTextureLocations(EffekseerRenderer::RendererShaderType::AdvancedLit);
const auto texLocDist = GetTextureLocations(EffekseerRenderer::RendererShaderType::BackDistortion);
const auto texLocAdUnlit = GetTextureLocations(EffekseerRenderer::RendererShaderType::AdvancedUnlit);
const auto texLocAdLit = GetTextureLocations(EffekseerRenderer::RendererShaderType::AdvancedLit);
const auto texLocAdDist = GetTextureLocations(EffekseerRenderer::RendererShaderType::AdvancedBackDistortion);
Effekseer::CustomVector<Effekseer::Backend::UniformLayoutElement> uniformLayoutElementsLitUnlit;
AddModelVertexUniformLayout(uniformLayoutElementsLitUnlit, false, instaincing, instanceCount);
AddPixelUniformLayout(uniformLayoutElementsLitUnlit);
Effekseer::CustomVector<Effekseer::Backend::UniformLayoutElement> uniformLayoutElementsDist;
AddModelVertexUniformLayout(uniformLayoutElementsDist, false, instaincing, instanceCount);
AddDistortionPixelUniformLayout(uniformLayoutElementsDist);
Effekseer::CustomVector<Effekseer::Backend::UniformLayoutElement> uniformLayoutElementsLitUnlitAd;
AddModelVertexUniformLayout(uniformLayoutElementsLitUnlitAd, true, instaincing, instanceCount);
AddPixelUniformLayout(uniformLayoutElementsLitUnlitAd);
Effekseer::CustomVector<Effekseer::Backend::UniformLayoutElement> uniformLayoutElementsDistAd;
AddModelVertexUniformLayout(uniformLayoutElementsDistAd, true, instaincing, instanceCount);
AddDistortionPixelUniformLayout(uniformLayoutElementsDistAd);
auto uniformLayoutLitAd = Effekseer::MakeRefPtr<Effekseer::Backend::UniformLayout>(texLocAdLit, uniformLayoutElementsLitUnlitAd);
auto shader_lit_ad_in = graphicsDevice->CreateShaderFromCodes({ad_lit_vs}, {ad_lit_ps}, uniformLayoutLitAd).DownCast<Backend::Shader>();
auto uniformLayoutUnlitAd = Effekseer::MakeRefPtr<Effekseer::Backend::UniformLayout>(texLocAdUnlit, uniformLayoutElementsLitUnlitAd);
auto shader_unlit_ad_in = graphicsDevice->CreateShaderFromCodes({ad_unlit_vs}, {ad_unlit_ps}, uniformLayoutUnlitAd).DownCast<Backend::Shader>();
auto uniformLayoutDistAd = Effekseer::MakeRefPtr<Effekseer::Backend::UniformLayout>(texLocAdDist, uniformLayoutElementsDistAd);
auto shader_dist_ad_in = graphicsDevice->CreateShaderFromCodes({ad_dist_vs}, {ad_dist_ps}, uniformLayoutDistAd).DownCast<Backend::Shader>();
auto uniformLayoutLit = Effekseer::MakeRefPtr<Effekseer::Backend::UniformLayout>(texLocLit, uniformLayoutElementsLitUnlit);
auto shader_lit_in = graphicsDevice->CreateShaderFromCodes({lit_vs}, {lit_ps}, uniformLayoutLit).DownCast<Backend::Shader>();
auto uniformLayoutUnlit = Effekseer::MakeRefPtr<Effekseer::Backend::UniformLayout>(texLocUnlit, uniformLayoutElementsLitUnlit);
auto shader_unlit_in = graphicsDevice->CreateShaderFromCodes({unlit_vs}, {unlit_ps}, uniformLayoutUnlit).DownCast<Backend::Shader>();
auto uniformLayoutDist = Effekseer::MakeRefPtr<Effekseer::Backend::UniformLayout>(texLocDist, uniformLayoutElementsDist);
auto shader_dist_in = graphicsDevice->CreateShaderFromCodes({dist_vs}, {dist_ps}, uniformLayoutDist).DownCast<Backend::Shader>();
shader_ad_lit = Shader::Create(renderer->GetInternalGraphicsDevice(), shader_lit_ad_in, "ModelRendererLitAd");
if (shader_ad_lit == nullptr)
goto End;
shader_ad_unlit = Shader::Create(renderer->GetInternalGraphicsDevice(), shader_unlit_ad_in, "ModelRendererUnlitAd");
if (shader_ad_unlit == nullptr)
goto End;
shader_ad_distortion = Shader::Create(renderer->GetInternalGraphicsDevice(), shader_dist_ad_in, "ModelRendererDistAd");
if (shader_ad_distortion == nullptr)
goto End;
shader_lit = Shader::Create(renderer->GetInternalGraphicsDevice(), shader_lit_in, "ModelRendererLit");
if (shader_lit == nullptr)
goto End;
shader_unlit = Shader::Create(renderer->GetInternalGraphicsDevice(), shader_unlit_in, "ModelRendererUnlit");
if (shader_unlit == nullptr)
goto End;
shader_distortion = Shader::Create(renderer->GetInternalGraphicsDevice(), shader_dist_in, "ModelRendererDit");
if (shader_distortion == nullptr)
goto End;
// Transpiled shader is transposed
if (renderer->GetDeviceType() == OpenGLDeviceType::OpenGL3 || renderer->GetDeviceType() == OpenGLDeviceType::OpenGLES3)
{
shader_ad_lit->SetIsTransposeEnabled(true);
shader_ad_unlit->SetIsTransposeEnabled(true);
shader_ad_distortion->SetIsTransposeEnabled(true);
shader_lit->SetIsTransposeEnabled(true);
shader_unlit->SetIsTransposeEnabled(true);
shader_distortion->SetIsTransposeEnabled(true);
}
return ModelRendererRef(new ModelRenderer(renderer, shader_ad_lit, shader_ad_unlit, shader_ad_distortion, shader_lit, shader_unlit, shader_distortion));
End:;
ES_SAFE_DELETE(shader_ad_lit);
ES_SAFE_DELETE(shader_ad_unlit);
ES_SAFE_DELETE(shader_ad_distortion);
ES_SAFE_DELETE(shader_lit);
ES_SAFE_DELETE(shader_unlit);
ES_SAFE_DELETE(shader_distortion);
return nullptr;
}
void ModelRenderer::BeginRendering(const efkModelNodeParam& parameter, int32_t count, void* userData)
{
BeginRendering_(m_renderer, parameter, count, userData);
}
void ModelRenderer::Rendering(const efkModelNodeParam& parameter, const InstanceParameter& instanceParameter, void* userData)
{
Rendering_<RendererImplemented>(m_renderer, parameter, instanceParameter, userData);
}
void ModelRenderer::EndRendering(const efkModelNodeParam& parameter, void* userData)
{
if (collector_.DoRequireAdvancedRenderer())
{
if (parameter.BasicParameterPtr->MaterialType == Effekseer::RendererMaterialType::BackDistortion)
{
m_renderer->SetVertexArray(m_va[2]);
}
else if (parameter.BasicParameterPtr->MaterialType == Effekseer::RendererMaterialType::Lighting)
{
m_renderer->SetVertexArray(m_va[0]);
}
else
{
m_renderer->SetVertexArray(m_va[1]);
}
}
else
{
if (parameter.BasicParameterPtr->MaterialType == Effekseer::RendererMaterialType::BackDistortion)
{
m_renderer->SetVertexArray(m_va[5]);
}
else if (parameter.BasicParameterPtr->MaterialType == Effekseer::RendererMaterialType::Lighting)
{
m_renderer->SetVertexArray(m_va[3]);
}
else
{
m_renderer->SetVertexArray(m_va[4]);
}
}
if (parameter.ModelIndex < 0)
{
return;
}
Effekseer::ModelRef model = nullptr;
if (parameter.IsProceduralMode)
{
model = parameter.EffectPointer->GetProceduralModel(parameter.ModelIndex);
}
else
{
model = parameter.EffectPointer->GetModel(parameter.ModelIndex);
}
if (model == nullptr)
{
return;
}
model->StoreBufferToGPU(graphicsDevice_.Get());
if (!model->GetIsBufferStoredOnGPU())
{
return;
}
if (m_renderer->GetRenderMode() == Effekseer::RenderMode::Wireframe)
{
model->GenerateWireIndexBuffer(graphicsDevice_.Get());
if (!model->GetIsWireIndexBufferGenerated())
{
return;
}
}
if (VertexType == EffekseerRenderer::ModelRendererVertexType::Instancing)
{
EndRendering_<RendererImplemented, Shader, Effekseer::Model, true, InstanceCount>(
m_renderer, shader_ad_lit_, shader_ad_unlit_, shader_ad_distortion_, shader_lit_, shader_unlit_, shader_distortion_, parameter, userData);
}
else
{
EndRendering_<RendererImplemented, Shader, Effekseer::Model, false, 1>(
m_renderer, shader_ad_lit_, shader_ad_unlit_, shader_ad_distortion_, shader_lit_, shader_unlit_, shader_distortion_, parameter, userData);
}
}
//----------------------------------------------------------------------------------
//
//----------------------------------------------------------------------------------
} // namespace EffekseerRendererGL
//----------------------------------------------------------------------------------
//
//----------------------------------------------------------------------------------