private void SortByProximityToCamera(ModelInstanceManager.MIDArray midArray) { if (localMidComparer == null) { localMidComparer = new MIDComparer(); } if (sortedModelData == null || sortedModelData.Length < midArray.Length) { sortedModelData = new ModelInstanceData[midArray.Length << 1]; } for (int i = 0; i < midArray.Length; ++i) { sortedModelData[i] = midArray.Data[i]; } localMidComparer.CamPos = Input.Position; Array.Sort(sortedModelData, 0, (int)midArray.Length, localMidComparer); }
private void RenderCache_IterateMaterial(int materialIndex) { // Set up context variables KeyValuePair <Material, ModelInstanceManager.MIDArray> currentKVP = currentInstanceData[materialIndex]; Material currentMaterial = currentKVP.Key; ModelInstanceManager.MIDArray currentMID = currentKVP.Value; // Skip this material if it or its shader are disposed if (currentMaterial.IsDisposed || currentMaterial.Shader.IsDisposed) { return; } // Prepare shader according to material params, and switch to it or update it if (lastSetFragmentShader != currentMaterial.Shader || lastFrameNum != frameNum) { lastSetFragmentShader = currentMaterial.Shader; lastFrameNum = frameNum; QueueShaderSwitch(lastSetFragmentShader); } QueueShaderResourceUpdate(lastSetFragmentShader, currentMaterial.FragmentShaderResourcePackage); // Filter & sort if (materialFilteringWorkspace == null || materialFilteringWorkspace.Length < currentCache.NumModels) { materialFilteringWorkspace = new FastClearList <Transform> [currentCache.NumModels]; for (int i = 0; i < materialFilteringWorkspace.Length; ++i) { materialFilteringWorkspace[i] = new FastClearList <Transform>(); } } for (int i = 0; i < materialFilteringWorkspace.Length; ++i) { materialFilteringWorkspace[i].Clear(); } ModelInstanceData *midData = currentMID.Data; uint numInstances = 0U; for (uint i = 0U; i < currentMID.Length; ++i) { ModelInstanceData curMID = midData[i]; if (!curMID.InUse) { continue; } SceneLayer layer = currentSceneLayers[curMID.SceneLayerIndex]; if (layer == null || !layer.GetRenderingEnabled() || !addedSceneLayers.Contains(layer)) { continue; } materialFilteringWorkspace[curMID.ModelIndex].Add(curMID.Transform); ++numInstances; } // Concatenate & queue render commands if (instanceConcatWorkspace == null || instanceConcatWorkspace.Length < numInstances) { instanceConcatWorkspace = new Matrix[numInstances << 1]; // x2 so we don't create loads of garbage if the count keeps increasing by 1 } uint instanceStartOffset = RenderCache_IterateMaterial_ConcatReserve(numInstances); uint nextWorkspaceIndex = 0; uint outVBStartIndex, outIBStartIndex, outVBCount, outIBCount; for (uint mI = 0U; mI < materialFilteringWorkspace.Length; ++mI) { FastClearList <Transform> filteredTransformList = materialFilteringWorkspace[mI]; int numFilteredTransforms = filteredTransformList.Count; if (numFilteredTransforms == 0) { continue; } currentCache.GetModelBufferValues(mI, out outVBStartIndex, out outIBStartIndex, out outVBCount, out outIBCount); QueueRenderCommand(RenderCommand.DrawIndexedInstanced( (int)outVBStartIndex, outIBStartIndex, outIBCount, nextWorkspaceIndex + instanceStartOffset, (uint)numFilteredTransforms )); for (int iI = 0; iI < numFilteredTransforms; ++iI) { instanceConcatWorkspace[nextWorkspaceIndex++] = filteredTransformList[iI].AsMatrixTransposed; } } RenderCache_IterateMaterial_Concat(instanceConcatWorkspace, instanceStartOffset, numInstances); }
private void RenderCache_IterateMaterial(int materialIndex) { // Set up context variables KeyValuePair <Material, ModelInstanceManager.MIDArray> currentKVP = currentInstanceData[materialIndex]; Material currentMaterial = currentKVP.Key; ModelInstanceManager.MIDArray currentMID = currentKVP.Value; // Skip this material if it or its shader are disposed if (currentMaterial.IsDisposed || currentMaterial.Shader.IsDisposed) { return; } // Skip this material if we're not using it bool inUse = false; for (int i = 0; i < currentMID.Length; ++i) { if (currentMID.Data[i].InUse) { inUse = true; break; } } if (!inUse) { return; } // Prepare shader according to material params, and switch to it or update it if (lastSetFragmentShader != currentMaterial.Shader || lastFrameNum != frameNum) { lastSetFragmentShader = currentMaterial.Shader; lastFrameNum = frameNum; QueueShaderSwitch(lastSetFragmentShader); } var queuedSRP = currentMaterial.FragmentShaderResourcePackage; if (lastSetFragmentShader == geomFSWithShadowSupport) { if (modifiedSRP == null) { modifiedSRP = new ShaderResourcePackage(); } modifiedSRP.CopyFrom(queuedSRP); modifiedSRP.SetValue((ResourceViewBinding)lastSetFragmentShader.GetBindingByIdentifier("ShadowMap"), previousShadowBufferSRV); queuedSRP = modifiedSRP; } QueueShaderResourceUpdate(lastSetFragmentShader, queuedSRP); // Filter & sort if (materialFilteringWorkspace == null || materialFilteringWorkspace.Length < currentCache.NumModels) { materialFilteringWorkspace = new FastClearList <Transform> [currentCache.NumModels]; for (int i = 0; i < materialFilteringWorkspace.Length; ++i) { materialFilteringWorkspace[i] = new FastClearList <Transform>(); } } for (int i = 0; i < materialFilteringWorkspace.Length; ++i) { materialFilteringWorkspace[i].Clear(); } SortByProximityToCamera(currentMID); uint numInstances = 0U; for (uint i = 0U; i < currentMID.Length; ++i) { ModelInstanceData curMID = sortedModelData[i]; if (!curMID.InUse) { continue; } SceneLayer layer = currentSceneLayers[curMID.SceneLayerIndex]; if (layer == null || !layer.GetRenderingEnabled() || !addedSceneLayers.Contains(layer)) { continue; } if (curMID.ModelIndex == __VEGG_MH.ModelIndex && currentCache.ID == __VEGG_MH.GeoCacheID) { int instanceIndex = 0; for (int j = 0; j < currentMID.Length; ++j) { if (currentMID.Data[j].Transform == curMID.Transform) { instanceIndex = j; break; } } Quaternion rot = Quaternion.IDENTITY; foreach (var kvp in __VEGG_MIH_ARR) { if (kvp.Key.InstanceIndex == instanceIndex) { rot = kvp.Value; break; } } materialFilteringWorkspace[curMID.ModelIndex].Add(curMID.Transform.RotateBy(rot)); } else { materialFilteringWorkspace[curMID.ModelIndex].Add(curMID.Transform); } ++numInstances; } // Concatenate & queue render commands if (instanceConcatWorkspace == null || instanceConcatWorkspace.Length < numInstances) { instanceConcatWorkspace = new Matrix[numInstances << 1]; // x2 so we don't create loads of garbage if the count keeps increasing by 1 } uint instanceStartOffset = RenderCache_IterateMaterial_ConcatReserve(numInstances); uint nextWorkspaceIndex = 0; uint outVBStartIndex, outIBStartIndex, outVBCount, outIBCount; for (uint mI = 0U; mI < materialFilteringWorkspace.Length; ++mI) { FastClearList <Transform> filteredTransformList = materialFilteringWorkspace[mI]; int numFilteredTransforms = filteredTransformList.Count; if (numFilteredTransforms == 0) { continue; } currentCache.GetModelBufferValues(mI, out outVBStartIndex, out outIBStartIndex, out outVBCount, out outIBCount); QueueRenderCommand(RenderCommand.DrawIndexedInstanced( (int)outVBStartIndex, outIBStartIndex, outIBCount, nextWorkspaceIndex + instanceStartOffset, (uint)numFilteredTransforms )); for (int iI = 0; iI < numFilteredTransforms; ++iI) { if (mI == __EGGHACK_MH.ModelIndex && currentCache.ID == __EGGHACK_MH.GeoCacheID) { instanceConcatWorkspace[nextWorkspaceIndex++] = filteredTransformList[iI].RotateBy(__EGGHACK_ROT).AsMatrixTransposed; } else { instanceConcatWorkspace[nextWorkspaceIndex++] = filteredTransformList[iI].AsMatrixTransposed; } } } RenderCache_IterateMaterial_Concat(instanceConcatWorkspace, instanceStartOffset, numInstances); }
public unsafe void TestCreateAndDestroyInstance() { // Define variables and constants const int NUM_INSTANCES = 1000; var gcb = new GeometryCacheBuilder <TestVertex>(); gcb.AddModel("TCADI_a", new[] { new TestVertex(Vector3.ONE), new TestVertex(Vector3.LEFT), }, new[] { 0U, 1U, 1U, 0U, 1U, 0U }); gcb.AddModel("TCADI_b", new[] { new TestVertex(Vector3.RIGHT), new TestVertex(Vector3.UP), }, new[] { 0U, 1U, 1U, 0U, 1U, 0U }); gcb.AddModel("TCADI_c", new[] { new TestVertex(Vector3.ZERO), new TestVertex(Vector3.DOWN), }, new[] { 0U, 1U, 1U, 0U, 1U, 0U }); GeometryCache testCache = gcb.Build(); SceneLayer testLayerA = Scene.CreateLayer("Test Layer A"); SceneLayer testLayerB = Scene.CreateLayer("Test Layer B"); ConstantBuffer <Vector4> fsColorBuffer = BufferFactory.NewConstantBuffer <Vector4>().WithUsage(ResourceUsage.DiscardWrite); FragmentShader fs = new FragmentShader(@"Tests\SimpleFS.cso", new ConstantBufferBinding(0U, "MaterialProperties", fsColorBuffer)); Material testMatA = new Material("Brick", fs); Material testMatB = new Material("Wood", fs); // Set up context // Execute ModelInstanceHandle[] instanceArr = new ModelInstanceHandle[NUM_INSTANCES]; for (int i = 0; i < NUM_INSTANCES; ++i) { Transform transform = new Transform( Vector3.ONE * i, Quaternion.FromAxialRotation(Vector3.UP, i), Vector3.ONE * -i ); if (i % 5 == 0) { instanceArr[i] = testLayerA.CreateModelInstance(new ModelHandle(testCache.ID, (uint)(i % 3)), (i % 2 == 0 ? testMatA : testMatB), transform); } else { instanceArr[i] = testLayerB.CreateModelInstance(new ModelHandle(testCache.ID, (uint)(i % 3)), (i % 2 == 0 ? testMatA : testMatB), transform); } } // Assert outcome RenderingModule.RenderStateBarrier.FreezeMutations(); // Cheeky, but we have to on debug mode (and it's re-entrant for now, so no problem) var instanceData = testCache.GetModelInstanceData(); for (int i = 0; i < NUM_INSTANCES; ++i) { Material instanceMaterial = Material.GetMaterialByIndex(instanceArr[i].MaterialIndex); ModelInstanceManager.MIDArray materialDataArray = instanceData.First(kvp => kvp.Key == instanceMaterial).Value; Assert.AreEqual((i % 2 == 0 ? testMatA : testMatB), instanceMaterial); Assert.AreEqual((i % 5 == 0 ? testLayerA : testLayerB), Scene.GetLayerByIndex(materialDataArray.Data[GetMIHInstanceIndex(instanceArr[i])].SceneLayerIndex)); Assert.IsTrue(materialDataArray.Data[GetMIHInstanceIndex(instanceArr[i])].InUse); Assert.AreEqual((uint)(i % 3), materialDataArray.Data[GetMIHInstanceIndex(instanceArr[i])].ModelIndex); Assert.AreEqual( new Transform( Vector3.ONE * i, Quaternion.FromAxialRotation(Vector3.UP, i), Vector3.ONE * -i ), instanceArr[i].Transform ); Assert.AreEqual(instanceArr[i].Transform, materialDataArray.Data[GetMIHInstanceIndex(instanceArr[i])].Transform); instanceArr[i].Dispose(); Assert.IsFalse(materialDataArray.Data[GetMIHInstanceIndex(instanceArr[i])].InUse); } RenderingModule.RenderStateBarrier.UnfreezeMutations(); testCache.Dispose(); testMatA.Dispose(); testMatB.Dispose(); testLayerA.Dispose(); testLayerB.Dispose(); fs.Dispose(); fsColorBuffer.Dispose(); }