コード例 #1
0
ファイル: SpriteRenderer.cs プロジェクト: Metibor/ualbion
        public void Render(IRendererContext context, RenderPasses renderPass, IRenderable renderable)
        {
            var c  = (VeldridRendererContext)context;
            var cl = c.CommandList;
            var sc = c.SceneContext;

            ITextureManager      textureManager = Resolve <ITextureManager>();
            IDeviceObjectManager dom            = Resolve <IDeviceObjectManager>();
            EngineFlags          engineFlags    = Resolve <IEngineSettings>().Flags;
            // float depth = gd.IsDepthRangeZeroToOne ? 0 : 1;
            var sprite    = (MultiSprite)renderable;
            var shaderKey = new SpriteShaderKey(sprite, engineFlags);

            sprite.PipelineId = shaderKey.GetHashCode();

            //if (!shaderKey.UseArrayTexture)
            //    return;

            cl.PushDebugGroup(sprite.Name);

            if (sc.PaletteView == null)
            {
                return;
            }

            TextureView textureView    = (TextureView)textureManager?.GetTexture(sprite.Key.Texture);
            var         resourceSet    = dom.Get <ResourceSet>((sprite, textureView));
            var         instanceBuffer = dom.Get <DeviceBuffer>((sprite, sprite));
            var         uniformInfo    = new SpriteUniformInfo
            {
                Flags         = sprite.Key.Flags,
                TextureWidth  = textureView?.Target.Width ?? 1,
                TextureHeight = textureView?.Target.Height ?? 1
            };

            if (sprite.Key.ScissorRegion.HasValue)
            {
                IWindowManager wm = Resolve <IWindowManager>();
                var            screenCoordinates = wm.UiToPixel(sprite.Key.ScissorRegion.Value);
                cl.SetScissorRect(0, (uint)screenCoordinates.X, (uint)screenCoordinates.Y, (uint)screenCoordinates.Width, (uint)screenCoordinates.Height);
            }

            cl.UpdateBuffer(_uniformBuffer, 0, uniformInfo);
            cl.SetPipeline(_pipelines[shaderKey]);
            cl.SetGraphicsResourceSet(0, resourceSet);
            cl.SetGraphicsResourceSet(1, sc.CommonResourceSet);
            cl.SetVertexBuffer(0, _vertexBuffer);
            cl.SetIndexBuffer(_indexBuffer, IndexFormat.UInt16);
            cl.SetVertexBuffer(1, instanceBuffer);

            //cl.SetViewport(0, new Viewport(0, 0, sc.MainSceneColorTexture.Width, sc.MainSceneColorTexture.Height, depth, depth));
            cl.DrawIndexed((uint)Indices.Length, (uint)sprite.ActiveInstances, 0, 0, 0);
            //cl.SetViewport(0, new Viewport(0, 0, sc.MainSceneColorTexture.Width, sc.MainSceneColorTexture.Height, 0, 1));
            if (sprite.Key.ScissorRegion.HasValue)
            {
                cl.SetFullScissorRect(0);
            }
            cl.PopDebugGroup();
        }
コード例 #2
0
ファイル: SpriteRenderer.cs プロジェクト: vsafonkin/ualbion
        public void Render(IRendererContext context, RenderPasses renderPass, IRenderable renderable)
        {
            if (context == null)
            {
                throw new ArgumentNullException(nameof(context));
            }
            if (renderable == null)
            {
                throw new ArgumentNullException(nameof(renderable));
            }

            var c              = (VeldridRendererContext)context;
            var cl             = c.CommandList;
            var dom            = Resolve <IDeviceObjectManager>();
            var engineFlags    = Resolve <IEngineSettings>().Flags;
            var textureManager = Resolve <ITextureManager>();

            var sprite    = (MultiSprite)renderable;
            var shaderKey = new SpriteShaderKey(sprite, engineFlags);

            sprite.PipelineId = shaderKey.GetHashCode();

            //if (!shaderKey.UseArrayTexture)
            //    return;

            cl.PushDebugGroup(sprite.Name);

            if (c.SceneContext.PaletteView == null)
            {
                return;
            }

            TextureView textureView    = (TextureView)textureManager?.GetTexture(sprite.Key.Texture);
            var         resourceSet    = dom.GetDeviceObject <ResourceSet>((sprite, textureView, "ResourceSet"));
            var         instanceBuffer = dom.GetDeviceObject <DeviceBuffer>((sprite, sprite, "InstanceBuffer"));

            if (sprite.Key.ScissorRegion.HasValue)
            {
                IWindowManager wm = Resolve <IWindowManager>();
                var            screenCoordinates = wm.UiToPixel(sprite.Key.ScissorRegion.Value);
                cl.SetScissorRect(0, (uint)screenCoordinates.X, (uint)screenCoordinates.Y, (uint)screenCoordinates.Width, (uint)screenCoordinates.Height);
            }

            cl.SetPipeline(_pipelines[shaderKey]);
            cl.SetGraphicsResourceSet(0, resourceSet);
            cl.SetGraphicsResourceSet(1, c.SceneContext.CommonResourceSet);
            cl.SetVertexBuffer(0, _vertexBuffer);
            cl.SetIndexBuffer(_indexBuffer, IndexFormat.UInt16);
            cl.SetVertexBuffer(1, instanceBuffer);

            cl.DrawIndexed((uint)Indices.Length, (uint)sprite.ActiveInstances, 0, 0, 0);
            if (sprite.Key.ScissorRegion.HasValue)
            {
                cl.SetFullScissorRect(0);
            }
            cl.PopDebugGroup();
        }
コード例 #3
0
ファイル: SpriteRenderer.cs プロジェクト: Metibor/ualbion
        Pipeline BuildPipeline(GraphicsDevice gd, SceneContext sc, SpriteShaderKey key)
        {
            var shaderCache           = Resolve <IShaderCache>();
            var shaderName            = key.UseCylindricalShader ? "CylindricalSprite" : "Sprite";
            var vertexShaderName      = shaderName + "SV.vert";
            var fragmentShaderName    = shaderName + "SF.frag";
            var vertexShaderContent   = shaderCache.GetGlsl(vertexShaderName);
            var fragmentShaderContent = shaderCache.GetGlsl(fragmentShaderName);

            if (key.UseArrayTexture)
            {
                fragmentShaderName   += ".array";
                fragmentShaderContent =
                    @"#define USE_ARRAY_TEXTURE
" + fragmentShaderContent;
            }

            if (key.UsePalette)
            {
                fragmentShaderName   += ".pal";
                fragmentShaderContent =
                    @"#define USE_PALETTE
" + fragmentShaderContent;
            }

            var shaders = shaderCache.GetShaderPair(
                gd.ResourceFactory,
                vertexShaderName, fragmentShaderName,
                vertexShaderContent, fragmentShaderContent);

            _shaders.AddRange(shaders);
            var shaderSet = new ShaderSetDescription(new[] { VertexLayout, InstanceLayout }, shaders);

            var depthStencilMode =
                key.PerformDepthTest
                ? gd.IsDepthRangeZeroToOne
                    ? DepthStencilStateDescription.DepthOnlyLessEqual
                    : DepthStencilStateDescription.DepthOnlyGreaterEqual
                : DepthStencilStateDescription.Disabled;

            var rasterizerMode = new RasterizerStateDescription(
                FaceCullMode.None,
                PolygonFillMode.Solid,
                FrontFace.Clockwise,
                key.PerformDepthTest, // depth test
                true);                // scissor test

            var pipelineDescription = new GraphicsPipelineDescription(
                BlendStateDescription.SingleAlphaBlend,
                depthStencilMode,
                rasterizerMode,
                PrimitiveTopology.TriangleList,
                new ShaderSetDescription(new[] { VertexLayout, InstanceLayout },
                                         shaderSet.Shaders,
                                         ShaderHelper.GetSpecializations(gd)),
                new[] { _perSpriteResourceLayout, sc.CommonResourceLayout },
                sc.MainSceneFramebuffer.OutputDescription);

            var pipeline = gd.ResourceFactory.CreateGraphicsPipeline(ref pipelineDescription);

            pipeline.Name = $"P_Sprite_{key}";
            return(pipeline);
        }
コード例 #4
0
ファイル: SpriteRenderer.cs プロジェクト: Metibor/ualbion
        public IEnumerable <IRenderable> UpdatePerFrameResources(IRendererContext context, IEnumerable <IRenderable> renderables)
        {
            var c  = (VeldridRendererContext)context;
            var cl = c.CommandList;
            var gd = c.GraphicsDevice;
            var sc = c.SceneContext;

            ITextureManager      textureManager = Resolve <ITextureManager>();
            IDeviceObjectManager objectManager  = Resolve <IDeviceObjectManager>();
            EngineFlags          engineFlags    = Resolve <IEngineSettings>().Flags;

            foreach (var renderable in renderables)
            {
                var sprite = (MultiSprite)renderable;
                if (sprite.ActiveInstances == 0)
                {
                    continue;
                }

                var shaderKey = new SpriteShaderKey(sprite, engineFlags);
                if (!_pipelines.ContainsKey(shaderKey))
                {
                    _pipelines.Add(shaderKey, BuildPipeline(gd, sc, shaderKey));
                }

                uint bufferSize = (uint)sprite.Instances.Length * SpriteInstanceData.StructSize;
                var  buffer     = objectManager.Get <DeviceBuffer>((sprite, sprite));
                if (buffer?.SizeInBytes != bufferSize)
                {
                    buffer      = gd.ResourceFactory.CreateBuffer(new BufferDescription(bufferSize, BufferUsage.VertexBuffer));
                    buffer.Name = $"B_SpriteInst:{sprite.Name}";
                    PerfTracker.IncrementFrameCounter("Create InstanceBuffer");
                    objectManager.Set((sprite, sprite), buffer);
                }

                if (sprite.InstancesDirty)
                {
                    cl.UpdateBuffer(buffer, 0, sprite.Instances);
                    PerfTracker.IncrementFrameCounter("Update InstanceBuffers");
                }

                textureManager?.PrepareTexture(sprite.Key.Texture, context);
                TextureView textureView = (TextureView)textureManager?.GetTexture(sprite.Key.Texture);

                var resourceSet = objectManager.Get <ResourceSet>((sprite, textureView));
                if (resourceSet == null)
                {
                    resourceSet = gd.ResourceFactory.CreateResourceSet(new ResourceSetDescription(
                                                                           _perSpriteResourceLayout,
                                                                           gd.PointSampler,
                                                                           textureView,
                                                                           _uniformBuffer));
                    resourceSet.Name = $"RS_Sprite:{sprite.Key.Texture.Name}";
                    PerfTracker.IncrementFrameCounter("Create ResourceSet");
                    objectManager.Set((sprite, textureView), resourceSet);
                }

                sprite.InstancesDirty = false;
                yield return(sprite);
            }

            Resolve <ISpriteManager>().Cleanup();
        }
コード例 #5
0
ファイル: SpriteRenderer.cs プロジェクト: vsafonkin/ualbion
        public void UpdatePerFrameResources(IRendererContext context, IEnumerable <IRenderable> renderables, IList <IRenderable> results)
        {
            if (context == null)
            {
                throw new ArgumentNullException(nameof(context));
            }
            if (renderables == null)
            {
                throw new ArgumentNullException(nameof(renderables));
            }
            if (results == null)
            {
                throw new ArgumentNullException(nameof(results));
            }

            var c              = (VeldridRendererContext)context;
            var cl             = c.CommandList;
            var gd             = c.GraphicsDevice;
            var textureManager = Resolve <ITextureManager>();
            var objectManager  = Resolve <IDeviceObjectManager>();
            var engineFlags    = Resolve <IEngineSettings>().Flags;

            foreach (var renderable in renderables)
            {
                var sprite = (MultiSprite)renderable;
                if (sprite.ActiveInstances == 0)
                {
                    continue;
                }

                cl.PushDebugGroup(sprite.Name);
                var shaderKey = new SpriteShaderKey(sprite, engineFlags);
                if (!_pipelines.ContainsKey(shaderKey))
                {
                    _pipelines.Add(shaderKey, BuildPipeline(gd, c.SceneContext, shaderKey));
                }

                uint bufferSize = (uint)sprite.Instances.Length * SpriteInstanceData.StructSize;
                var  buffer     = objectManager.GetDeviceObject <DeviceBuffer>((sprite, sprite, "InstanceBuffer"));
                if (buffer?.SizeInBytes != bufferSize)
                {
                    buffer      = gd.ResourceFactory.CreateBuffer(new BufferDescription(bufferSize, BufferUsage.VertexBuffer));
                    buffer.Name = $"B_Inst:{sprite.Name}";
                    PerfTracker.IncrementFrameCounter("Create InstanceBuffer");
                    objectManager.SetDeviceObject((sprite, sprite, "InstanceBuffer"), buffer);
                    sprite.InstancesDirty = true;
                }

                if (sprite.InstancesDirty)
                {
                    var instances = sprite.Instances;
                    VeldridUtil.UpdateBufferSpan(cl, buffer, instances);
                    PerfTracker.IncrementFrameCounter("Update InstanceBuffers");
                }

                textureManager?.PrepareTexture(sprite.Key.Texture, context);
                TextureView textureView = (TextureView)textureManager?.GetTexture(sprite.Key.Texture);

                var uniformBuffer = objectManager.GetDeviceObject <DeviceBuffer>((sprite, textureView, "UniformBuffer"));
                if (uniformBuffer == null)
                {
                    uniformBuffer      = gd.ResourceFactory.CreateBuffer(new BufferDescription((uint)Unsafe.SizeOf <SpriteUniformInfo>(), BufferUsage.UniformBuffer));
                    uniformBuffer.Name = $"B_SpriteUniform:{sprite.Name}";
                    PerfTracker.IncrementFrameCounter("Create sprite uniform buffer");
                    objectManager.SetDeviceObject((sprite, textureView, "UniformBuffer"), uniformBuffer);

                    var uniformInfo = new SpriteUniformInfo
                    {
                        Flags         = sprite.Key.Flags,
                        TextureWidth  = textureView?.Target.Width ?? 1,
                        TextureHeight = textureView?.Target.Height ?? 1
                    };
                    cl.UpdateBuffer(uniformBuffer, 0, uniformInfo);
                }

                var resourceSet = objectManager.GetDeviceObject <ResourceSet>((sprite, textureView, "ResourceSet"));
                if (resourceSet == null)
                {
                    resourceSet = gd.ResourceFactory.CreateResourceSet(new ResourceSetDescription(
                                                                           _perSpriteResourceLayout,
                                                                           textureView,
                                                                           gd.PointSampler,
                                                                           uniformBuffer));
                    resourceSet.Name = $"RS_Sprite:{sprite.Key.Texture.Name}";
                    PerfTracker.IncrementFrameCounter("Create ResourceSet");
                    objectManager.SetDeviceObject((sprite, textureView, "ResourceSet"), resourceSet);
                }

                sprite.InstancesDirty = false;
                results.Add(sprite);
                cl.PopDebugGroup();
            }

            Resolve <ISpriteManager>().Cleanup();
        }