예제 #1
0
        //TODO: Refactor renderFlag preEffectsInstancingFlag and instancingFlag into an class/struct
        public ModelRuntimeDescriptor(Model <T, RealtimeMaterial> modelIn, string vShaderName, string fShaderName, VertexRuntimeTypes vertexRuntimeType, PrimitiveTopology primitiveTopology, RenderDescription renderDescription, InstancingRenderDescription instancingRenderDescription)
        {
            if (!Verifier.VerifyVertexStruct <T>(vertexRuntimeType))
            {
                throw new ArgumentException($"Type Mismatch ModelRuntimeDescriptor");
            }

            Model  = modelIn;
            Length = modelIn.MeshCount;

            TotalInstanceCount = 1;

            _vertexShaderName   = vShaderName;
            _fragmentShaderName = fShaderName;

            VertexRuntimeType = vertexRuntimeType;
            PrimitiveTopology = primitiveTopology;

            RenderDescription        = renderDescription;
            PreEffectsFlag           = RenderFlags.PRE_EFFECTS_MASK & renderDescription.RenderModeFlag;
            PreEffectsInstancingFlag = instancingRenderDescription.PreEffectsFlag;
            InstancingDataFlag       = instancingRenderDescription.RenderModeFlag;

            var preEffectsInstancing = RenderFlags.GetAllPreEffectFor(PreEffectsInstancingFlag);

            VertexBufferList    = new List <DeviceBuffer>();
            IndexBufferList     = new List <DeviceBuffer>();
            Pipelines           = new Pipeline[RenderFlags.EFFCTS_TOTAL_COUNT];
            InstanceBufferLists = new List <DeviceBuffer> [RenderFlags.EFFCTS_TOTAL_COUNT];
            InstanceBufferLists[RenderFlags.NORMAL_ARRAY_INDEX] = new List <DeviceBuffer>();
            foreach (var preEffect in preEffectsInstancing)
            {
                InstanceBufferLists[RenderFlags.GetArrayIndexForFlag(preEffect)] = new List <DeviceBuffer>();
            }
            InstanceBuffers                              = new DeviceBuffer[RenderFlags.EFFCTS_TOTAL_COUNT][];
            TextureResourceSetsList                      = new List <ResourceSet>();
            VertexInstanceLayoutGenerationList           = new EventHandlerList();
            VertexPreEffectsInstanceLayoutGenerationList = new EventHandlerList();

            VertexPreEffectShaders   = new Shader[RenderFlags.PRE_EFFCTS_TOTAL_COUNT];
            GeometryPreEffectShaders = new Shader[RenderFlags.PRE_EFFCTS_TOTAL_COUNT];
            FragmentPreEffectShaders = new Shader[RenderFlags.PRE_EFFCTS_TOTAL_COUNT];

            // Reserve first spot for base vertex geometry
            //TODO: Make on list
            VertexLayouts           = new VertexLayoutDescription[InstancingDataFlags.GetSizeOfPreEffectFlag(InstancingDataFlag) + 1];
            VertexPreEffectsLayouts = new VertexLayoutDescription[RenderFlags.GetSizeOfPreEffectFlag(PreEffectsInstancingFlag) + 1];

            EffectResourceSets = new ResourceSet[RenderFlags.EFFCTS_TOTAL_COUNT][];
            for (int i = 0; i < RenderFlags.EFFCTS_TOTAL_COUNT; i++)
            {
                EffectResourceSets[i] = new ResourceSet[0];
            }
        }
예제 #2
0
 /// <summary>
 /// Formats Lists to Arrays for the Commandlist generation.
 /// These items are used only during the renderloop
 /// </summary>
 public void FormatResourcesForRuntime()
 {
     VertexBuffers       = VertexBufferList.ToArray();
     IndexBuffers        = IndexBufferList.ToArray();
     TextureResourceSets = TextureResourceSetsList.ToArray();
     foreach (var flag in RenderFlags.ALL_RENDER_FLAGS)
     {
         var index = RenderFlags.GetArrayIndexForFlag(flag);
         var instanceBufferList = InstanceBufferLists[index];
         InstanceBuffers[index] = instanceBufferList == null ? new DeviceBuffer[0] : InstanceBufferLists[index].ToArray();
     }
 }
예제 #3
0
        //TODO: Data driven -> should refactor so that all GenerateRenderCommandsForModelDescriptor use this structure
        public static void GenerateRenderCommandsForModelDescriptor(CommandList commandList,
                                                                    ModelRuntimeDescriptor <VertexPositionNormalTextureTangentBitangent>[] descriptorArray,
                                                                    SceneRuntimeDescriptor sceneRuntimeDescriptor,
                                                                    MeshBVH <VertexPositionNormalTextureTangentBitangent>[] meshBVHArray,
                                                                    RenderDescription renderDescription)
        {
            var meshCount = meshBVHArray.Length;

            for (int j = 0; j < meshCount; j++)
            {
                var meshBVH = meshBVHArray[j];
                if (!meshBVH.AABBIsValid)
                {
                    continue;
                }
                var modelStateIndex    = meshBVH.ModelRuntimeIndex;
                var meshIndex          = meshBVH.MeshRuntimeIndex;
                var modelState         = descriptorArray[modelStateIndex];
                var model              = modelState.Model;
                var modelRenderFlag    = modelState.RenderDescription.RenderModeFlag;
                var currentRenderState = modelRenderFlag & renderDescription.RenderModeFlag;
                if (currentRenderState == RenderFlags.NONE)
                {
                    continue;
                }
                var renderStateArrayIndex = RenderFlags.GetArrayIndexForFlag(currentRenderState);
                commandList.SetPipeline(modelState.Pipelines[renderStateArrayIndex]);
                var effectsInstanceBuffer = modelState.InstanceBuffers[renderStateArrayIndex];
                // We assume one other vertex buffer has been bound or will be bound.
                for (int i = 0; i < effectsInstanceBuffer.Length; i++)
                {
                    commandList.SetVertexBuffer(i.ToUnsigned() + 1, effectsInstanceBuffer[i]);
                }

                var effectSets = modelState.EffectResourceSets[renderStateArrayIndex];

                var mesh     = model.GetMesh(j);
                var material = model.GetMaterial(meshIndex);

                RenderCommandGenerator.GenerateCommandsForPNTTB_Inline(
                    commandList,
                    modelState,
                    meshIndex,
                    sceneRuntimeDescriptor,
                    effectSets,
                    material,
                    mesh,
                    modelState.TotalInstanceCount
                    );
            }
        }
예제 #4
0
        public static void GenerateRenderCommandsForModelDescriptor <T>(CommandList commandList,
                                                                        ModelRuntimeDescriptor <T>[] descriptorArray,
                                                                        SceneRuntimeDescriptor sceneRuntimeDescriptor,
                                                                        RenderDescription renderDescription,
                                                                        VertexRuntimeTypes vertexRuntimeType) where T : struct, VertexLocateable
        {
            for (int j = 0; j < descriptorArray.Length; j++)
            {
                var modelState         = descriptorArray[j];
                var modelRenderFlag    = modelState.RenderDescription.RenderModeFlag;
                var currentRenderState = modelRenderFlag & renderDescription.RenderModeFlag;
                if (currentRenderState == RenderFlags.NONE)
                {
                    continue;
                }
                var renderStateArrayIndex = RenderFlags.GetArrayIndexForFlag(currentRenderState);
                commandList.SetPipeline(modelState.Pipelines[renderStateArrayIndex]);
                var effectsInstanceBuffer = modelState.InstanceBuffers[renderStateArrayIndex];
                // We assume one other vertex buffer has been bound or will be bound.
                for (int i = 0; i < effectsInstanceBuffer.Length; i++)
                {
                    commandList.SetVertexBuffer(i.ToUnsigned() + 1, effectsInstanceBuffer[i]);
                }

                var effectSets = modelState.EffectResourceSets[renderStateArrayIndex];

                var model = modelState.Model;

                for (int i = 0; i < model.MeshCount; i++)
                {
                    if (!model.GetMeshBVH(i).AABBIsValid)
                    {
                        continue;
                    }
                    var mesh     = model.GetMesh(i);
                    var material = model.GetMaterial(i);

                    //TODO: @Investiagte this
                    if ((renderDescription.RenderModeFlag & RenderFlags.SHADOW_MAP) == RenderFlags.SHADOW_MAP || (renderDescription.RenderModeFlag & RenderFlags.OMNI_SHADOW_MAPS) == RenderFlags.OMNI_SHADOW_MAPS || vertexRuntimeType == VertexRuntimeTypes.VertexPositionColor)
                    {
                        RenderCommandGenerator.GenerateCommandsForMesh_Inline(
                            commandList,
                            modelState,
                            i,
                            sceneRuntimeDescriptor,
                            effectSets,
                            mesh,
                            modelState.TotalInstanceCount
                            );
                    }


                    else
                    {
                        switch (vertexRuntimeType)
                        {
                        case VertexRuntimeTypes.VertexPosition:
                            RenderCommandGenerator.GenerateCommandsForP_Inline(
                                commandList,
                                modelState as ModelRuntimeDescriptor <VertexPosition>,
                                i,
                                sceneRuntimeDescriptor,
                                effectSets,
                                mesh as Mesh <VertexPosition>,
                                modelState.TotalInstanceCount
                                );
                            break;

                        case VertexRuntimeTypes.VertexPositionTexture:
                            RenderCommandGenerator.GenerateCommandsForPT_Inline(
                                commandList,
                                modelState as ModelRuntimeDescriptor <VertexPositionTexture>,
                                i,
                                sceneRuntimeDescriptor,
                                effectSets,
                                mesh as Mesh <VertexPositionTexture>,
                                modelState.TotalInstanceCount
                                );
                            break;

                        case VertexRuntimeTypes.VertexPositionNormal:
                            RenderCommandGenerator.GenerateCommandsForPN_Inline(
                                commandList,
                                modelState as ModelRuntimeDescriptor <VertexPositionNormal>,
                                i,
                                sceneRuntimeDescriptor,
                                effectSets,
                                material,
                                mesh as Mesh <VertexPositionNormal>,
                                modelState.TotalInstanceCount
                                );
                            break;

                        case VertexRuntimeTypes.VertexPositionNormalTextureTangentBitangent:
                            RenderCommandGenerator.GenerateCommandsForPNTTB_Inline(
                                commandList,
                                modelState as ModelRuntimeDescriptor <VertexPositionNormalTextureTangentBitangent>,
                                i,
                                sceneRuntimeDescriptor,
                                effectSets,
                                material,
                                mesh as Mesh <VertexPositionNormalTextureTangentBitangent>,
                                modelState.TotalInstanceCount
                                );
                            break;

                        default:
                            var errorStr = "Type: " + typeof(T).Name + " not implemented";
                            throw new System.NotImplementedException(errorStr);
                        }
                    }
                }
            }
        }
예제 #5
0
        /// <summary>
        /// Sets delegates for runtime command generation.
        /// Also updates index and vertex buffers, sets pipeline
        /// </summary>
        /// <param name="modelDescriptor">Model descriptor.</param>
        /// <param name="sceneRuntimeDescriptor">Scene runtime descriptor.</param>
        /// <param name="instancingData">Instance data enumerable.</param>
        /// <typeparam name="T">The type of Vertex sent to the GPU</typeparam>
        protected void FillRuntimeDescriptor <T>(ModelRuntimeDescriptor <T> modelDescriptor, SceneRuntimeDescriptor sceneRuntimeDescriptor, IEnumerable <InstanceData> instancingData) where T : struct, VertexRuntime, VertexLocateable
        {
            var model = modelDescriptor.Model;

            modelDescriptor.TextureResourceLayout = modelDescriptor.InvokeTextureResourceLayoutGeneration(_factory);
            modelDescriptor.TextureSampler        = modelDescriptor.InvokeSamplerGeneration(_factory);
            modelDescriptor.LoadShaders(_graphicsDevice);
            byte vertexSizeInBytes = model.GetMesh(0).Vertices[0].GetSizeInBytes();

            var meshCount = model.MeshCount;

            for (int i = 0; i < meshCount; i++)
            {
                var          mesh    = model.GetMesh(i);
                var          meshBVH = model.GetMeshBVH(i);
                DeviceBuffer vertexBuffer
                    = _factory.CreateBuffer(new BufferDescription(mesh.Vertices.LengthUnsigned() * vertexSizeInBytes, BufferUsage.VertexBuffer));

                DeviceBuffer indexBuffer
                    = _factory.CreateBuffer(new BufferDescription(mesh.Indices.LengthUnsigned() * sizeof(ushort), BufferUsage.IndexBuffer));


                modelDescriptor.VertexBufferList.Add(vertexBuffer);
                modelDescriptor.IndexBufferList.Add(indexBuffer);
                var allInstancePreEffects = RenderFlags.GetAllPreEffectFor(modelDescriptor.PreEffectsInstancingFlag);

                foreach (var instanceData in instancingData)
                {
                    var instanceDataBuffer = ResourceGenerator.AllocateInstanceDataBuffer(instanceData, _graphicsDevice, _factory);
                    if (instanceDataBuffer != null)
                    {
                        modelDescriptor.InstanceBufferLists[RenderFlags.NORMAL_ARRAY_INDEX].Add(instanceDataBuffer);
                        foreach (var preEffect in allInstancePreEffects)
                        {
                            modelDescriptor.InstanceBufferLists[RenderFlags.GetArrayIndexForFlag(preEffect)].Add(instanceDataBuffer);
                        }
                    }
                }

                _graphicsDevice.UpdateBuffer <T>(vertexBuffer, 0, ref mesh.Vertices[0], (vertexSizeInBytes * mesh.VertexCount).ToUnsigned());
                _graphicsDevice.UpdateBuffer <ushort>(indexBuffer, 0, ref mesh.Indices[0], (sizeof(ushort) * mesh.IndexCount).ToUnsigned());

                var resourceSet = modelDescriptor.InvokeTextureResourceSetGeneration(i, _factory, _graphicsDevice);
                if (resourceSet != null)
                {
                    modelDescriptor.TextureResourceSetsList.Add(resourceSet);
                }
            }

            var rasterizerStateCullBack = new RasterizerStateDescription(
                cullMode: FaceCullMode.Back,
                fillMode: PolygonFillMode.Solid,
                frontFace: FrontFace.Clockwise,
                depthClipEnabled: true,
                scissorTestEnabled: false
                );
            var rasterizerStateCullFront = new RasterizerStateDescription(
                cullMode: FaceCullMode.Front,
                fillMode: PolygonFillMode.Solid,
                frontFace: FrontFace.Clockwise,

                depthClipEnabled: true,
                scissorTestEnabled: false
                );

            var rasterizerStateCullNone = new RasterizerStateDescription(
                cullMode: FaceCullMode.None,
                fillMode: PolygonFillMode.Solid,
                frontFace: FrontFace.Clockwise,

                depthClipEnabled: true,
                scissorTestEnabled: false
                );


            modelDescriptor.InvokeVertexLayoutGeneration();

            var shadowMapIndex     = RenderFlags.GetArrayIndexForFlag(RenderFlags.SHADOW_MAP);
            var omniShadowMapIndex = RenderFlags.GetArrayIndexForFlag(RenderFlags.OMNI_SHADOW_MAPS);

            modelDescriptor.Pipelines[shadowMapIndex]     = modelDescriptor.ShadowMapEnabled ? _factory.CreateGraphicsPipeline(PipelineGenerator.GenerateShadowMappingPreEffectPipeline(modelDescriptor, _childrenPre[RenderFlags.GetPreEffectArrayIndexForFlag(RenderFlags.SHADOW_MAP)].SceneRuntimeDescriptor, rasterizerStateCullFront, RenderFlags.SHADOW_MAP, _childrenPre[RenderFlags.GetPreEffectArrayIndexForFlag(RenderFlags.SHADOW_MAP)].FrameBuffer)) : null;
            modelDescriptor.Pipelines[omniShadowMapIndex] = modelDescriptor.OmniShadowMapEnabled ? _factory.CreateGraphicsPipeline(PipelineGenerator.GenerateOmniShadowMappingPreEffectPipeline(modelDescriptor, _childrenPre[0].SceneRuntimeDescriptor, rasterizerStateCullNone, RenderFlags.OMNI_SHADOW_MAPS, _childrenPre[0].FrameBuffer)) : null;


            var effectLayoutArray = modelDescriptor.FillEffectsResourceSet(_factory, sceneRuntimeDescriptor, _childrenPre);
            var normalIndex       = RenderFlags.GetArrayIndexForFlag(RenderFlags.NORMAL);

            switch (modelDescriptor.VertexRuntimeType)
            {
            // Only cube maps for now
            case VertexRuntimeTypes.VertexPosition:
                //TODO: Use proper constants from RenderFlags.cs
                modelDescriptor.Pipelines[normalIndex] = _factory.CreateGraphicsPipeline(PipelineGenerator.GeneratePipelineP(modelDescriptor, sceneRuntimeDescriptor, rasterizerStateCullFront, _graphicsDevice.SwapchainFramebuffer, effectLayoutArray));
                break;

            case VertexRuntimeTypes.VertexPositionNormal:
                modelDescriptor.Pipelines[normalIndex] = _factory.CreateGraphicsPipeline(PipelineGenerator.GeneratePipelinePN(modelDescriptor, sceneRuntimeDescriptor, rasterizerStateCullBack, _graphicsDevice.SwapchainFramebuffer, effectLayoutArray));
                break;

            case VertexRuntimeTypes.VertexPositionNormalTextureTangentBitangent:
                modelDescriptor.Pipelines[normalIndex] = _factory.CreateGraphicsPipeline(PipelineGenerator.GeneratePipelinePNTTB(modelDescriptor, sceneRuntimeDescriptor, rasterizerStateCullBack, _graphicsDevice.SwapchainFramebuffer, effectLayoutArray));
                break;

            case VertexRuntimeTypes.VertexPositionColor:
                modelDescriptor.Pipelines[normalIndex] = _factory.CreateGraphicsPipeline(PipelineGenerator.GeneratePipelinePC(modelDescriptor, sceneRuntimeDescriptor, rasterizerStateCullBack, _graphicsDevice.SwapchainFramebuffer, effectLayoutArray));
                break;

            case VertexRuntimeTypes.VertexPositionTexture:
                modelDescriptor.Pipelines[normalIndex] = _factory.CreateGraphicsPipeline(PipelineGenerator.GeneratePipelinePT(modelDescriptor, sceneRuntimeDescriptor, rasterizerStateCullBack, _graphicsDevice.SwapchainFramebuffer, effectLayoutArray));
                break;

            default:
                throw new NotImplementedException($"{modelDescriptor.VertexRuntimeType.ToString("g")} not implemented");
            }
        }