/* Copyright (C) 2024 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see .
*/
#include "precompiled.h"
#include "OverlayRenderer.h"
#include "graphics/Camera.h"
#include "graphics/LOSTexture.h"
#include "graphics/Overlay.h"
#include "graphics/ShaderManager.h"
#include "graphics/Terrain.h"
#include "graphics/TextureManager.h"
#include "lib/hash.h"
#include "maths/MathUtil.h"
#include "maths/Quaternion.h"
#include "ps/CStrInternStatic.h"
#include "ps/Game.h"
#include "ps/Profile.h"
#include "renderer/backend/PipelineState.h"
#include "renderer/DebugRenderer.h"
#include "renderer/Renderer.h"
#include "renderer/SceneRenderer.h"
#include "renderer/TexturedLineRData.h"
#include "renderer/VertexArray.h"
#include "renderer/VertexBuffer.h"
#include "renderer/VertexBufferManager.h"
#include "simulation2/components/ICmpWaterManager.h"
#include "simulation2/Simulation2.h"
#include "simulation2/system/SimContext.h"
#include
namespace
{
struct Shader
{
CShaderTechniquePtr technique, techniqueWireframe;
const CShaderTechniquePtr& GetTechnique() const
{
return g_Renderer.GetSceneRenderer().GetOverlayRenderMode() == WIREFRAME
? techniqueWireframe : technique;
}
};
void AdjustOverlayGraphicsPipelineState(
Renderer::Backend::SGraphicsPipelineStateDesc& pipelineStateDesc,
const bool depthTestEnabled)
{
pipelineStateDesc.depthStencilState.depthTestEnabled = depthTestEnabled;
pipelineStateDesc.depthStencilState.depthWriteEnabled = false;
pipelineStateDesc.blendState.enabled = true;
pipelineStateDesc.blendState.srcColorBlendFactor = pipelineStateDesc.blendState.srcAlphaBlendFactor =
Renderer::Backend::BlendFactor::SRC_ALPHA;
pipelineStateDesc.blendState.dstColorBlendFactor = pipelineStateDesc.blendState.dstAlphaBlendFactor =
Renderer::Backend::BlendFactor::ONE_MINUS_SRC_ALPHA;
pipelineStateDesc.blendState.colorBlendOp = pipelineStateDesc.blendState.alphaBlendOp =
Renderer::Backend::BlendOp::ADD;
}
Shader CreateShader(
const CStrIntern name, const CShaderDefines& defines,
const bool depthTestEnabled)
{
Shader shader;
shader.technique = g_Renderer.GetShaderManager().LoadEffect(
name, defines,
[depthTestEnabled](Renderer::Backend::SGraphicsPipelineStateDesc& pipelineStateDesc)
{
AdjustOverlayGraphicsPipelineState(pipelineStateDesc, depthTestEnabled);
});
shader.techniqueWireframe = g_Renderer.GetShaderManager().LoadEffect(
name, defines,
[depthTestEnabled](Renderer::Backend::SGraphicsPipelineStateDesc& pipelineStateDesc)
{
AdjustOverlayGraphicsPipelineState(pipelineStateDesc, depthTestEnabled);
pipelineStateDesc.rasterizationState.polygonMode = Renderer::Backend::PolygonMode::LINE;
});
return shader;
}
/**
* Key used to group quads into batches for more efficient rendering. Currently groups by the combination
* of the main texture and the texture mask, to minimize texture swapping during rendering.
*/
struct QuadBatchKey
{
QuadBatchKey (const CTexturePtr& texture, const CTexturePtr& textureMask)
: m_Texture(texture), m_TextureMask(textureMask)
{ }
bool operator==(const QuadBatchKey& other) const
{
return (m_Texture == other.m_Texture && m_TextureMask == other.m_TextureMask);
}
CTexturePtr m_Texture;
CTexturePtr m_TextureMask;
};
struct QuadBatchHash
{
std::size_t operator()(const QuadBatchKey& d) const
{
size_t seed = 0;
hash_combine(seed, d.m_Texture);
hash_combine(seed, d.m_TextureMask);
return seed;
}
};
/**
* Holds information about a single quad rendering batch.
*/
class QuadBatchData : public CRenderData
{
public:
QuadBatchData() : m_IndicesBase(0), m_NumRenderQuads(0) { }
/// Holds the quad overlay structures requested to be rendered in this batch. Must be cleared
/// after each frame.
std::vector m_Quads;
/// Start index of this batch into the dedicated quad indices VertexArray (see OverlayInternals).
size_t m_IndicesBase;
/// Amount of quads to actually render in this batch. Potentially (although unlikely to be)
/// different from m_Quads.size() due to restrictions on the total amount of quads that can be
/// rendered. Must be reset after each frame.
size_t m_NumRenderQuads;
};
} // anonymous namespace
struct OverlayRendererInternals
{
using QuadBatchMap = std::unordered_map;
OverlayRendererInternals();
~OverlayRendererInternals() = default;
Renderer::Backend::IDevice* device = nullptr;
std::vector lines;
std::vector texlines;
std::vector sprites;
std::vector quads;
std::vector spheres;
QuadBatchMap quadBatchMap;
// Dedicated vertex/index buffers for rendering all quads (to within the limits set by
// MAX_QUAD_OVERLAYS).
VertexArray quadVertices;
VertexArray::Attribute quadAttributePos;
VertexArray::Attribute quadAttributeColor;
VertexArray::Attribute quadAttributeUV;
VertexIndexArray quadIndices;
// Maximum amount of quad overlays we support for rendering. This limit is set to be able to
// render all quads from a single dedicated VB without having to reallocate it, which is much
// faster in the typical case of rendering only a handful of quads. When modifying this value,
// you must take care for the new amount of quads to fit in a single backend buffer (which is
// not likely to be a problem).
static const size_t MAX_QUAD_OVERLAYS = 1024;
// Sets of commonly-(re)used shader defines.
CShaderDefines defsOverlayLineNormal;
CShaderDefines defsOverlayLineAlwaysVisible;
CShaderDefines defsQuadOverlay;
Shader shaderTexLineNormal;
Shader shaderTexLineAlwaysVisible;
Shader shaderQuadOverlay;
Shader shaderForegroundOverlay;
Shader shaderOverlaySolid;
Renderer::Backend::IVertexInputLayout* quadVertexInputLayout = nullptr;
Renderer::Backend::IVertexInputLayout* foregroundVertexInputLayout = nullptr;
Renderer::Backend::IVertexInputLayout* sphereVertexInputLayout = nullptr;
Renderer::Backend::IVertexInputLayout* texturedLineVertexInputLayout = nullptr;
// Geometry for a unit sphere
std::vector sphereVertexes;
std::vector sphereIndexes;
void GenerateSphere();
// Performs one-time setup. Called from CRenderer::Open, after graphics capabilities have
// been detected. Note that no backend buffer must be created before this is called, since
// the shader path and graphics capabilities are not guaranteed to be stable before this
// point.
void Initialize();
};
const float OverlayRenderer::OVERLAY_VOFFSET = 0.2f;
OverlayRendererInternals::OverlayRendererInternals()
: quadVertices(Renderer::Backend::IBuffer::Type::VERTEX,
Renderer::Backend::IBuffer::Usage::DYNAMIC | Renderer::Backend::IBuffer::Usage::TRANSFER_DST),
quadIndices(Renderer::Backend::IBuffer::Usage::TRANSFER_DST)
{
quadAttributePos.format = Renderer::Backend::Format::R32G32B32_SFLOAT;
quadVertices.AddAttribute(&quadAttributePos);
quadAttributeColor.format = Renderer::Backend::Format::R8G8B8A8_UNORM;
quadVertices.AddAttribute(&quadAttributeColor);
quadAttributeUV.format = Renderer::Backend::Format::R32G32_SFLOAT;
quadVertices.AddAttribute(&quadAttributeUV);
// Note that we're reusing the textured overlay line shader for the quad overlay rendering. This
// is because their code is almost identical; the only difference is that for the quad overlays
// we want to use a vertex color stream as opposed to an objectColor uniform. To this end, the
// shader has been set up to switch between the two behaviours based on the USE_OBJECTCOLOR define.
defsOverlayLineNormal.Add(str_USE_OBJECTCOLOR, str_1);
defsOverlayLineAlwaysVisible.Add(str_USE_OBJECTCOLOR, str_1);
defsOverlayLineAlwaysVisible.Add(str_IGNORE_LOS, str_1);
}
void OverlayRendererInternals::Initialize()
{
// Perform any initialization after graphics capabilities have been detected. Notably,
// only at this point can we safely allocate backend buffer (in contrast to e.g. in the constructor),
// because their creation depends on the shader path, which is not reliably set before this point.
quadVertices.SetNumberOfVertices(MAX_QUAD_OVERLAYS * 4);
quadVertices.Layout(); // allocate backing store
quadIndices.SetNumberOfVertices(MAX_QUAD_OVERLAYS * 6);
quadIndices.Layout(); // allocate backing store
// Since the quads in the vertex array are independent and always consist of exactly 4 vertices per quad, the
// indices are always the same; we can therefore fill in all the indices once and pretty much forget about
// them. We then also no longer need its backing store, since we never change any indices afterwards.
VertexArrayIterator index = quadIndices.GetIterator();
for (u16 i = 0; i < static_cast(MAX_QUAD_OVERLAYS); ++i)
{
*index++ = i * 4 + 0;
*index++ = i * 4 + 1;
*index++ = i * 4 + 2;
*index++ = i * 4 + 2;
*index++ = i * 4 + 3;
*index++ = i * 4 + 0;
}
quadIndices.Upload();
quadIndices.FreeBackingStore();
shaderTexLineNormal =
CreateShader(str_overlay_line, defsOverlayLineNormal, true);
shaderTexLineAlwaysVisible =
CreateShader(str_overlay_line, defsOverlayLineAlwaysVisible, true);
shaderQuadOverlay =
CreateShader(str_overlay_line, defsQuadOverlay, true);
shaderForegroundOverlay =
CreateShader(str_foreground_overlay, {}, false);
shaderOverlaySolid =
CreateShader(str_overlay_solid, {}, true);
const uint32_t quadStride = quadVertices.GetStride();
const std::array quadAttributes{{
{Renderer::Backend::VertexAttributeStream::POSITION,
quadAttributePos.format, quadAttributePos.offset, quadStride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0},
{Renderer::Backend::VertexAttributeStream::COLOR,
quadAttributeColor.format, quadAttributeColor.offset, quadStride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0},
{Renderer::Backend::VertexAttributeStream::UV0,
quadAttributeUV.format, quadAttributeUV.offset, quadStride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0}
}};
quadVertexInputLayout = g_Renderer.GetVertexInputLayout(quadAttributes);
const std::array foregroundAttributes{{
{Renderer::Backend::VertexAttributeStream::POSITION,
Renderer::Backend::Format::R32G32B32_SFLOAT, 0, sizeof(float) * 3,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0},
{Renderer::Backend::VertexAttributeStream::UV0,
Renderer::Backend::Format::R32G32_SFLOAT, 0, sizeof(float) * 2,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 1}
}};
foregroundVertexInputLayout = g_Renderer.GetVertexInputLayout(foregroundAttributes);
const std::array shpereAttributes{{
{Renderer::Backend::VertexAttributeStream::POSITION,
Renderer::Backend::Format::R32G32B32_SFLOAT, 0, sizeof(float) * 3,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0}
}};
sphereVertexInputLayout = g_Renderer.GetVertexInputLayout(shpereAttributes);
texturedLineVertexInputLayout = CTexturedLineRData::GetVertexInputLayout();
}
OverlayRenderer::OverlayRenderer()
{
m = new OverlayRendererInternals();
}
OverlayRenderer::~OverlayRenderer()
{
delete m;
}
void OverlayRenderer::Initialize()
{
m->Initialize();
}
void OverlayRenderer::Submit(SOverlayLine* line)
{
m->lines.push_back(line);
}
void OverlayRenderer::Submit(SOverlayTexturedLine* line)
{
// Simplify the rest of the code by guaranteeing non-empty lines
if (line->m_Coords.empty())
return;
m->texlines.push_back(line);
}
void OverlayRenderer::Submit(SOverlaySprite* overlay)
{
m->sprites.push_back(overlay);
}
void OverlayRenderer::Submit(SOverlayQuad* overlay)
{
m->quads.push_back(overlay);
}
void OverlayRenderer::Submit(SOverlaySphere* overlay)
{
m->spheres.push_back(overlay);
}
void OverlayRenderer::EndFrame()
{
m->lines.clear();
m->texlines.clear();
m->sprites.clear();
m->quads.clear();
m->spheres.clear();
// this should leave the capacity unchanged, which is okay since it
// won't be very large or very variable
// Empty the batch rendering data structures, but keep their key mappings around for the next frames
for (OverlayRendererInternals::QuadBatchMap::iterator it = m->quadBatchMap.begin(); it != m->quadBatchMap.end(); ++it)
{
QuadBatchData& quadBatchData = (it->second);
quadBatchData.m_Quads.clear();
quadBatchData.m_NumRenderQuads = 0;
quadBatchData.m_IndicesBase = 0;
}
}
void OverlayRenderer::PrepareForRendering()
{
PROFILE3("prepare overlays");
// This is where we should do something like sort the overlays by
// color/sprite/etc for more efficient rendering
for (size_t i = 0; i < m->texlines.size(); ++i)
{
SOverlayTexturedLine* line = m->texlines[i];
if (!line->m_RenderData)
{
line->m_RenderData = std::make_shared();
line->m_RenderData->Update(*line);
// We assume the overlay line will get replaced by the caller
// if terrain changes, so we don't need to detect that here and
// call Update again. Also we assume the caller won't change
// any of the parameters after first submitting the line.
}
}
// Group quad overlays by their texture/mask combination for efficient rendering
// TODO: consider doing this directly in Submit()
for (size_t i = 0; i < m->quads.size(); ++i)
{
SOverlayQuad* const quad = m->quads[i];
QuadBatchKey textures(quad->m_Texture, quad->m_TextureMask);
QuadBatchData& batchRenderData = m->quadBatchMap[textures]; // will create entry if it doesn't already exist
// add overlay to list of quads
batchRenderData.m_Quads.push_back(quad);
}
const CVector3D vOffset(0, OverlayRenderer::OVERLAY_VOFFSET, 0);
// Write quad overlay vertices/indices to VA backing store
VertexArrayIterator vertexPos = m->quadAttributePos.GetIterator();
VertexArrayIterator vertexColor = m->quadAttributeColor.GetIterator();
VertexArrayIterator vertexUV = m->quadAttributeUV.GetIterator();
size_t indicesIdx = 0;
size_t totalNumQuads = 0;
for (OverlayRendererInternals::QuadBatchMap::iterator it = m->quadBatchMap.begin(); it != m->quadBatchMap.end(); ++it)
{
QuadBatchData& batchRenderData = (it->second);
batchRenderData.m_NumRenderQuads = 0;
if (batchRenderData.m_Quads.empty())
continue;
// Remember the current index into the (entire) indices array as our base offset for this batch
batchRenderData.m_IndicesBase = indicesIdx;
// points to the index where each iteration's vertices will be appended
for (size_t i = 0; i < batchRenderData.m_Quads.size() && totalNumQuads < OverlayRendererInternals::MAX_QUAD_OVERLAYS; i++)
{
const SOverlayQuad* quad = batchRenderData.m_Quads[i];
const SColor4ub quadColor = quad->m_Color.AsSColor4ub();
*vertexPos++ = quad->m_Corners[0] + vOffset;
*vertexPos++ = quad->m_Corners[1] + vOffset;
*vertexPos++ = quad->m_Corners[2] + vOffset;
*vertexPos++ = quad->m_Corners[3] + vOffset;
(*vertexUV)[0] = 0;
(*vertexUV)[1] = 0;
++vertexUV;
(*vertexUV)[0] = 0;
(*vertexUV)[1] = 1;
++vertexUV;
(*vertexUV)[0] = 1;
(*vertexUV)[1] = 1;
++vertexUV;
(*vertexUV)[0] = 1;
(*vertexUV)[1] = 0;
++vertexUV;
*vertexColor++ = quadColor;
*vertexColor++ = quadColor;
*vertexColor++ = quadColor;
*vertexColor++ = quadColor;
indicesIdx += 6;
totalNumQuads++;
batchRenderData.m_NumRenderQuads++;
}
}
m->quadVertices.Upload();
// don't free the backing store! we'll overwrite it on the next frame to save a reallocation.
m->quadVertices.PrepareForRendering();
}
void OverlayRenderer::Upload(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext)
{
m->quadVertices.UploadIfNeeded(deviceCommandContext);
m->quadIndices.UploadIfNeeded(deviceCommandContext);
}
void OverlayRenderer::RenderOverlaysBeforeWater(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext)
{
PROFILE3_GPU("overlays (before)");
GPU_SCOPED_LABEL(deviceCommandContext, "Render overlays before water");
for (SOverlayLine* line : m->lines)
{
if (line->m_Coords.empty())
continue;
g_Renderer.GetDebugRenderer().DrawLine(line->m_Coords, line->m_Color, static_cast(line->m_Thickness));
}
}
void OverlayRenderer::RenderOverlaysAfterWater(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext)
{
PROFILE3_GPU("overlays (after)");
GPU_SCOPED_LABEL(deviceCommandContext, "Render overlays after water");
RenderTexturedOverlayLines(deviceCommandContext);
RenderQuadOverlays(deviceCommandContext);
RenderSphereOverlays(deviceCommandContext);
}
void OverlayRenderer::RenderTexturedOverlayLines(Renderer::Backend::IDeviceCommandContext* deviceCommandContext)
{
if (m->texlines.empty())
return;
CLOSTexture& los = g_Renderer.GetSceneRenderer().GetScene().GetLOSTexture();
if (m->shaderTexLineNormal.technique)
{
const CShaderTechniquePtr& shaderTechnique = m->shaderTexLineNormal.GetTechnique();
deviceCommandContext->SetGraphicsPipelineState(
shaderTechnique->GetGraphicsPipelineState());
deviceCommandContext->BeginPass();
Renderer::Backend::IShaderProgram* shaderTexLineNormal = shaderTechnique->GetShader();
deviceCommandContext->SetTexture(
shaderTexLineNormal->GetBindingSlot(str_losTex), los.GetTexture());
const CMatrix3D transform =
g_Renderer.GetSceneRenderer().GetViewCamera().GetViewProjection();
deviceCommandContext->SetUniform(
shaderTexLineNormal->GetBindingSlot(str_transform), transform.AsFloatArray());
deviceCommandContext->SetUniform(
shaderTexLineNormal->GetBindingSlot(str_losTransform),
los.GetTextureMatrix()[0], los.GetTextureMatrix()[12]);
// batch render only the non-always-visible overlay lines using the normal shader
RenderTexturedOverlayLines(deviceCommandContext, shaderTexLineNormal, false);
deviceCommandContext->EndPass();
}
if (m->shaderTexLineAlwaysVisible.technique)
{
const CShaderTechniquePtr& shaderTechnique = m->shaderTexLineAlwaysVisible.GetTechnique();
deviceCommandContext->SetGraphicsPipelineState(
shaderTechnique->GetGraphicsPipelineState());
deviceCommandContext->BeginPass();
Renderer::Backend::IShaderProgram* shaderTexLineAlwaysVisible =
shaderTechnique->GetShader();
// TODO: losTex and losTransform are unused in the always visible shader; see if these can be safely omitted
deviceCommandContext->SetTexture(
shaderTexLineAlwaysVisible->GetBindingSlot(str_losTex), los.GetTexture());
const CMatrix3D transform =
g_Renderer.GetSceneRenderer().GetViewCamera().GetViewProjection();
deviceCommandContext->SetUniform(
shaderTexLineAlwaysVisible->GetBindingSlot(str_transform), transform.AsFloatArray());
deviceCommandContext->SetUniform(
shaderTexLineAlwaysVisible->GetBindingSlot(str_losTransform),
los.GetTextureMatrix()[0], los.GetTextureMatrix()[12]);
// batch render only the always-visible overlay lines using the LoS-ignored shader
RenderTexturedOverlayLines(deviceCommandContext, shaderTexLineAlwaysVisible, true);
deviceCommandContext->EndPass();
}
}
void OverlayRenderer::RenderTexturedOverlayLines(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
Renderer::Backend::IShaderProgram* shader, bool alwaysVisible)
{
for (size_t i = 0; i < m->texlines.size(); ++i)
{
SOverlayTexturedLine* line = m->texlines[i];
// render only those lines matching the requested alwaysVisible status
if (!line->m_RenderData || line->m_AlwaysVisible != alwaysVisible)
continue;
ENSURE(line->m_RenderData);
line->m_RenderData->Render(
deviceCommandContext, m->texturedLineVertexInputLayout, *line, shader);
}
}
void OverlayRenderer::RenderQuadOverlays(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext)
{
if (m->quadBatchMap.empty())
return;
if (!m->shaderQuadOverlay.technique)
return;
const CShaderTechniquePtr& shaderTechnique = m->shaderQuadOverlay.GetTechnique();
deviceCommandContext->SetGraphicsPipelineState(
shaderTechnique->GetGraphicsPipelineState());
deviceCommandContext->BeginPass();
Renderer::Backend::IShaderProgram* shader = shaderTechnique->GetShader();
CLOSTexture& los = g_Renderer.GetSceneRenderer().GetScene().GetLOSTexture();
deviceCommandContext->SetTexture(
shader->GetBindingSlot(str_losTex), los.GetTexture());
deviceCommandContext->SetUniform(
shader->GetBindingSlot(str_losTransform),
los.GetTextureMatrix()[0], los.GetTextureMatrix()[12]);
const CMatrix3D transform =
g_Renderer.GetSceneRenderer().GetViewCamera().GetViewProjection();
deviceCommandContext->SetUniform(
shader->GetBindingSlot(str_transform), transform.AsFloatArray());
const uint32_t vertexStride = m->quadVertices.GetStride();
const uint32_t firstVertexOffset = m->quadVertices.GetOffset() * vertexStride;
deviceCommandContext->SetVertexInputLayout(m->quadVertexInputLayout);
deviceCommandContext->SetVertexBuffer(
0, m->quadVertices.GetBuffer(), firstVertexOffset);
deviceCommandContext->SetIndexBuffer(m->quadIndices.GetBuffer());
const int32_t baseTexBindingSlot = shader->GetBindingSlot(str_baseTex);
const int32_t maskTexBindingSlot = shader->GetBindingSlot(str_maskTex);
for (OverlayRendererInternals::QuadBatchMap::iterator it = m->quadBatchMap.begin(); it != m->quadBatchMap.end(); ++it)
{
QuadBatchData& batchRenderData = it->second;
const size_t batchNumQuads = batchRenderData.m_NumRenderQuads;
if (batchNumQuads == 0)
continue;
const QuadBatchKey& maskPair = it->first;
maskPair.m_Texture->UploadBackendTextureIfNeeded(deviceCommandContext);
maskPair.m_TextureMask->UploadBackendTextureIfNeeded(deviceCommandContext);
deviceCommandContext->SetTexture(
baseTexBindingSlot, maskPair.m_Texture->GetBackendTexture());
deviceCommandContext->SetTexture(
maskTexBindingSlot, maskPair.m_TextureMask->GetBackendTexture());
deviceCommandContext->DrawIndexed(m->quadIndices.GetOffset() + batchRenderData.m_IndicesBase, batchNumQuads * 6, 0);
g_Renderer.GetStats().m_DrawCalls++;
g_Renderer.GetStats().m_OverlayTris += batchNumQuads*2;
}
deviceCommandContext->EndPass();
}
void OverlayRenderer::RenderForegroundOverlays(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
const CCamera& viewCamera)
{
PROFILE3_GPU("overlays (fg)");
GPU_SCOPED_LABEL(deviceCommandContext, "Render foreground overlays");
const CVector3D right = -viewCamera.GetOrientation().GetLeft();
const CVector3D up = viewCamera.GetOrientation().GetUp();
const CShaderTechniquePtr& shaderTechnique = m->shaderForegroundOverlay.GetTechnique();
deviceCommandContext->SetGraphicsPipelineState(
shaderTechnique->GetGraphicsPipelineState());
deviceCommandContext->BeginPass();
Renderer::Backend::IShaderProgram* shader = shaderTechnique->GetShader();
const CMatrix3D transform =
g_Renderer.GetSceneRenderer().GetViewCamera().GetViewProjection();
deviceCommandContext->SetUniform(
shader->GetBindingSlot(str_transform), transform.AsFloatArray());
const CVector2D uvs[6] =
{
{0.0f, 1.0f},
{1.0f, 1.0f},
{1.0f, 0.0f},
{0.0f, 1.0f},
{1.0f, 0.0f},
{0.0f, 0.0f},
};
deviceCommandContext->SetVertexInputLayout(m->foregroundVertexInputLayout);
deviceCommandContext->SetVertexBufferData(
1, &uvs[0], std::size(uvs) * sizeof(uvs[0]));
const int32_t baseTexBindingSlot = shader->GetBindingSlot(str_baseTex);
const int32_t colorMulBindingSlot = shader->GetBindingSlot(str_colorMul);
for (size_t i = 0; i < m->sprites.size(); ++i)
{
SOverlaySprite* sprite = m->sprites[i];
if (!i || sprite->m_Texture != m->sprites[i - 1]->m_Texture)
{
sprite->m_Texture->UploadBackendTextureIfNeeded(deviceCommandContext);
deviceCommandContext->SetTexture(
baseTexBindingSlot, sprite->m_Texture->GetBackendTexture());
}
deviceCommandContext->SetUniform(
colorMulBindingSlot, sprite->m_Color.AsFloatArray());
const CVector3D position[6] =
{
sprite->m_Position + right*sprite->m_X0 + up*sprite->m_Y0,
sprite->m_Position + right*sprite->m_X1 + up*sprite->m_Y0,
sprite->m_Position + right*sprite->m_X1 + up*sprite->m_Y1,
sprite->m_Position + right*sprite->m_X0 + up*sprite->m_Y0,
sprite->m_Position + right*sprite->m_X1 + up*sprite->m_Y1,
sprite->m_Position + right*sprite->m_X0 + up*sprite->m_Y1
};
deviceCommandContext->SetVertexBufferData(
0, &position[0].X, std::size(position) * sizeof(position[0]));
deviceCommandContext->Draw(0, 6);
g_Renderer.GetStats().m_DrawCalls++;
g_Renderer.GetStats().m_OverlayTris += 2;
}
deviceCommandContext->EndPass();
}
static void TessellateSphereFace(const CVector3D& a, u16 ai,
const CVector3D& b, u16 bi,
const CVector3D& c, u16 ci,
std::vector& vertexes, std::vector& indexes, int level)
{
if (level == 0)
{
indexes.push_back(ai);
indexes.push_back(bi);
indexes.push_back(ci);
}
else
{
CVector3D d = (a + b).Normalized();
CVector3D e = (b + c).Normalized();
CVector3D f = (c + a).Normalized();
int di = vertexes.size() / 3; vertexes.push_back(d.X); vertexes.push_back(d.Y); vertexes.push_back(d.Z);
int ei = vertexes.size() / 3; vertexes.push_back(e.X); vertexes.push_back(e.Y); vertexes.push_back(e.Z);
int fi = vertexes.size() / 3; vertexes.push_back(f.X); vertexes.push_back(f.Y); vertexes.push_back(f.Z);
TessellateSphereFace(a,ai, d,di, f,fi, vertexes, indexes, level-1);
TessellateSphereFace(d,di, b,bi, e,ei, vertexes, indexes, level-1);
TessellateSphereFace(f,fi, e,ei, c,ci, vertexes, indexes, level-1);
TessellateSphereFace(d,di, e,ei, f,fi, vertexes, indexes, level-1);
}
}
static void TessellateSphere(std::vector& vertexes, std::vector& indexes, int level)
{
/* Start with a tetrahedron, then tessellate */
float s = sqrtf(0.5f);
#define VERT(a,b,c) vertexes.push_back(a); vertexes.push_back(b); vertexes.push_back(c);
VERT(-s, 0, -s);
VERT( s, 0, -s);
VERT( s, 0, s);
VERT(-s, 0, s);
VERT( 0, -1, 0);
VERT( 0, 1, 0);
#define FACE(a,b,c) \
TessellateSphereFace( \
CVector3D(vertexes[a*3], vertexes[a*3+1], vertexes[a*3+2]), a, \
CVector3D(vertexes[b*3], vertexes[b*3+1], vertexes[b*3+2]), b, \
CVector3D(vertexes[c*3], vertexes[c*3+1], vertexes[c*3+2]), c, \
vertexes, indexes, level);
FACE(0,4,1);
FACE(1,4,2);
FACE(2,4,3);
FACE(3,4,0);
FACE(1,5,0);
FACE(2,5,1);
FACE(3,5,2);
FACE(0,5,3);
#undef FACE
#undef VERT
}
void OverlayRendererInternals::GenerateSphere()
{
if (sphereVertexes.empty())
TessellateSphere(sphereVertexes, sphereIndexes, 3);
}
void OverlayRenderer::RenderSphereOverlays(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext)
{
PROFILE3_GPU("overlays (spheres)");
if (m->spheres.empty() || m->shaderOverlaySolid.technique)
return;
const CShaderTechniquePtr& shaderTechnique = m->shaderOverlaySolid.GetTechnique();
deviceCommandContext->SetGraphicsPipelineState(
shaderTechnique->GetGraphicsPipelineState());
deviceCommandContext->BeginPass();
Renderer::Backend::IShaderProgram* shader = shaderTechnique->GetShader();
const CMatrix3D transform =
g_Renderer.GetSceneRenderer().GetViewCamera().GetViewProjection();
deviceCommandContext->SetUniform(
shader->GetBindingSlot(str_transform), transform.AsFloatArray());
m->GenerateSphere();
deviceCommandContext->SetVertexInputLayout(m->sphereVertexInputLayout);
deviceCommandContext->SetVertexBufferData(
0, m->sphereVertexes.data(), m->sphereVertexes.size() * sizeof(m->sphereVertexes[0]));
deviceCommandContext->SetIndexBufferData(
m->sphereIndexes.data(), m->sphereIndexes.size() * sizeof(m->sphereIndexes[0]));
for (const SOverlaySphere* sphere : m->spheres)
{
const CVector4D instancingTransform{
sphere->m_Center.X, sphere->m_Center.Y, sphere->m_Center.Z, sphere->m_Radius};
deviceCommandContext->SetUniform(
shader->GetBindingSlot(str_instancingTransform),
instancingTransform.AsFloatArray());
deviceCommandContext->SetUniform(
shader->GetBindingSlot(str_color), sphere->m_Color.AsFloatArray());
deviceCommandContext->DrawIndexed(0, m->sphereIndexes.size(), 0);
g_Renderer.GetStats().m_DrawCalls++;
g_Renderer.GetStats().m_OverlayTris = m->sphereIndexes.size()/3;
}
deviceCommandContext->EndPass();
}