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- //
- // Copyright (c) 2008-2014 the Urho3D project.
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to deal
- // in the Software without restriction, including without limitation the rights
- // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- // copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- // THE SOFTWARE.
- //
- #include "Precompiled.h"
- #include "Camera.h"
- #include "Context.h"
- #include "Drawable2D.h"
- #include "Geometry.h"
- #include "GraphicsEvents.h"
- #include "IndexBuffer.h"
- #include "Log.h"
- #include "Material.h"
- #include "Node.h"
- #include "Profiler.h"
- #include "Renderer2D.h"
- #include "Scene.h"
- #include "Sort.h"
- #include "Technique.h"
- #include "Texture2D.h"
- #include "VertexBuffer.h"
- #include "WorkQueue.h"
- #include "DebugNew.h"
- namespace Urho3D
- {
- extern const char* blendModeNames[];
- Renderer2D::Renderer2D(Context* context) :
- Drawable(context, DRAWABLE_RENDERER2D),
- indexBuffer_(new IndexBuffer(context_)),
- vertexBuffer_(new VertexBuffer(context_)),
- frustum_(0),
- indexCount_(0),
- vertexCount_(0)
- {
- SubscribeToEvent(E_BEGINVIEWUPDATE, HANDLER(Renderer2D, HandleBeginViewUpdate));
- }
- Renderer2D::~Renderer2D()
- {
- }
- void Renderer2D::RegisterObject(Context* context)
- {
- context->RegisterFactory<Renderer2D>();
- }
- void Renderer2D::UpdateBatches(const FrameInfo& frame)
- {
- unsigned count = batches_.Size();
- bool hasShaderParameters = HasShaderParameters();
- // Update non-thread critical parts of the source batches
- for (unsigned i = 0; i < count; ++i)
- {
- batches_[i].distance_ = 10.0f + (count - i) * 0.001f;
- batches_[i].worldTransform_ = &Matrix3x4::IDENTITY;
- batches_[i].shaderParameters_ = hasShaderParameters ? &shaderParameters_ : 0;
- }
- }
- void Renderer2D::UpdateGeometry(const FrameInfo& frame)
- {
- // Fill index buffer
- if (indexBuffer_->GetIndexCount() < indexCount_ || indexBuffer_->IsDataLost())
- {
- bool largeIndices = vertexCount_ > 0xffff;
- indexBuffer_->SetSize(indexCount_, largeIndices);
- void* buffer = indexBuffer_->Lock(0, indexCount_, true);
- if (buffer)
- {
- unsigned quadCount = indexCount_ / 6;
- if (largeIndices)
- {
- unsigned* dest = reinterpret_cast<unsigned*>(buffer);
- for (unsigned i = 0; i < quadCount; ++i)
- {
- unsigned base = i * 4;
- dest[0] = base;
- dest[1] = base + 1;
- dest[2] = base + 2;
- dest[3] = base;
- dest[4] = base + 2;
- dest[5] = base + 3;
- dest += 6;
- }
- }
- else
- {
- unsigned short* dest = reinterpret_cast<unsigned short*>(buffer);
- for (unsigned i = 0; i < quadCount; ++i)
- {
- unsigned base = i * 4;
- dest[0] = (unsigned short)(base);
- dest[1] = (unsigned short)(base + 1);
- dest[2] = (unsigned short)(base + 2);
- dest[3] = (unsigned short)(base);
- dest[4] = (unsigned short)(base + 2);
- dest[5] = (unsigned short)(base + 3);
- dest += 6;
- }
- }
- indexBuffer_->Unlock();
- }
- else
- {
- LOGERROR("Failed to lock index buffer");
- return;
- }
- }
- if (vertexBuffer_->GetVertexCount() < vertexCount_)
- vertexBuffer_->SetSize(vertexCount_, MASK_VERTEX2D);
- if (vertexCount_)
- {
- Vertex2D* dest = reinterpret_cast<Vertex2D*>(vertexBuffer_->Lock(0, vertexCount_, true));
- if (dest)
- {
- for (unsigned d = 0; d < drawables_.Size(); ++d)
- {
- if (!drawables_[d]->GetVisibility())
- continue;
- const Vector<Vertex2D>& vertices = drawables_[d]->GetVertices();
- for (unsigned i = 0; i < vertices.Size(); ++i)
- dest[i] = vertices[i];
- dest += vertices.Size();
- }
- vertexBuffer_->Unlock();
- }
- else
- LOGERROR("Failed to lock vertex buffer");
- }
- }
- UpdateGeometryType Renderer2D::GetUpdateGeometryType()
- {
- return UPDATE_MAIN_THREAD;
- }
- bool Renderer2D::CheckVisibility(Drawable2D* drawable) const
- {
- const BoundingBox& box = drawable->GetWorldBoundingBox();
- if (frustum_)
- return frustum_->IsInsideFast(box) != OUTSIDE;
- return frustumBoundingBox_.IsInsideFast(box) != OUTSIDE;
- }
- void Renderer2D::OnWorldBoundingBoxUpdate()
- {
- // Set a large dummy bounding box to ensure the renderer is rendered
- boundingBox_.Define(-M_LARGE_VALUE, M_LARGE_VALUE);
- worldBoundingBox_ = boundingBox_;
- }
- static void CheckDrawableVisibility(const WorkItem* item, unsigned threadIndex)
- {
- Renderer2D* renderer = reinterpret_cast<Renderer2D*>(item->aux_);
- Drawable2D** start = reinterpret_cast<Drawable2D**>(item->start_);
- Drawable2D** end = reinterpret_cast<Drawable2D**>(item->end_);
- while (start != end)
- {
- Drawable2D* drawable = *start++;
- if (renderer->CheckVisibility(drawable) && drawable->GetMaterial() && drawable->GetVertices().Size())
- drawable->SetVisibility(true);
- else
- drawable->SetVisibility(false);
- }
- }
- static inline bool CompareDrawable2Ds(Drawable2D* lhs, Drawable2D* rhs)
- {
- if (lhs->GetLayer() != rhs->GetLayer())
- return lhs->GetLayer() < rhs->GetLayer();
- if (lhs->GetOrderInLayer() != rhs->GetOrderInLayer())
- return lhs->GetOrderInLayer() < rhs->GetOrderInLayer();
- Material* lhsUsedMaterial = lhs->GetMaterial();
- Material* rhsUsedMaterial = rhs->GetMaterial();
- if (lhsUsedMaterial != rhsUsedMaterial)
- return lhsUsedMaterial->GetNameHash() < rhsUsedMaterial->GetNameHash();
- return lhs->GetID() < rhs->GetID();
- }
- void Renderer2D::HandleBeginViewUpdate(StringHash eventType, VariantMap& eventData)
- {
- using namespace BeginViewUpdate;
- Scene* scene = GetScene();
- // Check that we are updating the correct scene
- if (scene != eventData[P_SCENE].GetPtr())
- return;
- PROFILE(UpdateRenderer2D);
- drawables_.Clear();
- GetDrawables(drawables_, scene);
- // Check and set default material
- for (unsigned i = 0; i < drawables_.Size(); ++i)
- {
- Drawable2D* drawable = drawables_[i];
- if (!drawable->GetMaterial())
- drawable->SetMaterial(GetMaterial(drawable->GetTexture(), drawable->GetBlendMode()));
- }
- Sort(drawables_.Begin(), drawables_.End(), CompareDrawable2Ds);
-
- Camera* camera = static_cast<Camera*>(eventData[P_CAMERA].GetPtr());
- frustum_ = &camera->GetFrustum();
- if (camera->IsOrthographic() && camera->GetNode()->GetWorldDirection() == Vector3::FORWARD)
- {
- // Define bounding box with min and max points
- frustumBoundingBox_.Define(frustum_->vertices_[2], frustum_->vertices_[4]);
- frustum_ = 0;
- }
- // Check visibility
- {
- PROFILE(CheckDrawableVisibility);
- WorkQueue* queue = GetSubsystem<WorkQueue>();
- int numWorkItems = queue->GetNumThreads() + 1; // Worker threads + main thread
- int drawablesPerItem = drawables_.Size() / numWorkItems;
-
- PODVector<Drawable2D*>::Iterator start = drawables_.Begin();
- for (int i = 0; i < numWorkItems; ++i)
- {
- SharedPtr<WorkItem> item = queue->GetFreeItem();
- item->priority_ = M_MAX_UNSIGNED;
- item->workFunction_ = CheckDrawableVisibility;
- item->aux_ = this;
- PODVector<Drawable2D*>::Iterator end = drawables_.End();
- if (i < numWorkItems - 1 && end - start > drawablesPerItem)
- end = start + drawablesPerItem;
-
- item->start_ = &(*start);
- item->end_ = &(*end);
- queue->AddWorkItem(item);
-
- start = end;
- }
- queue->Complete(M_MAX_UNSIGNED);
- }
- vertexCount_ = 0;
- for (unsigned i = 0; i < drawables_.Size(); ++i)
- {
- if (drawables_[i]->GetVisibility())
- vertexCount_ += drawables_[i]->GetVertices().Size();
- }
- indexCount_ = vertexCount_ / 4 * 6;
- // Go through the drawables to form geometries & batches, but upload the actual vertex data later
- materials_.Clear();
- Material* material = 0;
- unsigned iStart = 0;
- unsigned iCount = 0;
- unsigned vStart = 0;
- unsigned vCount = 0;
- for (unsigned d = 0; d < drawables_.Size(); ++d)
- {
- if (!drawables_[d]->GetVisibility())
- continue;
- Material* usedMaterial = drawables_[d]->GetMaterial();
- const Vector<Vertex2D>& vertices = drawables_[d]->GetVertices();
- if (material != usedMaterial)
- {
- if (material)
- {
- AddBatch(material, iStart, iCount, vStart, vCount);
- iStart += iCount;
- iCount = 0;
- vStart += vCount;
- vCount = 0;
- }
- material = usedMaterial;
- }
- iCount += vertices.Size() / 4 * 6;
- vCount += vertices.Size();
- }
- if (material)
- AddBatch(material, iStart, iCount, vStart, vCount);
- // Now the amount of batches is known. Build the part of source batches that are sensitive to threading issues
- // (material & geometry pointers)
- unsigned count = materials_.Size();
- batches_.Resize(count);
- for (unsigned i = 0; i < count; ++i)
- {
- batches_[i].material_ = materials_[i];
- batches_[i].geometry_ = geometries_[i];
- }
- }
- void Renderer2D::GetDrawables(PODVector<Drawable2D*>& dest, Node* node)
- {
- if (!node)
- return;
- const Vector<SharedPtr<Component> >& components = node->GetComponents();
- for (Vector<SharedPtr<Component> >::ConstIterator i = components.Begin(); i != components.End(); ++i)
- {
- Drawable2D* drawable = dynamic_cast<Drawable2D*>(i->Get());
- if (drawable)
- dest.Push(drawable);
- }
- const Vector<SharedPtr<Node> >& children = node->GetChildren();
- for (Vector<SharedPtr<Node> >::ConstIterator i = children.Begin(); i != children.End(); ++i)
- GetDrawables(dest, i->Get());
- }
- Material* Renderer2D::GetMaterial(Texture2D* texture, BlendMode blendMode)
- {
- HashMap<Texture2D*, HashMap<int, SharedPtr<Material> > >::Iterator t = cachedMaterials_.Find(texture);
- if (t == cachedMaterials_.End())
- {
- SharedPtr<Material> material(CreateMaterial(texture, blendMode));
- cachedMaterials_[texture][blendMode] = material;
- return material;
- }
- HashMap<int, SharedPtr<Material> >& materials = t->second_;
- HashMap<int, SharedPtr<Material> >::Iterator b = materials.Find(blendMode);
- if (b != materials.End())
- return b->second_;
- SharedPtr<Material> material(CreateMaterial(texture, blendMode));
- materials[blendMode] = material;
- return material;
- }
- Material* Renderer2D::CreateMaterial(Texture2D* texture, BlendMode blendMode)
- {
- Material* material = new Material(context_);
- if (texture)
- material->SetName(texture->GetName() + "_" + blendModeNames[blendMode]);
- else
- material->SetName(blendModeNames[blendMode]);
- Technique* tech = new Technique(context_);
- Pass* pass = tech->CreatePass(PASS_ALPHA);
- pass->SetBlendMode(blendMode);
- pass->SetVertexShader("Basic");
- pass->SetVertexShaderDefines("DIFFMAP VERTEXCOLOR");
- pass->SetPixelShader("Basic");
- pass->SetPixelShaderDefines("DIFFMAP VERTEXCOLOR");
- pass->SetDepthWrite(false);
- material->SetTechnique(0, tech);
- material->SetCullMode(CULL_NONE);
- material->SetTexture(TU_DIFFUSE, texture);
- return material;
- }
- void Renderer2D::AddBatch(Material* material, unsigned indexStart, unsigned indexCount, unsigned vertexStart, unsigned vertexCount)
- {
- if (!material || indexCount == 0 || vertexCount == 0)
- return;
- materials_.Push(SharedPtr<Material>(material));
- unsigned batchSize = materials_.Size();
- if (geometries_.Size() < batchSize)
- {
- SharedPtr<Geometry> geometry(new Geometry(context_));
- geometry->SetIndexBuffer(indexBuffer_);
- geometry->SetVertexBuffer(0, vertexBuffer_, MASK_VERTEX2D);
- geometries_.Push(geometry);
- }
- geometries_[batchSize - 1]->SetDrawRange(TRIANGLE_LIST, indexStart, indexCount, vertexStart, vertexCount, false);
- }
- }
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