Files

512 lines
18 KiB
C++
Raw Permalink Normal View History

// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#include <TestFramework.h>
#include <Renderer/DebugRendererImp.h>
#include <Renderer/Renderer.h>
#include <Renderer/Font.h>
#ifndef JPH_DEBUG_RENDERER
// Hack to still compile DebugRenderer inside the test framework when Jolt is compiled without
#define JPH_DEBUG_RENDERER
#include <Jolt/Renderer/DebugRenderer.cpp>
#undef JPH_DEBUG_RENDERER
#endif // !JPH_DEBUG_RENDERER
DebugRendererImp::DebugRendererImp(Renderer *inRenderer, const Font *inFont) :
mRenderer(inRenderer),
mFont(inFont)
{
// Create input layout for lines
const PipelineState::EInputDescription line_vertex_desc[] =
{
PipelineState::EInputDescription::Position,
PipelineState::EInputDescription::Color
};
// Lines
Ref<VertexShader> vtx_line = mRenderer->CreateVertexShader("LineVertexShader");
Ref<PixelShader> pix_line = mRenderer->CreatePixelShader("LinePixelShader");
mLineState = mRenderer->CreatePipelineState(vtx_line, line_vertex_desc, std::size(line_vertex_desc), pix_line, PipelineState::EDrawPass::Normal, PipelineState::EFillMode::Solid, PipelineState::ETopology::Line, PipelineState::EDepthTest::On, PipelineState::EBlendMode::AlphaBlend, PipelineState::ECullMode::Backface);
// Create input layout for triangles
const PipelineState::EInputDescription triangles_vertex_desc[] =
{
PipelineState::EInputDescription::Position,
PipelineState::EInputDescription::Normal,
PipelineState::EInputDescription::TexCoord,
PipelineState::EInputDescription::Color,
PipelineState::EInputDescription::InstanceTransform,
PipelineState::EInputDescription::InstanceInvTransform,
PipelineState::EInputDescription::InstanceColor
};
// Triangles
Ref<VertexShader> vtx_triangle = mRenderer->CreateVertexShader("TriangleVertexShader");
Ref<PixelShader> pix_triangle = mRenderer->CreatePixelShader("TrianglePixelShader");
mTriangleStateBF = mRenderer->CreatePipelineState(vtx_triangle, triangles_vertex_desc, std::size(triangles_vertex_desc), pix_triangle, PipelineState::EDrawPass::Normal, PipelineState::EFillMode::Solid, PipelineState::ETopology::Triangle, PipelineState::EDepthTest::On, PipelineState::EBlendMode::AlphaBlend, PipelineState::ECullMode::Backface);
mTriangleStateFF = mRenderer->CreatePipelineState(vtx_triangle, triangles_vertex_desc, std::size(triangles_vertex_desc), pix_triangle, PipelineState::EDrawPass::Normal, PipelineState::EFillMode::Solid, PipelineState::ETopology::Triangle, PipelineState::EDepthTest::On, PipelineState::EBlendMode::AlphaBlend, PipelineState::ECullMode::FrontFace);
mTriangleStateWire = mRenderer->CreatePipelineState(vtx_triangle, triangles_vertex_desc, std::size(triangles_vertex_desc), pix_triangle, PipelineState::EDrawPass::Normal, PipelineState::EFillMode::Wireframe, PipelineState::ETopology::Triangle, PipelineState::EDepthTest::On, PipelineState::EBlendMode::AlphaBlend, PipelineState::ECullMode::Backface);
// Shadow pass
Ref<VertexShader> vtx_shadow = mRenderer->CreateVertexShader("TriangleDepthVertexShader");
Ref<PixelShader> pix_shadow = mRenderer->CreatePixelShader("TriangleDepthPixelShader");
mShadowStateBF = mRenderer->CreatePipelineState(vtx_shadow, triangles_vertex_desc, std::size(triangles_vertex_desc), pix_shadow, PipelineState::EDrawPass::Shadow, PipelineState::EFillMode::Solid, PipelineState::ETopology::Triangle, PipelineState::EDepthTest::On, PipelineState::EBlendMode::AlphaBlend, PipelineState::ECullMode::Backface);
mShadowStateFF = mRenderer->CreatePipelineState(vtx_shadow, triangles_vertex_desc, std::size(triangles_vertex_desc), pix_shadow, PipelineState::EDrawPass::Shadow, PipelineState::EFillMode::Solid, PipelineState::ETopology::Triangle, PipelineState::EDepthTest::On, PipelineState::EBlendMode::AlphaBlend, PipelineState::ECullMode::FrontFace);
mShadowStateWire = mRenderer->CreatePipelineState(vtx_shadow, triangles_vertex_desc, std::size(triangles_vertex_desc), pix_shadow, PipelineState::EDrawPass::Shadow, PipelineState::EFillMode::Wireframe, PipelineState::ETopology::Triangle, PipelineState::EDepthTest::On, PipelineState::EBlendMode::AlphaBlend, PipelineState::ECullMode::Backface);
// Create instances buffer
for (uint n = 0; n < Renderer::cFrameCount; ++n)
mInstancesBuffer[n] = mRenderer->CreateRenderInstances();
// Create empty batch
Vertex empty_vertex { Float3(0, 0, 0), Float3(1, 0, 0), Float2(0, 0), Color::sWhite };
uint32 empty_indices[] = { 0, 0, 0 };
mEmptyBatch = CreateTriangleBatch(&empty_vertex, 1, empty_indices, 3);
// Initialize base class
DebugRenderer::Initialize();
}
void DebugRendererImp::DrawLine(RVec3Arg inFrom, RVec3Arg inTo, ColorArg inColor)
{
RVec3 offset = mRenderer->GetBaseOffset();
Line line;
Vec3(inFrom - offset).StoreFloat3(&line.mFrom);
line.mFromColor = inColor;
Vec3(inTo - offset).StoreFloat3(&line.mTo);
line.mToColor = inColor;
lock_guard lock(mLinesLock);
mLines.push_back(line);
}
DebugRenderer::Batch DebugRendererImp::CreateTriangleBatch(const Triangle *inTriangles, int inTriangleCount)
{
if (inTriangles == nullptr || inTriangleCount == 0)
return mEmptyBatch;
RenderPrimitive *primitive = mRenderer->CreateRenderPrimitive(PipelineState::ETopology::Triangle);
primitive->CreateVertexBuffer(3 * inTriangleCount, sizeof(Vertex), inTriangles);
return primitive;
}
DebugRenderer::Batch DebugRendererImp::CreateTriangleBatch(const Vertex *inVertices, int inVertexCount, const uint32 *inIndices, int inIndexCount)
{
if (inVertices == nullptr || inVertexCount == 0 || inIndices == nullptr || inIndexCount == 0)
return mEmptyBatch;
RenderPrimitive *primitive = mRenderer->CreateRenderPrimitive(PipelineState::ETopology::Triangle);
primitive->CreateVertexBuffer(inVertexCount, sizeof(Vertex), inVertices);
primitive->CreateIndexBuffer(inIndexCount, inIndices);
return primitive;
}
void DebugRendererImp::DrawGeometry(RMat44Arg inModelMatrix, const AABox &inWorldSpaceBounds, float inLODScaleSq, ColorArg inModelColor, const GeometryRef &inGeometry, ECullMode inCullMode, ECastShadow inCastShadow, EDrawMode inDrawMode)
{
lock_guard lock(mPrimitivesLock);
RVec3 offset = mRenderer->GetBaseOffset();
Mat44 model_matrix = inModelMatrix.PostTranslated(-offset).ToMat44();
AABox world_space_bounds = inWorldSpaceBounds;
world_space_bounds.Translate(Vec3(-offset));
// Our pixel shader uses alpha only to turn on/off shadows
Color color = inCastShadow == ECastShadow::On? Color(inModelColor, 255) : Color(inModelColor, 0);
if (inDrawMode == EDrawMode::Wireframe)
{
mWireframePrimitives[inGeometry].mInstances.push_back({ model_matrix, model_matrix.GetDirectionPreservingMatrix(), color, world_space_bounds, inLODScaleSq });
++mNumInstances;
}
else
{
if (inCullMode != ECullMode::CullFrontFace)
{
mPrimitives[inGeometry].mInstances.push_back({ model_matrix, model_matrix.GetDirectionPreservingMatrix(), color, world_space_bounds, inLODScaleSq });
++mNumInstances;
}
if (inCullMode != ECullMode::CullBackFace)
{
mPrimitivesBackFacing[inGeometry].mInstances.push_back({ model_matrix, model_matrix.GetDirectionPreservingMatrix(), color, world_space_bounds, inLODScaleSq });
++mNumInstances;
}
}
}
void DebugRendererImp::FinalizePrimitive()
{
JPH_PROFILE_FUNCTION();
if (mLockedPrimitive != nullptr)
{
// Unlock the primitive
mLockedPrimitive->UnlockVertexBuffer();
// Set number of indices to draw
mLockedPrimitive->SetNumVtxToDraw(int(mLockedVertices - mLockedVerticesStart));
// Add to draw list
mTempPrimitives[new Geometry(mLockedPrimitive.GetPtr(), mLockedPrimitiveBounds)].mInstances.push_back({ Mat44::sIdentity(), Mat44::sIdentity(), Color::sWhite, mLockedPrimitiveBounds, 1.0f });
++mNumInstances;
// Clear pointers
mLockedPrimitive = nullptr;
mLockedVerticesStart = nullptr;
mLockedVertices = nullptr;
mLockedVerticesEnd = nullptr;
mLockedPrimitiveBounds = AABox();
}
}
void DebugRendererImp::EnsurePrimitiveSpace(int inVtxSize)
{
const int cVertexBufferSize = 10240;
if (mLockedPrimitive == nullptr
|| mLockedVerticesEnd - mLockedVertices < inVtxSize)
{
FinalizePrimitive();
// Create new
mLockedPrimitive = mRenderer->CreateRenderPrimitive(PipelineState::ETopology::Triangle);
mLockedPrimitive->CreateVertexBuffer(cVertexBufferSize, sizeof(Vertex));
// Lock buffers
mLockedVerticesStart = mLockedVertices = (Vertex *)mLockedPrimitive->LockVertexBuffer();
mLockedVerticesEnd = mLockedVertices + cVertexBufferSize;
}
}
void DebugRendererImp::DrawTriangle(RVec3Arg inV1, RVec3Arg inV2, RVec3Arg inV3, ColorArg inColor, ECastShadow inCastShadow)
{
RVec3 offset = mRenderer->GetBaseOffset();
Vec3 v1(inV1 - offset);
Vec3 v2(inV2 - offset);
Vec3 v3(inV3 - offset);
lock_guard lock(mPrimitivesLock);
EnsurePrimitiveSpace(3);
// Set alpha to zero if we don't want to cast shadows to notify the pixel shader
Color color(inColor, inCastShadow == ECastShadow::Off? 0 : 0xff);
// Construct triangle in separate buffer and then copy it to the target memory block (may be uncached memory)
Triangle triangle(v1, v2, v3, color);
*(Triangle *)mLockedVertices = triangle;
mLockedVertices += 3;
// Update bounding box
mLockedPrimitiveBounds.Encapsulate(v1);
mLockedPrimitiveBounds.Encapsulate(v2);
mLockedPrimitiveBounds.Encapsulate(v3);
}
void DebugRendererImp::DrawInstances(const Geometry *inGeometry, const Array<int> &inStartIdx)
{
RenderInstances *instances_buffer = mInstancesBuffer[mRenderer->GetCurrentFrameIndex()];
if (!inStartIdx.empty())
{
// Get LODs
const Array<LOD> &geometry_lods = inGeometry->mLODs;
// Write instances for all LODS
int next_start_idx = inStartIdx.front();
for (size_t lod = 0; lod < geometry_lods.size(); ++lod)
{
int start_idx = next_start_idx;
next_start_idx = inStartIdx[lod + 1];
int num_instances = next_start_idx - start_idx;
instances_buffer->Draw(static_cast<RenderPrimitive *>(geometry_lods[lod].mTriangleBatch.GetPtr()), start_idx, num_instances);
}
}
}
void DebugRendererImp::DrawText3D(RVec3Arg inPosition, const string_view &inString, ColorArg inColor, float inHeight)
{
RVec3 offset = mRenderer->GetBaseOffset();
Vec3 pos(inPosition - offset);
lock_guard lock(mTextsLock);
mTexts.emplace_back(pos, inString, inColor, inHeight);
}
void DebugRendererImp::DrawLines()
{
JPH_PROFILE_FUNCTION();
lock_guard lock(mLinesLock);
// Draw the lines
if (!mLines.empty())
{
Ref<RenderPrimitive> primitive = mRenderer->CreateRenderPrimitive(PipelineState::ETopology::Line);
primitive->CreateVertexBuffer((int)mLines.size() * 2, sizeof(Line) / 2);
void *data = primitive->LockVertexBuffer();
memcpy(data, &mLines[0], mLines.size() * sizeof(Line));
primitive->UnlockVertexBuffer();
mLineState->Activate();
primitive->Draw();
}
}
void DebugRendererImp::DrawShadowPass()
{
JPH_PROFILE_FUNCTION();
lock_guard lock(mPrimitivesLock);
// Finish the last primitive
FinalizePrimitive();
// Get the camera and light frustum for culling
Vec3 camera_pos(mRenderer->GetCameraState().mPos - mRenderer->GetBaseOffset());
const Frustum &camera_frustum = mRenderer->GetCameraFrustum();
const Frustum &light_frustum = mRenderer->GetLightFrustum();
// Resize instances buffer and copy all visible instance data into it
if (mNumInstances > 0)
{
// Create instances buffer
RenderInstances *instances_buffer = mInstancesBuffer[mRenderer->GetCurrentFrameIndex()];
instances_buffer->CreateBuffer(2 * mNumInstances, sizeof(Instance));
Instance *dst_instance = reinterpret_cast<Instance *>(instances_buffer->Lock());
// Next write index
int dst_index = 0;
// This keeps track of which instances use which lod, first array: 0 = light pass, 1 = geometry pass
Array<Array<int>> lod_indices[2];
for (InstanceMap *primitive_map : { &mPrimitives, &mTempPrimitives, &mPrimitivesBackFacing, &mWireframePrimitives })
for (InstanceMap::value_type &v : *primitive_map)
{
// Get LODs
const Array<LOD> &geometry_lods = v.first->mLODs;
size_t num_lods = geometry_lods.size();
JPH_ASSERT(num_lods > 0);
// Ensure that our lod index array is big enough (to avoid reallocating memory too often)
if (lod_indices[0].size() < num_lods)
lod_indices[0].resize(num_lods);
if (lod_indices[1].size() < num_lods)
lod_indices[1].resize(num_lods);
// Iterate over all instances
const Array<InstanceWithLODInfo> &instances = v.second.mInstances;
for (size_t i = 0; i < instances.size(); ++i)
{
const InstanceWithLODInfo &src_instance = instances[i];
// Check if it overlaps with the light or camera frustum
bool light_overlaps = light_frustum.Overlaps(src_instance.mWorldSpaceBounds);
bool camera_overlaps = camera_frustum.Overlaps(src_instance.mWorldSpaceBounds);
if (light_overlaps || camera_overlaps)
{
// Figure out which LOD to use
const LOD &lod = v.first->GetLOD(camera_pos, src_instance.mWorldSpaceBounds, src_instance.mLODScaleSq);
size_t lod_index = &lod - geometry_lods.data();
// Store which index goes in which LOD
if (light_overlaps)
lod_indices[0][lod_index].push_back((int)i);
if (camera_overlaps)
lod_indices[1][lod_index].push_back((int)i);
}
}
// Loop over both passes: 0 = light, 1 = geometry
Array<int> *start_idx[] = { &v.second.mLightStartIdx, &v.second.mGeometryStartIdx };
for (int type = 0; type < 2; ++type)
{
// Reserve space for instance indices
Array<int> &type_start_idx = *start_idx[type];
type_start_idx.resize(num_lods + 1);
// Write out geometry pass instances
for (size_t lod = 0; lod < num_lods; ++lod)
{
// Write start index for this LOD
type_start_idx[lod] = dst_index;
// Copy instances
Array<int> &this_lod_indices = lod_indices[type][lod];
for (int i : this_lod_indices)
{
const Instance &src_instance = instances[i];
dst_instance[dst_index++] = src_instance;
}
// Prepare for next iteration (will preserve memory)
this_lod_indices.clear();
}
// Write out end of last LOD
type_start_idx.back() = dst_index;
}
}
instances_buffer->Unlock();
}
if (!mPrimitives.empty() || !mTempPrimitives.empty())
{
// Front face culling, we want to render the back side of the geometry for casting shadows
mShadowStateFF->Activate();
// Draw all primitives as seen from the light
if (mNumInstances > 0)
for (InstanceMap::value_type &v : mPrimitives)
DrawInstances(v.first, v.second.mLightStartIdx);
for (InstanceMap::value_type &v : mTempPrimitives)
DrawInstances(v.first, v.second.mLightStartIdx);
}
if (!mPrimitivesBackFacing.empty())
{
// Back face culling, we want to render the front side of back facing geometry
mShadowStateBF->Activate();
// Draw all primitives as seen from the light
for (InstanceMap::value_type &v : mPrimitivesBackFacing)
DrawInstances(v.first, v.second.mLightStartIdx);
}
if (!mWireframePrimitives.empty())
{
// Switch to wireframe mode
mShadowStateWire->Activate();
// Draw all wireframe primitives as seen from the light
for (InstanceMap::value_type &v : mWireframePrimitives)
DrawInstances(v.first, v.second.mLightStartIdx);
}
}
void DebugRendererImp::DrawTriangles()
{
// Bind the shadow map texture
mRenderer->GetShadowMap()->Bind();
if (!mPrimitives.empty() || !mTempPrimitives.empty())
{
// Bind the normal shader, back face culling
mTriangleStateBF->Activate();
// Draw all primitives
if (mNumInstances > 0)
for (InstanceMap::value_type &v : mPrimitives)
DrawInstances(v.first, v.second.mGeometryStartIdx);
for (InstanceMap::value_type &v : mTempPrimitives)
DrawInstances(v.first, v.second.mGeometryStartIdx);
}
if (!mPrimitivesBackFacing.empty())
{
// Front face culling, the next batch needs to render inside out
mTriangleStateFF->Activate();
// Draw all back primitives
for (InstanceMap::value_type &v : mPrimitivesBackFacing)
DrawInstances(v.first, v.second.mGeometryStartIdx);
}
if (!mWireframePrimitives.empty())
{
// Wire frame mode
mTriangleStateWire->Activate();
// Draw all wireframe primitives
for (InstanceMap::value_type &v : mWireframePrimitives)
DrawInstances(v.first, v.second.mGeometryStartIdx);
}
}
void DebugRendererImp::DrawTexts()
{
lock_guard lock(mTextsLock);
JPH_PROFILE_FUNCTION();
const CameraState &camera_state = mRenderer->GetCameraState();
for (const Text &t : mTexts)
{
Vec3 forward = camera_state.mForward;
Vec3 right = forward.Cross(camera_state.mUp).Normalized();
Vec3 up = right.Cross(forward).Normalized();
Mat44 transform(Vec4(right, 0), Vec4(up, 0), Vec4(forward, 0), Vec4(t.mPosition, 1));
mFont->DrawText3D(transform * Mat44::sScale(t.mHeight), t.mText, t.mColor);
}
}
void DebugRendererImp::Draw()
{
DrawLines();
DrawTriangles();
DrawTexts();
}
void DebugRendererImp::ClearLines()
{
lock_guard lock(mLinesLock);
mLines.clear();
}
void DebugRendererImp::ClearMap(InstanceMap &ioInstances)
{
Array<GeometryRef> to_delete;
for (InstanceMap::value_type &kv : ioInstances)
{
if (kv.second.mInstances.empty())
to_delete.push_back(kv.first);
else
kv.second.mInstances.clear();
}
for (GeometryRef &b : to_delete)
ioInstances.erase(b);
}
void DebugRendererImp::ClearTriangles()
{
lock_guard lock(mPrimitivesLock);
// Close any primitive that's being built
FinalizePrimitive();
// Move primitives to draw back to the free list
ClearMap(mWireframePrimitives);
ClearMap(mPrimitives);
mTempPrimitives.clear(); // These are created by FinalizePrimitive() and need to be cleared every frame
ClearMap(mPrimitivesBackFacing);
mNumInstances = 0;
}
void DebugRendererImp::ClearTexts()
{
lock_guard lock(mTextsLock);
mTexts.clear();
}
void DebugRendererImp::Clear()
{
ClearLines();
ClearTriangles();
ClearTexts();
NextFrame();
}