module three.renderer; import three.common; import three.scene; import three.camera; import three.renderTarget; import three.viewport; import std.string : toStringz; import std.exception : collectException; import std.experimental.logger; enum GlBufferTarget { Array = GL_ARRAY_BUFFER, AtomicCounter = GL_ATOMIC_COUNTER_BUFFER, CopyRead= GL_COPY_READ_BUFFER, CopyWrite = GL_COPY_WRITE_BUFFER, DrawIndirect = GL_DRAW_INDIRECT_BUFFER, DispatchIndirect = GL_DISPATCH_INDIRECT_BUFFER, ElementArray = GL_ELEMENT_ARRAY_BUFFER, PixelPack = GL_PIXEL_PACK_BUFFER, PixelUnpack = GL_PIXEL_UNPACK_BUFFER, QueryBuffer = GL_QUERY_BUFFER, ShaderStorage = GL_SHADER_STORAGE_BUFFER, Texture = GL_TEXTURE_BUFFER, TransformFeedback = GL_TRANSFORM_FEEDBACK_BUFFER, Uniform = GL_UNIFORM_BUFFER } struct GlBuffer(GlBufferTarget Target, T) { alias BufferTarget = Target; alias ValueType = T; GLuint handle; GLuint length; T* data; } void construct(GlBufferTarget Target, T)(out GlBuffer!(Target, T) buffer, GLuint length, GLbitfield createFlags, GLbitfield mapFlags) { glCheck!glGenBuffers(1, &buffer.handle); glCheck!glBindBuffer(Target, buffer.handle); glCheck!glBufferStorage(Target, length * T.sizeof, null, createFlags); buffer.data = cast(T*)glCheck!glMapBufferRange(Target, 0, length * T.sizeof, mapFlags); buffer.length = length; if (buffer.data is null) { throw new Exception("glMapBufferRange failed, probable bug."); } } void destruct(GlBufferTarget Target, T)(ref GlBuffer!(Target, T) buffer) { glCheck!glBindBuffer(Target, buffer.handle); glCheck!glUnmapBuffer(Target); glCheck!glDeleteBuffers(1, &buffer.handle); buffer = buffer.init; } void bind(GlBufferTarget Target, T)(ref GlBuffer!(Target, T) buffer) { glCheck!glBindBuffer(Target, buffer.handle); } void unbind(GlBufferTarget Target, T)(ref GlBuffer!(Target, T) buffer) { glCheck!glBindBuffer(Target, 0); } alias GlArrayBuffer(T) = GlBuffer!(GlBufferTarget.Array, T); alias GlElementArrayBuffer(T) = GlBuffer!(GlBufferTarget.ElementArray, T); alias GlShaderStorageBuffer(T) = GlBuffer!(GlBufferTarget.ShaderStorage, T); alias GlDispatchIndirectBuffer(T) = GlBuffer!(GlBufferTarget.DispatchIndirect, T); alias GlTextureBuffer(T) = GlBuffer!(GlBufferTarget.Texture, T); alias GlUniformBuffer(T) = GlBuffer!(GlBufferTarget.Uniform, T); struct DrawElementsIndirectCommand { GLuint count; GLuint instanceCount; GLuint firstIndex; GLuint baseVertex; GLuint baseInstance; } struct Position { float x, y, z; } struct Normal { float x, y, z; } struct Color { float r, g, b, a; } struct Matrix4 { float[4*4] data; } struct VertexData { Position position; Normal normal; Color color; } alias IndexData = uint; struct DrawParameter { Matrix4 transformationMatrix; } struct Renderer { uint width; uint height; GlArrayBuffer!VertexData vertexBuffer; // vertex data for all meshes GlElementArrayBuffer!IndexData indexBuffer; //index data for all meshes GlShaderStorageBuffer!DrawParameter perInstanceParamBuffer; // is filled with draw parameters for each instance each frame. shall be accessed as a ringbuffer GlDispatchIndirectBuffer!DrawElementsIndirectCommand dispatchIndirectCommandBuffer; // is filled with DrawElementsIndirectCommand for each mesh each frame. shall be accessed as a ringbuffer } void construct(out Renderer renderer, uint width, uint height) { GLbitfield createFlags = GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT;//TODO: ?? | GL_MAP_DYNAMIC_STORAGE_BIT; GLbitfield mapFlags = GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT; renderer.vertexBuffer.construct(1024, createFlags, mapFlags); renderer.indexBuffer.construct(1024, createFlags, mapFlags); renderer.perInstanceParamBuffer.construct(1024, createFlags, mapFlags); renderer.dispatchIndirectCommandBuffer.construct(1024, createFlags, mapFlags); } void destruct(ref Renderer renderer) { renderer.vertexBuffer.destruct(); renderer.indexBuffer.destruct(); renderer.perInstanceParamBuffer.destruct(); renderer.dispatchIndirectCommandBuffer.destruct(); renderer = renderer.init; } void renderOneFrame(ref Renderer renderer, ref Scene scene, ref Camera camera, ref RenderTarget renderTarget, ref Viewport viewport) { /* foreach(renderTarget) //framebuffer foreach(pass) foreach(material) //shaders foreach(materialInstance) //textures foreach(vertexFormat) //vertex buffers foreach(object) { write uniform data; glDrawElementsBaseVertex } */ GLsizei meshCount = 0; glCheck!glViewport(0, 0, renderer.width, renderer.height); //enable depth mask _before_ glClear ing the depth buffer! glCheck!glDepthMask(GL_TRUE); scope(exit) glCheck!glDepthMask(GL_FALSE); glCheck!glEnable(GL_DEPTH_TEST); scope(exit) glCheck!glDisable(GL_DEPTH_TEST); glCheck!glDepthFunc(GL_LEQUAL); // write draw parameters // write draw commmands //draw //TODO: pass offset (cast to ptr) into command buffer instead of null renderer.vertexBuffer.bind(); renderer.indexBuffer.bind(); renderer.perInstanceParamBuffer.bind(); renderer.dispatchIndirectCommandBuffer.bind(); glCheck!glMultiDrawElementsIndirect(GL_TRIANGLES, toGlType!(renderer.indexBuffer.ValueType), null, meshCount, 0); } debug { void blitGBufferToScreen(ref Renderer renderer) { } }