module three.renderer; import three.common; import three.scene; import three.camera; import three.renderTarget; import three.viewport; import three.mesh; import std.string : toStringz; import std.exception : collectException; import std.experimental.logger; import three.gl.buffer; import three.gl.draw; import three.gl.sync; import three.gl.util; enum maxVertices = 1024; enum maxIndices = 1024; enum maxPerInstanceParams = 1024; enum maxIndirectCommands = 1024; enum bufferCount = 3; //tripple buffering enum kOneSecondInNanoSeconds = GLuint64(1000000000); struct GBuffer { uint width; uint height; GLuint texturePosition; GLuint textureNormal; GLuint textureColor; GLuint textureDepthStencil; GLuint fbo; void construct(uint width, uint height) nothrow { this.width = width; this.height = height; glCheck!glGenTextures(1, &this.texturePosition); glCheck!glBindTexture(GL_TEXTURE_2D, this.texturePosition); glCheck!glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32F, width, height); glCheck!glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RED, GL_FLOAT, null); glCheck!glBindTexture(GL_TEXTURE_2D, 0); glCheck!glGenTextures(1, &this.textureNormal); glCheck!glBindTexture(GL_TEXTURE_2D, this.textureNormal); glCheck!glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGB10_A2, width, height); glCheck!glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_FLOAT, null); glCheck!glBindTexture(GL_TEXTURE_2D, 0); glCheck!glGenTextures(1, &this.textureColor); glCheck!glBindTexture(GL_TEXTURE_2D, this.textureColor); glCheck!glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, width, height); glCheck!glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_FLOAT, null); glCheck!glBindTexture(GL_TEXTURE_2D, 0); glCheck!glGenTextures(1, &this.textureDepthStencil); glCheck!glBindTexture(GL_TEXTURE_2D, this.textureDepthStencil); glCheck!glTexStorage2D(GL_TEXTURE_2D, 1, GL_DEPTH24_STENCIL8, width, height); glCheck!glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, null); glCheck!glBindTexture(GL_TEXTURE_2D, 0); glCheck!glGenFramebuffers(1, &this.fbo); glCheck!glBindFramebuffer(GL_DRAW_FRAMEBUFFER, this.fbo); glCheck!glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + 0, GL_TEXTURE_2D, this.texturePosition, 0); glCheck!glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + 1, GL_TEXTURE_2D, this.textureNormal, 0); glCheck!glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + 2, GL_TEXTURE_2D, this.textureColor, 0); glCheck!glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, this.textureDepthStencil, 0); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); } void destruct() nothrow { glCheck!glDeleteFramebuffers(1, &this.fbo); glCheck!glDeleteTextures(1, &this.textureColor); glCheck!glDeleteTextures(1, &this.textureNormal); glCheck!glDeleteTextures(1, &this.texturePosition); } } //====================================================================================================================== // //====================================================================================================================== struct Renderer { GBuffer gbuffer; GlArrayBuffer!VertexData vertexBuffer; // vertex data for all meshes GlElementArrayBuffer!IndexData indexBuffer; //index data for all meshes GlShaderStorageBuffer!GlDrawParameter perInstanceParamBuffer; // is filled with draw parameters for each instance each frame. shall be accessed as a ringbuffer GlDispatchIndirectBuffer!GlDrawElementsIndirectCommand dispatchIndirectCommandBuffer; // is filled with DrawElementsIndirectCommand for each mesh each frame. shall be accessed as a ringbuffer GlSyncManager syncManager; void construct(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; this.gbuffer.construct(width, height); this.vertexBuffer.construct(bufferCount * maxVertices, createFlags, mapFlags); this.indexBuffer.construct(bufferCount * maxIndices, createFlags, mapFlags); this.perInstanceParamBuffer.construct(bufferCount * maxPerInstanceParams, createFlags, mapFlags); this.dispatchIndirectCommandBuffer.construct(bufferCount * maxIndirectCommands, createFlags, mapFlags); this.syncManager.construct(); glCheck!glEnableVertexAttribArray(0); glCheck!glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, VertexData.sizeof, cast(GLvoid*)0 ); glCheck!glEnableVertexAttribArray(1); glCheck!glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, VertexData.sizeof, cast(GLvoid*)3 ); glCheck!glEnableVertexAttribArray(2); glCheck!glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, VertexData.sizeof, cast(GLvoid*)6 ); glCheck!glEnableVertexAttribArray(3); glCheck!glVertexAttribPointer(3, 2, GL_FLOAT, GL_FALSE, VertexData.sizeof, cast(GLvoid*)10 ); } void destruct() { this.syncManager.destruct(); this.dispatchIndirectCommandBuffer.destruct(); this.perInstanceParamBuffer.destruct(); this.indexBuffer.destruct(); this.vertexBuffer.destruct(); this.gbuffer.destruct(); } // void uploadModelData(GlArrayBuffer!VertexData vertexBuffer, GlElementArrayBuffer!IndexData indexBuffer, ModelData modelData) { // //TODO: wait for buffer range // //mBufferLockManager.WaitForLockedRange(mStartDestOffset, _vertices.size() * sizeof(Vec2)); // // // TODO: check if buffers are bound. they should always be bound here! // // // we need to store all models in one giant vbo to use glMultiDrawElementsIndirect. // // TODO: implement triple buffering. -> use vertexBuffer and indexBuffer as giant ring buffers // GLuint vertexBufferOffset = 0; // GLuint indexBufferOffset = 0; // // foreach(meshData; modelData.meshData) { // import std.c.string: memcpy; // //upload vertex data // assert(this.vertexBuffer.length >= meshData.vertexData.length); // memcpy(this.vertexBuffer.data + vertexBufferOffset, meshData.vertexData.ptr, meshData.vertexData.length * VertexData.sizeof); // vertexBufferOffset += meshData.vertexData.length * VertexData.sizeof; // //upload index data // assert(this.indexBuffer.length >= meshData.indexData.length); // memcpy(this.indexBuffer.data + indexBufferOffset, meshData.indexData.ptr, meshData.indexData.length * IndexData.sizeof); // indexBufferOffset += meshData.indexData.length * IndexData.sizeof; // } // } void renderOneFrame(ref Scene scene, ref Camera camera, ref RenderTarget renderTarget, ref Viewport viewport) { // wait until GPU has finished rendereing from our desired buffer destination //TODO: this.syncManager.WaitForLockedRange(mStartDestOffset, _vertices.size() * sizeof(Vec2)); /* 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, this.gbuffer.width, this.gbuffer.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 this.vertexBuffer.bind(); this.indexBuffer.bind(); this.perInstanceParamBuffer.bind(); this.dispatchIndirectCommandBuffer.bind(); glCheck!glMultiDrawElementsIndirect(GL_TRIANGLES, toGlType!(this.indexBuffer.ValueType), null, meshCount, 0); //TODO: this.syncManager.LockRange(mStartDestOffset, _vertices.size() * sizeof(Vec2)); } debug { void blitGBufferToScreen() { } } }