renderer.d 15 KB

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  1. module three.gl.renderer;
  2. import three.scene;
  3. import three.camera;
  4. import three.viewport;
  5. import three.mesh;
  6. import std.string : toStringz;
  7. import std.exception : collectException;
  8. import std.experimental.logger;
  9. import three.gl.buffer;
  10. import three.gl.draw;
  11. import three.gl.sync;
  12. import three.gl.util;
  13. public import three.gl.renderTarget;
  14. enum maxVertices = 3*8500;
  15. enum maxIndices = 3*12636;
  16. enum maxPerInstanceParams = 1024;
  17. enum maxIndirectCommands = 3*1;
  18. //======================================================================================================================
  19. //
  20. //======================================================================================================================
  21. struct GBuffer {
  22. uint width;
  23. uint height;
  24. GLuint texturePosition;
  25. GLuint textureNormal;
  26. GLuint textureColor;
  27. GLuint textureDepthStencil;
  28. GLuint fbo;
  29. void construct(uint width, uint height) nothrow {
  30. this.width = width;
  31. this.height = height;
  32. glCheck!glGenTextures(1, &this.texturePosition);
  33. glCheck!glBindTexture(GL_TEXTURE_2D, this.texturePosition);
  34. glCheck!glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  35. glCheck!glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  36. // glCheck!glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
  37. // glCheck!glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
  38. // glCheck!glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY);
  39. glCheck!glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32F, width, height);
  40. glCheck!glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RED, GL_FLOAT, null);
  41. glCheck!glBindTexture(GL_TEXTURE_2D, 0);
  42. glCheck!glGenTextures(1, &this.textureNormal);
  43. glCheck!glBindTexture(GL_TEXTURE_2D, this.textureNormal);
  44. glCheck!glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  45. glCheck!glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  46. // glCheck!glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
  47. // glCheck!glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
  48. glCheck!glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGB10_A2, width, height);
  49. glCheck!glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_FLOAT, null);
  50. glCheck!glBindTexture(GL_TEXTURE_2D, 0);
  51. glCheck!glGenTextures(1, &this.textureColor);
  52. glCheck!glBindTexture(GL_TEXTURE_2D, this.textureColor);
  53. glCheck!glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, width, height);
  54. glCheck!glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_FLOAT, null);
  55. glCheck!glBindTexture(GL_TEXTURE_2D, 0);
  56. glCheck!glGenTextures(1, &this.textureDepthStencil);
  57. glCheck!glBindTexture(GL_TEXTURE_2D, this.textureDepthStencil);
  58. glCheck!glTexStorage2D(GL_TEXTURE_2D, 1, GL_DEPTH24_STENCIL8, width, height);
  59. glCheck!glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, null);
  60. glCheck!glBindTexture(GL_TEXTURE_2D, 0);
  61. glCheck!glGenFramebuffers(1, &this.fbo);
  62. glCheck!glBindFramebuffer(GL_DRAW_FRAMEBUFFER, this.fbo);
  63. glCheck!glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + 0, GL_TEXTURE_2D, this.texturePosition, 0);
  64. glCheck!glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + 1, GL_TEXTURE_2D, this.textureNormal, 0);
  65. glCheck!glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + 2, GL_TEXTURE_2D, this.textureColor, 0);
  66. glCheck!glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, this.textureDepthStencil, 0);
  67. glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
  68. }
  69. void destruct() nothrow {
  70. glCheck!glDeleteFramebuffers(1, &this.fbo);
  71. glCheck!glDeleteTextures(1, &this.textureColor);
  72. glCheck!glDeleteTextures(1, &this.textureNormal);
  73. glCheck!glDeleteTextures(1, &this.texturePosition);
  74. }
  75. }
  76. //======================================================================================================================
  77. //
  78. //======================================================================================================================
  79. struct ShaderPipeline {
  80. GLuint pipeline;
  81. GLuint vertexShaderGeometryPass;
  82. GLuint fragmentShaderGeometryPass;
  83. void construct(string vertexShaderSource, string fragmentShaderSource) nothrow {
  84. glCheck!glGenProgramPipelines(1, &this.pipeline);
  85. auto szVertexSource = [vertexShaderSource.toStringz()];
  86. this.vertexShaderGeometryPass = glCheck!glCreateShaderProgramv(GL_VERTEX_SHADER, 1, szVertexSource.ptr);
  87. int len;
  88. glCheck!glGetProgramiv(this.vertexShaderGeometryPass, GL_INFO_LOG_LENGTH , &len);
  89. if (len > 1) {
  90. char[] msg = new char[len];
  91. glCheck!glGetProgramInfoLog(this.vertexShaderGeometryPass, len, null, cast(char*) msg);
  92. log(cast(string)msg).collectException;
  93. }
  94. auto szFragmentSource = [fragmentShaderSource.toStringz()];
  95. this.fragmentShaderGeometryPass = glCheck!glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1, szFragmentSource.ptr);
  96. // int len;
  97. glCheck!glGetProgramiv(this.fragmentShaderGeometryPass, GL_INFO_LOG_LENGTH , &len);
  98. if (len > 1) {
  99. char[] msg = new char[len];
  100. glCheck!glGetProgramInfoLog(this.fragmentShaderGeometryPass, len, null, cast(char*) msg);
  101. log(cast(string)msg).collectException;
  102. }
  103. glCheck!glUseProgramStages(this.pipeline, GL_VERTEX_SHADER_BIT, this.vertexShaderGeometryPass);
  104. glCheck!glUseProgramStages(this.pipeline, GL_FRAGMENT_SHADER_BIT, this.fragmentShaderGeometryPass);
  105. glCheck!glValidateProgramPipeline(this.pipeline);
  106. GLint status;
  107. glCheck!glGetProgramPipelineiv(this.pipeline, GL_VALIDATE_STATUS, &status);
  108. //TODO: add error handling
  109. assert(status != 0);
  110. }
  111. void destruct() nothrow {
  112. glDeleteProgramPipelines(1, &this.pipeline);
  113. }
  114. }
  115. enum vertexShaderSource = "
  116. #version 420 core
  117. layout(location = 0) in vec3 in_position;
  118. layout(location = 1) in vec3 in_normal;
  119. layout(location = 2) in vec4 in_color;
  120. layout(location = 3) in vec2 in_texcoord;
  121. //==============
  122. out vec2 _normal;
  123. out vec2 _texture;
  124. out vec3 _color;
  125. //==============
  126. out gl_PerVertex
  127. {
  128. vec4 gl_Position;
  129. };
  130. vec2 encode(vec3 n)
  131. {
  132. float f = sqrt(8*n.z+8);
  133. return n.xy / f + 0.5;
  134. }
  135. void main()
  136. {
  137. gl_Position = vec4(0.005 * in_position.x, 0.005 * in_position.y, 0.005* in_position.z, 1.0);
  138. _normal = encode(in_normal);
  139. _texture = in_texcoord;
  140. _color = in_color.xyz;
  141. };
  142. ";
  143. enum fragmentShaderSource = "
  144. #version 420 core
  145. //==============
  146. in vec2 _normal;
  147. in vec2 _texture;
  148. in vec3 _color;
  149. //==============
  150. layout(location = 0) out float depth;
  151. layout(location = 1) out vec4 normal;
  152. layout(location = 2) out vec4 color;
  153. void main()
  154. {
  155. depth = gl_FragCoord.z;
  156. normal.xy = _normal.xy;
  157. color.xyz = _color;
  158. }
  159. ";
  160. //======================================================================================================================
  161. //
  162. //======================================================================================================================
  163. struct Renderer {
  164. GBuffer gbuffer;
  165. ShaderPipeline shaderPipeline;
  166. GlArrayBuffer!VertexData vertexBuffer; // vertex data for all meshes
  167. GlElementArrayBuffer!IndexData indexBuffer; //index data for all meshes
  168. GlShaderStorageBuffer!GlDrawParameter perInstanceParamBuffer; // is filled with draw parameters for each instance each frame. shall be accessed as a ringbuffer
  169. GlDrawIndirectBuffer!GlDrawCommand drawCommandBuffer; // is filled with DrawElementsIndirectCommand for each mesh each frame. shall be accessed as a ringbuffer
  170. GlSyncManager vertexSyncManager;
  171. GlSyncManager indexSyncManager;
  172. GlSyncManager perInstanceParamSyncManager;
  173. GlSyncManager drawIndirectCommandSyncManager;
  174. size_t vertexRingbufferIndex = 0;
  175. size_t indexRingbufferIndex = 0;
  176. size_t perInstanceParamRingbufferIndex = 0;
  177. size_t drawCommandRingbufferIndex = 0;
  178. void construct(uint width, uint height) {
  179. GLbitfield createFlags = GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT;//TODO: ?? | GL_MAP_DYNAMIC_STORAGE_BIT;
  180. GLbitfield mapFlags = GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT;
  181. this.gbuffer.construct(width, height);
  182. this.shaderPipeline.construct(vertexShaderSource, fragmentShaderSource);
  183. this.vertexBuffer.construct(maxVertices, createFlags, mapFlags);
  184. this.indexBuffer.construct(maxIndices, createFlags, mapFlags);
  185. this.perInstanceParamBuffer.construct(maxPerInstanceParams, createFlags, mapFlags);
  186. this.drawCommandBuffer.construct(maxIndirectCommands, createFlags, mapFlags);
  187. this.vertexSyncManager.construct();
  188. this.indexSyncManager.construct();
  189. this.perInstanceParamSyncManager.construct();
  190. this.drawIndirectCommandSyncManager.construct();
  191. glCheck!glEnableVertexAttribArray(0);
  192. glCheck!glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, VertexData.sizeof, cast(GLvoid*)0 );
  193. glCheck!glEnableVertexAttribArray(1);
  194. glCheck!glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, VertexData.sizeof, cast(GLvoid*)3 );
  195. glCheck!glEnableVertexAttribArray(2);
  196. glCheck!glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, VertexData.sizeof, cast(GLvoid*)6 );
  197. glCheck!glEnableVertexAttribArray(3);
  198. glCheck!glVertexAttribPointer(3, 2, GL_FLOAT, GL_FALSE, VertexData.sizeof, cast(GLvoid*)10 );
  199. }
  200. void destruct() {
  201. this.drawIndirectCommandSyncManager.destruct();
  202. this.perInstanceParamSyncManager.destruct();
  203. this.indexSyncManager.destruct();
  204. this.vertexSyncManager.destruct();
  205. this.drawCommandBuffer.destruct();
  206. this.perInstanceParamBuffer.destruct();
  207. this.indexBuffer.destruct();
  208. this.vertexBuffer.destruct();
  209. this.shaderPipeline.destruct();
  210. this.gbuffer.destruct();
  211. }
  212. void renderOneFrame(ref Scene scene, ref Camera camera, ref GlRenderTarget renderTarget, ref Viewport viewport) {
  213. assert(vertexBuffer.length >= 3 * scene.modelData.vertexCount);
  214. assert(indexBuffer.length >= 3 * scene.modelData.indexCount);
  215. assert(drawCommandBuffer.length >= 3 * scene.modelData.meshCount);
  216. // calc if we have to wrap our buffer
  217. if(vertexRingbufferIndex + scene.modelData.vertexCount > this.vertexBuffer.length) {
  218. vertexRingbufferIndex = 0;
  219. }
  220. if(indexRingbufferIndex + scene.modelData.indexCount > this.indexBuffer.length) {
  221. indexRingbufferIndex = 0;
  222. }
  223. if(drawCommandRingbufferIndex + scene.modelData.meshCount > this.drawCommandBuffer.length) {
  224. drawCommandRingbufferIndex = 0;
  225. }
  226. // wait until GPU has finished rendereing from our desired buffer destination
  227. this.vertexSyncManager.waitForLockedRange(vertexRingbufferIndex, scene.modelData.vertexCount);
  228. // log("vertexSyncManager: ", vertexRingbufferIndex, " ", scene.modelData.vertexCount);
  229. this.indexSyncManager.waitForLockedRange(indexRingbufferIndex, scene.modelData.indexCount);
  230. // log("indexSyncManager: ", indexRingbufferIndex, " ", scene.modelData.indexCount);
  231. this.drawIndirectCommandSyncManager.waitForLockedRange(drawCommandRingbufferIndex, scene.modelData.meshCount);
  232. // log("drawIndirectCommandSyncManager: ", drawCommandRingbufferIndex, " ", scene.modelData.meshCount);
  233. // bind buffers
  234. this.vertexBuffer.bind(); scope(exit) this.vertexBuffer.unbind();
  235. this.indexBuffer.bind(); scope(exit) this.indexBuffer.unbind();
  236. this.perInstanceParamBuffer.bind(); scope(exit) this.perInstanceParamBuffer.unbind();
  237. this.drawCommandBuffer.bind(); scope(exit) this.drawCommandBuffer.unbind();
  238. //bind gbuffer
  239. glCheck!glBindFramebuffer(GL_DRAW_FRAMEBUFFER, gbuffer.fbo); scope(exit) glCheck!glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
  240. GLenum[] drawBuffers = [GL_COLOR_ATTACHMENT0 + 0, GL_COLOR_ATTACHMENT0 + 1, GL_COLOR_ATTACHMENT0 + 2];
  241. glCheck!glDrawBuffers(drawBuffers.length, drawBuffers.ptr); scope(exit) glCheck!glDrawBuffer(GL_NONE);
  242. // clear scene
  243. glCheck!glEnable(GL_DEPTH_TEST);
  244. glCheck!glDepthFunc(GL_LEQUAL);
  245. glCheck!glDisable(GL_SCISSOR_TEST);
  246. glCheck!glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
  247. glCheck!glDepthMask(GL_TRUE); // enable depth mask _before_ glClear ing the depth buffer!
  248. glCheck!glStencilMask(0xFFFFFFFF);
  249. glCheck!glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
  250. glCheck!glClearDepth(1.0f);
  251. glCheck!glClearColor(0, 0.3, 0, 1);
  252. glCheck!glViewport(0, 0, this.gbuffer.width, this.gbuffer.height);
  253. // backup the indices, we'll need it for our draw command and locking
  254. auto curVertexRingbufferIndex = vertexRingbufferIndex;
  255. auto curIndexRingbufferIndex = indexRingbufferIndex;
  256. auto curDrawCommandRingbufferIndex = drawCommandRingbufferIndex;
  257. // upload data to our buffers
  258. // foreach(model; scene.modelData) {
  259. // foreach(meshData; model.meshData) {
  260. foreach(meshData; scene.modelData.meshData) {
  261. // upload vertex data
  262. this.vertexBuffer.data[vertexRingbufferIndex .. vertexRingbufferIndex + meshData.vertexData.length] = meshData.vertexData[0 .. meshData.vertexData.length];
  263. // upload index data
  264. this.indexBuffer.data[indexRingbufferIndex .. indexRingbufferIndex + meshData.indexData.length] = meshData.indexData[0 .. meshData.indexData.length];
  265. // draw command data
  266. this.drawCommandBuffer.data[drawCommandRingbufferIndex] = GlDrawCommand(meshData.indexData.length, 1, indexRingbufferIndex, vertexRingbufferIndex, 0);
  267. log(this.drawCommandBuffer.data[drawCommandRingbufferIndex]);
  268. // advance ringbuffers
  269. vertexRingbufferIndex += meshData.vertexData.length;
  270. indexRingbufferIndex += meshData.indexData.length;
  271. ++drawCommandRingbufferIndex;
  272. }
  273. // }
  274. // }
  275. // bind pipeline
  276. glCheck!glBindProgramPipeline(shaderPipeline.pipeline); scope(exit) glCheck!glBindProgramPipeline(0);
  277. // draw
  278. glCheck!glMultiDrawElementsIndirect(GL_TRIANGLES, toGlType!(this.indexBuffer.ValueType), cast(const void*)(curDrawCommandRingbufferIndex * GlDrawCommand.sizeof), scene.modelData.meshCount, 0);
  279. // lock ranges
  280. this.vertexSyncManager.lockRange(curVertexRingbufferIndex, scene.modelData.vertexCount);
  281. this.indexSyncManager.lockRange(curIndexRingbufferIndex, scene.modelData.indexCount);
  282. this.drawIndirectCommandSyncManager.lockRange(curDrawCommandRingbufferIndex, scene.modelData.meshCount);
  283. }
  284. debug {
  285. void blitGBufferToScreen() {
  286. glCheck!glBindFramebuffer(GL_READ_FRAMEBUFFER, this.gbuffer.fbo); scope(exit) glCheck!glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
  287. GLsizei width = this.gbuffer.width;
  288. GLsizei height = this.gbuffer.height;
  289. scope(exit) glCheck!glReadBuffer(GL_NONE);
  290. glCheck!glReadBuffer(GL_COLOR_ATTACHMENT0 + 0);
  291. glCheck!glBlitFramebuffer(0, 0, width, height, 0, height-300, 400, height, GL_COLOR_BUFFER_BIT, GL_LINEAR);
  292. glCheck!glReadBuffer(GL_COLOR_ATTACHMENT0 + 1);
  293. glCheck!glBlitFramebuffer(0, 0, width, height, 0, 0, 400, 300, GL_COLOR_BUFFER_BIT, GL_LINEAR);
  294. glCheck!glReadBuffer(GL_COLOR_ATTACHMENT0 + 2);
  295. glCheck!glBlitFramebuffer(0, 0, width, height, width-400, height-300, width, height, GL_COLOR_BUFFER_BIT, GL_LINEAR);
  296. }
  297. }
  298. }