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