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renderer.d 15 KB

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  1. module three.gl.renderer;
  2. import three.scene;
  3. import three.camera;
  4. import std.string : toStringz;
  5. import std.exception : collectException;
  6. import std.experimental.logger;
  7. import three.gl.buffer;
  8. import three.gl.sync;
  9. import three.gl.util;
  10. public import three.gl.renderTarget;
  11. enum maxVertices = 3*8500;
  12. enum maxIndices = 3*12636;
  13. enum maxPerInstanceParams = 1024;
  14. enum maxIndirectCommands = 3*1;
  15. //======================================================================================================================
  16. //
  17. //======================================================================================================================
  18. struct GlDrawCommand {
  19. GLuint indexCount;
  20. GLuint instanceCount;
  21. GLuint indexBufferOffset;
  22. GLuint vertexBufferOffset;
  23. GLuint instanceBufferOffset;
  24. }
  25. struct GlDrawParameter {
  26. Matrix4 transformationMatrix;
  27. }
  28. struct Matrix4 {
  29. float[4*4] data;
  30. }
  31. //======================================================================================================================
  32. //
  33. //======================================================================================================================
  34. struct Viewport {
  35. void construct() pure @safe nothrow @nogc {
  36. }
  37. void destruct() pure @safe nothrow @nogc {
  38. }
  39. }
  40. //======================================================================================================================
  41. //
  42. //======================================================================================================================
  43. struct GBuffer {
  44. uint width;
  45. uint height;
  46. GLuint texturePosition;
  47. GLuint textureNormal;
  48. GLuint textureColor;
  49. GLuint textureDepthStencil;
  50. GLuint fbo;
  51. void construct(uint width, uint height) nothrow {
  52. this.width = width;
  53. this.height = height;
  54. glCheck!glGenTextures(1, &this.texturePosition);
  55. glCheck!glBindTexture(GL_TEXTURE_2D, this.texturePosition);
  56. glCheck!glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  57. glCheck!glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  58. // glCheck!glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
  59. // glCheck!glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
  60. // glCheck!glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY);
  61. glCheck!glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32F, width, height);
  62. glCheck!glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RED, GL_FLOAT, null);
  63. glCheck!glBindTexture(GL_TEXTURE_2D, 0);
  64. glCheck!glGenTextures(1, &this.textureNormal);
  65. glCheck!glBindTexture(GL_TEXTURE_2D, this.textureNormal);
  66. glCheck!glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  67. glCheck!glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  68. // glCheck!glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
  69. // glCheck!glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
  70. glCheck!glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGB10_A2, width, height);
  71. glCheck!glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_FLOAT, null);
  72. glCheck!glBindTexture(GL_TEXTURE_2D, 0);
  73. glCheck!glGenTextures(1, &this.textureColor);
  74. glCheck!glBindTexture(GL_TEXTURE_2D, this.textureColor);
  75. glCheck!glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, width, height);
  76. glCheck!glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_FLOAT, null);
  77. glCheck!glBindTexture(GL_TEXTURE_2D, 0);
  78. glCheck!glGenTextures(1, &this.textureDepthStencil);
  79. glCheck!glBindTexture(GL_TEXTURE_2D, this.textureDepthStencil);
  80. glCheck!glTexStorage2D(GL_TEXTURE_2D, 1, GL_DEPTH24_STENCIL8, width, height);
  81. glCheck!glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, null);
  82. glCheck!glBindTexture(GL_TEXTURE_2D, 0);
  83. glCheck!glGenFramebuffers(1, &this.fbo);
  84. glCheck!glBindFramebuffer(GL_DRAW_FRAMEBUFFER, this.fbo);
  85. glCheck!glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + 0, GL_TEXTURE_2D, this.texturePosition, 0);
  86. glCheck!glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + 1, GL_TEXTURE_2D, this.textureNormal, 0);
  87. glCheck!glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + 2, GL_TEXTURE_2D, this.textureColor, 0);
  88. glCheck!glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, this.textureDepthStencil, 0);
  89. glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
  90. }
  91. void destruct() nothrow {
  92. glCheck!glDeleteFramebuffers(1, &this.fbo);
  93. glCheck!glDeleteTextures(1, &this.textureColor);
  94. glCheck!glDeleteTextures(1, &this.textureNormal);
  95. glCheck!glDeleteTextures(1, &this.texturePosition);
  96. }
  97. }
  98. //======================================================================================================================
  99. //
  100. //======================================================================================================================
  101. struct ShaderPipeline {
  102. GLuint pipeline;
  103. GLuint vertexShaderGeometryPass;
  104. GLuint fragmentShaderGeometryPass;
  105. void construct(string vertexShaderSource, string fragmentShaderSource) nothrow {
  106. glCheck!glGenProgramPipelines(1, &this.pipeline);
  107. auto szVertexSource = [vertexShaderSource.toStringz()];
  108. this.vertexShaderGeometryPass = glCheck!glCreateShaderProgramv(GL_VERTEX_SHADER, 1, szVertexSource.ptr);
  109. int len;
  110. glCheck!glGetProgramiv(this.vertexShaderGeometryPass, GL_INFO_LOG_LENGTH , &len);
  111. if (len > 1) {
  112. char[] msg = new char[len];
  113. glCheck!glGetProgramInfoLog(this.vertexShaderGeometryPass, len, null, cast(char*) msg);
  114. log(cast(string)msg).collectException;
  115. }
  116. auto szFragmentSource = [fragmentShaderSource.toStringz()];
  117. this.fragmentShaderGeometryPass = glCheck!glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1, szFragmentSource.ptr);
  118. // int len;
  119. glCheck!glGetProgramiv(this.fragmentShaderGeometryPass, GL_INFO_LOG_LENGTH , &len);
  120. if (len > 1) {
  121. char[] msg = new char[len];
  122. glCheck!glGetProgramInfoLog(this.fragmentShaderGeometryPass, len, null, cast(char*) msg);
  123. log(cast(string)msg).collectException;
  124. }
  125. glCheck!glUseProgramStages(this.pipeline, GL_VERTEX_SHADER_BIT, this.vertexShaderGeometryPass);
  126. glCheck!glUseProgramStages(this.pipeline, GL_FRAGMENT_SHADER_BIT, this.fragmentShaderGeometryPass);
  127. glCheck!glValidateProgramPipeline(this.pipeline);
  128. GLint status;
  129. glCheck!glGetProgramPipelineiv(this.pipeline, GL_VALIDATE_STATUS, &status);
  130. //TODO: add error handling
  131. assert(status != 0);
  132. }
  133. void destruct() nothrow {
  134. glDeleteProgramPipelines(1, &this.pipeline);
  135. }
  136. }
  137. enum vertexShaderSource = "
  138. #version 420 core
  139. layout(location = 0) in vec3 in_position;
  140. layout(location = 1) in vec3 in_normal;
  141. layout(location = 2) in vec4 in_color;
  142. layout(location = 3) in vec2 in_texcoord;
  143. //==============
  144. out vec2 _normal;
  145. out vec2 _texture;
  146. out vec3 _color;
  147. //==============
  148. out gl_PerVertex
  149. {
  150. vec4 gl_Position;
  151. };
  152. vec2 encode(vec3 n)
  153. {
  154. float f = sqrt(8*n.z+8);
  155. return n.xy / f + 0.5;
  156. }
  157. void main()
  158. {
  159. gl_Position = vec4(0.005 * in_position.x, 0.005 * in_position.y, 0.005* in_position.z, 1.0);
  160. _normal = encode(in_normal);
  161. _texture = in_texcoord;
  162. _color = in_color.xyz;
  163. };
  164. ";
  165. enum fragmentShaderSource = "
  166. #version 420 core
  167. //==============
  168. in vec2 _normal;
  169. in vec2 _texture;
  170. in vec3 _color;
  171. //==============
  172. layout(location = 0) out float depth;
  173. layout(location = 1) out vec4 normal;
  174. layout(location = 2) out vec4 color;
  175. void main()
  176. {
  177. depth = gl_FragCoord.z;
  178. normal.xy = _normal.xy;
  179. color.xyz = _color;
  180. }
  181. ";
  182. //======================================================================================================================
  183. //
  184. //======================================================================================================================
  185. struct Renderer {
  186. GBuffer gbuffer;
  187. ShaderPipeline shaderPipeline;
  188. GlArrayBuffer!VertexData vertexBuffer; // vertex data for all meshes
  189. GlElementArrayBuffer!IndexData indexBuffer; //index data for all meshes
  190. GlShaderStorageBuffer!GlDrawParameter perInstanceParamBuffer; // is filled with draw parameters for each instance each frame. shall be accessed as a ringbuffer
  191. GlDrawIndirectBuffer!GlDrawCommand drawCommandBuffer; // is filled with DrawElementsIndirectCommand for each mesh each frame. shall be accessed as a ringbuffer
  192. GlSyncManager vertexSyncManager;
  193. GlSyncManager indexSyncManager;
  194. GlSyncManager perInstanceParamSyncManager;
  195. GlSyncManager drawIndirectCommandSyncManager;
  196. size_t vertexRingbufferIndex = 0;
  197. size_t indexRingbufferIndex = 0;
  198. size_t perInstanceParamRingbufferIndex = 0;
  199. size_t drawCommandRingbufferIndex = 0;
  200. void construct(uint width, uint height) {
  201. GLbitfield createFlags = GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT;//TODO: ?? | GL_MAP_DYNAMIC_STORAGE_BIT;
  202. GLbitfield mapFlags = GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT;
  203. this.gbuffer.construct(width, height);
  204. this.shaderPipeline.construct(vertexShaderSource, fragmentShaderSource);
  205. this.vertexBuffer.construct(maxVertices, createFlags, mapFlags);
  206. this.indexBuffer.construct(maxIndices, createFlags, mapFlags);
  207. this.perInstanceParamBuffer.construct(maxPerInstanceParams, createFlags, mapFlags);
  208. this.drawCommandBuffer.construct(maxIndirectCommands, createFlags, mapFlags);
  209. this.vertexSyncManager.construct();
  210. this.indexSyncManager.construct();
  211. this.perInstanceParamSyncManager.construct();
  212. this.drawIndirectCommandSyncManager.construct();
  213. glCheck!glEnableVertexAttribArray(0);
  214. glCheck!glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, VertexData.sizeof, cast(GLvoid*)0 );
  215. glCheck!glEnableVertexAttribArray(1);
  216. glCheck!glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, VertexData.sizeof, cast(GLvoid*)3 );
  217. glCheck!glEnableVertexAttribArray(2);
  218. glCheck!glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, VertexData.sizeof, cast(GLvoid*)6 );
  219. glCheck!glEnableVertexAttribArray(3);
  220. glCheck!glVertexAttribPointer(3, 2, GL_FLOAT, GL_FALSE, VertexData.sizeof, cast(GLvoid*)10 );
  221. }
  222. void destruct() {
  223. this.drawIndirectCommandSyncManager.destruct();
  224. this.perInstanceParamSyncManager.destruct();
  225. this.indexSyncManager.destruct();
  226. this.vertexSyncManager.destruct();
  227. this.drawCommandBuffer.destruct();
  228. this.perInstanceParamBuffer.destruct();
  229. this.indexBuffer.destruct();
  230. this.vertexBuffer.destruct();
  231. this.shaderPipeline.destruct();
  232. this.gbuffer.destruct();
  233. }
  234. void renderOneFrame(ref Scene scene, ref Camera camera, ref GlRenderTarget renderTarget, ref Viewport viewport) {
  235. // Assert that we are tripple buffering
  236. assert(vertexBuffer.length >= 3 * scene.vertexCount);
  237. assert(indexBuffer.length >= 3 * scene.indexCount);
  238. assert(drawCommandBuffer.length >= 3 * scene.meshCount);
  239. // Calc if we have to wrap our buffer
  240. if(vertexRingbufferIndex + scene.vertexCount > this.vertexBuffer.length) {
  241. vertexRingbufferIndex = 0;
  242. }
  243. if(indexRingbufferIndex + scene.indexCount > this.indexBuffer.length) {
  244. indexRingbufferIndex = 0;
  245. }
  246. if(drawCommandRingbufferIndex + scene.meshCount > this.drawCommandBuffer.length) {
  247. drawCommandRingbufferIndex = 0;
  248. }
  249. // Wait until GPU has finished rendereing from our desired buffer destination
  250. log("vertexSyncManager: ", vertexRingbufferIndex, " ", scene.vertexCount);
  251. log("indexSyncManager: ", indexRingbufferIndex, " ", scene.indexCount);
  252. log("drawIndirectCommandSyncManager: ", drawCommandRingbufferIndex, " ", scene.meshCount);
  253. this.vertexSyncManager.waitForLockedRange(vertexRingbufferIndex, scene.vertexCount);
  254. this.indexSyncManager.waitForLockedRange(indexRingbufferIndex, scene.indexCount);
  255. this.drawIndirectCommandSyncManager.waitForLockedRange(drawCommandRingbufferIndex, scene.meshCount);
  256. // Bind buffers
  257. this.vertexBuffer.bind(); scope(exit) this.vertexBuffer.unbind();
  258. this.indexBuffer.bind(); scope(exit) this.indexBuffer.unbind();
  259. this.perInstanceParamBuffer.bind(); scope(exit) this.perInstanceParamBuffer.unbind();
  260. this.drawCommandBuffer.bind(); scope(exit) this.drawCommandBuffer.unbind();
  261. // Bind gbuffer
  262. glCheck!glBindFramebuffer(GL_DRAW_FRAMEBUFFER, gbuffer.fbo); scope(exit) glCheck!glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
  263. GLenum[] drawBuffers = [GL_COLOR_ATTACHMENT0 + 0, GL_COLOR_ATTACHMENT0 + 1, GL_COLOR_ATTACHMENT0 + 2];
  264. glCheck!glDrawBuffers(drawBuffers.length, drawBuffers.ptr); scope(exit) glCheck!glDrawBuffer(GL_NONE);
  265. // Clear scene and configure draw settings
  266. glCheck!glCullFace(GL_BACK);
  267. glCheck!glEnable(GL_DEPTH_TEST);
  268. glCheck!glDepthFunc(GL_LEQUAL);
  269. glCheck!glDisable(GL_SCISSOR_TEST);
  270. glCheck!glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
  271. glCheck!glDepthMask(GL_TRUE); // enable depth mask _before_ glClear ing the depth buffer!
  272. glCheck!glStencilMask(0xFFFFFFFF);
  273. glCheck!glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
  274. glCheck!glClearDepth(1.0f);
  275. glCheck!glClearColor(0, 0.3, 0, 1);
  276. glCheck!glViewport(0, 0, this.gbuffer.width, this.gbuffer.height);
  277. // Backup the indices, we'll need it for our draw command and locking
  278. auto curVertexRingbufferIndex = vertexRingbufferIndex;
  279. auto curIndexRingbufferIndex = indexRingbufferIndex;
  280. auto curDrawCommandRingbufferIndex = drawCommandRingbufferIndex;
  281. // Upload data to our buffers
  282. foreach(modelDescriptor; scene.modelDescriptors) {
  283. foreach(meshIndex; 0..modelDescriptor.meshDescriptorCount) {
  284. auto meshDesciptor = scene.meshDescriptors[modelDescriptor.meshDescriptorOffset + meshIndex];
  285. this.vertexBuffer.data[vertexRingbufferIndex .. vertexRingbufferIndex + meshDesciptor.vertexCount] = scene.vertexData[meshDesciptor.vertexOffset .. meshDesciptor.vertexOffset + meshDesciptor.vertexCount];
  286. this.indexBuffer.data[indexRingbufferIndex .. indexRingbufferIndex + meshDesciptor.indexCount] = scene.indexData[meshDesciptor.indexOffset .. meshDesciptor.indexOffset + meshDesciptor.indexCount];
  287. this.drawCommandBuffer.data[drawCommandRingbufferIndex] = GlDrawCommand(meshDesciptor.indexCount, 1, indexRingbufferIndex, vertexRingbufferIndex, 0);
  288. log(this.drawCommandBuffer.data[drawCommandRingbufferIndex]);
  289. // Advance ringbuffers
  290. vertexRingbufferIndex += meshDesciptor.vertexCount;
  291. indexRingbufferIndex += meshDesciptor.indexCount;
  292. ++drawCommandRingbufferIndex;
  293. }
  294. }
  295. // Bind pipeline
  296. glCheck!glBindProgramPipeline(shaderPipeline.pipeline); scope(exit) glCheck!glBindProgramPipeline(0);
  297. // Draw
  298. glCheck!glMultiDrawElementsIndirect(GL_TRIANGLES, toGlType!(this.indexBuffer.ValueType), cast(const void*)(curDrawCommandRingbufferIndex * GlDrawCommand.sizeof), scene.meshCount, 0);
  299. // Lock ranges
  300. this.vertexSyncManager.lockRange(curVertexRingbufferIndex, scene.vertexCount);
  301. this.indexSyncManager.lockRange(curIndexRingbufferIndex, scene.indexCount);
  302. this.drawIndirectCommandSyncManager.lockRange(curDrawCommandRingbufferIndex, scene.meshCount);
  303. }
  304. debug {
  305. void blitGBufferToScreen() {
  306. glCheck!glBindFramebuffer(GL_READ_FRAMEBUFFER, this.gbuffer.fbo); scope(exit) glCheck!glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
  307. GLsizei width = this.gbuffer.width;
  308. GLsizei height = this.gbuffer.height;
  309. scope(exit) glCheck!glReadBuffer(GL_NONE);
  310. glCheck!glReadBuffer(GL_COLOR_ATTACHMENT0 + 0);
  311. glCheck!glBlitFramebuffer(0, 0, width, height, 0, height-300, 400, height, GL_COLOR_BUFFER_BIT, GL_LINEAR);
  312. glCheck!glReadBuffer(GL_COLOR_ATTACHMENT0 + 1);
  313. glCheck!glBlitFramebuffer(0, 0, width, height, 0, 0, 400, 300, GL_COLOR_BUFFER_BIT, GL_LINEAR);
  314. glCheck!glReadBuffer(GL_COLOR_ATTACHMENT0 + 2);
  315. glCheck!glBlitFramebuffer(0, 0, width, height, width-400, height-300, width, height, GL_COLOR_BUFFER_BIT, GL_LINEAR);
  316. }
  317. }
  318. }