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- 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;
- enum maxVertices = 1024;
- enum maxIndices = 1024;
- enum maxPerInstanceParams = 1024;
- enum maxIndirectCommands = 1024;
- enum bufferCount = 3; //tripple buffering
- enum kOneSecondInNanoSeconds = GLuint64(1000000000);
- //======================================================================================================================
- //
- //======================================================================================================================
- 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!glUnmapBuffer(Target);
- glCheck!glBindBuffer(Target, 0);
- 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 DrawParameter {
- Matrix4 transformationMatrix;
- }
- //======================================================================================================================
- //
- //======================================================================================================================
- struct Renderer {
- uint width;
- uint height;
- GLsync sync;
- 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(bufferCount * maxVertices, createFlags, mapFlags);
- renderer.indexBuffer.construct(bufferCount * maxIndices, createFlags, mapFlags);
- renderer.perInstanceParamBuffer.construct(bufferCount * maxPerInstanceParams, createFlags, mapFlags);
- renderer.dispatchIndirectCommandBuffer.construct(bufferCount * maxIndirectCommands, createFlags, mapFlags);
- 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(ref Renderer renderer) {
- renderer.vertexBuffer.destruct();
- renderer.indexBuffer.destruct();
- renderer.perInstanceParamBuffer.destruct();
- renderer.dispatchIndirectCommandBuffer.destruct();
- renderer = renderer.init;
- }
- struct BufferLockManager(bool UseBusyCpu) {
- struct BufferRange
- {
- size_t startOffset;
- size_t length;
- bool overlaps(BufferRange rhs) const {
- return startOffset < (rhs.startOffset + rhs.length) && rhs.startOffset < (startOffset + length);
- }
- }
-
- struct BufferLock
- {
- BufferRange range;
- GLsync syncObj;
- }
- BufferLock[] bufferLocks;
- }
- void waitForLockedRange(bool UseBusyCpu)(ref BufferLockManager!UseBusyCpu bufferLockManager, size_t lockBeginOffset, size_t lockLength) {
- BufferRange testRange = BufferRange(lockBeginOffset, lockLength);
- BufferLock[] swapLocks;
- foreach(ref bl; bufferLockManager.bufferLocks) {
- if (testRange.overlaps(bl.range)) {
- static if(UseBusyCpu) {
- GLbitfield waitFlags = 0;
- GLuint64 waitDuration = 0;
- while(true) {
- GLenum waitRet = glCheck!glClientWaitSync(syncObj, waitFlags, waitDuration);
- if (waitRet == GL_ALREADY_SIGNALED || waitRet == GL_CONDITION_SATISFIED) {
- return;
- }
-
- if (waitRet == GL_WAIT_FAILED) {
- assert(!"Not sure what to do here. Probably raise an exception or something.");
- return;
- }
-
- // After the first time, need to start flushing, and wait for a looong time.
- waitFlags = GL_SYNC_FLUSH_COMMANDS_BIT;
- waitDuration = kOneSecondInNanoSeconds;
- }
- }
- else {
- glCheck!glWaitSync(syncObj, 0, GL_TIMEOUT_IGNORED);
- }
- glCheck!glDeleteSync(bl.syncObj);
- }
- else {
- swapLocks ~= bl;
- }
- }
- import std.algorithm : swap;
- swap(bufferLockManager.bufferLocks, swapLocks);
- }
- void lockRange(bool UseBusyCpu)(ref BufferLockManager!UseBusyCpu bufferLockManager, size_t lockBeginOffset, size_t lockLength) {
- BufferRange newRange = BufferRange(lockBeginOffset, lockLength);
- GLsync syncName = glCheck!glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
- BufferLock newLock = BufferLock(newRange, syncName);
- bufferLockManager.bufferLocks ~= newLock;
- }
- //void lockBuffer(ref Renderer renderer) {
- // if(renderer.sync) {
- // glDeleteSync(renderer.sync);
- // }
- // renderer.sync = glCheck!glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
- //}
- //
- //void waitBuffer(ref Renderer renderer) {
- // if(renderer.sync) {
- // while(true) {
- // GLenum waitReturn = glClientWaitSync(renderer.sync, GL_SYNC_FLUSH_COMMANDS_BIT, 1);
- // if (waitReturn == GL_ALREADY_SIGNALED || waitReturn == GL_CONDITION_SATISFIED) {
- // return;
- // }
- // }
- // }
- //}
- void uploadModelData(ref Renderer renderer, ModelData modelData) {
- //TODO: wait for buffer range
- //mBufferLockManager.WaitForLockedRange(mStartDestOffset, _vertices.size() * sizeof(Vec2));
-
- renderer.vertexBuffer.bind();
- renderer.indexBuffer.bind();
- // 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(renderer.vertexBuffer.length >= meshData.vertexData.length);
- memcpy(renderer.vertexBuffer.data + vertexBufferOffset, meshData.vertexData.ptr, meshData.vertexData.length * VertexData.sizeof);
- vertexBufferOffset += meshData.vertexData.length * VertexData.sizeof;
- //upload index data
- assert(renderer.indexBuffer.length >= meshData.indexData.length);
- memcpy(renderer.indexBuffer.data + indexBufferOffset, meshData.indexData.ptr, meshData.indexData.length * IndexData.sizeof);
- indexBufferOffset += meshData.indexData.length * IndexData.sizeof;
- }
- }
- 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);
- //TODO: lock buffer range
- }
- debug {
- void blitGBufferToScreen(ref Renderer renderer) {
- }
- }
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