/
RenderContext.hx
273 lines (239 loc) · 7.91 KB
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RenderContext.hx
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package h3d.scene;
private class SharedGlobal {
public var gid : Int;
public var value : Dynamic;
public function new(gid, value) {
this.gid = gid;
this.value = value;
}
}
@:build(hxsl.Macros.buildGlobals())
class RenderContext extends h3d.impl.RenderContext {
public var camera(default,null) : h3d.Camera;
public var scene(default,null) : Scene;
public var drawPass : h3d.pass.PassObject;
public var pbrLightPass : h3d.mat.Pass;
public var computingStatic : Bool;
public var lightSystem : h3d.scene.LightSystem;
public var extraShaders : hxsl.ShaderList;
public var visibleFlag : Bool;
public var debugCulling : Bool;
public var wasContextLost : Bool;
public var cullingCollider : h3d.col.Collider;
public var forcedScreenRatio : Float = -1;
@global("camera.view") var cameraView : h3d.Matrix;
@global("camera.zNear") var cameraNear : Float;
@global("camera.zFar") var cameraFar : Float;
@global("camera.proj") var cameraProj : h3d.Matrix;
@global("camera.position") var cameraPos : h3d.Vector;
@global("camera.projDiag") var cameraProjDiag : h3d.Vector4;
@global("camera.projFlip") var cameraProjFlip : Float;
@global("camera.viewProj") var cameraViewProj : h3d.Matrix;
@global("camera.inverseViewProj") var cameraInverseViewProj : h3d.Matrix;
@global("global.time") var globalTime : Float;
@global("global.pixelSize") var pixelSize : h3d.Vector;
@global("global.modelView") var globalModelView : h3d.Matrix;
@global("global.modelViewInverse") var globalModelViewInverse : h3d.Matrix;
var allocPool : h3d.pass.PassObject;
var allocFirst : h3d.pass.PassObject;
var tmpComputeLink = new hxsl.ShaderList(null,null);
var computeLink : hxsl.ShaderList;
var cachedShaderList : Array<hxsl.ShaderList>;
var cachedPassObjects : Array<Renderer.PassObjects>;
var cachedPos : Int;
var passes : Array<h3d.pass.PassObject>;
var lights : Light;
var cameraFrustumBuffer : h3d.Buffer = null;
var cameraFrustumUploaded : Bool = false;
public function new(scene) {
super();
this.scene = scene;
cachedShaderList = [];
cachedPassObjects = [];
initGlobals();
}
public function setCamera( cam : h3d.Camera ) {
camera = cam;
cameraView = cam.mcam;
cameraNear = cam.zNear;
cameraFar = cam.zFar;
cameraProj = cam.mproj;
cameraPos = cam.pos;
cameraProjDiag = new h3d.Vector4(cam.mproj._11,cam.mproj._22,cam.mproj._33,cam.mproj._44);
cameraViewProj = cam.m;
cameraInverseViewProj = camera.getInverseViewProj();
}
public function setupTarget() {
cameraProjFlip = engine.driver.hasFeature(BottomLeftCoords) && engine.getCurrentTarget() != null ? -1 : 1;
}
function getCurrentPixelSize() {
var t = engine.getCurrentTarget();
return new h3d.Vector(2 / (t == null ? engine.width : t.width), 2 / (t == null ? engine.height : t.height));
}
@:access(h3d.mat.Pass)
public inline function emit( mat : h3d.mat.Material, obj, index = 0 ) {
var p = mat.mainPass;
while( p != null ) {
if ( !p.culled )
emitPass(p, obj).index = index;
p = p.nextPass;
}
}
public function start() {
lights = null;
drawPass = null;
passes = [];
lights = null;
cachedPos = 0;
visibleFlag = true;
forcedScreenRatio = -1;
time += elapsedTime;
frame++;
setCurrent();
engine = h3d.Engine.getCurrent();
globalTime = time;
pixelSize = getCurrentPixelSize();
setCamera(scene.camera);
}
public inline function nextPass() {
cachedPos = 0;
drawPass = null;
}
public inline function getGlobal(name) : Dynamic {
return globals.get(name);
}
public inline function setGlobal(name,v:Dynamic) {
globals.set(name, v);
}
public function emitPass( pass : h3d.mat.Pass, obj : h3d.scene.Object ) @:privateAccess {
if ( pass.rendererFlags & 1 == 0 )
@:privateAccess scene.renderer.setPassFlags(pass);
var o = allocPool;
if( o == null ) {
o = new h3d.pass.PassObject();
o.nextAlloc = allocFirst;
allocFirst = o;
} else
allocPool = o.nextAlloc;
o.pass = pass;
o.obj = obj;
if ( passes.length <= pass.passId )
passes.resize(pass.passId);
o.next = passes[pass.passId];
passes[pass.passId] = o;
return o;
}
public function allocShaderList( s : hxsl.Shader, ?next : hxsl.ShaderList ) {
var sl = cachedShaderList[cachedPos++];
if( sl == null ) {
sl = new hxsl.ShaderList(null);
cachedShaderList[cachedPos - 1] = sl;
}
sl.s = s;
sl.next = next;
return sl;
}
public function computeList(list : hxsl.ShaderList) {
if ( computeLink != null )
throw "Use computeDispatch to dispatch computeList";
computeLink = list;
}
public function computeDispatch( ?shader : hxsl.Shader, x = 1, y = 1, z = 1 ) {
var prev = h3d.impl.RenderContext.get();
if( prev != this )
start();
// compile shader
globals.resetChannels();
if ( shader != null ) {
tmpComputeLink.s = shader;
computeLink = tmpComputeLink;
}
for ( s in computeLink )
s.updateConstants(globals);
var rt = hxsl.Cache.get().link(computeLink, Compute);
// upload buffers
engine.driver.selectShader(rt);
var buf = shaderBuffers;
buf.grow(rt);
fillGlobals(buf, rt);
engine.uploadShaderBuffers(buf, Globals);
fillParams(buf, rt, computeLink, true);
engine.uploadShaderBuffers(buf, Params);
engine.uploadShaderBuffers(buf, Textures);
engine.uploadShaderBuffers(buf, Buffers);
engine.driver.computeDispatch(x,y,z);
@:privateAccess engine.dispatches++;
if ( computeLink == tmpComputeLink )
tmpComputeLink.s = null;
computeLink = null;
if( prev != this ) {
done();
if( prev != null ) prev.setCurrent();
}
}
public function emitLight( l : Light ) {
l.next = lights;
lights = l;
}
public function getCameraFrustumBuffer() {
if ( cameraFrustumBuffer == null )
cameraFrustumBuffer = hxd.impl.Allocator.get().allocBuffer( 6, hxd.BufferFormat.VEC4_DATA, UniformDynamic );
if ( !cameraFrustumUploaded ) {
inline function fillBytesWithPlane( buffer : haxe.io.Bytes, startPos : Int, plane : h3d.col.Plane ) {
buffer.setFloat( startPos, @:privateAccess plane.nx );
buffer.setFloat( startPos + 4, @:privateAccess plane.ny );
buffer.setFloat( startPos + 8, @:privateAccess plane.nz );
buffer.setFloat( startPos + 12, @:privateAccess plane.d );
}
var tmp = haxe.io.Bytes.alloc( 16 * 6 );
var frustum = camera.frustum;
fillBytesWithPlane( tmp, 0, frustum.pleft );
fillBytesWithPlane( tmp, 16, frustum.pright );
fillBytesWithPlane( tmp, 32, frustum.ptop );
fillBytesWithPlane( tmp, 48, frustum.pbottom );
fillBytesWithPlane( tmp, 64, frustum.pfar );
fillBytesWithPlane( tmp, 80, frustum.pnear );
cameraFrustumBuffer.uploadBytes(tmp, 0, 6);
cameraFrustumUploaded = true;
}
return cameraFrustumBuffer;
}
public function uploadParams() {
fillParams(shaderBuffers, drawPass.shader, drawPass.shaders);
engine.uploadShaderBuffers(shaderBuffers, Params);
engine.uploadShaderBuffers(shaderBuffers, Textures);
engine.uploadShaderBuffers(shaderBuffers, Buffers);
}
public function done() {
drawPass = null;
// move passes to pool, and erase data
var p = allocFirst;
while( p != null && p != allocPool ) {
p.obj = null;
p.pass = null;
p.shader = null;
p.shaders = null;
p.next = null;
p.index = 0;
p.texture = 0;
p = @:privateAccess p.nextAlloc;
}
// one pooled object was not used this frame, let's gc unused one by one
if( allocPool != null )
allocFirst = @:privateAccess allocFirst.nextAlloc;
allocPool = allocFirst;
for( c in cachedShaderList ) {
c.s = null;
c.next = null;
}
passes = [];
lights = null;
cameraFrustumUploaded = false;
clearCurrent();
}
override public function dispose() {
super.dispose();
if ( cameraFrustumBuffer != null )
hxd.impl.Allocator.get().disposeBuffer( cameraFrustumBuffer );
}
}