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painter.cpp
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// Copyright (C) 2020-2021 Sami VΓ€isΓ€nen
// Copyright (C) 2020-2021 Ensisoft http://www.ensisoft.com
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#include "config.h"
#include "warnpush.h"
#include "warnpop.h"
#include <string>
#include <unordered_set>
#include "base/format.h"
#include "base/logging.h"
#include "graphics/drawcmd.h"
#include "graphics/device.h"
#include "graphics/shader.h"
#include "graphics/program.h"
#include "graphics/geometry.h"
#include "graphics/painter.h"
#include "graphics/shader_program.h"
#include "graphics/shader_programs.h"
#include "graphics/shader_source.h"
namespace gfx
{
void Painter::ClearColor(const Color4f& color) const
{
mDevice->ClearColor(color, mFrameBuffer);
}
void Painter::ClearStencil(const StencilClearValue& stencil) const
{
mDevice->ClearStencil(stencil.value, mFrameBuffer);
}
void Painter::ClearDepth(float depth) const
{
mDevice->ClearDepth(depth, mFrameBuffer);
}
void Painter::Prime(DrawCommand& draw) const
{
static const glm::mat4 Identity(1.0f);
Drawable::Environment drawable_env;
drawable_env.editing_mode = mEditingMode;
drawable_env.pixel_ratio = mPixelRatio;
drawable_env.instanced_draw = draw.instanced_draw.has_value();
drawable_env.view_matrix = draw.view ? draw.view : &mViewMatrix;
drawable_env.proj_matrix = draw.projection ? draw.projection : &mProjMatrix;
drawable_env.model_matrix = draw.model ? draw.model : &Identity;
draw.geometry_gpu_ptr = GetGpuGeometry(*draw.drawable, drawable_env);
if (draw.instanced_draw.has_value())
draw.instance_draw_ptr = GetGpuInstancedDraw(draw.instanced_draw.value(), *draw.drawable, drawable_env);
}
bool Painter::Draw(const DrawList& list, const ShaderProgram& program, const ColorDepthStencilState& cds) const
{
static const glm::mat4 Identity(1.0f);
gfx::DeviceState ds(mDevice);
gfx::Device::ViewportState vs;
vs.viewport = MapToDevice(mViewport);
vs.scissor = MapToDevice(mScissor);
mDevice->SetViewportState(vs);
mDevice->SetColorDepthStencilState(cds);
std::unordered_set<std::string> used_programs;
bool success = false;
for (const auto& draw : list)
{
// Low level draw filtering.
if (!program.FilterDraw(draw.user))
continue;
Drawable::Environment drawable_env;
drawable_env.editing_mode = mEditingMode;
drawable_env.pixel_ratio = mPixelRatio;
drawable_env.instanced_draw = draw.instanced_draw.has_value();
drawable_env.view_matrix = draw.view ? draw.view : &mViewMatrix;
drawable_env.proj_matrix = draw.projection ? draw.projection : &mProjMatrix;
drawable_env.model_matrix = draw.model ? draw.model : &Identity;
auto geometry = draw.geometry_gpu_ptr;
if (geometry == nullptr)
geometry = GetGpuGeometry(*draw.drawable, drawable_env);
if (!geometry)
continue;
InstancedDrawPtr instanced_draw;
if (draw.instanced_draw.has_value())
{
instanced_draw = draw.instance_draw_ptr;
if (instanced_draw == nullptr)
instanced_draw = GetGpuInstancedDraw(draw.instanced_draw.value(), *draw.drawable, drawable_env);
}
Material::Environment material_env;
material_env.editing_mode = mEditingMode;
material_env.draw_primitive = draw.drawable->GetDrawPrimitive();
material_env.draw_category = draw.drawable->GetDrawCategory();
material_env.renderpass = program.GetRenderPass();
ProgramPtr gpu_program = GetProgram(program, *draw.drawable, *draw.material, drawable_env, material_env);
if (gpu_program == nullptr)
continue;
ProgramState gpu_program_state;
Material::RasterState material_raster_state;
if (!draw.material->ApplyDynamicState(material_env, *mDevice, gpu_program_state, material_raster_state))
continue;
Drawable::RasterState drawable_raster_state;
drawable_raster_state.culling = draw.state.culling;
drawable_raster_state.line_width = draw.state.line_width;
draw.drawable->ApplyDynamicState(drawable_env, gpu_program_state, drawable_raster_state);
Device::RasterState device_state;
device_state.blending = material_raster_state.blending;
device_state.premulalpha = material_raster_state.premultiplied_alpha;
device_state.line_width = drawable_raster_state.line_width;
device_state.culling = drawable_raster_state.culling;
device_state.winding_order = draw.state.winding;
// apply shader program state dynamically once on the GPU program object
// if the GPU program object changes.
if (!base::Contains(used_programs, gpu_program->GetId()))
{
program.ApplyDynamicState(*mDevice, gpu_program_state);
}
program.ApplyDynamicState(*mDevice, gpu_program_state, device_state, draw.user);
// The drawable provides the draw command which identifies the
// sequence of more primitive draw commands set on the geometry
// in order to render only a part of the geometry. i.e. a sub-mesh.
const auto& cmd_params = draw.drawable->GetDrawCmd();
// modify the depth testing state since this is per draw right now.
mDevice->ModifyState(draw.state.depth_test, Device::StateName::DepthTest);
mDevice->Draw(*gpu_program,
gpu_program_state,
GeometryDrawCommand(*geometry,
cmd_params.draw_cmd_start,
cmd_params.draw_cmd_count,
instanced_draw),
device_state, mFrameBuffer);
// we supposedly rendered something, mark this as success.
success = true;
}
return success;
}
bool Painter::Draw(const Drawable& shape,
const glm::mat4& model,
const Material& material,
const DrawState& state,
const ShaderProgram& program) const
{
std::vector<DrawCommand> list;
list.resize(1);
list[0].drawable = &shape;
list[0].material = &material;
list[0].model = &model;
list[0].state.line_width = state.line_width;
list[0].state.culling = state.culling;
list[0].state.depth_test = state.depth_test;
ColorDepthStencilState cds;
cds.depth_test = state.depth_test;
cds.stencil_func = state.stencil_func;
cds.stencil_fail = state.stencil_fail;
cds.stencil_dpass = state.stencil_dpass;
cds.stencil_dfail = state.stencil_dfail;
cds.stencil_mask = state.stencil_mask;
cds.stencil_ref = state.stencil_ref;
cds.bWriteColor = state.write_color;
return Draw(list, program, cds);
}
bool Painter::Draw(const Drawable& shape,
const glm::mat4& model,
const Material& material,
const DrawState& state,
const ShaderProgram& program,
const LegacyDrawState& legacy_draw_state) const
{
std::vector<DrawCommand> list;
list.resize(1);
list[0].drawable = &shape;
list[0].material = &material;
list[0].model = &model;
list[0].state.culling = state.culling;
list[0].state.winding = state.winding;
list[0].state.depth_test = state.depth_test;
list[0].state.line_width = legacy_draw_state.line_width;
list[0].state.culling = legacy_draw_state.culling;
ColorDepthStencilState cds;
cds.depth_test = state.depth_test;
cds.stencil_func = state.stencil_func;
cds.stencil_fail = state.stencil_fail;
cds.stencil_dpass = state.stencil_dpass;
cds.stencil_dfail = state.stencil_dfail;
cds.stencil_mask = state.stencil_mask;
cds.stencil_ref = state.stencil_ref;
cds.bWriteColor = state.write_color;
return Draw(list, program, cds);
}
bool Painter::Draw(const Drawable& drawable,
const glm::mat4& model,
const Material& material,
const LegacyDrawState& draw_state) const
{
DrawState state;
state.write_color = true;
state.stencil_func = StencilFunc::Disabled;
state.depth_test = DepthTest::Disabled;
state.winding = WindigOrder::CounterClockWise;
state.culling = draw_state.culling;
state.line_width = draw_state.line_width;
FlatShadedColorProgram program;
return Draw(drawable, model, material, state, program, draw_state);
}
// static
std::unique_ptr<Painter> Painter::Create(std::shared_ptr<Device> device)
{
return std::make_unique<Painter>(device);
}
// static
std::unique_ptr<Painter> Painter::Create(Device* device)
{
return std::make_unique<Painter>(device);
}
ProgramPtr Painter::GetProgram(const ShaderProgram& program,
const Drawable& drawable,
const Material& material,
const Drawable::Environment& drawable_environment,
const Material::Environment& material_environment) const
{
const auto& material_gpu_id = program.GetShaderId(material, material_environment);
const auto& drawable_gpu_id = program.GetShaderId(drawable, drawable_environment);
const auto& program_gpu_id = drawable_gpu_id + "/" + material_gpu_id;
ProgramPtr gpu_program = mDevice->FindProgram(program_gpu_id);
if (!gpu_program)
{
ShaderPtr material_shader = mDevice->FindShader(material_gpu_id);
if (material_shader == nullptr)
{
const auto& material_shader_source = program.GetShader(material, material_environment, *mDevice);
if (material_shader_source.IsEmpty())
return nullptr;
DEBUG("Compile shader: %1", material_shader_source.GetShaderName());
DEBUG(" GPU ID = %1", material_gpu_id);
for (size_t i=0; i<material_shader_source.GetDebugInfoCount(); ++i)
{
const auto& info = material_shader_source.GetDebugInfo(i);
DEBUG(" %1 = %2", base::fmt::FixedString { info.key, 10 }, info.val);
}
Shader::CreateArgs args;
args.name = material_shader_source.GetShaderName();
args.source = material_shader_source.GetSource();
args.debug = mDebugMode;
material_shader = mDevice->CreateShader(material_gpu_id, args);
}
if (!material_shader->IsValid())
{
auto error = material_shader->GetCompileInfo();
if (!error.empty())
mErrors.push_back(std::move(error));
return nullptr;
}
ShaderPtr drawable_shader = mDevice->FindShader(drawable_gpu_id);
if (drawable_shader == nullptr)
{
const auto& drawable_shader_source = program.GetShader(drawable, drawable_environment, *mDevice);
if (drawable_shader_source.IsEmpty())
return nullptr;
DEBUG("Compile shader: %1", drawable_shader_source.GetShaderName());
DEBUG(" GPU ID = %1", drawable_gpu_id);
for (size_t i=0; i<drawable_shader_source.GetDebugInfoCount(); ++i)
{
const auto& info = drawable_shader_source.GetDebugInfo(i);
DEBUG(" %1 = %2", base::fmt::FixedString { info.key, 10 }, info.val);
}
Shader::CreateArgs args;
args.name = drawable_shader_source.GetShaderName();
args.source = drawable_shader_source.GetSource();
args.debug = mDebugMode;
drawable_shader = mDevice->CreateShader(drawable_gpu_id, args);
}
if (!drawable_shader->IsValid())
{
auto error = drawable_shader->GetCompileInfo();
if (!error.empty())
mErrors.push_back(std::move(error));
return nullptr;
}
DEBUG("Build program: %1", program.GetName());
DEBUG(" FS GPU ID = %1", material_gpu_id);
DEBUG(" VS GPU ID = %1", drawable_gpu_id);
Program::CreateArgs args;
args.fragment_shader = material_shader;
args.vertex_shader = drawable_shader;
args.name = base::FormatString("%1(%2, %3)",
program.GetName(),
drawable_shader->GetName(),
material_shader->GetName());
material.ApplyStaticState(material_environment, *mDevice, args.state);
program.ApplyStaticState(*mDevice, args.state);
gpu_program = mDevice->CreateProgram(program_gpu_id, args);
if (!gpu_program->IsValid())
return nullptr;
}
if (!gpu_program->IsValid())
return nullptr;
return gpu_program;
}
GeometryPtr Painter::GetGpuGeometry(const Drawable& drawable, const Drawable::Environment& env) const
{
const auto& id = drawable.GetGeometryId(env);
const auto usage = drawable.GetGeometryUsage();
if (usage == Drawable::Usage::Stream)
{
Geometry::CreateArgs args;
if (!drawable.Construct(env, args))
return nullptr;
return mDevice->CreateGeometry(id, std::move(args));
}
else if (usage == Drawable::Usage::Dynamic)
{
auto geom = mDevice->FindGeometry(id);
if (geom == nullptr)
{
Geometry::CreateArgs args;
if (!drawable.Construct(env, args))
return nullptr;
return mDevice->CreateGeometry(id, std::move(args));
}
if (geom->GetContentHash() == drawable.GetGeometryHash())
return geom;
Geometry::CreateArgs args;
if (!drawable.Construct(env, args))
return nullptr;
return mDevice->CreateGeometry(id, std::move(args));
}
else if (usage == Drawable::Usage::Static)
{
auto geom = mDevice->FindGeometry(id);
if (geom == nullptr)
{
Geometry::CreateArgs args;
if (!drawable.Construct(env, args))
return nullptr;
return mDevice->CreateGeometry(id, std::move(args));
}
if (!mEditingMode)
return geom;
if (geom->GetContentHash() == drawable.GetGeometryHash())
return geom;
Geometry::CreateArgs args;
if (!drawable.Construct(env, args))
return nullptr;
return mDevice->CreateGeometry(id, std::move(args));
} else BUG("Missing geometry usage handling.");
}
InstancedDrawPtr Painter::GetGpuInstancedDraw(const InstancedDraw& draw, const gfx::Drawable& drawable, const Drawable::Environment& env) const
{
const auto& id = drawable.GetInstanceId(env, draw);
const auto usage = drawable.GetInstanceUsage(draw);
if (usage == BufferUsage::Stream)
{
gfx::InstancedDraw::CreateArgs args;
if (!drawable.Construct(env, draw, args))
return nullptr;
return mDevice->CreateInstancedDraw(id, std::move(args));
}
else if (usage == BufferUsage::Dynamic)
{
auto foo = mDevice->FindInstancedDraw(id);
if (foo == nullptr)
{
gfx::InstancedDraw::CreateArgs args;
if (!drawable.Construct(env, draw, args))
return nullptr;
return mDevice->CreateInstancedDraw(draw.gpu_id, std::move(args));
}
if (foo->GetContentHash() == drawable.GetInstanceHash(draw))
return foo;
gfx::InstancedDraw::CreateArgs args;
if (!drawable.Construct(env, draw, args))
return nullptr;
return mDevice->CreateInstancedDraw(id, std::move(args));
}
else if (usage == BufferUsage::Static)
{
auto foo = mDevice->FindInstancedDraw(id);
if (foo == nullptr)
{
gfx::InstancedDraw::CreateArgs args;
if (!drawable.Construct(env, draw, args))
return nullptr;
return mDevice->CreateInstancedDraw(id, std::move(args));
}
if (!mEditingMode)
return foo;
if (foo->GetContentHash() == drawable.GetInstanceHash(draw))
return foo;
gfx::InstancedDraw::CreateArgs args;
if (!drawable.Construct(env, draw, args))
return nullptr;
return mDevice->CreateInstancedDraw(id, std::move(args));
}
return nullptr;
}
IRect Painter::MapToDevice(const IRect& rect) const noexcept
{
if (rect.IsEmpty())
return rect;
const int surface_width = mSize.GetWidth();
const int surface_height = mSize.GetHeight();
// map from window coordinates (top left origin) to device
// coordinates (bottom left origin)
const auto bottom = rect.GetY() + rect.GetHeight();
const auto x = rect.GetX();
const auto y = surface_height - bottom;
return IRect(x, y, rect.GetWidth(), rect.GetHeight());
}
} // namespace