Files
orx/orx-jvm/orx-dnk3/src/main/kotlin/SceneRenderer.kt
2024-03-10 18:43:24 +01:00

343 lines
15 KiB
Kotlin

package org.openrndr.extra.dnk3
import org.openrndr.color.ColorRGBa
import org.openrndr.draw.*
import org.openrndr.extra.dnk3.features.IrradianceSH
import org.openrndr.extra.fx.blur.ApproximateGaussianBlur
import org.openrndr.math.Matrix44
import org.openrndr.math.Vector3
import java.nio.ByteBuffer
class RenderContext(
val lights: List<NodeContent<Light>>,
val meshes: List<NodeContent<Mesh>>,
val skinnedMeshes: List<NodeContent<SkinnedMesh>>,
val instancedMeshes: List<NodeContent<InstancedMesh>>,
val pathMeshes: List<NodeContent<PathMesh>>,
val fogs: List<NodeContent<Fog>>
)
class SceneRenderer {
class Configuration {
var multisampleLines = false
}
val configuration = Configuration()
val blur = ApproximateGaussianBlur()
var shadowLightTargets = mutableMapOf<ShadowLight, RenderTarget>()
var meshCubemaps = mutableMapOf<Mesh, Cubemap>()
var outputPasses = mutableListOf(DefaultOpaquePass, DefaultTransparentPass)
var outputPassTarget: RenderTarget? = null
var outputPassTargetMS: RenderTarget? = null
val postSteps = mutableListOf<PostStep>()
val buffers = mutableMapOf<String, ColorBuffer>()
var drawFinalBuffer = true
var first = true
fun draw(drawer: Drawer, scene: Scene) {
drawer.pushStyle()
drawer.depthWrite = true
drawer.depthTestPass = DepthTestPass.LESS_OR_EQUAL
drawer.cullTestPass = CullTestPass.FRONT
scene.dispatcher.execute()
// update all the transforms
scene.root.scan(Matrix44.IDENTITY) { p ->
if (p !== Matrix44.IDENTITY) {
worldTransform = p * transform
} else {
worldTransform = transform
}
worldTransform
}
val context = RenderContext(
lights = scene.root.findContent { this as? Light },
meshes = scene.root.findContent { this as? Mesh },
skinnedMeshes = scene.root.findContent { this as? SkinnedMesh },
fogs = scene.root.findContent { this as? Fog },
instancedMeshes = scene.root.findContent { this as? InstancedMesh },
pathMeshes = scene.root.findContent { this as? PathMesh}
)
// shadow passes
run {
context.lights.filter { it.content is ShadowLight && (it.content as ShadowLight).shadows is Shadows.MappedShadows }.forEach {
val shadowLight = it.content as ShadowLight
val pass: RenderPass
pass = when (shadowLight.shadows) {
is Shadows.PCF, is Shadows.Simple -> {
LightPass
}
is Shadows.VSM -> {
VSMLightPass
}
else -> TODO()
}
val target = shadowLightTargets.getOrPut(shadowLight) {
val mapSize = (shadowLight.shadows as Shadows.MappedShadows).mapSize
pass.createPassTarget(mapSize, mapSize, DepthFormat.DEPTH_STENCIL)
}
target.clearDepth(depth = 1.0)
val look = shadowLight.view(it.node)
val materialContext = MaterialContext(pass, context.lights, context.fogs, shadowLightTargets, emptyMap(), 0)
drawer.isolatedWithTarget(target) {
drawer.projection = shadowLight.projection(target)
drawer.view = look
drawer.model = Matrix44.IDENTITY
drawer.clear(ColorRGBa.BLACK)
drawer.cullTestPass = CullTestPass.FRONT
drawPass(drawer, pass, materialContext, context)
}
when (shadowLight.shadows) {
is Shadows.VSM -> {
blur.gain = 1.0
blur.sigma = 3.0
blur.window = 9
blur.spread = 1.0
blur.apply(target.colorBuffer(0), target.colorBuffer(0))
}
else -> {}
}
}
}
// -- feature passes
for (feature in scene.features) {
feature.update(drawer, this, scene, feature, context)
}
// -- output passes
run {
val irradianceSH = scene.features.find { it is IrradianceSH } as? IrradianceSH
for (pass in outputPasses) {
val materialContext = MaterialContext(pass, context.lights, context.fogs, shadowLightTargets, meshCubemaps, irradianceSH?.probeCount
?: 0)
materialContext.irradianceSH = irradianceSH
val defaultPasses = setOf(DefaultTransparentPass, DefaultOpaquePass)
if ((pass !in defaultPasses || postSteps.isNotEmpty()) && outputPassTarget == null) {
outputPassTarget = pass.createPassTarget(RenderTarget.active.width, RenderTarget.active.height)
}
if (pass == outputPasses[0]) {
outputPassTarget?.let {
drawer.withTarget(it) {
clear(ColorRGBa.TRANSPARENT)
}
}
}
outputPassTarget?.let { target ->
pass.combiners.forEach {
if (it is ColorBufferFacetCombiner) {
val index = target.colorAttachmentIndexByName(it.targetOutput)
?: error("attachment not found ${it.targetOutput}")
target.blendMode(index, it.blendMode)
}
}
}
outputPassTarget?.bind()
drawPass(drawer, pass, materialContext, context)
outputPassTarget?.unbind()
outputPassTarget?.let { output ->
for (combiner in pass.combiners) {
buffers[combiner.targetOutput] = (output.colorAttachmentByName(combiner.targetOutput) as? ColorBufferAttachment)?.colorBuffer
?: error("attachment not found ${combiner.targetOutput}")
}
}
}
val lightContext = LightContext(context.lights, shadowLightTargets)
val postContext = PostContext(lightContext, drawer.view.inversed)
for (postStep in postSteps) {
postStep.apply(buffers, postContext)
}
}
drawer.popStyle()
if (drawFinalBuffer) {
outputPassTarget?.let { output ->
drawer.isolated {
drawer.defaults()
drawer.ortho()
val outputName = (postSteps.lastOrNull() as? FilterPostStep<*>)?.output ?: "color"
val outputBuffer = buffers[outputName]
?: throw IllegalArgumentException("can't find $outputName buffer")
drawer.image(outputBuffer)
}
}
}
}
internal fun drawPass(drawer: Drawer, pass: RenderPass, materialContext: MaterialContext,
context: RenderContext, shadeStyleTransformer: ((ShadeStyle)->Unit)? = null
) {
drawer.depthWrite = pass.depthWrite
val primitives = context.meshes.flatMap { mesh ->
mesh.content.primitives.map { primitive ->
NodeContent(mesh.node, primitive)
}
}
// -- draw all meshes
primitives
.filter { (it.content.material.transparent && pass.renderTransparent) || (!it.content.material.transparent && pass.renderOpaque) }
.forEach {
val primitive = it.content
drawer.isolated {
if (primitive.material.doubleSided) {
drawer.drawStyle.cullTestPass = CullTestPass.ALWAYS
}
val hasNormalAttribute = primitive.geometry.vertexBuffers.any { it.vertexFormat.hasAttribute("normal") }
val primitiveContext = PrimitiveContext(hasNormalAttribute, false)
val shadeStyle = primitive.material.generateShadeStyle(materialContext, primitiveContext)
shadeStyle.parameter("viewMatrixInverse", drawer.view.inversed)
primitive.material.applyToShadeStyle(materialContext, shadeStyle)
shadeStyleTransformer?.invoke(shadeStyle)
drawer.shadeStyle = shadeStyle
drawer.model = it.node.worldTransform
if (primitive.geometry.indexBuffer == null) {
drawer.vertexBuffer(primitive.geometry.vertexBuffers,
primitive.geometry.primitive,
primitive.geometry.offset,
primitive.geometry.vertexCount)
} else {
drawer.vertexBuffer(primitive.geometry.indexBuffer!!,
primitive.geometry.vertexBuffers,
primitive.geometry.primitive,
primitive.geometry.offset,
primitive.geometry.vertexCount)
}
}
}
val skinnedPrimitives = context.skinnedMeshes.flatMap { mesh ->
mesh.content.primitives.map { primitive ->
NodeContent(mesh.node, Pair(primitive, mesh))
}
}
skinnedPrimitives
.filter {
(it.content.first.material.transparent && pass.renderTransparent) ||
(!it.content.first.material.transparent && pass.renderOpaque)
}
.forEach {
val primitive = it.content.first
val skinnedMesh = it.content.second.content
drawer.isolated {
if (primitive.material.doubleSided) {
drawer.drawStyle.cullTestPass = CullTestPass.ALWAYS
}
val hasNormalAttribute = primitive.geometry.vertexBuffers.any { it.vertexFormat.hasAttribute("normal") }
val primitiveContext = PrimitiveContext(hasNormalAttribute, true)
val nodeInverse = it.node.worldTransform.inversed
val jointTransforms = (skinnedMesh.joints zip skinnedMesh.inverseBindMatrices)
.map { (nodeInverse * it.first.worldTransform * it.second) }
val shadeStyle = primitive.material.generateShadeStyle(materialContext, primitiveContext)
shadeStyle.parameter("jointTransforms", jointTransforms.toTypedArray())
shadeStyle.parameter("viewMatrixInverse", drawer.view.inversed)
primitive.material.applyToShadeStyle(materialContext, shadeStyle)
drawer.shadeStyle = shadeStyle
drawer.model = it.node.worldTransform
if (primitive.geometry.indexBuffer == null) {
drawer.vertexBuffer(primitive.geometry.vertexBuffers,
primitive.geometry.primitive,
primitive.geometry.offset,
primitive.geometry.vertexCount)
} else {
drawer.vertexBuffer(primitive.geometry.indexBuffer!!,
primitive.geometry.vertexBuffers,
primitive.geometry.primitive,
primitive.geometry.offset,
primitive.geometry.vertexCount)
}
}
}
val instancedPrimitives = context.instancedMeshes.flatMap { mesh ->
mesh.content.primitives.map { primitive ->
NodeContent(mesh.node, MeshPrimitiveInstance(primitive, mesh.content.instances, mesh.content.attributes))
}
}
// -- draw all instanced meshes
instancedPrimitives
.filter { (it.content.primitive.material.transparent && pass.renderTransparent) || (!it.content.primitive.material.transparent && pass.renderOpaque) }
.forEach {
val primitive = it.content
drawer.isolated {
val primitiveContext = PrimitiveContext(true, false)
val shadeStyle = primitive.primitive.material.generateShadeStyle(materialContext, primitiveContext)
shadeStyle.parameter("viewMatrixInverse", drawer.view.inversed)
primitive.primitive.material.applyToShadeStyle(materialContext, shadeStyle)
if (primitive.primitive.material.doubleSided) {
drawer.drawStyle.cullTestPass = CullTestPass.ALWAYS
}
drawer.shadeStyle = shadeStyle
drawer.model = it.node.worldTransform
drawer.vertexBufferInstances(primitive.primitive.geometry.vertexBuffers,
primitive.attributes,
DrawPrimitive.TRIANGLES,
primitive.instances,
primitive.primitive.geometry.offset,
primitive.primitive.geometry.vertexCount)
}
}
context.pathMeshes.filter { (it.content.material.transparent && pass.renderTransparent) || (!it.content.material.transparent && pass.renderOpaque) }
.forEach {
drawer.isolated {
val primitiveContext = PrimitiveContext(true, false)
val shadeStyle = it.content.material.generateShadeStyle(materialContext, primitiveContext)
shadeStyle.parameter("viewMatrixInverse", drawer.view.inversed)
it.content.material.applyToShadeStyle(materialContext, shadeStyle)
drawer.drawStyle.cullTestPass = CullTestPass.ALWAYS
drawer.shadeStyle = shadeStyle
drawer.model = it.node.worldTransform
drawer.strokeWeight = it.content.weight
for (path in it.content.paths) {
drawer.path(path.sampleLinear(0.0005))
}
}
}
drawer.depthWrite = true
}
}
fun sceneRenderer(builder: SceneRenderer.() -> Unit): SceneRenderer {
val sceneRenderer = SceneRenderer()
sceneRenderer.builder()
return sceneRenderer
}
internal fun ByteBuffer.putVector3(v: Vector3) {
putFloat(v.x.toFloat())
putFloat(v.y.toFloat())
putFloat(v.z.toFloat())
}