lambdacube-engine-0.2.1: Graphics/LambdaCube/RenderQueue.hs
module Graphics.LambdaCube.RenderQueue where
import Control.Monad
import Data.IntMap (IntMap)
import Data.List
import Data.Maybe
import Data.Ord
import Graphics.LambdaCube.BlendMode
import Graphics.LambdaCube.GpuProgram
import Graphics.LambdaCube.HardwareIndexBuffer
import Graphics.LambdaCube.HardwareVertexBuffer
import Graphics.LambdaCube.Light
import Graphics.LambdaCube.Pass
import Graphics.LambdaCube.RenderOperation
import Graphics.LambdaCube.RenderSystem
import Graphics.LambdaCube.Texture
import Graphics.LambdaCube.Types
import Graphics.LambdaCube.Utility
import Graphics.LambdaCube.VertexIndexData
-- | Standard render queue priorities. Note that any enumeration type
-- can be used to specify render priorities (i.e. top-level drawing
-- order), this is just a simple convenience type.
data RenderQueuePriority
= RQP_Background
| RQP_EarlySky
| RQP_EarlyWorld
| RQP_Main
| RQP_LateWorld
| RQP_LateSky
| RQP_Overlay
deriving Enum
-- | The default render queue priority.
defaultRQP :: Maybe RenderQueuePriority
defaultRQP = Nothing
renderableDefaultPriority :: Int
renderableDefaultPriority = 100
data RenderGroupOptions
= RenderGroupOptions
{ rqoShadowsEnabled :: Bool
}
defaultRenderGroupOptions :: RenderGroupOptions
defaultRenderGroupOptions = RenderGroupOptions
{ rqoShadowsEnabled = True
}
-- | Struct associating a single Pass with a single Renderable.
data (HardwareVertexBuffer vb, HardwareIndexBuffer ib, Texture t, LinkedGpuProgram lp) => RenderablePass vb ib t lp
= RenderablePass
{ rpOperation :: RenderOperation vb ib
, rpPass :: Pass t lp
, rpMatrix :: Proj4
, rpLights :: [(Proj4,Light)]
}
data RenderStatistics
= RenderStatistics
{ rsFaceCount :: Int
, rsVertexCount :: Int
, rsBatchCount :: Int
}
deriving Show
emptyRenderStatistics :: RenderStatistics
emptyRenderStatistics = RenderStatistics
{ rsFaceCount = 0
, rsVertexCount = 0
, rsBatchCount = 0
}
renderPassGroup :: (RenderSystem rs vb ib q t p lp) => FloatType -> rs -> RenderStatistics -> [RenderablePass vb ib t lp] -> IO RenderStatistics
renderPassGroup time rs rstat r = do
let pass = rpPass $ head r
depthBiasConstant = psDepthBiasConstant pass
depthBiasPerIter = psDepthBiasPerIteration pass
depthBiasSlopeScale = psDepthBiasSlopeScale pass
iterationCnt = psPassIterationCount pass
geomCmp = comparing rpOperation
renderGeomGrp pass rst r = do
let rop = rpOperation $ head r
geomCnt = length r
-- print $ " geomGrp len: " ++ (show $ length r)
--TODO: setup object related shader parameters
bindGeometry rs rop $ psTextureUnitStates pass
mapM_ (renderGeom pass) r
unbindGeometry rs rop
-- calculate statistics
let val = if isNothing $ roIndexData rop then vdVertexCount $ roVertexData rop else idIndexCount $ fromJust $ roIndexData rop
val' = case roOperationType rop of
OT_TRIANGLE_LIST -> val `div` 3
OT_TRIANGLE_STRIP -> val - 2
OT_TRIANGLE_FAN -> val - 2
_ -> 0
fc = geomCnt * iterationCnt * val' + rsFaceCount rst
vc = geomCnt * (vdVertexCount $ roVertexData rop) + rsVertexCount rst
bc = geomCnt * iterationCnt + rsBatchCount rst
fc `seq` vc `seq` bc `seq` return RenderStatistics
{ rsFaceCount = fc
, rsVertexCount = vc
, rsBatchCount = bc
}
renderGeom pass r = do
--TODO: do pass and per light iterations
-- light list with attributes
-- filter relevant lights
let lights = {-drop (psStartLight pass) $ take (psMaxSimultaneousLights pass) $ filter filtL $ -}rpLights r
--filtL (_,l) = case psOnlyLightType pass of
-- Nothing -> True
-- Just t -> t == (lgType l)
dropEmpty [] = False
dropEmpty _ = True
-- create light groups according requirement (per n light)
lightGrp = filter dropEmpty $ case psLightsPerIteration pass of
Nothing -> [lights]
Just n -> f n lights
f _ [] = []
f n l = h:(f n t)
where
(h,t) = splitAt n l
-- render n times each light group
--putStrLn $ " iterationCnt: " ++ show iterationCnt ++ " len lightGrp: " ++ show lightGrp
setWorldMatrix rs $ rpMatrix r
forM_ lightGrp $ \l -> do
--TODO setup lights
--print $ ("light cnt:",length l)
useLights rs l
--TODO: setup per light iteration shader parameters
forM_ [1..iterationCnt] $ \pc -> do
-- TODO: update iteration dependent parameteres:
--TODO: setup pass iteration number shader parameter
-- Update derived depth bias
when (pc > 1 && depthBiasPerIter /= 0) $ setDepthBias rs (depthBiasConstant + (fromIntegral pc-1) * depthBiasPerIter) depthBiasSlopeScale
render rs $ rpOperation r
setPass time rs pass
-- print $ "passGrp len: " ++ (show $ length r) ++ " " ++ show [ tusFrameNames tu | tu <- psTextureUnitStates pass ]
--TODO: setup global pass related shader parameters
foldM' (renderGeomGrp pass) rstat $ groupSetBy geomCmp r
renderCollection :: (RenderSystem rs vb ib q t p lp) => FloatType -> rs -> IntMap RenderGroupOptions ->
[(Proj4,Light)] -> RenderStatistics -> [(Proj4, [RenderEntity vb ib t lp], Int, Int)] -> IO RenderStatistics
renderCollection time rs _roptMap lights rstat rl = do
let passCmp = comparing rpPass
--groupPass
-- group by pass and geometry
passGroupRenderMethod rst a = foldM' (renderPassGroup time rs) rst $ groupSetBy passCmp a
-- sort by distance
--distanceSortRenderMethod = undefined
-- simple render
--simpleRenderMethod = undefined
rents = concatMap (\(_,r,_,_) -> r) rl
--(_,_,grpID,_) = head rl
--ropt = fromMaybe defaultRenderGroupOptions $ IntMap.lookup grpID roptMap
isTransparent p = case separateBlend of
True -> alpha && color
False -> case separateBlendOperation of
True -> alpha && color
False -> color
where
alpha = sourceFactorAlpha == SBF_ONE && destFactorAlpha == SBF_ZERO
color = sourceFactor == SBF_ONE && destFactor == SBF_ZERO
Pass
{ psSeparateBlend = separateBlend
, psSeparateBlendOperation = separateBlendOperation
, psSourceBlendFactor = sourceFactor
, psDestBlendFactor = destFactor
, psSourceBlendFactorAlpha = sourceFactorAlpha
, psDestBlendFactorAlpha = destFactorAlpha
} = p
hasTransparent l = foldl' (\a b -> a || isTransparent b) False l
(solids,transparents) = partition (\a -> hasTransparent $ rePassList a) rents
--putStr $ "group prio:" ++ show grpID ++ " items: " ++ show (length rl) ++ " "
--putStr $ "solids: " ++ show (length solids) ++ " "
--putStrLn $ "transparents: " ++ show (length transparents)
-- Do solids
rstat1 <- passGroupRenderMethod rstat [RenderablePass ro p m lights | RenderEntity ro pl m _ <- solids, p <- pl]
-- TEMP solution, transparents together
rstat2 <- passGroupRenderMethod rstat1 [RenderablePass ro p m lights | RenderEntity ro pl m _ <- transparents, p <- pl]
-- Do unsorted transparents
--simpleRenderMethod $ rpgTransparentsUnsorted rpg
-- Do transparents (always descending)
--distanceSortRenderMethod $ rpgTransparents rpg
return rstat2
-- Fast
--renderQueue :: (RenderSystem rs, Renderable r) => rs -> IntMap RenderGroupOptions -> [(Matrix4,r,Int,Int)] -> IO ()
-- TODO: maybe we should try parallelize this code
-- HINT: Ogre uses radix sort
renderQueue :: (RenderSystem rs vb ib q t p lp) => FloatType -> rs -> IntMap RenderGroupOptions -> RenderStatistics ->
[(Proj4,Light)] -> [(Proj4, [RenderEntity vb ib t lp], Int, Int)] -> IO RenderStatistics
renderQueue time rs roptMap rstat lights renderables = do
{-
let grpPriorSortCmp al bl = case ga `compare` gb of
{ LT -> LT
; EQ -> pa `compare` pb
; GT -> GT
}
where
(_,_,ga,pa) = head al
(_,_,gb,pb) = head bl
-}
let grpPriorGroupCmp (_,_,ga,_) (_,_,gb,_) = compare ga gb
sortedGroups = groupSetBy grpPriorGroupCmp renderables
-- sortedGroups = sortBy (\((_,_,a,_):_) ((_,_,b,_):_) -> a `compare` b) groups
-- foldM' (renderCollection rs roptMap) rstat $ groupBy grpPriorGroupCmp $ sortBy grpPriorSortCmp rl
--putStrLn $ "renderqueue renderables: " ++ show (length renderables)
--putStrLn $ "renderqueue sorted: " ++ show (length sortedGroups)
rstatres <- foldM' (renderCollection time rs roptMap lights) rstat sortedGroups
--putStrLn " * renderScene end"
return rstatres