ModelBatcher.cpp 9.5 KB

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  1. /****************************************************************************
  2. Copyright (c) 2018 Xiamen Yaji Software Co., Ltd.
  3. http://www.cocos2d-x.org
  4. Permission is hereby granted, free of charge, to any person obtaining a copy
  5. of this software and associated documentation files (the "Software"), to deal
  6. in the Software without restriction, including without limitation the rights
  7. to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. copies of the Software, and to permit persons to whom the Software is
  9. furnished to do so, subject to the following conditions:
  10. The above copyright notice and this permission notice shall be included in
  11. all copies or substantial portions of the Software.
  12. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  13. IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  14. FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  15. AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  16. LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  17. OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  18. THE SOFTWARE.
  19. ****************************************************************************/
  20. #include "ModelBatcher.hpp"
  21. #include "RenderFlow.hpp"
  22. #include "StencilManager.hpp"
  23. #include "assembler/RenderDataList.hpp"
  24. #include "NodeProxy.hpp"
  25. RENDERER_BEGIN
  26. #define INIT_MODEL_LENGTH 16
  27. ModelBatcher::ModelBatcher(RenderFlow* flow)
  28. : _flow(flow)
  29. , _modelOffset(0)
  30. , _cullingMask(0)
  31. , _walking(false)
  32. , _currEffect(nullptr)
  33. , _buffer(nullptr)
  34. , _useModel(false)
  35. , _node(nullptr)
  36. {
  37. for (int i = 0; i < INIT_MODEL_LENGTH; i++)
  38. {
  39. _modelPool.push_back(new Model());
  40. }
  41. _stencilMgr = StencilManager::getInstance();
  42. }
  43. ModelBatcher::~ModelBatcher()
  44. {
  45. setCurrentEffect(nullptr);
  46. setNode(nullptr);
  47. for (int i = 0; i < _modelPool.size(); i++)
  48. {
  49. auto model = _modelPool[i];
  50. delete model;
  51. }
  52. _modelPool.clear();
  53. for (auto iter = _buffers.begin(); iter != _buffers.end(); ++iter)
  54. {
  55. MeshBuffer *buffer = iter->second;
  56. delete buffer;
  57. }
  58. _buffers.clear();
  59. }
  60. void ModelBatcher::reset()
  61. {
  62. for (int i = 0; i < _modelOffset; ++i)
  63. {
  64. Model* model = _modelPool[i];
  65. model->reset();
  66. }
  67. _flow->getRenderScene()->removeModels();
  68. _modelOffset = 0;
  69. for (auto iter : _buffers)
  70. {
  71. iter.second->reset();
  72. }
  73. _buffer = nullptr;
  74. _commitState = CommitState::None;
  75. setCurrentEffect(nullptr);
  76. setNode(nullptr);
  77. _ia.clear();
  78. _cullingMask = 0;
  79. _walking = false;
  80. _useModel = false;
  81. _modelMat.set(Mat4::IDENTITY);
  82. _stencilMgr->reset();
  83. }
  84. void ModelBatcher::changeCommitState(CommitState state)
  85. {
  86. if (_commitState == state) return;
  87. switch(_commitState)
  88. {
  89. case CommitState::Custom:
  90. flushIA();
  91. break;
  92. case CommitState::Common:
  93. flush();
  94. break;
  95. default:
  96. break;
  97. }
  98. setCurrentEffect(nullptr);
  99. _commitState = state;
  100. }
  101. void ModelBatcher::commit(NodeProxy* node, Assembler* assembler, int cullingMask)
  102. {
  103. changeCommitState(CommitState::Common);
  104. bool useModel = assembler->getUseModel();
  105. bool ignoreWorldMatrix = assembler->isIgnoreWorldMatrix();
  106. auto customWorldMat = assembler->getCustomWorldMatrix();
  107. customWorldMat = customWorldMat ? customWorldMat : &node->getWorldMatrix();
  108. const Mat4& worldMat = useModel && !ignoreWorldMatrix ? *customWorldMat : Mat4::IDENTITY;
  109. auto asmDirty = assembler->isDirty(AssemblerBase::VERTICES_OPACITY_CHANGED);
  110. auto nodeDirty = node->isDirty(RenderFlow::NODE_OPACITY_CHANGED);
  111. auto needUpdateOpacity = (asmDirty || nodeDirty) && !assembler->isIgnoreOpacityFlag();
  112. for (std::size_t i = 0, l = assembler->getIACount(); i < l; ++i)
  113. {
  114. assembler->beforeFillBuffers(i);
  115. EffectVariant* effect = assembler->getEffect(i);
  116. if (!effect) continue;
  117. if (_currEffect == nullptr ||
  118. _currEffect->getHash() != effect->getHash() ||
  119. _cullingMask != cullingMask || useModel)
  120. {
  121. // Break auto batch
  122. flush();
  123. setNode(_useModel ? node : nullptr);
  124. setCurrentEffect(effect);
  125. _modelMat.set(worldMat);
  126. _useModel = useModel;
  127. _cullingMask = cullingMask;
  128. }
  129. if (needUpdateOpacity)
  130. {
  131. assembler->updateOpacity(i, node->getRealOpacity());
  132. }
  133. assembler->fillBuffers(node, this, i);
  134. }
  135. }
  136. void ModelBatcher::commitIA(NodeProxy* node, CustomAssembler* assembler, int cullingMask)
  137. {
  138. changeCommitState(CommitState::Custom);
  139. EffectVariant* effect = assembler->getEffect(0);
  140. if (!effect) return;
  141. auto customIA = assembler->getIA(0);
  142. if (!customIA) return;
  143. std::size_t iaCount = assembler->getIACount();
  144. bool useModel = assembler->getUseModel();
  145. auto customWorldMat = assembler->getCustomWorldMatrix();
  146. customWorldMat = customWorldMat ? customWorldMat : &node->getWorldMatrix();
  147. const Mat4& worldMat = useModel ? *customWorldMat : Mat4::IDENTITY;
  148. if (_currEffect == nullptr ||
  149. _currEffect->getHash() != effect->getHash() ||
  150. _cullingMask != cullingMask || useModel ||
  151. !_ia.isMergeable(*customIA))
  152. {
  153. flushIA();
  154. setNode(_useModel ? node : nullptr);
  155. setCurrentEffect(effect);
  156. _modelMat.set(worldMat);
  157. _useModel = useModel;
  158. _cullingMask = cullingMask;
  159. _ia.setVertexBuffer(customIA->getVertexBuffer());
  160. _ia.setIndexBuffer(customIA->getIndexBuffer());
  161. _ia.setStart(customIA->getStart());
  162. _ia.setCount(0);
  163. }
  164. for (std::size_t i = 0; i < iaCount; i++ )
  165. {
  166. customIA = assembler->getIA(i);
  167. effect = assembler->getEffect(i);
  168. if (!effect) continue;
  169. if (i > 0)
  170. {
  171. flushIA();
  172. setNode(_useModel ? node : nullptr);
  173. setCurrentEffect(effect);
  174. _modelMat.set(worldMat);
  175. _useModel = useModel;
  176. _cullingMask = cullingMask;
  177. _ia.setVertexBuffer(customIA->getVertexBuffer());
  178. _ia.setIndexBuffer(customIA->getIndexBuffer());
  179. _ia.setStart(customIA->getStart());
  180. _ia.setCount(0);
  181. }
  182. _ia.setCount(_ia.getCount() + customIA->getCount());
  183. }
  184. }
  185. void ModelBatcher::flushIA()
  186. {
  187. if (_commitState != CommitState::Custom)
  188. {
  189. return;
  190. }
  191. if (!_walking || !_currEffect || _ia.getCount() <= 0)
  192. {
  193. _ia.clear();
  194. return;
  195. }
  196. // Stencil manager process
  197. _stencilMgr->handleEffect(_currEffect);
  198. // Generate model
  199. Model* model = nullptr;
  200. if (_modelOffset >= _modelPool.size())
  201. {
  202. model = new Model();
  203. _modelPool.push_back(model);
  204. }
  205. else
  206. {
  207. model = _modelPool[_modelOffset];
  208. }
  209. _modelOffset++;
  210. model->setWorldMatix(_modelMat);
  211. model->setCullingMask(_cullingMask);
  212. model->setEffect(_currEffect);
  213. model->setNode(_node);
  214. model->setInputAssembler(_ia);
  215. _ia.clear();
  216. _flow->getRenderScene()->addModel(model);
  217. }
  218. void ModelBatcher::flush()
  219. {
  220. if (_commitState != CommitState::Common)
  221. {
  222. return;
  223. }
  224. if (!_walking || !_currEffect || !_buffer)
  225. {
  226. return;
  227. }
  228. int indexStart = _buffer->getIndexStart();
  229. int indexOffset = _buffer->getIndexOffset();
  230. int indexCount = indexOffset - indexStart;
  231. if (indexCount <= 0)
  232. {
  233. return;
  234. }
  235. _ia.setVertexBuffer(_buffer->getVertexBuffer());
  236. _ia.setIndexBuffer(_buffer->getIndexBuffer());
  237. _ia.setStart(indexStart);
  238. _ia.setCount(indexCount);
  239. // Stencil manager process
  240. _stencilMgr->handleEffect(_currEffect);
  241. // Generate model
  242. Model* model = nullptr;
  243. if (_modelOffset >= _modelPool.size())
  244. {
  245. model = new Model();
  246. _modelPool.push_back(model);
  247. }
  248. else
  249. {
  250. model = _modelPool[_modelOffset];
  251. }
  252. _modelOffset++;
  253. model->setWorldMatix(_modelMat);
  254. model->setCullingMask(_cullingMask);
  255. model->setEffect(_currEffect);
  256. model->setNode(_node);
  257. model->setInputAssembler(_ia);
  258. _ia.clear();
  259. _flow->getRenderScene()->addModel(model);
  260. _buffer->updateOffset();
  261. }
  262. void ModelBatcher::startBatch()
  263. {
  264. reset();
  265. _walking = true;
  266. }
  267. void ModelBatcher::terminateBatch()
  268. {
  269. flush();
  270. flushIA();
  271. for (auto iter : _buffers)
  272. {
  273. iter.second->uploadData();
  274. }
  275. _walking = false;
  276. }
  277. void ModelBatcher::setNode(NodeProxy* node)
  278. {
  279. if (_node == node)
  280. {
  281. return;
  282. }
  283. CC_SAFE_RELEASE(_node);
  284. _node = node;
  285. CC_SAFE_RETAIN(_node);
  286. }
  287. void ModelBatcher::setCurrentEffect(EffectVariant* effect)
  288. {
  289. if (_currEffect == effect)
  290. {
  291. return;
  292. }
  293. CC_SAFE_RELEASE(_currEffect);
  294. _currEffect = effect;
  295. CC_SAFE_RETAIN(_currEffect);
  296. };
  297. MeshBuffer* ModelBatcher::getBuffer(VertexFormat* fmt)
  298. {
  299. if (_buffer != nullptr && fmt == _buffer->_vertexFmt)
  300. {
  301. return _buffer;
  302. }
  303. MeshBuffer* buffer = nullptr;
  304. auto iter = _buffers.find(fmt);
  305. if (iter == _buffers.end())
  306. {
  307. buffer = new MeshBuffer(this, fmt);
  308. _buffers.emplace(fmt, buffer);
  309. }
  310. else
  311. {
  312. buffer = iter->second;
  313. }
  314. return buffer;
  315. }
  316. RENDERER_END