/**************************************************************************** Copyright (c) 2018 Xiamen Yaji Software Co., Ltd. http://www.cocos2d-x.org Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ****************************************************************************/ #include "ModelBatcher.hpp" #include "RenderFlow.hpp" #include "StencilManager.hpp" #include "assembler/RenderDataList.hpp" #include "NodeProxy.hpp" RENDERER_BEGIN #define INIT_MODEL_LENGTH 16 ModelBatcher::ModelBatcher(RenderFlow* flow) : _flow(flow) , _modelOffset(0) , _cullingMask(0) , _walking(false) , _currEffect(nullptr) , _buffer(nullptr) , _useModel(false) , _node(nullptr) { for (int i = 0; i < INIT_MODEL_LENGTH; i++) { _modelPool.push_back(new Model()); } _stencilMgr = StencilManager::getInstance(); } ModelBatcher::~ModelBatcher() { setCurrentEffect(nullptr); setNode(nullptr); for (int i = 0; i < _modelPool.size(); i++) { auto model = _modelPool[i]; delete model; } _modelPool.clear(); for (auto iter = _buffers.begin(); iter != _buffers.end(); ++iter) { MeshBuffer *buffer = iter->second; delete buffer; } _buffers.clear(); } void ModelBatcher::reset() { for (int i = 0; i < _modelOffset; ++i) { Model* model = _modelPool[i]; model->reset(); } _flow->getRenderScene()->removeModels(); _modelOffset = 0; for (auto iter : _buffers) { iter.second->reset(); } _buffer = nullptr; _commitState = CommitState::None; setCurrentEffect(nullptr); setNode(nullptr); _ia.clear(); _cullingMask = 0; _walking = false; _useModel = false; _modelMat.set(Mat4::IDENTITY); _stencilMgr->reset(); } void ModelBatcher::changeCommitState(CommitState state) { if (_commitState == state) return; switch(_commitState) { case CommitState::Custom: flushIA(); break; case CommitState::Common: flush(); break; default: break; } setCurrentEffect(nullptr); _commitState = state; } void ModelBatcher::commit(NodeProxy* node, Assembler* assembler, int cullingMask) { changeCommitState(CommitState::Common); bool useModel = assembler->getUseModel(); bool ignoreWorldMatrix = assembler->isIgnoreWorldMatrix(); auto customWorldMat = assembler->getCustomWorldMatrix(); customWorldMat = customWorldMat ? customWorldMat : &node->getWorldMatrix(); const Mat4& worldMat = useModel && !ignoreWorldMatrix ? *customWorldMat : Mat4::IDENTITY; auto asmDirty = assembler->isDirty(AssemblerBase::VERTICES_OPACITY_CHANGED); auto nodeDirty = node->isDirty(RenderFlow::NODE_OPACITY_CHANGED); auto needUpdateOpacity = (asmDirty || nodeDirty) && !assembler->isIgnoreOpacityFlag(); for (std::size_t i = 0, l = assembler->getIACount(); i < l; ++i) { assembler->beforeFillBuffers(i); EffectVariant* effect = assembler->getEffect(i); if (!effect) continue; if (_currEffect == nullptr || _currEffect->getHash() != effect->getHash() || _cullingMask != cullingMask || useModel) { // Break auto batch flush(); setNode(_useModel ? node : nullptr); setCurrentEffect(effect); _modelMat.set(worldMat); _useModel = useModel; _cullingMask = cullingMask; } if (needUpdateOpacity) { assembler->updateOpacity(i, node->getRealOpacity()); } assembler->fillBuffers(node, this, i); } } void ModelBatcher::commitIA(NodeProxy* node, CustomAssembler* assembler, int cullingMask) { changeCommitState(CommitState::Custom); EffectVariant* effect = assembler->getEffect(0); if (!effect) return; auto customIA = assembler->getIA(0); if (!customIA) return; std::size_t iaCount = assembler->getIACount(); bool useModel = assembler->getUseModel(); auto customWorldMat = assembler->getCustomWorldMatrix(); customWorldMat = customWorldMat ? customWorldMat : &node->getWorldMatrix(); const Mat4& worldMat = useModel ? *customWorldMat : Mat4::IDENTITY; if (_currEffect == nullptr || _currEffect->getHash() != effect->getHash() || _cullingMask != cullingMask || useModel || !_ia.isMergeable(*customIA)) { flushIA(); setNode(_useModel ? node : nullptr); setCurrentEffect(effect); _modelMat.set(worldMat); _useModel = useModel; _cullingMask = cullingMask; _ia.setVertexBuffer(customIA->getVertexBuffer()); _ia.setIndexBuffer(customIA->getIndexBuffer()); _ia.setStart(customIA->getStart()); _ia.setCount(0); } for (std::size_t i = 0; i < iaCount; i++ ) { customIA = assembler->getIA(i); effect = assembler->getEffect(i); if (!effect) continue; if (i > 0) { flushIA(); setNode(_useModel ? node : nullptr); setCurrentEffect(effect); _modelMat.set(worldMat); _useModel = useModel; _cullingMask = cullingMask; _ia.setVertexBuffer(customIA->getVertexBuffer()); _ia.setIndexBuffer(customIA->getIndexBuffer()); _ia.setStart(customIA->getStart()); _ia.setCount(0); } _ia.setCount(_ia.getCount() + customIA->getCount()); } } void ModelBatcher::flushIA() { if (_commitState != CommitState::Custom) { return; } if (!_walking || !_currEffect || _ia.getCount() <= 0) { _ia.clear(); return; } // Stencil manager process _stencilMgr->handleEffect(_currEffect); // Generate model Model* model = nullptr; if (_modelOffset >= _modelPool.size()) { model = new Model(); _modelPool.push_back(model); } else { model = _modelPool[_modelOffset]; } _modelOffset++; model->setWorldMatix(_modelMat); model->setCullingMask(_cullingMask); model->setEffect(_currEffect); model->setNode(_node); model->setInputAssembler(_ia); _ia.clear(); _flow->getRenderScene()->addModel(model); } void ModelBatcher::flush() { if (_commitState != CommitState::Common) { return; } if (!_walking || !_currEffect || !_buffer) { return; } int indexStart = _buffer->getIndexStart(); int indexOffset = _buffer->getIndexOffset(); int indexCount = indexOffset - indexStart; if (indexCount <= 0) { return; } _ia.setVertexBuffer(_buffer->getVertexBuffer()); _ia.setIndexBuffer(_buffer->getIndexBuffer()); _ia.setStart(indexStart); _ia.setCount(indexCount); // Stencil manager process _stencilMgr->handleEffect(_currEffect); // Generate model Model* model = nullptr; if (_modelOffset >= _modelPool.size()) { model = new Model(); _modelPool.push_back(model); } else { model = _modelPool[_modelOffset]; } _modelOffset++; model->setWorldMatix(_modelMat); model->setCullingMask(_cullingMask); model->setEffect(_currEffect); model->setNode(_node); model->setInputAssembler(_ia); _ia.clear(); _flow->getRenderScene()->addModel(model); _buffer->updateOffset(); } void ModelBatcher::startBatch() { reset(); _walking = true; } void ModelBatcher::terminateBatch() { flush(); flushIA(); for (auto iter : _buffers) { iter.second->uploadData(); } _walking = false; } void ModelBatcher::setNode(NodeProxy* node) { if (_node == node) { return; } CC_SAFE_RELEASE(_node); _node = node; CC_SAFE_RETAIN(_node); } void ModelBatcher::setCurrentEffect(EffectVariant* effect) { if (_currEffect == effect) { return; } CC_SAFE_RELEASE(_currEffect); _currEffect = effect; CC_SAFE_RETAIN(_currEffect); }; MeshBuffer* ModelBatcher::getBuffer(VertexFormat* fmt) { if (_buffer != nullptr && fmt == _buffer->_vertexFmt) { return _buffer; } MeshBuffer* buffer = nullptr; auto iter = _buffers.find(fmt); if (iter == _buffers.end()) { buffer = new MeshBuffer(this, fmt); _buffers.emplace(fmt, buffer); } else { buffer = iter->second; } return buffer; } RENDERER_END