Graphics: Add render order
Former-commit-id: 881ae69c214e024846dc0165f3476f76f5bcc0b5
This commit is contained in:
@@ -17,7 +17,7 @@ namespace Nz
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if (!m_material)
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return;
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renderQueue->AddBillboard(m_material, instanceData.transformMatrix.GetTranslation(), m_size, m_sinCos, m_color);
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renderQueue->AddBillboard(instanceData.renderOrder, m_material, instanceData.transformMatrix.GetTranslation(), m_size, m_sinCos, m_color);
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}
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void Billboard::MakeBoundingVolume() const
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@@ -54,118 +54,123 @@ namespace Nz
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const Shader* lastShader = nullptr;
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const ShaderUniforms* shaderUniforms = nullptr;
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for (auto& matIt : m_renderQueue->opaqueModels)
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for (auto& pair : m_renderQueue->layers)
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{
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auto& matEntry = matIt.second;
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DeferredRenderQueue::Layer& layer = pair.second;
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if (matEntry.enabled)
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for (auto& matIt : layer.opaqueModels)
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{
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DeferredRenderQueue::MeshInstanceContainer& meshInstances = matEntry.meshMap;
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auto& matEntry = matIt.second;
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if (!meshInstances.empty())
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if (matEntry.enabled)
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{
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const Material* material = matIt.first;
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DeferredRenderQueue::MeshInstanceContainer& meshInstances = matEntry.meshMap;
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bool useInstancing = instancingEnabled && matEntry.instancingEnabled;
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// On commence par récupérer le programme du matériau
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UInt32 flags = ShaderFlags_Deferred;
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if (useInstancing)
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flags |= ShaderFlags_Instancing;
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const Shader* shader = material->Apply(flags);
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// Les uniformes sont conservées au sein d'un programme, inutile de les renvoyer tant qu'il ne change pas
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if (shader != lastShader)
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if (!meshInstances.empty())
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{
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// Index des uniformes dans le shader
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shaderUniforms = GetShaderUniforms(shader);
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const Material* material = matIt.first;
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// Couleur ambiante de la scène
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shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
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// Position de la caméra
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shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition());
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bool useInstancing = instancingEnabled && matEntry.instancingEnabled;
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lastShader = shader;
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}
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// On commence par récupérer le programme du matériau
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UInt32 flags = ShaderFlags_Deferred;
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if (useInstancing)
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flags |= ShaderFlags_Instancing;
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// Meshes
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for (auto& meshIt : meshInstances)
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{
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const MeshData& meshData = meshIt.first;
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auto& meshEntry = meshIt.second;
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const Shader* shader = material->Apply(flags);
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std::vector<Matrix4f>& instances = meshEntry.instances;
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if (!instances.empty())
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// Les uniformes sont conservées au sein d'un programme, inutile de les renvoyer tant qu'il ne change pas
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if (shader != lastShader)
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{
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const IndexBuffer* indexBuffer = meshData.indexBuffer;
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const VertexBuffer* vertexBuffer = meshData.vertexBuffer;
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// Index des uniformes dans le shader
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shaderUniforms = GetShaderUniforms(shader);
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// Gestion du draw call avant la boucle de rendu
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Renderer::DrawCall drawFunc;
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Renderer::DrawCallInstanced instancedDrawFunc;
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unsigned int indexCount;
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// Couleur ambiante de la scène
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shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
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// Position de la caméra
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shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition());
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if (indexBuffer)
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lastShader = shader;
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}
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// Meshes
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for (auto& meshIt : meshInstances)
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{
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const MeshData& meshData = meshIt.first;
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auto& meshEntry = meshIt.second;
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std::vector<Matrix4f>& instances = meshEntry.instances;
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if (!instances.empty())
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{
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drawFunc = Renderer::DrawIndexedPrimitives;
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instancedDrawFunc = Renderer::DrawIndexedPrimitivesInstanced;
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indexCount = indexBuffer->GetIndexCount();
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}
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else
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{
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drawFunc = Renderer::DrawPrimitives;
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instancedDrawFunc = Renderer::DrawPrimitivesInstanced;
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indexCount = vertexBuffer->GetVertexCount();
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}
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const IndexBuffer* indexBuffer = meshData.indexBuffer;
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const VertexBuffer* vertexBuffer = meshData.vertexBuffer;
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Renderer::SetIndexBuffer(indexBuffer);
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Renderer::SetVertexBuffer(vertexBuffer);
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// Gestion du draw call avant la boucle de rendu
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Renderer::DrawCall drawFunc;
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Renderer::DrawCallInstanced instancedDrawFunc;
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unsigned int indexCount;
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if (useInstancing)
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{
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// On récupère le buffer d'instancing du Renderer et on le configure pour fonctionner avec des matrices
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VertexBuffer* instanceBuffer = Renderer::GetInstanceBuffer();
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instanceBuffer->SetVertexDeclaration(VertexDeclaration::Get(VertexLayout_Matrix4));
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const Matrix4f* instanceMatrices = &instances[0];
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unsigned int instanceCount = instances.size();
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unsigned int maxInstanceCount = instanceBuffer->GetVertexCount(); // Le nombre de matrices que peut contenir le buffer
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while (instanceCount > 0)
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if (indexBuffer)
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{
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// On calcule le nombre d'instances que l'on pourra afficher cette fois-ci (Selon la taille du buffer d'instancing)
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unsigned int renderedInstanceCount = std::min(instanceCount, maxInstanceCount);
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instanceCount -= renderedInstanceCount;
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// On remplit l'instancing buffer avec nos matrices world
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instanceBuffer->Fill(instanceMatrices, 0, renderedInstanceCount, true);
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instanceMatrices += renderedInstanceCount;
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// Et on affiche
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instancedDrawFunc(renderedInstanceCount, meshData.primitiveMode, 0, indexCount);
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drawFunc = Renderer::DrawIndexedPrimitives;
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instancedDrawFunc = Renderer::DrawIndexedPrimitivesInstanced;
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indexCount = indexBuffer->GetIndexCount();
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}
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}
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else
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{
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// Sans instancing, on doit effectuer un draw call pour chaque instance
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// Cela reste néanmoins plus rapide que l'instancing en dessous d'un certain nombre d'instances
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// À cause du temps de modification du buffer d'instancing
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for (const Matrix4f& matrix : instances)
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else
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{
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Renderer::SetMatrix(MatrixType_World, matrix);
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drawFunc(meshData.primitiveMode, 0, indexCount);
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drawFunc = Renderer::DrawPrimitives;
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instancedDrawFunc = Renderer::DrawPrimitivesInstanced;
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indexCount = vertexBuffer->GetVertexCount();
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}
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}
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instances.clear();
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Renderer::SetIndexBuffer(indexBuffer);
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Renderer::SetVertexBuffer(vertexBuffer);
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if (useInstancing)
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{
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// On récupère le buffer d'instancing du Renderer et on le configure pour fonctionner avec des matrices
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VertexBuffer* instanceBuffer = Renderer::GetInstanceBuffer();
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instanceBuffer->SetVertexDeclaration(VertexDeclaration::Get(VertexLayout_Matrix4));
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const Matrix4f* instanceMatrices = &instances[0];
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unsigned int instanceCount = instances.size();
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unsigned int maxInstanceCount = instanceBuffer->GetVertexCount(); // Le nombre de matrices que peut contenir le buffer
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while (instanceCount > 0)
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{
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// On calcule le nombre d'instances que l'on pourra afficher cette fois-ci (Selon la taille du buffer d'instancing)
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unsigned int renderedInstanceCount = std::min(instanceCount, maxInstanceCount);
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instanceCount -= renderedInstanceCount;
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// On remplit l'instancing buffer avec nos matrices world
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instanceBuffer->Fill(instanceMatrices, 0, renderedInstanceCount, true);
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instanceMatrices += renderedInstanceCount;
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// Et on affiche
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instancedDrawFunc(renderedInstanceCount, meshData.primitiveMode, 0, indexCount);
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}
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}
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else
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{
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// Sans instancing, on doit effectuer un draw call pour chaque instance
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// Cela reste néanmoins plus rapide que l'instancing en dessous d'un certain nombre d'instances
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// À cause du temps de modification du buffer d'instancing
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for (const Matrix4f& matrix : instances)
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{
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Renderer::SetMatrix(MatrixType_World, matrix);
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drawFunc(meshData.primitiveMode, 0, indexCount);
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}
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}
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instances.clear();
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}
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}
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}
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}
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// Et on remet à zéro les données
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matEntry.enabled = false;
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matEntry.instancingEnabled = false;
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// Et on remet à zéro les données
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matEntry.enabled = false;
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matEntry.instancingEnabled = false;
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}
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}
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}
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@@ -17,63 +17,66 @@ namespace Nz
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{
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}
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void DeferredRenderQueue::AddBillboard(const Material* material, const Vector3f& position, const Vector2f& size, const Vector2f& sinCos, const Color& color)
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void DeferredRenderQueue::AddBillboard(int renderOrder, const Material* material, const Vector3f& position, const Vector2f& size, const Vector2f& sinCos, const Color& color)
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{
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m_forwardQueue->AddBillboard(material, position, size, sinCos, color);
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m_forwardQueue->AddBillboard(renderOrder, material, position, size, sinCos, color);
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}
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void DeferredRenderQueue::AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const Color> colorPtr)
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void DeferredRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const Color> colorPtr)
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{
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m_forwardQueue->AddBillboards(material, count, positionPtr, sizePtr, sinCosPtr, colorPtr);
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m_forwardQueue->AddBillboards(renderOrder, material, count, positionPtr, sizePtr, sinCosPtr, colorPtr);
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}
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void DeferredRenderQueue::AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr)
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void DeferredRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr)
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{
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m_forwardQueue->AddBillboards(material, count, positionPtr, sizePtr, sinCosPtr, alphaPtr);
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m_forwardQueue->AddBillboards(renderOrder, material, count, positionPtr, sizePtr, sinCosPtr, alphaPtr);
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}
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void DeferredRenderQueue::AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr)
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void DeferredRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr)
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{
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m_forwardQueue->AddBillboards(material, count, positionPtr, sizePtr, anglePtr, colorPtr);
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m_forwardQueue->AddBillboards(renderOrder, material, count, positionPtr, sizePtr, anglePtr, colorPtr);
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}
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void DeferredRenderQueue::AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr)
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void DeferredRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr)
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{
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m_forwardQueue->AddBillboards(material, count, positionPtr, sizePtr, anglePtr, alphaPtr);
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m_forwardQueue->AddBillboards(renderOrder, material, count, positionPtr, sizePtr, anglePtr, alphaPtr);
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}
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void DeferredRenderQueue::AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const Color> colorPtr)
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void DeferredRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const Color> colorPtr)
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{
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m_forwardQueue->AddBillboards(material, count, positionPtr, sizePtr, sinCosPtr, colorPtr);
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m_forwardQueue->AddBillboards(renderOrder, material, count, positionPtr, sizePtr, sinCosPtr, colorPtr);
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}
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void DeferredRenderQueue::AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr)
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void DeferredRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr)
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{
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m_forwardQueue->AddBillboards(material, count, positionPtr, sizePtr, sinCosPtr, alphaPtr);
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m_forwardQueue->AddBillboards(renderOrder, material, count, positionPtr, sizePtr, sinCosPtr, alphaPtr);
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}
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void DeferredRenderQueue::AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr)
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void DeferredRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr)
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{
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m_forwardQueue->AddBillboards(material, count, positionPtr, sizePtr, anglePtr, colorPtr);
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m_forwardQueue->AddBillboards(renderOrder, material, count, positionPtr, sizePtr, anglePtr, colorPtr);
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}
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void DeferredRenderQueue::AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr)
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void DeferredRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr)
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{
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m_forwardQueue->AddBillboards(material, count, positionPtr, sizePtr, anglePtr, alphaPtr);
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m_forwardQueue->AddBillboards(renderOrder, material, count, positionPtr, sizePtr, anglePtr, alphaPtr);
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}
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void DeferredRenderQueue::AddDrawable(const Drawable* drawable)
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void DeferredRenderQueue::AddDrawable(int renderOrder, const Drawable* drawable)
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{
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m_forwardQueue->AddDrawable(drawable);
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m_forwardQueue->AddDrawable(renderOrder, drawable);
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}
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void DeferredRenderQueue::AddMesh(const Material* material, const MeshData& meshData, const Boxf& meshAABB, const Matrix4f& transformMatrix)
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void DeferredRenderQueue::AddMesh(int renderOrder, const Material* material, const MeshData& meshData, const Boxf& meshAABB, const Matrix4f& transformMatrix)
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{
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if (material->IsEnabled(RendererParameter_Blend))
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// Un matériau transparent ? J'aime pas, va voir dans la forward queue si j'y suis
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m_forwardQueue->AddMesh(material, meshData, meshAABB, transformMatrix);
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m_forwardQueue->AddMesh(renderOrder, material, meshData, meshAABB, transformMatrix);
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else
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{
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Layer& currentLayer = GetLayer(renderOrder);
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auto& opaqueModels = currentLayer.opaqueModels;
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auto it = opaqueModels.find(material);
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if (it == opaqueModels.end())
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{
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@@ -110,9 +113,9 @@ namespace Nz
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}
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}
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void DeferredRenderQueue::AddSprites(const Material* material, const VertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const Texture* overlay)
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void DeferredRenderQueue::AddSprites(int renderOrder, const Material* material, const VertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const Texture* overlay)
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{
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m_forwardQueue->AddSprites(material, vertices, spriteCount, overlay);
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m_forwardQueue->AddSprites(renderOrder, material, vertices, spriteCount, overlay);
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}
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void DeferredRenderQueue::Clear(bool fully)
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@@ -120,44 +123,80 @@ namespace Nz
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AbstractRenderQueue::Clear(fully);
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if (fully)
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opaqueModels.clear();
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layers.clear();
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else
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{
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for (auto it = layers.begin(); it != layers.end(); ++it)
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{
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Layer& layer = it->second;
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if (layer.clearCount++ >= 100)
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it = layers.erase(it);
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}
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}
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m_forwardQueue->Clear(fully);
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}
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DeferredRenderQueue::Layer& DeferredRenderQueue::GetLayer(unsigned int i)
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{
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auto it = layers.find(i);
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if (it == layers.end())
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it = layers.insert(std::make_pair(i, Layer())).first;
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Layer& layer = it->second;
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layer.clearCount = 0;
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return layer;
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}
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void DeferredRenderQueue::OnIndexBufferInvalidation(const IndexBuffer* indexBuffer)
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{
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for (auto& modelPair : opaqueModels)
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for (auto& pair : layers)
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{
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MeshInstanceContainer& meshes = modelPair.second.meshMap;
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for (auto it = meshes.begin(); it != meshes.end();)
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Layer& layer = pair.second;
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for (auto& modelPair : layer.opaqueModels)
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{
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const MeshData& renderData = it->first;
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if (renderData.indexBuffer == indexBuffer)
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it = meshes.erase(it);
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else
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++it;
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MeshInstanceContainer& meshes = modelPair.second.meshMap;
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for (auto it = meshes.begin(); it != meshes.end();)
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{
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const MeshData& renderData = it->first;
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if (renderData.indexBuffer == indexBuffer)
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it = meshes.erase(it);
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else
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++it;
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}
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}
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}
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}
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void DeferredRenderQueue::OnMaterialInvalidation(const Material* material)
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{
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opaqueModels.erase(material);
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for (auto& pair : layers)
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{
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Layer& layer = pair.second;
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layer.opaqueModels.erase(material);
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}
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}
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void DeferredRenderQueue::OnVertexBufferInvalidation(const VertexBuffer* vertexBuffer)
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{
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for (auto& modelPair : opaqueModels)
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for (auto& pair : layers)
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{
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MeshInstanceContainer& meshes = modelPair.second.meshMap;
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for (auto it = meshes.begin(); it != meshes.end();)
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Layer& layer = pair.second;
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for (auto& modelPair : layer.opaqueModels)
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{
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const MeshData& renderData = it->first;
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if (renderData.vertexBuffer == vertexBuffer)
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it = meshes.erase(it);
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else
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++it;
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MeshInstanceContainer& meshes = modelPair.second.meshMap;
|
||||
for (auto it = meshes.begin(); it != meshes.end();)
|
||||
{
|
||||
const MeshData& renderData = it->first;
|
||||
if (renderData.vertexBuffer == vertexBuffer)
|
||||
it = meshes.erase(it);
|
||||
else
|
||||
++it;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -11,10 +11,12 @@
|
||||
|
||||
namespace Nz
|
||||
{
|
||||
void ForwardRenderQueue::AddBillboard(const Material* material, const Vector3f& position, const Vector2f& size, const Vector2f& sinCos, const Color& color)
|
||||
void ForwardRenderQueue::AddBillboard(int renderOrder, const Material* material, const Vector3f& position, const Vector2f& size, const Vector2f& sinCos, const Color& color)
|
||||
{
|
||||
NazaraAssert(material, "Invalid material");
|
||||
|
||||
auto& billboards = GetLayer(renderOrder).billboards;
|
||||
|
||||
auto it = billboards.find(material);
|
||||
if (it == billboards.end())
|
||||
{
|
||||
@@ -30,7 +32,7 @@ namespace Nz
|
||||
billboardVector.push_back(BillboardData{color, position, size, sinCos});
|
||||
}
|
||||
|
||||
void ForwardRenderQueue::AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const Color> colorPtr)
|
||||
void ForwardRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const Color> colorPtr)
|
||||
{
|
||||
NazaraAssert(material, "Invalid material");
|
||||
|
||||
@@ -43,6 +45,8 @@ namespace Nz
|
||||
if (!colorPtr)
|
||||
colorPtr.Reset(&Color::White, 0); // Pareil
|
||||
|
||||
auto& billboards = GetLayer(renderOrder).billboards;
|
||||
|
||||
auto it = billboards.find(material);
|
||||
if (it == billboards.end())
|
||||
{
|
||||
@@ -69,7 +73,7 @@ namespace Nz
|
||||
}
|
||||
}
|
||||
|
||||
void ForwardRenderQueue::AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr)
|
||||
void ForwardRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr)
|
||||
{
|
||||
NazaraAssert(material, "Invalid material");
|
||||
|
||||
@@ -84,6 +88,8 @@ namespace Nz
|
||||
if (!alphaPtr)
|
||||
alphaPtr.Reset(&defaultAlpha, 0); // Pareil
|
||||
|
||||
auto& billboards = GetLayer(renderOrder).billboards;
|
||||
|
||||
auto it = billboards.find(material);
|
||||
if (it == billboards.end())
|
||||
{
|
||||
@@ -110,7 +116,7 @@ namespace Nz
|
||||
}
|
||||
}
|
||||
|
||||
void ForwardRenderQueue::AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr)
|
||||
void ForwardRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr)
|
||||
{
|
||||
NazaraAssert(material, "Invalid material");
|
||||
|
||||
@@ -123,6 +129,8 @@ namespace Nz
|
||||
if (!colorPtr)
|
||||
colorPtr.Reset(&Color::White, 0); // Pareil
|
||||
|
||||
auto& billboards = GetLayer(renderOrder).billboards;
|
||||
|
||||
auto it = billboards.find(material);
|
||||
if (it == billboards.end())
|
||||
{
|
||||
@@ -153,7 +161,7 @@ namespace Nz
|
||||
}
|
||||
}
|
||||
|
||||
void ForwardRenderQueue::AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr)
|
||||
void ForwardRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr)
|
||||
{
|
||||
NazaraAssert(material, "Invalid material");
|
||||
|
||||
@@ -168,6 +176,8 @@ namespace Nz
|
||||
if (!alphaPtr)
|
||||
alphaPtr.Reset(&defaultAlpha, 0); // Pareil
|
||||
|
||||
auto& billboards = GetLayer(renderOrder).billboards;
|
||||
|
||||
auto it = billboards.find(material);
|
||||
if (it == billboards.end())
|
||||
{
|
||||
@@ -198,7 +208,7 @@ namespace Nz
|
||||
}
|
||||
}
|
||||
|
||||
void ForwardRenderQueue::AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const Color> colorPtr)
|
||||
void ForwardRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const Color> colorPtr)
|
||||
{
|
||||
NazaraAssert(material, "Invalid material");
|
||||
|
||||
@@ -211,6 +221,8 @@ namespace Nz
|
||||
if (!colorPtr)
|
||||
colorPtr.Reset(&Color::White, 0); // Pareil
|
||||
|
||||
auto& billboards = GetLayer(renderOrder).billboards;
|
||||
|
||||
auto it = billboards.find(material);
|
||||
if (it == billboards.end())
|
||||
{
|
||||
@@ -237,7 +249,7 @@ namespace Nz
|
||||
}
|
||||
}
|
||||
|
||||
void ForwardRenderQueue::AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr)
|
||||
void ForwardRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr)
|
||||
{
|
||||
NazaraAssert(material, "Invalid material");
|
||||
|
||||
@@ -252,6 +264,8 @@ namespace Nz
|
||||
if (!alphaPtr)
|
||||
alphaPtr.Reset(&defaultAlpha, 0); // Pareil
|
||||
|
||||
auto& billboards = GetLayer(renderOrder).billboards;
|
||||
|
||||
auto it = billboards.find(material);
|
||||
if (it == billboards.end())
|
||||
{
|
||||
@@ -278,7 +292,7 @@ namespace Nz
|
||||
}
|
||||
}
|
||||
|
||||
void ForwardRenderQueue::AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr)
|
||||
void ForwardRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr)
|
||||
{
|
||||
NazaraAssert(material, "Invalid material");
|
||||
|
||||
@@ -291,6 +305,8 @@ namespace Nz
|
||||
if (!colorPtr)
|
||||
colorPtr.Reset(&Color::White, 0); // Pareil
|
||||
|
||||
auto& billboards = GetLayer(renderOrder).billboards;
|
||||
|
||||
auto it = billboards.find(material);
|
||||
if (it == billboards.end())
|
||||
{
|
||||
@@ -321,7 +337,7 @@ namespace Nz
|
||||
}
|
||||
}
|
||||
|
||||
void ForwardRenderQueue::AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr)
|
||||
void ForwardRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr)
|
||||
{
|
||||
NazaraAssert(material, "Invalid material");
|
||||
|
||||
@@ -336,6 +352,8 @@ namespace Nz
|
||||
if (!alphaPtr)
|
||||
alphaPtr.Reset(&defaultAlpha, 0); // Pareil
|
||||
|
||||
auto& billboards = GetLayer(renderOrder).billboards;
|
||||
|
||||
auto it = billboards.find(material);
|
||||
if (it == billboards.end())
|
||||
{
|
||||
@@ -366,7 +384,7 @@ namespace Nz
|
||||
}
|
||||
}
|
||||
|
||||
void ForwardRenderQueue::AddDrawable(const Drawable* drawable)
|
||||
void ForwardRenderQueue::AddDrawable(int renderOrder, const Drawable* drawable)
|
||||
{
|
||||
#if NAZARA_GRAPHICS_SAFE
|
||||
if (!drawable)
|
||||
@@ -376,13 +394,19 @@ namespace Nz
|
||||
}
|
||||
#endif
|
||||
|
||||
auto& otherDrawables = GetLayer(renderOrder).otherDrawables;
|
||||
|
||||
otherDrawables.push_back(drawable);
|
||||
}
|
||||
|
||||
void ForwardRenderQueue::AddMesh(const Material* material, const MeshData& meshData, const Boxf& meshAABB, const Matrix4f& transformMatrix)
|
||||
void ForwardRenderQueue::AddMesh(int renderOrder, const Material* material, const MeshData& meshData, const Boxf& meshAABB, const Matrix4f& transformMatrix)
|
||||
{
|
||||
if (material->IsEnabled(RendererParameter_Blend))
|
||||
{
|
||||
Layer& currentLayer = GetLayer(renderOrder);
|
||||
auto& transparentModels = currentLayer.transparentModels;
|
||||
auto& transparentModelData = currentLayer.transparentModelData;
|
||||
|
||||
// Le matériau est transparent, nous devons rendre ce mesh d'une autre façon (après le rendu des objets opaques et en les triant)
|
||||
unsigned int index = transparentModelData.size();
|
||||
transparentModelData.resize(index+1);
|
||||
@@ -397,6 +421,9 @@ namespace Nz
|
||||
}
|
||||
else
|
||||
{
|
||||
Layer& currentLayer = GetLayer(renderOrder);
|
||||
auto& opaqueModels = currentLayer.opaqueModels;
|
||||
|
||||
auto it = opaqueModels.find(material);
|
||||
if (it == opaqueModels.end())
|
||||
{
|
||||
@@ -434,8 +461,11 @@ namespace Nz
|
||||
}
|
||||
}
|
||||
|
||||
void ForwardRenderQueue::AddSprites(const Material* material, const VertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const Texture* overlay)
|
||||
void ForwardRenderQueue::AddSprites(int renderOrder, const Material* material, const VertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const Texture* overlay)
|
||||
{
|
||||
Layer& currentLayer = GetLayer(renderOrder);
|
||||
auto& basicSprites = currentLayer.basicSprites;
|
||||
|
||||
auto matIt = basicSprites.find(material);
|
||||
if (matIt == basicSprites.end())
|
||||
{
|
||||
@@ -468,15 +498,22 @@ namespace Nz
|
||||
{
|
||||
AbstractRenderQueue::Clear(fully);
|
||||
|
||||
otherDrawables.clear();
|
||||
transparentModels.clear();
|
||||
transparentModelData.clear();
|
||||
|
||||
if (fully)
|
||||
layers.clear();
|
||||
else
|
||||
{
|
||||
basicSprites.clear();
|
||||
billboards.clear();
|
||||
opaqueModels.clear();
|
||||
for (auto it = layers.begin(); it != layers.end(); ++it)
|
||||
{
|
||||
Layer& layer = it->second;
|
||||
if (layer.clearCount++ >= 100)
|
||||
it = layers.erase(it);
|
||||
else
|
||||
{
|
||||
layer.otherDrawables.clear();
|
||||
layer.transparentModels.clear();
|
||||
layer.transparentModelData.clear();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -486,78 +523,113 @@ namespace Nz
|
||||
Vector3f viewerPos = viewer->GetEyePosition();
|
||||
Vector3f viewerNormal = viewer->GetForward();
|
||||
|
||||
std::sort(transparentModels.begin(), transparentModels.end(), [this, &nearPlane, &viewerNormal](unsigned int index1, unsigned int index2)
|
||||
for (auto& pair : layers)
|
||||
{
|
||||
const Spheref& sphere1 = transparentModelData[index1].squaredBoundingSphere;
|
||||
const Spheref& sphere2 = transparentModelData[index2].squaredBoundingSphere;
|
||||
Layer& layer = pair.second;
|
||||
|
||||
Vector3f position1 = sphere1.GetNegativeVertex(viewerNormal);
|
||||
Vector3f position2 = sphere2.GetNegativeVertex(viewerNormal);
|
||||
|
||||
return nearPlane.Distance(position1) > nearPlane.Distance(position2);
|
||||
});
|
||||
|
||||
for (auto& pair : billboards)
|
||||
{
|
||||
const Material* mat = pair.first;
|
||||
|
||||
if (mat->IsDepthSortingEnabled())
|
||||
std::sort(layer.transparentModels.begin(), layer.transparentModels.end(), [&layer, &nearPlane, &viewerNormal] (unsigned int index1, unsigned int index2)
|
||||
{
|
||||
BatchedBillboardEntry& entry = pair.second;
|
||||
auto& billboardVector = entry.billboards;
|
||||
const Spheref& sphere1 = layer.transparentModelData[index1].squaredBoundingSphere;
|
||||
const Spheref& sphere2 = layer.transparentModelData[index2].squaredBoundingSphere;
|
||||
|
||||
std::sort(billboardVector.begin(), billboardVector.end(), [&viewerPos](const BillboardData& data1, const BillboardData& data2)
|
||||
Vector3f position1 = sphere1.GetNegativeVertex(viewerNormal);
|
||||
Vector3f position2 = sphere2.GetNegativeVertex(viewerNormal);
|
||||
|
||||
return nearPlane.Distance(position1) > nearPlane.Distance(position2);
|
||||
});
|
||||
|
||||
for (auto& pair : layer.billboards)
|
||||
{
|
||||
const Material* mat = pair.first;
|
||||
|
||||
if (mat->IsDepthSortingEnabled())
|
||||
{
|
||||
return viewerPos.SquaredDistance(data1.center) > viewerPos.SquaredDistance(data2.center);
|
||||
});
|
||||
BatchedBillboardEntry& entry = pair.second;
|
||||
auto& billboardVector = entry.billboards;
|
||||
|
||||
std::sort(billboardVector.begin(), billboardVector.end(), [&viewerPos] (const BillboardData& data1, const BillboardData& data2)
|
||||
{
|
||||
return viewerPos.SquaredDistance(data1.center) > viewerPos.SquaredDistance(data2.center);
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ForwardRenderQueue::Layer& ForwardRenderQueue::GetLayer(int i)
|
||||
{
|
||||
auto it = layers.find(i);
|
||||
if (it == layers.end())
|
||||
it = layers.insert(std::make_pair(i, Layer())).first;
|
||||
|
||||
Layer& layer = it->second;
|
||||
layer.clearCount = 0;
|
||||
|
||||
return layer;
|
||||
}
|
||||
|
||||
void ForwardRenderQueue::OnIndexBufferInvalidation(const IndexBuffer* indexBuffer)
|
||||
{
|
||||
for (auto& modelPair : opaqueModels)
|
||||
for (auto& pair : layers)
|
||||
{
|
||||
MeshInstanceContainer& meshes = modelPair.second.meshMap;
|
||||
for (auto it = meshes.begin(); it != meshes.end();)
|
||||
Layer& layer = pair.second;
|
||||
|
||||
for (auto& modelPair : layer.opaqueModels)
|
||||
{
|
||||
const MeshData& renderData = it->first;
|
||||
if (renderData.indexBuffer == indexBuffer)
|
||||
it = meshes.erase(it);
|
||||
else
|
||||
++it;
|
||||
MeshInstanceContainer& meshes = modelPair.second.meshMap;
|
||||
for (auto it = meshes.begin(); it != meshes.end();)
|
||||
{
|
||||
const MeshData& renderData = it->first;
|
||||
if (renderData.indexBuffer == indexBuffer)
|
||||
it = meshes.erase(it);
|
||||
else
|
||||
++it;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ForwardRenderQueue::OnMaterialInvalidation(const Material* material)
|
||||
{
|
||||
basicSprites.erase(material);
|
||||
billboards.erase(material);
|
||||
opaqueModels.erase(material);
|
||||
for (auto& pair : layers)
|
||||
{
|
||||
Layer& layer = pair.second;
|
||||
|
||||
layer.basicSprites.erase(material);
|
||||
layer.billboards.erase(material);
|
||||
layer.opaqueModels.erase(material);
|
||||
}
|
||||
}
|
||||
|
||||
void ForwardRenderQueue::OnTextureInvalidation(const Texture* texture)
|
||||
{
|
||||
for (auto matIt = basicSprites.begin(); matIt != basicSprites.end(); ++matIt)
|
||||
for (auto& pair : layers)
|
||||
{
|
||||
auto& overlayMap = matIt->second.overlayMap;
|
||||
overlayMap.erase(texture);
|
||||
Layer& layer = pair.second;
|
||||
for (auto matIt = layer.basicSprites.begin(); matIt != layer.basicSprites.end(); ++matIt)
|
||||
{
|
||||
auto& overlayMap = matIt->second.overlayMap;
|
||||
overlayMap.erase(texture);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ForwardRenderQueue::OnVertexBufferInvalidation(const VertexBuffer* vertexBuffer)
|
||||
{
|
||||
for (auto& modelPair : opaqueModels)
|
||||
for (auto& pair : layers)
|
||||
{
|
||||
MeshInstanceContainer& meshes = modelPair.second.meshMap;
|
||||
for (auto it = meshes.begin(); it != meshes.end();)
|
||||
Layer& layer = pair.second;
|
||||
for (auto& modelPair : layer.opaqueModels)
|
||||
{
|
||||
const MeshData& renderData = it->first;
|
||||
if (renderData.vertexBuffer == vertexBuffer)
|
||||
it = meshes.erase(it);
|
||||
else
|
||||
++it;
|
||||
MeshInstanceContainer& meshes = modelPair.second.meshMap;
|
||||
for (auto it = meshes.begin(); it != meshes.end();)
|
||||
{
|
||||
const MeshData& renderData = it->first;
|
||||
if (renderData.vertexBuffer == vertexBuffer)
|
||||
it = meshes.erase(it);
|
||||
else
|
||||
++it;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -62,21 +62,25 @@ namespace Nz
|
||||
if (sceneData.background)
|
||||
sceneData.background->Draw(sceneData.viewer);
|
||||
|
||||
if (!m_renderQueue.opaqueModels.empty())
|
||||
DrawOpaqueModels(sceneData);
|
||||
for (auto& pair : m_renderQueue.layers)
|
||||
{
|
||||
ForwardRenderQueue::Layer& layer = pair.second;
|
||||
|
||||
if (!m_renderQueue.transparentModels.empty())
|
||||
DrawTransparentModels(sceneData);
|
||||
if (!layer.opaqueModels.empty())
|
||||
DrawOpaqueModels(sceneData, layer);
|
||||
|
||||
if (!m_renderQueue.basicSprites.empty())
|
||||
DrawBasicSprites(sceneData);
|
||||
if (!layer.transparentModels.empty())
|
||||
DrawTransparentModels(sceneData, layer);
|
||||
|
||||
if (!m_renderQueue.billboards.empty())
|
||||
DrawBillboards(sceneData);
|
||||
if (!layer.basicSprites.empty())
|
||||
DrawBasicSprites(sceneData, layer);
|
||||
|
||||
// Les autres drawables (Exemple: Terrain)
|
||||
for (const Drawable* drawable : m_renderQueue.otherDrawables)
|
||||
drawable->Draw();
|
||||
if (!layer.billboards.empty())
|
||||
DrawBillboards(sceneData, layer);
|
||||
|
||||
for (const Drawable* drawable : layer.otherDrawables)
|
||||
drawable->Draw();
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
@@ -203,7 +207,7 @@ namespace Nz
|
||||
});
|
||||
}
|
||||
|
||||
void ForwardRenderTechnique::DrawBasicSprites(const SceneData& sceneData) const
|
||||
void ForwardRenderTechnique::DrawBasicSprites(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const
|
||||
{
|
||||
NazaraAssert(sceneData.viewer, "Invalid viewer");
|
||||
|
||||
@@ -214,7 +218,7 @@ namespace Nz
|
||||
Renderer::SetMatrix(MatrixType_World, Matrix4f::Identity());
|
||||
Renderer::SetVertexBuffer(&m_spriteBuffer);
|
||||
|
||||
for (auto& matIt : m_renderQueue.basicSprites)
|
||||
for (auto& matIt : layer.basicSprites)
|
||||
{
|
||||
const Material* material = matIt.first;
|
||||
auto& matEntry = matIt.second;
|
||||
@@ -309,7 +313,7 @@ namespace Nz
|
||||
}
|
||||
}
|
||||
|
||||
void ForwardRenderTechnique::DrawBillboards(const SceneData& sceneData) const
|
||||
void ForwardRenderTechnique::DrawBillboards(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const
|
||||
{
|
||||
NazaraAssert(sceneData.viewer, "Invalid viewer");
|
||||
|
||||
@@ -323,7 +327,7 @@ namespace Nz
|
||||
|
||||
Renderer::SetVertexBuffer(&s_quadVertexBuffer);
|
||||
|
||||
for (auto& matIt : m_renderQueue.billboards)
|
||||
for (auto& matIt : layer.billboards)
|
||||
{
|
||||
const Material* material = matIt.first;
|
||||
auto& entry = matIt.second;
|
||||
@@ -372,7 +376,7 @@ namespace Nz
|
||||
Renderer::SetIndexBuffer(&s_quadIndexBuffer);
|
||||
Renderer::SetVertexBuffer(&m_billboardPointBuffer);
|
||||
|
||||
for (auto& matIt : m_renderQueue.billboards)
|
||||
for (auto& matIt : layer.billboards)
|
||||
{
|
||||
const Material* material = matIt.first;
|
||||
auto& entry = matIt.second;
|
||||
@@ -454,14 +458,14 @@ namespace Nz
|
||||
}
|
||||
}
|
||||
|
||||
void ForwardRenderTechnique::DrawOpaqueModels(const SceneData& sceneData) const
|
||||
void ForwardRenderTechnique::DrawOpaqueModels(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const
|
||||
{
|
||||
NazaraAssert(sceneData.viewer, "Invalid viewer");
|
||||
|
||||
const Shader* lastShader = nullptr;
|
||||
const ShaderUniforms* shaderUniforms = nullptr;
|
||||
|
||||
for (auto& matIt : m_renderQueue.opaqueModels)
|
||||
for (auto& matIt : layer.opaqueModels)
|
||||
{
|
||||
auto& matEntry = matIt.second;
|
||||
|
||||
@@ -657,7 +661,7 @@ namespace Nz
|
||||
}
|
||||
}
|
||||
|
||||
void ForwardRenderTechnique::DrawTransparentModels(const SceneData& sceneData) const
|
||||
void ForwardRenderTechnique::DrawTransparentModels(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const
|
||||
{
|
||||
NazaraAssert(sceneData.viewer, "Invalid viewer");
|
||||
|
||||
@@ -665,9 +669,9 @@ namespace Nz
|
||||
const ShaderUniforms* shaderUniforms = nullptr;
|
||||
unsigned int lightCount = 0;
|
||||
|
||||
for (unsigned int index : m_renderQueue.transparentModels)
|
||||
for (unsigned int index : layer.transparentModels)
|
||||
{
|
||||
const ForwardRenderQueue::TransparentModelData& modelData = m_renderQueue.transparentModelData[index];
|
||||
const ForwardRenderQueue::TransparentModelData& modelData = layer.transparentModelData[index];
|
||||
|
||||
// Matériau
|
||||
const Material* material = modelData.material;
|
||||
|
||||
@@ -50,7 +50,7 @@ namespace Nz
|
||||
meshData.primitiveMode = mesh->GetPrimitiveMode();
|
||||
meshData.vertexBuffer = mesh->GetVertexBuffer();
|
||||
|
||||
renderQueue->AddMesh(material, meshData, mesh->GetAABB(), instanceData.transformMatrix);
|
||||
renderQueue->AddMesh(instanceData.renderOrder, material, meshData, mesh->GetAABB(), instanceData.transformMatrix);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -47,7 +47,7 @@ namespace Nz
|
||||
meshData.primitiveMode = mesh->GetPrimitiveMode();
|
||||
meshData.vertexBuffer = SkinningManager::GetBuffer(mesh, &m_skeleton);
|
||||
|
||||
renderQueue->AddMesh(material, meshData, m_skeleton.GetAABB(), instanceData.transformMatrix);
|
||||
renderQueue->AddMesh(instanceData.renderOrder, material, meshData, m_skeleton.GetAABB(), instanceData.transformMatrix);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -17,7 +17,7 @@ namespace Nz
|
||||
return;
|
||||
|
||||
const VertexStruct_XYZ_Color_UV* vertices = reinterpret_cast<const VertexStruct_XYZ_Color_UV*>(instanceData.data.data());
|
||||
renderQueue->AddSprites(m_material, vertices, 1);
|
||||
renderQueue->AddSprites(instanceData.renderOrder, m_material, vertices, 1);
|
||||
}
|
||||
|
||||
void Sprite::MakeBoundingVolume() const
|
||||
|
||||
@@ -26,7 +26,7 @@ namespace Nz
|
||||
if (indices.count > 0)
|
||||
{
|
||||
const VertexStruct_XYZ_Color_UV* vertices = reinterpret_cast<const VertexStruct_XYZ_Color_UV*>(instanceData.data.data());
|
||||
renderQueue->AddSprites(m_material, &vertices[indices.first*4], indices.count, overlay);
|
||||
renderQueue->AddSprites(instanceData.renderOrder, m_material, &vertices[indices.first*4], indices.count, overlay);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user