Forward RenderTechnique now handles non-lighting shaders
Former-commit-id: f243ba8aea76ada91510f6b36c292ae0e18e2add
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@ -265,26 +265,29 @@ void NzForwardRenderTechnique::DrawOpaqueModels(const NzScene* scene) const
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unsigned int passCount = (lightCount == 0) ? 1 : (lightCount-1)/NAZARA_GRAPHICS_MAX_LIGHTPERPASS + 1;
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for (unsigned int pass = 0; pass < passCount; ++pass)
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{
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unsigned int renderedLightCount = std::min(lightCount, NAZARA_GRAPHICS_MAX_LIGHTPERPASS);
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lightCount -= renderedLightCount;
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if (pass == 1)
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if (lightUniforms->exists)
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{
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// Pour additionner le résultat des calculs de lumière
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// Aucune chance d'interférer avec les paramètres du matériau car nous ne rendons que les objets opaques
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// (Autrement dit, sans blending)
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// Quant à la fonction de profondeur, elle ne doit être appliquée que la première fois
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NzRenderer::Enable(nzRendererParameter_Blend, true);
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NzRenderer::SetBlendFunc(nzBlendFunc_One, nzBlendFunc_One);
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NzRenderer::SetDepthFunc(nzRendererComparison_Equal);
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unsigned int renderedLightCount = std::min(lightCount, NAZARA_GRAPHICS_MAX_LIGHTPERPASS);
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lightCount -= renderedLightCount;
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if (pass == 1)
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{
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// Pour additionner le résultat des calculs de lumière
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// Aucune chance d'interférer avec les paramètres du matériau car nous ne rendons que les objets opaques
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// (Autrement dit, sans blending)
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// Quant à la fonction de profondeur, elle ne doit être appliquée que la première fois
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NzRenderer::Enable(nzRendererParameter_Blend, true);
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NzRenderer::SetBlendFunc(nzBlendFunc_One, nzBlendFunc_One);
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NzRenderer::SetDepthFunc(nzRendererComparison_Equal);
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}
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for (unsigned int i = 0; i < renderedLightCount; ++i)
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m_directionalLights.GetLight(lightIndex++)->Enable(shader, lightUniforms->uniforms, lightUniforms->offset*i);
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for (unsigned int i = renderedLightCount; i < NAZARA_GRAPHICS_MAX_LIGHTPERPASS; ++i)
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NzLight::Disable(shader, lightUniforms->uniforms, lightUniforms->offset*i);
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}
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for (unsigned int i = 0; i < renderedLightCount; ++i)
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m_directionalLights.GetLight(lightIndex++)->Enable(shader, lightUniforms->uniforms, lightUniforms->offset*i);
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for (unsigned int i = renderedLightCount; i < NAZARA_GRAPHICS_MAX_LIGHTPERPASS; ++i)
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NzLight::Disable(shader, lightUniforms->uniforms, lightUniforms->offset*i);
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const NzForwardRenderQueue::StaticData* data = &staticData[0];
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unsigned int instanceCount = staticData.size();
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unsigned int maxInstanceCount = instanceBuffer->GetVertexCount();
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@ -316,50 +319,61 @@ void NzForwardRenderTechnique::DrawOpaqueModels(const NzScene* scene) const
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}
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else
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{
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for (const NzForwardRenderQueue::StaticData& data : staticData)
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if (lightUniforms->exists)
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{
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unsigned int directionalLightCount = m_directionalLights.GetLightCount();
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unsigned int otherLightCount = m_lights.ComputeClosestLights(data.transformMatrix.GetTranslation() + boundingSphere.GetPosition(), boundingSphere.radius, m_maxLightPassPerObject*NAZARA_GRAPHICS_MAX_LIGHTPERPASS - directionalLightCount);
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unsigned int lightCount = directionalLightCount + otherLightCount;
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NzRenderer::SetMatrix(nzMatrixType_World, data.transformMatrix);
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unsigned int directionalLightIndex = 0;
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unsigned int otherLightIndex = 0;
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nzRendererComparison oldDepthFunc = NzRenderer::GetDepthFunc();
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unsigned int passCount = (lightCount == 0) ? 1 : (lightCount-1)/NAZARA_GRAPHICS_MAX_LIGHTPERPASS + 1;
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for (unsigned int pass = 0; pass < passCount; ++pass)
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for (const NzForwardRenderQueue::StaticData& data : staticData)
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{
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unsigned int renderedLightCount = std::min(lightCount, NAZARA_GRAPHICS_MAX_LIGHTPERPASS);
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lightCount -= renderedLightCount;
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unsigned int directionalLightCount = m_directionalLights.GetLightCount();
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unsigned int otherLightCount = m_lights.ComputeClosestLights(data.transformMatrix.GetTranslation() + boundingSphere.GetPosition(), boundingSphere.radius, m_maxLightPassPerObject*NAZARA_GRAPHICS_MAX_LIGHTPERPASS - directionalLightCount);
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unsigned int lightCount = directionalLightCount + otherLightCount;
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if (pass == 1)
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NzRenderer::SetMatrix(nzMatrixType_World, data.transformMatrix);
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unsigned int directionalLightIndex = 0;
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unsigned int otherLightIndex = 0;
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nzRendererComparison oldDepthFunc = NzRenderer::GetDepthFunc();
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unsigned int passCount = (lightCount == 0) ? 1 : (lightCount-1)/NAZARA_GRAPHICS_MAX_LIGHTPERPASS + 1;
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for (unsigned int pass = 0; pass < passCount; ++pass)
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{
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// Pour additionner le résultat des calculs de lumière
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// Aucune chance d'interférer avec les paramètres du matériau car nous ne rendons que les objets opaques
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// (Autrement dit, sans blending)
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// Quant à la fonction de profondeur, elle ne doit être appliquée que la première fois
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NzRenderer::Enable(nzRendererParameter_Blend, true);
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NzRenderer::SetBlendFunc(nzBlendFunc_One, nzBlendFunc_One);
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NzRenderer::SetDepthFunc(nzRendererComparison_Equal);
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unsigned int renderedLightCount = std::min(lightCount, NAZARA_GRAPHICS_MAX_LIGHTPERPASS);
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lightCount -= renderedLightCount;
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if (pass == 1)
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{
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// Pour additionner le résultat des calculs de lumière
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// Aucune chance d'interférer avec les paramètres du matériau car nous ne rendons que les objets opaques
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// (Autrement dit, sans blending)
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// Quant à la fonction de profondeur, elle ne doit être appliquée que la première fois
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NzRenderer::Enable(nzRendererParameter_Blend, true);
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NzRenderer::SetBlendFunc(nzBlendFunc_One, nzBlendFunc_One);
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NzRenderer::SetDepthFunc(nzRendererComparison_Equal);
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}
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for (unsigned int i = 0; i < renderedLightCount; ++i)
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{
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if (directionalLightIndex >= directionalLightCount)
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m_lights.GetResult(otherLightIndex++)->Enable(shader, lightUniforms->uniforms, lightUniforms->offset*i);
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else
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m_directionalLights.GetLight(directionalLightIndex++)->Enable(shader, lightUniforms->uniforms, lightUniforms->offset*i);
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}
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for (unsigned int i = renderedLightCount; i < NAZARA_GRAPHICS_MAX_LIGHTPERPASS; ++i)
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NzLight::Disable(shader, lightUniforms->uniforms, lightUniforms->offset*i);
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DrawFunc(primitiveMode, 0, indexCount);
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}
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for (unsigned int i = 0; i < renderedLightCount; ++i)
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{
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if (directionalLightIndex >= directionalLightCount)
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m_lights.GetResult(otherLightIndex++)->Enable(shader, lightUniforms->uniforms, lightUniforms->offset*i);
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else
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m_directionalLights.GetLight(directionalLightIndex++)->Enable(shader, lightUniforms->uniforms, lightUniforms->offset*i);
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}
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for (unsigned int i = renderedLightCount; i < NAZARA_GRAPHICS_MAX_LIGHTPERPASS; ++i)
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NzLight::Disable(shader, lightUniforms->uniforms, lightUniforms->offset*i);
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NzRenderer::Enable(nzRendererParameter_Blend, false);
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NzRenderer::SetDepthFunc(oldDepthFunc);
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}
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}
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else
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{
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for (const NzForwardRenderQueue::StaticData& data : staticData)
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{
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NzRenderer::SetMatrix(nzMatrixType_World, data.transformMatrix);
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DrawFunc(primitiveMode, 0, indexCount);
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}
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NzRenderer::Enable(nzRendererParameter_Blend, false);
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NzRenderer::SetDepthFunc(oldDepthFunc);
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}
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}
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staticData.clear();
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