Forward RenderTechnique now handles non-lighting shaders
Former-commit-id: f243ba8aea76ada91510f6b36c292ae0e18e2add
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05e7e11356
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@ -264,6 +264,8 @@ 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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if (lightUniforms->exists)
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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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@ -284,6 +286,7 @@ void NzForwardRenderTechnique::DrawOpaqueModels(const NzScene* scene) const
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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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const NzForwardRenderQueue::StaticData* data = &staticData[0];
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unsigned int instanceCount = staticData.size();
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@ -315,6 +318,8 @@ void NzForwardRenderTechnique::DrawOpaqueModels(const NzScene* scene) const
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NzRenderer::SetDepthFunc(oldDepthFunc);
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}
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else
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{
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if (lightUniforms->exists)
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{
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for (const NzForwardRenderQueue::StaticData& data : staticData)
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{
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@ -362,6 +367,15 @@ void NzForwardRenderTechnique::DrawOpaqueModels(const NzScene* scene) const
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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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}
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}
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staticData.clear();
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}
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}
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