Fixed transparent model rendering
Former-commit-id: da363be3b19951ae49996fe9d05998420e80911f
This commit is contained in:
parent
8611f629cc
commit
24e56790cc
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@ -26,6 +26,7 @@ class NAZARA_API NzAbstractViewer
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virtual float GetAspectRatio() const = 0;
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virtual float GetAspectRatio() const = 0;
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virtual NzVector3f GetEyePosition() const = 0;
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virtual NzVector3f GetEyePosition() const = 0;
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virtual NzVector3f GetForward() const = 0;
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virtual const NzFrustumf& GetFrustum() const = 0;
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virtual const NzFrustumf& GetFrustum() const = 0;
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virtual const NzMatrix4f& GetProjectionMatrix() const = 0;
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virtual const NzMatrix4f& GetProjectionMatrix() const = 0;
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virtual const NzRenderTarget* GetTarget() const = 0;
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virtual const NzRenderTarget* GetTarget() const = 0;
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@ -29,6 +29,7 @@ class NAZARA_API NzCamera : public NzAbstractViewer, public NzNode, NzRenderTarg
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float GetAspectRatio() const;
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float GetAspectRatio() const;
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NzVector3f GetEyePosition() const;
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NzVector3f GetEyePosition() const;
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NzVector3f GetForward() const;
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float GetFOV() const;
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float GetFOV() const;
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const NzFrustumf& GetFrustum() const;
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const NzFrustumf& GetFrustum() const;
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const NzMatrix4f& GetProjectionMatrix() const;
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const NzMatrix4f& GetProjectionMatrix() const;
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@ -16,7 +16,7 @@
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#include <map>
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#include <map>
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#include <tuple>
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#include <tuple>
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class NzCamera;
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class NzAbstractViewer;
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class NzMaterial;
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class NzMaterial;
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class NzSkeletalMesh;
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class NzSkeletalMesh;
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class NzStaticMesh;
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class NzStaticMesh;
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@ -33,10 +33,11 @@ class NAZARA_API NzForwardRenderQueue : public NzAbstractRenderQueue, NzResource
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void AddLight(const NzLight* light);
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void AddLight(const NzLight* light);
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void AddModel(const NzModel* model);
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void AddModel(const NzModel* model);
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void AddSprite(const NzSprite* sprite);
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void AddSprite(const NzSprite* sprite);
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void AddSubMesh(const NzMaterial* material, const NzSubMesh* subMesh, const NzMatrix4f& transformMatrix);
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void Clear(bool fully);
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void Clear(bool fully);
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void Sort(const NzCamera& camera);
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void Sort(const NzAbstractViewer* viewer);
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private:
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private:
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bool OnResourceDestroy(const NzResource* resource, int index) override;
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bool OnResourceDestroy(const NzResource* resource, int index) override;
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@ -56,7 +57,7 @@ class NAZARA_API NzForwardRenderQueue : public NzAbstractRenderQueue, NzResource
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{
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{
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NzMatrix4f transformMatrix;
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NzMatrix4f transformMatrix;
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NzSpheref boundingSphere;
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NzSpheref boundingSphere;
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NzMaterial* material;
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const NzMaterial* material;
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};
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};
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struct TransparentSkeletalModel : public TransparentModel
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struct TransparentSkeletalModel : public TransparentModel
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@ -66,7 +67,7 @@ class NAZARA_API NzForwardRenderQueue : public NzAbstractRenderQueue, NzResource
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struct TransparentStaticModel : public TransparentModel
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struct TransparentStaticModel : public TransparentModel
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{
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{
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NzStaticMesh* mesh;
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const NzStaticMesh* mesh;
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};
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};
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@ -29,6 +29,7 @@ class NAZARA_API NzView : public NzAbstractViewer, public NzNode, NzRenderTarget
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float GetAspectRatio() const;
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float GetAspectRatio() const;
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NzVector3f GetEyePosition() const;
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NzVector3f GetEyePosition() const;
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NzVector3f GetForward() const;
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const NzFrustumf& GetFrustum() const;
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const NzFrustumf& GetFrustum() const;
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const NzMatrix4f& GetProjectionMatrix() const;
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const NzMatrix4f& GetProjectionMatrix() const;
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const NzRenderTarget* GetTarget() const;
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const NzRenderTarget* GetTarget() const;
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@ -62,6 +62,11 @@ NzVector3f NzCamera::GetEyePosition() const
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return GetPosition(nzCoordSys_Global);
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return GetPosition(nzCoordSys_Global);
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}
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}
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NzVector3f NzCamera::GetForward() const
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{
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return NzNode::GetForward();
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}
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float NzCamera::GetFOV() const
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float NzCamera::GetFOV() const
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{
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{
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return m_fov;
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return m_fov;
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@ -3,7 +3,7 @@
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// For conditions of distribution and use, see copyright notice in Config.hpp
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/Graphics/ForwardRenderQueue.hpp>
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#include <Nazara/Graphics/ForwardRenderQueue.hpp>
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#include <Nazara/Graphics/Camera.hpp>
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#include <Nazara/Graphics/AbstractViewer.hpp>
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#include <Nazara/Graphics/Light.hpp>
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#include <Nazara/Graphics/Light.hpp>
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#include <Nazara/Graphics/Model.hpp>
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#include <Nazara/Graphics/Model.hpp>
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#include <Nazara/Graphics/Sprite.hpp>
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#include <Nazara/Graphics/Sprite.hpp>
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@ -94,81 +94,7 @@ void NzForwardRenderQueue::AddModel(const NzModel* model)
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NzSubMesh* subMesh = mesh->GetSubMesh(i);
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NzSubMesh* subMesh = mesh->GetSubMesh(i);
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NzMaterial* material = model->GetMaterial(subMesh->GetMaterialIndex());
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NzMaterial* material = model->GetMaterial(subMesh->GetMaterialIndex());
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switch (subMesh->GetAnimationType())
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AddSubMesh(material, subMesh, transformMatrix);
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{
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case nzAnimationType_Skeletal:
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{
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///TODO
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/*
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** Il y a ici deux choses importantes à gérer:
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** -Pour commencer, la mise en cache de std::vector suffisamment grands pour contenir le résultat du skinning
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** l'objectif ici est d'éviter une allocation à chaque frame, donc de réutiliser un tableau existant
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** Note: Il faudrait évaluer aussi la possibilité de conserver le buffer d'une frame à l'autre.
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** Ceci permettant de ne pas skinner inutilement ce qui ne bouge pas, ou de skinner partiellement un mesh.
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** Il faut cependant voir où stocker ce set de buffers, qui doit être communs à toutes les RQ d'une même scène.
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**
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** -Ensuite, la possibilité de regrouper les modèles skinnés identiques, une centaine de soldats marchant au pas
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** ne devrait requérir qu'un skinning.
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*/
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NazaraError("Skeletal mesh not supported yet, sorry");
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break;
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}
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case nzAnimationType_Static:
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{
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NzStaticMesh* staticMesh = static_cast<NzStaticMesh*>(subMesh);
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if (material->IsEnabled(nzRendererParameter_Blend))
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{
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unsigned int index = transparentStaticModels.size();
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transparentStaticModels.resize(index+1);
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TransparentStaticModel& data = transparentStaticModels.back();
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data.boundingSphere = staticMesh->GetAABB().GetSquaredBoundingSphere();
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data.material = material;
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data.mesh = staticMesh;
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data.transformMatrix = transformMatrix;
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transparentsModels.push_back(std::make_pair(index, true));
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}
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else
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{
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auto pair = opaqueModels.insert(std::make_pair(material, BatchedModelContainer::mapped_type()));
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if (pair.second)
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material->AddResourceListener(this, ResourceType_Material);
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bool& used = std::get<0>(pair.first->second);
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bool& enableInstancing = std::get<1>(pair.first->second);
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used = true;
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auto& meshMap = std::get<3>(pair.first->second);
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auto pair2 = meshMap.insert(std::make_pair(staticMesh, BatchedStaticMeshContainer::mapped_type()));
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if (pair2.second)
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{
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staticMesh->AddResourceListener(this, ResourceType_StaticMesh);
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NzSpheref& squaredBoundingSphere = pair2.first->second.first;
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squaredBoundingSphere.Set(staticMesh->GetAABB().GetSquaredBoundingSphere());
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///TODO: Écouter le StaticMesh pour repérer tout changement de géométrie
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}
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std::vector<StaticData>& staticDataContainer = pair2.first->second.second;
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unsigned int instanceCount = staticDataContainer.size() + 1;
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// As-t-on suffisamment d'instances pour que le coût d'utilisation de l'instancing soit payé ?
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if (instanceCount >= NAZARA_GRAPHICS_INSTANCING_MIN_INSTANCES_COUNT)
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enableInstancing = true; // Apparemment oui, activons l'instancing avec ce matériau
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staticDataContainer.resize(instanceCount);
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StaticData& data = staticDataContainer.back();
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data.transformMatrix = transformMatrix;
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}
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break;
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}
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}
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}
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}
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}
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}
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@ -180,11 +106,97 @@ void NzForwardRenderQueue::AddSprite(const NzSprite* sprite)
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NazaraError("Invalid sprite");
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NazaraError("Invalid sprite");
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return;
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return;
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}
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}
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if (!sprite->IsDrawable())
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{
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NazaraError("Sprite is not drawable");
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return;
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}
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#endif
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#endif
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sprites[sprite->GetMaterial()].push_back(sprite);
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sprites[sprite->GetMaterial()].push_back(sprite);
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}
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}
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void NzForwardRenderQueue::AddSubMesh(const NzMaterial* material, const NzSubMesh* subMesh, const NzMatrix4f& transformMatrix)
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{
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switch (subMesh->GetAnimationType())
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{
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case nzAnimationType_Skeletal:
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{
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///TODO
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/*
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** Il y a ici deux choses importantes à gérer:
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** -Pour commencer, la mise en cache de std::vector suffisamment grands pour contenir le résultat du skinning
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** l'objectif ici est d'éviter une allocation à chaque frame, donc de réutiliser un tableau existant
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** Note: Il faudrait évaluer aussi la possibilité de conserver le buffer d'une frame à l'autre.
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** Ceci permettant de ne pas skinner inutilement ce qui ne bouge pas, ou de skinner partiellement un mesh.
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** Il faut cependant voir où stocker ce set de buffers, qui doit être communs à toutes les RQ d'une même scène.
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**
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** -Ensuite, la possibilité de regrouper les modèles skinnés identiques, une centaine de soldats marchant au pas
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** ne devrait requérir qu'un skinning.
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*/
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NazaraError("Skeletal mesh not supported yet, sorry");
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break;
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}
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case nzAnimationType_Static:
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{
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const NzStaticMesh* staticMesh = static_cast<const NzStaticMesh*>(subMesh);
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if (material->IsEnabled(nzRendererParameter_Blend))
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{
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unsigned int index = transparentStaticModels.size();
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transparentStaticModels.resize(index+1);
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TransparentStaticModel& data = transparentStaticModels.back();
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data.boundingSphere = NzSpheref(transformMatrix.GetTranslation(), staticMesh->GetAABB().GetSquaredRadius());
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data.material = material;
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data.mesh = staticMesh;
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data.transformMatrix = transformMatrix;
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transparentsModels.push_back(std::make_pair(index, true));
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}
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else
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{
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auto pair = opaqueModels.insert(std::make_pair(material, BatchedModelContainer::mapped_type()));
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if (pair.second)
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material->AddResourceListener(this, ResourceType_Material);
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bool& used = std::get<0>(pair.first->second);
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bool& enableInstancing = std::get<1>(pair.first->second);
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used = true;
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auto& meshMap = std::get<3>(pair.first->second);
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auto pair2 = meshMap.insert(std::make_pair(staticMesh, BatchedStaticMeshContainer::mapped_type()));
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if (pair2.second)
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{
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staticMesh->AddResourceListener(this, ResourceType_StaticMesh);
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NzSpheref& squaredBoundingSphere = pair2.first->second.first;
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squaredBoundingSphere.Set(staticMesh->GetAABB().GetSquaredBoundingSphere());
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///TODO: Écouter le StaticMesh pour repérer tout changement de géométrie
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}
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std::vector<StaticData>& staticDataContainer = pair2.first->second.second;
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unsigned int instanceCount = staticDataContainer.size() + 1;
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// Avons-nous suffisamment d'instances pour que le coût d'utilisation de l'instancing soit payé ?
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if (instanceCount >= NAZARA_GRAPHICS_INSTANCING_MIN_INSTANCES_COUNT)
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enableInstancing = true; // Apparemment oui, activons l'instancing avec ce matériau
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staticDataContainer.resize(instanceCount);
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StaticData& data = staticDataContainer.back();
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data.transformMatrix = transformMatrix;
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}
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break;
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}
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}
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}
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void NzForwardRenderQueue::Clear(bool fully)
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void NzForwardRenderQueue::Clear(bool fully)
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{
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{
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directionnalLights.clear();
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directionnalLights.clear();
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@ -201,7 +213,7 @@ void NzForwardRenderQueue::Clear(bool fully)
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}
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}
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}
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}
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void NzForwardRenderQueue::Sort(const NzCamera& camera)
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void NzForwardRenderQueue::Sort(const NzAbstractViewer* viewer)
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{
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{
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struct TransparentModelComparator
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struct TransparentModelComparator
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{
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{
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@ -211,22 +223,22 @@ void NzForwardRenderQueue::Sort(const NzCamera& camera)
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queue->transparentStaticModels[index1.first].boundingSphere :
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queue->transparentStaticModels[index1.first].boundingSphere :
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queue->transparentSkeletalModels[index1.first].boundingSphere;
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queue->transparentSkeletalModels[index1.first].boundingSphere;
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const NzSpheref& sphere2 = (index1.second) ?
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const NzSpheref& sphere2 = (index2.second) ?
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queue->transparentStaticModels[index2.first].boundingSphere :
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queue->transparentStaticModels[index2.first].boundingSphere :
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queue->transparentSkeletalModels[index2.first].boundingSphere;
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queue->transparentSkeletalModels[index2.first].boundingSphere;
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NzVector3f position1 = sphere1.GetNegativeVertex(cameraNormal);
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NzVector3f position1 = sphere1.GetNegativeVertex(viewerNormal);
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NzVector3f position2 = sphere2.GetNegativeVertex(cameraNormal);
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NzVector3f position2 = sphere2.GetNegativeVertex(viewerNormal);
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return nearPlane.Distance(position1) < nearPlane.Distance(position2);
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return nearPlane.Distance(position1) > nearPlane.Distance(position2);
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}
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}
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NzForwardRenderQueue* queue;
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NzForwardRenderQueue* queue;
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NzPlanef nearPlane;
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NzPlanef nearPlane;
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NzVector3f cameraNormal;
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NzVector3f viewerNormal;
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};
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};
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TransparentModelComparator comparator {this, camera.GetFrustum().GetPlane(nzFrustumPlane_Near), camera.GetForward()};
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TransparentModelComparator comparator {this, viewer->GetFrustum().GetPlane(nzFrustumPlane_Near), viewer->GetForward()};
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std::sort(transparentsModels.begin(), transparentsModels.end(), comparator);
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std::sort(transparentsModels.begin(), transparentsModels.end(), comparator);
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}
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}
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@ -76,9 +76,9 @@ void NzForwardRenderTechnique::Clear(const NzScene* scene)
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void NzForwardRenderTechnique::Draw(const NzScene* scene)
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void NzForwardRenderTechnique::Draw(const NzScene* scene)
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{
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{
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// Rendu en projection perspective (3D)
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m_directionnalLights.SetLights(&m_renderQueue.directionnalLights[0], m_renderQueue.directionnalLights.size());
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m_directionnalLights.SetLights(&m_renderQueue.directionnalLights[0], m_renderQueue.directionnalLights.size());
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m_lights.SetLights(&m_renderQueue.lights[0], m_renderQueue.lights.size());
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m_lights.SetLights(&m_renderQueue.lights[0], m_renderQueue.lights.size());
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m_renderQueue.Sort(scene->GetViewer());
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if (!m_renderQueue.opaqueModels.empty())
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if (!m_renderQueue.opaqueModels.empty())
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DrawOpaqueModels(scene, m_renderQueue.opaqueModels);
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DrawOpaqueModels(scene, m_renderQueue.opaqueModels);
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@ -167,6 +167,8 @@ void NzForwardRenderTechnique::DrawOpaqueModels(const NzScene* scene, NzForwardR
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NzAbstractViewer* viewer = scene->GetViewer();
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NzAbstractViewer* viewer = scene->GetViewer();
|
||||||
const NzShaderProgram* lastProgram = nullptr;
|
const NzShaderProgram* lastProgram = nullptr;
|
||||||
|
|
||||||
|
unsigned int lightCount = 0;
|
||||||
|
|
||||||
for (auto& matIt : opaqueModels)
|
for (auto& matIt : opaqueModels)
|
||||||
{
|
{
|
||||||
bool& used = std::get<0>(matIt.second);
|
bool& used = std::get<0>(matIt.second);
|
||||||
|
|
@ -188,8 +190,6 @@ void NzForwardRenderTechnique::DrawOpaqueModels(const NzScene* scene, NzForwardR
|
||||||
// On commence par récupérer le programme du matériau
|
// On commence par récupérer le programme du matériau
|
||||||
const NzShaderProgram* program = material->GetShaderProgram(nzShaderTarget_Model, (instancing) ? nzShaderFlags_Instancing : 0);
|
const NzShaderProgram* program = material->GetShaderProgram(nzShaderTarget_Model, (instancing) ? nzShaderFlags_Instancing : 0);
|
||||||
|
|
||||||
unsigned int lightCount = 0;
|
|
||||||
|
|
||||||
// Les uniformes sont conservées au sein d'un programme, inutile de les renvoyer tant qu'il ne change pas
|
// Les uniformes sont conservées au sein d'un programme, inutile de les renvoyer tant qu'il ne change pas
|
||||||
if (program != lastProgram)
|
if (program != lastProgram)
|
||||||
{
|
{
|
||||||
|
|
@ -404,19 +404,18 @@ void NzForwardRenderTechnique::DrawTransparentModels(const NzScene* scene, NzFor
|
||||||
{
|
{
|
||||||
NzAbstractViewer* viewer = scene->GetViewer();
|
NzAbstractViewer* viewer = scene->GetViewer();
|
||||||
const NzShaderProgram* lastProgram = nullptr;
|
const NzShaderProgram* lastProgram = nullptr;
|
||||||
|
unsigned int lightCount = 0;
|
||||||
|
|
||||||
for (const std::pair<unsigned int, bool>& pair : transparentModels)
|
for (const std::pair<unsigned int, bool>& pair : transparentModels)
|
||||||
{
|
{
|
||||||
// Matériau
|
// Matériau
|
||||||
NzMaterial* material = (pair.second) ?
|
const NzMaterial* material = (pair.second) ?
|
||||||
m_renderQueue.transparentStaticModels[pair.first].material :
|
m_renderQueue.transparentStaticModels[pair.first].material :
|
||||||
m_renderQueue.transparentSkeletalModels[pair.first].material;
|
m_renderQueue.transparentSkeletalModels[pair.first].material;
|
||||||
|
|
||||||
// On commence par récupérer le shader du matériau
|
// On commence par récupérer le shader du matériau
|
||||||
const NzShaderProgram* program = material->GetShaderProgram(nzShaderTarget_Model, 0);
|
const NzShaderProgram* program = material->GetShaderProgram(nzShaderTarget_Model, 0);
|
||||||
|
|
||||||
unsigned int lightCount = 0;
|
|
||||||
|
|
||||||
// Les uniformes sont conservées au sein du shader, inutile de les renvoyer tant que le shader reste le même
|
// Les uniformes sont conservées au sein du shader, inutile de les renvoyer tant que le shader reste le même
|
||||||
if (program != lastProgram)
|
if (program != lastProgram)
|
||||||
{
|
{
|
||||||
|
|
@ -443,7 +442,7 @@ void NzForwardRenderTechnique::DrawTransparentModels(const NzScene* scene, NzFor
|
||||||
NzForwardRenderQueue::TransparentStaticModel& staticModel = m_renderQueue.transparentStaticModels[pair.first];
|
NzForwardRenderQueue::TransparentStaticModel& staticModel = m_renderQueue.transparentStaticModels[pair.first];
|
||||||
|
|
||||||
const NzMatrix4f& matrix = staticModel.transformMatrix;
|
const NzMatrix4f& matrix = staticModel.transformMatrix;
|
||||||
NzStaticMesh* mesh = staticModel.mesh;
|
const NzStaticMesh* mesh = staticModel.mesh;
|
||||||
|
|
||||||
const NzIndexBuffer* indexBuffer = mesh->GetIndexBuffer();
|
const NzIndexBuffer* indexBuffer = mesh->GetIndexBuffer();
|
||||||
const NzVertexBuffer* vertexBuffer = mesh->GetVertexBuffer();
|
const NzVertexBuffer* vertexBuffer = mesh->GetVertexBuffer();
|
||||||
|
|
|
||||||
|
|
@ -60,6 +60,11 @@ NzVector3f NzView::GetEyePosition() const
|
||||||
return GetPosition(nzCoordSys_Global);
|
return GetPosition(nzCoordSys_Global);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
NzVector3f NzView::GetForward() const
|
||||||
|
{
|
||||||
|
return NzNode::GetForward();
|
||||||
|
}
|
||||||
|
|
||||||
const NzFrustumf& NzView::GetFrustum() const
|
const NzFrustumf& NzView::GetFrustum() const
|
||||||
{
|
{
|
||||||
if (!m_frustumUpdated)
|
if (!m_frustumUpdated)
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue