Remove Graphics module and fix compilation

This commit is contained in:
Jérôme Leclercq
2020-08-27 19:43:31 +02:00
parent bc92d030ed
commit 2a875c8bdc
283 changed files with 16 additions and 32474 deletions

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// Copyright (C) 2020 Jérôme Leclercq
// This file is part of the "Nazara Development Kit"
// For conditions of distribution and use, see copyright notice in Prerequisites.hpp
#pragma once
#ifndef NDK_SERVER
#ifndef NDK_SYSTEMS_DEBUGSYSTEM_HPP
#define NDK_SYSTEMS_DEBUGSYSTEM_HPP
#include <Nazara/Graphics/InstancedRenderable.hpp>
#include <Nazara/Utility/IndexBuffer.hpp>
#include <Nazara/Utility/Mesh.hpp>
#include <Nazara/Utility/VertexBuffer.hpp>
#include <NazaraSDK/System.hpp>
namespace Ndk
{
class NDK_API DebugSystem : public System<DebugSystem>
{
public:
DebugSystem();
~DebugSystem() = default;
void EnableDepthBuffer(bool enable);
inline bool IsDepthBufferEnabled() const;
static SystemIndex systemIndex;
private:
Nz::InstancedRenderableRef GenerateBox(Nz::Boxf box);
Nz::InstancedRenderableRef GenerateCollision2DMesh(Entity* entity, Nz::Vector3f* offset);
Nz::InstancedRenderableRef GenerateCollision3DMesh(Entity* entity);
std::pair<Nz::IndexBufferRef, Nz::VertexBufferRef> GetBoxMesh();
Nz::MaterialRef GetCollisionMaterial();
Nz::MaterialRef GetGlobalAABBMaterial();
Nz::MaterialRef GetLocalAABBMaterial();
Nz::MaterialRef GetOBBMaterial();
void OnEntityValidation(Entity* entity, bool justAdded) override;
void OnUpdate(float elapsedTime) override;
Nz::MaterialRef m_globalAabbMaterial;
Nz::MaterialRef m_localAabbMaterial;
Nz::MaterialRef m_collisionMaterial;
Nz::MaterialRef m_obbMaterial;
Nz::IndexBufferRef m_boxMeshIndexBuffer;
Nz::VertexBufferRef m_boxMeshVertexBuffer;
bool m_isDepthBufferEnabled;
};
}
#include <NazaraSDK/Systems/DebugSystem.inl>
#endif // NDK_SYSTEMS_DEBUGSYSTEM_HPP
#endif // NDK_SERVER

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// Copyright (C) 2020 Jérôme Leclercq
// This file is part of the "Nazara Development Kit"
// For conditions of distribution and use, see copyright notice in Prerequisites.hpp
#include <NazaraSDK/Systems/DebugSystem.hpp>
namespace Ndk
{
inline bool DebugSystem::IsDepthBufferEnabled() const
{
return m_isDepthBufferEnabled;
}
}

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// Copyright (C) 2020 Jérôme Leclercq
// This file is part of the "Nazara Development Kit"
// For conditions of distribution and use, see copyright notice in Prerequisites.hpp
#pragma once
#ifndef NDK_SERVER
#ifndef NDK_SYSTEMS_PARTICLESYSTEM_HPP
#define NDK_SYSTEMS_PARTICLESYSTEM_HPP
#include <NazaraSDK/System.hpp>
namespace Ndk
{
class NDK_API ParticleSystem : public System<ParticleSystem>
{
public:
ParticleSystem();
~ParticleSystem() = default;
static SystemIndex systemIndex;
private:
void OnUpdate(float elapsedTime) override;
};
}
#include <NazaraSDK/Systems/ParticleSystem.inl>
#endif // NDK_SYSTEMS_PARTICLESYSTEM_HPP
#endif // NDK_SERVER

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// Copyright (C) 2020 Jérôme Leclercq
// This file is part of the "Nazara Development Kit"
// For conditions of distribution and use, see copyright notice in Prerequisites.hpp

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// Copyright (C) 2020 Jérôme Leclercq
// This file is part of the "Nazara Development Kit"
// For conditions of distribution and use, see copyright notice in Prerequisites.hpp
#pragma once
#ifndef NDK_SERVER
#ifndef NDK_SYSTEMS_RENDERSYSTEM_HPP
#define NDK_SYSTEMS_RENDERSYSTEM_HPP
#include <Nazara/Graphics/AbstractBackground.hpp>
#include <Nazara/Graphics/CullingList.hpp>
#include <Nazara/Graphics/DepthRenderTechnique.hpp>
#include <Nazara/Renderer/RenderTexture.hpp>
#include <NazaraSDK/EntityList.hpp>
#include <NazaraSDK/System.hpp>
#include <NazaraSDK/Components/GraphicsComponent.hpp>
#include <vector>
namespace Ndk
{
class AbstractViewer;
class NDK_API RenderSystem : public System<RenderSystem>
{
public:
RenderSystem();
~RenderSystem() = default;
template<typename T> T& ChangeRenderTechnique();
inline Nz::AbstractRenderTechnique& ChangeRenderTechnique(std::unique_ptr<Nz::AbstractRenderTechnique>&& renderTechnique);
inline void EnableCulling(bool enable);
inline const Nz::BackgroundRef& GetDefaultBackground() const;
inline const Nz::Matrix4f& GetCoordinateSystemMatrix() const;
inline Nz::Vector3f GetGlobalForward() const;
inline Nz::Vector3f GetGlobalRight() const;
inline Nz::Vector3f GetGlobalUp() const;
inline Nz::AbstractRenderTechnique& GetRenderTechnique() const;
inline bool IsCullingEnabled() const;
inline void SetDefaultBackground(Nz::BackgroundRef background);
inline void SetGlobalForward(const Nz::Vector3f& direction);
inline void SetGlobalRight(const Nz::Vector3f& direction);
inline void SetGlobalUp(const Nz::Vector3f& direction);
static SystemIndex systemIndex;
private:
inline void InvalidateCoordinateSystem();
void OnEntityRemoved(Entity* entity) override;
void OnEntityValidation(Entity* entity, bool justAdded) override;
void OnUpdate(float elapsedTime) override;
void UpdateDynamicReflections();
void UpdateDirectionalShadowMaps(const Nz::AbstractViewer& viewer);
void UpdatePointSpotShadowMaps();
std::unique_ptr<Nz::AbstractRenderTechnique> m_renderTechnique;
std::vector<GraphicsComponentCullingList::VolumeEntry> m_volumeEntries;
std::vector<EntityHandle> m_cameras;
EntityList m_drawables;
EntityList m_directionalLights;
EntityList m_lights;
EntityList m_pointSpotLights;
EntityList m_particleGroups;
EntityList m_realtimeReflected;
GraphicsComponentCullingList m_drawableCulling;
Nz::BackgroundRef m_background;
Nz::DepthRenderTechnique m_shadowTechnique;
Nz::Matrix4f m_coordinateSystemMatrix;
Nz::RenderTexture m_shadowRT;
bool m_coordinateSystemInvalidated;
bool m_forceRenderQueueInvalidation;
bool m_isCullingEnabled;
};
}
#include <NazaraSDK/Systems/RenderSystem.inl>
#endif // NDK_SYSTEMS_RENDERSYSTEM_HPP
#endif // NDK_SERVER

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// Copyright (C) 2020 Jérôme Leclercq
// This file is part of the "Nazara Development Kit"
// For conditions of distribution and use, see copyright notice in Prerequisites.hpp
#include <NazaraSDK/Systems/RenderSystem.hpp>
namespace Ndk
{
/*!
* \brief Changes the render technique used for the system
* \return A reference to the render technique type
*/
template<typename T>
inline T& RenderSystem::ChangeRenderTechnique()
{
static_assert(std::is_base_of<Nz::AbstractRenderTechnique, T>::value, "RenderTechnique is not a subtype of AbstractRenderTechnique");
return static_cast<T&>(ChangeRenderTechnique(std::make_unique<T>()));
}
/*!
* \brief Changes the render technique used for the system
* \return A reference to the abstract render technique
*
* \param renderTechnique Render technique to use
*/
inline Nz::AbstractRenderTechnique& RenderSystem::ChangeRenderTechnique(std::unique_ptr<Nz::AbstractRenderTechnique>&& renderTechnique)
{
m_renderTechnique = std::move(renderTechnique);
return *m_renderTechnique;
}
/*!
* \brief Enables/disables object culling
*
* Object culling is an algorithm used by the render system to detect invisible objects (which will not appear on screen) before they are rendered.
* This includes Frustum Culling and potentially Occlusion Culling.
*
* Disabling this is not recommended, as the system will draw every object in the world which could induce a performance loss.
*
* \param enable Whether to enable or disable culling
*
* \see IsCullingEnabled
*/
inline void RenderSystem::EnableCulling(bool enable)
{
m_isCullingEnabled = enable;
}
/*!
* \brief Gets the background used for rendering
* \return A reference to the background
*/
inline const Nz::BackgroundRef& RenderSystem::GetDefaultBackground() const
{
return m_background;
}
/*!
* \brief Gets the coordinates matrix used for rendering
* \return A constant reference to the matrix of coordinates
*/
inline const Nz::Matrix4f& RenderSystem::GetCoordinateSystemMatrix() const
{
return m_coordinateSystemMatrix;
}
/*!
* \brief Gets the "forward" global direction
* \return The forward direction, by default, it's -UnitZ() (Right hand coordinates)
*/
inline Nz::Vector3f RenderSystem::GetGlobalForward() const
{
return Nz::Vector3f(-m_coordinateSystemMatrix.m13, -m_coordinateSystemMatrix.m23, -m_coordinateSystemMatrix.m33);
}
/*!
* \brief Gets the "right" global direction
* \return The right direction, by default, it's UnitX() (Right hand coordinates)
*/
inline Nz::Vector3f RenderSystem::GetGlobalRight() const
{
return Nz::Vector3f(m_coordinateSystemMatrix.m11, m_coordinateSystemMatrix.m21, m_coordinateSystemMatrix.m31);
}
/*!
* \brief Gets the "up" global direction
* \return The up direction, by default, it's UnitY() (Right hand coordinates)
*/
inline Nz::Vector3f RenderSystem::GetGlobalUp() const
{
return Nz::Vector3f(m_coordinateSystemMatrix.m12, m_coordinateSystemMatrix.m22, m_coordinateSystemMatrix.m32);
}
/*!
* \brief Gets the render technique used for rendering
* \return A reference to the abstract render technique being used
*/
inline Nz::AbstractRenderTechnique& RenderSystem::GetRenderTechnique() const
{
return *m_renderTechnique.get();
}
/*!
* \brief Query if culling is enabled (enabled by default)
* \return True if culling is enabled, false otherwise
*
* \see EnableCulling
*/
inline bool RenderSystem::IsCullingEnabled() const
{
return m_isCullingEnabled;
}
/*!
* \brief Sets the background used for rendering
*
* \param background A reference to the background
*/
inline void RenderSystem::SetDefaultBackground(Nz::BackgroundRef background)
{
m_background = std::move(background);
}
/*!
* \brief Sets the "forward" global direction
*
* \param direction The new forward direction
*/
inline void RenderSystem::SetGlobalForward(const Nz::Vector3f& direction)
{
m_coordinateSystemMatrix.m13 = -direction.x;
m_coordinateSystemMatrix.m23 = -direction.y;
m_coordinateSystemMatrix.m33 = -direction.z;
InvalidateCoordinateSystem();
}
/*!
* \brief Sets the "right" global direction
*
* \param direction The new right direction
*/
inline void RenderSystem::SetGlobalRight(const Nz::Vector3f& direction)
{
m_coordinateSystemMatrix.m11 = direction.x;
m_coordinateSystemMatrix.m21 = direction.y;
m_coordinateSystemMatrix.m31 = direction.z;
InvalidateCoordinateSystem();
}
/*!
* \brief Sets the "up" global direction
*
* \param direction The new up direction
*/
inline void RenderSystem::SetGlobalUp(const Nz::Vector3f& direction)
{
m_coordinateSystemMatrix.m12 = direction.x;
m_coordinateSystemMatrix.m22 = direction.y;
m_coordinateSystemMatrix.m32 = direction.z;
InvalidateCoordinateSystem();
}
/*!
* \brief Invalidates the matrix of coordinates for the system
*/
inline void RenderSystem::InvalidateCoordinateSystem()
{
m_coordinateSystemInvalidated = true;
}
}