New Render queues (#161)
* Add new render queues proof of concept + scissoring support (WIP) * Graphics: Adapt basic sprites rendering to new render queue system * Graphics: Fix layers when rendering sprites * Graphics/RenderQueue: Fix sprite default overlay * Graphics: Enable scissor test by default * SDK/Widgets: Enable scissoring on widgets * Graphics: Handle almost everything with the new renderqueues system Todo: - Billboard rendering - Proper model rendering * Graphics/RenderQueue: Billboard drawing now works (WIP) At 1/4 of previous code performances due to individually process of billboards * Add new render queues proof of concept + scissoring support (WIP) * Graphics: Adapt basic sprites rendering to new render queue system * Graphics: Fix layers when rendering sprites * Graphics/RenderQueue: Fix sprite default overlay * Graphics: Enable scissor test by default * SDK/Widgets: Enable scissoring on widgets * Graphics: Handle almost everything with the new renderqueues system Todo: - Billboard rendering - Proper model rendering * Graphics/RenderQueue: Billboard drawing now works (WIP) At 1/4 of previous code performances due to individually process of billboards * Graphics/RenderQueues: Add full support for billboards * Graphics/RenderQueue: Cleanup and improve billboard rendering * Graphics/RenderQueue: Fix model drawing * Examples/Particles: Fix lighting on space station * Graphics: Cleanup forward render queue/technique * Fix compilation under Linux * Graphics/ForwardRenderTechnique: Fix case when scissoring is enabled on material but disabled on element * Add support for Deferred Shading * SDK/Widgets: Fix widget rendering * Graphics: Remove legacy code from render queues * Graphics: Fix some objects sometimes not showing up due to broken scissor box * Fix compilation error * Sdk/GraphicsGraphics: Fix bounding volume * SDK/World: Fix self-assignation * Update changelog for render queues
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@@ -83,9 +83,10 @@ namespace Ndk
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};
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protected:
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const EntityHandle& CreateEntity();
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const EntityHandle& CreateEntity(bool isContentEntity);
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void DestroyEntity(Entity* entity);
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virtual void Layout();
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void InvalidateNode() override;
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virtual bool IsFocusable() const;
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@@ -111,11 +112,18 @@ namespace Ndk
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void RegisterToCanvas();
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inline void UpdateCanvasIndex(std::size_t index);
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void UnregisterFromCanvas();
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void UpdatePositionAndSize();
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struct WidgetEntity
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{
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EntityOwner handle;
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bool isContent;
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};
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static constexpr std::size_t InvalidCanvasIndex = std::numeric_limits<std::size_t>::max();
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std::size_t m_canvasIndex;
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std::vector<EntityOwner> m_entities;
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std::vector<WidgetEntity> m_entities;
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std::vector<std::unique_ptr<BaseWidget>> m_children;
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Canvas* m_canvas;
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EntityOwner m_backgroundEntity;
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