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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@@ -10,7 +10,7 @@
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#include <Nazara/Prerequisites.hpp>
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#include <Nazara/Graphics/AbstractRenderTechnique.hpp>
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#include <Nazara/Graphics/Config.hpp>
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#include <Nazara/Graphics/ForwardRenderQueue.hpp>
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#include <Nazara/Graphics/BasicRenderQueue.hpp>
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#include <Nazara/Graphics/Light.hpp>
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#include <Nazara/Renderer/Shader.hpp>
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#include <Nazara/Utility/IndexBuffer.hpp>
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@@ -40,11 +40,12 @@ namespace Nz
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struct ShaderUniforms;
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void ChooseLights(const Spheref& object, bool includeDirectionalLights = true) const;
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void DrawBasicSprites(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const;
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void DrawBillboards(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const;
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void DrawOpaqueModels(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const;
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void DrawOrderedSprites(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const;
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void DrawTransparentModels(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const;
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void DrawBillboards(const SceneData& sceneData, const BasicRenderQueue& renderQueue, const RenderQueue<BasicRenderQueue::Billboard>& billboards) const;
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void DrawBillboards(const SceneData& sceneData, const BasicRenderQueue& renderQueue, const RenderQueue<BasicRenderQueue::BillboardChain>& billboards) const;
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void DrawCustomDrawables(const SceneData& sceneData, const BasicRenderQueue& renderQueue, const RenderQueue<BasicRenderQueue::CustomDrawable>& customDrawables) const;
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void DrawModels(const SceneData& sceneData, const BasicRenderQueue& renderQueue, const RenderQueue<BasicRenderQueue::Model>& models) const;
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void DrawSprites(const SceneData& sceneData, const BasicRenderQueue& renderQueue, const RenderQueue<BasicRenderQueue::SpriteChain>& sprites) const;
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const ShaderUniforms* GetShaderUniforms(const Shader* shader) const;
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void OnShaderInvalidated(const Shader* shader) const;
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void SendLightUniforms(const Shader* shader, const LightUniforms& uniforms, unsigned int index, unsigned int lightIndex, unsigned int uniformOffset) const;
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@@ -84,8 +85,9 @@ namespace Nz
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mutable std::unordered_map<const Shader*, ShaderUniforms> m_shaderUniforms;
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mutable std::vector<LightIndex> m_lights;
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mutable std::vector<std::pair<const VertexStruct_XYZ_Color_UV*, std::size_t>> m_spriteChains;
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Buffer m_vertexBuffer;
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mutable ForwardRenderQueue m_renderQueue;
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mutable BasicRenderQueue m_renderQueue;
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Texture m_whiteTexture;
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VertexBuffer m_billboardPointBuffer;
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VertexBuffer m_spriteBuffer;
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