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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@@ -127,7 +127,7 @@ namespace Nz
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*/
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DeferredRenderTechnique::DeferredRenderTechnique() :
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m_renderQueue(static_cast<ForwardRenderQueue*>(m_forwardTechnique.GetRenderQueue())),
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m_renderQueue(&m_deferredRenderQueue, static_cast<BasicRenderQueue*>(m_forwardTechnique.GetRenderQueue())),
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m_GBufferSize(0U)
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{
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m_depthStencilTexture = Texture::New();
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@@ -455,35 +455,35 @@ namespace Nz
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switch (renderPass)
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{
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case RenderPassType_AA:
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smartPtr.reset(new DeferredFXAAPass);
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smartPtr = std::make_unique<DeferredFXAAPass>();
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break;
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case RenderPassType_Bloom:
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smartPtr.reset(new DeferredBloomPass);
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smartPtr = std::make_unique<DeferredBloomPass>();
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break;
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case RenderPassType_DOF:
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smartPtr.reset(new DeferredDOFPass);
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smartPtr = std::make_unique<DeferredDOFPass>();
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break;
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case RenderPassType_Final:
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smartPtr.reset(new DeferredFinalPass);
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smartPtr = std::make_unique<DeferredFinalPass>();
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break;
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case RenderPassType_Fog:
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smartPtr.reset(new DeferredFogPass);
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smartPtr = std::make_unique<DeferredFogPass>();
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break;
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case RenderPassType_Forward:
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smartPtr.reset(new DeferredForwardPass);
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smartPtr = std::make_unique<DeferredForwardPass>();
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break;
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case RenderPassType_Geometry:
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smartPtr.reset(new DeferredGeometryPass);
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smartPtr = std::make_unique<DeferredGeometryPass>();
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break;
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case RenderPassType_Lighting:
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smartPtr.reset(new DeferredPhongLightingPass);
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smartPtr = std::make_unique<DeferredPhongLightingPass>();
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break;
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case RenderPassType_SSAO:
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@@ -701,6 +701,12 @@ namespace Nz
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NazaraWarning("Failed to register gaussian blur shader, certain features will not work: " + error);
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}
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if (!DeferredGeometryPass::Initialize())
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{
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NazaraError("Failed to initialize geometry pass");
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return false;
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}
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return true;
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}
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@@ -710,6 +716,8 @@ namespace Nz
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void DeferredRenderTechnique::Uninitialize()
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{
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DeferredGeometryPass::Uninitialize();
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ShaderLibrary::Unregister("DeferredGBufferClear");
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ShaderLibrary::Unregister("DeferredDirectionnalLight");
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ShaderLibrary::Unregister("DeferredPointSpotLight");
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