Graphics/Light: Change the way lights are queued
Former-commit-id: 18cf919c3b221425624a4db15c59699abfba6fc7
This commit is contained in:
parent
a92a58301a
commit
367ec18217
|
|
@ -25,6 +25,10 @@ struct NzMeshData;
|
|||
class NAZARA_API NzAbstractRenderQueue : NzNonCopyable
|
||||
{
|
||||
public:
|
||||
struct DirectionalLight;
|
||||
struct PointLight;
|
||||
struct SpotLight;
|
||||
|
||||
NzAbstractRenderQueue() = default;
|
||||
virtual ~NzAbstractRenderQueue();
|
||||
|
||||
|
|
@ -40,14 +44,15 @@ class NAZARA_API NzAbstractRenderQueue : NzNonCopyable
|
|||
virtual void AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const float> sizePtr, NzSparsePtr<const float> anglePtr, NzSparsePtr<const NzColor> colorPtr = nullptr) = 0;
|
||||
virtual void AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const float> sizePtr, NzSparsePtr<const float> anglePtr, NzSparsePtr<const float> alphaPtr) = 0;
|
||||
virtual void AddDrawable(const NzDrawable* drawable) = 0;
|
||||
virtual void AddDirectionalLight(const NzColor& color, float ambientFactor, float diffuseFactor, const NzVector3f& direction);
|
||||
virtual void AddDirectionalLight(const DirectionalLight& light);
|
||||
virtual void AddMesh(const NzMaterial* material, const NzMeshData& meshData, const NzBoxf& meshAABB, const NzMatrix4f& transformMatrix) = 0;
|
||||
virtual void AddPointLight(const NzColor& color, float ambientFactor, float diffuseFactor, const NzVector3f& position, float radius, float attenuation);
|
||||
virtual void AddSpotLight(const NzColor& color, float ambientFactor, float diffuseFactor, const NzVector3f& position, const NzVector3f& direction, float radius, float attenuation, float innerAngle, float outerAngle);
|
||||
virtual void AddPointLight(const PointLight& light);
|
||||
virtual void AddSpotLight(const SpotLight& light);
|
||||
virtual void AddSprites(const NzMaterial* material, const NzVertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const NzTexture* overlay = nullptr) = 0;
|
||||
|
||||
virtual void Clear(bool fully);
|
||||
|
||||
|
||||
struct DirectionalLight
|
||||
{
|
||||
NzColor color;
|
||||
|
|
@ -63,6 +68,7 @@ class NAZARA_API NzAbstractRenderQueue : NzNonCopyable
|
|||
float ambientFactor;
|
||||
float attenuation;
|
||||
float diffuseFactor;
|
||||
float invRadius;
|
||||
float radius;
|
||||
};
|
||||
|
||||
|
|
@ -74,8 +80,10 @@ class NAZARA_API NzAbstractRenderQueue : NzNonCopyable
|
|||
float ambientFactor;
|
||||
float attenuation;
|
||||
float diffuseFactor;
|
||||
float innerAngle;
|
||||
float outerAngle;
|
||||
float innerAngleCosine;
|
||||
float invRadius;
|
||||
float outerAngleCosine;
|
||||
float outerAngleTangent;
|
||||
float radius;
|
||||
};
|
||||
|
||||
|
|
|
|||
|
|
@ -7,19 +7,19 @@
|
|||
|
||||
NzAbstractRenderQueue::~NzAbstractRenderQueue() = default;
|
||||
|
||||
void NzAbstractRenderQueue::AddDirectionalLight(const NzColor& color, float ambientFactor, float diffuseFactor, const NzVector3f& direction)
|
||||
void NzAbstractRenderQueue::AddDirectionalLight(const DirectionalLight& light)
|
||||
{
|
||||
directionalLights.push_back(DirectionalLight{color, direction, ambientFactor, diffuseFactor});
|
||||
directionalLights.push_back(light);
|
||||
}
|
||||
|
||||
void NzAbstractRenderQueue::AddPointLight(const NzColor& color, float ambientFactor, float diffuseFactor, const NzVector3f& position, float radius, float attenuation)
|
||||
void NzAbstractRenderQueue::AddPointLight(const PointLight& light)
|
||||
{
|
||||
pointLights.push_back(PointLight{color, position, ambientFactor, attenuation, diffuseFactor, radius});
|
||||
pointLights.push_back(light);
|
||||
}
|
||||
|
||||
void NzAbstractRenderQueue::AddSpotLight(const NzColor& color, float ambientFactor, float diffuseFactor, const NzVector3f& position, const NzVector3f& direction, float radius, float attenuation, float innerAngle, float outerAngle)
|
||||
void NzAbstractRenderQueue::AddSpotLight(const SpotLight& light)
|
||||
{
|
||||
spotLights.push_back(SpotLight{color, direction, position, ambientFactor, attenuation, diffuseFactor, innerAngle, outerAngle, radius});
|
||||
spotLights.push_back(light);
|
||||
}
|
||||
|
||||
void NzAbstractRenderQueue::Clear(bool fully)
|
||||
|
|
|
|||
|
|
@ -33,15 +33,50 @@ void NzLight::AddToRenderQueue(NzAbstractRenderQueue* renderQueue, const NzMatri
|
|||
switch (m_type)
|
||||
{
|
||||
case nzLightType_Directional:
|
||||
renderQueue->AddDirectionalLight(m_color, m_ambientFactor, m_diffuseFactor, transformMatrix.Transform(NzVector3f::Forward(), 0.f));
|
||||
{
|
||||
NzAbstractRenderQueue::DirectionalLight light;
|
||||
light.ambientFactor = m_ambientFactor;
|
||||
light.color = m_color;
|
||||
light.diffuseFactor = m_diffuseFactor;
|
||||
light.direction = transformMatrix.Transform(NzVector3f::Forward(), 0.f);
|
||||
|
||||
renderQueue->AddDirectionalLight(light);
|
||||
break;
|
||||
}
|
||||
|
||||
case nzLightType_Point:
|
||||
renderQueue->AddPointLight(m_color, m_ambientFactor, m_diffuseFactor, transformMatrix.GetTranslation(), m_radius, m_attenuation);
|
||||
{
|
||||
NzAbstractRenderQueue::PointLight light;
|
||||
light.ambientFactor = m_ambientFactor;
|
||||
light.attenuation = m_attenuation;
|
||||
light.color = m_color;
|
||||
light.diffuseFactor = m_diffuseFactor;
|
||||
light.invRadius = m_invRadius;
|
||||
light.position = transformMatrix.GetTranslation();
|
||||
light.radius = m_radius;
|
||||
|
||||
renderQueue->AddPointLight(light);
|
||||
break;
|
||||
}
|
||||
|
||||
case nzLightType_Spot:
|
||||
renderQueue->AddSpotLight(m_color, m_ambientFactor, m_diffuseFactor, transformMatrix.GetTranslation(), transformMatrix.Transform(NzVector3f::Forward(), 0.f), m_radius, m_attenuation, m_innerAngle, m_outerAngle);
|
||||
{
|
||||
NzAbstractRenderQueue::SpotLight light;
|
||||
light.ambientFactor = m_ambientFactor;
|
||||
light.attenuation = m_attenuation;
|
||||
light.color = m_color;
|
||||
light.diffuseFactor = m_diffuseFactor;
|
||||
light.direction = transformMatrix.Transform(NzVector3f::Forward(), 0.f);
|
||||
light.innerAngleCosine = m_innerAngleCosine;
|
||||
light.invRadius = m_invRadius;
|
||||
light.outerAngleCosine = m_outerAngleCosine;
|
||||
light.outerAngleTangent = m_outerAngleTangent;
|
||||
light.position = transformMatrix.GetTranslation();
|
||||
light.radius = m_radius;
|
||||
|
||||
renderQueue->AddSpotLight(light);
|
||||
break;
|
||||
}
|
||||
|
||||
default:
|
||||
NazaraError("Invalid light type (0x" + NzString::Number(m_type, 16) + ')');
|
||||
|
|
|
|||
Loading…
Reference in New Issue