Graphics/Light: Change the way lights are queued

Former-commit-id: 18cf919c3b221425624a4db15c59699abfba6fc7
This commit is contained in:
Lynix 2015-05-27 00:15:12 +02:00
parent a92a58301a
commit 367ec18217
3 changed files with 57 additions and 14 deletions

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@ -25,6 +25,10 @@ struct NzMeshData;
class NAZARA_API NzAbstractRenderQueue : NzNonCopyable class NAZARA_API NzAbstractRenderQueue : NzNonCopyable
{ {
public: public:
struct DirectionalLight;
struct PointLight;
struct SpotLight;
NzAbstractRenderQueue() = default; NzAbstractRenderQueue() = default;
virtual ~NzAbstractRenderQueue(); 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 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 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 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 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 AddPointLight(const PointLight& light);
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 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 AddSprites(const NzMaterial* material, const NzVertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const NzTexture* overlay = nullptr) = 0;
virtual void Clear(bool fully); virtual void Clear(bool fully);
struct DirectionalLight struct DirectionalLight
{ {
NzColor color; NzColor color;
@ -63,6 +68,7 @@ class NAZARA_API NzAbstractRenderQueue : NzNonCopyable
float ambientFactor; float ambientFactor;
float attenuation; float attenuation;
float diffuseFactor; float diffuseFactor;
float invRadius;
float radius; float radius;
}; };
@ -74,8 +80,10 @@ class NAZARA_API NzAbstractRenderQueue : NzNonCopyable
float ambientFactor; float ambientFactor;
float attenuation; float attenuation;
float diffuseFactor; float diffuseFactor;
float innerAngle; float innerAngleCosine;
float outerAngle; float invRadius;
float outerAngleCosine;
float outerAngleTangent;
float radius; float radius;
}; };

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@ -7,19 +7,19 @@
NzAbstractRenderQueue::~NzAbstractRenderQueue() = default; 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) void NzAbstractRenderQueue::Clear(bool fully)

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@ -33,15 +33,50 @@ void NzLight::AddToRenderQueue(NzAbstractRenderQueue* renderQueue, const NzMatri
switch (m_type) switch (m_type)
{ {
case nzLightType_Directional: 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; break;
}
case nzLightType_Point: 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: 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; break;
}
default: default:
NazaraError("Invalid light type (0x" + NzString::Number(m_type, 16) + ')'); NazaraError("Invalid light type (0x" + NzString::Number(m_type, 16) + ')');