Graphics/ForwardShading: Remake light selection
Former-commit-id: f7e761411e88513d1772b55f09ac4bd3a1d065a7
This commit is contained in:
@@ -11,7 +11,6 @@
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#include <Nazara/Graphics/AbstractRenderTechnique.hpp>
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#include <Nazara/Graphics/ForwardRenderQueue.hpp>
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#include <Nazara/Graphics/Light.hpp>
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#include <Nazara/Graphics/LightManager.hpp>
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#include <Nazara/Utility/IndexBuffer.hpp>
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#include <Nazara/Utility/VertexBuffer.hpp>
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@@ -21,8 +20,8 @@ class NAZARA_API NzForwardRenderTechnique : public NzAbstractRenderTechnique
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NzForwardRenderTechnique();
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~NzForwardRenderTechnique() = default;
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void Clear(const NzScene* scene) const;
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bool Draw(const NzScene* scene) const;
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void Clear(const NzScene* scene) const override;
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bool Draw(const NzScene* scene) const override;
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unsigned int GetMaxLightPassPerObject() const;
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NzAbstractRenderQueue* GetRenderQueue() override;
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@@ -36,11 +35,27 @@ class NAZARA_API NzForwardRenderTechnique : public NzAbstractRenderTechnique
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private:
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struct ShaderUniforms;
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bool ChooseLights(const NzSpheref& object, bool includeDirectionalLights = true) const;
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void DrawBasicSprites(const NzScene* scene) const;
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void DrawBillboards(const NzScene* scene) const;
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void DrawOpaqueModels(const NzScene* scene) const;
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void DrawTransparentModels(const NzScene* scene) const;
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const ShaderUniforms* GetShaderUniforms(const NzShader* shader) const;
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void SendLightUniforms(const NzShader* shader, const NzLightUniforms& uniforms, unsigned int uniformOffset, unsigned int index) const;
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static float ComputeDirectionalLightScore(const NzSpheref& object, const NzAbstractRenderQueue::DirectionalLight& light);
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static float ComputePointLightScore(const NzSpheref& object, const NzAbstractRenderQueue::PointLight& light);
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static float ComputeSpotLightScore(const NzSpheref& object, const NzAbstractRenderQueue::SpotLight& light);
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static bool IsDirectionalLightSuitable(const NzSpheref& object, const NzAbstractRenderQueue::DirectionalLight& light);
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static bool IsPointLightSuitable(const NzSpheref& object, const NzAbstractRenderQueue::PointLight& light);
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static bool IsSpotLightSuitable(const NzSpheref& object, const NzAbstractRenderQueue::SpotLight& light);
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struct LightIndex
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{
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nzLightType type;
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float score;
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unsigned int index;
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};
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struct ShaderUniforms
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{
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@@ -58,10 +73,9 @@ class NAZARA_API NzForwardRenderTechnique : public NzAbstractRenderTechnique
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};
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mutable std::unordered_map<const NzShader*, ShaderUniforms> m_shaderUniforms;
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mutable std::vector<LightIndex> m_lights;
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NzBuffer m_vertexBuffer;
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mutable NzForwardRenderQueue m_renderQueue;
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mutable NzLightManager m_directionalLights;
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mutable NzLightManager m_lights;
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NzVertexBuffer m_billboardPointBuffer;
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NzVertexBuffer m_spriteBuffer;
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unsigned int m_maxLightPassPerObject;
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@@ -72,4 +86,6 @@ class NAZARA_API NzForwardRenderTechnique : public NzAbstractRenderTechnique
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static NzVertexDeclaration s_billboardVertexDeclaration;
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};
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#include <Nazara/Graphics/ForwardRenderTechnique.inl>
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#endif // NAZARA_FORWARDRENDERTECHNIQUE_HPP
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87
include/Nazara/Graphics/ForwardRenderTechnique.inl
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87
include/Nazara/Graphics/ForwardRenderTechnique.inl
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@@ -0,0 +1,87 @@
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// Copyright (C) 2015 Jérôme Leclercq
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// This file is part of the "Nazara Engine - Graphics module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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inline void NzForwardRenderTechnique::SendLightUniforms(const NzShader* shader, const NzLightUniforms& uniforms, unsigned int uniformOffset, unsigned int index) const
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{
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if (index < m_lights.size())
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{
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const LightIndex& lightIndex = m_lights[index];
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shader->SendInteger(uniforms.locations.type + uniformOffset, lightIndex.type); //< Sends the light type
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switch (lightIndex.type)
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{
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case nzLightType_Directional:
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{
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const auto& light = m_renderQueue.directionalLights[lightIndex.index];
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shader->SendColor(uniforms.locations.color + uniformOffset, light.color);
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shader->SendVector(uniforms.locations.factors + uniformOffset, NzVector2f(light.ambientFactor, light.diffuseFactor));
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shader->SendVector(uniforms.locations.parameters1 + uniformOffset, NzVector4f(light.direction));
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break;
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}
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case nzLightType_Point:
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{
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const auto& light = m_renderQueue.pointLights[lightIndex.index];
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shader->SendColor(uniforms.locations.color + uniformOffset, light.color);
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shader->SendVector(uniforms.locations.factors + uniformOffset, NzVector2f(light.ambientFactor, light.diffuseFactor));
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shader->SendVector(uniforms.locations.parameters1 + uniformOffset, NzVector4f(light.position, light.attenuation));
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shader->SendVector(uniforms.locations.parameters2 + uniformOffset, NzVector4f(0.f, 0.f, 0.f, light.invRadius));
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break;
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}
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case nzLightType_Spot:
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{
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const auto& light = m_renderQueue.spotLights[lightIndex.index];
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shader->SendColor(uniforms.locations.color + uniformOffset, light.color);
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shader->SendVector(uniforms.locations.factors + uniformOffset, NzVector2f(light.ambientFactor, light.diffuseFactor));
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shader->SendVector(uniforms.locations.parameters1 + uniformOffset, NzVector4f(light.position, light.attenuation));
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shader->SendVector(uniforms.locations.parameters2 + uniformOffset, NzVector4f(light.direction, light.invRadius));
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shader->SendVector(uniforms.locations.parameters3 + uniformOffset, NzVector2f(light.innerAngleCosine, light.outerAngleCosine));
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break;
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}
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}
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}
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else
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shader->SendInteger(uniforms.locations.type + uniformOffset, -1); //< Disable the light in the shader
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}
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inline float NzForwardRenderTechnique::ComputeDirectionalLightScore(const NzSpheref& object, const NzAbstractRenderQueue::DirectionalLight& light)
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{
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///TODO: Compute a score depending on the light luminosity
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return 0.f;
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}
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inline float NzForwardRenderTechnique::ComputePointLightScore(const NzSpheref& object, const NzAbstractRenderQueue::PointLight& light)
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{
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///TODO: Compute a score depending on the light luminosity
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return object.SquaredDistance(light.position);
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}
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inline float NzForwardRenderTechnique::ComputeSpotLightScore(const NzSpheref& object, const NzAbstractRenderQueue::SpotLight& light)
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{
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///TODO: Compute a score depending on the light luminosity and spot direction
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return object.SquaredDistance(light.position);
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}
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inline bool NzForwardRenderTechnique::IsDirectionalLightSuitable(const NzSpheref& object, const NzAbstractRenderQueue::DirectionalLight& light)
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{
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// Directional light are always suitables
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return true;
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}
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inline bool NzForwardRenderTechnique::IsPointLightSuitable(const NzSpheref& object, const NzAbstractRenderQueue::PointLight& light)
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{
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// If the object is too far away from this point light, there is not way it could light it
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return object.SquaredDistance(light.position) <= light.radius * light.radius;
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}
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inline bool NzForwardRenderTechnique::IsSpotLightSuitable(const NzSpheref& object, const NzAbstractRenderQueue::SpotLight& light)
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{
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///TODO: Exclude spot lights based on their direction and outer angle?
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return object.SquaredDistance(light.position) <= light.radius * light.radius;
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}
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@@ -1,48 +0,0 @@
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// Copyright (C) 2015 Jérôme Leclercq
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// This file is part of the "Nazara Engine - Graphics module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#pragma once
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#ifndef NAZARA_LIGHTMANAGER_HPP
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#define NAZARA_LIGHTMANAGER_HPP
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#include <Nazara/Prerequesites.hpp>
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#include <Nazara/Math/Vector3.hpp>
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class NzLight;
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class NAZARA_API NzLightManager
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{
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public:
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NzLightManager();
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NzLightManager(const NzLight** lights, unsigned int lightCount);
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~NzLightManager() = default;
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void AddLights(const NzLight** lights, unsigned int lightCount);
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void Clear();
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unsigned int ComputeClosestLights(const NzVector3f& position, float squaredRadius, unsigned int maxResults);
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const NzLight* GetLight(unsigned int index) const;
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unsigned int GetLightCount() const;
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const NzLight* GetResult(unsigned int i) const;
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bool IsEmpty() const;
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void SetLights(const NzLight** lights, unsigned int lightCount);
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private:
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struct Light
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{
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const NzLight* light;
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unsigned int score;
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};
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std::vector<std::pair<const NzLight**, unsigned int>> m_lights;
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std::vector<Light> m_results;
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unsigned int m_lightCount;
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};
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#endif // NAZARA_LIGHTMANAGER_HPP
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