Merge remote-tracking branch 'origin/master' into Resource-Update
Conflicts: include/Nazara/Audio/Music.hpp include/Nazara/Audio/SoundBuffer.hpp include/Nazara/Core/Resource.hpp include/Nazara/Core/ResourceListener.hpp include/Nazara/Graphics/Material.hpp include/Nazara/Renderer/Context.hpp include/Nazara/Renderer/RenderBuffer.hpp include/Nazara/Renderer/Shader.hpp include/Nazara/Renderer/Texture.hpp include/Nazara/Renderer/UberShader.hpp include/Nazara/Utility/Animation.hpp include/Nazara/Utility/Buffer.hpp include/Nazara/Utility/Image.hpp include/Nazara/Utility/IndexBuffer.hpp include/Nazara/Utility/Mesh.hpp include/Nazara/Utility/SkeletalMesh.hpp include/Nazara/Utility/Skeleton.hpp include/Nazara/Utility/StaticMesh.hpp include/Nazara/Utility/SubMesh.hpp include/Nazara/Utility/VertexBuffer.hpp include/Nazara/Utility/VertexDeclaration.hpp src/Nazara/Core/Resource.cpp src/Nazara/Core/ResourceListener.cpp src/Nazara/Graphics/DeferredRenderQueue.cpp src/Nazara/Graphics/ForwardRenderQueue.cpp src/Nazara/Graphics/SkinningManager.cpp src/Nazara/Renderer/RenderTexture.cpp src/Nazara/Renderer/Renderer.cpp src/Nazara/Utility/Mesh.cpp Former-commit-id: 99b5ad26a19fe9c9f8118da7b5920bffe89f60f8
This commit is contained in:
@@ -1,30 +1,360 @@
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// Copyright (C) 2014 Jérôme Leclercq
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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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#include <Nazara/Graphics/ForwardRenderQueue.hpp>
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#include <Nazara/Graphics/AbstractViewer.hpp>
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#include <Nazara/Graphics/Light.hpp>
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#include <Nazara/Graphics/Material.hpp>
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#include <Nazara/Graphics/Model.hpp>
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#include <Nazara/Graphics/Sprite.hpp>
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#include <Nazara/Utility/SkeletalMesh.hpp>
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#include <Nazara/Utility/StaticMesh.hpp>
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#include <Nazara/Graphics/Debug.hpp>
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///TODO: Remplacer les sinus/cosinus par une lookup table (va booster les perfs d'un bon x10)
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namespace
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{
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enum ResourceType
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enum ObjectType
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{
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ResourceType_IndexBuffer,
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ResourceType_Material,
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ResourceType_VertexBuffer
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ObjectType_IndexBuffer,
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ObjectType_Material,
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ObjectType_Texture,
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ObjectType_VertexBuffer
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};
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}
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NzForwardRenderQueue::~NzForwardRenderQueue()
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void NzForwardRenderQueue::AddBillboard(const NzMaterial* material, const NzVector3f& position, const NzVector2f& size, const NzVector2f& sinCos, const NzColor& color)
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{
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Clear(true);
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auto it = billboards.find(material);
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if (it == billboards.end())
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{
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BatchedBillboardEntry entry(this, ObjectType_Material);
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entry.materialListener = material;
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it = billboards.insert(std::make_pair(material, std::move(entry))).first;
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}
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BatchedBillboardEntry& entry = it->second;
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auto& billboardVector = entry.billboards;
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billboardVector.push_back(BillboardData{color, position, size, sinCos});
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}
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void NzForwardRenderQueue::AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const NzVector2f> sizePtr, NzSparsePtr<const NzVector2f> sinCosPtr, NzSparsePtr<const NzColor> colorPtr)
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{
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///DOC: sinCosPtr et colorPtr peuvent être nuls, ils seont remplacés respectivement par Vector2f(0.f, 1.f) et Color::White
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NzVector2f defaultSinCos(0.f, 1.f); // sin(0) = 0, cos(0) = 1
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if (!sinCosPtr)
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sinCosPtr.Reset(&defaultSinCos, 0); // L'astuce ici est de mettre le stride sur zéro, rendant le pointeur immobile
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if (!colorPtr)
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colorPtr.Reset(&NzColor::White, 0); // Pareil
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auto it = billboards.find(material);
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if (it == billboards.end())
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{
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BatchedBillboardEntry entry(this, ObjectType_Material);
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entry.materialListener = material;
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it = billboards.insert(std::make_pair(material, std::move(entry))).first;
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}
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BatchedBillboardEntry& entry = it->second;
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auto& billboardVector = entry.billboards;
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unsigned int prevSize = billboardVector.size();
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billboardVector.resize(prevSize + count);
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BillboardData* billboardData = &billboardVector[prevSize];
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for (unsigned int i = 0; i < count; ++i)
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{
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billboardData->center = *positionPtr++;
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billboardData->color = *colorPtr++;
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billboardData->sinCos = *sinCosPtr++;
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billboardData->size = *sizePtr++;
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billboardData++;
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}
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}
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void NzForwardRenderQueue::AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const NzVector2f> sizePtr, NzSparsePtr<const NzVector2f> sinCosPtr, NzSparsePtr<const float> alphaPtr)
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{
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///DOC: sinCosPtr et alphaPtr peuvent être nuls, ils seont remplacés respectivement par Vector2f(0.f, 1.f) et Color::White
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NzVector2f defaultSinCos(0.f, 1.f); // sin(0) = 0, cos(0) = 1
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if (!sinCosPtr)
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sinCosPtr.Reset(&defaultSinCos, 0); // L'astuce ici est de mettre le stride sur zéro, rendant le pointeur immobile
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float defaultAlpha = 1.f;
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if (!alphaPtr)
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alphaPtr.Reset(&defaultAlpha, 0); // Pareil
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auto it = billboards.find(material);
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if (it == billboards.end())
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{
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BatchedBillboardEntry entry(this, ObjectType_Material);
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entry.materialListener = material;
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it = billboards.insert(std::make_pair(material, std::move(entry))).first;
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}
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BatchedBillboardEntry& entry = it->second;
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auto& billboardVector = entry.billboards;
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unsigned int prevSize = billboardVector.size();
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billboardVector.resize(prevSize + count);
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BillboardData* billboardData = &billboardVector[prevSize];
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for (unsigned int i = 0; i < count; ++i)
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{
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billboardData->center = *positionPtr++;
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billboardData->color = NzColor(255, 255, 255, static_cast<nzUInt8>(255.f * (*alphaPtr++)));
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billboardData->sinCos = *sinCosPtr++;
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billboardData->size = *sizePtr++;
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billboardData++;
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}
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}
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void NzForwardRenderQueue::AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const NzVector2f> sizePtr, NzSparsePtr<const float> anglePtr, NzSparsePtr<const NzColor> colorPtr)
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{
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///DOC: sinCosPtr et colorPtr peuvent être nuls, ils seont remplacés respectivement par Vector2f(0.f, 1.f) et Color::White
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float defaultRotation = 0.f;
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if (!anglePtr)
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anglePtr.Reset(&defaultRotation, 0); // L'astuce ici est de mettre le stride sur zéro, rendant le pointeur immobile
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if (!colorPtr)
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colorPtr.Reset(&NzColor::White, 0); // Pareil
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auto it = billboards.find(material);
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if (it == billboards.end())
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{
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BatchedBillboardEntry entry(this, ObjectType_Material);
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entry.materialListener = material;
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it = billboards.insert(std::make_pair(material, std::move(entry))).first;
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}
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BatchedBillboardEntry& entry = it->second;
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auto& billboardVector = entry.billboards;
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unsigned int prevSize = billboardVector.size();
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billboardVector.resize(prevSize + count);
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BillboardData* billboardData = &billboardVector[prevSize];
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for (unsigned int i = 0; i < count; ++i)
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{
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float sin = std::sin(NzToRadians(*anglePtr));
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float cos = std::cos(NzToRadians(*anglePtr));
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anglePtr++;
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billboardData->center = *positionPtr++;
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billboardData->color = *colorPtr++;
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billboardData->sinCos.Set(sin, cos);
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billboardData->size = *sizePtr++;
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billboardData++;
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}
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}
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void NzForwardRenderQueue::AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const NzVector2f> sizePtr, NzSparsePtr<const float> anglePtr, NzSparsePtr<const float> alphaPtr)
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{
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///DOC: sinCosPtr et alphaPtr peuvent être nuls, ils seont remplacés respectivement par Vector2f(0.f, 1.f) et Color::White
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float defaultRotation = 0.f;
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if (!anglePtr)
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anglePtr.Reset(&defaultRotation, 0); // L'astuce ici est de mettre le stride sur zéro, rendant le pointeur immobile
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float defaultAlpha = 1.f;
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if (!alphaPtr)
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alphaPtr.Reset(&defaultAlpha, 0); // Pareil
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auto it = billboards.find(material);
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if (it == billboards.end())
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{
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BatchedBillboardEntry entry(this, ObjectType_Material);
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entry.materialListener = material;
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it = billboards.insert(std::make_pair(material, std::move(entry))).first;
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}
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BatchedBillboardEntry& entry = it->second;
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auto& billboardVector = entry.billboards;
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unsigned int prevSize = billboardVector.size();
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billboardVector.resize(prevSize + count);
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BillboardData* billboardData = &billboardVector[prevSize];
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for (unsigned int i = 0; i < count; ++i)
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{
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float sin = std::sin(NzToRadians(*anglePtr));
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float cos = std::cos(NzToRadians(*anglePtr));
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anglePtr++;
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billboardData->center = *positionPtr++;
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billboardData->color = NzColor(255, 255, 255, static_cast<nzUInt8>(255.f * (*alphaPtr++)));
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billboardData->sinCos.Set(sin, cos);
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billboardData->size = *sizePtr++;
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billboardData++;
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}
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}
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void NzForwardRenderQueue::AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const float> sizePtr, NzSparsePtr<const NzVector2f> sinCosPtr, NzSparsePtr<const NzColor> colorPtr)
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{
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///DOC: sinCosPtr et colorPtr peuvent être nuls, ils seont remplacés respectivement par Vector2f(0.f, 1.f) et Color::White
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NzVector2f defaultSinCos(0.f, 1.f); // sin(0) = 0, cos(0) = 1
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if (!sinCosPtr)
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sinCosPtr.Reset(&defaultSinCos, 0); // L'astuce ici est de mettre le stride sur zéro, rendant le pointeur immobile
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if (!colorPtr)
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colorPtr.Reset(&NzColor::White, 0); // Pareil
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auto it = billboards.find(material);
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if (it == billboards.end())
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{
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BatchedBillboardEntry entry(this, ObjectType_Material);
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entry.materialListener = material;
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it = billboards.insert(std::make_pair(material, std::move(entry))).first;
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}
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BatchedBillboardEntry& entry = it->second;
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auto& billboardVector = entry.billboards;
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unsigned int prevSize = billboardVector.size();
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billboardVector.resize(prevSize + count);
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BillboardData* billboardData = &billboardVector[prevSize];
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for (unsigned int i = 0; i < count; ++i)
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{
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billboardData->center = *positionPtr++;
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billboardData->color = *colorPtr++;
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billboardData->sinCos = *sinCosPtr++;
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billboardData->size.Set(*sizePtr++);
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billboardData++;
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}
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}
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void NzForwardRenderQueue::AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const float> sizePtr, NzSparsePtr<const NzVector2f> sinCosPtr, NzSparsePtr<const float> alphaPtr)
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{
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///DOC: sinCosPtr et alphaPtr peuvent être nuls, ils seont remplacés respectivement par Vector2f(0.f, 1.f) et Color::White
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NzVector2f defaultSinCos(0.f, 1.f); // sin(0) = 0, cos(0) = 1
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if (!sinCosPtr)
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sinCosPtr.Reset(&defaultSinCos, 0); // L'astuce ici est de mettre le stride sur zéro, rendant le pointeur immobile
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float defaultAlpha = 1.f;
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if (!alphaPtr)
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alphaPtr.Reset(&defaultAlpha, 0); // Pareil
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auto it = billboards.find(material);
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if (it == billboards.end())
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{
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BatchedBillboardEntry entry(this, ObjectType_Material);
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entry.materialListener = material;
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it = billboards.insert(std::make_pair(material, std::move(entry))).first;
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}
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BatchedBillboardEntry& entry = it->second;
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auto& billboardVector = entry.billboards;
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unsigned int prevSize = billboardVector.size();
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billboardVector.resize(prevSize + count);
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BillboardData* billboardData = &billboardVector[prevSize];
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for (unsigned int i = 0; i < count; ++i)
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{
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billboardData->center = *positionPtr++;
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billboardData->color = NzColor(255, 255, 255, static_cast<nzUInt8>(255.f * (*alphaPtr++)));
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billboardData->sinCos = *sinCosPtr++;
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billboardData->size.Set(*sizePtr++);
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billboardData++;
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}
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}
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void NzForwardRenderQueue::AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const float> sizePtr, NzSparsePtr<const float> anglePtr, NzSparsePtr<const NzColor> colorPtr)
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{
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///DOC: sinCosPtr et colorPtr peuvent être nuls, ils seont remplacés respectivement par Vector2f(0.f, 1.f) et Color::White
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float defaultRotation = 0.f;
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if (!anglePtr)
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anglePtr.Reset(&defaultRotation, 0); // L'astuce ici est de mettre le stride sur zéro, rendant le pointeur immobile
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if (!colorPtr)
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colorPtr.Reset(&NzColor::White, 0); // Pareil
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auto it = billboards.find(material);
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if (it == billboards.end())
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{
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BatchedBillboardEntry entry(this, ObjectType_Material);
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entry.materialListener = material;
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it = billboards.insert(std::make_pair(material, std::move(entry))).first;
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}
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BatchedBillboardEntry& entry = it->second;
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auto& billboardVector = entry.billboards;
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unsigned int prevSize = billboardVector.size();
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billboardVector.resize(prevSize + count);
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BillboardData* billboardData = &billboardVector[prevSize];
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for (unsigned int i = 0; i < count; ++i)
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{
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float sin = std::sin(NzToRadians(*anglePtr));
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float cos = std::cos(NzToRadians(*anglePtr));
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anglePtr++;
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billboardData->center = *positionPtr++;
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billboardData->color = *colorPtr++;
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billboardData->sinCos.Set(sin, cos);
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billboardData->size.Set(*sizePtr++);
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billboardData++;
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}
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}
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void NzForwardRenderQueue::AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const float> sizePtr, NzSparsePtr<const float> anglePtr, NzSparsePtr<const float> alphaPtr)
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{
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///DOC: sinCosPtr et alphaPtr peuvent être nuls, ils seont remplacés respectivement par Vector2f(0.f, 1.f) et Color::White
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float defaultRotation = 0.f;
|
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if (!anglePtr)
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anglePtr.Reset(&defaultRotation, 0); // L'astuce ici est de mettre le stride sur zéro, rendant le pointeur immobile
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float defaultAlpha = 1.f;
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if (!alphaPtr)
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alphaPtr.Reset(&defaultAlpha, 0); // Pareil
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auto it = billboards.find(material);
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if (it == billboards.end())
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{
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BatchedBillboardEntry entry(this, ObjectType_Material);
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entry.materialListener = material;
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it = billboards.insert(std::make_pair(material, std::move(entry))).first;
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}
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BatchedBillboardEntry& entry = it->second;
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auto& billboardVector = entry.billboards;
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unsigned int prevSize = billboardVector.size();
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billboardVector.resize(prevSize + count);
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BillboardData* billboardData = &billboardVector[prevSize];
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for (unsigned int i = 0; i < count; ++i)
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{
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float sin = std::sin(NzToRadians(*anglePtr));
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float cos = std::cos(NzToRadians(*anglePtr));
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anglePtr++;
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billboardData->center = *positionPtr++;
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billboardData->color = NzColor(255, 255, 255, static_cast<nzUInt8>(255.f * (*alphaPtr++)));
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billboardData->sinCos.Set(sin, cos);
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billboardData->size.Set(*sizePtr++);
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billboardData++;
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}
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}
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void NzForwardRenderQueue::AddDrawable(const NzDrawable* drawable)
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@@ -72,72 +402,81 @@ void NzForwardRenderQueue::AddMesh(const NzMaterial* material, const NzMeshData&
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{
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if (material->IsEnabled(nzRendererParameter_Blend))
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{
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// Le matériau est transparent, nous devons rendre ce mesh d'une autre façon (après le rendu des objets opaques et en les triant)
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||||
unsigned int index = transparentModelData.size();
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transparentModelData.resize(index+1);
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TransparentModelData& data = transparentModelData.back();
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data.boundingSphere = NzSpheref(transformMatrix.GetTranslation() + meshAABB.GetCenter(), meshAABB.GetSquaredRadius());
|
||||
data.material = material;
|
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data.meshData = meshData;
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||||
data.squaredBoundingSphere = NzSpheref(transformMatrix.GetTranslation() + meshAABB.GetCenter(), meshAABB.GetSquaredRadius());
|
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data.transformMatrix = transformMatrix;
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||||
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||||
transparentModels.push_back(index);
|
||||
}
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||||
else
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||||
{
|
||||
ModelBatches::iterator it = opaqueModels.find(material);
|
||||
auto it = opaqueModels.find(material);
|
||||
if (it == opaqueModels.end())
|
||||
{
|
||||
it = opaqueModels.insert(std::make_pair(material, ModelBatches::mapped_type())).first;
|
||||
material->AddObjectListener(this, ResourceType_Material);
|
||||
BatchedModelEntry entry(this, ObjectType_Material);
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||||
entry.materialListener = material;
|
||||
|
||||
it = opaqueModels.insert(std::make_pair(material, std::move(entry))).first;
|
||||
}
|
||||
|
||||
bool& used = std::get<0>(it->second);
|
||||
bool& enableInstancing = std::get<1>(it->second);
|
||||
MeshInstanceContainer& meshMap = std::get<2>(it->second);
|
||||
BatchedModelEntry& entry = it->second;
|
||||
entry.enabled = true;
|
||||
|
||||
used = true;
|
||||
auto& meshMap = entry.meshMap;
|
||||
|
||||
MeshInstanceContainer::iterator it2 = meshMap.find(meshData);
|
||||
auto it2 = meshMap.find(meshData);
|
||||
if (it2 == meshMap.end())
|
||||
{
|
||||
it2 = meshMap.insert(std::make_pair(meshData, MeshInstanceContainer::mapped_type())).first;
|
||||
MeshInstanceEntry instanceEntry(this, ObjectType_IndexBuffer, ObjectType_VertexBuffer);
|
||||
instanceEntry.indexBufferListener = meshData.indexBuffer;
|
||||
instanceEntry.squaredBoundingSphere = meshAABB.GetSquaredBoundingSphere();
|
||||
instanceEntry.vertexBufferListener = meshData.vertexBuffer;
|
||||
|
||||
NzSpheref& squaredBoundingSphere = it2->second.first;
|
||||
squaredBoundingSphere.Set(meshAABB.GetSquaredBoundingSphere());
|
||||
|
||||
if (meshData.indexBuffer)
|
||||
meshData.indexBuffer->AddObjectListener(this, ResourceType_IndexBuffer);
|
||||
|
||||
meshData.vertexBuffer->AddObjectListener(this, ResourceType_VertexBuffer);
|
||||
it2 = meshMap.insert(std::make_pair(meshData, std::move(instanceEntry))).first;
|
||||
}
|
||||
|
||||
std::vector<NzMatrix4f>& instances = it2->second.second;
|
||||
std::vector<NzMatrix4f>& instances = it2->second.instances;
|
||||
instances.push_back(transformMatrix);
|
||||
|
||||
// Avons-nous suffisamment d'instances pour que le coût d'utilisation de l'instancing soit payé ?
|
||||
if (instances.size() >= NAZARA_GRAPHICS_INSTANCING_MIN_INSTANCES_COUNT)
|
||||
enableInstancing = true; // Apparemment oui, activons l'instancing avec ce matériau
|
||||
entry.instancingEnabled = true; // Apparemment oui, activons l'instancing avec ce matériau
|
||||
}
|
||||
}
|
||||
|
||||
void NzForwardRenderQueue::AddSprite(const NzSprite* sprite)
|
||||
void NzForwardRenderQueue::AddSprites(const NzMaterial* material, const NzVertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const NzTexture* overlay)
|
||||
{
|
||||
#if NAZARA_GRAPHICS_SAFE
|
||||
if (!sprite)
|
||||
auto matIt = basicSprites.find(material);
|
||||
if (matIt == basicSprites.end())
|
||||
{
|
||||
NazaraError("Invalid sprite");
|
||||
return;
|
||||
BatchedBasicSpriteEntry entry(this, ObjectType_Material);
|
||||
entry.materialListener = material;
|
||||
|
||||
matIt = basicSprites.insert(std::make_pair(material, std::move(entry))).first;
|
||||
}
|
||||
|
||||
if (!sprite->IsDrawable())
|
||||
{
|
||||
NazaraError("Sprite is not drawable");
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
BatchedBasicSpriteEntry& entry = matIt->second;
|
||||
entry.enabled = true;
|
||||
|
||||
sprites[sprite->GetMaterial()].push_back(sprite);
|
||||
auto& overlayMap = entry.overlayMap;
|
||||
|
||||
auto overlayIt = overlayMap.find(overlay);
|
||||
if (overlayIt == overlayMap.end())
|
||||
{
|
||||
BatchedSpriteEntry overlayEntry(this, ObjectType_Texture);
|
||||
overlayEntry.textureListener = overlay;
|
||||
|
||||
overlayIt = overlayMap.insert(std::make_pair(overlay, std::move(overlayEntry))).first;
|
||||
}
|
||||
|
||||
auto& spriteVector = overlayIt->second.spriteChains;
|
||||
spriteVector.push_back(SpriteChain_XYZ_Color_UV({vertices, spriteCount}));
|
||||
}
|
||||
|
||||
void NzForwardRenderQueue::Clear(bool fully)
|
||||
@@ -150,53 +489,55 @@ void NzForwardRenderQueue::Clear(bool fully)
|
||||
|
||||
if (fully)
|
||||
{
|
||||
for (auto& matIt : opaqueModels)
|
||||
{
|
||||
const NzMaterial* material = matIt.first;
|
||||
material->RemoveObjectListener(this);
|
||||
|
||||
MeshInstanceContainer& instances = std::get<2>(matIt.second);
|
||||
for (auto& instanceIt : instances)
|
||||
{
|
||||
const NzMeshData& renderData = instanceIt.first;
|
||||
|
||||
if (renderData.indexBuffer)
|
||||
renderData.indexBuffer->RemoveObjectListener(this);
|
||||
|
||||
renderData.vertexBuffer->RemoveObjectListener(this);
|
||||
}
|
||||
}
|
||||
basicSprites.clear();
|
||||
billboards.clear();
|
||||
opaqueModels.clear();
|
||||
sprites.clear();
|
||||
}
|
||||
}
|
||||
|
||||
void NzForwardRenderQueue::Sort(const NzAbstractViewer* viewer)
|
||||
{
|
||||
NzPlanef nearPlane = viewer->GetFrustum().GetPlane(nzFrustumPlane_Near);
|
||||
NzVector3f viewerPos = viewer->GetEyePosition();
|
||||
NzVector3f viewerNormal = viewer->GetForward();
|
||||
|
||||
std::sort(transparentModels.begin(), transparentModels.end(), [this, &nearPlane, &viewerNormal](unsigned int index1, unsigned int index2)
|
||||
{
|
||||
const NzSpheref& sphere1 = transparentModelData[index1].boundingSphere;
|
||||
const NzSpheref& sphere2 = transparentModelData[index2].boundingSphere;
|
||||
const NzSpheref& sphere1 = transparentModelData[index1].squaredBoundingSphere;
|
||||
const NzSpheref& sphere2 = transparentModelData[index2].squaredBoundingSphere;
|
||||
|
||||
NzVector3f position1 = sphere1.GetNegativeVertex(viewerNormal);
|
||||
NzVector3f position2 = sphere2.GetNegativeVertex(viewerNormal);
|
||||
|
||||
return nearPlane.Distance(position1) > nearPlane.Distance(position2);
|
||||
});
|
||||
|
||||
for (auto& pair : billboards)
|
||||
{
|
||||
const NzMaterial* mat = pair.first;
|
||||
|
||||
if (mat->IsDepthSortingEnabled())
|
||||
{
|
||||
BatchedBillboardEntry& entry = pair.second;
|
||||
auto& billboardVector = entry.billboards;
|
||||
|
||||
std::sort(billboardVector.begin(), billboardVector.end(), [&viewerPos](const BillboardData& data1, const BillboardData& data2)
|
||||
{
|
||||
return viewerPos.SquaredDistance(data1.center) > viewerPos.SquaredDistance(data2.center);
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool NzForwardRenderQueue::OnObjectDestroy(const NzRefCounted* object, int index)
|
||||
{
|
||||
switch (index)
|
||||
{
|
||||
case ResourceType_IndexBuffer:
|
||||
case ObjectType_IndexBuffer:
|
||||
{
|
||||
for (auto& modelPair : opaqueModels)
|
||||
{
|
||||
MeshInstanceContainer& meshes = std::get<2>(modelPair.second);
|
||||
MeshInstanceContainer& meshes = modelPair.second.meshMap;
|
||||
for (auto it = meshes.begin(); it != meshes.end();)
|
||||
{
|
||||
const NzMeshData& renderData = it->first;
|
||||
@@ -209,15 +550,21 @@ bool NzForwardRenderQueue::OnObjectDestroy(const NzRefCounted* object, int index
|
||||
break;
|
||||
}
|
||||
|
||||
case ResourceType_Material:
|
||||
opaqueModels.erase(static_cast<const NzMaterial*>(object));
|
||||
break;
|
||||
case ObjectType_Material:
|
||||
{
|
||||
const NzMaterial* material = static_cast<const NzMaterial*>(object);
|
||||
|
||||
case ResourceType_VertexBuffer:
|
||||
basicSprites.erase(material);
|
||||
billboards.erase(material);
|
||||
opaqueModels.erase(material);
|
||||
break;
|
||||
}
|
||||
|
||||
case ObjectType_VertexBuffer:
|
||||
{
|
||||
for (auto& modelPair : opaqueModels)
|
||||
{
|
||||
MeshInstanceContainer& meshes = std::get<2>(modelPair.second);
|
||||
MeshInstanceContainer& meshes = modelPair.second.meshMap;
|
||||
for (auto it = meshes.begin(); it != meshes.end();)
|
||||
{
|
||||
const NzMeshData& renderData = it->first;
|
||||
@@ -241,11 +588,11 @@ void NzForwardRenderQueue::OnObjectReleased(const NzRefCounted* object, int inde
|
||||
|
||||
switch (index)
|
||||
{
|
||||
case ResourceType_IndexBuffer:
|
||||
case ObjectType_IndexBuffer:
|
||||
{
|
||||
for (auto& modelPair : opaqueModels)
|
||||
{
|
||||
MeshInstanceContainer& meshes = std::get<2>(modelPair.second);
|
||||
MeshInstanceContainer& meshes = modelPair.second.meshMap;
|
||||
for (auto it = meshes.begin(); it != meshes.end();)
|
||||
{
|
||||
const NzMeshData& renderData = it->first;
|
||||
@@ -258,8 +605,26 @@ void NzForwardRenderQueue::OnObjectReleased(const NzRefCounted* object, int inde
|
||||
break;
|
||||
}
|
||||
|
||||
case ResourceType_Material:
|
||||
case ObjectType_Material:
|
||||
{
|
||||
for (auto it = basicSprites.begin(); it != basicSprites.end(); ++it)
|
||||
{
|
||||
if (it->first == object)
|
||||
{
|
||||
basicSprites.erase(it);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
for (auto it = billboards.begin(); it != billboards.end(); ++it)
|
||||
{
|
||||
if (it->first == object)
|
||||
{
|
||||
billboards.erase(it);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
for (auto it = opaqueModels.begin(); it != opaqueModels.end(); ++it)
|
||||
{
|
||||
if (it->first == object)
|
||||
@@ -268,14 +633,33 @@ void NzForwardRenderQueue::OnObjectReleased(const NzRefCounted* object, int inde
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
case ResourceType_VertexBuffer:
|
||||
case ObjectType_Texture:
|
||||
{
|
||||
for (auto matIt = basicSprites.begin(); matIt != basicSprites.end(); ++matIt)
|
||||
{
|
||||
auto& overlayMap = matIt->second.overlayMap;
|
||||
for (auto overlayIt = overlayMap.begin(); overlayIt != overlayMap.end(); ++overlayIt)
|
||||
{
|
||||
if (overlayIt->first == object)
|
||||
{
|
||||
overlayMap.erase(overlayIt);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
case ObjectType_VertexBuffer:
|
||||
{
|
||||
for (auto& modelPair : opaqueModels)
|
||||
{
|
||||
MeshInstanceContainer& meshes = std::get<2>(modelPair.second);
|
||||
MeshInstanceContainer& meshes = modelPair.second.meshMap;
|
||||
for (auto it = meshes.begin(); it != meshes.end();)
|
||||
{
|
||||
const NzMeshData& renderData = it->first;
|
||||
@@ -290,6 +674,26 @@ void NzForwardRenderQueue::OnObjectReleased(const NzRefCounted* object, int inde
|
||||
}
|
||||
}
|
||||
|
||||
bool NzForwardRenderQueue::BatchedBillboardComparator::operator()(const NzMaterial* mat1, const NzMaterial* mat2)
|
||||
{
|
||||
const NzUberShader* uberShader1 = mat1->GetShader();
|
||||
const NzUberShader* uberShader2 = mat2->GetShader();
|
||||
if (uberShader1 != uberShader2)
|
||||
return uberShader1 < uberShader2;
|
||||
|
||||
const NzShader* shader1 = mat1->GetShaderInstance(nzShaderFlags_Billboard | nzShaderFlags_VertexColor)->GetShader();
|
||||
const NzShader* shader2 = mat2->GetShaderInstance(nzShaderFlags_Billboard | nzShaderFlags_VertexColor)->GetShader();
|
||||
if (shader1 != shader2)
|
||||
return shader1 < shader2;
|
||||
|
||||
const NzTexture* diffuseMap1 = mat1->GetDiffuseMap();
|
||||
const NzTexture* diffuseMap2 = mat2->GetDiffuseMap();
|
||||
if (diffuseMap1 != diffuseMap2)
|
||||
return diffuseMap1 < diffuseMap2;
|
||||
|
||||
return mat1 < mat2;
|
||||
}
|
||||
|
||||
bool NzForwardRenderQueue::BatchedModelMaterialComparator::operator()(const NzMaterial* mat1, const NzMaterial* mat2)
|
||||
{
|
||||
const NzUberShader* uberShader1 = mat1->GetShader();
|
||||
@@ -299,7 +703,6 @@ bool NzForwardRenderQueue::BatchedModelMaterialComparator::operator()(const NzMa
|
||||
|
||||
const NzShader* shader1 = mat1->GetShaderInstance()->GetShader();
|
||||
const NzShader* shader2 = mat2->GetShaderInstance()->GetShader();
|
||||
|
||||
if (shader1 != shader2)
|
||||
return shader1 < shader2;
|
||||
|
||||
@@ -320,7 +723,6 @@ bool NzForwardRenderQueue::BatchedSpriteMaterialComparator::operator()(const NzM
|
||||
|
||||
const NzShader* shader1 = mat1->GetShaderInstance()->GetShader();
|
||||
const NzShader* shader2 = mat2->GetShaderInstance()->GetShader();
|
||||
|
||||
if (shader1 != shader2)
|
||||
return shader1 < shader2;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user