Graphics: Make Background/RenderTechnique independent from Scene

Former-commit-id: d588a3bb74b08d79990a278ad2e399e9797755b4
This commit is contained in:
Lynix 2015-06-09 00:26:13 +02:00
parent e97cc666a1
commit 6f2f8d6390
32 changed files with 124 additions and 86 deletions

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@ -3,7 +3,7 @@
// For conditions of distribution and use, see copyright notice in Prerequesites.hpp
#include <NDK/Systems/RenderSystem.hpp>
#include <Nazara/Graphics/Scene.hpp>
#include <Nazara/Graphics/ColorBackground.hpp>
#include <NDK/Components/CameraComponent.hpp>
#include <NDK/Components/GraphicsComponent.hpp>
#include <NDK/Components/NodeComponent.hpp>
@ -21,9 +21,6 @@ namespace Ndk
CameraComponent& camComponent = camera->GetComponent<CameraComponent>();
camComponent.ApplyView();
NzScene dummyScene;
dummyScene.SetViewer(camComponent);
NzAbstractRenderQueue* renderQueue = m_renderTechnique.GetRenderQueue();
renderQueue->Clear();
@ -35,7 +32,13 @@ namespace Ndk
graphicsComponent.AddToRenderQueue(renderQueue, drawableNode.GetTransformMatrix());
}
m_renderTechnique.Draw(&dummyScene);
NzColorBackground background;
NzSceneData sceneData;
sceneData.ambientColor = NzColor(25, 25, 25);
sceneData.background = &background;
m_renderTechnique.Draw(&camComponent, sceneData);
}
}

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@ -10,7 +10,7 @@
#include <Nazara/Prerequesites.hpp>
#include <Nazara/Graphics/Enums.hpp>
class NzScene;
class NzAbstractViewer;
class NAZARA_API NzAbstractBackground
{
@ -18,7 +18,7 @@ class NAZARA_API NzAbstractBackground
NzAbstractBackground() = default;
virtual ~NzAbstractBackground();
virtual void Draw(const NzScene* scene) const = 0;
virtual void Draw(const NzAbstractViewer* viewer) const = 0;
virtual nzBackgroundType GetBackgroundType() const = 0;
};

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@ -8,13 +8,16 @@
#define NAZARA_ABSTRACTRENDERTECHNIQUE_HPP
#include <Nazara/Prerequesites.hpp>
#include <Nazara/Core/Color.hpp>
#include <Nazara/Core/NonCopyable.hpp>
#include <Nazara/Core/String.hpp>
#include <Nazara/Graphics/AbstractRenderQueue.hpp>
#include <Nazara/Graphics/Enums.hpp>
#include <Nazara/Graphics/SceneData.hpp>
class NzAbstractViewer;
class NzBackground;
class NzScene;
struct SceneData;
class NAZARA_API NzAbstractRenderTechnique : NzNonCopyable
{
@ -22,7 +25,7 @@ class NAZARA_API NzAbstractRenderTechnique : NzNonCopyable
NzAbstractRenderTechnique();
virtual ~NzAbstractRenderTechnique();
virtual bool Draw(const NzScene* scene) const = 0;
virtual bool Draw(const NzAbstractViewer* viewer, const NzSceneData& sceneData) const = 0;
virtual void EnableInstancing(bool instancing);

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@ -17,7 +17,7 @@ class NAZARA_API NzColorBackground : public NzAbstractBackground
public:
NzColorBackground(const NzColor& color = NzColor::Black);
void Draw(const NzScene* scene) const;
void Draw(const NzAbstractViewer* viewer) const;
nzBackgroundType GetBackgroundType() const;
NzColor GetColor() const;

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@ -27,7 +27,7 @@ class NAZARA_API NzDeferredBloomPass : public NzDeferredRenderPass
float GetBrightThreshold() const;
NzTexture* GetTexture(unsigned int i) const;
bool Process(const NzScene* scene, unsigned int firstWorkTexture, unsigned secondWorkTexture) const;
bool Process(const NzAbstractViewer* viewer, const NzSceneData& sceneData, unsigned int firstWorkTexture, unsigned secondWorkTexture) const;
bool Resize(const NzVector2ui& dimensions);
void SetBlurPassCount(unsigned int passCount);

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@ -21,7 +21,7 @@ class NAZARA_API NzDeferredDOFPass : public NzDeferredRenderPass
NzDeferredDOFPass();
virtual ~NzDeferredDOFPass();
bool Process(const NzScene* scene, unsigned int firstWorkTexture, unsigned secondWorkTexture) const;
bool Process(const NzAbstractViewer* viewer, const NzSceneData& sceneData, unsigned int firstWorkTexture, unsigned secondWorkTexture) const;
bool Resize(const NzVector2ui& dimensions);
protected:

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@ -19,7 +19,7 @@ class NAZARA_API NzDeferredFXAAPass : public NzDeferredRenderPass
NzDeferredFXAAPass();
virtual ~NzDeferredFXAAPass();
bool Process(const NzScene* scene, unsigned int firstWorkTexture, unsigned secondWorkTexture) const;
bool Process(const NzAbstractViewer* viewer, const NzSceneData& sceneData, unsigned int firstWorkTexture, unsigned secondWorkTexture) const;
protected:
NzRenderStates m_states;

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@ -19,7 +19,7 @@ class NAZARA_API NzDeferredFinalPass : public NzDeferredRenderPass
NzDeferredFinalPass();
virtual ~NzDeferredFinalPass();
bool Process(const NzScene* scene, unsigned int firstWorkTexture, unsigned secondWorkTexture) const;
bool Process(const NzAbstractViewer* viewer, const NzSceneData& sceneData, unsigned int firstWorkTexture, unsigned secondWorkTexture) const;
protected:
NzRenderStates m_states;

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@ -19,7 +19,7 @@ class NAZARA_API NzDeferredFogPass : public NzDeferredRenderPass
NzDeferredFogPass();
virtual ~NzDeferredFogPass();
bool Process(const NzScene* scene, unsigned int firstWorkTexture, unsigned secondWorkTexture) const;
bool Process(const NzAbstractViewer* viewer, const NzSceneData& sceneData, unsigned int firstWorkTexture, unsigned secondWorkTexture) const;
protected:
NzRenderStates m_states;

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@ -19,7 +19,7 @@ class NAZARA_API NzDeferredForwardPass : public NzDeferredRenderPass
virtual ~NzDeferredForwardPass();
void Initialize(NzDeferredRenderTechnique* technique);
bool Process(const NzScene* scene, unsigned int workTexture, unsigned sceneTexture) const;
bool Process(const NzAbstractViewer* viewer, const NzSceneData& sceneData, unsigned int workTexture, unsigned sceneTexture) const;
protected:
const NzForwardRenderTechnique* m_forwardTechnique;

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@ -18,7 +18,7 @@ class NAZARA_API NzDeferredGeometryPass : public NzDeferredRenderPass
NzDeferredGeometryPass();
virtual ~NzDeferredGeometryPass();
bool Process(const NzScene* scene, unsigned int firstWorkTexture, unsigned secondWorkTexture) const;
bool Process(const NzAbstractViewer* viewer, const NzSceneData& sceneData, unsigned int firstWorkTexture, unsigned secondWorkTexture) const;
bool Resize(const NzVector2ui& dimensions);
protected:

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@ -26,7 +26,7 @@ class NAZARA_API NzDeferredPhongLightingPass : public NzDeferredRenderPass
bool IsLightMeshesDrawingEnabled() const;
bool Process(const NzScene* scene, unsigned int firstWorkTexture, unsigned secondWorkTexture) const;
bool Process(const NzAbstractViewer* viewer, const NzSceneData& sceneData, unsigned int firstWorkTexture, unsigned secondWorkTexture) const;
protected:
NzLightUniforms m_directionalLightUniforms;

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@ -9,8 +9,10 @@
#include <Nazara/Prerequesites.hpp>
#include <Nazara/Graphics/Enums.hpp>
#include <Nazara/Graphics/SceneData.hpp>
#include <Nazara/Math/Vector2.hpp>
class NzAbstractViewer;
class NzDeferredRenderTechnique;
class NzDeferredRenderQueue;
class NzRenderBuffer;
@ -32,7 +34,7 @@ class NAZARA_API NzDeferredRenderPass
bool IsEnabled() const;
virtual bool Process(const NzScene* scene, unsigned int workTexture, unsigned sceneTexture) const = 0;
virtual bool Process(const NzAbstractViewer* viewer, const NzSceneData& sceneData, unsigned int workTexture, unsigned sceneTexture) const = 0;
virtual bool Resize(const NzVector2ui& GBufferSize);
protected:

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@ -30,7 +30,7 @@ class NAZARA_API NzDeferredRenderTechnique : public NzAbstractRenderTechnique
NzDeferredRenderTechnique();
~NzDeferredRenderTechnique();
bool Draw(const NzScene* scene) const override;
bool Draw(const NzAbstractViewer* viewer, const NzSceneData& sceneData) const override;
void EnablePass(nzRenderPassType renderPass, int position, bool enable);

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@ -21,7 +21,7 @@ class NAZARA_API NzForwardRenderTechnique : public NzAbstractRenderTechnique
NzForwardRenderTechnique();
~NzForwardRenderTechnique() = default;
bool Draw(const NzScene* scene) const override;
bool Draw(const NzAbstractViewer* viewer, const NzSceneData& sceneData) const override;
unsigned int GetMaxLightPassPerObject() const;
NzAbstractRenderQueue* GetRenderQueue() override;
@ -36,10 +36,10 @@ class NAZARA_API NzForwardRenderTechnique : public NzAbstractRenderTechnique
struct ShaderUniforms;
bool ChooseLights(const NzSpheref& object, bool includeDirectionalLights = true) const;
void DrawBasicSprites(const NzScene* scene) const;
void DrawBillboards(const NzScene* scene) const;
void DrawOpaqueModels(const NzScene* scene) const;
void DrawTransparentModels(const NzScene* scene) const;
void DrawBasicSprites(const NzAbstractViewer* viewer, const NzSceneData& sceneData) const;
void DrawBillboards(const NzAbstractViewer* viewer, const NzSceneData& sceneData) const;
void DrawOpaqueModels(const NzAbstractViewer* viewer, const NzSceneData& sceneData) const;
void DrawTransparentModels(const NzAbstractViewer* viewer, const NzSceneData& sceneData) const;
const ShaderUniforms* GetShaderUniforms(const NzShader* shader) const;
void OnShaderInvalidated(const NzShader* shader) const;
void SendLightUniforms(const NzShader* shader, const NzLightUniforms& uniforms, unsigned int uniformOffset, unsigned int index) const;

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@ -0,0 +1,20 @@
// Copyright (C) 2015 Jérôme Leclercq
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef NAZARA_SCENEDATA_HPP
#define NAZARA_SCENEDATA_HPP
#include <Nazara/Core/Color.hpp>
class NzAbstractBackground;
struct NzSceneData
{
NzColor ambientColor;
NzAbstractBackground* background;
};
#endif // NAZARA_SCENEDATA_HPP

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@ -22,7 +22,7 @@ class NAZARA_API NzSkyboxBackground : public NzAbstractBackground
NzSkyboxBackground(NzTexture* cubemapTexture);
~NzSkyboxBackground();
void Draw(const NzScene* scene) const;
void Draw(const NzAbstractViewer* viewer) const;
nzBackgroundType GetBackgroundType() const;
NzTexture* GetTexture() const;

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@ -18,7 +18,7 @@ class NAZARA_API NzTextureBackground : public NzAbstractBackground
NzTextureBackground();
NzTextureBackground(NzTexture* texture);
void Draw(const NzScene* scene) const;
void Draw(const NzAbstractViewer* viewer) const;
nzBackgroundType GetBackgroundType() const;
NzTexture* GetTexture() const;

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@ -36,9 +36,9 @@ m_color(color)
m_vertexDepthUniform = shader->GetUniformLocation("VertexDepth");
}
void NzColorBackground::Draw(const NzScene* scene) const
void NzColorBackground::Draw(const NzAbstractViewer* viewer) const
{
NazaraUnused(scene);
NazaraUnused(viewer);
static NzRenderStates states(BuildRenderStates());

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@ -63,9 +63,10 @@ NzTexture* NzDeferredBloomPass::GetTexture(unsigned int i) const
return m_bloomTextures[i];
}
bool NzDeferredBloomPass::Process(const NzScene* scene, unsigned int firstWorkTexture, unsigned secondWorkTexture) const
bool NzDeferredBloomPass::Process(const NzAbstractViewer* viewer, const NzSceneData& sceneData, unsigned int firstWorkTexture, unsigned secondWorkTexture) const
{
NazaraUnused(scene);
NazaraUnused(viewer);
NazaraUnused(sceneData);
NzRenderer::SetRenderStates(m_bloomStates);
NzRenderer::SetTextureSampler(0, m_bilinearSampler);

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@ -117,9 +117,10 @@ NzDeferredDOFPass::NzDeferredDOFPass()
NzDeferredDOFPass::~NzDeferredDOFPass() = default;
bool NzDeferredDOFPass::Process(const NzScene* scene, unsigned int firstWorkTexture, unsigned secondWorkTexture) const
bool NzDeferredDOFPass::Process(const NzAbstractViewer* viewer, const NzSceneData& sceneData, unsigned int firstWorkTexture, unsigned secondWorkTexture) const
{
NazaraUnused(scene);
NazaraUnused(viewer);
NazaraUnused(sceneData);
NzRenderer::SetTextureSampler(0, m_pointSampler);
NzRenderer::SetTextureSampler(1, m_bilinearSampler);

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@ -21,9 +21,10 @@ NzDeferredFXAAPass::NzDeferredFXAAPass()
NzDeferredFXAAPass::~NzDeferredFXAAPass() = default;
bool NzDeferredFXAAPass::Process(const NzScene* scene, unsigned int firstWorkTexture, unsigned secondWorkTexture) const
bool NzDeferredFXAAPass::Process(const NzAbstractViewer* viewer, const NzSceneData& sceneData, unsigned int firstWorkTexture, unsigned secondWorkTexture) const
{
NazaraUnused(scene);
NazaraUnused(viewer);
NazaraUnused(sceneData);
m_workRTT->SetColorTarget(firstWorkTexture);
NzRenderer::SetTarget(m_workRTT);

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@ -33,11 +33,13 @@ NzDeferredFinalPass::NzDeferredFinalPass()
NzDeferredFinalPass::~NzDeferredFinalPass() = default;
bool NzDeferredFinalPass::Process(const NzScene* scene, unsigned int firstWorkTexture, unsigned secondWorkTexture) const
bool NzDeferredFinalPass::Process(const NzAbstractViewer* viewer, const NzSceneData& sceneData, unsigned int firstWorkTexture, unsigned secondWorkTexture) const
{
NazaraUnused(viewer);
NazaraUnused(sceneData);
NazaraUnused(firstWorkTexture);
scene->GetViewer()->ApplyView();
viewer->ApplyView();
NzRenderer::SetRenderStates(m_states);
NzRenderer::SetTexture(0, m_workTextures[secondWorkTexture]);

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@ -130,14 +130,16 @@ NzDeferredFogPass::NzDeferredFogPass()
NzDeferredFogPass::~NzDeferredFogPass() = default;
bool NzDeferredFogPass::Process(const NzScene* scene, unsigned int firstWorkTexture, unsigned secondWorkTexture) const
bool NzDeferredFogPass::Process(const NzAbstractViewer* viewer, const NzSceneData& sceneData, unsigned int firstWorkTexture, unsigned secondWorkTexture) const
{
NazaraUnused(sceneData);
m_workRTT->SetColorTarget(firstWorkTexture);
NzRenderer::SetTarget(m_workRTT);
NzRenderer::SetViewport(NzRecti(0, 0, m_dimensions.x, m_dimensions.y));
NzRenderer::SetShader(m_shader);
m_shader->SendVector(m_shaderEyePositionLocation, scene->GetViewer()->GetEyePosition());
m_shader->SendVector(m_shaderEyePositionLocation, viewer->GetEyePosition());
NzRenderer::SetRenderStates(m_states);
NzRenderer::SetTexture(0, m_workTextures[secondWorkTexture]);

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@ -21,24 +21,22 @@ void NzDeferredForwardPass::Initialize(NzDeferredRenderTechnique* technique)
m_forwardTechnique = technique->GetForwardTechnique();
}
bool NzDeferredForwardPass::Process(const NzScene* scene, unsigned int workTexture, unsigned sceneTexture) const
bool NzDeferredForwardPass::Process(const NzAbstractViewer* viewer, const NzSceneData& sceneData, unsigned int workTexture, unsigned sceneTexture) const
{
NazaraUnused(sceneData);
NazaraUnused(workTexture);
m_workRTT->SetColorTarget(sceneTexture);
NzRenderer::SetTarget(m_workRTT);
NzRenderer::SetViewport(NzRecti(0, 0, m_dimensions.x, m_dimensions.y));
NzAbstractBackground* background = (scene->IsBackgroundEnabled()) ? scene->GetBackground() : nullptr;
if (background)
background->Draw(scene);
NzAbstractViewer* viewer = scene->GetViewer();
if (sceneData.background)
sceneData.background->Draw(viewer);
NzRenderer::SetMatrix(nzMatrixType_Projection, viewer->GetProjectionMatrix());
NzRenderer::SetMatrix(nzMatrixType_View, viewer->GetViewMatrix());
m_forwardTechnique->Draw(scene);
m_forwardTechnique->Draw(viewer, sceneData);
return false;
}

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@ -29,12 +29,11 @@ NzDeferredGeometryPass::NzDeferredGeometryPass()
NzDeferredGeometryPass::~NzDeferredGeometryPass() = default;
bool NzDeferredGeometryPass::Process(const NzScene* scene, unsigned int firstWorkTexture, unsigned secondWorkTexture) const
bool NzDeferredGeometryPass::Process(const NzAbstractViewer* viewer, const NzSceneData& sceneData, unsigned int firstWorkTexture, unsigned secondWorkTexture) const
{
NazaraUnused(firstWorkTexture);
NazaraUnused(secondWorkTexture);
NzAbstractViewer* viewer = scene->GetViewer();
bool instancingEnabled = m_deferredTechnique->IsInstancingEnabled();
m_GBufferRTT->SetColorTargets({0, 1, 2}); // G-Buffer
@ -80,7 +79,7 @@ bool NzDeferredGeometryPass::Process(const NzScene* scene, unsigned int firstWor
shaderUniforms = GetShaderUniforms(shader);
// Couleur ambiante de la scène
shader->SendColor(shaderUniforms->sceneAmbient, scene->GetAmbientColor());
shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
// Position de la caméra
shader->SendVector(shaderUniforms->eyePosition, viewer->GetEyePosition());

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@ -65,7 +65,7 @@ bool NzDeferredPhongLightingPass::IsLightMeshesDrawingEnabled() const
return m_lightMeshesDrawing;
}
bool NzDeferredPhongLightingPass::Process(const NzScene* scene, unsigned int firstWorkTexture, unsigned secondWorkTexture) const
bool NzDeferredPhongLightingPass::Process(const NzAbstractViewer* viewer, const NzSceneData& sceneData, unsigned int firstWorkTexture, unsigned secondWorkTexture) const
{
NazaraUnused(secondWorkTexture);
@ -97,8 +97,8 @@ bool NzDeferredPhongLightingPass::Process(const NzScene* scene, unsigned int fir
{
NzRenderer::SetRenderStates(lightStates);
NzRenderer::SetShader(m_directionalLightShader);
m_directionalLightShader->SendColor(m_directionalLightShaderSceneAmbientLocation, scene->GetAmbientColor());
m_directionalLightShader->SendVector(m_directionalLightShaderEyePositionLocation, scene->GetViewer()->GetEyePosition());
m_directionalLightShader->SendColor(m_directionalLightShaderSceneAmbientLocation, sceneData.ambientColor);
m_directionalLightShader->SendVector(m_directionalLightShaderEyePositionLocation, viewer->GetEyePosition());
for (auto& light : m_renderQueue->directionalLights)
{
@ -130,8 +130,8 @@ bool NzDeferredPhongLightingPass::Process(const NzScene* scene, unsigned int fir
NzRenderer::SetRenderStates(lightStates);
NzRenderer::SetShader(m_pointSpotLightShader);
m_pointSpotLightShader->SendColor(m_pointSpotLightShaderSceneAmbientLocation, scene->GetAmbientColor());
m_pointSpotLightShader->SendVector(m_pointSpotLightShaderEyePositionLocation, scene->GetViewer()->GetEyePosition());
m_pointSpotLightShader->SendColor(m_pointSpotLightShaderSceneAmbientLocation, sceneData.ambientColor);
m_pointSpotLightShader->SendVector(m_pointSpotLightShaderEyePositionLocation, viewer->GetEyePosition());
NzMatrix4f lightMatrix;
lightMatrix.MakeIdentity();

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@ -203,9 +203,9 @@ m_GBufferSize(0U)
NzDeferredRenderTechnique::~NzDeferredRenderTechnique() = default;
bool NzDeferredRenderTechnique::Draw(const NzScene* scene) const
bool NzDeferredRenderTechnique::Draw(const NzAbstractViewer* viewer, const NzSceneData& sceneData) const
{
NzRecti viewerViewport = scene->GetViewer()->GetViewport();
NzRecti viewerViewport = viewer->GetViewport();
NzVector2ui viewportDimensions(viewerViewport.width, viewerViewport.height);
if (viewportDimensions != m_GBufferSize)
@ -226,7 +226,7 @@ bool NzDeferredRenderTechnique::Draw(const NzScene* scene) const
const NzDeferredRenderPass* pass = passIt2.second.get();
if (pass->IsEnabled())
{
if (pass->Process(scene, workTexture, sceneTexture))
if (pass->Process(viewer, sceneData, workTexture, sceneTexture))
std::swap(workTexture, sceneTexture);
}
}

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@ -10,7 +10,6 @@
#include <Nazara/Graphics/Drawable.hpp>
#include <Nazara/Graphics/Light.hpp>
#include <Nazara/Graphics/Material.hpp>
#include <Nazara/Graphics/Scene.hpp>
#include <Nazara/Graphics/Sprite.hpp>
#include <Nazara/Renderer/Config.hpp>
#include <Nazara/Renderer/Renderer.hpp>
@ -48,29 +47,30 @@ m_maxLightPassPerObject(3)
m_spriteBuffer.Reset(NzVertexDeclaration::Get(nzVertexLayout_XYZ_Color_UV), &m_vertexBuffer);
}
bool NzForwardRenderTechnique::Draw(const NzScene* scene) const
bool NzForwardRenderTechnique::Draw(const NzAbstractViewer* viewer, const NzSceneData& sceneData) const
{
m_renderQueue.Sort(scene->GetViewer());
NazaraAssert(viewer, "Invalid viewer");
m_renderQueue.Sort(viewer);
NzRenderer::Enable(nzRendererParameter_DepthBuffer, true);
NzRenderer::Enable(nzRendererParameter_DepthWrite, true);
NzRenderer::Clear(nzRendererBuffer_Depth);
NzAbstractBackground* background = (scene->IsBackgroundEnabled()) ? scene->GetBackground() : nullptr;
if (background)
background->Draw(scene);
if (sceneData.background)
sceneData.background->Draw(viewer);
if (!m_renderQueue.opaqueModels.empty())
DrawOpaqueModels(scene);
DrawOpaqueModels(viewer, sceneData);
if (!m_renderQueue.transparentModels.empty())
DrawTransparentModels(scene);
DrawTransparentModels(viewer, sceneData);
if (!m_renderQueue.basicSprites.empty())
DrawBasicSprites(scene);
DrawBasicSprites(viewer, sceneData);
if (!m_renderQueue.billboards.empty())
DrawBillboards(scene);
DrawBillboards(viewer, sceneData);
// Les autres drawables (Exemple: Terrain)
for (const NzDrawable* drawable : m_renderQueue.otherDrawables)
@ -201,9 +201,10 @@ bool NzForwardRenderTechnique::ChooseLights(const NzSpheref& object, bool includ
});
}
void NzForwardRenderTechnique::DrawBasicSprites(const NzScene* scene) const
void NzForwardRenderTechnique::DrawBasicSprites(const NzAbstractViewer* viewer, const NzSceneData& sceneData) const
{
NzAbstractViewer* viewer = scene->GetViewer();
NazaraAssert(viewer, "Invalid viewer");
const NzShader* lastShader = nullptr;
const ShaderUniforms* shaderUniforms = nullptr;
@ -249,7 +250,7 @@ void NzForwardRenderTechnique::DrawBasicSprites(const NzScene* scene) const
shaderUniforms = GetShaderUniforms(shader);
// Couleur ambiante de la scène
shader->SendColor(shaderUniforms->sceneAmbient, scene->GetAmbientColor());
shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
// Overlay
shader->SendInteger(shaderUniforms->textureOverlay, overlayUnit);
// Position de la caméra
@ -306,9 +307,10 @@ void NzForwardRenderTechnique::DrawBasicSprites(const NzScene* scene) const
}
}
void NzForwardRenderTechnique::DrawBillboards(const NzScene* scene) const
void NzForwardRenderTechnique::DrawBillboards(const NzAbstractViewer* viewer, const NzSceneData& sceneData) const
{
NzAbstractViewer* viewer = scene->GetViewer();
NazaraAssert(viewer, "Invalid viewer");
const NzShader* lastShader = nullptr;
const ShaderUniforms* shaderUniforms = nullptr;
@ -338,7 +340,7 @@ void NzForwardRenderTechnique::DrawBillboards(const NzScene* scene) const
shaderUniforms = GetShaderUniforms(shader);
// Couleur ambiante de la scène
shader->SendColor(shaderUniforms->sceneAmbient, scene->GetAmbientColor());
shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
// Position de la caméra
shader->SendVector(shaderUniforms->eyePosition, viewer->GetEyePosition());
@ -384,7 +386,7 @@ void NzForwardRenderTechnique::DrawBillboards(const NzScene* scene) const
if (shader != lastShader)
{
// Couleur ambiante de la scène
shader->SendColor(shaderUniforms->sceneAmbient, scene->GetAmbientColor());
shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
// Position de la caméra
shader->SendVector(shaderUniforms->eyePosition, viewer->GetEyePosition());
@ -447,9 +449,10 @@ void NzForwardRenderTechnique::DrawBillboards(const NzScene* scene) const
}
}
void NzForwardRenderTechnique::DrawOpaqueModels(const NzScene* scene) const
void NzForwardRenderTechnique::DrawOpaqueModels(const NzAbstractViewer* viewer, const NzSceneData& sceneData) const
{
NzAbstractViewer* viewer = scene->GetViewer();
NazaraAssert(viewer, "Invalid viewer");
const NzShader* lastShader = nullptr;
const ShaderUniforms* shaderUniforms = nullptr;
@ -481,7 +484,7 @@ void NzForwardRenderTechnique::DrawOpaqueModels(const NzScene* scene) const
shaderUniforms = GetShaderUniforms(shader);
// Couleur ambiante de la scène
shader->SendColor(shaderUniforms->sceneAmbient, scene->GetAmbientColor());
shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
// Position de la caméra
shader->SendVector(shaderUniforms->eyePosition, viewer->GetEyePosition());
@ -649,9 +652,10 @@ void NzForwardRenderTechnique::DrawOpaqueModels(const NzScene* scene) const
}
}
void NzForwardRenderTechnique::DrawTransparentModels(const NzScene* scene) const
void NzForwardRenderTechnique::DrawTransparentModels(const NzAbstractViewer* viewer, const NzSceneData& sceneData) const
{
NzAbstractViewer* viewer = scene->GetViewer();
NazaraAssert(viewer, "Invalid viewer");
const NzShader* lastShader = nullptr;
const ShaderUniforms* shaderUniforms = nullptr;
unsigned int lightCount = 0;
@ -673,7 +677,7 @@ void NzForwardRenderTechnique::DrawTransparentModels(const NzScene* scene) const
shaderUniforms = GetShaderUniforms(shader);
// Couleur ambiante de la scène
shader->SendColor(shaderUniforms->sceneAmbient, scene->GetAmbientColor());
shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
// Position de la caméra
shader->SendVector(shaderUniforms->eyePosition, viewer->GetEyePosition());

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@ -70,8 +70,12 @@ void NzScene::Draw()
try
{
NzSceneData sceneData;
sceneData.ambientColor = m_ambientColor;
sceneData.background = (m_backgroundEnabled) ? m_background.get() : nullptr;
NzErrorFlags errFlags(nzErrorFlag_ThrowException, true);
m_renderTechnique->Draw(this);
m_renderTechnique->Draw(m_viewer, sceneData);
}
catch (const std::exception& e)
{

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@ -219,12 +219,10 @@ NzSkyboxBackground::~NzSkyboxBackground()
s_vertexBuffer = nullptr;
}
void NzSkyboxBackground::Draw(const NzScene* scene) const
void NzSkyboxBackground::Draw(const NzAbstractViewer* viewer) const
{
static NzRenderStates states(BuildRenderStates());
NzAbstractViewer* viewer = scene->GetViewer();
NzMatrix4f skyboxMatrix(viewer->GetViewMatrix());
skyboxMatrix.SetTranslation(NzVector3f::Zero());

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@ -45,9 +45,9 @@ NzTextureBackground()
m_texture = texture;
}
void NzTextureBackground::Draw(const NzScene* scene) const
void NzTextureBackground::Draw(const NzAbstractViewer* viewer) const
{
NazaraUnused(scene);
NazaraUnused(viewer);
static NzRenderStates states(BuildRenderStates());