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

View File

@@ -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]);

View File

@@ -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());