Former-commit-id: d6270f2f36e4b83124f8d6525954db304e0bb32a
This commit is contained in:
Lynix 2015-11-30 12:51:01 +01:00
commit 6fcf7dcf23
27 changed files with 594 additions and 324 deletions

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@ -24,7 +24,7 @@ namespace Ndk
inline void AddToRenderQueue(Nz::AbstractRenderQueue* renderQueue) const;
inline void Attach(Nz::InstancedRenderableRef renderable);
inline void Attach(Nz::InstancedRenderableRef renderable, int renderOrder = 0);
inline void EnsureTransformMatrixUpdate() const;

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@ -32,10 +32,11 @@ namespace Ndk
}
}
inline void GraphicsComponent::Attach(Nz::InstancedRenderableRef renderable)
inline void GraphicsComponent::Attach(Nz::InstancedRenderableRef renderable, int renderOrder)
{
m_renderables.emplace_back(m_transformMatrix);
Renderable& r = m_renderables.back();
r.data.renderOrder = renderOrder;
r.renderable = std::move(renderable);
r.renderableInvalidationSlot.Connect(r.renderable->OnInstancedRenderableInvalidateData, std::bind(&GraphicsComponent::InvalidateRenderableData, this, std::placeholders::_1, std::placeholders::_2, m_renderables.size()-1));
}

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@ -7,6 +7,7 @@
// Merci aussi à Freedom de siteduzero.com
#include <Nazara/Core/AbstractHash.hpp>
#include <Nazara/Core/ByteArray.hpp>
#include <Nazara/Core/Error.hpp>
#include <Nazara/Core/Stream.hpp>
#include <Nazara/Core/Debug.hpp>
@ -45,17 +46,17 @@ namespace Nz
return Detail::ApplyImplMethod(object, std::forward<F>(fn), std::forward<Tuple>(t), std::make_index_sequence<tSize>());
}
template<typename T>
template<typename T>
ByteArray ComputeHash(HashType hash, const T& v)
{
return ComputeHash(AbstractHash::Get(hash).get(), v);
}
template<typename T>
template<typename T>
ByteArray ComputeHash(AbstractHash* hash, const T& v)
{
hash->Begin();
HashAppend(hash, v);
return hash->End();

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@ -38,21 +38,21 @@ namespace Nz
// Je ne suis vraiment pas fan du nombre de surcharges pour AddBillboards,
// mais je n'ai pas d'autre solution tout aussi performante pour le moment...
virtual void AddBillboard(const Material* material, const Vector3f& position, const Vector2f& size, const Vector2f& sinCos = Vector2f(0.f, 1.f), const Color& color = Color::White) = 0;
virtual void AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr = nullptr, SparsePtr<const Color> colorPtr = nullptr) = 0;
virtual void AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr) = 0;
virtual void AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr = nullptr) = 0;
virtual void AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr) = 0;
virtual void AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr = nullptr, SparsePtr<const Color> colorPtr = nullptr) = 0;
virtual void AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr) = 0;
virtual void AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr = nullptr) = 0;
virtual void AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr) = 0;
virtual void AddDrawable(const Drawable* drawable) = 0;
virtual void AddBillboard(int renderOrder, const Material* material, const Vector3f& position, const Vector2f& size, const Vector2f& sinCos = Vector2f(0.f, 1.f), const Color& color = Color::White) = 0;
virtual void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr = nullptr, SparsePtr<const Color> colorPtr = nullptr) = 0;
virtual void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr) = 0;
virtual void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr = nullptr) = 0;
virtual void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr) = 0;
virtual void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr = nullptr, SparsePtr<const Color> colorPtr = nullptr) = 0;
virtual void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr) = 0;
virtual void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr = nullptr) = 0;
virtual void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr) = 0;
virtual void AddDrawable(int renderOrder, const Drawable* drawable) = 0;
virtual void AddDirectionalLight(const DirectionalLight& light);
virtual void AddMesh(const Material* material, const MeshData& meshData, const Boxf& meshAABB, const Matrix4f& transformMatrix) = 0;
virtual void AddMesh(int renderOrder, const Material* material, const MeshData& meshData, const Boxf& meshAABB, const Matrix4f& transformMatrix) = 0;
virtual void AddPointLight(const PointLight& light);
virtual void AddSpotLight(const SpotLight& light);
virtual void AddSprites(const Material* material, const VertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const Texture* overlay = nullptr) = 0;
virtual void AddSprites(int renderOrder, const Material* material, const VertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const Texture* overlay = nullptr) = 0;
virtual void Clear(bool fully = false);

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@ -29,18 +29,18 @@ namespace Nz
DeferredRenderQueue(ForwardRenderQueue* forwardQueue);
~DeferredRenderQueue() = default;
void AddBillboard(const Material* material, const Vector3f& position, const Vector2f& size, const Vector2f& sinCos = Vector2f(0.f, 1.f), const Color& color = Color::White) override;
void AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr = nullptr, SparsePtr<const Color> colorPtr = nullptr) override;
void AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr) override;
void AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr = nullptr) override;
void AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr) override;
void AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr = nullptr, SparsePtr<const Color> colorPtr = nullptr) override;
void AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr) override;
void AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr = nullptr) override;
void AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr) override;
void AddDrawable(const Drawable* drawable) override;
void AddMesh(const Material* material, const MeshData& meshData, const Boxf& meshAABB, const Matrix4f& transformMatrix) override;
void AddSprites(const Material* material, const VertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const Texture* overlay = nullptr) override;
void AddBillboard(int renderOrder, const Material* material, const Vector3f& position, const Vector2f& size, const Vector2f& sinCos = Vector2f(0.f, 1.f), const Color& color = Color::White) override;
void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr = nullptr, SparsePtr<const Color> colorPtr = nullptr) override;
void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr) override;
void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr = nullptr) override;
void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr) override;
void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr = nullptr, SparsePtr<const Color> colorPtr = nullptr) override;
void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr) override;
void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr = nullptr) override;
void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr) override;
void AddDrawable(int renderOrder, const Drawable* drawable) override;
void AddMesh(int renderOrder, const Material* material, const MeshData& meshData, const Boxf& meshAABB, const Matrix4f& transformMatrix) override;
void AddSprites(int renderOrder, const Material* material, const VertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const Texture* overlay = nullptr) override;
void Clear(bool fully = false);
@ -75,7 +75,17 @@ namespace Nz
typedef std::map<const Material*, BatchedModelEntry, BatchedModelMaterialComparator> ModelBatches;
ModelBatches opaqueModels;
struct Layer
{
ModelBatches opaqueModels;
unsigned int clearCount = 0;
};
std::map<int, Layer> layers;
private:
Layer& GetLayer(unsigned int i); ///TODO: Inline
ForwardRenderQueue* m_forwardQueue;
void OnIndexBufferInvalidation(const IndexBuffer* indexBuffer);

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@ -31,18 +31,18 @@ namespace Nz
ForwardRenderQueue() = default;
~ForwardRenderQueue() = default;
void AddBillboard(const Material* material, const Vector3f& position, const Vector2f& size, const Vector2f& sinCos = Vector2f(0.f, 1.f), const Color& color = Color::White) override;
void AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr = nullptr, SparsePtr<const Color> colorPtr = nullptr) override;
void AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr) override;
void AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr = nullptr) override;
void AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr) override;
void AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr = nullptr, SparsePtr<const Color> colorPtr = nullptr) override;
void AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr) override;
void AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr = nullptr) override;
void AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr) override;
void AddDrawable(const Drawable* drawable) override;
void AddMesh(const Material* material, const MeshData& meshData, const Boxf& meshAABB, const Matrix4f& transformMatrix) override;
void AddSprites(const Material* material, const VertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const Texture* overlay = nullptr) override;
void AddBillboard(int renderOrder, const Material* material, const Vector3f& position, const Vector2f& size, const Vector2f& sinCos = Vector2f(0.f, 1.f), const Color& color = Color::White) override;
void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr = nullptr, SparsePtr<const Color> colorPtr = nullptr) override;
void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr) override;
void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr = nullptr) override;
void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr) override;
void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr = nullptr, SparsePtr<const Color> colorPtr = nullptr) override;
void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr) override;
void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr = nullptr) override;
void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr) override;
void AddDrawable(int renderOrder, const Drawable* drawable) override;
void AddMesh(int renderOrder, const Material* material, const MeshData& meshData, const Boxf& meshAABB, const Matrix4f& transformMatrix) override;
void AddSprites(int renderOrder, const Material* material, const VertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const Texture* overlay = nullptr) override;
void Clear(bool fully = false);
@ -145,14 +145,22 @@ namespace Nz
typedef std::vector<unsigned int> TransparentModelContainer;
BatchedBillboardContainer billboards;
BasicSpriteBatches basicSprites;
ModelBatches opaqueModels;
TransparentModelContainer transparentModels;
std::vector<TransparentModelData> transparentModelData;
std::vector<const Drawable*> otherDrawables;
struct Layer
{
BatchedBillboardContainer billboards;
BasicSpriteBatches basicSprites;
ModelBatches opaqueModels;
TransparentModelContainer transparentModels;
std::vector<TransparentModelData> transparentModelData;
std::vector<const Drawable*> otherDrawables;
unsigned int clearCount = 0;
};
std::map<int, Layer> layers;
private:
Layer& GetLayer(int i); ///TODO: Inline
void OnIndexBufferInvalidation(const IndexBuffer* indexBuffer);
void OnMaterialInvalidation(const Material* material);
void OnTextureInvalidation(const Texture* texture);

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@ -39,10 +39,10 @@ namespace Nz
struct ShaderUniforms;
void ChooseLights(const Spheref& object, bool includeDirectionalLights = true) const;
void DrawBasicSprites(const SceneData& sceneData) const;
void DrawBillboards(const SceneData& sceneData) const;
void DrawOpaqueModels(const SceneData& sceneData) const;
void DrawTransparentModels(const SceneData& sceneData) const;
void DrawBasicSprites(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const;
void DrawBillboards(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const;
void DrawOpaqueModels(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const;
void DrawTransparentModels(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const;
const ShaderUniforms* GetShaderUniforms(const Shader* shader) const;
void OnShaderInvalidated(const Shader* shader) const;
void SendLightUniforms(const Shader* shader, const LightUniforms& uniforms, unsigned int index, unsigned int uniformOffset) const;

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@ -64,6 +64,7 @@ namespace Nz
BoundingVolumef volume;
Matrix4f& transformMatrix;
UInt32 flags;
int renderOrder;
};
protected:

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@ -10,6 +10,7 @@
#include <Nazara/Prerequesites.hpp>
#include <Nazara/Core/String.hpp>
#include <Nazara/Lua/LuaInstance.hpp>
#include <functional>
#include <map>
#include <memory>
//#include <type_traits>
@ -22,12 +23,12 @@ namespace Nz
//static_assert(std::is_same<P, void>::value || std::is_base_of<P, T>::value, "P must be a base of T");
public:
using ClassFunc = int (*)(LuaInstance& lua, T& instance);
using ClassIndexFunc = bool (*)(LuaInstance& lua, T& instance);
using ConstructorFunc = T* (*)(LuaInstance& lua);
using FinalizerFunc = bool (*)(LuaInstance& lua, T& instance);
using StaticIndexFunc = bool (*)(LuaInstance& lua);
using StaticFunc = int (*)(LuaInstance& lua);
using ClassFunc = std::function<int(LuaInstance& lua, T& instance)>;
using ClassIndexFunc = std::function<bool(LuaInstance& lua, T& instance)>;
using ConstructorFunc = std::function<T*(LuaInstance& lua)>;
using FinalizerFunc = std::function<bool(LuaInstance& lua, T& instance)>;
using StaticIndexFunc = std::function<bool(LuaInstance& lua)>;
using StaticFunc = std::function<int(LuaInstance& lua)>;
LuaClass(const String& name);
@ -41,9 +42,12 @@ namespace Nz
void SetFinalizer(FinalizerFunc finalizer);
void SetGetter(ClassIndexFunc getter);
void SetMethod(const String& name, ClassFunc method);
template<typename R, typename P, typename... Args> std::enable_if_t<std::is_base_of<P, T>::value> SetMethod(const String& name, R(P::*func)(Args...));
template<typename R, typename P, typename... Args> std::enable_if_t<std::is_base_of<P, T>::value> SetMethod(const String& name, R(P::*func)(Args...) const);
void SetSetter(ClassIndexFunc setter);
void SetStaticGetter(StaticIndexFunc getter);
void SetStaticMethod(const String& name, StaticFunc func);
template<typename R, typename... Args> void SetStaticMethod(const String& name, R(*func)(Args...));
void SetStaticSetter(StaticIndexFunc getter);
private:

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@ -174,6 +174,32 @@ namespace Nz
{
m_methods[name] = method;
}
template<class T>
template<typename R, typename P, typename... Args>
std::enable_if_t<std::is_base_of<P, T>::value> LuaClass<T>::SetMethod(const String& name, R(P::*func)(Args...))
{
SetMethod(name, [func] (LuaInstance& instance, T& object) -> int
{
LuaImplMethodProxy<T, Args...> handler(instance, object);
handler.ProcessArgs();
return handler.Invoke(func);
});
}
template<class T>
template<typename R, typename P, typename... Args>
std::enable_if_t<std::is_base_of<P, T>::value> LuaClass<T>::SetMethod(const String& name, R(P::*func)(Args...) const)
{
SetMethod(name, [func] (LuaInstance& instance, T& object) -> int
{
LuaImplMethodProxy<T, Args...> handler(instance, object);
handler.ProcessArgs();
return handler.Invoke(func);
});
}
template<class T>
void LuaClass<T>::SetSetter(ClassIndexFunc setter)
@ -193,6 +219,19 @@ namespace Nz
m_staticMethods[name] = method;
}
template<class T>
template<typename R, typename... Args>
void LuaClass<T>::SetStaticMethod(const String& name, R(*func)(Args...))
{
SetStaticMethod(name, [func] (LuaInstance& instance) -> int
{
LuaImplFunctionProxy<Args...> handler(instance);
handler.ProcessArgs();
return handler.Invoke(func);
});
}
template<class T>
void LuaClass<T>::SetStaticSetter(StaticIndexFunc setter)
{

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@ -42,6 +42,7 @@ namespace Nz
bool Call(unsigned int argCount);
bool Call(unsigned int argCount, unsigned int resultCount);
template<typename T> T Check(int index);
void CheckAny(int index) const;
bool CheckBoolean(int index) const;
bool CheckBoolean(int index, bool defValue) const;
@ -110,6 +111,7 @@ namespace Nz
void Pop(unsigned int n = 1U);
template<typename T> int Push(T arg);
void PushBoolean(bool value);
void PushCFunction(LuaCFunction func, unsigned int upvalueCount = 0);
void PushFunction(LuaFunction func);

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@ -23,9 +23,22 @@ namespace Nz
return static_cast<float>(instance.CheckNumber(index));
}
int LuaImplQueryArg(LuaInstance& instance, unsigned int index, TypeTag<int>)
template<typename T>
std::enable_if_t<std::is_enum<T>::value, T> LuaImplQueryArg(LuaInstance& instance, unsigned int index, TypeTag<T>)
{
return static_cast<int>(instance.CheckInteger(index));
return static_cast<T>(LuaImplQueryArg(instance, index, TypeTag<typename std::underlying_type<T>::type>()));
}
template<typename T>
std::enable_if_t<std::is_integral<T>::value && !std::is_unsigned<T>::value, T> LuaImplQueryArg(LuaInstance& instance, unsigned int index, TypeTag<T>)
{
return static_cast<T>(instance.CheckInteger(index));
}
template<typename T>
std::enable_if_t<std::is_unsigned<T>::value, T> LuaImplQueryArg(LuaInstance& instance, unsigned int index, TypeTag<T>)
{
return static_cast<T>(LuaImplQueryArg(instance, index, TypeTag<typename std::make_signed<T>::type>()));
}
std::string LuaImplQueryArg(LuaInstance& instance, unsigned int index, TypeTag<std::string>)
@ -50,51 +63,62 @@ namespace Nz
return LuaImplQueryArg(instance, index, TypeTag<T>());
}
template<typename T>
std::enable_if_t<std::is_unsigned<T>::value, T> LuaImplQueryArg(LuaInstance& instance, unsigned int index, TypeTag<T>)
{
return static_cast<T>(LuaImplQueryArg(instance, index, TypeTag<typename std::make_signed<T>::type>()));
}
// Function returns
int LuaImplReplyVal(LuaInstance& instance, bool&& val, TypeTag<bool>)
int LuaImplReplyVal(LuaInstance& instance, bool val, TypeTag<bool>)
{
instance.PushBoolean(val);
return 1;
}
int LuaImplReplyVal(LuaInstance& instance, double&& val, TypeTag<double>)
int LuaImplReplyVal(LuaInstance& instance, double val, TypeTag<double>)
{
instance.PushNumber(val);
return 1;
}
int LuaImplReplyVal(LuaInstance& instance, float&& val, TypeTag<float>)
int LuaImplReplyVal(LuaInstance& instance, float val, TypeTag<float>)
{
instance.PushNumber(val);
return 1;
}
int LuaImplReplyVal(LuaInstance& instance, int&& val, TypeTag<int>)
template<typename T>
std::enable_if_t<std::is_enum<T>::value, int> LuaImplReplyVal(LuaInstance& instance, T val, TypeTag<T>)
{
using EnumT = typename std::underlying_type<T>::type;
return LuaImplReplyVal(instance, static_cast<EnumT>(val), TypeTag<EnumT>());
}
template<typename T>
std::enable_if_t<std::is_integral<T>::value && !std::is_unsigned<T>::value, int> LuaImplReplyVal(LuaInstance& instance, T val, TypeTag<T>)
{
instance.PushInteger(val);
return 1;
}
int LuaImplReplyVal(LuaInstance& instance, std::string&& val, TypeTag<std::string>)
template<typename T>
std::enable_if_t<std::is_unsigned<T>::value, int> LuaImplReplyVal(LuaInstance& instance, T val, TypeTag<T>)
{
using SignedT = typename std::make_signed<T>::type;
return LuaImplReplyVal(instance, static_cast<SignedT>(val), TypeTag<SignedT>());
}
int LuaImplReplyVal(LuaInstance& instance, std::string val, TypeTag<std::string>)
{
instance.PushString(val.c_str(), val.size());
return 1;
}
int LuaImplReplyVal(LuaInstance& instance, String&& val, TypeTag<String>)
int LuaImplReplyVal(LuaInstance& instance, String val, TypeTag<String>)
{
instance.PushString(std::move(val));
return 1;
}
template<typename T1, typename T2>
int LuaImplReplyVal(LuaInstance& instance, std::pair<T1, T2>&& val, TypeTag<std::pair<T1, T2>>)
int LuaImplReplyVal(LuaInstance& instance, std::pair<T1, T2> val, TypeTag<std::pair<T1, T2>>)
{
int retVal = 0;
@ -104,14 +128,6 @@ namespace Nz
return retVal;
}
template<typename T>
std::enable_if_t<std::is_unsigned<T>::value, int> LuaImplReplyVal(LuaInstance& instance, T&& val, TypeTag<T>)
{
using SignedT = typename std::make_signed<T>::type;
return LuaImplReplyVal(instance, val, TypeTag<SignedT>());
}
template<typename... Args>
class LuaImplFunctionProxy
{
@ -152,12 +168,89 @@ namespace Nz
}
private:
LuaInstance& m_instance;
std::tuple<Args...> m_args;
LuaInstance& m_instance;
};
template<typename T, typename... Args>
class LuaImplMethodProxy
{
public:
LuaImplMethodProxy(LuaInstance& instance, T& object) :
m_instance(instance),
m_object(object)
{
}
template<unsigned int N>
void ProcessArgs()
{
}
template<unsigned int N, typename ArgType>
void ProcessArgs()
{
std::get<N>(m_args) = std::move(LuaImplQueryArg(m_instance, N + 1, TypeTag<ArgType>()));
}
template<unsigned int N, typename ArgType1, typename ArgType2, typename... Rest>
void ProcessArgs()
{
ProcessArgs<N, ArgType1>();
ProcessArgs<N + 1, ArgType2, Rest...>();
}
void ProcessArgs()
{
ProcessArgs<0, Args...>();
}
template<typename P>
std::enable_if_t<std::is_base_of<P, T>::value, int> Invoke(void(P::*func)(Args...))
{
Apply(m_object, func, m_args);
return 0;
}
template<typename P, typename Ret>
std::enable_if_t<std::is_base_of<P, T>::value, int> Invoke(Ret(P::*func)(Args...))
{
return LuaImplReplyVal(m_instance, std::move(Apply(m_object, func, m_args)), TypeTag<decltype(Apply(m_object, func, m_args))>());
}
template<typename P>
std::enable_if_t<std::is_base_of<P, T>::value, int> Invoke(void(P::*func)(Args...) const)
{
Apply(m_object, func, m_args);
return 0;
}
template<typename P, typename Ret>
std::enable_if_t<std::is_base_of<P, T>::value, int> Invoke(Ret(P::*func)(Args...) const)
{
return LuaImplReplyVal(m_instance, std::move(Apply(m_object, func, m_args)), TypeTag<decltype(Apply(m_object, func, m_args))>());
}
private:
std::tuple<Args...> m_args;
LuaInstance& m_instance;
T& m_object;
};
template<typename T>
T LuaInstance::Check(int index)
{
return LuaImplQueryArg(*this, index, TypeTag<T>());
}
template<typename T>
int LuaInstance::Push(T arg)
{
return LuaImplReplyVal(*this, std::move(arg), TypeTag<T>());
}
template<typename R, typename... Args>
void LuaInstance::PushFunction(R(*func)(Args...))
void LuaInstance::PushFunction(R (*func)(Args...))
{
PushFunction([func](LuaInstance& instance) -> int
{

View File

@ -115,7 +115,7 @@ namespace Nz
template<typename T>
float Vector3<T>::GetLengthf() const
{
return std::sqrt<float>(static_cast<float>(GetSquaredLength()));
return std::sqrt(static_cast<float>(GetSquaredLength()));
}
template<typename T>

View File

@ -154,7 +154,7 @@ namespace Nz
bool bestFlipped;
std::size_t bestFreeRect;
std::size_t bestRect;
std::size_t bestScore = std::numeric_limits<std::size_t>::max();
int bestScore = std::numeric_limits<int>::max();
for (std::size_t i = 0; i < m_freeRectangles.size(); ++i)
{
@ -170,7 +170,7 @@ namespace Nz
bestFreeRect = i;
bestRect = j;
bestFlipped = false;
bestScore = std::numeric_limits<std::size_t>::min();
bestScore = std::numeric_limits<int>::min();
i = m_freeRectangles.size(); // Force a jump out of the outer loop as well - we got an instant fit.
break;
}
@ -180,7 +180,7 @@ namespace Nz
bestFreeRect = i;
bestRect = j;
bestFlipped = true;
bestScore = std::numeric_limits<std::size_t>::min();
bestScore = std::numeric_limits<int>::min();
i = m_freeRectangles.size(); // Force a jump out of the outer loop as well - we got an instant fit.
break;
}
@ -212,7 +212,7 @@ namespace Nz
}
// If we didn't manage to find any rectangle to pack, abort.
if (bestScore == std::numeric_limits<std::size_t>::max())
if (bestScore == std::numeric_limits<int>::max())
{
// Si nous le pouvons, on marque les rectangles n'ayant pas pu être insérés
if (inserted)

View File

@ -18,8 +18,8 @@ namespace Nz
void FileImpl::Close()
{
if (m_fileDescriptor != -1)
close(m_fileDescriptor);
if (m_fileDescriptor != -1)
close(m_fileDescriptor);
}
bool FileImpl::EndOfFile() const
@ -54,30 +54,20 @@ namespace Nz
int flags;
mode_t permissions = S_IRUSR | S_IWUSR | S_IRGRP | S_IROTH;
if (mode & OpenMode_ReadOnly)
flags = O_RDONLY;
else if (mode & OpenMode_ReadWrite)
{
if (mode & OpenMode_ReadWrite)
flags = O_CREAT | O_RDWR;
if (mode & OpenMode_Append)
flags |= O_APPEND;
if (mode & OpenMode_Truncate)
flags |= O_TRUNC;
}
else if (mode & OpenMode_ReadOnly)
flags = O_RDONLY;
else if (mode & OpenMode_WriteOnly)
{
flags = O_CREAT | O_WRONLY;
if (mode & OpenMode_Append)
flags |= O_APPEND;
if (mode & OpenMode_Truncate)
flags |= O_TRUNC;
}
else
return false;
if (mode & OpenMode_Append)
flags |= O_APPEND;
if (mode & OpenMode_Truncate)
flags |= O_TRUNC;
///TODO: lock
// if ((mode & OpenMode_Lock) == 0)

View File

@ -6,6 +6,7 @@
#include <Nazara/Core/ByteArray.hpp>
#include <Nazara/Core/Error.hpp>
#include <Nazara/Core/String.hpp>
#include <cstring>
#include <Nazara/Core/Debug.hpp>
namespace Nz

View File

@ -17,7 +17,7 @@ namespace Nz
if (!m_material)
return;
renderQueue->AddBillboard(m_material, instanceData.transformMatrix.GetTranslation(), m_size, m_sinCos, m_color);
renderQueue->AddBillboard(instanceData.renderOrder, m_material, instanceData.transformMatrix.GetTranslation(), m_size, m_sinCos, m_color);
}
void Billboard::MakeBoundingVolume() const

View File

@ -54,118 +54,123 @@ namespace Nz
const Shader* lastShader = nullptr;
const ShaderUniforms* shaderUniforms = nullptr;
for (auto& matIt : m_renderQueue->opaqueModels)
for (auto& pair : m_renderQueue->layers)
{
auto& matEntry = matIt.second;
DeferredRenderQueue::Layer& layer = pair.second;
if (matEntry.enabled)
for (auto& matIt : layer.opaqueModels)
{
DeferredRenderQueue::MeshInstanceContainer& meshInstances = matEntry.meshMap;
auto& matEntry = matIt.second;
if (!meshInstances.empty())
if (matEntry.enabled)
{
const Material* material = matIt.first;
DeferredRenderQueue::MeshInstanceContainer& meshInstances = matEntry.meshMap;
bool useInstancing = instancingEnabled && matEntry.instancingEnabled;
// On commence par récupérer le programme du matériau
UInt32 flags = ShaderFlags_Deferred;
if (useInstancing)
flags |= ShaderFlags_Instancing;
const Shader* shader = material->Apply(flags);
// Les uniformes sont conservées au sein d'un programme, inutile de les renvoyer tant qu'il ne change pas
if (shader != lastShader)
if (!meshInstances.empty())
{
// Index des uniformes dans le shader
shaderUniforms = GetShaderUniforms(shader);
const Material* material = matIt.first;
// Couleur ambiante de la scène
shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
// Position de la caméra
shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition());
bool useInstancing = instancingEnabled && matEntry.instancingEnabled;
lastShader = shader;
}
// On commence par récupérer le programme du matériau
UInt32 flags = ShaderFlags_Deferred;
if (useInstancing)
flags |= ShaderFlags_Instancing;
// Meshes
for (auto& meshIt : meshInstances)
{
const MeshData& meshData = meshIt.first;
auto& meshEntry = meshIt.second;
const Shader* shader = material->Apply(flags);
std::vector<Matrix4f>& instances = meshEntry.instances;
if (!instances.empty())
// Les uniformes sont conservées au sein d'un programme, inutile de les renvoyer tant qu'il ne change pas
if (shader != lastShader)
{
const IndexBuffer* indexBuffer = meshData.indexBuffer;
const VertexBuffer* vertexBuffer = meshData.vertexBuffer;
// Index des uniformes dans le shader
shaderUniforms = GetShaderUniforms(shader);
// Gestion du draw call avant la boucle de rendu
Renderer::DrawCall drawFunc;
Renderer::DrawCallInstanced instancedDrawFunc;
unsigned int indexCount;
// Couleur ambiante de la scène
shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
// Position de la caméra
shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition());
if (indexBuffer)
lastShader = shader;
}
// Meshes
for (auto& meshIt : meshInstances)
{
const MeshData& meshData = meshIt.first;
auto& meshEntry = meshIt.second;
std::vector<Matrix4f>& instances = meshEntry.instances;
if (!instances.empty())
{
drawFunc = Renderer::DrawIndexedPrimitives;
instancedDrawFunc = Renderer::DrawIndexedPrimitivesInstanced;
indexCount = indexBuffer->GetIndexCount();
}
else
{
drawFunc = Renderer::DrawPrimitives;
instancedDrawFunc = Renderer::DrawPrimitivesInstanced;
indexCount = vertexBuffer->GetVertexCount();
}
const IndexBuffer* indexBuffer = meshData.indexBuffer;
const VertexBuffer* vertexBuffer = meshData.vertexBuffer;
Renderer::SetIndexBuffer(indexBuffer);
Renderer::SetVertexBuffer(vertexBuffer);
// Gestion du draw call avant la boucle de rendu
Renderer::DrawCall drawFunc;
Renderer::DrawCallInstanced instancedDrawFunc;
unsigned int indexCount;
if (useInstancing)
{
// On récupère le buffer d'instancing du Renderer et on le configure pour fonctionner avec des matrices
VertexBuffer* instanceBuffer = Renderer::GetInstanceBuffer();
instanceBuffer->SetVertexDeclaration(VertexDeclaration::Get(VertexLayout_Matrix4));
const Matrix4f* instanceMatrices = &instances[0];
unsigned int instanceCount = instances.size();
unsigned int maxInstanceCount = instanceBuffer->GetVertexCount(); // Le nombre de matrices que peut contenir le buffer
while (instanceCount > 0)
if (indexBuffer)
{
// On calcule le nombre d'instances que l'on pourra afficher cette fois-ci (Selon la taille du buffer d'instancing)
unsigned int renderedInstanceCount = std::min(instanceCount, maxInstanceCount);
instanceCount -= renderedInstanceCount;
// On remplit l'instancing buffer avec nos matrices world
instanceBuffer->Fill(instanceMatrices, 0, renderedInstanceCount, true);
instanceMatrices += renderedInstanceCount;
// Et on affiche
instancedDrawFunc(renderedInstanceCount, meshData.primitiveMode, 0, indexCount);
drawFunc = Renderer::DrawIndexedPrimitives;
instancedDrawFunc = Renderer::DrawIndexedPrimitivesInstanced;
indexCount = indexBuffer->GetIndexCount();
}
}
else
{
// Sans instancing, on doit effectuer un draw call pour chaque instance
// Cela reste néanmoins plus rapide que l'instancing en dessous d'un certain nombre d'instances
// À cause du temps de modification du buffer d'instancing
for (const Matrix4f& matrix : instances)
else
{
Renderer::SetMatrix(MatrixType_World, matrix);
drawFunc(meshData.primitiveMode, 0, indexCount);
drawFunc = Renderer::DrawPrimitives;
instancedDrawFunc = Renderer::DrawPrimitivesInstanced;
indexCount = vertexBuffer->GetVertexCount();
}
}
instances.clear();
Renderer::SetIndexBuffer(indexBuffer);
Renderer::SetVertexBuffer(vertexBuffer);
if (useInstancing)
{
// On récupère le buffer d'instancing du Renderer et on le configure pour fonctionner avec des matrices
VertexBuffer* instanceBuffer = Renderer::GetInstanceBuffer();
instanceBuffer->SetVertexDeclaration(VertexDeclaration::Get(VertexLayout_Matrix4));
const Matrix4f* instanceMatrices = &instances[0];
unsigned int instanceCount = instances.size();
unsigned int maxInstanceCount = instanceBuffer->GetVertexCount(); // Le nombre de matrices que peut contenir le buffer
while (instanceCount > 0)
{
// On calcule le nombre d'instances que l'on pourra afficher cette fois-ci (Selon la taille du buffer d'instancing)
unsigned int renderedInstanceCount = std::min(instanceCount, maxInstanceCount);
instanceCount -= renderedInstanceCount;
// On remplit l'instancing buffer avec nos matrices world
instanceBuffer->Fill(instanceMatrices, 0, renderedInstanceCount, true);
instanceMatrices += renderedInstanceCount;
// Et on affiche
instancedDrawFunc(renderedInstanceCount, meshData.primitiveMode, 0, indexCount);
}
}
else
{
// Sans instancing, on doit effectuer un draw call pour chaque instance
// Cela reste néanmoins plus rapide que l'instancing en dessous d'un certain nombre d'instances
// À cause du temps de modification du buffer d'instancing
for (const Matrix4f& matrix : instances)
{
Renderer::SetMatrix(MatrixType_World, matrix);
drawFunc(meshData.primitiveMode, 0, indexCount);
}
}
instances.clear();
}
}
}
}
// Et on remet à zéro les données
matEntry.enabled = false;
matEntry.instancingEnabled = false;
// Et on remet à zéro les données
matEntry.enabled = false;
matEntry.instancingEnabled = false;
}
}
}

View File

@ -17,63 +17,66 @@ namespace Nz
{
}
void DeferredRenderQueue::AddBillboard(const Material* material, const Vector3f& position, const Vector2f& size, const Vector2f& sinCos, const Color& color)
void DeferredRenderQueue::AddBillboard(int renderOrder, const Material* material, const Vector3f& position, const Vector2f& size, const Vector2f& sinCos, const Color& color)
{
m_forwardQueue->AddBillboard(material, position, size, sinCos, color);
m_forwardQueue->AddBillboard(renderOrder, material, position, size, sinCos, color);
}
void DeferredRenderQueue::AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const Color> colorPtr)
void DeferredRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const Color> colorPtr)
{
m_forwardQueue->AddBillboards(material, count, positionPtr, sizePtr, sinCosPtr, colorPtr);
m_forwardQueue->AddBillboards(renderOrder, material, count, positionPtr, sizePtr, sinCosPtr, colorPtr);
}
void DeferredRenderQueue::AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr)
void DeferredRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr)
{
m_forwardQueue->AddBillboards(material, count, positionPtr, sizePtr, sinCosPtr, alphaPtr);
m_forwardQueue->AddBillboards(renderOrder, material, count, positionPtr, sizePtr, sinCosPtr, alphaPtr);
}
void DeferredRenderQueue::AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr)
void DeferredRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr)
{
m_forwardQueue->AddBillboards(material, count, positionPtr, sizePtr, anglePtr, colorPtr);
m_forwardQueue->AddBillboards(renderOrder, material, count, positionPtr, sizePtr, anglePtr, colorPtr);
}
void DeferredRenderQueue::AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr)
void DeferredRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr)
{
m_forwardQueue->AddBillboards(material, count, positionPtr, sizePtr, anglePtr, alphaPtr);
m_forwardQueue->AddBillboards(renderOrder, material, count, positionPtr, sizePtr, anglePtr, alphaPtr);
}
void DeferredRenderQueue::AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const Color> colorPtr)
void DeferredRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const Color> colorPtr)
{
m_forwardQueue->AddBillboards(material, count, positionPtr, sizePtr, sinCosPtr, colorPtr);
m_forwardQueue->AddBillboards(renderOrder, material, count, positionPtr, sizePtr, sinCosPtr, colorPtr);
}
void DeferredRenderQueue::AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr)
void DeferredRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr)
{
m_forwardQueue->AddBillboards(material, count, positionPtr, sizePtr, sinCosPtr, alphaPtr);
m_forwardQueue->AddBillboards(renderOrder, material, count, positionPtr, sizePtr, sinCosPtr, alphaPtr);
}
void DeferredRenderQueue::AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr)
void DeferredRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr)
{
m_forwardQueue->AddBillboards(material, count, positionPtr, sizePtr, anglePtr, colorPtr);
m_forwardQueue->AddBillboards(renderOrder, material, count, positionPtr, sizePtr, anglePtr, colorPtr);
}
void DeferredRenderQueue::AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr)
void DeferredRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr)
{
m_forwardQueue->AddBillboards(material, count, positionPtr, sizePtr, anglePtr, alphaPtr);
m_forwardQueue->AddBillboards(renderOrder, material, count, positionPtr, sizePtr, anglePtr, alphaPtr);
}
void DeferredRenderQueue::AddDrawable(const Drawable* drawable)
void DeferredRenderQueue::AddDrawable(int renderOrder, const Drawable* drawable)
{
m_forwardQueue->AddDrawable(drawable);
m_forwardQueue->AddDrawable(renderOrder, drawable);
}
void DeferredRenderQueue::AddMesh(const Material* material, const MeshData& meshData, const Boxf& meshAABB, const Matrix4f& transformMatrix)
void DeferredRenderQueue::AddMesh(int renderOrder, const Material* material, const MeshData& meshData, const Boxf& meshAABB, const Matrix4f& transformMatrix)
{
if (material->IsEnabled(RendererParameter_Blend))
// Un matériau transparent ? J'aime pas, va voir dans la forward queue si j'y suis
m_forwardQueue->AddMesh(material, meshData, meshAABB, transformMatrix);
m_forwardQueue->AddMesh(renderOrder, material, meshData, meshAABB, transformMatrix);
else
{
Layer& currentLayer = GetLayer(renderOrder);
auto& opaqueModels = currentLayer.opaqueModels;
auto it = opaqueModels.find(material);
if (it == opaqueModels.end())
{
@ -110,9 +113,9 @@ namespace Nz
}
}
void DeferredRenderQueue::AddSprites(const Material* material, const VertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const Texture* overlay)
void DeferredRenderQueue::AddSprites(int renderOrder, const Material* material, const VertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const Texture* overlay)
{
m_forwardQueue->AddSprites(material, vertices, spriteCount, overlay);
m_forwardQueue->AddSprites(renderOrder, material, vertices, spriteCount, overlay);
}
void DeferredRenderQueue::Clear(bool fully)
@ -120,44 +123,80 @@ namespace Nz
AbstractRenderQueue::Clear(fully);
if (fully)
opaqueModels.clear();
layers.clear();
else
{
for (auto it = layers.begin(); it != layers.end(); ++it)
{
Layer& layer = it->second;
if (layer.clearCount++ >= 100)
it = layers.erase(it);
}
}
m_forwardQueue->Clear(fully);
}
DeferredRenderQueue::Layer& DeferredRenderQueue::GetLayer(unsigned int i)
{
auto it = layers.find(i);
if (it == layers.end())
it = layers.insert(std::make_pair(i, Layer())).first;
Layer& layer = it->second;
layer.clearCount = 0;
return layer;
}
void DeferredRenderQueue::OnIndexBufferInvalidation(const IndexBuffer* indexBuffer)
{
for (auto& modelPair : opaqueModels)
for (auto& pair : layers)
{
MeshInstanceContainer& meshes = modelPair.second.meshMap;
for (auto it = meshes.begin(); it != meshes.end();)
Layer& layer = pair.second;
for (auto& modelPair : layer.opaqueModels)
{
const MeshData& renderData = it->first;
if (renderData.indexBuffer == indexBuffer)
it = meshes.erase(it);
else
++it;
MeshInstanceContainer& meshes = modelPair.second.meshMap;
for (auto it = meshes.begin(); it != meshes.end();)
{
const MeshData& renderData = it->first;
if (renderData.indexBuffer == indexBuffer)
it = meshes.erase(it);
else
++it;
}
}
}
}
void DeferredRenderQueue::OnMaterialInvalidation(const Material* material)
{
opaqueModels.erase(material);
for (auto& pair : layers)
{
Layer& layer = pair.second;
layer.opaqueModels.erase(material);
}
}
void DeferredRenderQueue::OnVertexBufferInvalidation(const VertexBuffer* vertexBuffer)
{
for (auto& modelPair : opaqueModels)
for (auto& pair : layers)
{
MeshInstanceContainer& meshes = modelPair.second.meshMap;
for (auto it = meshes.begin(); it != meshes.end();)
Layer& layer = pair.second;
for (auto& modelPair : layer.opaqueModels)
{
const MeshData& renderData = it->first;
if (renderData.vertexBuffer == vertexBuffer)
it = meshes.erase(it);
else
++it;
MeshInstanceContainer& meshes = modelPair.second.meshMap;
for (auto it = meshes.begin(); it != meshes.end();)
{
const MeshData& renderData = it->first;
if (renderData.vertexBuffer == vertexBuffer)
it = meshes.erase(it);
else
++it;
}
}
}
}

View File

@ -11,10 +11,12 @@
namespace Nz
{
void ForwardRenderQueue::AddBillboard(const Material* material, const Vector3f& position, const Vector2f& size, const Vector2f& sinCos, const Color& color)
void ForwardRenderQueue::AddBillboard(int renderOrder, const Material* material, const Vector3f& position, const Vector2f& size, const Vector2f& sinCos, const Color& color)
{
NazaraAssert(material, "Invalid material");
auto& billboards = GetLayer(renderOrder).billboards;
auto it = billboards.find(material);
if (it == billboards.end())
{
@ -30,7 +32,7 @@ namespace Nz
billboardVector.push_back(BillboardData{color, position, size, sinCos});
}
void ForwardRenderQueue::AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const Color> colorPtr)
void ForwardRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const Color> colorPtr)
{
NazaraAssert(material, "Invalid material");
@ -43,6 +45,8 @@ namespace Nz
if (!colorPtr)
colorPtr.Reset(&Color::White, 0); // Pareil
auto& billboards = GetLayer(renderOrder).billboards;
auto it = billboards.find(material);
if (it == billboards.end())
{
@ -69,7 +73,7 @@ namespace Nz
}
}
void ForwardRenderQueue::AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr)
void ForwardRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr)
{
NazaraAssert(material, "Invalid material");
@ -84,6 +88,8 @@ namespace Nz
if (!alphaPtr)
alphaPtr.Reset(&defaultAlpha, 0); // Pareil
auto& billboards = GetLayer(renderOrder).billboards;
auto it = billboards.find(material);
if (it == billboards.end())
{
@ -110,7 +116,7 @@ namespace Nz
}
}
void ForwardRenderQueue::AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr)
void ForwardRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr)
{
NazaraAssert(material, "Invalid material");
@ -123,6 +129,8 @@ namespace Nz
if (!colorPtr)
colorPtr.Reset(&Color::White, 0); // Pareil
auto& billboards = GetLayer(renderOrder).billboards;
auto it = billboards.find(material);
if (it == billboards.end())
{
@ -153,7 +161,7 @@ namespace Nz
}
}
void ForwardRenderQueue::AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr)
void ForwardRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr)
{
NazaraAssert(material, "Invalid material");
@ -168,6 +176,8 @@ namespace Nz
if (!alphaPtr)
alphaPtr.Reset(&defaultAlpha, 0); // Pareil
auto& billboards = GetLayer(renderOrder).billboards;
auto it = billboards.find(material);
if (it == billboards.end())
{
@ -198,7 +208,7 @@ namespace Nz
}
}
void ForwardRenderQueue::AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const Color> colorPtr)
void ForwardRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const Color> colorPtr)
{
NazaraAssert(material, "Invalid material");
@ -211,6 +221,8 @@ namespace Nz
if (!colorPtr)
colorPtr.Reset(&Color::White, 0); // Pareil
auto& billboards = GetLayer(renderOrder).billboards;
auto it = billboards.find(material);
if (it == billboards.end())
{
@ -237,7 +249,7 @@ namespace Nz
}
}
void ForwardRenderQueue::AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr)
void ForwardRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr)
{
NazaraAssert(material, "Invalid material");
@ -252,6 +264,8 @@ namespace Nz
if (!alphaPtr)
alphaPtr.Reset(&defaultAlpha, 0); // Pareil
auto& billboards = GetLayer(renderOrder).billboards;
auto it = billboards.find(material);
if (it == billboards.end())
{
@ -278,7 +292,7 @@ namespace Nz
}
}
void ForwardRenderQueue::AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr)
void ForwardRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr)
{
NazaraAssert(material, "Invalid material");
@ -291,6 +305,8 @@ namespace Nz
if (!colorPtr)
colorPtr.Reset(&Color::White, 0); // Pareil
auto& billboards = GetLayer(renderOrder).billboards;
auto it = billboards.find(material);
if (it == billboards.end())
{
@ -321,7 +337,7 @@ namespace Nz
}
}
void ForwardRenderQueue::AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr)
void ForwardRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr)
{
NazaraAssert(material, "Invalid material");
@ -336,6 +352,8 @@ namespace Nz
if (!alphaPtr)
alphaPtr.Reset(&defaultAlpha, 0); // Pareil
auto& billboards = GetLayer(renderOrder).billboards;
auto it = billboards.find(material);
if (it == billboards.end())
{
@ -366,7 +384,7 @@ namespace Nz
}
}
void ForwardRenderQueue::AddDrawable(const Drawable* drawable)
void ForwardRenderQueue::AddDrawable(int renderOrder, const Drawable* drawable)
{
#if NAZARA_GRAPHICS_SAFE
if (!drawable)
@ -376,13 +394,19 @@ namespace Nz
}
#endif
auto& otherDrawables = GetLayer(renderOrder).otherDrawables;
otherDrawables.push_back(drawable);
}
void ForwardRenderQueue::AddMesh(const Material* material, const MeshData& meshData, const Boxf& meshAABB, const Matrix4f& transformMatrix)
void ForwardRenderQueue::AddMesh(int renderOrder, const Material* material, const MeshData& meshData, const Boxf& meshAABB, const Matrix4f& transformMatrix)
{
if (material->IsEnabled(RendererParameter_Blend))
{
Layer& currentLayer = GetLayer(renderOrder);
auto& transparentModels = currentLayer.transparentModels;
auto& transparentModelData = currentLayer.transparentModelData;
// Le matériau est transparent, nous devons rendre ce mesh d'une autre façon (après le rendu des objets opaques et en les triant)
unsigned int index = transparentModelData.size();
transparentModelData.resize(index+1);
@ -397,6 +421,9 @@ namespace Nz
}
else
{
Layer& currentLayer = GetLayer(renderOrder);
auto& opaqueModels = currentLayer.opaqueModels;
auto it = opaqueModels.find(material);
if (it == opaqueModels.end())
{
@ -434,8 +461,11 @@ namespace Nz
}
}
void ForwardRenderQueue::AddSprites(const Material* material, const VertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const Texture* overlay)
void ForwardRenderQueue::AddSprites(int renderOrder, const Material* material, const VertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const Texture* overlay)
{
Layer& currentLayer = GetLayer(renderOrder);
auto& basicSprites = currentLayer.basicSprites;
auto matIt = basicSprites.find(material);
if (matIt == basicSprites.end())
{
@ -468,15 +498,22 @@ namespace Nz
{
AbstractRenderQueue::Clear(fully);
otherDrawables.clear();
transparentModels.clear();
transparentModelData.clear();
if (fully)
layers.clear();
else
{
basicSprites.clear();
billboards.clear();
opaqueModels.clear();
for (auto it = layers.begin(); it != layers.end(); ++it)
{
Layer& layer = it->second;
if (layer.clearCount++ >= 100)
it = layers.erase(it);
else
{
layer.otherDrawables.clear();
layer.transparentModels.clear();
layer.transparentModelData.clear();
}
}
}
}
@ -486,78 +523,113 @@ namespace Nz
Vector3f viewerPos = viewer->GetEyePosition();
Vector3f viewerNormal = viewer->GetForward();
std::sort(transparentModels.begin(), transparentModels.end(), [this, &nearPlane, &viewerNormal](unsigned int index1, unsigned int index2)
for (auto& pair : layers)
{
const Spheref& sphere1 = transparentModelData[index1].squaredBoundingSphere;
const Spheref& sphere2 = transparentModelData[index2].squaredBoundingSphere;
Layer& layer = pair.second;
Vector3f position1 = sphere1.GetNegativeVertex(viewerNormal);
Vector3f position2 = sphere2.GetNegativeVertex(viewerNormal);
return nearPlane.Distance(position1) > nearPlane.Distance(position2);
});
for (auto& pair : billboards)
{
const Material* mat = pair.first;
if (mat->IsDepthSortingEnabled())
std::sort(layer.transparentModels.begin(), layer.transparentModels.end(), [&layer, &nearPlane, &viewerNormal] (unsigned int index1, unsigned int index2)
{
BatchedBillboardEntry& entry = pair.second;
auto& billboardVector = entry.billboards;
const Spheref& sphere1 = layer.transparentModelData[index1].squaredBoundingSphere;
const Spheref& sphere2 = layer.transparentModelData[index2].squaredBoundingSphere;
std::sort(billboardVector.begin(), billboardVector.end(), [&viewerPos](const BillboardData& data1, const BillboardData& data2)
Vector3f position1 = sphere1.GetNegativeVertex(viewerNormal);
Vector3f position2 = sphere2.GetNegativeVertex(viewerNormal);
return nearPlane.Distance(position1) > nearPlane.Distance(position2);
});
for (auto& pair : layer.billboards)
{
const Material* mat = pair.first;
if (mat->IsDepthSortingEnabled())
{
return viewerPos.SquaredDistance(data1.center) > viewerPos.SquaredDistance(data2.center);
});
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);
});
}
}
}
}
ForwardRenderQueue::Layer& ForwardRenderQueue::GetLayer(int i)
{
auto it = layers.find(i);
if (it == layers.end())
it = layers.insert(std::make_pair(i, Layer())).first;
Layer& layer = it->second;
layer.clearCount = 0;
return layer;
}
void ForwardRenderQueue::OnIndexBufferInvalidation(const IndexBuffer* indexBuffer)
{
for (auto& modelPair : opaqueModels)
for (auto& pair : layers)
{
MeshInstanceContainer& meshes = modelPair.second.meshMap;
for (auto it = meshes.begin(); it != meshes.end();)
Layer& layer = pair.second;
for (auto& modelPair : layer.opaqueModels)
{
const MeshData& renderData = it->first;
if (renderData.indexBuffer == indexBuffer)
it = meshes.erase(it);
else
++it;
MeshInstanceContainer& meshes = modelPair.second.meshMap;
for (auto it = meshes.begin(); it != meshes.end();)
{
const MeshData& renderData = it->first;
if (renderData.indexBuffer == indexBuffer)
it = meshes.erase(it);
else
++it;
}
}
}
}
void ForwardRenderQueue::OnMaterialInvalidation(const Material* material)
{
basicSprites.erase(material);
billboards.erase(material);
opaqueModels.erase(material);
for (auto& pair : layers)
{
Layer& layer = pair.second;
layer.basicSprites.erase(material);
layer.billboards.erase(material);
layer.opaqueModels.erase(material);
}
}
void ForwardRenderQueue::OnTextureInvalidation(const Texture* texture)
{
for (auto matIt = basicSprites.begin(); matIt != basicSprites.end(); ++matIt)
for (auto& pair : layers)
{
auto& overlayMap = matIt->second.overlayMap;
overlayMap.erase(texture);
Layer& layer = pair.second;
for (auto matIt = layer.basicSprites.begin(); matIt != layer.basicSprites.end(); ++matIt)
{
auto& overlayMap = matIt->second.overlayMap;
overlayMap.erase(texture);
}
}
}
void ForwardRenderQueue::OnVertexBufferInvalidation(const VertexBuffer* vertexBuffer)
{
for (auto& modelPair : opaqueModels)
for (auto& pair : layers)
{
MeshInstanceContainer& meshes = modelPair.second.meshMap;
for (auto it = meshes.begin(); it != meshes.end();)
Layer& layer = pair.second;
for (auto& modelPair : layer.opaqueModels)
{
const MeshData& renderData = it->first;
if (renderData.vertexBuffer == vertexBuffer)
it = meshes.erase(it);
else
++it;
MeshInstanceContainer& meshes = modelPair.second.meshMap;
for (auto it = meshes.begin(); it != meshes.end();)
{
const MeshData& renderData = it->first;
if (renderData.vertexBuffer == vertexBuffer)
it = meshes.erase(it);
else
++it;
}
}
}
}

View File

@ -62,21 +62,25 @@ namespace Nz
if (sceneData.background)
sceneData.background->Draw(sceneData.viewer);
if (!m_renderQueue.opaqueModels.empty())
DrawOpaqueModels(sceneData);
for (auto& pair : m_renderQueue.layers)
{
ForwardRenderQueue::Layer& layer = pair.second;
if (!m_renderQueue.transparentModels.empty())
DrawTransparentModels(sceneData);
if (!layer.opaqueModels.empty())
DrawOpaqueModels(sceneData, layer);
if (!m_renderQueue.basicSprites.empty())
DrawBasicSprites(sceneData);
if (!layer.transparentModels.empty())
DrawTransparentModels(sceneData, layer);
if (!m_renderQueue.billboards.empty())
DrawBillboards(sceneData);
if (!layer.basicSprites.empty())
DrawBasicSprites(sceneData, layer);
// Les autres drawables (Exemple: Terrain)
for (const Drawable* drawable : m_renderQueue.otherDrawables)
drawable->Draw();
if (!layer.billboards.empty())
DrawBillboards(sceneData, layer);
for (const Drawable* drawable : layer.otherDrawables)
drawable->Draw();
}
return true;
}
@ -203,7 +207,7 @@ namespace Nz
});
}
void ForwardRenderTechnique::DrawBasicSprites(const SceneData& sceneData) const
void ForwardRenderTechnique::DrawBasicSprites(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const
{
NazaraAssert(sceneData.viewer, "Invalid viewer");
@ -214,7 +218,7 @@ namespace Nz
Renderer::SetMatrix(MatrixType_World, Matrix4f::Identity());
Renderer::SetVertexBuffer(&m_spriteBuffer);
for (auto& matIt : m_renderQueue.basicSprites)
for (auto& matIt : layer.basicSprites)
{
const Material* material = matIt.first;
auto& matEntry = matIt.second;
@ -309,7 +313,7 @@ namespace Nz
}
}
void ForwardRenderTechnique::DrawBillboards(const SceneData& sceneData) const
void ForwardRenderTechnique::DrawBillboards(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const
{
NazaraAssert(sceneData.viewer, "Invalid viewer");
@ -323,7 +327,7 @@ namespace Nz
Renderer::SetVertexBuffer(&s_quadVertexBuffer);
for (auto& matIt : m_renderQueue.billboards)
for (auto& matIt : layer.billboards)
{
const Material* material = matIt.first;
auto& entry = matIt.second;
@ -372,7 +376,7 @@ namespace Nz
Renderer::SetIndexBuffer(&s_quadIndexBuffer);
Renderer::SetVertexBuffer(&m_billboardPointBuffer);
for (auto& matIt : m_renderQueue.billboards)
for (auto& matIt : layer.billboards)
{
const Material* material = matIt.first;
auto& entry = matIt.second;
@ -454,14 +458,14 @@ namespace Nz
}
}
void ForwardRenderTechnique::DrawOpaqueModels(const SceneData& sceneData) const
void ForwardRenderTechnique::DrawOpaqueModels(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const
{
NazaraAssert(sceneData.viewer, "Invalid viewer");
const Shader* lastShader = nullptr;
const ShaderUniforms* shaderUniforms = nullptr;
for (auto& matIt : m_renderQueue.opaqueModels)
for (auto& matIt : layer.opaqueModels)
{
auto& matEntry = matIt.second;
@ -657,7 +661,7 @@ namespace Nz
}
}
void ForwardRenderTechnique::DrawTransparentModels(const SceneData& sceneData) const
void ForwardRenderTechnique::DrawTransparentModels(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const
{
NazaraAssert(sceneData.viewer, "Invalid viewer");
@ -665,9 +669,9 @@ namespace Nz
const ShaderUniforms* shaderUniforms = nullptr;
unsigned int lightCount = 0;
for (unsigned int index : m_renderQueue.transparentModels)
for (unsigned int index : layer.transparentModels)
{
const ForwardRenderQueue::TransparentModelData& modelData = m_renderQueue.transparentModelData[index];
const ForwardRenderQueue::TransparentModelData& modelData = layer.transparentModelData[index];
// Matériau
const Material* material = modelData.material;

View File

@ -50,7 +50,7 @@ namespace Nz
meshData.primitiveMode = mesh->GetPrimitiveMode();
meshData.vertexBuffer = mesh->GetVertexBuffer();
renderQueue->AddMesh(material, meshData, mesh->GetAABB(), instanceData.transformMatrix);
renderQueue->AddMesh(instanceData.renderOrder, material, meshData, mesh->GetAABB(), instanceData.transformMatrix);
}
}

View File

@ -47,7 +47,7 @@ namespace Nz
meshData.primitiveMode = mesh->GetPrimitiveMode();
meshData.vertexBuffer = SkinningManager::GetBuffer(mesh, &m_skeleton);
renderQueue->AddMesh(material, meshData, m_skeleton.GetAABB(), instanceData.transformMatrix);
renderQueue->AddMesh(instanceData.renderOrder, material, meshData, m_skeleton.GetAABB(), instanceData.transformMatrix);
}
}

View File

@ -17,7 +17,7 @@ namespace Nz
return;
const VertexStruct_XYZ_Color_UV* vertices = reinterpret_cast<const VertexStruct_XYZ_Color_UV*>(instanceData.data.data());
renderQueue->AddSprites(m_material, vertices, 1);
renderQueue->AddSprites(instanceData.renderOrder, m_material, vertices, 1);
}
void Sprite::MakeBoundingVolume() const

View File

@ -26,7 +26,7 @@ namespace Nz
if (indices.count > 0)
{
const VertexStruct_XYZ_Color_UV* vertices = reinterpret_cast<const VertexStruct_XYZ_Color_UV*>(instanceData.data.data());
renderQueue->AddSprites(m_material, &vertices[indices.first*4], indices.count, overlay);
renderQueue->AddSprites(instanceData.renderOrder, m_material, &vertices[indices.first*4], indices.count, overlay);
}
}
}