Add support for depth clamping

This commit is contained in:
Jérôme Leclercq
2021-07-09 00:22:08 +02:00
parent 3a3279246f
commit 8458301a64
12 changed files with 74 additions and 2 deletions

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@@ -42,6 +42,7 @@ namespace Nz
inline void EnableBlending(bool blending);
inline void EnableColorWrite(bool colorWrite);
inline void EnableDepthBuffer(bool depthBuffer);
inline void EnableDepthClamp(bool depthClamp);
inline void EnableDepthSorting(bool depthSorting);
inline void EnableDepthWrite(bool depthWrite);
inline void EnableFaceCulling(bool faceCulling);
@@ -84,6 +85,7 @@ namespace Nz
inline bool IsBlendingEnabled() const;
inline bool IsColorWriteEnabled() const;
inline bool IsDepthBufferEnabled() const;
inline bool IsDepthClampEnabled() const;
inline bool IsDepthSortingEnabled() const;
inline bool IsDepthWriteEnabled() const;
inline bool IsFaceCullingEnabled() const;

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@@ -115,6 +115,28 @@ namespace Nz
InvalidatePipeline();
}
/*!
* \brief Enable/Disable depth clamp for this material
*
* When enabled, all fragments generated by this material will be clamped to znear or zfar
* instead of being clipped out when outside this range.
*
* This can be useful to prevent clipping near or far primitives.
*
* \param depthClamp Defines if this material will use depth clamping
*
* \remark Invalidates the pipeline
* \remark Depth clamping requires RenderDeviceFeatures::depthClamping to be true
*
* \see IsDepthClampEnabled
*/
inline void Material::EnableDepthClamp(bool depthClamp)
{
m_pipelineInfo.depthClamp = depthClamp;
InvalidatePipeline();
}
/*!
* \brief Enable/Disable depth sorting for this material
*
@@ -524,6 +546,15 @@ namespace Nz
return m_pipelineInfo.depthBuffer;
}
/*!
* \brief Checks whether this material has depth clamping enabled
* \return true If it is the case
*/
inline bool Material::IsDepthClampEnabled() const
{
return false;
}
/*!
* \brief Checks whether this material has depth sorting enabled
* \return true If it is the case

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@@ -48,6 +48,7 @@ namespace Nz::GL
enum class Extension
{
DepthClamp,
SpirV,
TextureCompressionS3tc,
TextureFilterAnisotropic,

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@@ -16,6 +16,7 @@ namespace Nz
struct RenderDeviceFeatures
{
bool anisotropicFiltering = false;
bool depthClamping = false;
bool nonSolidFaceFilling = false;
};

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@@ -7,9 +7,9 @@
#ifndef NAZARA_RENDERPIPELINE_HPP
#define NAZARA_RENDERPIPELINE_HPP
#include <Nazara/Utility/Enums.hpp>
#include <Nazara/Renderer/RenderPipelineLayout.hpp>
#include <Nazara/Renderer/RenderStates.hpp>
#include <Nazara/Utility/Enums.hpp>
namespace Nz
{
@@ -26,6 +26,8 @@ namespace Nz
std::vector<VertexBufferData> vertexBuffers;
};
class RenderDevice;
class NAZARA_RENDERER_API RenderPipeline
{
public:
@@ -33,6 +35,9 @@ namespace Nz
virtual ~RenderPipeline();
virtual const RenderPipelineInfo& GetPipelineInfo() const = 0;
protected:
static void ValidatePipelineInfo(const RenderDevice& device, RenderPipelineInfo& pipelineInfo);
};
}

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@@ -49,6 +49,7 @@ namespace Nz
bool blending = false;
bool colorWrite = true;
bool depthBuffer = false;
bool depthClamp = false;
bool depthWrite = true;
bool faceCulling = false;
bool scissorTest = false;

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@@ -19,6 +19,7 @@ namespace Nz
NazaraRenderStateBoolMember(blending);
NazaraRenderStateBoolMember(colorWrite);
NazaraRenderStateBoolMember(depthBuffer);
NazaraRenderStateBoolMember(depthClamp);
NazaraRenderStateBoolMember(faceCulling);
NazaraRenderStateBoolMember(scissorTest);
NazaraRenderStateBoolMember(stencilTest);
@@ -95,6 +96,7 @@ namespace std
NazaraRenderStateBool(blending);
NazaraRenderStateBool(colorWrite);
NazaraRenderStateBool(depthBuffer);
NazaraRenderStateBool(depthClamp);
NazaraRenderStateBool(faceCulling);
NazaraRenderStateBool(scissorTest);
NazaraRenderStateBool(stencilTest);