Add frustum culling (WIP)
This commit is contained in:
parent
8db8533300
commit
8546631f62
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@ -211,11 +211,11 @@ int main()
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}
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planeMat->AddPass("ForwardPass", planeMatPass);
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Nz::Model spaceshipModel(std::move(gfxMesh));
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Nz::Model spaceshipModel(std::move(gfxMesh), spaceship->GetAABB());
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for (std::size_t i = 0; i < spaceshipModel.GetSubMeshCount(); ++i)
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spaceshipModel.SetMaterial(i, spaceshipMat);
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Nz::Model planeModel(std::move(planeMeshGfx));
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Nz::Model planeModel(std::move(planeMeshGfx), planeMesh->GetAABB());
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for (std::size_t i = 0; i < planeModel.GetSubMeshCount(); ++i)
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planeModel.SetMaterial(i, planeMat);
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@ -75,7 +75,7 @@ int main()
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basicMat.SetAlphaMap(Nz::Texture::LoadFromFile(resourceDir / "alphatile.png", texParams));
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basicMat.SetDiffuseMap(Nz::Texture::LoadFromFile(resourceDir / "Spaceship/Texture/diffuse.png", texParams));
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Nz::Model model(std::move(gfxMesh));
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Nz::Model model(std::move(gfxMesh), spaceshipMesh->GetAABB());
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for (std::size_t i = 0; i < model.GetSubMeshCount(); ++i)
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model.SetMaterial(i, material);
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@ -61,6 +61,7 @@ int main()
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return __LINE__;
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}
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const Nz::Boxf& spaceshipAABB = spaceshipMesh->GetAABB();
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std::shared_ptr<Nz::GraphicalMesh> gfxMesh = std::make_shared<Nz::GraphicalMesh>(*spaceshipMesh);
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// Texture
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@ -102,7 +103,7 @@ int main()
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Nz::DepthMaterial basicMatDepth(*depthPass);
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basicMatDepth.SetAlphaMap(Nz::Texture::LoadFromFile(resourceDir / "alphatile.png", texParams));
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std::shared_ptr<Nz::Model> model = std::make_shared<Nz::Model>(std::move(gfxMesh));
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std::shared_ptr<Nz::Model> model = std::make_shared<Nz::Model>(std::move(gfxMesh), spaceshipAABB);
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for (std::size_t i = 0; i < model->GetSubMeshCount(); ++i)
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model->SetMaterial(i, material);
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@ -140,7 +141,7 @@ int main()
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std::shared_ptr<Nz::Mesh> colliderMesh = Nz::Mesh::Build(shipCollider->GenerateMesh());
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std::shared_ptr<Nz::GraphicalMesh> colliderGraphicalMesh = std::make_shared<Nz::GraphicalMesh>(*colliderMesh);
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colliderModel = std::make_shared<Nz::Model>(colliderGraphicalMesh);
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colliderModel = std::make_shared<Nz::Model>(colliderGraphicalMesh, spaceshipAABB);
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for (std::size_t i = 0; i < colliderModel->GetSubMeshCount(); ++i)
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colliderModel->SetMaterial(i, colliderMat);
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}
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@ -168,11 +169,11 @@ int main()
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registry.get<Nz::NodeComponent>(viewer).SetParent(registry, headingEntity);
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registry.get<Nz::NodeComponent>(viewer).SetPosition(Nz::Vector3f::Backward() * 2.5f + Nz::Vector3f::Up() * 1.f);
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for (std::size_t x = 0; x < 5; ++x)
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for (std::size_t x = 0; x < 10; ++x)
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{
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for (std::size_t y = 0; y < 5; ++y)
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for (std::size_t y = 0; y < 10; ++y)
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{
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for (std::size_t z = 0; z < 5; ++z)
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for (std::size_t z = 0; z < 10; ++z)
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{
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entt::entity entity = registry.create();
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auto& entityGfx = registry.emplace<Nz::GraphicsComponent>(entity);
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@ -54,6 +54,12 @@ namespace Nz
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void ProcessRenderQueue(CommandBufferBuilder& builder, const RenderQueue<RenderElement*>& renderQueue);
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void UnregisterMaterialPass(MaterialPass* material);
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struct ElementAABB
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{
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Boxf aabb;
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std::size_t count;
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};
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struct MaterialData
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{
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std::size_t usedCount = 0;
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@ -70,7 +76,19 @@ namespace Nz
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{
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std::size_t colorAttachment;
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std::size_t depthStencilAttachment;
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std::size_t depthPrepassVisibilityHash = 0;
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std::size_t forwardVisibilityHash = 0;
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std::vector<ElementAABB> depthPrepassAABB;
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std::vector<ElementAABB> forwardAABB;
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std::vector<std::unique_ptr<RenderElement>> depthPrepassRenderElements;
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std::vector<std::unique_ptr<RenderElement>> forwardRenderElements;
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RenderQueueRegistry depthPrepassRegistry;
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RenderQueueRegistry forwardRegistry;
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RenderQueue<RenderElement*> depthPrepassRenderQueue;
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RenderQueue<RenderElement*> forwardRenderQueue;
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ShaderBindingPtr blitShaderBinding;
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bool rebuildDepthPrepass = true;
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bool rebuildForwardPass = true;
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};
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std::size_t m_depthPassIndex;
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@ -82,17 +100,9 @@ namespace Nz
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std::unordered_set<MaterialPass*> m_invalidatedMaterials;
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std::unordered_set<WorldInstance*> m_invalidatedWorldInstances;
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std::unordered_set<WorldInstancePtr> m_removedWorldInstances;
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std::vector<std::unique_ptr<RenderElement>> m_depthPrepassRenderElements;
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std::vector<std::unique_ptr<RenderElement>> m_forwardRenderElements;
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std::vector<std::unique_ptr<ElementRenderer>> m_elementRenderers;
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BakedFrameGraph m_bakedFrameGraph;
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RenderQueueRegistry m_depthPrepassRegistry;
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RenderQueueRegistry m_forwardRegistry;
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RenderQueue<RenderElement*> m_depthPrepassRenderQueue;
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RenderQueue<RenderElement*> m_forwardRenderQueue;
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bool m_rebuildDepthPrepass;
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bool m_rebuildFrameGraph;
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bool m_rebuildForwardPass;
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};
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}
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@ -10,6 +10,7 @@
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#include <Nazara/Prerequisites.hpp>
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#include <Nazara/Core/Signal.hpp>
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#include <Nazara/Graphics/Config.hpp>
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#include <Nazara/Math/Box.hpp>
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#include <memory>
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namespace Nz
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@ -22,13 +23,14 @@ namespace Nz
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class NAZARA_GRAPHICS_API InstancedRenderable
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{
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public:
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InstancedRenderable() = default;
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inline InstancedRenderable(const Boxf& aabb);
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InstancedRenderable(const InstancedRenderable&) = delete;
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InstancedRenderable(InstancedRenderable&&) noexcept = default;
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~InstancedRenderable();
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virtual void BuildElement(std::size_t passIndex, WorldInstance& worldInstance, std::vector<std::unique_ptr<RenderElement>>& elements) const = 0;
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inline const Boxf& GetAABB() const;
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virtual const std::shared_ptr<Material>& GetMaterial(std::size_t i) const = 0;
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virtual std::size_t GetMaterialCount() const = 0;
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@ -36,6 +38,9 @@ namespace Nz
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InstancedRenderable& operator=(InstancedRenderable&&) noexcept = default;
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NazaraSignal(OnMaterialInvalidated, InstancedRenderable* /*instancedRenderable*/, std::size_t /*materialIndex*/, const std::shared_ptr<Material>& /*newMaterial*/);
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private:
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Boxf m_aabb;
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};
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}
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@ -7,6 +7,15 @@
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namespace Nz
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{
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inline InstancedRenderable::InstancedRenderable(const Boxf& aabb) :
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m_aabb(aabb)
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{
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}
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inline const Boxf& InstancedRenderable::GetAABB() const
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{
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return m_aabb;
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}
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}
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#include <Nazara/Graphics/DebugOff.hpp>
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@ -23,7 +23,7 @@ namespace Nz
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class NAZARA_GRAPHICS_API Model : public InstancedRenderable
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{
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public:
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Model(std::shared_ptr<GraphicalMesh> graphicalMesh);
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Model(std::shared_ptr<GraphicalMesh> graphicalMesh, const Boxf& aabb);
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Model(const Model&) = delete;
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Model(Model&&) noexcept = default;
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~Model() = default;
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@ -28,6 +28,12 @@ namespace Nz
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ViewerInstance(ViewerInstance&&) noexcept = default;
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~ViewerInstance() = default;
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inline const Matrix4f& GetInvProjectionMatrix() const;
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inline const Matrix4f& GetInvViewMatrix() const;
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inline const Matrix4f& GetInvViewProjMatrix() const;
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inline const Matrix4f& GetProjectionMatrix() const;
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inline const Matrix4f& GetViewMatrix() const;
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inline const Matrix4f& GetViewProjMatrix() const;
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inline std::shared_ptr<AbstractBuffer>& GetInstanceBuffer();
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inline const std::shared_ptr<AbstractBuffer>& GetInstanceBuffer() const;
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inline ShaderBinding& GetShaderBinding();
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@ -8,6 +8,36 @@
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namespace Nz
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{
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inline const Matrix4f& ViewerInstance::GetInvProjectionMatrix() const
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{
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return m_invProjectionMatrix;
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}
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inline const Matrix4f& ViewerInstance::GetInvViewMatrix() const
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{
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return m_invViewMatrix;
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}
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inline const Matrix4f& ViewerInstance::GetInvViewProjMatrix() const
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{
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return m_invViewProjMatrix;
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}
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inline const Matrix4f& ViewerInstance::GetProjectionMatrix() const
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{
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return m_projectionMatrix;
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}
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inline const Matrix4f& ViewerInstance::GetViewMatrix() const
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{
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return m_viewMatrix;
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}
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inline const Matrix4f& ViewerInstance::GetViewProjMatrix() const
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{
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return m_viewProjMatrix;
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}
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inline std::shared_ptr<AbstractBuffer>& ViewerInstance::GetInstanceBuffer()
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{
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return m_viewerDataBuffer;
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@ -33,8 +33,10 @@ namespace Nz
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inline std::shared_ptr<AbstractBuffer>& GetInstanceBuffer();
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inline const std::shared_ptr<AbstractBuffer>& GetInstanceBuffer() const;
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inline const Matrix4f& GetInvWorldMatrix() const;
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inline ShaderBinding& GetShaderBinding();
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inline const ShaderBinding& GetShaderBinding() const;
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inline const Matrix4f& GetWorldMatrix() const;
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void UpdateBuffers(UploadPool& uploadPool, CommandBufferBuilder& builder);
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inline void UpdateWorldMatrix(const Matrix4f& worldMatrix);
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@ -18,6 +18,11 @@ namespace Nz
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return m_instanceDataBuffer;
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}
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inline const Matrix4f& WorldInstance::GetInvWorldMatrix() const
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{
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return m_invWorldMatrix;
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}
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inline ShaderBinding& WorldInstance::GetShaderBinding()
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{
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return *m_shaderBinding;
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@ -28,6 +33,11 @@ namespace Nz
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return *m_shaderBinding;
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}
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inline const Matrix4f& WorldInstance::GetWorldMatrix() const
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{
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return m_worldMatrix;
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}
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inline void WorldInstance::UpdateWorldMatrix(const Matrix4f& worldMatrix)
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{
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m_worldMatrix = worldMatrix;
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@ -264,7 +264,7 @@ namespace Nz
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plane[2] *= invLength;
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plane[3] *= -invLength;
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m_planes[FrustumPlane::Right].Set(plane);
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m_planes[UnderlyingCast(FrustumPlane::Right)].Set(plane);
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// Extract the numbers for the LEFT plane
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plane[0] = clipMatrix[ 3] + clipMatrix[ 0];
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@ -279,7 +279,7 @@ namespace Nz
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plane[2] *= invLength;
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plane[3] *= -invLength;
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m_planes[FrustumPlane::Left].Set(plane);
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m_planes[UnderlyingCast(FrustumPlane::Left)].Set(plane);
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// Extract the BOTTOM plane
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plane[0] = clipMatrix[ 3] + clipMatrix[ 1];
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@ -294,7 +294,7 @@ namespace Nz
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plane[2] *= invLength;
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plane[3] *= -invLength;
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m_planes[FrustumPlane::Bottom].Set(plane);
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m_planes[UnderlyingCast(FrustumPlane::Bottom)].Set(plane);
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// Extract the TOP plane
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plane[0] = clipMatrix[ 3] - clipMatrix[ 1];
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@ -309,7 +309,7 @@ namespace Nz
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plane[2] *= invLength;
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plane[3] *= -invLength;
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m_planes[FrustumPlane::Top].Set(plane);
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m_planes[UnderlyingCast(FrustumPlane::Top)].Set(plane);
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// Extract the FAR plane
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plane[0] = clipMatrix[ 3] - clipMatrix[ 2];
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@ -324,7 +324,7 @@ namespace Nz
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plane[2] *= invLength;
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plane[3] *= -invLength;
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m_planes[FrustumPlane::Far].Set(plane);
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m_planes[UnderlyingCast(FrustumPlane::Far)].Set(plane);
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// Extract the NEAR plane
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plane[0] = clipMatrix[ 3] + clipMatrix[ 2];
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@ -339,7 +339,7 @@ namespace Nz
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plane[2] *= invLength;
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plane[3] *= -invLength;
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m_planes[FrustumPlane::Near].Set(plane);
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m_planes[UnderlyingCast(FrustumPlane::Near)].Set(plane);
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// Once planes have been extracted, we must extract points of the frustum
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// Based on: http://www.gamedev.net/topic/393309-calculating-the-view-frustums-vertices/
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@ -354,56 +354,56 @@ namespace Nz
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corner = invClipMatrix.Transform(corner);
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corner.Normalize();
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m_corners[BoxCorner::FarLeftBottom] = Vector3<T>(corner.x, corner.y, corner.z);
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m_corners[UnderlyingCast(BoxCorner::FarLeftBottom)] = Vector3<T>(corner.x, corner.y, corner.z);
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// FarLeftTop
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corner.Set(T(-1.0), T(1.0), T(1.0));
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corner = invClipMatrix.Transform(corner);
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corner.Normalize();
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m_corners[BoxCorner::FarLeftTop] = Vector3<T>(corner.x, corner.y, corner.z);
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m_corners[UnderlyingCast(BoxCorner::FarLeftTop)] = Vector3<T>(corner.x, corner.y, corner.z);
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// FarRightBottom
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corner.Set(T(1.0), T(-1.0), T(1.0));
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corner = invClipMatrix.Transform(corner);
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corner.Normalize();
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m_corners[BoxCorner::FarRightBottom] = Vector3<T>(corner.x, corner.y, corner.z);
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m_corners[UnderlyingCast(BoxCorner::FarRightBottom)] = Vector3<T>(corner.x, corner.y, corner.z);
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// FarRightTop
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corner.Set(T(1.0), T(1.0), T(1.0));
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corner = invClipMatrix.Transform(corner);
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corner.Normalize();
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m_corners[BoxCorner::FarRightTop] = Vector3<T>(corner.x, corner.y, corner.z);
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m_corners[UnderlyingCast(BoxCorner::FarRightTop)] = Vector3<T>(corner.x, corner.y, corner.z);
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// NearLeftBottom
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corner.Set(T(-1.0), T(-1.0), T(0.0));
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corner = invClipMatrix.Transform(corner);
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corner.Normalize();
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m_corners[BoxCorner::NearLeftBottom] = Vector3<T>(corner.x, corner.y, corner.z);
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m_corners[UnderlyingCast(BoxCorner::NearLeftBottom)] = Vector3<T>(corner.x, corner.y, corner.z);
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// NearLeftTop
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corner.Set(T(-1.0), T(1.0), T(0.0));
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corner = invClipMatrix.Transform(corner);
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corner.Normalize();
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m_corners[BoxCorner::NearLeftTop] = Vector3<T>(corner.x, corner.y, corner.z);
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m_corners[UnderlyingCast(BoxCorner::NearLeftTop)] = Vector3<T>(corner.x, corner.y, corner.z);
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// NearRightBottom
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corner.Set(T(1.0), T(-1.0), T(0.0));
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corner = invClipMatrix.Transform(corner);
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corner.Normalize();
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m_corners[BoxCorner::NearRightBottom] = Vector3<T>(corner.x, corner.y, corner.z);
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m_corners[UnderlyingCast(BoxCorner::NearRightBottom)] = Vector3<T>(corner.x, corner.y, corner.z);
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// NearRightTop
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corner.Set(T(1.0), T(1.0), T(0.0));
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corner = invClipMatrix.Transform(corner);
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corner.Normalize();
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m_corners[BoxCorner::NearRightTop] = Vector3<T>(corner.x, corner.y, corner.z);
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m_corners[UnderlyingCast(BoxCorner::NearRightTop)] = Vector3<T>(corner.x, corner.y, corner.z);
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}
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else
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NazaraWarning("Clip matrix is not invertible, failed to compute frustum corners");
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@ -440,9 +440,9 @@ namespace Nz
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const Vector3<T>& Frustum<T>::GetCorner(BoxCorner corner) const
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{
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#ifdef NAZARA_DEBUG
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if (corner > BoxCornerCount)
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if (UnderlyingCast(corner) > BoxCornerCount)
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{
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NazaraError("Corner not handled (0x" + NumberToString(corner, 16) + ')');
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NazaraError("Corner not handled (0x" + NumberToString(UnderlyingCast(corner), 16) + ')');
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static Vector3<T> dummy;
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return dummy;
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@ -465,9 +465,9 @@ namespace Nz
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const Plane<T>& Frustum<T>::GetPlane(FrustumPlane plane) const
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{
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#ifdef NAZARA_DEBUG
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if (plane > FrustumPlane::Max)
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if (UnderlyingCast(plane) > FrustumPlaneCount)
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{
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NazaraError("Frustum plane not handled (0x" + NumberToString(plane, 16) + ')');
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NazaraError("Frustum plane not handled (0x" + NumberToString(UnderlyingCast(plane), 16) + ')');
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static Plane<T> dummy;
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return dummy;
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@ -89,9 +89,9 @@ namespace Nz
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const Vector3<T>& OrientedBox<T>::GetCorner(BoxCorner corner) const
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{
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#ifdef NAZARA_DEBUG
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if (corner > BoxCornerCount)
|
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if (UnderlyingCast(corner) > BoxCornerCount)
|
||||
{
|
||||
NazaraError("Corner not handled (0x" + NumberToString(corner, 16) + ')');
|
||||
NazaraError("Corner not handled (0x" + NumberToString(UnderlyingCast(corner), 16) + ')');
|
||||
|
||||
static Vector3<T> dummy;
|
||||
return dummy;
|
||||
|
|
|
|||
|
|
@ -12,6 +12,7 @@
|
|||
#include <Nazara/Graphics/SubmeshRenderer.hpp>
|
||||
#include <Nazara/Graphics/ViewerInstance.hpp>
|
||||
#include <Nazara/Graphics/WorldInstance.hpp>
|
||||
#include <Nazara/Math/Frustum.hpp>
|
||||
#include <Nazara/Renderer/CommandBufferBuilder.hpp>
|
||||
#include <Nazara/Renderer/Framebuffer.hpp>
|
||||
#include <Nazara/Renderer/RenderFrame.hpp>
|
||||
|
|
@ -23,9 +24,7 @@
|
|||
namespace Nz
|
||||
{
|
||||
ForwardFramePipeline::ForwardFramePipeline() :
|
||||
m_rebuildFrameGraph(true),
|
||||
m_rebuildDepthPrepass(false),
|
||||
m_rebuildForwardPass(false)
|
||||
m_rebuildFrameGraph(true)
|
||||
{
|
||||
auto& passRegistry = Graphics::Instance()->GetMaterialPassRegistry();
|
||||
m_depthPassIndex = passRegistry.GetPassIndex("DepthPass");
|
||||
|
|
@ -77,8 +76,11 @@ namespace Nz
|
|||
UnregisterMaterialPass(pass);
|
||||
}
|
||||
|
||||
m_rebuildDepthPrepass = true;
|
||||
m_rebuildForwardPass = true;
|
||||
for (auto&& [viewer, viewerData] : m_viewers)
|
||||
{
|
||||
viewerData.rebuildDepthPrepass = true;
|
||||
viewerData.rebuildForwardPass = true;
|
||||
}
|
||||
});
|
||||
|
||||
std::size_t matCount = instancedRenderable->GetMaterialCount();
|
||||
|
|
@ -94,8 +96,11 @@ namespace Nz
|
|||
}
|
||||
}
|
||||
|
||||
m_rebuildDepthPrepass = true;
|
||||
m_rebuildForwardPass = true;
|
||||
for (auto&& [viewer, viewerData] : m_viewers)
|
||||
{
|
||||
viewerData.rebuildDepthPrepass = true;
|
||||
viewerData.rebuildForwardPass = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -103,6 +108,7 @@ namespace Nz
|
|||
{
|
||||
m_viewers.emplace(viewerInstance, ViewerData{});
|
||||
m_invalidatedViewerInstances.insert(viewerInstance);
|
||||
m_rebuildFrameGraph = true;
|
||||
}
|
||||
|
||||
void ForwardFramePipeline::Render(RenderFrame& renderFrame)
|
||||
|
|
@ -141,8 +147,11 @@ namespace Nz
|
|||
{
|
||||
if (material->Update(renderFrame, builder))
|
||||
{
|
||||
m_rebuildDepthPrepass = true;
|
||||
m_rebuildForwardPass = true;
|
||||
for (auto&& [viewer, viewerData] : m_viewers)
|
||||
{
|
||||
viewerData.rebuildDepthPrepass = true;
|
||||
viewerData.rebuildForwardPass = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
m_invalidatedMaterials.clear();
|
||||
|
|
@ -152,55 +161,146 @@ namespace Nz
|
|||
builder.EndDebugRegion();
|
||||
}, QueueType::Transfer);
|
||||
|
||||
if (m_rebuildDepthPrepass)
|
||||
auto CombineHash = [](std::size_t currentHash, std::size_t newHash)
|
||||
{
|
||||
m_depthPrepassRenderElements.clear();
|
||||
return currentHash * 23 + newHash;
|
||||
};
|
||||
|
||||
// Render queues handling
|
||||
for (auto&& [viewer, data] : m_viewers)
|
||||
{
|
||||
auto& viewerData = data;
|
||||
|
||||
//if (viewerData.rebuildDepthPrepass)
|
||||
{
|
||||
viewerData.depthPrepassAABB.clear();
|
||||
viewerData.depthPrepassRenderElements.clear();
|
||||
|
||||
for (const auto& [worldInstance, renderables] : m_renderables)
|
||||
{
|
||||
for (const auto& [renderable, renderableData] : renderables)
|
||||
renderable->BuildElement(m_depthPassIndex, *worldInstance, m_depthPrepassRenderElements);
|
||||
{
|
||||
std::size_t prevCount = viewerData.depthPrepassRenderElements.size();
|
||||
renderable->BuildElement(m_depthPassIndex, *worldInstance, viewerData.depthPrepassRenderElements);
|
||||
std::size_t currentCount = viewerData.depthPrepassRenderElements.size();
|
||||
|
||||
if (currentCount > prevCount)
|
||||
{
|
||||
BoundingVolumef boundingVolume(renderable->GetAABB());
|
||||
boundingVolume.Update(worldInstance->GetWorldMatrix());
|
||||
|
||||
auto& aabbData = viewerData.depthPrepassAABB.emplace_back();
|
||||
aabbData.aabb = boundingVolume.aabb;
|
||||
aabbData.count = currentCount - prevCount;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (m_rebuildForwardPass)
|
||||
//if (viewerData.rebuildForwardPass)
|
||||
{
|
||||
m_forwardRenderElements.clear();
|
||||
viewerData.forwardAABB.clear();
|
||||
viewerData.forwardRenderElements.clear();
|
||||
|
||||
for (const auto& [worldInstance, renderables] : m_renderables)
|
||||
{
|
||||
for (const auto& [renderable, renderableData] : renderables)
|
||||
renderable->BuildElement(m_forwardPassIndex, *worldInstance, m_forwardRenderElements);
|
||||
{
|
||||
std::size_t prevCount = viewerData.forwardRenderElements.size();
|
||||
renderable->BuildElement(m_forwardPassIndex, *worldInstance, viewerData.forwardRenderElements);
|
||||
std::size_t currentCount = viewerData.forwardRenderElements.size();
|
||||
|
||||
if (currentCount > prevCount)
|
||||
{
|
||||
BoundingVolumef boundingVolume(renderable->GetAABB());
|
||||
boundingVolume.Update(worldInstance->GetWorldMatrix());
|
||||
|
||||
auto& aabbData = viewerData.forwardAABB.emplace_back();
|
||||
aabbData.aabb = boundingVolume.aabb;
|
||||
aabbData.count = currentCount - prevCount;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// RenderQueue handling
|
||||
m_depthPrepassRegistry.Clear();
|
||||
m_depthPrepassRenderQueue.Clear();
|
||||
for (const auto& renderElement : m_depthPrepassRenderElements)
|
||||
const Matrix4f& viewProjMatrix = viewer->GetViewerInstance().GetViewProjMatrix();
|
||||
|
||||
Frustumf frustum;
|
||||
frustum.Extract(viewProjMatrix);
|
||||
|
||||
viewerData.depthPrepassRegistry.Clear();
|
||||
viewerData.depthPrepassRenderQueue.Clear();
|
||||
{
|
||||
renderElement->Register(m_depthPrepassRegistry);
|
||||
m_depthPrepassRenderQueue.Insert(renderElement.get());
|
||||
std::size_t visibilityHash = 5U;
|
||||
|
||||
auto elementIt = viewerData.depthPrepassRenderElements.begin();
|
||||
for (auto&& [aabb, elementCount] : viewerData.depthPrepassAABB)
|
||||
{
|
||||
if (!frustum.Contains(aabb))
|
||||
{
|
||||
std::advance(elementIt, elementCount);
|
||||
continue;
|
||||
}
|
||||
|
||||
m_depthPrepassRenderQueue.Sort([&](const RenderElement* element)
|
||||
for (std::size_t i = 0; i < elementCount; ++i)
|
||||
{
|
||||
return element->ComputeSortingScore(m_depthPrepassRegistry);
|
||||
auto& renderElement = *elementIt++;
|
||||
renderElement->Register(viewerData.depthPrepassRegistry);
|
||||
viewerData.depthPrepassRenderQueue.Insert(renderElement.get());
|
||||
|
||||
visibilityHash = CombineHash(visibilityHash, std::hash<const RenderElement*>()(renderElement.get()));
|
||||
}
|
||||
}
|
||||
|
||||
viewerData.depthPrepassRenderQueue.Sort([&](const RenderElement* element)
|
||||
{
|
||||
return element->ComputeSortingScore(viewerData.depthPrepassRegistry);
|
||||
});
|
||||
|
||||
m_forwardRegistry.Clear();
|
||||
m_forwardRenderQueue.Clear();
|
||||
for (const auto& renderElement : m_forwardRenderElements)
|
||||
if (viewerData.depthPrepassVisibilityHash != visibilityHash)
|
||||
{
|
||||
renderElement->Register(m_forwardRegistry);
|
||||
m_forwardRenderQueue.Insert(renderElement.get());
|
||||
viewerData.rebuildDepthPrepass = true;
|
||||
viewerData.depthPrepassVisibilityHash = visibilityHash;
|
||||
}
|
||||
}
|
||||
|
||||
m_forwardRenderQueue.Sort([&](const RenderElement* element)
|
||||
viewerData.forwardRegistry.Clear();
|
||||
viewerData.forwardRenderQueue.Clear();
|
||||
{
|
||||
return element->ComputeSortingScore(m_forwardRegistry);
|
||||
std::size_t visibilityHash = 5U;
|
||||
|
||||
auto elementIt = viewerData.forwardRenderElements.begin();
|
||||
for (auto&& [aabb, elementCount] : viewerData.forwardAABB)
|
||||
{
|
||||
if (!frustum.Contains(aabb))
|
||||
{
|
||||
std::advance(elementIt, elementCount);
|
||||
continue;
|
||||
}
|
||||
|
||||
for (std::size_t i = 0; i < elementCount; ++i)
|
||||
{
|
||||
auto& renderElement = *elementIt++;
|
||||
renderElement->Register(viewerData.forwardRegistry);
|
||||
viewerData.forwardRenderQueue.Insert(renderElement.get());
|
||||
|
||||
visibilityHash = CombineHash(visibilityHash, std::hash<const RenderElement*>()(renderElement.get()));
|
||||
}
|
||||
}
|
||||
|
||||
viewerData.forwardRenderQueue.Sort([&](const RenderElement* element)
|
||||
{
|
||||
return element->ComputeSortingScore(viewerData.forwardRegistry);
|
||||
});
|
||||
|
||||
if (viewerData.forwardVisibilityHash != visibilityHash)
|
||||
{
|
||||
viewerData.rebuildForwardPass = true;
|
||||
viewerData.forwardVisibilityHash = visibilityHash;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (m_bakedFrameGraph.Resize(renderFrame))
|
||||
{
|
||||
const std::shared_ptr<TextureSampler>& sampler = graphics->GetSamplerCache().Get({});
|
||||
|
|
@ -223,13 +323,14 @@ namespace Nz
|
|||
}
|
||||
|
||||
m_bakedFrameGraph.Execute(renderFrame);
|
||||
m_rebuildForwardPass = false;
|
||||
m_rebuildDepthPrepass = false;
|
||||
m_rebuildFrameGraph = false;
|
||||
|
||||
const Vector2ui& frameSize = renderFrame.GetSize();
|
||||
for (auto&& [viewer, viewerData] : m_viewers)
|
||||
{
|
||||
viewerData.rebuildForwardPass = false;
|
||||
viewerData.rebuildDepthPrepass = false;
|
||||
|
||||
const RenderTarget& renderTarget = viewer->GetRenderTarget();
|
||||
Recti renderRegion(0, 0, frameSize.x, frameSize.y);
|
||||
const ShaderBindingPtr& blitShaderBinding = viewerData.blitShaderBinding;
|
||||
|
|
@ -295,8 +396,11 @@ namespace Nz
|
|||
UnregisterMaterialPass(pass);
|
||||
}
|
||||
|
||||
m_rebuildDepthPrepass = true;
|
||||
m_rebuildForwardPass = true;
|
||||
for (auto&& [viewer, viewerData] : m_viewers)
|
||||
{
|
||||
viewerData.rebuildDepthPrepass = true;
|
||||
viewerData.rebuildForwardPass = true;
|
||||
}
|
||||
}
|
||||
|
||||
void ForwardFramePipeline::UnregisterViewer(AbstractViewer* viewerInstance)
|
||||
|
|
@ -322,21 +426,23 @@ namespace Nz
|
|||
});
|
||||
}
|
||||
|
||||
for (auto&& [viewer, viewerData] : m_viewers)
|
||||
for (auto&& [viewer, data] : m_viewers)
|
||||
{
|
||||
auto& viewerData = data;
|
||||
|
||||
FramePass& depthPrepass = frameGraph.AddPass("Depth pre-pass");
|
||||
depthPrepass.SetDepthStencilOutput(viewerData.depthStencilAttachment);
|
||||
depthPrepass.SetDepthStencilClear(1.f, 0);
|
||||
|
||||
depthPrepass.SetExecutionCallback([this]()
|
||||
depthPrepass.SetExecutionCallback([&]()
|
||||
{
|
||||
if (m_rebuildForwardPass)
|
||||
if (viewerData.rebuildDepthPrepass)
|
||||
return FramePassExecution::UpdateAndExecute;
|
||||
else
|
||||
return FramePassExecution::Execute;
|
||||
});
|
||||
|
||||
depthPrepass.SetCommandCallback([this, viewer = viewer](CommandBufferBuilder& builder, const Recti& /*renderRect*/)
|
||||
depthPrepass.SetCommandCallback([this, viewer = viewer, &viewerData](CommandBufferBuilder& builder, const Recti& /*renderRect*/)
|
||||
{
|
||||
Recti viewport = viewer->GetViewport();
|
||||
|
||||
|
|
@ -345,7 +451,7 @@ namespace Nz
|
|||
|
||||
builder.BindShaderBinding(Graphics::ViewerBindingSet, viewer->GetViewerInstance().GetShaderBinding());
|
||||
|
||||
ProcessRenderQueue(builder, m_depthPrepassRenderQueue);
|
||||
ProcessRenderQueue(builder, viewerData.depthPrepassRenderQueue);
|
||||
});
|
||||
|
||||
FramePass& forwardPass = frameGraph.AddPass("Forward pass");
|
||||
|
|
@ -356,15 +462,15 @@ namespace Nz
|
|||
forwardPass.SetClearColor(0, Color::Black);
|
||||
forwardPass.SetDepthStencilClear(1.f, 0);
|
||||
|
||||
forwardPass.SetExecutionCallback([this]()
|
||||
forwardPass.SetExecutionCallback([&]()
|
||||
{
|
||||
if (m_rebuildForwardPass)
|
||||
if (viewerData.rebuildForwardPass)
|
||||
return FramePassExecution::UpdateAndExecute;
|
||||
else
|
||||
return FramePassExecution::Execute;
|
||||
});
|
||||
|
||||
forwardPass.SetCommandCallback([this, viewer = viewer](CommandBufferBuilder& builder, const Recti& /*renderRect*/)
|
||||
forwardPass.SetCommandCallback([this, viewer = viewer, &viewerData](CommandBufferBuilder& builder, const Recti& /*renderRect*/)
|
||||
{
|
||||
Recti viewport = viewer->GetViewport();
|
||||
|
||||
|
|
@ -373,7 +479,7 @@ namespace Nz
|
|||
|
||||
builder.BindShaderBinding(Graphics::ViewerBindingSet, viewer->GetViewerInstance().GetShaderBinding());
|
||||
|
||||
ProcessRenderQueue(builder, m_forwardRenderQueue);
|
||||
ProcessRenderQueue(builder, viewerData.forwardRenderQueue);
|
||||
});
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -13,7 +13,8 @@
|
|||
|
||||
namespace Nz
|
||||
{
|
||||
Model::Model(std::shared_ptr<GraphicalMesh> graphicalMesh) :
|
||||
Model::Model(std::shared_ptr<GraphicalMesh> graphicalMesh, const Boxf& aabb) :
|
||||
InstancedRenderable(aabb),
|
||||
m_graphicalMesh(std::move(graphicalMesh))
|
||||
{
|
||||
m_submeshes.reserve(m_graphicalMesh->GetSubMeshCount());
|
||||
|
|
|
|||
Loading…
Reference in New Issue