First shadow mapping commit
Former-commit-id: 7465a7c3297626f8db8c1ff48a20c0e0d9feb765
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@ -8,6 +8,7 @@
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#define NDK_SYSTEMS_RENDERSYSTEM_HPP
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#include <Nazara/Graphics/ForwardRenderTechnique.hpp>
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#include <Nazara/Renderer/RenderTexture.hpp>
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#include <NDK/EntityList.hpp>
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#include <NDK/System.hpp>
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#include <unordered_map>
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@ -31,11 +32,14 @@ namespace Ndk
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private:
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void OnEntityRemoved(Entity* entity) override;
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void OnEntityValidation(Entity* entity, bool justAdded) override;
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void UpdateShadowMaps();
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EntityList m_cameras;
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EntityList m_drawables;
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EntityList m_lights;
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NzForwardRenderTechnique m_renderTechnique;
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NzForwardRenderTechnique m_shadowTechnique;
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NzRenderTexture m_shadowRT;
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};
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}
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@ -3,7 +3,9 @@
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// For conditions of distribution and use, see copyright notice in Prerequesites.hpp
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#include <NDK/Systems/RenderSystem.hpp>
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#include <Nazara/Graphics/Camera.hpp>
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#include <Nazara/Graphics/ColorBackground.hpp>
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#include <Nazara/Renderer/Renderer.hpp>
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#include <NDK/Components/CameraComponent.hpp>
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#include <NDK/Components/GraphicsComponent.hpp>
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#include <NDK/Components/LightComponent.hpp>
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@ -17,6 +19,8 @@ namespace Ndk
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void RenderSystem::Update(float elapsedTime)
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{
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UpdateShadowMaps();
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for (const Ndk::EntityHandle& camera : m_cameras)
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{
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CameraComponent& camComponent = camera->GetComponent<CameraComponent>();
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@ -25,10 +29,10 @@ namespace Ndk
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NzAbstractRenderQueue* renderQueue = m_renderTechnique.GetRenderQueue();
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renderQueue->Clear();
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for (const Ndk::EntityHandle& light : m_drawables)
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for (const Ndk::EntityHandle& drawable : m_drawables)
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{
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GraphicsComponent& graphicsComponent = light->GetComponent<GraphicsComponent>();
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NodeComponent& drawableNode = light->GetComponent<NodeComponent>();
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GraphicsComponent& graphicsComponent = drawable->GetComponent<GraphicsComponent>();
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NodeComponent& drawableNode = drawable->GetComponent<NodeComponent>();
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graphicsComponent.AddToRenderQueue(renderQueue);
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}
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@ -36,9 +40,9 @@ namespace Ndk
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for (const Ndk::EntityHandle& light : m_lights)
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{
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LightComponent& lightComponent = light->GetComponent<LightComponent>();
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NodeComponent& drawableNode = light->GetComponent<NodeComponent>();
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NodeComponent& lightNode = light->GetComponent<NodeComponent>();
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lightComponent.AddToRenderQueue(renderQueue, drawableNode.GetTransformMatrix());
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lightComponent.AddToRenderQueue(renderQueue, lightNode.GetTransformMatrix());
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}
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NzColorBackground background;
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@ -83,5 +87,55 @@ namespace Ndk
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m_lights.Remove(entity);
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}
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void RenderSystem::UpdateShadowMaps()
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{
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if (!m_shadowRT.IsValid())
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m_shadowRT.Create();
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for (const Ndk::EntityHandle& light : m_lights)
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{
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LightComponent& lightComponent = light->GetComponent<LightComponent>();
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NodeComponent& lightNode = light->GetComponent<NodeComponent>();
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if (!lightComponent.IsShadowCastingEnabled() || lightComponent.GetLightType() != nzLightType_Spot)
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continue;
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/// HACKY
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NzCamera lightPOV;
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lightPOV.SetPosition(lightNode.GetPosition());
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lightPOV.SetFOV(lightComponent.GetOuterAngle());
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lightPOV.SetRotation(lightNode.GetRotation());
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lightPOV.SetZFar(1000.f);
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lightPOV.SetTarget(&m_shadowRT);
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NzVector2ui shadowMapSize(lightComponent.GetShadowMap()->GetSize());
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m_shadowRT.AttachTexture(nzAttachmentPoint_Depth, 0, lightComponent.GetShadowMap());
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NzRenderer::SetMatrix(nzMatrixType_Projection, lightPOV.GetProjectionMatrix());
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NzRenderer::SetMatrix(nzMatrixType_View, lightPOV.GetViewMatrix());
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NzRenderer::SetTarget(&m_shadowRT);
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NzRenderer::SetViewport(NzRecti(0, 0, shadowMapSize.x, shadowMapSize.y));
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NzAbstractRenderQueue* renderQueue = m_renderTechnique.GetRenderQueue();
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renderQueue->Clear();
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for (const Ndk::EntityHandle& drawable : m_drawables)
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{
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GraphicsComponent& graphicsComponent = drawable->GetComponent<GraphicsComponent>();
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NodeComponent& drawableNode = drawable->GetComponent<NodeComponent>();
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graphicsComponent.AddToRenderQueue(renderQueue);
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}
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NzSceneData sceneData;
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sceneData.ambientColor = NzColor(0, 0, 0);
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sceneData.background = nullptr;
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sceneData.viewer = &lightPOV;
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m_renderTechnique.Draw(sceneData);
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}
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}
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SystemIndex RenderSystem::systemIndex;
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}
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@ -11,6 +11,8 @@
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#include <Nazara/Core/Color.hpp>
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#include <Nazara/Graphics/Enums.hpp>
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#include <Nazara/Graphics/Renderable.hpp>
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#include <Nazara/Renderer/RenderTexture.hpp>
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#include <Nazara/Renderer/Texture.hpp>
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class NzLight;
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struct NzLightUniforms;
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@ -19,7 +21,7 @@ class NAZARA_GRAPHICS_API NzLight : public NzRenderable
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{
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public:
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NzLight(nzLightType type = nzLightType_Point);
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NzLight(const NzLight& light) = default;
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inline NzLight(const NzLight& light);
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~NzLight() = default;
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void AddToRenderQueue(NzAbstractRenderQueue* renderQueue, const NzMatrix4f& transformMatrix) const override;
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@ -29,37 +31,48 @@ class NAZARA_GRAPHICS_API NzLight : public NzRenderable
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bool Cull(const NzFrustumf& frustum, const NzMatrix4f& transformMatrix) const override;
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float GetAmbientFactor() const;
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float GetAttenuation() const;
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NzColor GetColor() const;
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float GetDiffuseFactor() const;
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float GetInnerAngle() const;
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float GetInnerAngleCosine() const;
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float GetInvRadius() const;
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nzLightType GetLightType() const;
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float GetOuterAngle() const;
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float GetOuterAngleCosine() const;
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float GetOuterAngleTangent() const;
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float GetRadius() const;
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inline void EnableShadowCasting(bool castShadows);
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void SetAmbientFactor(float factor);
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void SetAttenuation(float attenuation);
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void SetColor(const NzColor& color);
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void SetDiffuseFactor(float factor);
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void SetInnerAngle(float innerAngle);
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void SetLightType(nzLightType type);
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void SetOuterAngle(float outerAngle);
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void SetRadius(float radius);
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inline void EnsureShadowMapUpdate() const;
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inline float GetAmbientFactor() const;
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inline float GetAttenuation() const;
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inline NzColor GetColor() const;
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inline float GetDiffuseFactor() const;
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inline float GetInnerAngle() const;
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inline float GetInnerAngleCosine() const;
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inline float GetInvRadius() const;
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inline nzLightType GetLightType() const;
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inline float GetOuterAngle() const;
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inline float GetOuterAngleCosine() const;
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inline float GetOuterAngleTangent() const;
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inline float GetRadius() const;
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inline NzTextureRef GetShadowMap() const;
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inline bool IsShadowCastingEnabled() const;
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inline void SetAmbientFactor(float factor);
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inline void SetAttenuation(float attenuation);
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inline void SetColor(const NzColor& color);
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inline void SetDiffuseFactor(float factor);
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inline void SetInnerAngle(float innerAngle);
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inline void SetLightType(nzLightType type);
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inline void SetOuterAngle(float outerAngle);
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inline void SetRadius(float radius);
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void UpdateBoundingVolume(const NzMatrix4f& transformMatrix) override;
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NzLight& operator=(const NzLight& light) = default;
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NzLight& operator=(const NzLight& light);
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private:
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void MakeBoundingVolume() const override;
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void UpdateShadowMap() const;
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nzLightType m_type;
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NzColor m_color;
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mutable NzTextureRef m_shadowMap;
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bool m_shadowCastingEnabled;
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mutable bool m_shadowMapUpdated;
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float m_ambientFactor;
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float m_attenuation;
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float m_diffuseFactor;
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@ -5,6 +5,40 @@
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#include <memory>
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#include <Nazara/Renderer/Debug.hpp>
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inline NzLight::NzLight(const NzLight& light) :
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NzRenderable(light),
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m_type(light.m_type),
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m_color(light.m_color),
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m_shadowCastingEnabled(light.m_shadowCastingEnabled),
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m_shadowMapUpdated(false),
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m_ambientFactor(light.m_ambientFactor),
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m_attenuation(light.m_attenuation),
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m_diffuseFactor(light.m_diffuseFactor),
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m_innerAngle(light.m_innerAngle),
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m_innerAngleCosine(light.m_innerAngleCosine),
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m_invRadius(light.m_invRadius),
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m_outerAngle(light.m_outerAngle),
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m_outerAngleCosine(light.m_outerAngleCosine),
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m_outerAngleTangent(light.m_outerAngleTangent),
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m_radius(light.m_radius)
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{
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}
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inline void NzLight::EnableShadowCasting(bool castShadows)
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{
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if (m_shadowCastingEnabled != castShadows)
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{
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m_shadowCastingEnabled = castShadows;
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m_shadowMapUpdated = false;
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}
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}
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inline void NzLight::EnsureShadowMapUpdate() const
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{
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if (!m_shadowMapUpdated)
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UpdateShadowMap();
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}
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inline float NzLight::GetAmbientFactor() const
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{
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return m_ambientFactor;
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@ -45,6 +79,18 @@ inline float NzLight::GetRadius() const
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return m_radius;
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}
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inline NzTextureRef NzLight::GetShadowMap() const
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{
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EnsureShadowMapUpdate();
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return m_shadowMap;
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}
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inline bool NzLight::IsShadowCastingEnabled() const
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{
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return m_shadowCastingEnabled;
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}
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inline void NzLight::SetAmbientFactor(float factor)
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{
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m_ambientFactor = factor;
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@ -94,4 +140,26 @@ inline void NzLight::SetRadius(float radius)
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InvalidateBoundingVolume();
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}
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inline NzLight& NzLight::operator=(const NzLight& light)
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{
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NzRenderable::operator=(light);
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m_ambientFactor = light.m_ambientFactor;
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m_attenuation = light.m_attenuation;
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m_color = light.m_color;
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m_diffuseFactor = light.m_diffuseFactor;
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m_innerAngle = light.m_innerAngle;
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m_innerAngleCosine = light.m_innerAngleCosine;
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m_invRadius = light.m_invRadius;
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m_outerAngle = light.m_outerAngle;
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m_outerAngleCosine = light.m_outerAngleCosine;
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m_outerAngleTangent = light.m_outerAngleTangent;
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m_radius = light.m_radius;
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m_shadowCastingEnabled = light.m_shadowCastingEnabled;
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m_shadowMapUpdated = false;
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m_type = light.m_type;
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return *this;
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}
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#include <Nazara/Renderer/DebugOff.hpp>
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@ -17,7 +17,9 @@
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///TODO: Scale ?
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NzLight::NzLight(nzLightType type) :
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m_type(type)
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m_type(type),
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m_shadowCastingEnabled(false),
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m_shadowMapUpdated(false)
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{
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SetAmbientFactor((type == nzLightType_Directional) ? 0.2f : 0.f);
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SetAttenuation(0.9f);
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@ -177,3 +179,18 @@ void NzLight::MakeBoundingVolume() const
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break;
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}
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}
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void NzLight::UpdateShadowMap() const
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{
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if (m_shadowCastingEnabled)
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{
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if (!m_shadowMap)
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m_shadowMap = NzTexture::New();
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m_shadowMap->Create(nzImageType_2D, nzPixelFormat_Depth16, 256, 256);
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}
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else
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m_shadowMap.Reset();
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m_shadowMapUpdated = true;
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}
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@ -148,6 +148,9 @@ bool NzRenderTexture::AttachBuffer(nzAttachmentPoint attachmentPoint, nzUInt8 in
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Unlock();
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unsigned int attachIndex = attachmentIndex[attachmentPoint] + index;
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if (attachIndex >= m_impl->attachments.size())
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m_impl->attachments.resize(attachIndex+1);
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Attachment& attachment = m_impl->attachments[attachIndex];
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attachment.attachmentPoint = attachmentPoint;
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attachment.buffer = buffer;
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@ -286,6 +289,9 @@ bool NzRenderTexture::AttachTexture(nzAttachmentPoint attachmentPoint, nzUInt8 i
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Unlock();
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unsigned int attachIndex = attachmentIndex[attachmentPoint] + index;
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if (attachIndex >= m_impl->attachments.size())
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m_impl->attachments.resize(attachIndex+1);
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Attachment& attachment = m_impl->attachments[attachIndex];
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attachment.attachmentPoint = attachmentPoint;
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attachment.isBuffer = false;
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