Graphics/DepthRender: Fix compilation

Former-commit-id: 749e3b67038cba20c46bd5570e616608200733f5
This commit is contained in:
Lynix
2015-12-09 01:11:27 +01:00
parent 9cf5e4b68c
commit 9e7452ab68
4 changed files with 720 additions and 656 deletions

View File

@@ -16,65 +16,62 @@
#include <Nazara/Utility/IndexBuffer.hpp>
#include <Nazara/Utility/VertexBuffer.hpp>
class NAZARA_GRAPHICS_API NzDepthRenderTechnique : public NzAbstractRenderTechnique
namespace Nz
{
public:
NzDepthRenderTechnique();
~NzDepthRenderTechnique() = default;
class NAZARA_GRAPHICS_API DepthRenderTechnique : public AbstractRenderTechnique
{
public:
DepthRenderTechnique();
~DepthRenderTechnique() = default;
bool Draw(const NzSceneData& sceneData) const override;
bool Draw(const SceneData& sceneData) const override;
NzAbstractRenderQueue* GetRenderQueue() override;
nzRenderTechniqueType GetType() const override;
AbstractRenderQueue* GetRenderQueue() override;
RenderTechniqueType GetType() const override;
static bool Initialize();
static void Uninitialize();
static bool Initialize();
static void Uninitialize();
private:
struct ShaderUniforms;
private:
struct ShaderUniforms;
void DrawBasicSprites(const NzSceneData& sceneData) const;
void DrawBillboards(const NzSceneData& sceneData) const;
void DrawOpaqueModels(const NzSceneData& sceneData) const;
const ShaderUniforms* GetShaderUniforms(const NzShader* shader) const;
void OnShaderInvalidated(const NzShader* shader) 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;
const ShaderUniforms* GetShaderUniforms(const Shader* shader) const;
void OnShaderInvalidated(const Shader* shader) const;
struct LightIndex
{
nzLightType type;
float score;
unsigned int index;
};
struct LightIndex
{
LightType type;
float score;
unsigned int index;
};
struct ShaderUniforms
{
NazaraSlot(NzShader, OnShaderUniformInvalidated, shaderUniformInvalidatedSlot);
NazaraSlot(NzShader, OnShaderRelease, shaderReleaseSlot);
struct ShaderUniforms
{
NazaraSlot(Shader, OnShaderUniformInvalidated, shaderUniformInvalidatedSlot);
NazaraSlot(Shader, OnShaderRelease, shaderReleaseSlot);
NzLightUniforms lightUniforms;
bool hasLightUniforms;
// Autre uniformes
int eyePosition;
int sceneAmbient;
int textureOverlay;
};
/// Moins coûteux en mémoire que de stocker un NzLightUniforms par index de lumière,
/// à voir si ça fonctionne chez tout le monde
int lightOffset; // "Distance" entre Lights[0].type et Lights[1].type
mutable std::unordered_map<const Shader*, ShaderUniforms> m_shaderUniforms;
Buffer m_vertexBuffer;
mutable DepthRenderQueue m_renderQueue;
VertexBuffer m_billboardPointBuffer;
VertexBuffer m_spriteBuffer;
// Autre uniformes
int eyePosition;
int sceneAmbient;
int textureOverlay;
};
static IndexBuffer s_quadIndexBuffer;
static VertexBuffer s_quadVertexBuffer;
static VertexDeclaration s_billboardInstanceDeclaration;
static VertexDeclaration s_billboardVertexDeclaration;
};
}
mutable std::unordered_map<const NzShader*, ShaderUniforms> m_shaderUniforms;
NzBuffer m_vertexBuffer;
mutable NzDepthRenderQueue m_renderQueue;
NzVertexBuffer m_billboardPointBuffer;
NzVertexBuffer m_spriteBuffer;
static NzIndexBuffer s_quadIndexBuffer;
static NzVertexBuffer s_quadVertexBuffer;
static NzVertexDeclaration s_billboardInstanceDeclaration;
static NzVertexDeclaration s_billboardVertexDeclaration;
};
#include <Nazara/Graphics/dEPTHRenderTechnique.inl>