Graphics/DepthRender: Fix compilation
Former-commit-id: 749e3b67038cba20c46bd5570e616608200733f5
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@@ -16,65 +16,62 @@
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#include <Nazara/Utility/IndexBuffer.hpp>
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#include <Nazara/Utility/VertexBuffer.hpp>
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class NAZARA_GRAPHICS_API NzDepthRenderTechnique : public NzAbstractRenderTechnique
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namespace Nz
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{
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public:
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NzDepthRenderTechnique();
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~NzDepthRenderTechnique() = default;
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class NAZARA_GRAPHICS_API DepthRenderTechnique : public AbstractRenderTechnique
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{
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public:
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DepthRenderTechnique();
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~DepthRenderTechnique() = default;
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bool Draw(const NzSceneData& sceneData) const override;
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bool Draw(const SceneData& sceneData) const override;
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NzAbstractRenderQueue* GetRenderQueue() override;
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nzRenderTechniqueType GetType() const override;
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AbstractRenderQueue* GetRenderQueue() override;
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RenderTechniqueType GetType() const override;
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static bool Initialize();
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static void Uninitialize();
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static bool Initialize();
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static void Uninitialize();
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private:
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struct ShaderUniforms;
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private:
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struct ShaderUniforms;
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void DrawBasicSprites(const NzSceneData& sceneData) const;
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void DrawBillboards(const NzSceneData& sceneData) const;
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void DrawOpaqueModels(const NzSceneData& sceneData) const;
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const ShaderUniforms* GetShaderUniforms(const NzShader* shader) const;
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void OnShaderInvalidated(const NzShader* shader) const;
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void DrawBasicSprites(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const;
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void DrawBillboards(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const;
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void DrawOpaqueModels(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const;
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const ShaderUniforms* GetShaderUniforms(const Shader* shader) const;
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void OnShaderInvalidated(const Shader* shader) const;
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struct LightIndex
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{
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nzLightType type;
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float score;
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unsigned int index;
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};
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struct LightIndex
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{
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LightType type;
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float score;
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unsigned int index;
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};
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struct ShaderUniforms
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{
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NazaraSlot(NzShader, OnShaderUniformInvalidated, shaderUniformInvalidatedSlot);
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NazaraSlot(NzShader, OnShaderRelease, shaderReleaseSlot);
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struct ShaderUniforms
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{
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NazaraSlot(Shader, OnShaderUniformInvalidated, shaderUniformInvalidatedSlot);
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NazaraSlot(Shader, OnShaderRelease, shaderReleaseSlot);
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NzLightUniforms lightUniforms;
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bool hasLightUniforms;
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// Autre uniformes
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int eyePosition;
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int sceneAmbient;
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int textureOverlay;
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};
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/// Moins coûteux en mémoire que de stocker un NzLightUniforms par index de lumière,
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/// à voir si ça fonctionne chez tout le monde
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int lightOffset; // "Distance" entre Lights[0].type et Lights[1].type
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mutable std::unordered_map<const Shader*, ShaderUniforms> m_shaderUniforms;
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Buffer m_vertexBuffer;
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mutable DepthRenderQueue m_renderQueue;
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VertexBuffer m_billboardPointBuffer;
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VertexBuffer m_spriteBuffer;
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// Autre uniformes
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int eyePosition;
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int sceneAmbient;
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int textureOverlay;
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};
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static IndexBuffer s_quadIndexBuffer;
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static VertexBuffer s_quadVertexBuffer;
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static VertexDeclaration s_billboardInstanceDeclaration;
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static VertexDeclaration s_billboardVertexDeclaration;
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};
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}
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mutable std::unordered_map<const NzShader*, ShaderUniforms> m_shaderUniforms;
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NzBuffer m_vertexBuffer;
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mutable NzDepthRenderQueue m_renderQueue;
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NzVertexBuffer m_billboardPointBuffer;
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NzVertexBuffer m_spriteBuffer;
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static NzIndexBuffer s_quadIndexBuffer;
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static NzVertexBuffer s_quadVertexBuffer;
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static NzVertexDeclaration s_billboardInstanceDeclaration;
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static NzVertexDeclaration s_billboardVertexDeclaration;
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};
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#include <Nazara/Graphics/dEPTHRenderTechnique.inl>
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