Graphics/DepthRender: Fix compilation
Former-commit-id: 749e3b67038cba20c46bd5570e616608200733f5
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@ -18,31 +18,36 @@
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#include <map>
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#include <tuple>
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class NAZARA_GRAPHICS_API NzDepthRenderQueue : public NzForwardRenderQueue
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namespace Nz
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{
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class NAZARA_GRAPHICS_API DepthRenderQueue : public ForwardRenderQueue
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{
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public:
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NzDepthRenderQueue();
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~NzDepthRenderQueue() = default;
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DepthRenderQueue();
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~DepthRenderQueue() = default;
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void AddBillboard(const NzMaterial* material, const NzVector3f& position, const NzVector2f& size, const NzVector2f& sinCos = NzVector2f(0.f, 1.f), const NzColor& color = NzColor::White) override;
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void AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const NzVector2f> sizePtr, NzSparsePtr<const NzVector2f> sinCosPtr = nullptr, NzSparsePtr<const NzColor> colorPtr = nullptr) override;
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void AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const NzVector2f> sizePtr, NzSparsePtr<const NzVector2f> sinCosPtr, NzSparsePtr<const float> alphaPtr) override;
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void AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const NzVector2f> sizePtr, NzSparsePtr<const float> anglePtr, NzSparsePtr<const NzColor> colorPtr = nullptr) override;
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void AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const NzVector2f> sizePtr, NzSparsePtr<const float> anglePtr, NzSparsePtr<const float> alphaPtr) override;
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void AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const float> sizePtr, NzSparsePtr<const NzVector2f> sinCosPtr = nullptr, NzSparsePtr<const NzColor> colorPtr = nullptr) override;
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void AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const float> sizePtr, NzSparsePtr<const NzVector2f> sinCosPtr, NzSparsePtr<const float> alphaPtr) override;
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void AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const float> sizePtr, NzSparsePtr<const float> anglePtr, NzSparsePtr<const NzColor> colorPtr = nullptr) override;
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void AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const float> sizePtr, NzSparsePtr<const float> anglePtr, NzSparsePtr<const float> alphaPtr) override;
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void AddBillboard(int renderOrder, const Material* material, const Vector3f& position, const Vector2f& size, const Vector2f& sinCos = Vector2f(0.f, 1.f), const Color& color = Color::White) override;
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void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr = nullptr, SparsePtr<const Color> colorPtr = nullptr) override;
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void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr) override;
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void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr = nullptr) override;
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void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr) override;
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void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr = nullptr, SparsePtr<const Color> colorPtr = nullptr) override;
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void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr) override;
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void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr = nullptr) override;
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void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr) override;
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void AddDirectionalLight(const DirectionalLight& light) override;
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void AddMesh(const NzMaterial* material, const NzMeshData& meshData, const NzBoxf& meshAABB, const NzMatrix4f& transformMatrix) override;
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void AddMesh(int renderOrder, const Material* material, const MeshData& meshData, const Boxf& meshAABB, const Matrix4f& transformMatrix) override;
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void AddPointLight(const PointLight& light) override;
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void AddSpotLight(const SpotLight& light) override;
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void AddSprites(const NzMaterial* material, const NzVertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const NzTexture* overlay = nullptr) override;
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void AddSprites(int renderOrder, const Material* material, const VertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const Texture* overlay = nullptr) override;
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private:
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bool IsMaterialSuitable(const NzMaterial* material) const;
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inline bool IsMaterialSuitable(const Material* material) const;
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NzMaterialRef m_baseMaterial;
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MaterialRef m_baseMaterial;
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};
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}
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#include <Nazara/Graphics/DepthRenderQueue.inl>
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#endif // NAZARA_DEPTHRENDERQUEUE_HPP
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@ -16,16 +16,18 @@
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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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class NAZARA_GRAPHICS_API DepthRenderTechnique : public AbstractRenderTechnique
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{
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public:
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NzDepthRenderTechnique();
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~NzDepthRenderTechnique() = default;
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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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@ -33,30 +35,23 @@ class NAZARA_GRAPHICS_API NzDepthRenderTechnique : public NzAbstractRenderTechni
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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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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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NzLightUniforms lightUniforms;
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bool hasLightUniforms;
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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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NazaraSlot(Shader, OnShaderUniformInvalidated, shaderUniformInvalidatedSlot);
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NazaraSlot(Shader, OnShaderRelease, shaderReleaseSlot);
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// Autre uniformes
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int eyePosition;
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@ -64,17 +59,19 @@ class NAZARA_GRAPHICS_API NzDepthRenderTechnique : public NzAbstractRenderTechni
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int textureOverlay;
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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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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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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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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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#include <Nazara/Graphics/dEPTHRenderTechnique.inl>
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@ -7,18 +7,21 @@
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#include <Nazara/Graphics/Material.hpp>
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#include <Nazara/Graphics/Debug.hpp>
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NzDepthRenderQueue::NzDepthRenderQueue()
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namespace Nz
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{
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DepthRenderQueue::DepthRenderQueue()
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{
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// Material
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m_baseMaterial = NzMaterial::New();
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m_baseMaterial->Enable(nzRendererParameter_ColorWrite, false);
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m_baseMaterial->Enable(nzRendererParameter_FaceCulling, false);
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//m_baseMaterial->SetFaceCulling(nzFaceSide_Front);
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m_baseMaterial = Material::New();
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m_baseMaterial->Enable(RendererParameter_ColorWrite, false);
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m_baseMaterial->Enable(RendererParameter_FaceCulling, false);
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//m_baseMaterial->SetFaceCulling(FaceSide_Front);
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}
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void NzDepthRenderQueue::AddBillboard(const NzMaterial* material, const NzVector3f& position, const NzVector2f& size, const NzVector2f& sinCos, const NzColor& color)
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void DepthRenderQueue::AddBillboard(int renderOrder, const Material* material, const Vector3f& position, const Vector2f& size, const Vector2f& sinCos, const Color& color)
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{
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NazaraAssert(material, "Invalid material");
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NazaraUnused(renderOrder);
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if (!IsMaterialSuitable(material))
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return;
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@ -28,12 +31,13 @@ void NzDepthRenderQueue::AddBillboard(const NzMaterial* material, const NzVector
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else
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material = m_baseMaterial;
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NzForwardRenderQueue::AddBillboard(material, position, size, sinCos, color);
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ForwardRenderQueue::AddBillboard(0, material, position, size, sinCos, color);
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}
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void NzDepthRenderQueue::AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const NzVector2f> sizePtr, NzSparsePtr<const NzVector2f> sinCosPtr, NzSparsePtr<const NzColor> colorPtr)
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void DepthRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const Color> colorPtr)
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{
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NazaraAssert(material, "Invalid material");
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NazaraUnused(renderOrder);
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if (!IsMaterialSuitable(material))
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return;
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@ -43,12 +47,13 @@ void NzDepthRenderQueue::AddBillboards(const NzMaterial* material, unsigned int
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else
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material = m_baseMaterial;
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NzForwardRenderQueue::AddBillboards(material, count, positionPtr, sizePtr, sinCosPtr, colorPtr);
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ForwardRenderQueue::AddBillboards(0, material, count, positionPtr, sizePtr, sinCosPtr, colorPtr);
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}
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void NzDepthRenderQueue::AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const NzVector2f> sizePtr, NzSparsePtr<const NzVector2f> sinCosPtr, NzSparsePtr<const float> alphaPtr)
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void DepthRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr)
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{
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NazaraAssert(material, "Invalid material");
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NazaraUnused(renderOrder);
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if (!IsMaterialSuitable(material))
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return;
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@ -58,12 +63,13 @@ void NzDepthRenderQueue::AddBillboards(const NzMaterial* material, unsigned int
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else
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material = m_baseMaterial;
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NzForwardRenderQueue::AddBillboards(material, count, positionPtr, sizePtr, sinCosPtr, alphaPtr);
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ForwardRenderQueue::AddBillboards(0, material, count, positionPtr, sizePtr, sinCosPtr, alphaPtr);
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}
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void NzDepthRenderQueue::AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const NzVector2f> sizePtr, NzSparsePtr<const float> anglePtr, NzSparsePtr<const NzColor> colorPtr)
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void DepthRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr)
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{
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NazaraAssert(material, "Invalid material");
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NazaraUnused(renderOrder);
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if (!IsMaterialSuitable(material))
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return;
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@ -73,12 +79,13 @@ void NzDepthRenderQueue::AddBillboards(const NzMaterial* material, unsigned int
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else
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material = m_baseMaterial;
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NzForwardRenderQueue::AddBillboards(material, count, positionPtr, sizePtr, anglePtr, colorPtr);
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ForwardRenderQueue::AddBillboards(0, material, count, positionPtr, sizePtr, anglePtr, colorPtr);
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}
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void NzDepthRenderQueue::AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const NzVector2f> sizePtr, NzSparsePtr<const float> anglePtr, NzSparsePtr<const float> alphaPtr)
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void DepthRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr)
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{
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NazaraAssert(material, "Invalid material");
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NazaraUnused(renderOrder);
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if (!IsMaterialSuitable(material))
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return;
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@ -88,12 +95,13 @@ void NzDepthRenderQueue::AddBillboards(const NzMaterial* material, unsigned int
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else
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material = m_baseMaterial;
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NzForwardRenderQueue::AddBillboards(material, count, positionPtr, sizePtr, anglePtr, alphaPtr);
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ForwardRenderQueue::AddBillboards(0, material, count, positionPtr, sizePtr, anglePtr, alphaPtr);
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}
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void NzDepthRenderQueue::AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const float> sizePtr, NzSparsePtr<const NzVector2f> sinCosPtr, NzSparsePtr<const NzColor> colorPtr)
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void DepthRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const Color> colorPtr)
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{
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NazaraAssert(material, "Invalid material");
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NazaraUnused(renderOrder);
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if (!IsMaterialSuitable(material))
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return;
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@ -103,12 +111,13 @@ void NzDepthRenderQueue::AddBillboards(const NzMaterial* material, unsigned int
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else
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material = m_baseMaterial;
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NzForwardRenderQueue::AddBillboards(material, count, positionPtr, sizePtr, sinCosPtr, colorPtr);
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ForwardRenderQueue::AddBillboards(0, material, count, positionPtr, sizePtr, sinCosPtr, colorPtr);
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}
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void NzDepthRenderQueue::AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const float> sizePtr, NzSparsePtr<const NzVector2f> sinCosPtr, NzSparsePtr<const float> alphaPtr)
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void DepthRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr)
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{
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NazaraAssert(material, "Invalid material");
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NazaraUnused(renderOrder);
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if (!IsMaterialSuitable(material))
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return;
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@ -118,12 +127,13 @@ void NzDepthRenderQueue::AddBillboards(const NzMaterial* material, unsigned int
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else
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material = m_baseMaterial;
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NzForwardRenderQueue::AddBillboards(material, count, positionPtr, sizePtr, sinCosPtr, alphaPtr);
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ForwardRenderQueue::AddBillboards(0, material, count, positionPtr, sizePtr, sinCosPtr, alphaPtr);
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}
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void NzDepthRenderQueue::AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const float> sizePtr, NzSparsePtr<const float> anglePtr, NzSparsePtr<const NzColor> colorPtr)
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void DepthRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr)
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{
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NazaraAssert(material, "Invalid material");
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NazaraUnused(renderOrder);
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if (!IsMaterialSuitable(material))
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return;
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@ -133,12 +143,13 @@ void NzDepthRenderQueue::AddBillboards(const NzMaterial* material, unsigned int
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else
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material = m_baseMaterial;
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NzForwardRenderQueue::AddBillboards(material, count, positionPtr, sizePtr, anglePtr, colorPtr);
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ForwardRenderQueue::AddBillboards(0, material, count, positionPtr, sizePtr, anglePtr, colorPtr);
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}
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void NzDepthRenderQueue::AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const float> sizePtr, NzSparsePtr<const float> anglePtr, NzSparsePtr<const float> alphaPtr)
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void DepthRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr)
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{
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NazaraAssert(material, "Invalid material");
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NazaraUnused(renderOrder);
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if (!IsMaterialSuitable(material))
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return;
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@ -148,18 +159,19 @@ void NzDepthRenderQueue::AddBillboards(const NzMaterial* material, unsigned int
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else
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material = m_baseMaterial;
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NzForwardRenderQueue::AddBillboards(material, count, positionPtr, sizePtr, anglePtr, alphaPtr);
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ForwardRenderQueue::AddBillboards(0, material, count, positionPtr, sizePtr, anglePtr, alphaPtr);
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}
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void NzDepthRenderQueue::AddDirectionalLight(const DirectionalLight& light)
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void DepthRenderQueue::AddDirectionalLight(const DirectionalLight& light)
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{
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NazaraAssert(false, "Depth render queue doesn't handle lights");
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NazaraUnused(light);
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}
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void NzDepthRenderQueue::AddMesh(const NzMaterial* material, const NzMeshData& meshData, const NzBoxf& meshAABB, const NzMatrix4f& transformMatrix)
|
||||
void DepthRenderQueue::AddMesh(int renderOrder, const Material* material, const MeshData& meshData, const Boxf& meshAABB, const Matrix4f& transformMatrix)
|
||||
{
|
||||
NazaraAssert(material, "Invalid material");
|
||||
NazaraUnused(renderOrder);
|
||||
NazaraUnused(meshAABB);
|
||||
|
||||
if (!IsMaterialSuitable(material))
|
||||
|
|
@ -170,24 +182,25 @@ void NzDepthRenderQueue::AddMesh(const NzMaterial* material, const NzMeshData& m
|
|||
else
|
||||
material = m_baseMaterial;
|
||||
|
||||
NzForwardRenderQueue::AddMesh(material, meshData, meshAABB, transformMatrix);
|
||||
ForwardRenderQueue::AddMesh(0, material, meshData, meshAABB, transformMatrix);
|
||||
}
|
||||
|
||||
void NzDepthRenderQueue::AddPointLight(const PointLight& light)
|
||||
void DepthRenderQueue::AddPointLight(const PointLight& light)
|
||||
{
|
||||
NazaraAssert(false, "Depth render queue doesn't handle lights");
|
||||
NazaraUnused(light);
|
||||
}
|
||||
|
||||
void NzDepthRenderQueue::AddSpotLight(const SpotLight& light)
|
||||
void DepthRenderQueue::AddSpotLight(const SpotLight& light)
|
||||
{
|
||||
NazaraAssert(false, "Depth render queue doesn't handle lights");
|
||||
NazaraUnused(light);
|
||||
}
|
||||
|
||||
void NzDepthRenderQueue::AddSprites(const NzMaterial* material, const NzVertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const NzTexture* overlay)
|
||||
void DepthRenderQueue::AddSprites(int renderOrder, const Material* material, const VertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const Texture* overlay)
|
||||
{
|
||||
NazaraAssert(material, "Invalid material");
|
||||
NazaraUnused(renderOrder);
|
||||
NazaraUnused(overlay);
|
||||
|
||||
if (!IsMaterialSuitable(material))
|
||||
|
|
@ -198,12 +211,7 @@ void NzDepthRenderQueue::AddSprites(const NzMaterial* material, const NzVertexSt
|
|||
else
|
||||
material = m_baseMaterial;
|
||||
|
||||
NzForwardRenderQueue::AddSprites(material, vertices, spriteCount, overlay);
|
||||
ForwardRenderQueue::AddSprites(0, material, vertices, spriteCount, overlay);
|
||||
}
|
||||
}
|
||||
|
||||
bool NzDepthRenderQueue::IsMaterialSuitable(const NzMaterial* material) const
|
||||
{
|
||||
NazaraAssert(material, "Invalid material");
|
||||
|
||||
return material->HasDepthMaterial() || (material->IsEnabled(nzRendererParameter_DepthBuffer) && material->IsEnabled(nzRendererParameter_DepthWrite) && material->IsShadowCastingEnabled());
|
||||
}
|
||||
|
|
|
|||
|
|
@ -20,78 +20,84 @@
|
|||
#include <memory>
|
||||
#include <Nazara/Graphics/Debug.hpp>
|
||||
|
||||
namespace Nz
|
||||
{
|
||||
namespace
|
||||
{
|
||||
struct BillboardPoint
|
||||
{
|
||||
NzColor color;
|
||||
NzVector3f position;
|
||||
NzVector2f size;
|
||||
NzVector2f sinCos; // must follow `size` (both will be sent as a Vector4f)
|
||||
NzVector2f uv;
|
||||
Color color;
|
||||
Vector3f position;
|
||||
Vector2f size;
|
||||
Vector2f sinCos; // must follow `size` (both will be sent as a Vector4f)
|
||||
Vector2f uv;
|
||||
};
|
||||
|
||||
unsigned int s_maxQuads = std::numeric_limits<nzUInt16>::max()/6;
|
||||
unsigned int s_maxQuads = std::numeric_limits<UInt16>::max() / 6;
|
||||
unsigned int s_vertexBufferSize = 4 * 1024 * 1024; // 4 MiB
|
||||
}
|
||||
|
||||
NzDepthRenderTechnique::NzDepthRenderTechnique() :
|
||||
m_vertexBuffer(nzBufferType_Vertex)
|
||||
DepthRenderTechnique::DepthRenderTechnique() :
|
||||
m_vertexBuffer(BufferType_Vertex)
|
||||
{
|
||||
NzErrorFlags flags(nzErrorFlag_ThrowException, true);
|
||||
ErrorFlags flags(ErrorFlag_ThrowException, true);
|
||||
|
||||
m_vertexBuffer.Create(s_vertexBufferSize, nzDataStorage_Hardware, nzBufferUsage_Dynamic);
|
||||
m_vertexBuffer.Create(s_vertexBufferSize, DataStorage_Hardware, BufferUsage_Dynamic);
|
||||
|
||||
m_billboardPointBuffer.Reset(&s_billboardVertexDeclaration, &m_vertexBuffer);
|
||||
m_spriteBuffer.Reset(NzVertexDeclaration::Get(nzVertexLayout_XYZ_Color_UV), &m_vertexBuffer);
|
||||
m_spriteBuffer.Reset(VertexDeclaration::Get(VertexLayout_XYZ_Color_UV), &m_vertexBuffer);
|
||||
}
|
||||
|
||||
bool NzDepthRenderTechnique::Draw(const NzSceneData& sceneData) const
|
||||
bool DepthRenderTechnique::Draw(const SceneData& sceneData) const
|
||||
{
|
||||
NzRenderer::Enable(nzRendererParameter_DepthBuffer, true);
|
||||
NzRenderer::Enable(nzRendererParameter_DepthWrite, true);
|
||||
NzRenderer::Clear(nzRendererBuffer_Depth);
|
||||
Renderer::Enable(RendererParameter_DepthBuffer, true);
|
||||
Renderer::Enable(RendererParameter_DepthWrite, true);
|
||||
Renderer::Clear(RendererBuffer_Depth);
|
||||
|
||||
// Just in case the background does render depth
|
||||
if (sceneData.background)
|
||||
sceneData.background->Draw(sceneData.viewer);
|
||||
|
||||
if (!m_renderQueue.opaqueModels.empty())
|
||||
DrawOpaqueModels(sceneData);
|
||||
for (auto& pair : m_renderQueue.layers)
|
||||
{
|
||||
ForwardRenderQueue::Layer& layer = pair.second;
|
||||
|
||||
if (!m_renderQueue.basicSprites.empty())
|
||||
DrawBasicSprites(sceneData);
|
||||
if (!layer.opaqueModels.empty())
|
||||
DrawOpaqueModels(sceneData, layer);
|
||||
|
||||
if (!m_renderQueue.billboards.empty())
|
||||
DrawBillboards(sceneData);
|
||||
if (!layer.basicSprites.empty())
|
||||
DrawBasicSprites(sceneData, layer);
|
||||
|
||||
// Other custom drawables
|
||||
for (const NzDrawable* drawable : m_renderQueue.otherDrawables)
|
||||
if (!layer.billboards.empty())
|
||||
DrawBillboards(sceneData, layer);
|
||||
|
||||
for (const Drawable* drawable : layer.otherDrawables)
|
||||
drawable->Draw();
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
NzAbstractRenderQueue* NzDepthRenderTechnique::GetRenderQueue()
|
||||
AbstractRenderQueue* DepthRenderTechnique::GetRenderQueue()
|
||||
{
|
||||
return &m_renderQueue;
|
||||
}
|
||||
|
||||
nzRenderTechniqueType NzDepthRenderTechnique::GetType() const
|
||||
RenderTechniqueType DepthRenderTechnique::GetType() const
|
||||
{
|
||||
return nzRenderTechniqueType_Depth;
|
||||
return RenderTechniqueType_Depth;
|
||||
}
|
||||
|
||||
bool NzDepthRenderTechnique::Initialize()
|
||||
bool DepthRenderTechnique::Initialize()
|
||||
{
|
||||
try
|
||||
{
|
||||
NzErrorFlags flags(nzErrorFlag_ThrowException, true);
|
||||
ErrorFlags flags(ErrorFlag_ThrowException, true);
|
||||
|
||||
s_quadIndexBuffer.Reset(false, s_maxQuads*6, nzDataStorage_Hardware, nzBufferUsage_Static);
|
||||
s_quadIndexBuffer.Reset(false, s_maxQuads * 6, DataStorage_Hardware, BufferUsage_Static);
|
||||
|
||||
NzBufferMapper<NzIndexBuffer> mapper(s_quadIndexBuffer, nzBufferAccess_WriteOnly);
|
||||
nzUInt16* indices = static_cast<nzUInt16*>(mapper.GetPointer());
|
||||
BufferMapper<IndexBuffer> mapper(s_quadIndexBuffer, BufferAccess_WriteOnly);
|
||||
UInt16* indices = static_cast<UInt16*>(mapper.GetPointer());
|
||||
|
||||
for (unsigned int i = 0; i < s_maxQuads; ++i)
|
||||
{
|
||||
|
|
@ -108,7 +114,7 @@ bool NzDepthRenderTechnique::Initialize()
|
|||
|
||||
// Quad buffer (utilisé pour l'instancing de billboard et de sprites)
|
||||
//Note: Les UV sont calculés dans le shader
|
||||
s_quadVertexBuffer.Reset(NzVertexDeclaration::Get(nzVertexLayout_XY), 4, nzDataStorage_Hardware, nzBufferUsage_Static);
|
||||
s_quadVertexBuffer.Reset(VertexDeclaration::Get(VertexLayout_XY), 4, DataStorage_Hardware, BufferUsage_Static);
|
||||
|
||||
float vertices[2 * 4] = {
|
||||
-0.5f, -0.5f,
|
||||
|
|
@ -120,46 +126,46 @@ bool NzDepthRenderTechnique::Initialize()
|
|||
s_quadVertexBuffer.FillRaw(vertices, 0, sizeof(vertices));
|
||||
|
||||
// Déclaration lors du rendu des billboards par sommet
|
||||
s_billboardVertexDeclaration.EnableComponent(nzVertexComponent_Color, nzComponentType_Color, NzOffsetOf(BillboardPoint, color));
|
||||
s_billboardVertexDeclaration.EnableComponent(nzVertexComponent_Position, nzComponentType_Float3, NzOffsetOf(BillboardPoint, position));
|
||||
s_billboardVertexDeclaration.EnableComponent(nzVertexComponent_TexCoord, nzComponentType_Float2, NzOffsetOf(BillboardPoint, uv));
|
||||
s_billboardVertexDeclaration.EnableComponent(nzVertexComponent_Userdata0, nzComponentType_Float4, NzOffsetOf(BillboardPoint, size)); // Englobe sincos
|
||||
s_billboardVertexDeclaration.EnableComponent(VertexComponent_Color, ComponentType_Color, NazaraOffsetOf(BillboardPoint, color));
|
||||
s_billboardVertexDeclaration.EnableComponent(VertexComponent_Position, ComponentType_Float3, NazaraOffsetOf(BillboardPoint, position));
|
||||
s_billboardVertexDeclaration.EnableComponent(VertexComponent_TexCoord, ComponentType_Float2, NazaraOffsetOf(BillboardPoint, uv));
|
||||
s_billboardVertexDeclaration.EnableComponent(VertexComponent_Userdata0, ComponentType_Float4, NazaraOffsetOf(BillboardPoint, size)); // Englobe sincos
|
||||
|
||||
// Declaration utilisée lors du rendu des billboards par instancing
|
||||
// L'avantage ici est la copie directe (std::memcpy) des données de la RenderQueue vers le buffer GPU
|
||||
s_billboardInstanceDeclaration.EnableComponent(nzVertexComponent_InstanceData0, nzComponentType_Float3, NzOffsetOf(NzForwardRenderQueue::BillboardData, center));
|
||||
s_billboardInstanceDeclaration.EnableComponent(nzVertexComponent_InstanceData1, nzComponentType_Float4, NzOffsetOf(NzForwardRenderQueue::BillboardData, size)); // Englobe sincos
|
||||
s_billboardInstanceDeclaration.EnableComponent(nzVertexComponent_InstanceData2, nzComponentType_Color, NzOffsetOf(NzForwardRenderQueue::BillboardData, color));
|
||||
s_billboardInstanceDeclaration.EnableComponent(VertexComponent_InstanceData0, ComponentType_Float3, NazaraOffsetOf(ForwardRenderQueue::BillboardData, center));
|
||||
s_billboardInstanceDeclaration.EnableComponent(VertexComponent_InstanceData1, ComponentType_Float4, NazaraOffsetOf(ForwardRenderQueue::BillboardData, size)); // Englobe sincos
|
||||
s_billboardInstanceDeclaration.EnableComponent(VertexComponent_InstanceData2, ComponentType_Color, NazaraOffsetOf(ForwardRenderQueue::BillboardData, color));
|
||||
}
|
||||
catch (const std::exception& e)
|
||||
{
|
||||
NazaraError("Failed to initialise: " + NzString(e.what()));
|
||||
NazaraError("Failed to initialise: " + String(e.what()));
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void NzDepthRenderTechnique::Uninitialize()
|
||||
void DepthRenderTechnique::Uninitialize()
|
||||
{
|
||||
s_quadIndexBuffer.Reset();
|
||||
s_quadVertexBuffer.Reset();
|
||||
}
|
||||
|
||||
void NzDepthRenderTechnique::DrawBasicSprites(const NzSceneData& sceneData) const
|
||||
void DepthRenderTechnique::DrawBasicSprites(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const
|
||||
{
|
||||
NazaraUnused(sceneData);
|
||||
NazaraAssert(sceneData.viewer, "Invalid viewer");
|
||||
|
||||
const NzShader* lastShader = nullptr;
|
||||
const Shader* lastShader = nullptr;
|
||||
const ShaderUniforms* shaderUniforms = nullptr;
|
||||
|
||||
NzRenderer::SetIndexBuffer(&s_quadIndexBuffer);
|
||||
NzRenderer::SetMatrix(nzMatrixType_World, NzMatrix4f::Identity());
|
||||
NzRenderer::SetVertexBuffer(&m_spriteBuffer);
|
||||
Renderer::SetIndexBuffer(&s_quadIndexBuffer);
|
||||
Renderer::SetMatrix(MatrixType_World, Matrix4f::Identity());
|
||||
Renderer::SetVertexBuffer(&m_spriteBuffer);
|
||||
|
||||
for (auto& matIt : m_renderQueue.basicSprites)
|
||||
for (auto& matIt : layer.basicSprites)
|
||||
{
|
||||
const NzMaterial* material = matIt.first;
|
||||
const Material* material = matIt.first;
|
||||
auto& matEntry = matIt.second;
|
||||
|
||||
if (matEntry.enabled)
|
||||
|
|
@ -167,25 +173,25 @@ void NzDepthRenderTechnique::DrawBasicSprites(const NzSceneData& sceneData) cons
|
|||
auto& overlayMap = matEntry.overlayMap;
|
||||
for (auto& overlayIt : overlayMap)
|
||||
{
|
||||
const NzTexture* overlay = overlayIt.first;
|
||||
const Texture* overlay = overlayIt.first;
|
||||
auto& spriteChainVector = overlayIt.second.spriteChains;
|
||||
|
||||
unsigned int spriteChainCount = spriteChainVector.size();
|
||||
if (spriteChainCount > 0)
|
||||
{
|
||||
// On commence par appliquer du matériau (et récupérer le shader ainsi activé)
|
||||
nzUInt32 flags = nzShaderFlags_VertexColor;
|
||||
UInt32 flags = ShaderFlags_VertexColor;
|
||||
if (overlay)
|
||||
flags |= nzShaderFlags_TextureOverlay;
|
||||
flags |= ShaderFlags_TextureOverlay;
|
||||
|
||||
nzUInt8 overlayUnit;
|
||||
const NzShader* shader = material->Apply(flags, 0, &overlayUnit);
|
||||
UInt8 overlayUnit;
|
||||
const Shader* shader = material->Apply(flags, 0, &overlayUnit);
|
||||
|
||||
if (overlay)
|
||||
{
|
||||
overlayUnit++;
|
||||
NzRenderer::SetTexture(overlayUnit, overlay);
|
||||
NzRenderer::SetTextureSampler(overlayUnit, material->GetDiffuseSampler());
|
||||
Renderer::SetTexture(overlayUnit, overlay);
|
||||
Renderer::SetTextureSampler(overlayUnit, material->GetDiffuseSampler());
|
||||
}
|
||||
|
||||
// Les uniformes sont conservées au sein d'un programme, inutile de les renvoyer tant qu'il ne change pas
|
||||
|
|
@ -194,8 +200,12 @@ void NzDepthRenderTechnique::DrawBasicSprites(const NzSceneData& sceneData) cons
|
|||
// Index des uniformes dans le shader
|
||||
shaderUniforms = GetShaderUniforms(shader);
|
||||
|
||||
// Couleur ambiante de la scène
|
||||
shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
|
||||
// Overlay
|
||||
shader->SendInteger(shaderUniforms->textureOverlay, overlayUnit);
|
||||
// Position de la caméra
|
||||
shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition());
|
||||
|
||||
lastShader = shader;
|
||||
}
|
||||
|
|
@ -206,18 +216,18 @@ void NzDepthRenderTechnique::DrawBasicSprites(const NzSceneData& sceneData) cons
|
|||
do
|
||||
{
|
||||
// On ouvre le buffer en écriture
|
||||
NzBufferMapper<NzVertexBuffer> vertexMapper(m_spriteBuffer, nzBufferAccess_DiscardAndWrite);
|
||||
NzVertexStruct_XYZ_Color_UV* vertices = reinterpret_cast<NzVertexStruct_XYZ_Color_UV*>(vertexMapper.GetPointer());
|
||||
BufferMapper<VertexBuffer> vertexMapper(m_spriteBuffer, BufferAccess_DiscardAndWrite);
|
||||
VertexStruct_XYZ_Color_UV* vertices = reinterpret_cast<VertexStruct_XYZ_Color_UV*>(vertexMapper.GetPointer());
|
||||
|
||||
unsigned int spriteCount = 0;
|
||||
unsigned int maxSpriteCount = std::min(s_maxQuads, m_spriteBuffer.GetVertexCount()/4);
|
||||
|
||||
do
|
||||
{
|
||||
NzForwardRenderQueue::SpriteChain_XYZ_Color_UV& currentChain = spriteChainVector[spriteChain];
|
||||
ForwardRenderQueue::SpriteChain_XYZ_Color_UV& currentChain = spriteChainVector[spriteChain];
|
||||
unsigned int count = std::min(maxSpriteCount - spriteCount, currentChain.spriteCount - spriteChainOffset);
|
||||
|
||||
std::memcpy(vertices, currentChain.vertices + spriteChainOffset*4, 4*count*sizeof(NzVertexStruct_XYZ_Color_UV));
|
||||
std::memcpy(vertices, currentChain.vertices + spriteChainOffset*4, 4*count*sizeof(VertexStruct_XYZ_Color_UV));
|
||||
vertices += count*4;
|
||||
|
||||
spriteCount += count;
|
||||
|
|
@ -234,7 +244,7 @@ void NzDepthRenderTechnique::DrawBasicSprites(const NzSceneData& sceneData) cons
|
|||
|
||||
vertexMapper.Unmap();
|
||||
|
||||
NzRenderer::DrawIndexedPrimitives(nzPrimitiveMode_TriangleList, 0, spriteCount*6);
|
||||
Renderer::DrawIndexedPrimitives(PrimitiveMode_TriangleList, 0, spriteCount*6);
|
||||
}
|
||||
while (spriteChain < spriteChainCount);
|
||||
|
||||
|
|
@ -248,30 +258,47 @@ void NzDepthRenderTechnique::DrawBasicSprites(const NzSceneData& sceneData) cons
|
|||
}
|
||||
}
|
||||
|
||||
void NzDepthRenderTechnique::DrawBillboards(const NzSceneData& sceneData) const
|
||||
void DepthRenderTechnique::DrawBillboards(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const
|
||||
{
|
||||
NazaraUnused(sceneData);
|
||||
NazaraAssert(sceneData.viewer, "Invalid viewer");
|
||||
|
||||
if (NzRenderer::HasCapability(nzRendererCap_Instancing))
|
||||
const Shader* lastShader = nullptr;
|
||||
const ShaderUniforms* shaderUniforms = nullptr;
|
||||
|
||||
if (Renderer::HasCapability(RendererCap_Instancing))
|
||||
{
|
||||
NzVertexBuffer* instanceBuffer = NzRenderer::GetInstanceBuffer();
|
||||
VertexBuffer* instanceBuffer = Renderer::GetInstanceBuffer();
|
||||
instanceBuffer->SetVertexDeclaration(&s_billboardInstanceDeclaration);
|
||||
|
||||
NzRenderer::SetVertexBuffer(&s_quadVertexBuffer);
|
||||
Renderer::SetVertexBuffer(&s_quadVertexBuffer);
|
||||
|
||||
for (auto& matIt : m_renderQueue.billboards)
|
||||
for (auto& matIt : layer.billboards)
|
||||
{
|
||||
const NzMaterial* material = matIt.first;
|
||||
const Material* material = matIt.first;
|
||||
auto& entry = matIt.second;
|
||||
auto& billboardVector = entry.billboards;
|
||||
|
||||
unsigned int billboardCount = billboardVector.size();
|
||||
if (billboardCount > 0)
|
||||
{
|
||||
// On commence par appliquer du matériau
|
||||
material->Apply(nzShaderFlags_Billboard | nzShaderFlags_Instancing | nzShaderFlags_VertexColor);
|
||||
// On commence par appliquer du matériau (et récupérer le shader ainsi activé)
|
||||
const Shader* shader = material->Apply(ShaderFlags_Billboard | ShaderFlags_Instancing | ShaderFlags_VertexColor);
|
||||
|
||||
const NzForwardRenderQueue::BillboardData* data = &billboardVector[0];
|
||||
// Les uniformes sont conservées au sein d'un programme, inutile de les renvoyer tant qu'il ne change pas
|
||||
if (shader != lastShader)
|
||||
{
|
||||
// Index des uniformes dans le shader
|
||||
shaderUniforms = GetShaderUniforms(shader);
|
||||
|
||||
// Couleur ambiante de la scène
|
||||
shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
|
||||
// Position de la caméra
|
||||
shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition());
|
||||
|
||||
lastShader = shader;
|
||||
}
|
||||
|
||||
const ForwardRenderQueue::BillboardData* data = &billboardVector[0];
|
||||
unsigned int maxBillboardPerDraw = instanceBuffer->GetVertexCount();
|
||||
do
|
||||
{
|
||||
|
|
@ -281,7 +308,7 @@ void NzDepthRenderTechnique::DrawBillboards(const NzSceneData& sceneData) const
|
|||
instanceBuffer->Fill(data, 0, renderedBillboardCount, true);
|
||||
data += renderedBillboardCount;
|
||||
|
||||
NzRenderer::DrawPrimitivesInstanced(renderedBillboardCount, nzPrimitiveMode_TriangleStrip, 0, 4);
|
||||
Renderer::DrawPrimitivesInstanced(renderedBillboardCount, PrimitiveMode_TriangleStrip, 0, 4);
|
||||
}
|
||||
while (billboardCount > 0);
|
||||
|
||||
|
|
@ -291,22 +318,36 @@ void NzDepthRenderTechnique::DrawBillboards(const NzSceneData& sceneData) const
|
|||
}
|
||||
else
|
||||
{
|
||||
NzRenderer::SetIndexBuffer(&s_quadIndexBuffer);
|
||||
NzRenderer::SetVertexBuffer(&m_billboardPointBuffer);
|
||||
Renderer::SetIndexBuffer(&s_quadIndexBuffer);
|
||||
Renderer::SetVertexBuffer(&m_billboardPointBuffer);
|
||||
|
||||
for (auto& matIt : m_renderQueue.billboards)
|
||||
for (auto& matIt : layer.billboards)
|
||||
{
|
||||
const NzMaterial* material = matIt.first;
|
||||
const Material* material = matIt.first;
|
||||
auto& entry = matIt.second;
|
||||
auto& billboardVector = entry.billboards;
|
||||
|
||||
unsigned int billboardCount = billboardVector.size();
|
||||
if (billboardCount > 0)
|
||||
{
|
||||
// On commence par appliquer du matériau
|
||||
material->Apply(nzShaderFlags_Billboard | nzShaderFlags_VertexColor);
|
||||
// On commence par appliquer du matériau (et récupérer le shader ainsi activé)
|
||||
const Shader* shader = material->Apply(ShaderFlags_Billboard | ShaderFlags_VertexColor);
|
||||
|
||||
const NzForwardRenderQueue::BillboardData* data = &billboardVector[0];
|
||||
// Les uniformes sont conservées au sein d'un programme, inutile de les renvoyer tant qu'il ne change pas
|
||||
if (shader != lastShader)
|
||||
{
|
||||
// Index des uniformes dans le shader
|
||||
shaderUniforms = GetShaderUniforms(shader);
|
||||
|
||||
// Couleur ambiante de la scène
|
||||
shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
|
||||
// Position de la caméra
|
||||
shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition());
|
||||
|
||||
lastShader = shader;
|
||||
}
|
||||
|
||||
const ForwardRenderQueue::BillboardData* data = &billboardVector[0];
|
||||
unsigned int maxBillboardPerDraw = std::min(s_maxQuads, m_billboardPointBuffer.GetVertexCount()/4);
|
||||
|
||||
do
|
||||
|
|
@ -314,12 +355,12 @@ void NzDepthRenderTechnique::DrawBillboards(const NzSceneData& sceneData) const
|
|||
unsigned int renderedBillboardCount = std::min(billboardCount, maxBillboardPerDraw);
|
||||
billboardCount -= renderedBillboardCount;
|
||||
|
||||
NzBufferMapper<NzVertexBuffer> vertexMapper(m_billboardPointBuffer, nzBufferAccess_DiscardAndWrite, 0, renderedBillboardCount*4);
|
||||
BufferMapper<VertexBuffer> vertexMapper(m_billboardPointBuffer, BufferAccess_DiscardAndWrite, 0, renderedBillboardCount*4);
|
||||
BillboardPoint* vertices = reinterpret_cast<BillboardPoint*>(vertexMapper.GetPointer());
|
||||
|
||||
for (unsigned int i = 0; i < renderedBillboardCount; ++i)
|
||||
{
|
||||
const NzForwardRenderQueue::BillboardData& billboard = *data++;
|
||||
const ForwardRenderQueue::BillboardData& billboard = *data++;
|
||||
|
||||
vertices->color = billboard.color;
|
||||
vertices->position = billboard.center;
|
||||
|
|
@ -352,7 +393,7 @@ void NzDepthRenderTechnique::DrawBillboards(const NzSceneData& sceneData) const
|
|||
|
||||
vertexMapper.Unmap();
|
||||
|
||||
NzRenderer::DrawIndexedPrimitives(nzPrimitiveMode_TriangleList, 0, renderedBillboardCount*6);
|
||||
Renderer::DrawIndexedPrimitives(PrimitiveMode_TriangleList, 0, renderedBillboardCount*6);
|
||||
}
|
||||
while (billboardCount > 0);
|
||||
|
||||
|
|
@ -362,71 +403,81 @@ void NzDepthRenderTechnique::DrawBillboards(const NzSceneData& sceneData) const
|
|||
}
|
||||
}
|
||||
|
||||
void NzDepthRenderTechnique::DrawOpaqueModels(const NzSceneData& sceneData) const
|
||||
void DepthRenderTechnique::DrawOpaqueModels(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const
|
||||
{
|
||||
NazaraUnused(sceneData);
|
||||
NazaraAssert(sceneData.viewer, "Invalid viewer");
|
||||
|
||||
for (auto& matIt : m_renderQueue.opaqueModels)
|
||||
const Shader* lastShader = nullptr;
|
||||
const ShaderUniforms* shaderUniforms = nullptr;
|
||||
|
||||
for (auto& matIt : layer.opaqueModels)
|
||||
{
|
||||
auto& matEntry = matIt.second;
|
||||
|
||||
if (matEntry.enabled)
|
||||
{
|
||||
NzForwardRenderQueue::MeshInstanceContainer& meshInstances = matEntry.meshMap;
|
||||
ForwardRenderQueue::MeshInstanceContainer& meshInstances = matEntry.meshMap;
|
||||
|
||||
if (!meshInstances.empty())
|
||||
{
|
||||
const NzMaterial* material = matIt.first;
|
||||
const Material* material = matIt.first;
|
||||
|
||||
// Nous utilisons de l'instancing que lorsqu'aucune lumière (autre que directionnelle) n'est active
|
||||
// Ceci car l'instancing n'est pas compatible avec la recherche des lumières les plus proches
|
||||
// (Le deferred shading n'a pas ce problème)
|
||||
bool noPointSpotLight = m_renderQueue.pointLights.empty() && m_renderQueue.spotLights.empty();
|
||||
bool instancing = m_instancingEnabled && (!material->IsLightingEnabled() || noPointSpotLight) && matEntry.instancingEnabled;
|
||||
bool instancing = m_instancingEnabled && matEntry.instancingEnabled;
|
||||
|
||||
// On commence par appliquer du matériau (et récupérer le shader ainsi activé)
|
||||
material->Apply((instancing) ? nzShaderFlags_Instancing : 0);
|
||||
UInt8 freeTextureUnit;
|
||||
const Shader* shader = material->Apply((instancing) ? ShaderFlags_Instancing : 0, 0, &freeTextureUnit);
|
||||
|
||||
// Les uniformes sont conservées au sein d'un programme, inutile de les renvoyer tant qu'il ne change pas
|
||||
if (shader != lastShader)
|
||||
{
|
||||
// Index des uniformes dans le shader
|
||||
shaderUniforms = GetShaderUniforms(shader);
|
||||
lastShader = shader;
|
||||
}
|
||||
|
||||
// Meshes
|
||||
for (auto& meshIt : meshInstances)
|
||||
{
|
||||
const NzMeshData& meshData = meshIt.first;
|
||||
const MeshData& meshData = meshIt.first;
|
||||
auto& meshEntry = meshIt.second;
|
||||
|
||||
std::vector<NzMatrix4f>& instances = meshEntry.instances;
|
||||
const Spheref& squaredBoundingSphere = meshEntry.squaredBoundingSphere;
|
||||
std::vector<Matrix4f>& instances = meshEntry.instances;
|
||||
|
||||
if (!instances.empty())
|
||||
{
|
||||
const NzIndexBuffer* indexBuffer = meshData.indexBuffer;
|
||||
const NzVertexBuffer* vertexBuffer = meshData.vertexBuffer;
|
||||
const IndexBuffer* indexBuffer = meshData.indexBuffer;
|
||||
const VertexBuffer* vertexBuffer = meshData.vertexBuffer;
|
||||
|
||||
// Gestion du draw call avant la boucle de rendu
|
||||
NzRenderer::DrawCall drawFunc;
|
||||
NzRenderer::DrawCallInstanced instancedDrawFunc;
|
||||
Renderer::DrawCall drawFunc;
|
||||
Renderer::DrawCallInstanced instancedDrawFunc;
|
||||
unsigned int indexCount;
|
||||
|
||||
if (indexBuffer)
|
||||
{
|
||||
drawFunc = NzRenderer::DrawIndexedPrimitives;
|
||||
instancedDrawFunc = NzRenderer::DrawIndexedPrimitivesInstanced;
|
||||
drawFunc = Renderer::DrawIndexedPrimitives;
|
||||
instancedDrawFunc = Renderer::DrawIndexedPrimitivesInstanced;
|
||||
indexCount = indexBuffer->GetIndexCount();
|
||||
}
|
||||
else
|
||||
{
|
||||
drawFunc = NzRenderer::DrawPrimitives;
|
||||
instancedDrawFunc = NzRenderer::DrawPrimitivesInstanced;
|
||||
drawFunc = Renderer::DrawPrimitives;
|
||||
instancedDrawFunc = Renderer::DrawPrimitivesInstanced;
|
||||
indexCount = vertexBuffer->GetVertexCount();
|
||||
}
|
||||
|
||||
NzRenderer::SetIndexBuffer(indexBuffer);
|
||||
NzRenderer::SetVertexBuffer(vertexBuffer);
|
||||
Renderer::SetIndexBuffer(indexBuffer);
|
||||
Renderer::SetVertexBuffer(vertexBuffer);
|
||||
|
||||
if (instancing)
|
||||
{
|
||||
// On calcule le nombre d'instances que l'on pourra afficher cette fois-ci (Selon la taille du buffer d'instancing)
|
||||
NzVertexBuffer* instanceBuffer = NzRenderer::GetInstanceBuffer();
|
||||
instanceBuffer->SetVertexDeclaration(NzVertexDeclaration::Get(nzVertexLayout_Matrix4));
|
||||
VertexBuffer* instanceBuffer = Renderer::GetInstanceBuffer();
|
||||
instanceBuffer->SetVertexDeclaration(VertexDeclaration::Get(VertexLayout_Matrix4));
|
||||
|
||||
const NzMatrix4f* instanceMatrices = &instances[0];
|
||||
const Matrix4f* instanceMatrices = &instances[0];
|
||||
unsigned int instanceCount = instances.size();
|
||||
unsigned int maxInstanceCount = instanceBuffer->GetVertexCount(); // Le nombre maximum d'instances en une fois
|
||||
|
||||
|
|
@ -449,9 +500,9 @@ void NzDepthRenderTechnique::DrawOpaqueModels(const NzSceneData& sceneData) cons
|
|||
// Sans instancing, on doit effectuer un draw call pour chaque instance
|
||||
// Cela reste néanmoins plus rapide que l'instancing en dessous d'un certain nombre d'instances
|
||||
// À cause du temps de modification du buffer d'instancing
|
||||
for (const NzMatrix4f& matrix : instances)
|
||||
for (const Matrix4f& matrix : instances)
|
||||
{
|
||||
NzRenderer::SetMatrix(nzMatrixType_World, matrix);
|
||||
Renderer::SetMatrix(MatrixType_World, matrix);
|
||||
drawFunc(meshData.primitiveMode, 0, indexCount);
|
||||
}
|
||||
}
|
||||
|
|
@ -467,15 +518,17 @@ void NzDepthRenderTechnique::DrawOpaqueModels(const NzSceneData& sceneData) cons
|
|||
}
|
||||
}
|
||||
|
||||
const NzDepthRenderTechnique::ShaderUniforms* NzDepthRenderTechnique::GetShaderUniforms(const NzShader* shader) const
|
||||
const DepthRenderTechnique::ShaderUniforms* DepthRenderTechnique::GetShaderUniforms(const Shader* shader) const
|
||||
{
|
||||
auto it = m_shaderUniforms.find(shader);
|
||||
if (it == m_shaderUniforms.end())
|
||||
{
|
||||
ShaderUniforms uniforms;
|
||||
uniforms.shaderReleaseSlot.Connect(shader->OnShaderRelease, this, &NzDepthRenderTechnique::OnShaderInvalidated);
|
||||
uniforms.shaderUniformInvalidatedSlot.Connect(shader->OnShaderUniformInvalidated, this, &NzDepthRenderTechnique::OnShaderInvalidated);
|
||||
uniforms.shaderReleaseSlot.Connect(shader->OnShaderRelease, this, &DepthRenderTechnique::OnShaderInvalidated);
|
||||
uniforms.shaderUniformInvalidatedSlot.Connect(shader->OnShaderUniformInvalidated, this, &DepthRenderTechnique::OnShaderInvalidated);
|
||||
|
||||
uniforms.eyePosition = shader->GetUniformLocation("EyePosition");
|
||||
uniforms.sceneAmbient = shader->GetUniformLocation("SceneAmbient");
|
||||
uniforms.textureOverlay = shader->GetUniformLocation("TextureOverlay");
|
||||
|
||||
it = m_shaderUniforms.emplace(shader, std::move(uniforms)).first;
|
||||
|
|
@ -484,12 +537,13 @@ const NzDepthRenderTechnique::ShaderUniforms* NzDepthRenderTechnique::GetShaderU
|
|||
return &it->second;
|
||||
}
|
||||
|
||||
void NzDepthRenderTechnique::OnShaderInvalidated(const NzShader* shader) const
|
||||
void DepthRenderTechnique::OnShaderInvalidated(const Shader* shader) const
|
||||
{
|
||||
m_shaderUniforms.erase(shader);
|
||||
}
|
||||
|
||||
NzIndexBuffer NzDepthRenderTechnique::s_quadIndexBuffer;
|
||||
NzVertexBuffer NzDepthRenderTechnique::s_quadVertexBuffer;
|
||||
NzVertexDeclaration NzDepthRenderTechnique::s_billboardInstanceDeclaration;
|
||||
NzVertexDeclaration NzDepthRenderTechnique::s_billboardVertexDeclaration;
|
||||
IndexBuffer DepthRenderTechnique::s_quadIndexBuffer;
|
||||
VertexBuffer DepthRenderTechnique::s_quadVertexBuffer;
|
||||
VertexDeclaration DepthRenderTechnique::s_billboardInstanceDeclaration;
|
||||
VertexDeclaration DepthRenderTechnique::s_billboardVertexDeclaration;
|
||||
}
|
||||
Loading…
Reference in New Issue