Deferred Shading update

-Deferred Shading now use a dynamics pass system
-Forward Shading is now capable of rendering more than three lights
(Multipass)


Former-commit-id: 74ed0b998d72aa9eb3bd2aab938a75985ebb2bf6
This commit is contained in:
Lynix
2013-12-28 10:22:03 +01:00
parent 6568cc7995
commit a332579c80
31 changed files with 2431 additions and 1354 deletions

View File

@@ -9,15 +9,19 @@
#include <Nazara/Prerequesites.hpp>
#include <Nazara/Graphics/AbstractRenderTechnique.hpp>
#include <Nazara/Graphics/DeferredRenderPass.hpp>
#include <Nazara/Graphics/DeferredRenderQueue.hpp>
#include <Nazara/Graphics/ForwardRenderTechnique.hpp>
#include <Nazara/Math/Vector2.hpp>
#include <Nazara/Renderer/RenderBuffer.hpp>
#include <Nazara/Renderer/RenderStates.hpp>
#include <Nazara/Renderer/RenderTexture.hpp>
#include <Nazara/Renderer/ShaderProgram.hpp>
#include <Nazara/Renderer/Texture.hpp>
#include <Nazara/Renderer/TextureSampler.hpp>
#include <Nazara/Utility/Mesh.hpp>
#include <map>
#include <memory>
class NAZARA_API NzDeferredRenderTechnique : public NzAbstractRenderTechnique, public NzRenderTarget::Listener
{
@@ -25,61 +29,47 @@ class NAZARA_API NzDeferredRenderTechnique : public NzAbstractRenderTechnique, p
NzDeferredRenderTechnique();
~NzDeferredRenderTechnique();
void Clear(const NzScene* scene);
bool Draw(const NzScene* scene);
void Clear(const NzScene* scene) const;
bool Draw(const NzScene* scene) const;
void EnablePass(nzRenderPassType renderPass, int position, bool enable);
NzRenderBuffer* GetDepthStencilBuffer() const;
NzTexture* GetGBuffer(unsigned int i) const;
NzRenderTexture* GetGBufferRTT() const;
const NzForwardRenderTechnique* GetForwardTechnique() const;
NzDeferredRenderPass* GetPass(nzRenderPassType renderPass, int position = 0);
NzAbstractRenderQueue* GetRenderQueue() override;
nzRenderTechniqueType GetType() const override;
NzRenderTexture* GetWorkRTT() const;
NzTexture* GetWorkTexture(unsigned int i) const;
bool IsPassEnabled(nzRenderPassType renderPass, int position);
NzDeferredRenderPass* ResetPass(nzRenderPassType renderPass, int position);
void SetPass(nzRenderPassType relativeTo, int position, NzDeferredRenderPass* pass);
static bool IsSupported();
private:
void GeomPass(const NzScene* scene);
void DirectionalLightPass(const NzScene* scene);
void PointLightPass(const NzScene* scene);
void SpotLightPass(const NzScene* scene);
bool UpdateTextures() const;
bool Resize(const NzVector2ui& dimensions) const;
struct RenderPassComparator
{
bool operator()(nzRenderPassType pass1, nzRenderPassType pass2);
};
std::map<nzRenderPassType, std::map<int, std::unique_ptr<NzDeferredRenderPass>>, RenderPassComparator> m_passes;
NzForwardRenderTechnique m_forwardTechnique; // Doit être initialisé avant la RenderQueue
NzDeferredRenderQueue m_renderQueue;
NzMeshRef m_sphere;
NzStaticMesh* m_sphereMesh;
mutable NzRenderTexture m_bloomRTT;
mutable NzRenderTexture m_dofRTT;
mutable NzRenderTexture m_geometryRTT;
mutable NzRenderTexture m_ssaoRTT;
NzRenderStates m_clearStates;
NzShaderProgramRef m_aaProgram;
NzShaderProgramRef m_blitProgram;
NzShaderProgramRef m_bloomBrightProgram;
NzShaderProgramRef m_bloomFinalProgram;
NzShaderProgramRef m_clearProgram;
NzShaderProgramRef m_directionalLightProgram;
NzShaderProgramRef m_depthOfFieldProgram;
NzShaderProgramRef m_gaussianBlurProgram;
NzShaderProgramRef m_pointLightProgram;
NzShaderProgramRef m_ssaoProgram;
NzShaderProgramRef m_ssaoFinalProgram;
NzShaderProgramRef m_spotLightProgram;
mutable NzTextureRef m_bloomTextureA;
mutable NzTextureRef m_bloomTextureB;
mutable NzTextureRef m_dofTextureA;
mutable NzTextureRef m_dofTextureB;
mutable NzRenderBufferRef m_depthStencilBuffer;
mutable NzRenderTexture m_GBufferRTT;
mutable NzRenderTexture m_workRTT;
mutable NzTextureRef m_GBuffer[4];
mutable NzTextureRef m_ssaoTextureA;
mutable NzTextureRef m_ssaoTextureB;
mutable NzTextureRef m_ssaoNoiseTexture;
mutable NzTextureRef m_workTextureA;
mutable NzTextureRef m_workTextureB;
NzTextureSampler m_bilinearSampler;
NzTextureSampler m_pointSampler;
NzTextureSampler m_ssaoSampler;
NzVector2ui m_GBufferSize;
mutable NzTextureRef m_workTextures[2];
mutable NzVector2ui m_GBufferSize;
const NzRenderTarget* m_viewerTarget;
mutable bool m_texturesUpdated;
int m_gaussianBlurProgramFilterLocation;
};
#endif // NAZARA_FORWARDRENDERTECHNIQUE_HPP