Graphics: Add support for depth-sorted sprites
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@@ -386,7 +386,7 @@ namespace Nz
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std::size_t index = transparentData.size();
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transparentData.resize(index+1);
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TransparentModelData& data = transparentData.back();
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UnbatchedModelData& data = transparentData.back();
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data.material = material;
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data.meshData = meshData;
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data.obbSphere = Spheref(transformMatrix.GetTranslation() + meshAABB.GetCenter(), meshAABB.GetSquaredRadius());
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@@ -462,48 +462,69 @@ namespace Nz
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NazaraAssert(material, "Invalid material");
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Layer& currentLayer = GetLayer(renderOrder);
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SpritePipelineBatches& basicSprites = currentLayer.opaqueSprites;
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const MaterialPipeline* materialPipeline = material->GetPipeline();
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auto pipelineIt = basicSprites.find(materialPipeline);
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if (pipelineIt == basicSprites.end())
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if (material->IsDepthSortingEnabled())
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{
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BatchedSpritePipelineEntry materialEntry;
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pipelineIt = basicSprites.insert(SpritePipelineBatches::value_type(materialPipeline, std::move(materialEntry))).first;
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auto& transparentSprites = currentLayer.depthSortedSprites;
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auto& transparentData = currentLayer.depthSortedSpriteData;
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// The material is marked for depth sorting, we must draw this mesh using another way (after the rendering of opaques objects while sorting them)
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std::size_t index = transparentData.size();
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transparentData.resize(index + 1);
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UnbatchedSpriteData& data = transparentData.back();
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data.material = material;
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data.overlay = overlay;
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data.spriteCount = spriteCount;
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data.vertices = vertices;
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transparentSprites.push_back(index);
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}
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BatchedSpritePipelineEntry& pipelineEntry = pipelineIt->second;
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pipelineEntry.enabled = true;
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SpriteMaterialBatches& materialMap = pipelineEntry.materialMap;
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auto matIt = materialMap.find(material);
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if (matIt == materialMap.end())
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else
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{
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BatchedBasicSpriteEntry entry;
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entry.materialReleaseSlot.Connect(material->OnMaterialRelease, this, &ForwardRenderQueue::OnMaterialInvalidation);
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SpritePipelineBatches& sprites = currentLayer.opaqueSprites;
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matIt = materialMap.insert(SpriteMaterialBatches::value_type(material, std::move(entry))).first;
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const MaterialPipeline* materialPipeline = material->GetPipeline();
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auto pipelineIt = sprites.find(materialPipeline);
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if (pipelineIt == sprites.end())
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{
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BatchedSpritePipelineEntry materialEntry;
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pipelineIt = sprites.insert(SpritePipelineBatches::value_type(materialPipeline, std::move(materialEntry))).first;
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}
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BatchedSpritePipelineEntry& pipelineEntry = pipelineIt->second;
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pipelineEntry.enabled = true;
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SpriteMaterialBatches& materialMap = pipelineEntry.materialMap;
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auto matIt = materialMap.find(material);
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if (matIt == materialMap.end())
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{
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BatchedBasicSpriteEntry entry;
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entry.materialReleaseSlot.Connect(material->OnMaterialRelease, this, &ForwardRenderQueue::OnMaterialInvalidation);
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matIt = materialMap.insert(SpriteMaterialBatches::value_type(material, std::move(entry))).first;
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}
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BatchedBasicSpriteEntry& entry = matIt->second;
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entry.enabled = true;
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auto& overlayMap = entry.overlayMap;
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auto overlayIt = overlayMap.find(overlay);
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if (overlayIt == overlayMap.end())
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{
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BatchedSpriteEntry overlayEntry;
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if (overlay)
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overlayEntry.textureReleaseSlot.Connect(overlay->OnTextureRelease, this, &ForwardRenderQueue::OnTextureInvalidation);
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overlayIt = overlayMap.insert(std::make_pair(overlay, std::move(overlayEntry))).first;
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}
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auto& spriteVector = overlayIt->second.spriteChains;
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spriteVector.push_back(SpriteChain_XYZ_Color_UV({vertices, spriteCount}));
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}
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BatchedBasicSpriteEntry& entry = matIt->second;
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entry.enabled = true;
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auto& overlayMap = entry.overlayMap;
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auto overlayIt = overlayMap.find(overlay);
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if (overlayIt == overlayMap.end())
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{
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BatchedSpriteEntry overlayEntry;
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if (overlay)
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overlayEntry.textureReleaseSlot.Connect(overlay->OnTextureRelease, this, &ForwardRenderQueue::OnTextureInvalidation);
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overlayIt = overlayMap.insert(std::make_pair(overlay, std::move(overlayEntry))).first;
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}
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auto& spriteVector = overlayIt->second.spriteChains;
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spriteVector.push_back(SpriteChain_XYZ_Color_UV({vertices, spriteCount}));
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}
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/*!
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@@ -596,9 +617,11 @@ namespace Nz
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}
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}
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layer.otherDrawables.clear();
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layer.depthSortedMeshes.clear();
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layer.depthSortedMeshData.clear();
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layer.depthSortedSpriteData.clear();
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layer.depthSortedSprites.clear();
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layer.otherDrawables.clear();
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++it;
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}
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}
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@@ -717,7 +740,15 @@ namespace Nz
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const Spheref& sphere1 = layer.depthSortedMeshData[index1].obbSphere;
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const Spheref& sphere2 = layer.depthSortedMeshData[index2].obbSphere;
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return nearPlane.Distance(sphere1.GetPosition()) > nearPlane.Distance(sphere2.GetPosition());
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return nearPlane.Distance(sphere1.GetPosition()) < nearPlane.Distance(sphere2.GetPosition());
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});
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std::sort(layer.depthSortedSprites.begin(), layer.depthSortedSprites.end(), [&layer, &nearPlane] (std::size_t index1, std::size_t index2)
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{
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const Vector3f& pos1 = layer.depthSortedSpriteData[index1].vertices[0].position;
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const Vector3f& pos2 = layer.depthSortedSpriteData[index2].vertices[0].position;
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return nearPlane.Distance(pos1) < nearPlane.Distance(pos2);
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});
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SortBillboards(layer, nearPlane);
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@@ -741,6 +772,14 @@ namespace Nz
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return viewerPos.SquaredDistance(sphere1.GetPosition()) > viewerPos.SquaredDistance(sphere2.GetPosition());
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});
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std::sort(layer.depthSortedSprites.begin(), layer.depthSortedSprites.end(), [&layer, &viewerPos] (std::size_t index1, std::size_t index2)
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{
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const Vector3f& pos1 = layer.depthSortedSpriteData[index1].vertices[0].position;
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const Vector3f& pos2 = layer.depthSortedSpriteData[index2].vertices[0].position;
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return viewerPos.SquaredDistance(pos1) > viewerPos.SquaredDistance(pos2);
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});
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SortBillboards(layer, nearPlane);
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}
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}
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@@ -107,6 +107,9 @@ namespace Nz
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if (!layer.opaqueSprites.empty())
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DrawBasicSprites(sceneData, layer);
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if (!layer.depthSortedSprites.empty())
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DrawOrderedSprites(sceneData, layer);
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if (!layer.billboards.empty())
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DrawBillboards(sceneData, layer);
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@@ -301,6 +304,9 @@ namespace Nz
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Renderer::SetMatrix(MatrixType_World, Matrix4f::Identity());
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Renderer::SetVertexBuffer(&m_spriteBuffer);
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const unsigned int overlayTextureUnit = Material::GetTextureUnit(TextureMap_Overlay);
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const std::size_t maxSpriteCount = std::min<std::size_t>(s_maxQuads, m_spriteBuffer.GetVertexCount() / 4);
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for (auto& pipelinePair : layer.opaqueSprites)
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{
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const MaterialPipeline* pipeline = pipelinePair.first;
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@@ -323,6 +329,9 @@ namespace Nz
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// Position of the camera
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shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition());
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// Overlay texture unit
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shader->SendInteger(shaderUniforms->textureOverlay, overlayTextureUnit);
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lastShader = shader;
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}
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@@ -335,10 +344,6 @@ namespace Nz
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{
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material->Apply(pipelineInstance);
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unsigned int overlayTextureUnit = Material::GetTextureUnit(TextureMap_Overlay);
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shader->SendInteger(shaderUniforms->textureOverlay, overlayTextureUnit);
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Renderer::SetTextureSampler(overlayTextureUnit, material->GetDiffuseSampler());
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auto& overlayMap = matEntry.overlayMap;
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@@ -362,7 +367,6 @@ namespace Nz
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VertexStruct_XYZ_Color_UV* vertices = static_cast<VertexStruct_XYZ_Color_UV*>(vertexMapper.GetPointer());
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std::size_t spriteCount = 0;
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std::size_t maxSpriteCount = std::min<std::size_t>(s_maxQuads, m_spriteBuffer.GetVertexCount() / 4);
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do
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{
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@@ -777,6 +781,142 @@ namespace Nz
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}
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}
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void ForwardRenderTechnique::DrawOrderedSprites(const SceneData & sceneData, ForwardRenderQueue::Layer & layer) const
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{
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NazaraAssert(sceneData.viewer, "Invalid viewer");
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Renderer::SetIndexBuffer(&s_quadIndexBuffer);
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Renderer::SetMatrix(MatrixType_World, Matrix4f::Identity());
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Renderer::SetVertexBuffer(&m_spriteBuffer);
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const Material* lastMaterial = nullptr;
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const MaterialPipeline* lastPipeline = nullptr;
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const Shader* lastShader = nullptr;
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const Texture* lastOverlay = nullptr;
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const MaterialPipeline::Instance* pipelineInstance = nullptr;
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const unsigned int overlayTextureUnit = Material::GetTextureUnit(TextureMap_Overlay);
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bool updateVertexBuffer = true;
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const std::size_t maxSpriteCount = std::min<std::size_t>(s_maxQuads, m_spriteBuffer.GetVertexCount() / 4);
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std::size_t alreadyDrawnCount = 0;
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std::size_t spriteIndex = 0;
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std::size_t spriteChainOffset = 0;
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auto splitChainIt = layer.depthSortedSprites.end();
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for (auto it = layer.depthSortedSprites.begin(); it != layer.depthSortedSprites.end();)
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{
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if (updateVertexBuffer)
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{
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// We open the buffer in writing mode
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BufferMapper<VertexBuffer> vertexMapper(m_spriteBuffer, BufferAccess_DiscardAndWrite);
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VertexStruct_XYZ_Color_UV* vertices = static_cast<VertexStruct_XYZ_Color_UV*>(vertexMapper.GetPointer());
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std::size_t availableSpriteSpace = maxSpriteCount;
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bool split = false;
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for (auto it2 = it; it2 != layer.depthSortedSprites.end(); ++it2)
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{
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const ForwardRenderQueue::UnbatchedSpriteData& spriteData = layer.depthSortedSpriteData[*it2];
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std::size_t count = std::min(availableSpriteSpace, spriteData.spriteCount - spriteChainOffset);
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std::memcpy(vertices, spriteData.vertices + spriteChainOffset * 4, 4 * count * sizeof(VertexStruct_XYZ_Color_UV));
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vertices += count * 4;
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availableSpriteSpace -= count;
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// Have we treated the entire chain ?
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if (count != spriteData.spriteCount)
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{
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// Oops, not enough space to store current chain
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spriteChainOffset += count;
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splitChainIt = it2;
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split = true;
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break;
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}
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// Switch to next sprite chain, if any
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spriteChainOffset = 0;
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}
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spriteIndex = 0;
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updateVertexBuffer = false;
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if (!split)
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splitChainIt = layer.depthSortedSprites.end();
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}
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std::size_t index = *it;
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const ForwardRenderQueue::UnbatchedSpriteData& spriteData = layer.depthSortedSpriteData[index];
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const Material* material = spriteData.material;
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if (material != lastMaterial)
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{
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const MaterialPipeline* pipeline = material->GetPipeline();
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if (pipeline != lastPipeline)
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{
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pipelineInstance = &pipeline->Apply(ShaderFlags_TextureOverlay | ShaderFlags_VertexColor);
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const Shader* shader = pipelineInstance->uberInstance->GetShader();
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// Uniforms are conserved in our program, there's no point to send them back until they change
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if (shader != lastShader)
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{
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// Index of uniforms in the shader
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const ShaderUniforms* shaderUniforms = GetShaderUniforms(shader);
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// Ambient color of the scene
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shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
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// Position of the camera
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shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition());
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// Overlay texture unit
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shader->SendInteger(shaderUniforms->textureOverlay, overlayTextureUnit);
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lastShader = shader;
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}
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lastPipeline = pipeline;
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}
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material->Apply(*pipelineInstance);
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Renderer::SetTextureSampler(overlayTextureUnit, material->GetDiffuseSampler());
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lastMaterial = material;
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}
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const Texture* overlay = (spriteData.overlay) ? spriteData.overlay : &m_whiteTexture;
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if (overlay != lastOverlay)
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{
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Renderer::SetTexture(overlayTextureUnit, overlay);
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lastOverlay = overlay;
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}
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std::size_t spriteCount;
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if (it != splitChainIt)
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{
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spriteCount = spriteData.spriteCount - alreadyDrawnCount;
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alreadyDrawnCount = 0;
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++it;
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}
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else
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{
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spriteCount = spriteChainOffset;
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alreadyDrawnCount = spriteCount;
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updateVertexBuffer = true;
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// Restart at current iterator next time
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}
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Renderer::DrawIndexedPrimitives(PrimitiveMode_TriangleList, spriteIndex * 6, spriteCount * 6);
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spriteIndex += spriteCount;
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}
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}
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/*!
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* \brief Draws transparent models
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*
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@@ -796,9 +936,9 @@ namespace Nz
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const ShaderUniforms* shaderUniforms = nullptr;
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unsigned int lightCount = 0;
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for (unsigned int index : layer.depthSortedMeshes)
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for (std::size_t index : layer.depthSortedMeshes)
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{
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const ForwardRenderQueue::TransparentModelData& modelData = layer.depthSortedMeshData[index];
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const ForwardRenderQueue::UnbatchedModelData& modelData = layer.depthSortedMeshData[index];
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// Material
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const Material* material = modelData.material;
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