Graphics/RenderQueue: Replace AddLight method by variations

Former-commit-id: 79ad49d60bd8d397aa606cded7c0dd2d20a078dc
This commit is contained in:
Lynix 2015-05-26 14:11:56 +02:00
parent 3f501ec06f
commit b075d05d82
6 changed files with 66 additions and 77 deletions

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@ -15,11 +15,10 @@
#include <Nazara/Math/Matrix4.hpp>
#include <Nazara/Utility/Enums.hpp>
#include <Nazara/Utility/VertexStruct.hpp>
#include <vector>
class NzDrawable;
class NzLight;
class NzMaterial;
class NzSprite;
class NzTexture;
struct NzMeshData;
@ -41,11 +40,49 @@ class NAZARA_API NzAbstractRenderQueue : NzNonCopyable
virtual 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) = 0;
virtual void AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const float> sizePtr, NzSparsePtr<const float> anglePtr, NzSparsePtr<const float> alphaPtr) = 0;
virtual void AddDrawable(const NzDrawable* drawable) = 0;
virtual void AddLight(const NzLight* light) = 0;
virtual void AddDirectionalLight(const NzColor& color, float ambientFactor, float diffuseFactor, const NzVector3f& direction);
virtual void AddMesh(const NzMaterial* material, const NzMeshData& meshData, const NzBoxf& meshAABB, const NzMatrix4f& transformMatrix) = 0;
virtual void AddPointLight(const NzColor& color, float ambientFactor, float diffuseFactor, const NzVector3f& position, float radius, float attenuation);
virtual void AddSpotLight(const NzColor& color, float ambientFactor, float diffuseFactor, const NzVector3f& position, const NzVector3f& direction, float radius, float attenuation, float innerAngle, float outerAngle);
virtual void AddSprites(const NzMaterial* material, const NzVertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const NzTexture* overlay = nullptr) = 0;
virtual void Clear(bool fully) = 0;
virtual void Clear(bool fully);
protected:
struct DirectionalLight
{
NzColor color;
NzVector3f direction;
float ambientFactor;
float diffuseFactor;
};
struct PointLight
{
NzColor color;
NzVector3f position;
float ambientFactor;
float attenuation;
float diffuseFactor;
float radius;
};
struct SpotLight
{
NzColor color;
NzVector3f direction;
NzVector3f position;
float ambientFactor;
float attenuation;
float diffuseFactor;
float innerAngle;
float outerAngle;
float radius;
};
std::vector<DirectionalLight> m_directionalLights;
std::vector<PointLight> m_pointLights;
std::vector<SpotLight> m_spotLights;
};
#endif // NAZARA_ABSTRACTRENDERQUEUE_HPP

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@ -38,7 +38,6 @@ class NAZARA_API NzDeferredRenderQueue : public NzAbstractRenderQueue, NzObjectL
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;
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;
void AddDrawable(const NzDrawable* drawable) override;
void AddLight(const NzLight* light) override;
void AddMesh(const NzMaterial* material, const NzMeshData& meshData, const NzBoxf& meshAABB, const NzMatrix4f& transformMatrix) override;
void AddSprites(const NzMaterial* material, const NzVertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const NzTexture* overlay = nullptr) override;
@ -83,12 +82,8 @@ class NAZARA_API NzDeferredRenderQueue : public NzAbstractRenderQueue, NzObjectL
};
typedef std::map<const NzMaterial*, BatchedModelEntry, BatchedModelMaterialComparator> ModelBatches;
typedef std::vector<const NzLight*> LightContainer;
ModelBatches opaqueModels;
LightContainer directionalLights;
LightContainer pointLights;
LightContainer spotLights;
NzForwardRenderQueue* m_forwardQueue;
private:

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@ -40,7 +40,6 @@ class NAZARA_API NzForwardRenderQueue : public NzAbstractRenderQueue, NzObjectLi
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;
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;
void AddDrawable(const NzDrawable* drawable) override;
void AddLight(const NzLight* light) override;
void AddMesh(const NzMaterial* material, const NzMeshData& meshData, const NzBoxf& meshAABB, const NzMatrix4f& transformMatrix) override;
void AddSprites(const NzMaterial* material, const NzVertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const NzTexture* overlay = nullptr) override;
@ -168,7 +167,6 @@ class NAZARA_API NzForwardRenderQueue : public NzAbstractRenderQueue, NzObjectLi
const NzMaterial* material;
};
typedef std::vector<const NzLight*> LightContainer;
typedef std::vector<unsigned int> TransparentModelContainer;
BatchedBillboardContainer billboards;
@ -177,8 +175,6 @@ class NAZARA_API NzForwardRenderQueue : public NzAbstractRenderQueue, NzObjectLi
TransparentModelContainer transparentModels;
std::vector<TransparentModelData> transparentModelData;
std::vector<const NzDrawable*> otherDrawables;
LightContainer directionalLights;
LightContainer lights;
};
#endif // NAZARA_FORWARDRENDERQUEUE_HPP

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@ -6,3 +6,25 @@
#include <Nazara/Graphics/Debug.hpp>
NzAbstractRenderQueue::~NzAbstractRenderQueue() = default;
void NzAbstractRenderQueue::AddDirectionalLight(const NzColor& color, float ambientFactor, float diffuseFactor, const NzVector3f& direction)
{
m_directionalLights.push_back(DirectionalLight{color, direction, ambientFactor, diffuseFactor});
}
void NzAbstractRenderQueue::AddPointLight(const NzColor& color, float ambientFactor, float diffuseFactor, const NzVector3f& position, float radius, float attenuation)
{
m_pointLights.push_back(PointLight{color, position, ambientFactor, attenuation, diffuseFactor, radius});
}
void NzAbstractRenderQueue::AddSpotLight(const NzColor& color, float ambientFactor, float diffuseFactor, const NzVector3f& position, const NzVector3f& direction, float radius, float attenuation, float innerAngle, float outerAngle)
{
m_spotLights.push_back(SpotLight{color, direction, position, ambientFactor, attenuation, diffuseFactor, innerAngle, outerAngle, radius});
}
void NzAbstractRenderQueue::Clear(bool fully)
{
m_directionalLights.clear();
m_pointLights.clear();
m_spotLights.clear();
}

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@ -75,37 +75,6 @@ void NzDeferredRenderQueue::AddDrawable(const NzDrawable* drawable)
m_forwardQueue->AddDrawable(drawable);
}
void NzDeferredRenderQueue::AddLight(const NzLight* light)
{
#if NAZARA_GRAPHICS_SAFE
if (!light)
{
NazaraError("Invalid light");
return;
}
#endif
// On trie la lumière (elles sont traitées différement selon leur type)
switch (light->GetLightType())
{
case nzLightType_Directional:
directionalLights.push_back(light);
break;
case nzLightType_Point:
pointLights.push_back(light);
break;
case nzLightType_Spot:
spotLights.push_back(light);
break;
}
// On envoie également la lumière au forward-shading
///TODO: Possibilité pour une lumière de se réserver au Deferred Shading
m_forwardQueue->AddLight(light);
}
void NzDeferredRenderQueue::AddMesh(const NzMaterial* material, const NzMeshData& meshData, const NzBoxf& meshAABB, const NzMatrix4f& transformMatrix)
{
if (material->IsEnabled(nzRendererParameter_Blend))
@ -154,9 +123,7 @@ void NzDeferredRenderQueue::AddSprites(const NzMaterial* material, const NzVerte
void NzDeferredRenderQueue::Clear(bool fully)
{
directionalLights.clear();
pointLights.clear();
spotLights.clear();
NzAbstractRenderQueue::Clear(fully);
if (fully)
opaqueModels.clear();

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@ -370,34 +370,6 @@ void NzForwardRenderQueue::AddDrawable(const NzDrawable* drawable)
otherDrawables.push_back(drawable);
}
void NzForwardRenderQueue::AddLight(const NzLight* light)
{
#if NAZARA_GRAPHICS_SAFE
if (!light)
{
NazaraError("Invalid light");
return;
}
#endif
switch (light->GetLightType())
{
case nzLightType_Directional:
directionalLights.push_back(light);
break;
case nzLightType_Point:
case nzLightType_Spot:
lights.push_back(light);
break;
#ifdef NAZARA_DEBUG
default:
NazaraError("Light type not handled (0x" + NzString::Number(light->GetLightType(), 16) + ')');
#endif
}
}
void NzForwardRenderQueue::AddMesh(const NzMaterial* material, const NzMeshData& meshData, const NzBoxf& meshAABB, const NzMatrix4f& transformMatrix)
{
if (material->IsEnabled(nzRendererParameter_Blend))
@ -481,8 +453,8 @@ void NzForwardRenderQueue::AddSprites(const NzMaterial* material, const NzVertex
void NzForwardRenderQueue::Clear(bool fully)
{
directionalLights.clear();
lights.clear();
NzAbstractRenderQueue::Clear(fully);
otherDrawables.clear();
transparentModels.clear();
transparentModelData.clear();