Add Phong lighting (WIP)
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@@ -10,6 +10,7 @@
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#include <Nazara/Graphics/InstancedRenderable.hpp>
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#include <Nazara/Graphics/Material.hpp>
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#include <Nazara/Graphics/RenderElement.hpp>
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#include <Nazara/Graphics/PredefinedShaderStructs.hpp>
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#include <Nazara/Graphics/SpriteChainRenderer.hpp>
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#include <Nazara/Graphics/SubmeshRenderer.hpp>
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#include <Nazara/Graphics/ViewerInstance.hpp>
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@@ -35,6 +36,23 @@ namespace Nz
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m_elementRenderers.resize(BasicRenderElementCount);
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m_elementRenderers[UnderlyingCast(BasicRenderElement::SpriteChain)] = std::make_unique<SpriteChainRenderer>(*Graphics::Instance()->GetRenderDevice());
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m_elementRenderers[UnderlyingCast(BasicRenderElement::Submesh)] = std::make_unique<SubmeshRenderer>();
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auto lightOffset = PredefinedLightData::GetOffsets();
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m_lightDataBuffer = Graphics::Instance()->GetRenderDevice()->InstantiateBuffer(BufferType::Uniform);
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if (!m_lightDataBuffer->Initialize(lightOffset.totalSize, BufferUsage::DeviceLocal))
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throw std::runtime_error("failed to create light data buffer");
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std::vector<UInt8> staticLightData(lightOffset.totalSize);
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AccessByOffset<UInt32&>(staticLightData.data(), lightOffset.lightCountOffset) = 1;
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AccessByOffset<UInt32&>(staticLightData.data(), lightOffset.lightsOffset + lightOffset.lightMemberOffsets.type) = 0;
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AccessByOffset<Vector4f&>(staticLightData.data(), lightOffset.lightsOffset + lightOffset.lightMemberOffsets.color) = Vector4f(1.f, 1.f, 1.f, 1.f);
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AccessByOffset<Vector2f&>(staticLightData.data(), lightOffset.lightsOffset + lightOffset.lightMemberOffsets.factor) = Vector2f(0.2f, 1.f);
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AccessByOffset<Vector4f&>(staticLightData.data(), lightOffset.lightsOffset + lightOffset.lightMemberOffsets.parameter1) = Vector4f(0.f, 0.f, -1.f, 1.f);
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AccessByOffset<UInt8&>(staticLightData.data(), lightOffset.lightsOffset + lightOffset.lightMemberOffsets.shadowMappingFlag) = 0;
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if (!m_lightDataBuffer->Fill(staticLightData.data(), 0, staticLightData.size()))
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throw std::runtime_error("failed to fill light data buffer");
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}
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void ForwardFramePipeline::InvalidateViewer(AbstractViewer* viewerInstance)
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@@ -320,16 +338,19 @@ namespace Nz
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const auto& viewerInstance = viewer->GetViewerInstance();
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ElementRenderer::RenderStates renderStates;
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renderStates.lightData = m_lightDataBuffer;
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ProcessRenderQueue(viewerData.depthPrepassRenderQueue, [&](std::size_t elementType, const Pointer<const RenderElement>* elements, std::size_t elementCount)
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{
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ElementRenderer& elementRenderer = *m_elementRenderers[elementType];
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elementRenderer.Prepare(viewerInstance, *rendererData[elementType], renderFrame, elements, elementCount);
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elementRenderer.Prepare(viewerInstance, *rendererData[elementType], renderFrame, renderStates, elements, elementCount);
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});
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ProcessRenderQueue(viewerData.forwardRenderQueue, [&](std::size_t elementType, const Pointer<const RenderElement>* elements, std::size_t elementCount)
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{
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ElementRenderer& elementRenderer = *m_elementRenderers[elementType];
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elementRenderer.Prepare(viewerInstance, *rendererData[elementType], renderFrame, elements, elementCount);
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elementRenderer.Prepare(viewerInstance, *rendererData[elementType], renderFrame, renderStates, elements, elementCount);
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});
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}
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