Added Deferred Shading
Former-commit-id: 926022d6306144e2f87cd293291928bda44c7a87
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89
include/Nazara/Graphics/DeferredRenderQueue.hpp
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89
include/Nazara/Graphics/DeferredRenderQueue.hpp
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// Copyright (C) 2013 Jérôme Leclercq
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// This file is part of the "Nazara Engine - Graphics module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#pragma once
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#ifndef NAZARA_DEFERREDRENDERQUEUE_HPP
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#define NAZARA_DEFERREDRENDERQUEUE_HPP
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#include <Nazara/Prerequesites.hpp>
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#include <Nazara/Core/Color.hpp>
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#include <Nazara/Core/ResourceListener.hpp>
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#include <Nazara/Graphics/AbstractRenderQueue.hpp>
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#include <Nazara/Math/Box.hpp>
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#include <Nazara/Math/Matrix4.hpp>
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#include <map>
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#include <tuple>
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class NzForwardRenderQueue;
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class NzMaterial;
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class NzSkeletalMesh;
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class NzStaticMesh;
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class NAZARA_API NzDeferredRenderQueue : public NzAbstractRenderQueue, NzResourceListener
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{
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friend class NzDeferredRenderTechnique;
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public:
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NzDeferredRenderQueue(NzForwardRenderQueue* forwardQueue);
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~NzDeferredRenderQueue();
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void AddDrawable(const NzDrawable* drawable);
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void AddLight(const NzLight* light);
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void AddModel(const NzModel* model);
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void AddSprite(const NzSprite* sprite);
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void AddSubMesh(const NzMaterial* material, const NzSubMesh* subMesh, const NzMatrix4f& transformMatrix);
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void Clear(bool fully);
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private:
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bool OnResourceDestroy(const NzResource* resource, int index) override;
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void OnResourceReleased(const NzResource* resource, int index) override;
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struct SkeletalData
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{
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///TODO
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NzMatrix4f transformMatrix;
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};
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struct StaticData
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{
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NzMatrix4f transformMatrix;
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};
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struct BatchedModelMaterialComparator
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{
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bool operator()(const NzMaterial* mat1, const NzMaterial* mat2);
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};
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struct BatchedSpriteMaterialComparator
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{
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bool operator()(const NzMaterial* mat1, const NzMaterial* mat2);
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};
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struct BatchedSkeletalMeshComparator
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{
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bool operator()(const NzSkeletalMesh* subMesh1, const NzSkeletalMesh* subMesh2);
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};
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struct BatchedStaticMeshComparator
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{
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bool operator()(const NzStaticMesh* subMesh1, const NzStaticMesh* subMesh2);
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};
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typedef std::map<const NzSkeletalMesh*, std::vector<SkeletalData>, BatchedSkeletalMeshComparator> BatchedSkeletalMeshContainer;
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typedef std::map<const NzStaticMesh*, std::vector<StaticData>, BatchedStaticMeshComparator> BatchedStaticMeshContainer;
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typedef std::map<const NzMaterial*, std::tuple<bool, bool, BatchedSkeletalMeshContainer, BatchedStaticMeshContainer>, BatchedModelMaterialComparator> BatchedModelContainer;
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typedef std::map<const NzMaterial*, std::vector<const NzSprite*>> BatchedSpriteContainer;
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typedef std::vector<const NzLight*> LightContainer;
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BatchedModelContainer opaqueModels;
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BatchedSpriteContainer sprites;
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LightContainer directionalLights;
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LightContainer pointLights;
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LightContainer spotLights;
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NzForwardRenderQueue* m_forwardQueue;
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};
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#endif // NAZARA_DEFERREDRENDERQUEUE_HPP
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85
include/Nazara/Graphics/DeferredRenderTechnique.hpp
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85
include/Nazara/Graphics/DeferredRenderTechnique.hpp
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// Copyright (C) 2013 Jérôme Leclercq
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// This file is part of the "Nazara Engine - Graphics module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#pragma once
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#ifndef NAZARA_DEFERREDRENDERTECHNIQUE_HPP
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#define NAZARA_DEFERREDRENDERTECHNIQUE_HPP
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#include <Nazara/Prerequesites.hpp>
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#include <Nazara/Graphics/AbstractRenderTechnique.hpp>
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#include <Nazara/Graphics/DeferredRenderQueue.hpp>
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#include <Nazara/Graphics/ForwardRenderTechnique.hpp>
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#include <Nazara/Math/Vector2.hpp>
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#include <Nazara/Renderer/RenderStates.hpp>
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#include <Nazara/Renderer/RenderTexture.hpp>
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#include <Nazara/Renderer/ShaderProgram.hpp>
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#include <Nazara/Renderer/Texture.hpp>
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#include <Nazara/Renderer/TextureSampler.hpp>
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#include <Nazara/Utility/Mesh.hpp>
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class NAZARA_API NzDeferredRenderTechnique : public NzAbstractRenderTechnique, public NzRenderTarget::Listener
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{
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public:
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NzDeferredRenderTechnique();
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~NzDeferredRenderTechnique();
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void Clear(const NzScene* scene);
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bool Draw(const NzScene* scene);
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NzTexture* GetGBuffer(unsigned int i) const;
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NzAbstractRenderQueue* GetRenderQueue() override;
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nzRenderTechniqueType GetType() const override;
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NzTexture* GetWorkTexture(unsigned int i) const;
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static bool IsSupported();
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private:
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void GeomPass(const NzScene* scene);
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void DirectionalLightPass(const NzScene* scene);
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void PointLightPass(const NzScene* scene);
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void SpotLightPass(const NzScene* scene);
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bool UpdateTextures() const;
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NzForwardRenderTechnique m_forwardTechnique; // Doit être initialisé avant la RenderQueue
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NzDeferredRenderQueue m_renderQueue;
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NzMeshRef m_sphere;
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NzStaticMesh* m_sphereMesh;
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mutable NzRenderTexture m_bloomRTT;
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mutable NzRenderTexture m_dofRTT;
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mutable NzRenderTexture m_geometryRTT;
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mutable NzRenderTexture m_ssaoRTT;
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NzRenderStates m_clearStates;
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NzShaderProgramRef m_aaProgram;
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NzShaderProgramRef m_blitProgram;
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NzShaderProgramRef m_bloomBrightProgram;
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NzShaderProgramRef m_bloomFinalProgram;
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NzShaderProgramRef m_clearProgram;
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NzShaderProgramRef m_directionalLightProgram;
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NzShaderProgramRef m_depthOfFieldProgram;
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NzShaderProgramRef m_gaussianBlurProgram;
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NzShaderProgramRef m_pointLightProgram;
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NzShaderProgramRef m_ssaoProgram;
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NzShaderProgramRef m_ssaoFinalProgram;
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NzShaderProgramRef m_spotLightProgram;
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mutable NzTextureRef m_bloomTextureA;
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mutable NzTextureRef m_bloomTextureB;
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mutable NzTextureRef m_dofTextureA;
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mutable NzTextureRef m_dofTextureB;
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mutable NzTextureRef m_GBuffer[4];
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mutable NzTextureRef m_ssaoTextureA;
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mutable NzTextureRef m_ssaoTextureB;
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mutable NzTextureRef m_ssaoNoiseTexture;
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mutable NzTextureRef m_workTextureA;
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mutable NzTextureRef m_workTextureB;
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NzTextureSampler m_bilinearSampler;
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NzTextureSampler m_pointSampler;
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NzTextureSampler m_ssaoSampler;
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NzVector2ui m_GBufferSize;
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const NzRenderTarget* m_viewerTarget;
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mutable bool m_texturesUpdated;
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int m_gaussianBlurProgramFilterLocation;
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};
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#endif // NAZARA_FORWARDRENDERTECHNIQUE_HPP
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