Added Deferred Shading
Former-commit-id: 926022d6306144e2f87cd293291928bda44c7a87
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334
src/Nazara/Graphics/DeferredRenderQueue.cpp
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334
src/Nazara/Graphics/DeferredRenderQueue.cpp
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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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#include <Nazara/Graphics/DeferredRenderQueue.hpp>
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#include <Nazara/Graphics/Camera.hpp>
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#include <Nazara/Graphics/ForwardRenderQueue.hpp>
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#include <Nazara/Graphics/Light.hpp>
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#include <Nazara/Graphics/Model.hpp>
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#include <Nazara/Graphics/Sprite.hpp>
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#include <Nazara/Renderer/Material.hpp>
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#include <Nazara/Utility/SkeletalMesh.hpp>
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#include <Nazara/Utility/StaticMesh.hpp>
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#include <Nazara/Graphics/Debug.hpp>
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namespace
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{
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enum ResourceType
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{
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ResourceType_Material,
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ResourceType_SkeletalMesh,
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ResourceType_StaticMesh
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};
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}
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NzDeferredRenderQueue::NzDeferredRenderQueue(NzForwardRenderQueue* forwardQueue) :
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m_forwardQueue(forwardQueue)
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{
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}
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NzDeferredRenderQueue::~NzDeferredRenderQueue()
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{
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Clear(true);
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}
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void NzDeferredRenderQueue::AddDrawable(const NzDrawable* drawable)
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{
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m_forwardQueue->AddDrawable(drawable);
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}
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void NzDeferredRenderQueue::AddLight(const NzLight* light)
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{
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#if NAZARA_GRAPHICS_SAFE
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if (!light)
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{
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NazaraError("Invalid light");
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return;
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}
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#endif
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switch (light->GetLightType())
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{
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case nzLightType_Directional:
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directionalLights.push_back(light);
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break;
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case nzLightType_Point:
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pointLights.push_back(light);
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break;
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case nzLightType_Spot:
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spotLights.push_back(light);
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break;
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}
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m_forwardQueue->AddLight(light);
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}
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void NzDeferredRenderQueue::AddModel(const NzModel* model)
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{
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#if NAZARA_GRAPHICS_SAFE
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if (!model)
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{
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NazaraError("Invalid model");
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return;
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}
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if (!model->IsDrawable())
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{
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NazaraError("Model is not drawable");
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return;
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}
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#endif
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const NzMatrix4f& transformMatrix = model->GetTransformMatrix();
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NzMesh* mesh = model->GetMesh();
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unsigned int submeshCount = mesh->GetSubMeshCount();
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for (unsigned int i = 0; i < submeshCount; ++i)
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{
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NzSubMesh* subMesh = mesh->GetSubMesh(i);
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NzMaterial* material = model->GetMaterial(subMesh->GetMaterialIndex());
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AddSubMesh(material, subMesh, transformMatrix);
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}
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}
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void NzDeferredRenderQueue::AddSprite(const NzSprite* sprite)
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{
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#if NAZARA_GRAPHICS_SAFE
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if (!sprite)
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{
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NazaraError("Invalid sprite");
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return;
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}
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if (!sprite->IsDrawable())
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{
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NazaraError("Sprite is not drawable");
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return;
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}
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#endif
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NzMaterial* material = sprite->GetMaterial();
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if (material->IsEnabled(nzRendererParameter_Blend))
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m_forwardQueue->AddSprite(sprite);
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else
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sprites[material].push_back(sprite);
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}
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void NzDeferredRenderQueue::AddSubMesh(const NzMaterial* material, const NzSubMesh* subMesh, const NzMatrix4f& transformMatrix)
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{
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switch (subMesh->GetAnimationType())
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{
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case nzAnimationType_Skeletal:
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{
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///TODO
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/*
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** Il y a ici deux choses importantes à gérer:
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** -Pour commencer, la mise en cache de std::vector suffisamment grands pour contenir le résultat du skinning
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** l'objectif ici est d'éviter une allocation à chaque frame, donc de réutiliser un tableau existant
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** Note: Il faudrait évaluer aussi la possibilité de conserver le buffer d'une frame à l'autre.
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** Ceci permettant de ne pas skinner inutilement ce qui ne bouge pas, ou de skinner partiellement un mesh.
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** Il faut cependant voir où stocker ce set de buffers, qui doit être communs à toutes les RQ d'une même scène.
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**
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** -Ensuite, la possibilité de regrouper les modèles skinnés identiques, une centaine de soldats marchant au pas
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** ne devrait requérir qu'un skinning.
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*/
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NazaraError("Skeletal mesh not supported yet, sorry");
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break;
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}
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case nzAnimationType_Static:
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{
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if (material->IsEnabled(nzRendererParameter_Blend))
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m_forwardQueue->AddSubMesh(material, subMesh, transformMatrix);
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else
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{
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const NzStaticMesh* staticMesh = static_cast<const NzStaticMesh*>(subMesh);
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auto pair = opaqueModels.insert(std::make_pair(material, BatchedModelContainer::mapped_type()));
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if (pair.second)
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material->AddResourceListener(this, ResourceType_Material);
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bool& used = std::get<0>(pair.first->second);
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bool& enableInstancing = std::get<1>(pair.first->second);
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used = true;
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auto& meshMap = std::get<3>(pair.first->second);
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auto pair2 = meshMap.insert(std::make_pair(staticMesh, BatchedStaticMeshContainer::mapped_type()));
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if (pair2.second)
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staticMesh->AddResourceListener(this, ResourceType_StaticMesh);
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std::vector<StaticData>& staticDataContainer = pair2.first->second;
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unsigned int instanceCount = staticDataContainer.size() + 1;
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// Avons-nous suffisamment d'instances pour que le coût d'utilisation de l'instancing soit payé ?
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if (instanceCount >= NAZARA_GRAPHICS_INSTANCING_MIN_INSTANCES_COUNT)
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enableInstancing = true; // Apparemment oui, activons l'instancing avec ce matériau
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staticDataContainer.resize(instanceCount);
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StaticData& data = staticDataContainer.back();
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data.transformMatrix = transformMatrix;
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}
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break;
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}
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}
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}
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void NzDeferredRenderQueue::Clear(bool fully)
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{
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directionalLights.clear();
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pointLights.clear();
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spotLights.clear();
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if (fully)
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{
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for (auto& matIt : opaqueModels)
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{
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const NzMaterial* material = matIt.first;
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material->RemoveResourceListener(this);
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BatchedSkeletalMeshContainer& skeletalContainer = std::get<2>(matIt.second);
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for (auto& meshIt : skeletalContainer)
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{
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const NzSkeletalMesh* skeletalMesh = meshIt.first;
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skeletalMesh->RemoveResourceListener(this);
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}
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BatchedStaticMeshContainer& staticContainer = std::get<3>(matIt.second);
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for (auto& meshIt : staticContainer)
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{
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const NzStaticMesh* staticMesh = meshIt.first;
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staticMesh->RemoveResourceListener(this);
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}
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}
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opaqueModels.clear();
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sprites.clear();
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}
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m_forwardQueue->Clear(fully);
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}
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bool NzDeferredRenderQueue::OnResourceDestroy(const NzResource* resource, int index)
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{
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switch (index)
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{
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case ResourceType_Material:
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opaqueModels.erase(static_cast<const NzMaterial*>(resource));
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break;
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case ResourceType_SkeletalMesh:
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{
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for (auto& pair : opaqueModels)
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std::get<2>(pair.second).erase(static_cast<const NzSkeletalMesh*>(resource));
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break;
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}
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case ResourceType_StaticMesh:
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{
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for (auto& pair : opaqueModels)
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std::get<3>(pair.second).erase(static_cast<const NzStaticMesh*>(resource));
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break;
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}
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}
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return false; // Nous ne voulons plus recevoir d'évènement de cette ressource
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}
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void NzDeferredRenderQueue::OnResourceReleased(const NzResource* resource, int index)
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{
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OnResourceDestroy(resource, index);
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}
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bool NzDeferredRenderQueue::BatchedModelMaterialComparator::operator()(const NzMaterial* mat1, const NzMaterial* mat2)
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{
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nzUInt32 possibleFlags[] = {
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nzShaderFlags_Deferred,
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nzShaderFlags_Deferred | nzShaderFlags_Instancing
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};
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for (nzUInt32 flag : possibleFlags)
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{
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const NzShaderProgram* program1 = mat1->GetShaderProgram(nzShaderTarget_Model, flag);
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const NzShaderProgram* program2 = mat2->GetShaderProgram(nzShaderTarget_Model, flag);
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if (program1 != program2)
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return program1 < program2;
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}
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const NzTexture* diffuseMap1 = mat1->GetDiffuseMap();
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const NzTexture* diffuseMap2 = mat2->GetDiffuseMap();
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if (diffuseMap1 != diffuseMap2)
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return diffuseMap1 < diffuseMap2;
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return mat1 < mat2;
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}
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bool NzDeferredRenderQueue::BatchedSpriteMaterialComparator::operator()(const NzMaterial* mat1, const NzMaterial* mat2)
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{
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nzUInt32 possibleFlags[] = {
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nzShaderFlags_Deferred
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};
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for (nzUInt32 flag : possibleFlags)
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{
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const NzShaderProgram* program1 = mat1->GetShaderProgram(nzShaderTarget_Model, flag);
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const NzShaderProgram* program2 = mat2->GetShaderProgram(nzShaderTarget_Model, flag);
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if (program1 != program2)
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return program1 < program2;
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}
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const NzTexture* diffuseMap1 = mat1->GetDiffuseMap();
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const NzTexture* diffuseMap2 = mat2->GetDiffuseMap();
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if (diffuseMap1 != diffuseMap2)
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return diffuseMap1 < diffuseMap2;
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return mat1 < mat2;
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}
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bool NzDeferredRenderQueue::BatchedSkeletalMeshComparator::operator()(const NzSkeletalMesh* subMesh1, const NzSkeletalMesh* subMesh2)
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{
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const NzIndexBuffer* iBuffer1 = subMesh1->GetIndexBuffer();
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const NzBuffer* buffer1 = (iBuffer1) ? iBuffer1->GetBuffer() : nullptr;
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const NzIndexBuffer* iBuffer2 = subMesh1->GetIndexBuffer();
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const NzBuffer* buffer2 = (iBuffer2) ? iBuffer2->GetBuffer() : nullptr;
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if (buffer1 == buffer2)
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return subMesh1 < subMesh2;
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else
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return buffer2 < buffer2;
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}
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bool NzDeferredRenderQueue::BatchedStaticMeshComparator::operator()(const NzStaticMesh* subMesh1, const NzStaticMesh* subMesh2)
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{
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const NzIndexBuffer* iBuffer1 = subMesh1->GetIndexBuffer();
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const NzBuffer* buffer1 = (iBuffer1) ? iBuffer1->GetBuffer() : nullptr;
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const NzIndexBuffer* iBuffer2 = subMesh2->GetIndexBuffer();
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const NzBuffer* buffer2 = (iBuffer2) ? iBuffer2->GetBuffer() : nullptr;
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if (buffer1 == buffer2)
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{
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buffer1 = subMesh1->GetVertexBuffer()->GetBuffer();
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buffer2 = subMesh2->GetVertexBuffer()->GetBuffer();
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if (buffer1 == buffer2)
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return subMesh1 < subMesh2;
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else
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return buffer1 < buffer2;
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}
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else
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return buffer1 < buffer2;
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}
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