Sdk/RenderSystem: Allow to change render technique
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@ -8,7 +8,7 @@
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#define NDK_SYSTEMS_RENDERSYSTEM_HPP
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#include <Nazara/Graphics/AbstractBackground.hpp>
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#include <Nazara/Graphics/ForwardRenderTechnique.hpp>
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#include <Nazara/Graphics/DeferredRenderTechnique.hpp>
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#include <NDK/EntityList.hpp>
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#include <NDK/System.hpp>
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#include <unordered_map>
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@ -25,11 +25,15 @@ namespace Ndk
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inline RenderSystem(const RenderSystem& renderSystem);
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~RenderSystem() = default;
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template<typename T> void ChangeRenderTechnique();
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inline void ChangeRenderTechnique(std::unique_ptr<Nz::AbstractRenderTechnique>&& renderTechnique);
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inline const Nz::BackgroundRef& GetDefaultBackground() const;
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inline const Nz::Matrix4f& GetCoordinateSystemMatrix() const;
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inline Nz::Vector3f GetGlobalForward() const;
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inline Nz::Vector3f GetGlobalRight() const;
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inline Nz::Vector3f GetGlobalUp() const;
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inline Nz::AbstractRenderTechnique& GetRenderTechnique() const;
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inline void SetDefaultBackground(Nz::BackgroundRef background);
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inline void SetGlobalForward(const Nz::Vector3f& direction);
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@ -45,11 +49,11 @@ namespace Ndk
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void OnEntityValidation(Entity* entity, bool justAdded) override;
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void OnUpdate(float elapsedTime) override;
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std::unique_ptr<Nz::AbstractRenderTechnique> m_renderTechnique;
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EntityList m_cameras;
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EntityList m_drawables;
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EntityList m_lights;
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Nz::BackgroundRef m_background;
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Nz::ForwardRenderTechnique m_renderTechnique;
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Nz::Matrix4f m_coordinateSystemMatrix;
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bool m_coordinateSystemInvalidated;
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};
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@ -9,6 +9,17 @@ namespace Ndk
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{
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}
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template<typename T>
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inline void RenderSystem::ChangeRenderTechnique()
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{
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ChangeRenderTechnique(std::make_unique<T>());
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}
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inline void RenderSystem::ChangeRenderTechnique(std::unique_ptr<Nz::AbstractRenderTechnique>&& renderTechnique)
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{
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m_renderTechnique = std::move(renderTechnique);
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}
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inline const Nz::BackgroundRef& RenderSystem::GetDefaultBackground() const
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{
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return m_background;
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@ -34,6 +45,11 @@ namespace Ndk
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return Nz::Vector3f(m_coordinateSystemMatrix.m12, m_coordinateSystemMatrix.m22, m_coordinateSystemMatrix.m32);
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}
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inline Nz::AbstractRenderTechnique& RenderSystem::GetRenderTechnique() const
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{
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return *m_renderTechnique.get();
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}
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inline void RenderSystem::SetDefaultBackground(Nz::BackgroundRef background)
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{
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m_background = std::move(background);
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@ -15,6 +15,7 @@ namespace Ndk
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m_coordinateSystemMatrix(Nz::Matrix4f::Identity()),
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m_coordinateSystemInvalidated(true)
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{
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ChangeRenderTechnique<Nz::ForwardRenderTechnique>();
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SetDefaultBackground(Nz::ColorBackground::New());
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SetUpdateRate(0.f);
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}
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@ -73,7 +74,7 @@ namespace Ndk
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CameraComponent& camComponent = camera->GetComponent<CameraComponent>();
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camComponent.ApplyView();
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Nz::AbstractRenderQueue* renderQueue = m_renderTechnique.GetRenderQueue();
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Nz::AbstractRenderQueue* renderQueue = m_renderTechnique->GetRenderQueue();
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renderQueue->Clear();
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//TODO: Culling
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@ -99,7 +100,8 @@ namespace Ndk
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sceneData.background = m_background;
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sceneData.viewer = &camComponent;
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m_renderTechnique.Draw(sceneData);
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m_renderTechnique->Clear(sceneData);
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m_renderTechnique->Draw(sceneData);
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}
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}
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@ -28,6 +28,7 @@ namespace Nz
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AbstractRenderTechnique(AbstractRenderTechnique&&) = default;
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virtual ~AbstractRenderTechnique();
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virtual void Clear(const SceneData& sceneData) const = 0;
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virtual bool Draw(const SceneData& sceneData) const = 0;
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virtual void EnableInstancing(bool instancing);
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@ -32,6 +32,7 @@ namespace Nz
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DeferredRenderTechnique();
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~DeferredRenderTechnique();
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void Clear(const SceneData& sceneData) const override;
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bool Draw(const SceneData& sceneData) const override;
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void EnablePass(RenderPassType renderPass, int position, bool enable);
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@ -24,6 +24,7 @@ namespace Nz
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ForwardRenderTechnique();
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~ForwardRenderTechnique() = default;
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void Clear(const SceneData& sceneData) const override;
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bool Draw(const SceneData& sceneData) const override;
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unsigned int GetMaxLightPassPerObject() const;
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@ -120,7 +120,7 @@ namespace Nz
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for (unsigned int i = 0; i < 3; ++i)
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m_GBuffer[i] = Texture::New();
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try
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{
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ErrorFlags errFlags(ErrorFlag_ThrowException);
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@ -204,6 +204,11 @@ namespace Nz
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DeferredRenderTechnique::~DeferredRenderTechnique() = default;
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void DeferredRenderTechnique::Clear(const SceneData& sceneData) const
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{
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NazaraUnused(sceneData);
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}
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bool DeferredRenderTechnique::Draw(const SceneData& sceneData) const
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{
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NazaraAssert(sceneData.viewer, "Invalid viewer");
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@ -49,18 +49,21 @@ namespace Nz
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m_spriteBuffer.Reset(VertexDeclaration::Get(VertexLayout_XYZ_Color_UV), &m_vertexBuffer);
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}
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bool ForwardRenderTechnique::Draw(const SceneData& sceneData) const
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void ForwardRenderTechnique::Clear(const SceneData& sceneData) const
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{
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NazaraAssert(sceneData.viewer, "Invalid viewer");
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m_renderQueue.Sort(sceneData.viewer);
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Renderer::Enable(RendererParameter_DepthBuffer, true);
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Renderer::Enable(RendererParameter_DepthWrite, true);
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Renderer::Clear(RendererBuffer_Depth);
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if (sceneData.background)
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sceneData.background->Draw(sceneData.viewer);
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}
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bool ForwardRenderTechnique::Draw(const SceneData& sceneData) const
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{
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NazaraAssert(sceneData.viewer, "Invalid viewer");
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m_renderQueue.Sort(sceneData.viewer);
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for (auto& pair : m_renderQueue.layers)
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{
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