Added new abstract renderqueue rendering
Former-commit-id: 35e66174ccc3de3b43571f12a149e6d3c59cc2c9
This commit is contained in:
parent
d09f6def2b
commit
c901b5808e
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@ -9,14 +9,15 @@
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#include <Nazara/Prerequesites.hpp>
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#include <Nazara/Core/NonCopyable.hpp>
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#include <Nazara/Math/Box.hpp>
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#include <Nazara/Math/Matrix4.hpp>
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#include <Nazara/Utility/Enums.hpp>
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class NzDrawable;
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class NzLight;
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class NzMaterial;
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class NzModel;
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class NzSprite;
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class NzSubMesh;
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struct NzMeshData;
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class NAZARA_API NzAbstractRenderQueue : NzNonCopyable
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{
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@ -26,8 +27,8 @@ class NAZARA_API NzAbstractRenderQueue : NzNonCopyable
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virtual void AddDrawable(const NzDrawable* drawable) = 0;
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virtual void AddLight(const NzLight* light) = 0;
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virtual void AddMesh(const NzMaterial* material, const NzMeshData& meshData, const NzBoxf& meshAABB, const NzMatrix4f& transformMatrix) = 0;
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virtual void AddSprite(const NzSprite* sprite) = 0;
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virtual void AddSubMesh(const NzMaterial* material, const NzSubMesh* subMesh, const NzMatrix4f& transformMatrix) = 0;
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virtual void Clear(bool fully) = 0;
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};
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@ -13,6 +13,7 @@
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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 <Nazara/Utility/MeshData.hpp>
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#include <map>
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#include <tuple>
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@ -29,22 +30,11 @@ class NAZARA_API NzDeferredRenderQueue : public NzAbstractRenderQueue, NzResourc
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void AddDrawable(const NzDrawable* drawable) override;
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void AddLight(const NzLight* light) override;
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void AddMesh(const NzMaterial* material, const NzMeshData& meshData, const NzBoxf& meshAABB, const NzMatrix4f& transformMatrix) override;
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void AddSprite(const NzSprite* sprite) override;
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void AddSubMesh(const NzMaterial* material, const NzSubMesh* subMesh, const NzMatrix4f& transformMatrix) override;
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void Clear(bool fully);
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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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@ -55,23 +45,17 @@ class NAZARA_API NzDeferredRenderQueue : public NzAbstractRenderQueue, NzResourc
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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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struct MeshDataComparator
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{
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bool operator()(const NzSkeletalMesh* subMesh1, const NzSkeletalMesh* subMesh2);
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bool operator()(const NzMeshData& data1, const NzMeshData& data2);
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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<NzMeshData, std::vector<NzMatrix4f>, MeshDataComparator> MeshInstanceContainer;
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typedef std::map<const NzMaterial*, std::tuple<bool, bool, MeshInstanceContainer>, BatchedModelMaterialComparator> ModelBatches;
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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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ModelBatches opaqueModels;
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BatchedSpriteContainer sprites;
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LightContainer directionalLights;
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LightContainer pointLights;
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@ -13,6 +13,7 @@
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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 <Nazara/Utility/MeshData.hpp>
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#include <map>
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#include <tuple>
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@ -31,8 +32,8 @@ class NAZARA_API NzForwardRenderQueue : public NzAbstractRenderQueue, NzResource
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void AddDrawable(const NzDrawable* drawable) override;
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void AddLight(const NzLight* light) override;
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void AddMesh(const NzMaterial* material, const NzMeshData& meshData, const NzBoxf& meshAABB, const NzMatrix4f& transformMatrix) override;
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void AddSprite(const NzSprite* sprite) override;
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void AddSubMesh(const NzMaterial* material, const NzSubMesh* subMesh, const NzMatrix4f& transformMatrix) override;
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void Clear(bool fully);
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@ -42,35 +43,14 @@ class NAZARA_API NzForwardRenderQueue : public NzAbstractRenderQueue, NzResource
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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 TransparentModel
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struct TransparentModelData
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{
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NzMatrix4f transformMatrix;
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NzMeshData meshData;
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NzSpheref boundingSphere;
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const NzMaterial* material;
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};
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struct TransparentSkeletalModel : public TransparentModel
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{
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///TODO
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};
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struct TransparentStaticModel : public TransparentModel
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{
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const NzStaticMesh* mesh;
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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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@ -81,28 +61,21 @@ class NAZARA_API NzForwardRenderQueue : public NzAbstractRenderQueue, NzResource
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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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struct MeshDataComparator
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{
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bool operator()(const NzSkeletalMesh* subMesh1, const NzSkeletalMesh* subMesh2);
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bool operator()(const NzMeshData& data1, const NzMeshData& data2);
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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::pair<NzSpheref, 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<NzMeshData, std::pair<NzSpheref, std::vector<NzMatrix4f>>, MeshDataComparator> MeshInstanceContainer;
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typedef std::map<const NzMaterial*, std::tuple<bool, bool, MeshInstanceContainer>, BatchedModelMaterialComparator> ModelBatches;
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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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typedef std::vector<std::pair<unsigned int, bool>> TransparentModelContainer;
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typedef std::vector<unsigned int> TransparentModelContainer;
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BatchedModelContainer opaqueModels;
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ModelBatches opaqueModels;
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BatchedSpriteContainer sprites;
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TransparentModelContainer transparentsModels;
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std::vector<TransparentSkeletalModel> transparentSkeletalModels;
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std::vector<TransparentStaticModel> transparentStaticModels;
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TransparentModelContainer transparentModels;
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std::vector<TransparentModelData> transparentModelData;
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std::vector<const NzDrawable*> otherDrawables;
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LightContainer directionalLights;
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LightContainer lights;
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@ -58,10 +58,9 @@ bool NzDeferredGeometryPass::Process(const NzScene* scene, unsigned int firstWor
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if (used)
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{
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bool& renderQueueInstancing = std::get<1>(matIt.second);
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NzDeferredRenderQueue::BatchedSkeletalMeshContainer& skeletalContainer = std::get<2>(matIt.second);
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NzDeferredRenderQueue::BatchedStaticMeshContainer& staticContainer = std::get<3>(matIt.second);
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NzDeferredRenderQueue::MeshInstanceContainer& meshInstances = std::get<2>(matIt.second);
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if (!skeletalContainer.empty() || !staticContainer.empty())
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if (!meshInstances.empty())
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{
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const NzMaterial* material = matIt.first;
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@ -88,26 +87,16 @@ bool NzDeferredGeometryPass::Process(const NzScene* scene, unsigned int firstWor
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lastShader = shader;
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}
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// Meshs squelettiques
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/*if (!skeletalContainer.empty())
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// Meshes
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for (auto& meshIt : meshInstances)
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{
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NzRenderer::SetVertexBuffer(m_skinningBuffer); // Vertex buffer commun
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for (auto& subMeshIt : container)
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{
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///TODO
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}
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}*/
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const NzMeshData& meshData = meshIt.first;
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std::vector<NzMatrix4f>& instances = meshIt.second;
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// Meshs statiques
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for (auto& subMeshIt : staticContainer)
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{
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const NzStaticMesh* mesh = subMeshIt.first;
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std::vector<NzDeferredRenderQueue::StaticData>& staticData = subMeshIt.second;
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if (!staticData.empty())
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if (!instances.empty())
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{
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const NzIndexBuffer* indexBuffer = mesh->GetIndexBuffer();
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const NzVertexBuffer* vertexBuffer = mesh->GetVertexBuffer();
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const NzIndexBuffer* indexBuffer = meshData.indexBuffer;
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const NzVertexBuffer* vertexBuffer = meshData.vertexBuffer;
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// Gestion du draw call avant la boucle de rendu
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std::function<void(nzPrimitiveMode, unsigned int, unsigned int)> DrawFunc;
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@ -130,49 +119,43 @@ bool NzDeferredGeometryPass::Process(const NzScene* scene, unsigned int firstWor
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NzRenderer::SetIndexBuffer(indexBuffer);
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NzRenderer::SetVertexBuffer(vertexBuffer);
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nzPrimitiveMode primitiveMode = mesh->GetPrimitiveMode();
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if (useInstancing)
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{
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// On récupère le buffer d'instancing du Renderer et on le configure pour fonctionner avec des matrices
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NzVertexBuffer* instanceBuffer = NzRenderer::GetInstanceBuffer();
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instanceBuffer->SetVertexDeclaration(NzVertexDeclaration::Get(nzVertexLayout_Matrix4));
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unsigned int stride = instanceBuffer->GetStride();
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const NzDeferredRenderQueue::StaticData* data = &staticData[0];
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unsigned int instanceCount = staticData.size();
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unsigned int maxInstanceCount = instanceBuffer->GetVertexCount(); // Le nombre de sommets maximum avec la déclaration donnée plus hautg
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const NzMatrix4f* instanceMatrices = &instances[0];
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unsigned int instanceCount = instances.size();
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unsigned int maxInstanceCount = instanceBuffer->GetVertexCount(); // Le nombre de matrices que peut contenir le buffer
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while (instanceCount > 0)
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{
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// On calcule le nombre d'instances que l'on pourra afficher cette fois-ci (Selon la taille du buffer d'instancing)
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unsigned int renderedInstanceCount = std::min(instanceCount, maxInstanceCount);
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instanceCount -= renderedInstanceCount;
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NzBufferMapper<NzVertexBuffer> mapper(instanceBuffer, nzBufferAccess_DiscardAndWrite, 0, renderedInstanceCount);
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nzUInt8* ptr = reinterpret_cast<nzUInt8*>(mapper.GetPointer());
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// On remplit l'instancing buffer avec nos matrices world
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instanceBuffer->Fill(instanceMatrices, 0, renderedInstanceCount, true);
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instanceMatrices += renderedInstanceCount;
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for (unsigned int i = 0; i < renderedInstanceCount; ++i)
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{
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std::memcpy(ptr, data->transformMatrix, sizeof(float)*16);
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data++;
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ptr += stride;
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}
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mapper.Unmap();
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InstancedDrawFunc(renderedInstanceCount, primitiveMode, 0, indexCount);
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// Et on affiche
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InstancedDrawFunc(renderedInstanceCount, meshData.primitiveMode, 0, indexCount);
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}
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}
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else
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{
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for (const NzDeferredRenderQueue::StaticData& data : staticData)
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// Sans instancing, on doit effectuer un drawcall pour chaque instance
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// Cela reste néanmoins plus rapide que l'instancing en dessous d'un certain nombre d'instances
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// À cause du temps de modification du buffer d'instancing
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for (const NzMatrix4f& matrix : instances)
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{
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NzRenderer::SetMatrix(nzMatrixType_World, data.transformMatrix);
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DrawFunc(primitiveMode, 0, indexCount);
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NzRenderer::SetMatrix(nzMatrixType_World, matrix);
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DrawFunc(meshData.primitiveMode, 0, indexCount);
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}
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}
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staticData.clear();
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instances.clear();
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}
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}
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}
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@ -9,17 +9,15 @@
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#include <Nazara/Graphics/Material.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/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_IndexBuffer,
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ResourceType_Material,
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ResourceType_SkeletalMesh,
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ResourceType_StaticMesh
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ResourceType_VertexBuffer
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};
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}
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@ -66,6 +64,45 @@ void NzDeferredRenderQueue::AddLight(const NzLight* light)
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m_forwardQueue->AddLight(light);
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}
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void NzDeferredRenderQueue::AddMesh(const NzMaterial* material, const NzMeshData& meshData, const NzBoxf& meshAABB, const NzMatrix4f& transformMatrix)
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{
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if (material->IsEnabled(nzRendererParameter_Blend))
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m_forwardQueue->AddMesh(material, meshData, meshAABB, transformMatrix);
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else
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{
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ModelBatches::iterator it = opaqueModels.find(material);
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if (it == opaqueModels.end())
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{
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it = opaqueModels.insert(std::make_pair(material, ModelBatches::mapped_type())).first;
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material->AddResourceListener(this, ResourceType_Material);
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}
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bool& used = std::get<0>(it->second);
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bool& enableInstancing = std::get<1>(it->second);
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MeshInstanceContainer& meshMap = std::get<2>(it->second);
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used = true;
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MeshInstanceContainer::iterator it2 = meshMap.find(meshData);
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if (it2 == meshMap.end())
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{
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it2 = meshMap.insert(std::make_pair(meshData, MeshInstanceContainer::mapped_type())).first;
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if (meshData.indexBuffer)
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meshData.indexBuffer->AddResourceListener(this, ResourceType_IndexBuffer);
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meshData.vertexBuffer->AddResourceListener(this, ResourceType_VertexBuffer);
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}
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std::vector<NzMatrix4f>& instances = it2->second;
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instances.push_back(transformMatrix);
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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 (instances.size() >= NAZARA_GRAPHICS_INSTANCING_MIN_INSTANCES_COUNT)
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enableInstancing = true; // Apparemment oui, activons l'instancing avec ce matériau
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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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@ -91,75 +128,6 @@ void NzDeferredRenderQueue::AddSprite(const NzSprite* sprite)
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m_forwardQueue->AddSprite(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 it = opaqueModels.find(material);
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if (it == opaqueModels.end())
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{
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it = opaqueModels.insert(std::make_pair(material, BatchedModelContainer::mapped_type())).first;
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material->AddResourceListener(this, ResourceType_Material);
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}
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bool& used = std::get<0>(it->second);
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bool& enableInstancing = std::get<1>(it->second);
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used = true;
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auto& meshMap = std::get<3>(it->second);
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auto it2 = meshMap.find(staticMesh);
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if (it2 == meshMap.end())
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{
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it2 = meshMap.insert(std::make_pair(staticMesh, BatchedStaticMeshContainer::mapped_type())).first;
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staticMesh->AddResourceListener(this, ResourceType_StaticMesh);
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}
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std::vector<StaticData>& staticDataContainer = it2->second;
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|
||||
unsigned int instanceCount = staticDataContainer.size() + 1;
|
||||
|
||||
// Avons-nous suffisamment d'instances pour que le coût d'utilisation de l'instancing soit payé ?
|
||||
if (instanceCount >= NAZARA_GRAPHICS_INSTANCING_MIN_INSTANCES_COUNT)
|
||||
enableInstancing = true; // Apparemment oui, activons l'instancing avec ce matériau
|
||||
|
||||
staticDataContainer.resize(instanceCount);
|
||||
StaticData& data = staticDataContainer.back();
|
||||
data.transformMatrix = transformMatrix;
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void NzDeferredRenderQueue::Clear(bool fully)
|
||||
{
|
||||
directionalLights.clear();
|
||||
|
|
@ -173,18 +141,15 @@ void NzDeferredRenderQueue::Clear(bool fully)
|
|||
const NzMaterial* material = matIt.first;
|
||||
material->RemoveResourceListener(this);
|
||||
|
||||
BatchedSkeletalMeshContainer& skeletalContainer = std::get<2>(matIt.second);
|
||||
for (auto& meshIt : skeletalContainer)
|
||||
MeshInstanceContainer& instances = std::get<2>(matIt.second);
|
||||
for (auto& instanceIt : instances)
|
||||
{
|
||||
const NzSkeletalMesh* skeletalMesh = meshIt.first;
|
||||
skeletalMesh->RemoveResourceListener(this);
|
||||
}
|
||||
const NzMeshData& renderData = instanceIt.first;
|
||||
|
||||
BatchedStaticMeshContainer& staticContainer = std::get<3>(matIt.second);
|
||||
for (auto& meshIt : staticContainer)
|
||||
{
|
||||
const NzStaticMesh* staticMesh = meshIt.first;
|
||||
staticMesh->RemoveResourceListener(this);
|
||||
if (renderData.indexBuffer)
|
||||
renderData.indexBuffer->RemoveResourceListener(this);
|
||||
|
||||
renderData.vertexBuffer->RemoveResourceListener(this);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -199,23 +164,41 @@ bool NzDeferredRenderQueue::OnResourceDestroy(const NzResource* resource, int in
|
|||
{
|
||||
switch (index)
|
||||
{
|
||||
case ResourceType_IndexBuffer:
|
||||
{
|
||||
for (auto& modelPair : opaqueModels)
|
||||
{
|
||||
MeshInstanceContainer& meshes = std::get<2>(modelPair.second);
|
||||
for (auto it = meshes.begin(); it != meshes.end();)
|
||||
{
|
||||
const NzMeshData& renderData = it->first;
|
||||
if (renderData.indexBuffer == resource)
|
||||
it = meshes.erase(it);
|
||||
else
|
||||
++it;
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
case ResourceType_Material:
|
||||
opaqueModels.erase(static_cast<const NzMaterial*>(resource));
|
||||
break;
|
||||
|
||||
case ResourceType_SkeletalMesh:
|
||||
case ResourceType_VertexBuffer:
|
||||
{
|
||||
for (auto& pair : opaqueModels)
|
||||
std::get<2>(pair.second).erase(static_cast<const NzSkeletalMesh*>(resource));
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
case ResourceType_StaticMesh:
|
||||
{
|
||||
for (auto& pair : opaqueModels)
|
||||
std::get<3>(pair.second).erase(static_cast<const NzStaticMesh*>(resource));
|
||||
|
||||
for (auto& modelPair : opaqueModels)
|
||||
{
|
||||
MeshInstanceContainer& meshes = std::get<2>(modelPair.second);
|
||||
for (auto it = meshes.begin(); it != meshes.end();)
|
||||
{
|
||||
const NzMeshData& renderData = it->first;
|
||||
if (renderData.vertexBuffer == resource)
|
||||
it = meshes.erase(it);
|
||||
else
|
||||
++it;
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
@ -225,7 +208,58 @@ bool NzDeferredRenderQueue::OnResourceDestroy(const NzResource* resource, int in
|
|||
|
||||
void NzDeferredRenderQueue::OnResourceReleased(const NzResource* resource, int index)
|
||||
{
|
||||
OnResourceDestroy(resource, index);
|
||||
// La ressource vient d'être libérée, nous ne pouvons donc plus utiliser la méthode traditionnelle de recherche
|
||||
// des pointeurs stockés (À cause de la fonction de triage utilisant des spécificités des ressources)
|
||||
|
||||
switch (index)
|
||||
{
|
||||
case ResourceType_IndexBuffer:
|
||||
{
|
||||
for (auto& modelPair : opaqueModels)
|
||||
{
|
||||
MeshInstanceContainer& meshes = std::get<2>(modelPair.second);
|
||||
for (auto it = meshes.begin(); it != meshes.end();)
|
||||
{
|
||||
const NzMeshData& renderData = it->first;
|
||||
if (renderData.indexBuffer == resource)
|
||||
it = meshes.erase(it);
|
||||
else
|
||||
++it;
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
case ResourceType_Material:
|
||||
{
|
||||
for (auto it = opaqueModels.begin(); it != opaqueModels.end(); ++it)
|
||||
{
|
||||
if (it->first == resource)
|
||||
{
|
||||
opaqueModels.erase(it);
|
||||
break;
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
case ResourceType_VertexBuffer:
|
||||
{
|
||||
for (auto& modelPair : opaqueModels)
|
||||
{
|
||||
MeshInstanceContainer& meshes = std::get<2>(modelPair.second);
|
||||
for (auto it = meshes.begin(); it != meshes.end();)
|
||||
{
|
||||
const NzMeshData& renderData = it->first;
|
||||
if (renderData.vertexBuffer == resource)
|
||||
it = meshes.erase(it);
|
||||
else
|
||||
++it;
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool NzDeferredRenderQueue::BatchedModelMaterialComparator::operator()(const NzMaterial* mat1, const NzMaterial* mat2)
|
||||
|
|
@ -237,7 +271,6 @@ bool NzDeferredRenderQueue::BatchedModelMaterialComparator::operator()(const NzM
|
|||
|
||||
const NzShader* shader1 = mat1->GetShaderInstance(nzShaderFlags_Deferred)->GetShader();
|
||||
const NzShader* shader2 = mat2->GetShaderInstance(nzShaderFlags_Deferred)->GetShader();
|
||||
|
||||
if (shader1 != shader2)
|
||||
return shader1 < shader2;
|
||||
|
||||
|
|
@ -258,7 +291,6 @@ bool NzDeferredRenderQueue::BatchedSpriteMaterialComparator::operator()(const Nz
|
|||
|
||||
const NzShader* shader1 = mat1->GetShaderInstance(nzShaderFlags_Deferred)->GetShader();
|
||||
const NzShader* shader2 = mat2->GetShaderInstance(nzShaderFlags_Deferred)->GetShader();
|
||||
|
||||
if (shader1 != shader2)
|
||||
return shader1 < shader2;
|
||||
|
||||
|
|
@ -270,38 +302,20 @@ bool NzDeferredRenderQueue::BatchedSpriteMaterialComparator::operator()(const Nz
|
|||
return mat1 < mat2;
|
||||
}
|
||||
|
||||
bool NzDeferredRenderQueue::BatchedSkeletalMeshComparator::operator()(const NzSkeletalMesh* subMesh1, const NzSkeletalMesh* subMesh2)
|
||||
bool NzDeferredRenderQueue::MeshDataComparator::operator()(const NzMeshData& data1, const NzMeshData& data2)
|
||||
{
|
||||
const NzIndexBuffer* iBuffer1 = subMesh1->GetIndexBuffer();
|
||||
const NzBuffer* buffer1 = (iBuffer1) ? iBuffer1->GetBuffer() : nullptr;
|
||||
const NzBuffer* buffer1;
|
||||
const NzBuffer* buffer2;
|
||||
|
||||
const NzIndexBuffer* iBuffer2 = subMesh1->GetIndexBuffer();
|
||||
const NzBuffer* buffer2 = (iBuffer2) ? iBuffer2->GetBuffer() : nullptr;
|
||||
|
||||
if (buffer1 == buffer2)
|
||||
return subMesh1 < subMesh2;
|
||||
else
|
||||
return buffer2 < buffer2;
|
||||
}
|
||||
|
||||
bool NzDeferredRenderQueue::BatchedStaticMeshComparator::operator()(const NzStaticMesh* subMesh1, const NzStaticMesh* subMesh2)
|
||||
{
|
||||
const NzIndexBuffer* iBuffer1 = subMesh1->GetIndexBuffer();
|
||||
const NzBuffer* buffer1 = (iBuffer1) ? iBuffer1->GetBuffer() : nullptr;
|
||||
|
||||
const NzIndexBuffer* iBuffer2 = subMesh2->GetIndexBuffer();
|
||||
const NzBuffer* buffer2 = (iBuffer2) ? iBuffer2->GetBuffer() : nullptr;
|
||||
|
||||
if (buffer1 == buffer2)
|
||||
{
|
||||
buffer1 = subMesh1->GetVertexBuffer()->GetBuffer();
|
||||
buffer2 = subMesh2->GetVertexBuffer()->GetBuffer();
|
||||
|
||||
if (buffer1 == buffer2)
|
||||
return subMesh1 < subMesh2;
|
||||
else
|
||||
return buffer1 < buffer2;
|
||||
}
|
||||
else
|
||||
buffer1 = (data1.indexBuffer) ? data1.indexBuffer->GetBuffer() : nullptr;
|
||||
buffer2 = (data2.indexBuffer) ? data2.indexBuffer->GetBuffer() : nullptr;
|
||||
if (buffer1 != buffer2)
|
||||
return buffer1 < buffer2;
|
||||
|
||||
buffer1 = data1.vertexBuffer->GetBuffer();
|
||||
buffer2 = data2.vertexBuffer->GetBuffer();
|
||||
if (buffer1 != buffer2)
|
||||
return buffer1 < buffer2;
|
||||
|
||||
return data1.primitiveMode < data2.primitiveMode;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -16,9 +16,9 @@ namespace
|
|||
{
|
||||
enum ResourceType
|
||||
{
|
||||
ResourceType_IndexBuffer,
|
||||
ResourceType_Material,
|
||||
ResourceType_SkeletalMesh,
|
||||
ResourceType_StaticMesh
|
||||
ResourceType_VertexBuffer
|
||||
};
|
||||
}
|
||||
|
||||
|
|
@ -68,6 +68,59 @@ void NzForwardRenderQueue::AddLight(const NzLight* light)
|
|||
}
|
||||
}
|
||||
|
||||
void NzForwardRenderQueue::AddMesh(const NzMaterial* material, const NzMeshData& meshData, const NzBoxf& meshAABB, const NzMatrix4f& transformMatrix)
|
||||
{
|
||||
if (material->IsEnabled(nzRendererParameter_Blend))
|
||||
{
|
||||
unsigned int index = transparentModelData.size();
|
||||
transparentModelData.resize(index+1);
|
||||
|
||||
TransparentModelData& data = transparentModelData.back();
|
||||
data.boundingSphere = NzSpheref(transformMatrix.GetTranslation() + meshAABB.GetCenter(), meshAABB.GetSquaredRadius());
|
||||
data.material = material;
|
||||
data.meshData = meshData;
|
||||
data.transformMatrix = transformMatrix;
|
||||
|
||||
transparentModels.push_back(index);
|
||||
}
|
||||
else
|
||||
{
|
||||
ModelBatches::iterator it = opaqueModels.find(material);
|
||||
if (it == opaqueModels.end())
|
||||
{
|
||||
it = opaqueModels.insert(std::make_pair(material, ModelBatches::mapped_type())).first;
|
||||
material->AddResourceListener(this, ResourceType_Material);
|
||||
}
|
||||
|
||||
bool& used = std::get<0>(it->second);
|
||||
bool& enableInstancing = std::get<1>(it->second);
|
||||
MeshInstanceContainer& meshMap = std::get<2>(it->second);
|
||||
|
||||
used = true;
|
||||
|
||||
MeshInstanceContainer::iterator it2 = meshMap.find(meshData);
|
||||
if (it2 == meshMap.end())
|
||||
{
|
||||
it2 = meshMap.insert(std::make_pair(meshData, MeshInstanceContainer::mapped_type())).first;
|
||||
|
||||
NzSpheref& squaredBoundingSphere = it2->second.first;
|
||||
squaredBoundingSphere.Set(meshAABB.GetSquaredBoundingSphere());
|
||||
|
||||
if (meshData.indexBuffer)
|
||||
meshData.indexBuffer->AddResourceListener(this, ResourceType_IndexBuffer);
|
||||
|
||||
meshData.vertexBuffer->AddResourceListener(this, ResourceType_VertexBuffer);
|
||||
}
|
||||
|
||||
std::vector<NzMatrix4f>& instances = it2->second.second;
|
||||
instances.push_back(transformMatrix);
|
||||
|
||||
// Avons-nous suffisamment d'instances pour que le coût d'utilisation de l'instancing soit payé ?
|
||||
if (instances.size() >= NAZARA_GRAPHICS_INSTANCING_MIN_INSTANCES_COUNT)
|
||||
enableInstancing = true; // Apparemment oui, activons l'instancing avec ce matériau
|
||||
}
|
||||
}
|
||||
|
||||
void NzForwardRenderQueue::AddSprite(const NzSprite* sprite)
|
||||
{
|
||||
#if NAZARA_GRAPHICS_SAFE
|
||||
|
|
@ -87,100 +140,13 @@ void NzForwardRenderQueue::AddSprite(const NzSprite* sprite)
|
|||
sprites[sprite->GetMaterial()].push_back(sprite);
|
||||
}
|
||||
|
||||
void NzForwardRenderQueue::AddSubMesh(const NzMaterial* material, const NzSubMesh* subMesh, const NzMatrix4f& transformMatrix)
|
||||
{
|
||||
switch (subMesh->GetAnimationType())
|
||||
{
|
||||
case nzAnimationType_Skeletal:
|
||||
{
|
||||
///TODO
|
||||
/*
|
||||
** Il y a ici deux choses importantes à gérer:
|
||||
** -Pour commencer, la mise en cache de std::vector suffisamment grands pour contenir le résultat du skinning
|
||||
** l'objectif ici est d'éviter une allocation à chaque frame, donc de réutiliser un tableau existant
|
||||
** Note: Il faudrait évaluer aussi la possibilité de conserver le buffer d'une frame à l'autre.
|
||||
** Ceci permettant de ne pas skinner inutilement ce qui ne bouge pas, ou de skinner partiellement un mesh.
|
||||
** Il faut cependant voir où stocker ce set de buffers, qui doit être communs à toutes les RQ d'une même scène.
|
||||
**
|
||||
** -Ensuite, la possibilité de regrouper les modèles skinnés identiques, une centaine de soldats marchant au pas
|
||||
** ne devrait requérir qu'un skinning.
|
||||
*/
|
||||
NazaraError("Skeletal mesh not supported yet, sorry");
|
||||
break;
|
||||
}
|
||||
|
||||
case nzAnimationType_Static:
|
||||
{
|
||||
const NzStaticMesh* staticMesh = static_cast<const NzStaticMesh*>(subMesh);
|
||||
|
||||
if (material->IsEnabled(nzRendererParameter_Blend))
|
||||
{
|
||||
unsigned int index = transparentStaticModels.size();
|
||||
transparentStaticModels.resize(index+1);
|
||||
|
||||
const NzBoxf& aabb = staticMesh->GetAABB();
|
||||
|
||||
TransparentStaticModel& data = transparentStaticModels.back();
|
||||
data.boundingSphere = NzSpheref(transformMatrix.GetTranslation() + aabb.GetCenter(), aabb.GetSquaredRadius());
|
||||
data.material = material;
|
||||
data.mesh = staticMesh;
|
||||
data.transformMatrix = transformMatrix;
|
||||
|
||||
transparentsModels.push_back(std::make_pair(index, true));
|
||||
}
|
||||
else
|
||||
{
|
||||
auto it = opaqueModels.find(material);
|
||||
if (it == opaqueModels.end())
|
||||
{
|
||||
it = opaqueModels.insert(std::make_pair(material, BatchedModelContainer::mapped_type())).first;
|
||||
material->AddResourceListener(this, ResourceType_Material);
|
||||
}
|
||||
|
||||
bool& used = std::get<0>(it->second);
|
||||
bool& enableInstancing = std::get<1>(it->second);
|
||||
|
||||
used = true;
|
||||
|
||||
auto& meshMap = std::get<3>(it->second);
|
||||
|
||||
auto it2 = meshMap.find(staticMesh);
|
||||
if (it2 == meshMap.end())
|
||||
{
|
||||
it2 = meshMap.insert(std::make_pair(staticMesh, BatchedStaticMeshContainer::mapped_type())).first;
|
||||
staticMesh->AddResourceListener(this, ResourceType_StaticMesh);
|
||||
|
||||
NzSpheref& squaredBoundingSphere = it2->second.first;
|
||||
squaredBoundingSphere.Set(staticMesh->GetAABB().GetSquaredBoundingSphere());
|
||||
///TODO: Écouter le StaticMesh pour repérer tout changement de géométrie
|
||||
}
|
||||
|
||||
std::vector<StaticData>& staticDataContainer = it2->second.second;
|
||||
|
||||
unsigned int instanceCount = staticDataContainer.size() + 1;
|
||||
|
||||
// Avons-nous suffisamment d'instances pour que le coût d'utilisation de l'instancing soit payé ?
|
||||
if (instanceCount >= NAZARA_GRAPHICS_INSTANCING_MIN_INSTANCES_COUNT)
|
||||
enableInstancing = true; // Apparemment oui, activons l'instancing avec ce matériau
|
||||
|
||||
staticDataContainer.resize(instanceCount);
|
||||
StaticData& data = staticDataContainer.back();
|
||||
data.transformMatrix = transformMatrix;
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void NzForwardRenderQueue::Clear(bool fully)
|
||||
{
|
||||
directionalLights.clear();
|
||||
lights.clear();
|
||||
otherDrawables.clear();
|
||||
transparentsModels.clear();
|
||||
transparentSkeletalModels.clear();
|
||||
transparentStaticModels.clear();
|
||||
transparentModels.clear();
|
||||
transparentModelData.clear();
|
||||
|
||||
if (fully)
|
||||
{
|
||||
|
|
@ -189,18 +155,15 @@ void NzForwardRenderQueue::Clear(bool fully)
|
|||
const NzMaterial* material = matIt.first;
|
||||
material->RemoveResourceListener(this);
|
||||
|
||||
BatchedSkeletalMeshContainer& skeletalContainer = std::get<2>(matIt.second);
|
||||
for (auto& meshIt : skeletalContainer)
|
||||
MeshInstanceContainer& instances = std::get<2>(matIt.second);
|
||||
for (auto& instanceIt : instances)
|
||||
{
|
||||
const NzSkeletalMesh* skeletalMesh = meshIt.first;
|
||||
skeletalMesh->RemoveResourceListener(this);
|
||||
}
|
||||
const NzMeshData& renderData = instanceIt.first;
|
||||
|
||||
BatchedStaticMeshContainer& staticContainer = std::get<3>(matIt.second);
|
||||
for (auto& meshIt : staticContainer)
|
||||
{
|
||||
const NzStaticMesh* staticMesh = meshIt.first;
|
||||
staticMesh->RemoveResourceListener(this);
|
||||
if (renderData.indexBuffer)
|
||||
renderData.indexBuffer->RemoveResourceListener(this);
|
||||
|
||||
renderData.vertexBuffer->RemoveResourceListener(this);
|
||||
}
|
||||
}
|
||||
opaqueModels.clear();
|
||||
|
|
@ -212,15 +175,10 @@ void NzForwardRenderQueue::Sort(const NzAbstractViewer* viewer)
|
|||
{
|
||||
struct TransparentModelComparator
|
||||
{
|
||||
bool operator()(const std::pair<unsigned int, bool>& index1, const std::pair<unsigned int, bool>& index2)
|
||||
bool operator()(unsigned int index1, unsigned int index2)
|
||||
{
|
||||
const NzSpheref& sphere1 = (index1.second) ?
|
||||
queue->transparentStaticModels[index1.first].boundingSphere :
|
||||
queue->transparentSkeletalModels[index1.first].boundingSphere;
|
||||
|
||||
const NzSpheref& sphere2 = (index2.second) ?
|
||||
queue->transparentStaticModels[index2.first].boundingSphere :
|
||||
queue->transparentSkeletalModels[index2.first].boundingSphere;
|
||||
const NzSpheref& sphere1 = queue->transparentModelData[index1].boundingSphere;
|
||||
const NzSpheref& sphere2 = queue->transparentModelData[index2].boundingSphere;
|
||||
|
||||
NzVector3f position1 = sphere1.GetNegativeVertex(viewerNormal);
|
||||
NzVector3f position2 = sphere2.GetNegativeVertex(viewerNormal);
|
||||
|
|
@ -234,30 +192,48 @@ void NzForwardRenderQueue::Sort(const NzAbstractViewer* viewer)
|
|||
};
|
||||
|
||||
TransparentModelComparator comparator {this, viewer->GetFrustum().GetPlane(nzFrustumPlane_Near), viewer->GetForward()};
|
||||
std::sort(transparentsModels.begin(), transparentsModels.end(), comparator);
|
||||
std::sort(transparentModels.begin(), transparentModels.end(), comparator);
|
||||
}
|
||||
|
||||
bool NzForwardRenderQueue::OnResourceDestroy(const NzResource* resource, int index)
|
||||
{
|
||||
switch (index)
|
||||
{
|
||||
case ResourceType_IndexBuffer:
|
||||
{
|
||||
for (auto& modelPair : opaqueModels)
|
||||
{
|
||||
MeshInstanceContainer& meshes = std::get<2>(modelPair.second);
|
||||
for (auto it = meshes.begin(); it != meshes.end();)
|
||||
{
|
||||
const NzMeshData& renderData = it->first;
|
||||
if (renderData.indexBuffer == resource)
|
||||
it = meshes.erase(it);
|
||||
else
|
||||
++it;
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
case ResourceType_Material:
|
||||
opaqueModels.erase(static_cast<const NzMaterial*>(resource));
|
||||
break;
|
||||
|
||||
case ResourceType_SkeletalMesh:
|
||||
case ResourceType_VertexBuffer:
|
||||
{
|
||||
for (auto& pair : opaqueModels)
|
||||
std::get<2>(pair.second).erase(static_cast<const NzSkeletalMesh*>(resource));
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
case ResourceType_StaticMesh:
|
||||
{
|
||||
for (auto& pair : opaqueModels)
|
||||
std::get<3>(pair.second).erase(static_cast<const NzStaticMesh*>(resource));
|
||||
|
||||
for (auto& modelPair : opaqueModels)
|
||||
{
|
||||
MeshInstanceContainer& meshes = std::get<2>(modelPair.second);
|
||||
for (auto it = meshes.begin(); it != meshes.end();)
|
||||
{
|
||||
const NzMeshData& renderData = it->first;
|
||||
if (renderData.vertexBuffer == resource)
|
||||
it = meshes.erase(it);
|
||||
else
|
||||
++it;
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
@ -272,7 +248,25 @@ void NzForwardRenderQueue::OnResourceReleased(const NzResource* resource, int in
|
|||
|
||||
switch (index)
|
||||
{
|
||||
case ResourceType_IndexBuffer:
|
||||
{
|
||||
for (auto& modelPair : opaqueModels)
|
||||
{
|
||||
MeshInstanceContainer& meshes = std::get<2>(modelPair.second);
|
||||
for (auto it = meshes.begin(); it != meshes.end();)
|
||||
{
|
||||
const NzMeshData& renderData = it->first;
|
||||
if (renderData.indexBuffer == resource)
|
||||
it = meshes.erase(it);
|
||||
else
|
||||
++it;
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
case ResourceType_Material:
|
||||
{
|
||||
for (auto it = opaqueModels.begin(); it != opaqueModels.end(); ++it)
|
||||
{
|
||||
if (it->first == resource)
|
||||
|
|
@ -282,38 +276,20 @@ void NzForwardRenderQueue::OnResourceReleased(const NzResource* resource, int in
|
|||
}
|
||||
}
|
||||
break;
|
||||
|
||||
case ResourceType_SkeletalMesh:
|
||||
{
|
||||
for (auto& pair : opaqueModels)
|
||||
{
|
||||
BatchedSkeletalMeshContainer& container = std::get<2>(pair.second);
|
||||
|
||||
for (auto it = container.begin(); it != container.end(); ++it)
|
||||
{
|
||||
if (it->first == resource)
|
||||
{
|
||||
container.erase(it);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
case ResourceType_StaticMesh:
|
||||
case ResourceType_VertexBuffer:
|
||||
{
|
||||
for (auto& pair : opaqueModels)
|
||||
for (auto& modelPair : opaqueModels)
|
||||
{
|
||||
BatchedStaticMeshContainer& container = std::get<3 >(pair.second);
|
||||
|
||||
for (auto it = container.begin(); it != container.end(); ++it)
|
||||
MeshInstanceContainer& meshes = std::get<2>(modelPair.second);
|
||||
for (auto it = meshes.begin(); it != meshes.end();)
|
||||
{
|
||||
if (it->first == resource)
|
||||
{
|
||||
container.erase(it);
|
||||
break;
|
||||
}
|
||||
const NzMeshData& renderData = it->first;
|
||||
if (renderData.vertexBuffer == resource)
|
||||
it = meshes.erase(it);
|
||||
else
|
||||
++it;
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
|
@ -349,8 +325,8 @@ bool NzForwardRenderQueue::BatchedSpriteMaterialComparator::operator()(const NzM
|
|||
if (uberShader1 != uberShader2)
|
||||
return uberShader1 < uberShader2;
|
||||
|
||||
const NzShader* shader1 = mat1->GetShaderInstance(nzShaderFlags_Deferred)->GetShader();
|
||||
const NzShader* shader2 = mat2->GetShaderInstance(nzShaderFlags_Deferred)->GetShader();
|
||||
const NzShader* shader1 = mat1->GetShaderInstance()->GetShader();
|
||||
const NzShader* shader2 = mat2->GetShaderInstance()->GetShader();
|
||||
|
||||
if (shader1 != shader2)
|
||||
return shader1 < shader2;
|
||||
|
|
@ -363,38 +339,20 @@ bool NzForwardRenderQueue::BatchedSpriteMaterialComparator::operator()(const NzM
|
|||
return mat1 < mat2;
|
||||
}
|
||||
|
||||
bool NzForwardRenderQueue::BatchedSkeletalMeshComparator::operator()(const NzSkeletalMesh* subMesh1, const NzSkeletalMesh* subMesh2)
|
||||
bool NzForwardRenderQueue::MeshDataComparator::operator()(const NzMeshData& data1, const NzMeshData& data2)
|
||||
{
|
||||
const NzIndexBuffer* iBuffer1 = subMesh1->GetIndexBuffer();
|
||||
const NzBuffer* buffer1 = (iBuffer1) ? iBuffer1->GetBuffer() : nullptr;
|
||||
const NzBuffer* buffer1;
|
||||
const NzBuffer* buffer2;
|
||||
|
||||
const NzIndexBuffer* iBuffer2 = subMesh1->GetIndexBuffer();
|
||||
const NzBuffer* buffer2 = (iBuffer2) ? iBuffer2->GetBuffer() : nullptr;
|
||||
|
||||
if (buffer1 == buffer2)
|
||||
return subMesh1 < subMesh2;
|
||||
else
|
||||
return buffer2 < buffer2;
|
||||
}
|
||||
|
||||
bool NzForwardRenderQueue::BatchedStaticMeshComparator::operator()(const NzStaticMesh* subMesh1, const NzStaticMesh* subMesh2)
|
||||
{
|
||||
const NzIndexBuffer* iBuffer1 = subMesh1->GetIndexBuffer();
|
||||
const NzBuffer* buffer1 = (iBuffer1) ? iBuffer1->GetBuffer() : nullptr;
|
||||
|
||||
const NzIndexBuffer* iBuffer2 = subMesh2->GetIndexBuffer();
|
||||
const NzBuffer* buffer2 = (iBuffer2) ? iBuffer2->GetBuffer() : nullptr;
|
||||
|
||||
if (buffer1 == buffer2)
|
||||
{
|
||||
buffer1 = subMesh1->GetVertexBuffer()->GetBuffer();
|
||||
buffer2 = subMesh2->GetVertexBuffer()->GetBuffer();
|
||||
|
||||
if (buffer1 == buffer2)
|
||||
return subMesh1 < subMesh2;
|
||||
else
|
||||
return buffer1 < buffer2;
|
||||
}
|
||||
else
|
||||
buffer1 = (data1.indexBuffer) ? data1.indexBuffer->GetBuffer() : nullptr;
|
||||
buffer2 = (data2.indexBuffer) ? data2.indexBuffer->GetBuffer() : nullptr;
|
||||
if (buffer1 != buffer2)
|
||||
return buffer1 < buffer2;
|
||||
|
||||
buffer1 = data1.vertexBuffer->GetBuffer();
|
||||
buffer2 = data2.vertexBuffer->GetBuffer();
|
||||
if (buffer1 != buffer2)
|
||||
return buffer1 < buffer2;
|
||||
|
||||
return data1.primitiveMode < data2.primitiveMode;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -84,12 +84,12 @@ bool NzForwardRenderTechnique::Draw(const NzScene* scene) const
|
|||
if (!m_renderQueue.opaqueModels.empty())
|
||||
DrawOpaqueModels(scene);
|
||||
|
||||
if (!m_renderQueue.transparentModels.empty())
|
||||
DrawTransparentModels(scene);
|
||||
|
||||
if (!m_renderQueue.sprites.empty())
|
||||
DrawSprites(scene);
|
||||
|
||||
if (!m_renderQueue.transparentsModels.empty())
|
||||
DrawTransparentModels(scene);
|
||||
|
||||
// Les autres drawables (Exemple: Terrain)
|
||||
for (const NzDrawable* drawable : m_renderQueue.otherDrawables)
|
||||
drawable->Draw();
|
||||
|
|
@ -174,10 +174,9 @@ void NzForwardRenderTechnique::DrawOpaqueModels(const NzScene* scene) const
|
|||
if (used)
|
||||
{
|
||||
bool& renderQueueInstancing = std::get<1>(matIt.second);
|
||||
NzForwardRenderQueue::BatchedSkeletalMeshContainer& skeletalContainer = std::get<2>(matIt.second);
|
||||
NzForwardRenderQueue::BatchedStaticMeshContainer& staticContainer = std::get<3>(matIt.second);
|
||||
NzForwardRenderQueue::MeshInstanceContainer& meshInstances = std::get<2>(matIt.second);
|
||||
|
||||
if (!skeletalContainer.empty() || !staticContainer.empty())
|
||||
if (!meshInstances.empty())
|
||||
{
|
||||
const NzMaterial* material = matIt.first;
|
||||
|
||||
|
|
@ -203,28 +202,17 @@ void NzForwardRenderTechnique::DrawOpaqueModels(const NzScene* scene) const
|
|||
lastShader = shader;
|
||||
}
|
||||
|
||||
|
||||
// Meshs squelettiques
|
||||
/*if (!skeletalContainer.empty())
|
||||
{
|
||||
NzRenderer::SetVertexBuffer(m_skinningBuffer); // Vertex buffer commun
|
||||
for (auto& subMeshIt : container)
|
||||
{
|
||||
///TODO
|
||||
}
|
||||
}*/
|
||||
|
||||
// Meshs statiques
|
||||
for (auto& subMeshIt : staticContainer)
|
||||
// Meshes
|
||||
for (auto& subMeshIt : meshInstances)
|
||||
{
|
||||
const NzMeshData& meshData = subMeshIt.first;
|
||||
const NzSpheref& boundingSphere = subMeshIt.second.first;
|
||||
const NzStaticMesh* mesh = subMeshIt.first;
|
||||
std::vector<NzForwardRenderQueue::StaticData>& staticData = subMeshIt.second.second;
|
||||
std::vector<NzMatrix4f>& instances = subMeshIt.second.second;
|
||||
|
||||
if (!staticData.empty())
|
||||
if (!instances.empty())
|
||||
{
|
||||
const NzIndexBuffer* indexBuffer = mesh->GetIndexBuffer();
|
||||
const NzVertexBuffer* vertexBuffer = mesh->GetVertexBuffer();
|
||||
const NzIndexBuffer* indexBuffer = meshData.indexBuffer;
|
||||
const NzVertexBuffer* vertexBuffer = meshData.vertexBuffer;
|
||||
|
||||
// Gestion du draw call avant la boucle de rendu
|
||||
std::function<void(nzPrimitiveMode, unsigned int, unsigned int)> DrawFunc;
|
||||
|
|
@ -247,15 +235,12 @@ void NzForwardRenderTechnique::DrawOpaqueModels(const NzScene* scene) const
|
|||
NzRenderer::SetIndexBuffer(indexBuffer);
|
||||
NzRenderer::SetVertexBuffer(vertexBuffer);
|
||||
|
||||
nzPrimitiveMode primitiveMode = mesh->GetPrimitiveMode();
|
||||
if (instancing)
|
||||
{
|
||||
// On calcule le nombre d'instances que l'on pourra afficher cette fois-ci (Selon la taille du buffer d'instancing)
|
||||
NzVertexBuffer* instanceBuffer = NzRenderer::GetInstanceBuffer();
|
||||
|
||||
instanceBuffer->SetVertexDeclaration(NzVertexDeclaration::Get(nzVertexLayout_Matrix4));
|
||||
|
||||
unsigned int stride = instanceBuffer->GetStride();
|
||||
|
||||
// Avec l'instancing, impossible de sélectionner les lumières pour chaque objet
|
||||
// Du coup, il n'est activé que pour les lumières directionnelles
|
||||
unsigned int lightCount = m_directionalLights.GetLightCount();
|
||||
|
|
@ -288,32 +273,26 @@ void NzForwardRenderTechnique::DrawOpaqueModels(const NzScene* scene) const
|
|||
NzLight::Disable(shader, lightUniforms->uniforms, lightUniforms->offset*i);
|
||||
}
|
||||
|
||||
const NzForwardRenderQueue::StaticData* data = &staticData[0];
|
||||
unsigned int instanceCount = staticData.size();
|
||||
unsigned int maxInstanceCount = instanceBuffer->GetVertexCount();
|
||||
const NzMatrix4f* instanceMatrices = &instances[0];
|
||||
unsigned int instanceCount = instances.size();
|
||||
unsigned int maxInstanceCount = instanceBuffer->GetVertexCount(); // On calcule le nombre d'instances que l'on pourra afficher cette fois-ci (Selon la taille du buffer d'instancing)
|
||||
|
||||
while (instanceCount > 0)
|
||||
{
|
||||
// On calcule le nombre d'instances que l'on pourra afficher cette fois-ci (Selon la taille du buffer d'instancing)
|
||||
unsigned int renderedInstanceCount = std::min(instanceCount, maxInstanceCount);
|
||||
instanceCount -= renderedInstanceCount;
|
||||
|
||||
NzBufferMapper<NzVertexBuffer> mapper(instanceBuffer, nzBufferAccess_DiscardAndWrite, 0, renderedInstanceCount);
|
||||
nzUInt8* ptr = reinterpret_cast<nzUInt8*>(mapper.GetPointer());
|
||||
// On remplit l'instancing buffer avec nos matrices world
|
||||
instanceBuffer->Fill(instanceMatrices, 0, renderedInstanceCount, true);
|
||||
instanceMatrices += renderedInstanceCount;
|
||||
|
||||
for (unsigned int i = 0; i < renderedInstanceCount; ++i)
|
||||
{
|
||||
std::memcpy(ptr, data->transformMatrix, sizeof(float)*16);
|
||||
|
||||
data++;
|
||||
ptr += stride;
|
||||
}
|
||||
|
||||
mapper.Unmap();
|
||||
|
||||
InstancedDrawFunc(renderedInstanceCount, primitiveMode, 0, indexCount);
|
||||
// Et on affiche
|
||||
InstancedDrawFunc(renderedInstanceCount, meshData.primitiveMode, 0, indexCount);
|
||||
}
|
||||
}
|
||||
|
||||
// On n'oublie pas de désactiver le blending pour ne pas interférer sur le reste du rendu
|
||||
NzRenderer::Enable(nzRendererParameter_Blend, false);
|
||||
NzRenderer::SetDepthFunc(oldDepthFunc);
|
||||
}
|
||||
|
|
@ -321,16 +300,16 @@ void NzForwardRenderTechnique::DrawOpaqueModels(const NzScene* scene) const
|
|||
{
|
||||
if (lightUniforms->exists)
|
||||
{
|
||||
for (const NzForwardRenderQueue::StaticData& data : staticData)
|
||||
for (const NzMatrix4f& matrix : instances)
|
||||
{
|
||||
unsigned int directionalLightCount = m_directionalLights.GetLightCount();
|
||||
unsigned int otherLightCount = m_lights.ComputeClosestLights(data.transformMatrix.GetTranslation() + boundingSphere.GetPosition(), boundingSphere.radius, m_maxLightPassPerObject*NAZARA_GRAPHICS_MAX_LIGHTPERPASS - directionalLightCount);
|
||||
unsigned int otherLightCount = m_lights.ComputeClosestLights(matrix.GetTranslation() + boundingSphere.GetPosition(), boundingSphere.radius, m_maxLightPassPerObject*NAZARA_GRAPHICS_MAX_LIGHTPERPASS - directionalLightCount);
|
||||
unsigned int lightCount = directionalLightCount + otherLightCount;
|
||||
|
||||
NzRenderer::SetMatrix(nzMatrixType_World, data.transformMatrix);
|
||||
NzRenderer::SetMatrix(nzMatrixType_World, matrix);
|
||||
unsigned int directionalLightIndex = 0;
|
||||
unsigned int otherLightIndex = 0;
|
||||
nzRendererComparison oldDepthFunc = NzRenderer::GetDepthFunc();
|
||||
nzRendererComparison oldDepthFunc = NzRenderer::GetDepthFunc(); // Dans le cas où nous aurions à le changer
|
||||
|
||||
unsigned int passCount = (lightCount == 0) ? 1 : (lightCount-1)/NAZARA_GRAPHICS_MAX_LIGHTPERPASS + 1;
|
||||
for (unsigned int pass = 0; pass < passCount; ++pass)
|
||||
|
|
@ -349,6 +328,7 @@ void NzForwardRenderTechnique::DrawOpaqueModels(const NzScene* scene) const
|
|||
NzRenderer::SetDepthFunc(nzRendererComparison_Equal);
|
||||
}
|
||||
|
||||
// On active les lumières de cette passe-ci
|
||||
for (unsigned int i = 0; i < renderedLightCount; ++i)
|
||||
{
|
||||
if (directionalLightIndex >= directionalLightCount)
|
||||
|
|
@ -357,10 +337,12 @@ void NzForwardRenderTechnique::DrawOpaqueModels(const NzScene* scene) const
|
|||
m_directionalLights.GetLight(directionalLightIndex++)->Enable(shader, lightUniforms->uniforms, lightUniforms->offset*i);
|
||||
}
|
||||
|
||||
// On désactive l'éventuel surplus
|
||||
for (unsigned int i = renderedLightCount; i < NAZARA_GRAPHICS_MAX_LIGHTPERPASS; ++i)
|
||||
NzLight::Disable(shader, lightUniforms->uniforms, lightUniforms->offset*i);
|
||||
|
||||
DrawFunc(primitiveMode, 0, indexCount);
|
||||
// Et on passe à l'affichage
|
||||
DrawFunc(meshData.primitiveMode, 0, indexCount);
|
||||
}
|
||||
|
||||
NzRenderer::Enable(nzRendererParameter_Blend, false);
|
||||
|
|
@ -369,14 +351,17 @@ void NzForwardRenderTechnique::DrawOpaqueModels(const NzScene* scene) const
|
|||
}
|
||||
else
|
||||
{
|
||||
for (const NzForwardRenderQueue::StaticData& data : staticData)
|
||||
// Sans instancing, on doit effectuer un drawcall pour chaque instance
|
||||
// Cela reste néanmoins plus rapide que l'instancing en dessous d'un certain nombre d'instances
|
||||
// À cause du temps de modification du buffer d'instancing
|
||||
for (const NzMatrix4f& matrix : instances)
|
||||
{
|
||||
NzRenderer::SetMatrix(nzMatrixType_World, data.transformMatrix);
|
||||
DrawFunc(primitiveMode, 0, indexCount);
|
||||
NzRenderer::SetMatrix(nzMatrixType_World, matrix);
|
||||
DrawFunc(meshData.primitiveMode, 0, indexCount);
|
||||
}
|
||||
}
|
||||
}
|
||||
staticData.clear();
|
||||
instances.clear();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -471,12 +456,12 @@ void NzForwardRenderTechnique::DrawTransparentModels(const NzScene* scene) const
|
|||
const NzShader* lastShader = nullptr;
|
||||
unsigned int lightCount = 0;
|
||||
|
||||
for (const std::pair<unsigned int, bool>& pair : m_renderQueue.transparentsModels)
|
||||
for (unsigned int index : m_renderQueue.transparentModels)
|
||||
{
|
||||
const NzForwardRenderQueue::TransparentModelData& modelData = m_renderQueue.transparentModelData[index];
|
||||
|
||||
// Matériau
|
||||
const NzMaterial* material = (pair.second) ?
|
||||
m_renderQueue.transparentStaticModels[pair.first].material :
|
||||
m_renderQueue.transparentSkeletalModels[pair.first].material;
|
||||
const NzMaterial* material = modelData.material;
|
||||
|
||||
// On commence par appliquer du matériau (et récupérer le shader ainsi activé)
|
||||
const NzShader* shader = material->Apply();
|
||||
|
|
@ -501,52 +486,43 @@ void NzForwardRenderTechnique::DrawTransparentModels(const NzScene* scene) const
|
|||
}
|
||||
|
||||
// Mesh
|
||||
if (pair.second)
|
||||
const NzMatrix4f& matrix = modelData.transformMatrix;
|
||||
const NzMeshData& meshData = modelData.meshData;
|
||||
|
||||
const NzIndexBuffer* indexBuffer = meshData.indexBuffer;
|
||||
const NzVertexBuffer* vertexBuffer = meshData.vertexBuffer;
|
||||
|
||||
// Gestion du draw call avant la boucle de rendu
|
||||
std::function<void(nzPrimitiveMode, unsigned int, unsigned int)> DrawFunc;
|
||||
unsigned int indexCount;
|
||||
|
||||
if (indexBuffer)
|
||||
{
|
||||
NzForwardRenderQueue::TransparentStaticModel& staticModel = m_renderQueue.transparentStaticModels[pair.first];
|
||||
|
||||
const NzMatrix4f& matrix = staticModel.transformMatrix;
|
||||
const NzStaticMesh* mesh = staticModel.mesh;
|
||||
|
||||
const NzIndexBuffer* indexBuffer = mesh->GetIndexBuffer();
|
||||
const NzVertexBuffer* vertexBuffer = mesh->GetVertexBuffer();
|
||||
|
||||
// Gestion du draw call avant la boucle de rendu
|
||||
std::function<void(nzPrimitiveMode, unsigned int, unsigned int)> DrawFunc;
|
||||
unsigned int indexCount;
|
||||
|
||||
if (indexBuffer)
|
||||
{
|
||||
DrawFunc = NzRenderer::DrawIndexedPrimitives;
|
||||
indexCount = indexBuffer->GetIndexCount();
|
||||
}
|
||||
else
|
||||
{
|
||||
DrawFunc = NzRenderer::DrawPrimitives;
|
||||
indexCount = vertexBuffer->GetVertexCount();
|
||||
}
|
||||
|
||||
NzRenderer::SetIndexBuffer(indexBuffer);
|
||||
NzRenderer::SetVertexBuffer(vertexBuffer);
|
||||
|
||||
// Calcul des lumières les plus proches
|
||||
if (lightCount < NAZARA_GRAPHICS_MAX_LIGHTPERPASS && !m_lights.IsEmpty())
|
||||
{
|
||||
unsigned int count = std::min(NAZARA_GRAPHICS_MAX_LIGHTPERPASS - lightCount, m_lights.ComputeClosestLights(matrix.GetTranslation() + staticModel.boundingSphere.GetPosition(), staticModel.boundingSphere.radius, NAZARA_GRAPHICS_MAX_LIGHTPERPASS));
|
||||
for (unsigned int i = 0; i < count; ++i)
|
||||
m_lights.GetResult(i)->Enable(shader, lightUniforms->uniforms, lightUniforms->offset*(lightCount++));
|
||||
}
|
||||
|
||||
for (unsigned int i = lightCount; i < NAZARA_GRAPHICS_MAX_LIGHTPERPASS; ++i)
|
||||
NzLight::Disable(shader, lightUniforms->uniforms, lightUniforms->offset*i);
|
||||
|
||||
NzRenderer::SetMatrix(nzMatrixType_World, matrix);
|
||||
DrawFunc(mesh->GetPrimitiveMode(), 0, indexCount);
|
||||
DrawFunc = NzRenderer::DrawIndexedPrimitives;
|
||||
indexCount = indexBuffer->GetIndexCount();
|
||||
}
|
||||
else
|
||||
{
|
||||
///TODO
|
||||
DrawFunc = NzRenderer::DrawPrimitives;
|
||||
indexCount = vertexBuffer->GetVertexCount();
|
||||
}
|
||||
|
||||
NzRenderer::SetIndexBuffer(indexBuffer);
|
||||
NzRenderer::SetVertexBuffer(vertexBuffer);
|
||||
|
||||
// Calcul des lumières les plus proches
|
||||
if (lightCount < NAZARA_GRAPHICS_MAX_LIGHTPERPASS && !m_lights.IsEmpty())
|
||||
{
|
||||
unsigned int count = std::min(NAZARA_GRAPHICS_MAX_LIGHTPERPASS - lightCount, m_lights.ComputeClosestLights(matrix.GetTranslation() + modelData.boundingSphere.GetPosition(), modelData.boundingSphere.radius, NAZARA_GRAPHICS_MAX_LIGHTPERPASS));
|
||||
for (unsigned int i = 0; i < count; ++i)
|
||||
m_lights.GetResult(i)->Enable(shader, lightUniforms->uniforms, lightUniforms->offset*(lightCount++));
|
||||
}
|
||||
|
||||
for (unsigned int i = lightCount; i < NAZARA_GRAPHICS_MAX_LIGHTPERPASS; ++i)
|
||||
NzLight::Disable(shader, lightUniforms->uniforms, lightUniforms->offset*i);
|
||||
|
||||
NzRenderer::SetMatrix(nzMatrixType_World, matrix);
|
||||
DrawFunc(meshData.primitiveMode, 0, indexCount);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Reference in New Issue