Switch from Nz prefix to namespace Nz
What a huge commit Former-commit-id: 38ac5eebf70adc1180f571f6006192d28fb99897
This commit is contained in:
@@ -10,190 +10,193 @@
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///TODO: Rendre les billboards via Deferred Shading si possible
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NzDeferredRenderQueue::NzDeferredRenderQueue(NzForwardRenderQueue* forwardQueue) :
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m_forwardQueue(forwardQueue)
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namespace Nz
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{
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}
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void NzDeferredRenderQueue::AddBillboard(const NzMaterial* material, const NzVector3f& position, const NzVector2f& size, const NzVector2f& sinCos, const NzColor& color)
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{
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m_forwardQueue->AddBillboard(material, position, size, sinCos, color);
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}
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void NzDeferredRenderQueue::AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const NzVector2f> sizePtr, NzSparsePtr<const NzVector2f> sinCosPtr, NzSparsePtr<const NzColor> colorPtr)
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{
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m_forwardQueue->AddBillboards(material, count, positionPtr, sizePtr, sinCosPtr, colorPtr);
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}
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void NzDeferredRenderQueue::AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const NzVector2f> sizePtr, NzSparsePtr<const NzVector2f> sinCosPtr, NzSparsePtr<const float> alphaPtr)
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{
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m_forwardQueue->AddBillboards(material, count, positionPtr, sizePtr, sinCosPtr, alphaPtr);
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}
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void NzDeferredRenderQueue::AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const NzVector2f> sizePtr, NzSparsePtr<const float> anglePtr, NzSparsePtr<const NzColor> colorPtr)
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{
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m_forwardQueue->AddBillboards(material, count, positionPtr, sizePtr, anglePtr, colorPtr);
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}
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void NzDeferredRenderQueue::AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const NzVector2f> sizePtr, NzSparsePtr<const float> anglePtr, NzSparsePtr<const float> alphaPtr)
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{
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m_forwardQueue->AddBillboards(material, count, positionPtr, sizePtr, anglePtr, alphaPtr);
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}
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void NzDeferredRenderQueue::AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const float> sizePtr, NzSparsePtr<const NzVector2f> sinCosPtr, NzSparsePtr<const NzColor> colorPtr)
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{
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m_forwardQueue->AddBillboards(material, count, positionPtr, sizePtr, sinCosPtr, colorPtr);
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}
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void NzDeferredRenderQueue::AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const float> sizePtr, NzSparsePtr<const NzVector2f> sinCosPtr, NzSparsePtr<const float> alphaPtr)
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{
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m_forwardQueue->AddBillboards(material, count, positionPtr, sizePtr, sinCosPtr, alphaPtr);
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}
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void NzDeferredRenderQueue::AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const float> sizePtr, NzSparsePtr<const float> anglePtr, NzSparsePtr<const NzColor> colorPtr)
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{
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m_forwardQueue->AddBillboards(material, count, positionPtr, sizePtr, anglePtr, colorPtr);
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}
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void NzDeferredRenderQueue::AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const float> sizePtr, NzSparsePtr<const float> anglePtr, NzSparsePtr<const float> alphaPtr)
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{
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m_forwardQueue->AddBillboards(material, count, positionPtr, sizePtr, anglePtr, alphaPtr);
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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::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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// Un matériau transparent ? J'aime pas, va voir dans la forward queue si j'y suis
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m_forwardQueue->AddMesh(material, meshData, meshAABB, transformMatrix);
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else
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DeferredRenderQueue::DeferredRenderQueue(ForwardRenderQueue* forwardQueue) :
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m_forwardQueue(forwardQueue)
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{
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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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BatchedModelEntry entry;
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entry.materialReleaseSlot.Connect(material->OnMaterialRelease, this, &NzDeferredRenderQueue::OnMaterialInvalidation);
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it = opaqueModels.insert(std::make_pair(material, std::move(entry))).first;
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}
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BatchedModelEntry& entry = it->second;
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entry.enabled = true;
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auto& meshMap = entry.meshMap;
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auto it2 = meshMap.find(meshData);
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if (it2 == meshMap.end())
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{
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MeshInstanceEntry instanceEntry;
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if (meshData.indexBuffer)
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instanceEntry.indexBufferReleaseSlot.Connect(meshData.indexBuffer->OnIndexBufferRelease, this, &NzDeferredRenderQueue::OnIndexBufferInvalidation);
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instanceEntry.vertexBufferReleaseSlot.Connect(meshData.vertexBuffer->OnVertexBufferRelease, this, &NzDeferredRenderQueue::OnVertexBufferInvalidation);
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it2 = meshMap.insert(std::make_pair(meshData, std::move(instanceEntry))).first;
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}
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// On ajoute la matrice à la liste des instances de cet objet
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std::vector<NzMatrix4f>& instances = it2->second.instances;
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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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entry.instancingEnabled = true; // Apparemment oui, activons l'instancing avec ce matériau
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}
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}
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void NzDeferredRenderQueue::AddSprites(const NzMaterial* material, const NzVertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const NzTexture* overlay)
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{
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m_forwardQueue->AddSprites(material, vertices, spriteCount, overlay);
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}
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void NzDeferredRenderQueue::Clear(bool fully)
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{
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NzAbstractRenderQueue::Clear(fully);
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if (fully)
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opaqueModels.clear();
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m_forwardQueue->Clear(fully);
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}
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void NzDeferredRenderQueue::OnIndexBufferInvalidation(const NzIndexBuffer* indexBuffer)
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{
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for (auto& modelPair : opaqueModels)
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void DeferredRenderQueue::AddBillboard(const Material* material, const Vector3f& position, const Vector2f& size, const Vector2f& sinCos, const Color& color)
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{
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MeshInstanceContainer& meshes = modelPair.second.meshMap;
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for (auto it = meshes.begin(); it != meshes.end();)
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m_forwardQueue->AddBillboard(material, position, size, sinCos, color);
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}
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void DeferredRenderQueue::AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const Color> colorPtr)
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{
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m_forwardQueue->AddBillboards(material, count, positionPtr, sizePtr, sinCosPtr, colorPtr);
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}
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void DeferredRenderQueue::AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr)
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{
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m_forwardQueue->AddBillboards(material, count, positionPtr, sizePtr, sinCosPtr, alphaPtr);
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}
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void DeferredRenderQueue::AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr)
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{
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m_forwardQueue->AddBillboards(material, count, positionPtr, sizePtr, anglePtr, colorPtr);
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}
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void DeferredRenderQueue::AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr)
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{
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m_forwardQueue->AddBillboards(material, count, positionPtr, sizePtr, anglePtr, alphaPtr);
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}
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void DeferredRenderQueue::AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const Color> colorPtr)
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{
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m_forwardQueue->AddBillboards(material, count, positionPtr, sizePtr, sinCosPtr, colorPtr);
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}
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void DeferredRenderQueue::AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr)
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{
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m_forwardQueue->AddBillboards(material, count, positionPtr, sizePtr, sinCosPtr, alphaPtr);
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}
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void DeferredRenderQueue::AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr)
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{
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m_forwardQueue->AddBillboards(material, count, positionPtr, sizePtr, anglePtr, colorPtr);
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}
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void DeferredRenderQueue::AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr)
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{
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m_forwardQueue->AddBillboards(material, count, positionPtr, sizePtr, anglePtr, alphaPtr);
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}
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void DeferredRenderQueue::AddDrawable(const Drawable* drawable)
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{
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m_forwardQueue->AddDrawable(drawable);
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}
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void DeferredRenderQueue::AddMesh(const Material* material, const MeshData& meshData, const Boxf& meshAABB, const Matrix4f& transformMatrix)
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{
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if (material->IsEnabled(RendererParameter_Blend))
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// Un matériau transparent ? J'aime pas, va voir dans la forward queue si j'y suis
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m_forwardQueue->AddMesh(material, meshData, meshAABB, transformMatrix);
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else
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{
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const NzMeshData& renderData = it->first;
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if (renderData.indexBuffer == indexBuffer)
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it = meshes.erase(it);
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else
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++it;
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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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BatchedModelEntry entry;
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entry.materialReleaseSlot.Connect(material->OnMaterialRelease, this, &DeferredRenderQueue::OnMaterialInvalidation);
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it = opaqueModels.insert(std::make_pair(material, std::move(entry))).first;
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}
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BatchedModelEntry& entry = it->second;
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entry.enabled = true;
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auto& meshMap = entry.meshMap;
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auto it2 = meshMap.find(meshData);
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if (it2 == meshMap.end())
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{
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MeshInstanceEntry instanceEntry;
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if (meshData.indexBuffer)
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instanceEntry.indexBufferReleaseSlot.Connect(meshData.indexBuffer->OnIndexBufferRelease, this, &DeferredRenderQueue::OnIndexBufferInvalidation);
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instanceEntry.vertexBufferReleaseSlot.Connect(meshData.vertexBuffer->OnVertexBufferRelease, this, &DeferredRenderQueue::OnVertexBufferInvalidation);
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it2 = meshMap.insert(std::make_pair(meshData, std::move(instanceEntry))).first;
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}
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// On ajoute la matrice à la liste des instances de cet objet
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std::vector<Matrix4f>& instances = it2->second.instances;
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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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entry.instancingEnabled = true; // Apparemment oui, activons l'instancing avec ce matériau
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}
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}
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}
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void NzDeferredRenderQueue::OnMaterialInvalidation(const NzMaterial* material)
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{
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opaqueModels.erase(material);
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}
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void NzDeferredRenderQueue::OnVertexBufferInvalidation(const NzVertexBuffer* vertexBuffer)
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{
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for (auto& modelPair : opaqueModels)
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void DeferredRenderQueue::AddSprites(const Material* material, const VertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const Texture* overlay)
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{
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MeshInstanceContainer& meshes = modelPair.second.meshMap;
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for (auto it = meshes.begin(); it != meshes.end();)
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m_forwardQueue->AddSprites(material, vertices, spriteCount, overlay);
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}
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void DeferredRenderQueue::Clear(bool fully)
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{
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AbstractRenderQueue::Clear(fully);
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if (fully)
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opaqueModels.clear();
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m_forwardQueue->Clear(fully);
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}
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void DeferredRenderQueue::OnIndexBufferInvalidation(const IndexBuffer* indexBuffer)
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{
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for (auto& modelPair : opaqueModels)
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{
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const NzMeshData& renderData = it->first;
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if (renderData.vertexBuffer == vertexBuffer)
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it = meshes.erase(it);
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else
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++it;
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MeshInstanceContainer& meshes = modelPair.second.meshMap;
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for (auto it = meshes.begin(); it != meshes.end();)
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{
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const MeshData& renderData = it->first;
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if (renderData.indexBuffer == indexBuffer)
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it = meshes.erase(it);
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else
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++it;
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}
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}
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}
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}
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bool NzDeferredRenderQueue::BatchedModelMaterialComparator::operator()(const NzMaterial* mat1, const NzMaterial* mat2) const
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{
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const NzUberShader* uberShader1 = mat1->GetShader();
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const NzUberShader* uberShader2 = mat2->GetShader();
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if (uberShader1 != uberShader2)
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return uberShader1 < uberShader2;
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const NzShader* shader1 = mat1->GetShaderInstance(nzShaderFlags_Deferred)->GetShader();
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const NzShader* shader2 = mat2->GetShaderInstance(nzShaderFlags_Deferred)->GetShader();
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if (shader1 != shader2)
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return shader1 < shader2;
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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::MeshDataComparator::operator()(const NzMeshData& data1, const NzMeshData& data2) const
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{
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const NzBuffer* buffer1;
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const NzBuffer* buffer2;
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buffer1 = (data1.indexBuffer) ? data1.indexBuffer->GetBuffer() : nullptr;
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buffer2 = (data2.indexBuffer) ? data2.indexBuffer->GetBuffer() : nullptr;
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if (buffer1 != buffer2)
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return buffer1 < buffer2;
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buffer1 = data1.vertexBuffer->GetBuffer();
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buffer2 = data2.vertexBuffer->GetBuffer();
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if (buffer1 != buffer2)
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return buffer1 < buffer2;
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return data1.primitiveMode < data2.primitiveMode;
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void DeferredRenderQueue::OnMaterialInvalidation(const Material* material)
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{
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opaqueModels.erase(material);
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}
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void DeferredRenderQueue::OnVertexBufferInvalidation(const VertexBuffer* vertexBuffer)
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{
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for (auto& modelPair : opaqueModels)
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{
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MeshInstanceContainer& meshes = modelPair.second.meshMap;
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for (auto it = meshes.begin(); it != meshes.end();)
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{
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const MeshData& renderData = it->first;
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if (renderData.vertexBuffer == vertexBuffer)
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it = meshes.erase(it);
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else
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++it;
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}
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}
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}
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bool DeferredRenderQueue::BatchedModelMaterialComparator::operator()(const Material* mat1, const Material* mat2) const
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{
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const UberShader* uberShader1 = mat1->GetShader();
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const UberShader* uberShader2 = mat2->GetShader();
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if (uberShader1 != uberShader2)
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return uberShader1 < uberShader2;
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const Shader* shader1 = mat1->GetShaderInstance(ShaderFlags_Deferred)->GetShader();
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const Shader* shader2 = mat2->GetShaderInstance(ShaderFlags_Deferred)->GetShader();
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if (shader1 != shader2)
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return shader1 < shader2;
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const Texture* diffuseMap1 = mat1->GetDiffuseMap();
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const Texture* 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 DeferredRenderQueue::MeshDataComparator::operator()(const MeshData& data1, const MeshData& data2) const
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{
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const Buffer* buffer1;
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const Buffer* buffer2;
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buffer1 = (data1.indexBuffer) ? data1.indexBuffer->GetBuffer() : nullptr;
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buffer2 = (data2.indexBuffer) ? data2.indexBuffer->GetBuffer() : nullptr;
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if (buffer1 != buffer2)
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return buffer1 < buffer2;
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buffer1 = data1.vertexBuffer->GetBuffer();
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buffer2 = data2.vertexBuffer->GetBuffer();
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if (buffer1 != buffer2)
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return buffer1 < buffer2;
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return data1.primitiveMode < data2.primitiveMode;
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}
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}
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