Graphics: Add depth render technique/queue
Former-commit-id: 711306ee5f84a9579068ce23240dc105cec15cde
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363
src/Nazara/Graphics/DepthRenderTechnique.cpp
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363
src/Nazara/Graphics/DepthRenderTechnique.cpp
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// Copyright (C) 2015 Jérôme Leclercq
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// This file is part of the "Nazara Engine - Graphics module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/Graphics/DepthRenderTechnique.hpp>
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#include <Nazara/Core/ErrorFlags.hpp>
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#include <Nazara/Core/OffsetOf.hpp>
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#include <Nazara/Graphics/AbstractBackground.hpp>
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#include <Nazara/Graphics/Camera.hpp>
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#include <Nazara/Graphics/Drawable.hpp>
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#include <Nazara/Graphics/Light.hpp>
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#include <Nazara/Graphics/Material.hpp>
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#include <Nazara/Graphics/Sprite.hpp>
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#include <Nazara/Renderer/Config.hpp>
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#include <Nazara/Renderer/Renderer.hpp>
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#include <Nazara/Utility/BufferMapper.hpp>
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#include <Nazara/Utility/StaticMesh.hpp>
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#include <Nazara/Utility/VertexStruct.hpp>
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#include <limits>
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#include <memory>
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#include <Nazara/Graphics/Debug.hpp>
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namespace
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{
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struct BillboardPoint
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{
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NzColor color;
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NzVector3f position;
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NzVector2f size;
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NzVector2f sinCos; // must follow `size` (both will be sent as a Vector4f)
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NzVector2f uv;
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};
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static_assert(NzOffsetOf(BillboardPoint, sinCos) - NzOffsetOf(BillboardPoint, size) == sizeof(NzVector2f), "size and sinCos members should be packed");
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unsigned int s_maxQuads = std::numeric_limits<nzUInt16>::max()/6;
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unsigned int s_vertexBufferSize = 4*1024*1024; // 4 MiB
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}
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NzDepthRenderTechnique::NzDepthRenderTechnique() :
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m_vertexBuffer(nzBufferType_Vertex)
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{
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NzErrorFlags flags(nzErrorFlag_ThrowException, true);
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m_vertexBuffer.Create(s_vertexBufferSize, nzDataStorage_Hardware, nzBufferUsage_Dynamic);
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m_billboardPointBuffer.Reset(&s_billboardVertexDeclaration, &m_vertexBuffer);
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m_spriteBuffer.Reset(NzVertexDeclaration::Get(nzVertexLayout_XYZ_Color_UV), &m_vertexBuffer);
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}
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bool NzDepthRenderTechnique::Draw(const NzSceneData& sceneData) const
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{
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NzRenderer::Enable(nzRendererParameter_DepthBuffer, true);
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NzRenderer::Enable(nzRendererParameter_DepthWrite, true);
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NzRenderer::Clear(nzRendererBuffer_Depth);
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// Just in case the background does render depth
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if (sceneData.background)
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sceneData.background->Draw(sceneData.viewer);
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if (!m_renderQueue.meshes.empty())
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DrawOpaqueModels(sceneData);
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if (!m_renderQueue.basicSprites.empty())
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DrawBasicSprites(sceneData);
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if (!m_renderQueue.billboards.empty())
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DrawBillboards(sceneData);
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// Other custom drawables
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for (const NzDrawable* drawable : m_renderQueue.otherDrawables)
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drawable->Draw();
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return true;
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}
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NzAbstractRenderQueue* NzDepthRenderTechnique::GetRenderQueue()
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{
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return &m_renderQueue;
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}
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nzRenderTechniqueType NzDepthRenderTechnique::GetType() const
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{
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return nzRenderTechniqueType_BasicForward;
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}
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bool NzDepthRenderTechnique::Initialize()
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{
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try
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{
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NzErrorFlags flags(nzErrorFlag_ThrowException, true);
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s_quadIndexBuffer.Reset(false, s_maxQuads*6, nzDataStorage_Hardware, nzBufferUsage_Static);
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NzBufferMapper<NzIndexBuffer> mapper(s_quadIndexBuffer, nzBufferAccess_WriteOnly);
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nzUInt16* indices = static_cast<nzUInt16*>(mapper.GetPointer());
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for (unsigned int i = 0; i < s_maxQuads; ++i)
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{
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*indices++ = i*4 + 0;
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*indices++ = i*4 + 2;
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*indices++ = i*4 + 1;
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*indices++ = i*4 + 2;
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*indices++ = i*4 + 3;
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*indices++ = i*4 + 1;
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}
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mapper.Unmap(); // Inutile de garder le buffer ouvert plus longtemps
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// Quad buffer (utilisé pour l'instancing de billboard et de sprites)
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//Note: Les UV sont calculés dans le shader
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s_quadVertexBuffer.Reset(NzVertexDeclaration::Get(nzVertexLayout_XY), 4, nzDataStorage_Hardware, nzBufferUsage_Static);
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float vertices[2*4] = {
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-0.5f, -0.5f,
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0.5f, -0.5f,
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-0.5f, 0.5f,
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0.5f, 0.5f,
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};
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s_quadVertexBuffer.FillRaw(vertices, 0, sizeof(vertices));
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// Déclaration lors du rendu des billboards par sommet
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s_billboardVertexDeclaration.EnableComponent(nzVertexComponent_Color, nzComponentType_Color, NzOffsetOf(BillboardPoint, color));
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s_billboardVertexDeclaration.EnableComponent(nzVertexComponent_Position, nzComponentType_Float3, NzOffsetOf(BillboardPoint, position));
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s_billboardVertexDeclaration.EnableComponent(nzVertexComponent_TexCoord, nzComponentType_Float2, NzOffsetOf(BillboardPoint, uv));
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s_billboardVertexDeclaration.EnableComponent(nzVertexComponent_Userdata0, nzComponentType_Float4, NzOffsetOf(BillboardPoint, size)); // Englobe sincos
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// Declaration utilisée lors du rendu des billboards par instancing
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// L'avantage ici est la copie directe (std::memcpy) des données de la RenderQueue vers le buffer GPU
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s_billboardInstanceDeclaration.EnableComponent(nzVertexComponent_InstanceData0, nzComponentType_Float3, NzOffsetOf(NzForwardRenderQueue::BillboardData, center));
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s_billboardInstanceDeclaration.EnableComponent(nzVertexComponent_InstanceData1, nzComponentType_Float4, NzOffsetOf(NzForwardRenderQueue::BillboardData, size)); // Englobe sincos
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s_billboardInstanceDeclaration.EnableComponent(nzVertexComponent_InstanceData2, nzComponentType_Color, NzOffsetOf(NzForwardRenderQueue::BillboardData, color));
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// Material
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s_material = NzMaterial::New();
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s_material->Enable(nzRendererParameter_ColorWrite, false);
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s_material->Enable(nzRendererParameter_FaceCulling, false);
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}
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catch (const std::exception& e)
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{
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NazaraError("Failed to initialise: " + NzString(e.what()));
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return false;
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}
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return true;
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}
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void NzDepthRenderTechnique::Uninitialize()
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{
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s_material.Reset();
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s_quadIndexBuffer.Reset();
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s_quadVertexBuffer.Reset();
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}
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void NzDepthRenderTechnique::DrawBasicSprites(const NzSceneData& sceneData) const
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{
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NzRenderer::SetIndexBuffer(&s_quadIndexBuffer);
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NzRenderer::SetMatrix(nzMatrixType_World, NzMatrix4f::Identity());
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NzRenderer::SetVertexBuffer(&m_spriteBuffer);
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auto& spriteChainVector = m_renderQueue.basicSprites;
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unsigned int spriteChainCount = spriteChainVector.size();
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if (spriteChainCount > 0)
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{
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s_material->Apply();
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unsigned int spriteChain = 0; // Quelle chaîne de sprite traitons-nous
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unsigned int spriteChainOffset = 0; // À quel offset dans la dernière chaîne nous sommes-nous arrêtés
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do
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{
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// On ouvre le buffer en écriture
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NzBufferMapper<NzVertexBuffer> vertexMapper(m_spriteBuffer, nzBufferAccess_DiscardAndWrite);
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NzVertexStruct_XYZ_Color_UV* vertices = reinterpret_cast<NzVertexStruct_XYZ_Color_UV*>(vertexMapper.GetPointer());
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unsigned int spriteCount = 0;
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unsigned int maxSpriteCount = std::min(s_maxQuads, m_spriteBuffer.GetVertexCount()/4);
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do
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{
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NzDepthRenderQueue::SpriteChain_XYZ_Color_UV& currentChain = spriteChainVector[spriteChain];
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unsigned int count = std::min(maxSpriteCount - spriteCount, currentChain.spriteCount - spriteChainOffset);
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std::memcpy(vertices, currentChain.vertices + spriteChainOffset*4, 4*count*sizeof(NzVertexStruct_XYZ_Color_UV));
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vertices += count*4;
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spriteCount += count;
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spriteChainOffset += count;
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// Avons-nous traité la chaîne entière ?
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if (spriteChainOffset == currentChain.spriteCount)
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{
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spriteChain++;
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spriteChainOffset = 0;
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}
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}
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while (spriteCount < maxSpriteCount && spriteChain < spriteChainCount);
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vertexMapper.Unmap();
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NzRenderer::DrawIndexedPrimitives(nzPrimitiveMode_TriangleList, 0, spriteCount*6);
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}
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while (spriteChain < spriteChainCount);
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spriteChainVector.clear();
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}
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}
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void NzDepthRenderTechnique::DrawBillboards(const NzSceneData& sceneData) const
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{
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if (NzRenderer::HasCapability(nzRendererCap_Instancing))
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{
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NzVertexBuffer* instanceBuffer = NzRenderer::GetInstanceBuffer();
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instanceBuffer->SetVertexDeclaration(&s_billboardInstanceDeclaration);
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NzRenderer::SetVertexBuffer(&s_quadVertexBuffer);
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auto& billboardVector = m_renderQueue.billboards;
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unsigned int billboardCount = billboardVector.size();
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if (billboardCount > 0)
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{
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s_material->Apply(nzShaderFlags_Billboard | nzShaderFlags_Instancing);
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const NzDepthRenderQueue::BillboardData* data = &billboardVector[0];
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unsigned int maxBillboardPerDraw = instanceBuffer->GetVertexCount();
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do
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{
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unsigned int renderedBillboardCount = std::min(billboardCount, maxBillboardPerDraw);
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billboardCount -= renderedBillboardCount;
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instanceBuffer->Fill(data, 0, renderedBillboardCount, true);
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data += renderedBillboardCount;
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NzRenderer::DrawPrimitivesInstanced(renderedBillboardCount, nzPrimitiveMode_TriangleStrip, 0, 4);
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}
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while (billboardCount > 0);
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billboardVector.clear();
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}
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}
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else
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{
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NzRenderer::SetIndexBuffer(&s_quadIndexBuffer);
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NzRenderer::SetVertexBuffer(&m_billboardPointBuffer);
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auto& billboardVector = m_renderQueue.billboards;
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unsigned int billboardCount = billboardVector.size();
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if (billboardCount > 0)
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{
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s_material->Apply(nzShaderFlags_Billboard);
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const NzDepthRenderQueue::BillboardData* data = &billboardVector[0];
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unsigned int maxBillboardPerDraw = std::min(s_maxQuads, m_billboardPointBuffer.GetVertexCount()/4);
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do
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{
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unsigned int renderedBillboardCount = std::min(billboardCount, maxBillboardPerDraw);
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billboardCount -= renderedBillboardCount;
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NzBufferMapper<NzVertexBuffer> vertexMapper(m_billboardPointBuffer, nzBufferAccess_DiscardAndWrite, 0, renderedBillboardCount*4);
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BillboardPoint* vertices = reinterpret_cast<BillboardPoint*>(vertexMapper.GetPointer());
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for (unsigned int i = 0; i < renderedBillboardCount; ++i)
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{
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const NzDepthRenderQueue::BillboardData& billboard = *data++;
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vertices->color = billboard.color;
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vertices->position = billboard.center;
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vertices->sinCos = billboard.sinCos;
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vertices->size = billboard.size;
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vertices->uv.Set(0.f, 1.f);
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vertices++;
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vertices->color = billboard.color;
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vertices->position = billboard.center;
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vertices->sinCos = billboard.sinCos;
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vertices->size = billboard.size;
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vertices->uv.Set(1.f, 1.f);
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vertices++;
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vertices->color = billboard.color;
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vertices->position = billboard.center;
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vertices->sinCos = billboard.sinCos;
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vertices->size = billboard.size;
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vertices->uv.Set(0.f, 0.f);
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vertices++;
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vertices->color = billboard.color;
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vertices->position = billboard.center;
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vertices->sinCos = billboard.sinCos;
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vertices->size = billboard.size;
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vertices->uv.Set(1.f, 0.f);
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vertices++;
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}
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vertexMapper.Unmap();
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NzRenderer::DrawIndexedPrimitives(nzPrimitiveMode_TriangleList, 0, renderedBillboardCount*6);
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}
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while (billboardCount > 0);
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billboardVector.clear();
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}
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}
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}
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void NzDepthRenderTechnique::DrawOpaqueModels(const NzSceneData& sceneData) const
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{
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s_material->Apply();
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for (auto& meshIt : m_renderQueue.meshes)
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{
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const NzMeshData& meshData = meshIt.first;
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auto& meshEntry = meshIt.second;
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std::vector<NzMatrix4f>& instances = meshEntry.instances;
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if (!instances.empty())
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{
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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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NzRenderer::DrawCall drawFunc;
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NzRenderer::DrawCallInstanced instancedDrawFunc;
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unsigned int indexCount;
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if (indexBuffer)
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{
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drawFunc = NzRenderer::DrawIndexedPrimitives;
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instancedDrawFunc = NzRenderer::DrawIndexedPrimitivesInstanced;
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indexCount = indexBuffer->GetIndexCount();
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}
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else
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{
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drawFunc = NzRenderer::DrawPrimitives;
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instancedDrawFunc = NzRenderer::DrawPrimitivesInstanced;
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indexCount = vertexBuffer->GetVertexCount();
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}
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NzRenderer::SetIndexBuffer(indexBuffer);
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NzRenderer::SetVertexBuffer(vertexBuffer);
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// Sans instancing, on doit effectuer un draw call 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, matrix);
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drawFunc(meshData.primitiveMode, 0, indexCount);
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}
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instances.clear();
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}
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}
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}
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NzIndexBuffer NzDepthRenderTechnique::s_quadIndexBuffer;
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NzMaterialRef NzDepthRenderTechnique::s_material;
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NzVertexBuffer NzDepthRenderTechnique::s_quadVertexBuffer;
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NzVertexDeclaration NzDepthRenderTechnique::s_billboardInstanceDeclaration;
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NzVertexDeclaration NzDepthRenderTechnique::s_billboardVertexDeclaration;
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