Graphics: Add DebugDrawer support
This commit is contained in:
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4a5f866754
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@ -220,6 +220,8 @@ int main()
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continue;
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continue;
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}
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}
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framePipeline.GetDebugDrawer().DrawLine(Nz::Vector3f::Zero(), Nz::Vector3f::Forward(), Nz::Color::Blue);
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viewerInstance.UpdateViewMatrix(Nz::Matrix4f::TransformInverse(viewerPos, camAngles));
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viewerInstance.UpdateViewMatrix(Nz::Matrix4f::TransformInverse(viewerPos, camAngles));
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viewerInstance.UpdateEyePosition(viewerPos);
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viewerInstance.UpdateEyePosition(viewerPos);
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@ -0,0 +1,50 @@
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// Copyright (C) 2022 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
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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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#pragma once
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#ifndef NAZARA_GRAPHICS_DEBUGDRAWPIPELINEPASS_HPP
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#define NAZARA_GRAPHICS_DEBUGDRAWPIPELINEPASS_HPP
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#include <Nazara/Prerequisites.hpp>
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#include <Nazara/Graphics/Config.hpp>
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#include <Nazara/Graphics/ElementRenderer.hpp>
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#include <Nazara/Graphics/FramePipelinePass.hpp>
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#include <Nazara/Graphics/MaterialPass.hpp>
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#include <Nazara/Graphics/RenderElement.hpp>
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#include <Nazara/Graphics/RenderQueue.hpp>
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#include <Nazara/Graphics/RenderQueueRegistry.hpp>
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#include <Nazara/Math/Frustum.hpp>
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namespace Nz
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{
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class AbstractViewer;
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class FrameGraph;
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class FramePipeline;
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class Material;
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class NAZARA_GRAPHICS_API DebugDrawPipelinePass : public FramePipelinePass
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{
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public:
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DebugDrawPipelinePass(FramePipeline& owner, AbstractViewer* viewer);
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DebugDrawPipelinePass(const DebugDrawPipelinePass&) = delete;
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DebugDrawPipelinePass(DebugDrawPipelinePass&&) = delete;
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~DebugDrawPipelinePass() = default;
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void Prepare(RenderFrame& renderFrame);
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void RegisterToFrameGraph(FrameGraph& frameGraph, std::size_t inputColorBufferIndex, std::size_t outputColorBufferIndex);
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DepthPipelinePass& operator=(const DepthPipelinePass&) = delete;
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DepthPipelinePass& operator=(DepthPipelinePass&&) = delete;
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private:
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AbstractViewer* m_viewer;
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FramePipeline& m_pipeline;
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};
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}
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#include <Nazara/Graphics/DebugDrawPipelinePass.inl>
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#endif // NAZARA_GRAPHICS_DEBUGDRAWPIPELINEPASS_HPP
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@ -0,0 +1,12 @@
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// Copyright (C) 2022 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
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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/DebugDrawPipelinePass.hpp>
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#include <Nazara/Graphics/Debug.hpp>
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namespace Nz
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{
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}
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#include <Nazara/Graphics/DebugOff.hpp>
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@ -11,6 +11,7 @@
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#include <Nazara/Graphics/BakedFrameGraph.hpp>
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#include <Nazara/Graphics/BakedFrameGraph.hpp>
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#include <Nazara/Graphics/Config.hpp>
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#include <Nazara/Graphics/Config.hpp>
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#include <Nazara/Graphics/DepthPipelinePass.hpp>
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#include <Nazara/Graphics/DepthPipelinePass.hpp>
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#include <Nazara/Graphics/DebugDrawPipelinePass.hpp>
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#include <Nazara/Graphics/ElementRenderer.hpp>
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#include <Nazara/Graphics/ElementRenderer.hpp>
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#include <Nazara/Graphics/ForwardPipelinePass.hpp>
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#include <Nazara/Graphics/ForwardPipelinePass.hpp>
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#include <Nazara/Graphics/FramePipeline.hpp>
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#include <Nazara/Graphics/FramePipeline.hpp>
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@ -106,10 +107,12 @@ namespace Nz
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struct ViewerData
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struct ViewerData
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{
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{
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std::size_t colorAttachment;
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std::size_t forwardColorAttachment;
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std::size_t debugColorAttachment;
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std::size_t depthStencilAttachment;
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std::size_t depthStencilAttachment;
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std::unique_ptr<DepthPipelinePass> depthPrepass;
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std::unique_ptr<DepthPipelinePass> depthPrepass;
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std::unique_ptr<ForwardPipelinePass> forwardPass;
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std::unique_ptr<ForwardPipelinePass> forwardPass;
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std::unique_ptr<DebugDrawPipelinePass> debugDrawPass;
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AbstractViewer* viewer;
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AbstractViewer* viewer;
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Int32 renderOrder = 0;
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Int32 renderOrder = 0;
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RenderQueueRegistry forwardRegistry;
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RenderQueueRegistry forwardRegistry;
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@ -12,6 +12,7 @@
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#include <Nazara/Graphics/RenderElement.hpp>
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#include <Nazara/Graphics/RenderElement.hpp>
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#include <Nazara/Graphics/RenderQueue.hpp>
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#include <Nazara/Graphics/RenderQueue.hpp>
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#include <Nazara/Graphics/WorldInstance.hpp>
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#include <Nazara/Graphics/WorldInstance.hpp>
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#include <Nazara/Renderer/DebugDrawer.hpp>
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#include <memory>
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#include <memory>
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#include <vector>
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#include <vector>
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@ -34,6 +35,7 @@ namespace Nz
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template<typename F> void ForEachElementRenderer(F&& callback);
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template<typename F> void ForEachElementRenderer(F&& callback);
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inline DebugDrawer& GetDebugDrawer();
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inline ElementRenderer& GetElementRenderer(std::size_t elementIndex);
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inline ElementRenderer& GetElementRenderer(std::size_t elementIndex);
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inline std::size_t GetElementRendererCount() const;
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inline std::size_t GetElementRendererCount() const;
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@ -66,6 +68,7 @@ namespace Nz
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private:
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private:
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std::vector<std::unique_ptr<ElementRenderer>> m_elementRenderers;
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std::vector<std::unique_ptr<ElementRenderer>> m_elementRenderers;
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DebugDrawer m_debugDrawer;
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};
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};
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}
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}
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@ -8,6 +8,11 @@
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namespace Nz
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namespace Nz
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{
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{
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inline DebugDrawer& FramePipeline::GetDebugDrawer()
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{
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return m_debugDrawer;
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}
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inline ElementRenderer& FramePipeline::GetElementRenderer(std::size_t elementIndex)
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inline ElementRenderer& FramePipeline::GetElementRenderer(std::size_t elementIndex)
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{
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{
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assert(elementIndex < m_elementRenderers.size());
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assert(elementIndex < m_elementRenderers.size());
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@ -40,6 +40,9 @@ namespace Nz
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template<typename T = RenderWindow, typename... Args> T& CreateWindow(Args&&... args);
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template<typename T = RenderWindow, typename... Args> T& CreateWindow(Args&&... args);
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inline FramePipeline& GetFramePipeline();
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inline const FramePipeline& GetFramePipeline() const;
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void Update(float elapsedTime);
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void Update(float elapsedTime);
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RenderSystem& operator=(const RenderSystem&) = delete;
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RenderSystem& operator=(const RenderSystem&) = delete;
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@ -20,6 +20,16 @@ namespace Nz
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return windowRef;
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return windowRef;
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}
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}
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inline FramePipeline& RenderSystem::GetFramePipeline()
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{
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return *m_pipeline;
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}
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inline const FramePipeline& RenderSystem::GetFramePipeline() const
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{
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return *m_pipeline;
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}
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}
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}
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#include <Nazara/Graphics/DebugOff.hpp>
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#include <Nazara/Graphics/DebugOff.hpp>
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@ -0,0 +1,47 @@
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// Copyright (C) 2022 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
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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/DebugDrawPipelinePass.hpp>
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#include <Nazara/Graphics/AbstractViewer.hpp>
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#include <Nazara/Renderer/RenderFrame.hpp>
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#include <Nazara/Graphics/Debug.hpp>
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namespace Nz
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{
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DebugDrawPipelinePass::DebugDrawPipelinePass(FramePipeline& owner, AbstractViewer* viewer) :
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m_viewer(viewer),
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m_pipeline(owner)
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{
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}
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void DebugDrawPipelinePass::Prepare(RenderFrame& renderFrame)
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{
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DebugDrawer& debugDrawer = m_pipeline.GetDebugDrawer();
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debugDrawer.SetViewerData(m_viewer->GetViewerInstance().GetViewProjMatrix());
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debugDrawer.Prepare(renderFrame);
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}
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void DebugDrawPipelinePass::RegisterToFrameGraph(FrameGraph& frameGraph, std::size_t inputColorBufferIndex, std::size_t outputColorBufferIndex)
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{
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FramePass& debugDrawPass = frameGraph.AddPass("Debug draw pass");
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debugDrawPass.AddInput(inputColorBufferIndex);
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debugDrawPass.AddOutput(outputColorBufferIndex);
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debugDrawPass.SetExecutionCallback([&]()
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{
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return FramePassExecution::UpdateAndExecute;
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});
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debugDrawPass.SetCommandCallback([this](CommandBufferBuilder& builder, const FramePassEnvironment& /*env*/)
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{
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Recti viewport = m_viewer->GetViewport();
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builder.SetScissor(viewport);
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builder.SetViewport(viewport);
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DebugDrawer& debugDrawer = m_pipeline.GetDebugDrawer();
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debugDrawer.Draw(builder);
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});
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}
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}
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@ -164,6 +164,7 @@ namespace Nz
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std::size_t viewerIndex;
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std::size_t viewerIndex;
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auto& viewerData = *m_viewerPool.Allocate(viewerIndex);
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auto& viewerData = *m_viewerPool.Allocate(viewerIndex);
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viewerData.renderOrder = renderOrder;
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viewerData.renderOrder = renderOrder;
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viewerData.debugDrawPass = std::make_unique<DebugDrawPipelinePass>(*this, viewerInstance);
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viewerData.depthPrepass = std::make_unique<DepthPipelinePass>(*this, viewerInstance);
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viewerData.depthPrepass = std::make_unique<DepthPipelinePass>(*this, viewerInstance);
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viewerData.forwardPass = std::make_unique<ForwardPipelinePass>(*this, viewerInstance);
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viewerData.forwardPass = std::make_unique<ForwardPipelinePass>(*this, viewerInstance);
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viewerData.viewer = viewerInstance;
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viewerData.viewer = viewerInstance;
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@ -209,7 +210,7 @@ namespace Nz
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renderFrame.Execute([&](CommandBufferBuilder& builder)
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renderFrame.Execute([&](CommandBufferBuilder& builder)
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{
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{
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builder.BeginDebugRegion("UBO Update", Color::Yellow);
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builder.BeginDebugRegion("CPU to GPU transfers", Color::Yellow);
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{
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{
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builder.PreTransferBarrier();
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builder.PreTransferBarrier();
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viewerData.depthPrepass->Prepare(renderFrame, frustum, m_visibleRenderables, depthVisibilityHash);
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viewerData.depthPrepass->Prepare(renderFrame, frustum, m_visibleRenderables, depthVisibilityHash);
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viewerData.forwardPass->Prepare(renderFrame, frustum, m_visibleRenderables, m_visibleLights, visibilityHash);
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viewerData.forwardPass->Prepare(renderFrame, frustum, m_visibleRenderables, m_visibleLights, visibilityHash);
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viewerData.debugDrawPass->Prepare(renderFrame);
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}
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}
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if (m_bakedFrameGraph.Resize(renderFrame))
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if (m_bakedFrameGraph.Resize(renderFrame))
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{
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{
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0,
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0,
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ShaderBinding::TextureBinding {
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ShaderBinding::TextureBinding {
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m_bakedFrameGraph.GetAttachmentTexture(viewerData.colorAttachment).get(),
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m_bakedFrameGraph.GetAttachmentTexture(viewerData.debugColorAttachment).get(),
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sampler.get()
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sampler.get()
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}
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}
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}
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}
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}, QueueType::Graphics);
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}, QueueType::Graphics);
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}
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}
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// reset at the end instead of the beginning so debug draw can be used before calling this method
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DebugDrawer& debugDrawer = GetDebugDrawer();
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debugDrawer.Reset(renderFrame);
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}
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}
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void ForwardFramePipeline::UnregisterLight(std::size_t lightIndex)
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void ForwardFramePipeline::UnregisterLight(std::size_t lightIndex)
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for (auto& viewerData : m_viewerPool)
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for (auto& viewerData : m_viewerPool)
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{
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{
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viewerData.colorAttachment = frameGraph.AddAttachment({
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viewerData.forwardColorAttachment = frameGraph.AddAttachment({
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"Color",
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"Forward output",
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PixelFormat::RGBA8
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PixelFormat::RGBA8
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});
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});
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viewerData.debugColorAttachment = frameGraph.AddAttachmentProxy("Debug draw output", viewerData.forwardColorAttachment);
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viewerData.depthStencilAttachment = frameGraph.AddAttachment({
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viewerData.depthStencilAttachment = frameGraph.AddAttachment({
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"Depth-stencil buffer",
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"Depth-stencil buffer",
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if (viewerData.depthPrepass)
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if (viewerData.depthPrepass)
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viewerData.depthPrepass->RegisterToFrameGraph(frameGraph, viewerData.depthStencilAttachment);
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viewerData.depthPrepass->RegisterToFrameGraph(frameGraph, viewerData.depthStencilAttachment);
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viewerData.forwardPass->RegisterToFrameGraph(frameGraph, viewerData.colorAttachment, viewerData.depthStencilAttachment, viewerData.depthPrepass != nullptr);
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viewerData.forwardPass->RegisterToFrameGraph(frameGraph, viewerData.forwardColorAttachment, viewerData.depthStencilAttachment, viewerData.depthPrepass != nullptr);
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viewerData.debugDrawPass->RegisterToFrameGraph(frameGraph, viewerData.forwardColorAttachment, viewerData.debugColorAttachment);
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}
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}
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using ViewerPair = std::pair<const RenderTarget*, const ViewerData*>;
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using ViewerPair = std::pair<const RenderTarget*, const ViewerData*>;
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});
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});
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for (const ViewerData* viewerData : targetViewers)
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for (const ViewerData* viewerData : targetViewers)
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mergePass.AddInput(viewerData->colorAttachment);
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mergePass.AddInput(viewerData->debugColorAttachment);
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mergePass.AddOutput(renderTargetData.finalAttachment);
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mergePass.AddOutput(renderTargetData.finalAttachment);
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mergePass.SetClearColor(0, Color::Black);
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mergePass.SetClearColor(0, Color::Black);
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namespace Nz
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namespace Nz
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{
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{
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FramePipeline::FramePipeline()
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FramePipeline::FramePipeline() :
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m_elementRenderers(BasicRenderElementCount),
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m_debugDrawer(*Graphics::Instance()->GetRenderDevice())
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{
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{
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m_elementRenderers.resize(BasicRenderElementCount);
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m_elementRenderers[UnderlyingCast(BasicRenderElement::SpriteChain)] = std::make_unique<SpriteChainRenderer>(*Graphics::Instance()->GetRenderDevice());
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m_elementRenderers[UnderlyingCast(BasicRenderElement::SpriteChain)] = std::make_unique<SpriteChainRenderer>(*Graphics::Instance()->GetRenderDevice());
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m_elementRenderers[UnderlyingCast(BasicRenderElement::Submesh)] = std::make_unique<SubmeshRenderer>();
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m_elementRenderers[UnderlyingCast(BasicRenderElement::Submesh)] = std::make_unique<SubmeshRenderer>();
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}
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}
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