// Copyright (C) 2014 Jérôme Leclercq // This file is part of the "Nazara Engine - Graphics module" // For conditions of distribution and use, see copyright notice in Config.hpp #pragma once #ifndef NAZARA_FORWARDRENDERTECHNIQUE_HPP #define NAZARA_FORWARDRENDERTECHNIQUE_HPP #include #include #include #include #include #include #include #include class NAZARA_API NzForwardRenderTechnique : public NzAbstractRenderTechnique, NzResourceListener { public: NzForwardRenderTechnique(); ~NzForwardRenderTechnique(); void Clear(const NzScene* scene) const; bool Draw(const NzScene* scene) const; unsigned int GetMaxLightPassPerObject() const; NzAbstractRenderQueue* GetRenderQueue() override; nzRenderTechniqueType GetType() const override; void SetMaxLightPassPerObject(unsigned int passCount); private: struct LightUniforms; void DrawOpaqueModels(const NzScene* scene) const; void DrawSprites(const NzScene* scene) const; void DrawTransparentModels(const NzScene* scene) const; const LightUniforms* GetLightUniforms(const NzShader* shader) const; struct LightUniforms { NzLightUniforms uniforms; bool exists; int offset; // "Distance" entre Lights[0].type et Lights[1].type /// Moins coûteux en mémoire que de stocker un NzLightUniforms par index de lumière, /// à voir si ça fonctionne chez tout le monde }; mutable std::unordered_map m_lightUniforms; mutable NzForwardRenderQueue m_renderQueue; NzIndexBufferRef m_indexBuffer; mutable NzLightManager m_directionalLights; mutable NzLightManager m_lights; NzVertexBuffer m_spriteBuffer; unsigned int m_maxLightPassPerObject; }; #endif // NAZARA_FORWARDRENDERTECHNIQUE_HPP