100 lines
3.7 KiB
C++
100 lines
3.7 KiB
C++
// 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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#pragma once
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#ifndef NAZARA_FORWARDRENDERTECHNIQUE_HPP
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#define NAZARA_FORWARDRENDERTECHNIQUE_HPP
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#include <Nazara/Prerequesites.hpp>
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#include <Nazara/Graphics/AbstractRenderTechnique.hpp>
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#include <Nazara/Graphics/Config.hpp>
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#include <Nazara/Graphics/ForwardRenderQueue.hpp>
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#include <Nazara/Graphics/Light.hpp>
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#include <Nazara/Renderer/Shader.hpp>
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#include <Nazara/Utility/IndexBuffer.hpp>
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#include <Nazara/Utility/VertexBuffer.hpp>
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namespace Nz
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{
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class NAZARA_GRAPHICS_API ForwardRenderTechnique : public AbstractRenderTechnique
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{
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public:
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ForwardRenderTechnique();
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~ForwardRenderTechnique() = default;
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bool Draw(const SceneData& sceneData) const override;
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unsigned int GetMaxLightPassPerObject() const;
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AbstractRenderQueue* GetRenderQueue() override;
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RenderTechniqueType GetType() const override;
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void SetMaxLightPassPerObject(unsigned int passCount);
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static bool Initialize();
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static void Uninitialize();
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private:
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struct ShaderUniforms;
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void ChooseLights(const Spheref& object, bool includeDirectionalLights = true) const;
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void DrawBasicSprites(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const;
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void DrawBillboards(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const;
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void DrawOpaqueModels(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const;
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void DrawTransparentModels(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const;
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const ShaderUniforms* GetShaderUniforms(const Shader* shader) const;
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void OnShaderInvalidated(const Shader* shader) const;
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void SendLightUniforms(const Shader* shader, const LightUniforms& uniforms, unsigned int index, unsigned int uniformOffset) const;
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static float ComputeDirectionalLightScore(const Spheref& object, const AbstractRenderQueue::DirectionalLight& light);
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static float ComputePointLightScore(const Spheref& object, const AbstractRenderQueue::PointLight& light);
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static float ComputeSpotLightScore(const Spheref& object, const AbstractRenderQueue::SpotLight& light);
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static bool IsDirectionalLightSuitable(const Spheref& object, const AbstractRenderQueue::DirectionalLight& light);
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static bool IsPointLightSuitable(const Spheref& object, const AbstractRenderQueue::PointLight& light);
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static bool IsSpotLightSuitable(const Spheref& object, const AbstractRenderQueue::SpotLight& light);
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struct LightIndex
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{
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LightType type;
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float score;
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unsigned int index;
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};
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struct ShaderUniforms
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{
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NazaraSlot(Shader, OnShaderUniformInvalidated, shaderUniformInvalidatedSlot);
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NazaraSlot(Shader, OnShaderRelease, shaderReleaseSlot);
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LightUniforms lightUniforms;
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bool hasLightUniforms;
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/// Moins coûteux en mémoire que de stocker un LightUniforms par index de lumière,
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/// à voir si ça fonctionne chez tout le monde
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int lightOffset; // "Distance" entre Lights[0].type et Lights[1].type
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// Autre uniformes
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int eyePosition;
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int sceneAmbient;
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int textureOverlay;
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};
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mutable std::unordered_map<const Shader*, ShaderUniforms> m_shaderUniforms;
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mutable std::vector<LightIndex> m_lights;
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Buffer m_vertexBuffer;
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mutable ForwardRenderQueue m_renderQueue;
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VertexBuffer m_billboardPointBuffer;
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VertexBuffer m_spriteBuffer;
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unsigned int m_maxLightPassPerObject;
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static IndexBuffer s_quadIndexBuffer;
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static VertexBuffer s_quadVertexBuffer;
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static VertexDeclaration s_billboardInstanceDeclaration;
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static VertexDeclaration s_billboardVertexDeclaration;
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};
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}
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#include <Nazara/Graphics/ForwardRenderTechnique.inl>
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#endif // NAZARA_FORWARDRENDERTECHNIQUE_HPP
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