NazaraEngine/include/Nazara/Graphics/ForwardRenderTechnique.inl

207 lines
7.6 KiB
C++

// Copyright (C) 2015 Jérôme Leclercq
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Renderer/Renderer.hpp>
namespace Nz
{
/*!
* \brief Sens the uniforms for light
*
* \param shader Shader to send uniforms to
* \param uniforms Uniforms to send
* \param index Index of the light
* \param uniformOffset Offset for the uniform
* \param availableTextureUnit Unit texture available
*/
inline void ForwardRenderTechnique::SendLightUniforms(const Shader* shader, const LightUniforms& uniforms, unsigned int index, unsigned int uniformOffset, UInt8 availableTextureUnit) const
{
// If anyone got a better idea..
int dummyCubemap = Renderer::GetMaxTextureUnits() - 1;
int dummyTexture = Renderer::GetMaxTextureUnits() - 2;
if (index < m_lights.size())
{
const LightIndex& lightIndex = m_lights[index];
shader->SendInteger(uniforms.locations.type + uniformOffset, lightIndex.type); //< Sends the light type
switch (lightIndex.type)
{
case LightType_Directional:
{
const auto& light = m_renderQueue.directionalLights[lightIndex.index];
shader->SendColor(uniforms.locations.color + uniformOffset, light.color);
shader->SendVector(uniforms.locations.factors + uniformOffset, Vector2f(light.ambientFactor, light.diffuseFactor));
shader->SendVector(uniforms.locations.parameters1 + uniformOffset, Vector4f(light.direction));
shader->SendBoolean(uniforms.locations.shadowMapping + uniformOffset, light.shadowMap != nullptr);
if (light.shadowMap)
{
Renderer::SetTexture(availableTextureUnit, light.shadowMap);
Renderer::SetTextureSampler(availableTextureUnit, s_shadowSampler);
shader->SendMatrix(uniforms.locations.lightViewProjMatrix + index, light.transformMatrix);
shader->SendInteger(uniforms.locations.directionalSpotLightShadowMap + index, availableTextureUnit);
}
else
shader->SendInteger(uniforms.locations.directionalSpotLightShadowMap + index, dummyTexture);
shader->SendInteger(uniforms.locations.pointLightShadowMap + index, dummyCubemap);
break;
}
case LightType_Point:
{
const auto& light = m_renderQueue.pointLights[lightIndex.index];
shader->SendColor(uniforms.locations.color + uniformOffset, light.color);
shader->SendVector(uniforms.locations.factors + uniformOffset, Vector2f(light.ambientFactor, light.diffuseFactor));
shader->SendVector(uniforms.locations.parameters1 + uniformOffset, Vector4f(light.position, light.attenuation));
shader->SendVector(uniforms.locations.parameters2 + uniformOffset, Vector4f(0.f, 0.f, 0.f, light.invRadius));
shader->SendBoolean(uniforms.locations.shadowMapping + uniformOffset, light.shadowMap != nullptr);
if (light.shadowMap)
{
Renderer::SetTexture(availableTextureUnit, light.shadowMap);
Renderer::SetTextureSampler(availableTextureUnit, s_shadowSampler);
shader->SendInteger(uniforms.locations.pointLightShadowMap + index, availableTextureUnit);
}
else
shader->SendInteger(uniforms.locations.pointLightShadowMap + index, dummyCubemap);
shader->SendInteger(uniforms.locations.directionalSpotLightShadowMap + index, dummyTexture);
break;
}
case LightType_Spot:
{
const auto& light = m_renderQueue.spotLights[lightIndex.index];
shader->SendColor(uniforms.locations.color + uniformOffset, light.color);
shader->SendVector(uniforms.locations.factors + uniformOffset, Vector2f(light.ambientFactor, light.diffuseFactor));
shader->SendVector(uniforms.locations.parameters1 + uniformOffset, Vector4f(light.position, light.attenuation));
shader->SendVector(uniforms.locations.parameters2 + uniformOffset, Vector4f(light.direction, light.invRadius));
shader->SendVector(uniforms.locations.parameters3 + uniformOffset, Vector2f(light.innerAngleCosine, light.outerAngleCosine));
shader->SendBoolean(uniforms.locations.shadowMapping + uniformOffset, light.shadowMap != nullptr);
if (light.shadowMap)
{
Renderer::SetTexture(availableTextureUnit, light.shadowMap);
Renderer::SetTextureSampler(availableTextureUnit, s_shadowSampler);
shader->SendMatrix(uniforms.locations.lightViewProjMatrix + index, light.transformMatrix);
shader->SendInteger(uniforms.locations.directionalSpotLightShadowMap + index, availableTextureUnit);
}
else
shader->SendInteger(uniforms.locations.directionalSpotLightShadowMap + index, dummyTexture);
shader->SendInteger(uniforms.locations.pointLightShadowMap + index, dummyCubemap);
break;
}
}
}
else
{
shader->SendInteger(uniforms.locations.type + uniformOffset, -1); //< Disable the light in the shader
shader->SendInteger(uniforms.locations.directionalSpotLightShadowMap + index, dummyTexture);
shader->SendInteger(uniforms.locations.pointLightShadowMap + index, dummyCubemap);
}
}
/*!
* \brief Computes the score for directional light
* \return 0.f
*
* \param object Sphere symbolising the object
* \param light Light to compute
*/
inline float ForwardRenderTechnique::ComputeDirectionalLightScore(const Spheref& object, const AbstractRenderQueue::DirectionalLight& light)
{
NazaraUnused(object);
NazaraUnused(light);
///TODO: Compute a score depending on the light luminosity
return 0.f;
}
/*!
* \brief Computes the score for point light
* \return Distance to the light
*
* \param object Sphere symbolising the object
* \param light Light to compute
*/
inline float ForwardRenderTechnique::ComputePointLightScore(const Spheref& object, const AbstractRenderQueue::PointLight& light)
{
///TODO: Compute a score depending on the light luminosity
return object.SquaredDistance(light.position);
}
/*!
* \brief Computes the score for spot light
* \return Distance to the light
*
* \param object Sphere symbolising the object
* \param light Light to compute
*/
inline float ForwardRenderTechnique::ComputeSpotLightScore(const Spheref& object, const AbstractRenderQueue::SpotLight& light)
{
///TODO: Compute a score depending on the light luminosity and spot direction
return object.SquaredDistance(light.position);
}
/*!
* \brief Checks whether the directional light is suitable for the computations
* \return true if light is enoughly close
*
* \param object Sphere symbolising the object
* \param light Light to compute
*/
inline bool ForwardRenderTechnique::IsDirectionalLightSuitable(const Spheref& object, const AbstractRenderQueue::DirectionalLight& light)
{
NazaraUnused(object);
NazaraUnused(light);
// Directional light are always suitable
return true;
}
/*!
* \brief Checks whether the point light is suitable for the computations
* \return true if light is enoughly close
*
* \param object Sphere symbolising the object
* \param light Light to compute
*/
inline bool ForwardRenderTechnique::IsPointLightSuitable(const Spheref& object, const AbstractRenderQueue::PointLight& light)
{
// If the object is too far away from this point light, there is not way it could light it
return object.SquaredDistance(light.position) <= light.radius * light.radius;
}
/*!
* \brief Checks whether the spot light is suitable for the computations
* \return true if light is enoughly close
*
* \param object Sphere symbolising the object
* \param light Light to compute
*/
inline bool ForwardRenderTechnique::IsSpotLightSuitable(const Spheref& object, const AbstractRenderQueue::SpotLight& light)
{
///TODO: Exclude spot lights based on their direction and outer angle?
return object.SquaredDistance(light.position) <= light.radius * light.radius;
}
}