NazaraEngine/include/Nazara/Graphics/ForwardRenderTechnique.hpp

109 lines
4.5 KiB
C++

// Copyright (C) 2017 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 <Nazara/Prerequisites.hpp>
#include <Nazara/Graphics/AbstractRenderTechnique.hpp>
#include <Nazara/Graphics/Config.hpp>
#include <Nazara/Graphics/BasicRenderQueue.hpp>
#include <Nazara/Graphics/Light.hpp>
#include <Nazara/Renderer/Shader.hpp>
#include <Nazara/Utility/IndexBuffer.hpp>
#include <Nazara/Utility/VertexBuffer.hpp>
namespace Nz
{
class NAZARA_GRAPHICS_API ForwardRenderTechnique : public AbstractRenderTechnique
{
public:
ForwardRenderTechnique();
~ForwardRenderTechnique() = default;
void Clear(const SceneData& sceneData) const override;
bool Draw(const SceneData& sceneData) const override;
unsigned int GetMaxLightPassPerObject() const;
AbstractRenderQueue* GetRenderQueue() override;
RenderTechniqueType GetType() const override;
void SetMaxLightPassPerObject(unsigned int maxLightPassPerObject);
static bool Initialize();
static void Uninitialize();
protected:
struct ShaderUniforms;
void ChooseLights(const Spheref& object, bool includeDirectionalLights = true) const;
void DrawBillboards(const SceneData& sceneData, const BasicRenderQueue& renderQueue, const RenderQueue<BasicRenderQueue::Billboard>& billboards) const;
void DrawBillboards(const SceneData& sceneData, const BasicRenderQueue& renderQueue, const RenderQueue<BasicRenderQueue::BillboardChain>& billboards) const;
void DrawCustomDrawables(const SceneData& sceneData, const BasicRenderQueue& renderQueue, const RenderQueue<BasicRenderQueue::CustomDrawable>& customDrawables) const;
void DrawModels(const SceneData& sceneData, const BasicRenderQueue& renderQueue, const RenderQueue<BasicRenderQueue::Model>& models) const;
void DrawSprites(const SceneData& sceneData, const BasicRenderQueue& renderQueue, const RenderQueue<BasicRenderQueue::SpriteChain>& sprites) const;
const ShaderUniforms* GetShaderUniforms(const Shader* shader) const;
void OnShaderInvalidated(const Shader* shader) const;
void SendLightUniforms(const Shader* shader, const LightUniforms& uniforms, unsigned int index, unsigned int lightIndex, unsigned int uniformOffset) const;
static float ComputeDirectionalLightScore(const Spheref& object, const AbstractRenderQueue::DirectionalLight& light);
static float ComputePointLightScore(const Spheref& object, const AbstractRenderQueue::PointLight& light);
static float ComputeSpotLightScore(const Spheref& object, const AbstractRenderQueue::SpotLight& light);
static bool IsDirectionalLightSuitable(const Spheref& object, const AbstractRenderQueue::DirectionalLight& light);
static bool IsPointLightSuitable(const Spheref& object, const AbstractRenderQueue::PointLight& light);
static bool IsSpotLightSuitable(const Spheref& object, const AbstractRenderQueue::SpotLight& light);
struct LightIndex
{
LightType type;
float score;
unsigned int index;
};
struct ShaderUniforms
{
NazaraSlot(Shader, OnShaderUniformInvalidated, shaderUniformInvalidatedSlot);
NazaraSlot(Shader, OnShaderRelease, shaderReleaseSlot);
LightUniforms lightUniforms;
bool hasLightUniforms;
/// Less costly in memory than storing a LightUniforms by index of light,
/// this may not work everywhere
int lightOffset; // "Distance" between Lights[0].type and Lights[1].type
// Other uniforms
int eyePosition;
int reflectionMap;
int sceneAmbient;
int textureOverlay;
};
mutable std::unordered_map<const Shader*, ShaderUniforms> m_shaderUniforms;
mutable std::vector<LightIndex> m_lights;
mutable std::vector<std::pair<const VertexStruct_XYZ_Color_UV*, std::size_t>> m_spriteChains;
Buffer m_vertexBuffer;
mutable BasicRenderQueue m_renderQueue;
Texture m_whiteTexture;
VertexBuffer m_billboardPointBuffer;
VertexBuffer m_spriteBuffer;
unsigned int m_maxLightPassPerObject;
static IndexBuffer s_quadIndexBuffer;
static Texture s_dummyReflection;
static TextureSampler s_reflectionSampler;
static TextureSampler s_shadowSampler;
static VertexBuffer s_quadVertexBuffer;
static VertexDeclaration s_billboardInstanceDeclaration;
static VertexDeclaration s_billboardVertexDeclaration;
};
}
#include <Nazara/Graphics/ForwardRenderTechnique.inl>
#endif // NAZARA_FORWARDRENDERTECHNIQUE_HPP