Files
NazaraEngine/include/Nazara/Graphics/ForwardRenderTechnique.hpp
Lynix 5f5be93992 Merge remote-tracking branch 'origin/master' into Resource-Update
Conflicts:
	include/Nazara/Audio/Music.hpp
	include/Nazara/Audio/SoundBuffer.hpp
	include/Nazara/Core/Resource.hpp
	include/Nazara/Core/ResourceListener.hpp
	include/Nazara/Graphics/Material.hpp
	include/Nazara/Renderer/Context.hpp
	include/Nazara/Renderer/RenderBuffer.hpp
	include/Nazara/Renderer/Shader.hpp
	include/Nazara/Renderer/Texture.hpp
	include/Nazara/Renderer/UberShader.hpp
	include/Nazara/Utility/Animation.hpp
	include/Nazara/Utility/Buffer.hpp
	include/Nazara/Utility/Image.hpp
	include/Nazara/Utility/IndexBuffer.hpp
	include/Nazara/Utility/Mesh.hpp
	include/Nazara/Utility/SkeletalMesh.hpp
	include/Nazara/Utility/Skeleton.hpp
	include/Nazara/Utility/StaticMesh.hpp
	include/Nazara/Utility/SubMesh.hpp
	include/Nazara/Utility/VertexBuffer.hpp
	include/Nazara/Utility/VertexDeclaration.hpp
	src/Nazara/Core/Resource.cpp
	src/Nazara/Core/ResourceListener.cpp
	src/Nazara/Graphics/DeferredRenderQueue.cpp
	src/Nazara/Graphics/ForwardRenderQueue.cpp
	src/Nazara/Graphics/SkinningManager.cpp
	src/Nazara/Renderer/RenderTexture.cpp
	src/Nazara/Renderer/Renderer.cpp
	src/Nazara/Utility/Mesh.cpp

Former-commit-id: 99b5ad26a19fe9c9f8118da7b5920bffe89f60f8
2015-01-25 19:29:55 +01:00

76 lines
2.4 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
#pragma once
#ifndef NAZARA_FORWARDRENDERTECHNIQUE_HPP
#define NAZARA_FORWARDRENDERTECHNIQUE_HPP
#include <Nazara/Prerequesites.hpp>
#include <Nazara/Graphics/AbstractRenderTechnique.hpp>
#include <Nazara/Graphics/ForwardRenderQueue.hpp>
#include <Nazara/Graphics/Light.hpp>
#include <Nazara/Graphics/LightManager.hpp>
#include <Nazara/Utility/IndexBuffer.hpp>
#include <Nazara/Utility/VertexBuffer.hpp>
class NAZARA_API NzForwardRenderTechnique : public NzAbstractRenderTechnique
{
public:
NzForwardRenderTechnique();
~NzForwardRenderTechnique() = default;
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);
static bool Initialize();
static void Uninitialize();
private:
struct ShaderUniforms;
void DrawBasicSprites(const NzScene* scene) const;
void DrawBillboards(const NzScene* scene) const;
void DrawOpaqueModels(const NzScene* scene) const;
void DrawTransparentModels(const NzScene* scene) const;
const ShaderUniforms* GetShaderUniforms(const NzShader* shader) const;
struct ShaderUniforms
{
NzLightUniforms lightUniforms;
bool hasLightUniforms;
/// Moins coûteux en mémoire que de stocker un NzLightUniforms par index de lumière,
/// à voir si ça fonctionne chez tout le monde
int lightOffset; // "Distance" entre Lights[0].type et Lights[1].type
// Autre uniformes
int eyePosition;
int sceneAmbient;
int textureOverlay;
};
mutable std::unordered_map<const NzShader*, ShaderUniforms> m_shaderUniforms;
NzBuffer m_vertexBuffer;
mutable NzForwardRenderQueue m_renderQueue;
mutable NzLightManager m_directionalLights;
mutable NzLightManager m_lights;
NzVertexBuffer m_billboardPointBuffer;
NzVertexBuffer m_spriteBuffer;
unsigned int m_maxLightPassPerObject;
static NzIndexBuffer s_quadIndexBuffer;
static NzVertexBuffer s_quadVertexBuffer;
static NzVertexDeclaration s_billboardInstanceDeclaration;
static NzVertexDeclaration s_billboardVertexDeclaration;
};
#endif // NAZARA_FORWARDRENDERTECHNIQUE_HPP