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
76 lines
2.4 KiB
C++
76 lines
2.4 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/ForwardRenderQueue.hpp>
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#include <Nazara/Graphics/Light.hpp>
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#include <Nazara/Graphics/LightManager.hpp>
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#include <Nazara/Utility/IndexBuffer.hpp>
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#include <Nazara/Utility/VertexBuffer.hpp>
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class NAZARA_API NzForwardRenderTechnique : public NzAbstractRenderTechnique
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{
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public:
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NzForwardRenderTechnique();
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~NzForwardRenderTechnique() = default;
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void Clear(const NzScene* scene) const;
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bool Draw(const NzScene* scene) const;
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unsigned int GetMaxLightPassPerObject() const;
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NzAbstractRenderQueue* GetRenderQueue() override;
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nzRenderTechniqueType 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 DrawBasicSprites(const NzScene* scene) const;
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void DrawBillboards(const NzScene* scene) const;
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void DrawOpaqueModels(const NzScene* scene) const;
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void DrawTransparentModels(const NzScene* scene) const;
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const ShaderUniforms* GetShaderUniforms(const NzShader* shader) const;
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struct ShaderUniforms
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{
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NzLightUniforms lightUniforms;
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bool hasLightUniforms;
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/// Moins coûteux en mémoire que de stocker un NzLightUniforms 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 NzShader*, ShaderUniforms> m_shaderUniforms;
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NzBuffer m_vertexBuffer;
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mutable NzForwardRenderQueue m_renderQueue;
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mutable NzLightManager m_directionalLights;
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mutable NzLightManager m_lights;
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NzVertexBuffer m_billboardPointBuffer;
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NzVertexBuffer m_spriteBuffer;
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unsigned int m_maxLightPassPerObject;
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static NzIndexBuffer s_quadIndexBuffer;
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static NzVertexBuffer s_quadVertexBuffer;
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static NzVertexDeclaration s_billboardInstanceDeclaration;
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static NzVertexDeclaration s_billboardVertexDeclaration;
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};
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#endif // NAZARA_FORWARDRENDERTECHNIQUE_HPP
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