617 lines
19 KiB
C++
617 lines
19 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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#include <Nazara/Graphics/DepthRenderTechnique.hpp>
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#include <Nazara/Core/ErrorFlags.hpp>
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#include <Nazara/Core/OffsetOf.hpp>
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#include <Nazara/Graphics/AbstractBackground.hpp>
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#include <Nazara/Graphics/AbstractViewer.hpp>
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#include <Nazara/Graphics/Drawable.hpp>
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#include <Nazara/Graphics/Light.hpp>
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#include <Nazara/Graphics/Material.hpp>
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#include <Nazara/Graphics/Sprite.hpp>
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#include <Nazara/Renderer/Config.hpp>
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#include <Nazara/Renderer/Renderer.hpp>
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#include <Nazara/Utility/BufferMapper.hpp>
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#include <Nazara/Utility/StaticMesh.hpp>
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#include <Nazara/Utility/VertexStruct.hpp>
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#include <limits>
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#include <memory>
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#include <Nazara/Graphics/Debug.hpp>
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namespace Nz
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{
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namespace
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{
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struct BillboardPoint
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{
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Color color;
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Vector3f position;
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Vector2f size;
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Vector2f sinCos; // must follow `size` (both will be sent as a Vector4f)
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Vector2f uv;
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};
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unsigned int s_maxQuads = std::numeric_limits<UInt16>::max() / 6;
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unsigned int s_vertexBufferSize = 4 * 1024 * 1024; // 4 MiB
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}
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/*!
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* \ingroup graphics
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* \class Nz::DepthRenderTechnique
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* \brief Graphics class that represents the technique used in depth rendering
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*/
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/*!
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* \brief Constructs a DepthRenderTechnique object by default
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*/
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DepthRenderTechnique::DepthRenderTechnique() :
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m_vertexBuffer(BufferType_Vertex)
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{
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ErrorFlags flags(ErrorFlag_ThrowException, true);
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m_vertexBuffer.Create(s_vertexBufferSize, DataStorage_Hardware, BufferUsage_Dynamic);
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m_billboardPointBuffer.Reset(&s_billboardVertexDeclaration, &m_vertexBuffer);
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m_spriteBuffer.Reset(VertexDeclaration::Get(VertexLayout_XYZ_Color_UV), &m_vertexBuffer);
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}
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/*!
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* \brief Clears the data
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*
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* \param sceneData Data of the scene
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*/
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void DepthRenderTechnique::Clear(const SceneData& sceneData) const
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{
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Renderer::Enable(RendererParameter_DepthBuffer, true);
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Renderer::Enable(RendererParameter_DepthWrite, true);
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Renderer::Clear(RendererBuffer_Depth);
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// Just in case the background does render depth
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//if (sceneData.background)
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// sceneData.background->Draw(sceneData.viewer);
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}
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/*!
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* \brief Draws the data of the scene
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* \return true If successful
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*
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* \param sceneData Data of the scene
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*/
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bool DepthRenderTechnique::Draw(const SceneData& sceneData) const
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{
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for (auto& pair : m_renderQueue.layers)
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{
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ForwardRenderQueue::Layer& layer = pair.second;
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if (!layer.opaqueModels.empty())
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DrawOpaqueModels(sceneData, layer);
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if (!layer.basicSprites.empty())
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DrawBasicSprites(sceneData, layer);
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if (!layer.billboards.empty())
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DrawBillboards(sceneData, layer);
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for (const Drawable* drawable : layer.otherDrawables)
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drawable->Draw();
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}
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return true;
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}
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/*!
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* \brief Gets the render queue
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* \return Pointer to the render queue
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*/
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AbstractRenderQueue* DepthRenderTechnique::GetRenderQueue()
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{
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return &m_renderQueue;
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}
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/*!
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* \brief Gets the type of the current technique
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* \return Type of the render technique
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*/
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RenderTechniqueType DepthRenderTechnique::GetType() const
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{
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return RenderTechniqueType_Depth;
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}
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/*!
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* \brief Initializes the depth render technique
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* \return true If successful
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*
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* \remark Produces a NazaraError if one shader creation failed
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*/
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bool DepthRenderTechnique::Initialize()
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{
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try
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{
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ErrorFlags flags(ErrorFlag_ThrowException, true);
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s_quadIndexBuffer.Reset(false, s_maxQuads * 6, DataStorage_Hardware, BufferUsage_Static);
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BufferMapper<IndexBuffer> mapper(s_quadIndexBuffer, BufferAccess_WriteOnly);
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UInt16* indices = static_cast<UInt16*>(mapper.GetPointer());
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for (unsigned int i = 0; i < s_maxQuads; ++i)
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{
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*indices++ = i * 4 + 0;
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*indices++ = i * 4 + 2;
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*indices++ = i * 4 + 1;
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*indices++ = i * 4 + 2;
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*indices++ = i * 4 + 3;
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*indices++ = i * 4 + 1;
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}
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mapper.Unmap(); // Inutile de garder le buffer ouvert plus longtemps
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// Quad buffer (utilisé pour l'instancing de billboard et de sprites)
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//Note: Les UV sont calculés dans le shader
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s_quadVertexBuffer.Reset(VertexDeclaration::Get(VertexLayout_XY), 4, DataStorage_Hardware, BufferUsage_Static);
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float vertices[2 * 4] = {
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-0.5f, -0.5f,
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0.5f, -0.5f,
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-0.5f, 0.5f,
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0.5f, 0.5f,
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};
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s_quadVertexBuffer.FillRaw(vertices, 0, sizeof(vertices));
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// Déclaration lors du rendu des billboards par sommet
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s_billboardVertexDeclaration.EnableComponent(VertexComponent_Color, ComponentType_Color, NazaraOffsetOf(BillboardPoint, color));
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s_billboardVertexDeclaration.EnableComponent(VertexComponent_Position, ComponentType_Float3, NazaraOffsetOf(BillboardPoint, position));
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s_billboardVertexDeclaration.EnableComponent(VertexComponent_TexCoord, ComponentType_Float2, NazaraOffsetOf(BillboardPoint, uv));
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s_billboardVertexDeclaration.EnableComponent(VertexComponent_Userdata0, ComponentType_Float4, NazaraOffsetOf(BillboardPoint, size)); // Englobe sincos
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// Declaration utilisée lors du rendu des billboards par instancing
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// L'avantage ici est la copie directe (std::memcpy) des données de la RenderQueue vers le buffer GPU
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s_billboardInstanceDeclaration.EnableComponent(VertexComponent_InstanceData0, ComponentType_Float3, NazaraOffsetOf(ForwardRenderQueue::BillboardData, center));
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s_billboardInstanceDeclaration.EnableComponent(VertexComponent_InstanceData1, ComponentType_Float4, NazaraOffsetOf(ForwardRenderQueue::BillboardData, size)); // Englobe sincos
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s_billboardInstanceDeclaration.EnableComponent(VertexComponent_InstanceData2, ComponentType_Color, NazaraOffsetOf(ForwardRenderQueue::BillboardData, color));
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}
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catch (const std::exception& e)
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{
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NazaraError("Failed to initialise: " + String(e.what()));
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return false;
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}
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return true;
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}
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/*!
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* \brief Uninitializes the depth render technique
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*/
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void DepthRenderTechnique::Uninitialize()
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{
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s_quadIndexBuffer.Reset();
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s_quadVertexBuffer.Reset();
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}
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/*!
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* \brief Draws basic sprites
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*
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* \param sceneData Data of the scene
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* \param layer Layer of the rendering
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*/
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void DepthRenderTechnique::DrawBasicSprites(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const
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{
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const Shader* lastShader = nullptr;
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const ShaderUniforms* shaderUniforms = nullptr;
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Renderer::SetIndexBuffer(&s_quadIndexBuffer);
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Renderer::SetMatrix(MatrixType_World, Matrix4f::Identity());
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Renderer::SetVertexBuffer(&m_spriteBuffer);
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for (auto& matIt : layer.basicSprites)
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{
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const Material* material = matIt.first;
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auto& matEntry = matIt.second;
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if (matEntry.enabled)
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{
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auto& overlayMap = matEntry.overlayMap;
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for (auto& overlayIt : overlayMap)
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{
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const Texture* overlay = overlayIt.first;
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auto& spriteChainVector = overlayIt.second.spriteChains;
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unsigned int spriteChainCount = spriteChainVector.size();
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if (spriteChainCount > 0)
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{
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// We begin to apply the material (and get the shader activated doing so)
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UInt32 flags = 0;
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if (overlay)
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flags |= ShaderFlags_TextureOverlay;
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UInt8 overlayUnit;
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const Shader* shader = material->Apply(flags, 0, &overlayUnit);
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if (overlay)
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{
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overlayUnit++;
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Renderer::SetTexture(overlayUnit, overlay);
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Renderer::SetTextureSampler(overlayUnit, material->GetDiffuseSampler());
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}
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// Uniforms are conserved in our program, there's no point to send them back until they change
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if (shader != lastShader)
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{
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// Index of uniforms in the shader
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shaderUniforms = GetShaderUniforms(shader);
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// Overlay
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shader->SendInteger(shaderUniforms->textureOverlay, overlayUnit);
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// Position of the camera
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shader->SendVector(shaderUniforms->eyePosition, Renderer::GetMatrix(MatrixType_ViewProj).GetTranslation());
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lastShader = shader;
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}
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unsigned int spriteChain = 0; // Which chain of sprites are we treating
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unsigned int spriteChainOffset = 0; // Where was the last offset where we stopped in the last chain
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do
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{
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// We open the buffer in writing mode
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BufferMapper<VertexBuffer> vertexMapper(m_spriteBuffer, BufferAccess_DiscardAndWrite);
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VertexStruct_XYZ_Color_UV* vertices = reinterpret_cast<VertexStruct_XYZ_Color_UV*>(vertexMapper.GetPointer());
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unsigned int spriteCount = 0;
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unsigned int maxSpriteCount = std::min(s_maxQuads, m_spriteBuffer.GetVertexCount()/4);
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do
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{
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ForwardRenderQueue::SpriteChain_XYZ_Color_UV& currentChain = spriteChainVector[spriteChain];
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unsigned int count = std::min(maxSpriteCount - spriteCount, currentChain.spriteCount - spriteChainOffset);
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std::memcpy(vertices, currentChain.vertices + spriteChainOffset*4, 4*count*sizeof(VertexStruct_XYZ_Color_UV));
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vertices += count*4;
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spriteCount += count;
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spriteChainOffset += count;
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// Have we treated the entire chain ?
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if (spriteChainOffset == currentChain.spriteCount)
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{
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spriteChain++;
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spriteChainOffset = 0;
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}
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}
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while (spriteCount < maxSpriteCount && spriteChain < spriteChainCount);
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vertexMapper.Unmap();
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Renderer::DrawIndexedPrimitives(PrimitiveMode_TriangleList, 0, spriteCount*6);
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}
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while (spriteChain < spriteChainCount);
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spriteChainVector.clear();
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}
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}
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// On remet à zéro
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matEntry.enabled = false;
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}
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}
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}
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/*!
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* \brief Draws billboards
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*
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* \param sceneData Data of the scene
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* \param layer Layer of the rendering
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*/
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void DepthRenderTechnique::DrawBillboards(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const
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{
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const Shader* lastShader = nullptr;
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const ShaderUniforms* shaderUniforms = nullptr;
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if (Renderer::HasCapability(RendererCap_Instancing))
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{
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VertexBuffer* instanceBuffer = Renderer::GetInstanceBuffer();
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instanceBuffer->SetVertexDeclaration(&s_billboardInstanceDeclaration);
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Renderer::SetVertexBuffer(&s_quadVertexBuffer);
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for (auto& matIt : layer.billboards)
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{
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const Material* material = matIt.first;
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auto& entry = matIt.second;
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auto& billboardVector = entry.billboards;
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unsigned int billboardCount = billboardVector.size();
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if (billboardCount > 0)
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{
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// We begin to apply the material (and get the shader activated doing so)
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const Shader* shader = material->Apply(ShaderFlags_Billboard | ShaderFlags_Instancing | ShaderFlags_VertexColor);
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// Uniforms are conserved in our program, there's no point to send them back until they change
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if (shader != lastShader)
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{
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// Index of uniforms in the shader
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shaderUniforms = GetShaderUniforms(shader);
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// Position of the camera
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shader->SendVector(shaderUniforms->eyePosition, Renderer::GetMatrix(MatrixType_ViewProj).GetTranslation());
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lastShader = shader;
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}
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const ForwardRenderQueue::BillboardData* data = &billboardVector[0];
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unsigned int maxBillboardPerDraw = instanceBuffer->GetVertexCount();
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do
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{
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unsigned int renderedBillboardCount = std::min(billboardCount, maxBillboardPerDraw);
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billboardCount -= renderedBillboardCount;
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instanceBuffer->Fill(data, 0, renderedBillboardCount, true);
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data += renderedBillboardCount;
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Renderer::DrawPrimitivesInstanced(renderedBillboardCount, PrimitiveMode_TriangleStrip, 0, 4);
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}
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while (billboardCount > 0);
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billboardVector.clear();
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}
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}
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}
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else
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{
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Renderer::SetIndexBuffer(&s_quadIndexBuffer);
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Renderer::SetVertexBuffer(&m_billboardPointBuffer);
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for (auto& matIt : layer.billboards)
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{
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const Material* material = matIt.first;
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auto& entry = matIt.second;
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auto& billboardVector = entry.billboards;
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unsigned int billboardCount = billboardVector.size();
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if (billboardCount > 0)
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{
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// We begin to apply the material (and get the shader activated doing so)
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const Shader* shader = material->Apply(ShaderFlags_Billboard | ShaderFlags_VertexColor);
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// Uniforms are conserved in our program, there's no point to send them back until they change
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if (shader != lastShader)
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{
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// Index of uniforms in the shader
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shaderUniforms = GetShaderUniforms(shader);
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// Position of the camera
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shader->SendVector(shaderUniforms->eyePosition, Renderer::GetMatrix(MatrixType_ViewProj).GetTranslation());
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lastShader = shader;
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}
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const ForwardRenderQueue::BillboardData* data = &billboardVector[0];
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unsigned int maxBillboardPerDraw = std::min(s_maxQuads, m_billboardPointBuffer.GetVertexCount()/4);
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do
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{
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unsigned int renderedBillboardCount = std::min(billboardCount, maxBillboardPerDraw);
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billboardCount -= renderedBillboardCount;
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BufferMapper<VertexBuffer> vertexMapper(m_billboardPointBuffer, BufferAccess_DiscardAndWrite, 0, renderedBillboardCount*4);
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BillboardPoint* vertices = reinterpret_cast<BillboardPoint*>(vertexMapper.GetPointer());
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for (unsigned int i = 0; i < renderedBillboardCount; ++i)
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{
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const ForwardRenderQueue::BillboardData& billboard = *data++;
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vertices->color = billboard.color;
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vertices->position = billboard.center;
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vertices->sinCos = billboard.sinCos;
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vertices->size = billboard.size;
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vertices->uv.Set(0.f, 1.f);
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vertices++;
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vertices->color = billboard.color;
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vertices->position = billboard.center;
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vertices->sinCos = billboard.sinCos;
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vertices->size = billboard.size;
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vertices->uv.Set(1.f, 1.f);
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vertices++;
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vertices->color = billboard.color;
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vertices->position = billboard.center;
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vertices->sinCos = billboard.sinCos;
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vertices->size = billboard.size;
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vertices->uv.Set(0.f, 0.f);
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vertices++;
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vertices->color = billboard.color;
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vertices->position = billboard.center;
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vertices->sinCos = billboard.sinCos;
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vertices->size = billboard.size;
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vertices->uv.Set(1.f, 0.f);
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vertices++;
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}
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vertexMapper.Unmap();
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Renderer::DrawIndexedPrimitives(PrimitiveMode_TriangleList, 0, renderedBillboardCount*6);
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}
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while (billboardCount > 0);
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billboardVector.clear();
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}
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}
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}
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}
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/*!
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* \brief Draws opaques models
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*
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* \param sceneData Data of the scene
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* \param layer Layer of the rendering
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*/
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void DepthRenderTechnique::DrawOpaqueModels(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const
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{
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const Shader* lastShader = nullptr;
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const ShaderUniforms* shaderUniforms = nullptr;
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for (auto& matIt : layer.opaqueModels)
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{
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auto& matEntry = matIt.second;
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if (matEntry.enabled)
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{
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ForwardRenderQueue::MeshInstanceContainer& meshInstances = matEntry.meshMap;
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if (!meshInstances.empty())
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{
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const Material* material = matIt.first;
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bool instancing = m_instancingEnabled && matEntry.instancingEnabled;
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// We begin to apply the material (and get the shader activated doing so)
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UInt8 freeTextureUnit;
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const Shader* shader = material->Apply((instancing) ? ShaderFlags_Instancing : 0, 0, &freeTextureUnit);
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// Uniforms are conserved in our program, there's no point to send them back until they change
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if (shader != lastShader)
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{
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// Index of uniforms in the shader
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shaderUniforms = GetShaderUniforms(shader);
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lastShader = shader;
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}
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// Meshes
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for (auto& meshIt : meshInstances)
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{
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const MeshData& meshData = meshIt.first;
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auto& meshEntry = meshIt.second;
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const Spheref& squaredBoundingSphere = meshEntry.squaredBoundingSphere;
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std::vector<Matrix4f>& instances = meshEntry.instances;
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if (!instances.empty())
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{
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const IndexBuffer* indexBuffer = meshData.indexBuffer;
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const VertexBuffer* vertexBuffer = meshData.vertexBuffer;
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// Handle draw call before rendering loop
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Renderer::DrawCall drawFunc;
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Renderer::DrawCallInstanced instancedDrawFunc;
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unsigned int indexCount;
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if (indexBuffer)
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{
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drawFunc = Renderer::DrawIndexedPrimitives;
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instancedDrawFunc = Renderer::DrawIndexedPrimitivesInstanced;
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indexCount = indexBuffer->GetIndexCount();
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}
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else
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{
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drawFunc = Renderer::DrawPrimitives;
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instancedDrawFunc = Renderer::DrawPrimitivesInstanced;
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indexCount = vertexBuffer->GetVertexCount();
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}
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Renderer::SetIndexBuffer(indexBuffer);
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Renderer::SetVertexBuffer(vertexBuffer);
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if (instancing)
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{
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// We compute the number of instances that we will be able to draw this time (depending on the instancing buffer size)
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VertexBuffer* instanceBuffer = Renderer::GetInstanceBuffer();
|
|
instanceBuffer->SetVertexDeclaration(VertexDeclaration::Get(VertexLayout_Matrix4));
|
|
|
|
const Matrix4f* instanceMatrices = &instances[0];
|
|
unsigned int instanceCount = instances.size();
|
|
unsigned int maxInstanceCount = instanceBuffer->GetVertexCount(); // The maximum number of instances in one batch
|
|
|
|
while (instanceCount > 0)
|
|
{
|
|
// We compute the number of instances that we will be able to draw this time (depending on the instancing buffer size)
|
|
unsigned int renderedInstanceCount = std::min(instanceCount, maxInstanceCount);
|
|
instanceCount -= renderedInstanceCount;
|
|
|
|
// We fill the instancing buffer with our world matrices
|
|
instanceBuffer->Fill(instanceMatrices, 0, renderedInstanceCount, true);
|
|
instanceMatrices += renderedInstanceCount;
|
|
|
|
// And we draw
|
|
instancedDrawFunc(renderedInstanceCount, meshData.primitiveMode, 0, indexCount);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Without instancing, we must do a draw call for each instance
|
|
// This may be faster than instancing under a certain number
|
|
// Due to the time to modify the instancing buffer
|
|
for (const Matrix4f& matrix : instances)
|
|
{
|
|
Renderer::SetMatrix(MatrixType_World, matrix);
|
|
drawFunc(meshData.primitiveMode, 0, indexCount);
|
|
}
|
|
}
|
|
instances.clear();
|
|
}
|
|
}
|
|
}
|
|
|
|
// And we set the data back to zero
|
|
matEntry.enabled = false;
|
|
matEntry.instancingEnabled = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*!
|
|
* \brief Gets the shader uniforms
|
|
* \return Uniforms of the shader
|
|
*
|
|
* \param shader Shader to get uniforms from
|
|
*/
|
|
|
|
const DepthRenderTechnique::ShaderUniforms* DepthRenderTechnique::GetShaderUniforms(const Shader* shader) const
|
|
{
|
|
auto it = m_shaderUniforms.find(shader);
|
|
if (it == m_shaderUniforms.end())
|
|
{
|
|
ShaderUniforms uniforms;
|
|
uniforms.shaderReleaseSlot.Connect(shader->OnShaderRelease, this, &DepthRenderTechnique::OnShaderInvalidated);
|
|
uniforms.shaderUniformInvalidatedSlot.Connect(shader->OnShaderUniformInvalidated, this, &DepthRenderTechnique::OnShaderInvalidated);
|
|
|
|
uniforms.eyePosition = shader->GetUniformLocation("EyePosition");
|
|
uniforms.textureOverlay = shader->GetUniformLocation("TextureOverlay");
|
|
|
|
it = m_shaderUniforms.emplace(shader, std::move(uniforms)).first;
|
|
}
|
|
|
|
return &it->second;
|
|
}
|
|
|
|
/*!
|
|
* \brief Handle the invalidation of a shader
|
|
*
|
|
* \param shader Shader being invalidated
|
|
*/
|
|
|
|
void DepthRenderTechnique::OnShaderInvalidated(const Shader* shader) const
|
|
{
|
|
m_shaderUniforms.erase(shader);
|
|
}
|
|
|
|
IndexBuffer DepthRenderTechnique::s_quadIndexBuffer;
|
|
VertexBuffer DepthRenderTechnique::s_quadVertexBuffer;
|
|
VertexDeclaration DepthRenderTechnique::s_billboardInstanceDeclaration;
|
|
VertexDeclaration DepthRenderTechnique::s_billboardVertexDeclaration;
|
|
} |