NazaraEngine/include/Nazara/Graphics/ForwardRenderTechnique.hpp

61 lines
2.0 KiB
C++

// Copyright (C) 2014 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/Core/ResourceListener.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, NzResourceListener
{
public:
NzForwardRenderTechnique();
~NzForwardRenderTechnique();
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);
private:
struct LightUniforms;
void DrawOpaqueModels(const NzScene* scene) const;
void DrawSprites(const NzScene* scene) const;
void DrawTransparentModels(const NzScene* scene) const;
const LightUniforms* GetLightUniforms(const NzShader* shader) const;
struct LightUniforms
{
NzLightUniforms uniforms;
bool exists;
int offset; // "Distance" entre Lights[0].type et Lights[1].type
/// Moins coûteux en mémoire que de stocker un NzLightUniforms par index de lumière,
/// à voir si ça fonctionne chez tout le monde
};
mutable std::unordered_map<const NzShader*, LightUniforms> m_lightUniforms;
mutable NzForwardRenderQueue m_renderQueue;
NzIndexBufferRef m_indexBuffer;
mutable NzLightManager m_directionalLights;
mutable NzLightManager m_lights;
NzVertexBuffer m_spriteBuffer;
unsigned int m_maxLightPassPerObject;
};
#endif // NAZARA_FORWARDRENDERTECHNIQUE_HPP