Files
NazaraEngine/include/Nazara/Graphics/ForwardRenderTechnique.inl
Jérôme Leclercq 2da086b7df New Render queues (#161)
* Add new render queues proof of concept + scissoring support (WIP)

* Graphics: Adapt basic sprites rendering to new render queue system

* Graphics: Fix layers when rendering sprites

* Graphics/RenderQueue: Fix sprite default overlay

* Graphics: Enable scissor test by default

* SDK/Widgets: Enable scissoring on widgets

* Graphics: Handle almost everything with the new renderqueues system

Todo:
- Billboard rendering
- Proper model rendering

* Graphics/RenderQueue: Billboard drawing now works (WIP)

At 1/4 of previous code performances due to individually process of billboards

* Add new render queues proof of concept + scissoring support (WIP)

* Graphics: Adapt basic sprites rendering to new render queue system

* Graphics: Fix layers when rendering sprites

* Graphics/RenderQueue: Fix sprite default overlay

* Graphics: Enable scissor test by default

* SDK/Widgets: Enable scissoring on widgets

* Graphics: Handle almost everything with the new renderqueues system

Todo:
- Billboard rendering
- Proper model rendering

* Graphics/RenderQueue: Billboard drawing now works (WIP)

At 1/4 of previous code performances due to individually process of billboards

* Graphics/RenderQueues: Add full support for billboards

* Graphics/RenderQueue: Cleanup and improve billboard rendering

* Graphics/RenderQueue: Fix model drawing

* Examples/Particles: Fix lighting on space station

* Graphics: Cleanup forward render queue/technique

* Fix compilation under Linux

* Graphics/ForwardRenderTechnique: Fix case when scissoring is enabled on material but disabled on element

* Add support for Deferred Shading

* SDK/Widgets: Fix widget rendering

* Graphics: Remove legacy code from render queues

* Graphics: Fix some objects sometimes not showing up due to broken scissor box

* Fix compilation error

* Sdk/GraphicsGraphics: Fix bounding volume

* SDK/World: Fix self-assignation

* Update changelog for render queues
2018-04-11 19:36:52 +02:00

99 lines
2.9 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
#include <Nazara/Graphics/ForwardRenderTechnique.hpp>
namespace Nz
{
/*!
* \brief Computes the score for directional light
* \return 0.f
*
* \param object Sphere symbolising the object
* \param light Light to compute
*/
inline float ForwardRenderTechnique::ComputeDirectionalLightScore(const Spheref& object, const AbstractRenderQueue::DirectionalLight& light)
{
NazaraUnused(object);
NazaraUnused(light);
///TODO: Compute a score depending on the light luminosity
return 0.f;
}
/*!
* \brief Computes the score for point light
* \return Distance to the light
*
* \param object Sphere symbolising the object
* \param light Light to compute
*/
inline float ForwardRenderTechnique::ComputePointLightScore(const Spheref& object, const AbstractRenderQueue::PointLight& light)
{
///TODO: Compute a score depending on the light luminosity
return object.GetPosition().SquaredDistance(light.position);
}
/*!
* \brief Computes the score for spot light
* \return Distance to the light
*
* \param object Sphere symbolising the object
* \param light Light to compute
*/
inline float ForwardRenderTechnique::ComputeSpotLightScore(const Spheref& object, const AbstractRenderQueue::SpotLight& light)
{
///TODO: Compute a score depending on the light luminosity and spot direction
return object.GetPosition().SquaredDistance(light.position);
}
/*!
* \brief Checks whether the directional light is suitable for the computations
* \return true if light is enoughly close
*
* \param object Sphere symbolising the object
* \param light Light to compute
*/
inline bool ForwardRenderTechnique::IsDirectionalLightSuitable(const Spheref& object, const AbstractRenderQueue::DirectionalLight& light)
{
NazaraUnused(object);
NazaraUnused(light);
// Directional light are always suitable
return true;
}
/*!
* \brief Checks whether the point light is suitable for the computations
* \return true if light is close enough
*
* \param object Sphere symbolizing the object
* \param light Light to compute
*/
inline bool ForwardRenderTechnique::IsPointLightSuitable(const Spheref& object, const AbstractRenderQueue::PointLight& light)
{
// If the object is too far away from this point light, there is not way it could light it
return object.Intersect(Spheref(light.position, light.radius));
}
/*!
* \brief Checks whether the spot light is suitable for the computations
* \return true if light is close enough
*
* \param object Sphere symbolizing the object
* \param light Light to compute
*/
inline bool ForwardRenderTechnique::IsSpotLightSuitable(const Spheref& object, const AbstractRenderQueue::SpotLight& light)
{
///TODO: Exclude spot lights based on their direction and outer angle?
return object.Intersect(Spheref(light.position, light.radius));
}
}