88 lines
4.6 KiB
C++
88 lines
4.6 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_ABSTRACTRENDERQUEUE_HPP
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#define NAZARA_ABSTRACTRENDERQUEUE_HPP
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#include <Nazara/Prerequesites.hpp>
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#include <Nazara/Core/Color.hpp>
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#include <Nazara/Core/NonCopyable.hpp>
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#include <Nazara/Core/SparsePtr.hpp>
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#include <Nazara/Math/Box.hpp>
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#include <Nazara/Math/Matrix4.hpp>
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#include <Nazara/Utility/Enums.hpp>
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#include <Nazara/Utility/VertexStruct.hpp>
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#include <vector>
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class NzDrawable;
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class NzMaterial;
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class NzTexture;
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struct NzMeshData;
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class NAZARA_API NzAbstractRenderQueue : NzNonCopyable
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{
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public:
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NzAbstractRenderQueue() = default;
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virtual ~NzAbstractRenderQueue();
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// Je ne suis vraiment pas fan du nombre de surcharges pour AddBillboards,
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// mais je n'ai pas d'autre solution tout aussi performante pour le moment...
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virtual void AddBillboard(const NzMaterial* material, const NzVector3f& position, const NzVector2f& size, const NzVector2f& sinCos = NzVector2f(0.f, 1.f), const NzColor& color = NzColor::White) = 0;
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virtual void AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const NzVector2f> sizePtr, NzSparsePtr<const NzVector2f> sinCosPtr = nullptr, NzSparsePtr<const NzColor> colorPtr = nullptr) = 0;
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virtual void AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const NzVector2f> sizePtr, NzSparsePtr<const NzVector2f> sinCosPtr, NzSparsePtr<const float> alphaPtr) = 0;
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virtual void AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const NzVector2f> sizePtr, NzSparsePtr<const float> anglePtr, NzSparsePtr<const NzColor> colorPtr = nullptr) = 0;
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virtual void AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const NzVector2f> sizePtr, NzSparsePtr<const float> anglePtr, NzSparsePtr<const float> alphaPtr) = 0;
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virtual void AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const float> sizePtr, NzSparsePtr<const NzVector2f> sinCosPtr = nullptr, NzSparsePtr<const NzColor> colorPtr = nullptr) = 0;
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virtual void AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const float> sizePtr, NzSparsePtr<const NzVector2f> sinCosPtr, NzSparsePtr<const float> alphaPtr) = 0;
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virtual void AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const float> sizePtr, NzSparsePtr<const float> anglePtr, NzSparsePtr<const NzColor> colorPtr = nullptr) = 0;
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virtual void AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const float> sizePtr, NzSparsePtr<const float> anglePtr, NzSparsePtr<const float> alphaPtr) = 0;
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virtual void AddDrawable(const NzDrawable* drawable) = 0;
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virtual void AddDirectionalLight(const NzColor& color, float ambientFactor, float diffuseFactor, const NzVector3f& direction);
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virtual void AddMesh(const NzMaterial* material, const NzMeshData& meshData, const NzBoxf& meshAABB, const NzMatrix4f& transformMatrix) = 0;
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virtual void AddPointLight(const NzColor& color, float ambientFactor, float diffuseFactor, const NzVector3f& position, float radius, float attenuation);
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virtual void AddSpotLight(const NzColor& color, float ambientFactor, float diffuseFactor, const NzVector3f& position, const NzVector3f& direction, float radius, float attenuation, float innerAngle, float outerAngle);
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virtual void AddSprites(const NzMaterial* material, const NzVertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const NzTexture* overlay = nullptr) = 0;
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virtual void Clear(bool fully);
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struct DirectionalLight
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{
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NzColor color;
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NzVector3f direction;
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float ambientFactor;
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float diffuseFactor;
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};
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struct PointLight
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{
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NzColor color;
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NzVector3f position;
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float ambientFactor;
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float attenuation;
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float diffuseFactor;
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float radius;
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};
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struct SpotLight
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{
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NzColor color;
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NzVector3f direction;
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NzVector3f position;
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float ambientFactor;
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float attenuation;
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float diffuseFactor;
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float innerAngle;
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float outerAngle;
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float radius;
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};
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std::vector<DirectionalLight> directionalLights;
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std::vector<PointLight> pointLights;
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std::vector<SpotLight> spotLights;
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};
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#endif // NAZARA_ABSTRACTRENDERQUEUE_HPP
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