106 lines
4.6 KiB
C++
106 lines
4.6 KiB
C++
// Copyright (C) 2017 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/SparsePtr.hpp>
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#include <Nazara/Graphics/Config.hpp>
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#include <Nazara/Math/Box.hpp>
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#include <Nazara/Math/Matrix4.hpp>
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#include <vector>
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namespace Nz
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{
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class Drawable;
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class Material;
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class Texture;
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struct MeshData;
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struct VertexStruct_XYZ_Color_UV;
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class NAZARA_GRAPHICS_API AbstractRenderQueue
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{
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public:
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struct DirectionalLight;
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struct PointLight;
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struct SpotLight;
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AbstractRenderQueue() = default;
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AbstractRenderQueue(const AbstractRenderQueue&) = delete;
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AbstractRenderQueue(AbstractRenderQueue&&) = default;
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virtual ~AbstractRenderQueue();
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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 AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr = nullptr, SparsePtr<const Color> colorPtr = nullptr) = 0;
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virtual void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr) = 0;
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virtual void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr = nullptr) = 0;
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virtual void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr) = 0;
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virtual void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr = nullptr, SparsePtr<const Color> colorPtr = nullptr) = 0;
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virtual void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr) = 0;
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virtual void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr = nullptr) = 0;
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virtual void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr) = 0;
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virtual void AddDrawable(int renderOrder, const Drawable* drawable) = 0;
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virtual void AddDirectionalLight(const DirectionalLight& light);
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virtual void AddMesh(int renderOrder, const Material* material, const MeshData& meshData, const Boxf& meshAABB, const Matrix4f& transformMatrix) = 0;
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virtual void AddPointLight(const PointLight& light);
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virtual void AddSpotLight(const SpotLight& light);
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virtual void AddSprites(int renderOrder, const Material* material, const VertexStruct_XYZ_Color_UV* vertices, std::size_t spriteCount, const Texture* overlay = nullptr) = 0;
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virtual void Clear(bool fully = false);
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AbstractRenderQueue& operator=(const AbstractRenderQueue&) = delete;
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AbstractRenderQueue& operator=(AbstractRenderQueue&&) = default;
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struct DirectionalLight
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{
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Color color;
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Matrix4f transformMatrix;
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Vector3f direction;
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Texture* shadowMap;
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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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Color color;
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Vector3f position;
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Texture* shadowMap;
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float ambientFactor;
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float attenuation;
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float diffuseFactor;
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float invRadius;
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float radius;
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};
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struct SpotLight
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{
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Color color;
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Matrix4f transformMatrix;
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Vector3f direction;
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Vector3f position;
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Texture* shadowMap;
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float ambientFactor;
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float attenuation;
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float diffuseFactor;
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float innerAngleCosine;
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float invRadius;
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float outerAngleCosine;
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float outerAngleTangent;
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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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}
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#endif // NAZARA_ABSTRACTRENDERQUEUE_HPP
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