97 lines
3.6 KiB
C++
97 lines
3.6 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_FORWARDRENDERTECHNIQUE_HPP
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#define NAZARA_FORWARDRENDERTECHNIQUE_HPP
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#include <Nazara/Prerequesites.hpp>
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#include <Nazara/Graphics/AbstractRenderTechnique.hpp>
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#include <Nazara/Graphics/Config.hpp>
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#include <Nazara/Graphics/ForwardRenderQueue.hpp>
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#include <Nazara/Graphics/Light.hpp>
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#include <Nazara/Renderer/Shader.hpp>
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#include <Nazara/Utility/IndexBuffer.hpp>
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#include <Nazara/Utility/VertexBuffer.hpp>
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class NAZARA_GRAPHICS_API NzForwardRenderTechnique : public NzAbstractRenderTechnique
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{
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public:
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NzForwardRenderTechnique();
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~NzForwardRenderTechnique() = default;
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bool Draw(const NzSceneData& sceneData) const override;
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unsigned int GetMaxLightPassPerObject() const;
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NzAbstractRenderQueue* GetRenderQueue() override;
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nzRenderTechniqueType GetType() const override;
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void SetMaxLightPassPerObject(unsigned int passCount);
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static bool Initialize();
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static void Uninitialize();
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private:
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struct ShaderUniforms;
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void ChooseLights(const NzSpheref& object, bool includeDirectionalLights = true) const;
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void DrawBasicSprites(const NzSceneData& sceneData) const;
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void DrawBillboards(const NzSceneData& sceneData) const;
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void DrawOpaqueModels(const NzSceneData& sceneData) const;
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void DrawTransparentModels(const NzSceneData& sceneData) const;
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const ShaderUniforms* GetShaderUniforms(const NzShader* shader) const;
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void OnShaderInvalidated(const NzShader* shader) const;
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void SendLightUniforms(const NzShader* shader, const NzLightUniforms& uniforms, unsigned int index, unsigned int uniformOffset) const;
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static float ComputeDirectionalLightScore(const NzSpheref& object, const NzAbstractRenderQueue::DirectionalLight& light);
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static float ComputePointLightScore(const NzSpheref& object, const NzAbstractRenderQueue::PointLight& light);
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static float ComputeSpotLightScore(const NzSpheref& object, const NzAbstractRenderQueue::SpotLight& light);
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static bool IsDirectionalLightSuitable(const NzSpheref& object, const NzAbstractRenderQueue::DirectionalLight& light);
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static bool IsPointLightSuitable(const NzSpheref& object, const NzAbstractRenderQueue::PointLight& light);
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static bool IsSpotLightSuitable(const NzSpheref& object, const NzAbstractRenderQueue::SpotLight& light);
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struct LightIndex
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{
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nzLightType type;
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float score;
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unsigned int index;
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};
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struct ShaderUniforms
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{
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NazaraSlot(NzShader, OnShaderUniformInvalidated, shaderUniformInvalidatedSlot);
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NazaraSlot(NzShader, OnShaderRelease, shaderReleaseSlot);
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NzLightUniforms lightUniforms;
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bool hasLightUniforms;
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/// Moins coûteux en mémoire que de stocker un NzLightUniforms par index de lumière,
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/// à voir si ça fonctionne chez tout le monde
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int lightOffset; // "Distance" entre Lights[0].type et Lights[1].type
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// Autre uniformes
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int eyePosition;
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int sceneAmbient;
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int textureOverlay;
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};
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mutable std::unordered_map<const NzShader*, ShaderUniforms> m_shaderUniforms;
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mutable std::vector<LightIndex> m_lights;
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NzBuffer m_vertexBuffer;
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mutable NzForwardRenderQueue m_renderQueue;
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NzVertexBuffer m_billboardPointBuffer;
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NzVertexBuffer m_spriteBuffer;
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unsigned int m_maxLightPassPerObject;
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static NzIndexBuffer s_quadIndexBuffer;
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static NzVertexBuffer s_quadVertexBuffer;
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static NzVertexDeclaration s_billboardInstanceDeclaration;
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static NzVertexDeclaration s_billboardVertexDeclaration;
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};
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#include <Nazara/Graphics/ForwardRenderTechnique.inl>
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#endif // NAZARA_FORWARDRENDERTECHNIQUE_HPP
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