* 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
71 lines
2.5 KiB
C++
71 lines
2.5 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_DEFERREDGEOMETRYPASS_HPP
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#define NAZARA_DEFERREDGEOMETRYPASS_HPP
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#include <Nazara/Prerequisites.hpp>
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#include <Nazara/Graphics/BasicRenderQueue.hpp>
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#include <Nazara/Graphics/DeferredRenderPass.hpp>
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#include <Nazara/Renderer/RenderStates.hpp>
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#include <Nazara/Renderer/Shader.hpp>
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#include <unordered_map>
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namespace Nz
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{
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class NAZARA_GRAPHICS_API DeferredGeometryPass : public DeferredRenderPass
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{
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friend class DeferredRenderTechnique;
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public:
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DeferredGeometryPass();
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virtual ~DeferredGeometryPass();
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bool Process(const SceneData& sceneData, unsigned int firstWorkTexture, unsigned int secondWorkTexture) const override;
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bool Resize(const Vector2ui& dimensions) override;
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protected:
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struct ShaderUniforms;
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void DrawBillboards(const SceneData& sceneData, const BasicRenderQueue& renderQueue, const RenderQueue<BasicRenderQueue::Billboard>& billboards) const;
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void DrawBillboards(const SceneData& sceneData, const BasicRenderQueue& renderQueue, const RenderQueue<BasicRenderQueue::BillboardChain>& billboards) const;
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void DrawModels(const SceneData& sceneData, const BasicRenderQueue& renderQueue, const RenderQueue<BasicRenderQueue::Model>& models) const;
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void DrawSprites(const SceneData& sceneData, const BasicRenderQueue& renderQueue, const RenderQueue<BasicRenderQueue::SpriteChain>& sprites) const;
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const ShaderUniforms* GetShaderUniforms(const Shader* shader) const;
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void OnShaderInvalidated(const Shader* shader) const;
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static bool Initialize();
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static void Uninitialize();
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struct ShaderUniforms
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{
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NazaraSlot(Shader, OnShaderUniformInvalidated, shaderUniformInvalidatedSlot);
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NazaraSlot(Shader, OnShaderRelease, shaderReleaseSlot);
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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 Shader*, ShaderUniforms> m_shaderUniforms;
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mutable std::vector<std::pair<const VertexStruct_XYZ_Color_UV*, std::size_t>> m_spriteChains;
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Buffer m_vertexBuffer;
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RenderStates m_clearStates;
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ShaderRef m_clearShader;
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Texture m_whiteTexture;
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VertexBuffer m_billboardPointBuffer;
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VertexBuffer m_spriteBuffer;
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static IndexBuffer s_quadIndexBuffer;
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static VertexBuffer s_quadVertexBuffer;
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static VertexDeclaration s_billboardInstanceDeclaration;
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static VertexDeclaration s_billboardVertexDeclaration;
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};
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}
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#endif // NAZARA_DEFERREDGEOMETRYPASS_HPP
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