NazaraEngine/src/Nazara/Graphics/ForwardRenderQueue.cpp

845 lines
26 KiB
C++

// Copyright (C) 2015 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/ForwardRenderQueue.hpp>
#include <Nazara/Graphics/AbstractViewer.hpp>
#include <Nazara/Graphics/Light.hpp>
#include <Nazara/Graphics/Debug.hpp>
///TODO: Replace sinus/cosinus by a lookup table (which will lead to a speed up about 10x)
namespace Nz
{
/*!
* \ingroup graphics
* \class Nz::ForwardRenderQueue
* \brief Graphics class that represents the rendering queue for forward rendering
*/
/*!
* \brief Adds billboard to the queue
*
* \param renderOrder Order of rendering
* \param material Material of the billboard
* \param position Position of the billboard
* \param size Sizes of the billboard
* \param sinCos Rotation of the billboard
* \param color Color of the billboard
*
* \remark Produces a NazaraAssert if material is invalid
*/
void ForwardRenderQueue::AddBillboard(int renderOrder, const Material* material, const Vector3f& position, const Vector2f& size, const Vector2f& sinCos, const Color& color)
{
NazaraAssert(material, "Invalid material");
auto& billboards = GetLayer(renderOrder).billboards;
auto it = billboards.find(material);
if (it == billboards.end())
{
BatchedBillboardEntry entry;
entry.materialReleaseSlot.Connect(material->OnMaterialRelease, this, &ForwardRenderQueue::OnMaterialInvalidation);
it = billboards.insert(std::make_pair(material, std::move(entry))).first;
}
BatchedBillboardEntry& entry = it->second;
auto& billboardVector = entry.billboards;
billboardVector.push_back(BillboardData{color, position, size, sinCos});
}
/*!
* \brief Adds multiple billboards to the queue
*
* \param renderOrder Order of rendering
* \param material Material of the billboards
* \param count Number of billboards
* \param positionPtr Position of the billboards
* \param sizePtr Sizes of the billboards
* \param sinCosPtr Rotation of the billboards if null, Vector2f(0.f, 1.f) is used
* \param colorPtr Color of the billboards if null, Color::White is used
*
* \remark Produces a NazaraAssert if material is invalid
*/
void ForwardRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const Color> colorPtr)
{
NazaraAssert(material, "Invalid material");
Vector2f defaultSinCos(0.f, 1.f); // sin(0) = 0, cos(0) = 1
if (!sinCosPtr)
sinCosPtr.Reset(&defaultSinCos, 0); // The trick here is to put the stride to zero, which leads the pointer to be immobile
if (!colorPtr)
colorPtr.Reset(&Color::White, 0); // Same
BillboardData* billboardData = GetBillboardData(renderOrder, material, count);
for (unsigned int i = 0; i < count; ++i)
{
billboardData->center = *positionPtr++;
billboardData->color = *colorPtr++;
billboardData->sinCos = *sinCosPtr++;
billboardData->size = *sizePtr++;
billboardData++;
}
}
/*!
* \brief Adds multiple billboards to the queue
*
* \param renderOrder Order of rendering
* \param material Material of the billboards
* \param count Number of billboards
* \param positionPtr Position of the billboards
* \param sizePtr Sizes of the billboards
* \param sinCosPtr Rotation of the billboards if null, Vector2f(0.f, 1.f) is used
* \param alphaPtr Alpha parameters of the billboards if null, 1.f is used
*
* \remark Produces a NazaraAssert if material is invalid
*/
void ForwardRenderQueue::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)
{
NazaraAssert(material, "Invalid material");
Vector2f defaultSinCos(0.f, 1.f); // sin(0) = 0, cos(0) = 1
if (!sinCosPtr)
sinCosPtr.Reset(&defaultSinCos, 0); // The trick here is to put the stride to zero, which leads the pointer to be immobile
float defaultAlpha = 1.f;
if (!alphaPtr)
alphaPtr.Reset(&defaultAlpha, 0); // Same
BillboardData* billboardData = GetBillboardData(renderOrder, material, count);
for (unsigned int i = 0; i < count; ++i)
{
billboardData->center = *positionPtr++;
billboardData->color = Color(255, 255, 255, static_cast<UInt8>(255.f * (*alphaPtr++)));
billboardData->sinCos = *sinCosPtr++;
billboardData->size = *sizePtr++;
billboardData++;
}
}
/*!
* \brief Adds multiple billboards to the queue
*
* \param renderOrder Order of rendering
* \param material Material of the billboards
* \param count Number of billboards
* \param positionPtr Position of the billboards
* \param sizePtr Sizes of the billboards
* \param anglePtr Rotation of the billboards if null, 0.f is used
* \param colorPtr Color of the billboards if null, Color::White is used
*
* \remark Produces a NazaraAssert if material is invalid
*/
void ForwardRenderQueue::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)
{
NazaraAssert(material, "Invalid material");
float defaultRotation = 0.f;
if (!anglePtr)
anglePtr.Reset(&defaultRotation, 0); // The trick here is to put the stride to zero, which leads the pointer to be immobile
if (!colorPtr)
colorPtr.Reset(&Color::White, 0); // Same
BillboardData* billboardData = GetBillboardData(renderOrder, material, count);
for (unsigned int i = 0; i < count; ++i)
{
float sin = std::sin(ToRadians(*anglePtr));
float cos = std::cos(ToRadians(*anglePtr));
anglePtr++;
billboardData->center = *positionPtr++;
billboardData->color = *colorPtr++;
billboardData->sinCos.Set(sin, cos);
billboardData->size = *sizePtr++;
billboardData++;
}
}
/*!
* \brief Adds multiple billboards to the queue
*
* \param renderOrder Order of rendering
* \param material Material of the billboards
* \param count Number of billboards
* \param positionPtr Position of the billboards
* \param sizePtr Sizes of the billboards
* \param anglePtr Rotation of the billboards if null, 0.f is used
* \param alphaPtr Alpha parameters of the billboards if null, 1.f is used
*
* \remark Produces a NazaraAssert if material is invalid
*/
void ForwardRenderQueue::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)
{
NazaraAssert(material, "Invalid material");
float defaultRotation = 0.f;
if (!anglePtr)
anglePtr.Reset(&defaultRotation, 0); // The trick here is to put the stride to zero, which leads the pointer to be immobile
float defaultAlpha = 1.f;
if (!alphaPtr)
alphaPtr.Reset(&defaultAlpha, 0); // Same
BillboardData* billboardData = GetBillboardData(renderOrder, material, count);
for (unsigned int i = 0; i < count; ++i)
{
float sin = std::sin(ToRadians(*anglePtr));
float cos = std::cos(ToRadians(*anglePtr));
anglePtr++;
billboardData->center = *positionPtr++;
billboardData->color = Color(255, 255, 255, static_cast<UInt8>(255.f * (*alphaPtr++)));
billboardData->sinCos.Set(sin, cos);
billboardData->size = *sizePtr++;
billboardData++;
}
}
/*!
* \brief Adds multiple billboards to the queue
*
* \param renderOrder Order of rendering
* \param material Material of the billboards
* \param count Number of billboards
* \param positionPtr Position of the billboards
* \param sizePtr Size of the billboards
* \param sinCosPtr Rotation of the billboards if null, Vector2f(0.f, 1.f) is used
* \param colorPtr Color of the billboards if null, Color::White is used
*
* \remark Produces a NazaraAssert if material is invalid
*/
void ForwardRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const Color> colorPtr)
{
NazaraAssert(material, "Invalid material");
Vector2f defaultSinCos(0.f, 1.f); // sin(0) = 0, cos(0) = 1
if (!sinCosPtr)
sinCosPtr.Reset(&defaultSinCos, 0); // The trick here is to put the stride to zero, which leads the pointer to be immobile
if (!colorPtr)
colorPtr.Reset(&Color::White, 0); // Same
BillboardData* billboardData = GetBillboardData(renderOrder, material, count);
for (unsigned int i = 0; i < count; ++i)
{
billboardData->center = *positionPtr++;
billboardData->color = *colorPtr++;
billboardData->sinCos = *sinCosPtr++;
billboardData->size.Set(*sizePtr++);
billboardData++;
}
}
/*!
* \brief Adds multiple billboards to the queue
*
* \param renderOrder Order of rendering
* \param material Material of the billboards
* \param count Number of billboards
* \param positionPtr Position of the billboards
* \param sizePtr Size of the billboards
* \param sinCosPtr Rotation of the billboards if null, Vector2f(0.f, 1.f) is used
* \param alphaPtr Alpha parameters of the billboards if null, 1.f is used
*
* \remark Produces a NazaraAssert if material is invalid
*/
void ForwardRenderQueue::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)
{
NazaraAssert(material, "Invalid material");
Vector2f defaultSinCos(0.f, 1.f); // sin(0) = 0, cos(0) = 1
if (!sinCosPtr)
sinCosPtr.Reset(&defaultSinCos, 0); // The trick here is to put the stride to zero, which leads the pointer to be immobile
float defaultAlpha = 1.f;
if (!alphaPtr)
alphaPtr.Reset(&defaultAlpha, 0); // Same
BillboardData* billboardData = GetBillboardData(renderOrder, material, count);
for (unsigned int i = 0; i < count; ++i)
{
billboardData->center = *positionPtr++;
billboardData->color = Color(255, 255, 255, static_cast<UInt8>(255.f * (*alphaPtr++)));
billboardData->sinCos = *sinCosPtr++;
billboardData->size.Set(*sizePtr++);
billboardData++;
}
}
/*!
* \brief Adds multiple billboards to the queue
*
* \param renderOrder Order of rendering
* \param material Material of the billboards
* \param count Number of billboards
* \param positionPtr Position of the billboards
* \param sizePtr Size of the billboards
* \param anglePtr Rotation of the billboards if null, 0.f is used
* \param colorPtr Color of the billboards if null, Color::White is used
*
* \remark Produces a NazaraAssert if material is invalid
*/
void ForwardRenderQueue::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)
{
NazaraAssert(material, "Invalid material");
float defaultRotation = 0.f;
if (!anglePtr)
anglePtr.Reset(&defaultRotation, 0); // The trick here is to put the stride to zero, which leads the pointer to be immobile
if (!colorPtr)
colorPtr.Reset(&Color::White, 0); // Same
BillboardData* billboardData = GetBillboardData(renderOrder, material, count);
for (unsigned int i = 0; i < count; ++i)
{
float sin = std::sin(ToRadians(*anglePtr));
float cos = std::cos(ToRadians(*anglePtr));
anglePtr++;
billboardData->center = *positionPtr++;
billboardData->color = *colorPtr++;
billboardData->sinCos.Set(sin, cos);
billboardData->size.Set(*sizePtr++);
billboardData++;
}
}
/*!
* \brief Adds multiple billboards to the queue
*
* \param renderOrder Order of rendering
* \param material Material of the billboards
* \param count Number of billboards
* \param positionPtr Position of the billboards
* \param sizePtr Size of the billboards
* \param anglePtr Rotation of the billboards if null, 0.f is used
* \param alphaPtr Alpha parameters of the billboards if null, 1.f is used
*
* \remark Produces a NazaraAssert if material is invalid
*/
void ForwardRenderQueue::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)
{
NazaraAssert(material, "Invalid material");
float defaultRotation = 0.f;
if (!anglePtr)
anglePtr.Reset(&defaultRotation, 0); // The trick here is to put the stride to zero, which leads the pointer to be immobile
float defaultAlpha = 1.f;
if (!alphaPtr)
alphaPtr.Reset(&defaultAlpha, 0); // Same
BillboardData* billboardData = GetBillboardData(renderOrder, material, count);
for (unsigned int i = 0; i < count; ++i)
{
float sin = std::sin(ToRadians(*anglePtr));
float cos = std::cos(ToRadians(*anglePtr));
anglePtr++;
billboardData->center = *positionPtr++;
billboardData->color = Color(255, 255, 255, static_cast<UInt8>(255.f * (*alphaPtr++)));
billboardData->sinCos.Set(sin, cos);
billboardData->size.Set(*sizePtr++);
billboardData++;
}
}
/*!
* \brief Adds drawable to the queue
*
* \param renderOrder Order of rendering
* \param drawable Drawable user defined
*
* \remark Produces a NazaraError if drawable is invalid
*/
void ForwardRenderQueue::AddDrawable(int renderOrder, const Drawable* drawable)
{
#if NAZARA_GRAPHICS_SAFE
if (!drawable)
{
NazaraError("Invalid drawable");
return;
}
#endif
auto& otherDrawables = GetLayer(renderOrder).otherDrawables;
otherDrawables.push_back(drawable);
}
/*!
* \brief Adds mesh to the queue
*
* \param renderOrder Order of rendering
* \param material Material of the mesh
* \param meshData Data of the mesh
* \param meshAABB Box of the mesh
* \param transformMatrix Matrix of the mesh
*
* \remark Produces a NazaraAssert if material is invalid
*/
void ForwardRenderQueue::AddMesh(int renderOrder, const Material* material, const MeshData& meshData, const Boxf& meshAABB, const Matrix4f& transformMatrix)
{
NazaraAssert(material, "Invalid material");
if (material->IsEnabled(RendererParameter_Blend))
{
Layer& currentLayer = GetLayer(renderOrder);
auto& transparentModels = currentLayer.transparentModels;
auto& transparentModelData = currentLayer.transparentModelData;
// The material is transparent, we must draw this mesh using another way (after the rendering of opages objects while sorting them)
unsigned int index = transparentModelData.size();
transparentModelData.resize(index+1);
TransparentModelData& data = transparentModelData.back();
data.material = material;
data.meshData = meshData;
data.squaredBoundingSphere = Spheref(transformMatrix.GetTranslation() + meshAABB.GetCenter(), meshAABB.GetSquaredRadius());
data.transformMatrix = transformMatrix;
transparentModels.push_back(index);
}
else
{
Layer& currentLayer = GetLayer(renderOrder);
auto& opaqueModels = currentLayer.opaqueModels;
auto it = opaqueModels.find(material);
if (it == opaqueModels.end())
{
BatchedModelEntry entry;
entry.materialReleaseSlot.Connect(material->OnMaterialRelease, this, &ForwardRenderQueue::OnMaterialInvalidation);
it = opaqueModels.insert(std::make_pair(material, std::move(entry))).first;
}
BatchedModelEntry& entry = it->second;
entry.enabled = true;
auto& meshMap = entry.meshMap;
auto it2 = meshMap.find(meshData);
if (it2 == meshMap.end())
{
MeshInstanceEntry instanceEntry;
instanceEntry.squaredBoundingSphere = meshAABB.GetSquaredBoundingSphere();
if (meshData.indexBuffer)
instanceEntry.indexBufferReleaseSlot.Connect(meshData.indexBuffer->OnIndexBufferRelease, this, &ForwardRenderQueue::OnIndexBufferInvalidation);
instanceEntry.vertexBufferReleaseSlot.Connect(meshData.vertexBuffer->OnVertexBufferRelease, this, &ForwardRenderQueue::OnVertexBufferInvalidation);
it2 = meshMap.insert(std::make_pair(meshData, std::move(instanceEntry))).first;
}
std::vector<Matrix4f>& instances = it2->second.instances;
instances.push_back(transformMatrix);
// Do we have enough instances to perform instancing ?
if (instances.size() >= NAZARA_GRAPHICS_INSTANCING_MIN_INSTANCES_COUNT)
entry.instancingEnabled = true; // Thus we can activate it
}
}
/*!
* \brief Adds sprites to the queue
*
* \param renderOrder Order of rendering
* \param material Material of the sprites
* \param vertices Buffer of data for the sprites
* \param spriteCount Number of sprites
* \param overlay Texture of the sprites
*
* \remark Produces a NazaraAssert if material is invalid
*/
void ForwardRenderQueue::AddSprites(int renderOrder, const Material* material, const VertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const Texture* overlay)
{
NazaraAssert(material, "Invalid material");
Layer& currentLayer = GetLayer(renderOrder);
auto& basicSprites = currentLayer.basicSprites;
auto matIt = basicSprites.find(material);
if (matIt == basicSprites.end())
{
BatchedBasicSpriteEntry entry;
entry.materialReleaseSlot.Connect(material->OnMaterialRelease, this, &ForwardRenderQueue::OnMaterialInvalidation);
matIt = basicSprites.insert(std::make_pair(material, std::move(entry))).first;
}
BatchedBasicSpriteEntry& entry = matIt->second;
entry.enabled = true;
auto& overlayMap = entry.overlayMap;
auto overlayIt = overlayMap.find(overlay);
if (overlayIt == overlayMap.end())
{
BatchedSpriteEntry overlayEntry;
if (overlay)
overlayEntry.textureReleaseSlot.Connect(overlay->OnTextureRelease, this, &ForwardRenderQueue::OnTextureInvalidation);
overlayIt = overlayMap.insert(std::make_pair(overlay, std::move(overlayEntry))).first;
}
auto& spriteVector = overlayIt->second.spriteChains;
spriteVector.push_back(SpriteChain_XYZ_Color_UV({vertices, spriteCount}));
}
/*!
* \brief Clears the queue
*
* \param fully Should everything be cleared or we can keep layers
*/
void ForwardRenderQueue::Clear(bool fully)
{
AbstractRenderQueue::Clear(fully);
if (fully)
layers.clear();
else
{
for (auto it = layers.begin(); it != layers.end();)
{
Layer& layer = it->second;
if (layer.clearCount++ >= 100)
layers.erase(it++);
else
{
layer.otherDrawables.clear();
layer.transparentModels.clear();
layer.transparentModelData.clear();
++it;
}
}
}
}
/*!
* \brief Sorts the object according to the viewer position, furthest to nearest
*
* \param viewer Viewer of the scene
*/
void ForwardRenderQueue::Sort(const AbstractViewer* viewer)
{
Planef nearPlane = viewer->GetFrustum().GetPlane(FrustumPlane_Near);
Vector3f viewerPos = viewer->GetEyePosition();
Vector3f viewerNormal = viewer->GetForward();
for (auto& pair : layers)
{
Layer& layer = pair.second;
std::sort(layer.transparentModels.begin(), layer.transparentModels.end(), [&layer, &nearPlane, &viewerNormal] (unsigned int index1, unsigned int index2)
{
const Spheref& sphere1 = layer.transparentModelData[index1].squaredBoundingSphere;
const Spheref& sphere2 = layer.transparentModelData[index2].squaredBoundingSphere;
Vector3f position1 = sphere1.GetNegativeVertex(viewerNormal);
Vector3f position2 = sphere2.GetNegativeVertex(viewerNormal);
return nearPlane.Distance(position1) > nearPlane.Distance(position2);
});
for (auto& pair : layer.billboards)
{
const Material* mat = pair.first;
if (mat->IsDepthSortingEnabled())
{
BatchedBillboardEntry& entry = pair.second;
auto& billboardVector = entry.billboards;
std::sort(billboardVector.begin(), billboardVector.end(), [&viewerPos] (const BillboardData& data1, const BillboardData& data2)
{
return viewerPos.SquaredDistance(data1.center) > viewerPos.SquaredDistance(data2.center);
});
}
}
}
}
/*!
* \brief Gets the billboard data
* \return Pointer to the data of the billboards
*
* \param renderOrder Order of rendering
* \param material Material of the billboard
*/
ForwardRenderQueue::BillboardData* ForwardRenderQueue::GetBillboardData(int renderOrder, const Material* material, unsigned int count)
{
auto& billboards = GetLayer(renderOrder).billboards;
auto it = billboards.find(material);
if (it == billboards.end())
{
BatchedBillboardEntry entry;
entry.materialReleaseSlot.Connect(material->OnMaterialRelease, this, &ForwardRenderQueue::OnMaterialInvalidation);
it = billboards.insert(std::make_pair(material, std::move(entry))).first;
}
BatchedBillboardEntry& entry = it->second;
auto& billboardVector = entry.billboards;
unsigned int prevSize = billboardVector.size();
billboardVector.resize(prevSize + count);
return &billboardVector[prevSize];
}
/*!
* \brief Gets the ith layer
* \return Reference to the ith layer for the queue
*
* \param i Index of the layer
*/
ForwardRenderQueue::Layer& ForwardRenderQueue::GetLayer(int i)
{
auto it = layers.find(i);
if (it == layers.end())
it = layers.insert(std::make_pair(i, Layer())).first;
Layer& layer = it->second;
layer.clearCount = 0;
return layer;
}
/*!
* \brief Handle the invalidation of an index buffer
*
* \param indexBuffer Index buffer being invalidated
*/
void ForwardRenderQueue::OnIndexBufferInvalidation(const IndexBuffer* indexBuffer)
{
for (auto& pair : layers)
{
Layer& layer = pair.second;
for (auto& modelPair : layer.opaqueModels)
{
MeshInstanceContainer& meshes = modelPair.second.meshMap;
for (auto it = meshes.begin(); it != meshes.end();)
{
const MeshData& renderData = it->first;
if (renderData.indexBuffer == indexBuffer)
it = meshes.erase(it);
else
++it;
}
}
}
}
/*!
* \brief Handle the invalidation of a material
*
* \param material Material being invalidated
*/
void ForwardRenderQueue::OnMaterialInvalidation(const Material* material)
{
for (auto& pair : layers)
{
Layer& layer = pair.second;
layer.basicSprites.erase(material);
layer.billboards.erase(material);
layer.opaqueModels.erase(material);
}
}
/*!
* \brief Handle the invalidation of a texture
*
* \param texture Texture being invalidated
*/
void ForwardRenderQueue::OnTextureInvalidation(const Texture* texture)
{
for (auto& pair : layers)
{
Layer& layer = pair.second;
for (auto matIt = layer.basicSprites.begin(); matIt != layer.basicSprites.end(); ++matIt)
{
auto& overlayMap = matIt->second.overlayMap;
overlayMap.erase(texture);
}
}
}
/*!
* \brief Handle the invalidation of a vertex buffer
*
* \param vertexBuffer Vertex buffer being invalidated
*/
void ForwardRenderQueue::OnVertexBufferInvalidation(const VertexBuffer* vertexBuffer)
{
for (auto& pair : layers)
{
Layer& layer = pair.second;
for (auto& modelPair : layer.opaqueModels)
{
MeshInstanceContainer& meshes = modelPair.second.meshMap;
for (auto it = meshes.begin(); it != meshes.end();)
{
const MeshData& renderData = it->first;
if (renderData.vertexBuffer == vertexBuffer)
it = meshes.erase(it);
else
++it;
}
}
}
}
/*!
* \brief Functor to compare two batched billboard with material
* \return true If first material is "smaller" than the second one
*
* \param mat1 First material to compare
* \param mat2 Second material to compare
*/
bool ForwardRenderQueue::BatchedBillboardComparator::operator()(const Material* mat1, const Material* mat2) const
{
const UberShader* uberShader1 = mat1->GetShader();
const UberShader* uberShader2 = mat2->GetShader();
if (uberShader1 != uberShader2)
return uberShader1 < uberShader2;
const Shader* shader1 = mat1->GetShaderInstance(ShaderFlags_Billboard | ShaderFlags_VertexColor)->GetShader();
const Shader* shader2 = mat2->GetShaderInstance(ShaderFlags_Billboard | ShaderFlags_VertexColor)->GetShader();
if (shader1 != shader2)
return shader1 < shader2;
const Texture* diffuseMap1 = mat1->GetDiffuseMap();
const Texture* diffuseMap2 = mat2->GetDiffuseMap();
if (diffuseMap1 != diffuseMap2)
return diffuseMap1 < diffuseMap2;
return mat1 < mat2;
}
/*!
* \brief Functor to compare two batched model with material
* \return true If first material is "smaller" than the second one
*
* \param mat1 First material to compare
* \param mat2 Second material to compare
*/
bool ForwardRenderQueue::BatchedModelMaterialComparator::operator()(const Material* mat1, const Material* mat2) const
{
const UberShader* uberShader1 = mat1->GetShader();
const UberShader* uberShader2 = mat2->GetShader();
if (uberShader1 != uberShader2)
return uberShader1 < uberShader2;
const Shader* shader1 = mat1->GetShaderInstance()->GetShader();
const Shader* shader2 = mat2->GetShaderInstance()->GetShader();
if (shader1 != shader2)
return shader1 < shader2;
const Texture* diffuseMap1 = mat1->GetDiffuseMap();
const Texture* diffuseMap2 = mat2->GetDiffuseMap();
if (diffuseMap1 != diffuseMap2)
return diffuseMap1 < diffuseMap2;
return mat1 < mat2;
}
/*!
* \brief Functor to compare two batched sprites with material
* \return true If first material is "smaller" than the second one
*
* \param mat1 First material to compare
* \param mat2 Second material to compare
*/
bool ForwardRenderQueue::BatchedSpriteMaterialComparator::operator()(const Material* mat1, const Material* mat2)
{
const UberShader* uberShader1 = mat1->GetShader();
const UberShader* uberShader2 = mat2->GetShader();
if (uberShader1 != uberShader2)
return uberShader1 < uberShader2;
const Shader* shader1 = mat1->GetShaderInstance()->GetShader();
const Shader* shader2 = mat2->GetShaderInstance()->GetShader();
if (shader1 != shader2)
return shader1 < shader2;
const Texture* diffuseMap1 = mat1->GetDiffuseMap();
const Texture* diffuseMap2 = mat2->GetDiffuseMap();
if (diffuseMap1 != diffuseMap2)
return diffuseMap1 < diffuseMap2;
return mat1 < mat2;
}
/*!
* \brief Functor to compare two mesh data
* \return true If first mesh is "smaller" than the second one
*
* \param data1 First mesh to compare
* \param data2 Second mesh to compare
*/
bool ForwardRenderQueue::MeshDataComparator::operator()(const MeshData& data1, const MeshData& data2) const
{
const Buffer* buffer1;
const Buffer* buffer2;
buffer1 = (data1.indexBuffer) ? data1.indexBuffer->GetBuffer() : nullptr;
buffer2 = (data2.indexBuffer) ? data2.indexBuffer->GetBuffer() : nullptr;
if (buffer1 != buffer2)
return buffer1 < buffer2;
buffer1 = data1.vertexBuffer->GetBuffer();
buffer2 = data2.vertexBuffer->GetBuffer();
if (buffer1 != buffer2)
return buffer1 < buffer2;
return data1.primitiveMode < data2.primitiveMode;
}
}