NazaraEngine/include/Nazara/Graphics/AbstractRenderQueue.hpp

103 lines
4.8 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
#pragma once
#ifndef NAZARA_ABSTRACTRENDERQUEUE_HPP
#define NAZARA_ABSTRACTRENDERQUEUE_HPP
#include <Nazara/Prerequesites.hpp>
#include <Nazara/Core/Color.hpp>
#include <Nazara/Core/SparsePtr.hpp>
#include <Nazara/Graphics/Config.hpp>
#include <Nazara/Math/Box.hpp>
#include <Nazara/Math/Matrix4.hpp>
#include <Nazara/Utility/Enums.hpp>
#include <Nazara/Utility/VertexStruct.hpp>
#include <vector>
namespace Nz
{
class Drawable;
class Material;
class Texture;
struct MeshData;
class NAZARA_GRAPHICS_API AbstractRenderQueue
{
public:
struct DirectionalLight;
struct PointLight;
struct SpotLight;
AbstractRenderQueue() = default;
AbstractRenderQueue(const AbstractRenderQueue&) = delete;
AbstractRenderQueue(AbstractRenderQueue&&) = default;
virtual ~AbstractRenderQueue();
// Je ne suis vraiment pas fan du nombre de surcharges pour AddBillboards,
// mais je n'ai pas d'autre solution tout aussi performante pour le moment...
virtual void AddBillboard(int renderOrder, const Material* material, const Vector3f& position, const Vector2f& size, const Vector2f& sinCos = Vector2f(0.f, 1.f), const Color& color = Color::White) = 0;
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;
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;
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;
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;
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;
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;
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;
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;
virtual void AddDrawable(int renderOrder, const Drawable* drawable) = 0;
virtual void AddDirectionalLight(const DirectionalLight& light);
virtual void AddMesh(int renderOrder, const Material* material, const MeshData& meshData, const Boxf& meshAABB, const Matrix4f& transformMatrix) = 0;
virtual void AddPointLight(const PointLight& light);
virtual void AddSpotLight(const SpotLight& light);
virtual void AddSprites(int renderOrder, const Material* material, const VertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const Texture* overlay = nullptr) = 0;
virtual void Clear(bool fully = false);
AbstractRenderQueue& operator=(const AbstractRenderQueue&) = delete;
AbstractRenderQueue& operator=(AbstractRenderQueue&&) = default;
struct DirectionalLight
{
Color color;
Vector3f direction;
float ambientFactor;
float diffuseFactor;
};
struct PointLight
{
Color color;
Vector3f position;
float ambientFactor;
float attenuation;
float diffuseFactor;
float invRadius;
float radius;
};
struct SpotLight
{
Color color;
Vector3f direction;
Vector3f position;
float ambientFactor;
float attenuation;
float diffuseFactor;
float innerAngleCosine;
float invRadius;
float outerAngleCosine;
float outerAngleTangent;
float radius;
};
std::vector<DirectionalLight> directionalLights;
std::vector<PointLight> pointLights;
std::vector<SpotLight> spotLights;
};
}
#endif // NAZARA_ABSTRACTRENDERQUEUE_HPP