* 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
87 lines
2.0 KiB
C++
87 lines
2.0 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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#include <Nazara/Graphics/DeferredRenderPass.hpp>
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#include <Nazara/Graphics/DeferredProxyRenderQueue.hpp>
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#include <Nazara/Graphics/DeferredRenderTechnique.hpp>
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#include <Nazara/Math/Vector2.hpp>
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#include <Nazara/Graphics/Debug.hpp>
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namespace Nz
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{
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/*!
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* \ingroup graphics
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* \class Nz::DeferredRenderPass
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* \brief Graphics class that represents the pass for rendering in deferred rendering
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*/
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/*!
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* \brief Constructs a DeferredRenderPass object by default
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*/
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DeferredRenderPass::DeferredRenderPass() :
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m_enabled(true)
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{
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}
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DeferredRenderPass::~DeferredRenderPass() = default;
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/*!
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* \brief Enables the deferred rendering
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*
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* \param enable Should deferred rendering be activated
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*/
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void DeferredRenderPass::Enable(bool enable)
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{
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m_enabled = enable;
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}
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/*!
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* \brief Initializes the deferred forward pass which needs the deferred technique
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*
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* \param technique Rendering technique
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*/
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void DeferredRenderPass::Initialize(DeferredRenderTechnique* technique)
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{
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m_deferredTechnique = technique;
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m_renderQueue = static_cast<DeferredProxyRenderQueue*>(technique->GetRenderQueue());
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m_depthStencilTexture = technique->GetDepthStencilTexture();
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m_GBufferRTT = technique->GetGBufferRTT();
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for (unsigned int i = 0; i < 3; ++i)
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m_GBuffer[i] = technique->GetGBuffer(i);
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m_workRTT = technique->GetWorkRTT();
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for (unsigned int i = 0; i < 2; ++i)
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m_workTextures[i] = technique->GetWorkTexture(i);
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}
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/*!
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* \brief Checks whether the deferred rendering is enabled
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* \return true If it the case
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*/
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bool DeferredRenderPass::IsEnabled() const
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{
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return m_enabled;
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}
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/*!
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* \brief Resizes the texture sizes
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* \return true If successful
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*
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* \param dimensions Dimensions for the compute texture
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*/
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bool DeferredRenderPass::Resize(const Vector2ui& dimensions)
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{
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m_dimensions = dimensions;
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return true;
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}
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}
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