NazaraEngine/include/NazaraSDK/Systems/RenderSystem.inl

187 lines
4.9 KiB
C++

// Copyright (C) 2020 Jérôme Leclercq
// This file is part of the "Nazara Development Kit"
// For conditions of distribution and use, see copyright notice in Prerequisites.hpp
#include <NazaraSDK/Systems/RenderSystem.hpp>
namespace Ndk
{
/*!
* \brief Changes the render technique used for the system
* \return A reference to the render technique type
*/
template<typename T>
inline T& RenderSystem::ChangeRenderTechnique()
{
static_assert(std::is_base_of<Nz::AbstractRenderTechnique, T>::value, "RenderTechnique is not a subtype of AbstractRenderTechnique");
return static_cast<T&>(ChangeRenderTechnique(std::make_unique<T>()));
}
/*!
* \brief Changes the render technique used for the system
* \return A reference to the abstract render technique
*
* \param renderTechnique Render technique to use
*/
inline Nz::AbstractRenderTechnique& RenderSystem::ChangeRenderTechnique(std::unique_ptr<Nz::AbstractRenderTechnique>&& renderTechnique)
{
m_renderTechnique = std::move(renderTechnique);
return *m_renderTechnique;
}
/*!
* \brief Enables/disables object culling
*
* Object culling is an algorithm used by the render system to detect invisible objects (which will not appear on screen) before they are rendered.
* This includes Frustum Culling and potentially Occlusion Culling.
*
* Disabling this is not recommended, as the system will draw every object in the world which could induce a performance loss.
*
* \param enable Whether to enable or disable culling
*
* \see IsCullingEnabled
*/
inline void RenderSystem::EnableCulling(bool enable)
{
m_isCullingEnabled = enable;
}
/*!
* \brief Gets the background used for rendering
* \return A reference to the background
*/
inline const Nz::BackgroundRef& RenderSystem::GetDefaultBackground() const
{
return m_background;
}
/*!
* \brief Gets the coordinates matrix used for rendering
* \return A constant reference to the matrix of coordinates
*/
inline const Nz::Matrix4f& RenderSystem::GetCoordinateSystemMatrix() const
{
return m_coordinateSystemMatrix;
}
/*!
* \brief Gets the "forward" global direction
* \return The forward direction, by default, it's -UnitZ() (Right hand coordinates)
*/
inline Nz::Vector3f RenderSystem::GetGlobalForward() const
{
return Nz::Vector3f(-m_coordinateSystemMatrix.m13, -m_coordinateSystemMatrix.m23, -m_coordinateSystemMatrix.m33);
}
/*!
* \brief Gets the "right" global direction
* \return The right direction, by default, it's UnitX() (Right hand coordinates)
*/
inline Nz::Vector3f RenderSystem::GetGlobalRight() const
{
return Nz::Vector3f(m_coordinateSystemMatrix.m11, m_coordinateSystemMatrix.m21, m_coordinateSystemMatrix.m31);
}
/*!
* \brief Gets the "up" global direction
* \return The up direction, by default, it's UnitY() (Right hand coordinates)
*/
inline Nz::Vector3f RenderSystem::GetGlobalUp() const
{
return Nz::Vector3f(m_coordinateSystemMatrix.m12, m_coordinateSystemMatrix.m22, m_coordinateSystemMatrix.m32);
}
/*!
* \brief Gets the render technique used for rendering
* \return A reference to the abstract render technique being used
*/
inline Nz::AbstractRenderTechnique& RenderSystem::GetRenderTechnique() const
{
return *m_renderTechnique.get();
}
/*!
* \brief Query if culling is enabled (enabled by default)
* \return True if culling is enabled, false otherwise
*
* \see EnableCulling
*/
inline bool RenderSystem::IsCullingEnabled() const
{
return m_isCullingEnabled;
}
/*!
* \brief Sets the background used for rendering
*
* \param background A reference to the background
*/
inline void RenderSystem::SetDefaultBackground(Nz::BackgroundRef background)
{
m_background = std::move(background);
}
/*!
* \brief Sets the "forward" global direction
*
* \param direction The new forward direction
*/
inline void RenderSystem::SetGlobalForward(const Nz::Vector3f& direction)
{
m_coordinateSystemMatrix.m13 = -direction.x;
m_coordinateSystemMatrix.m23 = -direction.y;
m_coordinateSystemMatrix.m33 = -direction.z;
InvalidateCoordinateSystem();
}
/*!
* \brief Sets the "right" global direction
*
* \param direction The new right direction
*/
inline void RenderSystem::SetGlobalRight(const Nz::Vector3f& direction)
{
m_coordinateSystemMatrix.m11 = direction.x;
m_coordinateSystemMatrix.m21 = direction.y;
m_coordinateSystemMatrix.m31 = direction.z;
InvalidateCoordinateSystem();
}
/*!
* \brief Sets the "up" global direction
*
* \param direction The new up direction
*/
inline void RenderSystem::SetGlobalUp(const Nz::Vector3f& direction)
{
m_coordinateSystemMatrix.m12 = direction.x;
m_coordinateSystemMatrix.m22 = direction.y;
m_coordinateSystemMatrix.m32 = direction.z;
InvalidateCoordinateSystem();
}
/*!
* \brief Invalidates the matrix of coordinates for the system
*/
inline void RenderSystem::InvalidateCoordinateSystem()
{
m_coordinateSystemInvalidated = true;
}
}