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NazaraEngine/SDK/include/NDK/Systems/RenderSystem.hpp
Lynix 416441bd3e Sdk/RenderSystem: Regenerate renderqueue only when needed
Former-commit-id: 8883c832e1ea34172cf7b21e949f931f188542cf [formerly 3e5d67644e985fd6b5dc0d24bd431e575b9192b7] [formerly 9240e84ee3e77f9b4fa525c5e614ee32c4a59501 [formerly 4f5f4c5d6f366619e888feb8e7fcc8379cf0fabd]]
Former-commit-id: ebc0908d6be73e8509e322450bfe6c2cfcc89ae8 [formerly b621f6434040e1c78841d51e905eda23fdad9b62]
Former-commit-id: 382e99294b674b9740dc9c9b5f5e6dd39b103c52
2016-09-15 14:21:06 +02:00

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2.7 KiB
C++

// Copyright (C) 2015 Jérôme Leclercq
// This file is part of the "Nazara Development Kit"
// For conditions of distribution and use, see copyright notice in Prerequesites.hpp
#pragma once
#ifndef NDK_SERVER
#ifndef NDK_SYSTEMS_RENDERSYSTEM_HPP
#define NDK_SYSTEMS_RENDERSYSTEM_HPP
#include <Nazara/Graphics/AbstractBackground.hpp>
#include <Nazara/Graphics/CullingList.hpp>
#include <Nazara/Graphics/DepthRenderTechnique.hpp>
#include <Nazara/Graphics/ForwardRenderTechnique.hpp>
#include <Nazara/Renderer/RenderTexture.hpp>
#include <NDK/Components/GraphicsComponent.hpp>
#include <NDK/EntityList.hpp>
#include <NDK/System.hpp>
#include <unordered_map>
#include <vector>
namespace Ndk
{
class NDK_API RenderSystem : public System<RenderSystem>
{
public:
RenderSystem();
inline RenderSystem(const RenderSystem& renderSystem);
~RenderSystem() = default;
template<typename T> T& ChangeRenderTechnique();
inline Nz::AbstractRenderTechnique& ChangeRenderTechnique(std::unique_ptr<Nz::AbstractRenderTechnique>&& renderTechnique);
inline const Nz::BackgroundRef& GetDefaultBackground() const;
inline const Nz::Matrix4f& GetCoordinateSystemMatrix() const;
inline Nz::Vector3f GetGlobalForward() const;
inline Nz::Vector3f GetGlobalRight() const;
inline Nz::Vector3f GetGlobalUp() const;
inline Nz::AbstractRenderTechnique& GetRenderTechnique() const;
inline void SetDefaultBackground(Nz::BackgroundRef background);
inline void SetGlobalForward(const Nz::Vector3f& direction);
inline void SetGlobalRight(const Nz::Vector3f& direction);
inline void SetGlobalUp(const Nz::Vector3f& direction);
static SystemIndex systemIndex;
private:
inline void InvalidateCoordinateSystem();
void OnEntityRemoved(Entity* entity) override;
void OnEntityValidation(Entity* entity, bool justAdded) override;
void OnUpdate(float elapsedTime) override;
void UpdateDirectionalShadowMaps(const Nz::AbstractViewer& viewer);
void UpdatePointSpotShadowMaps();
std::unique_ptr<Nz::AbstractRenderTechnique> m_renderTechnique;
std::vector<GraphicsComponentCullingList::VolumeEntry> m_volumeEntries;
EntityList m_cameras;
EntityList m_drawables;
EntityList m_directionalLights;
EntityList m_lights;
EntityList m_pointSpotLights;
EntityList m_particleGroups;
GraphicsComponentCullingList m_drawableCulling;
Nz::BackgroundRef m_background;
Nz::DepthRenderTechnique m_shadowTechnique;
Nz::Matrix4f m_coordinateSystemMatrix;
Nz::RenderTexture m_shadowRT;
bool m_coordinateSystemInvalidated;
bool m_forceRenderQueueInvalidation;
};
}
#include <NDK/Systems/RenderSystem.inl>
#endif // NDK_SYSTEMS_RENDERSYSTEM_HPP
#endif // NDK_SERVER