Former-commit-id: 454c84a97accb0cddddadbe48a2e08225b9cc98b [formerly a4e5d1e4511e5c1f02b8fd4e129192f88adf315f] [formerly d10b981f4e27d0dc6afc76b2c8dc60ab860cebbd [formerly 0e8c9cea9e8f06e82597924e608d0881d6735433]] Former-commit-id: 43f5b9d50bd672aa347f00ed2f87c54e9c9148ee [formerly 3ce48d5f0e61153fdf0cc957e06d6a5985e40577] Former-commit-id: d6def9dd70839c5caa8cc8a7d84d714321e81b88
107 lines
4.7 KiB
C++
107 lines
4.7 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 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;
|
|
Matrix4f transformMatrix;
|
|
Vector3f direction;
|
|
Texture* shadowMap;
|
|
float ambientFactor;
|
|
float diffuseFactor;
|
|
};
|
|
|
|
struct PointLight
|
|
{
|
|
Color color;
|
|
Vector3f position;
|
|
Texture* shadowMap;
|
|
float ambientFactor;
|
|
float attenuation;
|
|
float diffuseFactor;
|
|
float invRadius;
|
|
float radius;
|
|
};
|
|
|
|
struct SpotLight
|
|
{
|
|
Color color;
|
|
Matrix4f transformMatrix;
|
|
Vector3f direction;
|
|
Vector3f position;
|
|
Texture* shadowMap;
|
|
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
|