117 lines
4.6 KiB
C++
117 lines
4.6 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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#pragma once
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#ifndef NAZARA_FORWARDRENDERTECHNIQUE_HPP
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#define NAZARA_FORWARDRENDERTECHNIQUE_HPP
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#include <Nazara/Prerequisites.hpp>
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#include <Nazara/Graphics/AbstractRenderTechnique.hpp>
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#include <Nazara/Graphics/Config.hpp>
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#include <Nazara/Graphics/BasicRenderQueue.hpp>
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#include <Nazara/Graphics/Light.hpp>
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#include <Nazara/Renderer/Shader.hpp>
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#include <Nazara/Utility/IndexBuffer.hpp>
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#include <Nazara/Utility/VertexBuffer.hpp>
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namespace Nz
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{
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class NAZARA_GRAPHICS_API ForwardRenderTechnique : public AbstractRenderTechnique
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{
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public:
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ForwardRenderTechnique();
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~ForwardRenderTechnique() = default;
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void Clear(const SceneData& sceneData) const override;
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bool Draw(const SceneData& sceneData) const override;
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unsigned int GetMaxLightPassPerObject() const;
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AbstractRenderQueue* GetRenderQueue() override;
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RenderTechniqueType GetType() const override;
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void SetMaxLightPassPerObject(unsigned int maxLightPassPerObject);
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static bool Initialize();
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static void Uninitialize();
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protected:
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struct ShaderUniforms;
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void ChooseLights(const Spheref& object, bool includeDirectionalLights = true) const;
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void DrawBillboards(const SceneData& sceneData, const BasicRenderQueue& renderQueue, const RenderQueue<BasicRenderQueue::Billboard>& billboards) const;
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void DrawBillboards(const SceneData& sceneData, const BasicRenderQueue& renderQueue, const RenderQueue<BasicRenderQueue::BillboardChain>& billboards) const;
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void DrawCustomDrawables(const SceneData& sceneData, const BasicRenderQueue& renderQueue, const RenderQueue<BasicRenderQueue::CustomDrawable>& customDrawables) const;
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void DrawModels(const SceneData& sceneData, const BasicRenderQueue& renderQueue, const RenderQueue<BasicRenderQueue::Model>& models) const;
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void DrawSprites(const SceneData& sceneData, const BasicRenderQueue& renderQueue, const RenderQueue<BasicRenderQueue::SpriteChain>& sprites) const;
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const ShaderUniforms* GetShaderUniforms(const Shader* shader) const;
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void OnShaderInvalidated(const Shader* shader) const;
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void SendLightUniforms(const Shader* shader, const LightUniforms& uniforms, unsigned int index, unsigned int lightIndex, unsigned int uniformOffset) const;
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static float ComputeDirectionalLightScore(const Spheref& object, const AbstractRenderQueue::DirectionalLight& light);
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static float ComputePointLightScore(const Spheref& object, const AbstractRenderQueue::PointLight& light);
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static float ComputeSpotLightScore(const Spheref& object, const AbstractRenderQueue::SpotLight& light);
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static bool IsDirectionalLightSuitable(const Spheref& object, const AbstractRenderQueue::DirectionalLight& light);
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static bool IsPointLightSuitable(const Spheref& object, const AbstractRenderQueue::PointLight& light);
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static bool IsSpotLightSuitable(const Spheref& object, const AbstractRenderQueue::SpotLight& light);
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struct LightIndex
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{
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LightType type;
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float score;
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unsigned int index;
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};
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struct ShaderUniforms
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{
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NazaraSlot(Shader, OnShaderUniformInvalidated, shaderUniformInvalidatedSlot);
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NazaraSlot(Shader, OnShaderRelease, shaderReleaseSlot);
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LightUniforms lightUniforms;
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bool hasLightUniforms;
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/// Less costly in memory than storing a LightUniforms by index of light,
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/// this may not work everywhere
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int lightOffset; // "Distance" between Lights[0].type and Lights[1].type
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// Other uniforms
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int eyePosition;
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int reflectionMap;
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int sceneAmbient;
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int textureOverlay;
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};
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struct SpriteBatch
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{
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std::size_t spriteCount;
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const Material* material;
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const Texture* overlayTexture;
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Recti scissorRect;
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};
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mutable std::unordered_map<const Shader*, ShaderUniforms> m_shaderUniforms;
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mutable std::vector<LightIndex> m_lights;
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mutable std::vector<SpriteBatch> m_spriteBatches;
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Buffer m_vertexBuffer;
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mutable BasicRenderQueue m_renderQueue;
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TextureRef m_whiteCubemap;
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TextureRef m_whiteTexture;
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VertexBuffer m_billboardPointBuffer;
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VertexBuffer m_spriteBuffer;
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unsigned int m_maxLightPassPerObject;
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static IndexBuffer s_quadIndexBuffer;
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static TextureSampler s_reflectionSampler;
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static TextureSampler s_shadowSampler;
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static VertexBuffer s_quadVertexBuffer;
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static VertexDeclaration s_billboardInstanceDeclaration;
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static VertexDeclaration s_billboardVertexDeclaration;
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};
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}
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#include <Nazara/Graphics/ForwardRenderTechnique.inl>
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#endif // NAZARA_FORWARDRENDERTECHNIQUE_HPP
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