* 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
81 lines
2.6 KiB
C++
81 lines
2.6 KiB
C++
// Copyright (C) 2017 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_DEFERREDRENDERTECHNIQUE_HPP
|
|
#define NAZARA_DEFERREDRENDERTECHNIQUE_HPP
|
|
|
|
#include <Nazara/Prerequisites.hpp>
|
|
#include <Nazara/Graphics/AbstractRenderTechnique.hpp>
|
|
#include <Nazara/Graphics/DeferredProxyRenderQueue.hpp>
|
|
#include <Nazara/Graphics/ForwardRenderTechnique.hpp>
|
|
#include <Nazara/Math/Vector2.hpp>
|
|
#include <Nazara/Renderer/RenderTexture.hpp>
|
|
#include <Nazara/Renderer/Texture.hpp>
|
|
#include <map>
|
|
#include <memory>
|
|
|
|
namespace Nz
|
|
{
|
|
class DeferredRenderPass;
|
|
|
|
class NAZARA_GRAPHICS_API DeferredRenderTechnique : public AbstractRenderTechnique
|
|
{
|
|
friend class Graphics;
|
|
|
|
public:
|
|
DeferredRenderTechnique();
|
|
~DeferredRenderTechnique();
|
|
|
|
void Clear(const SceneData& sceneData) const override;
|
|
bool Draw(const SceneData& sceneData) const override;
|
|
|
|
void EnablePass(RenderPassType renderPass, int position, bool enable);
|
|
|
|
Texture* GetDepthStencilTexture() const;
|
|
Texture* GetGBuffer(unsigned int i) const;
|
|
RenderTexture* GetGBufferRTT() const;
|
|
const ForwardRenderTechnique* GetForwardTechnique() const;
|
|
DeferredRenderPass* GetPass(RenderPassType renderPass, int position = 0);
|
|
AbstractRenderQueue* GetRenderQueue() override;
|
|
RenderTechniqueType GetType() const override;
|
|
RenderTexture* GetWorkRTT() const;
|
|
Texture* GetWorkTexture(unsigned int i) const;
|
|
|
|
bool IsPassEnabled(RenderPassType renderPass, int position);
|
|
|
|
DeferredRenderPass* ResetPass(RenderPassType renderPass, int position);
|
|
|
|
void SetPass(RenderPassType relativeTo, int position, DeferredRenderPass* pass);
|
|
|
|
static bool IsSupported();
|
|
|
|
private:
|
|
bool Resize(const Vector2ui& dimensions) const;
|
|
|
|
static bool Initialize();
|
|
static void Uninitialize();
|
|
|
|
struct RenderPassComparator
|
|
{
|
|
bool operator()(RenderPassType pass1, RenderPassType pass2) const;
|
|
};
|
|
|
|
std::map<RenderPassType, std::map<int, std::unique_ptr<DeferredRenderPass>>, RenderPassComparator> m_passes;
|
|
BasicRenderQueue m_deferredRenderQueue; // Must be initialized before the ProxyRenderQueue
|
|
ForwardRenderTechnique m_forwardTechnique; // Must be initialized before the ProxyRenderQueue
|
|
DeferredProxyRenderQueue m_renderQueue;
|
|
mutable TextureRef m_depthStencilTexture;
|
|
mutable RenderTexture m_GBufferRTT;
|
|
mutable RenderTexture m_workRTT;
|
|
mutable TextureRef m_GBuffer[4];
|
|
mutable TextureRef m_workTextures[2];
|
|
mutable Vector2ui m_GBufferSize;
|
|
const RenderTarget* m_viewerTarget;
|
|
};
|
|
}
|
|
|
|
#endif // NAZARA_FORWARDRENDERTECHNIQUE_HPP
|