This allows much more efficient batching, along with pipeline reusage and preparation for the Vulkan API Former-commit-id: 0b7e82d78d15e8b5e128f1856df3b28e6d7aaa44 [formerly 828c211f472b1fd2c839a0436ce43b4189a9f50a] [formerly 2e56582c87a8e2b0949ee946319655792e925f4a [formerly e6626b101b2c29f10e0025325a29463807504b3c]] Former-commit-id: 0cabdfb1e5e38c21e11407d19b8543578f0aa260 [formerly 91fbd0ab2fb10de6802962ec9e6e5819f0391b94] Former-commit-id: dc3fff253a97c2e78ce9c3500c81f66788e3480f
92 lines
4.5 KiB
C++
92 lines
4.5 KiB
C++
// Copyright (C) 2015 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_DEFERREDRENDERQUEUE_HPP
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#define NAZARA_DEFERREDRENDERQUEUE_HPP
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#include <Nazara/Prerequesites.hpp>
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#include <Nazara/Core/Color.hpp>
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#include <Nazara/Graphics/ForwardRenderQueue.hpp>
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#include <Nazara/Graphics/Material.hpp>
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#include <Nazara/Math/Box.hpp>
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#include <Nazara/Math/Matrix4.hpp>
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#include <Nazara/Utility/IndexBuffer.hpp>
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#include <Nazara/Utility/MeshData.hpp>
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#include <Nazara/Utility/VertexBuffer.hpp>
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#include <map>
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#include <tuple>
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namespace Nz
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{
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class NAZARA_GRAPHICS_API DeferredRenderQueue : public AbstractRenderQueue
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{
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public:
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DeferredRenderQueue(ForwardRenderQueue* forwardQueue);
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~DeferredRenderQueue() = default;
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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) override;
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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) override;
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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) override;
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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) override;
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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) override;
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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) override;
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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) override;
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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) override;
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void AddDrawable(int renderOrder, const Drawable* drawable) override;
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void AddMesh(int renderOrder, const Material* material, const MeshData& meshData, const Boxf& meshAABB, const Matrix4f& transformMatrix) override;
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void AddSprites(int renderOrder, const Material* material, const VertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const Texture* overlay = nullptr) override;
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void Clear(bool fully = false) override;
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struct MeshInstanceEntry
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{
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NazaraSlot(IndexBuffer, OnIndexBufferRelease, indexBufferReleaseSlot);
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NazaraSlot(VertexBuffer, OnVertexBufferRelease, vertexBufferReleaseSlot);
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std::vector<Matrix4f> instances;
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};
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typedef std::map<MeshData, MeshInstanceEntry, ForwardRenderQueue::MeshDataComparator> MeshInstanceContainer;
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struct BatchedModelEntry
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{
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NazaraSlot(Material, OnMaterialRelease, materialReleaseSlot);
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MeshInstanceContainer meshMap;
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bool enabled = false;
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};
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typedef std::map<const Material*, BatchedModelEntry, ForwardRenderQueue::MaterialComparator> MeshMaterialBatches;
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struct BatchedMaterialEntry
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{
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std::size_t maxInstanceCount = 0;
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MeshMaterialBatches materialMap;
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};
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typedef std::map<const MaterialPipeline*, BatchedMaterialEntry, ForwardRenderQueue::MaterialPipelineComparator> MeshPipelineBatches;
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struct Layer
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{
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MeshPipelineBatches opaqueModels;
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unsigned int clearCount = 0;
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};
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std::map<int, Layer> layers;
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private:
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Layer& GetLayer(unsigned int i); ///TODO: Inline
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ForwardRenderQueue* m_forwardQueue;
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void OnIndexBufferInvalidation(const IndexBuffer* indexBuffer);
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void OnMaterialInvalidation(const Material* material);
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void OnVertexBufferInvalidation(const VertexBuffer* vertexBuffer);
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};
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}
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#endif // NAZARA_DEFERREDRENDERQUEUE_HPP
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