399 lines
11 KiB
C++
399 lines
11 KiB
C++
// Copyright (C) 2014 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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#include <Nazara/Graphics/ForwardRenderQueue.hpp>
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#include <Nazara/Graphics/AbstractViewer.hpp>
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#include <Nazara/Graphics/Light.hpp>
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#include <Nazara/Graphics/Material.hpp>
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#include <Nazara/Graphics/Model.hpp>
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#include <Nazara/Graphics/Sprite.hpp>
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#include <Nazara/Utility/SkeletalMesh.hpp>
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#include <Nazara/Utility/StaticMesh.hpp>
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#include <Nazara/Graphics/Debug.hpp>
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///FIXME: Régler ce problème de dépendance aux ressources
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namespace
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{
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enum ResourceType
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{
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ResourceType_IndexBuffer,
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ResourceType_Material,
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ResourceType_Texture,
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ResourceType_VertexBuffer
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};
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}
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NzForwardRenderQueue::~NzForwardRenderQueue()
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{
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Clear(true);
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}
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void NzForwardRenderQueue::AddDrawable(const NzDrawable* drawable)
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{
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#if NAZARA_GRAPHICS_SAFE
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if (!drawable)
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{
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NazaraError("Invalid drawable");
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return;
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}
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#endif
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otherDrawables.push_back(drawable);
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}
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void NzForwardRenderQueue::AddLight(const NzLight* light)
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{
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#if NAZARA_GRAPHICS_SAFE
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if (!light)
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{
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NazaraError("Invalid light");
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return;
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}
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#endif
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switch (light->GetLightType())
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{
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case nzLightType_Directional:
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directionalLights.push_back(light);
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break;
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case nzLightType_Point:
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case nzLightType_Spot:
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lights.push_back(light);
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break;
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#ifdef NAZARA_DEBUG
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default:
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NazaraError("Light type not handled (0x" + NzString::Number(light->GetLightType(), 16) + ')');
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#endif
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}
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}
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void NzForwardRenderQueue::AddMesh(const NzMaterial* material, const NzMeshData& meshData, const NzBoxf& meshAABB, const NzMatrix4f& transformMatrix)
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{
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if (material->IsEnabled(nzRendererParameter_Blend))
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{
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unsigned int index = transparentModelData.size();
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transparentModelData.resize(index+1);
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TransparentModelData& data = transparentModelData.back();
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data.boundingSphere = NzSpheref(transformMatrix.GetTranslation() + meshAABB.GetCenter(), meshAABB.GetSquaredRadius());
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data.material = material;
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data.meshData = meshData;
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data.transformMatrix = transformMatrix;
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transparentModels.push_back(index);
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}
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else
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{
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ModelBatches::iterator it = opaqueModels.find(material);
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if (it == opaqueModels.end())
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{
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it = opaqueModels.insert(std::make_pair(material, ModelBatches::mapped_type())).first;
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material->AddResourceListener(this, ResourceType_Material);
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}
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bool& used = std::get<0>(it->second);
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bool& enableInstancing = std::get<1>(it->second);
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MeshInstanceContainer& meshMap = std::get<2>(it->second);
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used = true;
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MeshInstanceContainer::iterator it2 = meshMap.find(meshData);
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if (it2 == meshMap.end())
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{
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it2 = meshMap.insert(std::make_pair(meshData, MeshInstanceContainer::mapped_type())).first;
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NzSpheref& squaredBoundingSphere = it2->second.first;
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squaredBoundingSphere.Set(meshAABB.GetSquaredBoundingSphere());
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if (meshData.indexBuffer)
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meshData.indexBuffer->AddResourceListener(this, ResourceType_IndexBuffer);
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meshData.vertexBuffer->AddResourceListener(this, ResourceType_VertexBuffer);
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}
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std::vector<NzMatrix4f>& instances = it2->second.second;
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instances.push_back(transformMatrix);
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// Avons-nous suffisamment d'instances pour que le coût d'utilisation de l'instancing soit payé ?
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if (instances.size() >= NAZARA_GRAPHICS_INSTANCING_MIN_INSTANCES_COUNT)
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enableInstancing = true; // Apparemment oui, activons l'instancing avec ce matériau
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}
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}
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void NzForwardRenderQueue::AddSprites(const NzMaterial* material, const NzVertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const NzTexture* overlay)
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{
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auto matIt = basicSprites.find(material);
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if (matIt == basicSprites.end())
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{
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matIt = basicSprites.insert(std::make_pair(material, BasicSpriteBatches::mapped_type())).first;
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material->AddResourceListener(this, ResourceType_Material);
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}
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auto& overlayMap = matIt->second;
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auto overlayIt = overlayMap.find(overlay);
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if (overlayIt == overlayMap.end())
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{
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overlayIt = overlayMap.insert(std::make_pair(overlay, BasicSpriteOverlayContainer::mapped_type())).first;
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if (overlay)
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overlay->AddResourceListener(this, ResourceType_Texture);
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}
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auto& spriteVector = overlayIt->second;
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spriteVector.push_back(SpriteChain_XYZ_Color_UV({vertices, spriteCount}));
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}
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void NzForwardRenderQueue::Clear(bool fully)
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{
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directionalLights.clear();
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lights.clear();
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otherDrawables.clear();
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transparentModels.clear();
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transparentModelData.clear();
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if (fully)
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{
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for (auto& matPair : basicSprites)
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{
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const NzMaterial* material = matPair.first;
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material->RemoveResourceListener(this);
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auto& overlayMap = matPair.second;
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for (auto& overlayPair : overlayMap)
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{
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const NzTexture* overlay = overlayPair.first;
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if (overlay)
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overlay->RemoveResourceListener(this);
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}
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}
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basicSprites.clear();
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for (auto& matPair : opaqueModels)
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{
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const NzMaterial* material = matPair.first;
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material->RemoveResourceListener(this);
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MeshInstanceContainer& instances = std::get<2>(matPair.second);
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for (auto& instanceIt : instances)
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{
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const NzMeshData& renderData = instanceIt.first;
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if (renderData.indexBuffer)
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renderData.indexBuffer->RemoveResourceListener(this);
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renderData.vertexBuffer->RemoveResourceListener(this);
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}
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}
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opaqueModels.clear();
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}
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}
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void NzForwardRenderQueue::Sort(const NzAbstractViewer* viewer)
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{
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NzPlanef nearPlane = viewer->GetFrustum().GetPlane(nzFrustumPlane_Near);
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NzVector3f viewerNormal = viewer->GetForward();
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std::sort(transparentModels.begin(), transparentModels.end(), [this, &nearPlane, &viewerNormal](unsigned int index1, unsigned int index2)
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{
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const NzSpheref& sphere1 = transparentModelData[index1].boundingSphere;
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const NzSpheref& sphere2 = transparentModelData[index2].boundingSphere;
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NzVector3f position1 = sphere1.GetNegativeVertex(viewerNormal);
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NzVector3f position2 = sphere2.GetNegativeVertex(viewerNormal);
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return nearPlane.Distance(position1) > nearPlane.Distance(position2);
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});
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}
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bool NzForwardRenderQueue::OnResourceDestroy(const NzResource* resource, int index)
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{
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switch (index)
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{
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case ResourceType_IndexBuffer:
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{
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for (auto& modelPair : opaqueModels)
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{
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MeshInstanceContainer& meshes = std::get<2>(modelPair.second);
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for (auto it = meshes.begin(); it != meshes.end();)
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{
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const NzMeshData& renderData = it->first;
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if (renderData.indexBuffer == resource)
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it = meshes.erase(it);
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else
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++it;
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}
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}
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break;
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}
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case ResourceType_Material:
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basicSprites.erase(static_cast<const NzMaterial*>(resource));
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opaqueModels.erase(static_cast<const NzMaterial*>(resource));
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break;
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case ResourceType_VertexBuffer:
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{
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for (auto& modelPair : opaqueModels)
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{
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MeshInstanceContainer& meshes = std::get<2>(modelPair.second);
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for (auto it = meshes.begin(); it != meshes.end();)
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{
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const NzMeshData& renderData = it->first;
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if (renderData.vertexBuffer == resource)
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it = meshes.erase(it);
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else
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++it;
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}
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}
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break;
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}
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}
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return false; // Nous ne voulons plus recevoir d'évènement de cette ressource
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}
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void NzForwardRenderQueue::OnResourceReleased(const NzResource* resource, int index)
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{
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// La ressource vient d'être libérée, nous ne pouvons donc plus utiliser la méthode traditionnelle de recherche
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// des pointeurs stockés (À cause de la fonction de triage utilisant des spécificités des ressources)
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switch (index)
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{
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case ResourceType_IndexBuffer:
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{
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for (auto& modelPair : opaqueModels)
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{
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MeshInstanceContainer& meshes = std::get<2>(modelPair.second);
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for (auto it = meshes.begin(); it != meshes.end();)
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{
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const NzMeshData& renderData = it->first;
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if (renderData.indexBuffer == resource)
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it = meshes.erase(it);
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else
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++it;
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}
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}
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break;
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}
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case ResourceType_Material:
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{
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for (auto it = basicSprites.begin(); it != basicSprites.end(); ++it)
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{
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if (it->first == resource)
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{
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basicSprites.erase(it);
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break;
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}
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}
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for (auto it = opaqueModels.begin(); it != opaqueModels.end(); ++it)
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{
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if (it->first == resource)
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{
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opaqueModels.erase(it);
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break;
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}
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}
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break;
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}
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case ResourceType_Texture:
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{
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for (auto matIt = basicSprites.begin(); matIt != basicSprites.end(); ++matIt)
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{
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auto& overlayMap = matIt->second;
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for (auto overlayIt = overlayMap.begin(); overlayIt != overlayMap.end(); ++overlayIt)
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{
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if (overlayIt->first == resource)
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{
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overlayMap.erase(overlayIt);
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break;
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}
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}
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}
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break;
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}
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case ResourceType_VertexBuffer:
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{
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for (auto& modelPair : opaqueModels)
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{
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MeshInstanceContainer& meshes = std::get<2>(modelPair.second);
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for (auto it = meshes.begin(); it != meshes.end();)
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{
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const NzMeshData& renderData = it->first;
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if (renderData.vertexBuffer == resource)
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it = meshes.erase(it);
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else
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++it;
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}
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}
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break;
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}
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}
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}
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bool NzForwardRenderQueue::BatchedModelMaterialComparator::operator()(const NzMaterial* mat1, const NzMaterial* mat2)
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{
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const NzUberShader* uberShader1 = mat1->GetShader();
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const NzUberShader* uberShader2 = mat2->GetShader();
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if (uberShader1 != uberShader2)
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return uberShader1 < uberShader2;
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const NzShader* shader1 = mat1->GetShaderInstance()->GetShader();
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const NzShader* shader2 = mat2->GetShaderInstance()->GetShader();
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if (shader1 != shader2)
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return shader1 < shader2;
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const NzTexture* diffuseMap1 = mat1->GetDiffuseMap();
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const NzTexture* diffuseMap2 = mat2->GetDiffuseMap();
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if (diffuseMap1 != diffuseMap2)
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return diffuseMap1 < diffuseMap2;
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return mat1 < mat2;
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}
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bool NzForwardRenderQueue::BatchedSpriteMaterialComparator::operator()(const NzMaterial* mat1, const NzMaterial* mat2)
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{
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const NzUberShader* uberShader1 = mat1->GetShader();
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const NzUberShader* uberShader2 = mat2->GetShader();
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if (uberShader1 != uberShader2)
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return uberShader1 < uberShader2;
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const NzShader* shader1 = mat1->GetShaderInstance()->GetShader();
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const NzShader* shader2 = mat2->GetShaderInstance()->GetShader();
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if (shader1 != shader2)
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return shader1 < shader2;
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const NzTexture* diffuseMap1 = mat1->GetDiffuseMap();
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const NzTexture* diffuseMap2 = mat2->GetDiffuseMap();
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if (diffuseMap1 != diffuseMap2)
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return diffuseMap1 < diffuseMap2;
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return mat1 < mat2;
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}
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bool NzForwardRenderQueue::MeshDataComparator::operator()(const NzMeshData& data1, const NzMeshData& data2)
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{
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const NzBuffer* buffer1;
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const NzBuffer* buffer2;
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buffer1 = (data1.indexBuffer) ? data1.indexBuffer->GetBuffer() : nullptr;
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buffer2 = (data2.indexBuffer) ? data2.indexBuffer->GetBuffer() : nullptr;
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if (buffer1 != buffer2)
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return buffer1 < buffer2;
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buffer1 = data1.vertexBuffer->GetBuffer();
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buffer2 = data2.vertexBuffer->GetBuffer();
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if (buffer1 != buffer2)
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return buffer1 < buffer2;
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return data1.primitiveMode < data2.primitiveMode;
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}
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