| 48 | */ |
| 49 | |
| 50 | bool DeferredGeometryPass::Process(const SceneData& sceneData, unsigned int firstWorkTexture, unsigned int secondWorkTexture) const |
| 51 | { |
| 52 | NazaraAssert(sceneData.viewer, "Invalid viewer"); |
| 53 | NazaraUnused(firstWorkTexture); |
| 54 | NazaraUnused(secondWorkTexture); |
| 55 | |
| 56 | bool instancingEnabled = m_deferredTechnique->IsInstancingEnabled(); |
| 57 | |
| 58 | m_GBufferRTT->SetColorTargets({0, 1, 2}); // G-Buffer |
| 59 | Renderer::SetTarget(m_GBufferRTT); |
| 60 | Renderer::SetViewport(Recti(0, 0, m_dimensions.x, m_dimensions.y)); |
| 61 | |
| 62 | Renderer::SetRenderStates(m_clearStates); |
| 63 | Renderer::SetShader(m_clearShader); |
| 64 | Renderer::DrawFullscreenQuad(); |
| 65 | |
| 66 | |
| 67 | Renderer::SetMatrix(MatrixType_Projection, sceneData.viewer->GetProjectionMatrix()); |
| 68 | Renderer::SetMatrix(MatrixType_View, sceneData.viewer->GetViewMatrix()); |
| 69 | |
| 70 | const Shader* lastShader = nullptr; |
| 71 | const ShaderUniforms* shaderUniforms = nullptr; |
| 72 | |
| 73 | for (auto& layerPair : m_renderQueue->layers) |
| 74 | { |
| 75 | for (auto& pipelinePair : layerPair.second.opaqueModels) |
| 76 | { |
| 77 | const MaterialPipeline* pipeline = pipelinePair.first; |
| 78 | auto& pipelineEntry = pipelinePair.second; |
| 79 | |
| 80 | if (pipelineEntry.maxInstanceCount > 0) |
| 81 | { |
| 82 | bool instancing = instancingEnabled && (pipelineEntry.maxInstanceCount > NAZARA_GRAPHICS_INSTANCING_MIN_INSTANCES_COUNT); |
| 83 | |
| 84 | UInt32 flags = ShaderFlags_Deferred; |
| 85 | if (instancing) |
| 86 | flags |= ShaderFlags_Instancing; |
| 87 | |
| 88 | const MaterialPipeline::Instance& pipelineInstance = pipeline->Apply(flags); |
| 89 | |
| 90 | const Shader* shader = pipelineInstance.uberInstance->GetShader(); |
| 91 | |
| 92 | // Uniforms are conserved in our program, there's no point to send them back until they change |
| 93 | if (shader != lastShader) |
| 94 | { |
| 95 | // Index of uniforms in the shader |
| 96 | shaderUniforms = GetShaderUniforms(shader); |
| 97 | |
| 98 | // Ambiant color of the scene |
| 99 | shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor); |
| 100 | // Position of the camera |
| 101 | shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition()); |
| 102 | |
| 103 | lastShader = shader; |
| 104 | } |
| 105 | |
| 106 | for (auto& materialPair : pipelineEntry.materialMap) |
| 107 | { |
nothing calls this directly
no test coverage detected