Separated OpenGL specific code into its own "compilation unit"
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/*
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This file is part of Daydream Engine.
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Copyright 2014 Adam Byléhn, Tobias Dahl, Simon Holmberg, Viktor Ljung
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Daydream Engine is free software: you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Daydream Engine is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License
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along with Daydream Engine. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef RenderQueue_h__
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#define RenderQueue_h__
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#include <cstdint>
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#include <forward_list>
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#include "Core/Util/Rectangle.h"
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#include "Rendering/Texture.h"
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#include "Rendering/Model.h"
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namespace dd
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{
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class RenderQueue;
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struct RenderJob
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{
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friend class RenderQueue;
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float Depth;
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protected:
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uint64_t Hash;
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virtual void CalculateHash() = 0;
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bool operator<(const RenderJob& rhs)
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{
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return this->Hash < rhs.Hash;
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}
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};
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struct ModelJob : RenderJob
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{
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unsigned int ShaderID;
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unsigned int TextureID;
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glm::mat4 ProjectionMatrix;
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glm::mat4 ViewMatrix;
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glm::mat4 ModelMatrix;
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GLuint DiffuseTexture;
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GLuint NormalTexture;
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GLuint SpecularTexture;
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float Shininess;
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glm::vec4 Color;
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GLuint VAO;
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GLuint ElementBuffer;
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unsigned int StartIndex;
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unsigned int EndIndex;
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void CalculateHash() override
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{
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Hash = TextureID;
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}
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};
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struct BlendMapModelJob : ModelJob
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{
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GLuint BlendMapTextureRed;
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GLuint BlendMapTextureRedNormal;
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GLuint BlendMapTextureRedSpecular;
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GLuint BlendMapTextureGreen;
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GLuint BlendMapTextureGreenNormal;
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GLuint BlendMapTextureGreenSpecular;
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GLuint BlendMapTextureBlue;
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GLuint BlendMapTextureBlueNormal;
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GLuint BlendMapTextureBlueSpecular;
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float TextureRepeat;
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};
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struct SpriteJob : RenderJob
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{
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unsigned int ShaderID;
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unsigned int TextureID;
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glm::mat4 ProjectionMatrix;
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glm::mat4 ViewMatrix;
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glm::mat4 ModelMatrix;
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GLuint DiffuseTexture;
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GLuint NormalTexture;
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GLuint SpecularTexture;
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glm::vec4 Color;
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void CalculateHash() override
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{
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Hash = TextureID;
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}
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};
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struct PointLightJob : RenderJob
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{
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glm::vec3 Position;
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glm::vec3 SpecularColor = glm::vec3(1, 1, 1);
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glm::vec3 DiffuseColor = glm::vec3(1, 1, 1);
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float Radius = 1.f;
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void CalculateHash() override
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{
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Hash = 0;
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}
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};
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struct FrameJob : SpriteJob
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{
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Rectangle Scissor;
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Rectangle Viewport;
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std::string Name;
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void CalculateHash() override
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{
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Hash = 0;
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}
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};
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struct WaterParticleJob : RenderJob
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{
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glm::vec3 Position;
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glm::vec4 Color;
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glm::mat4 ModelMatrix;
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void CalculateHash() override
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{
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Hash = 0;
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}
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};
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class RenderQueue
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{
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public:
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template <typename T>
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void Add(T &job)
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{
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job.CalculateHash();
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Jobs.push_back(std::shared_ptr<T>(new T(job)));
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m_Size++;
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}
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void Sort()
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{
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Jobs.sort();
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}
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void Clear()
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{
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Jobs.clear();
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m_Size = 0;
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}
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int Size() const { return m_Size; }
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std::list<std::shared_ptr<RenderJob>>::const_iterator begin()
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{
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return Jobs.begin();
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}
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std::list<std::shared_ptr<RenderJob>>::const_iterator end()
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{
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return Jobs.end();
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}
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std::list<std::shared_ptr<RenderJob>> Jobs;
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private:
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int m_Size = 0;
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};
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struct RenderQueueCollection
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{
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RenderQueue Deferred;
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RenderQueue Forward;
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RenderQueue Lights;
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RenderQueue GUI;
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void Clear()
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{
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Deferred.Clear();
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Forward.Clear();
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Lights.Clear();
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GUI.Clear();
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}
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void Sort()
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{
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Deferred.Sort();
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Forward.Sort();
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Lights.Sort();
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GUI.Sort();
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}
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};
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}
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#endif // RenderQueue_h__
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