Files
WickedEngine/WickedEngine/RenderPath2D.h
T
Turánszki János 5efe28fdf9 0.51.0 (#200)
* large renderer state refactor;
added subsurface scattering energy conservation;
added emitted particle subsurface scattering;
removed area lights;
optimizations;

* added layerMask support in shaders

* fixed incorrect shadow priority for directional light;
fix point light shadow disconnect;

* fix incorrect shadow assignment
2020-12-07 01:32:44 +01:00

89 lines
2.1 KiB
C++

#pragma once
#include "RenderPath.h"
#include "wiGUI.h"
#include "wiEvent.h"
#include <string>
class wiSprite;
class wiSpriteFont;
struct RenderItem2D
{
enum TYPE
{
SPRITE,
FONT,
} type = SPRITE;
union
{
wiSprite* sprite = nullptr;
wiSpriteFont* font;
};
int order = 0;
};
struct RenderLayer2D
{
std::vector<RenderItem2D> items;
std::string name;
int order = 0;
};
class RenderPath2D :
public RenderPath
{
private:
wiGraphics::Texture rtStenciled;
wiGraphics::Texture rtStenciled_resolved;
wiGraphics::Texture rtFinal;
wiGraphics::RenderPass renderpass_stenciled;
wiGraphics::RenderPass renderpass_final;
wiGUI GUI;
wiEvent::Handle resolutionChange_handle;
wiEvent::Handle dpiChange_handle;
public:
// create resolution dependant resources, such as render targets
virtual void ResizeBuffers();
// update resolution dependent elements, such as elements dependent on current monitor DPI
virtual void ResizeLayout() {}
void Load() override;
void Start() override;
void Update(float dt) override;
void FixedUpdate() override;
void Render() const override;
void Compose(wiGraphics::CommandList cmd) const override;
const wiGraphics::Texture& GetRenderResult() const { return rtFinal; }
virtual const wiGraphics::Texture* GetDepthStencil() const { return nullptr; }
virtual const wiGraphics::Texture* GetGUIBlurredBackground() const { return nullptr; }
void AddSprite(wiSprite* sprite, const std::string& layer = "");
void RemoveSprite(wiSprite* sprite);
void ClearSprites();
int GetSpriteOrder(wiSprite* sprite);
void AddFont(wiSpriteFont* font, const std::string& layer = "");
void RemoveFont(wiSpriteFont* font);
void ClearFonts();
int GetFontOrder(wiSpriteFont* font);
std::vector<RenderLayer2D> layers{ 1 };
void AddLayer(const std::string& name);
void SetLayerOrder(const std::string& name, int order);
void SetSpriteOrder(wiSprite* sprite, int order);
void SetFontOrder(wiSpriteFont* font, int order);
void SortLayers();
void CleanLayers();
const wiGUI& GetGUI() const { return GUI; }
wiGUI& GetGUI() { return GUI; }
float resolutionScale = 1.0f;
virtual XMUINT2 GetInternalResolution() const;
};