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SceneRendererExtend.h
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#pragma once
#include "Falcor.h"
#include "SceneExtend.h"
using namespace Falcor;
class SceneRendererExtend :
public SceneRenderer
{
public:
using SharedPtr = std::shared_ptr<SceneRendererExtend>;
using SharedConstPtr = std::shared_ptr<const SceneRendererExtend>;
static SceneRendererExtend::SharedPtr create(const Scene::SharedPtr& pScene)
{
return SharedPtr(new SceneRendererExtend(pScene));
}
SceneRendererExtend(const Scene::SharedPtr& pScene);
virtual ~SceneRendererExtend() = default;
void renderScene(RenderContext* pContext, const Fbo::SharedPtr& fbo, const Camera* pCamera, bool setShaderForEachMaterial);
void setPerFrameData(const CurrentWorkingData& currentData)override;
bool setPerModelData(const CurrentWorkingData& currentData)override;
bool setPerMeshInstanceData(const CurrentWorkingData& currentData, const Scene::ModelInstance* pModelInstance, const Model::MeshInstance* pMeshInstance, uint32_t drawInstanceID)override;
bool setPerMaterialData(const CurrentWorkingData& currentData, const Material* pMaterial)override;
protected:
GraphicsProgram::SharedPtr mpDefaultProgram;
GraphicsVars::SharedPtr mpDefaultProgramVars;
Fbo::SharedPtr mpFbo;
MaterialInstance::SharedPtr mpOutlineMaterial;
struct MaterialInstanceBuffer {
MaterialInstance* pMaterialInstance;
ObjectInstance<Model>* pModelInstance;
uint32_t meshId;
CurrentWorkingData data;
MaterialInstanceBuffer(MaterialInstance* materialInst, ObjectInstance<Model>* model, uint32_t id, const CurrentWorkingData& d) {
pMaterialInstance = materialInst;
pModelInstance = model;
meshId = id;
data = d;
}
};
std::vector<MaterialInstanceBuffer> mSavedInstance;
bool mSetShaderForEachMaterial;
void render(CurrentWorkingData& currentData);
SceneExtend* getScene() { return static_cast<SceneExtend*>(mpScene.get()); }
};