Graphics: Use memory pools for render elements
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@@ -14,6 +14,7 @@
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#include <Nazara/Graphics/Light.hpp>
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#include <Nazara/Graphics/MaterialPass.hpp>
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#include <Nazara/Graphics/RenderElement.hpp>
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#include <Nazara/Graphics/RenderElementOwner.hpp>
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#include <Nazara/Graphics/RenderQueue.hpp>
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#include <Nazara/Graphics/RenderQueueRegistry.hpp>
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#include <Nazara/Math/Frustum.hpp>
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@@ -22,6 +23,7 @@
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namespace Nz
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{
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class AbstractViewer;
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class ElementRendererRegistry;
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class FrameGraph;
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class FramePipeline;
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class Light;
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@@ -30,7 +32,7 @@ namespace Nz
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class NAZARA_GRAPHICS_API ForwardPipelinePass : public FramePipelinePass
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{
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public:
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ForwardPipelinePass(FramePipeline& owner, AbstractViewer* viewer);
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ForwardPipelinePass(FramePipeline& owner, ElementRendererRegistry& elementRegistry, AbstractViewer* viewer);
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ForwardPipelinePass(const ForwardPipelinePass&) = delete;
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ForwardPipelinePass(ForwardPipelinePass&&) = delete;
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~ForwardPipelinePass();
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@@ -82,16 +84,17 @@ namespace Nz
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std::size_t m_lastVisibilityHash;
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std::shared_ptr<LightUboPool> m_lightUboPool;
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std::vector<std::unique_ptr<ElementRendererData>> m_elementRendererData;
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std::vector<std::unique_ptr<RenderElement>> m_renderElements;
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std::vector<ElementRenderer::RenderStates> m_renderStates;
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std::vector<RenderElementOwner> m_renderElements;
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std::unordered_map<MaterialPass*, MaterialPassEntry> m_materialPasses;
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std::unordered_map<const RenderElement*, RenderBufferView> m_lightPerRenderElement;
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std::unordered_map<LightKey, RenderBufferView, LightKeyHasher> m_lightBufferPerLights;
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std::vector<LightDataUbo> m_lightDataBuffers;
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std::vector<const Light*> m_renderableLights;
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RenderQueue<RenderElement*> m_renderQueue;
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RenderQueue<const RenderElement*> m_renderQueue;
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RenderQueueRegistry m_renderQueueRegistry;
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AbstractViewer* m_viewer;
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ElementRendererRegistry& m_elementRegistry;
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FramePipeline& m_pipeline;
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bool m_rebuildCommandBuffer;
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bool m_rebuildElements;
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