Graphics: Use memory pools for render elements

This commit is contained in:
SirLynix
2022-08-30 19:27:52 +02:00
parent 7949c57f16
commit 017a6c7af3
43 changed files with 528 additions and 133 deletions

View File

@@ -0,0 +1,21 @@
// Copyright (C) 2022 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Graphics/ElementRendererRegistry.hpp>
#include <Nazara/Graphics/Enums.hpp>
#include <Nazara/Graphics/Graphics.hpp>
#include <Nazara/Graphics/RenderSpriteChain.hpp>
#include <Nazara/Graphics/RenderSubmesh.hpp>
#include <Nazara/Graphics/SpriteChainRenderer.hpp>
#include <Nazara/Graphics/SubmeshRenderer.hpp>
#include <Nazara/Graphics/Debug.hpp>
namespace Nz
{
ElementRendererRegistry::ElementRendererRegistry()
{
RegisterElementRenderer<RenderSpriteChain>(std::make_unique<SpriteChainRenderer>(*Graphics::Instance()->GetRenderDevice()));
RegisterElementRenderer<RenderSubmesh>(std::make_unique<SubmeshRenderer>());
}
}