Graphics: Add RenderElement and ElementRenderer (WIP)
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@@ -10,13 +10,18 @@
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#include <Nazara/Prerequisites.hpp>
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#include <Nazara/Graphics/BakedFrameGraph.hpp>
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#include <Nazara/Graphics/Config.hpp>
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#include <Nazara/Graphics/ElementRenderer.hpp>
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#include <Nazara/Graphics/FramePipeline.hpp>
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#include <Nazara/Graphics/InstancedRenderable.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/RenderQueue.hpp>
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#include <Nazara/Graphics/RenderQueueRegistry.hpp>
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#include <Nazara/Renderer/ShaderBinding.hpp>
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#include <optional>
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#include <unordered_map>
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#include <unordered_set>
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#include <vector>
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namespace Nz
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{
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@@ -66,14 +71,22 @@ namespace Nz
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ShaderBindingPtr blitShaderBinding;
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};
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std::size_t m_forwardPass;
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std::unordered_map<AbstractViewer*, ViewerData> m_viewers;
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std::unordered_map<MaterialPass*, MaterialData> m_materials;
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std::unordered_map<WorldInstance*, std::unordered_map<const InstancedRenderable*, RenderableData>> m_renderables;
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std::unordered_set<AbstractViewer*> m_invalidatedViewerInstances;
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std::unordered_set<MaterialPass*> m_invalidatedMaterials;
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std::unordered_set<WorldInstance*> m_invalidatedWorldInstances;
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std::vector<std::unique_ptr<RenderElement>> m_depthPrepassRenderElements;
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std::vector<std::unique_ptr<RenderElement>> m_forwardRenderElements;
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std::vector<std::unique_ptr<ElementRenderer>> m_elementRenderers;
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std::vector<const RenderElement*> m_temporaryElementList;
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BakedFrameGraph m_bakedFrameGraph;
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RenderQueueRegistry m_depthPrepassRegistry;
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RenderQueueRegistry m_forwardRegistry;
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RenderQueue<RenderElement*> m_depthPrepassRenderQueue;
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RenderQueue<RenderElement*> m_forwardRenderQueue;
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bool m_rebuildDepthPrepass;
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bool m_rebuildFrameGraph;
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bool m_rebuildForwardPass;
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};
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