Graphics: Add RenderElement and ElementRenderer (WIP)
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52
include/Nazara/Graphics/RenderSubmesh.hpp
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52
include/Nazara/Graphics/RenderSubmesh.hpp
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// Copyright (C) 2017 Jérôme Leclercq
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// This file is part of the "Nazara Engine - Graphics module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#pragma once
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#ifndef NAZARA_RENDERSUBMESH_HPP
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#define NAZARA_RENDERSUBMESH_HPP
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#include <Nazara/Prerequisites.hpp>
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#include <Nazara/Graphics/RenderElement.hpp>
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#include <Nazara/Graphics/RenderQueueRegistry.hpp>
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#include <memory>
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#include <vector>
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namespace Nz
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{
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class AbstractBuffer;
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class RenderPipeline;
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class ShaderBinding;
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class RenderSubmesh : public RenderElement
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{
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public:
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inline RenderSubmesh(int renderLayer, std::shared_ptr<RenderPipeline> renderPipeline, std::size_t indexCount, std::shared_ptr<AbstractBuffer> indexBuffer, std::shared_ptr<AbstractBuffer> vertexBuffer, const ShaderBinding& instanceBinding, const ShaderBinding& materialBinding);
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~RenderSubmesh() = default;
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inline UInt64 ComputeSortingScore(const RenderQueueRegistry& registry) const override;
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inline const AbstractBuffer* GetIndexBuffer() const;
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inline std::size_t GetIndexCount() const;
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inline const RenderPipeline* GetRenderPipeline() const;
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inline const ShaderBinding& GetInstanceBinding() const;
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inline const ShaderBinding& GetMaterialBinding() const;
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inline const AbstractBuffer* GetVertexBuffer() const;
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inline void Register(RenderQueueRegistry& registry) const override;
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private:
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std::shared_ptr<AbstractBuffer> m_indexBuffer;
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std::shared_ptr<AbstractBuffer> m_vertexBuffer;
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std::shared_ptr<RenderPipeline> m_renderPipeline;
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std::size_t m_indexCount;
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const ShaderBinding& m_instanceBinding;
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const ShaderBinding& m_materialBinding;
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int m_renderLayer;
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};
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}
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#include <Nazara/Graphics/RenderSubmesh.inl>
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#endif
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