Graphics: Add RenderElement and ElementRenderer (WIP)
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@@ -6,6 +6,7 @@
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#include <Nazara/Graphics/GraphicalMesh.hpp>
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#include <Nazara/Graphics/Graphics.hpp>
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#include <Nazara/Graphics/Material.hpp>
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#include <Nazara/Graphics/RenderSubmesh.hpp>
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#include <Nazara/Graphics/WorldInstance.hpp>
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#include <Nazara/Renderer/CommandBufferBuilder.hpp>
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#include <Nazara/Graphics/Debug.hpp>
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@@ -15,10 +16,10 @@ namespace Nz
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Model::Model(std::shared_ptr<GraphicalMesh> graphicalMesh) :
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m_graphicalMesh(std::move(graphicalMesh))
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{
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m_subMeshes.reserve(m_graphicalMesh->GetSubMeshCount());
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m_submeshes.reserve(m_graphicalMesh->GetSubMeshCount());
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for (std::size_t i = 0; i < m_graphicalMesh->GetSubMeshCount(); ++i)
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{
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auto& subMeshData = m_subMeshes.emplace_back();
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auto& subMeshData = m_submeshes.emplace_back();
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//subMeshData.material = DefaultMaterial; //< TODO
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subMeshData.vertexBufferData = {
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{
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@@ -29,11 +30,11 @@ namespace Nz
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}
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}
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void Model::Draw(const std::string& pass, CommandBufferBuilder& commandBuffer) const
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void Model::BuildElement(const std::string& pass, WorldInstance& worldInstance, std::vector<std::unique_ptr<RenderElement>>& elements) const
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{
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for (std::size_t i = 0; i < m_subMeshes.size(); ++i)
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for (std::size_t i = 0; i < m_submeshes.size(); ++i)
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{
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const auto& submeshData = m_subMeshes[i];
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const auto& submeshData = m_submeshes[i];
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MaterialPass* materialPass = submeshData.material->GetPass(pass);
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if (!materialPass)
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@@ -43,12 +44,7 @@ namespace Nz
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const auto& vertexBuffer = m_graphicalMesh->GetVertexBuffer(i);
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const auto& renderPipeline = materialPass->GetPipeline()->GetRenderPipeline(submeshData.vertexBufferData);
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commandBuffer.BindShaderBinding(Graphics::MaterialBindingSet, materialPass->GetShaderBinding());
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commandBuffer.BindIndexBuffer(indexBuffer.get());
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commandBuffer.BindVertexBuffer(0, vertexBuffer.get());
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commandBuffer.BindPipeline(*renderPipeline);
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commandBuffer.DrawIndexed(static_cast<Nz::UInt32>(m_graphicalMesh->GetIndexCount(i)));
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elements.emplace_back(std::make_unique<RenderSubmesh>(0, renderPipeline, m_graphicalMesh->GetIndexCount(i), indexBuffer, vertexBuffer, worldInstance.GetShaderBinding(), materialPass->GetShaderBinding()));
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}
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}
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@@ -64,20 +60,20 @@ namespace Nz
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const std::shared_ptr<Material>& Model::GetMaterial(std::size_t subMeshIndex) const
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{
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assert(subMeshIndex < m_subMeshes.size());
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const auto& subMeshData = m_subMeshes[subMeshIndex];
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assert(subMeshIndex < m_submeshes.size());
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const auto& subMeshData = m_submeshes[subMeshIndex];
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return subMeshData.material;
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}
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std::size_t Model::GetMaterialCount() const
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{
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return m_subMeshes.size();
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return m_submeshes.size();
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}
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const std::vector<RenderPipelineInfo::VertexBufferData>& Model::GetVertexBufferData(std::size_t subMeshIndex) const
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{
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assert(subMeshIndex < m_subMeshes.size());
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const auto& subMeshData = m_subMeshes[subMeshIndex];
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assert(subMeshIndex < m_submeshes.size());
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const auto& subMeshData = m_submeshes[subMeshIndex];
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return subMeshData.vertexBufferData;
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}
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