Graphics: Add RenderElement and ElementRenderer (WIP)
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57
src/Nazara/Graphics/SubmeshRenderer.cpp
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57
src/Nazara/Graphics/SubmeshRenderer.cpp
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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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#include <Nazara/Graphics/SubmeshRenderer.hpp>
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#include <Nazara/Graphics/Graphics.hpp>
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#include <Nazara/Graphics/RenderSubmesh.hpp>
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#include <Nazara/Renderer/CommandBufferBuilder.hpp>
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#include <Nazara/Graphics/Debug.hpp>
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namespace Nz
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{
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void SubmeshRenderer::Render(CommandBufferBuilder& commandBuffer, const RenderElement** elements, std::size_t elementCount)
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{
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const AbstractBuffer* currentIndexBuffer = nullptr;
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const AbstractBuffer* currentVertexBuffer = nullptr;
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const RenderPipeline* currentPipeline = nullptr;
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const ShaderBinding* currentMaterialBinding = nullptr;
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for (std::size_t i = 0; i < elementCount; ++i)
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{
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assert(elements[i]->GetElementType() == UnderlyingCast(BasicRenderElement::Submesh));
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const RenderSubmesh& submesh = static_cast<const RenderSubmesh&>(*elements[i]);
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if (const RenderPipeline* pipeline = submesh.GetRenderPipeline(); currentPipeline != pipeline)
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{
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commandBuffer.BindPipeline(*pipeline);
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currentPipeline = pipeline;
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}
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if (const ShaderBinding* materialBinding = &submesh.GetMaterialBinding(); currentMaterialBinding != materialBinding)
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{
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commandBuffer.BindShaderBinding(Graphics::MaterialBindingSet, *materialBinding);
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currentMaterialBinding = materialBinding;
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}
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if (const AbstractBuffer* indexBuffer = submesh.GetIndexBuffer(); currentIndexBuffer != indexBuffer)
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{
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commandBuffer.BindIndexBuffer(*indexBuffer);
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currentIndexBuffer = indexBuffer;
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}
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if (const AbstractBuffer* vertexBuffer = submesh.GetVertexBuffer(); currentVertexBuffer != vertexBuffer)
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{
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commandBuffer.BindVertexBuffer(0, *vertexBuffer);
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currentVertexBuffer = vertexBuffer;
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}
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commandBuffer.BindShaderBinding(Graphics::WorldBindingSet, submesh.GetInstanceBinding());
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if (currentIndexBuffer)
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commandBuffer.DrawIndexed(submesh.GetIndexCount());
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else
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commandBuffer.Draw(submesh.GetIndexCount());
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}
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}
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}
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