Add initial support for skeletal entities / components
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@@ -9,13 +9,14 @@
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namespace Nz
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{
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inline RenderSubmesh::RenderSubmesh(int renderLayer, std::shared_ptr<MaterialPass> materialPass, std::shared_ptr<RenderPipeline> renderPipeline, const WorldInstance& worldInstance, std::size_t indexCount, IndexType indexType, std::shared_ptr<RenderBuffer> indexBuffer, std::shared_ptr<RenderBuffer> vertexBuffer, const Recti& scissorBox) :
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inline RenderSubmesh::RenderSubmesh(int renderLayer, std::shared_ptr<MaterialPass> materialPass, std::shared_ptr<RenderPipeline> renderPipeline, const WorldInstance& worldInstance, const SkeletonInstance* skeletonInstance, std::size_t indexCount, IndexType indexType, std::shared_ptr<RenderBuffer> indexBuffer, std::shared_ptr<RenderBuffer> vertexBuffer, const Recti& scissorBox) :
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RenderElement(BasicRenderElement::Submesh),
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m_indexBuffer(std::move(indexBuffer)),
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m_vertexBuffer(std::move(vertexBuffer)),
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m_materialPass(std::move(materialPass)),
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m_renderPipeline(std::move(renderPipeline)),
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m_indexCount(indexCount),
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m_skeletonInstance(skeletonInstance),
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m_worldInstance(worldInstance),
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m_indexType(indexType),
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m_scissorBox(scissorBox),
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@@ -51,6 +52,10 @@ namespace Nz
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UInt64 pipelineIndex = registry.FetchPipelineIndex(m_renderPipeline.get());
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UInt64 vertexBufferIndex = registry.FetchVertexBuffer(m_vertexBuffer.get());
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UInt64 skeletonIndex = 0;
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if (m_skeletonInstance)
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skeletonIndex = registry.FetchSkeletonIndex(m_skeletonInstance->GetSkeleton().get());
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UInt64 matFlags = 0;
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// Opaque RQ index:
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@@ -60,14 +65,15 @@ namespace Nz
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// - Pipeline (16bits)
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// - MaterialPass (16bits)
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// - VertexBuffer (8bits)
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// - ?? (8bits) - Depth?
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// - Skeleton (8bits)
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return (layerIndex & 0xFF) << 60 |
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(matFlags) << 52 |
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(elementType & 0xF) << 51 |
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(pipelineIndex & 0xFFFF) << 35 |
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(materialPassIndex & 0xFFFF) << 23 |
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(vertexBufferIndex & 0xFF) << 7;
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(vertexBufferIndex & 0xFF) << 7 |
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(skeletonIndex & 0xFF);
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}
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}
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@@ -101,6 +107,11 @@ namespace Nz
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return m_scissorBox;
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}
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inline const SkeletonInstance* RenderSubmesh::GetSkeletonInstance() const
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{
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return m_skeletonInstance;
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}
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inline const RenderBuffer* RenderSubmesh::GetVertexBuffer() const
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{
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return m_vertexBuffer.get();
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@@ -117,6 +128,8 @@ namespace Nz
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registry.RegisterMaterialPass(m_materialPass.get());
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registry.RegisterPipeline(m_renderPipeline.get());
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registry.RegisterVertexBuffer(m_vertexBuffer.get());
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if (m_skeletonInstance)
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registry.RegisterSkeleton(m_skeletonInstance->GetSkeleton().get());
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}
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}
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