Graphics: Add SpriteChainRenderer

This commit is contained in:
Jérôme Leclercq
2021-09-05 15:50:17 +02:00
parent a18d505ae2
commit 938d965e06
18 changed files with 705 additions and 14 deletions

View File

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// Copyright (C) 2017 Jérôme Leclercq
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef NAZARA_RENDERSUBMESH_HPP
#define NAZARA_RENDERSUBMESH_HPP
#include <Nazara/Prerequisites.hpp>
#include <Nazara/Graphics/RenderElement.hpp>
#include <Nazara/Graphics/RenderQueueRegistry.hpp>
#include <memory>
#include <vector>
namespace Nz
{
class AbstractBuffer;
class RenderPipeline;
class ShaderBinding;
class VertexDeclaration;
class RenderSpriteChain : public RenderElement
{
public:
inline RenderSpriteChain(int renderLayer, std::shared_ptr<RenderPipeline> renderPipeline, std::shared_ptr<VertexDeclaration> vertexDeclaration, std::size_t spriteCount, const void* spriteData, const ShaderBinding& materialBinding, const ShaderBinding& instanceBinding);
~RenderSpriteChain() = default;
inline UInt64 ComputeSortingScore(const RenderQueueRegistry& registry) const override;
inline const ShaderBinding& GetInstanceBinding() const;
inline const ShaderBinding& GetMaterialBinding() const;
inline const RenderPipeline* GetRenderPipeline() const;
inline std::size_t GetSpriteCount() const;
inline const void* GetSpriteData() const;
inline const VertexDeclaration* GetVertexDeclaration() const;
inline void Register(RenderQueueRegistry& registry) const override;
private:
std::shared_ptr<RenderPipeline> m_renderPipeline;
std::shared_ptr<VertexDeclaration> m_vertexDeclaration;
std::size_t m_spriteCount;
const void* m_spriteData;
const ShaderBinding& m_instanceBinding;
const ShaderBinding& m_materialBinding;
int m_renderLayer;
};
}
#include <Nazara/Graphics/RenderSpriteChain.inl>
#endif