Merge branch 'master' into automatic-file-fix
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@@ -4,31 +4,31 @@
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#include <Nazara/Graphics/RenderSubmesh.hpp>
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#include <Nazara/Graphics/Algorithm.hpp>
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#include <Nazara/Graphics/MaterialPass.hpp>
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#include <Nazara/Graphics/Debug.hpp>
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namespace Nz
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{
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inline RenderSubmesh::RenderSubmesh(int renderLayer, std::shared_ptr<RenderPipeline> renderPipeline, std::size_t indexCount, std::shared_ptr<AbstractBuffer> indexBuffer, std::shared_ptr<AbstractBuffer> vertexBuffer, const WorldInstance& worldInstance, const ShaderBinding& materialBinding, const MaterialPassFlags& matFlags) :
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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, std::shared_ptr<AbstractBuffer> indexBuffer, std::shared_ptr<AbstractBuffer> vertexBuffer) :
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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_matFlags(matFlags),
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m_materialBinding(materialBinding),
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m_worldInstance(worldInstance),
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m_renderLayer(renderLayer)
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{
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}
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inline UInt64 RenderSubmesh::ComputeSortingScore(const Nz::Frustumf& frustum, const RenderQueueRegistry& registry) const
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inline UInt64 RenderSubmesh::ComputeSortingScore(const Frustumf& frustum, const RenderQueueRegistry& registry) const
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{
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UInt64 layerIndex = registry.FetchLayerIndex(m_renderLayer);
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UInt64 elementType = GetElementType();
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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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if (m_matFlags.Test(MaterialPassFlag::Transparent))
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if (m_materialPass->IsFlagEnabled(MaterialPassFlag::Transparent))
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{
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UInt64 matFlags = 1;
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@@ -74,26 +74,26 @@ namespace Nz
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return m_indexCount;
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}
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inline const MaterialPass& RenderSubmesh::GetMaterialPass() const
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{
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return *m_materialPass;
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}
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inline const RenderPipeline* RenderSubmesh::GetRenderPipeline() const
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{
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return m_renderPipeline.get();
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}
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inline const ShaderBinding& RenderSubmesh::GetInstanceBinding() const
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{
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return m_worldInstance.GetShaderBinding();
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}
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inline const ShaderBinding& RenderSubmesh::GetMaterialBinding() const
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{
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return m_materialBinding;
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}
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inline const AbstractBuffer* RenderSubmesh::GetVertexBuffer() const
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{
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return m_vertexBuffer.get();
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}
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inline const WorldInstance& RenderSubmesh::GetWorldInstance() const
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{
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return m_worldInstance;
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}
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inline void RenderSubmesh::Register(RenderQueueRegistry& registry) const
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{
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registry.RegisterLayer(m_renderLayer);
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