Refactor material system (#382)
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@@ -9,16 +9,17 @@
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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, 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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inline RenderSubmesh::RenderSubmesh(int renderLayer, std::shared_ptr<MaterialInstance> materialInstance, MaterialPassFlags materialFlags, 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_materialInstance(std::move(materialInstance)),
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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_materialFlags(materialFlags),
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m_scissorBox(scissorBox),
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m_renderLayer(renderLayer)
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{
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@@ -27,8 +28,8 @@ namespace Nz
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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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if (m_materialPass->IsFlagEnabled(MaterialPassFlag::SortByDistance))
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if (m_materialFlags.Test(MaterialPassFlag::SortByDistance))
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{
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UInt64 matFlags = 1;
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@@ -48,7 +49,7 @@ namespace Nz
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else
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{
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UInt64 elementType = GetElementType();
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UInt64 materialPassIndex = registry.FetchMaterialPassIndex(m_materialPass.get());
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UInt64 materialInstanceIndex = registry.FetchMaterialInstanceIndex(m_materialInstance.get());
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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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@@ -67,12 +68,12 @@ namespace Nz
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// - VertexBuffer (8bits)
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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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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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(materialInstanceIndex & 0xFFFF) << 23 |
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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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@@ -92,9 +93,9 @@ namespace Nz
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return m_indexType;
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}
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inline const MaterialPass& RenderSubmesh::GetMaterialPass() const
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inline const MaterialInstance& RenderSubmesh::GetMaterialInstance() const
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{
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return *m_materialPass;
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return *m_materialInstance;
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}
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inline const RenderPipeline* RenderSubmesh::GetRenderPipeline() const
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@@ -125,7 +126,7 @@ namespace Nz
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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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registry.RegisterMaterialPass(m_materialPass.get());
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registry.RegisterMaterialInstance(m_materialInstance.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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