NazaraEngine/include/Nazara/Graphics/RenderSubmesh.inl

81 lines
2.4 KiB
C++

// 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
#include <Nazara/Graphics/RenderSubmesh.hpp>
#include <Nazara/Graphics/Debug.hpp>
namespace Nz
{
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 ShaderBinding& instanceBinding, const ShaderBinding& materialBinding) :
RenderElement(BasicRenderElement::Submesh),
m_indexBuffer(std::move(indexBuffer)),
m_vertexBuffer(std::move(vertexBuffer)),
m_renderPipeline(std::move(renderPipeline)),
m_indexCount(indexCount),
m_instanceBinding(instanceBinding),
m_materialBinding(materialBinding),
m_renderLayer(renderLayer)
{
}
inline UInt64 RenderSubmesh::ComputeSortingScore(const RenderQueueRegistry& registry) const
{
UInt64 layerIndex = registry.FetchLayerIndex(m_renderLayer);
UInt64 elementType = GetElementType();
UInt64 pipelineIndex = registry.FetchPipelineIndex(m_renderPipeline.get());
UInt64 vertexBufferIndex = registry.FetchVertexBuffer(m_vertexBuffer.get());
// RQ index:
// - Element type (4bits)
// - Layer (8bits)
// - Pipeline (16bits)
// - VertexBuffer (8bits)
// - ?? (24bits) - Depth?
return (layerIndex & 0xFF) << 60 |
(elementType & 0xF) << 52 |
(pipelineIndex & 0xFFFF) << 36 |
(vertexBufferIndex & 0xFF) << 24;
}
inline const AbstractBuffer* RenderSubmesh::GetIndexBuffer() const
{
return m_indexBuffer.get();
}
inline std::size_t RenderSubmesh::GetIndexCount() const
{
return m_indexCount;
}
inline const RenderPipeline* RenderSubmesh::GetRenderPipeline() const
{
return m_renderPipeline.get();
}
inline const ShaderBinding& RenderSubmesh::GetInstanceBinding() const
{
return m_instanceBinding;
}
inline const ShaderBinding& RenderSubmesh::GetMaterialBinding() const
{
return m_materialBinding;
}
inline const AbstractBuffer* RenderSubmesh::GetVertexBuffer() const
{
return m_vertexBuffer.get();
}
inline void RenderSubmesh::Register(RenderQueueRegistry& registry) const
{
registry.RegisterLayer(m_renderLayer);
registry.RegisterPipeline(m_renderPipeline.get());
registry.RegisterVertexBuffer(m_vertexBuffer.get());
}
}
#include <Nazara/Graphics/DebugOff.hpp>