NazaraEngine/include/Nazara/Graphics/RenderSpriteChain.inl

81 lines
2.5 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/RenderSpriteChain.hpp>
#include <Nazara/Graphics/Debug.hpp>
namespace Nz
{
inline RenderSpriteChain::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) :
RenderElement(BasicRenderElement::SpriteChain),
m_renderPipeline(std::move(renderPipeline)),
m_vertexDeclaration(std::move(vertexDeclaration)),
m_spriteCount(spriteCount),
m_spriteData(spriteData),
m_instanceBinding(instanceBinding),
m_materialBinding(materialBinding),
m_renderLayer(renderLayer)
{
}
inline UInt64 RenderSpriteChain::ComputeSortingScore(const RenderQueueRegistry& registry) const
{
UInt64 layerIndex = registry.FetchLayerIndex(m_renderLayer);
UInt64 elementType = GetElementType();
UInt64 pipelineIndex = registry.FetchPipelineIndex(m_renderPipeline.get());
UInt64 vertexDeclarationIndex = registry.FetchVertexDeclaration(m_vertexDeclaration.get());
// RQ index:
// - Layer (8bits)
// - Element type (4bits)
// - Pipeline (16bits)
// - VertexDeclaration (8bits)
// - ?? (24bits) - Depth?
return (layerIndex & 0xFF) << 60 |
(elementType & 0xF) << 52 |
(pipelineIndex & 0xFFFF) << 36 |
(vertexDeclarationIndex & 0xFF) << 24;
}
inline const ShaderBinding& RenderSpriteChain::GetInstanceBinding() const
{
return m_instanceBinding;
}
inline const ShaderBinding& RenderSpriteChain::GetMaterialBinding() const
{
return m_materialBinding;
}
inline const RenderPipeline* RenderSpriteChain::GetRenderPipeline() const
{
return m_renderPipeline.get();
}
inline std::size_t RenderSpriteChain::GetSpriteCount() const
{
return m_spriteCount;
}
inline const void* RenderSpriteChain::GetSpriteData() const
{
return m_spriteData;
}
inline const VertexDeclaration* RenderSpriteChain::GetVertexDeclaration() const
{
return m_vertexDeclaration.get();
}
inline void RenderSpriteChain::Register(RenderQueueRegistry& registry) const
{
registry.RegisterLayer(m_renderLayer);
registry.RegisterPipeline(m_renderPipeline.get());
registry.RegisterVertexDeclaration(m_vertexDeclaration.get());
}
}
#include <Nazara/Graphics/DebugOff.hpp>