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/****************************************************************************
**
** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
** Contact: http://www.qt-project.org/legal
**
** This file is part of the Qt3D module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL3$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and The Qt Company. For licensing terms
** and conditions see http://www.qt.io/terms-conditions. For further
** information use the contact form at http://www.qt.io/contact-us.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPLv3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
** will be met: https://www.gnu.org/licenses/lgpl.html.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or later as published by the Free
** Software Foundation and appearing in the file LICENSE.GPL included in
** the packaging of this file. Please review the following information to
** ensure the GNU General Public License version 2.0 requirements will be
** met: http://www.gnu.org/licenses/gpl-2.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/

#include "rendercommand_p.h"
#include <Qt3DRender/qsortcriterion.h>

QT_BEGIN_NAMESPACE

namespace Qt3DRender {
namespace Render {

RenderCommand::RenderCommand()
    : m_instancesCount(0)
    , m_stateSet(Q_NULLPTR)
    , m_depth(0.0f)
    , m_changeCost(0)
    , m_type(RenderCommand::Draw)
    , m_sortBackToFront(false)
{
   m_sortingType.global = 0;
}

bool compareCommands(RenderCommand *r1, RenderCommand *r2)
{
    // The smaller m_depth is, the closer it is to the eye.
    if (r1->m_sortBackToFront && r2->m_sortBackToFront)
        return r1->m_depth > r2->m_depth;

    return r1->m_sortingType.global < r2->m_sortingType.global;
}

} // namespace Render
} // namespace Qt3DRender

QT_END_NAMESPACE