Revert "Graphics/RenderTechnique: Remove Clear method"
This reverts commit 8aa3764660d5c98995135f736ecd710677fa240c [formerly 9b4ec3ae32492e383c19a06bd1c3e461b3fcf46d]. It seems I was wrong about the Clear method, my revert broke the Deferred Rendering Former-commit-id: b8d2db34ffd9d24798670f19aba0de88f5b77a1c
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9efed23cbc
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0697fe1079
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@ -99,6 +99,7 @@ namespace Ndk
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sceneData.background = m_background;
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sceneData.background = m_background;
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sceneData.viewer = &camComponent;
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sceneData.viewer = &camComponent;
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m_renderTechnique.Clear(sceneData);
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m_renderTechnique.Draw(sceneData);
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m_renderTechnique.Draw(sceneData);
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}
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}
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}
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}
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@ -28,6 +28,7 @@ namespace Nz
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AbstractRenderTechnique(AbstractRenderTechnique&&) = default;
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AbstractRenderTechnique(AbstractRenderTechnique&&) = default;
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virtual ~AbstractRenderTechnique();
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virtual ~AbstractRenderTechnique();
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virtual void Clear(const SceneData& sceneData) const = 0;
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virtual bool Draw(const SceneData& sceneData) const = 0;
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virtual bool Draw(const SceneData& sceneData) const = 0;
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virtual void EnableInstancing(bool instancing);
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virtual void EnableInstancing(bool instancing);
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@ -32,6 +32,7 @@ namespace Nz
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DeferredRenderTechnique();
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DeferredRenderTechnique();
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~DeferredRenderTechnique();
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~DeferredRenderTechnique();
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void Clear(const SceneData& sceneData) const override;
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bool Draw(const SceneData& sceneData) const override;
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bool Draw(const SceneData& sceneData) const override;
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void EnablePass(RenderPassType renderPass, int position, bool enable);
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void EnablePass(RenderPassType renderPass, int position, bool enable);
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@ -24,6 +24,7 @@ namespace Nz
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ForwardRenderTechnique();
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ForwardRenderTechnique();
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~ForwardRenderTechnique() = default;
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~ForwardRenderTechnique() = default;
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void Clear(const SceneData& sceneData) const override;
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bool Draw(const SceneData& sceneData) const override;
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bool Draw(const SceneData& sceneData) const override;
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unsigned int GetMaxLightPassPerObject() const;
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unsigned int GetMaxLightPassPerObject() const;
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@ -204,6 +204,11 @@ namespace Nz
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DeferredRenderTechnique::~DeferredRenderTechnique() = default;
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DeferredRenderTechnique::~DeferredRenderTechnique() = default;
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void DeferredRenderTechnique::Clear(const SceneData& sceneData) const
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{
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NazaraUnused(sceneData);
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}
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bool DeferredRenderTechnique::Draw(const SceneData& sceneData) const
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bool DeferredRenderTechnique::Draw(const SceneData& sceneData) const
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{
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{
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NazaraAssert(sceneData.viewer, "Invalid viewer");
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NazaraAssert(sceneData.viewer, "Invalid viewer");
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@ -49,18 +49,21 @@ namespace Nz
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m_spriteBuffer.Reset(VertexDeclaration::Get(VertexLayout_XYZ_Color_UV), &m_vertexBuffer);
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m_spriteBuffer.Reset(VertexDeclaration::Get(VertexLayout_XYZ_Color_UV), &m_vertexBuffer);
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}
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}
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bool ForwardRenderTechnique::Draw(const SceneData& sceneData) const
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void ForwardRenderTechnique::Clear(const SceneData& sceneData) const
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{
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{
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NazaraAssert(sceneData.viewer, "Invalid viewer");
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m_renderQueue.Sort(sceneData.viewer);
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Renderer::Enable(RendererParameter_DepthBuffer, true);
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Renderer::Enable(RendererParameter_DepthBuffer, true);
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Renderer::Enable(RendererParameter_DepthWrite, true);
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Renderer::Enable(RendererParameter_DepthWrite, true);
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Renderer::Clear(RendererBuffer_Depth);
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Renderer::Clear(RendererBuffer_Depth);
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if (sceneData.background)
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if (sceneData.background)
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sceneData.background->Draw(sceneData.viewer);
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sceneData.background->Draw(sceneData.viewer);
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}
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bool ForwardRenderTechnique::Draw(const SceneData& sceneData) const
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{
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NazaraAssert(sceneData.viewer, "Invalid viewer");
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m_renderQueue.Sort(sceneData.viewer);
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for (auto& pair : m_renderQueue.layers)
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for (auto& pair : m_renderQueue.layers)
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{
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{
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