Graphics: Add render order

Former-commit-id: 881ae69c214e024846dc0165f3476f76f5bcc0b5
This commit is contained in:
Lynix
2015-11-27 23:38:54 +01:00
parent 5d3e4d7aeb
commit 0a0e6d00f7
16 changed files with 404 additions and 264 deletions

View File

@@ -39,10 +39,10 @@ namespace Nz
struct ShaderUniforms;
void ChooseLights(const Spheref& object, bool includeDirectionalLights = true) const;
void DrawBasicSprites(const SceneData& sceneData) const;
void DrawBillboards(const SceneData& sceneData) const;
void DrawOpaqueModels(const SceneData& sceneData) const;
void DrawTransparentModels(const SceneData& sceneData) const;
void DrawBasicSprites(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const;
void DrawBillboards(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const;
void DrawOpaqueModels(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const;
void DrawTransparentModels(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const;
const ShaderUniforms* GetShaderUniforms(const Shader* shader) const;
void OnShaderInvalidated(const Shader* shader) const;
void SendLightUniforms(const Shader* shader, const LightUniforms& uniforms, unsigned int index, unsigned int uniformOffset) const;