Graphics: Add render order
Former-commit-id: 881ae69c214e024846dc0165f3476f76f5bcc0b5
This commit is contained in:
@@ -17,63 +17,66 @@ namespace Nz
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{
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}
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void DeferredRenderQueue::AddBillboard(const Material* material, const Vector3f& position, const Vector2f& size, const Vector2f& sinCos, const Color& color)
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void DeferredRenderQueue::AddBillboard(int renderOrder, const Material* material, const Vector3f& position, const Vector2f& size, const Vector2f& sinCos, const Color& color)
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{
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m_forwardQueue->AddBillboard(material, position, size, sinCos, color);
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m_forwardQueue->AddBillboard(renderOrder, material, position, size, sinCos, color);
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}
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void DeferredRenderQueue::AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const Color> colorPtr)
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void DeferredRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const Color> colorPtr)
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{
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m_forwardQueue->AddBillboards(material, count, positionPtr, sizePtr, sinCosPtr, colorPtr);
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m_forwardQueue->AddBillboards(renderOrder, material, count, positionPtr, sizePtr, sinCosPtr, colorPtr);
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}
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void DeferredRenderQueue::AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr)
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void DeferredRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr)
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{
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m_forwardQueue->AddBillboards(material, count, positionPtr, sizePtr, sinCosPtr, alphaPtr);
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m_forwardQueue->AddBillboards(renderOrder, material, count, positionPtr, sizePtr, sinCosPtr, alphaPtr);
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}
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void DeferredRenderQueue::AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr)
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void DeferredRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr)
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{
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m_forwardQueue->AddBillboards(material, count, positionPtr, sizePtr, anglePtr, colorPtr);
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m_forwardQueue->AddBillboards(renderOrder, material, count, positionPtr, sizePtr, anglePtr, colorPtr);
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}
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void DeferredRenderQueue::AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr)
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void DeferredRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr)
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{
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m_forwardQueue->AddBillboards(material, count, positionPtr, sizePtr, anglePtr, alphaPtr);
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m_forwardQueue->AddBillboards(renderOrder, material, count, positionPtr, sizePtr, anglePtr, alphaPtr);
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}
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void DeferredRenderQueue::AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const Color> colorPtr)
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void DeferredRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const Color> colorPtr)
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{
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m_forwardQueue->AddBillboards(material, count, positionPtr, sizePtr, sinCosPtr, colorPtr);
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m_forwardQueue->AddBillboards(renderOrder, material, count, positionPtr, sizePtr, sinCosPtr, colorPtr);
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}
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void DeferredRenderQueue::AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr)
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void DeferredRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr)
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{
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m_forwardQueue->AddBillboards(material, count, positionPtr, sizePtr, sinCosPtr, alphaPtr);
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m_forwardQueue->AddBillboards(renderOrder, material, count, positionPtr, sizePtr, sinCosPtr, alphaPtr);
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}
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void DeferredRenderQueue::AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr)
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void DeferredRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr)
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{
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m_forwardQueue->AddBillboards(material, count, positionPtr, sizePtr, anglePtr, colorPtr);
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m_forwardQueue->AddBillboards(renderOrder, material, count, positionPtr, sizePtr, anglePtr, colorPtr);
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}
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void DeferredRenderQueue::AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr)
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void DeferredRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr)
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{
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m_forwardQueue->AddBillboards(material, count, positionPtr, sizePtr, anglePtr, alphaPtr);
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m_forwardQueue->AddBillboards(renderOrder, material, count, positionPtr, sizePtr, anglePtr, alphaPtr);
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}
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void DeferredRenderQueue::AddDrawable(const Drawable* drawable)
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void DeferredRenderQueue::AddDrawable(int renderOrder, const Drawable* drawable)
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{
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m_forwardQueue->AddDrawable(drawable);
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m_forwardQueue->AddDrawable(renderOrder, drawable);
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}
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void DeferredRenderQueue::AddMesh(const Material* material, const MeshData& meshData, const Boxf& meshAABB, const Matrix4f& transformMatrix)
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void DeferredRenderQueue::AddMesh(int renderOrder, const Material* material, const MeshData& meshData, const Boxf& meshAABB, const Matrix4f& transformMatrix)
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{
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if (material->IsEnabled(RendererParameter_Blend))
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// Un matériau transparent ? J'aime pas, va voir dans la forward queue si j'y suis
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m_forwardQueue->AddMesh(material, meshData, meshAABB, transformMatrix);
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m_forwardQueue->AddMesh(renderOrder, material, meshData, meshAABB, transformMatrix);
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else
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{
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Layer& currentLayer = GetLayer(renderOrder);
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auto& opaqueModels = currentLayer.opaqueModels;
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auto it = opaqueModels.find(material);
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if (it == opaqueModels.end())
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{
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@@ -110,9 +113,9 @@ namespace Nz
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}
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}
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void DeferredRenderQueue::AddSprites(const Material* material, const VertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const Texture* overlay)
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void DeferredRenderQueue::AddSprites(int renderOrder, const Material* material, const VertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const Texture* overlay)
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{
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m_forwardQueue->AddSprites(material, vertices, spriteCount, overlay);
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m_forwardQueue->AddSprites(renderOrder, material, vertices, spriteCount, overlay);
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}
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void DeferredRenderQueue::Clear(bool fully)
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@@ -120,44 +123,80 @@ namespace Nz
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AbstractRenderQueue::Clear(fully);
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if (fully)
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opaqueModels.clear();
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layers.clear();
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else
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{
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for (auto it = layers.begin(); it != layers.end(); ++it)
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{
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Layer& layer = it->second;
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if (layer.clearCount++ >= 100)
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it = layers.erase(it);
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}
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}
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m_forwardQueue->Clear(fully);
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}
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DeferredRenderQueue::Layer& DeferredRenderQueue::GetLayer(unsigned int i)
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{
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auto it = layers.find(i);
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if (it == layers.end())
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it = layers.insert(std::make_pair(i, Layer())).first;
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Layer& layer = it->second;
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layer.clearCount = 0;
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return layer;
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}
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void DeferredRenderQueue::OnIndexBufferInvalidation(const IndexBuffer* indexBuffer)
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{
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for (auto& modelPair : opaqueModels)
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for (auto& pair : layers)
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{
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MeshInstanceContainer& meshes = modelPair.second.meshMap;
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for (auto it = meshes.begin(); it != meshes.end();)
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Layer& layer = pair.second;
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for (auto& modelPair : layer.opaqueModels)
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{
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const MeshData& renderData = it->first;
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if (renderData.indexBuffer == indexBuffer)
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it = meshes.erase(it);
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else
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++it;
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MeshInstanceContainer& meshes = modelPair.second.meshMap;
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for (auto it = meshes.begin(); it != meshes.end();)
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{
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const MeshData& renderData = it->first;
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if (renderData.indexBuffer == indexBuffer)
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it = meshes.erase(it);
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else
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++it;
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}
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}
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}
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}
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void DeferredRenderQueue::OnMaterialInvalidation(const Material* material)
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{
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opaqueModels.erase(material);
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for (auto& pair : layers)
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{
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Layer& layer = pair.second;
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layer.opaqueModels.erase(material);
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}
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}
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void DeferredRenderQueue::OnVertexBufferInvalidation(const VertexBuffer* vertexBuffer)
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{
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for (auto& modelPair : opaqueModels)
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for (auto& pair : layers)
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{
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MeshInstanceContainer& meshes = modelPair.second.meshMap;
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for (auto it = meshes.begin(); it != meshes.end();)
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Layer& layer = pair.second;
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for (auto& modelPair : layer.opaqueModels)
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{
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const MeshData& renderData = it->first;
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if (renderData.vertexBuffer == vertexBuffer)
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it = meshes.erase(it);
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else
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++it;
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MeshInstanceContainer& meshes = modelPair.second.meshMap;
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for (auto it = meshes.begin(); it != meshes.end();)
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{
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const MeshData& renderData = it->first;
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if (renderData.vertexBuffer == vertexBuffer)
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it = meshes.erase(it);
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else
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++it;
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}
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}
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}
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}
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