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@@ -3,7 +3,7 @@
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/Graphics/ForwardRenderQueue.hpp>
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#include <Nazara/Graphics/Camera.hpp>
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#include <Nazara/Graphics/AbstractViewer.hpp>
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#include <Nazara/Graphics/Light.hpp>
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#include <Nazara/Graphics/Model.hpp>
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#include <Nazara/Graphics/Sprite.hpp>
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@@ -94,81 +94,7 @@ void NzForwardRenderQueue::AddModel(const NzModel* model)
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NzSubMesh* subMesh = mesh->GetSubMesh(i);
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NzMaterial* material = model->GetMaterial(subMesh->GetMaterialIndex());
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switch (subMesh->GetAnimationType())
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{
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case nzAnimationType_Skeletal:
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{
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///TODO
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/*
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** Il y a ici deux choses importantes à gérer:
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** -Pour commencer, la mise en cache de std::vector suffisamment grands pour contenir le résultat du skinning
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** l'objectif ici est d'éviter une allocation à chaque frame, donc de réutiliser un tableau existant
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** Note: Il faudrait évaluer aussi la possibilité de conserver le buffer d'une frame à l'autre.
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** Ceci permettant de ne pas skinner inutilement ce qui ne bouge pas, ou de skinner partiellement un mesh.
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** Il faut cependant voir où stocker ce set de buffers, qui doit être communs à toutes les RQ d'une même scène.
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**
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** -Ensuite, la possibilité de regrouper les modèles skinnés identiques, une centaine de soldats marchant au pas
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** ne devrait requérir qu'un skinning.
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*/
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NazaraError("Skeletal mesh not supported yet, sorry");
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break;
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}
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case nzAnimationType_Static:
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{
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NzStaticMesh* staticMesh = static_cast<NzStaticMesh*>(subMesh);
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if (material->IsEnabled(nzRendererParameter_Blend))
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{
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unsigned int index = transparentStaticModels.size();
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transparentStaticModels.resize(index+1);
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TransparentStaticModel& data = transparentStaticModels.back();
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data.boundingSphere = staticMesh->GetAABB().GetSquaredBoundingSphere();
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data.material = material;
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data.mesh = staticMesh;
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data.transformMatrix = transformMatrix;
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transparentsModels.push_back(std::make_pair(index, true));
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}
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else
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{
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auto pair = opaqueModels.insert(std::make_pair(material, BatchedModelContainer::mapped_type()));
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if (pair.second)
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material->AddResourceListener(this, ResourceType_Material);
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bool& used = std::get<0>(pair.first->second);
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bool& enableInstancing = std::get<1>(pair.first->second);
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used = true;
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auto& meshMap = std::get<3>(pair.first->second);
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auto pair2 = meshMap.insert(std::make_pair(staticMesh, BatchedStaticMeshContainer::mapped_type()));
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if (pair2.second)
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{
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staticMesh->AddResourceListener(this, ResourceType_StaticMesh);
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NzSpheref& squaredBoundingSphere = pair2.first->second.first;
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squaredBoundingSphere.Set(staticMesh->GetAABB().GetSquaredBoundingSphere());
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///TODO: Écouter le StaticMesh pour repérer tout changement de géométrie
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}
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std::vector<StaticData>& staticDataContainer = pair2.first->second.second;
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unsigned int instanceCount = staticDataContainer.size() + 1;
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// As-t-on suffisamment d'instances pour que le coût d'utilisation de l'instancing soit payé ?
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if (instanceCount >= NAZARA_GRAPHICS_INSTANCING_MIN_INSTANCES_COUNT)
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enableInstancing = true; // Apparemment oui, activons l'instancing avec ce matériau
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staticDataContainer.resize(instanceCount);
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StaticData& data = staticDataContainer.back();
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data.transformMatrix = transformMatrix;
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}
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break;
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}
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}
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AddSubMesh(material, subMesh, transformMatrix);
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}
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}
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@@ -180,11 +106,97 @@ void NzForwardRenderQueue::AddSprite(const NzSprite* sprite)
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NazaraError("Invalid sprite");
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return;
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}
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if (!sprite->IsDrawable())
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{
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NazaraError("Sprite is not drawable");
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return;
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}
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#endif
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sprites[sprite->GetMaterial()].push_back(sprite);
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}
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void NzForwardRenderQueue::AddSubMesh(const NzMaterial* material, const NzSubMesh* subMesh, const NzMatrix4f& transformMatrix)
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{
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switch (subMesh->GetAnimationType())
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{
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case nzAnimationType_Skeletal:
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{
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///TODO
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/*
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** Il y a ici deux choses importantes à gérer:
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** -Pour commencer, la mise en cache de std::vector suffisamment grands pour contenir le résultat du skinning
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|
|
|
|
** l'objectif ici est d'éviter une allocation à chaque frame, donc de réutiliser un tableau existant
|
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|
|
|
** Note: Il faudrait évaluer aussi la possibilité de conserver le buffer d'une frame à l'autre.
|
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|
|
|
** Ceci permettant de ne pas skinner inutilement ce qui ne bouge pas, ou de skinner partiellement un mesh.
|
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** Il faut cependant voir où stocker ce set de buffers, qui doit être communs à toutes les RQ d'une même scène.
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**
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** -Ensuite, la possibilité de regrouper les modèles skinnés identiques, une centaine de soldats marchant au pas
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|
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** ne devrait requérir qu'un skinning.
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*/
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NazaraError("Skeletal mesh not supported yet, sorry");
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break;
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}
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case nzAnimationType_Static:
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{
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const NzStaticMesh* staticMesh = static_cast<const NzStaticMesh*>(subMesh);
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if (material->IsEnabled(nzRendererParameter_Blend))
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{
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unsigned int index = transparentStaticModels.size();
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transparentStaticModels.resize(index+1);
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TransparentStaticModel& data = transparentStaticModels.back();
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data.boundingSphere = NzSpheref(transformMatrix.GetTranslation(), staticMesh->GetAABB().GetSquaredRadius());
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data.material = material;
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data.mesh = staticMesh;
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data.transformMatrix = transformMatrix;
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transparentsModels.push_back(std::make_pair(index, true));
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}
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else
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{
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auto pair = opaqueModels.insert(std::make_pair(material, BatchedModelContainer::mapped_type()));
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if (pair.second)
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material->AddResourceListener(this, ResourceType_Material);
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bool& used = std::get<0>(pair.first->second);
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bool& enableInstancing = std::get<1>(pair.first->second);
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used = true;
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auto& meshMap = std::get<3>(pair.first->second);
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auto pair2 = meshMap.insert(std::make_pair(staticMesh, BatchedStaticMeshContainer::mapped_type()));
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if (pair2.second)
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{
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staticMesh->AddResourceListener(this, ResourceType_StaticMesh);
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NzSpheref& squaredBoundingSphere = pair2.first->second.first;
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squaredBoundingSphere.Set(staticMesh->GetAABB().GetSquaredBoundingSphere());
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///TODO: Écouter le StaticMesh pour repérer tout changement de géométrie
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}
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std::vector<StaticData>& staticDataContainer = pair2.first->second.second;
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unsigned int instanceCount = staticDataContainer.size() + 1;
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// Avons-nous suffisamment d'instances pour que le coût d'utilisation de l'instancing soit payé ?
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if (instanceCount >= NAZARA_GRAPHICS_INSTANCING_MIN_INSTANCES_COUNT)
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enableInstancing = true; // Apparemment oui, activons l'instancing avec ce matériau
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staticDataContainer.resize(instanceCount);
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StaticData& data = staticDataContainer.back();
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data.transformMatrix = transformMatrix;
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}
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break;
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}
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}
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}
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void NzForwardRenderQueue::Clear(bool fully)
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{
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directionnalLights.clear();
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@@ -201,7 +213,7 @@ void NzForwardRenderQueue::Clear(bool fully)
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}
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}
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void NzForwardRenderQueue::Sort(const NzCamera& camera)
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void NzForwardRenderQueue::Sort(const NzAbstractViewer* viewer)
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{
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struct TransparentModelComparator
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{
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@@ -211,22 +223,22 @@ void NzForwardRenderQueue::Sort(const NzCamera& camera)
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queue->transparentStaticModels[index1.first].boundingSphere :
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queue->transparentSkeletalModels[index1.first].boundingSphere;
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const NzSpheref& sphere2 = (index1.second) ?
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const NzSpheref& sphere2 = (index2.second) ?
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queue->transparentStaticModels[index2.first].boundingSphere :
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queue->transparentSkeletalModels[index2.first].boundingSphere;
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NzVector3f position1 = sphere1.GetNegativeVertex(cameraNormal);
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NzVector3f position2 = sphere2.GetNegativeVertex(cameraNormal);
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NzVector3f position1 = sphere1.GetNegativeVertex(viewerNormal);
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NzVector3f position2 = sphere2.GetNegativeVertex(viewerNormal);
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return nearPlane.Distance(position1) < nearPlane.Distance(position2);
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return nearPlane.Distance(position1) > nearPlane.Distance(position2);
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}
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NzForwardRenderQueue* queue;
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NzPlanef nearPlane;
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NzVector3f cameraNormal;
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NzVector3f viewerNormal;
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};
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TransparentModelComparator comparator {this, camera.GetFrustum().GetPlane(nzFrustumPlane_Near), camera.GetForward()};
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TransparentModelComparator comparator {this, viewer->GetFrustum().GetPlane(nzFrustumPlane_Near), viewer->GetForward()};
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std::sort(transparentsModels.begin(), transparentsModels.end(), comparator);
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}
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