New Render queues (#161)
* Add new render queues proof of concept + scissoring support (WIP) * Graphics: Adapt basic sprites rendering to new render queue system * Graphics: Fix layers when rendering sprites * Graphics/RenderQueue: Fix sprite default overlay * Graphics: Enable scissor test by default * SDK/Widgets: Enable scissoring on widgets * Graphics: Handle almost everything with the new renderqueues system Todo: - Billboard rendering - Proper model rendering * Graphics/RenderQueue: Billboard drawing now works (WIP) At 1/4 of previous code performances due to individually process of billboards * Add new render queues proof of concept + scissoring support (WIP) * Graphics: Adapt basic sprites rendering to new render queue system * Graphics: Fix layers when rendering sprites * Graphics/RenderQueue: Fix sprite default overlay * Graphics: Enable scissor test by default * SDK/Widgets: Enable scissoring on widgets * Graphics: Handle almost everything with the new renderqueues system Todo: - Billboard rendering - Proper model rendering * Graphics/RenderQueue: Billboard drawing now works (WIP) At 1/4 of previous code performances due to individually process of billboards * Graphics/RenderQueues: Add full support for billboards * Graphics/RenderQueue: Cleanup and improve billboard rendering * Graphics/RenderQueue: Fix model drawing * Examples/Particles: Fix lighting on space station * Graphics: Cleanup forward render queue/technique * Fix compilation under Linux * Graphics/ForwardRenderTechnique: Fix case when scissoring is enabled on material but disabled on element * Add support for Deferred Shading * SDK/Widgets: Fix widget rendering * Graphics: Remove legacy code from render queues * Graphics: Fix some objects sometimes not showing up due to broken scissor box * Fix compilation error * Sdk/GraphicsGraphics: Fix bounding volume * SDK/World: Fix self-assignation * Update changelog for render queues
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@@ -26,7 +26,7 @@ namespace Nz
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* \param instanceData Data for the instance
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*/
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void TextSprite::AddToRenderQueue(AbstractRenderQueue* renderQueue, const InstanceData& instanceData) const
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void TextSprite::AddToRenderQueue(AbstractRenderQueue* renderQueue, const InstanceData& instanceData, const Recti& scissorRect) const
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{
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for (auto& pair : m_renderInfos)
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{
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@@ -36,7 +36,7 @@ namespace Nz
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if (indices.count > 0)
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{
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const VertexStruct_XYZ_Color_UV* vertices = reinterpret_cast<const VertexStruct_XYZ_Color_UV*>(instanceData.data.data());
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renderQueue->AddSprites(instanceData.renderOrder, GetMaterial(), &vertices[indices.first * 4], indices.count, overlay);
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renderQueue->AddSprites(instanceData.renderOrder, GetMaterial(), &vertices[indices.first * 4], indices.count, scissorRect, overlay);
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}
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}
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}
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