Graphics: Add basic reflection mapping
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@@ -92,6 +92,7 @@ namespace Ndk
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material.BindMethod("EnableDepthSorting", &Nz::Material::EnableDepthSorting);
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material.BindMethod("EnableDepthWrite", &Nz::Material::EnableDepthWrite);
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material.BindMethod("EnableFaceCulling", &Nz::Material::EnableFaceCulling);
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material.BindMethod("EnableReflectionMapping", &Nz::Material::EnableReflectionMapping);
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material.BindMethod("EnableScissorTest", &Nz::Material::EnableScissorTest);
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material.BindMethod("EnableShadowCasting", &Nz::Material::EnableShadowCasting);
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material.BindMethod("EnableShadowReceive", &Nz::Material::EnableShadowReceive);
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@@ -139,6 +140,7 @@ namespace Ndk
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material.BindMethod("IsDepthSortingEnabled", &Nz::Material::IsDepthSortingEnabled);
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material.BindMethod("IsDepthWriteEnabled", &Nz::Material::IsDepthWriteEnabled);
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material.BindMethod("IsFaceCullingEnabled", &Nz::Material::IsFaceCullingEnabled);
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material.BindMethod("IsReflectionMappingEnabled", &Nz::Material::IsReflectionMappingEnabled);
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material.BindMethod("IsScissorTestEnabled", &Nz::Material::IsScissorTestEnabled);
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material.BindMethod("IsStencilTestEnabled", &Nz::Material::IsStencilTestEnabled);
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material.BindMethod("IsShadowCastingEnabled", &Nz::Material::IsShadowCastingEnabled);
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@@ -4,6 +4,7 @@
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#include <NDK/Systems/RenderSystem.hpp>
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#include <Nazara/Graphics/ColorBackground.hpp>
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#include <Nazara/Graphics/SkyboxBackground.hpp>
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#include <Nazara/Math/Rect.hpp>
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#include <Nazara/Renderer/Renderer.hpp>
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#include <NDK/Components/CameraComponent.hpp>
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@@ -181,7 +182,7 @@ namespace Ndk
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GraphicsComponent& graphicsComponent = drawable->GetComponent<GraphicsComponent>();
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graphicsComponent.EnsureBoundingVolumeUpdate();
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}
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bool forceInvalidation = false;
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std::size_t visibilityHash = m_drawableCulling.Cull(camComponent.GetFrustum(), &forceInvalidation);
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@@ -220,8 +221,12 @@ namespace Ndk
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Nz::SceneData sceneData;
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sceneData.ambientColor = Nz::Color(25, 25, 25);
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sceneData.background = m_background;
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sceneData.globalReflectionTexture = nullptr;
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sceneData.viewer = &camComponent;
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if (m_background && m_background->GetBackgroundType() == Nz::BackgroundType_Skybox)
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sceneData.globalReflectionTexture = static_cast<Nz::SkyboxBackground*>(m_background.Get())->GetTexture();
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m_renderTechnique->Clear(sceneData);
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m_renderTechnique->Draw(sceneData);
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}
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