Fix merge problems
Former-commit-id: 899b541adea1719f558c52abfab51458249b6aaf
This commit is contained in:
@@ -55,8 +55,8 @@ namespace Nz
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Renderer::Clear(RendererBuffer_Depth);
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// Just in case the background does render depth
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if (sceneData.background)
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sceneData.background->Draw(sceneData.viewer);
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//if (sceneData.background)
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// sceneData.background->Draw(sceneData.viewer);
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}
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bool DepthRenderTechnique::Draw(const SceneData& sceneData) const
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@@ -121,9 +121,9 @@ namespace Nz
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float vertices[2 * 4] = {
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-0.5f, -0.5f,
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0.5f, -0.5f,
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0.5f, -0.5f,
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-0.5f, 0.5f,
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0.5f, 0.5f,
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0.5f, 0.5f,
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};
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s_quadVertexBuffer.FillRaw(vertices, 0, sizeof(vertices));
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@@ -157,8 +157,6 @@ namespace Nz
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void DepthRenderTechnique::DrawBasicSprites(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const
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{
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NazaraAssert(sceneData.viewer, "Invalid viewer");
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const Shader* lastShader = nullptr;
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const ShaderUniforms* shaderUniforms = nullptr;
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@@ -183,7 +181,7 @@ namespace Nz
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if (spriteChainCount > 0)
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{
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// On commence par appliquer du matériau (et récupérer le shader ainsi activé)
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UInt32 flags = ShaderFlags_VertexColor;
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UInt32 flags = 0;
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if (overlay)
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flags |= ShaderFlags_TextureOverlay;
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@@ -203,12 +201,10 @@ namespace Nz
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// Index des uniformes dans le shader
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shaderUniforms = GetShaderUniforms(shader);
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// Couleur ambiante de la scène
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shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
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// Overlay
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shader->SendInteger(shaderUniforms->textureOverlay, overlayUnit);
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// Position de la caméra
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shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition());
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shader->SendVector(shaderUniforms->eyePosition, Renderer::GetMatrix(MatrixType_ViewProj).GetTranslation());
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lastShader = shader;
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}
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@@ -263,8 +259,6 @@ namespace Nz
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void DepthRenderTechnique::DrawBillboards(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const
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{
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NazaraAssert(sceneData.viewer, "Invalid viewer");
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const Shader* lastShader = nullptr;
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const ShaderUniforms* shaderUniforms = nullptr;
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@@ -293,10 +287,8 @@ namespace Nz
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// Index des uniformes dans le shader
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shaderUniforms = GetShaderUniforms(shader);
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// Couleur ambiante de la scène
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shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
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// Position de la caméra
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shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition());
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shader->SendVector(shaderUniforms->eyePosition, Renderer::GetMatrix(MatrixType_ViewProj).GetTranslation());
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lastShader = shader;
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}
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@@ -342,10 +334,8 @@ namespace Nz
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// Index des uniformes dans le shader
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shaderUniforms = GetShaderUniforms(shader);
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// Couleur ambiante de la scène
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shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
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// Position de la caméra
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shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition());
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shader->SendVector(shaderUniforms->eyePosition, Renderer::GetMatrix(MatrixType_ViewProj).GetTranslation());
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lastShader = shader;
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}
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@@ -408,8 +398,6 @@ namespace Nz
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void DepthRenderTechnique::DrawOpaqueModels(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const
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{
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NazaraAssert(sceneData.viewer, "Invalid viewer");
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const Shader* lastShader = nullptr;
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const ShaderUniforms* shaderUniforms = nullptr;
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@@ -531,7 +519,6 @@ namespace Nz
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uniforms.shaderUniformInvalidatedSlot.Connect(shader->OnShaderUniformInvalidated, this, &DepthRenderTechnique::OnShaderInvalidated);
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uniforms.eyePosition = shader->GetUniformLocation("EyePosition");
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uniforms.sceneAmbient = shader->GetUniformLocation("SceneAmbient");
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uniforms.textureOverlay = shader->GetUniformLocation("TextureOverlay");
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it = m_shaderUniforms.emplace(shader, std::move(uniforms)).first;
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