Rewritted rendersystem
Former-commit-id: 9cbc601413e057047b94b8b872ee2316a86638c4
This commit is contained in:
224
src/Nazara/Graphics/ForwardRenderQueue.cpp
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224
src/Nazara/Graphics/ForwardRenderQueue.cpp
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// Copyright (C) 2013 Jérôme Leclercq
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// This file is part of the "Nazara Engine - Graphics module"
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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/Light.hpp>
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#include <Nazara/Graphics/Model.hpp>
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#include <Nazara/Renderer/Material.hpp>
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#include <Nazara/Utility/SkeletalMesh.hpp>
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#include <Nazara/Utility/StaticMesh.hpp>
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#include <Nazara/Graphics/Debug.hpp>
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void NzForwardRenderQueue::AddDrawable(const NzDrawable* drawable)
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{
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#if NAZARA_GRAPHICS_SAFE
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if (!drawable)
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{
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NazaraError("Invalid drawable");
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return;
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}
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#endif
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otherDrawables.push_back(drawable);
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}
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void NzForwardRenderQueue::AddLight(const NzLight* light)
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{
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#if NAZARA_GRAPHICS_SAFE
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if (!light)
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{
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NazaraError("Invalid light");
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return;
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}
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#endif
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switch (light->GetLightType())
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{
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case nzLightType_Directional:
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directionnalLights.push_back(light);
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break;
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case nzLightType_Point:
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case nzLightType_Spot:
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visibleLights.push_back(light);
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break;
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#ifdef NAZARA_DEBUG
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default:
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NazaraError("Light type not handled (0x" + NzString::Number(light->GetLightType(), 16) + ')');
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#endif
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}
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}
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void NzForwardRenderQueue::AddModel(const NzModel* model)
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{
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#if NAZARA_GRAPHICS_SAFE
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if (!model)
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{
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NazaraError("Invalid model");
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return;
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}
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if (!model->IsDrawable())
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{
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NazaraError("Model is not drawable");
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return;
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}
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#endif
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const NzMatrix4f& transformMatrix = model->GetTransformMatrix();
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NzMesh* mesh = model->GetMesh();
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unsigned int submeshCount = mesh->GetSubMeshCount();
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for (unsigned int i = 0; i < submeshCount; ++i)
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{
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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->IsAlphaBlendingEnabled())
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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.material = material;
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data.mesh = staticMesh;
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data.transformMatrix = transformMatrix;
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visibleTransparentsModels.push_back(std::make_pair(index, true));
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}
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else
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visibleModels[material].second[staticMesh].push_back(transformMatrix);
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break;
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}
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}
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}
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}
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void NzForwardRenderQueue::Clear()
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{
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directionnalLights.clear();
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otherDrawables.clear();
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visibleLights.clear();
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visibleModels.clear();
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visibleTransparentsModels.clear();
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transparentSkeletalModels.clear();
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transparentStaticModels.clear();
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}
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void NzForwardRenderQueue::Sort(const NzCamera& camera)
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{
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struct TransparentModelComparator
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{
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bool operator()(const std::pair<unsigned int, bool>& index1, const std::pair<unsigned int, bool>& index2)
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{
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const NzMatrix4f& matrix1 = (index1.second) ?
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queue->transparentStaticModels[index1.first].transformMatrix :
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queue->transparentSkeletalModels[index1.first].transformMatrix;
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const NzMatrix4f& matrix2 = (index1.second) ?
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queue->transparentStaticModels[index2.first].transformMatrix :
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queue->transparentSkeletalModels[index2.first].transformMatrix;
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return nearPlane.Distance(matrix1.GetTranslation()) < nearPlane.Distance(matrix2.GetTranslation());
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}
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NzForwardRenderQueue* queue;
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NzPlanef nearPlane;
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};
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TransparentModelComparator comparator {this, camera.GetFrustum().GetPlane(nzFrustumPlane_Near)};
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std::sort(visibleTransparentsModels.begin(), visibleTransparentsModels.end(), comparator);
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}
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bool NzForwardRenderQueue::SkeletalMeshComparator::operator()(const NzSkeletalMesh* subMesh1, const NzSkeletalMesh* subMesh2)
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{
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const NzIndexBuffer* iBuffer1 = subMesh1->GetIndexBuffer();
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const NzBuffer* buffer1 = (iBuffer1) ? iBuffer1->GetBuffer() : nullptr;
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const NzIndexBuffer* iBuffer2 = subMesh1->GetIndexBuffer();
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const NzBuffer* buffer2 = (iBuffer2) ? iBuffer2->GetBuffer() : nullptr;
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if (buffer1 == buffer2)
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return subMesh1 < subMesh2;
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else
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return buffer2 < buffer2;
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}
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bool NzForwardRenderQueue::StaticMeshComparator::operator()(const NzStaticMesh* subMesh1, const NzStaticMesh* subMesh2)
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{
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const NzIndexBuffer* iBuffer1 = subMesh1->GetIndexBuffer();
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const NzBuffer* buffer1 = (iBuffer1) ? iBuffer1->GetBuffer() : nullptr;
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const NzIndexBuffer* iBuffer2 = subMesh1->GetIndexBuffer();
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const NzBuffer* buffer2 = (iBuffer2) ? iBuffer2->GetBuffer() : nullptr;
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if (buffer1 == buffer2)
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{
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buffer1 = subMesh1->GetVertexBuffer()->GetBuffer();
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buffer2 = subMesh2->GetVertexBuffer()->GetBuffer();
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if (buffer1 == buffer2)
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return subMesh1 < subMesh2;
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else
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return buffer1 < buffer2;
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}
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else
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return buffer1 < buffer2;
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}
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bool NzForwardRenderQueue::MaterialComparator::operator()(const NzMaterial* mat1, const NzMaterial* mat2)
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{
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const NzShader* shader1 = mat1->GetCustomShader();
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const NzShader* shader2 = mat2->GetCustomShader();
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if (shader1)
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{
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if (shader2)
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{
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if (shader1 != shader2)
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return shader1 < shader2;
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}
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else
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return true;
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}
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else if (shader2)
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return false;
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else
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{
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nzUInt32 shaderFlags1 = mat1->GetShaderFlags();
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nzUInt32 shaderFlags2 = mat2->GetShaderFlags();
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if (shaderFlags1 != shaderFlags2)
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return shaderFlags1 < shaderFlags2;
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}
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return mat1 < mat2;
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}
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