Graphics/Widgets: Add support for scissoring
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@@ -24,7 +24,7 @@ namespace Nz
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class RenderSubmesh : public RenderElement
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{
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public:
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inline RenderSubmesh(int renderLayer, std::shared_ptr<MaterialPass> materialPass, std::shared_ptr<RenderPipeline> renderPipeline, const WorldInstance& worldInstance, std::size_t indexCount, std::shared_ptr<AbstractBuffer> indexBuffer, std::shared_ptr<AbstractBuffer> vertexBuffer);
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inline RenderSubmesh(int renderLayer, std::shared_ptr<MaterialPass> materialPass, std::shared_ptr<RenderPipeline> renderPipeline, const WorldInstance& worldInstance, std::size_t indexCount, std::shared_ptr<AbstractBuffer> indexBuffer, std::shared_ptr<AbstractBuffer> vertexBuffer, const Recti& scissorBox);
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~RenderSubmesh() = default;
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inline UInt64 ComputeSortingScore(const Frustumf& frustum, const RenderQueueRegistry& registry) const override;
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@@ -33,6 +33,7 @@ namespace Nz
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inline std::size_t GetIndexCount() const;
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inline const MaterialPass& GetMaterialPass() const;
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inline const RenderPipeline* GetRenderPipeline() const;
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inline const Recti& GetScissorBox() const;
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inline const AbstractBuffer* GetVertexBuffer() const;
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inline const WorldInstance& GetWorldInstance() const;
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@@ -45,6 +46,7 @@ namespace Nz
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std::shared_ptr<RenderPipeline> m_renderPipeline;
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std::size_t m_indexCount;
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const WorldInstance& m_worldInstance;
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Recti m_scissorBox;
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int m_renderLayer;
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};
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}
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