Graphics: Add initial support for transparency
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@@ -10,6 +10,7 @@
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#include <Nazara/Prerequisites.hpp>
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#include <Nazara/Graphics/RenderElement.hpp>
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#include <Nazara/Graphics/RenderQueueRegistry.hpp>
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#include <Nazara/Graphics/WorldInstance.hpp>
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#include <memory>
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#include <vector>
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@@ -22,10 +23,10 @@ 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<RenderPipeline> renderPipeline, std::size_t indexCount, std::shared_ptr<AbstractBuffer> indexBuffer, std::shared_ptr<AbstractBuffer> vertexBuffer, const ShaderBinding& instanceBinding, const ShaderBinding& materialBinding);
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inline RenderSubmesh(int renderLayer, std::shared_ptr<RenderPipeline> renderPipeline, std::size_t indexCount, std::shared_ptr<AbstractBuffer> indexBuffer, std::shared_ptr<AbstractBuffer> vertexBuffer, const WorldInstance& worldInstance, const ShaderBinding& materialBinding, const MaterialPassFlags& matFlags);
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~RenderSubmesh() = default;
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inline UInt64 ComputeSortingScore(const RenderQueueRegistry& registry) const override;
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inline UInt64 ComputeSortingScore(const Nz::Frustumf& frustum, const RenderQueueRegistry& registry) const override;
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inline const AbstractBuffer* GetIndexBuffer() const;
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inline std::size_t GetIndexCount() const;
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@@ -41,8 +42,9 @@ namespace Nz
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std::shared_ptr<AbstractBuffer> m_vertexBuffer;
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std::shared_ptr<RenderPipeline> m_renderPipeline;
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std::size_t m_indexCount;
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const ShaderBinding& m_instanceBinding;
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MaterialPassFlags m_matFlags;
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const ShaderBinding& m_materialBinding;
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const WorldInstance& m_worldInstance;
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int m_renderLayer;
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};
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}
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