Graphics: Add initial support for transparency
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@@ -237,7 +237,7 @@ namespace Nz
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viewerData.depthPrepassRenderQueue.Sort([&](const RenderElement* element)
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{
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return element->ComputeSortingScore(viewerData.depthPrepassRegistry);
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return element->ComputeSortingScore(frustum, viewerData.depthPrepassRegistry);
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});
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if (viewerData.rebuildForwardPass)
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@@ -258,7 +258,7 @@ namespace Nz
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viewerData.forwardRenderQueue.Sort([&](const RenderElement* element)
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{
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return element->ComputeSortingScore(viewerData.forwardRegistry);
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return element->ComputeSortingScore(frustum, viewerData.forwardRegistry);
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});
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}
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@@ -45,7 +45,7 @@ namespace Nz
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const auto& vertexBuffer = m_graphicalMesh->GetVertexBuffer(i);
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const auto& renderPipeline = materialPass->GetPipeline()->GetRenderPipeline(submeshData.vertexBufferData);
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elements.emplace_back(std::make_unique<RenderSubmesh>(0, renderPipeline, m_graphicalMesh->GetIndexCount(i), indexBuffer, vertexBuffer, worldInstance.GetShaderBinding(), materialPass->GetShaderBinding()));
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elements.emplace_back(std::make_unique<RenderSubmesh>(0, renderPipeline, m_graphicalMesh->GetIndexCount(i), indexBuffer, vertexBuffer, worldInstance, materialPass->GetShaderBinding(), materialPass->GetFlags()));
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}
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}
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@@ -40,7 +40,7 @@ namespace Nz
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const auto& whiteTexture = Graphics::Instance()->GetDefaultTextures().whiteTexture2d;
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elements.emplace_back(std::make_unique<RenderSpriteChain>(0, renderPipeline, vertexDeclaration, whiteTexture, 1, m_vertices.data(), materialPass->GetShaderBinding(), worldInstance.GetShaderBinding()));
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elements.emplace_back(std::make_unique<RenderSpriteChain>(0, renderPipeline, vertexDeclaration, whiteTexture, 1, m_vertices.data(), materialPass->GetShaderBinding(), worldInstance, materialPass->GetFlags()));
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}
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const std::shared_ptr<Material>& Sprite::GetMaterial(std::size_t i) const
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@@ -42,7 +42,7 @@ namespace Nz
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RenderIndices& indices = pair.second;
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if (indices.count > 0)
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elements.emplace_back(std::make_unique<RenderSpriteChain>(0, renderPipeline, vertexDeclaration, key.texture->shared_from_this(), indices.count, &m_vertices[indices.first * 4], materialPass->GetShaderBinding(), worldInstance.GetShaderBinding()));
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elements.emplace_back(std::make_unique<RenderSpriteChain>(0, renderPipeline, vertexDeclaration, key.texture->shared_from_this(), indices.count, &m_vertices[indices.first * 4], materialPass->GetShaderBinding(), worldInstance, materialPass->GetFlags()));
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}
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}
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