Graphics/Sprite: Update to InstancedRenderable
Former-commit-id: 8153acbca05bf6afb4a4ed6cd0a323f641919b6d
This commit is contained in:
@@ -10,230 +10,42 @@
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#include <memory>
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#include <Nazara/Graphics/Debug.hpp>
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NzSprite::NzSprite() :
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m_color(NzColor::White),
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m_textureCoords(0.f, 0.f, 1.f, 1.f),
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m_size(64.f, 64.f),
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m_verticesUpdated(false)
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{
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SetDefaultMaterial();
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}
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NzSprite::NzSprite(NzTexture* texture) :
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m_color(NzColor::White),
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m_textureCoords(0.f, 0.f, 1.f, 1.f),
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m_size(64.f, 64.f),
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m_verticesUpdated(false)
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{
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SetTexture(texture, true);
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}
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NzSprite::NzSprite(const NzSprite& sprite) :
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NzSceneNode(sprite),
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m_color(sprite.m_color),
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m_material(sprite.m_material),
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m_textureCoords(sprite.m_textureCoords),
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m_size(sprite.m_size),
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m_vertices(sprite.m_vertices),
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m_verticesUpdated(sprite.m_verticesUpdated)
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{
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SetParent(sprite.GetParent());
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}
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void NzSprite::AddToRenderQueue(NzAbstractRenderQueue* renderQueue) const
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{
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if (!m_verticesUpdated)
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UpdateVertices();
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renderQueue->AddSprites(m_material, m_vertices.data(), 1);
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}
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NzSprite* NzSprite::Clone() const
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{
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return new NzSprite(*this);
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}
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NzSprite* NzSprite::Create() const
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{
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return new NzSprite;
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}
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const NzColor& NzSprite::GetColor() const
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{
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return m_color;
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}
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NzMaterial* NzSprite::GetMaterial() const
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{
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return m_material;
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}
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nzSceneNodeType NzSprite::GetSceneNodeType() const
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{
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return nzSceneNodeType_Sprite;
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}
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const NzVector2f& NzSprite::GetSize() const
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{
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return m_size;
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}
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const NzRectf& NzSprite::GetTextureCoords() const
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{
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return m_textureCoords;
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}
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bool NzSprite::IsDrawable() const
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{
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return m_material != nullptr;
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}
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void NzSprite::SetColor(const NzColor& color)
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{
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m_color = color;
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m_verticesUpdated = false;
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}
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void NzSprite::SetDefaultMaterial()
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{
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NzMaterialRef material = NzMaterial::New();
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material->Enable(nzRendererParameter_FaceCulling, false);
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material->EnableLighting(false);
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SetMaterial(material);
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}
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void NzSprite::SetMaterial(NzMaterial* material, bool resizeSprite)
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{
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m_material = material;
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if (m_material && resizeSprite)
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{
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NzTexture* diffuseMap = m_material->GetDiffuseMap();
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if (diffuseMap && diffuseMap->IsValid())
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SetSize(NzVector2f(NzVector2ui(diffuseMap->GetSize())));
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}
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}
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void NzSprite::SetSize(const NzVector2f& size)
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{
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m_size = size;
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// On invalide la bounding box
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m_boundingVolume.MakeNull();
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m_boundingVolumeUpdated = false;
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m_verticesUpdated = false;
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}
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void NzSprite::SetSize(float sizeX, float sizeY)
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{
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SetSize(NzVector2f(sizeX, sizeY));
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}
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void NzSprite::SetTexture(NzTexture* texture, bool resizeSprite)
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void NzSprite::AddToRenderQueue(NzAbstractRenderQueue* renderQueue, const InstanceData& instanceData) const
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{
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if (!m_material)
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SetDefaultMaterial();
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else if (m_material->GetReferenceCount() > 1)
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m_material = NzMaterial::New(*m_material); // Copie
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m_material->SetDiffuseMap(texture);
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if (resizeSprite && texture && texture->IsValid())
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SetSize(NzVector2f(NzVector2ui(texture->GetSize())));
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}
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void NzSprite::SetTextureCoords(const NzRectf& coords)
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{
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m_textureCoords = coords;
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m_verticesUpdated = false;
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}
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void NzSprite::SetTextureRect(const NzRectui& rect)
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{
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#if NAZARA_GRAPHICS_SAFE
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if (!m_material)
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{
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NazaraError("Sprite has no material");
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return;
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}
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if (!m_material->HasDiffuseMap())
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{
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NazaraError("Sprite material has no diffuse map");
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return;
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}
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#endif
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NzTexture* diffuseMap = m_material->GetDiffuseMap();
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float invWidth = 1.f/diffuseMap->GetWidth();
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float invHeight = 1.f/diffuseMap->GetHeight();
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SetTextureCoords(NzRectf(invWidth*rect.x, invHeight*rect.y, invWidth*rect.width, invHeight*rect.height));
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}
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NzSprite& NzSprite::operator=(const NzSprite& sprite)
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{
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NzSceneNode::operator=(sprite);
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m_color = sprite.m_color;
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m_material = sprite.m_material;
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m_textureCoords = sprite.m_textureCoords;
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m_size = sprite.m_size;
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// On ne copie pas les sommets finaux car il est très probable que nos paramètres soient modifiés et qu'ils doivent être régénérés de toute façon
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m_verticesUpdated = false;
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return *this;
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}
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void NzSprite::InvalidateNode()
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{
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NzSceneNode::InvalidateNode();
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m_verticesUpdated = false;
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}
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void NzSprite::Register()
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{
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// Le changement de scène peut affecter les sommets
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m_verticesUpdated = false;
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}
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void NzSprite::Unregister()
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{
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const NzVertexStruct_XYZ_Color_UV* vertices = reinterpret_cast<const NzVertexStruct_XYZ_Color_UV*>(instanceData.data.data());
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renderQueue->AddSprites(m_material, vertices, 1);
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}
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void NzSprite::MakeBoundingVolume() const
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{
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NzVector3f down = (m_scene) ? m_scene->GetDown() : NzVector3f::Down();
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NzVector3f right = (m_scene) ? m_scene->GetRight() : NzVector3f::Right();
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m_boundingVolume.Set(NzVector3f(0.f), m_size.x*right + m_size.y*down);
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m_boundingVolume.Set(NzVector3f(0.f), m_size.x*NzVector3f::Right() + m_size.y*NzVector3f::Down());
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}
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void NzSprite::UpdateVertices() const
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void NzSprite::UpdateData(InstanceData* instanceData) const
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{
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if (!m_transformMatrixUpdated)
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UpdateTransformMatrix();
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instanceData->data.resize(4 * sizeof(NzVertexStruct_XYZ_Color_UV));
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NzVertexStruct_XYZ_Color_UV* vertices = reinterpret_cast<NzVertexStruct_XYZ_Color_UV*>(instanceData->data.data());
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NzVector3f down = (m_scene) ? m_scene->GetDown() : NzVector3f::Down();
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NzVector3f right = (m_scene) ? m_scene->GetRight() : NzVector3f::Right();
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NzSparsePtr<NzColor> colorPtr(&vertices[0].color, sizeof(NzVertexStruct_XYZ_Color_UV));
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NzSparsePtr<NzVector3f> posPtr(&vertices[0].position, sizeof(NzVertexStruct_XYZ_Color_UV));
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NzSparsePtr<NzVector2f> texCoordPtr(&vertices[0].uv, sizeof(NzVertexStruct_XYZ_Color_UV));
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m_vertices[0].color = m_color;
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m_vertices[0].position = m_transformMatrix.Transform(NzVector3f(0.f));
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m_vertices[0].uv.Set(m_textureCoords.GetCorner(nzRectCorner_LeftTop));
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*colorPtr++ = m_color;
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*posPtr++ = instanceData->transformMatrix.Transform(NzVector3f(0.f));
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*texCoordPtr++ = m_textureCoords.GetCorner(nzRectCorner_LeftTop);
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m_vertices[1].color = m_color;
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m_vertices[1].position = m_transformMatrix.Transform(m_size.x*right);
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m_vertices[1].uv.Set(m_textureCoords.GetCorner(nzRectCorner_RightTop));
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*colorPtr++ = m_color;
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*posPtr++ = instanceData->transformMatrix.Transform(m_size.x*NzVector3f::Right());
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*texCoordPtr++ = m_textureCoords.GetCorner(nzRectCorner_RightTop);
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m_vertices[2].color = m_color;
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m_vertices[2].position = m_transformMatrix.Transform(m_size.y*down);
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m_vertices[2].uv.Set(m_textureCoords.GetCorner(nzRectCorner_LeftBottom));
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*colorPtr++ = m_color;
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*posPtr++ = instanceData->transformMatrix.Transform(m_size.y*NzVector3f::Down());
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*texCoordPtr++ = m_textureCoords.GetCorner(nzRectCorner_LeftBottom);
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m_vertices[3].color = m_color;
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m_vertices[3].position = m_transformMatrix.Transform(m_size.x*right + m_size.y*down);
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m_vertices[3].uv.Set(m_textureCoords.GetCorner(nzRectCorner_RightBottom));
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m_verticesUpdated = true;
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*colorPtr++ = m_color;
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*posPtr++ = instanceData->transformMatrix.Transform(m_size.x*NzVector3f::Right() + m_size.y*NzVector3f::Down());
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*texCoordPtr++ = m_textureCoords.GetCorner(nzRectCorner_RightBottom);
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}
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