Added ResourceListenerWrapper
This class wraps the call to Resource::AddResourceListener/RemoveResourceListener using RAII and help a lot with some of the dependencies. Thanks to this, the render queues now handle their resources listening properly. Former-commit-id: 7f215ffa4ccadcc4f44f777656970e92ce01087a
This commit is contained in:
@@ -3,12 +3,9 @@
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/Graphics/DeferredRenderQueue.hpp>
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#include <Nazara/Graphics/Camera.hpp>
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#include <Nazara/Graphics/AbstractViewer.hpp>
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#include <Nazara/Graphics/ForwardRenderQueue.hpp>
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#include <Nazara/Graphics/Light.hpp>
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#include <Nazara/Graphics/Material.hpp>
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#include <Nazara/Graphics/Model.hpp>
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#include <Nazara/Graphics/Sprite.hpp>
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#include <Nazara/Graphics/Debug.hpp>
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namespace
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@@ -26,11 +23,6 @@ m_forwardQueue(forwardQueue)
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{
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}
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NzDeferredRenderQueue::~NzDeferredRenderQueue()
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{
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Clear(true);
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}
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void NzDeferredRenderQueue::AddDrawable(const NzDrawable* drawable)
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{
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m_forwardQueue->AddDrawable(drawable);
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@@ -46,6 +38,7 @@ void NzDeferredRenderQueue::AddLight(const NzLight* light)
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}
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#endif
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// On trie la lumière (elles sont traitées différement selon leur type)
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switch (light->GetLightType())
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{
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case nzLightType_Directional:
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@@ -61,56 +54,53 @@ void NzDeferredRenderQueue::AddLight(const NzLight* light)
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break;
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}
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// On envoie également la lumière au forward-shading
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///TODO: Possibilité pour une lumière de se réserver au Deferred Shading
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m_forwardQueue->AddLight(light);
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}
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void NzDeferredRenderQueue::AddMesh(const NzMaterial* material, const NzMeshData& meshData, const NzBoxf& meshAABB, const NzMatrix4f& transformMatrix)
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{
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if (material->IsEnabled(nzRendererParameter_Blend))
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// Un matériau transparent ? J'aime pas, va voir dans la forward queue si j'y suis
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m_forwardQueue->AddMesh(material, meshData, meshAABB, transformMatrix);
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else
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{
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ModelBatches::iterator it = opaqueModels.find(material);
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auto it = opaqueModels.find(material);
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if (it == opaqueModels.end())
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{
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it = opaqueModels.insert(std::make_pair(material, ModelBatches::mapped_type())).first;
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material->AddResourceListener(this, ResourceType_Material);
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BatchedModelEntry entry(this, ResourceType_Material);
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entry.materialListener = material;
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it = opaqueModels.insert(std::make_pair(material, std::move(entry))).first;
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}
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bool& used = std::get<0>(it->second);
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bool& enableInstancing = std::get<1>(it->second);
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MeshInstanceContainer& meshMap = std::get<2>(it->second);
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BatchedModelEntry& entry = it->second;
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entry.enabled = true;
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used = true;
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auto& meshMap = entry.meshMap;
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MeshInstanceContainer::iterator it2 = meshMap.find(meshData);
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auto it2 = meshMap.find(meshData);
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if (it2 == meshMap.end())
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{
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it2 = meshMap.insert(std::make_pair(meshData, MeshInstanceContainer::mapped_type())).first;
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MeshInstanceEntry instanceEntry(this, ResourceType_IndexBuffer, ResourceType_VertexBuffer);
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instanceEntry.indexBufferListener = meshData.indexBuffer;
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instanceEntry.vertexBufferListener = meshData.vertexBuffer;
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if (meshData.indexBuffer)
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meshData.indexBuffer->AddResourceListener(this, ResourceType_IndexBuffer);
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meshData.vertexBuffer->AddResourceListener(this, ResourceType_VertexBuffer);
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it2 = meshMap.insert(std::make_pair(meshData, std::move(instanceEntry))).first;
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}
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std::vector<NzMatrix4f>& instances = it2->second;
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std::vector<NzMatrix4f>& instances = it2->second.instances;
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instances.push_back(transformMatrix);
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// Avons-nous suffisamment d'instances pour que le coût d'utilisation de l'instancing soit payé ?
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if (instances.size() >= NAZARA_GRAPHICS_INSTANCING_MIN_INSTANCES_COUNT)
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enableInstancing = true; // Apparemment oui, activons l'instancing avec ce matériau
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entry.instancingEnabled = true; // Apparemment oui, activons l'instancing avec ce matériau
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}
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}
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void NzDeferredRenderQueue::AddSprites(const NzMaterial* material, const NzVertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const NzTexture* overlay)
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{
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/*NzMaterial* material = sprite->GetMaterial();
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if (!material->IsLightingEnabled() || material->IsEnabled(nzRendererParameter_Blend))
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m_forwardQueue->AddSprite(sprite);
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else
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sprites[material].push_back(sprite);*/
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m_forwardQueue->AddSprites(material, vertices, spriteCount, overlay);
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}
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@@ -121,27 +111,7 @@ void NzDeferredRenderQueue::Clear(bool fully)
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spotLights.clear();
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if (fully)
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{
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for (auto& matIt : opaqueModels)
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{
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const NzMaterial* material = matIt.first;
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material->RemoveResourceListener(this);
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MeshInstanceContainer& instances = std::get<2>(matIt.second);
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for (auto& instanceIt : instances)
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{
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const NzMeshData& renderData = instanceIt.first;
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if (renderData.indexBuffer)
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renderData.indexBuffer->RemoveResourceListener(this);
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renderData.vertexBuffer->RemoveResourceListener(this);
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}
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}
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opaqueModels.clear();
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sprites.clear();
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}
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m_forwardQueue->Clear(fully);
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}
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@@ -154,7 +124,7 @@ bool NzDeferredRenderQueue::OnResourceDestroy(const NzResource* resource, int in
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{
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for (auto& modelPair : opaqueModels)
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{
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MeshInstanceContainer& meshes = std::get<2>(modelPair.second);
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MeshInstanceContainer& meshes = modelPair.second.meshMap;
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for (auto it = meshes.begin(); it != meshes.end();)
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{
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const NzMeshData& renderData = it->first;
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@@ -168,14 +138,18 @@ bool NzDeferredRenderQueue::OnResourceDestroy(const NzResource* resource, int in
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}
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case ResourceType_Material:
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opaqueModels.erase(static_cast<const NzMaterial*>(resource));
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{
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const NzMaterial* material = static_cast<const NzMaterial*>(resource);
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opaqueModels.erase(material);
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break;
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}
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case ResourceType_VertexBuffer:
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{
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for (auto& modelPair : opaqueModels)
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{
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MeshInstanceContainer& meshes = std::get<2>(modelPair.second);
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MeshInstanceContainer& meshes = modelPair.second.meshMap;
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for (auto it = meshes.begin(); it != meshes.end();)
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{
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const NzMeshData& renderData = it->first;
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@@ -203,7 +177,7 @@ void NzDeferredRenderQueue::OnResourceReleased(const NzResource* resource, int i
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{
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for (auto& modelPair : opaqueModels)
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{
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MeshInstanceContainer& meshes = std::get<2>(modelPair.second);
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MeshInstanceContainer& meshes = modelPair.second.meshMap;
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for (auto it = meshes.begin(); it != meshes.end();)
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{
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const NzMeshData& renderData = it->first;
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@@ -233,7 +207,7 @@ void NzDeferredRenderQueue::OnResourceReleased(const NzResource* resource, int i
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{
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for (auto& modelPair : opaqueModels)
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{
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MeshInstanceContainer& meshes = std::get<2>(modelPair.second);
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MeshInstanceContainer& meshes = modelPair.second.meshMap;
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for (auto it = meshes.begin(); it != meshes.end();)
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{
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const NzMeshData& renderData = it->first;
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@@ -268,26 +242,6 @@ bool NzDeferredRenderQueue::BatchedModelMaterialComparator::operator()(const NzM
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return mat1 < mat2;
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}
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bool NzDeferredRenderQueue::BatchedSpriteMaterialComparator::operator()(const NzMaterial* mat1, const NzMaterial* mat2)
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{
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const NzUberShader* uberShader1 = mat1->GetShader();
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const NzUberShader* uberShader2 = mat2->GetShader();
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if (uberShader1 != uberShader2)
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return uberShader1 < uberShader2;
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const NzShader* shader1 = mat1->GetShaderInstance(nzShaderFlags_Deferred)->GetShader();
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const NzShader* shader2 = mat2->GetShaderInstance(nzShaderFlags_Deferred)->GetShader();
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if (shader1 != shader2)
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return shader1 < shader2;
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const NzTexture* diffuseMap1 = mat1->GetDiffuseMap();
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const NzTexture* diffuseMap2 = mat2->GetDiffuseMap();
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if (diffuseMap1 != diffuseMap2)
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return diffuseMap1 < diffuseMap2;
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return mat1 < mat2;
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}
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bool NzDeferredRenderQueue::MeshDataComparator::operator()(const NzMeshData& data1, const NzMeshData& data2)
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{
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const NzBuffer* buffer1;
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