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:
@@ -5,15 +5,8 @@
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#include <Nazara/Graphics/ForwardRenderQueue.hpp>
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#include <Nazara/Graphics/AbstractViewer.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/Utility/SkeletalMesh.hpp>
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#include <Nazara/Utility/StaticMesh.hpp>
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#include <Nazara/Graphics/Debug.hpp>
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///FIXME: Régler ce problème de dépendance aux ressources
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namespace
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{
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enum ResourceType
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@@ -25,11 +18,6 @@ namespace
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};
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}
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NzForwardRenderQueue::~NzForwardRenderQueue()
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{
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Clear(true);
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}
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void NzForwardRenderQueue::AddDrawable(const NzDrawable* drawable)
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{
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#if NAZARA_GRAPHICS_SAFE
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@@ -79,9 +67,9 @@ void NzForwardRenderQueue::AddMesh(const NzMaterial* material, const NzMeshData&
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transparentModelData.resize(index+1);
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TransparentModelData& data = transparentModelData.back();
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data.boundingSphere = NzSpheref(transformMatrix.GetTranslation() + meshAABB.GetCenter(), meshAABB.GetSquaredRadius());
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data.material = material;
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data.meshData = meshData;
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data.squaredBoundingSphere = NzSpheref(transformMatrix.GetTranslation() + meshAABB.GetCenter(), meshAABB.GetSquaredRadius());
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data.transformMatrix = transformMatrix;
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transparentModels.push_back(index);
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@@ -91,36 +79,34 @@ void NzForwardRenderQueue::AddMesh(const NzMaterial* material, const NzMeshData&
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ModelBatches::iterator 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.squaredBoundingSphere = meshAABB.GetSquaredBoundingSphere();
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instanceEntry.vertexBufferListener = meshData.vertexBuffer;
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NzSpheref& squaredBoundingSphere = it2->second.first;
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squaredBoundingSphere.Set(meshAABB.GetSquaredBoundingSphere());
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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.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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@@ -129,20 +115,27 @@ void NzForwardRenderQueue::AddSprites(const NzMaterial* material, const NzVertex
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auto matIt = basicSprites.find(material);
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if (matIt == basicSprites.end())
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{
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matIt = basicSprites.insert(std::make_pair(material, BasicSpriteBatches::mapped_type())).first;
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material->AddResourceListener(this, ResourceType_Material);
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BatchedBasicSpriteEntry entry(this, ResourceType_Material);
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entry.materialListener = material;
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matIt = basicSprites.insert(std::make_pair(material, std::move(entry))).first;
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}
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auto& overlayMap = matIt->second;
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BatchedBasicSpriteEntry& entry = matIt->second;
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entry.enabled = true;
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auto& overlayMap = entry.overlayMap;
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auto overlayIt = overlayMap.find(overlay);
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if (overlayIt == overlayMap.end())
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{
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overlayIt = overlayMap.insert(std::make_pair(overlay, BasicSpriteOverlayContainer::mapped_type())).first;
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if (overlay)
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overlay->AddResourceListener(this, ResourceType_Texture);
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BatchedSpriteEntry overlayEntry(this, ResourceType_Texture);
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overlayEntry.textureListener = overlay;
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overlayIt = overlayMap.insert(std::make_pair(overlay, std::move(overlayEntry))).first;
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}
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auto& spriteVector = overlayIt->second;
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auto& spriteVector = overlayIt->second.spriteChains;
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spriteVector.push_back(SpriteChain_XYZ_Color_UV({vertices, spriteCount}));
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}
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@@ -156,37 +149,7 @@ void NzForwardRenderQueue::Clear(bool fully)
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if (fully)
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{
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for (auto& matPair : basicSprites)
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{
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const NzMaterial* material = matPair.first;
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material->RemoveResourceListener(this);
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auto& overlayMap = matPair.second;
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for (auto& overlayPair : overlayMap)
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{
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const NzTexture* overlay = overlayPair.first;
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if (overlay)
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overlay->RemoveResourceListener(this);
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}
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}
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basicSprites.clear();
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for (auto& matPair : opaqueModels)
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{
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const NzMaterial* material = matPair.first;
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material->RemoveResourceListener(this);
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MeshInstanceContainer& instances = std::get<2>(matPair.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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}
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}
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@@ -198,8 +161,8 @@ void NzForwardRenderQueue::Sort(const NzAbstractViewer* viewer)
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std::sort(transparentModels.begin(), transparentModels.end(), [this, &nearPlane, &viewerNormal](unsigned int index1, unsigned int index2)
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{
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const NzSpheref& sphere1 = transparentModelData[index1].boundingSphere;
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const NzSpheref& sphere2 = transparentModelData[index2].boundingSphere;
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const NzSpheref& sphere1 = transparentModelData[index1].squaredBoundingSphere;
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const NzSpheref& sphere2 = transparentModelData[index2].squaredBoundingSphere;
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NzVector3f position1 = sphere1.GetNegativeVertex(viewerNormal);
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NzVector3f position2 = sphere2.GetNegativeVertex(viewerNormal);
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@@ -216,7 +179,7 @@ bool NzForwardRenderQueue::OnResourceDestroy(const NzResource* resource, int ind
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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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@@ -230,15 +193,19 @@ bool NzForwardRenderQueue::OnResourceDestroy(const NzResource* resource, int ind
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}
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case ResourceType_Material:
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basicSprites.erase(static_cast<const NzMaterial*>(resource));
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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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basicSprites.erase(material);
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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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@@ -266,7 +233,7 @@ void NzForwardRenderQueue::OnResourceReleased(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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@@ -306,7 +273,7 @@ void NzForwardRenderQueue::OnResourceReleased(const NzResource* resource, int in
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{
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for (auto matIt = basicSprites.begin(); matIt != basicSprites.end(); ++matIt)
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{
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auto& overlayMap = matIt->second;
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auto& overlayMap = matIt->second.overlayMap;
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for (auto overlayIt = overlayMap.begin(); overlayIt != overlayMap.end(); ++overlayIt)
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{
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if (overlayIt->first == resource)
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@@ -324,7 +291,7 @@ void NzForwardRenderQueue::OnResourceReleased(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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