Graphics: Add SpriteChainRenderer
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@@ -25,6 +25,8 @@
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namespace Nz
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{
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class RenderFrame;
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class NAZARA_GRAPHICS_API ForwardFramePipeline : public FramePipeline
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{
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public:
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@@ -51,7 +53,7 @@ namespace Nz
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BakedFrameGraph BuildFrameGraph();
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void RegisterMaterialPass(MaterialPass* material);
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void ProcessRenderQueue(CommandBufferBuilder& builder, const RenderQueue<RenderElement*>& renderQueue);
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template<typename F> void ProcessRenderQueue(const RenderQueue<RenderElement*>& renderQueue, F&& callback);
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void UnregisterMaterialPass(MaterialPass* material);
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struct MaterialData
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@@ -79,6 +81,7 @@ namespace Nz
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std::size_t visibilityHash = 0;
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std::vector<std::unique_ptr<RenderElement>> depthPrepassRenderElements;
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std::vector<std::unique_ptr<RenderElement>> forwardRenderElements;
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std::vector<std::unique_ptr<ElementRendererData>> elementRendererData;
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RenderQueueRegistry depthPrepassRegistry;
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RenderQueueRegistry forwardRegistry;
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RenderQueue<RenderElement*> depthPrepassRenderQueue;
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@@ -100,6 +103,7 @@ namespace Nz
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std::vector<std::unique_ptr<ElementRenderer>> m_elementRenderers;
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std::vector<VisibleRenderable> m_visibleRenderables;
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BakedFrameGraph m_bakedFrameGraph;
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RenderFrame* m_currentRenderFrame;
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bool m_rebuildFrameGraph;
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};
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}
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