SDK/DebugSystem: Add EnableDepthBuffer
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@@ -22,6 +22,10 @@ namespace Ndk
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DebugSystem();
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~DebugSystem() = default;
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void EnableDepthBuffer(bool enable);
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inline bool IsDepthBufferEnabled() const;
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static SystemIndex systemIndex;
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private:
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@@ -29,14 +33,13 @@ namespace Ndk
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Nz::InstancedRenderableRef GenerateCollision2DMesh(Entity* entity, Nz::Vector3f* offset);
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Nz::InstancedRenderableRef GenerateCollision3DMesh(Entity* entity);
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std::pair<Nz::IndexBufferRef, Nz::VertexBufferRef> GetBoxMesh();
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Nz::MaterialRef GetCollisionMaterial();
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Nz::MaterialRef GetGlobalAABBMaterial();
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Nz::MaterialRef GetLocalAABBMaterial();
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Nz::MaterialRef GetOBBMaterial();
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std::pair<Nz::IndexBufferRef, Nz::VertexBufferRef> GetBoxMesh();
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void OnEntityValidation(Entity* entity, bool justAdded) override;
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void OnUpdate(float elapsedTime) override;
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Nz::MaterialRef m_globalAabbMaterial;
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@@ -45,6 +48,7 @@ namespace Ndk
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Nz::MaterialRef m_obbMaterial;
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Nz::IndexBufferRef m_boxMeshIndexBuffer;
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Nz::VertexBufferRef m_boxMeshVertexBuffer;
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bool m_isDepthBufferEnabled;
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};
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}
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@@ -4,3 +4,10 @@
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#include <NDK/Systems/DebugSystem.hpp>
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namespace Ndk
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{
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inline bool DebugSystem::IsDepthBufferEnabled() const
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{
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return m_isDepthBufferEnabled;
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}
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}
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