Graphics: Add RenderMask (WIP)
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@@ -14,6 +14,7 @@ namespace Nz
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m_projectionType(projectionType),
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m_targetRegion(0.f, 0.f, 1.f, 1.f),
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m_viewport(0, 0, 0, 0),
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m_renderMask(0xFFFFFFFF),
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m_size(-1.f, -1.f),
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m_zFar(1000.f),
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m_zNear(1.f)
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@@ -27,6 +28,7 @@ namespace Nz
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m_projectionType(camera.m_projectionType),
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m_targetRegion(camera.m_targetRegion),
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m_viewport(camera.m_viewport),
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m_renderMask(camera.m_renderMask),
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m_size(camera.m_size),
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m_aspectRatio(camera.m_aspectRatio),
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m_zFar(camera.m_zFar),
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@@ -41,6 +43,7 @@ namespace Nz
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m_projectionType(camera.m_projectionType),
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m_targetRegion(camera.m_targetRegion),
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m_viewport(camera.m_viewport),
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m_renderMask(camera.m_renderMask),
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m_size(camera.m_size),
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m_aspectRatio(camera.m_aspectRatio),
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m_zFar(camera.m_zFar),
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@@ -137,6 +140,13 @@ namespace Nz
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UpdateProjectionMatrix();
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}
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inline void Camera::UpdateRenderMask(UInt32 renderMask)
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{
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m_renderMask = renderMask;
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// TODO: Signal RenderTechnique to regenerate commandbuffers
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}
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inline void Camera::UpdateTargetRegion(const Rectf& targetRegion)
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{
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m_targetRegion = targetRegion;
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