Graphics: Add RenderMask (WIP)
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@@ -12,25 +12,27 @@ namespace Nz
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m_worldInstance = std::make_shared<WorldInstance>(); //< FIXME: Use pools
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}
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inline void GraphicsComponent::AttachRenderable(std::shared_ptr<InstancedRenderable> renderable)
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inline void GraphicsComponent::AttachRenderable(std::shared_ptr<InstancedRenderable> renderable, UInt32 renderMask)
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{
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m_renderables.push_back(std::move(renderable));
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auto& entry = m_renderables.emplace_back();
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entry.renderable = std::move(renderable);
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entry.renderMask = renderMask;
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OnRenderableAttached(this, m_renderables.back());
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}
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inline void GraphicsComponent::DetachRenderable(const std::shared_ptr<InstancedRenderable>& renderable)
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{
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auto it = std::find(m_renderables.begin(), m_renderables.end(), renderable);
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auto it = std::find_if(m_renderables.begin(), m_renderables.end(), [&](const auto& renderableEntry) { return renderableEntry.renderable == renderable; });
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if (it != m_renderables.end())
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{
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OnRenderableDetach(this, renderable);
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OnRenderableDetach(this, *it);
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m_renderables.erase(it);
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}
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}
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inline const std::vector<std::shared_ptr<InstancedRenderable>>& GraphicsComponent::GetRenderables() const
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inline auto GraphicsComponent::GetRenderables() const -> const std::vector<Renderable>&
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{
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return m_renderables;
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}
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