Deferred Shading update
-Deferred Shading now use a dynamics pass system -Forward Shading is now capable of rendering more than three lights (Multipass) Former-commit-id: 74ed0b998d72aa9eb3bd2aab938a75985ebb2bf6
This commit is contained in:
421
src/Nazara/Graphics/DeferredPhongLightingPass.cpp
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421
src/Nazara/Graphics/DeferredPhongLightingPass.cpp
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// Copyright (C) 2013 Jérôme Leclercq
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// This file is part of the "Nazara Engine - Graphics module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/Graphics/DeferredPhongLightingPass.hpp>
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#include <Nazara/Graphics/AbstractViewer.hpp>
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#include <Nazara/Graphics/DeferredRenderQueue.hpp>
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#include <Nazara/Graphics/Light.hpp>
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#include <Nazara/Graphics/Scene.hpp>
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#include <Nazara/Renderer/Renderer.hpp>
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#include <Nazara/Renderer/RenderTexture.hpp>
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#include <Nazara/Renderer/ShaderProgramManager.hpp>
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#include <Nazara/Utility/StaticMesh.hpp>
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#include <memory>
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#include <Nazara/Renderer/OpenGL.hpp> // Supprimer
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#include <Nazara/Graphics/Debug.hpp>
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namespace
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{
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NzShaderProgram* BuildDirectionalLightProgram()
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{
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const nzUInt8 fragmentSource[] = {
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#include <Nazara/Graphics/Resources/DeferredShading/Shaders/DirectionalLight.frag.h>
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};
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const char* vertexSource =
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"#version 140\n"
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"in vec2 VertexPosition;\n"
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"void main()\n"
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"{\n"
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"\t" "gl_Position = vec4(VertexPosition, 0.0, 1.0);" "\n"
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"}\n";
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///TODO: Remplacer ça par des ShaderNode
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std::unique_ptr<NzShaderProgram> program(new NzShaderProgram(nzShaderLanguage_GLSL));
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program->SetPersistent(false);
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if (!program->LoadShader(nzShaderType_Fragment, NzString(reinterpret_cast<const char*>(fragmentSource), sizeof(fragmentSource))))
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{
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NazaraError("Failed to load fragment shader");
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return nullptr;
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}
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if (!program->LoadShader(nzShaderType_Vertex, vertexSource))
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{
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NazaraError("Failed to load vertex shader");
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return nullptr;
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}
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if (!program->Compile())
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{
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NazaraError("Failed to compile program");
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return nullptr;
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}
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program->SendInteger(program->GetUniformLocation("GBuffer0"), 0);
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program->SendInteger(program->GetUniformLocation("GBuffer1"), 1);
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program->SendInteger(program->GetUniformLocation("GBuffer2"), 2);
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return program.release();
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}
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NzShaderProgram* BuildPointLightProgram()
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{
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const nzUInt8 fragmentSource[] = {
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#include <Nazara/Graphics/Resources/DeferredShading/Shaders/PointLight.frag.h>
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};
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const char* vertexSource =
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"#version 140\n"
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"in vec3 VertexPosition;\n"
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"uniform mat4 WorldViewProjMatrix;\n"
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"void main()\n"
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"{\n"
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"\t" "gl_Position = WorldViewProjMatrix * vec4(VertexPosition, 1.0);" "\n"
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"}\n";
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///TODO: Remplacer ça par des ShaderNode
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std::unique_ptr<NzShaderProgram> program(new NzShaderProgram(nzShaderLanguage_GLSL));
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program->SetPersistent(false);
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if (!program->LoadShader(nzShaderType_Fragment, NzString(reinterpret_cast<const char*>(fragmentSource), sizeof(fragmentSource))))
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{
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NazaraError("Failed to load fragment shader");
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return nullptr;
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}
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if (!program->LoadShader(nzShaderType_Vertex, vertexSource))
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{
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NazaraError("Failed to load vertex shader");
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return nullptr;
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}
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if (!program->Compile())
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{
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NazaraError("Failed to compile program");
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return nullptr;
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}
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program->SendInteger(program->GetUniformLocation("GBuffer0"), 0);
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program->SendInteger(program->GetUniformLocation("GBuffer1"), 1);
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program->SendInteger(program->GetUniformLocation("GBuffer2"), 2);
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return program.release();
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}
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NzShaderProgram* BuildSpotLightProgram()
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{
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const nzUInt8 fragmentSource[] = {
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#include <Nazara/Graphics/Resources/DeferredShading/Shaders/SpotLight.frag.h>
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};
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const char* vertexSource =
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"#version 140\n"
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"in vec3 VertexPosition;\n"
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"uniform mat4 WorldViewProjMatrix;\n"
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"void main()\n"
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"{\n"
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"\t" "gl_Position = WorldViewProjMatrix * vec4(VertexPosition, 1.0);" "\n"
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"}\n";
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///TODO: Remplacer ça par des ShaderNode
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std::unique_ptr<NzShaderProgram> program(new NzShaderProgram(nzShaderLanguage_GLSL));
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program->SetPersistent(false);
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if (!program->LoadShader(nzShaderType_Fragment, NzString(reinterpret_cast<const char*>(fragmentSource), sizeof(fragmentSource))))
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{
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NazaraError("Failed to load fragment shader");
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return nullptr;
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}
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if (!program->LoadShader(nzShaderType_Vertex, vertexSource))
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{
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NazaraError("Failed to load vertex shader");
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return nullptr;
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}
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if (!program->Compile())
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{
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NazaraError("Failed to compile program");
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return nullptr;
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}
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program->SendInteger(program->GetUniformLocation("GBuffer0"), 0);
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program->SendInteger(program->GetUniformLocation("GBuffer1"), 1);
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program->SendInteger(program->GetUniformLocation("GBuffer2"), 2);
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return program.release();
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}
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}
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NzDeferredPhongLightingPass::NzDeferredPhongLightingPass() :
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m_lightMeshesDrawing(false)
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{
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m_directionalLightProgram = BuildDirectionalLightProgram();
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m_pointLightProgram = BuildPointLightProgram();
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m_spotLightProgram = BuildSpotLightProgram();
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m_pointSampler.SetAnisotropyLevel(1);
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m_pointSampler.SetFilterMode(nzSamplerFilter_Nearest);
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m_pointSampler.SetWrapMode(nzSamplerWrap_Clamp);
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m_cone = new NzMesh;
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m_cone->SetPersistent(false);
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m_cone->CreateStatic();
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m_coneMesh = static_cast<NzStaticMesh*>(m_cone->BuildSubMesh(NzPrimitive::Cone(1.f, 1.f, 16, NzMatrix4f::Rotate(NzEulerAnglesf(90.f, 0.f, 0.f)))));
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m_sphere = new NzMesh;
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m_sphere->SetPersistent(false);
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m_sphere->CreateStatic();
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m_sphereMesh = static_cast<NzStaticMesh*>(m_sphere->BuildSubMesh(NzPrimitive::IcoSphere(1.f, 1)));
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}
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NzDeferredPhongLightingPass::~NzDeferredPhongLightingPass() = default;
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void NzDeferredPhongLightingPass::EnableLightMeshesDrawing(bool enable)
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{
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m_lightMeshesDrawing = enable;
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}
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bool NzDeferredPhongLightingPass::IsLightMeshesDrawingEnabled() const
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{
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return m_lightMeshesDrawing;
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}
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bool NzDeferredPhongLightingPass::Process(const NzScene* scene, unsigned int firstWorkTexture, unsigned secondWorkTexture) const
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{
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NazaraUnused(secondWorkTexture);
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m_workRTT->SetColorTarget(firstWorkTexture);
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NzRenderer::SetTarget(m_workRTT);
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NzRenderer::SetViewport(NzRecti(0, 0, m_dimensions.x, m_dimensions.y));
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NzRenderer::SetTexture(0, m_GBuffer[0]);
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NzRenderer::SetTextureSampler(0, m_pointSampler);
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NzRenderer::SetTexture(1, m_GBuffer[1]);
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NzRenderer::SetTextureSampler(1, m_pointSampler);
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NzRenderer::SetTexture(2, m_GBuffer[2]);
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NzRenderer::SetTextureSampler(2, m_pointSampler);
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NzRenderer::SetClearColor(NzColor::Black);
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NzRenderer::Clear(nzRendererClear_Color);
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NzRenderStates lightStates;
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lightStates.dstBlend = nzBlendFunc_One;
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lightStates.srcBlend = nzBlendFunc_One;
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lightStates.parameters[nzRendererParameter_Blend] = true;
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lightStates.parameters[nzRendererParameter_DepthBuffer] = false;
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lightStates.parameters[nzRendererParameter_DepthWrite] = false;
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// Directional lights
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if (!m_renderQueue->directionalLights.empty())
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{
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NzRenderer::SetRenderStates(lightStates);
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NzRenderer::SetShaderProgram(m_directionalLightProgram);
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m_directionalLightProgram->SendColor(m_directionalLightProgram->GetUniformLocation(nzShaderUniform_SceneAmbient), scene->GetAmbientColor());
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m_directionalLightProgram->SendVector(m_directionalLightProgram->GetUniformLocation(nzShaderUniform_EyePosition), scene->GetViewer()->GetEyePosition());
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for (const NzLight* light : m_renderQueue->directionalLights)
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{
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light->Enable(m_directionalLightProgram, 0);
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NzRenderer::DrawFullscreenQuad();
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}
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}
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// Point lights/Spot lights
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if (!m_renderQueue->pointLights.empty() || !m_renderQueue->spotLights.empty())
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{
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// http://www.altdevblogaday.com/2011/08/08/stencil-buffer-optimisation-for-deferred-lights/
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lightStates.parameters[nzRendererParameter_StencilTest] = true;
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lightStates.faceCulling = nzFaceSide_Front;
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lightStates.backFace.stencilMask = 0xFF;
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lightStates.backFace.stencilReference = 0;
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lightStates.backFace.stencilFail = nzStencilOperation_Keep;
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lightStates.backFace.stencilPass = nzStencilOperation_Keep;
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lightStates.backFace.stencilZFail = nzStencilOperation_Invert;
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lightStates.frontFace.stencilMask = 0xFF;
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lightStates.frontFace.stencilReference = 0;
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lightStates.frontFace.stencilFail = nzStencilOperation_Keep;
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lightStates.frontFace.stencilPass = nzStencilOperation_Keep;
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lightStates.frontFace.stencilZFail = nzStencilOperation_Invert;
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NzRenderer::SetRenderStates(lightStates);
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if (!m_renderQueue->pointLights.empty())
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{
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NzRenderer::SetShaderProgram(m_pointLightProgram);
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m_pointLightProgram->SendColor(m_pointLightProgram->GetUniformLocation(nzShaderUniform_SceneAmbient), scene->GetAmbientColor());
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m_pointLightProgram->SendVector(m_pointLightProgram->GetUniformLocation(nzShaderUniform_EyePosition), scene->GetViewer()->GetEyePosition());
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const NzIndexBuffer* indexBuffer = m_sphereMesh->GetIndexBuffer();
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NzRenderer::SetIndexBuffer(indexBuffer);
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NzRenderer::SetVertexBuffer(m_sphereMesh->GetVertexBuffer());
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NzMatrix4f lightMatrix;
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lightMatrix.MakeIdentity();
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for (const NzLight* light : m_renderQueue->pointLights)
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{
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light->Enable(m_pointLightProgram, 0);
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lightMatrix.SetScale(NzVector3f(light->GetRadius()*1.1f)); // Pour corriger les imperfections liées à la sphère
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lightMatrix.SetTranslation(light->GetPosition());
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NzRenderer::SetMatrix(nzMatrixType_World, lightMatrix);
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// Rendu de la sphère dans le stencil buffer
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NzRenderer::Enable(nzRendererParameter_ColorWrite, false);
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NzRenderer::Enable(nzRendererParameter_DepthBuffer, true);
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NzRenderer::Enable(nzRendererParameter_FaceCulling, false);
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NzRenderer::SetStencilCompareFunction(nzRendererComparison_Always);
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NzRenderer::DrawIndexedPrimitives(nzPrimitiveMode_TriangleList, 0, indexBuffer->GetIndexCount());
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// Rendu de la sphère comme zone d'effet
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NzRenderer::Enable(nzRendererParameter_ColorWrite, true);
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NzRenderer::Enable(nzRendererParameter_DepthBuffer, false);
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NzRenderer::Enable(nzRendererParameter_FaceCulling, true);
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NzRenderer::SetStencilCompareFunction(nzRendererComparison_NotEqual, nzFaceSide_Back);
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NzRenderer::SetStencilPassOperation(nzStencilOperation_Zero, nzFaceSide_Back);
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NzRenderer::DrawIndexedPrimitives(nzPrimitiveMode_TriangleList, 0, indexBuffer->GetIndexCount());
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}
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if (m_lightMeshesDrawing)
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{
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NzRenderer::Enable(nzRendererParameter_DepthBuffer, true);
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NzRenderer::Enable(nzRendererParameter_DepthWrite, true);
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NzRenderer::Enable(nzRendererParameter_FaceCulling, false);
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NzRenderer::Enable(nzRendererParameter_StencilTest, false);
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NzRenderer::SetFaceFilling(nzFaceFilling_Line);
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NzShaderProgramManagerParams params;
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params.flags = nzShaderFlags_None;
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params.target = nzShaderTarget_Model;
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params.model.alphaMapping = false;
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params.model.alphaTest = false;
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params.model.diffuseMapping = false;
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params.model.emissiveMapping = false;
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params.model.lighting = false;
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params.model.normalMapping = false;
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params.model.parallaxMapping = false;
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params.model.specularMapping = false;
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const NzShaderProgram* program = NzShaderProgramManager::Get(params);
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NzRenderer::SetShaderProgram(program);
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for (const NzLight* light : m_renderQueue->pointLights)
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{
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lightMatrix.SetScale(NzVector3f(light->GetRadius()*1.1f)); // Pour corriger les imperfections liées à la sphère
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lightMatrix.SetTranslation(light->GetPosition());
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NzRenderer::SetMatrix(nzMatrixType_World, lightMatrix);
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program->SendColor(program->GetUniformLocation(nzShaderUniform_MaterialDiffuse), light->GetColor());
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NzRenderer::DrawIndexedPrimitives(nzPrimitiveMode_TriangleList, 0, indexBuffer->GetIndexCount());
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}
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NzRenderer::Enable(nzRendererParameter_DepthBuffer, false);
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NzRenderer::Enable(nzRendererParameter_DepthWrite, false);
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NzRenderer::Enable(nzRendererParameter_FaceCulling, true);
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NzRenderer::Enable(nzRendererParameter_StencilTest, true);
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NzRenderer::SetFaceFilling(nzFaceFilling_Fill);
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}
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}
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if (!m_renderQueue->spotLights.empty())
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{
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NzRenderer::SetShaderProgram(m_spotLightProgram);
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m_spotLightProgram->SendColor(m_spotLightProgram->GetUniformLocation(nzShaderUniform_SceneAmbient), scene->GetAmbientColor());
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m_spotLightProgram->SendVector(m_spotLightProgram->GetUniformLocation(nzShaderUniform_EyePosition), scene->GetViewer()->GetEyePosition());
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const NzIndexBuffer* indexBuffer = m_coneMesh->GetIndexBuffer();
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NzRenderer::SetIndexBuffer(indexBuffer);
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NzRenderer::SetVertexBuffer(m_coneMesh->GetVertexBuffer());
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NzMatrix4f lightMatrix;
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lightMatrix.MakeIdentity();
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for (const NzLight* light : m_renderQueue->spotLights)
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{
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light->Enable(m_spotLightProgram, 0);
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float radius = light->GetRadius()*std::tan(NzDegreeToRadian(light->GetOuterAngle()))*1.1f;
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lightMatrix.MakeTransform(light->GetPosition(), light->GetRotation(), NzVector3f(radius, radius, light->GetRadius()));
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NzRenderer::SetMatrix(nzMatrixType_World, lightMatrix);
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// Rendu de la sphère dans le stencil buffer
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NzRenderer::Enable(nzRendererParameter_ColorWrite, false);
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NzRenderer::Enable(nzRendererParameter_DepthBuffer, true);
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NzRenderer::Enable(nzRendererParameter_FaceCulling, false);
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NzRenderer::SetStencilCompareFunction(nzRendererComparison_Always);
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NzRenderer::DrawIndexedPrimitives(nzPrimitiveMode_TriangleList, 0, indexBuffer->GetIndexCount());
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// Rendu de la sphère comme zone d'effet
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NzRenderer::Enable(nzRendererParameter_ColorWrite, true);
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NzRenderer::Enable(nzRendererParameter_DepthBuffer, false);
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NzRenderer::Enable(nzRendererParameter_FaceCulling, true);
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NzRenderer::SetFaceCulling(nzFaceSide_Front);
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NzRenderer::SetStencilCompareFunction(nzRendererComparison_NotEqual, nzFaceSide_Back);
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NzRenderer::SetStencilPassOperation(nzStencilOperation_Zero, nzFaceSide_Back);
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NzRenderer::DrawIndexedPrimitives(nzPrimitiveMode_TriangleList, 0, indexBuffer->GetIndexCount());
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}
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if (m_lightMeshesDrawing)
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{
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NzRenderer::Enable(nzRendererParameter_DepthBuffer, true);
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NzRenderer::Enable(nzRendererParameter_DepthWrite, true);
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NzRenderer::Enable(nzRendererParameter_FaceCulling, false);
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NzRenderer::Enable(nzRendererParameter_StencilTest, false);
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NzRenderer::SetFaceFilling(nzFaceFilling_Line);
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NzShaderProgramManagerParams params;
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params.flags = nzShaderFlags_None;
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params.target = nzShaderTarget_Model;
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params.model.alphaMapping = false;
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params.model.alphaTest = false;
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params.model.diffuseMapping = false;
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params.model.emissiveMapping = false;
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params.model.lighting = false;
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params.model.normalMapping = false;
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params.model.parallaxMapping = false;
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params.model.specularMapping = false;
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const NzShaderProgram* program = NzShaderProgramManager::Get(params);
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NzRenderer::SetShaderProgram(program);
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for (const NzLight* light : m_renderQueue->spotLights)
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{
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float baseRadius = light->GetRadius()*std::tan(NzDegreeToRadian(light->GetOuterAngle()))*1.1f;
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lightMatrix.MakeTransform(light->GetPosition(), light->GetRotation(), NzVector3f(baseRadius, baseRadius, light->GetRadius()));
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NzRenderer::SetMatrix(nzMatrixType_World, lightMatrix);
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program->SendColor(program->GetUniformLocation(nzShaderUniform_MaterialDiffuse), light->GetColor());
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NzRenderer::DrawIndexedPrimitives(nzPrimitiveMode_TriangleList, 0, indexBuffer->GetIndexCount());
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}
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NzRenderer::Enable(nzRendererParameter_DepthBuffer, false);
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NzRenderer::Enable(nzRendererParameter_DepthWrite, false);
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NzRenderer::Enable(nzRendererParameter_FaceCulling, true);
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NzRenderer::Enable(nzRendererParameter_StencilTest, true);
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NzRenderer::SetFaceFilling(nzFaceFilling_Fill);
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}
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}
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NzRenderer::Enable(nzRendererParameter_StencilTest, false);
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}
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return true;
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}
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