Updated Renderer
Former-commit-id: 74ad349814a5624cdf1c61bfb9e0123b82be06f2
This commit is contained in:
@@ -15,7 +15,7 @@ bool NzMaterialParams::IsValid() const
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}
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NzMaterial::NzMaterial() :
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m_shader(nullptr),
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m_customShader(nullptr),
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m_diffuseMap(nullptr),
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m_heightMap(nullptr),
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m_normalMap(nullptr),
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@@ -30,6 +30,9 @@ NzResource()
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std::memcpy(this, &material, sizeof(NzMaterial)); // Autorisé dans notre cas, et plus rapide
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// Cependant comme nous sommes une entité à part nous devons ajouter les références aux ressources
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if (m_customShader)
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m_customShader->AddResourceReference();
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if (m_diffuseMap)
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m_diffuseMap->AddResourceReference();
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@@ -39,9 +42,6 @@ NzResource()
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if (m_normalMap)
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m_normalMap->AddResourceReference();
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if (m_shader)
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m_shader->AddResourceReference();
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if (m_specularMap)
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m_specularMap->AddResourceReference();
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}
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@@ -50,16 +50,19 @@ NzMaterial::NzMaterial(NzMaterial&& material)
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{
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std::memcpy(this, &material, sizeof(NzMaterial)); // Autorisé dans notre cas, et plus rapide
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// Comme ça nous volons la référence du matériau
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// Nous "volons" la référence du matériau
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material.m_customShader = nullptr;
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material.m_diffuseMap = nullptr;
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material.m_heightMap = nullptr;
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material.m_normalMap = nullptr;
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material.m_shader = nullptr;
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material.m_specularMap = nullptr;
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}
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NzMaterial::~NzMaterial()
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{
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if (m_customShader)
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m_customShader->RemoveResourceReference();
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if (m_diffuseMap)
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m_diffuseMap->RemoveResourceReference();
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@@ -69,38 +72,30 @@ NzMaterial::~NzMaterial()
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if (m_normalMap)
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m_normalMap->RemoveResourceReference();
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if (m_shader)
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m_shader->RemoveResourceReference();
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if (m_specularMap)
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m_specularMap->RemoveResourceReference();
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}
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void NzMaterial::Apply() const
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void NzMaterial::Apply(const NzShader* shader) const
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{
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if (!m_shader)
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UpdateShader();
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NzRenderer::SetShader(m_shader);
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int ambientColorLocation = m_shader->GetUniformLocation("MaterialAmbient");
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int diffuseColorLocation = m_shader->GetUniformLocation("MaterialDiffuse");
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int shininessLocation = m_shader->GetUniformLocation("MaterialShininess");
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int specularColorLocation = m_shader->GetUniformLocation("MaterialSpecular");
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int ambientColorLocation = shader->GetUniformLocation("MaterialAmbient");
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int diffuseColorLocation = shader->GetUniformLocation("MaterialDiffuse");
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int shininessLocation = shader->GetUniformLocation("MaterialShininess");
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int specularColorLocation = shader->GetUniformLocation("MaterialSpecular");
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if (ambientColorLocation != -1)
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m_shader->SendColor(ambientColorLocation, m_ambientColor);
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shader->SendColor(ambientColorLocation, m_ambientColor);
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if (diffuseColorLocation != -1)
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m_shader->SendColor(diffuseColorLocation, m_diffuseColor);
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shader->SendColor(diffuseColorLocation, m_diffuseColor);
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if (m_diffuseMap)
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{
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int diffuseMapLocation = m_shader->GetUniformLocation("MaterialDiffuseMap");
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int diffuseMapLocation = shader->GetUniformLocation("MaterialDiffuseMap");
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if (diffuseMapLocation != -1)
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{
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nzUInt8 textureUnit;
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if (m_shader->SendTexture(diffuseMapLocation, m_diffuseMap, &textureUnit))
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if (shader->SendTexture(diffuseMapLocation, m_diffuseMap, &textureUnit))
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NzRenderer::SetTextureSampler(textureUnit, m_diffuseSampler);
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else
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NazaraWarning("Failed to send diffuse map");
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@@ -109,11 +104,11 @@ void NzMaterial::Apply() const
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if (m_heightMap)
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{
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int heightMapLocation = m_shader->GetUniformLocation("MaterialHeightMap");
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int heightMapLocation = shader->GetUniformLocation("MaterialHeightMap");
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if (heightMapLocation != -1)
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{
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nzUInt8 textureUnit;
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if (m_shader->SendTexture(heightMapLocation, m_heightMap, &textureUnit))
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if (shader->SendTexture(heightMapLocation, m_heightMap, &textureUnit))
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NzRenderer::SetTextureSampler(textureUnit, m_diffuseSampler);
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else
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NazaraWarning("Failed to send height map");
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@@ -122,11 +117,11 @@ void NzMaterial::Apply() const
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if (m_normalMap)
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{
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int normalMapLocation = m_shader->GetUniformLocation("MaterialNormalMap");
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int normalMapLocation = shader->GetUniformLocation("MaterialNormalMap");
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if (normalMapLocation != -1)
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{
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nzUInt8 textureUnit;
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if (m_shader->SendTexture(normalMapLocation, m_normalMap, &textureUnit))
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if (shader->SendTexture(normalMapLocation, m_normalMap, &textureUnit))
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NzRenderer::SetTextureSampler(textureUnit, m_diffuseSampler);
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else
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NazaraWarning("Failed to send normal map");
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@@ -134,18 +129,18 @@ void NzMaterial::Apply() const
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}
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if (shininessLocation != -1)
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m_shader->SendFloat(shininessLocation, m_shininess);
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shader->SendFloat(shininessLocation, m_shininess);
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if (specularColorLocation != -1)
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m_shader->SendColor(specularColorLocation, m_specularColor);
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shader->SendColor(specularColorLocation, m_specularColor);
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if (m_specularMap)
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{
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int specularMapLocation = m_shader->GetUniformLocation("MaterialSpecularMap");
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int specularMapLocation = shader->GetUniformLocation("MaterialSpecularMap");
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if (specularMapLocation != -1)
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{
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nzUInt8 textureUnit;
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if (m_shader->SendTexture(specularMapLocation, m_specularMap, &textureUnit))
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if (shader->SendTexture(specularMapLocation, m_specularMap, &textureUnit))
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NzRenderer::SetTextureSampler(textureUnit, m_specularSampler);
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else
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NazaraWarning("Failed to send specular map");
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@@ -193,9 +188,10 @@ void NzMaterial::EnableFaceCulling(bool faceCulling)
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void NzMaterial::EnableLighting(bool lighting)
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{
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m_lightingEnabled = lighting;
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if (m_autoShader)
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m_shader = nullptr;
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if (m_lightingEnabled)
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m_shaderFlags |= nzShaderFlags_Lighting;
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else
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m_shaderFlags &= ~nzShaderFlags_Lighting;
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}
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void NzMaterial::EnableZTest(bool zTest)
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@@ -258,12 +254,14 @@ NzTexture* NzMaterial::GetNormalMap() const
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return m_diffuseMap;
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}
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const NzShader* NzMaterial::GetShader() const
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const NzShader* NzMaterial::GetCustomShader() const
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{
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if (!m_shader)
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UpdateShader();
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return m_customShader;
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}
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return m_shader;
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nzUInt32 NzMaterial::GetShaderFlags() const
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{
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return m_shaderFlags;
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}
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float NzMaterial::GetShininess() const
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@@ -301,6 +299,11 @@ nzRendererComparison NzMaterial::GetZTestCompare() const
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return m_zTestCompareFunc;
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}
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bool NzMaterial::HasCustomShader() const
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{
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return m_customShader != nullptr;
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}
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bool NzMaterial::IsAlphaBlendingEnabled() const
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{
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return m_alphaBlendingEnabled;
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@@ -343,6 +346,12 @@ bool NzMaterial::LoadFromStream(NzInputStream& stream, const NzMaterialParams& p
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void NzMaterial::Reset()
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{
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if (m_customShader)
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{
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m_customShader->RemoveResourceReference();
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m_customShader = nullptr;
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}
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if (m_diffuseMap)
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{
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m_diffuseMap->RemoveResourceReference();
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@@ -361,12 +370,6 @@ void NzMaterial::Reset()
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m_normalMap = nullptr;
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}
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if (m_shader)
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{
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m_shader->RemoveResourceReference();
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m_shader = nullptr;
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}
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if (m_specularMap)
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{
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m_specularMap->RemoveResourceReference();
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@@ -375,7 +378,6 @@ void NzMaterial::Reset()
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m_alphaBlendingEnabled = false;
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m_ambientColor = NzColor(128, 128, 128);
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m_autoShader = true;
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m_diffuseColor = NzColor::White;
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m_diffuseSampler = NzTextureSampler();
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m_dstBlend = nzBlendFunc_Zero;
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@@ -383,6 +385,7 @@ void NzMaterial::Reset()
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m_faceCullingEnabled = true;
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m_faceFilling = nzFaceFilling_Fill;
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m_lightingEnabled = true;
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m_shaderFlags = nzShaderFlags_Lighting;
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m_shininess = 50.f;
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m_specularColor = NzColor::White;
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m_specularSampler = NzTextureSampler();
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@@ -397,6 +400,19 @@ void NzMaterial::SetAmbientColor(const NzColor& ambient)
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m_ambientColor = ambient;
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}
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void NzMaterial::SetCustomShader(const NzShader* shader)
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{
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if (m_customShader != shader)
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{
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if (m_customShader)
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m_customShader->RemoveResourceReference();
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m_customShader = shader;
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if (m_customShader)
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m_customShader->AddResourceReference();
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}
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}
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void NzMaterial::SetDiffuseColor(const NzColor& diffuse)
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{
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m_diffuseColor = diffuse;
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@@ -407,14 +423,17 @@ void NzMaterial::SetDiffuseMap(NzTexture* map)
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if (m_diffuseMap != map)
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{
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if (m_diffuseMap)
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{
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m_diffuseMap->RemoveResourceReference();
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m_shaderFlags &= ~nzShaderFlags_DiffuseMapping;
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}
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m_diffuseMap = map;
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if (m_diffuseMap)
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{
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m_diffuseMap->AddResourceReference();
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if (m_autoShader)
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m_shader = nullptr; // Invalidation du shader
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m_shaderFlags |= nzShaderFlags_DiffuseMapping;
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}
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}
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}
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@@ -448,9 +467,6 @@ void NzMaterial::SetHeightMap(NzTexture* map)
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m_heightMap = map;
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if (m_heightMap)
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m_heightMap->AddResourceReference();
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if (m_autoShader)
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m_shader = nullptr; // Invalidation du shader
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}
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}
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@@ -459,28 +475,17 @@ void NzMaterial::SetNormalMap(NzTexture* map)
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if (m_normalMap != map)
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{
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if (m_normalMap)
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{
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m_normalMap->RemoveResourceReference();
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m_shaderFlags &= ~nzShaderFlags_NormalMapping;
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}
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m_normalMap = map;
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if (m_normalMap)
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{
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m_normalMap->AddResourceReference();
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if (m_autoShader)
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m_shader = nullptr; // Invalidation du shader
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}
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}
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void NzMaterial::SetShader(const NzShader* shader)
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{
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if (m_shader != shader)
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{
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if (m_shader)
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m_shader->RemoveResourceReference();
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m_autoShader = (shader == nullptr);
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m_shader = shader;
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if (m_shader)
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m_shader->AddResourceReference();
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m_shaderFlags |= nzShaderFlags_NormalMapping;
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}
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}
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}
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@@ -499,14 +504,17 @@ void NzMaterial::SetSpecularMap(NzTexture* map)
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if (m_specularMap != map)
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{
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if (m_specularMap)
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{
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m_specularMap->RemoveResourceReference();
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m_shaderFlags &= ~nzShaderFlags_SpecularMapping;
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}
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m_specularMap = map;
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if (m_specularMap)
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{
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m_specularMap->AddResourceReference();
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if (m_autoShader)
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m_shader = nullptr; // Invalidation du shader
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m_shaderFlags |= nzShaderFlags_SpecularMapping;
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}
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}
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}
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@@ -527,6 +535,9 @@ void NzMaterial::SetZTestCompare(nzRendererComparison compareFunc)
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NzMaterial& NzMaterial::operator=(const NzMaterial& material)
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{
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if (m_customShader)
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m_customShader->RemoveResourceReference();
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if (m_diffuseMap)
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m_diffuseMap->RemoveResourceReference();
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@@ -542,6 +553,9 @@ NzMaterial& NzMaterial::operator=(const NzMaterial& material)
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std::memcpy(this, &material, sizeof(NzMaterial)); // Autorisé dans notre cas, et plus rapide
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// Cependant comme nous sommes une entité à part nous devons ajouter les références aux ressources
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if (m_customShader)
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m_customShader->AddResourceReference();
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if (m_diffuseMap)
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m_diffuseMap->AddResourceReference();
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@@ -551,9 +565,6 @@ NzMaterial& NzMaterial::operator=(const NzMaterial& material)
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if (m_normalMap)
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m_normalMap->AddResourceReference();
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if (m_shader)
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m_shader->AddResourceReference();
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if (m_specularMap)
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m_specularMap->AddResourceReference();
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@@ -562,6 +573,9 @@ NzMaterial& NzMaterial::operator=(const NzMaterial& material)
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NzMaterial& NzMaterial::operator=(NzMaterial&& material)
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{
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if (m_customShader)
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m_customShader->RemoveResourceReference();
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if (m_diffuseMap)
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m_diffuseMap->RemoveResourceReference();
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@@ -571,19 +585,16 @@ NzMaterial& NzMaterial::operator=(NzMaterial&& material)
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if (m_normalMap)
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m_normalMap->RemoveResourceReference();
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if (m_shader)
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m_shader->RemoveResourceReference();
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if (m_specularMap)
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m_specularMap->RemoveResourceReference();
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std::memcpy(this, &material, sizeof(NzMaterial)); // Autorisé dans notre cas, et plus rapide
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// Comme ça nous volons la référence du matériau
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material.m_customShader = nullptr;
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material.m_diffuseMap = nullptr;
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material.m_heightMap = nullptr;
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material.m_normalMap = nullptr;
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material.m_shader = nullptr;
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material.m_specularMap = nullptr;
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return *this;
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@@ -596,7 +607,7 @@ NzMaterial* NzMaterial::GetDefault()
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if (!initialized)
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{
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defaultMaterial.EnableLighting(false); ///FIXME: Éclairage ou pas ?
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defaultMaterial.EnableLighting(false);
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defaultMaterial.SetFaceCulling(nzFaceCulling_FrontAndBack);
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defaultMaterial.SetFaceFilling(nzFaceFilling_Line);
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defaultMaterial.SetDiffuseColor(NzColor::White);
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@@ -607,25 +618,4 @@ NzMaterial* NzMaterial::GetDefault()
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return &defaultMaterial;
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}
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void NzMaterial::UpdateShader() const
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{
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nzUInt32 shaderFlags = 0;
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if (m_diffuseMap)
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shaderFlags |= nzShaderBuilder_DiffuseMapping;
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if (m_lightingEnabled)
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{
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shaderFlags |= nzShaderBuilder_Lighting;
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if (m_normalMap)
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shaderFlags |= nzShaderBuilder_NormalMapping;
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if (m_specularMap)
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shaderFlags |= nzShaderBuilder_SpecularMapping;
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}
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m_shader = NzShaderBuilder::Get(shaderFlags);
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m_shader->AddResourceReference();
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}
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NzMaterialLoader::LoaderList NzMaterial::s_loaders;
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