Graphics/Material: Add depth material parameter
Former-commit-id: 980888e12e5d8c8cf280c6a62592068cfab49d2e
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@@ -125,6 +125,7 @@ void NzMaterial::Reset()
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OnMaterialReset(this);
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m_alphaMap.Reset();
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m_depthMaterial.Reset();
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m_diffuseMap.Reset();
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m_emissiveMap.Reset();
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m_heightMap.Reset();
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@@ -173,16 +174,15 @@ void NzMaterial::Copy(const NzMaterial& material)
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m_states = material.m_states;
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m_transformEnabled = material.m_transformEnabled;
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// Copie des références de texture
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m_alphaMap = material.m_alphaMap;
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m_diffuseMap = material.m_diffuseMap;
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m_emissiveMap = material.m_emissiveMap;
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m_heightMap = material.m_heightMap;
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m_normalMap = material.m_normalMap;
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m_specularMap = material.m_specularMap;
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// Copie de la référence vers l'Über-Shader
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m_uberShader = material.m_uberShader;
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// Copying resources refs
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m_alphaMap = material.m_alphaMap;
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m_depthMaterial = material.m_depthMaterial;
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m_diffuseMap = material.m_diffuseMap;
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m_emissiveMap = material.m_emissiveMap;
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m_heightMap = material.m_heightMap;
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m_normalMap = material.m_normalMap;
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m_specularMap = material.m_specularMap;
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m_uberShader = material.m_uberShader;
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// On copie les instances de shader par la même occasion
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std::memcpy(&m_shaders[0], &material.m_shaders[0], (nzShaderFlags_Max+1)*sizeof(ShaderInstance));
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