Sdk/RenderSystem: Allow to change render technique
Former-commit-id: ec61a2ebff138300344e6068917f0863c3d11859
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@@ -120,7 +120,7 @@ namespace Nz
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for (unsigned int i = 0; i < 3; ++i)
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m_GBuffer[i] = Texture::New();
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try
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{
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ErrorFlags errFlags(ErrorFlag_ThrowException);
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@@ -204,6 +204,11 @@ namespace Nz
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DeferredRenderTechnique::~DeferredRenderTechnique() = default;
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void DeferredRenderTechnique::Clear(const SceneData& sceneData) const
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{
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NazaraUnused(sceneData);
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}
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bool DeferredRenderTechnique::Draw(const SceneData& sceneData) const
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{
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NazaraAssert(sceneData.viewer, "Invalid viewer");
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@@ -49,18 +49,21 @@ namespace Nz
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m_spriteBuffer.Reset(VertexDeclaration::Get(VertexLayout_XYZ_Color_UV), &m_vertexBuffer);
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}
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bool ForwardRenderTechnique::Draw(const SceneData& sceneData) const
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void ForwardRenderTechnique::Clear(const SceneData& sceneData) const
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{
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NazaraAssert(sceneData.viewer, "Invalid viewer");
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m_renderQueue.Sort(sceneData.viewer);
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Renderer::Enable(RendererParameter_DepthBuffer, true);
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Renderer::Enable(RendererParameter_DepthWrite, true);
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Renderer::Clear(RendererBuffer_Depth);
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if (sceneData.background)
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sceneData.background->Draw(sceneData.viewer);
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}
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bool ForwardRenderTechnique::Draw(const SceneData& sceneData) const
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{
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NazaraAssert(sceneData.viewer, "Invalid viewer");
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m_renderQueue.Sort(sceneData.viewer);
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for (auto& pair : m_renderQueue.layers)
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{
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