Graphics/ForwardRenderTechnique: Optimize sprite rendering
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@@ -83,9 +83,17 @@ namespace Nz
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int textureOverlay;
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};
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struct SpriteBatch
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{
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std::size_t spriteCount;
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const Material* material;
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const Texture* overlayTexture;
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Recti scissorRect;
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};
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mutable std::unordered_map<const Shader*, ShaderUniforms> m_shaderUniforms;
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mutable std::vector<LightIndex> m_lights;
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mutable std::vector<std::pair<const VertexStruct_XYZ_Color_UV*, std::size_t>> m_spriteChains;
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mutable std::vector<SpriteBatch> m_spriteBatches;
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Buffer m_vertexBuffer;
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mutable BasicRenderQueue m_renderQueue;
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TextureRef m_whiteCubemap;
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