Graphics: Add depth render technique/queue
Former-commit-id: 711306ee5f84a9579068ce23240dc105cec15cde
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53
include/Nazara/Graphics/DepthRenderTechnique.hpp
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53
include/Nazara/Graphics/DepthRenderTechnique.hpp
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// Copyright (C) 2015 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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#pragma once
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#ifndef NAZARA_DEPTHRENDERTECHNIQUE_HPP
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#define NAZARA_DEPTHRENDERTECHNIQUE_HPP
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#include <Nazara/Prerequesites.hpp>
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#include <Nazara/Graphics/AbstractRenderTechnique.hpp>
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#include <Nazara/Graphics/Config.hpp>
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#include <Nazara/Graphics/DepthRenderQueue.hpp>
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#include <Nazara/Graphics/Light.hpp>
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#include <Nazara/Graphics/Material.hpp>
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#include <Nazara/Renderer/Shader.hpp>
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#include <Nazara/Utility/IndexBuffer.hpp>
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#include <Nazara/Utility/VertexBuffer.hpp>
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class NAZARA_GRAPHICS_API NzDepthRenderTechnique : public NzAbstractRenderTechnique
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{
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public:
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NzDepthRenderTechnique();
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~NzDepthRenderTechnique() = default;
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bool Draw(const NzSceneData& sceneData) const override;
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NzAbstractRenderQueue* GetRenderQueue() override;
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nzRenderTechniqueType GetType() const override;
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static bool Initialize();
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static void Uninitialize();
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private:
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void DrawBasicSprites(const NzSceneData& sceneData) const;
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void DrawBillboards(const NzSceneData& sceneData) const;
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void DrawOpaqueModels(const NzSceneData& sceneData) const;
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NzBuffer m_vertexBuffer;
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mutable NzDepthRenderQueue m_renderQueue;
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NzVertexBuffer m_billboardPointBuffer;
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NzVertexBuffer m_spriteBuffer;
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static NzIndexBuffer s_quadIndexBuffer;
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static NzMaterialRef s_material;
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static NzVertexBuffer s_quadVertexBuffer;
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static NzVertexDeclaration s_billboardInstanceDeclaration;
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static NzVertexDeclaration s_billboardVertexDeclaration;
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};
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#include <Nazara/Graphics/DepthRenderTechnique.inl>
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#endif // NAZARA_DEPTHRENDERTECHNIQUE_HPP
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