added RenderQueue
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@@ -2,7 +2,8 @@
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#define BLUECORE_RENDERDEVICE_H
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#include "RenderWindow.h"
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#include "Camera.h"
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#include "Material.h"
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#include "Utilities/Buffer.h"
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#include "Utilities/Referenced.h"
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#include "Utilities/sigslot.h"
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@@ -12,45 +13,42 @@ namespace BlueCore
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class RenderDevice : public Referenced, public sigslot::has_slots<>
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{
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public:
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private:
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int _ViewportWidth, _ViewportHeight;
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class RenderItem
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{
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void WindowResizeSlot(int width, int height);
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void WindowCloseSlot();
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public:
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//virtual void render ( RenderPass pass ) = 0;
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virtual ~RenderItem()
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{};
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};
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private:
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int _ViewportWidth, _ViewportHeight;
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ref_ptr<RenderWindow> _RenderWindow;
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ref_ptr<Camera> _Camera;
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public:
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void WindowResizeSlot(int width, int height);
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void WindowCloseSlot();
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RenderDevice(RenderWindow* renderWindow);
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~RenderDevice();
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ref_ptr<RenderWindow> _RenderWindow;
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int getViewportWidth();
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int getViewportHeight();
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public:
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void begin2D();
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void end2D();
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RenderDevice(RenderWindow* renderWindow);
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~RenderDevice();
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void clear();
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void swap();
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int getViewportWidth();
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int getViewportHeight();
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void setAmbientLight(float r, float g, float b);
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void setMaterial(Material *);
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void begin2D();
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void end2D();
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void setTexture(unsigned int unit, unsigned int texture);
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void begin3D(Camera *);
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void setTransformation (const Vector3&, const Quaternion&);
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void setupProjectionMatrix();
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void setupViewMatrix();
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void clear();
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sigslot::signal0<> DeviceShutdownSignal;
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void setAmbientLight(float r, float g, float b);
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void setTexture(unsigned int unit, unsigned int texture);
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sigslot::signal0<> DeviceShutdownSignal;
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//Buffer<ShadowFace> &_ShadowFaces;
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//Buffer<ShadowFace> &_ShadowFaces;
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};
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} // namespaced BlueCore
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