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Icons
BatchedIconRenderableFactory.h
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// Copyright eeGeo Ltd (2012-2014), All Rights Reserved
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#pragma once
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#include "Types.h"
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#include "IBatchedIconRenderableFactory.h"
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#include "LayerIds.h"
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#include "Icons.h"
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#include "AllVertexTypes.h"
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#include "Text.h"
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namespace
Eegeo
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{
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namespace
Icons
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{
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// TODO: again, pretty much identical to BatchedTextRenderableFactory
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class
BatchedScreenIconRenderableFactory
:
public
IBatchedScreenIconRenderableFactory
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private
Eegeo::NonCopyable
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{
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public
:
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BatchedScreenIconRenderableFactory
(
Rendering::VertexLayouts::VertexLayoutPool
& vertexLayoutPool,
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Rendering::VertexLayouts::VertexBindingPool
& vertexBindingPool,
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const
Text::GlBuffer<u16>
& quadIndexBuffer,
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Text::GlBuffer<Rendering::VertexTypes::ScreenTextVertex>
& screenTextVertexBuffer);
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BatchedScreenIconRenderable
* Create(
Rendering::Materials::IMaterial
& material,
const
Rendering::SortKey
& sortKey,
BatchedScreenIconRenderable
* pPrimaryRenderable);
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private
:
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Rendering::VertexLayouts::VertexLayoutPool
& m_vertexLayoutPool;
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Rendering::VertexLayouts::VertexBindingPool
& m_vertexBindingPool;
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const
Text::GlBuffer<u16>
& m_quadIndexBuffer;
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Text::GlBuffer<Rendering::VertexTypes::ScreenTextVertex>
& m_screenVertexBuffer;
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};
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class
BatchedWorldIconRenderableFactory
:
public
IBatchedWorldIconRenderableFactory
,
private
Eegeo::NonCopyable
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{
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public
:
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BatchedWorldIconRenderableFactory
(
Rendering::VertexLayouts::VertexLayoutPool
& vertexLayoutPool,
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Rendering::VertexLayouts::VertexBindingPool
& vertexBindingPool,
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const
Text::GlBuffer<u16>
& quadIndexBuffer,
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Text::GlBuffer<Rendering::VertexTypes::WorldTextVertex>
& worldTextVertexBuffer);
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BatchedWorldIconRenderable
* Create(
Rendering::Materials::IMaterial
& material,
const
Rendering::SortKey
& sortKey,
BatchedWorldIconRenderable
* pPrimaryRenderable);
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private
:
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Rendering::VertexLayouts::VertexLayoutPool
& m_vertexLayoutPool;
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Rendering::VertexLayouts::VertexBindingPool
& m_vertexBindingPool;
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const
Text::GlBuffer<u16>
& m_quadIndexBuffer;
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Text::GlBuffer<Rendering::VertexTypes::WorldTextVertex>
& m_worldVertexBuffer;
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};
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}
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}
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