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Rendering
SceneModels
SceneModelRenderableNode.h
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// Copyright eeGeo Ltd (2012-2014), All Rights Reserved
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#pragma once
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#include "SceneModelNode.h"
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#include "Rendering.h"
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#include "VectorMathDecl.h"
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#include "LayerIds.h"
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#include <vector>
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#include <string>
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namespace
Eegeo
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{
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namespace
Rendering
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{
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namespace
SceneModels
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{
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class
SceneModelRenderableNode
:
public
SceneModelNode
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{
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public
:
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SceneModelRenderableNode
(std::string name,
Renderables::SceneModelRenderable
* pRenderable);
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~
SceneModelRenderableNode
();
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Renderables::SceneModelRenderable
* GetRenderable()
const
{
return
m_pRenderable; }
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virtual
void
SetLayer(Rendering::LayerIds::Values layerId);
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virtual
void
SetDepthTestingRecursive(
bool
enabled);
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SceneModelMaterialResource
& GetMaterialResource()
const
;
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void
SetMaterialResource(
SceneModelMaterialResource
& materialResource,
Rendering::VertexLayouts::VertexBindingPool
& vertexBindingPool);
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virtual
void
UpdateTransforms(
const
dv3
& ecefOrigin,
const
m44
& parentTransform,
bool
dirtyParent);
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virtual
void
VisitForRendering(
ISceneModelNodeRenderVisitor
&visitor,
const
Rendering::RenderContext
&renderContext,
Eegeo::Rendering::RenderQueue
&renderQueue);
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virtual
SceneModelNode
* Clone(
SceneModelNode
* pNewParent);
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void
SetDepthRangeRecursive(
float
near,
float
far);
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private
:
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Renderables::SceneModelRenderable
* m_pRenderable;
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};
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}
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}
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}
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