Refactor SceneRendering to simplify actors impl of drawing flow at high level
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@@ -14,14 +14,13 @@
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/// </summary>
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API_CLASS() class FLAXENGINE_API ExponentialHeightFog : public Actor, public IFogRenderer
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{
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DECLARE_SCENE_OBJECT(ExponentialHeightFog);
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DECLARE_SCENE_OBJECT(ExponentialHeightFog);
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private:
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AssetReference<Shader> _shader;
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GPUPipelineStatePermutationsPs<2> _psFog;
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int32 _sceneRenderingKey = -1;
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public:
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/// <summary>
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/// The fog density factor.
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/// </summary>
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@@ -61,7 +60,6 @@ public:
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float FogCutoffDistance = 0.0f;
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public:
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/// <summary>
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/// Directional light used for Directional Inscattering.
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/// </summary>
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@@ -90,7 +88,6 @@ public:
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Color DirectionalInscatteringColor = Color(0.25, 0.25f, 0.125f);
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public:
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/// <summary>
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/// Whether to enable Volumetric fog. Graphics quality settings control the resolution of the fog simulation.
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/// </summary>
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@@ -133,7 +130,6 @@ public:
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float VolumetricFogDistance = 6000.0f;
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private:
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#if COMPILE_WITH_DEV_ENV
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void OnShaderReloading(Asset* obj)
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{
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@@ -142,7 +138,6 @@ private:
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#endif
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public:
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// [Actor]
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#if USE_EDITOR
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BoundingBox GetEditorBox() const override
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@@ -163,7 +158,6 @@ public:
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void DrawFog(GPUContext* context, RenderContext& renderContext, GPUTextureView* output) override;
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protected:
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// [Actor]
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void OnEnable() override;
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void OnDisable() override;
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