Refactor SceneRendering to simplify actors impl of drawing flow at high level
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@@ -16,19 +16,17 @@ class GPUPipelineState;
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/// </summary>
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API_CLASS() class FLAXENGINE_API Sky : public Actor, public IAtmosphericFogRenderer, public ISkyRenderer
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{
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DECLARE_SCENE_OBJECT(Sky);
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DECLARE_SCENE_OBJECT(Sky);
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private:
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AssetReference<Shader> _shader;
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GPUPipelineState* _psSky;
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GPUPipelineState* _psFog;
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int32 _sceneRenderingKey = -1;
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public:
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~Sky();
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public:
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/// <summary>
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/// Directional light that is used to simulate the sun.
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/// </summary>
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@@ -48,7 +46,6 @@ public:
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float SunPower = 8.0f;
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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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@@ -59,7 +56,6 @@ private:
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void InitConfig(AtmosphericFogData& config) const;
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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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@@ -81,7 +77,6 @@ public:
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void ApplySky(GPUContext* context, RenderContext& renderContext, const Matrix& world) override;
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protected:
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// [Actor]
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void EndPlay() override;
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void OnEnable() override;
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