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https://github.com/MaSzyna-EU07/maszyna.git
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Merge branch 'master' into feat/renderers-cleanup
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@@ -96,7 +96,10 @@ public:
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virtual auto Replace_Indexed( gfx::index_array &Indices, gfx::vertex_array &Vertices, gfx::userdata_array &Userdata, gfx::geometry_handle const &Geometry ) -> bool { return false; }
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// adds supplied vertex data at the end of specified chunk
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virtual auto Append(gfx::vertex_array &Vertices, gfx::userdata_array &Userdata, gfx::geometry_handle const &Geometry, int const Type) -> bool = 0;
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virtual void Erase( gfx::geometry_handle const &Geometry ) {}
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// empties specified chunk, its handle stays valid to be filled again
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virtual void Erase( gfx::geometry_handle const & /*Geometry*/ ) {
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// a renderer which keeps no chunks of its own has none to empty
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}
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// provides direct access to index data of specfied chunk
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virtual auto Indices( gfx::geometry_handle const &Geometry ) const->gfx::index_array const & = 0;
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// provides direct access to vertex data of specfied chunk
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@@ -111,6 +114,7 @@ public:
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virtual auto Material( material_handle const Material ) const -> IMaterial const * = 0;
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// the same material with its highlights damped, for faces which aren't polished like the surfaces they are cut from. backends which can't make one give back the material itself
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virtual auto Matte_Material( material_handle const Material ) -> material_handle { return Material; }
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// the same material with its texture tinted by the colour, as far as the userdata of the vertices says. backends which can't make one give back the material itself
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virtual auto Tinted_Material( material_handle const Material, glm::vec3 const &Colour ) -> material_handle { return Material; }
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// the material of a track blending its texture with those of up to three others (null: none) by the weights in y, z and w of the user data
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// of the vertices (world/TrackBlend.h). backends which can't make one give back the material itself
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@@ -147,7 +151,10 @@ public:
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virtual void Pick_Node_Callback( std::function<void( scene::basic_node * )> Callback ) = 0;
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virtual auto Pick_Control() const -> TSubModel const * = 0;
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virtual auto Pick_Node() const -> scene::basic_node const * = 0;
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virtual void Forget_Node( scene::basic_node const *Node ) {}
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// a node deleted from the scene is no longer given as picked
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virtual void Forget_Node( scene::basic_node const * /*Node*/ ) {
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// a renderer which keeps no node picked has none to forget
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}
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virtual auto Mouse_Position() const -> glm::dvec3 = 0;
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virtual auto Mouse_Hit() const -> bool { return true; }
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