Implement KRNode::RenderInfo
Use KRNode::RenderInfo to reduce render related argument counts and pass KRSurface through render functions. Refactor render functions to use KRNode::RenderInfo
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@@ -83,9 +83,9 @@ public:
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KRPipeline* get(const char* szKey);
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KRPipeline *getPipeline(KRSurface& surface, KRRenderPass& renderPass, const std::string& shader_name, uint32_t vertexAttributes, KRMesh::model_format_t modelFormat);
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KRPipeline* getPipeline(const PipelineInfo& info);
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bool selectPipeline(KRCamera &camera, KRPipeline *pPipeline, const KRViewport &viewport, const Matrix4 &matModel, const std::vector<KRPointLight *> *point_lights, const std::vector<KRDirectionalLight *> *directional_lights, const std::vector<KRSpotLight *> *spot_lights, int bone_count, const KRNode::RenderPass &renderPass, const Vector3 &rim_color, float rim_power, const Vector4 &fade_color);
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bool selectPipeline(const PipelineInfo& info, const KRViewport& viewport, const Matrix4& matModel, const Vector3& rim_color, float rim_power, const Vector4& fade_color);
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KRPipeline* getPipeline(KRSurface& surface, const PipelineInfo& info);
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bool selectPipeline(KRSurface& surface, KRCamera &camera, KRPipeline *pPipeline, const KRViewport &viewport, const Matrix4 &matModel, const std::vector<KRPointLight *> *point_lights, const std::vector<KRDirectionalLight *> *directional_lights, const std::vector<KRSpotLight *> *spot_lights, int bone_count, const KRNode::RenderPass &renderPass, const Vector3 &rim_color, float rim_power, const Vector4 &fade_color);
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bool selectPipeline(KRSurface& surface, const PipelineInfo& info, const KRViewport& viewport, const Matrix4& matModel, const Vector3& rim_color, float rim_power, const Vector4& fade_color);
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size_t getPipelineHandlesUsed();
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