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@@ -29,7 +29,7 @@ DebugRendererImp::DebugRendererImp(Renderer *inRenderer, const Font *inFont) :
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// Lines
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Ref<VertexShader> vtx_line = mRenderer->CreateVertexShader("LineVertexShader");
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Ref<PixelShader> pix_line = mRenderer->CreatePixelShader("LinePixelShader");
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- mLineState = mRenderer->CreatePipelineState(vtx_line, line_vertex_desc, std::size(line_vertex_desc), pix_line, PipelineState::EDrawPass::Normal, PipelineState::EFillMode::Solid, PipelineState::ETopology::Line, PipelineState::EDepthTest::On, PipelineState::EBlendMode::AlphaBlend, PipelineState::ECullMode::Backface);
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+ mLineState = mRenderer->CreatePipelineState(vtx_line, line_vertex_desc, (uint)std::size(line_vertex_desc), pix_line, PipelineState::EDrawPass::Normal, PipelineState::EFillMode::Solid, PipelineState::ETopology::Line, PipelineState::EDepthTest::On, PipelineState::EBlendMode::AlphaBlend, PipelineState::ECullMode::Backface);
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// Create input layout for triangles
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const PipelineState::EInputDescription triangles_vertex_desc[] =
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@@ -46,16 +46,16 @@ DebugRendererImp::DebugRendererImp(Renderer *inRenderer, const Font *inFont) :
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// Triangles
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Ref<VertexShader> vtx_triangle = mRenderer->CreateVertexShader("TriangleVertexShader");
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Ref<PixelShader> pix_triangle = mRenderer->CreatePixelShader("TrianglePixelShader");
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- mTriangleStateBF = mRenderer->CreatePipelineState(vtx_triangle, triangles_vertex_desc, std::size(triangles_vertex_desc), pix_triangle, PipelineState::EDrawPass::Normal, PipelineState::EFillMode::Solid, PipelineState::ETopology::Triangle, PipelineState::EDepthTest::On, PipelineState::EBlendMode::AlphaBlend, PipelineState::ECullMode::Backface);
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- mTriangleStateFF = mRenderer->CreatePipelineState(vtx_triangle, triangles_vertex_desc, std::size(triangles_vertex_desc), pix_triangle, PipelineState::EDrawPass::Normal, PipelineState::EFillMode::Solid, PipelineState::ETopology::Triangle, PipelineState::EDepthTest::On, PipelineState::EBlendMode::AlphaBlend, PipelineState::ECullMode::FrontFace);
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- mTriangleStateWire = mRenderer->CreatePipelineState(vtx_triangle, triangles_vertex_desc, std::size(triangles_vertex_desc), pix_triangle, PipelineState::EDrawPass::Normal, PipelineState::EFillMode::Wireframe, PipelineState::ETopology::Triangle, PipelineState::EDepthTest::On, PipelineState::EBlendMode::AlphaBlend, PipelineState::ECullMode::Backface);
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+ mTriangleStateBF = mRenderer->CreatePipelineState(vtx_triangle, triangles_vertex_desc, (uint)std::size(triangles_vertex_desc), pix_triangle, PipelineState::EDrawPass::Normal, PipelineState::EFillMode::Solid, PipelineState::ETopology::Triangle, PipelineState::EDepthTest::On, PipelineState::EBlendMode::AlphaBlend, PipelineState::ECullMode::Backface);
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+ mTriangleStateFF = mRenderer->CreatePipelineState(vtx_triangle, triangles_vertex_desc, (uint)std::size(triangles_vertex_desc), pix_triangle, PipelineState::EDrawPass::Normal, PipelineState::EFillMode::Solid, PipelineState::ETopology::Triangle, PipelineState::EDepthTest::On, PipelineState::EBlendMode::AlphaBlend, PipelineState::ECullMode::FrontFace);
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+ mTriangleStateWire = mRenderer->CreatePipelineState(vtx_triangle, triangles_vertex_desc, (uint)std::size(triangles_vertex_desc), pix_triangle, PipelineState::EDrawPass::Normal, PipelineState::EFillMode::Wireframe, PipelineState::ETopology::Triangle, PipelineState::EDepthTest::On, PipelineState::EBlendMode::AlphaBlend, PipelineState::ECullMode::Backface);
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// Shadow pass
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Ref<VertexShader> vtx_shadow = mRenderer->CreateVertexShader("TriangleDepthVertexShader");
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Ref<PixelShader> pix_shadow = mRenderer->CreatePixelShader("TriangleDepthPixelShader");
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- mShadowStateBF = mRenderer->CreatePipelineState(vtx_shadow, triangles_vertex_desc, std::size(triangles_vertex_desc), pix_shadow, PipelineState::EDrawPass::Shadow, PipelineState::EFillMode::Solid, PipelineState::ETopology::Triangle, PipelineState::EDepthTest::On, PipelineState::EBlendMode::AlphaBlend, PipelineState::ECullMode::Backface);
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- mShadowStateFF = mRenderer->CreatePipelineState(vtx_shadow, triangles_vertex_desc, std::size(triangles_vertex_desc), pix_shadow, PipelineState::EDrawPass::Shadow, PipelineState::EFillMode::Solid, PipelineState::ETopology::Triangle, PipelineState::EDepthTest::On, PipelineState::EBlendMode::AlphaBlend, PipelineState::ECullMode::FrontFace);
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- mShadowStateWire = mRenderer->CreatePipelineState(vtx_shadow, triangles_vertex_desc, std::size(triangles_vertex_desc), pix_shadow, PipelineState::EDrawPass::Shadow, PipelineState::EFillMode::Wireframe, PipelineState::ETopology::Triangle, PipelineState::EDepthTest::On, PipelineState::EBlendMode::AlphaBlend, PipelineState::ECullMode::Backface);
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+ mShadowStateBF = mRenderer->CreatePipelineState(vtx_shadow, triangles_vertex_desc, (uint)std::size(triangles_vertex_desc), pix_shadow, PipelineState::EDrawPass::Shadow, PipelineState::EFillMode::Solid, PipelineState::ETopology::Triangle, PipelineState::EDepthTest::On, PipelineState::EBlendMode::AlphaBlend, PipelineState::ECullMode::Backface);
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+ mShadowStateFF = mRenderer->CreatePipelineState(vtx_shadow, triangles_vertex_desc, (uint)std::size(triangles_vertex_desc), pix_shadow, PipelineState::EDrawPass::Shadow, PipelineState::EFillMode::Solid, PipelineState::ETopology::Triangle, PipelineState::EDepthTest::On, PipelineState::EBlendMode::AlphaBlend, PipelineState::ECullMode::FrontFace);
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+ mShadowStateWire = mRenderer->CreatePipelineState(vtx_shadow, triangles_vertex_desc, (uint)std::size(triangles_vertex_desc), pix_shadow, PipelineState::EDrawPass::Shadow, PipelineState::EFillMode::Wireframe, PipelineState::ETopology::Triangle, PipelineState::EDepthTest::On, PipelineState::EBlendMode::AlphaBlend, PipelineState::ECullMode::Backface);
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// Create instances buffer
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for (uint n = 0; n < Renderer::cFrameCount; ++n)
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