brought back functionality from previous builds but now cross-platform
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43
engine/rendering.cpp
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43
engine/rendering.cpp
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#include "rendering.h"
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CUtlVector<RenderingStep_t> g_StepPrepass;
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CUtlVector<RenderingStep_t> g_StepMeshRendering;
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CUtlVector<RenderingStep_t> g_StepShading;
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CUtlVector<RenderingStep_t> g_StepPostProcessing;
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CUtlVector<RenderingStep_t> g_StepUI;
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CRenderingStep::CRenderingStep()
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{
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}
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CRenderingStep::CRenderingStep(const char *szStepName, CreateRenderStepFn pfn)
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{
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}
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CPrepassRenderingStep::CPrepassRenderingStep(const char *szStepName, CreateRenderStepFn pfn)
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{
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g_StepPrepass.AppendTail({pfn(), szStepName});
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}
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CMeshRenderingStep::CMeshRenderingStep(const char *szStepName, CreateRenderStepFn pfn)
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{
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g_StepMeshRendering.AppendTail({pfn(), szStepName});
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}
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CShadingRenderingStep::CShadingRenderingStep(const char *szStepName, CreateRenderStepFn pfn)
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{
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g_StepShading.AppendTail({pfn(), szStepName});
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}
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CPostProcessingRenderingStep::CPostProcessingRenderingStep(const char *szStepName, CreateRenderStepFn pfn)
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{
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g_StepPostProcessing.AppendTail({pfn(), szStepName});
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}
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CUIRenderingStep::CUIRenderingStep(const char *szStepName, CreateRenderStepFn pfn)
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{
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g_StepUI.AppendTail({pfn(), szStepName});
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}
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