Add codecheck before rendering GI/Shadow

This commit is contained in:
Vincent Lejeune 2014-12-12 02:12:14 +01:00
parent 13360de345
commit 834683f414
3 changed files with 14 additions and 4 deletions

View File

@ -298,6 +298,16 @@ public:
return getGLSLVersion() >= 330;
}
bool usesShadows() const
{
return supportGeometryShader() && UserConfigParams::m_shadows;
}
bool usesGI() const
{
return supportGeometryShader() && UserConfigParams::m_gi && !needUBOWorkaround();
}
bool usesTextureCompression() const
{
return UserConfigParams::m_texture_compression && m_support_texture_compression;

View File

@ -352,12 +352,12 @@ void IrrDriver::renderScene(scene::ICameraSceneNode * const camnode, unsigned po
// To avoid wrong culling, use the largest view possible
m_scene_manager->setActiveCamera(m_suncam);
if (UserConfigParams::m_dynamic_lights &&
UserConfigParams::m_shadows && !irr_driver->needUBOWorkaround() && hasShadow)
UserConfigParams::m_shadows && irr_driver->usesShadows() && hasShadow)
{
PROFILER_PUSH_CPU_MARKER("- Shadow", 0x30, 0x6F, 0x90);
renderShadows();
PROFILER_POP_CPU_MARKER();
if (UserConfigParams::m_gi)
if (irr_driver->usesGI())
{
PROFILER_PUSH_CPU_MARKER("- RSM", 0xFF, 0x0, 0xFF);
renderRSM();

View File

@ -145,7 +145,7 @@ void IrrDriver::renderLights(unsigned pointlightcount, bool hasShadow)
glClear(GL_COLOR_BUFFER_BIT);
m_rtts->getFBO(FBO_DIFFUSE).Bind();
if (UserConfigParams::m_gi && UserConfigParams::m_shadows && hasShadow)
if (irr_driver->usesGI() && hasShadow)
{
ScopedGPUTimer timer(irr_driver->getGPUTimer(Q_GI));
m_post_processing->renderGI(rh_matrix, rh_extend, m_rtts->getRH().getRTT()[0], m_rtts->getRH().getRTT()[1], m_rtts->getRH().getRTT()[2]);
@ -162,7 +162,7 @@ void IrrDriver::renderLights(unsigned pointlightcount, bool hasShadow)
if (!World::getWorld() || World::getWorld()->getTrack()->hasShadows())
{
ScopedGPUTimer timer(irr_driver->getGPUTimer(Q_SUN));
if (World::getWorld() && UserConfigParams::m_shadows && !irr_driver->needUBOWorkaround() && hasShadow)
if (World::getWorld() && irr_driver->usesShadows() && hasShadow)
m_post_processing->renderShadowedSunlight(irr_driver->getSunDirection(), irr_driver->getSunColor(), sun_ortho_matrix, m_rtts->getShadowFBO().getRTT()[0]);
else
m_post_processing->renderSunlight(irr_driver->getSunDirection(), irr_driver->getSunColor());