Improved coding style
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017c609154
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84d3f19daf
@ -1302,10 +1302,10 @@ void multidraw2ndPass(const std::vector<uint64_t> &Handles, Args... args)
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// ----------------------------------------------------------------------------
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void GeometryPasses::renderSolidSecondPass(unsigned renderTargetDiffuse,
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unsigned renderTargetSpecular,
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unsigned renderTargetHalfRed)
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{
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void GeometryPasses::renderSolidSecondPass( unsigned render_target_diffuse,
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unsigned render_target_specular,
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unsigned render_target_half_red)
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{
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irr_driver->setPhase(SOLID_LIT_PASS);
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glEnable(GL_DEPTH_TEST);
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glDisable(GL_BLEND);
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@ -1314,17 +1314,17 @@ void GeometryPasses::renderSolidSecondPass(unsigned renderTargetDiffuse,
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if (CVS->isAZDOEnabled())
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{
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DiffuseHandle = glGetTextureSamplerHandleARB(renderTargetDiffuse,
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DiffuseHandle = glGetTextureSamplerHandleARB(render_target_diffuse,
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Shaders::ObjectPass2Shader::getInstance()->m_sampler_ids[0]);
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if (!glIsTextureHandleResidentARB(DiffuseHandle))
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glMakeTextureHandleResidentARB(DiffuseHandle);
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SpecularHandle = glGetTextureSamplerHandleARB(renderTargetSpecular,
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SpecularHandle = glGetTextureSamplerHandleARB(render_target_specular,
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Shaders::ObjectPass2Shader::getInstance()->m_sampler_ids[1]);
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if (!glIsTextureHandleResidentARB(SpecularHandle))
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glMakeTextureHandleResidentARB(SpecularHandle);
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SSAOHandle = glGetTextureSamplerHandleARB(renderTargetHalfRed,
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SSAOHandle = glGetTextureSamplerHandleARB(render_target_half_red,
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Shaders::ObjectPass2Shader::getInstance()->m_sampler_ids[2]);
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if (!glIsTextureHandleResidentARB(SSAOHandle))
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glMakeTextureHandleResidentARB(SSAOHandle);
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@ -1348,9 +1348,9 @@ void GeometryPasses::renderSolidSecondPass(unsigned renderTargetDiffuse,
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ImmediateDrawList::getInstance()->at(i)->render();
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std::vector<GLuint> DiffSpecSSAOTex =
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createVector<GLuint>(renderTargetDiffuse,
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renderTargetSpecular,
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renderTargetHalfRed);
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createVector<GLuint>(render_target_diffuse,
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render_target_specular,
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render_target_half_red);
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renderMeshes2ndPass<DefaultMaterial, 3, 1>(createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle), DiffSpecSSAOTex);
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renderMeshes2ndPass<AlphaRef, 3, 1 >(createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle), DiffSpecSSAOTex);
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@ -1511,7 +1511,7 @@ void renderTransparenPass(const std::vector<RenderGeometry::TexUnit> &TexUnits,
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} // renderTransparenPass
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// ----------------------------------------------------------------------------
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void GeometryPasses::renderTransparent(unsigned rendertarget)
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void GeometryPasses::renderTransparent(unsigned render_target)
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{
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glEnable(GL_DEPTH_TEST);
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@ -1643,7 +1643,7 @@ void GeometryPasses::renderTransparent(unsigned rendertarget)
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irr_driver->getFBO(FBO_COLORS).bind();
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glStencilFunc(GL_EQUAL, 1, 0xFF);
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irr_driver->getPostProcessing()->renderPassThrough(rendertarget,
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irr_driver->getPostProcessing()->renderPassThrough(render_target,
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irr_driver->getFBO(FBO_COLORS).getWidth(),
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irr_driver->getFBO(FBO_COLORS).getHeight());
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glDisable(GL_STENCIL_TEST);
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@ -1753,14 +1753,14 @@ static void multidrawShadow(unsigned i, Args ...args)
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// ----------------------------------------------------------------------------
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void GeometryPasses::renderShadows(const FrameBuffer& shadowFrameBuffer)
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void GeometryPasses::renderShadows(const FrameBuffer& shadow_framebuffer)
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{
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glDepthFunc(GL_LEQUAL);
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glDepthMask(GL_TRUE);
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glEnable(GL_DEPTH_TEST);
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glDisable(GL_BLEND);
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shadowFrameBuffer.bind();
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shadow_framebuffer.bind();
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if (!CVS->isESMEnabled())
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{
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glDrawBuffer(GL_NONE);
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@ -1824,12 +1824,12 @@ void GeometryPasses::renderShadows(const FrameBuffer& shadowFrameBuffer)
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for (unsigned i = 0; i < 2; i++)
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{
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irr_driver->getPostProcessing()->renderGaussian6BlurLayer(
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shadowFrameBuffer, i,
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shadow_framebuffer, i,
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2.f * shadow_scales[0].first / shadow_scales[i].first,
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2.f * shadow_scales[0].second / shadow_scales[i].second);
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}
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}
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glBindTexture(GL_TEXTURE_2D_ARRAY, shadowFrameBuffer.getRTT()[0]);
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glBindTexture(GL_TEXTURE_2D_ARRAY, shadow_framebuffer.getRTT()[0]);
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glGenerateMipmap(GL_TEXTURE_2D_ARRAY);
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}
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} // renderShadows
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@ -1924,12 +1924,12 @@ void multidrawRSM(Args...args)
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} // multidrawRSM
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// ----------------------------------------------------------------------------
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void GeometryPasses::renderReflectiveShadowMap(const FrameBuffer& reflectiveShadowMapFrameBuffer)
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void GeometryPasses::renderReflectiveShadowMap(const FrameBuffer& reflective_shadow_map_framebuffer)
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{
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if (irr_driver->getShadowMatrices()->isRSMMapAvail())
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return;
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ScopedGPUTimer Timer(irr_driver->getGPUTimer(Q_RSM));
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reflectiveShadowMapFrameBuffer.bind();
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reflective_shadow_map_framebuffer.bind();
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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const core::matrix4 &rsm_matrix = irr_driver->getShadowMatrices()->getRSMMatrix();
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@ -31,13 +31,13 @@ private:
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public:
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void renderSolidFirstPass();
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void renderSolidSecondPass( unsigned renderTargetDiffuse,
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unsigned renderTargetSpecular,
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unsigned renderTargetHalfRed);
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void renderSolidSecondPass( unsigned render_target_diffuse,
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unsigned render_target_specular,
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unsigned render_target_half_red);
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void renderNormalsVisualisation();
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void renderTransparent(unsigned rendertarget);
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void renderShadows(const FrameBuffer& shadowFrameBuffer);
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void renderReflectiveShadowMap(const FrameBuffer& reflectiveShadowMapFrameBuffer);
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void renderTransparent(unsigned render_target);
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void renderShadows(const FrameBuffer& shadow_framebuffer);
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void renderReflectiveShadowMap(const FrameBuffer& reflective_shadow_map_framebuffer);
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};
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