Partially replaced singleton SolidPassCmd by DrawCalls class
This commit is contained in:
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331cc0827f
commit
928dd8d24d
@ -88,7 +88,7 @@ void CommandBuffer::fillMaterial(int material_id,
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std::vector<GLMesh *> &instanced_list,
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std::vector<GLMesh *> &instanced_list,
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T *instance_buffer)
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T *instance_buffer)
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{
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{
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m_offset[material_id] = m_instance_buffer_offset;
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m_offset[material_id] = m_command_buffer_offset;
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FillInstances<T>(mesh_map[material_id],
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FillInstances<T>(mesh_map[material_id],
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instanced_list,
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instanced_list,
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instance_buffer,
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instance_buffer,
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@ -127,6 +127,9 @@ public:
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inline size_t getPolyCount() const {return m_poly_count;}
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inline size_t getPolyCount() const {return m_poly_count;}
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inline bool isEmpty(Material::ShaderType shader_type) const
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{ return m_size[static_cast<int>(shader_type)] == 0;}
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inline void bind() const
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inline void bind() const
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{
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{
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glBindBuffer(GL_DRAW_INDIRECT_BUFFER, m_draw_indirect_cmd_id);
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glBindBuffer(GL_DRAW_INDIRECT_BUFFER, m_draw_indirect_cmd_id);
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@ -98,6 +98,8 @@ public:
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void renderParticlesList() const;
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void renderParticlesList() const;
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inline void bindSolidCmd() const { m_solid_cmd_buffer.bind(); }
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inline void bindSolidCmd() const { m_solid_cmd_buffer.bind(); }
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inline bool isSolidCmdEmpty(Material::ShaderType shader_type) const
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{ return m_solid_cmd_buffer.isEmpty(shader_type); }
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void drawIndirectSolidCmd(Material::ShaderType shader_type, int i) const;
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void drawIndirectSolidCmd(Material::ShaderType shader_type, int i) const;
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void multidrawIndirectSolidCmd(Material::ShaderType shader_type) const;
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void multidrawIndirectSolidCmd(Material::ShaderType shader_type) const;
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};
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};
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@ -981,7 +981,7 @@ using namespace RenderGeometry;
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// ----------------------------------------------------------------------------
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// ----------------------------------------------------------------------------
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template<typename T, int ...List>
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template<typename T, int ...List>
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void renderMeshes1stPass()
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void renderMeshes1stPass(const DrawCalls& draw_calls)
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{
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{
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auto &meshes = T::List::getInstance()->SolidPass;
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auto &meshes = T::List::getInstance()->SolidPass;
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T::FirstPassShader::getInstance()->use();
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T::FirstPassShader::getInstance()->use();
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@ -989,8 +989,6 @@ void renderMeshes1stPass()
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glBindVertexArray(VAOManager::getInstance()->getVAO(T::VertexType));
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glBindVertexArray(VAOManager::getInstance()->getVAO(T::VertexType));
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for (unsigned i = 0; i < meshes.size(); i++)
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for (unsigned i = 0; i < meshes.size(); i++)
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{
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{
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std::vector<GLuint> Textures;
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std::vector<uint64_t> Handles;
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GLMesh &mesh = *(STK::tuple_get<0>(meshes.at(i)));
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GLMesh &mesh = *(STK::tuple_get<0>(meshes.at(i)));
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if (!CVS->isARBBaseInstanceUsable())
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if (!CVS->isARBBaseInstanceUsable())
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glBindVertexArray(mesh.vao);
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glBindVertexArray(mesh.vao);
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@ -1012,14 +1010,13 @@ void renderMeshes1stPass()
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// ----------------------------------------------------------------------------
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// ----------------------------------------------------------------------------
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template<typename T, typename...Args>
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template<typename T, typename...Args>
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void renderInstancedMeshes1stPass(Args...args)
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void renderInstancedMeshes1stPass(const DrawCalls& draw_calls, Args...args)
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{
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{
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std::vector<GLMesh *> &meshes = T::InstancedList::getInstance()->SolidPass;
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std::vector<GLMesh *> &meshes = T::InstancedList::getInstance()->SolidPass;
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T::InstancedFirstPassShader::getInstance()->use();
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T::InstancedFirstPassShader::getInstance()->use();
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glBindVertexArray(VAOManager::getInstance()->getInstanceVAO(T::VertexType, T::Instance));
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glBindVertexArray(VAOManager::getInstance()->getInstanceVAO(T::VertexType, T::Instance));
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for (unsigned i = 0; i < meshes.size(); i++)
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for (unsigned i = 0; i < meshes.size(); i++)
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{
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{
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std::vector<GLuint> Textures;
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GLMesh *mesh = meshes[i];
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GLMesh *mesh = meshes[i];
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#ifdef DEBUG
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#ifdef DEBUG
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if (mesh->VAOType != T::VertexType)
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if (mesh->VAOType != T::VertexType)
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@ -1032,23 +1029,20 @@ void renderInstancedMeshes1stPass(Args...args)
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TexExpander<typename T::InstancedFirstPassShader>::template expandTex(*mesh, T::FirstPassTextures);
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TexExpander<typename T::InstancedFirstPassShader>::template expandTex(*mesh, T::FirstPassTextures);
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T::InstancedFirstPassShader::getInstance()->setUniforms(args...);
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T::InstancedFirstPassShader::getInstance()->setUniforms(args...);
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glDrawElementsIndirect(GL_TRIANGLES, GL_UNSIGNED_SHORT, (const void*)((SolidPassCmd::getInstance()->Offset[T::MaterialType] + i) * sizeof(DrawElementsIndirectCommand)));
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draw_calls.drawIndirectSolidCmd(T::MaterialType, i);
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}
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}
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} // renderInstancedMeshes1stPass
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} // renderInstancedMeshes1stPass
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// ----------------------------------------------------------------------------
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// ----------------------------------------------------------------------------
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template<typename T, typename...Args>
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template<typename T, typename...Args>
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void multidraw1stPass(Args...args)
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void multidraw1stPass(const DrawCalls& draw_calls, Args...args)
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{
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{
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T::InstancedFirstPassShader::getInstance()->use();
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T::InstancedFirstPassShader::getInstance()->use();
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glBindVertexArray(VAOManager::getInstance()->getInstanceVAO(T::VertexType, T::Instance));
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glBindVertexArray(VAOManager::getInstance()->getInstanceVAO(T::VertexType, T::Instance));
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if (SolidPassCmd::getInstance()->Size[T::MaterialType])
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if (!draw_calls.isSolidCmdEmpty(T::MaterialType))
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{
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{
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T::InstancedFirstPassShader::getInstance()->setUniforms(args...);
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T::InstancedFirstPassShader::getInstance()->setUniforms(args...);
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glMultiDrawElementsIndirect(GL_TRIANGLES, GL_UNSIGNED_SHORT,
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draw_calls.multidrawIndirectSolidCmd(T::MaterialType);
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(const void*)(SolidPassCmd::getInstance()->Offset[T::MaterialType] * sizeof(DrawElementsIndirectCommand)),
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(int)SolidPassCmd::getInstance()->Size[T::MaterialType],
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sizeof(DrawElementsIndirectCommand));
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}
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}
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} // multidraw1stPass
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} // multidraw1stPass
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@ -1064,7 +1058,7 @@ void GeometryPasses::renderSolidFirstPass(const DrawCalls& draw_calls)
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m_wind_dir = getWindDir(); //TODO: why this function instead of Wind::getWind()?
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m_wind_dir = getWindDir(); //TODO: why this function instead of Wind::getWind()?
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if (CVS->supportsIndirectInstancingRendering())
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if (CVS->supportsIndirectInstancingRendering())
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glBindBuffer(GL_DRAW_INDIRECT_BUFFER, SolidPassCmd::getInstance()->drawindirectcmd);
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draw_calls.bindSolidCmd();
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{
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{
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ScopedGPUTimer Timer(irr_driver->getGPUTimer(Q_SOLID_PASS1));
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ScopedGPUTimer Timer(irr_driver->getGPUTimer(Q_SOLID_PASS1));
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@ -1073,35 +1067,35 @@ void GeometryPasses::renderSolidFirstPass(const DrawCalls& draw_calls)
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draw_calls.renderImmediateDrawList();
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draw_calls.renderImmediateDrawList();
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//TODO: is it useful if AZDO enabled?
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//TODO: is it useful if AZDO enabled?
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renderMeshes1stPass<DefaultMaterial, 2, 1>();
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renderMeshes1stPass<DefaultMaterial, 2, 1>(draw_calls);
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renderMeshes1stPass<SplattingMat, 2, 1>();
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renderMeshes1stPass<SplattingMat, 2, 1>(draw_calls);
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renderMeshes1stPass<UnlitMat, 3, 2, 1>();
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renderMeshes1stPass<UnlitMat, 3, 2, 1>(draw_calls);
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renderMeshes1stPass<AlphaRef, 3, 2, 1>();
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renderMeshes1stPass<AlphaRef, 3, 2, 1>(draw_calls);
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renderMeshes1stPass<GrassMat, 3, 2, 1>();
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renderMeshes1stPass<GrassMat, 3, 2, 1>(draw_calls);
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renderMeshes1stPass<NormalMat, 2, 1>();
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renderMeshes1stPass<NormalMat, 2, 1>(draw_calls);
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renderMeshes1stPass<SphereMap, 2, 1>();
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renderMeshes1stPass<SphereMap, 2, 1>(draw_calls);
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renderMeshes1stPass<DetailMat, 2, 1>();
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renderMeshes1stPass<DetailMat, 2, 1>(draw_calls);
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if (CVS->isAZDOEnabled())
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if (CVS->isAZDOEnabled())
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{
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{
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multidraw1stPass<DefaultMaterial>();
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multidraw1stPass<DefaultMaterial>(draw_calls);
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multidraw1stPass<AlphaRef>();
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multidraw1stPass<AlphaRef>(draw_calls);
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multidraw1stPass<SphereMap>();
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multidraw1stPass<SphereMap>(draw_calls);
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multidraw1stPass<UnlitMat>();
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multidraw1stPass<UnlitMat>(draw_calls);
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multidraw1stPass<GrassMat>(m_wind_dir);
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multidraw1stPass<GrassMat>(draw_calls, m_wind_dir);
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multidraw1stPass<NormalMat>();
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multidraw1stPass<NormalMat>(draw_calls);
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multidraw1stPass<DetailMat>();
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multidraw1stPass<DetailMat>(draw_calls);
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}
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}
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else if (CVS->supportsIndirectInstancingRendering())
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else if (CVS->supportsIndirectInstancingRendering())
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{
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{
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renderInstancedMeshes1stPass<DefaultMaterial>();
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renderInstancedMeshes1stPass<DefaultMaterial>(draw_calls);
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renderInstancedMeshes1stPass<AlphaRef>();
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renderInstancedMeshes1stPass<AlphaRef>(draw_calls);
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renderInstancedMeshes1stPass<UnlitMat>();
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renderInstancedMeshes1stPass<UnlitMat>(draw_calls);
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renderInstancedMeshes1stPass<SphereMap>();
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renderInstancedMeshes1stPass<SphereMap>(draw_calls);
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renderInstancedMeshes1stPass<GrassMat>(m_wind_dir);
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renderInstancedMeshes1stPass<GrassMat>(draw_calls, m_wind_dir);
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renderInstancedMeshes1stPass<DetailMat>();
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renderInstancedMeshes1stPass<DetailMat>(draw_calls);
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renderInstancedMeshes1stPass<NormalMat>();
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renderInstancedMeshes1stPass<NormalMat>(draw_calls);
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}
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}
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}
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}
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} // renderSolidFirstPass
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} // renderSolidFirstPass
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@ -1147,7 +1141,7 @@ void renderMeshes2ndPass( const std::vector<uint64_t> &Prefilled_Handle,
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// ----------------------------------------------------------------------------
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// ----------------------------------------------------------------------------
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template<typename T, typename...Args>
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template<typename T, typename...Args>
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void renderInstancedMeshes2ndPass(const std::vector<GLuint> &Prefilled_tex, Args...args)
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void renderInstancedMeshes2ndPass(const DrawCalls& draw_calls, const std::vector<GLuint> &Prefilled_tex, Args...args)
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{
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{
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std::vector<GLMesh *> &meshes = T::InstancedList::getInstance()->SolidPass;
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std::vector<GLMesh *> &meshes = T::InstancedList::getInstance()->SolidPass;
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T::InstancedSecondPassShader::getInstance()->use();
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T::InstancedSecondPassShader::getInstance()->use();
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@ -1160,31 +1154,25 @@ void renderInstancedMeshes2ndPass(const std::vector<GLuint> &Prefilled_tex, Args
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expandTex(*mesh, T::SecondPassTextures, Prefilled_tex[0],
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expandTex(*mesh, T::SecondPassTextures, Prefilled_tex[0],
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Prefilled_tex[1], Prefilled_tex[2]);
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Prefilled_tex[1], Prefilled_tex[2]);
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T::InstancedSecondPassShader::getInstance()->setUniforms(args...);
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T::InstancedSecondPassShader::getInstance()->setUniforms(args...);
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glDrawElementsIndirect(GL_TRIANGLES, GL_UNSIGNED_SHORT,
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draw_calls.drawIndirectSolidCmd(T::MaterialType, i);
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(const void*)((SolidPassCmd::getInstance()->Offset[T::MaterialType] + i)
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* sizeof(DrawElementsIndirectCommand)));
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}
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}
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} // renderInstancedMeshes2ndPass
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} // renderInstancedMeshes2ndPass
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// ----------------------------------------------------------------------------
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// ----------------------------------------------------------------------------
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template<typename T, typename...Args>
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template<typename T, typename...Args>
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void multidraw2ndPass(const std::vector<uint64_t> &Handles, Args... args)
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void multidraw2ndPass(const DrawCalls& draw_calls, const std::vector<uint64_t> &Handles, Args... args)
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{
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{
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T::InstancedSecondPassShader::getInstance()->use();
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T::InstancedSecondPassShader::getInstance()->use();
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glBindVertexArray(VAOManager::getInstance()->getInstanceVAO(T::VertexType,
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glBindVertexArray(VAOManager::getInstance()->getInstanceVAO(T::VertexType,
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T::Instance));
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T::Instance));
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uint64_t nulltex[10] = {};
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uint64_t nulltex[10] = {};
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if (SolidPassCmd::getInstance()->Size[T::MaterialType])
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if (!draw_calls.isSolidCmdEmpty(T::MaterialType))
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{
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{
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HandleExpander<typename T::InstancedSecondPassShader>::template
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HandleExpander<typename T::InstancedSecondPassShader>::template
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expand(nulltex, T::SecondPassTextures, Handles[0], Handles[1],
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expand(nulltex, T::SecondPassTextures, Handles[0], Handles[1],
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Handles[2]);
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Handles[2]);
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T::InstancedSecondPassShader::getInstance()->setUniforms(args...);
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T::InstancedSecondPassShader::getInstance()->setUniforms(args...);
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glMultiDrawElementsIndirect(GL_TRIANGLES, GL_UNSIGNED_SHORT,
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draw_calls.multidrawIndirectSolidCmd(T::MaterialType);
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(const void*)(SolidPassCmd::getInstance()->Offset[T::MaterialType]
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* sizeof(DrawElementsIndirectCommand)),
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(int)SolidPassCmd::getInstance()->Size[T::MaterialType],
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(int)sizeof(DrawElementsIndirectCommand));
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}
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}
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} // multidraw2ndPass
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} // multidraw2ndPass
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@ -1225,8 +1213,7 @@ void GeometryPasses::renderSolidSecondPass( const DrawCalls& draw_calls,
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}
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}
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if (CVS->supportsIndirectInstancingRendering())
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if (CVS->supportsIndirectInstancingRendering())
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glBindBuffer(GL_DRAW_INDIRECT_BUFFER,
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draw_calls.bindSolidCmd();
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SolidPassCmd::getInstance()->drawindirectcmd);
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{
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{
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ScopedGPUTimer Timer(irr_driver->getGPUTimer(Q_SOLID_PASS2));
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ScopedGPUTimer Timer(irr_driver->getGPUTimer(Q_SOLID_PASS2));
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@ -1252,12 +1239,12 @@ void GeometryPasses::renderSolidSecondPass( const DrawCalls& draw_calls,
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if (CVS->isAZDOEnabled())
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if (CVS->isAZDOEnabled())
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{
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{
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multidraw2ndPass<DefaultMaterial>(createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle, 0, 0));
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multidraw2ndPass<DefaultMaterial>(draw_calls, createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle, 0, 0));
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multidraw2ndPass<AlphaRef>(createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle, 0, 0));
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multidraw2ndPass<AlphaRef>(draw_calls, createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle, 0, 0));
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multidraw2ndPass<SphereMap>(createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle, 0));
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multidraw2ndPass<SphereMap>(draw_calls, createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle, 0));
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multidraw2ndPass<UnlitMat>(createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle, 0));
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multidraw2ndPass<UnlitMat>(draw_calls, createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle, 0));
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multidraw2ndPass<NormalMat>(createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle, 0, 0));
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multidraw2ndPass<NormalMat>(draw_calls, createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle, 0, 0));
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multidraw2ndPass<DetailMat>(createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle, 0, 0, 0));
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multidraw2ndPass<DetailMat>(draw_calls, createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle, 0, 0, 0));
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// template does not work with template due to extra depth texture
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// template does not work with template due to extra depth texture
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{
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{
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@ -1265,29 +1252,25 @@ void GeometryPasses::renderSolidSecondPass( const DrawCalls& draw_calls,
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glBindVertexArray(VAOManager::getInstance()->getInstanceVAO(GrassMat::VertexType,
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glBindVertexArray(VAOManager::getInstance()->getInstanceVAO(GrassMat::VertexType,
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GrassMat::Instance));
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GrassMat::Instance));
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uint64_t nulltex[10] = {};
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uint64_t nulltex[10] = {};
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if (SolidPassCmd::getInstance()->Size[GrassMat::MaterialType])
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if (!draw_calls.isSolidCmdEmpty(GrassMat::MaterialType))
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{
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{
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HandleExpander<GrassMat::InstancedSecondPassShader>
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HandleExpander<GrassMat::InstancedSecondPassShader>
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::expand(nulltex, GrassMat::SecondPassTextures, DiffuseHandle,
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::expand(nulltex, GrassMat::SecondPassTextures, DiffuseHandle,
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SpecularHandle, SSAOHandle, DepthHandle);
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SpecularHandle, SSAOHandle, DepthHandle);
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GrassMat::InstancedSecondPassShader::getInstance()->setUniforms(m_wind_dir,
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GrassMat::InstancedSecondPassShader::getInstance()->setUniforms(m_wind_dir,
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irr_driver->getSunDirection());
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irr_driver->getSunDirection());
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glMultiDrawElementsIndirect(GL_TRIANGLES, GL_UNSIGNED_SHORT,
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draw_calls.multidrawIndirectSolidCmd(GrassMat::MaterialType);
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(const void*)(SolidPassCmd::getInstance()->Offset[GrassMat::MaterialType]
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* sizeof(DrawElementsIndirectCommand)),
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(int)SolidPassCmd::getInstance()->Size[GrassMat::MaterialType],
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(int)sizeof(DrawElementsIndirectCommand));
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}
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}
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}
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}
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}
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}
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else if (CVS->supportsIndirectInstancingRendering())
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else if (CVS->supportsIndirectInstancingRendering())
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{
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{
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renderInstancedMeshes2ndPass<DefaultMaterial>(DiffSpecSSAOTex);
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renderInstancedMeshes2ndPass<DefaultMaterial>(draw_calls, DiffSpecSSAOTex);
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renderInstancedMeshes2ndPass<AlphaRef>(DiffSpecSSAOTex);
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renderInstancedMeshes2ndPass<AlphaRef>(draw_calls, DiffSpecSSAOTex);
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renderInstancedMeshes2ndPass<UnlitMat>(DiffSpecSSAOTex);
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renderInstancedMeshes2ndPass<UnlitMat>(draw_calls, DiffSpecSSAOTex);
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renderInstancedMeshes2ndPass<SphereMap>(DiffSpecSSAOTex);
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renderInstancedMeshes2ndPass<SphereMap>(draw_calls, DiffSpecSSAOTex);
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renderInstancedMeshes2ndPass<DetailMat>(DiffSpecSSAOTex);
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renderInstancedMeshes2ndPass<DetailMat>(draw_calls, DiffSpecSSAOTex);
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renderInstancedMeshes2ndPass<NormalMat>(DiffSpecSSAOTex);
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renderInstancedMeshes2ndPass<NormalMat>(draw_calls, DiffSpecSSAOTex);
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// template does not work with template due to extra depth texture
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// template does not work with template due to extra depth texture
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{
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{
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@ -1304,9 +1287,7 @@ void GeometryPasses::renderSolidSecondPass( const DrawCalls& draw_calls,
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irr_driver->getDepthStencilTexture());
|
irr_driver->getDepthStencilTexture());
|
||||||
GrassMat::InstancedSecondPassShader::getInstance()
|
GrassMat::InstancedSecondPassShader::getInstance()
|
||||||
->setUniforms(m_wind_dir, irr_driver->getSunDirection());
|
->setUniforms(m_wind_dir, irr_driver->getSunDirection());
|
||||||
glDrawElementsIndirect(GL_TRIANGLES, GL_UNSIGNED_SHORT,
|
draw_calls.drawIndirectSolidCmd(GrassMat::MaterialType, i);
|
||||||
(const void*)((SolidPassCmd::getInstance()->Offset[GrassMat::MaterialType] + i)
|
|
||||||
* sizeof(DrawElementsIndirectCommand)));
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -1315,7 +1296,7 @@ void GeometryPasses::renderSolidSecondPass( const DrawCalls& draw_calls,
|
|||||||
|
|
||||||
// ----------------------------------------------------------------------------
|
// ----------------------------------------------------------------------------
|
||||||
template<typename T>
|
template<typename T>
|
||||||
static void renderInstancedMeshNormals()
|
static void renderInstancedMeshNormals(const DrawCalls& draw_calls)
|
||||||
{
|
{
|
||||||
std::vector<GLMesh *> &meshes = T::InstancedList::getInstance()->SolidPass;
|
std::vector<GLMesh *> &meshes = T::InstancedList::getInstance()->SolidPass;
|
||||||
NormalVisualizer::getInstance()->use();
|
NormalVisualizer::getInstance()->use();
|
||||||
@ -1323,47 +1304,42 @@ static void renderInstancedMeshNormals()
|
|||||||
for (unsigned i = 0; i < meshes.size(); i++)
|
for (unsigned i = 0; i < meshes.size(); i++)
|
||||||
{
|
{
|
||||||
NormalVisualizer::getInstance()->setUniforms(video::SColor(255, 0, 255, 0));
|
NormalVisualizer::getInstance()->setUniforms(video::SColor(255, 0, 255, 0));
|
||||||
glDrawElementsIndirect(GL_TRIANGLES, GL_UNSIGNED_SHORT,
|
draw_calls.drawIndirectSolidCmd(T::MaterialType, i);
|
||||||
(const void*)((SolidPassCmd::getInstance()->Offset[T::MaterialType] + i)
|
|
||||||
* sizeof(DrawElementsIndirectCommand)));
|
|
||||||
}
|
}
|
||||||
} // renderInstancedMeshNormals
|
} // renderInstancedMeshNormals
|
||||||
|
|
||||||
// ----------------------------------------------------------------------------
|
// ----------------------------------------------------------------------------
|
||||||
template<typename T>
|
template<typename T>
|
||||||
static void renderMultiMeshNormals()
|
static void renderMultiMeshNormals(const DrawCalls& draw_calls)
|
||||||
{
|
{
|
||||||
NormalVisualizer::getInstance()->use();
|
NormalVisualizer::getInstance()->use();
|
||||||
glBindVertexArray(VAOManager::getInstance()->getInstanceVAO(T::VertexType, T::Instance));
|
glBindVertexArray(VAOManager::getInstance()->getInstanceVAO(T::VertexType, T::Instance));
|
||||||
if (SolidPassCmd::getInstance()->Size[T::MaterialType])
|
if (!draw_calls.isSolidCmdEmpty(T::MaterialType))
|
||||||
{
|
{
|
||||||
NormalVisualizer::getInstance()->setUniforms(video::SColor(255, 0, 255, 0));
|
NormalVisualizer::getInstance()->setUniforms(video::SColor(255, 0, 255, 0));
|
||||||
glMultiDrawElementsIndirect(GL_TRIANGLES, GL_UNSIGNED_SHORT,
|
draw_calls.multidrawIndirectSolidCmd(T::MaterialType);
|
||||||
(const void*)(SolidPassCmd::getInstance()->Offset[T::MaterialType] * sizeof(DrawElementsIndirectCommand)),
|
|
||||||
(int)SolidPassCmd::getInstance()->Size[T::MaterialType],
|
|
||||||
(int)sizeof(DrawElementsIndirectCommand));
|
|
||||||
}
|
}
|
||||||
} // renderMultiMeshNormals
|
} // renderMultiMeshNormals
|
||||||
|
|
||||||
// ----------------------------------------------------------------------------
|
// ----------------------------------------------------------------------------
|
||||||
void GeometryPasses::renderNormalsVisualisation()
|
void GeometryPasses::renderNormalsVisualisation(const DrawCalls& draw_calls)
|
||||||
{
|
{
|
||||||
if (CVS->isAZDOEnabled()) {
|
if (CVS->isAZDOEnabled()) {
|
||||||
renderMultiMeshNormals<DefaultMaterial>();
|
renderMultiMeshNormals<DefaultMaterial>(draw_calls);
|
||||||
renderMultiMeshNormals<AlphaRef>();
|
renderMultiMeshNormals<AlphaRef>(draw_calls);
|
||||||
renderMultiMeshNormals<UnlitMat>();
|
renderMultiMeshNormals<UnlitMat>(draw_calls);
|
||||||
renderMultiMeshNormals<SphereMap>();
|
renderMultiMeshNormals<SphereMap>(draw_calls);
|
||||||
renderMultiMeshNormals<DetailMat>();
|
renderMultiMeshNormals<DetailMat>(draw_calls);
|
||||||
renderMultiMeshNormals<NormalMat>();
|
renderMultiMeshNormals<NormalMat>(draw_calls);
|
||||||
}
|
}
|
||||||
else if (CVS->supportsIndirectInstancingRendering())
|
else if (CVS->supportsIndirectInstancingRendering())
|
||||||
{
|
{
|
||||||
renderInstancedMeshNormals<DefaultMaterial>();
|
renderInstancedMeshNormals<DefaultMaterial>(draw_calls);
|
||||||
renderInstancedMeshNormals<AlphaRef>();
|
renderInstancedMeshNormals<AlphaRef>(draw_calls);
|
||||||
renderInstancedMeshNormals<UnlitMat>();
|
renderInstancedMeshNormals<UnlitMat>(draw_calls);
|
||||||
renderInstancedMeshNormals<SphereMap>();
|
renderInstancedMeshNormals<SphereMap>(draw_calls);
|
||||||
renderInstancedMeshNormals<DetailMat>();
|
renderInstancedMeshNormals<DetailMat>(draw_calls);
|
||||||
renderInstancedMeshNormals<NormalMat>();
|
renderInstancedMeshNormals<NormalMat>(draw_calls);
|
||||||
}
|
}
|
||||||
} // renderNormalsVisualisation
|
} // renderNormalsVisualisation
|
||||||
|
|
||||||
|
@ -39,7 +39,7 @@ public:
|
|||||||
unsigned render_target_diffuse,
|
unsigned render_target_diffuse,
|
||||||
unsigned render_target_specular,
|
unsigned render_target_specular,
|
||||||
unsigned render_target_half_red);
|
unsigned render_target_half_red);
|
||||||
void renderNormalsVisualisation();
|
void renderNormalsVisualisation(const DrawCalls& draw_calls);
|
||||||
void renderTransparent(const DrawCalls& draw_calls,
|
void renderTransparent(const DrawCalls& draw_calls,
|
||||||
unsigned render_target);
|
unsigned render_target);
|
||||||
void renderShadows(const ShadowMatrices& shadow_matrices,
|
void renderShadows(const ShadowMatrices& shadow_matrices,
|
||||||
|
@ -289,7 +289,7 @@ void ShaderBasedRenderer::renderScene(scene::ICameraSceneNode * const camnode,
|
|||||||
if (irr_driver->getNormals())
|
if (irr_driver->getNormals())
|
||||||
{
|
{
|
||||||
rtts->getFBO(FBO_NORMAL_AND_DEPTHS).bind();
|
rtts->getFBO(FBO_NORMAL_AND_DEPTHS).bind();
|
||||||
m_geometry_passes.renderNormalsVisualisation();
|
m_geometry_passes.renderNormalsVisualisation(m_draw_calls);
|
||||||
rtts->getFBO(FBO_COLORS).bind();
|
rtts->getFBO(FBO_COLORS).bind();
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -388,7 +388,7 @@ void ShaderBasedRenderer::renderParticles()
|
|||||||
glDisable(GL_CULL_FACE);
|
glDisable(GL_CULL_FACE);
|
||||||
glEnable(GL_BLEND);
|
glEnable(GL_BLEND);
|
||||||
glBlendEquation(GL_FUNC_ADD);
|
glBlendEquation(GL_FUNC_ADD);
|
||||||
m_draw_calls.renderBillboardList();
|
m_draw_calls.renderParticlesList();
|
||||||
|
|
||||||
// m_scene_manager->drawAll(scene::ESNRP_TRANSPARENT_EFFECT);
|
// m_scene_manager->drawAll(scene::ESNRP_TRANSPARENT_EFFECT);
|
||||||
}
|
}
|
||||||
@ -491,17 +491,17 @@ void ShaderBasedRenderer::renderPostProcessing(Camera * const camera)
|
|||||||
|
|
||||||
ShaderBasedRenderer::ShaderBasedRenderer()
|
ShaderBasedRenderer::ShaderBasedRenderer()
|
||||||
{
|
{
|
||||||
/*if (CVS->isAZDOEnabled())
|
if (CVS->isAZDOEnabled())
|
||||||
m_solid_first_pass = new AZDOSolidFirstPass();
|
m_solid_first_pass = new AZDOSolidFirstPass();
|
||||||
else if (CVS->supportsIndirectInstancingRendering())
|
else if (CVS->supportsIndirectInstancingRendering())
|
||||||
m_solid_first_pass = new IndirectInstancedSolidFirstPass();
|
m_solid_first_pass = new IndirectInstancedSolidFirstPass();
|
||||||
else
|
else
|
||||||
m_solid_first_pass = new GL3SolidFirstPass();*/
|
m_solid_first_pass = new GL3SolidFirstPass();
|
||||||
}
|
}
|
||||||
|
|
||||||
ShaderBasedRenderer::~ShaderBasedRenderer()
|
ShaderBasedRenderer::~ShaderBasedRenderer()
|
||||||
{
|
{
|
||||||
//delete m_solid_first_pass;
|
delete m_solid_first_pass;
|
||||||
}
|
}
|
||||||
|
|
||||||
void ShaderBasedRenderer::addSunLight(const core::vector3df &pos) {
|
void ShaderBasedRenderer::addSunLight(const core::vector3df &pos) {
|
||||||
|
@ -37,7 +37,7 @@ private:
|
|||||||
ShadowMatrices m_shadow_matrices;
|
ShadowMatrices m_shadow_matrices;
|
||||||
|
|
||||||
irr::core::vector3df m_wind_dir;
|
irr::core::vector3df m_wind_dir;
|
||||||
//SolidFirstPass *m_solid_first_pass;
|
SolidFirstPass *m_solid_first_pass;
|
||||||
|
|
||||||
void compressPowerUpTextures();
|
void compressPowerUpTextures();
|
||||||
void setOverrideMaterial();
|
void setOverrideMaterial();
|
||||||
|
Loading…
x
Reference in New Issue
Block a user