Port shadow shaders to singleton and remove non singleton.
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1abd3b7bac
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a0e457ac13
@ -416,8 +416,8 @@ void IrrDriver::renderTransparent()
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GLenum itype = mesh.IndexType;
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size_t count = mesh.IndexCount;
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glUseProgram(MeshShader::DisplaceMaskShaderInstance->Program);
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MeshShader::DisplaceMaskShaderInstance->setUniforms(AbsoluteTransformation);
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glUseProgram(MeshShader::DisplaceMaskShader::getInstance()->Program);
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MeshShader::DisplaceMaskShader::getInstance()->setUniforms(AbsoluteTransformation);
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glDrawElementsBaseVertex(ptype, count, itype, (GLvoid *)mesh.vaoOffset, mesh.vaoBaseVertex);
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}
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@ -435,12 +435,12 @@ void IrrDriver::renderTransparent()
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GLenum itype = mesh.IndexType;
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size_t count = mesh.IndexCount;
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// Render the effect
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setTexture(MeshShader::DisplaceShaderInstance->TU_displacement_tex, getTextureGLuint(displaceTex), GL_LINEAR, GL_LINEAR, true);
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setTexture(MeshShader::DisplaceShaderInstance->TU_mask_tex, irr_driver->getRenderTargetTexture(RTT_TMP1), GL_LINEAR, GL_LINEAR, true);
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setTexture(MeshShader::DisplaceShaderInstance->TU_color_tex, irr_driver->getRenderTargetTexture(RTT_COLOR), GL_LINEAR, GL_LINEAR, true);
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setTexture(MeshShader::DisplaceShaderInstance->TU_tex, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR, true);
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glUseProgram(MeshShader::DisplaceShaderInstance->Program);
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MeshShader::DisplaceShaderInstance->setUniforms(AbsoluteTransformation,
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setTexture(MeshShader::DisplaceShader::getInstance()->TU_displacement_tex, getTextureGLuint(displaceTex), GL_LINEAR, GL_LINEAR, true);
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setTexture(MeshShader::DisplaceShader::getInstance()->TU_mask_tex, irr_driver->getRenderTargetTexture(RTT_TMP1), GL_LINEAR, GL_LINEAR, true);
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setTexture(MeshShader::DisplaceShader::getInstance()->TU_color_tex, irr_driver->getRenderTargetTexture(RTT_COLOR), GL_LINEAR, GL_LINEAR, true);
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setTexture(MeshShader::DisplaceShader::getInstance()->TU_tex, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR, true);
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glUseProgram(MeshShader::DisplaceShader::getInstance()->Program);
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MeshShader::DisplaceShader::getInstance()->setUniforms(AbsoluteTransformation,
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core::vector2df(cb->getDirX(), cb->getDirY()),
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core::vector2df(cb->getDir2X(), cb->getDir2Y()));
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@ -490,9 +490,9 @@ struct shadow_custom_unroll_args<N, List...>
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};
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template<typename T, enum E_VERTEX_TYPE VertexType, int...List, typename... Args>
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void renderShadow(const T *Shader, const std::vector<GLuint> TextureUnits, const std::vector<STK::Tuple<GLMesh *, core::matrix4, Args...> >&t)
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void renderShadow(const std::vector<GLuint> TextureUnits, const std::vector<STK::Tuple<GLMesh *, core::matrix4, Args...> >&t)
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{
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glUseProgram(Shader->Program);
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glUseProgram(T::getInstance()->Program);
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glBindVertexArray(getVAO(VertexType));
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for (unsigned i = 0; i < t.size(); i++)
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{
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@ -503,7 +503,7 @@ void renderShadow(const T *Shader, const std::vector<GLuint> TextureUnits, const
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setTexture(TextureUnits[j], getTextureGLuint(mesh->textures[j]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
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}
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shadow_custom_unroll_args<List...>::template exec<T>(Shader, t[i]);
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shadow_custom_unroll_args<List...>::template exec<T>(T::getInstance(), t[i]);
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}
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}
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@ -551,14 +551,14 @@ void IrrDriver::renderShadows()
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m_scene_manager->drawAll(scene::ESNRP_SOLID);
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std::vector<GLuint> noTexUnits;
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renderShadow<MeshShader::ShadowShader, EVT_STANDARD, 1>(MeshShader::ShadowShaderInstance, noTexUnits, ListMatDefault::Arguments);
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renderShadow<MeshShader::ShadowShader, EVT_STANDARD, 1>(MeshShader::ShadowShaderInstance, noTexUnits, ListMatSphereMap::Arguments);
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renderShadow<MeshShader::ShadowShader, EVT_STANDARD, 1>(MeshShader::ShadowShaderInstance, noTexUnits, ListMatUnlit::Arguments);
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renderShadow<MeshShader::ShadowShader, EVT_2TCOORDS, 1>(MeshShader::ShadowShaderInstance, noTexUnits, ListMatDetails::Arguments);
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renderShadow<MeshShader::ShadowShader, EVT_2TCOORDS, 1>(MeshShader::ShadowShaderInstance, noTexUnits, ListMatSplatting::Arguments);
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renderShadow<MeshShader::ShadowShader, EVT_TANGENTS, 1>(MeshShader::ShadowShaderInstance, noTexUnits, ListMatNormalMap::Arguments);
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renderShadow<MeshShader::RefShadowShader, EVT_STANDARD, 1>(MeshShader::RefShadowShaderInstance, std::vector<GLuint>{ MeshShader::RefShadowShaderInstance->TU_tex }, ListMatAlphaRef::Arguments);
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renderShadow<MeshShader::GrassShadowShader, EVT_STANDARD, 3, 1>(MeshShader::GrassShadowShaderInstance, std::vector<GLuint>{ MeshShader::GrassShadowShaderInstance->TU_tex }, ListMatGrass::Arguments);
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renderShadow<MeshShader::ShadowShader, EVT_STANDARD, 1>(noTexUnits, ListMatDefault::Arguments);
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renderShadow<MeshShader::ShadowShader, EVT_STANDARD, 1>(noTexUnits, ListMatSphereMap::Arguments);
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renderShadow<MeshShader::ShadowShader, EVT_STANDARD, 1>(noTexUnits, ListMatUnlit::Arguments);
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renderShadow<MeshShader::ShadowShader, EVT_2TCOORDS, 1>(noTexUnits, ListMatDetails::Arguments);
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renderShadow<MeshShader::ShadowShader, EVT_2TCOORDS, 1>(noTexUnits, ListMatSplatting::Arguments);
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renderShadow<MeshShader::ShadowShader, EVT_TANGENTS, 1>(noTexUnits, ListMatNormalMap::Arguments);
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renderShadow<MeshShader::RefShadowShader, EVT_STANDARD, 1>(std::vector<GLuint>{ MeshShader::RefShadowShader::getInstance()->TU_tex }, ListMatAlphaRef::Arguments);
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renderShadow<MeshShader::GrassShadowShader, EVT_STANDARD, 3, 1>(std::vector<GLuint>{ MeshShader::GrassShadowShader::getInstance()->TU_tex }, ListMatGrass::Arguments);
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glDisable(GL_POLYGON_OFFSET_FILL);
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@ -408,15 +408,7 @@ void Shaders::loadShaders()
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MeshShader::BubbleShader::init();
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MeshShader::BillboardShader::init();
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LightShader::PointLightShader::init();
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MeshShader::DisplaceShaderInstance = new MeshShader::DisplaceShader();
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MeshShader::DisplaceMaskShaderInstance = new MeshShader::DisplaceMaskShader();
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MeshShader::ShadowShaderInstance = new MeshShader::ShadowShader();
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MeshShader::RSMShader::init();
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MeshShader::InstancedShadowShaderInstance = new MeshShader::InstancedShadowShader();
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MeshShader::RefShadowShaderInstance = new MeshShader::RefShadowShader();
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MeshShader::InstancedRefShadowShaderInstance = new MeshShader::InstancedRefShadowShader();
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MeshShader::GrassShadowShaderInstance = new MeshShader::GrassShadowShader();
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MeshShader::InstancedGrassShadowShaderInstance = new MeshShader::InstancedGrassShadowShader();
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MeshShader::SkyboxShader::init();
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MeshShader::ViewFrustrumShader::init();
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ParticleShader::FlipParticleRender::init();
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@ -1051,8 +1043,6 @@ namespace MeshShader
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glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
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}
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ShadowShader *ShadowShaderInstance;
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GLuint RSMShader::Program;
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GLuint RSMShader::uniform_MM;
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GLuint RSMShader::uniform_RSMMatrix;
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@ -1100,8 +1090,6 @@ namespace MeshShader
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glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
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}
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InstancedShadowShader *InstancedShadowShaderInstance;
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RefShadowShader::RefShadowShader()
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{
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// Geometry shader needed
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@ -1128,8 +1116,6 @@ namespace MeshShader
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AssignTextureUnit(Program, { TexUnit(TU_tex, "tex") });
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}
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RefShadowShader *RefShadowShaderInstance;
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InstancedRefShadowShader::InstancedRefShadowShader()
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{
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// Geometry shader needed
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@ -1156,8 +1142,6 @@ namespace MeshShader
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glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
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}
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InstancedRefShadowShader *InstancedRefShadowShaderInstance;
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GrassShadowShader::GrassShadowShader()
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{
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// Geometry shader needed
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@ -1184,8 +1168,6 @@ namespace MeshShader
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AssignTextureUnit(Program, { TexUnit(TU_tex, "tex") });
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}
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GrassShadowShader *GrassShadowShaderInstance;
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InstancedGrassShadowShader::InstancedGrassShadowShader()
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{
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// Geometry shader needed
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@ -1214,8 +1196,6 @@ namespace MeshShader
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glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
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}
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InstancedGrassShadowShader *InstancedGrassShadowShaderInstance;
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DisplaceMaskShader::DisplaceMaskShader()
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{
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Program = LoadProgram(
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@ -1227,8 +1207,6 @@ namespace MeshShader
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glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
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}
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DisplaceMaskShader *DisplaceMaskShaderInstance;
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DisplaceShader::DisplaceShader()
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{
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@ -1250,8 +1228,6 @@ namespace MeshShader
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glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
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}
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DisplaceShader *DisplaceShaderInstance;
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GLuint SkyboxShader::Program;
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GLuint SkyboxShader::attrib_position;
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GLuint SkyboxShader::uniform_MM;
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@ -106,35 +106,6 @@ struct UniformHelper
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void bypassUBO(GLuint Program);
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GLuint getUniformLocation(GLuint program, const char* name);
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template<typename... Args>
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class ShaderHelper
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{
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protected:
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std::vector<GLuint> uniforms;
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void AssignUniforms(const char* name)
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{
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uniforms.push_back(getUniformLocation(Program, name));
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}
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template<typename... T>
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void AssignUniforms(const char* name, T... rest)
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{
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uniforms.push_back(getUniformLocation(Program, name));
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AssignUniforms(rest...);
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}
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public:
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GLuint Program;
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void setUniforms(const Args & ... args) const
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{
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if (needsUBO())
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bypassUBO(Program);
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UniformHelper::setUniformsHelper(uniforms, args...);
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}
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};
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template<typename T, typename... Args>
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class ShaderHelperSingleton : public Singleton<T>
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{
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@ -348,14 +319,12 @@ public:
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static void setUniforms(const core::matrix4 &ModelMatrix, float r, float g, float b);
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};
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class ShadowShader : public ShaderHelper<core::matrix4>
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class ShadowShader : public ShaderHelperSingleton<ShadowShader, core::matrix4>
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{
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public:
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ShadowShader();
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};
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extern ShadowShader *ShadowShaderInstance;
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class RSMShader
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{
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public:
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@ -367,61 +336,47 @@ public:
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static void setUniforms(const core::matrix4 &RSMMatrix, const core::matrix4 &ModelMatrix);
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};
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class InstancedShadowShader : public ShaderHelper<>
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class InstancedShadowShader : public ShaderHelperSingleton<InstancedShadowShader>
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{
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public:
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InstancedShadowShader();
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};
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extern InstancedShadowShader *InstancedShadowShaderInstance;
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class RefShadowShader : public ShaderHelper<core::matrix4>
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class RefShadowShader : public ShaderHelperSingleton<RefShadowShader, core::matrix4>
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{
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public:
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GLuint TU_tex;
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RefShadowShader();
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};
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extern RefShadowShader *RefShadowShaderInstance;
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class InstancedRefShadowShader : public ShaderHelper<>
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class InstancedRefShadowShader : public ShaderHelperSingleton<InstancedRefShadowShader>
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{
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public:
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GLuint TU_tex;
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InstancedRefShadowShader();
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};
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extern InstancedRefShadowShader *InstancedRefShadowShaderInstance;
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class GrassShadowShader : public ShaderHelper<core::matrix4, core::vector3df>
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class GrassShadowShader : public ShaderHelperSingleton<GrassShadowShader, core::matrix4, core::vector3df>
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{
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public:
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GLuint TU_tex;
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GrassShadowShader();
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};
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extern GrassShadowShader *GrassShadowShaderInstance;
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class InstancedGrassShadowShader : public ShaderHelper<core::vector3df>
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class InstancedGrassShadowShader : public ShaderHelperSingleton<InstancedGrassShadowShader, core::vector3df>
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{
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public:
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GLuint TU_tex;
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InstancedGrassShadowShader();
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};
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extern InstancedGrassShadowShader *InstancedGrassShadowShaderInstance;
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class DisplaceMaskShader : public ShaderHelper<core::matrix4>
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class DisplaceMaskShader : public ShaderHelperSingleton<DisplaceMaskShader, core::matrix4>
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{
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public:
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DisplaceMaskShader();
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};
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extern DisplaceMaskShader *DisplaceMaskShaderInstance;
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class DisplaceShader : public ShaderHelper<core::matrix4, core::vector2df, core::vector2df>
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class DisplaceShader : public ShaderHelperSingleton<DisplaceShader, core::matrix4, core::vector2df, core::vector2df>
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{
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public:
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GLuint TU_displacement_tex, TU_mask_tex, TU_color_tex, TU_tex;
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@ -429,8 +384,6 @@ public:
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DisplaceShader();
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};
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extern DisplaceShader *DisplaceShaderInstance;
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class SkyboxShader
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{
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public:
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@ -156,7 +156,7 @@ static void drawShadowDefault(GLMesh &mesh, size_t instance_count)
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GLenum itype = mesh.IndexType;
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size_t count = mesh.IndexCount;
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MeshShader::InstancedShadowShaderInstance->setUniforms();
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MeshShader::InstancedShadowShader::getInstance()->setUniforms();
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glBindVertexArray(mesh.vao_shadow_pass);
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glDrawElementsInstanced(ptype, count, itype, 0, 4 * instance_count);
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@ -185,8 +185,8 @@ static void drawShadowAlphaRefTexture(GLMesh &mesh, size_t instance_count)
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size_t count = mesh.IndexCount;
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compressTexture(mesh.textures[0], true);
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setTexture(MeshShader::InstancedRefShadowShaderInstance->TU_tex, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
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MeshShader::InstancedRefShadowShaderInstance->setUniforms();
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setTexture(MeshShader::InstancedRefShadowShader::getInstance()->TU_tex, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
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MeshShader::InstancedRefShadowShader::getInstance()->setUniforms();
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glBindVertexArray(mesh.vao_shadow_pass);
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glDrawElementsInstanced(ptype, count, itype, 0, 4 * instance_count);
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@ -200,8 +200,8 @@ static void drawShadowGrass(GLMesh &mesh, const core::vector3df &windDir, size_t
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size_t count = mesh.IndexCount;
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compressTexture(mesh.textures[0], true);
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setTexture(MeshShader::InstancedGrassShadowShaderInstance->TU_tex, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
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MeshShader::InstancedGrassShadowShaderInstance->setUniforms(windDir);
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setTexture(MeshShader::InstancedGrassShadowShader::getInstance()->TU_tex, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
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MeshShader::InstancedGrassShadowShader::getInstance()->setUniforms(windDir);
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glBindVertexArray(mesh.vao_shadow_pass);
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glDrawElementsInstanced(ptype, count, itype, 0, 4 * instance_count);
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@ -356,17 +356,17 @@ void STKInstancedSceneNode::render()
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if (irr_driver->getPhase() == SHADOW_PASS)
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{
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if (!MeshSolidMaterial[MAT_DEFAULT].empty())
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glUseProgram(MeshShader::InstancedShadowShaderInstance->Program);
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glUseProgram(MeshShader::InstancedShadowShader::getInstance()->Program);
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for (unsigned i = 0; i < MeshSolidMaterial[MAT_DEFAULT].size(); i++)
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drawShadowDefault(*MeshSolidMaterial[MAT_DEFAULT][i], instance_pos.size() / 9);
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if (!MeshSolidMaterial[MAT_ALPHA_REF].empty())
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glUseProgram(MeshShader::InstancedRefShadowShaderInstance->Program);
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glUseProgram(MeshShader::InstancedRefShadowShader::getInstance()->Program);
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for (unsigned i = 0; i < MeshSolidMaterial[MAT_ALPHA_REF].size(); i++)
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drawShadowAlphaRefTexture(*MeshSolidMaterial[MAT_ALPHA_REF][i], instance_pos.size() / 9);
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if (!MeshSolidMaterial[MAT_GRASS].empty())
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glUseProgram(MeshShader::InstancedGrassShadowShaderInstance->Program);
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glUseProgram(MeshShader::InstancedGrassShadowShader::getInstance()->Program);
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for (unsigned i = 0; i < MeshSolidMaterial[MAT_GRASS].size(); i++)
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drawShadowGrass(*MeshSolidMaterial[MAT_GRASS][i], windDir, instance_pos.size() / 9);
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return;
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