Factorize code drawing shadows.
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@@ -706,6 +706,9 @@ void IrrDriver::computeCameraMatrix(scene::ICameraSceneNode * const camnode, siz
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void IrrDriver::renderShadows()
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{
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GroupedFPSM<FPSM_DEFAULT>::reset();
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GroupedFPSM<FPSM_ALPHA_REF_TEXTURE>::reset();
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GroupedFPSM<FPSM_NORMAL_MAP>::reset();
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irr_driver->setPhase(SHADOW_PASS);
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glDisable(GL_BLEND);
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glEnable(GL_POLYGON_OFFSET_FILL);
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@@ -716,7 +719,19 @@ void IrrDriver::renderShadows()
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glDrawBuffer(GL_NONE);
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glBindBufferBase(GL_UNIFORM_BUFFER, 0, SharedObject::ViewProjectionMatrixesUBO);
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m_scene_manager->drawAll(scene::ESNRP_SOLID);
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glUseProgram(MeshShader::ShadowShader::Program);
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for (unsigned i = 0; i < GroupedFPSM<FPSM_DEFAULT>::MeshSet.size(); ++i)
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drawShadow(*GroupedFPSM<FPSM_DEFAULT>::MeshSet[i], GroupedFPSM<FPSM_DEFAULT>::MVPSet[i]);
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for (unsigned i = 0; i < GroupedFPSM<FPSM_NORMAL_MAP>::MeshSet.size(); ++i)
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drawShadow(*GroupedFPSM<FPSM_NORMAL_MAP>::MeshSet[i], GroupedFPSM<FPSM_NORMAL_MAP>::MVPSet[i]);
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glUseProgram(MeshShader::RefShadowShader::Program);
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for (unsigned i = 0; i < GroupedFPSM<FPSM_ALPHA_REF_TEXTURE>::MeshSet.size(); ++i)
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drawShadowRef(*GroupedFPSM<FPSM_ALPHA_REF_TEXTURE>::MeshSet[i], GroupedFPSM<FPSM_ALPHA_REF_TEXTURE>::MVPSet[i]);
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glDisable(GL_POLYGON_OFFSET_FILL);
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glViewport(0, 0, UserConfigParams::m_width, UserConfigParams::m_height);
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@@ -143,7 +143,7 @@ void STKAnimatedMesh::render()
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continue;
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}
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if (irr_driver->getPhase() == SOLID_NORMAL_AND_DEPTH_PASS)
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if (irr_driver->getPhase() == SOLID_NORMAL_AND_DEPTH_PASS || irr_driver->getPhase() == SHADOW_PASS)
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{
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ModelViewProjectionMatrix = computeMVP(AbsoluteTransformation);
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TransposeInverseModelView = computeTIMV(AbsoluteTransformation);
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@@ -225,23 +225,6 @@ void STKAnimatedMesh::render()
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return;
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}
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if (irr_driver->getPhase() == SHADOW_PASS)
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{
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if (!GeometricMesh[FPSM_DEFAULT].empty())
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glUseProgram(MeshShader::ShadowShader::Program);
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GLMesh* mesh;
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for_in(mesh, GeometricMesh[FPSM_DEFAULT])
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drawShadow(*mesh, AbsoluteTransformation);
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if (!GeometricMesh[FPSM_ALPHA_REF_TEXTURE].empty())
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glUseProgram(MeshShader::RefShadowShader::Program);
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for_in(mesh, GeometricMesh[FPSM_ALPHA_REF_TEXTURE])
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drawShadowRef(*mesh, AbsoluteTransformation);
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return;
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}
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if (irr_driver->getPhase() == TRANSPARENT_PASS)
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{
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ModelViewProjectionMatrix = computeMVP(AbsoluteTransformation);
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@@ -313,7 +313,7 @@ void STKMeshSceneNode::render()
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GLmeshes[i].TextureMatrix = getMaterial(i).getTextureMatrix(0);
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}
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if (irr_driver->getPhase() == SOLID_NORMAL_AND_DEPTH_PASS)
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if (irr_driver->getPhase() == SOLID_NORMAL_AND_DEPTH_PASS || irr_driver->getPhase() == SHADOW_PASS)
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{
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if (reload_each_frame)
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glDisable(GL_CULL_FACE);
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@@ -343,10 +343,13 @@ void STKMeshSceneNode::render()
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GroupedFPSM<FPSM_NORMAL_MAP>::TIMVSet.push_back(invmodel);
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}
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if (!GeometricMesh[FPSM_GRASS].empty())
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glUseProgram(MeshShader::GrassPass1Shader::Program);
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for_in(mesh, GeometricMesh[FPSM_GRASS])
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drawSolidPass1(*mesh, FPSM_GRASS);
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if (irr_driver->getPhase() == SOLID_NORMAL_AND_DEPTH_PASS)
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{
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if (!GeometricMesh[FPSM_GRASS].empty())
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glUseProgram(MeshShader::GrassPass1Shader::Program);
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for_in(mesh, GeometricMesh[FPSM_GRASS])
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drawSolidPass1(*mesh, FPSM_GRASS);
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}
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if (reload_each_frame)
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glEnable(GL_CULL_FACE);
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@@ -429,29 +432,6 @@ void STKMeshSceneNode::render()
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return;
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}
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if (irr_driver->getPhase() == SHADOW_PASS)
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{
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if (reload_each_frame)
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glDisable(GL_CULL_FACE);
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GLMesh* mesh;
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if (!GeometricMesh[FPSM_DEFAULT].empty() || !GeometricMesh[FPSM_NORMAL_MAP].empty())
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glUseProgram(MeshShader::ShadowShader::Program);
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for_in(mesh, GeometricMesh[FPSM_DEFAULT])
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drawShadow(*mesh, AbsoluteTransformation);
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for_in(mesh, GeometricMesh[FPSM_NORMAL_MAP])
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drawShadow(*mesh, AbsoluteTransformation);
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if (!GeometricMesh[FPSM_ALPHA_REF_TEXTURE].empty())
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glUseProgram(MeshShader::RefShadowShader::Program);
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for_in(mesh, GeometricMesh[FPSM_ALPHA_REF_TEXTURE])
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drawShadowRef(*mesh, AbsoluteTransformation);
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if (reload_each_frame)
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glEnable(GL_CULL_FACE);
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return;
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}
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if (irr_driver->getPhase() == GLOW_PASS)
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{
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glUseProgram(MeshShader::ColorizeShader::Program);
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