Move instanced rendering code to render_geometry.cpp
Shadows are disabled temporary
This commit is contained in:
@@ -141,6 +141,56 @@ void renderMeshes1stPass(const std::vector<TexUnit> &TexUnits, std::vector<STK::
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}
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}
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template<int...List>
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struct instanced_custom_unroll_args;
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template<>
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struct instanced_custom_unroll_args<>
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{
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template<typename T, typename ...TupleTypes, typename ...Args>
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static void exec(const T *Shader, const STK::Tuple<TupleTypes...> &t, Args... args)
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{
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const GLMesh *mesh = STK::tuple_get<0>(t);
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size_t instance_count = STK::tuple_get<1>(t);
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irr_driver->IncreaseObjectCount();
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GLenum ptype = mesh->PrimitiveType;
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GLenum itype = mesh->IndexType;
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size_t count = mesh->IndexCount;
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Shader->setUniforms(args...);
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glDrawElementsInstanced(ptype, count, itype, 0, instance_count);
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}
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};
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template<int N, int...List>
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struct instanced_custom_unroll_args<N, List...>
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{
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template<typename T, typename ...TupleTypes, typename ...Args>
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static void exec(const T *Shader, const STK::Tuple<TupleTypes...> &t, Args... args)
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{
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instanced_custom_unroll_args<List...>::template exec<T>(Shader, t, STK::tuple_get<N>(t), args...);
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}
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};
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template<typename Shader, int ...List, typename... TupleType>
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void renderInstancedMeshes1stPass(const std::vector<TexUnit> &TexUnits, std::vector<STK::Tuple<TupleType...> > *meshes)
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{
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glUseProgram(Shader::getInstance()->Program);
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for (unsigned i = 0; i < meshes->size(); i++)
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{
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GLMesh &mesh = *(STK::tuple_get<0>(meshes->at(i)));
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glBindVertexArray(mesh.vao);
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for (unsigned j = 0; j < TexUnits.size(); j++)
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{
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if (!mesh.textures[j])
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mesh.textures[j] = getUnicolorTexture(video::SColor(255, 255, 255, 255));
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compressTexture(mesh.textures[j], TexUnits[j].m_premul_alpha);
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setTexture(TexUnits[j].m_id, getTextureGLuint(mesh.textures[j]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
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}
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instanced_custom_unroll_args<List...>::template exec(Shader::getInstance(), meshes->at(i));
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}
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}
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void IrrDriver::renderSolidFirstPass()
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{
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m_rtts->getFBO(FBO_NORMAL_AND_DEPTHS).Bind();
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@@ -162,6 +212,9 @@ void IrrDriver::renderSolidFirstPass()
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ListMatNormalMap::getInstance()->clear();
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ListMatGrass::getInstance()->clear();
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ListMatSplatting::getInstance()->clear();
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ListInstancedMatDefault::getInstance()->clear();
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ListInstancedMatAlphaRef::getInstance()->clear();
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ListInstancedMatGrass::getInstance()->clear();
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m_scene_manager->drawAll(scene::ESNRP_SOLID);
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if (!UserConfigParams::m_dynamic_lights)
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@@ -182,6 +235,16 @@ void IrrDriver::renderSolidFirstPass()
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TexUnit(MeshShader::NormalMapShader::getInstance()->TU_glossy, true),
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TexUnit(MeshShader::NormalMapShader::getInstance()->TU_normalmap, false)
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), ListMatNormalMap::getInstance());
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renderInstancedMeshes1stPass<MeshShader::InstancedObjectPass1Shader>(
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TexUnits(TexUnit(MeshShader::InstancedObjectPass1Shader::getInstance()->TU_tex, true)),
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ListInstancedMatDefault::getInstance());
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renderInstancedMeshes1stPass<MeshShader::InstancedObjectRefPass1Shader>(
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TexUnits(TexUnit(MeshShader::InstancedObjectRefPass1Shader::getInstance()->TU_tex, true)),
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ListInstancedMatAlphaRef::getInstance());
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renderInstancedMeshes1stPass<MeshShader::InstancedGrassPass1Shader, 2>(
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TexUnits(TexUnit(MeshShader::InstancedGrassPass1Shader::getInstance()->TU_tex, true)),
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ListInstancedMatGrass::getInstance());
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}
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}
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@@ -222,6 +285,36 @@ void renderMeshes2ndPass(const std::vector<TexUnit> &TexUnits, std::vector<STK::
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}
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}
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template<typename Shader, int...List, typename... TupleType>
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void renderInstancedMeshes2ndPass(const std::vector<TexUnit> &TexUnits, std::vector<STK::Tuple<TupleType...> > *meshes)
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{
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glUseProgram(Shader::getInstance()->Program);
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for (unsigned i = 0; i < meshes->size(); i++)
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{
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GLMesh &mesh = *(STK::tuple_get<0>(meshes->at(i)));
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glBindVertexArray(mesh.vao);
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for (unsigned j = 0; j < TexUnits.size(); j++)
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{
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if (!mesh.textures[j])
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mesh.textures[j] = getUnicolorTexture(video::SColor(255, 255, 255, 255));
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compressTexture(mesh.textures[j], TexUnits[j].m_premul_alpha);
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setTexture(TexUnits[j].m_id, getTextureGLuint(mesh.textures[j]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
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if (irr_driver->getLightViz())
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{
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GLint swizzleMask[] = { GL_ONE, GL_ONE, GL_ONE, GL_ALPHA };
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glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
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}
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else
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{
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GLint swizzleMask[] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA };
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glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
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}
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}
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instanced_custom_unroll_args<List...>::template exec(Shader::getInstance(), meshes->at(i));
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}
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}
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void IrrDriver::renderSolidSecondPass()
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{
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SColor clearColor(0, 150, 150, 150);
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@@ -290,6 +383,19 @@ void IrrDriver::renderSolidSecondPass()
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renderMeshes2ndPass<MeshShader::ObjectPass2Shader, video::EVT_TANGENTS, 3, 1>(TexUnits(
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TexUnit(MeshShader::ObjectPass2Shader::getInstance()->TU_Albedo, true)
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), ListMatNormalMap::getInstance());
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renderInstancedMeshes2ndPass<MeshShader::InstancedObjectPass2Shader>(
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TexUnits(TexUnit(MeshShader::InstancedObjectPass2Shader::getInstance()->TU_Albedo, true)),
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ListInstancedMatDefault::getInstance());
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renderInstancedMeshes2ndPass<MeshShader::InstancedObjectRefPass2Shader>(
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TexUnits(TexUnit(MeshShader::InstancedObjectRefPass2Shader::getInstance()->TU_Albedo, true)),
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ListInstancedMatAlphaRef::getInstance());
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setTexture(MeshShader::InstancedGrassPass2Shader::getInstance()->TU_dtex,
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irr_driver->getDepthStencilTexture(), GL_NEAREST, GL_NEAREST);
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renderInstancedMeshes2ndPass<MeshShader::InstancedGrassPass2Shader, 3, 2>(
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TexUnits(TexUnit(MeshShader::InstancedGrassPass2Shader::getInstance()->TU_Albedo, true)),
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ListInstancedMatGrass::getInstance());
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}
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}
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@@ -503,6 +609,52 @@ void renderShadow(const std::vector<GLuint> TextureUnits, const std::vector<STK:
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}
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}
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static void drawShadowDefault(GLMesh &mesh, size_t instance_count)
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{
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irr_driver->IncreaseObjectCount();
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GLenum ptype = mesh.PrimitiveType;
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GLenum itype = mesh.IndexType;
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size_t count = mesh.IndexCount;
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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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}
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static void drawShadowAlphaRefTexture(GLMesh &mesh, size_t instance_count)
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{
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irr_driver->IncreaseObjectCount();
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GLenum ptype = mesh.PrimitiveType;
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GLenum itype = mesh.IndexType;
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size_t count = mesh.IndexCount;
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compressTexture(mesh.textures[0], true);
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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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}
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static void drawShadowGrass(GLMesh &mesh, const core::vector3df &windDir, size_t instance_count)
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{
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irr_driver->IncreaseObjectCount();
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GLenum ptype = mesh.PrimitiveType;
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GLenum itype = mesh.IndexType;
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size_t count = mesh.IndexCount;
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compressTexture(mesh.textures[0], true);
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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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}
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template<int...List>
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struct rsm_custom_unroll_args;
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@@ -140,188 +140,6 @@ core::matrix4 STKInstancedSceneNode::getInstanceTransform(int id)
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return mat;
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}
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static void drawFSPMDefault(GLMesh &mesh, size_t instance_count)
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{
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irr_driver->IncreaseObjectCount();
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GLenum ptype = mesh.PrimitiveType;
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GLenum itype = mesh.IndexType;
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size_t count = mesh.IndexCount;
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if (mesh.textures[0])
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{
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compressTexture(mesh.textures[0], true);
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setTexture(MeshShader::InstancedObjectPass1Shader::getInstance()->TU_tex, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
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}
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else
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{
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setTexture(MeshShader::InstancedObjectPass1Shader::getInstance()->TU_tex, 0, GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, false);
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GLint swizzleMask[] = { GL_ONE, GL_ONE, GL_ONE, GL_ONE };
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glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
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}
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MeshShader::InstancedObjectPass1Shader::getInstance()->setUniforms();
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glBindVertexArray(mesh.vao);
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glDrawElementsInstanced(ptype, count, itype, 0, instance_count);
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if (!mesh.textures[0])
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{
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GLint swizzleMask[] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA };
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glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
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}
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}
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static void drawShadowDefault(GLMesh &mesh, size_t instance_count)
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{
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irr_driver->IncreaseObjectCount();
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GLenum ptype = mesh.PrimitiveType;
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GLenum itype = mesh.IndexType;
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size_t count = mesh.IndexCount;
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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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}
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static void drawFSPMAlphaRefTexture(GLMesh &mesh, size_t instance_count)
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{
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irr_driver->IncreaseObjectCount();
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GLenum ptype = mesh.PrimitiveType;
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GLenum itype = mesh.IndexType;
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size_t count = mesh.IndexCount;
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compressTexture(mesh.textures[0], true);
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setTexture(MeshShader::InstancedObjectRefPass1Shader::getInstance()->TU_tex, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
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MeshShader::InstancedObjectRefPass1Shader::getInstance()->setUniforms();
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glBindVertexArray(mesh.vao);
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glDrawElementsInstanced(ptype, count, itype, 0, instance_count);
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}
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static void drawShadowAlphaRefTexture(GLMesh &mesh, size_t instance_count)
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{
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irr_driver->IncreaseObjectCount();
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GLenum ptype = mesh.PrimitiveType;
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GLenum itype = mesh.IndexType;
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size_t count = mesh.IndexCount;
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compressTexture(mesh.textures[0], true);
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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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}
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static void drawShadowGrass(GLMesh &mesh, const core::vector3df &windDir, size_t instance_count)
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{
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irr_driver->IncreaseObjectCount();
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GLenum ptype = mesh.PrimitiveType;
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GLenum itype = mesh.IndexType;
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size_t count = mesh.IndexCount;
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compressTexture(mesh.textures[0], true);
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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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}
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static void drawFSPMGrass(GLMesh &mesh, const core::vector3df &windDir, size_t instance_count)
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{
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irr_driver->IncreaseObjectCount();
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GLenum ptype = mesh.PrimitiveType;
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GLenum itype = mesh.IndexType;
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size_t count = mesh.IndexCount;
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compressTexture(mesh.textures[0], true);
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setTexture(MeshShader::InstancedGrassPass1Shader::getInstance()->TU_tex, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
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MeshShader::InstancedGrassPass1Shader::getInstance()->setUniforms(windDir);
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glBindVertexArray(mesh.vao);
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glDrawElementsInstanced(ptype, count, itype, 0, instance_count);
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}
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static void drawSMDefault(GLMesh &mesh, size_t instance_count)
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{
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irr_driver->IncreaseObjectCount();
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GLenum ptype = mesh.PrimitiveType;
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GLenum itype = mesh.IndexType;
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size_t count = mesh.IndexCount;
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setTexture(MeshShader::InstancedObjectPass2Shader::getInstance()->TU_Albedo, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
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if (irr_driver->getLightViz())
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{
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GLint swizzleMask[] = { GL_ONE, GL_ONE, GL_ONE, GL_ALPHA };
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glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
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}
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else
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{
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GLint swizzleMask[] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA };
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glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
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}
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MeshShader::InstancedObjectPass2Shader::getInstance()->setUniforms();
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glBindVertexArray(mesh.vao);
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glDrawElementsInstanced(ptype, count, itype, 0, instance_count);
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}
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static void drawSMAlphaRefTexture(GLMesh &mesh, size_t instance_count)
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{
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irr_driver->IncreaseObjectCount();
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GLenum ptype = mesh.PrimitiveType;
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GLenum itype = mesh.IndexType;
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size_t count = mesh.IndexCount;
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compressTexture(mesh.textures[0], true);
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setTexture(MeshShader::InstancedObjectRefPass2Shader::getInstance()->TU_Albedo, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
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if (irr_driver->getLightViz())
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{
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GLint swizzleMask[] = { GL_ONE, GL_ONE, GL_ONE, GL_ALPHA };
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glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
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}
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else
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{
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GLint swizzleMask[] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA };
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glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
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}
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MeshShader::InstancedObjectRefPass2Shader::getInstance()->setUniforms();
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glBindVertexArray(mesh.vao);
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glDrawElementsInstanced(ptype, count, itype, 0, instance_count);
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}
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static void drawSMGrass(GLMesh &mesh, const core::vector3df &windDir, size_t instance_count)
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{
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irr_driver->IncreaseObjectCount();
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GLenum ptype = mesh.PrimitiveType;
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GLenum itype = mesh.IndexType;
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size_t count = mesh.IndexCount;
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compressTexture(mesh.textures[0], true);
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setTexture(MeshShader::InstancedGrassPass2Shader::getInstance()->TU_Albedo, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
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if (irr_driver->getLightViz())
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{
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GLint swizzleMask[] = { GL_ONE, GL_ONE, GL_ONE, GL_ALPHA };
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glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
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}
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else
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{
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GLint swizzleMask[] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA };
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glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
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}
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setTexture(MeshShader::InstancedGrassPass2Shader::getInstance()->TU_dtex, irr_driver->getDepthStencilTexture(), GL_NEAREST, GL_NEAREST);
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SunLightProvider * const cb = (SunLightProvider *)irr_driver->getCallback(ES_SUNLIGHT);
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MeshShader::InstancedGrassPass2Shader::getInstance()->setUniforms(windDir, cb->getPosition());
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glBindVertexArray(mesh.vao);
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glDrawElementsInstanced(ptype, count, itype, 0, instance_count);
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}
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void STKInstancedSceneNode::render()
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{
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if (!irr_driver->isGLSL())
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@@ -332,64 +150,14 @@ void STKInstancedSceneNode::render()
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setFirstTimeMaterial();
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if (irr_driver->getPhase() == SOLID_NORMAL_AND_DEPTH_PASS)
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{
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ModelViewProjectionMatrix = irr_driver->getProjMatrix();
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ModelViewProjectionMatrix *= irr_driver->getViewMatrix();
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for (auto mesh : MeshSolidMaterial[MAT_DEFAULT])
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ListInstancedMatDefault::getInstance()->push_back(STK::make_tuple(mesh, instance_pos.size() / 9));
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if (!MeshSolidMaterial[MAT_DEFAULT].empty())
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glUseProgram(MeshShader::InstancedObjectPass1Shader::getInstance()->Program);
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for (unsigned i = 0; i < MeshSolidMaterial[MAT_DEFAULT].size(); i++)
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drawFSPMDefault(*MeshSolidMaterial[MAT_DEFAULT][i], instance_pos.size() / 9);
|
||||
for (auto mesh : MeshSolidMaterial[MAT_ALPHA_REF])
|
||||
ListInstancedMatAlphaRef::getInstance()->push_back(STK::make_tuple(mesh, instance_pos.size() / 9));
|
||||
|
||||
if (!MeshSolidMaterial[MAT_ALPHA_REF].empty())
|
||||
glUseProgram(MeshShader::InstancedObjectRefPass1Shader::getInstance()->Program);
|
||||
for (unsigned i = 0; i < MeshSolidMaterial[MAT_ALPHA_REF].size(); i++)
|
||||
drawFSPMAlphaRefTexture(*MeshSolidMaterial[MAT_ALPHA_REF][i], instance_pos.size() / 9);
|
||||
|
||||
windDir = getWind();
|
||||
if (!MeshSolidMaterial[MAT_GRASS].empty())
|
||||
glUseProgram(MeshShader::InstancedGrassPass1Shader::getInstance()->Program);
|
||||
for (unsigned i = 0; i < MeshSolidMaterial[MAT_GRASS].size(); i++)
|
||||
drawFSPMGrass(*MeshSolidMaterial[MAT_GRASS][i], windDir, instance_pos.size() / 9);
|
||||
return;
|
||||
}
|
||||
|
||||
if (irr_driver->getPhase() == SOLID_LIT_PASS)
|
||||
{
|
||||
if (!MeshSolidMaterial[MAT_DEFAULT].empty())
|
||||
glUseProgram(MeshShader::InstancedObjectPass2Shader::getInstance()->Program);
|
||||
for (unsigned i = 0; i < MeshSolidMaterial[MAT_DEFAULT].size(); i++)
|
||||
drawSMDefault(*MeshSolidMaterial[MAT_DEFAULT][i], instance_pos.size() / 9);
|
||||
|
||||
if (!MeshSolidMaterial[MAT_ALPHA_REF].empty())
|
||||
glUseProgram(MeshShader::InstancedObjectRefPass2Shader::getInstance()->Program);
|
||||
for (unsigned i = 0; i < MeshSolidMaterial[MAT_ALPHA_REF].size(); i++)
|
||||
drawSMAlphaRefTexture(*MeshSolidMaterial[MAT_ALPHA_REF][i], instance_pos.size() / 9);
|
||||
|
||||
if (!MeshSolidMaterial[MAT_GRASS].empty())
|
||||
glUseProgram(MeshShader::InstancedGrassPass2Shader::getInstance()->Program);
|
||||
for (unsigned i = 0; i < MeshSolidMaterial[MAT_GRASS].size(); i++)
|
||||
drawSMGrass(*MeshSolidMaterial[MAT_GRASS][i], windDir, instance_pos.size() / 9);
|
||||
return;
|
||||
}
|
||||
|
||||
if (irr_driver->getPhase() == SHADOW_PASS)
|
||||
{
|
||||
if (!MeshSolidMaterial[MAT_DEFAULT].empty())
|
||||
glUseProgram(MeshShader::InstancedShadowShader::getInstance()->Program);
|
||||
for (unsigned i = 0; i < MeshSolidMaterial[MAT_DEFAULT].size(); i++)
|
||||
drawShadowDefault(*MeshSolidMaterial[MAT_DEFAULT][i], instance_pos.size() / 9);
|
||||
|
||||
if (!MeshSolidMaterial[MAT_ALPHA_REF].empty())
|
||||
glUseProgram(MeshShader::InstancedRefShadowShader::getInstance()->Program);
|
||||
for (unsigned i = 0; i < MeshSolidMaterial[MAT_ALPHA_REF].size(); i++)
|
||||
drawShadowAlphaRefTexture(*MeshSolidMaterial[MAT_ALPHA_REF][i], instance_pos.size() / 9);
|
||||
|
||||
if (!MeshSolidMaterial[MAT_GRASS].empty())
|
||||
glUseProgram(MeshShader::InstancedGrassShadowShader::getInstance()->Program);
|
||||
for (unsigned i = 0; i < MeshSolidMaterial[MAT_GRASS].size(); i++)
|
||||
drawShadowGrass(*MeshSolidMaterial[MAT_GRASS][i], windDir, instance_pos.size() / 9);
|
||||
return;
|
||||
}
|
||||
windDir = getWind();
|
||||
SunLightProvider * const cb = (SunLightProvider *)irr_driver->getCallback(ES_SUNLIGHT);
|
||||
for (auto mesh : MeshSolidMaterial[MAT_GRASS])
|
||||
ListInstancedMatGrass::getInstance()->push_back(STK::make_tuple(mesh, instance_pos.size() / 9, windDir, cb->getPosition()));
|
||||
}
|
||||
|
||||
@@ -4,6 +4,15 @@
|
||||
#include "stkmesh.hpp"
|
||||
#include "utils/leak_check.hpp"
|
||||
|
||||
class ListInstancedMatDefault : public MeshList<ListInstancedMatDefault, GLMesh *, size_t>
|
||||
{};
|
||||
|
||||
class ListInstancedMatAlphaRef : public MeshList<ListInstancedMatAlphaRef, GLMesh *, size_t>
|
||||
{};
|
||||
|
||||
class ListInstancedMatGrass : public MeshList<ListInstancedMatGrass, GLMesh *, size_t, core::vector3df, core::vector3df>
|
||||
{};
|
||||
|
||||
class STKInstancedSceneNode : public irr::scene::CMeshSceneNode
|
||||
{
|
||||
protected:
|
||||
|
||||
Reference in New Issue
Block a user