Improved coding style
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@ -20,7 +20,7 @@
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#include "graphics/gl_headers.hpp"
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#include "graphics/rtts.hpp"
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#include "graphics/sphericalHarmonics.hpp"
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#include "graphics/spherical_harmonics.hpp"
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#include <irrlicht.h>
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#include <memory>
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#include <string>
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@ -35,7 +35,7 @@
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#include "ISkinnedMesh.h"
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#include "graphics/abstract_renderer.hpp"
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#include "graphics/gl_headers.hpp"
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#include "graphics/sphericalHarmonics.hpp"
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#include "graphics/spherical_harmonics.hpp"
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#include "graphics/rtts.hpp"
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#include "graphics/wind.hpp"
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#include "io/file_manager.hpp"
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@ -36,23 +36,21 @@ class PostProcessing;
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class ShaderBasedRenderer: public AbstractRenderer
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{
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private:
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RTT *m_rtts;
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Skybox *m_skybox;
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SphericalHarmonics *m_spherical_harmonics;
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DrawCalls m_draw_calls;
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AbstractGeometryPasses *m_geometry_passes;
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LightingPasses m_lighting_passes;
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ShadowMatrices m_shadow_matrices;
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/** Post-processing. */
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RTT *m_rtts;
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Skybox *m_skybox;
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SphericalHarmonics *m_spherical_harmonics;
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DrawCalls m_draw_calls;
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AbstractGeometryPasses *m_geometry_passes;
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LightingPasses m_lighting_passes;
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ShadowMatrices m_shadow_matrices;
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PostProcessing *m_post_processing;
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/** Static glowing things are loaded once per track.
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* Glowing items can appear ordisappear each frame */
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std::vector<GlowData> m_glowing;
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size_t m_nb_static_glowing;
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std::vector<GlowData> m_glowing;
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size_t m_nb_static_glowing;
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irr::core::vector3df m_wind_dir;
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irr::core::vector3df m_wind_dir;
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void setRTTDimensions(size_t width, size_t height);
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@ -17,7 +17,7 @@
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#include "graphics/irr_driver.hpp"
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#include "graphics/sphericalHarmonics.hpp"
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#include "graphics/spherical_harmonics.hpp"
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#include "utils/log.hpp"
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#include <algorithm>
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