Start decoupling tree based draw sequence.

This commit is contained in:
Vincent Lejeune
2014-04-08 16:31:05 +02:00
parent 55097aba91
commit fee89a3a3e
6 changed files with 195 additions and 102 deletions

View File

@@ -421,8 +421,27 @@ void IrrDriver::renderSolidFirstPass()
glDisable(GL_BLEND);
glEnable(GL_CULL_FACE);
irr_driver->setPhase(SOLID_NORMAL_AND_DEPTH_PASS);
GroupedFPSM<FPSM_DEFAULT>::reset();
GroupedFPSM<FPSM_ALPHA_REF_TEXTURE>::reset();
GroupedFPSM<FPSM_NORMAL_MAP>::reset();
m_scene_manager->drawAll(scene::ESNRP_SOLID);
glUseProgram(MeshShader::ObjectPass1Shader::Program);
for (unsigned i = 0; i < GroupedFPSM<FPSM_DEFAULT>::MeshSet.size(); ++i)
{
drawObjectPass1(*GroupedFPSM<FPSM_DEFAULT>::MeshSet[i], GroupedFPSM<FPSM_DEFAULT>::MVPSet[i], GroupedFPSM<FPSM_DEFAULT>::TIMVSet[i]);
}
glUseProgram(MeshShader::ObjectRefPass1Shader::Program);
for (unsigned i = 0; i < GroupedFPSM<FPSM_ALPHA_REF_TEXTURE>::MeshSet.size(); ++i)
{
drawObjectRefPass1(*GroupedFPSM<FPSM_ALPHA_REF_TEXTURE>::MeshSet[i], GroupedFPSM<FPSM_ALPHA_REF_TEXTURE>::MVPSet[i], GroupedFPSM<FPSM_ALPHA_REF_TEXTURE>::TIMVSet[i], GroupedFPSM<FPSM_ALPHA_REF_TEXTURE>::MeshSet[i]->TextureMatrix);
}
glUseProgram(MeshShader::NormalMapShader::Program);
for (unsigned i = 0; i < GroupedFPSM<FPSM_NORMAL_MAP>::MeshSet.size(); ++i)
{
drawNormalPass(*GroupedFPSM<FPSM_NORMAL_MAP>::MeshSet[i], GroupedFPSM<FPSM_NORMAL_MAP>::MVPSet[i], GroupedFPSM<FPSM_NORMAL_MAP>::TIMVSet[i]);
}
}
void IrrDriver::renderSolidSecondPass()
@@ -437,10 +456,46 @@ void IrrDriver::renderSolidSecondPass()
glEnable(GL_DEPTH_TEST);
glDisable(GL_ALPHA_TEST);
glDisable(GL_BLEND);
GroupedSM<SM_DEFAULT>::reset();
GroupedSM<SM_ALPHA_REF_TEXTURE>::reset();
GroupedSM<SM_RIMLIT>::reset();
GroupedSM<SM_SPHEREMAP>::reset();
GroupedSM<SM_SPLATTING>::reset();
GroupedSM<SM_UNLIT>::reset();
GroupedSM<SM_DETAILS>::reset();
setTexture(0, m_rtts->getRenderTarget(RTT_TMP1), GL_NEAREST, GL_NEAREST);
setTexture(1, m_rtts->getRenderTarget(RTT_TMP2), GL_NEAREST, GL_NEAREST);
setTexture(2, m_rtts->getRenderTarget(RTT_SSAO), GL_NEAREST, GL_NEAREST);
m_scene_manager->drawAll(scene::ESNRP_SOLID);
glUseProgram(MeshShader::ObjectPass2Shader::Program);
for (unsigned i = 0; i < GroupedSM<SM_DEFAULT>::MeshSet.size(); i++)
drawObjectPass2(*GroupedSM<SM_DEFAULT>::MeshSet[i], GroupedSM<SM_DEFAULT>::MVPSet[i], GroupedSM<SM_DEFAULT>::MeshSet[i]->TextureMatrix);
glUseProgram(MeshShader::ObjectRefPass2Shader::Program);
for (unsigned i = 0; i < GroupedSM<SM_ALPHA_REF_TEXTURE>::MeshSet.size(); i++)
drawObjectRefPass2(*GroupedSM<SM_ALPHA_REF_TEXTURE>::MeshSet[i], GroupedSM<SM_ALPHA_REF_TEXTURE>::MVPSet[i], GroupedSM<SM_ALPHA_REF_TEXTURE>::MeshSet[i]->TextureMatrix);
glUseProgram(MeshShader::ObjectRimLimitShader::Program);
for (unsigned i = 0; i < GroupedSM<SM_RIMLIT>::MeshSet.size(); i++)
drawObjectRimLimit(*GroupedSM<SM_RIMLIT>::MeshSet[i], GroupedSM<SM_RIMLIT>::MVPSet[i], GroupedSM<SM_RIMLIT>::TIMVSet[i], GroupedSM<SM_RIMLIT>::MeshSet[i]->TextureMatrix);
glUseProgram(MeshShader::SphereMapShader::Program);
for (unsigned i = 0; i < GroupedSM<SM_SPHEREMAP>::MeshSet.size(); i++)
drawSphereMap(*GroupedSM<SM_SPHEREMAP>::MeshSet[i], GroupedSM<SM_SPHEREMAP>::MVPSet[i], GroupedSM<SM_SPHEREMAP>::TIMVSet[i]);
glUseProgram(MeshShader::SplattingShader::Program);
for (unsigned i = 0; i < GroupedSM<SM_SPLATTING>::MeshSet.size(); i++)
drawSplatting(*GroupedSM<SM_SPLATTING>::MeshSet[i], GroupedSM<SM_SPLATTING>::MVPSet[i]);
glUseProgram(MeshShader::ObjectUnlitShader::Program);
for (unsigned i = 0; i < GroupedSM<SM_UNLIT>::MeshSet.size(); i++)
drawObjectUnlit(*GroupedSM<SM_UNLIT>::MeshSet[i], GroupedSM<SM_UNLIT>::MVPSet[i]);
glUseProgram(MeshShader::DetailledObjectPass2Shader::Program);
for (unsigned i = 0; i < GroupedSM<SM_DETAILS>::MeshSet.size(); i++)
drawDetailledObjectPass2(*GroupedSM<SM_DETAILS>::MeshSet[i], GroupedSM<SM_DETAILS>::MVPSet[i]);
}
void IrrDriver::renderTransparent()

View File

@@ -54,47 +54,6 @@ void STKAnimatedMesh::setMesh(scene::IAnimatedMesh* mesh)
CAnimatedMeshSceneNode::setMesh(mesh);
}
void STKAnimatedMesh::drawSolidPass1(const GLMesh &mesh, GeometricMaterial type)
{
switch (type)
{
case FPSM_ALPHA_REF_TEXTURE:
drawObjectRefPass1(mesh, ModelViewProjectionMatrix, TransposeInverseModelView, mesh.TextureMatrix);
break;
case FPSM_DEFAULT:
drawObjectPass1(mesh, ModelViewProjectionMatrix, TransposeInverseModelView);
break;
default:
assert(0 && "Wrong geometric material");
break;
}
}
void STKAnimatedMesh::drawSolidPass2(const GLMesh &mesh, ShadedMaterial type)
{
switch (type)
{
case SM_ALPHA_REF_TEXTURE:
drawObjectRefPass2(mesh, ModelViewProjectionMatrix, mesh.TextureMatrix);
break;
case SM_RIMLIT:
drawObjectRimLimit(mesh, ModelViewProjectionMatrix, TransposeInverseModelView, mesh.TextureMatrix);
break;
case SM_UNLIT:
drawObjectUnlit(mesh, ModelViewProjectionMatrix);
break;
case SM_DETAILS:
drawDetailledObjectPass2(mesh, ModelViewProjectionMatrix);
break;
case SM_DEFAULT:
drawObjectPass2(mesh, ModelViewProjectionMatrix, mesh.TextureMatrix);
break;
default:
assert(0 && "Wrong shaded material");
break;
}
}
void STKAnimatedMesh::render()
{
video::IVideoDriver* driver = SceneManager->getVideoDriver();
@@ -187,45 +146,59 @@ void STKAnimatedMesh::render()
ModelViewProjectionMatrix = computeMVP(AbsoluteTransformation);
TransposeInverseModelView = computeTIMV(AbsoluteTransformation);
if (!GeometricMesh[FPSM_DEFAULT].empty())
glUseProgram(MeshShader::ObjectPass1Shader::Program);
for (unsigned i = 0; i < GeometricMesh[FPSM_DEFAULT].size(); i++)
drawSolidPass1(*GeometricMesh[FPSM_DEFAULT][i], FPSM_DEFAULT);
{
GroupedFPSM<FPSM_DEFAULT>::MeshSet.push_back(GeometricMesh[FPSM_DEFAULT][i]);
GroupedFPSM<FPSM_DEFAULT>::MVPSet.push_back(ModelViewProjectionMatrix);
GroupedFPSM<FPSM_DEFAULT>::TIMVSet.push_back(TransposeInverseModelView);
}
if (!GeometricMesh[FPSM_ALPHA_REF_TEXTURE].empty())
glUseProgram(MeshShader::ObjectRefPass1Shader::Program);
for (unsigned i = 0; i < GeometricMesh[FPSM_ALPHA_REF_TEXTURE].size(); i++)
drawSolidPass1(*GeometricMesh[FPSM_ALPHA_REF_TEXTURE][i], FPSM_ALPHA_REF_TEXTURE);
{
GroupedFPSM<FPSM_ALPHA_REF_TEXTURE>::MeshSet.push_back(GeometricMesh[FPSM_ALPHA_REF_TEXTURE][i]);
GroupedFPSM<FPSM_ALPHA_REF_TEXTURE>::MVPSet.push_back(ModelViewProjectionMatrix);
GroupedFPSM<FPSM_ALPHA_REF_TEXTURE>::TIMVSet.push_back(TransposeInverseModelView);
}
return;
}
if (irr_driver->getPhase() == SOLID_LIT_PASS)
{
if (!ShadedMesh[SM_DEFAULT].empty())
glUseProgram(MeshShader::ObjectPass2Shader::Program);
for (unsigned i = 0; i < ShadedMesh[SM_DEFAULT].size(); i++)
drawSolidPass2(*ShadedMesh[SM_DEFAULT][i], SM_DEFAULT);
{
GroupedSM<SM_DEFAULT>::MeshSet.push_back(ShadedMesh[SM_DEFAULT][i]);
GroupedSM<SM_DEFAULT>::MVPSet.push_back(ModelViewProjectionMatrix);
GroupedSM<SM_DEFAULT>::TIMVSet.push_back(TransposeInverseModelView);
}
if (!ShadedMesh[SM_ALPHA_REF_TEXTURE].empty())
glUseProgram(MeshShader::ObjectRefPass2Shader::Program);
for (unsigned i = 0; i < ShadedMesh[SM_ALPHA_REF_TEXTURE].size(); i++)
drawSolidPass2(*ShadedMesh[SM_ALPHA_REF_TEXTURE][i], SM_ALPHA_REF_TEXTURE);
{
GroupedSM<SM_ALPHA_REF_TEXTURE>::MeshSet.push_back(ShadedMesh[SM_ALPHA_REF_TEXTURE][i]);
GroupedSM<SM_ALPHA_REF_TEXTURE>::MVPSet.push_back(ModelViewProjectionMatrix);
GroupedSM<SM_ALPHA_REF_TEXTURE>::TIMVSet.push_back(TransposeInverseModelView);
}
if (!ShadedMesh[SM_RIMLIT].empty())
glUseProgram(MeshShader::ObjectRimLimitShader::Program);
for (unsigned i = 0; i < ShadedMesh[SM_RIMLIT].size(); i++)
drawSolidPass2(*ShadedMesh[SM_RIMLIT][i], SM_RIMLIT);
{
GroupedSM<SM_RIMLIT>::MeshSet.push_back(ShadedMesh[SM_RIMLIT][i]);
GroupedSM<SM_RIMLIT>::MVPSet.push_back(ModelViewProjectionMatrix);
GroupedSM<SM_RIMLIT>::TIMVSet.push_back(TransposeInverseModelView);
}
if (!ShadedMesh[SM_UNLIT].empty())
glUseProgram(MeshShader::ObjectUnlitShader::Program);
for (unsigned i = 0; i < ShadedMesh[SM_UNLIT].size(); i++)
drawSolidPass2(*ShadedMesh[SM_UNLIT][i], SM_UNLIT);
for (GLMesh *mesh : ShadedMesh[SM_UNLIT])
{
GroupedSM<SM_UNLIT>::MeshSet.push_back(mesh);
GroupedSM<SM_UNLIT>::MVPSet.push_back(ModelViewProjectionMatrix);
GroupedSM<SM_UNLIT>::TIMVSet.push_back(TransposeInverseModelView);
}
if (!ShadedMesh[SM_DETAILS].empty())
glUseProgram(MeshShader::DetailledObjectPass2Shader::Program);
for (unsigned i = 0; i < ShadedMesh[SM_DETAILS].size(); i++)
drawSolidPass2(*ShadedMesh[SM_DETAILS][i], SM_DETAILS);
for (GLMesh *mesh : ShadedMesh[SM_DETAILS])
{
GroupedSM<SM_DETAILS>::MeshSet.push_back(mesh);
GroupedSM<SM_DETAILS>::MVPSet.push_back(ModelViewProjectionMatrix);
GroupedSM<SM_DETAILS>::TIMVSet.push_back(TransposeInverseModelView);
}
return;
}

View File

@@ -16,8 +16,6 @@ protected:
std::vector<GLMesh *> TransparentMesh[TM_COUNT];
std::vector<GLMesh> GLmeshes;
core::matrix4 ModelViewProjectionMatrix, TransposeInverseModelView;
void drawSolidPass1(const GLMesh &mesh, GeometricMaterial type);
void drawSolidPass2(const GLMesh &mesh, ShadedMaterial type);
void cleanGLMeshes();
public:
STKAnimatedMesh(irr::scene::IAnimatedMesh* mesh, irr::scene::ISceneNode* parent,

View File

@@ -219,6 +219,8 @@ core::vector3df getWind()
return m_speed * vector3df(1., 0., 0.) * cos(time);
}
void drawObjectPass1(const GLMesh &mesh, const core::matrix4 & ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView)
{
irr_driver->IncreaseObjectCount();

View File

@@ -67,12 +67,56 @@ bool isObject(video::E_MATERIAL_TYPE type);
core::vector3df getWind();
// Pass 1 shader (ie shaders that outputs normals and depth)
template<enum GeometricMaterial T>
class GroupedFPSM
{
public:
static std::vector<GLMesh *> MeshSet;
static std::vector<core::matrix4> MVPSet, TIMVSet;
static void reset()
{
MeshSet.clear();
MVPSet.clear();
TIMVSet.clear();
}
};
template<enum GeometricMaterial T>
std::vector<GLMesh *> GroupedFPSM<T>::MeshSet;
template<enum GeometricMaterial T>
std::vector<core::matrix4> GroupedFPSM<T>::MVPSet;
template<enum GeometricMaterial T>
std::vector<core::matrix4> GroupedFPSM<T>::TIMVSet;
void drawObjectPass1(const GLMesh &mesh, const core::matrix4 & ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView);
void drawNormalPass(const GLMesh &mesh, const core::matrix4 & ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView);
void drawObjectRefPass1(const GLMesh &mesh, const core::matrix4 & ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView, const core::matrix4 &TextureMatrix);
void drawGrassPass1(const GLMesh &mesh, const core::matrix4 & ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView, core::vector3df windDir);
// Pass 2 shader (ie shaders that outputs final color)
template<enum ShadedMaterial T>
class GroupedSM
{
public:
static std::vector<GLMesh *> MeshSet;
static std::vector<core::matrix4> MVPSet, TIMVSet;
static void reset()
{
MeshSet.clear();
MVPSet.clear();
TIMVSet.clear();
}
};
template<enum ShadedMaterial T>
std::vector<GLMesh *> GroupedSM<T>::MeshSet;
template<enum ShadedMaterial T>
std::vector<core::matrix4> GroupedSM<T>::MVPSet;
template<enum ShadedMaterial T>
std::vector<core::matrix4> GroupedSM<T>::TIMVSet;
void drawDetailledObjectPass2(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix);
void drawObjectPass2(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TextureMatrix);
void drawUntexturedObject(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix);

View File

@@ -336,21 +336,27 @@ void STKMeshSceneNode::render()
glDisable(GL_CULL_FACE);
ModelViewProjectionMatrix = computeMVP(AbsoluteTransformation);
TransposeInverseModelView = computeTIMV(AbsoluteTransformation);
if (!GeometricMesh[FPSM_DEFAULT].empty())
glUseProgram(MeshShader::ObjectPass1Shader::Program);
for (unsigned i = 0; i < GeometricMesh[FPSM_DEFAULT].size(); i++)
drawSolidPass1(*GeometricMesh[FPSM_DEFAULT][i], FPSM_DEFAULT);
{
GroupedFPSM<FPSM_DEFAULT>::MeshSet.push_back(GeometricMesh[FPSM_DEFAULT][i]);
GroupedFPSM<FPSM_DEFAULT>::MVPSet.push_back(ModelViewProjectionMatrix);
GroupedFPSM<FPSM_DEFAULT>::TIMVSet.push_back(TransposeInverseModelView);
}
if (!GeometricMesh[FPSM_ALPHA_REF_TEXTURE].empty())
glUseProgram(MeshShader::ObjectRefPass1Shader::Program);
for (unsigned i = 0; i < GeometricMesh[FPSM_ALPHA_REF_TEXTURE].size(); i++)
drawSolidPass1(*GeometricMesh[FPSM_ALPHA_REF_TEXTURE][i], FPSM_ALPHA_REF_TEXTURE);
{
GroupedFPSM<FPSM_ALPHA_REF_TEXTURE>::MeshSet.push_back(GeometricMesh[FPSM_ALPHA_REF_TEXTURE][i]);
GroupedFPSM<FPSM_ALPHA_REF_TEXTURE>::MVPSet.push_back(ModelViewProjectionMatrix);
GroupedFPSM<FPSM_ALPHA_REF_TEXTURE>::TIMVSet.push_back(TransposeInverseModelView);
}
if (!GeometricMesh[FPSM_NORMAL_MAP].empty())
glUseProgram(MeshShader::NormalMapShader::Program);
for (unsigned i = 0; i < GeometricMesh[FPSM_NORMAL_MAP].size(); i++)
drawSolidPass1(*GeometricMesh[FPSM_NORMAL_MAP][i], FPSM_NORMAL_MAP);
{
GroupedFPSM<FPSM_NORMAL_MAP>::MeshSet.push_back(GeometricMesh[FPSM_NORMAL_MAP][i]);
GroupedFPSM<FPSM_NORMAL_MAP>::MVPSet.push_back(ModelViewProjectionMatrix);
GroupedFPSM<FPSM_NORMAL_MAP>::TIMVSet.push_back(TransposeInverseModelView);
}
if (!GeometricMesh[FPSM_GRASS].empty())
glUseProgram(MeshShader::GrassPass1Shader::Program);
@@ -367,51 +373,66 @@ void STKMeshSceneNode::render()
if (reload_each_frame)
glDisable(GL_CULL_FACE);
if (!ShadedMesh[SM_DEFAULT].empty())
glUseProgram(MeshShader::ObjectPass2Shader::Program);
for (unsigned i = 0; i < ShadedMesh[SM_DEFAULT].size(); i++)
drawSolidPass2(*ShadedMesh[SM_DEFAULT][i], SM_DEFAULT);
{
GroupedSM<SM_DEFAULT>::MeshSet.push_back(ShadedMesh[SM_DEFAULT][i]);
GroupedSM<SM_DEFAULT>::MVPSet.push_back(ModelViewProjectionMatrix);
GroupedSM<SM_DEFAULT>::TIMVSet.push_back(TransposeInverseModelView);
}
if (!ShadedMesh[SM_ALPHA_REF_TEXTURE].empty())
glUseProgram(MeshShader::ObjectRefPass2Shader::Program);
for (unsigned i = 0; i < ShadedMesh[SM_ALPHA_REF_TEXTURE].size(); i++)
drawSolidPass2(*ShadedMesh[SM_ALPHA_REF_TEXTURE][i], SM_ALPHA_REF_TEXTURE);
{
GroupedSM<SM_ALPHA_REF_TEXTURE>::MeshSet.push_back(ShadedMesh[SM_ALPHA_REF_TEXTURE][i]);
GroupedSM<SM_ALPHA_REF_TEXTURE>::MVPSet.push_back(ModelViewProjectionMatrix);
GroupedSM<SM_ALPHA_REF_TEXTURE>::TIMVSet.push_back(TransposeInverseModelView);
}
if (!ShadedMesh[SM_RIMLIT].empty())
glUseProgram(MeshShader::ObjectRimLimitShader::Program);
for (unsigned i = 0; i < ShadedMesh[SM_RIMLIT].size(); i++)
drawSolidPass2(*ShadedMesh[SM_RIMLIT][i], SM_RIMLIT);
{
GroupedSM<SM_RIMLIT>::MeshSet.push_back(ShadedMesh[SM_RIMLIT][i]);
GroupedSM<SM_RIMLIT>::MVPSet.push_back(ModelViewProjectionMatrix);
GroupedSM<SM_RIMLIT>::TIMVSet.push_back(TransposeInverseModelView);
}
if (!ShadedMesh[SM_SPHEREMAP].empty())
glUseProgram(MeshShader::SphereMapShader::Program);
for (unsigned i = 0; i < ShadedMesh[SM_SPHEREMAP].size(); i++)
drawSolidPass2(*ShadedMesh[SM_SPHEREMAP][i], SM_SPHEREMAP);
{
GroupedSM<SM_SPHEREMAP>::MeshSet.push_back(ShadedMesh[SM_SPHEREMAP][i]);
GroupedSM<SM_SPHEREMAP>::MVPSet.push_back(ModelViewProjectionMatrix);
GroupedSM<SM_SPHEREMAP>::TIMVSet.push_back(TransposeInverseModelView);
}
if (!ShadedMesh[SM_SPLATTING].empty())
glUseProgram(MeshShader::SplattingShader::Program);
for (unsigned i = 0; i < ShadedMesh[SM_SPLATTING].size(); i++)
drawSolidPass2(*ShadedMesh[SM_SPLATTING][i], SM_SPLATTING);
for (GLMesh *mesh : ShadedMesh[SM_SPLATTING])
{
GroupedSM<SM_SPLATTING>::MeshSet.push_back(mesh);
GroupedSM<SM_SPLATTING>::MVPSet.push_back(ModelViewProjectionMatrix);
GroupedSM<SM_SPLATTING>::TIMVSet.push_back(TransposeInverseModelView);
}
for (GLMesh *mesh : ShadedMesh[SM_UNLIT])
{
GroupedSM<SM_UNLIT>::MeshSet.push_back(mesh);
GroupedSM<SM_UNLIT>::MVPSet.push_back(ModelViewProjectionMatrix);
GroupedSM<SM_UNLIT>::TIMVSet.push_back(TransposeInverseModelView);
}
for (GLMesh *mesh : ShadedMesh[SM_DETAILS])
{
GroupedSM<SM_DETAILS>::MeshSet.push_back(mesh);
GroupedSM<SM_DETAILS>::MVPSet.push_back(ModelViewProjectionMatrix);
GroupedSM<SM_DETAILS>::TIMVSet.push_back(TransposeInverseModelView);
}
if (!ShadedMesh[SM_GRASS].empty())
glUseProgram(MeshShader::GrassPass2Shader::Program);
for (unsigned i = 0; i < ShadedMesh[SM_GRASS].size(); i++)
drawSolidPass2(*ShadedMesh[SM_GRASS][i], SM_GRASS);
if (!ShadedMesh[SM_UNLIT].empty())
glUseProgram(MeshShader::ObjectUnlitShader::Program);
for (unsigned i = 0; i < ShadedMesh[SM_UNLIT].size(); i++)
drawSolidPass2(*ShadedMesh[SM_UNLIT][i], SM_UNLIT);
if (!ShadedMesh[SM_CAUSTICS].empty())
glUseProgram(MeshShader::CausticsShader::Program);
for (unsigned i = 0; i < ShadedMesh[SM_CAUSTICS].size(); i++)
drawSolidPass2(*ShadedMesh[SM_CAUSTICS][i], SM_CAUSTICS);
if (!ShadedMesh[SM_DETAILS].empty())
glUseProgram(MeshShader::DetailledObjectPass2Shader::Program);
for (unsigned i = 0; i < ShadedMesh[SM_DETAILS].size(); i++)
drawSolidPass2(*ShadedMesh[SM_DETAILS][i], SM_DETAILS);
if (!ShadedMesh[SM_UNTEXTURED].empty())
glUseProgram(MeshShader::UntexturedObjectShader::Program);
for (unsigned i = 0; i < ShadedMesh[SM_UNTEXTURED].size(); i++)