forked from mirrors/0ad
Moves color mask, depth mask and function management from CShaderPass to DeviceCommandContext.
Tested By: Langbart Comments By: Stan Differential Revision: https://code.wildfiregames.com/D4465 This was SVN commit r26284.
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@@ -626,10 +626,7 @@ void ShadowMap::BeginRender()
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// color buffer too, else Mali 400 drivers get confused.
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// Might as well clear stencil too for completeness.
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if (g_RenderingOptions.GetShadowAlphaFix())
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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glColorMask(0, 0, 0, 0);
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}
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else
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glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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}
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@@ -671,9 +668,6 @@ void ShadowMap::EndRender()
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const SViewPort vp = { 0, 0, g_Renderer.GetWidth(), g_Renderer.GetHeight() };
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g_Renderer.SetViewport(vp);
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if (g_RenderingOptions.GetShadowAlphaFix())
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glColorMask(1, 1, 1, 1);
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}
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void ShadowMap::BindTo(const CShaderProgramPtr& shader) const
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@@ -726,8 +720,6 @@ void ShadowMap::SetDepthTextureBits(int bits)
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void ShadowMap::RenderDebugBounds()
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{
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glDepthMask(0);
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// Render various shadow bounds:
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// Yellow = bounds of objects in view frustum that receive shadows
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// Red = culling frustum used to find potential shadow casters
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@@ -754,8 +746,6 @@ void ShadowMap::RenderDebugBounds()
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g_Renderer.GetDebugRenderer().DrawBrushOutline(frustumBrush, CColor(1.0f, 0.0f, 0.0f, 0.5f));
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}
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glDepthMask(1);
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ogl_WarnIfError();
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}
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@@ -765,8 +755,6 @@ void ShadowMap::RenderDebugTexture(
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if (!m->Texture)
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return;
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glDepthMask(0);
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glDisable(GL_DEPTH_TEST);
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#if !CONFIG2_GLES
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@@ -812,7 +800,6 @@ void ShadowMap::RenderDebugTexture(
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#endif
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glEnable(GL_DEPTH_TEST);
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glDepthMask(1);
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ogl_WarnIfError();
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}
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