mirror of
https://gitea.wildfiregames.com/0ad/0ad.git
synced 2026-07-15 04:15:28 +00:00
Removes unused shadow settings forgotten in 12e2428495, removes direct SkipSubmit access.
This was SVN commit r25261.
This commit is contained in:
@@ -84,7 +84,7 @@ void CChart::DrawLine(const CShaderProgramPtr& shader, const CGUIColor& color, c
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glEnable(GL_LINE_SMOOTH);
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#endif
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glLineWidth(1.1f);
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if (!g_Renderer.m_SkipSubmit)
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if (!g_Renderer.DoSkipSubmit())
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glDrawArrays(GL_LINE_STRIP, 0, vertices.size() / 3);
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glLineWidth(1.0f);
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#if !CONFIG2_GLES
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@@ -98,7 +98,7 @@ void CChart::DrawTriangleStrip(const CShaderProgramPtr& shader, const CGUIColor&
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shader->VertexPointer(3, GL_FLOAT, 0, &vertices[0]);
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shader->AssertPointersBound();
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if (!g_Renderer.m_SkipSubmit)
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if (!g_Renderer.DoSkipSubmit())
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glDrawArrays(GL_TRIANGLE_STRIP, 0, vertices.size() / 3);
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}
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@@ -349,7 +349,7 @@ void CMiniMap::DrawViewRect(const CMatrix3D& transform) const
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shader->VertexPointer(2, GL_FLOAT, 0, vertices.data());
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shader->AssertPointersBound();
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if (!g_Renderer.m_SkipSubmit)
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if (!g_Renderer.DoSkipSubmit())
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glDrawArrays(GL_LINES, 0, vertices.size() / 2);
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tech->EndPass();
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@@ -414,7 +414,7 @@ void CMiniMap::DrawTexture(CShaderProgramPtr shader, float coordMax, float angle
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shader->VertexPointer(3, GL_FLOAT, 0, quadVerts);
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shader->AssertPointersBound();
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if (!g_Renderer.m_SkipSubmit)
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if (!g_Renderer.DoSkipSubmit())
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glDrawArrays(GL_TRIANGLES, 0, 6);
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}
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@@ -655,7 +655,7 @@ void CMiniMap::Draw()
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shader->ColorPointer(4, GL_UNSIGNED_BYTE, stride, base + m_AttributeColor.offset);
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shader->AssertPointersBound();
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if (!g_Renderer.m_SkipSubmit)
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if (!g_Renderer.DoSkipSubmit())
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glDrawElements(GL_POINTS, (GLsizei)(m_EntitiesDrawn), GL_UNSIGNED_SHORT, indexBase);
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g_Renderer.GetStats().m_DrawCalls++;
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@@ -434,12 +434,9 @@ CRenderer::CRenderer()
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if (skycolor.ParseString(skystring, 255.f))
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SetClearColor(skycolor.AsSColor4ub());
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m_ShadowZBias = 0.02f;
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m_ShadowMapSize = 0;
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m_LightEnv = nullptr;
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m_LightEnv = NULL;
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m_CurrentScene = NULL;
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m_CurrentScene = nullptr;
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m_hCompositeAlphaMap = 0;
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+19
-37
@@ -1,4 +1,4 @@
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/* Copyright (C) 2020 Wildfire Games.
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/* Copyright (C) 2021 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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@@ -25,16 +25,14 @@
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#include "graphics/Camera.h"
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#include "graphics/SColor.h"
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#include "graphics/ShaderDefines.h"
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#include "graphics/ShaderProgramPtr.h"
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#include "lib/file/vfs/vfs_path.h"
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#include "lib/res/handle.h"
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#include "ps/Singleton.h"
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#include "graphics/ShaderDefines.h"
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#include "renderer/Scene.h"
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#include "renderer/RenderingOptions.h"
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#include "renderer/Scene.h"
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// necessary declarations
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class CFontManager;
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class CLightEnv;
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class CMaterial;
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@@ -74,7 +72,8 @@ public:
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// various enumerations and renderer related constants
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enum { NumAlphaMaps=14 };
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enum CullGroup {
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enum CullGroup
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{
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CULL_DEFAULT,
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CULL_SHADOWS,
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CULL_REFLECTIONS,
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@@ -85,7 +84,8 @@ public:
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};
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// stats class - per frame counts of number of draw calls, poly counts etc
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struct Stats {
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struct Stats
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{
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// set all stats to zero
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void Reset() { memset(this, 0, sizeof(*this)); }
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// number of draw calls per frame - total DrawElements + Begin/End immediate mode loops
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@@ -104,7 +104,8 @@ public:
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size_t m_Particles;
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};
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struct Caps {
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struct Caps
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{
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bool m_VBO;
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bool m_ARBProgram;
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bool m_ARBProgramShadow;
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@@ -192,8 +193,9 @@ public:
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// set the current lighting environment; (note: the passed pointer is just copied to a variable within the renderer,
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// so the lightenv passed must be scoped such that it is not destructed until after the renderer is no longer rendering)
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void SetLightEnv(CLightEnv* lightenv) {
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m_LightEnv=lightenv;
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void SetLightEnv(CLightEnv* lightenv)
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{
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m_LightEnv = lightenv;
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}
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// set the mode to render subsequent terrain patches
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@@ -288,6 +290,12 @@ public:
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*/
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void ResetState();
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/**
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* m_SkipSubmit: Disable the actual submission of rendering commands to OpenGL.
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* All state setup is still performed as usual.
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*/
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bool DoSkipSubmit() const { return m_SkipSubmit; }
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protected:
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friend struct CRendererInternals;
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friend class CVertexBuffer;
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@@ -428,33 +436,7 @@ protected:
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*/
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bool m_DisplayTerrainPriorities;
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public:
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/**
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* m_ShadowZBias: Z bias used when rendering shadows into a depth texture.
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* This can be used to control shadowing artifacts.
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*
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* Can be accessed via JS as renderer.shadowZBias
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* ShadowMap uses this for matrix calculation.
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*/
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float m_ShadowZBias;
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/**
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* m_ShadowMapSize: Size of shadow map, or 0 for default. Typically slow but useful
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* for high-quality rendering. Changes don't take effect until the shadow map
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* is regenerated.
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*
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* Can be accessed via JS as renderer.shadowMapSize
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*/
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int m_ShadowMapSize;
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/**
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* m_SkipSubmit: Disable the actual submission of rendering commands to OpenGL.
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* All state setup is still performed as usual.
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*
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* Can be accessed via JS as renderer.skipSubmit
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*/
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bool m_SkipSubmit;
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};
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#endif
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#endif // INCLUDED_RENDERER
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@@ -433,41 +433,34 @@ void ShadowMapInternals::CreateTexture()
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pglGenFramebuffersEXT(1, &Framebuffer);
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if (g_Renderer.m_ShadowMapSize != 0)
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{
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// non-default option to override the size
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Width = Height = g_Renderer.m_ShadowMapSize;
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}
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else
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{
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CFG_GET_VAL("shadowquality", QualityLevel);
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CFG_GET_VAL("shadowquality", QualityLevel);
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// get shadow map size as next power of two up from view width/height
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int shadow_map_size = (int)round_up_to_pow2((unsigned)std::max(g_Renderer.GetWidth(), g_Renderer.GetHeight()));
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switch (QualityLevel)
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{
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// Very Low
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case -2:
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shadow_map_size /= 4;
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break;
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// Low
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case -1:
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shadow_map_size /= 2;
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break;
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// High
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case 1:
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shadow_map_size *= 2;
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break;
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// Ultra
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case 2:
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shadow_map_size *= 4;
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break;
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// Medium as is
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default:
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break;
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}
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Width = Height = shadow_map_size;
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// get shadow map size as next power of two up from view width/height
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int shadow_map_size = (int)round_up_to_pow2((unsigned)std::max(g_Renderer.GetWidth(), g_Renderer.GetHeight()));
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switch (QualityLevel)
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{
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// Very Low
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case -2:
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shadow_map_size /= 4;
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break;
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// Low
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case -1:
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shadow_map_size /= 2;
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break;
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// High
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case 1:
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shadow_map_size *= 2;
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break;
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// Ultra
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case 2:
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shadow_map_size *= 4;
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break;
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// Medium as is
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default:
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break;
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}
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Width = Height = shadow_map_size;
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// Clamp to the maximum texture size
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Width = std::min(Width, (int)ogl_max_tex_size);
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Height = std::min(Height, (int)ogl_max_tex_size);
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@@ -847,7 +847,7 @@ void WaterManager::RenderWaves(const CFrustum& frustrum)
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#if CONFIG2_GLES
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#warning Fix WaterManager::RenderWaves on GLES
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#else
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if (g_Renderer.m_SkipSubmit || !m_WaterFancyEffects)
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if (g_Renderer.DoSkipSubmit() || !m_WaterFancyEffects)
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return;
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pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_FancyEffectsFBO);
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