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Merge pull request #13775 from SamGondelman/shadows
Don't bind materials during shadow pass
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commit
da71572d2c
3 changed files with 19 additions and 10 deletions
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@ -112,11 +112,14 @@ void MaterialEntityRenderer::doRender(RenderArgs* args) {
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}
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batch.setModelTransform(renderTransform);
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drawMaterial->setTextureTransforms(textureTransform);
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// bind the material
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RenderPipelines::bindMaterial(drawMaterial, batch, args->_enableTexturing);
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args->_details._materialSwitches++;
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if (args->_renderMode != render::Args::RenderMode::SHADOW_RENDER_MODE) {
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drawMaterial->setTextureTransforms(textureTransform);
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// bind the material
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RenderPipelines::bindMaterial(drawMaterial, batch, args->_enableTexturing);
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args->_details._materialSwitches++;
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}
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// Draw!
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DependencyManager::get<GeometryCache>()->renderSphere(batch);
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@ -268,8 +268,10 @@ void ShapeEntityRenderer::doRender(RenderArgs* args) {
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geometryCache->renderSolidShapeInstance(args, batch, geometryShape, outColor, pipeline);
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}
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} else {
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RenderPipelines::bindMaterial(mat, batch, args->_enableTexturing);
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args->_details._materialSwitches++;
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if (args->_renderMode != render::Args::RenderMode::SHADOW_RENDER_MODE) {
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RenderPipelines::bindMaterial(mat, batch, args->_enableTexturing);
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args->_details._materialSwitches++;
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}
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geometryCache->renderShape(batch, geometryShape);
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}
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@ -157,8 +157,10 @@ void MeshPartPayload::render(RenderArgs* args) {
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bindMesh(batch);
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// apply material properties
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RenderPipelines::bindMaterial(!_drawMaterials.empty() ? _drawMaterials.top().material : DEFAULT_MATERIAL, batch, args->_enableTexturing);
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args->_details._materialSwitches++;
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if (args->_renderMode != render::Args::RenderMode::SHADOW_RENDER_MODE) {
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RenderPipelines::bindMaterial(!_drawMaterials.empty() ? _drawMaterials.top().material : DEFAULT_MATERIAL, batch, args->_enableTexturing);
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args->_details._materialSwitches++;
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}
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// Draw!
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{
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@ -417,8 +419,10 @@ void ModelMeshPartPayload::render(RenderArgs* args) {
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bindMesh(batch);
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// apply material properties
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RenderPipelines::bindMaterial(!_drawMaterials.empty() ? _drawMaterials.top().material : DEFAULT_MATERIAL, batch, args->_enableTexturing);
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args->_details._materialSwitches++;
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if (args->_renderMode != render::Args::RenderMode::SHADOW_RENDER_MODE) {
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RenderPipelines::bindMaterial(!_drawMaterials.empty() ? _drawMaterials.top().material : DEFAULT_MATERIAL, batch, args->_enableTexturing);
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args->_details._materialSwitches++;
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}
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// Draw!
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{
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