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playing with the shadwos
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07e7f6ea1d
commit
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2 changed files with 1 additions and 70 deletions
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@ -211,76 +211,7 @@ GLBackend::GLState* GLBackend::syncGPUObject(const State& state) {
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}
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}
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}
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/*
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for (auto field: state.getFields()) {
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switch(field.first) {
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case State::FILL_MODE: {
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generateFillMode(object->_commands, State::FillMode(field.second._integer));
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break;
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}
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case State::CULL_MODE: {
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generateCullMode(object->_commands, State::CullMode(field.second._integer));
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break;
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}
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case State::DEPTH_BIAS:
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case State::DEPTH_BIAS_SLOPE_SCALE: {
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depthBias = true;
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break;
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}
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case State::FRONT_FACE_CLOCKWISE: {
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generateFrontFaceClockwise(object->_commands, bool(field.second._integer));
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break;
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}
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case State::DEPTH_CLIP_ENABLE: {
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generateDepthClipEnable(object->_commands, bool(field.second._integer));
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break;
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}
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case State::SCISSOR_ENABLE: {
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generateScissorEnable(object->_commands, bool(field.second._integer));
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break;
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}
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case State::MULTISAMPLE_ENABLE: {
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generateMultisampleEnable(object->_commands, bool(field.second._integer));
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break;
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}
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case State::ANTIALISED_LINE_ENABLE: {
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generateAntialiasedLineEnable(object->_commands, bool(field.second._integer));
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break;
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}
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case State::DEPTH_TEST: {
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generateDepthTest(object->_commands, State::DepthTest(field.second._integer));
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break;
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}
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case State::STENCIL_ACTIVATION:
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case State::STENCIL_TEST_FRONT:
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case State::STENCIL_TEST_BACK: {
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stencilState = true;
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break;
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}
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case State::SAMPLE_MASK: {
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generateSampleMask(object->_commands, (field.second._unsigned_integer));
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break;
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}
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case State::ALPHA_TO_COVERAGE_ENABLE: {
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generateAlphaToCoverageEnable(object->_commands, bool(field.second._integer));
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break;
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}
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case State::BLEND_FUNCTION: {
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generateBlend(object->_commands, state);
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break;
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}
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case State::COLOR_WRITE_MASK: {
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generateColorWriteMask(object->_commands, field.second._integer);
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break;
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}
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}
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}
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*/
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if (depthBias) {
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generateDepthBias(object->_commands, state);
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}
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@ -122,7 +122,7 @@ void Model::RenderPipelineLib::addRenderPipeline(Model::RenderKey key,
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// Backface on shadow
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if (key.isShadow()) {
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state->setCullMode(gpu::State::CULL_FRONT);
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state->setDepthBias(1.1f);
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state->setDepthBias(1.0f);
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state->setDepthBiasSlopeScale(4.0f);
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} else {
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state->setCullMode(gpu::State::CULL_BACK);
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