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Merge pull request #12532 from samcake/RC65
RC65 Fix: Applying the fix for shadows and transitions on Dual Quat Skinned meshes
This commit is contained in:
commit
678584538d
4 changed files with 68 additions and 6 deletions
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@ -100,6 +100,7 @@
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#include "model_shadow_vert.h"
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#include "skin_model_shadow_vert.h"
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#include "skin_model_shadow_dq_vert.h"
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#include "skin_model_shadow_fade_dq_vert.h"
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#include "model_shadow_frag.h"
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#include "skin_model_shadow_frag.h"
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@ -217,6 +218,7 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip
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auto skinModelDualQuatVertex = skin_model_dq_vert::getShader();
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auto skinModelNormalMapDualQuatVertex = skin_model_normal_map_dq_vert::getShader();
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auto skinModelShadowDualQuatVertex = skin_model_shadow_dq_vert::getShader();
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auto skinModelShadowFadeDualQuatVertex = skin_model_shadow_fade_dq_vert::getShader();
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auto skinModelFadeDualQuatVertex = skin_model_fade_dq_vert::getShader();
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auto skinModelNormalMapFadeDualQuatVertex = skin_model_normal_map_fade_dq_vert::getShader();
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auto skinModelTranslucentDualQuatVertex = skinModelFadeDualQuatVertex; // We use the same because it ouputs world position per vertex
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@ -490,7 +492,7 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip
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// Same thing but with Fade on
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addPipeline(
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Key::Builder().withMaterial().withSkinned().withDualQuatSkinned().withTranslucent().withFade(),
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skinModelFadeVertex, modelTranslucentFadePixel, batchSetter, itemSetter);
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skinModelFadeDualQuatVertex, modelTranslucentFadePixel, batchSetter, itemSetter);
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addPipeline(
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Key::Builder().withMaterial().withSkinned().withDualQuatSkinned().withTranslucent().withTangents().withFade(),
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skinModelNormalMapFadeDualQuatVertex, modelTranslucentNormalMapFadePixel, batchSetter, itemSetter);
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@ -515,6 +517,16 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip
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addPipeline(
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Key::Builder().withSkinned().withDepthOnly().withFade(),
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skinModelShadowFadeVertex, modelShadowFadePixel, batchSetter, itemSetter);
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// Now repeat for dual quaternion
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// Depth-only
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addPipeline(
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Key::Builder().withSkinned().withDualQuatSkinned().withDepthOnly(),
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skinModelShadowDualQuatVertex, modelShadowPixel, nullptr, nullptr);
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// Same thing but with Fade on
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addPipeline(
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Key::Builder().withSkinned().withDualQuatSkinned().withDepthOnly().withFade(),
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skinModelShadowFadeDualQuatVertex, modelShadowFadePixel, batchSetter, itemSetter);
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}
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void initForwardPipelines(ShapePlumber& plumber, const render::ShapePipeline::BatchSetter& batchSetter, const render::ShapePipeline::ItemSetter& itemSetter) {
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@ -525,6 +537,10 @@ void initForwardPipelines(ShapePlumber& plumber, const render::ShapePipeline::Ba
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auto skinModelNormalMapVertex = skin_model_normal_map_vert::getShader();
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auto skinModelNormalMapFadeVertex = skin_model_normal_map_fade_vert::getShader();
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auto skinModelDualQuatVertex = skin_model_dq_vert::getShader();
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auto skinModelNormalMapDualQuatVertex = skin_model_normal_map_dq_vert::getShader();
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auto skinModelNormalMapFadeDualQuatVertex = skin_model_normal_map_fade_dq_vert::getShader();
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// Pixel shaders
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auto modelPixel = forward_model_frag::getShader();
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auto modelUnlitPixel = forward_model_unlit_frag::getShader();
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@ -568,6 +584,22 @@ void initForwardPipelines(ShapePlumber& plumber, const render::ShapePipeline::Ba
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Key::Builder().withMaterial().withSkinned().withTangents().withFade(),
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skinModelNormalMapFadeVertex, modelNormalMapFadePixel, batchSetter, itemSetter, nullptr, nullptr);
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// Dual Quaternion
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addPipeline(
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Key::Builder().withMaterial().withSkinned().withDualQuatSkinned(),
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skinModelDualQuatVertex, modelPixel, nullptr, nullptr);
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addPipeline(
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Key::Builder().withMaterial().withSkinned().withTangents().withDualQuatSkinned(),
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skinModelNormalMapDualQuatVertex, modelNormalMapPixel, nullptr, nullptr);
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addPipeline(
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Key::Builder().withMaterial().withSkinned().withSpecular().withDualQuatSkinned(),
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skinModelDualQuatVertex, modelSpecularMapPixel, nullptr, nullptr);
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addPipeline(
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Key::Builder().withMaterial().withSkinned().withTangents().withSpecular().withDualQuatSkinned(),
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skinModelNormalMapDualQuatVertex, modelNormalSpecularMapPixel, nullptr, nullptr);
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addPipeline(
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Key::Builder().withMaterial().withSkinned().withTangents().withFade().withDualQuatSkinned(),
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skinModelNormalMapFadeDualQuatVertex, modelNormalMapFadePixel, batchSetter, itemSetter, nullptr, nullptr);
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}
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void addPlumberPipeline(ShapePlumber& plumber,
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@ -672,7 +704,7 @@ void initZPassPipelines(ShapePlumber& shapePlumber, gpu::StatePointer state) {
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auto skinPixel = skin_model_shadow_frag::getShader();
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gpu::ShaderPointer skinProgram = gpu::Shader::createProgram(skinVertex, skinPixel);
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shapePlumber.addPipeline(
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ShapeKey::Filter::Builder().withSkinned().withoutFade(),
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ShapeKey::Filter::Builder().withSkinned().withoutDualQuatSkinned().withoutFade(),
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skinProgram, state);
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auto modelFadeVertex = model_shadow_fade_vert::getShader();
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@ -686,8 +718,21 @@ void initZPassPipelines(ShapePlumber& shapePlumber, gpu::StatePointer state) {
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auto skinFadePixel = skin_model_shadow_fade_frag::getShader();
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gpu::ShaderPointer skinFadeProgram = gpu::Shader::createProgram(skinFadeVertex, skinFadePixel);
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shapePlumber.addPipeline(
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ShapeKey::Filter::Builder().withSkinned().withFade(),
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ShapeKey::Filter::Builder().withSkinned().withoutDualQuatSkinned().withFade(),
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skinFadeProgram, state);
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//Added for dual quaternions
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auto skinModelShadowDualQuatVertex = skin_model_shadow_dq_vert::getShader();
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gpu::ShaderPointer skinModelShadowDualQuatProgram = gpu::Shader::createProgram(skinModelShadowDualQuatVertex, skinPixel);
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shapePlumber.addPipeline(
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ShapeKey::Filter::Builder().withSkinned().withDualQuatSkinned().withoutFade(),
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skinModelShadowDualQuatProgram, state);
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auto skinModelShadowFadeDualQuatVertex = skin_model_shadow_fade_dq_vert::getShader();
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gpu::ShaderPointer skinModelShadowFadeDualQuatProgram = gpu::Shader::createProgram(skinModelShadowFadeDualQuatVertex, skinFadePixel);
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shapePlumber.addPipeline(
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ShapeKey::Filter::Builder().withSkinned().withDualQuatSkinned().withFade(),
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skinModelShadowFadeDualQuatProgram, state);
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}
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#include "RenderPipelines.h"
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@ -163,8 +163,10 @@ void RenderShadowMap::run(const render::RenderContextPointer& renderContext, con
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auto shadowPipeline = _shapePlumber->pickPipeline(args, defaultKeyBuilder);
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auto shadowSkinnedPipeline = _shapePlumber->pickPipeline(args, defaultKeyBuilder.withSkinned());
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auto shadowSkinnedDQPipeline = _shapePlumber->pickPipeline(args, defaultKeyBuilder.withSkinned().withDualQuatSkinned());
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std::vector<ShapeKey> skinnedShapeKeys{};
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std::vector<ShapeKey> skinnedDQShapeKeys{};
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std::vector<ShapeKey> ownPipelineShapeKeys{};
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// Iterate through all inShapes and render the unskinned
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@ -172,7 +174,11 @@ void RenderShadowMap::run(const render::RenderContextPointer& renderContext, con
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batch.setPipeline(shadowPipeline->pipeline);
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for (auto items : inShapes) {
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if (items.first.isSkinned()) {
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skinnedShapeKeys.push_back(items.first);
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if (items.first.isDualQuatSkinned()) {
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skinnedDQShapeKeys.push_back(items.first);
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} else {
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skinnedShapeKeys.push_back(items.first);
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}
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} else if (!items.first.hasOwnPipeline()) {
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renderItems(renderContext, items.second);
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} else {
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@ -187,6 +193,13 @@ void RenderShadowMap::run(const render::RenderContextPointer& renderContext, con
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renderItems(renderContext, inShapes.at(key));
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}
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// Reiterate to render the DQ skinned
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args->_shapePipeline = shadowSkinnedDQPipeline;
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batch.setPipeline(shadowSkinnedDQPipeline->pipeline);
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for (const auto& key : skinnedDQShapeKeys) {
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renderItems(renderContext, inShapes.at(key));
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}
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// Finally render the items with their own pipeline last to prevent them from breaking the
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// render state. This is probably a temporary code as there is probably something better
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// to do in the render call of objects that have their own pipeline.
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@ -30,6 +30,7 @@ out vec3 _normal;
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out vec3 _tangent;
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out vec3 _color;
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out float _alpha;
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out vec4 _worldPosition;
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void main(void) {
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vec4 position = vec4(0.0, 0.0, 0.0, 0.0);
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@ -53,6 +54,7 @@ void main(void) {
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TransformCamera cam = getTransformCamera();
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TransformObject obj = getTransformObject();
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<$transformModelToEyeAndClipPos(cam, obj, position, _position, gl_Position)$>
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<$transformModelToWorldPos(obj, position, _worldPosition)$>
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<$transformModelToWorldDir(cam, obj, interpolatedNormal.xyz, interpolatedNormal.xyz)$>
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<$transformModelToWorldDir(cam, obj, interpolatedTangent.xyz, interpolatedTangent.xyz)$>
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@ -135,8 +135,8 @@ public:
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Builder& withSkinned() { _flags.set(SKINNED); _mask.set(SKINNED); return (*this); }
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Builder& withoutSkinned() { _flags.reset(SKINNED); _mask.set(SKINNED); return (*this); }
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Builder& withDualQuatSkinned() { _flags.set(DUAL_QUAT_SKINNED); _mask.set(SKINNED); return (*this); }
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Builder& withoutDualQuatSkinned() { _flags.reset(DUAL_QUAT_SKINNED); _mask.set(SKINNED); return (*this); }
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Builder& withDualQuatSkinned() { _flags.set(DUAL_QUAT_SKINNED); _mask.set(DUAL_QUAT_SKINNED); return (*this); }
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Builder& withoutDualQuatSkinned() { _flags.reset(DUAL_QUAT_SKINNED); _mask.set(DUAL_QUAT_SKINNED); return (*this); }
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Builder& withDepthOnly() { _flags.set(DEPTH_ONLY); _mask.set(DEPTH_ONLY); return (*this); }
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Builder& withoutDepthOnly() { _flags.reset(DEPTH_ONLY); _mask.set(DEPTH_ONLY); return (*this); }
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@ -176,6 +176,7 @@ public:
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bool isUnlit() const { return _flags[UNLIT]; }
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bool isTranslucent() const { return _flags[TRANSLUCENT]; }
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bool isSkinned() const { return _flags[SKINNED]; }
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bool isDualQuatSkinned() const { return _flags[DUAL_QUAT_SKINNED]; }
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bool isDepthOnly() const { return _flags[DEPTH_ONLY]; }
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bool isDepthBiased() const { return _flags[DEPTH_BIAS]; }
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bool isWireframe() const { return _flags[WIREFRAME]; }
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@ -216,6 +217,7 @@ inline QDebug operator<<(QDebug debug, const ShapeKey& key) {
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<< "isUnlit:" << key.isUnlit()
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<< "isTranslucent:" << key.isTranslucent()
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<< "isSkinned:" << key.isSkinned()
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<< "isDualQuatSkinned:" << key.isDualQuatSkinned()
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<< "isDepthOnly:" << key.isDepthOnly()
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<< "isDepthBiased:" << key.isDepthBiased()
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<< "isWireframe:" << key.isWireframe()
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