- moved VR code and IntRect to 'common'
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4b56714199
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23 changed files with 108 additions and 85 deletions
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@ -29,6 +29,7 @@
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#include "g_levellocals.h"
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#include "v_video.h"
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#include "a_dynlight.h"
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#include "hwrenderer/postprocessing/hw_postprocess.h"
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/*
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The 1D shadow maps are stored in a 1024x1024 texture as float depth values (R32F).
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@ -224,3 +225,23 @@ IShadowMap::~IShadowMap()
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Reset();
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}
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void PPShadowMap::Update(PPRenderState* renderstate)
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{
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ShadowMapUniforms uniforms;
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uniforms.ShadowmapQuality = (float)gl_shadowmap_quality;
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uniforms.NodesCount = screen->mShadowMap.NodesCount();
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renderstate->PushGroup("shadowmap");
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renderstate->Clear();
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renderstate->Shader = &ShadowMap;
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renderstate->Uniforms.Set(uniforms);
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renderstate->Viewport = { 0, 0, gl_shadowmap_quality, 1024 };
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renderstate->SetShadowMapBuffers(true);
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renderstate->SetOutputShadowMap();
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renderstate->SetNoBlend();
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renderstate->Draw();
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renderstate->PopGroup();
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}
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