Changeset 25261

Timestamp:
Apr 14, 2021, 10:25:05 PM (3 years ago)
Author:
Vladislav Belov
Message:

Removes unused shadow settings forgotten in rP13877, removes direct SkipSubmit access.

Location:
ps/trunk/source
Files:
6 edited

Legend:

Unmodified
Added
Removed
  • ps/trunk/source/gui/ObjectTypes/CChart.cpp

    r25231 r25261  
    8585#endif
    8686    glLineWidth(1.1f);
    87     if (!g_Renderer.m_SkipSubmit)
     87    if (!g_Renderer.)
    8888        glDrawArrays(GL_LINE_STRIP, 0, vertices.size() / 3);
    8989    glLineWidth(1.0f);
     
    9999    shader->AssertPointersBound();
    100100
    101     if (!g_Renderer.m_SkipSubmit)
     101    if (!g_Renderer.)
    102102        glDrawArrays(GL_TRIANGLE_STRIP, 0, vertices.size() / 3);
    103103}
  • ps/trunk/source/gui/ObjectTypes/CMiniMap.cpp

    r25254 r25261  
    350350    shader->AssertPointersBound();
    351351
    352     if (!g_Renderer.m_SkipSubmit)
     352    if (!g_Renderer.)
    353353        glDrawArrays(GL_LINES, 0, vertices.size() / 2);
    354354
     
    415415    shader->AssertPointersBound();
    416416
    417     if (!g_Renderer.m_SkipSubmit)
     417    if (!g_Renderer.)
    418418        glDrawArrays(GL_TRIANGLES, 0, 6);
    419419}
     
    656656        shader->AssertPointersBound();
    657657
    658         if (!g_Renderer.m_SkipSubmit)
     658        if (!g_Renderer.)
    659659            glDrawElements(GL_POINTS, (GLsizei)(m_EntitiesDrawn), GL_UNSIGNED_SHORT, indexBase);
    660660
  • ps/trunk/source/renderer/Renderer.cpp

    r25073 r25261  
    435435        SetClearColor(skycolor.AsSColor4ub());
    436436
    437     m_ShadowZBias = 0.02f;
    438     m_ShadowMapSize = 0;
    439 
    440     m_LightEnv = NULL;
    441 
    442     m_CurrentScene = NULL;
     437    m_LightEnv = nullptr;
     438
     439    m_CurrentScene = nullptr;
    443440
    444441    m_hCompositeAlphaMap = 0;
  • ps/trunk/source/renderer/Renderer.h

    r24228 r25261  
    1 /* Copyright (C) 2020 Wildfire Games.
     1/* Copyright (C) 202 Wildfire Games.
    22 * This file is part of 0 A.D.
    33 *
     
    2626#include "graphics/Camera.h"
    2727#include "graphics/SColor.h"
     28
    2829#include "graphics/ShaderProgramPtr.h"
    2930#include "lib/file/vfs/vfs_path.h"
    3031#include "lib/res/handle.h"
    3132#include "ps/Singleton.h"
    32 
    33 #include "graphics/ShaderDefines.h"
     33#include "renderer/RenderingOptions.h"
    3434#include "renderer/Scene.h"
    35 #include "renderer/RenderingOptions.h"
    36 
    37 // necessary declarations
     35
    3836class CFontManager;
    3937class CLightEnv;
     
    7573    enum { NumAlphaMaps=14 };
    7674
    77     enum CullGroup {
     75    enum CullGroup
     76    {
    7877        CULL_DEFAULT,
    7978        CULL_SHADOWS,
     
    8685
    8786    // stats class - per frame counts of number of draw calls, poly counts etc
    88     struct Stats {
     87    struct Stats
     88    {
    8989        // set all stats to zero
    9090        void Reset() { memset(this, 0, sizeof(*this)); }
     
    105105    };
    106106
    107     struct Caps {
     107    struct Caps
     108    {
    108109        bool m_VBO;
    109110        bool m_ARBProgram;
     
    193194    // set the current lighting environment; (note: the passed pointer is just copied to a variable within the renderer,
    194195    // so the lightenv passed must be scoped such that it is not destructed until after the renderer is no longer rendering)
    195     void SetLightEnv(CLightEnv* lightenv) {
    196         m_LightEnv=lightenv;
     196    void SetLightEnv(CLightEnv* lightenv)
     197    {
     198        m_LightEnv = lightenv;
    197199    }
    198200
     
    288290     */
    289291    void ResetState();
     292
     293
     294
     295
     296
     297
    290298
    291299protected:
     
    429437    bool m_DisplayTerrainPriorities;
    430438
    431 public:
    432     /**
    433      * m_ShadowZBias: Z bias used when rendering shadows into a depth texture.
    434      * This can be used to control shadowing artifacts.
    435      *
    436      * Can be accessed via JS as renderer.shadowZBias
    437      * ShadowMap uses this for matrix calculation.
    438      */
    439     float m_ShadowZBias;
    440 
    441     /**
    442      * m_ShadowMapSize: Size of shadow map, or 0 for default. Typically slow but useful
    443      * for high-quality rendering. Changes don't take effect until the shadow map
    444      * is regenerated.
    445      *
    446      * Can be accessed via JS as renderer.shadowMapSize
    447      */
    448     int m_ShadowMapSize;
    449 
    450     /**
    451      * m_SkipSubmit: Disable the actual submission of rendering commands to OpenGL.
    452      * All state setup is still performed as usual.
    453      *
    454      * Can be accessed via JS as renderer.skipSubmit
    455      */
    456439    bool m_SkipSubmit;
    457440};
    458441
    459 
    460 #endif
     442#endif // INCLUDED_RENDERER
  • ps/trunk/source/renderer/ShadowMap.cpp

    r25159 r25261  
    434434    pglGenFramebuffersEXT(1, &Framebuffer);
    435435
    436     if (g_Renderer.m_ShadowMapSize != 0)
    437     {
    438         // non-default option to override the size
    439         Width = Height = g_Renderer.m_ShadowMapSize;
    440     }
    441     else
    442     {
    443         CFG_GET_VAL("shadowquality", QualityLevel);
    444 
    445         // get shadow map size as next power of two up from view width/height
    446         int shadow_map_size = (int)round_up_to_pow2((unsigned)std::max(g_Renderer.GetWidth(), g_Renderer.GetHeight()));
    447         switch (QualityLevel)
    448         {
    449         // Very Low
    450         case -2:
    451             shadow_map_size /= 4;
    452             break;
    453         // Low
    454         case -1:
    455             shadow_map_size /= 2;
    456             break;
    457         // High
    458         case 1:
    459             shadow_map_size *= 2;
    460             break;
    461         // Ultra
    462         case 2:
    463             shadow_map_size *= 4;
    464             break;
    465         // Medium as is
    466         default:
    467             break;
    468         }
    469         Width = Height = shadow_map_size;
    470     }
     436    CFG_GET_VAL("shadowquality", QualityLevel);
     437
     438    // get shadow map size as next power of two up from view width/height
     439    int shadow_map_size = (int)round_up_to_pow2((unsigned)std::max(g_Renderer.GetWidth(), g_Renderer.GetHeight()));
     440    switch (QualityLevel)
     441    {
     442    // Very Low
     443    case -2:
     444        shadow_map_size /= 4;
     445        break;
     446    // Low
     447    case -1:
     448        shadow_map_size /= 2;
     449        break;
     450    // High
     451    case 1:
     452        shadow_map_size *= 2;
     453        break;
     454    // Ultra
     455    case 2:
     456        shadow_map_size *= 4;
     457        break;
     458    // Medium as is
     459    default:
     460        break;
     461    }
     462    Width = Height = shadow_map_size;
     463
    471464    // Clamp to the maximum texture size
    472465    Width = std::min(Width, (int)ogl_max_tex_size);
  • ps/trunk/source/renderer/WaterManager.cpp

    r24943 r25261  
    848848#warning Fix WaterManager::RenderWaves on GLES
    849849#else
    850     if (g_Renderer.m_SkipSubmit || !m_WaterFancyEffects)
     850    if (g_Renderer. || !m_WaterFancyEffects)
    851851        return;
    852852
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