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https://gitea.wildfiregames.com/0ad/0ad
synced 2026-08-15 14:43:32 -07:00
Renames ShaderModelRenderer instances
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parent
af9d102126
commit
8a2bb10827
1 changed files with 44 additions and 44 deletions
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@ -129,16 +129,16 @@ public:
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// some unwanted complexity.
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// Submitted models are split on two axes:
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// - Normal vs Transp[arent] - alpha-blended models are stored in a separate
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// - Opaque vs Transparent - alpha-blended models are stored in a separate
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// list so we can draw them above/below the alpha-blended water plane correctly
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// - Skinned vs Unskinned - we don't need to duplicate mesh data per
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// model instance (except for skinned models), so non-skinned models
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// get different ModelVertexRenderers
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std::unique_ptr<ShaderModelRenderer> NormalSkinned;
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std::unique_ptr<ShaderModelRenderer> NormalUnskinned;
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std::unique_ptr<ShaderModelRenderer> TranspSkinned;
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std::unique_ptr<ShaderModelRenderer> TranspUnskinned;
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std::unique_ptr<ShaderModelRenderer> OpaqueSkinned;
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std::unique_ptr<ShaderModelRenderer> OpaqueUnskinned;
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std::unique_ptr<ShaderModelRenderer> TransparentSkinned;
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std::unique_ptr<ShaderModelRenderer> TransparentUnskinned;
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ModelVertexRendererPtr VertexRendererShader;
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ModelVertexRendererPtr VertexInstancingShader;
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@ -152,35 +152,35 @@ public:
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/**
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* Renders all non-alpha-blended models with the given context.
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*/
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void CallModelRenderers(
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void CallOpaqueModelRenderers(
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Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
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const CShaderDefines& context, int cullGroup, int flags, const ERenderMode renderMode)
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{
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CShaderDefines contextSkinned = context;
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if (g_RenderingOptions.GetGPUSkinning())
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contextSkinned.Add(str_USE_INSTANCING, str_1);
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Model.NormalSkinned->Render(deviceCommandContext, Model.ModShader, contextSkinned, cullGroup, flags, renderMode);
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Model.OpaqueSkinned->Render(deviceCommandContext, Model.ModShader, contextSkinned, cullGroup, flags, renderMode);
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CShaderDefines contextUnskinned = context;
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contextUnskinned.Add(str_USE_INSTANCING, str_1);
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Model.NormalUnskinned->Render(deviceCommandContext, Model.ModShader, contextUnskinned, cullGroup, flags, renderMode);
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Model.OpaqueUnskinned->Render(deviceCommandContext, Model.ModShader, contextUnskinned, cullGroup, flags, renderMode);
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}
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/**
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* Renders all alpha-blended models with the given context.
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*/
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void CallTranspModelRenderers(
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void CallTransparentModelRenderers(
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Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
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const CShaderDefines& context, int cullGroup, int flags, const ERenderMode renderMode)
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{
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CShaderDefines contextSkinned = context;
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if (g_RenderingOptions.GetGPUSkinning())
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contextSkinned.Add(str_USE_INSTANCING, str_1);
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Model.TranspSkinned->Render(deviceCommandContext, Model.ModShader, contextSkinned, cullGroup, flags, renderMode);
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Model.TransparentSkinned->Render(deviceCommandContext, Model.ModShader, contextSkinned, cullGroup, flags, renderMode);
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CShaderDefines contextUnskinned = context;
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contextUnskinned.Add(str_USE_INSTANCING, str_1);
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Model.TranspUnskinned->Render(deviceCommandContext, Model.ModShader, contextUnskinned, cullGroup, flags, renderMode);
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Model.TransparentUnskinned->Render(deviceCommandContext, Model.ModShader, contextUnskinned, cullGroup, flags, renderMode);
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}
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};
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@ -241,18 +241,18 @@ void CSceneRenderer::ReloadShaders([[maybe_unused]] Renderer::Backend::IDevice*
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if (g_RenderingOptions.GetGPUSkinning())
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{
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m->Model.VertexGPUSkinningShader = ModelVertexRendererPtr(new GPUSkinnedModelModelRenderer());
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m->Model.NormalSkinned = std::make_unique<ShaderModelRenderer>(m->Model.VertexGPUSkinningShader);
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m->Model.TranspSkinned = std::make_unique<ShaderModelRenderer>(m->Model.VertexGPUSkinningShader);
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m->Model.OpaqueSkinned = std::make_unique<ShaderModelRenderer>(m->Model.VertexGPUSkinningShader);
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m->Model.TransparentSkinned = std::make_unique<ShaderModelRenderer>(m->Model.VertexGPUSkinningShader);
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}
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else
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{
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m->Model.VertexGPUSkinningShader.reset();
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m->Model.NormalSkinned = std::make_unique<ShaderModelRenderer>(m->Model.VertexRendererShader);
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m->Model.TranspSkinned = std::make_unique<ShaderModelRenderer>(m->Model.VertexRendererShader);
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m->Model.OpaqueSkinned = std::make_unique<ShaderModelRenderer>(m->Model.VertexRendererShader);
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m->Model.TransparentSkinned = std::make_unique<ShaderModelRenderer>(m->Model.VertexRendererShader);
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}
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m->Model.NormalUnskinned = std::make_unique<ShaderModelRenderer>(m->Model.VertexInstancingShader);
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m->Model.TranspUnskinned = std::make_unique<ShaderModelRenderer>(m->Model.VertexInstancingShader);
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m->Model.OpaqueUnskinned = std::make_unique<ShaderModelRenderer>(m->Model.VertexInstancingShader);
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m->Model.TransparentUnskinned = std::make_unique<ShaderModelRenderer>(m->Model.VertexInstancingShader);
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}
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void CSceneRenderer::Initialize()
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@ -309,12 +309,12 @@ void CSceneRenderer::RenderShadowMap(
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{
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PROFILE("render models");
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m->CallModelRenderers(deviceCommandContext, {}, cullGroup, ModelFlag::CAST_SHADOWS, ERenderMode::SOLID);
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m->CallOpaqueModelRenderers(deviceCommandContext, {}, cullGroup, ModelFlag::CAST_SHADOWS, ERenderMode::SOLID);
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}
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{
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PROFILE("render transparent models");
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m->CallTranspModelRenderers(deviceCommandContext, {}, cullGroup, ModelFlag::CAST_SHADOWS, ERenderMode::SOLID);
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m->CallTransparentModelRenderers(deviceCommandContext, {}, cullGroup, ModelFlag::CAST_SHADOWS, ERenderMode::SOLID);
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}
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}
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@ -357,10 +357,10 @@ void CSceneRenderer::RenderModels(
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const ERenderMode modelRenderMode{
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m_ModelRenderMode == WIREFRAME ? WIREFRAME : SOLID};
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m->CallModelRenderers(deviceCommandContext, context, cullGroup, flags, modelRenderMode);
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m->CallOpaqueModelRenderers(deviceCommandContext, context, cullGroup, flags, modelRenderMode);
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if (m_ModelRenderMode == EDGED_FACES)
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m->CallModelRenderers(deviceCommandContext, {}, cullGroup, flags, EDGED_FACES);
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m->CallOpaqueModelRenderers(deviceCommandContext, {}, cullGroup, flags, EDGED_FACES);
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}
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void CSceneRenderer::RenderTransparentModels(
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@ -382,13 +382,13 @@ void CSceneRenderer::RenderTransparentModels(
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m_ModelRenderMode == WIREFRAME ? WIREFRAME : SOLID};
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if (transparentMode == TRANSPARENT || transparentMode == TRANSPARENT_OPAQUE)
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m->CallTranspModelRenderers(deviceCommandContext, contextOpaque, cullGroup, flags, modelRenderMode);
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m->CallTransparentModelRenderers(deviceCommandContext, contextOpaque, cullGroup, flags, modelRenderMode);
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if (transparentMode == TRANSPARENT || transparentMode == TRANSPARENT_BLEND)
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m->CallTranspModelRenderers(deviceCommandContext, contextBlend, cullGroup, flags, modelRenderMode);
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m->CallTransparentModelRenderers(deviceCommandContext, contextBlend, cullGroup, flags, modelRenderMode);
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if (m_ModelRenderMode == EDGED_FACES)
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m->CallTranspModelRenderers(deviceCommandContext, {}, cullGroup, flags, EDGED_FACES);
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m->CallTransparentModelRenderers(deviceCommandContext, {}, cullGroup, flags, EDGED_FACES);
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}
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// SetObliqueFrustumClipping: change the near plane to the given clip plane (in world space)
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@ -703,24 +703,24 @@ void CSceneRenderer::RenderSilhouettes(
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{
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PROFILE("render model occluders");
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m->CallModelRenderers(deviceCommandContext, {}, CULL_SILHOUETTE_OCCLUDER, 0, ERenderMode::SOLID);
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m->CallOpaqueModelRenderers(deviceCommandContext, {}, CULL_SILHOUETTE_OCCLUDER, 0, ERenderMode::SOLID);
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}
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{
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PROFILE("render transparent occluders");
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m->CallTranspModelRenderers(deviceCommandContext, {}, CULL_SILHOUETTE_OCCLUDER, 0, ERenderMode::SOLID);
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m->CallTransparentModelRenderers(deviceCommandContext, {}, CULL_SILHOUETTE_OCCLUDER, 0, ERenderMode::SOLID);
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}
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// Since we can't sort, we'll use the stencil buffer to ensure we only draw
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// a pixel once (using the color of whatever model happens to be drawn first).
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{
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PROFILE("render model casters");
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m->CallModelRenderers(deviceCommandContext, {}, CULL_SILHOUETTE_CASTER, 0, ERenderMode::SOLID);
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m->CallOpaqueModelRenderers(deviceCommandContext, {}, CULL_SILHOUETTE_CASTER, 0, ERenderMode::SOLID);
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}
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{
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PROFILE("render transparent casters");
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m->CallTranspModelRenderers(deviceCommandContext, {}, CULL_SILHOUETTE_CASTER, 0, ERenderMode::SOLID);
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m->CallTransparentModelRenderers(deviceCommandContext, {}, CULL_SILHOUETTE_CASTER, 0, ERenderMode::SOLID);
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}
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}
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@ -766,10 +766,10 @@ void CSceneRenderer::PrepareSubmissions(
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// Prepare model renderers
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{
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PROFILE3("prepare models");
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m->Model.NormalSkinned->PrepareModels(deviceCommandContext);
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m->Model.TranspSkinned->PrepareModels(deviceCommandContext);
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m->Model.NormalUnskinned->PrepareModels(deviceCommandContext);
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m->Model.TranspUnskinned->PrepareModels(deviceCommandContext);
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m->Model.OpaqueSkinned->PrepareModels(deviceCommandContext);
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m->Model.TransparentSkinned->PrepareModels(deviceCommandContext);
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m->Model.OpaqueUnskinned->PrepareModels(deviceCommandContext);
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m->Model.TransparentUnskinned->PrepareModels(deviceCommandContext);
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}
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m->terrainRenderer.PrepareForRendering();
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@ -780,10 +780,10 @@ void CSceneRenderer::PrepareSubmissions(
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{
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PROFILE3("upload models");
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m->Model.NormalSkinned->UploadModels(deviceCommandContext);
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m->Model.TranspSkinned->UploadModels(deviceCommandContext);
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m->Model.NormalUnskinned->UploadModels(deviceCommandContext);
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m->Model.TranspUnskinned->UploadModels(deviceCommandContext);
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m->Model.OpaqueSkinned->UploadModels(deviceCommandContext);
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m->Model.TransparentSkinned->UploadModels(deviceCommandContext);
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m->Model.OpaqueUnskinned->UploadModels(deviceCommandContext);
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m->Model.TransparentUnskinned->UploadModels(deviceCommandContext);
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}
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m->overlayRenderer.Upload(deviceCommandContext);
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@ -899,10 +899,10 @@ void CSceneRenderer::EndFrame()
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m->silhouetteRenderer.EndFrame();
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// Finish model renderers
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m->Model.NormalSkinned->EndFrame();
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m->Model.TranspSkinned->EndFrame();
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m->Model.NormalUnskinned->EndFrame();
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m->Model.TranspUnskinned->EndFrame();
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m->Model.OpaqueSkinned->EndFrame();
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m->Model.TransparentSkinned->EndFrame();
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m->Model.OpaqueUnskinned->EndFrame();
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m->Model.TransparentUnskinned->EndFrame();
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}
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void CSceneRenderer::DisplayFrustum(Renderer::Backend::IDeviceCommandContext& deviceCommandContext)
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@ -1022,16 +1022,16 @@ void CSceneRenderer::SubmitNonRecursive(CModel* model)
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if (model->GetMaterial().UsesAlphaBlending())
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{
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if (requiresSkinning)
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m->Model.TranspSkinned->Submit(m_CurrentCullGroup, model);
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m->Model.TransparentSkinned->Submit(m_CurrentCullGroup, model);
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else
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m->Model.TranspUnskinned->Submit(m_CurrentCullGroup, model);
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m->Model.TransparentUnskinned->Submit(m_CurrentCullGroup, model);
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}
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else
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{
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if (requiresSkinning)
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m->Model.NormalSkinned->Submit(m_CurrentCullGroup, model);
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m->Model.OpaqueSkinned->Submit(m_CurrentCullGroup, model);
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else
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m->Model.NormalUnskinned->Submit(m_CurrentCullGroup, model);
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m->Model.OpaqueUnskinned->Submit(m_CurrentCullGroup, model);
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}
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}
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