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source/renderer/Renderer.cpp
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void CRenderer::RenderShadowMap(const CShaderDefines& context) | void CRenderer::RenderShadowMap(const CShaderDefines& context) | ||||
{ | { | ||||
PROFILE3_GPU("shadow map"); | PROFILE3_GPU("shadow map"); | ||||
OGL_SCOPED_DEBUG_GROUP("Render shadow map"); | |||||
m->shadow.BeginRender(); | m->shadow.BeginRender(); | ||||
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void CRenderer::RenderPatches(const CShaderDefines& context, int cullGroup) | void CRenderer::RenderPatches(const CShaderDefines& context, int cullGroup) | ||||
{ | { | ||||
PROFILE3_GPU("patches"); | PROFILE3_GPU("patches"); | ||||
OGL_SCOPED_DEBUG_GROUP("Render patches"); | |||||
#if CONFIG2_GLES | #if CONFIG2_GLES | ||||
#warning TODO: implement wireface/edged rendering mode GLES | #warning TODO: implement wireface/edged rendering mode GLES | ||||
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void CRenderer::RenderModels(const CShaderDefines& context, int cullGroup) | void CRenderer::RenderModels(const CShaderDefines& context, int cullGroup) | ||||
{ | { | ||||
PROFILE3_GPU("models"); | PROFILE3_GPU("models"); | ||||
OGL_SCOPED_DEBUG_GROUP("Render models"); | |||||
int flags = 0; | int flags = 0; | ||||
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void CRenderer::RenderTransparentModels(const CShaderDefines& context, int cullGroup, ETransparentMode transparentMode, bool disableFaceCulling) | void CRenderer::RenderTransparentModels(const CShaderDefines& context, int cullGroup, ETransparentMode transparentMode, bool disableFaceCulling) | ||||
{ | { | ||||
PROFILE3_GPU("transparent models"); | PROFILE3_GPU("transparent models"); | ||||
OGL_SCOPED_DEBUG_GROUP("Render transparent models"); | |||||
int flags = 0; | int flags = 0; | ||||
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void CRenderer::RenderReflections(const CShaderDefines& context, const CBoundingBoxAligned& scissor) | void CRenderer::RenderReflections(const CShaderDefines& context, const CBoundingBoxAligned& scissor) | ||||
{ | { | ||||
PROFILE3_GPU("water reflections"); | PROFILE3_GPU("water reflections"); | ||||
OGL_SCOPED_DEBUG_GROUP("Render water reflections"); | |||||
WaterManager& wm = m->waterManager; | WaterManager& wm = m->waterManager; | ||||
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void CRenderer::RenderRefractions(const CShaderDefines& context, const CBoundingBoxAligned &scissor) | void CRenderer::RenderRefractions(const CShaderDefines& context, const CBoundingBoxAligned &scissor) | ||||
{ | { | ||||
PROFILE3_GPU("water refractions"); | PROFILE3_GPU("water refractions"); | ||||
OGL_SCOPED_DEBUG_GROUP("Render water refractions"); | |||||
WaterManager& wm = m->waterManager; | WaterManager& wm = m->waterManager; | ||||
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void CRenderer::RenderSilhouettes(const CShaderDefines& context) | void CRenderer::RenderSilhouettes(const CShaderDefines& context) | ||||
{ | { | ||||
PROFILE3_GPU("silhouettes"); | PROFILE3_GPU("silhouettes"); | ||||
OGL_SCOPED_DEBUG_GROUP("Render water silhouettes"); | |||||
CShaderDefines contextOccluder = context; | CShaderDefines contextOccluder = context; | ||||
contextOccluder.Add(str_MODE_SILHOUETTEOCCLUDER, str_1); | contextOccluder.Add(str_MODE_SILHOUETTEOCCLUDER, str_1); | ||||
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void CRenderer::RenderParticles(int cullGroup) | void CRenderer::RenderParticles(int cullGroup) | ||||
{ | { | ||||
PROFILE3_GPU("particles"); | PROFILE3_GPU("particles"); | ||||
OGL_SCOPED_DEBUG_GROUP("Render particles"); | |||||
m->particleRenderer.RenderParticles(cullGroup); | m->particleRenderer.RenderParticles(cullGroup); | ||||
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// RenderSubmissions: force rendering of any batched objects | // RenderSubmissions: force rendering of any batched objects | ||||
void CRenderer::RenderSubmissions(const CBoundingBoxAligned& waterScissor) | void CRenderer::RenderSubmissions(const CBoundingBoxAligned& waterScissor) | ||||
{ | { | ||||
PROFILE3("render submissions"); | PROFILE3("Render submissions"); | ||||
OGL_SCOPED_DEBUG_GROUP("Render submissions"); | |||||
GetScene().GetLOSTexture().InterpolateLOS(); | GetScene().GetLOSTexture().InterpolateLOS(); | ||||
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Wildfire Games · Phabricator