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Shadow mapping render pass (#11244)
Co-authored-by: x2048 <codeforsmile@gmail.com>
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35 changed files with 2624 additions and 38 deletions
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@ -25,6 +25,10 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include <string>
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#include "irrlichttypes_extrabloated.h"
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#include "debug.h"
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#include "client/render/core.h"
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// include the shadow mapper classes too
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#include "client/shadows/dynamicshadowsrender.h"
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class ITextureSource;
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class Camera;
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@ -113,6 +117,13 @@ public:
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return m_device->run();
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}
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// FIXME: this is still global when it shouldn't be
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static ShadowRenderer *get_shadow_renderer()
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{
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if (s_singleton && s_singleton->core)
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return s_singleton->core->get_shadow_renderer();
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return nullptr;
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}
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static std::vector<core::vector3d<u32>> getSupportedVideoModes();
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static std::vector<irr::video::E_DRIVER_TYPE> getSupportedVideoDrivers();
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