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https://github.com/luanti-org/luanti.git
synced 2025-08-11 17:51:04 +00:00
Replace some raw pointers by unique_ptr (#16304)
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parent
c611a1f9e8
commit
ecc876045f
12 changed files with 56 additions and 48 deletions
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@ -122,7 +122,7 @@ bool ClientLauncher::run(GameStartData &start_data, const Settings &cmd_args)
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// This is only global so it can be used by RenderingEngine::draw_load_screen().
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assert(!g_menucloudsmgr && !g_menuclouds);
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std::unique_ptr<IWritableShaderSource> ssrc(createShaderSource());
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ssrc->addShaderUniformSetterFactory(new FogShaderUniformSetterFactory());
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ssrc->addShaderUniformSetterFactory(std::make_unique<FogShaderUniformSetterFactory>());
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g_menucloudsmgr = m_rendering_engine->get_scene_manager()->createNewSceneManager();
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g_menuclouds = new Clouds(g_menucloudsmgr, ssrc.get(), -1, rand());
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g_menuclouds->setHeight(100.0f);
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@ -1360,13 +1360,15 @@ bool Game::createClient(const GameStartData &start_data)
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return false;
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}
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shader_src->addShaderConstantSetter(new NodeShaderConstantSetter());
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shader_src->addShaderConstantSetter(
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std::make_unique<NodeShaderConstantSetter>());
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auto *scsf = new GameGlobalShaderUniformSetterFactory(client);
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shader_src->addShaderUniformSetterFactory(scsf);
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auto scsf_up = std::make_unique<GameGlobalShaderUniformSetterFactory>(client);
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auto* scsf = scsf_up.get();
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shader_src->addShaderUniformSetterFactory(std::move(scsf_up));
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shader_src->addShaderUniformSetterFactory(
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new FogShaderUniformSetterFactory());
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std::make_unique<FogShaderUniformSetterFactory>());
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ShadowRenderer::preInit(shader_src);
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@ -11,10 +11,10 @@ void MeshCollector::append(const TileSpec &tile, const video::S3DVertex *vertice
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u32 numVertices, const u16 *indices, u32 numIndices)
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{
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for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
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const TileLayer *layer = &tile.layers[layernum];
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if (layer->empty())
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const TileLayer &layer = tile.layers[layernum];
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if (layer.empty())
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continue;
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append(*layer, vertices, numVertices, indices, numIndices, layernum);
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append(layer, vertices, numVertices, indices, numIndices, layernum);
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}
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}
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@ -9,17 +9,15 @@
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#include "settings.h"
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RenderingCore::RenderingCore(IrrlichtDevice *_device, Client *_client, Hud *_hud,
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ShadowRenderer *_shadow_renderer, RenderPipeline *_pipeline, v2f _virtual_size_scale)
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: device(_device), client(_client), hud(_hud), shadow_renderer(_shadow_renderer),
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pipeline(_pipeline), virtual_size_scale(_virtual_size_scale)
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std::unique_ptr<ShadowRenderer> _shadow_renderer,
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std::unique_ptr<RenderPipeline> _pipeline,
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v2f _virtual_size_scale)
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: device(_device), client(_client), hud(_hud), shadow_renderer(std::move(_shadow_renderer)),
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pipeline(std::move(_pipeline)), virtual_size_scale(_virtual_size_scale)
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{
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}
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RenderingCore::~RenderingCore()
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{
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delete pipeline;
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delete shadow_renderer;
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}
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RenderingCore::~RenderingCore() = default;
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void RenderingCore::draw(video::SColor _skycolor, bool _show_hud,
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bool _draw_wield_tool, bool _draw_crosshair)
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@ -27,7 +25,7 @@ void RenderingCore::draw(video::SColor _skycolor, bool _show_hud,
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v2u32 screensize = device->getVideoDriver()->getScreenSize();
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virtual_size = v2u32(screensize.X * virtual_size_scale.X, screensize.Y * virtual_size_scale.Y);
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PipelineContext context(device, client, hud, shadow_renderer, _skycolor, screensize);
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PipelineContext context(device, client, hud, shadow_renderer.get(), _skycolor, screensize);
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context.draw_crosshair = _draw_crosshair;
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context.draw_wield_tool = _draw_wield_tool;
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context.show_hud = _show_hud;
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@ -7,6 +7,7 @@
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#include "irr_v2d.h"
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#include <SColor.h>
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#include <memory>
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class IrrlichtDevice;
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@ -21,16 +22,17 @@ protected:
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IrrlichtDevice *device;
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Client *client;
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Hud *hud;
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ShadowRenderer *shadow_renderer;
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std::unique_ptr<ShadowRenderer> shadow_renderer;
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RenderPipeline *pipeline;
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std::unique_ptr<RenderPipeline> pipeline;
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v2f virtual_size_scale;
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v2u32 virtual_size { 0, 0 };
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public:
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RenderingCore(IrrlichtDevice *device, Client *client, Hud *hud,
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ShadowRenderer *shadow_renderer, RenderPipeline *pipeline,
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std::unique_ptr<ShadowRenderer> shadow_renderer,
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std::unique_ptr<RenderPipeline> pipeline,
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v2f virtual_size_scale);
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RenderingCore(const RenderingCore &) = delete;
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RenderingCore(RenderingCore &&) = delete;
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@ -44,5 +46,5 @@ public:
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v2u32 getVirtualSize() const;
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ShadowRenderer *get_shadow_renderer() { return shadow_renderer; };
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ShadowRenderer *get_shadow_renderer() { return shadow_renderer.get(); };
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};
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@ -4,6 +4,7 @@
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// Copyright (C) 2017 numzero, Lobachevskiy Vitaliy <numzer0@yandex.ru>
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#include "factory.h"
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#include "log.h"
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#include "plain.h"
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#include "anaglyph.h"
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@ -12,11 +13,13 @@
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#include "secondstage.h"
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#include "client/shadows/dynamicshadowsrender.h"
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#include <memory>
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struct CreatePipelineResult
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{
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v2f virtual_size_scale;
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ShadowRenderer *shadow_renderer { nullptr };
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RenderPipeline *pipeline { nullptr };
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std::unique_ptr<ShadowRenderer> shadow_renderer;
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std::unique_ptr<RenderPipeline> pipeline;
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};
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void createPipeline(const std::string &stereo_mode, IrrlichtDevice *device, Client *client, Hud *hud, CreatePipelineResult &result);
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@ -27,44 +30,46 @@ RenderingCore *createRenderingCore(const std::string &stereo_mode, IrrlichtDevic
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CreatePipelineResult created_pipeline;
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createPipeline(stereo_mode, device, client, hud, created_pipeline);
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return new RenderingCore(device, client, hud,
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created_pipeline.shadow_renderer, created_pipeline.pipeline, created_pipeline.virtual_size_scale);
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std::move(created_pipeline.shadow_renderer),
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std::move(created_pipeline.pipeline),
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created_pipeline.virtual_size_scale);
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}
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void createPipeline(const std::string &stereo_mode, IrrlichtDevice *device, Client *client, Hud *hud, CreatePipelineResult &result)
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{
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result.shadow_renderer = createShadowRenderer(device, client);
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result.virtual_size_scale = v2f(1.0f);
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result.pipeline = new RenderPipeline();
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result.pipeline = std::make_unique<RenderPipeline>();
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if (result.shadow_renderer)
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result.pipeline->addStep<RenderShadowMapStep>();
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if (stereo_mode == "none") {
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populatePlainPipeline(result.pipeline, client);
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populatePlainPipeline(result.pipeline.get(), client);
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return;
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}
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if (stereo_mode == "anaglyph") {
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populateAnaglyphPipeline(result.pipeline, client);
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populateAnaglyphPipeline(result.pipeline.get(), client);
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return;
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}
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if (stereo_mode == "interlaced") {
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populateInterlacedPipeline(result.pipeline, client);
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populateInterlacedPipeline(result.pipeline.get(), client);
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return;
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}
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if (stereo_mode == "sidebyside") {
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populateSideBySidePipeline(result.pipeline, client, false, false, result.virtual_size_scale);
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populateSideBySidePipeline(result.pipeline.get(), client, false, false, result.virtual_size_scale);
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return;
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}
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if (stereo_mode == "topbottom") {
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populateSideBySidePipeline(result.pipeline, client, true, false, result.virtual_size_scale);
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populateSideBySidePipeline(result.pipeline.get(), client, true, false, result.virtual_size_scale);
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return;
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}
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if (stereo_mode == "crossview") {
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populateSideBySidePipeline(result.pipeline, client, false, true, result.virtual_size_scale);
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populateSideBySidePipeline(result.pipeline.get(), client, false, true, result.virtual_size_scale);
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return;
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}
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// fallback to plain renderer
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errorstream << "Invalid rendering mode: " << stereo_mode << std::endl;
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populatePlainPipeline(result.pipeline, client);
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}
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populatePlainPipeline(result.pipeline.get(), client);
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}
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@ -4,13 +4,13 @@
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// Copyright (C) 2017 numzero, Lobachevskiy Vitaliy <numzer0@yandex.ru>
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#pragma once
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#include "stereo.h"
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#include "pipeline.h"
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class InitInterlacedMaskStep : public TrivialRenderStep
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{
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public:
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InitInterlacedMaskStep(TextureBuffer *buffer, u8 index);
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void run(PipelineContext &context);
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void run(PipelineContext &context) override;
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private:
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TextureBuffer *buffer;
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video::ITexture *last_mask { nullptr };
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@ -23,4 +23,4 @@ private:
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RenderTarget *target;
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};
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void populateSideBySidePipeline(RenderPipeline *pipeline, Client *client, bool horizontal, bool flipped, v2f &virtual_size_scale);
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void populateSideBySidePipeline(RenderPipeline *pipeline, Client *client, bool horizontal, bool flipped, v2f &virtual_size_scale);
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@ -378,14 +378,14 @@ public:
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// Shall be called from the main thread.
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void rebuildShaders() override;
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void addShaderConstantSetter(IShaderConstantSetter *setter) override
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void addShaderConstantSetter(std::unique_ptr<IShaderConstantSetter> setter) override
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{
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m_constant_setters.emplace_back(setter);
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m_constant_setters.emplace_back(std::move(setter));
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}
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void addShaderUniformSetterFactory(IShaderUniformSetterFactory *setter) override
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void addShaderUniformSetterFactory(std::unique_ptr<IShaderUniformSetterFactory> setter) override
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{
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m_uniform_factories.emplace_back(setter);
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m_uniform_factories.emplace_back(std::move(setter));
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}
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private:
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@ -441,8 +441,8 @@ ShaderSource::ShaderSource()
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m_shaderinfo_cache.emplace_back();
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// Add global stuff
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addShaderConstantSetter(new MainShaderConstantSetter());
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addShaderUniformSetterFactory(new MainShaderUniformSetterFactory());
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addShaderConstantSetter(std::make_unique<MainShaderConstantSetter>());
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addShaderUniformSetterFactory(std::make_unique<MainShaderUniformSetterFactory>());
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}
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ShaderSource::~ShaderSource()
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@ -274,10 +274,10 @@ public:
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virtual void rebuildShaders()=0;
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/// @note Takes ownership of @p setter.
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virtual void addShaderConstantSetter(IShaderConstantSetter *setter) = 0;
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virtual void addShaderConstantSetter(std::unique_ptr<IShaderConstantSetter> setter) = 0;
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/// @note Takes ownership of @p setter.
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virtual void addShaderUniformSetterFactory(IShaderUniformSetterFactory *setter) = 0;
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virtual void addShaderUniformSetterFactory(std::unique_ptr<IShaderUniformSetterFactory> setter) = 0;
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};
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IWritableShaderSource *createShaderSource();
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@ -107,7 +107,7 @@ void ShadowRenderer::disable()
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void ShadowRenderer::preInit(IWritableShaderSource *shsrc)
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{
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if (g_settings->getBool("enable_dynamic_shadows")) {
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shsrc->addShaderUniformSetterFactory(new ShadowUniformSetterFactory());
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shsrc->addShaderUniformSetterFactory(std::make_unique<ShadowUniformSetterFactory>());
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}
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}
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@ -687,7 +687,7 @@ std::string ShadowRenderer::readShaderFile(const std::string &path)
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return prefix + content;
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}
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ShadowRenderer *createShadowRenderer(IrrlichtDevice *device, Client *client)
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std::unique_ptr<ShadowRenderer> createShadowRenderer(IrrlichtDevice *device, Client *client)
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{
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if (!g_settings->getBool("enable_dynamic_shadows"))
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return nullptr;
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@ -701,7 +701,7 @@ ShadowRenderer *createShadowRenderer(IrrlichtDevice *device, Client *client)
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return nullptr;
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}
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ShadowRenderer *shadow_renderer = new ShadowRenderer(device, client);
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auto shadow_renderer = std::make_unique<ShadowRenderer>(device, client);
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shadow_renderer->initialize();
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return shadow_renderer;
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}
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@ -6,6 +6,7 @@
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#include <string>
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#include <vector>
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#include <memory>
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#include <IrrlichtDevice.h>
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#include "client/shadows/dynamicshadows.h"
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#include <ISceneNode.h>
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@ -165,4 +166,4 @@ private:
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* @param client Reference to the client context.
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* @return A new ShadowRenderer instance or nullptr if shadows are disabled or not supported.
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*/
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ShadowRenderer *createShadowRenderer(IrrlichtDevice *device, Client *client);
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std::unique_ptr<ShadowRenderer> createShadowRenderer(IrrlichtDevice *device, Client *client);
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