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LuaObjectDrawer.cpp
655 lines (502 loc) · 20.9 KB
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LuaObjectDrawer.cpp
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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "LuaObjectDrawer.h"
#include "FeatureDrawer.h"
#include "UnitDrawer.h"
#include "UnitDrawerState.hpp"
#include "Game/Camera.h"
#include "Lua/LuaMaterial.h"
#include "Rendering/Env/IWater.h"
#include "Rendering/GL/myGL.h"
#include "Rendering/Models/3DModel.h"
#include "Rendering/Shaders/Shader.h"
#include "Rendering/ShadowHandler.h"
#include "Sim/Objects/SolidObject.h"
#include "Sim/Features/Feature.h"
#include "Sim/Units/Unit.h"
#include "System/Config/ConfigHandler.h"
#include "System/EventHandler.h"
#include "System/Util.h"
#define SET_CUSTOM_SHADER_TEAM_COLOR
// applies to both units and features
CONFIG(bool, AllowDeferredModelRendering).defaultValue(false).safemodeValue(false);
CONFIG(bool, AllowDeferredModelBufferClear).defaultValue(false).safemodeValue(false);
CONFIG(float, LODScale).defaultValue(1.0f);
CONFIG(float, LODScaleShadow).defaultValue(1.0f);
CONFIG(float, LODScaleReflection).defaultValue(1.0f);
CONFIG(float, LODScaleRefraction).defaultValue(1.0f);
GL::GeometryBuffer* LuaObjectDrawer::geomBuffer = nullptr;
bool LuaObjectDrawer::inDrawPass = false;
bool LuaObjectDrawer::inAlphaBin = false;
bool LuaObjectDrawer::drawDeferredEnabled = false;
bool LuaObjectDrawer::drawDeferredAllowed = false;
bool LuaObjectDrawer::bufferClearAllowed = false;
float LuaObjectDrawer::LODScale[LUAOBJ_LAST];
float LuaObjectDrawer::LODScaleShadow[LUAOBJ_LAST];
float LuaObjectDrawer::LODScaleReflection[LUAOBJ_LAST];
float LuaObjectDrawer::LODScaleRefraction[LUAOBJ_LAST];
#ifdef USE_STD_FUNCTION
#define CALL_FUNC_NA(OBJ, FUN ) (FUN)((OBJ) )
#define CALL_FUNC_VA(OBJ, FUN, ...) (FUN)((OBJ), __VA_ARGS__)
typedef std::function<void(CEventHandler*)> EventFunc;
typedef std::function<void(CUnitDrawer*, const CUnit*, unsigned int, unsigned int, bool, bool)> UnitDrawFunc;
typedef std::function<void(CFeatureDrawer*, const CFeature*, unsigned int, unsigned int, bool, bool)> FeatureDrawFunc;
#else
#define CALL_FUNC_NA(OBJ, FUN ) ((OBJ)->*(FUN))( )
#define CALL_FUNC_VA(OBJ, FUN, ...) ((OBJ)->*(FUN))(__VA_ARGS__)
// much nastier syntax especially for member functions
// (another reason to use statics), but also much more
// cache-friendly than std::function's ASM bloat
//
// (if only 'decltype(auto) unitDrawFuncs[2] = {&CUnitDrawer::DrawUnitNoTrans, ...}' would
// work, or even 'std::array<auto, 2> unitDrawFuncs = {&CUnitDrawer::DrawUnitNoTrans, ...}'
// while this can actually be done with C++11 forward magic, the code becomes unreadable)
//
typedef void(CEventHandler::*EventFunc)();
typedef void(CUnitDrawer ::* UnitDrawFunc)(const CUnit*, unsigned int, unsigned int, bool, bool);
typedef void(CFeatureDrawer::*FeatureDrawFunc)(const CFeature*, unsigned int, unsigned int, bool, bool);
#endif
typedef const void (*TeamColorFunc)(const CSolidObject*, const LuaMatShader*, LuaObjectLODMaterial*, const float2);
#ifdef USE_STD_ARRAY
#define DECL_ARRAY(TYPE, NAME, SIZE) std::array<TYPE, SIZE> NAME
#else
#define DECL_ARRAY(TYPE, NAME, SIZE) TYPE NAME[SIZE]
#endif
// these should remain valid on reload
static DECL_ARRAY(EventFunc, eventFuncs, LUAOBJ_LAST) = {nullptr, nullptr};
// transform and no-transform variants
static DECL_ARRAY( UnitDrawFunc, unitDrawFuncs, 2) = {nullptr, nullptr};
static DECL_ARRAY(FeatureDrawFunc, featureDrawFuncs, 2) = {nullptr, nullptr};
static DECL_ARRAY(bool, notifyEventFlags, LUAOBJ_LAST) = {false, false};
static DECL_ARRAY(bool, bufferClearFlags, LUAOBJ_LAST) = { true, true};
static const DECL_ARRAY(LuaMatType, opaqueMats, 2) = {LUAMAT_OPAQUE, LUAMAT_OPAQUE_REFLECT};
static const DECL_ARRAY(LuaMatType, alphaMats, 2) = {LUAMAT_ALPHA, LUAMAT_ALPHA_REFLECT};
static float GetLODFloat(const std::string& name)
{
// NOTE: the inverse of the value is used
const float value = std::max(0.0f, configHandler->GetFloat(name));
const float recip = SafeDivide(1.0f, value);
return recip;
}
// opaque-pass state management funcs
static void SetupOpaqueUnitDrawState(unsigned int modelType, bool deferredPass) {
unitDrawer->SetupOpaqueDrawing(deferredPass);
unitDrawer->PushModelRenderState(modelType);
}
static void ResetOpaqueUnitDrawState(unsigned int modelType, bool deferredPass) {
unitDrawer->PopModelRenderState(modelType);
unitDrawer->ResetOpaqueDrawing(deferredPass);
}
// NOTE: incomplete (FeatureDrawer::Draw sets more state)
static void SetupOpaqueFeatureDrawState(unsigned int modelType, bool deferredPass) { SetupOpaqueUnitDrawState(modelType, deferredPass); }
static void ResetOpaqueFeatureDrawState(unsigned int modelType, bool deferredPass) { ResetOpaqueUnitDrawState(modelType, deferredPass); }
// transparency-pass (reflection, ...) state management funcs
static void SetupAlphaUnitDrawState(unsigned int modelType, bool deferredPass) {
unitDrawer->SetupAlphaDrawing(deferredPass);
unitDrawer->PushModelRenderState(modelType);
}
static void ResetAlphaUnitDrawState(unsigned int modelType, bool deferredPass) {
unitDrawer->PopModelRenderState(modelType);
unitDrawer->ResetAlphaDrawing(deferredPass);
}
// NOTE: incomplete (FeatureDrawer::DrawAlphaPass sets more state)
static void SetupAlphaFeatureDrawState(unsigned int modelType, bool deferredPass) { SetupAlphaUnitDrawState(modelType, deferredPass); }
static void ResetAlphaFeatureDrawState(unsigned int modelType, bool deferredPass) { ResetAlphaUnitDrawState(modelType, deferredPass); }
// shadow-pass state management funcs
// FIXME: setup face culling for S3O?
static void SetupShadowUnitDrawState(unsigned int modelType, bool deferredPass) {
glColor3f(1.0f, 1.0f, 1.0f);
glDisable(GL_TEXTURE_2D);
glPolygonOffset(1.0f, 1.0f);
glEnable(GL_POLYGON_OFFSET_FILL);
Shader::IProgramObject* po =
shadowHandler->GetShadowGenProg(CShadowHandler::SHADOWGEN_PROGRAM_MODEL);
po->Enable();
}
static void ResetShadowUnitDrawState(unsigned int modelType, bool deferredPass) {
Shader::IProgramObject* po =
shadowHandler->GetShadowGenProg(CShadowHandler::SHADOWGEN_PROGRAM_MODEL);
po->Disable();
glDisable(GL_POLYGON_OFFSET_FILL);
}
// NOTE: incomplete (FeatureDrawer::DrawShadowPass sets more state)
static void SetupShadowFeatureDrawState(unsigned int modelType, bool deferredPass) { SetupShadowUnitDrawState(modelType, deferredPass); }
static void ResetShadowFeatureDrawState(unsigned int modelType, bool deferredPass) { ResetShadowUnitDrawState(modelType, deferredPass); }
static const void SetObjectTeamColorNoType(const CSolidObject* o, const LuaMatShader* s, LuaObjectLODMaterial* m, const float2) {
// material without any shader for the current (fwd/def) pass
assert(!s->IsCustomType() && !s->IsEngineType());
}
static const void SetObjectTeamColorCustom(
const CSolidObject* o,
const LuaMatShader* s,
LuaObjectLODMaterial* m,
const float2 alpha
) {
assert(s->IsCustomType());
#ifdef SET_CUSTOM_SHADER_TEAM_COLOR
// avoids having to use gl.Uniform(loc, Spring.GetTeamColor(Spring.GetUnitTeam(unitID)))
// note that the custom shader still does not know if it is invoked during an alpha-pass
m->SetUniformLocs(s);
m->SetUniformData(LuaObjectUniforms::UNIFORM_TCOLOR, std::move(IUnitDrawerState::GetTeamColor(o->team, alpha.x)));
m->ExecuteUniforms();
#endif
}
static const void SetObjectTeamColorEngine(
const CSolidObject* o,
const LuaMatShader* s,
LuaObjectLODMaterial* m,
const float2 alpha
) {
// only useful to set this if the object has a standard
// (engine) shader attached, otherwise requires testing
// if shader is bound in DrawerState etc (there is *no*
// FFP texenv fallback for customs to rely on anymore!)
assert(s->IsEngineType());
unitDrawer->SetTeamColour(o->team, alpha);
}
static const TeamColorFunc teamColorFuncs[] = {
SetObjectTeamColorNoType,
SetObjectTeamColorCustom,
SetObjectTeamColorEngine,
};
void LuaObjectDrawer::Init()
{
eventFuncs[LUAOBJ_UNIT ] = &CEventHandler::DrawUnitsPostDeferred;
eventFuncs[LUAOBJ_FEATURE] = &CEventHandler::DrawFeaturesPostDeferred;
unitDrawFuncs[false] = &CUnitDrawer::DrawUnitNoTrans;
unitDrawFuncs[ true] = &CUnitDrawer::DrawUnit;
featureDrawFuncs[false] = &CFeatureDrawer::DrawFeatureNoTrans;
featureDrawFuncs[ true] = &CFeatureDrawer::DrawFeature;
drawDeferredAllowed = configHandler->GetBool("AllowDeferredModelRendering");
bufferClearAllowed = configHandler->GetBool("AllowDeferredModelBufferClear");
assert(geomBuffer == nullptr);
// cannot be a unique_ptr because it is leaked
geomBuffer = new GL::GeometryBuffer();
geomBuffer->SetName("LUAOBJECTDRAWER-GBUFFER");
}
void LuaObjectDrawer::Kill()
{
eventFuncs[LUAOBJ_UNIT ] = nullptr;
eventFuncs[LUAOBJ_FEATURE] = nullptr;
unitDrawFuncs[false] = nullptr;
unitDrawFuncs[ true] = nullptr;
featureDrawFuncs[false] = nullptr;
featureDrawFuncs[ true] = nullptr;
assert(geomBuffer != nullptr);
SafeDelete(geomBuffer);
}
void LuaObjectDrawer::Update(bool init)
{
assert(geomBuffer != nullptr);
if (!drawDeferredAllowed)
return;
// update buffer only if it is valid
if ((drawDeferredEnabled = geomBuffer->Valid())) {
drawDeferredEnabled &= (geomBuffer->Update(init));
notifyEventFlags[LUAOBJ_UNIT ] = !unitDrawer->DrawForward();
bufferClearFlags[LUAOBJ_UNIT ] = unitDrawer->DrawDeferred();
notifyEventFlags[LUAOBJ_FEATURE] = !featureDrawer->DrawForward();
bufferClearFlags[LUAOBJ_FEATURE] = featureDrawer->DrawDeferred();
// if both object types are going to be drawn deferred, only
// reset buffer for the first s.t. just a single shading pass
// is needed (in Lua)
if (bufferClearFlags[LUAOBJ_UNIT] && bufferClearFlags[LUAOBJ_FEATURE]) {
bufferClearFlags[LUAOBJ_FEATURE] = bufferClearAllowed;
}
}
}
void LuaObjectDrawer::ReadLODScales(LuaObjType objType)
{
LODScale [objType] = GetLODFloat("LODScale");
LODScaleShadow [objType] = GetLODFloat("LODScaleShadow");
LODScaleReflection[objType] = GetLODFloat("LODScaleReflection");
LODScaleRefraction[objType] = GetLODFloat("LODScaleRefraction");
}
void LuaObjectDrawer::SetDrawPassGlobalLODFactor(LuaObjType objType)
{
if (shadowHandler->InShadowPass()) {
LuaObjectMaterialData::SetGlobalLODFactor(objType, GetLODScaleShadow(objType) * camera->GetLPPScale());
return;
}
if (water->DrawReflectionPass()) {
LuaObjectMaterialData::SetGlobalLODFactor(objType, GetLODScaleReflection(objType) * camera->GetLPPScale());
return;
}
if (water->DrawRefractionPass()) {
LuaObjectMaterialData::SetGlobalLODFactor(objType, GetLODScaleRefraction(objType) * camera->GetLPPScale());
return;
}
LuaObjectMaterialData::SetGlobalLODFactor(objType, GetLODScale(objType) * camera->GetLPPScale());
}
LuaMatType LuaObjectDrawer::GetDrawPassOpaqueMat() { return opaqueMats[water->DrawReflectionPass()]; }
LuaMatType LuaObjectDrawer::GetDrawPassAlphaMat() { return alphaMats[water->DrawReflectionPass()]; }
void LuaObjectDrawer::DrawMaterialBins(LuaObjType objType, LuaMatType matType, bool deferredPass)
{
const LuaMatBinSet& bins = luaMatHandler.GetBins(matType);
if (bins.empty())
return;
inDrawPass = true;
inAlphaBin = (matType == LUAMAT_ALPHA || matType == LUAMAT_ALPHA_REFLECT);
glPushAttrib(GL_TEXTURE_BIT | GL_ENABLE_BIT | GL_TRANSFORM_BIT);
if (inAlphaBin) {
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.1f);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
} else {
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.5f);
}
const LuaMaterial* currMat = &LuaMaterial::defMat;
for (auto it = bins.cbegin(); it != bins.cend(); ++it) {
currMat = DrawMaterialBin(*it, currMat, objType, matType, deferredPass, inAlphaBin);
}
LuaMaterial::defMat.Execute(*currMat, deferredPass);
luaMatHandler.ClearBins(objType, matType);
glPopAttrib();
inAlphaBin = false;
inDrawPass = false;
}
const LuaMaterial* LuaObjectDrawer::DrawMaterialBin(
const LuaMatBin* currBin,
const LuaMaterial* currMat,
LuaObjType objType,
LuaMatType matType,
bool deferredPass,
bool alphaMatBin
) {
currBin->Execute(*currMat, deferredPass);
const std::vector<CSolidObject*>& objects = currBin->GetObjects(objType);
const LuaMatShader* binShader = &currBin->shaders[deferredPass];
for (const CSolidObject* obj: objects) {
const LuaObjectMaterialData* matData = obj->GetLuaMaterialData();
const LuaObjectLODMaterial* lodMat = matData->GetLuaLODMaterial(matType);
DrawBinObject(obj, objType, lodMat, binShader, alphaMatBin, true, false);
}
return currBin;
}
void LuaObjectDrawer::DrawBinObject(
const CSolidObject* obj,
LuaObjType objType,
const LuaObjectLODMaterial* lodMat,
const LuaMatShader* shader,
bool alphaMatBin,
bool applyTrans,
bool noLuaCall
) {
const unsigned int preList = lodMat->preDisplayList;
const unsigned int postList = lodMat->postDisplayList;
const unsigned int tcFunIdx = int(shader->IsCustomType()) + int(shader->IsEngineType()) * 2;
switch (objType) {
case LUAOBJ_UNIT: {
const UnitDrawFunc drawFunc = unitDrawFuncs[applyTrans];
const TeamColorFunc tcolFunc = teamColorFuncs[tcFunIdx];
const CUnit* unit = static_cast<const CUnit*>(obj);
tcolFunc(unit, shader, const_cast<LuaObjectLODMaterial*>(lodMat), float2(1.0f, 1.0f * alphaMatBin));
// must use static_cast here because of GetTransformMatrix (!)
CALL_FUNC_VA(unitDrawer, drawFunc, unit, preList, postList, true, noLuaCall);
} break;
case LUAOBJ_FEATURE: {
const FeatureDrawFunc drawFunc = featureDrawFuncs[applyTrans];
const TeamColorFunc tcolFunc = teamColorFuncs[tcFunIdx];
const CFeature* feat = static_cast<const CFeature*>(obj);
tcolFunc(feat, shader, const_cast<LuaObjectLODMaterial*>(lodMat), float2(feat->drawAlpha, 1.0f * alphaMatBin));
CALL_FUNC_VA(featureDrawer, drawFunc, feat, preList, postList, true, noLuaCall);
} break;
default: {
assert(false);
} break;
}
}
void LuaObjectDrawer::DrawDeferredPass(LuaObjType objType)
{
if (!drawDeferredEnabled)
return;
if (!geomBuffer->Valid())
return;
// deferred pass must be executed with GLSL base shaders so
// bail early if the FFP state *is going to be* selected by
// SetupOpaqueDrawing, and also if our shader-path happens
// to be ARB instead (saves an FBO bind)
if (!(unitDrawer->GetWantedDrawerState(false))->CanDrawDeferred())
return;
geomBuffer->Bind();
// reset the buffer (since we do not perform a single pass
// writing both units and features into it at the same time)
// this however forces Lua to execute two shading passes and
// listen to the *PostDeferred events, so not ideal
// geomBuffer->Clear();
if (bufferClearFlags[objType])
geomBuffer->Clear();
switch (objType) {
case LUAOBJ_UNIT: {
unitDrawer->DrawOpaquePass(true, false, false);
} break;
case LUAOBJ_FEATURE: {
featureDrawer->DrawOpaquePass(true, false, false);
} break;
default: {
assert(false);
} break;
}
geomBuffer->UnBind();
#if 0
geomBuffer->DrawDebug(geomBuffer->GetBufferTexture(GL::GeometryBuffer::ATTACHMENT_NORMTEX));
#endif
if (notifyEventFlags[objType]) {
// at this point the buffer has been filled (all standard
// models and custom Lua material bins have been rendered
// into it) and unbound, notify scripts
assert(eventFuncs[objType] != nullptr);
CALL_FUNC_NA(&eventHandler, eventFuncs[objType]);
}
}
bool LuaObjectDrawer::DrawSingleObjectCommon(const CSolidObject* obj, LuaObjType objType, bool applyTrans)
{
const LuaObjectMaterialData* matData = obj->GetLuaMaterialData();
const LuaObjectLODMaterial* lodMat = nullptr;
if (!matData->Enabled())
return false;
// note: always uses an opaque material (for now)
if ((lodMat = matData->GetLuaLODMaterial(LuaObjectDrawer::GetDrawPassOpaqueMat())) == nullptr)
return false;
if (!lodMat->IsActive())
return false;
switch (objType) {
case LUAOBJ_UNIT: {
for (int modelType = MODELTYPE_3DO; modelType < MODELTYPE_OTHER; modelType++) {
luaMatHandler.setupDrawStateFuncs[modelType] = SetupOpaqueUnitDrawState;
luaMatHandler.resetDrawStateFuncs[modelType] = ResetOpaqueUnitDrawState;
}
} break;
case LUAOBJ_FEATURE: {
for (int modelType = MODELTYPE_3DO; modelType < MODELTYPE_OTHER; modelType++) {
luaMatHandler.setupDrawStateFuncs[modelType] = SetupOpaqueFeatureDrawState;
luaMatHandler.resetDrawStateFuncs[modelType] = ResetOpaqueFeatureDrawState;
}
} break;
default: {
assert(false);
} break;
}
// use the normal scale for single-object drawing
LuaObjectMaterialData::SetGlobalLODFactor(objType, LuaObjectDrawer::GetLODScale(objType) * camera->GetLPPScale());
// get the ref-counted actual material
const LuaMatBin* currBin = lodMat->matref.GetBin();
const LuaMaterial* currMat = currBin;
const LuaMatShader* binShader = &currBin->shaders[false];
// NOTE: doesn't make sense to support deferred mode for this? (extra arg in gl.Unit, etc)
currMat->Execute(LuaMaterial::defMat, false);
DrawBinObject(obj, objType, lodMat, binShader, false, applyTrans, true);
// switch back to default material
LuaMaterial::defMat.Execute(*currMat, false);
return true;
}
bool LuaObjectDrawer::DrawSingleObject(const CSolidObject* obj, LuaObjType objType)
{
return (DrawSingleObjectCommon(obj, objType, true));
}
bool LuaObjectDrawer::DrawSingleObjectNoTrans(const CSolidObject* obj, LuaObjType objType)
{
return (DrawSingleObjectCommon(obj, objType, false));
}
void LuaObjectDrawer::SetObjectLOD(CSolidObject* obj, LuaObjType objType, unsigned int lodCount)
{
if (!obj->localModel.Initialized())
return;
obj->localModel.SetLODCount(lodCount);
}
bool LuaObjectDrawer::AddObjectForLOD(CSolidObject* obj, LuaObjType objType, bool useAlphaMat, bool useShadowMat)
{
if (useShadowMat)
return (AddShadowMaterialObject(obj, objType));
if (useAlphaMat)
return (AddAlphaMaterialObject(obj, objType));
return (AddOpaqueMaterialObject(obj, objType));
}
bool LuaObjectDrawer::AddOpaqueMaterialObject(CSolidObject* obj, LuaObjType objType)
{
LuaObjectMaterialData* matData = obj->GetLuaMaterialData();
const LuaMatType matType = GetDrawPassOpaqueMat();
const float lodDist = camera->ProjectedDistance(obj->pos);
return (matData->AddObjectForLOD(obj, objType, matType, lodDist));
}
bool LuaObjectDrawer::AddAlphaMaterialObject(CSolidObject* obj, LuaObjType objType)
{
LuaObjectMaterialData* matData = obj->GetLuaMaterialData();
const LuaMatType matType = GetDrawPassAlphaMat();
const float lodDist = camera->ProjectedDistance(obj->pos);
return (matData->AddObjectForLOD(obj, objType, matType, lodDist));
}
bool LuaObjectDrawer::AddShadowMaterialObject(CSolidObject* obj, LuaObjType objType)
{
LuaObjectMaterialData* matData = obj->GetLuaMaterialData();
const LuaMatType matType = GetDrawPassShadowMat();
const float lodDist = camera->ProjectedDistance(obj->pos);
return (matData->AddObjectForLOD(obj, objType, matType, lodDist));
}
void LuaObjectDrawer::DrawOpaqueMaterialObjects(LuaObjType objType, bool deferredPass)
{
switch (objType) {
case LUAOBJ_UNIT: {
for (int modelType = MODELTYPE_3DO; modelType < MODELTYPE_OTHER; modelType++) {
luaMatHandler.setupDrawStateFuncs[modelType] = SetupOpaqueUnitDrawState;
luaMatHandler.resetDrawStateFuncs[modelType] = ResetOpaqueUnitDrawState;
}
} break;
case LUAOBJ_FEATURE: {
for (int modelType = MODELTYPE_3DO; modelType < MODELTYPE_OTHER; modelType++) {
luaMatHandler.setupDrawStateFuncs[modelType] = SetupOpaqueFeatureDrawState;
luaMatHandler.resetDrawStateFuncs[modelType] = ResetOpaqueFeatureDrawState;
}
} break;
default: {
assert(false);
} break;
}
DrawMaterialBins(objType, GetDrawPassOpaqueMat(), deferredPass);
}
void LuaObjectDrawer::DrawAlphaMaterialObjects(LuaObjType objType, bool)
{
switch (objType) {
case LUAOBJ_UNIT: {
for (int modelType = MODELTYPE_3DO; modelType < MODELTYPE_OTHER; modelType++) {
luaMatHandler.setupDrawStateFuncs[modelType] = SetupAlphaUnitDrawState;
luaMatHandler.resetDrawStateFuncs[modelType] = ResetAlphaUnitDrawState;
}
} break;
case LUAOBJ_FEATURE: {
for (int modelType = MODELTYPE_3DO; modelType < MODELTYPE_OTHER; modelType++) {
luaMatHandler.setupDrawStateFuncs[modelType] = SetupAlphaFeatureDrawState;
luaMatHandler.resetDrawStateFuncs[modelType] = ResetAlphaFeatureDrawState;
}
} break;
default: {
assert(false);
} break;
}
// FIXME: deferred shading and transparency is a PITA
DrawMaterialBins(objType, GetDrawPassAlphaMat(), false);
}
void LuaObjectDrawer::DrawShadowMaterialObjects(LuaObjType objType, bool)
{
switch (objType) {
case LUAOBJ_UNIT: {
for (int modelType = MODELTYPE_3DO; modelType < MODELTYPE_OTHER; modelType++) {
luaMatHandler.setupDrawStateFuncs[modelType] = SetupShadowUnitDrawState;
luaMatHandler.resetDrawStateFuncs[modelType] = ResetShadowUnitDrawState;
}
} break;
case LUAOBJ_FEATURE: {
for (int modelType = MODELTYPE_3DO; modelType < MODELTYPE_OTHER; modelType++) {
luaMatHandler.setupDrawStateFuncs[modelType] = SetupShadowFeatureDrawState;
luaMatHandler.resetDrawStateFuncs[modelType] = ResetShadowFeatureDrawState;
}
} break;
default: {
assert(false);
} break;
}
// we neither want nor need a deferred shadow
// pass for custom- or default-shader models!
DrawMaterialBins(objType, GetDrawPassShadowMat(), false);
}