Splits debug display of frustums for an easier debugging of a culling and shadows
This was SVN commit r23395.
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@ -275,3 +275,21 @@ DeveloperOverlayCheckboxes.prototype.DisplayCameraFrustum = class
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return Engine.Renderer_GetDisplayFrustumEnabled();
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}
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};
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DeveloperOverlayCheckboxes.prototype.DisplayShadowsFrustum = class
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{
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label()
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{
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return translate("Display shadows frustum");
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}
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onPress(checked)
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{
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Engine.Renderer_SetDisplayShadowsFrustumEnabled(checked);
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}
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checked()
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{
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return Engine.Renderer_GetDisplayShadowsFrustumEnabled();
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}
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};
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@ -1424,11 +1424,12 @@ void CRenderer::RenderSubmissions(const CBoundingBoxAligned& waterScissor)
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// render debug lines
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if (g_RenderingOptions.GetDisplayFrustum())
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{
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DisplayFrustum();
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if (g_RenderingOptions.GetDisplayShadowsFrustum())
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{
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m->shadow.RenderDebugBounds();
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m->shadow.RenderDebugTexture();
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ogl_WarnIfError();
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}
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m->silhouetteRenderer.RenderDebugOverlays(m_ViewCamera);
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@ -1499,6 +1500,8 @@ void CRenderer::DisplayFrustum()
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glEnable(GL_CULL_FACE);
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glDepthMask(1);
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#endif
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ogl_WarnIfError();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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@ -1,4 +1,4 @@
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/* Copyright (C) 2019 Wildfire Games.
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/* Copyright (C) 2020 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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@ -77,6 +77,7 @@ SRenderingOptions::SRenderingOptions()
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m_PostProc = false;
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m_ShowSky = false;
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m_DisplayFrustum = false;
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m_DisplayShadowsFrustum = false;
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m_RenderActors = true;
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}
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@ -1,4 +1,4 @@
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/* Copyright (C) 2019 Wildfire Games.
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/* Copyright (C) 2020 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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@ -98,6 +98,7 @@ OPTION_CUSTOM_SETTER(NAME, TYPE); OPTION_GETTER(NAME, TYPE); OPTION_DEF(NAME, TY
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OPTION(ShowSky, bool);
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OPTION(PostProc, bool);
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OPTION(DisplayFrustum, bool);
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OPTION(DisplayShadowsFrustum, bool);
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OPTION(RenderActors, bool);
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@ -800,6 +800,8 @@ void ShadowMap::RenderDebugBounds()
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glEnable(GL_CULL_FACE);
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glDepthMask(1);
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ogl_WarnIfError();
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}
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void ShadowMap::RenderDebugTexture()
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@ -844,4 +846,6 @@ void ShadowMap::RenderDebugTexture()
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glEnable(GL_DEPTH_TEST);
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glDepthMask(1);
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ogl_WarnIfError();
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}
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@ -1,4 +1,4 @@
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/* Copyright (C) 2019 Wildfire Games.
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/* Copyright (C) 2020 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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@ -52,6 +52,7 @@ IMPLEMENT_BOOLEAN_SCRIPT_SETTING(ShowSky);
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IMPLEMENT_BOOLEAN_SCRIPT_SETTING(SmoothLOS);
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IMPLEMENT_BOOLEAN_SCRIPT_SETTING(PostProc);
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IMPLEMENT_BOOLEAN_SCRIPT_SETTING(DisplayFrustum);
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IMPLEMENT_BOOLEAN_SCRIPT_SETTING(DisplayShadowsFrustum);
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#undef IMPLEMENT_BOOLEAN_SCRIPT_SETTING
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@ -101,6 +102,7 @@ void JSI_Renderer::RegisterScriptFunctions(const ScriptInterface& scriptInterfac
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REGISTER_BOOLEAN_SCRIPT_SETTING(SmoothLOS);
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REGISTER_BOOLEAN_SCRIPT_SETTING(PostProc);
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REGISTER_BOOLEAN_SCRIPT_SETTING(DisplayFrustum);
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REGISTER_BOOLEAN_SCRIPT_SETTING(DisplayShadowsFrustum);
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}
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#undef REGISTER_BOOLEAN_SCRIPT_SETTING
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@ -1,4 +1,4 @@
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/* Copyright (C) 2019 Wildfire Games.
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/* Copyright (C) 2020 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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@ -47,6 +47,7 @@ namespace JSI_Renderer
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DECLARE_BOOLEAN_SCRIPT_SETTING(SmoothLOS);
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DECLARE_BOOLEAN_SCRIPT_SETTING(PostProc);
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DECLARE_BOOLEAN_SCRIPT_SETTING(DisplayFrustum);
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DECLARE_BOOLEAN_SCRIPT_SETTING(DisplayShadowsFrustum);
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void RegisterScriptFunctions(const ScriptInterface& scriptInterface);
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}
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