forked from 0ad/0ad
Removes CONFIG2_GLES from CPostprocManager and renderers.
This was SVN commit r26817.
This commit is contained in:
parent
df612ab8b4
commit
d3a7491724
@ -79,10 +79,6 @@ void CDebugRenderer::DrawLine(
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const std::vector<CVector3D>& line, const CColor& color,
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const float width, const bool depthTestEnabled)
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{
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#if CONFIG2_GLES
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UNUSED2(line); UNUSED2(color); UNUSED2(width); UNUSED2(depthTestEnabled);
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#warning TODO: implement drawing line for GLES
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#else
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CShaderTechniquePtr debugLineTech =
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g_Renderer.GetShaderManager().LoadEffect(str_debug_line);
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Renderer::Backend::GL::CDeviceCommandContext* deviceCommandContext =
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@ -134,15 +130,10 @@ void CDebugRenderer::DrawLine(
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deviceCommandContext->Draw(0, vertices.size() / 3);
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deviceCommandContext->EndPass();
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#endif
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}
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void CDebugRenderer::DrawCircle(const CVector3D& origin, const float radius, const CColor& color)
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{
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#if CONFIG2_GLES
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UNUSED2(origin); UNUSED2(radius); UNUSED2(color);
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#warning TODO: implement drawing circle for GLES
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#else
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CShaderTechniquePtr debugCircleTech =
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g_Renderer.GetShaderManager().LoadEffect(str_debug_line);
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Renderer::Backend::GL::CDeviceCommandContext* deviceCommandContext =
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@ -188,15 +179,10 @@ void CDebugRenderer::DrawCircle(const CVector3D& origin, const float radius, con
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deviceCommandContext->Draw(0, vertices.size() / 3);
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deviceCommandContext->EndPass();
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#endif
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}
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void CDebugRenderer::DrawCameraFrustum(const CCamera& camera, const CColor& color, int intermediates, bool wireframe)
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{
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#if CONFIG2_GLES
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UNUSED2(camera); UNUSED2(color); UNUSED2(intermediates); UNUSED2(wireframe);
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#warning TODO: implement camera frustum for GLES
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#else
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CCamera::Quad nearPoints;
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CCamera::Quad farPoints;
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@ -289,7 +275,6 @@ void CDebugRenderer::DrawCameraFrustum(const CCamera& camera, const CColor& colo
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#undef ADD
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deviceCommandContext->EndPass();
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#endif
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}
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void CDebugRenderer::DrawBoundingBox(
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@ -373,9 +373,6 @@ void OverlayRenderer::RenderOverlaysBeforeWater(
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PROFILE3_GPU("overlays (before)");
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GPU_SCOPED_LABEL(deviceCommandContext, "Render overlays before water");
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#if CONFIG2_GLES
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#warning TODO: implement OverlayRenderer::RenderOverlaysBeforeWater for GLES
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#else
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for (SOverlayLine* line : m->lines)
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{
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if (line->m_Coords.empty())
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@ -383,7 +380,6 @@ void OverlayRenderer::RenderOverlaysBeforeWater(
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g_Renderer.GetDebugRenderer().DrawLine(line->m_Coords, line->m_Color, static_cast<float>(line->m_Thickness));
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}
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#endif
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}
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void OverlayRenderer::RenderOverlaysAfterWater(
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@ -399,15 +395,9 @@ void OverlayRenderer::RenderOverlaysAfterWater(
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void OverlayRenderer::RenderTexturedOverlayLines(Renderer::Backend::GL::CDeviceCommandContext* deviceCommandContext)
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{
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#if CONFIG2_GLES
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#warning TODO: implement OverlayRenderer::RenderTexturedOverlayLines for GLES
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return;
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#endif
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if (m->texlines.empty())
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return;
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ogl_WarnIfError();
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CLOSTexture& los = g_Renderer.GetSceneRenderer().GetScene().GetLOSTexture();
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// ----------------------------------------------------------------------------------------
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@ -504,10 +494,6 @@ void OverlayRenderer::RenderTexturedOverlayLines(
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void OverlayRenderer::RenderQuadOverlays(
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Renderer::Backend::GL::CDeviceCommandContext* deviceCommandContext)
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{
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#if CONFIG2_GLES
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#warning TODO: implement OverlayRenderer::RenderQuadOverlays for GLES
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return;
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#endif
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if (m->quadBatchMap.empty())
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return;
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@ -597,13 +583,8 @@ void OverlayRenderer::RenderForegroundOverlays(
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{
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PROFILE3_GPU("overlays (fg)");
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#if CONFIG2_GLES
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UNUSED2(deviceCommandContext);
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UNUSED2(viewCamera);
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#warning TODO: implement OverlayRenderer::RenderForegroundOverlays for GLES
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#else
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CVector3D right = -viewCamera.GetOrientation().GetLeft();
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CVector3D up = viewCamera.GetOrientation().GetUp();
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const CVector3D right = -viewCamera.GetOrientation().GetLeft();
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const CVector3D up = viewCamera.GetOrientation().GetUp();
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CShaderTechniquePtr tech = g_Renderer.GetShaderManager().LoadEffect(str_foreground_overlay);
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Renderer::Backend::GraphicsPipelineStateDesc pipelineStateDesc =
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@ -674,7 +655,6 @@ void OverlayRenderer::RenderForegroundOverlays(
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}
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deviceCommandContext->EndPass();
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#endif
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}
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static void TessellateSphereFace(const CVector3D& a, u16 ai,
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@ -743,10 +723,6 @@ void OverlayRenderer::RenderSphereOverlays(
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{
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PROFILE3_GPU("overlays (spheres)");
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#if CONFIG2_GLES
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UNUSED2(deviceCommandContext);
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#warning TODO: implement OverlayRenderer::RenderSphereOverlays for GLES
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#else
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if (m->spheres.empty())
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return;
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@ -800,5 +776,4 @@ void OverlayRenderer::RenderSphereOverlays(
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}
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deviceCommandContext->EndPass();
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#endif
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}
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@ -37,8 +37,6 @@
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#include "renderer/RenderingOptions.h"
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#include "tools/atlas/GameInterface/GameLoop.h"
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#if !CONFIG2_GLES
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CPostprocManager::CPostprocManager()
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: m_IsInitialized(false), m_PostProcEffect(L"default"), m_WhichBuffer(true),
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m_Sharpness(0.3f), m_UsingMultisampleBuffer(false), m_MultisampleCount(0)
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@ -52,8 +50,11 @@ CPostprocManager::~CPostprocManager()
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bool CPostprocManager::IsEnabled() const
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{
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return g_RenderingOptions.GetPostProc() &&
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g_VideoMode.GetBackend() != CVideoMode::Backend::GL_ARB;
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return
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g_RenderingOptions.GetPostProc() &&
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g_VideoMode.GetBackend() != CVideoMode::Backend::GL_ARB &&
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g_VideoMode.GetBackendDevice()->IsTextureFormatSupported(
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Renderer::Backend::Format::D24_S8);
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}
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void CPostprocManager::Cleanup()
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@ -683,120 +684,3 @@ void CPostprocManager::ResolveMultisampleFramebuffer(
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m_PingFramebuffer.get(), m_MultisampleFramebuffer.get());
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deviceCommandContext->SetFramebuffer(m_PingFramebuffer.get());
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}
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#else
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#warning TODO: implement PostprocManager for GLES
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void ApplyBlurDownscale2x(
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Renderer::Backend::GL::CDeviceCommandContext* UNUSED(deviceCommandContext),
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Renderer::Backend::GL::CFramebuffer* UNUSED(framebuffer),
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Renderer::Backend::GL::CTexture* UNUSED(inTex),
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int UNUSED(inWidth), int UNUSED(inHeight))
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{
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}
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void CPostprocManager::ApplyBlurGauss(
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Renderer::Backend::GL::CDeviceCommandContext* UNUSED(deviceCommandContext),
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Renderer::Backend::GL::CTexture* UNUSED(inTex),
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Renderer::Backend::GL::CTexture* UNUSED(tempTex),
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Renderer::Backend::GL::CFramebuffer* UNUSED(tempFramebuffer),
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Renderer::Backend::GL::CFramebuffer* UNUSED(outFramebuffer),
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int UNUSED(inWidth), int UNUSED(inHeight))
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{
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}
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void CPostprocManager::ApplyEffect(
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Renderer::Backend::GL::CDeviceCommandContext* UNUSED(deviceCommandContext),
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const CShaderTechniquePtr& UNUSED(shaderTech), int UNUSED(pass))
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{
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}
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CPostprocManager::CPostprocManager()
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{
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}
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CPostprocManager::~CPostprocManager()
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{
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}
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bool CPostprocManager::IsEnabled() const
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{
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return false;
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}
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void CPostprocManager::Initialize()
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{
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}
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void CPostprocManager::Resize()
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{
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}
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void CPostprocManager::Cleanup()
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{
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}
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void CPostprocManager::RecreateBuffers()
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{
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}
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std::vector<CStrW> CPostprocManager::GetPostEffects()
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{
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return std::vector<CStrW>();
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}
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void CPostprocManager::SetPostEffect(const CStrW& UNUSED(name))
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{
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}
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void CPostprocManager::SetDepthBufferClipPlanes(float UNUSED(nearPlane), float UNUSED(farPlane))
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{
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}
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void CPostprocManager::UpdateAntiAliasingTechnique()
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{
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}
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void CPostprocManager::UpdateSharpeningTechnique()
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{
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}
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void CPostprocManager::UpdateSharpnessFactor()
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{
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}
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void CPostprocManager::CaptureRenderOutput(
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Renderer::Backend::GL::CDeviceCommandContext* UNUSED(deviceCommandContext))
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{
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}
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void CPostprocManager::ApplyPostproc(
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Renderer::Backend::GL::CDeviceCommandContext* UNUSED(deviceCommandContext))
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{
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}
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void CPostprocManager::ReleaseRenderOutput(
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Renderer::Backend::GL::CDeviceCommandContext* UNUSED(deviceCommandContext))
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{
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}
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void CPostprocManager::CreateMultisampleBuffer()
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{
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}
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void CPostprocManager::DestroyMultisampleBuffer()
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{
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}
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bool CPostprocManager::IsMultisampleEnabled() const
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{
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return false;
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}
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void CPostprocManager::ResolveMultisampleFramebuffer(
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Renderer::Backend::GL::CDeviceCommandContext* UNUSED(deviceCommandContext))
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{
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}
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#endif
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@ -120,10 +120,6 @@ void TerrainOverlay::RenderBeforeWater(
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if (!m_Terrain)
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return; // should never happen, but let's play it safe
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#if CONFIG2_GLES
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UNUSED2(deviceCommandContext);
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#warning TODO: implement TerrainOverlay::RenderOverlays for GLES
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#else
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StartRender();
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ssize_t min_i, min_j, max_i, max_j;
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@ -141,7 +137,6 @@ void TerrainOverlay::RenderBeforeWater(
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ProcessTile(deviceCommandContext, m_i, m_j);
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EndRender();
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#endif
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}
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void TerrainOverlay::RenderTile(
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@ -159,15 +154,6 @@ void TerrainOverlay::RenderTile(
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// a vertex buffer or a vertex shader with a texture.
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// Not sure if it's possible on old OpenGL.
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#if CONFIG2_GLES
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UNUSED2(deviceCommandContext);
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UNUSED2(color);
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UNUSED2(drawHidden);
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UNUSED2(i);
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UNUSED2(j);
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#warning TODO: implement TerrainOverlay::RenderTile for GLES
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#else
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CVector3D pos[2][2];
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for (int di = 0; di < 2; ++di)
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for (int dj = 0; dj < 2; ++dj)
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@ -238,7 +224,6 @@ void TerrainOverlay::RenderTile(
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deviceCommandContext->Draw(0, vertices.size() / 3);
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deviceCommandContext->EndPass();
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#endif
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}
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void TerrainOverlay::RenderTileOutline(
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@ -252,15 +237,6 @@ void TerrainOverlay::RenderTileOutline(
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Renderer::Backend::GL::CDeviceCommandContext* deviceCommandContext,
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const CColor& color, bool drawHidden, ssize_t i, ssize_t j)
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{
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#if CONFIG2_GLES
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UNUSED2(deviceCommandContext);
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UNUSED2(color);
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UNUSED2(drawHidden);
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UNUSED2(i);
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UNUSED2(j);
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#warning TODO: implement TerrainOverlay::RenderTileOutline for GLES
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#else
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std::vector<float> vertices;
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#define ADD(i, j) \
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m_Terrain->CalcPosition(i, j, position); \
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@ -309,7 +285,6 @@ void TerrainOverlay::RenderTileOutline(
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deviceCommandContext->Draw(0, vertices.size() / 3);
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deviceCommandContext->EndPass();
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#endif
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}
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//////////////////////////////////////////////////////////////////////////
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@ -165,13 +165,6 @@ void TerrainRenderer::RenderTerrainOverlayTexture(
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int cullGroup, CMatrix3D& textureMatrix,
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Renderer::Backend::GL::CTexture* texture)
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{
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#if CONFIG2_GLES
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#warning TODO: implement TerrainRenderer::RenderTerrainOverlayTexture for GLES
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UNUSED2(deviceCommandContext);
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UNUSED2(cullGroup);
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UNUSED2(textureMatrix);
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UNUSED2(texture);
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#else
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ENSURE(m->phase == Phase_Render);
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std::vector<CPatchRData*>& visiblePatches = m->visiblePatches[cullGroup];
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@ -220,7 +213,6 @@ void TerrainRenderer::RenderTerrainOverlayTexture(
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}
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deviceCommandContext->EndPass();
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#endif
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}
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@ -308,13 +300,6 @@ void TerrainRenderer::RenderPatches(
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GPU_SCOPED_LABEL(deviceCommandContext, "Render terrain patches");
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#if CONFIG2_GLES
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UNUSED2(deviceCommandContext);
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UNUSED2(defines);
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UNUSED2(color);
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#warning TODO: implement TerrainRenderer::RenderPatches for GLES
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#else
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CShaderTechniquePtr solidTech = g_Renderer.GetShaderManager().LoadEffect(str_terrain_solid, defines);
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deviceCommandContext->SetGraphicsPipelineState(
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solidTech->GetGraphicsPipelineStateDesc());
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@ -326,7 +311,6 @@ void TerrainRenderer::RenderPatches(
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CPatchRData::RenderStreams(deviceCommandContext, visiblePatches, solidShader, false);
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deviceCommandContext->EndPass();
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#endif
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}
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@ -520,10 +504,6 @@ void TerrainRenderer::RenderSimpleWater(
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Renderer::Backend::GL::CDeviceCommandContext* deviceCommandContext,
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int cullGroup)
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{
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#if CONFIG2_GLES
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UNUSED2(deviceCommandContext);
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UNUSED2(cullGroup);
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#else
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PROFILE3_GPU("simple water");
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GPU_SCOPED_LABEL(deviceCommandContext, "Render Simple Water");
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@ -562,7 +542,6 @@ void TerrainRenderer::RenderSimpleWater(
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deviceCommandContext->BindTexture(1, GL_TEXTURE_2D, 0);
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deviceCommandContext->EndPass();
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#endif
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}
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///////////////////////////////////////////////////////////////////
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@ -24,7 +24,6 @@
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#include "lib/bits.h"
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#include "lib/timer.h"
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#include "lib/ogl.h"
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#include "lib/tex/tex.h"
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#include "maths/MathUtil.h"
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#include "maths/Vector2D.h"
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#include "ps/CLogger.h"
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@ -791,10 +790,6 @@ void WaterManager::RenderWaves(
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const CFrustum& frustrum)
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{
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GPU_SCOPED_LABEL(deviceCommandContext, "Render Waves");
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#if CONFIG2_GLES
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UNUSED2(frustrum);
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#warning Fix WaterManager::RenderWaves on GLES
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#else
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if (!m_WaterFancyEffects)
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return;
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@ -872,7 +867,6 @@ void WaterManager::RenderWaves(
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deviceCommandContext->EndPass();
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deviceCommandContext->SetFramebuffer(
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deviceCommandContext->GetDevice()->GetCurrentBackbuffer());
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#endif
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}
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void WaterManager::RecomputeWaterData()
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