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Slightly improved water for deferred shading by enabling depth write
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4e987e523a
commit
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@ -521,21 +521,8 @@ namespace CodeWalker.Rendering
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context.OutputMerger.BlendState = bsDefault;
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context.OutputMerger.BlendState = bsDefault;
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context.Rasterizer.State = wireframe ? rsWireframeDblSided : rsSolidDblSided;
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context.Rasterizer.State = wireframe ? rsWireframeDblSided : rsSolidDblSided;
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context.OutputMerger.DepthStencilState = dsDisableWrite;
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context.OutputMerger.DepthStencilState = dsEnabled;
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if (RenderWaterQuads.Count > 0) //render water quads
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for (int i = 0; i < RenderBuckets.Count; i++) //water pass
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{
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var bucket = RenderBuckets[i];
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if (bucket.WaterBatches.Count > 0)
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{
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RenderGeometryBatches(context, bucket.WaterBatches, Water);
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}
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if (bucket.Water2Batches.Count > 0)
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{
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RenderGeometryBatches(context, bucket.Water2Batches, Water);
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}
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}
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if (RenderWaterQuads.Count > 0) //also render water quads here
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{
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{
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Water.SetShader(context);
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Water.SetShader(context);
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Water.SetSceneVars(context, Camera, Shadowmap, GlobalLights);
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Water.SetSceneVars(context, Camera, Shadowmap, GlobalLights);
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@ -545,6 +532,24 @@ namespace CodeWalker.Rendering
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}
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}
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Water.UnbindResources(context);
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Water.UnbindResources(context);
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}
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}
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for (int i = 0; i < RenderBuckets.Count; i++) //main water geoms pass
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{
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var bucket = RenderBuckets[i];
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if (bucket.WaterBatches.Count > 0)
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{
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RenderGeometryBatches(context, bucket.WaterBatches, Water);
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}
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}
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context.OutputMerger.DepthStencilState = dsDisableWrite;
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for (int i = 0; i < RenderBuckets.Count; i++) //water decals pass
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{
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var bucket = RenderBuckets[i];
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if (bucket.Water2Batches.Count > 0)
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{
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RenderGeometryBatches(context, bucket.Water2Batches, Water);
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}
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}
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