Increased quality of dynamic shadows
parent
fd182e5515
commit
e747443312
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@ -118,6 +118,7 @@ CEngine::CEngine(CApplication *app)
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m_textureAnisotropy = 1;
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m_shadowMapping = false;
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m_offscreenShadowRendering = false;
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m_qualityShadows = false;
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m_totoMode = true;
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m_lensMode = true;
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m_waterMode = true;
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@ -187,6 +188,7 @@ CEngine::CEngine(CApplication *app)
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{
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m_shadowMapping = (value > 0);
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m_offscreenShadowRendering = (value > 1);
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m_qualityShadows = (value > 2);
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}
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m_defaultTexParams.format = TEX_IMG_AUTO;
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@ -3238,33 +3240,119 @@ void CEngine::Draw3DScene()
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// Enable shadow mapping
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if (m_shadowMapping)
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{
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m_device->SetTextureEnabled(2, true);
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m_device->SetTexture(2, m_shadowMap);
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m_device->SetTextureMatrix(2, m_shadowTextureMat);
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Math::Matrix identity;
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identity.LoadIdentity();
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m_device->SetTransform(TRANSFORM_WORLD, identity);
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TextureStageParams params;
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params.colorOperation = TEX_MIX_OPER_MODULATE;
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params.wrapS = TEX_WRAP_CLAMP_TO_BORDER;
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params.wrapT = TEX_WRAP_CLAMP_TO_BORDER;
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m_device->SetTextureStageParams(2, params);
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TextureGenerationParams genParams;
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for (int i = 0; i < 4; i++)
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if (m_qualityShadows)
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{
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genParams.coords[i].mode = TEX_GEN_EYE_LINEAR;
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// Texture Unit 2
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m_device->SetTextureEnabled(2, true);
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m_device->SetTexture(2, m_shadowMap);
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m_device->SetTextureMatrix(2, m_shadowTextureMat);
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for (int j = 0; j < 4; j++)
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Math::Matrix identity;
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identity.LoadIdentity();
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m_device->SetTransform(TRANSFORM_WORLD, identity);
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float shadowBias = 0.6f;
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float shadowUnbias = 1.0f - shadowBias;
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TextureStageParams params;
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params.colorOperation = TEX_MIX_OPER_MODULATE;
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params.colorArg1 = TEX_MIX_ARG_TEXTURE;
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params.colorArg2 = TEX_MIX_ARG_FACTOR;
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params.colorOperation = TEX_MIX_OPER_DEFAULT;
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params.factor = Color(shadowBias, shadowBias, shadowBias, 1.0f);
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params.wrapS = TEX_WRAP_CLAMP_TO_BORDER;
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params.wrapT = TEX_WRAP_CLAMP_TO_BORDER;
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m_device->SetTextureStageParams(2, params);
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TextureGenerationParams genParams;
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for (int i = 0; i < 4; i++)
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{
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genParams.coords[i].plane[j] = (i == j ? 1.0f : 0.0f);
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}
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}
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genParams.coords[i].mode = TEX_GEN_EYE_LINEAR;
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m_device->SetTextureCoordGeneration(2, genParams);
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for (int j = 0; j < 4; j++)
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{
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genParams.coords[i].plane[j] = (i == j ? 1.0f : 0.0f);
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}
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}
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m_device->SetTextureCoordGeneration(2, genParams);
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// Texture Unit 3
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m_device->SetTextureEnabled(3, true);
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m_device->SetTexture(3, m_shadowMap);
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params.LoadDefault();
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params.colorOperation = TEX_MIX_OPER_ADD;
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params.colorArg1 = TEX_MIX_ARG_COMPUTED_COLOR;
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params.colorArg2 = TEX_MIX_ARG_FACTOR;
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params.alphaOperation = TEX_MIX_OPER_DEFAULT;
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params.factor = Color(shadowUnbias, shadowUnbias, shadowUnbias, 0.0f);
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params.wrapS = TEX_WRAP_CLAMP_TO_BORDER;
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params.wrapT = TEX_WRAP_CLAMP_TO_BORDER;
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m_device->SetTextureStageParams(3, params);
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// Texture Unit 4
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m_device->SetTextureEnabled(4, true);
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m_device->SetTexture(4, m_shadowMap);
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params.LoadDefault();
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params.colorOperation = TEX_MIX_OPER_MODULATE;
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params.colorArg1 = TEX_MIX_ARG_COMPUTED_COLOR;
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params.colorArg2 = TEX_MIX_ARG_SRC_COLOR;
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params.alphaOperation = TEX_MIX_OPER_DEFAULT;
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params.wrapS = TEX_WRAP_CLAMP_TO_BORDER;
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params.wrapT = TEX_WRAP_CLAMP_TO_BORDER;
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m_device->SetTextureStageParams(4, params);
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// Texture Unit 5
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m_device->SetTextureEnabled(5, true);
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m_device->SetTexture(5, m_shadowMap);
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params.LoadDefault();
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params.colorOperation = TEX_MIX_OPER_MODULATE;
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params.colorArg1 = TEX_MIX_ARG_COMPUTED_COLOR;
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params.colorArg2 = TEX_MIX_ARG_TEXTURE_0;
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params.alphaOperation = TEX_MIX_OPER_DEFAULT;
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params.wrapS = TEX_WRAP_CLAMP_TO_BORDER;
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params.wrapT = TEX_WRAP_CLAMP_TO_BORDER;
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m_device->SetTextureStageParams(5, params);
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}
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else // Simpler shadows
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{
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// Texture Unit 2
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m_device->SetTextureEnabled(2, true);
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m_device->SetTexture(2, m_shadowMap);
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m_device->SetTextureMatrix(2, m_shadowTextureMat);
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Math::Matrix identity;
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identity.LoadIdentity();
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m_device->SetTransform(TRANSFORM_WORLD, identity);
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TextureStageParams params;
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params.colorOperation = TEX_MIX_OPER_MODULATE;
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params.wrapS = TEX_WRAP_CLAMP_TO_BORDER;
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params.wrapT = TEX_WRAP_CLAMP_TO_BORDER;
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m_device->SetTextureStageParams(2, params);
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TextureGenerationParams genParams;
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for (int i = 0; i < 4; i++)
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{
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genParams.coords[i].mode = TEX_GEN_EYE_LINEAR;
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for (int j = 0; j < 4; j++)
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{
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genParams.coords[i].plane[j] = (i == j ? 1.0f : 0.0f);
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}
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}
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m_device->SetTextureCoordGeneration(2, genParams);
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}
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}
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for (int objRank = 0; objRank < static_cast<int>(m_objects.size()); objRank++)
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@ -3339,6 +3427,12 @@ void CEngine::Draw3DScene()
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m_device->SetTexture(3, 0);
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m_device->SetTextureEnabled(3, false);
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m_device->SetTexture(4, 0);
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m_device->SetTextureEnabled(4, false);
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m_device->SetTexture(5, 0);
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m_device->SetTextureEnabled(5, false);
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}
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// Draws the shadows , if shadows enabled
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@ -3582,16 +3676,15 @@ void CEngine::RenderShadowMap()
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// recompute matrices
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Math::Vector worldUp(1.0f, 0.0f, 0.0f);
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Math::Vector dir = m_lookatPt - m_eyePt;
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float change = Math::Max(0.5f, (5.0f + dir.Length()) / 25.0f);
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dir.Normalize();
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Math::Vector pos = m_lookatPt + 40.0f * dir;
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Math::Vector lightPos = pos + Math::Vector(3.0f, 30.0f, 3.0f);
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Math::Vector lookAt = pos + Math::Vector(0.0, 100.0f, 0.0f);
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float dist = 75.0f * change;
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float dist = 75.0f;
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if (m_offscreenShadowRendering) dist = 400.0f * change;
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if (m_offscreenShadowRendering) dist = 400.0f;
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Math::LoadOrthoProjectionMatrix(m_shadowProjMat, -dist, dist, -dist, dist, -200.0f, 200.0f);
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Math::LoadViewMatrix(m_shadowViewMat, lightPos, lookAt, worldUp);
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@ -3624,8 +3717,8 @@ void CEngine::RenderShadowMap()
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m_device->SetTransform(TRANSFORM_WORLD, m_objects[objRank].transform);
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// TODO: check proper object filtering
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if (!IsVisible(objRank))
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continue;
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//if (!IsVisible(objRank))
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// continue;
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int baseObjRank = m_objects[objRank].baseObjRank;
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if (baseObjRank == -1)
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@ -3666,6 +3759,7 @@ void CEngine::RenderShadowMap()
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}
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//m_device->SetRenderState(RENDER_STATE_DEPTH_BIAS, false);
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m_device->SetRenderState(RENDER_STATE_ALPHA_TEST, false);
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// copy depth buffer to shadow map
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m_device->CopyFramebufferToTexture(m_shadowMap, 0, 0, 0, 0, m_shadowMap.size.x, m_shadowMap.size.y);
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@ -1459,6 +1459,8 @@ protected:
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bool m_shadowMapping;
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//! true enables offscreen shadow rendering
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bool m_offscreenShadowRendering;
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//! true enables higher quality shadows
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bool m_qualityShadows;
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//! Map of loaded textures (by name)
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std::map<std::string, Texture> m_texNameMap;
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