refactor upload() | Update World.h and WorldRender.cpp
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@@ -370,8 +370,6 @@ protected:
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QSettings* _settings;
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float _view_distance;
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Noggit::NoggitRenderContext _context;
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std::array<std::pair<std::pair<int, int>, MapTile*>, 64 * 64 > _loaded_tiles_buffer;
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@@ -221,7 +221,7 @@ void WorldRender::draw (glm::mat4x4 const& model_view
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}
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}
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_cull_distance= draw_fog ? _skies->fog_distance_end() : _world->_view_distance;
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_cull_distance= draw_fog ? _skies->fog_distance_end() : _view_distance;
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// Draw verylowres heightmap
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if (draw_fog && draw_terrain)
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@@ -866,99 +866,75 @@ void WorldRender::upload()
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_outdoor_lighting = std::make_unique<OutdoorLighting>();
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if (!_m2_program)
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{
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_m2_program.reset
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( new OpenGL::program
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{ { GL_VERTEX_SHADER, OpenGL::shader::src_from_qrc("m2_vs") }
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, { GL_FRAGMENT_SHADER, OpenGL::shader::src_from_qrc("m2_fs") }
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}
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);
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}
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if (!_m2_instanced_program)
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{
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_m2_instanced_program.reset
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( new OpenGL::program
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{ { GL_VERTEX_SHADER, OpenGL::shader::src_from_qrc("m2_vs", {"instanced"}) }
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, { GL_FRAGMENT_SHADER, OpenGL::shader::src_from_qrc("m2_fs") }
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}
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);
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}
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if (!_m2_box_program)
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{
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_m2_box_program.reset
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( new OpenGL::program
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{ { GL_VERTEX_SHADER, OpenGL::shader::src_from_qrc("m2_box_vs") }
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, { GL_FRAGMENT_SHADER, OpenGL::shader::src_from_qrc("m2_box_fs") }
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}
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);
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}
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if (!_m2_ribbons_program)
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{
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_m2_ribbons_program.reset
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( new OpenGL::program
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{ { GL_VERTEX_SHADER, OpenGL::shader::src_from_qrc("ribbon_vs") }
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, { GL_FRAGMENT_SHADER, OpenGL::shader::src_from_qrc("ribbon_fs") }
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}
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);
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}
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if (!_m2_particles_program)
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{
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_m2_particles_program.reset
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( new OpenGL::program
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{ { GL_VERTEX_SHADER, OpenGL::shader::src_from_qrc("particle_vs") }
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, { GL_FRAGMENT_SHADER, OpenGL::shader::src_from_qrc("particle_fs") }
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}
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);
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}
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if (!_mcnk_program)
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{
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_mcnk_program.reset
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( new OpenGL::program
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{ { GL_VERTEX_SHADER, OpenGL::shader::src_from_qrc("terrain_vs") }
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, { GL_FRAGMENT_SHADER, OpenGL::shader::src_from_qrc("terrain_fs") }
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}
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);
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}
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if (!_mfbo_program)
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{
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_mfbo_program.reset
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( new OpenGL::program
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{ { GL_VERTEX_SHADER, OpenGL::shader::src_from_qrc("mfbo_vs") }
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, { GL_FRAGMENT_SHADER, OpenGL::shader::src_from_qrc("mfbo_fs") }
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}
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);
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}
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if (!_wmo_program)
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{
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_wmo_program.reset
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( new OpenGL::program
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{ { GL_VERTEX_SHADER, OpenGL::shader::src_from_qrc("wmo_vs") }
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, { GL_FRAGMENT_SHADER, OpenGL::shader::src_from_qrc("wmo_fs") }
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}
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);
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}
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if (!_liquid_program)
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{
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_liquid_program.reset(
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new OpenGL::program
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{ { GL_VERTEX_SHADER, OpenGL::shader::src_from_qrc("liquid_vs") }
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, { GL_FRAGMENT_SHADER, OpenGL::shader::src_from_qrc("liquid_fs") }
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}
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_m2_program.reset
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( new OpenGL::program
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{ { GL_VERTEX_SHADER, OpenGL::shader::src_from_qrc("m2_vs") }
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, { GL_FRAGMENT_SHADER, OpenGL::shader::src_from_qrc("m2_fs") }
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}
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);
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}
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if (!_occluder_program)
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{
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_occluder_program.reset(
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new OpenGL::program
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{ { GL_VERTEX_SHADER, OpenGL::shader::src_from_qrc("occluder_vs") }
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, { GL_FRAGMENT_SHADER, OpenGL::shader::src_from_qrc("occluder_fs") }
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_m2_instanced_program.reset
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( new OpenGL::program
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{ { GL_VERTEX_SHADER, OpenGL::shader::src_from_qrc("m2_vs", {"instanced"}) }
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, { GL_FRAGMENT_SHADER, OpenGL::shader::src_from_qrc("m2_fs") }
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}
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);
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}
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);
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_m2_box_program.reset
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( new OpenGL::program
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{ { GL_VERTEX_SHADER, OpenGL::shader::src_from_qrc("m2_box_vs") }
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, { GL_FRAGMENT_SHADER, OpenGL::shader::src_from_qrc("m2_box_fs") }
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}
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);
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_m2_ribbons_program.reset
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( new OpenGL::program
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{ { GL_VERTEX_SHADER, OpenGL::shader::src_from_qrc("ribbon_vs") }
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, { GL_FRAGMENT_SHADER, OpenGL::shader::src_from_qrc("ribbon_fs") }
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}
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);
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_m2_particles_program.reset
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( new OpenGL::program
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{ { GL_VERTEX_SHADER, OpenGL::shader::src_from_qrc("particle_vs") }
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, { GL_FRAGMENT_SHADER, OpenGL::shader::src_from_qrc("particle_fs") }
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}
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);
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_mcnk_program.reset
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( new OpenGL::program
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{ { GL_VERTEX_SHADER, OpenGL::shader::src_from_qrc("terrain_vs") }
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, { GL_FRAGMENT_SHADER, OpenGL::shader::src_from_qrc("terrain_fs") }
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}
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);
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_mfbo_program.reset
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( new OpenGL::program
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{ { GL_VERTEX_SHADER, OpenGL::shader::src_from_qrc("mfbo_vs") }
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, { GL_FRAGMENT_SHADER, OpenGL::shader::src_from_qrc("mfbo_fs") }
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}
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);
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_wmo_program.reset
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( new OpenGL::program
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{ { GL_VERTEX_SHADER, OpenGL::shader::src_from_qrc("wmo_vs") }
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, { GL_FRAGMENT_SHADER, OpenGL::shader::src_from_qrc("wmo_fs") }
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}
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);
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_liquid_program.reset(
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new OpenGL::program
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{ { GL_VERTEX_SHADER, OpenGL::shader::src_from_qrc("liquid_vs") }
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, { GL_FRAGMENT_SHADER, OpenGL::shader::src_from_qrc("liquid_fs") }
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}
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);
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_occluder_program.reset(
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new OpenGL::program
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{ { GL_VERTEX_SHADER, OpenGL::shader::src_from_qrc("occluder_vs") }
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, { GL_FRAGMENT_SHADER, OpenGL::shader::src_from_qrc("occluder_fs") }
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}
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);
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_liquid_texture_manager.upload();
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