Merge remote-tracking branch 'refs/remotes/origin/master' into reflection-mapping
This commit is contained in:
@@ -33,8 +33,8 @@ namespace Nz
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Vector2f uv;
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};
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std::size_t s_maxQuads = std::numeric_limits<UInt16>::max() / 6;
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std::size_t s_vertexBufferSize = 4 * 1024 * 1024; // 4 MiB
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UInt32 s_maxQuads = std::numeric_limits<UInt16>::max() / 6;
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UInt32 s_vertexBufferSize = 4 * 1024 * 1024; // 4 MiB
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}
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/*!
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@@ -101,12 +101,15 @@ namespace Nz
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if (!layer.opaqueModels.empty())
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DrawOpaqueModels(sceneData, layer);
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if (!layer.transparentModels.empty())
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if (!layer.depthSortedMeshes.empty())
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DrawTransparentModels(sceneData, layer);
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if (!layer.basicSprites.empty())
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if (!layer.opaqueSprites.empty())
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DrawBasicSprites(sceneData, layer);
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if (!layer.depthSortedSprites.empty())
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DrawOrderedSprites(sceneData, layer);
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if (!layer.billboards.empty())
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DrawBillboards(sceneData, layer);
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@@ -309,7 +312,10 @@ namespace Nz
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Renderer::SetMatrix(MatrixType_World, Matrix4f::Identity());
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Renderer::SetVertexBuffer(&m_spriteBuffer);
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for (auto& pipelinePair : layer.basicSprites)
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const unsigned int overlayTextureUnit = Material::GetTextureUnit(TextureMap_Overlay);
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const std::size_t maxSpriteCount = std::min<std::size_t>(s_maxQuads, m_spriteBuffer.GetVertexCount() / 4);
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for (auto& pipelinePair : layer.opaqueSprites)
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{
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const MaterialPipeline* pipeline = pipelinePair.first;
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auto& pipelineEntry = pipelinePair.second;
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@@ -331,6 +337,9 @@ namespace Nz
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// Position of the camera
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shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition());
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// Overlay texture unit
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shader->SendInteger(shaderUniforms->textureOverlay, overlayTextureUnit);
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lastShader = shader;
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}
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@@ -343,10 +352,6 @@ namespace Nz
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{
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material->Apply(pipelineInstance);
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unsigned int overlayTextureUnit = Material::GetTextureUnit(TextureMap_Overlay);
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shader->SendInteger(shaderUniforms->textureOverlay, overlayTextureUnit);
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Renderer::SetTextureSampler(overlayTextureUnit, material->GetDiffuseSampler());
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auto& overlayMap = matEntry.overlayMap;
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@@ -370,7 +375,6 @@ namespace Nz
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VertexStruct_XYZ_Color_UV* vertices = static_cast<VertexStruct_XYZ_Color_UV*>(vertexMapper.GetPointer());
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std::size_t spriteCount = 0;
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std::size_t maxSpriteCount = std::min<std::size_t>(s_maxQuads, m_spriteBuffer.GetVertexCount() / 4);
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do
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{
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@@ -797,6 +801,142 @@ namespace Nz
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}
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}
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void ForwardRenderTechnique::DrawOrderedSprites(const SceneData & sceneData, ForwardRenderQueue::Layer & layer) const
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{
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NazaraAssert(sceneData.viewer, "Invalid viewer");
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Renderer::SetIndexBuffer(&s_quadIndexBuffer);
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Renderer::SetMatrix(MatrixType_World, Matrix4f::Identity());
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Renderer::SetVertexBuffer(&m_spriteBuffer);
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const Material* lastMaterial = nullptr;
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const MaterialPipeline* lastPipeline = nullptr;
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const Shader* lastShader = nullptr;
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const Texture* lastOverlay = nullptr;
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const MaterialPipeline::Instance* pipelineInstance = nullptr;
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const unsigned int overlayTextureUnit = Material::GetTextureUnit(TextureMap_Overlay);
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bool updateVertexBuffer = true;
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const std::size_t maxSpriteCount = std::min<std::size_t>(s_maxQuads, m_spriteBuffer.GetVertexCount() / 4);
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std::size_t alreadyDrawnCount = 0;
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std::size_t spriteIndex = 0;
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std::size_t spriteChainOffset = 0;
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auto splitChainIt = layer.depthSortedSprites.end();
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for (auto it = layer.depthSortedSprites.begin(); it != layer.depthSortedSprites.end();)
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{
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if (updateVertexBuffer)
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{
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// We open the buffer in writing mode
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BufferMapper<VertexBuffer> vertexMapper(m_spriteBuffer, BufferAccess_DiscardAndWrite);
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VertexStruct_XYZ_Color_UV* vertices = static_cast<VertexStruct_XYZ_Color_UV*>(vertexMapper.GetPointer());
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std::size_t availableSpriteSpace = maxSpriteCount;
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bool split = false;
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for (auto it2 = it; it2 != layer.depthSortedSprites.end(); ++it2)
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{
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const ForwardRenderQueue::UnbatchedSpriteData& spriteData = layer.depthSortedSpriteData[*it2];
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std::size_t count = std::min(availableSpriteSpace, spriteData.spriteCount - spriteChainOffset);
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std::memcpy(vertices, spriteData.vertices + spriteChainOffset * 4, 4 * count * sizeof(VertexStruct_XYZ_Color_UV));
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vertices += count * 4;
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availableSpriteSpace -= count;
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// Have we treated the entire chain ?
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if (count != spriteData.spriteCount)
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{
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// Oops, not enough space to store current chain
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spriteChainOffset += count;
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splitChainIt = it2;
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split = true;
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break;
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}
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// Switch to next sprite chain, if any
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spriteChainOffset = 0;
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}
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spriteIndex = 0;
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updateVertexBuffer = false;
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if (!split)
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splitChainIt = layer.depthSortedSprites.end();
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}
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std::size_t index = *it;
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const ForwardRenderQueue::UnbatchedSpriteData& spriteData = layer.depthSortedSpriteData[index];
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const Material* material = spriteData.material;
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if (material != lastMaterial)
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{
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const MaterialPipeline* pipeline = material->GetPipeline();
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if (pipeline != lastPipeline)
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{
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pipelineInstance = &pipeline->Apply(ShaderFlags_TextureOverlay | ShaderFlags_VertexColor);
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const Shader* shader = pipelineInstance->uberInstance->GetShader();
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// Uniforms are conserved in our program, there's no point to send them back until they change
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if (shader != lastShader)
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{
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// Index of uniforms in the shader
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const ShaderUniforms* shaderUniforms = GetShaderUniforms(shader);
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// Ambient color of the scene
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shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
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// Position of the camera
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shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition());
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// Overlay texture unit
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shader->SendInteger(shaderUniforms->textureOverlay, overlayTextureUnit);
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lastShader = shader;
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}
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lastPipeline = pipeline;
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}
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material->Apply(*pipelineInstance);
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Renderer::SetTextureSampler(overlayTextureUnit, material->GetDiffuseSampler());
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lastMaterial = material;
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}
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const Texture* overlay = (spriteData.overlay) ? spriteData.overlay : &m_whiteTexture;
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if (overlay != lastOverlay)
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{
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Renderer::SetTexture(overlayTextureUnit, overlay);
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lastOverlay = overlay;
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}
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std::size_t spriteCount;
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if (it != splitChainIt)
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{
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spriteCount = spriteData.spriteCount - alreadyDrawnCount;
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alreadyDrawnCount = 0;
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++it;
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}
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else
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{
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spriteCount = spriteChainOffset;
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alreadyDrawnCount = spriteCount;
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updateVertexBuffer = true;
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// Restart at current iterator next time
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}
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Renderer::DrawIndexedPrimitives(PrimitiveMode_TriangleList, spriteIndex * 6, spriteCount * 6);
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spriteIndex += spriteCount;
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}
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}
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/*!
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* \brief Draws transparent models
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*
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@@ -816,9 +956,9 @@ namespace Nz
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const ShaderUniforms* shaderUniforms = nullptr;
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unsigned int lightCount = 0;
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for (unsigned int index : layer.transparentModels)
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for (std::size_t index : layer.depthSortedMeshes)
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{
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const ForwardRenderQueue::TransparentModelData& modelData = layer.transparentModelData[index];
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const ForwardRenderQueue::UnbatchedModelData& modelData = layer.depthSortedMeshData[index];
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// Material
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const Material* material = modelData.material;
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@@ -885,8 +1025,8 @@ namespace Nz
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if (shaderUniforms->hasLightUniforms && lightCount < NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS)
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{
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// Compute the closest lights
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Vector3f position = matrix.GetTranslation() + modelData.squaredBoundingSphere.GetPosition();
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float radius = modelData.squaredBoundingSphere.radius;
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Vector3f position = matrix.GetTranslation() + modelData.obbSphere.GetPosition();
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float radius = modelData.obbSphere.radius;
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ChooseLights(Spheref(position, radius), false);
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for (std::size_t i = lightCount; i < NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS; ++i)
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