shadow intensity with better performance
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416ccaae4b
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440ec7dd7e
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@ -505,9 +505,19 @@ void Renderer::initGame(const Game *game, GameCamera *gameCamera) {
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//shadows
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if(shadows == sProjected || shadows == sShadowMapping) {
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static_cast<ModelRendererGl*>(modelRenderer)->setSecondaryTexCoordUnit(2);
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Config &config= Config::getInstance();
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glGenTextures(1, &shadowMapHandle);
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shadowMapHandleValid=true;
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shadowIntensity= config.getFloat("ShadowIntensity","1.0");
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if(game!=NULL){
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shadowIntensity=shadowIntensity*game->getWorld()->getTileset()->getShadowIntense();
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if(shadowIntensity > 1.0f){
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shadowIntensity=1.0f;
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}
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}
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glBindTexture(GL_TEXTURE_2D, shadowMapHandle);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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@ -738,6 +748,7 @@ void Renderer::endScenario() {
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void Renderer::endGame(bool isFinalEnd) {
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this->game= NULL;
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this->gameCamera = NULL;
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Config &config= Config::getInstance();
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try {
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quadCache = VisibleQuadContainerCache();
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@ -777,6 +788,7 @@ void Renderer::endGame(bool isFinalEnd) {
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glDeleteTextures(1, &shadowMapHandle);
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shadowMapHandleValid=false;
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}
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shadowIntensity= config.getFloat("ShadowIntensity","1.0");
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//if(list3dValid == true) {
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// glDeleteLists(list3d, 1);
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@ -6957,11 +6969,7 @@ void Renderer::renderShadowsToTexture(const int renderFps){
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glClear(GL_DEPTH_BUFFER_BIT);
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}
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else {
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float shadowIntensityToSet=shadowIntensity*game->getWorld()->getTileset()->getShadowIntense();
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if(shadowIntensityToSet > 1.0f){
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shadowIntensityToSet=1.0f;
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}
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float color= 1.0f-shadowIntensityToSet;
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float color= 1.0f-shadowIntensity;
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glColor3f(color, color, color);
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glClearColor(1.f, 1.f, 1.f, 1.f);
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glDisable(GL_DEPTH_TEST);
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