Added PipeLineInfo::RasterMode::kOpaqueLessTest
Refactored particles and additive effects to use PipelineInfo::RasterMode rather than direct GL calls.
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@@ -144,6 +144,7 @@ void KRDirectionalLight::render(RenderInfo& ri) {
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info.pCamera = ri.camera;
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info.directional_lights = &this_light;
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info.renderPass = ri.renderPass;
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info.rasterMode = PipelineInfo::RasterMode::kAdditiveNoTest;
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KRPipeline *pShader = getContext().getPipelineManager()->getPipeline(*ri.surface, info);
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if(getContext().getPipelineManager()->selectPipeline(*ri.surface, *ri.camera, pShader, ri.viewport, getModelMatrix(), nullptr, &this_light, nullptr, 0, ri.renderPass, Vector3::Zero(), 0.0f, Vector4::Zero())) {
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@@ -152,12 +153,6 @@ void KRDirectionalLight::render(RenderInfo& ri) {
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pShader->setUniform(KRPipeline::KRENGINE_UNIFORM_LIGHT_COLOR, m_color);
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pShader->setUniform(KRPipeline::KRENGINE_UNIFORM_LIGHT_INTENSITY, m_intensity * 0.01f);
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// Disable z-buffer write
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GLDEBUG(glDepthMask(GL_FALSE));
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// Disable z-buffer test
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GLDEBUG(glDisable(GL_DEPTH_TEST));
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// Render a full screen quad
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m_pContext->getMeshManager()->bindVBO(ri.commandBuffer, &getContext().getMeshManager()->KRENGINE_VBO_DATA_2D_SQUARE_VERTICES, 1.0f);
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GLDEBUG(glDrawArrays(GL_TRIANGLE_STRIP, 0, 4));
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