CMaterial: Implicit conversion to bool cleanup
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9c8b65c629
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@ -97,25 +97,25 @@ void CMaterial::GenerateShader(bool AllowRegen /*= true*/)
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void CMaterial::ClearShader()
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void CMaterial::ClearShader()
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{
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{
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if (mpShader)
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if (mpShader == nullptr)
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return;
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const auto Find = smShaderMap.find(mParametersHash);
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ASSERT(Find != smShaderMap.cend());
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SMaterialShader& rShader = Find->second;
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ASSERT(rShader.pShader == mpShader);
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rShader.NumReferences--;
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if (rShader.NumReferences == 0)
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{
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{
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auto Find = smShaderMap.find(mParametersHash);
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delete mpShader;
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ASSERT(Find != smShaderMap.end());
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smShaderMap.erase(Find);
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SMaterialShader& rShader = Find->second;
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ASSERT(rShader.pShader == mpShader);
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rShader.NumReferences--;
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if (rShader.NumReferences == 0)
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{
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delete mpShader;
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smShaderMap.erase(Find);
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}
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mpShader = nullptr;
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mShaderStatus = EShaderStatus::NoShader;
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}
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}
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mpShader = nullptr;
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mShaderStatus = EShaderStatus::NoShader;
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}
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}
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bool CMaterial::SetCurrent(FRenderOptions Options)
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bool CMaterial::SetCurrent(FRenderOptions Options)
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@ -133,7 +133,7 @@ bool CMaterial::SetCurrent(FRenderOptions Options)
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// Set RGB blend equation - force to ZERO/ONE if alpha is disabled
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// Set RGB blend equation - force to ZERO/ONE if alpha is disabled
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GLenum srcRGB, dstRGB, srcAlpha, dstAlpha;
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GLenum srcRGB, dstRGB, srcAlpha, dstAlpha;
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if (Options & ERenderOption::NoAlpha) {
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if ((Options & ERenderOption::NoAlpha) != 0) {
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srcRGB = GL_ONE;
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srcRGB = GL_ONE;
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dstRGB = GL_ZERO;
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dstRGB = GL_ZERO;
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} else {
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} else {
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@ -141,7 +141,7 @@ bool CMaterial::SetCurrent(FRenderOptions Options)
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dstRGB = mBlendDstFac;
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dstRGB = mBlendDstFac;
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}
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}
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if (mOptions & EMaterialOption::ZeroDestAlpha) {
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if ((mOptions & EMaterialOption::ZeroDestAlpha) != 0) {
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srcAlpha = GL_ZERO;
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srcAlpha = GL_ZERO;
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dstAlpha = GL_ZERO;
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dstAlpha = GL_ZERO;
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} else {
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} else {
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@ -164,7 +164,7 @@ bool CMaterial::SetCurrent(FRenderOptions Options)
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// COLOR0_Amb,Mat is initialized by the node instead of by the material
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// COLOR0_Amb,Mat is initialized by the node instead of by the material
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// Set depth write - force on if alpha is disabled (lots of weird depth issues otherwise)
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// Set depth write - force on if alpha is disabled (lots of weird depth issues otherwise)
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if ((mOptions & EMaterialOption::DepthWrite) || (Options & ERenderOption::NoAlpha))
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if ((mOptions & EMaterialOption::DepthWrite) != 0 || (Options & ERenderOption::NoAlpha) != 0)
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glDepthMask(GL_TRUE);
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glDepthMask(GL_TRUE);
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else
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else
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glDepthMask(GL_FALSE);
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glDepthMask(GL_FALSE);
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