@@ -54,6 +54,7 @@ class CRender : public D3DXRenderBase
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u32 ssao_half_data : 1 ;
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u32 ssao_hbao : 1 ;
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u32 ssao_hdao : 1 ;
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+ u32 ssao_ultra : 1 ;
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u32 hbao_vectorized : 1 ;
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u32 smapsize : 16 ;
@@ -98,6 +99,8 @@ class CRender : public D3DXRenderBase
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u32 dx10_minmax_sm : 2 ;
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u32 dx10_minmax_sm_screenarea_threshold;
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+ u32 dx11_enable_tessellation : 1 ;
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+
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u32 forcegloss : 1 ;
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u32 forceskinw : 1 ;
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float forcegloss_v;
@@ -220,7 +223,6 @@ class CRender : public D3DXRenderBase
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void init_cacades ();
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void render_sun_cascades ();
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- public:
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ShaderElement* rimp_select_sh_static (dxRender_Visual* pVisual, float cdist_sq);
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ShaderElement* rimp_select_sh_dynamic (dxRender_Visual* pVisual, float cdist_sq);
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D3DVERTEXELEMENT9* getVB_Format (int id, BOOL _alt = FALSE );
@@ -240,8 +242,10 @@ class CRender : public D3DXRenderBase
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ICF void apply_object (IRenderable* O)
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{
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- if (nullptr == O) return ;
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- if (nullptr == O->renderable_ROS ()) return ;
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+ if (nullptr == O)
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+ return ;
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+ if (nullptr == O->renderable_ROS ())
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+ return ;
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CROS_impl& LT = *(CROS_impl*)O->renderable_ROS ();
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LT.update_smooth (O);
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o_hemi = 0 .75f * LT.get_hemi ();
@@ -253,14 +257,16 @@ class CRender : public D3DXRenderBase
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void apply_lmaterial ()
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{
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R_constant* C = &*RCache.get_c (c_sbase); // get sampler
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- if (nullptr == C) return ;
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+ if (nullptr == C)
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+ return ;
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VERIFY (RC_dest_sampler == C->destination );
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VERIFY (RC_sampler == C->type );
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CTexture* T = RCache.get_ActiveTexture (u32 (C->samp .index ));
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VERIFY (T);
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float mtl = T->m_material ;
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#ifdef DEBUG
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- if (ps_r2_ls_flags.test (R2FLAG_GLOBALMATERIAL)) mtl=ps_r2_gmaterial;
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+ if (ps_r2_ls_flags.test (R2FLAG_GLOBALMATERIAL))
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+ mtl=ps_r2_gmaterial;
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#endif
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RCache.hemi .set_material (o_hemi, o_sun, 0 , (mtl + .5f ) / 4 .f );
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RCache.hemi .set_pos_faces (o_hemi_cube[CROS_impl::CUBE_FACE_POS_X],
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