move rendering flags
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3cc51c008c
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c5077a8800
@ -1826,6 +1826,8 @@ Push settings into config variable
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Move window pointer into rendering engine
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Move microSimulation into serverState
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Move fluidCellManager into clientState
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Move engine flags under engineState
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Move rendering flags under renderingEngine
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@ -173,20 +173,6 @@ public class Globals {
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public static StructureScanningService structureScanningService;
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//
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//
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// Renderer flags
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//
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//
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public static boolean RENDER_FLAG_RENDER_SHADOW_MAP = false;
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public static boolean RENDER_FLAG_RENDER_SCREEN_FRAMEBUFFER_CONTENT = false;
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public static boolean RENDER_FLAG_RENDER_SCREEN_FRAMEBUFFER = false;
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public static boolean RENDER_FLAG_RENDER_BLACK_BACKGROUND = true;
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public static boolean RENDER_FLAG_RENDER_WHITE_BACKGROUND = false;
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public static boolean RENDER_FLAG_RENDER_UI = true;
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public static boolean RENDER_FLAG_RENDER_UI_BOUNDS = false;
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//
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// Debugging tools
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@ -210,15 +196,6 @@ public class Globals {
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gameConfigCurrent = electrosphere.data.Config.loadDefaultConfig();
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NetConfig.readNetConfig();
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//render flags
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RENDER_FLAG_RENDER_SHADOW_MAP = false;
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RENDER_FLAG_RENDER_SCREEN_FRAMEBUFFER_CONTENT = false;
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RENDER_FLAG_RENDER_SCREEN_FRAMEBUFFER = false;
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RENDER_FLAG_RENDER_BLACK_BACKGROUND = true;
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RENDER_FLAG_RENDER_WHITE_BACKGROUND = false;
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RENDER_FLAG_RENDER_UI = true;
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RENDER_FLAG_RENDER_UI_BOUNDS = false;
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//client state
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Globals.clientState = new ClientState();
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@ -441,12 +418,6 @@ public class Globals {
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Globals.engineState = null;
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Globals.renderingEngine = null;
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Globals.fileWatcherService = null;
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Globals.RENDER_FLAG_RENDER_SHADOW_MAP = true;
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Globals.RENDER_FLAG_RENDER_SCREEN_FRAMEBUFFER_CONTENT = false;
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Globals.RENDER_FLAG_RENDER_SCREEN_FRAMEBUFFER = false;
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Globals.RENDER_FLAG_RENDER_UI = false;
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Globals.RENDER_FLAG_RENDER_BLACK_BACKGROUND = false;
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Globals.RENDER_FLAG_RENDER_WHITE_BACKGROUND = false;
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LoggerInterface.destroyLoggers();
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}
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@ -134,12 +134,12 @@ public class ClientLoading {
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//make loading window disappear
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Globals.engineState.signalSystem.post(SignalType.UI_MODIFICATION, () -> {
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WindowUtils.recursiveSetVisible(WindowStrings.WINDOW_LOADING, false);
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Globals.RENDER_FLAG_RENDER_SHADOW_MAP = true;
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Globals.RENDER_FLAG_RENDER_SCREEN_FRAMEBUFFER_CONTENT = true;
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Globals.RENDER_FLAG_RENDER_SCREEN_FRAMEBUFFER = true;
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Globals.RENDER_FLAG_RENDER_UI = true;
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Globals.RENDER_FLAG_RENDER_BLACK_BACKGROUND = false;
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Globals.RENDER_FLAG_RENDER_WHITE_BACKGROUND = false;
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Globals.renderingEngine.RENDER_FLAG_RENDER_SHADOW_MAP = true;
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Globals.renderingEngine.RENDER_FLAG_RENDER_SCREEN_FRAMEBUFFER_CONTENT = true;
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Globals.renderingEngine.RENDER_FLAG_RENDER_SCREEN_FRAMEBUFFER = true;
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Globals.renderingEngine.RENDER_FLAG_RENDER_UI = true;
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Globals.renderingEngine.RENDER_FLAG_RENDER_BLACK_BACKGROUND = false;
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Globals.renderingEngine.RENDER_FLAG_RENDER_WHITE_BACKGROUND = false;
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});
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//recapture screen
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Globals.controlHandler.setRecapture(true);
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@ -176,12 +176,12 @@ public class ClientLoading {
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//make loading window disappear
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Globals.engineState.signalSystem.post(SignalType.UI_MODIFICATION, () -> {
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WindowUtils.recursiveSetVisible(WindowStrings.WINDOW_LOADING, false);
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Globals.RENDER_FLAG_RENDER_SHADOW_MAP = true;
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Globals.RENDER_FLAG_RENDER_SCREEN_FRAMEBUFFER_CONTENT = true;
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Globals.RENDER_FLAG_RENDER_SCREEN_FRAMEBUFFER = true;
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Globals.RENDER_FLAG_RENDER_UI = true;
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Globals.RENDER_FLAG_RENDER_BLACK_BACKGROUND = false;
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Globals.RENDER_FLAG_RENDER_WHITE_BACKGROUND = false;
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Globals.renderingEngine.RENDER_FLAG_RENDER_SHADOW_MAP = true;
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Globals.renderingEngine.RENDER_FLAG_RENDER_SCREEN_FRAMEBUFFER_CONTENT = true;
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Globals.renderingEngine.RENDER_FLAG_RENDER_SCREEN_FRAMEBUFFER = true;
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Globals.renderingEngine.RENDER_FLAG_RENDER_UI = true;
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Globals.renderingEngine.RENDER_FLAG_RENDER_BLACK_BACKGROUND = false;
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Globals.renderingEngine.RENDER_FLAG_RENDER_WHITE_BACKGROUND = false;
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});
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//recapture screen
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Globals.controlHandler.setRecapture(true);
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@ -24,11 +24,11 @@ public class MainMenuLoading {
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public static void returnToMainMenu(Object[] params){
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//
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//stop rendering game
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Globals.RENDER_FLAG_RENDER_SHADOW_MAP = false;
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Globals.RENDER_FLAG_RENDER_SCREEN_FRAMEBUFFER_CONTENT = false;
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Globals.RENDER_FLAG_RENDER_SCREEN_FRAMEBUFFER = true;
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Globals.RENDER_FLAG_RENDER_UI = true;
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Globals.RENDER_FLAG_RENDER_BLACK_BACKGROUND = true;
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Globals.renderingEngine.RENDER_FLAG_RENDER_SHADOW_MAP = false;
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Globals.renderingEngine.RENDER_FLAG_RENDER_SCREEN_FRAMEBUFFER_CONTENT = false;
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Globals.renderingEngine.RENDER_FLAG_RENDER_SCREEN_FRAMEBUFFER = true;
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Globals.renderingEngine.RENDER_FLAG_RENDER_UI = true;
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Globals.renderingEngine.RENDER_FLAG_RENDER_BLACK_BACKGROUND = true;
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//
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//reset state
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@ -79,6 +79,14 @@ public class RenderingEngine {
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public static VisualShader drawChannel;
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public Framebuffer defaultFramebuffer;
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public boolean RENDER_FLAG_RENDER_SHADOW_MAP = false;
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public boolean RENDER_FLAG_RENDER_SCREEN_FRAMEBUFFER_CONTENT = false;
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public boolean RENDER_FLAG_RENDER_SCREEN_FRAMEBUFFER = false;
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public boolean RENDER_FLAG_RENDER_BLACK_BACKGROUND = true;
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public boolean RENDER_FLAG_RENDER_WHITE_BACKGROUND = false;
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public boolean RENDER_FLAG_RENDER_UI = true;
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public boolean RENDER_FLAG_RENDER_UI_BOUNDS = false;
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@ -502,17 +510,17 @@ public class RenderingEngine {
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Globals.elementService.handleAllSignals();
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//calculate render angle for frustum culling
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if(Globals.RENDER_FLAG_RENDER_SCREEN_FRAMEBUFFER_CONTENT){
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if(this.RENDER_FLAG_RENDER_SCREEN_FRAMEBUFFER_CONTENT){
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this.updateFrustumBox();
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}
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//generate depth map
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if(Globals.RENDER_FLAG_RENDER_SHADOW_MAP && shouldRunPipelines()){
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if(this.RENDER_FLAG_RENDER_SHADOW_MAP && shouldRunPipelines()){
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shadowMapPipeline.render(openGLState, renderPipelineState);
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}
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//render volume buffer
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if(Globals.RENDER_FLAG_RENDER_SCREEN_FRAMEBUFFER_CONTENT && shouldRunPipelines()){
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if(this.RENDER_FLAG_RENDER_SCREEN_FRAMEBUFFER_CONTENT && shouldRunPipelines()){
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volumeBufferPipeline.render(openGLState, renderPipelineState);
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}
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@ -522,7 +530,7 @@ public class RenderingEngine {
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//Render content to the game framebuffer
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if(Globals.RENDER_FLAG_RENDER_SCREEN_FRAMEBUFFER_CONTENT && shouldRunPipelines()){
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if(this.RENDER_FLAG_RENDER_SCREEN_FRAMEBUFFER_CONTENT && shouldRunPipelines()){
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if(Globals.gameConfigCurrent.getSettings().getGraphicsPerformanceOIT()){
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mainContentPipeline.render(openGLState, renderPipelineState);
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} else {
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@ -547,7 +555,7 @@ public class RenderingEngine {
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//Render the game framebuffer texture to a quad
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if(Globals.RENDER_FLAG_RENDER_SCREEN_FRAMEBUFFER){
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if(this.RENDER_FLAG_RENDER_SCREEN_FRAMEBUFFER){
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renderScreenPipeline.render(openGLState, renderPipelineState);
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this.checkError();
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}
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@ -557,7 +565,7 @@ public class RenderingEngine {
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this.checkError();
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//Render boundaries of ui elements
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if(Globals.RENDER_FLAG_RENDER_UI_BOUNDS){
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if(this.RENDER_FLAG_RENDER_UI_BOUNDS){
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DebugRendering.drawUIBoundsWireframe();
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}
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@ -62,7 +62,7 @@ public class DebugRendering {
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static VisualShader elementDrawDebugProgram = null;
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static Model planeModel = null;
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public static void drawUIBounds(Framebuffer parentFramebuffer, Vector3f boxPosition, Vector3f boxDimensions, Vector4f color){
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if(Globals.RENDER_FLAG_RENDER_UI_BOUNDS){
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if(Globals.renderingEngine.RENDER_FLAG_RENDER_UI_BOUNDS){
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if(planeModel == null){
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planeModel = Globals.assetManager.fetchModel(AssetDataStrings.MODEL_IMAGE_PLANE);
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}
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@ -86,7 +86,7 @@ public class DebugRendering {
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}
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public static void drawUIBoundsWindow(Framebuffer parentFramebuffer, Vector3f boxPosition, Vector3f boxDimensions, Vector4f color){
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if(Globals.RENDER_FLAG_RENDER_UI_BOUNDS){
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if(Globals.renderingEngine.RENDER_FLAG_RENDER_UI_BOUNDS){
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if(planeModel == null){
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planeModel = Globals.assetManager.fetchModel(AssetDataStrings.MODEL_IMAGE_PLANE);
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}
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@ -27,7 +27,7 @@ public class UIPipeline implements RenderPipeline {
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//
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//Black background
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//
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if(Globals.RENDER_FLAG_RENDER_BLACK_BACKGROUND){
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if(Globals.renderingEngine.RENDER_FLAG_RENDER_BLACK_BACKGROUND){
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openGLState.setActiveShader(renderPipelineState, RenderingEngine.screenTextureShaders);
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openGLState.glDepthTest(false);
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GL40.glBindVertexArray(RenderingEngine.screenTextureVAO);
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@ -43,7 +43,7 @@ public class UIPipeline implements RenderPipeline {
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//
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//White background
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//
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if(Globals.RENDER_FLAG_RENDER_WHITE_BACKGROUND){
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if(Globals.renderingEngine.RENDER_FLAG_RENDER_WHITE_BACKGROUND){
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openGLState.setActiveShader(renderPipelineState, RenderingEngine.screenTextureShaders);
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openGLState.glDepthTest(false);
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GL40.glBindVertexArray(RenderingEngine.screenTextureVAO);
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@ -59,7 +59,7 @@ public class UIPipeline implements RenderPipeline {
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//
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// Set render pipeline state
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//
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if(Globals.RENDER_FLAG_RENDER_UI){
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if(Globals.renderingEngine.RENDER_FLAG_RENDER_UI){
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renderPipelineState.setUseMeshShader(true);
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renderPipelineState.setBufferStandardUniforms(false);
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renderPipelineState.setBufferNonStandardUniforms(true);
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@ -128,8 +128,8 @@ public class ViewportLoadingTests {
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EngineInit.setupConnectedTestViewport();
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//should still see viewport here
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assertEquals(true,Globals.RENDER_FLAG_RENDER_SCREEN_FRAMEBUFFER);
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assertEquals(true,Globals.RENDER_FLAG_RENDER_SCREEN_FRAMEBUFFER_CONTENT);
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assertEquals(true,Globals.renderingEngine.RENDER_FLAG_RENDER_SCREEN_FRAMEBUFFER);
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assertEquals(true,Globals.renderingEngine.RENDER_FLAG_RENDER_SCREEN_FRAMEBUFFER_CONTENT);
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}
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}
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