Fix build
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2f0252be98
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0165469301
@ -60,7 +60,7 @@ template<>
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void expandTexSecondPass<GrassMat>(const GLMesh &mesh,
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const std::vector<GLuint> &prefilled_tex)
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{
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TexExpander<typename GrassMat::InstancedSecondPassShader>::template
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TexExpander<typename GrassMat::InstancedSecondPassShader>::
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expandTex(mesh, GrassMat::SecondPassTextures, prefilled_tex[0],
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prefilled_tex[1], prefilled_tex[2], prefilled_tex[3]);
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}
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@ -70,7 +70,7 @@ template<>
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void expandHandlesSecondPass<GrassMat>(const std::vector<uint64_t> &handles)
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{
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uint64_t nulltex[10] = {};
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HandleExpander<GrassMat::InstancedSecondPassShader>::template
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HandleExpander<GrassMat::InstancedSecondPassShader>::
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expand(nulltex, GrassMat::SecondPassTextures,
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handles[0], handles[1], handles[2], handles[3]);
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}
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@ -475,6 +475,12 @@ void DrawCalls::parseSceneManager(core::list<scene::ISceneNode*> &List,
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// ----------------------------------------------------------------------------
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DrawCalls::DrawCalls()
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{
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m_sync = 0;
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m_solid_cmd_buffer = NULL;
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m_shadow_cmd_buffer = NULL;
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m_reflective_shadow_map_cmd_buffer = NULL;
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m_glow_cmd_buffer = NULL;
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#if !defined(USE_GLES2)
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if(CVS->supportsIndirectInstancingRendering())
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{
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@ -488,6 +494,7 @@ DrawCalls::DrawCalls()
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DrawCalls::~DrawCalls()
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{
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#if !defined(USE_GLES2)
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delete m_solid_cmd_buffer;
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delete m_shadow_cmd_buffer;
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@ -30,7 +30,7 @@ class DrawCalls
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private:
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std::vector<STKMeshCommon *> m_deferred_update;
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irr::core::vector3df m_wind_dir;
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GLsync m_sync = 0;
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GLsync m_sync;
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std::vector<irr::scene::ISceneNode *> m_immediate_draw_list;
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std::vector<STKBillboard *> m_billboard_list;
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@ -44,10 +44,10 @@ private:
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#if !defined(USE_GLES2)
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/** meshes data in VRAM */
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SolidCommandBuffer *m_solid_cmd_buffer = NULL;
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ShadowCommandBuffer *m_shadow_cmd_buffer = NULL;
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ReflectiveShadowMapCommandBuffer *m_reflective_shadow_map_cmd_buffer = NULL;
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GlowCommandBuffer *m_glow_cmd_buffer = NULL;
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SolidCommandBuffer *m_solid_cmd_buffer;
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ShadowCommandBuffer *m_shadow_cmd_buffer;
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ReflectiveShadowMapCommandBuffer *m_reflective_shadow_map_cmd_buffer;
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GlowCommandBuffer *m_glow_cmd_buffer;
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#endif // !defined(USE_GLES2)
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void clearLists();
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@ -22,6 +22,7 @@
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#include "graphics/draw_calls.hpp"
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#include "graphics/lighting_passes.hpp"
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#include "graphics/shadow_matrices.hpp"
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#include "utils/cpp2011.hpp"
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#include <map>
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#include <string>
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@ -90,33 +91,33 @@ public:
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ShaderBasedRenderer();
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~ShaderBasedRenderer();
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void onLoadWorld() ;
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void onUnloadWorld();
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void onLoadWorld() OVERRIDE;
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void onUnloadWorld() OVERRIDE;
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void resetPostProcessing() override;
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void giveBoost(unsigned int cam_index) override;
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void resetPostProcessing() OVERRIDE;
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void giveBoost(unsigned int cam_index) OVERRIDE;
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void addSkyBox(const std::vector<irr::video::ITexture*> &texture,
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const std::vector<irr::video::ITexture*> &spherical_harmonics_textures) override;
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void removeSkyBox() override;
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const SHCoefficients* getSHCoefficients() const override;
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GLuint getRenderTargetTexture(TypeRTT which) const override;
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GLuint getDepthStencilTexture() const override;
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const std::vector<irr::video::ITexture*> &spherical_harmonics_textures) OVERRIDE;
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void removeSkyBox() OVERRIDE;
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const SHCoefficients* getSHCoefficients() const OVERRIDE;
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GLuint getRenderTargetTexture(TypeRTT which) const OVERRIDE;
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GLuint getDepthStencilTexture() const OVERRIDE;
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void setAmbientLight(const irr::video::SColorf &light,
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bool force_SH_computation = true) override;
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bool force_SH_computation = true) OVERRIDE;
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void addSunLight(const irr::core::vector3df &pos) override;
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void addSunLight(const irr::core::vector3df &pos) OVERRIDE;
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void addGlowingNode(scene::ISceneNode *n,
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float r = 1.0f, float g = 1.0f, float b = 1.0f) override;
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float r = 1.0f, float g = 1.0f, float b = 1.0f) OVERRIDE;
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void clearGlowingNodes() override;
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void clearGlowingNodes() OVERRIDE;
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void render(float dt);
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void render(float dt) OVERRIDE;
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std::unique_ptr<RenderTarget> createRenderTarget(const irr::core::dimension2du &dimension,
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const std::string &name);
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const std::string &name) OVERRIDE;
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void renderToTexture(GL3RenderTarget *render_target,
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irr::scene::ICameraSceneNode* camera,
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