Graphics: Clean some dead code.
Still leave some shadow related code as comment, I will need later to port cand's work on penumbra shadow.
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@ -65,13 +65,6 @@ ParticleSystemProxy::ParticleSystemProxy(bool createDefaultEmitter,
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const core::vector3df& position,
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const core::vector3df& rotation,
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const core::vector3df& scale) : CParticleSystemSceneNode(createDefaultEmitter, parent, mgr, id, position, rotation, scale), m_alpha_additive(false) {
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fakemat.Lighting = false;
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fakemat.ZWriteEnable = false;
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fakemat.MaterialType = irr_driver->getShader(ES_RAIN);
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fakemat.setTexture(0, getMaterial(0).getTexture(0));
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fakemat.BlendOperation = video::EBO_NONE;
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fakemat.FrontfaceCulling = false;
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fakemat.BackfaceCulling = false;
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glGenBuffers(1, &initial_values_buffer);
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glGenBuffers(2, tfb_buffers);
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glGenBuffers(1, &quaternionsbuffer);
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@ -26,7 +26,6 @@ public:
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class ParticleSystemProxy : public scene::CParticleSystemSceneNode {
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protected:
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video::SMaterial fakemat;
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GLuint tfb_buffers[2], initial_values_buffer, heighmapbuffer, heightmaptexture, quaternionsbuffer;
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GLuint current_simulation_vao, non_current_simulation_vao;
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GLuint current_hm_simulation_vao, non_currenthm__simulation_vao;
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@ -853,8 +853,6 @@ void PostProcessing::render()
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renderPassThrough(irr_driver->getRTT(RTT_NORMAL_AND_DEPTH));
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else if (irr_driver->getSSAOViz())
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renderPassThrough(irr_driver->getRTT(RTT_SSAO));
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else if (irr_driver->getShadowViz())
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renderPassThrough(static_cast<irr::video::COpenGLFBOTexture*>(irr_driver->getRTT(RTT_SHADOW0))->DepthBufferTexture);
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else
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renderColorLevel(in);
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}
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@ -474,12 +474,6 @@ void IrrDriver::renderShadows(//ShadowImportanceProvider * const sicb,
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const Vec3 *vmin, *vmax;
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World::getWorld()->getTrack()->getAABB(&vmin, &vmax);
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ITexture *ShadowRTT[] = {
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m_rtts->getRTT(RTT_SHADOW0),
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m_rtts->getRTT(RTT_SHADOW1),
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m_rtts->getRTT(RTT_SHADOW2)
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};
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const float oldfar = camnode->getFarValue();
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const float oldnear = camnode->getNearValue();
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float FarValues[] =
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@ -562,7 +556,6 @@ void IrrDriver::renderShadows(//ShadowImportanceProvider * const sicb,
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glDisable(GL_BLEND);
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glEnable(GL_CULL_FACE);
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glCullFace(GL_FRONT);
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// m_video_driver->setRenderTarget(ShadowRTT[0], true, true);
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glBindFramebuffer(GL_FRAMEBUFFER, m_rtts->getShadowFBO());
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glViewport(0, 0, 1024, 1024);
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glClear(GL_DEPTH_BUFFER_BIT);
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@ -682,11 +675,6 @@ void IrrDriver::renderGlow(video::SOverrideMaterial &overridemat,
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const u32 glowcount = glows.size();
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ColorizeProvider * const cb = (ColorizeProvider *) m_shaders->m_callbacks[ES_COLORIZE];
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/* overridemat.Material.MaterialType = m_shaders->getShader(ES_COLORIZE);
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overridemat.EnableFlags = video::EMF_MATERIAL_TYPE;
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overridemat.EnablePasses = scene::ESNRP_SOLID;
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overridemat.Enabled = true;*/
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glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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glStencilFunc(GL_ALWAYS, 1, ~0);
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glEnable(GL_STENCIL_TEST);
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@ -710,25 +698,6 @@ void IrrDriver::renderGlow(video::SOverrideMaterial &overridemat,
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cur->render();
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}
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// Second round for transparents; it's a no-op for solids
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/* m_scene_manager->setCurrentRendertime(scene::ESNRP_TRANSPARENT);
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overridemat.Material.MaterialType = m_shaders->getShader(ES_COLORIZE_REF);
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for (u32 i = 0; i < glowcount; i++)
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{
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const GlowData &dat = glows[i];
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scene::ISceneNode * const cur = dat.node;
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// Quick box-based culling
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const core::aabbox3df nodebox = cur->getTransformedBoundingBox();
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if (!nodebox.intersectsWithBox(cambox))
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continue;
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cb->setColor(dat.r, dat.g, dat.b);
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cur->render();
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}
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overridemat.Enabled = false;
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overridemat.EnablePasses = 0;*/
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glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
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glDisable(GL_STENCIL_TEST);
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@ -984,18 +953,6 @@ void IrrDriver::renderDisplacement(video::SOverrideMaterial &overridemat,
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glClearColor(0, 0, 0, 0);
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glClear(GL_COLOR_BUFFER_BIT);
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overridemat.Enabled = 1;
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overridemat.EnableFlags = video::EMF_MATERIAL_TYPE | video::EMF_TEXTURE0;
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overridemat.Material.MaterialType = m_shaders->getShader(ES_DISPLACE);
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overridemat.Material.TextureLayer[0].Texture =
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irr_driver->getTexture(FileManager::TEXTURE, "displace.png");
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overridemat.Material.TextureLayer[0].BilinearFilter =
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overridemat.Material.TextureLayer[0].TrilinearFilter = true;
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overridemat.Material.TextureLayer[0].AnisotropicFilter = 0;
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overridemat.Material.TextureLayer[0].TextureWrapU =
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overridemat.Material.TextureLayer[0].TextureWrapV = video::ETC_REPEAT;
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DisplaceProvider * const cb = (DisplaceProvider *)irr_driver->getCallback(ES_DISPLACE);
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cb->update();
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@ -1008,7 +965,6 @@ void IrrDriver::renderDisplacement(video::SOverrideMaterial &overridemat,
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for (int i = 0; i < displacingcount; i++)
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{
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m_scene_manager->setCurrentRendertime(scene::ESNRP_SOLID);
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m_displacing[i]->render();
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@ -1016,18 +972,7 @@ void IrrDriver::renderDisplacement(video::SOverrideMaterial &overridemat,
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m_displacing[i]->render();
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}
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overridemat.Enabled = 0;
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// Blur it
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video::SMaterial minimat;
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minimat.Lighting = false;
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minimat.ZWriteEnable = false;
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minimat.ZBuffer = video::ECFN_ALWAYS;
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minimat.setFlag(video::EMF_TRILINEAR_FILTER, true);
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minimat.TextureLayer[0].TextureWrapU =
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minimat.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
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m_post_processing->renderGaussian3Blur(m_rtts->getRTT(RTT_DISPLACE), m_rtts->getRTT(RTT_TMP2), 1.f / UserConfigParams::m_width, 1.f / UserConfigParams::m_height);
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m_video_driver->setRenderTarget(m_rtts->getRTT(RTT_COLOR), false, false);
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@ -90,9 +90,6 @@ RTT::RTT()
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rtts[RTT_SSAO] = drv->addRenderTargetTexture(ssaosize, "rtt.ssao", ECF_R8, stencil);
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rtts[RTT_SHADOW0] = drv->addRenderTargetTexture(shadowsize0, "rtt.shadow0", ECF_A8R8G8B8, stencil);
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rtts[RTT_SHADOW1] = drv->addRenderTargetTexture(shadowsize1, "rtt.shadow1", ECF_A8R8G8B8, stencil);
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rtts[RTT_SHADOW2] = drv->addRenderTargetTexture(shadowsize2, "rtt.shadow2", ECF_A8R8G8B8, stencil);
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rtts[RTT_WARPV] = drv->addRenderTargetTexture(warpvsize, "rtt.warpv", ECF_A8R8G8B8, stencil);
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rtts[RTT_WARPH] = drv->addRenderTargetTexture(warphsize, "rtt.warph", ECF_A8R8G8B8, stencil);
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@ -51,9 +51,6 @@ enum TypeRTT
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RTT_SSAO,
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RTT_SHADOW0,
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RTT_SHADOW1,
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RTT_SHADOW2,
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RTT_COLLAPSE,
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RTT_COLLAPSEH,
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RTT_COLLAPSEV,
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@ -145,8 +145,6 @@ void Shaders::loadShaders()
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m_shaders[ES_COLORIZE] = glslmat(std::string(""), dir + "colorize.frag",
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m_callbacks[ES_COLORIZE], EMT_SOLID);
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m_shaders[ES_COLORIZE_REF] = glslmat(std::string(""), dir + "colorize_ref.frag",
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m_callbacks[ES_COLORIZE], EMT_SOLID);
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m_shaders[ES_OBJECTPASS] = glsl_noinput(dir + "objectpass.vert", dir + "objectpass.frag");
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m_shaders[ES_OBJECT_UNLIT] = glsl_noinput(dir + "objectpass.vert", dir + "objectpass.frag");
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@ -154,7 +152,6 @@ void Shaders::loadShaders()
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m_shaders[ES_OBJECTPASS_RIMLIT] = glsl_noinput(dir + "objectpass_rimlit.vert", dir + "objectpass_rimlit.frag");
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m_shaders[ES_SUNLIGHT] = glsl_noinput(std::string(""), dir + "sunlight.frag");
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m_shaders[ES_SUNLIGHT_SHADOW] = glsl_noinput(dir + "pass.vert", dir + "pass.frag");
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m_shaders[ES_MLAA_COLOR1] = glsl(dir + "mlaa_offset.vert", dir + "mlaa_color1.frag",
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m_callbacks[ES_MLAA_COLOR1]);
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@ -538,12 +538,10 @@ public:
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ACT(ES_GAUSSIAN3V) \
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ACT(ES_MIPVIZ) \
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ACT(ES_COLORIZE) \
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ACT(ES_COLORIZE_REF) \
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ACT(ES_OBJECT_UNLIT) \
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ACT(ES_OBJECTPASS) \
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ACT(ES_OBJECTPASS_REF) \
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ACT(ES_SUNLIGHT) \
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ACT(ES_SUNLIGHT_SHADOW) \
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ACT(ES_OBJECTPASS_RIMLIT) \
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ACT(ES_MLAA_COLOR1) \
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ACT(ES_MLAA_BLEND2) \
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@ -37,39 +37,6 @@ using namespace core;
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SunNode::SunNode(scene::ISceneManager* mgr, scene::ISceneNode* parent, float r, float g, float b):
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LightNode(mgr, parent, 0., r, g, b)
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{
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sq = new ScreenQuad(irr_driver->getVideoDriver());
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SMaterial &m = sq->getMaterial();
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m.MaterialType = irr_driver->getShader(ES_SUNLIGHT);
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m.setTexture(0, irr_driver->getRTT(RTT_NORMAL_AND_DEPTH));
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m.setTexture(2, irr_driver->getTexture(file_manager->getAsset(FileManager::TEXTURE,"cloudshadow.png")));
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m.setFlag(EMF_BILINEAR_FILTER, false);
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m.MaterialTypeParam = pack_textureBlendFunc(EBF_ONE, EBF_ONE);
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m.BlendOperation = EBO_ADD;
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if (UserConfigParams::m_shadows)
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{
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// m.setTexture(3, irr_driver->getRTT(RTT_SHADOW));
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m.setTexture(4, irr_driver->getRTT(RTT_WARPH));
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m.setTexture(5, irr_driver->getRTT(RTT_WARPV));
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m.TextureLayer[4].BilinearFilter =
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m.TextureLayer[5].BilinearFilter = true;
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m.MaterialType = irr_driver->getShader(ES_SUNLIGHT_SHADOW);
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}
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for (u32 i = 0; i < MATERIAL_MAX_TEXTURES; i++)
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{
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m.TextureLayer[i].TextureWrapU = m.TextureLayer[i].TextureWrapV =
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ETC_CLAMP_TO_EDGE;
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}
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m.TextureLayer[2].TextureWrapU = m.TextureLayer[2].TextureWrapV = ETC_REPEAT;
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m.TextureLayer[2].TrilinearFilter = true;
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m_color[0] = r;
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m_color[1] = g;
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m_color[2] = b;
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@ -89,7 +56,7 @@ void SunNode::render()
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cb->setPosition(pos.X, pos.Y, pos.Z);
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return;
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array<IRenderTarget> mrt;
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/* array<IRenderTarget> mrt;
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mrt.reallocate(2);
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mrt.push_back(irr_driver->getRTT(RTT_TMP2));
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mrt.push_back(irr_driver->getRTT(RTT_TMP3));
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@ -151,5 +118,5 @@ void SunNode::render()
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tmpsq.getMaterial().BlendOperation = EBO_ADD;
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irr_driver->getVideoDriver()->setRenderTarget(irr_driver->getRTT(RTT_TMP1), false, false);
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tmpsq.render(false);
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tmpsq.render(false);*/
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}
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