Factorize some pass2 shaders init code
This commit is contained in:
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a249ee8835
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12af5eee9a
@ -612,10 +612,10 @@ void IrrDriver::renderSolidFirstPass()
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}
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}
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template<typename Shader, enum E_VERTEX_TYPE VertexType, typename... TupleType>
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void renderMeshes2ndPass(const std::vector<GLuint> &TexUnits, std::vector<std::tuple<TupleType...> > &meshes)
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template<typename T, enum E_VERTEX_TYPE VertexType, typename... TupleType>
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void renderMeshes2ndPass(const T *Shader, const std::vector<GLuint> &TexUnits, std::vector<std::tuple<TupleType...> > &meshes)
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{
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glUseProgram(Shader::Program);
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glUseProgram(Shader->Program);
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glBindVertexArray(getVAO(VertexType));
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for (unsigned i = 0; i < meshes.size(); i++)
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{
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@ -645,7 +645,7 @@ void renderMeshes2ndPass(const std::vector<GLuint> &TexUnits, std::vector<std::t
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#endif
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continue;
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}
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apply<Shader>(meshes[i]);
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apply_instance<T>(Shader, meshes[i]);
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}
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}
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@ -687,13 +687,13 @@ void IrrDriver::renderSolidSecondPass()
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m_scene_manager->drawAll(scene::ESNRP_SOLID);
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renderMeshes2ndPass<MeshShader::ObjectPass2Shader, video::EVT_STANDARD>({ MeshShader::ObjectPass2Shader::TU_Albedo }, ListDefaultStandardSM::Arguments);
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renderMeshes2ndPass<MeshShader::ObjectPass2Shader, video::EVT_TANGENTS>({ MeshShader::ObjectPass2Shader::TU_Albedo }, ListDefaultTangentSM::Arguments);
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renderMeshes2ndPass<MeshShader::ObjectRefPass2Shader, video::EVT_STANDARD>({ MeshShader::ObjectRefPass2Shader::TU_Albedo }, ListAlphaRefSM::Arguments);
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renderMeshes2ndPass<MeshShader::SphereMapShader, video::EVT_STANDARD>({ MeshShader::SphereMapShader::TU_tex }, ListSphereMapSM::Arguments);
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renderMeshes2ndPass<MeshShader::ObjectUnlitShader, video::EVT_STANDARD>({ MeshShader::ObjectUnlitShader::TU_tex }, ListUnlitSM::Arguments);
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renderMeshes2ndPass<MeshShader::DetailledObjectPass2Shader, video::EVT_2TCOORDS>({ MeshShader::DetailledObjectPass2Shader::TU_Albedo, MeshShader::DetailledObjectPass2Shader::TU_detail }, ListDetailSM::Arguments);
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renderMeshes2ndPass<MeshShader::SplattingShader, video::EVT_2TCOORDS>({ 8, MeshShader::SplattingShader::TU_tex_layout, MeshShader::SplattingShader::TU_tex_detail0, MeshShader::SplattingShader::TU_tex_detail1, MeshShader::SplattingShader::TU_tex_detail2, MeshShader::SplattingShader::TU_tex_detail3 }, ListSplattingSM::Arguments);
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renderMeshes2ndPass<MeshShader::ObjectPass2Shader, video::EVT_STANDARD>(MeshShader::ObjectPass2ShaderInstance, { MeshShader::ObjectPass2ShaderInstance->TU_Albedo }, ListDefaultStandardSM::Arguments);
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renderMeshes2ndPass<MeshShader::ObjectPass2Shader, video::EVT_TANGENTS>(MeshShader::ObjectPass2ShaderInstance, { MeshShader::ObjectPass2ShaderInstance->TU_Albedo }, ListDefaultTangentSM::Arguments);
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renderMeshes2ndPass<MeshShader::ObjectRefPass2Shader, video::EVT_STANDARD>(MeshShader::ObjectRefPass2ShaderInstance, { MeshShader::ObjectRefPass2ShaderInstance->TU_Albedo }, ListAlphaRefSM::Arguments);
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// renderMeshes2ndPass<MeshShader::SphereMapShader, video::EVT_STANDARD>({ MeshShader::SphereMapShader::TU_tex }, ListSphereMapSM::Arguments);
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// renderMeshes2ndPass<MeshShader::ObjectUnlitShader, video::EVT_STANDARD>({ MeshShader::ObjectUnlitShader::TU_tex }, ListUnlitSM::Arguments);
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// renderMeshes2ndPass<MeshShader::DetailledObjectPass2Shader, video::EVT_2TCOORDS>({ MeshShader::DetailledObjectPass2Shader::TU_Albedo, MeshShader::DetailledObjectPass2Shader::TU_detail }, ListDetailSM::Arguments);
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// renderMeshes2ndPass<MeshShader::SplattingShader, video::EVT_2TCOORDS>({ 8, MeshShader::SplattingShader::TU_tex_layout, MeshShader::SplattingShader::TU_tex_detail0, MeshShader::SplattingShader::TU_tex_detail1, MeshShader::SplattingShader::TU_tex_detail2, MeshShader::SplattingShader::TU_tex_detail3 }, ListSplattingSM::Arguments);
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}
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}
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@ -717,16 +717,16 @@ void IrrDriver::renderTransparent()
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if (World::getWorld() && World::getWorld()->isFogEnabled())
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{
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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renderMeshes2ndPass<MeshShader::TransparentFogShader, video::EVT_STANDARD>({ MeshShader::TransparentFogShader::TU_tex }, ListBlendTransparentFog::Arguments);
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// renderMeshes2ndPass<MeshShader::TransparentFogShader, video::EVT_STANDARD>({ MeshShader::TransparentFogShader::TU_tex }, ListBlendTransparentFog::Arguments);
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glBlendFunc(GL_ONE, GL_ONE);
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renderMeshes2ndPass<MeshShader::TransparentFogShader, video::EVT_STANDARD>({ MeshShader::TransparentFogShader::TU_tex }, ListAdditiveTransparentFog::Arguments);
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// renderMeshes2ndPass<MeshShader::TransparentFogShader, video::EVT_STANDARD>({ MeshShader::TransparentFogShader::TU_tex }, ListAdditiveTransparentFog::Arguments);
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}
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else
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{
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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renderMeshes2ndPass<MeshShader::TransparentShader, video::EVT_STANDARD>({ MeshShader::TransparentShader::TU_tex }, ListBlendTransparent::Arguments);
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// renderMeshes2ndPass<MeshShader::TransparentShader, video::EVT_STANDARD>({ MeshShader::TransparentShader::TU_tex }, ListBlendTransparent::Arguments);
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glBlendFunc(GL_ONE, GL_ONE);
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renderMeshes2ndPass<MeshShader::TransparentShader, video::EVT_STANDARD>({ MeshShader::TransparentShader::TU_tex }, ListAdditiveTransparent::Arguments);
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// renderMeshes2ndPass<MeshShader::TransparentShader, video::EVT_STANDARD>({ MeshShader::TransparentShader::TU_tex }, ListAdditiveTransparent::Arguments);
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}
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}
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@ -331,12 +331,12 @@ void Shaders::loadShaders()
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MeshShader::InstancedObjectPass1Shader::init();
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MeshShader::InstancedObjectRefPass1Shader::init();
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MeshShader::InstancedGrassPass1Shader::init();
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MeshShader::ObjectPass2Shader::init();
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MeshShader::ObjectPass2ShaderInstance = new MeshShader::ObjectPass2Shader();
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MeshShader::InstancedObjectPass2Shader::init();
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MeshShader::InstancedObjectRefPass2Shader::init();
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MeshShader::InstancedGrassPass2Shader::init();
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MeshShader::DetailledObjectPass2Shader::init();
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MeshShader::ObjectRefPass2Shader::init();
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MeshShader::ObjectRefPass2ShaderInstance = new MeshShader::ObjectRefPass2Shader();
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MeshShader::ObjectUnlitShader::init();
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MeshShader::SphereMapShader::init();
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MeshShader::SplattingShader::init();
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@ -630,22 +630,13 @@ namespace MeshShader
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}
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// Solid Lit pass shaders
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GLuint ObjectPass2Shader::Program;
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GLuint ObjectPass2Shader::uniform_MM;
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GLuint ObjectPass2Shader::uniform_TM;
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GLuint ObjectPass2Shader::uniform_ambient;
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GLuint ObjectPass2Shader::TU_Albedo;
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void ObjectPass2Shader::init()
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ObjectPass2Shader::ObjectPass2Shader()
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{
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Program = LoadProgram(
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GL_VERTEX_SHADER, file_manager->getAsset("shaders/object_pass.vert").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getLightFactor.frag").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/object_pass2.frag").c_str());
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uniform_MM = glGetUniformLocation(Program, "ModelMatrix");
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uniform_TM = glGetUniformLocation(Program, "TextureMatrix");
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uniform_ambient = glGetUniformLocation(Program, "ambient");
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AssignUniforms(Program, uniforms, { "ModelMatrix", "TextureMatrix", "ambient" });
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if (!UserConfigParams::m_ubo_disabled)
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{
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GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
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@ -656,15 +647,7 @@ namespace MeshShader
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AssignTextureUnit(Program, { { 0, "DiffuseMap" }, { 1, "SpecularMap" }, { 2, "SSAO" }, { TU_Albedo, "Albedo" } });
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}
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void ObjectPass2Shader::setUniforms(const core::matrix4 &ModelMatrix, const core::matrix4 &TextureMatrix)
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{
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if (UserConfigParams::m_ubo_disabled)
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bypassUBO(Program);
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glUniformMatrix4fv(uniform_MM, 1, GL_FALSE, ModelMatrix.pointer());
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glUniformMatrix4fv(uniform_TM, 1, GL_FALSE, TextureMatrix.pointer());
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const video::SColorf s = irr_driver->getSceneManager()->getAmbientLight();
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glUniform3f(uniform_ambient, s.r, s.g, s.b);
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}
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ObjectPass2Shader *ObjectPass2ShaderInstance;
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GLuint InstancedObjectPass2Shader::Program;
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GLuint InstancedObjectPass2Shader::uniform_VP;
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@ -798,22 +781,13 @@ namespace MeshShader
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glUniformMatrix4fv(uniform_MM, 1, GL_FALSE, ModelMatrix.pointer());
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}
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GLuint ObjectRefPass2Shader::Program;
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GLuint ObjectRefPass2Shader::uniform_MM;
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GLuint ObjectRefPass2Shader::uniform_TM;
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GLuint ObjectRefPass2Shader::uniform_ambient;
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GLuint ObjectRefPass2Shader::TU_Albedo;
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void ObjectRefPass2Shader::init()
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ObjectRefPass2Shader::ObjectRefPass2Shader()
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{
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initGL();
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Program = LoadProgram(
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GL_VERTEX_SHADER, file_manager->getAsset("shaders/object_pass.vert").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getLightFactor.frag").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/objectref_pass2.frag").c_str());
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uniform_MM = glGetUniformLocation(Program, "ModelMatrix");
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uniform_TM = glGetUniformLocation(Program, "TextureMatrix");
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uniform_ambient = glGetUniformLocation(Program, "ambient");
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AssignUniforms(Program, uniforms, { "ModelMatrix", "TextureMatrix", "ambient" });
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if (!UserConfigParams::m_ubo_disabled)
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{
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GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
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@ -824,16 +798,7 @@ namespace MeshShader
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AssignTextureUnit(Program, { { 0, "DiffuseMap" }, { 1, "SpecularMap" }, { 2, "SSAO" }, { TU_Albedo, "Albedo" } });
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}
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void ObjectRefPass2Shader::setUniforms(const core::matrix4 &ModelMatrix,
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const core::matrix4 &TextureMatrix)
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{
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if (UserConfigParams::m_ubo_disabled)
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bypassUBO(Program);
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glUniformMatrix4fv(uniform_MM, 1, GL_FALSE, ModelMatrix.pointer());
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glUniformMatrix4fv(uniform_TM, 1, GL_FALSE, TextureMatrix.pointer());
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const video::SColorf s = irr_driver->getSceneManager()->getAmbientLight();
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glUniform3f(uniform_ambient, s.r, s.g, s.b);
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}
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ObjectRefPass2Shader *ObjectRefPass2ShaderInstance;
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GLuint GrassPass2Shader::Program;
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GLuint GrassPass2Shader::uniform_MVP;
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@ -65,6 +65,15 @@ void setUniformsHelper(const std::vector<GLuint> &uniforms, const core::matrix4
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setUniformsHelper<N + 1>(uniforms, arg...);
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}
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void glUniform3fWraper(GLuint, size_t, unsigned, const float *mat);
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template<unsigned N = 0, typename... Args>
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void setUniformsHelper(const std::vector<GLuint> &uniforms, const video::SColorf &col, Args... arg)
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{
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glUniform3f(uniforms[N], col.r, col.g, col.b);
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setUniformsHelper<N + 1>(uniforms, arg...);
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}
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void bypassUBO(GLuint Program);
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template<typename... Args>
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@ -153,17 +162,16 @@ public:
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static void setUniforms(const core::vector3df &windDir, unsigned TU_tex);
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};
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class ObjectPass2Shader
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class ObjectPass2Shader : public ShaderHelper<core::matrix4, core::matrix4, video::SColorf>
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{
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public:
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static GLuint Program;
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static GLuint uniform_MM, uniform_TM, uniform_ambient;
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static GLuint TU_Albedo;
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GLuint TU_Albedo;
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static void init();
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static void setUniforms(const core::matrix4 &ModelMatrix, const core::matrix4 &TextureMatrix);
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ObjectPass2Shader();
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};
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extern ObjectPass2Shader *ObjectPass2ShaderInstance;
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class InstancedObjectPass2Shader
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{
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public:
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@ -208,17 +216,16 @@ public:
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static void setUniforms(const core::matrix4 &ModelMatrix);
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};
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class ObjectRefPass2Shader
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class ObjectRefPass2Shader : public ShaderHelper<core::matrix4, core::matrix4, video::SColorf>
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{
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public:
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static GLuint Program;
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static GLuint uniform_MM, uniform_TM, uniform_ambient;
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static GLuint TU_Albedo;
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GLuint TU_Albedo;
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static void init();
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static void setUniforms(const core::matrix4 &ModelMatrix, const core::matrix4 &TextureMatrix);
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ObjectRefPass2Shader();
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};
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extern ObjectRefPass2Shader *ObjectRefPass2ShaderInstance;
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class GrassPass2Shader
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{
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public:
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@ -164,13 +164,13 @@ void STKAnimatedMesh::render()
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GLMesh* mesh;
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for_in(mesh, ShadedMesh[SM_DEFAULT_STANDARD])
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ListDefaultStandardSM::Arguments.push_back(std::make_tuple(mesh, AbsoluteTransformation, mesh->TextureMatrix));
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ListDefaultStandardSM::Arguments.push_back(std::make_tuple(mesh, AbsoluteTransformation, mesh->TextureMatrix, irr_driver->getSceneManager()->getAmbientLight()));
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for_in(mesh, ShadedMesh[SM_DEFAULT_TANGENT])
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ListDefaultTangentSM::Arguments.push_back(std::make_tuple(mesh, AbsoluteTransformation, mesh->TextureMatrix));
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ListDefaultTangentSM::Arguments.push_back(std::make_tuple(mesh, AbsoluteTransformation, mesh->TextureMatrix, irr_driver->getSceneManager()->getAmbientLight()));
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for_in(mesh, ShadedMesh[SM_ALPHA_REF_TEXTURE])
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ListAlphaRefSM::Arguments.push_back(std::make_tuple(mesh, AbsoluteTransformation, mesh->TextureMatrix));
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ListAlphaRefSM::Arguments.push_back(std::make_tuple(mesh, AbsoluteTransformation, mesh->TextureMatrix, irr_driver->getSceneManager()->getAmbientLight()));
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for_in (mesh, ShadedMesh[SM_UNLIT])
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ListUnlitSM::Arguments.push_back(std::make_tuple(mesh, AbsoluteTransformation));
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@ -369,9 +369,9 @@ std::vector<std::tuple<GLMesh *, core::matrix4, core::matrix4> > ListDefault2TCo
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std::vector<std::tuple<GLMesh *, core::matrix4, core::matrix4, core::matrix4> > ListAlphaRefG::Arguments;
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std::vector<std::tuple<GLMesh *, core::matrix4, core::matrix4> > ListNormalG::Arguments;
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std::vector<std::tuple<GLMesh *, core::matrix4, core::matrix4> > ListDefaultStandardSM::Arguments;
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std::vector<std::tuple<GLMesh *, core::matrix4, core::matrix4> > ListDefaultTangentSM::Arguments;
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std::vector<std::tuple<GLMesh *, core::matrix4, core::matrix4> > ListAlphaRefSM::Arguments;
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std::vector<std::tuple<GLMesh *, core::matrix4, core::matrix4, video::SColorf> > ListDefaultStandardSM::Arguments;
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std::vector<std::tuple<GLMesh *, core::matrix4, core::matrix4, video::SColorf> > ListDefaultTangentSM::Arguments;
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std::vector<std::tuple<GLMesh *, core::matrix4, core::matrix4, video::SColorf> > ListAlphaRefSM::Arguments;
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std::vector<std::tuple<GLMesh *, core::matrix4> > ListSplattingSM::Arguments;
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std::vector<std::tuple<GLMesh *, core::matrix4, core::matrix4, video::SColorf> > ListSphereMapSM::Arguments;
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std::vector<std::tuple<GLMesh *, core::matrix4> > ListUnlitSM::Arguments;
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@ -149,19 +149,19 @@ void drawGrassPass1(const GLMesh &mesh, const core::matrix4 & ModelViewProjectio
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class ListDefaultStandardSM
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{
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public:
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static std::vector<std::tuple<GLMesh *, core::matrix4, core::matrix4> > Arguments;
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static std::vector<std::tuple<GLMesh *, core::matrix4, core::matrix4, video::SColorf> > Arguments;
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};
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class ListDefaultTangentSM
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{
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public:
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static std::vector<std::tuple<GLMesh *, core::matrix4, core::matrix4> > Arguments;
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static std::vector<std::tuple<GLMesh *, core::matrix4, core::matrix4, video::SColorf> > Arguments;
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};
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class ListAlphaRefSM
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{
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public:
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static std::vector<std::tuple<GLMesh *, core::matrix4, core::matrix4> > Arguments;
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static std::vector<std::tuple<GLMesh *, core::matrix4, core::matrix4, video::SColorf> > Arguments;
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};
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class ListSphereMapSM
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@ -314,7 +314,7 @@ void STKMeshSceneNode::render()
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glDisable(GL_CULL_FACE);
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if (!spareWhiteTex)
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spareWhiteTex = getUnicolorTexture(video::SColor(255, 255, 255, 255));
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glUseProgram(MeshShader::ObjectPass2Shader::Program);
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glUseProgram(MeshShader::ObjectPass2ShaderInstance->Program);
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// Only untextured
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for (unsigned i = 0; i < GLmeshes.size(); i++)
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{
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@ -324,8 +324,8 @@ void STKMeshSceneNode::render()
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GLenum itype = mesh.IndexType;
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size_t count = mesh.IndexCount;
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setTexture(MeshShader::ObjectPass2Shader::TU_Albedo, getTextureGLuint(spareWhiteTex), GL_NEAREST, GL_NEAREST, false);
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MeshShader::ObjectPass2Shader::setUniforms(AbsoluteTransformation, mesh.TextureMatrix);
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setTexture(MeshShader::ObjectPass2ShaderInstance->TU_Albedo, getTextureGLuint(spareWhiteTex), GL_NEAREST, GL_NEAREST, false);
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MeshShader::ObjectPass2ShaderInstance->setUniforms(AbsoluteTransformation, mesh.TextureMatrix, irr_driver->getSceneManager()->getAmbientLight());
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assert(mesh.vao);
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glBindVertexArray(mesh.vao);
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glDrawElements(ptype, count, itype, 0);
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@ -337,13 +337,13 @@ void STKMeshSceneNode::render()
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GLMesh* mesh;
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for_in(mesh, ShadedMesh[SM_DEFAULT_STANDARD])
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ListDefaultStandardSM::Arguments.push_back(std::make_tuple(mesh, AbsoluteTransformation, mesh->TextureMatrix));
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ListDefaultStandardSM::Arguments.push_back(std::make_tuple(mesh, AbsoluteTransformation, mesh->TextureMatrix, irr_driver->getSceneManager()->getAmbientLight()));
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for_in(mesh, ShadedMesh[SM_DEFAULT_TANGENT])
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ListDefaultTangentSM::Arguments.push_back(std::make_tuple(mesh, AbsoluteTransformation, mesh->TextureMatrix));
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ListDefaultTangentSM::Arguments.push_back(std::make_tuple(mesh, AbsoluteTransformation, mesh->TextureMatrix, irr_driver->getSceneManager()->getAmbientLight()));
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for_in(mesh, ShadedMesh[SM_ALPHA_REF_TEXTURE])
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ListAlphaRefSM::Arguments.push_back(std::make_tuple(mesh, AbsoluteTransformation, mesh->TextureMatrix));
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ListAlphaRefSM::Arguments.push_back(std::make_tuple(mesh, AbsoluteTransformation, mesh->TextureMatrix, irr_driver->getSceneManager()->getAmbientLight()));
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for_in(mesh, ShadedMesh[SM_SPHEREMAP])
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ListSphereMapSM::Arguments.push_back(std::make_tuple(mesh, AbsoluteTransformation, invmodel, irr_driver->getSceneManager()->getAmbientLight()));
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