Some cleaning.
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c5fd99a096
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@ -772,17 +772,3 @@ void PostProcessing::render()
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glDisable(GL_FRAMEBUFFER_SRGB);
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}
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} // render
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void PostProcessing::drawQuad(u32 cam, const SMaterial &mat)
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{
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const u16 indices[6] = {0, 1, 2, 3, 0, 2};
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IVideoDriver * const drv = irr_driver->getVideoDriver();
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drv->setTransform(ETS_WORLD, core::IdentityMatrix);
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drv->setTransform(ETS_VIEW, core::IdentityMatrix);
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drv->setTransform(ETS_PROJECTION, core::IdentityMatrix);
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drv->setMaterial(mat);
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drv->drawIndexedTriangleList(&(m_vertices[cam].v0),
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4, indices, 2);
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}
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@ -94,9 +94,6 @@ public:
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/** Render the post-processed scene */
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void render();
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/** Draw the quad for this camera */
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void drawQuad(u32 cam, const video::SMaterial &mat);
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/** Use motion blur for a short time */
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void giveBoost(unsigned int cam_index);
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@ -167,6 +167,12 @@ void IrrDriver::renderGLSL(float dt)
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m_video_driver->setRenderTarget(m_rtts->getRTT(RTT_COLOR), false, true);
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}*/
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// Get Projection and view matrix
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irr_driver->setPhase(SOLID_NORMAL_AND_DEPTH_PASS);
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m_scene_manager->drawAll(scene::ESNRP_CAMERA);
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irr_driver->setProjMatrix(irr_driver->getVideoDriver()->getTransform(video::ETS_PROJECTION));
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irr_driver->setViewMatrix(irr_driver->getVideoDriver()->getTransform(video::ETS_VIEW));
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// Fire up the MRT
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PROFILER_PUSH_CPU_MARKER("- Solid Pass 1", 0xFF, 0x00, 0x00);
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renderSolidFirstPass();
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@ -431,24 +437,25 @@ void IrrDriver::renderSolidFirstPass()
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void IrrDriver::renderSolidSecondPass()
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{
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glBindFramebuffer(GL_FRAMEBUFFER, m_rtts->getFBO(FBO_COLORS));
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SColor clearColor = World::getWorld()->getClearColor();
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glClearColor(clearColor.getRed() / 255., clearColor.getGreen() / 255., clearColor.getBlue() / 255., clearColor.getAlpha() / 255.);
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glClear(GL_COLOR_BUFFER_BIT);
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glDepthMask(GL_FALSE);
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irr_driver->setPhase(SOLID_LIT_PASS);
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glEnable(GL_DEPTH_TEST);
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glDisable(GL_ALPHA_TEST);
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glDisable(GL_BLEND);
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m_renderpass = scene::ESNRP_CAMERA | scene::ESNRP_SOLID;
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setTexture(0, m_rtts->getRenderTarget(RTT_TMP1), GL_NEAREST, GL_NEAREST);
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setTexture(1, m_rtts->getRenderTarget(RTT_TMP2), GL_NEAREST, GL_NEAREST);
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setTexture(2, m_rtts->getRenderTarget(RTT_SSAO), GL_NEAREST, GL_NEAREST);
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m_scene_manager->drawAll(m_renderpass);
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m_scene_manager->drawAll(scene::ESNRP_SOLID);
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}
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void IrrDriver::renderTransparent()
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{
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glBindFramebuffer(GL_FRAMEBUFFER, m_rtts->getFBO(FBO_COLORS));
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irr_driver->setPhase(TRANSPARENT_PASS);
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m_renderpass = scene::ESNRP_CAMERA | scene::ESNRP_TRANSPARENT;
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glEnable(GL_DEPTH_TEST);
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glDisable(GL_ALPHA_TEST);
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glDepthMask(GL_FALSE);
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@ -456,17 +463,16 @@ void IrrDriver::renderTransparent()
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glBlendEquation(GL_FUNC_ADD);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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glDisable(GL_CULL_FACE);
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m_scene_manager->drawAll(m_renderpass);
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m_scene_manager->drawAll(scene::ESNRP_TRANSPARENT);
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}
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void IrrDriver::renderParticles()
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{
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m_renderpass = scene::ESNRP_CAMERA | scene::ESNRP_TRANSPARENT_EFFECT;
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glDepthMask(GL_FALSE);
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glDisable(GL_CULL_FACE);
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glEnable(GL_BLEND);
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glBlendEquation(GL_FUNC_ADD);
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m_scene_manager->drawAll(m_renderpass);
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m_scene_manager->drawAll(scene::ESNRP_TRANSPARENT_EFFECT);
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}
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void IrrDriver::renderShadows(//ShadowImportanceProvider * const sicb,
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@ -186,11 +186,8 @@ static void drawFSPMDefault(GLMesh &mesh, const core::matrix4 &ModelViewProjecti
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GLenum itype = mesh.IndexType;
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size_t count = mesh.IndexCount;
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core::matrix4 InverseViewMatrix;
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irr_driver->getVideoDriver()->getTransform(video::ETS_VIEW).getInverse(InverseViewMatrix);
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setTexture(0, mesh.textures[0], GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
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MeshShader::InstancedObjectPass1Shader::setUniforms(ModelViewProjectionMatrix, InverseViewMatrix, 0);
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MeshShader::InstancedObjectPass1Shader::setUniforms(ModelViewProjectionMatrix, irr_driver->getInvViewMatrix(), 0);
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glBindVertexArray(mesh.vao_first_pass);
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glDrawElementsInstanced(ptype, count, itype, 0, instance_count);
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@ -218,11 +215,8 @@ static void drawFSPMAlphaRefTexture(GLMesh &mesh, const core::matrix4 &ModelView
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GLenum itype = mesh.IndexType;
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size_t count = mesh.IndexCount;
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core::matrix4 InverseViewMatrix;
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irr_driver->getVideoDriver()->getTransform(video::ETS_VIEW).getInverse(InverseViewMatrix);
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setTexture(0, mesh.textures[0], GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
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MeshShader::InstancedObjectRefPass1Shader::setUniforms(ModelViewProjectionMatrix, InverseViewMatrix, 0);
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MeshShader::InstancedObjectRefPass1Shader::setUniforms(ModelViewProjectionMatrix, irr_driver->getInvViewMatrix(), 0);
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glBindVertexArray(mesh.vao_first_pass);
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glDrawElementsInstanced(ptype, count, itype, 0, instance_count);
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@ -252,11 +246,8 @@ static void drawFSPMGrass(GLMesh &mesh, const core::matrix4 &ModelViewProjection
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GLenum itype = mesh.IndexType;
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size_t count = mesh.IndexCount;
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core::matrix4 InverseViewMatrix;
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irr_driver->getVideoDriver()->getTransform(video::ETS_VIEW).getInverse(InverseViewMatrix);
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setTexture(0, mesh.textures[0], GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
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MeshShader::InstancedGrassPass1Shader::setUniforms(ModelViewProjectionMatrix, InverseViewMatrix, windDir, 0);
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MeshShader::InstancedGrassPass1Shader::setUniforms(ModelViewProjectionMatrix, irr_driver->getInvViewMatrix(), windDir, 0);
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glBindVertexArray(mesh.vao_first_pass);
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glDrawElementsInstanced(ptype, count, itype, 0, instance_count);
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@ -321,8 +312,8 @@ void STKInstancedSceneNode::render()
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if (irr_driver->getPhase() == SOLID_NORMAL_AND_DEPTH_PASS)
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{
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ModelViewProjectionMatrix = irr_driver->getVideoDriver()->getTransform(video::ETS_PROJECTION);
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ModelViewProjectionMatrix *= irr_driver->getVideoDriver()->getTransform(video::ETS_VIEW);
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ModelViewProjectionMatrix = irr_driver->getProjMatrix();
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ModelViewProjectionMatrix *= irr_driver->getViewMatrix();
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if (!GeometricMesh[FPSM_DEFAULT].empty())
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glUseProgram(MeshShader::InstancedObjectPass1Shader::Program);
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@ -195,14 +195,14 @@ GLMesh allocateMeshBuffer(scene::IMeshBuffer* mb)
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void computeMVP(core::matrix4 &ModelViewProjectionMatrix)
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{
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ModelViewProjectionMatrix = irr_driver->getVideoDriver()->getTransform(video::ETS_PROJECTION);
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ModelViewProjectionMatrix *= irr_driver->getVideoDriver()->getTransform(video::ETS_VIEW);
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ModelViewProjectionMatrix = irr_driver->getProjMatrix();
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ModelViewProjectionMatrix *= irr_driver->getViewMatrix();
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ModelViewProjectionMatrix *= irr_driver->getVideoDriver()->getTransform(video::ETS_WORLD);
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}
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void computeTIMV(core::matrix4 &TransposeInverseModelView)
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{
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TransposeInverseModelView = irr_driver->getVideoDriver()->getTransform(video::ETS_VIEW);
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TransposeInverseModelView = irr_driver->getViewMatrix();
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TransposeInverseModelView *= irr_driver->getVideoDriver()->getTransform(video::ETS_WORLD);
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TransposeInverseModelView.makeInverse();
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TransposeInverseModelView = TransposeInverseModelView.getTransposed();
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@ -142,7 +142,7 @@ void STKMeshSceneNode::drawDisplace(const GLMesh &mesh)
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size_t count = mesh.IndexCount;
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computeMVP(ModelViewProjectionMatrix);
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core::matrix4 ModelViewMatrix = irr_driver->getVideoDriver()->getTransform(video::ETS_VIEW);
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core::matrix4 ModelViewMatrix = irr_driver->getViewMatrix();
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ModelViewMatrix *= irr_driver->getVideoDriver()->getTransform(video::ETS_WORLD);
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// Generate displace mask
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