Remove TODOs about splatting
Splatting will be drawn using non-instanced shader only, it's only used one place (in overworld) and may be removed eventually
This commit is contained in:
parent
902f4e20a5
commit
2a50149e62
@ -259,7 +259,8 @@ void DrawCalls::handleSTKCommon(scene::ISceneNode *Node,
|
||||
}
|
||||
if (Mat == Material::SHADERTYPE_SPLATTING)
|
||||
{
|
||||
//TODO: write instanced splatting solid shader and remove this if
|
||||
// Notice: splatting will be drawn using non-instanced shader only
|
||||
// It's only used one place (in overworld) and may be removed eventually
|
||||
core::matrix4 ModelMatrix = Node->getAbsoluteTransformation(), InvModelMatrix;
|
||||
ModelMatrix.getInverse(InvModelMatrix);
|
||||
ListMatSplatting::getInstance()->SolidPass.emplace_back(mesh, ModelMatrix, InvModelMatrix);
|
||||
@ -410,7 +411,6 @@ void DrawCalls::handleSTKCommon(scene::ISceneNode *Node,
|
||||
{
|
||||
if (Mat == Material::SHADERTYPE_SPLATTING)
|
||||
{
|
||||
//TODO: write instanced splatting rsm shader and remove this if
|
||||
core::matrix4 ModelMatrix = Node->getAbsoluteTransformation(), InvModelMatrix;
|
||||
ModelMatrix.getInverse(InvModelMatrix);
|
||||
ListMatSplatting::getInstance()->RSM.emplace_back(mesh, ModelMatrix, InvModelMatrix);
|
||||
|
@ -239,7 +239,6 @@ void GL3DrawPolicy::drawReflectiveShadowMap(const DrawCalls& draw_calls,
|
||||
void IndirectDrawPolicy::drawSolidFirstPass(const DrawCalls& draw_calls) const
|
||||
{
|
||||
#if !defined(USE_GLES2)
|
||||
//TODO: add instanced splatting solid shader
|
||||
renderMeshes1stPass<SplattingMat, 2, 1>();
|
||||
draw_calls.drawIndirectSolidFirstPass();
|
||||
#endif //!defined(USE_GLES2)
|
||||
@ -251,7 +250,6 @@ void IndirectDrawPolicy::drawSolidSecondPass (const DrawCalls& draw_calls,
|
||||
const std::vector<GLuint>& prefilled_tex) const
|
||||
{
|
||||
#if !defined(USE_GLES2)
|
||||
//TODO: add instanced splatting solid shader
|
||||
renderMeshes2ndPass<SplattingMat, 1> (handles, prefilled_tex);
|
||||
draw_calls.drawIndirectSolidSecondPass(prefilled_tex);
|
||||
#endif //!defined(USE_GLES2)
|
||||
@ -292,7 +290,7 @@ void IndirectDrawPolicy::drawReflectiveShadowMap(const DrawCalls& draw_calls,
|
||||
const core::matrix4 &rsm_matrix) const
|
||||
{
|
||||
#if !defined(USE_GLES2)
|
||||
drawRSM<SplattingMat, 1>(rsm_matrix); //TODO: write instanced splatting RSM shader and remove this line
|
||||
drawRSM<SplattingMat, 1>(rsm_matrix);
|
||||
draw_calls.drawIndirectReflectiveShadowMaps(rsm_matrix);
|
||||
#endif //!defined(USE_GLES2)
|
||||
}
|
||||
@ -302,7 +300,6 @@ void IndirectDrawPolicy::drawReflectiveShadowMap(const DrawCalls& draw_calls,
|
||||
void MultidrawPolicy::drawSolidFirstPass(const DrawCalls& draw_calls) const
|
||||
{
|
||||
#if !defined(USE_GLES2)
|
||||
//TODO: add instanced splatting solid shader
|
||||
renderMeshes1stPass<SplattingMat, 2, 1>();
|
||||
draw_calls.multidrawSolidFirstPass();
|
||||
#endif //!defined(USE_GLES2)
|
||||
@ -314,7 +311,6 @@ void MultidrawPolicy::drawSolidSecondPass (const DrawCalls& draw_calls,
|
||||
const std::vector<GLuint>& prefilled_tex) const
|
||||
{
|
||||
#if !defined(USE_GLES2)
|
||||
//TODO: add instanced splatting solid shader
|
||||
renderMeshes2ndPass<SplattingMat, 1> (handles, prefilled_tex);
|
||||
draw_calls.multidrawSolidSecondPass(handles);
|
||||
#endif //!defined(USE_GLES2)
|
||||
@ -350,7 +346,7 @@ void MultidrawPolicy::drawReflectiveShadowMap(const DrawCalls& draw_calls,
|
||||
const core::matrix4 &rsm_matrix) const
|
||||
{
|
||||
#if !defined(USE_GLES2)
|
||||
drawRSM<SplattingMat, 1>(rsm_matrix); //TODO: add instanced splatting RSM shader
|
||||
drawRSM<SplattingMat, 1>(rsm_matrix);
|
||||
draw_calls.multidrawReflectiveShadowMaps(rsm_matrix);
|
||||
#endif //!defined(USE_GLES2)
|
||||
}
|
||||
|
@ -771,9 +771,7 @@ struct DetailMat
|
||||
struct SplattingMat
|
||||
{
|
||||
typedef InstancedObjectPass1Shader InstancedFirstPassShader;
|
||||
//TODO: InstancedSecondPassShader
|
||||
typedef InstancedShadowShader InstancedShadowPassShader;
|
||||
//TODO InstancedRSMShader
|
||||
typedef Shaders::ObjectPass1Shader FirstPassShader;
|
||||
typedef SplattingShader SecondPassShader;
|
||||
typedef ShadowShader ShadowPassShader;
|
||||
|
Loading…
Reference in New Issue
Block a user