Some more conversion

This commit is contained in:
vlj 2014-04-10 17:34:57 +02:00
parent 3a55bbe796
commit 42482e0c41
16 changed files with 1202 additions and 1190 deletions

View File

@ -25,7 +25,7 @@ void main()
vec3 Frag_normal = normalize(cross(Frag_tangent, bitangent)); vec3 Frag_normal = normalize(cross(Frag_tangent, bitangent));
vec3 Frag_bitangent = cross(Frag_normal, Frag_tangent); vec3 Frag_bitangent = cross(Frag_normal, Frag_tangent);
vec3 FragmentNormal = TS_normal.x * Frag_tangent + TS_normal.y * Frag_bitangent - TS_normal.z * Frag_normal; vec3 FragmentNormal = TS_normal.x * Frag_tangent + TS_normal.y * Frag_bitangent - TS_normal.z * Frag_normal;
EncodedNormal.xy = 0.5 * EncodeNormal(normalize(FragmentNormal)) + 0.5; EncodedNormal.xy = 0.5 * EncodeNormal(normalize(FragmentNormal)) + 0.5;
EncodedNormal.z = 1.; EncodedNormal.z = 1.;
} }

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@ -1,6 +1,14 @@
uniform mat4 ModelViewProjectionMatrix; layout (std140) uniform MatrixesData
uniform mat4 TransposeInverseModelView; {
mat4 ViewMatrix;
mat4 ProjectionMatrix;
mat4 InverseViewMatrix;
mat4 InverseProjectionMatrix;
mat4 ShadowViewProjMatrixes[4];
};
uniform mat4 ModelMatrix;
uniform mat4 InverseModelMatrix;
#if __VERSION__ >= 130 #if __VERSION__ >= 130
in vec3 Position; in vec3 Position;
@ -23,6 +31,8 @@ varying vec2 uv;
void main() void main()
{ {
mat4 ModelViewProjectionMatrix = ProjectionMatrix * ViewMatrix * ModelMatrix;
mat4 TransposeInverseModelView = transpose(InverseModelMatrix * InverseViewMatrix);
uv = Texcoord; uv = Texcoord;
tangent = (TransposeInverseModelView * vec4(Tangent, 1.)).xyz; tangent = (TransposeInverseModelView * vec4(Tangent, 1.)).xyz;
bitangent = (TransposeInverseModelView * vec4(Bitangent, 1.)).xyz; bitangent = (TransposeInverseModelView * vec4(Bitangent, 1.)).xyz;

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@ -1,5 +1,15 @@
uniform mat4 ModelViewProjectionMatrix; layout (std140) uniform MatrixesData
uniform mat4 TransposeInverseModelView; {
mat4 ViewMatrix;
mat4 ProjectionMatrix;
mat4 InverseViewMatrix;
mat4 InverseProjectionMatrix;
mat4 ShadowViewProjMatrixes[4];
};
uniform mat4 ModelMatrix;
uniform mat4 InverseModelMatrix;
uniform mat4 TextureMatrix = uniform mat4 TextureMatrix =
mat4(1., 0., 0., 0., mat4(1., 0., 0., 0.,
0., 1., 0., 0., 0., 1., 0., 0.,
@ -11,9 +21,11 @@ in vec3 Position;
in vec2 Texcoord; in vec2 Texcoord;
in vec2 SecondTexcoord; in vec2 SecondTexcoord;
in vec3 Normal; in vec3 Normal;
in vec4 Color;
out vec3 nor; out vec3 nor;
out vec2 uv; out vec2 uv;
out vec2 uv_bis; out vec2 uv_bis;
out vec4 color;
#else #else
attribute vec3 Position; attribute vec3 Position;
attribute vec3 Normal; attribute vec3 Normal;
@ -27,6 +39,9 @@ varying vec2 uv_bis;
void main(void) void main(void)
{ {
color = Color.zyxw;
mat4 ModelViewProjectionMatrix = ProjectionMatrix * ViewMatrix * ModelMatrix;
mat4 TransposeInverseModelView = transpose(InverseModelMatrix * InverseViewMatrix);
gl_Position = ModelViewProjectionMatrix * vec4(Position, 1.); gl_Position = ModelViewProjectionMatrix * vec4(Position, 1.);
nor = (TransposeInverseModelView * vec4(Normal, 0.)).xyz; nor = (TransposeInverseModelView * vec4(Normal, 0.)).xyz;
uv = (TextureMatrix * vec4(Texcoord, 1., 1.)).xy; uv = (TextureMatrix * vec4(Texcoord, 1., 1.)).xy;

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@ -6,17 +6,17 @@ uniform vec2 screen;
uniform vec3 ambient; uniform vec3 ambient;
#if __VERSION__ >= 130 #if __VERSION__ >= 130
in vec3 normal; in vec3 nor;
in vec2 uv; in vec2 uv;
out vec4 FragColor; out vec4 FragColor;
#else #else
varying vec3 normal; varying vec3 nor;
varying vec2 uv; varying vec2 uv;
#define FragColor gl_FragColor #define FragColor gl_FragColor
#endif #endif
void main() { void main() {
float rim = 1.0 - dot(normal, vec3(0., 0., -1)); float rim = 1.0 - dot(nor, vec3(0., 0., -1));
rim = smoothstep(0.5, 1.5, rim) * 0.35; rim = smoothstep(0.5, 1.5, rim) * 0.35;
vec4 color = texture(Albedo, uv); vec4 color = texture(Albedo, uv);

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@ -1,25 +0,0 @@
uniform mat4 ModelViewProjectionMatrix;
uniform mat4 TransposeInverseModelView;
uniform mat4 TextureMatrix;
#if __VERSION__ >= 130
in vec3 Position;
in vec3 Normal;
in vec2 Texcoord;
in vec4 Color;
out vec2 uv;
out vec3 normal;
#else
attribute vec3 Position;
attribute vec3 Normal;
attribute vec2 Texcoord;
attribute vec4 Color;
varying vec2 uv;
varying vec3 normal;
#endif
void main() {
normal = (TransposeInverseModelView * vec4(Normal, 0)).xyz;
uv = (TextureMatrix * vec4(Texcoord, 1., 1.)).xy;
gl_Position = ModelViewProjectionMatrix * vec4(Position, 1.);
}

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@ -1,7 +1,14 @@
layout (std140) uniform MatrixesData
{
mat4 ViewMatrix;
mat4 ProjectionMatrix;
mat4 InverseViewMatrix;
mat4 InverseProjectionMatrix;
mat4 ShadowViewProjMatrixes[4];
};
uniform samplerCube tex; uniform samplerCube tex;
uniform mat4 invproj;
uniform vec2 screen; uniform vec2 screen;
uniform mat4 TransposeViewMatrix;
#if __VERSION__ >= 130 #if __VERSION__ >= 130
in vec3 nor; in vec3 nor;
@ -15,12 +22,12 @@ varying vec3 nor;
void main() { void main() {
vec3 fpos = gl_FragCoord.xyz / vec3(screen, 1.); vec3 fpos = gl_FragCoord.xyz / vec3(screen, 1.);
vec4 xpos = 2.0 * vec4(fpos, 1.0) - 1.0; vec4 xpos = 2.0 * vec4(fpos, 1.0) - 1.0;
xpos = invproj * xpos; xpos = InverseProjectionMatrix * xpos;
xpos.xyz /= xpos.w; xpos.xyz /= xpos.w;
vec3 viewSampleDir = reflect(xpos.xyz, nor); vec3 viewSampleDir = reflect(xpos.xyz, nor);
// Convert sampleDir in world space (where tex was generated) // Convert sampleDir in world space (where tex was generated)
vec4 sampleDir = TransposeViewMatrix * vec4(viewSampleDir, 0.); vec4 sampleDir = transpose(InverseViewMatrix) * vec4(viewSampleDir, 0.);
vec4 detail0 = texture(tex, sampleDir.xyz); vec4 detail0 = texture(tex, sampleDir.xyz);
FragColor = vec4(detail0.xyz, 1.); FragColor = vec4(detail0.xyz, 1.);

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@ -1,5 +1,13 @@
layout (std140) uniform MatrixesData
{
mat4 ViewMatrix;
mat4 ProjectionMatrix;
mat4 InverseViewMatrix;
mat4 InverseProjectionMatrix;
mat4 ShadowViewProjMatrixes[4];
};
uniform samplerCube tex; uniform samplerCube tex;
uniform mat4 InvProjView;
uniform vec2 screen; uniform vec2 screen;
@ -14,7 +22,7 @@ void main(void)
{ {
vec3 eyedir = gl_FragCoord.xyz / vec3(screen, 1.); vec3 eyedir = gl_FragCoord.xyz / vec3(screen, 1.);
eyedir = 2.0 * eyedir - 1.0; eyedir = 2.0 * eyedir - 1.0;
vec4 tmp = (InvProjView * vec4(eyedir, 1.)); vec4 tmp = (InverseViewMatrix * InverseProjectionMatrix * vec4(eyedir, 1.));
eyedir = tmp.xyz / tmp.w; eyedir = tmp.xyz / tmp.w;
vec4 color = texture(tex, eyedir); vec4 color = texture(tex, eyedir);
FragColor = vec4(color.xyz, 1.); FragColor = vec4(color.xyz, 1.);

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@ -1,41 +0,0 @@
// SuperTuxKart - a fun racing game with go-kart
// Copyright (C) 2013 the SuperTuxKart team
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 3
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
uniform mat4 ModelViewProjectionMatrix;
uniform mat4 TransposeInverseModelView;
#if __VERSION__ >= 130
in vec3 Position;
in vec2 Texcoord;
in vec2 SecondTexcoord;
out vec2 uv;
out vec2 uv_bis;
#else
attribute vec3 Position;
attribute vec2 Texcoord;
attribute vec2 SecondTexcoord;
varying vec2 uv;
varying vec2 uv_bis;
#endif
void main()
{
uv = Texcoord;
uv_bis = SecondTexcoord;
gl_Position = ModelViewProjectionMatrix * vec4(Position, 1.);
}

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@ -1,4 +1,13 @@
uniform mat4 ModelViewProjectionMatrix; layout (std140) uniform MatrixesData
{
mat4 ViewMatrix;
mat4 ProjectionMatrix;
mat4 InverseViewMatrix;
mat4 InverseProjectionMatrix;
mat4 ShadowViewProjMatrixes[4];
};
uniform mat4 ModelMatrix;
#if __VERSION__ >= 130 #if __VERSION__ >= 130
in vec3 Position; in vec3 Position;
@ -14,5 +23,5 @@ varying vec4 color;
void main(void) void main(void)
{ {
color = Color.zyxw; color = Color.zyxw;
gl_Position = ModelViewProjectionMatrix * vec4(Position, 1.); gl_Position = ProjectionMatrix * ViewMatrix * ModelMatrix * vec4(Position, 1.);
} }

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@ -464,6 +464,7 @@ void IrrDriver::renderSolidSecondPass()
GroupedSM<SM_SPLATTING>::reset(); GroupedSM<SM_SPLATTING>::reset();
GroupedSM<SM_UNLIT>::reset(); GroupedSM<SM_UNLIT>::reset();
GroupedSM<SM_DETAILS>::reset(); GroupedSM<SM_DETAILS>::reset();
GroupedSM<SM_UNTEXTURED>::reset();
setTexture(0, m_rtts->getRenderTarget(RTT_TMP1), GL_NEAREST, GL_NEAREST); setTexture(0, m_rtts->getRenderTarget(RTT_TMP1), GL_NEAREST, GL_NEAREST);
setTexture(1, m_rtts->getRenderTarget(RTT_TMP2), GL_NEAREST, GL_NEAREST); setTexture(1, m_rtts->getRenderTarget(RTT_TMP2), GL_NEAREST, GL_NEAREST);
setTexture(2, m_rtts->getRenderTarget(RTT_SSAO), GL_NEAREST, GL_NEAREST); setTexture(2, m_rtts->getRenderTarget(RTT_SSAO), GL_NEAREST, GL_NEAREST);
@ -497,6 +498,10 @@ void IrrDriver::renderSolidSecondPass()
for (unsigned i = 0; i < GroupedSM<SM_DETAILS>::MeshSet.size(); i++) for (unsigned i = 0; i < GroupedSM<SM_DETAILS>::MeshSet.size(); i++)
drawDetailledObjectPass2(*GroupedSM<SM_DETAILS>::MeshSet[i], GroupedSM<SM_DETAILS>::MVPSet[i]); drawDetailledObjectPass2(*GroupedSM<SM_DETAILS>::MeshSet[i], GroupedSM<SM_DETAILS>::MVPSet[i]);
glUseProgram(MeshShader::UntexturedObjectShader::Program);
for (unsigned i = 0; i < GroupedSM<SM_UNTEXTURED>::MeshSet.size(); i++)
drawUntexturedObject(*GroupedSM<SM_UNTEXTURED>::MeshSet[i], GroupedSM<SM_UNTEXTURED>::MVPSet[i]);
} }
void IrrDriver::renderTransparent() void IrrDriver::renderTransparent()
@ -1328,7 +1333,7 @@ void IrrDriver::renderSkybox()
glBindVertexArray(MeshShader::SkyboxShader::cubevao); glBindVertexArray(MeshShader::SkyboxShader::cubevao);
glDisable(GL_CULL_FACE); glDisable(GL_CULL_FACE);
assert(SkyboxTextures.size() == 6); assert(SkyboxTextures.size() == 6);
core::matrix4 transform = irr_driver->getProjViewMatrix();
core::matrix4 translate; core::matrix4 translate;
translate.setTranslation(camera->getAbsolutePosition()); translate.setTranslation(camera->getAbsolutePosition());
@ -1336,7 +1341,7 @@ void IrrDriver::renderSkybox()
const f32 viewDistance = (camera->getNearValue() + camera->getFarValue()) * 0.5f; const f32 viewDistance = (camera->getNearValue() + camera->getFarValue()) * 0.5f;
core::matrix4 scale; core::matrix4 scale;
scale.setScale(core::vector3df(viewDistance, viewDistance, viewDistance)); scale.setScale(core::vector3df(viewDistance, viewDistance, viewDistance));
transform *= translate * scale; core::matrix4 transform = translate * scale;
core::matrix4 invtransform; core::matrix4 invtransform;
transform.getInverse(invtransform); transform.getInverse(invtransform);
@ -1345,7 +1350,7 @@ void IrrDriver::renderSkybox()
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glUseProgram(MeshShader::SkyboxShader::Program); glUseProgram(MeshShader::SkyboxShader::Program);
MeshShader::SkyboxShader::setUniforms(transform, invtransform, core::vector2df(UserConfigParams::m_width, UserConfigParams::m_height), 0); MeshShader::SkyboxShader::setUniforms(transform, core::vector2df(UserConfigParams::m_width, UserConfigParams::m_height), 0);
glDrawElements(GL_TRIANGLES, 6 * 6, GL_UNSIGNED_INT, 0); glDrawElements(GL_TRIANGLES, 6 * 6, GL_UNSIGNED_INT, 0);
glBindVertexArray(0); glBindVertexArray(0);
} }

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@ -39,10 +39,10 @@ class ObjectPass1Shader
public: public:
static GLuint Program; static GLuint Program;
static GLuint attrib_position, attrib_texcoord, attrib_normal; static GLuint attrib_position, attrib_texcoord, attrib_normal;
static GLuint uniform_MVP, uniform_TIMV, uniform_tex; static GLuint uniform_MM, uniform_IMM, uniform_tex;
static void init(); static void init();
static void setUniforms(const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView, unsigned TU_tex); static void setUniforms(const core::matrix4 &ModelMatrix, const core::matrix4 &InverseModelMatrix, unsigned TU_tex);
}; };
class ObjectRefPass1Shader class ObjectRefPass1Shader
@ -50,10 +50,10 @@ class ObjectRefPass1Shader
public: public:
static GLuint Program; static GLuint Program;
static GLuint attrib_position, attrib_normal, attrib_texcoord; static GLuint attrib_position, attrib_normal, attrib_texcoord;
static GLuint uniform_MVP, uniform_TM, uniform_TIMV, uniform_tex; static GLuint uniform_MM, uniform_TM, uniform_IMM, uniform_tex;
static void init(); static void init();
static void setUniforms(const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView, const core::matrix4 &TextureMatrix, unsigned TU_texture); static void setUniforms(const core::matrix4 &ModelMatrix, const core::matrix4 &InverseModelMatrix, const core::matrix4 &TextureMatrix, unsigned TU_texture);
}; };
class GrassPass1Shader class GrassPass1Shader
@ -72,10 +72,10 @@ class NormalMapShader
public: public:
static GLuint Program; static GLuint Program;
static GLuint attrib_position, attrib_texcoord, attrib_tangent, attrib_bitangent; static GLuint attrib_position, attrib_texcoord, attrib_tangent, attrib_bitangent;
static GLuint uniform_MVP, uniform_TIMV, uniform_normalMap; static GLuint uniform_MM, uniform_IMM, uniform_normalMap;
static void init(); static void init();
static void setUniforms(const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView, unsigned TU_normalMap); static void setUniforms(const core::matrix4 &ModelMatrix, const core::matrix4 &InverseModelMatrix, unsigned TU_normalMap);
}; };
class InstancedObjectPass1Shader class InstancedObjectPass1Shader
@ -116,11 +116,11 @@ class ObjectPass2Shader
public: public:
static GLuint Program; static GLuint Program;
static GLuint attrib_position, attrib_texcoord; static GLuint attrib_position, attrib_texcoord;
static GLuint uniform_MVP, uniform_TM, uniform_screen, uniform_ambient; static GLuint uniform_MM, uniform_TM, uniform_screen, uniform_ambient;
static GLuint TU_Albedo; static GLuint TU_Albedo;
static void init(); static void init();
static void setUniforms(const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TextureMatrix); static void setUniforms(const core::matrix4 &ModelMatrix, const core::matrix4 &TextureMatrix);
}; };
class InstancedObjectPass2Shader class InstancedObjectPass2Shader
@ -152,11 +152,11 @@ class DetailledObjectPass2Shader
public: public:
static GLuint Program; static GLuint Program;
static GLuint attrib_position, attrib_texcoord, attrib_second_texcoord; static GLuint attrib_position, attrib_texcoord, attrib_second_texcoord;
static GLuint uniform_MVP, uniform_screen, uniform_ambient; static GLuint uniform_MM, uniform_screen, uniform_ambient;
static GLuint TU_Albedo, TU_detail; static GLuint TU_Albedo, TU_detail;
static void init(); static void init();
static void setUniforms(const core::matrix4 &ModelViewProjectionMatrix); static void setUniforms(const core::matrix4 &ModelMatrix);
}; };
class ObjectRimLimitShader class ObjectRimLimitShader
@ -164,11 +164,11 @@ class ObjectRimLimitShader
public: public:
static GLuint Program; static GLuint Program;
static GLuint attrib_position, attrib_normal, attrib_texcoord; static GLuint attrib_position, attrib_normal, attrib_texcoord;
static GLuint uniform_MVP, uniform_TIMV, uniform_TM, uniform_screen, uniform_ambient; static GLuint uniform_MM, uniform_IMM, uniform_TM, uniform_screen, uniform_ambient;
static GLuint TU_Albedo; static GLuint TU_Albedo;
static void init(); static void init();
static void setUniforms(const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView, const core::matrix4 &TextureMatrix); static void setUniforms(const core::matrix4 &ModelMatrix, const core::matrix4 &InverseModelMatrix, const core::matrix4 &TextureMatrix);
}; };
class UntexturedObjectShader class UntexturedObjectShader
@ -176,10 +176,10 @@ class UntexturedObjectShader
public: public:
static GLuint Program; static GLuint Program;
static GLuint attrib_position, attrib_color; static GLuint attrib_position, attrib_color;
static GLuint uniform_MVP, uniform_screen, uniform_ambient; static GLuint uniform_MM, uniform_screen, uniform_ambient;
static void init(); static void init();
static void setUniforms(const core::matrix4 &ModelViewProjectionMatrix); static void setUniforms(const core::matrix4 &ModelMatrix);
}; };
class ObjectUnlitShader class ObjectUnlitShader
@ -187,11 +187,11 @@ class ObjectUnlitShader
public: public:
static GLuint Program; static GLuint Program;
static GLuint attrib_position, attrib_texcoord; static GLuint attrib_position, attrib_texcoord;
static GLuint uniform_MVP; static GLuint uniform_MM;
static GLuint TU_tex; static GLuint TU_tex;
static void init(); static void init();
static void setUniforms(const core::matrix4 &ModelViewProjectionMatrix); static void setUniforms(const core::matrix4 &ModelMatrix);
}; };
class ObjectRefPass2Shader class ObjectRefPass2Shader
@ -199,11 +199,11 @@ class ObjectRefPass2Shader
public: public:
static GLuint Program; static GLuint Program;
static GLuint attrib_position, attrib_texcoord; static GLuint attrib_position, attrib_texcoord;
static GLuint uniform_MVP, uniform_TM, uniform_screen, uniform_ambient; static GLuint uniform_MM, uniform_TM, uniform_screen, uniform_ambient;
static GLuint TU_Albedo; static GLuint TU_Albedo;
static void init(); static void init();
static void setUniforms(const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TextureMatrix); static void setUniforms(const core::matrix4 &ModelMatrix, const core::matrix4 &TextureMatrix);
}; };
class GrassPass2Shader class GrassPass2Shader
@ -235,11 +235,11 @@ class SphereMapShader
public: public:
static GLuint Program; static GLuint Program;
static GLuint attrib_position, attrib_normal; static GLuint attrib_position, attrib_normal;
static GLuint uniform_MVP, uniform_TIMV, uniform_TVM, uniform_invproj, uniform_screen; static GLuint uniform_MM, uniform_IMM, uniform_screen;
static GLuint TU_tex; static GLuint TU_tex;
static void init(); static void init();
static void setUniforms(const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TransposeViewMatrix, const core::matrix4 &TransposeInverseModelView, const core::matrix4 &InvProj, const core::vector2df& screen); static void setUniforms(const core::matrix4 &ModelMatrix, const core::matrix4 &InverseModelMatrix, const core::vector2df& screen);
}; };
class SplattingShader class SplattingShader
@ -247,11 +247,11 @@ class SplattingShader
public: public:
static GLuint Program; static GLuint Program;
static GLuint attrib_position, attrib_texcoord, attrib_second_texcoord; static GLuint attrib_position, attrib_texcoord, attrib_second_texcoord;
static GLuint uniform_MVP, uniform_screen, uniform_ambient; static GLuint uniform_MM, uniform_screen, uniform_ambient;
static GLuint TU_tex_layout, TU_tex_detail0, TU_tex_detail1, TU_tex_detail2, TU_tex_detail3; static GLuint TU_tex_layout, TU_tex_detail0, TU_tex_detail1, TU_tex_detail2, TU_tex_detail3;
static void init(); static void init();
static void setUniforms(const core::matrix4 &ModelViewProjectionMatrix); static void setUniforms(const core::matrix4 &ModelMatrix);
}; };
class CausticsShader class CausticsShader
@ -403,11 +403,11 @@ class SkyboxShader
public: public:
static GLuint Program; static GLuint Program;
static GLuint attrib_position; static GLuint attrib_position;
static GLuint uniform_MVP, uniform_InvProjView, uniform_tex, uniform_screen; static GLuint uniform_MM, uniform_tex, uniform_screen;
static GLuint cubevao; static GLuint cubevao;
static void init(); static void init();
static void setUniforms(const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &InvProjView, const core::vector2df &screen, unsigned TU_tex); static void setUniforms(const core::matrix4 &ModelMatrix, const core::vector2df &screen, unsigned TU_tex);
}; };
} }

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@ -145,19 +145,21 @@ void STKAnimatedMesh::render()
{ {
ModelViewProjectionMatrix = computeMVP(AbsoluteTransformation); ModelViewProjectionMatrix = computeMVP(AbsoluteTransformation);
TransposeInverseModelView = computeTIMV(AbsoluteTransformation); TransposeInverseModelView = computeTIMV(AbsoluteTransformation);
core::matrix4 invmodel;
AbsoluteTransformation.getInverse(invmodel);
for (unsigned i = 0; i < GeometricMesh[FPSM_DEFAULT].size(); i++) for (unsigned i = 0; i < GeometricMesh[FPSM_DEFAULT].size(); i++)
{ {
GroupedFPSM<FPSM_DEFAULT>::MeshSet.push_back(GeometricMesh[FPSM_DEFAULT][i]); GroupedFPSM<FPSM_DEFAULT>::MeshSet.push_back(GeometricMesh[FPSM_DEFAULT][i]);
GroupedFPSM<FPSM_DEFAULT>::MVPSet.push_back(ModelViewProjectionMatrix); GroupedFPSM<FPSM_DEFAULT>::MVPSet.push_back(AbsoluteTransformation);
GroupedFPSM<FPSM_DEFAULT>::TIMVSet.push_back(TransposeInverseModelView); GroupedFPSM<FPSM_DEFAULT>::TIMVSet.push_back(invmodel);
} }
for (unsigned i = 0; i < GeometricMesh[FPSM_ALPHA_REF_TEXTURE].size(); i++) for (unsigned i = 0; i < GeometricMesh[FPSM_ALPHA_REF_TEXTURE].size(); i++)
{ {
GroupedFPSM<FPSM_ALPHA_REF_TEXTURE>::MeshSet.push_back(GeometricMesh[FPSM_ALPHA_REF_TEXTURE][i]); GroupedFPSM<FPSM_ALPHA_REF_TEXTURE>::MeshSet.push_back(GeometricMesh[FPSM_ALPHA_REF_TEXTURE][i]);
GroupedFPSM<FPSM_ALPHA_REF_TEXTURE>::MVPSet.push_back(ModelViewProjectionMatrix); GroupedFPSM<FPSM_ALPHA_REF_TEXTURE>::MVPSet.push_back(AbsoluteTransformation);
GroupedFPSM<FPSM_ALPHA_REF_TEXTURE>::TIMVSet.push_back(TransposeInverseModelView); GroupedFPSM<FPSM_ALPHA_REF_TEXTURE>::TIMVSet.push_back(invmodel);
} }
return; return;
@ -165,39 +167,42 @@ void STKAnimatedMesh::render()
if (irr_driver->getPhase() == SOLID_LIT_PASS) if (irr_driver->getPhase() == SOLID_LIT_PASS)
{ {
core::matrix4 invmodel;
AbsoluteTransformation.getInverse(invmodel);
for (unsigned i = 0; i < ShadedMesh[SM_DEFAULT].size(); i++) for (unsigned i = 0; i < ShadedMesh[SM_DEFAULT].size(); i++)
{ {
GroupedSM<SM_DEFAULT>::MeshSet.push_back(ShadedMesh[SM_DEFAULT][i]); GroupedSM<SM_DEFAULT>::MeshSet.push_back(ShadedMesh[SM_DEFAULT][i]);
GroupedSM<SM_DEFAULT>::MVPSet.push_back(ModelViewProjectionMatrix); GroupedSM<SM_DEFAULT>::MVPSet.push_back(AbsoluteTransformation);
GroupedSM<SM_DEFAULT>::TIMVSet.push_back(TransposeInverseModelView); GroupedSM<SM_DEFAULT>::TIMVSet.push_back(invmodel);
} }
for (unsigned i = 0; i < ShadedMesh[SM_ALPHA_REF_TEXTURE].size(); i++) for (unsigned i = 0; i < ShadedMesh[SM_ALPHA_REF_TEXTURE].size(); i++)
{ {
GroupedSM<SM_ALPHA_REF_TEXTURE>::MeshSet.push_back(ShadedMesh[SM_ALPHA_REF_TEXTURE][i]); GroupedSM<SM_ALPHA_REF_TEXTURE>::MeshSet.push_back(ShadedMesh[SM_ALPHA_REF_TEXTURE][i]);
GroupedSM<SM_ALPHA_REF_TEXTURE>::MVPSet.push_back(ModelViewProjectionMatrix); GroupedSM<SM_ALPHA_REF_TEXTURE>::MVPSet.push_back(AbsoluteTransformation);
GroupedSM<SM_ALPHA_REF_TEXTURE>::TIMVSet.push_back(TransposeInverseModelView); GroupedSM<SM_ALPHA_REF_TEXTURE>::TIMVSet.push_back(invmodel);
} }
for (unsigned i = 0; i < ShadedMesh[SM_RIMLIT].size(); i++) for (unsigned i = 0; i < ShadedMesh[SM_RIMLIT].size(); i++)
{ {
GroupedSM<SM_RIMLIT>::MeshSet.push_back(ShadedMesh[SM_RIMLIT][i]); GroupedSM<SM_RIMLIT>::MeshSet.push_back(ShadedMesh[SM_RIMLIT][i]);
GroupedSM<SM_RIMLIT>::MVPSet.push_back(ModelViewProjectionMatrix); GroupedSM<SM_RIMLIT>::MVPSet.push_back(AbsoluteTransformation);
GroupedSM<SM_RIMLIT>::TIMVSet.push_back(TransposeInverseModelView); GroupedSM<SM_RIMLIT>::TIMVSet.push_back(invmodel);
} }
for (GLMesh *mesh : ShadedMesh[SM_UNLIT]) for (GLMesh *mesh : ShadedMesh[SM_UNLIT])
{ {
GroupedSM<SM_UNLIT>::MeshSet.push_back(mesh); GroupedSM<SM_UNLIT>::MeshSet.push_back(mesh);
GroupedSM<SM_UNLIT>::MVPSet.push_back(ModelViewProjectionMatrix); GroupedSM<SM_UNLIT>::MVPSet.push_back(AbsoluteTransformation);
GroupedSM<SM_UNLIT>::TIMVSet.push_back(TransposeInverseModelView); GroupedSM<SM_UNLIT>::TIMVSet.push_back(invmodel);
} }
for (GLMesh *mesh : ShadedMesh[SM_DETAILS]) for (GLMesh *mesh : ShadedMesh[SM_DETAILS])
{ {
GroupedSM<SM_DETAILS>::MeshSet.push_back(mesh); GroupedSM<SM_DETAILS>::MeshSet.push_back(mesh);
GroupedSM<SM_DETAILS>::MVPSet.push_back(ModelViewProjectionMatrix); GroupedSM<SM_DETAILS>::MVPSet.push_back(AbsoluteTransformation);
GroupedSM<SM_DETAILS>::TIMVSet.push_back(TransposeInverseModelView); GroupedSM<SM_DETAILS>::TIMVSet.push_back(invmodel);
} }
return; return;

View File

@ -269,7 +269,7 @@ void drawGrassPass1(const GLMesh &mesh, const core::matrix4 & ModelViewProjectio
glDrawElements(ptype, count, itype, 0); glDrawElements(ptype, count, itype, 0);
} }
void drawNormalPass(const GLMesh &mesh, const core::matrix4 & ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView) void drawNormalPass(const GLMesh &mesh, const core::matrix4 & ModelMatrix, const core::matrix4 &InverseModelMatrix)
{ {
irr_driver->IncreaseObjectCount(); irr_driver->IncreaseObjectCount();
GLenum ptype = mesh.PrimitiveType; GLenum ptype = mesh.PrimitiveType;
@ -279,14 +279,14 @@ void drawNormalPass(const GLMesh &mesh, const core::matrix4 & ModelViewProjectio
assert(mesh.textures[1]); assert(mesh.textures[1]);
setTexture(0, mesh.textures[1], GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true); setTexture(0, mesh.textures[1], GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
MeshShader::NormalMapShader::setUniforms(ModelViewProjectionMatrix, TransposeInverseModelView, 0); MeshShader::NormalMapShader::setUniforms(ModelMatrix, InverseModelMatrix, 0);
assert(mesh.vao_first_pass); assert(mesh.vao_first_pass);
glBindVertexArray(mesh.vao_first_pass); glBindVertexArray(mesh.vao_first_pass);
glDrawElements(ptype, count, itype, 0); glDrawElements(ptype, count, itype, 0);
} }
void drawSphereMap(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView) void drawSphereMap(const GLMesh &mesh, const core::matrix4 &ModelMatrix, const core::matrix4 &InverseModelMatrix)
{ {
irr_driver->IncreaseObjectCount(); irr_driver->IncreaseObjectCount();
GLenum ptype = mesh.PrimitiveType; GLenum ptype = mesh.PrimitiveType;
@ -306,7 +306,7 @@ void drawSphereMap(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionM
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
} }
MeshShader::SphereMapShader::setUniforms(ModelViewProjectionMatrix, irr_driver->getViewMatrix().getTransposed(), TransposeInverseModelView, irr_driver->getInvProjMatrix(), core::vector2df(UserConfigParams::m_width, UserConfigParams::m_height)); MeshShader::SphereMapShader::setUniforms(ModelMatrix, InverseModelMatrix, core::vector2df(UserConfigParams::m_width, UserConfigParams::m_height));
assert(mesh.vao_second_pass); assert(mesh.vao_second_pass);
glBindVertexArray(mesh.vao_second_pass); glBindVertexArray(mesh.vao_second_pass);
@ -476,14 +476,14 @@ void drawGrassPass2(const GLMesh &mesh, const core::matrix4 & ModelViewProjectio
glDrawElements(ptype, count, itype, 0); glDrawElements(ptype, count, itype, 0);
} }
void drawUntexturedObject(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix) void drawUntexturedObject(const GLMesh &mesh, const core::matrix4 &ModelMatrix)
{ {
irr_driver->IncreaseObjectCount(); irr_driver->IncreaseObjectCount();
GLenum ptype = mesh.PrimitiveType; GLenum ptype = mesh.PrimitiveType;
GLenum itype = mesh.IndexType; GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount; size_t count = mesh.IndexCount;
MeshShader::UntexturedObjectShader::setUniforms(ModelViewProjectionMatrix); MeshShader::UntexturedObjectShader::setUniforms(ModelMatrix);
assert(mesh.vao_second_pass); assert(mesh.vao_second_pass);
glBindVertexArray(mesh.vao_second_pass); glBindVertexArray(mesh.vao_second_pass);

View File

@ -90,7 +90,7 @@ template<enum GeometricMaterial T>
std::vector<core::matrix4> GroupedFPSM<T>::TIMVSet; std::vector<core::matrix4> GroupedFPSM<T>::TIMVSet;
void drawObjectPass1(const GLMesh &mesh, const core::matrix4 & ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView); void drawObjectPass1(const GLMesh &mesh, const core::matrix4 & ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView);
void drawNormalPass(const GLMesh &mesh, const core::matrix4 & ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView); void drawNormalPass(const GLMesh &mesh, const core::matrix4 & ModelMatrix, const core::matrix4 &InverseModelMatrix);
void drawObjectRefPass1(const GLMesh &mesh, const core::matrix4 & ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView, const core::matrix4 &TextureMatrix); void drawObjectRefPass1(const GLMesh &mesh, const core::matrix4 & ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView, const core::matrix4 &TextureMatrix);
void drawGrassPass1(const GLMesh &mesh, const core::matrix4 & ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView, core::vector3df windDir); void drawGrassPass1(const GLMesh &mesh, const core::matrix4 & ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView, core::vector3df windDir);

View File

@ -336,26 +336,28 @@ void STKMeshSceneNode::render()
glDisable(GL_CULL_FACE); glDisable(GL_CULL_FACE);
ModelViewProjectionMatrix = computeMVP(AbsoluteTransformation); ModelViewProjectionMatrix = computeMVP(AbsoluteTransformation);
TransposeInverseModelView = computeTIMV(AbsoluteTransformation); TransposeInverseModelView = computeTIMV(AbsoluteTransformation);
core::matrix4 invmodel;
AbsoluteTransformation.getInverse(invmodel);
for (unsigned i = 0; i < GeometricMesh[FPSM_DEFAULT].size(); i++) for (unsigned i = 0; i < GeometricMesh[FPSM_DEFAULT].size(); i++)
{ {
GroupedFPSM<FPSM_DEFAULT>::MeshSet.push_back(GeometricMesh[FPSM_DEFAULT][i]); GroupedFPSM<FPSM_DEFAULT>::MeshSet.push_back(GeometricMesh[FPSM_DEFAULT][i]);
GroupedFPSM<FPSM_DEFAULT>::MVPSet.push_back(ModelViewProjectionMatrix); GroupedFPSM<FPSM_DEFAULT>::MVPSet.push_back(AbsoluteTransformation);
GroupedFPSM<FPSM_DEFAULT>::TIMVSet.push_back(TransposeInverseModelView); GroupedFPSM<FPSM_DEFAULT>::TIMVSet.push_back(invmodel);
} }
for (unsigned i = 0; i < GeometricMesh[FPSM_ALPHA_REF_TEXTURE].size(); i++) for (unsigned i = 0; i < GeometricMesh[FPSM_ALPHA_REF_TEXTURE].size(); i++)
{ {
GroupedFPSM<FPSM_ALPHA_REF_TEXTURE>::MeshSet.push_back(GeometricMesh[FPSM_ALPHA_REF_TEXTURE][i]); GroupedFPSM<FPSM_ALPHA_REF_TEXTURE>::MeshSet.push_back(GeometricMesh[FPSM_ALPHA_REF_TEXTURE][i]);
GroupedFPSM<FPSM_ALPHA_REF_TEXTURE>::MVPSet.push_back(ModelViewProjectionMatrix); GroupedFPSM<FPSM_ALPHA_REF_TEXTURE>::MVPSet.push_back(AbsoluteTransformation);
GroupedFPSM<FPSM_ALPHA_REF_TEXTURE>::TIMVSet.push_back(TransposeInverseModelView); GroupedFPSM<FPSM_ALPHA_REF_TEXTURE>::TIMVSet.push_back(invmodel);
} }
for (unsigned i = 0; i < GeometricMesh[FPSM_NORMAL_MAP].size(); i++) for (unsigned i = 0; i < GeometricMesh[FPSM_NORMAL_MAP].size(); i++)
{ {
GroupedFPSM<FPSM_NORMAL_MAP>::MeshSet.push_back(GeometricMesh[FPSM_NORMAL_MAP][i]); GroupedFPSM<FPSM_NORMAL_MAP>::MeshSet.push_back(GeometricMesh[FPSM_NORMAL_MAP][i]);
GroupedFPSM<FPSM_NORMAL_MAP>::MVPSet.push_back(ModelViewProjectionMatrix); GroupedFPSM<FPSM_NORMAL_MAP>::MVPSet.push_back(AbsoluteTransformation);
GroupedFPSM<FPSM_NORMAL_MAP>::TIMVSet.push_back(TransposeInverseModelView); GroupedFPSM<FPSM_NORMAL_MAP>::TIMVSet.push_back(invmodel);
} }
if (!GeometricMesh[FPSM_GRASS].empty()) if (!GeometricMesh[FPSM_GRASS].empty())
@ -373,54 +375,64 @@ void STKMeshSceneNode::render()
if (reload_each_frame) if (reload_each_frame)
glDisable(GL_CULL_FACE); glDisable(GL_CULL_FACE);
core::matrix4 invmodel;
AbsoluteTransformation.getInverse(invmodel);
for (unsigned i = 0; i < ShadedMesh[SM_DEFAULT].size(); i++) for (unsigned i = 0; i < ShadedMesh[SM_DEFAULT].size(); i++)
{ {
GroupedSM<SM_DEFAULT>::MeshSet.push_back(ShadedMesh[SM_DEFAULT][i]); GroupedSM<SM_DEFAULT>::MeshSet.push_back(ShadedMesh[SM_DEFAULT][i]);
GroupedSM<SM_DEFAULT>::MVPSet.push_back(ModelViewProjectionMatrix); GroupedSM<SM_DEFAULT>::MVPSet.push_back(AbsoluteTransformation);
GroupedSM<SM_DEFAULT>::TIMVSet.push_back(TransposeInverseModelView); GroupedSM<SM_DEFAULT>::TIMVSet.push_back(invmodel);
} }
for (unsigned i = 0; i < ShadedMesh[SM_ALPHA_REF_TEXTURE].size(); i++) for (unsigned i = 0; i < ShadedMesh[SM_ALPHA_REF_TEXTURE].size(); i++)
{ {
GroupedSM<SM_ALPHA_REF_TEXTURE>::MeshSet.push_back(ShadedMesh[SM_ALPHA_REF_TEXTURE][i]); GroupedSM<SM_ALPHA_REF_TEXTURE>::MeshSet.push_back(ShadedMesh[SM_ALPHA_REF_TEXTURE][i]);
GroupedSM<SM_ALPHA_REF_TEXTURE>::MVPSet.push_back(ModelViewProjectionMatrix); GroupedSM<SM_ALPHA_REF_TEXTURE>::MVPSet.push_back(AbsoluteTransformation);
GroupedSM<SM_ALPHA_REF_TEXTURE>::TIMVSet.push_back(TransposeInverseModelView); GroupedSM<SM_ALPHA_REF_TEXTURE>::TIMVSet.push_back(invmodel);
} }
for (unsigned i = 0; i < ShadedMesh[SM_RIMLIT].size(); i++) for (unsigned i = 0; i < ShadedMesh[SM_RIMLIT].size(); i++)
{ {
GroupedSM<SM_RIMLIT>::MeshSet.push_back(ShadedMesh[SM_RIMLIT][i]); GroupedSM<SM_RIMLIT>::MeshSet.push_back(ShadedMesh[SM_RIMLIT][i]);
GroupedSM<SM_RIMLIT>::MVPSet.push_back(ModelViewProjectionMatrix); GroupedSM<SM_RIMLIT>::MVPSet.push_back(AbsoluteTransformation);
GroupedSM<SM_RIMLIT>::TIMVSet.push_back(TransposeInverseModelView); GroupedSM<SM_RIMLIT>::TIMVSet.push_back(invmodel);
} }
for (unsigned i = 0; i < ShadedMesh[SM_SPHEREMAP].size(); i++) for (unsigned i = 0; i < ShadedMesh[SM_SPHEREMAP].size(); i++)
{ {
GroupedSM<SM_SPHEREMAP>::MeshSet.push_back(ShadedMesh[SM_SPHEREMAP][i]); GroupedSM<SM_SPHEREMAP>::MeshSet.push_back(ShadedMesh[SM_SPHEREMAP][i]);
GroupedSM<SM_SPHEREMAP>::MVPSet.push_back(ModelViewProjectionMatrix); GroupedSM<SM_SPHEREMAP>::MVPSet.push_back(AbsoluteTransformation);
GroupedSM<SM_SPHEREMAP>::TIMVSet.push_back(TransposeInverseModelView); GroupedSM<SM_SPHEREMAP>::TIMVSet.push_back(invmodel);
} }
for (GLMesh *mesh : ShadedMesh[SM_SPLATTING]) for (GLMesh *mesh : ShadedMesh[SM_SPLATTING])
{ {
GroupedSM<SM_SPLATTING>::MeshSet.push_back(mesh); GroupedSM<SM_SPLATTING>::MeshSet.push_back(mesh);
GroupedSM<SM_SPLATTING>::MVPSet.push_back(ModelViewProjectionMatrix); GroupedSM<SM_SPLATTING>::MVPSet.push_back(AbsoluteTransformation);
GroupedSM<SM_SPLATTING>::TIMVSet.push_back(TransposeInverseModelView); GroupedSM<SM_SPLATTING>::TIMVSet.push_back(invmodel);
} }
for (GLMesh *mesh : ShadedMesh[SM_UNLIT]) for (GLMesh *mesh : ShadedMesh[SM_UNLIT])
{ {
GroupedSM<SM_UNLIT>::MeshSet.push_back(mesh); GroupedSM<SM_UNLIT>::MeshSet.push_back(mesh);
GroupedSM<SM_UNLIT>::MVPSet.push_back(ModelViewProjectionMatrix); GroupedSM<SM_UNLIT>::MVPSet.push_back(AbsoluteTransformation);
GroupedSM<SM_UNLIT>::TIMVSet.push_back(TransposeInverseModelView); GroupedSM<SM_UNLIT>::TIMVSet.push_back(invmodel);
} }
for (GLMesh *mesh : ShadedMesh[SM_DETAILS]) for (GLMesh *mesh : ShadedMesh[SM_DETAILS])
{ {
GroupedSM<SM_DETAILS>::MeshSet.push_back(mesh); GroupedSM<SM_DETAILS>::MeshSet.push_back(mesh);
GroupedSM<SM_DETAILS>::MVPSet.push_back(ModelViewProjectionMatrix); GroupedSM<SM_DETAILS>::MVPSet.push_back(AbsoluteTransformation);
GroupedSM<SM_DETAILS>::TIMVSet.push_back(TransposeInverseModelView); GroupedSM<SM_DETAILS>::TIMVSet.push_back(invmodel);
}
for (GLMesh *mesh : ShadedMesh[SM_UNTEXTURED])
{
GroupedSM<SM_UNTEXTURED>::MeshSet.push_back(mesh);
GroupedSM<SM_UNTEXTURED>::MVPSet.push_back(AbsoluteTransformation);
GroupedSM<SM_UNTEXTURED>::TIMVSet.push_back(invmodel);
} }
if (!ShadedMesh[SM_GRASS].empty()) if (!ShadedMesh[SM_GRASS].empty())
@ -433,11 +445,6 @@ void STKMeshSceneNode::render()
for (unsigned i = 0; i < ShadedMesh[SM_CAUSTICS].size(); i++) for (unsigned i = 0; i < ShadedMesh[SM_CAUSTICS].size(); i++)
drawSolidPass2(*ShadedMesh[SM_CAUSTICS][i], SM_CAUSTICS); drawSolidPass2(*ShadedMesh[SM_CAUSTICS][i], SM_CAUSTICS);
if (!ShadedMesh[SM_UNTEXTURED].empty())
glUseProgram(MeshShader::UntexturedObjectShader::Program);
for (unsigned i = 0; i < ShadedMesh[SM_UNTEXTURED].size(); i++)
drawSolidPass2(*ShadedMesh[SM_UNTEXTURED][i], SM_UNTEXTURED);
if (reload_each_frame) if (reload_each_frame)
glEnable(GL_CULL_FACE); glEnable(GL_CULL_FACE);
return; return;