Shaders:Clean some dead code
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cd43ee3c9d
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541edc76a0
@ -254,13 +254,6 @@ void ColorizeProvider::OnSetConstants(IMaterialRendererServices *srv, int)
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//-------------------------------------
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void GlowProvider::OnSetConstants(IMaterialRendererServices *srv, int)
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{
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srv->setVertexShaderConstant("res", m_res, 2);
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}
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//-------------------------------------
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void ObjectPassProvider::OnSetConstants(IMaterialRendererServices *srv, int)
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{
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core::matrix4 ModelViewProjectionMatrix = srv->getVideoDriver()->getTransform(ETS_PROJECTION);
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@ -328,23 +328,6 @@ private:
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//
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class GlowProvider: public CallBase
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{
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public:
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virtual void OnSetConstants(video::IMaterialRendererServices *srv, int);
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void setResolution(int x, int y)
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{
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m_res[0] = (float)x;
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m_res[1] = (float)y;
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}
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private:
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float m_res[2];
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};
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//
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class ObjectPassProvider: public CallBase
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{
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public:
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@ -39,15 +39,6 @@ GlowNode::GlowNode(scene::ISceneManager* mgr, float radius): ISceneNode(mgr->get
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{
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if (!sphere)
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{
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mat.Lighting = false;
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mat.MaterialType = irr_driver->getShader(ES_GLOW);
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mat.setTexture(0, irr_driver->getRTT(RTT_QUARTER1));
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mat.TextureLayer[0].TextureWrapU =
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mat.TextureLayer[0].TextureWrapV = ETC_CLAMP_TO_EDGE;
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mat.setFlag(EMF_TRILINEAR_FILTER, true);
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mat.BlendOperation = EBO_ADD;
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sphere = mgr->getGeometryCreator()->createSphereMesh(1, 4, 4);
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box = sphere->getBoundingBox();
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}
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@ -65,10 +56,5 @@ void GlowNode::render()
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void GlowNode::OnRegisterSceneNode()
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{
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if (IsVisible)
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{
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SceneManager->registerNodeForRendering(this, ESNRP_TRANSPARENT);
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}
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ISceneNode::OnRegisterSceneNode();
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}
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@ -640,10 +640,6 @@ 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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GlowProvider * const glowcb = (GlowProvider *) m_shaders->m_callbacks[ES_GLOW];
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glowcb->setResolution(UserConfigParams::m_width,
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UserConfigParams::m_height);
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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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@ -40,8 +40,6 @@ Shaders::Shaders()
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m_callbacks[ES_GAUSSIAN3V] = m_callbacks[ES_GAUSSIAN3H] = new GaussianBlurProvider();
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m_callbacks[ES_MIPVIZ] = new MipVizProvider();
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m_callbacks[ES_COLORIZE] = new ColorizeProvider();
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m_callbacks[ES_GLOW] = new GlowProvider();
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m_callbacks[ES_OBJECTPASS] = new ObjectPassProvider();
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m_callbacks[ES_SUNLIGHT] = new SunLightProvider();
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m_callbacks[ES_MLAA_COLOR1] = new MLAAColor1Provider();
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m_callbacks[ES_MLAA_BLEND2] = new MLAABlend2Provider();
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@ -108,25 +106,20 @@ void Shaders::loadShaders()
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memcpy(saved_shaders, m_shaders, sizeof(m_shaders));
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// Ok, go
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m_shaders[ES_NORMAL_MAP] = glslmat(dir + "normalmap.vert", dir + "normalmap.frag",
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m_callbacks[ES_NORMAL_MAP], EMT_SOLID_2_LAYER);
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m_shaders[ES_NORMAL_MAP_LIGHTMAP] = glslmat(dir + "normalmap.vert", dir + "normalmap.frag",
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m_callbacks[ES_NORMAL_MAP_LIGHTMAP], EMT_SOLID_2_LAYER);
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m_shaders[ES_NORMAL_MAP] = glsl_noinput(dir + "normalmap.vert", dir + "normalmap.frag");
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m_shaders[ES_NORMAL_MAP_LIGHTMAP] = glsl_noinput(dir + "normalmap.vert", dir + "normalmap.frag");
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m_shaders[ES_SKYBOX] = glslmat(dir + "skybox.vert", dir + "skybox.frag",
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m_callbacks[ES_SKYBOX], EMT_TRANSPARENT_ALPHA_CHANNEL);
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m_shaders[ES_SPLATTING] = glslmat(dir + "splatting.vert", dir + "splatting.frag",
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m_callbacks[ES_SPLATTING], EMT_SOLID);
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m_shaders[ES_SPLATTING] = glsl_noinput(dir + "splatting.vert", dir + "splatting.frag");
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m_shaders[ES_WATER] = glslmat(dir + "water.vert", dir + "water.frag",
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m_callbacks[ES_WATER], EMT_TRANSPARENT_ALPHA_CHANNEL);
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m_shaders[ES_WATER_SURFACE] = glsl(dir + "water.vert", dir + "pass.frag",
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m_callbacks[ES_WATER]);
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m_shaders[ES_SPHERE_MAP] = glslmat(dir + "objectpass.vert", dir + "objectpass_spheremap.frag",
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m_callbacks[ES_OBJECTPASS], EMT_SOLID);
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m_shaders[ES_SPHERE_MAP] = glsl_noinput(dir + "objectpass.vert", dir + "objectpass_spheremap.frag");
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m_shaders[ES_GRASS] = glslmat(dir + "grass.vert", dir + "grass.frag",
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m_callbacks[ES_GRASS], EMT_TRANSPARENT_ALPHA_CHANNEL);
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@ -155,19 +148,12 @@ void Shaders::loadShaders()
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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_GLOW] = glslmat(std::string(""), dir + "glow.frag",
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m_callbacks[ES_GLOW], EMT_TRANSPARENT_ALPHA_CHANNEL);
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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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m_shaders[ES_OBJECTPASS_REF] = glsl_noinput(dir + "objectpass.vert", dir + "objectpass_ref.frag");
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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_OBJECTPASS] = glslmat(dir + "objectpass.vert", dir + "objectpass.frag",
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m_callbacks[ES_OBJECTPASS], EMT_SOLID);
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m_shaders[ES_OBJECT_UNLIT] = glslmat(dir + "objectpass.vert", dir + "objectpass.frag",
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m_callbacks[ES_OBJECTPASS], EMT_SOLID);
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m_shaders[ES_OBJECTPASS_REF] = glslmat(dir + "objectpass.vert", dir + "objectpass_ref.frag",
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m_callbacks[ES_OBJECTPASS], EMT_SOLID);
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m_shaders[ES_OBJECTPASS_RIMLIT] = glslmat(dir + "objectpass_rimlit.vert", dir + "objectpass_rimlit.frag",
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m_callbacks[ES_OBJECTPASS], EMT_SOLID);
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m_shaders[ES_SUNLIGHT] = glslmat(std::string(""), dir + "sunlight.frag",
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m_shaders[ES_SUNLIGHT] = glsl_noinput(std::string(""), dir + "sunlight.frag",
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m_callbacks[ES_SUNLIGHT], EMT_SOLID);
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m_shaders[ES_SUNLIGHT_SHADOW] = glslmat(dir + "pass.vert", dir + "sunlightshadow.frag",
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m_callbacks[ES_SUNLIGHT], EMT_SOLID);
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@ -484,7 +484,6 @@ public:
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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_GLOW) \
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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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