Coding style changes, removed dead code and unused variables.

This commit is contained in:
hiker
2015-07-01 08:57:40 +10:00
parent 4ec423ff35
commit 576270bb17
2 changed files with 14 additions and 78 deletions

View File

@@ -34,88 +34,24 @@ using namespace video;
using namespace scene;
using namespace core;
SunNode::SunNode(scene::ISceneManager* mgr, scene::ISceneNode* parent, float r, float g, float b):
LightNode(mgr, parent, 0., 0., r, g, b)
SunNode::SunNode(scene::ISceneManager* mgr, scene::ISceneNode* parent,
float r, float g, float b)
: LightNode(mgr, parent, 0., 0., r, g, b)
{
m_color[0] = r;
m_color[1] = g;
m_color[2] = b;
}
} // SunNode
// ----------------------------------------------------------------------------
SunNode::~SunNode()
{
delete sq;
}
} // ~SunNode
// ----------------------------------------------------------------------------
void SunNode::render()
{
irr_driver->setSunColor(video::SColorf(m_color[0], m_color[1], m_color[2]));
irr_driver->setSunDirection(getPosition());
vector3df pos = getPosition();
irr_driver->setSunDirection(pos);
return;
/* array<IRenderTarget> mrt;
mrt.reallocate(2);
mrt.push_back(irr_driver->getRTT(RTT_TMP2));
mrt.push_back(irr_driver->getRTT(RTT_TMP3));
irr_driver->getVideoDriver()->setRenderTarget(mrt, true, false);
// Render the sun lighting to tmp2, shadow map to tmp3
sq->render(false);
// Filter the shadow map for soft shadows
// Note that quarter1 is reserved for glow during this time.
// Having a separate RTT for glow would work, but be wasted VRAM due to less reuse.
ScreenQuad tmpsq(irr_driver->getVideoDriver());
GaussianBlurProvider * const gcb = (GaussianBlurProvider *) irr_driver->getCallback(ES_GAUSSIAN3H);
gcb->setResolution(UserConfigParams::m_width / 2, UserConfigParams::m_height / 2);
tmpsq.setMaterialType(irr_driver->getShader(ES_PENUMBRAH));
tmpsq.setTexture(irr_driver->getRTT(RTT_TMP3));
tmpsq.render(irr_driver->getRTT(RTT_HALF1));
tmpsq.setMaterialType(irr_driver->getShader(ES_PENUMBRAV));
tmpsq.setTexture(irr_driver->getRTT(RTT_HALF1));
tmpsq.render(irr_driver->getRTT(RTT_HALF2));
gcb->setResolution(UserConfigParams::m_width / 4, UserConfigParams::m_height / 4);
tmpsq.setMaterialType(irr_driver->getShader(ES_PENUMBRAH));
tmpsq.setTexture(irr_driver->getRTT(RTT_HALF2));
tmpsq.render(irr_driver->getRTT(RTT_QUARTER2));
tmpsq.setMaterialType(irr_driver->getShader(ES_PENUMBRAV));
tmpsq.setTexture(irr_driver->getRTT(RTT_QUARTER2));
tmpsq.render(irr_driver->getRTT(RTT_QUARTER3));
gcb->setResolution(UserConfigParams::m_width / 8, UserConfigParams::m_height / 8);
tmpsq.setMaterialType(irr_driver->getShader(ES_PENUMBRAH));
tmpsq.setTexture(irr_driver->getRTT(RTT_QUARTER3));
tmpsq.render(irr_driver->getRTT(RTT_EIGHTH1));
tmpsq.setMaterialType(irr_driver->getShader(ES_PENUMBRAV));
tmpsq.setTexture(irr_driver->getRTT(RTT_EIGHTH1));
tmpsq.render(irr_driver->getRTT(RTT_EIGHTH2));
// Use these to generate a new soft shadow map
tmpsq.setMaterialType(irr_driver->getShader(ES_SHADOWGEN));
tmpsq.setTexture(irr_driver->getRTT(RTT_HALF2), 0);
tmpsq.setTexture(irr_driver->getRTT(RTT_QUARTER3), 1);
tmpsq.setTexture(irr_driver->getRTT(RTT_EIGHTH2), 2);
irr_driver->getVideoDriver()->setRenderTarget(irr_driver->getRTT(RTT_HALF_SOFT), true, false);
tmpsq.render(false);
tmpsq.setTexture(0, 0);
tmpsq.setTexture(0, 1);
tmpsq.setTexture(0, 2);
tmpsq.setTexture(0, 3);
// Combine them back to the lighting RTT
tmpsq.setMaterialType(irr_driver->getShader(ES_MULTIPLY_ADD));
tmpsq.setTexture(irr_driver->getRTT(RTT_TMP2), 0);
tmpsq.setTexture(irr_driver->getRTT(RTT_HALF_SOFT), 1);
tmpsq.getMaterial().MaterialTypeParam = pack_textureBlendFunc(EBF_ONE, EBF_ONE);
tmpsq.getMaterial().BlendOperation = EBO_ADD;
irr_driver->getVideoDriver()->setRenderTarget(irr_driver->getRTT(RTT_TMP1), false, false);
tmpsq.render(false);*/
}
} // render

View File

@@ -24,18 +24,18 @@
class ScreenQuad;
// The actual rain node
// The actual sun node
class SunNode: public LightNode
{
public:
SunNode(scene::ISceneManager* mgr, scene::ISceneNode* parent, float r, float g, float b);
SunNode(scene::ISceneManager* mgr, scene::ISceneNode* parent,
float r, float g, float b);
virtual ~SunNode();
virtual void render() OVERRIDE;
virtual bool isPointLight() OVERRIDE { return false; }
private:
ScreenQuad *sq;
};
}; // SunNode
#endif