Some cleanup

This commit is contained in:
vlj
2014-06-29 22:28:50 +02:00
parent b861c3fb73
commit 5cce35041b
2 changed files with 0 additions and 63 deletions

View File

@@ -572,9 +572,6 @@ namespace MeshShader
}
GLuint InstancedObjectPass1Shader::Program;
GLuint InstancedObjectPass1Shader::attrib_orientation;
GLuint InstancedObjectPass1Shader::attrib_origin;
GLuint InstancedObjectPass1Shader::attrib_scale;
GLuint InstancedObjectPass1Shader::uniform_tex;
void InstancedObjectPass1Shader::init()
@@ -584,9 +581,6 @@ namespace MeshShader
GL_VERTEX_SHADER, file_manager->getAsset("shaders/instanced_object_pass.vert").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/encode_normal.frag").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/object_pass1.frag").c_str());
attrib_origin = glGetAttribLocation(Program, "Origin");
attrib_orientation = glGetAttribLocation(Program, "Orientation");
attrib_scale = glGetAttribLocation(Program, "Scale");
uniform_tex = glGetUniformLocation(Program, "tex");
if (!UserConfigParams::m_ubo_disabled)
{
@@ -603,9 +597,6 @@ namespace MeshShader
}
GLuint InstancedObjectRefPass1Shader::Program;
GLuint InstancedObjectRefPass1Shader::attrib_orientation;
GLuint InstancedObjectRefPass1Shader::attrib_origin;
GLuint InstancedObjectRefPass1Shader::attrib_scale;
GLuint InstancedObjectRefPass1Shader::uniform_tex;
void InstancedObjectRefPass1Shader::init()
@@ -615,9 +606,6 @@ namespace MeshShader
GL_VERTEX_SHADER, file_manager->getAsset("shaders/instanced_object_pass.vert").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/encode_normal.frag").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/objectref_pass1.frag").c_str());
attrib_origin = glGetAttribLocation(Program, "Origin");
attrib_orientation = glGetAttribLocation(Program, "Orientation");
attrib_scale = glGetAttribLocation(Program, "Scale");
uniform_tex = glGetUniformLocation(Program, "tex");
if (!UserConfigParams::m_ubo_disabled)
{
@@ -634,9 +622,6 @@ namespace MeshShader
}
GLuint InstancedGrassPass1Shader::Program;
GLuint InstancedGrassPass1Shader::attrib_origin;
GLuint InstancedGrassPass1Shader::attrib_orientation;
GLuint InstancedGrassPass1Shader::attrib_scale;
GLuint InstancedGrassPass1Shader::uniform_windDir;
GLuint InstancedGrassPass1Shader::uniform_tex;
@@ -647,9 +632,6 @@ namespace MeshShader
GL_VERTEX_SHADER, file_manager->getAsset("shaders/instanced_grass.vert").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/encode_normal.frag").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/objectref_pass1.frag").c_str());
attrib_origin = glGetAttribLocation(Program, "Origin");
attrib_orientation = glGetAttribLocation(Program, "Orientation");
attrib_scale = glGetAttribLocation(Program, "Scale");
uniform_windDir = glGetUniformLocation(Program, "windDir");
uniform_tex = glGetUniformLocation(Program, "tex");
if (!UserConfigParams::m_ubo_disabled)
@@ -714,9 +696,6 @@ namespace MeshShader
}
GLuint InstancedObjectPass2Shader::Program;
GLuint InstancedObjectPass2Shader::attrib_origin;
GLuint InstancedObjectPass2Shader::attrib_orientation;
GLuint InstancedObjectPass2Shader::attrib_scale;
GLuint InstancedObjectPass2Shader::uniform_VP;
GLuint InstancedObjectPass2Shader::uniform_TM;
GLuint InstancedObjectPass2Shader::uniform_ambient;
@@ -729,9 +708,6 @@ namespace MeshShader
GL_VERTEX_SHADER, file_manager->getAsset("shaders/instanced_object_pass.vert").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getLightFactor.frag").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/object_pass2.frag").c_str());
attrib_origin = glGetAttribLocation(Program, "Origin");
attrib_orientation = glGetAttribLocation(Program, "Orientation");
attrib_scale = glGetAttribLocation(Program, "Scale");
uniform_VP = glGetUniformLocation(Program, "ViewProjectionMatrix");
uniform_TM = glGetUniformLocation(Program, "TextureMatrix");
GLuint uniform_Albedo = glGetUniformLocation(Program, "Albedo");
@@ -766,9 +742,6 @@ namespace MeshShader
}
GLuint InstancedObjectRefPass2Shader::Program;
GLuint InstancedObjectRefPass2Shader::attrib_origin;
GLuint InstancedObjectRefPass2Shader::attrib_orientation;
GLuint InstancedObjectRefPass2Shader::attrib_scale;
GLuint InstancedObjectRefPass2Shader::uniform_VP;
GLuint InstancedObjectRefPass2Shader::uniform_TM;
GLuint InstancedObjectRefPass2Shader::uniform_ambient;
@@ -781,9 +754,6 @@ namespace MeshShader
GL_VERTEX_SHADER, file_manager->getAsset("shaders/instanced_object_pass.vert").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getLightFactor.frag").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/objectref_pass2.frag").c_str());
attrib_origin = glGetAttribLocation(Program, "Origin");
attrib_orientation = glGetAttribLocation(Program, "Orientation");
attrib_scale = glGetAttribLocation(Program, "Scale");
uniform_VP = glGetUniformLocation(Program, "ViewProjectionMatrix");
uniform_TM = glGetUniformLocation(Program, "TextureMatrix");
GLuint uniform_Albedo = glGetUniformLocation(Program, "Albedo");
@@ -1058,9 +1028,6 @@ namespace MeshShader
}
GLuint InstancedGrassPass2Shader::Program;
GLuint InstancedGrassPass2Shader::attrib_origin;
GLuint InstancedGrassPass2Shader::attrib_orientation;
GLuint InstancedGrassPass2Shader::attrib_scale;
GLuint InstancedGrassPass2Shader::uniform_VP;
GLuint InstancedGrassPass2Shader::uniform_ambient;
GLuint InstancedGrassPass2Shader::uniform_windDir;
@@ -1077,9 +1044,6 @@ namespace MeshShader
GL_VERTEX_SHADER, file_manager->getAsset("shaders/instanced_grass.vert").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getLightFactor.frag").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/grass_pass2.frag").c_str());
attrib_origin = glGetAttribLocation(Program, "Origin");
attrib_orientation = glGetAttribLocation(Program, "Orientation");
attrib_scale = glGetAttribLocation(Program, "Scale");
uniform_VP = glGetUniformLocation(Program, "ViewProjectionMatrix");
GLuint uniform_Albedo = glGetUniformLocation(Program, "Albedo");
GLuint uniform_DiffuseMap = glGetUniformLocation(Program, "DiffuseMap");
@@ -1428,9 +1392,6 @@ namespace MeshShader
}
GLuint InstancedShadowShader::Program;
GLuint InstancedShadowShader::attrib_origin;
GLuint InstancedShadowShader::attrib_orientation;
GLuint InstancedShadowShader::attrib_scale;
void InstancedShadowShader::init()
{
@@ -1452,9 +1413,6 @@ namespace MeshShader
GL_GEOMETRY_SHADER, file_manager->getAsset("shaders/shadow.geom").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/white.frag").c_str());
}
attrib_origin = glGetAttribLocation(Program, "Origin");
attrib_orientation = glGetAttribLocation(Program, "Orientation");
attrib_scale = glGetAttribLocation(Program, "Scale");
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
}
@@ -1498,9 +1456,6 @@ namespace MeshShader
}
GLuint InstancedRefShadowShader::Program;
GLuint InstancedRefShadowShader::attrib_origin;
GLuint InstancedRefShadowShader::attrib_orientation;
GLuint InstancedRefShadowShader::attrib_scale;
GLuint InstancedRefShadowShader::uniform_tex;
void InstancedRefShadowShader::init()
@@ -1523,9 +1478,6 @@ namespace MeshShader
GL_GEOMETRY_SHADER, file_manager->getAsset("shaders/shadow.geom").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/object_unlit.frag").c_str());
}
attrib_origin = glGetAttribLocation(Program, "Origin");
attrib_orientation = glGetAttribLocation(Program, "Orientation");
attrib_scale = glGetAttribLocation(Program, "Scale");
uniform_tex = glGetUniformLocation(Program, "tex");
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
@@ -1537,9 +1489,6 @@ namespace MeshShader
}
GLuint GrassShadowShader::Program;
GLuint GrassShadowShader::attrib_position;
GLuint GrassShadowShader::attrib_texcoord;
GLuint GrassShadowShader::attrib_color;
GLuint GrassShadowShader::uniform_MVP;
GLuint GrassShadowShader::uniform_tex;
GLuint GrassShadowShader::uniform_windDir;
@@ -1550,11 +1499,8 @@ namespace MeshShader
Program = LoadProgram(
GL_VERTEX_SHADER, file_manager->getAsset("shaders/grass_pass.vert").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/object_unlit.frag").c_str());
attrib_position = glGetAttribLocation(Program, "Position");
attrib_texcoord = glGetAttribLocation(Program, "Texcoord");
uniform_MVP = glGetUniformLocation(Program, "ModelViewProjectionMatrix");
uniform_tex = glGetUniformLocation(Program, "tex");
attrib_color = glGetAttribLocation(Program, "Color");
uniform_windDir = glGetUniformLocation(Program, "windDir");
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);

View File

@@ -93,7 +93,6 @@ class InstancedObjectPass1Shader
{
public:
static GLuint Program;
static GLuint attrib_origin, attrib_orientation, attrib_scale;
static GLuint uniform_tex;
static void init();
@@ -104,7 +103,6 @@ class InstancedObjectRefPass1Shader
{
public:
static GLuint Program;
static GLuint attrib_origin, attrib_orientation, attrib_scale;
static GLuint uniform_tex;
static void init();
@@ -115,7 +113,6 @@ class InstancedGrassPass1Shader
{
public:
static GLuint Program;
static GLuint attrib_origin, attrib_orientation, attrib_scale;
static GLuint uniform_windDir, uniform_tex;
static void init();
@@ -137,7 +134,6 @@ class InstancedObjectPass2Shader
{
public:
static GLuint Program;
static GLuint attrib_origin, attrib_orientation, attrib_scale;
static GLuint uniform_VP, uniform_TM, uniform_ambient;
static GLuint TU_Albedo;
@@ -149,7 +145,6 @@ class InstancedObjectRefPass2Shader
{
public:
static GLuint Program;
static GLuint attrib_origin, attrib_orientation, attrib_scale;
static GLuint uniform_VP, uniform_TM, uniform_ambient;
static GLuint TU_Albedo;
@@ -226,7 +221,6 @@ class InstancedGrassPass2Shader
{
public:
static GLuint Program;
static GLuint attrib_origin, attrib_orientation, attrib_scale;
static GLuint uniform_VP, uniform_TM, uniform_IVM, uniform_ambient, uniform_windDir, uniform_invproj, uniform_SunDir;
static GLuint TU_Albedo, TU_dtex;
@@ -332,7 +326,6 @@ class InstancedShadowShader
{
public:
static GLuint Program;
static GLuint attrib_origin, attrib_orientation, attrib_scale;
static void init();
static void setUniforms();
@@ -352,7 +345,6 @@ class InstancedRefShadowShader
{
public:
static GLuint Program;
static GLuint attrib_origin, attrib_orientation, attrib_scale;
static GLuint uniform_tex;
static void init();
@@ -363,7 +355,6 @@ class GrassShadowShader
{
public:
static GLuint Program;
static GLuint attrib_position, attrib_texcoord, attrib_color;
static GLuint uniform_MVP, uniform_tex, uniform_windDir;
static void init();