Fix transparent in basic glsl pipeline
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5f0b6095ba
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752741307e
@ -183,9 +183,45 @@ handleSTKCommon(scene::ISceneNode *Node, std::vector<scene::ISceneNode *> *Immed
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ImmediateDraw->push_back(Node);
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return;
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}
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// Transparent
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GLMesh *mesh;
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if (World::getWorld() && World::getWorld()->isFogEnabled())
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{
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const Track * const track = World::getWorld()->getTrack();
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// Todo : put everything in a ubo
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const float fogmax = track->getFogMax();
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const float startH = track->getFogStartHeight();
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const float endH = track->getFogEndHeight();
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const float start = track->getFogStart();
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const float end = track->getFogEnd();
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const video::SColor tmpcol = track->getFogColor();
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video::SColorf col(tmpcol.getRed() / 255.0f,
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tmpcol.getGreen() / 255.0f,
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tmpcol.getBlue() / 255.0f);
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for_in(mesh, node->TransparentMesh[TM_DEFAULT])
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pushVector(ListBlendTransparentFog::getInstance(), mesh, Node->getAbsoluteTransformation(), mesh->TextureMatrix,
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fogmax, startH, endH, start, end, col);
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for_in(mesh, node->TransparentMesh[TM_ADDITIVE])
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pushVector(ListAdditiveTransparentFog::getInstance(), mesh, Node->getAbsoluteTransformation(), mesh->TextureMatrix,
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fogmax, startH, endH, start, end, col);
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}
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else
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{
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for_in(mesh, node->TransparentMesh[TM_DEFAULT])
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pushVector(ListBlendTransparent::getInstance(), mesh, Node->getAbsoluteTransformation(), mesh->TextureMatrix);
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for_in(mesh, node->TransparentMesh[TM_ADDITIVE])
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pushVector(ListAdditiveTransparent::getInstance(), mesh, Node->getAbsoluteTransformation(), mesh->TextureMatrix);
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}
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for_in(mesh, node->TransparentMesh[TM_DISPLACEMENT])
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pushVector(ListDisplacement::getInstance(), mesh, Node->getAbsoluteTransformation());
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for (unsigned Mat = 0; Mat < MAT_COUNT; ++Mat)
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{
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GLMesh *mesh;
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if (irr_driver->hasARB_draw_indirect())
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{
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for_in(mesh, node->MeshSolidMaterial[Mat])
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@ -349,40 +385,6 @@ handleSTKCommon(scene::ISceneNode *Node, std::vector<scene::ISceneNode *> *Immed
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}
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}
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}
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// Transparent
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GLMesh *mesh;
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if (World::getWorld() && World::getWorld()->isFogEnabled())
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{
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const Track * const track = World::getWorld()->getTrack();
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// Todo : put everything in a ubo
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const float fogmax = track->getFogMax();
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const float startH = track->getFogStartHeight();
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const float endH = track->getFogEndHeight();
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const float start = track->getFogStart();
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const float end = track->getFogEnd();
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const video::SColor tmpcol = track->getFogColor();
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video::SColorf col(tmpcol.getRed() / 255.0f,
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tmpcol.getGreen() / 255.0f,
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tmpcol.getBlue() / 255.0f);
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for_in(mesh, node->TransparentMesh[TM_DEFAULT])
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pushVector(ListBlendTransparentFog::getInstance(), mesh, Node->getAbsoluteTransformation(), mesh->TextureMatrix,
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fogmax, startH, endH, start, end, col);
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for_in(mesh, node->TransparentMesh[TM_ADDITIVE])
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pushVector(ListAdditiveTransparentFog::getInstance(), mesh, Node->getAbsoluteTransformation(), mesh->TextureMatrix,
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fogmax, startH, endH, start, end, col);
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}
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else
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{
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for_in(mesh, node->TransparentMesh[TM_DEFAULT])
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pushVector(ListBlendTransparent::getInstance(), mesh, Node->getAbsoluteTransformation(), mesh->TextureMatrix);
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for_in(mesh, node->TransparentMesh[TM_ADDITIVE])
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pushVector(ListAdditiveTransparent::getInstance(), mesh, Node->getAbsoluteTransformation(), mesh->TextureMatrix);
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}
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for_in(mesh, node->TransparentMesh[TM_DISPLACEMENT])
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pushVector(ListDisplacement::getInstance(), mesh, Node->getAbsoluteTransformation());
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}
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static void
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