Remove unused normalmap/splatting providers

This commit is contained in:
Vincent Lejeune
2014-01-19 19:54:20 +01:00
parent 859be83074
commit 99dad9c304
3 changed files with 0 additions and 94 deletions

View File

@@ -29,37 +29,6 @@ using namespace core;
//-------------------------------------
void NormalMapProvider::OnSetConstants(IMaterialRendererServices *srv, int)
{
core::matrix4 ModelViewProjectionMatrix = srv->getVideoDriver()->getTransform(ETS_PROJECTION);
ModelViewProjectionMatrix *= srv->getVideoDriver()->getTransform(ETS_VIEW);
ModelViewProjectionMatrix *= srv->getVideoDriver()->getTransform(ETS_WORLD);
core::matrix4 TransposeInverseModelView = srv->getVideoDriver()->getTransform(ETS_VIEW);
TransposeInverseModelView *= srv->getVideoDriver()->getTransform(ETS_WORLD);
TransposeInverseModelView.makeInverse();
TransposeInverseModelView = TransposeInverseModelView.getTransposed();
srv->setVertexShaderConstant("ModelViewProjectionMatrix", ModelViewProjectionMatrix.pointer(), 16);
srv->setVertexShaderConstant("TransposeInverseModelView", TransposeInverseModelView.pointer(), 16);
if (!firstdone)
{
s32 texture = 0;
srv->setPixelShaderConstant("texture", &texture, 1);
s32 normaltex = 1;
srv->setPixelShaderConstant("normalMap", &normaltex, 1);
// We could calculate light direction as coming from the sun (then we'd need to
// transform it into camera space). But I find that pretending light
// comes from the camera gives good results
firstdone = true;
}
}
//-------------------------------------
void WaterShaderProvider::OnSetConstants(IMaterialRendererServices *srv, int)
{
const float time = irr_driver->getDevice()->getTimer()->getTime() / 1000.0f;
@@ -179,42 +148,6 @@ void SkyboxProvider::OnSetConstants(IMaterialRendererServices *srv, int)
//-------------------------------------
void SplattingProvider::OnSetConstants(IMaterialRendererServices *srv, int)
{
core::matrix4 ModelViewProjectionMatrix = srv->getVideoDriver()->getTransform(ETS_PROJECTION);
ModelViewProjectionMatrix *= srv->getVideoDriver()->getTransform(ETS_VIEW);
ModelViewProjectionMatrix *= srv->getVideoDriver()->getTransform(ETS_WORLD);
core::matrix4 TransposeInverseModelView = srv->getVideoDriver()->getTransform(ETS_VIEW);
TransposeInverseModelView *= srv->getVideoDriver()->getTransform(ETS_WORLD);
TransposeInverseModelView.makeInverse();
TransposeInverseModelView = TransposeInverseModelView.getTransposed();
srv->setVertexShaderConstant("ModelViewProjectionMatrix", ModelViewProjectionMatrix.pointer(), 16);
srv->setVertexShaderConstant("TransposeInverseModelView", TransposeInverseModelView.pointer(), 16);
if (!firstdone)
{
s32 tex_layout = 1;
srv->setPixelShaderConstant("tex_layout", &tex_layout, 1);
s32 tex_detail0 = 2;
srv->setPixelShaderConstant("tex_detail0", &tex_detail0, 1);
s32 tex_detail1 = 3;
srv->setPixelShaderConstant("tex_detail1", &tex_detail1, 1);
s32 tex_detail2 = 4;
srv->setPixelShaderConstant("tex_detail2", &tex_detail2, 1);
s32 tex_detail3 = 5;
srv->setPixelShaderConstant("tex_detail3", &tex_detail3, 1);
firstdone = true;
}
}
//-------------------------------------
void BubbleEffectProvider::OnSetConstants(IMaterialRendererServices *srv, int)
{
const float start = fabsf(mat.MaterialTypeParam2);

View File

@@ -50,22 +50,6 @@ protected:
//
class NormalMapProvider: public CallBase
{
public:
virtual void OnSetConstants(video::IMaterialRendererServices *srv, int);
NormalMapProvider(bool withLightmap)
{
m_with_lightmap = withLightmap;
}
private:
bool m_with_lightmap;
};
//
class WaterShaderProvider: public CallBase
{
public:
@@ -156,14 +140,6 @@ private:
//
class SplattingProvider: public CallBase
{
public:
virtual void OnSetConstants(video::IMaterialRendererServices *srv, int);
};
//
class BubbleEffectProvider: public CallBase
{
public:

View File

@@ -32,10 +32,7 @@ Shaders::Shaders()
// Callbacks
memset(m_callbacks, 0, sizeof(m_callbacks));
m_callbacks[ES_NORMAL_MAP_LIGHTMAP] = new NormalMapProvider(true);
m_callbacks[ES_NORMAL_MAP] = new NormalMapProvider(false);
m_callbacks[ES_SKYBOX] = new SkyboxProvider();
m_callbacks[ES_SPLATTING] = new SplattingProvider();
m_callbacks[ES_WATER] = new WaterShaderProvider();
m_callbacks[ES_GRASS] = new GrassShaderProvider();
m_callbacks[ES_BUBBLES] = new BubbleEffectProvider();