Lights: Clean lightblend provider.

git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@15040 178a84e3-b1eb-0310-8ba1-8eac791a3b58
This commit is contained in:
vincentlj 2014-01-13 13:43:18 +00:00
parent a21f77706a
commit 9b4288b576
4 changed files with 0 additions and 32 deletions

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@ -384,25 +384,6 @@ void ObjectPassProvider::OnSetConstants(IMaterialRendererServices *srv, int)
//-------------------------------------
void LightBlendProvider::OnSetConstants(IMaterialRendererServices *srv, int)
{
const SColorf s = irr_driver->getSceneManager()->getAmbientLight();
float ambient[3] = { s.r, s.g, s.b };
srv->setVertexShaderConstant("ambient", ambient, 3);
int tex = 0;
srv->setVertexShaderConstant("diffuse", &tex, 1);
tex = 1;
srv->setVertexShaderConstant("specular", &tex, 1);
tex = 2;
srv->setVertexShaderConstant("ambient_occlusion", &tex, 1);
tex = 3;
srv->setVertexShaderConstant("specular_map", &tex, 1);
}
//-------------------------------------
void SunLightProvider::OnSetConstants(IMaterialRendererServices *srv, int)
{
const int hasclouds = World::getWorld()->getTrack()->hasClouds() &&

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@ -356,14 +356,6 @@ public:
//
class LightBlendProvider: public CallBase
{
public:
virtual void OnSetConstants(video::IMaterialRendererServices *srv, int);
};
//
class SunLightProvider: public CallBase
{
public:

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@ -46,7 +46,6 @@ Shaders::Shaders()
m_callbacks[ES_COLORIZE] = new ColorizeProvider();
m_callbacks[ES_GLOW] = new GlowProvider();
m_callbacks[ES_OBJECTPASS] = new ObjectPassProvider();
m_callbacks[ES_LIGHTBLEND] = new LightBlendProvider();
m_callbacks[ES_SUNLIGHT] = new SunLightProvider();
m_callbacks[ES_MLAA_COLOR1] = new MLAAColor1Provider();
m_callbacks[ES_MLAA_BLEND2] = new MLAABlend2Provider();
@ -156,9 +155,6 @@ void Shaders::loadShaders()
m_shaders[ES_OBJECTPASS_RIMLIT] = glslmat(dir + "objectpass_rimlit.vert", dir + "objectpass_rimlit.frag",
m_callbacks[ES_OBJECTPASS], EMT_SOLID);
m_shaders[ES_LIGHTBLEND] = glslmat(dir + "pass.vert", dir + "lightblend.frag",
m_callbacks[ES_LIGHTBLEND], EMT_ONETEXTURE_BLEND);
m_shaders[ES_SUNLIGHT] = glslmat(std::string(""), dir + "sunlight.frag",
m_callbacks[ES_SUNLIGHT], EMT_SOLID);
m_shaders[ES_SUNLIGHT_SHADOW] = glslmat(dir + "pass.vert", dir + "sunlightshadow.frag",

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@ -49,7 +49,6 @@ using namespace irr;
ACT(ES_GLOW) \
ACT(ES_OBJECTPASS) \
ACT(ES_OBJECTPASS_REF) \
ACT(ES_LIGHTBLEND) \
ACT(ES_SUNLIGHT) \
ACT(ES_SUNLIGHT_SHADOW) \
ACT(ES_OBJECTPASS_RIMLIT) \