Clean some code

This commit is contained in:
vlj 2014-09-27 19:28:09 +02:00
parent f7bc014b16
commit 9e2061e88b
12 changed files with 0 additions and 316 deletions

View File

@ -93,36 +93,6 @@ void GrassShaderProvider::OnSetConstants(IMaterialRendererServices *srv, int use
{
}
//-------------------------------------
void SkyboxProvider::OnSetConstants(IMaterialRendererServices *srv, int)
{
const float time = irr_driver->getDevice()->getTimer()->getTime() / 1000.0f;
srv->setVertexShaderConstant("time", &time, 1);
vector3df sun_pos = m_sunpos;
srv->setVertexShaderConstant("sun_pos", &sun_pos.X, 3);
core::matrix4 ModelViewProjectionMatrix = srv->getVideoDriver()->getTransform(ETS_PROJECTION);
ModelViewProjectionMatrix *= srv->getVideoDriver()->getTransform(ETS_VIEW);
ModelViewProjectionMatrix *= srv->getVideoDriver()->getTransform(ETS_WORLD);
srv->setVertexShaderConstant("ModelViewProjectionMatrix", ModelViewProjectionMatrix.pointer(), 16);
if (!firstdone)
{
s32 tex = 0;
srv->setPixelShaderConstant("tex", &tex, 1);
s32 glow_tex = 1;
srv->setPixelShaderConstant("glow_tex", &glow_tex, 1);
firstdone = true;
}
}
//-------------------------------------
void BubbleEffectProvider::OnSetConstants(IMaterialRendererServices *srv, int)
{
}
//-------------------------------------
void MotionBlurProvider::OnSetConstants(IMaterialRendererServices *srv, int)
@ -160,13 +130,6 @@ void MotionBlurProvider::OnSetConstants(IMaterialRendererServices *srv, int)
//-------------------------------------
void GaussianBlurProvider::OnSetConstants(IMaterialRendererServices *srv, int)
{
srv->setVertexShaderConstant("pixel", m_pixel, 2);
}
//-------------------------------------
void MipVizProvider::OnSetConstants(IMaterialRendererServices *srv, int)
{
const ITexture * const tex = mat.TextureLayer[0].Texture;
@ -187,18 +150,6 @@ void MipVizProvider::OnSetConstants(IMaterialRendererServices *srv, int)
//-------------------------------------
void ColorizeProvider::OnSetConstants(IMaterialRendererServices *srv, int)
{
}
//-------------------------------------
void ObjectPassProvider::OnSetConstants(IMaterialRendererServices *srv, int)
{
}
//-------------------------------------
void SunLightProvider::OnSetConstants(IMaterialRendererServices *srv, int)
{
const int hasclouds = World::getWorld()->getTrack()->hasClouds() &&

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@ -137,87 +137,6 @@ private:
//
class SkyboxProvider: public CallBase
{
public:
virtual void OnSetConstants(video::IMaterialRendererServices *srv, int);
void setSunPosition(const core::vector3df &in)
{
m_sunpos = in;
//m_sunpos.normalize();
}
private:
core::vector3df m_sunpos;
};
//
class BubbleEffectProvider: public CallBase
{
public:
virtual void OnSetConstants(video::IMaterialRendererServices *srv, int);
BubbleEffectProvider()
{
}
// We hijack the material type param 2 of bubbles.
// It's time to start the fade, negative if fade out, positive if in.
// It'd be unused otherwise.
void onMadeVisible(scene::IMeshBuffer * const mb)
{
if (!contains(mb))
return;
video::SMaterial &mat = mb->getMaterial();
mat.MaterialTypeParam2 = irr_driver->getDevice()->getTimer()->getTime() / 1000.0f;
}
void onHidden(scene::IMeshBuffer * const mb)
{
if (!contains(mb))
return;
video::SMaterial &mat = mb->getMaterial();
mat.MaterialTypeParam2 = irr_driver->getDevice()->getTimer()->getTime() / -1000.0f;
}
void isInitiallyHidden(scene::IMeshBuffer * const mb)
{
if (!contains(mb))
return;
video::SMaterial &mat = mb->getMaterial();
mat.MaterialTypeParam2 = irr_driver->getDevice()->getTimer()->getTime() / -1000.0f;
}
void removeBubble(const scene::IMeshBuffer * const mb)
{
m_bubbles.erase(mb);
}
void addBubble(scene::IMeshBuffer * const mb)
{
m_bubbles.insert(mb);
video::SMaterial &mat = mb->getMaterial();
mat.MaterialTypeParam2 = 1;
}
bool contains(const scene::IMeshBuffer * const mb) const
{
return m_bubbles.count(mb)!=0;
}
private:
std::set<const scene::IMeshBuffer *> m_bubbles;
};
//
class MotionBlurProvider: public CallBase
{
public:
@ -284,29 +203,6 @@ private:
//
class GaussianBlurProvider: public CallBase
{
public:
GaussianBlurProvider()
{
m_pixel[0] = 1.0f / UserConfigParams::m_width;
m_pixel[1] = 1.0f / UserConfigParams::m_height;
}
void setResolution(int x, int y)
{
m_pixel[0] = 1.0f / x;
m_pixel[1] = 1.0f / y;
}
virtual void OnSetConstants(video::IMaterialRendererServices *srv, int);
private:
float m_pixel[2];
};
//
class MipVizProvider: public CallBase
{
public:
@ -315,47 +211,6 @@ public:
//
class ColorizeProvider: public CallBase
{
public:
virtual void OnSetConstants(video::IMaterialRendererServices *srv, int);
void setColor(float r, float g, float b)
{
m_color[0] = r;
m_color[1] = g;
m_color[2] = b;
}
float getRed() const
{
return m_color[0];
}
float getGreen() const
{
return m_color[1];
}
float getBlue() const
{
return m_color[2];
}
private:
float m_color[3];
};
//
class ObjectPassProvider: public CallBase
{
public:
virtual void OnSetConstants(video::IMaterialRendererServices *srv, int);
};
//
class SunLightProvider: public CallBase
{
public:

View File

@ -2490,7 +2490,6 @@ scene::ISceneNode *IrrDriver::addLight(const core::vector3df &pos, float energy,
m_suncam->updateAbsolutePosition();
((WaterShaderProvider *) m_shaders->m_callbacks[ES_WATER])->setSunPosition(pos);
((SkyboxProvider *) m_shaders->m_callbacks[ES_SKYBOX])->setSunPosition(pos);
}
return light;

View File

@ -203,10 +203,6 @@ Material::Material(const XMLNode *node, bool deprecated)
node->get("splatting-texture-3", &m_splatting_texture_3);
node->get("splatting-texture-4", &m_splatting_texture_4);
}
else if (s == "bubble")
{
m_shader_type = SHADERTYPE_BUBBLE;
}
else
{
Log::warn("Material", "Unknown shader type <%s> for <%s>", s.c_str(), m_texname.c_str());
@ -261,10 +257,6 @@ Material::Material(const XMLNode *node, bool deprecated)
{
m_water_splash = true;
}
else if (s == "bubble")
{
m_shader_type = SHADERTYPE_BUBBLE;
}
else if (s == "grass")
{
m_shader_type = SHADERTYPE_VEGETATION;
@ -779,17 +771,6 @@ void Material::setMaterialProperties(video::SMaterial *m, scene::IMeshBuffer* m
m->MaterialType = irr_driver->getShader(ES_GRASS_REF);
m->setTexture(1, glossytex);
return;
case SHADERTYPE_BUBBLE:
if (mb)
{
BubbleEffectProvider * bubble = (BubbleEffectProvider *)
irr_driver->getCallback(ES_BUBBLES);
bubble->addBubble(mb);
m->MaterialType = irr_driver->getShader(ES_BUBBLES);
m->BlendOperation = video::EBO_ADD;
}
return;
}
if (!m->getTexture(0))
@ -996,12 +977,6 @@ void Material::adjustForFog(scene::ISceneNode* parent, video::SMaterial *m,
void Material::onMadeVisible(scene::IMeshBuffer* who)
{
if (!irr_driver->isGLSL()) return;
BubbleEffectProvider * bubble = (BubbleEffectProvider *)
irr_driver->getCallback(ES_BUBBLES);
if (bubble != NULL)
bubble->onMadeVisible(who);
}
//-----------------------------------------------------------------------------
@ -1010,11 +985,6 @@ void Material::onMadeVisible(scene::IMeshBuffer* who)
void Material::onHidden(scene::IMeshBuffer* who)
{
if (!irr_driver->isGLSL()) return;
BubbleEffectProvider * bubble = (BubbleEffectProvider *)
irr_driver->getCallback(ES_BUBBLES);
if (bubble != NULL)
bubble->onHidden(who);
}
//-----------------------------------------------------------------------------
@ -1022,11 +992,6 @@ void Material::onHidden(scene::IMeshBuffer* who)
void Material::isInitiallyHidden(scene::IMeshBuffer* who)
{
if (!irr_driver->isGLSL()) return;
BubbleEffectProvider * bubble = (BubbleEffectProvider *)
irr_driver->getCallback(ES_BUBBLES);
if (bubble != NULL)
bubble->isInitiallyHidden(who);
}
//-----------------------------------------------------------------------------

View File

@ -53,8 +53,6 @@ public:
SHADERTYPE_ALPHA_BLEND,
SHADERTYPE_ADDITIVE,
SHADERTYPE_SOLID_UNLIT,
/** Effect where the UV texture is moved in a wave pattern */
SHADERTYPE_BUBBLE,
/** Effect that makes grass wave as in the wind */
SHADERTYPE_VEGETATION,
SHADERTYPE_WATER,

View File

@ -621,8 +621,6 @@ FrameBuffer *PostProcessing::render(scene::ICameraSceneNode * const camnode, boo
// Set the sun's color
const SColor col = track->getGodRaysColor();
ColorizeProvider * const colcb = (ColorizeProvider *)irr_driver->getCallback(ES_COLORIZE);
colcb->setColor(col.getRed() / 255.0f, col.getGreen() / 255.0f, col.getBlue() / 255.0f);
// The sun interposer
STKMeshSceneNode *sun = irr_driver->getSunInterposer();

View File

@ -828,7 +828,6 @@ void IrrDriver::renderGlow(std::vector<GlowData>& glows)
glClear(GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
const u32 glowcount = (int)glows.size();
ColorizeProvider * const cb = (ColorizeProvider *) m_shaders->m_callbacks[ES_COLORIZE];
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glStencilFunc(GL_ALWAYS, 1, ~0);

View File

@ -110,14 +110,10 @@ Shaders::Shaders()
// Callbacks
memset(m_callbacks, 0, sizeof(m_callbacks));
m_callbacks[ES_SKYBOX] = new SkyboxProvider();
m_callbacks[ES_WATER] = new WaterShaderProvider();
m_callbacks[ES_GRASS] = new GrassShaderProvider();
m_callbacks[ES_BUBBLES] = new BubbleEffectProvider();
m_callbacks[ES_MOTIONBLUR] = new MotionBlurProvider();
m_callbacks[ES_GAUSSIAN3V] = m_callbacks[ES_GAUSSIAN3H] = new GaussianBlurProvider();
m_callbacks[ES_MIPVIZ] = new MipVizProvider();
m_callbacks[ES_COLORIZE] = new ColorizeProvider();
m_callbacks[ES_SUNLIGHT] = new SunLightProvider();
m_callbacks[ES_DISPLACE] = new DisplaceProvider();
@ -346,9 +342,6 @@ void Shaders::loadShaders()
m_shaders[ES_GRASS_REF] = glslmat(dir + "pass.vert", dir + "pass.frag",
m_callbacks[ES_GRASS], EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
m_shaders[ES_BUBBLES] = glslmat(dir + "pass.vert", dir + "pass.frag",
m_callbacks[ES_BUBBLES], EMT_TRANSPARENT_ALPHA_CHANNEL);
m_shaders[ES_MOTIONBLUR] = glsl(dir + "pass.vert", dir + "pass.frag",
m_callbacks[ES_MOTIONBLUR]);
@ -407,7 +400,6 @@ void Shaders::loadShaders()
initFrustrumVBO();
initShadowVPMUBO();
initParticleQuadVBO();
MeshShader::BubbleShader::init();
MeshShader::ViewFrustrumShader::init();
UtilShader::ColoredLine::init();
}
@ -1000,30 +992,6 @@ namespace MeshShader
7, "tex_detail3");
}
GLuint BubbleShader::Program;
GLuint BubbleShader::uniform_MVP;
GLuint BubbleShader::uniform_tex;
GLuint BubbleShader::uniform_time;
GLuint BubbleShader::uniform_transparency;
void BubbleShader::init()
{
Program = LoadProgram(OBJECT,
GL_VERTEX_SHADER, file_manager->getAsset("shaders/bubble.vert").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/bubble.frag").c_str());
uniform_MVP = glGetUniformLocation(Program, "ModelViewProjectionMatrix");
uniform_tex = glGetUniformLocation(Program, "tex");
uniform_time = glGetUniformLocation(Program, "time");
uniform_transparency = glGetUniformLocation(Program, "transparency");
}
void BubbleShader::setUniforms(const core::matrix4 &ModelViewProjectionMatrix, unsigned TU_tex, float time, float transparency)
{
glUniformMatrix4fv(uniform_MVP, 1, GL_FALSE, ModelViewProjectionMatrix.pointer());
glUniform1i(uniform_tex, TU_tex);
glUniform1f(uniform_time, time);
glUniform1f(uniform_transparency, transparency);
}
TransparentShader::TransparentShader()
{
Program = LoadProgram(OBJECT,

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@ -179,16 +179,6 @@ public:
SplattingShader();
};
class BubbleShader
{
public:
static GLuint Program;
static GLuint uniform_MVP, uniform_tex, uniform_time, uniform_transparency;
static void init();
static void setUniforms(const core::matrix4 &ModelViewProjectionMatrix, unsigned TU_tex, float time, float transparency);
};
class TransparentShader : public ShaderHelperSingleton<TransparentShader, core::matrix4, core::matrix4>, public TextureRead<Trilinear_Anisotropic_Filtered>
{
public:
@ -628,7 +618,6 @@ public:
ACT(ES_SPHERE_MAP) \
ACT(ES_GRASS) \
ACT(ES_GRASS_REF) \
ACT(ES_BUBBLES) \
ACT(ES_MOTIONBLUR) \
ACT(ES_GAUSSIAN3H) \
ACT(ES_GAUSSIAN3V) \

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@ -33,8 +33,6 @@ TransparentMaterial MaterialTypeToTransparentMaterial(video::E_MATERIAL_TYPE typ
{
if (type == irr_driver->getShader(ES_DISPLACE))
return TM_DISPLACEMENT;
if (type == irr_driver->getShader(ES_BUBBLES))
return TM_BUBBLE;
video::E_BLEND_FACTOR srcFact, DstFact;
video::E_MODULATE_FUNC mod;
u32 alpha;
@ -241,23 +239,6 @@ core::vector3df getWindDir()
return m_speed * vector3df(1., 0., 0.) * cos(time);
}
void drawBubble(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix)
{
irr_driver->IncreaseObjectCount();
const float time = irr_driver->getDevice()->getTimer()->getTime() / 1000.0f;
float transparency = 1.;
GLenum ptype = mesh.PrimitiveType;
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
compressTexture(mesh.textures[0], true);
setTexture(0, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
MeshShader::BubbleShader::setUniforms(ModelViewProjectionMatrix, 0, time, transparency);
glDrawElementsBaseVertex(ptype, count, itype, (GLvoid *)mesh.vaoOffset, mesh.vaoBaseVertex);
}
bool isObject(video::E_MATERIAL_TYPE type)
{
if (type == irr_driver->getShader(ES_OBJECTPASS))
@ -276,8 +257,6 @@ bool isObject(video::E_MATERIAL_TYPE type)
return true;
if (type == irr_driver->getShader(ES_GRASS_REF))
return true;
if (type == irr_driver->getShader(ES_BUBBLES))
return true;
if (type == irr_driver->getShader(ES_DISPLACE))
return true;
if (type == irr_driver->getShader(ES_OBJECT_UNLIT))

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@ -27,7 +27,6 @@ enum TransparentMaterial
{
TM_DEFAULT,
TM_ADDITIVE,
TM_BUBBLE,
TM_DISPLACEMENT,
TM_COUNT
};
@ -185,9 +184,6 @@ class ListDisplacement : public MiscList<ListDisplacement, GLMesh *, core::matri
class ListInstancedGlow : public Singleton<ListInstancedGlow>, public std::vector<GLMesh *>
{};
// Forward pass (for transparents meshes)
void drawBubble(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix);
MeshMaterial MaterialTypeToMeshMaterial(video::E_MATERIAL_TYPE, video::E_VERTEX_TYPE);
TransparentMaterial MaterialTypeToTransparentMaterial(video::E_MATERIAL_TYPE, f32 MaterialTypeParam);

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@ -429,18 +429,5 @@ void STKMeshSceneNode::render()
}
return;
}
GLMesh* mesh;
if (!TransparentMesh[TM_BUBBLE].empty())
glUseProgram(MeshShader::BubbleShader::Program);
if (irr_driver->hasARB_base_instance())
glBindVertexArray(VAOManager::getInstance()->getVAO(video::EVT_STANDARD));
for_in(mesh, TransparentMesh[TM_BUBBLE])
{
if (irr_driver->hasARB_base_instance())
glBindVertexArray(mesh->vao);
drawBubble(*mesh, ModelViewProjectionMatrix);
}
return;
}
}