Remove ugly shader hacks that are no more needed (and now even harmful) with latest irrlicht svn. You will need to update irrlicht
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@11408 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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@ -56,13 +56,11 @@ public:
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irr::video::IMaterialRendererServices *services,
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s32 userData)
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{
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// Irrlicht knows this is actually a GLint and makes the conversion
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int decaltex = 0;
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services->setPixelShaderConstant("DecalTex", (float*)&decaltex, 1);
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s32 decaltex = 0;
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services->setPixelShaderConstant("DecalTex", &decaltex, 1);
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// Irrlicht knows this is actually a GLint and makes the conversion
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int bumptex = 1;
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services->setPixelShaderConstant("BumpTex", (float*)&bumptex, 1);
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s32 bumptex = 1;
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services->setPixelShaderConstant("BumpTex", &bumptex, 1);
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// We could calculate light direction as coming from the sun (then we'd need to
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// transform it into camera space). But I find that pretending light
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@ -120,17 +118,14 @@ public:
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if (m_dx_2 > 1.0f) m_dx_2 -= 1.0f;
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if (m_dy_2 < 0.0f) m_dy_2 += 1.0f;
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// Irrlicht knows this is actually a GLint and makes the conversion
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int decaltex = 0;
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services->setPixelShaderConstant("DecalTex", (float*)&decaltex, 1);
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s32 decaltex = 0;
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services->setPixelShaderConstant("DecalTex", &decaltex, 1);
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// Irrlicht knows this is actually a GLint and makes the conversion
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int bumptex = 1;
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services->setPixelShaderConstant("BumpTex1", (float*)&bumptex, 1);
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s32 bumptex = 1;
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services->setPixelShaderConstant("BumpTex1", &bumptex, 1);
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// Irrlicht knows this is actually a GLint and makes the conversion
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bumptex = 2;
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services->setPixelShaderConstant("BumpTex2", (float*)&bumptex, 1);
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services->setPixelShaderConstant("BumpTex2", &bumptex, 1);
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// We could calculate light direction as coming from the sun (then we'd need to
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// transform it into camera space). But I find that pretending light
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@ -146,10 +141,10 @@ public:
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Track* t = World::getWorld()->getTrack();
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float fogStart = t->getFogStart();
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services->setPixelShaderConstant("fogFrom", (float*)&fogStart, 1);
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services->setPixelShaderConstant("fogFrom", &fogStart, 1);
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float fogEnd = t->getFogEnd();
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services->setPixelShaderConstant("fogTo", (float*)&fogEnd, 1);
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services->setPixelShaderConstant("fogTo", &fogEnd, 1);
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video::SColor fogColor = t->getFogColor();
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float fogColorVec[] = {fogColor.getRed()/255.0f,
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@ -190,25 +185,20 @@ public:
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m_light_direction = -World::getWorld()->getTrack()->getSunRotation().rotationToDirection();
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}
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// Irrlicht knows this is actually a GLint and makes the conversion
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int tex_layout = 0;
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services->setPixelShaderConstant("tex_layout", (float*)&tex_layout, 1);
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s32 tex_layout = 0;
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services->setPixelShaderConstant("tex_layout", &tex_layout, 1);
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// Irrlicht knows this is actually a GLint and makes the conversion
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int tex_detail0 = 1;
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services->setPixelShaderConstant("tex_detail0", (float*)&tex_detail0, 1);
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s32 tex_detail0 = 1;
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services->setPixelShaderConstant("tex_detail0", &tex_detail0, 1);
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// Irrlicht knows this is actually a GLint and makes the conversion
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int tex_detail1 = 2;
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services->setPixelShaderConstant("tex_detail1", (float*)&tex_detail1, 1);
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s32 tex_detail1 = 2;
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services->setPixelShaderConstant("tex_detail1", &tex_detail1, 1);
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s32 tex_detail2 = 3;
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services->setPixelShaderConstant("tex_detail2", &tex_detail2, 1);
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// Irrlicht knows this is actually a GLint and makes the conversion
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int tex_detail2 = 3;
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services->setPixelShaderConstant("tex_detail2", (float*)&tex_detail2, 1);
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// Irrlicht knows this is actually a GLint and makes the conversion
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int tex_detail3 = 4;
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services->setPixelShaderConstant("tex_detail3", (float*)&tex_detail3, 1);
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s32 tex_detail3 = 4;
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services->setPixelShaderConstant("tex_detail3", &tex_detail3, 1);
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services->setVertexShaderConstant("lightdir", &m_light_direction.X, 3);
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}
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@ -237,9 +227,8 @@ public:
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irr::video::IMaterialRendererServices *services,
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s32 userData)
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{
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// Irrlicht knows this is actually a GLint and makes the conversion
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int texture = 0;
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services->setPixelShaderConstant("texture", (float*)&texture, 1);
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s32 texture = 0;
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services->setPixelShaderConstant("texture", &texture, 1);
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services->setVertexShaderConstant("lightdir", &m_light_direction.X, 3);
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}
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