Run whitespaces.py
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@ -224,9 +224,9 @@ void draw2DImage(const irr::video::ITexture* texture, const irr::core::rect<s32>
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const irr::video::SColor &color, bool useAlphaChannelOfTexture);
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void draw2DImage(const irr::video::ITexture* texture, const irr::core::rect<s32>& destRect,
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const irr::core::rect<s32>& sourceRect, const irr::core::rect<s32>* clipRect,
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const irr::video::SColor* const colors, bool useAlphaChannelOfTexture);
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const irr::core::rect<s32>& sourceRect, const irr::core::rect<s32>* clipRect,
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const irr::video::SColor* const colors, bool useAlphaChannelOfTexture);
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void GL32_draw2DRectangle(irr::video::SColor color, const irr::core::rect<s32>& position,
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const irr::core::rect<s32>* clip = 0);
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const irr::core::rect<s32>* clip = 0);
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#endif
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@ -124,7 +124,7 @@ void IrrDriver::renderGLSL(float dt)
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RaceGUIBase *rg = world->getRaceGUI();
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if (rg) rg->update(dt);
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irr::video::COpenGLDriver* gl_driver = (irr::video::COpenGLDriver*)m_device->getVideoDriver();
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irr::video::COpenGLDriver* gl_driver = (irr::video::COpenGLDriver*)m_device->getVideoDriver();
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for(unsigned int cam = 0; cam < Camera::getNumCameras(); cam++)
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{
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@ -465,7 +465,7 @@ void IrrDriver::computeSunVisibility()
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// Is the lens flare enabled & visible? Check last frame's query.
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const bool hasflare = World::getWorld()->getTrack()->hasLensFlare();
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const bool hasgodrays = World::getWorld()->getTrack()->hasGodRays();
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irr::video::COpenGLDriver* gl_driver = (irr::video::COpenGLDriver*)m_device->getVideoDriver();
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irr::video::COpenGLDriver* gl_driver = (irr::video::COpenGLDriver*)m_device->getVideoDriver();
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if (UserConfigParams::m_light_shaft && hasgodrays)//hasflare || hasgodrays)
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{
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GLuint res = 0;
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@ -829,10 +829,10 @@ void IrrDriver::renderGlow(std::vector<GlowData>& glows)
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glStencilFunc(GL_ALWAYS, 1, ~0);
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glEnable(GL_STENCIL_TEST);
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glEnable(GL_DEPTH_TEST);
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glDisable(GL_ALPHA_TEST);
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glDepthMask(GL_FALSE);
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glDisable(GL_BLEND);
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glEnable(GL_DEPTH_TEST);
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glDisable(GL_ALPHA_TEST);
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glDepthMask(GL_FALSE);
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glDisable(GL_BLEND);
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for (u32 i = 0; i < glowcount; i++)
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{
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@ -860,11 +860,11 @@ void IrrDriver::renderGlow(std::vector<GlowData>& glows)
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FrameBuffer::Blit(irr_driver->getFBO(FBO_HALF1), irr_driver->getFBO(FBO_QUARTER1), GL_COLOR_BUFFER_BIT, GL_LINEAR);
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glEnable(GL_BLEND);
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glBlendEquation(GL_FUNC_ADD);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glStencilFunc(GL_EQUAL, 0, ~0);
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glEnable(GL_STENCIL_TEST);
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glEnable(GL_BLEND);
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glBlendEquation(GL_FUNC_ADD);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glStencilFunc(GL_EQUAL, 0, ~0);
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glEnable(GL_STENCIL_TEST);
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m_rtts->getFBO(FBO_COLORS).Bind();
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m_post_processing->renderGlow(m_rtts->getRenderTarget(RTT_QUARTER1));
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glDisable(GL_STENCIL_TEST);
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@ -1480,16 +1480,16 @@ void IrrDriver::renderSkybox(const scene::ICameraSceneNode *camera)
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if (!SkyboxCubeMap)
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generateSkyboxCubemap();
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glBindVertexArray(MeshShader::SkyboxShader::cubevao);
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glDisable(GL_CULL_FACE);
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assert(SkyboxTextures.size() == 6);
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glDisable(GL_CULL_FACE);
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assert(SkyboxTextures.size() == 6);
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core::matrix4 translate;
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translate.setTranslation(camera->getAbsolutePosition());
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core::matrix4 translate;
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translate.setTranslation(camera->getAbsolutePosition());
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// Draw the sky box between the near and far clip plane
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const f32 viewDistance = (camera->getNearValue() + camera->getFarValue()) * 0.5f;
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core::matrix4 scale;
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scale.setScale(core::vector3df(viewDistance, viewDistance, viewDistance));
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// Draw the sky box between the near and far clip plane
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const f32 viewDistance = (camera->getNearValue() + camera->getFarValue()) * 0.5f;
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core::matrix4 scale;
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scale.setScale(core::vector3df(viewDistance, viewDistance, viewDistance));
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core::matrix4 transform = translate * scale;
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core::matrix4 invtransform;
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transform.getInverse(invtransform);
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@ -1516,15 +1516,15 @@ void IrrDriver::renderDisplacement()
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irr_driver->getFBO(FBO_DISPLACE).Bind();
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glClear(GL_COLOR_BUFFER_BIT);
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DisplaceProvider * const cb = (DisplaceProvider *)irr_driver->getCallback(ES_DISPLACE);
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cb->update();
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DisplaceProvider * const cb = (DisplaceProvider *)irr_driver->getCallback(ES_DISPLACE);
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cb->update();
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const int displacingcount = m_displacing.size();
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irr_driver->setPhase(DISPLACEMENT_PASS);
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glEnable(GL_DEPTH_TEST);
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glDisable(GL_ALPHA_TEST);
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glDepthMask(GL_FALSE);
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glDisable(GL_BLEND);
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irr_driver->setPhase(DISPLACEMENT_PASS);
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glEnable(GL_DEPTH_TEST);
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glDisable(GL_ALPHA_TEST);
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glDepthMask(GL_FALSE);
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glDisable(GL_BLEND);
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glClear(GL_STENCIL_BUFFER_BIT);
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glEnable(GL_STENCIL_TEST);
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glStencilFunc(GL_ALWAYS, 1, 0xFF);
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@ -60,129 +60,129 @@ GLuint createVAO(GLuint vbo, GLuint idx, GLuint attrib_position, GLuint attrib_t
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{
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if (attrib_position == -1)
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return 0;
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GLuint vao;
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glEnableVertexAttribArray(attrib_position);
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if ((GLint)attrib_texcoord != -1)
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glEnableVertexAttribArray(attrib_texcoord);
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if ((GLint)attrib_second_texcoord != -1)
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glEnableVertexAttribArray(attrib_second_texcoord);
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if ((GLint)attrib_normal != -1)
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glEnableVertexAttribArray(attrib_normal);
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if ((GLint)attrib_tangent != -1)
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glEnableVertexAttribArray(attrib_tangent);
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if ((GLint)attrib_bitangent != -1)
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glEnableVertexAttribArray(attrib_bitangent);
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if ((GLint)attrib_color != -1)
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glEnableVertexAttribArray(attrib_color);
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glVertexAttribPointer(attrib_position, 3, GL_FLOAT, GL_FALSE, stride, 0);
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if ((GLint)attrib_texcoord != -1)
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glVertexAttribPointer(attrib_texcoord, 2, GL_FLOAT, GL_FALSE, stride, (GLvoid*) 28);
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if ((GLint)attrib_second_texcoord != -1)
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{
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if (stride < 44)
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Log::error("material", "Second texcoords not present in VBO");
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glVertexAttribPointer(attrib_second_texcoord, 2, GL_FLOAT, GL_FALSE, stride, (GLvoid*) 36);
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}
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if ((GLint)attrib_normal != -1)
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glVertexAttribPointer(attrib_normal, 3, GL_FLOAT, GL_FALSE, stride, (GLvoid*) 12);
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if ((GLint)attrib_tangent != -1)
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{
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if (stride < 48)
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Log::error("material", "Tangents not present in VBO");
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glVertexAttribPointer(attrib_tangent, 3, GL_FLOAT, GL_FALSE, stride, (GLvoid*)36);
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}
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GLuint vao;
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glEnableVertexAttribArray(attrib_position);
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if ((GLint)attrib_texcoord != -1)
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glEnableVertexAttribArray(attrib_texcoord);
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if ((GLint)attrib_second_texcoord != -1)
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glEnableVertexAttribArray(attrib_second_texcoord);
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if ((GLint)attrib_normal != -1)
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glEnableVertexAttribArray(attrib_normal);
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if ((GLint)attrib_tangent != -1)
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glEnableVertexAttribArray(attrib_tangent);
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if ((GLint)attrib_bitangent != -1)
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glEnableVertexAttribArray(attrib_bitangent);
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if ((GLint)attrib_color != -1)
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glEnableVertexAttribArray(attrib_color);
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glVertexAttribPointer(attrib_position, 3, GL_FLOAT, GL_FALSE, stride, 0);
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if ((GLint)attrib_texcoord != -1)
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glVertexAttribPointer(attrib_texcoord, 2, GL_FLOAT, GL_FALSE, stride, (GLvoid*) 28);
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if ((GLint)attrib_second_texcoord != -1)
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{
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if (stride < 44)
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Log::error("material", "Second texcoords not present in VBO");
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glVertexAttribPointer(attrib_second_texcoord, 2, GL_FLOAT, GL_FALSE, stride, (GLvoid*) 36);
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}
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if ((GLint)attrib_normal != -1)
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glVertexAttribPointer(attrib_normal, 3, GL_FLOAT, GL_FALSE, stride, (GLvoid*) 12);
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if ((GLint)attrib_tangent != -1)
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{
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if (stride < 48)
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Log::error("material", "Tangents not present in VBO");
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glVertexAttribPointer(attrib_tangent, 3, GL_FLOAT, GL_FALSE, stride, (GLvoid*)36);
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}
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if ((GLint)attrib_bitangent != -1)
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{
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if (stride < 60)
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Log::error("material", "Bitangents not present in VBO");
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glVertexAttribPointer(attrib_bitangent, 3, GL_FLOAT, GL_FALSE, stride, (GLvoid*)48);
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}
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if ((GLint)attrib_color != -1)
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glVertexAttribPointer(attrib_color, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, (GLvoid*)24);
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if ((GLint)attrib_bitangent != -1)
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{
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if (stride < 60)
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Log::error("material", "Bitangents not present in VBO");
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glVertexAttribPointer(attrib_bitangent, 3, GL_FLOAT, GL_FALSE, stride, (GLvoid*)48);
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}
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if ((GLint)attrib_color != -1)
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glVertexAttribPointer(attrib_color, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, (GLvoid*)24);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, idx);
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return vao;
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, idx);
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return vao;
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}
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GLMesh allocateMeshBuffer(scene::IMeshBuffer* mb)
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{
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GLMesh result = {};
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if (!mb)
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return result;
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glBindVertexArray(0);
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glGenBuffers(1, &(result.vertex_buffer));
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glGenBuffers(1, &(result.index_buffer));
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GLMesh result = {};
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if (!mb)
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return result;
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glBindVertexArray(0);
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glGenBuffers(1, &(result.vertex_buffer));
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glGenBuffers(1, &(result.index_buffer));
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glBindBuffer(GL_ARRAY_BUFFER, result.vertex_buffer);
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const void* vertices = mb->getVertices();
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const u32 vertexCount = mb->getVertexCount();
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const irr::video::E_VERTEX_TYPE vType = mb->getVertexType();
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result.Stride = getVertexPitchFromType(vType);
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const c8* vbuf = static_cast<const c8*>(vertices);
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glBufferData(GL_ARRAY_BUFFER, vertexCount * result.Stride, vbuf, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, result.vertex_buffer);
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const void* vertices = mb->getVertices();
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const u32 vertexCount = mb->getVertexCount();
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const irr::video::E_VERTEX_TYPE vType = mb->getVertexType();
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result.Stride = getVertexPitchFromType(vType);
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const c8* vbuf = static_cast<const c8*>(vertices);
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glBufferData(GL_ARRAY_BUFFER, vertexCount * result.Stride, vbuf, GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, result.index_buffer);
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const void* indices = mb->getIndices();
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u32 indexCount = mb->getIndexCount();
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GLenum indexSize;
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switch (mb->getIndexType())
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{
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case irr::video::EIT_16BIT:
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{
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indexSize = sizeof(u16);
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result.IndexType = GL_UNSIGNED_SHORT;
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break;
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}
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case irr::video::EIT_32BIT:
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{
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indexSize = sizeof(u32);
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result.IndexType = GL_UNSIGNED_INT;
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break;
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}
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default:
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{
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assert(0 && "Wrong index size");
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}
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}
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount * indexSize, indices, GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, result.index_buffer);
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const void* indices = mb->getIndices();
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u32 indexCount = mb->getIndexCount();
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GLenum indexSize;
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switch (mb->getIndexType())
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{
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case irr::video::EIT_16BIT:
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{
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indexSize = sizeof(u16);
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result.IndexType = GL_UNSIGNED_SHORT;
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break;
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}
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case irr::video::EIT_32BIT:
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{
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indexSize = sizeof(u32);
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result.IndexType = GL_UNSIGNED_INT;
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break;
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}
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default:
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{
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assert(0 && "Wrong index size");
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}
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}
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount * indexSize, indices, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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result.IndexCount = mb->getIndexCount();
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switch (mb->getPrimitiveType())
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{
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case scene::EPT_POINTS:
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result.PrimitiveType = GL_POINTS;
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break;
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case scene::EPT_TRIANGLE_STRIP:
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result.PrimitiveType = GL_TRIANGLE_STRIP;
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break;
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case scene::EPT_TRIANGLE_FAN:
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result.PrimitiveType = GL_TRIANGLE_FAN;
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break;
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case scene::EPT_LINES:
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result.PrimitiveType = GL_LINES;
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result.IndexCount = mb->getIndexCount();
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switch (mb->getPrimitiveType())
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{
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case scene::EPT_POINTS:
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result.PrimitiveType = GL_POINTS;
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break;
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case scene::EPT_TRIANGLES:
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result.PrimitiveType = GL_TRIANGLES;
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break;
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case scene::EPT_POINT_SPRITES:
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case scene::EPT_LINE_LOOP:
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case scene::EPT_POLYGON:
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case scene::EPT_LINE_STRIP:
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case scene::EPT_QUAD_STRIP:
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case scene::EPT_QUADS:
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assert(0 && "Unsupported primitive type");
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}
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for (unsigned i = 0; i < 6; i++)
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case scene::EPT_TRIANGLE_STRIP:
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result.PrimitiveType = GL_TRIANGLE_STRIP;
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break;
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case scene::EPT_TRIANGLE_FAN:
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result.PrimitiveType = GL_TRIANGLE_FAN;
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break;
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case scene::EPT_LINES:
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result.PrimitiveType = GL_LINES;
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break;
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case scene::EPT_TRIANGLES:
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result.PrimitiveType = GL_TRIANGLES;
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break;
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case scene::EPT_POINT_SPRITES:
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case scene::EPT_LINE_LOOP:
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case scene::EPT_POLYGON:
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case scene::EPT_LINE_STRIP:
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case scene::EPT_QUAD_STRIP:
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case scene::EPT_QUADS:
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assert(0 && "Unsupported primitive type");
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}
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for (unsigned i = 0; i < 6; i++)
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result.textures[i] = mb->getMaterial().getTexture(i);
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result.TextureMatrix = 0;
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return result;
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return result;
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}
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@ -215,18 +215,18 @@ core::vector3df getWind()
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void drawGrassPass1(const GLMesh &mesh, const core::matrix4 & ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView, core::vector3df windDir)
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{
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irr_driver->IncreaseObjectCount();
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GLenum ptype = mesh.PrimitiveType;
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GLenum itype = mesh.IndexType;
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size_t count = mesh.IndexCount;
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GLenum ptype = mesh.PrimitiveType;
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GLenum itype = mesh.IndexType;
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size_t count = mesh.IndexCount;
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compressTexture(mesh.textures[0], true);
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setTexture(0, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
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MeshShader::GrassPass1Shader::setUniforms(ModelViewProjectionMatrix, TransposeInverseModelView, windDir, 0);
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MeshShader::GrassPass1Shader::setUniforms(ModelViewProjectionMatrix, TransposeInverseModelView, windDir, 0);
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assert(mesh.vao_first_pass);
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glBindVertexArray(mesh.vao_first_pass);
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glDrawElements(ptype, count, itype, 0);
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glBindVertexArray(mesh.vao_first_pass);
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glDrawElements(ptype, count, itype, 0);
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}
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void drawSphereMap(const GLMesh &mesh, const core::matrix4 &ModelMatrix, const core::matrix4 &InverseModelMatrix)
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@ -367,28 +367,28 @@ static video::ITexture *CausticTex = 0;
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void drawGrassPass2(const GLMesh &mesh, const core::matrix4 & ModelViewProjectionMatrix, core::vector3df windDir)
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{
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irr_driver->IncreaseObjectCount();
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GLenum ptype = mesh.PrimitiveType;
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GLenum itype = mesh.IndexType;
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size_t count = mesh.IndexCount;
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GLenum ptype = mesh.PrimitiveType;
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GLenum itype = mesh.IndexType;
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size_t count = mesh.IndexCount;
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compressTexture(mesh.textures[0], true);
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setTexture(MeshShader::GrassPass2Shader::TU_Albedo, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
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if (irr_driver->getLightViz())
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{
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GLint swizzleMask[] = {GL_ONE, GL_ONE, GL_ONE, GL_ALPHA};
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glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
|
||||
}
|
||||
else
|
||||
{
|
||||
GLint swizzleMask[] = {GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA};
|
||||
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
|
||||
}
|
||||
if (irr_driver->getLightViz())
|
||||
{
|
||||
GLint swizzleMask[] = {GL_ONE, GL_ONE, GL_ONE, GL_ALPHA};
|
||||
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
|
||||
}
|
||||
else
|
||||
{
|
||||
GLint swizzleMask[] = {GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA};
|
||||
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
|
||||
}
|
||||
|
||||
MeshShader::GrassPass2Shader::setUniforms(ModelViewProjectionMatrix, windDir);
|
||||
|
||||
assert(mesh.vao_second_pass);
|
||||
glBindVertexArray(mesh.vao_second_pass);
|
||||
glDrawElements(ptype, count, itype, 0);
|
||||
glBindVertexArray(mesh.vao_second_pass);
|
||||
glDrawElements(ptype, count, itype, 0);
|
||||
}
|
||||
|
||||
void drawUntexturedObject(const GLMesh &mesh, const core::matrix4 &ModelMatrix)
|
||||
@ -408,55 +408,55 @@ void drawUntexturedObject(const GLMesh &mesh, const core::matrix4 &ModelMatrix)
|
||||
void drawObjectRimLimit(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView, const core::matrix4 &TextureMatrix)
|
||||
{
|
||||
irr_driver->IncreaseObjectCount();
|
||||
GLenum ptype = mesh.PrimitiveType;
|
||||
GLenum itype = mesh.IndexType;
|
||||
size_t count = mesh.IndexCount;
|
||||
GLenum ptype = mesh.PrimitiveType;
|
||||
GLenum itype = mesh.IndexType;
|
||||
size_t count = mesh.IndexCount;
|
||||
|
||||
compressTexture(mesh.textures[0], true);
|
||||
setTexture(MeshShader::ObjectRimLimitShader::TU_Albedo, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
|
||||
if (irr_driver->getLightViz())
|
||||
{
|
||||
GLint swizzleMask[] = { GL_ONE, GL_ONE, GL_ONE, GL_ALPHA };
|
||||
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
|
||||
}
|
||||
else
|
||||
{
|
||||
GLint swizzleMask[] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA };
|
||||
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
|
||||
}
|
||||
if (irr_driver->getLightViz())
|
||||
{
|
||||
GLint swizzleMask[] = { GL_ONE, GL_ONE, GL_ONE, GL_ALPHA };
|
||||
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
|
||||
}
|
||||
else
|
||||
{
|
||||
GLint swizzleMask[] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA };
|
||||
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
|
||||
}
|
||||
|
||||
MeshShader::ObjectRimLimitShader::setUniforms(ModelViewProjectionMatrix, TransposeInverseModelView, TextureMatrix);
|
||||
|
||||
assert(mesh.vao_second_pass);
|
||||
glBindVertexArray(mesh.vao_second_pass);
|
||||
glDrawElements(ptype, count, itype, 0);
|
||||
glBindVertexArray(mesh.vao_second_pass);
|
||||
glDrawElements(ptype, count, itype, 0);
|
||||
}
|
||||
|
||||
void drawObjectUnlit(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix)
|
||||
{
|
||||
irr_driver->IncreaseObjectCount();
|
||||
GLenum ptype = mesh.PrimitiveType;
|
||||
GLenum itype = mesh.IndexType;
|
||||
size_t count = mesh.IndexCount;
|
||||
GLenum ptype = mesh.PrimitiveType;
|
||||
GLenum itype = mesh.IndexType;
|
||||
size_t count = mesh.IndexCount;
|
||||
|
||||
compressTexture(mesh.textures[0], true);
|
||||
setTexture(MeshShader::ObjectUnlitShader::TU_tex, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
|
||||
if (irr_driver->getLightViz())
|
||||
{
|
||||
GLint swizzleMask[] = { GL_ONE, GL_ONE, GL_ONE, GL_ALPHA };
|
||||
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
|
||||
}
|
||||
else
|
||||
{
|
||||
GLint swizzleMask[] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA };
|
||||
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
|
||||
}
|
||||
if (irr_driver->getLightViz())
|
||||
{
|
||||
GLint swizzleMask[] = { GL_ONE, GL_ONE, GL_ONE, GL_ALPHA };
|
||||
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
|
||||
}
|
||||
else
|
||||
{
|
||||
GLint swizzleMask[] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA };
|
||||
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
|
||||
}
|
||||
|
||||
MeshShader::ObjectUnlitShader::setUniforms(ModelViewProjectionMatrix);
|
||||
|
||||
assert(mesh.vao_second_pass);
|
||||
glBindVertexArray(mesh.vao_second_pass);
|
||||
glDrawElements(ptype, count, itype, 0);
|
||||
glBindVertexArray(mesh.vao_second_pass);
|
||||
glDrawElements(ptype, count, itype, 0);
|
||||
}
|
||||
|
||||
void drawDetailledObjectPass2(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix)
|
||||
@ -491,36 +491,36 @@ void drawDetailledObjectPass2(const GLMesh &mesh, const core::matrix4 &ModelView
|
||||
void drawObjectPass2(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TextureMatrix)
|
||||
{
|
||||
irr_driver->IncreaseObjectCount();
|
||||
GLenum ptype = mesh.PrimitiveType;
|
||||
GLenum itype = mesh.IndexType;
|
||||
size_t count = mesh.IndexCount;
|
||||
GLenum ptype = mesh.PrimitiveType;
|
||||
GLenum itype = mesh.IndexType;
|
||||
size_t count = mesh.IndexCount;
|
||||
|
||||
compressTexture(mesh.textures[0], true);
|
||||
setTexture(MeshShader::ObjectPass2Shader::TU_Albedo, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
|
||||
if (irr_driver->getLightViz())
|
||||
{
|
||||
GLint swizzleMask[] = { GL_ONE, GL_ONE, GL_ONE, GL_ALPHA };
|
||||
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
|
||||
}
|
||||
else
|
||||
{
|
||||
GLint swizzleMask[] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA };
|
||||
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
|
||||
}
|
||||
if (irr_driver->getLightViz())
|
||||
{
|
||||
GLint swizzleMask[] = { GL_ONE, GL_ONE, GL_ONE, GL_ALPHA };
|
||||
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
|
||||
}
|
||||
else
|
||||
{
|
||||
GLint swizzleMask[] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA };
|
||||
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
|
||||
}
|
||||
|
||||
MeshShader::ObjectPass2Shader::setUniforms(ModelViewProjectionMatrix, TextureMatrix);
|
||||
|
||||
assert(mesh.vao_second_pass);
|
||||
glBindVertexArray(mesh.vao_second_pass);
|
||||
glDrawElements(ptype, count, itype, 0);
|
||||
glBindVertexArray(mesh.vao_second_pass);
|
||||
glDrawElements(ptype, count, itype, 0);
|
||||
}
|
||||
|
||||
void drawTransparentObject(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TextureMatrix)
|
||||
{
|
||||
irr_driver->IncreaseObjectCount();
|
||||
GLenum ptype = mesh.PrimitiveType;
|
||||
GLenum itype = mesh.IndexType;
|
||||
size_t count = mesh.IndexCount;
|
||||
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);
|
||||
@ -528,8 +528,8 @@ void drawTransparentObject(const GLMesh &mesh, const core::matrix4 &ModelViewPro
|
||||
MeshShader::TransparentShader::setUniforms(ModelViewProjectionMatrix, TextureMatrix, 0);
|
||||
|
||||
assert(mesh.vao_first_pass);
|
||||
glBindVertexArray(mesh.vao_first_pass);
|
||||
glDrawElements(ptype, count, itype, 0);
|
||||
glBindVertexArray(mesh.vao_first_pass);
|
||||
glDrawElements(ptype, count, itype, 0);
|
||||
}
|
||||
|
||||
void drawTransparentFogObject(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TextureMatrix)
|
||||
@ -567,21 +567,21 @@ void drawTransparentFogObject(const GLMesh &mesh, const core::matrix4 &ModelView
|
||||
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.;
|
||||
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;
|
||||
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);
|
||||
MeshShader::BubbleShader::setUniforms(ModelViewProjectionMatrix, 0, time, transparency);
|
||||
|
||||
assert(mesh.vao_first_pass);
|
||||
glBindVertexArray(mesh.vao_first_pass);
|
||||
glDrawElements(ptype, count, itype, 0);
|
||||
glBindVertexArray(mesh.vao_first_pass);
|
||||
glDrawElements(ptype, count, itype, 0);
|
||||
}
|
||||
|
||||
void drawShadowRef(const GLMesh &mesh, const core::matrix4 &ModelMatrix)
|
||||
@ -616,39 +616,39 @@ void drawShadow(const GLMesh &mesh, const core::matrix4 &ModelMatrix)
|
||||
|
||||
bool isObject(video::E_MATERIAL_TYPE type)
|
||||
{
|
||||
if (type == irr_driver->getShader(ES_OBJECTPASS))
|
||||
return true;
|
||||
if (type == irr_driver->getShader(ES_OBJECTPASS_REF))
|
||||
return true;
|
||||
if (type == irr_driver->getShader(ES_OBJECTPASS_RIMLIT))
|
||||
return true;
|
||||
if (type == irr_driver->getShader(ES_NORMAL_MAP))
|
||||
return true;
|
||||
if (type == irr_driver->getShader(ES_SPHERE_MAP))
|
||||
return true;
|
||||
if (type == irr_driver->getShader(ES_SPLATTING))
|
||||
return true;
|
||||
if (type == irr_driver->getShader(ES_GRASS))
|
||||
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_OBJECT_UNLIT))
|
||||
return true;
|
||||
if (type == video::EMT_TRANSPARENT_ALPHA_CHANNEL)
|
||||
return true;
|
||||
if (type == video::EMT_ONETEXTURE_BLEND)
|
||||
return true;
|
||||
if (type == video::EMT_TRANSPARENT_ADD_COLOR)
|
||||
return true;
|
||||
if (type == irr_driver->getShader(ES_OBJECTPASS))
|
||||
return true;
|
||||
if (type == irr_driver->getShader(ES_OBJECTPASS_REF))
|
||||
return true;
|
||||
if (type == irr_driver->getShader(ES_OBJECTPASS_RIMLIT))
|
||||
return true;
|
||||
if (type == irr_driver->getShader(ES_NORMAL_MAP))
|
||||
return true;
|
||||
if (type == irr_driver->getShader(ES_SPHERE_MAP))
|
||||
return true;
|
||||
if (type == irr_driver->getShader(ES_SPLATTING))
|
||||
return true;
|
||||
if (type == irr_driver->getShader(ES_GRASS))
|
||||
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_OBJECT_UNLIT))
|
||||
return true;
|
||||
if (type == video::EMT_TRANSPARENT_ALPHA_CHANNEL)
|
||||
return true;
|
||||
if (type == video::EMT_ONETEXTURE_BLEND)
|
||||
return true;
|
||||
if (type == video::EMT_TRANSPARENT_ADD_COLOR)
|
||||
return true;
|
||||
if (type == video::EMT_SOLID)
|
||||
return true;
|
||||
if (type == video::EMT_LIGHTMAP_LIGHTING)
|
||||
return true;
|
||||
if (type == video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF)
|
||||
return true;
|
||||
return false;
|
||||
return false;
|
||||
}
|
||||
|
||||
void initvaostate(GLMesh &mesh, GeometricMaterial GeoMat, ShadedMaterial ShadedMat)
|
||||
|
Loading…
x
Reference in New Issue
Block a user