Reenable normal map material.
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@ -168,7 +168,7 @@ void IrrDriver::renderSolidFirstPass()
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renderMeshes1stPass<MeshShader::ObjectPass1Shader, video::EVT_2TCOORDS, 2, 1>({ MeshShader::ObjectPass1Shader::getInstance<MeshShader::ObjectPass1Shader>()->TU_tex }, ListMatSplatting::Arguments);
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renderMeshes1stPass<MeshShader::ObjectRefPass1Shader, video::EVT_STANDARD, 3, 2, 1>({ MeshShader::ObjectRefPass1Shader::getInstance<MeshShader::ObjectRefPass1Shader>()->TU_tex }, ListMatAlphaRef::Arguments);
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renderMeshes1stPass<MeshShader::GrassPass1Shader, video::EVT_STANDARD, 3, 2, 1>({ MeshShader::GrassPass1Shader::getInstance<MeshShader::GrassPass1Shader>()->TU_tex }, ListMatGrass::Arguments);
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// renderMeshes1stPass<MeshShader::NormalMapShader, video::EVT_TANGENTS>({ MeshShader::NormalMapShader::getInstance<MeshShader::NormalMapShader>()->TU_glossy, MeshShader::NormalMapShader::getInstance<MeshShader::NormalMapShader>()->TU_normalmap }, ListNormalG::Arguments);
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renderMeshes1stPass<MeshShader::NormalMapShader, video::EVT_TANGENTS, 2, 1>({ MeshShader::NormalMapShader::getInstance<MeshShader::NormalMapShader>()->TU_glossy, MeshShader::NormalMapShader::getInstance<MeshShader::NormalMapShader>()->TU_normalmap }, ListMatNormalMap::Arguments);
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}
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}
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@ -247,6 +247,7 @@ void IrrDriver::renderSolidSecondPass()
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renderMeshes2ndPass<MeshShader::GrassPass2Shader, video::EVT_STANDARD, 4, 3, 1>({ MeshShader::GrassPass2Shader::getInstance<MeshShader::GrassPass2Shader>()->TU_Albedo }, ListMatGrass::Arguments);
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renderMeshes2ndPass<MeshShader::ObjectUnlitShader, video::EVT_STANDARD, 1>({ MeshShader::ObjectUnlitShader::getInstance<MeshShader::ObjectUnlitShader>()->TU_tex }, ListMatUnlit::Arguments);
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renderMeshes2ndPass<MeshShader::SplattingShader, video::EVT_2TCOORDS, 3, 1>({ 8, MeshShader::SplattingShader::getInstance<MeshShader::SplattingShader>()->TU_tex_layout, MeshShader::SplattingShader::getInstance<MeshShader::SplattingShader>()->TU_tex_detail0, MeshShader::SplattingShader::getInstance<MeshShader::SplattingShader>()->TU_tex_detail1, MeshShader::SplattingShader::getInstance<MeshShader::SplattingShader>()->TU_tex_detail2, MeshShader::SplattingShader::getInstance<MeshShader::SplattingShader>()->TU_tex_detail3 }, ListMatSplatting::Arguments);
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renderMeshes2ndPass<MeshShader::ObjectPass2Shader, video::EVT_TANGENTS, 4, 3, 1>({ MeshShader::ObjectPass2Shader::getInstance<MeshShader::ObjectPass2Shader>()->TU_Albedo }, ListMatNormalMap::Arguments);
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}
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}
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@ -465,6 +466,7 @@ void IrrDriver::renderShadows()
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renderShadow<MeshShader::ShadowShader, EVT_STANDARD, 1>(MeshShader::ShadowShaderInstance, {}, ListMatUnlit::Arguments);
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renderShadow<MeshShader::ShadowShader, EVT_2TCOORDS, 1>(MeshShader::ShadowShaderInstance, {}, ListMatDetails::Arguments);
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renderShadow<MeshShader::ShadowShader, EVT_2TCOORDS, 1>(MeshShader::ShadowShaderInstance, {}, ListMatSplatting::Arguments);
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renderShadow<MeshShader::ShadowShader, EVT_TANGENTS, 1>(MeshShader::ShadowShaderInstance, {}, ListMatNormalMap::Arguments);
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renderShadow<MeshShader::RefShadowShader, EVT_STANDARD, 1>(MeshShader::RefShadowShaderInstance, { MeshShader::RefShadowShaderInstance->TU_tex }, ListMatAlphaRef::Arguments);
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renderShadow<MeshShader::GrassShadowShader, EVT_STANDARD, 3, 1>(MeshShader::GrassShadowShaderInstance, { MeshShader::GrassShadowShaderInstance->TU_tex }, ListMatGrass::Arguments);
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@ -300,7 +300,7 @@ std::vector<std::tuple<GLMesh *, core::matrix4, core::matrix4, core::matrix4, vi
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std::vector<std::tuple<GLMesh *, core::matrix4, core::matrix4, core::vector3df, video::SColorf> > ListMatGrass::Arguments;
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std::vector<std::tuple<GLMesh *, core::matrix4, core::matrix4> > ListMatUnlit::Arguments;
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std::vector<std::tuple<GLMesh *, core::matrix4, core::matrix4, video::SColorf> > ListMatSplatting::Arguments;
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std::vector<std::tuple<GLMesh *, core::matrix4, core::matrix4> > ListMatNormalMap::Arguments;
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std::vector<std::tuple<GLMesh *, core::matrix4, core::matrix4, core::matrix4, video::SColorf> > ListMatNormalMap::Arguments;
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std::vector<std::tuple<GLMesh *, core::matrix4, core::matrix4> > ListBlendTransparent::Arguments;
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std::vector<std::tuple<GLMesh *, core::matrix4, core::matrix4> > ListAdditiveTransparent::Arguments;
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@ -74,7 +74,7 @@ public:
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class ListMatNormalMap
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{
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public:
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static std::vector<std::tuple<GLMesh *, core::matrix4, core::matrix4> > Arguments;
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static std::vector<std::tuple<GLMesh *, core::matrix4, core::matrix4, core::matrix4, video::SColorf> > Arguments;
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};
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class ListMatGrass
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@ -266,20 +266,8 @@ void STKMeshSceneNode::render()
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for_in(mesh, MeshSolidMaterials[MAT_SPLATTING])
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ListMatSplatting::Arguments.push_back(std::make_tuple(mesh, AbsoluteTransformation, invmodel, irr_driver->getSceneManager()->getAmbientLight()));
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/*
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for_in(mesh, GeometricMesh[FPSM_NORMAL_MAP])
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ListNormalG::Arguments.push_back(std::make_tuple(mesh, AbsoluteTransformation, invmodel));
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*/
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/*
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for_in(mesh, ShadedMesh[SM_DEFAULT_TANGENT])
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ListDefaultTangentSM::Arguments.push_back(std::make_tuple(mesh, AbsoluteTransformation, mesh->TextureMatrix, irr_driver->getSceneManager()->getAmbientLight()));
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*/
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for_in(mesh, MeshSolidMaterials[MAT_NORMAL_MAP])
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ListMatNormalMap::Arguments.push_back(std::make_tuple(mesh, AbsoluteTransformation, invmodel, core::matrix4::EM4CONST_IDENTITY, irr_driver->getSceneManager()->getAmbientLight()));
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return;
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}
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