Fixed more conflicts, removed compiler warnings.

This commit is contained in:
hiker 2014-04-11 08:14:38 +10:00
parent 54c7d67b90
commit df88a013c2

View File

@ -819,33 +819,13 @@ namespace MeshShader
glUniform1i(uniform_Albedo, TU_Albedo);
glUniform1i(uniform_Detail, TU_detail);
glUseProgram(0);
<<<<<<< HEAD
}
void DetailledObjectPass2Shader::setUniforms(const core::matrix4 &ModelViewProjectionMatrix)
{
glUniformMatrix4fv(uniform_MVP, 1, GL_FALSE, ModelViewProjectionMatrix.pointer());
glUniform2f(uniform_screen, float(UserConfigParams::m_width), float(UserConfigParams::m_height));
const video::SColorf s = irr_driver->getSceneManager()->getAmbientLight();
glUniform3f(uniform_ambient, s.r, s.g, s.b);
}
GLuint ObjectUnlitShader::Program;
GLuint ObjectUnlitShader::attrib_position;
GLuint ObjectUnlitShader::attrib_texcoord;
GLuint ObjectUnlitShader::uniform_MVP;
GLuint ObjectUnlitShader::TU_tex;
void ObjectUnlitShader::init()
{
Program = LoadProgram(
=======
}
void DetailledObjectPass2Shader::setUniforms(const core::matrix4 &ModelMatrix)
{
glUniformMatrix4fv(uniform_MM, 1, GL_FALSE, ModelMatrix.pointer());
glUniform2f(uniform_screen, UserConfigParams::m_width, UserConfigParams::m_height);
glUniform2f(uniform_screen, float(UserConfigParams::m_width),
float(UserConfigParams::m_height));
const video::SColorf s = irr_driver->getSceneManager()->getAmbientLight();
glUniform3f(uniform_ambient, s.r, s.g, s.b);
}
@ -859,7 +839,6 @@ namespace MeshShader
void ObjectUnlitShader::init()
{
Program = LoadProgram(
>>>>>>> cbc677febb2646c09ebc13a778ce0bdf4f7a2442
GL_VERTEX_SHADER, file_manager->getAsset("shaders/object_pass.vert").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/object_unlit.frag").c_str());
attrib_position = glGetAttribLocation(Program, "Position");
@ -921,61 +900,15 @@ namespace MeshShader
glUseProgram(0);
}
void ObjectRimLimitShader::setUniforms(const core::matrix4 &ModelMatrix, const core::matrix4 &InverseModelMatrix, const core::matrix4 &TextureMatrix)
void ObjectRimLimitShader::setUniforms(const core::matrix4 &ModelMatrix,
const core::matrix4 &InverseModelMatrix,
const core::matrix4 &TextureMatrix)
{
glUniformMatrix4fv(uniform_MM, 1, GL_FALSE, ModelMatrix.pointer());
glUniformMatrix4fv(uniform_IMM, 1, GL_FALSE, InverseModelMatrix.pointer());
glUniformMatrix4fv(uniform_TM, 1, GL_FALSE, TextureMatrix.pointer());
<<<<<<< HEAD
glUniform2f(uniform_screen, float(UserConfigParams::m_width), float(UserConfigParams::m_height));
const video::SColorf s = irr_driver->getSceneManager()->getAmbientLight();
glUniform3f(uniform_ambient, s.r, s.g, s.b);
}
GLuint UntexturedObjectShader::Program;
GLuint UntexturedObjectShader::attrib_position;
GLuint UntexturedObjectShader::attrib_color;
GLuint UntexturedObjectShader::uniform_MVP;
GLuint UntexturedObjectShader::uniform_screen;
GLuint UntexturedObjectShader::uniform_ambient;
void UntexturedObjectShader::init()
{
Program = LoadProgram(
GL_VERTEX_SHADER, file_manager->getAsset("shaders/untextured_object.vert").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getLightFactor.frag").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/untextured_object.frag").c_str());
attrib_position = glGetAttribLocation(Program, "Position");
attrib_color = glGetAttribLocation(Program, "Color");
uniform_MVP = glGetUniformLocation(Program, "ModelViewProjectionMatrix");
GLuint uniform_DiffuseMap = glGetUniformLocation(Program, "DiffuseMap");
GLuint uniform_SpecularMap = glGetUniformLocation(Program, "SpecularMap");
GLuint uniform_SSAO = glGetUniformLocation(Program, "SSAO");
uniform_screen = glGetUniformLocation(Program, "screen");
uniform_ambient = glGetUniformLocation(Program, "ambient");
glUseProgram(Program);
glUniform1i(uniform_DiffuseMap, 0);
glUniform1i(uniform_SpecularMap, 1);
glUniform1i(uniform_SSAO, 2);
glUseProgram(0);
}
void UntexturedObjectShader::setUniforms(const core::matrix4 &ModelViewProjectionMatrix)
{
glUniformMatrix4fv(uniform_MVP, 1, GL_FALSE, ModelViewProjectionMatrix.pointer());
glUniform2f(uniform_screen, float(UserConfigParams::m_width), float(UserConfigParams::m_height));
const video::SColorf s = irr_driver->getSceneManager()->getAmbientLight();
glUniform3f(uniform_ambient, s.r, s.g, s.b);
}
GLuint ObjectRefPass2Shader::Program;
GLuint ObjectRefPass2Shader::attrib_position;
GLuint ObjectRefPass2Shader::attrib_texcoord;
GLuint ObjectRefPass2Shader::uniform_MVP;
=======
glUniform2f(uniform_screen, UserConfigParams::m_width, UserConfigParams::m_height);
glUniform2f(uniform_screen, float(UserConfigParams::m_width),
float(UserConfigParams::m_height));
const video::SColorf s = irr_driver->getSceneManager()->getAmbientLight();
glUniform3f(uniform_ambient, s.r, s.g, s.b);
}
@ -1014,7 +947,8 @@ namespace MeshShader
void UntexturedObjectShader::setUniforms(const core::matrix4 &ModelMatrix)
{
glUniformMatrix4fv(uniform_MM, 1, GL_FALSE, ModelMatrix.pointer());
glUniform2f(uniform_screen, UserConfigParams::m_width, UserConfigParams::m_height);
glUniform2f(uniform_screen, float(UserConfigParams::m_width),
float(UserConfigParams::m_height));
const video::SColorf s = irr_driver->getSceneManager()->getAmbientLight();
glUniform3f(uniform_ambient, s.r, s.g, s.b);
}
@ -1024,7 +958,6 @@ namespace MeshShader
GLuint ObjectRefPass2Shader::attrib_position;
GLuint ObjectRefPass2Shader::attrib_texcoord;
GLuint ObjectRefPass2Shader::uniform_MM;
>>>>>>> cbc677febb2646c09ebc13a778ce0bdf4f7a2442
GLuint ObjectRefPass2Shader::uniform_TM;
GLuint ObjectRefPass2Shader::uniform_screen;
GLuint ObjectRefPass2Shader::uniform_ambient;
@ -1059,26 +992,13 @@ namespace MeshShader
glUseProgram(0);
}
void ObjectRefPass2Shader::setUniforms(const core::matrix4 &ModelMatrix, const core::matrix4 &TextureMatrix)
void ObjectRefPass2Shader::setUniforms(const core::matrix4 &ModelMatrix,
const core::matrix4 &TextureMatrix)
{
glUniformMatrix4fv(uniform_MM, 1, GL_FALSE, ModelMatrix.pointer());
glUniformMatrix4fv(uniform_TM, 1, GL_FALSE, TextureMatrix.pointer());
<<<<<<< HEAD
glUniform2f(uniform_screen, float(UserConfigParams::m_width), float(UserConfigParams::m_height));
const video::SColorf s = irr_driver->getSceneManager()->getAmbientLight();
glUniform3f(uniform_ambient, s.r, s.g, s.b);
}
GLuint GrassPass2Shader::Program;
GLuint GrassPass2Shader::attrib_position;
GLuint GrassPass2Shader::attrib_texcoord;
GLuint GrassPass2Shader::attrib_color;
GLuint GrassPass2Shader::uniform_MVP;
GLuint GrassPass2Shader::uniform_screen;
GLuint GrassPass2Shader::uniform_ambient;
GLuint GrassPass2Shader::uniform_windDir;
=======
glUniform2f(uniform_screen, UserConfigParams::m_width, UserConfigParams::m_height);
glUniform2f(uniform_screen, float(UserConfigParams::m_width),
float(UserConfigParams::m_height));
const video::SColorf s = irr_driver->getSceneManager()->getAmbientLight();
glUniform3f(uniform_ambient, s.r, s.g, s.b);
}
@ -1091,7 +1011,6 @@ namespace MeshShader
GLuint GrassPass2Shader::uniform_screen;
GLuint GrassPass2Shader::uniform_ambient;
GLuint GrassPass2Shader::uniform_windDir;
>>>>>>> cbc677febb2646c09ebc13a778ce0bdf4f7a2442
GLuint GrassPass2Shader::TU_Albedo;
void GrassPass2Shader::init()
@ -1121,25 +1040,16 @@ namespace MeshShader
glUseProgram(0);
}
<<<<<<< HEAD
void GrassPass2Shader::setUniforms(const core::matrix4 &ModelViewProjectionMatrix, const core::vector3df &windDirection)
{
glUniformMatrix4fv(uniform_MVP, 1, GL_FALSE, ModelViewProjectionMatrix.pointer());
glUniform2f(uniform_screen, float(UserConfigParams::m_width), float(UserConfigParams::m_height));
const video::SColorf s = irr_driver->getSceneManager()->getAmbientLight();
glUniform3f(uniform_ambient, s.r, s.g, s.b);
glUniform3f(uniform_windDir, windDirection.X, windDirection.Y, windDirection.Z);
}
=======
void GrassPass2Shader::setUniforms(const core::matrix4 &ModelViewProjectionMatrix, const core::vector3df &windDirection)
void GrassPass2Shader::setUniforms(const core::matrix4 &ModelViewProjectionMatrix,
const core::vector3df &windDirection)
{
glUniformMatrix4fv(uniform_MVP, 1, GL_FALSE, ModelViewProjectionMatrix.pointer());
glUniform2f(uniform_screen, UserConfigParams::m_width, UserConfigParams::m_height);
glUniform2f(uniform_screen, float(UserConfigParams::m_width),
float(UserConfigParams::m_height));
const video::SColorf s = irr_driver->getSceneManager()->getAmbientLight();
glUniform3f(uniform_ambient, s.r, s.g, s.b);
glUniform3f(uniform_windDir, windDirection.X, windDirection.Y, windDirection.Z);
}
>>>>>>> cbc677febb2646c09ebc13a778ce0bdf4f7a2442
GLuint InstancedGrassPass2Shader::Program;
GLuint InstancedGrassPass2Shader::attrib_position;
@ -1295,23 +1205,14 @@ namespace MeshShader
glUseProgram(0);
}
<<<<<<< HEAD
void SplattingShader::setUniforms(const core::matrix4 &ModelViewProjectionMatrix)
{
glUniformMatrix4fv(uniform_MVP, 1, GL_FALSE, ModelViewProjectionMatrix.pointer());
glUniform2f(uniform_screen, float(UserConfigParams::m_width), float(UserConfigParams::m_height));
const video::SColorf s = irr_driver->getSceneManager()->getAmbientLight();
glUniform3f(uniform_ambient, s.r, s.g, s.b);
}
=======
void SplattingShader::setUniforms(const core::matrix4 &ModelMatrix)
{
glUniformMatrix4fv(uniform_MM, 1, GL_FALSE, ModelMatrix.pointer());
glUniform2f(uniform_screen, UserConfigParams::m_width, UserConfigParams::m_height);
glUniform2f(uniform_screen, float(UserConfigParams::m_width),
float(UserConfigParams::m_height));
const video::SColorf s = irr_driver->getSceneManager()->getAmbientLight();
glUniform3f(uniform_ambient, s.r, s.g, s.b);
}
>>>>>>> cbc677febb2646c09ebc13a778ce0bdf4f7a2442
GLuint CausticsShader::Program;
GLuint CausticsShader::attrib_position;
@ -1495,7 +1396,11 @@ namespace MeshShader
uniform_tex = glGetUniformLocation(Program, "tex");
}
void BillboardShader::setUniforms(const core::matrix4 &ModelViewMatrix, const core::matrix4 &ProjectionMatrix, const core::vector3df &Position, const core::dimension2d<float> &size, unsigned TU_tex)
void BillboardShader::setUniforms(const core::matrix4 &ModelViewMatrix,
const core::matrix4 &ProjectionMatrix,
const core::vector3df &Position,
const core::dimension2d<float> &size,
unsigned TU_tex)
{
glUniformMatrix4fv(uniform_MV, 1, GL_FALSE, ModelViewMatrix.pointer());
glUniformMatrix4fv(uniform_P, 1, GL_FALSE, ProjectionMatrix.pointer());