Clean SSAO Provider.

git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@15055 178a84e3-b1eb-0310-8ba1-8eac791a3b58
This commit is contained in:
vincentlj 2014-01-13 18:02:39 +00:00
parent d84bc88d47
commit e23d9c23e9
4 changed files with 0 additions and 57 deletions

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@ -496,26 +496,6 @@ void MLAANeigh3Provider::OnSetConstants(IMaterialRendererServices *srv, int)
//-------------------------------------
void SSAOProvider::OnSetConstants(IMaterialRendererServices *srv, int)
{
srv->setPixelShaderConstant("invprojm", irr_driver->getInvProjMatrix().pointer(), 16);
srv->setPixelShaderConstant("projm", irr_driver->getProjMatrix().pointer(), 16);
srv->setPixelShaderConstant("samplePoints[0]", array, 64);
if (!firstdone)
{
int tex = 0;
srv->setPixelShaderConstant("normals_and_depth", &tex, 1);
tex = 1;
srv->setPixelShaderConstant("depth", &tex, 1);
firstdone = true;
}
}
//-------------------------------------
void GodRayProvider::OnSetConstants(IMaterialRendererServices *srv, int)
{
srv->setPixelShaderConstant("sunpos", m_sunpos, 2);

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@ -422,39 +422,6 @@ public:
//
class SSAOProvider: public CallBase
{
private:
float array[64];
public:
SSAOProvider() : CallBase() {
for (unsigned i = 0; i < 16; i++) {
// Generate x/y component between -1 and 1
// Use double to avoid denorm and get a true uniform distribution
double x = rand();
x /= RAND_MAX;
x = 2 * x - 1;
double y = rand();
y /= RAND_MAX;
y = 2 * y - 1;
// compute z so that norm (x,y,z) is one
double z = sqrt(x * x + y * y);
// Norm factor
double w = rand();
w /= RAND_MAX;
array[4 * i] = (float)x;
array[4 * i + 1] = (float)y;
array[4 * i + 2] = (float)z;
array[4 * i + 3] = (float)w;
}
}
virtual void OnSetConstants(video::IMaterialRendererServices *srv, int);
};
//
class GodRayProvider: public CallBase
{
public:

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@ -49,7 +49,6 @@ Shaders::Shaders()
m_callbacks[ES_MLAA_COLOR1] = new MLAAColor1Provider();
m_callbacks[ES_MLAA_BLEND2] = new MLAABlend2Provider();
m_callbacks[ES_MLAA_NEIGH3] = new MLAANeigh3Provider();
m_callbacks[ES_SSAO] = new SSAOProvider();
m_callbacks[ES_GODRAY] = new GodRayProvider();
m_callbacks[ES_SHADOWPASS] = new ShadowPassProvider();
m_callbacks[ES_SHADOW_IMPORTANCE] = new ShadowImportanceProvider();
@ -155,8 +154,6 @@ void Shaders::loadShaders()
m_shaders[ES_MLAA_NEIGH3] = glsl(dir + "mlaa_offset.vert", dir + "mlaa_neigh3.frag",
m_callbacks[ES_MLAA_NEIGH3]);
m_shaders[ES_SSAO] = glsl(dir + "pass.vert", dir + "ssao.frag", m_callbacks[ES_SSAO]);
m_shaders[ES_GODFADE] = glsl(std::string(""), dir + "godfade.frag", m_callbacks[ES_COLORIZE]);
m_shaders[ES_GODRAY] = glsl(std::string(""), dir + "godray.frag", m_callbacks[ES_GODRAY]);

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@ -51,7 +51,6 @@ using namespace irr;
ACT(ES_MLAA_COLOR1) \
ACT(ES_MLAA_BLEND2) \
ACT(ES_MLAA_NEIGH3) \
ACT(ES_SSAO) \
ACT(ES_GODFADE) \
ACT(ES_GODRAY) \
ACT(ES_SHADOWPASS) \