Some welcomed factorization.
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@ -171,15 +171,8 @@ STKMesh::~STKMesh()
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}
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}
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void STKMesh::drawFirstPass(const GLMesh &mesh)
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void STKMesh::drawObjectPass1(const GLMesh &mesh)
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{
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irr_driver->getVideoDriver()->setRenderTarget(irr_driver->getRTT(RTT_NORMAL_AND_DEPTH), false, false);
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glStencilFunc(GL_ALWAYS, 0, ~0);
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glEnable(GL_DEPTH_TEST);
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glDisable(GL_ALPHA_TEST);
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glDepthMask(GL_TRUE);
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glDisable(GL_BLEND);
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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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@ -197,21 +190,10 @@ void STKMesh::drawFirstPass(const GLMesh &mesh)
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glBindVertexArray(mesh.vao_first_pass);
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glDrawElements(ptype, count, itype, 0);
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glStencilFunc(GL_ALWAYS, 1, ~0);
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irr_driver->getVideoDriver()->setRenderTarget(irr_driver->getMainSetup(), false, false);
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}
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void STKMesh::drawObjectRefPass1(const GLMesh &mesh)
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{
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irr_driver->getVideoDriver()->setRenderTarget(irr_driver->getRTT(RTT_NORMAL_AND_DEPTH), false, false);
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glStencilFunc(GL_ALWAYS, 0, ~0);
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glEnable(GL_DEPTH_TEST);
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glDisable(GL_ALPHA_TEST);
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glDepthMask(GL_TRUE);
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glDisable(GL_BLEND);
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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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@ -236,10 +218,6 @@ void STKMesh::drawObjectRefPass1(const GLMesh &mesh)
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glBindVertexArray(mesh.vao_first_pass);
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glDrawElements(ptype, count, itype, 0);
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glStencilFunc(GL_ALWAYS, 1, ~0);
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irr_driver->getVideoDriver()->setRenderTarget(irr_driver->getMainSetup(), false, false);
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}
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static
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@ -260,13 +238,6 @@ core::vector3df getWind()
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void STKMesh::drawGrassPass1(const GLMesh &mesh)
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{
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irr_driver->getVideoDriver()->setRenderTarget(irr_driver->getRTT(RTT_NORMAL_AND_DEPTH), false, false);
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glStencilFunc(GL_ALWAYS, 0, ~0);
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glEnable(GL_DEPTH_TEST);
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glDisable(GL_ALPHA_TEST);
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glDepthMask(GL_TRUE);
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glDisable(GL_BLEND);
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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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@ -291,21 +262,10 @@ void STKMesh::drawGrassPass1(const GLMesh &mesh)
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glBindVertexArray(mesh.vao_first_pass);
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glDrawElements(ptype, count, itype, 0);
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glStencilFunc(GL_ALWAYS, 1, ~0);
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irr_driver->getVideoDriver()->setRenderTarget(irr_driver->getMainSetup(), false, false);
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}
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void STKMesh::drawNormalPass(const GLMesh &mesh)
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{
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irr_driver->getVideoDriver()->setRenderTarget(irr_driver->getRTT(RTT_NORMAL_AND_DEPTH), false, false);
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glStencilFunc(GL_ALWAYS, 0, ~0);
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glEnable(GL_DEPTH_TEST);
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glDisable(GL_ALPHA_TEST);
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glDepthMask(GL_TRUE);
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glDisable(GL_BLEND);
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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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@ -331,20 +291,10 @@ void STKMesh::drawNormalPass(const GLMesh &mesh)
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glBindVertexArray(mesh.vao_first_pass);
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glDrawElements(ptype, count, itype, 0);
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glStencilFunc(GL_ALWAYS, 1, ~0);
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irr_driver->getVideoDriver()->setRenderTarget(irr_driver->getMainSetup(), false, false);
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}
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void STKMesh::drawSphereMap(const GLMesh &mesh)
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{
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irr_driver->getVideoDriver()->setRenderTarget(irr_driver->getRTT(RTT_COLOR), false, false);
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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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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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@ -361,19 +311,10 @@ void STKMesh::drawSphereMap(const GLMesh &mesh)
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glBindVertexArray(mesh.vao_second_pass);
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glDrawElements(ptype, count, itype, 0);
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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irr_driver->getVideoDriver()->setRenderTarget(irr_driver->getRTT(RTT_COLOR), false, false);
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}
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void STKMesh::drawSplatting(const GLMesh &mesh)
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{
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irr_driver->getVideoDriver()->setRenderTarget(irr_driver->getRTT(RTT_COLOR), false, false);
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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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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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@ -439,19 +380,10 @@ void STKMesh::drawSplatting(const GLMesh &mesh)
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glBindVertexArray(mesh.vao_second_pass);
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glDrawElements(ptype, count, itype, 0);
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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irr_driver->getVideoDriver()->setRenderTarget(irr_driver->getRTT(RTT_COLOR), false, false);
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}
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void STKMesh::drawObjectRefPass2(const GLMesh &mesh)
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{
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irr_driver->getVideoDriver()->setRenderTarget(irr_driver->getRTT(RTT_COLOR), false, false);
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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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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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@ -481,19 +413,10 @@ void STKMesh::drawObjectRefPass2(const GLMesh &mesh)
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glBindVertexArray(mesh.vao_second_pass);
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glDrawElements(ptype, count, itype, 0);
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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irr_driver->getVideoDriver()->setRenderTarget(irr_driver->getRTT(RTT_COLOR), false, false);
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}
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void STKMesh::drawGrassPass2(const GLMesh &mesh)
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{
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irr_driver->getVideoDriver()->setRenderTarget(irr_driver->getRTT(RTT_COLOR), false, false);
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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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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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@ -523,19 +446,10 @@ void STKMesh::drawGrassPass2(const GLMesh &mesh)
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glBindVertexArray(mesh.vao_second_pass);
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glDrawElements(ptype, count, itype, 0);
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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irr_driver->getVideoDriver()->setRenderTarget(irr_driver->getRTT(RTT_COLOR), false, false);
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}
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void STKMesh::drawSecondPass(const GLMesh &mesh)
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void STKMesh::drawObjectPass2(const GLMesh &mesh)
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{
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irr_driver->getVideoDriver()->setRenderTarget(irr_driver->getRTT(RTT_COLOR), false, false);
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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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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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@ -565,9 +479,6 @@ void STKMesh::drawSecondPass(const GLMesh &mesh)
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glBindVertexArray(mesh.vao_second_pass);
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glDrawElements(ptype, count, itype, 0);
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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irr_driver->getVideoDriver()->setRenderTarget(irr_driver->getRTT(RTT_COLOR), false, false);
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}
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void STKMesh::drawGlow(const GLMesh &mesh, float r, float g, float b)
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@ -596,6 +507,15 @@ void STKMesh::draw(const GLMesh &mesh, video::E_MATERIAL_TYPE type)
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switch (irr_driver->getPhase())
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{
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case 0:
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{
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irr_driver->getVideoDriver()->setRenderTarget(irr_driver->getRTT(RTT_NORMAL_AND_DEPTH), false, false);
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glStencilFunc(GL_ALWAYS, 0, ~0);
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glEnable(GL_DEPTH_TEST);
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glDisable(GL_ALPHA_TEST);
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glDepthMask(GL_TRUE);
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glDisable(GL_BLEND);
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if (type == irr_driver->getShader(ES_NORMAL_MAP))
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drawNormalPass(mesh);
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else if (type == irr_driver->getShader(ES_OBJECTPASS_REF))
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@ -603,20 +523,38 @@ void STKMesh::draw(const GLMesh &mesh, video::E_MATERIAL_TYPE type)
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else if (type == irr_driver->getShader(ES_GRASS) || type == irr_driver->getShader(ES_GRASS_REF))
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drawGrassPass1(mesh);
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else
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drawFirstPass(mesh);
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drawObjectPass1(mesh);
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glStencilFunc(GL_ALWAYS, 1, ~0);
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irr_driver->getVideoDriver()->setRenderTarget(irr_driver->getMainSetup(), false, false);
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break;
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}
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case 1:
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if (type == irr_driver->getShader(ES_SPHERE_MAP))
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drawSphereMap(mesh);
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else if (type == irr_driver->getShader(ES_SPLATTING))
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drawSplatting(mesh);
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else if (type == irr_driver->getShader(ES_OBJECTPASS_REF))
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drawObjectRefPass2(mesh);
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else if (type == irr_driver->getShader(ES_GRASS) || type == irr_driver->getShader(ES_GRASS_REF))
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drawGrassPass2(mesh);
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else
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drawSecondPass(mesh);
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break;
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{
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irr_driver->getVideoDriver()->setRenderTarget(irr_driver->getRTT(RTT_COLOR), false, false);
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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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if (type == irr_driver->getShader(ES_SPHERE_MAP))
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drawSphereMap(mesh);
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else if (type == irr_driver->getShader(ES_SPLATTING))
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drawSplatting(mesh);
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else if (type == irr_driver->getShader(ES_OBJECTPASS_REF))
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drawObjectRefPass2(mesh);
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else if (type == irr_driver->getShader(ES_GRASS) || type == irr_driver->getShader(ES_GRASS_REF))
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drawGrassPass2(mesh);
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else
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drawObjectPass2(mesh);
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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break;
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}
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case 2:
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{
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ColorizeProvider * const cb = (ColorizeProvider *)irr_driver->getCallback(ES_COLORIZE);
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@ -29,7 +29,7 @@ protected:
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void draw(const GLMesh &mesh, video::E_MATERIAL_TYPE type);
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// Pass 1 shader (ie shaders that outputs normals and depth)
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void drawFirstPass(const GLMesh &mesh);
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void drawObjectPass1(const GLMesh &mesh);
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void drawNormalPass(const GLMesh &mesh);
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void drawObjectRefPass1(const GLMesh &mesh);
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void drawGrassPass1(const GLMesh &mesh);
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@ -37,9 +37,9 @@ protected:
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// Pass 2 shader (ie shaders that outputs final color)
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void drawSphereMap(const GLMesh &mesh);
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void drawSplatting(const GLMesh &mesh);
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void drawSecondPass(const GLMesh &mesh);
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void drawObjectPass2(const GLMesh &mesh);
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void drawObjectRefPass2(const GLMesh &mesh);
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void STKMesh::drawGrassPass2(const GLMesh &mesh);
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void drawGrassPass2(const GLMesh &mesh);
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// Pass 3 shader (glow)
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void drawGlow(const GLMesh &mesh, float r, float g, float b);
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