Re-fix clang fixes so that it works on other compilers too

This commit is contained in:
Marianne Gagnon
2014-07-16 20:02:52 -04:00
parent 8483613a4e
commit e6fd365685

View File

@@ -111,12 +111,12 @@ void IrrDriver::renderSolidFirstPass()
{
ScopedGPUTimer Timer(getGPUTimer(Q_SOLID_PASS1));
renderMeshes1stPass<MeshShader::ObjectPass1Shader, video::EVT_STANDARD>(std::vector<GLuint>({ MeshShader::ObjectPass1Shader::getInstance<MeshShader::ObjectPass1Shader>()->TU_tex }), ListDefaultStandardG::Arguments);
renderMeshes1stPass<MeshShader::ObjectPass1Shader, video::EVT_2TCOORDS>(std::vector<GLuint>({ MeshShader::ObjectPass1Shader::getInstance<MeshShader::ObjectPass1Shader>()->TU_tex }), ListDefault2TCoordG::Arguments);
renderMeshes1stPass<MeshShader::ObjectRefPass1Shader, video::EVT_STANDARD>(std::vector<GLuint>({ MeshShader::ObjectRefPass1Shader::getInstance<MeshShader::ObjectRefPass1Shader>()->TU_tex }), ListAlphaRefG::Arguments);
renderMeshes1stPass<MeshShader::NormalMapShader, video::EVT_TANGENTS>(std::vector<GLuint>({ MeshShader::NormalMapShader::getInstance<MeshShader::NormalMapShader>()->TU_glossy,
MeshShader::NormalMapShader::getInstance<MeshShader::NormalMapShader>()->TU_normalmap }), ListNormalG::Arguments);
renderMeshes1stPass<MeshShader::GrassPass1Shader, video::EVT_STANDARD>(std::vector<GLuint>({ MeshShader::GrassPass1Shader::getInstance<MeshShader::GrassPass1Shader>()->TU_tex }), ListGrassG::Arguments);
renderMeshes1stPass<MeshShader::ObjectPass1Shader, video::EVT_STANDARD>(std::vector<GLuint>{ MeshShader::ObjectPass1Shader::getInstance<MeshShader::ObjectPass1Shader>()->TU_tex }, ListDefaultStandardG::Arguments);
renderMeshes1stPass<MeshShader::ObjectPass1Shader, video::EVT_2TCOORDS>(std::vector<GLuint>{ MeshShader::ObjectPass1Shader::getInstance<MeshShader::ObjectPass1Shader>()->TU_tex }, ListDefault2TCoordG::Arguments);
renderMeshes1stPass<MeshShader::ObjectRefPass1Shader, video::EVT_STANDARD>(std::vector<GLuint>{ MeshShader::ObjectRefPass1Shader::getInstance<MeshShader::ObjectRefPass1Shader>()->TU_tex }, ListAlphaRefG::Arguments);
renderMeshes1stPass<MeshShader::NormalMapShader, video::EVT_TANGENTS>(std::vector<GLuint>{ MeshShader::NormalMapShader::getInstance<MeshShader::NormalMapShader>()->TU_glossy,
MeshShader::NormalMapShader::getInstance<MeshShader::NormalMapShader>()->TU_normalmap }, ListNormalG::Arguments);
renderMeshes1stPass<MeshShader::GrassPass1Shader, video::EVT_STANDARD>(std::vector<GLuint>{ MeshShader::GrassPass1Shader::getInstance<MeshShader::GrassPass1Shader>()->TU_tex }, ListGrassG::Arguments);
}
}
@@ -196,12 +196,12 @@ void IrrDriver::renderSolidSecondPass()
m_scene_manager->drawAll(scene::ESNRP_SOLID);
renderMeshes2ndPass<MeshShader::ObjectPass2Shader, video::EVT_STANDARD>(MeshShader::ObjectPass2ShaderInstance, std::vector<GLuint>({ MeshShader::ObjectPass2ShaderInstance->TU_Albedo }), ListDefaultStandardSM::Arguments);
renderMeshes2ndPass<MeshShader::ObjectPass2Shader, video::EVT_TANGENTS>(MeshShader::ObjectPass2ShaderInstance, std::vector<GLuint>({ MeshShader::ObjectPass2ShaderInstance->TU_Albedo }), ListDefaultTangentSM::Arguments);
renderMeshes2ndPass<MeshShader::ObjectRefPass2Shader, video::EVT_STANDARD>(MeshShader::ObjectRefPass2ShaderInstance, std::vector<GLuint>({ MeshShader::ObjectRefPass2ShaderInstance->TU_Albedo }), ListAlphaRefSM::Arguments);
renderMeshes2ndPass<MeshShader::SphereMapShader, video::EVT_STANDARD>(MeshShader::SphereMapShaderInstance, std::vector<GLuint>({ MeshShader::SphereMapShaderInstance->TU_tex }), ListSphereMapSM::Arguments);
renderMeshes2ndPass<MeshShader::ObjectUnlitShader, video::EVT_STANDARD>(MeshShader::ObjectUnlitShaderInstance, std::vector<GLuint>({ MeshShader::ObjectUnlitShaderInstance->TU_tex }), ListUnlitSM::Arguments);
renderMeshes2ndPass<MeshShader::DetailledObjectPass2Shader, video::EVT_2TCOORDS>(MeshShader::DetailledObjectPass2ShaderInstance, std::vector<GLuint>({ MeshShader::DetailledObjectPass2ShaderInstance->TU_Albedo, MeshShader::DetailledObjectPass2ShaderInstance->TU_detail }), ListDetailSM::Arguments);
renderMeshes2ndPass<MeshShader::ObjectPass2Shader, video::EVT_STANDARD>(MeshShader::ObjectPass2ShaderInstance, std::vector<GLuint>{ MeshShader::ObjectPass2ShaderInstance->TU_Albedo }, ListDefaultStandardSM::Arguments);
renderMeshes2ndPass<MeshShader::ObjectPass2Shader, video::EVT_TANGENTS>(MeshShader::ObjectPass2ShaderInstance, std::vector<GLuint>{ MeshShader::ObjectPass2ShaderInstance->TU_Albedo }, ListDefaultTangentSM::Arguments);
renderMeshes2ndPass<MeshShader::ObjectRefPass2Shader, video::EVT_STANDARD>(MeshShader::ObjectRefPass2ShaderInstance, std::vector<GLuint>{ MeshShader::ObjectRefPass2ShaderInstance->TU_Albedo }, ListAlphaRefSM::Arguments);
renderMeshes2ndPass<MeshShader::SphereMapShader, video::EVT_STANDARD>(MeshShader::SphereMapShaderInstance, std::vector<GLuint>{ MeshShader::SphereMapShaderInstance->TU_tex }, ListSphereMapSM::Arguments);
renderMeshes2ndPass<MeshShader::ObjectUnlitShader, video::EVT_STANDARD>(MeshShader::ObjectUnlitShaderInstance, std::vector<GLuint>{ MeshShader::ObjectUnlitShaderInstance->TU_tex }, ListUnlitSM::Arguments);
renderMeshes2ndPass<MeshShader::DetailledObjectPass2Shader, video::EVT_2TCOORDS>(MeshShader::DetailledObjectPass2ShaderInstance, std::vector<GLuint>{ MeshShader::DetailledObjectPass2ShaderInstance->TU_Albedo, MeshShader::DetailledObjectPass2ShaderInstance->TU_detail }, ListDetailSM::Arguments);
std::vector<GLuint> v;
v.push_back(8);
v.push_back(MeshShader::SplattingShaderInstance->TU_tex_layout);
@@ -211,7 +211,7 @@ void IrrDriver::renderSolidSecondPass()
v.push_back(MeshShader::SplattingShaderInstance->TU_tex_detail3);
renderMeshes2ndPass<MeshShader::SplattingShader, video::EVT_2TCOORDS>(MeshShader::SplattingShaderInstance, v,
ListSplattingSM::Arguments);
renderMeshes2ndPass<MeshShader::GrassPass2Shader, video::EVT_STANDARD>(MeshShader::GrassPass2ShaderInstance, std::vector<GLuint>({ MeshShader::GrassPass2ShaderInstance->TU_Albedo }), ListGrassSM::Arguments);
renderMeshes2ndPass<MeshShader::GrassPass2Shader, video::EVT_STANDARD>(MeshShader::GrassPass2ShaderInstance, std::vector<GLuint>{ MeshShader::GrassPass2ShaderInstance->TU_Albedo }, ListGrassSM::Arguments);
}
}
@@ -238,16 +238,16 @@ void IrrDriver::renderTransparent()
if (World::getWorld() && World::getWorld()->isFogEnabled())
{
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
renderMeshes2ndPass<MeshShader::TransparentFogShader, video::EVT_STANDARD>(MeshShader::TransparentFogShaderInstance, std::vector<GLuint>({ MeshShader::TransparentFogShaderInstance->TU_tex }), ListBlendTransparentFog::Arguments);
renderMeshes2ndPass<MeshShader::TransparentFogShader, video::EVT_STANDARD>(MeshShader::TransparentFogShaderInstance, std::vector<GLuint>{ MeshShader::TransparentFogShaderInstance->TU_tex }, ListBlendTransparentFog::Arguments);
glBlendFunc(GL_ONE, GL_ONE);
renderMeshes2ndPass<MeshShader::TransparentFogShader, video::EVT_STANDARD>(MeshShader::TransparentFogShaderInstance, std::vector<GLuint>({ MeshShader::TransparentFogShaderInstance->TU_tex }), ListAdditiveTransparentFog::Arguments);
renderMeshes2ndPass<MeshShader::TransparentFogShader, video::EVT_STANDARD>(MeshShader::TransparentFogShaderInstance, std::vector<GLuint>{ MeshShader::TransparentFogShaderInstance->TU_tex }, ListAdditiveTransparentFog::Arguments);
}
else
{
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
renderMeshes2ndPass<MeshShader::TransparentShader, video::EVT_STANDARD>(MeshShader::TransparentShaderInstance, std::vector<GLuint>({ MeshShader::TransparentShaderInstance->TU_tex }), ListBlendTransparent::Arguments);
renderMeshes2ndPass<MeshShader::TransparentShader, video::EVT_STANDARD>(MeshShader::TransparentShaderInstance, std::vector<GLuint>{ MeshShader::TransparentShaderInstance->TU_tex }, ListBlendTransparent::Arguments);
glBlendFunc(GL_ONE, GL_ONE);
renderMeshes2ndPass<MeshShader::TransparentShader, video::EVT_STANDARD>(MeshShader::TransparentShaderInstance, std::vector<GLuint>({ MeshShader::TransparentShaderInstance->TU_tex }), ListAdditiveTransparent::Arguments);
renderMeshes2ndPass<MeshShader::TransparentShader, video::EVT_STANDARD>(MeshShader::TransparentShaderInstance, std::vector<GLuint>{ MeshShader::TransparentShaderInstance->TU_tex }, ListAdditiveTransparent::Arguments);
}
if (!UserConfigParams::m_dynamic_lights)
@@ -408,8 +408,8 @@ void IrrDriver::renderShadows()
drawShadow<MeshShader::ShadowShader, EVT_STANDARD>(MeshShader::ShadowShaderInstance, std::vector<GLuint>(), ListDefaultStandardG::Arguments);
drawShadow<MeshShader::ShadowShader, EVT_2TCOORDS>(MeshShader::ShadowShaderInstance, std::vector<GLuint>(), ListDefault2TCoordG::Arguments);
drawShadow<MeshShader::ShadowShader, EVT_TANGENTS>(MeshShader::ShadowShaderInstance, std::vector<GLuint>(), ListNormalG::Arguments);
drawShadow<MeshShader::RefShadowShader, EVT_STANDARD>(MeshShader::RefShadowShaderInstance, std::vector<GLuint>({ MeshShader::RefShadowShaderInstance->TU_tex }), ListAlphaRefG::Arguments);
drawShadowGrass(std::vector<GLuint>({ MeshShader::GrassShadowShaderInstance->TU_tex }), ListGrassG::Arguments);
drawShadow<MeshShader::RefShadowShader, EVT_STANDARD>(MeshShader::RefShadowShaderInstance, std::vector<GLuint>{ MeshShader::RefShadowShaderInstance->TU_tex }, ListAlphaRefG::Arguments);
drawShadowGrass(std::vector<GLuint>{ MeshShader::GrassShadowShaderInstance->TU_tex }, ListGrassG::Arguments);
glDisable(GL_POLYGON_OFFSET_FILL);
@@ -419,6 +419,6 @@ void IrrDriver::renderShadows()
m_rtts->getRSM().Bind();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
drawRSM<EVT_STANDARD>(rsm_matrix, std::vector<GLuint>({ MeshShader::RSMShader::TU_tex }), ListDefaultStandardG::Arguments);
drawRSM<EVT_2TCOORDS>(rsm_matrix, std::vector<GLuint>({ MeshShader::RSMShader::TU_tex }), ListDefault2TCoordG::Arguments);
drawRSM<EVT_STANDARD>(rsm_matrix, std::vector<GLuint>{ MeshShader::RSMShader::TU_tex }, ListDefaultStandardG::Arguments);
drawRSM<EVT_2TCOORDS>(rsm_matrix, std::vector<GLuint>{ MeshShader::RSMShader::TU_tex }, ListDefault2TCoordG::Arguments);
}