Removed remaining hardcoded shader directories.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@12537 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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@ -15,8 +15,11 @@
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#include "graphics/irr_driver.hpp"
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#include "graphics/hardware_skinning.hpp"
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#include "graphics/irr_driver.hpp"
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#include "io/file_manager.hpp"
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#include <IAnimatedMeshSceneNode.h>
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#include <IAnimatedMesh.h>
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#include <ISkinnedMesh.h>
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@ -36,16 +39,11 @@ void HardwareSkinning::prepareNode(scene::IAnimatedMeshSceneNode *node)
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// Compile the shaders and associate the callback
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s32 material_type = gpu->addHighLevelShaderMaterialFromFiles(
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"../data/shaders/skinning.vert", "main", video::EVST_VS_2_0,
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"", "main", video::EPST_PS_2_0,
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callback, video::EMT_SOLID);
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/*s32 material_type = gpu->addHighLevelShaderMaterialFromFiles(
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"../data/shaders/skinning.vert", "main", video::EVST_VS_2_0,
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"../data/shaders/skinning.frag", "main", video::EPST_PS_2_0,
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callback, video::EMT_SOLID);
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*/
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(file_manager->getShaderDir()+"skinning.vert").c_str(),
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"main", video::EVST_VS_2_0, "",
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"main", video::EPST_PS_2_0,
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callback, video::EMT_SOLID);
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// Drop
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callback->drop();
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@ -912,16 +912,11 @@ void Material::setMaterialProperties(video::SMaterial *m, scene::IMeshBuffer* m
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IGPUProgrammingServices* gpu =
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irr_driver->getVideoDriver()->getGPUProgrammingServices();
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s32 material_type = gpu->addHighLevelShaderMaterialFromFiles(
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(file_manager->getDataDir() +
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"shaders/spheremap.vert").c_str(),
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"main",
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video::EVST_VS_2_0,
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(file_manager->getDataDir() +
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"shaders/spheremap.frag").c_str(),
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"main",
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video::EPST_PS_2_0,
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m_shaders[SPHERE_MAP],
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video::EMT_SOLID_2_LAYER );
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(file_manager->getShaderDir() + "spheremap.vert").c_str(),
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"main", video::EVST_VS_2_0,
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(file_manager->getShaderDir() + "spheremap.frag").c_str(),
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"main", video::EPST_PS_2_0,
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m_shaders[SPHERE_MAP], video::EMT_SOLID_2_LAYER );
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m->MaterialType = (E_MATERIAL_TYPE)material_type;
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}
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else
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@ -1020,21 +1015,20 @@ void Material::setMaterialProperties(video::SMaterial *m, scene::IMeshBuffer* m
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}
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}
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const char* vertex_shader = "shaders/normalmap.vert";
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const char* pixel_shader = "shaders/normalmap.frag";
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const char* vertex_shader = "normalmap.vert";
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const char* pixel_shader = "normalmap.frag";
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// Material and shaders
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IGPUProgrammingServices* gpu =
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video_driver->getGPUProgrammingServices();
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s32 material_type = gpu->addHighLevelShaderMaterialFromFiles(
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(file_manager->getDataDir() + vertex_shader).c_str(),
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"main",
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video::EVST_VS_2_0,
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(file_manager->getDataDir() + pixel_shader).c_str(),
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"main",
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video::EPST_PS_2_0,
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m_shaders[with_lightmap ? NORMAL_MAP_WITH_LIGHTMAP : NORMAL_MAP],
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video::EMT_SOLID_2_LAYER );
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(file_manager->getShaderDir() + vertex_shader).c_str(),
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"main", video::EVST_VS_2_0,
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(file_manager->getShaderDir() + pixel_shader).c_str(),
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"main", video::EPST_PS_2_0,
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m_shaders[with_lightmap ? NORMAL_MAP_WITH_LIGHTMAP
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: NORMAL_MAP],
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video::EMT_SOLID_2_LAYER );
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m->MaterialType = (E_MATERIAL_TYPE)material_type;
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m->Lighting = false;
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m->ZWriteEnable = true;
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@ -1092,16 +1086,11 @@ void Material::setMaterialProperties(video::SMaterial *m, scene::IMeshBuffer* m
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IGPUProgrammingServices* gpu =
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irr_driver->getVideoDriver()->getGPUProgrammingServices();
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s32 material_type = gpu->addHighLevelShaderMaterialFromFiles(
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(file_manager->getDataDir() +
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"shaders/splatting.vert").c_str(),
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"main",
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video::EVST_VS_2_0,
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(file_manager->getDataDir() +
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"shaders/splatting.frag").c_str(),
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"main",
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video::EPST_PS_2_0,
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m_shaders[SPLATTING],
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video::EMT_SOLID_2_LAYER );
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(file_manager->getShaderDir() + "splatting.vert").c_str(),
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"main",video::EVST_VS_2_0,
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(file_manager->getShaderDir() + "splatting.frag").c_str(),
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"main",video::EPST_PS_2_0,
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m_shaders[SPLATTING], video::EMT_SOLID_2_LAYER );
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m->MaterialType = (E_MATERIAL_TYPE)material_type;
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}
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@ -1120,17 +1109,13 @@ void Material::setMaterialProperties(video::SMaterial *m, scene::IMeshBuffer* m
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// Material and shaders
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IGPUProgrammingServices* gpu = video_driver->getGPUProgrammingServices();
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s32 material_type = gpu->addHighLevelShaderMaterialFromFiles(
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(file_manager->getDataDir() + "shaders/bubble.vert").c_str(),
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"main",
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video::EVST_VS_2_0,
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(file_manager->getDataDir() + "shaders/bubble.frag").c_str(),
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"main",
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video::EPST_PS_2_0,
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m_bubble_provider[mb],
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(m_alpha_blending ?
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video::EMT_TRANSPARENT_ALPHA_CHANNEL :
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video::EMT_SOLID)
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);
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(file_manager->getShaderDir() + "bubble.vert").c_str(),
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"main", video::EVST_VS_2_0,
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(file_manager->getShaderDir() + "bubble.frag").c_str(),
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"main", video::EPST_PS_2_0,
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m_bubble_provider[mb],
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(m_alpha_blending ? video::EMT_TRANSPARENT_ALPHA_CHANNEL
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: video::EMT_SOLID) );
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m->MaterialType = (E_MATERIAL_TYPE)material_type;
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// alpha blending and bubble shading can work together so when both are enabled
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@ -1160,8 +1145,8 @@ void Material::setMaterialProperties(video::SMaterial *m, scene::IMeshBuffer* m
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m->setTexture(2, irr_driver->getTexture(file_manager->getTextureFile("waternormals2.jpg")));
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bool fog = World::getWorld()->getTrack()->isFogEnabled();
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const char* vertex_shader = (fog ? "shaders/water_fog.vert" : "shaders/water.vert");
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const char* pixel_shader = (fog ? "shaders/water_fog.frag" : "shaders/water.frag");
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const char* vertex_shader = (fog ? "water_fog.vert" : "water.vert");
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const char* pixel_shader = (fog ? "water_fog.frag" : "water.frag");
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((WaterShaderProvider*)m_shaders[WATER_SHADER])->enableFog(fog);
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@ -1169,14 +1154,12 @@ void Material::setMaterialProperties(video::SMaterial *m, scene::IMeshBuffer* m
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IGPUProgrammingServices* gpu =
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irr_driver->getVideoDriver()->getGPUProgrammingServices();
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s32 material_type = gpu->addHighLevelShaderMaterialFromFiles(
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(file_manager->getDataDir() + vertex_shader).c_str(),
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"main",
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video::EVST_VS_2_0,
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(file_manager->getDataDir() + pixel_shader).c_str(),
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"main",
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video::EPST_PS_2_0,
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m_shaders[WATER_SHADER],
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video::EMT_SOLID_2_LAYER );
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(file_manager->getShaderDir() + vertex_shader).c_str(),
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"main", video::EVST_VS_2_0,
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(file_manager->getShaderDir() + pixel_shader ).c_str(),
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"main", video::EPST_PS_2_0,
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m_shaders[WATER_SHADER],
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video::EMT_SOLID_2_LAYER );
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m->MaterialType = (E_MATERIAL_TYPE)material_type;
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}
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modes++;
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