LightPrepass: Disable light on non stkmeshes

This commit is contained in:
Vincent Lejeune 2014-01-23 20:05:35 +01:00
parent 4ebb0ee8d8
commit f60af23ecd
2 changed files with 0 additions and 14 deletions

View File

@ -195,13 +195,7 @@ void IrrDriver::renderGLSL(float dt)
PROFILER_PUSH_CPU_MARKER("- Solid Pass 1", 0xFF, 0x00, 0x00);
m_renderpass = scene::ESNRP_CAMERA | scene::ESNRP_SOLID;
irr_driver->setPhase(0);
glClear(GL_STENCIL_BUFFER_BIT);
glStencilFunc(GL_ALWAYS, 1, ~0);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glEnable(GL_STENCIL_TEST);
m_scene_manager->drawAll(m_renderpass);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glDisable(GL_STENCIL_TEST);
irr_driver->setProjMatrix(irr_driver->getVideoDriver()->getTransform(video::ETS_PROJECTION));
irr_driver->setViewMatrix(irr_driver->getVideoDriver()->getTransform(video::ETS_VIEW));
irr_driver->genProjViewMatrix();
@ -233,11 +227,7 @@ void IrrDriver::renderGLSL(float dt)
PROFILER_PUSH_CPU_MARKER("- Solid Pass 2", 0x00, 0x00, 0xFF);
irr_driver->setPhase(1);
m_renderpass = scene::ESNRP_CAMERA | scene::ESNRP_SOLID;
glStencilFunc(GL_EQUAL, 0, ~0);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glEnable(GL_STENCIL_TEST);
m_scene_manager->drawAll(m_renderpass);
glDisable(GL_STENCIL_TEST);
PROFILER_POP_CPU_MARKER();
@ -818,8 +808,6 @@ void IrrDriver::renderLights(const core::aabbox3df& cambox,
m_post_processing->renderGaussian6Blur(irr_driver->getRTT(RTT_SSAO), irr_driver->getRTT(RTT_TMP4), 1.f / UserConfigParams::m_width, 1.f / UserConfigParams::m_height);
m_video_driver->setRenderTarget(m_rtts->getRTT(RTT_COLOR), false, false);
if (!m_mipviz)
m_post_processing->renderLightbBlend(m_rtts->getRTT(RTT_TMP1), m_rtts->getRTT(RTT_TMP2), m_rtts->getRTT(RTT_SSAO), m_rtts->getRTT(RTT_SPECULARMAP), m_lightviz);
}
// ----------------------------------------------------------------------------

View File

@ -568,7 +568,6 @@ void STKMesh::drawSolid(const GLMesh &mesh, video::E_MATERIAL_TYPE type)
{
irr_driver->getVideoDriver()->setRenderTarget(irr_driver->getRTT(RTT_NORMAL_AND_DEPTH), false, false);
glStencilFunc(GL_ALWAYS, 0, ~0);
glEnable(GL_DEPTH_TEST);
glDisable(GL_ALPHA_TEST);
glDepthMask(GL_TRUE);
@ -582,7 +581,6 @@ void STKMesh::drawSolid(const GLMesh &mesh, video::E_MATERIAL_TYPE type)
drawGrassPass1(mesh);
else
drawObjectPass1(mesh);
glStencilFunc(GL_ALWAYS, 1, ~0);
irr_driver->getVideoDriver()->setRenderTarget(irr_driver->getMainSetup(), false, false);
break;
}