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Merge pull request #5343 from samcake/daft
Clearing Model.cpp from naked gl call references
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commit
b276804e4f
2 changed files with 6 additions and 27 deletions
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@ -55,10 +55,6 @@
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#include "model_lightmap_specular_map_frag.h"
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#include "model_translucent_frag.h"
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#define GLBATCH( call ) batch._##call
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//#define GLBATCH( call ) call
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using namespace std;
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static int modelPointerTypeId = qRegisterMetaType<QPointer<Model> >();
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@ -1850,22 +1846,6 @@ void Model::deleteGeometry() {
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_blendedBlendshapeCoefficients.clear();
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}
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void Model::setupBatchTransform(gpu::Batch& batch, RenderArgs* args) {
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// Capture the view matrix once for the rendering of this model
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if (_transforms.empty()) {
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_transforms.push_back(Transform());
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}
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// We should be able to use the Frustum viewpoint onstead of the "viewTransform"
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// but it s still buggy in some cases, so let's s wait and fix it...
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_transforms[0] = _viewState->getViewTransform();
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_transforms[0].preTranslate(-_translation);
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batch.setViewTransform(_transforms[0]);
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}
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AABox Model::getPartBounds(int meshIndex, int partIndex) {
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if (meshIndex < _meshStates.size()) {
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@ -2000,7 +1980,7 @@ void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool tran
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}
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if (isSkinned) {
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GLBATCH(glUniformMatrix4fv)(locations->clusterMatrices, state.clusterMatrices.size(), false,
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batch._glUniformMatrix4fv(locations->clusterMatrices, state.clusterMatrices.size(), false,
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(const float*)state.clusterMatrices.constData());
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_transforms[0] = Transform();
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_transforms[0].preTranslate(_translation);
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@ -2021,7 +2001,7 @@ void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool tran
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}
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if (mesh.colors.isEmpty()) {
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GLBATCH(glColor4f)(1.0f, 1.0f, 1.0f, 1.0f);
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batch._glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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}
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// guard against partially loaded meshes
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@ -2077,7 +2057,7 @@ void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool tran
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if (!part.emissiveTexture.transform.isIdentity()) {
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part.emissiveTexture.transform.getMatrix(texcoordTransform[1]);
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}
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GLBATCH(glUniformMatrix4fv)(locations->texcoordMatrices, 2, false, (const float*) &texcoordTransform);
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batch._glUniformMatrix4fv(locations->texcoordMatrices, 2, false, (const float*) &texcoordTransform);
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}
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if (!mesh.tangents.isEmpty()) {
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@ -2102,7 +2082,7 @@ void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool tran
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// assert(locations->emissiveParams >= 0); // we should have the emissiveParams defined in the shader
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float emissiveOffset = part.emissiveParams.x;
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float emissiveScale = part.emissiveParams.y;
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GLBATCH(glUniform2f)(locations->emissiveParams, emissiveOffset, emissiveScale);
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batch._glUniform2f(locations->emissiveParams, emissiveOffset, emissiveScale);
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NetworkTexture* emissiveMap = networkPart.emissiveTexture.data();
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batch.setResourceTexture(locations->emissiveTextureUnit, (!emissiveMap || !emissiveMap->isLoaded()) ?
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@ -2210,12 +2190,12 @@ void Model::pickPrograms(gpu::Batch& batch, RenderMode mode, bool translucent, f
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batch.setPipeline((*pipeline).second._pipeline);
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if ((locations->alphaThreshold > -1) && (mode != RenderArgs::SHADOW_RENDER_MODE)) {
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GLBATCH(glUniform1f)(locations->alphaThreshold, alphaThreshold);
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batch._glUniform1f(locations->alphaThreshold, alphaThreshold);
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}
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if ((locations->glowIntensity > -1) && (mode != RenderArgs::SHADOW_RENDER_MODE)) {
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const float DEFAULT_GLOW_INTENSITY = 1.0f; // FIXME - glow is removed
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GLBATCH(glUniform1f)(locations->glowIntensity, DEFAULT_GLOW_INTENSITY);
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batch._glUniform1f(locations->glowIntensity, DEFAULT_GLOW_INTENSITY);
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}
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}
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@ -407,7 +407,6 @@ private:
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// helper functions used by render() or renderInScene()
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void setupBatchTransform(gpu::Batch& batch, RenderArgs* args);
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static void pickPrograms(gpu::Batch& batch, RenderArgs::RenderMode mode, bool translucent, float alphaThreshold,
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bool hasLightmap, bool hasTangents, bool hasSpecular, bool isSkinned, bool isWireframe, RenderArgs* args,
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Locations*& locations);
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