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https://github.com/lubosz/overte.git
synced 2025-08-07 18:01:15 +02:00
small cleanup
This commit is contained in:
parent
6572400d06
commit
d254db02dc
7 changed files with 1 additions and 39 deletions
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@ -48,7 +48,7 @@ struct Material {
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vec4 _keySpare3;
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vec4 _keySpare3;
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};
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};
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layout(binding=GRAPHICS_BUFFER_MATERIAL) uniform materialBuffer {
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layout(std140, binding=GRAPHICS_BUFFER_MATERIAL) uniform materialBuffer {
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Material _mat;
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Material _mat;
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TexMapArray _texMapArray;
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TexMapArray _texMapArray;
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};
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};
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@ -16,7 +16,6 @@
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#define GRAPHICS_BUFFER_SKINNING 0
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#define GRAPHICS_BUFFER_SKINNING 0
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#define GRAPHICS_BUFFER_MATERIAL 1
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#define GRAPHICS_BUFFER_MATERIAL 1
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#define GRAPHICS_BUFFER_TEXMAPARRAY 2
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#define GRAPHICS_BUFFER_KEY_LIGHT 4
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#define GRAPHICS_BUFFER_KEY_LIGHT 4
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#define GRAPHICS_BUFFER_LIGHT 5
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#define GRAPHICS_BUFFER_LIGHT 5
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#define GRAPHICS_BUFFER_AMBIENT_LIGHT 6
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#define GRAPHICS_BUFFER_AMBIENT_LIGHT 6
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@ -41,7 +40,6 @@ namespace buffer {
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enum Buffer {
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enum Buffer {
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Skinning = GRAPHICS_BUFFER_SKINNING,
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Skinning = GRAPHICS_BUFFER_SKINNING,
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Material = GRAPHICS_BUFFER_MATERIAL,
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Material = GRAPHICS_BUFFER_MATERIAL,
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TexMapArray = GRAPHICS_BUFFER_TEXMAPARRAY,
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Light = GRAPHICS_BUFFER_LIGHT,
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Light = GRAPHICS_BUFFER_LIGHT,
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KeyLight = GRAPHICS_BUFFER_KEY_LIGHT,
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KeyLight = GRAPHICS_BUFFER_KEY_LIGHT,
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AmbientLight = GRAPHICS_BUFFER_AMBIENT_LIGHT,
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AmbientLight = GRAPHICS_BUFFER_AMBIENT_LIGHT,
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@ -21,7 +21,6 @@ layout(location=3) out vec4 _fragColor3; // emissive
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// the alpha threshold
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// the alpha threshold
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const float alphaThreshold = 0.5;
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const float alphaThreshold = 0.5;
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// FIXME: is this correct?
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float evalOpaqueFinalAlpha(float alpha, float mapAlpha) {
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float evalOpaqueFinalAlpha(float alpha, float mapAlpha) {
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return mix(alpha, 1.0 - alpha, step(mapAlpha, alphaThreshold));
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return mix(alpha, 1.0 - alpha, step(mapAlpha, alphaThreshold));
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}
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}
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@ -201,31 +201,6 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip
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addPipeline(
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addPipeline(
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Key::Builder().withMaterial().withDeformed().withDualQuatSkinned().withTranslucent().withTangents().withFade(),
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Key::Builder().withMaterial().withDeformed().withDualQuatSkinned().withTranslucent().withTangents().withFade(),
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deformed_model_normal_map_translucent_fade_dq, batchSetter, itemSetter);
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deformed_model_normal_map_translucent_fade_dq, batchSetter, itemSetter);
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// Depth-only
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addPipeline(
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Key::Builder().withDepthOnly(),
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model_shadow, nullptr, nullptr);
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addPipeline(
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Key::Builder().withDeformed().withDepthOnly(),
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deformed_model_shadow, nullptr, nullptr);
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// Same thing but with Fade on
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addPipeline(
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Key::Builder().withDepthOnly().withFade(),
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model_shadow_fade, batchSetter, itemSetter);
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addPipeline(
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Key::Builder().withDeformed().withDepthOnly().withFade(),
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deformed_model_shadow_fade, batchSetter, itemSetter);
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// Now repeat for dual quaternion
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// Depth-only
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addPipeline(
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Key::Builder().withDeformed().withDualQuatSkinned().withDepthOnly(),
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deformed_model_shadow_dq, nullptr, nullptr);
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// Same thing but with Fade on
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addPipeline(
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Key::Builder().withDeformed().withDualQuatSkinned().withDepthOnly().withFade(),
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deformed_model_shadow_fade_dq, batchSetter, itemSetter);
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}
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}
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void initForwardPipelines(ShapePlumber& plumber) {
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void initForwardPipelines(ShapePlumber& plumber) {
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@ -31,7 +31,6 @@ layout(location=RENDER_UTILS_ATTR_NORMAL_WS) out vec3 _normalWS;
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layout(location=RENDER_UTILS_ATTR_COLOR) out vec4 _color;
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layout(location=RENDER_UTILS_ATTR_COLOR) out vec4 _color;
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void main(void) {
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void main(void) {
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vec4 deformedPosition = vec4(0.0, 0.0, 0.0, 0.0);
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vec4 deformedPosition = vec4(0.0, 0.0, 0.0, 0.0);
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vec3 deformedNormal = vec3(0.0, 0.0, 0.0);
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vec3 deformedNormal = vec3(0.0, 0.0, 0.0);
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evalMeshDeformer(inPosition, deformedPosition, inNormal.xyz, deformedNormal,
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evalMeshDeformer(inPosition, deformedPosition, inNormal.xyz, deformedNormal,
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@ -96,7 +96,6 @@ void ShapePlumber::addPipeline(const Filter& filter, const gpu::ShaderPointer& p
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locations->lightingModelBufferUnit = program->getUniformBuffers().isValid(render_utils::slot::buffer::LightModel);
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locations->lightingModelBufferUnit = program->getUniformBuffers().isValid(render_utils::slot::buffer::LightModel);
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locations->skinClusterBufferUnit = program->getUniformBuffers().isValid(graphics::slot::buffer::Skinning);
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locations->skinClusterBufferUnit = program->getUniformBuffers().isValid(graphics::slot::buffer::Skinning);
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locations->materialBufferUnit = program->getUniformBuffers().isValid(graphics::slot::buffer::Material);
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locations->materialBufferUnit = program->getUniformBuffers().isValid(graphics::slot::buffer::Material);
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locations->texMapArrayBufferUnit = program->getUniformBuffers().isValid(graphics::slot::buffer::TexMapArray);
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locations->keyLightBufferUnit = program->getUniformBuffers().isValid(graphics::slot::buffer::KeyLight);
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locations->keyLightBufferUnit = program->getUniformBuffers().isValid(graphics::slot::buffer::KeyLight);
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locations->lightBufferUnit = program->getUniformBuffers().isValid(graphics::slot::buffer::Light);
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locations->lightBufferUnit = program->getUniformBuffers().isValid(graphics::slot::buffer::Light);
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locations->lightAmbientBufferUnit = program->getUniformBuffers().isValid(graphics::slot::buffer::AmbientLight);
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locations->lightAmbientBufferUnit = program->getUniformBuffers().isValid(graphics::slot::buffer::AmbientLight);
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@ -32,7 +32,6 @@ public:
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UNLIT,
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UNLIT,
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DEFORMED,
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DEFORMED,
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DUAL_QUAT_SKINNED,
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DUAL_QUAT_SKINNED,
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DEPTH_ONLY,
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DEPTH_BIAS,
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DEPTH_BIAS,
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WIREFRAME,
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WIREFRAME,
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NO_CULL_FACE,
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NO_CULL_FACE,
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@ -80,7 +79,6 @@ public:
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Builder& withUnlit() { _flags.set(UNLIT); return (*this); }
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Builder& withUnlit() { _flags.set(UNLIT); return (*this); }
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Builder& withDeformed() { _flags.set(DEFORMED); return (*this); }
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Builder& withDeformed() { _flags.set(DEFORMED); return (*this); }
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Builder& withDualQuatSkinned() { _flags.set(DUAL_QUAT_SKINNED); return (*this); }
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Builder& withDualQuatSkinned() { _flags.set(DUAL_QUAT_SKINNED); return (*this); }
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Builder& withDepthOnly() { _flags.set(DEPTH_ONLY); return (*this); }
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Builder& withDepthBias() { _flags.set(DEPTH_BIAS); return (*this); }
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Builder& withDepthBias() { _flags.set(DEPTH_BIAS); return (*this); }
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Builder& withWireframe() { _flags.set(WIREFRAME); return (*this); }
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Builder& withWireframe() { _flags.set(WIREFRAME); return (*this); }
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Builder& withoutCullFace() { _flags.set(NO_CULL_FACE); return (*this); }
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Builder& withoutCullFace() { _flags.set(NO_CULL_FACE); return (*this); }
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@ -133,9 +131,6 @@ public:
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Builder& withDualQuatSkinned() { _flags.set(DUAL_QUAT_SKINNED); _mask.set(DUAL_QUAT_SKINNED); return (*this); }
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Builder& withDualQuatSkinned() { _flags.set(DUAL_QUAT_SKINNED); _mask.set(DUAL_QUAT_SKINNED); return (*this); }
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Builder& withoutDualQuatSkinned() { _flags.reset(DUAL_QUAT_SKINNED); _mask.set(DUAL_QUAT_SKINNED); return (*this); }
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Builder& withoutDualQuatSkinned() { _flags.reset(DUAL_QUAT_SKINNED); _mask.set(DUAL_QUAT_SKINNED); return (*this); }
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Builder& withDepthOnly() { _flags.set(DEPTH_ONLY); _mask.set(DEPTH_ONLY); return (*this); }
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Builder& withoutDepthOnly() { _flags.reset(DEPTH_ONLY); _mask.set(DEPTH_ONLY); return (*this); }
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Builder& withDepthBias() { _flags.set(DEPTH_BIAS); _mask.set(DEPTH_BIAS); return (*this); }
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Builder& withDepthBias() { _flags.set(DEPTH_BIAS); _mask.set(DEPTH_BIAS); return (*this); }
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Builder& withoutDepthBias() { _flags.reset(DEPTH_BIAS); _mask.set(DEPTH_BIAS); return (*this); }
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Builder& withoutDepthBias() { _flags.reset(DEPTH_BIAS); _mask.set(DEPTH_BIAS); return (*this); }
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@ -171,7 +166,6 @@ public:
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bool isTranslucent() const { return _flags[TRANSLUCENT]; }
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bool isTranslucent() const { return _flags[TRANSLUCENT]; }
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bool isDeformed() const { return _flags[DEFORMED]; }
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bool isDeformed() const { return _flags[DEFORMED]; }
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bool isDualQuatSkinned() const { return _flags[DUAL_QUAT_SKINNED]; }
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bool isDualQuatSkinned() const { return _flags[DUAL_QUAT_SKINNED]; }
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bool isDepthOnly() const { return _flags[DEPTH_ONLY]; }
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bool isDepthBiased() const { return _flags[DEPTH_BIAS]; }
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bool isDepthBiased() const { return _flags[DEPTH_BIAS]; }
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bool isWireframe() const { return _flags[WIREFRAME]; }
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bool isWireframe() const { return _flags[WIREFRAME]; }
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bool isCullFace() const { return !_flags[NO_CULL_FACE]; }
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bool isCullFace() const { return !_flags[NO_CULL_FACE]; }
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@ -211,7 +205,6 @@ inline QDebug operator<<(QDebug debug, const ShapeKey& key) {
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<< "isTranslucent:" << key.isTranslucent()
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<< "isTranslucent:" << key.isTranslucent()
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<< "isDeformed:" << key.isDeformed()
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<< "isDeformed:" << key.isDeformed()
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<< "isDualQuatSkinned:" << key.isDualQuatSkinned()
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<< "isDualQuatSkinned:" << key.isDualQuatSkinned()
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<< "isDepthOnly:" << key.isDepthOnly()
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<< "isDepthBiased:" << key.isDepthBiased()
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<< "isDepthBiased:" << key.isDepthBiased()
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<< "isWireframe:" << key.isWireframe()
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<< "isWireframe:" << key.isWireframe()
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<< "isCullFace:" << key.isCullFace()
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<< "isCullFace:" << key.isCullFace()
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@ -239,7 +232,6 @@ public:
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bool lightingModelBufferUnit{ false };
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bool lightingModelBufferUnit{ false };
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bool skinClusterBufferUnit{ false };
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bool skinClusterBufferUnit{ false };
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bool materialBufferUnit{ false };
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bool materialBufferUnit{ false };
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bool texMapArrayBufferUnit{ false };
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bool keyLightBufferUnit{ false };
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bool keyLightBufferUnit{ false };
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bool lightBufferUnit{ false };
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bool lightBufferUnit{ false };
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bool lightAmbientBufferUnit{ false };
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bool lightAmbientBufferUnit{ false };
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