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https://github.com/overte-org/overte.git
synced 2025-04-20 18:44:01 +02:00
remove stray control-Ms
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parent
08c3fa6363
commit
a180eadc91
1 changed files with 114 additions and 114 deletions
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@ -198,51 +198,51 @@ void Model::initProgram(ProgramObject& program, Model::Locations& locations, boo
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locations.emissiveTextureUnit = -1;
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}
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// bindable uniform version
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#if defined(Q_OS_MAC)
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loc = program.uniformLocation("materialBuffer");
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if (loc >= 0) {
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locations.materialBufferUnit = loc;
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} else {
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locations.materialBufferUnit = -1;
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}
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#elif defined(Q_OS_WIN)
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loc = glGetUniformBlockIndex(program.programId(), "materialBuffer");
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if (loc >= 0) {
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glUniformBlockBinding(program.programId(), loc, 1);
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locations.materialBufferUnit = 1;
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} else {
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locations.materialBufferUnit = -1;
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}
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#else
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loc = program.uniformLocation("materialBuffer");
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if (loc >= 0) {
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locations.materialBufferUnit = loc;
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} else {
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locations.materialBufferUnit = -1;
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}
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#endif
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#if defined(Q_OS_WIN)
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loc = glGetUniformBlockIndex(program.programId(), "transformObjectBuffer");
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if (loc >= 0) {
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glUniformBlockBinding(program.programId(), loc, gpu::TRANSFORM_OBJECT_SLOT);
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// locations.materialBufferUnit = 1;
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}
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#endif
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#if defined(Q_OS_WIN)
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loc = glGetUniformBlockIndex(program.programId(), "transformCameraBuffer");
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if (loc >= 0) {
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glUniformBlockBinding(program.programId(), loc, gpu::TRANSFORM_CAMERA_SLOT);
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// locations.materialBufferUnit = 1;
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}
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#endif
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// bindable uniform version
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#if defined(Q_OS_MAC)
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loc = program.uniformLocation("materialBuffer");
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if (loc >= 0) {
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locations.materialBufferUnit = loc;
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} else {
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locations.materialBufferUnit = -1;
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}
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#elif defined(Q_OS_WIN)
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loc = glGetUniformBlockIndex(program.programId(), "materialBuffer");
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if (loc >= 0) {
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glUniformBlockBinding(program.programId(), loc, 1);
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locations.materialBufferUnit = 1;
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} else {
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locations.materialBufferUnit = -1;
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}
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#else
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loc = program.uniformLocation("materialBuffer");
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if (loc >= 0) {
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locations.materialBufferUnit = loc;
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} else {
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locations.materialBufferUnit = -1;
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}
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#endif
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#if defined(Q_OS_WIN)
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loc = glGetUniformBlockIndex(program.programId(), "transformObjectBuffer");
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if (loc >= 0) {
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glUniformBlockBinding(program.programId(), loc, gpu::TRANSFORM_OBJECT_SLOT);
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// locations.materialBufferUnit = 1;
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}
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#endif
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#if defined(Q_OS_WIN)
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loc = glGetUniformBlockIndex(program.programId(), "transformCameraBuffer");
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if (loc >= 0) {
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glUniformBlockBinding(program.programId(), loc, gpu::TRANSFORM_CAMERA_SLOT);
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// locations.materialBufferUnit = 1;
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}
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#endif
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//program.link();
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if (!program.isLinked()) {
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program.release();
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}
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if (!program.isLinked()) {
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program.release();
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}
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program.release();
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}
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@ -303,70 +303,70 @@ void Model::init() {
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_program.addShaderFromSourceCode(QGLShader::Fragment, model_frag);
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initProgram(_program, _locations);
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_normalMapProgram.addShaderFromSourceCode(QGLShader::Vertex, model_normal_map_vert);
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_normalMapProgram.addShaderFromSourceCode(QGLShader::Fragment, model_normal_map_frag);
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initProgram(_normalMapProgram, _normalMapLocations);
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_specularMapProgram.addShaderFromSourceCode(QGLShader::Vertex, model_vert);
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_specularMapProgram.addShaderFromSourceCode(QGLShader::Fragment, model_specular_map_frag);
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initProgram(_specularMapProgram, _specularMapLocations);
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_normalSpecularMapProgram.addShaderFromSourceCode(QGLShader::Vertex, model_normal_map_vert);
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_normalSpecularMapProgram.addShaderFromSourceCode(QGLShader::Fragment, model_normal_specular_map_frag);
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initProgram(_normalSpecularMapProgram, _normalSpecularMapLocations);
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_translucentProgram.addShaderFromSourceCode(QGLShader::Vertex, model_vert);
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_translucentProgram.addShaderFromSourceCode(QGLShader::Fragment, model_translucent_frag);
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initProgram(_translucentProgram, _translucentLocations);
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// Lightmap
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_lightmapProgram.addShaderFromSourceCode(QGLShader::Vertex, model_lightmap_vert);
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_lightmapProgram.addShaderFromSourceCode(QGLShader::Fragment, model_lightmap_frag);
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initProgram(_lightmapProgram, _lightmapLocations);
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_lightmapNormalMapProgram.addShaderFromSourceCode(QGLShader::Vertex, model_lightmap_normal_map_vert);
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_lightmapNormalMapProgram.addShaderFromSourceCode(QGLShader::Fragment, model_lightmap_normal_map_frag);
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initProgram(_lightmapNormalMapProgram, _lightmapNormalMapLocations);
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_lightmapSpecularMapProgram.addShaderFromSourceCode(QGLShader::Vertex, model_lightmap_vert);
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_lightmapSpecularMapProgram.addShaderFromSourceCode(QGLShader::Fragment, model_lightmap_specular_map_frag);
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initProgram(_lightmapSpecularMapProgram, _lightmapSpecularMapLocations);
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_lightmapNormalSpecularMapProgram.addShaderFromSourceCode(QGLShader::Vertex, model_lightmap_normal_map_vert);
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_lightmapNormalSpecularMapProgram.addShaderFromSourceCode(QGLShader::Fragment, model_lightmap_normal_specular_map_frag);
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initProgram(_lightmapNormalSpecularMapProgram, _lightmapNormalSpecularMapLocations);
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// end lightmap
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_shadowProgram.addShaderFromSourceCode(QGLShader::Vertex, model_shadow_vert);
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_shadowProgram.addShaderFromSourceCode(QGLShader::Fragment, model_shadow_frag);
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// Shadow program uses the same locations as standard rendering path but we still need to set the bindings
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Model::Locations tempLoc;
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initProgram(_shadowProgram, tempLoc);
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_skinProgram.addShaderFromSourceCode(QGLShader::Vertex, skin_model_vert);
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_skinProgram.addShaderFromSourceCode(QGLShader::Fragment, model_frag);
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initSkinProgram(_skinProgram, _skinLocations);
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_skinNormalMapProgram.addShaderFromSourceCode(QGLShader::Vertex, skin_model_normal_map_vert);
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_skinNormalMapProgram.addShaderFromSourceCode(QGLShader::Fragment, model_normal_map_frag);
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initSkinProgram(_skinNormalMapProgram, _skinNormalMapLocations);
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_skinSpecularMapProgram.addShaderFromSourceCode(QGLShader::Vertex, model_vert);
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_skinSpecularMapProgram.addShaderFromSourceCode(QGLShader::Fragment, model_specular_map_frag);
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initSkinProgram(_skinSpecularMapProgram, _skinSpecularMapLocations);
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_skinNormalSpecularMapProgram.addShaderFromSourceCode(QGLShader::Vertex, skin_model_normal_map_vert);
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_skinNormalSpecularMapProgram.addShaderFromSourceCode(QGLShader::Fragment, model_normal_specular_map_frag);
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initSkinProgram(_skinNormalSpecularMapProgram, _skinNormalSpecularMapLocations);
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_skinShadowProgram.addShaderFromSourceCode(QGLShader::Vertex, skin_model_shadow_vert);
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_skinShadowProgram.addShaderFromSourceCode(QGLShader::Fragment, model_shadow_frag);
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initSkinProgram(_skinShadowProgram, _skinShadowLocations);
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_skinTranslucentProgram.addShaderFromSourceCode(QGLShader::Vertex, skin_model_vert);
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_skinTranslucentProgram.addShaderFromSourceCode(QGLShader::Fragment, model_translucent_frag);
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_normalMapProgram.addShaderFromSourceCode(QGLShader::Vertex, model_normal_map_vert);
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_normalMapProgram.addShaderFromSourceCode(QGLShader::Fragment, model_normal_map_frag);
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initProgram(_normalMapProgram, _normalMapLocations);
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_specularMapProgram.addShaderFromSourceCode(QGLShader::Vertex, model_vert);
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_specularMapProgram.addShaderFromSourceCode(QGLShader::Fragment, model_specular_map_frag);
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initProgram(_specularMapProgram, _specularMapLocations);
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_normalSpecularMapProgram.addShaderFromSourceCode(QGLShader::Vertex, model_normal_map_vert);
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_normalSpecularMapProgram.addShaderFromSourceCode(QGLShader::Fragment, model_normal_specular_map_frag);
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initProgram(_normalSpecularMapProgram, _normalSpecularMapLocations);
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_translucentProgram.addShaderFromSourceCode(QGLShader::Vertex, model_vert);
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_translucentProgram.addShaderFromSourceCode(QGLShader::Fragment, model_translucent_frag);
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initProgram(_translucentProgram, _translucentLocations);
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// Lightmap
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_lightmapProgram.addShaderFromSourceCode(QGLShader::Vertex, model_lightmap_vert);
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_lightmapProgram.addShaderFromSourceCode(QGLShader::Fragment, model_lightmap_frag);
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initProgram(_lightmapProgram, _lightmapLocations);
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_lightmapNormalMapProgram.addShaderFromSourceCode(QGLShader::Vertex, model_lightmap_normal_map_vert);
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_lightmapNormalMapProgram.addShaderFromSourceCode(QGLShader::Fragment, model_lightmap_normal_map_frag);
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initProgram(_lightmapNormalMapProgram, _lightmapNormalMapLocations);
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_lightmapSpecularMapProgram.addShaderFromSourceCode(QGLShader::Vertex, model_lightmap_vert);
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_lightmapSpecularMapProgram.addShaderFromSourceCode(QGLShader::Fragment, model_lightmap_specular_map_frag);
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initProgram(_lightmapSpecularMapProgram, _lightmapSpecularMapLocations);
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_lightmapNormalSpecularMapProgram.addShaderFromSourceCode(QGLShader::Vertex, model_lightmap_normal_map_vert);
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_lightmapNormalSpecularMapProgram.addShaderFromSourceCode(QGLShader::Fragment, model_lightmap_normal_specular_map_frag);
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initProgram(_lightmapNormalSpecularMapProgram, _lightmapNormalSpecularMapLocations);
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// end lightmap
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_shadowProgram.addShaderFromSourceCode(QGLShader::Vertex, model_shadow_vert);
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_shadowProgram.addShaderFromSourceCode(QGLShader::Fragment, model_shadow_frag);
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// Shadow program uses the same locations as standard rendering path but we still need to set the bindings
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Model::Locations tempLoc;
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initProgram(_shadowProgram, tempLoc);
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_skinProgram.addShaderFromSourceCode(QGLShader::Vertex, skin_model_vert);
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_skinProgram.addShaderFromSourceCode(QGLShader::Fragment, model_frag);
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initSkinProgram(_skinProgram, _skinLocations);
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_skinNormalMapProgram.addShaderFromSourceCode(QGLShader::Vertex, skin_model_normal_map_vert);
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_skinNormalMapProgram.addShaderFromSourceCode(QGLShader::Fragment, model_normal_map_frag);
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initSkinProgram(_skinNormalMapProgram, _skinNormalMapLocations);
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_skinSpecularMapProgram.addShaderFromSourceCode(QGLShader::Vertex, model_vert);
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_skinSpecularMapProgram.addShaderFromSourceCode(QGLShader::Fragment, model_specular_map_frag);
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initSkinProgram(_skinSpecularMapProgram, _skinSpecularMapLocations);
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_skinNormalSpecularMapProgram.addShaderFromSourceCode(QGLShader::Vertex, skin_model_normal_map_vert);
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_skinNormalSpecularMapProgram.addShaderFromSourceCode(QGLShader::Fragment, model_normal_specular_map_frag);
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initSkinProgram(_skinNormalSpecularMapProgram, _skinNormalSpecularMapLocations);
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_skinShadowProgram.addShaderFromSourceCode(QGLShader::Vertex, skin_model_shadow_vert);
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_skinShadowProgram.addShaderFromSourceCode(QGLShader::Fragment, model_shadow_frag);
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initSkinProgram(_skinShadowProgram, _skinShadowLocations);
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_skinTranslucentProgram.addShaderFromSourceCode(QGLShader::Vertex, skin_model_vert);
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_skinTranslucentProgram.addShaderFromSourceCode(QGLShader::Fragment, model_translucent_frag);
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initSkinProgram(_skinTranslucentProgram, _skinTranslucentLocations);
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}
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}
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@ -2470,16 +2470,16 @@ int Model::renderMeshesFromList(QVector<int>& list, gpu::Batch& batch, RenderMod
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qDebug() << "part INDEX:" << j;
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qDebug() << "NEW part.materialID:" << part.materialID;
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}
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if (locations->glowIntensity >= 0) {
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GLBATCH(glUniform1f)(locations->glowIntensity, glowEffect->getIntensity());
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if (locations->glowIntensity >= 0) {
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GLBATCH(glUniform1f)(locations->glowIntensity, glowEffect->getIntensity());
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}
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if (!(translucent && alphaThreshold == 0.0f)) {
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GLBATCH(glAlphaFunc)(GL_EQUAL, glowEffect->getIntensity());
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}
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if (locations->materialBufferUnit >= 0) {
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batch.setUniformBuffer(locations->materialBufferUnit, material->getSchemaBuffer());
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if (locations->materialBufferUnit >= 0) {
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batch.setUniformBuffer(locations->materialBufferUnit, material->getSchemaBuffer());
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}
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Texture* diffuseMap = networkPart.diffuseTexture.data();
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