remove stray control-Ms

This commit is contained in:
Seth Alves 2015-03-08 18:07:07 -07:00
parent 08c3fa6363
commit a180eadc91

View file

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