mirror of
https://github.com/overte-org/overte.git
synced 2025-04-21 06:44:06 +02:00
use TextureCache::getInstance() instead of Application::getInstance()->getTextureCache()
This commit is contained in:
parent
2df4c017f1
commit
e9ea6b20ce
10 changed files with 49 additions and 49 deletions
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@ -716,7 +716,7 @@ void Application::paintGL() {
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_glowEffect.prepare();
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// Viewport is assigned to the size of the framebuffer
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QSize size = Application::getInstance()->getTextureCache()->getPrimaryFramebufferObject()->size();
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QSize size = TextureCache::getInstance()->getPrimaryFramebufferObject()->size();
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glViewport(0, 0, size.width(), size.height());
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glMatrixMode(GL_MODELVIEW);
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@ -205,7 +205,7 @@ void MetavoxelSystem::render() {
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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Application::getInstance()->getTextureCache()->setPrimaryDrawBuffers(true, true);
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TextureCache::getInstance()->setPrimaryDrawBuffers(true, true);
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glDisable(GL_BLEND);
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glEnable(GL_CULL_FACE);
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@ -251,7 +251,7 @@ void MetavoxelSystem::render() {
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glPopMatrix();
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}
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Application::getInstance()->getTextureCache()->setPrimaryDrawBuffers(true, false);
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TextureCache::getInstance()->setPrimaryDrawBuffers(true, false);
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_baseHeightfieldProgram.release();
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@ -348,7 +348,7 @@ void MetavoxelSystem::render() {
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}
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if (!_voxelBaseBatches.isEmpty()) {
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Application::getInstance()->getTextureCache()->setPrimaryDrawBuffers(true, true);
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TextureCache::getInstance()->setPrimaryDrawBuffers(true, true);
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glEnableClientState(GL_VERTEX_ARRAY);
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glDisable(GL_BLEND);
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@ -383,7 +383,7 @@ void MetavoxelSystem::render() {
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glDisable(GL_ALPHA_TEST);
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glEnable(GL_BLEND);
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Application::getInstance()->getTextureCache()->setPrimaryDrawBuffers(true, false);
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TextureCache::getInstance()->setPrimaryDrawBuffers(true, false);
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if (!_voxelSplatBatches.isEmpty()) {
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glDepthFunc(GL_LEQUAL);
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@ -463,7 +463,7 @@ void MetavoxelSystem::render() {
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}
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if (!_hermiteBatches.isEmpty() && Menu::getInstance()->isOptionChecked(MenuOption::DisplayHermiteData)) {
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Application::getInstance()->getTextureCache()->setPrimaryDrawBuffers(true, true);
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TextureCache::getInstance()->setPrimaryDrawBuffers(true, true);
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glEnableClientState(GL_VERTEX_ARRAY);
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@ -486,7 +486,7 @@ void MetavoxelSystem::render() {
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glDisableClientState(GL_VERTEX_ARRAY);
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Application::getInstance()->getTextureCache()->setPrimaryDrawBuffers(true, false);
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TextureCache::getInstance()->setPrimaryDrawBuffers(true, false);
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}
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_hermiteBatches.clear();
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@ -797,7 +797,7 @@ void MetavoxelSystem::applyMaterialEdit(const MetavoxelEditMessage& message, boo
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Q_ARG(bool, reliable));
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return;
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}
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QSharedPointer<NetworkTexture> texture = Application::getInstance()->getTextureCache()->getTexture(
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QSharedPointer<NetworkTexture> texture = TextureCache::getInstance()->getTexture(
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material->getDiffuse(), SPLAT_TEXTURE);
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if (texture->isLoaded()) {
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MetavoxelEditMessage newMessage = message;
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@ -1180,7 +1180,7 @@ void VoxelBuffer::render(bool cursor) {
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for (int i = 0; i < _materials.size(); i++) {
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const SharedObjectPointer material = _materials.at(i);
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if (material) {
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_networkTextures[i] = Application::getInstance()->getTextureCache()->getTexture(
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_networkTextures[i] = TextureCache::getInstance()->getTexture(
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static_cast<MaterialObject*>(material.data())->getDiffuse(), SPLAT_TEXTURE);
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}
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}
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@ -2234,7 +2234,7 @@ void HeightfieldNodeRenderer::render(const HeightfieldNodePointer& node, const g
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for (int i = 0; i < materials.size(); i++) {
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const SharedObjectPointer& material = materials.at(i);
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if (material) {
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_networkTextures[i] = Application::getInstance()->getTextureCache()->getTexture(
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_networkTextures[i] = TextureCache::getInstance()->getTexture(
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static_cast<MaterialObject*>(material.data())->getDiffuse(), SPLAT_TEXTURE);
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}
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}
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@ -473,7 +473,7 @@ void ModelUploader::processCheck() {
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QMessageBox::Ok);
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Application::getInstance()->getGeometryCache()->refresh(_url);
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foreach (const QByteArray& filename, _textureFilenames) {
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Application::getInstance()->getTextureCache()->refresh(_textureBase + filename);
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TextureCache::getInstance()->refresh(_textureBase + filename);
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}
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deleteLater();
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break;
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@ -449,7 +449,7 @@ void OculusManager::display(const glm::quat &bodyOrientation, const glm::vec3 &p
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if (Menu::getInstance()->isOptionChecked(MenuOption::EnableGlowEffect)) {
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Application::getInstance()->getGlowEffect()->prepare();
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} else {
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Application::getInstance()->getTextureCache()->getPrimaryFramebufferObject()->bind();
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TextureCache::getInstance()->getPrimaryFramebufferObject()->bind();
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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@ -555,8 +555,8 @@ void OculusManager::display(const glm::quat &bodyOrientation, const glm::vec3 &p
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QOpenGLFramebufferObject* fbo = Application::getInstance()->getGlowEffect()->render(true);
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glBindTexture(GL_TEXTURE_2D, fbo->texture());
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} else {
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Application::getInstance()->getTextureCache()->getPrimaryFramebufferObject()->release();
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glBindTexture(GL_TEXTURE_2D, Application::getInstance()->getTextureCache()->getPrimaryFramebufferObject()->texture());
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TextureCache::getInstance()->getPrimaryFramebufferObject()->release();
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glBindTexture(GL_TEXTURE_2D, TextureCache::getInstance()->getPrimaryFramebufferObject()->texture());
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}
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// restore our normal viewport
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@ -98,7 +98,7 @@ void AmbientOcclusionEffect::render() {
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glDisable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE);
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glBindTexture(GL_TEXTURE_2D, Application::getInstance()->getTextureCache()->getPrimaryDepthTextureID());
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glBindTexture(GL_TEXTURE_2D, TextureCache::getInstance()->getPrimaryDepthTextureID());
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, _rotationTextureID);
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@ -116,7 +116,7 @@ void AmbientOcclusionEffect::render() {
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glGetIntegerv(GL_VIEWPORT, viewport);
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const int VIEWPORT_X_INDEX = 0;
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const int VIEWPORT_WIDTH_INDEX = 2;
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QOpenGLFramebufferObject* primaryFBO = Application::getInstance()->getTextureCache()->getPrimaryFramebufferObject();
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QOpenGLFramebufferObject* primaryFBO = TextureCache::getInstance()->getPrimaryFramebufferObject();
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float sMin = viewport[VIEWPORT_X_INDEX] / (float)primaryFBO->width();
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float sWidth = viewport[VIEWPORT_WIDTH_INDEX] / (float)primaryFBO->width();
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@ -141,7 +141,7 @@ void AmbientOcclusionEffect::render() {
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glActiveTexture(GL_TEXTURE0);
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// now render secondary to primary with 4x4 blur
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Application::getInstance()->getTextureCache()->getPrimaryFramebufferObject()->bind();
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TextureCache::getInstance()->getPrimaryFramebufferObject()->bind();
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glEnable(GL_BLEND);
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glBlendFuncSeparate(GL_ZERO, GL_SRC_COLOR, GL_ZERO, GL_ONE);
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@ -37,7 +37,7 @@ void DeferredLightingEffect::init() {
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}
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void DeferredLightingEffect::bindSimpleProgram() {
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Application::getInstance()->getTextureCache()->setPrimaryDrawBuffers(true, true, true);
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TextureCache::getInstance()->setPrimaryDrawBuffers(true, true, true);
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_simpleProgram.bind();
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_simpleProgram.setUniformValue(_glowIntensityLocation, Application::getInstance()->getGlowEffect()->getIntensity());
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glDisable(GL_BLEND);
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@ -46,7 +46,7 @@ void DeferredLightingEffect::bindSimpleProgram() {
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void DeferredLightingEffect::releaseSimpleProgram() {
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glEnable(GL_BLEND);
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_simpleProgram.release();
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Application::getInstance()->getTextureCache()->setPrimaryDrawBuffers(true, false, false);
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TextureCache::getInstance()->setPrimaryDrawBuffers(true, false, false);
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}
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void DeferredLightingEffect::renderSolidSphere(float radius, int slices, int stacks) {
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@ -117,15 +117,15 @@ void DeferredLightingEffect::addSpotLight(const glm::vec3& position, float radiu
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void DeferredLightingEffect::prepare() {
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// clear the normal and specular buffers
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Application::getInstance()->getTextureCache()->setPrimaryDrawBuffers(false, true, false);
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TextureCache::getInstance()->setPrimaryDrawBuffers(false, true, false);
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glClear(GL_COLOR_BUFFER_BIT);
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Application::getInstance()->getTextureCache()->setPrimaryDrawBuffers(false, false, true);
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TextureCache::getInstance()->setPrimaryDrawBuffers(false, false, true);
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// clearing to zero alpha for specular causes problems on my Nvidia card; clear to lowest non-zero value instead
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const float MAX_SPECULAR_EXPONENT = 128.0f;
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f / MAX_SPECULAR_EXPONENT);
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glClear(GL_COLOR_BUFFER_BIT);
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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Application::getInstance()->getTextureCache()->setPrimaryDrawBuffers(true, false, false);
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TextureCache::getInstance()->setPrimaryDrawBuffers(true, false, false);
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}
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void DeferredLightingEffect::render() {
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@ -138,7 +138,7 @@ void DeferredLightingEffect::render() {
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glDisable(GL_COLOR_MATERIAL);
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glDepthMask(false);
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QOpenGLFramebufferObject* primaryFBO = Application::getInstance()->getTextureCache()->getPrimaryFramebufferObject();
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QOpenGLFramebufferObject* primaryFBO = TextureCache::getInstance()->getPrimaryFramebufferObject();
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primaryFBO->release();
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QOpenGLFramebufferObject* freeFBO = Application::getInstance()->getGlowEffect()->getFreeFramebufferObject();
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@ -148,13 +148,13 @@ void DeferredLightingEffect::render() {
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glBindTexture(GL_TEXTURE_2D, primaryFBO->texture());
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, Application::getInstance()->getTextureCache()->getPrimaryNormalTextureID());
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glBindTexture(GL_TEXTURE_2D, TextureCache::getInstance()->getPrimaryNormalTextureID());
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, Application::getInstance()->getTextureCache()->getPrimarySpecularTextureID());
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glBindTexture(GL_TEXTURE_2D, TextureCache::getInstance()->getPrimarySpecularTextureID());
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glActiveTexture(GL_TEXTURE3);
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glBindTexture(GL_TEXTURE_2D, Application::getInstance()->getTextureCache()->getPrimaryDepthTextureID());
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glBindTexture(GL_TEXTURE_2D, TextureCache::getInstance()->getPrimaryDepthTextureID());
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// get the viewport side (left, right, both)
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int viewport[4];
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@ -173,7 +173,7 @@ void DeferredLightingEffect::render() {
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bool shadowsEnabled = Menu::getInstance()->getShadowsEnabled();
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if (shadowsEnabled) {
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glActiveTexture(GL_TEXTURE4);
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glBindTexture(GL_TEXTURE_2D, Application::getInstance()->getTextureCache()->getShadowDepthTextureID());
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glBindTexture(GL_TEXTURE_2D, TextureCache::getInstance()->getShadowDepthTextureID());
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program = &_directionalLightShadowMap;
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locations = &_directionalLightShadowMapLocations;
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program->bind();
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}
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program->setUniformValue(locations->shadowScale,
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1.0f / Application::getInstance()->getTextureCache()->getShadowFramebufferObject()->width());
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1.0f / TextureCache::getInstance()->getShadowFramebufferObject()->width());
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} else {
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program->bind();
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@ -41,8 +41,8 @@ GlowEffect::~GlowEffect() {
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QOpenGLFramebufferObject* GlowEffect::getFreeFramebufferObject() const {
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return (_isOddFrame ?
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Application::getInstance()->getTextureCache()->getSecondaryFramebufferObject():
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Application::getInstance()->getTextureCache()->getTertiaryFramebufferObject());
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TextureCache::getInstance()->getSecondaryFramebufferObject():
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TextureCache::getInstance()->getTertiaryFramebufferObject());
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}
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static ProgramObject* createProgram(const QString& name) {
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@ -88,7 +88,7 @@ void GlowEffect::init() {
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}
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void GlowEffect::prepare() {
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Application::getInstance()->getTextureCache()->getPrimaryFramebufferObject()->bind();
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TextureCache::getInstance()->getPrimaryFramebufferObject()->bind();
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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_isEmpty = true;
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@ -122,7 +122,7 @@ static void maybeRelease(QOpenGLFramebufferObject* fbo) {
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QOpenGLFramebufferObject* GlowEffect::render(bool toTexture) {
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PerformanceTimer perfTimer("glowEffect");
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QOpenGLFramebufferObject* primaryFBO = Application::getInstance()->getTextureCache()->getPrimaryFramebufferObject();
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QOpenGLFramebufferObject* primaryFBO = TextureCache::getInstance()->getPrimaryFramebufferObject();
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primaryFBO->release();
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glBindTexture(GL_TEXTURE_2D, primaryFBO->texture());
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@ -138,7 +138,7 @@ QOpenGLFramebufferObject* GlowEffect::render(bool toTexture) {
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glDepthMask(GL_FALSE);
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QOpenGLFramebufferObject* destFBO = toTexture ?
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Application::getInstance()->getTextureCache()->getSecondaryFramebufferObject() : NULL;
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TextureCache::getInstance()->getSecondaryFramebufferObject() : NULL;
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if (!Menu::getInstance()->isOptionChecked(MenuOption::EnableGlowEffect) || _isEmpty) {
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// copy the primary to the screen
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if (destFBO && QOpenGLFramebufferObject::hasOpenGLFramebufferBlit()) {
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@ -160,9 +160,9 @@ QOpenGLFramebufferObject* GlowEffect::render(bool toTexture) {
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} else {
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// diffuse into the secondary/tertiary (alternating between frames)
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QOpenGLFramebufferObject* oldDiffusedFBO =
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Application::getInstance()->getTextureCache()->getSecondaryFramebufferObject();
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TextureCache::getInstance()->getSecondaryFramebufferObject();
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QOpenGLFramebufferObject* newDiffusedFBO =
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Application::getInstance()->getTextureCache()->getTertiaryFramebufferObject();
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TextureCache::getInstance()->getTertiaryFramebufferObject();
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if (_isOddFrame) {
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qSwap(oldDiffusedFBO, newDiffusedFBO);
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}
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@ -749,7 +749,7 @@ bool Model::renderCore(float alpha, RenderMode mode, RenderArgs* args) {
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}
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/*Application::getInstance()->getTextureCache()->setPrimaryDrawBuffers(
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/*TextureCache::getInstance()->setPrimaryDrawBuffers(
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mode == DEFAULT_RENDER_MODE || mode == DIFFUSE_RENDER_MODE,
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mode == DEFAULT_RENDER_MODE || mode == NORMAL_RENDER_MODE,
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mode == DEFAULT_RENDER_MODE);
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@ -789,7 +789,7 @@ bool Model::renderCore(float alpha, RenderMode mode, RenderArgs* args) {
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opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, true, true, false, args);
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// render translucent meshes afterwards
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//Application::getInstance()->getTextureCache()->setPrimaryDrawBuffers(false, true, true);
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//TextureCache::getInstance()->setPrimaryDrawBuffers(false, true, true);
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{
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GLenum buffers[2];
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int bufferCount = 0;
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@ -814,7 +814,7 @@ bool Model::renderCore(float alpha, RenderMode mode, RenderArgs* args) {
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GLBATCH(glDepthMask)(false);
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GLBATCH(glDepthFunc)(GL_LEQUAL);
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//Application::getInstance()->getTextureCache()->setPrimaryDrawBuffers(true);
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//TextureCache::getInstance()->setPrimaryDrawBuffers(true);
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{
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GLenum buffers[1];
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int bufferCount = 0;
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@ -1705,7 +1705,7 @@ void Model::endScene(RenderMode mode, RenderArgs* args) {
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}
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/*Application::getInstance()->getTextureCache()->setPrimaryDrawBuffers(
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/*TextureCache::getInstance()->setPrimaryDrawBuffers(
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mode == DEFAULT_RENDER_MODE || mode == DIFFUSE_RENDER_MODE,
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mode == DEFAULT_RENDER_MODE || mode == NORMAL_RENDER_MODE,
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mode == DEFAULT_RENDER_MODE);
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@ -1745,7 +1745,7 @@ void Model::endScene(RenderMode mode, RenderArgs* args) {
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opaqueMeshPartsRendered += renderMeshesForModelsInScene(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, true, true, false, args);
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// render translucent meshes afterwards
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//Application::getInstance()->getTextureCache()->setPrimaryDrawBuffers(false, true, true);
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//TextureCache::getInstance()->setPrimaryDrawBuffers(false, true, true);
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{
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GLenum buffers[2];
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int bufferCount = 0;
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@ -1770,7 +1770,7 @@ void Model::endScene(RenderMode mode, RenderArgs* args) {
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GLBATCH(glDepthMask)(false);
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GLBATCH(glDepthFunc)(GL_LEQUAL);
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//Application::getInstance()->getTextureCache()->setPrimaryDrawBuffers(true);
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//TextureCache::getInstance()->setPrimaryDrawBuffers(true);
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{
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GLenum buffers[1];
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int bufferCount = 0;
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@ -2446,7 +2446,7 @@ int Model::renderMeshesFromList(QVector<int>& list, gpu::Batch& batch, RenderMod
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if (showDiffuse && diffuseMap) {
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GLBATCH(glBindTexture)(GL_TEXTURE_2D, diffuseMap->getID());
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} else {
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GLBATCH(glBindTexture)(GL_TEXTURE_2D, Application::getInstance()->getTextureCache()->getWhiteTextureID());
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GLBATCH(glBindTexture)(GL_TEXTURE_2D, TextureCache::getInstance()->getWhiteTextureID());
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}
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if (locations->texcoordMatrices >= 0) {
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@ -2464,7 +2464,7 @@ int Model::renderMeshesFromList(QVector<int>& list, gpu::Batch& batch, RenderMod
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GLBATCH(glActiveTexture)(GL_TEXTURE1);
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Texture* normalMap = networkPart.normalTexture.data();
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GLBATCH(glBindTexture)(GL_TEXTURE_2D, !normalMap ?
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Application::getInstance()->getTextureCache()->getBlueTextureID() : normalMap->getID());
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TextureCache::getInstance()->getBlueTextureID() : normalMap->getID());
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GLBATCH(glActiveTexture)(GL_TEXTURE0);
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}
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@ -2472,7 +2472,7 @@ int Model::renderMeshesFromList(QVector<int>& list, gpu::Batch& batch, RenderMod
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GLBATCH(glActiveTexture)(GL_TEXTURE0 + locations->specularTextureUnit);
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Texture* specularMap = networkPart.specularTexture.data();
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GLBATCH(glBindTexture)(GL_TEXTURE_2D, !specularMap ?
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Application::getInstance()->getTextureCache()->getWhiteTextureID() : specularMap->getID());
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TextureCache::getInstance()->getWhiteTextureID() : specularMap->getID());
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GLBATCH(glActiveTexture)(GL_TEXTURE0);
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}
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@ -2493,7 +2493,7 @@ int Model::renderMeshesFromList(QVector<int>& list, gpu::Batch& batch, RenderMod
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GLBATCH(glActiveTexture)(GL_TEXTURE0 + locations->emissiveTextureUnit);
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Texture* emissiveMap = networkPart.emissiveTexture.data();
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GLBATCH(glBindTexture)(GL_TEXTURE_2D, !emissiveMap ?
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Application::getInstance()->getTextureCache()->getWhiteTextureID() : emissiveMap->getID());
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TextureCache::getInstance()->getWhiteTextureID() : emissiveMap->getID());
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GLBATCH(glActiveTexture)(GL_TEXTURE0);
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}
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@ -916,7 +916,7 @@ void MaterialControl::updateTexture() {
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_texture.clear();
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return;
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}
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_texture = Application::getInstance()->getTextureCache()->getTexture(material->getDiffuse(), SPLAT_TEXTURE);
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_texture = TextureCache::getInstance()->getTexture(material->getDiffuse(), SPLAT_TEXTURE);
|
||||
if (_texture) {
|
||||
if (_texture->isLoaded()) {
|
||||
textureLoaded();
|
||||
|
|
|
@ -1171,7 +1171,7 @@ void VoxelSystem::render() {
|
|||
void VoxelSystem::applyScaleAndBindProgram(bool texture) {
|
||||
if (texture) {
|
||||
bindPerlinModulateProgram();
|
||||
glBindTexture(GL_TEXTURE_2D, Application::getInstance()->getTextureCache()->getPermutationNormalTextureID());
|
||||
glBindTexture(GL_TEXTURE_2D, TextureCache::getInstance()->getPermutationNormalTextureID());
|
||||
} else {
|
||||
_program.bind();
|
||||
}
|
||||
|
@ -1179,7 +1179,7 @@ void VoxelSystem::applyScaleAndBindProgram(bool texture) {
|
|||
glPushMatrix();
|
||||
glScalef(_treeScale, _treeScale, _treeScale);
|
||||
|
||||
Application::getInstance()->getTextureCache()->setPrimaryDrawBuffers(true, true);
|
||||
TextureCache::getInstance()->setPrimaryDrawBuffers(true, true);
|
||||
}
|
||||
|
||||
void VoxelSystem::removeScaleAndReleaseProgram(bool texture) {
|
||||
|
@ -1193,7 +1193,7 @@ void VoxelSystem::removeScaleAndReleaseProgram(bool texture) {
|
|||
_program.release();
|
||||
}
|
||||
|
||||
Application::getInstance()->getTextureCache()->setPrimaryDrawBuffers(true, false);
|
||||
TextureCache::getInstance()->setPrimaryDrawBuffers(true, false);
|
||||
}
|
||||
|
||||
int VoxelSystem::_nodeCount = 0;
|
||||
|
|
Loading…
Reference in a new issue