Removed interface rendering mode
parent
16200bbeac
commit
f2eafd563e
|
@ -174,7 +174,6 @@ enum RenderState
|
|||
enum RenderMode
|
||||
{
|
||||
RENDER_MODE_NORMAL,
|
||||
RENDER_MODE_INTERFACE,
|
||||
RENDER_MODE_SHADOW,
|
||||
};
|
||||
|
||||
|
|
|
@ -294,36 +294,6 @@ bool CGL33Device::Create()
|
|||
glDeleteShader(shaders[0]);
|
||||
glDeleteShader(shaders[1]);
|
||||
|
||||
// Create program for interface rendering
|
||||
strcpy(filename, "shaders/gl33/vs_interface.glsl");
|
||||
shaders[0] = LoadShader(GL_VERTEX_SHADER, filename);
|
||||
if (shaders[0] == 0)
|
||||
{
|
||||
m_errorMessage = GetLastShaderError();
|
||||
GetLogger()->Error("Cound not create vertex shader from file '%s'\n", filename);
|
||||
return false;
|
||||
}
|
||||
|
||||
strcpy(filename, "shaders/gl33/fs_interface.glsl");
|
||||
shaders[1] = LoadShader(GL_FRAGMENT_SHADER, filename);
|
||||
if (shaders[1] == 0)
|
||||
{
|
||||
m_errorMessage = GetLastShaderError();
|
||||
GetLogger()->Error("Cound not create fragment shader from file '%s'\n", filename);
|
||||
return false;
|
||||
}
|
||||
|
||||
m_interfaceProgram = LinkProgram(2, shaders);
|
||||
if (m_interfaceProgram == 0)
|
||||
{
|
||||
m_errorMessage = GetLastShaderError();
|
||||
GetLogger()->Error("Cound not link shader program for interface rendering\n");
|
||||
return false;
|
||||
}
|
||||
|
||||
glDeleteShader(shaders[0]);
|
||||
glDeleteShader(shaders[1]);
|
||||
|
||||
// Create program for shadow rendering
|
||||
strcpy(filename, "shaders/gl33/vs_shadow.glsl");
|
||||
shaders[0] = LoadShader(GL_VERTEX_SHADER, filename);
|
||||
|
@ -450,40 +420,11 @@ bool CGL33Device::Create()
|
|||
glUniform1i(uni.lightCount, 0);
|
||||
}
|
||||
|
||||
// Obtain uniform locations for interface program
|
||||
glUseProgram(m_interfaceProgram);
|
||||
|
||||
{
|
||||
UniformLocations &uni = m_uniforms[1];
|
||||
|
||||
uni.projectionMatrix = glGetUniformLocation(m_interfaceProgram, "uni_ProjectionMatrix");
|
||||
uni.viewMatrix = glGetUniformLocation(m_interfaceProgram, "uni_ViewMatrix");
|
||||
uni.modelMatrix = glGetUniformLocation(m_interfaceProgram, "uni_ModelMatrix");
|
||||
|
||||
uni.primaryTexture = glGetUniformLocation(m_interfaceProgram, "uni_Texture");
|
||||
|
||||
uni.textureEnabled[0] = glGetUniformLocation(m_interfaceProgram, "uni_TextureEnabled");
|
||||
uni.textureEnabled[1] = -1;
|
||||
uni.textureEnabled[2] = -1;
|
||||
|
||||
// Set default uniform values
|
||||
Math::Matrix matrix;
|
||||
matrix.LoadIdentity();
|
||||
|
||||
glUniformMatrix4fv(uni.projectionMatrix, 1, GL_FALSE, matrix.Array());
|
||||
glUniformMatrix4fv(uni.viewMatrix, 1, GL_FALSE, matrix.Array());
|
||||
glUniformMatrix4fv(uni.modelMatrix, 1, GL_FALSE, matrix.Array());
|
||||
|
||||
glUniform1i(uni.primaryTexture, 0);
|
||||
|
||||
glUniform1i(uni.textureEnabled[0], 0);
|
||||
}
|
||||
|
||||
// Obtain uniform locations for shadow program
|
||||
glUseProgram(m_shadowProgram);
|
||||
|
||||
{
|
||||
UniformLocations &uni = m_uniforms[2];
|
||||
UniformLocations &uni = m_uniforms[1];
|
||||
|
||||
uni.projectionMatrix = glGetUniformLocation(m_shadowProgram, "uni_ProjectionMatrix");
|
||||
uni.viewMatrix = glGetUniformLocation(m_shadowProgram, "uni_ViewMatrix");
|
||||
|
@ -550,7 +491,6 @@ void CGL33Device::Destroy()
|
|||
// delete shader program
|
||||
glUseProgram(0);
|
||||
glDeleteProgram(m_normalProgram);
|
||||
glDeleteProgram(m_interfaceProgram);
|
||||
glDeleteProgram(m_shadowProgram);
|
||||
|
||||
// delete framebuffers
|
||||
|
@ -632,13 +572,9 @@ void CGL33Device::SetRenderMode(RenderMode mode)
|
|||
glUseProgram(m_normalProgram);
|
||||
m_mode = 0;
|
||||
break;
|
||||
case RENDER_MODE_INTERFACE:
|
||||
glUseProgram(m_interfaceProgram);
|
||||
m_mode = 1;
|
||||
break;
|
||||
case RENDER_MODE_SHADOW:
|
||||
glUseProgram(m_shadowProgram);
|
||||
m_mode = 2;
|
||||
m_mode = 1;
|
||||
break;
|
||||
default:
|
||||
assert(false);
|
||||
|
@ -665,9 +601,6 @@ void CGL33Device::Restore()
|
|||
glUseProgram(m_normalProgram);
|
||||
break;
|
||||
case 1:
|
||||
glUseProgram(m_interfaceProgram);
|
||||
break;
|
||||
case 2:
|
||||
glUseProgram(m_shadowProgram);
|
||||
break;
|
||||
}
|
||||
|
|
|
@ -308,8 +308,6 @@ private:
|
|||
|
||||
//! Shader program for normal rendering
|
||||
GLuint m_normalProgram = 0;
|
||||
//! Shader program for interface rendering
|
||||
GLuint m_interfaceProgram = 0;
|
||||
//! Shader program for shadow rendering
|
||||
GLuint m_shadowProgram = 0;
|
||||
|
||||
|
|
Loading…
Reference in New Issue