Removed interface rendering mode

dev
Tomasz Kapuściński 2021-07-03 13:48:49 +02:00
parent 16200bbeac
commit f2eafd563e
3 changed files with 2 additions and 72 deletions

View File

@ -174,7 +174,6 @@ enum RenderState
enum RenderMode
{
RENDER_MODE_NORMAL,
RENDER_MODE_INTERFACE,
RENDER_MODE_SHADOW,
};

View File

@ -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;
}

View File

@ -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;