diff --git a/src/graphics/core/device.h b/src/graphics/core/device.h index 7c52b6ff..57e5f647 100644 --- a/src/graphics/core/device.h +++ b/src/graphics/core/device.h @@ -174,7 +174,6 @@ enum RenderState enum RenderMode { RENDER_MODE_NORMAL, - RENDER_MODE_INTERFACE, RENDER_MODE_SHADOW, }; diff --git a/src/graphics/opengl/gl33device.cpp b/src/graphics/opengl/gl33device.cpp index 9c22fd3b..6dcc843a 100644 --- a/src/graphics/opengl/gl33device.cpp +++ b/src/graphics/opengl/gl33device.cpp @@ -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; } diff --git a/src/graphics/opengl/gl33device.h b/src/graphics/opengl/gl33device.h index 209a3048..1b39ce00 100644 --- a/src/graphics/opengl/gl33device.h +++ b/src/graphics/opengl/gl33device.h @@ -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;