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