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mirror of https://github.com/luanti-org/luanti.git synced 2025-10-13 08:35:20 +02:00

Clean up Irrlicht shader API

This commit is contained in:
sfan5
2024-12-29 18:58:26 +01:00
parent 40afc84597
commit 1ea8763259
12 changed files with 79 additions and 458 deletions

View File

@@ -14,10 +14,9 @@
#include "client/client.h"
#include "client/clientmap.h"
#include "profiler.h"
#include "EShaderTypes.h"
#include "IGPUProgrammingServices.h"
#include "IMaterialRenderer.h"
#include <IVideoDriver.h>
#include "IVideoDriver.h"
ShadowRenderer::ShadowRenderer(IrrlichtDevice *device, Client *client) :
m_smgr(device->getSceneManager()), m_driver(device->getVideoDriver()),
@@ -539,10 +538,9 @@ void ShadowRenderer::createShaders()
m_shadow_depth_cb = new ShadowDepthShaderCB();
depth_shader = gpu->addHighLevelShaderMaterial(
readShaderFile(depth_shader_vs).c_str(), "vertexMain",
video::EVST_VS_1_1,
readShaderFile(depth_shader_fs).c_str(), "pixelMain",
video::EPST_PS_1_2, m_shadow_depth_cb, video::EMT_ONETEXTURE_BLEND);
readShaderFile(depth_shader_vs).c_str(),
readShaderFile(depth_shader_fs).c_str(), nullptr,
m_shadow_depth_cb, video::EMT_ONETEXTURE_BLEND);
if (depth_shader == -1) {
// upsi, something went wrong loading shader.
@@ -578,10 +576,9 @@ void ShadowRenderer::createShaders()
m_shadow_depth_entity_cb = new ShadowDepthShaderCB();
depth_shader_entities = gpu->addHighLevelShaderMaterial(
readShaderFile(depth_shader_vs).c_str(), "vertexMain",
video::EVST_VS_1_1,
readShaderFile(depth_shader_fs).c_str(), "pixelMain",
video::EPST_PS_1_2, m_shadow_depth_entity_cb);
readShaderFile(depth_shader_vs).c_str(),
readShaderFile(depth_shader_fs).c_str(), nullptr,
m_shadow_depth_entity_cb);
if (depth_shader_entities == -1) {
// upsi, something went wrong loading shader.
@@ -616,10 +613,9 @@ void ShadowRenderer::createShaders()
m_shadow_mix_cb = new shadowScreenQuadCB();
m_screen_quad = new shadowScreenQuad();
mixcsm_shader = gpu->addHighLevelShaderMaterial(
readShaderFile(depth_shader_vs).c_str(), "vertexMain",
video::EVST_VS_1_1,
readShaderFile(depth_shader_fs).c_str(), "pixelMain",
video::EPST_PS_1_2, m_shadow_mix_cb);
readShaderFile(depth_shader_vs).c_str(),
readShaderFile(depth_shader_fs).c_str(), nullptr,
m_shadow_mix_cb);
m_screen_quad->getMaterial().MaterialType =
(video::E_MATERIAL_TYPE)mixcsm_shader;
@@ -655,10 +651,9 @@ void ShadowRenderer::createShaders()
m_shadow_depth_trans_cb = new ShadowDepthShaderCB();
depth_shader_trans = gpu->addHighLevelShaderMaterial(
readShaderFile(depth_shader_vs).c_str(), "vertexMain",
video::EVST_VS_1_1,
readShaderFile(depth_shader_fs).c_str(), "pixelMain",
video::EPST_PS_1_2, m_shadow_depth_trans_cb);
readShaderFile(depth_shader_vs).c_str(),
readShaderFile(depth_shader_fs).c_str(), nullptr,
m_shadow_depth_trans_cb);
if (depth_shader_trans == -1) {
// upsi, something went wrong loading shader.