Removed problematic ModVertexAlpha method, now done in shader

actorid
scrawl 12 years ago
parent 7b1b0ec41c
commit bf037b7d29

@ -203,48 +203,6 @@ unsigned int Moon::getPhaseInt() const
return 0;
}
void SkyManager::ModVertexAlpha(Entity* ent, unsigned int meshType)
{
// Get the vertex colour buffer of this mesh
const Ogre::VertexElement* ves_diffuse = ent->getMesh()->getSubMesh(0)->vertexData->vertexDeclaration->findElementBySemantic( Ogre::VES_DIFFUSE );
HardwareVertexBufferSharedPtr colourBuffer = ent->getMesh()->getSubMesh(0)->vertexData->vertexBufferBinding->getBuffer(ves_diffuse->getSource());
// Lock
void* pData = colourBuffer->lock(HardwareBuffer::HBL_NORMAL);
// Iterate over all vertices
int vertex_size = colourBuffer->getVertexSize();
float * currentVertex = NULL;
for (unsigned int i=0; i<colourBuffer->getNumVertices(); ++i)
{
// Get a pointer to the vertex colour
ves_diffuse->baseVertexPointerToElement( pData, &currentVertex );
unsigned char alpha=0;
if (meshType == 0) alpha = i%2 ? 0 : 255; // this is a cylinder, so every second vertex belongs to the bottom-most row
else if (meshType == 1)
{
if (i>= 49 && i <= 64) alpha = 0; // bottom-most row
else if (i>= 33 && i <= 48) alpha = 64; // second bottom-most row
else alpha = 255;
}
// NB we would have to swap R and B depending on rendersystem specific VertexElementType, but doesn't matter since they are both 1
uint8 tmpR = static_cast<uint8>(255);
uint8 tmpG = static_cast<uint8>(255);
uint8 tmpB = static_cast<uint8>(255);
uint8 tmpA = static_cast<uint8>(alpha);
// Modify
*((uint32*)currentVertex) = tmpR | (tmpG << 8) | (tmpB << 16) | (tmpA << 24);
// Move to the next vertex
pData = static_cast<unsigned char *> (pData) + vertex_size;
}
// Unlock
ent->getMesh()->getSubMesh(0)->vertexData->vertexBufferBinding->getBuffer(ves_diffuse->getSource())->unlock();
}
SkyManager::SkyManager (SceneNode* pMwRoot, Camera* pCamera)
: mHour(0.0f)
, mDay(0)
@ -357,7 +315,6 @@ void SkyManager::create()
atmosphere_ent->setRenderQueueGroup(RQG_SkiesEarly);
atmosphere_ent->setVisibilityFlags(RV_Sky);
atmosphere_ent->getSubEntity (0)->setMaterialName ("openmw_atmosphere");
ModVertexAlpha(atmosphere_ent, 0);
}
@ -371,8 +328,6 @@ void SkyManager::create()
clouds_ent->setRenderQueueGroup(RQG_SkiesEarly+5);
clouds_ent->getSubEntity(0)->setMaterialName ("openmw_clouds");
clouds_ent->setCastShadows(false);
ModVertexAlpha(clouds_ent, 1);
}
mCreated = true;

@ -218,8 +218,6 @@ namespace MWRender
float mGlare; // target
float mGlareFade; // actual
void ModVertexAlpha(Ogre::Entity* ent, unsigned int meshType);
bool mEnabled;
bool mSunEnabled;
bool mMasserEnabled;

@ -24,13 +24,6 @@ set(SOURCE_FILES
Main/ShaderSet.cpp
)
# In Debug mode, write the shader sources to the current directory
if (DEFINED CMAKE_BUILD_TYPE)
if (CMAKE_BUILD_TYPE STREQUAL "Debug")
add_definitions(-DSHINY_WRITE_SHADER_DEBUG)
endif()
endif()
if (DEFINED SHINY_USE_WAVE_SYSTEM_INSTALL)
# use system install
else()

@ -363,12 +363,12 @@ namespace sh
if (Factory::getInstance ().getShaderDebugOutputEnabled ())
writeDebugFile(source, name + ".pre");
else
{
#ifdef SHINY_WRITE_SHADER_DEBUG
writeDebugFile(source, name + ".pre");
#endif
}
else
{
#ifdef SHINY_WRITE_SHADER_DEBUG
writeDebugFile(source, name + ".pre");
#endif
}
// why do we need our own preprocessor? there are several custom commands available in the shader files
// (for example for binding uniforms to properties or auto constants) - more below. it is important that these
@ -648,12 +648,12 @@ namespace sh
if (Factory::getInstance ().getShaderDebugOutputEnabled ())
writeDebugFile(source, name);
else
{
else
{
#ifdef SHINY_WRITE_SHADER_DEBUG
writeDebugFile(source, name);
writeDebugFile(source, name);
#endif
}
}
if (!mProgram->getSupported())
{

@ -7,19 +7,18 @@
SH_BEGIN_PROGRAM
shUniform(float4x4, wvp) @shAutoConstant(wvp, worldviewproj_matrix)
shColourInput(float4)
shOutput(float4, colourPassthrough)
shOutput(float, alphaFade)
SH_START_PROGRAM
{
shOutputPosition = shMatrixMult(wvp, shInputPosition);
colourPassthrough = colour;
alphaFade = shInputPosition.z < 150.0 ? 0.0 : 1.0;
}
#else
SH_BEGIN_PROGRAM
shInput(float4, colourPassthrough)
shInput(float, alphaFade)
#if MRT
shDeclareMrtOutput(1)
#endif
@ -27,7 +26,7 @@
SH_START_PROGRAM
{
shOutputColour(0) = colourPassthrough * atmosphereColour;
shOutputColour(0) = atmosphereColour * float4(1,1,1,alphaFade);
#if MRT
shOutputColour(1) = float4(1,1,1,1);

@ -8,21 +8,20 @@
shUniform(float4x4, wvp) @shAutoConstant(wvp, worldviewproj_matrix)
shVertexInput(float2, uv0)
shOutput(float2, UV)
shColourInput(float4)
shOutput(float4, colourPassthrough)
shOutput(float, alphaFade)
SH_START_PROGRAM
{
colourPassthrough = colour;
shOutputPosition = shMatrixMult(wvp, shInputPosition);
UV = uv0;
alphaFade = shInputPosition.z < 100.f ? 0 : 1;
}
#else
SH_BEGIN_PROGRAM
shInput(float2, UV)
shInput(float4, colourPassthrough)
shInput(float, alphaFade)
#if MRT
shDeclareMrtOutput(1)
#endif
@ -42,7 +41,7 @@
float4 albedo = shSample(diffuseMap1, scrolledUV) * (1-cloudBlendFactor) + shSample(diffuseMap2, scrolledUV) * cloudBlendFactor;
shOutputColour(0) = colourPassthrough * float4(cloudColour, 1) * albedo * float4(1,1,1, cloudOpacity);
shOutputColour(0) = float4(cloudColour, 1) * albedo * float4(1,1,1, cloudOpacity * alphaFade);
#if MRT
shOutputColour(1) = float4(1,1,1,1);

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