Fix merge problems

Former-commit-id: 899b541adea1719f558c52abfab51458249b6aaf
This commit is contained in:
Lynix
2016-04-17 20:22:29 +02:00
parent b3455e88ca
commit 43c1243b75
7 changed files with 72 additions and 51 deletions

View File

@@ -55,8 +55,8 @@ namespace Nz
Renderer::Clear(RendererBuffer_Depth);
// Just in case the background does render depth
if (sceneData.background)
sceneData.background->Draw(sceneData.viewer);
//if (sceneData.background)
// sceneData.background->Draw(sceneData.viewer);
}
bool DepthRenderTechnique::Draw(const SceneData& sceneData) const
@@ -121,9 +121,9 @@ namespace Nz
float vertices[2 * 4] = {
-0.5f, -0.5f,
0.5f, -0.5f,
0.5f, -0.5f,
-0.5f, 0.5f,
0.5f, 0.5f,
0.5f, 0.5f,
};
s_quadVertexBuffer.FillRaw(vertices, 0, sizeof(vertices));
@@ -157,8 +157,6 @@ namespace Nz
void DepthRenderTechnique::DrawBasicSprites(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const
{
NazaraAssert(sceneData.viewer, "Invalid viewer");
const Shader* lastShader = nullptr;
const ShaderUniforms* shaderUniforms = nullptr;
@@ -183,7 +181,7 @@ namespace Nz
if (spriteChainCount > 0)
{
// On commence par appliquer du matériau (et récupérer le shader ainsi activé)
UInt32 flags = ShaderFlags_VertexColor;
UInt32 flags = 0;
if (overlay)
flags |= ShaderFlags_TextureOverlay;
@@ -203,12 +201,10 @@ namespace Nz
// Index des uniformes dans le shader
shaderUniforms = GetShaderUniforms(shader);
// Couleur ambiante de la scène
shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
// Overlay
shader->SendInteger(shaderUniforms->textureOverlay, overlayUnit);
// Position de la caméra
shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition());
shader->SendVector(shaderUniforms->eyePosition, Renderer::GetMatrix(MatrixType_ViewProj).GetTranslation());
lastShader = shader;
}
@@ -263,8 +259,6 @@ namespace Nz
void DepthRenderTechnique::DrawBillboards(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const
{
NazaraAssert(sceneData.viewer, "Invalid viewer");
const Shader* lastShader = nullptr;
const ShaderUniforms* shaderUniforms = nullptr;
@@ -293,10 +287,8 @@ namespace Nz
// Index des uniformes dans le shader
shaderUniforms = GetShaderUniforms(shader);
// Couleur ambiante de la scène
shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
// Position de la caméra
shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition());
shader->SendVector(shaderUniforms->eyePosition, Renderer::GetMatrix(MatrixType_ViewProj).GetTranslation());
lastShader = shader;
}
@@ -342,10 +334,8 @@ namespace Nz
// Index des uniformes dans le shader
shaderUniforms = GetShaderUniforms(shader);
// Couleur ambiante de la scène
shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
// Position de la caméra
shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition());
shader->SendVector(shaderUniforms->eyePosition, Renderer::GetMatrix(MatrixType_ViewProj).GetTranslation());
lastShader = shader;
}
@@ -408,8 +398,6 @@ namespace Nz
void DepthRenderTechnique::DrawOpaqueModels(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const
{
NazaraAssert(sceneData.viewer, "Invalid viewer");
const Shader* lastShader = nullptr;
const ShaderUniforms* shaderUniforms = nullptr;
@@ -531,7 +519,6 @@ namespace Nz
uniforms.shaderUniformInvalidatedSlot.Connect(shader->OnShaderUniformInvalidated, this, &DepthRenderTechnique::OnShaderInvalidated);
uniforms.eyePosition = shader->GetUniformLocation("EyePosition");
uniforms.sceneAmbient = shader->GetUniformLocation("SceneAmbient");
uniforms.textureOverlay = shader->GetUniformLocation("TextureOverlay");
it = m_shaderUniforms.emplace(shader, std::move(uniforms)).first;