From 246785a8bf73ae3bc0445823e1d7c0fdcb9a6855 Mon Sep 17 00:00:00 2001 From: rextimmy Date: Fri, 16 Oct 2015 21:30:39 +1000 Subject: [PATCH 1/2] Removed unused vertex formats from ScatterSky --- Engine/source/environment/scatterSky.cpp | 2 -- Engine/source/environment/scatterSky.h | 2 -- Templates/Empty/game/shaders/common/gl/scatterSkyV.glsl | 5 ----- Templates/Empty/game/shaders/common/scatterSkyV.hlsl | 4 ---- Templates/Full/game/shaders/common/gl/scatterSkyV.glsl | 5 ----- Templates/Full/game/shaders/common/scatterSkyV.hlsl | 4 ---- 6 files changed, 22 deletions(-) diff --git a/Engine/source/environment/scatterSky.cpp b/Engine/source/environment/scatterSky.cpp index 3e2d2d890..1db1afc43 100644 --- a/Engine/source/environment/scatterSky.cpp +++ b/Engine/source/environment/scatterSky.cpp @@ -85,8 +85,6 @@ const F32 ScatterSky::smViewerHeight = 1.0f; GFXImplementVertexFormat( ScatterSkyVertex ) { addElement( "POSITION", GFXDeclType_Float3 ); - addElement( "NORMAL", GFXDeclType_Float3 ); - addElement( "COLOR", GFXDeclType_Color ); } ScatterSky::ScatterSky() diff --git a/Engine/source/environment/scatterSky.h b/Engine/source/environment/scatterSky.h index 66177851d..d6c252e1b 100644 --- a/Engine/source/environment/scatterSky.h +++ b/Engine/source/environment/scatterSky.h @@ -61,8 +61,6 @@ class MatrixSet; GFXDeclareVertexFormat( ScatterSkyVertex ) { Point3F point; - VectorF normal; - GFXVertexColor color; }; class ScatterSky : public SceneObject, public ISceneLight diff --git a/Templates/Empty/game/shaders/common/gl/scatterSkyV.glsl b/Templates/Empty/game/shaders/common/gl/scatterSkyV.glsl index 61580d785..252a2b121 100644 --- a/Templates/Empty/game/shaders/common/gl/scatterSkyV.glsl +++ b/Templates/Empty/game/shaders/common/gl/scatterSkyV.glsl @@ -36,14 +36,9 @@ float vernierScale(float fCos) } in vec4 vPosition; -in vec3 vNormal; -in vec4 vColor; -in vec2 vTexCoord0; // This is the shader input vertex structure. #define IN_position vPosition -#define IN_normal vNormal -#define IN_color vColor // This is the shader output data. out vec4 rayleighColor; diff --git a/Templates/Empty/game/shaders/common/scatterSkyV.hlsl b/Templates/Empty/game/shaders/common/scatterSkyV.hlsl index dfec25d91..9f6f3ffc8 100644 --- a/Templates/Empty/game/shaders/common/scatterSkyV.hlsl +++ b/Templates/Empty/game/shaders/common/scatterSkyV.hlsl @@ -39,10 +39,6 @@ struct Vert { // .xyz = point float4 position : POSITION; - - float3 normal : NORMAL; - - float4 color : TEXCOORD0; }; // This is the shader output data. diff --git a/Templates/Full/game/shaders/common/gl/scatterSkyV.glsl b/Templates/Full/game/shaders/common/gl/scatterSkyV.glsl index 61580d785..252a2b121 100644 --- a/Templates/Full/game/shaders/common/gl/scatterSkyV.glsl +++ b/Templates/Full/game/shaders/common/gl/scatterSkyV.glsl @@ -36,14 +36,9 @@ float vernierScale(float fCos) } in vec4 vPosition; -in vec3 vNormal; -in vec4 vColor; -in vec2 vTexCoord0; // This is the shader input vertex structure. #define IN_position vPosition -#define IN_normal vNormal -#define IN_color vColor // This is the shader output data. out vec4 rayleighColor; diff --git a/Templates/Full/game/shaders/common/scatterSkyV.hlsl b/Templates/Full/game/shaders/common/scatterSkyV.hlsl index dfec25d91..9f6f3ffc8 100644 --- a/Templates/Full/game/shaders/common/scatterSkyV.hlsl +++ b/Templates/Full/game/shaders/common/scatterSkyV.hlsl @@ -39,10 +39,6 @@ struct Vert { // .xyz = point float4 position : POSITION; - - float3 normal : NORMAL; - - float4 color : TEXCOORD0; }; // This is the shader output data. From af9ad17ad6faeb258fee9ab5a580776185d3283f Mon Sep 17 00:00:00 2001 From: rextimmy Date: Mon, 19 Oct 2015 21:15:59 +1000 Subject: [PATCH 2/2] Replaced ScatterSkyVertex declaration with default GFXVertexP in ScatterSky. --- Engine/source/environment/scatterSky.cpp | 7 +------ Engine/source/environment/scatterSky.h | 8 +------- 2 files changed, 2 insertions(+), 13 deletions(-) diff --git a/Engine/source/environment/scatterSky.cpp b/Engine/source/environment/scatterSky.cpp index 1db1afc43..aebf9c617 100644 --- a/Engine/source/environment/scatterSky.cpp +++ b/Engine/source/environment/scatterSky.cpp @@ -82,11 +82,6 @@ const F32 ScatterSky::smEarthRadius = (6378.0f * 1000.0f); const F32 ScatterSky::smAtmosphereRadius = 200000.0f; const F32 ScatterSky::smViewerHeight = 1.0f; -GFXImplementVertexFormat( ScatterSkyVertex ) -{ - addElement( "POSITION", GFXDeclType_Float3 ); -} - ScatterSky::ScatterSky() { mPrimCount = 0; @@ -759,7 +754,7 @@ void ScatterSky::_initVBIB() F32 zOffset = -( mCos( mSqrt( 1.0f ) ) + 0.01f ); mVB.set( GFX, mVertCount, GFXBufferTypeStatic ); - ScatterSkyVertex *pVert = mVB.lock(); + GFXVertexP *pVert = mVB.lock(); if(!pVert) return; for ( U32 y = 0; y < vertStride; y++ ) diff --git a/Engine/source/environment/scatterSky.h b/Engine/source/environment/scatterSky.h index d6c252e1b..287f6db1a 100644 --- a/Engine/source/environment/scatterSky.h +++ b/Engine/source/environment/scatterSky.h @@ -57,12 +57,6 @@ class TimeOfDay; class CubemapData; class MatrixSet; - -GFXDeclareVertexFormat( ScatterSkyVertex ) -{ - Point3F point; -}; - class ScatterSky : public SceneObject, public ISceneLight { typedef SceneObject Parent; @@ -226,7 +220,7 @@ protected: // Prim buffer, vertex buffer and shader for rendering. GFXPrimitiveBufferHandle mPrimBuffer; - GFXVertexBufferHandle mVB; + GFXVertexBufferHandle mVB; GFXShaderRef mShader; GFXStateBlockRef mStateBlock;