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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-28 08:39:34 +00:00
Removes Direct3D9 functionality.
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parent
5ac6f6beb3
commit
edd1e0a270
86 changed files with 382 additions and 10445 deletions
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@ -41,7 +41,7 @@
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void DeferredSpecMapHLSL::processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
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{
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// Get the texture coord.
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Var *texCoord = getInTexCoord( "texCoord", "float2", true, componentList );
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Var *texCoord = getInTexCoord( "texCoord", "float2", componentList );
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// search for color var
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Var *material = (Var*) LangElement::find( getOutputTargetVarName(ShaderFeature::RenderTarget2) );
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@ -57,23 +57,18 @@ void DeferredSpecMapHLSL::processPix( Vector<ShaderComponent*> &componentList, c
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// create texture var
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Var *specularMap = new Var;
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specularMap->setType( "sampler2D" );
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specularMap->setType( "SamplerState" );
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specularMap->setName( "specularMap" );
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specularMap->uniform = true;
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specularMap->sampler = true;
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specularMap->constNum = Var::getTexUnitNum();
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Var* specularMapTex = NULL;
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if (mIsDirect3D11)
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{
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specularMap->setType("SamplerState");
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specularMapTex = new Var;
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specularMapTex->setName("specularMapTex");
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specularMapTex->setType("Texture2D");
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specularMapTex->uniform = true;
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specularMapTex->texture = true;
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specularMapTex->constNum = specularMap->constNum;
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}
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Var* specularMapTex = new Var;
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specularMapTex->setName("specularMapTex");
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specularMapTex->setType("Texture2D");
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specularMapTex->uniform = true;
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specularMapTex->texture = true;
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specularMapTex->constNum = specularMap->constNum;
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//matinfo.g slot reserved for AO later
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Var* specColor = new Var;
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@ -83,10 +78,7 @@ void DeferredSpecMapHLSL::processPix( Vector<ShaderComponent*> &componentList, c
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meta->addStatement(new GenOp(" @.g = 1.0;\r\n", material));
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//sample specular map
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if (mIsDirect3D11)
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meta->addStatement(new GenOp(" @ = @.Sample(@, @);\r\n", specColorElem, specularMapTex, specularMap, texCoord));
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else
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meta->addStatement(new GenOp(" @ = tex2D(@, @);\r\n", specColorElem, specularMap, texCoord));
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meta->addStatement(new GenOp(" @ = @.Sample(@, @);\r\n", specColorElem, specularMapTex, specularMap, texCoord));
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meta->addStatement(new GenOp(" @.b = dot(@.rgb, float3(0.3, 0.59, 0.11));\r\n", material, specColor));
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meta->addStatement(new GenOp(" @.a = @.a;\r\n", material, specColor));
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@ -123,7 +115,6 @@ void DeferredSpecMapHLSL::processVert( Vector<ShaderComponent*> &componentList,
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MultiLine *meta = new MultiLine;
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getOutTexCoord( "texCoord",
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"float2",
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true,
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fd.features[MFT_TexAnim],
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meta,
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componentList );
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