Removes Direct3D9 functionality.

This commit is contained in:
Areloch 2017-05-28 16:51:31 -05:00
parent 5ac6f6beb3
commit edd1e0a270
86 changed files with 382 additions and 10445 deletions

View file

@ -37,7 +37,6 @@ void AccuTexFeatGLSL::processVert(Vector<ShaderComponent*> &componentList,
MultiLine *meta = new MultiLine;
getOutTexCoord( "texCoord",
"vec2",
true,
false,
meta,
componentList );
@ -130,8 +129,8 @@ void AccuTexFeatGLSL::processPix(Vector<ShaderComponent*> &componentList,
accuSpecular->constSortPos = cspPotentialPrimitive;
}
Var *inTex = getInTexCoord( "texCoord", "vec2", true, componentList );
Var *accuVec = getInTexCoord( "accuVec", "vec3", true, componentList );
Var *inTex = getInTexCoord( "texCoord", "vec2", componentList );
Var *accuVec = getInTexCoord( "accuVec", "vec3", componentList );
Var *bumpNorm = (Var *)LangElement::find( "bumpSample" );
if( bumpNorm == NULL ) {
bumpNorm = (Var *)LangElement::find( "bumpNormal" );
@ -232,7 +231,6 @@ Var* AccuTexFeatGLSL::addOutAccuVec(Vector<ShaderComponent*> &componentList, Mul
outAccuVec->setName( "accuVec" );
outAccuVec->setStructName( "OUT" );
outAccuVec->setType( "float3" );
outAccuVec->mapsToSampler = false;
getAccuVec( meta, outAccuVec );
}

View file

@ -42,7 +42,6 @@ void BumpFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
// Output the texture coord.
getOutTexCoord( "texCoord",
"vec2",
true,
useTexAnim,
meta,
componentList );
@ -64,7 +63,7 @@ void BumpFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
output = meta;
// Get the texture coord.
Var *texCoord = getInTexCoord( "texCoord", "vec2", true, componentList );
Var *texCoord = getInTexCoord( "texCoord", "vec2", componentList );
// Sample the bumpmap.
Var *bumpMap = getNormalMapTex();
@ -156,7 +155,7 @@ void BumpFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
bumpMap->sampler = true;
bumpMap->constNum = Var::getTexUnitNum();
texCoord = getInTexCoord( "detCoord", "vec2", true, componentList );
texCoord = getInTexCoord( "detCoord", "vec2", componentList );
texOp = new GenOp( "tex2D(@, @)", bumpMap, texCoord );
Var *detailBump = new Var;
@ -267,7 +266,6 @@ void ParallaxFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
// Add the texture coords.
getOutTexCoord( "texCoord",
"vec2",
true,
fd.features[MFT_TexAnim],
meta,
componentList );
@ -312,7 +310,7 @@ void ParallaxFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
MultiLine *meta = new MultiLine;
// Order matters... get this first!
Var *texCoord = getInTexCoord( "texCoord", "vec2", true, componentList );
Var *texCoord = getInTexCoord( "texCoord", "vec2", componentList );
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
@ -408,7 +406,6 @@ void NormalsOutFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
outNormal->setName( "wsNormal" );
outNormal->setStructName( "OUT" );
outNormal->setType( "vec3" );
outNormal->mapsToSampler = false;
// Find the incoming vertex normal.
Var *inNormal = (Var*)LangElement::find( "normal" );

View file

@ -67,7 +67,6 @@ void EyeSpaceDepthOutGLSL::processPix( Vector<ShaderComponent*> &componentList,
wsEyeVec->setName( "wsEyeVec" );
wsEyeVec->setStructName( "IN" );
wsEyeVec->setType( "float4" );
wsEyeVec->mapsToSampler = false;
wsEyeVec->uniform = false;
// get shader constants
@ -153,7 +152,6 @@ void DepthOutGLSL::processPix( Vector<ShaderComponent*> &componentList,
depthVar->setName( "depth" );
depthVar->setStructName( "IN" );
depthVar->setType( "float" );
depthVar->mapsToSampler = false;
depthVar->uniform = false;
/*

View file

@ -118,7 +118,6 @@ void SpecularMapGLSL::processVert(Vector<ShaderComponent*> &componentList, const
// Add the texture coords.
getOutTexCoord("texCoord",
"vec2",
true,
fd.features[MFT_TexAnim],
meta,
componentList);
@ -129,7 +128,7 @@ void SpecularMapGLSL::processVert(Vector<ShaderComponent*> &componentList, const
void SpecularMapGLSL::processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
{
// Get the texture coord.
Var *texCoord = getInTexCoord( "texCoord", "vec2", true, componentList );
Var *texCoord = getInTexCoord( "texCoord", "vec2", componentList );
// create texture var
Var *specularMap = new Var;

View file

@ -333,7 +333,6 @@ Var* ShaderFeatureGLSL::getOutViewToTangent( Vector<ShaderComponent*> &component
Var* ShaderFeatureGLSL::getOutTexCoord( const char *name,
const char *type,
bool mapsToSampler,
bool useTexAnim,
MultiLine *meta,
Vector<ShaderComponent*> &componentList )
@ -351,7 +350,6 @@ Var* ShaderFeatureGLSL::getOutTexCoord( const char *name,
texCoord->setName( outTexName );
texCoord->setStructName( "OUT" );
texCoord->setType( type );
texCoord->mapsToSampler = mapsToSampler;
if( useTexAnim )
{
@ -386,7 +384,6 @@ Var* ShaderFeatureGLSL::getOutTexCoord( const char *name,
Var* ShaderFeatureGLSL::getInTexCoord( const char *name,
const char *type,
bool mapsToSampler,
Vector<ShaderComponent*> &componentList )
{
Var* texCoord = (Var*)LangElement::find( name );
@ -397,7 +394,6 @@ Var* ShaderFeatureGLSL::getInTexCoord( const char *name,
texCoord->setName( name );
texCoord->setStructName( "IN" );
texCoord->setType( type );
texCoord->mapsToSampler = mapsToSampler;
}
AssertFatal( dStrcmp( type, (const char*)texCoord->type ) == 0,
@ -447,7 +443,6 @@ Var* ShaderFeatureGLSL::addOutVpos( MultiLine *meta,
outVpos->setName( "outVpos" );
outVpos->setStructName( "OUT" );
outVpos->setType( "vec4" );
outVpos->mapsToSampler = false;
Var *outPosition = (Var*) LangElement::find( "gl_Position" );
AssertFatal( outPosition, "ShaderFeatureGLSL::addOutVpos - Didn't find the output position." );
@ -725,7 +720,6 @@ Var* ShaderFeatureGLSL::addOutWsPosition( Vector<ShaderComponent*> &componentLis
outWsPosition->setName( "outWsPosition" );
outWsPosition->setStructName( "OUT" );
outWsPosition->setType( "vec3" );
outWsPosition->mapsToSampler = false;
getWsPosition( componentList, useInstancing, meta, outWsPosition );
}
@ -797,7 +791,6 @@ Var* ShaderFeatureGLSL::addOutDetailTexCoord( Vector<ShaderComponent*> &compon
outTex->setName( "detCoord" );
outTex->setStructName( "OUT" );
outTex->setType( "vec2" );
outTex->mapsToSampler = true;
if ( useTexAnim )
{
@ -841,7 +834,6 @@ void DiffuseMapFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
MultiLine *meta = new MultiLine;
getOutTexCoord( "texCoord",
"vec2",
true,
fd.features[MFT_TexAnim],
meta,
componentList );
@ -857,7 +849,7 @@ void DiffuseMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
// grab connector texcoord register
Var *inTex = getInTexCoord( "texCoord", "vec2", true, componentList );
Var *inTex = getInTexCoord( "texCoord", "vec2", componentList );
//determine output target
ShaderFeature::OutputTarget targ = ShaderFeature::DefaultTarget;
@ -1023,7 +1015,6 @@ void OverlayTexFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
outTex->setName( "outTexCoord2" );
outTex->setStructName( "OUT" );
outTex->setType( "vec2" );
outTex->mapsToSampler = true;
if( fd.features[MFT_TexAnim] )
{
@ -1058,7 +1049,6 @@ void OverlayTexFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
inTex->setName( "texCoord2" );
inTex->setStructName( "IN" );
inTex->setType( "vec2" );
inTex->mapsToSampler = true;
// create texture var
Var *diffuseMap = new Var;
@ -1219,7 +1209,6 @@ void LightmapFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
outTex->setName( "texCoord2" );
outTex->setStructName( "OUT" );
outTex->setType( "vec2" );
outTex->mapsToSampler = true;
// setup language elements to output incoming tex coords to output
output = new GenOp( " @ = @;\r\n", outTex, inTex );
@ -1234,7 +1223,6 @@ void LightmapFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
inTex->setName( "texCoord2" );
inTex->setStructName( "IN" );
inTex->setType( "vec2" );
inTex->mapsToSampler = true;
// create texture var
Var *lightMap = new Var;
@ -1343,7 +1331,6 @@ void TonemapFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
outTex2->setName( "texCoord2" );
outTex2->setStructName( "OUT" );
outTex2->setType( "vec2" );
outTex2->mapsToSampler = true;
output = new GenOp( " @ = @;\r\n", outTex2, inTex2 );
}
@ -1359,7 +1346,6 @@ void TonemapFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
inTex2->setName( "texCoord2" );
inTex2->setStructName( "IN" );
inTex2->setType( "vec2" );
inTex2->mapsToSampler = true;
// create texture var
Var *toneMap = new Var;
@ -1596,7 +1582,7 @@ void DetailFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
// Get the detail texture coord.
Var *inTex = getInTexCoord( "detCoord", "vec2", true, componentList );
Var *inTex = getInTexCoord( "detCoord", "vec2", componentList );
// create texture var
Var *detailMap = new Var;
@ -1715,7 +1701,6 @@ void ReflectCubeFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
outTex->setName( "texCoord" );
outTex->setStructName( "OUT" );
outTex->setType( "vec2" );
outTex->mapsToSampler = true;
// setup language elements to output incoming tex coords to output
meta->addStatement( new GenOp( " @ = @;\r\n", outTex, inTex ) );
@ -1771,7 +1756,6 @@ void ReflectCubeFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
reflectVec->setName( "reflectVec" );
reflectVec->setStructName( "OUT" );
reflectVec->setType( "vec3" );
reflectVec->mapsToSampler = true;
meta->addStatement( new GenOp( " @ = reflect(@, @);\r\n", reflectVec, eyeToVert, cubeNormal ) );
@ -1794,7 +1778,7 @@ void ReflectCubeFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
fd.materialFeatures[MFT_NormalMap] )
{
// grab connector texcoord register
Var *inTex = getInTexCoord( "texCoord", "vec2", true, componentList );
Var *inTex = getInTexCoord( "texCoord", "vec2", componentList );
// create texture var
Var *newMap = new Var;
@ -1833,7 +1817,6 @@ void ReflectCubeFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
reflectVec->setName( "reflectVec" );
reflectVec->setStructName( "IN" );
reflectVec->setType( "vec3" );
reflectVec->mapsToSampler = true;
// create cubemap var
Var *cubeMap = new Var;
@ -2007,7 +1990,6 @@ void RTLightingFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
outNormal->setName( "wsNormal" );
outNormal->setStructName( "OUT" );
outNormal->setType( "vec3" );
outNormal->mapsToSampler = false;
// Transform the normal to world space.
meta->addStatement( new GenOp( " @ = normalize( @ - @.xyz );\r\n", outNormal, eyePos, inPosition ) );
@ -2039,7 +2021,6 @@ void RTLightingFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
outNormal->setName( "wsNormal" );
outNormal->setStructName( "OUT" );
outNormal->setType( "vec3" );
outNormal->mapsToSampler = false;
// Get the transform to world space.
Var *objTrans = getObjTrans( componentList, fd.features[MFT_UseInstancing], meta );
@ -2228,7 +2209,6 @@ void FogFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
fogAmount->setName( "fogAmount" );
fogAmount->setStructName( "OUT" );
fogAmount->setType( "float" );
fogAmount->mapsToSampler = false;
meta->addStatement( new GenOp( " @ = saturate( computeSceneFog( @, @, @.r, @.g, @.b ) );\r\n",
fogAmount, eyePos, wsPosition, fogData, fogData, fogData ) );
@ -2368,7 +2348,7 @@ void VisibilityFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
// Get the visibility constant.
Var *visibility = NULL;
if ( fd.features[ MFT_UseInstancing ] )
visibility = getInTexCoord( "visibility", "float", false, componentList );
visibility = getInTexCoord( "visibility", "float", componentList );
else
{
visibility = (Var*)LangElement::find( "visibility" );

View file

@ -39,7 +39,6 @@ public:
///
Var* getOutTexCoord( const char *name,
const char *type,
bool mapsToSampler,
bool useTexAnim,
MultiLine *meta,
Vector<ShaderComponent*> &componentList );
@ -48,7 +47,6 @@ public:
/// to the input connector if it doesn't exist.
static Var* getInTexCoord( const char *name,
const char *type,
bool mapsToSampler,
Vector<ShaderComponent*> &componentList );
static Var* getInColor( const char *name,