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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-11 06:34:36 +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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@ -37,7 +37,6 @@ void AccuTexFeatHLSL::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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false,
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meta,
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componentList );
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@ -65,10 +64,7 @@ void AccuTexFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
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// accu map
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Var *accuMap = new Var;
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if (mIsDirect3D11)
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accuMap->setType("SamplerState");
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else
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accuMap->setType("sampler2D");
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accuMap->setType("SamplerState");
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accuMap->setName( "accuMap" );
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accuMap->uniform = true;
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@ -139,8 +135,8 @@ void AccuTexFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
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accuSpecular->constSortPos = cspPotentialPrimitive;
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}
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Var *inTex = getInTexCoord( "texCoord", "float2", true, componentList );
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Var *accuVec = getInTexCoord( "accuVec", "float3", true, componentList );
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Var *inTex = getInTexCoord( "texCoord", "float2", componentList );
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Var *accuVec = getInTexCoord( "accuVec", "float3", componentList );
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Var *bumpNorm = (Var *)LangElement::find( "bumpSample" );
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if( bumpNorm == NULL )
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{
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@ -150,18 +146,14 @@ void AccuTexFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
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}
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// get the accu pixel color
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if (mIsDirect3D11)
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{
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Var *accuMapTex = new Var;
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accuMapTex->setType("Texture2D");
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accuMapTex->setName("accuMapTex");
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accuMapTex->uniform = true;
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accuMapTex->texture = true;
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accuMapTex->constNum = accuMap->constNum;
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meta->addStatement(new GenOp(" @ = @.Sample(@, @ * @);\r\n", colorAccuDecl, accuMapTex, accuMap, inTex, accuScale));
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}
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else
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meta->addStatement(new GenOp(" @ = tex2D(@, @ * @);\r\n", colorAccuDecl, accuMap, inTex, accuScale));
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Var *accuMapTex = new Var;
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accuMapTex->setType("Texture2D");
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accuMapTex->setName("accuMapTex");
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accuMapTex->uniform = true;
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accuMapTex->texture = true;
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accuMapTex->constNum = accuMap->constNum;
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meta->addStatement(new GenOp(" @ = @.Sample(@, @ * @);\r\n", colorAccuDecl, accuMapTex, accuMap, inTex, accuScale));
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// scale up normals
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meta->addStatement( new GenOp( " @.xyz = @.xyz * 2.0 - 0.5;\r\n", bumpNorm, bumpNorm ) );
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@ -250,7 +242,6 @@ Var* AccuTexFeatHLSL::addOutAccuVec( Vector<ShaderComponent*> &componentList, Mu
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outAccuVec->setName( "accuVec" );
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outAccuVec->setStructName( "OUT" );
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outAccuVec->setType( "float3" );
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outAccuVec->mapsToSampler = false;
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getAccuVec( meta, outAccuVec );
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}
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