Browse Source

Merge pull request #929 from BeamNG/remove_old_opengl_code

Remove unnecesary code for handle OpenGL.
LuisAntonRebollo 10 years ago
parent
commit
2f8d18c0c0

+ 1 - 3
Engine/source/gui/controls/guiColorPicker.cpp

@@ -353,9 +353,7 @@ void GuiColorPickerCtrl::onRender(Point2I offset, const RectI& updateRect)
          Point2I resolution = getRoot()->getExtent();
          Point2I resolution = getRoot()->getExtent();
 
 
          U32 buf_x = offset.x + mSelectorPos.x + 1;
          U32 buf_x = offset.x + mSelectorPos.x + 1;
-         U32 buf_y = ( extent.y - ( offset.y + mSelectorPos.y + 1 ) );
-         if(GFX->getAdapterType() != OpenGL)
-            buf_y = resolution.y - buf_y;
+         U32 buf_y = resolution.y - ( extent.y - ( offset.y + mSelectorPos.y + 1 ) );
 
 
          GFXTexHandle bb( resolution.x, 
          GFXTexHandle bb( resolution.x, 
                           resolution.y, 
                           resolution.y, 

+ 2 - 17
Engine/source/lighting/lightManager.cpp

@@ -312,14 +312,8 @@ void LightManager::_update4LightConsts(   const SceneData &sgData,
    {
    {
       PROFILE_SCOPE( LightManager_Update4LightConsts_setLights );
       PROFILE_SCOPE( LightManager_Update4LightConsts_setLights );
 
 
-      // NOTE: We haven't ported the lighting shaders on OSX
-      // to the optimized HLSL versions.
-      #if defined( TORQUE_OS_MAC ) || defined( TORQUE_OS_LINUX )
-         static AlignedArray<Point3F> lightPositions( 4, sizeof( Point4F ) );
-      #else
          static AlignedArray<Point4F> lightPositions( 3, sizeof( Point4F ) );
          static AlignedArray<Point4F> lightPositions( 3, sizeof( Point4F ) );
          static AlignedArray<Point4F> lightSpotDirs( 3, sizeof( Point4F ) );
          static AlignedArray<Point4F> lightSpotDirs( 3, sizeof( Point4F ) );
-      #endif               
       static AlignedArray<Point4F> lightColors( 4, sizeof( Point4F ) );
       static AlignedArray<Point4F> lightColors( 4, sizeof( Point4F ) );
       static Point4F lightInvRadiusSq;
       static Point4F lightInvRadiusSq;
       static Point4F lightSpotAngle;
       static Point4F lightSpotAngle;
@@ -329,6 +323,7 @@ void LightManager::_update4LightConsts(   const SceneData &sgData,
       // Need to clear the buffers so that we don't leak
       // Need to clear the buffers so that we don't leak
       // lights from previous passes or have NaNs.
       // lights from previous passes or have NaNs.
       dMemset( lightPositions.getBuffer(), 0, lightPositions.getBufferSize() );
       dMemset( lightPositions.getBuffer(), 0, lightPositions.getBufferSize() );
+      dMemset( lightSpotDirs.getBuffer(), 0, lightSpotDirs.getBufferSize() );
       dMemset( lightColors.getBuffer(), 0, lightColors.getBufferSize() );
       dMemset( lightColors.getBuffer(), 0, lightColors.getBufferSize() );
       lightInvRadiusSq = Point4F::Zero;
       lightInvRadiusSq = Point4F::Zero;
       lightSpotAngle.set( -1.0f, -1.0f, -1.0f, -1.0f );
       lightSpotAngle.set( -1.0f, -1.0f, -1.0f, -1.0f );
@@ -342,12 +337,6 @@ void LightManager::_update4LightConsts(   const SceneData &sgData,
          if ( !light )            
          if ( !light )            
             break;
             break;
 
 
-         #if defined( TORQUE_OS_MAC ) || defined( TORQUE_OS_LINUX )
-
-            lightPositions[i] = light->getPosition();
-
-         #else
-      
             // The light positions and spot directions are 
             // The light positions and spot directions are 
             // in SoA order to make optimal use of the GPU.
             // in SoA order to make optimal use of the GPU.
             const Point3F &lightPos = light->getPosition();
             const Point3F &lightPos = light->getPosition();
@@ -366,8 +355,6 @@ void LightManager::_update4LightConsts(   const SceneData &sgData,
 			   lightSpotFalloff[i] = 1.0f / getMax( F32_MIN, mCos( mDegToRad( light->getInnerConeAngle() / 2.0f ) ) - lightSpotAngle[i] );
 			   lightSpotFalloff[i] = 1.0f / getMax( F32_MIN, mCos( mDegToRad( light->getInnerConeAngle() / 2.0f ) ) - lightSpotAngle[i] );
 			}
 			}
 
 
-         #endif            
-
          // Prescale the light color by the brightness to 
          // Prescale the light color by the brightness to 
          // avoid doing this in the shader.
          // avoid doing this in the shader.
          lightColors[i] = Point4F(light->getColor()) * light->getBrightness();
          lightColors[i] = Point4F(light->getColor()) * light->getBrightness();
@@ -381,13 +368,11 @@ void LightManager::_update4LightConsts(   const SceneData &sgData,
       shaderConsts->setSafe( lightDiffuseSC, lightColors );
       shaderConsts->setSafe( lightDiffuseSC, lightColors );
       shaderConsts->setSafe( lightInvRadiusSqSC, lightInvRadiusSq );
       shaderConsts->setSafe( lightInvRadiusSqSC, lightInvRadiusSq );
 
 
-      #if !defined( TORQUE_OS_MAC ) && !defined( TORQUE_OS_LINUX )
-
          shaderConsts->setSafe( lightSpotDirSC, lightSpotDirs );
          shaderConsts->setSafe( lightSpotDirSC, lightSpotDirs );
          shaderConsts->setSafe( lightSpotAngleSC, lightSpotAngle );
          shaderConsts->setSafe( lightSpotAngleSC, lightSpotAngle );
 		 shaderConsts->setSafe( lightSpotFalloffSC, lightSpotFalloff );
 		 shaderConsts->setSafe( lightSpotFalloffSC, lightSpotFalloff );
 
 
-      #endif
+      
    }
    }
 
 
    // Setup the ambient lighting from the first 
    // Setup the ambient lighting from the first 

+ 0 - 2
Engine/source/materials/processedMaterial.cpp

@@ -289,9 +289,7 @@ void ProcessedMaterial::_initPassStateBlock( RenderPassData *rpd, GFXStateBlockD
 
 
    // The prepass will take care of writing to the 
    // The prepass will take care of writing to the 
    // zbuffer, so we don't have to by default.
    // zbuffer, so we don't have to by default.
-   // The prepass can't write to the backbuffer's zbuffer in OpenGL.
    if (  MATMGR->getPrePassEnabled() && 
    if (  MATMGR->getPrePassEnabled() && 
-         !GFX->getAdapterType() == OpenGL && 
          !mFeatures.hasFeature(MFT_ForwardShading))
          !mFeatures.hasFeature(MFT_ForwardShading))
       result.setZReadWrite( result.zEnable, false );
       result.setZReadWrite( result.zEnable, false );
 
 

+ 0 - 3
Engine/source/terrain/terrCellMaterial.cpp

@@ -542,10 +542,7 @@ bool TerrainCellMaterial::_createPass( Vector<MaterialInfo*> *materials,
 
 
    // We write to the zbuffer if this is a prepass
    // We write to the zbuffer if this is a prepass
    // material or if the prepass is disabled.
    // material or if the prepass is disabled.
-   // We also write the zbuffer if we're using OpenGL, because in OpenGL the prepass
-   // cannot share the same zbuffer as the backbuffer.
    desc.setZReadWrite( true,  !MATMGR->getPrePassEnabled() || 
    desc.setZReadWrite( true,  !MATMGR->getPrePassEnabled() || 
-                              GFX->getAdapterType() == OpenGL ||
                               prePassMat ||
                               prePassMat ||
                               reflectMat );
                               reflectMat );
 
 

+ 4 - 6
Engine/source/terrain/terrRender.cpp

@@ -207,17 +207,15 @@ void TerrainBlock::_updateBaseTexture(bool writeToCache)
       F32 copyOffsetX = 2.0f * GFX->getFillConventionOffset() / (F32)destSize.x;
       F32 copyOffsetX = 2.0f * GFX->getFillConventionOffset() / (F32)destSize.x;
       F32 copyOffsetY = 2.0f * GFX->getFillConventionOffset() / (F32)destSize.y;
       F32 copyOffsetY = 2.0f * GFX->getFillConventionOffset() / (F32)destSize.y;
 
 
-      const bool needsYFlip = GFX->getAdapterType() == OpenGL;
-
       GFXVertexPT points[4];
       GFXVertexPT points[4];
       points[0].point      = Point3F( -1.0 - copyOffsetX, -1.0 + copyOffsetY, 0.0 );
       points[0].point      = Point3F( -1.0 - copyOffsetX, -1.0 + copyOffsetY, 0.0 );
-      points[0].texCoord   = Point2F(  0.0, needsYFlip ? 0.0f : 1.0f );
+      points[0].texCoord   = Point2F(  0.0, 1.0f );
       points[1].point      = Point3F( -1.0 - copyOffsetX,  1.0 + copyOffsetY, 0.0 );
       points[1].point      = Point3F( -1.0 - copyOffsetX,  1.0 + copyOffsetY, 0.0 );
-      points[1].texCoord   = Point2F(  0.0, needsYFlip ? 1.0f : 0.0f );
+      points[1].texCoord   = Point2F(  0.0, 0.0f );
       points[2].point      = Point3F(  1.0 - copyOffsetX,  1.0 + copyOffsetY, 0.0 );
       points[2].point      = Point3F(  1.0 - copyOffsetX,  1.0 + copyOffsetY, 0.0 );
-      points[2].texCoord   = Point2F(  1.0, needsYFlip ? 1.0f : 0.0f );
+      points[2].texCoord   = Point2F(  1.0, 0.0f );
       points[3].point      = Point3F(  1.0 - copyOffsetX, -1.0 + copyOffsetY, 0.0 );
       points[3].point      = Point3F(  1.0 - copyOffsetX, -1.0 + copyOffsetY, 0.0 );
-      points[3].texCoord   = Point2F(  1.0, needsYFlip ? 0.0f : 1.0f );
+      points[3].texCoord   = Point2F(  1.0, 1.0f );
 
 
       vb.set( GFX, 4, GFXBufferTypeVolatile );
       vb.set( GFX, 4, GFXBufferTypeVolatile );
       GFXVertexPT *ptr = vb.lock();
       GFXVertexPT *ptr = vb.lock();