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Drop ENABLE_GLES option
ENABLE_GLES predates forking Irrlicht. Its primary use was to distinguish Irrlicht-ogles from upstream version as Minetest could be compiled with either. That's not necessary anymore and gets in the way sometimes.
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14 changed files with 33 additions and 82 deletions
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@ -229,14 +229,12 @@ class MainShaderConstantSetter : public IShaderConstantSetter
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CachedVertexShaderSetting<f32> m_perspective_zbias_vertex;
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CachedPixelShaderSetting<f32> m_perspective_zbias_pixel;
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#if ENABLE_GLES
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// Modelview matrix
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CachedVertexShaderSetting<float, 16> m_world_view;
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// Texture matrix
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CachedVertexShaderSetting<float, 16> m_texture;
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// Normal matrix
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CachedVertexShaderSetting<float, 9> m_normal;
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#endif
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public:
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MainShaderConstantSetter() :
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@ -256,11 +254,9 @@ public:
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, m_perspective_bias1_pixel("xyPerspectiveBias1")
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, m_perspective_zbias_vertex("zPerspectiveBias")
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, m_perspective_zbias_pixel("zPerspectiveBias")
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#if ENABLE_GLES
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, m_world_view("mWorldView")
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, m_texture("mTexture")
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, m_normal("mNormal")
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#endif
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{}
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~MainShaderConstantSetter() = default;
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@ -283,21 +279,21 @@ public:
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worldViewProj *= worldView;
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m_world_view_proj.set(*reinterpret_cast<float(*)[16]>(worldViewProj.pointer()), services);
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#if ENABLE_GLES
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core::matrix4 texture = driver->getTransform(video::ETS_TEXTURE_0);
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m_world_view.set(*reinterpret_cast<float(*)[16]>(worldView.pointer()), services);
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m_texture.set(*reinterpret_cast<float(*)[16]>(texture.pointer()), services);
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if (driver->getDriverType() == video::EDT_OGLES2) {
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core::matrix4 texture = driver->getTransform(video::ETS_TEXTURE_0);
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m_world_view.set(*reinterpret_cast<float(*)[16]>(worldView.pointer()), services);
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m_texture.set(*reinterpret_cast<float(*)[16]>(texture.pointer()), services);
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core::matrix4 normal;
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worldView.getTransposed(normal);
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sanity_check(normal.makeInverse());
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float m[9] = {
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normal[0], normal[1], normal[2],
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normal[4], normal[5], normal[6],
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normal[8], normal[9], normal[10],
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};
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m_normal.set(m, services);
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#endif
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core::matrix4 normal;
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worldView.getTransposed(normal);
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sanity_check(normal.makeInverse());
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float m[9] = {
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normal[0], normal[1], normal[2],
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normal[4], normal[5], normal[6],
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normal[8], normal[9], normal[10],
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};
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m_normal.set(m, services);
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}
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// Set uniforms for Shadow shader
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if (ShadowRenderer *shadow = RenderingEngine::get_shadow_renderer()) {
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@ -628,10 +624,7 @@ ShaderInfo ShaderSource::generateShader(const std::string &name,
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video::IGPUProgrammingServices *gpu = driver->getGPUProgrammingServices();
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// Create shaders header
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bool use_gles = false;
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#if ENABLE_GLES
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use_gles = driver->getDriverType() == video::EDT_OGLES2;
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#endif
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bool use_gles = driver->getDriverType() == video::EDT_OGLES2;
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std::stringstream shaders_header;
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shaders_header
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<< std::noboolalpha
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