[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [54989] branches/ge_harmony/source: Moving the sampler uniforms out of the light struct to match GLSL specification .

Daniel Stokes kupomail at gmail.com
Sun Mar 3 07:00:03 CET 2013


Revision: 54989
          http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=54989
Author:   kupoman
Date:     2013-03-03 06:00:01 +0000 (Sun, 03 Mar 2013)
Log Message:
-----------
Moving the sampler uniforms out of the light struct to match GLSL specification.

Modified Paths:
--------------
    branches/ge_harmony/source/blender/gpu/shaders/gpu_shader_light_frag.glsl
    branches/ge_harmony/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp

Modified: branches/ge_harmony/source/blender/gpu/shaders/gpu_shader_light_frag.glsl
===================================================================
--- branches/ge_harmony/source/blender/gpu/shaders/gpu_shader_light_frag.glsl	2013-03-03 05:43:47 UTC (rev 54988)
+++ branches/ge_harmony/source/blender/gpu/shaders/gpu_shader_light_frag.glsl	2013-03-03 06:00:01 UTC (rev 54989)
@@ -45,8 +45,6 @@
 	float spotblend;
 	
 	int shadowtype;
-	sampler2DShadow shadowbuffer;
-	sampler2D shadowbuffercol;
 	float shadowbias;
 	float shadowbleed;
 	mat4 shadowpersmat;
@@ -56,6 +54,8 @@
 varying vec3 varposition;
 
 uniform Light bgl_Light;
+uniform sampler2DShadow bgl_ShadowBuffer;
+uniform sampler2D bgl_ShadowBufferCol;
 
 uniform sampler2D bgl_PrepassTarget0;
 uniform sampler2D bgl_PrepassTarget1;
@@ -190,11 +190,11 @@
 	if (bgl_Light.shadowtype != SHADOW_NONE) {
 		float shadfac = 1.0;
 		if (bgl_Light.shadowtype == SHADOW_SIMPLE) {
-			test_shadowbuf(V, bgl_Light.shadowbuffer, bgl_Light.shadowpersmat, bgl_Light.shadowbias,
+			test_shadowbuf(V, bgl_ShadowBuffer, bgl_Light.shadowpersmat, bgl_Light.shadowbias,
 				diff_term, shadfac);
 		}
 		else if (bgl_Light.shadowtype == SHADOW_VARIANCE) {
-			test_shadowbuf_vsm(V, bgl_Light.shadowbuffercol, bgl_Light.shadowpersmat, bgl_Light.shadowbias,
+			test_shadowbuf_vsm(V, bgl_ShadowBufferCol, bgl_Light.shadowpersmat, bgl_Light.shadowbias,
 				bgl_Light.shadowbleed, diff_term, shadfac);
 		}
 		

Modified: branches/ge_harmony/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
===================================================================
--- branches/ge_harmony/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp	2013-03-03 05:43:47 UTC (rev 54988)
+++ branches/ge_harmony/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp	2013-03-03 06:00:01 UTC (rev 54989)
@@ -1542,10 +1542,10 @@
 		glActiveTexture(GL_TEXTURE5);
 		glBindTexture(GL_TEXTURE_2D, light->m_shadowbuffer);
 		if (light->m_shadowtype == LA_SHADMAP_VARIANCE) {
-			bind = GPU_shader_get_uniform(m_light_shader, "bgl_Light.shadowbuffercol");
+			bind = GPU_shader_get_uniform(m_light_shader, "bgl_ShadowBufferCol");
 		}
 		else {
-			bind = GPU_shader_get_uniform(m_light_shader, "bgl_Light.shadowbuffer");
+			bind = GPU_shader_get_uniform(m_light_shader, "bgl_ShadowBuffer");
 		}
 		glUniform1iARB(bind, 5);
 
@@ -1575,7 +1575,7 @@
 
 		glEnableClientState(GL_VERTEX_ARRAY);
 		glVertexPointer(3, GL_FLOAT, 0, m_sphere_vertices);
-		glDrawElements(GL_TRIANGLES, m_sphere_size, GL_UNSIGNED_SHORT, m_sphere_indices);
+		glDrawElements(GL_TRIANGLES, 2, GL_UNSIGNED_SHORT, m_sphere_indices);
 
 		glPopMatrix();
 	}




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