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ps/trunk/source/renderer/Renderer.cpp
Show First 20 Lines • Show All 572 Lines • ▼ Show 20 Lines | if (m_Caps.m_ARBProgramShadow && m_Options.m_ARBProgramShadow) | ||||
m->globalContext.Add(str_USE_FP_SHADOW, str_1); | m->globalContext.Add(str_USE_FP_SHADOW, str_1); | ||||
if (m_Options.m_ShadowPCF) | if (m_Options.m_ShadowPCF) | ||||
m->globalContext.Add(str_USE_SHADOW_PCF, str_1); | m->globalContext.Add(str_USE_SHADOW_PCF, str_1); | ||||
#if !CONFIG2_GLES | #if !CONFIG2_GLES | ||||
m->globalContext.Add(str_USE_SHADOW_SAMPLER, str_1); | m->globalContext.Add(str_USE_SHADOW_SAMPLER, str_1); | ||||
#endif | #endif | ||||
} | } | ||||
if (m_LightEnv) | |||||
m->globalContext.Add(CStrIntern("LIGHTING_MODEL_" + m_LightEnv->GetLightingModel()), str_1); | |||||
if (m_Options.m_PreferGLSL && m_Options.m_Fog) | if (m_Options.m_PreferGLSL && m_Options.m_Fog) | ||||
m->globalContext.Add(str_USE_FOG, str_1); | m->globalContext.Add(str_USE_FOG, str_1); | ||||
m->Model.ModShader = LitRenderModifierPtr(new ShaderRenderModifier()); | m->Model.ModShader = LitRenderModifierPtr(new ShaderRenderModifier()); | ||||
bool cpuLighting = (GetRenderPath() == RP_FIXED); | bool cpuLighting = (GetRenderPath() == RP_FIXED); | ||||
m->Model.VertexRendererShader = ModelVertexRendererPtr(new ShaderModelVertexRenderer(cpuLighting)); | m->Model.VertexRendererShader = ModelVertexRendererPtr(new ShaderModelVertexRenderer(cpuLighting)); | ||||
m->Model.VertexInstancingShader = ModelVertexRendererPtr(new InstancingModelRenderer(false, m_Options.m_PreferGLSL)); | m->Model.VertexInstancingShader = ModelVertexRendererPtr(new InstancingModelRenderer(false, m_Options.m_PreferGLSL)); | ||||
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Wildfire Games · Phabricator