Removes unused and obsolete LightingModel.
It was introduced ind295dacb9b
as a way to control behavior of shaders. Its usage in shaders was completely removed in05008d190e
(before that inb7888aea52
). Reviewed By: elexis Tested By: Stan Differential Revision: https://code.wildfiregames.com/D2011 This was SVN commit r22403.
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3b77a0fba1
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@ -527,9 +527,6 @@ void CGameView::CheckLightEnv()
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if (m->CachedLightEnv == g_LightEnv)
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return;
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if (m->CachedLightEnv.GetLightingModel() != g_LightEnv.GetLightingModel())
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g_Renderer.MakeShadersDirty();
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m->CachedLightEnv = g_LightEnv;
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CTerrain* pTerrain = m->Game->GetWorld()->GetTerrain();
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@ -1,4 +1,4 @@
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/* Copyright (C) 2012 Wildfire Games.
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/* Copyright (C) 2019 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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@ -15,21 +15,16 @@
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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/*
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* CLightEnv implementation
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*/
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#include "precompiled.h"
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#include "maths/MathUtil.h"
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#include "graphics/LightEnv.h"
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#include "maths/MathUtil.h"
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CLightEnv::CLightEnv()
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: m_Elevation(DEGTORAD(45)),
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m_Rotation(DEGTORAD(315)),
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m_LightingModel("standard"),
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m_SunColor(1.5, 1.5, 1.5),
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m_TerrainAmbientColor(0x50/255.f, 0x60/255.f, 0x85/255.f),
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m_UnitsAmbientColor(0x80/255.f, 0x80/255.f, 0x80/255.f),
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@ -1,4 +1,4 @@
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/* Copyright (C) 2018 Wildfire Games.
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/* Copyright (C) 2019 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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@ -35,36 +35,6 @@ class CMapReader;
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*/
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class CLightEnv
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{
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friend class CMapWriter;
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friend class CMapReader;
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friend class CXMLReader;
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private:
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/**
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* Height of sun above the horizon, in radians.
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* For example, an elevation of M_PI/2 means the sun is straight up.
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*/
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float m_Elevation;
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/**
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* Direction of sun on the compass, in radians.
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* For example, a rotation of zero means the sun is in the direction (0,0,-1)
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* and a rotation of M_PI/2 means the sun is in the direction (1,0,0) (not taking
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* elevation into account).
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*/
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float m_Rotation;
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/**
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* Vector corresponding to m_Elevation and m_Rotation.
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* Updated by CalculateSunDirection.
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*/
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CVector3D m_SunDir;
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/**
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* A string that shaders use to determine what lighting model to implement.
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* Current recognised values are "old" and "standard".
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*/
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std::string m_LightingModel;
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public:
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RGBColor m_SunColor;
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RGBColor m_TerrainAmbientColor;
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@ -76,19 +46,15 @@ public:
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float m_Brightness, m_Contrast, m_Saturation, m_Bloom;
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public:
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CLightEnv();
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float GetElevation() const { return m_Elevation; }
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float GetRotation() const { return m_Rotation; }
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const CVector3D& GetSunDir() const { return m_SunDir; }
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const std::string& GetLightingModel() const { return m_LightingModel; }
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void SetElevation(float f);
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void SetRotation(float f);
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void SetLightingModel(const std::string& model) { m_LightingModel = model; }
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/**
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* Calculate brightness of a point of a unit with the given normal vector,
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* for rendering with CPU lighting.
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@ -137,7 +103,6 @@ public:
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{
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return m_Elevation == o.m_Elevation &&
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m_Rotation == o.m_Rotation &&
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m_LightingModel == o.m_LightingModel &&
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m_SunColor == o.m_SunColor &&
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m_TerrainAmbientColor == o.m_TerrainAmbientColor &&
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m_UnitsAmbientColor == o.m_UnitsAmbientColor &&
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@ -156,6 +121,30 @@ public:
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}
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private:
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friend class CMapWriter;
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friend class CMapReader;
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friend class CXMLReader;
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/**
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* Height of sun above the horizon, in radians.
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* For example, an elevation of M_PI/2 means the sun is straight up.
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*/
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float m_Elevation;
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/**
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* Direction of sun on the compass, in radians.
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* For example, a rotation of zero means the sun is in the direction (0,0,-1)
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* and a rotation of M_PI/2 means the sun is in the direction (1,0,0) (not taking
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* elevation into account).
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*/
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float m_Rotation;
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/**
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* Vector corresponding to m_Elevation and m_Rotation.
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* Updated by CalculateSunDirection.
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*/
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CVector3D m_SunDir;
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void CalculateSunDirection();
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};
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@ -578,9 +578,6 @@ void CRenderer::ReloadShaders()
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#endif
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}
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if (m_LightEnv)
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m->globalContext.Add(CStrIntern("LIGHTING_MODEL_" + m_LightEnv->GetLightingModel()), str_1);
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if (m_Options.m_PreferGLSL && m_Options.m_Fog)
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m->globalContext.Add(str_USE_FOG, str_1);
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