Revert "Merge sources.cmake change"

This reverts commit 03bff8819fcbf3e0f48752c2a79d80bfdb13fcb6, reversing
changes made to 540c7818aaa554296f49813e68f0ce3f2307ce16.
This commit is contained in:
Sachith Hasaranga Seneviratne 2014-06-05 11:46:11 +05:30
parent 03bff8819f
commit 0290564310
99 changed files with 12322 additions and 12445 deletions

View File

@ -9,7 +9,7 @@
<spacer height="15" width="10"/>
<scrollable_ribbon id="players" height="120" y="10" x="10" width="98%" align="center" label_location="each"
square_items="true" child_width="128" child_height="128" />
square_items="true" child_width="160" child_height="120" />
<spacer height="15" width="10"/>
<div width="80%" align="center" layout="vertical-row" height="fit">

View File

@ -18,7 +18,7 @@
<spacer height="15" width="10"/>
<scrollable_ribbon id="players" height="120" y="10" x="10" width="98%" align="center" label_location="each"
square_items="true" child_width="128" child_height="128" />
square_items="true" child_width="160" child_height="120" />
<spacer height="15" width="10"/>
<div width="80%" align="center" layout="vertical-row" height="fit">

View File

@ -1,16 +1,22 @@
uniform sampler2D tex;
uniform float low;
#if __VERSION__ >= 130
in vec2 uv;
out vec4 FragColor;
#else
varying vec2 uv;
#define FragColor gl_FragColor
#endif
vec3 getCIEYxy(vec3 rgbColor);
void main()
{
vec2 uv = gl_FragCoord.xy / 512;
vec3 col = texture(tex, uv).xyz;
float luma = getCIEYxy(col).x;
vec3 col = texture(tex, uv).xyz;
float luma = getCIEYxy(col).x;
col *= smoothstep(1., 10., luma);
FragColor = vec4(col, 1.0);
col *= smoothstep(1., 10., luma);
FragColor = vec4(col, 1.0);
}

View File

@ -1,24 +1,19 @@
uniform sampler2D tex_128;
uniform sampler2D tex_256;
uniform sampler2D tex_512;
layout (std140) uniform MatrixesData
{
mat4 ViewMatrix;
mat4 ProjectionMatrix;
mat4 InverseViewMatrix;
mat4 InverseProjectionMatrix;
mat4 ShadowViewProjMatrixes[4];
vec2 screen;
};
uniform sampler2D tex;
#if __VERSION__ >= 130
in vec2 uv;
out vec4 FragColor;
#else
varying vec2 uv;
#define FragColor gl_FragColor
#endif
void main()
{
vec2 uv = gl_FragCoord.xy / screen;
vec4 col = .125 * texture(tex_128, uv);
col += .25 * texture(tex_256, uv);
col += .5 * texture(tex_512, uv);
FragColor = vec4(col.xyz, 1.);
vec4 col = texture(tex, uv);
col.xyz *= 10.0 * col.a;
FragColor = vec4(col.xyz, 1.);
}

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@ -3,17 +3,16 @@ uniform float greenLmn[9];
uniform float redLmn[9];
uniform sampler2D ntex;
uniform mat4 TransposeViewMatrix;
layout (std140) uniform MatrixesData
{
mat4 ViewMatrix;
mat4 ProjectionMatrix;
mat4 InverseViewMatrix;
mat4 InverseProjectionMatrix;
mat4 ShadowViewProjMatrixes[4];
vec2 screen;
};
#if __VERSION__ >= 130
in vec2 uv;
out vec4 Diff;
out vec4 Spec;
#else
varying vec2 uv;
#define Diff gl_FragData[0]
#define Spec gl_FragData[1]
#endif
vec3 DecodeNormal(vec2 n);
@ -31,7 +30,6 @@ mat4 getMatrix(float L[9])
void main(void)
{
vec2 uv = gl_FragCoord.xy / screen;
vec3 normal = normalize(DecodeNormal(2. * texture(ntex, uv).xy - 1.));
// Convert normal in world space (where SH coordinates were computed)
vec4 extendednormal = TransposeViewMatrix * vec4(normal, 1.);
@ -45,4 +43,5 @@ void main(void)
float b = dot(extendednormal, bmat * extendednormal);
Diff = max(0.25 * vec4(r, g, b, .1), vec4(0.));
Spec = vec4(0.);
}

View File

@ -11,6 +11,7 @@ layout (std140) uniform MatrixesData
vec2 screen;
};
in vec2 uv;
out vec4 FragColor;
float focalDepth = 10.;
@ -19,7 +20,6 @@ float range = 100.;
void main()
{
vec2 uv = gl_FragCoord.xy / screen;
float curdepth = texture(dtex, uv).x;
vec4 FragPos = InverseProjectionMatrix * (2.0f * vec4(uv, curdepth, 1.0f) - 1.0f);
FragPos /= FragPos.w;
@ -82,5 +82,5 @@ void main()
depth = (1 - depth);
vec3 final = colOriginal.rgb * depth + col.rgb * (1 - depth);
FragColor = vec4(final, colOriginal.a);
FragColor = vec4(final, 1.);
}

View File

@ -24,6 +24,7 @@ layout (std140) uniform MatrixesData
};
#endif
in vec2 uv;
out vec4 FragColor;
@ -31,7 +32,6 @@ vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
void main()
{
vec2 uv = gl_FragCoord.xy / screen;
float z = texture(tex, uv).x;
vec4 xpos = getPosFromUVDepth(vec3(uv, z), InverseProjectionMatrix);

View File

@ -1,36 +0,0 @@
// From http://http.developer.nvidia.com/GPUGems3/gpugems3_ch40.html
uniform layout(size1x16) restrict readonly image2D source;
uniform layout(size1x16) volatile restrict writeonly image2D dest;
uniform float sigma = 5.;
layout (local_size_x = 8, local_size_y = 8) in;
shared float local_src[8 + 2 * 8][8];
void main()
{
int x = int(gl_LocalInvocationID.x), y = int(gl_LocalInvocationID.y);
ivec2 uv = ivec2(gl_GlobalInvocationID.x, gl_GlobalInvocationID.y);
local_src[x][y] = imageLoad(source, ivec2(uv) - ivec2(8, 0)).x;
local_src[x + 8][y] = imageLoad(source, ivec2(uv)).x;
local_src[x + 16][y] = imageLoad(source, ivec2(uv) + ivec2(8, 0)).x;
barrier();
float g0, g1, g2;
g0 = 1.0 / (sqrt(2.0 * 3.14) * sigma);
g1 = exp(-0.5 / (sigma * sigma));
g2 = g1 * g1;
float sum = local_src[x + 8][y] * g0;
g0 *= g1;
g1 *= g2;
for (int j = 1; j < 8; j++) {
sum += local_src[8 + x - j][y] * g0;
sum += local_src[8 + x + j][y] * g0;
g0 *= g1;
g1 *= g2;
}
imageStore(dest, ivec2(uv), vec4(sum));
}

View File

@ -4,14 +4,15 @@ uniform sampler2D tex;
uniform vec2 pixel;
uniform float sigma = 5.;
in vec2 uv;
out vec4 FragColor;
void main()
{
vec2 uv = gl_FragCoord.xy * pixel;
float X = uv.x;
float Y = uv.y;
float g0, g1, g2;
g0 = 1.0 / (sqrt(2.0 * 3.14) * sigma);
g1 = exp(-0.5 / (sigma * sigma));

View File

@ -4,14 +4,15 @@ uniform sampler2D tex;
uniform vec2 pixel;
uniform float sigma = 5.;
in vec2 uv;
out vec4 FragColor;
void main()
{
vec2 uv = gl_FragCoord.xy * pixel;
float X = uv.x;
float Y = uv.y;
float g0, g1, g2;
g0 = 1.0 / (sqrt(2.0 * 3.14) * sigma);
g1 = exp(-0.5 / (sigma * sigma));

View File

@ -3,20 +3,25 @@ uniform vec2 pixel;
// Gaussian separated blur with radius 3.
#if __VERSION__ >= 130
in vec2 uv;
out vec4 FragColor;
#else
varying vec2 uv;
#define FragColor gl_FragColor
#endif
void main()
{
vec2 uv = gl_FragCoord.xy * pixel;
vec4 sum = vec4(0.0);
float X = uv.x;
float Y = uv.y;
vec4 sum = vec4(0.0);
float X = uv.x;
float Y = uv.y;
sum += texture(tex, vec2(X - 3.0 * pixel.x, Y)) * 0.03125;
sum += texture(tex, vec2(X - 1.3333 * pixel.x, Y)) * 0.328125;
sum += texture(tex, vec2(X, Y)) * 0.273438;
sum += texture(tex, vec2(X + 1.3333 * pixel.x, Y)) * 0.328125;
sum += texture(tex, vec2(X + 3.0 * pixel.x, Y)) * 0.03125;
sum += texture(tex, vec2(X - 3.0 * pixel.x, Y)) * 0.03125;
sum += texture(tex, vec2(X - 1.3333 * pixel.x, Y)) * 0.328125;
sum += texture(tex, vec2(X, Y)) * 0.273438;
sum += texture(tex, vec2(X + 1.3333 * pixel.x, Y)) * 0.328125;
sum += texture(tex, vec2(X + 3.0 * pixel.x, Y)) * 0.03125;
FragColor = sum;
FragColor = sum;
}

View File

@ -3,20 +3,25 @@ uniform vec2 pixel;
// Gaussian separated blur with radius 3.
#if __VERSION__ >= 130
in vec2 uv;
out vec4 FragColor;
#else
varying vec2 uv;
#define FragColor gl_FragColor
#endif
void main()
{
vec2 uv = gl_FragCoord.xy * pixel;
vec4 sum = vec4(0.0);
float X = uv.x;
float Y = uv.y;
vec4 sum = vec4(0.0);
float X = uv.x;
float Y = uv.y;
sum += texture(tex, vec2(X, Y - 3.0 * pixel.y)) * 0.03125;
sum += texture(tex, vec2(X, Y - 1.3333 * pixel.y)) * 0.328125;
sum += texture(tex, vec2(X, Y)) * 0.273438;
sum += texture(tex, vec2(X, Y + 1.3333 * pixel.y)) * 0.328125;
sum += texture(tex, vec2(X, Y + 3.0 * pixel.y)) * 0.03125;
sum += texture(tex, vec2(X, Y - 3.0 * pixel.y)) * 0.03125;
sum += texture(tex, vec2(X, Y - 1.3333 * pixel.y)) * 0.328125;
sum += texture(tex, vec2(X, Y)) * 0.273438;
sum += texture(tex, vec2(X, Y + 1.3333 * pixel.y)) * 0.328125;
sum += texture(tex, vec2(X, Y + 3.0 * pixel.y)) * 0.03125;
FragColor = sum;
FragColor = sum;
}

View File

@ -3,22 +3,27 @@ uniform vec2 pixel;
// Gaussian separated blur with radius 6.
#if __VERSION__ >= 130
in vec2 uv;
out vec4 FragColor;
#else
varying vec2 uv;
#define FragColor gl_FragColor
#endif
void main()
{
vec2 uv = gl_FragCoord.xy * pixel;
vec4 sum = vec4(0.0);
float X = uv.x;
float Y = uv.y;
vec4 sum = vec4(0.0);
float X = uv.x;
float Y = uv.y;
sum += texture(tex, vec2(X - 5.13333 * pixel.x, Y)) * 0.00640869;
sum += texture(tex, vec2(X - 3.26667 * pixel.x, Y)) * 0.083313;
sum += texture(tex, vec2(X - 1.4 * pixel.x, Y)) * 0.305481;
sum += texture(tex, vec2(X, Y)) * 0.209473;
sum += texture(tex, vec2(X + 1.4 * pixel.x, Y)) * 0.305481;
sum += texture(tex, vec2(X + 3.26667 * pixel.x, Y)) * 0.083313;
sum += texture(tex, vec2(X + 5.13333 * pixel.x, Y)) * 0.00640869;
sum += texture(tex, vec2(X - 5.13333 * pixel.x, Y)) * 0.00640869;
sum += texture(tex, vec2(X - 3.26667 * pixel.x, Y)) * 0.083313;
sum += texture(tex, vec2(X - 1.4 * pixel.x, Y)) * 0.305481;
sum += texture(tex, vec2(X, Y)) * 0.209473;
sum += texture(tex, vec2(X + 1.4 * pixel.x, Y)) * 0.305481;
sum += texture(tex, vec2(X + 3.26667 * pixel.x, Y)) * 0.083313;
sum += texture(tex, vec2(X + 5.13333 * pixel.x, Y)) * 0.00640869;
FragColor = sum;
FragColor = sum;
}

View File

@ -3,22 +3,27 @@ uniform vec2 pixel;
// Gaussian separated blur with radius 6.
#if __VERSION__ >= 130
in vec2 uv;
out vec4 FragColor;
#else
varying vec2 uv;
#define FragColor gl_FragColor
#endif
void main()
{
vec2 uv = gl_FragCoord.xy * pixel;
vec4 sum = vec4(0.0);
float X = uv.x;
float Y = uv.y;
vec4 sum = vec4(0.0);
float X = uv.x;
float Y = uv.y;
sum += texture(tex, vec2(X, Y - 5.13333 * pixel.y)) * 0.00640869;
sum += texture(tex, vec2(X, Y - 3.26667 * pixel.y)) * 0.083313;
sum += texture(tex, vec2(X, Y - 1.4 * pixel.y)) * 0.305481;
sum += texture(tex, vec2(X, Y)) * 0.209473;
sum += texture(tex, vec2(X, Y + 1.4 * pixel.y)) * 0.305481;
sum += texture(tex, vec2(X, Y + 3.26667 * pixel.y)) * 0.083313;
sum += texture(tex, vec2(X, Y + 5.13333 * pixel.y)) * 0.00640869;
sum += texture(tex, vec2(X, Y - 5.13333 * pixel.y)) * 0.00640869;
sum += texture(tex, vec2(X, Y - 3.26667 * pixel.y)) * 0.083313;
sum += texture(tex, vec2(X, Y - 1.4 * pixel.y)) * 0.305481;
sum += texture(tex, vec2(X, Y)) * 0.209473;
sum += texture(tex, vec2(X, Y + 1.4 * pixel.y)) * 0.305481;
sum += texture(tex, vec2(X, Y + 3.26667 * pixel.y)) * 0.083313;
sum += texture(tex, vec2(X, Y + 5.13333 * pixel.y)) * 0.00640869;
FragColor = sum;
FragColor = sum;
}

View File

@ -1,36 +0,0 @@
// From http://http.developer.nvidia.com/GPUGems3/gpugems3_ch40.html
uniform layout(size1x16) restrict readonly image2D source;
uniform layout(size1x16) volatile restrict writeonly image2D dest;
uniform float sigma = 5.;
layout (local_size_x = 8, local_size_y = 8) in;
shared float local_src[8][8 + 2 * 8];
void main()
{
int x = int(gl_LocalInvocationID.x), y = int(gl_LocalInvocationID.y);
ivec2 uv = ivec2(gl_GlobalInvocationID.x, gl_GlobalInvocationID.y);
local_src[x][y] = imageLoad(source, ivec2(uv) - ivec2(0, 8)).x;
local_src[x][y + 8] = imageLoad(source, ivec2(uv)).x;
local_src[x][y + 16] = imageLoad(source, ivec2(uv) + ivec2(0, 8)).x;
barrier();
float g0, g1, g2;
g0 = 1.0 / (sqrt(2.0 * 3.14) * sigma);
g1 = exp(-0.5 / (sigma * sigma));
g2 = g1 * g1;
float sum = local_src[x][y + 8] * g0;
g0 *= g1;
g1 *= g2;
for (int j = 1; j < 8; j++) {
sum += local_src[x][y + 8 + j] * g0;
sum += local_src[x][y + 8 - j] * g0;
g0 *= g1;
g1 *= g2;
}
imageStore(dest, ivec2(uv), vec4(sum));
}

View File

@ -38,7 +38,9 @@ vec3 SH2RGB (in vec4 sh_r, in vec4 sh_g, in vec4 sh_b, in vec3 dir)
return vec3 (dot(Y,sh_r), dot(Y,sh_g), dot(Y,sh_b));
}
out vec4 Diffuse;
in vec2 uv;
layout (location = 0) out vec4 Diffuse;
layout (location = 1) out vec4 Specular;
vec3 DecodeNormal(vec2 n);
vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
@ -47,7 +49,6 @@ vec3 resolution = vec3(32, 16, 32);
void main()
{
vec2 uv = gl_FragCoord.xy / screen;
vec3 GI = vec3(0.);
float depth = texture2D(dtex, uv).x;
@ -96,4 +97,5 @@ void main()
GI /= 4;
Diffuse = max(16. * vec4(GI, 1.), vec4(0.));
Specular = vec4(0.);
}

View File

@ -2,21 +2,11 @@ uniform sampler2D tex;
uniform float zn;
uniform float zf;
layout (std140) uniform MatrixesData
{
mat4 ViewMatrix;
mat4 ProjectionMatrix;
mat4 InverseViewMatrix;
mat4 InverseProjectionMatrix;
mat4 ShadowViewProjMatrixes[4];
vec2 screen;
};
in vec2 uv;
out float Depth;
void main()
{
vec2 uv = gl_FragCoord.xy / screen;
float d = texture(tex, uv).x;
float c0 = zn * zf, c1 = zn - zf, c2 = zf;
Depth = c0 / (d * c1 + c2);

View File

@ -1,15 +1,7 @@
uniform sampler2D edgesMap;
uniform sampler2D areaMap;
layout (std140) uniform MatrixesData
{
mat4 ViewMatrix;
mat4 ProjectionMatrix;
mat4 InverseViewMatrix;
mat4 InverseProjectionMatrix;
mat4 ShadowViewProjMatrixes[4];
vec2 screen;
};
uniform vec2 PIXEL_SIZE;
#define MAX_SEARCH_STEPS 8.0
#define MAX_DISTANCE 33.0
@ -24,7 +16,7 @@ out vec4 FragColor;
* bit.
*/
vec4 tex2Doffset(sampler2D map, vec2 texcoord, vec2 offset) {
return textureLod(map, texcoord + offset / screen, 0.0);
return textureLod(map, texcoord + PIXEL_SIZE * offset, 0.0);
}
float SearchXLeft(vec2 texcoord) {
@ -95,7 +87,7 @@ void main() {
// Now fetch the crossing edges. Instead of sampling between edgels, we
// sample at 0.25, to be able to discern what value has each edgel:
vec4 coords = vec4(d.x, 0.25, d.y + 1.0, 0.25) / screen.xyxy + uv.xyxy;
vec4 coords = vec4(d.x, 0.25, d.y + 1.0, 0.25) * PIXEL_SIZE.xyxy + uv.xyxy;
float e1 = textureLod(edgesMap, coords.xy, 0.0).r;
float e2 = textureLod(edgesMap, coords.zw, 0.0).r;
@ -110,7 +102,7 @@ void main() {
vec2 d = vec2(SearchYUp(uv), SearchYDown(uv));
// Now fetch the crossing edges (yet again):
vec4 coords = vec4(-0.25, d.x, -0.25, d.y - 1.0) / screen.xyxy + uv.xyxy;
vec4 coords = vec4(-0.25, d.x, -0.25, d.y - 1.0) * PIXEL_SIZE.xyxy + uv.xyxy;
float e1 = textureLod(edgesMap, coords.xy, 0.0).g;
float e2 = textureLod(edgesMap, coords.zw, 0.0).g;

View File

@ -1,12 +1,4 @@
layout (std140) uniform MatrixesData
{
mat4 ViewMatrix;
mat4 ProjectionMatrix;
mat4 InverseViewMatrix;
mat4 InverseProjectionMatrix;
mat4 ShadowViewProjMatrixes[4];
vec2 screen;
};
uniform vec2 PIXEL_SIZE;
in vec2 Position;
in vec2 Texcoord;
@ -20,6 +12,6 @@ void main() {
// invy.y = 1.0 - invy.y;
uv = invy.st;
offset[0] = invy.xyxy + vec4(-1.0, 0.0, 0.0, 1.0) / screen.xyxy;
offset[1] = invy.xyxy + vec4( 1.0, 0.0, 0.0, -1.0) / screen.xyxy;
offset[0] = invy.xyxy + PIXEL_SIZE.xyxy * vec4(-1.0, 0.0, 0.0, 1.0);
offset[1] = invy.xyxy + PIXEL_SIZE.xyxy * vec4( 1.0, 0.0, 0.0, -1.0);
}

View File

@ -40,24 +40,20 @@ uniform float mask_radius;
// Maximum height of texture used
uniform float max_tex_height;
layout (std140) uniform MatrixesData
{
mat4 ViewMatrix;
mat4 ProjectionMatrix;
mat4 InverseViewMatrix;
mat4 InverseProjectionMatrix;
mat4 ShadowViewProjMatrixes[4];
vec2 screen;
};
#if __VERSION__ >= 130
in vec2 uv;
out vec4 FragColor;
#else
varying vec2 uv;
#define FragColor gl_FragColor
#endif
// Number of samples used for blurring
#define NB_SAMPLES 8
void main()
{
vec2 texcoords = gl_FragCoord.xy / screen;
vec2 texcoords = uv;
// Sample the color buffer
vec3 color = texture(color_buffer, texcoords).rgb;

View File

@ -34,6 +34,7 @@ vec4 DirToSh(vec3 dir, float flux)
void main(void)
{
vec3 normalizedRHCenter = 2. * vec3(gl_FragCoord.xy, slice) / resolution - 1.;
vec3 RHcenter = (RHMatrix * vec4(normalizedRHCenter * extents, 1.)).xyz;

View File

@ -22,6 +22,7 @@ layout (std140) uniform MatrixesData
};
#endif
in vec2 uv;
out float AO;
const float sigma = 1.;
@ -45,7 +46,6 @@ vec3 getXcYcZc(int x, int y, float zC)
void main(void)
{
vec2 uv = gl_FragCoord.xy / screen;
float lineardepth = textureLod(dtex, uv, 0.).x;
int x = int(gl_FragCoord.x), y = int(gl_FragCoord.y);
vec3 FragPos = getXcYcZc(x, y, lineardepth);

View File

@ -21,19 +21,25 @@ layout (std140) uniform MatrixesData
mat4 InverseViewMatrix;
mat4 InverseProjectionMatrix;
mat4 ShadowViewProjMatrixes[4];
vec2 screen;
};
#endif
#if __VERSION__ >= 130
in vec2 uv;
out vec4 Diff;
out vec4 Spec;
#else
varying vec2 uv;
#define Diff gl_FragData[0]
#define Spec gl_FragData[1]
#endif
vec3 DecodeNormal(vec2 n);
vec3 getSpecular(vec3 normal, vec3 eyedir, vec3 lightdir, vec3 color, float roughness);
vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
void main() {
vec2 uv = gl_FragCoord.xy / screen;
float z = texture(dtex, uv).x;
vec4 xpos = getPosFromUVDepth(vec3(uv, z), InverseProjectionMatrix);

View File

@ -24,7 +24,6 @@ layout (std140) uniform MatrixesData
mat4 InverseViewMatrix;
mat4 InverseProjectionMatrix;
mat4 ShadowViewProjMatrixes[4];
vec2 screen;
};
#endif
@ -69,7 +68,6 @@ float getShadowFactor(vec3 pos, float bias, int index)
}
void main() {
vec2 uv = gl_FragCoord.xy / screen;
float z = texture(dtex, uv).x;
vec4 xpos = getPosFromUVDepth(vec3(uv, z), InverseProjectionMatrix);

View File

@ -5,16 +5,7 @@ uniform sampler2D logluminancetex;
uniform float exposure = .09;
uniform float Lwhite = 1.;
layout (std140) uniform MatrixesData
{
mat4 ViewMatrix;
mat4 ProjectionMatrix;
mat4 InverseViewMatrix;
mat4 InverseProjectionMatrix;
mat4 ShadowViewProjMatrixes[4];
vec2 screen;
};
in vec2 uv;
out vec4 FragColor;
vec3 getCIEYxy(vec3 rgbColor);
@ -26,7 +17,6 @@ float saturation = 1.;
void main()
{
vec2 uv = gl_FragCoord.xy / screen;
vec4 col = texture(tex, uv);
float avgLw = textureLod(logluminancetex, uv, 10.).x;
avgLw = max(exp(avgLw) - delta, delta);
@ -43,5 +33,6 @@ void main()
// Uncharted2 tonemap with Auria's custom coefficients
vec4 perChannel = (col * (6.9 * col + .5)) / (col * (5.2 * col + 1.7) + 0.06);
perChannel = pow(perChannel, vec4(2.2));
FragColor = vec4(perChannel.xyz, col.a);
FragColor = vec4(perChannel.xyz, 1.);
}

View File

@ -237,10 +237,8 @@ when the border that intersect at this corner are enabled.
<!-- Text field color -->
<color type="text_field" state="background" a="255" r="200" g="200" b="200" />
<color type="text_field" state="background_focused" a="255" r="223" g="238" b="248" />
<color type="text_field" state="background_deactivated" a="255" r="200" g="200" b="200" />
<color type="text_field" state="neutral" a="255" r="138" g="138" b="138" />
<color type="text_field" state="focused" a="255" r="42" g="169" b="211" />
<color type="text_field" state="deactivated" a="255" r="138" g="138" b="138" />
<!-- Rating star image -->
<element type="rating" state="neutral" image="ocean/rating_star.png" />

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@ -235,10 +235,8 @@ when the border that intersect at this corner are enabled.
<!-- Text field color -->
<color type="text_field" state="background" a="255" r="200" g="200" b="200" />
<color type="text_field" state="background_focused" a="255" r="236" g="226" b="201" />
<color type="text_field" state="background_deactivated" a="255" r="200" g="200" b="200" />
<color type="text_field" state="neutral" a="255" r="138" g="138" b="138" />
<color type="text_field" state="focused" a="255" r="243" g="164" b="80" />
<color type="text_field" state="deactivated" a="255" r="138" g="138" b="138" />
<!-- Rating star image -->
<element type="rating" state="neutral" image="peach/rating_star.png" />

File diff suppressed because it is too large Load Diff

View File

@ -1,5 +1,3 @@
# Modify this file to change the last-modified date when you add/remove a file.
# This will then trigger a new cmake run automatically.
file(GLOB_RECURSE STK_SOURCES RELATIVE ${CMAKE_CURRENT_SOURCE_DIR} "src/*.cpp")
file(GLOB_RECURSE STK_HEADERS RELATIVE ${CMAKE_CURRENT_SOURCE_DIR} "src/*.hpp")
file(GLOB_RECURSE STK_SHADERS RELATIVE ${CMAKE_CURRENT_SOURCE_DIR} "data/shaders/*")

View File

@ -49,10 +49,9 @@ NewsManager::~NewsManager()
// ---------------------------------------------------------------------------
/** This function initialises the data for the news manager. It starts a
* separate thread to execute downloadNews() - which (if necessary) downaloads
* the news.xml file and updates the list of news messages. It also
* initialises the addons manager (which can trigger another download of
* news.xml).
* separate thread to execute downloadNews() - which (if necessary) the
* news.xml file and updating the list of news messages. It also initialises
* the addons manager (which can trigger another download of news.xml).
* \param force_refresh Re-download news.xml, even if
*/
void NewsManager::init(bool force_refresh)
@ -184,7 +183,7 @@ void* NewsManager::downloadNews(void *obj)
if(xml) delete xml;
xml = NULL;
// Process new.xml now.
if(file_manager->fileExists(xml_file))
{
@ -195,10 +194,6 @@ void* NewsManager::downloadNews(void *obj)
delete xml;
}
// We can't finish stk (esp. delete the file manager) before
// this part of the code is reached (since otherwise the file
// manager might be access after it was deleted).
me->setCanBeDeleted();
pthread_exit(NULL);
return 0; // prevent warning
} // downloadNews

View File

@ -25,7 +25,6 @@
#include <irrString.h>
using namespace irr;
#include "utils/can_be_deleted.hpp"
#include "utils/synchronised.hpp"
class XMLNode;
@ -33,7 +32,7 @@ class XMLNode;
/**
* \ingroup addonsgroup
*/
class NewsManager : public CanBeDeleted
class NewsManager
{
private:
static NewsManager *m_news_manager;

View File

@ -268,7 +268,7 @@ void PlayerManager::save()
if(m_current_player && UserConfigParams::m_remember_user)
{
players_file << L" <current player=\""
players_file << L" <current player=\""
<< m_current_player->getName() << L"\"/>\n";
}
@ -468,7 +468,7 @@ PlayerProfile *PlayerManager::getPlayer(const irr::core::stringw &name)
} // getPlayer
// ----------------------------------------------------------------------------
/** Sets the current player. This is the player that is used for story mode
* and achievements.
* and achievements.
* \param Player profile to be the current player.
*/
void PlayerManager::setCurrentPlayer(PlayerProfile *player)

View File

@ -31,7 +31,7 @@
class AchievementsStatus;
namespace Online
namespace Online
{
class CurrentUser;
class HTTPRequest;
@ -42,10 +42,10 @@ class PlayerProfile;
/** A special class that manages all local player accounts. It reads all player
* accounts from the players.xml file in the user config directory. For each
* player an instance of PlayerProfile is created, which keeps track of
* player an instance of PlayerProfile is created, which keeps track of
* story mode progress, achievements and other data. It also keeps track of
* the currently logged in player.
* It includes several handy static functions which avoid long call
* It includes several handy static functions which avoid long call
* sequences, e.g.:
* PlayerManager::getCurrentOnlineId()
* which is just:
@ -116,9 +116,9 @@ public:
// ------------------------------------------------------------------------
/** Returns the current player. */
static PlayerProfile* getCurrentPlayer()
static PlayerProfile* getCurrentPlayer()
{
return get()->m_current_player;
return get()->m_current_player;
} // getCurrentPlayer
// ------------------------------------------------------------------------

View File

@ -61,7 +61,7 @@ PlayerProfile::PlayerProfile(const core::stringw& name, bool is_guest)
* as soon as the network thread is started) to avoid the player having to
* wait for the login to finish , which needs the main player data (i.e.
* the default player, and saved session data). So the constructor only
* reads this data, the rest of the player data is handled in
* reads this data, the rest of the player data is handled in
* loadRemainingData later in the initialisation process.
* \param node The XML node representing this player.
*/
@ -156,7 +156,7 @@ void PlayerProfile::addIcon()
// followed by .png or .jpg.
std::ostringstream out;
out << m_unique_id <<"."<<StringUtils::getExtension(source);
if(file_manager->copyFile(source,
if(file_manager->copyFile(source,
file_manager->getUserConfigFile(out.str())) )
{
m_icon_filename = out.str();
@ -172,7 +172,7 @@ void PlayerProfile::addIcon()
* file is undefined, it returns a "?" mark texture. Note, getAsset does
* not return a reference, but only a temporary string. So we must return a
* copy of the string (not a reference to).
*/
*/
const std::string PlayerProfile::getIconFilename() const
{
// If the icon file is undefined or does not exist, return the "?" icon
@ -200,7 +200,7 @@ void PlayerProfile::save(UTFWriter &out)
out << L" unique-id=\"" << m_unique_id
<< L"\" saved-session=\"" << m_saved_session << L"\"\n";
out << L" saved-user=\"" << m_saved_user_id
out << L" saved-user=\"" << m_saved_user_id
<< L"\" saved-token=\"" << m_saved_token << L"\"\n";
out << L" last-online-name=\"" << m_last_online_name
<< L"\" last-was-online=\"" << m_last_was_online<< L"\">\n";

View File

@ -32,7 +32,7 @@ using namespace irr;
class AchievementsStatus;
namespace Online
{
class CurrentUser;
class CurrentUser;
class HTTPRequest;
class OnlineProfile;
class XMLRequest;
@ -167,9 +167,9 @@ public:
} // isGuestAccount
// ------------------------------------------------------------------------
/** Returns the last used online name. */
const core::stringw& getLastOnlineName() const
const core::stringw& getLastOnlineName() const
{
return m_last_online_name;
return m_last_online_name;
} // getLastOnlineName
// ------------------------------------------------------------------------
/** Sets the last used online name. */
@ -250,7 +250,7 @@ public:
// ------------------------------------------------------------------------
/** If a session was saved, return the id of the saved user. */
int getSavedUserId() const
{
{
assert(m_saved_session);
return m_saved_user_id;
} // getSavedUserId

View File

@ -262,8 +262,6 @@ void DisplaceProvider::OnSetConstants(IMaterialRendererServices *srv, int)
void DisplaceProvider::update()
{
if (World::getWorld() == NULL) return;
const float time = irr_driver->getDevice()->getTimer()->getTime() / 1000.0f;
const float speed = World::getWorld()->getTrack()->getDisplacementSpeed();

View File

@ -346,7 +346,7 @@ void Camera::smoothMoveCamera(float dt)
if ((m_kart->getSpeed() > 5 ) || (m_kart->getSpeed() < 0 ))
{
current_position += ((wanted_position - current_position) * dt
current_position += ((wanted_position - current_position) * dt
* (m_kart->getSpeed()>0 ? m_kart->getSpeed()/3 + 1.0f
: -1.5f * m_kart->getSpeed() + 2.0f));
}

File diff suppressed because it is too large Load Diff

View File

@ -1,239 +1,232 @@
#ifndef GLWRAP_HEADER_H
#define GLWRAP_HEADER_H
#if defined(__APPLE__)
# include <OpenGL/gl.h>
# include <OpenGL/gl3.h>
# define OGL32CTX
# ifdef GL_ARB_instanced_arrays
# define glVertexAttribDivisor glVertexAttribDivisorARB
# endif
# ifndef GL_TEXTURE_SWIZZLE_RGBA
# define GL_TEXTURE_SWIZZLE_RGBA 0x8E46
# endif
#elif defined(ANDROID)
# include <GLES/gl.h>
#elif defined(WIN32)
# define _WINSOCKAPI_
// has to be included before gl.h because of WINGDIAPI and APIENTRY definitions
# include <windows.h>
# include <GL/gl.h>
#else
#define GL_GLEXT_PROTOTYPES
#define DEBUG_OUTPUT_DECLARED
# include <GL/gl.h>
#endif
#include <vector>
#include "utils/log.hpp"
// already includes glext.h, which defines useful GL constants.
// COpenGLDriver has already loaded the extension GL functions we use (e.g glBeginQuery)
#include "../../lib/irrlicht/source/Irrlicht/COpenGLDriver.h"
#ifdef WIN32
extern PFNGLGENTRANSFORMFEEDBACKSPROC glGenTransformFeedbacks;
extern PFNGLBINDTRANSFORMFEEDBACKPROC glBindTransformFeedback;
extern PFNGLDRAWTRANSFORMFEEDBACKPROC glDrawTransformFeedback;
extern PFNGLBEGINTRANSFORMFEEDBACKPROC glBeginTransformFeedback;
extern PFNGLENDTRANSFORMFEEDBACKPROC glEndTransformFeedback;
extern PFNGLTRANSFORMFEEDBACKVARYINGSPROC glTransformFeedbackVaryings;
extern PFNGLBINDBUFFERBASEPROC glBindBufferBase;
extern PFNGLGENBUFFERSPROC glGenBuffers;
extern PFNGLBINDBUFFERPROC glBindBuffer;
extern PFNGLBUFFERDATAPROC glBufferData;
extern PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer;
extern PFNGLCREATESHADERPROC glCreateShader;
extern PFNGLCOMPILESHADERPROC glCompileShader;
extern PFNGLSHADERSOURCEPROC glShaderSource;
extern PFNGLCREATEPROGRAMPROC glCreateProgram;
extern PFNGLATTACHSHADERPROC glAttachShader;
extern PFNGLLINKPROGRAMPROC glLinkProgram;
extern PFNGLUSEPROGRAMPROC glUseProgram;
extern PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray;
extern PFNGLDISABLEVERTEXATTRIBARRAYPROC glDisableVertexAttribArray;
extern PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation;
extern PFNGLUNIFORMMATRIX4FVPROC glUniformMatrix4fv;
extern PFNGLUNIFORM1FPROC glUniform1f;
extern PFNGLUNIFORM3FPROC glUniform3f;
extern PFNGLUNIFORM1FVPROC glUniform1fv;
extern PFNGLUNIFORM4FVPROC glUniform4fv;
extern PFNGLDELETESHADERPROC glDeleteShader;
extern PFNGLGETSHADERIVPROC glGetShaderiv;
extern PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog;
extern PFNGLACTIVETEXTUREPROC glActiveTexture;
extern PFNGLUNIFORM2FPROC glUniform2f;
extern PFNGLUNIFORM1IPROC glUniform1i;
extern PFNGLUNIFORM3IPROC glUniform3i;
extern PFNGLUNIFORM4IPROC glUniform4i;
extern PFNGLGETPROGRAMIVPROC glGetProgramiv;
extern PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog;
extern PFNGLGETATTRIBLOCATIONPROC glGetAttribLocation;
extern PFNGLBLENDEQUATIONPROC glBlendEquation;
extern PFNGLVERTEXATTRIBDIVISORPROC glVertexAttribDivisor;
extern PFNGLDRAWARRAYSINSTANCEDPROC glDrawArraysInstanced;
extern PFNGLDRAWELEMENTSINSTANCEDPROC glDrawElementsInstanced;
extern PFNGLDELETEBUFFERSPROC glDeleteBuffers;
extern PFNGLGENVERTEXARRAYSPROC glGenVertexArrays;
extern PFNGLBINDVERTEXARRAYPROC glBindVertexArray;
extern PFNGLDELETEVERTEXARRAYSPROC glDeleteVertexArrays;
extern PFNGLTEXBUFFERPROC glTexBuffer;
extern PFNGLBUFFERSUBDATAPROC glBufferSubData;
extern PFNGLVERTEXATTRIBIPOINTERPROC glVertexAttribIPointer;
extern PFNGLGENFRAMEBUFFERSPROC glGenFramebuffers;
extern PFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers;
extern PFNGLBINDFRAMEBUFFERPROC glBindFramebuffer;
extern PFNGLFRAMEBUFFERTEXTURE2DPROC glFramebufferTexture2D;
extern PFNGLFRAMEBUFFERTEXTUREPROC glFramebufferTexture;
extern PFNGLTEXIMAGE3DPROC glTexImage3D;
extern PFNGLGENERATEMIPMAPPROC glGenerateMipmap;
extern PFNGLCHECKFRAMEBUFFERSTATUSPROC glCheckFramebufferStatus;
extern PFNGLTEXIMAGE2DMULTISAMPLEPROC glTexImage2DMultisample;
extern PFNGLBLITFRAMEBUFFERPROC glBlitFramebuffer;
extern PFNGLGETUNIFORMBLOCKINDEXPROC glGetUniformBlockIndex;
extern PFNGLUNIFORMBLOCKBINDINGPROC glUniformBlockBinding;
extern PFNGLBLENDCOLORPROC glBlendColor;
extern PFNGLCOMPRESSEDTEXIMAGE2DPROC glCompressedTexImage2D;
extern PFNGLGETCOMPRESSEDTEXIMAGEPROC glGetCompressedTexImage;
extern PFNGLTEXSTORAGE1DPROC glTexStorage1D;
extern PFNGLTEXSTORAGE2DPROC glTexStorage2D;
extern PFNGLTEXSTORAGE3DPROC glTexStorage3D;
extern PFNGLBINDIMAGETEXTUREPROC glBindImageTexture;
extern PFNGLDISPATCHCOMPUTEPROC glDispatchCompute;
#ifdef DEBUG
extern PFNGLDEBUGMESSAGECALLBACKARBPROC glDebugMessageCallbackARB;
#endif
#endif
void initGL();
GLuint LoadTFBProgram(const char * vertex_file_path, const char **varyings, unsigned varyingscount);
void setTexture(unsigned TextureUnit, GLuint TextureId, GLenum MagFilter, GLenum MinFilter, bool allowAF = false);
GLuint LoadShader(const char * file, unsigned type);
template<typename ... Types>
void loadAndAttach(GLint ProgramID)
{
return;
}
template<typename ... Types>
void loadAndAttach(GLint ProgramID, GLint ShaderType, const char *filepath, Types ... args)
{
GLint ShaderID = LoadShader(filepath, ShaderType);
glAttachShader(ProgramID, ShaderID);
glDeleteShader(ShaderID);
loadAndAttach(ProgramID, args...);
}
template<typename ...Types>
void printFileList()
{
return;
}
template<typename ...Types>
void printFileList(GLint ShaderType, const char *filepath, Types ... args)
{
Log::error("GLWrapp", filepath);
printFileList(args...);
}
template<typename ... Types>
GLint LoadProgram(Types ... args)
{
GLint ProgramID = glCreateProgram();
loadAndAttach(ProgramID, args...);
glLinkProgram(ProgramID);
GLint Result = GL_FALSE;
int InfoLogLength;
glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);
if (Result == GL_FALSE) {
Log::error("GLWrapp", "Error when linking these shaders :");
printFileList(args...);
glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);
char *ErrorMessage = new char[InfoLogLength];
glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, ErrorMessage);
Log::error("GLWrapp", ErrorMessage);
delete[] ErrorMessage;
}
GLenum glErr = glGetError();
if (glErr != GL_NO_ERROR)
{
Log::warn("IrrDriver", "GLWrap : OpenGL error %i\n", glErr);
}
return ProgramID;
}
class GPUTimer;
class ScopedGPUTimer
{
public:
ScopedGPUTimer(GPUTimer &);
~ScopedGPUTimer();
};
class GPUTimer
{
friend class ScopedGPUTimer;
GLuint query;
bool initialised;
public:
GPUTimer();
unsigned elapsedTimeus();
};
class FrameBuffer
{
private:
GLuint fbo;
std::vector<GLuint> RenderTargets;
GLuint DepthTexture;
size_t width, height;
public:
FrameBuffer();
FrameBuffer(const std::vector <GLuint> &RTTs, size_t w, size_t h, bool layered = false);
FrameBuffer(const std::vector <GLuint> &RTTs, GLuint DS, size_t w, size_t h, bool layered = false);
~FrameBuffer();
void Bind();
std::vector<GLuint> &getRTT() { return RenderTargets; }
GLuint &getDepthTexture() { assert(DepthTexture); return DepthTexture; }
size_t getWidth() const { return width; }
size_t getHeight() const { return height; }
static void Blit(const FrameBuffer &Src, FrameBuffer &Dst, GLbitfield mask = GL_COLOR_BUFFER_BIT, GLenum filter = GL_NEAREST);
void BlitToDefault(size_t, size_t, size_t, size_t);
};
// core::rect<s32> needs these includes
#include <rect.h>
#include "utils/vec3.hpp"
GLuint getTextureGLuint(irr::video::ITexture *tex);
GLuint getDepthTexture(irr::video::ITexture *tex);
void resetTextureTable();
void compressTexture(irr::video::ITexture *tex, bool srgb, bool premul_alpha = false);
bool loadCompressedTexture(const std::string& compressed_tex);
void saveCompressedTexture(const std::string& compressed_tex);
void draw3DLine(const core::vector3df& start,
const core::vector3df& end, irr::video::SColor color);
void draw2DImageFromRTT(GLuint texture, size_t texture_w, size_t texture_h,
const core::rect<s32>& destRect,
const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect,
bool useAlphaChannelOfTexture);
void draw2DImage(const irr::video::ITexture* texture, const irr::core::rect<s32>& destRect,
const irr::core::rect<s32>& sourceRect, const irr::core::rect<s32>* clipRect,
const irr::video::SColor &color, bool useAlphaChannelOfTexture);
void draw2DImage(const irr::video::ITexture* texture, const irr::core::rect<s32>& destRect,
const irr::core::rect<s32>& sourceRect, const irr::core::rect<s32>* clipRect,
const irr::video::SColor* const colors, bool useAlphaChannelOfTexture);
void GL32_draw2DRectangle(irr::video::SColor color, const irr::core::rect<s32>& position,
const irr::core::rect<s32>* clip = 0);
#endif
#ifndef GLWRAP_HEADER_H
#define GLWRAP_HEADER_H
#if defined(__APPLE__)
# include <OpenGL/gl.h>
# include <OpenGL/gl3.h>
# define OGL32CTX
# ifdef GL_ARB_instanced_arrays
# define glVertexAttribDivisor glVertexAttribDivisorARB
# endif
# ifndef GL_TEXTURE_SWIZZLE_RGBA
# define GL_TEXTURE_SWIZZLE_RGBA 0x8E46
# endif
#elif defined(ANDROID)
# include <GLES/gl.h>
#elif defined(WIN32)
# define _WINSOCKAPI_
// has to be included before gl.h because of WINGDIAPI and APIENTRY definitions
# include <windows.h>
# include <GL/gl.h>
#else
#define GL_GLEXT_PROTOTYPES
#define DEBUG_OUTPUT_DECLARED
# include <GL/gl.h>
#endif
#include <vector>
#include "utils/log.hpp"
// already includes glext.h, which defines useful GL constants.
// COpenGLDriver has already loaded the extension GL functions we use (e.g glBeginQuery)
#include "../../lib/irrlicht/source/Irrlicht/COpenGLDriver.h"
#ifdef WIN32
extern PFNGLGENTRANSFORMFEEDBACKSPROC glGenTransformFeedbacks;
extern PFNGLBINDTRANSFORMFEEDBACKPROC glBindTransformFeedback;
extern PFNGLDRAWTRANSFORMFEEDBACKPROC glDrawTransformFeedback;
extern PFNGLBEGINTRANSFORMFEEDBACKPROC glBeginTransformFeedback;
extern PFNGLENDTRANSFORMFEEDBACKPROC glEndTransformFeedback;
extern PFNGLTRANSFORMFEEDBACKVARYINGSPROC glTransformFeedbackVaryings;
extern PFNGLBINDBUFFERBASEPROC glBindBufferBase;
extern PFNGLGENBUFFERSPROC glGenBuffers;
extern PFNGLBINDBUFFERPROC glBindBuffer;
extern PFNGLBUFFERDATAPROC glBufferData;
extern PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer;
extern PFNGLCREATESHADERPROC glCreateShader;
extern PFNGLCOMPILESHADERPROC glCompileShader;
extern PFNGLSHADERSOURCEPROC glShaderSource;
extern PFNGLCREATEPROGRAMPROC glCreateProgram;
extern PFNGLATTACHSHADERPROC glAttachShader;
extern PFNGLLINKPROGRAMPROC glLinkProgram;
extern PFNGLUSEPROGRAMPROC glUseProgram;
extern PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray;
extern PFNGLDISABLEVERTEXATTRIBARRAYPROC glDisableVertexAttribArray;
extern PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation;
extern PFNGLUNIFORMMATRIX4FVPROC glUniformMatrix4fv;
extern PFNGLUNIFORM1FPROC glUniform1f;
extern PFNGLUNIFORM3FPROC glUniform3f;
extern PFNGLUNIFORM1FVPROC glUniform1fv;
extern PFNGLUNIFORM4FVPROC glUniform4fv;
extern PFNGLDELETESHADERPROC glDeleteShader;
extern PFNGLGETSHADERIVPROC glGetShaderiv;
extern PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog;
extern PFNGLACTIVETEXTUREPROC glActiveTexture;
extern PFNGLUNIFORM2FPROC glUniform2f;
extern PFNGLUNIFORM1IPROC glUniform1i;
extern PFNGLUNIFORM3IPROC glUniform3i;
extern PFNGLUNIFORM4IPROC glUniform4i;
extern PFNGLGETPROGRAMIVPROC glGetProgramiv;
extern PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog;
extern PFNGLGETATTRIBLOCATIONPROC glGetAttribLocation;
extern PFNGLBLENDEQUATIONPROC glBlendEquation;
extern PFNGLVERTEXATTRIBDIVISORPROC glVertexAttribDivisor;
extern PFNGLDRAWARRAYSINSTANCEDPROC glDrawArraysInstanced;
extern PFNGLDRAWELEMENTSINSTANCEDPROC glDrawElementsInstanced;
extern PFNGLDELETEBUFFERSPROC glDeleteBuffers;
extern PFNGLGENVERTEXARRAYSPROC glGenVertexArrays;
extern PFNGLBINDVERTEXARRAYPROC glBindVertexArray;
extern PFNGLDELETEVERTEXARRAYSPROC glDeleteVertexArrays;
extern PFNGLTEXBUFFERPROC glTexBuffer;
extern PFNGLBUFFERSUBDATAPROC glBufferSubData;
extern PFNGLVERTEXATTRIBIPOINTERPROC glVertexAttribIPointer;
extern PFNGLGENFRAMEBUFFERSPROC glGenFramebuffers;
extern PFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers;
extern PFNGLBINDFRAMEBUFFERPROC glBindFramebuffer;
extern PFNGLFRAMEBUFFERTEXTURE2DPROC glFramebufferTexture2D;
extern PFNGLFRAMEBUFFERTEXTUREPROC glFramebufferTexture;
extern PFNGLTEXIMAGE3DPROC glTexImage3D;
extern PFNGLGENERATEMIPMAPPROC glGenerateMipmap;
extern PFNGLCHECKFRAMEBUFFERSTATUSPROC glCheckFramebufferStatus;
extern PFNGLTEXIMAGE2DMULTISAMPLEPROC glTexImage2DMultisample;
extern PFNGLBLITFRAMEBUFFERPROC glBlitFramebuffer;
extern PFNGLGETUNIFORMBLOCKINDEXPROC glGetUniformBlockIndex;
extern PFNGLUNIFORMBLOCKBINDINGPROC glUniformBlockBinding;
extern PFNGLBLENDCOLORPROC glBlendColor;
extern PFNGLCOMPRESSEDTEXIMAGE2DPROC glCompressedTexImage2D;
extern PFNGLGETCOMPRESSEDTEXIMAGEPROC glGetCompressedTexImage;
extern PFNGLTEXSTORAGE1DPROC glTexStorage1D;
extern PFNGLTEXSTORAGE2DPROC glTexStorage2D;
extern PFNGLTEXSTORAGE3DPROC glTexStorage3D;
#ifdef DEBUG
extern PFNGLDEBUGMESSAGECALLBACKARBPROC glDebugMessageCallbackARB;
#endif
#endif
void initGL();
GLuint LoadTFBProgram(const char * vertex_file_path, const char **varyings, unsigned varyingscount);
void setTexture(unsigned TextureUnit, GLuint TextureId, GLenum MagFilter, GLenum MinFilter, bool allowAF = false);
GLuint LoadShader(const char * file, unsigned type);
template<typename ... Types>
void loadAndAttach(GLint ProgramID)
{
return;
}
template<typename ... Types>
void loadAndAttach(GLint ProgramID, GLint ShaderType, const char *filepath, Types ... args)
{
GLint ShaderID = LoadShader(filepath, ShaderType);
glAttachShader(ProgramID, ShaderID);
glDeleteShader(ShaderID);
loadAndAttach(ProgramID, args...);
}
template<typename ...Types>
void printFileList()
{
return;
}
template<typename ...Types>
void printFileList(GLint ShaderType, const char *filepath, Types ... args)
{
Log::error("GLWrapp", filepath);
printFileList(args...);
}
template<typename ... Types>
GLint LoadProgram(Types ... args)
{
GLint ProgramID = glCreateProgram();
loadAndAttach(ProgramID, args...);
glLinkProgram(ProgramID);
GLint Result = GL_FALSE;
int InfoLogLength;
glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);
if (Result == GL_FALSE) {
Log::error("GLWrapp", "Error when linking these shaders :");
printFileList(args...);
glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);
char *ErrorMessage = new char[InfoLogLength];
glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, ErrorMessage);
Log::error("GLWrapp", ErrorMessage);
delete[] ErrorMessage;
}
GLenum glErr = glGetError();
if (glErr != GL_NO_ERROR)
{
Log::warn("IrrDriver", "GLWrap : OpenGL error %i\n", glErr);
}
return ProgramID;
}
class GPUTimer;
class ScopedGPUTimer
{
public:
ScopedGPUTimer(GPUTimer &);
~ScopedGPUTimer();
};
class GPUTimer
{
friend class ScopedGPUTimer;
GLuint query;
bool initialised;
public:
GPUTimer();
unsigned elapsedTimeus();
};
class FrameBuffer
{
private:
GLuint fbo;
std::vector<GLuint> RenderTargets;
GLuint DepthTexture;
size_t width, height;
public:
FrameBuffer();
FrameBuffer(const std::vector <GLuint> &RTTs, size_t w, size_t h, bool layered = false);
FrameBuffer(const std::vector <GLuint> &RTTs, GLuint DS, size_t w, size_t h, bool layered = false);
~FrameBuffer();
void Bind();
std::vector<GLuint> &getRTT() { return RenderTargets; }
GLuint &getDepthTexture() { assert(DepthTexture); return DepthTexture; }
size_t getWidth() const { return width; }
size_t getHeight() const { return height; }
static void Blit(const FrameBuffer &Src, FrameBuffer &Dst, GLbitfield mask = GL_COLOR_BUFFER_BIT, GLenum filter = GL_NEAREST);
void BlitToDefault(size_t, size_t, size_t, size_t);
};
// core::rect<s32> needs these includes
#include <rect.h>
#include "utils/vec3.hpp"
GLuint getTextureGLuint(irr::video::ITexture *tex);
GLuint getDepthTexture(irr::video::ITexture *tex);
void resetTextureTable();
void compressTexture(irr::video::ITexture *tex, bool srgb, bool premul_alpha = false);
bool loadCompressedTexture(const std::string& compressed_tex);
void saveCompressedTexture(const std::string& compressed_tex);
void draw3DLine(const core::vector3df& start,
const core::vector3df& end, irr::video::SColor color);
void draw2DImage(const irr::video::ITexture* texture, const irr::core::rect<s32>& destRect,
const irr::core::rect<s32>& sourceRect, const irr::core::rect<s32>* clipRect,
const irr::video::SColor &color, bool useAlphaChannelOfTexture);
void draw2DImage(const irr::video::ITexture* texture, const irr::core::rect<s32>& destRect,
const irr::core::rect<s32>& sourceRect, const irr::core::rect<s32>* clipRect,
const irr::video::SColor* const colors, bool useAlphaChannelOfTexture);
void GL32_draw2DRectangle(irr::video::SColor color, const irr::core::rect<s32>& position,
const irr::core::rect<s32>* clip = 0);
#endif

View File

@ -211,10 +211,7 @@ Window get_toplevel_parent(Display* display, Window window)
#endif
// ----------------------------------------------------------------------------
/** If the position of the window should be remembered, store it in the config
* file.
* \post The user config file must still be saved!
*/
void IrrDriver::updateConfigIfRelevant()
{
if (!UserConfigParams::m_fullscreen &&
@ -244,6 +241,7 @@ void IrrDriver::updateConfigIfRelevant()
{
UserConfigParams::m_window_x = x;
UserConfigParams::m_window_y = y;
user_config->saveConfig();
}
}
else
@ -267,10 +265,11 @@ void IrrDriver::updateConfigIfRelevant()
{
UserConfigParams::m_window_x = wx;
UserConfigParams::m_window_y = wy;
user_config->saveConfig();
}
#endif
}
} // updateConfigIfRelevant
}
// ----------------------------------------------------------------------------
/** Gets a list of supported video modes from the irrlicht device. This data
@ -1261,8 +1260,8 @@ void IrrDriver::unsetTextureErrorMessage()
// ----------------------------------------------------------------------------
/** Retrieve all textures in the specified directory, generate a smaller
* version for each of them and save them in the cache. Smaller textures are
* generated only if they do not already exist or if their original version
* version for each of them and save them in the cache. Smaller textures are
* generated only if they do not already exist or if their original version
* is newer than the cached one.
* \param dir Directory from where textures will be retrieved.
* Must end with '/'.
@ -1557,11 +1556,6 @@ video::ITexture* IrrDriver::applyMask(video::ITexture* texture,
return t;
} // applyMask
// ----------------------------------------------------------------------------
void IrrDriver::setRTT(RTT* rtt)
{
m_rtts = rtt;
}
// ----------------------------------------------------------------------------
void IrrDriver::onLoadWorld()
{
if (m_glsl)
@ -1576,8 +1570,6 @@ void IrrDriver::onUnloadWorld()
{
delete m_rtts;
m_rtts = NULL;
suppressSkyBox();
}
// ----------------------------------------------------------------------------
/** Sets the ambient light.
@ -1921,8 +1913,6 @@ void IrrDriver::update(float dt)
// =================================
if (!m_device->run())
{
GUIEngine::cleanUp();
GUIEngine::deallocate();
main_loop->abort();
return;
}
@ -2401,7 +2391,7 @@ GLuint IrrDriver::getRenderTargetTexture(TypeRTT which)
// ----------------------------------------------------------------------------
FrameBuffer& IrrDriver::getFBO(TypeFBO which)
FrameBuffer& IrrDriver::getFBO(TypeFBO which)
{
return m_rtts->getFBO(which);
}
@ -2411,5 +2401,4 @@ FrameBuffer& IrrDriver::getFBO(TypeFBO which)
GLuint IrrDriver::getDepthStencilTexture()
{
return m_rtts->getDepthStencilTexture();
}
}

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@ -108,11 +108,7 @@ enum QueryPerf
{
Q_SOLID_PASS1,
Q_SHADOWS,
Q_RH,
Q_GI,
Q_ENVMAP,
Q_SUN,
Q_POINTLIGHTS,
Q_LIGHT,
Q_SSAO,
Q_SOLID_PASS2,
Q_TRANSPARENT,
@ -294,11 +290,6 @@ public:
m_lwhite = v;
}
struct GlowData {
scene::ISceneNode * node;
float r, g, b;
};
private:
std::vector<VideoMode> m_modes;
@ -336,6 +327,11 @@ private:
scene::CLensFlareSceneNode *m_lensflare;
scene::ICameraSceneNode *m_suncam;
struct GlowData {
scene::ISceneNode * node;
float r, g, b;
};
std::vector<GlowData> m_glowing;
std::vector<LightNode *> m_lights;
@ -365,9 +361,12 @@ private:
void renderTransparent();
void renderParticles();
void computeSunVisibility();
void renderScene(scene::ICameraSceneNode * const camnode, unsigned pointlightcount, std::vector<GlowData>& glows, float dt, bool hasShadows);
void computeCameraMatrix(scene::ICameraSceneNode * const camnode, size_t width, size_t height);
void renderShadows();
void renderGlow(std::vector<GlowData>& glows);
void renderSSAO();
unsigned UpdateLightsInfo(scene::ICameraSceneNode * const camnode, float dt);
void renderLights(unsigned pointlightCount);
void renderDisplacement();
void doScreenShot();
@ -526,10 +525,7 @@ public:
{
return m_texture_error_message;
} // getTextureErrorMessage
// ------------------------------------------------------------------------
void setRTT(RTT* rtt);
// ------------------------------------------------------------------------
RTT* getRTT() { return m_rtts; }
// ------------------------------------------------------------------------
/** Returns a list of all video modes supports by the graphics card. */
const std::vector<VideoMode>& getVideoModes() const { return m_modes; }
@ -700,10 +696,6 @@ public:
void onLoadWorld();
void onUnloadWorld();
void renderScene(scene::ICameraSceneNode * const camnode, unsigned pointlightcount, std::vector<GlowData>& glows, float dt, bool hasShadows, bool forceRTT);
unsigned UpdateLightsInfo(scene::ICameraSceneNode * const camnode, float dt);
void computeCameraMatrix(scene::ICameraSceneNode * const camnode, size_t width, size_t height);
// --------------------- RTT --------------------
/**
* Class that provides RTT (currently, only when no other 3D rendering

View File

@ -811,7 +811,7 @@ void Material::setMaterialProperties(video::SMaterial *m, scene::IMeshBuffer* m
// ITexture* tex = irr_driver->getTexture("cloud_mask.png");
// m->setTexture(1, tex);
//
//
//
// m->MaterialType = irr_driver->getShader(ES_SKYBOX);
//}

View File

@ -207,17 +207,36 @@ void PostProcessing::update(float dt)
static
void renderBloom(GLuint in)
{
float threshold = 1.0f;
if (World::getWorld() != NULL)
threshold = World::getWorld()->getTrack()->getBloomThreshold();
const float threshold = World::getWorld()->getTrack()->getBloomThreshold();
glUseProgram(FullScreenShader::BloomShader::Program);
glBindVertexArray(FullScreenShader::BloomShader::vao);
setTexture(0, in, GL_NEAREST, GL_NEAREST);
FullScreenShader::BloomShader::setUniforms(0);
glDrawArrays(GL_TRIANGLES, 0, 3);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
static
void renderColorLevel(GLuint in)
{
core::vector3df m_inlevel = World::getWorld()->getTrack()->getColorLevelIn();
core::vector2df m_outlevel = World::getWorld()->getTrack()->getColorLevelOut();
glUseProgram(FullScreenShader::ColorLevelShader::Program);
glBindVertexArray(FullScreenShader::ColorLevelShader::vao);
glUniform3f(FullScreenShader::ColorLevelShader::uniform_inlevel, m_inlevel.X, m_inlevel.Y, m_inlevel.Z);
glUniform2f(FullScreenShader::ColorLevelShader::uniform_outlevel, m_outlevel.X, m_outlevel.Y);
setTexture(0, in, GL_NEAREST, GL_NEAREST);
setTexture(1, irr_driver->getDepthStencilTexture(), GL_NEAREST, GL_NEAREST);
glUniform1i(FullScreenShader::ColorLevelShader::uniform_tex, 0);
glUniform1i(FullScreenShader::ColorLevelShader::uniform_dtex, 1);
setTexture(2, irr_driver->getRenderTargetTexture(RTT_LOG_LUMINANCE), GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST);
glUniformMatrix4fv(FullScreenShader::ColorLevelShader::uniform_invprojm, 1, GL_FALSE, irr_driver->getInvProjMatrix().pointer());
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
void PostProcessing::renderDiffuseEnvMap(const float *bSHCoeff, const float *gSHCoeff, const float *rSHCoeff)
@ -234,7 +253,7 @@ void PostProcessing::renderDiffuseEnvMap(const float *bSHCoeff, const float *gSH
core::matrix4 TVM = irr_driver->getViewMatrix().getTransposed();
FullScreenShader::DiffuseEnvMapShader::setUniforms(TVM, bSHCoeff, gSHCoeff, rSHCoeff, 0);
glDrawArrays(GL_TRIANGLES, 0, 3);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
@ -268,7 +287,7 @@ void PostProcessing::renderGI(const core::matrix4 &RHMatrix, const core::vector3
setTexture(3, irr_driver->getRenderTargetTexture(RTT_NORMAL_AND_DEPTH), GL_NEAREST, GL_NEAREST);
setTexture(4, irr_driver->getDepthStencilTexture(), GL_NEAREST, GL_NEAREST);
FullScreenShader::GlobalIlluminationReconstructionShader::setUniforms(RHMatrix, rh_extend, 3, 4, 0, 1, 2);
glDrawArrays(GL_TRIANGLES, 0, 3);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
void PostProcessing::renderSunlight()
@ -285,7 +304,7 @@ void PostProcessing::renderSunlight()
setTexture(0, irr_driver->getRenderTargetTexture(RTT_NORMAL_AND_DEPTH), GL_NEAREST, GL_NEAREST);
setTexture(1, irr_driver->getDepthStencilTexture(), GL_NEAREST, GL_NEAREST);
FullScreenShader::SunLightShader::setUniforms(cb->getPosition(), cb->getRed(), cb->getGreen(), cb->getBlue(), 0, 1);
glDrawArrays(GL_TRIANGLES, 0, 3);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindVertexArray(0);
}
@ -322,7 +341,7 @@ void PostProcessing::renderShadowedSunlight(const std::vector<core::matrix4> &su
glBindVertexArray(FullScreenShader::ShadowedSunLightShader::vao);
FullScreenShader::ShadowedSunLightShader::setUniforms(cb->getPosition(), cb->getRed(), cb->getGreen(), cb->getBlue(), 0, 1, 2);
}
glDrawArrays(GL_TRIANGLES, 0, 3);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindVertexArray(0);
}
@ -343,7 +362,7 @@ void PostProcessing::renderGaussian3Blur(FrameBuffer &in_fbo, FrameBuffer &auxil
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glUniform1i(FullScreenShader::Gaussian3VBlurShader::uniform_tex, 0);
glDrawArrays(GL_TRIANGLES, 0, 3);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
{
in_fbo.Bind();
@ -357,7 +376,7 @@ void PostProcessing::renderGaussian3Blur(FrameBuffer &in_fbo, FrameBuffer &auxil
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glUniform1i(FullScreenShader::Gaussian3HBlurShader::uniform_tex, 0);
glDrawArrays(GL_TRIANGLES, 0, 3);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
}
@ -377,7 +396,7 @@ void PostProcessing::renderGaussian6Blur(FrameBuffer &in_fbo, FrameBuffer &auxil
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glUniform1i(FullScreenShader::Gaussian6VBlurShader::uniform_tex, 0);
glDrawArrays(GL_TRIANGLES, 0, 3);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
{
in_fbo.Bind();
@ -391,7 +410,7 @@ void PostProcessing::renderGaussian6Blur(FrameBuffer &in_fbo, FrameBuffer &auxil
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glUniform1i(FullScreenShader::Gaussian6HBlurShader::uniform_tex, 0);
glDrawArrays(GL_TRIANGLES, 0, 3);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
}
@ -400,56 +419,32 @@ void PostProcessing::renderGaussian17TapBlur(FrameBuffer &in_fbo, FrameBuffer &a
assert(in_fbo.getWidth() == auxiliary.getWidth() && in_fbo.getHeight() == auxiliary.getHeight());
float inv_width = 1.0f / in_fbo.getWidth(), inv_height = 1.0f / in_fbo.getHeight();
{
if (irr_driver->getGLSLVersion() < 430)
{
auxiliary.Bind();
glUseProgram(FullScreenShader::Gaussian17TapHShader::Program);
glBindVertexArray(FullScreenShader::Gaussian17TapHShader::vao);
auxiliary.Bind();
glUseProgram(FullScreenShader::Gaussian17TapHShader::Program);
glBindVertexArray(FullScreenShader::Gaussian17TapHShader::vao);
glUniform2f(FullScreenShader::Gaussian17TapHShader::uniform_pixel, inv_width, inv_height);
glUniform2f(FullScreenShader::Gaussian17TapHShader::uniform_pixel, inv_width, inv_height);
setTexture(0, in_fbo.getRTT()[0], GL_LINEAR, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glUniform1i(FullScreenShader::Gaussian17TapHShader::uniform_tex, 0);
setTexture(0, in_fbo.getRTT()[0], GL_LINEAR, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glUniform1i(FullScreenShader::Gaussian17TapHShader::uniform_tex, 0);
glDrawArrays(GL_TRIANGLES, 0, 3);
}
else
{
glUseProgram(FullScreenShader::ComputeGaussian17TapHShader::Program);
glBindImageTexture(0, in_fbo.getRTT()[0], 0, false, 0, GL_READ_ONLY, GL_R16F);
glBindImageTexture(1, auxiliary.getRTT()[0], 0, false, 0, GL_WRITE_ONLY, GL_R16F);
glUniform1i(FullScreenShader::ComputeGaussian17TapHShader::uniform_source, 0);
glUniform1i(FullScreenShader::ComputeGaussian17TapHShader::uniform_dest, 1);
glDispatchCompute(in_fbo.getWidth() / 8, in_fbo.getHeight() / 8, 1);
}
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
{
if (irr_driver->getGLSLVersion() < 430)
{
in_fbo.Bind();
glUseProgram(FullScreenShader::Gaussian17TapVShader::Program);
glBindVertexArray(FullScreenShader::Gaussian17TapVShader::vao);
in_fbo.Bind();
glUseProgram(FullScreenShader::Gaussian17TapVShader::Program);
glBindVertexArray(FullScreenShader::Gaussian17TapVShader::vao);
glUniform2f(FullScreenShader::Gaussian17TapVShader::uniform_pixel, inv_width, inv_height);
glUniform2f(FullScreenShader::Gaussian17TapVShader::uniform_pixel, inv_width, inv_height);
setTexture(0, auxiliary.getRTT()[0], GL_LINEAR, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glUniform1i(FullScreenShader::Gaussian17TapVShader::uniform_tex, 0);
setTexture(0, auxiliary.getRTT()[0], GL_LINEAR, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glUniform1i(FullScreenShader::Gaussian17TapVShader::uniform_tex, 0);
glDrawArrays(GL_TRIANGLES, 0, 3);
}
else
{
glUseProgram(FullScreenShader::ComputeGaussian17TapVShader::Program);
glBindImageTexture(0, auxiliary.getRTT()[0], 0, false, 0, GL_READ_ONLY, GL_R16F);
glBindImageTexture(1, in_fbo.getRTT()[0], 0, false, 0, GL_WRITE_ONLY, GL_R16F);
glUniform1i(FullScreenShader::ComputeGaussian17TapVShader::uniform_source, 0);
glUniform1i(FullScreenShader::ComputeGaussian17TapVShader::uniform_dest, 1);
glDispatchCompute(in_fbo.getWidth() / 8, in_fbo.getHeight() / 8, 1);
}
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
}
@ -494,7 +489,7 @@ void PostProcessing::renderSSAO()
glBindVertexArray(FullScreenShader::LinearizeDepthShader::vao);
setTexture(0, irr_driver->getDepthStencilTexture(), GL_LINEAR, GL_LINEAR);
FullScreenShader::LinearizeDepthShader::setUniforms(irr_driver->getSceneManager()->getActiveCamera()->getNearValue(), irr_driver->getSceneManager()->getActiveCamera()->getFarValue(), 0);
glDrawArrays(GL_TRIANGLES, 0, 3);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
irr_driver->getFBO(FBO_SSAO).Bind();
if (!noise_tex)
@ -503,15 +498,15 @@ void PostProcessing::renderSSAO()
glUseProgram(FullScreenShader::SSAOShader::Program);
glBindVertexArray(FullScreenShader::SSAOShader::vao);
setTexture(0, irr_driver->getRenderTargetTexture(RTT_LINEAR_DEPTH), GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST);
setTexture(0, irr_driver->getRenderTargetTexture(RTT_LINEAR_DEPTH), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR);
glGenerateMipmap(GL_TEXTURE_2D);
setTexture(1, getTextureGLuint(noise_tex), GL_LINEAR, GL_LINEAR);
FullScreenShader::SSAOShader::setUniforms(core::vector2df(float(UserConfigParams::m_width),
FullScreenShader::SSAOShader::setUniforms(core::vector2df(float(UserConfigParams::m_width),
float(UserConfigParams::m_height)),
0, 1);
glDrawArrays(GL_TRIANGLES, 0, 3);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
void PostProcessing::renderFog()
@ -541,7 +536,7 @@ void PostProcessing::renderFog()
setTexture(0, irr_driver->getDepthStencilTexture(), GL_NEAREST, GL_NEAREST);
FullScreenShader::FogShader::setUniforms(fogmax, startH, endH, start, end, col, 0);
glDrawArrays(GL_TRIANGLES, 0, 3);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
@ -581,7 +576,7 @@ void PostProcessing::renderMotionBlur(unsigned cam, FrameBuffer &in_fbo, FrameBu
cb->getDirection(cam), 0.15f,
cb->getMaxHeight(cam) * 0.7f, 0);
glDrawArrays(GL_TRIANGLES, 0, 3);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
static void renderGodFade(GLuint tex, const SColor &col)
@ -613,7 +608,7 @@ static void toneMap(FrameBuffer &fbo, GLuint rtt)
setTexture(1, irr_driver->getRenderTargetTexture(RTT_LOG_LUMINANCE), GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST);
FullScreenShader::ToneMapShader::setUniforms(irr_driver->getExposure(), irr_driver->getLwhite(), 0, 1);
glDrawArrays(GL_TRIANGLES, 0, 3);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
static void renderDoF(FrameBuffer &fbo, GLuint rtt)
@ -625,7 +620,7 @@ static void renderDoF(FrameBuffer &fbo, GLuint rtt)
setTexture(1, irr_driver->getDepthStencilTexture(), GL_NEAREST, GL_NEAREST);
FullScreenShader::DepthOfFieldShader::setUniforms(0, 1);
glDrawArrays(GL_TRIANGLES, 0, 3);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
static void averageTexture(GLuint tex)
@ -635,6 +630,19 @@ static void averageTexture(GLuint tex)
glGenerateMipmap(GL_TEXTURE_2D);
}
static void computeLogLuminance(GLuint tex)
{
irr_driver->getFBO(FBO_LOG_LUMINANCE).Bind();
glUseProgram(FullScreenShader::LogLuminanceShader::Program);
glBindVertexArray(FullScreenShader::LogLuminanceShader::vao);
setTexture(0, tex, GL_LINEAR, GL_LINEAR);
FullScreenShader::LogLuminanceShader::setUniforms(0);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
averageTexture(irr_driver->getRenderTargetTexture(RTT_LOG_LUMINANCE));
glViewport(0, 0, UserConfigParams::m_width, UserConfigParams::m_height);
}
void PostProcessing::applyMLAA()
{
const core::vector2df &PIXEL_SIZE = core::vector2df(1.0f / UserConfigParams::m_width, 1.0f / UserConfigParams::m_height);
@ -720,10 +728,7 @@ FrameBuffer *PostProcessing::render(scene::ICameraSceneNode * const camnode)
{
PROFILER_PUSH_CPU_MARKER("- Godrays", 0xFF, 0x00, 0x00);
ScopedGPUTimer Timer(irr_driver->getGPUTimer(Q_GODRAYS));
bool hasgodrays = false;
if (World::getWorld() != NULL)
hasgodrays = World::getWorld()->getTrack()->hasGodRays();
const bool hasgodrays = World::getWorld()->getTrack()->hasGodRays();
if (UserConfigParams::m_light_shaft && m_sunpixels > 30 && hasgodrays)
{
glEnable(GL_DEPTH_TEST);
@ -793,7 +798,6 @@ FrameBuffer *PostProcessing::render(scene::ICameraSceneNode * const camnode)
if (UserConfigParams::m_bloom)
{
glClear(GL_STENCIL_BUFFER_BIT);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE);
FrameBuffer::Blit(*in_fbo, irr_driver->getFBO(FBO_BLOOM_1024), GL_COLOR_BUFFER_BIT, GL_LINEAR);
@ -814,18 +818,15 @@ FrameBuffer *PostProcessing::render(scene::ICameraSceneNode * const camnode)
// Additively blend on top of tmp1
in_fbo->Bind();
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE);
glBlendEquation(GL_FUNC_ADD);
setTexture(0, irr_driver->getRenderTargetTexture(RTT_BLOOM_128), GL_LINEAR, GL_LINEAR);
setTexture(1, irr_driver->getRenderTargetTexture(RTT_BLOOM_256), GL_LINEAR, GL_LINEAR);
setTexture(2, irr_driver->getRenderTargetTexture(RTT_BLOOM_512), GL_LINEAR, GL_LINEAR);
glUseProgram(FullScreenShader::BloomBlendShader::Program);
FullScreenShader::BloomBlendShader::setUniforms(0, 1, 2);
glBindVertexArray(FullScreenShader::BloomBlendShader::vao);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBlendColor(.125, .125, .125, .125);
renderPassThrough(irr_driver->getRenderTargetTexture(RTT_BLOOM_128));
glBlendColor(.25, .25, .25, .25);
renderPassThrough(irr_driver->getRenderTargetTexture(RTT_BLOOM_256));
glBlendColor(.5, .5, .5, .5);
renderPassThrough(irr_driver->getRenderTargetTexture(RTT_BLOOM_512));
glDisable(GL_BLEND);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
} // end if bloom
PROFILER_POP_CPU_MARKER();
}
@ -842,7 +843,7 @@ FrameBuffer *PostProcessing::render(scene::ICameraSceneNode * const camnode)
{
PROFILER_PUSH_CPU_MARKER("- Motion blur", 0xFF, 0x00, 0x00);
ScopedGPUTimer Timer(irr_driver->getGPUTimer(Q_MOTIONBLUR));
if (UserConfigParams::m_motionblur && m_any_boost && World::getWorld() != NULL) // motion blur
if (UserConfigParams::m_motionblur && m_any_boost) // motion blur
{
renderMotionBlur(0, *in_fbo, *out_fbo);
std::swap(in_fbo, out_fbo);

View File

@ -124,17 +124,19 @@ void IrrDriver::renderGLSL(float dt)
RaceGUIBase *rg = world->getRaceGUI();
if (rg) rg->update(dt);
irr::video::COpenGLDriver* gl_driver = (irr::video::COpenGLDriver*)m_device->getVideoDriver();
irr::video::COpenGLDriver* gl_driver = (irr::video::COpenGLDriver*)m_device->getVideoDriver();
for(unsigned int cam = 0; cam < Camera::getNumCameras(); cam++)
{
Camera * const camera = Camera::getCamera(cam);
scene::ICameraSceneNode * const camnode = camera->getCameraSceneNode();
#ifdef ENABLE_PROFILER
std::ostringstream oss;
oss << "drawAll() for kart " << cam;
oss << "drawAll() for kart " << cam << std::flush;
PROFILER_PUSH_CPU_MARKER(oss.str().c_str(), (cam+1)*60,
0x00, 0x00);
#endif
camera->activate();
rg->preRenderCallback(camera); // adjusts start referee
m_scene_manager->setActiveCamera(camnode);
@ -143,7 +145,7 @@ void IrrDriver::renderGLSL(float dt)
unsigned plc = UpdateLightsInfo(camnode, dt);
computeCameraMatrix(camnode, viewport.LowerRightCorner.X - viewport.UpperLeftCorner.X, viewport.LowerRightCorner.Y - viewport.UpperLeftCorner.Y);
renderScene(camnode, plc, glows, dt, track->hasShadows(), false);
renderScene(camnode, plc, glows, dt, track->hasShadows());
// Debug physic
// Note that drawAll must be called before rendering
@ -226,10 +228,10 @@ void IrrDriver::renderGLSL(float dt)
for(unsigned int i=0; i<Camera::getNumCameras(); i++)
{
Camera *camera = Camera::getCamera(i);
std::ostringstream oss;
oss << "renderPlayerView() for kart " << i;
char marker_name[100];
sprintf(marker_name, "renderPlayerView() for kart %d", i);
PROFILER_PUSH_CPU_MARKER(oss.str().c_str(), 0x00, 0x00, (i+1)*60);
PROFILER_PUSH_CPU_MARKER(marker_name, 0x00, 0x00, (i+1)*60);
rg->renderPlayerView(camera, dt);
PROFILER_POP_CPU_MARKER();
@ -259,7 +261,7 @@ void IrrDriver::renderGLSL(float dt)
getPostProcessing()->update(dt);
}
void IrrDriver::renderScene(scene::ICameraSceneNode * const camnode, unsigned pointlightcount, std::vector<GlowData>& glows, float dt, bool hasShadow, bool forceRTT)
void IrrDriver::renderScene(scene::ICameraSceneNode * const camnode, unsigned pointlightcount, std::vector<GlowData>& glows, float dt, bool hasShadow)
{
glBindBufferBase(GL_UNIFORM_BUFFER, 0, SharedObject::ViewProjectionMatrixesUBO);
@ -285,6 +287,7 @@ void IrrDriver::renderScene(scene::ICameraSceneNode * const camnode, unsigned po
// Lights
{
PROFILER_PUSH_CPU_MARKER("- Light", 0x00, 0xFF, 0x00);
ScopedGPUTimer Timer(getGPUTimer(Q_LIGHT));
renderLights(pointlightcount);
PROFILER_POP_CPU_MARKER();
}
@ -299,7 +302,7 @@ void IrrDriver::renderScene(scene::ICameraSceneNode * const camnode, unsigned po
}
PROFILER_PUSH_CPU_MARKER("- Solid Pass 2", 0x00, 0x00, 0xFF);
if (!UserConfigParams::m_dynamic_lights && ! forceRTT)
if (!UserConfigParams::m_dynamic_lights)
{
glEnable(GL_FRAMEBUFFER_SRGB);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
@ -309,8 +312,7 @@ void IrrDriver::renderScene(scene::ICameraSceneNode * const camnode, unsigned po
renderSolidSecondPass();
PROFILER_POP_CPU_MARKER();
if (UserConfigParams::m_dynamic_lights && World::getWorld() != NULL &&
World::getWorld()->isFogEnabled())
if (UserConfigParams::m_dynamic_lights && World::getWorld()->isFogEnabled())
{
PROFILER_PUSH_CPU_MARKER("- Fog", 0xFF, 0x00, 0x00);
m_post_processing->renderFog();
@ -372,7 +374,7 @@ void IrrDriver::renderScene(scene::ICameraSceneNode * const camnode, unsigned po
renderParticles();
PROFILER_POP_CPU_MARKER();
}
if (!UserConfigParams::m_dynamic_lights && !forceRTT)
if (!UserConfigParams::m_dynamic_lights)
return;
// Render displacement
@ -405,10 +407,12 @@ void IrrDriver::renderFixed(float dt)
{
Camera *camera = Camera::getCamera(i);
#ifdef ENABLE_PROFILER
std::ostringstream oss;
oss << "drawAll() for kart " << i;
oss << "drawAll() for kart " << i << std::flush;
PROFILER_PUSH_CPU_MARKER(oss.str().c_str(), (i+1)*60,
0x00, 0x00);
#endif
camera->activate();
rg->preRenderCallback(camera); // adjusts start referee
@ -433,10 +437,10 @@ void IrrDriver::renderFixed(float dt)
for(unsigned int i=0; i<Camera::getNumCameras(); i++)
{
Camera *camera = Camera::getCamera(i);
std::ostringstream oss;
oss << "renderPlayerView() for kart " << i;
char marker_name[100];
sprintf(marker_name, "renderPlayerView() for kart %d", i);
PROFILER_PUSH_CPU_MARKER(oss.str().c_str(), 0x00, 0x00, (i+1)*60);
PROFILER_PUSH_CPU_MARKER(marker_name, 0x00, 0x00, (i+1)*60);
rg->renderPlayerView(camera, dt);
PROFILER_POP_CPU_MARKER();
@ -463,16 +467,9 @@ void IrrDriver::renderFixed(float dt)
void IrrDriver::computeSunVisibility()
{
// Is the lens flare enabled & visible? Check last frame's query.
bool hasflare = false;
bool hasgodrays = false;
if (World::getWorld() != NULL)
{
hasflare = World::getWorld()->getTrack()->hasLensFlare();
hasgodrays = World::getWorld()->getTrack()->hasGodRays();
}
irr::video::COpenGLDriver* gl_driver = (irr::video::COpenGLDriver*)m_device->getVideoDriver();
const bool hasflare = World::getWorld()->getTrack()->hasLensFlare();
const bool hasgodrays = World::getWorld()->getTrack()->hasGodRays();
irr::video::COpenGLDriver* gl_driver = (irr::video::COpenGLDriver*)m_device->getVideoDriver();
if (UserConfigParams::m_light_shaft && hasgodrays)//hasflare || hasgodrays)
{
GLuint res = 0;
@ -570,10 +567,7 @@ void IrrDriver::renderSolidFirstPass()
void IrrDriver::renderSolidSecondPass()
{
SColor clearColor(0., 150, 150, 150);
if (World::getWorld() != NULL)
clearColor = World::getWorld()->getClearColor();
SColor clearColor = World::getWorld()->getClearColor();
glClearColor(clearColor.getRed() / 255.f, clearColor.getGreen() / 255.f,
clearColor.getBlue() / 255.f, clearColor.getAlpha() / 255.f);
glClear(GL_COLOR_BUFFER_BIT);
@ -672,6 +666,9 @@ void IrrDriver::computeCameraMatrix(scene::ICameraSceneNode * const camnode, siz
irr_driver->setViewMatrix(irr_driver->getVideoDriver()->getTransform(video::ETS_VIEW));
irr_driver->genProjViewMatrix();
const Vec3 *vmin, *vmax;
World::getWorld()->getTrack()->getAABB(&vmin, &vmax);
const float oldfar = camnode->getFarValue();
const float oldnear = camnode->getNearValue();
float FarValues[] =
@ -689,89 +686,81 @@ void IrrDriver::computeCameraMatrix(scene::ICameraSceneNode * const camnode, siz
50.,
};
const core::matrix4 &SunCamViewMatrix = m_suncam->getViewMatrix();
sun_ortho_matrix.clear();
// Build the 3 ortho projection (for the 3 shadow resolution levels)
for (unsigned i = 0; i < 4; i++)
{
camnode->setFarValue(FarValues[i]);
camnode->setNearValue(NearValues[i]);
camnode->render();
const core::aabbox3df smallcambox = camnode->
getViewFrustum()->getBoundingBox();
core::aabbox3df trackbox(vmin->toIrrVector(), vmax->toIrrVector() -
core::vector3df(0, 30, 0));
// Set up a nice ortho projection that contains our camera frustum
core::aabbox3df box = smallcambox;
box = box.intersect(trackbox);
SunCamViewMatrix.transformBoxEx(trackbox);
SunCamViewMatrix.transformBoxEx(box);
core::vector3df extent = trackbox.getExtent();
const float w = fabsf(extent.X);
const float h = fabsf(extent.Y);
float z = box.MaxEdge.Z;
// Snap to texels
const float units_per_w = w / 1024;
const float units_per_h = h / 1024;
float left = box.MinEdge.X;
float right = box.MaxEdge.X;
float up = box.MaxEdge.Y;
float down = box.MinEdge.Y;
core::matrix4 tmp_matrix;
// Prevent Matrix without extend
if (left == right || up == down)
{
Log::error("Shadows", "Shadows Near/Far plane have a 0 area");
sun_ortho_matrix.push_back(tmp_matrix);
continue;
}
tmp_matrix.buildProjectionMatrixOrthoLH(left, right,
up, down,
30, z);
m_suncam->setProjectionMatrix(tmp_matrix, true);
m_suncam->render();
sun_ortho_matrix.push_back(getVideoDriver()->getTransform(video::ETS_PROJECTION) * getVideoDriver()->getTransform(video::ETS_VIEW));
}
if ((tick % 100) == 2)
rsm_matrix = sun_ortho_matrix[3];
rh_extend = core::vector3df(128, 64, 128);
core::vector3df campos = camnode->getAbsolutePosition();
core::vector3df translation(8 * floor(campos.X / 8), 8 * floor(campos.Y / 8), 8 * floor(campos.Z / 8));
rh_matrix.setTranslation(translation);
assert(sun_ortho_matrix.size() == 4);
camnode->setNearValue(oldnear);
camnode->setFarValue(oldfar);
float *tmp = new float[18 * 8];
memcpy(tmp, irr_driver->getViewMatrix().pointer(), 16 * sizeof(float));
memcpy(&tmp[16], irr_driver->getProjMatrix().pointer(), 16 * sizeof(float));
memcpy(&tmp[32], irr_driver->getInvViewMatrix().pointer(), 16 * sizeof(float));
memcpy(&tmp[48], irr_driver->getInvProjMatrix().pointer(), 16 * sizeof(float));
const core::matrix4 &SunCamViewMatrix = m_suncam->getViewMatrix();
sun_ortho_matrix.clear();
if (World::getWorld() && World::getWorld()->getTrack())
{
const Vec3 *vmin, *vmax;
World::getWorld()->getTrack()->getAABB(&vmin, &vmax);
// Build the 3 ortho projection (for the 3 shadow resolution levels)
for (unsigned i = 0; i < 4; i++)
{
camnode->setFarValue(FarValues[i]);
camnode->setNearValue(NearValues[i]);
camnode->render();
const core::aabbox3df smallcambox = camnode->
getViewFrustum()->getBoundingBox();
core::aabbox3df trackbox(vmin->toIrrVector(), vmax->toIrrVector() -
core::vector3df(0, 30, 0));
// Set up a nice ortho projection that contains our camera frustum
core::aabbox3df box = smallcambox;
box = box.intersect(trackbox);
SunCamViewMatrix.transformBoxEx(trackbox);
SunCamViewMatrix.transformBoxEx(box);
core::vector3df extent = box.getExtent();
const float w = fabsf(extent.X);
const float h = fabsf(extent.Y);
float z = box.MaxEdge.Z;
// Snap to texels
const float units_per_w = w / 1024;
const float units_per_h = h / 1024;
float left = box.MinEdge.X;
float right = box.MaxEdge.X;
float up = box.MaxEdge.Y;
float down = box.MinEdge.Y;
core::matrix4 tmp_matrix;
// Prevent Matrix without extend
if (left == right || up == down)
{
Log::error("Shadows", "Shadows Near/Far plane have a 0 area");
sun_ortho_matrix.push_back(tmp_matrix);
continue;
}
tmp_matrix.buildProjectionMatrixOrthoLH(left, right,
up, down,
30, z);
m_suncam->setProjectionMatrix(tmp_matrix, true);
m_suncam->render();
sun_ortho_matrix.push_back(getVideoDriver()->getTransform(video::ETS_PROJECTION) * getVideoDriver()->getTransform(video::ETS_VIEW));
}
if ((tick % 100) == 2)
rsm_matrix = sun_ortho_matrix[3];
rh_extend = core::vector3df(128, 64, 128);
core::vector3df campos = camnode->getAbsolutePosition();
core::vector3df translation(8 * floor(campos.X / 8), 8 * floor(campos.Y / 8), 8 * floor(campos.Z / 8));
rh_matrix.setTranslation(translation);
assert(sun_ortho_matrix.size() == 4);
camnode->setNearValue(oldnear);
camnode->setFarValue(oldfar);
size_t size = irr_driver->getShadowViewProj().size();
for (unsigned i = 0; i < size; i++)
memcpy(&tmp[16 * i + 64], irr_driver->getShadowViewProj()[i].pointer(), 16 * sizeof(float));
}
size_t size = irr_driver->getShadowViewProj().size();
for (unsigned i = 0; i < size; i++)
memcpy(&tmp[16 * i + 64], irr_driver->getShadowViewProj()[i].pointer(), 16 * sizeof(float));
tmp[128] = float(width);
tmp[129] = float(height);
@ -844,10 +833,10 @@ void IrrDriver::renderGlow(std::vector<GlowData>& glows)
glStencilFunc(GL_ALWAYS, 1, ~0);
glEnable(GL_STENCIL_TEST);
glEnable(GL_DEPTH_TEST);
glDisable(GL_ALPHA_TEST);
glDepthMask(GL_FALSE);
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
glDisable(GL_ALPHA_TEST);
glDepthMask(GL_FALSE);
glDisable(GL_BLEND);
for (u32 i = 0; i < glowcount; i++)
{
@ -875,11 +864,11 @@ void IrrDriver::renderGlow(std::vector<GlowData>& glows)
FrameBuffer::Blit(irr_driver->getFBO(FBO_HALF1), irr_driver->getFBO(FBO_QUARTER1), GL_COLOR_BUFFER_BIT, GL_LINEAR);
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glStencilFunc(GL_EQUAL, 0, ~0);
glEnable(GL_STENCIL_TEST);
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glStencilFunc(GL_EQUAL, 0, ~0);
glEnable(GL_STENCIL_TEST);
m_rtts->getFBO(FBO_COLORS).Bind();
m_post_processing->renderGlow(m_rtts->getRenderTarget(RTT_QUARTER1));
glDisable(GL_STENCIL_TEST);
@ -985,7 +974,6 @@ void IrrDriver::renderLights(unsigned pointlightcount)
//RH
if (UserConfigParams::m_gi)
{
ScopedGPUTimer timer(irr_driver->getGPUTimer(Q_RH));
glDisable(GL_BLEND);
m_rtts->getRH().Bind();
glUseProgram(FullScreenShader::RadianceHintsConstructionShader::Program);
@ -1006,36 +994,25 @@ void IrrDriver::renderLights(unsigned pointlightcount)
if (!UserConfigParams::m_dynamic_lights)
return;
m_rtts->getFBO(FBO_TMP1_WITH_DS).Bind();
if (UserConfigParams::m_gi)
{
ScopedGPUTimer timer(irr_driver->getGPUTimer(Q_GI));
m_post_processing->renderGI(rh_matrix, rh_extend, m_rtts->getRH().getRTT()[0], m_rtts->getRH().getRTT()[1], m_rtts->getRH().getRTT()[2]);
}
if (SkyboxCubeMap)
{
ScopedGPUTimer timer(irr_driver->getGPUTimer(Q_ENVMAP));
m_post_processing->renderDiffuseEnvMap(blueSHCoeff, greenSHCoeff, redSHCoeff);
}
m_rtts->getFBO(FBO_COMBINED_TMP1_TMP2).Bind();
if (World::getWorld() && World::getWorld()->getTrack()->hasShadows() && SkyboxCubeMap && UserConfigParams::m_gi)
irr_driver->getSceneManager()->setAmbientLight(SColor(0, 0, 0, 0));
// Render sunlight if and only if track supports shadow
if (!World::getWorld() || World::getWorld()->getTrack()->hasShadows())
if (World::getWorld()->getTrack()->hasShadows())
{
ScopedGPUTimer timer(irr_driver->getGPUTimer(Q_SUN));
if (World::getWorld() && UserConfigParams::m_shadows)
if (UserConfigParams::m_shadows)
m_post_processing->renderShadowedSunlight(sun_ortho_matrix, m_rtts->getShadowDepthTex());
else
m_post_processing->renderSunlight();
}
{
ScopedGPUTimer timer(irr_driver->getGPUTimer(Q_POINTLIGHTS));
renderPointLights(MIN2(pointlightcount, MAXLIGHT));
}
renderPointLights(MIN2(pointlightcount, MAXLIGHT));
if (SkyboxCubeMap)
m_post_processing->renderDiffuseEnvMap(blueSHCoeff, greenSHCoeff, redSHCoeff);
}
void IrrDriver::renderSSAO()
@ -1504,16 +1481,16 @@ void IrrDriver::renderSkybox(const scene::ICameraSceneNode *camera)
if (!SkyboxCubeMap)
generateSkyboxCubemap();
glBindVertexArray(MeshShader::SkyboxShader::cubevao);
glDisable(GL_CULL_FACE);
assert(SkyboxTextures.size() == 6);
glDisable(GL_CULL_FACE);
assert(SkyboxTextures.size() == 6);
core::matrix4 translate;
translate.setTranslation(camera->getAbsolutePosition());
core::matrix4 translate;
translate.setTranslation(camera->getAbsolutePosition());
// Draw the sky box between the near and far clip plane
const f32 viewDistance = (camera->getNearValue() + camera->getFarValue()) * 0.5f;
core::matrix4 scale;
scale.setScale(core::vector3df(viewDistance, viewDistance, viewDistance));
// Draw the sky box between the near and far clip plane
const f32 viewDistance = (camera->getNearValue() + camera->getFarValue()) * 0.5f;
core::matrix4 scale;
scale.setScale(core::vector3df(viewDistance, viewDistance, viewDistance));
core::matrix4 transform = translate * scale;
core::matrix4 invtransform;
transform.getInverse(invtransform);
@ -1523,7 +1500,7 @@ void IrrDriver::renderSkybox(const scene::ICameraSceneNode *camera)
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glUseProgram(MeshShader::SkyboxShader::Program);
MeshShader::SkyboxShader::setUniforms(transform,
MeshShader::SkyboxShader::setUniforms(transform,
core::vector2df(float(UserConfigParams::m_width),
float(UserConfigParams::m_height)),
0);
@ -1540,15 +1517,15 @@ void IrrDriver::renderDisplacement()
irr_driver->getFBO(FBO_DISPLACE).Bind();
glClear(GL_COLOR_BUFFER_BIT);
DisplaceProvider * const cb = (DisplaceProvider *)irr_driver->getCallback(ES_DISPLACE);
cb->update();
DisplaceProvider * const cb = (DisplaceProvider *)irr_driver->getCallback(ES_DISPLACE);
cb->update();
const int displacingcount = m_displacing.size();
irr_driver->setPhase(DISPLACEMENT_PASS);
glEnable(GL_DEPTH_TEST);
glDisable(GL_ALPHA_TEST);
glDepthMask(GL_FALSE);
glDisable(GL_BLEND);
irr_driver->setPhase(DISPLACEMENT_PASS);
glEnable(GL_DEPTH_TEST);
glDisable(GL_ALPHA_TEST);
glDepthMask(GL_FALSE);
glDisable(GL_BLEND);
glClear(GL_STENCIL_BUFFER_BIT);
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_ALWAYS, 1, 0xFF);

View File

@ -22,18 +22,6 @@
#include "graphics/irr_driver.hpp"
#include "utils/log.hpp"
static GLuint generateRTT3D(GLenum target, size_t w, size_t h, size_t d, GLint internalFormat, GLint format, GLint type)
{
GLuint result;
glGenTextures(1, &result);
glBindTexture(target, result);
if (irr_driver->getGLSLVersion() < 420)
glTexImage3D(target, 0, internalFormat, w, h, d, 0, format, type, 0);
else
glTexStorage3D(target, 1, internalFormat, w, h, d);
return result;
}
static GLuint generateRTT(const core::dimension2du &res, GLint internalFormat, GLint format, GLint type, unsigned mipmaplevel = 1)
{
GLuint result;
@ -69,7 +57,6 @@ static GLuint generateFBO(GLuint ColorAttachement, GLuint DepthAttachement)
RTT::RTT(size_t width, size_t height)
{
m_shadow_FBO = NULL;
m_RH_FBO = NULL;
m_RSM = NULL;
m_RH_FBO = NULL;
using namespace video;
@ -92,7 +79,9 @@ RTT::RTT(size_t width, size_t height)
unsigned linear_depth_mip_levels = ceil(log2(max_(res.Width, res.Height)));
DepthStencilTexture = generateRTT(res, GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
glGenTextures(1, &DepthStencilTexture);
glBindTexture(GL_TEXTURE_2D, DepthStencilTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_STENCIL, res.Width, res.Height, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0);
// All RTTs are currently RGBA16F mostly with stencil. The four tmp RTTs are the same size
// as the screen, for use in post-processing.
@ -104,7 +93,7 @@ RTT::RTT(size_t width, size_t height)
RenderTargetTextures[RTT_LINEAR_DEPTH] = generateRTT(res, GL_R32F, GL_RED, GL_FLOAT, linear_depth_mip_levels);
RenderTargetTextures[RTT_NORMAL_AND_DEPTH] = generateRTT(res, GL_RGBA16F, GL_RGBA, GL_FLOAT);
RenderTargetTextures[RTT_COLOR] = generateRTT(res, GL_RGBA16F, GL_BGRA, GL_FLOAT);
RenderTargetTextures[RTT_MLAA_COLORS] = generateRTT(res, GL_SRGB8_ALPHA8, GL_BGR, GL_UNSIGNED_BYTE);
RenderTargetTextures[RTT_MLAA_COLORS] = generateRTT(res, GL_SRGB, GL_BGR, GL_UNSIGNED_BYTE);
RenderTargetTextures[RTT_SSAO] = generateRTT(res, GL_R16F, GL_RED, GL_FLOAT);
RenderTargetTextures[RTT_DISPLACE] = generateRTT(res, GL_RGBA16F, GL_BGRA, GL_FLOAT);
@ -206,8 +195,12 @@ RTT::RTT(size_t width, size_t height)
if (UserConfigParams::m_shadows)
{
shadowColorTex = generateRTT3D(GL_TEXTURE_2D_ARRAY, 1024, 1024, 4, GL_R8, GL_RED, GL_UNSIGNED_BYTE);
shadowDepthTex = generateRTT3D(GL_TEXTURE_2D_ARRAY, 1024, 1024, 4, GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
glGenTextures(1, &shadowColorTex);
glBindTexture(GL_TEXTURE_2D_ARRAY, shadowColorTex);
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_R8, 1024, 1024, 4, 0, GL_RED, GL_UNSIGNED_BYTE, 0);
glGenTextures(1, &shadowDepthTex);
glBindTexture(GL_TEXTURE_2D_ARRAY, shadowDepthTex);
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_DEPTH_STENCIL, 1024, 1024, 4, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0);
somevector.clear();
somevector.push_back(shadowColorTex);
@ -217,18 +210,30 @@ RTT::RTT(size_t width, size_t height)
if (UserConfigParams::m_gi)
{
//Todo : use "normal" shadowtex
RSM_Color = generateRTT(shadowsize0, GL_RGB8, GL_RGB, GL_UNSIGNED_BYTE);
RSM_Normal = generateRTT(shadowsize0, GL_RGB16F, GL_RGB, GL_FLOAT);
RSM_Depth = generateRTT(shadowsize0, GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
glGenTextures(1, &RSM_Color);
glBindTexture(GL_TEXTURE_2D, RSM_Color);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, 1024, 1024, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
glGenTextures(1, &RSM_Normal);
glBindTexture(GL_TEXTURE_2D, RSM_Normal);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, 1024, 1024, 0, GL_RGB, GL_FLOAT, 0);
glGenTextures(1, &RSM_Depth);
glBindTexture(GL_TEXTURE_2D, RSM_Depth);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_STENCIL, 1024, 1024, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0);
somevector.clear();
somevector.push_back(RSM_Color);
somevector.push_back(RSM_Normal);
m_RSM = new FrameBuffer(somevector, RSM_Depth, 1024, 1024, true);
RH_Red = generateRTT3D(GL_TEXTURE_3D, 32, 16, 32, GL_RGBA16F, GL_RGBA, GL_FLOAT);
RH_Green = generateRTT3D(GL_TEXTURE_3D, 32, 16, 32, GL_RGBA16F, GL_RGBA, GL_FLOAT);
RH_Blue = generateRTT3D(GL_TEXTURE_3D, 32, 16, 32, GL_RGBA16F, GL_RGBA, GL_FLOAT);
glGenTextures(1, &RH_Red);
glBindTexture(GL_TEXTURE_3D, RH_Red);
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA16F, 32, 16, 32, 0, GL_RGBA, GL_FLOAT, 0);
glGenTextures(1, &RH_Green);
glBindTexture(GL_TEXTURE_3D, RH_Green);
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA16F, 32, 16, 32, 0, GL_RGBA, GL_FLOAT, 0);
glGenTextures(1, &RH_Blue);
glBindTexture(GL_TEXTURE_3D, RH_Blue);
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA16F, 32, 16, 32, 0, GL_RGBA, GL_FLOAT, 0);
somevector.clear();
somevector.push_back(RH_Red);

View File

@ -50,7 +50,7 @@ Shaders::Shaders()
loadShaders();
}
GLuint quad_vbo, tri_vbo;
GLuint quad_vbo;
static void initQuadVBO()
{
@ -64,16 +64,6 @@ static void initQuadVBO()
glBindBuffer(GL_ARRAY_BUFFER, quad_vbo);
glBufferData(GL_ARRAY_BUFFER, 16 * sizeof(float), quad_vertex, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
const float tri_vertex[] = {
-1., -1.,
-1., 3.,
3., -1.,
};
glGenBuffers(1, &tri_vbo);
glBindBuffer(GL_ARRAY_BUFFER, tri_vbo);
glBufferData(GL_ARRAY_BUFFER, 6 * sizeof(float), tri_vertex, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
// It should be possible to merge it with previous one...
@ -275,13 +265,12 @@ void Shaders::loadShaders()
FullScreenShader::BloomBlendShader::init();
FullScreenShader::BloomShader::init();
FullScreenShader::DepthOfFieldShader::init();
FullScreenShader::ColorLevelShader::init();
FullScreenShader::FogShader::init();
FullScreenShader::Gaussian17TapHShader::init();
FullScreenShader::ComputeGaussian17TapHShader::init();
FullScreenShader::Gaussian3HBlurShader::init();
FullScreenShader::Gaussian3VBlurShader::init();
FullScreenShader::Gaussian17TapVShader::init();
FullScreenShader::ComputeGaussian17TapVShader::init();
FullScreenShader::Gaussian6HBlurShader::init();
FullScreenShader::Gaussian6VBlurShader::init();
FullScreenShader::GlowShader::init();
@ -298,6 +287,7 @@ void Shaders::loadShaders()
FullScreenShader::MotionBlurShader::init();
FullScreenShader::GodFadeShader::init();
FullScreenShader::GodRayShader::init();
FullScreenShader::LogLuminanceShader::init();
FullScreenShader::ToneMapShader::init();
FullScreenShader::MLAAColorEdgeDetectionSHader::init();
FullScreenShader::MLAABlendWeightSHader::init();
@ -2041,19 +2031,6 @@ namespace ParticleShader
}
}
static GLuint createFullScreenVAO(GLuint Program)
{
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
GLuint attrib_position = glGetAttribLocation(Program, "Position");
glBindBuffer(GL_ARRAY_BUFFER, tri_vbo);
glEnableVertexAttribArray(attrib_position);
glVertexAttribPointer(attrib_position, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), 0);
glBindVertexArray(0);
return vao;
}
static GLuint createVAO(GLuint Program)
{
GLuint vao;
@ -2082,7 +2059,7 @@ namespace FullScreenShader
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getCIEXYZ.frag").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/bloom.frag").c_str());
uniform_texture = glGetUniformLocation(Program, "tex");
vao = createFullScreenVAO(Program);
vao = createVAO(Program);
}
void BloomShader::setUniforms(unsigned TU_tex)
@ -2091,27 +2068,20 @@ namespace FullScreenShader
}
GLuint BloomBlendShader::Program;
GLuint BloomBlendShader::uniform_tex_128;
GLuint BloomBlendShader::uniform_tex_256;
GLuint BloomBlendShader::uniform_tex_512;
GLuint BloomBlendShader::uniform_texture;
GLuint BloomBlendShader::vao;
void BloomBlendShader::init()
{
Program = LoadProgram(
GL_VERTEX_SHADER, file_manager->getAsset("shaders/screenquad.vert").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/bloomblend.frag").c_str());
uniform_tex_128 = glGetUniformLocation(Program, "tex_128");
uniform_tex_256 = glGetUniformLocation(Program, "tex_256");
uniform_tex_512 = glGetUniformLocation(Program, "tex_512");
vao = createFullScreenVAO(Program);
uniform_texture = glGetUniformLocation(Program, "tex");
vao = createVAO(Program);
}
void BloomBlendShader::setUniforms(unsigned TU_tex_128, unsigned TU_tex_256, unsigned TU_tex_512)
void BloomBlendShader::setUniforms(unsigned TU_tex)
{
glUniform1i(uniform_tex_128, TU_tex_128);
glUniform1i(uniform_tex_256, TU_tex_256);
glUniform1i(uniform_tex_512, TU_tex_512);
glUniform1i(FullScreenShader::BloomShader::uniform_texture, TU_tex);
}
GLuint ToneMapShader::Program;
@ -2132,7 +2102,7 @@ namespace FullScreenShader
uniform_logluminancetex = glGetUniformLocation(Program, "logluminancetex");
uniform_exposure = glGetUniformLocation(Program, "exposure");
uniform_lwhite = glGetUniformLocation(Program, "Lwhite");
vao = createFullScreenVAO(Program);
vao = createVAO(Program);
}
void ToneMapShader::setUniforms(float exposure, float Lwhite, unsigned TU_tex, unsigned TU_loglum)
@ -2155,7 +2125,7 @@ namespace FullScreenShader
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/dof.frag").c_str());
uniform_tex = glGetUniformLocation(Program, "tex");
uniform_depth = glGetUniformLocation(Program, "dtex");
vao = createFullScreenVAO(Program);
vao = createVAO(Program);
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
}
@ -2166,6 +2136,28 @@ namespace FullScreenShader
glUniform1i(uniform_depth, TU_dtex);
}
GLuint ColorLevelShader::Program;
GLuint ColorLevelShader::uniform_tex;
GLuint ColorLevelShader::uniform_inlevel;
GLuint ColorLevelShader::uniform_outlevel;
GLuint ColorLevelShader::vao;
GLuint ColorLevelShader::uniform_invprojm;
GLuint ColorLevelShader::uniform_dtex;
void ColorLevelShader::init()
{
Program = LoadProgram(
GL_VERTEX_SHADER, file_manager->getAsset("shaders/screenquad.vert").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getRGBfromCIEXxy.frag").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getCIEXYZ.frag").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/color_levels.frag").c_str());
uniform_tex = glGetUniformLocation(Program, "tex");
uniform_dtex = glGetUniformLocation(Program, "dtex");
uniform_inlevel = glGetUniformLocation(Program, "inlevel");
uniform_outlevel = glGetUniformLocation(Program, "outlevel");
uniform_invprojm = glGetUniformLocation(Program, "invprojm");
vao = createVAO(Program);
}
GLuint SunLightShader::Program;
GLuint SunLightShader::uniform_ntex;
GLuint SunLightShader::uniform_dtex;
@ -2185,7 +2177,7 @@ namespace FullScreenShader
uniform_dtex = glGetUniformLocation(Program, "dtex");
uniform_direction = glGetUniformLocation(Program, "direction");
uniform_col = glGetUniformLocation(Program, "col");
vao = createFullScreenVAO(Program);
vao = createVAO(Program);
if (!UserConfigParams::m_ubo_disabled)
{
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
@ -2222,7 +2214,7 @@ namespace FullScreenShader
uniform_greenLmn = glGetUniformLocation(Program, "greenLmn[0]");
uniform_redLmn = glGetUniformLocation(Program, "redLmn[0]");
uniform_TVM = glGetUniformLocation(Program, "TransposeViewMatrix");
vao = createFullScreenVAO(Program);
vao = createVAO(Program);
}
void DiffuseEnvMapShader::setUniforms(const core::matrix4 &TransposeViewMatrix, const float *blueSHCoeff, const float *greenSHCoeff, const float *redSHCoeff, unsigned TU_ntex)
@ -2255,7 +2247,7 @@ namespace FullScreenShader
uniform_shadowtex = glGetUniformLocation(Program, "shadowtex");
uniform_direction = glGetUniformLocation(Program, "direction");
uniform_col = glGetUniformLocation(Program, "col");
vao = createFullScreenVAO(Program);
vao = createVAO(Program);
if (!UserConfigParams::m_ubo_disabled)
{
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
@ -2344,7 +2336,7 @@ namespace FullScreenShader
uniform_extents = glGetUniformLocation(Program, "extents");
uniform_RHMatrix = glGetUniformLocation(Program, "RHMatrix");
uniform_RSMMatrix = glGetUniformLocation(Program, "RSMMatrix");
vao = createFullScreenVAO(Program);
vao = createVAO(Program);
}
void RadianceHintsConstructionShader::setUniforms(const core::matrix4 &RSMMatrix, const core::matrix4 &RHMatrix, const core::vector3df &extents, unsigned TU_ctex, unsigned TU_ntex, unsigned TU_dtex)
@ -2411,7 +2403,7 @@ namespace FullScreenShader
uniform_SHB = glGetUniformLocation(Program, "SHB");
uniform_RHMatrix = glGetUniformLocation(Program, "RHMatrix");
uniform_extents = glGetUniformLocation(Program, "extents");
vao = createFullScreenVAO(Program);
vao = createVAO(Program);
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
}
@ -2438,18 +2430,7 @@ namespace FullScreenShader
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/gaussian17taph.frag").c_str());
uniform_tex = glGetUniformLocation(Program, "tex");
uniform_pixel = glGetUniformLocation(Program, "pixel");
vao = createFullScreenVAO(Program);
}
GLuint ComputeGaussian17TapHShader::Program;
GLuint ComputeGaussian17TapHShader::uniform_source;
GLuint ComputeGaussian17TapHShader::uniform_dest;
void ComputeGaussian17TapHShader::init()
{
Program = LoadProgram(
GL_COMPUTE_SHADER, file_manager->getAsset("shaders/gaussian.comp").c_str());
uniform_source = glGetUniformLocation(Program, "source");
uniform_dest = glGetUniformLocation(Program, "dest");
vao = createVAO(Program);
}
GLuint Gaussian6HBlurShader::Program;
@ -2463,7 +2444,7 @@ namespace FullScreenShader
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/gaussian6h.frag").c_str());
uniform_tex = glGetUniformLocation(Program, "tex");
uniform_pixel = glGetUniformLocation(Program, "pixel");
vao = createFullScreenVAO(Program);
vao = createVAO(Program);
}
GLuint Gaussian3HBlurShader::Program;
@ -2477,7 +2458,7 @@ namespace FullScreenShader
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/gaussian3h.frag").c_str());
uniform_tex = glGetUniformLocation(Program, "tex");
uniform_pixel = glGetUniformLocation(Program, "pixel");
vao = createFullScreenVAO(Program);
vao = createVAO(Program);
}
GLuint Gaussian17TapVShader::Program;
@ -2491,18 +2472,7 @@ namespace FullScreenShader
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/gaussian17tapv.frag").c_str());
uniform_tex = glGetUniformLocation(Program, "tex");
uniform_pixel = glGetUniformLocation(Program, "pixel");
vao = createFullScreenVAO(Program);
}
GLuint ComputeGaussian17TapVShader::Program;
GLuint ComputeGaussian17TapVShader::uniform_source;
GLuint ComputeGaussian17TapVShader::uniform_dest;
void ComputeGaussian17TapVShader::init()
{
Program = LoadProgram(
GL_COMPUTE_SHADER, file_manager->getAsset("shaders/gaussianv.comp").c_str());
uniform_source = glGetUniformLocation(Program, "source");
uniform_dest = glGetUniformLocation(Program, "dest");
vao = createVAO(Program);
}
GLuint Gaussian6VBlurShader::Program;
@ -2516,7 +2486,7 @@ namespace FullScreenShader
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/gaussian6v.frag").c_str());
uniform_tex = glGetUniformLocation(Program, "tex");
uniform_pixel = glGetUniformLocation(Program, "pixel");
vao = createFullScreenVAO(Program);
vao = createVAO(Program);
}
GLuint Gaussian3VBlurShader::Program;
@ -2530,7 +2500,7 @@ namespace FullScreenShader
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/gaussian3v.frag").c_str());
uniform_tex = glGetUniformLocation(Program, "tex");
uniform_pixel = glGetUniformLocation(Program, "pixel");
vao = createFullScreenVAO(Program);
vao = createVAO(Program);
}
GLuint PassThroughShader::Program;
@ -2558,7 +2528,7 @@ namespace FullScreenShader
uniform_texture = glGetUniformLocation(Program, "texture");
uniform_zf = glGetUniformLocation(Program, "zf");
uniform_zn = glGetUniformLocation(Program, "zn");
vao = createFullScreenVAO(Program);
vao = createVAO(Program);
}
void LinearizeDepthShader::setUniforms(float zn, float zf, unsigned TU_tex)
@ -2599,7 +2569,7 @@ namespace FullScreenShader
uniform_dtex = glGetUniformLocation(Program, "dtex");
uniform_noise_texture = glGetUniformLocation(Program, "noise_texture");
uniform_samplePoints = glGetUniformLocation(Program, "samplePoints[0]");
vao = createFullScreenVAO(Program);
vao = createVAO(Program);
if (!UserConfigParams::m_ubo_disabled)
{
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
@ -2753,7 +2723,7 @@ namespace FullScreenShader
uniform_start = glGetUniformLocation(Program, "start");
uniform_end = glGetUniformLocation(Program, "end");
uniform_col = glGetUniformLocation(Program, "col");
vao = createFullScreenVAO(Program);
vao = createVAO(Program);
if (!UserConfigParams::m_ubo_disabled)
{
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
@ -2794,7 +2764,7 @@ namespace FullScreenShader
uniform_direction = glGetUniformLocation(Program, "direction");
uniform_mask_radius = glGetUniformLocation(Program, "mask_radius");
uniform_max_tex_height = glGetUniformLocation(Program, "max_tex_height");
vao = createFullScreenVAO(Program);
vao = createVAO(Program);
}
void MotionBlurShader::setUniforms(float boost_amount, const core::vector2df &center, const core::vector2df &direction, float mask_radius, float max_tex_height, unsigned TU_cb)
@ -2849,6 +2819,24 @@ namespace FullScreenShader
glUniform1i(uniform_tex, TU_tex);
}
GLuint LogLuminanceShader::Program;
GLuint LogLuminanceShader::uniform_tex;
GLuint LogLuminanceShader::vao;
void LogLuminanceShader::init()
{
Program = LoadProgram(
GL_VERTEX_SHADER, file_manager->getAsset("shaders/screenquad.vert").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/logluminance.frag").c_str());
uniform_tex = glGetUniformLocation(Program, "tex");
vao = createVAO(Program);
}
void LogLuminanceShader::setUniforms(unsigned TU_tex)
{
glUniform1i(uniform_tex, TU_tex);
}
GLuint MLAAColorEdgeDetectionSHader::Program;
GLuint MLAAColorEdgeDetectionSHader::uniform_colorMapG;
GLuint MLAAColorEdgeDetectionSHader::uniform_PIXEL_SIZE;

View File

@ -526,11 +526,11 @@ class BloomBlendShader
{
public:
static GLuint Program;
static GLuint uniform_tex_128, uniform_tex_256, uniform_tex_512;
static GLuint uniform_texture;
static GLuint vao;
static void init();
static void setUniforms(unsigned TU_tex_128, unsigned TU_tex_256, unsigned TU_tex_512);
static void setUniforms(unsigned TU_tex);
};
class ToneMapShader
@ -555,6 +555,16 @@ public:
static void setUniforms(unsigned TU_tex, unsigned TU_depth);
};
class ColorLevelShader
{
public:
static GLuint Program;
static GLuint uniform_tex, uniform_invprojm, uniform_dtex, uniform_inlevel, uniform_outlevel;
static GLuint vao;
static void init();
};
class SunLightShader
{
public:
@ -641,15 +651,6 @@ public:
static void init();
};
class ComputeGaussian17TapHShader
{
public:
static GLuint Program;
static GLuint uniform_source, uniform_dest;
static void init();
};
class Gaussian6HBlurShader
{
public:
@ -680,16 +681,6 @@ public:
static void init();
};
class ComputeGaussian17TapVShader
{
public:
static GLuint Program;
static GLuint uniform_source, uniform_dest;
static void init();
};
class Gaussian6VBlurShader
{
public:
@ -797,6 +788,17 @@ public:
static void setUniforms(const core::vector2df &sunpos, unsigned TU_tex);
};
class LogLuminanceShader
{
public:
static GLuint Program;
static GLuint uniform_tex;
static GLuint vao;
static void init();
static void setUniforms(unsigned TU_tex);
};
class MLAAColorEdgeDetectionSHader
{
public:

View File

@ -230,7 +230,7 @@ void STKAnimatedMesh::render()
for_in(mesh, TransparentMesh[TM_BUBBLE])
drawBubble(*mesh, ModelViewProjectionMatrix);
if (World::getWorld() != NULL && World::getWorld()->isFogEnabled())
if (World::getWorld()->isFogEnabled())
{
if (!TransparentMesh[TM_DEFAULT].empty() || !TransparentMesh[TM_ADDITIVE].empty())
glUseProgram(MeshShader::TransparentFogShader::Program);

View File

@ -60,129 +60,129 @@ GLuint createVAO(GLuint vbo, GLuint idx, GLuint attrib_position, GLuint attrib_t
{
if (attrib_position == -1)
return 0;
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glEnableVertexAttribArray(attrib_position);
if ((GLint)attrib_texcoord != -1)
glEnableVertexAttribArray(attrib_texcoord);
if ((GLint)attrib_second_texcoord != -1)
glEnableVertexAttribArray(attrib_second_texcoord);
if ((GLint)attrib_normal != -1)
glEnableVertexAttribArray(attrib_normal);
if ((GLint)attrib_tangent != -1)
glEnableVertexAttribArray(attrib_tangent);
if ((GLint)attrib_bitangent != -1)
glEnableVertexAttribArray(attrib_bitangent);
if ((GLint)attrib_color != -1)
glEnableVertexAttribArray(attrib_color);
glVertexAttribPointer(attrib_position, 3, GL_FLOAT, GL_FALSE, stride, 0);
if ((GLint)attrib_texcoord != -1)
glVertexAttribPointer(attrib_texcoord, 2, GL_FLOAT, GL_FALSE, stride, (GLvoid*) 28);
if ((GLint)attrib_second_texcoord != -1)
{
if (stride < 44)
Log::error("material", "Second texcoords not present in VBO");
glVertexAttribPointer(attrib_second_texcoord, 2, GL_FLOAT, GL_FALSE, stride, (GLvoid*) 36);
}
if ((GLint)attrib_normal != -1)
glVertexAttribPointer(attrib_normal, 3, GL_FLOAT, GL_FALSE, stride, (GLvoid*) 12);
if ((GLint)attrib_tangent != -1)
{
if (stride < 48)
Log::error("material", "Tangents not present in VBO");
glVertexAttribPointer(attrib_tangent, 3, GL_FLOAT, GL_FALSE, stride, (GLvoid*)36);
}
if ((GLint)attrib_bitangent != -1)
{
if (stride < 60)
Log::error("material", "Bitangents not present in VBO");
glVertexAttribPointer(attrib_bitangent, 3, GL_FLOAT, GL_FALSE, stride, (GLvoid*)48);
}
if ((GLint)attrib_color != -1)
glVertexAttribPointer(attrib_color, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, (GLvoid*)24);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, idx);
return vao;
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glEnableVertexAttribArray(attrib_position);
if ((GLint)attrib_texcoord != -1)
glEnableVertexAttribArray(attrib_texcoord);
if ((GLint)attrib_second_texcoord != -1)
glEnableVertexAttribArray(attrib_second_texcoord);
if ((GLint)attrib_normal != -1)
glEnableVertexAttribArray(attrib_normal);
if ((GLint)attrib_tangent != -1)
glEnableVertexAttribArray(attrib_tangent);
if ((GLint)attrib_bitangent != -1)
glEnableVertexAttribArray(attrib_bitangent);
if ((GLint)attrib_color != -1)
glEnableVertexAttribArray(attrib_color);
glVertexAttribPointer(attrib_position, 3, GL_FLOAT, GL_FALSE, stride, 0);
if ((GLint)attrib_texcoord != -1)
glVertexAttribPointer(attrib_texcoord, 2, GL_FLOAT, GL_FALSE, stride, (GLvoid*) 28);
if ((GLint)attrib_second_texcoord != -1)
{
if (stride < 44)
Log::error("material", "Second texcoords not present in VBO");
glVertexAttribPointer(attrib_second_texcoord, 2, GL_FLOAT, GL_FALSE, stride, (GLvoid*) 36);
}
if ((GLint)attrib_normal != -1)
glVertexAttribPointer(attrib_normal, 3, GL_FLOAT, GL_FALSE, stride, (GLvoid*) 12);
if ((GLint)attrib_tangent != -1)
{
if (stride < 48)
Log::error("material", "Tangents not present in VBO");
glVertexAttribPointer(attrib_tangent, 3, GL_FLOAT, GL_FALSE, stride, (GLvoid*)36);
}
if ((GLint)attrib_bitangent != -1)
{
if (stride < 60)
Log::error("material", "Bitangents not present in VBO");
glVertexAttribPointer(attrib_bitangent, 3, GL_FLOAT, GL_FALSE, stride, (GLvoid*)48);
}
if ((GLint)attrib_color != -1)
glVertexAttribPointer(attrib_color, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, (GLvoid*)24);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, idx);
return vao;
}
GLMesh allocateMeshBuffer(scene::IMeshBuffer* mb)
{
GLMesh result = {};
if (!mb)
return result;
glBindVertexArray(0);
glGenBuffers(1, &(result.vertex_buffer));
glGenBuffers(1, &(result.index_buffer));
GLMesh result = {};
if (!mb)
return result;
glBindVertexArray(0);
glGenBuffers(1, &(result.vertex_buffer));
glGenBuffers(1, &(result.index_buffer));
glBindBuffer(GL_ARRAY_BUFFER, result.vertex_buffer);
const void* vertices = mb->getVertices();
const u32 vertexCount = mb->getVertexCount();
const irr::video::E_VERTEX_TYPE vType = mb->getVertexType();
result.Stride = getVertexPitchFromType(vType);
const c8* vbuf = static_cast<const c8*>(vertices);
glBufferData(GL_ARRAY_BUFFER, vertexCount * result.Stride, vbuf, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, result.vertex_buffer);
const void* vertices = mb->getVertices();
const u32 vertexCount = mb->getVertexCount();
const irr::video::E_VERTEX_TYPE vType = mb->getVertexType();
result.Stride = getVertexPitchFromType(vType);
const c8* vbuf = static_cast<const c8*>(vertices);
glBufferData(GL_ARRAY_BUFFER, vertexCount * result.Stride, vbuf, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, result.index_buffer);
const void* indices = mb->getIndices();
u32 indexCount = mb->getIndexCount();
GLenum indexSize;
switch (mb->getIndexType())
{
case irr::video::EIT_16BIT:
{
indexSize = sizeof(u16);
result.IndexType = GL_UNSIGNED_SHORT;
break;
}
case irr::video::EIT_32BIT:
{
indexSize = sizeof(u32);
result.IndexType = GL_UNSIGNED_INT;
break;
}
default:
{
assert(0 && "Wrong index size");
}
}
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount * indexSize, indices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, result.index_buffer);
const void* indices = mb->getIndices();
u32 indexCount = mb->getIndexCount();
GLenum indexSize;
switch (mb->getIndexType())
{
case irr::video::EIT_16BIT:
{
indexSize = sizeof(u16);
result.IndexType = GL_UNSIGNED_SHORT;
break;
}
case irr::video::EIT_32BIT:
{
indexSize = sizeof(u32);
result.IndexType = GL_UNSIGNED_INT;
break;
}
default:
{
assert(0 && "Wrong index size");
}
}
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount * indexSize, indices, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
result.IndexCount = mb->getIndexCount();
switch (mb->getPrimitiveType())
{
case scene::EPT_POINTS:
result.PrimitiveType = GL_POINTS;
result.IndexCount = mb->getIndexCount();
switch (mb->getPrimitiveType())
{
case scene::EPT_POINTS:
result.PrimitiveType = GL_POINTS;
break;
case scene::EPT_TRIANGLE_STRIP:
result.PrimitiveType = GL_TRIANGLE_STRIP;
break;
case scene::EPT_TRIANGLE_FAN:
result.PrimitiveType = GL_TRIANGLE_FAN;
break;
case scene::EPT_LINES:
result.PrimitiveType = GL_LINES;
break;
case scene::EPT_TRIANGLE_STRIP:
result.PrimitiveType = GL_TRIANGLE_STRIP;
break;
case scene::EPT_TRIANGLE_FAN:
result.PrimitiveType = GL_TRIANGLE_FAN;
break;
case scene::EPT_LINES:
result.PrimitiveType = GL_LINES;
break;
case scene::EPT_TRIANGLES:
result.PrimitiveType = GL_TRIANGLES;
break;
case scene::EPT_POINT_SPRITES:
case scene::EPT_LINE_LOOP:
case scene::EPT_POLYGON:
case scene::EPT_LINE_STRIP:
case scene::EPT_QUAD_STRIP:
case scene::EPT_QUADS:
assert(0 && "Unsupported primitive type");
}
for (unsigned i = 0; i < 6; i++)
case scene::EPT_TRIANGLES:
result.PrimitiveType = GL_TRIANGLES;
break;
case scene::EPT_POINT_SPRITES:
case scene::EPT_LINE_LOOP:
case scene::EPT_POLYGON:
case scene::EPT_LINE_STRIP:
case scene::EPT_QUAD_STRIP:
case scene::EPT_QUADS:
assert(0 && "Unsupported primitive type");
}
for (unsigned i = 0; i < 6; i++)
result.textures[i] = mb->getMaterial().getTexture(i);
result.TextureMatrix = 0;
return result;
return result;
}
@ -215,18 +215,18 @@ core::vector3df getWind()
void drawGrassPass1(const GLMesh &mesh, const core::matrix4 & ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView, core::vector3df windDir)
{
irr_driver->IncreaseObjectCount();
GLenum ptype = mesh.PrimitiveType;
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
GLenum ptype = mesh.PrimitiveType;
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
compressTexture(mesh.textures[0], true);
setTexture(0, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
MeshShader::GrassPass1Shader::setUniforms(ModelViewProjectionMatrix, TransposeInverseModelView, windDir, 0);
MeshShader::GrassPass1Shader::setUniforms(ModelViewProjectionMatrix, TransposeInverseModelView, windDir, 0);
assert(mesh.vao_first_pass);
glBindVertexArray(mesh.vao_first_pass);
glDrawElements(ptype, count, itype, 0);
glBindVertexArray(mesh.vao_first_pass);
glDrawElements(ptype, count, itype, 0);
}
void drawSphereMap(const GLMesh &mesh, const core::matrix4 &ModelMatrix, const core::matrix4 &InverseModelMatrix)
@ -367,28 +367,28 @@ static video::ITexture *CausticTex = 0;
void drawGrassPass2(const GLMesh &mesh, const core::matrix4 & ModelViewProjectionMatrix, core::vector3df windDir)
{
irr_driver->IncreaseObjectCount();
GLenum ptype = mesh.PrimitiveType;
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
GLenum ptype = mesh.PrimitiveType;
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
compressTexture(mesh.textures[0], true);
setTexture(MeshShader::GrassPass2Shader::TU_Albedo, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
if (irr_driver->getLightViz())
{
GLint swizzleMask[] = {GL_ONE, GL_ONE, GL_ONE, GL_ALPHA};
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
else
{
GLint swizzleMask[] = {GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA};
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
if (irr_driver->getLightViz())
{
GLint swizzleMask[] = {GL_ONE, GL_ONE, GL_ONE, GL_ALPHA};
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
else
{
GLint swizzleMask[] = {GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA};
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
MeshShader::GrassPass2Shader::setUniforms(ModelViewProjectionMatrix, windDir);
assert(mesh.vao_second_pass);
glBindVertexArray(mesh.vao_second_pass);
glDrawElements(ptype, count, itype, 0);
glBindVertexArray(mesh.vao_second_pass);
glDrawElements(ptype, count, itype, 0);
}
void drawUntexturedObject(const GLMesh &mesh, const core::matrix4 &ModelMatrix)
@ -408,55 +408,55 @@ void drawUntexturedObject(const GLMesh &mesh, const core::matrix4 &ModelMatrix)
void drawObjectRimLimit(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView, const core::matrix4 &TextureMatrix)
{
irr_driver->IncreaseObjectCount();
GLenum ptype = mesh.PrimitiveType;
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
GLenum ptype = mesh.PrimitiveType;
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
compressTexture(mesh.textures[0], true);
setTexture(MeshShader::ObjectRimLimitShader::TU_Albedo, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
if (irr_driver->getLightViz())
{
GLint swizzleMask[] = { GL_ONE, GL_ONE, GL_ONE, GL_ALPHA };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
else
{
GLint swizzleMask[] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
if (irr_driver->getLightViz())
{
GLint swizzleMask[] = { GL_ONE, GL_ONE, GL_ONE, GL_ALPHA };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
else
{
GLint swizzleMask[] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
MeshShader::ObjectRimLimitShader::setUniforms(ModelViewProjectionMatrix, TransposeInverseModelView, TextureMatrix);
assert(mesh.vao_second_pass);
glBindVertexArray(mesh.vao_second_pass);
glDrawElements(ptype, count, itype, 0);
glBindVertexArray(mesh.vao_second_pass);
glDrawElements(ptype, count, itype, 0);
}
void drawObjectUnlit(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix)
{
irr_driver->IncreaseObjectCount();
GLenum ptype = mesh.PrimitiveType;
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
GLenum ptype = mesh.PrimitiveType;
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
compressTexture(mesh.textures[0], true);
setTexture(MeshShader::ObjectUnlitShader::TU_tex, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
if (irr_driver->getLightViz())
{
GLint swizzleMask[] = { GL_ONE, GL_ONE, GL_ONE, GL_ALPHA };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
else
{
GLint swizzleMask[] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
if (irr_driver->getLightViz())
{
GLint swizzleMask[] = { GL_ONE, GL_ONE, GL_ONE, GL_ALPHA };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
else
{
GLint swizzleMask[] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
MeshShader::ObjectUnlitShader::setUniforms(ModelViewProjectionMatrix);
assert(mesh.vao_second_pass);
glBindVertexArray(mesh.vao_second_pass);
glDrawElements(ptype, count, itype, 0);
glBindVertexArray(mesh.vao_second_pass);
glDrawElements(ptype, count, itype, 0);
}
void drawDetailledObjectPass2(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix)
@ -491,36 +491,36 @@ void drawDetailledObjectPass2(const GLMesh &mesh, const core::matrix4 &ModelView
void drawObjectPass2(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TextureMatrix)
{
irr_driver->IncreaseObjectCount();
GLenum ptype = mesh.PrimitiveType;
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
GLenum ptype = mesh.PrimitiveType;
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
compressTexture(mesh.textures[0], true);
setTexture(MeshShader::ObjectPass2Shader::TU_Albedo, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
if (irr_driver->getLightViz())
{
GLint swizzleMask[] = { GL_ONE, GL_ONE, GL_ONE, GL_ALPHA };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
else
{
GLint swizzleMask[] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
if (irr_driver->getLightViz())
{
GLint swizzleMask[] = { GL_ONE, GL_ONE, GL_ONE, GL_ALPHA };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
else
{
GLint swizzleMask[] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
MeshShader::ObjectPass2Shader::setUniforms(ModelViewProjectionMatrix, TextureMatrix);
assert(mesh.vao_second_pass);
glBindVertexArray(mesh.vao_second_pass);
glDrawElements(ptype, count, itype, 0);
glBindVertexArray(mesh.vao_second_pass);
glDrawElements(ptype, count, itype, 0);
}
void drawTransparentObject(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TextureMatrix)
{
irr_driver->IncreaseObjectCount();
GLenum ptype = mesh.PrimitiveType;
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
GLenum ptype = mesh.PrimitiveType;
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
compressTexture(mesh.textures[0], true);
setTexture(0, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
@ -528,8 +528,8 @@ void drawTransparentObject(const GLMesh &mesh, const core::matrix4 &ModelViewPro
MeshShader::TransparentShader::setUniforms(ModelViewProjectionMatrix, TextureMatrix, 0);
assert(mesh.vao_first_pass);
glBindVertexArray(mesh.vao_first_pass);
glDrawElements(ptype, count, itype, 0);
glBindVertexArray(mesh.vao_first_pass);
glDrawElements(ptype, count, itype, 0);
}
void drawTransparentFogObject(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TextureMatrix)
@ -567,21 +567,21 @@ void drawTransparentFogObject(const GLMesh &mesh, const core::matrix4 &ModelView
void drawBubble(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix)
{
irr_driver->IncreaseObjectCount();
const float time = irr_driver->getDevice()->getTimer()->getTime() / 1000.0f;
float transparency = 1.;
const float time = irr_driver->getDevice()->getTimer()->getTime() / 1000.0f;
float transparency = 1.;
GLenum ptype = mesh.PrimitiveType;
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
GLenum ptype = mesh.PrimitiveType;
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
compressTexture(mesh.textures[0], true);
setTexture(0, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
MeshShader::BubbleShader::setUniforms(ModelViewProjectionMatrix, 0, time, transparency);
MeshShader::BubbleShader::setUniforms(ModelViewProjectionMatrix, 0, time, transparency);
assert(mesh.vao_first_pass);
glBindVertexArray(mesh.vao_first_pass);
glDrawElements(ptype, count, itype, 0);
glBindVertexArray(mesh.vao_first_pass);
glDrawElements(ptype, count, itype, 0);
}
void drawShadowRef(const GLMesh &mesh, const core::matrix4 &ModelMatrix)
@ -616,39 +616,39 @@ void drawShadow(const GLMesh &mesh, const core::matrix4 &ModelMatrix)
bool isObject(video::E_MATERIAL_TYPE type)
{
if (type == irr_driver->getShader(ES_OBJECTPASS))
return true;
if (type == irr_driver->getShader(ES_OBJECTPASS_REF))
return true;
if (type == irr_driver->getShader(ES_OBJECTPASS_RIMLIT))
return true;
if (type == irr_driver->getShader(ES_NORMAL_MAP))
return true;
if (type == irr_driver->getShader(ES_SPHERE_MAP))
return true;
if (type == irr_driver->getShader(ES_SPLATTING))
return true;
if (type == irr_driver->getShader(ES_GRASS))
return true;
if (type == irr_driver->getShader(ES_GRASS_REF))
return true;
if (type == irr_driver->getShader(ES_BUBBLES))
return true;
if (type == irr_driver->getShader(ES_OBJECT_UNLIT))
return true;
if (type == video::EMT_TRANSPARENT_ALPHA_CHANNEL)
return true;
if (type == video::EMT_ONETEXTURE_BLEND)
return true;
if (type == video::EMT_TRANSPARENT_ADD_COLOR)
return true;
if (type == irr_driver->getShader(ES_OBJECTPASS))
return true;
if (type == irr_driver->getShader(ES_OBJECTPASS_REF))
return true;
if (type == irr_driver->getShader(ES_OBJECTPASS_RIMLIT))
return true;
if (type == irr_driver->getShader(ES_NORMAL_MAP))
return true;
if (type == irr_driver->getShader(ES_SPHERE_MAP))
return true;
if (type == irr_driver->getShader(ES_SPLATTING))
return true;
if (type == irr_driver->getShader(ES_GRASS))
return true;
if (type == irr_driver->getShader(ES_GRASS_REF))
return true;
if (type == irr_driver->getShader(ES_BUBBLES))
return true;
if (type == irr_driver->getShader(ES_OBJECT_UNLIT))
return true;
if (type == video::EMT_TRANSPARENT_ALPHA_CHANNEL)
return true;
if (type == video::EMT_ONETEXTURE_BLEND)
return true;
if (type == video::EMT_TRANSPARENT_ADD_COLOR)
return true;
if (type == video::EMT_SOLID)
return true;
if (type == video::EMT_LIGHTMAP_LIGHTING)
return true;
if (type == video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF)
return true;
return false;
return false;
}
void initvaostate(GLMesh &mesh, GeometricMaterial GeoMat, ShadedMaterial ShadedMat)
@ -740,7 +740,7 @@ void initvaostate(GLMesh &mesh, TransparentMaterial TranspMat)
break;
case TM_DEFAULT:
case TM_ADDITIVE:
if (World::getWorld() != NULL && World::getWorld()->isFogEnabled())
if (World::getWorld()->isFogEnabled())
mesh.vao_first_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer,
MeshShader::TransparentFogShader::attrib_position, MeshShader::TransparentFogShader::attrib_texcoord, -1, -1, -1, -1, MeshShader::TransparentFogShader::attrib_color, mesh.Stride);
else

View File

@ -168,7 +168,7 @@ void STKMeshSceneNode::drawDisplace(const GLMesh &mesh)
core::vector2df(cb->getDirX(), cb->getDirY()),
core::vector2df(cb->getDir2X(), cb->getDir2Y()),
core::vector2df(float(UserConfigParams::m_width),
float(UserConfigParams::m_height)),
float(UserConfigParams::m_height)),
0, 1, 2);
assert(mesh.vao_displace_pass);

View File

@ -691,6 +691,7 @@ X##_yflip.LowerRightCorner.Y = w->m_skin_dest_y + \
void Skin::drawButton(Widget* w, const core::recti &rect,
const bool pressed, const bool focused)
{
// if within an appearing dialog, grow
if (m_dialog && m_dialog_size < 1.0f && w->m_parent != NULL &&
w->m_parent->getType() == gui::EGUIET_WINDOW)
@ -1915,16 +1916,6 @@ void Skin::process3DPane(IGUIElement *element, const core::recti &rect,
if (!widget->m_event_handler->m_deactivated)
drawSpinnerChild(rect, widget, pressed, focused);
}
else if (type == WTYPE_MODEL_VIEW)
{
ModelViewWidget* mvw = dynamic_cast<ModelViewWidget*>(widget);
FrameBuffer* fb = mvw->getFrameBuffer();
if (fb != NULL && fb->getRTT().size() > 0)
{
draw2DImageFromRTT(fb->getRTT()[0], 512, 512,
rect, core::rect<s32>(0, 0, 512, 512), NULL, true);
}
}
else if (type == WTYPE_ICON_BUTTON || type == WTYPE_MODEL_VIEW)
{
drawIconButton(rect, widget, pressed, focused);
@ -2110,10 +2101,8 @@ void Skin::draw3DSunkenPane (IGUIElement *element, video::SColor bgcolor,
{
SColor& bg_color = SkinConfig::m_colors["text_field::background"];
SColor& bg_color_focused = SkinConfig::m_colors["text_field::background_focused"];
SColor& bg_color_deactivated = SkinConfig::m_colors["text_field::background_deactivated"];
SColor& border_color = SkinConfig::m_colors["text_field::neutral"];
SColor& border_color_focus = SkinConfig::m_colors["text_field::focused"];
SColor& border_color_deactivated = SkinConfig::m_colors["text_field::deactivated"];
core::recti borderArea = rect;
//borderArea.UpperLeftCorner -= position2d< s32 >( 2, 2 );
@ -2139,22 +2128,12 @@ void Skin::draw3DSunkenPane (IGUIElement *element, video::SColor bgcolor,
center.Y + (int)(((int)rect.LowerRightCorner.Y
- (int)center.Y)*texture_size);
}
if(widget->m_deactivated)
GL32_draw2DRectangle(border_color_deactivated, borderArea);
else if(focused)
GL32_draw2DRectangle(border_color_focus, borderArea);
else
GL32_draw2DRectangle(border_color, borderArea);
GL32_draw2DRectangle(focused ? border_color_focus : border_color, borderArea);
core::recti innerArea = borderArea;
innerArea.UpperLeftCorner += position2d< s32 >( 3, 3 );
innerArea.LowerRightCorner -= position2d< s32 >( 3, 3 );
if(widget->m_deactivated)
GL32_draw2DRectangle(bg_color_deactivated, innerArea);
else if(focused)
GL32_draw2DRectangle(bg_color_focused, innerArea);
else
GL32_draw2DRectangle(bg_color, innerArea);
GL32_draw2DRectangle(focused ? bg_color_focused : bg_color, innerArea);
return;
}
else if (type == WTYPE_LIST)

View File

@ -15,19 +15,9 @@
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#include "config/user_config.hpp"
#include "guiengine/engine.hpp"
#include "guiengine/widgets/model_view_widget.hpp"
#include "graphics/irr_driver.hpp"
#include "graphics/post_processing.hpp"
#include "graphics/rtts.hpp"
#include <algorithm>
#include <IAnimatedMesh.h>
#include <IAnimatedMeshSceneNode.h>
#include <ICameraSceneNode.h>
#include <ILightSceneNode.h>
#include <ISceneManager.h>
using namespace GUIEngine;
using namespace irr::core;
using namespace irr::gui;
@ -35,10 +25,7 @@ using namespace irr::gui;
ModelViewWidget::ModelViewWidget() :
IconButtonWidget(IconButtonWidget::SCALE_MODE_KEEP_TEXTURE_ASPECT_RATIO, false, false)
{
m_frame_buffer = NULL;
m_rtt_main_node = NULL;
m_camera = NULL;
m_light = NULL;
//FIXME: find nicer way than overriding what IconButtonWidget's constructor already set...
m_type = WTYPE_MODEL_VIEW;
m_rtt_provider = NULL;
m_rotation_mode = ROTATE_OFF;
@ -83,17 +70,10 @@ void ModelViewWidget::clearModels()
m_model_scale.clear();
m_model_frames.clear();
if (m_rtt_main_node != NULL) m_rtt_main_node->remove();
if (m_light != NULL) m_light->remove();
if (m_camera != NULL) m_camera->remove();
m_rtt_main_node = NULL;
m_camera = NULL;
m_light = NULL;
delete m_rtt_provider;
m_rtt_provider = NULL;
}
// -----------------------------------------------------------------------------
void ModelViewWidget::addModel(irr::scene::IMesh* mesh, const Vec3& location,
const Vec3& scale, const int frame)
{
@ -103,8 +83,20 @@ void ModelViewWidget::addModel(irr::scene::IMesh* mesh, const Vec3& location,
m_model_location.push_back(location);
m_model_scale.push_back(scale);
m_model_frames.push_back(frame);
}
/*
((IGUIMeshViewer*)m_element)->setMesh( mesh );
video::SMaterial mat = mesh->getMeshBuffer(0)->getMaterial(); //mesh_view->getMaterial();
mat.setFlag(EMF_LIGHTING , false);
//mat.setFlag(EMF_GOURAUD_SHADING, false);
//mat.setFlag(EMF_NORMALIZE_NORMALS, true);
((IGUIMeshViewer*)m_element)->setMaterial(mat);
*/
delete m_rtt_provider;
m_rtt_provider = NULL;
}
// -----------------------------------------------------------------------------
void ModelViewWidget::update(float delta)
{
@ -154,145 +146,28 @@ void ModelViewWidget::update(float delta)
if (fabsf(angle - m_rotation_target) < 2.0f) m_rotation_mode = ROTATE_OFF;
}
if (!irr_driver->isGLSL())
return;
if (m_rtt_provider == NULL)
{
std::string name = "model view ";
name += m_properties[PROP_ID].c_str();
m_rtt_provider = new RTT(512, 512);
m_rtt_provider = new IrrDriver::RTTProvider(core::dimension2d< u32 >(512, 512), name, false);
m_rtt_provider->setupRTTScene(m_models, m_model_location, m_model_scale, m_model_frames);
}
if (m_rtt_main_node == NULL)
m_texture = m_rtt_provider->renderToTexture(angle);
if (m_texture != NULL)
{
setupRTTScene(m_models, m_model_location, m_model_scale, m_model_frames);
}
m_rtt_main_node->setRotation(core::vector3df(0.0f, angle, 0.0f));
m_rtt_main_node->setVisible(true);
irr_driver->setRTT(m_rtt_provider);
irr_driver->getSceneManager()->setActiveCamera(m_camera);
std::vector<IrrDriver::GlowData> glows;
irr_driver->computeCameraMatrix(m_camera, 512, 512);
unsigned plc = irr_driver->UpdateLightsInfo(m_camera, GUIEngine::getLatestDt());
irr_driver->renderScene(m_camera, plc, glows, GUIEngine::getLatestDt(), false, true);
m_frame_buffer = irr_driver->getPostProcessing()->render(m_camera);
glViewport(0, 0, UserConfigParams::m_width, UserConfigParams::m_height);
irr_driver->setRTT(NULL);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
irr_driver->getSceneManager()->setActiveCamera(NULL);
m_rtt_main_node->setVisible(false);
}
void ModelViewWidget::setupRTTScene(PtrVector<scene::IMesh, REF>& mesh,
AlignedArray<Vec3>& mesh_location,
AlignedArray<Vec3>& mesh_scale,
const std::vector<int>& model_frames)
{
irr_driver->suppressSkyBox();
if (m_rtt_main_node != NULL) m_rtt_main_node->remove();
if (m_light != NULL) m_light->remove();
if (m_camera != NULL) m_camera->remove();
m_rtt_main_node = NULL;
m_camera = NULL;
m_light = NULL;
irr_driver->clearLights();
if (model_frames[0] == -1)
{
scene::ISceneNode* node = irr_driver->addMesh(mesh.get(0), NULL);
node->setPosition(mesh_location[0].toIrrVector());
node->setScale(mesh_scale[0].toIrrVector());
node->setMaterialFlag(video::EMF_FOG_ENABLE, false);
m_rtt_main_node = node;
setImage(m_texture);
}
else
{
scene::IAnimatedMeshSceneNode* node =
irr_driver->addAnimatedMesh((scene::IAnimatedMesh*)mesh.get(0), NULL);
node->setPosition(mesh_location[0].toIrrVector());
node->setFrameLoop(model_frames[0], model_frames[0]);
node->setAnimationSpeed(0);
node->setScale(mesh_scale[0].toIrrVector());
node->setMaterialFlag(video::EMF_FOG_ENABLE, false);
m_rtt_main_node = node;
m_rtt_unsupported = true;
}
assert(m_rtt_main_node != NULL);
assert(mesh.size() == mesh_location.size());
assert(mesh.size() == model_frames.size());
const int mesh_amount = mesh.size();
for (int n = 1; n<mesh_amount; n++)
{
if (model_frames[n] == -1)
{
scene::ISceneNode* node =
irr_driver->addMesh(mesh.get(n), m_rtt_main_node);
node->setPosition(mesh_location[n].toIrrVector());
node->updateAbsolutePosition();
node->setScale(mesh_scale[n].toIrrVector());
}
else
{
scene::IAnimatedMeshSceneNode* node =
irr_driver->addAnimatedMesh((scene::IAnimatedMesh*)mesh.get(n),
m_rtt_main_node);
node->setPosition(mesh_location[n].toIrrVector());
node->setFrameLoop(model_frames[n], model_frames[n]);
node->setAnimationSpeed(0);
node->updateAbsolutePosition();
node->setScale(mesh_scale[n].toIrrVector());
//std::cout << "(((( set frame " << model_frames[n] << " ))))\n";
}
}
irr_driver->getSceneManager()->setAmbientLight(video::SColor(255, 35, 35, 35));
const core::vector3df &spot_pos = core::vector3df(0, 30, 40);
m_light = irr_driver->addLight(spot_pos, 0.3f /* energy */, 10 /* distance */, 1.0f /* r */, 1.0f /* g */, 1.0f /* g*/, true, NULL);
m_rtt_main_node->setMaterialFlag(video::EMF_GOURAUD_SHADING, true);
m_rtt_main_node->setMaterialFlag(video::EMF_LIGHTING, true);
const int materials = m_rtt_main_node->getMaterialCount();
for (int n = 0; n<materials; n++)
{
m_rtt_main_node->getMaterial(n).setFlag(video::EMF_LIGHTING, true);
// set size of specular highlights
m_rtt_main_node->getMaterial(n).Shininess = 100.0f;
m_rtt_main_node->getMaterial(n).SpecularColor.set(255, 50, 50, 50);
m_rtt_main_node->getMaterial(n).DiffuseColor.set(255, 150, 150, 150);
m_rtt_main_node->getMaterial(n).setFlag(video::EMF_GOURAUD_SHADING,
true);
}
m_camera = irr_driver->getSceneManager()->addCameraSceneNode();
m_camera->setAspectRatio(1.0f);
m_camera->setPosition(core::vector3df(0.0, 20.0f, 70.0f));
if (irr_driver->isGLSL())
m_camera->setUpVector(core::vector3df(0.0, 1.0, 0.0));
else
m_camera->setUpVector(core::vector3df(0.0, 1.0, 0.0));
m_camera->setTarget(core::vector3df(0, 10, 0.0f));
m_camera->setFOV(DEGREE_TO_RAD*50.0f);
m_camera->updateAbsolutePosition();
//getIrrlichtElement<IGUIButton>()->setImage(m_texture);
//getIrrlichtElement<IGUIButton>()->setPressedImage(m_texture);
}
void ModelViewWidget::setRotateOff()
{
m_rotation_mode = ROTATE_OFF;

View File

@ -52,20 +52,12 @@ namespace GUIEngine
video::ITexture* m_texture;
RTT* m_rtt_provider;
IrrDriver::RTTProvider* m_rtt_provider;
float angle;
bool m_rtt_unsupported;
scene::ISceneNode *m_rtt_main_node;
scene::ICameraSceneNode *m_camera;
scene::ISceneNode *m_light;
FrameBuffer *m_frame_buffer;
public:
LEAK_CHECK()
@ -97,13 +89,6 @@ namespace GUIEngine
bool isRotating();
void clearRttProvider();
void setupRTTScene(PtrVector<scene::IMesh, REF>& mesh,
AlignedArray<Vec3>& mesh_location,
AlignedArray<Vec3>& mesh_scale,
const std::vector<int>& model_frames);
FrameBuffer* getFrameBuffer() { return m_frame_buffer; }
};
}

View File

@ -94,9 +94,6 @@ void TextBoxWidget::add()
(m_parent ? m_parent : GUIEngine::getGUIEnv()->getRootGUIElement()),
getNewID(), widget_size);
if (m_deactivated)
m_element->setEnabled(false);
//m_element = GUIEngine::getGUIEnv()->addEditBox(text.c_str(), widget_size,
// true /* border */, m_parent, getNewID());
m_id = m_element->getID();
@ -171,33 +168,3 @@ void TextBoxWidget::elementRemoved()
m_element->drop();
Widget::elementRemoved();
}
// -----------------------------------------------------------------------------
void TextBoxWidget::setActivated()
{
Widget::setActivated();
if (m_element != NULL)
{
IGUIEditBox* textCtrl = Widget::getIrrlichtElement<IGUIEditBox>();
assert(textCtrl != NULL);
textCtrl->setEnabled(true);
}
}
// -----------------------------------------------------------------------------
void TextBoxWidget::setDeactivated()
{
Widget::setDeactivated();
if (m_element != NULL)
{
IGUIEditBox* textCtrl = Widget::getIrrlichtElement<IGUIEditBox>();
assert(textCtrl != NULL);
textCtrl->setEnabled(false);
}
}
// -----------------------------------------------------------------------------

View File

@ -71,12 +71,6 @@ namespace GUIEngine
void setPasswordBox(bool passwordBox, wchar_t passwordChar = L'*');
virtual void elementRemoved();
/** Override method from base class Widget */
virtual void setActivated();
/** Override method from base class Widget */
virtual void setDeactivated();
};
}

View File

@ -860,7 +860,7 @@ void FileManager::checkAndCreateScreenshotDir()
} // checkAndCreateScreenshotDir
// ----------------------------------------------------------------------------
/** Creates the directories for cached textures. This will set
/** Creates the directories for cached textures. This will set
* m_cached_textures_dir with the appropriate path.
*/
void FileManager::checkAndCreateCachedTexturesDir()
@ -1033,12 +1033,12 @@ void FileManager::redirectOutput()
} // redirectOutput
//-----------------------------------------------------------------------------
/** Returns the theoretical location of the cached version of a texture
/** Returns the theoretical location of the cached version of a texture
* depending of the current config. (This function also works for directories:
* in this case the returned directory will be the cache location for all
* textures that you will find in the specified directory. The specified
* directory must end with '/')
* \note The returned location is where the cached data should be read or
* \note The returned location is where the cached data should be read or
* written but the file itseft does not necessarity exist. However, the
* directory structure is automatically created if it does not exist.
*/
@ -1247,7 +1247,7 @@ bool FileManager::copyFile(const std::string &source, const std::string &dest)
if(!f_source) return false;
FILE *f_dest = fopen(dest.c_str(), "wb");
if(!f_dest)
if(!f_dest)
{
fclose(f_source);
return false;

View File

@ -78,7 +78,7 @@ void AbstractKart::reset()
// ----------------------------------------------------------------------------
/** Returns a name to be displayed for this kart. */
core::stringw AbstractKart::getName() const
const wchar_t* AbstractKart::getName() const
{
return m_kart_properties->getName();
} // getName;

View File

@ -83,7 +83,6 @@ public:
int world_kart_id,
int position, const btTransform& init_transform);
virtual ~AbstractKart();
virtual core::stringw getName() const;
virtual void reset();
virtual void init(RaceManager::KartType type) = 0;
// ========================================================================
@ -110,7 +109,8 @@ public:
// ------------------------------------------------------------------------
/** Sets the kart properties. */
void setKartProperties(const KartProperties *kp) { m_kart_properties=kp; }
// ------------------------------------------------------------------------
virtual const wchar_t* getName() const;
// ------------------------------------------------------------------------
/** Returns a unique identifier for this kart (name of the directory the
* kart was loaded from). */

View File

@ -1260,8 +1260,8 @@ void SkiddingAI::handleItems(const float dt)
// slower. Also, if the kart behind is closer and not slower than
// this kart.
bool fire_backwards = !m_kart_ahead ||
(m_kart_behind &&
(m_distance_behind < m_distance_ahead ||
(m_kart_behind &&
(m_distance_behind < m_distance_ahead ||
kart_ahead_is_slow ) &&
!kart_behind_is_slow
);
@ -1271,7 +1271,7 @@ void SkiddingAI::handleItems(const float dt)
// the kart anyway, or that this might force the kart ahead to
// use its nitro/zipper (and then we will shoot since then the
// kart is faster).
if ((fire_backwards && kart_behind_is_slow) ||
if ((fire_backwards && kart_behind_is_slow) ||
(!fire_backwards && kart_ahead_is_slow) )
break;
@ -1750,7 +1750,7 @@ void SkiddingAI::checkCrashes(const Vec3& pos )
// Ignore karts ahead that are faster than this kart.
if(m_kart->getVelocityLC().getZ() < other_kart->getVelocityLC().getZ())
continue;
Vec3 other_kart_xyz = other_kart->getXYZ()
Vec3 other_kart_xyz = other_kart->getXYZ()
+ other_kart->getVelocity()*(i*dt);
float kart_distance = (step_coord - other_kart_xyz).length_2d();

View File

@ -20,7 +20,6 @@
#include "addons/addon.hpp"
#include "config/stk_config.hpp"
#include "config/player_manager.hpp"
#include "graphics/irr_driver.hpp"
#include "graphics/material_manager.hpp"
#include "io/file_manager.hpp"
@ -733,28 +732,6 @@ void KartProperties::checkAllSet(const std::string &filename)
m_ai_properties[i]->checkAllSet(filename);
} // checkAllSet
// ----------------------------------------------------------------------------
bool KartProperties::operator<(const KartProperties &other) const
{
PlayerProfile *p = PlayerManager::getCurrentPlayer();
bool this_is_locked = p->isLocked(getIdent());
bool other_is_locked = p->isLocked(other.getIdent());
if (this_is_locked == other_is_locked)
{
return getName() < other.getName();
}
else
return other_is_locked;
return true;
} // operator<
// ----------------------------------------------------------------------------
bool KartProperties::isInGroup(const std::string &group) const
{
return std::find(m_groups.begin(), m_groups.end(), group) != m_groups.end();
} // isInGroups
// ----------------------------------------------------------------------------
/** Called the first time a kart accelerates after 'ready-set-go'. It searches
* through m_startup_times to find the appropriate slot, and returns the

View File

@ -387,8 +387,6 @@ public:
void getAllData (const XMLNode * root);
void checkAllSet (const std::string &filename);
float getStartupBoost () const;
bool isInGroup (const std::string &group) const;
bool operator<(const KartProperties &other) const;
// ------------------------------------------------------------------------
/** Returns the (maximum) speed for a given turn radius.
@ -433,9 +431,9 @@ public:
/** Returns the name of this kart.
\note Pass it through fridibi as needed, this is the LTR name
*/
core::stringw getName() const
const wchar_t* getName() const
{
return core::stringw(translations->w_gettext(m_name.c_str()));
return translations->w_gettext(m_name.c_str());
}
// ------------------------------------------------------------------------

View File

@ -361,7 +361,7 @@ void gamepadVisualisation()
} // gamepadVisualisation
// ============================================================================
/** Sets the hat mesh name depending on the current christmas mode
/** Sets the hat mesh name depending on the current christmas mode
* m_xmas_mode (0: use current date, 1: always on, 2: always off).
*/
void handleXmasMode()
@ -1375,6 +1375,13 @@ int main(int argc, char *argv[] )
/* Program closing...*/
if(user_config)
{
// In case that abort is triggered before user_config exists
if (UserConfigParams::m_crashed) UserConfigParams::m_crashed = false;
user_config->saveConfig();
}
#ifdef ENABLE_WIIUSE
if(wiimote_manager)
delete wiimote_manager;
@ -1426,15 +1433,27 @@ static void cleanSuperTuxKart()
delete main_loop;
irr_driver->updateConfigIfRelevant();
if(Online::RequestManager::isRunning())
Online::RequestManager::get()->stopNetworkThread();
irr_driver->updateConfigIfRelevant();
//delete in reverse order of what they were created in.
//see InitTuxkart()
Online::RequestManager::deallocate();
Online::ServersManager::deallocate();
Online::ProfileManager::destroy();
GUIEngine::DialogQueue::deallocate();
AchievementsManager::destroy();
Referee::cleanup();
if(ReplayPlay::get()) ReplayPlay::destroy();
if(race_manager) delete race_manager;
NewsManager::deallocate();
if(addons_manager) delete addons_manager;
NetworkManager::kill();
if(grand_prix_manager) delete grand_prix_manager;
if(highscore_manager) delete highscore_manager;
if(attachment_manager) delete attachment_manager;
@ -1451,33 +1470,6 @@ static void cleanSuperTuxKart()
delete ParticleKindManager::get();
PlayerManager::destroy();
if(unlock_manager) delete unlock_manager;
Online::ProfileManager::destroy();
GUIEngine::DialogQueue::deallocate();
// Now finish shutting down objects which a separate thread. The
// RequestManager has been signaled to shut down as early as possible,
// the NewsManager thread should have finished quite early on anyway.
// But still give them some additional time to finish. It avoids a
// race condition where a thread might access the file manager after it
// was deleted (in cleanUserConfig below), but before STK finishes and
// the os takes all threads down.
if(!NewsManager::get()->waitForReadyToDeleted(2.0f))
{
Log::info("Thread", "News manager not stopping, exiting anyway.");
}
NewsManager::deallocate();
if(!Online::RequestManager::get()->waitForReadyToDeleted(5.0f))
{
Log::info("Thread", "Request Manager not aborting in time, aborting.");
}
Online::RequestManager::deallocate();
// FIXME: do we need to wait for threads there, can they be
// moved further up?
Online::ServersManager::deallocate();
NetworkManager::kill();
cleanUserConfig();
@ -1493,14 +1485,7 @@ static void cleanUserConfig()
{
if(stk_config) delete stk_config;
if(translations) delete translations;
if (user_config)
{
// In case that abort is triggered before user_config exists
if (UserConfigParams::m_crashed) UserConfigParams::m_crashed = false;
user_config->saveConfig();
delete user_config;
}
if(user_config) delete user_config;
if(file_manager) delete file_manager;
if(irr_driver) delete irr_driver;
}

View File

@ -29,7 +29,6 @@
#include "karts/kart_properties.hpp"
#include "karts/kart_properties_manager.hpp"
#include "karts/rescue_animation.hpp"
#include "physics/btKart.hpp"
#include "physics/physics.hpp"
#include "states_screens/dialogs/select_challenge.hpp"
#include "states_screens/offline_kart_selection.hpp"
@ -55,6 +54,7 @@ OverWorld::~OverWorld()
/** Function to simplify the start process */
void OverWorld::enterOverWorld()
{
race_manager->setNumLocalPlayers(1);
race_manager->setMajorMode (RaceManager::MAJOR_MODE_SINGLE);
race_manager->setMinorMode (RaceManager::MINOR_MODE_OVERWORLD);
@ -231,7 +231,6 @@ void OverWorld::onMouseClick(int x, int y)
// be the location of the challenge bubble.
AbstractKart* kart = getKart(0);
kart->setXYZ(challenge->m_position);
kart->getVehicle()->capSpeed(0);
unsigned int index = getRescuePositionIndex(kart);
btTransform s = getRescueTransform(index);

View File

@ -235,9 +235,9 @@ void ProfileWorld::enterRaceOverState()
min_t = std::min(min_t, kart->getFinishTime());
av_t += kart->getFinishTime();
std::ostringstream ss;
ss << kart->getIdent() << " "
ss << kart->getIdent() << " "
<< kart->getController()->getControllerName() << " ";
ss << 1+(int)i << " " << kart->getPosition() << " "
ss << 1+(int)i << " " << kart->getPosition() << " "
<< kart->getFinishTime() << " ";
all_groups.insert(kart->getController()->getControllerName());
@ -269,7 +269,7 @@ void ProfileWorld::enterRaceOverState()
std::ostringstream ss;
Log::verbose("profile", "");
ss << "name" << std::setw(max_len-4) << " "
ss << "name" << std::setw(max_len-4) << " "
<< "Strt End Time AvSp Top Skid Resc Rsc Brake Expl Exp Itm Ban SNitLNit Bub Off";
Log::verbose("profile", ss.str().c_str());
for(std::set<std::string>::iterator it = all_groups.begin();
@ -301,7 +301,7 @@ void ProfileWorld::enterRaceOverState()
? race_manager->getNumLaps() : 1);
distance *= m_track->getTrackLength();
Log::verbose("profile",
Log::verbose("profile",
"%s %4.2f %3.2f %6.2f %4.2f %3d %5d %4.2f %3d %3d %3d %3d %3d %3d %5d",
ss.str().c_str(), distance/kart->getFinishTime(),
kart->getTopSpeed(),

View File

@ -468,10 +468,10 @@ void ThreeStrikesBattle::getKartsDisplayInfo(
break;
}
std::ostringstream oss;
oss << m_kart_info[i].m_lives;
char lives[4];
sprintf(lives, "%i", m_kart_info[i].m_lives);
rank_info.m_text = oss.str().c_str();
rank_info.m_text = lives;
}
} // getKartsDisplayInfo

View File

@ -28,7 +28,7 @@ using namespace Online;
/** Constructor. Stores the server id.
* \param server_id Id of the server.
*/
RequestConnection::RequestConnection(uint32_t server_id)
RequestConnection::RequestConnection(uint32_t server_id)
: Protocol(NULL, PROTOCOL_SILENT)
{
m_server_id = server_id;
@ -72,7 +72,7 @@ void RequestConnection::asynchronousUpdate()
case NONE:
{
m_request = new ServerJoinRequest();
PlayerManager::setUserDetails(m_request, "request-connection",
PlayerManager::setUserDetails(m_request, "request-connection",
"address-management.php");
m_request->addParameter("server_id",m_server_id);
m_request->queue();
@ -95,7 +95,7 @@ void RequestConnection::asynchronousUpdate()
}
else
{
Log::error("RequestConnection",
Log::error("RequestConnection",
"Fail to make a request to connecto to server %d",
m_server_id);
}

View File

@ -43,7 +43,7 @@ void ShowPublicAddress::asynchronousUpdate()
{
TransportAddress addr = NetworkManager::getInstance()->getPublicAddress();
m_request = new Online::XMLRequest();
PlayerManager::setUserDetails(m_request, "set",
PlayerManager::setUserDetails(m_request, "set",
"address-management.php");
m_request->addParameter("address",addr.ip);
m_request->addParameter("port",addr.port);

View File

@ -18,7 +18,7 @@
#include "utils/log.hpp"
#include "utils/time.hpp"
StartGameProtocol::StartGameProtocol(GameSetup* game_setup)
StartGameProtocol::StartGameProtocol(GameSetup* game_setup)
: Protocol(NULL, PROTOCOL_START_GAME)
{
m_game_setup = game_setup;
@ -105,7 +105,7 @@ void StartGameProtocol::update()
// have to add self first
for (unsigned int i = 0; i < players.size(); i++)
{
bool is_me = (players[i]->user_profile ==
bool is_me = (players[i]->user_profile ==
PlayerManager::getCurrentOnlineProfile());
if (is_me)
{
@ -134,7 +134,7 @@ void StartGameProtocol::update()
}
for (unsigned int i = 0; i < players.size(); i++)
{
bool is_me = (players[i]->user_profile ==
bool is_me = (players[i]->user_profile ==
PlayerManager::getCurrentOnlineProfile());
NetworkPlayerProfile* profile = players[i];
RemoteKartInfo rki(profile->race_id, profile->kart_name,

View File

@ -322,8 +322,7 @@ namespace Online
// Check if we are asked to abort the download. If so, signal this
// back to libcurl by returning a non-zero status.
if( (request_manager->getAbort() || request->isCancelled()) &&
request->isAbortable() )
if(request_manager->getAbort() || request->isCancelled() )
{
// Indicates to abort the current download, which means that this
// thread will go back to the mainloop and handle the next request.

View File

@ -116,7 +116,7 @@ namespace Online
{
// If the player changes the online account, there can be a
// logout stil happening.
assert(m_online_state == OS_SIGNED_OUT ||
assert(m_online_state == OS_SIGNED_OUT ||
m_online_state == OS_SIGNING_OUT );
SignInRequest * request = new SignInRequest(false);
// We can't use setUserDetail here, since there is no token yet
@ -125,7 +125,7 @@ namespace Online
request->addParameter("username",username);
request->addParameter("password",password);
request->addParameter("save-session",
UserConfigParams::m_remember_user ? "true"
UserConfigParams::m_remember_user ? "true"
: "false");
request->queue();
m_online_state = OS_SIGNING_IN;
@ -150,7 +150,7 @@ namespace Online
{
PlayerProfile *player = PlayerManager::get()->getPlayer(i);
if(player!=current &&
player->hasSavedSession() &&
player->hasSavedSession() &&
player->getLastOnlineName() == current->getLastOnlineName())
{
player->clearSession();
@ -209,7 +209,7 @@ namespace Online
// ------------------------------------------------------------------------
/** Requests a sign out from the server. If the user should be remembered,
* a 'client-quit' request is sent (which will log the user out, but
* a 'client-quit' request is sent (which will log the user out, but
* remember the token), otherwise a 'disconnect' is sent.
*/
void OnlinePlayerProfile::requestSignOut()
@ -237,10 +237,9 @@ namespace Online
: XMLRequest(true,/*priority*/RequestManager::HTTP_MAX_PRIORITY)
{
m_player = player;
m_player->setUserDetails(this,
UserConfigParams::m_remember_user ? "client-quit"
m_player->setUserDetails(this,
UserConfigParams::m_remember_user ? "client-quit"
:"disconnect");
setAbortable(false);
} // SignOutRequest
}; // SignOutRequest
// ----------------------------------------------------------------
@ -251,7 +250,7 @@ namespace Online
} // requestSignOut
// ------------------------------------------------------------------------
/** Callback once the logout event has been processed.
/** Callback once the logout event has been processed.
* \param success If the request was successful.
* \param input
*/
@ -437,7 +436,7 @@ namespace Online
// ------------------------------------------------------------------------
/** \return the online id, or 0 if the user is not signed in.
*/
uint32_t OnlinePlayerProfile::getOnlineId() const
uint32_t OnlinePlayerProfile::getOnlineId() const
{
if((m_online_state == OS_SIGNED_IN ))
{

View File

@ -73,7 +73,7 @@ namespace Online
PlayerProfile::OnlineState m_online_state;
virtual void signIn(bool success, const XMLNode * input);
virtual void signOut(bool success, const XMLNode * input,
virtual void signOut(bool success, const XMLNode * input,
const irr::core::stringw &info);
virtual uint32_t getOnlineId() const;
virtual void setUserDetails(Online::HTTPRequest *request,
@ -83,7 +83,7 @@ namespace Online
virtual void requestPoll() const;
// ----------------------------------------------------------------
/** Returns if this user is logged in. */
virtual bool isLoggedIn() const
virtual bool isLoggedIn() const
{
return m_online_state == PlayerProfile::OS_SIGNED_IN;
} // isLoggedIn

View File

@ -44,7 +44,6 @@ namespace Online
{
m_cancel.setAtomic(false);
m_state.setAtomic(S_PREPARING);
m_is_abortable.setAtomic(true);
} // Request
// ------------------------------------------------------------------------

View File

@ -105,12 +105,6 @@ namespace Online
/** Cancel this request if it is active. */
Synchronised<bool> m_cancel;
/** If this request can be aborted (at the end of STK). Most requests
* can, except the (final) logout and client-quit/signout-request,
* which must be finished even when STK is quitting. */
Synchronised<bool> m_is_abortable;
/** Set to though if the reply of the request is in and callbacks are
* executed */
Synchronised<State> m_state;
@ -162,12 +156,6 @@ namespace Online
/** Returns if this request is to be canceled. */
bool isCancelled() const { return m_cancel.getAtomic(); }
// --------------------------------------------------------------------
/** Returns if this request can be aborted. */
bool isAbortable() const { return m_is_abortable.getAtomic(); }
// --------------------------------------------------------------------
/** Sets if this request is abortable or not. */
void setAbortable(bool b) { m_is_abortable.setAtomic(b); }
// --------------------------------------------------------------------
/** Sets the request state to busy. */
void setBusy()
{

View File

@ -1,7 +1,7 @@
//
// SuperTuxKart - a fun racing game with go-kart
// Copyright (C) 2010-2014 Lucas Baudin
// 2011-2014 Joerg Henrichs
// 2011-201 Joerg Henrichs
// 2013-2014 Glenn De Jonghe
//
// This program is free software; you can redistribute it and/or
@ -83,7 +83,7 @@ namespace Online
pthread_cond_init(&m_cond_request, NULL);
m_abort.setAtomic(false);
m_time_since_poll = MENU_POLLING_INTERVAL * 0.9;
} // RequestManager
}
// ------------------------------------------------------------------------
RequestManager::~RequestManager()
@ -94,7 +94,8 @@ namespace Online
m_thread_id.unlock();
pthread_cond_destroy(&m_cond_request);
curl_global_cleanup();
} // ~RequestManager
}
// ------------------------------------------------------------------------
/** Start the actual network thread. This can not be done as part of
@ -103,7 +104,7 @@ namespace Online
* use network_http - a very subtle race condition. So the thread can
* only be started after the assignment (in main) has been done.
* \pre PlayerManager was created and has read the main data for each
* player so that all data for automatic login is
* player so that all data for automatic login is
* availale.
*/
void RequestManager::startNetworkThread()
@ -128,10 +129,10 @@ namespace Online
errno);
}
pthread_attr_destroy(&attr);
// In case that login id was not saved (or first start of stk),
// In case that login id was not saved (or first start of stk),
// current player would not be defined at this stage.
PlayerProfile *player = PlayerManager::getCurrentPlayer();
if(player && player->wasOnlineLastTime() &&
if(player && player->wasOnlineLastTime() &&
!UserConfigParams::m_always_show_login_screen)
{
PlayerManager::resumeSavedSession();
@ -146,27 +147,29 @@ namespace Online
*/
void RequestManager::stopNetworkThread()
{
// This will queue a sign-out or client-quit request
// If a download should be active (which means it was cancelled by the
// user, in which case it will still be ongoing in the background)
// we can't get the mutex, and would have to wait for a timeout,
// and we couldn't finish STK. This way we request an abort of
// a download, which mean we can get the mutex and ask the service
// thread here to cancel properly.
//cancelAllDownloads(); FIXME if used this way it also cancels the client-quit action
PlayerManager::onSTKQuit();
// Put in a high priortity quit request in. It has the same priority
// as a sign-out request (so the sign-out will be executed before the
// quit request).
Request *quit = new Request(true, HTTP_MAX_PRIORITY, Request::RT_QUIT);
quit->setAbortable(false);
addRequest(quit);
// It is possible that downloads are still ongoing (either an addon
// download that the user aborted, or the addon icons etc are still
// queued). In order to allow a quick exit of stk we set a flag that
// will cause libcurl to abort downloading asap, and then allow the
// other requests (sign-out and quit) to be executed asap. Note that
// the sign-out request is set to be not abortable, so it still will
// be executed (before the quit request is executed, which causes this
// thread to exit).
m_abort.setAtomic(true);
addRequest(new Request(true, HTTP_MAX_PRIORITY, Request::RT_QUIT));
} // stopNetworkThread
// ------------------------------------------------------------------------
/** Signals to the progress function to request any ongoing download to be
* cancelled. This function can also be called if there is actually no
* download atm. The function progressDownload checks m_abort and will
* return a non-zero value which causes libcurl to abort. */
void RequestManager::cancelAllDownloads()
{
m_abort.setAtomic(true);
// FIXME doesn't get called at the moment. When using this again,
// be sure that HTTP_MAX_PRIORITY requests still get executed.
} // cancelAllDownloads
// ------------------------------------------------------------------------
/** Inserts a request into the queue of all requests. The request will be
* sorted by priority.
@ -219,11 +222,6 @@ namespace Online
me->m_request_queue.lock();
} // while
// Signal that the request manager can now be deleted.
// We signal this even before cleaning up memory, since there's no
// need to keep the user waiting for STK to exit.
me->setCanBeDeleted();
// At this stage we have the lock for m_request_queue
while(!me->m_request_queue.getData().empty())
{

View File

@ -23,7 +23,6 @@
#include "io/xml_node.hpp"
#include "online/request.hpp"
#include "utils/can_be_deleted.hpp"
#include "utils/string_utils.hpp"
#include "utils/synchronised.hpp"
@ -43,41 +42,11 @@
namespace Online
{
/** A class to execute requests in a separate thread. Typically the
* requests involve a http(s) requests to be sent to the stk server, and
* receive an answer (e.g. to sign in; or to download an addon). The
* requests are sorted by priority (e.g. sign in and out have higher
* priority than downloading addon icons).
* A request is created and initialised from the main thread. When it
* is moved into the request queue, it must not be handled by the main
* thread anymore, only the RequestManager thread can handle it.
* Once the request is finished, it is put in a separate ready queue.
* The main thread regularly checks the ready queue for any ready
* request, and executes a callback. So there is no need to protect
* any functions or data members in requests, since they will either
* be handled by the main thread, or RequestManager thread, never by
* both.
* On exit, if necessary a high priority sign-out or client-quit request
* is put into the queue, and a flag is set which causes libcurl to
* abort any ongoing download. Then an additional 'quit' event with
* same priority as the sign-out is added to the queue (since it will
* be added later, the sign-out will be executed first, making sure that
* a logged in user is logged out (or its session saved). Once this is
* done, most of stk is deleted (except a few objects like the file
* manager which might be accessed if a download just finished before the
* abort). On executing the quit request, the request manager will set
* a flag that it is ready to be deleted (using the CanBeDeleted class).
* The main thread will wait for a certain amount of time for the
* RequestManager to be ready to be deleted (i.e. the sign-out and quit
* request have been processes), before deleting the RequestManager.
* Typically the RequestManager will finish while the rest of stk is
* shutting down, so the user will not experience any waiting time. Only
* on first start of stk (which will trigger downloading of all addon
* icons) is it possible that actually a download request is running,
* which might take a bit before it can be deleted.
* \ingroup online
*/
class RequestManager : public CanBeDeleted
/**
* \brief Class to connect with a server over HTTP(S)
* \ingroup online
*/
class RequestManager
{
public:
/** If stk has permission to access the internet (for news
@ -133,6 +102,7 @@ namespace Online
static bool isRunning();
void addRequest(Online::Request *request);
void cancelAllDownloads();
void startNetworkThread();
void stopNetworkThread();

View File

@ -975,11 +975,8 @@ void btKart::capSpeed(float max_speed)
{
const btVector3 &velocity = m_chassisBody->getLinearVelocity();
float speed = velocity.length();
if(speed!=0)
{
const float velocity_ratio = max_speed / speed;
m_chassisBody->setLinearVelocity(velocity * velocity_ratio);
}
const float velocity_ratio = max_speed/speed;
m_chassisBody->setLinearVelocity( velocity * velocity_ratio);
} // capSpeed
// ----------------------------------------------------------------------------

View File

@ -365,7 +365,7 @@ void GrandPrixData::addTrack(Track* track, unsigned int laps, bool reverse,
int n = getNumberOfTracks(true);
assert (track != NULL);
assert (laps > 0);
assert (-1 <= position && position < n);
assert (-1 < position && position < n);
if (position < 0 || position == (n - 1) || m_tracks.empty())
{

View File

@ -39,7 +39,7 @@ using namespace Online;
/** Creates a modal dialog with given percentage of screen width and height
*/
ChangePasswordDialog::ChangePasswordDialog()
ChangePasswordDialog::ChangePasswordDialog()
: ModalDialog(0.8f,0.7f)
{
m_self_destroy = false;
@ -157,13 +157,13 @@ void ChangePasswordDialog::submit()
} // submit
// ----------------------------------------------------------------------------
GUIEngine::EventPropagation
GUIEngine::EventPropagation
ChangePasswordDialog::processEvent(const std::string& eventSource)
{
if (eventSource == m_options_widget->m_properties[PROP_ID])
{
const std::string& selection =
const std::string& selection =
m_options_widget->getSelectionIDString(PLAYER_ID_GAME_MASTER);
if (selection == m_cancel_widget->m_properties[PROP_ID])
{

View File

@ -302,7 +302,7 @@ void UserInfoDialog::removeExistingFriend()
else
info_text = getInfo();
UserInfoDialog *info = new UserInfoDialog(m_id, info_text,
UserInfoDialog *info = new UserInfoDialog(m_id, info_text,
!isSuccess(), true);
GUIEngine::DialogQueue::get()->pushDialog(info, true);

View File

@ -143,7 +143,7 @@ GUIEngine::EventPropagation VoteDialog::processEvent(const std::string& event)
if (event == m_options_widget->m_properties[PROP_ID])
{
const std::string& selection =
const std::string& selection =
m_options_widget->getSelectionIDString(PLAYER_ID_GAME_MASTER);
if (selection == m_cancel_widget->m_properties[PROP_ID])
{
@ -164,7 +164,7 @@ void VoteDialog::updateFetchVote()
if (!m_fetch_vote_request->isDone())
{
// request still pending
m_info_widget->setText(irr::core::stringw(_("Fetching last vote"))
m_info_widget->setText(irr::core::stringw(_("Fetching last vote"))
+ Messages::loadingDots(), false);
return;
} // !isDone
@ -236,7 +236,7 @@ void VoteDialog::onUpdate(float dt)
} // isDone
else
{
m_info_widget->setText(irr::core::stringw(_("Performing vote"))
m_info_widget->setText(irr::core::stringw(_("Performing vote"))
+ Messages::loadingDots(), false);
} // !isDone
}

View File

@ -184,16 +184,12 @@ void EditTrackScreen::loadTrackList()
{
Track* t = track_manager->getTrack(i);
const std::vector<std::string>& groups = t->getGroups();
belongsToGroup = (m_track_group.empty() ||
m_track_group == ALL_TRACKS_GROUP_ID ||
t->isInGroup(m_track_group) );
if (!t->isArena() && !t->isSoccer() &&
!t->isInternal() && belongsToGroup )
belongsToGroup = (m_track_group.empty() || m_track_group == ALL_TRACKS_GROUP_ID ||
std::find(groups.begin(), groups.end(), m_track_group) != groups.end());
if (!t->isArena() && !t->isSoccer() && !t->isInternal() && belongsToGroup)
{
tracks_widget->addItem(translations->fribidize(t->getName()),
t->getIdent(),
t->getScreenshotFile(), 0,
IconButtonWidget::ICON_PATH_TYPE_ABSOLUTE);
tracks_widget->addItem(translations->fribidize(t->getName()), t->getIdent(),
t->getScreenshotFile(), 0, IconButtonWidget::ICON_PATH_TYPE_ABSOLUTE );
}
}

View File

@ -29,7 +29,6 @@
#include "io/file_manager.hpp"
#include "karts/kart_properties.hpp"
#include "karts/kart_properties_manager.hpp"
#include "modes/cutscene_world.hpp"
#include "modes/overworld.hpp"
#include "modes/world.hpp"
#include "race/grand_prix_manager.hpp"
@ -51,10 +50,6 @@ using namespace irr::core;
using namespace irr::gui;
using namespace irr::video;
const float ANIM_FROM = 3.0f;
const float ANIM_TO = 7.0f;
const int GIFT_EXIT_FROM = (int)ANIM_TO;
const int GIFT_EXIT_TO = GIFT_EXIT_FROM + 7;
DEFINE_SCREEN_SINGLETON( FeatureUnlockedCutScene );
@ -71,7 +66,6 @@ FeatureUnlockedCutScene::UnlockedThing::UnlockedThing(std::string model,
m_unlock_message = msg;
m_unlock_model = model;
m_curr_image = -1;
m_scale = 1.0f;
}
// -------------------------------------------------------------------------------------
@ -83,7 +77,6 @@ FeatureUnlockedCutScene::UnlockedThing::UnlockedThing(KartProperties* kart,
m_unlocked_kart = kart;
m_unlock_message = msg;
m_curr_image = -1;
m_scale = 1.0f;
} // UnlockedThing::UnlockedThing
// -------------------------------------------------------------------------------------
@ -98,7 +91,6 @@ FeatureUnlockedCutScene::UnlockedThing::UnlockedThing(irr::video::ITexture* pict
m_h = h;
m_unlock_message = msg;
m_curr_image = -1;
m_scale = 1.0f;
} // UnlockedThing::UnlockedThing
// ----------------------------------------------------------------------------
@ -113,7 +105,6 @@ FeatureUnlockedCutScene::UnlockedThing::UnlockedThing(std::vector<irr::video::IT
m_h = h;
m_unlock_message = msg;
m_curr_image = 0;
m_scale = 1.0f;
} // UnlockedThing::UnlockedThing
// ----------------------------------------------------------------------------
@ -132,10 +123,12 @@ FeatureUnlockedCutScene::UnlockedThing::~UnlockedThing()
#endif
FeatureUnlockedCutScene::FeatureUnlockedCutScene()
: CutsceneScreen("feature_unlocked.stkgui")
: Screen("feature_unlocked.stkgui")
{
m_key_angle = 0;
setNeeds3D(true);
m_throttle_FPS = false;
#ifdef USE_IRRLICHT_BUG_WORKAROUND
m_avoid_irrlicht_bug = NULL;
#endif
@ -147,23 +140,6 @@ void FeatureUnlockedCutScene::loadedFromFile()
{
} // loadedFromFile
// -------------------------------------------------------------------------------------
void FeatureUnlockedCutScene::onCutsceneEnd()
{
#ifdef USE_IRRLICHT_BUG_WORKAROUND
if (m_avoid_irrlicht_bug)
irr_driver->removeNode(m_avoid_irrlicht_bug);
m_avoid_irrlicht_bug = NULL;
#endif
m_unlocked_stuff.clearAndDeleteAll();
m_all_kart_models.clearAndDeleteAll();
// update point count and the list of locked/unlocked stuff
PlayerManager::getCurrentPlayer()->computeActive();
}
// ----------------------------------------------------------------------------
void FeatureUnlockedCutScene::findWhatWasUnlocked(RaceManager::Difficulty difficulty)
@ -272,10 +248,71 @@ void FeatureUnlockedCutScene::addUnlockedPictures(std::vector<irr::video::ITextu
// ----------------------------------------------------------------------------
const float CAMERA_INITIAL_X = 0.0f;
const float CAMERA_INITIAL_Y = 30.0f;
const float CAMERA_INITIAL_Z = 70.0f;
void FeatureUnlockedCutScene::init()
{
m_sky_angle = 0.0f;
m_global_time = 0.0f;
std::vector<std::string> texture_names(6);
texture_names[0] = file_manager->getAsset(FileManager::TEXTURE, "purplenebula.jpg");
texture_names[1] = file_manager->getAsset(FileManager::TEXTURE, "purplenebula2.png");
texture_names[2] = file_manager->getAsset(FileManager::TEXTURE, "purplenebula.jpg");
texture_names[3] = file_manager->getAsset(FileManager::TEXTURE, "purplenebula2.png");
texture_names[4] = file_manager->getAsset(FileManager::TEXTURE, "purplenebula.jpg");
texture_names[5] = file_manager->getAsset(FileManager::TEXTURE, "purplenebula2.png");
std::vector<video::ITexture*> textures;
for(unsigned int i=0; i<texture_names.size(); i++)
{
video::ITexture *t = irr_driver->getTexture(texture_names[i]);
textures.push_back(t);
}
std::vector<video::ITexture*> sh_textures;
m_sky = irr_driver->addSkyBox(textures, sh_textures);
#ifdef DEBUG
m_sky->setName("skybox");
#endif
m_camera = irr_driver->addCameraSceneNode();
#ifdef DEBUG
m_camera->setName("camera");
#endif
m_camera->setPosition( core::vector3df(CAMERA_INITIAL_X, CAMERA_INITIAL_Y, CAMERA_INITIAL_Z) );
m_camera->setUpVector( core::vector3df(0.0, 1.0, 0.0) );
m_camera->setTarget( core::vector3df(0, 10, 0.0f) );
m_camera->setFOV( DEGREE_TO_RAD*50.0f );
m_camera->updateAbsolutePosition();
irr_driver->getSceneManager()->setActiveCamera(m_camera);
scene::IAnimatedMesh* model_chest =
irr_driver->getAnimatedMesh( file_manager->getAsset(FileManager::MODEL,"chest.b3d") );
assert(model_chest != NULL);
m_chest = irr_driver->addAnimatedMesh(model_chest);
#ifdef DEBUG
m_chest->setName("chest");
#endif
m_chest->setPosition( core::vector3df(2, -3, 0) );
m_chest->setScale( core::vector3df(10.0f, 10.0f, 10.0f) );
m_chest->setMaterialFlag(video::EMF_FOG_ENABLE, false);
irr_driver->getSceneManager()->setAmbientLight(video::SColor(255, 120,
120, 120));
const core::vector3df &sun_pos = core::vector3df( 0, 200, 100.0f );
m_light = irr_driver->addLight(sun_pos, 10000.0f, 1., 1, 1, 1, true);
#ifdef DEBUG
m_light->setName("light");
#endif
if (!irr_driver->isGLSL())
{
((scene::ILightSceneNode *) m_light)->getLightData().DiffuseColor = video::SColorf(1.0f, 1.0f, 1.0f, 1.0f);
((scene::ILightSceneNode *) m_light)->getLightData().SpecularColor = video::SColorf(1.0f, 1.0f, 1.0f, 1.0f);
}
const int unlockedStuffCount = m_unlocked_stuff.size();
if (unlockedStuffCount == 0) std::cerr << "There is nothing in the unlock chest!!!\n";
@ -286,8 +323,7 @@ void FeatureUnlockedCutScene::init()
if (m_unlocked_stuff[n].m_unlock_model.size() > 0)
{
m_unlocked_stuff[n].m_root_gift_node = irr_driver->addMesh( irr_driver->getMesh(m_unlocked_stuff[n].m_unlock_model) );
m_unlocked_stuff[n].m_scale = 0.7f;
//m_unlocked_stuff[n].m_root_gift_node->setScale(core::vector3df(0.2f, 0.2f, 0.2f));
m_unlocked_stuff[n].m_root_gift_node->setScale( core::vector3df(0.5f, 0.5f, 0.5f) );
}
else if (m_unlocked_stuff[n].m_unlocked_kart != NULL)
{
@ -295,7 +331,6 @@ void FeatureUnlockedCutScene::init()
m_unlocked_stuff[n].m_unlocked_kart->getKartModelCopy();
m_all_kart_models.push_back(kart_model);
m_unlocked_stuff[n].m_root_gift_node = kart_model->attachModel(true, false);
m_unlocked_stuff[n].m_scale = 5.0f;
kart_model->setAnimation(KartModel::AF_DEFAULT);
float susp[4]={0,0,0,0};
kart_model->update(0.0f, 0.0f, 0.0f, susp, 0.0f);
@ -328,6 +363,7 @@ void FeatureUnlockedCutScene::init()
m.SpecularColor = video::SColor(255, 255, 255, 255);
m.GouraudShading = false;
m.Shininess = 0;
//m.setFlag(video::EMF_TEXTURE_WRAP, false);
m.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
m.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
@ -353,7 +389,29 @@ void FeatureUnlockedCutScene::init()
void FeatureUnlockedCutScene::tearDown()
{
Screen::tearDown();
((CutsceneWorld*)World::getWorld())->abortCutscene();
irr_driver->removeNode(m_sky);
m_sky = NULL;
irr_driver->removeCameraSceneNode(m_camera);
m_camera = NULL;
irr_driver->removeNode(m_chest);
m_chest = NULL;
irr_driver->removeNode(m_light);
m_light = NULL;
#ifdef USE_IRRLICHT_BUG_WORKAROUND
if(m_avoid_irrlicht_bug)
irr_driver->removeNode(m_avoid_irrlicht_bug);
m_avoid_irrlicht_bug = NULL;
#endif
m_unlocked_stuff.clearAndDeleteAll();
m_all_kart_models.clearAndDeleteAll();
// update point count and the list of locked/unlocked stuff
PlayerManager::getCurrentPlayer()->computeActive();
} // tearDown
// ----------------------------------------------------------------------------
@ -369,31 +427,62 @@ T keepInRange(T from, T to, T value)
// ----------------------------------------------------------------------------
const float ANIM_FROM = 1.0f;
const float ANIM_TO = 3.0f;
const int GIFT_EXIT_FROM = (int)ANIM_TO;
const int GIFT_EXIT_TO = GIFT_EXIT_FROM + 7;
void FeatureUnlockedCutScene::onUpdate(float dt)
{
m_global_time += dt;
m_sky_angle += dt*2;
if (m_sky_angle > 360) m_sky_angle -= 360;
m_sky->setRotation( core::vector3df(0, m_sky_angle, 0) );
const int last_image = m_chest->getEndFrame() - 1;
if (m_global_time < ANIM_FROM)
{
// progression of the chest rotation between 0 and 1
const float rotationProgression =
keepInRange( 0.0f, 1.0f, (float)sin(M_PI/2.0f*m_global_time/ANIM_FROM) );
const float chest_rotation =
keepInRange(80.0f, 160.0f, 80 + rotationProgression * 80);
m_chest->setRotation( core::vector3df(0.0f, chest_rotation, 0.0f) );
}
else
{
m_chest->setRotation( core::vector3df(0.0f, 160.0f, 0.0f) );
}
// Make sure it doesn't continue on its own, WE animated it ourselves here
m_chest->setAnimationSpeed(0);
const float current_frame = keepInRange(0.0f, (float)last_image,
(float)(m_global_time - ANIM_FROM)
/(ANIM_TO - ANIM_FROM) * last_image);
m_chest->setCurrentFrame( current_frame );
const int unlockedStuffCount = m_unlocked_stuff.size();
if (m_global_time > GIFT_EXIT_FROM && m_global_time < GIFT_EXIT_TO)
{
float progress_factor = (m_global_time - GIFT_EXIT_FROM) / (GIFT_EXIT_TO - GIFT_EXIT_FROM);
float smoothed_progress_factor = sin((progress_factor - 0.5f)*M_PI)/2.0f + 0.5f;
Log::info("smoothed_progress_factor", "%f", smoothed_progress_factor);
for (int n=0; n<unlockedStuffCount; n++)
{
if (m_unlocked_stuff[n].m_root_gift_node == NULL) continue;
core::vector3df pos = m_unlocked_stuff[n].m_root_gift_node->getPosition();
pos.Y = sin(smoothed_progress_factor*2.5f)*10.0f;
pos.Y = sin( (float)((m_global_time-GIFT_EXIT_FROM)*M_PI*1.2/GIFT_EXIT_TO) )*30.0f;
// when there are more than 1 unlocked items, make sure they each
// have their own path when they move
if (unlockedStuffCount > 1)
{
if (n == 1) pos.X -= 1.0f*dt*float( int((n + 1)/2) );
else if (n > 1) pos.X += 1.0f*dt*(n - 0.3f);
if (n == 1) pos.X -= 6.2f*dt*float( int((n + 1)/2) );
else if (n > 1) pos.X += 6.2f*dt*(n - 1.0f);
//else pos.X += 6.2f*dt*float( int((n + 1)/2) );
//std::cout << "Object " << n << " moving by " <<
@ -404,15 +493,30 @@ void FeatureUnlockedCutScene::onUpdate(float dt)
//pos.X -= 2.0f*dt;
}
//if (m_global_time > GIFT_EXIT_FROM + 2.0f) pos.Z -= 2.0f*dt;
pos.Z = smoothed_progress_factor * -4.0f;
if (m_global_time > GIFT_EXIT_FROM + 2.0f) pos.Z += 6.0f*dt;
m_unlocked_stuff[n].m_root_gift_node->setPosition(pos);
core::vector3df scale =
m_unlocked_stuff[n].m_root_gift_node->getScale();
scale.X += 0.9f*dt;
scale.Y += 0.9f*dt;
scale.Z += 0.9f*dt;
m_unlocked_stuff[n].m_root_gift_node->setScale(scale);
}
core::vector3df campos = m_camera->getPosition();
campos.X -= 8.0f*dt;
campos.Y += 5.0f*dt;
campos.Z += 5.0f*dt;
m_camera->setPosition(campos);
}
else if (m_global_time < GIFT_EXIT_FROM)
{
m_camera->setPosition( core::vector3df(cos((1.0f-m_key_angle)*M_PI/4 + M_PI/4)*70.0f,
30.0f,
sin((1.0f-m_key_angle)*M_PI/8 + M_PI/4)*70.0f) );
}
for (int n=0; n<unlockedStuffCount; n++)
@ -450,16 +554,20 @@ void FeatureUnlockedCutScene::onUpdate(float dt)
} // textureID != previousTextureID
} // if pictureCount>1
} // if !m_unlocked_stuff[n].m_pictures.empty()
float scale = m_unlocked_stuff[n].m_scale;
if (m_global_time <= GIFT_EXIT_FROM)
scale *= 0.1f;
else if (m_global_time > GIFT_EXIT_FROM && m_global_time < GIFT_EXIT_TO)
scale *= ((m_global_time - GIFT_EXIT_FROM) / (GIFT_EXIT_TO - GIFT_EXIT_FROM));
m_unlocked_stuff[n].m_root_gift_node->setScale(core::vector3df(scale, scale, scale));
} // for n<unlockedStuffCount
assert(m_unlocked_stuff.size() > 0);
if (m_unlocked_stuff[0].m_root_gift_node != NULL)
{
m_camera->setTarget( m_unlocked_stuff[0].m_root_gift_node->getPosition() +
core::vector3df(0.0f, 10.0f, 0.0f) );
m_camera->updateAbsolutePosition();
}
else
{
m_camera->setTarget( core::vector3df(0, 10, 0.0f) );
m_camera->updateAbsolutePosition();
}
static const int w = irr_driver->getFrameSize().Width;
static const int h = irr_driver->getFrameSize().Height;
@ -546,7 +654,6 @@ void FeatureUnlockedCutScene::addUnlockedGP(const GrandPrixData* gp)
bool FeatureUnlockedCutScene::onEscapePressed()
{
((CutsceneWorld*)World::getWorld())->abortCutscene();
continueButtonPressed();
return false; // continueButtonPressed already pop'ed the menu
} // onEscapePressed

View File

@ -36,7 +36,7 @@ class ChallengeData;
* \brief Screen shown when a feature has been unlocked
* \ingroup states_screens
*/
class FeatureUnlockedCutScene : public GUIEngine::CutsceneScreen, public GUIEngine::ScreenSingleton<FeatureUnlockedCutScene>
class FeatureUnlockedCutScene : public GUIEngine::Screen, public GUIEngine::ScreenSingleton<FeatureUnlockedCutScene>
{
friend class GUIEngine::ScreenSingleton<FeatureUnlockedCutScene>;
@ -60,8 +60,6 @@ class FeatureUnlockedCutScene : public GUIEngine::CutsceneScreen, public GUIEngi
/** Contains whatever is in the chest */
scene::ISceneNode* m_root_gift_node;
float m_scale;
irr::core::stringw m_unlock_message;
UnlockedThing(std::string model, irr::core::stringw msg);
@ -93,6 +91,9 @@ class FeatureUnlockedCutScene : public GUIEngine::CutsceneScreen, public GUIEngi
/** To store the copy of the KartModel for each unlocked kart. */
PtrVector<KartModel> m_all_kart_models;
/** sky angle, 0-360 */
float m_sky_angle;
/** Global evolution of time */
double m_global_time;
@ -102,6 +103,20 @@ class FeatureUnlockedCutScene : public GUIEngine::CutsceneScreen, public GUIEngi
/** Angle of the key (from 0 to 1, simply traces progression) */
float m_key_angle;
/** The scene node for the sky box. */
irr::scene::ISceneNode *m_sky;
/** The scene node for the camera. */
irr::scene::ICameraSceneNode *m_camera;
/** The scene node for the animated mesh. */
irr::scene::IAnimatedMeshSceneNode *m_chest;
/** The scene node for the light. */
irr::scene::ISceneNode* m_light;
//#define USE_IRRLICHT_BUG_WORKAROUND
#ifdef USE_IRRLICHT_BUG_WORKAROUND
scene::IMeshSceneNode *m_avoid_irrlicht_bug;
#endif
@ -110,8 +125,6 @@ class FeatureUnlockedCutScene : public GUIEngine::CutsceneScreen, public GUIEngi
public:
virtual void onCutsceneEnd() OVERRIDE;
/** \brief implement optional callback from parent class GUIEngine::Screen */
void onUpdate(float dt) OVERRIDE;

View File

@ -320,16 +320,9 @@ PlayerKartWidget::PlayerKartWidget(KartSelectionScreen* parent,
m_kartInternalName = props->getIdent();
const KartModel &kart_model = props->getMasterKartModel();
float scale = 35.0f;
if (kart_model.getLength() > 1.45f)
{
// if kart is too long, size it down a bit so that it fits
scale = 30.0f;
}
m_model_view->addModel( kart_model.getModel(), Vec3(0,0,0),
Vec3(scale, scale, scale),
Vec3(35.0f, 35.0f, 35.0f),
kart_model.getBaseFrame() );
m_model_view->addModel( kart_model.getWheelModel(0),
kart_model.getWheelGraphicsPosition(0) );
@ -682,9 +675,10 @@ void PlayerKartWidget::onUpdate(float delta)
// -------------------------------------------------------------------------
/** Event callback */
GUIEngine::EventPropagation PlayerKartWidget::transmitEvent(Widget* w,
const std::string& originator,
const int m_player_id )
GUIEngine::EventPropagation PlayerKartWidget::transmitEvent(
Widget* w,
const std::string& originator,
const int m_player_id)
{
assert(m_magic_number == 0x33445566);
// if it's declared ready, there is really nothing to process
@ -1056,7 +1050,7 @@ void KartSelectionScreen::tearDown()
m_kart_widgets.clearAndDeleteAll();
if (m_must_delete_on_back)
GUIEngine::removeScreen(getName().c_str());
GUIEngine::removeScreen(this->getName().c_str());
} // tearDown
// ----------------------------------------------------------------------------
@ -1468,7 +1462,6 @@ void KartSelectionScreen::updateKartWidgetModel(uint8_t widget_id,
// Random kart
scene::IMesh* model =
ItemManager::getItemModel(Item::ITEM_BONUS_BOX);
w3->clearModels();
w3->addModel( model, Vec3(0.0f, -12.0f, 0.0f),
Vec3(35.0f, 35.0f, 35.0f) );
@ -1505,16 +1498,9 @@ void KartSelectionScreen::updateKartWidgetModel(uint8_t widget_id,
{
const KartModel &kart_model = kp->getMasterKartModel();
float scale = 35.0f;
if (kart_model.getLength() > 1.45f)
{
// if kart is too long, size it down a bit so that it fits
scale = 30.0f;
}
w3->clearModels();
w3->addModel( kart_model.getModel(), Vec3(0,0,0),
Vec3(scale, scale, scale),
Vec3(35.0f, 35.0f, 35.0f),
kart_model.getBaseFrame() );
w3->addModel( kart_model.getWheelModel(0),
kart_model.getWheelGraphicsPosition(0) );
@ -1556,7 +1542,7 @@ void KartSelectionScreen::eventCallback(Widget* widget,
setKartsFromCurrentGroup();
const std::string &selected_kart_group =
const std::string selected_kart_group =
tabs->getSelectionIDString(PLAYER_ID_GAME_MASTER);
UserConfigParams::m_last_used_kart_group = selected_kart_group;
@ -2006,7 +1992,7 @@ void KartSelectionScreen::setKartsFromCurrentGroup()
// selected kart group is removed. In this case, select the
// 'standard' group
if (selected_kart_group != ALL_KART_GROUPS_ID &&
!kart_properties_manager->getKartsInGroup(selected_kart_group).size())
!kart_properties_manager->getKartsInGroup(selected_kart_group).size())
{
selected_kart_group = DEFAULT_GROUP_NAME;
}
@ -2014,43 +2000,69 @@ void KartSelectionScreen::setKartsFromCurrentGroup()
DynamicRibbonWidget* w = getWidget<DynamicRibbonWidget>("karts");
w->clearItems();
int usable_kart_count = 0;
PtrVector<const KartProperties, REF> karts;
int usableKartCount = 0;
for(unsigned int i=0; i<kart_properties_manager->getNumberOfKarts(); i++)
if (selected_kart_group == ALL_KART_GROUPS_ID)
{
const KartProperties* prop = kart_properties_manager->getKartById(i);
// Ignore karts that are not in the selected group
if(selected_kart_group != ALL_KART_GROUPS_ID &&
!prop->isInGroup(selected_kart_group))
continue;
karts.push_back(prop);
}
karts.insertionSort();
const int kart_amount = kart_properties_manager->getNumberOfKarts();
for(unsigned int i=0; i<karts.size(); i++)
{
const KartProperties* prop = karts.get(i);
if (PlayerManager::getCurrentPlayer()->isLocked(prop->getIdent()))
for (int n=0; n<kart_amount; n++)
{
w->addItem(_("Locked : solve active challenges to gain access "
"to more!"),
ID_LOCKED + prop->getIdent(),
prop->getAbsoluteIconFile(), LOCKED_BADGE,
IconButtonWidget::ICON_PATH_TYPE_ABSOLUTE);
const KartProperties* prop =
kart_properties_manager->getKartById(n);
if (PlayerManager::getCurrentPlayer()->isLocked(prop->getIdent()))
{
w->addItem(
_("Locked : solve active challenges to gain access "
"to more!"),
ID_LOCKED+prop->getIdent(),
prop->getAbsoluteIconFile(), LOCKED_BADGE,
IconButtonWidget::ICON_PATH_TYPE_ABSOLUTE);
}
else
{
w->addItem(translations->fribidize(prop->getName()),
prop->getIdent(),
prop->getAbsoluteIconFile(), 0,
IconButtonWidget::ICON_PATH_TYPE_ABSOLUTE);
usableKartCount++;
}
}
else
}
else if (selected_kart_group != RibbonWidget::NO_ITEM_ID)
{
std::vector<int> group =
kart_properties_manager->getKartsInGroup(selected_kart_group);
const int kart_amount = group.size();
for (int n=0; n<kart_amount; n++)
{
w->addItem(translations->fribidize(prop->getName()),
prop->getIdent(),
prop->getAbsoluteIconFile(), 0,
IconButtonWidget::ICON_PATH_TYPE_ABSOLUTE);
usable_kart_count++;
const KartProperties* prop =
kart_properties_manager->getKartById(group[n]);
const std::string &icon_path = prop->getAbsoluteIconFile();
if (PlayerManager::getCurrentPlayer()->isLocked(prop->getIdent()))
{
w->addItem(
_("Locked : solve active challenges to gain access "
"to more!"),
ID_LOCKED+prop->getIdent(), icon_path, LOCKED_BADGE,
IconButtonWidget::ICON_PATH_TYPE_ABSOLUTE);
}
else
{
w->addItem(translations->fribidize(prop->getName()),
prop->getIdent(),
icon_path, 0,
IconButtonWidget::ICON_PATH_TYPE_ABSOLUTE);
usableKartCount++;
}
}
}
// add random
if (usable_kart_count > 1)
if (usableKartCount > 1)
{
w->addItem(_("Random Kart"), RANDOM_KART_ID, "/gui/random_kart.png");
}

View File

@ -137,7 +137,7 @@ void OnlineScreen::init()
Screen::init();
setInitialFocus();
DemoWorld::resetIdleTime();
core::stringw m = _("Signed in as: %s.",
core::stringw m = _("Signed in as: %s.",
PlayerManager::getCurrentOnlineUserName());
m_online_status_widget->setText(m, false);
} // init
@ -198,7 +198,7 @@ void OnlineScreen::doQuickPlay()
{
delete request2;
StateManager::get()->pushScreen(NetworkingLobby::getInstance());
ConnectToServer *cts = new ConnectToServer(server->getServerId(),
ConnectToServer *cts = new ConnectToServer(server->getServerId(),
server->getHostId());
ProtocolManager::getInstance()->requestStart(cts);
}
@ -255,7 +255,7 @@ void OnlineScreen::tearDown()
}
// ----------------------------------------------------------------------------
/** Sets which widget has to be focused. Depends on the user state.
/** Sets which widget has to be focused. Depends on the user state.
*/
void OnlineScreen::setInitialFocus()
{

View File

@ -717,10 +717,10 @@ void RaceGUI::drawSpeedAndEnergy(const AbstractKart* kart,
font = GUIEngine::getSmallFont();
static video::SColor color = video::SColor(255, 255, 255, 255);
std::ostringstream oss;
oss << (int)(speed*10);
char str[256];
sprintf(str, "%d", (int)(speed*10));
font->draw(oss.str().c_str(), pos, color);
font->draw(core::stringw(str).c_str(), pos, color);
}

View File

@ -18,7 +18,6 @@
#include "states_screens/register_screen.hpp"
#include "config/player_manager.hpp"
#include "config/user_config.hpp"
#include "audio/sfx_manager.hpp"
#include "guiengine/widgets/check_box_widget.hpp"
#include "guiengine/widgets/label_widget.hpp"
@ -79,27 +78,12 @@ void RegisterScreen::init()
m_info_widget = getWidget<LabelWidget>("info");
assert(m_info_widget);
m_info_widget->setDefaultColor();
m_info_widget->setText("", false);
m_options_widget = getWidget<RibbonWidget>("options");
assert(m_options_widget);
m_signup_request = NULL;
m_info_message_shown = false;
getWidget<CheckBoxWidget>("online")->setVisible(true);
getWidget<LabelWidget>("label_online")->setVisible(true);
// Check if online is allowed
if (UserConfigParams::m_internet_status != Online::RequestManager::IPERM_NOT_ALLOWED)
{
getWidget<CheckBoxWidget>("online")->setState(true);
makeEntryFieldsVisible(true);
}
else
{
getWidget<CheckBoxWidget>("online")->setState(false);
makeEntryFieldsVisible(false);
}
makeEntryFieldsVisible(true);
} // init
// -----------------------------------------------------------------------------
@ -188,7 +172,7 @@ void RegisterScreen::doRegister()
->getText().trim();
handleLocalName(local_name);
// If no online account is requested, don't register
if(!getWidget<CheckBoxWidget>("online")->getState() || m_existing_player)
{
@ -319,14 +303,7 @@ void RegisterScreen::eventCallback(Widget* widget, const std::string& name,
{
if (name == "online")
{
if (UserConfigParams::m_internet_status == Online::RequestManager::IPERM_NOT_ALLOWED)
{
m_info_widget->setErrorColor();
m_info_widget->setText(_("Internet access is disabled, please enable it in the options"), false);
getWidget<CheckBoxWidget>("online")->setState(false);
}
else
makeEntryFieldsVisible(getWidget<CheckBoxWidget>("online")->getState());
makeEntryFieldsVisible(getWidget<CheckBoxWidget>("online")->getState());
}
else if (name=="options")
{

View File

@ -74,7 +74,7 @@ void BaseUserScreen::init()
assert(m_info_widget);
getWidget<CheckBoxWidget>("remember-user")
->setState(UserConfigParams::m_remember_user);
->setState(UserConfigParams::m_always_show_login_screen);
m_sign_out_name = "";
m_sign_in_name = "";
@ -102,7 +102,7 @@ void BaseUserScreen::init()
m_players->updateItemDisplay();
// Select the current player. That can only be done after
// Select the current player. That can only be done after
// updateItemDisplay is called.
if(current_player_index.size()>0)
{
@ -115,12 +115,6 @@ void BaseUserScreen::init()
m_online_cb->setState(player->wasOnlineLastTime() ||
player->isLoggedIn() );
makeEntryFieldsVisible();
// We have to deactivate after make visible (since make visible
// automatically activates widgets).
if(online_name.size()>0)
m_username_tb->setDeactivated();
else
m_username_tb->setActivated();
}
else // no current player found
{
@ -242,7 +236,7 @@ void BaseUserScreen::eventCallback(Widget* widget,
}
else if (name == "remember-user")
{
UserConfigParams::m_remember_user =
UserConfigParams::m_remember_user =
getWidget<CheckBoxWidget>("remember-user")->getState();
}
else if (name == "online")
@ -253,7 +247,7 @@ void BaseUserScreen::eventCallback(Widget* widget,
Online::RequestManager::IPERM_NOT_ALLOWED)
{
m_info_widget->setText(
_("Internet access is disabled, please enable it in the options"),
"Internet access is disabled, please enable it in the options",
true);
sfx_manager->quickSound( "anvil" );
m_online_cb->setState(false);
@ -262,7 +256,7 @@ void BaseUserScreen::eventCallback(Widget* widget,
}
else if (name == "options")
{
const std::string &button =
const std::string &button =
m_options_widget->getSelectionIDString(player_id);
if (button == "ok")
{
@ -282,7 +276,7 @@ void BaseUserScreen::eventCallback(Widget* widget,
PlayerProfile *cp = getSelectedPlayer();
RegisterScreen::getInstance()->setRename(cp);
StateManager::get()->pushScreen(RegisterScreen::getInstance());
// Init will automatically be called, which
// Init will automatically be called, which
// refreshes the player list
}
else if (button == "delete")
@ -403,7 +397,7 @@ void BaseUserScreen::onUpdate(float dt)
{
if (!m_options_widget->isActivated())
{
core::stringw message = (m_state & STATE_LOGOUT)
core::stringw message = (m_state & STATE_LOGOUT)
? _(L"Signing out '%s'",m_sign_out_name.c_str())
: _(L"Signing in '%s'", m_sign_in_name.c_str());
m_info_widget->setText(Online::Messages::loadingDots(message.c_str()),
@ -450,7 +444,6 @@ void BaseUserScreen::loginError(const irr::core::stringw & error_message)
// which allows the player to enter a new password.
if(player && player->hasSavedSession())
player->clearSession();
player->setLastOnlineName("");
makeEntryFieldsVisible();
sfx_manager->quickSound("anvil");
m_info_widget->setErrorColor();
@ -544,7 +537,7 @@ void BaseUserScreen::doDeletePlayer()
for(unsigned int i=0; i<PlayerManager::get()->getNumPlayers(); i++)
{
PlayerProfile *player = PlayerManager::get()->getPlayer(i);
if(!player->isGuestAccount())
if(!player->isGuestAccount())
{
PlayerManager::get()->setCurrentPlayer(player);
break;
@ -570,7 +563,7 @@ void BaseUserScreen::onDialogClose()
{
return;
// To allow players to exit the game without creating a player, we count
// how often this function was called. The first time is after the
// how often this function was called. The first time is after the
// internet allowed dialog, the 2nd time
static int number_of_calls = 0;
number_of_calls++;
@ -607,12 +600,12 @@ void TabbedUserScreen::init()
/** Switch to the correct tab.
*/
void TabbedUserScreen::eventCallback(GUIEngine::Widget* widget,
const std::string& name,
const std::string& name,
const int player_id)
{
if (name == "options_choice")
{
const std::string &selection =
const std::string &selection =
((RibbonWidget*)widget)->getSelectionIDString(PLAYER_ID_GAME_MASTER);
Screen *s;
if (selection=="tab_audio" ) s = OptionsScreenAudio::getInstance();

View File

@ -23,13 +23,13 @@
#include "guiengine/screen.hpp"
namespace GUIEngine
namespace GUIEngine
{
class CheckBoxWidget;
class LabelWidget;
class RibbonWidget;
class TextBoxWidget;
class Widget;
class Widget;
}
class PlayerProfile;
@ -39,7 +39,7 @@ class PlayerProfile;
* \brief The user management screen. The screen cames in two variations:
* either as a stand-alone screen before the main menu (on first time STK
* is started, or it the user is not remembered), but also as tab in the
* options menu. To implement this, we use one common base class that
* options menu. To implement this, we use one common base class that
* implements nearly all functionality, and derive to classes - one for
* the stand alone version, one for the version with tabs.
* \ingroup states_screens.

View File

@ -152,4 +152,4 @@ void ModelDefinitionLoader::clear()
scene::IMesh* ModelDefinitionLoader::getFirstMeshFor(const std::string& name)
{
return irr_driver->getMesh(m_lod_groups[name][0].m_model_file);
}
}

View File

@ -209,8 +209,11 @@ core::stringw Track::getSortName() const
*/
bool Track::isInGroup(const std::string &group_name)
{
return std::find(m_groups.begin(), m_groups.end(), group_name)
!= m_groups.end();
for(unsigned int i=0; i<m_groups.size(); i++)
{
if(m_groups[i]==group_name) return true;
}
return false;
} // isInGroup
//-----------------------------------------------------------------------------

View File

@ -433,7 +433,9 @@ public:
void itemCommand(const XMLNode *node);
core::stringw getName() const;
core::stringw getSortName() const;
// ------------------------------------------------------------------------
bool isInGroup(const std::string &group_name);
// ------------------------------------------------------------------------
const core::vector3df& getSunRotation();
/** Sets the current ambient color for a kart with index k. */
void setAmbientColor(const video::SColor &color,

View File

@ -173,7 +173,7 @@ void TrackObject::init(const XMLNode &xml_node, scene::ISceneNode* parent,
else if (lod_instance)
{
m_type = "lod";
TrackObjectPresentationLOD* lod_node =
TrackObjectPresentationLOD* lod_node =
new TrackObjectPresentationLOD(xml_node, parent, model_def_loader);
m_presentation = lod_node;
@ -191,7 +191,7 @@ void TrackObject::init(const XMLNode &xml_node, scene::ISceneNode* parent,
std::string render_pass;
xml_node.get("renderpass", &render_pass);
if (m_interaction != "ghost" && m_interaction != "none" &&
if (m_interaction != "ghost" && m_interaction != "none" &&
render_pass != "skybox" )
{
m_physical_object = PhysicalObject::fromXML(type == "movable",
@ -286,7 +286,7 @@ void TrackObject::move(const core::vector3df& xyz, const core::vector3df& hpr,
const core::vector3df& scale, bool update_rigid_body)
{
if (m_presentation != NULL) m_presentation->move(xyz, hpr, scale);
if (update_rigid_body && m_physical_object != NULL)
if (update_rigid_body && m_physical_object != NULL)
{
// If we set a bullet position from an irrlicht position, we need to
// get the absolute transform from the presentation object (as set in

View File

@ -1,79 +0,0 @@
//
// SuperTuxKart - a fun racing game with go-kart
// Copyright (C) 2010-2013 Joerg Henrichs
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 3
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#ifndef HEADER_CAN_BE_DELETED
#define HEADER_CAN_BE_DELETED
#include "utils/log.hpp"
#include "utils/synchronised.hpp"
#include "utils/time.hpp"
/** A simple class that a adds a function to wait with a timeout for a
* class to be ready to be deleted. It is used for objects with their
* own threads (e.g. RequestManager) to make sure they can be deleted.
* For example, the RequestManager might be executing a download request.
* So we have to signal libcurl to abort the download request, then
* potentially handle a high priority sign-out request before the thread
* can be deleted. With this object the main thread can wait for a given
* amount of time (in case that of a bad internet hickup) before deleting
* the RequestManager.
*/
class CanBeDeleted
{
private:
Synchronised<bool> m_can_be_deleted;
public:
/** Set this instance to be not ready to be deleted. */
CanBeDeleted() { m_can_be_deleted.setAtomic(false); }
// ------------------------------------------------------------------------
/** Sets this instance to be ready to be deleted. */
void setCanBeDeleted() {m_can_be_deleted.setAtomic(true); }
// ------------------------------------------------------------------------
/** Waits at most t seconds for this class to be ready to be deleted.
* \return true if the class is ready, false in case of a time out.
*/
bool waitForReadyToDeleted(float waiting_time)
{
if (m_can_be_deleted.getAtomic()) return true;
double start = StkTime::getRealTime();
Log::verbose("Thread", "Start waiting %lf", start);
while(1)
{
if(m_can_be_deleted.getAtomic())
{
Log::verbose("Thread",
"Waited %lf seconds for thread to become deleteable.",
StkTime::getRealTime()-start);
Log::verbose("Thread", "Stop waiting %lf", StkTime::getRealTime());
return true;
}
StkTime::sleep(10);
if(StkTime::getRealTime() - start > waiting_time)
{
Log::verbose("Thread", "Stop waiting %lf", StkTime::getRealTime());
Log::verbose("Thread", "Waited for more than %f seconds for "
"thread to become deleteable",
waiting_time);
return false;
}
} // while 1
} // waitForReadyToDeleted
// ------------------------------------------------------------------------
}; // CanBeDeleted
#endif

View File

@ -275,7 +275,7 @@ bool onEvent(const SEvent &event)
{
World* world = World::getWorld();
if (world != NULL) world->getPhysics()->setDebugMode(IrrDebugDrawer::DM_NONE);
irr_driver->resetDebugModes();
irr_driver->toggleRSM();
}
@ -283,7 +283,7 @@ bool onEvent(const SEvent &event)
{
World* world = World::getWorld();
if (world != NULL) world->getPhysics()->setDebugMode(IrrDebugDrawer::DM_NONE);
irr_driver->resetDebugModes();
irr_driver->toggleRH();
}
@ -291,7 +291,7 @@ bool onEvent(const SEvent &event)
{
World* world = World::getWorld();
if (world != NULL) world->getPhysics()->setDebugMode(IrrDebugDrawer::DM_NONE);
irr_driver->resetDebugModes();
irr_driver->toggleGI();
}

View File

@ -33,7 +33,7 @@
Synchronised<int> m_lock_stacktrace;
#ifdef GET_STACK_TRACE
#ifdef GET_STACK_TRACE
# ifdef __APPLE__
# include <Availability.h>
# include <execinfo.h>

View File

@ -393,11 +393,7 @@ void Profiler::draw()
{
"Solid Pass 1",
"Shadows",
"RH",
"GI",
"Env Map",
"SunLight",
"PointLights",
"Lights",
"SSAO",
"Solid Pass 2",
"Transparent",

View File

@ -6,7 +6,7 @@ cd data/gui
l=""
for i in $(find . -iname "*.stkgui"); do
s=$(basename $i)
x=$(find ../../src/states_screens -type f -exec grep -H $s \{} \; | wc -l)
x=$(find ../../src/states_screens -exec grep -H $s \{} \; | wc -l)
echo -n "."
if [ $x == "0" ]; then
l="$l $i"

View File

@ -39,9 +39,7 @@ def main():
if statistics:
lines_total += len(lines)
modified = False
for i in range(len(lines)):
oldLine = lines[i]
# replacing tabs with four spaces
lines[i] = lines[i].replace("\t", " ")
@ -50,15 +48,12 @@ def main():
if statistics:
if lines[i].lstrip().startswith("//"):
lines_code += 1
if not modified and oldLine != lines[i]:
modified = True
src_file.close()
# writing back
if modified:
src_file = open(dirpath + "/" + filename, "w")
src_file.write("".join(lines))
src_file.close()
src_file = open(dirpath + "/" + filename, "w")
src_file.write("".join(lines))
src_file.close()
if statistics:
print("Total number of files in " + directory + ": "