Rain: Use transform feedback to decouple simulation from rendering

It's the base for a future gpu based particle system

git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14806 178a84e3-b1eb-0310-8ba1-8eac791a3b58
This commit is contained in:
vincentlj
2013-12-27 02:50:25 +00:00
parent cb21815054
commit 053170fc27
4 changed files with 293 additions and 24 deletions

View File

@@ -1,4 +1,6 @@
#version 130
uniform sampler2D tex;
uniform float bdiscard = 0.0;
uniform sampler2D normals_and_depth;
uniform mat4 invproj;
uniform vec2 screen;
@@ -14,6 +16,8 @@ void main()
EnvPos /= EnvPos.w;
float len = dot(vec3(1.0), abs(texture2D(normals_and_depth, xy).xyz));
float alpha = (len < 0.2) ? 1. : clamp((EnvPos.z - FragmentPos.z) * 0.3, 0., 1.);
gl_FragColor = texture2D(tex, gl_TexCoord[0].xy);
if (bdiscard < 0.5)
discard;
gl_FragColor = texture2D(tex, gl_PointCoord.xy);
gl_FragColor.a *= alpha;
}

View File

@@ -1,33 +1,12 @@
uniform float screenw;
uniform float time;
uniform mat4 viewm;
uniform vec3 campos;
void main()
{
const float size = 0.5;
// This simulation will run accurately for a bit under five days.
vec4 start = gl_Vertex;
start.y -= time;
// How many times has it fell?
float count = floor(start.y / 24.0);
start.x += sin(count);
start.z += cos(count);
vec2 signs = sign(start.xz);
start.xz = mod(start.xz, 17.5) * signs;
start.y = mod(start.y, 24.0) - 3.0;
start.xyz += campos;
vec4 eyepos = viewm * start;
vec4 eyepos = gl_Vertex;
vec4 projCorner = gl_ProjectionMatrix * vec4(vec2(size), eyepos.z, eyepos.w);
gl_PointSize = screenw * projCorner.x / projCorner.w;
gl_Position = gl_ProjectionMatrix * eyepos;
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
}

27
data/shaders/rainsim.vert Normal file
View File

@@ -0,0 +1,27 @@
uniform float time;
uniform vec3 campos;
uniform mat4 viewm;
in vec3 initialPosition;
out vec3 currentPosition;
void main()
{
// This simulation will run accurately for a bit under five days.
vec4 start = vec4(initialPosition, 1.0);
start.y -= time;
// How many times has it fell?
float count = floor(start.y / 24.0);
start.x += sin(count);
start.z += cos(count);
vec2 signs = sign(start.xz);
start.xz = mod(start.xz, 17.5) * signs;
start.y = mod(start.y, 24.0) - 3.0;
start.xyz += campos;
currentPosition = (viewm * start).xyz;
}

View File

@@ -37,9 +37,260 @@ using namespace video;
using namespace scene;
using namespace core;
// OPENGL PARTICLE SYSTEM
#include <ICameraSceneNode.h>
#include "../source/Irrlicht/COpenGLExtensionHandler.h"
#include "io/file_manager.hpp"
#ifdef _IRR_WINDOWS_API_
#define IRR_OGL_LOAD_EXTENSION(X) wglGetProcAddress(reinterpret_cast<const char*>(X))
#else
#include <GL/glx.h>
#define IRR_OGL_LOAD_EXTENSION(X) glXGetProcAddress(reinterpret_cast<const GLubyte*>(X))
#endif
PFNGLGENTRANSFORMFEEDBACKSPROC glGenTransformFeedbacks;
PFNGLBINDTRANSFORMFEEDBACKPROC glBindTransformFeedback;
PFNGLDRAWTRANSFORMFEEDBACKPROC glDrawTransformFeedback;
PFNGLBEGINTRANSFORMFEEDBACKPROC glBeginTransformFeedback;
PFNGLENDTRANSFORMFEEDBACKPROC glEndTransformFeedback;
PFNGLTRANSFORMFEEDBACKVARYINGSPROC glTransformFeedbackVaryings;
PFNGLBINDBUFFERBASEPROC glBindBufferBase;
PFNGLGENBUFFERSPROC glGenBuffers;
PFNGLBINDBUFFERPROC glBindBuffer;
PFNGLBUFFERDATAPROC glBufferData;
PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer;
PFNGLCREATESHADERPROC glCreateShader;
PFNGLCOMPILESHADERPROC glCompileShader;
PFNGLSHADERSOURCEPROC glShaderSource;
PFNGLCREATEPROGRAMPROC glCreateProgram;
PFNGLATTACHSHADERPROC glAttachShader;
PFNGLLINKPROGRAMPROC glLinkProgram;
PFNGLUSEPROGRAMPROC glUseProgram;
PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray;
PFNGLDISABLEVERTEXATTRIBARRAYPROC glDisableVertexAttribArray;
PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation;
PFNGLUNIFORMMATRIX4FVPROC glUniformMatrix4fv;
PFNGLUNIFORM1FPROC glUniform1f;
PFNGLUNIFORM3FPROC glUniform3f;
PFNGLDELETESHADERPROC glDeleteShader;
PFNGLGETSHADERIVPROC glGetShaderiv;
PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog;
#ifdef _IRR_WINDOWS_API_
PFNGLACTIVETEXTUREPROC glActiveTexture;
#endif
PFNGLUNIFORM2FPROC glUniform2f;
PFNGLUNIFORM1IPROC glUniform1i;
PFNGLGETPROGRAMIVPROC glGetProgramiv;
PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog;
void initGL()
{
glGenTransformFeedbacks = (PFNGLGENTRANSFORMFEEDBACKSPROC)IRR_OGL_LOAD_EXTENSION("glGenTransformFeedbacks");
glBindTransformFeedback = (PFNGLBINDTRANSFORMFEEDBACKPROC)IRR_OGL_LOAD_EXTENSION("glBindTransformFeedback");
glDrawTransformFeedback = (PFNGLDRAWTRANSFORMFEEDBACKPROC)IRR_OGL_LOAD_EXTENSION("glDrawTransformFeedback");
glBeginTransformFeedback = (PFNGLBEGINTRANSFORMFEEDBACKPROC)IRR_OGL_LOAD_EXTENSION("glBeginTransformFeedback");
glEndTransformFeedback = (PFNGLENDTRANSFORMFEEDBACKPROC)IRR_OGL_LOAD_EXTENSION("glEndTransformFeedback");
glBindBufferBase = (PFNGLBINDBUFFERBASEPROC)IRR_OGL_LOAD_EXTENSION("glBindBufferBase");
glGenBuffers = (PFNGLGENBUFFERSPROC)IRR_OGL_LOAD_EXTENSION("glGenBuffers");
glBindBuffer = (PFNGLBINDBUFFERPROC)IRR_OGL_LOAD_EXTENSION("glBindBuffer");
glBufferData = (PFNGLBUFFERDATAPROC)IRR_OGL_LOAD_EXTENSION("glBufferData");
glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)IRR_OGL_LOAD_EXTENSION("glVertexAttribPointer");
glCreateShader = (PFNGLCREATESHADERPROC)IRR_OGL_LOAD_EXTENSION("glCreateShader");
glCompileShader = (PFNGLCOMPILESHADERPROC)IRR_OGL_LOAD_EXTENSION("glCompileShader");
glShaderSource = (PFNGLSHADERSOURCEPROC)IRR_OGL_LOAD_EXTENSION("glShaderSource");
glCreateProgram = (PFNGLCREATEPROGRAMPROC)IRR_OGL_LOAD_EXTENSION("glCreateProgram");
glAttachShader = (PFNGLATTACHSHADERPROC)IRR_OGL_LOAD_EXTENSION("glAttachShader");
glLinkProgram = (PFNGLLINKPROGRAMPROC)IRR_OGL_LOAD_EXTENSION("glLinkProgram");
glUseProgram = (PFNGLUSEPROGRAMPROC)IRR_OGL_LOAD_EXTENSION("glUseProgram");
glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)IRR_OGL_LOAD_EXTENSION("glEnableVertexAttribArray");
glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)IRR_OGL_LOAD_EXTENSION("glGetUniformLocation");
glUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC)IRR_OGL_LOAD_EXTENSION("glUniformMatrix4fv");
glUniform1f = (PFNGLUNIFORM1FPROC)IRR_OGL_LOAD_EXTENSION("glUniform1f");
glUniform3f = (PFNGLUNIFORM3FPROC)IRR_OGL_LOAD_EXTENSION("glUniform3f");
glDisableVertexAttribArray = (PFNGLDISABLEVERTEXATTRIBARRAYPROC)IRR_OGL_LOAD_EXTENSION("glDisableVertexAttribArray");
glDeleteShader = (PFNGLDELETESHADERPROC)IRR_OGL_LOAD_EXTENSION("glDeleteShader");
glGetShaderiv = (PFNGLGETSHADERIVPROC)IRR_OGL_LOAD_EXTENSION("glGetShaderiv");
glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)IRR_OGL_LOAD_EXTENSION("glGetShaderInfoLog");
#ifdef _IRR_WINDOWS_API_
glActiveTexture = (PFNGLACTIVETEXTUREPROC)IRR_OGL_LOAD_EXTENSION("glActiveTexture");
#endif
glUniform2f = (PFNGLUNIFORM2FPROC)IRR_OGL_LOAD_EXTENSION("glUniform2f");
glUniform1i = (PFNGLUNIFORM1IPROC)IRR_OGL_LOAD_EXTENSION("glUniform1i");
glGetProgramiv = (PFNGLGETPROGRAMIVPROC)IRR_OGL_LOAD_EXTENSION("glGetProgramiv");
glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)IRR_OGL_LOAD_EXTENSION("glGetProgramInfoLog");
glTransformFeedbackVaryings = (PFNGLTRANSFORMFEEDBACKVARYINGSPROC)IRR_OGL_LOAD_EXTENSION("glTransformFeedbackVaryings");
}
// Mostly from shader tutorial
GLuint LoadShader(const char * file, unsigned type) {
GLuint Id = glCreateShader(type);
std::string Code;
std::ifstream Stream(file, std::ios::in);
if (Stream.is_open())
{
std::string Line = "";
while (getline(Stream, Line))
Code += "\n" + Line;
Stream.close();
}
GLint Result = GL_FALSE;
int InfoLogLength;
printf("Compiling shader : %s\n", file);
char const * SourcePointer = Code.c_str();
int length = strlen(SourcePointer);
glShaderSource(Id, 1, &SourcePointer, &length);
glCompileShader(Id);
glGetShaderiv(Id, GL_COMPILE_STATUS, &Result);
if (Result == GL_FALSE) {
glGetShaderiv(Id, GL_INFO_LOG_LENGTH, &InfoLogLength);
char *ErrorMessage = new char[InfoLogLength];
glGetShaderInfoLog(Id, InfoLogLength, NULL, ErrorMessage);
printf(ErrorMessage);
delete[] ErrorMessage;
}
return Id;
}
GLuint LoadProgram(const char * vertex_file_path, const char * fragment_file_path){
GLuint VertexShaderID = LoadShader(vertex_file_path, GL_VERTEX_SHADER);
GLuint FragmentShaderID = LoadShader(fragment_file_path, GL_FRAGMENT_SHADER);
GLuint ProgramID = glCreateProgram();
glAttachShader(ProgramID, VertexShaderID);
glAttachShader(ProgramID, FragmentShaderID);
glLinkProgram(ProgramID);
GLint Result = GL_FALSE;
int InfoLogLength;
glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);
if (Result == GL_FALSE) {
glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);
char *ErrorMessage = new char[InfoLogLength];
glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, ErrorMessage);
printf(ErrorMessage);
delete[] ErrorMessage;
}
glDeleteShader(VertexShaderID);
glDeleteShader(FragmentShaderID);
return ProgramID;
}
GLuint getTextureGLuint(ITexture *tex) { return static_cast<const COpenGLTexture*>(tex)->getOpenGLTextureName(); }
void bindUniformToTextureUnit(GLuint program, const char * name, GLuint texid, unsigned textureUnit) {
glActiveTexture(GL_TEXTURE0 + textureUnit);
glBindTexture(GL_TEXTURE_2D, texid);
GLuint location = glGetUniformLocation(program, name);
glUniform1i(location, textureUnit);
}
class GPUParticle {
private:
GLuint SimulationProgram, RenderProgram, tfb_vertex_buffer[2];
GLuint texture;
GLuint normal_and_depth;
unsigned count;
public:
GPUParticle(unsigned c, float *initialSamples, GLuint tex, GLuint rtt) :
count(c), texture(tex), normal_and_depth(rtt) {
initGL();
glGenBuffers(2, tfb_vertex_buffer);
glBindBuffer(GL_ARRAY_BUFFER, tfb_vertex_buffer[0]);
glBufferData(GL_ARRAY_BUFFER, 3 * count * sizeof(float), initialSamples, GL_STREAM_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, tfb_vertex_buffer[1]);
glBufferData(GL_ARRAY_BUFFER, 3 * count * sizeof(float), 0, GL_STREAM_DRAW);
RenderProgram = LoadProgram(file_manager->getAsset("shaders/rain.vert").c_str(), file_manager->getAsset("shaders/rain.frag").c_str());
GLuint SimShader = LoadShader(file_manager->getAsset("shaders/rainsim.vert").c_str(), GL_VERTEX_SHADER);
SimulationProgram = glCreateProgram();
glAttachShader(SimulationProgram, SimShader);
const char *varying[] = { "currentPosition" };
glTransformFeedbackVaryings(SimulationProgram, 1, varying, GL_INTERLEAVED_ATTRIBS);
glLinkProgram(SimulationProgram);
GLint Result = GL_FALSE;
int InfoLogLength;
glGetProgramiv(SimulationProgram, GL_LINK_STATUS, &Result);
if (Result == GL_FALSE) {
glGetProgramiv(SimulationProgram, GL_INFO_LOG_LENGTH, &InfoLogLength);
char *ErrorMessage = new char[InfoLogLength];
glGetProgramInfoLog(SimulationProgram, InfoLogLength, NULL, ErrorMessage);
printf(ErrorMessage);
delete[] ErrorMessage;
}
glDeleteShader(SimShader);
}
void simulate() {
glUseProgram(SimulationProgram);
const float time = irr_driver->getDevice()->getTimer()->getTime() / 90.0f;
const matrix4 viewm = irr_driver->getVideoDriver()->getTransform(ETS_VIEW);
const vector3df campos = irr_driver->getSceneManager()->getActiveCamera()->getPosition();
glEnable(GL_RASTERIZER_DISCARD);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, tfb_vertex_buffer[0]);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, tfb_vertex_buffer[1]);
GLuint lcampos = glGetUniformLocation(SimulationProgram, "campos");
GLuint lviewm = glGetUniformLocation(SimulationProgram, "viewm");
GLuint ltime = glGetUniformLocation(SimulationProgram, "time");
glUniformMatrix4fv(lviewm, 1, GL_FALSE, viewm.pointer());
glUniform1f(ltime, time);
glUniform3f(lcampos, campos.X, campos.Y, campos.Z);
glBeginTransformFeedback(GL_POINTS);
glDrawArrays(GL_POINTS, 0, count);
glEndTransformFeedback();
glDisable(GL_RASTERIZER_DISCARD);
}
void render() {
const float screenw = (float)UserConfigParams::m_width;
glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
glEnable(GL_POINT_SPRITE);
glUseProgram(RenderProgram);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, tfb_vertex_buffer[1]);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
float screen[2] = { (float)UserConfigParams::m_width,
(float)UserConfigParams::m_height };
matrix4 invproj = irr_driver->getVideoDriver()->getTransform(ETS_PROJECTION);
invproj.makeInverse();
GLuint lscreenw = glGetUniformLocation(RenderProgram, "screenw");
GLuint bdiscard = glGetUniformLocation(RenderProgram, "bdiscard");
GLuint lscreen = glGetUniformLocation(RenderProgram, "screen");
GLuint linvproj = glGetUniformLocation(RenderProgram, "invproj");
bindUniformToTextureUnit(RenderProgram, "tex", texture, 0);
bindUniformToTextureUnit(RenderProgram, "normals_and_depth", normal_and_depth, 1);
glUniformMatrix4fv(linvproj, 1, GL_FALSE, invproj.pointer());
glUniform2f(lscreen, screen[0], screen[1]);
glUniform1f(bdiscard, 1.0);
glUniform1f(lscreenw, screenw);
glDrawArrays(GL_POINTS, 0, count);
glDisableVertexAttribArray(0);
glDisable(GL_VERTEX_PROGRAM_POINT_SIZE);
}
};
// END OPENGL PARTICLE SYSTEM
// The actual rain node
class RainNode: public scene::ISceneNode
{
private:
GPUParticle *gpupart;
public:
RainNode(scene::ISceneManager* mgr, ITexture *tex)
: scene::ISceneNode(0, mgr, -1)
@@ -68,7 +319,7 @@ public:
buf.setHardwareMappingHint(EHM_STATIC);
u32 i;
float x, y, z;
float x, y, z, vertices[7500];
for (i = 0; i < count; i++)
{
x = ((rand() % area) - area/2) / 100.0f;
@@ -77,7 +328,11 @@ public:
buf.Indices[i] = i;
buf.Vertices[i] = S3DVertex(x, y, z, 0, 0, 0, SColor(255, 255, 0, 0), 0, 0);
vertices[3 * i] = x;
vertices[3 * i + 1] = y;
vertices[3 * i + 2] = z;
}
gpupart = new GPUParticle(count, vertices, getTextureGLuint(mat.getTexture(0)), getTextureGLuint(irr_driver->getRTT(RTT_NORMAL_AND_DEPTH)));
box.addInternalPoint(vector3df((float)(-area/2)));
box.addInternalPoint(vector3df((float)( area/2)));
@@ -85,10 +340,14 @@ public:
~RainNode()
{
delete gpupart;
}
virtual void render()
{
gpupart->simulate();
gpupart->render();
// We need to let irrlicht render something so it updates its internal states
glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
IVideoDriver * const drv = irr_driver->getVideoDriver();