STKMesh:Another round of factorization.

This commit is contained in:
Vincent Lejeune
2014-01-19 21:34:48 +01:00
parent c34e752b23
commit 0817ec4ee0
2 changed files with 66 additions and 150 deletions

View File

@@ -171,19 +171,31 @@ STKMesh::~STKMesh()
}
}
static
void computeMVP(core::matrix4 &ModelViewProjectionMatrix)
{
ModelViewProjectionMatrix = irr_driver->getVideoDriver()->getTransform(video::ETS_PROJECTION);
ModelViewProjectionMatrix *= irr_driver->getVideoDriver()->getTransform(video::ETS_VIEW);
ModelViewProjectionMatrix *= irr_driver->getVideoDriver()->getTransform(video::ETS_WORLD);
}
static
void computeTIMV(core::matrix4 &TransposeInverseModelView)
{
TransposeInverseModelView = irr_driver->getVideoDriver()->getTransform(video::ETS_VIEW);
TransposeInverseModelView *= irr_driver->getVideoDriver()->getTransform(video::ETS_WORLD);
TransposeInverseModelView.makeInverse();
TransposeInverseModelView = TransposeInverseModelView.getTransposed();
}
void STKMesh::drawObjectPass1(const GLMesh &mesh)
{
GLenum ptype = mesh.PrimitiveType;
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
ModelViewProjectionMatrix = irr_driver->getVideoDriver()->getTransform(video::ETS_PROJECTION);
ModelViewProjectionMatrix *= irr_driver->getVideoDriver()->getTransform(video::ETS_VIEW);
ModelViewProjectionMatrix *= irr_driver->getVideoDriver()->getTransform(video::ETS_WORLD);
TransposeInverseModelView = irr_driver->getVideoDriver()->getTransform(video::ETS_VIEW);
TransposeInverseModelView *= irr_driver->getVideoDriver()->getTransform(video::ETS_WORLD);
TransposeInverseModelView.makeInverse();
TransposeInverseModelView = TransposeInverseModelView.getTransposed();
computeMVP(ModelViewProjectionMatrix);
computeTIMV(TransposeInverseModelView);
glUseProgram(MeshShader::ObjectPass1Shader::Program);
MeshShader::ObjectPass1Shader::setUniforms(ModelViewProjectionMatrix, TransposeInverseModelView);
@@ -192,26 +204,27 @@ void STKMesh::drawObjectPass1(const GLMesh &mesh)
glDrawElements(ptype, count, itype, 0);
}
static void
setTexture(unsigned TextureUnit, GLuint TextureId, GLenum MagFilter, GLenum MinFilter)
{
glActiveTexture(GL_TEXTURE0 + TextureUnit);
glBindTexture(GL_TEXTURE_2D, TextureId);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, MagFilter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, MinFilter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
}
void STKMesh::drawObjectRefPass1(const GLMesh &mesh)
{
GLenum ptype = mesh.PrimitiveType;
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
ModelViewProjectionMatrix = irr_driver->getVideoDriver()->getTransform(video::ETS_PROJECTION);
ModelViewProjectionMatrix *= irr_driver->getVideoDriver()->getTransform(video::ETS_VIEW);
ModelViewProjectionMatrix *= irr_driver->getVideoDriver()->getTransform(video::ETS_WORLD);
TransposeInverseModelView = irr_driver->getVideoDriver()->getTransform(video::ETS_VIEW);
TransposeInverseModelView *= irr_driver->getVideoDriver()->getTransform(video::ETS_WORLD);
TransposeInverseModelView.makeInverse();
TransposeInverseModelView = TransposeInverseModelView.getTransposed();
computeMVP(ModelViewProjectionMatrix);
computeTIMV(TransposeInverseModelView);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mesh.textures[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
setTexture(0, mesh.textures[0], GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR);
glUseProgram(MeshShader::ObjectRefPass1Shader::Program);
MeshShader::ObjectRefPass1Shader::setUniforms(ModelViewProjectionMatrix, TransposeInverseModelView, 0);
@@ -241,24 +254,15 @@ void STKMesh::drawGrassPass1(const GLMesh &mesh)
GLenum ptype = mesh.PrimitiveType;
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
windDir = getWind();
ModelViewProjectionMatrix = irr_driver->getVideoDriver()->getTransform(video::ETS_PROJECTION);
ModelViewProjectionMatrix *= irr_driver->getVideoDriver()->getTransform(video::ETS_VIEW);
ModelViewProjectionMatrix *= irr_driver->getVideoDriver()->getTransform(video::ETS_WORLD);
TransposeInverseModelView = irr_driver->getVideoDriver()->getTransform(video::ETS_VIEW);
TransposeInverseModelView *= irr_driver->getVideoDriver()->getTransform(video::ETS_WORLD);
TransposeInverseModelView.makeInverse();
TransposeInverseModelView = TransposeInverseModelView.getTransposed();
computeMVP(ModelViewProjectionMatrix);
computeTIMV(TransposeInverseModelView);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mesh.textures[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
setTexture(0, mesh.textures[0], GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR);
glUseProgram(MeshShader::GrassPass1Shader::Program);
MeshShader::GrassPass1Shader::setUniforms(ModelViewProjectionMatrix, TransposeInverseModelView, getWind(), 0);
MeshShader::GrassPass1Shader::setUniforms(ModelViewProjectionMatrix, TransposeInverseModelView, windDir, 0);
glBindVertexArray(mesh.vao_first_pass);
glDrawElements(ptype, count, itype, 0);
@@ -270,21 +274,11 @@ void STKMesh::drawNormalPass(const GLMesh &mesh)
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
ModelViewProjectionMatrix = irr_driver->getVideoDriver()->getTransform(video::ETS_PROJECTION);
ModelViewProjectionMatrix *= irr_driver->getVideoDriver()->getTransform(video::ETS_VIEW);
ModelViewProjectionMatrix *= irr_driver->getVideoDriver()->getTransform(video::ETS_WORLD);
TransposeInverseModelView = irr_driver->getVideoDriver()->getTransform(video::ETS_VIEW);
TransposeInverseModelView *= irr_driver->getVideoDriver()->getTransform(video::ETS_WORLD);
TransposeInverseModelView.makeInverse();
TransposeInverseModelView = TransposeInverseModelView.getTransposed();
computeMVP(ModelViewProjectionMatrix);
computeTIMV(TransposeInverseModelView);
assert(mesh.textures[1]);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mesh.textures[1]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
setTexture(0, mesh.textures[1], GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR);
glUseProgram(MeshShader::NormalMapShader::Program);
MeshShader::NormalMapShader::setUniforms(ModelViewProjectionMatrix, TransposeInverseModelView, 0);
@@ -299,12 +293,7 @@ void STKMesh::drawSphereMap(const GLMesh &mesh)
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mesh.textures[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
setTexture(0, mesh.textures[0], GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR);
glUseProgram(MeshShader::SphereMapShader::Program);
MeshShader::SphereMapShader::setUniforms(ModelViewProjectionMatrix, TransposeInverseModelView, 0);
@@ -320,60 +309,28 @@ void STKMesh::drawSplatting(const GLMesh &mesh)
size_t count = mesh.IndexCount;
// Texlayout
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mesh.textures[1]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
setTexture(0, mesh.textures[1], GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR);
//Tex detail0
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, mesh.textures[2]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
setTexture(1, mesh.textures[2], GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR);
//Tex detail1
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, mesh.textures[3]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
setTexture(2, mesh.textures[3], GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR);
//Tex detail2
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, mesh.textures[4]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
setTexture(3, mesh.textures[4], GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR);
//Tex detail3
glActiveTexture(GL_TEXTURE4);
glBindTexture(GL_TEXTURE_2D, mesh.textures[5]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
setTexture(4, mesh.textures[5], GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR);
// Diffuse
glActiveTexture(GL_TEXTURE5);
glBindTexture(GL_TEXTURE_2D, static_cast<irr::video::COpenGLTexture*>(irr_driver->getRTT(RTT_TMP1))->getOpenGLTextureName());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
setTexture(5, static_cast<irr::video::COpenGLTexture*>(irr_driver->getRTT(RTT_TMP1))->getOpenGLTextureName(), GL_NEAREST, GL_NEAREST);
// Specular
glActiveTexture(GL_TEXTURE6);
glBindTexture(GL_TEXTURE_2D, static_cast<irr::video::COpenGLTexture*>(irr_driver->getRTT(RTT_TMP2))->getOpenGLTextureName());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
setTexture(6, static_cast<irr::video::COpenGLTexture*>(irr_driver->getRTT(RTT_TMP2))->getOpenGLTextureName(), GL_NEAREST, GL_NEAREST);
// SSAO
glActiveTexture(GL_TEXTURE7);
glBindTexture(GL_TEXTURE_2D, static_cast<irr::video::COpenGLTexture*>(irr_driver->getRTT(RTT_SSAO))->getOpenGLTextureName());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
setTexture(7, static_cast<irr::video::COpenGLTexture*>(irr_driver->getRTT(RTT_SSAO))->getOpenGLTextureName(), GL_NEAREST, GL_NEAREST);
glUseProgram(MeshShader::SplattingShader::Program);
MeshShader::SplattingShader::setUniforms(ModelViewProjectionMatrix, 0, 1, 2, 3, 4, 5, 6, 7);
@@ -388,25 +345,11 @@ void STKMesh::drawObjectRefPass2(const GLMesh &mesh)
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mesh.textures[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
setTexture(0, mesh.textures[0], GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, static_cast<irr::video::COpenGLTexture*>(irr_driver->getRTT(RTT_TMP1))->getOpenGLTextureName());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, static_cast<irr::video::COpenGLTexture*>(irr_driver->getRTT(RTT_TMP2))->getOpenGLTextureName());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, static_cast<irr::video::COpenGLTexture*>(irr_driver->getRTT(RTT_SSAO))->getOpenGLTextureName());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
setTexture(1, static_cast<irr::video::COpenGLTexture*>(irr_driver->getRTT(RTT_TMP1))->getOpenGLTextureName(), GL_NEAREST, GL_NEAREST);
setTexture(2, static_cast<irr::video::COpenGLTexture*>(irr_driver->getRTT(RTT_TMP2))->getOpenGLTextureName(), GL_NEAREST, GL_NEAREST);
setTexture(3, static_cast<irr::video::COpenGLTexture*>(irr_driver->getRTT(RTT_SSAO))->getOpenGLTextureName(), GL_NEAREST, GL_NEAREST);
glUseProgram(MeshShader::ObjectRefPass2Shader::Program);
MeshShader::ObjectRefPass2Shader::setUniforms(ModelViewProjectionMatrix, 0, 1, 2, 3);
@@ -421,28 +364,14 @@ void STKMesh::drawGrassPass2(const GLMesh &mesh)
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mesh.textures[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
setTexture(0, mesh.textures[0], GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, static_cast<irr::video::COpenGLTexture*>(irr_driver->getRTT(RTT_TMP1))->getOpenGLTextureName());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, static_cast<irr::video::COpenGLTexture*>(irr_driver->getRTT(RTT_TMP2))->getOpenGLTextureName());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, static_cast<irr::video::COpenGLTexture*>(irr_driver->getRTT(RTT_SSAO))->getOpenGLTextureName());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
setTexture(1, static_cast<irr::video::COpenGLTexture*>(irr_driver->getRTT(RTT_TMP1))->getOpenGLTextureName(), GL_NEAREST, GL_NEAREST);
setTexture(2, static_cast<irr::video::COpenGLTexture*>(irr_driver->getRTT(RTT_TMP2))->getOpenGLTextureName(), GL_NEAREST, GL_NEAREST);
setTexture(3, static_cast<irr::video::COpenGLTexture*>(irr_driver->getRTT(RTT_SSAO))->getOpenGLTextureName(), GL_NEAREST, GL_NEAREST);
glUseProgram(MeshShader::GrassPass2Shader::Program);
MeshShader::GrassPass2Shader::setUniforms(ModelViewProjectionMatrix, getWind(), 0, 1, 2, 3);
MeshShader::GrassPass2Shader::setUniforms(ModelViewProjectionMatrix, windDir, 0, 1, 2, 3);
glBindVertexArray(mesh.vao_second_pass);
glDrawElements(ptype, count, itype, 0);
@@ -454,25 +383,11 @@ void STKMesh::drawObjectPass2(const GLMesh &mesh)
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mesh.textures[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
setTexture(0, mesh.textures[0], GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, static_cast<irr::video::COpenGLTexture*>(irr_driver->getRTT(RTT_TMP1))->getOpenGLTextureName());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, static_cast<irr::video::COpenGLTexture*>(irr_driver->getRTT(RTT_TMP2))->getOpenGLTextureName());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, static_cast<irr::video::COpenGLTexture*>(irr_driver->getRTT(RTT_SSAO))->getOpenGLTextureName());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
setTexture(1, static_cast<irr::video::COpenGLTexture*>(irr_driver->getRTT(RTT_TMP1))->getOpenGLTextureName(), GL_NEAREST, GL_NEAREST);
setTexture(2, static_cast<irr::video::COpenGLTexture*>(irr_driver->getRTT(RTT_TMP2))->getOpenGLTextureName(), GL_NEAREST, GL_NEAREST);
setTexture(3, static_cast<irr::video::COpenGLTexture*>(irr_driver->getRTT(RTT_SSAO))->getOpenGLTextureName(), GL_NEAREST, GL_NEAREST);
glUseProgram(MeshShader::ObjectPass2Shader::Program);
MeshShader::ObjectPass2Shader::setUniforms(ModelViewProjectionMatrix, 0, 1, 2, 3);

View File

@@ -26,6 +26,7 @@ class STKMesh : public irr::scene::CMeshSceneNode
protected:
std::vector<GLMesh> GLmeshes;
core::matrix4 ModelViewProjectionMatrix, TransposeInverseModelView;
core::vector3df windDir;
void draw(const GLMesh &mesh, video::E_MATERIAL_TYPE type);
// Pass 1 shader (ie shaders that outputs normals and depth)