Use direct gl calls for color_levels.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@15031 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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@ -3,10 +3,12 @@ uniform sampler2D tex;
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uniform vec3 inlevel;
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uniform vec2 outlevel;
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in vec2 uv;
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void main()
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{
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vec2 texc = gl_TexCoord[0].xy;
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texc.y = 1.0 - texc.y;
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vec2 texc = uv;
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//texc.y = 1.0 - texc.y;
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vec4 col = texture2D(tex, texc);
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@ -327,6 +327,36 @@ namespace PPDisplaceShader
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}
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}
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namespace ColorLevelShader
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{
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GLuint Program = 0;
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GLuint attrib_position, attrib_texcoord;
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GLuint uniform_tex, uniform_inlevel, uniform_outlevel;
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GLuint vao = 0;
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void init()
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{
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initGL();
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Program = LoadProgram(file_manager->getAsset("shaders/screenquad.vert").c_str(), file_manager->getAsset("shaders/color_levels.frag").c_str());
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attrib_position = glGetAttribLocation(Program, "Position");
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attrib_texcoord = glGetAttribLocation(Program, "Texcoord");
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uniform_tex = glGetUniformLocation(Program, "tex");
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uniform_inlevel = glGetUniformLocation(Program, "inlevel");
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uniform_outlevel = glGetUniformLocation(Program, "outlevel");
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if (!quad_vbo)
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initQuadVBO();
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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glBindBuffer(GL_ARRAY_BUFFER, quad_vbo);
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glEnableVertexAttribArray(attrib_position);
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glEnableVertexAttribArray(attrib_texcoord);
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glVertexAttribPointer(attrib_position, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), 0);
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glVertexAttribPointer(attrib_texcoord, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (GLvoid*)(2 * sizeof(float)));
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glBindVertexArray(0);
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}
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}
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static
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void renderBloom(ITexture *in)
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@ -405,6 +435,34 @@ void renderPPDisplace(ITexture *in)
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glDisable(GL_BLEND);
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}
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static
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void renderColorLevel(ITexture *in)
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{
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core::vector3df m_inlevel = World::getWorld()->getTrack()->getColorLevelIn();
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core::vector2df m_outlevel = World::getWorld()->getTrack()->getColorLevelOut();
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if (!ColorLevelShader::Program)
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ColorLevelShader::init();
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glDisable(GL_BLEND);
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glDisable(GL_DEPTH_TEST);
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glUseProgram(ColorLevelShader::Program);
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glBindVertexArray(ColorLevelShader::vao);
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glUniform3f(ColorLevelShader::uniform_inlevel, m_inlevel.X, m_inlevel.Y, m_inlevel.Z);
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glUniform2f(ColorLevelShader::uniform_outlevel, m_outlevel.X, m_outlevel.Y);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, static_cast<irr::video::COpenGLTexture*>(in)->getOpenGLTextureName());
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glUniform1i(ColorLevelShader::uniform_tex, 0);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glEnable(GL_DEPTH_TEST);
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}
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// ----------------------------------------------------------------------------
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/** Render the post-processed scene */
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void PostProcessing::render()
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@ -788,28 +846,26 @@ void PostProcessing::render()
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}
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// Final blit
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drv->setRenderTarget(ERT_FRAME_BUFFER, false, false);
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if (irr_driver->getNormals())
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{
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m_material.MaterialType = irr_driver->getShader(ES_FLIP);
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m_material.setTexture(0, irr_driver->getRTT(RTT_NORMAL_AND_DEPTH));
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drawQuad(cam, m_material);
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} else if (irr_driver->getSSAOViz())
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{
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m_material.MaterialType = irr_driver->getShader(ES_FLIP);
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m_material.setTexture(0, irr_driver->getRTT(RTT_SSAO));
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drawQuad(cam, m_material);
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} else if (irr_driver->getShadowViz())
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{
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m_material.MaterialType = irr_driver->getShader(ES_FLIP);
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m_material.setTexture(0, irr_driver->getRTT(RTT_DISPLACE));
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drawQuad(cam, m_material);
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} else
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{
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m_material.MaterialType = irr_driver->getShader(ES_COLOR_LEVELS);
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m_material.setTexture(0, in);
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renderColorLevel(in);
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}
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drv->setRenderTarget(ERT_FRAME_BUFFER, false, false);
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drawQuad(cam, m_material);
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}
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} // render
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