Shadow: Support for alpha tested meshes.

This commit is contained in:
Vincent Lejeune 2014-02-09 22:56:50 +01:00
parent 19d490a26d
commit 18896ff95e
4 changed files with 58 additions and 7 deletions

View File

@ -259,6 +259,7 @@ void Shaders::loadShaders()
MeshShader::BillboardShader::init();
MeshShader::DisplaceShader::init();
MeshShader::ShadowShader::init();
MeshShader::RefShadowShader::init();
ParticleShader::FlipParticleRender::init();
ParticleShader::HeightmapSimulationShader::init();
ParticleShader::SimpleParticleRender::init();
@ -891,6 +892,27 @@ namespace MeshShader
glUniformMatrix4fv(uniform_MVP, 1, GL_FALSE, ModelViewProjectionMatrix.pointer());
}
GLuint RefShadowShader::Program;
GLuint RefShadowShader::attrib_position;
GLuint RefShadowShader::attrib_texcoord;
GLuint RefShadowShader::uniform_MVP;
GLuint RefShadowShader::uniform_tex;
void RefShadowShader::init()
{
Program = LoadProgram(file_manager->getAsset("shaders/object_pass2.vert").c_str(), file_manager->getAsset("shaders/object_unlit.frag").c_str());
attrib_position = glGetAttribLocation(Program, "Position");
attrib_texcoord = glGetAttribLocation(Program, "Texcoord");
uniform_MVP = glGetUniformLocation(Program, "ModelViewProjectionMatrix");
uniform_tex = glGetUniformLocation(Program, "tex");
}
void RefShadowShader::setUniforms(const core::matrix4 &ModelViewProjectionMatrix, unsigned TU_tex)
{
glUniformMatrix4fv(uniform_MVP, 1, GL_FALSE, ModelViewProjectionMatrix.pointer());
glUniform1i(uniform_tex, TU_tex);
}
GLuint DisplaceShader::Program;
GLuint DisplaceShader::attrib_position;
GLuint DisplaceShader::attrib_texcoord;

View File

@ -236,6 +236,17 @@ public:
static void setUniforms(const core::matrix4 &ModelViewProjectionMatrix);
};
class RefShadowShader
{
public:
static GLuint Program;
static GLuint attrib_position, attrib_texcoord;
static GLuint uniform_MVP, uniform_tex;
static void init();
static void setUniforms(const core::matrix4 &ModelViewProjectionMatrix, unsigned TU_tex);
};
class DisplaceShader
{
public:

View File

@ -723,17 +723,28 @@ void STKMesh::drawTransparent(const GLMesh &mesh, video::E_MATERIAL_TYPE type)
return;
}
void STKMesh::drawShadow(const GLMesh &mesh)
void STKMesh::drawShadow(const GLMesh &mesh, video::E_MATERIAL_TYPE type)
{
GLenum ptype = mesh.PrimitiveType;
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
assert(irr_driver->getPhase() == SHADOW_PASS);
core::matrix4 ShadowMVP;
computeMVP(ShadowMVP);
glUseProgram(MeshShader::ShadowShader::Program);
MeshShader::ShadowShader::setUniforms(ShadowMVP);
if (type == irr_driver->getShader(ES_OBJECTPASS_REF))
{
setTexture(0, mesh.textures[0], GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
glUseProgram(MeshShader::RefShadowShader::Program);
MeshShader::RefShadowShader::setUniforms(ShadowMVP, 0);
}
else
{
glUseProgram(MeshShader::ShadowShader::Program);
MeshShader::ShadowShader::setUniforms(ShadowMVP);
}
glBindVertexArray(mesh.vao_shadow_pass);
glDrawElements(ptype, count, itype, 0);
}
@ -928,7 +939,14 @@ void initvaostate(GLMesh &mesh, video::E_MATERIAL_TYPE type)
case SHADOW_PASS:
if (mesh.vao_shadow_pass)
return;
mesh.vao_shadow_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, MeshShader::ShadowShader::attrib_position, -1, -1, -1, -1, -1, -1, mesh.Stride);
if (type == irr_driver->getShader(ES_OBJECTPASS_REF))
{
mesh.vao_shadow_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, MeshShader::RefShadowShader::attrib_position, MeshShader::RefShadowShader::attrib_texcoord, -1, -1, -1, -1, -1, mesh.Stride);
}
else
{
mesh.vao_shadow_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, MeshShader::ShadowShader::attrib_position, -1, -1, -1, -1, -1, -1, mesh.Stride);
}
return;
}
}
@ -984,7 +1002,7 @@ void STKMesh::render()
else if (irr_driver->getPhase() == SHADOW_PASS)
{
initvaostate(GLmeshes[i], material.MaterialType);
drawShadow(GLmeshes[i]);
drawShadow(GLmeshes[i], material.MaterialType);
}
else
{

View File

@ -63,7 +63,7 @@ protected:
// Misc passes shaders (glow, displace...)
void drawGlow(const GLMesh &mesh);
void drawDisplace(const GLMesh &mesh);
void drawShadow(const GLMesh &mesh);
void drawShadow(const GLMesh &mesh, video::E_MATERIAL_TYPE type);
void createGLMeshes();
void cleanGLMeshes();
public: