Merge branch 'master' of github.com:supertuxkart/stk-code
This commit is contained in:
commit
1921dbdacd
22
data/shaders/movingtexture.frag
Normal file
22
data/shaders/movingtexture.frag
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@ -0,0 +1,22 @@
|
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#version 330
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uniform sampler2D Albedo;
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uniform sampler2D DiffuseMap;
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uniform sampler2D SpecularMap;
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uniform sampler2D SSAO;
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uniform vec2 screen;
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uniform vec3 ambient;
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in vec2 uv;
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out vec4 FragColor;
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void main(void)
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{
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vec2 tc = gl_FragCoord.xy / screen;
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vec4 color = texture(Albedo, uv);
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vec3 DiffuseComponent = texture(DiffuseMap, tc).xyz;
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vec3 SpecularComponent = texture(SpecularMap, tc).xyz;
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float ao = texture(SSAO, tc).x;
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vec3 LightFactor = ao * ambient + DiffuseComponent + SpecularComponent * (1. - color.a);
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FragColor = vec4(color.xyz * LightFactor * (0.4 + ao*0.6), 1.);
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//FragColor = vec4(color.xyz * LightFactor, 1.);
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}
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16
data/shaders/movingtexture.vert
Normal file
16
data/shaders/movingtexture.vert
Normal file
@ -0,0 +1,16 @@
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#version 330
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uniform mat4 ModelViewProjectionMatrix;
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uniform mat4 TextureMatrix;
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in vec3 Position;
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in vec2 Texcoord;
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in vec2 SecondTexcoord;
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out vec2 uv;
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out vec2 uv_bis;
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void main(void)
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{
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uv = (TextureMatrix * vec4(Texcoord, 1., 1.)).xy;
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uv_bis = SecondTexcoord;
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gl_Position = ModelViewProjectionMatrix * vec4(Position, 1.);
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}
|
@ -1,5 +1,6 @@
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#version 330
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uniform mat4 ModelViewProjectionMatrix;
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uniform mat4 TextureMatrix;
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in vec3 Position;
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in vec2 Texcoord;
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@ -7,6 +8,6 @@ out vec2 uv;
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void main()
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{
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uv = Texcoord;
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uv = (TextureMatrix * vec4(Texcoord, 1., 1.)).xy;
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gl_Position = ModelViewProjectionMatrix * vec4(Position, 1.);
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}
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|
@ -424,12 +424,24 @@ void draw2DImage(const video::ITexture* texture, const core::rect<s32>& destRect
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{
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glDisable(GL_BLEND);
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}
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if (clipRect)
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{
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if (!clipRect->isValid())
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return;
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glEnable(GL_SCISSOR_TEST);
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const core::dimension2d<u32>& renderTargetSize = irr_driver->getVideoDriver()->getCurrentRenderTargetSize();
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glScissor(clipRect->UpperLeftCorner.X, renderTargetSize.Height - clipRect->LowerRightCorner.Y,
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clipRect->getWidth(), clipRect->getHeight());
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}
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if (colors)
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drawTexColoredQuad(texture, colors, width, height, center_pos_x, center_pos_y,
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tex_center_pos_x, tex_center_pos_y, tex_width, tex_height);
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else
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drawTexQuad(texture, width, height, center_pos_x, center_pos_y,
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tex_center_pos_x, tex_center_pos_y, tex_width, tex_height);
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if (clipRect)
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glDisable(GL_SCISSOR_TEST);
|
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glUseProgram(0);
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}
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|
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@ -468,6 +480,17 @@ void GL32_draw2DRectangle(video::SColor color, const core::rect<s32>& position,
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glDisable(GL_BLEND);
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}
|
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|
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if (clip)
|
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{
|
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if (!clip->isValid())
|
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return;
|
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|
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glEnable(GL_SCISSOR_TEST);
|
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const core::dimension2d<u32>& renderTargetSize = irr_driver->getVideoDriver()->getCurrentRenderTargetSize();
|
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glScissor(clip->UpperLeftCorner.X, renderTargetSize.Height - clip->LowerRightCorner.Y,
|
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clip->getWidth(), clip->getHeight());
|
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}
|
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|
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glUseProgram(UIShader::ColoredRectShader::Program);
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glBindVertexArray(UIShader::ColoredRectShader::vao);
|
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UIShader::ColoredRectShader::setUniforms(center_pos_x, center_pos_y, width, height, color);
|
||||
@ -475,5 +498,7 @@ void GL32_draw2DRectangle(video::SColor color, const core::rect<s32>& position,
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
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glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindVertexArray(0);
|
||||
if (clip)
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
glUseProgram(0);
|
||||
}
|
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|
@ -243,6 +243,7 @@ void Shaders::loadShaders()
|
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MeshShader::ObjectPass1Shader::init();
|
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MeshShader::ObjectRefPass1Shader::init();
|
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MeshShader::ObjectPass2Shader::init();
|
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MeshShader::MovingTextureShader::init();
|
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MeshShader::DetailledObjectPass2Shader::init();
|
||||
MeshShader::ObjectRimLimitShader::init();
|
||||
MeshShader::UntexturedObjectShader::init();
|
||||
@ -381,6 +382,46 @@ namespace MeshShader
|
||||
glUniform3f(uniform_ambient, s.r, s.g, s.b);
|
||||
}
|
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|
||||
GLuint MovingTextureShader::Program;
|
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GLuint MovingTextureShader::attrib_position;
|
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GLuint MovingTextureShader::attrib_texcoord;
|
||||
GLuint MovingTextureShader::uniform_MVP;
|
||||
GLuint MovingTextureShader::uniform_TM;
|
||||
GLuint MovingTextureShader::uniform_Albedo;
|
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GLuint MovingTextureShader::uniform_DiffuseMap;
|
||||
GLuint MovingTextureShader::uniform_SpecularMap;
|
||||
GLuint MovingTextureShader::uniform_SSAO;
|
||||
GLuint MovingTextureShader::uniform_screen;
|
||||
GLuint MovingTextureShader::uniform_ambient;
|
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|
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void MovingTextureShader::init()
|
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{
|
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Program = LoadProgram(file_manager->getAsset("shaders/movingtexture.vert").c_str(), file_manager->getAsset("shaders/movingtexture.frag").c_str());
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attrib_position = glGetAttribLocation(Program, "Position");
|
||||
attrib_texcoord = glGetAttribLocation(Program, "Texcoord");
|
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uniform_MVP = glGetUniformLocation(Program, "ModelViewProjectionMatrix");
|
||||
uniform_TM = glGetUniformLocation(Program, "TextureMatrix");
|
||||
uniform_Albedo = glGetUniformLocation(Program, "Albedo");
|
||||
uniform_DiffuseMap = glGetUniformLocation(Program, "DiffuseMap");
|
||||
uniform_SpecularMap = glGetUniformLocation(Program, "SpecularMap");
|
||||
uniform_SSAO = glGetUniformLocation(Program, "SSAO");
|
||||
uniform_screen = glGetUniformLocation(Program, "screen");
|
||||
uniform_ambient = glGetUniformLocation(Program, "ambient");
|
||||
}
|
||||
|
||||
void MovingTextureShader::setUniforms(const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TextureMatrix, unsigned TU_Albedo, unsigned TU_DiffuseMap, unsigned TU_SpecularMap, unsigned TU_SSAO)
|
||||
{
|
||||
glUniformMatrix4fv(uniform_MVP, 1, GL_FALSE, ModelViewProjectionMatrix.pointer());
|
||||
glUniformMatrix4fv(uniform_TM, 1, GL_FALSE, TextureMatrix.pointer());
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||||
glUniform1i(uniform_Albedo, TU_Albedo);
|
||||
glUniform1i(uniform_DiffuseMap, TU_DiffuseMap);
|
||||
glUniform1i(uniform_SpecularMap, TU_SpecularMap);
|
||||
glUniform1i(uniform_SSAO, TU_SSAO);
|
||||
glUniform2f(uniform_screen, UserConfigParams::m_width, UserConfigParams::m_height);
|
||||
const video::SColorf s = irr_driver->getSceneManager()->getAmbientLight();
|
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glUniform3f(uniform_ambient, s.r, s.g, s.b);
|
||||
}
|
||||
|
||||
GLuint DetailledObjectPass2Shader::Program;
|
||||
GLuint DetailledObjectPass2Shader::attrib_position;
|
||||
GLuint DetailledObjectPass2Shader::attrib_texcoord;
|
||||
@ -753,7 +794,7 @@ namespace MeshShader
|
||||
uniform_time = glGetUniformLocation(Program, "time");
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uniform_transparency = glGetUniformLocation(Program, "transparency");
|
||||
}
|
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void BubbleShader::setUniforms(const core::matrix4 &ModelViewProjectionMatrix, unsigned TU_tex, float time, float transparency)
|
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void BubbleShader::setUniforms(const core::matrix4 &ModelViewProjectionMatrix, unsigned TU_tex, float time, float transparency)
|
||||
{
|
||||
glUniformMatrix4fv(uniform_MVP, 1, GL_FALSE, ModelViewProjectionMatrix.pointer());
|
||||
glUniform1i(uniform_tex, TU_tex);
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@ -765,6 +806,7 @@ namespace MeshShader
|
||||
GLuint TransparentShader::attrib_position;
|
||||
GLuint TransparentShader::attrib_texcoord;
|
||||
GLuint TransparentShader::uniform_MVP;
|
||||
GLuint TransparentShader::uniform_TM;
|
||||
GLuint TransparentShader::uniform_tex;
|
||||
|
||||
void TransparentShader::init()
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@ -773,12 +815,14 @@ namespace MeshShader
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||||
attrib_position = glGetAttribLocation(Program, "Position");
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attrib_texcoord = glGetAttribLocation(Program, "Texcoord");
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uniform_MVP = glGetUniformLocation(Program, "ModelViewProjectionMatrix");
|
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uniform_TM = glGetUniformLocation(Program, "TextureMatrix");
|
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uniform_tex = glGetUniformLocation(Program, "tex");
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||||
}
|
||||
|
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void TransparentShader::setUniforms(const core::matrix4 &ModelViewProjectionMatrix, unsigned TU_tex)
|
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void TransparentShader::setUniforms(const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TextureMatrix, unsigned TU_tex)
|
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{
|
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glUniformMatrix4fv(uniform_MVP, 1, GL_FALSE, ModelViewProjectionMatrix.pointer());
|
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glUniformMatrix4fv(uniform_TM, 1, GL_FALSE, TextureMatrix.pointer());
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glUniform1i(uniform_tex, TU_tex);
|
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}
|
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@ -786,6 +830,7 @@ namespace MeshShader
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||||
GLuint TransparentFogShader::attrib_position;
|
||||
GLuint TransparentFogShader::attrib_texcoord;
|
||||
GLuint TransparentFogShader::uniform_MVP;
|
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GLuint TransparentFogShader::uniform_TM;
|
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GLuint TransparentFogShader::uniform_tex;
|
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GLuint TransparentFogShader::uniform_fogmax;
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GLuint TransparentFogShader::uniform_startH;
|
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@ -802,6 +847,7 @@ namespace MeshShader
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||||
attrib_position = glGetAttribLocation(Program, "Position");
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attrib_texcoord = glGetAttribLocation(Program, "Texcoord");
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uniform_MVP = glGetUniformLocation(Program, "ModelViewProjectionMatrix");
|
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uniform_TM = glGetUniformLocation(Program, "TextureMatrix");
|
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uniform_tex = glGetUniformLocation(Program, "tex");
|
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uniform_fogmax = glGetUniformLocation(Program, "fogmax");
|
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uniform_startH = glGetUniformLocation(Program, "startH");
|
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@ -813,9 +859,10 @@ namespace MeshShader
|
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uniform_ipvmat = glGetUniformLocation(Program, "ipvmat");
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}
|
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void TransparentFogShader::setUniforms(const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &ipvmat, float fogmax, float startH, float endH, float start, float end, const core::vector3df &col, const core::vector3df &campos, unsigned TU_tex)
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void TransparentFogShader::setUniforms(const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TextureMatrix, const core::matrix4 &ipvmat, float fogmax, float startH, float endH, float start, float end, const core::vector3df &col, const core::vector3df &campos, unsigned TU_tex)
|
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{
|
||||
glUniformMatrix4fv(uniform_MVP, 1, GL_FALSE, ModelViewProjectionMatrix.pointer());
|
||||
glUniformMatrix4fv(uniform_TM, 1, GL_FALSE, TextureMatrix.pointer());
|
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glUniform1f(uniform_fogmax, fogmax);
|
||||
glUniform1f(uniform_startH, startH);
|
||||
glUniform1f(uniform_endH, endH);
|
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|
@ -59,6 +59,17 @@ public:
|
||||
static void setUniforms(const core::matrix4 &ModelViewProjectionMatrix, unsigned TU_Albedo, unsigned TU_DiffuseMap, unsigned TU_SpecularMap, unsigned TU_SSAO);
|
||||
};
|
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|
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class MovingTextureShader
|
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{
|
||||
public:
|
||||
static GLuint Program;
|
||||
static GLuint attrib_position, attrib_texcoord;
|
||||
static GLuint uniform_MVP, uniform_TM, uniform_Albedo, uniform_DiffuseMap, uniform_SpecularMap, uniform_SSAO, uniform_screen, uniform_ambient;
|
||||
|
||||
static void init();
|
||||
static void setUniforms(const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TextureMatrix, unsigned TU_Albedo, unsigned TU_DiffuseMap, unsigned TU_SpecularMap, unsigned TU_SSAO);
|
||||
};
|
||||
|
||||
class DetailledObjectPass2Shader
|
||||
{
|
||||
public:
|
||||
@ -174,10 +185,10 @@ class BubbleShader
|
||||
public:
|
||||
static GLuint Program;
|
||||
static GLuint attrib_position, attrib_texcoord;
|
||||
static GLuint uniform_MVP, uniform_tex, uniform_time, uniform_transparency;
|
||||
static GLuint uniform_MVP, uniform_tex, uniform_time, uniform_transparency;
|
||||
|
||||
static void init();
|
||||
static void setUniforms(const core::matrix4 &ModelViewProjectionMatrix, unsigned TU_tex, float time, float transparency);
|
||||
static void setUniforms(const core::matrix4 &ModelViewProjectionMatrix, unsigned TU_tex, float time, float transparency);
|
||||
};
|
||||
|
||||
class TransparentShader
|
||||
@ -185,10 +196,10 @@ class TransparentShader
|
||||
public:
|
||||
static GLuint Program;
|
||||
static GLuint attrib_position, attrib_texcoord;
|
||||
static GLuint uniform_MVP, uniform_tex;
|
||||
static GLuint uniform_MVP, uniform_TM, uniform_tex;
|
||||
|
||||
static void init();
|
||||
static void setUniforms(const core::matrix4 &ModelViewProjectionMatrix, unsigned TU_tex);
|
||||
static void setUniforms(const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TextureMatrix, unsigned TU_tex);
|
||||
};
|
||||
|
||||
class TransparentFogShader
|
||||
@ -196,10 +207,10 @@ class TransparentFogShader
|
||||
public:
|
||||
static GLuint Program;
|
||||
static GLuint attrib_position, attrib_texcoord;
|
||||
static GLuint uniform_MVP, uniform_tex, uniform_fogmax, uniform_startH, uniform_endH, uniform_start, uniform_end, uniform_col, uniform_screen, uniform_ipvmat;
|
||||
static GLuint uniform_MVP, uniform_TM, uniform_tex, uniform_fogmax, uniform_startH, uniform_endH, uniform_start, uniform_end, uniform_col, uniform_screen, uniform_ipvmat;
|
||||
|
||||
static void init();
|
||||
static void setUniforms(const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &ipvmat, float fogmax, float startH, float endH, float start, float end, const core::vector3df &col, const core::vector3df &campos, unsigned TU_tex);
|
||||
static void setUniforms(const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TextureMatrix, const core::matrix4 &ipvmat, float fogmax, float startH, float endH, float start, float end, const core::vector3df &col, const core::vector3df &campos, unsigned TU_tex);
|
||||
};
|
||||
|
||||
class BillboardShader
|
||||
|
@ -33,9 +33,9 @@ void STKAnimatedMesh::drawTransparent(const GLMesh &mesh, video::E_MATERIAL_TYPE
|
||||
computeMVP(ModelViewProjectionMatrix);
|
||||
|
||||
if (World::getWorld()->getTrack()->isFogEnabled())
|
||||
drawTransparentFogObject(mesh, ModelViewProjectionMatrix);
|
||||
drawTransparentFogObject(mesh, ModelViewProjectionMatrix, core::matrix4::EM4CONST_IDENTITY);
|
||||
else
|
||||
drawTransparentObject(mesh, ModelViewProjectionMatrix);
|
||||
drawTransparentObject(mesh, ModelViewProjectionMatrix, core::matrix4::EM4CONST_IDENTITY);
|
||||
|
||||
return;
|
||||
}
|
||||
@ -159,7 +159,7 @@ void STKAnimatedMesh::render()
|
||||
if (isObjectPass(material.MaterialType))
|
||||
{
|
||||
irr_driver->IncreaseObjectCount();
|
||||
initvaostate(GLmeshes[i], material.MaterialType);
|
||||
initvaostate(GLmeshes[i], material.MaterialType, false);
|
||||
if (irr_driver->getPhase() == SOLID_NORMAL_AND_DEPTH_PASS)
|
||||
{
|
||||
glBindVertexArray(0);
|
||||
|
@ -611,7 +611,41 @@ void drawObjectPass2(const GLMesh &mesh, const core::matrix4 &ModelViewProjectio
|
||||
glDrawElements(ptype, count, itype, 0);
|
||||
}
|
||||
|
||||
void drawTransparentObject(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix)
|
||||
void drawMovingTexture(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TextureMatrix)
|
||||
{
|
||||
GLenum ptype = mesh.PrimitiveType;
|
||||
GLenum itype = mesh.IndexType;
|
||||
size_t count = mesh.IndexCount;
|
||||
|
||||
setTexture(0, 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);
|
||||
}
|
||||
|
||||
setTexture(1, getTextureGLuint(irr_driver->getRTT(RTT_TMP1)), GL_NEAREST, GL_NEAREST);
|
||||
setTexture(2, getTextureGLuint(irr_driver->getRTT(RTT_TMP2)), GL_NEAREST, GL_NEAREST);
|
||||
setTexture(3, getTextureGLuint(irr_driver->getRTT(RTT_SSAO)), GL_NEAREST, GL_NEAREST);
|
||||
if (!UserConfigParams::m_ssao)
|
||||
{
|
||||
GLint swizzleMask[] = { GL_ONE, GL_ONE, GL_ONE, GL_ONE };
|
||||
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
|
||||
}
|
||||
|
||||
glUseProgram(MeshShader::MovingTextureShader::Program);
|
||||
MeshShader::MovingTextureShader::setUniforms(ModelViewProjectionMatrix, TextureMatrix, 0, 1, 2, 3);
|
||||
|
||||
glBindVertexArray(mesh.vao_second_pass);
|
||||
glDrawElements(ptype, count, itype, 0);
|
||||
}
|
||||
|
||||
void drawTransparentObject(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TextureMatrix)
|
||||
{
|
||||
GLenum ptype = mesh.PrimitiveType;
|
||||
GLenum itype = mesh.IndexType;
|
||||
@ -620,13 +654,13 @@ void drawTransparentObject(const GLMesh &mesh, const core::matrix4 &ModelViewPro
|
||||
setTexture(0, mesh.textures[0], GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
|
||||
|
||||
glUseProgram(MeshShader::TransparentShader::Program);
|
||||
MeshShader::TransparentShader::setUniforms(ModelViewProjectionMatrix, 0);
|
||||
MeshShader::TransparentShader::setUniforms(ModelViewProjectionMatrix, TextureMatrix, 0);
|
||||
|
||||
glBindVertexArray(mesh.vao_first_pass);
|
||||
glDrawElements(ptype, count, itype, 0);
|
||||
}
|
||||
|
||||
void drawTransparentFogObject(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix)
|
||||
void drawTransparentFogObject(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TextureMatrix)
|
||||
{
|
||||
GLenum ptype = mesh.PrimitiveType;
|
||||
GLenum itype = mesh.IndexType;
|
||||
@ -649,7 +683,7 @@ void drawTransparentFogObject(const GLMesh &mesh, const core::matrix4 &ModelView
|
||||
setTexture(0, mesh.textures[0], GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
|
||||
|
||||
glUseProgram(MeshShader::TransparentFogShader::Program);
|
||||
MeshShader::TransparentFogShader::setUniforms(ModelViewProjectionMatrix, irr_driver->getInvProjMatrix(), fogmax, startH, endH, start, end, col, Camera::getCamera(0)->getCameraSceneNode()->getAbsolutePosition(), 0);
|
||||
MeshShader::TransparentFogShader::setUniforms(ModelViewProjectionMatrix, TextureMatrix, irr_driver->getInvProjMatrix(), fogmax, startH, endH, start, end, col, Camera::getCamera(0)->getCameraSceneNode()->getAbsolutePosition(), 0);
|
||||
|
||||
glBindVertexArray(mesh.vao_first_pass);
|
||||
glDrawElements(ptype, count, itype, 0);
|
||||
@ -717,9 +751,9 @@ void STKMesh::drawTransparent(const GLMesh &mesh, video::E_MATERIAL_TYPE type)
|
||||
if (type == irr_driver->getShader(ES_BUBBLES))
|
||||
drawBubble(mesh, ModelViewProjectionMatrix);
|
||||
else if (World::getWorld()->getTrack()->isFogEnabled())
|
||||
drawTransparentFogObject(mesh, ModelViewProjectionMatrix);
|
||||
drawTransparentFogObject(mesh, ModelViewProjectionMatrix, TextureMatrix);
|
||||
else
|
||||
drawTransparentObject(mesh, ModelViewProjectionMatrix);
|
||||
drawTransparentObject(mesh, ModelViewProjectionMatrix, TextureMatrix);
|
||||
return;
|
||||
}
|
||||
|
||||
@ -793,8 +827,10 @@ void STKMesh::drawSolid(const GLMesh &mesh, video::E_MATERIAL_TYPE type)
|
||||
drawObjectUnlit(mesh, ModelViewProjectionMatrix);
|
||||
else if (mesh.textures[1] && type != irr_driver->getShader(ES_NORMAL_MAP))
|
||||
drawDetailledObjectPass2(mesh, ModelViewProjectionMatrix);
|
||||
else if (!mesh.textures[0])
|
||||
drawUntexturedObject(mesh, ModelViewProjectionMatrix);
|
||||
else if (!mesh.textures[0])
|
||||
drawUntexturedObject(mesh, ModelViewProjectionMatrix);
|
||||
else if (!TextureMatrix.isIdentity())
|
||||
drawMovingTexture(mesh, ModelViewProjectionMatrix, TextureMatrix);
|
||||
else
|
||||
drawObjectPass2(mesh, ModelViewProjectionMatrix);
|
||||
break;
|
||||
@ -837,7 +873,7 @@ static bool isObject(video::E_MATERIAL_TYPE type)
|
||||
return false;
|
||||
}
|
||||
|
||||
void initvaostate(GLMesh &mesh, video::E_MATERIAL_TYPE type)
|
||||
void initvaostate(GLMesh &mesh, video::E_MATERIAL_TYPE type, bool MovingTexture)
|
||||
{
|
||||
switch (irr_driver->getPhase())
|
||||
{
|
||||
@ -908,6 +944,11 @@ void initvaostate(GLMesh &mesh, video::E_MATERIAL_TYPE type)
|
||||
mesh.vao_second_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer,
|
||||
MeshShader::UntexturedObjectShader::attrib_position, -1, -1, -1, -1, -1, MeshShader::UntexturedObjectShader::attrib_color, mesh.Stride);
|
||||
}
|
||||
else if (MovingTexture)
|
||||
{
|
||||
mesh.vao_second_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer,
|
||||
MeshShader::MovingTextureShader::attrib_position, MeshShader::MovingTextureShader::attrib_texcoord, -1, -1, -1, -1, -1, mesh.Stride);
|
||||
}
|
||||
else
|
||||
{
|
||||
mesh.vao_second_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer,
|
||||
@ -982,7 +1023,8 @@ void STKMesh::render()
|
||||
scene::IMeshBuffer* mb = Mesh->getMeshBuffer(i);
|
||||
if (mb)
|
||||
{
|
||||
const video::SMaterial& material = ReadOnlyMaterials ? mb->getMaterial() : Materials[i];
|
||||
TextureMatrix = getMaterial(i).getTextureMatrix(0);
|
||||
const video::SMaterial& material = ReadOnlyMaterials ? mb->getMaterial() : Materials[i];
|
||||
|
||||
video::IMaterialRenderer* rnd = driver->getMaterialRenderer(material.MaterialType);
|
||||
bool transparent = (rnd && rnd->isTransparent());
|
||||
@ -991,7 +1033,7 @@ void STKMesh::render()
|
||||
continue;
|
||||
if (irr_driver->getPhase() == DISPLACEMENT_PASS)
|
||||
{
|
||||
initvaostate(GLmeshes[i], material.MaterialType);
|
||||
initvaostate(GLmeshes[i], material.MaterialType, false);
|
||||
drawDisplace(GLmeshes[i]);
|
||||
continue;
|
||||
}
|
||||
@ -1007,18 +1049,18 @@ void STKMesh::render()
|
||||
// and solid only in solid pass
|
||||
if (irr_driver->getPhase() == GLOW_PASS)
|
||||
{
|
||||
initvaostate(GLmeshes[i], material.MaterialType);
|
||||
initvaostate(GLmeshes[i], material.MaterialType, TextureMatrix.isIdentity());
|
||||
drawGlow(GLmeshes[i]);
|
||||
}
|
||||
else if (irr_driver->getPhase() == SHADOW_PASS)
|
||||
{
|
||||
initvaostate(GLmeshes[i], material.MaterialType);
|
||||
initvaostate(GLmeshes[i], material.MaterialType, TextureMatrix.isIdentity());
|
||||
drawShadow(GLmeshes[i], material.MaterialType);
|
||||
}
|
||||
else
|
||||
{
|
||||
irr_driver->IncreaseObjectCount();
|
||||
initvaostate(GLmeshes[i], material.MaterialType);
|
||||
initvaostate(GLmeshes[i], material.MaterialType, TextureMatrix.isIdentity());
|
||||
if (transparent)
|
||||
drawTransparent(GLmeshes[i], material.MaterialType);
|
||||
else
|
||||
|
@ -25,7 +25,7 @@ struct GLMesh {
|
||||
|
||||
GLuint createVAO(GLuint vbo, GLuint idx, GLuint attrib_position, GLuint attrib_texcoord, GLuint attrib_second_texcoord, GLuint attrib_normal, GLuint attrib_tangent, GLuint attrib_bitangent, GLuint attrib_color, size_t stride);
|
||||
GLMesh allocateMeshBuffer(scene::IMeshBuffer* mb);
|
||||
void initvaostate(GLMesh &mesh, video::E_MATERIAL_TYPE type);
|
||||
void initvaostate(GLMesh &mesh, video::E_MATERIAL_TYPE type, bool moving_texture);
|
||||
void computeMVP(core::matrix4 &ModelViewProjectionMatrix);
|
||||
void computeTIMV(core::matrix4 &TransposeInverseModelView);
|
||||
|
||||
@ -38,6 +38,7 @@ void drawGrassPass1(const GLMesh &mesh, const core::matrix4 & ModelViewProjectio
|
||||
// Pass 2 shader (ie shaders that outputs final color)
|
||||
void drawDetailledObjectPass2(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix);
|
||||
void drawObjectPass2(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix);
|
||||
void drawMovingTexture(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TextureMatrix);
|
||||
void drawUntexturedObject(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix);
|
||||
void drawObjectRefPass2(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix);
|
||||
void drawSphereMap(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView);
|
||||
@ -47,15 +48,15 @@ void drawObjectRimLimit(const GLMesh &mesh, const core::matrix4 &ModelViewProjec
|
||||
void drawObjectUnlit(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix);
|
||||
|
||||
// Forward pass (for transparents meshes)
|
||||
void drawTransparentObject(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix);
|
||||
void drawTransparentFogObject(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix);
|
||||
void drawTransparentObject(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TextureMatrix);
|
||||
void drawTransparentFogObject(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TextureMatrix);
|
||||
void drawBubble(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix);
|
||||
|
||||
class STKMesh : public irr::scene::CMeshSceneNode
|
||||
{
|
||||
protected:
|
||||
std::vector<GLMesh> GLmeshes;
|
||||
core::matrix4 ModelViewProjectionMatrix, TransposeInverseModelView;
|
||||
core::matrix4 ModelViewProjectionMatrix, TransposeInverseModelView, TextureMatrix;
|
||||
core::vector3df windDir;
|
||||
void drawSolid(const GLMesh &mesh, video::E_MATERIAL_TYPE type);
|
||||
void drawTransparent(const GLMesh &mesh, video::E_MATERIAL_TYPE type);
|
||||
@ -73,6 +74,7 @@ public:
|
||||
const irr::core::vector3df& scale = irr::core::vector3df(1.0f, 1.0f, 1.0f));
|
||||
virtual void render();
|
||||
virtual void setMesh(irr::scene::IMesh* mesh);
|
||||
void MovingTexture(unsigned, unsigned);
|
||||
~STKMesh();
|
||||
};
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user