Merge branch 'master' into gui_screen
This commit is contained in:
commit
1c23309161
@ -15,12 +15,12 @@ option(USE_WIIUSE "Support for wiimote input devices" ON)
|
||||
option(USE_FRIBIDI "Support for right-to-left languages" ON)
|
||||
option(CHECK_ASSETS "Check if assets are installed in ../stk-assets" ON)
|
||||
|
||||
if(UNIX)
|
||||
if(UNIX OR MINGW)
|
||||
option(USE_CPP2011 "Activate C++ 2011 mode (GCC only)" OFF)
|
||||
endif()
|
||||
if(MSVC)
|
||||
if(MSVC OR MINGW)
|
||||
# Normally hide the option to build wiiuse on VS, since it depends
|
||||
# on the installation of the Windows DDK (Driver Developer Kit),
|
||||
# on the installation of the Windows DDK (Driver Developer Kit),
|
||||
# which also needs an absolute path :(
|
||||
option(WIIUSE_BUILD "Build wiiuse lib (only for developers)" OFF)
|
||||
mark_as_advanced(WIIUSE_BUILD)
|
||||
@ -28,6 +28,10 @@ else()
|
||||
set(WIIUSE_BUILD ON)
|
||||
endif()
|
||||
|
||||
if(MINGW)
|
||||
set(USE_WIIUSE OFF)
|
||||
endif()
|
||||
|
||||
if(UNIX AND NOT APPLE)
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||||
option(USE_XRANDR "Use xrandr instead of vidmode" ON)
|
||||
option(USE_ASAN "Build with Leak/Address sanitizer" OFF)
|
||||
@ -78,6 +82,11 @@ if(MSVC)
|
||||
add_definitions(/D_IRR_STATIC_LIB_)
|
||||
endif()
|
||||
|
||||
if(MINGW)
|
||||
set(ENV{OPENALDIR} ${PROJECT_SOURCE_DIR}/dependencies)
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||||
add_definitions(-D_IRR_STATIC_LIB_)
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||||
endif()
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||||
|
||||
if(APPLE)
|
||||
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -arch i386")
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||||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -arch i386 -F/Library/Frameworks")
|
||||
@ -122,8 +131,15 @@ if(USE_FRIBIDI)
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||||
endif()
|
||||
endif()
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||||
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||||
# OpenMP
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||||
find_package(OpenMP)
|
||||
if (OPENMP_FOUND)
|
||||
set (CMAKE_C_FLAGS "${CMAKE_C_FLAGS} ${OpenMP_C_FLAGS}")
|
||||
set (CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} ${OpenMP_CXX_FLAGS}")
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||||
endif()
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||||
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||||
if(UNIX)
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||||
|
||||
if(UNIX OR MINGW)
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||||
# if(USE_CPP2011)
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add_definitions("-std=gnu++0x")
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||||
# endif()
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||||
@ -145,7 +161,7 @@ if(UNIX AND NOT APPLE)
|
||||
endif()
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||||
endif()
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||||
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||||
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||||
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||||
# Set some compiler options
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||||
if(UNIX)
|
||||
add_definitions(-Wall)
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||||
@ -173,7 +189,7 @@ endif()
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||||
# TODO: remove this switch
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||||
add_definitions(-DHAVE_OGGVORBIS)
|
||||
|
||||
if(WIN32)
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||||
if(WIN32 AND NOT MINGW)
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||||
configure_file("${STK_SOURCE_DIR}/windows_installer/icon_rc.template" "${PROJECT_BINARY_DIR}/tmp/icon.rc")
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||||
endif()
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@ -254,7 +270,7 @@ target_link_libraries(supertuxkart
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||||
${OGGVORBIS_LIBRARIES}
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||||
${OPENAL_LIBRARY}
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||||
${OPENGL_LIBRARIES})
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||||
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if(UNIX AND NOT APPLE)
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if(USE_XRANDR)
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||||
target_link_libraries(supertuxkart ${XRANDR_LIBRARIES})
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||||
@ -288,8 +304,12 @@ if(USE_WIIUSE)
|
||||
if(APPLE)
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||||
find_library(BLUETOOTH_LIBRARY NAMES IOBluetooth PATHS /Developer/Library/Frameworks/IOBluetooth.framework)
|
||||
target_link_libraries(supertuxkart wiiuse ${BLUETOOTH_LIBRARY})
|
||||
elseif(MSVC)
|
||||
add_definitions("/DWIIUSE_STATIC")
|
||||
elseif(WIN32)
|
||||
if(MSVC)
|
||||
add_definitions("/DWIIUSE_STATIC")
|
||||
else()
|
||||
add_definitions("-DWIIUSE_STATIC")
|
||||
endif()
|
||||
if(WIIUSE_BUILD)
|
||||
target_link_libraries(supertuxkart wiiuse)
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||||
else()
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||||
@ -302,12 +322,12 @@ if(USE_WIIUSE)
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||||
|
||||
endif()
|
||||
|
||||
if(MSVC)
|
||||
if(MSVC OR MINGW)
|
||||
target_link_libraries(supertuxkart iphlpapi.lib)
|
||||
add_custom_command(TARGET supertuxkart POST_BUILD
|
||||
COMMAND ${CMAKE_COMMAND} -E copy_directory
|
||||
"${PROJECT_SOURCE_DIR}/dependencies/dll"
|
||||
$<TARGET_FILE_DIR:supertuxkart>)
|
||||
$<TARGET_FILE_DIR:supertuxkart>)
|
||||
add_custom_target(stkshaders SOURCES ${STK_SHADERS})
|
||||
endif()
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||||
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||||
@ -316,7 +336,7 @@ add_subdirectory(tools/font_tool)
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||||
|
||||
|
||||
# ==== Make dist target ====
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||||
if(MSVC)
|
||||
if(MSVC OR MINGW)
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||||
# Don't create a dist target for VS
|
||||
else()
|
||||
add_custom_target(dist
|
||||
@ -340,9 +360,9 @@ endif()
|
||||
|
||||
# ==== Checking if stk-assets folder exists ====
|
||||
if(CHECK_ASSETS)
|
||||
if((IS_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}/data/karts) AND
|
||||
(IS_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}/data/library) AND
|
||||
(IS_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}/data/music) AND
|
||||
if((IS_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}/data/karts) AND
|
||||
(IS_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}/data/library) AND
|
||||
(IS_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}/data/music) AND
|
||||
(IS_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}/data/sfx) AND
|
||||
(IS_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}/data/textures) AND
|
||||
(IS_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}/data/tracks))
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||||
|
@ -23,7 +23,7 @@ Ubuntu command:
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||||
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||||
```
|
||||
sudo apt-get install autoconf automake build-essential cmake libogg-dev libvorbis-dev libopenal-dev libxxf86vm-dev \
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||||
libgl1-mesa-dev libglu1-mesa-dev libcurl4-openssl-dev libfribidi-dev libbluetooth-dev
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||||
libgl1-mesa-dev libglu1-mesa-dev libcurl4-openssl-dev libfribidi-dev libbluetooth-dev libxrandr-dev
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||||
```
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Unpack the files from the tarball like this:
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|
@ -22,7 +22,9 @@ void main(void)
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{
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||||
vec4 color = texture(Albedo, uv);
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||||
#ifdef GL_ARB_bindless_texture
|
||||
#ifdef SRGBBindlessFix
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||||
color.xyz = pow(color.xyz, vec3(2.2));
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||||
#endif
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||||
#endif
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||||
vec4 detail = texture(Detail, uv_bis);
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color *= detail;
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||||
|
8
data/shaders/glow_object.frag
Normal file
8
data/shaders/glow_object.frag
Normal file
@ -0,0 +1,8 @@
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||||
in vec4 glowColor;
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||||
|
||||
flat out vec4 FragColor;
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||||
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||||
void main()
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||||
{
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FragColor = vec4(glowColor.rgb, 1.0);
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}
|
24
data/shaders/glow_object.vert
Normal file
24
data/shaders/glow_object.vert
Normal file
@ -0,0 +1,24 @@
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||||
layout(location = 0) in vec3 Position;
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||||
layout(location = 1) in vec3 Normal;
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||||
layout(location = 2) in vec4 Color;
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||||
layout(location = 3) in vec2 Texcoord;
|
||||
layout(location = 5) in vec3 Tangent;
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||||
layout(location = 6) in vec3 Bitangent;
|
||||
|
||||
layout(location = 7) in vec3 Origin;
|
||||
layout(location = 8) in vec3 Orientation;
|
||||
layout(location = 9) in vec3 Scale;
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||||
layout(location = 12) in vec4 GlowColor;
|
||||
|
||||
flat out vec4 glowColor;
|
||||
|
||||
mat4 getWorldMatrix(vec3 translation, vec3 rotation, vec3 scale);
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||||
mat4 getInverseWorldMatrix(vec3 translation, vec3 rotation, vec3 scale);
|
||||
|
||||
void main(void)
|
||||
{
|
||||
mat4 ModelMatrix = getWorldMatrix(Origin, Orientation, Scale);
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||||
mat4 TransposeInverseModelView = transpose(getInverseWorldMatrix(Origin, Orientation, Scale) * InverseViewMatrix);
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||||
gl_Position = ProjectionMatrix * ViewMatrix * ModelMatrix * vec4(Position, 1.);
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glowColor = GlowColor;
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}
|
@ -33,7 +33,9 @@ void main(void)
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||||
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||||
vec4 color = texture(Albedo, uv);
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#ifdef GL_ARB_bindless_texture
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||||
#ifdef SRGBBindlessFix
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color.xyz = pow(color.xyz, vec3(2.2));
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||||
#endif
|
||||
#endif
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||||
if (color.a < 0.5) discard;
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vec3 LightFactor = (scattering * 0.3) + getLightFactor(1.);
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|
31
data/shaders/instanced_detailledobject_pass2.frag
Normal file
31
data/shaders/instanced_detailledobject_pass2.frag
Normal file
@ -0,0 +1,31 @@
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||||
#ifndef GL_ARB_bindless_texture
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||||
uniform sampler2D Albedo;
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||||
uniform sampler2D Detail;
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#endif
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#ifdef GL_ARB_bindless_texture
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flat in sampler2D handle;
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flat in sampler2D secondhandle;
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||||
#endif
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||||
in vec2 uv;
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||||
in vec2 uv_bis;
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||||
out vec4 FragColor;
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||||
|
||||
vec3 getLightFactor(float specMapValue);
|
||||
|
||||
void main(void)
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||||
{
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||||
#ifdef GL_ARB_bindless_texture
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||||
vec4 color = texture(handle, uv);
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||||
#ifdef SRGBBindlessFix
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||||
color.xyz = pow(color.xyz, vec3(2.2));
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#endif
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vec4 detail = texture(secondhandle, uv_bis);
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#else
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||||
vec4 color = texture(Albedo, uv);
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||||
vec4 detail = texture(Detail, uv_bis);
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#endif
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||||
color *= detail;
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||||
vec3 LightFactor = getLightFactor(1. - color.a);
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||||
FragColor = vec4(color.xyz * LightFactor, 1.);
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||||
}
|
@ -35,7 +35,9 @@ void main(void)
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||||
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||||
#ifdef GL_ARB_bindless_texture
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||||
vec4 color = texture(handle, uv);
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||||
#ifdef SRGBBindlessFix
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color.xyz = pow(color.xyz, vec3(2.2));
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||||
#endif
|
||||
#else
|
||||
vec4 color = texture(Albedo, uv);
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||||
#endif
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||||
|
@ -14,7 +14,10 @@ vec3 getLightFactor(float specMapValue);
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||||
void main(void)
|
||||
{
|
||||
#ifdef GL_ARB_bindless_texture
|
||||
vec4 col = pow(texture(handle, uv), vec4(2.2));
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||||
vec4 col = texture(handle, uv);
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||||
#ifdef SRGBBindlessFix
|
||||
col.xyz = pow(col.xyz, vec3(2.2));
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||||
#endif
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||||
#else
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||||
vec4 col = texture(Albedo, uv);
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||||
#endif
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||||
|
26
data/shaders/instanced_object_unlit.frag
Normal file
26
data/shaders/instanced_object_unlit.frag
Normal file
@ -0,0 +1,26 @@
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||||
#ifndef GL_ARB_bindless_texture
|
||||
uniform sampler2D tex;
|
||||
#endif
|
||||
|
||||
#ifdef GL_ARB_bindless_texture
|
||||
flat in sampler2D handle;
|
||||
#endif
|
||||
|
||||
in vec2 uv;
|
||||
in vec4 color;
|
||||
out vec4 FragColor;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
#ifdef GL_ARB_bindless_texture
|
||||
vec4 col = texture(handle, uv);
|
||||
#ifdef SRGBBindlessFix
|
||||
col.xyz = pow(col.xyz, vec3(2.2));
|
||||
#endif
|
||||
#else
|
||||
vec4 col = texture(tex, uv);
|
||||
#endif
|
||||
col.xyz *= pow(color.xyz, vec3(2.2));
|
||||
if (col.a < 0.5) discard;
|
||||
FragColor = vec4(col.xyz, 1.);
|
||||
}
|
35
data/shaders/instanced_objectpass_spheremap.frag
Normal file
35
data/shaders/instanced_objectpass_spheremap.frag
Normal file
@ -0,0 +1,35 @@
|
||||
// See http://www.ozone3d.net/tutorials/glsl_texturing_p04.php for ref
|
||||
|
||||
#ifndef GL_ARB_bindless_texture
|
||||
uniform sampler2D tex;
|
||||
#endif
|
||||
|
||||
#ifdef GL_ARB_bindless_texture
|
||||
flat in sampler2D handle;
|
||||
#endif
|
||||
in vec3 nor;
|
||||
out vec4 FragColor;
|
||||
|
||||
|
||||
vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
|
||||
vec3 getLightFactor(float specMapValue);
|
||||
|
||||
void main() {
|
||||
vec3 texc = gl_FragCoord.xyz / vec3(screen, 1.);
|
||||
vec3 u = getPosFromUVDepth(texc, InverseProjectionMatrix).xyz;
|
||||
vec3 r = reflect(u, nor);
|
||||
|
||||
float m = 2.0 * sqrt(r.x * r.x + r.y * r.y + (r.z + 1.0) * (r.z + 1.0));
|
||||
r.y = - r.y;
|
||||
#ifdef GL_ARB_bindless_texture
|
||||
vec4 detail0 = texture(handle, r.xy / m + .5);
|
||||
#ifdef SRGBBindlessFix
|
||||
detail0.xyz = pow(detail0.xyz, vec3(2.2));
|
||||
#endif
|
||||
#else
|
||||
vec4 detail0 = texture(tex, r.xy / m + .5);
|
||||
#endif
|
||||
vec3 LightFactor = getLightFactor(1.);
|
||||
|
||||
FragColor = vec4(detail0.xyz * LightFactor, 1.);
|
||||
}
|
@ -15,7 +15,9 @@ void main(void)
|
||||
{
|
||||
#ifdef GL_ARB_bindless_texture
|
||||
vec4 col = texture(handle, uv);
|
||||
#ifdef SRGBBindlessFix
|
||||
col.xyz = pow(col.xyz, vec3(2.2));
|
||||
#endif
|
||||
#else
|
||||
vec4 col = texture(Albedo, uv);
|
||||
#endif
|
||||
|
27
data/shaders/instanced_rsm.frag
Normal file
27
data/shaders/instanced_rsm.frag
Normal file
@ -0,0 +1,27 @@
|
||||
#ifndef GL_ARB_bindless_texture
|
||||
uniform sampler2D tex;
|
||||
#endif
|
||||
|
||||
in vec2 uv;
|
||||
in vec3 nor;
|
||||
in vec4 color;
|
||||
#ifdef GL_ARB_bindless_texture
|
||||
flat in uvec2 handle;
|
||||
#endif
|
||||
layout (location = 0) out vec3 RSMColor;
|
||||
layout (location = 1) out vec3 RSMNormals;
|
||||
|
||||
void main()
|
||||
{
|
||||
#ifdef GL_ARB_bindless_texture
|
||||
vec4 col = texture(sampler2D(handle), uv);
|
||||
#ifdef SRGBBindlessFix
|
||||
col.xyz = pow(col.xyz, vec3(2.2));
|
||||
#endif
|
||||
#else
|
||||
vec4 col = texture(tex, uv);
|
||||
#endif
|
||||
if (col.a < .5) discard;
|
||||
RSMColor = col.xyz * color.rgb;
|
||||
RSMNormals = .5 * normalize(nor) + .5;
|
||||
}
|
39
data/shaders/instanced_rsm.vert
Normal file
39
data/shaders/instanced_rsm.vert
Normal file
@ -0,0 +1,39 @@
|
||||
uniform mat4 RSMMatrix;
|
||||
|
||||
layout(location = 0) in vec3 Position;
|
||||
layout(location = 1) in vec3 Normal;
|
||||
layout(location = 2) in vec4 Color;
|
||||
layout(location = 3) in vec2 Texcoord;
|
||||
layout(location = 4) in vec2 SecondTexcoord;
|
||||
layout(location = 7) in vec3 Origin;
|
||||
layout(location = 8) in vec3 Orientation;
|
||||
layout(location = 9) in vec3 Scale;
|
||||
#ifdef GL_ARB_bindless_texture
|
||||
layout(location = 10) in uvec2 Handle;
|
||||
#endif
|
||||
|
||||
out vec3 nor;
|
||||
out vec2 uv;
|
||||
out vec2 uv_bis;
|
||||
out vec4 color;
|
||||
#ifdef GL_ARB_bindless_texture
|
||||
flat out uvec2 handle;
|
||||
#endif
|
||||
|
||||
|
||||
mat4 getWorldMatrix(vec3 translation, vec3 rotation, vec3 scale);
|
||||
mat4 getInverseWorldMatrix(vec3 translation, vec3 rotation, vec3 scale);
|
||||
|
||||
void main(void)
|
||||
{
|
||||
mat4 ModelMatrix = getWorldMatrix(Origin, Orientation, Scale);
|
||||
mat4 ModelViewProjectionMatrix = RSMMatrix * ModelMatrix;
|
||||
mat4 TransposeInverseModel = transpose(inverse(ModelMatrix));
|
||||
gl_Position = ModelViewProjectionMatrix * vec4(Position, 1.);
|
||||
nor = (TransposeInverseModel * vec4(Normal, 0.)).xyz;
|
||||
uv = Texcoord;
|
||||
color = Color.zyxw;
|
||||
#ifdef GL_ARB_bindless_texture
|
||||
handle = Handle;
|
||||
#endif
|
||||
}
|
@ -2,14 +2,14 @@ layout(triangles) in;
|
||||
layout(triangle_strip, max_vertices=3) out;
|
||||
|
||||
#ifdef GL_ARB_bindless_texture
|
||||
flat in sampler2D hdle[3];
|
||||
flat in uvec2 hdle[3];
|
||||
#endif
|
||||
in vec2 tc[3];
|
||||
in int layerId[3];
|
||||
|
||||
out vec2 uv;
|
||||
#ifdef GL_ARB_bindless_texture
|
||||
out flat sampler2D handle;
|
||||
out flat uvec2 handle;
|
||||
#endif
|
||||
|
||||
void main(void)
|
||||
|
@ -3,7 +3,7 @@ uniform sampler2D tex;
|
||||
#endif
|
||||
|
||||
#ifdef GL_ARB_bindless_texture
|
||||
flat in sampler2D handle;
|
||||
flat in uvec2 handle;
|
||||
#endif
|
||||
in vec2 uv;
|
||||
in vec4 color;
|
||||
@ -12,7 +12,7 @@ out vec4 FragColor;
|
||||
void main(void)
|
||||
{
|
||||
#ifdef GL_ARB_bindless_texture
|
||||
vec4 col = texture(handle, uv);
|
||||
vec4 col = texture(sampler2D(handle), uv);
|
||||
#else
|
||||
vec4 col = texture(tex, uv);
|
||||
#endif
|
||||
|
@ -1,3 +1,5 @@
|
||||
uniform int layer;
|
||||
|
||||
uniform vec3 windDir;
|
||||
#if __VERSION__ >= 330
|
||||
layout(location = 0) in vec3 Position;
|
||||
@ -8,7 +10,7 @@ layout(location = 7) in vec3 Origin;
|
||||
layout(location = 8) in vec3 Orientation;
|
||||
layout(location = 9) in vec3 Scale;
|
||||
#ifdef GL_ARB_bindless_texture
|
||||
layout(location = 10) in sampler2D Handle;
|
||||
layout(location = 10) in uvec2 Handle;
|
||||
#endif
|
||||
|
||||
#else
|
||||
@ -24,13 +26,13 @@ in vec3 Scale;
|
||||
#ifdef VSLayer
|
||||
out vec2 uv;
|
||||
#ifdef GL_ARB_bindless_texture
|
||||
flat out sampler2D handle;
|
||||
flat out uvec2 handle;
|
||||
#endif
|
||||
#else
|
||||
out vec2 tc;
|
||||
out int layerId;
|
||||
#ifdef GL_ARB_bindless_texture
|
||||
flat out sampler2D hdle;
|
||||
flat out uvec2 hdle;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
@ -41,14 +43,14 @@ void main(void)
|
||||
{
|
||||
mat4 ModelMatrix = getWorldMatrix(Origin, Orientation, Scale);
|
||||
#ifdef VSLayer
|
||||
gl_Layer = gl_InstanceID & 3;
|
||||
gl_Layer = layer;
|
||||
gl_Position = ShadowViewProjMatrixes[gl_Layer] * ModelMatrix * vec4(Position + windDir * Color.r, 1.);
|
||||
uv = Texcoord;
|
||||
#ifdef GL_ARB_bindless_texture
|
||||
handle = Handle;
|
||||
#endif
|
||||
#else
|
||||
layerId = gl_InstanceID & 3;
|
||||
layerId = layer;
|
||||
gl_Position = ShadowViewProjMatrixes[layerId] * ModelMatrix * vec4(Position + windDir * Color.r, 1.);
|
||||
tc = Texcoord;
|
||||
#ifdef GL_ARB_bindless_texture
|
||||
|
@ -1,3 +1,5 @@
|
||||
uniform int layer;
|
||||
|
||||
#if __VERSION__ >= 330
|
||||
layout(location = 0) in vec3 Position;
|
||||
layout(location = 3) in vec2 Texcoord;
|
||||
@ -6,7 +8,7 @@ layout(location = 7) in vec3 Origin;
|
||||
layout(location = 8) in vec3 Orientation;
|
||||
layout(location = 9) in vec3 Scale;
|
||||
#ifdef GL_ARB_bindless_texture
|
||||
layout(location = 10) in sampler2D Handle;
|
||||
layout(location = 10) in uvec2 Handle;
|
||||
#endif
|
||||
|
||||
#else
|
||||
@ -21,13 +23,13 @@ in vec3 Scale;
|
||||
#ifdef VSLayer
|
||||
out vec2 uv;
|
||||
#ifdef GL_ARB_bindless_texture
|
||||
flat out sampler2D handle;
|
||||
flat out uvec2 handle;
|
||||
#endif
|
||||
#else
|
||||
out vec2 tc;
|
||||
out int layerId;
|
||||
#ifdef GL_ARB_bindless_texture
|
||||
flat out sampler2D hdle;
|
||||
flat out uvec2 hdle;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
@ -38,14 +40,14 @@ void main(void)
|
||||
{
|
||||
mat4 ModelMatrix = getWorldMatrix(Origin, Orientation, Scale);
|
||||
#ifdef VSLayer
|
||||
gl_Layer = gl_InstanceID & 3;
|
||||
gl_Layer = layer;
|
||||
gl_Position = ShadowViewProjMatrixes[gl_Layer] * ModelMatrix * vec4(Position, 1.);
|
||||
uv = Texcoord;
|
||||
#ifdef GL_ARB_bindless_texture
|
||||
handle = Handle;
|
||||
#endif
|
||||
#else
|
||||
layerId = gl_InstanceID & 3;
|
||||
layerId = layer;
|
||||
gl_Position = ShadowViewProjMatrixes[layerId] * ModelMatrix * vec4(Position, 1.);
|
||||
tc = Texcoord;
|
||||
#ifdef GL_ARB_bindless_texture
|
||||
|
@ -13,7 +13,10 @@ vec3 getLightFactor(float specMapValue);
|
||||
void main(void)
|
||||
{
|
||||
#ifdef GL_ARB_bindless_texture
|
||||
vec4 col = pow(texture(Albedo, uv), vec4(2.2));
|
||||
vec4 col = texture(Albedo, uv);
|
||||
#ifdef SRGBBindlessFix
|
||||
col.xyz = pow(col.xyz, vec3(2.2));
|
||||
#endif
|
||||
#else
|
||||
vec4 col = texture(Albedo, uv);
|
||||
#endif
|
||||
|
@ -12,7 +12,9 @@ void main(void)
|
||||
{
|
||||
vec4 col = texture(tex, uv);
|
||||
#ifdef GL_ARB_bindless_texture
|
||||
#ifdef SRGBBindlessFix
|
||||
col.xyz = pow(col.xyz, vec3(2.2));
|
||||
#endif
|
||||
#endif
|
||||
col.xyz *= pow(color.xyz, vec3(2.2));
|
||||
if (col.a < 0.5) discard;
|
||||
|
@ -26,7 +26,9 @@ void main() {
|
||||
r.y = - r.y;
|
||||
vec4 detail0 = texture(tex, r.xy / m + .5);
|
||||
#ifdef GL_ARB_bindless_texture
|
||||
#ifdef SRGBBindlessFix
|
||||
detail0.xyz = pow(detail0.xyz, vec3(2.2));
|
||||
#endif
|
||||
#endif
|
||||
vec3 LightFactor = getLightFactor(1.);
|
||||
|
||||
|
@ -14,7 +14,9 @@ void main(void)
|
||||
{
|
||||
vec4 col = texture(Albedo, uv);
|
||||
#ifdef GL_ARB_bindless_texture
|
||||
#ifdef SRGBBindlessFix
|
||||
col.xyz = pow(col.xyz, vec3(2.2));
|
||||
#endif
|
||||
#endif
|
||||
col.xyz *= pow(color.xyz, vec3(2.2));
|
||||
if (col.a * color.a < 0.5) discard;
|
||||
|
@ -1,3 +1,4 @@
|
||||
uniform int layer;
|
||||
uniform mat4 ModelMatrix;
|
||||
|
||||
#if __VERSION__ >= 330
|
||||
@ -18,11 +19,11 @@ out int layerId;
|
||||
void main(void)
|
||||
{
|
||||
#ifdef VSLayer
|
||||
gl_Layer = gl_InstanceID & 3;
|
||||
gl_Layer = layer;
|
||||
uv = Texcoord;
|
||||
gl_Position = ShadowViewProjMatrixes[gl_Layer] * ModelMatrix * vec4(Position, 1.);
|
||||
#else
|
||||
layerId = gl_InstanceID & 3;
|
||||
layerId = layer;
|
||||
tc = Texcoord;
|
||||
gl_Position = ShadowViewProjMatrixes[layerId] * ModelMatrix * vec4(Position, 1.);
|
||||
#endif
|
||||
|
@ -1,3 +1,4 @@
|
||||
uniform int layer;
|
||||
uniform mat4 ModelMatrix;
|
||||
uniform vec3 windDir;
|
||||
|
||||
@ -21,11 +22,11 @@ out int layerId;
|
||||
void main(void)
|
||||
{
|
||||
#ifdef VSLayer
|
||||
gl_Layer = gl_InstanceID & 3;
|
||||
gl_Layer = layer;
|
||||
uv = Texcoord;
|
||||
gl_Position = ShadowViewProjMatrixes[gl_Layer] * ModelMatrix * vec4(Position + windDir * Color.r, 1.);
|
||||
#else
|
||||
layerId = gl_InstanceID & 3;
|
||||
layerId = layer;
|
||||
tc = Texcoord;
|
||||
gl_Position = ShadowViewProjMatrixes[layerId] * ModelMatrix * vec4(Position + windDir * Color.r, 1.);
|
||||
#endif
|
||||
|
@ -33,10 +33,12 @@ void main() {
|
||||
vec4 detail3 = texture(tex_detail3, uv);
|
||||
vec4 detail4 = vec4(0.0);
|
||||
#ifdef GL_ARB_bindless_texture
|
||||
#ifdef SRGBBindlessFix
|
||||
detail0.xyz = pow(detail0.xyz, vec3(2.2));
|
||||
detail1.xyz = pow(detail1.xyz, vec3(2.2));
|
||||
detail2.xyz = pow(detail2.xyz, vec3(2.2));
|
||||
detail3.xyz = pow(detail3.xyz, vec3(2.2));
|
||||
#endif
|
||||
#endif
|
||||
|
||||
vec4 splatted = splatting.r * detail0 +
|
||||
|
@ -4,8 +4,8 @@ Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
|
||||
|
||||
This software is provided 'as-is', without any express or implied warranty.
|
||||
In no event will the authors be held liable for any damages arising from the use of this software.
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it freely,
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it freely,
|
||||
subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
|
||||
@ -24,6 +24,12 @@ subject to the following restrictions:
|
||||
# include <math.h>
|
||||
#endif
|
||||
|
||||
#if defined(__MINGW32__) && __cplusplus >= 201103
|
||||
#include <cmath>
|
||||
using std::isinf;
|
||||
using std::isnan;
|
||||
#endif
|
||||
|
||||
#include "LinearMath/btTransform.h"
|
||||
|
||||
//island management, m_activationState1
|
||||
@ -51,7 +57,7 @@ typedef btAlignedObjectArray<class btCollisionObject*> btCollisionObjectArray;
|
||||
#endif
|
||||
|
||||
|
||||
/// btCollisionObject can be used to manage collision detection objects.
|
||||
/// btCollisionObject can be used to manage collision detection objects.
|
||||
/// btCollisionObject maintains all information that is needed for a collision detection: Shape, Transform and AABB proxy.
|
||||
/// They can be added to the btCollisionWorld.
|
||||
ATTRIBUTE_ALIGNED16(class) btCollisionObject
|
||||
@ -64,20 +70,20 @@ protected:
|
||||
///m_interpolationWorldTransform is used for CCD and interpolation
|
||||
///it can be either previous or future (predicted) transform
|
||||
btTransform m_interpolationWorldTransform;
|
||||
//those two are experimental: just added for bullet time effect, so you can still apply impulses (directly modifying velocities)
|
||||
//those two are experimental: just added for bullet time effect, so you can still apply impulses (directly modifying velocities)
|
||||
//without destroying the continuous interpolated motion (which uses this interpolation velocities)
|
||||
btVector3 m_interpolationLinearVelocity;
|
||||
btVector3 m_interpolationAngularVelocity;
|
||||
|
||||
|
||||
btVector3 m_anisotropicFriction;
|
||||
int m_hasAnisotropicFriction;
|
||||
btScalar m_contactProcessingThreshold;
|
||||
btScalar m_contactProcessingThreshold;
|
||||
|
||||
btBroadphaseProxy* m_broadphaseHandle;
|
||||
btCollisionShape* m_collisionShape;
|
||||
///m_extensionPointer is used by some internal low-level Bullet extensions.
|
||||
void* m_extensionPointer;
|
||||
|
||||
|
||||
///m_rootCollisionShape is temporarily used to store the original collision shape
|
||||
///The m_collisionShape might be temporarily replaced by a child collision shape during collision detection purposes
|
||||
///If it is NULL, the m_collisionShape is not temporarily replaced.
|
||||
@ -102,14 +108,14 @@ protected:
|
||||
void* m_userObjectPointer;
|
||||
|
||||
///time of impact calculation
|
||||
btScalar m_hitFraction;
|
||||
|
||||
btScalar m_hitFraction;
|
||||
|
||||
///Swept sphere radius (0.0 by default), see btConvexConvexAlgorithm::
|
||||
btScalar m_ccdSweptSphereRadius;
|
||||
|
||||
/// Don't do continuous collision detection if the motion (in one step) is less then m_ccdMotionThreshold
|
||||
btScalar m_ccdMotionThreshold;
|
||||
|
||||
|
||||
/// If some object should have elaborate collision filtering by sub-classes
|
||||
int m_checkCollideWith;
|
||||
|
||||
@ -194,7 +200,7 @@ public:
|
||||
return (m_collisionFlags & CF_NO_CONTACT_RESPONSE)==0;
|
||||
}
|
||||
|
||||
|
||||
|
||||
btCollisionObject();
|
||||
|
||||
virtual ~btCollisionObject();
|
||||
@ -232,7 +238,7 @@ public:
|
||||
m_collisionShape = collisionShape;
|
||||
}
|
||||
|
||||
///Avoid using this internal API call, the extension pointer is used by some Bullet extensions.
|
||||
///Avoid using this internal API call, the extension pointer is used by some Bullet extensions.
|
||||
///If you need to store your own user pointer, use 'setUserPointer/getUserPointer' instead.
|
||||
void* internalGetExtensionPointer() const
|
||||
{
|
||||
@ -246,7 +252,7 @@ public:
|
||||
}
|
||||
|
||||
SIMD_FORCE_INLINE int getActivationState() const { return m_activationState1;}
|
||||
|
||||
|
||||
void setActivationState(int newState);
|
||||
|
||||
void setDeactivationTime(btScalar time)
|
||||
@ -385,7 +391,7 @@ public:
|
||||
|
||||
SIMD_FORCE_INLINE btScalar getHitFraction() const
|
||||
{
|
||||
return m_hitFraction;
|
||||
return m_hitFraction;
|
||||
}
|
||||
|
||||
void setHitFraction(btScalar hitFraction)
|
||||
@ -393,7 +399,7 @@ public:
|
||||
m_hitFraction = hitFraction;
|
||||
}
|
||||
|
||||
|
||||
|
||||
SIMD_FORCE_INLINE int getCollisionFlags() const
|
||||
{
|
||||
return m_collisionFlags;
|
||||
@ -403,7 +409,7 @@ public:
|
||||
{
|
||||
m_collisionFlags = flags;
|
||||
}
|
||||
|
||||
|
||||
///Swept sphere radius (0.0 by default), see btConvexConvexAlgorithm::
|
||||
btScalar getCcdSweptSphereRadius() const
|
||||
{
|
||||
@ -439,7 +445,7 @@ public:
|
||||
{
|
||||
return m_userObjectPointer;
|
||||
}
|
||||
|
||||
|
||||
///users can point to their objects, userPointer is not used by Bullet
|
||||
void setUserPointer(void* userPointer)
|
||||
{
|
||||
@ -477,11 +483,11 @@ struct btCollisionObjectDoubleData
|
||||
btVector3DoubleData m_interpolationLinearVelocity;
|
||||
btVector3DoubleData m_interpolationAngularVelocity;
|
||||
btVector3DoubleData m_anisotropicFriction;
|
||||
double m_contactProcessingThreshold;
|
||||
double m_contactProcessingThreshold;
|
||||
double m_deactivationTime;
|
||||
double m_friction;
|
||||
double m_restitution;
|
||||
double m_hitFraction;
|
||||
double m_hitFraction;
|
||||
double m_ccdSweptSphereRadius;
|
||||
double m_ccdMotionThreshold;
|
||||
|
||||
@ -509,11 +515,11 @@ struct btCollisionObjectFloatData
|
||||
btVector3FloatData m_interpolationLinearVelocity;
|
||||
btVector3FloatData m_interpolationAngularVelocity;
|
||||
btVector3FloatData m_anisotropicFriction;
|
||||
float m_contactProcessingThreshold;
|
||||
float m_contactProcessingThreshold;
|
||||
float m_deactivationTime;
|
||||
float m_friction;
|
||||
float m_restitution;
|
||||
float m_hitFraction;
|
||||
float m_hitFraction;
|
||||
float m_ccdSweptSphereRadius;
|
||||
float m_ccdMotionThreshold;
|
||||
|
||||
|
@ -4,8 +4,8 @@ Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
|
||||
|
||||
This software is provided 'as-is', without any express or implied warranty.
|
||||
In no event will the authors be held liable for any damages arising from the use of this software.
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it freely,
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it freely,
|
||||
subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
|
||||
@ -26,6 +26,11 @@ subject to the following restrictions:
|
||||
#endif
|
||||
#include <math.h>
|
||||
|
||||
#if defined(__MINGW32__) && __cplusplus >= 201103
|
||||
#include <cmath>
|
||||
using std::isnan;
|
||||
#endif
|
||||
|
||||
class btCollisionShape;
|
||||
class btMotionState;
|
||||
class btTypedConstraint;
|
||||
@ -51,7 +56,7 @@ enum btRigidBodyFlags
|
||||
|
||||
///The btRigidBody is the main class for rigid body objects. It is derived from btCollisionObject, so it keeps a pointer to a btCollisionShape.
|
||||
///It is recommended for performance and memory use to share btCollisionShape objects whenever possible.
|
||||
///There are 3 types of rigid bodies:
|
||||
///There are 3 types of rigid bodies:
|
||||
///- A) Dynamic rigid bodies, with positive mass. Motion is controlled by rigid body dynamics.
|
||||
///- B) Fixed objects with zero mass. They are not moving (basically collision objects)
|
||||
///- C) Kinematic objects, which are objects without mass, but the user can move them. There is on-way interaction, and Bullet calculates a velocity based on the timestep and previous and current world transform.
|
||||
@ -66,12 +71,12 @@ class btRigidBody : public btCollisionObject
|
||||
btScalar m_inverseMass;
|
||||
btVector3 m_linearFactor;
|
||||
|
||||
btVector3 m_gravity;
|
||||
btVector3 m_gravity;
|
||||
btVector3 m_gravity_acceleration;
|
||||
btVector3 m_invInertiaLocal;
|
||||
btVector3 m_totalForce;
|
||||
btVector3 m_totalTorque;
|
||||
|
||||
|
||||
btScalar m_linearDamping;
|
||||
btScalar m_angularDamping;
|
||||
|
||||
@ -92,9 +97,9 @@ class btRigidBody : public btCollisionObject
|
||||
btAlignedObjectArray<btTypedConstraint*> m_constraintRefs;
|
||||
|
||||
int m_rigidbodyFlags;
|
||||
|
||||
|
||||
int m_debugBodyId;
|
||||
|
||||
|
||||
|
||||
protected:
|
||||
|
||||
@ -111,7 +116,7 @@ public:
|
||||
|
||||
///The btRigidBodyConstructionInfo structure provides information to create a rigid body. Setting mass to zero creates a fixed (non-dynamic) rigid body.
|
||||
///For dynamic objects, you can use the collision shape to approximate the local inertia tensor, otherwise use the zero vector (default argument)
|
||||
///You can use the motion state to synchronize the world transform between physics and graphics objects.
|
||||
///You can use the motion state to synchronize the world transform between physics and graphics objects.
|
||||
///And if the motion state is provided, the rigid body will initialize its initial world transform from the motion state,
|
||||
///m_startWorldTransform is only used when you don't provide a motion state.
|
||||
struct btRigidBodyConstructionInfo
|
||||
@ -168,16 +173,16 @@ public:
|
||||
///btRigidBody constructor using construction info
|
||||
btRigidBody( const btRigidBodyConstructionInfo& constructionInfo);
|
||||
|
||||
///btRigidBody constructor for backwards compatibility.
|
||||
///btRigidBody constructor for backwards compatibility.
|
||||
///To specify friction (etc) during rigid body construction, please use the other constructor (using btRigidBodyConstructionInfo)
|
||||
btRigidBody( btScalar mass, btMotionState* motionState, btCollisionShape* collisionShape, const btVector3& localInertia=btVector3(0,0,0));
|
||||
|
||||
|
||||
virtual ~btRigidBody()
|
||||
{
|
||||
{
|
||||
//No constraints should point to this rigidbody
|
||||
//Remove constraints from the dynamics world before you delete the related rigidbodies.
|
||||
btAssert(m_constraintRefs.size()==0);
|
||||
//Remove constraints from the dynamics world before you delete the related rigidbodies.
|
||||
btAssert(m_constraintRefs.size()==0);
|
||||
}
|
||||
|
||||
protected:
|
||||
@ -187,8 +192,8 @@ protected:
|
||||
|
||||
public:
|
||||
|
||||
void proceedToTransform(const btTransform& newTrans);
|
||||
|
||||
void proceedToTransform(const btTransform& newTrans);
|
||||
|
||||
///to keep collision detection and dynamics separate we don't store a rigidbody pointer
|
||||
///but a rigidbody is derived from btCollisionObject, so we can safely perform an upcast
|
||||
static const btRigidBody* upcast(const btCollisionObject* colObj)
|
||||
@ -203,15 +208,15 @@ public:
|
||||
return (btRigidBody*)colObj;
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
/// continuous collision detection needs prediction
|
||||
void predictIntegratedTransform(btScalar step, btTransform& predictedTransform) ;
|
||||
|
||||
|
||||
void saveKinematicState(btScalar step);
|
||||
|
||||
|
||||
void applyGravity();
|
||||
|
||||
void setGravity(const btVector3& acceleration);
|
||||
|
||||
void setGravity(const btVector3& acceleration);
|
||||
|
||||
const btVector3& getGravity() const
|
||||
{
|
||||
@ -249,9 +254,9 @@ public:
|
||||
SIMD_FORCE_INLINE btCollisionShape* getCollisionShape() {
|
||||
return m_collisionShape;
|
||||
}
|
||||
|
||||
|
||||
void setMassProps(btScalar mass, const btVector3& inertia);
|
||||
|
||||
|
||||
const btVector3& getLinearFactor() const
|
||||
{
|
||||
return m_linearFactor;
|
||||
@ -265,10 +270,10 @@ public:
|
||||
m_invMass = m_linearFactor*m_inverseMass;
|
||||
}
|
||||
btScalar getInvMass() const { return m_inverseMass; }
|
||||
const btMatrix3x3& getInvInertiaTensorWorld() const {
|
||||
return m_invInertiaTensorWorld;
|
||||
const btMatrix3x3& getInvInertiaTensorWorld() const {
|
||||
return m_invInertiaTensorWorld;
|
||||
}
|
||||
|
||||
|
||||
void integrateVelocities(btScalar step);
|
||||
|
||||
void setCenterOfMassTransform(const btTransform& xform);
|
||||
@ -290,7 +295,7 @@ public:
|
||||
{
|
||||
return m_totalTorque;
|
||||
};
|
||||
|
||||
|
||||
const btVector3& getInvInertiaDiagLocal() const
|
||||
{
|
||||
return m_invInertiaLocal;
|
||||
@ -314,8 +319,8 @@ public:
|
||||
btAssert(!isnan(torque.getZ()));
|
||||
m_totalTorque += torque*m_angularFactor;
|
||||
}
|
||||
|
||||
void applyForce(const btVector3& force, const btVector3& rel_pos)
|
||||
|
||||
void applyForce(const btVector3& force, const btVector3& rel_pos)
|
||||
{
|
||||
btAssert(!isnan(force.getX()));
|
||||
btAssert(!isnan(force.getY()));
|
||||
@ -326,7 +331,7 @@ public:
|
||||
applyCentralForce(force);
|
||||
applyTorque(rel_pos.cross(force*m_linearFactor));
|
||||
}
|
||||
|
||||
|
||||
void applyCentralImpulse(const btVector3& impulse)
|
||||
{
|
||||
btAssert(!isnan(impulse.getX()));
|
||||
@ -334,7 +339,7 @@ public:
|
||||
btAssert(!isnan(impulse.getZ()));
|
||||
m_linearVelocity += impulse *m_linearFactor * m_inverseMass;
|
||||
}
|
||||
|
||||
|
||||
void applyTorqueImpulse(const btVector3& torque)
|
||||
{
|
||||
btAssert(!isnan(torque.getX()));
|
||||
@ -342,8 +347,8 @@ public:
|
||||
btAssert(!isnan(torque.getZ()));
|
||||
m_angularVelocity += m_invInertiaTensorWorld * torque * m_angularFactor;
|
||||
}
|
||||
|
||||
void applyImpulse(const btVector3& impulse, const btVector3& rel_pos)
|
||||
|
||||
void applyImpulse(const btVector3& impulse, const btVector3& rel_pos)
|
||||
{
|
||||
btAssert(!isnan(impulse.getX()));
|
||||
btAssert(!isnan(impulse.getY()));
|
||||
@ -361,44 +366,44 @@ public:
|
||||
}
|
||||
}
|
||||
|
||||
void clearForces()
|
||||
void clearForces()
|
||||
{
|
||||
m_totalForce.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0));
|
||||
m_totalTorque.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0));
|
||||
}
|
||||
|
||||
void updateInertiaTensor();
|
||||
|
||||
const btVector3& getCenterOfMassPosition() const {
|
||||
return m_worldTransform.getOrigin();
|
||||
|
||||
void updateInertiaTensor();
|
||||
|
||||
const btVector3& getCenterOfMassPosition() const {
|
||||
return m_worldTransform.getOrigin();
|
||||
}
|
||||
btQuaternion getOrientation() const;
|
||||
|
||||
const btTransform& getCenterOfMassTransform() const {
|
||||
return m_worldTransform;
|
||||
|
||||
const btTransform& getCenterOfMassTransform() const {
|
||||
return m_worldTransform;
|
||||
}
|
||||
const btVector3& getLinearVelocity() const {
|
||||
return m_linearVelocity;
|
||||
const btVector3& getLinearVelocity() const {
|
||||
return m_linearVelocity;
|
||||
}
|
||||
const btVector3& getAngularVelocity() const {
|
||||
return m_angularVelocity;
|
||||
const btVector3& getAngularVelocity() const {
|
||||
return m_angularVelocity;
|
||||
}
|
||||
|
||||
|
||||
|
||||
inline void setLinearVelocity(const btVector3& lin_vel)
|
||||
{
|
||||
{
|
||||
btAssert(!isnan(lin_vel.getX()));
|
||||
btAssert(!isnan(lin_vel.getY()));
|
||||
btAssert(!isnan(lin_vel.getZ()));
|
||||
m_linearVelocity = lin_vel;
|
||||
m_linearVelocity = lin_vel;
|
||||
}
|
||||
|
||||
inline void setAngularVelocity(const btVector3& ang_vel)
|
||||
{
|
||||
inline void setAngularVelocity(const btVector3& ang_vel)
|
||||
{
|
||||
btAssert(!isnan(ang_vel.getX()));
|
||||
btAssert(!isnan(ang_vel.getY()));
|
||||
btAssert(!isnan(ang_vel.getZ()));
|
||||
m_angularVelocity = ang_vel;
|
||||
m_angularVelocity = ang_vel;
|
||||
}
|
||||
|
||||
btVector3 getVelocityInLocalPoint(const btVector3& rel_pos) const
|
||||
@ -410,18 +415,18 @@ public:
|
||||
// return (m_worldTransform(rel_pos) - m_interpolationWorldTransform(rel_pos)) / m_kinematicTimeStep;
|
||||
}
|
||||
|
||||
void translate(const btVector3& v)
|
||||
void translate(const btVector3& v)
|
||||
{
|
||||
m_worldTransform.getOrigin() += v;
|
||||
m_worldTransform.getOrigin() += v;
|
||||
}
|
||||
|
||||
|
||||
|
||||
void getAabb(btVector3& aabbMin,btVector3& aabbMax) const;
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
SIMD_FORCE_INLINE btScalar computeImpulseDenominator(const btVector3& pos, const btVector3& normal) const
|
||||
{
|
||||
btVector3 r0 = pos - getCenterOfMassPosition();
|
||||
@ -478,12 +483,12 @@ public:
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
const btBroadphaseProxy* getBroadphaseProxy() const
|
||||
{
|
||||
return m_broadphaseHandle;
|
||||
}
|
||||
btBroadphaseProxy* getBroadphaseProxy()
|
||||
btBroadphaseProxy* getBroadphaseProxy()
|
||||
{
|
||||
return m_broadphaseHandle;
|
||||
}
|
||||
@ -567,12 +572,12 @@ public:
|
||||
return m_deltaAngularVelocity;
|
||||
}
|
||||
|
||||
const btVector3& getPushVelocity() const
|
||||
const btVector3& getPushVelocity() const
|
||||
{
|
||||
return m_pushVelocity;
|
||||
}
|
||||
|
||||
const btVector3& getTurnVelocity() const
|
||||
const btVector3& getTurnVelocity() const
|
||||
{
|
||||
return m_turnVelocity;
|
||||
}
|
||||
@ -580,7 +585,7 @@ public:
|
||||
|
||||
////////////////////////////////////////////////
|
||||
///some internal methods, don't use them
|
||||
|
||||
|
||||
btVector3& internalGetDeltaLinearVelocity()
|
||||
{
|
||||
return m_deltaLinearVelocity;
|
||||
@ -600,7 +605,7 @@ public:
|
||||
{
|
||||
return m_invMass;
|
||||
}
|
||||
|
||||
|
||||
btVector3& internalGetPushVelocity()
|
||||
{
|
||||
return m_pushVelocity;
|
||||
@ -640,7 +645,7 @@ public:
|
||||
m_turnVelocity += angularComponent*(impulseMagnitude*m_angularFactor);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void internalWritebackVelocity()
|
||||
{
|
||||
if (m_inverseMass)
|
||||
@ -656,7 +661,7 @@ public:
|
||||
|
||||
void internalWritebackVelocity(btScalar timeStep);
|
||||
|
||||
|
||||
|
||||
|
||||
///////////////////////////////////////////////
|
||||
|
||||
@ -679,7 +684,7 @@ struct btRigidBodyFloatData
|
||||
btVector3FloatData m_angularVelocity;
|
||||
btVector3FloatData m_angularFactor;
|
||||
btVector3FloatData m_linearFactor;
|
||||
btVector3FloatData m_gravity;
|
||||
btVector3FloatData m_gravity;
|
||||
btVector3FloatData m_gravity_acceleration;
|
||||
btVector3FloatData m_invInertiaLocal;
|
||||
btVector3FloatData m_totalForce;
|
||||
@ -705,7 +710,7 @@ struct btRigidBodyDoubleData
|
||||
btVector3DoubleData m_angularVelocity;
|
||||
btVector3DoubleData m_angularFactor;
|
||||
btVector3DoubleData m_linearFactor;
|
||||
btVector3DoubleData m_gravity;
|
||||
btVector3DoubleData m_gravity;
|
||||
btVector3DoubleData m_gravity_acceleration;
|
||||
btVector3DoubleData m_invInertiaLocal;
|
||||
btVector3DoubleData m_totalForce;
|
||||
|
@ -21,6 +21,10 @@ add_library(enet STATIC
|
||||
win32.c
|
||||
)
|
||||
|
||||
if(MINGW)
|
||||
target_link_libraries(enet wsock32 ws2_32 Winmm)
|
||||
endif()
|
||||
|
||||
#if(WIN32)
|
||||
# find_library(WS2_LIBRARY NAMES "ws2_32" PATHS "C:/Windows/System32")
|
||||
# target_link_libraries(enet ${WS2_LIBRARY})
|
||||
|
@ -16,6 +16,9 @@ add_definitions(-DNDEBUG=1 -DIRRLICHT_EXPORTS=1 -DPNG_THREAD_UNSAFE_OK -DPNG_NO_
|
||||
if(MSVC)
|
||||
add_definitions(/D_IRR_STATIC_LIB_)
|
||||
add_definitions(/D_CRT_SECURE_NO_WARNINGS) # Shut up about unsafe stuff
|
||||
elseif(MINGW)
|
||||
add_definitions(-D_IRR_STATIC_LIB_)
|
||||
add_definitions(-D_CRT_SECURE_NO_WARNINGS) # Shut up about unsafe stuff
|
||||
else()
|
||||
set(CMAKE_CXX_FLAGS "${CMAKE_C_FLAGS} -Wall -pipe -O3 -fno-exceptions -fstrict-aliasing -fexpensive-optimizations -I/usr/X11R6/include")
|
||||
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Wall -pipe -O3 -fno-exceptions -fstrict-aliasing -fexpensive-optimizations -I/usr/X11R6/include")
|
||||
@ -766,16 +769,16 @@ if(APPLE)
|
||||
source/Irrlicht/MacOSX/AppDelegate.mm
|
||||
source/Irrlicht/MacOSX/CIrrDeviceMacOSX.mm
|
||||
source/Irrlicht/MacOSX/OSXClipboard.mm)
|
||||
|
||||
|
||||
#list(APPEND CMAKE_C_SOURCE_FILE_EXTENSIONS mm)
|
||||
#set(CMAKE_CXX_SOURCE_FILE_EXTENSIONS cpp)
|
||||
|
||||
|
||||
set_source_files_properties(source/Irrlicht/MacOSX/AppDelegate.mm PROPERTIES COMPILE_FLAGS "-x objective-c++ -O3 -fno-rtti")
|
||||
set_source_files_properties(source/Irrlicht/MacOSX/AppDelegate.mm PROPERTIES LANGUAGE C)
|
||||
|
||||
|
||||
set_source_files_properties(source/Irrlicht/MacOSX/CIrrDeviceMacOSX.mm PROPERTIES COMPILE_FLAGS "-x objective-c++ -O3 -fno-rtti")
|
||||
set_source_files_properties(source/Irrlicht/MacOSX/CIrrDeviceMacOSX.mm PROPERTIES LANGUAGE C)
|
||||
|
||||
|
||||
set_source_files_properties(source/Irrlicht/MacOSX/OSXClipboard.mm PROPERTIES COMPILE_FLAGS "-x objective-c++ -O3 -fno-rtti")
|
||||
set_source_files_properties(source/Irrlicht/MacOSX/OSXClipboard.mm PROPERTIES LANGUAGE C)
|
||||
endif()
|
||||
|
@ -464,9 +464,9 @@ namespace UserConfigParams
|
||||
PARAM_PREFIX BoolUserConfigParam m_gi
|
||||
PARAM_DEFAULT(BoolUserConfigParam(false, "enable_gi",
|
||||
&m_video_group, "Enable Global Illumination"));
|
||||
PARAM_PREFIX BoolUserConfigParam m_bindless_textures
|
||||
PARAM_DEFAULT(BoolUserConfigParam(false, "enable_bindless_textures",
|
||||
&m_video_group, "Enable Bindless Texture (Experimental !)"));
|
||||
PARAM_PREFIX BoolUserConfigParam m_azdo
|
||||
PARAM_DEFAULT(BoolUserConfigParam(false, "enable_azdo",
|
||||
&m_video_group, "Enable 'Approaching Zero Driver Overhead' mode (very experimental !)"));
|
||||
|
||||
// ---- Debug - not saved to config file
|
||||
/** If gamepad debugging is enabled. */
|
||||
|
@ -24,7 +24,6 @@
|
||||
#include "audio/music_manager.hpp"
|
||||
#include "config/user_config.hpp"
|
||||
#include "graphics/irr_driver.hpp"
|
||||
#include "graphics/rain.hpp"
|
||||
#include "io/xml_node.hpp"
|
||||
#include "karts/abstract_kart.hpp"
|
||||
#include "karts/explosion_animation.hpp"
|
||||
@ -52,7 +51,6 @@ Camera::Camera(int camera_index, AbstractKart* kart) : m_kart(NULL)
|
||||
{
|
||||
m_mode = CM_NORMAL;
|
||||
m_index = camera_index;
|
||||
m_rain = NULL;
|
||||
m_original_kart = kart;
|
||||
m_camera = irr_driver->addCameraSceneNode();
|
||||
|
||||
@ -92,7 +90,6 @@ Camera::Camera(int camera_index, AbstractKart* kart) : m_kart(NULL)
|
||||
*/
|
||||
Camera::~Camera()
|
||||
{
|
||||
if(m_rain) delete m_rain;
|
||||
irr_driver->removeCameraSceneNode(m_camera);
|
||||
|
||||
if (s_active_camera == this)
|
||||
@ -222,13 +219,6 @@ void Camera::setupCamera()
|
||||
m_camera->setFOV(m_fov);
|
||||
m_camera->setAspectRatio(m_aspect);
|
||||
m_camera->setFarValue(World::getWorld()->getTrack()->getCameraFar());
|
||||
|
||||
if (UserConfigParams::m_weather_effects &&
|
||||
World::getWorld()->getTrack()->getWeatherType() == WEATHER_RAIN)
|
||||
{
|
||||
m_rain = new Rain(this, NULL);
|
||||
}
|
||||
|
||||
} // setupCamera
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
@ -530,12 +520,6 @@ void Camera::update(float dt)
|
||||
getCameraSettings(&above_kart, &cam_angle, &side_way, &distance, &smoothing);
|
||||
positionCamera(dt, above_kart, cam_angle, side_way, distance, smoothing);
|
||||
}
|
||||
|
||||
if (UserConfigParams::m_graphical_effects && m_rain)
|
||||
{
|
||||
m_rain->setPosition( getCameraSceneNode()->getPosition() );
|
||||
m_rain->update(dt);
|
||||
} // UserConfigParams::m_graphical_effects
|
||||
} // update
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
|
@ -41,7 +41,6 @@ namespace irr
|
||||
using namespace irr;
|
||||
|
||||
class AbstractKart;
|
||||
class Rain;
|
||||
|
||||
/**
|
||||
* \brief Handles the game camera
|
||||
@ -120,10 +119,6 @@ private:
|
||||
/** List of all cameras. */
|
||||
static std::vector<Camera*> m_all_cameras;
|
||||
|
||||
/** Used to show rain graphical effects. */
|
||||
Rain *m_rain;
|
||||
|
||||
|
||||
/** A class that stores information about the different end cameras
|
||||
* which can be specified in the scene.xml file. */
|
||||
class EndCameraInformation
|
||||
|
@ -73,6 +73,7 @@ extern PFNGLDRAWELEMENTSBASEVERTEXPROC glDrawElementsBaseVertex;
|
||||
extern PFNGLDRAWELEMENTSINSTANCEDPROC glDrawElementsInstanced;
|
||||
extern PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC glDrawElementsInstancedBaseVertex;
|
||||
extern PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC glDrawElementsInstancedBaseVertexBaseInstance;
|
||||
extern PFNGLDRAWELEMENTSINDIRECTPROC glDrawElementsIndirect;
|
||||
extern PFNGLMULTIDRAWELEMENTSINDIRECTPROC glMultiDrawElementsIndirect;
|
||||
extern PFNGLDELETEBUFFERSPROC glDeleteBuffers;
|
||||
extern PFNGLGENVERTEXARRAYSPROC glGenVertexArrays;
|
||||
@ -129,6 +130,18 @@ extern PFNGLDEBUGMESSAGECALLBACKARBPROC glDebugMessageCallbackARB;
|
||||
#ifdef WIN32
|
||||
#define Bindless_Texture_Support
|
||||
#define Base_Instance_Support
|
||||
#define Buffer_Storage
|
||||
#define Multi_Draw_Indirect
|
||||
#define Draw_Indirect
|
||||
#endif
|
||||
|
||||
|
||||
struct DrawElementsIndirectCommand{
|
||||
GLuint count;
|
||||
GLuint instanceCount;
|
||||
GLuint firstIndex;
|
||||
GLuint baseVertex;
|
||||
GLuint baseInstance;
|
||||
};
|
||||
|
||||
#endif
|
@ -54,6 +54,7 @@ PFNGLDRAWELEMENTSBASEVERTEXPROC glDrawElementsBaseVertex;
|
||||
PFNGLDRAWELEMENTSINSTANCEDPROC glDrawElementsInstanced;
|
||||
PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC glDrawElementsInstancedBaseVertex;
|
||||
PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC glDrawElementsInstancedBaseVertexBaseInstance;
|
||||
PFNGLDRAWELEMENTSINDIRECTPROC glDrawElementsIndirect;
|
||||
PFNGLMULTIDRAWELEMENTSINDIRECTPROC glMultiDrawElementsIndirect;
|
||||
PFNGLDELETEBUFFERSPROC glDeleteBuffers;
|
||||
PFNGLGENVERTEXARRAYSPROC glGenVertexArrays;
|
||||
@ -121,9 +122,11 @@ CALLBACK
|
||||
debugCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length,
|
||||
const GLchar* msg, const void *userparam)
|
||||
{
|
||||
#ifdef GL_DEBUG_SEVERITY_NOTIFICATION
|
||||
// ignore minor notifications sent by some drivers (notably the nvidia one)
|
||||
if (severity == GL_DEBUG_SEVERITY_NOTIFICATION)
|
||||
return;
|
||||
#endif
|
||||
|
||||
switch(source)
|
||||
{
|
||||
@ -245,6 +248,7 @@ void initGL()
|
||||
glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDPROC)IRR_OGL_LOAD_EXTENSION("glDrawElementsInstanced");
|
||||
glDrawElementsInstancedBaseVertex = (PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC)IRR_OGL_LOAD_EXTENSION("glDrawElementsInstancedBaseVertex");
|
||||
glDrawElementsInstancedBaseVertexBaseInstance = (PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC)IRR_OGL_LOAD_EXTENSION("glDrawElementsInstancedBaseVertexBaseInstance");
|
||||
glDrawElementsIndirect = (PFNGLDRAWELEMENTSINDIRECTPROC)IRR_OGL_LOAD_EXTENSION("glDrawElementsIndirect");
|
||||
glMultiDrawElementsIndirect = (PFNGLMULTIDRAWELEMENTSINDIRECTPROC)IRR_OGL_LOAD_EXTENSION("glMultiDrawElementsIndirect");
|
||||
glDeleteBuffers = (PFNGLDELETEBUFFERSPROC)IRR_OGL_LOAD_EXTENSION("glDeleteBuffers");
|
||||
glGenVertexArrays = (PFNGLGENVERTEXARRAYSPROC)IRR_OGL_LOAD_EXTENSION("glGenVertexArrays");
|
||||
@ -320,7 +324,7 @@ GLuint LoadShader(const char * file, unsigned type)
|
||||
char versionString[20];
|
||||
sprintf(versionString, "#version %d\n", irr_driver->getGLSLVersion());
|
||||
std::string Code = versionString;
|
||||
if (UserConfigParams::m_bindless_textures)
|
||||
if (UserConfigParams::m_azdo)
|
||||
Code += "#extension GL_ARB_bindless_texture : enable\n";
|
||||
else
|
||||
{
|
||||
@ -333,6 +337,8 @@ GLuint LoadShader(const char * file, unsigned type)
|
||||
Code += "#define UBO_DISABLED\n";
|
||||
if (irr_driver->hasVSLayerExtension())
|
||||
Code += "#define VSLayer\n";
|
||||
if (irr_driver->needsRGBBindlessWorkaround())
|
||||
Code += "#define SRGBBindlessFix\n";
|
||||
Code += LoadHeader();
|
||||
if (Stream.is_open())
|
||||
{
|
||||
@ -595,9 +601,22 @@ VAOManager::VAOManager()
|
||||
idx_mirror[0] = idx_mirror[1] = idx_mirror[2] = NULL;
|
||||
instance_count[0] = 0;
|
||||
|
||||
glGenBuffers(1, &instance_vbo[0]);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, instance_vbo[0]);
|
||||
glBufferData(GL_ARRAY_BUFFER, 10000 * sizeof(float)* 9, 0, GL_STATIC_DRAW);
|
||||
for (unsigned i = 0; i < InstanceTypeCount; i++)
|
||||
{
|
||||
glGenBuffers(1, &instance_vbo[i]);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, instance_vbo[i]);
|
||||
#ifdef Buffer_Storage
|
||||
if (irr_driver->hasBufferStorageExtension())
|
||||
{
|
||||
glBufferStorage(GL_ARRAY_BUFFER, 10000 * sizeof(InstanceData), 0, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT);
|
||||
Ptr[i] = glMapBufferRange(GL_ARRAY_BUFFER, 0, 10000 * sizeof(InstanceData), GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT);
|
||||
}
|
||||
else
|
||||
#endif
|
||||
{
|
||||
glBufferData(GL_ARRAY_BUFFER, 10000 * sizeof(InstanceData), 0, GL_STREAM_DRAW);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void cleanVAOMap(std::map<std::pair<video::E_VERTEX_TYPE, InstanceType>, GLuint> Map)
|
||||
@ -612,9 +631,7 @@ static void cleanVAOMap(std::map<std::pair<video::E_VERTEX_TYPE, InstanceType>,
|
||||
void VAOManager::cleanInstanceVAOs()
|
||||
{
|
||||
cleanVAOMap(InstanceVAO);
|
||||
cleanVAOMap(ShadowInstanceVAO);
|
||||
InstanceVAO.clear();
|
||||
ShadowInstanceVAO.clear();
|
||||
}
|
||||
|
||||
VAOManager::~VAOManager()
|
||||
@ -633,7 +650,11 @@ VAOManager::~VAOManager()
|
||||
if (vao[i])
|
||||
glDeleteVertexArrays(1, &vao[i]);
|
||||
}
|
||||
glDeleteBuffers(1, &instance_vbo[0]);
|
||||
for (unsigned i = 0; i < InstanceTypeCount; i++)
|
||||
{
|
||||
glDeleteBuffers(1, &instance_vbo[i]);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void VAOManager::regenerateBuffer(enum VTXTYPE tp)
|
||||
@ -643,7 +664,16 @@ void VAOManager::regenerateBuffer(enum VTXTYPE tp)
|
||||
glDeleteBuffers(1, &vbo[tp]);
|
||||
glGenBuffers(1, &vbo[tp]);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vbo[tp]);
|
||||
glBufferData(GL_ARRAY_BUFFER, vtx_cnt[tp] * getVertexPitch(tp), vtx_mirror[tp], GL_DYNAMIC_DRAW);
|
||||
#ifdef Buffer_Storage
|
||||
if (irr_driver->hasBufferStorageExtension())
|
||||
{
|
||||
glBufferStorage(GL_ARRAY_BUFFER, vtx_cnt[tp] * getVertexPitch(tp), vtx_mirror[tp], GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT);
|
||||
VBOPtr[tp] = glMapBufferRange(GL_ARRAY_BUFFER, 0, vtx_cnt[tp] * getVertexPitch(tp), GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT);
|
||||
}
|
||||
else
|
||||
#endif
|
||||
glBufferData(GL_ARRAY_BUFFER, vtx_cnt[tp] * getVertexPitch(tp), vtx_mirror[tp], GL_DYNAMIC_DRAW);
|
||||
|
||||
|
||||
if (ibo[tp])
|
||||
glDeleteBuffers(1, &ibo[tp]);
|
||||
@ -728,13 +758,11 @@ void VAOManager::regenerateInstancedVAO()
|
||||
enum video::E_VERTEX_TYPE IrrVT[] = { video::EVT_STANDARD, video::EVT_2TCOORDS, video::EVT_TANGENTS };
|
||||
for (unsigned i = 0; i < VTXTYPE_COUNT; i++)
|
||||
{
|
||||
for (unsigned j = 0; j < InstanceTypeCount; j++)
|
||||
{
|
||||
video::E_VERTEX_TYPE tp = IrrVT[i];
|
||||
if (!vbo[tp] || !ibo[tp])
|
||||
continue;
|
||||
GLuint vao = createVAO(vbo[tp], ibo[tp], tp);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, instance_vbo[j]);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, instance_vbo[InstanceTypeDefault]);
|
||||
|
||||
glEnableVertexAttribArray(7);
|
||||
glVertexAttribPointer(7, 3, GL_FLOAT, GL_FALSE, sizeof(InstanceData), 0);
|
||||
@ -751,29 +779,65 @@ void VAOManager::regenerateInstancedVAO()
|
||||
glEnableVertexAttribArray(11);
|
||||
glVertexAttribIPointer(11, 2, GL_UNSIGNED_INT, sizeof(InstanceData), (GLvoid*)(9 * sizeof(float) + 2 * sizeof(unsigned)));
|
||||
glVertexAttribDivisor(11, 1);
|
||||
InstanceVAO[std::pair<video::E_VERTEX_TYPE, InstanceType>(tp, (InstanceType) j)] = vao;
|
||||
InstanceVAO[std::pair<video::E_VERTEX_TYPE, InstanceType>(tp, InstanceTypeDefault)] = vao;
|
||||
|
||||
GLuint shadow_vao = createVAO(vbo[tp], ibo[tp], tp);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, instance_vbo[j]);
|
||||
vao = createVAO(vbo[tp], ibo[tp], tp);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, instance_vbo[InstanceTypeShadow]);
|
||||
|
||||
glEnableVertexAttribArray(7);
|
||||
glVertexAttribPointer(7, 3, GL_FLOAT, GL_FALSE, sizeof(InstanceData), 0);
|
||||
glVertexAttribDivisor(7, 4);
|
||||
glVertexAttribDivisor(7, 1);
|
||||
glEnableVertexAttribArray(8);
|
||||
glVertexAttribPointer(8, 3, GL_FLOAT, GL_FALSE, sizeof(InstanceData), (GLvoid*)(3 * sizeof(float)));
|
||||
glVertexAttribDivisor(8, 4);
|
||||
glVertexAttribDivisor(8, 1);
|
||||
glEnableVertexAttribArray(9);
|
||||
glVertexAttribPointer(9, 3, GL_FLOAT, GL_FALSE, sizeof(InstanceData), (GLvoid*)(6 * sizeof(float)));
|
||||
glVertexAttribDivisor(9, 4);
|
||||
glVertexAttribDivisor(9, 1);
|
||||
glEnableVertexAttribArray(10);
|
||||
glVertexAttribIPointer(10, 2, GL_UNSIGNED_INT, sizeof(InstanceData), (GLvoid*)(9 * sizeof(float)));
|
||||
glVertexAttribDivisor(10, 4);
|
||||
glVertexAttribDivisor(10, 1);
|
||||
glEnableVertexAttribArray(11);
|
||||
glVertexAttribIPointer(11, 2, GL_UNSIGNED_INT, sizeof(InstanceData), (GLvoid*)(9 * sizeof(float)+2 * sizeof(unsigned)));
|
||||
glVertexAttribIPointer(11, 2, GL_UNSIGNED_INT, sizeof(InstanceData), (GLvoid*)(9 * sizeof(float) + 2 * sizeof(unsigned)));
|
||||
glVertexAttribDivisor(11, 1);
|
||||
ShadowInstanceVAO[std::pair<video::E_VERTEX_TYPE, InstanceType>(tp, (InstanceType)j)] = shadow_vao;
|
||||
InstanceVAO[std::pair<video::E_VERTEX_TYPE, InstanceType>(tp, InstanceTypeShadow)] = vao;
|
||||
|
||||
vao = createVAO(vbo[tp], ibo[tp], tp);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, instance_vbo[InstanceTypeRSM]);
|
||||
|
||||
glEnableVertexAttribArray(7);
|
||||
glVertexAttribPointer(7, 3, GL_FLOAT, GL_FALSE, sizeof(InstanceData), 0);
|
||||
glVertexAttribDivisor(7, 1);
|
||||
glEnableVertexAttribArray(8);
|
||||
glVertexAttribPointer(8, 3, GL_FLOAT, GL_FALSE, sizeof(InstanceData), (GLvoid*)(3 * sizeof(float)));
|
||||
glVertexAttribDivisor(8, 1);
|
||||
glEnableVertexAttribArray(9);
|
||||
glVertexAttribPointer(9, 3, GL_FLOAT, GL_FALSE, sizeof(InstanceData), (GLvoid*)(6 * sizeof(float)));
|
||||
glVertexAttribDivisor(9, 1);
|
||||
glEnableVertexAttribArray(10);
|
||||
glVertexAttribIPointer(10, 2, GL_UNSIGNED_INT, sizeof(InstanceData), (GLvoid*)(9 * sizeof(float)));
|
||||
glVertexAttribDivisor(10, 1);
|
||||
glEnableVertexAttribArray(11);
|
||||
glVertexAttribIPointer(11, 2, GL_UNSIGNED_INT, sizeof(InstanceData), (GLvoid*)(9 * sizeof(float) + 2 * sizeof(unsigned)));
|
||||
glVertexAttribDivisor(11, 1);
|
||||
InstanceVAO[std::pair<video::E_VERTEX_TYPE, InstanceType>(tp, InstanceTypeRSM)] = vao;
|
||||
|
||||
vao = createVAO(vbo[tp], ibo[tp], tp);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, instance_vbo[InstanceTypeGlow]);
|
||||
|
||||
glEnableVertexAttribArray(7);
|
||||
glVertexAttribPointer(7, 3, GL_FLOAT, GL_FALSE, sizeof(GlowInstanceData), 0);
|
||||
glVertexAttribDivisor(7, 1);
|
||||
glEnableVertexAttribArray(8);
|
||||
glVertexAttribPointer(8, 3, GL_FLOAT, GL_FALSE, sizeof(GlowInstanceData), (GLvoid*)(3 * sizeof(float)));
|
||||
glVertexAttribDivisor(8, 1);
|
||||
glEnableVertexAttribArray(9);
|
||||
glVertexAttribPointer(9, 3, GL_FLOAT, GL_FALSE, sizeof(GlowInstanceData), (GLvoid*)(6 * sizeof(float)));
|
||||
glVertexAttribDivisor(9, 1);
|
||||
glEnableVertexAttribArray(12);
|
||||
glVertexAttribPointer(12, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(GlowInstanceData), (GLvoid*)(9 * sizeof(float)));
|
||||
glVertexAttribDivisor(12, 1);
|
||||
InstanceVAO[std::pair<video::E_VERTEX_TYPE, InstanceType>(tp, InstanceTypeGlow)] = vao;
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
@ -142,6 +142,9 @@ void saveCompressedTexture(const std::string& compressed_tex);
|
||||
enum InstanceType
|
||||
{
|
||||
InstanceTypeDefault,
|
||||
InstanceTypeShadow,
|
||||
InstanceTypeRSM,
|
||||
InstanceTypeGlow,
|
||||
InstanceTypeCount,
|
||||
};
|
||||
|
||||
@ -172,22 +175,53 @@ struct InstanceData
|
||||
uint64_t SecondTexture;
|
||||
#ifdef WIN32
|
||||
};
|
||||
#pragma pack(pop)
|
||||
#else
|
||||
} __attribute__((packed));
|
||||
#endif
|
||||
|
||||
struct GlowInstanceData
|
||||
{
|
||||
struct
|
||||
{
|
||||
float X;
|
||||
float Y;
|
||||
float Z;
|
||||
} Origin;
|
||||
struct
|
||||
{
|
||||
float X;
|
||||
float Y;
|
||||
float Z;
|
||||
} Orientation;
|
||||
struct
|
||||
{
|
||||
float X;
|
||||
float Y;
|
||||
float Z;
|
||||
} Scale;
|
||||
unsigned Color;
|
||||
#ifdef WIN32
|
||||
};
|
||||
#else
|
||||
} __attribute__((packed));
|
||||
#endif
|
||||
#ifdef WIN32
|
||||
#pragma pack(pop)
|
||||
#endif
|
||||
|
||||
class VAOManager : public Singleton<VAOManager>
|
||||
{
|
||||
enum VTXTYPE { VTXTYPE_STANDARD, VTXTYPE_TCOORD, VTXTYPE_TANGENT, VTXTYPE_COUNT };
|
||||
GLuint vbo[VTXTYPE_COUNT], ibo[VTXTYPE_COUNT], vao[VTXTYPE_COUNT];
|
||||
GLuint instance_vbo[1];
|
||||
size_t instance_count[1];
|
||||
GLuint instance_vbo[InstanceTypeCount];
|
||||
size_t instance_count[InstanceTypeCount];
|
||||
void *Ptr[InstanceTypeCount];
|
||||
void *VBOPtr[VTXTYPE_COUNT];
|
||||
std::vector<scene::IMeshBuffer *> storedCPUBuffer[VTXTYPE_COUNT];
|
||||
void *vtx_mirror[VTXTYPE_COUNT], *idx_mirror[VTXTYPE_COUNT];
|
||||
size_t vtx_cnt[VTXTYPE_COUNT], idx_cnt[VTXTYPE_COUNT];
|
||||
std::map<scene::IMeshBuffer*, unsigned> mappedBaseVertex[VTXTYPE_COUNT], mappedBaseIndex[VTXTYPE_COUNT];
|
||||
std::map<std::pair<video::E_VERTEX_TYPE, InstanceType>, GLuint> InstanceVAO, ShadowInstanceVAO;
|
||||
std::map<std::pair<video::E_VERTEX_TYPE, InstanceType>, GLuint> InstanceVAO;
|
||||
|
||||
void cleanInstanceVAOs();
|
||||
void regenerateBuffer(enum VTXTYPE);
|
||||
@ -200,10 +234,12 @@ public:
|
||||
VAOManager();
|
||||
std::pair<unsigned, unsigned> getBase(scene::IMeshBuffer *);
|
||||
size_t appendInstance(enum InstanceType, const std::vector<InstanceData> &instance_data);
|
||||
GLuint getInstanceBuffer(InstanceType it) { return instance_vbo[it]; }
|
||||
void *getInstanceBufferPtr(InstanceType it) { return Ptr[it]; }
|
||||
unsigned getVBO(video::E_VERTEX_TYPE type) { return vbo[getVTXTYPE(type)]; }
|
||||
void *getVBOPtr(video::E_VERTEX_TYPE type) { return VBOPtr[getVTXTYPE(type)]; }
|
||||
unsigned getVAO(video::E_VERTEX_TYPE type) { return vao[getVTXTYPE(type)]; }
|
||||
unsigned getInstanceVAO(video::E_VERTEX_TYPE vt, enum InstanceType it) { return InstanceVAO[std::pair<video::E_VERTEX_TYPE, InstanceType>(vt, it)]; }
|
||||
unsigned getShadowInstanceVAO(video::E_VERTEX_TYPE vt, enum InstanceType it) { return ShadowInstanceVAO[std::pair<video::E_VERTEX_TYPE, InstanceType>(vt, it)]; }
|
||||
~VAOManager();
|
||||
};
|
||||
|
||||
|
@ -449,6 +449,12 @@ void ParticleSystemProxy::render() {
|
||||
draw();
|
||||
}
|
||||
|
||||
bool ParticleSystemProxy::update()
|
||||
{
|
||||
doParticleSystem(os::Timer::getTime());
|
||||
return (IsVisible && (Particles.size() != 0));
|
||||
}
|
||||
|
||||
void ParticleSystemProxy::OnRegisterSceneNode()
|
||||
{
|
||||
doParticleSystem(os::Timer::getTime());
|
||||
|
@ -81,6 +81,7 @@ public:
|
||||
const float* getColorTo() const { return m_color_to; }
|
||||
void setHeightmap(const std::vector<std::vector<float> >&, float, float, float, float);
|
||||
void setFlip();
|
||||
bool update();
|
||||
};
|
||||
|
||||
#endif // GPUPARTICLES_H
|
||||
|
@ -166,6 +166,11 @@ void IrrDriver::IncreaseObjectCount()
|
||||
object_count[m_phase]++;
|
||||
}
|
||||
|
||||
void IrrDriver::IncreasePolyCount(unsigned Polys)
|
||||
{
|
||||
poly_count[m_phase] += Polys;
|
||||
}
|
||||
|
||||
core::array<video::IRenderTarget> &IrrDriver::getMainSetup()
|
||||
{
|
||||
return m_mrt;
|
||||
@ -470,6 +475,7 @@ void IrrDriver::initDevice()
|
||||
|
||||
m_need_ubo_workaround = false;
|
||||
m_need_rh_workaround = false;
|
||||
m_need_srgb_workaround = false;
|
||||
#ifdef WIN32
|
||||
// Fix for Intel Sandy Bridge on Windows which supports GL up to 3.1 only
|
||||
if (strstr((const char *)glGetString(GL_VENDOR), "Intel") != NULL && (GLMajorVersion == 3 && GLMinorVersion == 1))
|
||||
@ -478,12 +484,18 @@ void IrrDriver::initDevice()
|
||||
// Fix for Nvidia and instanced RH
|
||||
if (strstr((const char *)glGetString(GL_VENDOR), "NVIDIA") != NULL)
|
||||
m_need_rh_workaround = true;
|
||||
|
||||
// Fix for AMD and bindless sRGB textures
|
||||
if (strstr((const char *)glGetString(GL_VENDOR), "ATI") != NULL)
|
||||
m_need_srgb_workaround = true;
|
||||
}
|
||||
m_glsl = (GLMajorVersion > 3 || (GLMajorVersion == 3 && GLMinorVersion >= 1));
|
||||
|
||||
// Parse extensions
|
||||
hasVSLayer = false;
|
||||
hasBaseInstance = false;
|
||||
hasBuffserStorage = false;
|
||||
hasDrawIndirect = false;
|
||||
// Default false value for hasVSLayer if --no-graphics argument is used
|
||||
if (!ProfileWorld::isNoGraphics())
|
||||
{
|
||||
@ -491,11 +503,23 @@ void IrrDriver::initDevice()
|
||||
hasVSLayer = true;
|
||||
Log::info("GLDriver", "AMD Vertex Shader Layer enabled");
|
||||
}
|
||||
#ifdef Buffer_Storage
|
||||
if (hasGLExtension("GL_ARB_buffer_storage")) {
|
||||
hasBuffserStorage = true;
|
||||
Log::info("GLDriver", "ARB Buffer Storage enabled");
|
||||
}
|
||||
#endif
|
||||
#ifdef Base_Instance_Support
|
||||
if (hasGLExtension("GL_ARB_base_instance")) {
|
||||
hasBaseInstance = true;
|
||||
Log::info("GLDriver", "ARB Instance enabled");
|
||||
}
|
||||
#endif
|
||||
#ifdef Draw_Indirect
|
||||
if (hasGLExtension("GL_ARB_draw_indirect")) {
|
||||
hasDrawIndirect = true;
|
||||
Log::info("GLDriver", "ARB Draw Indirect enabled");
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
@ -1612,6 +1636,7 @@ video::ITexture* IrrDriver::applyMask(video::ITexture* texture,
|
||||
// ----------------------------------------------------------------------------
|
||||
void IrrDriver::setRTT(RTT* rtt)
|
||||
{
|
||||
memset(m_shadow_camnodes, 0, 4 * sizeof(void*));
|
||||
m_rtts = rtt;
|
||||
}
|
||||
// ----------------------------------------------------------------------------
|
||||
@ -1714,13 +1739,14 @@ void IrrDriver::displayFPS()
|
||||
if (UserConfigParams::m_artist_debug_mode)
|
||||
{
|
||||
sprintf(
|
||||
buffer, "FPS: %i/%i/%i - Objects (P1:%d P2:%d T:%d) - LightDst : ~%d",
|
||||
buffer, "FPS: %i/%i/%i - PolyCount (Solid:%d Shadows:%d) - LightDst : ~%d",
|
||||
min, fps, max,
|
||||
object_count[SOLID_NORMAL_AND_DEPTH_PASS],
|
||||
object_count[SOLID_NORMAL_AND_DEPTH_PASS],
|
||||
object_count[TRANSPARENT_PASS],
|
||||
poly_count[SOLID_NORMAL_AND_DEPTH_PASS],
|
||||
poly_count[SHADOW_PASS],
|
||||
m_last_light_bucket_distance
|
||||
);
|
||||
poly_count[SOLID_NORMAL_AND_DEPTH_PASS] = 0;
|
||||
poly_count[SHADOW_PASS] = 0;
|
||||
object_count[SOLID_NORMAL_AND_DEPTH_PASS] = 0;
|
||||
object_count[SOLID_NORMAL_AND_DEPTH_PASS] = 0;
|
||||
object_count[TRANSPARENT_PASS] = 0;
|
||||
@ -2425,8 +2451,8 @@ scene::ISceneNode *IrrDriver::addLight(const core::vector3df &pos, float energy,
|
||||
|
||||
if (sun)
|
||||
{
|
||||
m_sun_interposer->setPosition(pos);
|
||||
m_sun_interposer->updateAbsolutePosition();
|
||||
//m_sun_interposer->setPosition(pos);
|
||||
//m_sun_interposer->updateAbsolutePosition();
|
||||
|
||||
m_lensflare->setPosition(pos);
|
||||
m_lensflare->updateAbsolutePosition();
|
||||
|
@ -112,6 +112,7 @@ enum QueryPerf
|
||||
{
|
||||
Q_SOLID_PASS1,
|
||||
Q_SHADOWS,
|
||||
Q_RSM,
|
||||
Q_RH,
|
||||
Q_GI,
|
||||
Q_ENVMAP,
|
||||
@ -200,8 +201,12 @@ private:
|
||||
int GLMajorVersion, GLMinorVersion;
|
||||
bool hasVSLayer;
|
||||
bool hasBaseInstance;
|
||||
bool hasDrawIndirect;
|
||||
bool hasBuffserStorage;
|
||||
bool m_need_ubo_workaround;
|
||||
bool m_need_rh_workaround;
|
||||
bool m_need_srgb_workaround;
|
||||
GLsync m_sync;
|
||||
/** The irrlicht device. */
|
||||
IrrlichtDevice *m_device;
|
||||
/** Irrlicht scene manager. */
|
||||
@ -294,16 +299,31 @@ public:
|
||||
return m_need_rh_workaround;
|
||||
}
|
||||
|
||||
bool needsRGBBindlessWorkaround() const
|
||||
{
|
||||
return m_need_srgb_workaround;
|
||||
}
|
||||
|
||||
bool hasARB_base_instance() const
|
||||
{
|
||||
return hasBaseInstance;
|
||||
}
|
||||
|
||||
bool hasARB_draw_indirect() const
|
||||
{
|
||||
return hasDrawIndirect;
|
||||
}
|
||||
|
||||
bool hasVSLayerExtension() const
|
||||
{
|
||||
return hasVSLayer;
|
||||
}
|
||||
|
||||
bool hasBufferStorageExtension() const
|
||||
{
|
||||
return hasBuffserStorage;
|
||||
}
|
||||
|
||||
video::SColorf getAmbientLight() const;
|
||||
|
||||
struct GlowData {
|
||||
@ -341,12 +361,14 @@ private:
|
||||
/** Performance stats */
|
||||
unsigned m_last_light_bucket_distance;
|
||||
unsigned object_count[PASS_COUNT];
|
||||
unsigned poly_count[PASS_COUNT];
|
||||
u32 m_renderpass;
|
||||
u32 m_lensflare_query;
|
||||
bool m_query_issued;
|
||||
class STKMeshSceneNode *m_sun_interposer;
|
||||
scene::CLensFlareSceneNode *m_lensflare;
|
||||
scene::ICameraSceneNode *m_suncam;
|
||||
scene::ICameraSceneNode *m_shadow_camnodes[4];
|
||||
float m_shadows_cam[4][24];
|
||||
|
||||
std::vector<GlowData> m_glowing;
|
||||
@ -388,6 +410,7 @@ private:
|
||||
void renderLights(unsigned pointlightCount);
|
||||
void renderShadowsDebug();
|
||||
void doScreenShot();
|
||||
void PrepareDrawCalls(scene::ICameraSceneNode *camnode);
|
||||
public:
|
||||
IrrDriver();
|
||||
~IrrDriver();
|
||||
@ -403,6 +426,7 @@ public:
|
||||
return sun_ortho_matrix;
|
||||
}
|
||||
void IncreaseObjectCount();
|
||||
void IncreasePolyCount(unsigned);
|
||||
core::array<video::IRenderTarget> &getMainSetup();
|
||||
void updateConfigIfRelevant();
|
||||
void setAllMaterialFlags(scene::IMesh *mesh) const;
|
||||
|
@ -137,19 +137,24 @@ void LODNode::OnAnimate(u32 timeMs)
|
||||
}
|
||||
}
|
||||
|
||||
void LODNode::OnRegisterSceneNode()
|
||||
void LODNode::updateVisibility(bool* shown)
|
||||
{
|
||||
if (!isVisible()) return;
|
||||
if (m_nodes.size() == 0) return;
|
||||
|
||||
bool shown = false;
|
||||
int level = getLevel();
|
||||
if (level>=0)
|
||||
for (int i = 0; i < m_nodes.size(); i++)
|
||||
{
|
||||
m_nodes[level]->updateAbsolutePosition();
|
||||
m_nodes[level]->OnRegisterSceneNode();
|
||||
shown = true;
|
||||
m_nodes[i]->setVisible(i == level);
|
||||
if (i == level && shown != NULL)
|
||||
*shown = level;
|
||||
}
|
||||
}
|
||||
|
||||
void LODNode::OnRegisterSceneNode()
|
||||
{
|
||||
bool shown;
|
||||
updateVisibility(&shown);
|
||||
|
||||
const u32 now = irr_driver->getDevice()->getTimer()->getTime();
|
||||
|
||||
@ -158,6 +163,7 @@ void LODNode::OnRegisterSceneNode()
|
||||
m_nodes[0]->getType() == scene::ESNT_ANIMATED_MESH) &&
|
||||
now > m_last_tick)
|
||||
{
|
||||
int level = getLevel();
|
||||
if (m_previous_visibility == WAS_HIDDEN && shown)
|
||||
{
|
||||
scene::IMesh* mesh;
|
||||
@ -254,20 +260,7 @@ void LODNode::OnRegisterSceneNode()
|
||||
m_previous_visibility = (shown ? WAS_SHOWN : WAS_HIDDEN);
|
||||
m_last_tick = now;
|
||||
|
||||
// If this node has children other than the LOD nodes, draw them
|
||||
core::list<ISceneNode*>::Iterator it;
|
||||
|
||||
for (it = Children.begin(); it != Children.end(); it++)
|
||||
{
|
||||
if (m_nodes_set.find(*it) == m_nodes_set.end())
|
||||
{
|
||||
assert(*it != NULL);
|
||||
if ((*it)->isVisible())
|
||||
{
|
||||
(*it)->OnRegisterSceneNode();
|
||||
}
|
||||
}
|
||||
}
|
||||
scene::ISceneNode::OnRegisterSceneNode();
|
||||
}
|
||||
|
||||
void LODNode::add(int level, scene::ISceneNode* node, bool reparent)
|
||||
|
@ -83,6 +83,8 @@ public:
|
||||
|
||||
int getLevel();
|
||||
|
||||
void updateVisibility(bool* shown = NULL);
|
||||
|
||||
/*
|
||||
//! Returns a reference to the current relative transformation matrix.
|
||||
//! This is the matrix, this scene node uses instead of scale, translation
|
||||
|
@ -608,8 +608,10 @@ FrameBuffer *PostProcessing::render(scene::ICameraSceneNode * const camnode, boo
|
||||
if (World::getWorld() != NULL)
|
||||
hasgodrays = World::getWorld()->getTrack()->hasGodRays();
|
||||
|
||||
if (isRace && UserConfigParams::m_light_shaft && m_sunpixels > 30 && hasgodrays)
|
||||
if (isRace && UserConfigParams::m_light_shaft && hasgodrays)
|
||||
{
|
||||
Track* track = World::getWorld()->getTrack();
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
// Grab the sky
|
||||
out_fbo->Bind();
|
||||
@ -617,12 +619,14 @@ FrameBuffer *PostProcessing::render(scene::ICameraSceneNode * const camnode, boo
|
||||
irr_driver->renderSkybox(camnode);
|
||||
|
||||
// Set the sun's color
|
||||
const SColor col = World::getWorld()->getTrack()->getSunColor();
|
||||
const SColor col = track->getGodRaysColor();
|
||||
ColorizeProvider * const colcb = (ColorizeProvider *)irr_driver->getCallback(ES_COLORIZE);
|
||||
colcb->setColor(col.getRed() / 255.0f, col.getGreen() / 255.0f, col.getBlue() / 255.0f);
|
||||
|
||||
// The sun interposer
|
||||
STKMeshSceneNode *sun = irr_driver->getSunInterposer();
|
||||
sun->setPosition(track->getGodRaysPosition());
|
||||
sun->updateAbsolutePosition();
|
||||
irr_driver->getSceneManager()->drawAll(ESNRP_CAMERA);
|
||||
irr_driver->setPhase(GLOW_PASS);
|
||||
sun->render();
|
||||
@ -637,7 +641,7 @@ FrameBuffer *PostProcessing::render(scene::ICameraSceneNode * const camnode, boo
|
||||
renderGaussian3Blur(irr_driver->getFBO(FBO_QUARTER1), irr_driver->getFBO(FBO_QUARTER2));
|
||||
|
||||
// Calculate the sun's position in texcoords
|
||||
const core::vector3df pos = sun->getPosition();
|
||||
const core::vector3df pos = track->getGodRaysPosition();
|
||||
float ndc[4];
|
||||
core::matrix4 trans = camnode->getProjectionMatrix();
|
||||
trans *= camnode->getViewMatrix();
|
||||
|
@ -34,7 +34,6 @@
|
||||
#include "graphics/screenquad.hpp"
|
||||
#include "graphics/shaders.hpp"
|
||||
#include "graphics/stkmeshscenenode.hpp"
|
||||
#include "graphics/stkinstancedscenenode.hpp"
|
||||
#include "graphics/wind.hpp"
|
||||
#include "io/file_manager.hpp"
|
||||
#include "items/item.hpp"
|
||||
@ -47,6 +46,7 @@
|
||||
#include "utils/helpers.hpp"
|
||||
#include "utils/log.hpp"
|
||||
#include "utils/profiler.hpp"
|
||||
#include "stkscenemanager.hpp"
|
||||
|
||||
#include <algorithm>
|
||||
#include <limits>
|
||||
@ -272,22 +272,30 @@ void IrrDriver::renderGLSL(float dt)
|
||||
void IrrDriver::renderScene(scene::ICameraSceneNode * const camnode, unsigned pointlightcount, std::vector<GlowData>& glows, float dt, bool hasShadow, bool forceRTT)
|
||||
{
|
||||
glBindBufferBase(GL_UNIFORM_BUFFER, 0, SharedObject::ViewProjectionMatrixesUBO);
|
||||
m_scene_manager->setActiveCamera(camnode);
|
||||
|
||||
PROFILER_PUSH_CPU_MARKER("- Draw Call Generation", 0xFF, 0xFF, 0xFF);
|
||||
PrepareDrawCalls(camnode);
|
||||
PROFILER_POP_CPU_MARKER();
|
||||
// Shadows
|
||||
{
|
||||
PROFILER_PUSH_CPU_MARKER("- Shadow", 0x30, 0x6F, 0x90);
|
||||
ScopedGPUTimer Timer(getGPUTimer(Q_SHADOWS));
|
||||
// To avoid wrong culling, use the largest view possible
|
||||
m_scene_manager->setActiveCamera(m_suncam);
|
||||
if (!m_mipviz && !m_wireframe && UserConfigParams::m_dynamic_lights &&
|
||||
UserConfigParams::m_shadows && !irr_driver->needUBOWorkaround() && hasShadow)
|
||||
{
|
||||
PROFILER_PUSH_CPU_MARKER("- Shadow", 0x30, 0x6F, 0x90);
|
||||
renderShadows();
|
||||
PROFILER_POP_CPU_MARKER();
|
||||
if (UserConfigParams::m_gi)
|
||||
{
|
||||
PROFILER_PUSH_CPU_MARKER("- RSM", 0xFF, 0x0, 0xFF);
|
||||
renderRSM();
|
||||
PROFILER_POP_CPU_MARKER();
|
||||
}
|
||||
}
|
||||
m_scene_manager->setActiveCamera(camnode);
|
||||
PROFILER_POP_CPU_MARKER();
|
||||
|
||||
}
|
||||
|
||||
PROFILER_PUSH_CPU_MARKER("- Solid Pass 1", 0xFF, 0x00, 0x00);
|
||||
@ -323,6 +331,8 @@ void IrrDriver::renderScene(scene::ICameraSceneNode * const camnode, unsigned po
|
||||
renderSolidSecondPass();
|
||||
PROFILER_POP_CPU_MARKER();
|
||||
|
||||
m_sync = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
|
||||
|
||||
if (getNormals())
|
||||
{
|
||||
m_rtts->getFBO(FBO_NORMAL_AND_DEPTHS).Bind();
|
||||
@ -514,7 +524,9 @@ void IrrDriver::renderParticles()
|
||||
glDisable(GL_CULL_FACE);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendEquation(GL_FUNC_ADD);
|
||||
m_scene_manager->drawAll(scene::ESNRP_TRANSPARENT_EFFECT);
|
||||
for (unsigned i = 0; i < ParticlesList::getInstance()->size(); ++i)
|
||||
ParticlesList::getInstance()->at(i)->render();
|
||||
// m_scene_manager->drawAll(scene::ESNRP_TRANSPARENT_EFFECT);
|
||||
}
|
||||
|
||||
/** Given a matrix transform and a set of points returns an orthogonal projection matrix that maps coordinates of
|
||||
@ -593,6 +605,11 @@ void IrrDriver::computeCameraMatrix(scene::ICameraSceneNode * const camnode, siz
|
||||
memcpy(&tmp[48], irr_driver->getInvProjMatrix().pointer(), 16 * sizeof(float));
|
||||
|
||||
const core::matrix4 &SunCamViewMatrix = m_suncam->getViewMatrix();
|
||||
for (unsigned i = 0; i < 4; i++)
|
||||
{
|
||||
if (!m_shadow_camnodes[i])
|
||||
m_shadow_camnodes[i] = (scene::ICameraSceneNode *) m_suncam->clone();
|
||||
}
|
||||
sun_ortho_matrix.clear();
|
||||
|
||||
if (World::getWorld() && World::getWorld()->getTrack())
|
||||
@ -670,8 +687,8 @@ void IrrDriver::computeCameraMatrix(scene::ICameraSceneNode * const camnode, siz
|
||||
const float units_per_w = w / 1024;
|
||||
const float units_per_h = h / 1024;*/
|
||||
|
||||
m_suncam->setProjectionMatrix(getTighestFitOrthoProj(SunCamViewMatrix, vectors) , true);
|
||||
m_suncam->render();
|
||||
m_shadow_camnodes[i]->setProjectionMatrix(getTighestFitOrthoProj(SunCamViewMatrix, vectors) , true);
|
||||
m_shadow_camnodes[i]->render();
|
||||
|
||||
sun_ortho_matrix.push_back(getVideoDriver()->getTransform(video::ETS_PROJECTION) * getVideoDriver()->getTransform(video::ETS_VIEW));
|
||||
}
|
||||
@ -703,6 +720,7 @@ void IrrDriver::computeCameraMatrix(scene::ICameraSceneNode * const camnode, siz
|
||||
assert(sun_ortho_matrix.size() == 4);
|
||||
camnode->setNearValue(oldnear);
|
||||
camnode->setFarValue(oldfar);
|
||||
camnode->render();
|
||||
|
||||
size_t size = irr_driver->getShadowViewProj().size();
|
||||
for (unsigned i = 0; i < size; i++)
|
||||
@ -768,20 +786,40 @@ void IrrDriver::renderGlow(std::vector<GlowData>& glows)
|
||||
glDepthMask(GL_FALSE);
|
||||
glDisable(GL_BLEND);
|
||||
|
||||
glBindVertexArray(VAOManager::getInstance()->getVAO(EVT_STANDARD));
|
||||
if (irr_driver->hasARB_base_instance())
|
||||
glBindVertexArray(VAOManager::getInstance()->getVAO(EVT_STANDARD));
|
||||
for (u32 i = 0; i < glowcount; i++)
|
||||
{
|
||||
const GlowData &dat = glows[i];
|
||||
scene::ISceneNode * const cur = dat.node;
|
||||
scene::ISceneNode * cur = dat.node;
|
||||
|
||||
//TODO : implement culling on gpu
|
||||
// Quick box-based culling
|
||||
// const core::aabbox3df nodebox = cur->getTransformedBoundingBox();
|
||||
// if (!nodebox.intersectsWithBox(cambox))
|
||||
// continue;
|
||||
STKMeshSceneNode *node = static_cast<STKMeshSceneNode *>(cur);
|
||||
node->setGlowColors(SColor(0, dat.b * 255.f, dat.g * 255.f, dat.r * 255.f));
|
||||
if (!irr_driver->hasARB_draw_indirect())
|
||||
node->render();
|
||||
}
|
||||
|
||||
cb->setColor(dat.r, dat.g, dat.b);
|
||||
cur->render();
|
||||
if (irr_driver->hasARB_draw_indirect())
|
||||
{
|
||||
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, GlowPassCmd::getInstance()->drawindirectcmd);
|
||||
glUseProgram(MeshShader::InstancedColorizeShader::getInstance()->Program);
|
||||
|
||||
glBindVertexArray(VAOManager::getInstance()->getInstanceVAO(video::EVT_STANDARD, InstanceTypeGlow));
|
||||
if (UserConfigParams::m_azdo)
|
||||
{
|
||||
if (GlowPassCmd::getInstance()->Size)
|
||||
{
|
||||
glMultiDrawElementsIndirect(GL_TRIANGLES, GL_UNSIGNED_SHORT,
|
||||
(const void*)(GlowPassCmd::getInstance()->Offset * sizeof(DrawElementsIndirectCommand)),
|
||||
GlowPassCmd::getInstance()->Size,
|
||||
sizeof(DrawElementsIndirectCommand));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (unsigned i = 0; i < ListInstancedGlow::getInstance()->size(); i++)
|
||||
glDrawElementsIndirect(GL_TRIANGLES, GL_UNSIGNED_SHORT, (const void*)((GlowPassCmd::getInstance()->Offset + i) * sizeof(DrawElementsIndirectCommand)));
|
||||
}
|
||||
}
|
||||
|
||||
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
|
||||
|
File diff suppressed because it is too large
Load Diff
@ -16,7 +16,6 @@
|
||||
#include "graphics/screenquad.hpp"
|
||||
#include "graphics/shaders.hpp"
|
||||
#include "graphics/stkmeshscenenode.hpp"
|
||||
#include "graphics/stkinstancedscenenode.hpp"
|
||||
#include "graphics/wind.hpp"
|
||||
#include "io/file_manager.hpp"
|
||||
#include "items/item.hpp"
|
||||
|
@ -16,7 +16,6 @@
|
||||
#include "graphics/screenquad.hpp"
|
||||
#include "graphics/shaders.hpp"
|
||||
#include "graphics/stkmeshscenenode.hpp"
|
||||
#include "graphics/stkinstancedscenenode.hpp"
|
||||
#include "graphics/wind.hpp"
|
||||
#include "io/file_manager.hpp"
|
||||
#include "items/item.hpp"
|
||||
@ -449,6 +448,7 @@ GLuint generateCubeMapFromTextures(const std::vector<video::ITexture *> &texture
|
||||
else
|
||||
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_SRGB_ALPHA, size, size, 0, GL_BGRA, GL_UNSIGNED_BYTE, (GLvoid*)rgba[i]);
|
||||
}
|
||||
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
|
||||
for (unsigned i = 0; i < 6; i++)
|
||||
delete[] rgba[i];
|
||||
return result;
|
||||
@ -553,7 +553,7 @@ void IrrDriver::renderSkybox(const scene::ICameraSceneNode *camera)
|
||||
return;
|
||||
if (!SkyboxCubeMap)
|
||||
generateSkyboxCubemap();
|
||||
glBindVertexArray(MeshShader::SkyboxShader::cubevao);
|
||||
glBindVertexArray(MeshShader::SkyboxShader::getInstance()->cubevao);
|
||||
glDisable(GL_CULL_FACE);
|
||||
assert(SkyboxTextures.size() == 6);
|
||||
|
||||
@ -568,15 +568,10 @@ void IrrDriver::renderSkybox(const scene::ICameraSceneNode *camera)
|
||||
core::matrix4 invtransform;
|
||||
transform.getInverse(invtransform);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, SkyboxCubeMap);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glUseProgram(MeshShader::SkyboxShader::Program);
|
||||
MeshShader::SkyboxShader::setUniforms(transform,
|
||||
core::vector2df(float(UserConfigParams::m_width),
|
||||
float(UserConfigParams::m_height)),
|
||||
0);
|
||||
glUseProgram(MeshShader::SkyboxShader::getInstance()->Program);
|
||||
MeshShader::SkyboxShader::getInstance()->setUniforms(transform);
|
||||
MeshShader::SkyboxShader::getInstance()->SetTextureUnits(createVector<GLuint>(SkyboxCubeMap));
|
||||
|
||||
glDrawElements(GL_TRIANGLES, 6 * 6, GL_UNSIGNED_INT, 0);
|
||||
glBindVertexArray(0);
|
||||
}
|
@ -115,8 +115,8 @@ RTT::RTT(size_t width, size_t height)
|
||||
RenderTargetTextures[RTT_MLAA_BLEND] = generateRTT(res, GL_SRGB8_ALPHA8, GL_BGR, GL_UNSIGNED_BYTE);
|
||||
RenderTargetTextures[RTT_SSAO] = generateRTT(res, GL_R16F, GL_RED, GL_FLOAT);
|
||||
RenderTargetTextures[RTT_DISPLACE] = generateRTT(res, GL_RGBA16F, GL_BGRA, GL_FLOAT);
|
||||
RenderTargetTextures[RTT_DIFFUSE] = generateRTT(res, GL_RGB16F, GL_BGR, GL_FLOAT);
|
||||
RenderTargetTextures[RTT_SPECULAR] = generateRTT(res, GL_RGB16F, GL_BGR, GL_FLOAT);
|
||||
RenderTargetTextures[RTT_DIFFUSE] = generateRTT(res, GL_RGBA16F, GL_BGRA, GL_FLOAT);
|
||||
RenderTargetTextures[RTT_SPECULAR] = generateRTT(res, GL_RGBA16F, GL_BGRA, GL_FLOAT);
|
||||
|
||||
RenderTargetTextures[RTT_HALF1] = generateRTT(half, GL_RGBA16F, GL_BGRA, GL_FLOAT);
|
||||
RenderTargetTextures[RTT_QUARTER1] = generateRTT(quarter, GL_RGBA16F, GL_BGRA, GL_FLOAT);
|
||||
|
@ -408,7 +408,6 @@ void Shaders::loadShaders()
|
||||
initShadowVPMUBO();
|
||||
initParticleQuadVBO();
|
||||
MeshShader::BubbleShader::init();
|
||||
MeshShader::SkyboxShader::init();
|
||||
MeshShader::ViewFrustrumShader::init();
|
||||
UtilShader::ColoredLine::init();
|
||||
}
|
||||
@ -713,6 +712,20 @@ void BindTextureTrilinearAnisotropic(GLuint TU, GLuint tex)
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)aniso);
|
||||
}
|
||||
|
||||
void BindCubemapTrilinear(unsigned TU, unsigned tex)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0 + TU);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, tex);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
|
||||
int aniso = UserConfigParams::m_anisotropic;
|
||||
if (aniso == 0) aniso = 1;
|
||||
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)aniso);
|
||||
}
|
||||
|
||||
GLuint createShadowSampler()
|
||||
{
|
||||
#ifdef GL_VERSION_3_3
|
||||
@ -931,6 +944,21 @@ namespace MeshShader
|
||||
AssignSamplerNames(Program, 0, "DiffuseMap", 1, "SpecularMap", 2, "SSAO", 3, "Albedo", 4, "Detail");
|
||||
}
|
||||
|
||||
InstancedDetailledObjectPass2Shader::InstancedDetailledObjectPass2Shader()
|
||||
{
|
||||
Program = LoadProgram(
|
||||
GL_VERTEX_SHADER, file_manager->getAsset("shaders/utils/getworldmatrix.vert").c_str(),
|
||||
GL_VERTEX_SHADER, file_manager->getAsset("shaders/instanced_object_pass.vert").c_str(),
|
||||
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getLightFactor.frag").c_str(),
|
||||
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/instanced_detailledobject_pass2.frag").c_str());
|
||||
AssignUniforms();
|
||||
|
||||
AssignSamplerNames(Program, 0, "DiffuseMap", 1, "SpecularMap", 2, "SSAO", 3, "Albedo", 4, "Detail");
|
||||
|
||||
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
|
||||
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
|
||||
}
|
||||
|
||||
ObjectUnlitShader::ObjectUnlitShader()
|
||||
{
|
||||
Program = LoadProgram(
|
||||
@ -944,6 +972,20 @@ namespace MeshShader
|
||||
AssignSamplerNames(Program, 0, "DiffuseMap", 1, "SpecularMap", 2, "SSAO", 3, "tex");
|
||||
}
|
||||
|
||||
InstancedObjectUnlitShader::InstancedObjectUnlitShader()
|
||||
{
|
||||
Program = LoadProgram(
|
||||
GL_VERTEX_SHADER, file_manager->getAsset("shaders/utils/getworldmatrix.vert").c_str(),
|
||||
GL_VERTEX_SHADER, file_manager->getAsset("shaders/instanced_object_pass.vert").c_str(),
|
||||
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/instanced_object_unlit.frag").c_str());
|
||||
AssignUniforms();
|
||||
|
||||
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
|
||||
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
|
||||
|
||||
AssignSamplerNames(Program, 0, "DiffuseMap", 1, "SpecularMap", 2, "SSAO", 3, "tex");
|
||||
}
|
||||
|
||||
ObjectRefPass2Shader::ObjectRefPass2Shader()
|
||||
{
|
||||
Program = LoadProgram(
|
||||
@ -999,6 +1041,22 @@ namespace MeshShader
|
||||
AssignSamplerNames(Program, 0, "DiffuseMap", 1, "SpecularMap", 2, "SSAO", 3, "tex");
|
||||
}
|
||||
|
||||
InstancedSphereMapShader::InstancedSphereMapShader()
|
||||
{
|
||||
Program = LoadProgram(
|
||||
GL_VERTEX_SHADER, file_manager->getAsset("shaders/utils/getworldmatrix.vert").c_str(),
|
||||
GL_VERTEX_SHADER, file_manager->getAsset("shaders/instanced_object_pass.vert").c_str(),
|
||||
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getLightFactor.frag").c_str(),
|
||||
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getPosFromUVDepth.frag").c_str(),
|
||||
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/instanced_objectpass_spheremap.frag").c_str());
|
||||
AssignUniforms();
|
||||
|
||||
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
|
||||
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
|
||||
|
||||
AssignSamplerNames(Program, 0, "DiffuseMap", 1, "SpecularMap", 2, "SSAO", 3, "tex");
|
||||
}
|
||||
|
||||
SplattingShader::SplattingShader()
|
||||
{
|
||||
Program = LoadProgram(
|
||||
@ -1092,6 +1150,18 @@ namespace MeshShader
|
||||
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
|
||||
}
|
||||
|
||||
InstancedColorizeShader::InstancedColorizeShader()
|
||||
{
|
||||
Program = LoadProgram(
|
||||
GL_VERTEX_SHADER, file_manager->getAsset("shaders/utils/getworldmatrix.vert").c_str(),
|
||||
GL_VERTEX_SHADER, file_manager->getAsset("shaders/glow_object.vert").c_str(),
|
||||
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/glow_object.frag").c_str());
|
||||
AssignUniforms();
|
||||
|
||||
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
|
||||
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
|
||||
}
|
||||
|
||||
ShadowShader::ShadowShader()
|
||||
{
|
||||
// Geometry shader needed
|
||||
@ -1110,7 +1180,7 @@ namespace MeshShader
|
||||
GL_GEOMETRY_SHADER, file_manager->getAsset("shaders/shadow.geom").c_str(),
|
||||
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/white.frag").c_str());
|
||||
}
|
||||
AssignUniforms("ModelMatrix");
|
||||
AssignUniforms("layer", "ModelMatrix");
|
||||
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
|
||||
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
|
||||
}
|
||||
@ -1128,6 +1198,20 @@ namespace MeshShader
|
||||
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
|
||||
}
|
||||
|
||||
InstancedRSMShader::InstancedRSMShader()
|
||||
{
|
||||
Program = LoadProgram(
|
||||
GL_VERTEX_SHADER, file_manager->getAsset("shaders/utils/getworldmatrix.vert").c_str(),
|
||||
GL_VERTEX_SHADER, file_manager->getAsset("shaders/instanced_rsm.vert").c_str(),
|
||||
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/instanced_rsm.frag").c_str());
|
||||
|
||||
AssignUniforms("RSMMatrix");
|
||||
AssignSamplerNames(Program, 0, "tex");
|
||||
|
||||
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
|
||||
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
|
||||
}
|
||||
|
||||
SplattingRSMShader::SplattingRSMShader()
|
||||
{
|
||||
Program = LoadProgram(
|
||||
@ -1161,6 +1245,7 @@ namespace MeshShader
|
||||
GL_GEOMETRY_SHADER, file_manager->getAsset("shaders/instanced_shadow.geom").c_str(),
|
||||
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/white.frag").c_str());
|
||||
}
|
||||
AssignUniforms("layer");
|
||||
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
|
||||
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
|
||||
}
|
||||
@ -1183,7 +1268,7 @@ namespace MeshShader
|
||||
GL_GEOMETRY_SHADER, file_manager->getAsset("shaders/shadow.geom").c_str(),
|
||||
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/object_unlit.frag").c_str());
|
||||
}
|
||||
AssignUniforms("ModelMatrix");
|
||||
AssignUniforms("layer", "ModelMatrix");
|
||||
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
|
||||
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
|
||||
|
||||
@ -1210,7 +1295,7 @@ namespace MeshShader
|
||||
GL_GEOMETRY_SHADER, file_manager->getAsset("shaders/instanced_shadow.geom").c_str(),
|
||||
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/instanced_shadowref.frag").c_str());
|
||||
}
|
||||
|
||||
AssignUniforms("layer");
|
||||
AssignSamplerNames(Program, 0, "tex");
|
||||
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
|
||||
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
|
||||
@ -1234,7 +1319,7 @@ namespace MeshShader
|
||||
GL_GEOMETRY_SHADER, file_manager->getAsset("shaders/shadow.geom").c_str(),
|
||||
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/object_unlit.frag").c_str());
|
||||
}
|
||||
AssignUniforms("ModelMatrix", "windDir");
|
||||
AssignUniforms("layer", "ModelMatrix", "windDir");
|
||||
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
|
||||
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
|
||||
|
||||
@ -1264,7 +1349,7 @@ namespace MeshShader
|
||||
|
||||
AssignSamplerNames(Program, 0, "tex");
|
||||
|
||||
AssignUniforms("windDir");
|
||||
AssignUniforms("layer", "windDir");
|
||||
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
|
||||
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
|
||||
}
|
||||
@ -1297,20 +1382,13 @@ namespace MeshShader
|
||||
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
|
||||
}
|
||||
|
||||
GLuint SkyboxShader::Program;
|
||||
GLuint SkyboxShader::attrib_position;
|
||||
GLuint SkyboxShader::uniform_MM;
|
||||
GLuint SkyboxShader::uniform_tex;
|
||||
GLuint SkyboxShader::cubevao;
|
||||
|
||||
void SkyboxShader::init()
|
||||
SkyboxShader::SkyboxShader()
|
||||
{
|
||||
Program = LoadProgram(
|
||||
GL_VERTEX_SHADER, file_manager->getAsset("shaders/object_pass.vert").c_str(),
|
||||
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/sky.frag").c_str());
|
||||
attrib_position = glGetAttribLocation(Program, "Position");
|
||||
uniform_MM = glGetUniformLocation(Program, "ModelMatrix");
|
||||
uniform_tex = glGetUniformLocation(Program, "tex");
|
||||
AssignUniforms("ModelMatrix");
|
||||
AssignSamplerNames(Program, 0, "tex");
|
||||
|
||||
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
|
||||
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
|
||||
@ -1318,20 +1396,12 @@ namespace MeshShader
|
||||
glGenVertexArrays(1, &cubevao);
|
||||
glBindVertexArray(cubevao);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, SharedObject::cubevbo);
|
||||
glEnableVertexAttribArray(attrib_position);
|
||||
glVertexAttribPointer(attrib_position, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), 0);
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), 0);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, SharedObject::cubeindexes);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
void SkyboxShader::setUniforms(const core::matrix4 &ModelMatrix, const core::vector2df &screen, unsigned TU_tex)
|
||||
{
|
||||
if (irr_driver->needUBOWorkaround())
|
||||
bypassUBO(Program);
|
||||
glUniformMatrix4fv(uniform_MM, 1, GL_FALSE, ModelMatrix.pointer());
|
||||
glUniform1i(uniform_tex, TU_tex);
|
||||
}
|
||||
|
||||
NormalVisualizer::NormalVisualizer()
|
||||
{
|
||||
Program = LoadProgram(
|
||||
|
@ -186,6 +186,7 @@ enum SamplerType {
|
||||
Nearest_Filtered,
|
||||
Shadow_Sampler,
|
||||
Volume_Linear_Filtered,
|
||||
Trilinear_cubemap,
|
||||
};
|
||||
|
||||
void setTextureSampler(GLenum, GLuint, GLuint, GLuint);
|
||||
@ -325,6 +326,29 @@ struct CreateSamplers<Trilinear_Anisotropic_Filtered, tp...>
|
||||
|
||||
void BindTextureTrilinearAnisotropic(unsigned TU, unsigned tex);
|
||||
|
||||
template<SamplerType...tp>
|
||||
struct CreateSamplers<Trilinear_cubemap, tp...>
|
||||
{
|
||||
static void exec(std::vector<unsigned> &v, std::vector<GLenum> &e)
|
||||
{
|
||||
v.push_back(createTrilinearSampler());
|
||||
e.push_back(GL_TEXTURE_CUBE_MAP);
|
||||
CreateSamplers<tp...>::exec(v, e);
|
||||
}
|
||||
};
|
||||
|
||||
void BindCubemapTrilinear(unsigned TU, unsigned tex);
|
||||
|
||||
template<SamplerType...tp>
|
||||
struct BindTexture<Trilinear_cubemap, tp...>
|
||||
{
|
||||
static void exec(const std::vector<unsigned> &TU, const std::vector<unsigned> &TexId, unsigned N)
|
||||
{
|
||||
BindCubemapTrilinear(TU[N], TexId[N]);
|
||||
BindTexture<tp...>::exec(TU, TexId, N + 1);
|
||||
}
|
||||
};
|
||||
|
||||
template<SamplerType...tp>
|
||||
struct BindTexture<Trilinear_Anisotropic_Filtered, tp...>
|
||||
{
|
||||
@ -389,10 +413,12 @@ class TextureRead
|
||||
private:
|
||||
template<unsigned N, typename...Args>
|
||||
void AssignTextureNames_impl(GLuint)
|
||||
{}
|
||||
{
|
||||
static_assert(N == sizeof...(tp), "Wrong number of texture name");
|
||||
}
|
||||
|
||||
template<unsigned N, typename...Args>
|
||||
void AssignTextureNames_impl(GLuint Program, GLuint TexUnit, const char *name, Args...args...)
|
||||
void AssignTextureNames_impl(GLuint Program, GLuint TexUnit, const char *name, Args...args)
|
||||
{
|
||||
GLuint location = glGetUniformLocation(Program, name);
|
||||
TextureLocation.push_back(location);
|
||||
@ -524,12 +550,24 @@ public:
|
||||
DetailledObjectPass2Shader();
|
||||
};
|
||||
|
||||
class InstancedDetailledObjectPass2Shader : public ShaderHelperSingleton<InstancedDetailledObjectPass2Shader>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
|
||||
{
|
||||
public:
|
||||
InstancedDetailledObjectPass2Shader();
|
||||
};
|
||||
|
||||
class ObjectUnlitShader : public ShaderHelperSingleton<ObjectUnlitShader, core::matrix4, core::matrix4>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered>
|
||||
{
|
||||
public:
|
||||
ObjectUnlitShader();
|
||||
};
|
||||
|
||||
class InstancedObjectUnlitShader : public ShaderHelperSingleton<InstancedObjectUnlitShader>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered>
|
||||
{
|
||||
public:
|
||||
InstancedObjectUnlitShader();
|
||||
};
|
||||
|
||||
class ObjectRefPass2Shader : public ShaderHelperSingleton<ObjectRefPass2Shader, core::matrix4, core::matrix4>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered>
|
||||
{
|
||||
public:
|
||||
@ -554,6 +592,12 @@ public:
|
||||
SphereMapShader();
|
||||
};
|
||||
|
||||
class InstancedSphereMapShader : public ShaderHelperSingleton<InstancedSphereMapShader>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered>
|
||||
{
|
||||
public:
|
||||
InstancedSphereMapShader();
|
||||
};
|
||||
|
||||
class SplattingShader : public ShaderHelperSingleton<SplattingShader, core::matrix4>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
|
||||
{
|
||||
public:
|
||||
@ -595,7 +639,13 @@ public:
|
||||
ColorizeShader();
|
||||
};
|
||||
|
||||
class ShadowShader : public ShaderHelperSingleton<ShadowShader, core::matrix4>, public TextureRead<>
|
||||
class InstancedColorizeShader : public ShaderHelperSingleton<InstancedColorizeShader>
|
||||
{
|
||||
public:
|
||||
InstancedColorizeShader();
|
||||
};
|
||||
|
||||
class ShadowShader : public ShaderHelperSingleton<ShadowShader, int, core::matrix4>, public TextureRead<>
|
||||
{
|
||||
public:
|
||||
ShadowShader();
|
||||
@ -607,6 +657,12 @@ public:
|
||||
RSMShader();
|
||||
};
|
||||
|
||||
class InstancedRSMShader : public ShaderHelperSingleton<InstancedRSMShader, core::matrix4>, public TextureRead<Trilinear_Anisotropic_Filtered>
|
||||
{
|
||||
public:
|
||||
InstancedRSMShader();
|
||||
};
|
||||
|
||||
class SplattingRSMShader : public ShaderHelperSingleton<SplattingRSMShader, core::matrix4, core::matrix4>,
|
||||
public TextureRead<Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
|
||||
{
|
||||
@ -614,31 +670,31 @@ public:
|
||||
SplattingRSMShader();
|
||||
};
|
||||
|
||||
class InstancedShadowShader : public ShaderHelperSingleton<InstancedShadowShader>, public TextureRead<>
|
||||
class InstancedShadowShader : public ShaderHelperSingleton<InstancedShadowShader, int>, public TextureRead<>
|
||||
{
|
||||
public:
|
||||
InstancedShadowShader();
|
||||
};
|
||||
|
||||
class RefShadowShader : public ShaderHelperSingleton<RefShadowShader, core::matrix4>, public TextureRead<Trilinear_Anisotropic_Filtered>
|
||||
class RefShadowShader : public ShaderHelperSingleton<RefShadowShader, int, core::matrix4>, public TextureRead<Trilinear_Anisotropic_Filtered>
|
||||
{
|
||||
public:
|
||||
RefShadowShader();
|
||||
};
|
||||
|
||||
class InstancedRefShadowShader : public ShaderHelperSingleton<InstancedRefShadowShader>, public TextureRead<Trilinear_Anisotropic_Filtered>
|
||||
class InstancedRefShadowShader : public ShaderHelperSingleton<InstancedRefShadowShader, int>, public TextureRead<Trilinear_Anisotropic_Filtered>
|
||||
{
|
||||
public:
|
||||
InstancedRefShadowShader();
|
||||
};
|
||||
|
||||
class GrassShadowShader : public ShaderHelperSingleton<GrassShadowShader, core::matrix4, core::vector3df>, public TextureRead<Trilinear_Anisotropic_Filtered>
|
||||
class GrassShadowShader : public ShaderHelperSingleton<GrassShadowShader, int, core::matrix4, core::vector3df>, public TextureRead<Trilinear_Anisotropic_Filtered>
|
||||
{
|
||||
public:
|
||||
GrassShadowShader();
|
||||
};
|
||||
|
||||
class InstancedGrassShadowShader : public ShaderHelperSingleton<InstancedGrassShadowShader, core::vector3df>, public TextureRead<Trilinear_Anisotropic_Filtered>
|
||||
class InstancedGrassShadowShader : public ShaderHelperSingleton<InstancedGrassShadowShader, int, core::vector3df>, public TextureRead<Trilinear_Anisotropic_Filtered>
|
||||
{
|
||||
public:
|
||||
InstancedGrassShadowShader();
|
||||
@ -656,16 +712,11 @@ public:
|
||||
DisplaceShader();
|
||||
};
|
||||
|
||||
class SkyboxShader
|
||||
class SkyboxShader : public ShaderHelperSingleton<SkyboxShader, core::matrix4>, public TextureRead<Trilinear_cubemap>
|
||||
{
|
||||
public:
|
||||
static GLuint Program;
|
||||
static GLuint attrib_position;
|
||||
static GLuint uniform_MM, uniform_tex;
|
||||
static GLuint cubevao;
|
||||
|
||||
static void init();
|
||||
static void setUniforms(const core::matrix4 &ModelMatrix, const core::vector2df &screen, unsigned TU_tex);
|
||||
SkyboxShader();
|
||||
GLuint cubevao;
|
||||
};
|
||||
|
||||
class NormalVisualizer : public ShaderHelperSingleton<NormalVisualizer, core::matrix4, core::matrix4, video::SColor>
|
||||
|
@ -75,12 +75,12 @@ scene::IMesh* STKTextBillboard::getTextMesh(core::stringw text, gui::ScalableFon
|
||||
|
||||
for (unsigned int i = 0; i < m_chars.size(); i++)
|
||||
{
|
||||
core::vector3df char_pos(m_chars[i].m_destRect.UpperLeftCorner.X,
|
||||
m_chars[i].m_destRect.UpperLeftCorner.Y, 0);
|
||||
core::vector3df char_pos((float) m_chars[i].m_destRect.UpperLeftCorner.X,
|
||||
(float) m_chars[i].m_destRect.UpperLeftCorner.Y, 0);
|
||||
char_pos *= scale;
|
||||
|
||||
core::vector3df char_pos2(m_chars[i].m_destRect.LowerRightCorner.X,
|
||||
m_chars[i].m_destRect.LowerRightCorner.Y, 0);
|
||||
core::vector3df char_pos2((float)m_chars[i].m_destRect.LowerRightCorner.X,
|
||||
(float) m_chars[i].m_destRect.LowerRightCorner.Y, 0);
|
||||
char_pos2 *= scale;
|
||||
|
||||
core::dimension2di char_size_i = m_chars[i].m_destRect.getSize();
|
||||
@ -100,8 +100,8 @@ scene::IMesh* STKTextBillboard::getTextMesh(core::stringw text, gui::ScalableFon
|
||||
buffer = map_itr->second;
|
||||
}
|
||||
|
||||
float tex_width = m_chars[i].m_texture->getSize().Width;
|
||||
float tex_height = m_chars[i].m_texture->getSize().Height;
|
||||
float tex_width = (float) m_chars[i].m_texture->getSize().Width;
|
||||
float tex_height = (float)m_chars[i].m_texture->getSize().Height;
|
||||
|
||||
|
||||
video::S3DVertex vertices[] =
|
||||
|
@ -33,6 +33,15 @@ void STKAnimatedMesh::cleanGLMeshes()
|
||||
glDeleteVertexArrays(1, &(mesh.vao));
|
||||
glDeleteBuffers(1, &(mesh.vertex_buffer));
|
||||
glDeleteBuffers(1, &(mesh.index_buffer));
|
||||
if (mesh.instance_buffer)
|
||||
glDeleteBuffers(1, &(mesh.instance_buffer));
|
||||
#ifdef Bindless_Texture_Support
|
||||
for (unsigned j = 0; j < 6; j++)
|
||||
{
|
||||
if (mesh.TextureHandles[j] && glIsTextureHandleResidentARB(mesh.TextureHandles[j]))
|
||||
glMakeTextureHandleNonResidentARB(mesh.TextureHandles[j]);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
@ -45,21 +54,13 @@ void STKAnimatedMesh::setMesh(scene::IAnimatedMesh* mesh)
|
||||
CAnimatedMeshSceneNode::setMesh(mesh);
|
||||
}
|
||||
|
||||
void STKAnimatedMesh::render()
|
||||
void STKAnimatedMesh::update()
|
||||
{
|
||||
video::IVideoDriver* driver = SceneManager->getVideoDriver();
|
||||
|
||||
bool isTransparentPass =
|
||||
SceneManager->getSceneNodeRenderPass() == scene::ESNRP_TRANSPARENT;
|
||||
|
||||
++PassCount;
|
||||
|
||||
scene::IMesh* m = getMeshForCurrentFrame();
|
||||
|
||||
if (m)
|
||||
{
|
||||
Box = m->getBoundingBox();
|
||||
}
|
||||
else
|
||||
{
|
||||
Log::error("animated mesh", "Animated Mesh returned no mesh to render.");
|
||||
@ -99,11 +100,21 @@ void STKAnimatedMesh::render()
|
||||
{
|
||||
MeshMaterial MatType = MaterialTypeToMeshMaterial(type, mb->getVertexType());
|
||||
MeshSolidMaterial[MatType].push_back(&mesh);
|
||||
InitTextures(mesh, MatType);
|
||||
}
|
||||
|
||||
if (irr_driver->hasARB_base_instance())
|
||||
{
|
||||
std::pair<unsigned, unsigned> p = VAOManager::getInstance()->getBase(mb);
|
||||
mesh.vaoBaseVertex = p.first;
|
||||
mesh.vaoOffset = p.second;
|
||||
}
|
||||
else
|
||||
{
|
||||
fillLocalBuffer(mesh, mb);
|
||||
mesh.vao = createVAO(mesh.vertex_buffer, mesh.index_buffer, mb->getVertexType());
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
std::pair<unsigned, unsigned> p = VAOManager::getInstance()->getBase(mb);
|
||||
mesh.vaoBaseVertex = p.first;
|
||||
mesh.vaoOffset = p.second;
|
||||
mesh.VAOType = mb->getVertexType();
|
||||
}
|
||||
}
|
||||
firstTime = false;
|
||||
@ -114,31 +125,47 @@ void STKAnimatedMesh::render()
|
||||
const video::SMaterial& material = ReadOnlyMaterials ? mb->getMaterial() : Materials[i];
|
||||
if (isObject(material.MaterialType))
|
||||
{
|
||||
if (irr_driver->getPhase() == SOLID_NORMAL_AND_DEPTH_PASS || irr_driver->getPhase() == TRANSPARENT_PASS)
|
||||
|
||||
size_t size = mb->getVertexCount() * GLmeshes[i].Stride, offset = GLmeshes[i].vaoBaseVertex * GLmeshes[i].Stride;
|
||||
void *buf;
|
||||
if (irr_driver->hasBufferStorageExtension())
|
||||
{
|
||||
buf = VAOManager::getInstance()->getVBOPtr(mb->getVertexType());
|
||||
buf = (char *)buf + offset;
|
||||
}
|
||||
else
|
||||
{
|
||||
glBindVertexArray(0);
|
||||
size_t size = mb->getVertexCount() * GLmeshes[i].Stride;
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VAOManager::getInstance()->getVBO(mb->getVertexType()));
|
||||
if (irr_driver->hasARB_base_instance())
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VAOManager::getInstance()->getVBO(mb->getVertexType()));
|
||||
else
|
||||
glBindBuffer(GL_ARRAY_BUFFER, GLmeshes[i].vertex_buffer);
|
||||
GLbitfield bitfield = GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_RANGE_BIT | GL_MAP_UNSYNCHRONIZED_BIT;
|
||||
void * buf = glMapBufferRange(GL_ARRAY_BUFFER, GLmeshes[i].vaoBaseVertex * GLmeshes[i].Stride, size, bitfield);
|
||||
memcpy(buf, mb->getVertices(), size);
|
||||
buf = glMapBufferRange(GL_ARRAY_BUFFER, offset, size, bitfield);
|
||||
}
|
||||
memcpy(buf, mb->getVertices(), size);
|
||||
if (!irr_driver->hasBufferStorageExtension())
|
||||
{
|
||||
glUnmapBuffer(GL_ARRAY_BUFFER);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
}
|
||||
}
|
||||
if (mb)
|
||||
GLmeshes[i].TextureMatrix = getMaterial(i).getTextureMatrix(0);
|
||||
|
||||
video::IMaterialRenderer* rnd = driver->getMaterialRenderer(Materials[i].MaterialType);
|
||||
bool transparent = (rnd && rnd->isTransparent());
|
||||
|
||||
// only render transparent buffer if this is the transparent render pass
|
||||
// and solid only in solid pass
|
||||
if (transparent != isTransparentPass)
|
||||
continue;
|
||||
}
|
||||
|
||||
if (irr_driver->getPhase() == SOLID_NORMAL_AND_DEPTH_PASS || irr_driver->getPhase() == SHADOW_PASS)
|
||||
}
|
||||
|
||||
void STKAnimatedMesh::render()
|
||||
{
|
||||
bool isTransparentPass =
|
||||
SceneManager->getSceneNodeRenderPass() == scene::ESNRP_TRANSPARENT;
|
||||
|
||||
++PassCount;
|
||||
|
||||
update();
|
||||
|
||||
/* if (irr_driver->getPhase() == SOLID_NORMAL_AND_DEPTH_PASS || irr_driver->getPhase() == SHADOW_PASS)
|
||||
{
|
||||
ModelViewProjectionMatrix = computeMVP(AbsoluteTransformation);
|
||||
core::matrix4 invmodel;
|
||||
@ -146,19 +173,19 @@ void STKAnimatedMesh::render()
|
||||
|
||||
GLMesh* mesh;
|
||||
for_in(mesh, MeshSolidMaterial[MAT_DEFAULT])
|
||||
pushVector(AnimatedListMatDefault::getInstance(), mesh, AbsoluteTransformation, invmodel, mesh->TextureMatrix);
|
||||
pushVector(ListMatDefault::getInstance(), mesh, AbsoluteTransformation, invmodel, mesh->TextureMatrix);
|
||||
|
||||
for_in(mesh, MeshSolidMaterial[MAT_ALPHA_REF])
|
||||
pushVector(AnimatedListMatAlphaRef::getInstance(), mesh, AbsoluteTransformation, invmodel, mesh->TextureMatrix);
|
||||
pushVector(ListMatAlphaRef::getInstance(), mesh, AbsoluteTransformation, invmodel, mesh->TextureMatrix);
|
||||
|
||||
for_in(mesh, MeshSolidMaterial[MAT_DETAIL])
|
||||
pushVector(AnimatedListMatDetails::getInstance(), mesh, AbsoluteTransformation, invmodel, mesh->TextureMatrix);
|
||||
pushVector(ListMatDetails::getInstance(), mesh, AbsoluteTransformation, invmodel, mesh->TextureMatrix);
|
||||
|
||||
for_in(mesh, MeshSolidMaterial[MAT_UNLIT])
|
||||
pushVector(AnimatedListMatUnlit::getInstance(), mesh, AbsoluteTransformation, core::matrix4::EM4CONST_IDENTITY, mesh->TextureMatrix);
|
||||
pushVector(ListMatUnlit::getInstance(), mesh, AbsoluteTransformation, core::matrix4::EM4CONST_IDENTITY, mesh->TextureMatrix);
|
||||
|
||||
return;
|
||||
}
|
||||
}*/
|
||||
|
||||
if (irr_driver->getPhase() == TRANSPARENT_PASS)
|
||||
{
|
||||
|
@ -7,16 +7,15 @@
|
||||
#include "graphics/stkmesh.hpp"
|
||||
#include "utils/ptr_vector.hpp"
|
||||
|
||||
class STKAnimatedMesh : public irr::scene::CAnimatedMeshSceneNode
|
||||
class STKAnimatedMesh : public irr::scene::CAnimatedMeshSceneNode, public STKMeshCommon
|
||||
{
|
||||
protected:
|
||||
bool firstTime;
|
||||
PtrVector<GLMesh, REF> MeshSolidMaterial[MAT_COUNT];
|
||||
PtrVector<GLMesh, REF> TransparentMesh[TM_COUNT];
|
||||
std::vector<GLMesh> GLmeshes;
|
||||
core::matrix4 ModelViewProjectionMatrix;
|
||||
void cleanGLMeshes();
|
||||
public:
|
||||
virtual void update();
|
||||
STKAnimatedMesh(irr::scene::IAnimatedMesh* mesh, irr::scene::ISceneNode* parent,
|
||||
irr::scene::ISceneManager* mgr, irr::s32 id,
|
||||
const irr::core::vector3df& position = irr::core::vector3df(0,0,0),
|
||||
@ -25,6 +24,7 @@ public:
|
||||
|
||||
virtual void render();
|
||||
virtual void setMesh(irr::scene::IAnimatedMesh* mesh);
|
||||
virtual bool glow() const { return false; }
|
||||
};
|
||||
|
||||
#endif // STKANIMATEDMESH_HPP
|
||||
|
@ -1,227 +0,0 @@
|
||||
#include "stkinstancedscenenode.hpp"
|
||||
#include "graphics/irr_driver.hpp"
|
||||
#include "graphics/callbacks.hpp"
|
||||
|
||||
STKInstancedSceneNode::STKInstancedSceneNode(irr::scene::IMesh* mesh, ISceneNode* parent, irr::scene::ISceneManager* mgr, irr::s32 id,
|
||||
const irr::core::vector3df& position,
|
||||
const irr::core::vector3df& rotation,
|
||||
const irr::core::vector3df& scale) :
|
||||
CMeshSceneNode(mesh, parent, mgr, id, position, rotation, scale)
|
||||
{
|
||||
m_ref_count = 0;
|
||||
irr_driver->grabAllTextures(mesh);
|
||||
|
||||
if (irr_driver->isGLSL())
|
||||
{
|
||||
createGLMeshes();
|
||||
setAutomaticCulling(0);
|
||||
}
|
||||
}
|
||||
|
||||
void STKInstancedSceneNode::cleanGL()
|
||||
{
|
||||
for (u32 i = 0; i < GLmeshes.size(); ++i)
|
||||
{
|
||||
GLMesh mesh = GLmeshes[i];
|
||||
if (!mesh.vertex_buffer)
|
||||
continue;
|
||||
if (mesh.vao)
|
||||
glDeleteVertexArrays(1, &(mesh.vao));
|
||||
if (mesh.vao_shadow_pass)
|
||||
glDeleteVertexArrays(1, &(mesh.vao_shadow_pass));
|
||||
glDeleteBuffers(1, &(mesh.vertex_buffer));
|
||||
glDeleteBuffers(1, &(mesh.index_buffer));
|
||||
}
|
||||
glDeleteBuffers(1, &instances_vbo);
|
||||
}
|
||||
|
||||
STKInstancedSceneNode::~STKInstancedSceneNode()
|
||||
{
|
||||
irr_driver->dropAllTextures(getMesh());
|
||||
irr_driver->removeMeshFromCache(getMesh());
|
||||
|
||||
if (irr_driver->isGLSL())
|
||||
cleanGL();
|
||||
}
|
||||
|
||||
void STKInstancedSceneNode::createGLMeshes()
|
||||
{
|
||||
for (u32 i = 0; i<Mesh->getMeshBufferCount(); ++i)
|
||||
{
|
||||
scene::IMeshBuffer* mb = Mesh->getMeshBuffer(i);
|
||||
GLmeshes.push_back(allocateMeshBuffer(mb));
|
||||
GLMesh &mesh = GLmeshes.back();
|
||||
if (irr_driver->hasARB_base_instance())
|
||||
{
|
||||
std::pair<unsigned, unsigned> p = VAOManager::getInstance()->getBase(mb);
|
||||
mesh.vaoBaseVertex = p.first;
|
||||
mesh.vaoOffset = p.second;
|
||||
mesh.VAOType = mb->getVertexType();
|
||||
}
|
||||
else
|
||||
fillLocalBuffer(mesh, mb);
|
||||
instanceData.push_back(std::vector<InstanceData>());
|
||||
}
|
||||
isMaterialInitialized = false;
|
||||
}
|
||||
|
||||
void STKInstancedSceneNode::initinstancedvaostate(GLMesh &mesh, const std::vector<InstanceData> &instances)
|
||||
{
|
||||
if (!irr_driver->hasARB_base_instance())
|
||||
{
|
||||
mesh.vao = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(mesh.Stride));
|
||||
glGenBuffers(1, &instances_vbo);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, instances_vbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, instances.size() * sizeof(InstanceData), instances.data(), GL_STATIC_DRAW);
|
||||
|
||||
glEnableVertexAttribArray(7);
|
||||
glVertexAttribPointer(7, 3, GL_FLOAT, GL_FALSE, sizeof(InstanceData), 0);
|
||||
glVertexAttribDivisor(7, 1);
|
||||
glEnableVertexAttribArray(8);
|
||||
glVertexAttribPointer(8, 3, GL_FLOAT, GL_FALSE, sizeof(InstanceData), (GLvoid*)(3 * sizeof(float)));
|
||||
glVertexAttribDivisor(8, 1);
|
||||
glEnableVertexAttribArray(9);
|
||||
glVertexAttribPointer(9, 3, GL_FLOAT, GL_FALSE, sizeof(InstanceData), (GLvoid*)(6 * sizeof(float)));
|
||||
glVertexAttribDivisor(9, 1);
|
||||
|
||||
mesh.vao_shadow_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(mesh.Stride));
|
||||
glBindBuffer(GL_ARRAY_BUFFER, instances_vbo);
|
||||
glEnableVertexAttribArray(7);
|
||||
glVertexAttribPointer(7, 3, GL_FLOAT, GL_FALSE, sizeof(InstanceData), 0);
|
||||
glVertexAttribDivisor(7, 4);
|
||||
glEnableVertexAttribArray(8);
|
||||
glVertexAttribPointer(8, 3, GL_FLOAT, GL_FALSE, sizeof(InstanceData), (GLvoid*)(3 * sizeof(float)));
|
||||
glVertexAttribDivisor(8, 4);
|
||||
glEnableVertexAttribArray(9);
|
||||
glVertexAttribPointer(9, 3, GL_FLOAT, GL_FALSE, sizeof(InstanceData), (GLvoid*)(6 * sizeof(float)));
|
||||
glVertexAttribDivisor(9, 4);
|
||||
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
}
|
||||
|
||||
void STKInstancedSceneNode::setFirstTimeMaterial()
|
||||
{
|
||||
if (isMaterialInitialized)
|
||||
return;
|
||||
for (u32 i = 0; i<Mesh->getMeshBufferCount(); ++i)
|
||||
{
|
||||
scene::IMeshBuffer* mb = Mesh->getMeshBuffer(i);
|
||||
if (!mb)
|
||||
continue;
|
||||
video::E_MATERIAL_TYPE type = mb->getMaterial().MaterialType;
|
||||
|
||||
GLMesh &mesh = GLmeshes[i];
|
||||
MeshMaterial MatType = MaterialTypeToMeshMaterial(type, mb->getVertexType());
|
||||
initinstancedvaostate(mesh, instanceData[i]);
|
||||
if (irr_driver->hasARB_base_instance())
|
||||
mesh.vaoBaseInstance = VAOManager::getInstance()->appendInstance(InstanceTypeDefault, instanceData[i]);
|
||||
MeshSolidMaterial[MatType].push_back(&mesh);
|
||||
}
|
||||
isMaterialInitialized = true;
|
||||
}
|
||||
|
||||
void STKInstancedSceneNode::addInstance(const core::vector3df &origin, const core::vector3df &orientation, const core::vector3df &scale)
|
||||
{
|
||||
for (unsigned i = 0; i < GLmeshes.size(); i++)
|
||||
{
|
||||
GLMesh &mesh = GLmeshes[i];
|
||||
#ifdef Bindless_Texture_Support
|
||||
if (UserConfigParams::m_bindless_textures)
|
||||
{
|
||||
for (unsigned j = 0; j < 2; j++)
|
||||
{
|
||||
if (!mesh.textures[j])
|
||||
mesh.textures[j] = getUnicolorTexture(video::SColor(255, 255, 255, 255));
|
||||
compressTexture(mesh.textures[j], true);
|
||||
|
||||
if (!mesh.TextureHandles[j])
|
||||
mesh.TextureHandles[j] = glGetTextureSamplerHandleARB(getTextureGLuint(mesh.textures[j]), MeshShader::InstancedNormalMapShader::getInstance()->SamplersId[j]);
|
||||
if (!glIsTextureHandleResidentARB(mesh.TextureHandles[j]))
|
||||
glMakeTextureHandleResidentARB(mesh.TextureHandles[j]);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
InstanceData instance = {
|
||||
{
|
||||
origin.X,
|
||||
origin.Y,
|
||||
origin.Z
|
||||
},
|
||||
{
|
||||
orientation.X,
|
||||
orientation.Y,
|
||||
orientation.Z
|
||||
},
|
||||
{
|
||||
scale.X,
|
||||
scale.Y,
|
||||
scale.Z
|
||||
},
|
||||
mesh.TextureHandles[0],
|
||||
mesh.TextureHandles[1]
|
||||
};
|
||||
instanceData[i].push_back(instance);
|
||||
}
|
||||
}
|
||||
|
||||
core::matrix4 STKInstancedSceneNode::getInstanceTransform(int id)
|
||||
{
|
||||
core::matrix4 mat;
|
||||
|
||||
const InstanceData &instance = instanceData[0][id];
|
||||
mat.setTranslation(core::vector3df(
|
||||
instance.Origin.X,
|
||||
instance.Origin.Y,
|
||||
instance.Origin.Z));
|
||||
mat.setRotationDegrees(core::vector3df(
|
||||
instance.Orientation.X,
|
||||
instance.Orientation.Y,
|
||||
instance.Orientation.Z));
|
||||
mat.setScale(core::vector3df(
|
||||
instance.Scale.X,
|
||||
instance.Scale.Y,
|
||||
instance.Scale.Z));
|
||||
|
||||
return mat;
|
||||
}
|
||||
|
||||
void STKInstancedSceneNode::render()
|
||||
{
|
||||
if (!irr_driver->isGLSL())
|
||||
{
|
||||
CMeshSceneNode::render();
|
||||
return;
|
||||
}
|
||||
|
||||
setFirstTimeMaterial();
|
||||
|
||||
if (irr_driver->getPhase() == SOLID_NORMAL_AND_DEPTH_PASS || irr_driver->getPhase() == SHADOW_PASS)
|
||||
{
|
||||
for (unsigned i = 0; i < MeshSolidMaterial[MAT_DEFAULT].size(); i++)
|
||||
{
|
||||
GLMesh *mesh = MeshSolidMaterial[MAT_DEFAULT][i];
|
||||
ListInstancedMatDefault::getInstance()->push_back(STK::make_tuple(mesh, instanceData[0].size()));
|
||||
}
|
||||
|
||||
for (unsigned i = 0; i < MeshSolidMaterial[MAT_ALPHA_REF].size(); i++)
|
||||
{
|
||||
GLMesh *mesh = MeshSolidMaterial[MAT_ALPHA_REF][i];
|
||||
ListInstancedMatAlphaRef::getInstance()->push_back(STK::make_tuple(mesh, instanceData[0].size()));
|
||||
}
|
||||
|
||||
windDir = getWind();
|
||||
SunLightProvider * const cb = (SunLightProvider *)irr_driver->getCallback(ES_SUNLIGHT);
|
||||
for (unsigned i = 0; i < MeshSolidMaterial[MAT_GRASS].size(); i++)
|
||||
{
|
||||
GLMesh *mesh = MeshSolidMaterial[MAT_GRASS][i];
|
||||
ListInstancedMatGrass::getInstance()->push_back(STK::make_tuple(mesh, instanceData[0].size(), windDir, cb->getPosition()));
|
||||
}
|
||||
|
||||
for (unsigned i = 0; i < MeshSolidMaterial[MAT_NORMAL_MAP].size(); i++)
|
||||
{
|
||||
GLMesh *mesh = MeshSolidMaterial[MAT_NORMAL_MAP][i];
|
||||
ListInstancedMatNormalMap::getInstance()->push_back(STK::make_tuple(mesh, instanceData[0].size()));
|
||||
}
|
||||
}
|
||||
}
|
@ -1,60 +0,0 @@
|
||||
#ifndef STKINSTANCEDSCENENODE_HPP
|
||||
#define STKINSTANCEDSCENENODE_HPP
|
||||
|
||||
#include "stkmesh.hpp"
|
||||
#include "utils/leak_check.hpp"
|
||||
|
||||
class ListInstancedMatDefault : public MeshList<ListInstancedMatDefault, GLMesh *, size_t>
|
||||
{};
|
||||
|
||||
class ListInstancedMatAlphaRef : public MeshList<ListInstancedMatAlphaRef, GLMesh *, size_t>
|
||||
{};
|
||||
|
||||
class ListInstancedMatGrass : public MeshList<ListInstancedMatGrass, GLMesh *, size_t, core::vector3df, core::vector3df>
|
||||
{};
|
||||
|
||||
class ListInstancedMatNormalMap : public MeshList<ListInstancedMatNormalMap, GLMesh *, size_t>
|
||||
{};
|
||||
|
||||
class STKInstancedSceneNode : public irr::scene::CMeshSceneNode
|
||||
{
|
||||
protected:
|
||||
int m_ref_count;
|
||||
std::vector<GLMesh *> MeshSolidMaterial[MAT_COUNT];
|
||||
std::vector<GLMesh> GLmeshes;
|
||||
std::vector<std::vector<InstanceData> > instanceData;
|
||||
core::matrix4 ModelViewProjectionMatrix, TransposeInverseModelView;
|
||||
GLuint instances_vbo;
|
||||
void createGLMeshes();
|
||||
bool isMaterialInitialized;
|
||||
void setFirstTimeMaterial();
|
||||
void initinstancedvaostate(GLMesh &mesh, const std::vector<InstanceData> &);
|
||||
void cleanGL();
|
||||
core::vector3df windDir;
|
||||
public:
|
||||
STKInstancedSceneNode(irr::scene::IMesh* mesh, ISceneNode* parent, irr::scene::ISceneManager* mgr, irr::s32 id,
|
||||
const irr::core::vector3df& position = irr::core::vector3df(0, 0, 0),
|
||||
const irr::core::vector3df& rotation = irr::core::vector3df(0, 0, 0),
|
||||
const irr::core::vector3df& scale = irr::core::vector3df(1.0f, 1.0f, 1.0f));
|
||||
~STKInstancedSceneNode();
|
||||
virtual void render();
|
||||
void addInstance(const core::vector3df &origin, const core::vector3df &orientation, const core::vector3df &scale);
|
||||
|
||||
int getInstanceCount() const { return instanceData[0].size(); }
|
||||
|
||||
core::matrix4 getInstanceTransform(int id);
|
||||
|
||||
void instanceGrab() { m_ref_count++; }
|
||||
void instanceDrop()
|
||||
{
|
||||
m_ref_count--;
|
||||
if (m_ref_count <= 0)
|
||||
{
|
||||
delete this;
|
||||
}
|
||||
}
|
||||
|
||||
LEAK_CHECK();
|
||||
};
|
||||
|
||||
#endif
|
@ -126,6 +126,7 @@ GLMesh allocateMeshBuffer(scene::IMeshBuffer* mb)
|
||||
GLMesh result = {};
|
||||
if (!mb)
|
||||
return result;
|
||||
result.mb = mb;
|
||||
|
||||
result.IndexCount = mb->getIndexCount();
|
||||
switch (mb->getIndexType())
|
||||
@ -178,6 +179,7 @@ GLMesh allocateMeshBuffer(scene::IMeshBuffer* mb)
|
||||
for (unsigned i = 0; i < 6; i++)
|
||||
result.textures[i] = mb->getMaterial().getTexture(i);
|
||||
result.TextureMatrix = 0;
|
||||
result.VAOType = mb->getVertexType();
|
||||
return result;
|
||||
}
|
||||
|
||||
@ -229,7 +231,7 @@ core::matrix4 computeMVP(const core::matrix4 &ModelMatrix)
|
||||
return ModelViewProjectionMatrix;
|
||||
}
|
||||
|
||||
core::vector3df getWind()
|
||||
core::vector3df getWindDir()
|
||||
{
|
||||
const float time = irr_driver->getDevice()->getTimer()->getTime() / 1000.0f;
|
||||
GrassShaderProvider *gsp = (GrassShaderProvider *)irr_driver->getCallback(ES_GRASS);
|
||||
@ -292,4 +294,48 @@ bool isObject(video::E_MATERIAL_TYPE type)
|
||||
if (type == video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF)
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
static void
|
||||
SetTexture(GLMesh &mesh, unsigned i, bool isSrgb)
|
||||
{
|
||||
if (!mesh.textures[i])
|
||||
mesh.textures[i] = getUnicolorTexture(video::SColor(255, 255, 255, 255));
|
||||
compressTexture(mesh.textures[i], isSrgb);
|
||||
#ifdef Bindless_Texture_Support
|
||||
if (UserConfigParams::m_azdo)
|
||||
{
|
||||
if (!mesh.TextureHandles[i])
|
||||
mesh.TextureHandles[i] = glGetTextureSamplerHandleARB(getTextureGLuint(mesh.textures[i]), MeshShader::ObjectPass1Shader::getInstance()->SamplersId[0]);
|
||||
if (!glIsTextureHandleResidentARB(mesh.TextureHandles[i]))
|
||||
glMakeTextureHandleResidentARB(mesh.TextureHandles[i]);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void InitTextures(GLMesh &mesh, MeshMaterial Mat)
|
||||
{
|
||||
switch (Mat)
|
||||
{
|
||||
default:
|
||||
case MAT_DEFAULT:
|
||||
case MAT_ALPHA_REF:
|
||||
case MAT_GRASS:
|
||||
case MAT_SPHEREMAP:
|
||||
case MAT_UNLIT:
|
||||
SetTexture(mesh, 0, true);
|
||||
break;
|
||||
case MAT_DETAIL:
|
||||
case MAT_NORMAL_MAP:
|
||||
SetTexture(mesh, 0, true);
|
||||
SetTexture(mesh, 1, false);
|
||||
break;
|
||||
case MAT_SPLATTING:
|
||||
SetTexture(mesh, 0, true);
|
||||
SetTexture(mesh, 1, true);
|
||||
SetTexture(mesh, 2, true);
|
||||
SetTexture(mesh, 3, true);
|
||||
SetTexture(mesh, 4, true);
|
||||
break;
|
||||
}
|
||||
}
|
@ -35,9 +35,9 @@ enum TransparentMaterial
|
||||
|
||||
struct GLMesh {
|
||||
GLuint vao;
|
||||
GLuint vao_shadow_pass;
|
||||
GLuint vertex_buffer;
|
||||
GLuint index_buffer;
|
||||
GLuint instance_buffer;
|
||||
video::ITexture *textures[6];
|
||||
GLenum PrimitiveType;
|
||||
GLenum IndexType;
|
||||
@ -46,9 +46,9 @@ struct GLMesh {
|
||||
core::matrix4 TextureMatrix;
|
||||
size_t vaoBaseVertex;
|
||||
size_t vaoOffset;
|
||||
size_t vaoBaseInstance;
|
||||
video::E_VERTEX_TYPE VAOType;
|
||||
uint64_t TextureHandles[6];
|
||||
scene::IMeshBuffer *mb;
|
||||
};
|
||||
|
||||
GLMesh allocateMeshBuffer(scene::IMeshBuffer* mb);
|
||||
@ -58,61 +58,122 @@ GLuint createVAO(GLuint vbo, GLuint idx, video::E_VERTEX_TYPE type);
|
||||
core::matrix4 computeMVP(const core::matrix4 &ModelViewProjectionMatrix);
|
||||
bool isObject(video::E_MATERIAL_TYPE type);
|
||||
|
||||
core::vector3df getWind();
|
||||
core::vector3df getWindDir();
|
||||
|
||||
|
||||
class STKMeshCommon
|
||||
{
|
||||
public:
|
||||
PtrVector<GLMesh, REF> MeshSolidMaterial[MAT_COUNT];
|
||||
PtrVector<GLMesh, REF> TransparentMesh[TM_COUNT];
|
||||
virtual void update() = 0;
|
||||
virtual bool glow() const = 0;
|
||||
virtual bool isImmediateDraw() const { return false; }
|
||||
};
|
||||
|
||||
template<typename T, typename... Args>
|
||||
class MeshList : public Singleton<T>, public std::vector<STK::Tuple<Args...> >
|
||||
{};
|
||||
class MeshList : public Singleton<T>
|
||||
{
|
||||
public:
|
||||
std::vector<STK::Tuple<Args...> > SolidPass, Shadows[4], RSM;
|
||||
void clear()
|
||||
{
|
||||
SolidPass.clear();
|
||||
RSM.clear();
|
||||
for (unsigned i = 0; i < 4; i++)
|
||||
Shadows[i].clear();
|
||||
}
|
||||
};
|
||||
|
||||
template<typename T>
|
||||
class InstancedMeshList : public Singleton<T>
|
||||
{
|
||||
public:
|
||||
std::vector<GLMesh *> SolidPass, Shadows[4], RSM;
|
||||
void clear()
|
||||
{
|
||||
SolidPass.clear();
|
||||
RSM.clear();
|
||||
for (unsigned i = 0; i < 4; i++)
|
||||
Shadows[i].clear();
|
||||
}
|
||||
};
|
||||
|
||||
// -----------------------------------------Mat Default---------------------------------------------------- //
|
||||
class ListMatDefault : public MeshList<ListMatDefault, GLMesh *, core::matrix4, core::matrix4, core::matrix4>
|
||||
{};
|
||||
|
||||
class AnimatedListMatDefault : public MeshList<AnimatedListMatDefault, GLMesh *, core::matrix4, core::matrix4, core::matrix4>
|
||||
class ListInstancedMatDefault : public InstancedMeshList<ListInstancedMatDefault>
|
||||
{};
|
||||
|
||||
|
||||
// -----------------------------------------Mat Alpha Ref---------------------------------------------------- //
|
||||
class ListMatAlphaRef : public MeshList<ListMatAlphaRef, GLMesh *, core::matrix4, core::matrix4, core::matrix4>
|
||||
{};
|
||||
|
||||
class AnimatedListMatAlphaRef : public MeshList<AnimatedListMatAlphaRef, GLMesh *, core::matrix4, core::matrix4, core::matrix4>
|
||||
class ListInstancedMatAlphaRef : public InstancedMeshList<ListInstancedMatAlphaRef>
|
||||
{};
|
||||
|
||||
// -----------------------------------------Mat Normap Map---------------------------------------------------- //
|
||||
class ListMatNormalMap : public MeshList<ListMatNormalMap, GLMesh *, core::matrix4, core::matrix4, core::matrix4>
|
||||
{};
|
||||
|
||||
class ListInstancedMatNormalMap : public InstancedMeshList<ListInstancedMatNormalMap>
|
||||
{};
|
||||
|
||||
// -----------------------------------------Mat Grass---------------------------------------------------- //
|
||||
class ListMatGrass : public MeshList<ListMatGrass, GLMesh *, core::matrix4, core::matrix4, core::vector3df>
|
||||
{};
|
||||
|
||||
class ListInstancedMatGrass : public InstancedMeshList<ListInstancedMatGrass>
|
||||
{};
|
||||
|
||||
// -----------------------------------------Mat Sphere Map---------------------------------------------------- //
|
||||
class ListMatSphereMap : public MeshList<ListMatSphereMap, GLMesh *, core::matrix4, core::matrix4, core::matrix4>
|
||||
{};
|
||||
|
||||
class ListInstancedMatSphereMap : public InstancedMeshList<ListInstancedMatSphereMap>
|
||||
{};
|
||||
|
||||
// -----------------------------------------Mat Splatting---------------------------------------------------- //
|
||||
class ListMatSplatting : public MeshList<ListMatSplatting, GLMesh *, core::matrix4, core::matrix4>
|
||||
{};
|
||||
|
||||
// -----------------------------------------Mat Unlit---------------------------------------------------- //
|
||||
class ListMatUnlit : public MeshList<ListMatUnlit, GLMesh *, core::matrix4, core::matrix4, core::matrix4>
|
||||
{};
|
||||
|
||||
class AnimatedListMatUnlit : public MeshList<AnimatedListMatUnlit, GLMesh *, core::matrix4, core::matrix4, core::matrix4>
|
||||
class ListInstancedMatUnlit : public InstancedMeshList<ListInstancedMatUnlit>
|
||||
{};
|
||||
|
||||
// -----------------------------------------Mat Details---------------------------------------------------- //
|
||||
class ListMatDetails : public MeshList<ListMatDetails, GLMesh *, core::matrix4, core::matrix4, core::matrix4>
|
||||
{};
|
||||
|
||||
class AnimatedListMatDetails : public MeshList<AnimatedListMatDetails, GLMesh *, core::matrix4, core::matrix4, core::matrix4>
|
||||
class ListInstancedMatDetails : public InstancedMeshList<ListInstancedMatDetails>
|
||||
{};
|
||||
|
||||
class ListBlendTransparent : public MeshList<ListBlendTransparent, GLMesh *, core::matrix4, core::matrix4>
|
||||
// Transparent
|
||||
template <typename T, typename ...Args>
|
||||
class MiscList : public Singleton<T>, public std::vector<STK::Tuple<Args...> >
|
||||
{};
|
||||
|
||||
class ListAdditiveTransparent : public MeshList<ListAdditiveTransparent, GLMesh *, core::matrix4, core::matrix4>
|
||||
class ListBlendTransparent : public MiscList<ListBlendTransparent, GLMesh *, core::matrix4, core::matrix4>
|
||||
{};
|
||||
|
||||
class ListBlendTransparentFog : public MeshList<ListBlendTransparentFog, GLMesh *, core::matrix4, core::matrix4, float, float, float, float, float, video::SColorf>
|
||||
class ListAdditiveTransparent : public MiscList<ListAdditiveTransparent, GLMesh *, core::matrix4, core::matrix4>
|
||||
{};
|
||||
|
||||
class ListAdditiveTransparentFog : public MeshList<ListAdditiveTransparentFog, GLMesh *, core::matrix4, core::matrix4, float, float, float, float, float, video::SColorf>
|
||||
class ListBlendTransparentFog : public MiscList<ListBlendTransparentFog, GLMesh *, core::matrix4, core::matrix4, float, float, float, float, float, video::SColorf>
|
||||
{};
|
||||
|
||||
class ListDisplacement : public MeshList<ListDisplacement, GLMesh *, core::matrix4>
|
||||
class ListAdditiveTransparentFog : public MiscList<ListAdditiveTransparentFog, GLMesh *, core::matrix4, core::matrix4, float, float, float, float, float, video::SColorf>
|
||||
{};
|
||||
|
||||
class ListDisplacement : public MiscList<ListDisplacement, GLMesh *, core::matrix4>
|
||||
{};
|
||||
|
||||
class ListInstancedGlow : public Singleton<ListInstancedGlow>, public std::vector<GLMesh *>
|
||||
{};
|
||||
|
||||
// Forward pass (for transparents meshes)
|
||||
@ -121,4 +182,6 @@ void drawBubble(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatr
|
||||
MeshMaterial MaterialTypeToMeshMaterial(video::E_MATERIAL_TYPE, video::E_VERTEX_TYPE);
|
||||
TransparentMaterial MaterialTypeToTransparentMaterial(video::E_MATERIAL_TYPE, f32 MaterialTypeParam);
|
||||
|
||||
void InitTextures(GLMesh &mesh, MeshMaterial);
|
||||
|
||||
#endif // STKMESH_H
|
||||
|
@ -21,6 +21,7 @@ STKMeshSceneNode::STKMeshSceneNode(irr::scene::IMesh* mesh, ISceneNode* parent,
|
||||
isDisplacement = false;
|
||||
immediate_draw = false;
|
||||
update_each_frame = false;
|
||||
isGlow = false;
|
||||
|
||||
if (createGLMeshes)
|
||||
this->createGLMeshes();
|
||||
@ -70,35 +71,31 @@ void STKMeshSceneNode::setFirstTimeMaterial()
|
||||
if (rnd->isTransparent())
|
||||
{
|
||||
TransparentMaterial TranspMat = MaterialTypeToTransparentMaterial(type, MaterialTypeParam);
|
||||
if (immediate_draw)
|
||||
{
|
||||
fillLocalBuffer(mesh, mb);
|
||||
mesh.vao = createVAO(mesh.vertex_buffer, mesh.index_buffer, mb->getVertexType());
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
else
|
||||
if (!immediate_draw)
|
||||
TransparentMesh[TranspMat].push_back(&mesh);
|
||||
}
|
||||
else
|
||||
{
|
||||
assert(!isDisplacement);
|
||||
MeshMaterial MatType = MaterialTypeToMeshMaterial(type, mb->getVertexType());
|
||||
if (immediate_draw)
|
||||
if (!immediate_draw)
|
||||
{
|
||||
fillLocalBuffer(mesh, mb);
|
||||
mesh.vao = createVAO(mesh.vertex_buffer, mesh.index_buffer, mb->getVertexType());
|
||||
glBindVertexArray(0);
|
||||
InitTextures(mesh, MatType);
|
||||
MeshSolidMaterial[MatType].push_back(&mesh);
|
||||
}
|
||||
else
|
||||
MeshSolidMaterials[MatType].push_back(&mesh);
|
||||
}
|
||||
|
||||
if (!immediate_draw)
|
||||
if (!immediate_draw && irr_driver->hasARB_base_instance())
|
||||
{
|
||||
std::pair<unsigned, unsigned> p = VAOManager::getInstance()->getBase(mb);
|
||||
mesh.vaoBaseVertex = p.first;
|
||||
mesh.vaoOffset = p.second;
|
||||
mesh.VAOType = mb->getVertexType();
|
||||
}
|
||||
else
|
||||
{
|
||||
fillLocalBuffer(mesh, mb);
|
||||
mesh.vao = createVAO(mesh.vertex_buffer, mesh.index_buffer, mb->getVertexType());
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
}
|
||||
isMaterialInitialized = true;
|
||||
@ -113,12 +110,23 @@ void STKMeshSceneNode::cleanGLMeshes()
|
||||
continue;
|
||||
if (mesh.vao)
|
||||
glDeleteVertexArrays(1, &(mesh.vao));
|
||||
glDeleteBuffers(1, &(mesh.vertex_buffer));
|
||||
glDeleteBuffers(1, &(mesh.index_buffer));
|
||||
if (mesh.vertex_buffer)
|
||||
glDeleteBuffers(1, &(mesh.vertex_buffer));
|
||||
if (mesh.index_buffer)
|
||||
glDeleteBuffers(1, &(mesh.index_buffer));
|
||||
if (mesh.instance_buffer)
|
||||
glDeleteBuffers(1, &(mesh.instance_buffer));
|
||||
#ifdef Bindless_Texture_Support
|
||||
for (unsigned j = 0; j < 6; j++)
|
||||
{
|
||||
if (mesh.TextureHandles[j] && glIsTextureHandleResidentARB(mesh.TextureHandles[j]))
|
||||
glMakeTextureHandleNonResidentARB(mesh.TextureHandles[j]);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
GLmeshes.clear();
|
||||
for (unsigned i = 0; i < MAT_COUNT; i++)
|
||||
MeshSolidMaterials[i].clearWithoutDeleting();
|
||||
MeshSolidMaterial[i].clearWithoutDeleting();
|
||||
}
|
||||
|
||||
void STKMeshSceneNode::setMesh(irr::scene::IMesh* mesh)
|
||||
@ -135,14 +143,12 @@ STKMeshSceneNode::~STKMeshSceneNode()
|
||||
|
||||
void STKMeshSceneNode::drawGlow(const GLMesh &mesh)
|
||||
{
|
||||
ColorizeProvider * const cb = (ColorizeProvider *)irr_driver->getCallback(ES_COLORIZE);
|
||||
assert(mesh.VAOType == video::EVT_STANDARD);
|
||||
|
||||
GLenum ptype = mesh.PrimitiveType;
|
||||
GLenum itype = mesh.IndexType;
|
||||
size_t count = mesh.IndexCount;
|
||||
|
||||
MeshShader::ColorizeShader::getInstance()->setUniforms(AbsoluteTransformation, video::SColorf(cb->getRed(), cb->getGreen(), cb->getBlue()));
|
||||
MeshShader::ColorizeShader::getInstance()->setUniforms(AbsoluteTransformation, video::SColorf(glowcolor.getRed() / 255.f, glowcolor.getGreen() / 255.f, glowcolor.getBlue() / 255.f));
|
||||
glDrawElementsBaseVertex(ptype, count, itype, (GLvoid *)mesh.vaoOffset, mesh.vaoBaseVertex);
|
||||
}
|
||||
|
||||
@ -163,26 +169,8 @@ void STKMeshSceneNode::updatevbo()
|
||||
}
|
||||
}
|
||||
|
||||
static video::ITexture *spareWhiteTex = 0;
|
||||
|
||||
|
||||
void STKMeshSceneNode::OnRegisterSceneNode()
|
||||
void STKMeshSceneNode::update()
|
||||
{
|
||||
if (isDisplacement)
|
||||
SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
|
||||
else
|
||||
CMeshSceneNode::OnRegisterSceneNode();
|
||||
}
|
||||
|
||||
void STKMeshSceneNode::render()
|
||||
{
|
||||
irr::video::IVideoDriver* driver = irr_driver->getVideoDriver();
|
||||
|
||||
if (!Mesh || !driver)
|
||||
return;
|
||||
|
||||
++PassCount;
|
||||
|
||||
Box = Mesh->getBoundingBox();
|
||||
|
||||
setFirstTimeMaterial();
|
||||
@ -194,13 +182,50 @@ void STKMeshSceneNode::render()
|
||||
continue;
|
||||
GLmeshes[i].TextureMatrix = getMaterial(i).getTextureMatrix(0);
|
||||
}
|
||||
}
|
||||
|
||||
if (irr_driver->getPhase() == SOLID_NORMAL_AND_DEPTH_PASS && immediate_draw)
|
||||
|
||||
void STKMeshSceneNode::OnRegisterSceneNode()
|
||||
{
|
||||
if (isDisplacement)
|
||||
SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
|
||||
else
|
||||
CMeshSceneNode::OnRegisterSceneNode();
|
||||
}
|
||||
|
||||
static video::ITexture *spareWhiteTex = 0;
|
||||
|
||||
void STKMeshSceneNode::render()
|
||||
{
|
||||
irr::video::IVideoDriver* driver = irr_driver->getVideoDriver();
|
||||
|
||||
if (!Mesh || !driver)
|
||||
return;
|
||||
|
||||
++PassCount;
|
||||
|
||||
update();
|
||||
|
||||
bool isTransparent;
|
||||
|
||||
for (u32 i = 0; i < Mesh->getMeshBufferCount(); ++i)
|
||||
{
|
||||
scene::IMeshBuffer* mb = Mesh->getMeshBuffer(i);
|
||||
if (!mb)
|
||||
continue;
|
||||
|
||||
video::E_MATERIAL_TYPE type = mb->getMaterial().MaterialType;
|
||||
video::IMaterialRenderer* rnd = driver->getMaterialRenderer(type);
|
||||
|
||||
isTransparent = rnd->isTransparent();
|
||||
break;
|
||||
}
|
||||
|
||||
if ((irr_driver->getPhase() == SOLID_NORMAL_AND_DEPTH_PASS) && immediate_draw && !isTransparent)
|
||||
{
|
||||
core::matrix4 invmodel;
|
||||
AbsoluteTransformation.getInverse(invmodel);
|
||||
|
||||
|
||||
glDisable(GL_CULL_FACE);
|
||||
if (update_each_frame)
|
||||
updatevbo();
|
||||
@ -214,6 +239,21 @@ void STKMeshSceneNode::render()
|
||||
GLenum itype = mesh.IndexType;
|
||||
size_t count = mesh.IndexCount;
|
||||
|
||||
if (!mesh.textures[0])
|
||||
mesh.textures[0] = getUnicolorTexture(video::SColor(255, 255, 255, 255));
|
||||
compressTexture(mesh.textures[0], true);
|
||||
if (UserConfigParams::m_azdo)
|
||||
{
|
||||
#ifdef Bindless_Texture_Support
|
||||
if (!mesh.TextureHandles[0])
|
||||
mesh.TextureHandles[0] = glGetTextureSamplerHandleARB(getTextureGLuint(mesh.textures[0]), MeshShader::TransparentFogShader::getInstance()->SamplersId[0]);
|
||||
if (!glIsTextureHandleResidentARB(mesh.TextureHandles[0]))
|
||||
glMakeTextureHandleResidentARB(mesh.TextureHandles[0]);
|
||||
MeshShader::ObjectPass1Shader::getInstance()->SetTextureHandles(createVector<uint64_t>(mesh.TextureHandles[0]));
|
||||
#endif
|
||||
}
|
||||
else
|
||||
MeshShader::ObjectPass1Shader::getInstance()->SetTextureUnits(std::vector < GLuint > { getTextureGLuint(mesh.textures[0]) });
|
||||
MeshShader::ObjectPass1Shader::getInstance()->setUniforms(AbsoluteTransformation, invmodel);
|
||||
assert(mesh.vao);
|
||||
glBindVertexArray(mesh.vao);
|
||||
@ -224,53 +264,25 @@ void STKMeshSceneNode::render()
|
||||
return;
|
||||
}
|
||||
|
||||
if (irr_driver->getPhase() == SOLID_NORMAL_AND_DEPTH_PASS || irr_driver->getPhase() == SHADOW_PASS)
|
||||
if (irr_driver->getPhase() == SOLID_LIT_PASS && immediate_draw && !isTransparent)
|
||||
{
|
||||
core::matrix4 invmodel;
|
||||
AbsoluteTransformation.getInverse(invmodel);
|
||||
|
||||
GLMesh* mesh;
|
||||
for_in(mesh, MeshSolidMaterials[MAT_DEFAULT])
|
||||
pushVector(ListMatDefault::getInstance(), mesh, AbsoluteTransformation, invmodel, mesh->TextureMatrix);
|
||||
|
||||
for_in(mesh, MeshSolidMaterials[MAT_ALPHA_REF])
|
||||
pushVector(ListMatAlphaRef::getInstance(), mesh, AbsoluteTransformation, invmodel, mesh->TextureMatrix);
|
||||
|
||||
for_in(mesh, MeshSolidMaterials[MAT_SPHEREMAP])
|
||||
pushVector(ListMatSphereMap::getInstance(), mesh, AbsoluteTransformation, invmodel, mesh->TextureMatrix);
|
||||
|
||||
for_in(mesh, MeshSolidMaterials[MAT_DETAIL])
|
||||
pushVector(ListMatDetails::getInstance(), mesh, AbsoluteTransformation, invmodel, mesh->TextureMatrix);
|
||||
|
||||
windDir = getWind();
|
||||
for_in(mesh, MeshSolidMaterials[MAT_GRASS])
|
||||
pushVector(ListMatGrass::getInstance(), mesh, AbsoluteTransformation, invmodel, windDir);
|
||||
|
||||
for_in(mesh, MeshSolidMaterials[MAT_UNLIT])
|
||||
pushVector(ListMatUnlit::getInstance(), mesh, AbsoluteTransformation, core::matrix4::EM4CONST_IDENTITY, mesh->TextureMatrix);
|
||||
|
||||
for_in(mesh, MeshSolidMaterials[MAT_SPLATTING])
|
||||
pushVector(ListMatSplatting::getInstance(), mesh, AbsoluteTransformation, invmodel);
|
||||
|
||||
for_in(mesh, MeshSolidMaterials[MAT_NORMAL_MAP])
|
||||
pushVector(ListMatNormalMap::getInstance(), mesh, AbsoluteTransformation, invmodel, core::matrix4::EM4CONST_IDENTITY);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
if (irr_driver->getPhase() == SOLID_LIT_PASS)
|
||||
{
|
||||
core::matrix4 invmodel;
|
||||
AbsoluteTransformation.getInverse(invmodel);
|
||||
|
||||
if (immediate_draw)
|
||||
glDisable(GL_CULL_FACE);
|
||||
if (!spareWhiteTex)
|
||||
spareWhiteTex = getUnicolorTexture(video::SColor(255, 255, 255, 255));
|
||||
glUseProgram(MeshShader::ObjectPass2Shader::getInstance()->Program);
|
||||
// Only untextured
|
||||
for (unsigned i = 0; i < GLmeshes.size(); i++)
|
||||
{
|
||||
glDisable(GL_CULL_FACE);
|
||||
if (!spareWhiteTex)
|
||||
spareWhiteTex = getUnicolorTexture(video::SColor(255, 255, 255, 255));
|
||||
glUseProgram(MeshShader::ObjectPass2Shader::getInstance()->Program);
|
||||
// Only untextured
|
||||
for (unsigned i = 0; i < GLmeshes.size(); i++)
|
||||
irr_driver->IncreaseObjectCount();
|
||||
GLMesh &mesh = GLmeshes[i];
|
||||
GLenum ptype = mesh.PrimitiveType;
|
||||
GLenum itype = mesh.IndexType;
|
||||
size_t count = mesh.IndexCount;
|
||||
|
||||
if (UserConfigParams::m_azdo)
|
||||
{
|
||||
irr_driver->IncreaseObjectCount();
|
||||
GLMesh &mesh = GLmeshes[i];
|
||||
@ -278,17 +290,54 @@ void STKMeshSceneNode::render()
|
||||
GLenum itype = mesh.IndexType;
|
||||
size_t count = mesh.IndexCount;
|
||||
|
||||
MeshShader::ObjectPass2Shader::getInstance()->SetTextureUnits(std::vector<GLuint>{ getTextureGLuint(spareWhiteTex) });
|
||||
if (UserConfigParams::m_azdo)
|
||||
{
|
||||
#ifdef Bindless_Texture_Support
|
||||
GLuint64 DiffuseHandle = glGetTextureSamplerHandleARB(irr_driver->getRenderTargetTexture(RTT_DIFFUSE), MeshShader::ObjectPass2Shader::getInstance()->SamplersId[0]);
|
||||
if (!glIsTextureHandleResidentARB(DiffuseHandle))
|
||||
glMakeTextureHandleResidentARB(DiffuseHandle);
|
||||
|
||||
GLuint64 SpecularHandle = glGetTextureSamplerHandleARB(irr_driver->getRenderTargetTexture(RTT_SPECULAR), MeshShader::ObjectPass2Shader::getInstance()->SamplersId[1]);
|
||||
if (!glIsTextureHandleResidentARB(SpecularHandle))
|
||||
glMakeTextureHandleResidentARB(SpecularHandle);
|
||||
|
||||
GLuint64 SSAOHandle = glGetTextureSamplerHandleARB(irr_driver->getRenderTargetTexture(RTT_HALF1_R), MeshShader::ObjectPass2Shader::getInstance()->SamplersId[2]);
|
||||
if (!glIsTextureHandleResidentARB(SSAOHandle))
|
||||
glMakeTextureHandleResidentARB(SSAOHandle);
|
||||
|
||||
if (!mesh.TextureHandles[0])
|
||||
mesh.TextureHandles[0] = glGetTextureSamplerHandleARB(getTextureGLuint(spareWhiteTex), MeshShader::TransparentFogShader::getInstance()->SamplersId[0]);
|
||||
if (!glIsTextureHandleResidentARB(mesh.TextureHandles[0]))
|
||||
glMakeTextureHandleResidentARB(mesh.TextureHandles[0]);
|
||||
MeshShader::ObjectPass2Shader::getInstance()->SetTextureHandles(createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle, mesh.TextureHandles[0]));
|
||||
#endif
|
||||
}
|
||||
else
|
||||
MeshShader::ObjectPass2Shader::getInstance()->SetTextureUnits(createVector<GLuint>(
|
||||
irr_driver->getRenderTargetTexture(RTT_DIFFUSE),
|
||||
irr_driver->getRenderTargetTexture(RTT_SPECULAR),
|
||||
irr_driver->getRenderTargetTexture(RTT_HALF1_R),
|
||||
getTextureGLuint(spareWhiteTex)));
|
||||
|
||||
MeshShader::ObjectPass2Shader::getInstance()->setUniforms(AbsoluteTransformation, mesh.TextureMatrix);
|
||||
assert(mesh.vao);
|
||||
glBindVertexArray(mesh.vao);
|
||||
glDrawElements(ptype, count, itype, 0);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
glEnable(GL_CULL_FACE);
|
||||
return;
|
||||
else
|
||||
MeshShader::ObjectPass2Shader::getInstance()->SetTextureUnits(createVector<GLuint>(
|
||||
irr_driver->getRenderTargetTexture(RTT_DIFFUSE),
|
||||
irr_driver->getRenderTargetTexture(RTT_SPECULAR),
|
||||
irr_driver->getRenderTargetTexture(RTT_HALF1_R),
|
||||
getTextureGLuint(mesh.textures[0])));
|
||||
MeshShader::ObjectPass2Shader::getInstance()->setUniforms(AbsoluteTransformation, mesh.TextureMatrix);
|
||||
assert(mesh.vao);
|
||||
glBindVertexArray(mesh.vao);
|
||||
glDrawElements(ptype, count, itype, 0);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
glEnable(GL_CULL_FACE);
|
||||
return;
|
||||
}
|
||||
|
||||
@ -300,12 +349,15 @@ void STKMeshSceneNode::render()
|
||||
scene::IMeshBuffer* mb = Mesh->getMeshBuffer(i);
|
||||
if (!mb)
|
||||
continue;
|
||||
glBindVertexArray(VAOManager::getInstance()->getVAO(video::EVT_STANDARD));
|
||||
if (irr_driver->hasARB_base_instance())
|
||||
glBindVertexArray(VAOManager::getInstance()->getVAO(video::EVT_STANDARD));
|
||||
else
|
||||
glBindVertexArray(GLmeshes[i].vao);
|
||||
drawGlow(GLmeshes[i]);
|
||||
}
|
||||
}
|
||||
|
||||
if (irr_driver->getPhase() == TRANSPARENT_PASS)
|
||||
if (irr_driver->getPhase() == TRANSPARENT_PASS && isTransparent)
|
||||
{
|
||||
ModelViewProjectionMatrix = computeMVP(AbsoluteTransformation);
|
||||
|
||||
@ -340,8 +392,10 @@ void STKMeshSceneNode::render()
|
||||
tmpcol.getGreen() / 255.0f,
|
||||
tmpcol.getBlue() / 255.0f);
|
||||
|
||||
if (!mesh.textures[0])
|
||||
mesh.textures[0] = getUnicolorTexture(video::SColor(255, 255, 255, 255));
|
||||
compressTexture(mesh.textures[0], true);
|
||||
if (UserConfigParams::m_bindless_textures)
|
||||
if (UserConfigParams::m_azdo)
|
||||
{
|
||||
#ifdef Bindless_Texture_Support
|
||||
if (!mesh.TextureHandles[0])
|
||||
@ -371,9 +425,10 @@ void STKMeshSceneNode::render()
|
||||
GLenum ptype = mesh.PrimitiveType;
|
||||
GLenum itype = mesh.IndexType;
|
||||
size_t count = mesh.IndexCount;
|
||||
|
||||
if (!mesh.textures[0])
|
||||
mesh.textures[0] = getUnicolorTexture(video::SColor(255, 255, 255, 255));
|
||||
compressTexture(mesh.textures[0], true);
|
||||
if (UserConfigParams::m_bindless_textures)
|
||||
if (UserConfigParams::m_azdo)
|
||||
{
|
||||
#ifdef Bindless_Texture_Support
|
||||
if (!mesh.TextureHandles[0])
|
||||
@ -397,47 +452,16 @@ void STKMeshSceneNode::render()
|
||||
}
|
||||
|
||||
GLMesh* mesh;
|
||||
|
||||
if (World::getWorld() && World::getWorld()->isFogEnabled())
|
||||
{
|
||||
const Track * const track = World::getWorld()->getTrack();
|
||||
|
||||
// Todo : put everything in a ubo
|
||||
const float fogmax = track->getFogMax();
|
||||
const float startH = track->getFogStartHeight();
|
||||
const float endH = track->getFogEndHeight();
|
||||
const float start = track->getFogStart();
|
||||
const float end = track->getFogEnd();
|
||||
const video::SColor tmpcol = track->getFogColor();
|
||||
|
||||
video::SColorf col(tmpcol.getRed() / 255.0f,
|
||||
tmpcol.getGreen() / 255.0f,
|
||||
tmpcol.getBlue() / 255.0f);
|
||||
|
||||
for_in(mesh, TransparentMesh[TM_DEFAULT])
|
||||
pushVector(ListBlendTransparentFog::getInstance(), mesh, AbsoluteTransformation, mesh->TextureMatrix,
|
||||
fogmax, startH, endH, start, end, col);
|
||||
for_in(mesh, TransparentMesh[TM_ADDITIVE])
|
||||
pushVector(ListAdditiveTransparentFog::getInstance(), mesh, AbsoluteTransformation, mesh->TextureMatrix,
|
||||
fogmax, startH, endH, start, end, col);
|
||||
}
|
||||
else
|
||||
{
|
||||
for_in(mesh, TransparentMesh[TM_DEFAULT])
|
||||
pushVector(ListBlendTransparent::getInstance(), mesh, AbsoluteTransformation, mesh->TextureMatrix);
|
||||
|
||||
for_in(mesh, TransparentMesh[TM_ADDITIVE])
|
||||
pushVector(ListAdditiveTransparent::getInstance(), mesh, AbsoluteTransformation, mesh->TextureMatrix);
|
||||
}
|
||||
|
||||
for_in(mesh, TransparentMesh[TM_DISPLACEMENT])
|
||||
pushVector(ListDisplacement::getInstance(), mesh, AbsoluteTransformation);
|
||||
|
||||
if (!TransparentMesh[TM_BUBBLE].empty())
|
||||
glUseProgram(MeshShader::BubbleShader::Program);
|
||||
glBindVertexArray(VAOManager::getInstance()->getVAO(video::EVT_STANDARD));
|
||||
if (irr_driver->hasARB_base_instance())
|
||||
glBindVertexArray(VAOManager::getInstance()->getVAO(video::EVT_STANDARD));
|
||||
for_in(mesh, TransparentMesh[TM_BUBBLE])
|
||||
{
|
||||
if (irr_driver->hasARB_base_instance())
|
||||
glBindVertexArray(mesh->vao);
|
||||
drawBubble(*mesh, ModelViewProjectionMatrix);
|
||||
}
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
@ -4,11 +4,9 @@
|
||||
#include "stkmesh.hpp"
|
||||
#include "utils/ptr_vector.hpp"
|
||||
|
||||
class STKMeshSceneNode : public irr::scene::CMeshSceneNode
|
||||
class STKMeshSceneNode : public irr::scene::CMeshSceneNode, public STKMeshCommon
|
||||
{
|
||||
protected:
|
||||
PtrVector<GLMesh, REF> MeshSolidMaterials[MAT_COUNT];
|
||||
PtrVector<GLMesh, REF> TransparentMesh[TM_COUNT];
|
||||
std::vector<GLMesh> GLmeshes;
|
||||
core::matrix4 ModelViewProjectionMatrix;
|
||||
core::vector3df windDir;
|
||||
@ -24,7 +22,10 @@ protected:
|
||||
bool immediate_draw;
|
||||
bool update_each_frame;
|
||||
bool isDisplacement;
|
||||
bool isGlow;
|
||||
video::SColor glowcolor;
|
||||
public:
|
||||
virtual void update();
|
||||
void setReloadEachFrame(bool);
|
||||
STKMeshSceneNode(irr::scene::IMesh* mesh, ISceneNode* parent, irr::scene::ISceneManager* mgr, irr::s32 id,
|
||||
const irr::core::vector3df& position = irr::core::vector3df(0, 0, 0),
|
||||
@ -35,6 +36,7 @@ public:
|
||||
virtual void setMesh(irr::scene::IMesh* mesh);
|
||||
virtual void OnRegisterSceneNode();
|
||||
virtual ~STKMeshSceneNode();
|
||||
virtual bool isImmediateDraw() const { return immediate_draw; }
|
||||
void setIsDisplacement(bool v) {
|
||||
isDisplacement = v;
|
||||
for (u32 i = 0; i < Mesh->getMeshBufferCount(); ++i)
|
||||
@ -46,6 +48,9 @@ public:
|
||||
mb->getMaterial().MaterialType = irr_driver->getShader(ES_DISPLACE);
|
||||
}
|
||||
}
|
||||
virtual bool glow() const { return isGlow; }
|
||||
void setGlowColors(const video::SColor &c) { isGlow = true; glowcolor = c; }
|
||||
video::SColor getGlowColor() const { return glowcolor; }
|
||||
};
|
||||
|
||||
#endif
|
||||
|
653
src/graphics/stkscenemanager.cpp
Normal file
653
src/graphics/stkscenemanager.cpp
Normal file
@ -0,0 +1,653 @@
|
||||
#include "stkscenemanager.hpp"
|
||||
#include "stkmesh.hpp"
|
||||
#include "irr_driver.hpp"
|
||||
#include <ISceneManager.h>
|
||||
#include <ISceneNode.h>
|
||||
#include "stkanimatedmesh.hpp"
|
||||
#include "stkmeshscenenode.hpp"
|
||||
#include "utils/ptr_vector.hpp"
|
||||
#include <ICameraSceneNode.h>
|
||||
#include <SViewFrustum.h>
|
||||
#include "callbacks.hpp"
|
||||
#include "utils/cpp2011.hpp"
|
||||
#include <omp.h>
|
||||
#include "modes/world.hpp"
|
||||
#include "tracks/track.hpp"
|
||||
#include "lod_node.hpp"
|
||||
#include <unordered_map>
|
||||
|
||||
static void
|
||||
FillInstances_impl(std::vector<std::pair<GLMesh *, scene::ISceneNode *> > InstanceList, InstanceData * InstanceBuffer, DrawElementsIndirectCommand *CommandBuffer,
|
||||
size_t &InstanceBufferOffset, size_t &CommandBufferOffset, size_t &PolyCount)
|
||||
{
|
||||
// Should never be empty
|
||||
GLMesh *mesh = InstanceList.front().first;
|
||||
|
||||
DrawElementsIndirectCommand &CurrentCommand = CommandBuffer[CommandBufferOffset++];
|
||||
CurrentCommand.baseVertex = mesh->vaoBaseVertex;
|
||||
CurrentCommand.count = mesh->IndexCount;
|
||||
CurrentCommand.firstIndex = mesh->vaoOffset / 2;
|
||||
CurrentCommand.baseInstance = InstanceBufferOffset;
|
||||
CurrentCommand.instanceCount = InstanceList.size();
|
||||
|
||||
PolyCount += InstanceList.size() * mesh->IndexCount / 3;
|
||||
|
||||
for (unsigned i = 0; i < InstanceList.size(); i++)
|
||||
{
|
||||
auto &Tp = InstanceList[i];
|
||||
InstanceData &Instance = InstanceBuffer[InstanceBufferOffset++];
|
||||
scene::ISceneNode *node = Tp.second;
|
||||
const core::matrix4 &mat = node->getAbsoluteTransformation();
|
||||
const core::vector3df &Origin = mat.getTranslation();
|
||||
const core::vector3df &Orientation = mat.getRotationDegrees();
|
||||
const core::vector3df &Scale = mat.getScale();
|
||||
Instance.Origin.X = Origin.X;
|
||||
Instance.Origin.Y = Origin.Y;
|
||||
Instance.Origin.Z = Origin.Z;
|
||||
Instance.Orientation.X = Orientation.X;
|
||||
Instance.Orientation.Y = Orientation.Y;
|
||||
Instance.Orientation.Z = Orientation.Z;
|
||||
Instance.Scale.X = Scale.X;
|
||||
Instance.Scale.Y = Scale.Y;
|
||||
Instance.Scale.Z = Scale.Z;
|
||||
Instance.Texture = mesh->TextureHandles[0];
|
||||
Instance.SecondTexture = mesh->TextureHandles[1];
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
static void
|
||||
FillInstancesGlow_impl(std::vector<std::pair<GLMesh *, STKMeshCommon *> > InstanceList, GlowInstanceData * InstanceBuffer, DrawElementsIndirectCommand *CommandBuffer,
|
||||
size_t &InstanceBufferOffset, size_t &CommandBufferOffset)
|
||||
{
|
||||
// Should never be empty
|
||||
GLMesh *mesh = InstanceList.front().first;
|
||||
|
||||
DrawElementsIndirectCommand &CurrentCommand = CommandBuffer[CommandBufferOffset++];
|
||||
CurrentCommand.baseVertex = mesh->vaoBaseVertex;
|
||||
CurrentCommand.count = mesh->IndexCount;
|
||||
CurrentCommand.firstIndex = mesh->vaoOffset / 2;
|
||||
CurrentCommand.baseInstance = InstanceBufferOffset;
|
||||
CurrentCommand.instanceCount = InstanceList.size();
|
||||
|
||||
for (unsigned i = 0; i < InstanceList.size(); i++)
|
||||
{
|
||||
STKMeshSceneNode *node = dynamic_cast<STKMeshSceneNode*>(InstanceList[i].second);
|
||||
GlowInstanceData &Instance = InstanceBuffer[InstanceBufferOffset++];
|
||||
const core::matrix4 &mat = node->getAbsoluteTransformation();
|
||||
const core::vector3df &Origin = mat.getTranslation();
|
||||
const core::vector3df &Orientation = mat.getRotationDegrees();
|
||||
const core::vector3df &Scale = mat.getScale();
|
||||
Instance.Color = node->getGlowColor().color;
|
||||
Instance.Origin.X = Origin.X;
|
||||
Instance.Origin.Y = Origin.Y;
|
||||
Instance.Origin.Z = Origin.Z;
|
||||
Instance.Orientation.X = Orientation.X;
|
||||
Instance.Orientation.Y = Orientation.Y;
|
||||
Instance.Orientation.Z = Orientation.Z;
|
||||
Instance.Scale.X = Scale.X;
|
||||
Instance.Scale.Y = Scale.Y;
|
||||
Instance.Scale.Z = Scale.Z;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
static
|
||||
void FillInstances(const std::unordered_map<scene::IMeshBuffer *, std::vector<std::pair<GLMesh *, scene::ISceneNode*> > > &GatheredGLMesh, std::vector<GLMesh *> &InstancedList,
|
||||
InstanceData *InstanceBuffer, DrawElementsIndirectCommand *CommandBuffer, size_t &InstanceBufferOffset, size_t &CommandBufferOffset, size_t &Polycount)
|
||||
{
|
||||
auto It = GatheredGLMesh.begin(), E = GatheredGLMesh.end();
|
||||
for (; It != E; ++It)
|
||||
{
|
||||
FillInstances_impl(It->second, InstanceBuffer, CommandBuffer, InstanceBufferOffset, CommandBufferOffset, Polycount);
|
||||
if (!UserConfigParams::m_azdo)
|
||||
InstancedList.push_back(It->second.front().first);
|
||||
}
|
||||
}
|
||||
|
||||
static
|
||||
void FillInstancesGrass(const std::unordered_map<scene::IMeshBuffer *, std::vector<std::pair<GLMesh *, scene::ISceneNode*> > > &GatheredGLMesh, std::vector<GLMesh *> &InstancedList,
|
||||
InstanceData *InstanceBuffer, DrawElementsIndirectCommand *CommandBuffer, size_t &InstanceBufferOffset, size_t &CommandBufferOffset, const core::vector3df &dir, size_t &PolyCount)
|
||||
{
|
||||
auto It = GatheredGLMesh.begin(), E = GatheredGLMesh.end();
|
||||
SunLightProvider * const cb = (SunLightProvider *)irr_driver->getCallback(ES_SUNLIGHT);
|
||||
for (; It != E; ++It)
|
||||
{
|
||||
FillInstances_impl(It->second, InstanceBuffer, CommandBuffer, InstanceBufferOffset, CommandBufferOffset, PolyCount);
|
||||
if (!UserConfigParams::m_azdo)
|
||||
InstancedList.push_back(It->second.front().first);
|
||||
}
|
||||
}
|
||||
|
||||
static std::unordered_map <scene::IMeshBuffer *, std::vector<std::pair<GLMesh *, scene::ISceneNode*> > > MeshForSolidPass[MAT_COUNT];
|
||||
static std::unordered_map <scene::IMeshBuffer *, std::vector<std::pair<GLMesh *, scene::ISceneNode*> > > MeshForShadowPass[4][MAT_COUNT];
|
||||
static std::unordered_map <scene::IMeshBuffer *, std::vector<std::pair<GLMesh *, scene::ISceneNode*> > > MeshForRSMPass[MAT_COUNT];
|
||||
static std::unordered_map <scene::IMeshBuffer *, std::vector<std::pair<GLMesh *, STKMeshCommon *> > > MeshForGlowPass;
|
||||
|
||||
static core::vector3df windDir;
|
||||
|
||||
static void
|
||||
handleSTKCommon(scene::ISceneNode *Node, std::vector<scene::ISceneNode *> *ImmediateDraw, bool IsCulledForSolid, bool IsCulledForShadow[4], bool IsCulledForRSM)
|
||||
{
|
||||
STKMeshCommon *node = dynamic_cast<STKMeshCommon*>(Node);
|
||||
if (!node)
|
||||
return;
|
||||
node->update();
|
||||
|
||||
if (node->isImmediateDraw())
|
||||
{
|
||||
ImmediateDraw->push_back(Node);
|
||||
return;
|
||||
}
|
||||
for (unsigned Mat = 0; Mat < MAT_COUNT; ++Mat)
|
||||
{
|
||||
GLMesh *mesh;
|
||||
if (!IsCulledForSolid)
|
||||
{
|
||||
if (irr_driver->hasARB_draw_indirect())
|
||||
{
|
||||
for_in(mesh, node->MeshSolidMaterial[Mat])
|
||||
{
|
||||
if (node->glow())
|
||||
MeshForGlowPass[mesh->mb].push_back(std::make_pair(mesh, node));
|
||||
core::matrix4 ModelMatrix = Node->getAbsoluteTransformation(), InvModelMatrix;
|
||||
ModelMatrix.getInverse(InvModelMatrix);
|
||||
|
||||
if (mesh->TextureMatrix.isIdentity())
|
||||
MeshForSolidPass[Mat][mesh->mb].push_back(std::make_pair(mesh, Node));
|
||||
else
|
||||
{
|
||||
switch (Mat)
|
||||
{
|
||||
case MAT_DEFAULT:
|
||||
ListMatDefault::getInstance()->SolidPass.push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix));
|
||||
break;
|
||||
case MAT_ALPHA_REF:
|
||||
ListMatAlphaRef::getInstance()->SolidPass.push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix));
|
||||
break;
|
||||
case MAT_UNLIT:
|
||||
ListMatUnlit::getInstance()->SolidPass.push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix));
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
core::matrix4 ModelMatrix = Node->getAbsoluteTransformation(), InvModelMatrix;
|
||||
ModelMatrix.getInverse(InvModelMatrix);
|
||||
|
||||
for_in(mesh, node->MeshSolidMaterial[Mat])
|
||||
{
|
||||
switch (Mat)
|
||||
{
|
||||
case MAT_DEFAULT:
|
||||
ListMatDefault::getInstance()->SolidPass.push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix));
|
||||
break;
|
||||
case MAT_ALPHA_REF:
|
||||
ListMatAlphaRef::getInstance()->SolidPass.push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix));
|
||||
break;
|
||||
case MAT_NORMAL_MAP:
|
||||
ListMatNormalMap::getInstance()->SolidPass.push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix));
|
||||
break;
|
||||
case MAT_DETAIL:
|
||||
ListMatDetails::getInstance()->SolidPass.push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix));
|
||||
break;
|
||||
case MAT_UNLIT:
|
||||
ListMatUnlit::getInstance()->SolidPass.push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix));
|
||||
break;
|
||||
case MAT_SPHEREMAP:
|
||||
ListMatSphereMap::getInstance()->SolidPass.push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix));
|
||||
break;
|
||||
case MAT_SPLATTING:
|
||||
ListMatSplatting::getInstance()->SolidPass.push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix));
|
||||
break;
|
||||
case MAT_GRASS:
|
||||
ListMatGrass::getInstance()->SolidPass.push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix, windDir));
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
for (unsigned cascade = 0; cascade < 4; ++cascade)
|
||||
{
|
||||
if (!IsCulledForShadow[cascade])
|
||||
{
|
||||
if (irr_driver->hasARB_draw_indirect())
|
||||
{
|
||||
for_in(mesh, node->MeshSolidMaterial[Mat])
|
||||
MeshForShadowPass[cascade][Mat][mesh->mb].push_back(std::make_pair(mesh, Node));
|
||||
}
|
||||
else
|
||||
{
|
||||
core::matrix4 ModelMatrix = Node->getAbsoluteTransformation(), InvModelMatrix;
|
||||
ModelMatrix.getInverse(InvModelMatrix);
|
||||
|
||||
for_in(mesh, node->MeshSolidMaterial[Mat])
|
||||
{
|
||||
switch (Mat)
|
||||
{
|
||||
case MAT_DEFAULT:
|
||||
ListMatDefault::getInstance()->Shadows[cascade].push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix));
|
||||
break;
|
||||
case MAT_ALPHA_REF:
|
||||
ListMatAlphaRef::getInstance()->Shadows[cascade].push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix));
|
||||
break;
|
||||
case MAT_NORMAL_MAP:
|
||||
ListMatNormalMap::getInstance()->Shadows[cascade].push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix));
|
||||
break;
|
||||
case MAT_DETAIL:
|
||||
ListMatDetails::getInstance()->Shadows[cascade].push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix));
|
||||
break;
|
||||
case MAT_UNLIT:
|
||||
ListMatUnlit::getInstance()->Shadows[cascade].push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix));
|
||||
break;
|
||||
case MAT_SPHEREMAP:
|
||||
ListMatSphereMap::getInstance()->Shadows[cascade].push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix));
|
||||
break;
|
||||
case MAT_SPLATTING:
|
||||
ListMatSplatting::getInstance()->Shadows[cascade].push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix));
|
||||
break;
|
||||
case MAT_GRASS:
|
||||
ListMatGrass::getInstance()->Shadows[cascade].push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix, windDir));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (!IsCulledForRSM)
|
||||
{
|
||||
if (irr_driver->hasARB_draw_indirect())
|
||||
{
|
||||
for_in(mesh, node->MeshSolidMaterial[Mat])
|
||||
MeshForRSMPass[Mat][mesh->mb].push_back(std::make_pair(mesh, Node));
|
||||
}
|
||||
else
|
||||
{
|
||||
core::matrix4 ModelMatrix = Node->getAbsoluteTransformation(), InvModelMatrix;
|
||||
ModelMatrix.getInverse(InvModelMatrix);
|
||||
|
||||
for_in(mesh, node->MeshSolidMaterial[Mat])
|
||||
{
|
||||
switch (Mat)
|
||||
{
|
||||
case MAT_DEFAULT:
|
||||
ListMatDefault::getInstance()->RSM.push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix));
|
||||
break;
|
||||
case MAT_ALPHA_REF:
|
||||
ListMatAlphaRef::getInstance()->RSM.push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix));
|
||||
break;
|
||||
case MAT_NORMAL_MAP:
|
||||
ListMatNormalMap::getInstance()->RSM.push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix));
|
||||
break;
|
||||
case MAT_DETAIL:
|
||||
ListMatDetails::getInstance()->RSM.push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix));
|
||||
break;
|
||||
case MAT_UNLIT:
|
||||
ListMatUnlit::getInstance()->RSM.push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix));
|
||||
break;
|
||||
case MAT_SPHEREMAP:
|
||||
ListMatSphereMap::getInstance()->RSM.push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix));
|
||||
break;
|
||||
case MAT_SPLATTING:
|
||||
ListMatSplatting::getInstance()->RSM.push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix));
|
||||
break;
|
||||
case MAT_GRASS:
|
||||
ListMatGrass::getInstance()->RSM.push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix, windDir));
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
// Transparent
|
||||
if (!IsCulledForSolid)
|
||||
{
|
||||
GLMesh *mesh;
|
||||
if (World::getWorld() && World::getWorld()->isFogEnabled())
|
||||
{
|
||||
const Track * const track = World::getWorld()->getTrack();
|
||||
|
||||
// Todo : put everything in a ubo
|
||||
const float fogmax = track->getFogMax();
|
||||
const float startH = track->getFogStartHeight();
|
||||
const float endH = track->getFogEndHeight();
|
||||
const float start = track->getFogStart();
|
||||
const float end = track->getFogEnd();
|
||||
const video::SColor tmpcol = track->getFogColor();
|
||||
|
||||
video::SColorf col(tmpcol.getRed() / 255.0f,
|
||||
tmpcol.getGreen() / 255.0f,
|
||||
tmpcol.getBlue() / 255.0f);
|
||||
|
||||
for_in(mesh, node->TransparentMesh[TM_DEFAULT])
|
||||
pushVector(ListBlendTransparentFog::getInstance(), mesh, Node->getAbsoluteTransformation(), mesh->TextureMatrix,
|
||||
fogmax, startH, endH, start, end, col);
|
||||
for_in(mesh, node->TransparentMesh[TM_ADDITIVE])
|
||||
pushVector(ListAdditiveTransparentFog::getInstance(), mesh, Node->getAbsoluteTransformation(), mesh->TextureMatrix,
|
||||
fogmax, startH, endH, start, end, col);
|
||||
}
|
||||
else
|
||||
{
|
||||
for_in(mesh, node->TransparentMesh[TM_DEFAULT])
|
||||
pushVector(ListBlendTransparent::getInstance(), mesh, Node->getAbsoluteTransformation(), mesh->TextureMatrix);
|
||||
for_in(mesh, node->TransparentMesh[TM_ADDITIVE])
|
||||
pushVector(ListAdditiveTransparent::getInstance(), mesh, Node->getAbsoluteTransformation(), mesh->TextureMatrix);
|
||||
}
|
||||
for_in(mesh, node->TransparentMesh[TM_DISPLACEMENT])
|
||||
pushVector(ListDisplacement::getInstance(), mesh, Node->getAbsoluteTransformation());
|
||||
}
|
||||
}
|
||||
|
||||
static void
|
||||
parseSceneManager(core::list<scene::ISceneNode*> List, std::vector<scene::ISceneNode *> *ImmediateDraw,
|
||||
scene::ICameraSceneNode* cam, scene::ICameraSceneNode *shadowCams[4], scene::ICameraSceneNode *RSM_cam)
|
||||
{
|
||||
core::list<scene::ISceneNode*>::Iterator I = List.begin(), E = List.end();
|
||||
for (; I != E; ++I)
|
||||
{
|
||||
if (LODNode *node = dynamic_cast<LODNode *>(*I))
|
||||
node->updateVisibility();
|
||||
if (!(*I)->isVisible())
|
||||
continue;
|
||||
(*I)->updateAbsolutePosition();
|
||||
|
||||
core::aabbox3d<f32> tbox = (*I)->getBoundingBox();
|
||||
(*I)->getAbsoluteTransformation().transformBoxEx(tbox);
|
||||
|
||||
bool IsCulledForSolid = !(tbox.intersectsWithBox(cam->getViewFrustum()->getBoundingBox()));
|
||||
|
||||
bool IsCulledForShadow[4];
|
||||
for (unsigned i = 0; i < 4; ++i)
|
||||
IsCulledForShadow[i] = !(tbox.intersectsWithBox(shadowCams[i]->getViewFrustum()->getBoundingBox()));
|
||||
|
||||
bool IsCulledForRSM = !(tbox.intersectsWithBox(RSM_cam->getViewFrustum()->getBoundingBox()));
|
||||
|
||||
if (!IsCulledForSolid)
|
||||
{
|
||||
if (ParticleSystemProxy *node = dynamic_cast<ParticleSystemProxy *>(*I))
|
||||
{
|
||||
if (node->update())
|
||||
ParticlesList::getInstance()->push_back(node);
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
handleSTKCommon(*I, ImmediateDraw, IsCulledForSolid, IsCulledForShadow, IsCulledForRSM);
|
||||
|
||||
parseSceneManager((*I)->getChildren(), ImmediateDraw, cam, shadowCams, RSM_cam);
|
||||
}
|
||||
}
|
||||
|
||||
template<MeshMaterial Mat> static void
|
||||
GenDrawCalls(unsigned cascade, std::vector<GLMesh *> &InstancedList,
|
||||
InstanceData *InstanceBuffer, DrawElementsIndirectCommand *CommandBuffer, size_t &InstanceBufferOffset, size_t &CommandBufferOffset, size_t &PolyCount)
|
||||
{
|
||||
if (irr_driver->hasARB_draw_indirect())
|
||||
ShadowPassCmd::getInstance()->Offset[cascade][Mat] = CommandBufferOffset; // Store command buffer offset
|
||||
FillInstances(MeshForShadowPass[cascade][Mat], InstancedList, InstanceBuffer, CommandBuffer, InstanceBufferOffset, CommandBufferOffset, PolyCount);
|
||||
if (UserConfigParams::m_azdo)
|
||||
ShadowPassCmd::getInstance()->Size[cascade][Mat] = CommandBufferOffset - ShadowPassCmd::getInstance()->Offset[cascade][Mat];
|
||||
}
|
||||
|
||||
template<MeshMaterial Mat> static void
|
||||
GenDrawCallsGrass(unsigned cascade, std::vector<GLMesh *> &InstancedList,
|
||||
InstanceData *InstanceBuffer, DrawElementsIndirectCommand *CommandBuffer, size_t &InstanceBufferOffset, size_t &CommandBufferOffset, const core::vector3df &dir, size_t &PolyCount)
|
||||
{
|
||||
if (irr_driver->hasARB_draw_indirect())
|
||||
ShadowPassCmd::getInstance()->Offset[cascade][Mat] = CommandBufferOffset; // Store command buffer offset
|
||||
FillInstancesGrass(MeshForShadowPass[cascade][Mat], InstancedList, InstanceBuffer, CommandBuffer, InstanceBufferOffset, CommandBufferOffset, dir, PolyCount);
|
||||
if (UserConfigParams::m_azdo)
|
||||
ShadowPassCmd::getInstance()->Size[cascade][Mat] = CommandBufferOffset - ShadowPassCmd::getInstance()->Offset[cascade][Mat];
|
||||
}
|
||||
|
||||
void IrrDriver::PrepareDrawCalls(scene::ICameraSceneNode *camnode)
|
||||
{
|
||||
windDir = getWindDir();
|
||||
ListBlendTransparent::getInstance()->clear();
|
||||
ListAdditiveTransparent::getInstance()->clear();
|
||||
ListBlendTransparentFog::getInstance()->clear();
|
||||
ListAdditiveTransparentFog::getInstance()->clear();
|
||||
ListDisplacement::getInstance()->clear();
|
||||
|
||||
ListMatDefault::getInstance()->clear();
|
||||
ListMatAlphaRef::getInstance()->clear();
|
||||
ListMatSphereMap::getInstance()->clear();
|
||||
ListMatDetails::getInstance()->clear();
|
||||
ListMatUnlit::getInstance()->clear();
|
||||
ListMatNormalMap::getInstance()->clear();
|
||||
ListMatGrass::getInstance()->clear();
|
||||
ListMatSplatting::getInstance()->clear();
|
||||
|
||||
ImmediateDrawList::getInstance()->clear();
|
||||
ParticlesList::getInstance()->clear();
|
||||
ListInstancedGlow::getInstance()->clear();
|
||||
|
||||
for (unsigned Mat = 0; Mat < MAT_COUNT; ++Mat)
|
||||
{
|
||||
MeshForSolidPass[Mat].clear();
|
||||
MeshForRSMPass[Mat].clear();
|
||||
for (unsigned cascade = 0; cascade < 4; ++cascade)
|
||||
MeshForShadowPass[cascade][Mat].clear();
|
||||
}
|
||||
MeshForGlowPass.clear();
|
||||
core::list<scene::ISceneNode*> List = m_scene_manager->getRootSceneNode()->getChildren();
|
||||
|
||||
bool isCulled[4] = {};
|
||||
|
||||
// Add a 20 ms timeout
|
||||
if (!m_sync)
|
||||
m_sync = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
|
||||
GLenum reason = glClientWaitSync(m_sync, GL_SYNC_FLUSH_COMMANDS_BIT, 1000000000);
|
||||
/* switch (reason)
|
||||
{
|
||||
case GL_ALREADY_SIGNALED:
|
||||
printf("Already Signaled\n");
|
||||
break;
|
||||
case GL_TIMEOUT_EXPIRED:
|
||||
printf("Timeout Expired\n");
|
||||
break;
|
||||
case GL_CONDITION_SATISFIED:
|
||||
printf("Condition Satisfied\n");
|
||||
break;
|
||||
case GL_WAIT_FAILED:
|
||||
printf("Wait Failed\n");
|
||||
break;
|
||||
}*/
|
||||
parseSceneManager(List, ImmediateDrawList::getInstance(), camnode, m_shadow_camnodes, m_suncam);
|
||||
if (!irr_driver->hasARB_draw_indirect())
|
||||
return;
|
||||
|
||||
InstanceData *InstanceBuffer;
|
||||
InstanceData *ShadowInstanceBuffer;
|
||||
InstanceData *RSMInstanceBuffer;
|
||||
GlowInstanceData *GlowInstanceBuffer;
|
||||
DrawElementsIndirectCommand *CmdBuffer;
|
||||
DrawElementsIndirectCommand *ShadowCmdBuffer;
|
||||
DrawElementsIndirectCommand *RSMCmdBuffer;
|
||||
DrawElementsIndirectCommand *GlowCmdBuffer;
|
||||
|
||||
if (irr_driver->hasBufferStorageExtension())
|
||||
{
|
||||
InstanceBuffer = (InstanceData*)VAOManager::getInstance()->getInstanceBufferPtr(InstanceTypeDefault);
|
||||
ShadowInstanceBuffer = (InstanceData*)VAOManager::getInstance()->getInstanceBufferPtr(InstanceTypeShadow);
|
||||
RSMInstanceBuffer = (InstanceData*)VAOManager::getInstance()->getInstanceBufferPtr(InstanceTypeRSM);
|
||||
GlowInstanceBuffer = (GlowInstanceData*)VAOManager::getInstance()->getInstanceBufferPtr(InstanceTypeGlow);
|
||||
CmdBuffer = SolidPassCmd::getInstance()->Ptr;
|
||||
ShadowCmdBuffer = ShadowPassCmd::getInstance()->Ptr;
|
||||
GlowCmdBuffer = GlowPassCmd::getInstance()->Ptr;
|
||||
RSMCmdBuffer = RSMPassCmd::getInstance()->Ptr;
|
||||
}
|
||||
|
||||
ListInstancedMatDefault::getInstance()->clear();
|
||||
ListInstancedMatAlphaRef::getInstance()->clear();
|
||||
ListInstancedMatGrass::getInstance()->clear();
|
||||
ListInstancedMatNormalMap::getInstance()->clear();
|
||||
ListInstancedMatSphereMap::getInstance()->clear();
|
||||
ListInstancedMatDetails::getInstance()->clear();
|
||||
ListInstancedMatUnlit::getInstance()->clear();
|
||||
|
||||
size_t SolidPoly = 0, ShadowPoly = 0, MiscPoly = 0;
|
||||
|
||||
#pragma omp parallel sections
|
||||
{
|
||||
#pragma omp section
|
||||
{
|
||||
size_t offset = 0, current_cmd = 0;
|
||||
if (!irr_driver->hasBufferStorageExtension())
|
||||
{
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VAOManager::getInstance()->getInstanceBuffer(InstanceTypeDefault));
|
||||
InstanceBuffer = (InstanceData*)glMapBufferRange(GL_ARRAY_BUFFER, 0, 10000 * sizeof(InstanceData), GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
|
||||
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, SolidPassCmd::getInstance()->drawindirectcmd);
|
||||
CmdBuffer = (DrawElementsIndirectCommand*)glMapBufferRange(GL_DRAW_INDIRECT_BUFFER, 0, 10000 * sizeof(DrawElementsIndirectCommand), GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
|
||||
}
|
||||
|
||||
// Default Material
|
||||
SolidPassCmd::getInstance()->Offset[MAT_DEFAULT] = current_cmd;
|
||||
FillInstances(MeshForSolidPass[MAT_DEFAULT], ListInstancedMatDefault::getInstance()->SolidPass, InstanceBuffer, CmdBuffer, offset, current_cmd, SolidPoly);
|
||||
SolidPassCmd::getInstance()->Size[MAT_DEFAULT] = current_cmd - SolidPassCmd::getInstance()->Offset[MAT_DEFAULT];
|
||||
// Alpha Ref
|
||||
SolidPassCmd::getInstance()->Offset[MAT_ALPHA_REF] = current_cmd;
|
||||
FillInstances(MeshForSolidPass[MAT_ALPHA_REF], ListInstancedMatAlphaRef::getInstance()->SolidPass, InstanceBuffer, CmdBuffer, offset, current_cmd, SolidPoly);
|
||||
SolidPassCmd::getInstance()->Size[MAT_ALPHA_REF] = current_cmd - SolidPassCmd::getInstance()->Offset[MAT_ALPHA_REF];
|
||||
// Unlit
|
||||
SolidPassCmd::getInstance()->Offset[MAT_UNLIT] = current_cmd;
|
||||
FillInstances(MeshForSolidPass[MAT_UNLIT], ListInstancedMatUnlit::getInstance()->SolidPass, InstanceBuffer, CmdBuffer, offset, current_cmd, SolidPoly);
|
||||
SolidPassCmd::getInstance()->Size[MAT_UNLIT] = current_cmd - SolidPassCmd::getInstance()->Offset[MAT_UNLIT];
|
||||
// Spheremap
|
||||
SolidPassCmd::getInstance()->Offset[MAT_SPHEREMAP] = current_cmd;
|
||||
FillInstances(MeshForSolidPass[MAT_SPHEREMAP], ListInstancedMatSphereMap::getInstance()->SolidPass, InstanceBuffer, CmdBuffer, offset, current_cmd, SolidPoly);
|
||||
SolidPassCmd::getInstance()->Size[MAT_SPHEREMAP] = current_cmd - SolidPassCmd::getInstance()->Offset[MAT_SPHEREMAP];
|
||||
// Detail
|
||||
SolidPassCmd::getInstance()->Offset[MAT_DETAIL] = current_cmd;
|
||||
FillInstances(MeshForSolidPass[MAT_DETAIL], ListInstancedMatDetails::getInstance()->SolidPass, InstanceBuffer, CmdBuffer, offset, current_cmd, SolidPoly);
|
||||
SolidPassCmd::getInstance()->Size[MAT_DETAIL] = current_cmd - SolidPassCmd::getInstance()->Offset[MAT_DETAIL];
|
||||
// Normal Map
|
||||
SolidPassCmd::getInstance()->Offset[MAT_NORMAL_MAP] = current_cmd;
|
||||
FillInstances(MeshForSolidPass[MAT_NORMAL_MAP], ListInstancedMatNormalMap::getInstance()->SolidPass, InstanceBuffer, CmdBuffer, offset, current_cmd, SolidPoly);
|
||||
SolidPassCmd::getInstance()->Size[MAT_NORMAL_MAP] = current_cmd - SolidPassCmd::getInstance()->Offset[MAT_NORMAL_MAP];
|
||||
|
||||
// Grass
|
||||
SolidPassCmd::getInstance()->Offset[MAT_GRASS] = current_cmd;
|
||||
FillInstancesGrass(MeshForSolidPass[MAT_GRASS], ListInstancedMatGrass::getInstance()->SolidPass, InstanceBuffer, CmdBuffer, offset, current_cmd, windDir, SolidPoly);
|
||||
SolidPassCmd::getInstance()->Size[MAT_GRASS] = current_cmd - SolidPassCmd::getInstance()->Offset[MAT_GRASS];
|
||||
|
||||
if (!irr_driver->hasBufferStorageExtension())
|
||||
{
|
||||
glUnmapBuffer(GL_ARRAY_BUFFER);
|
||||
glUnmapBuffer(GL_DRAW_INDIRECT_BUFFER);
|
||||
}
|
||||
}
|
||||
#pragma omp section
|
||||
{
|
||||
size_t offset = 0, current_cmd = 0;
|
||||
|
||||
if (!irr_driver->hasBufferStorageExtension())
|
||||
{
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VAOManager::getInstance()->getInstanceBuffer(InstanceTypeGlow));
|
||||
GlowInstanceBuffer = (GlowInstanceData*)glMapBufferRange(GL_ARRAY_BUFFER, 0, 10000 * sizeof(InstanceData), GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
|
||||
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, GlowPassCmd::getInstance()->drawindirectcmd);
|
||||
GlowCmdBuffer = (DrawElementsIndirectCommand*)glMapBufferRange(GL_DRAW_INDIRECT_BUFFER, 0, 10000 * sizeof(DrawElementsIndirectCommand), GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
|
||||
}
|
||||
|
||||
// Glow
|
||||
if (irr_driver->hasARB_draw_indirect())
|
||||
GlowPassCmd::getInstance()->Offset = offset; // Store command buffer offset
|
||||
|
||||
auto It = MeshForGlowPass.begin(), E = MeshForGlowPass.end();
|
||||
for (; It != E; ++It)
|
||||
{
|
||||
FillInstancesGlow_impl(It->second, GlowInstanceBuffer, GlowCmdBuffer, offset, current_cmd);
|
||||
if (!UserConfigParams::m_azdo)
|
||||
ListInstancedGlow::getInstance()->push_back(It->second.front().first);
|
||||
}
|
||||
|
||||
if (UserConfigParams::m_azdo)
|
||||
GlowPassCmd::getInstance()->Size = current_cmd - GlowPassCmd::getInstance()->Offset;
|
||||
|
||||
if (!irr_driver->hasBufferStorageExtension())
|
||||
{
|
||||
glUnmapBuffer(GL_ARRAY_BUFFER);
|
||||
glUnmapBuffer(GL_DRAW_INDIRECT_BUFFER);
|
||||
}
|
||||
}
|
||||
#pragma omp section
|
||||
{
|
||||
irr_driver->setPhase(SHADOW_PASS);
|
||||
|
||||
size_t offset = 0, current_cmd = 0;
|
||||
if (!irr_driver->hasBufferStorageExtension())
|
||||
{
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VAOManager::getInstance()->getInstanceBuffer(InstanceTypeShadow));
|
||||
ShadowInstanceBuffer = (InstanceData*)glMapBufferRange(GL_ARRAY_BUFFER, 0, 10000 * sizeof(InstanceData), GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
|
||||
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, ShadowPassCmd::getInstance()->drawindirectcmd);
|
||||
ShadowCmdBuffer = (DrawElementsIndirectCommand*)glMapBufferRange(GL_DRAW_INDIRECT_BUFFER, 0, 10000 * sizeof(DrawElementsIndirectCommand), GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
|
||||
}
|
||||
|
||||
for (unsigned i = 0; i < 4; i++)
|
||||
{
|
||||
// Mat default
|
||||
GenDrawCalls<MAT_DEFAULT>(i, ListInstancedMatDefault::getInstance()->Shadows[i], ShadowInstanceBuffer, ShadowCmdBuffer, offset, current_cmd, ShadowPoly);
|
||||
// Mat AlphaRef
|
||||
GenDrawCalls<MAT_ALPHA_REF>(i, ListInstancedMatAlphaRef::getInstance()->Shadows[i], ShadowInstanceBuffer, ShadowCmdBuffer, offset, current_cmd, ShadowPoly);
|
||||
// Mat Unlit
|
||||
GenDrawCalls<MAT_UNLIT>(i, ListInstancedMatUnlit::getInstance()->Shadows[i], ShadowInstanceBuffer, ShadowCmdBuffer, offset, current_cmd, ShadowPoly);
|
||||
// Mat NormalMap
|
||||
GenDrawCalls<MAT_NORMAL_MAP>(i, ListInstancedMatNormalMap::getInstance()->Shadows[i], ShadowInstanceBuffer, ShadowCmdBuffer, offset, current_cmd, ShadowPoly);
|
||||
// Mat Spheremap
|
||||
GenDrawCalls<MAT_SPHEREMAP>(i, ListInstancedMatSphereMap::getInstance()->Shadows[i], ShadowInstanceBuffer, ShadowCmdBuffer, offset, current_cmd, ShadowPoly);
|
||||
// Mat Detail
|
||||
GenDrawCalls<MAT_DETAIL>(i, ListInstancedMatDetails::getInstance()->Shadows[i], ShadowInstanceBuffer, ShadowCmdBuffer, offset, current_cmd, ShadowPoly);
|
||||
// Mat Grass
|
||||
GenDrawCallsGrass<MAT_GRASS>(i, ListInstancedMatGrass::getInstance()->Shadows[i], ShadowInstanceBuffer, ShadowCmdBuffer, offset, current_cmd, windDir, ShadowPoly);
|
||||
}
|
||||
if (!irr_driver->hasBufferStorageExtension())
|
||||
{
|
||||
glUnmapBuffer(GL_ARRAY_BUFFER);
|
||||
glUnmapBuffer(GL_DRAW_INDIRECT_BUFFER);
|
||||
}
|
||||
}
|
||||
#pragma omp section
|
||||
{
|
||||
size_t offset = 0, current_cmd = 0;
|
||||
if (!irr_driver->hasBufferStorageExtension())
|
||||
{
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VAOManager::getInstance()->getInstanceBuffer(InstanceTypeRSM));
|
||||
RSMInstanceBuffer = (InstanceData*)glMapBufferRange(GL_ARRAY_BUFFER, 0, 10000 * sizeof(InstanceData), GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
|
||||
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, RSMPassCmd::getInstance()->drawindirectcmd);
|
||||
RSMCmdBuffer = (DrawElementsIndirectCommand*)glMapBufferRange(GL_DRAW_INDIRECT_BUFFER, 0, 10000 * sizeof(DrawElementsIndirectCommand), GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
|
||||
}
|
||||
|
||||
// Default Material
|
||||
RSMPassCmd::getInstance()->Offset[MAT_DEFAULT] = current_cmd;
|
||||
FillInstances(MeshForRSMPass[MAT_DEFAULT], ListInstancedMatDefault::getInstance()->RSM, RSMInstanceBuffer, RSMCmdBuffer, offset, current_cmd, MiscPoly);
|
||||
RSMPassCmd::getInstance()->Size[MAT_DEFAULT] = current_cmd - RSMPassCmd::getInstance()->Offset[MAT_DEFAULT];
|
||||
// Alpha Ref
|
||||
RSMPassCmd::getInstance()->Offset[MAT_ALPHA_REF] = current_cmd;
|
||||
FillInstances(MeshForRSMPass[MAT_ALPHA_REF], ListInstancedMatAlphaRef::getInstance()->RSM, RSMInstanceBuffer, RSMCmdBuffer, offset, current_cmd, MiscPoly);
|
||||
RSMPassCmd::getInstance()->Size[MAT_ALPHA_REF] = current_cmd - RSMPassCmd::getInstance()->Offset[MAT_ALPHA_REF];
|
||||
// Unlit
|
||||
RSMPassCmd::getInstance()->Offset[MAT_UNLIT] = current_cmd;
|
||||
FillInstances(MeshForRSMPass[MAT_UNLIT], ListInstancedMatUnlit::getInstance()->RSM, RSMInstanceBuffer, RSMCmdBuffer, offset, current_cmd, MiscPoly);
|
||||
RSMPassCmd::getInstance()->Size[MAT_UNLIT] = current_cmd - RSMPassCmd::getInstance()->Offset[MAT_UNLIT];
|
||||
// Detail
|
||||
RSMPassCmd::getInstance()->Offset[MAT_DETAIL] = current_cmd;
|
||||
FillInstances(MeshForRSMPass[MAT_DETAIL], ListInstancedMatDetails::getInstance()->RSM, RSMInstanceBuffer, RSMCmdBuffer, offset, current_cmd, MiscPoly);
|
||||
RSMPassCmd::getInstance()->Size[MAT_DETAIL] = current_cmd - RSMPassCmd::getInstance()->Offset[MAT_DETAIL];
|
||||
// Normal Map
|
||||
RSMPassCmd::getInstance()->Offset[MAT_NORMAL_MAP] = current_cmd;
|
||||
FillInstances(MeshForRSMPass[MAT_NORMAL_MAP], ListInstancedMatNormalMap::getInstance()->RSM, RSMInstanceBuffer, RSMCmdBuffer, offset, current_cmd, MiscPoly);
|
||||
RSMPassCmd::getInstance()->Size[MAT_NORMAL_MAP] = current_cmd - RSMPassCmd::getInstance()->Offset[MAT_NORMAL_MAP];
|
||||
|
||||
if (!irr_driver->hasBufferStorageExtension())
|
||||
{
|
||||
glUnmapBuffer(GL_ARRAY_BUFFER);
|
||||
glUnmapBuffer(GL_DRAW_INDIRECT_BUFFER);
|
||||
}
|
||||
}
|
||||
}
|
||||
poly_count[SOLID_NORMAL_AND_DEPTH_PASS] += SolidPoly;
|
||||
poly_count[SHADOW_PASS] += ShadowPoly;
|
||||
|
||||
glMemoryBarrier(GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT);
|
||||
}
|
68
src/graphics/stkscenemanager.hpp
Normal file
68
src/graphics/stkscenemanager.hpp
Normal file
@ -0,0 +1,68 @@
|
||||
// Not really a scene manager yet but hold algorithm that
|
||||
// rework scene manager output
|
||||
|
||||
#ifndef HEADER_STKSCENEMANAGER_HPP
|
||||
#define HEADER_STKSCENEMANAGER_HPP
|
||||
|
||||
#include "utils/singleton.hpp"
|
||||
#include "gl_headers.hpp"
|
||||
#include "stkmesh.hpp"
|
||||
#include "gpuparticles.hpp"
|
||||
|
||||
template<typename T>
|
||||
class CommandBuffer : public Singleton<T>
|
||||
{
|
||||
public:
|
||||
GLuint drawindirectcmd;
|
||||
DrawElementsIndirectCommand *Ptr;
|
||||
CommandBuffer()
|
||||
{
|
||||
glGenBuffers(1, &drawindirectcmd);
|
||||
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, drawindirectcmd);
|
||||
#ifdef Buffer_Storage
|
||||
if (irr_driver->hasBufferStorageExtension())
|
||||
{
|
||||
glBufferStorage(GL_DRAW_INDIRECT_BUFFER, 10000 * sizeof(DrawElementsIndirectCommand), 0, GL_MAP_PERSISTENT_BIT | GL_MAP_WRITE_BIT);
|
||||
Ptr = (DrawElementsIndirectCommand *)glMapBufferRange(GL_DRAW_INDIRECT_BUFFER, 0, 10000 * sizeof(DrawElementsIndirectCommand), GL_MAP_PERSISTENT_BIT | GL_MAP_WRITE_BIT);
|
||||
}
|
||||
else
|
||||
#endif
|
||||
{
|
||||
glBufferData(GL_DRAW_INDIRECT_BUFFER, 10000 * sizeof(DrawElementsIndirectCommand), 0, GL_STREAM_DRAW);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
class ImmediateDrawList : public Singleton<ImmediateDrawList>, public std::vector<scene::ISceneNode *>
|
||||
{};
|
||||
|
||||
class ParticlesList : public Singleton<ParticlesList>, public std::vector<ParticleSystemProxy *>
|
||||
{};
|
||||
|
||||
|
||||
class SolidPassCmd : public CommandBuffer<SolidPassCmd>
|
||||
{
|
||||
public:
|
||||
size_t Offset[MAT_COUNT], Size[MAT_COUNT];
|
||||
};
|
||||
|
||||
class ShadowPassCmd : public CommandBuffer<ShadowPassCmd>
|
||||
{
|
||||
public:
|
||||
size_t Offset[4][MAT_COUNT], Size[4][MAT_COUNT];
|
||||
};
|
||||
|
||||
class RSMPassCmd : public CommandBuffer<RSMPassCmd>
|
||||
{
|
||||
public:
|
||||
size_t Offset[MAT_COUNT], Size[MAT_COUNT];
|
||||
};
|
||||
|
||||
class GlowPassCmd : public CommandBuffer<GlowPassCmd>
|
||||
{
|
||||
public:
|
||||
size_t Offset, Size;
|
||||
};
|
||||
|
||||
|
||||
#endif
|
@ -18,92 +18,80 @@
|
||||
|
||||
#include "audio/sfx_base.hpp"
|
||||
#include "audio/sfx_manager.hpp"
|
||||
#include "graphics/camera.hpp"
|
||||
#include "graphics/glwrap.hpp"
|
||||
#include "graphics/gpuparticles.hpp"
|
||||
#include "graphics/irr_driver.hpp"
|
||||
#include "graphics/material_manager.hpp"
|
||||
#include "graphics/material.hpp"
|
||||
#include "graphics/per_camera_node.hpp"
|
||||
#include "graphics/rain.hpp"
|
||||
#include "graphics/shaders.hpp"
|
||||
#include "graphics/weather.hpp"
|
||||
#include "modes/world.hpp"
|
||||
#include "states_screens/race_gui.hpp"
|
||||
#include "utils/constants.hpp"
|
||||
#include "utils/random_generator.hpp"
|
||||
|
||||
|
||||
#include <ISceneManager.h>
|
||||
#include <SMeshBuffer.h>
|
||||
// The weather manager
|
||||
|
||||
using namespace video;
|
||||
using namespace scene;
|
||||
using namespace core;
|
||||
|
||||
// The rain manager
|
||||
|
||||
Rain::Rain(Camera *camera, irr::scene::ISceneNode* parent) : m_thunder_sound(0)
|
||||
Weather::Weather(bool lightning, std::string sound)
|
||||
{
|
||||
m_lightning = camera->getIndex()==0;
|
||||
|
||||
m_lightning = lightning;
|
||||
m_thunder_sound = NULL;
|
||||
m_weather_sound = NULL;
|
||||
|
||||
if (m_lightning)
|
||||
m_thunder_sound = sfx_manager->createSoundSource("thunder");
|
||||
{
|
||||
m_thunder_sound = sfx_manager->createSoundSource("thunder");
|
||||
}
|
||||
|
||||
Material* m = material_manager->getMaterial("rain.png");
|
||||
assert(m != NULL);
|
||||
if (sound != "")
|
||||
{
|
||||
m_weather_sound = sfx_manager->createSoundSource(sound);
|
||||
}
|
||||
|
||||
RandomGenerator g;
|
||||
m_next_lightning = (float)g.get(35);
|
||||
|
||||
// RainNode *node = new RainNode(irr_driver->getSceneManager(), m->getTexture());
|
||||
// m_node = irr_driver->addPerCameraNode(node, camera->getCameraSceneNode(), parent);
|
||||
// m_node->setAutomaticCulling(0);
|
||||
} // Rain
|
||||
} // Weather
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
|
||||
Rain::~Rain()
|
||||
Weather::~Weather()
|
||||
{
|
||||
// m_node->drop(); // drop STK's reference
|
||||
// m_node->remove(); // Then remove it from the scene graph.
|
||||
|
||||
if (m_lightning && m_thunder_sound != NULL) sfx_manager->deleteSFX(m_thunder_sound);
|
||||
if (m_thunder_sound != NULL)
|
||||
sfx_manager->deleteSFX(m_thunder_sound);
|
||||
|
||||
if (m_weather_sound != NULL)
|
||||
sfx_manager->deleteSFX(m_weather_sound);
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
|
||||
void Rain::update(float dt)
|
||||
void Weather::update(float dt)
|
||||
{
|
||||
if (m_lightning)
|
||||
{
|
||||
m_next_lightning -= dt;
|
||||
|
||||
|
||||
if (m_next_lightning < 0.0f)
|
||||
{
|
||||
RaceGUIBase* gui_base = World::getWorld()->getRaceGUI();
|
||||
|
||||
if (gui_base != NULL)
|
||||
{
|
||||
gui_base->doLightning();
|
||||
if (m_thunder_sound) m_thunder_sound->play();
|
||||
}
|
||||
|
||||
if (m_thunder_sound)
|
||||
{
|
||||
m_thunder_sound->play();
|
||||
}
|
||||
}
|
||||
|
||||
RandomGenerator g;
|
||||
m_next_lightning = 35 + (float)g.get(35);
|
||||
}
|
||||
}
|
||||
|
||||
} // update
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
|
||||
void Rain::setPosition(const core::vector3df& position)
|
||||
void Weather::playSound()
|
||||
{
|
||||
// m_node->getChild()->setPosition(position);
|
||||
} // setPosition
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
|
||||
void Rain::setCamera(scene::ICameraSceneNode* camera)
|
||||
{
|
||||
// m_node->setCamera(camera);
|
||||
if (m_weather_sound)
|
||||
{
|
||||
m_weather_sound->setLoop(true);
|
||||
m_weather_sound->play();
|
||||
}
|
||||
}
|
@ -16,38 +16,25 @@
|
||||
// along with this program; if not, write to the Free Software
|
||||
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
||||
|
||||
#ifndef HEADER_RAIN_HPP
|
||||
#define HEADER_RAIN_HPP
|
||||
|
||||
class Camera;
|
||||
class PerCameraNode;
|
||||
|
||||
#include <vector3d.h>
|
||||
namespace irr
|
||||
{
|
||||
namespace video { class SMaterial; class ITexture; }
|
||||
namespace scene { class ICameraSceneNode; class ISceneNode; }
|
||||
}
|
||||
using namespace irr;
|
||||
#ifndef HEADER_WEATHER_HPP
|
||||
#define HEADER_WEATHER_HPP
|
||||
|
||||
class SFXBase;
|
||||
|
||||
class Rain
|
||||
class Weather
|
||||
{
|
||||
PerCameraNode* m_node;
|
||||
|
||||
float m_next_lightning;
|
||||
bool m_lightning;
|
||||
float m_next_lightning;
|
||||
|
||||
SFXBase* m_thunder_sound;
|
||||
SFXBase* m_weather_sound;
|
||||
|
||||
public:
|
||||
Rain(Camera* camera, irr::scene::ISceneNode* parent);
|
||||
virtual ~Rain();
|
||||
Weather(bool lightning, std::string sound);
|
||||
virtual ~Weather();
|
||||
|
||||
void update(float dt);
|
||||
void setPosition(const irr::core::vector3df& position);
|
||||
|
||||
void setCamera(scene::ICameraSceneNode* camera);
|
||||
void playSound();
|
||||
};
|
||||
|
||||
#endif
|
@ -491,6 +491,7 @@ void DynamicRibbonWidget::clearItems()
|
||||
{
|
||||
m_items.clear();
|
||||
m_animated_contents = false;
|
||||
m_scroll_offset = 0;
|
||||
}
|
||||
// -----------------------------------------------------------------------------
|
||||
void DynamicRibbonWidget::elementRemoved()
|
||||
|
@ -150,7 +150,7 @@ FileManager::FileManager()
|
||||
if(exe_path.size()==0 || exe_path[exe_path.size()-1]!='/')
|
||||
exe_path += "/";
|
||||
if ( getenv ( "SUPERTUXKART_DATADIR" ) != NULL )
|
||||
root_dir = std::string(getenv("SUPERTUXKART_DATADIR"))+"/" ;
|
||||
root_dir = std::string(getenv("SUPERTUXKART_DATADIR"))+"/data/" ;
|
||||
#ifdef __APPLE__
|
||||
else if( macSetBundlePathIfRelevant( root_dir ) ) { root_dir = root_dir + "data/"; }
|
||||
#endif
|
||||
@ -174,7 +174,7 @@ FileManager::FileManager()
|
||||
else
|
||||
{
|
||||
#ifdef SUPERTUXKART_DATADIR
|
||||
root_dir = SUPERTUXKART_DATADIR;
|
||||
root_dir = SUPERTUXKART_DATADIR"/data/";
|
||||
if(root_dir.size()==0 || root_dir[root_dir.size()-1]!='/')
|
||||
root_dir+='/';
|
||||
|
||||
@ -186,6 +186,8 @@ FileManager::FileManager()
|
||||
addRootDirs(root_dir);
|
||||
if( fileExists(root_dir+"../../stk-assets"))
|
||||
addRootDirs(root_dir+"../../stk-assets");
|
||||
if( fileExists(root_dir+"../../supertuxkart-assets"))
|
||||
addRootDirs(root_dir+"../../supertuxkart-assets");
|
||||
if ( getenv ( "SUPERTUXKART_ROOT_PATH" ) != NULL )
|
||||
addRootDirs(getenv("SUPERTUXKART_ROOT_PATH"));
|
||||
|
||||
@ -736,10 +738,10 @@ void FileManager::checkAndCreateConfigDir()
|
||||
|
||||
// Try to use the APPDATA directory to store config files and highscore
|
||||
// lists. If not defined, used the current directory.
|
||||
if(getenv("APPDATA")!=NULL)
|
||||
if (getenv("APPDATA") != NULL)
|
||||
{
|
||||
m_user_config_dir = getenv("APPDATA");
|
||||
if(!checkAndCreateDirectory(m_user_config_dir))
|
||||
if (!checkAndCreateDirectory(m_user_config_dir))
|
||||
{
|
||||
Log::error("[FileManager]", "Can't create config dir '%s"
|
||||
", falling back to '.'.", m_user_config_dir.c_str());
|
||||
@ -753,7 +755,7 @@ void FileManager::checkAndCreateConfigDir()
|
||||
|
||||
#elif defined(__APPLE__)
|
||||
|
||||
if (getenv("HOME")!=NULL)
|
||||
if (getenv("HOME") != NULL)
|
||||
{
|
||||
m_user_config_dir = getenv("HOME");
|
||||
}
|
||||
@ -773,8 +775,10 @@ void FileManager::checkAndCreateConfigDir()
|
||||
|
||||
// Remaining unix variants. Use the new standards for config directory
|
||||
// i.e. either XDG_CONFIG_HOME or $HOME/.config
|
||||
if (getenv("XDG_CONFIG_HOME")!=NULL){
|
||||
if (getenv("XDG_CONFIG_HOME") !=NULL)
|
||||
{
|
||||
m_user_config_dir = getenv("XDG_CONFIG_HOME");
|
||||
checkAndCreateDirectory(m_user_config_dir);
|
||||
}
|
||||
else if (!getenv("HOME"))
|
||||
{
|
||||
@ -786,6 +790,8 @@ void FileManager::checkAndCreateConfigDir()
|
||||
else
|
||||
{
|
||||
m_user_config_dir = getenv("HOME");
|
||||
checkAndCreateDirectory(m_user_config_dir);
|
||||
|
||||
m_user_config_dir += "/.config";
|
||||
if(!checkAndCreateDirectory(m_user_config_dir))
|
||||
{
|
||||
|
@ -121,6 +121,7 @@ World::World() : WorldStatus(), m_clear_color(255,100,101,140)
|
||||
m_self_destruct = false;
|
||||
m_schedule_tutorial = false;
|
||||
m_is_network_world = false;
|
||||
m_weather = NULL;
|
||||
|
||||
m_stop_music_when_dialog_open = true;
|
||||
|
||||
@ -195,6 +196,12 @@ void World::init()
|
||||
ReplayPlay::get()->Load();
|
||||
|
||||
powerup_manager->updateWeightsForRace(num_karts);
|
||||
|
||||
if (UserConfigParams::m_weather_effects)
|
||||
{
|
||||
m_weather = new Weather(m_track->getWeatherLightning(),
|
||||
m_track->getWeatherSound());
|
||||
}
|
||||
} // init
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
@ -262,7 +269,6 @@ void World::reset()
|
||||
|
||||
//Reset the Rubber Ball Collect Time to some negative value.
|
||||
powerup_manager->setBallCollectTime(-100);
|
||||
|
||||
} // reset
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
@ -376,6 +382,9 @@ World::~World()
|
||||
// gui and this must be deleted.
|
||||
delete m_race_gui;
|
||||
}
|
||||
|
||||
if (m_weather != NULL)
|
||||
delete m_weather;
|
||||
|
||||
for ( unsigned int i = 0 ; i < m_karts.size() ; i++ )
|
||||
delete m_karts[i];
|
||||
@ -925,6 +934,11 @@ void World::update(float dt)
|
||||
{
|
||||
Camera::getCamera(i)->update(dt);
|
||||
}
|
||||
|
||||
if (UserConfigParams::m_graphical_effects && m_weather)
|
||||
{
|
||||
m_weather->update(dt);
|
||||
}
|
||||
|
||||
projectile_manager->update(dt);
|
||||
|
||||
|
@ -28,6 +28,7 @@
|
||||
#include <vector>
|
||||
#include <stdexcept>
|
||||
|
||||
#include "graphics/weather.hpp"
|
||||
#include "modes/world_status.hpp"
|
||||
#include "race/highscores.hpp"
|
||||
#include "states_screens/race_gui_base.hpp"
|
||||
@ -161,6 +162,10 @@ protected:
|
||||
|
||||
/** Set when the world is online and counts network players. */
|
||||
bool m_is_network_world;
|
||||
|
||||
/** Used to show weather graphical effects. */
|
||||
Weather* m_weather;
|
||||
|
||||
|
||||
virtual void onGo();
|
||||
/** Returns true if the race is over. Must be defined by all modes. */
|
||||
@ -343,6 +348,9 @@ public:
|
||||
void setNetworkWorld(bool is_networked) { m_is_network_world = is_networked; }
|
||||
|
||||
bool isNetworkWorld() const { return m_is_network_world; }
|
||||
|
||||
/** Returns a pointer to the weather. */
|
||||
Weather* getWeather() {return m_weather;}
|
||||
}; // World
|
||||
|
||||
#endif
|
||||
|
@ -44,7 +44,9 @@ WorldStatus::WorldStatus()
|
||||
m_play_racestart_sounds = true;
|
||||
|
||||
IrrlichtDevice *device = irr_driver->getDevice();
|
||||
if (device->getTimer()->isStopped()) device->getTimer()->start();
|
||||
|
||||
if (device->getTimer()->isStopped())
|
||||
device->getTimer()->start();
|
||||
} // WorldStatus
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
@ -56,13 +58,15 @@ void WorldStatus::reset()
|
||||
m_auxiliary_timer = 0.0f;
|
||||
// Using SETUP_PHASE will play the track into sfx first, and has no
|
||||
// other side effects.
|
||||
m_phase = UserConfigParams::m_race_now ? RACE_PHASE : SETUP_PHASE;
|
||||
m_phase = UserConfigParams::m_race_now ? RACE_PHASE : SETUP_PHASE;
|
||||
m_previous_phase = UNDEFINED_PHASE;
|
||||
// Just in case that the game is reset during the intro phase
|
||||
m_track_intro_sound->stop();
|
||||
|
||||
IrrlichtDevice *device = irr_driver->getDevice();
|
||||
if (device->getTimer()->isStopped()) device->getTimer()->start();
|
||||
|
||||
if (device->getTimer()->isStopped())
|
||||
device->getTimer()->start();
|
||||
} // reset
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
@ -74,7 +78,9 @@ WorldStatus::~WorldStatus()
|
||||
sfx_manager->deleteSFX(m_start_sound);
|
||||
sfx_manager->deleteSFX(m_track_intro_sound);
|
||||
IrrlichtDevice *device = irr_driver->getDevice();
|
||||
if (device->getTimer()->isStopped()) device->getTimer()->start();
|
||||
|
||||
if (device->getTimer()->isStopped())
|
||||
device->getTimer()->start();
|
||||
} // ~WorldStatus
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
@ -96,14 +102,12 @@ void WorldStatus::setClockMode(const ClockType mode, const float initial_time)
|
||||
void WorldStatus::enterRaceOverState()
|
||||
{
|
||||
// Don't enter race over if it's already race over
|
||||
if( m_phase == DELAY_FINISH_PHASE
|
||||
|| m_phase == RESULT_DISPLAY_PHASE
|
||||
|| m_phase == FINISH_PHASE )
|
||||
if (m_phase == DELAY_FINISH_PHASE || m_phase == RESULT_DISPLAY_PHASE ||
|
||||
m_phase == FINISH_PHASE)
|
||||
return;
|
||||
|
||||
m_phase = DELAY_FINISH_PHASE;
|
||||
m_auxiliary_timer = 0.0f;
|
||||
|
||||
} // enterRaceOverState
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
@ -120,7 +124,7 @@ void WorldStatus::terminateRace()
|
||||
*/
|
||||
void WorldStatus::update(const float dt)
|
||||
{
|
||||
switch(m_phase)
|
||||
switch (m_phase)
|
||||
{
|
||||
// Note: setup phase must be a separate phase, since the race_manager
|
||||
// checks the phase when updating the camera: in the very first time
|
||||
@ -130,10 +134,17 @@ void WorldStatus::update(const float dt)
|
||||
case SETUP_PHASE:
|
||||
m_auxiliary_timer = 0.0f;
|
||||
m_phase = TRACK_INTRO_PHASE;
|
||||
|
||||
if (m_play_racestart_sounds)
|
||||
{
|
||||
m_track_intro_sound->play();
|
||||
}
|
||||
|
||||
if (World::getWorld()->getWeather() != NULL)
|
||||
{
|
||||
World::getWorld()->getWeather()->playSound();
|
||||
}
|
||||
|
||||
return;
|
||||
case TRACK_INTRO_PHASE:
|
||||
m_auxiliary_timer += dt;
|
||||
@ -141,7 +152,9 @@ void WorldStatus::update(const float dt)
|
||||
if (UserConfigParams::m_artist_debug_mode &&
|
||||
race_manager->getNumberOfKarts() == 1 &&
|
||||
race_manager->getTrackName() != "tutorial")
|
||||
{
|
||||
m_auxiliary_timer += dt * 6;
|
||||
}
|
||||
|
||||
// Work around a bug that occurred on linux once:
|
||||
// the sfx_manager kept on reporting that it is playing,
|
||||
@ -149,61 +162,86 @@ void WorldStatus::update(const float dt)
|
||||
// ... phase. Since the sound effect is about 3 seconds
|
||||
// long, we use the aux timer to force the next phase
|
||||
// after 3.5 seconds.
|
||||
if(m_track_intro_sound->getStatus()==SFXManager::SFX_PLAYING
|
||||
&& m_auxiliary_timer<3.5f)
|
||||
if (m_track_intro_sound->getStatus() == SFXManager::SFX_PLAYING &&
|
||||
m_auxiliary_timer < 3.5f)
|
||||
return;
|
||||
|
||||
// Wait before ready phase if sounds are disabled
|
||||
if(!UserConfigParams::m_sfx && m_auxiliary_timer<3.0f)
|
||||
if (!UserConfigParams::m_sfx && m_auxiliary_timer < 3.0f)
|
||||
return;
|
||||
|
||||
m_auxiliary_timer = 0.0f;
|
||||
if (m_play_racestart_sounds) m_prestart_sound->play();
|
||||
|
||||
if (m_play_racestart_sounds)
|
||||
m_prestart_sound->play();
|
||||
|
||||
m_phase = READY_PHASE;
|
||||
for(unsigned int i=0; i<World::getWorld()->getNumKarts(); i++)
|
||||
|
||||
for (unsigned int i = 0; i < World::getWorld()->getNumKarts(); i++)
|
||||
{
|
||||
World::getWorld()->getKart(i)->startEngineSFX();
|
||||
}
|
||||
|
||||
break;
|
||||
case READY_PHASE:
|
||||
if(m_auxiliary_timer>1.0)
|
||||
if (m_auxiliary_timer > 1.0)
|
||||
{
|
||||
if (m_play_racestart_sounds) m_prestart_sound->play();
|
||||
m_phase=SET_PHASE;
|
||||
if (m_play_racestart_sounds)
|
||||
{
|
||||
m_prestart_sound->play();
|
||||
}
|
||||
|
||||
m_phase = SET_PHASE;
|
||||
}
|
||||
|
||||
m_auxiliary_timer += dt;
|
||||
|
||||
// In artist debug mode, when without opponents, skip the ready/set/go counter faster
|
||||
if (UserConfigParams::m_artist_debug_mode &&
|
||||
race_manager->getNumberOfKarts() == 1 &&
|
||||
race_manager->getTrackName() != "tutorial")
|
||||
{
|
||||
m_auxiliary_timer += dt*6;
|
||||
}
|
||||
|
||||
return;
|
||||
case SET_PHASE :
|
||||
if(m_auxiliary_timer>2.0)
|
||||
case SET_PHASE:
|
||||
if (m_auxiliary_timer > 2.0)
|
||||
{
|
||||
// set phase is over, go to the next one
|
||||
m_phase=GO_PHASE;
|
||||
if (m_play_racestart_sounds) m_start_sound->play();
|
||||
m_phase = GO_PHASE;
|
||||
if (m_play_racestart_sounds)
|
||||
{
|
||||
m_start_sound->play();
|
||||
}
|
||||
|
||||
World::getWorld()->getTrack()->startMusic();
|
||||
|
||||
// event
|
||||
onGo();
|
||||
}
|
||||
|
||||
m_auxiliary_timer += dt;
|
||||
|
||||
// In artist debug mode, when without opponents, skip the ready/set/go counter faster
|
||||
if (UserConfigParams::m_artist_debug_mode &&
|
||||
race_manager->getNumberOfKarts() == 1 &&
|
||||
race_manager->getTrackName() != "tutorial")
|
||||
{
|
||||
m_auxiliary_timer += dt*6;
|
||||
}
|
||||
|
||||
return;
|
||||
case GO_PHASE :
|
||||
|
||||
if (m_auxiliary_timer>2.5f && music_manager->getCurrentMusic())
|
||||
music_manager->startMusic(music_manager->getCurrentMusic());
|
||||
|
||||
if(m_auxiliary_timer>3.0f) // how long to display the 'go' message
|
||||
{
|
||||
m_phase=MUSIC_PHASE;
|
||||
music_manager->startMusic(music_manager->getCurrentMusic());
|
||||
}
|
||||
|
||||
if (m_auxiliary_timer > 3.0f) // how long to display the 'go' message
|
||||
{
|
||||
m_phase = MUSIC_PHASE;
|
||||
}
|
||||
|
||||
m_auxiliary_timer += dt;
|
||||
@ -212,31 +250,38 @@ void WorldStatus::update(const float dt)
|
||||
if (UserConfigParams::m_artist_debug_mode &&
|
||||
race_manager->getNumberOfKarts() == 1 &&
|
||||
race_manager->getTrackName() != "tutorial")
|
||||
{
|
||||
m_auxiliary_timer += dt*6;
|
||||
}
|
||||
|
||||
break;
|
||||
case MUSIC_PHASE:
|
||||
// how long to display the 'music' message
|
||||
if(m_auxiliary_timer>stk_config->m_music_credit_time)
|
||||
m_phase=RACE_PHASE;
|
||||
if (m_auxiliary_timer>stk_config->m_music_credit_time)
|
||||
{
|
||||
m_phase = RACE_PHASE;
|
||||
}
|
||||
|
||||
m_auxiliary_timer += dt;
|
||||
break;
|
||||
case RACE_PHASE:
|
||||
// Nothing to do for race phase, switch to delay finish phase
|
||||
// happens when
|
||||
break;
|
||||
case DELAY_FINISH_PHASE :
|
||||
case DELAY_FINISH_PHASE:
|
||||
{
|
||||
m_auxiliary_timer += dt;
|
||||
|
||||
// Change to next phase if delay is over
|
||||
if(m_auxiliary_timer > stk_config->m_delay_finish_time)
|
||||
if (m_auxiliary_timer > stk_config->m_delay_finish_time)
|
||||
{
|
||||
m_phase = RESULT_DISPLAY_PHASE;
|
||||
terminateRace();
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
case RESULT_DISPLAY_PHASE :
|
||||
case RESULT_DISPLAY_PHASE:
|
||||
{
|
||||
break;
|
||||
}
|
||||
@ -249,7 +294,7 @@ void WorldStatus::update(const float dt)
|
||||
default: break;
|
||||
}
|
||||
|
||||
switch(m_clock_mode)
|
||||
switch (m_clock_mode)
|
||||
{
|
||||
case CLOCK_CHRONO:
|
||||
m_time += dt;
|
||||
@ -290,11 +335,14 @@ void WorldStatus::setTime(const float time)
|
||||
*/
|
||||
void WorldStatus::pause(Phase phase)
|
||||
{
|
||||
assert(m_previous_phase==UNDEFINED_PHASE);
|
||||
assert(m_previous_phase == UNDEFINED_PHASE);
|
||||
|
||||
m_previous_phase = m_phase;
|
||||
m_phase = phase;
|
||||
IrrlichtDevice *device = irr_driver->getDevice();
|
||||
if (!device->getTimer()->isStopped()) device->getTimer()->stop();
|
||||
|
||||
if (!device->getTimer()->isStopped())
|
||||
device->getTimer()->stop();
|
||||
} // pause
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
@ -307,5 +355,7 @@ void WorldStatus::unpause()
|
||||
// in pause to detect incorrect pause/unpause sequences.
|
||||
m_previous_phase = UNDEFINED_PHASE;
|
||||
IrrlichtDevice *device = irr_driver->getDevice();
|
||||
if (device->getTimer()->isStopped()) device->getTimer()->start();
|
||||
|
||||
if (device->getTimer()->isStopped())
|
||||
device->getTimer()->start();
|
||||
} // unpause
|
||||
|
@ -117,7 +117,10 @@ ClientNetworkManager::ClientNetworkManager()
|
||||
|
||||
ClientNetworkManager::~ClientNetworkManager()
|
||||
{
|
||||
pthread_cancel(*m_thread_keyboard);
|
||||
// On windows in release mode there is no console, and the
|
||||
// thread is not created.
|
||||
if(m_thread_keyboard)
|
||||
pthread_cancel(*m_thread_keyboard);
|
||||
}
|
||||
|
||||
void ClientNetworkManager::run()
|
||||
@ -133,10 +136,17 @@ void ClientNetworkManager::run()
|
||||
|
||||
Log::info("ClientNetworkManager", "Host initialized.");
|
||||
|
||||
// On windows in release mode the console is suppressed, so nothing can
|
||||
// be read from std::cin. Since getline(std::cin,...) then returns
|
||||
// an empty string, the waitInput thread is running all the time, consuming
|
||||
// CPU. Therefore don't start the console thread in this case.
|
||||
#if defined(WIN32) && defined(_MSC_VER) && !defined(DEBUG)
|
||||
m_thread_keyboard = NULL;
|
||||
#else
|
||||
// listen keyboard console input
|
||||
m_thread_keyboard = (pthread_t*)(malloc(sizeof(pthread_t)));
|
||||
pthread_create(m_thread_keyboard, NULL, waitInput, NULL);
|
||||
|
||||
#endif
|
||||
NetworkManager::run();
|
||||
|
||||
Log::info("ClientNetworkManager", "Ready !");
|
||||
|
@ -28,6 +28,11 @@
|
||||
#include "utils/random_generator.hpp"
|
||||
|
||||
#include <assert.h>
|
||||
|
||||
#ifdef __MINGW32__
|
||||
# define _WIN32_WINNT 0x501
|
||||
#endif
|
||||
|
||||
#ifdef WIN32
|
||||
# include <winsock2.h>
|
||||
# include <ws2tcpip.h>
|
||||
@ -36,6 +41,7 @@
|
||||
#endif
|
||||
#include <sys/types.h>
|
||||
|
||||
|
||||
int stunRand()
|
||||
{
|
||||
static bool init = false;
|
||||
|
@ -24,9 +24,16 @@
|
||||
#include "utils/time.hpp"
|
||||
|
||||
#include <string.h>
|
||||
#ifdef WIN32
|
||||
#if defined(WIN32) && !defined(__MINGW32__)
|
||||
# include "Ws2tcpip.h"
|
||||
# define inet_ntop InetNtop
|
||||
|
||||
// TODO: It's very ugly hack which allows to compile STK on windows using gcc.
|
||||
// Solution would be nice seen.
|
||||
#elif defined(__MINGW32__)
|
||||
# include "Ws2tcpip.h"
|
||||
# define inet_ntop
|
||||
|
||||
#else
|
||||
# include <arpa/inet.h>
|
||||
# include <errno.h>
|
||||
|
@ -25,7 +25,6 @@ using namespace irr;
|
||||
|
||||
#include "graphics/material_manager.hpp"
|
||||
#include "graphics/mesh_tools.hpp"
|
||||
#include "graphics/stkinstancedscenenode.hpp"
|
||||
#include "io/file_manager.hpp"
|
||||
#include "io/xml_node.hpp"
|
||||
#include "modes/world.hpp"
|
||||
@ -241,16 +240,6 @@ void PhysicalObject::init()
|
||||
Log::fatal("PhysicalObject", "Unknown node type");
|
||||
}
|
||||
}
|
||||
else if (dynamic_cast<TrackObjectPresentationInstancing*>(presentation) != NULL)
|
||||
{
|
||||
TrackObjectPresentationInstancing* instancing = dynamic_cast<TrackObjectPresentationInstancing*>(presentation);
|
||||
STKInstancedSceneNode* instancing_group = instancing->getInstancingGroup();
|
||||
if (instancing_group != NULL)
|
||||
{
|
||||
scene::IMesh* mesh = instancing_group->getMesh();
|
||||
MeshTools::minMax3D(mesh, &min, &max);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Log::fatal("PhysicalObject", "Unknown node type");
|
||||
|
@ -22,7 +22,6 @@ using namespace irr;
|
||||
#include "graphics/irr_driver.hpp"
|
||||
#include "graphics/lod_node.hpp"
|
||||
#include "graphics/mesh_tools.hpp"
|
||||
#include "graphics/stkinstancedscenenode.hpp"
|
||||
#include "io/xml_node.hpp"
|
||||
#include "tracks/track.hpp"
|
||||
|
||||
@ -111,35 +110,6 @@ LODNode* ModelDefinitionLoader::instanciateAsLOD(const XMLNode* node, scene::ISc
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
|
||||
STKInstancedSceneNode* ModelDefinitionLoader::instanciate(const irr::core::vector3df& position,
|
||||
const irr::core::vector3df& rotation,
|
||||
const irr::core::vector3df scale,
|
||||
const std::string& name)
|
||||
{
|
||||
if (m_instancing_nodes.find(name) == m_instancing_nodes.end())
|
||||
{
|
||||
if (m_lod_groups.find(name) == m_lod_groups.end())
|
||||
{
|
||||
Log::warn("Instancing", "Cannot find instancing model <%s>", name.c_str());
|
||||
return NULL;
|
||||
}
|
||||
|
||||
scene::IMesh* mesh = irr_driver->getMesh(m_lod_groups[name][0].m_model_file);
|
||||
mesh = MeshTools::createMeshWithTangents(mesh, &MeshTools::isNormalMap);
|
||||
irr_driver->setAllMaterialFlags(mesh);
|
||||
|
||||
m_instancing_nodes[name] = new STKInstancedSceneNode(mesh,
|
||||
irr_driver->getSceneManager()->getRootSceneNode(), irr_driver->getSceneManager(), -1);
|
||||
m_track->addNode(m_instancing_nodes[name]);
|
||||
}
|
||||
|
||||
m_instancing_nodes[name]->addInstance(position, rotation, scale);
|
||||
m_instancing_nodes[name]->instanceGrab();
|
||||
return m_instancing_nodes[name];
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
|
||||
void ModelDefinitionLoader::clear()
|
||||
{
|
||||
m_lod_groups.clear();
|
||||
|
@ -83,10 +83,6 @@ public:
|
||||
|
||||
void addModelDefinition(const XMLNode* xml);
|
||||
LODNode* instanciateAsLOD(const XMLNode* xml_node, scene::ISceneNode* parent);
|
||||
STKInstancedSceneNode* instanciate(const core::vector3df& position,
|
||||
const irr::core::vector3df& rotation,
|
||||
const irr::core::vector3df scale,
|
||||
const std::string& name);
|
||||
|
||||
void clear();
|
||||
|
||||
|
@ -37,7 +37,6 @@
|
||||
#include "graphics/particle_emitter.hpp"
|
||||
#include "graphics/particle_kind.hpp"
|
||||
#include "graphics/particle_kind_manager.hpp"
|
||||
#include "graphics/stkinstancedscenenode.hpp"
|
||||
#include "graphics/stk_text_billboard.hpp"
|
||||
#include "guiengine/scalable_font.hpp"
|
||||
#include "io/file_manager.hpp"
|
||||
@ -132,7 +131,10 @@ Track::Track(const std::string &filename)
|
||||
m_sky_particles = NULL;
|
||||
m_sky_dx = 0.05f;
|
||||
m_sky_dy = 0.0f;
|
||||
m_weather_type = WEATHER_NONE;
|
||||
m_godrays_opacity = 1.0f;
|
||||
m_godrays_color = video::SColor(255, 255, 255, 255);
|
||||
m_weather_lightning = false;
|
||||
m_weather_sound = "";
|
||||
m_cache_track = UserConfigParams::m_cache_overworld &&
|
||||
m_ident=="overworld";
|
||||
m_minimap_x_scale = 1.0f;
|
||||
@ -439,6 +441,9 @@ void Track::loadTrackInfo()
|
||||
m_fog_height_end = 100.0f;
|
||||
m_gravity = 9.80665f;
|
||||
m_smooth_normals = false;
|
||||
m_godrays = false;
|
||||
m_godrays_opacity = 1.0f;
|
||||
m_godrays_color = video::SColor(255, 255, 255, 255);
|
||||
/* ARGB */
|
||||
m_fog_color = video::SColor(255, 77, 179, 230);
|
||||
m_default_ambient_color = video::SColor(255, 120, 120, 120);
|
||||
@ -481,7 +486,6 @@ void Track::loadTrackInfo()
|
||||
root->get("bloom-threshold", &m_bloom_threshold);
|
||||
root->get("lens-flare", &m_lensflare);
|
||||
root->get("shadows", &m_shadows);
|
||||
root->get("god-rays", &m_godrays);
|
||||
root->get("displacement-speed", &m_displacement_speed);
|
||||
root->get("caustics-speed", &m_caustics_speed);
|
||||
root->get("color-level-in", &m_color_inlevel);
|
||||
@ -737,24 +741,10 @@ void Track::convertTrackToBullet(scene::ISceneNode *node)
|
||||
node->updateAbsolutePosition();
|
||||
|
||||
std::vector<core::matrix4> matrices;
|
||||
|
||||
STKInstancedSceneNode* instancing_node = dynamic_cast<STKInstancedSceneNode*>(node);
|
||||
if (instancing_node != NULL)
|
||||
{
|
||||
int count = instancing_node->getInstanceCount();
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
matrices.push_back(instancing_node->getInstanceTransform(i));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
matrices.push_back(node->getAbsoluteTransformation());
|
||||
}
|
||||
matrices.push_back(node->getAbsoluteTransformation());
|
||||
|
||||
const core::vector3df &pos = node->getAbsolutePosition();
|
||||
|
||||
|
||||
scene::IMesh *mesh;
|
||||
// In case of readonly materials we have to get the material from
|
||||
// the mesh, otherwise from the node. This is esp. important for
|
||||
@ -1058,20 +1048,6 @@ bool Track::loadMainTrack(const XMLNode &root)
|
||||
}
|
||||
}
|
||||
|
||||
// Load instancing models (for the moment they are loaded the same way as LOD to simplify implementation)
|
||||
const XMLNode *instancing_xml_node = root.getNode("instancing");
|
||||
if (instancing_xml_node != NULL)
|
||||
{
|
||||
for (unsigned int i = 0; i < instancing_xml_node->getNumNodes(); i++)
|
||||
{
|
||||
const XMLNode* lod_group_xml = instancing_xml_node->getNode(i);
|
||||
for (unsigned int j = 0; j < lod_group_xml->getNumNodes(); j++)
|
||||
{
|
||||
lodLoader.addModelDefinition(lod_group_xml->getNode(j));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (unsigned int i=0; i<track_node->getNumNodes(); i++)
|
||||
{
|
||||
const XMLNode *n=track_node->getNode(i);
|
||||
@ -1724,6 +1700,14 @@ void Track::loadTrackModel(bool reverse_track, unsigned int mode_id)
|
||||
node->get("fog-end-height", &m_fog_height_end);
|
||||
}
|
||||
|
||||
if (const XMLNode *node = root->getNode("lightshaft"))
|
||||
{
|
||||
m_godrays = true;
|
||||
node->get("opacity", &m_godrays_opacity);
|
||||
node->get("color", &m_godrays_color);
|
||||
node->get("xyz", &m_godrays_position);
|
||||
}
|
||||
|
||||
loadMainTrack(*root);
|
||||
unsigned int main_track_count = m_all_nodes.size();
|
||||
|
||||
@ -1743,20 +1727,6 @@ void Track::loadTrackModel(bool reverse_track, unsigned int mode_id)
|
||||
}
|
||||
}
|
||||
|
||||
// Load instancing models (for the moment they are loaded the same way as LOD to simplify implementation)
|
||||
const XMLNode *instancing_xml_node = root->getNode("instancing");
|
||||
if (instancing_xml_node != NULL)
|
||||
{
|
||||
for (unsigned int i = 0; i < instancing_xml_node->getNumNodes(); i++)
|
||||
{
|
||||
const XMLNode* lod_group_xml = instancing_xml_node->getNode(i);
|
||||
for (unsigned int j = 0; j < lod_group_xml->getNumNodes(); j++)
|
||||
{
|
||||
model_def_loader.addModelDefinition(lod_group_xml->getNode(j));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
std::map<std::string, XMLNode*> library_nodes;
|
||||
loadObjects(root, path, model_def_loader, true, NULL, library_nodes);
|
||||
|
||||
@ -1997,20 +1967,6 @@ void Track::loadObjects(const XMLNode* root, const std::string& path, ModelDefin
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Load instancing definitions
|
||||
const XMLNode *instancing_xml_node = libroot->getNode("instancing");
|
||||
if (instancing_xml_node != NULL)
|
||||
{
|
||||
for (unsigned int i = 0; i < instancing_xml_node->getNumNodes(); i++)
|
||||
{
|
||||
const XMLNode* instancing_group_xml = instancing_xml_node->getNode(i);
|
||||
for (unsigned int j = 0; j < instancing_group_xml->getNumNodes(); j++)
|
||||
{
|
||||
model_def_loader.addModelDefinition(instancing_group_xml->getNode(j));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -2089,27 +2045,16 @@ void Track::loadObjects(const XMLNode* root, const std::string& path, ModelDefin
|
||||
else if (name == "weather")
|
||||
{
|
||||
std::string weather_particles;
|
||||
std::string weather_type;
|
||||
|
||||
node->get("particles", &weather_particles);
|
||||
node->get("type", &weather_type);
|
||||
node->get("lightning", &m_weather_lightning);
|
||||
node->get("sound", &m_weather_sound);
|
||||
|
||||
if (weather_particles.size() > 0)
|
||||
{
|
||||
m_sky_particles =
|
||||
ParticleKindManager::get()->getParticles(weather_particles);
|
||||
}
|
||||
else if (weather_type.size() > 0)
|
||||
{
|
||||
if (weather_type == "rain")
|
||||
{
|
||||
m_weather_type = WEATHER_RAIN;
|
||||
}
|
||||
else
|
||||
{
|
||||
Log::error("track", "Unknown weather type : '%s'",
|
||||
weather_type.c_str());
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Log::error("track", "Bad weather node found - ignored.\n");
|
||||
@ -2126,7 +2071,7 @@ void Track::loadObjects(const XMLNode* root, const std::string& path, ModelDefin
|
||||
}
|
||||
else if (name == "instancing")
|
||||
{
|
||||
// handled above
|
||||
// TODO: eventually remove, this is now automatic
|
||||
}
|
||||
else if (name == "subtitles")
|
||||
{
|
||||
|
@ -62,12 +62,6 @@ class XMLNode;
|
||||
|
||||
const int HEIGHT_MAP_RESOLUTION = 256;
|
||||
|
||||
enum WeatherType
|
||||
{
|
||||
WEATHER_NONE,
|
||||
WEATHER_RAIN
|
||||
};
|
||||
|
||||
struct OverworldForceField
|
||||
{
|
||||
core::vector3df m_position;
|
||||
@ -310,7 +304,8 @@ private:
|
||||
ParticleKind* m_sky_particles;
|
||||
|
||||
/** Use a special built-in wheather */
|
||||
WeatherType m_weather_type;
|
||||
bool m_weather_lightning;
|
||||
std::string m_weather_sound;
|
||||
|
||||
/** A simple class to keep information about a track mode. */
|
||||
class TrackMode
|
||||
@ -383,7 +378,12 @@ private:
|
||||
float m_bloom_threshold;
|
||||
|
||||
bool m_lensflare;
|
||||
|
||||
bool m_godrays;
|
||||
core::vector3df m_godrays_position;
|
||||
float m_godrays_opacity;
|
||||
video::SColor m_godrays_color;
|
||||
|
||||
bool m_shadows;
|
||||
|
||||
float m_displacement_speed;
|
||||
@ -570,7 +570,9 @@ public:
|
||||
unsigned int getNumberOfStartPositions() const
|
||||
{ return m_start_transforms.size(); }
|
||||
// ------------------------------------------------------------------------
|
||||
WeatherType getWeatherType () const { return m_weather_type; }
|
||||
bool getWeatherLightning() {return m_weather_lightning;}
|
||||
// ------------------------------------------------------------------------
|
||||
std::string getWeatherSound() {return m_weather_sound;}
|
||||
// ------------------------------------------------------------------------
|
||||
ParticleKind* getSkyParticles () { return m_sky_particles; }
|
||||
// ------------------------------------------------------------------------
|
||||
@ -622,6 +624,9 @@ public:
|
||||
|
||||
bool hasLensFlare() const { return m_lensflare; }
|
||||
bool hasGodRays() const { return m_godrays; }
|
||||
core::vector3df getGodRaysPosition() const { return m_godrays_position; }
|
||||
float getGodRaysOpacity() const { return m_godrays_opacity; }
|
||||
video::SColor getGodRaysColor() const { return m_godrays_color; }
|
||||
bool hasShadows() const { return m_shadows; }
|
||||
|
||||
void addNode(scene::ISceneNode* node) { m_all_nodes.push_back(node); }
|
||||
|
@ -103,9 +103,6 @@ void TrackObject::init(const XMLNode &xml_node, scene::ISceneNode* parent,
|
||||
bool lod_instance = false;
|
||||
xml_node.get("lod_instance", &lod_instance);
|
||||
|
||||
bool instancing = false;
|
||||
xml_node.get("instancing", &instancing);
|
||||
|
||||
m_soccer_ball = false;
|
||||
xml_node.get("soccer_ball", &m_soccer_ball);
|
||||
|
||||
@ -159,14 +156,7 @@ void TrackObject::init(const XMLNode &xml_node, scene::ISceneNode* parent,
|
||||
{
|
||||
scene::ISceneNode *glownode = NULL;
|
||||
|
||||
if (instancing)
|
||||
{
|
||||
m_type = "lod";
|
||||
TrackObjectPresentationInstancing* instancing_node =
|
||||
new TrackObjectPresentationInstancing(xml_node, parent, model_def_loader);
|
||||
m_presentation = instancing_node;
|
||||
}
|
||||
else if (lod_instance)
|
||||
if (lod_instance)
|
||||
{
|
||||
m_type = "lod";
|
||||
TrackObjectPresentationLOD* lod_node =
|
||||
|
@ -28,7 +28,6 @@
|
||||
#include "graphics/particle_emitter.hpp"
|
||||
#include "graphics/particle_kind_manager.hpp"
|
||||
#include "graphics/stkmeshscenenode.hpp"
|
||||
#include "graphics/stkinstancedscenenode.hpp"
|
||||
#include "io/file_manager.hpp"
|
||||
#include "io/xml_node.hpp"
|
||||
#include "input/device_manager.hpp"
|
||||
@ -168,59 +167,6 @@ TrackObjectPresentationLOD::~TrackObjectPresentationLOD()
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
|
||||
TrackObjectPresentationInstancing::TrackObjectPresentationInstancing(const XMLNode& xml_node,
|
||||
scene::ISceneNode* parent,
|
||||
ModelDefinitionLoader& model_def_loader) : TrackObjectPresentationSceneNode(xml_node)
|
||||
{
|
||||
m_instancing_group = NULL;
|
||||
m_fallback_scene_node = NULL;
|
||||
|
||||
std::string instancing_model;
|
||||
xml_node.get("instancing_model", &instancing_model);
|
||||
|
||||
m_node = irr_driver->getSceneManager()->addEmptySceneNode(parent);
|
||||
m_node->setPosition(m_init_xyz);
|
||||
m_node->setRotation(m_init_hpr);
|
||||
m_node->setScale(m_init_scale);
|
||||
m_node->updateAbsolutePosition();
|
||||
if (irr_driver->isGLSL())
|
||||
{
|
||||
m_instancing_group = model_def_loader.instanciate(m_node->getAbsolutePosition(),
|
||||
m_node->getAbsoluteTransformation().getRotationDegrees(), m_node->getAbsoluteTransformation().getScale(),
|
||||
instancing_model);
|
||||
}
|
||||
else
|
||||
{
|
||||
scene::IMesh* mesh = model_def_loader.getFirstMeshFor(instancing_model);
|
||||
scene::IMeshSceneNode* node = irr_driver->addMesh(mesh, m_node);
|
||||
node->grab();
|
||||
irr_driver->grabAllTextures(mesh);
|
||||
mesh->grab();
|
||||
World::getWorld()->getTrack()->addNode(node);
|
||||
|
||||
m_fallback_scene_node = node;
|
||||
}
|
||||
}
|
||||
|
||||
TrackObjectPresentationInstancing::~TrackObjectPresentationInstancing()
|
||||
{
|
||||
if (m_instancing_group != NULL)
|
||||
m_instancing_group->instanceDrop();
|
||||
|
||||
if (m_fallback_scene_node != NULL)
|
||||
{
|
||||
scene::IMesh* mesh = m_fallback_scene_node->getMesh();
|
||||
irr_driver->dropAllTextures(mesh);
|
||||
mesh->drop();
|
||||
if (mesh->getReferenceCount() == 1)
|
||||
irr_driver->removeMeshFromCache(mesh);
|
||||
|
||||
m_fallback_scene_node->drop();
|
||||
}
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
|
||||
TrackObjectPresentationMesh::TrackObjectPresentationMesh(const XMLNode& xml_node,
|
||||
bool enabled, scene::ISceneNode* parent) :
|
||||
TrackObjectPresentationSceneNode(xml_node)
|
||||
|
@ -167,20 +167,6 @@ public:
|
||||
virtual ~TrackObjectPresentationLOD();
|
||||
};
|
||||
|
||||
class TrackObjectPresentationInstancing : public TrackObjectPresentationSceneNode
|
||||
{
|
||||
STKInstancedSceneNode* m_instancing_group;
|
||||
scene::IMeshSceneNode* m_fallback_scene_node;
|
||||
public:
|
||||
|
||||
TrackObjectPresentationInstancing(const XMLNode& xml_node,
|
||||
scene::ISceneNode* parent,
|
||||
ModelDefinitionLoader& model_def_loader);
|
||||
virtual ~TrackObjectPresentationInstancing();
|
||||
|
||||
STKInstancedSceneNode* getInstancingGroup() { return m_instancing_group; }
|
||||
};
|
||||
|
||||
/**
|
||||
* \ingroup tracks
|
||||
* A track object representation that consists of a mesh scene node.
|
||||
|
@ -33,6 +33,7 @@ static const char* GPU_Phase[Q_LAST] =
|
||||
{
|
||||
"Solid Pass 1",
|
||||
"Shadows",
|
||||
"RSM",
|
||||
"RH",
|
||||
"GI",
|
||||
"Env Map",
|
||||
@ -352,26 +353,27 @@ void Profiler::draw()
|
||||
}
|
||||
}
|
||||
|
||||
// GPU profiler
|
||||
QueryPerf hovered_gpu_marker = Q_LAST;
|
||||
long hovered_gpu_marker_elapsed = 0;
|
||||
int gpu_y = int(y_offset + nb_thread_infos*line_height + line_height/2);
|
||||
float total = 0;
|
||||
for (unsigned i = 0; i < Q_LAST; i++)
|
||||
{
|
||||
total += irr_driver->getGPUTimer(i).elapsedTimeus();
|
||||
}
|
||||
|
||||
static video::SColor colors[] = {
|
||||
video::SColor(255, 255, 0, 0),
|
||||
video::SColor(255, 0, 255, 0),
|
||||
video::SColor(255, 0, 0, 255),
|
||||
video::SColor(255, 255, 255, 0),
|
||||
video::SColor(255, 255, 0, 255),
|
||||
video::SColor(255, 0, 255, 255)
|
||||
};
|
||||
|
||||
if (hovered_markers.size() == 0)
|
||||
{
|
||||
int gpu_y = int(y_offset + nb_thread_infos*line_height + line_height/2);
|
||||
float total = 0;
|
||||
for (unsigned i = 0; i < Q_LAST; i++)
|
||||
{
|
||||
total += irr_driver->getGPUTimer(i).elapsedTimeus();
|
||||
}
|
||||
|
||||
static video::SColor colors[] = {
|
||||
video::SColor(255, 255, 0, 0),
|
||||
video::SColor(255, 0, 255, 0),
|
||||
video::SColor(255, 0, 0, 255),
|
||||
video::SColor(255, 255, 255, 0),
|
||||
video::SColor(255, 255, 0, 255),
|
||||
video::SColor(255, 0, 255, 255)
|
||||
};
|
||||
|
||||
float curr_val = 0;
|
||||
for (unsigned i = 0; i < Q_LAST; i++)
|
||||
{
|
||||
@ -421,7 +423,7 @@ void Profiler::draw()
|
||||
|
||||
// Draw the hovered markers' names
|
||||
gui::ScalableFont* font = GUIEngine::getFont();
|
||||
if(font)
|
||||
if (font)
|
||||
{
|
||||
core::stringw text;
|
||||
while(!hovered_markers.empty())
|
||||
|
@ -11,3 +11,7 @@
|
||||
# define round(x) (floorf(x + 0.5))
|
||||
#endif
|
||||
|
||||
#ifdef __MINGW32__
|
||||
#include <cmath>
|
||||
using std::isnan;
|
||||
#endif
|
||||
|
Loading…
Reference in New Issue
Block a user