LightPrepass: start porting object_ref

This commit is contained in:
Vincent Lejeune 2014-01-19 01:32:08 +01:00
parent 9ddfa9261a
commit 2609e5c709
5 changed files with 137 additions and 0 deletions

View File

@ -0,0 +1,13 @@
#version 130
uniform sampler2D tex;
noperspective in vec3 nor;
in vec2 uv;
void main() {
vec4 col = texture2D(tex, uv);
if (col.a < 0.5)
discard;
gl_FragColor = vec4(0.5 * normalize(nor) + 0.5, gl_FragCoord.z);
}

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@ -0,0 +1,16 @@
#version 130
uniform mat4 ModelViewProjectionMatrix;
uniform mat4 TransposeInverseModelView;
in vec3 Position;
in vec3 Normal;
in vec2 Texcoord;
noperspective out vec3 nor;
out vec2 uv;
void main(void)
{
uv = Texcoord;
gl_Position = ModelViewProjectionMatrix * vec4(Position, 1.);
nor = (TransposeInverseModelView * vec4(Normal, 0.)).xyz;
}

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@ -0,0 +1,20 @@
#version 130
uniform sampler2D Albedo;
uniform sampler2D DiffuseMap;
uniform sampler2D SpecularMap;
uniform sampler2D SSAO;
uniform vec2 screen;
uniform vec3 ambient;
in vec2 uv;
void main(void)
{
vec4 color = texture2D(Albedo, uv);
if (color.a < 0.5) discard;
vec2 tc = gl_FragCoord.xy / screen;
vec3 DiffuseComponent = texture2D(DiffuseMap, tc).xyz;
vec3 SpecularComponent = texture2D(SpecularMap, tc).xyz;
float ao = texture2D(SSAO, tc).x;
vec3 LightFactor = ao * ambient + DiffuseComponent + SpecularComponent * (1. - color.a);
gl_FragColor = vec4(color.xyz * LightFactor, 1.);
}

View File

@ -242,7 +242,9 @@ void Shaders::loadShaders()
MeshShader::ColorizeShader::init();
MeshShader::NormalMapShader::init();
MeshShader::ObjectPass1Shader::init();
MeshShader::ObjectRefPass1Shader::init();
MeshShader::ObjectPass2Shader::init();
MeshShader::ObjectRefPass2Shader::init();
MeshShader::SphereMapShader::init();
MeshShader::SplattingShader::init();
}
@ -297,6 +299,31 @@ namespace MeshShader
glUniformMatrix4fv(uniform_TIMV, 1, GL_FALSE, TransposeInverseModelView.pointer());
}
GLuint ObjectRefPass1Shader::Program;
GLuint ObjectRefPass1Shader::attrib_position;
GLuint ObjectRefPass1Shader::attrib_normal;
GLuint ObjectRefPass1Shader::uniform_MVP;
GLuint ObjectRefPass1Shader::uniform_TIMV;
GLuint ObjectRefPass1Shader::uniform_tex;
void ObjectRefPass1Shader::init()
{
initGL();
Program = LoadProgram(file_manager->getAsset("shaders/objectref_pass1.vert").c_str(), file_manager->getAsset("shaders/objectref_pass1.frag").c_str());
attrib_position = glGetAttribLocation(Program, "Position");
attrib_normal = glGetAttribLocation(Program, "Normal");
uniform_MVP = glGetUniformLocation(Program, "ModelViewProjectionMatrix");
uniform_TIMV = glGetUniformLocation(Program, "TransposeInverseModelView");
uniform_tex = glGetUniformLocation(Program, "tex");
}
void ObjectRefPass1Shader::setUniforms(const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView, unsigned TU_tex)
{
glUniformMatrix4fv(uniform_MVP, 1, GL_FALSE, ModelViewProjectionMatrix.pointer());
glUniformMatrix4fv(uniform_TIMV, 1, GL_FALSE, TransposeInverseModelView.pointer());
glUniform1i(uniform_tex, TU_tex);
}
GLuint ObjectPass2Shader::Program;
GLuint ObjectPass2Shader::attrib_position;
GLuint ObjectPass2Shader::attrib_texcoord;
@ -336,6 +363,45 @@ namespace MeshShader
glUniform3f(uniform_ambient, s.r, s.g, s.b);
}
GLuint ObjectRefPass2Shader::Program;
GLuint ObjectRefPass2Shader::attrib_position;
GLuint ObjectRefPass2Shader::attrib_texcoord;
GLuint ObjectRefPass2Shader::uniform_MVP;
GLuint ObjectRefPass2Shader::uniform_TIMV;
GLuint ObjectRefPass2Shader::uniform_Albedo;
GLuint ObjectRefPass2Shader::uniform_DiffuseMap;
GLuint ObjectRefPass2Shader::uniform_SpecularMap;
GLuint ObjectRefPass2Shader::uniform_SSAO;
GLuint ObjectRefPass2Shader::uniform_screen;
GLuint ObjectRefPass2Shader::uniform_ambient;
void ObjectRefPass2Shader::init()
{
initGL();
Program = LoadProgram(file_manager->getAsset("shaders/object_pass2.vert").c_str(), file_manager->getAsset("shaders/objectref_pass2.frag").c_str());
attrib_position = glGetAttribLocation(Program, "Position");
attrib_texcoord = glGetAttribLocation(Program, "Texcoord");
uniform_MVP = glGetUniformLocation(Program, "ModelViewProjectionMatrix");
uniform_Albedo = glGetUniformLocation(Program, "Albedo");
uniform_DiffuseMap = glGetUniformLocation(Program, "DiffuseMap");
uniform_SpecularMap = glGetUniformLocation(Program, "SpecularMap");
uniform_SSAO = glGetUniformLocation(Program, "SSAO");
uniform_screen = glGetUniformLocation(Program, "screen");
uniform_ambient = glGetUniformLocation(Program, "ambient");
}
void ObjectRefPass2Shader::setUniforms(const core::matrix4 &ModelViewProjectionMatrix, unsigned TU_Albedo, unsigned TU_DiffuseMap, unsigned TU_SpecularMap, unsigned TU_SSAO)
{
glUniformMatrix4fv(uniform_MVP, 1, GL_FALSE, ModelViewProjectionMatrix.pointer());
glUniform1i(uniform_Albedo, TU_Albedo);
glUniform1i(uniform_DiffuseMap, TU_DiffuseMap);
glUniform1i(uniform_SpecularMap, TU_SpecularMap);
glUniform1i(uniform_SSAO, TU_SSAO);
glUniform2f(uniform_screen, UserConfigParams::m_width, UserConfigParams::m_height);
const video::SColorf s = irr_driver->getSceneManager()->getAmbientLight();
glUniform3f(uniform_ambient, s.r, s.g, s.b);
}
GLuint NormalMapShader::Program;
GLuint NormalMapShader::attrib_position;
GLuint NormalMapShader::attrib_texcoord;

View File

@ -37,6 +37,17 @@ public:
static void setUniforms(const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView);
};
class ObjectRefPass1Shader
{
public:
static GLuint Program;
static GLuint attrib_position, attrib_normal;
static GLuint uniform_MVP, uniform_TIMV, uniform_tex;
static void init();
static void setUniforms(const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView, unsigned TU_texture);
};
class ObjectPass2Shader
{
public:
@ -48,6 +59,17 @@ public:
static void setUniforms(const core::matrix4 &ModelViewProjectionMatrix, unsigned TU_Albedo, unsigned TU_DiffuseMap, unsigned TU_SpecularMap, unsigned TU_SSAO);
};
class ObjectRefPass2Shader
{
public:
static GLuint Program;
static GLuint attrib_position, attrib_texcoord;
static GLuint uniform_MVP, uniform_TIMV, uniform_Albedo, uniform_DiffuseMap, uniform_SpecularMap, uniform_SSAO, uniform_screen, uniform_ambient;
static void init();
static void setUniforms(const core::matrix4 &ModelViewProjectionMatrix, unsigned TU_Albedo, unsigned TU_DiffuseMap, unsigned TU_SpecularMap, unsigned TU_SSAO);
};
class NormalMapShader
{
public: