Merge branch 'master' of github.com:supertuxkart/stk-code
This commit is contained in:
commit
28db99b7c1
35
data/gfx/gfx_mudPot_a.xml
Normal file
35
data/gfx/gfx_mudPot_a.xml
Normal file
@ -0,0 +1,35 @@
|
||||
<?xml version="1.0"?>
|
||||
|
||||
<!-- For sky particles, the size of the box is ignored -->
|
||||
<particles emitter="box" box_x="0.01" box_y="0.5" box_z="0.01">
|
||||
|
||||
<spreading angle="30" />
|
||||
|
||||
<velocity x="-0.000"
|
||||
y="0.002"
|
||||
z="-0.000" />
|
||||
|
||||
<material file="gfx_mud_a.png" clampu="Y" clampv="Y" />
|
||||
|
||||
<!-- Amount of particles emitted per second -->
|
||||
<rate min="5"
|
||||
max="8" />
|
||||
|
||||
<!-- Minimal and maximal lifetime of a particle, in milliseconds. -->
|
||||
<lifetime min="900"
|
||||
max="1000" />
|
||||
|
||||
<!-- Size of the particles -->
|
||||
<size min="0.5"
|
||||
max="0.3"
|
||||
x-increase-factor="2.6"
|
||||
y-increase-factor="2.6" />
|
||||
|
||||
<color min="40 40 255"
|
||||
max="255 255 255" />
|
||||
|
||||
<!-- How much time in milliseconds before the particle is fully faded out -->
|
||||
<fadeout time="1000" />
|
||||
|
||||
|
||||
</particles>
|
24
data/shaders/lensblend.frag
Normal file
24
data/shaders/lensblend.frag
Normal file
@ -0,0 +1,24 @@
|
||||
/*
|
||||
Lens flare blend
|
||||
based on bloomblend.frag
|
||||
author: samuncle
|
||||
*/
|
||||
uniform sampler2D tex_128;
|
||||
uniform sampler2D tex_256;
|
||||
uniform sampler2D tex_512;
|
||||
|
||||
out vec4 FragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 uv = gl_FragCoord.xy / screen;
|
||||
vec4 col = .125 * texture(tex_128, uv);
|
||||
col += .25 * texture(tex_256, uv);
|
||||
col += .5 * texture(tex_512, uv);
|
||||
|
||||
float final = max(col.r,max(col.g,col.b));
|
||||
//final = final * 2;
|
||||
vec3 blue = vec3(final * 0.1, final * 0.2, final);
|
||||
|
||||
FragColor = vec4(blue, 1.);
|
||||
}
|
43
data/shaders/volumetriclight.frag
Normal file
43
data/shaders/volumetriclight.frag
Normal file
@ -0,0 +1,43 @@
|
||||
#ifdef GL_ARB_bindless_texture
|
||||
layout(bindless_sampler) uniform sampler2D tex;
|
||||
#else
|
||||
uniform sampler2D tex;
|
||||
#endif
|
||||
|
||||
|
||||
uniform float fogmax;
|
||||
uniform float startH;
|
||||
uniform float endH;
|
||||
uniform float start;
|
||||
uniform float end;
|
||||
uniform vec3 col;
|
||||
|
||||
in vec2 uv;
|
||||
in vec4 color;
|
||||
out vec4 FragColor;
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 diffusecolor = texture(tex, uv);
|
||||
#ifdef GL_ARB_bindless_texture
|
||||
diffusecolor.xyz = pow(diffusecolor.xyz, vec3(2.2));
|
||||
#endif
|
||||
diffusecolor.xyz *= pow(color.xyz, vec3(2.2));
|
||||
diffusecolor.a *= color.a;
|
||||
vec3 tmp = vec3(gl_FragCoord.xy / screen, gl_FragCoord.z);
|
||||
tmp = 2. * tmp - 1.;
|
||||
|
||||
vec4 xpos = vec4(tmp, 1.0);
|
||||
xpos = InverseProjectionMatrix * xpos;
|
||||
xpos.xyz /= xpos.w;
|
||||
|
||||
float dist = length(xpos.xyz);
|
||||
float fog = smoothstep(start, end, dist);
|
||||
|
||||
fog = min(fog, fogmax);
|
||||
|
||||
vec4 finalcolor = vec4(col, 0.) * fog + diffusecolor *(1. - fog);
|
||||
FragColor = vec4(finalcolor.rgb * finalcolor.a, finalcolor.a);
|
||||
//FragColor = vec4(1.0, 0.0, 0.0, finalcolor.a);
|
||||
}
|
@ -101,10 +101,15 @@ enum TypeFBO
|
||||
FBO_BLOOM_1024,
|
||||
FBO_BLOOM_512,
|
||||
FBO_TMP_512,
|
||||
FBO_LENS_512,
|
||||
|
||||
FBO_BLOOM_256,
|
||||
FBO_TMP_256,
|
||||
FBO_TMP_256,
|
||||
FBO_LENS_256,
|
||||
|
||||
FBO_BLOOM_128,
|
||||
FBO_TMP_128,
|
||||
FBO_LENS_128,
|
||||
FBO_COUNT
|
||||
};
|
||||
|
||||
@ -157,10 +162,13 @@ enum TypeRTT
|
||||
RTT_BLOOM_1024,
|
||||
RTT_BLOOM_512,
|
||||
RTT_TMP_512,
|
||||
RTT_LENS_512,
|
||||
RTT_BLOOM_256,
|
||||
RTT_TMP_256,
|
||||
RTT_LENS_256,
|
||||
RTT_BLOOM_128,
|
||||
RTT_TMP_128,
|
||||
RTT_LENS_128,
|
||||
|
||||
RTT_COUNT
|
||||
};
|
||||
|
@ -353,6 +353,25 @@ void PostProcessing::renderGaussian6Blur(FrameBuffer &in_fbo, FrameBuffer &auxil
|
||||
}
|
||||
}
|
||||
|
||||
void PostProcessing::renderHorizontalBlur(FrameBuffer &in_fbo, FrameBuffer &auxiliary)
|
||||
{
|
||||
assert(in_fbo.getWidth() == auxiliary.getWidth() && in_fbo.getHeight() == auxiliary.getHeight());
|
||||
float inv_width = 1.0f / in_fbo.getWidth(), inv_height = 1.0f / in_fbo.getHeight();
|
||||
{
|
||||
auxiliary.Bind();
|
||||
|
||||
FullScreenShader::Gaussian6HBlurShader::getInstance()->SetTextureUnits(in_fbo.getRTT()[0]);
|
||||
DrawFullScreenEffect<FullScreenShader::Gaussian6HBlurShader>(core::vector2df(inv_width, inv_height), 2.0);
|
||||
}
|
||||
{
|
||||
in_fbo.Bind();
|
||||
|
||||
FullScreenShader::Gaussian6HBlurShader::getInstance()->SetTextureUnits(auxiliary.getRTT()[0]);
|
||||
DrawFullScreenEffect<FullScreenShader::Gaussian6HBlurShader>(core::vector2df(inv_width, inv_height), 2.0);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void PostProcessing::renderGaussian17TapBlur(FrameBuffer &in_fbo, FrameBuffer &auxiliary)
|
||||
{
|
||||
assert(in_fbo.getWidth() == auxiliary.getWidth() && in_fbo.getHeight() == auxiliary.getHeight());
|
||||
@ -713,13 +732,22 @@ FrameBuffer *PostProcessing::render(scene::ICameraSceneNode * const camnode, boo
|
||||
// Downsample
|
||||
FrameBuffer::Blit(irr_driver->getFBO(FBO_BLOOM_512), irr_driver->getFBO(FBO_BLOOM_256), GL_COLOR_BUFFER_BIT, GL_LINEAR);
|
||||
FrameBuffer::Blit(irr_driver->getFBO(FBO_BLOOM_256), irr_driver->getFBO(FBO_BLOOM_128), GL_COLOR_BUFFER_BIT, GL_LINEAR);
|
||||
|
||||
// Copy for lens flare
|
||||
FrameBuffer::Blit(irr_driver->getFBO(FBO_BLOOM_512), irr_driver->getFBO(FBO_LENS_512), GL_COLOR_BUFFER_BIT, GL_LINEAR);
|
||||
FrameBuffer::Blit(irr_driver->getFBO(FBO_BLOOM_256), irr_driver->getFBO(FBO_LENS_256), GL_COLOR_BUFFER_BIT, GL_LINEAR);
|
||||
FrameBuffer::Blit(irr_driver->getFBO(FBO_BLOOM_128), irr_driver->getFBO(FBO_LENS_128), GL_COLOR_BUFFER_BIT, GL_LINEAR);
|
||||
|
||||
|
||||
// Blur
|
||||
|
||||
renderGaussian6Blur(irr_driver->getFBO(FBO_BLOOM_512), irr_driver->getFBO(FBO_TMP_512), 1., 1.);
|
||||
|
||||
renderGaussian6Blur(irr_driver->getFBO(FBO_BLOOM_256), irr_driver->getFBO(FBO_TMP_256), 1., 1.);
|
||||
|
||||
renderGaussian6Blur(irr_driver->getFBO(FBO_BLOOM_128), irr_driver->getFBO(FBO_TMP_128), 1., 1.);
|
||||
|
||||
renderHorizontalBlur(irr_driver->getFBO(FBO_LENS_512), irr_driver->getFBO(FBO_TMP_512));
|
||||
renderHorizontalBlur(irr_driver->getFBO(FBO_LENS_256), irr_driver->getFBO(FBO_TMP_256));
|
||||
renderHorizontalBlur(irr_driver->getFBO(FBO_LENS_128), irr_driver->getFBO(FBO_TMP_128));
|
||||
|
||||
// Additively blend on top of tmp1
|
||||
in_fbo->Bind();
|
||||
@ -730,6 +758,11 @@ FrameBuffer *PostProcessing::render(scene::ICameraSceneNode * const camnode, boo
|
||||
irr_driver->getRenderTargetTexture(RTT_BLOOM_128), irr_driver->getRenderTargetTexture(RTT_BLOOM_256), irr_driver->getRenderTargetTexture(RTT_BLOOM_512));
|
||||
DrawFullScreenEffect<FullScreenShader::BloomBlendShader>();
|
||||
|
||||
|
||||
FullScreenShader::LensBlendShader::getInstance()->SetTextureUnits(
|
||||
irr_driver->getRenderTargetTexture(RTT_LENS_128), irr_driver->getRenderTargetTexture(RTT_LENS_256), irr_driver->getRenderTargetTexture(RTT_LENS_512));
|
||||
DrawFullScreenEffect<FullScreenShader::LensBlendShader>();
|
||||
|
||||
glDisable(GL_BLEND);
|
||||
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
||||
} // end if bloom
|
||||
|
@ -87,7 +87,10 @@ public:
|
||||
|
||||
/** Blur the in texture */
|
||||
void renderGaussian3Blur(FrameBuffer &in_fbo, FrameBuffer &auxiliary);
|
||||
|
||||
void renderGaussian6Blur(FrameBuffer &in_fbo, FrameBuffer &auxiliary, float sigmaV, float sigmaH);
|
||||
void renderHorizontalBlur(FrameBuffer &in_fbo, FrameBuffer &auxiliary);
|
||||
|
||||
void renderGaussian6BlurLayer(FrameBuffer &in_fbo);
|
||||
void renderGaussian17TapBlur(FrameBuffer &in_fbo, FrameBuffer &auxiliary);
|
||||
|
||||
|
@ -125,10 +125,15 @@ RTT::RTT(size_t width, size_t height)
|
||||
RenderTargetTextures[RTT_BLOOM_1024] = generateRTT(shadowsize0, GL_RGBA16F, GL_BGR, GL_FLOAT);
|
||||
RenderTargetTextures[RTT_BLOOM_512] = generateRTT(shadowsize1, GL_RGBA16F, GL_BGR, GL_FLOAT);
|
||||
RenderTargetTextures[RTT_TMP_512] = generateRTT(shadowsize1, GL_RGBA16F, GL_BGR, GL_FLOAT);
|
||||
RenderTargetTextures[RTT_LENS_512] = generateRTT(shadowsize1, GL_RGBA16F, GL_BGR, GL_FLOAT);
|
||||
|
||||
RenderTargetTextures[RTT_BLOOM_256] = generateRTT(shadowsize2, GL_RGBA16F, GL_BGR, GL_FLOAT);
|
||||
RenderTargetTextures[RTT_TMP_256] = generateRTT(shadowsize2, GL_RGBA16F, GL_BGR, GL_FLOAT);
|
||||
RenderTargetTextures[RTT_LENS_256] = generateRTT(shadowsize2, GL_RGBA16F, GL_BGR, GL_FLOAT);
|
||||
|
||||
RenderTargetTextures[RTT_BLOOM_128] = generateRTT(shadowsize3, GL_RGBA16F, GL_BGR, GL_FLOAT);
|
||||
RenderTargetTextures[RTT_TMP_128] = generateRTT(shadowsize3, GL_RGBA16F, GL_BGR, GL_FLOAT);
|
||||
RenderTargetTextures[RTT_LENS_128] = generateRTT(shadowsize3, GL_RGBA16F, GL_BGR, GL_FLOAT);
|
||||
|
||||
std::vector<GLuint> somevector;
|
||||
somevector.push_back(RenderTargetTextures[RTT_SSAO]);
|
||||
@ -208,17 +213,30 @@ RTT::RTT(size_t width, size_t height)
|
||||
somevector.clear();
|
||||
somevector.push_back(RenderTargetTextures[RTT_TMP_512]);
|
||||
FrameBuffers.push_back(new FrameBuffer(somevector, 512, 512));
|
||||
somevector.clear();
|
||||
somevector.push_back(RenderTargetTextures[RTT_LENS_512]);
|
||||
FrameBuffers.push_back(new FrameBuffer(somevector, 512, 512));
|
||||
|
||||
|
||||
somevector.clear();
|
||||
somevector.push_back(RenderTargetTextures[RTT_BLOOM_256]);
|
||||
FrameBuffers.push_back(new FrameBuffer(somevector, 256, 256));
|
||||
somevector.clear();
|
||||
somevector.push_back(RenderTargetTextures[RTT_TMP_256]);
|
||||
FrameBuffers.push_back(new FrameBuffer(somevector, 256, 256));
|
||||
somevector.clear();
|
||||
somevector.push_back(RenderTargetTextures[RTT_LENS_256]);
|
||||
FrameBuffers.push_back(new FrameBuffer(somevector, 256, 256));
|
||||
|
||||
|
||||
somevector.clear();
|
||||
somevector.push_back(RenderTargetTextures[RTT_BLOOM_128]);
|
||||
FrameBuffers.push_back(new FrameBuffer(somevector, 128, 128));
|
||||
somevector.clear();
|
||||
somevector.push_back(RenderTargetTextures[RTT_TMP_128]);
|
||||
FrameBuffers.push_back(new FrameBuffer(somevector, 128, 128));
|
||||
somevector.clear();
|
||||
somevector.push_back(RenderTargetTextures[RTT_LENS_128]);
|
||||
FrameBuffers.push_back(new FrameBuffer(somevector, 128, 128));
|
||||
|
||||
if (UserConfigParams::m_shadows && !irr_driver->needUBOWorkaround())
|
||||
|
@ -1596,6 +1596,16 @@ namespace FullScreenShader
|
||||
|
||||
AssignSamplerNames(Program, 0, "tex_128", 1, "tex_256", 2, "tex_512");
|
||||
}
|
||||
|
||||
LensBlendShader::LensBlendShader()
|
||||
{
|
||||
Program = LoadProgram(OBJECT,
|
||||
GL_VERTEX_SHADER, file_manager->getAsset("shaders/screenquad.vert").c_str(),
|
||||
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/lensblend.frag").c_str());
|
||||
AssignUniforms();
|
||||
|
||||
AssignSamplerNames(Program, 0, "tex_128", 1, "tex_256", 2, "tex_512");
|
||||
}
|
||||
|
||||
ToneMapShader::ToneMapShader()
|
||||
{
|
||||
@ -1741,6 +1751,16 @@ namespace FullScreenShader
|
||||
|
||||
AssignSamplerNames(Program, 0, "tex");
|
||||
}
|
||||
|
||||
HorizontalBlurShader::HorizontalBlurShader()
|
||||
{
|
||||
Program = LoadProgram(OBJECT,
|
||||
GL_VERTEX_SHADER, file_manager->getAsset("shaders/screenquad.vert").c_str(),
|
||||
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/gaussian6h.frag").c_str());
|
||||
AssignUniforms("pixel");
|
||||
|
||||
AssignSamplerNames(Program, 0, "tex");
|
||||
}
|
||||
|
||||
Gaussian3HBlurShader::Gaussian3HBlurShader()
|
||||
{
|
||||
|
@ -385,6 +385,13 @@ public:
|
||||
BloomBlendShader();
|
||||
};
|
||||
|
||||
class LensBlendShader : public ShaderHelperSingleton<LensBlendShader>, public TextureRead<Bilinear_Filtered, Bilinear_Filtered, Bilinear_Filtered>
|
||||
{
|
||||
public:
|
||||
LensBlendShader();
|
||||
};
|
||||
|
||||
|
||||
class ToneMapShader : public ShaderHelperSingleton<ToneMapShader, float>, public TextureRead<Nearest_Filtered>
|
||||
{
|
||||
public:
|
||||
@ -463,6 +470,12 @@ public:
|
||||
Gaussian6HBlurShader();
|
||||
};
|
||||
|
||||
class HorizontalBlurShader : public ShaderHelperSingleton<HorizontalBlurShader, core::vector2df>, public TextureRead<Bilinear_Clamped_Filtered>
|
||||
{
|
||||
public:
|
||||
HorizontalBlurShader();
|
||||
};
|
||||
|
||||
class Gaussian3HBlurShader : public ShaderHelperSingleton<Gaussian3HBlurShader, core::vector2df>, public TextureRead<Bilinear_Clamped_Filtered>
|
||||
{
|
||||
public:
|
||||
|
2164
supertuxkart.project
Normal file
2164
supertuxkart.project
Normal file
File diff suppressed because it is too large
Load Diff
Loading…
Reference in New Issue
Block a user