Merge branch 'master' of github.com:supertuxkart/stk-code

This commit is contained in:
hiker 2014-07-01 09:51:56 +10:00
commit 2b6e1b8432
10 changed files with 67 additions and 287 deletions

View File

@ -21,17 +21,9 @@
uniform mat4 ModelViewProjectionMatrix;
uniform float time;
#if __VERSION__ >= 130
in vec3 Position;
in vec2 Texcoord;
layout(location = 0) in vec3 Position;
layout(location = 3) in vec2 Texcoord;
out vec2 uv;
#else
attribute vec3 Position;
attribute vec2 Texcoord;
varying vec2 uv;
#endif
void main()
{

View File

@ -10,21 +10,24 @@ layout (std140) uniform MatrixesData
uniform vec3 windDir;
in vec3 Origin;
in vec3 Orientation;
in vec3 Scale;
#if __VERSION__ >= 330
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 = 7) in vec3 Origin;
layout(location = 8) in vec3 Orientation;
layout(location = 9) in vec3 Scale;
#else
in vec3 Position;
in vec3 Normal;
in vec4 Color;
in vec2 Texcoord;
in vec3 Origin;
in vec3 Orientation;
in vec3 Scale;
#endif
out vec3 nor;

View File

@ -15,18 +15,22 @@ layout (std140) uniform MatrixesData
};
#endif
in vec3 Origin;
in vec3 Orientation;
in vec3 Scale;
#if __VERSION__ >= 330
layout(location = 0) in vec3 Position;
layout(location = 1) in vec3 Normal;
layout(location = 3) in vec2 Texcoord;
layout(location = 7) in vec3 Origin;
layout(location = 8) in vec3 Orientation;
layout(location = 9) in vec3 Scale;
#else
in vec3 Position;
in vec3 Normal;
in vec2 Texcoord;
in vec3 Origin;
in vec3 Orientation;
in vec3 Scale;
#endif
out vec3 nor;

View File

@ -7,12 +7,21 @@ layout (std140) uniform MatrixesData
mat4 ShadowViewProjMatrixes[4];
};
#if __VERSION__ >= 330
layout(location = 0) in vec3 Position;
layout(location = 3) in vec2 Texcoord;
layout(location = 7) in vec3 Origin;
layout(location = 8) in vec3 Orientation;
layout(location = 9) in vec3 Scale;
#else
in vec3 Position;
in vec2 Texcoord;
in vec3 Origin;
in vec3 Orientation;
in vec3 Scale;
layout(location = 0) in vec3 Position;
layout(location = 3) in vec2 Texcoord;
#endif
#ifdef VSLayer
out vec2 uv;

View File

@ -154,6 +154,9 @@ GLint LoadProgram(Types ... args)
glBindAttribLocation(ProgramID, 4, "SecondTexcoord");
glBindAttribLocation(ProgramID, 5, "Tangent");
glBindAttribLocation(ProgramID, 6, "Bitangent");
glBindAttribLocation(ProgramID, 7, "Origin");
glBindAttribLocation(ProgramID, 8, "Orientation");
glBindAttribLocation(ProgramID, 9, "Scale");
}
glLinkProgram(ProgramID);

View File

@ -572,12 +572,6 @@ namespace MeshShader
}
GLuint InstancedObjectPass1Shader::Program;
GLuint InstancedObjectPass1Shader::attrib_position;
GLuint InstancedObjectPass1Shader::attrib_normal;
GLuint InstancedObjectPass1Shader::attrib_texcoord;
GLuint InstancedObjectPass1Shader::attrib_orientation;
GLuint InstancedObjectPass1Shader::attrib_origin;
GLuint InstancedObjectPass1Shader::attrib_scale;
GLuint InstancedObjectPass1Shader::uniform_tex;
void InstancedObjectPass1Shader::init()
@ -587,12 +581,6 @@ namespace MeshShader
GL_VERTEX_SHADER, file_manager->getAsset("shaders/instanced_object_pass.vert").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/encode_normal.frag").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/object_pass1.frag").c_str());
attrib_origin = glGetAttribLocation(Program, "Origin");
attrib_orientation = glGetAttribLocation(Program, "Orientation");
attrib_position = glGetAttribLocation(Program, "Position");
attrib_scale = glGetAttribLocation(Program, "Scale");
attrib_normal = glGetAttribLocation(Program, "Normal");
attrib_texcoord = glGetAttribLocation(Program, "Texcoord");
uniform_tex = glGetUniformLocation(Program, "tex");
if (!UserConfigParams::m_ubo_disabled)
{
@ -609,12 +597,6 @@ namespace MeshShader
}
GLuint InstancedObjectRefPass1Shader::Program;
GLuint InstancedObjectRefPass1Shader::attrib_position;
GLuint InstancedObjectRefPass1Shader::attrib_normal;
GLuint InstancedObjectRefPass1Shader::attrib_texcoord;
GLuint InstancedObjectRefPass1Shader::attrib_orientation;
GLuint InstancedObjectRefPass1Shader::attrib_origin;
GLuint InstancedObjectRefPass1Shader::attrib_scale;
GLuint InstancedObjectRefPass1Shader::uniform_tex;
void InstancedObjectRefPass1Shader::init()
@ -624,12 +606,6 @@ namespace MeshShader
GL_VERTEX_SHADER, file_manager->getAsset("shaders/instanced_object_pass.vert").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/encode_normal.frag").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/objectref_pass1.frag").c_str());
attrib_origin = glGetAttribLocation(Program, "Origin");
attrib_orientation = glGetAttribLocation(Program, "Orientation");
attrib_position = glGetAttribLocation(Program, "Position");
attrib_scale = glGetAttribLocation(Program, "Scale");
attrib_normal = glGetAttribLocation(Program, "Normal");
attrib_texcoord = glGetAttribLocation(Program, "Texcoord");
uniform_tex = glGetUniformLocation(Program, "tex");
if (!UserConfigParams::m_ubo_disabled)
{
@ -646,13 +622,6 @@ namespace MeshShader
}
GLuint InstancedGrassPass1Shader::Program;
GLuint InstancedGrassPass1Shader::attrib_position;
GLuint InstancedGrassPass1Shader::attrib_normal;
GLuint InstancedGrassPass1Shader::attrib_origin;
GLuint InstancedGrassPass1Shader::attrib_orientation;
GLuint InstancedGrassPass1Shader::attrib_scale;
GLuint InstancedGrassPass1Shader::attrib_texcoord;
GLuint InstancedGrassPass1Shader::attrib_color;
GLuint InstancedGrassPass1Shader::uniform_windDir;
GLuint InstancedGrassPass1Shader::uniform_tex;
@ -663,13 +632,6 @@ namespace MeshShader
GL_VERTEX_SHADER, file_manager->getAsset("shaders/instanced_grass.vert").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/encode_normal.frag").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/objectref_pass1.frag").c_str());
attrib_origin = glGetAttribLocation(Program, "Origin");
attrib_orientation = glGetAttribLocation(Program, "Orientation");
attrib_scale = glGetAttribLocation(Program, "Scale");
attrib_position = glGetAttribLocation(Program, "Position");
attrib_normal = glGetAttribLocation(Program, "Normal");
attrib_color = glGetAttribLocation(Program, "Color");
attrib_texcoord = glGetAttribLocation(Program, "Texcoord");
uniform_windDir = glGetUniformLocation(Program, "windDir");
uniform_tex = glGetUniformLocation(Program, "tex");
if (!UserConfigParams::m_ubo_disabled)
@ -734,11 +696,6 @@ namespace MeshShader
}
GLuint InstancedObjectPass2Shader::Program;
GLuint InstancedObjectPass2Shader::attrib_position;
GLuint InstancedObjectPass2Shader::attrib_texcoord;
GLuint InstancedObjectPass2Shader::attrib_origin;
GLuint InstancedObjectPass2Shader::attrib_orientation;
GLuint InstancedObjectPass2Shader::attrib_scale;
GLuint InstancedObjectPass2Shader::uniform_VP;
GLuint InstancedObjectPass2Shader::uniform_TM;
GLuint InstancedObjectPass2Shader::uniform_ambient;
@ -751,11 +708,6 @@ namespace MeshShader
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/object_pass2.frag").c_str());
attrib_position = glGetAttribLocation(Program, "Position");
attrib_texcoord = glGetAttribLocation(Program, "Texcoord");
attrib_origin = glGetAttribLocation(Program, "Origin");
attrib_orientation = glGetAttribLocation(Program, "Orientation");
attrib_scale = glGetAttribLocation(Program, "Scale");
uniform_VP = glGetUniformLocation(Program, "ViewProjectionMatrix");
uniform_TM = glGetUniformLocation(Program, "TextureMatrix");
GLuint uniform_Albedo = glGetUniformLocation(Program, "Albedo");
@ -790,11 +742,6 @@ namespace MeshShader
}
GLuint InstancedObjectRefPass2Shader::Program;
GLuint InstancedObjectRefPass2Shader::attrib_position;
GLuint InstancedObjectRefPass2Shader::attrib_texcoord;
GLuint InstancedObjectRefPass2Shader::attrib_origin;
GLuint InstancedObjectRefPass2Shader::attrib_orientation;
GLuint InstancedObjectRefPass2Shader::attrib_scale;
GLuint InstancedObjectRefPass2Shader::uniform_VP;
GLuint InstancedObjectRefPass2Shader::uniform_TM;
GLuint InstancedObjectRefPass2Shader::uniform_ambient;
@ -807,11 +754,6 @@ namespace MeshShader
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/objectref_pass2.frag").c_str());
attrib_position = glGetAttribLocation(Program, "Position");
attrib_texcoord = glGetAttribLocation(Program, "Texcoord");
attrib_origin = glGetAttribLocation(Program, "Origin");
attrib_orientation = glGetAttribLocation(Program, "Orientation");
attrib_scale = glGetAttribLocation(Program, "Scale");
uniform_VP = glGetUniformLocation(Program, "ViewProjectionMatrix");
uniform_TM = glGetUniformLocation(Program, "TextureMatrix");
GLuint uniform_Albedo = glGetUniformLocation(Program, "Albedo");
@ -1086,13 +1028,6 @@ namespace MeshShader
}
GLuint InstancedGrassPass2Shader::Program;
GLuint InstancedGrassPass2Shader::attrib_position;
GLuint InstancedGrassPass2Shader::attrib_texcoord;
GLuint InstancedGrassPass2Shader::attrib_color;
GLuint InstancedGrassPass2Shader::attrib_normal;
GLuint InstancedGrassPass2Shader::attrib_origin;
GLuint InstancedGrassPass2Shader::attrib_orientation;
GLuint InstancedGrassPass2Shader::attrib_scale;
GLuint InstancedGrassPass2Shader::uniform_VP;
GLuint InstancedGrassPass2Shader::uniform_ambient;
GLuint InstancedGrassPass2Shader::uniform_windDir;
@ -1109,13 +1044,6 @@ namespace MeshShader
GL_VERTEX_SHADER, file_manager->getAsset("shaders/instanced_grass.vert").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getLightFactor.frag").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/grass_pass2.frag").c_str());
attrib_position = glGetAttribLocation(Program, "Position");
attrib_texcoord = glGetAttribLocation(Program, "Texcoord");
attrib_color = glGetAttribLocation(Program, "Color");
attrib_normal = glGetAttribLocation(Program, "Normal");
attrib_origin = glGetAttribLocation(Program, "Origin");
attrib_orientation = glGetAttribLocation(Program, "Orientation");
attrib_scale = glGetAttribLocation(Program, "Scale");
uniform_VP = glGetUniformLocation(Program, "ViewProjectionMatrix");
GLuint uniform_Albedo = glGetUniformLocation(Program, "Albedo");
GLuint uniform_DiffuseMap = glGetUniformLocation(Program, "DiffuseMap");
@ -1201,9 +1129,6 @@ namespace MeshShader
}
GLuint SplattingShader::Program;
GLuint SplattingShader::attrib_position;
GLuint SplattingShader::attrib_texcoord;
GLuint SplattingShader::attrib_second_texcoord;
GLuint SplattingShader::uniform_MM;
GLuint SplattingShader::uniform_ambient;
GLuint SplattingShader::TU_tex_layout;
@ -1253,8 +1178,6 @@ namespace MeshShader
}
GLuint BubbleShader::Program;
GLuint BubbleShader::attrib_position;
GLuint BubbleShader::attrib_texcoord;
GLuint BubbleShader::uniform_MVP;
GLuint BubbleShader::uniform_tex;
GLuint BubbleShader::uniform_time;
@ -1265,8 +1188,6 @@ namespace MeshShader
Program = LoadProgram(
GL_VERTEX_SHADER, file_manager->getAsset("shaders/bubble.vert").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/bubble.frag").c_str());
attrib_position = glGetAttribLocation(Program, "Position");
attrib_texcoord = glGetAttribLocation(Program, "Texcoord");
uniform_MVP = glGetUniformLocation(Program, "ModelViewProjectionMatrix");
uniform_tex = glGetUniformLocation(Program, "tex");
uniform_time = glGetUniformLocation(Program, "time");
@ -1281,9 +1202,6 @@ namespace MeshShader
}
GLuint TransparentShader::Program;
GLuint TransparentShader::attrib_position;
GLuint TransparentShader::attrib_texcoord;
GLuint TransparentShader::attrib_color;
GLuint TransparentShader::uniform_MVP;
GLuint TransparentShader::uniform_TM;
GLuint TransparentShader::uniform_tex;
@ -1293,9 +1211,6 @@ namespace MeshShader
Program = LoadProgram(
GL_VERTEX_SHADER, file_manager->getAsset("shaders/object_pass.vert").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/transparent.frag").c_str());
attrib_position = glGetAttribLocation(Program, "Position");
attrib_texcoord = glGetAttribLocation(Program, "Texcoord");
attrib_color = glGetAttribLocation(Program, "Color");
uniform_MVP = glGetUniformLocation(Program, "ModelMatrix");
uniform_TM = glGetUniformLocation(Program, "TextureMatrix");
uniform_tex = glGetUniformLocation(Program, "tex");
@ -1314,9 +1229,6 @@ namespace MeshShader
}
GLuint TransparentFogShader::Program;
GLuint TransparentFogShader::attrib_position;
GLuint TransparentFogShader::attrib_texcoord;
GLuint TransparentFogShader::attrib_color;
GLuint TransparentFogShader::uniform_MVP;
GLuint TransparentFogShader::uniform_TM;
GLuint TransparentFogShader::uniform_tex;
@ -1332,9 +1244,6 @@ namespace MeshShader
Program = LoadProgram(
GL_VERTEX_SHADER, file_manager->getAsset("shaders/object_pass.vert").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/transparentfog.frag").c_str());
attrib_position = glGetAttribLocation(Program, "Position");
attrib_texcoord = glGetAttribLocation(Program, "Texcoord");
attrib_color = glGetAttribLocation(Program, "Color");
uniform_MVP = glGetUniformLocation(Program, "ModelMatrix");
uniform_TM = glGetUniformLocation(Program, "TextureMatrix");
uniform_tex = glGetUniformLocation(Program, "tex");
@ -1401,7 +1310,6 @@ namespace MeshShader
}
GLuint ColorizeShader::Program;
GLuint ColorizeShader::attrib_position;
GLuint ColorizeShader::uniform_MM;
GLuint ColorizeShader::uniform_col;
@ -1410,7 +1318,6 @@ namespace MeshShader
Program = LoadProgram(
GL_VERTEX_SHADER, file_manager->getAsset("shaders/object_pass.vert").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/colorize.frag").c_str());
attrib_position = glGetAttribLocation(Program, "Position");
uniform_MM = glGetUniformLocation(Program, "ModelMatrix");
uniform_col = glGetUniformLocation(Program, "col");
if (!UserConfigParams::m_ubo_disabled)
@ -1429,17 +1336,13 @@ namespace MeshShader
}
GLuint ShadowShader::Program;
GLuint ShadowShader::attrib_position;
GLuint ShadowShader::uniform_MM;
void ShadowShader::init()
{
// Geometry shader needed
if (irr_driver->getGLSLVersion() < 150)
{
attrib_position = -1;
return;
}
if (irr_driver->hasVSLayerExtension())
{
Program = LoadProgram(
@ -1453,7 +1356,6 @@ namespace MeshShader
GL_GEOMETRY_SHADER, file_manager->getAsset("shaders/shadow.geom").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/white.frag").c_str());
}
attrib_position = glGetAttribLocation(Program, "Position");
uniform_MM = glGetUniformLocation(Program, "ModelMatrix");
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
@ -1466,9 +1368,6 @@ namespace MeshShader
}
GLuint RSMShader::Program;
GLuint RSMShader::attrib_position;
GLuint RSMShader::attrib_texcoord;
GLuint RSMShader::attrib_normal;
GLuint RSMShader::uniform_MM;
GLuint RSMShader::uniform_tex;
GLuint RSMShader::uniform_RSMMatrix;
@ -1480,10 +1379,7 @@ namespace MeshShader
Program = LoadProgram(
GL_VERTEX_SHADER, file_manager->getAsset("shaders/rsm.vert").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/rsm.frag").c_str());
attrib_position = glGetAttribLocation(Program, "Position");
uniform_MM = glGetUniformLocation(Program, "ModelMatrix");
attrib_texcoord = glGetAttribLocation(Program, "Texcoord");
attrib_normal = glGetAttribLocation(Program, "Normal");
uniform_tex = glGetUniformLocation(Program, "tex");
uniform_RSMMatrix = glGetUniformLocation(Program, "RSMMatrix");
}
@ -1496,19 +1392,12 @@ namespace MeshShader
}
GLuint InstancedShadowShader::Program;
GLuint InstancedShadowShader::attrib_position;
GLuint InstancedShadowShader::attrib_origin;
GLuint InstancedShadowShader::attrib_orientation;
GLuint InstancedShadowShader::attrib_scale;
void InstancedShadowShader::init()
{
// Geometry shader needed
if (irr_driver->getGLSLVersion() < 150)
{
attrib_position = -1;
return;
}
if (irr_driver->hasVSLayerExtension())
{
Program = LoadProgram(
@ -1524,10 +1413,6 @@ namespace MeshShader
GL_GEOMETRY_SHADER, file_manager->getAsset("shaders/shadow.geom").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/white.frag").c_str());
}
attrib_position = glGetAttribLocation(Program, "Position");
attrib_origin = glGetAttribLocation(Program, "Origin");
attrib_orientation = glGetAttribLocation(Program, "Orientation");
attrib_scale = glGetAttribLocation(Program, "Scale");
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
}
@ -1537,8 +1422,6 @@ namespace MeshShader
}
GLuint RefShadowShader::Program;
GLuint RefShadowShader::attrib_position;
GLuint RefShadowShader::attrib_texcoord;
GLuint RefShadowShader::uniform_MM;
GLuint RefShadowShader::uniform_tex;
@ -1546,11 +1429,7 @@ namespace MeshShader
{
// Geometry shader needed
if (irr_driver->getGLSLVersion() < 150)
{
attrib_position = -1;
attrib_texcoord = -1;
return;
}
if (irr_driver->hasVSLayerExtension())
{
Program = LoadProgram(
@ -1564,8 +1443,6 @@ 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());
}
attrib_position = glGetAttribLocation(Program, "Position");
attrib_texcoord = glGetAttribLocation(Program, "Texcoord");
uniform_tex = glGetUniformLocation(Program, "tex");
uniform_MM = glGetUniformLocation(Program, "ModelMatrix");
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
@ -1579,22 +1456,13 @@ namespace MeshShader
}
GLuint InstancedRefShadowShader::Program;
GLuint InstancedRefShadowShader::attrib_position;
GLuint InstancedRefShadowShader::attrib_texcoord;
GLuint InstancedRefShadowShader::attrib_origin;
GLuint InstancedRefShadowShader::attrib_orientation;
GLuint InstancedRefShadowShader::attrib_scale;
GLuint InstancedRefShadowShader::uniform_tex;
void InstancedRefShadowShader::init()
{
// Geometry shader needed
if (irr_driver->getGLSLVersion() < 150)
{
attrib_position = -1;
attrib_texcoord = -1;
return;
}
if (irr_driver->hasVSLayerExtension())
{
Program = LoadProgram(
@ -1610,11 +1478,6 @@ 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());
}
attrib_position = glGetAttribLocation(Program, "Position");
attrib_texcoord = glGetAttribLocation(Program, "Texcoord");
attrib_origin = glGetAttribLocation(Program, "Origin");
attrib_orientation = glGetAttribLocation(Program, "Orientation");
attrib_scale = glGetAttribLocation(Program, "Scale");
uniform_tex = glGetUniformLocation(Program, "tex");
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
@ -1626,9 +1489,6 @@ namespace MeshShader
}
GLuint GrassShadowShader::Program;
GLuint GrassShadowShader::attrib_position;
GLuint GrassShadowShader::attrib_texcoord;
GLuint GrassShadowShader::attrib_color;
GLuint GrassShadowShader::uniform_MVP;
GLuint GrassShadowShader::uniform_tex;
GLuint GrassShadowShader::uniform_windDir;
@ -1639,11 +1499,8 @@ namespace MeshShader
Program = LoadProgram(
GL_VERTEX_SHADER, file_manager->getAsset("shaders/grass_pass.vert").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/object_unlit.frag").c_str());
attrib_position = glGetAttribLocation(Program, "Position");
attrib_texcoord = glGetAttribLocation(Program, "Texcoord");
uniform_MVP = glGetUniformLocation(Program, "ModelViewProjectionMatrix");
uniform_tex = glGetUniformLocation(Program, "tex");
attrib_color = glGetAttribLocation(Program, "Color");
uniform_windDir = glGetUniformLocation(Program, "windDir");
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
@ -1657,7 +1514,6 @@ namespace MeshShader
}
GLuint DisplaceMaskShader::Program;
GLuint DisplaceMaskShader::attrib_position;
GLuint DisplaceMaskShader::uniform_MVP;
void DisplaceMaskShader::init()
@ -1665,7 +1521,6 @@ namespace MeshShader
Program = LoadProgram(
GL_VERTEX_SHADER, file_manager->getAsset("shaders/displace.vert").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/white.frag").c_str());
attrib_position = glGetAttribLocation(Program, "Position");
uniform_MVP = glGetUniformLocation(Program, "ModelMatrix");
if (!UserConfigParams::m_ubo_disabled)
{
@ -1680,9 +1535,6 @@ namespace MeshShader
}
GLuint DisplaceShader::Program;
GLuint DisplaceShader::attrib_position;
GLuint DisplaceShader::attrib_texcoord;
GLuint DisplaceShader::attrib_second_texcoord;
GLuint DisplaceShader::uniform_MVP;
GLuint DisplaceShader::uniform_displacement_tex;
GLuint DisplaceShader::uniform_mask_tex;
@ -1695,9 +1547,6 @@ namespace MeshShader
Program = LoadProgram(
GL_VERTEX_SHADER, file_manager->getAsset("shaders/displace.vert").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/displace.frag").c_str());
attrib_position = glGetAttribLocation(Program, "Position");
attrib_texcoord = glGetAttribLocation(Program, "Texcoord");
attrib_second_texcoord = glGetAttribLocation(Program, "SecondTexcoord");
uniform_MVP = glGetUniformLocation(Program, "ModelMatrix");
uniform_displacement_tex = glGetUniformLocation(Program, "displacement_tex");
uniform_color_tex = glGetUniformLocation(Program, "color_tex");

View File

@ -93,7 +93,6 @@ class InstancedObjectPass1Shader
{
public:
static GLuint Program;
static GLuint attrib_position, attrib_normal, attrib_texcoord, attrib_origin, attrib_orientation, attrib_scale;
static GLuint uniform_tex;
static void init();
@ -104,7 +103,6 @@ class InstancedObjectRefPass1Shader
{
public:
static GLuint Program;
static GLuint attrib_position, attrib_normal, attrib_texcoord, attrib_origin, attrib_orientation, attrib_scale;
static GLuint uniform_tex;
static void init();
@ -115,7 +113,6 @@ class InstancedGrassPass1Shader
{
public:
static GLuint Program;
static GLuint attrib_position, attrib_normal, attrib_origin, attrib_orientation, attrib_scale, attrib_color, attrib_texcoord;
static GLuint uniform_windDir, uniform_tex;
static void init();
@ -137,7 +134,6 @@ class InstancedObjectPass2Shader
{
public:
static GLuint Program;
static GLuint attrib_position, attrib_texcoord, attrib_origin, attrib_orientation, attrib_scale;
static GLuint uniform_VP, uniform_TM, uniform_ambient;
static GLuint TU_Albedo;
@ -149,7 +145,6 @@ class InstancedObjectRefPass2Shader
{
public:
static GLuint Program;
static GLuint attrib_position, attrib_texcoord, attrib_origin, attrib_orientation, attrib_scale;
static GLuint uniform_VP, uniform_TM, uniform_ambient;
static GLuint TU_Albedo;
@ -226,7 +221,6 @@ class InstancedGrassPass2Shader
{
public:
static GLuint Program;
static GLuint attrib_position, attrib_texcoord, attrib_normal, attrib_color, attrib_origin, attrib_orientation, attrib_scale;
static GLuint uniform_VP, uniform_TM, uniform_IVM, uniform_ambient, uniform_windDir, uniform_invproj, uniform_SunDir;
static GLuint TU_Albedo, TU_dtex;
@ -249,7 +243,6 @@ class SplattingShader
{
public:
static GLuint Program;
static GLuint attrib_position, attrib_texcoord, attrib_second_texcoord;
static GLuint uniform_MM, uniform_ambient;
static GLuint TU_tex_layout, TU_tex_detail0, TU_tex_detail1, TU_tex_detail2, TU_tex_detail3;
@ -261,7 +254,6 @@ class BubbleShader
{
public:
static GLuint Program;
static GLuint attrib_position, attrib_texcoord;
static GLuint uniform_MVP, uniform_tex, uniform_time, uniform_transparency;
static void init();
@ -272,7 +264,6 @@ class TransparentShader
{
public:
static GLuint Program;
static GLuint attrib_position, attrib_texcoord, attrib_color;
static GLuint uniform_MVP, uniform_TM, uniform_tex;
static void init();
@ -283,7 +274,6 @@ class TransparentFogShader
{
public:
static GLuint Program;
static GLuint attrib_position, attrib_texcoord, attrib_color;
static GLuint uniform_MVP, uniform_TM, uniform_tex, uniform_fogmax, uniform_startH, uniform_endH, uniform_start, uniform_end, uniform_col;
static void init();
@ -306,7 +296,6 @@ class ColorizeShader
{
public:
static GLuint Program;
static GLuint attrib_position;
static GLuint uniform_MM, uniform_col;
static void init();
@ -317,7 +306,6 @@ class ShadowShader
{
public:
static GLuint Program;
static GLuint attrib_position;
static GLuint uniform_MM, uniform_ViewProjectionMatrixesUBO;
static void init();
@ -328,7 +316,6 @@ class RSMShader
{
public:
static GLuint Program;
static GLuint attrib_position, attrib_texcoord, attrib_normal;
static GLuint uniform_MM, uniform_tex, uniform_RSMMatrix;
static void init();
@ -339,7 +326,6 @@ class InstancedShadowShader
{
public:
static GLuint Program;
static GLuint attrib_position, attrib_origin, attrib_orientation, attrib_scale;
static void init();
static void setUniforms();
@ -349,7 +335,6 @@ class RefShadowShader
{
public:
static GLuint Program;
static GLuint attrib_position, attrib_texcoord;
static GLuint uniform_MM, uniform_tex;
static void init();
@ -360,7 +345,6 @@ class InstancedRefShadowShader
{
public:
static GLuint Program;
static GLuint attrib_position, attrib_texcoord, attrib_origin, attrib_orientation, attrib_scale;
static GLuint uniform_tex;
static void init();
@ -371,7 +355,6 @@ class GrassShadowShader
{
public:
static GLuint Program;
static GLuint attrib_position, attrib_texcoord, attrib_color;
static GLuint uniform_MVP, uniform_tex, uniform_windDir;
static void init();
@ -382,7 +365,6 @@ class DisplaceMaskShader
{
public:
static GLuint Program;
static GLuint attrib_position;
static GLuint uniform_MVP;
static void init();
@ -393,7 +375,6 @@ class DisplaceShader
{
public:
static GLuint Program;
static GLuint attrib_position, attrib_texcoord, attrib_second_texcoord;
static GLuint uniform_MVP, uniform_displacement_tex, uniform_mask_tex, uniform_color_tex, uniform_dir, uniform_dir2;
static void init();

View File

@ -27,8 +27,6 @@ void STKInstancedSceneNode::cleanGL()
continue;
if (mesh.vao)
glDeleteVertexArrays(1, &(mesh.vao));
if (mesh.vao_second_pass)
glDeleteVertexArrays(1, &(mesh.vao_second_pass));
if (mesh.vao_shadow_pass)
glDeleteVertexArrays(1, &(mesh.vao_shadow_pass));
glDeleteBuffers(1, &(mesh.vertex_buffer));
@ -56,83 +54,34 @@ void STKInstancedSceneNode::createGLMeshes()
isMaterialInitialized = false;
}
template<typename T, unsigned divisor>
void setInstanceAttribPointer()
{
glEnableVertexAttribArray(T::attrib_origin);
glVertexAttribPointer(T::attrib_origin, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(float), 0);
glVertexAttribDivisor(T::attrib_origin, divisor);
glEnableVertexAttribArray(T::attrib_orientation);
glVertexAttribPointer(T::attrib_orientation, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(float), (GLvoid*)(3 * sizeof(float)));
glVertexAttribDivisor(T::attrib_orientation, divisor);
glEnableVertexAttribArray(T::attrib_scale);
glVertexAttribPointer(T::attrib_scale, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(float), (GLvoid*)(6 * sizeof(float)));
glVertexAttribDivisor(T::attrib_scale, divisor);
}
void STKInstancedSceneNode::initinstancedvaostate(GLMesh &mesh, GeometricMaterial GeoMat, ShadedMaterial ShadedMat)
{
switch (GeoMat)
{
case FPSM_DEFAULT:
mesh.vao_first_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(mesh.Stride));
glGenBuffers(1, &instances_vbo);
glBindBuffer(GL_ARRAY_BUFFER, instances_vbo);
glBufferData(GL_ARRAY_BUFFER, instance_pos.size() * sizeof(float), instance_pos.data(), GL_STATIC_DRAW);
setInstanceAttribPointer<MeshShader::InstancedObjectPass1Shader, 1>();
if (irr_driver->getGLSLVersion() >= 150)
{
mesh.vao_shadow_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(mesh.Stride));
glBindBuffer(GL_ARRAY_BUFFER, instances_vbo);
setInstanceAttribPointer<MeshShader::InstancedShadowShader, 4>();
}
break;
case FPSM_ALPHA_REF_TEXTURE:
mesh.vao_first_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(mesh.Stride));
glGenBuffers(1, &instances_vbo);
glBindBuffer(GL_ARRAY_BUFFER, instances_vbo);
glBufferData(GL_ARRAY_BUFFER, instance_pos.size() * sizeof(float), instance_pos.data(), GL_STATIC_DRAW);
setInstanceAttribPointer<MeshShader::InstancedObjectRefPass1Shader, 1>();
if (irr_driver->getGLSLVersion() >= 150)
{
mesh.vao_shadow_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(mesh.Stride));
glBindBuffer(GL_ARRAY_BUFFER, instances_vbo);
setInstanceAttribPointer<MeshShader::InstancedRefShadowShader, 4>();
}
break;
case FPSM_GRASS:
mesh.vao_first_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(mesh.Stride));
glGenBuffers(1, &instances_vbo);
glBindBuffer(GL_ARRAY_BUFFER, instances_vbo);
glBufferData(GL_ARRAY_BUFFER, instance_pos.size() * sizeof(float), instance_pos.data(), GL_STATIC_DRAW);
setInstanceAttribPointer<MeshShader::InstancedGrassPass1Shader, 1>();
break;
default:
return;
}
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, instance_pos.size() * sizeof(float), instance_pos.data(), GL_STATIC_DRAW);
glEnableVertexAttribArray(7);
glVertexAttribPointer(7, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(float), 0);
glVertexAttribDivisor(7, 1);
glEnableVertexAttribArray(8);
glVertexAttribPointer(8, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(float), (GLvoid*)(3 * sizeof(float)));
glVertexAttribDivisor(8, 1);
glEnableVertexAttribArray(9);
glVertexAttribPointer(9, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(float), (GLvoid*)(6 * sizeof(float)));
glVertexAttribDivisor(9, 1);
switch (ShadedMat)
{
case SM_DEFAULT:
mesh.vao_second_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(mesh.Stride));
glBindBuffer(GL_ARRAY_BUFFER, instances_vbo);
setInstanceAttribPointer<MeshShader::InstancedObjectPass2Shader, 1>();
break;
case SM_ALPHA_REF_TEXTURE:
mesh.vao_second_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(mesh.Stride));
glBindBuffer(GL_ARRAY_BUFFER, instances_vbo);
setInstanceAttribPointer<MeshShader::InstancedObjectRefPass2Shader, 1>();
break;
case SM_GRASS:
mesh.vao_second_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(mesh.Stride));
glBindBuffer(GL_ARRAY_BUFFER, instances_vbo);
setInstanceAttribPointer<MeshShader::InstancedGrassPass2Shader, 1>();
break;
default:
return;
}
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, 9 * sizeof(float), 0);
glVertexAttribDivisor(7, 4);
glEnableVertexAttribArray(8);
glVertexAttribPointer(8, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(float), (GLvoid*)(3 * sizeof(float)));
glVertexAttribDivisor(8, 4);
glEnableVertexAttribArray(9);
glVertexAttribPointer(9, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(float), (GLvoid*)(6 * sizeof(float)));
glVertexAttribDivisor(9, 4);
glBindVertexArray(0);
}
@ -152,10 +101,8 @@ void STKInstancedSceneNode::setFirstTimeMaterial()
GeometricMaterial GeometricType = MaterialTypeToGeometricMaterial(type);
ShadedMaterial ShadedType = MaterialTypeToShadedMaterial(type, mesh.textures);
initinstancedvaostate(mesh, GeometricType, ShadedType);
if (mesh.vao_first_pass)
GeometricMesh[GeometricType].push_back(&mesh);
if (mesh.vao_second_pass)
ShadedMesh[ShadedType].push_back(&mesh);
GeometricMesh[GeometricType].push_back(&mesh);
ShadedMesh[ShadedType].push_back(&mesh);
}
isMaterialInitialized = true;
}
@ -193,7 +140,7 @@ static void drawFSPMDefault(GLMesh &mesh, size_t instance_count)
}
MeshShader::InstancedObjectPass1Shader::setUniforms(0);
glBindVertexArray(mesh.vao_first_pass);
glBindVertexArray(mesh.vao);
glDrawElementsInstanced(ptype, count, itype, 0, instance_count);
if (!mesh.textures[0])
@ -212,7 +159,6 @@ static void drawShadowDefault(GLMesh &mesh, size_t instance_count)
MeshShader::InstancedShadowShader::setUniforms();
assert(mesh.vao_shadow_pass);
glBindVertexArray(mesh.vao_shadow_pass);
glDrawElementsInstanced(ptype, count, itype, 0, 4 * instance_count);
}
@ -228,7 +174,7 @@ static void drawFSPMAlphaRefTexture(GLMesh &mesh, size_t instance_count)
setTexture(0, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
MeshShader::InstancedObjectRefPass1Shader::setUniforms(0);
glBindVertexArray(mesh.vao_first_pass);
glBindVertexArray(mesh.vao);
glDrawElementsInstanced(ptype, count, itype, 0, instance_count);
}
@ -243,9 +189,8 @@ static void drawShadowAlphaRefTexture(GLMesh &mesh, size_t instance_count)
setTexture(0, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
MeshShader::InstancedRefShadowShader::setUniforms(0);
assert(mesh.vao_shadow_pass);
glBindVertexArray(mesh.vao_shadow_pass);
glDrawElementsInstanced(ptype, count, itype, 0, instance_count);
glDrawElementsInstanced(ptype, count, itype, 0, 4 * instance_count);
}
static void drawFSPMGrass(GLMesh &mesh, const core::vector3df &windDir, size_t instance_count)
@ -259,7 +204,7 @@ static void drawFSPMGrass(GLMesh &mesh, const core::vector3df &windDir, size_t i
setTexture(0, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
MeshShader::InstancedGrassPass1Shader::setUniforms(windDir, 0);
glBindVertexArray(mesh.vao_first_pass);
glBindVertexArray(mesh.vao);
glDrawElementsInstanced(ptype, count, itype, 0, instance_count);
}
@ -284,7 +229,7 @@ static void drawSMDefault(GLMesh &mesh, const core::matrix4 &ModelViewProjection
MeshShader::InstancedObjectPass2Shader::setUniforms(ModelViewProjectionMatrix, core::matrix4::EM4CONST_IDENTITY);
glBindVertexArray(mesh.vao_second_pass);
glBindVertexArray(mesh.vao);
glDrawElementsInstanced(ptype, count, itype, 0, instance_count);
}
@ -310,7 +255,7 @@ static void drawSMAlphaRefTexture(GLMesh &mesh, const core::matrix4 &ModelViewPr
MeshShader::InstancedObjectRefPass2Shader::setUniforms(ModelViewProjectionMatrix, core::matrix4::EM4CONST_IDENTITY);
glBindVertexArray(mesh.vao_second_pass);
glBindVertexArray(mesh.vao);
glDrawElementsInstanced(ptype, count, itype, 0, instance_count);
}
@ -338,7 +283,7 @@ static void drawSMGrass(GLMesh &mesh, const core::matrix4 &ModelViewProjectionMa
MeshShader::InstancedGrassPass2Shader::setUniforms(ModelViewProjectionMatrix, irr_driver->getInvViewMatrix(), irr_driver->getInvProjMatrix(), windDir, cb->getPosition());
glBindVertexArray(mesh.vao_second_pass);
glBindVertexArray(mesh.vao);
glDrawElementsInstanced(ptype, count, itype, 0, instance_count);
}

View File

@ -43,12 +43,6 @@ enum TransparentMaterial
struct GLMesh {
GLuint vao;
GLuint vao_first_pass;
GLuint vao_second_pass;
GLuint vao_glow_pass;
GLuint vao_displace_pass;
GLuint vao_displace_mask_pass;
GLuint vao_rsm_pass;
GLuint vao_shadow_pass;
GLuint vertex_buffer;
GLuint index_buffer;

View File

@ -580,7 +580,7 @@ void PhysicalObject::hit(const Material *m, const Vec3 &normal)
if(isSoccerBall() && m != NULL &&
m->getCollisionReaction() == Material::PUSH_SOCCER_BALL)
{
m_body->applyCentralImpulse(normal * 1000.0f);
m_body->applyCentralImpulse(normal * 100.0f);
}
} // hit