Merge branch 'master' of https://github.com/supertuxkart/stk-code into devel
This commit is contained in:
commit
359c846df4
@ -1,3 +1,5 @@
|
||||
// See http://www.ozone3d.net/tutorials/glsl_texturing_p04.php for ref
|
||||
|
||||
#ifdef UBO_DISABLED
|
||||
uniform mat4 ViewMatrix;
|
||||
uniform mat4 ProjectionMatrix;
|
||||
@ -15,7 +17,7 @@ layout (std140) uniform MatrixesData
|
||||
};
|
||||
#endif
|
||||
|
||||
uniform samplerCube tex;
|
||||
uniform sampler2D tex;
|
||||
|
||||
#if __VERSION__ >= 130
|
||||
in vec3 nor;
|
||||
@ -25,17 +27,18 @@ varying vec3 nor;
|
||||
#define FragColor gl_FragColor
|
||||
#endif
|
||||
|
||||
vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
|
||||
vec3 getLightFactor(float specMapValue);
|
||||
|
||||
void main() {
|
||||
vec3 fpos = gl_FragCoord.xyz / vec3(screen, 1.);
|
||||
vec4 xpos = 2.0 * vec4(fpos, 1.0) - 1.0;
|
||||
xpos = InverseProjectionMatrix * xpos;
|
||||
vec3 texc = gl_FragCoord.xyz / vec3(screen, 1.);
|
||||
vec3 u = getPosFromUVDepth(texc, InverseProjectionMatrix).xyz;
|
||||
vec3 r = reflect(u, nor);
|
||||
|
||||
xpos.xyz /= xpos.w;
|
||||
vec3 viewSampleDir = reflect(xpos.xyz, nor);
|
||||
// Convert sampleDir in world space (where tex was generated)
|
||||
vec4 sampleDir = transpose(InverseViewMatrix) * vec4(viewSampleDir, 0.);
|
||||
vec4 detail0 = texture(tex, sampleDir.xyz);
|
||||
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;
|
||||
vec4 detail0 = texture(tex, r.xy / m + .5);
|
||||
vec3 LightFactor = getLightFactor(1.);
|
||||
|
||||
FragColor = vec4(detail0.xyz, 1.);
|
||||
FragColor = vec4(detail0.xyz * LightFactor, 1.);
|
||||
}
|
||||
|
@ -2383,3 +2383,24 @@ void IrrDriver::clearLights()
|
||||
|
||||
m_lights.clear();
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
|
||||
GLuint IrrDriver::getRenderTargetTexture(TypeRTT which)
|
||||
{
|
||||
return m_rtts->getRenderTarget(which);
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
|
||||
FrameBuffer& IrrDriver::getFBO(TypeFBO which)
|
||||
{
|
||||
return m_rtts->getFBO(which);
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
|
||||
GLuint IrrDriver::getDepthStencilTexture()
|
||||
{
|
||||
return m_rtts->getDepthStencilTexture();
|
||||
}
|
@ -36,6 +36,15 @@
|
||||
#include <SColor.h>
|
||||
#include "IrrlichtDevice.h"
|
||||
#include "ISkinnedMesh.h"
|
||||
//#include "graphics/rtts.hpp"
|
||||
#include "graphics/shaders.hpp"
|
||||
#include "graphics/wind.hpp"
|
||||
#include "io/file_manager.hpp"
|
||||
#include "utils/aligned_array.hpp"
|
||||
#include "utils/no_copy.hpp"
|
||||
#include "utils/ptr_vector.hpp"
|
||||
#include "utils/vec3.hpp"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace scene { class ISceneManager; class IMesh; class IAnimatedMeshSceneNode; class IAnimatedMesh;
|
||||
@ -45,17 +54,9 @@ namespace irr
|
||||
}
|
||||
using namespace irr;
|
||||
|
||||
class RTT;
|
||||
class FrameBuffer;
|
||||
class ShadowImportanceProvider;
|
||||
|
||||
#include "graphics/rtts.hpp"
|
||||
#include "graphics/shaders.hpp"
|
||||
#include "graphics/wind.hpp"
|
||||
#include "io/file_manager.hpp"
|
||||
#include "utils/aligned_array.hpp"
|
||||
#include "utils/no_copy.hpp"
|
||||
#include "utils/ptr_vector.hpp"
|
||||
#include "utils/vec3.hpp"
|
||||
|
||||
class AbstractKart;
|
||||
class Camera;
|
||||
class PerCameraNode;
|
||||
@ -74,6 +75,35 @@ enum STKRenderingPass
|
||||
PASS_COUNT,
|
||||
};
|
||||
|
||||
enum TypeFBO
|
||||
{
|
||||
FBO_SSAO,
|
||||
FBO_NORMAL_AND_DEPTHS,
|
||||
FBO_COMBINED_TMP1_TMP2,
|
||||
FBO_COLORS,
|
||||
FBO_LOG_LUMINANCE,
|
||||
FBO_MLAA_COLORS,
|
||||
FBO_TMP1_WITH_DS,
|
||||
FBO_TMP2_WITH_DS,
|
||||
FBO_TMP4,
|
||||
FBO_LINEAR_DEPTH,
|
||||
FBO_HALF1,
|
||||
FBO_HALF2,
|
||||
FBO_QUARTER1,
|
||||
FBO_QUARTER2,
|
||||
FBO_EIGHTH1,
|
||||
FBO_EIGHTH2,
|
||||
FBO_DISPLACE,
|
||||
FBO_BLOOM_1024,
|
||||
FBO_BLOOM_512,
|
||||
FBO_TMP_512,
|
||||
FBO_BLOOM_256,
|
||||
FBO_TMP_256,
|
||||
FBO_BLOOM_128,
|
||||
FBO_TMP_128,
|
||||
FBO_COUNT
|
||||
};
|
||||
|
||||
enum QueryPerf
|
||||
{
|
||||
Q_SOLID_PASS1,
|
||||
@ -91,6 +121,57 @@ enum QueryPerf
|
||||
Q_LAST
|
||||
};
|
||||
|
||||
enum TypeRTT
|
||||
{
|
||||
RTT_TMP1 = 0,
|
||||
RTT_TMP2,
|
||||
RTT_TMP3,
|
||||
RTT_TMP4,
|
||||
RTT_LINEAR_DEPTH,
|
||||
RTT_NORMAL_AND_DEPTH,
|
||||
RTT_COLOR,
|
||||
RTT_LOG_LUMINANCE,
|
||||
|
||||
RTT_HALF1,
|
||||
RTT_HALF2,
|
||||
|
||||
RTT_QUARTER1,
|
||||
RTT_QUARTER2,
|
||||
// RTT_QUARTER3,
|
||||
// RTT_QUARTER4,
|
||||
|
||||
RTT_EIGHTH1,
|
||||
RTT_EIGHTH2,
|
||||
|
||||
// RTT_SIXTEENTH1,
|
||||
// RTT_SIXTEENTH2,
|
||||
|
||||
RTT_SSAO,
|
||||
|
||||
// RTT_COLLAPSE,
|
||||
// RTT_COLLAPSEH,
|
||||
// RTT_COLLAPSEV,
|
||||
// RTT_COLLAPSEH2,
|
||||
// RTT_COLLAPSEV2,
|
||||
// RTT_WARPH,
|
||||
// RTT_WARPV,
|
||||
|
||||
// RTT_HALF_SOFT,
|
||||
|
||||
RTT_DISPLACE,
|
||||
RTT_MLAA_COLORS,
|
||||
|
||||
RTT_BLOOM_1024,
|
||||
RTT_BLOOM_512,
|
||||
RTT_TMP_512,
|
||||
RTT_BLOOM_256,
|
||||
RTT_TMP_256,
|
||||
RTT_BLOOM_128,
|
||||
RTT_TMP_128,
|
||||
|
||||
RTT_COUNT
|
||||
};
|
||||
|
||||
/**
|
||||
* \brief class that creates the irrLicht device and offers higher-level
|
||||
* ways to manage the 3D scene
|
||||
@ -477,9 +558,9 @@ public:
|
||||
return (m_shaders == NULL ? NULL : m_shaders->m_callbacks[num]);
|
||||
}
|
||||
// ------------------------------------------------------------------------
|
||||
inline GLuint getRenderTargetTexture(TypeRTT which) { return m_rtts->getRenderTarget(which); }
|
||||
inline FrameBuffer& getFBO(TypeFBO which) { return m_rtts->getFBO(which); }
|
||||
inline GLuint getDepthStencilTexture() { return m_rtts->getDepthStencilTexture(); }
|
||||
GLuint getRenderTargetTexture(TypeRTT which);
|
||||
FrameBuffer& getFBO(TypeFBO which);
|
||||
GLuint getDepthStencilTexture();
|
||||
// ------------------------------------------------------------------------
|
||||
inline bool isGLSL() const { return m_glsl; }
|
||||
// ------------------------------------------------------------------------
|
||||
|
@ -18,6 +18,7 @@
|
||||
#define HEADER_RTTS_HPP
|
||||
|
||||
#include "graphics/glwrap.hpp"
|
||||
#include "graphics/irr_driver.hpp"
|
||||
#include "utils/ptr_vector.hpp"
|
||||
#include "utils/leak_check.hpp"
|
||||
|
||||
@ -29,86 +30,6 @@ namespace irr {
|
||||
|
||||
using irr::video::ITexture;
|
||||
|
||||
enum TypeRTT
|
||||
{
|
||||
RTT_TMP1 = 0,
|
||||
RTT_TMP2,
|
||||
RTT_TMP3,
|
||||
RTT_TMP4,
|
||||
RTT_LINEAR_DEPTH,
|
||||
RTT_NORMAL_AND_DEPTH,
|
||||
RTT_COLOR,
|
||||
RTT_LOG_LUMINANCE,
|
||||
|
||||
RTT_HALF1,
|
||||
RTT_HALF2,
|
||||
|
||||
RTT_QUARTER1,
|
||||
RTT_QUARTER2,
|
||||
// RTT_QUARTER3,
|
||||
// RTT_QUARTER4,
|
||||
|
||||
RTT_EIGHTH1,
|
||||
RTT_EIGHTH2,
|
||||
|
||||
// RTT_SIXTEENTH1,
|
||||
// RTT_SIXTEENTH2,
|
||||
|
||||
RTT_SSAO,
|
||||
|
||||
// RTT_COLLAPSE,
|
||||
// RTT_COLLAPSEH,
|
||||
// RTT_COLLAPSEV,
|
||||
// RTT_COLLAPSEH2,
|
||||
// RTT_COLLAPSEV2,
|
||||
// RTT_WARPH,
|
||||
// RTT_WARPV,
|
||||
|
||||
// RTT_HALF_SOFT,
|
||||
|
||||
RTT_DISPLACE,
|
||||
RTT_MLAA_COLORS,
|
||||
|
||||
RTT_BLOOM_1024,
|
||||
RTT_BLOOM_512,
|
||||
RTT_TMP_512,
|
||||
RTT_BLOOM_256,
|
||||
RTT_TMP_256,
|
||||
RTT_BLOOM_128,
|
||||
RTT_TMP_128,
|
||||
|
||||
RTT_COUNT
|
||||
};
|
||||
|
||||
|
||||
enum TypeFBO
|
||||
{
|
||||
FBO_SSAO,
|
||||
FBO_NORMAL_AND_DEPTHS,
|
||||
FBO_COMBINED_TMP1_TMP2,
|
||||
FBO_COLORS,
|
||||
FBO_LOG_LUMINANCE,
|
||||
FBO_MLAA_COLORS,
|
||||
FBO_TMP1_WITH_DS,
|
||||
FBO_TMP2_WITH_DS,
|
||||
FBO_TMP4,
|
||||
FBO_LINEAR_DEPTH,
|
||||
FBO_HALF1,
|
||||
FBO_HALF2,
|
||||
FBO_QUARTER1,
|
||||
FBO_QUARTER2,
|
||||
FBO_EIGHTH1,
|
||||
FBO_EIGHTH2,
|
||||
FBO_DISPLACE,
|
||||
FBO_BLOOM_1024,
|
||||
FBO_BLOOM_512,
|
||||
FBO_TMP_512,
|
||||
FBO_BLOOM_256,
|
||||
FBO_TMP_256,
|
||||
FBO_BLOOM_128,
|
||||
FBO_TMP_128,
|
||||
FBO_COUNT
|
||||
};
|
||||
|
||||
class RTT
|
||||
{
|
||||
|
@ -1187,6 +1187,8 @@ namespace MeshShader
|
||||
{
|
||||
Program = LoadProgram(
|
||||
GL_VERTEX_SHADER, file_manager->getAsset("shaders/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/objectpass_spheremap.frag").c_str());
|
||||
attrib_position = glGetAttribLocation(Program, "Position");
|
||||
attrib_normal = glGetAttribLocation(Program, "Normal");
|
||||
@ -1202,7 +1204,7 @@ namespace MeshShader
|
||||
glUseProgram(0);
|
||||
}
|
||||
|
||||
void SphereMapShader::setUniforms(const core::matrix4 &ModelMatrix, const core::matrix4 &InverseModelMatrix, const core::vector2df& screen)
|
||||
void SphereMapShader::setUniforms(const core::matrix4 &ModelMatrix, const core::matrix4 &InverseModelMatrix)
|
||||
{
|
||||
if (UserConfigParams::m_ubo_disabled)
|
||||
bypassUBO(Program);
|
||||
|
@ -254,7 +254,7 @@ public:
|
||||
static GLuint TU_tex;
|
||||
|
||||
static void init();
|
||||
static void setUniforms(const core::matrix4 &ModelMatrix, const core::matrix4 &InverseModelMatrix, const core::vector2df& screen);
|
||||
static void setUniforms(const core::matrix4 &ModelMatrix, const core::matrix4 &InverseModelMatrix);
|
||||
};
|
||||
|
||||
class SplattingShader
|
||||
|
@ -309,31 +309,13 @@ void drawSphereMap(const GLMesh &mesh, const core::matrix4 &ModelMatrix, const c
|
||||
GLenum itype = mesh.IndexType;
|
||||
size_t count = mesh.IndexCount;
|
||||
|
||||
glActiveTexture(GL_TEXTURE0 + MeshShader::SphereMapShader::TU_tex);
|
||||
if (!irr_driver->SkyboxCubeMap)
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, irr_driver->FakeSkybox);
|
||||
GLint swizzleMask[] = { GL_ONE, GL_ONE, GL_ONE, GL_ONE };
|
||||
glTexParameteriv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
|
||||
}
|
||||
else
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, irr_driver->SkyboxCubeMap);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
}
|
||||
compressTexture(mesh.textures[0], true);
|
||||
setTexture(MeshShader::SphereMapShader::TU_tex, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
|
||||
|
||||
MeshShader::SphereMapShader::setUniforms(ModelMatrix, InverseModelMatrix,
|
||||
core::vector2df(float(UserConfigParams::m_width),
|
||||
float(UserConfigParams::m_height)));
|
||||
MeshShader::SphereMapShader::setUniforms(ModelMatrix, InverseModelMatrix);
|
||||
assert(mesh.vao_second_pass);
|
||||
glBindVertexArray(mesh.vao_second_pass);
|
||||
glDrawElements(ptype, count, itype, 0);
|
||||
if (!irr_driver->SkyboxCubeMap)
|
||||
{
|
||||
GLint swizzleMask[] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA };
|
||||
glTexParameteriv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
|
||||
}
|
||||
}
|
||||
|
||||
void drawSplatting(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix)
|
||||
|
@ -2316,8 +2316,8 @@ void Kart::updateFlying()
|
||||
*/
|
||||
void Kart::loadData(RaceManager::KartType type, bool is_animated_model)
|
||||
{
|
||||
|
||||
m_node = m_kart_model->attachModel(is_animated_model);
|
||||
bool always_animated = (type == RaceManager::KT_PLAYER && race_manager->getNumPlayers() == 1);
|
||||
m_node = m_kart_model->attachModel(is_animated_model, always_animated);
|
||||
|
||||
#ifdef DEBUG
|
||||
m_node->setName( (getIdent()+"(lod-node)").c_str() );
|
||||
|
@ -325,7 +325,7 @@ KartModel* KartModel::makeCopy()
|
||||
/** Attach the kart model and wheels to the scene node.
|
||||
* \return the node with the model attached
|
||||
*/
|
||||
scene::ISceneNode* KartModel::attachModel(bool animated_models)
|
||||
scene::ISceneNode* KartModel::attachModel(bool animated_models, bool always_animated)
|
||||
{
|
||||
assert(!m_is_master);
|
||||
|
||||
@ -342,10 +342,22 @@ scene::ISceneNode* KartModel::attachModel(bool animated_models)
|
||||
// as animated mesh are not cheap to render use frustum box culling
|
||||
node->setAutomaticCulling(scene::EAC_FRUSTUM_BOX);
|
||||
|
||||
if (always_animated)
|
||||
{
|
||||
// give a huge LOD distance for the player's kart. the reason is that it should
|
||||
// use its animations for the shadow pass too, where the camera can be quite far
|
||||
lod_node->add(10000, node, true);
|
||||
scene::ISceneNode* static_model = attachModel(false, false);
|
||||
lod_node->add(10001, static_model, true);
|
||||
m_animated_node = static_cast<scene::IAnimatedMeshSceneNode*>(node);
|
||||
}
|
||||
else
|
||||
{
|
||||
lod_node->add(20, node, true);
|
||||
scene::ISceneNode* static_model = attachModel(false);
|
||||
scene::ISceneNode* static_model = attachModel(false, false);
|
||||
lod_node->add(100, static_model, true);
|
||||
m_animated_node = static_cast<scene::IAnimatedMeshSceneNode*>(node);
|
||||
}
|
||||
|
||||
attachHat();
|
||||
|
||||
@ -363,7 +375,7 @@ scene::ISceneNode* KartModel::attachModel(bool animated_models)
|
||||
// Become the owner of the wheels
|
||||
for(unsigned int i=0; i<4; i++)
|
||||
{
|
||||
if(!m_wheel_model[i]) continue;
|
||||
if (!m_wheel_model[i] || !m_wheel_node[i]) continue;
|
||||
m_wheel_node[i]->setParent(lod_node);
|
||||
}
|
||||
|
||||
|
@ -237,7 +237,7 @@ public:
|
||||
float wheel_radius);
|
||||
void finishedRace();
|
||||
scene::ISceneNode*
|
||||
attachModel(bool animatedModels);
|
||||
attachModel(bool animatedModels, bool always_animated);
|
||||
// ------------------------------------------------------------------------
|
||||
/** Returns the animated mesh of this kart model. */
|
||||
scene::IAnimatedMesh*
|
||||
|
@ -330,7 +330,7 @@ void FeatureUnlockedCutScene::init()
|
||||
KartModel *kart_model =
|
||||
m_unlocked_stuff[n].m_unlocked_kart->getKartModelCopy();
|
||||
m_all_kart_models.push_back(kart_model);
|
||||
m_unlocked_stuff[n].m_root_gift_node = kart_model->attachModel(true);
|
||||
m_unlocked_stuff[n].m_root_gift_node = kart_model->attachModel(true, false);
|
||||
kart_model->setAnimation(KartModel::AF_DEFAULT);
|
||||
float susp[4]={0,0,0,0};
|
||||
kart_model->update(0.0f, 0.0f, 0.0f, susp, 0.0f);
|
||||
|
@ -243,7 +243,7 @@ void GrandPrixLose::setKarts(std::vector<std::string> ident_arg)
|
||||
{
|
||||
KartModel* kart_model = kart->getKartModelCopy();
|
||||
m_all_kart_models.push_back(kart_model);
|
||||
scene::ISceneNode* kart_main_node = kart_model->attachModel(false);
|
||||
scene::ISceneNode* kart_main_node = kart_model->attachModel(false, false);
|
||||
|
||||
core::vector3df kart_pos(m_kart_x + n*DISTANCE_BETWEEN_KARTS,
|
||||
m_kart_y,
|
||||
|
@ -355,7 +355,7 @@ void GrandPrixWin::setKarts(const std::string idents_arg[3])
|
||||
|
||||
KartModel* kart_model = kp->getKartModelCopy();
|
||||
m_all_kart_models.push_back(kart_model);
|
||||
scene::ISceneNode* kart_main_node = kart_model->attachModel(false);
|
||||
scene::ISceneNode* kart_main_node = kart_model->attachModel(false, false);
|
||||
|
||||
m_kart_x[i] = KARTS_X + i*KARTS_DELTA_X;
|
||||
m_kart_y[i] = INITIAL_Y + KARTS_DELTA_Y;
|
||||
|
Loading…
Reference in New Issue
Block a user