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

This commit is contained in:
konstin 2014-05-18 11:54:46 +02:00
commit 359c846df4
13 changed files with 160 additions and 138 deletions

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@ -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.);
}

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@ -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();
}

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@ -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; }
// ------------------------------------------------------------------------

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@ -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
{

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@ -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);

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@ -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

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@ -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)

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@ -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() );

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@ -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);
}

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@ -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*

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@ -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);

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@ -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,

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@ -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;