Add initial splatting support
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@10282 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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14
data/shaders/splatting.frag
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14
data/shaders/splatting.frag
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@ -0,0 +1,14 @@
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uniform sampler2D tex_layout;
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uniform sampler2D tex_detail0;
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uniform sampler2D tex_detail1;
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void main()
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{
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vec4 layout = texture2D(tex_layout, gl_TexCoord[0].st);
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vec4 detail0 = texture2D(tex_detail0, gl_TexCoord[1].st);
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vec4 detail1 = texture2D(tex_detail1, gl_TexCoord[1].st);
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gl_FragColor = layout.r * detail0 + (1.0 - layout.r) * detail1;
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}
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7
data/shaders/splatting.vert
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7
data/shaders/splatting.vert
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@ -0,0 +1,7 @@
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void main()
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{
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gl_TexCoord[0] = gl_MultiTexCoord0;
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gl_TexCoord[1] = gl_MultiTexCoord1;
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gl_Position = ftransform();
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}
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@ -65,6 +65,30 @@ public:
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}
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};
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//-----------------------------------------------------------------------------
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class SplattingProvider : public video::IShaderConstantSetCallBack
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{
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public:
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LEAK_CHECK()
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virtual void OnSetConstants(
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irr::video::IMaterialRendererServices *services,
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s32 userData)
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{
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// Irrlicht knows this is actually a GLint and makes the conversion
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int tex_layout = 0;
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services->setPixelShaderConstant("tex_layout", (float*)&tex_layout, 1);
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// Irrlicht knows this is actually a GLint and makes the conversion
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int tex_detail0 = 1;
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services->setPixelShaderConstant("tex_detail0", (float*)&tex_detail0, 1);
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// Irrlicht knows this is actually a GLint and makes the conversion
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int tex_detail1 = 2;
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services->setPixelShaderConstant("tex_detail1", (float*)&tex_detail1, 1);
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}
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};
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//-----------------------------------------------------------------------------
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/** Create a new material using the parameters specified in the xml file.
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@ -189,6 +213,13 @@ Material::Material(const XMLNode *node, int index)
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s.c_str());
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}
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node->get("splatting", &m_splatting);
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if (m_splatting)
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{
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node->get("splatting-texture-1", &m_splatting_texture_1);
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node->get("splatting-texture-2", &m_splatting_texture_2);
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}
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// Terrain-specifc sound effect
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const unsigned int children_count = node->getNumNodes();
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for (unsigned int i=0; i<children_count; i++)
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@ -280,6 +311,8 @@ void Material::init(unsigned int index)
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m_parallax_map = false;
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m_is_heightmap = false;
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m_normal_map_provider = NULL;
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m_splatting_provider = NULL;
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m_splatting = NULL;
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for (int n=0; n<EMIT_KINDS_COUNT; n++)
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{
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@ -340,6 +373,11 @@ Material::~Material()
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m_normal_map_provider->drop();
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m_normal_map_provider = NULL;
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}
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if (m_splatting_provider != NULL)
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{
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m_splatting_provider->drop();
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m_splatting_provider = NULL;
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}
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// If a special sfx is installed (that isn't part of stk itself), the
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// entry needs to be removed from the sfx_manager's mapping, since other
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@ -613,6 +651,44 @@ void Material::setMaterialProperties(video::SMaterial *m)
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m->SpecularColor.set(0,0,0,0);
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modes++;
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}
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if (m_splatting)
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{
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IVideoDriver* video_driver = irr_driver->getVideoDriver();
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if (video_driver->queryFeature(video::EVDF_ARB_GLSL) &&
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video_driver->queryFeature(video::EVDF_PIXEL_SHADER_2_0) &&
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video_driver->queryFeature(video::EVDF_RENDER_TO_TARGET))
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{
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ITexture* tex = irr_driver->getTexture(m_splatting_texture_1);
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m->setTexture(1, tex);
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tex = irr_driver->getTexture(m_splatting_texture_2);
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m->setTexture(2, tex);
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if (m_splatting_provider == NULL)
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{
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m_splatting_provider = new SplattingProvider();
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}
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// Material and shaders
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IGPUProgrammingServices* gpu =
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video_driver->getGPUProgrammingServices();
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s32 material_type = gpu->addHighLevelShaderMaterialFromFiles(
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(file_manager->getDataDir() +
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"shaders/splatting.vert").c_str(),
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"main",
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video::EVST_VS_2_0,
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(file_manager->getDataDir() +
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"shaders/splatting.frag").c_str(),
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"main",
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video::EPST_PS_2_0,
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m_splatting_provider,
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video::EMT_SOLID_2_LAYER );
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m->MaterialType = (E_MATERIAL_TYPE)material_type;
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}
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else
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{
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// TODO: we need a sane fallback when splatting is not available!
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}
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}
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if (modes > 1)
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{
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@ -39,6 +39,7 @@ class SFXBase;
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class ParticleKind;
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class NormalMapProvider;
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class SplattingProvider;
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/**
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* \ingroup graphics
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@ -161,9 +162,21 @@ private:
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std::string m_mask;
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/** Whether to use splatting */
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bool m_splatting;
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/** If m_splatting is true, indicates the first splatting texture */
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std::string m_splatting_texture_1;
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/** If m_splatting is true, indicates the second splatting texture */
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std::string m_splatting_texture_2;
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/** Only used if normal maps are used */
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NormalMapProvider* m_normal_map_provider;
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/** Only used if splatting is used */
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SplattingProvider* m_splatting_provider;
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void init (unsigned int index);
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void install (bool is_full_path=false);
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void initCustomSFX(const XMLNode *sfx);
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