Use direct gl calls for ppdisplace.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@15028 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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@@ -4,9 +4,11 @@ uniform sampler2D dtex;
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uniform int viz;
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in vec2 uv;
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void main()
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{
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vec2 tc = gl_TexCoord[0].xy;
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vec2 tc = uv;
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vec4 shiftval = texture2D(dtex, tc) / vec4(50.0);
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vec2 shift;
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@@ -297,6 +297,36 @@ namespace BloomBlendShader
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}
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}
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namespace PPDisplaceShader
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{
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GLuint Program = 0;
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GLuint attrib_position, attrib_texcoord;
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GLuint uniform_tex, uniform_dtex, uniform_viz;
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GLuint vao = 0;
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void init()
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{
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initGL();
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Program = LoadProgram(file_manager->getAsset("shaders/screenquad.vert").c_str(), file_manager->getAsset("shaders/ppdisplace.frag").c_str());
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attrib_position = glGetAttribLocation(Program, "Position");
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attrib_texcoord = glGetAttribLocation(Program, "Texcoord");
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uniform_tex = glGetUniformLocation(Program, "tex");
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uniform_dtex = glGetUniformLocation(Program, "dtex");
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uniform_viz = glGetUniformLocation(Program, "viz");
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if (!quad_vbo)
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initQuadVBO();
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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glBindBuffer(GL_ARRAY_BUFFER, quad_vbo);
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glEnableVertexAttribArray(attrib_position);
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glEnableVertexAttribArray(attrib_texcoord);
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glVertexAttribPointer(attrib_position, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), 0);
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glVertexAttribPointer(attrib_texcoord, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (GLvoid*)(2 * sizeof(float)));
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glBindVertexArray(0);
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}
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}
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static
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void renderBloom(ITexture *in)
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@@ -344,6 +374,37 @@ void renderBloomBlend(ITexture *in)
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glDisable(GL_BLEND);
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}
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static
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void renderPPDisplace(ITexture *in)
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{
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if (!PPDisplaceShader::Program)
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PPDisplaceShader::init();
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glEnable(GL_BLEND);
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glBlendEquation(GL_FUNC_ADD);
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glBlendFunc(GL_ONE, GL_ONE);
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glDisable(GL_DEPTH_TEST);
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glUseProgram(PPDisplaceShader::Program);
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glBindVertexArray(PPDisplaceShader::vao);
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glUniform1i(PPDisplaceShader::uniform_viz, irr_driver->getDistortViz());
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, static_cast<irr::video::COpenGLTexture*>(in)->getOpenGLTextureName());
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glUniform1i(PPDisplaceShader::uniform_tex, 0);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, static_cast<irr::video::COpenGLTexture*>(irr_driver->getRTT(RTT_DISPLACE))->getOpenGLTextureName());
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glUniform1i(PPDisplaceShader::uniform_dtex, 1);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glEnable(GL_DEPTH_TEST);
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glDisable(GL_BLEND);
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}
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// ----------------------------------------------------------------------------
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/** Render the post-processed scene */
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void PostProcessing::render()
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@@ -661,7 +722,9 @@ void PostProcessing::render()
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if (irr_driver->getDisplacingNodes().size()) // Displacement
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{
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m_material.MaterialType = irr_driver->getShader(ES_PPDISPLACE);
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drv->setRenderTarget(out, true, false);
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renderPPDisplace(in);
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/* m_material.MaterialType = irr_driver->getShader(ES_PPDISPLACE);
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m_material.setFlag(EMF_BILINEAR_FILTER, false);
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m_material.setTexture(0, in);
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m_material.setTexture(1, irr_driver->getRTT(RTT_DISPLACE));
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@@ -670,7 +733,7 @@ void PostProcessing::render()
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drawQuad(cam, m_material);
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m_material.setTexture(1, 0);
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m_material.setFlag(EMF_BILINEAR_FILTER, true);
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m_material.setFlag(EMF_BILINEAR_FILTER, true);*/
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ITexture *tmp = in;
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in = out;
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@@ -747,7 +810,7 @@ void PostProcessing::render()
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} else if (irr_driver->getShadowViz())
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{
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m_material.MaterialType = irr_driver->getShader(ES_FLIP);
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m_material.setTexture(0, irr_driver->getRTT(RTT_SHADOW));
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m_material.setTexture(0, irr_driver->getRTT(RTT_DISPLACE));
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} else
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{
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m_material.MaterialType = irr_driver->getShader(ES_COLOR_LEVELS);
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