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

This commit is contained in:
hiker 2014-06-21 09:35:45 +10:00
commit 49fad934cd
8 changed files with 73 additions and 73 deletions

View File

@ -12,6 +12,7 @@ uniform sampler3D SHB;
uniform float R_wcs = 10.;
uniform vec3 extents;
uniform mat4 RHMatrix;
uniform mat4 InvRHMatrix;
layout (std140) uniform MatrixesData
{
@ -55,7 +56,7 @@ void main()
if (depth==1.0) discard;
vec4 pos_screen_space = getPosFromUVDepth(vec3(uv, depth), InverseProjectionMatrix);
vec4 tmp = (inverse(RHMatrix) * InverseViewMatrix * pos_screen_space);
vec4 tmp = (InvRHMatrix * InverseViewMatrix * pos_screen_space);
vec3 pos = tmp.xyz / tmp.w;
vec3 normal_screen_space = normalize(DecodeNormal(2. * texture(ntex, uv).xy - 1.));
vec3 normal = (transpose(ViewMatrix) * vec4(normal_screen_space, 0.)).xyz;

View File

@ -244,6 +244,8 @@ void PostProcessing::renderDiffuseEnvMap(const float *bSHCoeff, const float *gSH
void PostProcessing::renderGI(const core::matrix4 &RHMatrix, const core::vector3df &rh_extend, GLuint shr, GLuint shg, GLuint shb)
{
core::matrix4 InvRHMatrix;
RHMatrix.getInverse(InvRHMatrix);
glDisable(GL_DEPTH_TEST);
glUseProgram(FullScreenShader::GlobalIlluminationReconstructionShader::Program);
glBindVertexArray(FullScreenShader::GlobalIlluminationReconstructionShader::vao);
@ -267,7 +269,7 @@ void PostProcessing::renderGI(const core::matrix4 &RHMatrix, const core::vector3
}
setTexture(3, irr_driver->getRenderTargetTexture(RTT_NORMAL_AND_DEPTH), GL_NEAREST, GL_NEAREST);
setTexture(4, irr_driver->getDepthStencilTexture(), GL_NEAREST, GL_NEAREST);
FullScreenShader::GlobalIlluminationReconstructionShader::setUniforms(RHMatrix, rh_extend, 3, 4, 0, 1, 2);
FullScreenShader::GlobalIlluminationReconstructionShader::setUniforms(RHMatrix, InvRHMatrix, rh_extend, 3, 4, 0, 1, 2);
glDrawArrays(GL_TRIANGLES, 0, 3);
}

View File

@ -648,7 +648,30 @@ void IrrDriver::renderTransparent()
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glDisable(GL_CULL_FACE);
TransparentMeshes<TM_DEFAULT>::reset();
TransparentMeshes<TM_ADDITIVE>::reset();
m_scene_manager->drawAll(scene::ESNRP_TRANSPARENT);
if (World::getWorld() && World::getWorld()->isFogEnabled())
{
glUseProgram(MeshShader::TransparentFogShader::Program);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
for (unsigned i = 0; i < TransparentMeshes<TM_DEFAULT>::MeshSet.size(); i++)
drawTransparentFogObject(*TransparentMeshes<TM_DEFAULT>::MeshSet[i], TransparentMeshes<TM_DEFAULT>::MVPSet[i], TransparentMeshes<TM_DEFAULT>::MeshSet[i]->TextureMatrix);
glBlendFunc(GL_ONE, GL_ONE);
for (unsigned i = 0; i < TransparentMeshes<TM_ADDITIVE>::MeshSet.size(); i++)
drawTransparentFogObject(*TransparentMeshes<TM_ADDITIVE>::MeshSet[i], TransparentMeshes<TM_ADDITIVE>::MVPSet[i], TransparentMeshes<TM_ADDITIVE>::MeshSet[i]->TextureMatrix);
}
else
{
glUseProgram(MeshShader::TransparentShader::Program);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
for (unsigned i = 0; i < TransparentMeshes<TM_DEFAULT>::MeshSet.size(); i++)
drawTransparentObject(*TransparentMeshes<TM_DEFAULT>::MeshSet[i], TransparentMeshes<TM_DEFAULT>::MVPSet[i], TransparentMeshes<TM_DEFAULT>::MeshSet[i]->TextureMatrix);
glBlendFunc(GL_ONE, GL_ONE);
for (unsigned i = 0; i < TransparentMeshes<TM_ADDITIVE>::MeshSet.size(); i++)
drawTransparentObject(*TransparentMeshes<TM_ADDITIVE>::MeshSet[i], TransparentMeshes<TM_ADDITIVE>::MVPSet[i], TransparentMeshes<TM_ADDITIVE>::MeshSet[i]->TextureMatrix);
}
}
void IrrDriver::renderParticles()

View File

@ -2400,6 +2400,7 @@ namespace FullScreenShader
GLuint GlobalIlluminationReconstructionShader::uniform_SHB;
GLuint GlobalIlluminationReconstructionShader::uniform_extents;
GLuint GlobalIlluminationReconstructionShader::uniform_RHMatrix;
GLuint GlobalIlluminationReconstructionShader::uniform_InvRHMatrix;
GLuint GlobalIlluminationReconstructionShader::vao;
void GlobalIlluminationReconstructionShader::init()
@ -2415,15 +2416,17 @@ namespace FullScreenShader
uniform_SHG = glGetUniformLocation(Program, "SHG");
uniform_SHB = glGetUniformLocation(Program, "SHB");
uniform_RHMatrix = glGetUniformLocation(Program, "RHMatrix");
uniform_InvRHMatrix = glGetUniformLocation(Program, "InvRHMatrix");
uniform_extents = glGetUniformLocation(Program, "extents");
vao = createFullScreenVAO(Program);
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
}
void GlobalIlluminationReconstructionShader::setUniforms(const core::matrix4 &RHMatrix, const core::vector3df &extents, unsigned TU_ntex, unsigned TU_dtex, unsigned TU_SHR, unsigned TU_SHG, unsigned TU_SHB)
void GlobalIlluminationReconstructionShader::setUniforms(const core::matrix4 &RHMatrix, const core::matrix4 &InvRHMatrix, const core::vector3df &extents, unsigned TU_ntex, unsigned TU_dtex, unsigned TU_SHR, unsigned TU_SHG, unsigned TU_SHB)
{
glUniformMatrix4fv(uniform_RHMatrix, 1, GL_FALSE, RHMatrix.pointer());
glUniformMatrix4fv(uniform_InvRHMatrix, 1, GL_FALSE, InvRHMatrix.pointer());
glUniform1i(uniform_ntex, TU_ntex);
glUniform1i(uniform_dtex, TU_dtex);
glUniform1i(uniform_SHR, TU_SHR);

View File

@ -624,11 +624,11 @@ class GlobalIlluminationReconstructionShader
{
public:
static GLuint Program;
static GLuint uniform_ntex, uniform_dtex, uniform_extents, uniform_SHR, uniform_SHG, uniform_SHB, uniform_RHMatrix;
static GLuint uniform_ntex, uniform_dtex, uniform_extents, uniform_SHR, uniform_SHG, uniform_SHB, uniform_RHMatrix, uniform_InvRHMatrix;
static GLuint vao;
static void init();
static void setUniforms(const core::matrix4 &RHMatrix, const core::vector3df &extents, unsigned TU_ntex, unsigned TU_dtex, unsigned TU_SHR, unsigned TU_SHG, unsigned TU_SHB);
static void setUniforms(const core::matrix4 &RHMatrix, const core::matrix4 &InvRHMatrix, const core::vector3df &extents, unsigned TU_ntex, unsigned TU_dtex, unsigned TU_SHR, unsigned TU_SHG, unsigned TU_SHB);
};
class Gaussian17TapHShader

View File

@ -227,30 +227,16 @@ void STKAnimatedMesh::render()
glUseProgram(MeshShader::BubbleShader::Program);
GLMesh* mesh;
for_in(mesh, TransparentMesh[TM_BUBBLE])
drawBubble(*mesh, ModelViewProjectionMatrix);
if (World::getWorld() != NULL && World::getWorld()->isFogEnabled())
for_in(mesh, TransparentMesh[TM_DEFAULT])
{
if (!TransparentMesh[TM_DEFAULT].empty() || !TransparentMesh[TM_ADDITIVE].empty())
glUseProgram(MeshShader::TransparentFogShader::Program);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
for_in(mesh, TransparentMesh[TM_DEFAULT])
drawTransparentFogObject(*mesh, ModelViewProjectionMatrix, mesh->TextureMatrix);
glBlendFunc(GL_ONE, GL_ONE);
for_in(mesh, TransparentMesh[TM_ADDITIVE])
drawTransparentFogObject(*mesh, ModelViewProjectionMatrix, mesh->TextureMatrix);
TransparentMeshes<TM_DEFAULT>::MeshSet.push_back(mesh);
TransparentMeshes<TM_DEFAULT>::MVPSet.push_back(ModelViewProjectionMatrix);
}
else
for_in(mesh, TransparentMesh[TM_ADDITIVE])
{
if (!TransparentMesh[TM_DEFAULT].empty() || !TransparentMesh[TM_ADDITIVE].empty())
glUseProgram(MeshShader::TransparentShader::Program);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
for_in(mesh, TransparentMesh[TM_DEFAULT])
drawTransparentObject(*mesh, ModelViewProjectionMatrix, mesh->TextureMatrix);
glBlendFunc(GL_ONE, GL_ONE);
for_in(mesh, TransparentMesh[TM_ADDITIVE])
drawTransparentObject(*mesh, ModelViewProjectionMatrix, mesh->TextureMatrix);
TransparentMeshes<TM_ADDITIVE>::MeshSet.push_back(mesh);
TransparentMeshes<TM_ADDITIVE>::MVPSet.push_back(ModelViewProjectionMatrix);
}
return;
}

View File

@ -147,6 +147,25 @@ void drawObjectUnlit(const GLMesh &mesh, const core::matrix4 &ModelViewProjectio
void drawShadowRef(const GLMesh &mesh, const core::matrix4 &ModelMatrix);
void drawShadow(const GLMesh &mesh, const core::matrix4 &ModelMatrix);
template<enum TransparentMaterial T>
class TransparentMeshes
{
public:
static std::vector<GLMesh *> MeshSet;
static std::vector<core::matrix4> MVPSet;
static void reset()
{
MeshSet.clear();
MVPSet.clear();
}
};
template<enum TransparentMaterial T>
std::vector<GLMesh *> TransparentMeshes<T>::MeshSet;
template<enum TransparentMaterial T>
std::vector<core::matrix4> TransparentMeshes<T>::MVPSet;
// Forward pass (for transparents meshes)
void drawTransparentObject(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TextureMatrix);
void drawTransparentFogObject(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TextureMatrix);

View File

@ -209,33 +209,9 @@ void STKMeshSceneNode::drawSolidPass2(const GLMesh &mesh, ShadedMaterial type)
{
switch (type)
{
case SM_SPHEREMAP:
drawSphereMap(mesh, ModelViewProjectionMatrix, TransposeInverseModelView);
break;
case SM_SPLATTING:
drawSplatting(mesh, ModelViewProjectionMatrix);
break;
case SM_ALPHA_REF_TEXTURE:
drawObjectRefPass2(mesh, ModelViewProjectionMatrix, mesh.TextureMatrix);
break;
case SM_GRASS:
drawGrassPass2(mesh, ModelViewProjectionMatrix, windDir);
break;
case SM_RIMLIT:
drawObjectRimLimit(mesh, ModelViewProjectionMatrix, TransposeInverseModelView, core::matrix4::EM4CONST_IDENTITY);
break;
case SM_UNLIT:
drawObjectUnlit(mesh, ModelViewProjectionMatrix);
break;
case SM_DETAILS:
drawDetailledObjectPass2(mesh, ModelViewProjectionMatrix);
break;
case SM_UNTEXTURED:
drawUntexturedObject(mesh, ModelViewProjectionMatrix);
break;
case SM_DEFAULT:
drawObjectPass2(mesh, ModelViewProjectionMatrix, mesh.TextureMatrix);
break;
default:
assert(0 && "Wrong shaded material");
break;
@ -440,33 +416,23 @@ void STKMeshSceneNode::render()
ModelViewProjectionMatrix = computeMVP(AbsoluteTransformation);
GLMesh* mesh;
for_in(mesh, TransparentMesh[TM_DEFAULT])
{
TransparentMeshes<TM_DEFAULT>::MeshSet.push_back(mesh);
TransparentMeshes<TM_DEFAULT>::MVPSet.push_back(ModelViewProjectionMatrix);
}
for_in(mesh, TransparentMesh[TM_ADDITIVE])
{
TransparentMeshes<TM_ADDITIVE>::MeshSet.push_back(mesh);
TransparentMeshes<TM_ADDITIVE>::MVPSet.push_back(ModelViewProjectionMatrix);
}
if (!TransparentMesh[TM_BUBBLE].empty())
glUseProgram(MeshShader::BubbleShader::Program);
for_in(mesh, TransparentMesh[TM_BUBBLE])
drawBubble(*mesh, ModelViewProjectionMatrix);
if (World::getWorld() ->isFogEnabled())
{
if (!TransparentMesh[TM_DEFAULT].empty() || !TransparentMesh[TM_ADDITIVE].empty())
glUseProgram(MeshShader::TransparentFogShader::Program);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
for_in(mesh, TransparentMesh[TM_DEFAULT])
drawTransparentFogObject(*mesh, ModelViewProjectionMatrix, (*mesh).TextureMatrix);
glBlendFunc(GL_ONE, GL_ONE);
for_in(mesh, TransparentMesh[TM_ADDITIVE])
drawTransparentFogObject(*mesh, ModelViewProjectionMatrix, (*mesh).TextureMatrix);
}
else
{
if (!TransparentMesh[TM_DEFAULT].empty() || !TransparentMesh[TM_ADDITIVE].empty())
glUseProgram(MeshShader::TransparentShader::Program);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
for_in(mesh, TransparentMesh[TM_DEFAULT])
drawTransparentObject(*mesh, ModelViewProjectionMatrix, (*mesh).TextureMatrix);
glBlendFunc(GL_ONE, GL_ONE);
for_in(mesh, TransparentMesh[TM_ADDITIVE])
drawTransparentObject(*mesh, ModelViewProjectionMatrix, (*mesh).TextureMatrix);
}
return;
}