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

This commit is contained in:
hiker 2014-02-24 08:22:55 +11:00
commit 4f266639aa
17 changed files with 575 additions and 391 deletions

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@ -1,11 +1,13 @@
#version 330 compatibility
#version 330
uniform sampler2D tex;
uniform vec3 col;
in vec2 uv;
out vec4 FragColor;
void main()
{
vec4 res = texture(tex, gl_TexCoord[0].xy);
vec4 res = texture(tex, uv);
// Keep the sun fully bright, but fade the sky
float mul = distance(res.xyz, col);

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@ -1,4 +1,4 @@
#version 330 compatibility
#version 330
uniform sampler2D tex;
uniform vec2 sunpos;
@ -6,14 +6,15 @@ uniform vec2 sunpos;
const float decaystep = 0.88;
in vec2 uv;
out vec4 FragColor;
void main()
{
vec2 texc = gl_TexCoord[0].xy;
vec2 texc = uv;
vec2 tosun = sunpos - texc;
if (dot(tosun, tosun) > 0.49) discard;
// if (dot(tosun, tosun) > 0.49) discard;
vec2 dist = tosun * 1.0/(float(SAMPLES) * 1.12);

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@ -17,11 +17,11 @@
// motion_blur.frag
#version 330
// The actual boost amount (which linearly scales the blur to be shown).
// should be in the range [0.0, 1.0], though a larger value might make
// the blurring too string. Atm we are using [0, 0.5].
#version 330 compatibility
uniform float boost_amount;
// The color buffer to use.
@ -41,6 +41,7 @@ uniform float mask_radius;
// Maximum height of texture used
uniform float max_tex_height;
in vec2 uv;
out vec4 FragColor;
// Number of samples used for blurring
@ -48,7 +49,7 @@ out vec4 FragColor;
void main()
{
vec2 texcoords = gl_TexCoord[0].st;
vec2 texcoords = uv;
// Sample the color buffer
vec3 color = texture(color_buffer, texcoords).rgb;

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@ -64,6 +64,7 @@ src/graphics/stars.cpp
src/graphics/stkanimatedmesh.cpp
src/graphics/stkbillboard.cpp
src/graphics/stkmesh.cpp
src/graphics/stkmeshscenenode.cpp
src/graphics/sun.cpp
src/graphics/water.cpp
src/graphics/wind.cpp
@ -395,6 +396,7 @@ src/graphics/stars.hpp
src/graphics/stkanimatedmesh.hpp
src/graphics/stkbillboard.hpp
src/graphics/stkmesh.hpp
src/graphics/stkmeshscenenode.hpp
src/graphics/sun.hpp
src/graphics/water.hpp
src/graphics/wind.hpp

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@ -229,12 +229,22 @@ public:
m_maxheight[who] = height;
}
float getMaxHeight(u32 who) const
{
return m_maxheight[who];
}
void setBoostTime(u32 who, float time)
{
assert(who < MAX_PLAYER_COUNT);
m_boost_time[who] = time;
}
float getBoostTime(u32 who) const
{
return m_boost_time[who];
}
void setCenter(u32 who, float X, float Y)
{
assert(who < MAX_PLAYER_COUNT);
@ -242,6 +252,11 @@ public:
m_center[who].Y = Y;
}
core::vector2df getCenter(u32 who) const
{
return core::vector2df(m_center[who].X, m_center[who].Y);
}
void setDirection(u32 who, float X, float Y)
{
assert(who < MAX_PLAYER_COUNT);
@ -249,6 +264,11 @@ public:
m_direction[who].Y = Y;
}
core::vector2df getDirection(u32 who) const
{
return core::vector2df(m_direction[who].X, m_direction[who].Y);
}
void setCurrentCamera(u32 who)
{
m_current_camera = who;

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@ -34,7 +34,7 @@
#include "graphics/shadow_importance.hpp"
#include "graphics/stkanimatedmesh.hpp"
#include "graphics/stkbillboard.hpp"
#include "graphics/stkmesh.hpp"
#include "graphics/stkmeshscenenode.hpp"
#include "graphics/sun.hpp"
#include "graphics/rtts.hpp"
#include "graphics/water.hpp"
@ -459,9 +459,10 @@ void IrrDriver::initDevice()
irr::video::COpenGLDriver* gl_driver = (irr::video::COpenGLDriver*)m_device->getVideoDriver();
gl_driver->extGlGenQueries(1, &m_lensflare_query);
m_query_issued = false;
scene::IMesh * const sphere = m_scene_manager->getGeometryCreator()->createSphereMesh(1, 16, 16);
m_sun_interposer = m_scene_manager->addMeshSceneNode(sphere);
m_sun_interposer = new STKMeshSceneNode(sphere, m_scene_manager->getRootSceneNode(), NULL, -1);
m_sun_interposer->grab();
m_sun_interposer->setParent(NULL);
m_sun_interposer->setScale(core::vector3df(20));
@ -469,7 +470,7 @@ void IrrDriver::initDevice()
m_sun_interposer->getMaterial(0).Lighting = false;
m_sun_interposer->getMaterial(0).ColorMask = video::ECP_NONE;
m_sun_interposer->getMaterial(0).ZWriteEnable = false;
m_sun_interposer->getMaterial(0).MaterialType = m_shaders->getShader(ES_PASSFAR);
m_sun_interposer->getMaterial(0).MaterialType = m_shaders->getShader(ES_OBJECTPASS);
sphere->drop();
@ -937,7 +938,7 @@ scene::IMeshSceneNode *IrrDriver::addMesh(scene::IMesh *mesh,
if (!parent)
parent = m_scene_manager->getRootSceneNode();
scene::IMeshSceneNode* node = new STKMesh(mesh, parent, m_scene_manager, -1);
scene::IMeshSceneNode* node = new STKMeshSceneNode(mesh, parent, m_scene_manager, -1);
node->drop();
return node;

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@ -171,7 +171,8 @@ private:
unsigned object_count[PASS_COUNT];
u32 m_renderpass;
u32 m_lensflare_query;
scene::IMeshSceneNode *m_sun_interposer;
bool m_query_issued;
class STKMeshSceneNode *m_sun_interposer;
scene::CLensFlareSceneNode *m_lensflare;
scene::ICameraSceneNode *m_suncam;
@ -212,7 +213,6 @@ private:
std::vector<GlowData>& glows,
const core::aabbox3df& cambox,
int cam);
void renderSkybox();
void renderLights(const core::aabbox3df& cambox,
scene::ICameraSceneNode * const camnode,
video::SOverrideMaterial &overridemat,
@ -225,6 +225,7 @@ public:
~IrrDriver();
void initDevice();
void reset();
void renderSkybox();
void setPhase(STKRenderingPass);
STKRenderingPass getPhase() const;
const std::vector<core::matrix4> &getShadowViewProj() const
@ -495,7 +496,7 @@ public:
// ------------------------------------------------------------------------
void clearLights();
// ------------------------------------------------------------------------
scene::IMeshSceneNode *getSunInterposer() { return m_sun_interposer; }
class STKMeshSceneNode *getSunInterposer() { return m_sun_interposer; }
// ------------------------------------------------------------------------
void setViewMatrix(core::matrix4 matrix) { m_ViewMatrix = matrix; matrix.getInverse(m_InvViewMatrix); }
const core::matrix4 &getViewMatrix() const { return m_ViewMatrix; }

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@ -24,6 +24,7 @@
#include "graphics/irr_driver.hpp"
#include "graphics/mlaa_areamap.hpp"
#include "graphics/shaders.hpp"
#include "graphics/stkmeshscenenode.hpp"
#include "io/file_manager.hpp"
#include "karts/abstract_kart.hpp"
#include "karts/kart_model.hpp"
@ -578,6 +579,75 @@ void PostProcessing::renderFog(const core::matrix4 &ipvmat)
glDisable(GL_BLEND);
}
void PostProcessing::renderMotionBlur(unsigned cam, ITexture *in, ITexture *out)
{
MotionBlurProvider * const cb = (MotionBlurProvider *)irr_driver->
getCallback(ES_MOTIONBLUR);
scene::ICameraSceneNode * const camnode =
Camera::getCamera(cam)->getCameraSceneNode();
// Calculate the kart's Y position on screen
const core::vector3df pos =
Camera::getCamera(cam)->getKart()->getNode()->getPosition();
float ndc[4];
core::matrix4 trans = camnode->getProjectionMatrix();
trans *= camnode->getViewMatrix();
trans.transformVect(ndc, pos);
const float karty = (ndc[1] / ndc[3]) * 0.5f + 0.5f;
setMotionBlurCenterY(cam, karty);
irr_driver->getVideoDriver()->setRenderTarget(out, true, false);
glUseProgram(FullScreenShader::MotionBlurShader::Program);
glBindVertexArray(FullScreenShader::MotionBlurShader::vao);
setTexture(0, getTextureGLuint(in), GL_NEAREST, GL_NEAREST);
FullScreenShader::MotionBlurShader::setUniforms(cb->getBoostTime(cam), cb->getCenter(cam), cb->getDirection(cam), 0.15, cb->getMaxHeight(cam) * 0.7, 0);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glEnable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
}
static void renderGodFade(GLuint tex, const SColor &col)
{
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glUseProgram(FullScreenShader::GodFadeShader::Program);
glBindVertexArray(FullScreenShader::GodFadeShader::vao);
setTexture(0, tex, GL_LINEAR, GL_LINEAR);
FullScreenShader::GodFadeShader::setUniforms(col, 0);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glEnable(GL_DEPTH_TEST);
}
static void renderGodRay(GLuint tex, const core::vector2df &sunpos)
{
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glUseProgram(FullScreenShader::GodRayShader::Program);
glBindVertexArray(FullScreenShader::GodRayShader::vao);
setTexture(0, tex, GL_LINEAR, GL_LINEAR);
FullScreenShader::GodRayShader::setUniforms(sunpos, 0);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glEnable(GL_DEPTH_TEST);
}
// ----------------------------------------------------------------------------
/** Render the post-processed scene */
void PostProcessing::render()
@ -653,9 +723,6 @@ void PostProcessing::render()
// Additively blend on top of tmp1
drv->setRenderTarget(out, false, false);
renderBloomBlend(irr_driver->getRTT(RTT_EIGHTH1));
m_material.MaterialType = irr_driver->getShader(ES_RAIN);
drv->setMaterial(m_material);
static_cast<irr::video::COpenGLDriver*>(drv)->setRenderStates3DMode();
} // end if bloom
in = irr_driver->getRTT(RTT_TMP1);
@ -664,33 +731,33 @@ void PostProcessing::render()
PROFILER_POP_CPU_MARKER();
PROFILER_PUSH_CPU_MARKER("- Godrays", 0xFF, 0x00, 0x00);
if (World::getWorld()->getTrack()->hasGodRays() && m_sunpixels > 30) // god rays
if (m_sunpixels > 30)//World::getWorld()->getTrack()->hasGodRays() && ) // god rays
{
// Grab the sky
drv->setRenderTarget(out, true, false);
irr_driver->getSceneManager()->drawAll(ESNRP_SKY_BOX);
// irr_driver->getSceneManager()->drawAll(ESNRP_SKY_BOX);
irr_driver->renderSkybox();
// Set the sun's color
ColorizeProvider * const colcb = (ColorizeProvider *) irr_driver->getCallback(ES_COLORIZE);
const SColor col = World::getWorld()->getTrack()->getSunColor();
colcb->setColor(col.getRed() / 255.0f, col.getGreen() / 255.0f, col.getBlue() / 255.0f);
ColorizeProvider * const colcb = (ColorizeProvider *) irr_driver->getCallback(ES_COLORIZE);
colcb->setColor(col.getRed() / 255.0f, col.getGreen() / 255.0f, col.getBlue() / 255.0f);
// The sun interposer
IMeshSceneNode * const sun = irr_driver->getSunInterposer();
sun->getMaterial(0).ColorMask = ECP_ALL;
STKMeshSceneNode *sun = irr_driver->getSunInterposer();
/* sun->getMaterial(0).ColorMask = ECP_ALL;
irr_driver->getSceneManager()->setCurrentRendertime(ESNRP_SOLID);*/
irr_driver->getSceneManager()->drawAll(ESNRP_CAMERA);
irr_driver->getSceneManager()->setCurrentRendertime(ESNRP_SOLID);
irr_driver->setPhase(GLOW_PASS);
sun->render();
sun->getMaterial(0).ColorMask = ECP_NONE;
//sun->getMaterial(0).ColorMask = ECP_NONE;
// Fade to quarter
m_material.MaterialType = irr_driver->getShader(ES_GODFADE);
m_material.setTexture(0, out);
drv->setRenderTarget(irr_driver->getRTT(RTT_QUARTER1), false, false);
drawQuad(cam, m_material);
drv->setRenderTarget(irr_driver->getRTT(RTT_QUARTER1), false, false);
renderGodFade(getTextureGLuint(out), col);
// Blur
renderGaussian3Blur(irr_driver->getRTT(RTT_QUARTER1),
@ -698,6 +765,8 @@ void PostProcessing::render()
4.f / UserConfigParams::m_width,
4.f / UserConfigParams::m_height);
// Calculate the sun's position in texcoords
const core::vector3df pos = sun->getPosition();
float ndc[4];
@ -712,63 +781,33 @@ void PostProcessing::render()
const float sunx = ((ndc[0] / ndc[3]) * 0.5f + 0.5f) * texw;
const float suny = ((ndc[1] / ndc[3]) * 0.5f + 0.5f) * texh;
((GodRayProvider *) irr_driver->getCallback(ES_GODRAY))->
setSunPosition(sunx, suny);
// ((GodRayProvider *) irr_driver->getCallback(ES_GODRAY))->
// setSunPosition(sunx, suny);
// Rays please
m_material.MaterialType = irr_driver->getShader(ES_GODRAY);
m_material.setTexture(0, irr_driver->getRTT(RTT_QUARTER1));
drv->setRenderTarget(irr_driver->getRTT(RTT_QUARTER2), true, false);
drawQuad(cam, m_material);
renderGodRay(getTextureGLuint(irr_driver->getRTT(RTT_QUARTER1)), core::vector2df(sunx, suny));
// Blur
{
gacb->setResolution(UserConfigParams::m_width / 4,
UserConfigParams::m_height / 4);
m_material.MaterialType = irr_driver->getShader(ES_GAUSSIAN3V);
m_material.setTexture(0, irr_driver->getRTT(RTT_QUARTER2));
drv->setRenderTarget(irr_driver->getRTT(RTT_QUARTER1), true, false);
renderGaussian3Blur(irr_driver->getRTT(RTT_QUARTER2),
irr_driver->getRTT(RTT_QUARTER1),
4.f / UserConfigParams::m_width,
4.f / UserConfigParams::m_height);
drawQuad(cam, m_material);
// Blend
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
glBlendEquation(GL_FUNC_ADD);
m_material.MaterialType = irr_driver->getShader(ES_GAUSSIAN3H);
m_material.setTexture(0, irr_driver->getRTT(RTT_QUARTER1));
drv->setRenderTarget(irr_driver->getRTT(RTT_QUARTER2), false, false);
drawQuad(cam, m_material);
}
// Overlay
m_material.MaterialType = EMT_TRANSPARENT_ADD_COLOR;
m_material.setTexture(0, irr_driver->getRTT(RTT_QUARTER2));
drv->setRenderTarget(in, false, false);
drawQuad(cam, m_material);
renderPassThrough(irr_driver->getRTT(RTT_QUARTER2));
}
PROFILER_POP_CPU_MARKER();
if (UserConfigParams::m_motionblur && m_any_boost) // motion blur
{
PROFILER_PUSH_CPU_MARKER("- Motion blur", 0xFF, 0x00, 0x00);
// Calculate the kart's Y position on screen
const core::vector3df pos =
Camera::getCamera(cam)->getKart()->getNode()->getPosition();
float ndc[4];
core::matrix4 trans = camnode->getProjectionMatrix();
trans *= camnode->getViewMatrix();
trans.transformVect(ndc, pos);
const float karty = (ndc[1] / ndc[3]) * 0.5f + 0.5f;
setMotionBlurCenterY(cam, karty);
m_material.MaterialType = irr_driver->getShader(ES_MOTIONBLUR);
m_material.setTexture(0, in);
drv->setRenderTarget(out, true, false);
drawQuad(cam, m_material);
renderMotionBlur(cam, in, out);
ITexture *tmp = in;
in = out;
out = tmp;
@ -787,6 +826,10 @@ void PostProcessing::render()
PROFILER_POP_CPU_MARKER();
}
m_material.MaterialType = irr_driver->getShader(ES_RAIN);
drv->setMaterial(m_material);
static_cast<irr::video::COpenGLDriver*>(drv)->setRenderStates3DMode();
if (UserConfigParams::m_mlaa) // MLAA. Must be the last pp filter.
{
PROFILER_PUSH_CPU_MARKER("- MLAA", 0xFF, 0x00, 0x00);
@ -852,7 +895,7 @@ void PostProcessing::render()
if (irr_driver->getNormals())
renderPassThrough(irr_driver->getRTT(RTT_NORMAL_AND_DEPTH));
else if (irr_driver->getSSAOViz())
renderPassThrough(irr_driver->getRTT(RTT_SSAO));
renderPassThrough(irr_driver->getRTT(RTT_TMP3));
else
renderColorLevel(in);
}

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@ -88,6 +88,7 @@ public:
void renderPassThrough(video::ITexture *tex);
void renderPassThrough(unsigned tex);
void renderMotionBlur(unsigned cam, video::ITexture *in, video::ITexture *out);
void renderGlow(video::ITexture *tex);
/** Render the post-processed scene */

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@ -35,6 +35,7 @@
#include "graphics/screenquad.hpp"
#include "graphics/shaders.hpp"
#include "graphics/shadow_importance.hpp"
#include "graphics/stkmeshscenenode.hpp"
#include "graphics/wind.hpp"
#include "io/file_manager.hpp"
#include "items/item.hpp"
@ -269,20 +270,24 @@ void IrrDriver::renderGLSL(float dt)
// Is the lens flare enabled & visible? Check last frame's query.
const bool hasflare = World::getWorld()->getTrack()->hasLensFlare();
const bool hasgodrays = World::getWorld()->getTrack()->hasGodRays();
if (hasflare || hasgodrays)
if (true)//hasflare || hasgodrays)
{
irr::video::COpenGLDriver* gl_driver = (irr::video::COpenGLDriver*)m_device->getVideoDriver();
GLuint res;
gl_driver->extGlGetQueryObjectuiv(m_lensflare_query, GL_QUERY_RESULT, &res);
GLuint res = 0;
if (m_query_issued)
gl_driver->extGlGetQueryObjectuiv(m_lensflare_query, GL_QUERY_RESULT, &res);
m_post_processing->setSunPixels(res);
// Prepare the query for the next frame.
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
gl_driver->extGlBeginQuery(GL_SAMPLES_PASSED_ARB, m_lensflare_query);
m_scene_manager->setCurrentRendertime(scene::ESNRP_SOLID);
m_scene_manager->drawAll(scene::ESNRP_CAMERA);
irr_driver->setPhase(GLOW_PASS);
m_sun_interposer->render();
gl_driver->extGlEndQuery(GL_SAMPLES_PASSED_ARB);
m_query_issued = true;
m_lensflare->setStrength(res / 4000.0f);

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@ -238,6 +238,9 @@ void Shaders::loadShaders()
FullScreenShader::SSAOShader::init();
FullScreenShader::SunLightShader::init();
FullScreenShader::ShadowedSunLightShader::init();
FullScreenShader::MotionBlurShader::init();
FullScreenShader::GodFadeShader::init();
FullScreenShader::GodRayShader::init();
MeshShader::ColorizeShader::init();
MeshShader::NormalMapShader::init();
MeshShader::ObjectPass1Shader::init();
@ -1692,6 +1695,75 @@ namespace FullScreenShader
glUniformMatrix4fv(uniform_ipvmat, 1, GL_FALSE, ipvmat.pointer());
glUniform1i(uniform_tex, TU_ntex);
}
GLuint MotionBlurShader::Program;
GLuint MotionBlurShader::uniform_boost_amount;
GLuint MotionBlurShader::uniform_center;
GLuint MotionBlurShader::uniform_color_buffer;
GLuint MotionBlurShader::uniform_direction;
GLuint MotionBlurShader::uniform_mask_radius;
GLuint MotionBlurShader::uniform_max_tex_height;
GLuint MotionBlurShader::vao;
void MotionBlurShader::init()
{
Program = LoadProgram(file_manager->getAsset("shaders/screenquad.vert").c_str(), file_manager->getAsset("shaders/motion_blur.frag").c_str());
uniform_boost_amount = glGetUniformLocation(Program, "boost_amount");
uniform_center = glGetUniformLocation(Program, "center");
uniform_color_buffer = glGetUniformLocation(Program, "color_buffer");
uniform_direction = glGetUniformLocation(Program, "direction");
uniform_mask_radius = glGetUniformLocation(Program, "mask_radius");
uniform_max_tex_height = glGetUniformLocation(Program, "max_tex_height");
vao = createVAO(Program);
}
void MotionBlurShader::setUniforms(float boost_amount, const core::vector2df &center, const core::vector2df &direction, float mask_radius, float max_tex_height, unsigned TU_cb)
{
glUniform1f(uniform_boost_amount, boost_amount);
glUniform2f(uniform_center, center.X, center.Y);
glUniform2f(uniform_direction, direction.X, direction.Y);
glUniform1f(uniform_mask_radius, mask_radius);
glUniform1f(uniform_max_tex_height, max_tex_height);
glUniform1i(uniform_color_buffer, TU_cb);
}
GLuint GodFadeShader::Program;
GLuint GodFadeShader::uniform_tex;
GLuint GodFadeShader::uniform_col;
GLuint GodFadeShader::vao;
void GodFadeShader::init()
{
Program = LoadProgram(file_manager->getAsset("shaders/screenquad.vert").c_str(), file_manager->getAsset("shaders/godfade.frag").c_str());
uniform_tex = glGetUniformLocation(Program, "tex");
uniform_col = glGetUniformLocation(Program, "col");
vao = createVAO(Program);
}
void GodFadeShader::setUniforms(const SColor &col, unsigned TU_tex)
{
glUniform3f(uniform_col, col.getRed() / 255., col.getGreen() / 255., col.getBlue() / 255.);
glUniform1i(uniform_tex, TU_tex);
}
GLuint GodRayShader::Program;
GLuint GodRayShader::uniform_tex;
GLuint GodRayShader::uniform_sunpos;
GLuint GodRayShader::vao;
void GodRayShader::init()
{
Program = LoadProgram(file_manager->getAsset("shaders/screenquad.vert").c_str(), file_manager->getAsset("shaders/godray.frag").c_str());
uniform_tex = glGetUniformLocation(Program, "tex");
uniform_sunpos = glGetUniformLocation(Program, "sunpos");
vao = createVAO(Program);
}
void GodRayShader::setUniforms(const core::vector2df &sunpos, unsigned TU_tex)
{
glUniform2f(uniform_sunpos, sunpos.X, sunpos.Y);
glUniform1i(uniform_tex, TU_tex);
}
}
namespace UIShader

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@ -523,6 +523,39 @@ public:
static void setUniforms(const core::matrix4 &ipvmat, float fogmax, float startH, float endH, float start, float end, const core::vector3df &col, unsigned TU_ntex);
};
class MotionBlurShader
{
public:
static GLuint Program;
static GLuint uniform_boost_amount, uniform_color_buffer, uniform_center, uniform_direction, uniform_mask_radius, uniform_max_tex_height;
static GLuint vao;
static void init();
static void setUniforms(float boost_amount, const core::vector2df &center, const core::vector2df &direction, float mask_radius, float max_tex_height, unsigned TU_cb);
};
class GodFadeShader
{
public:
static GLuint Program;
static GLuint uniform_tex, uniform_col;
static GLuint vao;
static void init();
static void setUniforms(const video::SColor &col, unsigned TU_tex);
};
class GodRayShader
{
public:
static GLuint Program;
static GLuint uniform_tex, uniform_sunpos;
static GLuint vao;
static void init();
static void setUniforms(const core::vector2df &sunpos, unsigned TU_tex);
};
}
namespace UIShader

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@ -76,24 +76,6 @@ void STKAnimatedMesh::drawSolid(const GLMesh &mesh, video::E_MATERIAL_TYPE type)
}
}
static bool
isObjectPass(video::E_MATERIAL_TYPE type)
{
if (type == irr_driver->getShader(ES_OBJECTPASS))
return true;
if (type == irr_driver->getShader(ES_OBJECTPASS_REF))
return true;
if (type == irr_driver->getShader(ES_OBJECTPASS_RIMLIT))
return true;
if (type == irr_driver->getShader(ES_OBJECT_UNLIT))
return true;
if (type == video::EMT_ONETEXTURE_BLEND)
return true;
if (type == video::EMT_TRANSPARENT_ADD_COLOR)
return true;
return false;
}
void STKAnimatedMesh::drawShadow(const GLMesh &mesh)
{
GLenum ptype = mesh.PrimitiveType;
@ -156,7 +138,7 @@ void STKAnimatedMesh::render()
driver->setTransform(video::ETS_WORLD, core::IdentityMatrix);
else if (Mesh->getMeshType() == scene::EAMT_SKINNED)
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation * ((scene::SSkinMeshBuffer*)mb)->Transformation);
if (isObjectPass(material.MaterialType))
if (isObject(material.MaterialType))
{
irr_driver->IncreaseObjectCount();
initvaostate(GLmeshes[i], material.MaterialType, false);

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@ -144,56 +144,6 @@ GLMesh allocateMeshBuffer(scene::IMeshBuffer* mb)
return result;
}
STKMesh::STKMesh(irr::scene::IMesh* mesh, ISceneNode* parent, irr::scene::ISceneManager* mgr, irr::s32 id,
const irr::core::vector3df& position,
const irr::core::vector3df& rotation,
const irr::core::vector3df& scale) :
CMeshSceneNode(mesh, parent, mgr, id, position, rotation, scale)
{
createGLMeshes();
}
void STKMesh::createGLMeshes()
{
for (u32 i = 0; i<Mesh->getMeshBufferCount(); ++i)
{
scene::IMeshBuffer* mb = Mesh->getMeshBuffer(i);
GLmeshes.push_back(allocateMeshBuffer(mb));
}
}
void STKMesh::cleanGLMeshes()
{
for (u32 i = 0; i < GLmeshes.size(); ++i)
{
GLMesh mesh = GLmeshes[i];
if (!mesh.vertex_buffer)
continue;
if (mesh.vao_first_pass)
glDeleteVertexArrays(1, &(mesh.vao_first_pass));
if (mesh.vao_second_pass)
glDeleteVertexArrays(1, &(mesh.vao_second_pass));
if (mesh.vao_glow_pass)
glDeleteVertexArrays(1, &(mesh.vao_glow_pass));
if (mesh.vao_displace_pass)
glDeleteVertexArrays(1, &(mesh.vao_displace_pass));
glDeleteBuffers(1, &(mesh.vertex_buffer));
glDeleteBuffers(1, &(mesh.index_buffer));
}
GLmeshes.clear();
}
void STKMesh::setMesh(irr::scene::IMesh* mesh)
{
CMeshSceneNode::setMesh(mesh);
cleanGLMeshes();
createGLMeshes();
}
STKMesh::~STKMesh()
{
cleanGLMeshes();
}
void computeMVP(core::matrix4 &ModelViewProjectionMatrix)
{
@ -241,22 +191,6 @@ void drawObjectRefPass1(const GLMesh &mesh, const core::matrix4 & ModelViewProje
glEnable(GL_CULL_FACE);
}
static
core::vector3df getWind()
{
const core::vector3df pos = irr_driver->getVideoDriver()->getTransform(video::ETS_WORLD).getTranslation();
const float time = irr_driver->getDevice()->getTimer()->getTime() / 1000.0f;
GrassShaderProvider *gsp = (GrassShaderProvider *)irr_driver->getCallback(ES_GRASS);
float m_speed = gsp->getSpeed(), m_amplitude = gsp->getAmplitude();
float strength = (pos.X + pos.Y + pos.Z) * 1.2f + time * m_speed;
strength = noise2d(strength / 10.0f) * m_amplitude * 5;
// * 5 is to work with the existing amplitude values.
// Pre-multiply on the cpu
return irr_driver->getWind() * strength;
}
void drawGrassPass1(const GLMesh &mesh, const core::matrix4 & ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView, core::vector3df windDir)
{
GLenum ptype = mesh.PrimitiveType;
@ -707,142 +641,7 @@ void drawBubble(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatr
glDrawElements(ptype, count, itype, 0);
}
void STKMesh::drawGlow(const GLMesh &mesh)
{
ColorizeProvider * const cb = (ColorizeProvider *)irr_driver->getCallback(ES_COLORIZE);
GLenum ptype = mesh.PrimitiveType;
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
computeMVP(ModelViewProjectionMatrix);
glUseProgram(MeshShader::ColorizeShader::Program);
MeshShader::ColorizeShader::setUniforms(ModelViewProjectionMatrix, cb->getRed(), cb->getGreen(), cb->getBlue());
glBindVertexArray(mesh.vao_glow_pass);
glDrawElements(ptype, count, itype, 0);
}
void STKMesh::drawDisplace(const GLMesh &mesh)
{
DisplaceProvider * const cb = (DisplaceProvider *)irr_driver->getCallback(ES_DISPLACE);
GLenum ptype = mesh.PrimitiveType;
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
computeMVP(ModelViewProjectionMatrix);
core::matrix4 ModelViewMatrix = irr_driver->getVideoDriver()->getTransform(video::ETS_VIEW);
ModelViewMatrix *= irr_driver->getVideoDriver()->getTransform(video::ETS_WORLD);
setTexture(0, getTextureGLuint(irr_driver->getTexture(FileManager::TEXTURE, "displace.png")), GL_LINEAR, GL_LINEAR, true);
glUseProgram(MeshShader::DisplaceShader::Program);
MeshShader::DisplaceShader::setUniforms(ModelViewProjectionMatrix, ModelViewMatrix, cb->getDirX(), cb->getDirY(), cb->getDir2X(), cb->getDir2Y(), 0);
glBindVertexArray(mesh.vao_displace_pass);
glDrawElements(ptype, count, itype, 0);
}
void STKMesh::drawTransparent(const GLMesh &mesh, video::E_MATERIAL_TYPE type)
{
assert(irr_driver->getPhase() == TRANSPARENT_PASS);
computeMVP(ModelViewProjectionMatrix);
if (type == irr_driver->getShader(ES_BUBBLES))
drawBubble(mesh, ModelViewProjectionMatrix);
else if (World::getWorld()->getTrack()->isFogEnabled())
drawTransparentFogObject(mesh, ModelViewProjectionMatrix, TextureMatrix);
else
drawTransparentObject(mesh, ModelViewProjectionMatrix, TextureMatrix);
return;
}
void STKMesh::drawShadow(const GLMesh &mesh, video::E_MATERIAL_TYPE type)
{
GLenum ptype = mesh.PrimitiveType;
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
std::vector<core::matrix4> ShadowMVP(irr_driver->getShadowViewProj());
for (unsigned i = 0; i < ShadowMVP.size(); i++)
ShadowMVP[i] *= irr_driver->getVideoDriver()->getTransform(video::ETS_WORLD);
if (type == irr_driver->getShader(ES_OBJECTPASS_REF))
{
setTexture(0, mesh.textures[0], GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
glUseProgram(MeshShader::RefShadowShader::Program);
MeshShader::RefShadowShader::setUniforms(ShadowMVP, 0);
}
/* else if (type == irr_driver->getShader(ES_GRASS) || type == irr_driver->getShader(ES_GRASS_REF))
{
setTexture(0, mesh.textures[0], GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
glUseProgram(MeshShader::GrassShadowShader::Program);
MeshShader::GrassShadowShader::setUniforms(ShadowMVP, windDir, 0);
}*/
else
{
glUseProgram(MeshShader::ShadowShader::Program);
MeshShader::ShadowShader::setUniforms(ShadowMVP);
}
glBindVertexArray(mesh.vao_shadow_pass);
glDrawElements(ptype, count, itype, 0);
}
void STKMesh::drawSolid(const GLMesh &mesh, video::E_MATERIAL_TYPE type)
{
switch (irr_driver->getPhase())
{
case SOLID_NORMAL_AND_DEPTH_PASS:
{
windDir = getWind();
computeMVP(ModelViewProjectionMatrix);
computeTIMV(TransposeInverseModelView);
if (type == irr_driver->getShader(ES_NORMAL_MAP))
drawNormalPass(mesh, ModelViewProjectionMatrix, TransposeInverseModelView);
else if (type == irr_driver->getShader(ES_OBJECTPASS_REF))
drawObjectRefPass1(mesh, ModelViewProjectionMatrix, TransposeInverseModelView);
else if (type == irr_driver->getShader(ES_GRASS) || type == irr_driver->getShader(ES_GRASS_REF))
drawGrassPass1(mesh, ModelViewProjectionMatrix, TransposeInverseModelView, windDir);
else
drawObjectPass1(mesh, ModelViewProjectionMatrix, TransposeInverseModelView);
break;
}
case SOLID_LIT_PASS:
{
if (type == irr_driver->getShader(ES_SPHERE_MAP))
drawSphereMap(mesh, ModelViewProjectionMatrix, TransposeInverseModelView);
else if (type == irr_driver->getShader(ES_SPLATTING))
drawSplatting(mesh, ModelViewProjectionMatrix);
else if (type == irr_driver->getShader(ES_OBJECTPASS_REF))
drawObjectRefPass2(mesh, ModelViewProjectionMatrix);
else if (type == irr_driver->getShader(ES_GRASS) || type == irr_driver->getShader(ES_GRASS_REF))
drawGrassPass2(mesh, ModelViewProjectionMatrix, windDir);
else if (type == irr_driver->getShader(ES_OBJECTPASS_RIMLIT))
drawObjectRimLimit(mesh, ModelViewProjectionMatrix, TransposeInverseModelView);
else if (type == irr_driver->getShader(ES_OBJECT_UNLIT))
drawObjectUnlit(mesh, ModelViewProjectionMatrix);
else if (mesh.textures[1] && type != irr_driver->getShader(ES_NORMAL_MAP))
drawDetailledObjectPass2(mesh, ModelViewProjectionMatrix);
else if (!mesh.textures[0])
drawUntexturedObject(mesh, ModelViewProjectionMatrix);
else if (!TextureMatrix.isIdentity())
drawMovingTexture(mesh, ModelViewProjectionMatrix, TextureMatrix);
else
drawObjectPass2(mesh, ModelViewProjectionMatrix);
break;
}
default:
{
assert(0 && "wrong pass");
}
}
}
static bool isObject(video::E_MATERIAL_TYPE type)
bool isObject(video::E_MATERIAL_TYPE type)
{
if (type == irr_driver->getShader(ES_OBJECTPASS))
return true;
@ -1003,69 +802,3 @@ void initvaostate(GLMesh &mesh, video::E_MATERIAL_TYPE type, bool MovingTexture)
}
}
void STKMesh::render()
{
irr::video::IVideoDriver* driver = irr_driver->getVideoDriver();
if (!Mesh || !driver)
return;
bool isTransparentPass =
SceneManager->getSceneNodeRenderPass() == scene::ESNRP_TRANSPARENT;
++PassCount;
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
Box = Mesh->getBoundingBox();
for (u32 i=0; i<Mesh->getMeshBufferCount(); ++i)
{
scene::IMeshBuffer* mb = Mesh->getMeshBuffer(i);
if (mb)
{
TextureMatrix = getMaterial(i).getTextureMatrix(0);
const video::SMaterial& material = ReadOnlyMaterials ? mb->getMaterial() : Materials[i];
video::IMaterialRenderer* rnd = driver->getMaterialRenderer(material.MaterialType);
bool transparent = (rnd && rnd->isTransparent());
if (isTransparentPass != transparent)
continue;
if (irr_driver->getPhase() == DISPLACEMENT_PASS)
{
initvaostate(GLmeshes[i], material.MaterialType, false);
drawDisplace(GLmeshes[i]);
continue;
}
if (!isObject(material.MaterialType))
{
#ifdef DEBUG
Log::warn("material", "Unhandled (static) material type : %d", material.MaterialType);
#endif
continue;
}
// only render transparent buffer if this is the transparent render pass
// and solid only in solid pass
if (irr_driver->getPhase() == GLOW_PASS)
{
initvaostate(GLmeshes[i], material.MaterialType, TextureMatrix.isIdentity());
drawGlow(GLmeshes[i]);
}
else if (irr_driver->getPhase() == SHADOW_PASS)
{
initvaostate(GLmeshes[i], material.MaterialType, TextureMatrix.isIdentity());
drawShadow(GLmeshes[i], material.MaterialType);
}
else
{
irr_driver->IncreaseObjectCount();
initvaostate(GLmeshes[i], material.MaterialType, TextureMatrix.isIdentity());
if (transparent)
drawTransparent(GLmeshes[i], material.MaterialType);
else
drawSolid(GLmeshes[i], material.MaterialType);
}
}
}
}

View File

@ -28,6 +28,7 @@ GLMesh allocateMeshBuffer(scene::IMeshBuffer* mb);
void initvaostate(GLMesh &mesh, video::E_MATERIAL_TYPE type, bool moving_texture);
void computeMVP(core::matrix4 &ModelViewProjectionMatrix);
void computeTIMV(core::matrix4 &TransposeInverseModelView);
bool isObject(video::E_MATERIAL_TYPE type);
// Pass 1 shader (ie shaders that outputs normals and depth)
void drawObjectPass1(const GLMesh &mesh, const core::matrix4 & ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView);
@ -52,30 +53,4 @@ void drawTransparentObject(const GLMesh &mesh, const core::matrix4 &ModelViewPro
void drawTransparentFogObject(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TextureMatrix);
void drawBubble(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix);
class STKMesh : public irr::scene::CMeshSceneNode
{
protected:
std::vector<GLMesh> GLmeshes;
core::matrix4 ModelViewProjectionMatrix, TransposeInverseModelView, TextureMatrix;
core::vector3df windDir;
void drawSolid(const GLMesh &mesh, video::E_MATERIAL_TYPE type);
void drawTransparent(const GLMesh &mesh, video::E_MATERIAL_TYPE type);
// Misc passes shaders (glow, displace...)
void drawGlow(const GLMesh &mesh);
void drawDisplace(const GLMesh &mesh);
void drawShadow(const GLMesh &mesh, video::E_MATERIAL_TYPE type);
void createGLMeshes();
void cleanGLMeshes();
public:
STKMesh(irr::scene::IMesh* mesh, ISceneNode* parent, irr::scene::ISceneManager* mgr, irr::s32 id,
const irr::core::vector3df& position = irr::core::vector3df(0,0,0),
const irr::core::vector3df& rotation = irr::core::vector3df(0,0,0),
const irr::core::vector3df& scale = irr::core::vector3df(1.0f, 1.0f, 1.0f));
virtual void render();
virtual void setMesh(irr::scene::IMesh* mesh);
void MovingTexture(unsigned, unsigned);
~STKMesh();
};
#endif // STKMESH_H
#endif // STKMESH_H

View File

@ -0,0 +1,280 @@
#include "stkmeshscenenode.hpp"
#include "stkmesh.hpp"
#include "graphics/irr_driver.hpp"
#include "tracks/track.hpp"
#include <ISceneManager.h>
#include <IMaterialRenderer.h>
#include "config/user_config.hpp"
#include "graphics/callbacks.hpp"
#include "utils/helpers.hpp"
#include "graphics/camera.hpp"
#include "modes/world.hpp"
static
core::vector3df getWind()
{
const core::vector3df pos = irr_driver->getVideoDriver()->getTransform(video::ETS_WORLD).getTranslation();
const float time = irr_driver->getDevice()->getTimer()->getTime() / 1000.0f;
GrassShaderProvider *gsp = (GrassShaderProvider *)irr_driver->getCallback(ES_GRASS);
float m_speed = gsp->getSpeed(), m_amplitude = gsp->getAmplitude();
float strength = (pos.X + pos.Y + pos.Z) * 1.2f + time * m_speed;
strength = noise2d(strength / 10.0f) * m_amplitude * 5;
// * 5 is to work with the existing amplitude values.
// Pre-multiply on the cpu
return irr_driver->getWind() * strength;
}
STKMeshSceneNode::STKMeshSceneNode(irr::scene::IMesh* mesh, ISceneNode* parent, irr::scene::ISceneManager* mgr, irr::s32 id,
const irr::core::vector3df& position,
const irr::core::vector3df& rotation,
const irr::core::vector3df& scale) :
CMeshSceneNode(mesh, parent, mgr, id, position, rotation, scale)
{
createGLMeshes();
}
void STKMeshSceneNode::createGLMeshes()
{
for (u32 i = 0; i<Mesh->getMeshBufferCount(); ++i)
{
scene::IMeshBuffer* mb = Mesh->getMeshBuffer(i);
GLmeshes.push_back(allocateMeshBuffer(mb));
}
}
void STKMeshSceneNode::cleanGLMeshes()
{
for (u32 i = 0; i < GLmeshes.size(); ++i)
{
GLMesh mesh = GLmeshes[i];
if (!mesh.vertex_buffer)
continue;
if (mesh.vao_first_pass)
glDeleteVertexArrays(1, &(mesh.vao_first_pass));
if (mesh.vao_second_pass)
glDeleteVertexArrays(1, &(mesh.vao_second_pass));
if (mesh.vao_glow_pass)
glDeleteVertexArrays(1, &(mesh.vao_glow_pass));
if (mesh.vao_displace_pass)
glDeleteVertexArrays(1, &(mesh.vao_displace_pass));
glDeleteBuffers(1, &(mesh.vertex_buffer));
glDeleteBuffers(1, &(mesh.index_buffer));
}
GLmeshes.clear();
}
void STKMeshSceneNode::setMesh(irr::scene::IMesh* mesh)
{
CMeshSceneNode::setMesh(mesh);
cleanGLMeshes();
createGLMeshes();
}
STKMeshSceneNode::~STKMeshSceneNode()
{
cleanGLMeshes();
}
void STKMeshSceneNode::drawGlow(const GLMesh &mesh)
{
ColorizeProvider * const cb = (ColorizeProvider *)irr_driver->getCallback(ES_COLORIZE);
GLenum ptype = mesh.PrimitiveType;
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
computeMVP(ModelViewProjectionMatrix);
glUseProgram(MeshShader::ColorizeShader::Program);
MeshShader::ColorizeShader::setUniforms(ModelViewProjectionMatrix, cb->getRed(), cb->getGreen(), cb->getBlue());
glBindVertexArray(mesh.vao_glow_pass);
glDrawElements(ptype, count, itype, 0);
}
void STKMeshSceneNode::drawDisplace(const GLMesh &mesh)
{
DisplaceProvider * const cb = (DisplaceProvider *)irr_driver->getCallback(ES_DISPLACE);
GLenum ptype = mesh.PrimitiveType;
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
computeMVP(ModelViewProjectionMatrix);
core::matrix4 ModelViewMatrix = irr_driver->getVideoDriver()->getTransform(video::ETS_VIEW);
ModelViewMatrix *= irr_driver->getVideoDriver()->getTransform(video::ETS_WORLD);
setTexture(0, getTextureGLuint(irr_driver->getTexture(FileManager::TEXTURE, "displace.png")), GL_LINEAR, GL_LINEAR, true);
glUseProgram(MeshShader::DisplaceShader::Program);
MeshShader::DisplaceShader::setUniforms(ModelViewProjectionMatrix, ModelViewMatrix, cb->getDirX(), cb->getDirY(), cb->getDir2X(), cb->getDir2Y(), 0);
glBindVertexArray(mesh.vao_displace_pass);
glDrawElements(ptype, count, itype, 0);
}
void STKMeshSceneNode::drawTransparent(const GLMesh &mesh, video::E_MATERIAL_TYPE type)
{
assert(irr_driver->getPhase() == TRANSPARENT_PASS);
computeMVP(ModelViewProjectionMatrix);
if (type == irr_driver->getShader(ES_BUBBLES))
drawBubble(mesh, ModelViewProjectionMatrix);
else if (World::getWorld()->getTrack()->isFogEnabled())
drawTransparentFogObject(mesh, ModelViewProjectionMatrix, TextureMatrix);
else
drawTransparentObject(mesh, ModelViewProjectionMatrix, TextureMatrix);
return;
}
void STKMeshSceneNode::drawShadow(const GLMesh &mesh, video::E_MATERIAL_TYPE type)
{
GLenum ptype = mesh.PrimitiveType;
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
std::vector<core::matrix4> ShadowMVP(irr_driver->getShadowViewProj());
for (unsigned i = 0; i < ShadowMVP.size(); i++)
ShadowMVP[i] *= irr_driver->getVideoDriver()->getTransform(video::ETS_WORLD);
if (type == irr_driver->getShader(ES_OBJECTPASS_REF))
{
setTexture(0, mesh.textures[0], GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
glUseProgram(MeshShader::RefShadowShader::Program);
MeshShader::RefShadowShader::setUniforms(ShadowMVP, 0);
}
/* else if (type == irr_driver->getShader(ES_GRASS) || type == irr_driver->getShader(ES_GRASS_REF))
{
setTexture(0, mesh.textures[0], GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
glUseProgram(MeshShader::GrassShadowShader::Program);
MeshShader::GrassShadowShader::setUniforms(ShadowMVP, windDir, 0);
}*/
else
{
glUseProgram(MeshShader::ShadowShader::Program);
MeshShader::ShadowShader::setUniforms(ShadowMVP);
}
glBindVertexArray(mesh.vao_shadow_pass);
glDrawElements(ptype, count, itype, 0);
}
void STKMeshSceneNode::drawSolid(const GLMesh &mesh, video::E_MATERIAL_TYPE type)
{
switch (irr_driver->getPhase())
{
case SOLID_NORMAL_AND_DEPTH_PASS:
{
windDir = getWind();
computeMVP(ModelViewProjectionMatrix);
computeTIMV(TransposeInverseModelView);
if (type == irr_driver->getShader(ES_NORMAL_MAP))
drawNormalPass(mesh, ModelViewProjectionMatrix, TransposeInverseModelView);
else if (type == irr_driver->getShader(ES_OBJECTPASS_REF))
drawObjectRefPass1(mesh, ModelViewProjectionMatrix, TransposeInverseModelView);
else if (type == irr_driver->getShader(ES_GRASS) || type == irr_driver->getShader(ES_GRASS_REF))
drawGrassPass1(mesh, ModelViewProjectionMatrix, TransposeInverseModelView, windDir);
else
drawObjectPass1(mesh, ModelViewProjectionMatrix, TransposeInverseModelView);
break;
}
case SOLID_LIT_PASS:
{
if (type == irr_driver->getShader(ES_SPHERE_MAP))
drawSphereMap(mesh, ModelViewProjectionMatrix, TransposeInverseModelView);
else if (type == irr_driver->getShader(ES_SPLATTING))
drawSplatting(mesh, ModelViewProjectionMatrix);
else if (type == irr_driver->getShader(ES_OBJECTPASS_REF))
drawObjectRefPass2(mesh, ModelViewProjectionMatrix);
else if (type == irr_driver->getShader(ES_GRASS) || type == irr_driver->getShader(ES_GRASS_REF))
drawGrassPass2(mesh, ModelViewProjectionMatrix, windDir);
else if (type == irr_driver->getShader(ES_OBJECTPASS_RIMLIT))
drawObjectRimLimit(mesh, ModelViewProjectionMatrix, TransposeInverseModelView);
else if (type == irr_driver->getShader(ES_OBJECT_UNLIT))
drawObjectUnlit(mesh, ModelViewProjectionMatrix);
else if (mesh.textures[1] && type != irr_driver->getShader(ES_NORMAL_MAP))
drawDetailledObjectPass2(mesh, ModelViewProjectionMatrix);
else if (!mesh.textures[0])
drawUntexturedObject(mesh, ModelViewProjectionMatrix);
else if (!TextureMatrix.isIdentity())
drawMovingTexture(mesh, ModelViewProjectionMatrix, TextureMatrix);
else
drawObjectPass2(mesh, ModelViewProjectionMatrix);
break;
}
default:
{
assert(0 && "wrong pass");
}
}
}
void STKMeshSceneNode::render()
{
irr::video::IVideoDriver* driver = irr_driver->getVideoDriver();
if (!Mesh || !driver)
return;
bool isTransparentPass =
SceneManager->getSceneNodeRenderPass() == scene::ESNRP_TRANSPARENT;
++PassCount;
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
Box = Mesh->getBoundingBox();
for (u32 i = 0; i<Mesh->getMeshBufferCount(); ++i)
{
scene::IMeshBuffer* mb = Mesh->getMeshBuffer(i);
if (mb)
{
TextureMatrix = getMaterial(i).getTextureMatrix(0);
const video::SMaterial& material = ReadOnlyMaterials ? mb->getMaterial() : Materials[i];
video::IMaterialRenderer* rnd = driver->getMaterialRenderer(material.MaterialType);
bool transparent = (rnd && rnd->isTransparent());
if (isTransparentPass != transparent)
continue;
if (irr_driver->getPhase() == DISPLACEMENT_PASS)
{
initvaostate(GLmeshes[i], material.MaterialType, false);
drawDisplace(GLmeshes[i]);
continue;
}
if (!isObject(material.MaterialType))
{
#ifdef DEBUG
Log::warn("material", "Unhandled (static) material type : %d", material.MaterialType);
#endif
continue;
}
// only render transparent buffer if this is the transparent render pass
// and solid only in solid pass
if (irr_driver->getPhase() == GLOW_PASS)
{
initvaostate(GLmeshes[i], material.MaterialType, TextureMatrix.isIdentity());
drawGlow(GLmeshes[i]);
}
else if (irr_driver->getPhase() == SHADOW_PASS)
{
initvaostate(GLmeshes[i], material.MaterialType, TextureMatrix.isIdentity());
drawShadow(GLmeshes[i], material.MaterialType);
}
else
{
irr_driver->IncreaseObjectCount();
initvaostate(GLmeshes[i], material.MaterialType, TextureMatrix.isIdentity());
if (transparent)
drawTransparent(GLmeshes[i], material.MaterialType);
else
drawSolid(GLmeshes[i], material.MaterialType);
}
}
}
}

View File

@ -0,0 +1,32 @@
#ifndef STKMESHSCENENODE_H
#define STKMESHSCENENODE_H
#include "stkmesh.hpp"
class STKMeshSceneNode : public irr::scene::CMeshSceneNode
{
protected:
std::vector<GLMesh> GLmeshes;
core::matrix4 ModelViewProjectionMatrix, TransposeInverseModelView, TextureMatrix;
core::vector3df windDir;
void drawSolid(const GLMesh &mesh, video::E_MATERIAL_TYPE type);
void drawTransparent(const GLMesh &mesh, video::E_MATERIAL_TYPE type);
// Misc passes shaders (glow, displace...)
void drawGlow(const GLMesh &mesh);
void drawDisplace(const GLMesh &mesh);
void drawShadow(const GLMesh &mesh, video::E_MATERIAL_TYPE type);
void createGLMeshes();
void cleanGLMeshes();
public:
STKMeshSceneNode(irr::scene::IMesh* mesh, ISceneNode* parent, irr::scene::ISceneManager* mgr, irr::s32 id,
const irr::core::vector3df& position = irr::core::vector3df(0, 0, 0),
const irr::core::vector3df& rotation = irr::core::vector3df(0, 0, 0),
const irr::core::vector3df& scale = irr::core::vector3df(1.0f, 1.0f, 1.0f));
virtual void render();
virtual void setMesh(irr::scene::IMesh* mesh);
void MovingTexture(unsigned, unsigned);
~STKMeshSceneNode();
};
#endif