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

This commit is contained in:
sachith500 2014-05-22 11:35:21 +05:30
commit 5056f2cc7e
17 changed files with 812 additions and 731 deletions

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@ -0,0 +1,35 @@
<?xml version="1.0"?>
<!-- For sky particles, the size of the box is ignored -->
<particles emitter="box" box_x="10.0" box_y="0.5" box_z="10.0">
<spreading angle="3" />
<velocity x="-0.00"
y="-0.002"
z="-0.00" />
<material file="gfx_leaf_a.png" clampu="Y" clampv="Y" />
<!-- Amount of particles emitted per second -->
<rate min="2"
max="5" />
<!-- Minimal and maximal lifetime of a particle, in milliseconds. -->
<lifetime min="30000"
max="30000" />
<!-- Size of the particles -->
<size min="0.40"
max="0.60" />
<color min="40 40 255"
max="255 255 255" />
<!-- How much time in milliseconds before the particle is fully faded out -->
<fadeout time="100" />
<wind speed="0.16"
flips="Y" />
</particles>

View File

@ -2,34 +2,22 @@
<materials>
<material name="banana.png"/>
<material name="gift-box.png"/>
<material name="gift-loop.png" sphere="Y"/>
<material name="gold.png" light="Y" smooth-reflection="Y"/>
<material name="silver.png" light="Y" smooth-reflection="Y"/>
<material name="bronze.png" light="Y" smooth-reflection="Y"/>
<material name="gift-loop.png" shader="spheremap"/>
<material name="gold.png" light="Y" shader="spheremap"/>
<material name="silver.png" light="Y" shader="spheremap"/>
<material name="bronze.png" light="Y" shader="spheremap"/>
<material name="stk_mod_nitroBarrel.png" />
<material name="stk_mod_nitroBottle.png" />
<material name="stk_mod_nitroLogo.png" compositing="additive" light="N" disable-z-write="Y" />
<material name="stk_mod_nitroLogo.png" shader="additive" disable-z-write="Y" />
<material name="traffic_light_green.jpg" light="N"/>
<material name="traffic_light_yellow.jpg" light="N"/>
<material name="traffic_light_red.jpg" light="N"/>
<material name="traffic_light_green.jpg" shader="unlit"/>
<material name="traffic_light_yellow.jpg" shader="unlit"/>
<material name="traffic_light_red.jpg" shader="unlit"/>
<material name="bubblegum_shield.png" compositing="blend" disable-z-write="Y"/>
<material name="bubblegum_shield_nolok.png" compositing="blend" disable-z-write="Y"/>
<material name="bubblegum_shield.png" shader="alphablend" disable-z-write="Y"/>
<material name="bubblegum_shield_nolok.png" shader="alphablend" disable-z-write="Y"/>
<material name="parachute.png" backface-culling="n" ignore="Y"/>
<material name="zipper.png" light="N" zipper="Y"/>
<material name="zipper_collect.png" light="N" zipper="Y"/>
<material name="bowling-icon.png" transparency="Y" light="N"/>
<material name="bubblegum-icon.png" transparency="Y" light="N"/>
<material name="cake-icon.png" transparency="Y" light="N" />
<material name="anchor-icon.png" clampU="Y" clampV="Y" transparency="Y" light="N" ignore="Y"/>
<material name="plunger-icon.png" transparency="Y" light="N"/>
<material name="parachute-icon.png" clampU="Y" clampV="Y" ignore="Y"/>
<material name="anchor-attach-icon.png" clampU="Y" clampV="Y" transparency="Y" light="N" ignore="Y"/>
<material name="parachute-attach-icon.png" clampU="Y" clampV="Y" ignore="Y"/>
<material name="bomb-attach-icon.png" clampU="Y" clampV="Y" ignore="Y"/>
<material name="balldimpleddark.jpg"/>
<material name="zipper.png" shader="unlit" zipper="Y"/>
</materials>

View File

@ -29,6 +29,6 @@ void main(void)
vec4 color = texture(Albedo, uv);
if (color.a < 0.5) discard;
vec3 LightFactor = scattering + getLightFactor(1.);
vec3 LightFactor = (scattering * 0.3) + getLightFactor(1.);
FragColor = vec4(color.xyz * LightFactor, 1.);
}

View File

@ -5,6 +5,7 @@ uniform mat4 ViewMatrix;
uniform mat4 ProjectionMatrix;
uniform mat4 InverseViewMatrix;
uniform mat4 InverseProjectionMatrix;
uniform vec2 screen;
#else
layout (std140) uniform MatrixesData
{

View File

@ -7,6 +7,7 @@ uniform mat4 ViewMatrix;
uniform mat4 ProjectionMatrix;
uniform mat4 InverseViewMatrix;
uniform mat4 InverseProjectionMatrix;
uniform vec2 screen;
#else
layout (std140) uniform MatrixesData
{

View File

@ -3,6 +3,7 @@ uniform mat4 ViewMatrix;
uniform mat4 ProjectionMatrix;
uniform mat4 InverseViewMatrix;
uniform mat4 InverseProjectionMatrix;
uniform vec2 screen;
#else
layout (std140) uniform MatrixesData
{

View File

@ -9,6 +9,7 @@ uniform mat4 ViewMatrix;
uniform mat4 ProjectionMatrix;
uniform mat4 InverseViewMatrix;
uniform mat4 InverseProjectionMatrix;
uniform vec2 screen;
#else
layout (std140) uniform MatrixesData
{

View File

@ -87,7 +87,7 @@ static void
CALLBACK
#endif
debugCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length,
const GLchar* msg, const void *userparam)
const GLchar* msg, const void *userparam)
{
switch(source)
{
@ -153,58 +153,58 @@ debugCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei le
void initGL()
{
if (is_gl_init)
return;
is_gl_init = true;
if (is_gl_init)
return;
is_gl_init = true;
#ifdef _IRR_WINDOWS_API_
glGenTransformFeedbacks = (PFNGLGENTRANSFORMFEEDBACKSPROC)IRR_OGL_LOAD_EXTENSION("glGenTransformFeedbacks");
glBindTransformFeedback = (PFNGLBINDTRANSFORMFEEDBACKPROC)IRR_OGL_LOAD_EXTENSION("glBindTransformFeedback");
glDrawTransformFeedback = (PFNGLDRAWTRANSFORMFEEDBACKPROC)IRR_OGL_LOAD_EXTENSION("glDrawTransformFeedback");
glBeginTransformFeedback = (PFNGLBEGINTRANSFORMFEEDBACKPROC)IRR_OGL_LOAD_EXTENSION("glBeginTransformFeedback");
glEndTransformFeedback = (PFNGLENDTRANSFORMFEEDBACKPROC)IRR_OGL_LOAD_EXTENSION("glEndTransformFeedback");
glBindBufferBase = (PFNGLBINDBUFFERBASEPROC)IRR_OGL_LOAD_EXTENSION("glBindBufferBase");
glGenBuffers = (PFNGLGENBUFFERSPROC)IRR_OGL_LOAD_EXTENSION("glGenBuffers");
glBindBuffer = (PFNGLBINDBUFFERPROC)IRR_OGL_LOAD_EXTENSION("glBindBuffer");
glBufferData = (PFNGLBUFFERDATAPROC)IRR_OGL_LOAD_EXTENSION("glBufferData");
glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)IRR_OGL_LOAD_EXTENSION("glVertexAttribPointer");
glCreateShader = (PFNGLCREATESHADERPROC)IRR_OGL_LOAD_EXTENSION("glCreateShader");
glCompileShader = (PFNGLCOMPILESHADERPROC)IRR_OGL_LOAD_EXTENSION("glCompileShader");
glShaderSource = (PFNGLSHADERSOURCEPROC)IRR_OGL_LOAD_EXTENSION("glShaderSource");
glCreateProgram = (PFNGLCREATEPROGRAMPROC)IRR_OGL_LOAD_EXTENSION("glCreateProgram");
glAttachShader = (PFNGLATTACHSHADERPROC)IRR_OGL_LOAD_EXTENSION("glAttachShader");
glLinkProgram = (PFNGLLINKPROGRAMPROC)IRR_OGL_LOAD_EXTENSION("glLinkProgram");
glUseProgram = (PFNGLUSEPROGRAMPROC)IRR_OGL_LOAD_EXTENSION("glUseProgram");
glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)IRR_OGL_LOAD_EXTENSION("glEnableVertexAttribArray");
glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)IRR_OGL_LOAD_EXTENSION("glGetUniformLocation");
glUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC)IRR_OGL_LOAD_EXTENSION("glUniformMatrix4fv");
glUniform1f = (PFNGLUNIFORM1FPROC)IRR_OGL_LOAD_EXTENSION("glUniform1f");
glUniform3f = (PFNGLUNIFORM3FPROC)IRR_OGL_LOAD_EXTENSION("glUniform3f");
glDisableVertexAttribArray = (PFNGLDISABLEVERTEXATTRIBARRAYPROC)IRR_OGL_LOAD_EXTENSION("glDisableVertexAttribArray");
glDeleteShader = (PFNGLDELETESHADERPROC)IRR_OGL_LOAD_EXTENSION("glDeleteShader");
glGetShaderiv = (PFNGLGETSHADERIVPROC)IRR_OGL_LOAD_EXTENSION("glGetShaderiv");
glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)IRR_OGL_LOAD_EXTENSION("glGetShaderInfoLog");
glActiveTexture = (PFNGLACTIVETEXTUREPROC)IRR_OGL_LOAD_EXTENSION("glActiveTexture");
glUniform2f = (PFNGLUNIFORM2FPROC)IRR_OGL_LOAD_EXTENSION("glUniform2f");
glUniform4i = (PFNGLUNIFORM4IPROC)IRR_OGL_LOAD_EXTENSION("glUniform4i");
glUniform3i = (PFNGLUNIFORM3IPROC)IRR_OGL_LOAD_EXTENSION("glUniform3i");
glUniform1i = (PFNGLUNIFORM1IPROC)IRR_OGL_LOAD_EXTENSION("glUniform1i");
glGetProgramiv = (PFNGLGETPROGRAMIVPROC)IRR_OGL_LOAD_EXTENSION("glGetProgramiv");
glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)IRR_OGL_LOAD_EXTENSION("glGetProgramInfoLog");
glTransformFeedbackVaryings = (PFNGLTRANSFORMFEEDBACKVARYINGSPROC)IRR_OGL_LOAD_EXTENSION("glTransformFeedbackVaryings");
glGetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC)IRR_OGL_LOAD_EXTENSION("glGetAttribLocation");
glBlendEquation = (PFNGLBLENDEQUATIONPROC)IRR_OGL_LOAD_EXTENSION("glBlendEquation");
glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISORPROC)IRR_OGL_LOAD_EXTENSION("glVertexAttribDivisor");
glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDPROC)IRR_OGL_LOAD_EXTENSION("glDrawArraysInstanced");
glGenTransformFeedbacks = (PFNGLGENTRANSFORMFEEDBACKSPROC)IRR_OGL_LOAD_EXTENSION("glGenTransformFeedbacks");
glBindTransformFeedback = (PFNGLBINDTRANSFORMFEEDBACKPROC)IRR_OGL_LOAD_EXTENSION("glBindTransformFeedback");
glDrawTransformFeedback = (PFNGLDRAWTRANSFORMFEEDBACKPROC)IRR_OGL_LOAD_EXTENSION("glDrawTransformFeedback");
glBeginTransformFeedback = (PFNGLBEGINTRANSFORMFEEDBACKPROC)IRR_OGL_LOAD_EXTENSION("glBeginTransformFeedback");
glEndTransformFeedback = (PFNGLENDTRANSFORMFEEDBACKPROC)IRR_OGL_LOAD_EXTENSION("glEndTransformFeedback");
glBindBufferBase = (PFNGLBINDBUFFERBASEPROC)IRR_OGL_LOAD_EXTENSION("glBindBufferBase");
glGenBuffers = (PFNGLGENBUFFERSPROC)IRR_OGL_LOAD_EXTENSION("glGenBuffers");
glBindBuffer = (PFNGLBINDBUFFERPROC)IRR_OGL_LOAD_EXTENSION("glBindBuffer");
glBufferData = (PFNGLBUFFERDATAPROC)IRR_OGL_LOAD_EXTENSION("glBufferData");
glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)IRR_OGL_LOAD_EXTENSION("glVertexAttribPointer");
glCreateShader = (PFNGLCREATESHADERPROC)IRR_OGL_LOAD_EXTENSION("glCreateShader");
glCompileShader = (PFNGLCOMPILESHADERPROC)IRR_OGL_LOAD_EXTENSION("glCompileShader");
glShaderSource = (PFNGLSHADERSOURCEPROC)IRR_OGL_LOAD_EXTENSION("glShaderSource");
glCreateProgram = (PFNGLCREATEPROGRAMPROC)IRR_OGL_LOAD_EXTENSION("glCreateProgram");
glAttachShader = (PFNGLATTACHSHADERPROC)IRR_OGL_LOAD_EXTENSION("glAttachShader");
glLinkProgram = (PFNGLLINKPROGRAMPROC)IRR_OGL_LOAD_EXTENSION("glLinkProgram");
glUseProgram = (PFNGLUSEPROGRAMPROC)IRR_OGL_LOAD_EXTENSION("glUseProgram");
glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)IRR_OGL_LOAD_EXTENSION("glEnableVertexAttribArray");
glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)IRR_OGL_LOAD_EXTENSION("glGetUniformLocation");
glUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC)IRR_OGL_LOAD_EXTENSION("glUniformMatrix4fv");
glUniform1f = (PFNGLUNIFORM1FPROC)IRR_OGL_LOAD_EXTENSION("glUniform1f");
glUniform3f = (PFNGLUNIFORM3FPROC)IRR_OGL_LOAD_EXTENSION("glUniform3f");
glDisableVertexAttribArray = (PFNGLDISABLEVERTEXATTRIBARRAYPROC)IRR_OGL_LOAD_EXTENSION("glDisableVertexAttribArray");
glDeleteShader = (PFNGLDELETESHADERPROC)IRR_OGL_LOAD_EXTENSION("glDeleteShader");
glGetShaderiv = (PFNGLGETSHADERIVPROC)IRR_OGL_LOAD_EXTENSION("glGetShaderiv");
glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)IRR_OGL_LOAD_EXTENSION("glGetShaderInfoLog");
glActiveTexture = (PFNGLACTIVETEXTUREPROC)IRR_OGL_LOAD_EXTENSION("glActiveTexture");
glUniform2f = (PFNGLUNIFORM2FPROC)IRR_OGL_LOAD_EXTENSION("glUniform2f");
glUniform4i = (PFNGLUNIFORM4IPROC)IRR_OGL_LOAD_EXTENSION("glUniform4i");
glUniform3i = (PFNGLUNIFORM3IPROC)IRR_OGL_LOAD_EXTENSION("glUniform3i");
glUniform1i = (PFNGLUNIFORM1IPROC)IRR_OGL_LOAD_EXTENSION("glUniform1i");
glGetProgramiv = (PFNGLGETPROGRAMIVPROC)IRR_OGL_LOAD_EXTENSION("glGetProgramiv");
glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)IRR_OGL_LOAD_EXTENSION("glGetProgramInfoLog");
glTransformFeedbackVaryings = (PFNGLTRANSFORMFEEDBACKVARYINGSPROC)IRR_OGL_LOAD_EXTENSION("glTransformFeedbackVaryings");
glGetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC)IRR_OGL_LOAD_EXTENSION("glGetAttribLocation");
glBlendEquation = (PFNGLBLENDEQUATIONPROC)IRR_OGL_LOAD_EXTENSION("glBlendEquation");
glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISORPROC)IRR_OGL_LOAD_EXTENSION("glVertexAttribDivisor");
glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDPROC)IRR_OGL_LOAD_EXTENSION("glDrawArraysInstanced");
glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDPROC)IRR_OGL_LOAD_EXTENSION("glDrawElementsInstanced");
glDeleteBuffers = (PFNGLDELETEBUFFERSPROC)IRR_OGL_LOAD_EXTENSION("glDeleteBuffers");
glGenVertexArrays = (PFNGLGENVERTEXARRAYSPROC)IRR_OGL_LOAD_EXTENSION("glGenVertexArrays");
glBindVertexArray = (PFNGLBINDVERTEXARRAYPROC)IRR_OGL_LOAD_EXTENSION("glBindVertexArray");
glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSPROC)IRR_OGL_LOAD_EXTENSION("glDeleteVertexArrays");
glTexBuffer = (PFNGLTEXBUFFERPROC)IRR_OGL_LOAD_EXTENSION("glTexBuffer");
glUniform1fv = (PFNGLUNIFORM1FVPROC)IRR_OGL_LOAD_EXTENSION("glUniform1fv");
glUniform4fv = (PFNGLUNIFORM4FVPROC)IRR_OGL_LOAD_EXTENSION("glUniform4fv");
glBufferSubData = (PFNGLBUFFERSUBDATAPROC)IRR_OGL_LOAD_EXTENSION("glBufferSubData");
glVertexAttribIPointer = (PFNGLVERTEXATTRIBIPOINTERPROC)IRR_OGL_LOAD_EXTENSION("glVertexAttribIPointer");
glDeleteBuffers = (PFNGLDELETEBUFFERSPROC)IRR_OGL_LOAD_EXTENSION("glDeleteBuffers");
glGenVertexArrays = (PFNGLGENVERTEXARRAYSPROC)IRR_OGL_LOAD_EXTENSION("glGenVertexArrays");
glBindVertexArray = (PFNGLBINDVERTEXARRAYPROC)IRR_OGL_LOAD_EXTENSION("glBindVertexArray");
glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSPROC)IRR_OGL_LOAD_EXTENSION("glDeleteVertexArrays");
glTexBuffer = (PFNGLTEXBUFFERPROC)IRR_OGL_LOAD_EXTENSION("glTexBuffer");
glUniform1fv = (PFNGLUNIFORM1FVPROC)IRR_OGL_LOAD_EXTENSION("glUniform1fv");
glUniform4fv = (PFNGLUNIFORM4FVPROC)IRR_OGL_LOAD_EXTENSION("glUniform4fv");
glBufferSubData = (PFNGLBUFFERSUBDATAPROC)IRR_OGL_LOAD_EXTENSION("glBufferSubData");
glVertexAttribIPointer = (PFNGLVERTEXATTRIBIPOINTERPROC)IRR_OGL_LOAD_EXTENSION("glVertexAttribIPointer");
glGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC)IRR_OGL_LOAD_EXTENSION("glGenFramebuffers");
glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC)IRR_OGL_LOAD_EXTENSION("glDeleteFramebuffers");
glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC)IRR_OGL_LOAD_EXTENSION("glBindFramebuffer");
@ -221,7 +221,7 @@ void initGL()
glCompressedTexImage2D = (PFNGLCOMPRESSEDTEXIMAGE2DPROC)IRR_OGL_LOAD_EXTENSION("glCompressedTexImage2D");
glGetCompressedTexImage = (PFNGLGETCOMPRESSEDTEXIMAGEPROC)IRR_OGL_LOAD_EXTENSION("glGetCompressedTexImage");
#ifdef DEBUG
glDebugMessageCallbackARB = (PFNGLDEBUGMESSAGECALLBACKARBPROC)IRR_OGL_LOAD_EXTENSION("glDebugMessageCallbackARB");
glDebugMessageCallbackARB = (PFNGLDEBUGMESSAGECALLBACKARBPROC)IRR_OGL_LOAD_EXTENSION("glDebugMessageCallbackARB");
#endif
#endif
#ifdef ARB_DEBUG_OUTPUT
@ -233,69 +233,69 @@ void initGL()
// Mostly from shader tutorial
GLuint LoadShader(const char * file, unsigned type)
{
GLuint Id = glCreateShader(type);
GLuint Id = glCreateShader(type);
char versionString[20];
sprintf(versionString, "#version %d\n", irr_driver->getGLSLVersion());
std::string Code = versionString;
std::ifstream Stream(file, std::ios::in);
std::ifstream Stream(file, std::ios::in);
Code += "//" + std::string(file) + "\n";
if (UserConfigParams::m_ubo_disabled)
Code += "#define UBO_DISABLED\n";
if (irr_driver->hasVSLayerExtension())
Code += "#define VSLayer\n";
if (Stream.is_open())
{
std::string Line = "";
while (getline(Stream, Line))
Code += "\n" + Line;
Stream.close();
}
GLint Result = GL_FALSE;
int InfoLogLength;
Log::info("GLWrap", "Compiling shader : %s", file);
char const * SourcePointer = Code.c_str();
int length = strlen(SourcePointer);
glShaderSource(Id, 1, &SourcePointer, &length);
glCompileShader(Id);
if (Stream.is_open())
{
std::string Line = "";
while (getline(Stream, Line))
Code += "\n" + Line;
Stream.close();
}
GLint Result = GL_FALSE;
int InfoLogLength;
Log::info("GLWrap", "Compiling shader : %s", file);
char const * SourcePointer = Code.c_str();
int length = strlen(SourcePointer);
glShaderSource(Id, 1, &SourcePointer, &length);
glCompileShader(Id);
glGetShaderiv(Id, GL_COMPILE_STATUS, &Result);
if (Result == GL_FALSE)
glGetShaderiv(Id, GL_COMPILE_STATUS, &Result);
if (Result == GL_FALSE)
{
Log::error("GLWrap", "Error in shader %s", file);
glGetShaderiv(Id, GL_INFO_LOG_LENGTH, &InfoLogLength);
char *ErrorMessage = new char[InfoLogLength];
glGetShaderInfoLog(Id, InfoLogLength, NULL, ErrorMessage);
glGetShaderiv(Id, GL_INFO_LOG_LENGTH, &InfoLogLength);
char *ErrorMessage = new char[InfoLogLength];
glGetShaderInfoLog(Id, InfoLogLength, NULL, ErrorMessage);
Log::error("GLWrap", ErrorMessage);
delete[] ErrorMessage;
}
delete[] ErrorMessage;
}
glGetError();
return Id;
return Id;
}
GLuint LoadTFBProgram(const char * vertex_file_path, const char **varyings, unsigned varyingscount)
{
GLuint Program = glCreateProgram();
GLuint Program = glCreateProgram();
loadAndAttach(Program, GL_VERTEX_SHADER, vertex_file_path);
glTransformFeedbackVaryings(Program, varyingscount, varyings, GL_INTERLEAVED_ATTRIBS);
glLinkProgram(Program);
glTransformFeedbackVaryings(Program, varyingscount, varyings, GL_INTERLEAVED_ATTRIBS);
glLinkProgram(Program);
GLint Result = GL_FALSE;
int InfoLogLength;
glGetProgramiv(Program, GL_LINK_STATUS, &Result);
if (Result == GL_FALSE)
GLint Result = GL_FALSE;
int InfoLogLength;
glGetProgramiv(Program, GL_LINK_STATUS, &Result);
if (Result == GL_FALSE)
{
glGetProgramiv(Program, GL_INFO_LOG_LENGTH, &InfoLogLength);
char *ErrorMessage = new char[InfoLogLength];
glGetProgramInfoLog(Program, InfoLogLength, NULL, ErrorMessage);
printf(ErrorMessage);
delete[] ErrorMessage;
}
glGetProgramiv(Program, GL_INFO_LOG_LENGTH, &InfoLogLength);
char *ErrorMessage = new char[InfoLogLength];
glGetProgramInfoLog(Program, InfoLogLength, NULL, ErrorMessage);
printf(ErrorMessage);
delete[] ErrorMessage;
}
glGetError();
return Program;
return Program;
}
GLuint getTextureGLuint(irr::video::ITexture *tex)
@ -387,11 +387,11 @@ void compressTexture(irr::video::ITexture *tex, bool srgb, bool premul_alpha)
//-----------------------------------------------------------------------------
/** Try to load a compressed texture from the given file name.
* Data in the specified file need to have a specific format. See the
* saveCompressedTexture() function for a description of the format.
* \return true if the loading succeeded, false otherwise.
* \see saveCompressedTexture
*/
* Data in the specified file need to have a specific format. See the
* saveCompressedTexture() function for a description of the format.
* \return true if the loading succeeded, false otherwise.
* \see saveCompressedTexture
*/
bool loadCompressedTexture(const std::string& compressed_tex)
{
std::ifstream ifs(compressed_tex.c_str(), std::ios::in | std::ios::binary);
@ -414,7 +414,7 @@ bool loadCompressedTexture(const std::string& compressed_tex)
if (!ifs.fail())
{
glCompressedTexImage2D(GL_TEXTURE_2D, 0, internal_format,
w, h, 0, size, (GLvoid*)data);
w, h, 0, size, (GLvoid*)data);
glGenerateMipmap(GL_TEXTURE_2D);
delete[] data;
ifs.close();
@ -426,14 +426,14 @@ bool loadCompressedTexture(const std::string& compressed_tex)
//-----------------------------------------------------------------------------
/** Try to save the last texture sent to glTexImage2D in a file of the given
* file name. This function should only be used for textures sent to
* glTexImage2D with a compressed internal format as argument.<br>
* \note The following format is used to save the compressed texture:<br>
* <internal-format><width><height><size><data> <br>
* The first four elements are integers and the last one is stored
* on \c size bytes.
* \see loadCompressedTexture
*/
* file name. This function should only be used for textures sent to
* glTexImage2D with a compressed internal format as argument.<br>
* \note The following format is used to save the compressed texture:<br>
* <internal-format><width><height><size><data> <br>
* The first four elements are integers and the last one is stored
* on \c size bytes.
* \see loadCompressedTexture
*/
void saveCompressedTexture(const std::string& compressed_tex)
{
int internal_format, width, height, size, compressionSuccessful;
@ -462,12 +462,12 @@ void saveCompressedTexture(const std::string& compressed_tex)
void setTexture(unsigned TextureUnit, GLuint TextureId, GLenum MagFilter, GLenum MinFilter, bool allowAF)
{
glActiveTexture(GL_TEXTURE0 + TextureUnit);
glBindTexture(GL_TEXTURE_2D, TextureId);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, MagFilter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, MinFilter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glActiveTexture(GL_TEXTURE0 + TextureUnit);
glBindTexture(GL_TEXTURE_2D, TextureId);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, MagFilter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, MinFilter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
int aniso = UserConfigParams::m_anisotropic;
if (aniso == 0) aniso = 1;
@ -584,7 +584,7 @@ void FrameBuffer::BlitToDefault(size_t x0, size_t y0, size_t x1, size_t y1)
void draw3DLine(const core::vector3df& start,
const core::vector3df& end, irr::video::SColor color)
const core::vector3df& end, irr::video::SColor color)
{
if (!irr_driver->isGLSL()) {
irr_driver->getVideoDriver()->draw3DLine(start, end, color);
@ -608,8 +608,8 @@ void draw3DLine(const core::vector3df& start,
}
static void drawTexColoredQuad(const video::ITexture *texture, const video::SColor *col, float width, float height,
float center_pos_x, float center_pos_y, float tex_center_pos_x, float tex_center_pos_y,
float tex_width, float tex_height)
float center_pos_x, float center_pos_y, float tex_center_pos_x, float tex_center_pos_y,
float tex_width, float tex_height)
{
unsigned colors[] = {
col[0].getRed(), col[0].getGreen(), col[0].getBlue(), col[0].getAlpha(),
@ -635,8 +635,8 @@ static void drawTexColoredQuad(const video::ITexture *texture, const video::SCol
}
void drawTexQuad(const video::ITexture *texture, float width, float height,
float center_pos_x, float center_pos_y, float tex_center_pos_x, float tex_center_pos_y,
float tex_width, float tex_height)
float center_pos_x, float center_pos_y, float tex_center_pos_x, float tex_center_pos_y,
float tex_width, float tex_height)
{
glUseProgram(UIShader::TextureRectShader::Program);
glBindVertexArray(UIShader::TextureRectShader::vao);
@ -653,12 +653,12 @@ void drawTexQuad(const video::ITexture *texture, float width, float height,
static void
getSize(const video::ITexture* texture, const core::rect<s32>& destRect,
const core::rect<s32>& sourceRect,
float &width, float &height,
float &center_pos_x, float &center_pos_y,
float &tex_width, float &tex_height,
float &tex_center_pos_x, float &tex_center_pos_y
)
const core::rect<s32>& sourceRect,
float &width, float &height,
float &center_pos_x, float &center_pos_y,
float &tex_width, float &tex_height,
float &tex_center_pos_x, float &tex_center_pos_y
)
{
core::dimension2d<u32> frame_size =
irr_driver->getVideoDriver()->getCurrentRenderTargetSize();
@ -700,8 +700,8 @@ float &tex_center_pos_x, float &tex_center_pos_y
}
void draw2DImage(const video::ITexture* texture, const core::rect<s32>& destRect,
const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect,
const video::SColor &colors, bool useAlphaChannelOfTexture)
const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect,
const video::SColor &colors, bool useAlphaChannelOfTexture)
{
if (!irr_driver->isGLSL()) {
video::SColor duplicatedArray[4] = {
@ -717,7 +717,7 @@ void draw2DImage(const video::ITexture* texture, const core::rect<s32>& destRect
tex_center_pos_x, tex_center_pos_y;
getSize(texture, destRect, sourceRect, width, height, center_pos_x, center_pos_y,
tex_width, tex_height, tex_center_pos_x, tex_center_pos_y);
tex_width, tex_height, tex_center_pos_x, tex_center_pos_y);
if (useAlphaChannelOfTexture)
{
@ -736,7 +736,7 @@ void draw2DImage(const video::ITexture* texture, const core::rect<s32>& destRect
glEnable(GL_SCISSOR_TEST);
const core::dimension2d<u32>& renderTargetSize = irr_driver->getVideoDriver()->getCurrentRenderTargetSize();
glScissor(clipRect->UpperLeftCorner.X, renderTargetSize.Height - clipRect->LowerRightCorner.Y,
clipRect->getWidth(), clipRect->getHeight());
clipRect->getWidth(), clipRect->getHeight());
}
glUseProgram(UIShader::UniformColoredTextureRectShader::Program);
@ -756,14 +756,14 @@ void draw2DImage(const video::ITexture* texture, const core::rect<s32>& destRect
}
void draw2DImage(const video::ITexture* texture, const core::rect<s32>& destRect,
const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect,
const video::SColor* const colors, bool useAlphaChannelOfTexture)
const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect,
const video::SColor* const colors, bool useAlphaChannelOfTexture)
{
if (!irr_driver->isGLSL())
{
irr_driver->getVideoDriver()->draw2DImage(texture, destRect, sourceRect, clipRect, colors, useAlphaChannelOfTexture);
return;
}
if (!irr_driver->isGLSL())
{
irr_driver->getVideoDriver()->draw2DImage(texture, destRect, sourceRect, clipRect, colors, useAlphaChannelOfTexture);
return;
}
float width, height,
center_pos_x, center_pos_y,
@ -771,17 +771,17 @@ void draw2DImage(const video::ITexture* texture, const core::rect<s32>& destRect
tex_center_pos_x, tex_center_pos_y;
getSize(texture, destRect, sourceRect, width, height, center_pos_x, center_pos_y,
tex_width, tex_height, tex_center_pos_x, tex_center_pos_y);
tex_width, tex_height, tex_center_pos_x, tex_center_pos_y);
if (useAlphaChannelOfTexture)
{
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
else
{
glDisable(GL_BLEND);
}
if (useAlphaChannelOfTexture)
{
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
else
{
glDisable(GL_BLEND);
}
if (clipRect)
{
if (!clipRect->isValid())
@ -790,55 +790,55 @@ void draw2DImage(const video::ITexture* texture, const core::rect<s32>& destRect
glEnable(GL_SCISSOR_TEST);
const core::dimension2d<u32>& renderTargetSize = irr_driver->getVideoDriver()->getCurrentRenderTargetSize();
glScissor(clipRect->UpperLeftCorner.X, renderTargetSize.Height - clipRect->LowerRightCorner.Y,
clipRect->getWidth(), clipRect->getHeight());
clipRect->getWidth(), clipRect->getHeight());
}
if (colors)
drawTexColoredQuad(texture, colors, width, height, center_pos_x, center_pos_y,
tex_center_pos_x, tex_center_pos_y, tex_width, tex_height);
else
drawTexQuad(texture, width, height, center_pos_x, center_pos_y,
tex_center_pos_x, tex_center_pos_y, tex_width, tex_height);
if (colors)
drawTexColoredQuad(texture, colors, width, height, center_pos_x, center_pos_y,
tex_center_pos_x, tex_center_pos_y, tex_width, tex_height);
else
drawTexQuad(texture, width, height, center_pos_x, center_pos_y,
tex_center_pos_x, tex_center_pos_y, tex_width, tex_height);
if (clipRect)
glDisable(GL_SCISSOR_TEST);
glUseProgram(0);
glUseProgram(0);
glGetError();
}
void GL32_draw2DRectangle(video::SColor color, const core::rect<s32>& position,
const core::rect<s32>* clip)
const core::rect<s32>* clip)
{
if (!irr_driver->isGLSL())
{
irr_driver->getVideoDriver()->draw2DRectangle(color, position, clip);
return;
}
if (!irr_driver->isGLSL())
{
irr_driver->getVideoDriver()->draw2DRectangle(color, position, clip);
return;
}
core::dimension2d<u32> frame_size =
irr_driver->getVideoDriver()->getCurrentRenderTargetSize();
const int screen_w = frame_size.Width;
const int screen_h = frame_size.Height;
float center_pos_x = float(position.UpperLeftCorner.X + position.LowerRightCorner.X);
center_pos_x /= screen_w;
center_pos_x -= 1;
float center_pos_y = float(position.UpperLeftCorner.Y + position.LowerRightCorner.Y);
center_pos_y /= screen_h;
center_pos_y = 1 - center_pos_y;
float width = float(position.LowerRightCorner.X - position.UpperLeftCorner.X);
width /= screen_w;
float height = float(position.LowerRightCorner.Y - position.UpperLeftCorner.Y);
height /= screen_h;
core::dimension2d<u32> frame_size =
irr_driver->getVideoDriver()->getCurrentRenderTargetSize();
const int screen_w = frame_size.Width;
const int screen_h = frame_size.Height;
float center_pos_x = float(position.UpperLeftCorner.X + position.LowerRightCorner.X);
center_pos_x /= screen_w;
center_pos_x -= 1;
float center_pos_y = float(position.UpperLeftCorner.Y + position.LowerRightCorner.Y);
center_pos_y /= screen_h;
center_pos_y = 1 - center_pos_y;
float width = float(position.LowerRightCorner.X - position.UpperLeftCorner.X);
width /= screen_w;
float height = float(position.LowerRightCorner.Y - position.UpperLeftCorner.Y);
height /= screen_h;
if (color.getAlpha() < 255)
{
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
else
{
glDisable(GL_BLEND);
}
if (color.getAlpha() < 255)
{
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
else
{
glDisable(GL_BLEND);
}
if (clip)
{
@ -848,19 +848,19 @@ void GL32_draw2DRectangle(video::SColor color, const core::rect<s32>& position,
glEnable(GL_SCISSOR_TEST);
const core::dimension2d<u32>& renderTargetSize = irr_driver->getVideoDriver()->getCurrentRenderTargetSize();
glScissor(clip->UpperLeftCorner.X, renderTargetSize.Height - clip->LowerRightCorner.Y,
clip->getWidth(), clip->getHeight());
clip->getWidth(), clip->getHeight());
}
glUseProgram(UIShader::ColoredRectShader::Program);
glBindVertexArray(UIShader::ColoredRectShader::vao);
UIShader::ColoredRectShader::setUniforms(center_pos_x, center_pos_y, width, height, color);
glUseProgram(UIShader::ColoredRectShader::Program);
glBindVertexArray(UIShader::ColoredRectShader::vao);
UIShader::ColoredRectShader::setUniforms(center_pos_x, center_pos_y, width, height, color);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
if (clip)
glDisable(GL_SCISSOR_TEST);
glUseProgram(0);
glUseProgram(0);
glGetError();
}

View File

@ -54,6 +54,7 @@ const unsigned int VCLAMP = 2;
*/
Material::Material(const XMLNode *node, int index, bool deprecated)
{
m_shader_type = SHADERTYPE_SOLID;
m_deprecated = deprecated;
node->get("name", &m_texname);
@ -73,26 +74,20 @@ Material::Material(const XMLNode *node, int index, bool deprecated)
node->get("clampv", &b); if (b) m_clamp_tex |= VCLAMP; //blender 2.4 style
node->get("clampV", &b); if (b) m_clamp_tex |= VCLAMP; //blender 2.5 style
node->get("transparency", &m_alpha_testing );
node->get("lightmap", &m_lightmap );
node->get("additive-lightmap",&m_additive_lightmap );
std::string s;
node->get("adjust-image", &s );
if(s=="premultiply")
m_adjust_image = ADJ_PREMUL;
else if (s=="divide")
m_adjust_image = ADJ_DIV;
else if (s=="" || s=="none")
m_adjust_image = ADJ_NONE;
else
Log::warn("material",
"Incorrect adjust-image specification: '%s' - ignored.",
s.c_str());
node->get("alpha", &m_alpha_blending );
node->get("light", &m_lighting );
//node->get("adjust-image", &s );
//if(s=="premultiply")
// m_adjust_image = ADJ_PREMUL;
//else if (s=="divide")
// m_adjust_image = ADJ_DIV;
//else if (s=="" || s=="none")
// m_adjust_image = ADJ_NONE;
//else
// Log::warn("material",
// "Incorrect adjust-image specification: '%s' - ignored.",
// s.c_str());
node->get("smooth-reflection",&m_smooth_reflection_shader);
node->get("high-adhesion", &m_high_tire_adhesion);
node->get("reset", &m_drive_reset );
@ -135,7 +130,6 @@ Material::Material(const XMLNode *node, int index, bool deprecated)
node->get("surface", &m_surface );
node->get("ignore", &m_ignore );
node->get("additive", &m_add );
node->get("max-speed", &m_max_speed_fraction);
node->get("slowdown-time", &m_slowdown_time );
node->get("backface-culling", &m_backface_culling );
@ -160,152 +154,203 @@ Material::Material(const XMLNode *node, int index, bool deprecated)
}
s="";
node->get("graphical-effect", &s);
if (s == "water")
s = "";
if (node->get("shader", &s))
{
// For backwards compatibility only, eventually remove
m_water_splash = true;
}
else if (s == "bubble")
{
m_graphical_effect = GE_BUBBLE;
}
else if (s == "grass")
{
m_graphical_effect = GE_GRASS;
m_grass_speed = 1.5f;
m_grass_amplitude = 0.25f;
node->get("grass-speed", &m_grass_speed);
node->get("grass-amplitude", &m_grass_amplitude);
}
else if (s == "water_shader")
{
m_graphical_effect = GE_WATER_SHADER;
node->get("water-shader-speed-1", &m_water_shader_speed_1);
node->get("water-shader-speed-2", &m_water_shader_speed_2);
}
else if (s == "normal_map")
{
m_graphical_effect = GE_NORMAL_MAP;
node->get("normal-map", &m_normal_map_tex);
node->get("normal-light-map", &m_normal_map_shader_lightmap);
// TODO: add support for parallax and height maps?
/*
else if (node->get("normal-heightmap", &m_normal_map_tex))
if (s == "solid")
{
m_is_heightmap = true;
m_normal_map = true;
m_shader_type = SHADERTYPE_SOLID;
}
else if (node->get("parallax-map", &m_normal_map_tex))
else if (s == "unlit")
{
m_parallax_map = true;
m_parallax_height = 0.2f;
node->get("parallax-height", &m_parallax_height);
m_shader_type = SHADERTYPE_SOLID_UNLIT;
}
else if (node->get("parallax-heightmap", &m_normal_map_tex))
else if (s == "additive")
{
m_is_heightmap = true;
m_parallax_map = true;
m_parallax_height = 0.2f;
node->get("parallax-height", &m_parallax_height);
m_shader_type = SHADERTYPE_ADDITIVE;
}
*/
}
else if (s == "spheremap")
{
m_graphical_effect = GE_SPHERE_MAP;
}
else if (s == "skybox")
{
m_graphical_effect = GE_SKYBOX;
}
else if (s == "splatting")
{
m_graphical_effect = GE_SPLATTING;
node->get("splatting-texture-1", &m_splatting_texture_1);
node->get("splatting-texture-2", &m_splatting_texture_2);
node->get("splatting-texture-3", &m_splatting_texture_3);
node->get("splatting-texture-4", &m_splatting_texture_4);
}
else if (s == "caustics")
{
m_graphical_effect = GE_CAUSTICS;
}
else if (s == "none")
{
}
else if (s != "")
{
Log::warn("material",
"Invalid graphical effect specification: '%s' - ignored.",
s.c_str());
}
else
{
m_graphical_effect = GE_NONE;
}
// BACKWARDS COMPATIBILITY, remove eventually
bool use_normal_map = false;
node->get("use-normal-map", &use_normal_map);
if (use_normal_map)
{
if (node->get("normal-map", &m_normal_map_tex))
else if (s == "alphatest")
{
m_graphical_effect = GE_NORMAL_MAP;
m_shader_type = SHADERTYPE_ALPHA_TEST;
}
else if (s == "alphablend")
{
m_shader_type = SHADERTYPE_ALPHA_BLEND;
}
else if (s == "spheremap")
{
m_shader_type = SHADERTYPE_SPHERE_MAP;
}
else if (s == "water_shader")
{
m_shader_type = SHADERTYPE_WATER;
node->get("water-shader-speed-1", &m_water_shader_speed_1);
node->get("water-shader-speed-2", &m_water_shader_speed_2);
}
else if (s == "grass")
{
m_shader_type = SHADERTYPE_VEGETATION;
m_grass_speed = 1.5f;
m_grass_amplitude = 0.25f;
node->get("grass-speed", &m_grass_speed);
node->get("grass-amplitude", &m_grass_amplitude);
}
else if (s == "splatting")
{
m_shader_type = SHADERTYPE_SPLATTING;
node->get("splatting-texture-1", &m_splatting_texture_1);
node->get("splatting-texture-2", &m_splatting_texture_2);
node->get("splatting-texture-3", &m_splatting_texture_3);
node->get("splatting-texture-4", &m_splatting_texture_4);
}
else if (s == "bubble")
{
m_shader_type = SHADERTYPE_BUBBLE;
}
else
{
Log::warn("material",
"Could not find normal map image in materials.xml");
Log::warn("Material", "Unknown shader type <%s> for <%s>", s.c_str(), m_texname.c_str());
}
}
else
{
// BACKWARS COMPATIBILITY, EVENTUALLY REMOVE
bool b = false;
node->get("additive", &b);
if (b)
m_shader_type = SHADERTYPE_ADDITIVE;
b = false;
node->get("transparency", &b);
if (b)
m_shader_type = SHADERTYPE_ALPHA_TEST;
//node->get("lightmap", &m_lightmap);
b = false;
node->get("alpha", &b);
if (b)
m_shader_type = SHADERTYPE_ALPHA_BLEND;
b = true;
node->get("light", &b);
if (!b)
m_shader_type = SHADERTYPE_SOLID_UNLIT;
b = false;
node->get("smooth-reflection", &b);
if (b)
m_shader_type = SHADERTYPE_SPHERE_MAP;
if (node->get("compositing", &s))
{
if (s == "blend") m_shader_type = SHADERTYPE_ALPHA_BLEND;
else if (s == "test") m_shader_type = SHADERTYPE_ALPHA_TEST;
else if (s == "additive") m_shader_type = SHADERTYPE_ADDITIVE;
else if (s == "coverage") m_shader_type = SHADERTYPE_ALPHA_TEST;
else if (s != "none")
Log::warn("material", "Unknown compositing mode '%s'", s.c_str());
}
node->get("normal-light-map", &m_normal_map_shader_lightmap);
s = "";
node->get("graphical-effect", &s);
if (s == "water")
{
m_water_splash = true;
}
else if (s == "bubble")
{
m_shader_type = SHADERTYPE_BUBBLE;
}
else if (s == "grass")
{
m_shader_type = SHADERTYPE_VEGETATION;
m_grass_speed = 1.5f;
m_grass_amplitude = 0.25f;
node->get("grass-speed", &m_grass_speed);
node->get("grass-amplitude", &m_grass_amplitude);
}
else if (s == "water_shader")
{
m_shader_type = SHADERTYPE_WATER;
node->get("water-shader-speed-1", &m_water_shader_speed_1);
node->get("water-shader-speed-2", &m_water_shader_speed_2);
}
else if (s == "normal_map")
{
m_shader_type = SHADERTYPE_SOLID;
node->get("normal-map", &m_normal_map_tex);
}
else if (s == "spheremap")
{
m_shader_type = SHADERTYPE_SPHERE_MAP;
}
else if (s == "splatting")
{
m_shader_type = SHADERTYPE_SPLATTING;
node->get("splatting-texture-1", &m_splatting_texture_1);
node->get("splatting-texture-2", &m_splatting_texture_2);
node->get("splatting-texture-3", &m_splatting_texture_3);
node->get("splatting-texture-4", &m_splatting_texture_4);
}
else if (s == "none")
{
}
else if (s != "")
{
Log::warn("material",
"Invalid graphical effect specification: '%s' - ignored.",
s.c_str());
}
else
{
m_shader_type = SHADERTYPE_SOLID;
}
bool use_normal_map = false;
node->get("use-normal-map", &use_normal_map);
if (use_normal_map)
{
if (node->get("normal-map", &m_normal_map_tex))
{
//m_graphical_effect = GE_NORMAL_MAP;
}
else
{
Log::warn("material",
"Could not find normal map image in materials.xml");
}
}
bool sphere_map = false;
node->get("sphere", &sphere_map);
if (sphere_map)
{
m_shader_type = SHADERTYPE_SPHERE_MAP;
}
bool water_shader = false;
node->get("water-shader", &water_shader);
if (water_shader)
{
m_shader_type = SHADERTYPE_WATER;
node->get("water-shader-speed-1", &m_water_shader_speed_1);
node->get("water-shader-speed-2", &m_water_shader_speed_2);
}
// ---- End backwards compatibility
}
// BACKWARDS COMPATIBILITY, remove eventually
bool sphere_map = false;
node->get("sphere", &sphere_map );
if (sphere_map)
if (m_disable_z_write && m_shader_type != SHADERTYPE_ALPHA_BLEND && m_shader_type != SHADERTYPE_ADDITIVE)
{
m_graphical_effect = GE_SPHERE_MAP;
}
if (node->get("compositing", &s))
{
if (s == "blend") m_alpha_blending = true;
else if (s == "test") m_alpha_testing = true;
else if (s == "additive") m_add = true;
// backwards compatibility only, no longer supported
else if (s == "coverage") m_alpha_testing = true;
else if (s != "none")
Log::warn("material", "Unknown compositing mode '%s'",
s.c_str());
}
if (m_disable_z_write && !m_alpha_blending && !m_add)
{
Log::warn("material", "Disabling writes to z buffer only makes sense when compositing is blending or additive (for %s)", m_texname.c_str());
Log::debug("material", "Disabling writes to z buffer only makes sense when compositing is blending or additive (for %s)", m_texname.c_str());
m_disable_z_write = false;
}
bool water_shader = false;
node->get("water-shader", &water_shader);
if (water_shader)
{
// BACKWARDS COMPATIBILITY, eventually remove
m_graphical_effect = GE_WATER_SHADER;
node->get("water-shader-speed-1", &m_water_shader_speed_1);
node->get("water-shader-speed-2", &m_water_shader_speed_2);
}
// Terrain-specifc sound effect
const unsigned int children_count = node->getNumNodes();
for (unsigned int i=0; i<children_count; i++)
@ -376,14 +421,10 @@ void Material::init(unsigned int index)
{
m_index = index;
m_clamp_tex = 0;
m_alpha_testing = false;
m_lightmap = false;
m_additive_lightmap = false;
m_adjust_image = ADJ_NONE;
m_alpha_blending = false;
m_lighting = true;
m_shader_type = SHADERTYPE_SOLID;
//m_lightmap = false;
//m_adjust_image = ADJ_NONE;
m_backface_culling = true;
m_smooth_reflection_shader = false;
m_high_tire_adhesion = false;
m_below_surface = false;
m_falling_effect = false;
@ -391,7 +432,6 @@ void Material::init(unsigned int index)
m_ignore = false;
m_drive_reset = false;
m_collision_reaction = NORMAL;
m_add = false;
m_disable_z_write = false;
m_water_shader_speed_1 = 6.6667f;
m_water_shader_speed_2 = 4.0f;
@ -403,7 +443,6 @@ void Material::init(unsigned int index)
m_sfx_max_speed = 30;
m_sfx_min_pitch = 1.0f;
m_sfx_max_pitch = 1.0f;
m_graphical_effect = GE_NONE;
m_zipper = false;
m_zipper_duration = -1.0f;
m_zipper_fade_out_time = -1.0f;
@ -411,8 +450,6 @@ void Material::init(unsigned int index)
m_zipper_speed_gain = -1.0f;
m_zipper_engine_force = -1.0f;
m_zipper_min_speed = -1.0f;
m_parallax_map = false;
m_is_heightmap = false;
m_water_splash = false;
m_is_jump_texture = false;
m_has_gravity = false;
@ -438,8 +475,8 @@ void Material::install(bool is_full_path, bool complain_if_not_found)
else
{
m_texture = irr_driver->getTexture(full_path,
isPreMul(),
isPreDiv(),
false, //isPreMul(),
false, //isPreDiv(),
complain_if_not_found);
}
@ -659,36 +696,35 @@ void Material::setMaterialProperties(video::SMaterial *m, scene::IMeshBuffer* m
}
int modes = 0;
if (!m_lighting && irr_driver->isGLSL() && !m_alpha_blending && !m_add)
if (m_shader_type == SHADERTYPE_SOLID_UNLIT)
{
m->MaterialType = irr_driver->getShader(ES_OBJECT_UNLIT);
modes++;
m->AmbientColor = video::SColor(255, 255, 255, 255);
m->DiffuseColor = video::SColor(255, 255, 255, 255);
m->EmissiveColor = video::SColor(255, 255, 255, 255);
m->SpecularColor = video::SColor(255, 255, 255, 255);
}
if (m_alpha_testing)
if (m_shader_type == SHADERTYPE_ALPHA_TEST)
{
m->MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
modes++;
}
if (m_alpha_blending)
{
//m->MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
// EMT_TRANSPARENT_ALPHA_CHANNEL does include vertex color alpha into
if (m_shader_type == SHADERTYPE_ALPHA_BLEND)
{
// EMT_TRANSPARENT_ALPHA_CHANNEL doesn't include vertex color alpha into
// account, which messes up fading in/out effects. So we use the more
// customizable EMT_ONETEXTURE_BLEND instead.
m->MaterialType = video::EMT_ONETEXTURE_BLEND ;
m->MaterialType = video::EMT_ONETEXTURE_BLEND;
m->MaterialTypeParam =
pack_textureBlendFunc(video::EBF_SRC_ALPHA,
video::EBF_ONE_MINUS_SRC_ALPHA,
video::EMFN_MODULATE_1X,
video::EAS_TEXTURE | video::EAS_VERTEX_COLOR);
modes++;
}
if (m_smooth_reflection_shader)
if (m_shader_type == SHADERTYPE_SPHERE_MAP)
{
if (irr_driver->isGLSL())
{
@ -697,58 +733,17 @@ void Material::setMaterialProperties(video::SMaterial *m, scene::IMeshBuffer* m
else
{
m->MaterialType = video::EMT_SPHERE_MAP;
// sphere map + alpha blending is a supported combination so in
// this case don't increase mode count
if (m_alpha_blending)
{
m->BlendOperation = video::EBO_ADD;
}
else
{
modes++;
}
}
}
if (m_graphical_effect == GE_SPHERE_MAP)
{
if (irr_driver->isGLSL())
{
m->MaterialType = irr_driver->getShader(ES_SPHERE_MAP);
}
else
{
m->MaterialType = video::EMT_SPHERE_MAP;
// sphere map + alpha blending is a supported combination so in
// this case don't increase mode count
if (m_alpha_blending)
{
m->BlendOperation = video::EBO_ADD;
}
else
{
modes++;
}
}
}
if (m_lightmap)
{
m->MaterialType = video::EMT_LIGHTMAP;
modes++;
}
if (m_additive_lightmap)
{
m->MaterialType = video::EMT_LIGHTMAP_ADD;
modes++;
}
//if (m_lightmap)
//{
// m->MaterialType = video::EMT_LIGHTMAP;
//}
if (m_add)
if (m_shader_type == SHADERTYPE_ADDITIVE)
{
//m->MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;
// EMT_TRANSPARENT_ADD_COLOR does include vertex color alpha into
// EMT_TRANSPARENT_ADD_COLOR doesn't include vertex color alpha into
// account, which messes up fading in/out effects. So we use the
// more customizable EMT_ONETEXTURE_BLEND instead
m->MaterialType = video::EMT_ONETEXTURE_BLEND ;
@ -757,39 +752,39 @@ void Material::setMaterialProperties(video::SMaterial *m, scene::IMeshBuffer* m
video::EMFN_MODULATE_1X,
video::EAS_TEXTURE |
video::EAS_VERTEX_COLOR);
modes++;
}
if (m_graphical_effect == GE_NORMAL_MAP)
if (m_shader_type == SHADERTYPE_SOLID && m_normal_map_tex.size() > 0)
{
IVideoDriver* video_driver = irr_driver->getVideoDriver();
if (irr_driver->isGLSL())
{
if (mb->getVertexType() != video::EVT_TANGENTS)
Log::error("material", "Requiring normal map without tangent enabled mesh");
ITexture* tex = irr_driver->getTexture(m_normal_map_tex);
if (m_is_heightmap)
{
video_driver->makeNormalMapTexture( tex );
Log::warn("material", "Requiring normal map without tangent enabled mesh for <%s>",
m_texname.c_str());
}
m->setTexture(1, tex);
bool with_lightmap = false;
if (m_normal_map_shader_lightmap.size() > 0)
else
{
ITexture* lm_tex = irr_driver->getTexture(m_normal_map_shader_lightmap);
m->setTexture(2, lm_tex);
with_lightmap = true;
ITexture* tex = irr_driver->getTexture(m_normal_map_tex);
m->setTexture(1, tex);
bool with_lightmap = false;
//if (m_normal_map_shader_lightmap.size() > 0)
//{
// ITexture* lm_tex = irr_driver->getTexture(m_normal_map_shader_lightmap);
// m->setTexture(2, lm_tex);
// with_lightmap = true;
//}
// Material and shaders
m->MaterialType = irr_driver->getShader(
with_lightmap ? ES_NORMAL_MAP_LIGHTMAP : ES_NORMAL_MAP);
m->Lighting = false;
m->ZWriteEnable = true;
}
// Material and shaders
m->MaterialType = irr_driver->getShader(
with_lightmap ? ES_NORMAL_MAP_LIGHTMAP : ES_NORMAL_MAP );
m->Lighting = false;
m->ZWriteEnable = true;
modes++;
}
else
{
@ -797,29 +792,30 @@ void Material::setMaterialProperties(video::SMaterial *m, scene::IMeshBuffer* m
m->setTexture(1, NULL);
}
}
if (m_parallax_map)
{
video::ITexture* tex = irr_driver->getTexture(m_normal_map_tex);
if (m_is_heightmap)
{
irr_driver->getVideoDriver()->makeNormalMapTexture( tex );
}
m->setTexture(1, tex);
m->MaterialType = video::EMT_PARALLAX_MAP_SOLID;
m->MaterialTypeParam = m_parallax_height;
m->SpecularColor.set(0,0,0,0);
modes++;
}
//if (m_parallax_map)
//{
// video::ITexture* tex = irr_driver->getTexture(m_normal_map_tex);
// if (m_is_heightmap)
// {
// irr_driver->getVideoDriver()->makeNormalMapTexture( tex );
// }
// m->setTexture(1, tex);
// m->MaterialType = video::EMT_PARALLAX_MAP_SOLID;
// m->MaterialTypeParam = m_parallax_height;
// m->SpecularColor.set(0,0,0,0);
// modes++;
//}
if(m_graphical_effect == GE_SKYBOX && irr_driver->isGLSL())
{
ITexture* tex = irr_driver->getTexture("cloud_mask.png");
m->setTexture(1, tex);
//if(m_graphical_effect == GE_SKYBOX && irr_driver->isGLSL())
//{
// ITexture* tex = irr_driver->getTexture("cloud_mask.png");
// m->setTexture(1, tex);
//
//
// m->MaterialType = irr_driver->getShader(ES_SKYBOX);
//}
m->MaterialType = irr_driver->getShader(ES_SKYBOX);
}
if (m_graphical_effect == GE_SPLATTING)
if (m_shader_type == SHADERTYPE_SPLATTING)
{
if (irr_driver->supportsSplatting())
{
@ -846,12 +842,12 @@ void Material::setMaterialProperties(video::SMaterial *m, scene::IMeshBuffer* m
// Material and shaders
m->MaterialType = irr_driver->getShader(ES_SPLATTING);
}
else
{
m->MaterialType = video::EMT_SOLID;
}
}
else
{
m->MaterialType = video::EMT_SOLID;
}
}
// Modify lightmap materials so that vertex colors are taken into account.
@ -866,7 +862,7 @@ void Material::setMaterialProperties(video::SMaterial *m, scene::IMeshBuffer* m
m->SpecularColor = video::SColor(255, 255, 255, 255);
}
if (m_graphical_effect == GE_BUBBLE && mb != NULL)
if (m_shader_type == SHADERTYPE_BUBBLE && mb != NULL)
{
if (irr_driver->isGLSL())
{
@ -876,18 +872,11 @@ void Material::setMaterialProperties(video::SMaterial *m, scene::IMeshBuffer* m
m->MaterialType = irr_driver->getShader(ES_BUBBLES);
m->BlendOperation = video::EBO_ADD;
// alpha blending and bubble shading can work together so when both are enabled
// don't increment the 'modes' counter to not get the 'too many modes' warning
if (!m_alpha_blending)
{
modes++;
}
}
}
if (m_graphical_effect == GE_WATER_SHADER)
if (m_shader_type == SHADERTYPE_WATER)
{
if (irr_driver->isGLSL())
{
@ -901,10 +890,9 @@ void Material::setMaterialProperties(video::SMaterial *m, scene::IMeshBuffer* m
m->MaterialType = irr_driver->getShader(ES_WATER);
}
modes++;
}
if (m_graphical_effect == GE_GRASS)
if (m_shader_type == SHADERTYPE_VEGETATION)
{
if (UserConfigParams::m_weather_effects &&
irr_driver->isGLSL())
@ -916,22 +904,20 @@ void Material::setMaterialProperties(video::SMaterial *m, scene::IMeshBuffer* m
setAmplitude(m_grass_amplitude);
// Material and shaders
if (m_alpha_testing)
{
//if (m_alpha_testing)
//{
m->MaterialType = irr_driver->getShader(ES_GRASS_REF);
}
else {
m->MaterialType = irr_driver->getShader(ES_GRASS);
m->BlendOperation = video::EBO_ADD;
}
//}
//else
//{
// m->MaterialType = irr_driver->getShader(ES_GRASS);
// m->BlendOperation = video::EBO_ADD;
//}
}
else
{
m->MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
}
}
if (modes > 1)
{
std::cerr << "[Material::setMaterialProperties] More than one main "
"mode set for " << m_texname.c_str() << "\n";
}
if (m_disable_z_write)
@ -939,15 +925,6 @@ void Material::setMaterialProperties(video::SMaterial *m, scene::IMeshBuffer* m
m->ZWriteEnable = false;
}
if (!m_lighting)
{
//m->setFlag( video::EMF_LIGHTING, false );
m->AmbientColor = video::SColor(255, 255, 255, 255);
m->DiffuseColor = video::SColor(255, 255, 255, 255);
m->EmissiveColor = video::SColor(255, 255, 255, 255);
m->SpecularColor = video::SColor(255, 255, 255, 255);
}
#ifdef DEBUG
if(UserConfigParams::m_rendering_debug)
{
@ -1024,7 +1001,7 @@ void Material::adjustForFog(scene::ISceneNode* parent, video::SMaterial *m,
// to disable fog in the new pipeline, we slightly abuse the steps :
// moving an object into the transparent pass will make it rendered
// above fog and thus unaffected by it
if (use_fog && !m_fog && !m_alpha_blending && !m_add)
if (use_fog && !m_fog && m_shader_type != SHADERTYPE_ALPHA_BLEND && m_shader_type != SHADERTYPE_ADDITIVE)
{
m->ZWriteEnable = true;
m->MaterialType = video::EMT_ONETEXTURE_BLEND;

View File

@ -46,17 +46,21 @@ class ParticleKind;
class Material : public NoCopy
{
public:
enum GraphicalEffect {GE_NONE,
/** Effect where the UV texture is moved in a wave pattern */
GE_BUBBLE,
/** Effect that makes grass wave as in the wind */
GE_GRASS,
GE_WATER_SHADER,
GE_SPHERE_MAP,
GE_SPLATTING,
GE_SKYBOX,
GE_NORMAL_MAP,
GE_CAUSTICS};
enum ShaderType
{
SHADERTYPE_SOLID,
SHADERTYPE_ALPHA_TEST,
SHADERTYPE_ALPHA_BLEND,
SHADERTYPE_ADDITIVE,
SHADERTYPE_SOLID_UNLIT,
/** Effect where the UV texture is moved in a wave pattern */
SHADERTYPE_BUBBLE,
/** Effect that makes grass wave as in the wind */
SHADERTYPE_VEGETATION,
SHADERTYPE_WATER,
SHADERTYPE_SPHERE_MAP,
SHADERTYPE_SPLATTING
};
enum ParticleConditions
{
@ -82,7 +86,9 @@ private:
/** Name of a special sfx to play when a kart is on this terrain, or
* "" if no special sfx exists. */
std::string m_sfx_name;
GraphicalEffect m_graphical_effect;
ShaderType m_shader_type;
/** Set if being on this surface means being under some other mesh.
* This is used to simulate that a kart is in water: the ground under
* the water is marked as 'm_below_surface', which will then trigger a raycast
@ -117,11 +123,11 @@ private:
bool m_has_gravity;
/** Speed of the 'main' wave in the water shader. Only used if
m_graphical_effect == WATER_SHADER */
m_shader_type == SHDERTYPE_WATER */
float m_water_shader_speed_1;
/** Speed of the 'secondary' waves in the water shader. Only used if
m_graphical_effect == WATER_SHADER */
m_shader_type == SHADERTYPE_WATER */
float m_water_shader_speed_2;
/** If a kart is rescued when crashing into this surface. */
@ -130,13 +136,13 @@ private:
/** Particles to show on touch */
std::string m_collision_particles;
/** If m_shader_type == SHADERTYPE_VEGETATION */
float m_grass_speed;
float m_grass_amplitude;
/** If the property should be ignored in the physics. Example would be
* plants that a kart can just drive through. */
bool m_ignore;
bool m_add;
bool m_fog;
@ -144,21 +150,10 @@ private:
/** For normal maps */
std::string m_normal_map_tex;
std::string m_normal_map_shader_lightmap;
//bool m_normal_map_uv2; //!< Whether to use a second UV layer for normal map
bool m_is_heightmap;
bool m_parallax_map;
float m_parallax_height;
/** Texture clamp bitmask */
unsigned int m_clamp_tex;
bool m_lighting;
bool m_smooth_reflection_shader;
bool m_alpha_testing;
bool m_alpha_blending;
/** True if backface culliing should be enabled. */
bool m_backface_culling;
@ -167,18 +162,21 @@ private:
/** Some textures need to be pre-multiplied, some divided to give
* the intended effect. */
enum {ADJ_NONE, ADJ_PREMUL, ADJ_DIV}
m_adjust_image;
/** True if (blending) lightmapping is enabled for this material. */
bool m_lightmap;
/** True if (additive) lightmapping is enabled for this material. */
bool m_additive_lightmap;
//enum {ADJ_NONE, ADJ_PREMUL, ADJ_DIV}
// m_adjust_image;
/** True if lightmapping is enabled for this material. */
//bool m_lightmap;
/** True if the material shouldn't be "slippy" at an angle */
bool m_high_tire_adhesion;
/** How much the top speed is reduced per second. */
float m_slowdown_time;
/** Maximum speed at which no more slow down occurs. */
float m_max_speed_fraction;
/** Minimum speed on this terrain. This is used for zippers on a ramp to
* guarantee the right jump distance. A negative value indicates no
* minimum speed. */
@ -211,7 +209,7 @@ private:
float m_zipper_fade_out_time;
/** Additional engine force. */
float m_zipper_engine_force;
std::string m_mask;
/** If m_splatting is true, indicates the first splatting texture */
@ -249,7 +247,6 @@ public:
bool isIgnore () const { return m_ignore; }
/** Returns true if this material is a zipper. */
bool isZipper () const { return m_zipper; }
bool isSphereMap () const { return m_graphical_effect == GE_SPHERE_MAP; }
/** Returns if this material should trigger a rescue if a kart
* is driving on it. */
bool isDriveReset () const { return m_drive_reset; }
@ -264,14 +261,19 @@ public:
getTexFname () const { return m_texname; }
int getIndex () const { return m_index; }
bool isTransparent () const { return m_alpha_testing || m_alpha_blending || m_add; }
bool isTransparent () const
{
return m_shader_type == SHADERTYPE_ADDITIVE ||
m_shader_type == SHADERTYPE_ALPHA_BLEND ||
m_shader_type == SHADERTYPE_ALPHA_TEST;
}
// ------------------------------------------------------------------------
/** Returns true if this materials need pre-multiply of alpha. */
bool isPreMul() const {return m_adjust_image==ADJ_PREMUL; }
//bool isPreMul() const {return m_adjust_image==ADJ_PREMUL; }
// ------------------------------------------------------------------------
/** Returns true if this materials need pre-division of alpha. */
bool isPreDiv() const {return m_adjust_image==ADJ_DIV; }
//bool isPreDiv() const {return m_adjust_image==ADJ_DIV; }
// ------------------------------------------------------------------------
/** Returns the fraction of maximum speed on this material. */
float getMaxSpeedFraction() const { return m_max_speed_fraction; }
@ -281,9 +283,6 @@ public:
* karts. So a short time will slowdown a kart much faster. */
float getSlowDownTime() const { return m_slowdown_time; }
// ------------------------------------------------------------------------
/** Returns true if this material should have smoke effect. */
//bool hasSmoke () const { return m_graphical_effect==GE_SMOKE;}
// ------------------------------------------------------------------------
/** Returns true if this material is under some other mesh and therefore
* requires another raycast to find the surface it is under (used for
* gfx, e.g. driving under water to find where the water splash should
@ -341,14 +340,11 @@ public:
* on lower speeds. A negative value indicates no minimum speed. */
float getZipperMinSpeed() const { return m_zipper_min_speed; }
// ------------------------------------------------------------------------
bool isNormalMap() const { return m_graphical_effect == GE_NORMAL_MAP; }
ShaderType getShaderType() const { return m_shader_type; }
// ------------------------------------------------------------------------
void onMadeVisible(scene::IMeshBuffer* who);
void onHidden(scene::IMeshBuffer* who);
void isInitiallyHidden(scene::IMeshBuffer* who);
/** For particle system : specify if the particle should be additively blended
*/
bool isAlphaAdditive() const { return !m_alpha_blending; }
} ;

View File

@ -453,7 +453,10 @@ void ParticleEmitter::setParticleType(const ParticleKind* type)
m_node = irr_driver->addParticleNode();
if (m_is_glsl)
static_cast<ParticleSystemProxy *>(m_node)->setAlphaAdditive(type->getMaterial()->isAlphaAdditive());
{
bool additive = (type->getMaterial()->getShaderType() == Material::SHADERTYPE_ADDITIVE);
static_cast<ParticleSystemProxy *>(m_node)->setAlphaAdditive(additive);
}
}
if (m_parent != NULL)

View File

@ -53,6 +53,7 @@ static GLuint generateFBO(GLuint ColorAttachement, GLuint DepthAttachement)
RTT::RTT(size_t width, size_t height)
{
m_shadow_FBO = NULL;
initGL();
using namespace video;
using namespace core;
@ -197,14 +198,14 @@ RTT::RTT(size_t width, size_t height)
somevector.clear();
somevector.push_back(shadowColorTex);
shadowFBO = new FrameBuffer(somevector, shadowDepthTex, 1024, 1024, true);
m_shadow_FBO = new FrameBuffer(somevector, shadowDepthTex, 1024, 1024, true);
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
RTT::~RTT()
{
delete shadowFBO;
delete m_shadow_FBO;
glDeleteTextures(RTT_COUNT, RenderTargetTextures);
glDeleteTextures(1, &DepthStencilTexture);
if (irr_driver->getGLSLVersion() >= 150)

View File

@ -37,7 +37,7 @@ public:
RTT(size_t width, size_t height);
~RTT();
FrameBuffer &getShadowFBO() { return *shadowFBO; }
FrameBuffer &getShadowFBO() { return *m_shadow_FBO; }
unsigned getShadowDepthTex() const { return shadowDepthTex; }
unsigned getDepthStencilTexture() const { return DepthStencilTexture; }
@ -49,7 +49,7 @@ private:
unsigned DepthStencilTexture;
unsigned shadowColorTex, shadowDepthTex;
FrameBuffer* shadowFBO;
FrameBuffer* m_shadow_FBO;
LEAK_CHECK();
};

View File

@ -104,43 +104,43 @@ static void initCubeVBO()
{
// From CSkyBoxSceneNode
float corners[] =
{
// top side
1., 1., -1.,
1., 1., 1.,
-1., 1., 1.,
-1., 1., -1.,
{
// top side
1., 1., -1.,
1., 1., 1.,
-1., 1., 1.,
-1., 1., -1.,
// Bottom side
1., -1., 1.,
1., -1., -1.,
-1., -1., -1.,
-1., -1., 1.,
// Bottom side
1., -1., 1.,
1., -1., -1.,
-1., -1., -1.,
-1., -1., 1.,
// right side
1., -1, -1,
1., -1, 1,
1., 1., 1.,
1., 1., -1.,
// right side
1., -1, -1,
1., -1, 1,
1., 1., 1.,
1., 1., -1.,
// left side
-1., -1., 1.,
-1., -1., -1.,
-1., 1., -1.,
-1., 1., 1.,
// left side
-1., -1., 1.,
-1., -1., -1.,
-1., 1., -1.,
-1., 1., 1.,
// back side
-1., -1., -1.,
1., -1, -1.,
1, 1, -1.,
-1, 1, -1.,
// back side
-1., -1., -1.,
1., -1, -1.,
1, 1, -1.,
-1, 1, -1.,
// front side
1., -1., 1.,
-1., -1., 1.,
-1, 1., 1.,
1., 1., 1.,
};
// front side
1., -1., 1.,
-1., -1., 1.,
-1, 1., 1.,
1., 1., 1.,
};
int indices[] = {
0, 1, 2, 2, 3, 0,
4, 5, 6, 6, 7, 4,
@ -188,38 +188,38 @@ void Shaders::loadShaders()
m_shaders[ES_NORMAL_MAP_LIGHTMAP] = glsl_noinput(dir + "pass.vert", dir + "pass.frag");
m_shaders[ES_SKYBOX] = glslmat(dir + "pass.vert", dir + "pass.frag",
m_callbacks[ES_SKYBOX], EMT_TRANSPARENT_ALPHA_CHANNEL);
m_callbacks[ES_SKYBOX], EMT_TRANSPARENT_ALPHA_CHANNEL);
m_shaders[ES_SPLATTING] = glsl_noinput(dir + "pass.vert", dir + "pass.frag");
m_shaders[ES_WATER] = glslmat(dir + "pass.vert", dir + "pass.frag",
m_callbacks[ES_WATER], EMT_TRANSPARENT_ALPHA_CHANNEL);
m_callbacks[ES_WATER], EMT_TRANSPARENT_ALPHA_CHANNEL);
m_shaders[ES_WATER_SURFACE] = glsl(dir + "pass.vert", dir + "pass.frag",
m_callbacks[ES_WATER]);
m_callbacks[ES_WATER]);
m_shaders[ES_SPHERE_MAP] = glsl_noinput(dir + "pass.vert", dir + "pass.frag");
m_shaders[ES_GRASS] = glslmat(dir + "pass.vert", dir + "pass.frag",
m_callbacks[ES_GRASS], EMT_TRANSPARENT_ALPHA_CHANNEL);
m_callbacks[ES_GRASS], EMT_TRANSPARENT_ALPHA_CHANNEL);
m_shaders[ES_GRASS_REF] = glslmat(dir + "pass.vert", dir + "pass.frag",
m_callbacks[ES_GRASS], EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
m_callbacks[ES_GRASS], EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
m_shaders[ES_BUBBLES] = glslmat(dir + "pass.vert", dir + "pass.frag",
m_callbacks[ES_BUBBLES], EMT_TRANSPARENT_ALPHA_CHANNEL);
m_callbacks[ES_BUBBLES], EMT_TRANSPARENT_ALPHA_CHANNEL);
m_shaders[ES_MOTIONBLUR] = glsl(dir + "pass.vert", dir + "pass.frag",
m_callbacks[ES_MOTIONBLUR]);
m_callbacks[ES_MOTIONBLUR]);
m_shaders[ES_GAUSSIAN3H] = glslmat(dir + "pass.vert", dir + "pass.frag",
m_callbacks[ES_GAUSSIAN3H], EMT_SOLID);
m_callbacks[ES_GAUSSIAN3H], EMT_SOLID);
m_shaders[ES_GAUSSIAN3V] = glslmat(dir + "pass.vert", dir + "pass.frag",
m_callbacks[ES_GAUSSIAN3V], EMT_SOLID);
m_callbacks[ES_GAUSSIAN3V], EMT_SOLID);
m_shaders[ES_MIPVIZ] = glslmat(dir + "pass.vert", dir + "pass.frag",
m_callbacks[ES_MIPVIZ], EMT_SOLID);
m_callbacks[ES_MIPVIZ], EMT_SOLID);
m_shaders[ES_COLORIZE] = glslmat(dir + "pass.vert", dir + "pass.frag",
m_callbacks[ES_COLORIZE], EMT_SOLID);
m_callbacks[ES_COLORIZE], EMT_SOLID);
m_shaders[ES_OBJECTPASS] = glsl_noinput(dir + "pass.vert", dir + "pass.frag");
m_shaders[ES_OBJECT_UNLIT] = glsl_noinput(dir + "pass.vert", dir + "pass.frag");
@ -229,10 +229,10 @@ void Shaders::loadShaders()
m_shaders[ES_SUNLIGHT] = glsl_noinput(dir + "pass.vert", dir + "pass.frag");
m_shaders[ES_DISPLACE] = glsl(dir + "pass.vert", dir + "pass.frag",
m_callbacks[ES_DISPLACE]);
m_callbacks[ES_DISPLACE]);
m_shaders[ES_PASSFAR] = glsl(dir + "pass.vert", dir + "pass.frag",
m_callbacks[ES_COLORIZE]);
m_callbacks[ES_COLORIZE]);
// Check that all successfully loaded
for (s32 i = 0; i < ES_COUNT; i++) {
@ -273,8 +273,6 @@ void Shaders::loadShaders()
FullScreenShader::Gaussian17TapVShader::init();
FullScreenShader::Gaussian6HBlurShader::init();
FullScreenShader::Gaussian6VBlurShader::init();
FullScreenShader::PenumbraHShader::init();
FullScreenShader::PenumbraVShader::init();
FullScreenShader::GlowShader::init();
FullScreenShader::PassThroughShader::init();
FullScreenShader::LinearizeDepthShader::init();
@ -357,7 +355,7 @@ void Shaders::check(const int num) const
if (m_shaders[num] == -1)
{
Log::error("shaders", "Shader %s failed to load. Update your drivers, if the issue "
"persists, report a bug to us.", shader_names[num] + 3);
"persists, report a bug to us.", shader_names[num] + 3);
}
}
@ -394,8 +392,11 @@ namespace UtilShader
glEnableVertexAttribArray(attrib_position);
glVertexAttribPointer(attrib_position, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), 0);
uniform_color = glGetUniformLocation(Program, "color");
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
if (!UserConfigParams::m_ubo_disabled)
{
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
}
}
void ColoredLine::setUniforms(const irr::video::SColor &col)
@ -429,8 +430,11 @@ namespace MeshShader
uniform_MM = glGetUniformLocation(Program, "ModelMatrix");
uniform_IMM = glGetUniformLocation(Program, "InverseModelMatrix");
uniform_tex = glGetUniformLocation(Program, "tex");
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
if (!UserConfigParams::m_ubo_disabled)
{
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
}
}
void ObjectPass1Shader::setUniforms(const core::matrix4 &ModelMatrix, const core::matrix4 &InverseModelMatrix, unsigned TU_tex)
@ -464,8 +468,11 @@ namespace MeshShader
uniform_IMM = glGetUniformLocation(Program, "InverseModelMatrix");
uniform_TM = glGetUniformLocation(Program, "TextureMatrix");
uniform_tex = glGetUniformLocation(Program, "tex");
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
if (!UserConfigParams::m_ubo_disabled)
{
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
}
}
void ObjectRefPass1Shader::setUniforms(const core::matrix4 &ModelMatrix, const core::matrix4 &InverseModelMatrix, const core::matrix4 &TextureMatrix, unsigned TU_tex)
@ -536,8 +543,11 @@ namespace MeshShader
uniform_IMM = glGetUniformLocation(Program, "InverseModelMatrix");
uniform_normalMap = glGetUniformLocation(Program, "normalMap");
uniform_DiffuseForAlpha = glGetUniformLocation(Program, "DiffuseForAlpha");
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
if (!UserConfigParams::m_ubo_disabled)
{
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
}
}
void NormalMapShader::setUniforms(const core::matrix4 &ModelMatrix, const core::matrix4 &InverseModelMatrix, unsigned TU_normalMap, unsigned TU_uniform_DiffuseForAlpha)
@ -573,8 +583,11 @@ namespace MeshShader
attrib_normal = glGetAttribLocation(Program, "Normal");
attrib_texcoord = glGetAttribLocation(Program, "Texcoord");
uniform_tex = glGetUniformLocation(Program, "tex");
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
if (!UserConfigParams::m_ubo_disabled)
{
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
}
}
void InstancedObjectPass1Shader::setUniforms(unsigned TU_tex)
@ -607,8 +620,11 @@ namespace MeshShader
attrib_normal = glGetAttribLocation(Program, "Normal");
attrib_texcoord = glGetAttribLocation(Program, "Texcoord");
uniform_tex = glGetUniformLocation(Program, "tex");
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
if (!UserConfigParams::m_ubo_disabled)
{
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
}
}
void InstancedObjectRefPass1Shader::setUniforms(unsigned TU_tex)
@ -645,8 +661,11 @@ namespace MeshShader
attrib_texcoord = glGetAttribLocation(Program, "Texcoord");
uniform_windDir = glGetUniformLocation(Program, "windDir");
uniform_tex = glGetUniformLocation(Program, "tex");
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
if (!UserConfigParams::m_ubo_disabled)
{
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
}
}
void InstancedGrassPass1Shader::setUniforms(const core::vector3df &windDir, unsigned TU_tex)
@ -682,8 +701,11 @@ namespace MeshShader
GLuint uniform_SpecularMap = glGetUniformLocation(Program, "SpecularMap");
GLuint uniform_SSAO = glGetUniformLocation(Program, "SSAO");
uniform_ambient = glGetUniformLocation(Program, "ambient");
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
if (!UserConfigParams::m_ubo_disabled)
{
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
}
TU_Albedo = 3;
glUseProgram(Program);
@ -743,8 +765,11 @@ namespace MeshShader
glUniform1i(uniform_Albedo, TU_Albedo);
glUseProgram(0);
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
if (!UserConfigParams::m_ubo_disabled)
{
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
}
}
void InstancedObjectPass2Shader::setUniforms(const core::matrix4 &ViewProjectionMatrix, const core::matrix4 &TextureMatrix)
@ -873,8 +898,11 @@ namespace MeshShader
attrib_texcoord = glGetAttribLocation(Program, "Texcoord");
uniform_MM = glGetUniformLocation(Program, "ModelMatrix");
GLuint uniform_tex = glGetUniformLocation(Program, "tex");
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
if (!UserConfigParams::m_ubo_disabled)
{
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
}
TU_tex = 3;
glUseProgram(Program);
@ -916,8 +944,11 @@ namespace MeshShader
GLuint uniform_SSAO = glGetUniformLocation(Program, "SSAO");
uniform_ambient = glGetUniformLocation(Program, "ambient");
GLuint uniform_tex = glGetUniformLocation(Program, "tex");
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
if (!UserConfigParams::m_ubo_disabled)
{
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
}
TU_Albedo = 3;
glUseProgram(Program);
@ -928,7 +959,7 @@ namespace MeshShader
glUseProgram(0);
}
void ObjectRimLimitShader::setUniforms(const core::matrix4 &ModelMatrix,
void ObjectRimLimitShader::setUniforms(const core::matrix4 &ModelMatrix,
const core::matrix4 &InverseModelMatrix,
const core::matrix4 &TextureMatrix)
{
@ -960,8 +991,11 @@ namespace MeshShader
GLuint uniform_SpecularMap = glGetUniformLocation(Program, "SpecularMap");
GLuint uniform_SSAO = glGetUniformLocation(Program, "SSAO");
uniform_ambient = glGetUniformLocation(Program, "ambient");
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
if (!UserConfigParams::m_ubo_disabled)
{
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
}
glUseProgram(Program);
glUniform1i(uniform_DiffuseMap, 0);
@ -1004,8 +1038,11 @@ namespace MeshShader
GLuint uniform_SpecularMap = glGetUniformLocation(Program, "SpecularMap");
GLuint uniform_SSAO = glGetUniformLocation(Program, "SSAO");
uniform_ambient = glGetUniformLocation(Program, "ambient");
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
if (!UserConfigParams::m_ubo_disabled)
{
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
}
TU_Albedo = 3;
glUseProgram(Program);
@ -1016,7 +1053,7 @@ namespace MeshShader
glUseProgram(0);
}
void ObjectRefPass2Shader::setUniforms(const core::matrix4 &ModelMatrix,
void ObjectRefPass2Shader::setUniforms(const core::matrix4 &ModelMatrix,
const core::matrix4 &TextureMatrix)
{
if (UserConfigParams::m_ubo_disabled)
@ -1062,7 +1099,7 @@ namespace MeshShader
glUseProgram(0);
}
void GrassPass2Shader::setUniforms(const core::matrix4 &ModelViewProjectionMatrix,
void GrassPass2Shader::setUniforms(const core::matrix4 &ModelViewProjectionMatrix,
const core::vector3df &windDirection)
{
glUniformMatrix4fv(uniform_MVP, 1, GL_FALSE, ModelViewProjectionMatrix.pointer());
@ -1160,11 +1197,21 @@ namespace MeshShader
uniform_MM = glGetUniformLocation(Program, "ModelMatrix");
uniform_IMM = glGetUniformLocation(Program, "InverseModelMatrix");
GLuint uniform_tex = glGetUniformLocation(Program, "tex");
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
GLuint uniform_Albedo = glGetUniformLocation(Program, "Albedo");
GLuint uniform_DiffuseMap = glGetUniformLocation(Program, "DiffuseMap");
GLuint uniform_SpecularMap = glGetUniformLocation(Program, "SpecularMap");
GLuint uniform_SSAO = glGetUniformLocation(Program, "SSAO");
if (!UserConfigParams::m_ubo_disabled)
{
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
}
TU_tex = 3;
glUseProgram(Program);
glUniform1i(uniform_DiffuseMap, 0);
glUniform1i(uniform_SpecularMap, 1);
glUniform1i(uniform_SSAO, 2);
glUniform1i(uniform_tex, TU_tex);
glUseProgram(0);
}
@ -1319,8 +1366,11 @@ namespace MeshShader
uniform_start = glGetUniformLocation(Program, "start");
uniform_end = glGetUniformLocation(Program, "end");
uniform_col = glGetUniformLocation(Program, "col");
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
if (!UserConfigParams::m_ubo_disabled)
{
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
}
}
void TransparentFogShader::setUniforms(const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TextureMatrix, float fogmax, float startH, float endH, float start, float end, const core::vector3df &col, const core::vector3df &campos, unsigned TU_tex)
@ -1359,9 +1409,9 @@ namespace MeshShader
uniform_tex = glGetUniformLocation(Program, "tex");
}
void BillboardShader::setUniforms(const core::matrix4 &ModelViewMatrix,
const core::matrix4 &ProjectionMatrix,
const core::vector3df &Position,
void BillboardShader::setUniforms(const core::matrix4 &ModelViewMatrix,
const core::matrix4 &ProjectionMatrix,
const core::vector3df &Position,
const core::dimension2d<float> &size,
unsigned TU_tex)
{
@ -1385,8 +1435,11 @@ namespace MeshShader
attrib_position = glGetAttribLocation(Program, "Position");
uniform_MM = glGetUniformLocation(Program, "ModelMatrix");
uniform_col = glGetUniformLocation(Program, "col");
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
if (!UserConfigParams::m_ubo_disabled)
{
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
}
}
void ColorizeShader::setUniforms(const core::matrix4 &ModelMatrix, float r, float g, float b)
@ -1669,8 +1722,11 @@ namespace MeshShader
attrib_position = glGetAttribLocation(Program, "Position");
uniform_MM = glGetUniformLocation(Program, "ModelMatrix");
uniform_tex = glGetUniformLocation(Program, "tex");
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
if (!UserConfigParams::m_ubo_disabled)
{
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
}
glGenVertexArrays(1, &cubevao);
glBindVertexArray(cubevao);
@ -1884,8 +1940,8 @@ namespace ParticleShader
}
void SimpleParticleRender::setUniforms(const core::matrix4 &ViewMatrix, const core::matrix4 &ProjMatrix,
const core::matrix4 InvProjMatrix, float width, float height, unsigned TU_tex, unsigned TU_dtex,
const ParticleSystemProxy* particle_system)
const core::matrix4 InvProjMatrix, float width, float height, unsigned TU_tex, unsigned TU_dtex,
const ParticleSystemProxy* particle_system)
{
glUniformMatrix4fv(uniform_invproj, 1, GL_FALSE, InvProjMatrix.pointer());
glUniformMatrix4fv(uniform_matrix, 1, GL_FALSE, irr_driver->getProjMatrix().pointer());
@ -2090,8 +2146,11 @@ namespace FullScreenShader
uniform_direction = glGetUniformLocation(Program, "direction");
uniform_col = glGetUniformLocation(Program, "col");
vao = createVAO(Program);
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
if (!UserConfigParams::m_ubo_disabled)
{
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
}
}
void SunLightShader::setUniforms(const core::vector3df &direction, float r, float g, float b, unsigned TU_ntex, unsigned TU_dtex)
@ -2157,8 +2216,11 @@ namespace FullScreenShader
uniform_direction = glGetUniformLocation(Program, "direction");
uniform_col = glGetUniformLocation(Program, "col");
vao = createVAO(Program);
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
if (!UserConfigParams::m_ubo_disabled)
{
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
}
}
void ShadowedSunLightShader::setUniforms(const core::vector3df &direction, float r, float g, float b, unsigned TU_ntex, unsigned TU_dtex, unsigned TU_shadowtex)
@ -2193,8 +2255,11 @@ namespace FullScreenShader
uniform_direction = glGetUniformLocation(Program, "direction");
uniform_col = glGetUniformLocation(Program, "col");
vao = createVAO(Program);
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
if (!UserConfigParams::m_ubo_disabled)
{
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
}
}
void ShadowedSunLightDebugShader::setUniforms(const core::vector3df &direction, float r, float g, float b, unsigned TU_ntex, unsigned TU_dtex, unsigned TU_shadowtex)
@ -2292,46 +2357,6 @@ namespace FullScreenShader
vao = createVAO(Program);
}
GLuint PenumbraHShader::Program;
GLuint PenumbraHShader::uniform_tex;
GLuint PenumbraHShader::uniform_pixel;
GLuint PenumbraHShader::vao;
void PenumbraHShader::init()
{
Program = LoadProgram(
GL_VERTEX_SHADER, file_manager->getAsset("shaders/screenquad.vert").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/penumbrah.frag").c_str());
uniform_tex = glGetUniformLocation(Program, "tex");
uniform_pixel = glGetUniformLocation(Program, "pixel");
vao = createVAO(Program);
}
void PenumbraHShader::setUniforms(const core::vector2df &pixels, GLuint TU_tex)
{
glUniform2f(uniform_pixel, pixels.X, pixels.Y);
glUniform1i(uniform_tex, TU_tex);
}
GLuint PenumbraVShader::Program;
GLuint PenumbraVShader::uniform_tex;
GLuint PenumbraVShader::uniform_pixel;
GLuint PenumbraVShader::vao;
void PenumbraVShader::init()
{
Program = LoadProgram(
GL_VERTEX_SHADER, file_manager->getAsset("shaders/screenquad.vert").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/penumbrav.frag").c_str());
uniform_tex = glGetUniformLocation(Program, "tex");
uniform_pixel = glGetUniformLocation(Program, "pixel");
vao = createVAO(Program);
}
void PenumbraVShader::setUniforms(const core::vector2df &pixels, GLuint TU_tex)
{
glUniform2f(uniform_pixel, pixels.X, pixels.Y);
glUniform1i(uniform_tex, TU_tex);
}
GLuint ShadowGenShader::Program;
GLuint ShadowGenShader::uniform_halft;
GLuint ShadowGenShader::uniform_quarter;
@ -2422,8 +2447,11 @@ namespace FullScreenShader
uniform_noise_texture = glGetUniformLocation(Program, "noise_texture");
uniform_samplePoints = glGetUniformLocation(Program, "samplePoints[0]");
vao = createVAO(Program);
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
if (!UserConfigParams::m_ubo_disabled)
{
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
}
// SSAOSamples[4 * i] and SSAOSamples[4 * i + 1] can be negative
@ -2508,35 +2536,35 @@ namespace FullScreenShader
SSAOSamples[63] = 0.772942f;
// Generate another random distribution, if needed
/* for (unsigned i = 0; i < 16; i++) {
// Use double to avoid denorm and get a true uniform distribution
// Generate z component between [0.1; 1] to avoid being too close from surface
double z = rand();
z /= RAND_MAX;
z = 0.1 + 0.9 * z;
/* for (unsigned i = 0; i < 16; i++) {
// Use double to avoid denorm and get a true uniform distribution
// Generate z component between [0.1; 1] to avoid being too close from surface
double z = rand();
z /= RAND_MAX;
z = 0.1 + 0.9 * z;
// Now generate x,y on the unit circle
double x = rand();
x /= RAND_MAX;
x = 2 * x - 1;
double y = rand();
y /= RAND_MAX;
y = 2 * y - 1;
double xynorm = sqrt(x * x + y * y);
x /= xynorm;
y /= xynorm;
// Now resize x,y so that norm(x,y,z) is one
x *= sqrt(1. - z * z);
y *= sqrt(1. - z * z);
// Now generate x,y on the unit circle
double x = rand();
x /= RAND_MAX;
x = 2 * x - 1;
double y = rand();
y /= RAND_MAX;
y = 2 * y - 1;
double xynorm = sqrt(x * x + y * y);
x /= xynorm;
y /= xynorm;
// Now resize x,y so that norm(x,y,z) is one
x *= sqrt(1. - z * z);
y *= sqrt(1. - z * z);
// Norm factor
double w = rand();
w /= RAND_MAX;
SSAOSamples[4 * i] = (float)x;
SSAOSamples[4 * i + 1] = (float)y;
SSAOSamples[4 * i + 2] = (float)z;
SSAOSamples[4 * i + 3] = (float)w;
}*/
// Norm factor
double w = rand();
w /= RAND_MAX;
SSAOSamples[4 * i] = (float)x;
SSAOSamples[4 * i + 1] = (float)y;
SSAOSamples[4 * i + 2] = (float)z;
SSAOSamples[4 * i + 3] = (float)w;
}*/
}
void SSAOShader::setUniforms(const core::vector2df &screen, unsigned TU_dtex, unsigned TU_noise)
@ -2573,8 +2601,11 @@ namespace FullScreenShader
uniform_end = glGetUniformLocation(Program, "end");
uniform_col = glGetUniformLocation(Program, "col");
vao = createVAO(Program);
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
if (!UserConfigParams::m_ubo_disabled)
{
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
}
}
void FogShader::setUniforms(float fogmax, float startH, float endH, float start, float end, const core::vector3df &col, unsigned TU_ntex)

View File

@ -283,6 +283,16 @@ static void drawSMDefault(GLMesh &mesh, const core::matrix4 &ModelViewProjection
size_t count = mesh.IndexCount;
setTexture(MeshShader::InstancedObjectPass2Shader::TU_Albedo, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
if (irr_driver->getLightViz())
{
GLint swizzleMask[] = { GL_ONE, GL_ONE, GL_ONE, GL_ALPHA };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
else
{
GLint swizzleMask[] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
MeshShader::InstancedObjectPass2Shader::setUniforms(ModelViewProjectionMatrix, core::matrix4::EM4CONST_IDENTITY);
@ -299,6 +309,16 @@ static void drawSMAlphaRefTexture(GLMesh &mesh, const core::matrix4 &ModelViewPr
compressTexture(mesh.textures[0], true);
setTexture(MeshShader::InstancedObjectRefPass2Shader::TU_Albedo, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
if (irr_driver->getLightViz())
{
GLint swizzleMask[] = { GL_ONE, GL_ONE, GL_ONE, GL_ALPHA };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
else
{
GLint swizzleMask[] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
MeshShader::InstancedObjectRefPass2Shader::setUniforms(ModelViewProjectionMatrix, core::matrix4::EM4CONST_IDENTITY);
@ -315,6 +335,16 @@ static void drawSMGrass(GLMesh &mesh, const core::matrix4 &ModelViewProjectionMa
compressTexture(mesh.textures[0], true);
setTexture(MeshShader::InstancedGrassPass2Shader::TU_Albedo, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
if (irr_driver->getLightViz())
{
GLint swizzleMask[] = { GL_ONE, GL_ONE, GL_ONE, GL_ALPHA };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
else
{
GLint swizzleMask[] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
setTexture(MeshShader::InstancedGrassPass2Shader::TU_dtex, irr_driver->getDepthStencilTexture(), GL_NEAREST, GL_NEAREST);
SunLightProvider * const cb = (SunLightProvider *)irr_driver->getCallback(ES_SUNLIGHT);

View File

@ -308,6 +308,16 @@ void drawSphereMap(const GLMesh &mesh, const core::matrix4 &ModelMatrix, const c
size_t count = mesh.IndexCount;
compressTexture(mesh.textures[0], true);
if (irr_driver->getLightViz())
{
GLint swizzleMask[] = { GL_ONE, GL_ONE, GL_ONE, GL_ALPHA };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
else
{
GLint swizzleMask[] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
setTexture(MeshShader::SphereMapShader::TU_tex, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
MeshShader::SphereMapShader::setUniforms(ModelMatrix, InverseModelMatrix);

View File

@ -101,6 +101,12 @@ void RegisterScreen::doRegister()
{
m_info_widget->setText(_("Email has to be between 4 and 50 characters long!"), false);
}
else if ( email.find(L"@")== -1 || email.find(L".")== -1 ||
(email.findLast(L'.') - email.findLast(L'@') <= 2 ) ||
email.findLast(L'@')==0 )
{
m_info_widget->setText(_("Email is invalid!"), false);
}
else
{
m_info_widget->setDefaultColor();