Add Grass shadows.

For non instancing object.
This commit is contained in:
Vincent Lejeune 2014-07-13 21:33:44 +02:00
parent b2fc9eb682
commit 54b1ce39e4
5 changed files with 88 additions and 28 deletions

View File

@ -8,8 +8,10 @@ layout (std140) uniform MatrixesData
};
uniform mat4 ModelMatrix;
uniform vec3 windDir;
layout(location = 0) in vec3 Position;
layout(location = 2) in vec4 Color;
layout(location = 3) in vec2 Texcoord;
#ifdef VSLayer
@ -24,10 +26,10 @@ void main(void)
#ifdef VSLayer
gl_Layer = gl_InstanceID & 3;
uv = Texcoord;
gl_Position = ShadowViewProjMatrixes[gl_Layer] * ModelMatrix * vec4(Position, 1.);
gl_Position = ShadowViewProjMatrixes[gl_Layer] * ModelMatrix * vec4(Position + windDir * Color.r, 1.);
#else
layerId = gl_InstanceID & 3;
tc = Texcoord;
gl_Position = ShadowViewProjMatrixes[layerId] * ModelMatrix * vec4(Position, 1.);
gl_Position = ShadowViewProjMatrixes[layerId] * ModelMatrix * vec4(Position + windDir * Color.r, 1.);
#endif
}

View File

@ -0,0 +1,33 @@
layout (std140) uniform MatrixesData
{
mat4 ViewMatrix;
mat4 ProjectionMatrix;
mat4 InverseViewMatrix;
mat4 InverseProjectionMatrix;
mat4 ShadowViewProjMatrixes[4];
};
uniform mat4 ModelMatrix;
layout(location = 0) in vec3 Position;
layout(location = 3) in vec2 Texcoord;
#ifdef VSLayer
out vec2 uv;
#else
out vec2 tc;
out int layerId;
#endif
void main(void)
{
#ifdef VSLayer
gl_Layer = gl_InstanceID & 3;
uv = Texcoord;
gl_Position = ShadowViewProjMatrixes[gl_Layer] * ModelMatrix * vec4(Position, 1.);
#else
layerId = gl_InstanceID & 3;
tc = Texcoord;
gl_Position = ShadowViewProjMatrixes[layerId] * ModelMatrix * vec4(Position, 1.);
#endif
}

View File

@ -933,6 +933,28 @@ void drawShadow(const T *Shader, const std::vector<GLuint> TextureUnits, const s
}
}
static void drawShadowGrass(const std::vector<GLuint> TextureUnits, const std::vector<std::tuple<GLMesh *, core::matrix4, core::matrix4, core::vector3df> > &t)
{
glUseProgram(MeshShader::GrassShadowShaderInstance->Program);
glBindVertexArray(getVAO(EVT_STANDARD));
for (unsigned i = 0; i < t.size(); i++)
{
const GLMesh *mesh = std::get<0>(t[i]);
irr_driver->IncreaseObjectCount();
GLenum ptype = mesh->PrimitiveType;
GLenum itype = mesh->IndexType;
size_t count = mesh->IndexCount;
for (unsigned j = 0; j < TextureUnits.size(); j++)
{
compressTexture(mesh->textures[j], true);
setTexture(TextureUnits[j], getTextureGLuint(mesh->textures[j]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
}
MeshShader::GrassShadowShaderInstance->setUniforms(std::get<1>(t[i]), std::get<3>(t[i]));
glDrawElementsInstancedBaseVertex(ptype, count, itype, (GLvoid *)mesh->vaoOffset, 4, mesh->vaoBaseVertex);
}
}
template<enum E_VERTEX_TYPE VertexType, typename... Args>
void drawRSM(const core::matrix4 & rsm_matrix, const std::vector<GLuint> TextureUnits, const std::vector<std::tuple<GLMesh *, core::matrix4, Args...> >&t)
{
@ -968,6 +990,7 @@ void IrrDriver::renderShadows()
drawShadow<MeshShader::ShadowShader, EVT_2TCOORDS>(MeshShader::ShadowShaderInstance, {}, ListDefault2TCoordG::Arguments);
drawShadow<MeshShader::ShadowShader, EVT_TANGENTS>(MeshShader::ShadowShaderInstance, {}, ListNormalG::Arguments);
drawShadow<MeshShader::RefShadowShader, EVT_STANDARD>(MeshShader::RefShadowShaderInstance, { MeshShader::RefShadowShaderInstance->TU_tex }, ListAlphaRefG::Arguments);
drawShadowGrass({ MeshShader::GrassShadowShaderInstance->TU_tex }, ListGrassG::Arguments);
glDisable(GL_POLYGON_OFFSET_FILL);

View File

@ -354,7 +354,7 @@ void Shaders::loadShaders()
MeshShader::InstancedShadowShader::init();
MeshShader::RefShadowShaderInstance = new MeshShader::RefShadowShader();
MeshShader::InstancedRefShadowShader::init();
MeshShader::GrassShadowShader::init();
MeshShader::GrassShadowShaderInstance = new MeshShader::GrassShadowShader();
MeshShader::SkyboxShader::init();
MeshShader::ViewFrustrumShader::init();
ParticleShader::FlipParticleRender::init();
@ -1130,30 +1130,33 @@ namespace MeshShader
glUniform1i(uniform_tex, TU_tex);
}
GLuint GrassShadowShader::Program;
GLuint GrassShadowShader::uniform_MVP;
GLuint GrassShadowShader::uniform_tex;
GLuint GrassShadowShader::uniform_windDir;
void GrassShadowShader::init()
GrassShadowShader::GrassShadowShader()
{
return;
Program = LoadProgram(
GL_VERTEX_SHADER, file_manager->getAsset("shaders/grass_pass.vert").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/object_unlit.frag").c_str());
uniform_MVP = glGetUniformLocation(Program, "ModelViewProjectionMatrix");
uniform_tex = glGetUniformLocation(Program, "tex");
uniform_windDir = glGetUniformLocation(Program, "windDir");
// Geometry shader needed
if (irr_driver->getGLSLVersion() < 150)
return;
if (irr_driver->hasVSLayerExtension())
{
Program = LoadProgram(
GL_VERTEX_SHADER, file_manager->getAsset("shaders/shadow_grass.vert").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/object_unlit.frag").c_str());
}
else
{
Program = LoadProgram(
GL_VERTEX_SHADER, file_manager->getAsset("shaders/shadow_grass.vert").c_str(),
GL_GEOMETRY_SHADER, file_manager->getAsset("shaders/shadow.geom").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/object_unlit.frag").c_str());
}
AssignUniforms(Program, uniforms, { "ModelMatrix", "windDir" });
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
TU_tex = 0;
AssignTextureUnit(Program, { { TU_tex, "tex" } });
}
void GrassShadowShader::setUniforms(const core::matrix4 &ModelViewProjectionMatrix, const core::vector3df &windDirection, unsigned TU_tex)
{
glUniformMatrix4fv(uniform_MVP, 1, GL_FALSE, ModelViewProjectionMatrix.pointer());
glUniform1i(uniform_tex, TU_tex);
glUniform3f(uniform_windDir, windDirection.X, windDirection.Y, windDirection.Z);
}
GrassShadowShader *GrassShadowShaderInstance;
GLuint DisplaceMaskShader::Program;
GLuint DisplaceMaskShader::uniform_MVP;

View File

@ -383,16 +383,15 @@ public:
static void setUniforms(unsigned TU_tex);
};
class GrassShadowShader
class GrassShadowShader : public ShaderHelper<core::matrix4, core::vector3df>
{
public:
static GLuint Program;
static GLuint uniform_MVP, uniform_tex, uniform_windDir;
static void init();
static void setUniforms(const core::matrix4 &ModelViewProjectionMatrix, const core::vector3df &windDirection, unsigned TU_tex);
GLuint TU_tex;
GrassShadowShader();
};
extern GrassShadowShader *GrassShadowShaderInstance;
class DisplaceMaskShader
{
public: