Another round of big triangle port.

This commit is contained in:
vlj 2014-06-03 20:28:42 +02:00
parent e5a5c78045
commit 55ddffaf54
11 changed files with 53 additions and 133 deletions

View File

@ -3,8 +3,16 @@ uniform float greenLmn[9];
uniform float redLmn[9];
uniform sampler2D ntex;
uniform mat4 TransposeViewMatrix;
layout (std140) uniform MatrixesData
{
mat4 ViewMatrix;
mat4 ProjectionMatrix;
mat4 InverseViewMatrix;
mat4 InverseProjectionMatrix;
mat4 ShadowViewProjMatrixes[4];
vec2 screen;
};
in vec2 uv;
out vec4 Diff;
vec3 DecodeNormal(vec2 n);
@ -23,6 +31,7 @@ mat4 getMatrix(float L[9])
void main(void)
{
vec2 uv = gl_FragCoord.xy / screen;
vec3 normal = normalize(DecodeNormal(2. * texture(ntex, uv).xy - 1.));
// Convert normal in world space (where SH coordinates were computed)
vec4 extendednormal = TransposeViewMatrix * vec4(normal, 1.);

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@ -24,7 +24,6 @@ layout (std140) uniform MatrixesData
};
#endif
in vec2 uv;
out vec4 FragColor;
@ -32,6 +31,7 @@ vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
void main()
{
vec2 uv = gl_FragCoord.xy / screen;
float z = texture(tex, uv).x;
vec4 xpos = getPosFromUVDepth(vec3(uv, z), InverseProjectionMatrix);

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@ -38,7 +38,6 @@ vec3 SH2RGB (in vec4 sh_r, in vec4 sh_g, in vec4 sh_b, in vec3 dir)
return vec3 (dot(Y,sh_r), dot(Y,sh_g), dot(Y,sh_b));
}
in vec2 uv;
out vec4 Diffuse;
vec3 DecodeNormal(vec2 n);
@ -48,6 +47,7 @@ vec3 resolution = vec3(32, 16, 32);
void main()
{
vec2 uv = gl_FragCoord.xy / screen;
vec3 GI = vec3(0.);
float depth = texture2D(dtex, uv).x;

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@ -40,20 +40,24 @@ uniform float mask_radius;
// Maximum height of texture used
uniform float max_tex_height;
#if __VERSION__ >= 130
in vec2 uv;
layout (std140) uniform MatrixesData
{
mat4 ViewMatrix;
mat4 ProjectionMatrix;
mat4 InverseViewMatrix;
mat4 InverseProjectionMatrix;
mat4 ShadowViewProjMatrixes[4];
vec2 screen;
};
out vec4 FragColor;
#else
varying vec2 uv;
#define FragColor gl_FragColor
#endif
// Number of samples used for blurring
#define NB_SAMPLES 8
void main()
{
vec2 texcoords = uv;
vec2 texcoords = gl_FragCoord.xy / screen;
// Sample the color buffer
vec3 color = texture(color_buffer, texcoords).rgb;

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@ -34,7 +34,6 @@ vec4 DirToSh(vec3 dir, float flux)
void main(void)
{
vec3 normalizedRHCenter = 2. * vec3(gl_FragCoord.xy, slice) / resolution - 1.;
vec3 RHcenter = (RHMatrix * vec4(normalizedRHCenter * extents, 1.)).xyz;

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@ -21,25 +21,19 @@ layout (std140) uniform MatrixesData
mat4 InverseViewMatrix;
mat4 InverseProjectionMatrix;
mat4 ShadowViewProjMatrixes[4];
vec2 screen;
};
#endif
#if __VERSION__ >= 130
in vec2 uv;
out vec4 Diff;
out vec4 Spec;
#else
varying vec2 uv;
#define Diff gl_FragData[0]
#define Spec gl_FragData[1]
#endif
vec3 DecodeNormal(vec2 n);
vec3 getSpecular(vec3 normal, vec3 eyedir, vec3 lightdir, vec3 color, float roughness);
vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
void main() {
vec2 uv = gl_FragCoord.xy / screen;
float z = texture(dtex, uv).x;
vec4 xpos = getPosFromUVDepth(vec3(uv, z), InverseProjectionMatrix);

View File

@ -24,6 +24,7 @@ layout (std140) uniform MatrixesData
mat4 InverseViewMatrix;
mat4 InverseProjectionMatrix;
mat4 ShadowViewProjMatrixes[4];
vec2 screen;
};
#endif
@ -68,6 +69,7 @@ float getShadowFactor(vec3 pos, float bias, int index)
}
void main() {
vec2 uv = gl_FragCoord.xy / screen;
float z = texture(dtex, uv).x;
vec4 xpos = getPosFromUVDepth(vec3(uv, z), InverseProjectionMatrix);

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@ -5,7 +5,16 @@ uniform sampler2D logluminancetex;
uniform float exposure = .09;
uniform float Lwhite = 1.;
in vec2 uv;
layout (std140) uniform MatrixesData
{
mat4 ViewMatrix;
mat4 ProjectionMatrix;
mat4 InverseViewMatrix;
mat4 InverseProjectionMatrix;
mat4 ShadowViewProjMatrixes[4];
vec2 screen;
};
out vec4 FragColor;
vec3 getCIEYxy(vec3 rgbColor);
@ -17,6 +26,7 @@ float saturation = 1.;
void main()
{
vec2 uv = gl_FragCoord.xy / screen;
vec4 col = texture(tex, uv);
float avgLw = textureLod(logluminancetex, uv, 10.).x;
avgLw = max(exp(avgLw) - delta, delta);

View File

@ -217,28 +217,6 @@ void renderBloom(GLuint in)
glDrawArrays(GL_TRIANGLES, 0, 3);
}
static
void renderColorLevel(GLuint in)
{
core::vector3df m_inlevel = World::getWorld()->getTrack()->getColorLevelIn();
core::vector2df m_outlevel = World::getWorld()->getTrack()->getColorLevelOut();
glUseProgram(FullScreenShader::ColorLevelShader::Program);
glBindVertexArray(FullScreenShader::ColorLevelShader::vao);
glUniform3f(FullScreenShader::ColorLevelShader::uniform_inlevel, m_inlevel.X, m_inlevel.Y, m_inlevel.Z);
glUniform2f(FullScreenShader::ColorLevelShader::uniform_outlevel, m_outlevel.X, m_outlevel.Y);
setTexture(0, in, GL_NEAREST, GL_NEAREST);
setTexture(1, irr_driver->getDepthStencilTexture(), GL_NEAREST, GL_NEAREST);
glUniform1i(FullScreenShader::ColorLevelShader::uniform_tex, 0);
glUniform1i(FullScreenShader::ColorLevelShader::uniform_dtex, 1);
setTexture(2, irr_driver->getRenderTargetTexture(RTT_LOG_LUMINANCE), GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST);
glUniformMatrix4fv(FullScreenShader::ColorLevelShader::uniform_invprojm, 1, GL_FALSE, irr_driver->getInvProjMatrix().pointer());
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
void PostProcessing::renderDiffuseEnvMap(const float *bSHCoeff, const float *gSHCoeff, const float *rSHCoeff)
{
glDisable(GL_DEPTH_TEST);
@ -253,7 +231,7 @@ void PostProcessing::renderDiffuseEnvMap(const float *bSHCoeff, const float *gSH
core::matrix4 TVM = irr_driver->getViewMatrix().getTransposed();
FullScreenShader::DiffuseEnvMapShader::setUniforms(TVM, bSHCoeff, gSHCoeff, rSHCoeff, 0);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
@ -287,7 +265,7 @@ void PostProcessing::renderGI(const core::matrix4 &RHMatrix, const core::vector3
setTexture(3, irr_driver->getRenderTargetTexture(RTT_NORMAL_AND_DEPTH), GL_NEAREST, GL_NEAREST);
setTexture(4, irr_driver->getDepthStencilTexture(), GL_NEAREST, GL_NEAREST);
FullScreenShader::GlobalIlluminationReconstructionShader::setUniforms(RHMatrix, rh_extend, 3, 4, 0, 1, 2);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDrawArrays(GL_TRIANGLES, 0, 3);
}
void PostProcessing::renderSunlight()
@ -304,7 +282,7 @@ void PostProcessing::renderSunlight()
setTexture(0, irr_driver->getRenderTargetTexture(RTT_NORMAL_AND_DEPTH), GL_NEAREST, GL_NEAREST);
setTexture(1, irr_driver->getDepthStencilTexture(), GL_NEAREST, GL_NEAREST);
FullScreenShader::SunLightShader::setUniforms(cb->getPosition(), cb->getRed(), cb->getGreen(), cb->getBlue(), 0, 1);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
}
@ -341,7 +319,7 @@ void PostProcessing::renderShadowedSunlight(const std::vector<core::matrix4> &su
glBindVertexArray(FullScreenShader::ShadowedSunLightShader::vao);
FullScreenShader::ShadowedSunLightShader::setUniforms(cb->getPosition(), cb->getRed(), cb->getGreen(), cb->getBlue(), 0, 1, 2);
}
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
}
@ -536,7 +514,7 @@ void PostProcessing::renderFog()
setTexture(0, irr_driver->getDepthStencilTexture(), GL_NEAREST, GL_NEAREST);
FullScreenShader::FogShader::setUniforms(fogmax, startH, endH, start, end, col, 0);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
@ -576,7 +554,7 @@ void PostProcessing::renderMotionBlur(unsigned cam, FrameBuffer &in_fbo, FrameBu
cb->getDirection(cam), 0.15f,
cb->getMaxHeight(cam) * 0.7f, 0);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDrawArrays(GL_TRIANGLES, 0, 3);
}
static void renderGodFade(GLuint tex, const SColor &col)
@ -608,7 +586,7 @@ static void toneMap(FrameBuffer &fbo, GLuint rtt)
setTexture(1, irr_driver->getRenderTargetTexture(RTT_LOG_LUMINANCE), GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST);
FullScreenShader::ToneMapShader::setUniforms(irr_driver->getExposure(), irr_driver->getLwhite(), 0, 1);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDrawArrays(GL_TRIANGLES, 0, 3);
}
static void renderDoF(FrameBuffer &fbo, GLuint rtt)
@ -630,19 +608,6 @@ static void averageTexture(GLuint tex)
glGenerateMipmap(GL_TEXTURE_2D);
}
static void computeLogLuminance(GLuint tex)
{
irr_driver->getFBO(FBO_LOG_LUMINANCE).Bind();
glUseProgram(FullScreenShader::LogLuminanceShader::Program);
glBindVertexArray(FullScreenShader::LogLuminanceShader::vao);
setTexture(0, tex, GL_LINEAR, GL_LINEAR);
FullScreenShader::LogLuminanceShader::setUniforms(0);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
averageTexture(irr_driver->getRenderTargetTexture(RTT_LOG_LUMINANCE));
glViewport(0, 0, UserConfigParams::m_width, UserConfigParams::m_height);
}
void PostProcessing::applyMLAA()
{
const core::vector2df &PIXEL_SIZE = core::vector2df(1.0f / UserConfigParams::m_width, 1.0f / UserConfigParams::m_height);

View File

@ -275,7 +275,6 @@ void Shaders::loadShaders()
FullScreenShader::BloomBlendShader::init();
FullScreenShader::BloomShader::init();
FullScreenShader::DepthOfFieldShader::init();
FullScreenShader::ColorLevelShader::init();
FullScreenShader::FogShader::init();
FullScreenShader::Gaussian17TapHShader::init();
FullScreenShader::Gaussian3HBlurShader::init();
@ -297,7 +296,6 @@ void Shaders::loadShaders()
FullScreenShader::MotionBlurShader::init();
FullScreenShader::GodFadeShader::init();
FullScreenShader::GodRayShader::init();
FullScreenShader::LogLuminanceShader::init();
FullScreenShader::ToneMapShader::init();
FullScreenShader::MLAAColorEdgeDetectionSHader::init();
FullScreenShader::MLAABlendWeightSHader::init();
@ -2125,7 +2123,7 @@ namespace FullScreenShader
uniform_logluminancetex = glGetUniformLocation(Program, "logluminancetex");
uniform_exposure = glGetUniformLocation(Program, "exposure");
uniform_lwhite = glGetUniformLocation(Program, "Lwhite");
vao = createVAO(Program);
vao = createFullScreenVAO(Program);
}
void ToneMapShader::setUniforms(float exposure, float Lwhite, unsigned TU_tex, unsigned TU_loglum)
@ -2159,28 +2157,6 @@ namespace FullScreenShader
glUniform1i(uniform_depth, TU_dtex);
}
GLuint ColorLevelShader::Program;
GLuint ColorLevelShader::uniform_tex;
GLuint ColorLevelShader::uniform_inlevel;
GLuint ColorLevelShader::uniform_outlevel;
GLuint ColorLevelShader::vao;
GLuint ColorLevelShader::uniform_invprojm;
GLuint ColorLevelShader::uniform_dtex;
void ColorLevelShader::init()
{
Program = LoadProgram(
GL_VERTEX_SHADER, file_manager->getAsset("shaders/screenquad.vert").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getRGBfromCIEXxy.frag").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getCIEXYZ.frag").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/color_levels.frag").c_str());
uniform_tex = glGetUniformLocation(Program, "tex");
uniform_dtex = glGetUniformLocation(Program, "dtex");
uniform_inlevel = glGetUniformLocation(Program, "inlevel");
uniform_outlevel = glGetUniformLocation(Program, "outlevel");
uniform_invprojm = glGetUniformLocation(Program, "invprojm");
vao = createVAO(Program);
}
GLuint SunLightShader::Program;
GLuint SunLightShader::uniform_ntex;
GLuint SunLightShader::uniform_dtex;
@ -2200,7 +2176,7 @@ namespace FullScreenShader
uniform_dtex = glGetUniformLocation(Program, "dtex");
uniform_direction = glGetUniformLocation(Program, "direction");
uniform_col = glGetUniformLocation(Program, "col");
vao = createVAO(Program);
vao = createFullScreenVAO(Program);
if (!UserConfigParams::m_ubo_disabled)
{
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
@ -2237,7 +2213,7 @@ namespace FullScreenShader
uniform_greenLmn = glGetUniformLocation(Program, "greenLmn[0]");
uniform_redLmn = glGetUniformLocation(Program, "redLmn[0]");
uniform_TVM = glGetUniformLocation(Program, "TransposeViewMatrix");
vao = createVAO(Program);
vao = createFullScreenVAO(Program);
}
void DiffuseEnvMapShader::setUniforms(const core::matrix4 &TransposeViewMatrix, const float *blueSHCoeff, const float *greenSHCoeff, const float *redSHCoeff, unsigned TU_ntex)
@ -2270,7 +2246,7 @@ namespace FullScreenShader
uniform_shadowtex = glGetUniformLocation(Program, "shadowtex");
uniform_direction = glGetUniformLocation(Program, "direction");
uniform_col = glGetUniformLocation(Program, "col");
vao = createVAO(Program);
vao = createFullScreenVAO(Program);
if (!UserConfigParams::m_ubo_disabled)
{
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
@ -2359,7 +2335,7 @@ namespace FullScreenShader
uniform_extents = glGetUniformLocation(Program, "extents");
uniform_RHMatrix = glGetUniformLocation(Program, "RHMatrix");
uniform_RSMMatrix = glGetUniformLocation(Program, "RSMMatrix");
vao = createVAO(Program);
vao = createFullScreenVAO(Program);
}
void RadianceHintsConstructionShader::setUniforms(const core::matrix4 &RSMMatrix, const core::matrix4 &RHMatrix, const core::vector3df &extents, unsigned TU_ctex, unsigned TU_ntex, unsigned TU_dtex)
@ -2426,7 +2402,7 @@ namespace FullScreenShader
uniform_SHB = glGetUniformLocation(Program, "SHB");
uniform_RHMatrix = glGetUniformLocation(Program, "RHMatrix");
uniform_extents = glGetUniformLocation(Program, "extents");
vao = createVAO(Program);
vao = createFullScreenVAO(Program);
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
}
@ -2746,7 +2722,7 @@ namespace FullScreenShader
uniform_start = glGetUniformLocation(Program, "start");
uniform_end = glGetUniformLocation(Program, "end");
uniform_col = glGetUniformLocation(Program, "col");
vao = createVAO(Program);
vao = createFullScreenVAO(Program);
if (!UserConfigParams::m_ubo_disabled)
{
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
@ -2787,7 +2763,7 @@ namespace FullScreenShader
uniform_direction = glGetUniformLocation(Program, "direction");
uniform_mask_radius = glGetUniformLocation(Program, "mask_radius");
uniform_max_tex_height = glGetUniformLocation(Program, "max_tex_height");
vao = createVAO(Program);
vao = createFullScreenVAO(Program);
}
void MotionBlurShader::setUniforms(float boost_amount, const core::vector2df &center, const core::vector2df &direction, float mask_radius, float max_tex_height, unsigned TU_cb)
@ -2842,24 +2818,6 @@ namespace FullScreenShader
glUniform1i(uniform_tex, TU_tex);
}
GLuint LogLuminanceShader::Program;
GLuint LogLuminanceShader::uniform_tex;
GLuint LogLuminanceShader::vao;
void LogLuminanceShader::init()
{
Program = LoadProgram(
GL_VERTEX_SHADER, file_manager->getAsset("shaders/screenquad.vert").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/logluminance.frag").c_str());
uniform_tex = glGetUniformLocation(Program, "tex");
vao = createVAO(Program);
}
void LogLuminanceShader::setUniforms(unsigned TU_tex)
{
glUniform1i(uniform_tex, TU_tex);
}
GLuint MLAAColorEdgeDetectionSHader::Program;
GLuint MLAAColorEdgeDetectionSHader::uniform_colorMapG;
GLuint MLAAColorEdgeDetectionSHader::uniform_PIXEL_SIZE;

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@ -555,16 +555,6 @@ public:
static void setUniforms(unsigned TU_tex, unsigned TU_depth);
};
class ColorLevelShader
{
public:
static GLuint Program;
static GLuint uniform_tex, uniform_invprojm, uniform_dtex, uniform_inlevel, uniform_outlevel;
static GLuint vao;
static void init();
};
class SunLightShader
{
public:
@ -788,17 +778,6 @@ public:
static void setUniforms(const core::vector2df &sunpos, unsigned TU_tex);
};
class LogLuminanceShader
{
public:
static GLuint Program;
static GLuint uniform_tex;
static GLuint vao;
static void init();
static void setUniforms(unsigned TU_tex);
};
class MLAAColorEdgeDetectionSHader
{
public: