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

This commit is contained in:
hiker 2014-04-08 08:00:51 +10:00
commit 5956f2fdf7
15 changed files with 113 additions and 76 deletions

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@ -4,7 +4,7 @@ uniform sampler2D normalMap;
in vec3 tangent; in vec3 tangent;
in vec3 bitangent; in vec3 bitangent;
in vec2 uv; in vec2 uv;
out vec2 EncodedNormal; out vec3 EncodedNormal;
#else #else
varying vec3 tangent; varying vec3 tangent;
varying vec3 bitangent; varying vec3 bitangent;
@ -26,5 +26,6 @@ void main()
vec3 Frag_bitangent = cross(Frag_normal, Frag_tangent); vec3 Frag_bitangent = cross(Frag_normal, Frag_tangent);
vec3 FragmentNormal = TS_normal.x * Frag_tangent + TS_normal.y * Frag_bitangent - TS_normal.z * Frag_normal; vec3 FragmentNormal = TS_normal.x * Frag_tangent + TS_normal.y * Frag_bitangent - TS_normal.z * Frag_normal;
EncodedNormal = 0.5 * EncodeNormal(normalize(FragmentNormal)) + 0.5; EncodedNormal.xy = 0.5 * EncodeNormal(normalize(FragmentNormal)) + 0.5;
EncodedNormal.z = 1.;
} }

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@ -1,6 +1,9 @@
uniform sampler2D tex;
#if __VERSION__ >= 130 #if __VERSION__ >= 130
in vec3 nor; in vec3 nor;
out vec2 EncodedNormal; in vec2 uv;
out vec3 EncodedNormal;
#else #else
varying vec3 nor; varying vec3 nor;
#define EncodedNormal gl_FragColor.xy #define EncodedNormal gl_FragColor.xy
@ -10,5 +13,7 @@ vec2 EncodeNormal(vec3 n);
void main(void) void main(void)
{ {
EncodedNormal = 0.5 * EncodeNormal(normalize(nor)) + 0.5; vec4 col = texture(tex, uv);
EncodedNormal.xy = 0.5 * EncodeNormal(normalize(nor)) + 0.5;
EncodedNormal.z = exp2(10. * (1. - col.a) + 1.);
} }

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@ -13,6 +13,6 @@ vec3 getLightFactor(float specMapValue);
void main(void) void main(void)
{ {
vec4 color = texture(Albedo, uv); vec4 color = texture(Albedo, uv);
vec3 LightFactor = getLightFactor(1. - color.a); vec3 LightFactor = getLightFactor(1.);
FragColor = vec4(color.xyz * LightFactor, 1.); FragColor = vec4(color.xyz * LightFactor, 1.);
} }

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@ -3,7 +3,7 @@ uniform sampler2D tex;
#if __VERSION__ >= 130 #if __VERSION__ >= 130
in vec3 nor; in vec3 nor;
in vec2 uv; in vec2 uv;
out vec2 EncodedNormal; out vec3 EncodedNormal;
#else #else
varying vec3 nor; varying vec3 nor;
varying vec2 uv; varying vec2 uv;
@ -16,6 +16,7 @@ void main() {
vec4 col = texture(tex, uv); vec4 col = texture(tex, uv);
if (col.a < 0.5) if (col.a < 0.5)
discard; discard;
EncodedNormal = 0.5 * EncodeNormal(normalize(nor)) + 0.5; EncodedNormal.xy = 0.5 * EncodeNormal(normalize(nor)) + 0.5;
EncodedNormal.z = 1.;
} }

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@ -13,37 +13,33 @@ out vec4 Diffuse;
out vec4 Specular; out vec4 Specular;
vec3 DecodeNormal(vec2 n); vec3 DecodeNormal(vec2 n);
vec3 getSpecular(vec3 normal, vec3 eyedir, vec3 lightdir, vec3 color, float roughness);
void main() { void main()
vec2 texc = gl_FragCoord.xy / screen; {
float z = texture(dtex, texc).x; vec2 texc = gl_FragCoord.xy / screen;
vec3 norm = normalize(DecodeNormal(2. * texture(ntex, texc).xy - 1.)); float z = texture(dtex, texc).x;
vec3 norm = normalize(DecodeNormal(2. * texture(ntex, texc).xy - 1.));
float roughness = texture(ntex, texc).z;
vec4 xpos = 2.0 * vec4(texc, z, 1.0) - 1.0f; vec4 xpos = 2.0 * vec4(texc, z, 1.0) - 1.0f;
xpos = invproj * xpos; xpos = invproj * xpos;
xpos /= xpos.w; xpos /= xpos.w;
vec3 eyedir = normalize(xpos.xyz); vec3 eyedir = -normalize(xpos.xyz);
vec3 diffuse = vec3(0.), specular = vec3(0.); vec4 pseudocenter = ViewMatrix * vec4(center.xyz, 1.0);
pseudocenter /= pseudocenter.w;
vec3 light_pos = pseudocenter.xyz;
vec3 light_col = col.xyz;
float d = distance(light_pos, xpos.xyz);
float att = energy * 200. / (4. * 3.14 * d * d);
float spec_att = (energy + 10.) * 200. / (4. * 3.14 * d * d);
vec4 pseudocenter = ViewMatrix * vec4(center.xyz, 1.0); // Light Direction
pseudocenter /= pseudocenter.w; vec3 L = -normalize(xpos.xyz - light_pos);
vec3 light_pos = pseudocenter.xyz;
vec3 light_col = col.xyz;
float d = distance(light_pos, xpos.xyz);
float att = energy * 200. / (4. * 3.14 * d * d);
float spec_att = (energy + 10.) * 200. / (4. * 3.14 * d * d);
// Light Direction float NdotL = max(0., dot(norm, L));
vec3 L = normalize(xpos.xyz - light_pos);
float NdotL = max(0.0, dot(norm, -L)); Diffuse = vec4(NdotL * light_col * att, 1.);
diffuse += NdotL * light_col * att; Specular = vec4(getSpecular(norm, eyedir, L, light_col, roughness) * NdotL * spec_att, 1.);
// Reflected light dir
vec3 R = reflect(-L, norm);
float RdotE = max(0.0, dot(R, eyedir));
specular += pow(RdotE, spec) * light_col * spec_att;
Diffuse = vec4(diffuse, 1.);
Specular = vec4(specular , 1.);
} }

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@ -16,23 +16,24 @@ const float zNear = 1.;
void main(void) void main(void)
{ {
// Beyond that value, light is too attenuated // Beyond that value, light is too attenuated
float r = 40 * Energy; float r = 500 * Energy;
center = Position; center = Position;
energy = Energy; energy = Energy;
vec4 Center = ViewMatrix * vec4(Position, 1.); vec4 Center = ViewMatrix * vec4(Position, 1.);
vec4 ProjectedCornerPosition = ProjectionMatrix * (Center + r * vec4(Corner, 0., 0.));
float adjustedDepth = ProjectedCornerPosition.z;
if (Center.z > zNear) // Light is in front of the cam if (Center.z > zNear) // Light is in front of the cam
{ {
vec3 UnitCenter = normalize(-Center.xyz); adjustedDepth = max(Center.z - r, zNear);
float clampedR = min(r, Center.z - 1.);
float cosTheta = dot(UnitCenter, vec3(0., 0., -1));
float d = clampedR / cosTheta;
Center.xyz += d * UnitCenter;
} }
else if (Center.z + r > zNear) // Light is behind the cam but in range else if (Center.z + r > zNear) // Light is behind the cam but in range
{ {
Center.z = zNear; adjustedDepth = zNear;
// TODO: Change r so that we make the screen aligned quad fits light range.
} }
ProjectedCornerPosition /= ProjectedCornerPosition.w;
ProjectedCornerPosition.zw = (ProjectionMatrix * vec4(0., 0., adjustedDepth, 1.)).zw;
ProjectedCornerPosition.xy *= ProjectedCornerPosition.w;
col = Color; col = Color;
gl_Position = ProjectionMatrix * (Center + r * vec4(Corner, 0., 0.)); gl_Position = ProjectedCornerPosition;
} }

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@ -20,6 +20,7 @@ varying vec2 uv;
vec3 DecodeNormal(vec2 n); vec3 DecodeNormal(vec2 n);
vec3 getSpecular(vec3 normal, vec3 eyedir, vec3 lightdir, vec3 color, float roughness);
void main() { void main() {
float z = texture(dtex, uv).x; float z = texture(dtex, uv).x;
@ -36,14 +37,15 @@ void main() {
} }
vec3 norm = normalize(DecodeNormal(2. * texture(ntex, uv).xy - 1.)); vec3 norm = normalize(DecodeNormal(2. * texture(ntex, uv).xy - 1.));
float roughness = texture(ntex, uv).z;
vec3 eyedir = -normalize(xpos.xyz);
// Normalized on the cpu // Normalized on the cpu
vec3 L = direction; vec3 L = direction;
float NdotL = max(0.0, dot(norm, L)); float NdotL = max(0., dot(norm, L));
vec3 R = reflect(L, norm);
float RdotE = max(0.0, dot(R, normalize(xpos.xyz))); vec3 Specular = getSpecular(norm, eyedir, L, col, roughness) * NdotL;
float Specular = pow(RdotE, 200);
vec3 outcol = NdotL * col; vec3 outcol = NdotL * col;
@ -57,5 +59,5 @@ void main() {
}*/ }*/
Diff = vec4(NdotL * col, 1.); Diff = vec4(NdotL * col, 1.);
Spec = vec4(Specular * col, 1.); Spec = vec4(Specular, 1.);
} }

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@ -24,6 +24,7 @@ varying vec2 uv;
vec3 DecodeNormal(vec2 n); vec3 DecodeNormal(vec2 n);
vec3 getSpecular(vec3 normal, vec3 eyedir, vec3 lightdir, vec3 color, float roughness);
float getShadowFactor(vec3 pos, float bias, int index) float getShadowFactor(vec3 pos, float bias, int index)
{ {
@ -64,14 +65,16 @@ void main() {
xpos.xyz /= xpos.w; xpos.xyz /= xpos.w;
vec3 norm = normalize(DecodeNormal(2. * texture(ntex, uv).xy - 1.)); vec3 norm = normalize(DecodeNormal(2. * texture(ntex, uv).xy - 1.));
float roughness =texture(ntex, uv).z;
vec3 eyedir = -normalize(xpos.xyz);
// Normalized on the cpu // Normalized on the cpu
vec3 L = direction; vec3 L = direction;
float NdotL = max(0., dot(norm, L));
vec3 Specular = getSpecular(norm, eyedir, L, col, roughness) * NdotL;
float NdotL = max(0.0, dot(norm, L));
vec3 R = reflect(L, norm);
float RdotE = max(0.0, dot(R, normalize(xpos.xyz)));
float Specular = pow(RdotE, 200);
vec3 outcol = NdotL * col; vec3 outcol = NdotL * col;
@ -112,7 +115,7 @@ void main() {
else else
factor = getShadowFactor(xpos.xyz, bias, 3); factor = getShadowFactor(xpos.xyz, bias, 3);
Diff = vec4(factor * NdotL * col, 1.); Diff = vec4(factor * NdotL * col, 1.);
Spec = vec4(factor * Specular * col, 1.); Spec = vec4(factor * Specular, 1.);
return; return;
// float moved = (abs(dx) + abs(dy)) * 0.5; // float moved = (abs(dx) + abs(dy)) * 0.5;

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@ -0,0 +1,11 @@
vec3 getSpecular(vec3 normal, vec3 eyedir, vec3 lightdir, vec3 color, float roughness)
{
// Half Light View direction
vec3 H = normalize(eyedir + lightdir);
float NdotH = max(0., dot(normal, H));
float normalisationFactor = (roughness + 2.) / 8.;
vec3 FresnelSchlick = color + (1.0f - color) * pow(1.0f - max(0., (dot(eyedir, H))), 5);
return max(pow(NdotH, roughness) * FresnelSchlick * normalisationFactor, vec3(0.));
}

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@ -318,6 +318,8 @@ void PostProcessing::renderGaussian3Blur(GLuint in_fbo, GLuint in_tex, GLuint tm
glUniform2f(FullScreenShader::Gaussian3VBlurShader::uniform_pixel, inv_width, inv_height); glUniform2f(FullScreenShader::Gaussian3VBlurShader::uniform_pixel, inv_width, inv_height);
setTexture(0, in_tex, GL_LINEAR, GL_LINEAR); setTexture(0, in_tex, GL_LINEAR, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glUniform1i(FullScreenShader::Gaussian3VBlurShader::uniform_tex, 0); glUniform1i(FullScreenShader::Gaussian3VBlurShader::uniform_tex, 0);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
@ -330,6 +332,8 @@ void PostProcessing::renderGaussian3Blur(GLuint in_fbo, GLuint in_tex, GLuint tm
glUniform2f(FullScreenShader::Gaussian3HBlurShader::uniform_pixel, inv_width, inv_height); glUniform2f(FullScreenShader::Gaussian3HBlurShader::uniform_pixel, inv_width, inv_height);
setTexture(0, tmp_tex, GL_LINEAR, GL_LINEAR); setTexture(0, tmp_tex, GL_LINEAR, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glUniform1i(FullScreenShader::Gaussian3HBlurShader::uniform_tex, 0); glUniform1i(FullScreenShader::Gaussian3HBlurShader::uniform_tex, 0);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
@ -347,6 +351,8 @@ void PostProcessing::renderGaussian6Blur(GLuint in_fbo, GLuint in_tex, GLuint tm
glUniform2f(FullScreenShader::Gaussian6VBlurShader::uniform_pixel, inv_width, inv_height); glUniform2f(FullScreenShader::Gaussian6VBlurShader::uniform_pixel, inv_width, inv_height);
setTexture(0, in_tex, GL_LINEAR, GL_LINEAR); setTexture(0, in_tex, GL_LINEAR, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glUniform1i(FullScreenShader::Gaussian6VBlurShader::uniform_tex, 0); glUniform1i(FullScreenShader::Gaussian6VBlurShader::uniform_tex, 0);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
@ -359,6 +365,8 @@ void PostProcessing::renderGaussian6Blur(GLuint in_fbo, GLuint in_tex, GLuint tm
glUniform2f(FullScreenShader::Gaussian6HBlurShader::uniform_pixel, inv_width, inv_height); glUniform2f(FullScreenShader::Gaussian6HBlurShader::uniform_pixel, inv_width, inv_height);
setTexture(0, tmp_tex, GL_LINEAR, GL_LINEAR); setTexture(0, tmp_tex, GL_LINEAR, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glUniform1i(FullScreenShader::Gaussian6HBlurShader::uniform_tex, 0); glUniform1i(FullScreenShader::Gaussian6HBlurShader::uniform_tex, 0);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
@ -626,27 +634,23 @@ void PostProcessing::render()
glBindFramebuffer(GL_FRAMEBUFFER, irr_driver->getFBO(FBO_HALF1)); glBindFramebuffer(GL_FRAMEBUFFER, irr_driver->getFBO(FBO_HALF1));
glViewport(0, 0, UserConfigParams::m_width / 2, UserConfigParams::m_height / 2); glViewport(0, 0, UserConfigParams::m_width / 2, UserConfigParams::m_height / 2);
renderPassThrough(irr_driver->getRenderTargetTexture(RTT_TMP2)); renderPassThrough(irr_driver->getRenderTargetTexture(RTT_TMP2));
renderGaussian6Blur(irr_driver->getFBO(FBO_HALF1), irr_driver->getRenderTargetTexture(RTT_HALF1),
irr_driver->getFBO(FBO_HALF2), irr_driver->getRenderTargetTexture(RTT_HALF2), UserConfigParams::m_width / 2, UserConfigParams::m_height / 2);
// To quarter // To quarter
glBindFramebuffer(GL_FRAMEBUFFER, irr_driver->getFBO(FBO_QUARTER1)); glBindFramebuffer(GL_FRAMEBUFFER, irr_driver->getFBO(FBO_QUARTER1));
glViewport(0, 0, UserConfigParams::m_width / 4, UserConfigParams::m_height / 4); glViewport(0, 0, UserConfigParams::m_width / 4, UserConfigParams::m_height / 4);
renderPassThrough(irr_driver->getRenderTargetTexture(RTT_HALF1)); renderPassThrough(irr_driver->getRenderTargetTexture(RTT_HALF1));
renderGaussian6Blur(irr_driver->getFBO(FBO_QUARTER1), irr_driver->getRenderTargetTexture(RTT_QUARTER1),
irr_driver->getFBO(FBO_QUARTER2), irr_driver->getRenderTargetTexture(RTT_QUARTER2), UserConfigParams::m_width / 4, UserConfigParams::m_height / 4);
// To eighth // To eighth
glBindFramebuffer(GL_FRAMEBUFFER, irr_driver->getFBO(FBO_EIGHTH1)); glBindFramebuffer(GL_FRAMEBUFFER, irr_driver->getFBO(FBO_EIGHTH1));
glViewport(0, 0, UserConfigParams::m_width / 8, UserConfigParams::m_height / 8); glViewport(0, 0, UserConfigParams::m_width / 8, UserConfigParams::m_height / 8);
renderPassThrough(irr_driver->getRenderTargetTexture(RTT_QUARTER1)); renderPassThrough(irr_driver->getRenderTargetTexture(RTT_QUARTER1));
// Blur it for distribution.
glViewport(0, 0, UserConfigParams::m_width / 2, UserConfigParams::m_height / 2);
renderGaussian6Blur(irr_driver->getFBO(FBO_HALF1), irr_driver->getRenderTargetTexture(RTT_HALF1),
irr_driver->getFBO(FBO_HALF2), irr_driver->getRenderTargetTexture(RTT_HALF2), UserConfigParams::m_width / 2, UserConfigParams::m_height / 2);
glViewport(0, 0, UserConfigParams::m_width / 4, UserConfigParams::m_height / 4);
renderGaussian6Blur(irr_driver->getFBO(FBO_QUARTER1), irr_driver->getRenderTargetTexture(RTT_QUARTER1),
irr_driver->getFBO(FBO_QUARTER2), irr_driver->getRenderTargetTexture(RTT_QUARTER2), UserConfigParams::m_width / 4, UserConfigParams::m_height / 4);
glViewport(0, 0, UserConfigParams::m_width / 8, UserConfigParams::m_height / 8);
renderGaussian6Blur(irr_driver->getFBO(FBO_EIGHTH1), irr_driver->getRenderTargetTexture(RTT_EIGHTH1), renderGaussian6Blur(irr_driver->getFBO(FBO_EIGHTH1), irr_driver->getRenderTargetTexture(RTT_EIGHTH1),
irr_driver->getFBO(FBO_EIGHTH2), irr_driver->getRenderTargetTexture(RTT_EIGHTH2), UserConfigParams::m_width / 8, UserConfigParams::m_height / 8); irr_driver->getFBO(FBO_EIGHTH2), irr_driver->getRenderTargetTexture(RTT_EIGHTH2), UserConfigParams::m_width / 8, UserConfigParams::m_height / 8);
glViewport(0, 0, UserConfigParams::m_width, UserConfigParams::m_height); glViewport(0, 0, UserConfigParams::m_width, UserConfigParams::m_height);
// Additively blend on top of tmp1 // Additively blend on top of tmp1

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@ -84,7 +84,7 @@ RTT::RTT()
RenderTargetTextures[RTT_TMP2] = generateRTT(res, GL_RGBA16F, GL_BGRA, GL_FLOAT); RenderTargetTextures[RTT_TMP2] = generateRTT(res, GL_RGBA16F, GL_BGRA, GL_FLOAT);
RenderTargetTextures[RTT_TMP3] = generateRTT(res, GL_RGBA16F, GL_BGRA, GL_FLOAT); RenderTargetTextures[RTT_TMP3] = generateRTT(res, GL_RGBA16F, GL_BGRA, GL_FLOAT);
RenderTargetTextures[RTT_TMP4] = generateRTT(res, GL_R16F, GL_RED, GL_FLOAT); RenderTargetTextures[RTT_TMP4] = generateRTT(res, GL_R16F, GL_RED, GL_FLOAT);
RenderTargetTextures[RTT_NORMAL_AND_DEPTH] = generateRTT(res, GL_RG16F, GL_RG, GL_FLOAT); RenderTargetTextures[RTT_NORMAL_AND_DEPTH] = generateRTT(res, GL_RGB16F, GL_RGB, GL_FLOAT);
RenderTargetTextures[RTT_COLOR] = generateRTT(res, GL_RGBA16F, GL_BGRA, GL_FLOAT); RenderTargetTextures[RTT_COLOR] = generateRTT(res, GL_RGBA16F, GL_BGRA, GL_FLOAT);
RenderTargetTextures[RTT_MLAA_COLORS] = generateRTT(res, GL_RGBA8, GL_BGRA, GL_UNSIGNED_BYTE); RenderTargetTextures[RTT_MLAA_COLORS] = generateRTT(res, GL_RGBA8, GL_BGRA, GL_UNSIGNED_BYTE);
RenderTargetTextures[RTT_LOG_LUMINANCE] = generateRTT(res, GL_R16F, GL_RED, GL_FLOAT); RenderTargetTextures[RTT_LOG_LUMINANCE] = generateRTT(res, GL_R16F, GL_RED, GL_FLOAT);
@ -119,7 +119,7 @@ RTT::RTT()
FrameBuffers[FBO_EIGHTH1] = generateFBO(RenderTargetTextures[RTT_EIGHTH1]); FrameBuffers[FBO_EIGHTH1] = generateFBO(RenderTargetTextures[RTT_EIGHTH1]);
FrameBuffers[FBO_EIGHTH2] = generateFBO(RenderTargetTextures[RTT_EIGHTH2]); FrameBuffers[FBO_EIGHTH2] = generateFBO(RenderTargetTextures[RTT_EIGHTH2]);
FrameBuffers[FBO_COMBINED_TMP1_TMP2] = generateFBO(RenderTargetTextures[RTT_TMP1]); FrameBuffers[FBO_COMBINED_TMP1_TMP2] = generateFBO(RenderTargetTextures[RTT_TMP1], DepthStencilTexture);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, RenderTargetTextures[RTT_TMP2], 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, RenderTargetTextures[RTT_TMP2], 0);
if (irr_driver->getGLSLVersion() >= 150) if (irr_driver->getGLSLVersion() >= 150)

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@ -395,8 +395,10 @@ namespace MeshShader
GLuint ObjectPass1Shader::Program; GLuint ObjectPass1Shader::Program;
GLuint ObjectPass1Shader::attrib_position; GLuint ObjectPass1Shader::attrib_position;
GLuint ObjectPass1Shader::attrib_normal; GLuint ObjectPass1Shader::attrib_normal;
GLuint ObjectPass1Shader::attrib_texcoord;
GLuint ObjectPass1Shader::uniform_MVP; GLuint ObjectPass1Shader::uniform_MVP;
GLuint ObjectPass1Shader::uniform_TIMV; GLuint ObjectPass1Shader::uniform_TIMV;
GLuint ObjectPass1Shader::uniform_tex;
void ObjectPass1Shader::init() void ObjectPass1Shader::init()
{ {
@ -406,14 +408,17 @@ namespace MeshShader
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/object_pass1.frag").c_str()); GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/object_pass1.frag").c_str());
attrib_position = glGetAttribLocation(Program, "Position"); attrib_position = glGetAttribLocation(Program, "Position");
attrib_normal = glGetAttribLocation(Program, "Normal"); attrib_normal = glGetAttribLocation(Program, "Normal");
attrib_texcoord = glGetAttribLocation(Program, "Texcoord");
uniform_MVP = glGetUniformLocation(Program, "ModelViewProjectionMatrix"); uniform_MVP = glGetUniformLocation(Program, "ModelViewProjectionMatrix");
uniform_TIMV = glGetUniformLocation(Program, "TransposeInverseModelView"); uniform_TIMV = glGetUniformLocation(Program, "TransposeInverseModelView");
uniform_tex = glGetUniformLocation(Program, "tex");
} }
void ObjectPass1Shader::setUniforms(const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView) void ObjectPass1Shader::setUniforms(const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView, unsigned TU_tex)
{ {
glUniformMatrix4fv(uniform_MVP, 1, GL_FALSE, ModelViewProjectionMatrix.pointer()); glUniformMatrix4fv(uniform_MVP, 1, GL_FALSE, ModelViewProjectionMatrix.pointer());
glUniformMatrix4fv(uniform_TIMV, 1, GL_FALSE, TransposeInverseModelView.pointer()); glUniformMatrix4fv(uniform_TIMV, 1, GL_FALSE, TransposeInverseModelView.pointer());
glUniform1i(uniform_tex, TU_tex);
} }
GLuint ObjectRefPass1Shader::Program; GLuint ObjectRefPass1Shader::Program;
@ -521,6 +526,7 @@ namespace MeshShader
GLuint InstancedObjectPass1Shader::attrib_scale; GLuint InstancedObjectPass1Shader::attrib_scale;
GLuint InstancedObjectPass1Shader::uniform_MP; GLuint InstancedObjectPass1Shader::uniform_MP;
GLuint InstancedObjectPass1Shader::uniform_VM; GLuint InstancedObjectPass1Shader::uniform_VM;
GLuint InstancedObjectPass1Shader::uniform_tex;
void InstancedObjectPass1Shader::init() void InstancedObjectPass1Shader::init()
{ {
@ -536,12 +542,14 @@ namespace MeshShader
attrib_normal = glGetAttribLocation(Program, "Normal"); attrib_normal = glGetAttribLocation(Program, "Normal");
uniform_MP = glGetUniformLocation(Program, "ViewProjectionMatrix"); uniform_MP = glGetUniformLocation(Program, "ViewProjectionMatrix");
uniform_VM = glGetUniformLocation(Program, "InverseViewMatrix"); uniform_VM = glGetUniformLocation(Program, "InverseViewMatrix");
uniform_tex = glGetUniformLocation(Program, "tex");
} }
void InstancedObjectPass1Shader::setUniforms(const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &ViewMatrix) void InstancedObjectPass1Shader::setUniforms(const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &ViewMatrix, unsigned TU_tex)
{ {
glUniformMatrix4fv(uniform_MP, 1, GL_FALSE, ModelViewProjectionMatrix.pointer()); glUniformMatrix4fv(uniform_MP, 1, GL_FALSE, ModelViewProjectionMatrix.pointer());
glUniformMatrix4fv(uniform_VM, 1, GL_FALSE, ViewMatrix.pointer()); glUniformMatrix4fv(uniform_VM, 1, GL_FALSE, ViewMatrix.pointer());
glUniform1i(uniform_tex, TU_tex);
} }
GLuint InstancedObjectRefPass1Shader::Program; GLuint InstancedObjectRefPass1Shader::Program;
@ -1702,6 +1710,7 @@ namespace LightShader
Program = LoadProgram( Program = LoadProgram(
GL_VERTEX_SHADER, file_manager->getAsset("shaders/pointlight.vert").c_str(), GL_VERTEX_SHADER, file_manager->getAsset("shaders/pointlight.vert").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/decodeNormal.frag").c_str(), GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/decodeNormal.frag").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getSpecular.frag").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/pointlight.frag").c_str()); GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/pointlight.frag").c_str());
attrib_Position = glGetAttribLocation(Program, "Position"); attrib_Position = glGetAttribLocation(Program, "Position");
attrib_Color = glGetAttribLocation(Program, "Color"); attrib_Color = glGetAttribLocation(Program, "Color");
@ -2037,6 +2046,7 @@ namespace FullScreenShader
Program = LoadProgram( Program = LoadProgram(
GL_VERTEX_SHADER, file_manager->getAsset("shaders/screenquad.vert").c_str(), GL_VERTEX_SHADER, file_manager->getAsset("shaders/screenquad.vert").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/decodeNormal.frag").c_str(), GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/decodeNormal.frag").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getSpecular.frag").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/sunlight.frag").c_str()); GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/sunlight.frag").c_str());
uniform_ntex = glGetUniformLocation(Program, "ntex"); uniform_ntex = glGetUniformLocation(Program, "ntex");
uniform_dtex = glGetUniformLocation(Program, "dtex"); uniform_dtex = glGetUniformLocation(Program, "dtex");
@ -2101,6 +2111,7 @@ namespace FullScreenShader
Program = LoadProgram( Program = LoadProgram(
GL_VERTEX_SHADER, file_manager->getAsset("shaders/screenquad.vert").c_str(), GL_VERTEX_SHADER, file_manager->getAsset("shaders/screenquad.vert").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/decodeNormal.frag").c_str(), GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/decodeNormal.frag").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getSpecular.frag").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/sunlightshadow.frag").c_str()); GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/sunlightshadow.frag").c_str());
uniform_ntex = glGetUniformLocation(Program, "ntex"); uniform_ntex = glGetUniformLocation(Program, "ntex");
uniform_dtex = glGetUniformLocation(Program, "dtex"); uniform_dtex = glGetUniformLocation(Program, "dtex");

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@ -37,11 +37,11 @@ class ObjectPass1Shader
{ {
public: public:
static GLuint Program; static GLuint Program;
static GLuint attrib_position, attrib_normal; static GLuint attrib_position, attrib_texcoord, attrib_normal;
static GLuint uniform_MVP, uniform_TIMV; static GLuint uniform_MVP, uniform_TIMV, uniform_tex;
static void init(); static void init();
static void setUniforms(const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView); static void setUniforms(const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView, unsigned TU_tex);
}; };
class ObjectRefPass1Shader class ObjectRefPass1Shader
@ -82,10 +82,10 @@ class InstancedObjectPass1Shader
public: public:
static GLuint Program; static GLuint Program;
static GLuint attrib_position, attrib_normal, attrib_origin, attrib_orientation, attrib_scale; static GLuint attrib_position, attrib_normal, attrib_origin, attrib_orientation, attrib_scale;
static GLuint uniform_MP, uniform_VM; static GLuint uniform_MP, uniform_VM, uniform_tex;
static void init(); static void init();
static void setUniforms(const core::matrix4 &ViewProjectionMatrix, const core::matrix4 &ViewMatrix); static void setUniforms(const core::matrix4 &ViewProjectionMatrix, const core::matrix4 &ViewMatrix, unsigned TU_tex);
}; };
class InstancedObjectRefPass1Shader class InstancedObjectRefPass1Shader

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@ -189,7 +189,8 @@ static void drawFSPMDefault(GLMesh &mesh, const core::matrix4 &ModelViewProjecti
core::matrix4 InverseViewMatrix; core::matrix4 InverseViewMatrix;
irr_driver->getVideoDriver()->getTransform(video::ETS_VIEW).getInverse(InverseViewMatrix); irr_driver->getVideoDriver()->getTransform(video::ETS_VIEW).getInverse(InverseViewMatrix);
MeshShader::InstancedObjectPass1Shader::setUniforms(ModelViewProjectionMatrix, InverseViewMatrix); setTexture(0, mesh.textures[0], GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
MeshShader::InstancedObjectPass1Shader::setUniforms(ModelViewProjectionMatrix, InverseViewMatrix, 0);
glBindVertexArray(mesh.vao_first_pass); glBindVertexArray(mesh.vao_first_pass);
glDrawElementsInstanced(ptype, count, itype, 0, instance_count); glDrawElementsInstanced(ptype, count, itype, 0, instance_count);

View File

@ -225,7 +225,8 @@ void drawObjectPass1(const GLMesh &mesh, const core::matrix4 & ModelViewProjecti
GLenum itype = mesh.IndexType; GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount; size_t count = mesh.IndexCount;
MeshShader::ObjectPass1Shader::setUniforms(ModelViewProjectionMatrix, TransposeInverseModelView); setTexture(0, mesh.textures[0], GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
MeshShader::ObjectPass1Shader::setUniforms(ModelViewProjectionMatrix, TransposeInverseModelView, 0);
assert(mesh.vao_first_pass); assert(mesh.vao_first_pass);
glBindVertexArray(mesh.vao_first_pass); glBindVertexArray(mesh.vao_first_pass);
@ -743,7 +744,7 @@ void initvaostate(GLMesh &mesh, GeometricMaterial GeoMat, ShadedMaterial ShadedM
{ {
case FPSM_DEFAULT: case FPSM_DEFAULT:
mesh.vao_first_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, mesh.vao_first_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer,
MeshShader::ObjectPass1Shader::attrib_position, -1, -1, MeshShader::ObjectPass1Shader::attrib_normal, -1, -1, -1, mesh.Stride); MeshShader::ObjectPass1Shader::attrib_position, MeshShader::ObjectPass1Shader::attrib_texcoord, -1, MeshShader::ObjectPass1Shader::attrib_normal, -1, -1, -1, mesh.Stride);
mesh.vao_shadow_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, MeshShader::ShadowShader::attrib_position, -1, -1, -1, -1, -1, -1, mesh.Stride); mesh.vao_shadow_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, MeshShader::ShadowShader::attrib_position, -1, -1, -1, -1, -1, -1, mesh.Stride);
break; break;
case FPSM_ALPHA_REF_TEXTURE: case FPSM_ALPHA_REF_TEXTURE: