Factorize mesh shader.
This commit is contained in:
parent
6df85e260c
commit
603fdbb70a
@ -248,6 +248,12 @@ void Shaders::loadShaders()
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FullScreenShader::PointLightShader::init();
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FullScreenShader::PPDisplaceShader::init();
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FullScreenShader::SSAOShader::init();
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MeshShader::ColorizeShader::init();
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MeshShader::NormalMapShader::init();
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MeshShader::ObjectPass1Shader::init();
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MeshShader::ObjectPass2Shader::init();
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MeshShader::SphereMapShader::init();
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MeshShader::SplattingShader::init();
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}
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Shaders::~Shaders()
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@ -276,6 +282,196 @@ void Shaders::check(const int num) const
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}
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}
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namespace MeshShader
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{
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GLuint ObjectPass1Shader::Program;
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GLuint ObjectPass1Shader::attrib_position;
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GLuint ObjectPass1Shader::attrib_normal;
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GLuint ObjectPass1Shader::uniform_MVP;
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GLuint ObjectPass1Shader::uniform_TIMV;
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void ObjectPass1Shader::init()
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{
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initGL();
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Program = LoadProgram(file_manager->getAsset("shaders/object_pass1.vert").c_str(), file_manager->getAsset("shaders/object_pass1.frag").c_str());
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attrib_position = glGetAttribLocation(Program, "Position");
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attrib_normal = glGetAttribLocation(Program, "Normal");
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uniform_MVP = glGetUniformLocation(Program, "ModelViewProjectionMatrix");
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uniform_TIMV = glGetUniformLocation(Program, "TransposeInverseModelView");
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}
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void ObjectPass1Shader::setUniforms(const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView)
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{
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glUniformMatrix4fv(uniform_MVP, 1, GL_FALSE, ModelViewProjectionMatrix.pointer());
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glUniformMatrix4fv(uniform_TIMV, 1, GL_FALSE, TransposeInverseModelView.pointer());
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}
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GLuint ObjectPass2Shader::Program;
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GLuint ObjectPass2Shader::attrib_position;
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GLuint ObjectPass2Shader::attrib_texcoord;
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GLuint ObjectPass2Shader::uniform_MVP;
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GLuint ObjectPass2Shader::uniform_TIMV;
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GLuint ObjectPass2Shader::uniform_Albedo;
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GLuint ObjectPass2Shader::uniform_DiffuseMap;
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GLuint ObjectPass2Shader::uniform_SpecularMap;
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GLuint ObjectPass2Shader::uniform_SSAO;
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GLuint ObjectPass2Shader::uniform_screen;
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GLuint ObjectPass2Shader::uniform_ambient;
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void ObjectPass2Shader::init()
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{
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initGL();
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Program = LoadProgram(file_manager->getAsset("shaders/object_pass2.vert").c_str(), file_manager->getAsset("shaders/object_pass2.frag").c_str());
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attrib_position = glGetAttribLocation(Program, "Position");
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attrib_texcoord = glGetAttribLocation(Program, "Texcoord");
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uniform_MVP = glGetUniformLocation(Program, "ModelViewProjectionMatrix");
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uniform_Albedo = glGetUniformLocation(Program, "Albedo");
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uniform_DiffuseMap = glGetUniformLocation(Program, "DiffuseMap");
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uniform_SpecularMap = glGetUniformLocation(Program, "SpecularMap");
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uniform_SSAO = glGetUniformLocation(Program, "SSAO");
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uniform_screen = glGetUniformLocation(Program, "screen");
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uniform_ambient = glGetUniformLocation(Program, "ambient");
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}
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void ObjectPass2Shader::setUniforms(const core::matrix4 &ModelViewProjectionMatrix, unsigned TU_Albedo, unsigned TU_DiffuseMap, unsigned TU_SpecularMap, unsigned TU_SSAO)
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{
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glUniformMatrix4fv(uniform_MVP, 1, GL_FALSE, ModelViewProjectionMatrix.pointer());
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glUniform1i(uniform_Albedo, TU_Albedo);
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glUniform1i(uniform_DiffuseMap, TU_DiffuseMap);
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glUniform1i(uniform_SpecularMap, TU_SpecularMap);
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glUniform1i(uniform_SSAO, TU_SSAO);
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glUniform2f(uniform_screen, UserConfigParams::m_width, UserConfigParams::m_height);
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const video::SColorf s = irr_driver->getSceneManager()->getAmbientLight();
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glUniform3f(uniform_ambient, s.r, s.g, s.b);
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}
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GLuint NormalMapShader::Program;
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GLuint NormalMapShader::attrib_position;
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GLuint NormalMapShader::attrib_texcoord;
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GLuint NormalMapShader::attrib_tangent;
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GLuint NormalMapShader::attrib_bitangent;
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GLuint NormalMapShader::uniform_MVP;
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GLuint NormalMapShader::uniform_TIMV;
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GLuint NormalMapShader::uniform_normalMap;
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void NormalMapShader::init()
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{
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initGL();
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Program = LoadProgram(file_manager->getAsset("shaders/normalmap.vert").c_str(), file_manager->getAsset("shaders/normalmap.frag").c_str());
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attrib_position = glGetAttribLocation(Program, "Position");
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attrib_texcoord = glGetAttribLocation(Program, "Texcoord");
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attrib_tangent = glGetAttribLocation(Program, "Tangent");
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attrib_bitangent = glGetAttribLocation(Program, "Bitangent");
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uniform_MVP = glGetUniformLocation(Program, "ModelViewProjectionMatrix");
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uniform_TIMV = glGetUniformLocation(Program, "TransposeInverseModelView");
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uniform_normalMap = glGetUniformLocation(Program, "normalMap");
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}
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void NormalMapShader::setUniforms(const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView, unsigned TU_normalMap)
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{
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glUniformMatrix4fv(uniform_MVP, 1, GL_FALSE, ModelViewProjectionMatrix.pointer());
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glUniformMatrix4fv(uniform_TIMV, 1, GL_FALSE, TransposeInverseModelView.pointer());
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glUniform1i(uniform_normalMap, TU_normalMap);
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}
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GLuint SphereMapShader::Program;
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GLuint SphereMapShader::attrib_position;
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GLuint SphereMapShader::attrib_normal;
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GLuint SphereMapShader::uniform_MVP;
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GLuint SphereMapShader::uniform_TIMV;
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GLuint SphereMapShader::uniform_tex;
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void SphereMapShader::init()
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{
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initGL();
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Program = LoadProgram(file_manager->getAsset("shaders/object_pass1.vert").c_str(), file_manager->getAsset("shaders/objectpass_spheremap.frag").c_str());
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attrib_position = glGetAttribLocation(Program, "Position");
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attrib_normal = glGetAttribLocation(Program, "Normal");
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uniform_MVP = glGetUniformLocation(Program, "ModelViewProjectionMatrix");
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uniform_TIMV = glGetUniformLocation(Program, "TransposeInverseModelView");
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uniform_tex = glGetUniformLocation(Program, "tex");
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}
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void SphereMapShader::setUniforms(const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView, unsigned TU_tex)
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{
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glUniformMatrix4fv(uniform_MVP, 1, GL_FALSE, ModelViewProjectionMatrix.pointer());
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glUniformMatrix4fv(uniform_TIMV, 1, GL_FALSE, TransposeInverseModelView.pointer());
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glUniform1i(uniform_tex, TU_tex);
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}
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GLuint SplattingShader::Program;
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GLuint SplattingShader::attrib_position;
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GLuint SplattingShader::attrib_texcoord;
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GLuint SplattingShader::attrib_second_texcoord;
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GLuint SplattingShader::uniform_MVP;
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GLuint SplattingShader::uniform_tex_layout;
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GLuint SplattingShader::uniform_tex_detail0;
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GLuint SplattingShader::uniform_tex_detail1;
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GLuint SplattingShader::uniform_tex_detail2;
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GLuint SplattingShader::uniform_tex_detail3;
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GLuint SplattingShader::uniform_DiffuseMap;
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GLuint SplattingShader::uniform_SpecularMap;
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GLuint SplattingShader::uniform_SSAO;
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GLuint SplattingShader::uniform_screen;
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GLuint SplattingShader::uniform_ambient;
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void SplattingShader::init()
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{
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initGL();
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Program = LoadProgram(file_manager->getAsset("shaders/splatting.vert").c_str(), file_manager->getAsset("shaders/splatting.frag").c_str());
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attrib_position = glGetAttribLocation(Program, "Position");
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attrib_texcoord = glGetAttribLocation(Program, "Texcoord");
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attrib_second_texcoord = glGetAttribLocation(Program, "SecondTexcoord");
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uniform_MVP = glGetUniformLocation(Program, "ModelViewProjectionMatrix");
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uniform_tex_layout = glGetUniformLocation(Program, "tex_layout");
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uniform_tex_detail0 = glGetUniformLocation(Program, "tex_detail0");
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uniform_tex_detail1 = glGetUniformLocation(Program, "tex_detail1");
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uniform_tex_detail2 = glGetUniformLocation(Program, "tex_detail2");
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uniform_tex_detail3 = glGetUniformLocation(Program, "tex_detail3");
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uniform_DiffuseMap = glGetUniformLocation(Program, "DiffuseMap");
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uniform_SpecularMap = glGetUniformLocation(Program, "SpecularMap");
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uniform_SSAO = glGetUniformLocation(Program, "SSAO");
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uniform_screen = glGetUniformLocation(Program, "screen");
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uniform_ambient = glGetUniformLocation(Program, "ambient");
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}
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void SplattingShader::setUniforms(const core::matrix4 &ModelViewProjectionMatrix, unsigned TU_tex_layout, unsigned TU_tex_detail0, unsigned TU_tex_detail1, unsigned TU_tex_detail2, unsigned TU_tex_detail3, unsigned TU_DiffuseMap, unsigned TU_SpecularMap, unsigned TU_SSAO)
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{
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glUniformMatrix4fv(uniform_MVP, 1, GL_FALSE, ModelViewProjectionMatrix.pointer());
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glUniform1i(uniform_tex_layout, TU_tex_layout);
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glUniform1i(uniform_tex_detail0, TU_tex_detail0);
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glUniform1i(uniform_tex_detail1, TU_tex_detail1);
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glUniform1i(uniform_tex_detail2, TU_tex_detail2);
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glUniform1i(uniform_tex_detail3, TU_tex_detail3);
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glUniform1i(uniform_DiffuseMap, TU_DiffuseMap);
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glUniform1i(uniform_SpecularMap, TU_SpecularMap);
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glUniform1i(uniform_SSAO, TU_SSAO);
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glUniform2f(uniform_screen, UserConfigParams::m_width, UserConfigParams::m_height);
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const video::SColorf s = irr_driver->getSceneManager()->getAmbientLight();
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glUniform3f(uniform_ambient, s.r, s.g, s.b);
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}
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GLuint ColorizeShader::Program;
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GLuint ColorizeShader::attrib_position;
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GLuint ColorizeShader::uniform_MVP;
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GLuint ColorizeShader::uniform_col;
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void ColorizeShader::init()
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{
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initGL();
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Program = LoadProgram(file_manager->getAsset("shaders/object_pass2.vert").c_str(), file_manager->getAsset("shaders/colorize.frag").c_str());
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attrib_position = glGetAttribLocation(Program, "Position");
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uniform_MVP = glGetUniformLocation(Program, "ModelViewProjectionMatrix");
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uniform_col = glGetUniformLocation(Program, "col");
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}
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void ColorizeShader::setUniforms(const core::matrix4 &ModelViewProjectionMatrix, float r, float g, float b)
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{
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glUniformMatrix4fv(uniform_MVP, 1, GL_FALSE, ModelViewProjectionMatrix.pointer());
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glUniform3f(uniform_col, r, g, b);
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}
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}
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static GLuint createVAO(GLuint Program)
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{
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GLuint vao;
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@ -25,6 +25,71 @@ using namespace irr;
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namespace MeshShader
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{
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class ObjectPass1Shader
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{
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public:
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static GLuint Program;
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static GLuint attrib_position, attrib_normal;
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static GLuint uniform_MVP, uniform_TIMV;
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static void init();
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static void setUniforms(const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView);
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};
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class ObjectPass2Shader
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{
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public:
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static GLuint Program;
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static GLuint attrib_position, attrib_texcoord;
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static GLuint uniform_MVP, uniform_TIMV, uniform_Albedo, uniform_DiffuseMap, uniform_SpecularMap, uniform_SSAO, uniform_screen, uniform_ambient;
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static void init();
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static void setUniforms(const core::matrix4 &ModelViewProjectionMatrix, unsigned TU_Albedo, unsigned TU_DiffuseMap, unsigned TU_SpecularMap, unsigned TU_SSAO);
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};
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class NormalMapShader
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{
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public:
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static GLuint Program;
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static GLuint attrib_position, attrib_texcoord, attrib_tangent, attrib_bitangent;
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static GLuint uniform_MVP, uniform_TIMV, uniform_normalMap;
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static void init();
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static void setUniforms(const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView, unsigned TU_normalMap);
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};
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class SphereMapShader
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{
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public:
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static GLuint Program;
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static GLuint attrib_position, attrib_normal;
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static GLuint uniform_MVP, uniform_TIMV, uniform_tex;
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static void init();
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static void setUniforms(const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView, unsigned TU_tex);
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};
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class SplattingShader
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{
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public:
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static GLuint Program;
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static GLuint attrib_position, attrib_texcoord, attrib_second_texcoord;
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static GLuint uniform_MVP, uniform_tex_layout, uniform_tex_detail0, uniform_tex_detail1, uniform_tex_detail2, uniform_tex_detail3, uniform_DiffuseMap, uniform_SpecularMap, uniform_SSAO, uniform_screen, uniform_ambient;
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static void init();
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static void setUniforms(const core::matrix4 &ModelViewProjectionMatrix, unsigned TU_tex_layout, unsigned TU_tex_detail0, unsigned TU_tex_detail1, unsigned TU_tex_detail2, unsigned TU_tex_detail3, unsigned TU_DiffuseMap, unsigned TU_SpecularMap, unsigned TU_SSAO);
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};
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class ColorizeShader
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{
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public:
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static GLuint Program;
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static GLuint attrib_position;
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static GLuint uniform_MVP, uniform_col;
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static void init();
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static void setUniforms(const core::matrix4 &ModelViewProjectionMatrix, float r, float g, float b);
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};
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}
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@ -53,180 +53,6 @@ GLuint createVAO(GLuint vbo, GLuint idx, GLuint attrib_position, GLuint attrib_t
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return vao;
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}
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namespace ObjectPass1Shader
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{
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GLuint Program;
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GLuint attrib_position, attrib_normal;
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GLuint uniform_MVP, uniform_TIMV;
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void init()
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{
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initGL();
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Program = LoadProgram(file_manager->getAsset("shaders/object_pass1.vert").c_str(), file_manager->getAsset("shaders/object_pass1.frag").c_str());
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attrib_position = glGetAttribLocation(Program, "Position");
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attrib_normal = glGetAttribLocation(Program, "Normal");
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uniform_MVP = glGetUniformLocation(Program, "ModelViewProjectionMatrix");
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uniform_TIMV = glGetUniformLocation(Program, "TransposeInverseModelView");;
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}
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void setUniforms(const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView)
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{
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glUniformMatrix4fv(uniform_MVP, 1, GL_FALSE, ModelViewProjectionMatrix.pointer());
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glUniformMatrix4fv(uniform_TIMV, 1, GL_FALSE, TransposeInverseModelView.pointer());
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}
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}
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namespace ObjectPass2Shader
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{
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GLuint Program;
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GLuint attrib_position, attrib_texcoord;
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GLuint uniform_MVP, uniform_TIMV, uniform_Albedo, uniform_DiffuseMap, uniform_SpecularMap, uniform_SSAO, uniform_screen, uniform_ambient;
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void init()
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{
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initGL();
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Program = LoadProgram(file_manager->getAsset("shaders/object_pass2.vert").c_str(), file_manager->getAsset("shaders/object_pass2.frag").c_str());
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attrib_position = glGetAttribLocation(Program, "Position");
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attrib_texcoord = glGetAttribLocation(Program, "Texcoord");
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uniform_MVP = glGetUniformLocation(Program, "ModelViewProjectionMatrix");
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uniform_Albedo = glGetUniformLocation(Program, "Albedo");
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uniform_DiffuseMap = glGetUniformLocation(Program, "DiffuseMap");
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uniform_SpecularMap = glGetUniformLocation(Program, "SpecularMap");
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uniform_SSAO = glGetUniformLocation(Program, "SSAO");
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uniform_screen = glGetUniformLocation(Program, "screen");
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uniform_ambient = glGetUniformLocation(Program, "ambient");
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}
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void setUniforms(const core::matrix4 &ModelViewProjectionMatrix, unsigned TU_Albedo, unsigned TU_DiffuseMap, unsigned TU_SpecularMap, unsigned TU_SSAO)
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{
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glUniformMatrix4fv(uniform_MVP, 1, GL_FALSE, ModelViewProjectionMatrix.pointer());
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glUniform1i(uniform_Albedo, TU_Albedo);
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glUniform1i(uniform_DiffuseMap, TU_DiffuseMap);
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glUniform1i(uniform_SpecularMap, TU_SpecularMap);
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glUniform1i(uniform_SSAO, TU_SSAO);
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glUniform2f(uniform_screen, UserConfigParams::m_width, UserConfigParams::m_height);
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const video::SColorf s = irr_driver->getSceneManager()->getAmbientLight();
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glUniform3f(uniform_ambient, s.r, s.g, s.b);
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}
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}
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namespace NormalMapShader
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{
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GLuint Program;
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GLuint attrib_position, attrib_texcoord, attrib_tangent, attrib_bitangent;
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GLuint uniform_MVP, uniform_TIMV, uniform_normalMap;
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void init()
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{
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initGL();
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Program = LoadProgram(file_manager->getAsset("shaders/normalmap.vert").c_str(), file_manager->getAsset("shaders/normalmap.frag").c_str());
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attrib_position = glGetAttribLocation(Program, "Position");
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attrib_texcoord = glGetAttribLocation(Program, "Texcoord");
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attrib_tangent = glGetAttribLocation(Program, "Tangent");
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attrib_bitangent = glGetAttribLocation(Program, "Bitangent");
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uniform_MVP = glGetUniformLocation(Program, "ModelViewProjectionMatrix");
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uniform_TIMV = glGetUniformLocation(Program, "TransposeInverseModelView");
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uniform_normalMap = glGetUniformLocation(Program, "normalMap");
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}
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void setUniforms(const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView, unsigned TU_normalMap)
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{
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glUniformMatrix4fv(uniform_MVP, 1, GL_FALSE, ModelViewProjectionMatrix.pointer());
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glUniformMatrix4fv(uniform_TIMV, 1, GL_FALSE, TransposeInverseModelView.pointer());
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glUniform1i(uniform_normalMap, TU_normalMap);
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}
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}
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namespace SphereMapShader
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{
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GLuint Program;
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GLuint attrib_position, attrib_normal;
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GLuint uniform_MVP, uniform_TIMV, uniform_tex;
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void init()
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{
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initGL();
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Program = LoadProgram(file_manager->getAsset("shaders/object_pass1.vert").c_str(), file_manager->getAsset("shaders/objectpass_spheremap.frag").c_str());
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attrib_position = glGetAttribLocation(Program, "Position");
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attrib_normal = glGetAttribLocation(Program, "Normal");
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uniform_MVP = glGetUniformLocation(Program, "ModelViewProjectionMatrix");
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uniform_TIMV = glGetUniformLocation(Program, "TransposeInverseModelView");
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uniform_tex = glGetUniformLocation(Program, "tex");
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}
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void setUniforms(const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView, unsigned TU_tex)
|
||||
{
|
||||
glUniformMatrix4fv(uniform_MVP, 1, GL_FALSE, ModelViewProjectionMatrix.pointer());
|
||||
glUniformMatrix4fv(uniform_TIMV, 1, GL_FALSE, TransposeInverseModelView.pointer());
|
||||
glUniform1i(uniform_tex, TU_tex);
|
||||
}
|
||||
}
|
||||
|
||||
namespace SplattingShader
|
||||
{
|
||||
GLuint Program;
|
||||
GLuint attrib_position, attrib_texcoord, attrib_second_texcoord;
|
||||
GLuint uniform_MVP, uniform_tex_layout, uniform_tex_detail0, uniform_tex_detail1, uniform_tex_detail2, uniform_tex_detail3, uniform_DiffuseMap, uniform_SpecularMap, uniform_SSAO, uniform_screen, uniform_ambient;
|
||||
|
||||
void init()
|
||||
{
|
||||
initGL();
|
||||
Program = LoadProgram(file_manager->getAsset("shaders/splatting.vert").c_str(), file_manager->getAsset("shaders/splatting.frag").c_str());
|
||||
attrib_position = glGetAttribLocation(Program, "Position");
|
||||
attrib_texcoord = glGetAttribLocation(Program, "Texcoord");
|
||||
attrib_second_texcoord = glGetAttribLocation(Program, "SecondTexcoord");
|
||||
uniform_MVP = glGetUniformLocation(Program, "ModelViewProjectionMatrix");
|
||||
uniform_tex_layout = glGetUniformLocation(Program, "tex_layout");
|
||||
uniform_tex_detail0 = glGetUniformLocation(Program, "tex_detail0");
|
||||
uniform_tex_detail1 = glGetUniformLocation(Program, "tex_detail1");
|
||||
uniform_tex_detail2 = glGetUniformLocation(Program, "tex_detail2");
|
||||
uniform_tex_detail3 = glGetUniformLocation(Program, "tex_detail3");
|
||||
uniform_DiffuseMap = glGetUniformLocation(Program, "DiffuseMap");
|
||||
uniform_SpecularMap = glGetUniformLocation(Program, "SpecularMap");
|
||||
uniform_SSAO = glGetUniformLocation(Program, "SSAO");
|
||||
uniform_screen = glGetUniformLocation(Program, "screen");
|
||||
uniform_ambient = glGetUniformLocation(Program, "ambient");
|
||||
}
|
||||
|
||||
void setUniforms(const core::matrix4 &ModelViewProjectionMatrix, unsigned TU_tex_layout, unsigned TU_tex_detail0, unsigned TU_tex_detail1, unsigned TU_tex_detail2, unsigned TU_tex_detail3, unsigned TU_DiffuseMap, unsigned TU_SpecularMap, unsigned TU_SSAO)
|
||||
{
|
||||
glUniformMatrix4fv(uniform_MVP, 1, GL_FALSE, ModelViewProjectionMatrix.pointer());
|
||||
glUniform1i(uniform_tex_layout, TU_tex_layout);
|
||||
glUniform1i(uniform_tex_detail0, TU_tex_detail0);
|
||||
glUniform1i(uniform_tex_detail1, TU_tex_detail1);
|
||||
glUniform1i(uniform_tex_detail2, TU_tex_detail2);
|
||||
glUniform1i(uniform_tex_detail3, TU_tex_detail3);
|
||||
glUniform1i(uniform_DiffuseMap, TU_DiffuseMap);
|
||||
glUniform1i(uniform_SpecularMap, TU_SpecularMap);
|
||||
glUniform1i(uniform_SSAO, TU_SSAO);
|
||||
glUniform2f(uniform_screen, UserConfigParams::m_width, UserConfigParams::m_height);
|
||||
const video::SColorf s = irr_driver->getSceneManager()->getAmbientLight();
|
||||
glUniform3f(uniform_ambient, s.r, s.g, s.b);
|
||||
}
|
||||
}
|
||||
|
||||
namespace ColorizeShader
|
||||
{
|
||||
GLuint Program;
|
||||
GLuint attrib_position;
|
||||
GLuint uniform_MVP, uniform_col;
|
||||
|
||||
void init()
|
||||
{
|
||||
initGL();
|
||||
Program = LoadProgram(file_manager->getAsset("shaders/object_pass2.vert").c_str(), file_manager->getAsset("shaders/colorize.frag").c_str());
|
||||
attrib_position = glGetAttribLocation(Program, "Position");
|
||||
uniform_MVP = glGetUniformLocation(Program, "ModelViewProjectionMatrix");
|
||||
uniform_col = glGetUniformLocation(Program, "col");
|
||||
}
|
||||
|
||||
void setUniforms(const core::matrix4 &ModelViewProjectionMatrix, float r, float g, float b)
|
||||
{
|
||||
glUniformMatrix4fv(uniform_MVP, 1, GL_FALSE, ModelViewProjectionMatrix.pointer());
|
||||
glUniform3f(uniform_col, r, g, b);
|
||||
}
|
||||
}
|
||||
|
||||
static
|
||||
GLMesh allocateMeshBuffer(scene::IMeshBuffer* mb)
|
||||
{
|
||||
@ -322,14 +148,6 @@ STKMesh::STKMesh(irr::scene::IMesh* mesh, ISceneNode* parent, irr::scene::IScene
|
||||
GLmeshes.push_back(allocateMeshBuffer(mb));
|
||||
|
||||
}
|
||||
if (ObjectPass1Shader::Program && ObjectPass2Shader::Program)
|
||||
return;
|
||||
ObjectPass1Shader::init();
|
||||
ObjectPass2Shader::init();
|
||||
NormalMapShader::init();
|
||||
ColorizeShader::init();
|
||||
SphereMapShader::init();
|
||||
SplattingShader::init();
|
||||
}
|
||||
|
||||
STKMesh::~STKMesh()
|
||||
@ -370,8 +188,8 @@ void drawFirstPass(const GLMesh &mesh)
|
||||
TransposeInverseModelView.makeInverse();
|
||||
TransposeInverseModelView = TransposeInverseModelView.getTransposed();
|
||||
|
||||
glUseProgram(ObjectPass1Shader::Program);
|
||||
ObjectPass1Shader::setUniforms(ModelViewProjectionMatrix, TransposeInverseModelView);
|
||||
glUseProgram(MeshShader::ObjectPass1Shader::Program);
|
||||
MeshShader::ObjectPass1Shader::setUniforms(ModelViewProjectionMatrix, TransposeInverseModelView);
|
||||
|
||||
glBindVertexArray(mesh.vao_first_pass);
|
||||
glDrawElements(ptype, count, itype, 0);
|
||||
@ -411,8 +229,8 @@ void drawNormalPass(const GLMesh &mesh)
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
|
||||
glUseProgram(NormalMapShader::Program);
|
||||
NormalMapShader::setUniforms(ModelViewProjectionMatrix, TransposeInverseModelView, 0);
|
||||
glUseProgram(MeshShader::NormalMapShader::Program);
|
||||
MeshShader::NormalMapShader::setUniforms(ModelViewProjectionMatrix, TransposeInverseModelView, 0);
|
||||
|
||||
glBindVertexArray(mesh.vao_first_pass);
|
||||
glDrawElements(ptype, count, itype, 0);
|
||||
@ -450,8 +268,8 @@ void drawSphereMap(const GLMesh &mesh)
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
|
||||
glUseProgram(SphereMapShader::Program);
|
||||
SphereMapShader::setUniforms(ModelViewProjectionMatrix, TransposeInverseModelView, 0);
|
||||
glUseProgram(MeshShader::SphereMapShader::Program);
|
||||
MeshShader::SphereMapShader::setUniforms(ModelViewProjectionMatrix, TransposeInverseModelView, 0);
|
||||
|
||||
glBindVertexArray(mesh.vao_second_pass);
|
||||
glDrawElements(ptype, count, itype, 0);
|
||||
@ -527,8 +345,8 @@ void drawSplatting(const GLMesh &mesh)
|
||||
glActiveTexture(GL_TEXTURE7);
|
||||
glBindTexture(GL_TEXTURE_2D, static_cast<irr::video::COpenGLTexture*>(irr_driver->getRTT(RTT_SSAO))->getOpenGLTextureName());
|
||||
|
||||
glUseProgram(SplattingShader::Program);
|
||||
SplattingShader::setUniforms(ModelViewProjectionMatrix, 0, 1, 2, 3, 4, 5, 6, 7);
|
||||
glUseProgram(MeshShader::SplattingShader::Program);
|
||||
MeshShader::SplattingShader::setUniforms(ModelViewProjectionMatrix, 0, 1, 2, 3, 4, 5, 6, 7);
|
||||
|
||||
glBindVertexArray(mesh.vao_second_pass);
|
||||
glDrawElements(ptype, count, itype, 0);
|
||||
@ -569,8 +387,8 @@ void drawSecondPass(const GLMesh &mesh)
|
||||
glActiveTexture(GL_TEXTURE3);
|
||||
glBindTexture(GL_TEXTURE_2D, static_cast<irr::video::COpenGLTexture*>(irr_driver->getRTT(RTT_SSAO))->getOpenGLTextureName());
|
||||
|
||||
glUseProgram(ObjectPass2Shader::Program);
|
||||
ObjectPass2Shader::setUniforms(ModelViewProjectionMatrix, 0, 1, 2, 3);
|
||||
glUseProgram(MeshShader::ObjectPass2Shader::Program);
|
||||
MeshShader::ObjectPass2Shader::setUniforms(ModelViewProjectionMatrix, 0, 1, 2, 3);
|
||||
|
||||
glBindVertexArray(mesh.vao_second_pass);
|
||||
glDrawElements(ptype, count, itype, 0);
|
||||
@ -594,8 +412,8 @@ void drawGlow(const GLMesh &mesh, float r, float g, float b)
|
||||
ModelViewProjectionMatrix *= irr_driver->getVideoDriver()->getTransform(video::ETS_VIEW);
|
||||
ModelViewProjectionMatrix *= irr_driver->getVideoDriver()->getTransform(video::ETS_WORLD);
|
||||
|
||||
glUseProgram(ColorizeShader::Program);
|
||||
ColorizeShader::setUniforms(ModelViewProjectionMatrix, r, g, b);
|
||||
glUseProgram(MeshShader::ColorizeShader::Program);
|
||||
MeshShader::ColorizeShader::setUniforms(ModelViewProjectionMatrix, r, g, b);
|
||||
|
||||
glBindVertexArray(mesh.vao_glow_pass);
|
||||
glDrawElements(ptype, count, itype, 0);
|
||||
@ -661,30 +479,30 @@ static void initvaostate(GLMesh &mesh, video::E_MATERIAL_TYPE type)
|
||||
if (type == irr_driver->getShader(ES_NORMAL_MAP))
|
||||
{
|
||||
mesh.vao_first_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer,
|
||||
NormalMapShader::attrib_position, NormalMapShader::attrib_texcoord, -1, -1, NormalMapShader::attrib_tangent, NormalMapShader::attrib_bitangent, mesh.Stride);
|
||||
MeshShader::NormalMapShader::attrib_position, MeshShader::NormalMapShader::attrib_texcoord, -1, -1, MeshShader::NormalMapShader::attrib_tangent, MeshShader::NormalMapShader::attrib_bitangent, mesh.Stride);
|
||||
}
|
||||
else
|
||||
{
|
||||
mesh.vao_first_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer,
|
||||
ObjectPass1Shader::attrib_position, -1, -1, ObjectPass1Shader::attrib_normal, -1, -1, mesh.Stride);
|
||||
MeshShader::ObjectPass1Shader::attrib_position, -1, -1, MeshShader::ObjectPass1Shader::attrib_normal, -1, -1, mesh.Stride);
|
||||
}
|
||||
|
||||
if (type == irr_driver->getShader(ES_SPHERE_MAP))
|
||||
{
|
||||
mesh.vao_second_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer,
|
||||
SphereMapShader::attrib_position, -1, -1, SphereMapShader::attrib_normal, -1, -1, mesh.Stride);
|
||||
MeshShader::SphereMapShader::attrib_position, -1, -1, MeshShader::SphereMapShader::attrib_normal, -1, -1, mesh.Stride);
|
||||
}
|
||||
else if (type == irr_driver->getShader(ES_SPLATTING))
|
||||
{
|
||||
mesh.vao_second_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer,
|
||||
SplattingShader::attrib_position, SplattingShader::attrib_texcoord, SplattingShader::attrib_second_texcoord, -1, -1, -1, mesh.Stride);
|
||||
MeshShader::SplattingShader::attrib_position, MeshShader::SplattingShader::attrib_texcoord, MeshShader::SplattingShader::attrib_second_texcoord, -1, -1, -1, mesh.Stride);
|
||||
}
|
||||
else
|
||||
{
|
||||
mesh.vao_second_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer,
|
||||
ObjectPass2Shader::attrib_position, ObjectPass2Shader::attrib_texcoord, -1, -1, -1, -1, mesh.Stride);
|
||||
MeshShader::ObjectPass2Shader::attrib_position, MeshShader::ObjectPass2Shader::attrib_texcoord, -1, -1, -1, -1, mesh.Stride);
|
||||
}
|
||||
mesh.vao_glow_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, ColorizeShader::attrib_position, -1, -1, -1, -1, -1, mesh.Stride);
|
||||
mesh.vao_glow_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, MeshShader::ColorizeShader::attrib_position, -1, -1, -1, -1, -1, mesh.Stride);
|
||||
}
|
||||
|
||||
void STKMesh::render()
|
||||
|
Loading…
Reference in New Issue
Block a user