Rain: Precompute as many shader data as possible

git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14812 178a84e3-b1eb-0310-8ba1-8eac791a3b58
This commit is contained in:
vincentlj 2013-12-27 17:01:45 +00:00
parent 9826af0747
commit 616a2e7a75

View File

@ -181,20 +181,41 @@ GLuint LoadProgram(const char * vertex_file_path, const char * fragment_file_pat
return ProgramID;
}
GLuint LoadTFBProgram(const char * vertex_file_path, const char **varyings, unsigned varyingscount){
GLuint Shader = LoadShader(vertex_file_path, GL_VERTEX_SHADER);
GLuint Program = glCreateProgram();
glAttachShader(Program, Shader);
glTransformFeedbackVaryings(Program, varyingscount, varyings, GL_INTERLEAVED_ATTRIBS);
glLinkProgram(Program);
GLint Result = GL_FALSE;
int InfoLogLength;
glGetProgramiv(Program, GL_LINK_STATUS, &Result);
if (Result == GL_FALSE) {
glGetProgramiv(Program, GL_INFO_LOG_LENGTH, &InfoLogLength);
char *ErrorMessage = new char[InfoLogLength];
glGetProgramInfoLog(Program, InfoLogLength, NULL, ErrorMessage);
printf(ErrorMessage);
delete[] ErrorMessage;
}
glDeleteShader(Shader);
return Program;
}
GLuint getTextureGLuint(ITexture *tex) { return static_cast<const COpenGLTexture*>(tex)->getOpenGLTextureName(); }
void bindUniformToTextureUnit(GLuint program, const char * name, GLuint texid, unsigned textureUnit) {
void bindUniformToTextureUnit(GLuint location, GLuint texid, unsigned textureUnit) {
glActiveTexture(GL_TEXTURE0 + textureUnit);
glBindTexture(GL_TEXTURE_2D, texid);
GLuint location = glGetUniformLocation(program, name);
glUniform1i(location, textureUnit);
}
class GPUParticle {
private:
GLuint SimulationProgram, RenderProgram, tfb_vertex_buffer[2];
GLuint texture;
GLuint normal_and_depth;
GLuint texture, normal_and_depth;
GLuint loc_campos, loc_viewm, loc_time;
GLuint loc_screenw, loc_screen, loc_invproj, texloc_tex, texloc_normal_and_depths;
unsigned count;
public:
GPUParticle(unsigned c, float *initialSamples, GLuint tex, GLuint rtt) :
@ -207,24 +228,17 @@ public:
glBufferData(GL_ARRAY_BUFFER, 3 * count * sizeof(float), 0, GL_STREAM_DRAW);
RenderProgram = LoadProgram(file_manager->getAsset("shaders/rain.vert").c_str(), file_manager->getAsset("shaders/rain.frag").c_str());
GLuint SimShader = LoadShader(file_manager->getAsset("shaders/rainsim.vert").c_str(), GL_VERTEX_SHADER);
SimulationProgram = glCreateProgram();
glAttachShader(SimulationProgram, SimShader);
const char *varying[] = { "currentPosition" };
glTransformFeedbackVaryings(SimulationProgram, 1, varying, GL_INTERLEAVED_ATTRIBS);
glLinkProgram(SimulationProgram);
loc_screenw = glGetUniformLocation(RenderProgram, "screenw");
loc_screen = glGetUniformLocation(RenderProgram, "screen");
loc_invproj = glGetUniformLocation(RenderProgram, "invproj");
texloc_tex = glGetUniformLocation(RenderProgram, "tex");
texloc_normal_and_depths = glGetUniformLocation(RenderProgram, "normals_and_depth");
GLint Result = GL_FALSE;
int InfoLogLength;
glGetProgramiv(SimulationProgram, GL_LINK_STATUS, &Result);
if (Result == GL_FALSE) {
glGetProgramiv(SimulationProgram, GL_INFO_LOG_LENGTH, &InfoLogLength);
char *ErrorMessage = new char[InfoLogLength];
glGetProgramInfoLog(SimulationProgram, InfoLogLength, NULL, ErrorMessage);
printf(ErrorMessage);
delete[] ErrorMessage;
}
glDeleteShader(SimShader);
const char *varyings[] = {"currentPosition"};
SimulationProgram = LoadTFBProgram(file_manager->getAsset("shaders/rainsim.vert").c_str(), varyings, 1);
loc_campos = glGetUniformLocation(SimulationProgram, "campos");
loc_viewm = glGetUniformLocation(SimulationProgram, "viewm");
loc_time = glGetUniformLocation(SimulationProgram, "time");
}
void simulate() {
@ -238,12 +252,10 @@ public:
glBindBuffer(GL_ARRAY_BUFFER, tfb_vertex_buffer[0]);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, tfb_vertex_buffer[1]);
GLuint lcampos = glGetUniformLocation(SimulationProgram, "campos");
GLuint lviewm = glGetUniformLocation(SimulationProgram, "viewm");
GLuint ltime = glGetUniformLocation(SimulationProgram, "time");
glUniformMatrix4fv(lviewm, 1, GL_FALSE, viewm.pointer());
glUniform1f(ltime, time);
glUniform3f(lcampos, campos.X, campos.Y, campos.Z);
glUniformMatrix4fv(loc_viewm, 1, GL_FALSE, viewm.pointer());
glUniform1f(loc_time, time);
glUniform3f(loc_campos, campos.X, campos.Y, campos.Z);
glBeginTransformFeedback(GL_POINTS);
glDrawArrays(GL_POINTS, 0, count);
glEndTransformFeedback();
@ -265,19 +277,12 @@ public:
matrix4 invproj = irr_driver->getVideoDriver()->getTransform(ETS_PROJECTION);
invproj.makeInverse();
GLuint lscreenw = glGetUniformLocation(RenderProgram, "screenw");
GLuint bdiscard = glGetUniformLocation(RenderProgram, "bdiscard");
GLuint lscreen = glGetUniformLocation(RenderProgram, "screen");
GLuint linvproj = glGetUniformLocation(RenderProgram, "invproj");
bindUniformToTextureUnit(texloc_tex, texture, 0);
bindUniformToTextureUnit(texloc_normal_and_depths, normal_and_depth, 1);
bindUniformToTextureUnit(RenderProgram, "tex", texture, 0);
bindUniformToTextureUnit(RenderProgram, "normals_and_depth", normal_and_depth, 1);
glUniformMatrix4fv(linvproj, 1, GL_FALSE, invproj.pointer());
glUniform2f(lscreen, screen[0], screen[1]);
glUniform1f(bdiscard, 1.0);
glUniform1f(lscreenw, screenw);
glUniformMatrix4fv(loc_invproj, 1, GL_FALSE, invproj.pointer());
glUniform2f(loc_screen, screen[0], screen[1]);
glUniform1f(loc_screenw, screenw);
glDrawArrays(GL_POINTS, 0, count);
glDisableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);