Merge branch 'scenemanager-optimisation'
This commit is contained in:
commit
61c350ba96
8
data/shaders/glow_object.frag
Normal file
8
data/shaders/glow_object.frag
Normal file
@ -0,0 +1,8 @@
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in vec4 glowColor;
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flat out vec4 FragColor;
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void main()
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{
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FragColor = vec4(glowColor.rgb, 1.0);
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}
|
24
data/shaders/glow_object.vert
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24
data/shaders/glow_object.vert
Normal file
@ -0,0 +1,24 @@
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layout(location = 0) in vec3 Position;
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layout(location = 1) in vec3 Normal;
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layout(location = 2) in vec4 Color;
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layout(location = 3) in vec2 Texcoord;
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layout(location = 5) in vec3 Tangent;
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layout(location = 6) in vec3 Bitangent;
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layout(location = 7) in vec3 Origin;
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layout(location = 8) in vec3 Orientation;
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layout(location = 9) in vec3 Scale;
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layout(location = 12) in vec4 GlowColor;
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flat out vec4 glowColor;
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mat4 getWorldMatrix(vec3 translation, vec3 rotation, vec3 scale);
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mat4 getInverseWorldMatrix(vec3 translation, vec3 rotation, vec3 scale);
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void main(void)
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{
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mat4 ModelMatrix = getWorldMatrix(Origin, Orientation, Scale);
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mat4 TransposeInverseModelView = transpose(getInverseWorldMatrix(Origin, Orientation, Scale) * InverseViewMatrix);
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gl_Position = ProjectionMatrix * ViewMatrix * ModelMatrix * vec4(Position, 1.);
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glowColor = GlowColor;
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}
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27
data/shaders/instanced_rsm.frag
Normal file
27
data/shaders/instanced_rsm.frag
Normal file
@ -0,0 +1,27 @@
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#ifndef GL_ARB_bindless_texture
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uniform sampler2D tex;
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#endif
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in vec2 uv;
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in vec3 nor;
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in vec4 color;
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#ifdef GL_ARB_bindless_texture
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flat in uvec2 handle;
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#endif
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layout (location = 0) out vec3 RSMColor;
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layout (location = 1) out vec3 RSMNormals;
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void main()
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{
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#ifdef GL_ARB_bindless_texture
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vec4 col = texture(sampler2D(handle), uv);
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#ifdef SRGBBindlessFix
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col.xyz = pow(col.xyz, vec3(2.2));
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#endif
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#else
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vec4 col = texture(tex, uv);
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#endif
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if (col.a < .5) discard;
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RSMColor = col.xyz * color.rgb;
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RSMNormals = .5 * normalize(nor) + .5;
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}
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39
data/shaders/instanced_rsm.vert
Normal file
39
data/shaders/instanced_rsm.vert
Normal file
@ -0,0 +1,39 @@
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uniform mat4 RSMMatrix;
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layout(location = 0) in vec3 Position;
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layout(location = 1) in vec3 Normal;
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layout(location = 2) in vec4 Color;
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layout(location = 3) in vec2 Texcoord;
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layout(location = 4) in vec2 SecondTexcoord;
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layout(location = 7) in vec3 Origin;
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layout(location = 8) in vec3 Orientation;
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layout(location = 9) in vec3 Scale;
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#ifdef GL_ARB_bindless_texture
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layout(location = 10) in uvec2 Handle;
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#endif
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out vec3 nor;
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out vec2 uv;
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out vec2 uv_bis;
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out vec4 color;
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#ifdef GL_ARB_bindless_texture
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flat out uvec2 handle;
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#endif
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mat4 getWorldMatrix(vec3 translation, vec3 rotation, vec3 scale);
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mat4 getInverseWorldMatrix(vec3 translation, vec3 rotation, vec3 scale);
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void main(void)
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{
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mat4 ModelMatrix = getWorldMatrix(Origin, Orientation, Scale);
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mat4 ModelViewProjectionMatrix = RSMMatrix * ModelMatrix;
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mat4 TransposeInverseModel = transpose(inverse(ModelMatrix));
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gl_Position = ModelViewProjectionMatrix * vec4(Position, 1.);
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nor = (TransposeInverseModel * vec4(Normal, 0.)).xyz;
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uv = Texcoord;
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color = Color.zyxw;
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#ifdef GL_ARB_bindless_texture
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handle = Handle;
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#endif
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}
|
@ -73,6 +73,7 @@ extern PFNGLDRAWELEMENTSBASEVERTEXPROC glDrawElementsBaseVertex;
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extern PFNGLDRAWELEMENTSINSTANCEDPROC glDrawElementsInstanced;
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extern PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC glDrawElementsInstancedBaseVertex;
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extern PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC glDrawElementsInstancedBaseVertexBaseInstance;
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extern PFNGLDRAWELEMENTSINDIRECTPROC glDrawElementsIndirect;
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extern PFNGLMULTIDRAWELEMENTSINDIRECTPROC glMultiDrawElementsIndirect;
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extern PFNGLDELETEBUFFERSPROC glDeleteBuffers;
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extern PFNGLGENVERTEXARRAYSPROC glGenVertexArrays;
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@ -131,6 +132,7 @@ extern PFNGLDEBUGMESSAGECALLBACKARBPROC glDebugMessageCallbackARB;
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#define Base_Instance_Support
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#define Buffer_Storage
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#define Multi_Draw_Indirect
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#define Draw_Indirect
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#endif
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|
@ -54,6 +54,7 @@ PFNGLDRAWELEMENTSBASEVERTEXPROC glDrawElementsBaseVertex;
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PFNGLDRAWELEMENTSINSTANCEDPROC glDrawElementsInstanced;
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PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC glDrawElementsInstancedBaseVertex;
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PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC glDrawElementsInstancedBaseVertexBaseInstance;
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PFNGLDRAWELEMENTSINDIRECTPROC glDrawElementsIndirect;
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PFNGLMULTIDRAWELEMENTSINDIRECTPROC glMultiDrawElementsIndirect;
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PFNGLDELETEBUFFERSPROC glDeleteBuffers;
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PFNGLGENVERTEXARRAYSPROC glGenVertexArrays;
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@ -247,6 +248,7 @@ void initGL()
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glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDPROC)IRR_OGL_LOAD_EXTENSION("glDrawElementsInstanced");
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glDrawElementsInstancedBaseVertex = (PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC)IRR_OGL_LOAD_EXTENSION("glDrawElementsInstancedBaseVertex");
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glDrawElementsInstancedBaseVertexBaseInstance = (PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC)IRR_OGL_LOAD_EXTENSION("glDrawElementsInstancedBaseVertexBaseInstance");
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glDrawElementsIndirect = (PFNGLDRAWELEMENTSINDIRECTPROC)IRR_OGL_LOAD_EXTENSION("glDrawElementsIndirect");
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glMultiDrawElementsIndirect = (PFNGLMULTIDRAWELEMENTSINDIRECTPROC)IRR_OGL_LOAD_EXTENSION("glMultiDrawElementsIndirect");
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glDeleteBuffers = (PFNGLDELETEBUFFERSPROC)IRR_OGL_LOAD_EXTENSION("glDeleteBuffers");
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glGenVertexArrays = (PFNGLGENVERTEXARRAYSPROC)IRR_OGL_LOAD_EXTENSION("glGenVertexArrays");
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@ -599,9 +601,22 @@ VAOManager::VAOManager()
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idx_mirror[0] = idx_mirror[1] = idx_mirror[2] = NULL;
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instance_count[0] = 0;
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glGenBuffers(1, &instance_vbo[0]);
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glBindBuffer(GL_ARRAY_BUFFER, instance_vbo[0]);
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glBufferData(GL_ARRAY_BUFFER, 10000 * sizeof(float)* 9, 0, GL_STATIC_DRAW);
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for (unsigned i = 0; i < InstanceTypeCount; i++)
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{
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glGenBuffers(1, &instance_vbo[i]);
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glBindBuffer(GL_ARRAY_BUFFER, instance_vbo[i]);
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#ifdef Buffer_Storage
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if (irr_driver->hasBufferStorageExtension())
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{
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glBufferStorage(GL_ARRAY_BUFFER, 10000 * sizeof(InstanceData), 0, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT);
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Ptr[i] = glMapBufferRange(GL_ARRAY_BUFFER, 0, 10000 * sizeof(InstanceData), GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT);
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}
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else
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#endif
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{
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glBufferData(GL_ARRAY_BUFFER, 10000 * sizeof(InstanceData), 0, GL_STREAM_DRAW);
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}
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}
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}
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static void cleanVAOMap(std::map<std::pair<video::E_VERTEX_TYPE, InstanceType>, GLuint> Map)
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@ -616,9 +631,7 @@ static void cleanVAOMap(std::map<std::pair<video::E_VERTEX_TYPE, InstanceType>,
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void VAOManager::cleanInstanceVAOs()
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{
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cleanVAOMap(InstanceVAO);
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cleanVAOMap(ShadowInstanceVAO);
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InstanceVAO.clear();
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ShadowInstanceVAO.clear();
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}
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VAOManager::~VAOManager()
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@ -637,7 +650,11 @@ VAOManager::~VAOManager()
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if (vao[i])
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glDeleteVertexArrays(1, &vao[i]);
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}
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glDeleteBuffers(1, &instance_vbo[0]);
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for (unsigned i = 0; i < InstanceTypeCount; i++)
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{
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glDeleteBuffers(1, &instance_vbo[i]);
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}
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}
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void VAOManager::regenerateBuffer(enum VTXTYPE tp)
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@ -741,13 +758,11 @@ void VAOManager::regenerateInstancedVAO()
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enum video::E_VERTEX_TYPE IrrVT[] = { video::EVT_STANDARD, video::EVT_2TCOORDS, video::EVT_TANGENTS };
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for (unsigned i = 0; i < VTXTYPE_COUNT; i++)
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{
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for (unsigned j = 0; j < InstanceTypeCount; j++)
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{
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video::E_VERTEX_TYPE tp = IrrVT[i];
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if (!vbo[tp] || !ibo[tp])
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continue;
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GLuint vao = createVAO(vbo[tp], ibo[tp], tp);
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glBindBuffer(GL_ARRAY_BUFFER, instance_vbo[j]);
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glBindBuffer(GL_ARRAY_BUFFER, instance_vbo[InstanceTypeDefault]);
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glEnableVertexAttribArray(7);
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glVertexAttribPointer(7, 3, GL_FLOAT, GL_FALSE, sizeof(InstanceData), 0);
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@ -764,10 +779,10 @@ void VAOManager::regenerateInstancedVAO()
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glEnableVertexAttribArray(11);
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glVertexAttribIPointer(11, 2, GL_UNSIGNED_INT, sizeof(InstanceData), (GLvoid*)(9 * sizeof(float) + 2 * sizeof(unsigned)));
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glVertexAttribDivisor(11, 1);
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InstanceVAO[std::pair<video::E_VERTEX_TYPE, InstanceType>(tp, (InstanceType) j)] = vao;
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InstanceVAO[std::pair<video::E_VERTEX_TYPE, InstanceType>(tp, InstanceTypeDefault)] = vao;
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GLuint shadow_vao = createVAO(vbo[tp], ibo[tp], tp);
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glBindBuffer(GL_ARRAY_BUFFER, instance_vbo[j]);
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vao = createVAO(vbo[tp], ibo[tp], tp);
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glBindBuffer(GL_ARRAY_BUFFER, instance_vbo[InstanceTypeShadow]);
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glEnableVertexAttribArray(7);
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glVertexAttribPointer(7, 3, GL_FLOAT, GL_FALSE, sizeof(InstanceData), 0);
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@ -782,11 +797,47 @@ void VAOManager::regenerateInstancedVAO()
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glVertexAttribIPointer(10, 2, GL_UNSIGNED_INT, sizeof(InstanceData), (GLvoid*)(9 * sizeof(float)));
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glVertexAttribDivisor(10, 1);
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glEnableVertexAttribArray(11);
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glVertexAttribIPointer(11, 2, GL_UNSIGNED_INT, sizeof(InstanceData), (GLvoid*)(9 * sizeof(float)+2 * sizeof(unsigned)));
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glVertexAttribIPointer(11, 2, GL_UNSIGNED_INT, sizeof(InstanceData), (GLvoid*)(9 * sizeof(float) + 2 * sizeof(unsigned)));
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glVertexAttribDivisor(11, 1);
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ShadowInstanceVAO[std::pair<video::E_VERTEX_TYPE, InstanceType>(tp, (InstanceType)j)] = shadow_vao;
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InstanceVAO[std::pair<video::E_VERTEX_TYPE, InstanceType>(tp, InstanceTypeShadow)] = vao;
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vao = createVAO(vbo[tp], ibo[tp], tp);
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glBindBuffer(GL_ARRAY_BUFFER, instance_vbo[InstanceTypeRSM]);
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glEnableVertexAttribArray(7);
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glVertexAttribPointer(7, 3, GL_FLOAT, GL_FALSE, sizeof(InstanceData), 0);
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glVertexAttribDivisor(7, 1);
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glEnableVertexAttribArray(8);
|
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glVertexAttribPointer(8, 3, GL_FLOAT, GL_FALSE, sizeof(InstanceData), (GLvoid*)(3 * sizeof(float)));
|
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glVertexAttribDivisor(8, 1);
|
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glEnableVertexAttribArray(9);
|
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glVertexAttribPointer(9, 3, GL_FLOAT, GL_FALSE, sizeof(InstanceData), (GLvoid*)(6 * sizeof(float)));
|
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glVertexAttribDivisor(9, 1);
|
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glEnableVertexAttribArray(10);
|
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glVertexAttribIPointer(10, 2, GL_UNSIGNED_INT, sizeof(InstanceData), (GLvoid*)(9 * sizeof(float)));
|
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glVertexAttribDivisor(10, 1);
|
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glEnableVertexAttribArray(11);
|
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glVertexAttribIPointer(11, 2, GL_UNSIGNED_INT, sizeof(InstanceData), (GLvoid*)(9 * sizeof(float) + 2 * sizeof(unsigned)));
|
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glVertexAttribDivisor(11, 1);
|
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InstanceVAO[std::pair<video::E_VERTEX_TYPE, InstanceType>(tp, InstanceTypeRSM)] = vao;
|
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|
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vao = createVAO(vbo[tp], ibo[tp], tp);
|
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glBindBuffer(GL_ARRAY_BUFFER, instance_vbo[InstanceTypeGlow]);
|
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|
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glEnableVertexAttribArray(7);
|
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glVertexAttribPointer(7, 3, GL_FLOAT, GL_FALSE, sizeof(GlowInstanceData), 0);
|
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glVertexAttribDivisor(7, 1);
|
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glEnableVertexAttribArray(8);
|
||||
glVertexAttribPointer(8, 3, GL_FLOAT, GL_FALSE, sizeof(GlowInstanceData), (GLvoid*)(3 * sizeof(float)));
|
||||
glVertexAttribDivisor(8, 1);
|
||||
glEnableVertexAttribArray(9);
|
||||
glVertexAttribPointer(9, 3, GL_FLOAT, GL_FALSE, sizeof(GlowInstanceData), (GLvoid*)(6 * sizeof(float)));
|
||||
glVertexAttribDivisor(9, 1);
|
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glEnableVertexAttribArray(12);
|
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glVertexAttribPointer(12, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(GlowInstanceData), (GLvoid*)(9 * sizeof(float)));
|
||||
glVertexAttribDivisor(12, 1);
|
||||
InstanceVAO[std::pair<video::E_VERTEX_TYPE, InstanceType>(tp, InstanceTypeGlow)] = vao;
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
@ -142,6 +142,9 @@ void saveCompressedTexture(const std::string& compressed_tex);
|
||||
enum InstanceType
|
||||
{
|
||||
InstanceTypeDefault,
|
||||
InstanceTypeShadow,
|
||||
InstanceTypeRSM,
|
||||
InstanceTypeGlow,
|
||||
InstanceTypeCount,
|
||||
};
|
||||
|
||||
@ -172,23 +175,53 @@ struct InstanceData
|
||||
uint64_t SecondTexture;
|
||||
#ifdef WIN32
|
||||
};
|
||||
#pragma pack(pop)
|
||||
#else
|
||||
} __attribute__((packed));
|
||||
#endif
|
||||
|
||||
struct GlowInstanceData
|
||||
{
|
||||
struct
|
||||
{
|
||||
float X;
|
||||
float Y;
|
||||
float Z;
|
||||
} Origin;
|
||||
struct
|
||||
{
|
||||
float X;
|
||||
float Y;
|
||||
float Z;
|
||||
} Orientation;
|
||||
struct
|
||||
{
|
||||
float X;
|
||||
float Y;
|
||||
float Z;
|
||||
} Scale;
|
||||
unsigned Color;
|
||||
#ifdef WIN32
|
||||
};
|
||||
#else
|
||||
} __attribute__((packed));
|
||||
#endif
|
||||
#ifdef WIN32
|
||||
#pragma pack(pop)
|
||||
#endif
|
||||
|
||||
class VAOManager : public Singleton<VAOManager>
|
||||
{
|
||||
enum VTXTYPE { VTXTYPE_STANDARD, VTXTYPE_TCOORD, VTXTYPE_TANGENT, VTXTYPE_COUNT };
|
||||
GLuint vbo[VTXTYPE_COUNT], ibo[VTXTYPE_COUNT], vao[VTXTYPE_COUNT];
|
||||
GLuint instance_vbo[1];
|
||||
size_t instance_count[1];
|
||||
GLuint instance_vbo[InstanceTypeCount];
|
||||
size_t instance_count[InstanceTypeCount];
|
||||
void *Ptr[InstanceTypeCount];
|
||||
void *VBOPtr[VTXTYPE_COUNT];
|
||||
std::vector<scene::IMeshBuffer *> storedCPUBuffer[VTXTYPE_COUNT];
|
||||
void *vtx_mirror[VTXTYPE_COUNT], *idx_mirror[VTXTYPE_COUNT];
|
||||
size_t vtx_cnt[VTXTYPE_COUNT], idx_cnt[VTXTYPE_COUNT];
|
||||
std::map<scene::IMeshBuffer*, unsigned> mappedBaseVertex[VTXTYPE_COUNT], mappedBaseIndex[VTXTYPE_COUNT];
|
||||
std::map<std::pair<video::E_VERTEX_TYPE, InstanceType>, GLuint> InstanceVAO, ShadowInstanceVAO;
|
||||
std::map<std::pair<video::E_VERTEX_TYPE, InstanceType>, GLuint> InstanceVAO;
|
||||
|
||||
void cleanInstanceVAOs();
|
||||
void regenerateBuffer(enum VTXTYPE);
|
||||
@ -201,11 +234,12 @@ public:
|
||||
VAOManager();
|
||||
std::pair<unsigned, unsigned> getBase(scene::IMeshBuffer *);
|
||||
size_t appendInstance(enum InstanceType, const std::vector<InstanceData> &instance_data);
|
||||
GLuint getInstanceBuffer(InstanceType it) { return instance_vbo[it]; }
|
||||
void *getInstanceBufferPtr(InstanceType it) { return Ptr[it]; }
|
||||
unsigned getVBO(video::E_VERTEX_TYPE type) { return vbo[getVTXTYPE(type)]; }
|
||||
void *getVBOPtr(video::E_VERTEX_TYPE type) { return VBOPtr[getVTXTYPE(type)]; }
|
||||
unsigned getVAO(video::E_VERTEX_TYPE type) { return vao[getVTXTYPE(type)]; }
|
||||
unsigned getInstanceVAO(video::E_VERTEX_TYPE vt, enum InstanceType it) { return InstanceVAO[std::pair<video::E_VERTEX_TYPE, InstanceType>(vt, it)]; }
|
||||
unsigned getShadowInstanceVAO(video::E_VERTEX_TYPE vt, enum InstanceType it) { return ShadowInstanceVAO[std::pair<video::E_VERTEX_TYPE, InstanceType>(vt, it)]; }
|
||||
~VAOManager();
|
||||
};
|
||||
|
||||
|
@ -449,6 +449,12 @@ void ParticleSystemProxy::render() {
|
||||
draw();
|
||||
}
|
||||
|
||||
bool ParticleSystemProxy::update()
|
||||
{
|
||||
doParticleSystem(os::Timer::getTime());
|
||||
return (IsVisible && (Particles.size() != 0));
|
||||
}
|
||||
|
||||
void ParticleSystemProxy::OnRegisterSceneNode()
|
||||
{
|
||||
doParticleSystem(os::Timer::getTime());
|
||||
|
@ -81,6 +81,7 @@ public:
|
||||
const float* getColorTo() const { return m_color_to; }
|
||||
void setHeightmap(const std::vector<std::vector<float> >&, float, float, float, float);
|
||||
void setFlip();
|
||||
bool update();
|
||||
};
|
||||
|
||||
#endif // GPUPARTICLES_H
|
||||
|
@ -166,6 +166,11 @@ void IrrDriver::IncreaseObjectCount()
|
||||
object_count[m_phase]++;
|
||||
}
|
||||
|
||||
void IrrDriver::IncreasePolyCount(unsigned Polys)
|
||||
{
|
||||
poly_count[m_phase] += Polys;
|
||||
}
|
||||
|
||||
core::array<video::IRenderTarget> &IrrDriver::getMainSetup()
|
||||
{
|
||||
return m_mrt;
|
||||
@ -490,6 +495,7 @@ void IrrDriver::initDevice()
|
||||
hasVSLayer = false;
|
||||
hasBaseInstance = false;
|
||||
hasBuffserStorage = false;
|
||||
hasDrawIndirect = false;
|
||||
// Default false value for hasVSLayer if --no-graphics argument is used
|
||||
if (!ProfileWorld::isNoGraphics())
|
||||
{
|
||||
@ -508,6 +514,12 @@ void IrrDriver::initDevice()
|
||||
hasBaseInstance = true;
|
||||
Log::info("GLDriver", "ARB Instance enabled");
|
||||
}
|
||||
#endif
|
||||
#ifdef Draw_Indirect
|
||||
if (hasGLExtension("GL_ARB_draw_indirect")) {
|
||||
hasDrawIndirect = true;
|
||||
Log::info("GLDriver", "ARB Draw Indirect enabled");
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
@ -1624,6 +1636,7 @@ video::ITexture* IrrDriver::applyMask(video::ITexture* texture,
|
||||
// ----------------------------------------------------------------------------
|
||||
void IrrDriver::setRTT(RTT* rtt)
|
||||
{
|
||||
memset(m_shadow_camnodes, 0, 4 * sizeof(void*));
|
||||
m_rtts = rtt;
|
||||
}
|
||||
// ----------------------------------------------------------------------------
|
||||
@ -1726,13 +1739,14 @@ void IrrDriver::displayFPS()
|
||||
if (UserConfigParams::m_artist_debug_mode)
|
||||
{
|
||||
sprintf(
|
||||
buffer, "FPS: %i/%i/%i - Objects (P1:%d P2:%d T:%d) - LightDst : ~%d",
|
||||
buffer, "FPS: %i/%i/%i - PolyCount (Solid:%d Shadows:%d) - LightDst : ~%d",
|
||||
min, fps, max,
|
||||
object_count[SOLID_NORMAL_AND_DEPTH_PASS],
|
||||
object_count[SOLID_NORMAL_AND_DEPTH_PASS],
|
||||
object_count[TRANSPARENT_PASS],
|
||||
poly_count[SOLID_NORMAL_AND_DEPTH_PASS],
|
||||
poly_count[SHADOW_PASS],
|
||||
m_last_light_bucket_distance
|
||||
);
|
||||
poly_count[SOLID_NORMAL_AND_DEPTH_PASS] = 0;
|
||||
poly_count[SHADOW_PASS] = 0;
|
||||
object_count[SOLID_NORMAL_AND_DEPTH_PASS] = 0;
|
||||
object_count[SOLID_NORMAL_AND_DEPTH_PASS] = 0;
|
||||
object_count[TRANSPARENT_PASS] = 0;
|
||||
|
@ -200,6 +200,7 @@ private:
|
||||
int GLMajorVersion, GLMinorVersion;
|
||||
bool hasVSLayer;
|
||||
bool hasBaseInstance;
|
||||
bool hasDrawIndirect;
|
||||
bool hasBuffserStorage;
|
||||
bool m_need_ubo_workaround;
|
||||
bool m_need_rh_workaround;
|
||||
@ -306,6 +307,11 @@ public:
|
||||
return hasBaseInstance;
|
||||
}
|
||||
|
||||
bool hasARB_draw_indirect() const
|
||||
{
|
||||
return hasDrawIndirect;
|
||||
}
|
||||
|
||||
bool hasVSLayerExtension() const
|
||||
{
|
||||
return hasVSLayer;
|
||||
@ -353,12 +359,14 @@ private:
|
||||
/** Performance stats */
|
||||
unsigned m_last_light_bucket_distance;
|
||||
unsigned object_count[PASS_COUNT];
|
||||
unsigned poly_count[PASS_COUNT];
|
||||
u32 m_renderpass;
|
||||
u32 m_lensflare_query;
|
||||
bool m_query_issued;
|
||||
class STKMeshSceneNode *m_sun_interposer;
|
||||
scene::CLensFlareSceneNode *m_lensflare;
|
||||
scene::ICameraSceneNode *m_suncam;
|
||||
scene::ICameraSceneNode *m_shadow_camnodes[4];
|
||||
float m_shadows_cam[4][24];
|
||||
|
||||
std::vector<GlowData> m_glowing;
|
||||
@ -400,6 +408,7 @@ private:
|
||||
void renderLights(unsigned pointlightCount);
|
||||
void renderShadowsDebug();
|
||||
void doScreenShot();
|
||||
void PrepareDrawCalls();
|
||||
public:
|
||||
IrrDriver();
|
||||
~IrrDriver();
|
||||
@ -415,6 +424,7 @@ public:
|
||||
return sun_ortho_matrix;
|
||||
}
|
||||
void IncreaseObjectCount();
|
||||
void IncreasePolyCount(unsigned);
|
||||
core::array<video::IRenderTarget> &getMainSetup();
|
||||
void updateConfigIfRelevant();
|
||||
void setAllMaterialFlags(scene::IMesh *mesh) const;
|
||||
|
@ -34,7 +34,6 @@
|
||||
#include "graphics/screenquad.hpp"
|
||||
#include "graphics/shaders.hpp"
|
||||
#include "graphics/stkmeshscenenode.hpp"
|
||||
#include "graphics/stkinstancedscenenode.hpp"
|
||||
#include "graphics/wind.hpp"
|
||||
#include "io/file_manager.hpp"
|
||||
#include "items/item.hpp"
|
||||
@ -47,6 +46,7 @@
|
||||
#include "utils/helpers.hpp"
|
||||
#include "utils/log.hpp"
|
||||
#include "utils/profiler.hpp"
|
||||
#include "stkscenemanager.hpp"
|
||||
|
||||
#include <algorithm>
|
||||
#include <limits>
|
||||
@ -269,10 +269,35 @@ void IrrDriver::renderGLSL(float dt)
|
||||
getPostProcessing()->update(dt);
|
||||
}
|
||||
|
||||
static GLsync m_sync;
|
||||
|
||||
void IrrDriver::renderScene(scene::ICameraSceneNode * const camnode, unsigned pointlightcount, std::vector<GlowData>& glows, float dt, bool hasShadow, bool forceRTT)
|
||||
{
|
||||
glBindBufferBase(GL_UNIFORM_BUFFER, 0, SharedObject::ViewProjectionMatrixesUBO);
|
||||
m_scene_manager->setActiveCamera(camnode);
|
||||
|
||||
// Add a 1 s timeout
|
||||
if (!m_sync)
|
||||
m_sync = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
|
||||
GLenum reason = glClientWaitSync(m_sync, GL_SYNC_FLUSH_COMMANDS_BIT, 1000000000);
|
||||
/* switch (reason)
|
||||
{
|
||||
case GL_ALREADY_SIGNALED:
|
||||
printf("Already Signaled\n");
|
||||
break;
|
||||
case GL_TIMEOUT_EXPIRED:
|
||||
printf("Timeout Expired\n");
|
||||
break;
|
||||
case GL_CONDITION_SATISFIED:
|
||||
printf("Condition Satisfied\n");
|
||||
break;
|
||||
case GL_WAIT_FAILED:
|
||||
printf("Wait Failed\n");
|
||||
break;
|
||||
}*/
|
||||
PROFILER_PUSH_CPU_MARKER("- Draw Call Generation", 0xFF, 0xFF, 0xFF);
|
||||
PrepareDrawCalls();
|
||||
PROFILER_POP_CPU_MARKER();
|
||||
// Shadows
|
||||
{
|
||||
PROFILER_PUSH_CPU_MARKER("- Shadow", 0x30, 0x6F, 0x90);
|
||||
@ -323,6 +348,8 @@ void IrrDriver::renderScene(scene::ICameraSceneNode * const camnode, unsigned po
|
||||
renderSolidSecondPass();
|
||||
PROFILER_POP_CPU_MARKER();
|
||||
|
||||
m_sync = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
|
||||
|
||||
if (getNormals())
|
||||
{
|
||||
m_rtts->getFBO(FBO_NORMAL_AND_DEPTHS).Bind();
|
||||
@ -514,7 +541,9 @@ void IrrDriver::renderParticles()
|
||||
glDisable(GL_CULL_FACE);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendEquation(GL_FUNC_ADD);
|
||||
m_scene_manager->drawAll(scene::ESNRP_TRANSPARENT_EFFECT);
|
||||
for (unsigned i = 0; i < ParticlesList::getInstance()->size(); ++i)
|
||||
ParticlesList::getInstance()->at(i)->render();
|
||||
// m_scene_manager->drawAll(scene::ESNRP_TRANSPARENT_EFFECT);
|
||||
}
|
||||
|
||||
/** Given a matrix transform and a set of points returns an orthogonal projection matrix that maps coordinates of
|
||||
@ -593,6 +622,11 @@ void IrrDriver::computeCameraMatrix(scene::ICameraSceneNode * const camnode, siz
|
||||
memcpy(&tmp[48], irr_driver->getInvProjMatrix().pointer(), 16 * sizeof(float));
|
||||
|
||||
const core::matrix4 &SunCamViewMatrix = m_suncam->getViewMatrix();
|
||||
for (unsigned i = 0; i < 4; i++)
|
||||
{
|
||||
if (!m_shadow_camnodes[i])
|
||||
m_shadow_camnodes[i] = (scene::ICameraSceneNode *) m_suncam->clone();
|
||||
}
|
||||
sun_ortho_matrix.clear();
|
||||
|
||||
if (World::getWorld() && World::getWorld()->getTrack())
|
||||
@ -670,8 +704,8 @@ void IrrDriver::computeCameraMatrix(scene::ICameraSceneNode * const camnode, siz
|
||||
const float units_per_w = w / 1024;
|
||||
const float units_per_h = h / 1024;*/
|
||||
|
||||
m_suncam->setProjectionMatrix(getTighestFitOrthoProj(SunCamViewMatrix, vectors) , true);
|
||||
m_suncam->render();
|
||||
m_shadow_camnodes[i]->setProjectionMatrix(getTighestFitOrthoProj(SunCamViewMatrix, vectors) , true);
|
||||
m_shadow_camnodes[i]->render();
|
||||
|
||||
sun_ortho_matrix.push_back(getVideoDriver()->getTransform(video::ETS_PROJECTION) * getVideoDriver()->getTransform(video::ETS_VIEW));
|
||||
}
|
||||
@ -703,6 +737,7 @@ void IrrDriver::computeCameraMatrix(scene::ICameraSceneNode * const camnode, siz
|
||||
assert(sun_ortho_matrix.size() == 4);
|
||||
camnode->setNearValue(oldnear);
|
||||
camnode->setFarValue(oldfar);
|
||||
camnode->render();
|
||||
|
||||
size_t size = irr_driver->getShadowViewProj().size();
|
||||
for (unsigned i = 0; i < size; i++)
|
||||
@ -773,16 +808,35 @@ void IrrDriver::renderGlow(std::vector<GlowData>& glows)
|
||||
for (u32 i = 0; i < glowcount; i++)
|
||||
{
|
||||
const GlowData &dat = glows[i];
|
||||
scene::ISceneNode * const cur = dat.node;
|
||||
scene::ISceneNode * cur = dat.node;
|
||||
|
||||
//TODO : implement culling on gpu
|
||||
// Quick box-based culling
|
||||
// const core::aabbox3df nodebox = cur->getTransformedBoundingBox();
|
||||
// if (!nodebox.intersectsWithBox(cambox))
|
||||
// continue;
|
||||
STKMeshSceneNode *node = static_cast<STKMeshSceneNode *>(cur);
|
||||
node->setGlowColors(SColor(0, dat.b * 255.f, dat.g * 255.f, dat.r * 255.f));
|
||||
if (!irr_driver->hasARB_draw_indirect())
|
||||
node->render();
|
||||
}
|
||||
|
||||
cb->setColor(dat.r, dat.g, dat.b);
|
||||
cur->render();
|
||||
if (irr_driver->hasARB_draw_indirect())
|
||||
{
|
||||
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, GlowPassCmd::getInstance()->drawindirectcmd);
|
||||
glUseProgram(MeshShader::InstancedColorizeShader::getInstance()->Program);
|
||||
|
||||
glBindVertexArray(VAOManager::getInstance()->getInstanceVAO(video::EVT_STANDARD, InstanceTypeGlow));
|
||||
if (UserConfigParams::m_azdo)
|
||||
{
|
||||
if (GlowPassCmd::getInstance()->Size)
|
||||
{
|
||||
glMultiDrawElementsIndirect(GL_TRIANGLES, GL_UNSIGNED_SHORT,
|
||||
(const void*)(GlowPassCmd::getInstance()->Offset * sizeof(DrawElementsIndirectCommand)),
|
||||
GlowPassCmd::getInstance()->Size,
|
||||
sizeof(DrawElementsIndirectCommand));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (unsigned i = 0; i < ListInstancedGlow::getInstance()->size(); i++)
|
||||
glDrawElementsIndirect(GL_TRIANGLES, GL_UNSIGNED_SHORT, (const void*)((GlowPassCmd::getInstance()->Offset + i) * sizeof(DrawElementsIndirectCommand)));
|
||||
}
|
||||
}
|
||||
|
||||
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
|
||||
|
@ -16,7 +16,6 @@
|
||||
#include "graphics/screenquad.hpp"
|
||||
#include "graphics/shaders.hpp"
|
||||
#include "graphics/stkmeshscenenode.hpp"
|
||||
#include "graphics/stkinstancedscenenode.hpp"
|
||||
#include "graphics/wind.hpp"
|
||||
#include "io/file_manager.hpp"
|
||||
#include "items/item.hpp"
|
||||
@ -117,16 +116,16 @@ struct custom_unroll_args<N, List...>
|
||||
|
||||
|
||||
template<typename Shader, enum E_VERTEX_TYPE VertexType, int ...List, typename... TupleType>
|
||||
void renderMeshes1stPass(const std::vector<TexUnit> &TexUnits, std::vector<STK::Tuple<TupleType...> > *meshes)
|
||||
void renderMeshes1stPass(const std::vector<TexUnit> &TexUnits, std::vector<STK::Tuple<TupleType...> > &meshes)
|
||||
{
|
||||
glUseProgram(Shader::getInstance()->Program);
|
||||
if (irr_driver->hasARB_base_instance())
|
||||
glBindVertexArray(VAOManager::getInstance()->getVAO(VertexType));
|
||||
for (unsigned i = 0; i < meshes->size(); i++)
|
||||
for (unsigned i = 0; i < meshes.size(); i++)
|
||||
{
|
||||
std::vector<GLuint> Textures;
|
||||
std::vector<uint64_t> Handles;
|
||||
GLMesh &mesh = *(STK::tuple_get<0>(meshes->at(i)));
|
||||
GLMesh &mesh = *(STK::tuple_get<0>(meshes.at(i)));
|
||||
if (!irr_driver->hasARB_base_instance())
|
||||
glBindVertexArray(mesh.vao);
|
||||
for (unsigned j = 0; j < TexUnits.size(); j++)
|
||||
@ -148,68 +147,33 @@ void renderMeshes1stPass(const std::vector<TexUnit> &TexUnits, std::vector<STK::
|
||||
Shader::getInstance()->SetTextureHandles(Handles);
|
||||
else
|
||||
Shader::getInstance()->SetTextureUnits(Textures);
|
||||
custom_unroll_args<List...>::template exec(Shader::getInstance(), meshes->at(i));
|
||||
custom_unroll_args<List...>::template exec(Shader::getInstance(), meshes.at(i));
|
||||
}
|
||||
}
|
||||
|
||||
template<int...List>
|
||||
struct instanced_custom_unroll_args;
|
||||
|
||||
template<>
|
||||
struct instanced_custom_unroll_args<>
|
||||
{
|
||||
template<typename T, typename ...TupleTypes, typename ...Args>
|
||||
static void exec(const T *Shader, const STK::Tuple<TupleTypes...> &t, Args... args)
|
||||
{
|
||||
const GLMesh *mesh = STK::tuple_get<0>(t);
|
||||
size_t instance_count = STK::tuple_get<1>(t);
|
||||
irr_driver->IncreaseObjectCount();
|
||||
GLenum ptype = mesh->PrimitiveType;
|
||||
GLenum itype = mesh->IndexType;
|
||||
size_t count = mesh->IndexCount;
|
||||
|
||||
Shader->setUniforms(args...);
|
||||
#ifdef Base_Instance_Support
|
||||
if (irr_driver->hasARB_base_instance())
|
||||
glDrawElementsInstancedBaseVertexBaseInstance(ptype, count, itype, (const void*)mesh->vaoOffset, instance_count, mesh->vaoBaseVertex, mesh->vaoBaseInstance);
|
||||
else
|
||||
#endif
|
||||
glDrawElementsInstanced(ptype, count, itype, 0, instance_count);
|
||||
}
|
||||
};
|
||||
|
||||
template<int N, int...List>
|
||||
struct instanced_custom_unroll_args<N, List...>
|
||||
{
|
||||
template<typename T, typename ...TupleTypes, typename ...Args>
|
||||
static void exec(const T *Shader, const STK::Tuple<TupleTypes...> &t, Args... args)
|
||||
{
|
||||
instanced_custom_unroll_args<List...>::template exec<T>(Shader, t, STK::tuple_get<N>(t), args...);
|
||||
}
|
||||
};
|
||||
|
||||
template<typename Shader, enum E_VERTEX_TYPE VertexType, int ...List, typename... TupleType>
|
||||
void renderInstancedMeshes1stPass(const std::vector<TexUnit> &TexUnits, std::vector<STK::Tuple<TupleType...> > *meshes)
|
||||
#ifdef Draw_Indirect
|
||||
template<typename Shader, MeshMaterial Mat, video::E_VERTEX_TYPE VT, typename...Args>
|
||||
void renderInstancedMeshes1stPass(const std::vector<TexUnit> &TexUnits, std::vector<GLMesh *> &meshes, Args...args)
|
||||
{
|
||||
glUseProgram(Shader::getInstance()->Program);
|
||||
for (unsigned i = 0; i < meshes->size(); i++)
|
||||
glBindVertexArray(VAOManager::getInstance()->getInstanceVAO(VT, InstanceTypeDefault));
|
||||
for (unsigned i = 0; i < meshes.size(); i++)
|
||||
{
|
||||
std::vector<GLuint> Textures;
|
||||
GLMesh &mesh = *(STK::tuple_get<0>(meshes->at(i)));
|
||||
GLMesh *mesh = meshes[i];
|
||||
#ifdef DEBUG
|
||||
if (mesh.VAOType != VertexType)
|
||||
if (mesh->VAOType != VT)
|
||||
Log::error("RenderGeometry", "Wrong instanced vertex format");
|
||||
#endif
|
||||
if (!irr_driver->hasARB_base_instance())
|
||||
glBindVertexArray(mesh.vao);
|
||||
for (unsigned j = 0; j < TexUnits.size(); j++)
|
||||
Textures.push_back(getTextureGLuint(mesh.textures[TexUnits[j].m_id]));
|
||||
Textures.push_back(getTextureGLuint(mesh->textures[TexUnits[j].m_id]));
|
||||
Shader::getInstance()->SetTextureUnits(Textures);
|
||||
instanced_custom_unroll_args<List...>::template exec(Shader::getInstance(), meshes->at(i));
|
||||
|
||||
Shader::getInstance()->setUniforms(args...);
|
||||
glDrawElementsIndirect(GL_TRIANGLES, GL_UNSIGNED_SHORT, (const void*)((SolidPassCmd::getInstance()->Offset[Mat] + i) * sizeof(DrawElementsIndirectCommand)));
|
||||
}
|
||||
}
|
||||
|
||||
static GLsync m_sync;
|
||||
#endif
|
||||
|
||||
#ifdef Multi_Draw_Indirect
|
||||
template<typename Shader, MeshMaterial Mat, video::E_VERTEX_TYPE VT, typename...Args>
|
||||
@ -228,9 +192,11 @@ void multidraw1stPass(Args...args)
|
||||
}
|
||||
#endif
|
||||
|
||||
static core::vector3df windDir;
|
||||
|
||||
void IrrDriver::renderSolidFirstPass()
|
||||
{
|
||||
windDir = getWindDir();
|
||||
m_rtts->getFBO(FBO_NORMAL_AND_DEPTHS).Bind();
|
||||
glClearColor(0., 0., 0., 0.);
|
||||
glDepthMask(GL_TRUE);
|
||||
@ -241,166 +207,88 @@ void IrrDriver::renderSolidFirstPass()
|
||||
glDisable(GL_ALPHA_TEST);
|
||||
glDisable(GL_BLEND);
|
||||
glEnable(GL_CULL_FACE);
|
||||
irr_driver->setPhase(SOLID_NORMAL_AND_DEPTH_PASS);
|
||||
ListMatDefault::getInstance()->clear();
|
||||
ListMatAlphaRef::getInstance()->clear();
|
||||
ListMatSphereMap::getInstance()->clear();
|
||||
ListMatDetails::getInstance()->clear();
|
||||
ListMatUnlit::getInstance()->clear();
|
||||
ListMatNormalMap::getInstance()->clear();
|
||||
ListMatGrass::getInstance()->clear();
|
||||
ListMatSplatting::getInstance()->clear();
|
||||
ListInstancedMatDefault::getInstance()->clear();
|
||||
ListInstancedMatAlphaRef::getInstance()->clear();
|
||||
ListInstancedMatGrass::getInstance()->clear();
|
||||
ListInstancedMatNormalMap::getInstance()->clear();
|
||||
// Add a 30 ms timeout
|
||||
if (!m_sync)
|
||||
m_sync = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
|
||||
GLenum reason = glClientWaitSync(m_sync, GL_SYNC_FLUSH_COMMANDS_BIT, 30000000);
|
||||
/* switch (reason)
|
||||
{
|
||||
case GL_ALREADY_SIGNALED:
|
||||
printf("Already Signaled\n");
|
||||
break;
|
||||
case GL_TIMEOUT_EXPIRED:
|
||||
printf("Timeout Expired\n");
|
||||
break;
|
||||
case GL_CONDITION_SATISFIED:
|
||||
printf("Condition Satisfied\n");
|
||||
break;
|
||||
case GL_WAIT_FAILED:
|
||||
printf("Wait Failed\n");
|
||||
break;
|
||||
}*/
|
||||
m_scene_manager->drawAll(scene::ESNRP_SOLID);
|
||||
|
||||
if (!UserConfigParams::m_dynamic_lights)
|
||||
return;
|
||||
|
||||
{
|
||||
ScopedGPUTimer Timer(getGPUTimer(Q_SOLID_PASS1));
|
||||
irr_driver->setPhase(SOLID_NORMAL_AND_DEPTH_PASS);
|
||||
|
||||
for (unsigned i = 0; i < ImmediateDrawList::getInstance()->size(); i++)
|
||||
ImmediateDrawList::getInstance()->at(i)->render();
|
||||
|
||||
std::vector<TexUnit> object_pass1_texunits = TexUnits(TexUnit(0, true) );
|
||||
renderMeshes1stPass<MeshShader::ObjectPass1Shader, video::EVT_STANDARD, 2, 1>(object_pass1_texunits, ListMatDefault::getInstance());
|
||||
renderMeshes1stPass<MeshShader::ObjectPass1Shader, video::EVT_STANDARD, 2, 1>(object_pass1_texunits, ListMatSphereMap::getInstance());
|
||||
renderMeshes1stPass<MeshShader::ObjectPass1Shader, video::EVT_2TCOORDS, 2, 1>(object_pass1_texunits, ListMatDetails::getInstance());
|
||||
renderMeshes1stPass<MeshShader::ObjectPass1Shader, video::EVT_2TCOORDS, 2, 1>(object_pass1_texunits, ListMatSplatting::getInstance());
|
||||
renderMeshes1stPass<MeshShader::ObjectRefPass1Shader, video::EVT_STANDARD, 3, 2, 1>(object_pass1_texunits, ListMatUnlit::getInstance());
|
||||
renderMeshes1stPass<MeshShader::ObjectRefPass1Shader, video::EVT_STANDARD, 3, 2, 1>(TexUnits(TexUnit(0, true)), ListMatAlphaRef::getInstance());
|
||||
renderMeshes1stPass<MeshShader::GrassPass1Shader, video::EVT_STANDARD, 3, 2, 1>(TexUnits(TexUnit(0, true)), ListMatGrass::getInstance());
|
||||
renderMeshes1stPass<MeshShader::ObjectPass1Shader, video::EVT_STANDARD, 2, 1>(object_pass1_texunits, ListMatDefault::getInstance()->SolidPass);
|
||||
renderMeshes1stPass<MeshShader::ObjectPass1Shader, video::EVT_2TCOORDS, 2, 1>(object_pass1_texunits, ListMatSplatting::getInstance()->SolidPass);
|
||||
renderMeshes1stPass<MeshShader::ObjectRefPass1Shader, video::EVT_STANDARD, 3, 2, 1>(object_pass1_texunits, ListMatUnlit::getInstance()->SolidPass);
|
||||
renderMeshes1stPass<MeshShader::ObjectRefPass1Shader, video::EVT_STANDARD, 3, 2, 1>(TexUnits(TexUnit(0, true)), ListMatAlphaRef::getInstance()->SolidPass);
|
||||
renderMeshes1stPass<MeshShader::GrassPass1Shader, video::EVT_STANDARD, 3, 2, 1>(TexUnits(TexUnit(0, true)), ListMatGrass::getInstance()->SolidPass);
|
||||
renderMeshes1stPass<MeshShader::NormalMapShader, video::EVT_TANGENTS, 2, 1>(TexUnits(
|
||||
TexUnit(1, false),
|
||||
TexUnit(0, true)
|
||||
), ListMatNormalMap::getInstance());
|
||||
), ListMatNormalMap::getInstance()->SolidPass);
|
||||
renderMeshes1stPass<MeshShader::ObjectPass1Shader, video::EVT_STANDARD, 2, 1>(object_pass1_texunits, ListMatSphereMap::getInstance()->SolidPass);
|
||||
renderMeshes1stPass<MeshShader::ObjectPass1Shader, video::EVT_2TCOORDS, 2, 1>(object_pass1_texunits, ListMatDetails::getInstance()->SolidPass);
|
||||
|
||||
if (irr_driver->hasARB_draw_indirect())
|
||||
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, SolidPassCmd::getInstance()->drawindirectcmd);
|
||||
|
||||
if (UserConfigParams::m_azdo)
|
||||
{
|
||||
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, SolidPassCmd::getInstance()->drawindirectcmd);
|
||||
DrawElementsIndirectCommand *CommandBufferPtr = SolidPassCmd::getInstance()->Ptr;
|
||||
|
||||
size_t offset = 0;
|
||||
SolidPassCmd::getInstance()->Offset[MAT_DEFAULT] = offset;
|
||||
for (unsigned i = 0; i < ListInstancedMatDefault::getInstance()->size(); i++)
|
||||
{
|
||||
const GLMesh &mesh = *(STK::tuple_get<0>(ListInstancedMatDefault::getInstance()->at(i)));
|
||||
size_t &instanceCount = STK::tuple_get<1>(ListInstancedMatDefault::getInstance()->at(i));
|
||||
DrawElementsIndirectCommand &CurrentCommand = CommandBufferPtr[offset++];
|
||||
CurrentCommand.instanceCount = instanceCount;
|
||||
CurrentCommand.baseVertex = mesh.vaoBaseVertex;
|
||||
CurrentCommand.count = mesh.IndexCount;
|
||||
CurrentCommand.firstIndex = mesh.vaoOffset / 2;
|
||||
CurrentCommand.baseInstance = mesh.vaoBaseInstance;
|
||||
}
|
||||
SolidPassCmd::getInstance()->Size[MAT_DEFAULT] = ListInstancedMatDefault::getInstance()->size();
|
||||
|
||||
SolidPassCmd::getInstance()->Offset[MAT_NORMAL_MAP] = offset;
|
||||
for (unsigned i = 0; i < ListInstancedMatNormalMap::getInstance()->size(); i++)
|
||||
{
|
||||
const GLMesh &mesh = *(STK::tuple_get<0>(ListInstancedMatNormalMap::getInstance()->at(i)));
|
||||
size_t &instanceCount = STK::tuple_get<1>(ListInstancedMatNormalMap::getInstance()->at(i));
|
||||
DrawElementsIndirectCommand &CurrentCommand = CommandBufferPtr[offset++];
|
||||
CurrentCommand.instanceCount = instanceCount;
|
||||
CurrentCommand.baseVertex = mesh.vaoBaseVertex;
|
||||
CurrentCommand.count = mesh.IndexCount;
|
||||
CurrentCommand.firstIndex = mesh.vaoOffset / 2;
|
||||
CurrentCommand.baseInstance = mesh.vaoBaseInstance;
|
||||
}
|
||||
SolidPassCmd::getInstance()->Size[MAT_NORMAL_MAP] = ListInstancedMatNormalMap::getInstance()->size();
|
||||
|
||||
SolidPassCmd::getInstance()->Offset[MAT_ALPHA_REF] = offset;
|
||||
for (unsigned i = 0; i < ListInstancedMatAlphaRef::getInstance()->size(); i++)
|
||||
{
|
||||
const GLMesh &mesh = *(STK::tuple_get<0>(ListInstancedMatAlphaRef::getInstance()->at(i)));
|
||||
size_t &instanceCount = STK::tuple_get<1>(ListInstancedMatAlphaRef::getInstance()->at(i));
|
||||
DrawElementsIndirectCommand &CurrentCommand = CommandBufferPtr[offset++];
|
||||
CurrentCommand.instanceCount = instanceCount;
|
||||
CurrentCommand.baseVertex = mesh.vaoBaseVertex;
|
||||
CurrentCommand.count = mesh.IndexCount;
|
||||
CurrentCommand.firstIndex = mesh.vaoOffset / 2;
|
||||
CurrentCommand.baseInstance = mesh.vaoBaseInstance;
|
||||
}
|
||||
SolidPassCmd::getInstance()->Size[MAT_ALPHA_REF] = ListInstancedMatAlphaRef::getInstance()->size();
|
||||
|
||||
SolidPassCmd::getInstance()->Offset[MAT_GRASS] = offset;
|
||||
for (unsigned i = 0; i < ListInstancedMatGrass::getInstance()->size(); i++)
|
||||
{
|
||||
const GLMesh &mesh = *(STK::tuple_get<0>(ListInstancedMatGrass::getInstance()->at(i)));
|
||||
size_t &instanceCount = STK::tuple_get<1>(ListInstancedMatGrass::getInstance()->at(i));
|
||||
DrawElementsIndirectCommand &CurrentCommand = CommandBufferPtr[offset++];
|
||||
CurrentCommand.instanceCount = instanceCount;
|
||||
CurrentCommand.baseVertex = mesh.vaoBaseVertex;
|
||||
CurrentCommand.count = mesh.IndexCount;
|
||||
CurrentCommand.firstIndex = mesh.vaoOffset / 2;
|
||||
CurrentCommand.baseInstance = mesh.vaoBaseInstance;
|
||||
}
|
||||
SolidPassCmd::getInstance()->Size[MAT_GRASS] = ListInstancedMatGrass::getInstance()->size();
|
||||
#ifdef Multi_Draw_Indirect
|
||||
multidraw1stPass<MeshShader::InstancedObjectPass1Shader, MAT_DEFAULT, video::EVT_STANDARD>();
|
||||
multidraw1stPass<MeshShader::InstancedObjectRefPass1Shader, MAT_ALPHA_REF, video::EVT_STANDARD>();
|
||||
multidraw1stPass<MeshShader::InstancedNormalMapShader, MAT_NORMAL_MAP, video::EVT_TANGENTS>();
|
||||
core::vector3df dir = ListInstancedMatGrass::getInstance()->empty() ? core::vector3df(0., 0., 0.) : STK::tuple_get<2>(ListInstancedMatGrass::getInstance()->at(0));
|
||||
multidraw1stPass<MeshShader::InstancedGrassPass1Shader, MAT_GRASS, video::EVT_STANDARD>(dir);
|
||||
multidraw1stPass<MeshShader::InstancedObjectPass1Shader, MAT_SPHEREMAP, video::EVT_STANDARD>();
|
||||
multidraw1stPass<MeshShader::InstancedObjectPass1Shader, MAT_DETAIL, video::EVT_2TCOORDS>();
|
||||
multidraw1stPass<MeshShader::InstancedObjectRefPass1Shader, MAT_UNLIT, video::EVT_STANDARD>();
|
||||
multidraw1stPass<MeshShader::InstancedGrassPass1Shader, MAT_GRASS, video::EVT_STANDARD>(windDir);
|
||||
#endif
|
||||
}
|
||||
else
|
||||
#ifdef Draw_Indirect
|
||||
else if (irr_driver->hasARB_draw_indirect())
|
||||
{
|
||||
if (irr_driver->hasARB_base_instance())
|
||||
glBindVertexArray(VAOManager::getInstance()->getInstanceVAO(video::EVT_STANDARD, InstanceTypeDefault));
|
||||
renderInstancedMeshes1stPass<MeshShader::InstancedObjectPass1Shader, video::EVT_STANDARD>(
|
||||
TexUnits(TexUnit(0, true)),
|
||||
ListInstancedMatDefault::getInstance());
|
||||
if (irr_driver->hasARB_base_instance())
|
||||
glBindVertexArray(VAOManager::getInstance()->getInstanceVAO(video::EVT_STANDARD, InstanceTypeDefault));
|
||||
renderInstancedMeshes1stPass<MeshShader::InstancedObjectRefPass1Shader, video::EVT_STANDARD>(
|
||||
TexUnits(TexUnit(0, true)),
|
||||
ListInstancedMatAlphaRef::getInstance());
|
||||
if (irr_driver->hasARB_base_instance())
|
||||
glBindVertexArray(VAOManager::getInstance()->getInstanceVAO(video::EVT_STANDARD, InstanceTypeDefault));
|
||||
renderInstancedMeshes1stPass<MeshShader::InstancedGrassPass1Shader, video::EVT_STANDARD, 2>(
|
||||
TexUnits(TexUnit(0, true)),
|
||||
ListInstancedMatGrass::getInstance());
|
||||
if (irr_driver->hasARB_base_instance())
|
||||
glBindVertexArray(VAOManager::getInstance()->getInstanceVAO(video::EVT_TANGENTS, InstanceTypeDefault));
|
||||
renderInstancedMeshes1stPass<MeshShader::InstancedNormalMapShader, video::EVT_TANGENTS>(
|
||||
TexUnits(TexUnit(1, false), TexUnit(0, true)),
|
||||
ListInstancedMatNormalMap::getInstance());
|
||||
// Default
|
||||
renderInstancedMeshes1stPass<MeshShader::InstancedObjectPass1Shader, MAT_DEFAULT, video::EVT_STANDARD>(
|
||||
TexUnits(TexUnit(0, true)), ListInstancedMatDefault::getInstance()->SolidPass);
|
||||
// Alpha ref
|
||||
renderInstancedMeshes1stPass<MeshShader::InstancedObjectRefPass1Shader, MAT_ALPHA_REF, video::EVT_STANDARD>(
|
||||
TexUnits(TexUnit(0, true)), ListInstancedMatAlphaRef::getInstance()->SolidPass);
|
||||
// Unlit
|
||||
renderInstancedMeshes1stPass<MeshShader::InstancedObjectPass1Shader, MAT_UNLIT, video::EVT_STANDARD>(
|
||||
TexUnits(TexUnit(0, true)), ListInstancedMatUnlit::getInstance()->SolidPass);
|
||||
// Spheremap
|
||||
renderInstancedMeshes1stPass<MeshShader::InstancedObjectPass1Shader, MAT_SPHEREMAP, video::EVT_STANDARD>(
|
||||
TexUnits(TexUnit(0, true)), ListInstancedMatSphereMap::getInstance()->SolidPass);
|
||||
// Grass
|
||||
renderInstancedMeshes1stPass<MeshShader::InstancedGrassPass1Shader, MAT_GRASS, video::EVT_STANDARD>(
|
||||
TexUnits(TexUnit(0, true)), ListInstancedMatGrass::getInstance()->SolidPass, windDir);
|
||||
|
||||
// Detail
|
||||
renderInstancedMeshes1stPass<MeshShader::InstancedObjectPass1Shader, MAT_DETAIL, video::EVT_2TCOORDS>(
|
||||
TexUnits(TexUnit(0, true)), ListInstancedMatDetails::getInstance()->SolidPass);
|
||||
|
||||
// Normal Map
|
||||
renderInstancedMeshes1stPass<MeshShader::InstancedNormalMapShader, MAT_NORMAL_MAP, video::EVT_TANGENTS>(
|
||||
TexUnits(TexUnit(1, false), TexUnit(0, true)), ListInstancedMatNormalMap::getInstance()->SolidPass);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
template<typename Shader, enum E_VERTEX_TYPE VertexType, int...List, typename... TupleType>
|
||||
void renderMeshes2ndPass(const std::vector<TexUnit> &TexUnits, std::vector<STK::Tuple<TupleType...> > *meshes, const std::vector<uint64_t> &Prefilled_Handle,
|
||||
void renderMeshes2ndPass(const std::vector<TexUnit> &TexUnits, std::vector<STK::Tuple<TupleType...> > &meshes, const std::vector<uint64_t> &Prefilled_Handle,
|
||||
const std::vector<GLuint> &Prefilled_Tex)
|
||||
{
|
||||
glUseProgram(Shader::getInstance()->Program);
|
||||
if (irr_driver->hasARB_base_instance())
|
||||
glBindVertexArray(VAOManager::getInstance()->getVAO(VertexType));
|
||||
for (unsigned i = 0; i < meshes->size(); i++)
|
||||
for (unsigned i = 0; i < meshes.size(); i++)
|
||||
{
|
||||
std::vector<uint64_t> Handles(Prefilled_Handle);
|
||||
std::vector<GLuint> Textures(Prefilled_Tex);
|
||||
GLMesh &mesh = *(STK::tuple_get<0>(meshes->at(i)));
|
||||
GLMesh &mesh = *(STK::tuple_get<0>(meshes.at(i)));
|
||||
if (!irr_driver->hasARB_base_instance())
|
||||
glBindVertexArray(mesh.vao);
|
||||
for (unsigned j = 0; j < TexUnits.size(); j++)
|
||||
@ -423,27 +311,28 @@ void renderMeshes2ndPass(const std::vector<TexUnit> &TexUnits, std::vector<STK::
|
||||
Shader::getInstance()->SetTextureHandles(Handles);
|
||||
else
|
||||
Shader::getInstance()->SetTextureUnits(Textures);
|
||||
custom_unroll_args<List...>::template exec(Shader::getInstance(), meshes->at(i));
|
||||
custom_unroll_args<List...>::template exec(Shader::getInstance(), meshes.at(i));
|
||||
}
|
||||
}
|
||||
|
||||
template<typename Shader, int...List, typename... TupleType>
|
||||
void renderInstancedMeshes2ndPass(const std::vector<TexUnit> &TexUnits, std::vector<STK::Tuple<TupleType...> > *meshes, const std::vector<GLuint> &Prefilled_tex)
|
||||
#ifdef Draw_Indirect
|
||||
template<typename Shader, MeshMaterial Mat, video::E_VERTEX_TYPE VT, typename...Args>
|
||||
void renderInstancedMeshes2ndPass(const std::vector<TexUnit> &TexUnits, const std::vector<GLuint> &Prefilled_tex, std::vector<GLMesh *> &meshes, Args...args)
|
||||
{
|
||||
glUseProgram(Shader::getInstance()->Program);
|
||||
for (unsigned i = 0; i < meshes->size(); i++)
|
||||
glBindVertexArray(VAOManager::getInstance()->getInstanceVAO(VT, InstanceTypeDefault));
|
||||
for (unsigned i = 0; i < meshes.size(); i++)
|
||||
{
|
||||
GLMesh &mesh = *(STK::tuple_get<0>(meshes->at(i)));
|
||||
if (!irr_driver->hasARB_base_instance())
|
||||
glBindVertexArray(mesh.vao);
|
||||
|
||||
GLMesh *mesh = meshes[i];
|
||||
std::vector<GLuint> Textures(Prefilled_tex);
|
||||
for (unsigned j = 0; j < TexUnits.size(); j++)
|
||||
Textures.push_back(getTextureGLuint(mesh.textures[TexUnits[j].m_id]));
|
||||
Textures.push_back(getTextureGLuint(mesh->textures[TexUnits[j].m_id]));
|
||||
Shader::getInstance()->SetTextureUnits(Textures);
|
||||
instanced_custom_unroll_args<List...>::template exec(Shader::getInstance(), meshes->at(i));
|
||||
Shader::getInstance()->setUniforms(args...);
|
||||
glDrawElementsIndirect(GL_TRIANGLES, GL_UNSIGNED_SHORT, (const void*)((SolidPassCmd::getInstance()->Offset[Mat] + i) * sizeof(DrawElementsIndirectCommand)));
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef Multi_Draw_Indirect
|
||||
template<typename Shader, MeshMaterial Mat, video::E_VERTEX_TYPE VT, typename...Args>
|
||||
@ -463,7 +352,6 @@ void multidraw2ndPass(const std::vector<uint64_t> &Handles, Args... args)
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
void IrrDriver::renderSolidSecondPass()
|
||||
{
|
||||
SColor clearColor(0, 150, 150, 150);
|
||||
@ -513,41 +401,43 @@ void IrrDriver::renderSolidSecondPass()
|
||||
{
|
||||
ScopedGPUTimer Timer(getGPUTimer(Q_SOLID_PASS2));
|
||||
|
||||
m_scene_manager->drawAll(scene::ESNRP_SOLID);
|
||||
irr_driver->setPhase(SOLID_LIT_PASS);
|
||||
|
||||
for (unsigned i = 0; i < ImmediateDrawList::getInstance()->size(); i++)
|
||||
ImmediateDrawList::getInstance()->at(i)->render();
|
||||
|
||||
std::vector<GLuint> DiffSpecSSAOTex = createVector<GLuint>(m_rtts->getRenderTarget(RTT_DIFFUSE), m_rtts->getRenderTarget(RTT_SPECULAR), m_rtts->getRenderTarget(RTT_HALF1_R));
|
||||
|
||||
renderMeshes2ndPass<MeshShader::ObjectPass2Shader, video::EVT_STANDARD, 3, 1>(TexUnits(
|
||||
TexUnit(0, true)
|
||||
), ListMatDefault::getInstance(),
|
||||
), ListMatDefault::getInstance()->SolidPass,
|
||||
createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle), DiffSpecSSAOTex);
|
||||
renderMeshes2ndPass<MeshShader::ObjectRefPass2Shader, video::EVT_STANDARD, 3, 1 >(TexUnits(
|
||||
TexUnit(0, true)
|
||||
), ListMatAlphaRef::getInstance(), createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle), DiffSpecSSAOTex);
|
||||
renderMeshes2ndPass<MeshShader::SphereMapShader, video::EVT_STANDARD, 2, 1>(TexUnits(
|
||||
TexUnit(0, true)
|
||||
), ListMatSphereMap::getInstance(), createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle), DiffSpecSSAOTex);
|
||||
renderMeshes2ndPass<MeshShader::DetailledObjectPass2Shader, video::EVT_2TCOORDS, 1>(TexUnits(
|
||||
TexUnit(0, true),
|
||||
TexUnit(1, true)
|
||||
), ListMatDetails::getInstance(), createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle), DiffSpecSSAOTex);
|
||||
renderMeshes2ndPass<MeshShader::GrassPass2Shader, video::EVT_STANDARD, 3, 1>(TexUnits(
|
||||
TexUnit(0, true)
|
||||
), ListMatGrass::getInstance(), createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle), DiffSpecSSAOTex);
|
||||
), ListMatAlphaRef::getInstance()->SolidPass, createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle), DiffSpecSSAOTex);
|
||||
renderMeshes2ndPass<MeshShader::ObjectUnlitShader, video::EVT_STANDARD, 3, 1>(TexUnits(
|
||||
TexUnit(0, true)
|
||||
), ListMatUnlit::getInstance(), createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle), DiffSpecSSAOTex);
|
||||
|
||||
), ListMatUnlit::getInstance()->SolidPass, createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle), DiffSpecSSAOTex);
|
||||
renderMeshes2ndPass<MeshShader::SplattingShader, video::EVT_2TCOORDS, 1>(TexUnits(
|
||||
TexUnit(1, false),
|
||||
TexUnit(2, true),
|
||||
TexUnit(3, true),
|
||||
TexUnit(4, true),
|
||||
TexUnit(5, true)
|
||||
), ListMatSplatting::getInstance(), createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle), DiffSpecSSAOTex);
|
||||
), ListMatSplatting::getInstance()->SolidPass, createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle), DiffSpecSSAOTex);
|
||||
renderMeshes2ndPass<MeshShader::SphereMapShader, video::EVT_STANDARD, 2, 1>(TexUnits(
|
||||
TexUnit(0, true)
|
||||
), ListMatSphereMap::getInstance()->SolidPass, createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle), DiffSpecSSAOTex);
|
||||
renderMeshes2ndPass<MeshShader::DetailledObjectPass2Shader, video::EVT_2TCOORDS, 1>(TexUnits(
|
||||
TexUnit(0, true),
|
||||
TexUnit(1, true)
|
||||
), ListMatDetails::getInstance()->SolidPass, createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle), DiffSpecSSAOTex);
|
||||
renderMeshes2ndPass<MeshShader::GrassPass2Shader, video::EVT_STANDARD, 3, 1>(TexUnits(
|
||||
TexUnit(0, true)
|
||||
), ListMatGrass::getInstance()->SolidPass, createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle), DiffSpecSSAOTex);
|
||||
renderMeshes2ndPass<MeshShader::ObjectPass2Shader, video::EVT_TANGENTS, 3, 1>(TexUnits(
|
||||
TexUnit(0, true)
|
||||
), ListMatNormalMap::getInstance(), createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle), DiffSpecSSAOTex);
|
||||
), ListMatNormalMap::getInstance()->SolidPass, createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle), DiffSpecSSAOTex);
|
||||
|
||||
if (UserConfigParams::m_azdo)
|
||||
{
|
||||
@ -555,38 +445,44 @@ void IrrDriver::renderSolidSecondPass()
|
||||
multidraw2ndPass<MeshShader::InstancedObjectPass2Shader, MAT_DEFAULT, video::EVT_STANDARD>(createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle, 0));
|
||||
multidraw2ndPass<MeshShader::InstancedObjectPass2Shader, MAT_NORMAL_MAP, video::EVT_TANGENTS>(createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle, 0));
|
||||
multidraw2ndPass<MeshShader::InstancedObjectRefPass2Shader, MAT_ALPHA_REF, video::EVT_STANDARD>(createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle, 0));
|
||||
core::vector3df dir = ListInstancedMatGrass::getInstance()->empty() ? core::vector3df(0., 0., 0.) : STK::tuple_get<2>(ListInstancedMatGrass::getInstance()->at(0));
|
||||
multidraw2ndPass<MeshShader::InstancedSphereMapShader, MAT_SPHEREMAP, video::EVT_STANDARD>(createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle, 0));
|
||||
multidraw2ndPass<MeshShader::InstancedDetailledObjectPass2Shader, MAT_DETAIL, video::EVT_2TCOORDS>(createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle, 0, 0));
|
||||
multidraw2ndPass<MeshShader::InstancedObjectUnlitShader, MAT_UNLIT, video::EVT_STANDARD>(createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle, 0));
|
||||
SunLightProvider * const cb = (SunLightProvider *)irr_driver->getCallback(ES_SUNLIGHT);
|
||||
multidraw2ndPass<MeshShader::InstancedGrassPass2Shader, MAT_GRASS, video::EVT_STANDARD>(createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle, DepthHandle, 0), dir, cb->getPosition());
|
||||
multidraw2ndPass<MeshShader::InstancedGrassPass2Shader, MAT_GRASS, video::EVT_STANDARD>(createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle, DepthHandle, 0), windDir, cb->getPosition());
|
||||
#endif
|
||||
}
|
||||
else
|
||||
#ifdef Draw_Indirect
|
||||
else if (irr_driver->hasARB_draw_indirect())
|
||||
{
|
||||
if (irr_driver->hasARB_base_instance())
|
||||
glBindVertexArray(VAOManager::getInstance()->getInstanceVAO(video::EVT_STANDARD, InstanceTypeDefault));
|
||||
renderInstancedMeshes2ndPass<MeshShader::InstancedObjectPass2Shader>(
|
||||
TexUnits(TexUnit(0, true)),
|
||||
ListInstancedMatDefault::getInstance(), DiffSpecSSAOTex);
|
||||
if (irr_driver->hasARB_base_instance())
|
||||
glBindVertexArray(VAOManager::getInstance()->getInstanceVAO(video::EVT_TANGENTS, InstanceTypeDefault));
|
||||
renderInstancedMeshes2ndPass<MeshShader::InstancedObjectPass2Shader>(
|
||||
TexUnits(TexUnit(0, true)),
|
||||
ListInstancedMatNormalMap::getInstance(), DiffSpecSSAOTex);
|
||||
if (irr_driver->hasARB_base_instance())
|
||||
glBindVertexArray(VAOManager::getInstance()->getInstanceVAO(video::EVT_STANDARD, InstanceTypeDefault));
|
||||
renderInstancedMeshes2ndPass<MeshShader::InstancedObjectRefPass2Shader>(
|
||||
TexUnits(TexUnit(0, true)),
|
||||
ListInstancedMatAlphaRef::getInstance(), DiffSpecSSAOTex);
|
||||
if (irr_driver->hasARB_base_instance())
|
||||
glBindVertexArray(VAOManager::getInstance()->getInstanceVAO(video::EVT_STANDARD, InstanceTypeDefault));
|
||||
DiffSpecSSAOTex.push_back(irr_driver->getDepthStencilTexture());
|
||||
renderInstancedMeshes2ndPass<MeshShader::InstancedGrassPass2Shader, 3, 2>(
|
||||
TexUnits(TexUnit(0, true)),
|
||||
ListInstancedMatGrass::getInstance(), DiffSpecSSAOTex);
|
||||
}
|
||||
// Default
|
||||
renderInstancedMeshes2ndPass<MeshShader::InstancedObjectPass2Shader, MAT_DEFAULT, video::EVT_STANDARD>(
|
||||
TexUnits(TexUnit(0, true)), DiffSpecSSAOTex, ListInstancedMatDefault::getInstance()->SolidPass);
|
||||
// Alpha ref
|
||||
renderInstancedMeshes2ndPass<MeshShader::InstancedObjectRefPass2Shader, MAT_ALPHA_REF, video::EVT_STANDARD>(
|
||||
TexUnits(TexUnit(0, true)), DiffSpecSSAOTex, ListInstancedMatAlphaRef::getInstance()->SolidPass);
|
||||
// Unlit
|
||||
renderInstancedMeshes2ndPass<MeshShader::InstancedObjectUnlitShader, MAT_UNLIT, video::EVT_STANDARD>(
|
||||
TexUnits(TexUnit(0, true)), DiffSpecSSAOTex, ListInstancedMatUnlit::getInstance()->SolidPass);
|
||||
// Spheremap
|
||||
renderInstancedMeshes2ndPass<MeshShader::InstancedSphereMapShader, MAT_SPHEREMAP, video::EVT_STANDARD>(
|
||||
TexUnits(TexUnit(0, true)), DiffSpecSSAOTex, ListInstancedMatSphereMap::getInstance()->SolidPass);
|
||||
// Details
|
||||
renderInstancedMeshes2ndPass<MeshShader::InstancedDetailledObjectPass2Shader, MAT_DETAIL, video::EVT_2TCOORDS>(
|
||||
TexUnits(TexUnit(0, true), TexUnit(1, false)), DiffSpecSSAOTex, ListInstancedMatDetails::getInstance()->SolidPass);
|
||||
|
||||
// Normal map
|
||||
renderInstancedMeshes2ndPass<MeshShader::InstancedObjectPass2Shader, MAT_NORMAL_MAP, video::EVT_TANGENTS>(
|
||||
TexUnits(TexUnit(0, true)), DiffSpecSSAOTex, ListInstancedMatNormalMap::getInstance()->SolidPass);
|
||||
|
||||
// Grass
|
||||
SunLightProvider * const cb = (SunLightProvider *)irr_driver->getCallback(ES_SUNLIGHT);
|
||||
DiffSpecSSAOTex.push_back(irr_driver->getDepthStencilTexture());
|
||||
renderInstancedMeshes2ndPass<MeshShader::InstancedGrassPass2Shader, MAT_GRASS, video::EVT_STANDARD>(
|
||||
TexUnits(TexUnit(0, true)), DiffSpecSSAOTex, ListInstancedMatGrass::getInstance()->SolidPass, windDir, cb->getPosition());
|
||||
}
|
||||
#endif
|
||||
}
|
||||
m_sync = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
|
||||
}
|
||||
|
||||
template<enum E_VERTEX_TYPE VertexType, typename... TupleType>
|
||||
@ -611,15 +507,14 @@ static void renderMeshNormals(std::vector<STK::Tuple<TupleType...> > *meshes)
|
||||
|
||||
void IrrDriver::renderNormalsVisualisation()
|
||||
{
|
||||
renderMeshNormals<video::EVT_STANDARD>(ListMatDefault::getInstance());
|
||||
renderMeshNormals<video::EVT_STANDARD>(ListMatAlphaRef::getInstance());
|
||||
renderMeshNormals<video::EVT_STANDARD>(ListMatSphereMap::getInstance());
|
||||
// renderMeshNormals<video::EVT_STANDARD>(ListMatDefault::getInstance());
|
||||
// renderMeshNormals<video::EVT_STANDARD>(ListMatAlphaRef::getInstance());
|
||||
// renderMeshNormals<video::EVT_STANDARD>(ListMatSphereMap::getInstance());
|
||||
// renderMeshNormals<video::EVT_STANDARD>(ListMatGrass::getInstance());
|
||||
renderMeshNormals<video::EVT_2TCOORDS>(ListMatDetails::getInstance());
|
||||
renderMeshNormals<video::EVT_STANDARD>(ListMatUnlit::getInstance());
|
||||
renderMeshNormals<video::EVT_2TCOORDS>(ListMatSplatting::getInstance());
|
||||
renderMeshNormals<video::EVT_TANGENTS>(ListMatNormalMap::getInstance());
|
||||
|
||||
// renderMeshNormals<video::EVT_2TCOORDS>(ListMatDetails::getInstance());
|
||||
// renderMeshNormals<video::EVT_STANDARD>(ListMatUnlit::getInstance());
|
||||
// renderMeshNormals<video::EVT_2TCOORDS>(ListMatSplatting::getInstance());
|
||||
// renderMeshNormals<video::EVT_TANGENTS>(ListMatNormalMap::getInstance());
|
||||
}
|
||||
|
||||
template<typename Shader, enum E_VERTEX_TYPE VertexType, int...List, typename... TupleType>
|
||||
@ -674,19 +569,17 @@ static video::ITexture *displaceTex = 0;
|
||||
|
||||
void IrrDriver::renderTransparent()
|
||||
{
|
||||
irr_driver->setPhase(TRANSPARENT_PASS);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDisable(GL_ALPHA_TEST);
|
||||
glDepthMask(GL_FALSE);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendEquation(GL_FUNC_ADD);
|
||||
glDisable(GL_CULL_FACE);
|
||||
ListBlendTransparent::getInstance()->clear();
|
||||
ListAdditiveTransparent::getInstance()->clear();
|
||||
ListBlendTransparentFog::getInstance()->clear();
|
||||
ListAdditiveTransparentFog::getInstance()->clear();
|
||||
ListDisplacement::getInstance()->clear();
|
||||
m_scene_manager->drawAll(scene::ESNRP_TRANSPARENT);
|
||||
|
||||
irr_driver->setPhase(TRANSPARENT_PASS);
|
||||
|
||||
for (unsigned i = 0; i < ImmediateDrawList::getInstance()->size(); i++)
|
||||
ImmediateDrawList::getInstance()->at(i)->render();
|
||||
|
||||
if (irr_driver->hasARB_base_instance())
|
||||
glBindVertexArray(VAOManager::getInstance()->getVAO(EVT_STANDARD));
|
||||
@ -831,16 +724,16 @@ struct shadow_custom_unroll_args<N, List...>
|
||||
};
|
||||
|
||||
template<typename T, enum E_VERTEX_TYPE VertexType, int...List, typename... Args>
|
||||
void renderShadow(const std::vector<GLuint> TextureUnits, unsigned cascade, const std::vector<STK::Tuple<Args...> > *t)
|
||||
void renderShadow(const std::vector<GLuint> TextureUnits, unsigned cascade, const std::vector<STK::Tuple<Args...> > &t)
|
||||
{
|
||||
glUseProgram(T::getInstance()->Program);
|
||||
if (irr_driver->hasARB_base_instance())
|
||||
glBindVertexArray(VAOManager::getInstance()->getVAO(VertexType));
|
||||
for (unsigned i = 0; i < t->size(); i++)
|
||||
for (unsigned i = 0; i < t.size(); i++)
|
||||
{
|
||||
std::vector<uint64_t> Handles;
|
||||
std::vector<GLuint> Textures;
|
||||
GLMesh *mesh = STK::tuple_get<0>(t->at(i));
|
||||
GLMesh *mesh = STK::tuple_get<0>(t.at(i));
|
||||
if (!irr_driver->hasARB_base_instance())
|
||||
glBindVertexArray(mesh->vao);
|
||||
for (unsigned j = 0; j < TextureUnits.size(); j++)
|
||||
@ -855,73 +748,39 @@ void renderShadow(const std::vector<GLuint> TextureUnits, unsigned cascade, cons
|
||||
T::getInstance()->SetTextureHandles(Handles);
|
||||
else
|
||||
T::getInstance()->SetTextureUnits(Textures);
|
||||
shadow_custom_unroll_args<List...>::template exec<T>(T::getInstance(), cascade, t->at(i));
|
||||
shadow_custom_unroll_args<List...>::template exec<T>(T::getInstance(), cascade, t.at(i));
|
||||
}
|
||||
}
|
||||
|
||||
template<int...List>
|
||||
struct instanced_shadow_custom_unroll_args;
|
||||
|
||||
template<>
|
||||
struct instanced_shadow_custom_unroll_args<>
|
||||
#ifdef Draw_Indirect
|
||||
template<typename Shader, MeshMaterial Mat, video::E_VERTEX_TYPE VT, typename...Args>
|
||||
void renderInstancedShadow(const std::vector<GLuint> TextureUnits, unsigned cascade, const std::vector<GLMesh *> &t, Args ...args)
|
||||
{
|
||||
template<typename T, typename ...TupleTypes, typename ...Args>
|
||||
static void exec(const T *Shader, unsigned cascade, const STK::Tuple<TupleTypes...> &t, Args... args)
|
||||
{
|
||||
const GLMesh *mesh = STK::tuple_get<0>(t);
|
||||
size_t instance_count = STK::tuple_get<1>(t);
|
||||
irr_driver->IncreaseObjectCount();
|
||||
GLenum ptype = mesh->PrimitiveType;
|
||||
GLenum itype = mesh->IndexType;
|
||||
size_t count = mesh->IndexCount;
|
||||
|
||||
Shader->setUniforms(cascade, args...);
|
||||
#ifdef Base_Instance_Support
|
||||
if (irr_driver->hasARB_base_instance())
|
||||
glDrawElementsInstancedBaseVertexBaseInstance(ptype, count, itype, (const void*) mesh->vaoOffset, instance_count, mesh->vaoBaseVertex, mesh->vaoBaseInstance);
|
||||
else
|
||||
#endif
|
||||
glDrawElementsInstanced(ptype, count, itype, 0, instance_count);
|
||||
}
|
||||
};
|
||||
|
||||
template<int N, int...List>
|
||||
struct instanced_shadow_custom_unroll_args<N, List...>
|
||||
{
|
||||
template<typename T, typename ...TupleTypes, typename ...Args>
|
||||
static void exec(const T *Shader, unsigned cascade, const STK::Tuple<TupleTypes...> &t, Args... args)
|
||||
{
|
||||
instanced_shadow_custom_unroll_args<List...>::template exec<T>(Shader, cascade, t, STK::tuple_get<N>(t), args...);
|
||||
}
|
||||
};
|
||||
|
||||
template<typename T, int...List, typename... Args>
|
||||
void renderInstancedShadow(const std::vector<GLuint> TextureUnits, unsigned cascade, const std::vector<STK::Tuple<Args...> > *t)
|
||||
{
|
||||
glUseProgram(T::getInstance()->Program);
|
||||
for (unsigned i = 0; i < t->size(); i++)
|
||||
glUseProgram(Shader::getInstance()->Program);
|
||||
glBindVertexArray(VAOManager::getInstance()->getInstanceVAO(VT, InstanceTypeShadow));
|
||||
for (unsigned i = 0; i < t.size(); i++)
|
||||
{
|
||||
std::vector<uint64_t> Handles;
|
||||
std::vector<GLuint> Textures;
|
||||
GLMesh *mesh = STK::tuple_get<0>(t->at(i));
|
||||
if (!irr_driver->hasARB_base_instance())
|
||||
glBindVertexArray(mesh->vao);
|
||||
GLMesh *mesh = t[i];
|
||||
|
||||
for (unsigned j = 0; j < TextureUnits.size(); j++)
|
||||
Textures.push_back(getTextureGLuint(mesh->textures[TextureUnits[j]]));
|
||||
|
||||
T::getInstance()->SetTextureUnits(Textures);
|
||||
instanced_shadow_custom_unroll_args<List...>::template exec<T>(T::getInstance(), cascade, t->at(i));
|
||||
Shader::getInstance()->SetTextureUnits(Textures);
|
||||
Shader::getInstance()->setUniforms(cascade, args...);
|
||||
size_t tmp = ShadowPassCmd::getInstance()->Offset[cascade][Mat] + i;
|
||||
glDrawElementsIndirect(GL_TRIANGLES, GL_UNSIGNED_SHORT, (const void*)((tmp) * sizeof(DrawElementsIndirectCommand)));
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef Multi_Draw_Indirect
|
||||
template<typename Shader, MeshMaterial Mat, video::E_VERTEX_TYPE VT, typename...Args>
|
||||
static void multidrawShadow(unsigned i, Args ...args)
|
||||
{
|
||||
glUseProgram(Shader::getInstance()->Program);
|
||||
glBindVertexArray(VAOManager::getInstance()->getShadowInstanceVAO(VT, InstanceTypeDefault));
|
||||
glBindVertexArray(VAOManager::getInstance()->getInstanceVAO(VT, InstanceTypeShadow));
|
||||
if (ShadowPassCmd::getInstance()->Size[i][Mat])
|
||||
{
|
||||
Shader::getInstance()->setUniforms(i, args...);
|
||||
@ -943,117 +802,46 @@ void IrrDriver::renderShadows()
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
glDrawBuffer(GL_NONE);
|
||||
|
||||
irr_driver->setPhase(SHADOW_PASS);
|
||||
ListMatDefault::getInstance()->clear();
|
||||
ListMatAlphaRef::getInstance()->clear();
|
||||
ListMatSphereMap::getInstance()->clear();
|
||||
ListMatDetails::getInstance()->clear();
|
||||
ListMatUnlit::getInstance()->clear();
|
||||
ListMatNormalMap::getInstance()->clear();
|
||||
ListMatGrass::getInstance()->clear();
|
||||
ListMatSplatting::getInstance()->clear();
|
||||
ListInstancedMatDefault::getInstance()->clear();
|
||||
ListInstancedMatAlphaRef::getInstance()->clear();
|
||||
ListInstancedMatGrass::getInstance()->clear();
|
||||
ListInstancedMatNormalMap::getInstance()->clear();
|
||||
m_scene_manager->drawAll(scene::ESNRP_SOLID);
|
||||
size_t offset = 0;
|
||||
|
||||
for (unsigned cascade = 0; cascade < 4; cascade++)
|
||||
{
|
||||
|
||||
std::vector<GLuint> noTexUnits;
|
||||
renderShadow<MeshShader::ShadowShader, EVT_STANDARD, 1>(noTexUnits, cascade, ListMatDefault::getInstance());
|
||||
renderShadow<MeshShader::ShadowShader, EVT_STANDARD, 1>(noTexUnits, cascade, ListMatSphereMap::getInstance());
|
||||
renderShadow<MeshShader::ShadowShader, EVT_2TCOORDS, 1>(noTexUnits, cascade, ListMatDetails::getInstance());
|
||||
renderShadow<MeshShader::ShadowShader, EVT_2TCOORDS, 1>(noTexUnits, cascade, ListMatSplatting::getInstance());
|
||||
renderShadow<MeshShader::ShadowShader, EVT_TANGENTS, 1>(noTexUnits, cascade, ListMatNormalMap::getInstance());
|
||||
renderShadow<MeshShader::RefShadowShader, EVT_STANDARD, 1>(std::vector<GLuint>{ 0 }, cascade, ListMatAlphaRef::getInstance());
|
||||
renderShadow<MeshShader::RefShadowShader, EVT_STANDARD, 1>(std::vector<GLuint>{ 0 }, cascade, ListMatUnlit::getInstance());
|
||||
renderShadow<MeshShader::GrassShadowShader, EVT_STANDARD, 3, 1>(std::vector<GLuint>{ 0 }, cascade, ListMatGrass::getInstance());
|
||||
|
||||
renderShadow<MeshShader::ShadowShader, EVT_STANDARD, 1>(noTexUnits, cascade, ListMatDefault::getInstance()->Shadows[cascade]);
|
||||
renderShadow<MeshShader::ShadowShader, EVT_STANDARD, 1>(noTexUnits, cascade, ListMatSphereMap::getInstance()->Shadows[cascade]);
|
||||
renderShadow<MeshShader::ShadowShader, EVT_2TCOORDS, 1>(noTexUnits, cascade, ListMatDetails::getInstance()->Shadows[cascade]);
|
||||
renderShadow<MeshShader::ShadowShader, EVT_2TCOORDS, 1>(noTexUnits, cascade, ListMatSplatting::getInstance()->Shadows[cascade]);
|
||||
renderShadow<MeshShader::ShadowShader, EVT_TANGENTS, 1>(noTexUnits, cascade, ListMatNormalMap::getInstance()->Shadows[cascade]);
|
||||
renderShadow<MeshShader::RefShadowShader, EVT_STANDARD, 1>(std::vector<GLuint>{ 0 }, cascade, ListMatAlphaRef::getInstance()->Shadows[cascade]);
|
||||
renderShadow<MeshShader::RefShadowShader, EVT_STANDARD, 1>(std::vector<GLuint>{ 0 }, cascade, ListMatUnlit::getInstance()->Shadows[cascade]);
|
||||
renderShadow<MeshShader::GrassShadowShader, EVT_STANDARD, 3, 1>(std::vector<GLuint>{ 0 }, cascade, ListMatGrass::getInstance()->Shadows[cascade]);
|
||||
|
||||
if (irr_driver->hasARB_draw_indirect())
|
||||
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, ShadowPassCmd::getInstance()->drawindirectcmd);
|
||||
|
||||
if (UserConfigParams::m_azdo)
|
||||
{
|
||||
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, ShadowPassCmd::getInstance()->drawindirectcmd);
|
||||
DrawElementsIndirectCommand *ShadowCommandBufferPtr = ShadowPassCmd::getInstance()->Ptr;
|
||||
|
||||
ShadowPassCmd::getInstance()->Offset[cascade][MAT_DEFAULT] = offset;
|
||||
for (unsigned i = 0; i < ListInstancedMatDefault::getInstance()->size(); i++)
|
||||
{
|
||||
const GLMesh &mesh = *(STK::tuple_get<0>(ListInstancedMatDefault::getInstance()->at(i)));
|
||||
size_t &instanceCount = STK::tuple_get<1>(ListInstancedMatDefault::getInstance()->at(i));
|
||||
DrawElementsIndirectCommand &CurrentCommand = ShadowCommandBufferPtr[offset++];
|
||||
CurrentCommand.instanceCount = instanceCount;
|
||||
CurrentCommand.baseVertex = mesh.vaoBaseVertex;
|
||||
CurrentCommand.count = mesh.IndexCount;
|
||||
CurrentCommand.firstIndex = mesh.vaoOffset / 2;
|
||||
CurrentCommand.baseInstance = mesh.vaoBaseInstance;
|
||||
}
|
||||
ShadowPassCmd::getInstance()->Size[cascade][MAT_DEFAULT] = offset - ShadowPassCmd::getInstance()->Offset[cascade][MAT_DEFAULT];
|
||||
|
||||
ShadowPassCmd::getInstance()->Offset[cascade][MAT_NORMAL_MAP] = offset;
|
||||
for (unsigned i = 0; i < ListInstancedMatNormalMap::getInstance()->size(); i++)
|
||||
{
|
||||
const GLMesh &mesh = *(STK::tuple_get<0>(ListInstancedMatNormalMap::getInstance()->at(i)));
|
||||
size_t &instanceCount = STK::tuple_get<1>(ListInstancedMatNormalMap::getInstance()->at(i));
|
||||
DrawElementsIndirectCommand &CurrentCommand = ShadowCommandBufferPtr[offset++];
|
||||
CurrentCommand.instanceCount = instanceCount;
|
||||
CurrentCommand.baseVertex = mesh.vaoBaseVertex;
|
||||
CurrentCommand.count = mesh.IndexCount;
|
||||
CurrentCommand.firstIndex = mesh.vaoOffset / 2;
|
||||
CurrentCommand.baseInstance = mesh.vaoBaseInstance;
|
||||
}
|
||||
ShadowPassCmd::getInstance()->Size[cascade][MAT_NORMAL_MAP] = offset - ShadowPassCmd::getInstance()->Offset[cascade][MAT_NORMAL_MAP];
|
||||
|
||||
ShadowPassCmd::getInstance()->Offset[cascade][MAT_ALPHA_REF] = offset;
|
||||
for (unsigned i = 0; i < ListInstancedMatAlphaRef::getInstance()->size(); i++)
|
||||
{
|
||||
const GLMesh &mesh = *(STK::tuple_get<0>(ListInstancedMatAlphaRef::getInstance()->at(i)));
|
||||
size_t &instanceCount = STK::tuple_get<1>(ListInstancedMatAlphaRef::getInstance()->at(i));
|
||||
DrawElementsIndirectCommand &CurrentCommand = ShadowCommandBufferPtr[offset++];
|
||||
CurrentCommand.instanceCount = instanceCount;
|
||||
CurrentCommand.baseVertex = mesh.vaoBaseVertex;
|
||||
CurrentCommand.count = mesh.IndexCount;
|
||||
CurrentCommand.firstIndex = mesh.vaoOffset / 2;
|
||||
CurrentCommand.baseInstance = mesh.vaoBaseInstance;
|
||||
}
|
||||
ShadowPassCmd::getInstance()->Size[cascade][MAT_ALPHA_REF] = offset - ShadowPassCmd::getInstance()->Offset[cascade][MAT_ALPHA_REF];
|
||||
|
||||
ShadowPassCmd::getInstance()->Offset[cascade][MAT_GRASS] = offset;
|
||||
for (unsigned i = 0; i < ListInstancedMatGrass::getInstance()->size(); i++)
|
||||
{
|
||||
const GLMesh &mesh = *(STK::tuple_get<0>(ListInstancedMatGrass::getInstance()->at(i)));
|
||||
size_t &instanceCount = STK::tuple_get<1>(ListInstancedMatGrass::getInstance()->at(i));
|
||||
DrawElementsIndirectCommand &CurrentCommand = ShadowCommandBufferPtr[offset++];
|
||||
CurrentCommand.instanceCount = instanceCount;
|
||||
CurrentCommand.baseVertex = mesh.vaoBaseVertex;
|
||||
CurrentCommand.count = mesh.IndexCount;
|
||||
CurrentCommand.firstIndex = mesh.vaoOffset / 2;
|
||||
CurrentCommand.baseInstance = mesh.vaoBaseInstance;
|
||||
}
|
||||
ShadowPassCmd::getInstance()->Size[cascade][MAT_GRASS] = offset - ShadowPassCmd::getInstance()->Offset[cascade][MAT_GRASS];
|
||||
#ifdef Multi_Draw_Indirect
|
||||
multidrawShadow<MeshShader::InstancedShadowShader, MAT_DEFAULT, video::EVT_STANDARD>(cascade);
|
||||
multidrawShadow<MeshShader::InstancedShadowShader, MAT_DETAIL, video::EVT_2TCOORDS>(cascade);
|
||||
multidrawShadow<MeshShader::InstancedShadowShader, MAT_NORMAL_MAP, video::EVT_TANGENTS>(cascade);
|
||||
multidrawShadow<MeshShader::InstancedRefShadowShader, MAT_ALPHA_REF, video::EVT_STANDARD>(cascade);
|
||||
core::vector3df dir = ListInstancedMatGrass::getInstance()->empty() ? core::vector3df(0., 0., 0.) : STK::tuple_get<2>(ListInstancedMatGrass::getInstance()->at(0));
|
||||
multidrawShadow<MeshShader::InstancedGrassShadowShader, MAT_GRASS, video::EVT_STANDARD>(cascade, dir);
|
||||
multidrawShadow<MeshShader::InstancedRefShadowShader, MAT_UNLIT, video::EVT_STANDARD>(cascade);
|
||||
multidrawShadow<MeshShader::InstancedGrassShadowShader, MAT_GRASS, video::EVT_STANDARD>(cascade, windDir);
|
||||
#endif
|
||||
}
|
||||
else
|
||||
#ifdef Draw_Indirect
|
||||
else if (irr_driver->hasARB_draw_indirect())
|
||||
{
|
||||
if (irr_driver->hasARB_base_instance())
|
||||
glBindVertexArray(VAOManager::getInstance()->getShadowInstanceVAO(video::EVT_STANDARD, InstanceTypeDefault));
|
||||
renderInstancedShadow<MeshShader::InstancedShadowShader>(noTexUnits, cascade, ListInstancedMatDefault::getInstance());
|
||||
if (irr_driver->hasARB_base_instance())
|
||||
glBindVertexArray(VAOManager::getInstance()->getShadowInstanceVAO(video::EVT_STANDARD, InstanceTypeDefault));
|
||||
renderInstancedShadow<MeshShader::InstancedRefShadowShader>(std::vector<GLuint>{ 0 }, cascade, ListInstancedMatAlphaRef::getInstance());
|
||||
if (irr_driver->hasARB_base_instance())
|
||||
glBindVertexArray(VAOManager::getInstance()->getShadowInstanceVAO(video::EVT_STANDARD, InstanceTypeDefault));
|
||||
renderInstancedShadow<MeshShader::InstancedGrassShadowShader, 2>(std::vector<GLuint>{ 0 }, cascade, ListInstancedMatGrass::getInstance());
|
||||
if (irr_driver->hasARB_base_instance())
|
||||
glBindVertexArray(VAOManager::getInstance()->getShadowInstanceVAO(video::EVT_TANGENTS, InstanceTypeDefault));
|
||||
renderInstancedShadow<MeshShader::InstancedShadowShader>(noTexUnits, cascade, ListInstancedMatNormalMap::getInstance());
|
||||
renderInstancedShadow<MeshShader::InstancedShadowShader, MAT_DEFAULT, video::EVT_STANDARD>(noTexUnits, cascade, ListInstancedMatDefault::getInstance()->Shadows[cascade]);
|
||||
renderInstancedShadow<MeshShader::InstancedShadowShader, MAT_DETAIL, video::EVT_2TCOORDS>(noTexUnits, cascade, ListInstancedMatDetails::getInstance()->Shadows[cascade]);
|
||||
renderInstancedShadow<MeshShader::InstancedRefShadowShader, MAT_ALPHA_REF, video::EVT_STANDARD>(std::vector < GLuint > { 0 }, cascade, ListInstancedMatAlphaRef::getInstance()->Shadows[cascade]);
|
||||
renderInstancedShadow<MeshShader::InstancedRefShadowShader, MAT_UNLIT, video::EVT_STANDARD>(std::vector < GLuint > { 0 }, cascade, ListInstancedMatUnlit::getInstance()->Shadows[cascade]);
|
||||
renderInstancedShadow<MeshShader::InstancedGrassShadowShader, MAT_GRASS, video::EVT_STANDARD>(std::vector < GLuint > { 0 }, cascade, ListInstancedMatGrass::getInstance()->Shadows[cascade], windDir);
|
||||
renderInstancedShadow<MeshShader::InstancedShadowShader, MAT_NORMAL_MAP, video::EVT_TANGENTS>(noTexUnits, cascade, ListInstancedMatNormalMap::getInstance()->Shadows[cascade]);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
glDisable(GL_POLYGON_OFFSET_FILL);
|
||||
@ -1085,33 +873,93 @@ struct rsm_custom_unroll_args<N, List...>
|
||||
};
|
||||
|
||||
template<typename T, enum E_VERTEX_TYPE VertexType, int... Selector, typename... Args>
|
||||
void drawRSM(const core::matrix4 & rsm_matrix, const std::vector<GLuint> &TextureUnits, std::vector<STK::Tuple<Args...> > *t)
|
||||
void drawRSM(const core::matrix4 & rsm_matrix, const std::vector<GLuint> &TextureUnits, const std::vector<STK::Tuple<Args...> > &t)
|
||||
{
|
||||
glUseProgram(T::getInstance()->Program);
|
||||
if (irr_driver->hasARB_base_instance())
|
||||
glBindVertexArray(VAOManager::getInstance()->getVAO(VertexType));
|
||||
for (unsigned i = 0; i < t->size(); i++)
|
||||
for (unsigned i = 0; i < t.size(); i++)
|
||||
{
|
||||
std::vector<GLuint> Textures;
|
||||
GLMesh *mesh = STK::tuple_get<0>(t->at(i));
|
||||
GLMesh *mesh = STK::tuple_get<0>(t.at(i));
|
||||
if (!irr_driver->hasARB_base_instance())
|
||||
glBindVertexArray(mesh->vao);
|
||||
for (unsigned j = 0; j < TextureUnits.size(); j++)
|
||||
Textures.push_back(getTextureGLuint(mesh->textures[TextureUnits[j]]));
|
||||
T::getInstance()->SetTextureUnits(Textures);
|
||||
rsm_custom_unroll_args<Selector...>::template exec<T>(rsm_matrix, t->at(i));
|
||||
rsm_custom_unroll_args<Selector...>::template exec<T>(rsm_matrix, t.at(i));
|
||||
}
|
||||
}
|
||||
|
||||
#ifdef Draw_Indirect
|
||||
template<typename Shader, MeshMaterial Mat, video::E_VERTEX_TYPE VT, typename...Args>
|
||||
void renderRSMShadow(const std::vector<GLuint> TextureUnits, const std::vector<GLMesh *> &t, Args ...args)
|
||||
{
|
||||
glUseProgram(Shader::getInstance()->Program);
|
||||
glBindVertexArray(VAOManager::getInstance()->getInstanceVAO(VT, InstanceTypeRSM));
|
||||
for (unsigned i = 0; i < t.size(); i++)
|
||||
{
|
||||
std::vector<uint64_t> Handles;
|
||||
std::vector<GLuint> Textures;
|
||||
GLMesh *mesh = t[i];
|
||||
|
||||
for (unsigned j = 0; j < TextureUnits.size(); j++)
|
||||
Textures.push_back(getTextureGLuint(mesh->textures[TextureUnits[j]]));
|
||||
|
||||
Shader::getInstance()->SetTextureUnits(Textures);
|
||||
Shader::getInstance()->setUniforms(args...);
|
||||
glDrawElementsIndirect(GL_TRIANGLES, GL_UNSIGNED_SHORT, (const void*)((RSMPassCmd::getInstance()->Offset[Mat] + i)* sizeof(DrawElementsIndirectCommand)));
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef Multi_Draw_Indirect
|
||||
template<typename Shader, MeshMaterial Mat, enum E_VERTEX_TYPE VertexType, typename... Args>
|
||||
void multidrawRSM(Args...args)
|
||||
{
|
||||
glUseProgram(Shader::getInstance()->Program);
|
||||
glBindVertexArray(VAOManager::getInstance()->getInstanceVAO(VertexType, InstanceTypeRSM));
|
||||
if (RSMPassCmd::getInstance()->Size[Mat])
|
||||
{
|
||||
Shader::getInstance()->setUniforms(args...);
|
||||
glMultiDrawElementsIndirect(GL_TRIANGLES, GL_UNSIGNED_SHORT, (const void*)(RSMPassCmd::getInstance()->Offset[Mat] * sizeof(DrawElementsIndirectCommand)), RSMPassCmd::getInstance()->Size[Mat], sizeof(DrawElementsIndirectCommand));
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
void IrrDriver::renderRSM()
|
||||
{
|
||||
m_rtts->getRSM().Bind();
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
drawRSM<MeshShader::RSMShader, EVT_STANDARD, 3, 1>(rsm_matrix, std::vector<GLuint>{ 0 }, ListMatDefault::getInstance());
|
||||
drawRSM<MeshShader::RSMShader, EVT_STANDARD, 3, 1>(rsm_matrix, std::vector<GLuint>{ 0 }, ListMatAlphaRef::getInstance());
|
||||
drawRSM<MeshShader::RSMShader, EVT_TANGENTS, 3, 1>(rsm_matrix, std::vector<GLuint>{ 0 }, ListMatNormalMap::getInstance());
|
||||
drawRSM<MeshShader::RSMShader, EVT_STANDARD, 3, 1>(rsm_matrix, std::vector<GLuint>{ 0 }, ListMatUnlit::getInstance());
|
||||
drawRSM<MeshShader::RSMShader, EVT_2TCOORDS, 3, 1>(rsm_matrix, std::vector<GLuint>{ 0 }, ListMatDetails::getInstance());
|
||||
drawRSM<MeshShader::SplattingRSMShader, EVT_2TCOORDS, 1>(rsm_matrix, createVector<GLuint>(1, 2, 3, 4, 5), ListMatSplatting::getInstance());
|
||||
drawRSM<MeshShader::RSMShader, EVT_STANDARD, 3, 1>(rsm_matrix, std::vector<GLuint>{ 0 }, ListMatDefault::getInstance()->RSM);
|
||||
drawRSM<MeshShader::RSMShader, EVT_STANDARD, 3, 1>(rsm_matrix, std::vector<GLuint>{ 0 }, ListMatAlphaRef::getInstance()->RSM);
|
||||
drawRSM<MeshShader::RSMShader, EVT_TANGENTS, 3, 1>(rsm_matrix, std::vector<GLuint>{ 0 }, ListMatNormalMap::getInstance()->RSM);
|
||||
drawRSM<MeshShader::RSMShader, EVT_STANDARD, 3, 1>(rsm_matrix, std::vector<GLuint>{ 0 }, ListMatUnlit::getInstance()->RSM);
|
||||
drawRSM<MeshShader::RSMShader, EVT_2TCOORDS, 3, 1>(rsm_matrix, std::vector<GLuint>{ 0 }, ListMatDetails::getInstance()->RSM);
|
||||
drawRSM<MeshShader::SplattingRSMShader, EVT_2TCOORDS, 1>(rsm_matrix, createVector<GLuint>(1, 2, 3, 4, 5), ListMatSplatting::getInstance()->RSM);
|
||||
|
||||
if (irr_driver->hasARB_draw_indirect())
|
||||
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, RSMPassCmd::getInstance()->drawindirectcmd);
|
||||
|
||||
if (UserConfigParams::m_azdo)
|
||||
{
|
||||
#ifdef Multi_Draw_Indirect
|
||||
multidrawRSM<MeshShader::InstancedRSMShader, MAT_DEFAULT, video::EVT_STANDARD>(rsm_matrix);
|
||||
multidrawRSM<MeshShader::InstancedRSMShader, MAT_NORMAL_MAP, video::EVT_TANGENTS>(rsm_matrix);
|
||||
multidrawRSM<MeshShader::InstancedRSMShader, MAT_ALPHA_REF, video::EVT_STANDARD>(rsm_matrix);
|
||||
multidrawRSM<MeshShader::InstancedRSMShader, MAT_UNLIT, video::EVT_STANDARD>(rsm_matrix);
|
||||
multidrawRSM<MeshShader::InstancedRSMShader, MAT_DETAIL, video::EVT_2TCOORDS>(rsm_matrix);
|
||||
#endif
|
||||
}
|
||||
#ifdef Draw_Indirect
|
||||
else if (irr_driver->hasARB_draw_indirect())
|
||||
{
|
||||
renderRSMShadow<MeshShader::InstancedRSMShader, MAT_DEFAULT, video::EVT_STANDARD>(std::vector < GLuint > { 0 }, ListInstancedMatDefault::getInstance()->RSM, rsm_matrix);
|
||||
renderRSMShadow<MeshShader::InstancedRSMShader, MAT_ALPHA_REF, video::EVT_STANDARD>(std::vector < GLuint > { 0 }, ListInstancedMatAlphaRef::getInstance()->RSM, rsm_matrix);
|
||||
renderRSMShadow<MeshShader::InstancedRSMShader, MAT_UNLIT, video::EVT_STANDARD>(std::vector < GLuint > { 0 }, ListInstancedMatUnlit::getInstance()->RSM, rsm_matrix);
|
||||
renderRSMShadow<MeshShader::InstancedRSMShader, MAT_NORMAL_MAP, video::EVT_TANGENTS>(std::vector < GLuint > { 0 }, ListInstancedMatNormalMap::getInstance()->RSM, rsm_matrix);
|
||||
renderRSMShadow<MeshShader::InstancedRSMShader, MAT_DETAIL, video::EVT_2TCOORDS>(std::vector < GLuint > { 0 }, ListInstancedMatDetails::getInstance()->RSM, rsm_matrix);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
@ -16,7 +16,6 @@
|
||||
#include "graphics/screenquad.hpp"
|
||||
#include "graphics/shaders.hpp"
|
||||
#include "graphics/stkmeshscenenode.hpp"
|
||||
#include "graphics/stkinstancedscenenode.hpp"
|
||||
#include "graphics/wind.hpp"
|
||||
#include "io/file_manager.hpp"
|
||||
#include "items/item.hpp"
|
||||
|
@ -16,7 +16,6 @@
|
||||
#include "graphics/screenquad.hpp"
|
||||
#include "graphics/shaders.hpp"
|
||||
#include "graphics/stkmeshscenenode.hpp"
|
||||
#include "graphics/stkinstancedscenenode.hpp"
|
||||
#include "graphics/wind.hpp"
|
||||
#include "io/file_manager.hpp"
|
||||
#include "items/item.hpp"
|
||||
|
@ -1137,6 +1137,18 @@ namespace MeshShader
|
||||
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
|
||||
}
|
||||
|
||||
InstancedColorizeShader::InstancedColorizeShader()
|
||||
{
|
||||
Program = LoadProgram(
|
||||
GL_VERTEX_SHADER, file_manager->getAsset("shaders/utils/getworldmatrix.vert").c_str(),
|
||||
GL_VERTEX_SHADER, file_manager->getAsset("shaders/glow_object.vert").c_str(),
|
||||
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/glow_object.frag").c_str());
|
||||
AssignUniforms();
|
||||
|
||||
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
|
||||
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
|
||||
}
|
||||
|
||||
ShadowShader::ShadowShader()
|
||||
{
|
||||
// Geometry shader needed
|
||||
@ -1173,6 +1185,20 @@ namespace MeshShader
|
||||
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
|
||||
}
|
||||
|
||||
InstancedRSMShader::InstancedRSMShader()
|
||||
{
|
||||
Program = LoadProgram(
|
||||
GL_VERTEX_SHADER, file_manager->getAsset("shaders/utils/getworldmatrix.vert").c_str(),
|
||||
GL_VERTEX_SHADER, file_manager->getAsset("shaders/instanced_rsm.vert").c_str(),
|
||||
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/instanced_rsm.frag").c_str());
|
||||
|
||||
AssignUniforms("RSMMatrix");
|
||||
AssignSamplerNames(Program, 0, "tex");
|
||||
|
||||
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
|
||||
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
|
||||
}
|
||||
|
||||
SplattingRSMShader::SplattingRSMShader()
|
||||
{
|
||||
Program = LoadProgram(
|
||||
|
@ -615,6 +615,12 @@ public:
|
||||
ColorizeShader();
|
||||
};
|
||||
|
||||
class InstancedColorizeShader : public ShaderHelperSingleton<InstancedColorizeShader>
|
||||
{
|
||||
public:
|
||||
InstancedColorizeShader();
|
||||
};
|
||||
|
||||
class ShadowShader : public ShaderHelperSingleton<ShadowShader, int, core::matrix4>, public TextureRead<>
|
||||
{
|
||||
public:
|
||||
@ -627,6 +633,12 @@ public:
|
||||
RSMShader();
|
||||
};
|
||||
|
||||
class InstancedRSMShader : public ShaderHelperSingleton<InstancedRSMShader, core::matrix4>, public TextureRead<Trilinear_Anisotropic_Filtered>
|
||||
{
|
||||
public:
|
||||
InstancedRSMShader();
|
||||
};
|
||||
|
||||
class SplattingRSMShader : public ShaderHelperSingleton<SplattingRSMShader, core::matrix4, core::matrix4>,
|
||||
public TextureRead<Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
|
||||
{
|
||||
|
@ -165,7 +165,7 @@ void STKAnimatedMesh::render()
|
||||
|
||||
update();
|
||||
|
||||
if (irr_driver->getPhase() == SOLID_NORMAL_AND_DEPTH_PASS || irr_driver->getPhase() == SHADOW_PASS)
|
||||
/* if (irr_driver->getPhase() == SOLID_NORMAL_AND_DEPTH_PASS || irr_driver->getPhase() == SHADOW_PASS)
|
||||
{
|
||||
ModelViewProjectionMatrix = computeMVP(AbsoluteTransformation);
|
||||
core::matrix4 invmodel;
|
||||
@ -185,7 +185,7 @@ void STKAnimatedMesh::render()
|
||||
pushVector(ListMatUnlit::getInstance(), mesh, AbsoluteTransformation, core::matrix4::EM4CONST_IDENTITY, mesh->TextureMatrix);
|
||||
|
||||
return;
|
||||
}
|
||||
}*/
|
||||
|
||||
if (irr_driver->getPhase() == TRANSPARENT_PASS)
|
||||
{
|
||||
|
@ -11,8 +11,6 @@ class STKAnimatedMesh : public irr::scene::CAnimatedMeshSceneNode, public STKMes
|
||||
{
|
||||
protected:
|
||||
bool firstTime;
|
||||
PtrVector<GLMesh, REF> MeshSolidMaterial[MAT_COUNT];
|
||||
PtrVector<GLMesh, REF> TransparentMesh[TM_COUNT];
|
||||
std::vector<GLMesh> GLmeshes;
|
||||
core::matrix4 ModelViewProjectionMatrix;
|
||||
void cleanGLMeshes();
|
||||
@ -26,6 +24,7 @@ public:
|
||||
|
||||
virtual void render();
|
||||
virtual void setMesh(irr::scene::IAnimatedMesh* mesh);
|
||||
virtual bool glow() const { return false; }
|
||||
};
|
||||
|
||||
#endif // STKANIMATEDMESH_HPP
|
||||
|
@ -1,222 +0,0 @@
|
||||
#include "stkinstancedscenenode.hpp"
|
||||
#include "graphics/irr_driver.hpp"
|
||||
#include "graphics/callbacks.hpp"
|
||||
|
||||
STKInstancedSceneNode::STKInstancedSceneNode(irr::scene::IMesh* mesh, ISceneNode* parent, irr::scene::ISceneManager* mgr, irr::s32 id,
|
||||
const irr::core::vector3df& position,
|
||||
const irr::core::vector3df& rotation,
|
||||
const irr::core::vector3df& scale) :
|
||||
CMeshSceneNode(mesh, parent, mgr, id, position, rotation, scale)
|
||||
{
|
||||
m_ref_count = 0;
|
||||
irr_driver->grabAllTextures(mesh);
|
||||
|
||||
if (irr_driver->isGLSL())
|
||||
{
|
||||
createGLMeshes();
|
||||
setAutomaticCulling(0);
|
||||
}
|
||||
}
|
||||
|
||||
void STKInstancedSceneNode::cleanGL()
|
||||
{
|
||||
for (u32 i = 0; i < GLmeshes.size(); ++i)
|
||||
{
|
||||
GLMesh mesh = GLmeshes[i];
|
||||
if (!mesh.vertex_buffer)
|
||||
continue;
|
||||
if (mesh.vao)
|
||||
glDeleteVertexArrays(1, &(mesh.vao));
|
||||
if (mesh.vertex_buffer)
|
||||
glDeleteBuffers(1, &(mesh.vertex_buffer));
|
||||
if (mesh.index_buffer)
|
||||
glDeleteBuffers(1, &(mesh.index_buffer));
|
||||
if (mesh.instance_buffer)
|
||||
glDeleteBuffers(1, &(mesh.instance_buffer));
|
||||
#ifdef Bindless_Texture_Support
|
||||
for (unsigned j = 0; i < 6; i++)
|
||||
{
|
||||
if (mesh.TextureHandles[j] && glIsTextureHandleResidentARB(mesh.TextureHandles[j]))
|
||||
glMakeTextureHandleNonResidentARB(mesh.TextureHandles[j]);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
STKInstancedSceneNode::~STKInstancedSceneNode()
|
||||
{
|
||||
irr_driver->dropAllTextures(getMesh());
|
||||
irr_driver->removeMeshFromCache(getMesh());
|
||||
|
||||
if (irr_driver->isGLSL())
|
||||
cleanGL();
|
||||
}
|
||||
|
||||
void STKInstancedSceneNode::createGLMeshes()
|
||||
{
|
||||
for (u32 i = 0; i<Mesh->getMeshBufferCount(); ++i)
|
||||
{
|
||||
scene::IMeshBuffer* mb = Mesh->getMeshBuffer(i);
|
||||
GLmeshes.push_back(allocateMeshBuffer(mb));
|
||||
GLMesh &mesh = GLmeshes.back();
|
||||
if (irr_driver->hasARB_base_instance())
|
||||
{
|
||||
std::pair<unsigned, unsigned> p = VAOManager::getInstance()->getBase(mb);
|
||||
mesh.vaoBaseVertex = p.first;
|
||||
mesh.vaoOffset = p.second;
|
||||
}
|
||||
else
|
||||
fillLocalBuffer(mesh, mb);
|
||||
instanceData.push_back(std::vector<InstanceData>());
|
||||
}
|
||||
isMaterialInitialized = false;
|
||||
}
|
||||
|
||||
void STKInstancedSceneNode::initinstancedvaostate(GLMesh &mesh, const std::vector<InstanceData> &instances)
|
||||
{
|
||||
if (!irr_driver->hasARB_base_instance())
|
||||
{
|
||||
mesh.vao = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(mesh.Stride));
|
||||
glGenBuffers(1, &(mesh.instance_buffer));
|
||||
glBindBuffer(GL_ARRAY_BUFFER, mesh.instance_buffer);
|
||||
glBufferData(GL_ARRAY_BUFFER, instances.size() * sizeof(InstanceData), instances.data(), GL_STATIC_DRAW);
|
||||
|
||||
glEnableVertexAttribArray(7);
|
||||
glVertexAttribPointer(7, 3, GL_FLOAT, GL_FALSE, sizeof(InstanceData), 0);
|
||||
glVertexAttribDivisor(7, 1);
|
||||
glEnableVertexAttribArray(8);
|
||||
glVertexAttribPointer(8, 3, GL_FLOAT, GL_FALSE, sizeof(InstanceData), (GLvoid*)(3 * sizeof(float)));
|
||||
glVertexAttribDivisor(8, 1);
|
||||
glEnableVertexAttribArray(9);
|
||||
glVertexAttribPointer(9, 3, GL_FLOAT, GL_FALSE, sizeof(InstanceData), (GLvoid*)(6 * sizeof(float)));
|
||||
glVertexAttribDivisor(9, 1);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
}
|
||||
|
||||
void STKInstancedSceneNode::setFirstTimeMaterial()
|
||||
{
|
||||
if (isMaterialInitialized)
|
||||
return;
|
||||
for (u32 i = 0; i<Mesh->getMeshBufferCount(); ++i)
|
||||
{
|
||||
scene::IMeshBuffer* mb = Mesh->getMeshBuffer(i);
|
||||
if (!mb)
|
||||
continue;
|
||||
video::E_MATERIAL_TYPE type = mb->getMaterial().MaterialType;
|
||||
|
||||
GLMesh &mesh = GLmeshes[i];
|
||||
MeshMaterial MatType = MaterialTypeToMeshMaterial(type, mb->getVertexType());
|
||||
initinstancedvaostate(mesh, instanceData[i]);
|
||||
if (irr_driver->hasARB_base_instance())
|
||||
mesh.vaoBaseInstance = VAOManager::getInstance()->appendInstance(InstanceTypeDefault, instanceData[i]);
|
||||
MeshSolidMaterial[MatType].push_back(&mesh);
|
||||
InitTextures(mesh, MatType);
|
||||
}
|
||||
isMaterialInitialized = true;
|
||||
}
|
||||
|
||||
void STKInstancedSceneNode::addInstance(const core::vector3df &origin, const core::vector3df &orientation, const core::vector3df &scale)
|
||||
{
|
||||
for (unsigned i = 0; i < GLmeshes.size(); i++)
|
||||
{
|
||||
GLMesh &mesh = GLmeshes[i];
|
||||
#ifdef Bindless_Texture_Support
|
||||
if (UserConfigParams::m_azdo)
|
||||
{
|
||||
for (unsigned j = 0; j < 2; j++)
|
||||
{
|
||||
if (!mesh.textures[j])
|
||||
mesh.textures[j] = getUnicolorTexture(video::SColor(255, 255, 255, 255));
|
||||
compressTexture(mesh.textures[j], true);
|
||||
|
||||
if (!mesh.TextureHandles[j])
|
||||
mesh.TextureHandles[j] = glGetTextureSamplerHandleARB(getTextureGLuint(mesh.textures[j]), MeshShader::InstancedNormalMapShader::getInstance()->SamplersId[j]);
|
||||
if (!glIsTextureHandleResidentARB(mesh.TextureHandles[j]))
|
||||
glMakeTextureHandleResidentARB(mesh.TextureHandles[j]);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
InstanceData instance = {
|
||||
{
|
||||
origin.X,
|
||||
origin.Y,
|
||||
origin.Z
|
||||
},
|
||||
{
|
||||
orientation.X,
|
||||
orientation.Y,
|
||||
orientation.Z
|
||||
},
|
||||
{
|
||||
scale.X,
|
||||
scale.Y,
|
||||
scale.Z
|
||||
},
|
||||
mesh.TextureHandles[0],
|
||||
mesh.TextureHandles[1]
|
||||
};
|
||||
instanceData[i].push_back(instance);
|
||||
}
|
||||
}
|
||||
|
||||
core::matrix4 STKInstancedSceneNode::getInstanceTransform(int id)
|
||||
{
|
||||
core::matrix4 mat;
|
||||
|
||||
const InstanceData &instance = instanceData[0][id];
|
||||
mat.setTranslation(core::vector3df(
|
||||
instance.Origin.X,
|
||||
instance.Origin.Y,
|
||||
instance.Origin.Z));
|
||||
mat.setRotationDegrees(core::vector3df(
|
||||
instance.Orientation.X,
|
||||
instance.Orientation.Y,
|
||||
instance.Orientation.Z));
|
||||
mat.setScale(core::vector3df(
|
||||
instance.Scale.X,
|
||||
instance.Scale.Y,
|
||||
instance.Scale.Z));
|
||||
|
||||
return mat;
|
||||
}
|
||||
|
||||
void STKInstancedSceneNode::render()
|
||||
{
|
||||
if (!irr_driver->isGLSL())
|
||||
{
|
||||
CMeshSceneNode::render();
|
||||
return;
|
||||
}
|
||||
|
||||
setFirstTimeMaterial();
|
||||
|
||||
if (irr_driver->getPhase() == SOLID_NORMAL_AND_DEPTH_PASS || irr_driver->getPhase() == SHADOW_PASS)
|
||||
{
|
||||
for (unsigned i = 0; i < MeshSolidMaterial[MAT_DEFAULT].size(); i++)
|
||||
{
|
||||
GLMesh *mesh = MeshSolidMaterial[MAT_DEFAULT][i];
|
||||
ListInstancedMatDefault::getInstance()->push_back(STK::make_tuple(mesh, instanceData[0].size()));
|
||||
}
|
||||
|
||||
for (unsigned i = 0; i < MeshSolidMaterial[MAT_ALPHA_REF].size(); i++)
|
||||
{
|
||||
GLMesh *mesh = MeshSolidMaterial[MAT_ALPHA_REF][i];
|
||||
ListInstancedMatAlphaRef::getInstance()->push_back(STK::make_tuple(mesh, instanceData[0].size()));
|
||||
}
|
||||
|
||||
windDir = getWind();
|
||||
SunLightProvider * const cb = (SunLightProvider *)irr_driver->getCallback(ES_SUNLIGHT);
|
||||
for (unsigned i = 0; i < MeshSolidMaterial[MAT_GRASS].size(); i++)
|
||||
{
|
||||
GLMesh *mesh = MeshSolidMaterial[MAT_GRASS][i];
|
||||
ListInstancedMatGrass::getInstance()->push_back(STK::make_tuple(mesh, instanceData[0].size(), windDir, cb->getPosition()));
|
||||
}
|
||||
|
||||
for (unsigned i = 0; i < MeshSolidMaterial[MAT_NORMAL_MAP].size(); i++)
|
||||
{
|
||||
GLMesh *mesh = MeshSolidMaterial[MAT_NORMAL_MAP][i];
|
||||
ListInstancedMatNormalMap::getInstance()->push_back(STK::make_tuple(mesh, instanceData[0].size()));
|
||||
}
|
||||
}
|
||||
}
|
@ -1,59 +0,0 @@
|
||||
#ifndef STKINSTANCEDSCENENODE_HPP
|
||||
#define STKINSTANCEDSCENENODE_HPP
|
||||
|
||||
#include "stkmesh.hpp"
|
||||
#include "utils/leak_check.hpp"
|
||||
|
||||
class ListInstancedMatDefault : public MeshList<ListInstancedMatDefault, GLMesh *, size_t>
|
||||
{};
|
||||
|
||||
class ListInstancedMatAlphaRef : public MeshList<ListInstancedMatAlphaRef, GLMesh *, size_t>
|
||||
{};
|
||||
|
||||
class ListInstancedMatGrass : public MeshList<ListInstancedMatGrass, GLMesh *, size_t, core::vector3df, core::vector3df>
|
||||
{};
|
||||
|
||||
class ListInstancedMatNormalMap : public MeshList<ListInstancedMatNormalMap, GLMesh *, size_t>
|
||||
{};
|
||||
|
||||
class STKInstancedSceneNode : public irr::scene::CMeshSceneNode
|
||||
{
|
||||
protected:
|
||||
int m_ref_count;
|
||||
std::vector<GLMesh *> MeshSolidMaterial[MAT_COUNT];
|
||||
std::vector<GLMesh> GLmeshes;
|
||||
std::vector<std::vector<InstanceData> > instanceData;
|
||||
core::matrix4 ModelViewProjectionMatrix, TransposeInverseModelView;
|
||||
void createGLMeshes();
|
||||
bool isMaterialInitialized;
|
||||
void setFirstTimeMaterial();
|
||||
void initinstancedvaostate(GLMesh &mesh, const std::vector<InstanceData> &);
|
||||
void cleanGL();
|
||||
core::vector3df windDir;
|
||||
public:
|
||||
STKInstancedSceneNode(irr::scene::IMesh* mesh, ISceneNode* parent, irr::scene::ISceneManager* mgr, irr::s32 id,
|
||||
const irr::core::vector3df& position = irr::core::vector3df(0, 0, 0),
|
||||
const irr::core::vector3df& rotation = irr::core::vector3df(0, 0, 0),
|
||||
const irr::core::vector3df& scale = irr::core::vector3df(1.0f, 1.0f, 1.0f));
|
||||
~STKInstancedSceneNode();
|
||||
virtual void render();
|
||||
void addInstance(const core::vector3df &origin, const core::vector3df &orientation, const core::vector3df &scale);
|
||||
|
||||
int getInstanceCount() const { return instanceData[0].size(); }
|
||||
|
||||
core::matrix4 getInstanceTransform(int id);
|
||||
|
||||
void instanceGrab() { m_ref_count++; }
|
||||
void instanceDrop()
|
||||
{
|
||||
m_ref_count--;
|
||||
if (m_ref_count <= 0)
|
||||
{
|
||||
delete this;
|
||||
}
|
||||
}
|
||||
|
||||
LEAK_CHECK();
|
||||
};
|
||||
|
||||
#endif
|
@ -126,6 +126,7 @@ GLMesh allocateMeshBuffer(scene::IMeshBuffer* mb)
|
||||
GLMesh result = {};
|
||||
if (!mb)
|
||||
return result;
|
||||
result.mb = mb;
|
||||
|
||||
result.IndexCount = mb->getIndexCount();
|
||||
switch (mb->getIndexType())
|
||||
@ -230,7 +231,7 @@ core::matrix4 computeMVP(const core::matrix4 &ModelMatrix)
|
||||
return ModelViewProjectionMatrix;
|
||||
}
|
||||
|
||||
core::vector3df getWind()
|
||||
core::vector3df getWindDir()
|
||||
{
|
||||
const float time = irr_driver->getDevice()->getTimer()->getTime() / 1000.0f;
|
||||
GrassShaderProvider *gsp = (GrassShaderProvider *)irr_driver->getCallback(ES_GRASS);
|
||||
|
@ -46,9 +46,9 @@ struct GLMesh {
|
||||
core::matrix4 TextureMatrix;
|
||||
size_t vaoBaseVertex;
|
||||
size_t vaoOffset;
|
||||
size_t vaoBaseInstance;
|
||||
video::E_VERTEX_TYPE VAOType;
|
||||
uint64_t TextureHandles[6];
|
||||
scene::IMeshBuffer *mb;
|
||||
};
|
||||
|
||||
GLMesh allocateMeshBuffer(scene::IMeshBuffer* mb);
|
||||
@ -58,61 +58,122 @@ GLuint createVAO(GLuint vbo, GLuint idx, video::E_VERTEX_TYPE type);
|
||||
core::matrix4 computeMVP(const core::matrix4 &ModelViewProjectionMatrix);
|
||||
bool isObject(video::E_MATERIAL_TYPE type);
|
||||
|
||||
core::vector3df getWind();
|
||||
core::vector3df getWindDir();
|
||||
|
||||
|
||||
class STKMeshCommon
|
||||
{
|
||||
protected:
|
||||
public:
|
||||
PtrVector<GLMesh, REF> MeshSolidMaterial[MAT_COUNT];
|
||||
PtrVector<GLMesh, REF> TransparentMesh[TM_COUNT];
|
||||
public:
|
||||
virtual void update() = 0;
|
||||
virtual bool glow() const = 0;
|
||||
virtual bool isImmediateDraw() const { return false; }
|
||||
};
|
||||
|
||||
|
||||
template<typename T, typename... Args>
|
||||
class MeshList : public Singleton<T>, public std::vector<STK::Tuple<Args...> >
|
||||
{};
|
||||
class MeshList : public Singleton<T>
|
||||
{
|
||||
public:
|
||||
std::vector<STK::Tuple<Args...> > SolidPass, Shadows[4], RSM;
|
||||
void clear()
|
||||
{
|
||||
SolidPass.clear();
|
||||
RSM.clear();
|
||||
for (unsigned i = 0; i < 4; i++)
|
||||
Shadows[i].clear();
|
||||
}
|
||||
};
|
||||
|
||||
template<typename T>
|
||||
class InstancedMeshList : public Singleton<T>
|
||||
{
|
||||
public:
|
||||
std::vector<GLMesh *> SolidPass, Shadows[4], RSM;
|
||||
void clear()
|
||||
{
|
||||
SolidPass.clear();
|
||||
RSM.clear();
|
||||
for (unsigned i = 0; i < 4; i++)
|
||||
Shadows[i].clear();
|
||||
}
|
||||
};
|
||||
|
||||
// -----------------------------------------Mat Default---------------------------------------------------- //
|
||||
class ListMatDefault : public MeshList<ListMatDefault, GLMesh *, core::matrix4, core::matrix4, core::matrix4>
|
||||
{};
|
||||
|
||||
class ListInstancedMatDefault : public InstancedMeshList<ListInstancedMatDefault>
|
||||
{};
|
||||
|
||||
|
||||
// -----------------------------------------Mat Alpha Ref---------------------------------------------------- //
|
||||
class ListMatAlphaRef : public MeshList<ListMatAlphaRef, GLMesh *, core::matrix4, core::matrix4, core::matrix4>
|
||||
{};
|
||||
|
||||
class ListInstancedMatAlphaRef : public InstancedMeshList<ListInstancedMatAlphaRef>
|
||||
{};
|
||||
|
||||
// -----------------------------------------Mat Normap Map---------------------------------------------------- //
|
||||
class ListMatNormalMap : public MeshList<ListMatNormalMap, GLMesh *, core::matrix4, core::matrix4, core::matrix4>
|
||||
{};
|
||||
|
||||
class ListInstancedMatNormalMap : public InstancedMeshList<ListInstancedMatNormalMap>
|
||||
{};
|
||||
|
||||
// -----------------------------------------Mat Grass---------------------------------------------------- //
|
||||
class ListMatGrass : public MeshList<ListMatGrass, GLMesh *, core::matrix4, core::matrix4, core::vector3df>
|
||||
{};
|
||||
|
||||
class ListInstancedMatGrass : public InstancedMeshList<ListInstancedMatGrass>
|
||||
{};
|
||||
|
||||
// -----------------------------------------Mat Sphere Map---------------------------------------------------- //
|
||||
class ListMatSphereMap : public MeshList<ListMatSphereMap, GLMesh *, core::matrix4, core::matrix4, core::matrix4>
|
||||
{};
|
||||
|
||||
class ListInstancedMatSphereMap : public InstancedMeshList<ListInstancedMatSphereMap>
|
||||
{};
|
||||
|
||||
// -----------------------------------------Mat Splatting---------------------------------------------------- //
|
||||
class ListMatSplatting : public MeshList<ListMatSplatting, GLMesh *, core::matrix4, core::matrix4>
|
||||
{};
|
||||
|
||||
// -----------------------------------------Mat Unlit---------------------------------------------------- //
|
||||
class ListMatUnlit : public MeshList<ListMatUnlit, GLMesh *, core::matrix4, core::matrix4, core::matrix4>
|
||||
{};
|
||||
|
||||
class ListInstancedMatUnlit : public InstancedMeshList<ListInstancedMatUnlit>
|
||||
{};
|
||||
|
||||
// -----------------------------------------Mat Details---------------------------------------------------- //
|
||||
class ListMatDetails : public MeshList<ListMatDetails, GLMesh *, core::matrix4, core::matrix4, core::matrix4>
|
||||
{};
|
||||
|
||||
class ListBlendTransparent : public MeshList<ListBlendTransparent, GLMesh *, core::matrix4, core::matrix4>
|
||||
class ListInstancedMatDetails : public InstancedMeshList<ListInstancedMatDetails>
|
||||
{};
|
||||
|
||||
class ListAdditiveTransparent : public MeshList<ListAdditiveTransparent, GLMesh *, core::matrix4, core::matrix4>
|
||||
// Transparent
|
||||
template <typename T, typename ...Args>
|
||||
class MiscList : public Singleton<T>, public std::vector<STK::Tuple<Args...> >
|
||||
{};
|
||||
|
||||
class ListBlendTransparentFog : public MeshList<ListBlendTransparentFog, GLMesh *, core::matrix4, core::matrix4, float, float, float, float, float, video::SColorf>
|
||||
class ListBlendTransparent : public MiscList<ListBlendTransparent, GLMesh *, core::matrix4, core::matrix4>
|
||||
{};
|
||||
|
||||
class ListAdditiveTransparentFog : public MeshList<ListAdditiveTransparentFog, GLMesh *, core::matrix4, core::matrix4, float, float, float, float, float, video::SColorf>
|
||||
class ListAdditiveTransparent : public MiscList<ListAdditiveTransparent, GLMesh *, core::matrix4, core::matrix4>
|
||||
{};
|
||||
|
||||
class ListDisplacement : public MeshList<ListDisplacement, GLMesh *, core::matrix4>
|
||||
class ListBlendTransparentFog : public MiscList<ListBlendTransparentFog, GLMesh *, core::matrix4, core::matrix4, float, float, float, float, float, video::SColorf>
|
||||
{};
|
||||
|
||||
class ListAdditiveTransparentFog : public MiscList<ListAdditiveTransparentFog, GLMesh *, core::matrix4, core::matrix4, float, float, float, float, float, video::SColorf>
|
||||
{};
|
||||
|
||||
class ListDisplacement : public MiscList<ListDisplacement, GLMesh *, core::matrix4>
|
||||
{};
|
||||
|
||||
class ListInstancedGlow : public Singleton<ListInstancedGlow>, public std::vector<GLMesh *>
|
||||
{};
|
||||
|
||||
// Forward pass (for transparents meshes)
|
||||
|
@ -21,6 +21,7 @@ STKMeshSceneNode::STKMeshSceneNode(irr::scene::IMesh* mesh, ISceneNode* parent,
|
||||
isDisplacement = false;
|
||||
immediate_draw = false;
|
||||
update_each_frame = false;
|
||||
isGlow = false;
|
||||
|
||||
if (createGLMeshes)
|
||||
this->createGLMeshes();
|
||||
@ -142,14 +143,12 @@ STKMeshSceneNode::~STKMeshSceneNode()
|
||||
|
||||
void STKMeshSceneNode::drawGlow(const GLMesh &mesh)
|
||||
{
|
||||
ColorizeProvider * const cb = (ColorizeProvider *)irr_driver->getCallback(ES_COLORIZE);
|
||||
assert(mesh.VAOType == video::EVT_STANDARD);
|
||||
|
||||
GLenum ptype = mesh.PrimitiveType;
|
||||
GLenum itype = mesh.IndexType;
|
||||
size_t count = mesh.IndexCount;
|
||||
|
||||
MeshShader::ColorizeShader::getInstance()->setUniforms(AbsoluteTransformation, video::SColorf(cb->getRed(), cb->getGreen(), cb->getBlue()));
|
||||
MeshShader::ColorizeShader::getInstance()->setUniforms(AbsoluteTransformation, video::SColorf(glowcolor.getRed() / 255.f, glowcolor.getGreen() / 255.f, glowcolor.getBlue() / 255.f));
|
||||
glDrawElementsBaseVertex(ptype, count, itype, (GLvoid *)mesh.vaoOffset, mesh.vaoBaseVertex);
|
||||
}
|
||||
|
||||
@ -170,8 +169,6 @@ void STKMeshSceneNode::updatevbo()
|
||||
}
|
||||
}
|
||||
|
||||
static video::ITexture *spareWhiteTex = 0;
|
||||
|
||||
void STKMeshSceneNode::update()
|
||||
{
|
||||
Box = Mesh->getBoundingBox();
|
||||
@ -196,6 +193,8 @@ void STKMeshSceneNode::OnRegisterSceneNode()
|
||||
CMeshSceneNode::OnRegisterSceneNode();
|
||||
}
|
||||
|
||||
static video::ITexture *spareWhiteTex = 0;
|
||||
|
||||
void STKMeshSceneNode::render()
|
||||
{
|
||||
irr::video::IVideoDriver* driver = irr_driver->getVideoDriver();
|
||||
@ -207,7 +206,22 @@ void STKMeshSceneNode::render()
|
||||
|
||||
update();
|
||||
|
||||
if (irr_driver->getPhase() == SOLID_NORMAL_AND_DEPTH_PASS && immediate_draw)
|
||||
bool isTransparent;
|
||||
|
||||
for (u32 i = 0; i < Mesh->getMeshBufferCount(); ++i)
|
||||
{
|
||||
scene::IMeshBuffer* mb = Mesh->getMeshBuffer(i);
|
||||
if (!mb)
|
||||
continue;
|
||||
|
||||
video::E_MATERIAL_TYPE type = mb->getMaterial().MaterialType;
|
||||
video::IMaterialRenderer* rnd = driver->getMaterialRenderer(type);
|
||||
|
||||
isTransparent = rnd->isTransparent();
|
||||
break;
|
||||
}
|
||||
|
||||
if ((irr_driver->getPhase() == SOLID_NORMAL_AND_DEPTH_PASS) && immediate_draw && !isTransparent)
|
||||
{
|
||||
core::matrix4 invmodel;
|
||||
AbsoluteTransformation.getInverse(invmodel);
|
||||
@ -225,6 +239,21 @@ void STKMeshSceneNode::render()
|
||||
GLenum itype = mesh.IndexType;
|
||||
size_t count = mesh.IndexCount;
|
||||
|
||||
if (!mesh.textures[0])
|
||||
mesh.textures[0] = getUnicolorTexture(video::SColor(255, 255, 255, 255));
|
||||
compressTexture(mesh.textures[0], true);
|
||||
if (UserConfigParams::m_azdo)
|
||||
{
|
||||
#ifdef Bindless_Texture_Support
|
||||
if (!mesh.TextureHandles[0])
|
||||
mesh.TextureHandles[0] = glGetTextureSamplerHandleARB(getTextureGLuint(mesh.textures[0]), MeshShader::TransparentFogShader::getInstance()->SamplersId[0]);
|
||||
if (!glIsTextureHandleResidentARB(mesh.TextureHandles[0]))
|
||||
glMakeTextureHandleResidentARB(mesh.TextureHandles[0]);
|
||||
MeshShader::ObjectPass1Shader::getInstance()->SetTextureHandles(createVector<uint64_t>(mesh.TextureHandles[0]));
|
||||
#endif
|
||||
}
|
||||
else
|
||||
MeshShader::ObjectPass1Shader::getInstance()->SetTextureUnits(std::vector < GLuint > { getTextureGLuint(mesh.textures[0]) });
|
||||
MeshShader::ObjectPass1Shader::getInstance()->setUniforms(AbsoluteTransformation, invmodel);
|
||||
assert(mesh.vao);
|
||||
glBindVertexArray(mesh.vao);
|
||||
@ -235,53 +264,25 @@ void STKMeshSceneNode::render()
|
||||
return;
|
||||
}
|
||||
|
||||
if (irr_driver->getPhase() == SOLID_NORMAL_AND_DEPTH_PASS || irr_driver->getPhase() == SHADOW_PASS)
|
||||
if (irr_driver->getPhase() == SOLID_LIT_PASS && immediate_draw && !isTransparent)
|
||||
{
|
||||
core::matrix4 invmodel;
|
||||
AbsoluteTransformation.getInverse(invmodel);
|
||||
|
||||
GLMesh* mesh;
|
||||
for_in(mesh, MeshSolidMaterial[MAT_DEFAULT])
|
||||
pushVector(ListMatDefault::getInstance(), mesh, AbsoluteTransformation, invmodel, mesh->TextureMatrix);
|
||||
|
||||
for_in(mesh, MeshSolidMaterial[MAT_ALPHA_REF])
|
||||
pushVector(ListMatAlphaRef::getInstance(), mesh, AbsoluteTransformation, invmodel, mesh->TextureMatrix);
|
||||
|
||||
for_in(mesh, MeshSolidMaterial[MAT_SPHEREMAP])
|
||||
pushVector(ListMatSphereMap::getInstance(), mesh, AbsoluteTransformation, invmodel, mesh->TextureMatrix);
|
||||
|
||||
for_in(mesh, MeshSolidMaterial[MAT_DETAIL])
|
||||
pushVector(ListMatDetails::getInstance(), mesh, AbsoluteTransformation, invmodel, mesh->TextureMatrix);
|
||||
|
||||
windDir = getWind();
|
||||
for_in(mesh, MeshSolidMaterial[MAT_GRASS])
|
||||
pushVector(ListMatGrass::getInstance(), mesh, AbsoluteTransformation, invmodel, windDir);
|
||||
|
||||
for_in(mesh, MeshSolidMaterial[MAT_UNLIT])
|
||||
pushVector(ListMatUnlit::getInstance(), mesh, AbsoluteTransformation, core::matrix4::EM4CONST_IDENTITY, mesh->TextureMatrix);
|
||||
|
||||
for_in(mesh, MeshSolidMaterial[MAT_SPLATTING])
|
||||
pushVector(ListMatSplatting::getInstance(), mesh, AbsoluteTransformation, invmodel);
|
||||
|
||||
for_in(mesh, MeshSolidMaterial[MAT_NORMAL_MAP])
|
||||
pushVector(ListMatNormalMap::getInstance(), mesh, AbsoluteTransformation, invmodel, core::matrix4::EM4CONST_IDENTITY);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
if (irr_driver->getPhase() == SOLID_LIT_PASS)
|
||||
{
|
||||
core::matrix4 invmodel;
|
||||
AbsoluteTransformation.getInverse(invmodel);
|
||||
|
||||
if (immediate_draw)
|
||||
glDisable(GL_CULL_FACE);
|
||||
if (!spareWhiteTex)
|
||||
spareWhiteTex = getUnicolorTexture(video::SColor(255, 255, 255, 255));
|
||||
glUseProgram(MeshShader::ObjectPass2Shader::getInstance()->Program);
|
||||
// Only untextured
|
||||
for (unsigned i = 0; i < GLmeshes.size(); i++)
|
||||
{
|
||||
glDisable(GL_CULL_FACE);
|
||||
if (!spareWhiteTex)
|
||||
spareWhiteTex = getUnicolorTexture(video::SColor(255, 255, 255, 255));
|
||||
glUseProgram(MeshShader::ObjectPass2Shader::getInstance()->Program);
|
||||
// Only untextured
|
||||
for (unsigned i = 0; i < GLmeshes.size(); i++)
|
||||
irr_driver->IncreaseObjectCount();
|
||||
GLMesh &mesh = GLmeshes[i];
|
||||
GLenum ptype = mesh.PrimitiveType;
|
||||
GLenum itype = mesh.IndexType;
|
||||
size_t count = mesh.IndexCount;
|
||||
|
||||
if (UserConfigParams::m_azdo)
|
||||
{
|
||||
irr_driver->IncreaseObjectCount();
|
||||
GLMesh &mesh = GLmeshes[i];
|
||||
@ -324,10 +325,19 @@ void STKMeshSceneNode::render()
|
||||
glDrawElements(ptype, count, itype, 0);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
glEnable(GL_CULL_FACE);
|
||||
return;
|
||||
else
|
||||
MeshShader::ObjectPass2Shader::getInstance()->SetTextureUnits(createVector<GLuint>(
|
||||
irr_driver->getRenderTargetTexture(RTT_DIFFUSE),
|
||||
irr_driver->getRenderTargetTexture(RTT_SPECULAR),
|
||||
irr_driver->getRenderTargetTexture(RTT_HALF1_R),
|
||||
getTextureGLuint(mesh.textures[0])));
|
||||
MeshShader::ObjectPass2Shader::getInstance()->setUniforms(AbsoluteTransformation, mesh.TextureMatrix);
|
||||
assert(mesh.vao);
|
||||
glBindVertexArray(mesh.vao);
|
||||
glDrawElements(ptype, count, itype, 0);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
glEnable(GL_CULL_FACE);
|
||||
return;
|
||||
}
|
||||
|
||||
@ -347,7 +357,7 @@ void STKMeshSceneNode::render()
|
||||
}
|
||||
}
|
||||
|
||||
if (irr_driver->getPhase() == TRANSPARENT_PASS)
|
||||
if (irr_driver->getPhase() == TRANSPARENT_PASS && isTransparent)
|
||||
{
|
||||
ModelViewProjectionMatrix = computeMVP(AbsoluteTransformation);
|
||||
|
||||
@ -382,6 +392,8 @@ void STKMeshSceneNode::render()
|
||||
tmpcol.getGreen() / 255.0f,
|
||||
tmpcol.getBlue() / 255.0f);
|
||||
|
||||
if (!mesh.textures[0])
|
||||
mesh.textures[0] = getUnicolorTexture(video::SColor(255, 255, 255, 255));
|
||||
compressTexture(mesh.textures[0], true);
|
||||
if (UserConfigParams::m_azdo)
|
||||
{
|
||||
@ -413,7 +425,8 @@ void STKMeshSceneNode::render()
|
||||
GLenum ptype = mesh.PrimitiveType;
|
||||
GLenum itype = mesh.IndexType;
|
||||
size_t count = mesh.IndexCount;
|
||||
|
||||
if (!mesh.textures[0])
|
||||
mesh.textures[0] = getUnicolorTexture(video::SColor(255, 255, 255, 255));
|
||||
compressTexture(mesh.textures[0], true);
|
||||
if (UserConfigParams::m_azdo)
|
||||
{
|
||||
@ -439,42 +452,6 @@ void STKMeshSceneNode::render()
|
||||
}
|
||||
|
||||
GLMesh* mesh;
|
||||
|
||||
if (World::getWorld() && World::getWorld()->isFogEnabled())
|
||||
{
|
||||
const Track * const track = World::getWorld()->getTrack();
|
||||
|
||||
// Todo : put everything in a ubo
|
||||
const float fogmax = track->getFogMax();
|
||||
const float startH = track->getFogStartHeight();
|
||||
const float endH = track->getFogEndHeight();
|
||||
const float start = track->getFogStart();
|
||||
const float end = track->getFogEnd();
|
||||
const video::SColor tmpcol = track->getFogColor();
|
||||
|
||||
video::SColorf col(tmpcol.getRed() / 255.0f,
|
||||
tmpcol.getGreen() / 255.0f,
|
||||
tmpcol.getBlue() / 255.0f);
|
||||
|
||||
for_in(mesh, TransparentMesh[TM_DEFAULT])
|
||||
pushVector(ListBlendTransparentFog::getInstance(), mesh, AbsoluteTransformation, mesh->TextureMatrix,
|
||||
fogmax, startH, endH, start, end, col);
|
||||
for_in(mesh, TransparentMesh[TM_ADDITIVE])
|
||||
pushVector(ListAdditiveTransparentFog::getInstance(), mesh, AbsoluteTransformation, mesh->TextureMatrix,
|
||||
fogmax, startH, endH, start, end, col);
|
||||
}
|
||||
else
|
||||
{
|
||||
for_in(mesh, TransparentMesh[TM_DEFAULT])
|
||||
pushVector(ListBlendTransparent::getInstance(), mesh, AbsoluteTransformation, mesh->TextureMatrix);
|
||||
|
||||
for_in(mesh, TransparentMesh[TM_ADDITIVE])
|
||||
pushVector(ListAdditiveTransparent::getInstance(), mesh, AbsoluteTransformation, mesh->TextureMatrix);
|
||||
}
|
||||
|
||||
for_in(mesh, TransparentMesh[TM_DISPLACEMENT])
|
||||
pushVector(ListDisplacement::getInstance(), mesh, AbsoluteTransformation);
|
||||
|
||||
if (!TransparentMesh[TM_BUBBLE].empty())
|
||||
glUseProgram(MeshShader::BubbleShader::Program);
|
||||
if (irr_driver->hasARB_base_instance())
|
||||
|
@ -22,6 +22,8 @@ protected:
|
||||
bool immediate_draw;
|
||||
bool update_each_frame;
|
||||
bool isDisplacement;
|
||||
bool isGlow;
|
||||
video::SColor glowcolor;
|
||||
public:
|
||||
virtual void update();
|
||||
void setReloadEachFrame(bool);
|
||||
@ -46,6 +48,9 @@ public:
|
||||
mb->getMaterial().MaterialType = irr_driver->getShader(ES_DISPLACE);
|
||||
}
|
||||
}
|
||||
virtual bool glow() const { return isGlow; }
|
||||
void setGlowColors(const video::SColor &c) { isGlow = true; glowcolor = c; }
|
||||
video::SColor getGlowColor() const { return glowcolor; }
|
||||
};
|
||||
|
||||
#endif
|
||||
|
635
src/graphics/stkscenemanager.cpp
Normal file
635
src/graphics/stkscenemanager.cpp
Normal file
@ -0,0 +1,635 @@
|
||||
#include "stkscenemanager.hpp"
|
||||
#include "stkmesh.hpp"
|
||||
#include "irr_driver.hpp"
|
||||
#include <ISceneManager.h>
|
||||
#include <ISceneNode.h>
|
||||
#include "stkanimatedmesh.hpp"
|
||||
#include "stkmeshscenenode.hpp"
|
||||
#include "utils/ptr_vector.hpp"
|
||||
#include <ICameraSceneNode.h>
|
||||
#include <SViewFrustum.h>
|
||||
#include "callbacks.hpp"
|
||||
#include "utils/cpp2011.hpp"
|
||||
#include <omp.h>
|
||||
#include "modes/world.hpp"
|
||||
#include "tracks/track.hpp"
|
||||
#include "lod_node.hpp"
|
||||
|
||||
static void
|
||||
FillInstances_impl(std::vector<std::pair<GLMesh *, scene::ISceneNode *> > InstanceList, InstanceData * InstanceBuffer, DrawElementsIndirectCommand *CommandBuffer,
|
||||
size_t &InstanceBufferOffset, size_t &CommandBufferOffset, size_t &PolyCount)
|
||||
{
|
||||
// Should never be empty
|
||||
GLMesh *mesh = InstanceList.front().first;
|
||||
|
||||
DrawElementsIndirectCommand &CurrentCommand = CommandBuffer[CommandBufferOffset++];
|
||||
CurrentCommand.baseVertex = mesh->vaoBaseVertex;
|
||||
CurrentCommand.count = mesh->IndexCount;
|
||||
CurrentCommand.firstIndex = mesh->vaoOffset / 2;
|
||||
CurrentCommand.baseInstance = InstanceBufferOffset;
|
||||
CurrentCommand.instanceCount = InstanceList.size();
|
||||
|
||||
PolyCount += InstanceList.size() * mesh->IndexCount / 3;
|
||||
|
||||
for (unsigned i = 0; i < InstanceList.size(); i++)
|
||||
{
|
||||
auto &Tp = InstanceList[i];
|
||||
InstanceData &Instance = InstanceBuffer[InstanceBufferOffset++];
|
||||
scene::ISceneNode *node = Tp.second;
|
||||
const core::matrix4 &mat = node->getAbsoluteTransformation();
|
||||
const core::vector3df &Origin = mat.getTranslation();
|
||||
const core::vector3df &Orientation = mat.getRotationDegrees();
|
||||
const core::vector3df &Scale = mat.getScale();
|
||||
Instance.Origin.X = Origin.X;
|
||||
Instance.Origin.Y = Origin.Y;
|
||||
Instance.Origin.Z = Origin.Z;
|
||||
Instance.Orientation.X = Orientation.X;
|
||||
Instance.Orientation.Y = Orientation.Y;
|
||||
Instance.Orientation.Z = Orientation.Z;
|
||||
Instance.Scale.X = Scale.X;
|
||||
Instance.Scale.Y = Scale.Y;
|
||||
Instance.Scale.Z = Scale.Z;
|
||||
Instance.Texture = mesh->TextureHandles[0];
|
||||
Instance.SecondTexture = mesh->TextureHandles[1];
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
static void
|
||||
FillInstancesGlow_impl(std::vector<std::pair<GLMesh *, STKMeshCommon *> > InstanceList, GlowInstanceData * InstanceBuffer, DrawElementsIndirectCommand *CommandBuffer,
|
||||
size_t &InstanceBufferOffset, size_t &CommandBufferOffset)
|
||||
{
|
||||
// Should never be empty
|
||||
GLMesh *mesh = InstanceList.front().first;
|
||||
|
||||
DrawElementsIndirectCommand &CurrentCommand = CommandBuffer[CommandBufferOffset++];
|
||||
CurrentCommand.baseVertex = mesh->vaoBaseVertex;
|
||||
CurrentCommand.count = mesh->IndexCount;
|
||||
CurrentCommand.firstIndex = mesh->vaoOffset / 2;
|
||||
CurrentCommand.baseInstance = InstanceBufferOffset;
|
||||
CurrentCommand.instanceCount = InstanceList.size();
|
||||
|
||||
for (unsigned i = 0; i < InstanceList.size(); i++)
|
||||
{
|
||||
STKMeshSceneNode *node = dynamic_cast<STKMeshSceneNode*>(InstanceList[i].second);
|
||||
GlowInstanceData &Instance = InstanceBuffer[InstanceBufferOffset++];
|
||||
const core::matrix4 &mat = node->getAbsoluteTransformation();
|
||||
const core::vector3df &Origin = mat.getTranslation();
|
||||
const core::vector3df &Orientation = mat.getRotationDegrees();
|
||||
const core::vector3df &Scale = mat.getScale();
|
||||
Instance.Color = node->getGlowColor().color;
|
||||
Instance.Origin.X = Origin.X;
|
||||
Instance.Origin.Y = Origin.Y;
|
||||
Instance.Origin.Z = Origin.Z;
|
||||
Instance.Orientation.X = Orientation.X;
|
||||
Instance.Orientation.Y = Orientation.Y;
|
||||
Instance.Orientation.Z = Orientation.Z;
|
||||
Instance.Scale.X = Scale.X;
|
||||
Instance.Scale.Y = Scale.Y;
|
||||
Instance.Scale.Z = Scale.Z;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
static
|
||||
void FillInstances(const std::map<scene::IMeshBuffer *, std::vector<std::pair<GLMesh *, scene::ISceneNode*> > > &GatheredGLMesh, std::vector<GLMesh *> &InstancedList,
|
||||
InstanceData *InstanceBuffer, DrawElementsIndirectCommand *CommandBuffer, size_t &InstanceBufferOffset, size_t &CommandBufferOffset, size_t &Polycount)
|
||||
{
|
||||
auto It = GatheredGLMesh.begin(), E = GatheredGLMesh.end();
|
||||
for (; It != E; ++It)
|
||||
{
|
||||
FillInstances_impl(It->second, InstanceBuffer, CommandBuffer, InstanceBufferOffset, CommandBufferOffset, Polycount);
|
||||
if (!UserConfigParams::m_azdo)
|
||||
InstancedList.push_back(It->second.front().first);
|
||||
}
|
||||
}
|
||||
|
||||
static
|
||||
void FillInstancesGrass(const std::map<scene::IMeshBuffer *, std::vector<std::pair<GLMesh *, scene::ISceneNode*> > > &GatheredGLMesh, std::vector<GLMesh *> &InstancedList,
|
||||
InstanceData *InstanceBuffer, DrawElementsIndirectCommand *CommandBuffer, size_t &InstanceBufferOffset, size_t &CommandBufferOffset, const core::vector3df &dir, size_t &PolyCount)
|
||||
{
|
||||
auto It = GatheredGLMesh.begin(), E = GatheredGLMesh.end();
|
||||
SunLightProvider * const cb = (SunLightProvider *)irr_driver->getCallback(ES_SUNLIGHT);
|
||||
for (; It != E; ++It)
|
||||
{
|
||||
FillInstances_impl(It->second, InstanceBuffer, CommandBuffer, InstanceBufferOffset, CommandBufferOffset, PolyCount);
|
||||
if (!UserConfigParams::m_azdo)
|
||||
InstancedList.push_back(It->second.front().first);
|
||||
}
|
||||
}
|
||||
|
||||
static std::map <scene::IMeshBuffer *, std::vector<std::pair<GLMesh *, scene::ISceneNode*> > > MeshForSolidPass[MAT_COUNT];
|
||||
static std::map <scene::IMeshBuffer *, std::vector<std::pair<GLMesh *, scene::ISceneNode*> > > MeshForShadowPass[4][MAT_COUNT];
|
||||
static std::map <scene::IMeshBuffer *, std::vector<std::pair<GLMesh *, scene::ISceneNode*> > > MeshForRSMPass[MAT_COUNT];
|
||||
static std::map <scene::IMeshBuffer *, std::vector<std::pair<GLMesh *, STKMeshCommon *> > > MeshForGlowPass;
|
||||
|
||||
static core::vector3df windDir;
|
||||
|
||||
static void
|
||||
handleSTKCommon(scene::ISceneNode *Node, std::vector<scene::ISceneNode *> *ImmediateDraw, bool IsCulledForSolid, bool IsCulledForShadow[4], bool IsCulledForRSM)
|
||||
{
|
||||
STKMeshCommon *node = dynamic_cast<STKMeshCommon*>(Node);
|
||||
if (!node)
|
||||
return;
|
||||
node->update();
|
||||
|
||||
if (node->isImmediateDraw())
|
||||
{
|
||||
ImmediateDraw->push_back(Node);
|
||||
return;
|
||||
}
|
||||
for (unsigned Mat = 0; Mat < MAT_COUNT; ++Mat)
|
||||
{
|
||||
GLMesh *mesh;
|
||||
if (!IsCulledForSolid)
|
||||
{
|
||||
if (irr_driver->hasARB_draw_indirect())
|
||||
{
|
||||
for_in(mesh, node->MeshSolidMaterial[Mat])
|
||||
{
|
||||
if (node->glow())
|
||||
MeshForGlowPass[mesh->mb].push_back(std::make_pair(mesh, node));
|
||||
core::matrix4 ModelMatrix = Node->getAbsoluteTransformation(), InvModelMatrix;
|
||||
ModelMatrix.getInverse(InvModelMatrix);
|
||||
|
||||
if (mesh->TextureMatrix.isIdentity())
|
||||
MeshForSolidPass[Mat][mesh->mb].push_back(std::make_pair(mesh, Node));
|
||||
else
|
||||
{
|
||||
switch (Mat)
|
||||
{
|
||||
case MAT_DEFAULT:
|
||||
ListMatDefault::getInstance()->SolidPass.push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix));
|
||||
break;
|
||||
case MAT_ALPHA_REF:
|
||||
ListMatAlphaRef::getInstance()->SolidPass.push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix));
|
||||
break;
|
||||
case MAT_UNLIT:
|
||||
ListMatUnlit::getInstance()->SolidPass.push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix));
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
core::matrix4 ModelMatrix = Node->getAbsoluteTransformation(), InvModelMatrix;
|
||||
ModelMatrix.getInverse(InvModelMatrix);
|
||||
|
||||
for_in(mesh, node->MeshSolidMaterial[Mat])
|
||||
{
|
||||
switch (Mat)
|
||||
{
|
||||
case MAT_DEFAULT:
|
||||
ListMatDefault::getInstance()->SolidPass.push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix));
|
||||
break;
|
||||
case MAT_ALPHA_REF:
|
||||
ListMatAlphaRef::getInstance()->SolidPass.push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix));
|
||||
break;
|
||||
case MAT_NORMAL_MAP:
|
||||
ListMatNormalMap::getInstance()->SolidPass.push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix));
|
||||
break;
|
||||
case MAT_DETAIL:
|
||||
ListMatDetails::getInstance()->SolidPass.push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix));
|
||||
break;
|
||||
case MAT_UNLIT:
|
||||
ListMatUnlit::getInstance()->SolidPass.push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix));
|
||||
break;
|
||||
case MAT_SPHEREMAP:
|
||||
ListMatSphereMap::getInstance()->SolidPass.push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix));
|
||||
break;
|
||||
case MAT_SPLATTING:
|
||||
ListMatSplatting::getInstance()->SolidPass.push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix));
|
||||
break;
|
||||
case MAT_GRASS:
|
||||
ListMatGrass::getInstance()->SolidPass.push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix, windDir));
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
for (unsigned cascade = 0; cascade < 4; ++cascade)
|
||||
{
|
||||
if (!IsCulledForShadow[cascade])
|
||||
{
|
||||
if (irr_driver->hasARB_draw_indirect())
|
||||
{
|
||||
for_in(mesh, node->MeshSolidMaterial[Mat])
|
||||
MeshForShadowPass[cascade][Mat][mesh->mb].push_back(std::make_pair(mesh, Node));
|
||||
}
|
||||
else
|
||||
{
|
||||
core::matrix4 ModelMatrix = Node->getAbsoluteTransformation(), InvModelMatrix;
|
||||
ModelMatrix.getInverse(InvModelMatrix);
|
||||
|
||||
for_in(mesh, node->MeshSolidMaterial[Mat])
|
||||
{
|
||||
switch (Mat)
|
||||
{
|
||||
case MAT_DEFAULT:
|
||||
ListMatDefault::getInstance()->Shadows[cascade].push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix));
|
||||
break;
|
||||
case MAT_ALPHA_REF:
|
||||
ListMatAlphaRef::getInstance()->Shadows[cascade].push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix));
|
||||
break;
|
||||
case MAT_NORMAL_MAP:
|
||||
ListMatNormalMap::getInstance()->Shadows[cascade].push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix));
|
||||
break;
|
||||
case MAT_DETAIL:
|
||||
ListMatDetails::getInstance()->Shadows[cascade].push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix));
|
||||
break;
|
||||
case MAT_UNLIT:
|
||||
ListMatUnlit::getInstance()->Shadows[cascade].push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix));
|
||||
break;
|
||||
case MAT_SPHEREMAP:
|
||||
ListMatSphereMap::getInstance()->Shadows[cascade].push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix));
|
||||
break;
|
||||
case MAT_SPLATTING:
|
||||
ListMatSplatting::getInstance()->Shadows[cascade].push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix));
|
||||
break;
|
||||
case MAT_GRASS:
|
||||
ListMatGrass::getInstance()->Shadows[cascade].push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix, windDir));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (!IsCulledForRSM)
|
||||
{
|
||||
if (irr_driver->hasARB_draw_indirect())
|
||||
{
|
||||
for_in(mesh, node->MeshSolidMaterial[Mat])
|
||||
MeshForRSMPass[Mat][mesh->mb].push_back(std::make_pair(mesh, Node));
|
||||
}
|
||||
else
|
||||
{
|
||||
core::matrix4 ModelMatrix = Node->getAbsoluteTransformation(), InvModelMatrix;
|
||||
ModelMatrix.getInverse(InvModelMatrix);
|
||||
|
||||
for_in(mesh, node->MeshSolidMaterial[Mat])
|
||||
{
|
||||
switch (Mat)
|
||||
{
|
||||
case MAT_DEFAULT:
|
||||
ListMatDefault::getInstance()->RSM.push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix));
|
||||
break;
|
||||
case MAT_ALPHA_REF:
|
||||
ListMatAlphaRef::getInstance()->RSM.push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix));
|
||||
break;
|
||||
case MAT_NORMAL_MAP:
|
||||
ListMatNormalMap::getInstance()->RSM.push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix));
|
||||
break;
|
||||
case MAT_DETAIL:
|
||||
ListMatDetails::getInstance()->RSM.push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix));
|
||||
break;
|
||||
case MAT_UNLIT:
|
||||
ListMatUnlit::getInstance()->RSM.push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix));
|
||||
break;
|
||||
case MAT_SPHEREMAP:
|
||||
ListMatSphereMap::getInstance()->RSM.push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix, mesh->TextureMatrix));
|
||||
break;
|
||||
case MAT_SPLATTING:
|
||||
ListMatSplatting::getInstance()->RSM.push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix));
|
||||
break;
|
||||
case MAT_GRASS:
|
||||
ListMatGrass::getInstance()->RSM.push_back(STK::make_tuple(mesh, ModelMatrix, InvModelMatrix, windDir));
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
// Transparent
|
||||
if (!IsCulledForSolid)
|
||||
{
|
||||
GLMesh *mesh;
|
||||
if (World::getWorld() && World::getWorld()->isFogEnabled())
|
||||
{
|
||||
const Track * const track = World::getWorld()->getTrack();
|
||||
|
||||
// Todo : put everything in a ubo
|
||||
const float fogmax = track->getFogMax();
|
||||
const float startH = track->getFogStartHeight();
|
||||
const float endH = track->getFogEndHeight();
|
||||
const float start = track->getFogStart();
|
||||
const float end = track->getFogEnd();
|
||||
const video::SColor tmpcol = track->getFogColor();
|
||||
|
||||
video::SColorf col(tmpcol.getRed() / 255.0f,
|
||||
tmpcol.getGreen() / 255.0f,
|
||||
tmpcol.getBlue() / 255.0f);
|
||||
|
||||
for_in(mesh, node->TransparentMesh[TM_DEFAULT])
|
||||
pushVector(ListBlendTransparentFog::getInstance(), mesh, Node->getAbsoluteTransformation(), mesh->TextureMatrix,
|
||||
fogmax, startH, endH, start, end, col);
|
||||
for_in(mesh, node->TransparentMesh[TM_ADDITIVE])
|
||||
pushVector(ListAdditiveTransparentFog::getInstance(), mesh, Node->getAbsoluteTransformation(), mesh->TextureMatrix,
|
||||
fogmax, startH, endH, start, end, col);
|
||||
}
|
||||
else
|
||||
{
|
||||
for_in(mesh, node->TransparentMesh[TM_DEFAULT])
|
||||
pushVector(ListBlendTransparent::getInstance(), mesh, Node->getAbsoluteTransformation(), mesh->TextureMatrix);
|
||||
for_in(mesh, node->TransparentMesh[TM_ADDITIVE])
|
||||
pushVector(ListAdditiveTransparent::getInstance(), mesh, Node->getAbsoluteTransformation(), mesh->TextureMatrix);
|
||||
}
|
||||
for_in(mesh, node->TransparentMesh[TM_DISPLACEMENT])
|
||||
pushVector(ListDisplacement::getInstance(), mesh, Node->getAbsoluteTransformation());
|
||||
}
|
||||
}
|
||||
|
||||
static void
|
||||
parseSceneManager(core::list<scene::ISceneNode*> List, std::vector<scene::ISceneNode *> *ImmediateDraw,
|
||||
scene::ICameraSceneNode *shadowCams[4], scene::ICameraSceneNode *RSM_cam)
|
||||
{
|
||||
core::list<scene::ISceneNode*>::Iterator I = List.begin(), E = List.end();
|
||||
for (; I != E; ++I)
|
||||
{
|
||||
if (LODNode *node = dynamic_cast<LODNode *>(*I))
|
||||
node->updateVisibility();
|
||||
if (!(*I)->isVisible())
|
||||
continue;
|
||||
(*I)->updateAbsolutePosition();
|
||||
(*I)->setAutomaticCulling(scene::EAC_FRUSTUM_BOX);
|
||||
scene::ICameraSceneNode* cam = irr_driver->getSceneManager()->getActiveCamera();
|
||||
bool IsCulledForSolid = irr_driver->getSceneManager()->isCulled(*I);
|
||||
bool IsCulledForShadow[4];
|
||||
|
||||
for (unsigned i = 0; i < 4; ++i)
|
||||
{
|
||||
scene::ICameraSceneNode* cam = shadowCams[i];
|
||||
irr_driver->getSceneManager()->setActiveCamera(cam);
|
||||
IsCulledForShadow[i] = irr_driver->getSceneManager()->isCulled(*I);
|
||||
}
|
||||
|
||||
irr_driver->getSceneManager()->setActiveCamera(RSM_cam);
|
||||
bool IsCulledForRSM = irr_driver->getSceneManager()->isCulled(*I);
|
||||
irr_driver->getSceneManager()->setActiveCamera(cam);
|
||||
|
||||
if (!IsCulledForSolid)
|
||||
{
|
||||
if (ParticleSystemProxy *node = dynamic_cast<ParticleSystemProxy *>(*I))
|
||||
{
|
||||
if (node->update())
|
||||
ParticlesList::getInstance()->push_back(node);
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
handleSTKCommon(*I, ImmediateDraw, IsCulledForSolid, IsCulledForShadow, IsCulledForRSM);
|
||||
|
||||
parseSceneManager((*I)->getChildren(), ImmediateDraw, shadowCams, RSM_cam);
|
||||
}
|
||||
}
|
||||
|
||||
template<MeshMaterial Mat> static void
|
||||
GenDrawCalls(unsigned cascade, std::vector<GLMesh *> &InstancedList,
|
||||
InstanceData *InstanceBuffer, DrawElementsIndirectCommand *CommandBuffer, size_t &InstanceBufferOffset, size_t &CommandBufferOffset, size_t &PolyCount)
|
||||
{
|
||||
if (irr_driver->hasARB_draw_indirect())
|
||||
ShadowPassCmd::getInstance()->Offset[cascade][Mat] = CommandBufferOffset; // Store command buffer offset
|
||||
FillInstances(MeshForShadowPass[cascade][Mat], InstancedList, InstanceBuffer, CommandBuffer, InstanceBufferOffset, CommandBufferOffset, PolyCount);
|
||||
if (UserConfigParams::m_azdo)
|
||||
ShadowPassCmd::getInstance()->Size[cascade][Mat] = CommandBufferOffset - ShadowPassCmd::getInstance()->Offset[cascade][Mat];
|
||||
}
|
||||
|
||||
template<MeshMaterial Mat> static void
|
||||
GenDrawCallsGrass(unsigned cascade, std::vector<GLMesh *> &InstancedList,
|
||||
InstanceData *InstanceBuffer, DrawElementsIndirectCommand *CommandBuffer, size_t &InstanceBufferOffset, size_t &CommandBufferOffset, const core::vector3df &dir, size_t &PolyCount)
|
||||
{
|
||||
if (irr_driver->hasARB_draw_indirect())
|
||||
ShadowPassCmd::getInstance()->Offset[cascade][Mat] = CommandBufferOffset; // Store command buffer offset
|
||||
FillInstancesGrass(MeshForShadowPass[cascade][Mat], InstancedList, InstanceBuffer, CommandBuffer, InstanceBufferOffset, CommandBufferOffset, dir, PolyCount);
|
||||
if (UserConfigParams::m_azdo)
|
||||
ShadowPassCmd::getInstance()->Size[cascade][Mat] = CommandBufferOffset - ShadowPassCmd::getInstance()->Offset[cascade][Mat];
|
||||
}
|
||||
|
||||
void IrrDriver::PrepareDrawCalls()
|
||||
{
|
||||
windDir = getWindDir();
|
||||
ListBlendTransparent::getInstance()->clear();
|
||||
ListAdditiveTransparent::getInstance()->clear();
|
||||
ListBlendTransparentFog::getInstance()->clear();
|
||||
ListAdditiveTransparentFog::getInstance()->clear();
|
||||
ListDisplacement::getInstance()->clear();
|
||||
|
||||
ListMatDefault::getInstance()->clear();
|
||||
ListMatAlphaRef::getInstance()->clear();
|
||||
ListMatSphereMap::getInstance()->clear();
|
||||
ListMatDetails::getInstance()->clear();
|
||||
ListMatUnlit::getInstance()->clear();
|
||||
ListMatNormalMap::getInstance()->clear();
|
||||
ListMatGrass::getInstance()->clear();
|
||||
ListMatSplatting::getInstance()->clear();
|
||||
|
||||
ImmediateDrawList::getInstance()->clear();
|
||||
ParticlesList::getInstance()->clear();
|
||||
ListInstancedGlow::getInstance()->clear();
|
||||
|
||||
for (unsigned Mat = 0; Mat < MAT_COUNT; ++Mat)
|
||||
{
|
||||
MeshForSolidPass[Mat].clear();
|
||||
MeshForRSMPass[Mat].clear();
|
||||
for (unsigned cascade = 0; cascade < 4; ++cascade)
|
||||
MeshForShadowPass[cascade][Mat].clear();
|
||||
}
|
||||
MeshForGlowPass.clear();
|
||||
core::list<scene::ISceneNode*> List = m_scene_manager->getRootSceneNode()->getChildren();
|
||||
|
||||
bool isCulled[4] = {};
|
||||
parseSceneManager(List, ImmediateDrawList::getInstance(), m_shadow_camnodes, m_suncam);
|
||||
if (!irr_driver->hasARB_draw_indirect())
|
||||
return;
|
||||
InstanceData *InstanceBuffer;
|
||||
InstanceData *ShadowInstanceBuffer;
|
||||
InstanceData *RSMInstanceBuffer;
|
||||
GlowInstanceData *GlowInstanceBuffer;
|
||||
DrawElementsIndirectCommand *CmdBuffer;
|
||||
DrawElementsIndirectCommand *ShadowCmdBuffer;
|
||||
DrawElementsIndirectCommand *RSMCmdBuffer;
|
||||
DrawElementsIndirectCommand *GlowCmdBuffer;
|
||||
|
||||
if (irr_driver->hasBufferStorageExtension())
|
||||
{
|
||||
InstanceBuffer = (InstanceData*)VAOManager::getInstance()->getInstanceBufferPtr(InstanceTypeDefault);
|
||||
ShadowInstanceBuffer = (InstanceData*)VAOManager::getInstance()->getInstanceBufferPtr(InstanceTypeShadow);
|
||||
RSMInstanceBuffer = (InstanceData*)VAOManager::getInstance()->getInstanceBufferPtr(InstanceTypeRSM);
|
||||
GlowInstanceBuffer = (GlowInstanceData*)VAOManager::getInstance()->getInstanceBufferPtr(InstanceTypeGlow);
|
||||
CmdBuffer = SolidPassCmd::getInstance()->Ptr;
|
||||
ShadowCmdBuffer = ShadowPassCmd::getInstance()->Ptr;
|
||||
GlowCmdBuffer = GlowPassCmd::getInstance()->Ptr;
|
||||
RSMCmdBuffer = RSMPassCmd::getInstance()->Ptr;
|
||||
}
|
||||
|
||||
ListInstancedMatDefault::getInstance()->clear();
|
||||
ListInstancedMatAlphaRef::getInstance()->clear();
|
||||
ListInstancedMatGrass::getInstance()->clear();
|
||||
ListInstancedMatNormalMap::getInstance()->clear();
|
||||
ListInstancedMatSphereMap::getInstance()->clear();
|
||||
ListInstancedMatDetails::getInstance()->clear();
|
||||
ListInstancedMatUnlit::getInstance()->clear();
|
||||
|
||||
size_t SolidPoly = 0, ShadowPoly = 0, MiscPoly = 0;
|
||||
|
||||
#pragma omp parallel sections
|
||||
{
|
||||
#pragma omp section
|
||||
{
|
||||
size_t offset = 0, current_cmd = 0;
|
||||
if (!irr_driver->hasBufferStorageExtension())
|
||||
{
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VAOManager::getInstance()->getInstanceBuffer(InstanceTypeDefault));
|
||||
InstanceBuffer = (InstanceData*)glMapBufferRange(GL_ARRAY_BUFFER, 0, 10000 * sizeof(InstanceData), GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
|
||||
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, SolidPassCmd::getInstance()->drawindirectcmd);
|
||||
CmdBuffer = (DrawElementsIndirectCommand*)glMapBufferRange(GL_DRAW_INDIRECT_BUFFER, 0, 10000 * sizeof(DrawElementsIndirectCommand), GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
|
||||
}
|
||||
|
||||
// Default Material
|
||||
SolidPassCmd::getInstance()->Offset[MAT_DEFAULT] = current_cmd;
|
||||
FillInstances(MeshForSolidPass[MAT_DEFAULT], ListInstancedMatDefault::getInstance()->SolidPass, InstanceBuffer, CmdBuffer, offset, current_cmd, SolidPoly);
|
||||
SolidPassCmd::getInstance()->Size[MAT_DEFAULT] = current_cmd - SolidPassCmd::getInstance()->Offset[MAT_DEFAULT];
|
||||
// Alpha Ref
|
||||
SolidPassCmd::getInstance()->Offset[MAT_ALPHA_REF] = current_cmd;
|
||||
FillInstances(MeshForSolidPass[MAT_ALPHA_REF], ListInstancedMatAlphaRef::getInstance()->SolidPass, InstanceBuffer, CmdBuffer, offset, current_cmd, SolidPoly);
|
||||
SolidPassCmd::getInstance()->Size[MAT_ALPHA_REF] = current_cmd - SolidPassCmd::getInstance()->Offset[MAT_ALPHA_REF];
|
||||
// Unlit
|
||||
SolidPassCmd::getInstance()->Offset[MAT_UNLIT] = current_cmd;
|
||||
FillInstances(MeshForSolidPass[MAT_UNLIT], ListInstancedMatUnlit::getInstance()->SolidPass, InstanceBuffer, CmdBuffer, offset, current_cmd, SolidPoly);
|
||||
SolidPassCmd::getInstance()->Size[MAT_UNLIT] = current_cmd - SolidPassCmd::getInstance()->Offset[MAT_UNLIT];
|
||||
// Spheremap
|
||||
SolidPassCmd::getInstance()->Offset[MAT_SPHEREMAP] = current_cmd;
|
||||
FillInstances(MeshForSolidPass[MAT_SPHEREMAP], ListInstancedMatSphereMap::getInstance()->SolidPass, InstanceBuffer, CmdBuffer, offset, current_cmd, SolidPoly);
|
||||
SolidPassCmd::getInstance()->Size[MAT_SPHEREMAP] = current_cmd - SolidPassCmd::getInstance()->Offset[MAT_SPHEREMAP];
|
||||
// Detail
|
||||
SolidPassCmd::getInstance()->Offset[MAT_DETAIL] = current_cmd;
|
||||
FillInstances(MeshForSolidPass[MAT_DETAIL], ListInstancedMatDetails::getInstance()->SolidPass, InstanceBuffer, CmdBuffer, offset, current_cmd, SolidPoly);
|
||||
SolidPassCmd::getInstance()->Size[MAT_DETAIL] = current_cmd - SolidPassCmd::getInstance()->Offset[MAT_DETAIL];
|
||||
// Normal Map
|
||||
SolidPassCmd::getInstance()->Offset[MAT_NORMAL_MAP] = current_cmd;
|
||||
FillInstances(MeshForSolidPass[MAT_NORMAL_MAP], ListInstancedMatNormalMap::getInstance()->SolidPass, InstanceBuffer, CmdBuffer, offset, current_cmd, SolidPoly);
|
||||
SolidPassCmd::getInstance()->Size[MAT_NORMAL_MAP] = current_cmd - SolidPassCmd::getInstance()->Offset[MAT_NORMAL_MAP];
|
||||
|
||||
// Grass
|
||||
SolidPassCmd::getInstance()->Offset[MAT_GRASS] = current_cmd;
|
||||
FillInstancesGrass(MeshForSolidPass[MAT_GRASS], ListInstancedMatGrass::getInstance()->SolidPass, InstanceBuffer, CmdBuffer, offset, current_cmd, windDir, SolidPoly);
|
||||
SolidPassCmd::getInstance()->Size[MAT_GRASS] = current_cmd - SolidPassCmd::getInstance()->Offset[MAT_GRASS];
|
||||
|
||||
if (!irr_driver->hasBufferStorageExtension())
|
||||
{
|
||||
glUnmapBuffer(GL_ARRAY_BUFFER);
|
||||
glUnmapBuffer(GL_DRAW_INDIRECT_BUFFER);
|
||||
}
|
||||
}
|
||||
#pragma omp section
|
||||
{
|
||||
size_t offset = 0, current_cmd = 0;
|
||||
|
||||
if (!irr_driver->hasBufferStorageExtension())
|
||||
{
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VAOManager::getInstance()->getInstanceBuffer(InstanceTypeGlow));
|
||||
GlowInstanceBuffer = (GlowInstanceData*)glMapBufferRange(GL_ARRAY_BUFFER, 0, 10000 * sizeof(InstanceData), GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
|
||||
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, GlowPassCmd::getInstance()->drawindirectcmd);
|
||||
GlowCmdBuffer = (DrawElementsIndirectCommand*)glMapBufferRange(GL_DRAW_INDIRECT_BUFFER, 0, 10000 * sizeof(DrawElementsIndirectCommand), GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
|
||||
}
|
||||
|
||||
// Glow
|
||||
if (irr_driver->hasARB_draw_indirect())
|
||||
GlowPassCmd::getInstance()->Offset = offset; // Store command buffer offset
|
||||
|
||||
auto It = MeshForGlowPass.begin(), E = MeshForGlowPass.end();
|
||||
for (; It != E; ++It)
|
||||
{
|
||||
FillInstancesGlow_impl(It->second, GlowInstanceBuffer, GlowCmdBuffer, offset, current_cmd);
|
||||
if (!UserConfigParams::m_azdo)
|
||||
ListInstancedGlow::getInstance()->push_back(It->second.front().first);
|
||||
}
|
||||
|
||||
if (UserConfigParams::m_azdo)
|
||||
GlowPassCmd::getInstance()->Size = current_cmd - GlowPassCmd::getInstance()->Offset;
|
||||
|
||||
if (!irr_driver->hasBufferStorageExtension())
|
||||
{
|
||||
glUnmapBuffer(GL_ARRAY_BUFFER);
|
||||
glUnmapBuffer(GL_DRAW_INDIRECT_BUFFER);
|
||||
}
|
||||
}
|
||||
#pragma omp section
|
||||
{
|
||||
irr_driver->setPhase(SHADOW_PASS);
|
||||
|
||||
size_t offset = 0, current_cmd = 0;
|
||||
if (!irr_driver->hasBufferStorageExtension())
|
||||
{
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VAOManager::getInstance()->getInstanceBuffer(InstanceTypeShadow));
|
||||
ShadowInstanceBuffer = (InstanceData*)glMapBufferRange(GL_ARRAY_BUFFER, 0, 10000 * sizeof(InstanceData), GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
|
||||
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, ShadowPassCmd::getInstance()->drawindirectcmd);
|
||||
ShadowCmdBuffer = (DrawElementsIndirectCommand*)glMapBufferRange(GL_DRAW_INDIRECT_BUFFER, 0, 10000 * sizeof(DrawElementsIndirectCommand), GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
|
||||
}
|
||||
|
||||
for (unsigned i = 0; i < 4; i++)
|
||||
{
|
||||
// Mat default
|
||||
GenDrawCalls<MAT_DEFAULT>(i, ListInstancedMatDefault::getInstance()->Shadows[i], ShadowInstanceBuffer, ShadowCmdBuffer, offset, current_cmd, ShadowPoly);
|
||||
// Mat AlphaRef
|
||||
GenDrawCalls<MAT_ALPHA_REF>(i, ListInstancedMatAlphaRef::getInstance()->Shadows[i], ShadowInstanceBuffer, ShadowCmdBuffer, offset, current_cmd, ShadowPoly);
|
||||
// Mat Unlit
|
||||
GenDrawCalls<MAT_UNLIT>(i, ListInstancedMatUnlit::getInstance()->Shadows[i], ShadowInstanceBuffer, ShadowCmdBuffer, offset, current_cmd, ShadowPoly);
|
||||
// Mat NormalMap
|
||||
GenDrawCalls<MAT_NORMAL_MAP>(i, ListInstancedMatNormalMap::getInstance()->Shadows[i], ShadowInstanceBuffer, ShadowCmdBuffer, offset, current_cmd, ShadowPoly);
|
||||
// Mat Spheremap
|
||||
GenDrawCalls<MAT_SPHEREMAP>(i, ListInstancedMatSphereMap::getInstance()->Shadows[i], ShadowInstanceBuffer, ShadowCmdBuffer, offset, current_cmd, ShadowPoly);
|
||||
// Mat Detail
|
||||
GenDrawCalls<MAT_DETAIL>(i, ListInstancedMatDetails::getInstance()->Shadows[i], ShadowInstanceBuffer, ShadowCmdBuffer, offset, current_cmd, ShadowPoly);
|
||||
// Mat Grass
|
||||
GenDrawCallsGrass<MAT_GRASS>(i, ListInstancedMatGrass::getInstance()->Shadows[i], ShadowInstanceBuffer, ShadowCmdBuffer, offset, current_cmd, windDir, ShadowPoly);
|
||||
}
|
||||
if (!irr_driver->hasBufferStorageExtension())
|
||||
{
|
||||
glUnmapBuffer(GL_ARRAY_BUFFER);
|
||||
glUnmapBuffer(GL_DRAW_INDIRECT_BUFFER);
|
||||
}
|
||||
}
|
||||
#pragma omp section
|
||||
{
|
||||
size_t offset = 0, current_cmd = 0;
|
||||
if (!irr_driver->hasBufferStorageExtension())
|
||||
{
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VAOManager::getInstance()->getInstanceBuffer(InstanceTypeRSM));
|
||||
RSMInstanceBuffer = (InstanceData*)glMapBufferRange(GL_ARRAY_BUFFER, 0, 10000 * sizeof(InstanceData), GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
|
||||
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, RSMPassCmd::getInstance()->drawindirectcmd);
|
||||
RSMCmdBuffer = (DrawElementsIndirectCommand*)glMapBufferRange(GL_DRAW_INDIRECT_BUFFER, 0, 10000 * sizeof(DrawElementsIndirectCommand), GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
|
||||
}
|
||||
|
||||
// Default Material
|
||||
RSMPassCmd::getInstance()->Offset[MAT_DEFAULT] = current_cmd;
|
||||
FillInstances(MeshForRSMPass[MAT_DEFAULT], ListInstancedMatDefault::getInstance()->RSM, RSMInstanceBuffer, RSMCmdBuffer, offset, current_cmd, MiscPoly);
|
||||
RSMPassCmd::getInstance()->Size[MAT_DEFAULT] = current_cmd - RSMPassCmd::getInstance()->Offset[MAT_DEFAULT];
|
||||
// Alpha Ref
|
||||
RSMPassCmd::getInstance()->Offset[MAT_ALPHA_REF] = current_cmd;
|
||||
FillInstances(MeshForRSMPass[MAT_ALPHA_REF], ListInstancedMatAlphaRef::getInstance()->RSM, RSMInstanceBuffer, RSMCmdBuffer, offset, current_cmd, MiscPoly);
|
||||
RSMPassCmd::getInstance()->Size[MAT_ALPHA_REF] = current_cmd - RSMPassCmd::getInstance()->Offset[MAT_ALPHA_REF];
|
||||
// Unlit
|
||||
RSMPassCmd::getInstance()->Offset[MAT_UNLIT] = current_cmd;
|
||||
FillInstances(MeshForRSMPass[MAT_UNLIT], ListInstancedMatUnlit::getInstance()->RSM, RSMInstanceBuffer, RSMCmdBuffer, offset, current_cmd, MiscPoly);
|
||||
RSMPassCmd::getInstance()->Size[MAT_UNLIT] = current_cmd - RSMPassCmd::getInstance()->Offset[MAT_UNLIT];
|
||||
// Detail
|
||||
RSMPassCmd::getInstance()->Offset[MAT_DETAIL] = current_cmd;
|
||||
FillInstances(MeshForRSMPass[MAT_DETAIL], ListInstancedMatDetails::getInstance()->RSM, RSMInstanceBuffer, RSMCmdBuffer, offset, current_cmd, MiscPoly);
|
||||
RSMPassCmd::getInstance()->Size[MAT_DETAIL] = current_cmd - RSMPassCmd::getInstance()->Offset[MAT_DETAIL];
|
||||
// Normal Map
|
||||
RSMPassCmd::getInstance()->Offset[MAT_NORMAL_MAP] = current_cmd;
|
||||
FillInstances(MeshForRSMPass[MAT_NORMAL_MAP], ListInstancedMatNormalMap::getInstance()->RSM, RSMInstanceBuffer, RSMCmdBuffer, offset, current_cmd, MiscPoly);
|
||||
RSMPassCmd::getInstance()->Size[MAT_NORMAL_MAP] = current_cmd - RSMPassCmd::getInstance()->Offset[MAT_NORMAL_MAP];
|
||||
|
||||
if (!irr_driver->hasBufferStorageExtension())
|
||||
{
|
||||
glUnmapBuffer(GL_ARRAY_BUFFER);
|
||||
glUnmapBuffer(GL_DRAW_INDIRECT_BUFFER);
|
||||
}
|
||||
}
|
||||
}
|
||||
poly_count[SOLID_NORMAL_AND_DEPTH_PASS] += SolidPoly;
|
||||
poly_count[SHADOW_PASS] += ShadowPoly;
|
||||
|
||||
glMemoryBarrier(GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT);
|
||||
}
|
@ -7,6 +7,7 @@
|
||||
#include "utils/singleton.hpp"
|
||||
#include "gl_headers.hpp"
|
||||
#include "stkmesh.hpp"
|
||||
#include "gpuparticles.hpp"
|
||||
|
||||
template<typename T>
|
||||
class CommandBuffer : public Singleton<T>
|
||||
@ -16,15 +17,28 @@ public:
|
||||
DrawElementsIndirectCommand *Ptr;
|
||||
CommandBuffer()
|
||||
{
|
||||
#ifdef Buffer_Storage
|
||||
glGenBuffers(1, &drawindirectcmd);
|
||||
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, drawindirectcmd);
|
||||
glBufferStorage(GL_DRAW_INDIRECT_BUFFER, 10000 * sizeof(DrawElementsIndirectCommand), 0, GL_MAP_PERSISTENT_BIT | GL_MAP_WRITE_BIT);
|
||||
Ptr = (DrawElementsIndirectCommand *)glMapBufferRange(GL_DRAW_INDIRECT_BUFFER, 0, 10000 * sizeof(DrawElementsIndirectCommand), GL_MAP_PERSISTENT_BIT | GL_MAP_WRITE_BIT);
|
||||
#ifdef Buffer_Storage
|
||||
if (irr_driver->hasBufferStorageExtension())
|
||||
{
|
||||
glBufferStorage(GL_DRAW_INDIRECT_BUFFER, 10000 * sizeof(DrawElementsIndirectCommand), 0, GL_MAP_PERSISTENT_BIT | GL_MAP_WRITE_BIT);
|
||||
Ptr = (DrawElementsIndirectCommand *)glMapBufferRange(GL_DRAW_INDIRECT_BUFFER, 0, 10000 * sizeof(DrawElementsIndirectCommand), GL_MAP_PERSISTENT_BIT | GL_MAP_WRITE_BIT);
|
||||
}
|
||||
else
|
||||
#endif
|
||||
{
|
||||
glBufferData(GL_DRAW_INDIRECT_BUFFER, 10000 * sizeof(DrawElementsIndirectCommand), 0, GL_STREAM_DRAW);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
class ImmediateDrawList : public Singleton<ImmediateDrawList>, public std::vector<scene::ISceneNode *>
|
||||
{};
|
||||
|
||||
class ParticlesList : public Singleton<ParticlesList>, public std::vector<ParticleSystemProxy *>
|
||||
{};
|
||||
|
||||
|
||||
class SolidPassCmd : public CommandBuffer<SolidPassCmd>
|
||||
{
|
||||
@ -38,5 +52,17 @@ public:
|
||||
size_t Offset[4][MAT_COUNT], Size[4][MAT_COUNT];
|
||||
};
|
||||
|
||||
class RSMPassCmd : public CommandBuffer<RSMPassCmd>
|
||||
{
|
||||
public:
|
||||
size_t Offset[MAT_COUNT], Size[MAT_COUNT];
|
||||
};
|
||||
|
||||
class GlowPassCmd : public CommandBuffer<GlowPassCmd>
|
||||
{
|
||||
public:
|
||||
size_t Offset, Size;
|
||||
};
|
||||
|
||||
|
||||
#endif
|
@ -25,7 +25,6 @@ using namespace irr;
|
||||
|
||||
#include "graphics/material_manager.hpp"
|
||||
#include "graphics/mesh_tools.hpp"
|
||||
#include "graphics/stkinstancedscenenode.hpp"
|
||||
#include "io/file_manager.hpp"
|
||||
#include "io/xml_node.hpp"
|
||||
#include "modes/world.hpp"
|
||||
@ -241,16 +240,6 @@ void PhysicalObject::init()
|
||||
Log::fatal("PhysicalObject", "Unknown node type");
|
||||
}
|
||||
}
|
||||
else if (dynamic_cast<TrackObjectPresentationInstancing*>(presentation) != NULL)
|
||||
{
|
||||
TrackObjectPresentationInstancing* instancing = dynamic_cast<TrackObjectPresentationInstancing*>(presentation);
|
||||
STKInstancedSceneNode* instancing_group = instancing->getInstancingGroup();
|
||||
if (instancing_group != NULL)
|
||||
{
|
||||
scene::IMesh* mesh = instancing_group->getMesh();
|
||||
MeshTools::minMax3D(mesh, &min, &max);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Log::fatal("PhysicalObject", "Unknown node type");
|
||||
|
@ -22,7 +22,6 @@ using namespace irr;
|
||||
#include "graphics/irr_driver.hpp"
|
||||
#include "graphics/lod_node.hpp"
|
||||
#include "graphics/mesh_tools.hpp"
|
||||
#include "graphics/stkinstancedscenenode.hpp"
|
||||
#include "io/xml_node.hpp"
|
||||
#include "tracks/track.hpp"
|
||||
|
||||
@ -111,35 +110,6 @@ LODNode* ModelDefinitionLoader::instanciateAsLOD(const XMLNode* node, scene::ISc
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
|
||||
STKInstancedSceneNode* ModelDefinitionLoader::instanciate(const irr::core::vector3df& position,
|
||||
const irr::core::vector3df& rotation,
|
||||
const irr::core::vector3df scale,
|
||||
const std::string& name)
|
||||
{
|
||||
if (m_instancing_nodes.find(name) == m_instancing_nodes.end())
|
||||
{
|
||||
if (m_lod_groups.find(name) == m_lod_groups.end())
|
||||
{
|
||||
Log::warn("Instancing", "Cannot find instancing model <%s>", name.c_str());
|
||||
return NULL;
|
||||
}
|
||||
|
||||
scene::IMesh* mesh = irr_driver->getMesh(m_lod_groups[name][0].m_model_file);
|
||||
mesh = MeshTools::createMeshWithTangents(mesh, &MeshTools::isNormalMap);
|
||||
irr_driver->setAllMaterialFlags(mesh);
|
||||
|
||||
m_instancing_nodes[name] = new STKInstancedSceneNode(mesh,
|
||||
irr_driver->getSceneManager()->getRootSceneNode(), irr_driver->getSceneManager(), -1);
|
||||
m_track->addNode(m_instancing_nodes[name]);
|
||||
}
|
||||
|
||||
m_instancing_nodes[name]->addInstance(position, rotation, scale);
|
||||
m_instancing_nodes[name]->instanceGrab();
|
||||
return m_instancing_nodes[name];
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
|
||||
void ModelDefinitionLoader::clear()
|
||||
{
|
||||
m_lod_groups.clear();
|
||||
|
@ -83,10 +83,6 @@ public:
|
||||
|
||||
void addModelDefinition(const XMLNode* xml);
|
||||
LODNode* instanciateAsLOD(const XMLNode* xml_node, scene::ISceneNode* parent);
|
||||
STKInstancedSceneNode* instanciate(const core::vector3df& position,
|
||||
const irr::core::vector3df& rotation,
|
||||
const irr::core::vector3df scale,
|
||||
const std::string& name);
|
||||
|
||||
void clear();
|
||||
|
||||
|
@ -37,7 +37,6 @@
|
||||
#include "graphics/particle_emitter.hpp"
|
||||
#include "graphics/particle_kind.hpp"
|
||||
#include "graphics/particle_kind_manager.hpp"
|
||||
#include "graphics/stkinstancedscenenode.hpp"
|
||||
#include "graphics/stk_text_billboard.hpp"
|
||||
#include "guiengine/scalable_font.hpp"
|
||||
#include "io/file_manager.hpp"
|
||||
@ -742,24 +741,10 @@ void Track::convertTrackToBullet(scene::ISceneNode *node)
|
||||
node->updateAbsolutePosition();
|
||||
|
||||
std::vector<core::matrix4> matrices;
|
||||
|
||||
STKInstancedSceneNode* instancing_node = dynamic_cast<STKInstancedSceneNode*>(node);
|
||||
if (instancing_node != NULL)
|
||||
{
|
||||
int count = instancing_node->getInstanceCount();
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
matrices.push_back(instancing_node->getInstanceTransform(i));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
matrices.push_back(node->getAbsoluteTransformation());
|
||||
}
|
||||
matrices.push_back(node->getAbsoluteTransformation());
|
||||
|
||||
const core::vector3df &pos = node->getAbsolutePosition();
|
||||
|
||||
|
||||
scene::IMesh *mesh;
|
||||
// In case of readonly materials we have to get the material from
|
||||
// the mesh, otherwise from the node. This is esp. important for
|
||||
@ -1063,20 +1048,6 @@ bool Track::loadMainTrack(const XMLNode &root)
|
||||
}
|
||||
}
|
||||
|
||||
// Load instancing models (for the moment they are loaded the same way as LOD to simplify implementation)
|
||||
const XMLNode *instancing_xml_node = root.getNode("instancing");
|
||||
if (instancing_xml_node != NULL)
|
||||
{
|
||||
for (unsigned int i = 0; i < instancing_xml_node->getNumNodes(); i++)
|
||||
{
|
||||
const XMLNode* lod_group_xml = instancing_xml_node->getNode(i);
|
||||
for (unsigned int j = 0; j < lod_group_xml->getNumNodes(); j++)
|
||||
{
|
||||
lodLoader.addModelDefinition(lod_group_xml->getNode(j));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (unsigned int i=0; i<track_node->getNumNodes(); i++)
|
||||
{
|
||||
const XMLNode *n=track_node->getNode(i);
|
||||
@ -1756,20 +1727,6 @@ void Track::loadTrackModel(bool reverse_track, unsigned int mode_id)
|
||||
}
|
||||
}
|
||||
|
||||
// Load instancing models (for the moment they are loaded the same way as LOD to simplify implementation)
|
||||
const XMLNode *instancing_xml_node = root->getNode("instancing");
|
||||
if (instancing_xml_node != NULL)
|
||||
{
|
||||
for (unsigned int i = 0; i < instancing_xml_node->getNumNodes(); i++)
|
||||
{
|
||||
const XMLNode* lod_group_xml = instancing_xml_node->getNode(i);
|
||||
for (unsigned int j = 0; j < lod_group_xml->getNumNodes(); j++)
|
||||
{
|
||||
model_def_loader.addModelDefinition(lod_group_xml->getNode(j));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
std::map<std::string, XMLNode*> library_nodes;
|
||||
loadObjects(root, path, model_def_loader, true, NULL, library_nodes);
|
||||
|
||||
@ -2010,20 +1967,6 @@ void Track::loadObjects(const XMLNode* root, const std::string& path, ModelDefin
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Load instancing definitions
|
||||
const XMLNode *instancing_xml_node = libroot->getNode("instancing");
|
||||
if (instancing_xml_node != NULL)
|
||||
{
|
||||
for (unsigned int i = 0; i < instancing_xml_node->getNumNodes(); i++)
|
||||
{
|
||||
const XMLNode* instancing_group_xml = instancing_xml_node->getNode(i);
|
||||
for (unsigned int j = 0; j < instancing_group_xml->getNumNodes(); j++)
|
||||
{
|
||||
model_def_loader.addModelDefinition(instancing_group_xml->getNode(j));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -2128,7 +2071,7 @@ void Track::loadObjects(const XMLNode* root, const std::string& path, ModelDefin
|
||||
}
|
||||
else if (name == "instancing")
|
||||
{
|
||||
// handled above
|
||||
// TODO: eventually remove, this is now automatic
|
||||
}
|
||||
else if (name == "subtitles")
|
||||
{
|
||||
|
@ -103,9 +103,6 @@ void TrackObject::init(const XMLNode &xml_node, scene::ISceneNode* parent,
|
||||
bool lod_instance = false;
|
||||
xml_node.get("lod_instance", &lod_instance);
|
||||
|
||||
bool instancing = false;
|
||||
xml_node.get("instancing", &instancing);
|
||||
|
||||
m_soccer_ball = false;
|
||||
xml_node.get("soccer_ball", &m_soccer_ball);
|
||||
|
||||
@ -159,14 +156,7 @@ void TrackObject::init(const XMLNode &xml_node, scene::ISceneNode* parent,
|
||||
{
|
||||
scene::ISceneNode *glownode = NULL;
|
||||
|
||||
if (instancing)
|
||||
{
|
||||
m_type = "lod";
|
||||
TrackObjectPresentationInstancing* instancing_node =
|
||||
new TrackObjectPresentationInstancing(xml_node, parent, model_def_loader);
|
||||
m_presentation = instancing_node;
|
||||
}
|
||||
else if (lod_instance)
|
||||
if (lod_instance)
|
||||
{
|
||||
m_type = "lod";
|
||||
TrackObjectPresentationLOD* lod_node =
|
||||
|
@ -28,7 +28,6 @@
|
||||
#include "graphics/particle_emitter.hpp"
|
||||
#include "graphics/particle_kind_manager.hpp"
|
||||
#include "graphics/stkmeshscenenode.hpp"
|
||||
#include "graphics/stkinstancedscenenode.hpp"
|
||||
#include "io/file_manager.hpp"
|
||||
#include "io/xml_node.hpp"
|
||||
#include "input/device_manager.hpp"
|
||||
@ -168,59 +167,6 @@ TrackObjectPresentationLOD::~TrackObjectPresentationLOD()
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
|
||||
TrackObjectPresentationInstancing::TrackObjectPresentationInstancing(const XMLNode& xml_node,
|
||||
scene::ISceneNode* parent,
|
||||
ModelDefinitionLoader& model_def_loader) : TrackObjectPresentationSceneNode(xml_node)
|
||||
{
|
||||
m_instancing_group = NULL;
|
||||
m_fallback_scene_node = NULL;
|
||||
|
||||
std::string instancing_model;
|
||||
xml_node.get("instancing_model", &instancing_model);
|
||||
|
||||
m_node = irr_driver->getSceneManager()->addEmptySceneNode(parent);
|
||||
m_node->setPosition(m_init_xyz);
|
||||
m_node->setRotation(m_init_hpr);
|
||||
m_node->setScale(m_init_scale);
|
||||
m_node->updateAbsolutePosition();
|
||||
if (irr_driver->isGLSL())
|
||||
{
|
||||
m_instancing_group = model_def_loader.instanciate(m_node->getAbsolutePosition(),
|
||||
m_node->getAbsoluteTransformation().getRotationDegrees(), m_node->getAbsoluteTransformation().getScale(),
|
||||
instancing_model);
|
||||
}
|
||||
else
|
||||
{
|
||||
scene::IMesh* mesh = model_def_loader.getFirstMeshFor(instancing_model);
|
||||
scene::IMeshSceneNode* node = irr_driver->addMesh(mesh, m_node);
|
||||
node->grab();
|
||||
irr_driver->grabAllTextures(mesh);
|
||||
mesh->grab();
|
||||
World::getWorld()->getTrack()->addNode(node);
|
||||
|
||||
m_fallback_scene_node = node;
|
||||
}
|
||||
}
|
||||
|
||||
TrackObjectPresentationInstancing::~TrackObjectPresentationInstancing()
|
||||
{
|
||||
if (m_instancing_group != NULL)
|
||||
m_instancing_group->instanceDrop();
|
||||
|
||||
if (m_fallback_scene_node != NULL)
|
||||
{
|
||||
scene::IMesh* mesh = m_fallback_scene_node->getMesh();
|
||||
irr_driver->dropAllTextures(mesh);
|
||||
mesh->drop();
|
||||
if (mesh->getReferenceCount() == 1)
|
||||
irr_driver->removeMeshFromCache(mesh);
|
||||
|
||||
m_fallback_scene_node->drop();
|
||||
}
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
|
||||
TrackObjectPresentationMesh::TrackObjectPresentationMesh(const XMLNode& xml_node,
|
||||
bool enabled, scene::ISceneNode* parent) :
|
||||
TrackObjectPresentationSceneNode(xml_node)
|
||||
|
@ -167,20 +167,6 @@ public:
|
||||
virtual ~TrackObjectPresentationLOD();
|
||||
};
|
||||
|
||||
class TrackObjectPresentationInstancing : public TrackObjectPresentationSceneNode
|
||||
{
|
||||
STKInstancedSceneNode* m_instancing_group;
|
||||
scene::IMeshSceneNode* m_fallback_scene_node;
|
||||
public:
|
||||
|
||||
TrackObjectPresentationInstancing(const XMLNode& xml_node,
|
||||
scene::ISceneNode* parent,
|
||||
ModelDefinitionLoader& model_def_loader);
|
||||
virtual ~TrackObjectPresentationInstancing();
|
||||
|
||||
STKInstancedSceneNode* getInstancingGroup() { return m_instancing_group; }
|
||||
};
|
||||
|
||||
/**
|
||||
* \ingroup tracks
|
||||
* A track object representation that consists of a mesh scene node.
|
||||
|
Loading…
Reference in New Issue
Block a user