Use global VAO for rendering
This commit is contained in:
parent
afd97345f7
commit
6276cafba2
@ -1,18 +1,15 @@
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uniform sampler2D tex;
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#if __VERSION__ >= 130
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in vec2 uv;
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in vec4 color;
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out vec4 FragColor;
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#else
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varying vec2 uv;
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#define FragColor gl_FragColor
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#endif
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void main()
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{
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vec4 Color = texture(tex, uv) * pow(color, vec4(2.2));
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vec4 Color = texture(tex, uv);
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Color.xyz *= pow(color.xyz, vec3(2.2));
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Color.a *= color.a;
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// Premultiply alpha
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FragColor = vec4(Color.rgb * Color.a, Color.a);
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}
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@ -18,31 +18,28 @@ layout (std140) uniform MatrixesData
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vec2 screen;
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};
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#if __VERSION__ >= 130
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in vec2 uv;
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in vec4 color;
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out vec4 FragColor;
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#else
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varying vec2 uv;
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#define FragColor gl_FragColor
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#endif
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void main()
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{
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vec4 diffusecolor = texture(tex, uv) * pow(color, vec4(2.2));
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vec3 tmp = vec3(gl_FragCoord.xy / screen, gl_FragCoord.z);
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tmp = 2. * tmp - 1.;
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vec4 diffusecolor = texture(tex, uv);
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diffusecolor.xyz *= pow(color.xyz, vec3(2.2));
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diffusecolor.a *= color.a;
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vec3 tmp = vec3(gl_FragCoord.xy / screen, gl_FragCoord.z);
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tmp = 2. * tmp - 1.;
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vec4 xpos = vec4(tmp, 1.0);
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xpos = InverseProjectionMatrix * xpos;
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xpos.xyz /= xpos.w;
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vec4 xpos = vec4(tmp, 1.0);
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xpos = InverseProjectionMatrix * xpos;
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xpos.xyz /= xpos.w;
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float dist = length(xpos.xyz);
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float fog = smoothstep(start, end, dist);
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float dist = length(xpos.xyz);
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float fog = smoothstep(start, end, dist);
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fog = min(fog, fogmax);
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fog = min(fog, fogmax);
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vec4 color = vec4(vec4(col, 0.) * fog + diffusecolor *(1. - fog));
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FragColor = vec4(color.rgb * color.a, color.a);
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vec4 finalcolor = vec4(col, 0.) * fog + diffusecolor *(1. - fog);
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FragColor = vec4(finalcolor.rgb * finalcolor.a, finalcolor.a);
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}
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@ -512,7 +512,8 @@ void IrrDriver::renderSolidFirstPass()
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glDisable(GL_BLEND);
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glEnable(GL_CULL_FACE);
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irr_driver->setPhase(SOLID_NORMAL_AND_DEPTH_PASS);
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GroupedFPSM<FPSM_DEFAULT>::reset();
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GroupedFPSM<FPSM_DEFAULT_STANDARD>::reset();
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GroupedFPSM<FPSM_DEFAULT_2TCOORD>::reset();
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GroupedFPSM<FPSM_ALPHA_REF_TEXTURE>::reset();
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GroupedFPSM<FPSM_NORMAL_MAP>::reset();
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m_scene_manager->drawAll(scene::ESNRP_SOLID);
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@ -523,34 +524,58 @@ void IrrDriver::renderSolidFirstPass()
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{
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ScopedGPUTimer Timer(getGPUTimer(Q_SOLID_PASS1));
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glUseProgram(MeshShader::ObjectPass1Shader::Program);
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for (unsigned i = 0; i < GroupedFPSM<FPSM_DEFAULT>::MeshSet.size(); ++i)
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glBindVertexArray(getVAO(video::EVT_STANDARD));
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for (unsigned i = 0; i < GroupedFPSM<FPSM_DEFAULT_STANDARD>::MeshSet.size(); ++i)
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{
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GLMesh &mesh = *GroupedFPSM<FPSM_DEFAULT>::MeshSet[i];
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GLMesh &mesh = *GroupedFPSM<FPSM_DEFAULT_STANDARD>::MeshSet[i];
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if (!mesh.textures[0])
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mesh.textures[0] = getUnicolorTexture(video::SColor(255, 255, 255, 255));
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compressTexture(mesh.textures[0], true);
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setTexture(0, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
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draw<MeshShader::ObjectPass1Shader>(mesh, mesh.vao, GroupedFPSM<FPSM_DEFAULT>::MVPSet[i], GroupedFPSM<FPSM_DEFAULT>::TIMVSet[i], 0);
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draw<MeshShader::ObjectPass1Shader>(mesh, GroupedFPSM<FPSM_DEFAULT_STANDARD>::MVPSet[i], GroupedFPSM<FPSM_DEFAULT_STANDARD>::TIMVSet[i], 0);
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}
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glBindVertexArray(getVAO(video::EVT_2TCOORDS));
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for (unsigned i = 0; i < GroupedFPSM<FPSM_DEFAULT_2TCOORD>::MeshSet.size(); ++i)
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{
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GLMesh &mesh = *GroupedFPSM<FPSM_DEFAULT_2TCOORD>::MeshSet[i];
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if (!mesh.textures[0])
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mesh.textures[0] = getUnicolorTexture(video::SColor(255, 255, 255, 255));
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compressTexture(mesh.textures[0], true);
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setTexture(0, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
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draw<MeshShader::ObjectPass1Shader>(mesh, GroupedFPSM<FPSM_DEFAULT_2TCOORD>::MVPSet[i], GroupedFPSM<FPSM_DEFAULT_2TCOORD>::TIMVSet[i], 0);
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}
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glUseProgram(MeshShader::ObjectRefPass1Shader::Program);
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glBindVertexArray(getVAO(EVT_STANDARD));
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for (unsigned i = 0; i < GroupedFPSM<FPSM_ALPHA_REF_TEXTURE>::MeshSet.size(); ++i)
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{
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const GLMesh &mesh = *GroupedFPSM<FPSM_ALPHA_REF_TEXTURE>::MeshSet[i];
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if (mesh.VAOType != video::EVT_STANDARD)
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{
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#ifdef DEBUG
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Log::error("Materials", "Wrong vertex Type associed to alpha ref pass 1 (hint texture : %s)", mesh.textures[0]->getName().getPath().c_str());
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#endif
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continue;
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}
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compressTexture(mesh.textures[0], true);
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setTexture(0, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
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draw<MeshShader::ObjectRefPass1Shader>(mesh, mesh.vao, GroupedFPSM<FPSM_ALPHA_REF_TEXTURE>::MVPSet[i], GroupedFPSM<FPSM_ALPHA_REF_TEXTURE>::TIMVSet[i], GroupedFPSM<FPSM_ALPHA_REF_TEXTURE>::MeshSet[i]->TextureMatrix, 0);
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draw<MeshShader::ObjectRefPass1Shader>(mesh, GroupedFPSM<FPSM_ALPHA_REF_TEXTURE>::MVPSet[i], GroupedFPSM<FPSM_ALPHA_REF_TEXTURE>::TIMVSet[i], GroupedFPSM<FPSM_ALPHA_REF_TEXTURE>::MeshSet[i]->TextureMatrix, 0);
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}
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glUseProgram(MeshShader::NormalMapShader::Program);
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glBindVertexArray(getVAO(EVT_TANGENTS));
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for (unsigned i = 0; i < GroupedFPSM<FPSM_NORMAL_MAP>::MeshSet.size(); ++i)
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{
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const GLMesh &mesh = *GroupedFPSM<FPSM_NORMAL_MAP>::MeshSet[i];
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assert(mesh.VAOType == video::EVT_TANGENTS);
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assert(mesh.textures[1]);
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compressTexture(mesh.textures[1], false);
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setTexture(0, getTextureGLuint(mesh.textures[1]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
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compressTexture(mesh.textures[0], true);
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setTexture(1, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
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draw<MeshShader::NormalMapShader>(mesh, mesh.vao, GroupedFPSM<FPSM_NORMAL_MAP>::MVPSet[i], GroupedFPSM<FPSM_NORMAL_MAP>::TIMVSet[i], 0, 1);
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draw<MeshShader::NormalMapShader>(mesh, GroupedFPSM<FPSM_NORMAL_MAP>::MVPSet[i], GroupedFPSM<FPSM_NORMAL_MAP>::TIMVSet[i], 0, 1);
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}
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}
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}
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@ -577,7 +602,8 @@ void IrrDriver::renderSolidSecondPass()
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glEnable(GL_DEPTH_TEST);
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glDisable(GL_ALPHA_TEST);
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glDisable(GL_BLEND);
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GroupedSM<SM_DEFAULT>::reset();
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GroupedSM<SM_DEFAULT_STANDARD>::reset();
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GroupedSM<SM_DEFAULT_TANGENT>::reset();
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GroupedSM<SM_ALPHA_REF_TEXTURE>::reset();
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GroupedSM<SM_RIMLIT>::reset();
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GroupedSM<SM_SPHEREMAP>::reset();
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@ -595,32 +621,177 @@ void IrrDriver::renderSolidSecondPass()
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m_scene_manager->drawAll(scene::ESNRP_SOLID);
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glUseProgram(MeshShader::ObjectPass2Shader::Program);
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for (unsigned i = 0; i < GroupedSM<SM_DEFAULT>::MeshSet.size(); i++)
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drawObjectPass2(*GroupedSM<SM_DEFAULT>::MeshSet[i], GroupedSM<SM_DEFAULT>::MVPSet[i], GroupedSM<SM_DEFAULT>::MeshSet[i]->TextureMatrix);
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glBindVertexArray(getVAO(video::EVT_STANDARD));
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for (unsigned i = 0; i < GroupedSM<SM_DEFAULT_STANDARD>::MeshSet.size(); i++)
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{
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const GLMesh &mesh = *GroupedSM<SM_DEFAULT_STANDARD>::MeshSet[i];
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if (mesh.VAOType != video::EVT_STANDARD)
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{
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#ifdef DEBUG
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Log::error("Materials", "Wrong vertex Type associed to pass 2 (hint texture : %s)", mesh.textures[0]->getName().getPath().c_str());
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#endif
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continue;
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}
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compressTexture(mesh.textures[0], true);
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setTexture(MeshShader::ObjectPass2Shader::TU_Albedo, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
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if (irr_driver->getLightViz())
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{
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GLint swizzleMask[] = { GL_ONE, GL_ONE, GL_ONE, GL_ALPHA };
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glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
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}
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else
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{
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GLint swizzleMask[] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA };
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glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
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}
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draw<MeshShader::ObjectPass2Shader>(mesh, GroupedSM<SM_DEFAULT_STANDARD>::MVPSet[i], GroupedSM<SM_DEFAULT_STANDARD>::MeshSet[i]->TextureMatrix);
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}
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glBindVertexArray(getVAO(video::EVT_TANGENTS));
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for (unsigned i = 0; i < GroupedSM<SM_DEFAULT_TANGENT>::MeshSet.size(); i++)
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{
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const GLMesh &mesh = *GroupedSM<SM_DEFAULT_TANGENT>::MeshSet[i];
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assert(mesh.VAOType == video::EVT_TANGENTS);
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compressTexture(mesh.textures[0], true);
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setTexture(MeshShader::ObjectPass2Shader::TU_Albedo, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
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if (irr_driver->getLightViz())
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{
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GLint swizzleMask[] = { GL_ONE, GL_ONE, GL_ONE, GL_ALPHA };
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glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
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}
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else
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{
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GLint swizzleMask[] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA };
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glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
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}
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draw<MeshShader::ObjectPass2Shader>(mesh, GroupedSM<SM_DEFAULT_TANGENT>::MVPSet[i], GroupedSM<SM_DEFAULT_TANGENT>::MeshSet[i]->TextureMatrix);
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}
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glUseProgram(MeshShader::ObjectRefPass2Shader::Program);
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glBindVertexArray(getVAO(EVT_STANDARD));
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for (unsigned i = 0; i < GroupedSM<SM_ALPHA_REF_TEXTURE>::MeshSet.size(); i++)
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drawObjectRefPass2(*GroupedSM<SM_ALPHA_REF_TEXTURE>::MeshSet[i], GroupedSM<SM_ALPHA_REF_TEXTURE>::MVPSet[i], GroupedSM<SM_ALPHA_REF_TEXTURE>::MeshSet[i]->TextureMatrix);
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{
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const GLMesh &mesh = *GroupedSM<SM_ALPHA_REF_TEXTURE>::MeshSet[i];
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if (mesh.VAOType != video::EVT_STANDARD)
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{
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#ifdef DEBUG
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Log::error("Materials", "Wrong vertex Type associed to alpha ref pass 2 (hint texture : %s)", mesh.textures[0]->getName().getPath().c_str());
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#endif
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continue;
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}
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compressTexture(mesh.textures[0], true);
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setTexture(MeshShader::ObjectRefPass2Shader::TU_Albedo, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
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if (irr_driver->getLightViz())
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{
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GLint swizzleMask[] = { GL_ONE, GL_ONE, GL_ONE, GL_ALPHA };
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glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
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}
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else
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{
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GLint swizzleMask[] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA };
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glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
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}
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draw<MeshShader::ObjectRefPass2Shader>(mesh, GroupedSM<SM_ALPHA_REF_TEXTURE>::MVPSet[i], GroupedSM<SM_ALPHA_REF_TEXTURE>::MeshSet[i]->TextureMatrix);
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}
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glUseProgram(MeshShader::ObjectRimLimitShader::Program);
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glBindVertexArray(getVAO(EVT_STANDARD));
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for (unsigned i = 0; i < GroupedSM<SM_RIMLIT>::MeshSet.size(); i++)
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drawObjectRimLimit(*GroupedSM<SM_RIMLIT>::MeshSet[i], GroupedSM<SM_RIMLIT>::MVPSet[i], GroupedSM<SM_RIMLIT>::TIMVSet[i], GroupedSM<SM_RIMLIT>::MeshSet[i]->TextureMatrix);
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{
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const GLMesh &mesh = *GroupedSM<SM_RIMLIT>::MeshSet[i];
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assert(mesh.VAOType == EVT_STANDARD);
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compressTexture(mesh.textures[0], true);
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setTexture(MeshShader::ObjectRimLimitShader::TU_Albedo, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
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if (irr_driver->getLightViz())
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{
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GLint swizzleMask[] = { GL_ONE, GL_ONE, GL_ONE, GL_ALPHA };
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glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
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}
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else
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{
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GLint swizzleMask[] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA };
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glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
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}
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draw<MeshShader::ObjectRimLimitShader>(mesh, GroupedSM<SM_RIMLIT>::MVPSet[i], GroupedSM<SM_RIMLIT>::TIMVSet[i], GroupedSM<SM_RIMLIT>::MeshSet[i]->TextureMatrix);
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}
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glUseProgram(MeshShader::SphereMapShader::Program);
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glBindVertexArray(getVAO(EVT_STANDARD));
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for (unsigned i = 0; i < GroupedSM<SM_SPHEREMAP>::MeshSet.size(); i++)
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drawSphereMap(*GroupedSM<SM_SPHEREMAP>::MeshSet[i], GroupedSM<SM_SPHEREMAP>::MVPSet[i], GroupedSM<SM_SPHEREMAP>::TIMVSet[i]);
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{
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const GLMesh &mesh = *GroupedSM<SM_SPHEREMAP>::MeshSet[i];
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assert(mesh.VAOType == EVT_STANDARD);
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compressTexture(mesh.textures[0], true);
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if (irr_driver->getLightViz())
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{
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GLint swizzleMask[] = { GL_ONE, GL_ONE, GL_ONE, GL_ALPHA };
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glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
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}
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else
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{
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GLint swizzleMask[] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA };
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glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
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}
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setTexture(MeshShader::SphereMapShader::TU_tex, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
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draw<MeshShader::SphereMapShader>(mesh, GroupedSM<SM_SPHEREMAP>::MVPSet[i], GroupedSM<SM_SPHEREMAP>::TIMVSet[i], irr_driver->getSceneManager()->getAmbientLight());
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}
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glUseProgram(MeshShader::SplattingShader::Program);
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glBindVertexArray(getVAO(EVT_2TCOORDS));
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for (unsigned i = 0; i < GroupedSM<SM_SPLATTING>::MeshSet.size(); i++)
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drawSplatting(*GroupedSM<SM_SPLATTING>::MeshSet[i], GroupedSM<SM_SPLATTING>::MVPSet[i]);
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glUseProgram(MeshShader::ObjectUnlitShader::Program);
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glBindVertexArray(getVAO(EVT_STANDARD));
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for (unsigned i = 0; i < GroupedSM<SM_UNLIT>::MeshSet.size(); i++)
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drawObjectUnlit(*GroupedSM<SM_UNLIT>::MeshSet[i], GroupedSM<SM_UNLIT>::MVPSet[i]);
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{
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const GLMesh &mesh = *GroupedSM<SM_UNLIT>::MeshSet[i];
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assert(mesh.VAOType == EVT_STANDARD);
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compressTexture(mesh.textures[0], true);
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setTexture(MeshShader::ObjectUnlitShader::TU_tex, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
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if (irr_driver->getLightViz())
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{
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GLint swizzleMask[] = { GL_ONE, GL_ONE, GL_ONE, GL_ALPHA };
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glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
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}
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else
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{
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GLint swizzleMask[] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA };
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glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
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}
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draw<MeshShader::ObjectUnlitShader>(mesh, GroupedSM<SM_UNLIT>::MVPSet[i]);
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}
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glUseProgram(MeshShader::DetailledObjectPass2Shader::Program);
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glBindVertexArray(getVAO(EVT_2TCOORDS));
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for (unsigned i = 0; i < GroupedSM<SM_DETAILS>::MeshSet.size(); i++)
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drawDetailledObjectPass2(*GroupedSM<SM_DETAILS>::MeshSet[i], GroupedSM<SM_DETAILS>::MVPSet[i]);
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{
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GLMesh &mesh = *GroupedSM<SM_DETAILS>::MeshSet[i];
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assert(mesh.VAOType == EVT_2TCOORDS);
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compressTexture(mesh.textures[0], true);
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setTexture(MeshShader::DetailledObjectPass2Shader::TU_Albedo, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
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if (irr_driver->getLightViz())
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{
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GLint swizzleMask[] = { GL_ONE, GL_ONE, GL_ONE, GL_ALPHA };
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glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
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}
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else
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{
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GLint swizzleMask[] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA };
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glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
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}
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if (!mesh.textures[1])
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{
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#ifdef DEBUG
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Log::error("Materials", "No detail/lightmap texture provided for detail/lightmap material.");
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#endif
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mesh.textures[1] = getUnicolorTexture(video::SColor(255, 255, 255, 255));
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}
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compressTexture(mesh.textures[1], true);
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setTexture(MeshShader::DetailledObjectPass2Shader::TU_detail, getTextureGLuint(mesh.textures[1]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
|
||||
draw<MeshShader::DetailledObjectPass2Shader>(mesh, GroupedSM<SM_DETAILS>::MVPSet[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -637,25 +808,112 @@ void IrrDriver::renderTransparent()
|
||||
TransparentMeshes<TM_ADDITIVE>::reset();
|
||||
m_scene_manager->drawAll(scene::ESNRP_TRANSPARENT);
|
||||
|
||||
glBindVertexArray(getVAO(EVT_STANDARD));
|
||||
|
||||
if (World::getWorld() && World::getWorld()->isFogEnabled())
|
||||
{
|
||||
const Track * const track = World::getWorld()->getTrack();
|
||||
|
||||
// This function is only called once per frame - thus no need for setters.
|
||||
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();
|
||||
|
||||
core::vector3df col(tmpcol.getRed() / 255.0f,
|
||||
tmpcol.getGreen() / 255.0f,
|
||||
tmpcol.getBlue() / 255.0f);
|
||||
|
||||
glUseProgram(MeshShader::TransparentFogShader::Program);
|
||||
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
||||
for (unsigned i = 0; i < TransparentMeshes<TM_DEFAULT>::MeshSet.size(); i++)
|
||||
drawTransparentFogObject(*TransparentMeshes<TM_DEFAULT>::MeshSet[i], TransparentMeshes<TM_DEFAULT>::MVPSet[i], TransparentMeshes<TM_DEFAULT>::MeshSet[i]->TextureMatrix);
|
||||
{
|
||||
const GLMesh &mesh = *TransparentMeshes<TM_DEFAULT>::MeshSet[i];
|
||||
if (mesh.VAOType != EVT_STANDARD)
|
||||
{
|
||||
#ifdef DEBUG
|
||||
Log::error("Materials", "Wrong vertex Type associed to fog + transparent blend (hint texture : %s)", mesh.textures[0]->getName().getPath().c_str());
|
||||
#endif
|
||||
glBindVertexArray(getVAO(mesh.VAOType));
|
||||
}
|
||||
|
||||
|
||||
if (mesh.textures[0] != NULL)
|
||||
{
|
||||
compressTexture(mesh.textures[0], true);
|
||||
setTexture(0, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
|
||||
}
|
||||
|
||||
draw<MeshShader::TransparentFogShader>(mesh, TransparentMeshes<TM_DEFAULT>::MVPSet[i], TransparentMeshes<TM_DEFAULT>::MeshSet[i]->TextureMatrix, fogmax, startH, endH, start, end, col, Camera::getCamera(0)->getCameraSceneNode()->getAbsolutePosition(), 0);
|
||||
if (mesh.VAOType != EVT_STANDARD)
|
||||
glBindVertexArray(getVAO(EVT_STANDARD));
|
||||
}
|
||||
glBlendFunc(GL_ONE, GL_ONE);
|
||||
for (unsigned i = 0; i < TransparentMeshes<TM_ADDITIVE>::MeshSet.size(); i++)
|
||||
drawTransparentFogObject(*TransparentMeshes<TM_ADDITIVE>::MeshSet[i], TransparentMeshes<TM_ADDITIVE>::MVPSet[i], TransparentMeshes<TM_ADDITIVE>::MeshSet[i]->TextureMatrix);
|
||||
{
|
||||
const GLMesh &mesh = *TransparentMeshes<TM_ADDITIVE>::MeshSet[i];
|
||||
if (mesh.VAOType != EVT_STANDARD)
|
||||
{
|
||||
#ifdef DEBUG
|
||||
Log::error("Materials", "Wrong vertex Type associed to fog + transparent additive (hint texture : %s)", mesh.textures[0]->getName().getPath().c_str());
|
||||
#endif
|
||||
glBindVertexArray(getVAO(mesh.VAOType));
|
||||
}
|
||||
glBindVertexArray(getVAO(mesh.VAOType));
|
||||
|
||||
if (mesh.textures[0] != NULL)
|
||||
{
|
||||
compressTexture(mesh.textures[0], true);
|
||||
setTexture(0, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
|
||||
}
|
||||
|
||||
draw<MeshShader::TransparentFogShader>(mesh, TransparentMeshes<TM_ADDITIVE>::MVPSet[i], TransparentMeshes<TM_ADDITIVE>::MeshSet[i]->TextureMatrix, fogmax, startH, endH, start, end, col, Camera::getCamera(0)->getCameraSceneNode()->getAbsolutePosition(), 0);
|
||||
if (mesh.VAOType != EVT_STANDARD)
|
||||
glBindVertexArray(getVAO(EVT_STANDARD));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
glUseProgram(MeshShader::TransparentShader::Program);
|
||||
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
||||
for (unsigned i = 0; i < TransparentMeshes<TM_DEFAULT>::MeshSet.size(); i++)
|
||||
drawTransparentObject(*TransparentMeshes<TM_DEFAULT>::MeshSet[i], TransparentMeshes<TM_DEFAULT>::MVPSet[i], TransparentMeshes<TM_DEFAULT>::MeshSet[i]->TextureMatrix);
|
||||
{
|
||||
const GLMesh &mesh = *TransparentMeshes<TM_DEFAULT>::MeshSet[i];
|
||||
if (mesh.VAOType != EVT_STANDARD)
|
||||
{
|
||||
#ifdef DEBUG
|
||||
Log::error("Materials", "Wrong vertex Type associed to fog + transparent additive (hint texture : %s)", mesh.textures[0]->getName().getPath().c_str());
|
||||
#endif
|
||||
glBindVertexArray(getVAO(mesh.VAOType));
|
||||
}
|
||||
glBindVertexArray(getVAO(mesh.VAOType));
|
||||
compressTexture(mesh.textures[0], true);
|
||||
setTexture(0, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
|
||||
draw<MeshShader::TransparentShader>(mesh, TransparentMeshes<TM_DEFAULT>::MVPSet[i], TransparentMeshes<TM_DEFAULT>::MeshSet[i]->TextureMatrix, 0);
|
||||
if (mesh.VAOType != EVT_STANDARD)
|
||||
glBindVertexArray(getVAO(EVT_STANDARD));
|
||||
}
|
||||
|
||||
glBlendFunc(GL_ONE, GL_ONE);
|
||||
for (unsigned i = 0; i < TransparentMeshes<TM_ADDITIVE>::MeshSet.size(); i++)
|
||||
drawTransparentObject(*TransparentMeshes<TM_ADDITIVE>::MeshSet[i], TransparentMeshes<TM_ADDITIVE>::MVPSet[i], TransparentMeshes<TM_ADDITIVE>::MeshSet[i]->TextureMatrix);
|
||||
{
|
||||
const GLMesh &mesh = *TransparentMeshes<TM_ADDITIVE>::MeshSet[i];
|
||||
if (mesh.VAOType != EVT_STANDARD)
|
||||
{
|
||||
#ifdef DEBUG
|
||||
Log::error("Materials", "Wrong vertex Type associed to fog + transparent additive (hint texture : %s)", mesh.textures[0]->getName().getPath().c_str());
|
||||
#endif
|
||||
glBindVertexArray(getVAO(mesh.VAOType));
|
||||
}
|
||||
glBindVertexArray(getVAO(mesh.VAOType));
|
||||
compressTexture(mesh.textures[0], true);
|
||||
setTexture(0, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
|
||||
draw<MeshShader::TransparentShader>(mesh, TransparentMeshes<TM_ADDITIVE>::MVPSet[i], TransparentMeshes<TM_ADDITIVE>::MeshSet[i]->TextureMatrix, 0);
|
||||
if (mesh.VAOType != EVT_STANDARD)
|
||||
glBindVertexArray(getVAO(EVT_STANDARD));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -857,9 +1115,6 @@ void IrrDriver::computeCameraMatrix(scene::ICameraSceneNode * const camnode, siz
|
||||
|
||||
void IrrDriver::renderShadows()
|
||||
{
|
||||
GroupedFPSM<FPSM_DEFAULT>::reset();
|
||||
GroupedFPSM<FPSM_ALPHA_REF_TEXTURE>::reset();
|
||||
GroupedFPSM<FPSM_NORMAL_MAP>::reset();
|
||||
irr_driver->setPhase(SHADOW_PASS);
|
||||
glDisable(GL_BLEND);
|
||||
glEnable(GL_POLYGON_OFFSET_FILL);
|
||||
@ -873,12 +1128,18 @@ void IrrDriver::renderShadows()
|
||||
m_scene_manager->drawAll(scene::ESNRP_SOLID);
|
||||
|
||||
glUseProgram(MeshShader::ShadowShader::Program);
|
||||
for (unsigned i = 0; i < GroupedFPSM<FPSM_DEFAULT>::MeshSet.size(); ++i)
|
||||
drawShadow(*GroupedFPSM<FPSM_DEFAULT>::MeshSet[i], GroupedFPSM<FPSM_DEFAULT>::MVPSet[i]);
|
||||
glBindVertexArray(getVAO(EVT_STANDARD));
|
||||
for (unsigned i = 0; i < GroupedFPSM<FPSM_DEFAULT_STANDARD>::MeshSet.size(); ++i)
|
||||
drawShadow(*GroupedFPSM<FPSM_DEFAULT_STANDARD>::MeshSet[i], GroupedFPSM<FPSM_DEFAULT_STANDARD>::MVPSet[i]);
|
||||
glBindVertexArray(getVAO(EVT_2TCOORDS));
|
||||
for (unsigned i = 0; i < GroupedFPSM<FPSM_DEFAULT_2TCOORD>::MeshSet.size(); ++i)
|
||||
drawShadow(*GroupedFPSM<FPSM_DEFAULT_2TCOORD>::MeshSet[i], GroupedFPSM<FPSM_DEFAULT_2TCOORD>::MVPSet[i]);
|
||||
glBindVertexArray(getVAO(EVT_TANGENTS));
|
||||
for (unsigned i = 0; i < GroupedFPSM<FPSM_NORMAL_MAP>::MeshSet.size(); ++i)
|
||||
drawShadow(*GroupedFPSM<FPSM_NORMAL_MAP>::MeshSet[i], GroupedFPSM<FPSM_NORMAL_MAP>::MVPSet[i]);
|
||||
|
||||
glUseProgram(MeshShader::RefShadowShader::Program);
|
||||
glBindVertexArray(getVAO(EVT_STANDARD));
|
||||
for (unsigned i = 0; i < GroupedFPSM<FPSM_ALPHA_REF_TEXTURE>::MeshSet.size(); ++i)
|
||||
drawShadowRef(*GroupedFPSM<FPSM_ALPHA_REF_TEXTURE>::MeshSet[i], GroupedFPSM<FPSM_ALPHA_REF_TEXTURE>::MVPSet[i]);
|
||||
|
||||
@ -891,14 +1152,14 @@ void IrrDriver::renderShadows()
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
glUseProgram(MeshShader::RSMShader::Program);
|
||||
for (unsigned i = 0; i < GroupedFPSM<FPSM_DEFAULT>::MeshSet.size(); ++i)
|
||||
for (unsigned i = 0; i < GroupedFPSM<FPSM_DEFAULT_STANDARD>::MeshSet.size(); ++i)
|
||||
{
|
||||
const GLMesh mesh = *GroupedFPSM<FPSM_DEFAULT>::MeshSet[i];
|
||||
const GLMesh mesh = *GroupedFPSM<FPSM_DEFAULT_STANDARD>::MeshSet[i];
|
||||
if (!mesh.textures[0])
|
||||
continue;
|
||||
compressTexture(mesh.textures[0], true);
|
||||
setTexture(0, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
|
||||
draw<MeshShader::RSMShader>(mesh, mesh.vao, rsm_matrix, GroupedFPSM<FPSM_DEFAULT>::MVPSet[i], 0);
|
||||
draw<MeshShader::RSMShader>(mesh, rsm_matrix, GroupedFPSM<FPSM_DEFAULT_STANDARD>::MVPSet[i], 0);
|
||||
}
|
||||
}
|
||||
|
||||
@ -954,6 +1215,7 @@ void IrrDriver::renderGlow(std::vector<GlowData>& glows)
|
||||
glDepthMask(GL_FALSE);
|
||||
glDisable(GL_BLEND);
|
||||
|
||||
glBindVertexArray(getVAO(EVT_STANDARD));
|
||||
for (u32 i = 0; i < glowcount; i++)
|
||||
{
|
||||
const GlowData &dat = glows[i];
|
||||
@ -1661,6 +1923,7 @@ void IrrDriver::renderDisplacement()
|
||||
glStencilFunc(GL_ALWAYS, 1, 0xFF);
|
||||
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
|
||||
|
||||
glBindVertexArray(getVAO(EVT_2TCOORDS));
|
||||
for (int i = 0; i < displacingcount; i++)
|
||||
{
|
||||
m_scene_manager->setCurrentRendertime(scene::ESNRP_TRANSPARENT);
|
||||
|
@ -93,17 +93,19 @@ void STKAnimatedMesh::render()
|
||||
if (rnd->isTransparent())
|
||||
{
|
||||
TransparentMaterial TranspMat = MaterialTypeToTransparentMaterial(type, MaterialTypeParam);
|
||||
initvaostate(mesh, TranspMat);
|
||||
TransparentMesh[TranspMat].push_back(&mesh);
|
||||
}
|
||||
else
|
||||
{
|
||||
GeometricMaterial GeometricType = MaterialTypeToGeometricMaterial(type);
|
||||
ShadedMaterial ShadedType = MaterialTypeToShadedMaterial(type, mesh.textures);
|
||||
initvaostate(mesh, GeometricType, ShadedType);
|
||||
GeometricMaterial GeometricType = MaterialTypeToGeometricMaterial(type, mb->getVertexType());
|
||||
ShadedMaterial ShadedType = MaterialTypeToShadedMaterial(type, mesh.textures, mb->getVertexType());
|
||||
GeometricMesh[GeometricType].push_back(&mesh);
|
||||
ShadedMesh[ShadedType].push_back(&mesh);
|
||||
}
|
||||
std::pair<unsigned, unsigned> p = getVAOOffsetAndBase(mb);
|
||||
mesh.vaoBaseVertex = p.first;
|
||||
mesh.vaoOffset = p.second;
|
||||
mesh.VAOType = mb->getVertexType();
|
||||
}
|
||||
}
|
||||
firstTime = false;
|
||||
@ -117,8 +119,9 @@ void STKAnimatedMesh::render()
|
||||
if (irr_driver->getPhase() == SOLID_NORMAL_AND_DEPTH_PASS)
|
||||
{
|
||||
glBindVertexArray(0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, GLmeshes[i].vertex_buffer);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, 0, mb->getVertexCount() * GLmeshes[i].Stride, mb->getVertices());
|
||||
glBindBuffer(GL_ARRAY_BUFFER, getVBO(mb->getVertexType()));
|
||||
glBufferSubData(GL_ARRAY_BUFFER, GLmeshes[i].vaoBaseVertex * GLmeshes[i].Stride, mb->getVertexCount() * GLmeshes[i].Stride, mb->getVertices());
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
}
|
||||
}
|
||||
if (mb)
|
||||
@ -133,7 +136,7 @@ void STKAnimatedMesh::render()
|
||||
continue;
|
||||
}
|
||||
|
||||
if (irr_driver->getPhase() == SOLID_NORMAL_AND_DEPTH_PASS || irr_driver->getPhase() == SHADOW_PASS)
|
||||
if (irr_driver->getPhase() == SOLID_NORMAL_AND_DEPTH_PASS)
|
||||
{
|
||||
ModelViewProjectionMatrix = computeMVP(AbsoluteTransformation);
|
||||
TransposeInverseModelView = computeTIMV(AbsoluteTransformation);
|
||||
@ -141,11 +144,18 @@ void STKAnimatedMesh::render()
|
||||
AbsoluteTransformation.getInverse(invmodel);
|
||||
|
||||
GLMesh* mesh;
|
||||
for_in(mesh, GeometricMesh[FPSM_DEFAULT])
|
||||
for_in(mesh, GeometricMesh[FPSM_DEFAULT_STANDARD])
|
||||
{
|
||||
GroupedFPSM<FPSM_DEFAULT>::MeshSet.push_back(mesh);
|
||||
GroupedFPSM<FPSM_DEFAULT>::MVPSet.push_back(AbsoluteTransformation);
|
||||
GroupedFPSM<FPSM_DEFAULT>::TIMVSet.push_back(invmodel);
|
||||
GroupedFPSM<FPSM_DEFAULT_STANDARD>::MeshSet.push_back(mesh);
|
||||
GroupedFPSM<FPSM_DEFAULT_STANDARD>::MVPSet.push_back(AbsoluteTransformation);
|
||||
GroupedFPSM<FPSM_DEFAULT_STANDARD>::TIMVSet.push_back(invmodel);
|
||||
}
|
||||
|
||||
for_in(mesh, GeometricMesh[FPSM_DEFAULT_2TCOORD])
|
||||
{
|
||||
GroupedFPSM<FPSM_DEFAULT_2TCOORD>::MeshSet.push_back(mesh);
|
||||
GroupedFPSM<FPSM_DEFAULT_2TCOORD>::MVPSet.push_back(AbsoluteTransformation);
|
||||
GroupedFPSM<FPSM_DEFAULT_2TCOORD>::TIMVSet.push_back(invmodel);
|
||||
}
|
||||
|
||||
for_in(mesh, GeometricMesh[FPSM_ALPHA_REF_TEXTURE])
|
||||
@ -164,11 +174,18 @@ void STKAnimatedMesh::render()
|
||||
AbsoluteTransformation.getInverse(invmodel);
|
||||
|
||||
GLMesh* mesh;
|
||||
for_in(mesh, ShadedMesh[SM_DEFAULT])
|
||||
for_in(mesh, ShadedMesh[SM_DEFAULT_STANDARD])
|
||||
{
|
||||
GroupedSM<SM_DEFAULT>::MeshSet.push_back(mesh);
|
||||
GroupedSM<SM_DEFAULT>::MVPSet.push_back(AbsoluteTransformation);
|
||||
GroupedSM<SM_DEFAULT>::TIMVSet.push_back(invmodel);
|
||||
GroupedSM<SM_DEFAULT_STANDARD>::MeshSet.push_back(mesh);
|
||||
GroupedSM<SM_DEFAULT_STANDARD>::MVPSet.push_back(AbsoluteTransformation);
|
||||
GroupedSM<SM_DEFAULT_STANDARD>::TIMVSet.push_back(invmodel);
|
||||
}
|
||||
|
||||
for_in(mesh, ShadedMesh[SM_DEFAULT_TANGENT])
|
||||
{
|
||||
GroupedSM<SM_DEFAULT_TANGENT>::MeshSet.push_back(mesh);
|
||||
GroupedSM<SM_DEFAULT_TANGENT>::MVPSet.push_back(AbsoluteTransformation);
|
||||
GroupedSM<SM_DEFAULT_TANGENT>::TIMVSet.push_back(invmodel);
|
||||
}
|
||||
|
||||
for_in(mesh, ShadedMesh[SM_ALPHA_REF_TEXTURE])
|
||||
|
@ -50,6 +50,7 @@ void STKInstancedSceneNode::createGLMeshes()
|
||||
{
|
||||
scene::IMeshBuffer* mb = Mesh->getMeshBuffer(i);
|
||||
GLmeshes.push_back(allocateMeshBuffer(mb));
|
||||
fillLocalBuffer(GLmeshes.back(), mb);
|
||||
}
|
||||
isMaterialInitialized = false;
|
||||
}
|
||||
@ -98,8 +99,8 @@ void STKInstancedSceneNode::setFirstTimeMaterial()
|
||||
video::E_MATERIAL_TYPE type = mb->getMaterial().MaterialType;
|
||||
|
||||
GLMesh &mesh = GLmeshes[i];
|
||||
GeometricMaterial GeometricType = MaterialTypeToGeometricMaterial(type);
|
||||
ShadedMaterial ShadedType = MaterialTypeToShadedMaterial(type, mesh.textures);
|
||||
GeometricMaterial GeometricType = MaterialTypeToGeometricMaterial(type, mb->getVertexType());
|
||||
ShadedMaterial ShadedType = MaterialTypeToShadedMaterial(type, mesh.textures, mb->getVertexType());
|
||||
initinstancedvaostate(mesh, GeometricType, ShadedType);
|
||||
GeometricMesh[GeometricType].push_back(&mesh);
|
||||
ShadedMesh[ShadedType].push_back(&mesh);
|
||||
@ -302,10 +303,10 @@ void STKInstancedSceneNode::render()
|
||||
ModelViewProjectionMatrix = irr_driver->getProjMatrix();
|
||||
ModelViewProjectionMatrix *= irr_driver->getViewMatrix();
|
||||
|
||||
if (!GeometricMesh[FPSM_DEFAULT].empty())
|
||||
if (!GeometricMesh[FPSM_DEFAULT_STANDARD].empty())
|
||||
glUseProgram(MeshShader::InstancedObjectPass1Shader::Program);
|
||||
for (unsigned i = 0; i < GeometricMesh[FPSM_DEFAULT].size(); i++)
|
||||
drawFSPMDefault(*GeometricMesh[FPSM_DEFAULT][i], instance_pos.size() / 9);
|
||||
for (unsigned i = 0; i < GeometricMesh[FPSM_DEFAULT_STANDARD].size(); i++)
|
||||
drawFSPMDefault(*GeometricMesh[FPSM_DEFAULT_STANDARD][i], instance_pos.size() / 9);
|
||||
|
||||
if (!GeometricMesh[FPSM_ALPHA_REF_TEXTURE].empty())
|
||||
glUseProgram(MeshShader::InstancedObjectRefPass1Shader::Program);
|
||||
@ -322,10 +323,10 @@ void STKInstancedSceneNode::render()
|
||||
|
||||
if (irr_driver->getPhase() == SOLID_LIT_PASS)
|
||||
{
|
||||
if (!ShadedMesh[SM_DEFAULT].empty())
|
||||
if (!ShadedMesh[SM_DEFAULT_STANDARD].empty())
|
||||
glUseProgram(MeshShader::InstancedObjectPass2Shader::Program);
|
||||
for (unsigned i = 0; i < ShadedMesh[FPSM_DEFAULT].size(); i++)
|
||||
drawSMDefault(*ShadedMesh[FPSM_DEFAULT][i], ModelViewProjectionMatrix, instance_pos.size() / 9);
|
||||
for (unsigned i = 0; i < ShadedMesh[SM_DEFAULT_STANDARD].size(); i++)
|
||||
drawSMDefault(*ShadedMesh[SM_DEFAULT_STANDARD][i], ModelViewProjectionMatrix, instance_pos.size() / 9);
|
||||
|
||||
if (!ShadedMesh[SM_ALPHA_REF_TEXTURE].empty())
|
||||
glUseProgram(MeshShader::InstancedObjectRefPass2Shader::Program);
|
||||
@ -341,10 +342,10 @@ void STKInstancedSceneNode::render()
|
||||
|
||||
if (irr_driver->getPhase() == SHADOW_PASS)
|
||||
{
|
||||
if (!GeometricMesh[FPSM_DEFAULT].empty())
|
||||
if (!GeometricMesh[FPSM_DEFAULT_STANDARD].empty())
|
||||
glUseProgram(MeshShader::InstancedShadowShader::Program);
|
||||
for (unsigned i = 0; i < GeometricMesh[FPSM_DEFAULT].size(); i++)
|
||||
drawShadowDefault(*GeometricMesh[FPSM_DEFAULT][i], instance_pos.size() / 9);
|
||||
for (unsigned i = 0; i < GeometricMesh[FPSM_DEFAULT_STANDARD].size(); i++)
|
||||
drawShadowDefault(*GeometricMesh[FPSM_DEFAULT_STANDARD][i], instance_pos.size() / 9);
|
||||
|
||||
if (!GeometricMesh[FPSM_ALPHA_REF_TEXTURE].empty())
|
||||
glUseProgram(MeshShader::InstancedRefShadowShader::Program);
|
||||
|
@ -9,7 +9,7 @@
|
||||
#include "graphics/camera.hpp"
|
||||
#include "modes/world.hpp"
|
||||
|
||||
GeometricMaterial MaterialTypeToGeometricMaterial(video::E_MATERIAL_TYPE MaterialType)
|
||||
GeometricMaterial MaterialTypeToGeometricMaterial(video::E_MATERIAL_TYPE MaterialType, video::E_VERTEX_TYPE tp)
|
||||
{
|
||||
if (MaterialType == irr_driver->getShader(ES_NORMAL_MAP))
|
||||
return FPSM_NORMAL_MAP;
|
||||
@ -17,11 +17,13 @@ GeometricMaterial MaterialTypeToGeometricMaterial(video::E_MATERIAL_TYPE Materia
|
||||
return FPSM_ALPHA_REF_TEXTURE;
|
||||
else if (MaterialType == irr_driver->getShader(ES_GRASS) || MaterialType == irr_driver->getShader(ES_GRASS_REF))
|
||||
return FPSM_GRASS;
|
||||
else
|
||||
return FPSM_DEFAULT;
|
||||
else if (tp == video::EVT_2TCOORDS)
|
||||
return FPSM_DEFAULT_2TCOORD;
|
||||
assert(tp == video::EVT_STANDARD);
|
||||
return FPSM_DEFAULT_STANDARD;
|
||||
}
|
||||
|
||||
ShadedMaterial MaterialTypeToShadedMaterial(video::E_MATERIAL_TYPE type, video::ITexture **textures)
|
||||
ShadedMaterial MaterialTypeToShadedMaterial(video::E_MATERIAL_TYPE type, video::ITexture **textures, video::E_VERTEX_TYPE tp)
|
||||
{
|
||||
if (type == irr_driver->getShader(ES_SPHERE_MAP))
|
||||
return SM_SPHEREMAP;
|
||||
@ -35,10 +37,11 @@ ShadedMaterial MaterialTypeToShadedMaterial(video::E_MATERIAL_TYPE type, video::
|
||||
return SM_GRASS;
|
||||
else if (type == irr_driver->getShader(ES_OBJECT_UNLIT))
|
||||
return SM_UNLIT;
|
||||
else if (textures[1] && type != irr_driver->getShader(ES_NORMAL_MAP))
|
||||
else if (tp == video::EVT_2TCOORDS)
|
||||
return SM_DETAILS;
|
||||
else
|
||||
return SM_DEFAULT;
|
||||
else if (tp == video::EVT_TANGENTS)
|
||||
return SM_DEFAULT_TANGENT;
|
||||
return SM_DEFAULT_STANDARD;
|
||||
}
|
||||
|
||||
TransparentMaterial MaterialTypeToTransparentMaterial(video::E_MATERIAL_TYPE type, f32 MaterialTypeParam)
|
||||
@ -137,46 +140,28 @@ GLMesh allocateMeshBuffer(scene::IMeshBuffer* mb)
|
||||
GLMesh result = {};
|
||||
if (!mb)
|
||||
return result;
|
||||
glBindVertexArray(0);
|
||||
glGenBuffers(1, &(result.vertex_buffer));
|
||||
glGenBuffers(1, &(result.index_buffer));
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, result.vertex_buffer);
|
||||
const void* vertices = mb->getVertices();
|
||||
const u32 vertexCount = mb->getVertexCount();
|
||||
const irr::video::E_VERTEX_TYPE vType = mb->getVertexType();
|
||||
result.Stride = getVertexPitchFromType(vType);
|
||||
const c8* vbuf = static_cast<const c8*>(vertices);
|
||||
glBufferData(GL_ARRAY_BUFFER, vertexCount * result.Stride, vbuf, GL_STATIC_DRAW);
|
||||
assert(vertexCount);
|
||||
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, result.index_buffer);
|
||||
const void* indices = mb->getIndices();
|
||||
u32 indexCount = mb->getIndexCount();
|
||||
size_t indexSize = 0;
|
||||
result.IndexCount = mb->getIndexCount();
|
||||
switch (mb->getIndexType())
|
||||
{
|
||||
case irr::video::EIT_16BIT:
|
||||
{
|
||||
indexSize = sizeof(u16);
|
||||
result.IndexType = GL_UNSIGNED_SHORT;
|
||||
break;
|
||||
}
|
||||
case irr::video::EIT_32BIT:
|
||||
{
|
||||
indexSize = sizeof(u32);
|
||||
result.IndexType = GL_UNSIGNED_INT;
|
||||
break;
|
||||
}
|
||||
default:
|
||||
{
|
||||
assert(0 && "Wrong index size");
|
||||
}
|
||||
case irr::video::EIT_16BIT:
|
||||
{
|
||||
result.IndexType = GL_UNSIGNED_SHORT;
|
||||
break;
|
||||
}
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount * indexSize, indices, GL_STATIC_DRAW);
|
||||
case irr::video::EIT_32BIT:
|
||||
{
|
||||
result.IndexType = GL_UNSIGNED_INT;
|
||||
break;
|
||||
}
|
||||
default:
|
||||
{
|
||||
assert(0 && "Wrong index size");
|
||||
}
|
||||
}
|
||||
result.VAOType = mb->getVertexType();
|
||||
result.Stride = getVertexPitchFromType(result.VAOType);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
|
||||
result.IndexCount = mb->getIndexCount();
|
||||
switch (mb->getPrimitiveType())
|
||||
@ -210,6 +195,44 @@ GLMesh allocateMeshBuffer(scene::IMeshBuffer* mb)
|
||||
return result;
|
||||
}
|
||||
|
||||
static
|
||||
size_t getUnsignedSize(unsigned tp)
|
||||
{
|
||||
switch (tp)
|
||||
{
|
||||
case GL_UNSIGNED_SHORT:
|
||||
return sizeof(u16);
|
||||
case GL_UNSIGNED_INT:
|
||||
return sizeof(u32);
|
||||
default:
|
||||
assert(0 && "Unsupported index type");
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
void fillLocalBuffer(GLMesh &mesh, scene::IMeshBuffer* mb)
|
||||
{
|
||||
glBindVertexArray(0);
|
||||
glGenBuffers(1, &(mesh.vertex_buffer));
|
||||
glGenBuffers(1, &(mesh.index_buffer));
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, mesh.vertex_buffer);
|
||||
const void* vertices = mb->getVertices();
|
||||
const u32 vertexCount = mb->getVertexCount();
|
||||
|
||||
const c8* vbuf = static_cast<const c8*>(vertices);
|
||||
glBufferData(GL_ARRAY_BUFFER, vertexCount * mesh.Stride, vbuf, GL_STATIC_DRAW);
|
||||
assert(vertexCount);
|
||||
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh.index_buffer);
|
||||
const void* indices = mb->getIndices();
|
||||
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, mesh.IndexCount * getUnsignedSize(mesh.IndexType), indices, GL_STATIC_DRAW);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
}
|
||||
|
||||
|
||||
core::matrix4 computeMVP(const core::matrix4 &ModelMatrix)
|
||||
{
|
||||
@ -243,149 +266,93 @@ void drawGrassPass1(const GLMesh &mesh, const core::matrix4 & ModelViewProjectio
|
||||
GLenum ptype = mesh.PrimitiveType;
|
||||
GLenum itype = mesh.IndexType;
|
||||
size_t count = mesh.IndexCount;
|
||||
assert(mesh.VAOType == video::EVT_STANDARD);
|
||||
|
||||
compressTexture(mesh.textures[0], true);
|
||||
setTexture(0, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
|
||||
|
||||
MeshShader::GrassPass1Shader::setUniforms(ModelViewProjectionMatrix, TransposeInverseModelView, windDir, 0);
|
||||
|
||||
assert(mesh.vao);
|
||||
glBindVertexArray(mesh.vao);
|
||||
glDrawElements(ptype, count, itype, 0);
|
||||
glDrawElementsBaseVertex(ptype, count, itype, (GLvoid *)mesh.vaoOffset, mesh.vaoBaseVertex);
|
||||
}
|
||||
|
||||
void drawSphereMap(const GLMesh &mesh, const core::matrix4 &ModelMatrix, const core::matrix4 &InverseModelMatrix)
|
||||
{
|
||||
irr_driver->IncreaseObjectCount();
|
||||
GLenum ptype = mesh.PrimitiveType;
|
||||
GLenum itype = mesh.IndexType;
|
||||
size_t count = mesh.IndexCount;
|
||||
|
||||
compressTexture(mesh.textures[0], true);
|
||||
if (irr_driver->getLightViz())
|
||||
{
|
||||
GLint swizzleMask[] = { GL_ONE, GL_ONE, GL_ONE, GL_ALPHA };
|
||||
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
|
||||
}
|
||||
else
|
||||
{
|
||||
GLint swizzleMask[] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA };
|
||||
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
|
||||
}
|
||||
setTexture(MeshShader::SphereMapShader::TU_tex, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
|
||||
|
||||
MeshShader::SphereMapShader::setUniforms(ModelMatrix, InverseModelMatrix, irr_driver->getSceneManager()->getAmbientLight());
|
||||
assert(mesh.vao);
|
||||
glBindVertexArray(mesh.vao);
|
||||
glDrawElements(ptype, count, itype, 0);
|
||||
}
|
||||
|
||||
void drawSplatting(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix)
|
||||
{
|
||||
irr_driver->IncreaseObjectCount();
|
||||
GLenum ptype = mesh.PrimitiveType;
|
||||
GLenum itype = mesh.IndexType;
|
||||
size_t count = mesh.IndexCount;
|
||||
GLenum ptype = mesh.PrimitiveType;
|
||||
GLenum itype = mesh.IndexType;
|
||||
size_t count = mesh.IndexCount;
|
||||
|
||||
// Texlayout
|
||||
compressTexture(mesh.textures[1], true);
|
||||
setTexture(MeshShader::SplattingShader::TU_tex_layout, getTextureGLuint(mesh.textures[1]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
|
||||
if (irr_driver->getLightViz())
|
||||
{
|
||||
GLint swizzleMask[] = {GL_ONE, GL_ONE, GL_ONE, GL_ALPHA};
|
||||
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
|
||||
}
|
||||
else
|
||||
{
|
||||
GLint swizzleMask[] = {GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA};
|
||||
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
|
||||
}
|
||||
//Tex detail0
|
||||
compressTexture(mesh.textures[2], true);
|
||||
setTexture(MeshShader::SplattingShader::TU_tex_detail0, getTextureGLuint(mesh.textures[2]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
|
||||
if (irr_driver->getLightViz())
|
||||
{
|
||||
GLint swizzleMask[] = {GL_ONE, GL_ONE, GL_ONE, GL_ALPHA};
|
||||
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
|
||||
}
|
||||
else
|
||||
{
|
||||
GLint swizzleMask[] = {GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA};
|
||||
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
|
||||
}
|
||||
//Tex detail1
|
||||
compressTexture(mesh.textures[3], true);
|
||||
setTexture(MeshShader::SplattingShader::TU_tex_detail1, getTextureGLuint(mesh.textures[3]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
|
||||
if (irr_driver->getLightViz())
|
||||
{
|
||||
GLint swizzleMask[] = {GL_ONE, GL_ONE, GL_ONE, GL_ALPHA};
|
||||
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
|
||||
}
|
||||
else
|
||||
{
|
||||
GLint swizzleMask[] = {GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA};
|
||||
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
|
||||
}
|
||||
compressTexture(mesh.textures[4], true);
|
||||
//Tex detail2
|
||||
setTexture(MeshShader::SplattingShader::TU_tex_detail2, getTextureGLuint(mesh.textures[4]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
|
||||
if (irr_driver->getLightViz())
|
||||
{
|
||||
GLint swizzleMask[] = {GL_ONE, GL_ONE, GL_ONE, GL_ALPHA};
|
||||
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
|
||||
}
|
||||
else
|
||||
{
|
||||
GLint swizzleMask[] = {GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA};
|
||||
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
|
||||
}
|
||||
//Tex detail3
|
||||
compressTexture(mesh.textures[5], true);
|
||||
setTexture(MeshShader::SplattingShader::TU_tex_detail3, getTextureGLuint(mesh.textures[5]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
|
||||
if (irr_driver->getLightViz())
|
||||
{
|
||||
GLint swizzleMask[] = {GL_ONE, GL_ONE, GL_ONE, GL_ALPHA};
|
||||
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
|
||||
}
|
||||
else
|
||||
{
|
||||
GLint swizzleMask[] = {GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA};
|
||||
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
|
||||
}
|
||||
// Texlayout
|
||||
compressTexture(mesh.textures[1], true);
|
||||
setTexture(MeshShader::SplattingShader::TU_tex_layout, getTextureGLuint(mesh.textures[1]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
|
||||
if (irr_driver->getLightViz())
|
||||
{
|
||||
GLint swizzleMask[] = {GL_ONE, GL_ONE, GL_ONE, GL_ALPHA};
|
||||
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
|
||||
}
|
||||
else
|
||||
{
|
||||
GLint swizzleMask[] = {GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA};
|
||||
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
|
||||
}
|
||||
//Tex detail0
|
||||
compressTexture(mesh.textures[2], true);
|
||||
setTexture(MeshShader::SplattingShader::TU_tex_detail0, getTextureGLuint(mesh.textures[2]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
|
||||
if (irr_driver->getLightViz())
|
||||
{
|
||||
GLint swizzleMask[] = {GL_ONE, GL_ONE, GL_ONE, GL_ALPHA};
|
||||
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
|
||||
}
|
||||
else
|
||||
{
|
||||
GLint swizzleMask[] = {GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA};
|
||||
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
|
||||
}
|
||||
//Tex detail1
|
||||
compressTexture(mesh.textures[3], true);
|
||||
setTexture(MeshShader::SplattingShader::TU_tex_detail1, getTextureGLuint(mesh.textures[3]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
|
||||
if (irr_driver->getLightViz())
|
||||
{
|
||||
GLint swizzleMask[] = { GL_ONE, GL_ONE, GL_ONE, GL_ALPHA };
|
||||
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
|
||||
}
|
||||
else
|
||||
{
|
||||
GLint swizzleMask[] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA };
|
||||
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
|
||||
}
|
||||
compressTexture(mesh.textures[4], true);
|
||||
//Tex detail2
|
||||
setTexture(MeshShader::SplattingShader::TU_tex_detail2, getTextureGLuint(mesh.textures[4]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
|
||||
if (irr_driver->getLightViz())
|
||||
{
|
||||
GLint swizzleMask[] = { GL_ONE, GL_ONE, GL_ONE, GL_ALPHA };
|
||||
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
|
||||
}
|
||||
else
|
||||
{
|
||||
GLint swizzleMask[] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA };
|
||||
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
|
||||
}
|
||||
//Tex detail3
|
||||
compressTexture(mesh.textures[5], true);
|
||||
setTexture(MeshShader::SplattingShader::TU_tex_detail3, getTextureGLuint(mesh.textures[5]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
|
||||
if (irr_driver->getLightViz())
|
||||
{
|
||||
GLint swizzleMask[] = { GL_ONE, GL_ONE, GL_ONE, GL_ALPHA };
|
||||
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
|
||||
}
|
||||
else
|
||||
{
|
||||
GLint swizzleMask[] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA };
|
||||
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
|
||||
}
|
||||
|
||||
MeshShader::SplattingShader::setUniforms(ModelViewProjectionMatrix);
|
||||
|
||||
assert(mesh.vao);
|
||||
glBindVertexArray(mesh.vao);
|
||||
glDrawElements(ptype, count, itype, 0);
|
||||
MeshShader::SplattingShader::setUniforms(ModelViewProjectionMatrix);
|
||||
glDrawElementsBaseVertex(ptype, count, itype, (GLvoid *)mesh.vaoOffset, mesh.vaoBaseVertex);
|
||||
}
|
||||
|
||||
void drawObjectRefPass2(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TextureMatrix)
|
||||
{
|
||||
irr_driver->IncreaseObjectCount();
|
||||
GLenum ptype = mesh.PrimitiveType;
|
||||
GLenum itype = mesh.IndexType;
|
||||
size_t count = mesh.IndexCount;
|
||||
|
||||
compressTexture(mesh.textures[0], true);
|
||||
setTexture(MeshShader::ObjectRefPass2Shader::TU_Albedo, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
|
||||
if (irr_driver->getLightViz())
|
||||
{
|
||||
GLint swizzleMask[] = {GL_ONE, GL_ONE, GL_ONE, GL_ALPHA};
|
||||
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
|
||||
}
|
||||
else
|
||||
{
|
||||
GLint swizzleMask[] = {GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA};
|
||||
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
|
||||
}
|
||||
|
||||
MeshShader::ObjectRefPass2Shader::setUniforms(ModelViewProjectionMatrix, TextureMatrix);
|
||||
|
||||
assert(mesh.vao);
|
||||
glBindVertexArray(mesh.vao);
|
||||
glDrawElements(ptype, count, itype, 0);
|
||||
}
|
||||
|
||||
void drawGrassPass2(const GLMesh &mesh, const core::matrix4 & ModelViewProjectionMatrix, core::vector3df windDir)
|
||||
{
|
||||
@ -393,7 +360,10 @@ void drawGrassPass2(const GLMesh &mesh, const core::matrix4 & ModelViewProjectio
|
||||
GLenum ptype = mesh.PrimitiveType;
|
||||
GLenum itype = mesh.IndexType;
|
||||
size_t count = mesh.IndexCount;
|
||||
assert(mesh.VAOType == video::EVT_STANDARD);
|
||||
|
||||
if (!mesh.textures[0])
|
||||
const_cast<GLMesh &>(mesh).textures[0] = getUnicolorTexture(video::SColor(255, 255, 255, 255));
|
||||
compressTexture(mesh.textures[0], true);
|
||||
setTexture(MeshShader::GrassPass2Shader::TU_Albedo, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
|
||||
if (irr_driver->getLightViz())
|
||||
@ -408,136 +378,7 @@ void drawGrassPass2(const GLMesh &mesh, const core::matrix4 & ModelViewProjectio
|
||||
}
|
||||
|
||||
MeshShader::GrassPass2Shader::setUniforms(ModelViewProjectionMatrix, windDir);
|
||||
|
||||
assert(mesh.vao);
|
||||
glBindVertexArray(mesh.vao);
|
||||
glDrawElements(ptype, count, itype, 0);
|
||||
}
|
||||
|
||||
void drawUntexturedObject(const GLMesh &mesh, const core::matrix4 &ModelMatrix)
|
||||
{
|
||||
irr_driver->IncreaseObjectCount();
|
||||
GLenum ptype = mesh.PrimitiveType;
|
||||
GLenum itype = mesh.IndexType;
|
||||
size_t count = mesh.IndexCount;
|
||||
|
||||
MeshShader::UntexturedObjectShader::setUniforms(ModelMatrix);
|
||||
|
||||
assert(mesh.vao);
|
||||
glBindVertexArray(mesh.vao);
|
||||
glDrawElements(ptype, count, itype, 0);
|
||||
}
|
||||
|
||||
void drawObjectRimLimit(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView, const core::matrix4 &TextureMatrix)
|
||||
{
|
||||
irr_driver->IncreaseObjectCount();
|
||||
GLenum ptype = mesh.PrimitiveType;
|
||||
GLenum itype = mesh.IndexType;
|
||||
size_t count = mesh.IndexCount;
|
||||
|
||||
compressTexture(mesh.textures[0], true);
|
||||
setTexture(MeshShader::ObjectRimLimitShader::TU_Albedo, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
|
||||
if (irr_driver->getLightViz())
|
||||
{
|
||||
GLint swizzleMask[] = { GL_ONE, GL_ONE, GL_ONE, GL_ALPHA };
|
||||
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
|
||||
}
|
||||
else
|
||||
{
|
||||
GLint swizzleMask[] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA };
|
||||
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
|
||||
}
|
||||
|
||||
MeshShader::ObjectRimLimitShader::setUniforms(ModelViewProjectionMatrix, TransposeInverseModelView, TextureMatrix);
|
||||
|
||||
assert(mesh.vao);
|
||||
glBindVertexArray(mesh.vao);
|
||||
glDrawElements(ptype, count, itype, 0);
|
||||
}
|
||||
|
||||
void drawObjectUnlit(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix)
|
||||
{
|
||||
irr_driver->IncreaseObjectCount();
|
||||
GLenum ptype = mesh.PrimitiveType;
|
||||
GLenum itype = mesh.IndexType;
|
||||
size_t count = mesh.IndexCount;
|
||||
|
||||
compressTexture(mesh.textures[0], true);
|
||||
setTexture(MeshShader::ObjectUnlitShader::TU_tex, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
|
||||
if (irr_driver->getLightViz())
|
||||
{
|
||||
GLint swizzleMask[] = { GL_ONE, GL_ONE, GL_ONE, GL_ALPHA };
|
||||
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
|
||||
}
|
||||
else
|
||||
{
|
||||
GLint swizzleMask[] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA };
|
||||
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
|
||||
}
|
||||
|
||||
MeshShader::ObjectUnlitShader::setUniforms(ModelViewProjectionMatrix);
|
||||
|
||||
assert(mesh.vao);
|
||||
glBindVertexArray(mesh.vao);
|
||||
glDrawElements(ptype, count, itype, 0);
|
||||
}
|
||||
|
||||
void drawDetailledObjectPass2(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix)
|
||||
{
|
||||
irr_driver->IncreaseObjectCount();
|
||||
GLenum ptype = mesh.PrimitiveType;
|
||||
GLenum itype = mesh.IndexType;
|
||||
size_t count = mesh.IndexCount;
|
||||
|
||||
compressTexture(mesh.textures[0], true);
|
||||
setTexture(MeshShader::DetailledObjectPass2Shader::TU_Albedo, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
|
||||
if (irr_driver->getLightViz())
|
||||
{
|
||||
GLint swizzleMask[] = {GL_ONE, GL_ONE, GL_ONE, GL_ALPHA};
|
||||
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
|
||||
}
|
||||
else
|
||||
{
|
||||
GLint swizzleMask[] = {GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA};
|
||||
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
|
||||
}
|
||||
compressTexture(mesh.textures[1], true);
|
||||
setTexture(MeshShader::DetailledObjectPass2Shader::TU_detail, getTextureGLuint(mesh.textures[1]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
|
||||
|
||||
MeshShader::DetailledObjectPass2Shader::setUniforms(ModelViewProjectionMatrix);
|
||||
|
||||
assert(mesh.vao);
|
||||
glBindVertexArray(mesh.vao);
|
||||
glDrawElements(ptype, count, itype, 0);
|
||||
}
|
||||
|
||||
void drawObjectPass2(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TextureMatrix)
|
||||
{
|
||||
irr_driver->IncreaseObjectCount();
|
||||
GLenum ptype = mesh.PrimitiveType;
|
||||
GLenum itype = mesh.IndexType;
|
||||
size_t count = mesh.IndexCount;
|
||||
|
||||
if (!mesh.textures[0])
|
||||
const_cast<GLMesh &>(mesh).textures[0] = getUnicolorTexture(video::SColor(255, 255, 255, 255));
|
||||
compressTexture(mesh.textures[0], true);
|
||||
setTexture(MeshShader::ObjectPass2Shader::TU_Albedo, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
|
||||
if (irr_driver->getLightViz())
|
||||
{
|
||||
GLint swizzleMask[] = { GL_ONE, GL_ONE, GL_ONE, GL_ALPHA };
|
||||
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
|
||||
}
|
||||
else
|
||||
{
|
||||
GLint swizzleMask[] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA };
|
||||
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
|
||||
}
|
||||
|
||||
MeshShader::ObjectPass2Shader::setUniforms(ModelViewProjectionMatrix, TextureMatrix);
|
||||
|
||||
assert(mesh.vao);
|
||||
glBindVertexArray(mesh.vao);
|
||||
glDrawElements(ptype, count, itype, 0);
|
||||
glDrawElementsBaseVertex(ptype, count, itype, (GLvoid *)mesh.vaoOffset, mesh.vaoBaseVertex);
|
||||
}
|
||||
|
||||
void drawTransparentObject(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TextureMatrix)
|
||||
@ -606,10 +447,7 @@ void drawBubble(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatr
|
||||
setTexture(0, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
|
||||
|
||||
MeshShader::BubbleShader::setUniforms(ModelViewProjectionMatrix, 0, time, transparency);
|
||||
|
||||
assert(mesh.vao);
|
||||
glBindVertexArray(mesh.vao);
|
||||
glDrawElements(ptype, count, itype, 0);
|
||||
glDrawElementsBaseVertex(ptype, count, itype, (GLvoid *)mesh.vaoOffset, mesh.vaoBaseVertex);
|
||||
}
|
||||
|
||||
void drawShadowRef(const GLMesh &mesh, const core::matrix4 &ModelMatrix)
|
||||
@ -622,10 +460,7 @@ void drawShadowRef(const GLMesh &mesh, const core::matrix4 &ModelMatrix)
|
||||
compressTexture(mesh.textures[0], true);
|
||||
setTexture(0, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
|
||||
MeshShader::RefShadowShader::setUniforms(ModelMatrix, 0);
|
||||
|
||||
assert(mesh.vao);
|
||||
glBindVertexArray(mesh.vao);
|
||||
glDrawElementsInstanced(ptype, count, itype, 0, 4);
|
||||
glDrawElementsInstancedBaseVertex(ptype, count, itype, (GLvoid *)mesh.vaoOffset, 4, mesh.vaoBaseVertex);
|
||||
}
|
||||
|
||||
void drawShadow(const GLMesh &mesh, const core::matrix4 &ModelMatrix)
|
||||
@ -636,10 +471,7 @@ void drawShadow(const GLMesh &mesh, const core::matrix4 &ModelMatrix)
|
||||
size_t count = mesh.IndexCount;
|
||||
|
||||
MeshShader::ShadowShader::setUniforms(ModelMatrix);
|
||||
|
||||
assert(mesh.vao);
|
||||
glBindVertexArray(mesh.vao);
|
||||
glDrawElementsInstanced(ptype, count, itype, 0, 4);
|
||||
glDrawElementsInstancedBaseVertex(ptype, count, itype, (GLvoid *) mesh.vaoOffset, 4, mesh.vaoBaseVertex);
|
||||
}
|
||||
|
||||
bool isObject(video::E_MATERIAL_TYPE type)
|
||||
|
@ -12,7 +12,8 @@
|
||||
|
||||
enum GeometricMaterial
|
||||
{
|
||||
FPSM_DEFAULT,
|
||||
FPSM_DEFAULT_STANDARD,
|
||||
FPSM_DEFAULT_2TCOORD,
|
||||
FPSM_ALPHA_REF_TEXTURE,
|
||||
FPSM_NORMAL_MAP,
|
||||
FPSM_GRASS,
|
||||
@ -21,7 +22,8 @@ enum GeometricMaterial
|
||||
|
||||
enum ShadedMaterial
|
||||
{
|
||||
SM_DEFAULT,
|
||||
SM_DEFAULT_STANDARD,
|
||||
SM_DEFAULT_TANGENT,
|
||||
SM_ALPHA_REF_TEXTURE,
|
||||
SM_RIMLIT,
|
||||
SM_SPHEREMAP,
|
||||
@ -51,9 +53,13 @@ struct GLMesh {
|
||||
size_t IndexCount;
|
||||
size_t Stride;
|
||||
core::matrix4 TextureMatrix;
|
||||
size_t vaoBaseVertex;
|
||||
size_t vaoOffset;
|
||||
video::E_VERTEX_TYPE VAOType;
|
||||
};
|
||||
|
||||
GLMesh allocateMeshBuffer(scene::IMeshBuffer* mb);
|
||||
void fillLocalBuffer(GLMesh &, scene::IMeshBuffer* mb);
|
||||
video::E_VERTEX_TYPE getVTXTYPEFromStride(size_t stride);
|
||||
GLuint createVAO(GLuint vbo, GLuint idx, video::E_VERTEX_TYPE type);
|
||||
void initvaostate(GLMesh &mesh, GeometricMaterial GeoMat, ShadedMaterial ShadedMat);
|
||||
@ -89,7 +95,7 @@ std::vector<core::matrix4> GroupedFPSM<T>::TIMVSet;
|
||||
|
||||
|
||||
template<typename Shader, typename...uniforms>
|
||||
void draw(const GLMesh &mesh, GLuint vao, uniforms... Args)
|
||||
void draw(const GLMesh &mesh, uniforms... Args)
|
||||
{
|
||||
irr_driver->IncreaseObjectCount();
|
||||
GLenum ptype = mesh.PrimitiveType;
|
||||
@ -97,10 +103,7 @@ void draw(const GLMesh &mesh, GLuint vao, uniforms... Args)
|
||||
size_t count = mesh.IndexCount;
|
||||
|
||||
Shader::setUniforms(Args...);
|
||||
|
||||
assert(vao);
|
||||
glBindVertexArray(vao);
|
||||
glDrawElements(ptype, count, itype, 0);
|
||||
glDrawElementsBaseVertex(ptype, count, itype, (GLvoid *)mesh.vaoOffset, mesh.vaoBaseVertex);
|
||||
}
|
||||
|
||||
void drawGrassPass1(const GLMesh &mesh, const core::matrix4 & ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView, core::vector3df windDir);
|
||||
@ -128,15 +131,8 @@ std::vector<core::matrix4> GroupedSM<T>::MVPSet;
|
||||
template<enum ShadedMaterial T>
|
||||
std::vector<core::matrix4> GroupedSM<T>::TIMVSet;
|
||||
|
||||
void drawDetailledObjectPass2(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix);
|
||||
void drawObjectPass2(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TextureMatrix);
|
||||
void drawUntexturedObject(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix);
|
||||
void drawObjectRefPass2(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TextureMatrix);
|
||||
void drawSphereMap(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView);
|
||||
void drawSplatting(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix);
|
||||
void drawGrassPass2(const GLMesh &mesh, const core::matrix4 & ModelViewProjectionMatrix, core::vector3df windDir);
|
||||
void drawObjectRimLimit(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView, const core::matrix4 &TextureMatrix);
|
||||
void drawObjectUnlit(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix);
|
||||
|
||||
// Shadow pass
|
||||
void drawShadowRef(const GLMesh &mesh, const core::matrix4 &ModelMatrix);
|
||||
@ -166,8 +162,8 @@ void drawTransparentObject(const GLMesh &mesh, const core::matrix4 &ModelViewPro
|
||||
void drawTransparentFogObject(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TextureMatrix);
|
||||
void drawBubble(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix);
|
||||
|
||||
GeometricMaterial MaterialTypeToGeometricMaterial(video::E_MATERIAL_TYPE);
|
||||
ShadedMaterial MaterialTypeToShadedMaterial(video::E_MATERIAL_TYPE, irr::video::ITexture **textures);
|
||||
GeometricMaterial MaterialTypeToGeometricMaterial(video::E_MATERIAL_TYPE, video::E_VERTEX_TYPE);
|
||||
ShadedMaterial MaterialTypeToShadedMaterial(video::E_MATERIAL_TYPE, irr::video::ITexture **textures, video::E_VERTEX_TYPE tp);
|
||||
TransparentMaterial MaterialTypeToTransparentMaterial(video::E_MATERIAL_TYPE, f32 MaterialTypeParam);
|
||||
|
||||
#endif // STKMESH_H
|
||||
|
@ -16,13 +16,16 @@ STKMeshSceneNode::STKMeshSceneNode(irr::scene::IMesh* mesh, ISceneNode* parent,
|
||||
const irr::core::vector3df& scale) :
|
||||
CMeshSceneNode(mesh, parent, mgr, id, position, rotation, scale)
|
||||
{
|
||||
reload_each_frame = false;
|
||||
immediate_draw = false;
|
||||
update_each_frame = false;
|
||||
createGLMeshes();
|
||||
}
|
||||
|
||||
void STKMeshSceneNode::setReloadEachFrame(bool val)
|
||||
{
|
||||
reload_each_frame = val;
|
||||
update_each_frame = val;
|
||||
if (val)
|
||||
immediate_draw = true;
|
||||
}
|
||||
|
||||
void STKMeshSceneNode::createGLMeshes()
|
||||
@ -60,16 +63,38 @@ void STKMeshSceneNode::setFirstTimeMaterial()
|
||||
if (rnd->isTransparent())
|
||||
{
|
||||
TransparentMaterial TranspMat = MaterialTypeToTransparentMaterial(type, MaterialTypeParam);
|
||||
initvaostate(mesh, TranspMat);
|
||||
TransparentMesh[TranspMat].push_back(&mesh);
|
||||
if (immediate_draw)
|
||||
{
|
||||
fillLocalBuffer(mesh, mb);
|
||||
initvaostate(mesh, TranspMat);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
else
|
||||
TransparentMesh[TranspMat].push_back(&mesh);
|
||||
}
|
||||
else
|
||||
{
|
||||
GeometricMaterial GeometricType = MaterialTypeToGeometricMaterial(type);
|
||||
ShadedMaterial ShadedType = MaterialTypeToShadedMaterial(type, mesh.textures);
|
||||
initvaostate(mesh, GeometricType, ShadedType);
|
||||
GeometricMesh[GeometricType].push_back(&mesh);
|
||||
ShadedMesh[ShadedType].push_back(&mesh);
|
||||
GeometricMaterial GeometricType = MaterialTypeToGeometricMaterial(type, mb->getVertexType());
|
||||
ShadedMaterial ShadedType = MaterialTypeToShadedMaterial(type, mesh.textures, mb->getVertexType());
|
||||
if (immediate_draw)
|
||||
{
|
||||
fillLocalBuffer(mesh, mb);
|
||||
initvaostate(mesh, GeometricType, ShadedType);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
else
|
||||
{
|
||||
GeometricMesh[GeometricType].push_back(&mesh);
|
||||
ShadedMesh[ShadedType].push_back(&mesh);
|
||||
}
|
||||
}
|
||||
|
||||
if (!immediate_draw)
|
||||
{
|
||||
std::pair<unsigned, unsigned> p = getVAOOffsetAndBase(mb);
|
||||
mesh.vaoBaseVertex = p.first;
|
||||
mesh.vaoOffset = p.second;
|
||||
mesh.VAOType = mb->getVertexType();
|
||||
}
|
||||
}
|
||||
isMaterialInitialized = true;
|
||||
@ -109,22 +134,26 @@ 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::setUniforms(AbsoluteTransformation, cb->getRed(), cb->getGreen(), cb->getBlue());
|
||||
|
||||
assert(mesh.vao);
|
||||
glBindVertexArray(mesh.vao);
|
||||
glDrawElements(ptype, count, itype, 0);
|
||||
glDrawElementsInstancedBaseVertex(ptype, count, itype, (GLvoid *)mesh.vaoOffset, 4, mesh.vaoBaseVertex);
|
||||
}
|
||||
|
||||
static video::ITexture *displaceTex = 0;
|
||||
|
||||
void STKMeshSceneNode::drawDisplace(const GLMesh &mesh)
|
||||
{
|
||||
if (mesh.VAOType != video::EVT_2TCOORDS)
|
||||
{
|
||||
Log::error("Materials", "Displacement has wrong vertex type");
|
||||
return;
|
||||
}
|
||||
glBindVertexArray(getVAO(video::EVT_2TCOORDS));
|
||||
DisplaceProvider * const cb = (DisplaceProvider *)irr_driver->getCallback(ES_DISPLACE);
|
||||
|
||||
GLenum ptype = mesh.PrimitiveType;
|
||||
@ -137,9 +166,7 @@ void STKMeshSceneNode::drawDisplace(const GLMesh &mesh)
|
||||
|
||||
glUseProgram(MeshShader::DisplaceMaskShader::Program);
|
||||
MeshShader::DisplaceMaskShader::setUniforms(AbsoluteTransformation);
|
||||
|
||||
glBindVertexArray(mesh.vao);
|
||||
glDrawElements(ptype, count, itype, 0);
|
||||
glDrawElementsInstancedBaseVertex(ptype, count, itype, (GLvoid *)mesh.vaoOffset, 4, mesh.vaoBaseVertex);
|
||||
|
||||
// Render the effect
|
||||
if (!displaceTex)
|
||||
@ -156,7 +183,7 @@ void STKMeshSceneNode::drawDisplace(const GLMesh &mesh)
|
||||
float(UserConfigParams::m_height)),
|
||||
0, 1, 2);
|
||||
|
||||
glDrawElements(ptype, count, itype, 0);
|
||||
glDrawElementsInstancedBaseVertex(ptype, count, itype, (GLvoid *)mesh.vaoOffset, 4, mesh.vaoBaseVertex);
|
||||
}
|
||||
|
||||
void STKMeshSceneNode::drawTransparent(const GLMesh &mesh, video::E_MATERIAL_TYPE type)
|
||||
@ -174,33 +201,6 @@ void STKMeshSceneNode::drawTransparent(const GLMesh &mesh, video::E_MATERIAL_TYP
|
||||
return;
|
||||
}
|
||||
|
||||
void STKMeshSceneNode::drawSolidPass1(const GLMesh &mesh, GeometricMaterial type)
|
||||
{
|
||||
irr_driver->IncreaseObjectCount();
|
||||
windDir = getWind();
|
||||
switch (type)
|
||||
{
|
||||
case FPSM_GRASS:
|
||||
drawGrassPass1(mesh, ModelViewProjectionMatrix, TransposeInverseModelView, windDir);
|
||||
break;
|
||||
default:
|
||||
assert(0 && "wrong geometric material");
|
||||
}
|
||||
}
|
||||
|
||||
void STKMeshSceneNode::drawSolidPass2(const GLMesh &mesh, ShadedMaterial type)
|
||||
{
|
||||
switch (type)
|
||||
{
|
||||
case SM_GRASS:
|
||||
drawGrassPass2(mesh, ModelViewProjectionMatrix, windDir);
|
||||
break;
|
||||
default:
|
||||
assert(0 && "Wrong shaded material");
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void STKMeshSceneNode::updatevbo()
|
||||
{
|
||||
for (unsigned i = 0; i < Mesh->getMeshBufferCount(); ++i)
|
||||
@ -243,8 +243,8 @@ void STKMeshSceneNode::render()
|
||||
if (!Mesh || !driver)
|
||||
return;
|
||||
|
||||
if (reload_each_frame)
|
||||
updatevbo();
|
||||
bool isTransparentPass =
|
||||
SceneManager->getSceneNodeRenderPass() == scene::ESNRP_TRANSPARENT;
|
||||
|
||||
++PassCount;
|
||||
|
||||
@ -260,20 +260,52 @@ void STKMeshSceneNode::render()
|
||||
GLmeshes[i].TextureMatrix = getMaterial(i).getTextureMatrix(0);
|
||||
}
|
||||
|
||||
if (irr_driver->getPhase() == SOLID_NORMAL_AND_DEPTH_PASS || irr_driver->getPhase() == SHADOW_PASS)
|
||||
if (irr_driver->getPhase() == SOLID_NORMAL_AND_DEPTH_PASS)
|
||||
{
|
||||
if (reload_each_frame)
|
||||
glDisable(GL_CULL_FACE);
|
||||
ModelViewProjectionMatrix = computeMVP(AbsoluteTransformation);
|
||||
TransposeInverseModelView = computeTIMV(AbsoluteTransformation);
|
||||
core::matrix4 invmodel;
|
||||
AbsoluteTransformation.getInverse(invmodel);
|
||||
GLMesh* mesh;
|
||||
for_in(mesh, GeometricMesh[FPSM_DEFAULT])
|
||||
|
||||
if (immediate_draw)
|
||||
{
|
||||
GroupedFPSM<FPSM_DEFAULT>::MeshSet.push_back(mesh);
|
||||
GroupedFPSM<FPSM_DEFAULT>::MVPSet.push_back(AbsoluteTransformation);
|
||||
GroupedFPSM<FPSM_DEFAULT>::TIMVSet.push_back(invmodel);
|
||||
glDisable(GL_CULL_FACE);
|
||||
if (update_each_frame)
|
||||
updatevbo();
|
||||
glUseProgram(MeshShader::ObjectPass1Shader::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;
|
||||
|
||||
MeshShader::ObjectPass1Shader::setUniforms(AbsoluteTransformation, invmodel, 0);
|
||||
assert(mesh.vao);
|
||||
glBindVertexArray(mesh.vao);
|
||||
glDrawElements(ptype, count, itype, 0);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
glEnable(GL_CULL_FACE);
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
GLMesh* mesh;
|
||||
for_in(mesh, GeometricMesh[FPSM_DEFAULT_STANDARD])
|
||||
{
|
||||
GroupedFPSM<FPSM_DEFAULT_STANDARD>::MeshSet.push_back(mesh);
|
||||
GroupedFPSM<FPSM_DEFAULT_STANDARD>::MVPSet.push_back(AbsoluteTransformation);
|
||||
GroupedFPSM<FPSM_DEFAULT_STANDARD>::TIMVSet.push_back(invmodel);
|
||||
}
|
||||
|
||||
for_in(mesh, GeometricMesh[FPSM_DEFAULT_2TCOORD])
|
||||
{
|
||||
GroupedFPSM<FPSM_DEFAULT_2TCOORD>::MeshSet.push_back(mesh);
|
||||
GroupedFPSM<FPSM_DEFAULT_2TCOORD>::MVPSet.push_back(AbsoluteTransformation);
|
||||
GroupedFPSM<FPSM_DEFAULT_2TCOORD>::TIMVSet.push_back(invmodel);
|
||||
}
|
||||
|
||||
for_in(mesh, GeometricMesh[FPSM_ALPHA_REF_TEXTURE])
|
||||
@ -290,33 +322,57 @@ void STKMeshSceneNode::render()
|
||||
GroupedFPSM<FPSM_NORMAL_MAP>::TIMVSet.push_back(invmodel);
|
||||
}
|
||||
|
||||
if (irr_driver->getPhase() == SOLID_NORMAL_AND_DEPTH_PASS)
|
||||
{
|
||||
if (!GeometricMesh[FPSM_GRASS].empty())
|
||||
glUseProgram(MeshShader::GrassPass1Shader::Program);
|
||||
for_in(mesh, GeometricMesh[FPSM_GRASS])
|
||||
drawSolidPass1(*mesh, FPSM_GRASS);
|
||||
}
|
||||
if (!GeometricMesh[FPSM_GRASS].empty())
|
||||
glUseProgram(MeshShader::GrassPass1Shader::Program);
|
||||
windDir = getWind();
|
||||
glBindVertexArray(getVAO(video::EVT_STANDARD));
|
||||
for_in(mesh, GeometricMesh[FPSM_GRASS])
|
||||
drawGrassPass1(*mesh, ModelViewProjectionMatrix, TransposeInverseModelView, windDir);
|
||||
|
||||
if (reload_each_frame)
|
||||
glEnable(GL_CULL_FACE);
|
||||
return;
|
||||
}
|
||||
|
||||
if (irr_driver->getPhase() == SOLID_LIT_PASS)
|
||||
{
|
||||
if (reload_each_frame)
|
||||
glDisable(GL_CULL_FACE);
|
||||
|
||||
core::matrix4 invmodel;
|
||||
AbsoluteTransformation.getInverse(invmodel);
|
||||
|
||||
GLMesh* mesh;
|
||||
for_in(mesh, ShadedMesh[SM_DEFAULT])
|
||||
if (immediate_draw)
|
||||
{
|
||||
GroupedSM<SM_DEFAULT>::MeshSet.push_back(mesh);
|
||||
GroupedSM<SM_DEFAULT>::MVPSet.push_back(AbsoluteTransformation);
|
||||
GroupedSM<SM_DEFAULT>::TIMVSet.push_back(invmodel);
|
||||
glDisable(GL_CULL_FACE);
|
||||
glUseProgram(MeshShader::UntexturedObjectShader::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;
|
||||
|
||||
MeshShader::UntexturedObjectShader::setUniforms(AbsoluteTransformation);
|
||||
assert(mesh.vao);
|
||||
glBindVertexArray(mesh.vao);
|
||||
glDrawElements(ptype, count, itype, 0);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
glEnable(GL_CULL_FACE);
|
||||
return;
|
||||
}
|
||||
|
||||
GLMesh* mesh;
|
||||
for_in(mesh, ShadedMesh[SM_DEFAULT_STANDARD])
|
||||
{
|
||||
GroupedSM<SM_DEFAULT_STANDARD>::MeshSet.push_back(mesh);
|
||||
GroupedSM<SM_DEFAULT_STANDARD>::MVPSet.push_back(AbsoluteTransformation);
|
||||
GroupedSM<SM_DEFAULT_STANDARD>::TIMVSet.push_back(invmodel);
|
||||
}
|
||||
|
||||
for_in(mesh, ShadedMesh[SM_DEFAULT_TANGENT])
|
||||
{
|
||||
GroupedSM<SM_DEFAULT_TANGENT>::MeshSet.push_back(mesh);
|
||||
GroupedSM<SM_DEFAULT_TANGENT>::MVPSet.push_back(AbsoluteTransformation);
|
||||
GroupedSM<SM_DEFAULT_TANGENT>::TIMVSet.push_back(invmodel);
|
||||
}
|
||||
|
||||
for_in(mesh, ShadedMesh[SM_ALPHA_REF_TEXTURE])
|
||||
@ -364,11 +420,10 @@ void STKMeshSceneNode::render()
|
||||
|
||||
if (!ShadedMesh[SM_GRASS].empty())
|
||||
glUseProgram(MeshShader::GrassPass2Shader::Program);
|
||||
glBindVertexArray(getVAO(video::EVT_STANDARD));
|
||||
for_in(mesh, ShadedMesh[SM_GRASS])
|
||||
drawSolidPass2(*mesh, SM_GRASS);
|
||||
drawGrassPass2(*mesh, ModelViewProjectionMatrix, windDir);
|
||||
|
||||
if (reload_each_frame)
|
||||
glEnable(GL_CULL_FACE);
|
||||
return;
|
||||
}
|
||||
|
||||
@ -380,6 +435,7 @@ void STKMeshSceneNode::render()
|
||||
scene::IMeshBuffer* mb = Mesh->getMeshBuffer(i);
|
||||
if (!mb)
|
||||
continue;
|
||||
glBindVertexArray(getVAO(video::EVT_STANDARD));
|
||||
drawGlow(GLmeshes[i]);
|
||||
}
|
||||
}
|
||||
@ -388,6 +444,71 @@ void STKMeshSceneNode::render()
|
||||
{
|
||||
ModelViewProjectionMatrix = computeMVP(AbsoluteTransformation);
|
||||
|
||||
if (immediate_draw)
|
||||
{
|
||||
if (update_each_frame)
|
||||
updatevbo();
|
||||
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
if (World::getWorld() && World::getWorld()->isFogEnabled())
|
||||
{
|
||||
glUseProgram(MeshShader::TransparentFogShader::Program);
|
||||
for (unsigned i = 0; i < GLmeshes.size(); i++)
|
||||
{
|
||||
GLMesh &mesh = GLmeshes[i];
|
||||
irr_driver->IncreaseObjectCount();
|
||||
GLenum ptype = mesh.PrimitiveType;
|
||||
GLenum itype = mesh.IndexType;
|
||||
size_t count = mesh.IndexCount;
|
||||
|
||||
const Track * const track = World::getWorld()->getTrack();
|
||||
|
||||
// This function is only called once per frame - thus no need for setters.
|
||||
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();
|
||||
|
||||
core::vector3df col(tmpcol.getRed() / 255.0f,
|
||||
tmpcol.getGreen() / 255.0f,
|
||||
tmpcol.getBlue() / 255.0f);
|
||||
|
||||
compressTexture(mesh.textures[0], true);
|
||||
setTexture(0, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
|
||||
MeshShader::TransparentFogShader::setUniforms(AbsoluteTransformation, mesh.TextureMatrix, fogmax, startH, endH, start, end, col, Camera::getCamera(0)->getCameraSceneNode()->getAbsolutePosition(), 0);
|
||||
|
||||
assert(mesh.vao);
|
||||
glBindVertexArray(mesh.vao);
|
||||
glDrawElements(ptype, count, itype, 0);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
glUseProgram(MeshShader::TransparentShader::Program);
|
||||
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;
|
||||
|
||||
compressTexture(mesh.textures[0], true);
|
||||
setTexture(0, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
|
||||
|
||||
MeshShader::TransparentShader::setUniforms(AbsoluteTransformation, mesh.TextureMatrix, 0);
|
||||
assert(mesh.vao);
|
||||
glBindVertexArray(mesh.vao);
|
||||
glDrawElements(ptype, count, itype, 0);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
GLMesh* mesh;
|
||||
|
||||
for_in(mesh, TransparentMesh[TM_DEFAULT])
|
||||
@ -404,6 +525,7 @@ void STKMeshSceneNode::render()
|
||||
|
||||
if (!TransparentMesh[TM_BUBBLE].empty())
|
||||
glUseProgram(MeshShader::BubbleShader::Program);
|
||||
glBindVertexArray(getVAO(video::EVT_STANDARD));
|
||||
for_in(mesh, TransparentMesh[TM_BUBBLE])
|
||||
drawBubble(*mesh, ModelViewProjectionMatrix);
|
||||
return;
|
||||
|
@ -26,7 +26,8 @@ protected:
|
||||
void setFirstTimeMaterial();
|
||||
void updatevbo();
|
||||
bool isMaterialInitialized;
|
||||
bool reload_each_frame;
|
||||
bool immediate_draw;
|
||||
bool update_each_frame;
|
||||
public:
|
||||
void setReloadEachFrame(bool);
|
||||
STKMeshSceneNode(irr::scene::IMesh* mesh, ISceneNode* parent, irr::scene::ISceneManager* mgr, irr::s32 id,
|
||||
|
Loading…
Reference in New Issue
Block a user