Merge remote branch 'origin/master' into new_login
This commit is contained in:
commit
6fab5e89fd
data/shaders
src/graphics
@ -69,10 +69,10 @@ void main()
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col += texture2D(tex, uv + (vec2(-0.29, -0.29) * offset) * blur * 0.4);
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col += texture2D(tex, uv + (vec2(0.0, 0.4) * offset) * blur * 0.4);
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col.rgb = col.rgb / 41.0;
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col = vec4(col.rgb / 41.0, col.a);
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depth = clamp((FragPos.z/280), 0., 1.);
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depth = (1 - depth);
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vec3 final = colOriginal.rgb * depth + col.rgb * (1 - depth);
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vec3 final = colOriginal.rgb * depth + col.rgb * (1 - depth);
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/*
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FragColor.xyz = vec3(depth);
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@ -45,8 +45,8 @@ void main()
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vec3 light_pos = pseudocenter.xyz;
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vec3 light_col = col.xyz;
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float d = distance(light_pos, xpos.xyz);
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float att = energy * 200. / (1. + 33. * d + 33. * d * d);
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float max_d = 20. * energy;
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float att = energy * 20. / (1. + d * d);
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float max_d = 5. * energy;
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att *= (max_d - d) / max_d;
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if (att <= 0.) discard;
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@ -86,7 +86,7 @@ vec4 ComputeClipRegion(vec3 lightPosView, float lightRadius)
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void main(void)
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{
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float radius = 20. * Energy;
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float radius = 5. * Energy;
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vec4 Center = ViewMatrix * vec4(Position, 1.);
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Center /= Center.w;
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@ -369,6 +369,36 @@ void blitFBO(GLuint Src, GLuint Dst, size_t width, size_t height)
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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}
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ScopedGPUTimer::ScopedGPUTimer(GPUTimer &timer)
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{
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irr::video::COpenGLDriver *gl_driver = (irr::video::COpenGLDriver *)irr_driver->getDevice()->getVideoDriver();
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if (!timer.initialised)
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{
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gl_driver->extGlGenQueries(1, &timer.query);
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timer.initialised = true;
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}
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gl_driver->extGlBeginQuery(GL_TIME_ELAPSED, timer.query);
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}
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ScopedGPUTimer::~ScopedGPUTimer()
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{
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irr::video::COpenGLDriver *gl_driver = (irr::video::COpenGLDriver *)irr_driver->getDevice()->getVideoDriver();
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gl_driver->extGlEndQuery(GL_TIME_ELAPSED);
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}
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GPUTimer::GPUTimer() : initialised(false)
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{
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}
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unsigned GPUTimer::elapsedTimeus()
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{
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if (!initialised)
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return 0;
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GLuint result;
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irr::video::COpenGLDriver *gl_driver = (irr::video::COpenGLDriver *)irr_driver->getDevice()->getVideoDriver();
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gl_driver->extGlGetQueryObjectuiv(query, GL_QUERY_RESULT, &result);
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return result / 1000;
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}
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static void drawTexColoredQuad(const video::ITexture *texture, const video::SColor *col, float width, float height,
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float center_pos_x, float center_pos_y, float tex_center_pos_x, float tex_center_pos_y,
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float tex_width, float tex_height)
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@ -153,6 +153,25 @@ GLint LoadProgram(Types ... args)
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return ProgramID;
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}
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class GPUTimer;
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class ScopedGPUTimer
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{
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public:
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ScopedGPUTimer(GPUTimer &);
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~ScopedGPUTimer();
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};
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class GPUTimer
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{
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friend class ScopedGPUTimer;
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GLuint query;
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bool initialised;
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public:
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GPUTimer();
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unsigned elapsedTimeus();
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};
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// core::rect<s32> needs these includes
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#include <rect.h>
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#include "utils/vec3.hpp"
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@ -87,6 +87,8 @@ using namespace irr;
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/** singleton */
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IrrDriver *irr_driver = NULL;
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GPUTimer m_perf_query[Q_LAST];
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const int MIN_SUPPORTED_HEIGHT = 600;
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const int MIN_SUPPORTED_WIDTH = 800;
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@ -168,6 +170,11 @@ core::array<video::IRenderTarget> &IrrDriver::getMainSetup()
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return m_mrt;
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}
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GPUTimer &IrrDriver::getGPUTimer(unsigned i)
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{
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return m_perf_query[i];
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}
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// ----------------------------------------------------------------------------
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#if defined(__linux__) && !defined(ANDROID)
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@ -463,7 +470,6 @@ void IrrDriver::initDevice()
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irr::video::COpenGLDriver* gl_driver = (irr::video::COpenGLDriver*)m_device->getVideoDriver();
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gl_driver->extGlGenQueries(1, &m_lensflare_query);
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gl_driver->extGlGenQueries(Q_LAST, m_perf_query);
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m_query_issued = false;
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scene::IMesh * const sphere = m_scene_manager->getGeometryCreator()->createSphereMesh(1, 16, 16);
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@ -220,7 +220,6 @@ private:
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unsigned object_count[PASS_COUNT];
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u32 m_renderpass;
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u32 m_lensflare_query;
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u32 m_perf_query[Q_LAST];
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bool m_query_issued;
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class STKMeshSceneNode *m_sun_interposer;
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scene::CLensFlareSceneNode *m_lensflare;
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@ -368,6 +367,7 @@ public:
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void setTextureErrorMessage(const std::string &error,
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const std::string &detail="");
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void unsetTextureErrorMessage();
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class GPUTimer &getGPUTimer(unsigned);
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void draw2dTriangle(const core::vector2df &a, const core::vector2df &b,
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const core::vector2df &c,
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@ -299,12 +299,8 @@ void IrrDriver::renderGLSL(float dt)
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glDisable(GL_FRAMEBUFFER_SRGB);
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PROFILER_POP_CPU_MARKER();
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GLuint perf_query_res[Q_LAST];
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for (unsigned i = 0; i < Q_LAST; i++)
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{
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gl_driver->extGlGetQueryObjectuiv(m_perf_query[i], GL_QUERY_RESULT, &perf_query_res[i]);
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Log::info("GPU Perf", "Phase %d : %d us\n", i, perf_query_res[i] / 1000);
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}
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Log::info("GPU Perf", "Phase %d : %d us\n", i, getGPUTimer(i).elapsedTimeus());
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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@ -444,30 +440,29 @@ void IrrDriver::renderSolidFirstPass()
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GroupedFPSM<FPSM_DEFAULT>::reset();
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GroupedFPSM<FPSM_ALPHA_REF_TEXTURE>::reset();
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GroupedFPSM<FPSM_NORMAL_MAP>::reset();
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irr::video::COpenGLDriver* gl_driver = (irr::video::COpenGLDriver*)m_device->getVideoDriver();
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gl_driver->extGlBeginQuery(GL_TIME_ELAPSED, m_perf_query[Q_SOLID_PASS1]);
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m_scene_manager->drawAll(scene::ESNRP_SOLID);
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if (!UserConfigParams::m_dynamic_lights)
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return;
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return;
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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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{
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drawObjectPass1(*GroupedFPSM<FPSM_DEFAULT>::MeshSet[i], GroupedFPSM<FPSM_DEFAULT>::MVPSet[i], GroupedFPSM<FPSM_DEFAULT>::TIMVSet[i]);
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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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{
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drawObjectPass1(*GroupedFPSM<FPSM_DEFAULT>::MeshSet[i], GroupedFPSM<FPSM_DEFAULT>::MVPSet[i], GroupedFPSM<FPSM_DEFAULT>::TIMVSet[i]);
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}
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glUseProgram(MeshShader::ObjectRefPass1Shader::Program);
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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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drawObjectRefPass1(*GroupedFPSM<FPSM_ALPHA_REF_TEXTURE>::MeshSet[i], GroupedFPSM<FPSM_ALPHA_REF_TEXTURE>::MVPSet[i], GroupedFPSM<FPSM_ALPHA_REF_TEXTURE>::TIMVSet[i], GroupedFPSM<FPSM_ALPHA_REF_TEXTURE>::MeshSet[i]->TextureMatrix);
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}
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glUseProgram(MeshShader::NormalMapShader::Program);
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for (unsigned i = 0; i < GroupedFPSM<FPSM_NORMAL_MAP>::MeshSet.size(); ++i)
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{
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drawNormalPass(*GroupedFPSM<FPSM_NORMAL_MAP>::MeshSet[i], GroupedFPSM<FPSM_NORMAL_MAP>::MVPSet[i], GroupedFPSM<FPSM_NORMAL_MAP>::TIMVSet[i]);
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}
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}
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glUseProgram(MeshShader::ObjectRefPass1Shader::Program);
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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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drawObjectRefPass1(*GroupedFPSM<FPSM_ALPHA_REF_TEXTURE>::MeshSet[i], GroupedFPSM<FPSM_ALPHA_REF_TEXTURE>::MVPSet[i], GroupedFPSM<FPSM_ALPHA_REF_TEXTURE>::TIMVSet[i], GroupedFPSM<FPSM_ALPHA_REF_TEXTURE>::MeshSet[i]->TextureMatrix);
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}
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glUseProgram(MeshShader::NormalMapShader::Program);
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for (unsigned i = 0; i < GroupedFPSM<FPSM_NORMAL_MAP>::MeshSet.size(); ++i)
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{
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drawNormalPass(*GroupedFPSM<FPSM_NORMAL_MAP>::MeshSet[i], GroupedFPSM<FPSM_NORMAL_MAP>::MVPSet[i], GroupedFPSM<FPSM_NORMAL_MAP>::TIMVSet[i]);
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}
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gl_driver->extGlEndQuery(GL_TIME_ELAPSED);
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}
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void IrrDriver::renderSolidSecondPass()
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@ -500,42 +495,43 @@ void IrrDriver::renderSolidSecondPass()
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setTexture(0, m_rtts->getRenderTarget(RTT_TMP1), GL_NEAREST, GL_NEAREST);
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setTexture(1, m_rtts->getRenderTarget(RTT_TMP2), GL_NEAREST, GL_NEAREST);
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setTexture(2, m_rtts->getRenderTarget(RTT_SSAO), GL_NEAREST, GL_NEAREST);
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irr::video::COpenGLDriver* gl_driver = (irr::video::COpenGLDriver*)m_device->getVideoDriver();
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gl_driver->extGlBeginQuery(GL_TIME_ELAPSED, m_perf_query[Q_SOLID_PASS2]);
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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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{
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ScopedGPUTimer Timer(getGPUTimer(Q_SOLID_PASS2));
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m_scene_manager->drawAll(scene::ESNRP_SOLID);
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glUseProgram(MeshShader::ObjectRefPass2Shader::Program);
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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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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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glUseProgram(MeshShader::ObjectRimLimitShader::Program);
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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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||||
glUseProgram(MeshShader::ObjectRefPass2Shader::Program);
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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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||||
|
||||
glUseProgram(MeshShader::SphereMapShader::Program);
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for (unsigned i = 0; i < GroupedSM<SM_SPHEREMAP>::MeshSet.size(); i++)
|
||||
drawSphereMap(*GroupedSM<SM_SPHEREMAP>::MeshSet[i], GroupedSM<SM_SPHEREMAP>::MVPSet[i], GroupedSM<SM_SPHEREMAP>::TIMVSet[i]);
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glUseProgram(MeshShader::ObjectRimLimitShader::Program);
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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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||||
|
||||
glUseProgram(MeshShader::SplattingShader::Program);
|
||||
for (unsigned i = 0; i < GroupedSM<SM_SPLATTING>::MeshSet.size(); i++)
|
||||
drawSplatting(*GroupedSM<SM_SPLATTING>::MeshSet[i], GroupedSM<SM_SPLATTING>::MVPSet[i]);
|
||||
glUseProgram(MeshShader::SphereMapShader::Program);
|
||||
for (unsigned i = 0; i < GroupedSM<SM_SPHEREMAP>::MeshSet.size(); i++)
|
||||
drawSphereMap(*GroupedSM<SM_SPHEREMAP>::MeshSet[i], GroupedSM<SM_SPHEREMAP>::MVPSet[i], GroupedSM<SM_SPHEREMAP>::TIMVSet[i]);
|
||||
|
||||
glUseProgram(MeshShader::ObjectUnlitShader::Program);
|
||||
for (unsigned i = 0; i < GroupedSM<SM_UNLIT>::MeshSet.size(); i++)
|
||||
drawObjectUnlit(*GroupedSM<SM_UNLIT>::MeshSet[i], GroupedSM<SM_UNLIT>::MVPSet[i]);
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||||
glUseProgram(MeshShader::SplattingShader::Program);
|
||||
for (unsigned i = 0; i < GroupedSM<SM_SPLATTING>::MeshSet.size(); i++)
|
||||
drawSplatting(*GroupedSM<SM_SPLATTING>::MeshSet[i], GroupedSM<SM_SPLATTING>::MVPSet[i]);
|
||||
|
||||
glUseProgram(MeshShader::DetailledObjectPass2Shader::Program);
|
||||
for (unsigned i = 0; i < GroupedSM<SM_DETAILS>::MeshSet.size(); i++)
|
||||
drawDetailledObjectPass2(*GroupedSM<SM_DETAILS>::MeshSet[i], GroupedSM<SM_DETAILS>::MVPSet[i]);
|
||||
glUseProgram(MeshShader::ObjectUnlitShader::Program);
|
||||
for (unsigned i = 0; i < GroupedSM<SM_UNLIT>::MeshSet.size(); i++)
|
||||
drawObjectUnlit(*GroupedSM<SM_UNLIT>::MeshSet[i], GroupedSM<SM_UNLIT>::MVPSet[i]);
|
||||
|
||||
glUseProgram(MeshShader::UntexturedObjectShader::Program);
|
||||
for (unsigned i = 0; i < GroupedSM<SM_UNTEXTURED>::MeshSet.size(); i++)
|
||||
drawUntexturedObject(*GroupedSM<SM_UNTEXTURED>::MeshSet[i], GroupedSM<SM_UNTEXTURED>::MVPSet[i]);
|
||||
gl_driver->extGlEndQuery(GL_TIME_ELAPSED);
|
||||
glUseProgram(MeshShader::DetailledObjectPass2Shader::Program);
|
||||
for (unsigned i = 0; i < GroupedSM<SM_DETAILS>::MeshSet.size(); i++)
|
||||
drawDetailledObjectPass2(*GroupedSM<SM_DETAILS>::MeshSet[i], GroupedSM<SM_DETAILS>::MVPSet[i]);
|
||||
|
||||
glUseProgram(MeshShader::UntexturedObjectShader::Program);
|
||||
for (unsigned i = 0; i < GroupedSM<SM_UNTEXTURED>::MeshSet.size(); i++)
|
||||
drawUntexturedObject(*GroupedSM<SM_UNTEXTURED>::MeshSet[i], GroupedSM<SM_UNTEXTURED>::MVPSet[i]);
|
||||
}
|
||||
}
|
||||
|
||||
void IrrDriver::renderTransparent()
|
||||
@ -684,10 +680,10 @@ void IrrDriver::renderShadows(//ShadowImportanceProvider * const sicb,
|
||||
glDrawBuffer(GL_NONE);
|
||||
|
||||
glBindBufferBase(GL_UNIFORM_BUFFER, 0, SharedObject::ViewProjectionMatrixesUBO);
|
||||
irr::video::COpenGLDriver* gl_driver = (irr::video::COpenGLDriver*)m_device->getVideoDriver();
|
||||
gl_driver->extGlBeginQuery(GL_TIME_ELAPSED, m_perf_query[Q_SHADOWS]);
|
||||
m_scene_manager->drawAll(scene::ESNRP_SOLID);
|
||||
gl_driver->extGlEndQuery(GL_TIME_ELAPSED);
|
||||
{
|
||||
ScopedGPUTimer Timer(getGPUTimer(Q_SHADOWS));
|
||||
m_scene_manager->drawAll(scene::ESNRP_SOLID);
|
||||
}
|
||||
glDisable(GL_POLYGON_OFFSET_FILL);
|
||||
|
||||
|
||||
@ -907,72 +903,74 @@ void IrrDriver::renderLights(const core::aabbox3df& cambox,
|
||||
const core::vector3df &campos =
|
||||
irr_driver->getSceneManager()->getActiveCamera()->getAbsolutePosition();
|
||||
|
||||
gl_driver->extGlBeginQuery(GL_TIME_ELAPSED, m_perf_query[Q_LIGHT]);
|
||||
std::vector<LightNode *> BucketedLN[15];
|
||||
for (unsigned int i = 0; i < lightcount; i++)
|
||||
{
|
||||
if (!m_lights[i]->isPointLight())
|
||||
ScopedGPUTimer Timer(getGPUTimer(Q_LIGHT));
|
||||
std::vector<LightNode *> BucketedLN[15];
|
||||
for (unsigned int i = 0; i < lightcount; i++)
|
||||
{
|
||||
m_lights[i]->render();
|
||||
if (UserConfigParams::m_shadows && World::getWorld()->getTrack()->hasShadows())
|
||||
m_post_processing->renderShadowedSunlight(sun_ortho_matrix, m_rtts->getShadowDepthTex());
|
||||
else
|
||||
m_post_processing->renderSunlight();
|
||||
continue;
|
||||
}
|
||||
const core::vector3df &lightpos = (m_lights[i]->getAbsolutePosition() - campos);
|
||||
unsigned idx = (unsigned)(lightpos.getLength() / 10);
|
||||
if (idx > 14)
|
||||
idx = 14;
|
||||
BucketedLN[idx].push_back(m_lights[i]);
|
||||
}
|
||||
|
||||
unsigned lightnum = 0;
|
||||
|
||||
for (unsigned i = 0; i < 15; i++)
|
||||
{
|
||||
for (unsigned j = 0; j < BucketedLN[i].size(); j++)
|
||||
{
|
||||
if (++lightnum >= MAXLIGHT)
|
||||
if (!m_lights[i]->isPointLight())
|
||||
{
|
||||
LightNode* light_node = BucketedLN[i].at(j);
|
||||
light_node->setEnergyMultiplier(0.0f);
|
||||
m_lights[i]->render();
|
||||
if (UserConfigParams::m_shadows && World::getWorld()->getTrack()->hasShadows())
|
||||
m_post_processing->renderShadowedSunlight(sun_ortho_matrix, m_rtts->getShadowDepthTex());
|
||||
else
|
||||
m_post_processing->renderSunlight();
|
||||
continue;
|
||||
}
|
||||
else
|
||||
{
|
||||
LightNode* light_node = BucketedLN[i].at(j);
|
||||
const core::vector3df &lightpos = (m_lights[i]->getAbsolutePosition() - campos);
|
||||
unsigned idx = (unsigned)(lightpos.getLength() / 10);
|
||||
if (idx > 14)
|
||||
idx = 14;
|
||||
BucketedLN[idx].push_back(m_lights[i]);
|
||||
}
|
||||
|
||||
float em = light_node->getEnergyMultiplier();
|
||||
if (em < 1.0f)
|
||||
unsigned lightnum = 0;
|
||||
|
||||
for (unsigned i = 0; i < 15; i++)
|
||||
{
|
||||
for (unsigned j = 0; j < BucketedLN[i].size(); j++)
|
||||
{
|
||||
if (++lightnum >= MAXLIGHT)
|
||||
{
|
||||
light_node->setEnergyMultiplier(std::min(1.0f, em + dt));
|
||||
LightNode* light_node = BucketedLN[i].at(j);
|
||||
light_node->setEnergyMultiplier(0.0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
LightNode* light_node = BucketedLN[i].at(j);
|
||||
|
||||
const core::vector3df &pos = light_node->getAbsolutePosition();
|
||||
PointLightsInfo[lightnum].posX = pos.X;
|
||||
PointLightsInfo[lightnum].posY = pos.Y;
|
||||
PointLightsInfo[lightnum].posZ = pos.Z;
|
||||
float em = light_node->getEnergyMultiplier();
|
||||
if (em < 1.0f)
|
||||
{
|
||||
light_node->setEnergyMultiplier(std::min(1.0f, em + dt));
|
||||
}
|
||||
|
||||
PointLightsInfo[lightnum].energy = light_node->getEffectiveEnergy();
|
||||
const core::vector3df &pos = light_node->getAbsolutePosition();
|
||||
PointLightsInfo[lightnum].posX = pos.X;
|
||||
PointLightsInfo[lightnum].posY = pos.Y;
|
||||
PointLightsInfo[lightnum].posZ = pos.Z;
|
||||
|
||||
const core::vector3df &col = light_node->getColor();
|
||||
PointLightsInfo[lightnum].red = col.X;
|
||||
PointLightsInfo[lightnum].green = col.Y;
|
||||
PointLightsInfo[lightnum].blue = col.Z;
|
||||
PointLightsInfo[lightnum].energy = light_node->getEffectiveEnergy();
|
||||
|
||||
const core::vector3df &col = light_node->getColor();
|
||||
PointLightsInfo[lightnum].red = col.X;
|
||||
PointLightsInfo[lightnum].green = col.Y;
|
||||
PointLightsInfo[lightnum].blue = col.Z;
|
||||
}
|
||||
}
|
||||
if (lightnum > MAXLIGHT)
|
||||
{
|
||||
irr_driver->setLastLightBucketDistance(i * 10);
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (lightnum > MAXLIGHT)
|
||||
{
|
||||
irr_driver->setLastLightBucketDistance(i * 10);
|
||||
break;
|
||||
}
|
||||
|
||||
lightnum++;
|
||||
|
||||
renderPointLights(MIN2(lightnum, MAXLIGHT));
|
||||
if (SkyboxCubeMap)
|
||||
m_post_processing->renderDiffuseEnvMap(blueSHCoeff, greenSHCoeff, redSHCoeff);
|
||||
}
|
||||
|
||||
lightnum++;
|
||||
|
||||
renderPointLights(MIN2(lightnum, MAXLIGHT));
|
||||
if (SkyboxCubeMap)
|
||||
m_post_processing->renderDiffuseEnvMap(blueSHCoeff, greenSHCoeff, redSHCoeff);
|
||||
gl_driver->extGlDrawBuffers(1, bufs);
|
||||
// Handle SSAO
|
||||
if (UserConfigParams::m_ssao)
|
||||
|
Loading…
x
Reference in New Issue
Block a user