Merge branch 'master' of github.com:supertuxkart/stk-code
This commit is contained in:
commit
76cf9ed141
3
TODO.md
3
TODO.md
@ -1,5 +1,8 @@
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##TODO
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THIS IS A 2nd TEST.
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THIS IS A TEST.
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SuperTuxKart is looking for additional man power to make this
|
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one of the best free linux games out there :) We need (in
|
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no particular order):
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|
@ -1,27 +1,33 @@
|
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uniform mat4 ModelViewProjectionMatrix;
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uniform mat4 ModelViewMatrix;
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#ifdef UBO_DISABLED
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uniform mat4 ViewMatrix;
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uniform mat4 ProjectionMatrix;
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uniform mat4 InverseViewMatrix;
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uniform mat4 InverseProjectionMatrix;
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#else
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layout (std140) uniform MatrixesData
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{
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mat4 ViewMatrix;
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mat4 ProjectionMatrix;
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mat4 InverseViewMatrix;
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mat4 InverseProjectionMatrix;
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mat4 ShadowViewProjMatrixes[4];
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vec2 screen;
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};
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#endif
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uniform mat4 ModelMatrix;
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layout(location = 0) in vec3 Position;
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layout(location = 3) in vec2 Texcoord;
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layout(location = 4) in vec2 SecondTexcoord;
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#if __VERSION__ >= 130
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in vec3 Position;
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in vec2 Texcoord;
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in vec2 SecondTexcoord;
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out vec2 uv;
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out vec2 uv_bis;
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out float camdist;
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#else
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attribute vec3 Position;
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attribute vec2 Texcoord;
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attribute vec2 SecondTexcoord;
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varying vec2 uv;
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varying vec2 uv_bis;
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varying float camdist;
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#endif
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void main() {
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gl_Position = ModelViewProjectionMatrix * vec4(Position, 1.);
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gl_Position = ProjectionMatrix * ViewMatrix * ModelMatrix * vec4(Position, 1.);
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uv = Texcoord;
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uv_bis = SecondTexcoord;
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camdist = length(ModelViewMatrix * vec4(Position, 1.));
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camdist = length(ViewMatrix * ModelMatrix * vec4(Position, 1.));
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}
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|
@ -3,22 +3,14 @@ uniform mat4 ModelViewProjectionMatrix;
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uniform mat4 TransposeInverseModelView;
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#if __VERSION__ >= 130
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in vec3 Position;
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in vec3 Normal;
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in vec2 Texcoord;
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in vec4 Color;
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layout(location = 0) in vec3 Position;
|
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layout(location = 1) in vec3 Normal;
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layout(location = 2) in vec4 Color;
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layout(location = 3) in vec2 Texcoord;
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|
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out vec3 nor;
|
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out vec2 uv;
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#else
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attribute vec3 Position;
|
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attribute vec3 Normal;
|
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attribute vec2 Texcoord;
|
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attribute vec4 Color;
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varying vec3 nor;
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varying vec2 uv;
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#endif
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void main()
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{
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|
@ -15,10 +15,10 @@ in vec3 Origin;
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in vec3 Orientation;
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in vec3 Scale;
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|
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in vec3 Position;
|
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in vec3 Normal;
|
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in vec2 Texcoord;
|
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in vec4 Color;
|
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layout(location = 0) in vec3 Position;
|
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layout(location = 1) in vec3 Normal;
|
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layout(location = 2) in vec4 Color;
|
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layout(location = 3) in vec2 Texcoord;
|
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|
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out vec3 nor;
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out vec2 uv;
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|
@ -19,9 +19,9 @@ in vec3 Origin;
|
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in vec3 Orientation;
|
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in vec3 Scale;
|
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|
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in vec3 Position;
|
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in vec3 Normal;
|
||||
in vec2 Texcoord;
|
||||
layout(location = 0) in vec3 Position;
|
||||
layout(location = 1) in vec3 Normal;
|
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layout(location = 3) in vec2 Texcoord;
|
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|
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out vec3 nor;
|
||||
out vec2 uv;
|
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|
@ -11,8 +11,8 @@ in vec3 Origin;
|
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in vec3 Orientation;
|
||||
in vec3 Scale;
|
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|
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in vec3 Position;
|
||||
in vec2 Texcoord;
|
||||
layout(location = 0) in vec3 Position;
|
||||
layout(location = 3) in vec2 Texcoord;
|
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|
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#ifdef VSLayer
|
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out vec2 uv;
|
||||
|
@ -10,24 +10,15 @@ layout (std140) uniform MatrixesData
|
||||
uniform mat4 ModelMatrix;
|
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uniform mat4 InverseModelMatrix;
|
||||
|
||||
#if __VERSION__ >= 130
|
||||
in vec3 Position;
|
||||
in vec2 Texcoord;
|
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in vec3 Tangent;
|
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in vec3 Bitangent;
|
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|
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layout(location = 0) in vec3 Position;
|
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layout(location = 3) in vec2 Texcoord;
|
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layout(location = 5) in vec3 Tangent;
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layout(location = 6) in vec3 Bitangent;
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|
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out vec3 tangent;
|
||||
out vec3 bitangent;
|
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out vec2 uv;
|
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#else
|
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attribute vec3 Position;
|
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attribute vec2 Texcoord;
|
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attribute vec3 Tangent;
|
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attribute vec3 Bitangent;
|
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varying vec3 tangent;
|
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varying vec3 bitangent;
|
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varying vec2 uv;
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#endif
|
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|
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|
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void main()
|
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{
|
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|
@ -24,25 +24,17 @@ uniform mat4 TextureMatrix =
|
||||
0., 0., 1., 0.,
|
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0., 0., 0., 1.);
|
||||
|
||||
#if __VERSION__ >= 130
|
||||
in vec3 Position;
|
||||
in vec2 Texcoord;
|
||||
in vec2 SecondTexcoord;
|
||||
in vec3 Normal;
|
||||
in vec4 Color;
|
||||
|
||||
layout(location = 0) in vec3 Position;
|
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layout(location = 1) in vec3 Normal;
|
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layout(location = 2) in vec4 Color;
|
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layout(location = 3) in vec2 Texcoord;
|
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layout(location = 4) in vec2 SecondTexcoord;
|
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|
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out vec3 nor;
|
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out vec2 uv;
|
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out vec2 uv_bis;
|
||||
out vec4 color;
|
||||
#else
|
||||
attribute vec3 Position;
|
||||
attribute vec3 Normal;
|
||||
attribute vec2 Texcoord;
|
||||
attribute vec2 SecondTexcoord;
|
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varying vec3 nor;
|
||||
varying vec2 uv;
|
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varying vec2 uv_bis;
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#endif
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|
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|
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void main(void)
|
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|
@ -9,9 +9,10 @@ uniform mat4 TextureMatrix =
|
||||
0., 0., 0., 1.);
|
||||
|
||||
|
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in vec3 Position;
|
||||
in vec2 Texcoord;
|
||||
in vec3 Normal;
|
||||
layout(location = 0) in vec3 Position;
|
||||
layout(location = 1) in vec3 Normal;
|
||||
layout(location = 3) in vec2 Texcoord;
|
||||
|
||||
out vec3 nor;
|
||||
out vec2 uv;
|
||||
|
||||
|
@ -9,8 +9,8 @@ layout (std140) uniform MatrixesData
|
||||
|
||||
uniform mat4 ModelMatrix;
|
||||
|
||||
in vec3 Position;
|
||||
in vec2 Texcoord;
|
||||
layout(location = 0) in vec3 Position;
|
||||
layout(location = 3) in vec2 Texcoord;
|
||||
|
||||
#ifdef VSLayer
|
||||
out vec2 uv;
|
||||
|
@ -1,22 +0,0 @@
|
||||
uniform mat4 ModelViewProjectionMatrix;
|
||||
uniform mat4 TextureMatrix;
|
||||
|
||||
#if __VERSION__ >= 130
|
||||
in vec3 Position;
|
||||
in vec2 Texcoord;
|
||||
in vec4 Color;
|
||||
out vec2 uv;
|
||||
out vec4 color;
|
||||
#else
|
||||
attribute vec3 Position;
|
||||
attribute vec2 Texcoord;
|
||||
varying vec2 uv;
|
||||
#endif
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
uv = (TextureMatrix * vec4(Texcoord, 1., 1.)).xy;
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||||
gl_Position = ModelViewProjectionMatrix * vec4(Position, 1.);
|
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color = Color;
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||||
}
|
@ -264,7 +264,7 @@ bool CIrrDeviceLinux::switchToFullscreen(bool reset)
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// enumerate video modes
|
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s32 modeCount;
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XF86VidModeModeInfo** modes;
|
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float refresh_rate;
|
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float refresh_rate, refresh_rate_old;
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XF86VidModeGetAllModeLines(display, screennr, &modeCount, &modes);
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@ -273,22 +273,17 @@ bool CIrrDeviceLinux::switchToFullscreen(bool reset)
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{
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||||
if (bestMode==-1 && modes[i]->hdisplay >= Width && modes[i]->vdisplay >= Height)
|
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{
|
||||
float pixels_per_second = modes[i]->dotclock * 1000.0;
|
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float pixels_per_frame = modes[i]->htotal * modes[i]->vtotal;
|
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refresh_rate = pixels_per_second / pixels_per_frame;
|
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bestMode = i;
|
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}
|
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else if (bestMode!=-1 &&
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modes[i]->hdisplay == modes[bestMode]->hdisplay &&
|
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modes[i]->vdisplay == modes[bestMode]->vdisplay)
|
||||
{
|
||||
float pixels_per_second = modes[i]->dotclock * 1000.0;
|
||||
float pixels_per_frame = modes[i]->htotal * modes[i]->vtotal;
|
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float refresh_rate_tmp = pixels_per_second / pixels_per_frame;
|
||||
refresh_rate_old = (modes[bestMode]->dotclock * 1000.0) / (modes[bestMode]->htotal * modes[bestMode]->vtotal);
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refresh_rate = (modes[i]->dotclock * 1000.0) / (modes[i]->htotal * modes[i]->vtotal);
|
||||
|
||||
if (refresh_rate_tmp > refresh_rate)
|
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if (refresh_rate > refresh_rate_old)
|
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{
|
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refresh_rate = refresh_rate_tmp;
|
||||
bestMode = i;
|
||||
}
|
||||
}
|
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@ -298,9 +293,6 @@ bool CIrrDeviceLinux::switchToFullscreen(bool reset)
|
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modes[i]->hdisplay <= modes[bestMode]->hdisplay &&
|
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modes[i]->vdisplay <= modes[bestMode]->vdisplay)
|
||||
{
|
||||
float pixels_per_second = modes[i]->dotclock * 1000.0;
|
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float pixels_per_frame = modes[i]->htotal * modes[i]->vtotal;
|
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refresh_rate = pixels_per_second / pixels_per_frame;
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bestMode = i;
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}
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}
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|
@ -33,6 +33,8 @@ AnimationBase::AnimationBase(const XMLNode &node)
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node.get("fps", &fps);
|
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for(unsigned int i=0; i<node.getNumNodes(); i++)
|
||||
{
|
||||
if (node.getNode(i)->getName() == "animated-texture")
|
||||
continue;
|
||||
Ipo *ipo = new Ipo(*node.getNode(i), fps);
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m_all_ipos.push_back(ipo);
|
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}
|
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|
@ -415,7 +415,7 @@ void PostProcessing::renderGaussian17TapBlur(FrameBuffer &in_fbo, FrameBuffer &a
|
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setTexture(0, in_fbo.getRTT()[0], GL_LINEAR, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
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setTexture(1, irr_driver->getDepthStencilTexture(), GL_LINEAR, GL_LINEAR);
|
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setTexture(1, irr_driver->getFBO(FBO_LINEAR_DEPTH).getRTT()[0], GL_LINEAR, GL_LINEAR);
|
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
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glUniform1i(FullScreenShader::Gaussian17TapHShader::uniform_tex, 0);
|
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@ -452,7 +452,7 @@ void PostProcessing::renderGaussian17TapBlur(FrameBuffer &in_fbo, FrameBuffer &a
|
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setTexture(0, auxiliary.getRTT()[0], GL_LINEAR, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
setTexture(1, irr_driver->getDepthStencilTexture(), GL_LINEAR, GL_LINEAR);
|
||||
setTexture(1, irr_driver->getFBO(FBO_LINEAR_DEPTH).getRTT()[0], GL_LINEAR, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glUniform1i(FullScreenShader::Gaussian17TapVShader::uniform_tex, 0);
|
||||
|
@ -540,7 +540,7 @@ void IrrDriver::renderSolidFirstPass()
|
||||
GLint swizzleMask[] = { GL_ONE, GL_ONE, GL_ONE, GL_ONE };
|
||||
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
|
||||
}
|
||||
draw<MeshShader::ObjectPass1Shader>(mesh, mesh.vao_first_pass, GroupedFPSM<FPSM_DEFAULT>::MVPSet[i], GroupedFPSM<FPSM_DEFAULT>::TIMVSet[i], 0);
|
||||
draw<MeshShader::ObjectPass1Shader>(mesh, mesh.vao, GroupedFPSM<FPSM_DEFAULT>::MVPSet[i], GroupedFPSM<FPSM_DEFAULT>::TIMVSet[i], 0);
|
||||
if (!mesh.textures[0])
|
||||
{
|
||||
GLint swizzleMask[] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA };
|
||||
@ -554,7 +554,7 @@ void IrrDriver::renderSolidFirstPass()
|
||||
const GLMesh &mesh = *GroupedFPSM<FPSM_ALPHA_REF_TEXTURE>::MeshSet[i];
|
||||
compressTexture(mesh.textures[0], true);
|
||||
setTexture(0, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
|
||||
draw<MeshShader::ObjectRefPass1Shader>(mesh, mesh.vao_first_pass, GroupedFPSM<FPSM_ALPHA_REF_TEXTURE>::MVPSet[i], GroupedFPSM<FPSM_ALPHA_REF_TEXTURE>::TIMVSet[i], GroupedFPSM<FPSM_ALPHA_REF_TEXTURE>::MeshSet[i]->TextureMatrix, 0);
|
||||
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);
|
||||
}
|
||||
glUseProgram(MeshShader::NormalMapShader::Program);
|
||||
for (unsigned i = 0; i < GroupedFPSM<FPSM_NORMAL_MAP>::MeshSet.size(); ++i)
|
||||
@ -565,7 +565,7 @@ void IrrDriver::renderSolidFirstPass()
|
||||
setTexture(0, getTextureGLuint(mesh.textures[1]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
|
||||
compressTexture(mesh.textures[0], true);
|
||||
setTexture(1, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
|
||||
draw<MeshShader::NormalMapShader>(mesh, mesh.vao_first_pass, GroupedFPSM<FPSM_NORMAL_MAP>::MVPSet[i], GroupedFPSM<FPSM_NORMAL_MAP>::TIMVSet[i], 0, 1);
|
||||
draw<MeshShader::NormalMapShader>(mesh, mesh.vao, GroupedFPSM<FPSM_NORMAL_MAP>::MVPSet[i], GroupedFPSM<FPSM_NORMAL_MAP>::TIMVSet[i], 0, 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -912,7 +912,7 @@ void IrrDriver::renderShadows()
|
||||
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_pass, rsm_matrix, GroupedFPSM<FPSM_DEFAULT>::MVPSet[i], 0);
|
||||
draw<MeshShader::RSMShader>(mesh, mesh.vao, rsm_matrix, GroupedFPSM<FPSM_DEFAULT>::MVPSet[i], 0);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1360,19 +1360,24 @@ namespace MeshShader
|
||||
void TransparentShader::init()
|
||||
{
|
||||
Program = LoadProgram(
|
||||
GL_VERTEX_SHADER, file_manager->getAsset("shaders/transparent.vert").c_str(),
|
||||
GL_VERTEX_SHADER, file_manager->getAsset("shaders/object_pass.vert").c_str(),
|
||||
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/transparent.frag").c_str());
|
||||
attrib_position = glGetAttribLocation(Program, "Position");
|
||||
attrib_texcoord = glGetAttribLocation(Program, "Texcoord");
|
||||
attrib_color = glGetAttribLocation(Program, "Color");
|
||||
uniform_MVP = glGetUniformLocation(Program, "ModelViewProjectionMatrix");
|
||||
uniform_MVP = glGetUniformLocation(Program, "ModelMatrix");
|
||||
uniform_TM = glGetUniformLocation(Program, "TextureMatrix");
|
||||
uniform_tex = glGetUniformLocation(Program, "tex");
|
||||
if (!UserConfigParams::m_ubo_disabled)
|
||||
{
|
||||
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
|
||||
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
|
||||
}
|
||||
}
|
||||
|
||||
void TransparentShader::setUniforms(const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TextureMatrix, unsigned TU_tex)
|
||||
void TransparentShader::setUniforms(const core::matrix4 &ModelMatrix, const core::matrix4 &TextureMatrix, unsigned TU_tex)
|
||||
{
|
||||
glUniformMatrix4fv(uniform_MVP, 1, GL_FALSE, ModelViewProjectionMatrix.pointer());
|
||||
glUniformMatrix4fv(uniform_MVP, 1, GL_FALSE, ModelMatrix.pointer());
|
||||
glUniformMatrix4fv(uniform_TM, 1, GL_FALSE, TextureMatrix.pointer());
|
||||
glUniform1i(uniform_tex, TU_tex);
|
||||
}
|
||||
@ -1394,12 +1399,12 @@ namespace MeshShader
|
||||
void TransparentFogShader::init()
|
||||
{
|
||||
Program = LoadProgram(
|
||||
GL_VERTEX_SHADER, file_manager->getAsset("shaders/transparent.vert").c_str(),
|
||||
GL_VERTEX_SHADER, file_manager->getAsset("shaders/object_pass.vert").c_str(),
|
||||
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/transparentfog.frag").c_str());
|
||||
attrib_position = glGetAttribLocation(Program, "Position");
|
||||
attrib_texcoord = glGetAttribLocation(Program, "Texcoord");
|
||||
attrib_color = glGetAttribLocation(Program, "Color");
|
||||
uniform_MVP = glGetUniformLocation(Program, "ModelViewProjectionMatrix");
|
||||
uniform_MVP = glGetUniformLocation(Program, "ModelMatrix");
|
||||
uniform_TM = glGetUniformLocation(Program, "TextureMatrix");
|
||||
uniform_tex = glGetUniformLocation(Program, "tex");
|
||||
uniform_fogmax = glGetUniformLocation(Program, "fogmax");
|
||||
@ -1415,9 +1420,9 @@ namespace MeshShader
|
||||
}
|
||||
}
|
||||
|
||||
void TransparentFogShader::setUniforms(const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TextureMatrix, float fogmax, float startH, float endH, float start, float end, const core::vector3df &col, const core::vector3df &campos, unsigned TU_tex)
|
||||
void TransparentFogShader::setUniforms(const core::matrix4 &ModelMatrix, const core::matrix4 &TextureMatrix, float fogmax, float startH, float endH, float start, float end, const core::vector3df &col, const core::vector3df &campos, unsigned TU_tex)
|
||||
{
|
||||
glUniformMatrix4fv(uniform_MVP, 1, GL_FALSE, ModelViewProjectionMatrix.pointer());
|
||||
glUniformMatrix4fv(uniform_MVP, 1, GL_FALSE, ModelMatrix.pointer());
|
||||
glUniformMatrix4fv(uniform_TM, 1, GL_FALSE, TextureMatrix.pointer());
|
||||
glUniform1f(uniform_fogmax, fogmax);
|
||||
glUniform1f(uniform_startH, startH);
|
||||
@ -1728,12 +1733,14 @@ namespace MeshShader
|
||||
GL_VERTEX_SHADER, file_manager->getAsset("shaders/displace.vert").c_str(),
|
||||
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/white.frag").c_str());
|
||||
attrib_position = glGetAttribLocation(Program, "Position");
|
||||
uniform_MVP = glGetUniformLocation(Program, "ModelViewProjectionMatrix");
|
||||
uniform_MVP = glGetUniformLocation(Program, "ModelMatrix");
|
||||
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
|
||||
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
|
||||
}
|
||||
|
||||
void DisplaceMaskShader::setUniforms(const core::matrix4 &ModelViewProjectionMatrix)
|
||||
void DisplaceMaskShader::setUniforms(const core::matrix4 &ModelMatrix)
|
||||
{
|
||||
glUniformMatrix4fv(uniform_MVP, 1, GL_FALSE, ModelViewProjectionMatrix.pointer());
|
||||
glUniformMatrix4fv(uniform_MVP, 1, GL_FALSE, ModelMatrix.pointer());
|
||||
}
|
||||
|
||||
GLuint DisplaceShader::Program;
|
||||
@ -1741,7 +1748,6 @@ namespace MeshShader
|
||||
GLuint DisplaceShader::attrib_texcoord;
|
||||
GLuint DisplaceShader::attrib_second_texcoord;
|
||||
GLuint DisplaceShader::uniform_MVP;
|
||||
GLuint DisplaceShader::uniform_MV;
|
||||
GLuint DisplaceShader::uniform_displacement_tex;
|
||||
GLuint DisplaceShader::uniform_mask_tex;
|
||||
GLuint DisplaceShader::uniform_color_tex;
|
||||
@ -1756,8 +1762,7 @@ namespace MeshShader
|
||||
attrib_position = glGetAttribLocation(Program, "Position");
|
||||
attrib_texcoord = glGetAttribLocation(Program, "Texcoord");
|
||||
attrib_second_texcoord = glGetAttribLocation(Program, "SecondTexcoord");
|
||||
uniform_MVP = glGetUniformLocation(Program, "ModelViewProjectionMatrix");
|
||||
uniform_MV = glGetUniformLocation(Program, "ModelViewMatrix");
|
||||
uniform_MVP = glGetUniformLocation(Program, "ModelMatrix");
|
||||
uniform_displacement_tex = glGetUniformLocation(Program, "displacement_tex");
|
||||
uniform_color_tex = glGetUniformLocation(Program, "color_tex");
|
||||
uniform_mask_tex = glGetUniformLocation(Program, "mask_tex");
|
||||
@ -1767,10 +1772,9 @@ namespace MeshShader
|
||||
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
|
||||
}
|
||||
|
||||
void DisplaceShader::setUniforms(const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &ModelViewMatrix, const core::vector2df &dir, const core::vector2df &dir2, const core::vector2df &screen, unsigned TU_displacement_tex, unsigned TU_mask_tex, unsigned TU_color_tex)
|
||||
void DisplaceShader::setUniforms(const core::matrix4 &ModelMatrix, const core::vector2df &dir, const core::vector2df &dir2, const core::vector2df &screen, unsigned TU_displacement_tex, unsigned TU_mask_tex, unsigned TU_color_tex)
|
||||
{
|
||||
glUniformMatrix4fv(uniform_MVP, 1, GL_FALSE, ModelViewProjectionMatrix.pointer());
|
||||
glUniformMatrix4fv(uniform_MV, 1, GL_FALSE, ModelViewMatrix.pointer());
|
||||
glUniformMatrix4fv(uniform_MVP, 1, GL_FALSE, ModelMatrix.pointer());
|
||||
glUniform2f(uniform_dir, dir.X, dir.Y);
|
||||
glUniform2f(uniform_dir2, dir2.X, dir2.Y);
|
||||
glUniform1i(uniform_displacement_tex, TU_displacement_tex);
|
||||
|
@ -288,7 +288,7 @@ public:
|
||||
static GLuint uniform_MVP, uniform_TM, uniform_tex;
|
||||
|
||||
static void init();
|
||||
static void setUniforms(const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TextureMatrix, unsigned TU_tex);
|
||||
static void setUniforms(const core::matrix4 &ModelMatrix, const core::matrix4 &TextureMatrix, unsigned TU_tex);
|
||||
};
|
||||
|
||||
class TransparentFogShader
|
||||
@ -299,7 +299,7 @@ public:
|
||||
static GLuint uniform_MVP, uniform_TM, uniform_tex, uniform_fogmax, uniform_startH, uniform_endH, uniform_start, uniform_end, uniform_col;
|
||||
|
||||
static void init();
|
||||
static void setUniforms(const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TextureMatrix, float fogmax, float startH, float endH, float start, float end, const core::vector3df &col, const core::vector3df &campos, unsigned TU_tex);
|
||||
static void setUniforms(const core::matrix4 &ModelMatrix, const core::matrix4 &TextureMatrix, float fogmax, float startH, float endH, float start, float end, const core::vector3df &col, const core::vector3df &campos, unsigned TU_tex);
|
||||
};
|
||||
|
||||
class BillboardShader
|
||||
@ -398,7 +398,7 @@ public:
|
||||
static GLuint uniform_MVP;
|
||||
|
||||
static void init();
|
||||
static void setUniforms(const core::matrix4 &ModelViewProjectionMatrix);
|
||||
static void setUniforms(const core::matrix4 &ModelMatrix);
|
||||
};
|
||||
|
||||
class DisplaceShader
|
||||
@ -406,10 +406,10 @@ class DisplaceShader
|
||||
public:
|
||||
static GLuint Program;
|
||||
static GLuint attrib_position, attrib_texcoord, attrib_second_texcoord;
|
||||
static GLuint uniform_MVP, uniform_MV, uniform_displacement_tex, uniform_mask_tex, uniform_color_tex, uniform_dir, uniform_dir2;
|
||||
static GLuint uniform_MVP, uniform_displacement_tex, uniform_mask_tex, uniform_color_tex, uniform_dir, uniform_dir2;
|
||||
|
||||
static void init();
|
||||
static void setUniforms(const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &ModelViewMatrix, const core::vector2df &dir, const core::vector2df &dir2, const core::vector2df &screen, unsigned TU_displacement_tex, unsigned TU_mask_tex, unsigned TU_color_tex);
|
||||
static void setUniforms(const core::matrix4 &ModelMatrix, const core::vector2df &dir, const core::vector2df &dir2, const core::vector2df &screen, unsigned TU_displacement_tex, unsigned TU_mask_tex, unsigned TU_color_tex);
|
||||
};
|
||||
|
||||
class SkyboxShader
|
||||
|
@ -27,18 +27,8 @@ void STKAnimatedMesh::cleanGLMeshes()
|
||||
GLMesh mesh = GLmeshes[i];
|
||||
if (!mesh.vertex_buffer)
|
||||
continue;
|
||||
if (mesh.vao_first_pass)
|
||||
glDeleteVertexArrays(1, &(mesh.vao_first_pass));
|
||||
if (mesh.vao_second_pass)
|
||||
glDeleteVertexArrays(1, &(mesh.vao_second_pass));
|
||||
if (mesh.vao_glow_pass)
|
||||
glDeleteVertexArrays(1, &(mesh.vao_glow_pass));
|
||||
if (mesh.vao_displace_pass)
|
||||
glDeleteVertexArrays(1, &(mesh.vao_displace_pass));
|
||||
if (mesh.vao_displace_mask_pass)
|
||||
glDeleteVertexArrays(1, &(mesh.vao_displace_mask_pass));
|
||||
if (mesh.vao_shadow_pass)
|
||||
glDeleteVertexArrays(1, &(mesh.vao_shadow_pass));
|
||||
if (mesh.vao)
|
||||
glDeleteVertexArrays(1, &(mesh.vao));
|
||||
glDeleteBuffers(1, &(mesh.vertex_buffer));
|
||||
glDeleteBuffers(1, &(mesh.index_buffer));
|
||||
}
|
||||
@ -230,13 +220,13 @@ void STKAnimatedMesh::render()
|
||||
for_in(mesh, TransparentMesh[TM_DEFAULT])
|
||||
{
|
||||
TransparentMeshes<TM_DEFAULT>::MeshSet.push_back(mesh);
|
||||
TransparentMeshes<TM_DEFAULT>::MVPSet.push_back(ModelViewProjectionMatrix);
|
||||
TransparentMeshes<TM_DEFAULT>::MVPSet.push_back(AbsoluteTransformation);
|
||||
}
|
||||
|
||||
for_in(mesh, TransparentMesh[TM_ADDITIVE])
|
||||
{
|
||||
TransparentMeshes<TM_ADDITIVE>::MeshSet.push_back(mesh);
|
||||
TransparentMeshes<TM_ADDITIVE>::MVPSet.push_back(ModelViewProjectionMatrix);
|
||||
TransparentMeshes<TM_ADDITIVE>::MVPSet.push_back(AbsoluteTransformation);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
@ -25,16 +25,10 @@ void STKInstancedSceneNode::cleanGL()
|
||||
GLMesh mesh = GLmeshes[i];
|
||||
if (!mesh.vertex_buffer)
|
||||
continue;
|
||||
if (mesh.vao_first_pass)
|
||||
glDeleteVertexArrays(1, &(mesh.vao_first_pass));
|
||||
if (mesh.vao)
|
||||
glDeleteVertexArrays(1, &(mesh.vao));
|
||||
if (mesh.vao_second_pass)
|
||||
glDeleteVertexArrays(1, &(mesh.vao_second_pass));
|
||||
if (mesh.vao_glow_pass)
|
||||
glDeleteVertexArrays(1, &(mesh.vao_glow_pass));
|
||||
if (mesh.vao_displace_pass)
|
||||
glDeleteVertexArrays(1, &(mesh.vao_displace_pass));
|
||||
if (mesh.vao_displace_mask_pass)
|
||||
glDeleteVertexArrays(1, &(mesh.vao_displace_mask_pass));
|
||||
if (mesh.vao_shadow_pass)
|
||||
glDeleteVertexArrays(1, &(mesh.vao_shadow_pass));
|
||||
glDeleteBuffers(1, &(mesh.vertex_buffer));
|
||||
@ -81,36 +75,33 @@ void STKInstancedSceneNode::initinstancedvaostate(GLMesh &mesh, GeometricMateria
|
||||
switch (GeoMat)
|
||||
{
|
||||
case FPSM_DEFAULT:
|
||||
mesh.vao_first_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer,
|
||||
MeshShader::InstancedObjectPass1Shader::attrib_position, MeshShader::InstancedObjectRefPass1Shader::attrib_texcoord, -1, MeshShader::InstancedObjectPass1Shader::attrib_normal, -1, -1, -1, mesh.Stride);
|
||||
mesh.vao_first_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(mesh.Stride));
|
||||
glGenBuffers(1, &instances_vbo);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, instances_vbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, instance_pos.size() * sizeof(float), instance_pos.data(), GL_STATIC_DRAW);
|
||||
setInstanceAttribPointer<MeshShader::InstancedObjectPass1Shader, 1>();
|
||||
if (irr_driver->getGLSLVersion() >= 150)
|
||||
{
|
||||
mesh.vao_shadow_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, MeshShader::InstancedShadowShader::attrib_position, -1, -1, -1, -1, -1, -1, mesh.Stride);
|
||||
mesh.vao_shadow_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(mesh.Stride));
|
||||
glBindBuffer(GL_ARRAY_BUFFER, instances_vbo);
|
||||
setInstanceAttribPointer<MeshShader::InstancedShadowShader, 4>();
|
||||
}
|
||||
break;
|
||||
case FPSM_ALPHA_REF_TEXTURE:
|
||||
mesh.vao_first_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer,
|
||||
MeshShader::InstancedObjectRefPass1Shader::attrib_position, MeshShader::InstancedObjectRefPass1Shader::attrib_texcoord, -1, MeshShader::InstancedObjectRefPass1Shader::attrib_normal, -1, -1, -1, mesh.Stride);
|
||||
mesh.vao_first_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(mesh.Stride));
|
||||
glGenBuffers(1, &instances_vbo);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, instances_vbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, instance_pos.size() * sizeof(float), instance_pos.data(), GL_STATIC_DRAW);
|
||||
setInstanceAttribPointer<MeshShader::InstancedObjectRefPass1Shader, 1>();
|
||||
if (irr_driver->getGLSLVersion() >= 150)
|
||||
{
|
||||
mesh.vao_shadow_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, MeshShader::InstancedRefShadowShader::attrib_position, MeshShader::InstancedRefShadowShader::attrib_texcoord, -1, -1, -1, -1, -1, mesh.Stride);
|
||||
mesh.vao_shadow_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(mesh.Stride));
|
||||
glBindBuffer(GL_ARRAY_BUFFER, instances_vbo);
|
||||
setInstanceAttribPointer<MeshShader::InstancedRefShadowShader, 4>();
|
||||
}
|
||||
break;
|
||||
case FPSM_GRASS:
|
||||
mesh.vao_first_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer,
|
||||
MeshShader::InstancedGrassPass1Shader::attrib_position, MeshShader::InstancedGrassPass1Shader::attrib_texcoord, -1, MeshShader::InstancedGrassPass1Shader::attrib_normal, -1, -1, MeshShader::InstancedGrassPass1Shader::attrib_color, mesh.Stride);
|
||||
mesh.vao_first_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(mesh.Stride));
|
||||
glGenBuffers(1, &instances_vbo);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, instances_vbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, instance_pos.size() * sizeof(float), instance_pos.data(), GL_STATIC_DRAW);
|
||||
@ -125,20 +116,17 @@ void STKInstancedSceneNode::initinstancedvaostate(GLMesh &mesh, GeometricMateria
|
||||
switch (ShadedMat)
|
||||
{
|
||||
case SM_DEFAULT:
|
||||
mesh.vao_second_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer,
|
||||
MeshShader::InstancedObjectPass2Shader::attrib_position, MeshShader::InstancedObjectPass2Shader::attrib_texcoord, -1, -1, -1, -1, -1, mesh.Stride);
|
||||
mesh.vao_second_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(mesh.Stride));
|
||||
glBindBuffer(GL_ARRAY_BUFFER, instances_vbo);
|
||||
setInstanceAttribPointer<MeshShader::InstancedObjectPass2Shader, 1>();
|
||||
break;
|
||||
case SM_ALPHA_REF_TEXTURE:
|
||||
mesh.vao_second_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer,
|
||||
MeshShader::InstancedObjectRefPass2Shader::attrib_position, MeshShader::InstancedObjectRefPass2Shader::attrib_texcoord, -1, -1, -1, -1, -1, mesh.Stride);
|
||||
mesh.vao_second_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(mesh.Stride));
|
||||
glBindBuffer(GL_ARRAY_BUFFER, instances_vbo);
|
||||
setInstanceAttribPointer<MeshShader::InstancedObjectRefPass2Shader, 1>();
|
||||
break;
|
||||
case SM_GRASS:
|
||||
mesh.vao_second_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer,
|
||||
MeshShader::InstancedGrassPass2Shader::attrib_position, MeshShader::InstancedGrassPass2Shader::attrib_texcoord, -1, MeshShader::InstancedGrassPass2Shader::attrib_normal, -1, -1, MeshShader::InstancedGrassPass2Shader::attrib_color, mesh.Stride);
|
||||
mesh.vao_second_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(mesh.Stride));
|
||||
glBindBuffer(GL_ARRAY_BUFFER, instances_vbo);
|
||||
setInstanceAttribPointer<MeshShader::InstancedGrassPass2Shader, 1>();
|
||||
break;
|
||||
|
@ -56,54 +56,80 @@ TransparentMaterial MaterialTypeToTransparentMaterial(video::E_MATERIAL_TYPE typ
|
||||
return TM_DEFAULT;
|
||||
}
|
||||
|
||||
GLuint createVAO(GLuint vbo, GLuint idx, GLuint attrib_position, GLuint attrib_texcoord, GLuint attrib_second_texcoord, GLuint attrib_normal, GLuint attrib_tangent, GLuint attrib_bitangent, GLuint attrib_color, size_t stride)
|
||||
video::E_VERTEX_TYPE getVTXTYPEFromStride(size_t stride)
|
||||
{
|
||||
if (stride == sizeof(video::S3DVertex))
|
||||
return video::EVT_STANDARD;
|
||||
else if (stride == sizeof(video::S3DVertex2TCoords))
|
||||
return video::EVT_2TCOORDS;
|
||||
assert(stride == sizeof(video::S3DVertexTangents));
|
||||
return video::EVT_TANGENTS;
|
||||
}
|
||||
|
||||
GLuint createVAO(GLuint vbo, GLuint idx, video::E_VERTEX_TYPE type)
|
||||
{
|
||||
if (attrib_position == -1)
|
||||
return 0;
|
||||
GLuint vao;
|
||||
glGenVertexArrays(1, &vao);
|
||||
glBindVertexArray(vao);
|
||||
assert(vbo);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vbo);
|
||||
glEnableVertexAttribArray(attrib_position);
|
||||
if ((GLint)attrib_texcoord != -1)
|
||||
glEnableVertexAttribArray(attrib_texcoord);
|
||||
if ((GLint)attrib_second_texcoord != -1)
|
||||
glEnableVertexAttribArray(attrib_second_texcoord);
|
||||
if ((GLint)attrib_normal != -1)
|
||||
glEnableVertexAttribArray(attrib_normal);
|
||||
if ((GLint)attrib_tangent != -1)
|
||||
glEnableVertexAttribArray(attrib_tangent);
|
||||
if ((GLint)attrib_bitangent != -1)
|
||||
glEnableVertexAttribArray(attrib_bitangent);
|
||||
if ((GLint)attrib_color != -1)
|
||||
glEnableVertexAttribArray(attrib_color);
|
||||
glVertexAttribPointer(attrib_position, 3, GL_FLOAT, GL_FALSE, stride, 0);
|
||||
if ((GLint)attrib_texcoord != -1)
|
||||
glVertexAttribPointer(attrib_texcoord, 2, GL_FLOAT, GL_FALSE, stride, (GLvoid*) 28);
|
||||
if ((GLint)attrib_second_texcoord != -1)
|
||||
switch (type)
|
||||
{
|
||||
if (stride < 44)
|
||||
Log::error("material", "Second texcoords not present in VBO");
|
||||
glVertexAttribPointer(attrib_second_texcoord, 2, GL_FLOAT, GL_FALSE, stride, (GLvoid*) 36);
|
||||
case video::EVT_STANDARD:
|
||||
// Position
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, getVertexPitchFromType(type), 0);
|
||||
// Normal
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, getVertexPitchFromType(type), (GLvoid*)12);
|
||||
// Color
|
||||
glEnableVertexAttribArray(2);
|
||||
glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, GL_TRUE, getVertexPitchFromType(type), (GLvoid*)24);
|
||||
// Texcoord
|
||||
glEnableVertexAttribArray(3);
|
||||
glVertexAttribPointer(3, 2, GL_FLOAT, GL_FALSE, getVertexPitchFromType(type), (GLvoid*)28);
|
||||
break;
|
||||
case video::EVT_2TCOORDS:
|
||||
// Position
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, getVertexPitchFromType(type), 0);
|
||||
// Normal
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, getVertexPitchFromType(type), (GLvoid*)12);
|
||||
// Color
|
||||
glEnableVertexAttribArray(2);
|
||||
glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, GL_TRUE, getVertexPitchFromType(type), (GLvoid*)24);
|
||||
// Texcoord
|
||||
glEnableVertexAttribArray(3);
|
||||
glVertexAttribPointer(3, 2, GL_FLOAT, GL_FALSE, getVertexPitchFromType(type), (GLvoid*)28);
|
||||
// SecondTexcoord
|
||||
glEnableVertexAttribArray(4);
|
||||
glVertexAttribPointer(4, 2, GL_FLOAT, GL_FALSE, getVertexPitchFromType(type), (GLvoid*)36);
|
||||
break;
|
||||
case video::EVT_TANGENTS:
|
||||
// Position
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, getVertexPitchFromType(type), 0);
|
||||
// Normal
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, getVertexPitchFromType(type), (GLvoid*)12);
|
||||
// Color
|
||||
glEnableVertexAttribArray(2);
|
||||
glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, GL_TRUE, getVertexPitchFromType(type), (GLvoid*)24);
|
||||
// Texcoord
|
||||
glEnableVertexAttribArray(3);
|
||||
glVertexAttribPointer(3, 2, GL_FLOAT, GL_FALSE, getVertexPitchFromType(type), (GLvoid*)28);
|
||||
// Tangent
|
||||
glEnableVertexAttribArray(5);
|
||||
glVertexAttribPointer(5, 3, GL_FLOAT, GL_FALSE, getVertexPitchFromType(type), (GLvoid*)36);
|
||||
// Bitangent
|
||||
glEnableVertexAttribArray(6);
|
||||
glVertexAttribPointer(6, 3, GL_FLOAT, GL_FALSE, getVertexPitchFromType(type), (GLvoid*)48);
|
||||
break;
|
||||
default:
|
||||
assert(0 && "Wrong vertex type");
|
||||
}
|
||||
if ((GLint)attrib_normal != -1)
|
||||
glVertexAttribPointer(attrib_normal, 3, GL_FLOAT, GL_FALSE, stride, (GLvoid*) 12);
|
||||
if ((GLint)attrib_tangent != -1)
|
||||
{
|
||||
if (stride < 48)
|
||||
Log::error("material", "Tangents not present in VBO");
|
||||
glVertexAttribPointer(attrib_tangent, 3, GL_FLOAT, GL_FALSE, stride, (GLvoid*)36);
|
||||
}
|
||||
|
||||
if ((GLint)attrib_bitangent != -1)
|
||||
{
|
||||
if (stride < 60)
|
||||
Log::error("material", "Bitangents not present in VBO");
|
||||
glVertexAttribPointer(attrib_bitangent, 3, GL_FLOAT, GL_FALSE, stride, (GLvoid*)48);
|
||||
}
|
||||
if ((GLint)attrib_color != -1)
|
||||
glVertexAttribPointer(attrib_color, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, (GLvoid*)24);
|
||||
|
||||
assert(idx);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, idx);
|
||||
return vao;
|
||||
}
|
||||
@ -124,6 +150,7 @@ GLMesh allocateMeshBuffer(scene::IMeshBuffer* mb)
|
||||
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();
|
||||
@ -224,8 +251,8 @@ void drawGrassPass1(const GLMesh &mesh, const core::matrix4 & ModelViewProjectio
|
||||
|
||||
MeshShader::GrassPass1Shader::setUniforms(ModelViewProjectionMatrix, TransposeInverseModelView, windDir, 0);
|
||||
|
||||
assert(mesh.vao_first_pass);
|
||||
glBindVertexArray(mesh.vao_first_pass);
|
||||
assert(mesh.vao);
|
||||
glBindVertexArray(mesh.vao);
|
||||
glDrawElements(ptype, count, itype, 0);
|
||||
}
|
||||
|
||||
@ -250,8 +277,8 @@ void drawSphereMap(const GLMesh &mesh, const core::matrix4 &ModelMatrix, const c
|
||||
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_second_pass);
|
||||
glBindVertexArray(mesh.vao_second_pass);
|
||||
assert(mesh.vao);
|
||||
glBindVertexArray(mesh.vao);
|
||||
glDrawElements(ptype, count, itype, 0);
|
||||
}
|
||||
|
||||
@ -330,8 +357,8 @@ void drawSplatting(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionM
|
||||
|
||||
MeshShader::SplattingShader::setUniforms(ModelViewProjectionMatrix);
|
||||
|
||||
assert(mesh.vao_second_pass);
|
||||
glBindVertexArray(mesh.vao_second_pass);
|
||||
assert(mesh.vao);
|
||||
glBindVertexArray(mesh.vao);
|
||||
glDrawElements(ptype, count, itype, 0);
|
||||
}
|
||||
|
||||
@ -357,8 +384,8 @@ void drawObjectRefPass2(const GLMesh &mesh, const core::matrix4 &ModelViewProjec
|
||||
|
||||
MeshShader::ObjectRefPass2Shader::setUniforms(ModelViewProjectionMatrix, TextureMatrix);
|
||||
|
||||
assert(mesh.vao_second_pass);
|
||||
glBindVertexArray(mesh.vao_second_pass);
|
||||
assert(mesh.vao);
|
||||
glBindVertexArray(mesh.vao);
|
||||
glDrawElements(ptype, count, itype, 0);
|
||||
}
|
||||
|
||||
@ -386,8 +413,8 @@ void drawGrassPass2(const GLMesh &mesh, const core::matrix4 & ModelViewProjectio
|
||||
|
||||
MeshShader::GrassPass2Shader::setUniforms(ModelViewProjectionMatrix, windDir);
|
||||
|
||||
assert(mesh.vao_second_pass);
|
||||
glBindVertexArray(mesh.vao_second_pass);
|
||||
assert(mesh.vao);
|
||||
glBindVertexArray(mesh.vao);
|
||||
glDrawElements(ptype, count, itype, 0);
|
||||
}
|
||||
|
||||
@ -400,8 +427,8 @@ void drawUntexturedObject(const GLMesh &mesh, const core::matrix4 &ModelMatrix)
|
||||
|
||||
MeshShader::UntexturedObjectShader::setUniforms(ModelMatrix);
|
||||
|
||||
assert(mesh.vao_second_pass);
|
||||
glBindVertexArray(mesh.vao_second_pass);
|
||||
assert(mesh.vao);
|
||||
glBindVertexArray(mesh.vao);
|
||||
glDrawElements(ptype, count, itype, 0);
|
||||
}
|
||||
|
||||
@ -427,8 +454,8 @@ void drawObjectRimLimit(const GLMesh &mesh, const core::matrix4 &ModelViewProjec
|
||||
|
||||
MeshShader::ObjectRimLimitShader::setUniforms(ModelViewProjectionMatrix, TransposeInverseModelView, TextureMatrix);
|
||||
|
||||
assert(mesh.vao_second_pass);
|
||||
glBindVertexArray(mesh.vao_second_pass);
|
||||
assert(mesh.vao);
|
||||
glBindVertexArray(mesh.vao);
|
||||
glDrawElements(ptype, count, itype, 0);
|
||||
}
|
||||
|
||||
@ -454,8 +481,8 @@ void drawObjectUnlit(const GLMesh &mesh, const core::matrix4 &ModelViewProjectio
|
||||
|
||||
MeshShader::ObjectUnlitShader::setUniforms(ModelViewProjectionMatrix);
|
||||
|
||||
assert(mesh.vao_second_pass);
|
||||
glBindVertexArray(mesh.vao_second_pass);
|
||||
assert(mesh.vao);
|
||||
glBindVertexArray(mesh.vao);
|
||||
glDrawElements(ptype, count, itype, 0);
|
||||
}
|
||||
|
||||
@ -483,8 +510,8 @@ void drawDetailledObjectPass2(const GLMesh &mesh, const core::matrix4 &ModelView
|
||||
|
||||
MeshShader::DetailledObjectPass2Shader::setUniforms(ModelViewProjectionMatrix);
|
||||
|
||||
assert(mesh.vao_second_pass);
|
||||
glBindVertexArray(mesh.vao_second_pass);
|
||||
assert(mesh.vao);
|
||||
glBindVertexArray(mesh.vao);
|
||||
glDrawElements(ptype, count, itype, 0);
|
||||
}
|
||||
|
||||
@ -510,8 +537,8 @@ void drawObjectPass2(const GLMesh &mesh, const core::matrix4 &ModelViewProjectio
|
||||
|
||||
MeshShader::ObjectPass2Shader::setUniforms(ModelViewProjectionMatrix, TextureMatrix);
|
||||
|
||||
assert(mesh.vao_second_pass);
|
||||
glBindVertexArray(mesh.vao_second_pass);
|
||||
assert(mesh.vao);
|
||||
glBindVertexArray(mesh.vao);
|
||||
glDrawElements(ptype, count, itype, 0);
|
||||
}
|
||||
|
||||
@ -527,8 +554,8 @@ void drawTransparentObject(const GLMesh &mesh, const core::matrix4 &ModelViewPro
|
||||
|
||||
MeshShader::TransparentShader::setUniforms(ModelViewProjectionMatrix, TextureMatrix, 0);
|
||||
|
||||
assert(mesh.vao_first_pass);
|
||||
glBindVertexArray(mesh.vao_first_pass);
|
||||
assert(mesh.vao);
|
||||
glBindVertexArray(mesh.vao);
|
||||
glDrawElements(ptype, count, itype, 0);
|
||||
}
|
||||
|
||||
@ -562,8 +589,8 @@ void drawTransparentFogObject(const GLMesh &mesh, const core::matrix4 &ModelView
|
||||
glUseProgram(MeshShader::TransparentFogShader::Program);
|
||||
MeshShader::TransparentFogShader::setUniforms(ModelViewProjectionMatrix, TextureMatrix, fogmax, startH, endH, start, end, col, Camera::getCamera(0)->getCameraSceneNode()->getAbsolutePosition(), 0);
|
||||
|
||||
assert(mesh.vao_first_pass);
|
||||
glBindVertexArray(mesh.vao_first_pass);
|
||||
assert(mesh.vao);
|
||||
glBindVertexArray(mesh.vao);
|
||||
glDrawElements(ptype, count, itype, 0);
|
||||
}
|
||||
|
||||
@ -582,8 +609,8 @@ void drawBubble(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatr
|
||||
|
||||
MeshShader::BubbleShader::setUniforms(ModelViewProjectionMatrix, 0, time, transparency);
|
||||
|
||||
assert(mesh.vao_first_pass);
|
||||
glBindVertexArray(mesh.vao_first_pass);
|
||||
assert(mesh.vao);
|
||||
glBindVertexArray(mesh.vao);
|
||||
glDrawElements(ptype, count, itype, 0);
|
||||
}
|
||||
|
||||
@ -598,8 +625,8 @@ void drawShadowRef(const GLMesh &mesh, const core::matrix4 &ModelMatrix)
|
||||
setTexture(0, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
|
||||
MeshShader::RefShadowShader::setUniforms(ModelMatrix, 0);
|
||||
|
||||
assert(mesh.vao_shadow_pass);
|
||||
glBindVertexArray(mesh.vao_shadow_pass);
|
||||
assert(mesh.vao);
|
||||
glBindVertexArray(mesh.vao);
|
||||
glDrawElementsInstanced(ptype, count, itype, 0, 4);
|
||||
}
|
||||
|
||||
@ -612,8 +639,8 @@ void drawShadow(const GLMesh &mesh, const core::matrix4 &ModelMatrix)
|
||||
|
||||
MeshShader::ShadowShader::setUniforms(ModelMatrix);
|
||||
|
||||
assert(mesh.vao_shadow_pass);
|
||||
glBindVertexArray(mesh.vao_shadow_pass);
|
||||
assert(mesh.vao);
|
||||
glBindVertexArray(mesh.vao);
|
||||
glDrawElementsInstanced(ptype, count, itype, 0, 4);
|
||||
}
|
||||
|
||||
@ -656,104 +683,11 @@ bool isObject(video::E_MATERIAL_TYPE type)
|
||||
|
||||
void initvaostate(GLMesh &mesh, GeometricMaterial GeoMat, ShadedMaterial ShadedMat)
|
||||
{
|
||||
switch (GeoMat)
|
||||
{
|
||||
case FPSM_DEFAULT:
|
||||
mesh.vao_first_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer,
|
||||
MeshShader::ObjectPass1Shader::attrib_position, MeshShader::ObjectPass1Shader::attrib_texcoord, -1, MeshShader::ObjectPass1Shader::attrib_normal, -1, -1, -1, mesh.Stride);
|
||||
mesh.vao_shadow_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, MeshShader::ShadowShader::attrib_position, -1, -1, -1, -1, -1, -1, mesh.Stride);
|
||||
mesh.vao_rsm_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, MeshShader::RSMShader::attrib_position, MeshShader::RSMShader::attrib_texcoord, -1, MeshShader::RSMShader::attrib_normal, -1, -1, -1, mesh.Stride);
|
||||
break;
|
||||
case FPSM_ALPHA_REF_TEXTURE:
|
||||
mesh.vao_first_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer,
|
||||
MeshShader::ObjectRefPass1Shader::attrib_position, MeshShader::ObjectRefPass1Shader::attrib_texcoord, -1, MeshShader::ObjectRefPass1Shader::attrib_normal, -1, -1, -1, mesh.Stride);
|
||||
mesh.vao_shadow_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, MeshShader::RefShadowShader::attrib_position, MeshShader::RefShadowShader::attrib_texcoord, -1, -1, -1, -1, -1, mesh.Stride);
|
||||
break;
|
||||
case FPSM_NORMAL_MAP:
|
||||
mesh.vao_first_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer,
|
||||
MeshShader::NormalMapShader::attrib_position, MeshShader::NormalMapShader::attrib_texcoord, -1, -1, MeshShader::NormalMapShader::attrib_tangent, MeshShader::NormalMapShader::attrib_bitangent, -1, mesh.Stride);
|
||||
mesh.vao_shadow_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, MeshShader::ShadowShader::attrib_position, -1, -1, -1, -1, -1, -1, mesh.Stride);
|
||||
break;
|
||||
case FPSM_GRASS:
|
||||
mesh.vao_first_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer,
|
||||
MeshShader::GrassPass1Shader::attrib_position, MeshShader::GrassPass1Shader::attrib_texcoord, -1, MeshShader::GrassPass1Shader::attrib_normal, -1, -1, MeshShader::GrassPass1Shader::attrib_color, mesh.Stride);
|
||||
mesh.vao_shadow_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, MeshShader::GrassShadowShader::attrib_position, MeshShader::GrassShadowShader::attrib_texcoord, -1, -1, -1, -1, MeshShader::GrassShadowShader::attrib_color, mesh.Stride);
|
||||
break;
|
||||
default:
|
||||
assert(0 && "Unknow material");
|
||||
break;
|
||||
}
|
||||
|
||||
switch (ShadedMat)
|
||||
{
|
||||
case SM_SPHEREMAP:
|
||||
mesh.vao_second_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer,
|
||||
MeshShader::SphereMapShader::attrib_position, -1, -1, MeshShader::SphereMapShader::attrib_normal, -1, -1, -1, mesh.Stride);
|
||||
break;
|
||||
case SM_SPLATTING:
|
||||
mesh.vao_second_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer,
|
||||
MeshShader::SplattingShader::attrib_position, MeshShader::SplattingShader::attrib_texcoord, MeshShader::SplattingShader::attrib_second_texcoord, -1, -1, -1, -1, mesh.Stride);
|
||||
break;
|
||||
case SM_ALPHA_REF_TEXTURE:
|
||||
mesh.vao_second_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer,
|
||||
MeshShader::ObjectRefPass2Shader::attrib_position, MeshShader::ObjectRefPass2Shader::attrib_texcoord, -1, -1, -1, -1, -1, mesh.Stride);
|
||||
break;
|
||||
case SM_RIMLIT:
|
||||
mesh.vao_second_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer,
|
||||
MeshShader::ObjectRimLimitShader::attrib_position, MeshShader::ObjectRimLimitShader::attrib_texcoord, -1, MeshShader::ObjectRimLimitShader::attrib_normal, -1, -1, -1, mesh.Stride);
|
||||
break;
|
||||
case SM_GRASS:
|
||||
mesh.vao_second_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer,
|
||||
MeshShader::GrassPass2Shader::attrib_position, MeshShader::GrassPass2Shader::attrib_texcoord, -1, -1, -1, -1, MeshShader::GrassPass2Shader::attrib_color, mesh.Stride);
|
||||
break;
|
||||
case SM_UNLIT:
|
||||
mesh.vao_second_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer,
|
||||
MeshShader::ObjectUnlitShader::attrib_position, MeshShader::ObjectUnlitShader::attrib_texcoord, -1, -1, -1, -1, -1, mesh.Stride);
|
||||
break;
|
||||
case SM_DETAILS:
|
||||
mesh.vao_second_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer,
|
||||
MeshShader::DetailledObjectPass2Shader::attrib_position, MeshShader::DetailledObjectPass2Shader::attrib_texcoord, MeshShader::DetailledObjectPass2Shader::attrib_second_texcoord, -1, -1, -1, -1, mesh.Stride);
|
||||
break;
|
||||
case SM_UNTEXTURED:
|
||||
mesh.vao_second_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer,
|
||||
MeshShader::UntexturedObjectShader::attrib_position, -1, -1, -1, -1, -1, MeshShader::UntexturedObjectShader::attrib_color, mesh.Stride);
|
||||
break;
|
||||
case SM_DEFAULT:
|
||||
mesh.vao_second_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer,
|
||||
MeshShader::ObjectPass2Shader::attrib_position, MeshShader::ObjectPass2Shader::attrib_texcoord, -1, -1, -1, -1, -1, mesh.Stride);
|
||||
break;
|
||||
default:
|
||||
assert(0 && "unknow shaded material");
|
||||
break;
|
||||
}
|
||||
|
||||
mesh.vao_glow_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, MeshShader::ColorizeShader::attrib_position, -1, -1, -1, -1, -1, -1, mesh.Stride);
|
||||
mesh.vao_displace_mask_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, MeshShader::DisplaceShader::attrib_position, -1, -1, -1, -1, -1, -1, mesh.Stride);
|
||||
if (mesh.Stride >= 44)
|
||||
mesh.vao_displace_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, MeshShader::DisplaceShader::attrib_position, MeshShader::DisplaceShader::attrib_texcoord, MeshShader::DisplaceShader::attrib_second_texcoord, -1, -1, -1, -1, mesh.Stride);
|
||||
mesh.vao = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(mesh.Stride));
|
||||
}
|
||||
|
||||
void initvaostate(GLMesh &mesh, TransparentMaterial TranspMat)
|
||||
{
|
||||
switch (TranspMat)
|
||||
{
|
||||
case TM_BUBBLE:
|
||||
mesh.vao_first_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer,
|
||||
MeshShader::BubbleShader::attrib_position, MeshShader::BubbleShader::attrib_texcoord, -1, -1, -1, -1, -1, mesh.Stride);
|
||||
break;
|
||||
case TM_DEFAULT:
|
||||
case TM_ADDITIVE:
|
||||
if (World::getWorld() != NULL && World::getWorld()->isFogEnabled())
|
||||
mesh.vao_first_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer,
|
||||
MeshShader::TransparentFogShader::attrib_position, MeshShader::TransparentFogShader::attrib_texcoord, -1, -1, -1, -1, MeshShader::TransparentFogShader::attrib_color, mesh.Stride);
|
||||
else
|
||||
mesh.vao_first_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer,
|
||||
MeshShader::TransparentShader::attrib_position, MeshShader::TransparentShader::attrib_texcoord, -1, -1, -1, -1, MeshShader::TransparentShader::attrib_color, mesh.Stride);
|
||||
break;
|
||||
}
|
||||
mesh.vao_glow_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, MeshShader::ColorizeShader::attrib_position, -1, -1, -1, -1, -1, -1, mesh.Stride);
|
||||
mesh.vao_displace_mask_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, MeshShader::DisplaceShader::attrib_position, -1, -1, -1, -1, -1, -1, mesh.Stride);
|
||||
if (mesh.Stride >= 44)
|
||||
mesh.vao_displace_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, MeshShader::DisplaceShader::attrib_position, MeshShader::DisplaceShader::attrib_texcoord, MeshShader::DisplaceShader::attrib_second_texcoord, -1, -1, -1, -1, mesh.Stride);
|
||||
mesh.vao = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(mesh.Stride));
|
||||
}
|
||||
|
||||
|
@ -42,6 +42,7 @@ enum TransparentMaterial
|
||||
};
|
||||
|
||||
struct GLMesh {
|
||||
GLuint vao;
|
||||
GLuint vao_first_pass;
|
||||
GLuint vao_second_pass;
|
||||
GLuint vao_glow_pass;
|
||||
@ -59,8 +60,9 @@ struct GLMesh {
|
||||
core::matrix4 TextureMatrix;
|
||||
};
|
||||
|
||||
GLuint createVAO(GLuint vbo, GLuint idx, GLuint attrib_position, GLuint attrib_texcoord, GLuint attrib_second_texcoord, GLuint attrib_normal, GLuint attrib_tangent, GLuint attrib_bitangent, GLuint attrib_color, size_t stride);
|
||||
GLMesh allocateMeshBuffer(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);
|
||||
void initvaostate(GLMesh &mesh, TransparentMaterial TranspMat);
|
||||
core::matrix4 computeMVP(const core::matrix4 &ModelViewProjectionMatrix);
|
||||
|
@ -82,18 +82,8 @@ void STKMeshSceneNode::cleanGLMeshes()
|
||||
GLMesh mesh = GLmeshes[i];
|
||||
if (!mesh.vertex_buffer)
|
||||
continue;
|
||||
if (mesh.vao_first_pass)
|
||||
glDeleteVertexArrays(1, &(mesh.vao_first_pass));
|
||||
if (mesh.vao_second_pass)
|
||||
glDeleteVertexArrays(1, &(mesh.vao_second_pass));
|
||||
if (mesh.vao_glow_pass)
|
||||
glDeleteVertexArrays(1, &(mesh.vao_glow_pass));
|
||||
if (mesh.vao_displace_pass)
|
||||
glDeleteVertexArrays(1, &(mesh.vao_displace_pass));
|
||||
if (mesh.vao_displace_mask_pass)
|
||||
glDeleteVertexArrays(1, &(mesh.vao_displace_mask_pass));
|
||||
if (mesh.vao_shadow_pass)
|
||||
glDeleteVertexArrays(1, &(mesh.vao_shadow_pass));
|
||||
if (mesh.vao)
|
||||
glDeleteVertexArrays(1, &(mesh.vao));
|
||||
glDeleteBuffers(1, &(mesh.vertex_buffer));
|
||||
glDeleteBuffers(1, &(mesh.index_buffer));
|
||||
}
|
||||
@ -126,8 +116,8 @@ void STKMeshSceneNode::drawGlow(const GLMesh &mesh)
|
||||
|
||||
MeshShader::ColorizeShader::setUniforms(AbsoluteTransformation, cb->getRed(), cb->getGreen(), cb->getBlue());
|
||||
|
||||
assert(mesh.vao_glow_pass);
|
||||
glBindVertexArray(mesh.vao_glow_pass);
|
||||
assert(mesh.vao);
|
||||
glBindVertexArray(mesh.vao);
|
||||
glDrawElements(ptype, count, itype, 0);
|
||||
}
|
||||
|
||||
@ -141,19 +131,14 @@ void STKMeshSceneNode::drawDisplace(const GLMesh &mesh)
|
||||
GLenum itype = mesh.IndexType;
|
||||
size_t count = mesh.IndexCount;
|
||||
|
||||
ModelViewProjectionMatrix = computeMVP(AbsoluteTransformation);
|
||||
core::matrix4 ModelViewMatrix = irr_driver->getViewMatrix();
|
||||
ModelViewMatrix *= AbsoluteTransformation;
|
||||
|
||||
// Generate displace mask
|
||||
// Use RTT_TMP4 as displace mask
|
||||
irr_driver->getFBO(FBO_TMP1_WITH_DS).Bind();
|
||||
|
||||
glUseProgram(MeshShader::DisplaceMaskShader::Program);
|
||||
MeshShader::DisplaceMaskShader::setUniforms(ModelViewProjectionMatrix);
|
||||
MeshShader::DisplaceMaskShader::setUniforms(AbsoluteTransformation);
|
||||
|
||||
assert(mesh.vao_displace_mask_pass);
|
||||
glBindVertexArray(mesh.vao_displace_mask_pass);
|
||||
glBindVertexArray(mesh.vao);
|
||||
glDrawElements(ptype, count, itype, 0);
|
||||
|
||||
// Render the effect
|
||||
@ -164,15 +149,13 @@ void STKMeshSceneNode::drawDisplace(const GLMesh &mesh)
|
||||
setTexture(1, irr_driver->getRenderTargetTexture(RTT_TMP1), GL_LINEAR, GL_LINEAR, true);
|
||||
setTexture(2, irr_driver->getRenderTargetTexture(RTT_COLOR), GL_LINEAR, GL_LINEAR, true);
|
||||
glUseProgram(MeshShader::DisplaceShader::Program);
|
||||
MeshShader::DisplaceShader::setUniforms(ModelViewProjectionMatrix, ModelViewMatrix,
|
||||
MeshShader::DisplaceShader::setUniforms(AbsoluteTransformation,
|
||||
core::vector2df(cb->getDirX(), cb->getDirY()),
|
||||
core::vector2df(cb->getDir2X(), cb->getDir2Y()),
|
||||
core::vector2df(float(UserConfigParams::m_width),
|
||||
float(UserConfigParams::m_height)),
|
||||
0, 1, 2);
|
||||
|
||||
assert(mesh.vao_displace_pass);
|
||||
glBindVertexArray(mesh.vao_displace_pass);
|
||||
glDrawElements(ptype, count, itype, 0);
|
||||
}
|
||||
|
||||
@ -420,13 +403,13 @@ void STKMeshSceneNode::render()
|
||||
for_in(mesh, TransparentMesh[TM_DEFAULT])
|
||||
{
|
||||
TransparentMeshes<TM_DEFAULT>::MeshSet.push_back(mesh);
|
||||
TransparentMeshes<TM_DEFAULT>::MVPSet.push_back(ModelViewProjectionMatrix);
|
||||
TransparentMeshes<TM_DEFAULT>::MVPSet.push_back(AbsoluteTransformation);
|
||||
}
|
||||
|
||||
for_in(mesh, TransparentMesh[TM_ADDITIVE])
|
||||
{
|
||||
TransparentMeshes<TM_ADDITIVE>::MeshSet.push_back(mesh);
|
||||
TransparentMeshes<TM_ADDITIVE>::MVPSet.push_back(ModelViewProjectionMatrix);
|
||||
TransparentMeshes<TM_ADDITIVE>::MVPSet.push_back(AbsoluteTransformation);
|
||||
}
|
||||
|
||||
if (!TransparentMesh[TM_BUBBLE].empty())
|
||||
|
@ -176,7 +176,7 @@ void MainLoop::run()
|
||||
|
||||
PROFILER_SYNC_FRAME();
|
||||
PROFILER_POP_CPU_MARKER();
|
||||
} // while !m_exit
|
||||
} // while !m_abort
|
||||
|
||||
} // run
|
||||
|
||||
|
@ -254,7 +254,7 @@ TrackObjectPresentationMesh::TrackObjectPresentationMesh(const XMLNode& xml_node
|
||||
else
|
||||
{
|
||||
m_mesh = irr_driver->getMesh(model_name);
|
||||
|
||||
|
||||
if (tangent)
|
||||
{
|
||||
scene::IMeshManipulator* manip = irr_driver->getVideoDriver()->getMeshManipulator();
|
||||
@ -368,6 +368,9 @@ void TrackObjectPresentationMesh::init(const XMLNode* xml_node, scene::ISceneNod
|
||||
m_node = irr_driver->addMesh(m_mesh, parent);
|
||||
m_frame_start = 0;
|
||||
m_frame_end = 0;
|
||||
|
||||
if (World::getWorld() != NULL && World::getWorld()->getTrack() != NULL)
|
||||
World::getWorld()->getTrack()->handleAnimatedTextures(m_node, *xml_node);
|
||||
}
|
||||
//#ifdef DEBUG
|
||||
// std::string debug_name = model_name+" (track-object)";
|
||||
|
27
tools/simplify_challenges.sh
Executable file
27
tools/simplify_challenges.sh
Executable file
@ -0,0 +1,27 @@
|
||||
#!/bin/bash
|
||||
|
||||
# This script simplifies all challenges by removing any time
|
||||
# limit, position requirement, etc, and setting the number
|
||||
# of laps to 0. This is meant to quickly test the story
|
||||
# mode without having to fully play all challenges.
|
||||
|
||||
for i in data/challenges/*.challenge; do
|
||||
echo "Simplifying $i"
|
||||
cat $i | sed 's/position="[0-9]*"/position="99"/' \
|
||||
| sed 's/laps="[0-9]*"/laps="0"/' \
|
||||
| sed 's/energy="[0-9]*"/energy="0"/' \
|
||||
| sed 's/time="[0-9]*"/time="9999"/' \
|
||||
> $i.new
|
||||
mv $i.new $i
|
||||
done
|
||||
|
||||
for i in data/grandprix/*.grandprix; do
|
||||
echo "Simplyfing GP $i"
|
||||
cat $i | sed 's/laps="[0-9]*"/laps="0"/' > $i.new
|
||||
mv $i.new $i
|
||||
done
|
||||
echo
|
||||
echo "All challenges simplified."
|
||||
echo "PLEASE do not commit the changes back to our repository!"
|
||||
echo "========================================================"
|
||||
|
Loading…
Reference in New Issue
Block a user