Factorize PointLightShader vao and vbo.
This commit is contained in:
@@ -743,48 +743,7 @@ void IrrDriver::renderGlow(video::SOverrideMaterial &overridemat,
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}
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// ----------------------------------------------------------------------------
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#define MAXLIGHT 16 // to be adjusted in pointlight.frag too
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static GLuint pointlightvbo = 0;
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static GLuint pointlightsvao = 0;
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struct PointLightInfo
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{
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float posX;
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float posY;
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float posZ;
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float energy;
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float red;
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float green;
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float blue;
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float padding;
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};
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void createPointLightVAO()
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{
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glGenVertexArrays(1, &pointlightsvao);
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glBindVertexArray(pointlightsvao);
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glBindBuffer(GL_ARRAY_BUFFER, SharedObject::billboardvbo);
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glEnableVertexAttribArray(MeshShader::PointLightShader::attrib_Corner);
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glVertexAttribPointer(MeshShader::PointLightShader::attrib_Corner, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), 0);
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glGenBuffers(1, &pointlightvbo);
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glBindBuffer(GL_ARRAY_BUFFER, pointlightvbo);
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glBufferData(GL_ARRAY_BUFFER, MAXLIGHT * sizeof(PointLightInfo), 0, GL_DYNAMIC_DRAW);
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glEnableVertexAttribArray(MeshShader::PointLightShader::attrib_Position);
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glVertexAttribPointer(MeshShader::PointLightShader::attrib_Position, 3, GL_FLOAT, GL_FALSE, sizeof(PointLightInfo), 0);
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glEnableVertexAttribArray(MeshShader::PointLightShader::attrib_Energy);
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glVertexAttribPointer(MeshShader::PointLightShader::attrib_Energy, 1, GL_FLOAT, GL_FALSE, sizeof(PointLightInfo), (GLvoid*)(3 * sizeof(float)));
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glEnableVertexAttribArray(MeshShader::PointLightShader::attrib_Color);
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glVertexAttribPointer(MeshShader::PointLightShader::attrib_Color, 3, GL_FLOAT, GL_FALSE, sizeof(PointLightInfo), (GLvoid*)(4 * sizeof(float)));
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glVertexAttribDivisor(MeshShader::PointLightShader::attrib_Position, 1);
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glVertexAttribDivisor(MeshShader::PointLightShader::attrib_Energy, 1);
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glVertexAttribDivisor(MeshShader::PointLightShader::attrib_Color, 1);
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}
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static LightShader::PointLightInfo PointLightsInfo[MAXLIGHT];
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static void renderPointLights()
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{
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@@ -794,12 +753,14 @@ static void renderPointLights()
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE);
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glUseProgram(MeshShader::PointLightShader::Program);
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glBindVertexArray(pointlightsvao);
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glUseProgram(LightShader::PointLightShader::Program);
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glBindVertexArray(LightShader::PointLightShader::vao);
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glBindBuffer(GL_ARRAY_BUFFER, LightShader::PointLightShader::vbo);
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glBufferSubData(GL_ARRAY_BUFFER, 0, MAXLIGHT * sizeof(LightShader::PointLightInfo), PointLightsInfo);
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setTexture(0, getTextureGLuint(irr_driver->getRTT(RTT_NORMAL_AND_DEPTH)), GL_NEAREST, GL_NEAREST);
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setTexture(1, getDepthTexture(irr_driver->getRTT(RTT_NORMAL_AND_DEPTH)), GL_NEAREST, GL_NEAREST);
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MeshShader::PointLightShader::setUniforms(irr_driver->getViewMatrix(), irr_driver->getProjMatrix(), irr_driver->getInvProjMatrix(), core::vector2df(UserConfigParams::m_width, UserConfigParams::m_height), 200, 0, 1);
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LightShader::PointLightShader::setUniforms(irr_driver->getViewMatrix(), irr_driver->getProjMatrix(), irr_driver->getInvProjMatrix(), core::vector2df(UserConfigParams::m_width, UserConfigParams::m_height), 200, 0, 1);
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glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, MAXLIGHT);
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glBindVertexArray(0);
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@@ -809,8 +770,6 @@ static void renderPointLights()
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glDisable(GL_BLEND);
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}
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PointLightInfo PointLightsInfo[MAXLIGHT];
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void IrrDriver::renderLights(const core::aabbox3df& cambox,
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scene::ICameraSceneNode * const camnode,
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video::SOverrideMaterial &overridemat,
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@@ -900,11 +859,6 @@ void IrrDriver::renderLights(const core::aabbox3df& cambox,
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PointLightsInfo[lightnum].energy = 0;
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}
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if (!pointlightsvao)
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createPointLightVAO();
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glBindVertexArray(pointlightsvao);
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glBindBuffer(GL_ARRAY_BUFFER, pointlightvbo);
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glBufferSubData(GL_ARRAY_BUFFER, 0, MAXLIGHT * sizeof(PointLightInfo), PointLightsInfo);
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renderPointLights();
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if (SkyboxCubeMap)
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m_post_processing->renderDiffuseEnvMap(blueSHCoeff, greenSHCoeff, redSHCoeff);
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@@ -270,7 +270,7 @@ void Shaders::loadShaders()
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MeshShader::TransparentShader::init();
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MeshShader::TransparentFogShader::init();
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MeshShader::BillboardShader::init();
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MeshShader::PointLightShader::init();
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LightShader::PointLightShader::init();
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MeshShader::DisplaceShader::init();
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MeshShader::DisplaceMaskShader::init();
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MeshShader::ShadowShader::init();
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@@ -943,47 +943,6 @@ namespace MeshShader
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glUniformMatrix4fv(uniform_ipvmat, 1, GL_FALSE, ipvmat.pointer());
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glUniform1i(uniform_tex, TU_tex);
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}
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GLuint PointLightShader::Program;
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GLuint PointLightShader::attrib_Position;
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GLuint PointLightShader::attrib_Color;
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GLuint PointLightShader::attrib_Energy;
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GLuint PointLightShader::attrib_Corner;
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GLuint PointLightShader::uniform_ntex;
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GLuint PointLightShader::uniform_dtex;
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GLuint PointLightShader::uniform_spec;
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GLuint PointLightShader::uniform_screen;
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GLuint PointLightShader::uniform_invproj;
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GLuint PointLightShader::uniform_VM;
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GLuint PointLightShader::uniform_PM;
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void PointLightShader::init()
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{
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Program = LoadProgram(file_manager->getAsset("shaders/pointlight.vert").c_str(), file_manager->getAsset("shaders/pointlight.frag").c_str());
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attrib_Position = glGetAttribLocation(Program, "Position");
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attrib_Color = glGetAttribLocation(Program, "Color");
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attrib_Energy = glGetAttribLocation(Program, "Energy");
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attrib_Corner = glGetAttribLocation(Program, "Corner");
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uniform_ntex = glGetUniformLocation(Program, "ntex");
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uniform_dtex = glGetUniformLocation(Program, "dtex");
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uniform_spec = glGetUniformLocation(Program, "spec");
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uniform_invproj = glGetUniformLocation(Program, "invproj");
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uniform_screen = glGetUniformLocation(Program, "screen");
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uniform_VM = glGetUniformLocation(Program, "ViewMatrix");
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uniform_PM = glGetUniformLocation(Program, "ProjectionMatrix");
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}
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void PointLightShader::setUniforms(const core::matrix4 &ViewMatrix, const core::matrix4 &ProjMatrix, const core::matrix4 &InvProjMatrix, const core::vector2df &screen, unsigned spec, unsigned TU_ntex, unsigned TU_dtex)
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{
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glUniform1f(uniform_spec, 200);
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glUniform2f(uniform_screen, screen.X, screen.Y);
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glUniformMatrix4fv(uniform_invproj, 1, GL_FALSE, InvProjMatrix.pointer());
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glUniformMatrix4fv(uniform_VM, 1, GL_FALSE, ViewMatrix.pointer());
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glUniformMatrix4fv(uniform_PM, 1, GL_FALSE, ProjMatrix.pointer());
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glUniform1i(uniform_ntex, TU_ntex);
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glUniform1i(uniform_dtex, TU_dtex);
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}
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GLuint BillboardShader::Program;
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GLuint BillboardShader::attrib_corner;
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@@ -1192,6 +1151,76 @@ namespace MeshShader
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}
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}
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namespace LightShader
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{
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GLuint PointLightShader::Program;
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GLuint PointLightShader::attrib_Position;
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GLuint PointLightShader::attrib_Color;
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GLuint PointLightShader::attrib_Energy;
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GLuint PointLightShader::attrib_Corner;
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GLuint PointLightShader::uniform_ntex;
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GLuint PointLightShader::uniform_dtex;
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GLuint PointLightShader::uniform_spec;
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GLuint PointLightShader::uniform_screen;
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GLuint PointLightShader::uniform_invproj;
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GLuint PointLightShader::uniform_VM;
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GLuint PointLightShader::uniform_PM;
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GLuint PointLightShader::vbo;
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GLuint PointLightShader::vao;
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void PointLightShader::init()
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{
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Program = LoadProgram(file_manager->getAsset("shaders/pointlight.vert").c_str(), file_manager->getAsset("shaders/pointlight.frag").c_str());
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attrib_Position = glGetAttribLocation(Program, "Position");
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attrib_Color = glGetAttribLocation(Program, "Color");
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attrib_Energy = glGetAttribLocation(Program, "Energy");
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attrib_Corner = glGetAttribLocation(Program, "Corner");
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uniform_ntex = glGetUniformLocation(Program, "ntex");
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uniform_dtex = glGetUniformLocation(Program, "dtex");
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uniform_spec = glGetUniformLocation(Program, "spec");
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uniform_invproj = glGetUniformLocation(Program, "invproj");
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uniform_screen = glGetUniformLocation(Program, "screen");
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uniform_VM = glGetUniformLocation(Program, "ViewMatrix");
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uniform_PM = glGetUniformLocation(Program, "ProjectionMatrix");
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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glBindBuffer(GL_ARRAY_BUFFER, SharedObject::billboardvbo);
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glEnableVertexAttribArray(attrib_Corner);
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glVertexAttribPointer(attrib_Corner, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), 0);
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glGenBuffers(1, &vbo);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, MAXLIGHT * sizeof(PointLightInfo), 0, GL_DYNAMIC_DRAW);
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glEnableVertexAttribArray(attrib_Position);
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glVertexAttribPointer(attrib_Position, 3, GL_FLOAT, GL_FALSE, sizeof(PointLightInfo), 0);
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glEnableVertexAttribArray(attrib_Energy);
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glVertexAttribPointer(attrib_Energy, 1, GL_FLOAT, GL_FALSE, sizeof(PointLightInfo), (GLvoid*)(3 * sizeof(float)));
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glEnableVertexAttribArray(attrib_Color);
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glVertexAttribPointer(attrib_Color, 3, GL_FLOAT, GL_FALSE, sizeof(PointLightInfo), (GLvoid*)(4 * sizeof(float)));
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glVertexAttribDivisor(attrib_Position, 1);
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glVertexAttribDivisor(attrib_Energy, 1);
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glVertexAttribDivisor(attrib_Color, 1);
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}
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void PointLightShader::setUniforms(const core::matrix4 &ViewMatrix, const core::matrix4 &ProjMatrix, const core::matrix4 &InvProjMatrix, const core::vector2df &screen, unsigned spec, unsigned TU_ntex, unsigned TU_dtex)
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{
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glUniform1f(uniform_spec, 200);
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glUniform2f(uniform_screen, screen.X, screen.Y);
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glUniformMatrix4fv(uniform_invproj, 1, GL_FALSE, InvProjMatrix.pointer());
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glUniformMatrix4fv(uniform_VM, 1, GL_FALSE, ViewMatrix.pointer());
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glUniformMatrix4fv(uniform_PM, 1, GL_FALSE, ProjMatrix.pointer());
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glUniform1i(uniform_ntex, TU_ntex);
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glUniform1i(uniform_dtex, TU_dtex);
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}
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}
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namespace ParticleShader
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{
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@@ -228,18 +228,6 @@ public:
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static void setUniforms(const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TextureMatrix, const core::matrix4 &ipvmat, float fogmax, float startH, float endH, float start, float end, const core::vector3df &col, const core::vector3df &campos, unsigned TU_tex);
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};
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class PointLightShader
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{
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public:
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static GLuint Program;
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static GLuint attrib_Position, attrib_Energy, attrib_Color;
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static GLuint attrib_Corner;
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static GLuint uniform_ntex, uniform_dtex, uniform_spec, uniform_screen, uniform_invproj, uniform_VM, uniform_PM;
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static void init();
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static void setUniforms(const core::matrix4 &ViewMatrix, const core::matrix4 &ProjMatrix, const core::matrix4 &InvProjMatrix, const core::vector2df &screen, unsigned spec, unsigned TU_ntex, unsigned TU_dtex);
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};
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class BillboardShader
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{
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public:
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@@ -331,6 +319,38 @@ public:
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}
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#define MAXLIGHT 16
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namespace LightShader
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{
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struct PointLightInfo
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{
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float posX;
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float posY;
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float posZ;
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float energy;
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float red;
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float green;
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float blue;
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float padding;
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};
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class PointLightShader
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{
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public:
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static GLuint Program;
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static GLuint attrib_Position, attrib_Energy, attrib_Color;
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static GLuint attrib_Corner;
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static GLuint uniform_ntex, uniform_dtex, uniform_spec, uniform_screen, uniform_invproj, uniform_VM, uniform_PM;
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static GLuint vbo;
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static GLuint vao;
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static void init();
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static void setUniforms(const core::matrix4 &ViewMatrix, const core::matrix4 &ProjMatrix, const core::matrix4 &InvProjMatrix, const core::vector2df &screen, unsigned spec, unsigned TU_ntex, unsigned TU_dtex);
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};
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}
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namespace ParticleShader
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{
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