Merge remote-tracking branch 'origin/shadowdebug'
This commit is contained in:
commit
7e8486d670
18
data/shaders/frustrum.vert
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18
data/shaders/frustrum.vert
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@ -0,0 +1,18 @@
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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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uniform int idx;
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in vec3 Position;
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void main(void)
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{
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gl_Position = ShadowViewProjMatrixes[idx] * vec4(Position, 1.);
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}
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10
data/shaders/layertexturequad.frag
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10
data/shaders/layertexturequad.frag
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@ -0,0 +1,10 @@
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uniform sampler2DArray tex;
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uniform int layer;
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in vec2 uv;
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out vec4 FragColor;
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void main()
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{
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FragColor = texture(tex, vec3(uv, float(layer)));
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}
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@ -345,6 +345,7 @@ private:
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class STKMeshSceneNode *m_sun_interposer;
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scene::CLensFlareSceneNode *m_lensflare;
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scene::ICameraSceneNode *m_suncam;
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float m_shadows_cam[4][24];
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std::vector<GlowData> m_glowing;
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@ -380,6 +381,7 @@ private:
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void renderSSAO();
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void renderLights(unsigned pointlightCount);
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void renderDisplacement();
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void renderShadowsDebug();
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void doScreenShot();
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public:
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IrrDriver();
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@ -479,6 +479,21 @@ void PostProcessing::renderPassThrough(GLuint tex)
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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}
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void PostProcessing::renderTextureLayer(unsigned tex, unsigned layer)
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{
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glUseProgram(FullScreenShader::LayerPassThroughShader::Program);
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glBindVertexArray(FullScreenShader::LayerPassThroughShader::vao);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D_ARRAY, tex);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glUniform1i(FullScreenShader::LayerPassThroughShader::uniform_texture, 0);
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glUniform1i(FullScreenShader::LayerPassThroughShader::uniform_layer, layer);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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}
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void PostProcessing::renderGlow(unsigned tex)
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{
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@ -90,6 +90,7 @@ public:
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/** Render tex. Used for blit/texture resize */
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void renderPassThrough(unsigned tex);
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void renderTextureLayer(unsigned tex, unsigned layer);
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void applyMLAA();
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void renderMotionBlur(unsigned cam, FrameBuffer &in_fbo, FrameBuffer &out_fbo);
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@ -197,6 +197,10 @@ void IrrDriver::renderGLSL(float dt)
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glViewport(viewport.UpperLeftCorner.X, viewport.UpperLeftCorner.Y, viewport.LowerRightCorner.X, viewport.LowerRightCorner.Y);
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m_post_processing->renderPassThrough(m_rtts->getRSM().getRTT()[0]);
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}
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else if (irr_driver->getShadowViz())
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{
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renderShadowsDebug();
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}
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else
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fbo->BlitToDefault(viewport.UpperLeftCorner.X, viewport.UpperLeftCorner.Y, viewport.LowerRightCorner.X, viewport.LowerRightCorner.Y);
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}
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@ -730,6 +734,34 @@ void IrrDriver::computeCameraMatrix(scene::ICameraSceneNode * const camnode, siz
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camnode->setFarValue(FarValues[i]);
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camnode->setNearValue(NearValues[i]);
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camnode->render();
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const scene::SViewFrustum *frustrum = camnode->getViewFrustum();
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float tmp[24] = {
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frustrum->getFarLeftDown().X,
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frustrum->getFarLeftDown().Y,
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frustrum->getFarLeftDown().Z,
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frustrum->getFarLeftUp().X,
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frustrum->getFarLeftUp().Y,
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frustrum->getFarLeftUp().Z,
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frustrum->getFarRightDown().X,
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frustrum->getFarRightDown().Y,
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frustrum->getFarRightDown().Z,
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frustrum->getFarRightUp().X,
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frustrum->getFarRightUp().Y,
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frustrum->getFarRightUp().Z,
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frustrum->getNearLeftDown().X,
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frustrum->getNearLeftDown().Y,
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frustrum->getNearLeftDown().Z,
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frustrum->getNearLeftUp().X,
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frustrum->getNearLeftUp().Y,
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frustrum->getNearLeftUp().Z,
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frustrum->getNearRightDown().X,
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frustrum->getNearRightDown().Y,
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frustrum->getNearRightDown().Z,
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frustrum->getNearRightUp().X,
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frustrum->getNearRightUp().Y,
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frustrum->getNearRightUp().Z,
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};
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memcpy(m_shadows_cam[i], tmp, 24 * sizeof(float));
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const core::aabbox3df smallcambox = camnode->
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getViewFrustum()->getBoundingBox();
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core::aabbox3df trackbox(vmin->toIrrVector(), vmax->toIrrVector() -
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@ -739,8 +771,32 @@ void IrrDriver::computeCameraMatrix(scene::ICameraSceneNode * const camnode, siz
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core::aabbox3df box = smallcambox;
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box = box.intersect(trackbox);
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SunCamViewMatrix.transformBoxEx(trackbox);
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float xmin = INFINITY, xmax = -INFINITY;
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float ymin = INFINITY, ymax = -INFINITY;
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float zmin = INFINITY, zmax = -INFINITY;
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const vector3df vectors[] =
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{
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frustrum->getFarLeftDown(),
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frustrum->getFarLeftUp(),
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frustrum->getFarRightDown(),
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frustrum->getFarRightUp(),
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frustrum->getNearLeftDown(),
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frustrum->getNearLeftUp(),
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frustrum->getNearRightDown(),
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frustrum->getNearRightUp()
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};
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for (unsigned j = 0; j < 8; j++)
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{
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vector3df vector;
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SunCamViewMatrix.transformVect(vector, vectors[j]);
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xmin = MIN2(xmin, vector.X);
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xmax = MAX2(xmax, vector.X);
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ymin = MIN2(ymin, vector.Y);
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ymax = MAX2(ymax, vector.Y);
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zmin = MIN2(zmin, vector.Z);
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zmax = MAX2(zmax, vector.Z);
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}
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/* SunCamViewMatrix.transformBoxEx(trackbox);
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SunCamViewMatrix.transformBoxEx(box);
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core::vector3df extent = box.getExtent();
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@ -750,12 +806,12 @@ void IrrDriver::computeCameraMatrix(scene::ICameraSceneNode * const camnode, siz
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// Snap to texels
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const float units_per_w = w / 1024;
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const float units_per_h = h / 1024;
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const float units_per_h = h / 1024;*/
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float left = box.MinEdge.X;
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float right = box.MaxEdge.X;
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float up = box.MaxEdge.Y;
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float down = box.MinEdge.Y;
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float left = xmin;
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float right = xmax;
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float up = ymin;
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float down = ymax;
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core::matrix4 tmp_matrix;
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@ -768,15 +824,26 @@ void IrrDriver::computeCameraMatrix(scene::ICameraSceneNode * const camnode, siz
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}
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tmp_matrix.buildProjectionMatrixOrthoLH(left, right,
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up, down,
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30, z);
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down, up,
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30, zmax);
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m_suncam->setProjectionMatrix(tmp_matrix, true);
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m_suncam->render();
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sun_ortho_matrix.push_back(getVideoDriver()->getTransform(video::ETS_PROJECTION) * getVideoDriver()->getTransform(video::ETS_VIEW));
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}
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if ((tick % 100) == 2)
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rsm_matrix = sun_ortho_matrix[3];
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{
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core::aabbox3df trackbox(vmin->toIrrVector(), vmax->toIrrVector() -
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core::vector3df(0, 30, 0));
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SunCamViewMatrix.transformBoxEx(trackbox);
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core::matrix4 tmp_matrix;
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tmp_matrix.buildProjectionMatrixOrthoLH(trackbox.MinEdge.X, trackbox.MaxEdge.X,
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trackbox.MaxEdge.Y, trackbox.MinEdge.Y,
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30, trackbox.MaxEdge.Z);
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m_suncam->setProjectionMatrix(tmp_matrix, true);
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m_suncam->render();
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rsm_matrix = getVideoDriver()->getTransform(video::ETS_PROJECTION) * getVideoDriver()->getTransform(video::ETS_VIEW);
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}
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rh_extend = core::vector3df(128, 64, 128);
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core::vector3df campos = camnode->getAbsolutePosition();
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core::vector3df translation(8 * floor(campos.X / 8), 8 * floor(campos.Y / 8), 8 * floor(campos.Z / 8));
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@ -847,6 +914,36 @@ void IrrDriver::renderShadows()
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}
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}
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static void renderWireFrameFrustrum(float *tmp, unsigned i)
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{
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glUseProgram(MeshShader::ViewFrustrumShader::Program);
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glBindVertexArray(MeshShader::ViewFrustrumShader::frustrumvao);
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glBindBuffer(GL_ARRAY_BUFFER, SharedObject::frustrumvbo);
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glBufferSubData(GL_ARRAY_BUFFER, 0, 8 * 3 * sizeof(float), (void *)tmp);
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MeshShader::ViewFrustrumShader::setUniforms(video::SColor(255, 0, 255, 0), i);
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glDrawElements(GL_LINES, 24, GL_UNSIGNED_INT, 0);
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}
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void IrrDriver::renderShadowsDebug()
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glViewport(0, UserConfigParams::m_height / 2, UserConfigParams::m_width / 2, UserConfigParams::m_height / 2);
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m_post_processing->renderTextureLayer(m_rtts->getShadowDepthTex(), 0);
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renderWireFrameFrustrum(m_shadows_cam[0], 0);
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glViewport(UserConfigParams::m_width / 2, UserConfigParams::m_height / 2, UserConfigParams::m_width / 2, UserConfigParams::m_height / 2);
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m_post_processing->renderTextureLayer(m_rtts->getShadowDepthTex(), 1);
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renderWireFrameFrustrum(m_shadows_cam[1], 1);
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glViewport(0, 0, UserConfigParams::m_width / 2, UserConfigParams::m_height / 2);
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m_post_processing->renderTextureLayer(m_rtts->getShadowDepthTex(), 2);
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renderWireFrameFrustrum(m_shadows_cam[2], 2);
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glViewport(UserConfigParams::m_width / 2, 0, UserConfigParams::m_width / 2, UserConfigParams::m_height / 2);
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m_post_processing->renderTextureLayer(m_rtts->getShadowDepthTex(), 3);
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renderWireFrameFrustrum(m_shadows_cam[3], 3);
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glViewport(0, 0, UserConfigParams::m_width, UserConfigParams::m_height);
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}
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// ----------------------------------------------------------------------------
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void IrrDriver::renderGlow(std::vector<GlowData>& glows)
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@ -169,6 +169,26 @@ static void initCubeVBO()
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, 6 * 6 * sizeof(int), indices, GL_STATIC_DRAW);
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}
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GLuint SharedObject::frustrumvbo = 0;
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GLuint SharedObject::frustrumindexes = 0;
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static void initFrustrumVBO()
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{
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glGenBuffers(1, &SharedObject::frustrumvbo);
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glBindBuffer(GL_ARRAY_BUFFER, SharedObject::frustrumvbo);
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glBufferData(GL_ARRAY_BUFFER, 8 * 3 * sizeof(float), 0, GL_DYNAMIC_DRAW);
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int indices[24] = {
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0, 1, 1, 3, 3, 2, 2, 0,
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4, 5, 5, 7, 7, 6, 6, 4,
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0, 4, 1, 5, 2, 6, 3, 7,
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};
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glGenBuffers(1, &SharedObject::frustrumindexes);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, SharedObject::frustrumindexes);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, 12 * 2 * sizeof(int), indices, GL_STATIC_DRAW);
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}
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GLuint SharedObject::ViewProjectionMatrixesUBO;
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static void initShadowVPMUBO()
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@ -271,6 +291,7 @@ void Shaders::loadShaders()
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initQuadBuffer();
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initBillboardVBO();
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initCubeVBO();
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initFrustrumVBO();
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initShadowVPMUBO();
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FullScreenShader::BloomBlendShader::init();
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FullScreenShader::BloomShader::init();
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@ -286,6 +307,7 @@ void Shaders::loadShaders()
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FullScreenShader::Gaussian6VBlurShader::init();
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FullScreenShader::GlowShader::init();
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FullScreenShader::PassThroughShader::init();
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FullScreenShader::LayerPassThroughShader::init();
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FullScreenShader::LinearizeDepthShader::init();
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FullScreenShader::SSAOShader::init();
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FullScreenShader::SunLightShader::init();
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@ -336,6 +358,7 @@ void Shaders::loadShaders()
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MeshShader::InstancedRefShadowShader::init();
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MeshShader::GrassShadowShader::init();
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MeshShader::SkyboxShader::init();
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MeshShader::ViewFrustrumShader::init();
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ParticleShader::FlipParticleRender::init();
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ParticleShader::HeightmapSimulationShader::init();
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ParticleShader::SimpleParticleRender::init();
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@ -1791,6 +1814,41 @@ namespace MeshShader
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glUniformMatrix4fv(uniform_MM, 1, GL_FALSE, ModelMatrix.pointer());
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glUniform1i(uniform_tex, TU_tex);
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}
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GLuint ViewFrustrumShader::Program;
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GLuint ViewFrustrumShader::attrib_position;
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GLuint ViewFrustrumShader::uniform_color;
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GLuint ViewFrustrumShader::uniform_idx;
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GLuint ViewFrustrumShader::frustrumvao;
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void ViewFrustrumShader::init()
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{
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Program = LoadProgram(
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GL_VERTEX_SHADER, file_manager->getAsset("shaders/frustrum.vert").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/coloredquad.frag").c_str());
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attrib_position = glGetAttribLocation(Program, "Position");
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if (!UserConfigParams::m_ubo_disabled)
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{
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GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
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glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
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}
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uniform_color = glGetUniformLocation(Program, "color");
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uniform_idx = glGetUniformLocation(Program, "idx");
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glGenVertexArrays(1, &frustrumvao);
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glBindVertexArray(frustrumvao);
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glBindBuffer(GL_ARRAY_BUFFER, SharedObject::frustrumvbo);
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glEnableVertexAttribArray(attrib_position);
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glVertexAttribPointer(attrib_position, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, SharedObject::frustrumindexes);
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glBindVertexArray(0);
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}
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void ViewFrustrumShader::setUniforms(const video::SColor &color, unsigned idx)
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{
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glUniform4i(uniform_color, color.getRed(), color.getGreen(), color.getBlue(), color.getAlpha());
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glUniform1i(uniform_idx, idx);
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}
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}
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namespace LightShader
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@ -2557,6 +2615,20 @@ namespace FullScreenShader
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vao = createVAO(Program);
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}
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GLuint LayerPassThroughShader::Program;
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GLuint LayerPassThroughShader::uniform_texture;
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GLuint LayerPassThroughShader::uniform_layer;
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GLuint LayerPassThroughShader::vao;
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void LayerPassThroughShader::init()
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{
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Program = LoadProgram(
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GL_VERTEX_SHADER, file_manager->getAsset("shaders/screenquad.vert").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/layertexturequad.frag").c_str());
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uniform_texture = glGetUniformLocation(Program, "tex");
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uniform_layer = glGetUniformLocation(Program, "layer");
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vao = createVAO(Program);
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}
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GLuint LinearizeDepthShader::Program;
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GLuint LinearizeDepthShader::uniform_zn;
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GLuint LinearizeDepthShader::uniform_zf;
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|
@ -29,7 +29,7 @@ class SharedObject
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{
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public:
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static GLuint billboardvbo;
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static GLuint cubevbo, cubeindexes;
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static GLuint cubevbo, cubeindexes, frustrumvbo, frustrumindexes;
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static GLuint ViewProjectionMatrixesUBO;
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};
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@ -424,6 +424,18 @@ public:
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static void setUniforms(const core::matrix4 &ModelMatrix, const core::vector2df &screen, unsigned TU_tex);
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};
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class ViewFrustrumShader
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{
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public:
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static GLuint Program;
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static GLuint attrib_position;
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static GLuint uniform_color, uniform_idx;
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static GLuint frustrumvao;
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static void init();
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static void setUniforms(const video::SColor &color, unsigned idx);
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};
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}
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#define MAXLIGHT 32
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@ -720,6 +732,16 @@ public:
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static void init();
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};
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class LayerPassThroughShader
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{
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public:
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static GLuint Program;
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static GLuint uniform_layer, uniform_texture;
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static GLuint vao;
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static void init();
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};
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class LinearizeDepthShader
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{
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public:
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|
@ -340,6 +340,9 @@ scene::ISceneNode* KartModel::attachModel(bool animated_models, bool always_anim
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node = irr_driver->addAnimatedMesh(m_mesh);
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// as animated mesh are not cheap to render use frustum box culling
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if (irr_driver->isGLSL())
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node->setAutomaticCulling(scene::EAC_OFF);
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else
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node->setAutomaticCulling(scene::EAC_FRUSTUM_BOX);
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if (always_animated)
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|
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