STKMesh: Implement (single) texture detail support for objectpass shaded objects.

This commit is contained in:
Vincent Lejeune 2014-01-26 01:33:13 +01:00
parent 2e994502e3
commit 88561aa838
5 changed files with 29 additions and 10 deletions

View File

@ -1,21 +1,24 @@
#version 130
uniform sampler2D Albedo;
uniform sampler2D Detail;
uniform sampler2D DiffuseMap;
uniform sampler2D SpecularMap;
uniform sampler2D SSAO;
uniform vec2 screen;
uniform vec3 ambient;
in vec2 uv;
in vec2 uv_bis;
out vec4 FragColor;
void main(void)
{
vec2 tc = gl_FragCoord.xy / screen;
vec4 color = texture(Albedo, uv);
vec4 detail = texture(Detail, uv_bis);
color *= detail;
vec3 DiffuseComponent = texture(DiffuseMap, tc).xyz;
vec3 SpecularComponent = texture(SpecularMap, tc).xyz;
float ao = texture(SSAO, tc).x;
vec3 LightFactor = ao * ambient + DiffuseComponent + SpecularComponent * (1. - color.a);
FragColor = vec4(color.xyz * LightFactor * ao, 1.);
}

View File

@ -3,10 +3,13 @@ uniform mat4 ModelViewProjectionMatrix;
in vec3 Position;
in vec2 Texcoord;
in vec2 SecondTexcoord;
out vec2 uv;
out vec2 uv_bis;
void main(void)
{
uv = Texcoord;
uv_bis = SecondTexcoord;
gl_Position = ModelViewProjectionMatrix * vec4(Position, 1.);
}

View File

@ -339,8 +339,10 @@ namespace MeshShader
GLuint ObjectPass2Shader::Program;
GLuint ObjectPass2Shader::attrib_position;
GLuint ObjectPass2Shader::attrib_texcoord;
GLuint ObjectPass2Shader::attrib_second_texcoord;
GLuint ObjectPass2Shader::uniform_MVP;
GLuint ObjectPass2Shader::uniform_Albedo;
GLuint ObjectPass2Shader::uniform_Detail;
GLuint ObjectPass2Shader::uniform_DiffuseMap;
GLuint ObjectPass2Shader::uniform_SpecularMap;
GLuint ObjectPass2Shader::uniform_SSAO;
@ -352,8 +354,10 @@ namespace MeshShader
Program = LoadProgram(file_manager->getAsset("shaders/object_pass2.vert").c_str(), file_manager->getAsset("shaders/object_pass2.frag").c_str());
attrib_position = glGetAttribLocation(Program, "Position");
attrib_texcoord = glGetAttribLocation(Program, "Texcoord");
attrib_second_texcoord = glGetAttribLocation(Program, "SecondTexcoord");
uniform_MVP = glGetUniformLocation(Program, "ModelViewProjectionMatrix");
uniform_Albedo = glGetUniformLocation(Program, "Albedo");
uniform_Detail = glGetUniformLocation(Program, "Detail");
uniform_DiffuseMap = glGetUniformLocation(Program, "DiffuseMap");
uniform_SpecularMap = glGetUniformLocation(Program, "SpecularMap");
uniform_SSAO = glGetUniformLocation(Program, "SSAO");
@ -361,10 +365,11 @@ namespace MeshShader
uniform_ambient = glGetUniformLocation(Program, "ambient");
}
void ObjectPass2Shader::setUniforms(const core::matrix4 &ModelViewProjectionMatrix, unsigned TU_Albedo, unsigned TU_DiffuseMap, unsigned TU_SpecularMap, unsigned TU_SSAO)
void ObjectPass2Shader::setUniforms(const core::matrix4 &ModelViewProjectionMatrix, unsigned TU_Albedo, unsigned TU_detail, unsigned TU_DiffuseMap, unsigned TU_SpecularMap, unsigned TU_SSAO)
{
glUniformMatrix4fv(uniform_MVP, 1, GL_FALSE, ModelViewProjectionMatrix.pointer());
glUniform1i(uniform_Albedo, TU_Albedo);
glUniform1i(uniform_Detail, TU_detail);
glUniform1i(uniform_DiffuseMap, TU_DiffuseMap);
glUniform1i(uniform_SpecularMap, TU_SpecularMap);
glUniform1i(uniform_SSAO, TU_SSAO);

View File

@ -52,11 +52,11 @@ class ObjectPass2Shader
{
public:
static GLuint Program;
static GLuint attrib_position, attrib_texcoord;
static GLuint uniform_MVP, uniform_Albedo, uniform_DiffuseMap, uniform_SpecularMap, uniform_SSAO, uniform_screen, uniform_ambient;
static GLuint attrib_position, attrib_texcoord, attrib_second_texcoord;
static GLuint uniform_MVP, uniform_Albedo, uniform_Detail, uniform_DiffuseMap, uniform_SpecularMap, uniform_SSAO, uniform_screen, uniform_ambient;
static void init();
static void setUniforms(const core::matrix4 &ModelViewProjectionMatrix, unsigned TU_Albedo, unsigned TU_DiffuseMap, unsigned TU_SpecularMap, unsigned TU_SSAO);
static void setUniforms(const core::matrix4 &ModelViewProjectionMatrix, unsigned TU_Albedo, unsigned TU_detail, unsigned TU_DiffuseMap, unsigned TU_SpecularMap, unsigned TU_SSAO);
};
class ObjectRimLimitShader

View File

@ -552,9 +552,17 @@ void drawObjectPass2(const GLMesh &mesh, const core::matrix4 &ModelViewProjectio
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
setTexture(1, static_cast<irr::video::COpenGLTexture*>(irr_driver->getRTT(RTT_TMP1))->getOpenGLTextureName(), GL_NEAREST, GL_NEAREST);
setTexture(2, static_cast<irr::video::COpenGLTexture*>(irr_driver->getRTT(RTT_TMP2))->getOpenGLTextureName(), GL_NEAREST, GL_NEAREST);
setTexture(3, static_cast<irr::video::COpenGLTexture*>(irr_driver->getRTT(RTT_SSAO))->getOpenGLTextureName(), GL_NEAREST, GL_NEAREST);
setTexture(1, mesh.textures[1], GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR);
if (!mesh.textures[1])
{
GLint swizzleMask[] = { GL_ONE, GL_ONE, GL_ONE, GL_ALPHA };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
setTexture(2, static_cast<irr::video::COpenGLTexture*>(irr_driver->getRTT(RTT_TMP1))->getOpenGLTextureName(), GL_NEAREST, GL_NEAREST);
setTexture(3, static_cast<irr::video::COpenGLTexture*>(irr_driver->getRTT(RTT_TMP2))->getOpenGLTextureName(), GL_NEAREST, GL_NEAREST);
setTexture(4, static_cast<irr::video::COpenGLTexture*>(irr_driver->getRTT(RTT_SSAO))->getOpenGLTextureName(), GL_NEAREST, GL_NEAREST);
if (!UserConfigParams::m_ssao)
{
GLint swizzleMask[] = {GL_ONE, GL_ONE, GL_ONE, GL_ONE};
@ -562,7 +570,7 @@ void drawObjectPass2(const GLMesh &mesh, const core::matrix4 &ModelViewProjectio
}
glUseProgram(MeshShader::ObjectPass2Shader::Program);
MeshShader::ObjectPass2Shader::setUniforms(ModelViewProjectionMatrix, 0, 1, 2, 3);
MeshShader::ObjectPass2Shader::setUniforms(ModelViewProjectionMatrix, 0, 1, 2, 3, 4);
glBindVertexArray(mesh.vao_second_pass);
glDrawElements(ptype, count, itype, 0);
@ -826,7 +834,7 @@ void initvaostate(GLMesh &mesh, video::E_MATERIAL_TYPE type)
else
{
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);
MeshShader::ObjectPass2Shader::attrib_position, MeshShader::ObjectPass2Shader::attrib_texcoord, MeshShader::ObjectPass2Shader::attrib_second_texcoord, -1, -1, -1, -1, mesh.Stride);
}
return;
case GLOW_PASS: