Use explicit attribute location.
Should help implementing basevertex later, and simplify vao creation a lot.
This commit is contained in:
@@ -1,23 +1,13 @@
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uniform mat4 ModelViewProjectionMatrix;
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uniform mat4 ModelViewMatrix;
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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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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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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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@@ -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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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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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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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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in vec3 Position;
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in vec3 Normal;
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in vec2 Texcoord;
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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 = 3) in vec2 Texcoord;
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out vec3 nor;
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out vec2 uv;
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@@ -11,8 +11,8 @@ in vec3 Origin;
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in vec3 Orientation;
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in vec3 Scale;
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in vec3 Position;
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in vec2 Texcoord;
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layout(location = 0) in vec3 Position;
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layout(location = 3) in vec2 Texcoord;
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#ifdef VSLayer
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out vec2 uv;
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@@ -10,24 +10,15 @@ layout (std140) uniform MatrixesData
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uniform mat4 ModelMatrix;
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uniform mat4 InverseModelMatrix;
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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 vec3 Tangent;
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in vec3 Bitangent;
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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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out vec3 tangent;
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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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void main()
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{
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@@ -24,25 +24,17 @@ uniform mat4 TextureMatrix =
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0., 0., 1., 0.,
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0., 0., 0., 1.);
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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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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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in vec2 SecondTexcoord;
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in vec3 Normal;
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in vec4 Color;
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out vec3 nor;
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out vec2 uv;
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out vec2 uv_bis;
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out vec4 color;
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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 vec2 SecondTexcoord;
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varying vec3 nor;
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varying vec2 uv;
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varying vec2 uv_bis;
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#endif
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void main(void)
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@@ -9,9 +9,10 @@ uniform mat4 TextureMatrix =
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0., 0., 0., 1.);
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in vec3 Position;
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in vec2 Texcoord;
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in vec3 Normal;
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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 = 3) in vec2 Texcoord;
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out vec3 nor;
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out vec2 uv;
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@@ -9,8 +9,8 @@ layout (std140) uniform MatrixesData
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uniform mat4 ModelMatrix;
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in vec3 Position;
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in vec2 Texcoord;
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layout(location = 0) in vec3 Position;
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layout(location = 3) in vec2 Texcoord;
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#ifdef VSLayer
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out vec2 uv;
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@@ -81,36 +81,33 @@ void STKInstancedSceneNode::initinstancedvaostate(GLMesh &mesh, GeometricMateria
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switch (GeoMat)
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{
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case FPSM_DEFAULT:
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mesh.vao_first_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer,
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MeshShader::InstancedObjectPass1Shader::attrib_position, MeshShader::InstancedObjectRefPass1Shader::attrib_texcoord, -1, MeshShader::InstancedObjectPass1Shader::attrib_normal, -1, -1, -1, mesh.Stride);
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mesh.vao_first_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(mesh.Stride));
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glGenBuffers(1, &instances_vbo);
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glBindBuffer(GL_ARRAY_BUFFER, instances_vbo);
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glBufferData(GL_ARRAY_BUFFER, instance_pos.size() * sizeof(float), instance_pos.data(), GL_STATIC_DRAW);
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setInstanceAttribPointer<MeshShader::InstancedObjectPass1Shader, 1>();
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if (irr_driver->getGLSLVersion() >= 150)
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{
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mesh.vao_shadow_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, MeshShader::InstancedShadowShader::attrib_position, -1, -1, -1, -1, -1, -1, mesh.Stride);
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mesh.vao_shadow_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(mesh.Stride));
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glBindBuffer(GL_ARRAY_BUFFER, instances_vbo);
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setInstanceAttribPointer<MeshShader::InstancedShadowShader, 4>();
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}
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break;
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case FPSM_ALPHA_REF_TEXTURE:
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mesh.vao_first_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer,
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MeshShader::InstancedObjectRefPass1Shader::attrib_position, MeshShader::InstancedObjectRefPass1Shader::attrib_texcoord, -1, MeshShader::InstancedObjectRefPass1Shader::attrib_normal, -1, -1, -1, mesh.Stride);
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mesh.vao_first_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(mesh.Stride));
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glGenBuffers(1, &instances_vbo);
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glBindBuffer(GL_ARRAY_BUFFER, instances_vbo);
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glBufferData(GL_ARRAY_BUFFER, instance_pos.size() * sizeof(float), instance_pos.data(), GL_STATIC_DRAW);
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setInstanceAttribPointer<MeshShader::InstancedObjectRefPass1Shader, 1>();
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if (irr_driver->getGLSLVersion() >= 150)
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{
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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);
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mesh.vao_shadow_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(mesh.Stride));
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glBindBuffer(GL_ARRAY_BUFFER, instances_vbo);
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setInstanceAttribPointer<MeshShader::InstancedRefShadowShader, 4>();
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}
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break;
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case FPSM_GRASS:
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mesh.vao_first_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer,
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MeshShader::InstancedGrassPass1Shader::attrib_position, MeshShader::InstancedGrassPass1Shader::attrib_texcoord, -1, MeshShader::InstancedGrassPass1Shader::attrib_normal, -1, -1, MeshShader::InstancedGrassPass1Shader::attrib_color, mesh.Stride);
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mesh.vao_first_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(mesh.Stride));
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glGenBuffers(1, &instances_vbo);
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glBindBuffer(GL_ARRAY_BUFFER, instances_vbo);
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glBufferData(GL_ARRAY_BUFFER, instance_pos.size() * sizeof(float), instance_pos.data(), GL_STATIC_DRAW);
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@@ -125,20 +122,17 @@ void STKInstancedSceneNode::initinstancedvaostate(GLMesh &mesh, GeometricMateria
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switch (ShadedMat)
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{
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case SM_DEFAULT:
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mesh.vao_second_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer,
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MeshShader::InstancedObjectPass2Shader::attrib_position, MeshShader::InstancedObjectPass2Shader::attrib_texcoord, -1, -1, -1, -1, -1, mesh.Stride);
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mesh.vao_second_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(mesh.Stride));
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glBindBuffer(GL_ARRAY_BUFFER, instances_vbo);
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setInstanceAttribPointer<MeshShader::InstancedObjectPass2Shader, 1>();
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break;
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case SM_ALPHA_REF_TEXTURE:
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mesh.vao_second_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer,
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MeshShader::InstancedObjectRefPass2Shader::attrib_position, MeshShader::InstancedObjectRefPass2Shader::attrib_texcoord, -1, -1, -1, -1, -1, mesh.Stride);
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mesh.vao_second_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(mesh.Stride));
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glBindBuffer(GL_ARRAY_BUFFER, instances_vbo);
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setInstanceAttribPointer<MeshShader::InstancedObjectRefPass2Shader, 1>();
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break;
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case SM_GRASS:
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mesh.vao_second_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer,
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MeshShader::InstancedGrassPass2Shader::attrib_position, MeshShader::InstancedGrassPass2Shader::attrib_texcoord, -1, MeshShader::InstancedGrassPass2Shader::attrib_normal, -1, -1, MeshShader::InstancedGrassPass2Shader::attrib_color, mesh.Stride);
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mesh.vao_second_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(mesh.Stride));
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glBindBuffer(GL_ARRAY_BUFFER, instances_vbo);
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setInstanceAttribPointer<MeshShader::InstancedGrassPass2Shader, 1>();
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break;
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@@ -56,54 +56,78 @@ TransparentMaterial MaterialTypeToTransparentMaterial(video::E_MATERIAL_TYPE typ
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return TM_DEFAULT;
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}
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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)
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video::E_VERTEX_TYPE getVTXTYPEFromStride(size_t stride)
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{
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if (stride == sizeof(video::S3DVertex))
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return video::EVT_STANDARD;
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else if (stride == sizeof(video::S3DVertex2TCoords))
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return video::EVT_2TCOORDS;
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assert(stride == sizeof(video::S3DVertexTangents));
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return video::EVT_TANGENTS;
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}
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GLuint createVAO(GLuint vbo, GLuint idx, video::E_VERTEX_TYPE type)
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{
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if (attrib_position == -1)
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return 0;
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GLuint vao;
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glEnableVertexAttribArray(attrib_position);
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if ((GLint)attrib_texcoord != -1)
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glEnableVertexAttribArray(attrib_texcoord);
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if ((GLint)attrib_second_texcoord != -1)
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glEnableVertexAttribArray(attrib_second_texcoord);
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if ((GLint)attrib_normal != -1)
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glEnableVertexAttribArray(attrib_normal);
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if ((GLint)attrib_tangent != -1)
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glEnableVertexAttribArray(attrib_tangent);
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if ((GLint)attrib_bitangent != -1)
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glEnableVertexAttribArray(attrib_bitangent);
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if ((GLint)attrib_color != -1)
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glEnableVertexAttribArray(attrib_color);
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glVertexAttribPointer(attrib_position, 3, GL_FLOAT, GL_FALSE, stride, 0);
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if ((GLint)attrib_texcoord != -1)
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glVertexAttribPointer(attrib_texcoord, 2, GL_FLOAT, GL_FALSE, stride, (GLvoid*) 28);
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if ((GLint)attrib_second_texcoord != -1)
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switch (type)
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{
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if (stride < 44)
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Log::error("material", "Second texcoords not present in VBO");
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glVertexAttribPointer(attrib_second_texcoord, 2, GL_FLOAT, GL_FALSE, stride, (GLvoid*) 36);
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case video::EVT_STANDARD:
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// Position
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, getVertexPitchFromType(type), 0);
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// Normal
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, getVertexPitchFromType(type), (GLvoid*)12);
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// Color
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glEnableVertexAttribArray(2);
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glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, GL_TRUE, getVertexPitchFromType(type), (GLvoid*)24);
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// Texcoord
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glEnableVertexAttribArray(3);
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glVertexAttribPointer(3, 2, GL_FLOAT, GL_FALSE, getVertexPitchFromType(type), (GLvoid*)28);
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break;
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case video::EVT_2TCOORDS:
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break;
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// Position
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, getVertexPitchFromType(type), 0);
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// Normal
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, getVertexPitchFromType(type), (GLvoid*)12);
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// Color
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glEnableVertexAttribArray(2);
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glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, GL_TRUE, getVertexPitchFromType(type), (GLvoid*)24);
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// Texcoord
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glEnableVertexAttribArray(3);
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glVertexAttribPointer(3, 2, GL_FLOAT, GL_FALSE, getVertexPitchFromType(type), (GLvoid*)28);
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// SecondTexcoord
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glEnableVertexAttribArray(4);
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glVertexAttribPointer(4, 2, GL_FLOAT, GL_FALSE, getVertexPitchFromType(type), (GLvoid*)36);
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break;
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case video::EVT_TANGENTS:
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// Position
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, getVertexPitchFromType(type), 0);
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// Normal
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, getVertexPitchFromType(type), (GLvoid*)12);
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// Color
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glEnableVertexAttribArray(2);
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glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, GL_TRUE, getVertexPitchFromType(type), (GLvoid*)24);
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// Texcoord
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glEnableVertexAttribArray(3);
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glVertexAttribPointer(3, 2, GL_FLOAT, GL_FALSE, getVertexPitchFromType(type), (GLvoid*)28);
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// Tangent
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glEnableVertexAttribArray(5);
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glVertexAttribPointer(5, 3, GL_FLOAT, GL_FALSE, getVertexPitchFromType(type), (GLvoid*)36);
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// Bitangent
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glEnableVertexAttribArray(6);
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glVertexAttribPointer(6, 3, GL_FLOAT, GL_FALSE, getVertexPitchFromType(type), (GLvoid*)48);
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break;
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}
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if ((GLint)attrib_normal != -1)
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glVertexAttribPointer(attrib_normal, 3, GL_FLOAT, GL_FALSE, stride, (GLvoid*) 12);
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if ((GLint)attrib_tangent != -1)
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{
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if (stride < 48)
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Log::error("material", "Tangents not present in VBO");
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glVertexAttribPointer(attrib_tangent, 3, GL_FLOAT, GL_FALSE, stride, (GLvoid*)36);
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}
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if ((GLint)attrib_bitangent != -1)
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{
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if (stride < 60)
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Log::error("material", "Bitangents not present in VBO");
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glVertexAttribPointer(attrib_bitangent, 3, GL_FLOAT, GL_FALSE, stride, (GLvoid*)48);
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}
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if ((GLint)attrib_color != -1)
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glVertexAttribPointer(attrib_color, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, (GLvoid*)24);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, idx);
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return vao;
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}
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@@ -659,25 +683,21 @@ void initvaostate(GLMesh &mesh, GeometricMaterial GeoMat, ShadedMaterial ShadedM
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switch (GeoMat)
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{
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case FPSM_DEFAULT:
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mesh.vao_first_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer,
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MeshShader::ObjectPass1Shader::attrib_position, MeshShader::ObjectPass1Shader::attrib_texcoord, -1, MeshShader::ObjectPass1Shader::attrib_normal, -1, -1, -1, mesh.Stride);
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mesh.vao_shadow_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, MeshShader::ShadowShader::attrib_position, -1, -1, -1, -1, -1, -1, mesh.Stride);
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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);
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mesh.vao_first_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(mesh.Stride));
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mesh.vao_shadow_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(mesh.Stride));
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mesh.vao_rsm_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(mesh.Stride));
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break;
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case FPSM_ALPHA_REF_TEXTURE:
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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);
|
||||
mesh.vao_first_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(mesh.Stride));
|
||||
mesh.vao_shadow_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(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);
|
||||
mesh.vao_first_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(mesh.Stride));
|
||||
mesh.vao_shadow_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(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);
|
||||
mesh.vao_first_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(mesh.Stride));
|
||||
mesh.vao_shadow_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(mesh.Stride));
|
||||
break;
|
||||
default:
|
||||
assert(0 && "Unknow material");
|
||||
@@ -687,50 +707,41 @@ void initvaostate(GLMesh &mesh, GeometricMaterial GeoMat, ShadedMaterial ShadedM
|
||||
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);
|
||||
mesh.vao_second_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(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);
|
||||
mesh.vao_second_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(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);
|
||||
mesh.vao_second_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(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);
|
||||
mesh.vao_second_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(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);
|
||||
mesh.vao_second_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(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);
|
||||
mesh.vao_second_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(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);
|
||||
mesh.vao_second_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(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);
|
||||
mesh.vao_second_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(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);
|
||||
mesh.vao_second_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(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);
|
||||
mesh.vao_glow_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(mesh.Stride));
|
||||
mesh.vao_displace_mask_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(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_displace_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(mesh.Stride));
|
||||
}
|
||||
|
||||
void initvaostate(GLMesh &mesh, TransparentMaterial TranspMat)
|
||||
@@ -738,22 +749,19 @@ 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);
|
||||
mesh.vao_first_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(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);
|
||||
mesh.vao_first_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(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);
|
||||
mesh.vao_first_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(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);
|
||||
mesh.vao_glow_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(mesh.Stride));
|
||||
mesh.vao_displace_mask_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(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_displace_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(mesh.Stride));
|
||||
}
|
||||
|
||||
|
||||
@@ -59,8 +59,9 @@ 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);
|
||||
|
||||
Reference in New Issue
Block a user