Use specmap on others mats

This commit is contained in:
Vincent Lejeune 2014-10-05 20:37:49 +02:00
parent 0121ae8db6
commit 9f2b66d195
5 changed files with 27 additions and 19 deletions

View File

@ -1,10 +1,12 @@
#ifndef GL_ARB_bindless_texture #ifndef GL_ARB_bindless_texture
uniform sampler2D Albedo; uniform sampler2D Albedo;
uniform sampler2D Detail; uniform sampler2D Detail;
uniform sampler2D SpecMap;
#endif #endif
#ifdef GL_ARB_bindless_texture #ifdef GL_ARB_bindless_texture
flat in sampler2D handle; flat in sampler2D handle;
flat in sampler2D secondhandle;
flat in sampler2D thirdhandle; flat in sampler2D thirdhandle;
#endif #endif
in vec2 uv; in vec2 uv;
@ -17,6 +19,7 @@ void main(void)
{ {
#ifdef GL_ARB_bindless_texture #ifdef GL_ARB_bindless_texture
vec4 color = texture(handle, uv); vec4 color = texture(handle, uv);
float specmap = texture(secondhandle, uv).g;
#ifdef SRGBBindlessFix #ifdef SRGBBindlessFix
color.xyz = pow(color.xyz, vec3(2.2)); color.xyz = pow(color.xyz, vec3(2.2));
#endif #endif
@ -24,7 +27,8 @@ void main(void)
#else #else
vec4 color = texture(Albedo, uv); vec4 color = texture(Albedo, uv);
vec4 detail = texture(Detail, uv_bis); vec4 detail = texture(Detail, uv_bis);
float specmap = texture(SpecMap, uv).g;
#endif #endif
color *= detail; color *= detail;
FragColor = vec4(getLightFactor(color.xyz, vec3(1.), 1.), 1.); FragColor = vec4(getLightFactor(color.xyz, vec3(1.), specmap), 1.);
} }

View File

@ -2,6 +2,7 @@
layout(bindless_sampler) uniform sampler2D dtex; layout(bindless_sampler) uniform sampler2D dtex;
#else #else
uniform sampler2D Albedo; uniform sampler2D Albedo;
uniform sampler2D SpecMap;
uniform sampler2D dtex; uniform sampler2D dtex;
#endif #endif
@ -9,6 +10,7 @@ uniform vec3 SunDir;
#ifdef GL_ARB_bindless_texture #ifdef GL_ARB_bindless_texture
flat in sampler2D handle; flat in sampler2D handle;
flat in sampler2D secondhandle;
#endif #endif
in vec3 nor; in vec3 nor;
in vec2 uv; in vec2 uv;
@ -20,11 +22,13 @@ void main(void)
{ {
#ifdef GL_ARB_bindless_texture #ifdef GL_ARB_bindless_texture
vec4 color = texture(handle, uv); vec4 color = texture(handle, uv);
float specmap = texture(secondhandle, uv).g;
#ifdef SRGBBindlessFix #ifdef SRGBBindlessFix
color.xyz = pow(color.xyz, vec3(2.2)); color.xyz = pow(color.xyz, vec3(2.2));
#endif #endif
#else #else
vec4 color = texture(Albedo, uv); vec4 color = texture(Albedo, uv);
float specmap = texture(SpecMap, uv).g;
#endif #endif
if (color.a < 0.5) discard; if (color.a < 0.5) discard;
@ -44,6 +48,6 @@ void main(void)
float scattering = mix(fPowEdotL, fLdotNBack, .5); float scattering = mix(fPowEdotL, fLdotNBack, .5);
vec3 LightFactor = color.xyz * (scattering * 0.3) + getLightFactor(color.xyz, vec3(1.), 1.); vec3 LightFactor = color.xyz * (scattering * 0.3) + getLightFactor(color.xyz, vec3(1.), specmap);
FragColor = vec4(LightFactor, 1.); FragColor = vec4(LightFactor, 1.);
} }

View File

@ -75,7 +75,7 @@ struct DefaultMaterial
}; };
const std::vector<size_t> DefaultMaterial::FirstPassTextures = { 1 }; const std::vector<size_t> DefaultMaterial::FirstPassTextures = { 1 };
const std::vector<size_t> DefaultMaterial::SecondPassTextures = { 0 }; const std::vector<size_t> DefaultMaterial::SecondPassTextures = { 0, 1 };
struct AlphaRef struct AlphaRef
{ {
@ -93,7 +93,7 @@ struct AlphaRef
}; };
const std::vector<size_t> AlphaRef::FirstPassTextures = { 0, 1 }; const std::vector<size_t> AlphaRef::FirstPassTextures = { 0, 1 };
const std::vector<size_t> AlphaRef::SecondPassTextures = { 0 }; const std::vector<size_t> AlphaRef::SecondPassTextures = { 0, 1 };
struct SphereMap struct SphereMap
{ {
@ -165,7 +165,7 @@ struct NormalMat
}; };
const std::vector<size_t> NormalMat::FirstPassTextures = { 2, 1 }; const std::vector<size_t> NormalMat::FirstPassTextures = { 2, 1 };
const std::vector<size_t> NormalMat::SecondPassTextures = { 0 }; const std::vector<size_t> NormalMat::SecondPassTextures = { 0, 1 };
struct DetailMat struct DetailMat
{ {
@ -183,7 +183,7 @@ struct DetailMat
}; };
const std::vector<size_t> DetailMat::FirstPassTextures = { 1 }; const std::vector<size_t> DetailMat::FirstPassTextures = { 1 };
const std::vector<size_t> DetailMat::SecondPassTextures = { 0, 2 }; const std::vector<size_t> DetailMat::SecondPassTextures = { 0, 2, 1 };
struct SplattingMat struct SplattingMat
{ {
@ -531,15 +531,15 @@ void IrrDriver::renderSolidSecondPass()
if (UserConfigParams::m_azdo) if (UserConfigParams::m_azdo)
{ {
multidraw2ndPass<DefaultMaterial>(createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle, 0)); multidraw2ndPass<DefaultMaterial>(createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle, 0, 0));
multidraw2ndPass<AlphaRef>(createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle, 0)); multidraw2ndPass<AlphaRef>(createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle, 0, 0));
multidraw2ndPass<SphereMap>(createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle, 0)); multidraw2ndPass<SphereMap>(createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle, 0));
multidraw2ndPass<UnlitMat>(createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle, 0)); multidraw2ndPass<UnlitMat>(createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle, 0));
SunLightProvider * const cb = (SunLightProvider *)irr_driver->getCallback(ES_SUNLIGHT); SunLightProvider * const cb = (SunLightProvider *)irr_driver->getCallback(ES_SUNLIGHT);
multidraw2ndPass<GrassMat>(createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle, DepthHandle, 0), windDir, cb->getPosition()); multidraw2ndPass<GrassMat>(createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle, DepthHandle, 0, 0), windDir, cb->getPosition());
multidraw2ndPass<NormalMat>(createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle, 0)); multidraw2ndPass<NormalMat>(createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle, 0, 0));
multidraw2ndPass<DetailMat>(createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle, 0, 0)); multidraw2ndPass<DetailMat>(createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle, 0, 0, 0));
} }
else if (irr_driver->hasARB_draw_indirect()) else if (irr_driver->hasARB_draw_indirect())
{ {

View File

@ -865,7 +865,7 @@ namespace MeshShader
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getLightFactor.frag").c_str(), GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getLightFactor.frag").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/instanced_object_pass2.frag").c_str()); GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/instanced_object_pass2.frag").c_str());
AssignUniforms(); AssignUniforms();
AssignSamplerNames(Program, 0, "DiffuseMap", 1, "SpecularMap", 2, "SSAO", 3, "Albedo"); AssignSamplerNames(Program, 0, "DiffuseMap", 1, "SpecularMap", 2, "SSAO", 3, "Albedo", 4, "SpecMap");
} }
InstancedObjectRefPass2Shader::InstancedObjectRefPass2Shader() InstancedObjectRefPass2Shader::InstancedObjectRefPass2Shader()
@ -876,7 +876,7 @@ namespace MeshShader
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getLightFactor.frag").c_str(), GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getLightFactor.frag").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/instanced_objectref_pass2.frag").c_str()); GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/instanced_objectref_pass2.frag").c_str());
AssignUniforms(); AssignUniforms();
AssignSamplerNames(Program, 0, "DiffuseMap", 1, "SpecularMap", 2, "SSAO", 3, "Albedo"); AssignSamplerNames(Program, 0, "DiffuseMap", 1, "SpecularMap", 2, "SSAO", 3, "Albedo", 4, "SpecMap");
} }
DetailledObjectPass2Shader::DetailledObjectPass2Shader() DetailledObjectPass2Shader::DetailledObjectPass2Shader()
@ -897,7 +897,7 @@ namespace MeshShader
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getLightFactor.frag").c_str(), GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getLightFactor.frag").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/instanced_detailledobject_pass2.frag").c_str()); GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/instanced_detailledobject_pass2.frag").c_str());
AssignUniforms(); AssignUniforms();
AssignSamplerNames(Program, 0, "DiffuseMap", 1, "SpecularMap", 2, "SSAO", 3, "Albedo", 4, "Detail"); AssignSamplerNames(Program, 0, "DiffuseMap", 1, "SpecularMap", 2, "SSAO", 3, "Albedo", 4, "Detail", 5, "SpecMap");
} }
ObjectUnlitShader::ObjectUnlitShader() ObjectUnlitShader::ObjectUnlitShader()
@ -947,7 +947,7 @@ namespace MeshShader
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getLightFactor.frag").c_str(), GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getLightFactor.frag").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/instanced_grass_pass2.frag").c_str()); GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/instanced_grass_pass2.frag").c_str());
AssignUniforms("windDir", "SunDir"); AssignUniforms("windDir", "SunDir");
AssignSamplerNames(Program, 0, "DiffuseMap", 1, "SpecularMap", 2, "SSAO", 3, "dtex", 4, "Albedo"); AssignSamplerNames(Program, 0, "DiffuseMap", 1, "SpecularMap", 2, "SSAO", 3, "dtex", 4, "Albedo", 4, "SpecMap");
} }
SphereMapShader::SphereMapShader() SphereMapShader::SphereMapShader()

View File

@ -107,13 +107,13 @@ public:
ObjectPass2Shader(); ObjectPass2Shader();
}; };
class InstancedObjectPass2Shader : public ShaderHelperSingleton<InstancedObjectPass2Shader>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered> class InstancedObjectPass2Shader : public ShaderHelperSingleton<InstancedObjectPass2Shader>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
{ {
public: public:
InstancedObjectPass2Shader(); InstancedObjectPass2Shader();
}; };
class InstancedObjectRefPass2Shader : public ShaderHelperSingleton<InstancedObjectRefPass2Shader>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered> class InstancedObjectRefPass2Shader : public ShaderHelperSingleton<InstancedObjectRefPass2Shader>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
{ {
public: public:
InstancedObjectRefPass2Shader(); InstancedObjectRefPass2Shader();
@ -125,7 +125,7 @@ public:
DetailledObjectPass2Shader(); DetailledObjectPass2Shader();
}; };
class InstancedDetailledObjectPass2Shader : public ShaderHelperSingleton<InstancedDetailledObjectPass2Shader>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered> class InstancedDetailledObjectPass2Shader : public ShaderHelperSingleton<InstancedDetailledObjectPass2Shader>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
{ {
public: public:
InstancedDetailledObjectPass2Shader(); InstancedDetailledObjectPass2Shader();
@ -155,7 +155,7 @@ public:
GrassPass2Shader(); GrassPass2Shader();
}; };
class InstancedGrassPass2Shader : public ShaderHelperSingleton<InstancedGrassPass2Shader, core::vector3df, core::vector3df>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Nearest_Filtered, Trilinear_Anisotropic_Filtered> class InstancedGrassPass2Shader : public ShaderHelperSingleton<InstancedGrassPass2Shader, core::vector3df, core::vector3df>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Nearest_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
{ {
public: public:
InstancedGrassPass2Shader(); InstancedGrassPass2Shader();