Lights: Also use direct calls for lightblend.

git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@15039 178a84e3-b1eb-0310-8ba1-8eac791a3b58
This commit is contained in:
vincentlj 2014-01-13 13:38:59 +00:00
parent 4f209d38c6
commit a21f77706a
3 changed files with 76 additions and 22 deletions

View File

@ -393,6 +393,39 @@ namespace PointLightShader
}
}
namespace LightBlendShader
{
GLuint Program = 0;
GLuint attrib_position, attrib_texcoord;
GLuint uniform_diffuse, uniform_specular, uniform_ambient_occlusion, uniform_specular_map, uniform_ambient;
GLuint vao = 0;
void init()
{
initGL();
Program = LoadProgram(file_manager->getAsset("shaders/screenquad.vert").c_str(), file_manager->getAsset("shaders/lightblend.frag").c_str());
attrib_position = glGetAttribLocation(Program, "Position");
attrib_texcoord = glGetAttribLocation(Program, "Texcoord");
uniform_diffuse = glGetUniformLocation(Program, "diffuse");
uniform_specular = glGetUniformLocation(Program, "specular");
uniform_ambient_occlusion = glGetUniformLocation(Program, "ambient_occlusion");
uniform_specular_map = glGetUniformLocation(Program, "specular_map");
uniform_ambient = glGetUniformLocation(Program, "ambient");
if (!quad_vbo)
initQuadVBO();
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, quad_vbo);
glEnableVertexAttribArray(attrib_position);
glEnableVertexAttribArray(attrib_texcoord);
glVertexAttribPointer(attrib_position, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), 0);
glVertexAttribPointer(attrib_texcoord, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (GLvoid*)(2 * sizeof(float)));
glBindVertexArray(0);
}
}
static
void renderBloom(ITexture *in)
@ -533,6 +566,45 @@ void PostProcessing::renderPointlight(ITexture *in, const std::vector<float> &po
glDisable(GL_BLEND);
}
void PostProcessing::renderLightbBlend(ITexture *diffuse, ITexture *specular, ITexture *ao, ITexture *specmap, bool debug)
{
const SColorf s = irr_driver->getSceneManager()->getAmbientLight();
if (!LightBlendShader::Program)
LightBlendShader::init();
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
if (debug)
glBlendFunc(GL_ONE, GL_ZERO);
else
glBlendFunc(GL_DST_COLOR, GL_ZERO);
glDisable(GL_DEPTH_TEST);
glUseProgram(LightBlendShader::Program);
glBindVertexArray(LightBlendShader::vao);
glUniform3f(LightBlendShader::uniform_ambient, s.r, s.g, s.b);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, static_cast<irr::video::COpenGLTexture*>(diffuse)->getOpenGLTextureName());
glUniform1i(LightBlendShader::uniform_diffuse, 0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, static_cast<irr::video::COpenGLTexture*>(specular)->getOpenGLTextureName());
glUniform1i(LightBlendShader::uniform_specular, 1);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, static_cast<irr::video::COpenGLTexture*>(ao)->getOpenGLTextureName());
glUniform1i(LightBlendShader::uniform_ambient_occlusion, 2);
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, static_cast<irr::video::COpenGLTexture*>(specmap)->getOpenGLTextureName());
glUniform1i(LightBlendShader::uniform_specular_map, 3);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glEnable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
}
// ----------------------------------------------------------------------------
/** Render the post-processed scene */
void PostProcessing::render()

View File

@ -78,6 +78,9 @@ public:
/** Generate diffuse and specular map */
void renderPointlight(video::ITexture *in, const std::vector<float> &positions, const std::vector<float> &colors, const std::vector<float> &energy);
/** Blend all light related map */
void renderLightbBlend(video::ITexture *diffuse, video::ITexture *specular, video::ITexture *ao, video::ITexture *specmap, bool debug);
/** Render the post-processed scene */
void render();

View File

@ -808,30 +808,9 @@ void IrrDriver::renderLights(const core::aabbox3df& cambox,
m_post_processing->drawQuad(cam, m_material);
}
// Blend lights to the image
video::SMaterial lightmat;
lightmat.Lighting = false;
lightmat.ZWriteEnable = false;
lightmat.ZBuffer = video::ECFN_ALWAYS;
lightmat.setFlag(video::EMF_BILINEAR_FILTER, false);
lightmat.setTexture(0, m_rtts->getRTT(RTT_TMP1));
lightmat.setTexture(1, m_rtts->getRTT(RTT_TMP2));
lightmat.setTexture(2, m_rtts->getRTT(RTT_SSAO));
lightmat.setTexture(3, m_rtts->getRTT(RTT_SPECULARMAP));
lightmat.MaterialType = m_shaders->getShader(ES_LIGHTBLEND);
if (!m_lightviz)
lightmat.MaterialTypeParam = video::pack_textureBlendFunc(video::EBF_DST_COLOR, video::EBF_ZERO);
else
lightmat.MaterialTypeParam = video::pack_textureBlendFunc(video::EBF_ONE, video::EBF_ZERO);
lightmat.BlendOperation = video::EBO_ADD;
lightmat.TextureLayer[0].TextureWrapU =
lightmat.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
m_video_driver->setRenderTarget(m_rtts->getRTT(RTT_COLOR), false, false);
if (!m_mipviz)
m_post_processing->drawQuad(cam, lightmat);
m_post_processing->renderLightbBlend(m_rtts->getRTT(RTT_TMP1), m_rtts->getRTT(RTT_TMP2), m_rtts->getRTT(RTT_SSAO), m_rtts->getRTT(RTT_SPECULARMAP), m_lightviz);
}
// ----------------------------------------------------------------------------