Merge branch 'master' of https://github.com/supertuxkart/stk-code into random-gp
This commit is contained in:
commit
a52656e52a
@ -1,3 +1,6 @@
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// From paper http://graphics.cs.williams.edu/papers/AlchemyHPG11/
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// and improvements here http://graphics.cs.williams.edu/papers/SAOHPG12/
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uniform sampler2D ntex;
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uniform sampler2D dtex;
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uniform sampler2D noise_texture;
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@ -22,57 +25,56 @@ layout (std140) uniform MatrixesData
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in vec2 uv;
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out float AO;
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const float strengh = 5.;
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const float radius = 1.f;
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const float sigma = 1.;
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const float tau = 7.;
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const float beta = 0.0001;
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const float epsilon = .00001;
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const float radius = 2.;
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const float k = 1.5;
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#define SAMPLES 16
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const float invSamples = strengh / SAMPLES;
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vec3 rand(vec2 co)
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{
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float noiseX = clamp(fract(sin(dot(co ,vec2(12.9898,78.233))) * 43758.5453),0.0,1.0)*2.0-1.0;
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float noiseY = clamp(fract(sin(dot(co ,vec2(12.9898,78.233)*2.0)) * 43758.5453),0.0,1.0)*2.0-1.0;
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return vec3(noiseX, noiseY, length(texture(noise_texture, co * pow(3.14159265359, 2.)).xyz));
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}
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const float invSamples = 1. / SAMPLES;
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vec3 DecodeNormal(vec2 n);
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vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
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void main(void)
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{
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vec4 cur = texture(ntex, uv);
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float curdepth = texture(dtex, uv).x;
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vec4 cur = texture(ntex, uv);
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float curdepth = texture(dtex, uv).x;
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vec4 FragPos = getPosFromUVDepth(vec3(uv, curdepth), InverseProjectionMatrix);
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// get the normal of current fragment
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vec3 norm = normalize(DecodeNormal(2. * texture(ntex, uv).xy - 1.));
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// Workaround for nvidia and skyboxes
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float len = dot(vec3(1.0), abs(cur.xyz));
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if (len < 0.2 || curdepth > 0.9955) discard;
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// Make a tangent as random as possible
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vec3 randvect = rand(uv);
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vec3 tangent = normalize(cross(norm, randvect));
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vec3 bitangent = cross(norm, tangent);
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// get the normal of current fragment
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vec3 ddx = dFdx(FragPos.xyz);
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vec3 ddy = dFdy(FragPos.xyz);
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vec3 norm = normalize(cross(ddy, ddx));
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// Workaround for nvidia and skyboxes
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float len = dot(vec3(1.0), abs(cur.xyz));
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if (len < 0.2) discard;
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float bl = 0.0;
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int x = int(1024. * uv.x), y = int(1024. * uv.y);
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float r = radius / FragPos.z;
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float phi = 30. * (x ^ y) + 10. * x * y;
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float bl = 0.0;
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for(int i = 0; i < SAMPLES; ++i) {
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vec3 sampleDir = samplePoints[i].x * tangent + samplePoints[i].y * bitangent + samplePoints[i].z * norm;
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sampleDir *= samplePoints[i].w;
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vec4 samplePos = FragPos + radius * vec4(sampleDir, 0.0);
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vec4 sampleProj = ProjectionMatrix * samplePos;
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sampleProj /= sampleProj.w;
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for(int i = 0; i < SAMPLES; ++i) {
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float alpha = (i + .5) * invSamples;
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float theta = 2. * 3.14 * tau * alpha + phi;
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float h = r * alpha;
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vec2 occluder_uv = h * vec2(cos(theta), sin(theta));
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occluder_uv += uv;
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bool isInsideTexture = (sampleProj.x > -1.) && (sampleProj.x < 1.) && (sampleProj.y > -1.) && (sampleProj.y < 1.);
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// get the depth of the occluder fragment
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float occluderFragmentDepth = texture(dtex, (sampleProj.xy * 0.5) + 0.5).x;
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// Position of the occluder fragment in worldSpace
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vec4 occluderPos = getPosFromUVDepth(vec3((sampleProj.xy * 0.5) + 0.5, occluderFragmentDepth), InverseProjectionMatrix);
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if (occluder_uv.x < 0. || occluder_uv.x > 1. || occluder_uv.y < 0. || occluder_uv.y > 1.) continue;
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bool isOccluded = isInsideTexture && (sampleProj.z > (2. * occluderFragmentDepth - 1.0)) && (distance(FragPos, occluderPos) < radius);
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bl += isOccluded ? samplePoints[i].z * smoothstep(5 * radius, 0, distance(samplePos, FragPos)) : 0.;
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}
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float m = round(log2(h)) + 7.;
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AO = max(1.0 - bl * invSamples, 0.);
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float occluderFragmentDepth = textureLod(dtex, occluder_uv, m).x;
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vec4 OccluderPos = getPosFromUVDepth(vec3(occluder_uv, occluderFragmentDepth), InverseProjectionMatrix);
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vec3 vi = (OccluderPos - FragPos).xyz;
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bl += max(0, dot(vi, norm) - FragPos.z * beta) / (dot(vi, vi) + epsilon);
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}
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AO = max(pow(1.0 - 2. * sigma * bl * invSamples, k), 0.);
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}
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@ -423,11 +423,11 @@ void PostProcessing::renderSSAO()
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glUseProgram(FullScreenShader::SSAOShader::Program);
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glBindVertexArray(FullScreenShader::SSAOShader::vao);
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setTexture(0, irr_driver->getRenderTargetTexture(RTT_NORMAL_AND_DEPTH), GL_LINEAR, GL_LINEAR);
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setTexture(1, irr_driver->getDepthStencilTexture(), GL_LINEAR, GL_LINEAR);
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setTexture(2, getTextureGLuint(noise_tex), GL_LINEAR, GL_LINEAR);
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setTexture(0, irr_driver->getDepthStencilTexture(), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR);
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glGenerateMipmap(GL_TEXTURE_2D);
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setTexture(1, getTextureGLuint(noise_tex), GL_LINEAR, GL_LINEAR);
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FullScreenShader::SSAOShader::setUniforms(0, 1, 2);
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FullScreenShader::SSAOShader::setUniforms(0, 1);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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}
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@ -146,6 +146,43 @@ void IrrDriver::renderGLSL(float dt)
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renderScene(camnode, glows, dt, track->hasShadows());
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// Debug physic
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// Note that drawAll must be called before rendering
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// the bullet debug view, since otherwise the camera
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// is not set up properly. This is only used for
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// the bullet debug view.
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if (UserConfigParams::m_artist_debug_mode)
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World::getWorld()->getPhysics()->draw();
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if (world != NULL && world->getPhysics() != NULL)
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{
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IrrDebugDrawer* debug_drawer = world->getPhysics()->getDebugDrawer();
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if (debug_drawer != NULL && debug_drawer->debugEnabled())
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{
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const std::map<video::SColor, std::vector<float> >& lines = debug_drawer->getLines();
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std::map<video::SColor, std::vector<float> >::const_iterator it;
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glUseProgram(UtilShader::ColoredLine::Program);
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glBindVertexArray(UtilShader::ColoredLine::vao);
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glBindBuffer(GL_ARRAY_BUFFER, UtilShader::ColoredLine::vbo);
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for (it = lines.begin(); it != lines.end(); it++)
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{
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UtilShader::ColoredLine::setUniforms(it->first);
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const std::vector<float> &vertex = it->second;
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const float *tmp = vertex.data();
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for (int i = 0; i < vertex.size(); i += 1024 * 6)
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{
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unsigned count = MIN2(vertex.size() - i, 1024 * 6);
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glBufferSubData(GL_ARRAY_BUFFER, 0, count * sizeof(float), &tmp[i]);
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glDrawArrays(GL_LINES, 0, count / 3);
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}
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}
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glUseProgram(0);
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glBindVertexArray(0);
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}
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}
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// Render the post-processed scene
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if (UserConfigParams::m_dynamic_lights)
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m_post_processing->render(camnode);
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@ -153,13 +190,6 @@ void IrrDriver::renderGLSL(float dt)
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glDisable(GL_FRAMEBUFFER_SRGB);
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PROFILER_POP_CPU_MARKER();
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// Note that drawAll must be called before rendering
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// the bullet debug view, since otherwise the camera
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// is not set up properly. This is only used for
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// the bullet debug view.
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if (UserConfigParams::m_artist_debug_mode)
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World::getWorld()->getPhysics()->draw();
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} // for i<world->getNumKarts()
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glBindVertexArray(0);
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@ -201,36 +231,6 @@ void IrrDriver::renderGLSL(float dt)
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#endif
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if (world != NULL && world->getPhysics() != NULL)
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{
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IrrDebugDrawer* debug_drawer = world->getPhysics()->getDebugDrawer();
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if (debug_drawer != NULL && debug_drawer->debugEnabled())
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{
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const std::map<video::SColor, std::vector<float> >& lines = debug_drawer->getLines();
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std::map<video::SColor, std::vector<float> >::const_iterator it;
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glUseProgram(UtilShader::ColoredLine::Program);
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glBindVertexArray(UtilShader::ColoredLine::vao);
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glBindBuffer(GL_ARRAY_BUFFER, UtilShader::ColoredLine::vbo);
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for (it = lines.begin(); it != lines.end(); it++)
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{
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UtilShader::ColoredLine::setUniforms(it->first);
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const std::vector<float> &vertex = it->second;
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const float *tmp = vertex.data();
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for (int i = 0; i < vertex.size(); i += 1024 * 6)
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{
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unsigned count = MIN2(vertex.size() - i, 1024 * 6);
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glBufferSubData(GL_ARRAY_BUFFER, 0, count * sizeof(float), &tmp[i]);
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glDrawArrays(GL_LINES, 0, count / 3);
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}
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}
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glUseProgram(0);
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glBindVertexArray(0);
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}
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}
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PROFILER_PUSH_CPU_MARKER("EndSccene", 0x45, 0x75, 0x45);
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m_video_driver->endScene();
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PROFILER_POP_CPU_MARKER();
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@ -892,11 +892,11 @@ void IrrDriver::renderSSAO()
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glBindFramebuffer(GL_FRAMEBUFFER, m_rtts->getFBO(FBO_SSAO));
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glClearColor(1., 1., 1., 1.);
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glClear(GL_COLOR_BUFFER_BIT);
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glViewport(0, 0, UserConfigParams::m_width / 2, UserConfigParams::m_height / 2);
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glViewport(0, 0, UserConfigParams::m_width, UserConfigParams::m_height);
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m_post_processing->renderSSAO();
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// Blur it to reduce noise.
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m_post_processing->renderGaussian6Blur(irr_driver->getFBO(FBO_SSAO), irr_driver->getRenderTargetTexture(RTT_SSAO),
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irr_driver->getFBO(FBO_HALF1), irr_driver->getRenderTargetTexture(RTT_HALF1), UserConfigParams::m_width / 2, UserConfigParams::m_height / 2);
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irr_driver->getFBO(FBO_TMP4), irr_driver->getRenderTargetTexture(RTT_TMP4), UserConfigParams::m_width, UserConfigParams::m_height);
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glViewport(0, 0, UserConfigParams::m_width, UserConfigParams::m_height);
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}
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@ -86,7 +86,7 @@ RTT::RTT()
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RenderTargetTextures[RTT_NORMAL_AND_DEPTH] = generateRTT(res, GL_RGBA16F, GL_RGBA, GL_FLOAT);
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RenderTargetTextures[RTT_COLOR] = generateRTT(res, GL_RGBA16F, GL_BGRA, GL_FLOAT);
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RenderTargetTextures[RTT_MLAA_COLORS] = generateRTT(res, GL_SRGB, GL_BGR, GL_UNSIGNED_BYTE);
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RenderTargetTextures[RTT_SSAO] = generateRTT(half, GL_R16F, GL_RED, GL_FLOAT);
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RenderTargetTextures[RTT_SSAO] = generateRTT(res, GL_R16F, GL_RED, GL_FLOAT);
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RenderTargetTextures[RTT_DISPLACE] = generateRTT(res, GL_RGBA16F, GL_BGRA, GL_FLOAT);
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RenderTargetTextures[RTT_HALF1] = generateRTT(half, GL_RGBA16F, GL_BGRA, GL_FLOAT);
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@ -2624,13 +2624,12 @@ namespace FullScreenShader
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}*/
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}
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void SSAOShader::setUniforms(unsigned TU_ntex, unsigned TU_dtex, unsigned TU_noise)
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void SSAOShader::setUniforms(unsigned TU_dtex, unsigned TU_noise)
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{
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if (UserConfigParams::m_ubo_disabled)
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bypassUBO(Program);
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glUniform4fv(FullScreenShader::SSAOShader::uniform_samplePoints, 16, FullScreenShader::SSAOShader::SSAOSamples);
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glUniform1i(FullScreenShader::SSAOShader::uniform_ntex, TU_ntex);
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glUniform1i(FullScreenShader::SSAOShader::uniform_dtex, TU_dtex);
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glUniform1i(FullScreenShader::SSAOShader::uniform_noise_texture, TU_noise);
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}
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@ -712,7 +712,7 @@ public:
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static float SSAOSamples[64];
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static void init();
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static void setUniforms(unsigned TU_ntex, unsigned TU_dtex, unsigned TU_noise);
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static void setUniforms(unsigned TU_dtex, unsigned TU_noise);
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};
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class FogShader
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