Moved more methods from irr_driver to renderer

This commit is contained in:
Elderme
2015-09-18 10:45:00 +02:00
parent 44adc14cff
commit b2a23acd46
11 changed files with 827 additions and 777 deletions

View File

@@ -131,17 +131,6 @@ void AbstractRenderer::drawJoint(bool drawline, bool drawname,
}
}
else
{
/*
if (drawline)
{
irr_driver->getVideoDriver()->draw3DLine(jointpos,
core::vector3df(0,0,0),
color);
}
*/
}
if (joint->Children.size() == 0)
{
@@ -206,3 +195,10 @@ void AbstractRenderer::drawJoint(bool drawline, bool drawname,
} //drawJoint
#endif //DEBUG
AbstractRenderer::AbstractRenderer()
{
m_wireframe = false;
m_mipviz = false;
}

View File

@@ -18,12 +18,17 @@
#ifndef HEADER_ABSTRACT_RENDERER_HPP
#define HEADER_ABSTRACT_RENDERER_HPP
#include "graphics/irr_driver.hpp"
#include <irrlicht.h>
#include <vector>
struct GlowData;
class AbstractRenderer
{
protected:
bool m_wireframe;
bool m_mipviz;
#ifdef DEBUG
void drawDebugMeshes() const;
@@ -34,9 +39,22 @@ protected:
#endif
public:
AbstractRenderer();
virtual ~AbstractRenderer(){}
virtual void render(float dt) = 0;
virtual void renderScene(irr::scene::ICameraSceneNode * const camnode,
unsigned pointlightcount, std::vector<GlowData>& glows,
float dt, bool hasShadows, bool forceRTT) = 0;
virtual unsigned updateLightsInfo(irr::scene::ICameraSceneNode * const camnode,
float dt) = 0;
// ------------------------------------------------------------------------
void toggleWireframe() { m_wireframe = !m_wireframe; }
// ------------------------------------------------------------------------
void toggleMipVisualization() { m_mipviz = !m_mipviz; }
};
#endif //HEADER_ABSTRACT_RENDERER_HPP

View File

@@ -48,7 +48,6 @@ void FixedPipelineRenderer::render(float dt)
camera->activate();
rg->preRenderCallback(camera); // adjusts start referee
//m_renderpass = ~0; //TODO: is it useful for fixed function pipeline?
irr_driver->getSceneManager()->drawAll();
PROFILER_POP_CPU_MARKER();

View File

@@ -25,6 +25,11 @@ class FixedPipelineRenderer: public AbstractRenderer
public:
void render(float dt);
void renderScene(irr::scene::ICameraSceneNode * const camnode,
unsigned pointlightcount, std::vector<GlowData>& glows,
float dt, bool hasShadows, bool forceRTT){}
unsigned updateLightsInfo(irr::scene::ICameraSceneNode * const camnode,
float dt){}
};
#endif //HEADER_FIXED_PIPELINE_RENDERER_HPP

View File

@@ -60,6 +60,7 @@ class RTT;
class FrameBuffer;
class ShadowImportanceProvider;
class AbstractKart;
class AbstractRenderer;
class Camera;
class PerCameraNode;
class PostProcessing;
@@ -178,6 +179,12 @@ enum TypeRTT
RTT_COUNT
};
struct GlowData {
scene::ISceneNode * node;
float r, g, b;
};
/**
* \brief class that creates the irrLicht device and offers higher-level
* ways to manage the 3D scene
@@ -185,8 +192,11 @@ enum TypeRTT
*/
class IrrDriver : public IEventReceiver, public NoCopy
{
public:
GLsync m_sync; //TODO: set public to fix compile error, find a clean fix
private:
GLsync m_sync;
//GLsync m_sync;
/** The irrlicht device. */
IrrlichtDevice *m_device;
/** Irrlicht scene manager. */
@@ -257,10 +267,7 @@ public:
video::SColorf getAmbientLight() const;
struct GlowData {
scene::ISceneNode * node;
float r, g, b;
};
private:
std::vector<VideoMode> m_modes;
@@ -315,6 +322,7 @@ private:
std::vector<irr::scene::IAnimatedMeshSceneNode*> m_debug_meshes;
#endif
public: //TODO: move into renderer class
void renderSolidFirstPass();
void renderSolidSecondPass();
void renderNormalsVisualisation();
@@ -324,11 +332,8 @@ private:
void renderRSM();
void renderGlow(std::vector<GlowData>& glows);
void renderSSAO();
void renderLights(unsigned pointlightCount, bool hasShadow);
void renderAmbientScatter();
void renderLightsScatter(unsigned pointlightCount);
void renderShadowsDebug();
void doScreenShot();
void doScreenShot();
void PrepareDrawCalls(scene::ICameraSceneNode *camnode);
public:
IrrDriver();
@@ -492,6 +497,8 @@ public:
// ------------------------------------------------------------------------
RTT* getRTT() { return m_rtts; }
// ------------------------------------------------------------------------
AbstractRenderer* getRenderer() { return m_renderer; }
// ------------------------------------------------------------------------
/** Returns a list of all video modes supports by the graphics card. */
const std::vector<VideoMode>& getVideoModes() const { return m_modes; }
// ------------------------------------------------------------------------
@@ -559,10 +566,6 @@ public:
m_boundingboxesviz = false;
}
// ------------------------------------------------------------------------
void toggleWireframe() { m_wireframe = !m_wireframe; }
// ------------------------------------------------------------------------
void toggleMipVisualization() { m_mipviz = !m_mipviz; }
// ------------------------------------------------------------------------
void toggleNormals() { m_normals = !m_normals; }
// ------------------------------------------------------------------------
bool getNormals() { return m_normals; }
@@ -756,11 +759,6 @@ public:
void onLoadWorld();
void onUnloadWorld();
void renderScene(scene::ICameraSceneNode * const camnode,
unsigned pointlightcount, std::vector<GlowData>& glows,
float dt, bool hasShadows, bool forceRTT);
unsigned updateLightsInfo(scene::ICameraSceneNode * const camnode,
float dt);
void updateSplitAndLightcoordRangeFromComputeShaders(size_t width,
size_t height);
void computeMatrixesAndCameras(scene::ICameraSceneNode * const camnode,

View File

@@ -58,197 +58,6 @@ public:
} // InstancedColorizeShader
}; // InstancedColorizeShader
// ============================================================================
void IrrDriver::renderScene(scene::ICameraSceneNode * const camnode, unsigned pointlightcount, std::vector<GlowData>& glows, float dt, bool hasShadow, bool forceRTT)
{
glBindBufferBase(GL_UNIFORM_BUFFER, 0, SharedGPUObjects::getViewProjectionMatricesUBO());
glBindBufferBase(GL_UNIFORM_BUFFER, 1, SharedGPUObjects::getLightingDataUBO());
m_scene_manager->setActiveCamera(camnode);
PROFILER_PUSH_CPU_MARKER("- Draw Call Generation", 0xFF, 0xFF, 0xFF);
PrepareDrawCalls(camnode);
PROFILER_POP_CPU_MARKER();
// Shadows
{
// To avoid wrong culling, use the largest view possible
m_scene_manager->setActiveCamera(getShadowMatrices()->getSunCam());
if (CVS->isDefferedEnabled() &&
CVS->isShadowEnabled() && hasShadow)
{
PROFILER_PUSH_CPU_MARKER("- Shadow", 0x30, 0x6F, 0x90);
renderShadows();
PROFILER_POP_CPU_MARKER();
if (CVS->isGlobalIlluminationEnabled())
{
PROFILER_PUSH_CPU_MARKER("- RSM", 0xFF, 0x0, 0xFF);
renderRSM();
PROFILER_POP_CPU_MARKER();
}
}
m_scene_manager->setActiveCamera(camnode);
}
PROFILER_PUSH_CPU_MARKER("- Solid Pass 1", 0xFF, 0x00, 0x00);
glDepthMask(GL_TRUE);
glDepthFunc(GL_LEQUAL);
glEnable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glEnable(GL_CULL_FACE);
if (CVS->isDefferedEnabled() || forceRTT)
{
m_rtts->getFBO(FBO_NORMAL_AND_DEPTHS).bind();
glClearColor(0., 0., 0., 0.);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
renderSolidFirstPass();
}
else
{
// We need a cleared depth buffer for some effect (eg particles depth blending)
if (GraphicsRestrictions::isDisabled(GraphicsRestrictions::GR_FRAMEBUFFER_SRGB_WORKING))
glDisable(GL_FRAMEBUFFER_SRGB);
m_rtts->getFBO(FBO_NORMAL_AND_DEPTHS).bind();
// Bind() modifies the viewport. In order not to affect anything else,
// the viewport is just reset here and not removed in Bind().
const core::recti &vp = Camera::getActiveCamera()->getViewport();
glViewport(vp.UpperLeftCorner.X,
irr_driver->getActualScreenSize().Height - vp.LowerRightCorner.Y,
vp.LowerRightCorner.X - vp.UpperLeftCorner.X,
vp.LowerRightCorner.Y - vp.UpperLeftCorner.Y);
glClear(GL_DEPTH_BUFFER_BIT);
if (GraphicsRestrictions::isDisabled(GraphicsRestrictions::GR_FRAMEBUFFER_SRGB_WORKING))
glEnable(GL_FRAMEBUFFER_SRGB);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
PROFILER_POP_CPU_MARKER();
// Lights
{
PROFILER_PUSH_CPU_MARKER("- Light", 0x00, 0xFF, 0x00);
if (CVS->isDefferedEnabled())
renderLights(pointlightcount, hasShadow);
PROFILER_POP_CPU_MARKER();
}
// Handle SSAO
{
PROFILER_PUSH_CPU_MARKER("- SSAO", 0xFF, 0xFF, 0x00);
ScopedGPUTimer Timer(getGPUTimer(Q_SSAO));
if (UserConfigParams::m_ssao)
renderSSAO();
PROFILER_POP_CPU_MARKER();
}
PROFILER_PUSH_CPU_MARKER("- Solid Pass 2", 0x00, 0x00, 0xFF);
if (CVS->isDefferedEnabled() || forceRTT)
{
m_rtts->getFBO(FBO_COLORS).bind();
SColor clearColor(0, 150, 150, 150);
if (World::getWorld() != NULL)
clearColor = World::getWorld()->getClearColor();
glClearColor(clearColor.getRed() / 255.f, clearColor.getGreen() / 255.f,
clearColor.getBlue() / 255.f, clearColor.getAlpha() / 255.f);
glClear(GL_COLOR_BUFFER_BIT);
glDepthMask(GL_FALSE);
}
renderSolidSecondPass();
PROFILER_POP_CPU_MARKER();
if (getNormals())
{
m_rtts->getFBO(FBO_NORMAL_AND_DEPTHS).bind();
renderNormalsVisualisation();
m_rtts->getFBO(FBO_COLORS).bind();
}
// Render ambient scattering
if (CVS->isDefferedEnabled() && World::getWorld() != NULL &&
World::getWorld()->isFogEnabled())
{
PROFILER_PUSH_CPU_MARKER("- Ambient scatter", 0xFF, 0x00, 0x00);
ScopedGPUTimer Timer(getGPUTimer(Q_FOG));
renderAmbientScatter();
PROFILER_POP_CPU_MARKER();
}
{
PROFILER_PUSH_CPU_MARKER("- Skybox", 0xFF, 0x00, 0xFF);
ScopedGPUTimer Timer(getGPUTimer(Q_SKYBOX));
renderSkybox(camnode);
PROFILER_POP_CPU_MARKER();
}
// Render discrete lights scattering
if (CVS->isDefferedEnabled() && World::getWorld() != NULL &&
World::getWorld()->isFogEnabled())
{
PROFILER_PUSH_CPU_MARKER("- PointLight Scatter", 0xFF, 0x00, 0x00);
ScopedGPUTimer Timer(getGPUTimer(Q_FOG));
renderLightsScatter(pointlightcount);
PROFILER_POP_CPU_MARKER();
}
if (getRH())
{
glDisable(GL_BLEND);
m_rtts->getFBO(FBO_COLORS).bind();
m_post_processing->renderRHDebug(m_rtts->getRH().getRTT()[0],
m_rtts->getRH().getRTT()[1],
m_rtts->getRH().getRTT()[2],
getShadowMatrices()->getRHMatrix(),
getShadowMatrices()->getRHExtend());
}
if (getGI())
{
glDisable(GL_BLEND);
m_rtts->getFBO(FBO_COLORS).bind();
m_post_processing->renderGI(getShadowMatrices()->getRHMatrix(),
getShadowMatrices()->getRHExtend(),
m_rtts->getRH());
}
PROFILER_PUSH_CPU_MARKER("- Glow", 0xFF, 0xFF, 0x00);
// Render anything glowing.
if (!m_mipviz && !m_wireframe && UserConfigParams::m_glow)
{
ScopedGPUTimer Timer(getGPUTimer(Q_GLOW));
irr_driver->setPhase(GLOW_PASS);
renderGlow(glows);
} // end glow
PROFILER_POP_CPU_MARKER();
// Render transparent
{
PROFILER_PUSH_CPU_MARKER("- Transparent Pass", 0xFF, 0x00, 0x00);
ScopedGPUTimer Timer(getGPUTimer(Q_TRANSPARENT));
renderTransparent();
PROFILER_POP_CPU_MARKER();
}
m_sync = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
// Render particles
{
PROFILER_PUSH_CPU_MARKER("- Particles", 0xFF, 0xFF, 0x00);
ScopedGPUTimer Timer(getGPUTimer(Q_PARTICLES));
renderParticles();
PROFILER_POP_CPU_MARKER();
}
if (!CVS->isDefferedEnabled() && !forceRTT)
{
glDisable(GL_FRAMEBUFFER_SRGB);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
return;
}
// Ensure that no object will be drawn after that by using invalid pass
irr_driver->setPhase(PASS_COUNT);
}
// ----------------------------------------------------------------------------
void IrrDriver::renderSkybox(const scene::ICameraSceneNode *camera)

View File

@@ -34,375 +34,11 @@
#define MAX2(a, b) ((a) > (b) ? (a) : (b))
#define MIN2(a, b) ((a) > (b) ? (b) : (a))
class LightBaseClass
{
public:
struct PointLightInfo
{
float posX;
float posY;
float posZ;
float energy;
float red;
float green;
float blue;
float radius;
};
public:
static const unsigned int MAXLIGHT = 32;
public:
static struct PointLightInfo m_point_lights_info[MAXLIGHT];
}; // LightBaseClass
// ============================================================================
LightBaseClass::PointLightInfo m_point_lights_info[LightBaseClass::MAXLIGHT];
// ============================================================================
class PointLightShader : public TextureShader < PointLightShader, 2 >
{
public:
GLuint vbo;
GLuint vao;
PointLightShader()
{
loadProgram(OBJECT, GL_VERTEX_SHADER, "pointlight.vert",
GL_FRAGMENT_SHADER, "utils/decodeNormal.frag",
GL_FRAGMENT_SHADER, "utils/SpecularBRDF.frag",
GL_FRAGMENT_SHADER, "utils/DiffuseBRDF.frag",
GL_FRAGMENT_SHADER, "utils/getPosFromUVDepth.frag",
GL_FRAGMENT_SHADER, "pointlight.frag");
assignUniforms();
assignSamplerNames(0, "ntex", ST_NEAREST_FILTERED,
1, "dtex", ST_NEAREST_FILTERED);
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER,
LightBaseClass::MAXLIGHT * sizeof(LightBaseClass::PointLightInfo),
0, GL_DYNAMIC_DRAW);
GLuint attrib_Position = glGetAttribLocation(m_program, "Position");
GLuint attrib_Color = glGetAttribLocation(m_program, "Color");
GLuint attrib_Energy = glGetAttribLocation(m_program, "Energy");
GLuint attrib_Radius = glGetAttribLocation(m_program, "Radius");
glEnableVertexAttribArray(attrib_Position);
glVertexAttribPointer(attrib_Position, 3, GL_FLOAT, GL_FALSE,
sizeof(LightBaseClass::PointLightInfo), 0);
glEnableVertexAttribArray(attrib_Energy);
glVertexAttribPointer(attrib_Energy, 1, GL_FLOAT, GL_FALSE,
sizeof(LightBaseClass::PointLightInfo),
(GLvoid*)(3 * sizeof(float)));
glEnableVertexAttribArray(attrib_Color);
glVertexAttribPointer(attrib_Color, 3, GL_FLOAT, GL_FALSE,
sizeof(LightBaseClass::PointLightInfo),
(GLvoid*)(4 * sizeof(float)));
glEnableVertexAttribArray(attrib_Radius);
glVertexAttribPointer(attrib_Radius, 1, GL_FLOAT, GL_FALSE,
sizeof(LightBaseClass::PointLightInfo),
(GLvoid*)(7 * sizeof(float)));
glVertexAttribDivisorARB(attrib_Position, 1);
glVertexAttribDivisorARB(attrib_Energy, 1);
glVertexAttribDivisorARB(attrib_Color, 1);
glVertexAttribDivisorARB(attrib_Radius, 1);
} // PointLightShader
}; // PointLightShader
// ============================================================================
class PointLightScatterShader : public TextureShader<PointLightScatterShader,
1, float, core::vector3df>
{
public:
GLuint vbo;
GLuint vao;
PointLightScatterShader()
{
loadProgram(OBJECT, GL_VERTEX_SHADER, "pointlight.vert",
GL_FRAGMENT_SHADER, "utils/getPosFromUVDepth.frag",
GL_FRAGMENT_SHADER, "pointlightscatter.frag");
assignUniforms("density", "fogcol");
assignSamplerNames(0, "dtex", ST_NEAREST_FILTERED);
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, PointLightShader::getInstance()->vbo);
GLuint attrib_Position = glGetAttribLocation(m_program, "Position");
GLuint attrib_Color = glGetAttribLocation(m_program, "Color");
GLuint attrib_Energy = glGetAttribLocation(m_program, "Energy");
GLuint attrib_Radius = glGetAttribLocation(m_program, "Radius");
glEnableVertexAttribArray(attrib_Position);
glVertexAttribPointer(attrib_Position, 3, GL_FLOAT, GL_FALSE,
sizeof(LightBaseClass::PointLightInfo), 0);
glEnableVertexAttribArray(attrib_Energy);
glVertexAttribPointer(attrib_Energy, 1, GL_FLOAT, GL_FALSE,
sizeof(LightBaseClass::PointLightInfo),
(GLvoid*)(3 * sizeof(float)));
glEnableVertexAttribArray(attrib_Color);
glVertexAttribPointer(attrib_Color, 3, GL_FLOAT, GL_FALSE,
sizeof(LightBaseClass::PointLightInfo),
(GLvoid*)(4 * sizeof(float)));
glEnableVertexAttribArray(attrib_Radius);
glVertexAttribPointer(attrib_Radius, 1, GL_FLOAT, GL_FALSE,
sizeof(LightBaseClass::PointLightInfo),
(GLvoid*)(7 * sizeof(float)));
glVertexAttribDivisorARB(attrib_Position, 1);
glVertexAttribDivisorARB(attrib_Energy, 1);
glVertexAttribDivisorARB(attrib_Color, 1);
glVertexAttribDivisorARB(attrib_Radius, 1);
} // PointLightScatterShader
};
// ============================================================================
class ShadowedSunLightShaderPCF : public TextureShader<ShadowedSunLightShaderPCF,
3, float, float, float,
float, float>
{
public:
ShadowedSunLightShaderPCF()
{
loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
GL_FRAGMENT_SHADER, "utils/decodeNormal.frag",
GL_FRAGMENT_SHADER, "utils/SpecularBRDF.frag",
GL_FRAGMENT_SHADER, "utils/DiffuseBRDF.frag",
GL_FRAGMENT_SHADER, "utils/getPosFromUVDepth.frag",
GL_FRAGMENT_SHADER, "utils/SunMRP.frag",
GL_FRAGMENT_SHADER, "sunlightshadow.frag");
// Use 8 to circumvent a catalyst bug when binding sampler
assignSamplerNames(0, "ntex", ST_NEAREST_FILTERED,
1, "dtex", ST_NEAREST_FILTERED,
8, "shadowtex", ST_SHADOW_SAMPLER);
assignUniforms("split0", "split1", "split2", "splitmax", "shadow_res");
} // ShadowedSunLightShaderPCF
// ------------------------------------------------------------------------
void render(RTT *rtts)
{
setTextureUnits(irr_driver->getRenderTargetTexture(RTT_NORMAL_AND_DEPTH),
irr_driver->getDepthStencilTexture(),
rtts->getShadowFBO().getDepthTexture() );
drawFullScreenEffect(ShadowMatrices::m_shadow_split[1],
ShadowMatrices::m_shadow_split[2],
ShadowMatrices::m_shadow_split[3],
ShadowMatrices::m_shadow_split[4],
float(UserConfigParams::m_shadows_resolution) );
} // render
}; // ShadowedSunLightShaderPCF
// ============================================================================
class ShadowedSunLightShaderESM : public TextureShader<ShadowedSunLightShaderESM,
3, float, float, float,
float>
{
public:
ShadowedSunLightShaderESM()
{
loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
GL_FRAGMENT_SHADER, "utils/decodeNormal.frag",
GL_FRAGMENT_SHADER, "utils/SpecularBRDF.frag",
GL_FRAGMENT_SHADER, "utils/DiffuseBRDF.frag",
GL_FRAGMENT_SHADER, "utils/getPosFromUVDepth.frag",
GL_FRAGMENT_SHADER, "utils/SunMRP.frag",
GL_FRAGMENT_SHADER, "sunlightshadowesm.frag");
// Use 8 to circumvent a catalyst bug when binding sampler
assignSamplerNames(0, "ntex", ST_NEAREST_FILTERED,
1, "dtex", ST_NEAREST_FILTERED,
8, "shadowtex", ST_TRILINEAR_CLAMPED_ARRAY2D);
assignUniforms("split0", "split1", "split2", "splitmax");
} // ShadowedSunLightShaderESM
// ------------------------------------------------------------------------
void render(RTT *rtt)
{
setTextureUnits(irr_driver->getRenderTargetTexture(RTT_NORMAL_AND_DEPTH),
irr_driver->getDepthStencilTexture(),
rtt->getShadowFBO().getRTT()[0]);
drawFullScreenEffect(ShadowMatrices::m_shadow_split[1],
ShadowMatrices::m_shadow_split[2],
ShadowMatrices::m_shadow_split[3],
ShadowMatrices::m_shadow_split[4]);
} // render
}; // ShadowedSunLightShaderESM
// ============================================================================
class RadianceHintsConstructionShader
: public TextureShader<RadianceHintsConstructionShader, 3, core::matrix4,
core::matrix4, core::vector3df, video::SColorf>
{
public:
RadianceHintsConstructionShader()
{
if (CVS->isAMDVertexShaderLayerUsable())
{
loadProgram(OBJECT, GL_VERTEX_SHADER, "slicedscreenquad.vert",
GL_FRAGMENT_SHADER, "rh.frag");
}
else
{
loadProgram(OBJECT, GL_VERTEX_SHADER, "slicedscreenquad.vert",
GL_GEOMETRY_SHADER, "rhpassthrough.geom",
GL_FRAGMENT_SHADER, "rh.frag");
}
assignUniforms("RSMMatrix", "RHMatrix", "extents", "suncol");
assignSamplerNames(0, "ctex", ST_BILINEAR_FILTERED,
1, "ntex", ST_BILINEAR_FILTERED,
2, "dtex", ST_BILINEAR_FILTERED);
} // RadianceHintsConstructionShader
}; // RadianceHintsConstructionShader
// ============================================================================
// Workaround for a bug found in kepler nvidia linux and fermi nvidia windows
class NVWorkaroundRadianceHintsConstructionShader
: public TextureShader<NVWorkaroundRadianceHintsConstructionShader,
3, core::matrix4, core::matrix4, core::vector3df,
int, video::SColorf >
{
public:
NVWorkaroundRadianceHintsConstructionShader()
{
loadProgram(OBJECT,GL_VERTEX_SHADER,"slicedscreenquad_nvworkaround.vert",
GL_GEOMETRY_SHADER, "rhpassthrough.geom",
GL_FRAGMENT_SHADER, "rh.frag");
assignUniforms("RSMMatrix", "RHMatrix", "extents", "slice", "suncol");
assignSamplerNames(0, "ctex", ST_BILINEAR_FILTERED,
1, "ntex", ST_BILINEAR_FILTERED,
2, "dtex", ST_BILINEAR_FILTERED);
} // NVWorkaroundRadianceHintsConstructionShader
}; // NVWorkaroundRadianceHintsConstructionShader
// ============================================================================
class FogShader : public TextureShader<FogShader, 1, float, core::vector3df>
{
public:
FogShader()
{
loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
GL_FRAGMENT_SHADER, "utils/getPosFromUVDepth.frag",
GL_FRAGMENT_SHADER, "fog.frag");
assignUniforms("density", "col");
assignSamplerNames(0, "tex", ST_NEAREST_FILTERED);
} // FogShader
// ------------------------------------------------------------------------
void render(float start, const core::vector3df &color)
{
setTextureUnits(irr_driver->getDepthStencilTexture());
drawFullScreenEffect(1.f / (40.f * start), color);
} // render
}; // FogShader
// ============================================================================
static void renderPointLights(unsigned count)
{
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_ONE, GL_ONE);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
PointLightShader::getInstance()->use();
glBindVertexArray(PointLightShader::getInstance()->vao);
glBindBuffer(GL_ARRAY_BUFFER, PointLightShader::getInstance()->vbo);
glBufferSubData(GL_ARRAY_BUFFER, 0,
count * sizeof(LightBaseClass::PointLightInfo),
m_point_lights_info);
PointLightShader::getInstance()->setTextureUnits(
irr_driver->getRenderTargetTexture(RTT_NORMAL_AND_DEPTH),
irr_driver->getDepthStencilTexture());
PointLightShader::getInstance()->setUniforms();
glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, count);
} // renderPointLights
// ----------------------------------------------------------------------------
unsigned IrrDriver::updateLightsInfo(scene::ICameraSceneNode * const camnode,
float dt)
{
const u32 lightcount = (u32)m_lights.size();
const core::vector3df &campos = camnode->getAbsolutePosition();
std::vector<LightNode *> BucketedLN[15];
for (unsigned int i = 0; i < lightcount; i++)
{
if (!m_lights[i]->isVisible())
continue;
if (!m_lights[i]->isPointLight())
{
m_lights[i]->render();
continue;
}
const core::vector3df &lightpos =
(m_lights[i]->getAbsolutePosition() - campos);
unsigned idx = (unsigned)(lightpos.getLength() / 10);
if (idx > 14)
idx = 14;
BucketedLN[idx].push_back(m_lights[i]);
}
unsigned lightnum = 0;
for (unsigned i = 0; i < 15; i++)
{
for (unsigned j = 0; j < BucketedLN[i].size(); j++)
{
if (++lightnum >= LightBaseClass::MAXLIGHT)
{
LightNode* light_node = BucketedLN[i].at(j);
light_node->setEnergyMultiplier(0.0f);
}
else
{
LightNode* light_node = BucketedLN[i].at(j);
float em = light_node->getEnergyMultiplier();
if (em < 1.0f)
{
light_node->setEnergyMultiplier(std::min(1.0f, em + dt));
}
const core::vector3df &pos = light_node->getAbsolutePosition();
m_point_lights_info[lightnum].posX = pos.X;
m_point_lights_info[lightnum].posY = pos.Y;
m_point_lights_info[lightnum].posZ = pos.Z;
m_point_lights_info[lightnum].energy =
light_node->getEffectiveEnergy();
const core::vector3df &col = light_node->getColor();
m_point_lights_info[lightnum].red = col.X;
m_point_lights_info[lightnum].green = col.Y;
m_point_lights_info[lightnum].blue = col.Z;
// Light radius
m_point_lights_info[lightnum].radius = light_node->getRadius();
}
}
if (lightnum > LightBaseClass::MAXLIGHT)
{
irr_driver->setLastLightBucketDistance(i * 10);
break;
}
}
lightnum++;
return lightnum;
} // updateLightsInfo
// ----------------------------------------------------------------------------
/** Upload lighting info to the dedicated uniform buffer
@@ -428,107 +64,6 @@ void IrrDriver::uploadLightingData()
glBufferSubData(GL_UNIFORM_BUFFER, 0, 36 * sizeof(float), Lighting);
} // uploadLightingData
// ----------------------------------------------------------------------------
void IrrDriver::renderLights(unsigned pointlightcount, bool hasShadow)
{
//RH
if (CVS->isGlobalIlluminationEnabled() && hasShadow)
{
ScopedGPUTimer timer(irr_driver->getGPUTimer(Q_RH));
glDisable(GL_BLEND);
m_rtts->getRH().bind();
glBindVertexArray(SharedGPUObjects::getFullScreenQuadVAO());
if (CVS->needRHWorkaround())
{
NVWorkaroundRadianceHintsConstructionShader::getInstance()->use();
NVWorkaroundRadianceHintsConstructionShader::getInstance()
->setTextureUnits(
m_rtts->getRSM().getRTT()[0],
m_rtts->getRSM().getRTT()[1],
m_rtts->getRSM().getDepthTexture());
for (unsigned i = 0; i < 32; i++)
{
NVWorkaroundRadianceHintsConstructionShader::getInstance()
->setUniforms(getShadowMatrices()->getRSMMatrix(),
getShadowMatrices()->getRHMatrix(),
getShadowMatrices()->getRHExtend(), i,
irr_driver->getSunColor());
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
}
else
{
RadianceHintsConstructionShader::getInstance()->use();
RadianceHintsConstructionShader::getInstance()
->setTextureUnits(
m_rtts->getRSM().getRTT()[0],
m_rtts->getRSM().getRTT()[1],
m_rtts->getRSM().getDepthTexture()
);
RadianceHintsConstructionShader::getInstance()
->setUniforms(getShadowMatrices()->getRSMMatrix(),
getShadowMatrices()->getRHMatrix(),
getShadowMatrices()->getRHExtend(),
irr_driver->getSunColor());
glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, 32);
}
}
getShadowMatrices()->updateSunOrthoMatrices();
m_rtts->getFBO(FBO_COMBINED_DIFFUSE_SPECULAR).bind();
glClear(GL_COLOR_BUFFER_BIT);
m_rtts->getFBO(FBO_DIFFUSE).bind();
if (CVS->isGlobalIlluminationEnabled() && hasShadow)
{
ScopedGPUTimer timer(irr_driver->getGPUTimer(Q_GI));
m_post_processing->renderGI(getShadowMatrices()->getRHMatrix(),
getShadowMatrices()->getRHExtend(),
m_rtts->getRH());
}
m_rtts->getFBO(FBO_COMBINED_DIFFUSE_SPECULAR).bind();
{
ScopedGPUTimer timer(irr_driver->getGPUTimer(Q_ENVMAP));
if(m_skybox)
{
m_post_processing->renderEnvMap(m_skybox->getSpecularProbe());
}
else
{
m_post_processing->renderEnvMap(0);
}
}
// Render sunlight if and only if track supports shadow
if (!World::getWorld() || World::getWorld()->getTrack()->hasShadows())
{
ScopedGPUTimer timer(irr_driver->getGPUTimer(Q_SUN));
if (World::getWorld() && CVS->isShadowEnabled() && hasShadow)
{
glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glBlendFunc(GL_ONE, GL_ONE);
glBlendEquation(GL_FUNC_ADD);
if (CVS->isESMEnabled())
{
ShadowedSunLightShaderESM::getInstance()->render(m_rtts);
}
else
{
ShadowedSunLightShaderPCF::getInstance()->render(m_rtts);
}
}
else
m_post_processing->renderSunlight(irr_driver->getSunDirection(),
irr_driver->getSunColor());
}
{
ScopedGPUTimer timer(irr_driver->getGPUTimer(Q_POINTLIGHTS));
renderPointLights(MIN2(pointlightcount, LightBaseClass::MAXLIGHT));
}
} // renderLights
// ----------------------------------------------------------------------------
void IrrDriver::renderSSAO()
@@ -546,73 +81,4 @@ void IrrDriver::renderSSAO()
} // renderSSAO
// ----------------------------------------------------------------------------
void IrrDriver::renderAmbientScatter()
{
const Track * const track = World::getWorld()->getTrack();
// This function is only called once per frame - thus no need for setters.
float start = track->getFogStart() + .001f;
const video::SColor tmpcol = track->getFogColor();
core::vector3df col(tmpcol.getRed() / 255.0f,
tmpcol.getGreen() / 255.0f,
tmpcol.getBlue() / 255.0f);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_ONE, GL_ONE);
FogShader::getInstance()->render(start, col);
} // renderAmbientScatter
// ----------------------------------------------------------------------------
void IrrDriver::renderLightsScatter(unsigned pointlightcount)
{
getFBO(FBO_HALF1).bind();
glClearColor(0., 0., 0., 0.);
glClear(GL_COLOR_BUFFER_BIT);
const Track * const track = World::getWorld()->getTrack();
// This function is only called once per frame - thus no need for setters.
float start = track->getFogStart() + .001f;
const video::SColor tmpcol = track->getFogColor();
core::vector3df col(tmpcol.getRed() / 255.0f,
tmpcol.getGreen() / 255.0f,
tmpcol.getBlue() / 255.0f);
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_ONE, GL_ONE);
glEnable(GL_DEPTH_TEST);
core::vector3df col2(1., 1., 1.);
PointLightScatterShader::getInstance()->use();
glBindVertexArray(PointLightScatterShader::getInstance()->vao);
PointLightScatterShader::getInstance()
->setTextureUnits(irr_driver->getDepthStencilTexture());
PointLightScatterShader::getInstance()
->setUniforms(1.f / (40.f * start), col2);
glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4,
MIN2(pointlightcount, LightBaseClass::MAXLIGHT));
glDisable(GL_BLEND);
m_post_processing->renderGaussian6Blur(getFBO(FBO_HALF1),
getFBO(FBO_HALF2), 5., 5.);
glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
getFBO(FBO_COLORS).bind();
m_post_processing->renderPassThrough(getRenderTargetTexture(RTT_HALF1),
getFBO(FBO_COLORS).getWidth(),
getFBO(FBO_COLORS).getHeight());
} // renderLightsScatter

View File

@@ -303,11 +303,11 @@ FrameBuffer* RTT::render(scene::ICameraSceneNode* camera, float dt)
irr_driver->getSceneManager()->setActiveCamera(camera);
std::vector<IrrDriver::GlowData> glows;
std::vector<GlowData> glows;
irr_driver->computeMatrixesAndCameras(camera, m_width, m_height);
unsigned plc = irr_driver->updateLightsInfo(camera, dt);
unsigned plc = irr_driver->getRenderer()->updateLightsInfo(camera, dt);
irr_driver->uploadLightingData();
irr_driver->renderScene(camera, plc, glows, dt, false, true);
irr_driver->getRenderer()->renderScene(camera, plc, glows, dt, false, true);
FrameBuffer* frame_buffer = irr_driver->getPostProcessing()->render(camera, false);
// reset

View File

@@ -16,7 +16,11 @@
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#include "graphics/shader_based_renderer.hpp"
#include "graphics/central_settings.hpp"
#include "graphics/glwrap.hpp"
#include "graphics/graphics_restrictions.hpp"
#include "graphics/light.hpp"
#include "graphics/lod_node.hpp"
#include "graphics/post_processing.hpp"
#include "graphics/rtts.hpp"
@@ -36,6 +40,307 @@
extern std::vector<float> BoundingBoxes; //TODO
class LightBaseClass
{
public:
struct PointLightInfo
{
float posX;
float posY;
float posZ;
float energy;
float red;
float green;
float blue;
float radius;
};
public:
static const unsigned int MAXLIGHT = 32;
public:
static struct PointLightInfo m_point_lights_info[MAXLIGHT];
}; // LightBaseClass
const unsigned int LightBaseClass::MAXLIGHT;
// ============================================================================
LightBaseClass::PointLightInfo m_point_lights_info[LightBaseClass::MAXLIGHT];
// ============================================================================
class PointLightShader : public TextureShader < PointLightShader, 2 >
{
public:
GLuint vbo;
GLuint vao;
PointLightShader()
{
loadProgram(OBJECT, GL_VERTEX_SHADER, "pointlight.vert",
GL_FRAGMENT_SHADER, "utils/decodeNormal.frag",
GL_FRAGMENT_SHADER, "utils/SpecularBRDF.frag",
GL_FRAGMENT_SHADER, "utils/DiffuseBRDF.frag",
GL_FRAGMENT_SHADER, "utils/getPosFromUVDepth.frag",
GL_FRAGMENT_SHADER, "pointlight.frag");
assignUniforms();
assignSamplerNames(0, "ntex", ST_NEAREST_FILTERED,
1, "dtex", ST_NEAREST_FILTERED);
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER,
LightBaseClass::MAXLIGHT * sizeof(LightBaseClass::PointLightInfo),
0, GL_DYNAMIC_DRAW);
GLuint attrib_Position = glGetAttribLocation(m_program, "Position");
GLuint attrib_Color = glGetAttribLocation(m_program, "Color");
GLuint attrib_Energy = glGetAttribLocation(m_program, "Energy");
GLuint attrib_Radius = glGetAttribLocation(m_program, "Radius");
glEnableVertexAttribArray(attrib_Position);
glVertexAttribPointer(attrib_Position, 3, GL_FLOAT, GL_FALSE,
sizeof(LightBaseClass::PointLightInfo), 0);
glEnableVertexAttribArray(attrib_Energy);
glVertexAttribPointer(attrib_Energy, 1, GL_FLOAT, GL_FALSE,
sizeof(LightBaseClass::PointLightInfo),
(GLvoid*)(3 * sizeof(float)));
glEnableVertexAttribArray(attrib_Color);
glVertexAttribPointer(attrib_Color, 3, GL_FLOAT, GL_FALSE,
sizeof(LightBaseClass::PointLightInfo),
(GLvoid*)(4 * sizeof(float)));
glEnableVertexAttribArray(attrib_Radius);
glVertexAttribPointer(attrib_Radius, 1, GL_FLOAT, GL_FALSE,
sizeof(LightBaseClass::PointLightInfo),
(GLvoid*)(7 * sizeof(float)));
glVertexAttribDivisorARB(attrib_Position, 1);
glVertexAttribDivisorARB(attrib_Energy, 1);
glVertexAttribDivisorARB(attrib_Color, 1);
glVertexAttribDivisorARB(attrib_Radius, 1);
} // PointLightShader
}; // PointLightShader
// ============================================================================
class PointLightScatterShader : public TextureShader<PointLightScatterShader,
1, float, core::vector3df>
{
public:
GLuint vbo;
GLuint vao;
PointLightScatterShader()
{
loadProgram(OBJECT, GL_VERTEX_SHADER, "pointlight.vert",
GL_FRAGMENT_SHADER, "utils/getPosFromUVDepth.frag",
GL_FRAGMENT_SHADER, "pointlightscatter.frag");
assignUniforms("density", "fogcol");
assignSamplerNames(0, "dtex", ST_NEAREST_FILTERED);
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, PointLightShader::getInstance()->vbo);
GLuint attrib_Position = glGetAttribLocation(m_program, "Position");
GLuint attrib_Color = glGetAttribLocation(m_program, "Color");
GLuint attrib_Energy = glGetAttribLocation(m_program, "Energy");
GLuint attrib_Radius = glGetAttribLocation(m_program, "Radius");
glEnableVertexAttribArray(attrib_Position);
glVertexAttribPointer(attrib_Position, 3, GL_FLOAT, GL_FALSE,
sizeof(LightBaseClass::PointLightInfo), 0);
glEnableVertexAttribArray(attrib_Energy);
glVertexAttribPointer(attrib_Energy, 1, GL_FLOAT, GL_FALSE,
sizeof(LightBaseClass::PointLightInfo),
(GLvoid*)(3 * sizeof(float)));
glEnableVertexAttribArray(attrib_Color);
glVertexAttribPointer(attrib_Color, 3, GL_FLOAT, GL_FALSE,
sizeof(LightBaseClass::PointLightInfo),
(GLvoid*)(4 * sizeof(float)));
glEnableVertexAttribArray(attrib_Radius);
glVertexAttribPointer(attrib_Radius, 1, GL_FLOAT, GL_FALSE,
sizeof(LightBaseClass::PointLightInfo),
(GLvoid*)(7 * sizeof(float)));
glVertexAttribDivisorARB(attrib_Position, 1);
glVertexAttribDivisorARB(attrib_Energy, 1);
glVertexAttribDivisorARB(attrib_Color, 1);
glVertexAttribDivisorARB(attrib_Radius, 1);
} // PointLightScatterShader
};
// ============================================================================
class ShadowedSunLightShaderPCF : public TextureShader<ShadowedSunLightShaderPCF,
3, float, float, float,
float, float>
{
public:
ShadowedSunLightShaderPCF()
{
loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
GL_FRAGMENT_SHADER, "utils/decodeNormal.frag",
GL_FRAGMENT_SHADER, "utils/SpecularBRDF.frag",
GL_FRAGMENT_SHADER, "utils/DiffuseBRDF.frag",
GL_FRAGMENT_SHADER, "utils/getPosFromUVDepth.frag",
GL_FRAGMENT_SHADER, "utils/SunMRP.frag",
GL_FRAGMENT_SHADER, "sunlightshadow.frag");
// Use 8 to circumvent a catalyst bug when binding sampler
assignSamplerNames(0, "ntex", ST_NEAREST_FILTERED,
1, "dtex", ST_NEAREST_FILTERED,
8, "shadowtex", ST_SHADOW_SAMPLER);
assignUniforms("split0", "split1", "split2", "splitmax", "shadow_res");
} // ShadowedSunLightShaderPCF
// ------------------------------------------------------------------------
void render(RTT *rtts)
{
setTextureUnits(irr_driver->getRenderTargetTexture(RTT_NORMAL_AND_DEPTH),
irr_driver->getDepthStencilTexture(),
rtts->getShadowFBO().getDepthTexture() );
drawFullScreenEffect(ShadowMatrices::m_shadow_split[1],
ShadowMatrices::m_shadow_split[2],
ShadowMatrices::m_shadow_split[3],
ShadowMatrices::m_shadow_split[4],
float(UserConfigParams::m_shadows_resolution) );
} // render
}; // ShadowedSunLightShaderPCF
// ============================================================================
class ShadowedSunLightShaderESM : public TextureShader<ShadowedSunLightShaderESM,
3, float, float, float,
float>
{
public:
ShadowedSunLightShaderESM()
{
loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
GL_FRAGMENT_SHADER, "utils/decodeNormal.frag",
GL_FRAGMENT_SHADER, "utils/SpecularBRDF.frag",
GL_FRAGMENT_SHADER, "utils/DiffuseBRDF.frag",
GL_FRAGMENT_SHADER, "utils/getPosFromUVDepth.frag",
GL_FRAGMENT_SHADER, "utils/SunMRP.frag",
GL_FRAGMENT_SHADER, "sunlightshadowesm.frag");
// Use 8 to circumvent a catalyst bug when binding sampler
assignSamplerNames(0, "ntex", ST_NEAREST_FILTERED,
1, "dtex", ST_NEAREST_FILTERED,
8, "shadowtex", ST_TRILINEAR_CLAMPED_ARRAY2D);
assignUniforms("split0", "split1", "split2", "splitmax");
} // ShadowedSunLightShaderESM
// ------------------------------------------------------------------------
void render(RTT *rtt)
{
setTextureUnits(irr_driver->getRenderTargetTexture(RTT_NORMAL_AND_DEPTH),
irr_driver->getDepthStencilTexture(),
rtt->getShadowFBO().getRTT()[0]);
drawFullScreenEffect(ShadowMatrices::m_shadow_split[1],
ShadowMatrices::m_shadow_split[2],
ShadowMatrices::m_shadow_split[3],
ShadowMatrices::m_shadow_split[4]);
} // render
}; // ShadowedSunLightShaderESM
// ============================================================================
class RadianceHintsConstructionShader
: public TextureShader<RadianceHintsConstructionShader, 3, core::matrix4,
core::matrix4, core::vector3df, video::SColorf>
{
public:
RadianceHintsConstructionShader()
{
if (CVS->isAMDVertexShaderLayerUsable())
{
loadProgram(OBJECT, GL_VERTEX_SHADER, "slicedscreenquad.vert",
GL_FRAGMENT_SHADER, "rh.frag");
}
else
{
loadProgram(OBJECT, GL_VERTEX_SHADER, "slicedscreenquad.vert",
GL_GEOMETRY_SHADER, "rhpassthrough.geom",
GL_FRAGMENT_SHADER, "rh.frag");
}
assignUniforms("RSMMatrix", "RHMatrix", "extents", "suncol");
assignSamplerNames(0, "ctex", ST_BILINEAR_FILTERED,
1, "ntex", ST_BILINEAR_FILTERED,
2, "dtex", ST_BILINEAR_FILTERED);
} // RadianceHintsConstructionShader
}; // RadianceHintsConstructionShader
// ============================================================================
// Workaround for a bug found in kepler nvidia linux and fermi nvidia windows
class NVWorkaroundRadianceHintsConstructionShader
: public TextureShader<NVWorkaroundRadianceHintsConstructionShader,
3, core::matrix4, core::matrix4, core::vector3df,
int, video::SColorf >
{
public:
NVWorkaroundRadianceHintsConstructionShader()
{
loadProgram(OBJECT,GL_VERTEX_SHADER,"slicedscreenquad_nvworkaround.vert",
GL_GEOMETRY_SHADER, "rhpassthrough.geom",
GL_FRAGMENT_SHADER, "rh.frag");
assignUniforms("RSMMatrix", "RHMatrix", "extents", "slice", "suncol");
assignSamplerNames(0, "ctex", ST_BILINEAR_FILTERED,
1, "ntex", ST_BILINEAR_FILTERED,
2, "dtex", ST_BILINEAR_FILTERED);
} // NVWorkaroundRadianceHintsConstructionShader
}; // NVWorkaroundRadianceHintsConstructionShader
// ============================================================================
class FogShader : public TextureShader<FogShader, 1, float, core::vector3df>
{
public:
FogShader()
{
loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
GL_FRAGMENT_SHADER, "utils/getPosFromUVDepth.frag",
GL_FRAGMENT_SHADER, "fog.frag");
assignUniforms("density", "col");
assignSamplerNames(0, "tex", ST_NEAREST_FILTERED);
} // FogShader
// ------------------------------------------------------------------------
void render(float start, const core::vector3df &color)
{
setTextureUnits(irr_driver->getDepthStencilTexture());
drawFullScreenEffect(1.f / (40.f * start), color);
} // render
}; // FogShader
// ============================================================================
static void renderPointLights(unsigned count)
{
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_ONE, GL_ONE);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
PointLightShader::getInstance()->use();
glBindVertexArray(PointLightShader::getInstance()->vao);
glBindBuffer(GL_ARRAY_BUFFER, PointLightShader::getInstance()->vbo);
glBufferSubData(GL_ARRAY_BUFFER, 0,
count * sizeof(LightBaseClass::PointLightInfo),
m_point_lights_info);
PointLightShader::getInstance()->setTextureUnits(
irr_driver->getRenderTargetTexture(RTT_NORMAL_AND_DEPTH),
irr_driver->getDepthStencilTexture());
PointLightShader::getInstance()->setUniforms();
glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, count);
} // renderPointLights
void ShaderBasedRenderer::compressPowerUpTextures()
{
@@ -80,11 +385,11 @@ void ShaderBasedRenderer::setOverrideMaterial()
}
}
std::vector<IrrDriver::GlowData> ShaderBasedRenderer::updateGlowingList()
std::vector<GlowData> ShaderBasedRenderer::updateGlowingList()
{
// Get a list of all glowing things. The driver's list contains the static ones,
// here we add items, as they may disappear each frame.
std::vector<IrrDriver::GlowData> glows = irr_driver->getGlowingNodes();
std::vector<GlowData> glows = irr_driver->getGlowingNodes();
ItemManager * const items = ItemManager::get();
const u32 itemcount = items->getNumberOfItems();
@@ -109,7 +414,7 @@ std::vector<IrrDriver::GlowData> ShaderBasedRenderer::updateGlowingList()
scene::ISceneNode * const node = lod->getAllNodes()[level];
node->updateAbsolutePosition();
IrrDriver::GlowData dat;
GlowData dat;
dat.node = node;
dat.r = 1.0f;
@@ -141,6 +446,460 @@ void ShaderBasedRenderer::prepareForwardRenderer()
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
}
// ----------------------------------------------------------------------------
unsigned ShaderBasedRenderer::updateLightsInfo(scene::ICameraSceneNode * const camnode,
float dt)
{
std::vector<LightNode *> lights = irr_driver->getLights();
const u32 lightcount = (u32)lights.size();
const core::vector3df &campos = camnode->getAbsolutePosition();
std::vector<LightNode *> BucketedLN[15];
for (unsigned int i = 0; i < lightcount; i++)
{
if (!lights[i]->isVisible())
continue;
if (!lights[i]->isPointLight())
{
lights[i]->render();
continue;
}
const core::vector3df &lightpos =
(lights[i]->getAbsolutePosition() - campos);
unsigned idx = (unsigned)(lightpos.getLength() / 10);
if (idx > 14)
idx = 14;
BucketedLN[idx].push_back(lights[i]);
}
unsigned lightnum = 0;
for (unsigned i = 0; i < 15; i++)
{
for (unsigned j = 0; j < BucketedLN[i].size(); j++)
{
if (++lightnum >= LightBaseClass::MAXLIGHT)
{
LightNode* light_node = BucketedLN[i].at(j);
light_node->setEnergyMultiplier(0.0f);
}
else
{
LightNode* light_node = BucketedLN[i].at(j);
float em = light_node->getEnergyMultiplier();
if (em < 1.0f)
{
light_node->setEnergyMultiplier(std::min(1.0f, em + dt));
}
const core::vector3df &pos = light_node->getAbsolutePosition();
m_point_lights_info[lightnum].posX = pos.X;
m_point_lights_info[lightnum].posY = pos.Y;
m_point_lights_info[lightnum].posZ = pos.Z;
m_point_lights_info[lightnum].energy =
light_node->getEffectiveEnergy();
const core::vector3df &col = light_node->getColor();
m_point_lights_info[lightnum].red = col.X;
m_point_lights_info[lightnum].green = col.Y;
m_point_lights_info[lightnum].blue = col.Z;
// Light radius
m_point_lights_info[lightnum].radius = light_node->getRadius();
}
}
if (lightnum > LightBaseClass::MAXLIGHT)
{
irr_driver->setLastLightBucketDistance(i * 10);
break;
}
}
lightnum++;
return lightnum;
} // updateLightsInfo
// ----------------------------------------------------------------------------
void ShaderBasedRenderer::renderLights(unsigned pointlightcount, bool hasShadow)
{
RTT *rtts = irr_driver->getRTT();
ShadowMatrices *shadow_matrices = irr_driver->getShadowMatrices();
//RH
if (CVS->isGlobalIlluminationEnabled() && hasShadow)
{
ScopedGPUTimer timer(irr_driver->getGPUTimer(Q_RH));
glDisable(GL_BLEND);
rtts->getRH().bind();
glBindVertexArray(SharedGPUObjects::getFullScreenQuadVAO());
if (CVS->needRHWorkaround())
{
NVWorkaroundRadianceHintsConstructionShader::getInstance()->use();
NVWorkaroundRadianceHintsConstructionShader::getInstance()
->setTextureUnits(
rtts->getRSM().getRTT()[0],
rtts->getRSM().getRTT()[1],
rtts->getRSM().getDepthTexture());
for (unsigned i = 0; i < 32; i++)
{
NVWorkaroundRadianceHintsConstructionShader::getInstance()
->setUniforms(shadow_matrices->getRSMMatrix(),
shadow_matrices->getRHMatrix(),
shadow_matrices->getRHExtend(), i,
irr_driver->getSunColor());
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
}
else
{
RadianceHintsConstructionShader::getInstance()->use();
RadianceHintsConstructionShader::getInstance()
->setTextureUnits(
rtts->getRSM().getRTT()[0],
rtts->getRSM().getRTT()[1],
rtts->getRSM().getDepthTexture()
);
RadianceHintsConstructionShader::getInstance()
->setUniforms(shadow_matrices->getRSMMatrix(),
shadow_matrices->getRHMatrix(),
shadow_matrices->getRHExtend(),
irr_driver->getSunColor());
glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, 32);
}
}
shadow_matrices->updateSunOrthoMatrices();
rtts->getFBO(FBO_COMBINED_DIFFUSE_SPECULAR).bind();
glClear(GL_COLOR_BUFFER_BIT);
rtts->getFBO(FBO_DIFFUSE).bind();
PostProcessing *post_processing = irr_driver->getPostProcessing();
if (CVS->isGlobalIlluminationEnabled() && hasShadow)
{
ScopedGPUTimer timer(irr_driver->getGPUTimer(Q_GI));
post_processing->renderGI(shadow_matrices->getRHMatrix(),
shadow_matrices->getRHExtend(),
rtts->getRH());
}
rtts->getFBO(FBO_COMBINED_DIFFUSE_SPECULAR).bind();
{
ScopedGPUTimer timer(irr_driver->getGPUTimer(Q_ENVMAP));
Skybox *skybox = irr_driver->getSkybox();
if(skybox)
{
post_processing->renderEnvMap(skybox->getSpecularProbe());
}
else
{
post_processing->renderEnvMap(0);
}
}
// Render sunlight if and only if track supports shadow
if (!World::getWorld() || World::getWorld()->getTrack()->hasShadows())
{
ScopedGPUTimer timer(irr_driver->getGPUTimer(Q_SUN));
if (World::getWorld() && CVS->isShadowEnabled() && hasShadow)
{
glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glBlendFunc(GL_ONE, GL_ONE);
glBlendEquation(GL_FUNC_ADD);
if (CVS->isESMEnabled())
{
ShadowedSunLightShaderESM::getInstance()->render(rtts);
}
else
{
ShadowedSunLightShaderPCF::getInstance()->render(rtts);
}
}
else
post_processing->renderSunlight(irr_driver->getSunDirection(),
irr_driver->getSunColor());
}
{
ScopedGPUTimer timer(irr_driver->getGPUTimer(Q_POINTLIGHTS));
renderPointLights(std::min(pointlightcount, LightBaseClass::MAXLIGHT));
}
} // renderLights
// ----------------------------------------------------------------------------
void ShaderBasedRenderer::renderAmbientScatter()
{
const Track * const track = World::getWorld()->getTrack();
// This function is only called once per frame - thus no need for setters.
float start = track->getFogStart() + .001f;
const video::SColor tmpcol = track->getFogColor();
core::vector3df col(tmpcol.getRed() / 255.0f,
tmpcol.getGreen() / 255.0f,
tmpcol.getBlue() / 255.0f);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_ONE, GL_ONE);
FogShader::getInstance()->render(start, col);
} // renderAmbientScatter
// ----------------------------------------------------------------------------
void ShaderBasedRenderer::renderLightsScatter(unsigned pointlightcount)
{
irr_driver->getFBO(FBO_HALF1).bind();
glClearColor(0., 0., 0., 0.);
glClear(GL_COLOR_BUFFER_BIT);
const Track * const track = World::getWorld()->getTrack();
// This function is only called once per frame - thus no need for setters.
float start = track->getFogStart() + .001f;
const video::SColor tmpcol = track->getFogColor();
core::vector3df col(tmpcol.getRed() / 255.0f,
tmpcol.getGreen() / 255.0f,
tmpcol.getBlue() / 255.0f);
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_ONE, GL_ONE);
glEnable(GL_DEPTH_TEST);
core::vector3df col2(1., 1., 1.);
PointLightScatterShader::getInstance()->use();
glBindVertexArray(PointLightScatterShader::getInstance()->vao);
PointLightScatterShader::getInstance()
->setTextureUnits(irr_driver->getDepthStencilTexture());
PointLightScatterShader::getInstance()
->setUniforms(1.f / (40.f * start), col2);
glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4,
std::min(pointlightcount, LightBaseClass::MAXLIGHT));
glDisable(GL_BLEND);
PostProcessing *post_processing = irr_driver->getPostProcessing();
post_processing->renderGaussian6Blur(irr_driver->getFBO(FBO_HALF1),
irr_driver->getFBO(FBO_HALF2), 5., 5.);
glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
irr_driver->getFBO(FBO_COLORS).bind();
post_processing->renderPassThrough(irr_driver->getRenderTargetTexture(RTT_HALF1),
irr_driver->getFBO(FBO_COLORS).getWidth(),
irr_driver->getFBO(FBO_COLORS).getHeight());
} // renderLightsScatter
// ============================================================================
void ShaderBasedRenderer::renderScene(scene::ICameraSceneNode * const camnode, unsigned pointlightcount, std::vector<GlowData>& glows, float dt, bool hasShadow, bool forceRTT)
{
ShadowMatrices *shadow_matrices = irr_driver->getShadowMatrices();
PostProcessing *post_processing = irr_driver->getPostProcessing();
glBindBufferBase(GL_UNIFORM_BUFFER, 0, SharedGPUObjects::getViewProjectionMatricesUBO());
glBindBufferBase(GL_UNIFORM_BUFFER, 1, SharedGPUObjects::getLightingDataUBO());
irr_driver->getSceneManager()->setActiveCamera(camnode);
PROFILER_PUSH_CPU_MARKER("- Draw Call Generation", 0xFF, 0xFF, 0xFF);
irr_driver->PrepareDrawCalls(camnode);
PROFILER_POP_CPU_MARKER();
// Shadows
{
// To avoid wrong culling, use the largest view possible
irr_driver->getSceneManager()->setActiveCamera(shadow_matrices->getSunCam());
if (CVS->isDefferedEnabled() &&
CVS->isShadowEnabled() && hasShadow)
{
PROFILER_PUSH_CPU_MARKER("- Shadow", 0x30, 0x6F, 0x90);
irr_driver->renderShadows();
PROFILER_POP_CPU_MARKER();
if (CVS->isGlobalIlluminationEnabled())
{
PROFILER_PUSH_CPU_MARKER("- RSM", 0xFF, 0x0, 0xFF);
irr_driver->renderRSM();
PROFILER_POP_CPU_MARKER();
}
}
irr_driver->getSceneManager()->setActiveCamera(camnode);
}
PROFILER_PUSH_CPU_MARKER("- Solid Pass 1", 0xFF, 0x00, 0x00);
glDepthMask(GL_TRUE);
glDepthFunc(GL_LEQUAL);
glEnable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glEnable(GL_CULL_FACE);
RTT *rtts = irr_driver->getRTT();
if (CVS->isDefferedEnabled() || forceRTT)
{
rtts->getFBO(FBO_NORMAL_AND_DEPTHS).bind();
glClearColor(0., 0., 0., 0.);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
irr_driver->renderSolidFirstPass();
}
else
{
// We need a cleared depth buffer for some effect (eg particles depth blending)
if (GraphicsRestrictions::isDisabled(GraphicsRestrictions::GR_FRAMEBUFFER_SRGB_WORKING))
glDisable(GL_FRAMEBUFFER_SRGB);
rtts->getFBO(FBO_NORMAL_AND_DEPTHS).bind();
// Bind() modifies the viewport. In order not to affect anything else,
// the viewport is just reset here and not removed in Bind().
const core::recti &vp = Camera::getActiveCamera()->getViewport();
glViewport(vp.UpperLeftCorner.X,
irr_driver->getActualScreenSize().Height - vp.LowerRightCorner.Y,
vp.LowerRightCorner.X - vp.UpperLeftCorner.X,
vp.LowerRightCorner.Y - vp.UpperLeftCorner.Y);
glClear(GL_DEPTH_BUFFER_BIT);
if (GraphicsRestrictions::isDisabled(GraphicsRestrictions::GR_FRAMEBUFFER_SRGB_WORKING))
glEnable(GL_FRAMEBUFFER_SRGB);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
PROFILER_POP_CPU_MARKER();
// Lights
{
PROFILER_PUSH_CPU_MARKER("- Light", 0x00, 0xFF, 0x00);
if (CVS->isDefferedEnabled())
renderLights(pointlightcount, hasShadow);
PROFILER_POP_CPU_MARKER();
}
// Handle SSAO
{
PROFILER_PUSH_CPU_MARKER("- SSAO", 0xFF, 0xFF, 0x00);
ScopedGPUTimer Timer(irr_driver->getGPUTimer(Q_SSAO));
if (UserConfigParams::m_ssao)
irr_driver->renderSSAO();
PROFILER_POP_CPU_MARKER();
}
PROFILER_PUSH_CPU_MARKER("- Solid Pass 2", 0x00, 0x00, 0xFF);
if (CVS->isDefferedEnabled() || forceRTT)
{
rtts->getFBO(FBO_COLORS).bind();
video::SColor clearColor(0, 150, 150, 150);
if (World::getWorld() != NULL)
clearColor = World::getWorld()->getClearColor();
glClearColor(clearColor.getRed() / 255.f, clearColor.getGreen() / 255.f,
clearColor.getBlue() / 255.f, clearColor.getAlpha() / 255.f);
glClear(GL_COLOR_BUFFER_BIT);
glDepthMask(GL_FALSE);
}
irr_driver->renderSolidSecondPass();
PROFILER_POP_CPU_MARKER();
if (irr_driver->getNormals())
{
rtts->getFBO(FBO_NORMAL_AND_DEPTHS).bind();
irr_driver->renderNormalsVisualisation();
rtts->getFBO(FBO_COLORS).bind();
}
// Render ambient scattering
if (CVS->isDefferedEnabled() && World::getWorld() != NULL &&
World::getWorld()->isFogEnabled())
{
PROFILER_PUSH_CPU_MARKER("- Ambient scatter", 0xFF, 0x00, 0x00);
ScopedGPUTimer Timer(irr_driver->getGPUTimer(Q_FOG));
renderAmbientScatter();
PROFILER_POP_CPU_MARKER();
}
{
PROFILER_PUSH_CPU_MARKER("- Skybox", 0xFF, 0x00, 0xFF);
ScopedGPUTimer Timer(irr_driver->getGPUTimer(Q_SKYBOX));
irr_driver->renderSkybox(camnode);
PROFILER_POP_CPU_MARKER();
}
// Render discrete lights scattering
if (CVS->isDefferedEnabled() && World::getWorld() != NULL &&
World::getWorld()->isFogEnabled())
{
PROFILER_PUSH_CPU_MARKER("- PointLight Scatter", 0xFF, 0x00, 0x00);
ScopedGPUTimer Timer(irr_driver->getGPUTimer(Q_FOG));
renderLightsScatter(pointlightcount);
PROFILER_POP_CPU_MARKER();
}
if (irr_driver->getRH())
{
glDisable(GL_BLEND);
rtts->getFBO(FBO_COLORS).bind();
post_processing->renderRHDebug(rtts->getRH().getRTT()[0],
rtts->getRH().getRTT()[1],
rtts->getRH().getRTT()[2],
shadow_matrices->getRHMatrix(),
shadow_matrices->getRHExtend());
}
if (irr_driver->getGI())
{
glDisable(GL_BLEND);
rtts->getFBO(FBO_COLORS).bind();
post_processing->renderGI(shadow_matrices->getRHMatrix(),
shadow_matrices->getRHExtend(),
rtts->getRH());
}
PROFILER_PUSH_CPU_MARKER("- Glow", 0xFF, 0xFF, 0x00);
// Render anything glowing.
if (!m_mipviz && !m_wireframe && UserConfigParams::m_glow)
{
ScopedGPUTimer Timer(irr_driver->getGPUTimer(Q_GLOW));
irr_driver->setPhase(GLOW_PASS);
irr_driver->renderGlow(glows);
} // end glow
PROFILER_POP_CPU_MARKER();
// Render transparent
{
PROFILER_PUSH_CPU_MARKER("- Transparent Pass", 0xFF, 0x00, 0x00);
ScopedGPUTimer Timer(irr_driver->getGPUTimer(Q_TRANSPARENT));
irr_driver->renderTransparent();
PROFILER_POP_CPU_MARKER();
}
irr_driver->m_sync = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
// Render particles
{
PROFILER_PUSH_CPU_MARKER("- Particles", 0xFF, 0xFF, 0x00);
ScopedGPUTimer Timer(irr_driver->getGPUTimer(Q_PARTICLES));
irr_driver->renderParticles();
PROFILER_POP_CPU_MARKER();
}
if (!CVS->isDefferedEnabled() && !forceRTT)
{
glDisable(GL_FRAMEBUFFER_SRGB);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
return;
}
// Ensure that no object will be drawn after that by using invalid pass
irr_driver->setPhase(PASS_COUNT);
}
void ShaderBasedRenderer::renderBoundingBoxes()
{
Shaders::ColoredLine *line = Shaders::ColoredLine::getInstance();
@@ -235,10 +994,9 @@ void ShaderBasedRenderer::renderPostProcessing(Camera * const camera)
}
}
ShaderBasedRenderer::ShaderBasedRenderer()
ShaderBasedRenderer::ShaderBasedRenderer():AbstractRenderer()
{
m_wireframe = false;
m_mipviz = false;
}
void ShaderBasedRenderer::render(float dt)
@@ -249,7 +1007,7 @@ void ShaderBasedRenderer::render(float dt)
setOverrideMaterial(); //TODO: is it useful every frame?
std::vector<IrrDriver::GlowData> glows = updateGlowingList();
std::vector<GlowData> glows = updateGlowingList();
// Start the RTT for post-processing.
// We do this before beginScene() because we want to capture the glClear()
@@ -286,13 +1044,13 @@ void ShaderBasedRenderer::render(float dt)
glEnable(GL_FRAMEBUFFER_SRGB);
PROFILER_PUSH_CPU_MARKER("Update Light Info", 0xFF, 0x0, 0x0);
unsigned plc = irr_driver->updateLightsInfo(camnode, dt); //TODO: move updateLightsInfo method
unsigned plc = updateLightsInfo(camnode, dt); //TODO: replace plc by a more explicit name
PROFILER_POP_CPU_MARKER();
PROFILER_PUSH_CPU_MARKER("UBO upload", 0x0, 0xFF, 0x0);
irr_driver->computeMatrixesAndCameras(camnode, viewport.LowerRightCorner.X - viewport.UpperLeftCorner.X, viewport.LowerRightCorner.Y - viewport.UpperLeftCorner.Y);
irr_driver->uploadLightingData(); //TODO: move method; update "global" lighting (sun and spherical harmonics)
PROFILER_POP_CPU_MARKER();
irr_driver->renderScene(camnode, plc, glows, dt, track->hasShadows(), false); //TODO: move renderScene method in renderer class
renderScene(camnode, plc, glows, dt, track->hasShadows(), false);
if (irr_driver->getBoundingBoxesViz())
{

View File

@@ -19,21 +19,22 @@
#define HEADER_LIGHT_PREPASS_RENDERER_HPP
#include "graphics/abstract_renderer.hpp"
#include "graphics/irr_driver.hpp"
class ShaderBasedRenderer: public AbstractRenderer
{
private:
bool m_wireframe;
bool m_mipviz;
void compressPowerUpTextures();
void setOverrideMaterial();
std::vector<IrrDriver::GlowData> updateGlowingList();
std::vector<GlowData> updateGlowingList();
void prepareForwardRenderer();
unsigned updateLightsInfo(irr::scene::ICameraSceneNode * const camnode,
float dt);
void renderLights(unsigned pointlightcount, bool hasShadow);
void renderAmbientScatter();
void renderLightsScatter(unsigned pointlightCount);
void renderScene(irr::scene::ICameraSceneNode * const camnode,
unsigned pointlightcount, std::vector<GlowData>& glows,
float dt, bool hasShadows, bool forceRTT);
void renderBoundingBoxes();
void debugPhysics();
void renderPostProcessing(Camera * const camera);

View File

@@ -319,7 +319,7 @@ bool onEvent(const SEvent &event)
physics->setDebugMode(IrrDebugDrawer::DM_NONE);
irr_driver->resetDebugModes();
irr_driver->toggleWireframe();
irr_driver->getRenderer()->toggleWireframe();
}
else if (cmdID == DEBUG_GRAPHICS_MIPMAP_VIZ)
{
@@ -327,7 +327,7 @@ bool onEvent(const SEvent &event)
physics->setDebugMode(IrrDebugDrawer::DM_NONE);
irr_driver->resetDebugModes();
irr_driver->toggleMipVisualization();
irr_driver->getRenderer()->toggleMipVisualization();
}
else if (cmdID == DEBUG_GRAPHICS_NORMALS_VIZ)
{