Moved more shaders.

This commit is contained in:
hiker 2015-05-19 09:20:29 +10:00
parent 8e4ee298e0
commit b40f84e89d
3 changed files with 51 additions and 44 deletions

View File

@ -58,7 +58,6 @@ LightBaseClass::PointLightInfo m_point_lights_info[LightBaseClass::MAXLIGHT];
// ============================================================================
class PointLightShader : public TextureShader < PointLightShader, 2 >
, private LightBaseClass
{
public:
GLuint vbo;
@ -80,8 +79,9 @@ public:
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, MAXLIGHT * sizeof(PointLightInfo), 0,
GL_DYNAMIC_DRAW);
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");
@ -90,18 +90,18 @@ public:
glEnableVertexAttribArray(attrib_Position);
glVertexAttribPointer(attrib_Position, 3, GL_FLOAT, GL_FALSE,
sizeof(PointLightInfo), 0);
sizeof(LightBaseClass::PointLightInfo), 0);
glEnableVertexAttribArray(attrib_Energy);
glVertexAttribPointer(attrib_Energy, 1, GL_FLOAT, GL_FALSE,
sizeof(PointLightInfo),
sizeof(LightBaseClass::PointLightInfo),
(GLvoid*)(3 * sizeof(float)));
glEnableVertexAttribArray(attrib_Color);
glVertexAttribPointer(attrib_Color, 3, GL_FLOAT, GL_FALSE,
sizeof(PointLightInfo),
sizeof(LightBaseClass::PointLightInfo),
(GLvoid*)(4 * sizeof(float)));
glEnableVertexAttribArray(attrib_Radius);
glVertexAttribPointer(attrib_Radius, 1, GL_FLOAT, GL_FALSE,
sizeof(PointLightInfo),
sizeof(LightBaseClass::PointLightInfo),
(GLvoid*)(7 * sizeof(float)));
glVertexAttribDivisorARB(attrib_Position, 1);
@ -160,6 +160,31 @@ public:
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
}; // ShadowedSunLightShaderPCF
// ============================================================================
static void renderPointLights(unsigned count)
{
@ -375,15 +400,14 @@ void IrrDriver::renderLights(unsigned pointlightcount, bool hasShadow)
}
else
{
FullScreenShader::ShadowedSunLightShaderPCF::getInstance()
->setTextureUnits(irr_driver->getRenderTargetTexture(RTT_NORMAL_AND_DEPTH),
ShadowedSunLightShaderPCF::getInstance()->setTextureUnits
(irr_driver->getRenderTargetTexture(RTT_NORMAL_AND_DEPTH),
irr_driver->getDepthStencilTexture(),
m_rtts->getShadowFBO().getDepthTexture());
DrawFullScreenEffect<FullScreenShader::ShadowedSunLightShaderPCF>(shadowSplit[1],
shadowSplit[2],
shadowSplit[3],
m_rtts->getShadowFBO().getDepthTexture() );
DrawFullScreenEffect<ShadowedSunLightShaderPCF>
(shadowSplit[1], shadowSplit[2], shadowSplit[3],
shadowSplit[4],
float(UserConfigParams::m_shadows_resolution));
float(UserConfigParams::m_shadows_resolution) );
}
}
else
@ -464,17 +488,23 @@ void IrrDriver::renderLightsScatter(unsigned pointlightcount)
PointLightScatterShader::getInstance()->use();
glBindVertexArray(PointLightScatterShader::getInstance()->vao);
PointLightScatterShader::getInstance()->setTextureUnits(irr_driver->getDepthStencilTexture());
PointLightScatterShader::getInstance()->setUniforms(1.f / (40.f * start), col2);
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));
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.);
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());
m_post_processing->renderPassThrough(getRenderTargetTexture(RTT_HALF1),
getFBO(FBO_COLORS).getWidth(),
getFBO(FBO_COLORS).getHeight());
} // renderLightsScatter

View File

@ -480,23 +480,6 @@ namespace FullScreenShader
}
ShadowedSunLightShaderPCF::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");
}
ShadowedSunLightShaderESM::ShadowedSunLightShaderESM()
{

View File

@ -88,12 +88,6 @@ public:
SunLightShader();
};
class ShadowedSunLightShaderPCF : public TextureShader<ShadowedSunLightShaderPCF, 3, float, float, float, float, float>
{
public:
ShadowedSunLightShaderPCF();
};
class ShadowedSunLightShaderESM : public TextureShader<ShadowedSunLightShaderESM, 3, float, float, float, float>
{
public: