Remove rain effect.
Rain enabled map crashes with non glsl codepath, and having a particle effect handled separatly from others effect made it unmaintainable. Rain must be implemented using gfx file with eventually a custom property.
This commit is contained in:
@@ -12,35 +12,6 @@ GLuint getTextureGLuint(irr::video::ITexture *tex) {
|
||||
|
||||
#define COMPONENTCOUNT 8
|
||||
|
||||
GPUParticle::GPUParticle(scene::ISceneNode *parent, scene::ISceneManager* mgr, ITexture *tex)
|
||||
: scene::ISceneNode(parent, mgr, -1) {
|
||||
fakemat.Lighting = false;
|
||||
fakemat.ZWriteEnable = false;
|
||||
fakemat.MaterialType = irr_driver->getShader(ES_RAIN);
|
||||
fakemat.Thickness = 200;
|
||||
fakemat.setTexture(0, tex);
|
||||
fakemat.BlendOperation = video::EBO_NONE;
|
||||
setAutomaticCulling(0);
|
||||
}
|
||||
|
||||
void GPUParticle::render() {
|
||||
simulate();
|
||||
draw();
|
||||
// We need to force irrlicht to update its internal states
|
||||
irr::video::IVideoDriver * const drv = irr_driver->getVideoDriver();
|
||||
drv->setMaterial(fakemat);
|
||||
static_cast<irr::video::COpenGLDriver*>(drv)->setRenderStates3DMode();
|
||||
}
|
||||
|
||||
void GPUParticle::OnRegisterSceneNode() {
|
||||
if (
|
||||
(irr_driver->getRenderPass() & irr::scene::ESNRP_TRANSPARENT) == irr::scene::ESNRP_TRANSPARENT)
|
||||
{
|
||||
SceneManager->registerNodeForRendering(this, irr::scene::ESNRP_TRANSPARENT);
|
||||
}
|
||||
ISceneNode::OnRegisterSceneNode();
|
||||
}
|
||||
|
||||
scene::IParticleSystemSceneNode *ParticleSystemProxy::addParticleNode(
|
||||
bool withDefaultEmitter, ISceneNode* parent, s32 id,
|
||||
const core::vector3df& position,
|
||||
@@ -600,103 +571,4 @@ void ParticleSystemProxy::OnRegisterSceneNode()
|
||||
SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT_EFFECT);
|
||||
ISceneNode::OnRegisterSceneNode();
|
||||
}
|
||||
}
|
||||
|
||||
RainNode::RainNode(scene::ISceneManager* mgr, ITexture *tex)
|
||||
: GPUParticle(0, mgr, tex)
|
||||
{
|
||||
RenderProgram = LoadProgram(file_manager->getAsset("shaders/rain.vert").c_str(), file_manager->getAsset("shaders/rain.frag").c_str());
|
||||
loc_screenw = glGetUniformLocation(RenderProgram, "screenw");
|
||||
loc_screen = glGetUniformLocation(RenderProgram, "screen");
|
||||
loc_invproj = glGetUniformLocation(RenderProgram, "invproj");
|
||||
texloc_tex = glGetUniformLocation(RenderProgram, "tex");
|
||||
texloc_normal_and_depths = glGetUniformLocation(RenderProgram, "normals_and_depth");
|
||||
|
||||
const char *varyings[] = { "currentPosition" };
|
||||
SimulationProgram = LoadTFBProgram(file_manager->getAsset("shaders/rainsim.vert").c_str(), varyings, 1);
|
||||
loc_campos = glGetUniformLocation(SimulationProgram, "campos");
|
||||
loc_viewm = glGetUniformLocation(SimulationProgram, "viewm");
|
||||
loc_time = glGetUniformLocation(SimulationProgram, "time");
|
||||
count = 2500;
|
||||
area = 3500;
|
||||
|
||||
u32 i;
|
||||
float x, y, z, vertices[7500];
|
||||
for (i = 0; i < count; i++)
|
||||
{
|
||||
x = ((rand() % area) - area / 2) / 100.0f;
|
||||
y = ((rand() % 2400)) / 100.0f;
|
||||
z = ((rand() % area) - area / 2) / 100.0f;
|
||||
|
||||
vertices[3 * i] = x;
|
||||
vertices[3 * i + 1] = y;
|
||||
vertices[3 * i + 2] = z;
|
||||
}
|
||||
|
||||
texture = getTextureGLuint(tex);
|
||||
normal_and_depth = getTextureGLuint(irr_driver->getRTT(RTT_NORMAL_AND_DEPTH));
|
||||
glGenBuffers(2, tfb_vertex_buffer);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, tfb_vertex_buffer[0]);
|
||||
glBufferData(GL_ARRAY_BUFFER, 3 * count * sizeof(float), vertices, GL_STREAM_DRAW);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, tfb_vertex_buffer[1]);
|
||||
glBufferData(GL_ARRAY_BUFFER, 3 * count * sizeof(float), 0, GL_STREAM_DRAW);
|
||||
|
||||
box.addInternalPoint(vector3df((float)(-area / 2)));
|
||||
box.addInternalPoint(vector3df((float)(area / 2)));
|
||||
}
|
||||
|
||||
void RainNode::simulate() {
|
||||
glUseProgram(SimulationProgram);
|
||||
const float time = irr_driver->getDevice()->getTimer()->getTime() / 90.0f;
|
||||
const irr::core::matrix4 viewm = irr_driver->getVideoDriver()->getTransform(irr::video::ETS_VIEW);
|
||||
const irr::core::vector3df campos = irr_driver->getSceneManager()->getActiveCamera()->getPosition();
|
||||
|
||||
glEnable(GL_RASTERIZER_DISCARD);
|
||||
glEnableVertexAttribArray(0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, tfb_vertex_buffer[0]);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
||||
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, tfb_vertex_buffer[1]);
|
||||
|
||||
glUniformMatrix4fv(loc_viewm, 1, GL_FALSE, viewm.pointer());
|
||||
glUniform1f(loc_time, time);
|
||||
glUniform3f(loc_campos, campos.X, campos.Y, campos.Z);
|
||||
glBeginTransformFeedback(GL_POINTS);
|
||||
glDrawArrays(GL_POINTS, 0, count);
|
||||
glEndTransformFeedback();
|
||||
glDisable(GL_RASTERIZER_DISCARD);
|
||||
}
|
||||
|
||||
void RainNode::draw() {
|
||||
const float screenw = (float)UserConfigParams::m_width;
|
||||
|
||||
glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
|
||||
glEnable(GL_POINT_SPRITE);
|
||||
glUseProgram(RenderProgram);
|
||||
glEnableVertexAttribArray(0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, tfb_vertex_buffer[1]);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
||||
|
||||
float screen[2] = {
|
||||
(float)UserConfigParams::m_width,
|
||||
(float)UserConfigParams::m_height
|
||||
};
|
||||
irr::core::matrix4 invproj = irr_driver->getVideoDriver()->getTransform(irr::video::ETS_PROJECTION);
|
||||
invproj.makeInverse();
|
||||
|
||||
bindUniformToTextureUnit(texloc_tex, texture, 0);
|
||||
bindUniformToTextureUnit(texloc_normal_and_depths, normal_and_depth, 1);
|
||||
|
||||
glUniformMatrix4fv(loc_invproj, 1, GL_FALSE, invproj.pointer());
|
||||
glUniform2f(loc_screen, screen[0], screen[1]);
|
||||
glUniform1f(loc_screenw, screenw);
|
||||
glDrawArrays(GL_POINTS, 0, count);
|
||||
glDisableVertexAttribArray(0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glDisable(GL_VERTEX_PROGRAM_POINT_SIZE);
|
||||
}
|
||||
|
||||
const core::aabbox3d<f32>& RainNode::getBoundingBox() const
|
||||
{
|
||||
return box;
|
||||
}
|
||||
}
|
||||
@@ -11,19 +11,6 @@ namespace irr { namespace video{ class ITexture; } }
|
||||
|
||||
GLuint getTextureGLuint(irr::video::ITexture *tex);
|
||||
|
||||
class GPUParticle : public scene::ISceneNode
|
||||
{
|
||||
protected:
|
||||
video::SMaterial fakemat;
|
||||
virtual void simulate() = 0;
|
||||
virtual void draw() = 0;
|
||||
public:
|
||||
GPUParticle(scene::ISceneNode *parent, scene::ISceneManager* mgr,
|
||||
video::ITexture *tex);
|
||||
virtual void render();
|
||||
virtual void OnRegisterSceneNode();
|
||||
};
|
||||
|
||||
class ParticleSystemProxy : public scene::CParticleSystemSceneNode {
|
||||
protected:
|
||||
GLuint tfb_buffers[2], initial_values_buffer, heighmapbuffer, heightmaptexture, quaternionsbuffer;
|
||||
@@ -75,23 +62,4 @@ public:
|
||||
void setFlip();
|
||||
};
|
||||
|
||||
class RainNode : public GPUParticle
|
||||
{
|
||||
protected:
|
||||
GLuint SimulationProgram, RenderProgram, tfb_vertex_buffer[2];
|
||||
unsigned count;
|
||||
GLuint texture, normal_and_depth;
|
||||
GLuint loc_campos, loc_viewm, loc_time;
|
||||
GLuint loc_screenw, loc_screen, loc_invproj, texloc_tex, texloc_normal_and_depths;
|
||||
s32 area;
|
||||
core::aabbox3d<f32> box;
|
||||
|
||||
virtual void simulate();
|
||||
virtual void draw();
|
||||
public:
|
||||
RainNode(scene::ISceneManager* mgr, video::ITexture *tex);
|
||||
virtual const core::aabbox3d<f32>& getBoundingBox() const;
|
||||
virtual u32 getMaterialCount() const { return 1; }
|
||||
};
|
||||
|
||||
#endif // GPUPARTICLES_H
|
||||
|
||||
@@ -55,17 +55,17 @@ Rain::Rain(Camera *camera, irr::scene::ISceneNode* parent) : m_thunder_sound(0)
|
||||
RandomGenerator g;
|
||||
m_next_lightning = (float)g.get(35);
|
||||
|
||||
RainNode *node = new RainNode(irr_driver->getSceneManager(), m->getTexture());
|
||||
m_node = irr_driver->addPerCameraNode(node, camera->getCameraSceneNode(), parent);
|
||||
m_node->setAutomaticCulling(0);
|
||||
// RainNode *node = new RainNode(irr_driver->getSceneManager(), m->getTexture());
|
||||
// m_node = irr_driver->addPerCameraNode(node, camera->getCameraSceneNode(), parent);
|
||||
// m_node->setAutomaticCulling(0);
|
||||
} // Rain
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
|
||||
Rain::~Rain()
|
||||
{
|
||||
m_node->drop(); // drop STK's reference
|
||||
m_node->remove(); // Then remove it from the scene graph.
|
||||
// m_node->drop(); // drop STK's reference
|
||||
// m_node->remove(); // Then remove it from the scene graph.
|
||||
|
||||
if (m_lightning && m_thunder_sound != NULL) sfx_manager->deleteSFX(m_thunder_sound);
|
||||
}
|
||||
@@ -98,12 +98,12 @@ void Rain::update(float dt)
|
||||
|
||||
void Rain::setPosition(const core::vector3df& position)
|
||||
{
|
||||
m_node->getChild()->setPosition(position);
|
||||
// m_node->getChild()->setPosition(position);
|
||||
} // setPosition
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
|
||||
void Rain::setCamera(scene::ICameraSceneNode* camera)
|
||||
{
|
||||
m_node->setCamera(camera);
|
||||
// m_node->setCamera(camera);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user