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:
Vincent Lejeune
2014-02-12 17:46:44 +01:00
parent 0cf6e4266a
commit bff2208947
3 changed files with 8 additions and 168 deletions

View File

@@ -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;
}
}

View File

@@ -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

View File

@@ -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);
}