STKMesh: Support for untextured object
The color are not the correct one though...
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19
data/shaders/untextured_object.frag
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19
data/shaders/untextured_object.frag
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@ -0,0 +1,19 @@
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#version 130
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uniform sampler2D DiffuseMap;
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uniform sampler2D SpecularMap;
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uniform sampler2D SSAO;
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uniform vec2 screen;
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uniform vec3 ambient;
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in vec4 color;
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out vec4 FragColor;
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void main(void)
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{
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vec2 tc = gl_FragCoord.xy / screen;
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vec3 DiffuseComponent = texture(DiffuseMap, tc).xyz;
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vec3 SpecularComponent = texture(SpecularMap, tc).xyz;
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float ao = texture(SSAO, tc).x;
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vec3 LightFactor = ao * ambient + DiffuseComponent + SpecularComponent * (1. - color.a);
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FragColor = vec4(color.xyz * LightFactor * ao, 1.);
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}
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12
data/shaders/untextured_object.vert
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12
data/shaders/untextured_object.vert
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@ -0,0 +1,12 @@
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#version 130
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uniform mat4 ModelViewProjectionMatrix;
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in vec3 Position;
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in vec4 Color;
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out vec4 color;
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void main(void)
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{
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color = Color;
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gl_Position = ModelViewProjectionMatrix * vec4(Position, 1.);
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}
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@ -242,6 +242,7 @@ void Shaders::loadShaders()
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MeshShader::ObjectPass1Shader::init();
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MeshShader::ObjectRefPass1Shader::init();
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MeshShader::ObjectPass2Shader::init();
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MeshShader::UntexturedObjectShader::init();
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MeshShader::ObjectRefPass2Shader::init();
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MeshShader::SphereMapShader::init();
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MeshShader::SplattingShader::init();
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@ -368,6 +369,41 @@ namespace MeshShader
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glUniform3f(uniform_ambient, s.r, s.g, s.b);
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}
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GLuint UntexturedObjectShader::Program;
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GLuint UntexturedObjectShader::attrib_position;
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GLuint UntexturedObjectShader::attrib_color;
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GLuint UntexturedObjectShader::uniform_MVP;
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GLuint UntexturedObjectShader::uniform_DiffuseMap;
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GLuint UntexturedObjectShader::uniform_SpecularMap;
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GLuint UntexturedObjectShader::uniform_SSAO;
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GLuint UntexturedObjectShader::uniform_screen;
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GLuint UntexturedObjectShader::uniform_ambient;
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void UntexturedObjectShader::init()
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{
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Program = LoadProgram(file_manager->getAsset("shaders/untextured_object.vert").c_str(), file_manager->getAsset("shaders/untextured_object.frag").c_str());
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attrib_position = glGetAttribLocation(Program, "Position");
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attrib_color = glGetAttribLocation(Program, "Color");
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uniform_MVP = glGetUniformLocation(Program, "ModelViewProjectionMatrix");
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uniform_DiffuseMap = glGetUniformLocation(Program, "DiffuseMap");
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uniform_SpecularMap = glGetUniformLocation(Program, "SpecularMap");
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uniform_SSAO = glGetUniformLocation(Program, "SSAO");
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uniform_screen = glGetUniformLocation(Program, "screen");
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uniform_ambient = glGetUniformLocation(Program, "ambient");
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}
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void UntexturedObjectShader::setUniforms(const core::matrix4 &ModelViewProjectionMatrix, unsigned TU_DiffuseMap, unsigned TU_SpecularMap, unsigned TU_SSAO)
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{
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glUniformMatrix4fv(uniform_MVP, 1, GL_FALSE, ModelViewProjectionMatrix.pointer());
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glUniform1i(uniform_DiffuseMap, TU_DiffuseMap);
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glUniform1i(uniform_SpecularMap, TU_SpecularMap);
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glUniform1i(uniform_SSAO, TU_SSAO);
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glUniform2f(uniform_screen, UserConfigParams::m_width, UserConfigParams::m_height);
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const video::SColorf s = irr_driver->getSceneManager()->getAmbientLight();
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glUniform3f(uniform_ambient, s.r, s.g, s.b);
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}
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GLuint ObjectRefPass2Shader::Program;
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GLuint ObjectRefPass2Shader::attrib_position;
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GLuint ObjectRefPass2Shader::attrib_texcoord;
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@ -59,6 +59,17 @@ public:
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static void setUniforms(const core::matrix4 &ModelViewProjectionMatrix, unsigned TU_Albedo, unsigned TU_DiffuseMap, unsigned TU_SpecularMap, unsigned TU_SSAO);
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};
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class UntexturedObjectShader
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{
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public:
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static GLuint Program;
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static GLuint attrib_position, attrib_color;
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static GLuint uniform_MVP, uniform_DiffuseMap, uniform_SpecularMap, uniform_SSAO, uniform_screen, uniform_ambient;
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static void init();
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static void setUniforms(const core::matrix4 &ModelViewProjectionMatrix, unsigned TU_DiffuseMap, unsigned TU_SpecularMap, unsigned TU_SSAO);
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};
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class ObjectRefPass2Shader
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{
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public:
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@ -366,6 +366,24 @@ void STKMesh::drawGrassPass2(const GLMesh &mesh)
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glDrawElements(ptype, count, itype, 0);
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}
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void STKMesh::drawUntexturedObject(const GLMesh &mesh)
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{
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GLenum ptype = mesh.PrimitiveType;
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GLenum itype = mesh.IndexType;
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size_t count = mesh.IndexCount;
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setTexture(0, static_cast<irr::video::COpenGLTexture*>(irr_driver->getRTT(RTT_TMP1))->getOpenGLTextureName(), GL_NEAREST, GL_NEAREST);
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setTexture(1, static_cast<irr::video::COpenGLTexture*>(irr_driver->getRTT(RTT_TMP2))->getOpenGLTextureName(), GL_NEAREST, GL_NEAREST);
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setTexture(2, static_cast<irr::video::COpenGLTexture*>(irr_driver->getRTT(RTT_SSAO))->getOpenGLTextureName(), GL_NEAREST, GL_NEAREST);
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glUseProgram(MeshShader::UntexturedObjectShader::Program);
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MeshShader::UntexturedObjectShader::setUniforms(ModelViewProjectionMatrix, 0, 1, 2);
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glBindVertexArray(mesh.vao_second_pass);
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glDrawElements(ptype, count, itype, 0);
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}
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void STKMesh::drawObjectPass2(const GLMesh &mesh)
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{
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GLenum ptype = mesh.PrimitiveType;
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@ -484,9 +502,6 @@ void STKMesh::drawTransparent(const GLMesh &mesh, video::E_MATERIAL_TYPE type)
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void STKMesh::drawSolid(const GLMesh &mesh, video::E_MATERIAL_TYPE type)
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{
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if (!mesh.textures[0])
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return;
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switch (irr_driver->getPhase())
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{
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case 0:
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@ -528,6 +543,8 @@ void STKMesh::drawSolid(const GLMesh &mesh, video::E_MATERIAL_TYPE type)
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drawObjectRefPass2(mesh);
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else if (type == irr_driver->getShader(ES_GRASS) || type == irr_driver->getShader(ES_GRASS_REF))
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drawGrassPass2(mesh);
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else if (!mesh.textures[0])
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drawUntexturedObject(mesh);
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else
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drawObjectPass2(mesh);
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break;
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@ -613,6 +630,11 @@ static void initvaostate(GLMesh &mesh, video::E_MATERIAL_TYPE type)
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mesh.vao_second_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer,
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MeshShader::GrassPass2Shader::attrib_position, MeshShader::GrassPass2Shader::attrib_texcoord, -1, -1, -1, -1, MeshShader::GrassPass2Shader::attrib_color, mesh.Stride);
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}
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else if (!mesh.textures[0])
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{
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mesh.vao_second_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer,
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MeshShader::UntexturedObjectShader::attrib_position, -1, -1, -1, -1, -1, MeshShader::UntexturedObjectShader::attrib_color, mesh.Stride);
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}
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else
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{
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mesh.vao_second_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer,
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@ -43,6 +43,7 @@ protected:
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void drawObjectPass2(const GLMesh &mesh);
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void drawObjectRefPass2(const GLMesh &mesh);
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void drawGrassPass2(const GLMesh &mesh);
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void drawUntexturedObject(const GLMesh &mesh);
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// Forward pass (for transparents meshes)
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void drawTransparentObject(const GLMesh &mesh);
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