Port also other shaders to use #stk_include

This commit is contained in:
deve 2016-06-27 13:11:27 +02:00
parent f679078e75
commit d5e30ee41e
34 changed files with 196 additions and 268 deletions

@ -4,10 +4,10 @@ uniform sampler2D dtex;
out vec4 Diff;
out vec4 Spec;
vec3 DecodeNormal(vec2 n);
vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
vec3 DiffuseIBL(vec3 normal);
vec3 SpecularIBL(vec3 normal, vec3 V, float roughness);
#stk_include "utils/decodeNormal.frag"
#stk_include "utils/getPosFromUVDepth.frag"
#stk_include "utils/DiffuseIBL.frag"
#stk_include "utils/SpecularIBL.frag"
void main(void)
{

@ -22,7 +22,7 @@ layout (std430) buffer BoundingBoxes
CascadeBoundingBox BB[4];
};
vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
#stk_include "utils/getPosFromUVDepth.frag"
shared int xmin[4];
shared int xmax[4];

@ -2,8 +2,8 @@ uniform sampler2D tex;
out vec4 FragColor;
vec3 getCIEYxy(vec3 rgbColor);
vec3 getRGBFromCIEXxy(vec3 YxyColor);
#stk_include "utils/getCIEXYZ.frag"
#stk_include "utils/getRGBfromCIEXxy.frag"
void main()
{

@ -3,10 +3,10 @@ uniform sampler2D ntex;
out vec4 Diff;
out vec4 Spec;
vec3 DecodeNormal(vec2 n);
vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
vec3 DiffuseIBL(vec3 normal);
vec3 SpecularIBL(vec3 normal, vec3 V, float roughness);
#stk_include "utils/decodeNormal.frag"
#stk_include "utils/getPosFromUVDepth.frag"
#stk_include "utils/DiffuseIBL.frag"
#stk_include "utils/SpecularIBL.frag"
void main(void)
{

@ -6,7 +6,7 @@ uniform vec3 col;
out vec4 FragColor;
vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
#stk_include "utils/getPosFromUVDepth.frag"
void main()
{

@ -14,7 +14,7 @@ uniform mat4 RHMatrix;
uniform mat4 InvRHMatrix;
vec4 SHBasis (const in vec3 dir)
{
{
float L00 = 0.282095;
float L1_1 = 0.488603 * dir.y;
float L10 = 0.488603 * dir.z;
@ -30,8 +30,8 @@ vec3 SH2RGB (in vec4 sh_r, in vec4 sh_g, in vec4 sh_b, in vec3 dir)
out vec4 Diffuse;
vec3 DecodeNormal(vec2 n);
vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
#stk_include "utils/decodeNormal.frag"
#stk_include "utils/getPosFromUVDepth.frag"
vec3 resolution = vec3(32, 16, 32);

@ -12,8 +12,7 @@ layout(location = 12) in vec4 GlowColor;
flat out vec4 glowColor;
mat4 getWorldMatrix(vec3 translation, vec3 rotation, vec3 scale);
mat4 getInverseWorldMatrix(vec3 translation, vec3 rotation, vec3 scale);
#stk_include "utils/getworldmatrix.vert"
void main(void)
{

@ -13,7 +13,7 @@ in vec2 uv;
in vec2 uv_bis;
out vec4 FragColor;
vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue, float emitMapValue);
#stk_include "utils/getLightFactor.frag"
void main(void)
{

@ -32,8 +32,7 @@ flat out sampler2D handle;
flat out sampler2D secondhandle;
#endif
mat4 getWorldMatrix(vec3 translation, vec3 rotation, vec3 scale);
mat4 getInverseWorldMatrix(vec3 translation, vec3 rotation, vec3 scale);
#stk_include "utils/getworldmatrix.vert"
void main()
{

@ -14,7 +14,7 @@ in vec3 nor;
in vec2 uv;
out vec4 FragColor;
vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue, float emitMapValue);
#stk_include "utils/getLightFactor.frag"
void main(void)
{

@ -12,7 +12,7 @@ in vec3 bitangent;
in vec2 uv;
out vec3 EncodedNormal;
vec2 EncodeNormal(vec3 n);
#stk_include "utils/encode_normal.frag"
void main()
{

@ -42,8 +42,7 @@ flat out sampler2D secondhandle;
flat out sampler2D thirdhandle;
#endif
mat4 getWorldMatrix(vec3 translation, vec3 rotation, vec3 scale);
mat4 getInverseWorldMatrix(vec3 translation, vec3 rotation, vec3 scale);
#stk_include "utils/getworldmatrix.vert"
void main(void)
{

@ -9,7 +9,7 @@ in vec3 nor;
in vec2 uv;
out vec3 EncodedNormal;
vec2 EncodeNormal(vec3 n);
#stk_include "utils/encode_normal.frag"
void main(void)
{

@ -11,7 +11,7 @@ in vec2 uv;
in vec4 color;
out vec4 FragColor;
vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue, float emitMapValue);
#stk_include "utils/getLightFactor.frag"
void main(void)
{
@ -28,6 +28,6 @@ void main(void)
float emitmap = texture(SpecMap, uv).b;
#endif
col.xyz *= pow(color.xyz, vec3(2.2));
FragColor = vec4(getLightFactor(col.xyz, vec3(1.), specmap, emitmap) , 1.);
}

@ -10,9 +10,8 @@ flat in sampler2D handle;
in vec3 nor;
out vec4 FragColor;
vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue, float emitMapValue);
#stk_include "utils/getPosFromUVDepth.frag"
#stk_include "utils/getLightFactor.frag"
void main() {
vec3 texc = gl_FragCoord.xyz / vec3(screen, 1.);

@ -11,7 +11,7 @@ in vec3 nor;
in vec2 uv;
out vec3 EncodedNormal;
vec2 EncodeNormal(vec3 n);
#stk_include "utils/encode_normal.frag"
void main() {
#ifdef Use_Bindless_Texture

@ -11,7 +11,7 @@ in vec2 uv;
in vec4 color;
out vec4 FragColor;
vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue, float emitMapValue);
#stk_include "utils/getLightFactor.frag"
void main(void)
{

@ -21,8 +21,7 @@ flat out uvec2 handle;
#endif
mat4 getWorldMatrix(vec3 translation, vec3 rotation, vec3 scale);
mat4 getInverseWorldMatrix(vec3 translation, vec3 rotation, vec3 scale);
#stk_include "utils/getworldmatrix.vert"
void main(void)
{

@ -36,8 +36,7 @@ flat out uvec2 hdle;
#endif
#endif
mat4 getWorldMatrix(vec3 translation, vec3 rotation, vec3 scale);
mat4 getInverseWorldMatrix(vec3 translation, vec3 rotation, vec3 scale);
#stk_include "utils/getworldmatrix.vert"
void main(void)
{
@ -57,4 +56,4 @@ void main(void)
hdle = Handle;
#endif
#endif
}
}

@ -33,8 +33,7 @@ flat out uvec2 hdle;
#endif
#endif
mat4 getWorldMatrix(vec3 translation, vec3 rotation, vec3 scale);
mat4 getInverseWorldMatrix(vec3 translation, vec3 rotation, vec3 scale);
#stk_include "utils/getworldmatrix.vert"
void main(void)
{
@ -54,4 +53,4 @@ void main(void)
hdle = Handle;
#endif
#endif
}
}

@ -42,7 +42,7 @@ out vec4 FragColor;
// Number of samples used for blurring
#define NB_SAMPLES 8
vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
#stk_include "utils/getPosFromUVDepth.frag"
void main()
{

@ -9,10 +9,10 @@ flat in float radius;
out vec4 Diff;
out vec4 Spec;
vec3 DecodeNormal(vec2 n);
vec3 SpecularBRDF(vec3 normal, vec3 eyedir, vec3 lightdir, vec3 color, float roughness);
vec3 DiffuseBRDF(vec3 normal, vec3 eyedir, vec3 lightdir, vec3 color, float roughness);
vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
#stk_include "utils/decodeNormal.frag"
#stk_include "utils/SpecularBRDF.frag"
#stk_include "utils/DiffuseBRDF.frag"
#stk_include "utils/getPosFromUVDepth.frag"
void main()
{

@ -9,7 +9,7 @@ flat in float radius;
out vec4 Fog;
vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
#stk_include "utils/getPosFromUVDepth.frag"
void main()
{

@ -4,11 +4,11 @@ uniform sampler2D dtex;
out vec4 Diff;
out vec4 Spec;
vec3 DecodeNormal(vec2 n);
vec3 SpecularBRDF(vec3 normal, vec3 eyedir, vec3 lightdir, vec3 color, float roughness);
vec3 DiffuseBRDF(vec3 normal, vec3 eyedir, vec3 lightdir, vec3 color, float roughness);
vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
vec3 SunMRP(vec3 normal, vec3 eyedir);
#stk_include "utils/decodeNormal.frag"
#stk_include "utils/SpecularBRDF.frag"
#stk_include "utils/DiffuseBRDF.frag"
#stk_include "utils/getPosFromUVDepth.frag"
#stk_include "utils/SunMRP.frag"
void main() {
vec2 uv = gl_FragCoord.xy / screen;

@ -12,11 +12,11 @@ in vec2 uv;
out vec4 Diff;
out vec4 Spec;
vec3 DecodeNormal(vec2 n);
vec3 SpecularBRDF(vec3 normal, vec3 eyedir, vec3 lightdir, vec3 color, float roughness);
vec3 DiffuseBRDF(vec3 normal, vec3 eyedir, vec3 lightdir, vec3 color, float roughness);
vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
vec3 SunMRP(vec3 normal, vec3 eyedir);
#stk_include "utils/decodeNormal.frag"
#stk_include "utils/SpecularBRDF.frag"
#stk_include "utils/DiffuseBRDF.frag"
#stk_include "utils/getPosFromUVDepth.frag"
#stk_include "utils/SunMRP.frag"
float getShadowFactor(vec3 pos, int index)
{

@ -11,11 +11,11 @@ in vec2 uv;
out vec4 Diff;
out vec4 Spec;
vec3 DecodeNormal(vec2 n);
vec3 SpecularBRDF(vec3 normal, vec3 eyedir, vec3 lightdir, vec3 color, float roughness);
vec3 DiffuseBRDF(vec3 normal, vec3 eyedir, vec3 lightdir, vec3 color, float roughness);
vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
vec3 SunMRP(vec3 normal, vec3 eyedir);
#stk_include "utils/decodeNormal.frag"
#stk_include "utils/SpecularBRDF.frag"
#stk_include "utils/DiffuseBRDF.frag"
#stk_include "utils/getPosFromUVDepth.frag"
#stk_include "utils/SunMRP.frag"
float getShadowFactor(vec3 pos, int index)
{

@ -2,7 +2,7 @@
in vec4 color;
out vec4 FragColor;
vec3 getLightFactor(float specMapValue);
#stk_include "utils/getLightFactor.frag"
void main(void)
{

@ -6,6 +6,6 @@ vec3 SpecularBRDF(vec3 normal, vec3 eyedir, vec3 lightdir, vec3 color, float rou
vec3 H = normalize(eyedir + lightdir);
float NdotH = clamp(dot(normal, H), 0., 1.);
float normalisationFactor = (exponentroughness + 2.) / 8.;
vec3 FresnelSchlick = color + (1.0f - color) * pow(1.0f - clamp(dot(eyedir, H), 0., 1.), 5);
vec3 FresnelSchlick = color + (1.0f - color) * pow(1.0f - clamp(dot(eyedir, H), 0., 1.), 5.);
return max(pow(NdotH, exponentroughness) * FresnelSchlick * normalisationFactor, vec3(0.));
}
}

@ -81,7 +81,6 @@ public:
{
loadProgram(PARTICLES_RENDERING,
GL_VERTEX_SHADER, "flipparticle.vert",
GL_FRAGMENT_SHADER, "utils/getPosFromUVDepth.frag",
GL_FRAGMENT_SHADER, "particle.frag");
assignUniforms();
assignSamplerNames(0, "tex", ST_TRILINEAR_ANISOTROPIC_FILTERED,
@ -148,7 +147,7 @@ ParticleSystemProxy::ParticleSystemProxy(bool createDefaultEmitter,
m_color_from[0] = m_color_from[1] = m_color_from[2] = 1.0;
m_color_to[0] = m_color_to[1] = m_color_to[2] = 1.0;
// We set these later but avoid coverity report them
heighmapbuffer = 0;
heightmaptexture = 0;
@ -264,7 +263,7 @@ void ParticleSystemProxy::generateParticlesFromPointEmitter(scene::IParticlePoin
ParticleParams[i].PositionZ = 0;
// Initial lifetime is >1
InitialValues[i].Lifetime = 2.;
memcpy(&(InitialValues[i].PositionX), &(ParticleParams[i].PositionX), 3 * sizeof(float));
generateLifetimeSizeDirection(emitter, ParticleParams[i].Lifetime, ParticleParams[i].Size,
@ -474,12 +473,12 @@ void ParticleSystemProxy::CommonSimulationVAO(GLuint position_vbo, GLuint initia
}
void ParticleSystemProxy::simulate()
{
{
#ifndef ANDROID
int timediff = int(GUIEngine::getLatestDt() * 1000.f);
int active_count = getEmitter()->getMaxLifeTime() * getEmitter()->getMaxParticlesPerSecond() / 1000;
core::matrix4 matrix = getAbsoluteTransformation();
glEnable(GL_RASTERIZER_DISCARD);
if (has_height_map)
{
@ -494,7 +493,7 @@ void ParticleSystemProxy::simulate()
PointEmitterShader::getInstance()->setUniforms(m_previous_frame_matrix, matrix, timediff, active_count, size_increase_factor);
}
m_previous_frame_matrix = matrix;
glBindVertexArray(current_simulation_vao);
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, tfb_buffers[1]);

@ -147,7 +147,7 @@ public:
// ============================================================================
class ComputeGaussian6HBlurShader : public TextureShader<ComputeGaussian6HBlurShader, 1,
core::vector2df,
core::vector2df,
std::vector<float> >
{
public:
@ -282,7 +282,7 @@ public:
}; // Gaussian17TapVShader
// ============================================================================
class ComputeGaussian17TapVShader : public TextureShader<ComputeGaussian17TapVShader, 2,
class ComputeGaussian17TapVShader : public TextureShader<ComputeGaussian17TapVShader, 2,
core::vector2df>
{
public:
@ -298,7 +298,7 @@ public:
assignTextureUnit(m_dest_tu, "dest");
} // ComputeGaussian17TapVShader
// ------------------------------------------------------------------------
void render(const FrameBuffer &auxiliary, const FrameBuffer &fb,
void render(const FrameBuffer &auxiliary, const FrameBuffer &fb,
int width, int height)
{
use();
@ -320,8 +320,6 @@ public:
BloomShader()
{
loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
GL_FRAGMENT_SHADER, "utils/getCIEXYZ.frag",
GL_FRAGMENT_SHADER, "utils/getRGBfromCIEXxy.frag",
GL_FRAGMENT_SHADER, "bloom.frag");
assignUniforms();
assignSamplerNames(0, "tex", ST_NEAREST_FILTERED);
@ -440,10 +438,6 @@ public:
IBLShader()
{
loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
GL_FRAGMENT_SHADER, "utils/decodeNormal.frag",
GL_FRAGMENT_SHADER, "utils/getPosFromUVDepth.frag",
GL_FRAGMENT_SHADER, "utils/DiffuseIBL.frag",
GL_FRAGMENT_SHADER, "utils/SpecularIBL.frag",
GL_FRAGMENT_SHADER, "IBL.frag");
assignUniforms();
assignSamplerNames(0, "ntex", ST_NEAREST_FILTERED,
@ -459,10 +453,6 @@ public:
DegradedIBLShader()
{
loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
GL_FRAGMENT_SHADER, "utils/decodeNormal.frag",
GL_FRAGMENT_SHADER, "utils/getPosFromUVDepth.frag",
GL_FRAGMENT_SHADER, "utils/DiffuseIBL.frag",
GL_FRAGMENT_SHADER, "utils/SpecularIBL.frag",
GL_FRAGMENT_SHADER, "degraded_ibl.frag");
assignUniforms();
assignSamplerNames(0, "ntex", ST_NEAREST_FILTERED);
@ -483,13 +473,13 @@ public:
m_tu_shr = 0;
m_tu_shg = 1;
m_tu_shb = 2;
assignTextureUnit(m_tu_shr, "SHR", m_tu_shg, "SHG",
assignTextureUnit(m_tu_shr, "SHR", m_tu_shg, "SHG",
m_tu_shb, "SHB");
} // RHDebug
}; // RHDebug
// ============================================================================
class GlobalIlluminationReconstructionShader
class GlobalIlluminationReconstructionShader
: public TextureShader<GlobalIlluminationReconstructionShader, 5,
core::matrix4, core::matrix4, core::vector3df >
{
@ -497,8 +487,6 @@ public:
GlobalIlluminationReconstructionShader()
{
loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
GL_FRAGMENT_SHADER, "utils/decodeNormal.frag",
GL_FRAGMENT_SHADER, "utils/getPosFromUVDepth.frag",
GL_FRAGMENT_SHADER, "gi.frag");
assignUniforms("rh_matrix", "inv_rh_matrix", "extents");
@ -627,8 +615,6 @@ public:
SSAOShader()
{
loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
GL_FRAGMENT_SHADER, "utils/decodeNormal.frag",
GL_FRAGMENT_SHADER, "utils/getPosFromUVDepth.frag",
GL_FRAGMENT_SHADER, "ssao.frag");
assignUniforms("radius", "k", "sigma");
@ -656,7 +642,6 @@ public:
MotionBlurShader()
{
loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
GL_FRAGMENT_SHADER, "utils/getPosFromUVDepth.frag",
GL_FRAGMENT_SHADER, "motion_blur.frag");
assignUniforms("previous_viewproj", "center", "boost_amount",
"mask_radius");
@ -716,7 +701,7 @@ public:
}; // GodRayShader
// ============================================================================
class MLAAColorEdgeDetectionSHader
class MLAAColorEdgeDetectionSHader
: public TextureShader<MLAAColorEdgeDetectionSHader, 1, core::vector2df>
{
public:
@ -793,11 +778,6 @@ public:
SunLightShader()
{
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, "sunlight.frag");
assignSamplerNames(0, "ntex", ST_NEAREST_FILTERED,
@ -819,7 +799,7 @@ public:
}; // SunLightShader
// ============================================================================
class LightningShader : public TextureShader<LightningShader, 1,
class LightningShader : public TextureShader<LightningShader, 1,
core::vector3df>
{
public:
@ -885,7 +865,7 @@ void PostProcessing::reset()
m_center.resize(n);
m_direction.resize(n);
MotionBlurProvider * const cb =
MotionBlurProvider * const cb =
(MotionBlurProvider *) Shaders::getCallback(ES_MOTIONBLUR);
for(unsigned int i=0; i<n; i++)
@ -945,7 +925,7 @@ void PostProcessing::reset()
// ----------------------------------------------------------------------------
void PostProcessing::setMotionBlurCenterY(const u32 num, const float y)
{
MotionBlurProvider * const cb =
MotionBlurProvider * const cb =
(MotionBlurProvider *) Shaders::getCallback(ES_MOTIONBLUR);
const float tex_height =
@ -1108,10 +1088,10 @@ static std::vector<float> getGaussianWeight(float sigma, size_t count)
} // getGaussianWeight
// ----------------------------------------------------------------------------
void PostProcessing::renderGaussian3Blur(const FrameBuffer &in_fbo,
void PostProcessing::renderGaussian3Blur(const FrameBuffer &in_fbo,
const FrameBuffer &auxiliary)
{
assert(in_fbo.getWidth() == auxiliary.getWidth() &&
assert(in_fbo.getWidth() == auxiliary.getWidth() &&
in_fbo.getHeight() == auxiliary.getHeight());
float inv_width = 1.0f / in_fbo.getWidth();
float inv_height = 1.0f / in_fbo.getHeight();
@ -1143,13 +1123,13 @@ void PostProcessing::renderGaussian6BlurLayer(FrameBuffer &in_fbo,
// Used as temp
irr_driver->getFBO(FBO_SCALAR_1024).bind();
Gaussian6VBlurShader::getInstance()
->render(layer_tex, UserConfigParams::m_shadows_resolution,
->render(layer_tex, UserConfigParams::m_shadows_resolution,
UserConfigParams::m_shadows_resolution, sigma_v);
in_fbo.bindLayer(layer);
Gaussian6HBlurShader::getInstance()
->render(irr_driver->getFBO(FBO_SCALAR_1024),
UserConfigParams::m_shadows_resolution,
UserConfigParams::m_shadows_resolution,
UserConfigParams::m_shadows_resolution, sigma_h);
}
else
@ -1170,7 +1150,7 @@ void PostProcessing::renderGaussian6BlurLayer(FrameBuffer &in_fbo,
(int)UserConfigParams::m_shadows_resolution / 8 + 1, 1);
const std::vector<float> &weightsH = getGaussianWeight(sigma_h, 7);
glMemoryBarrier( GL_TEXTURE_FETCH_BARRIER_BIT
glMemoryBarrier( GL_TEXTURE_FETCH_BARRIER_BIT
| GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
ComputeShadowBlurHShader::getInstance()->use();
ComputeShadowBlurHShader::getInstance()
@ -1194,7 +1174,7 @@ void PostProcessing::renderGaussian6Blur(const FrameBuffer &in_fbo,
const FrameBuffer &auxiliary, float sigma_v,
float sigma_h)
{
assert(in_fbo.getWidth() == auxiliary.getWidth() &&
assert(in_fbo.getWidth() == auxiliary.getWidth() &&
in_fbo.getHeight() == auxiliary.getHeight());
float inv_width = 1.0f / in_fbo.getWidth();
float inv_height = 1.0f / in_fbo.getHeight();
@ -1224,11 +1204,11 @@ void PostProcessing::renderGaussian6Blur(const FrameBuffer &in_fbo,
GL_WRITE_ONLY, GL_RGBA16F);
ComputeGaussian6VBlurShader::getInstance()
->setUniforms(core::vector2df(inv_width, inv_height), weightsV);
glDispatchCompute((int)in_fbo.getWidth() / 8 + 1,
glDispatchCompute((int)in_fbo.getWidth() / 8 + 1,
(int)in_fbo.getHeight() / 8 + 1, 1);
const std::vector<float> &weightsH = getGaussianWeight(sigma_h, 7);
glMemoryBarrier( GL_TEXTURE_FETCH_BARRIER_BIT
glMemoryBarrier( GL_TEXTURE_FETCH_BARRIER_BIT
| GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
ComputeGaussian6HBlurShader::getInstance()->use();
ComputeGaussian6HBlurShader::getInstance()
@ -1299,7 +1279,7 @@ void PostProcessing::renderGaussian17TapBlur(const FrameBuffer &in_fbo,
else
{
ComputeGaussian17TapVShader::getInstance()->render(auxiliary,
in_fbo,
in_fbo,
in_fbo.getWidth(),
in_fbo.getHeight());
}
@ -1432,9 +1412,9 @@ void PostProcessing::renderLightning(core::vector3df intensity)
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
glBlendEquation(GL_FUNC_ADD);
LightningShader::getInstance()->render(intensity);
glDisable(GL_BLEND);
}
@ -1513,9 +1493,9 @@ FrameBuffer *PostProcessing::render(scene::ICameraSceneNode * const camnode,
trans.transformVect(ndc, pos);
const float texh =
const float texh =
m_vertices[0].v1.TCoords.Y - m_vertices[0].v0.TCoords.Y;
const float texw =
const float texw =
m_vertices[0].v3.TCoords.X - m_vertices[0].v0.TCoords.X;
const float sunx = ((ndc[0] / ndc[3]) * 0.5f + 0.5f) * texw;
@ -1564,7 +1544,7 @@ FrameBuffer *PostProcessing::render(scene::ICameraSceneNode * const camnode,
// Downsample
FrameBuffer::Blit(irr_driver->getFBO(FBO_BLOOM_512),
irr_driver->getFBO(FBO_BLOOM_256),
irr_driver->getFBO(FBO_BLOOM_256),
GL_COLOR_BUFFER_BIT, GL_LINEAR);
FrameBuffer::Blit(irr_driver->getFBO(FBO_BLOOM_256),
irr_driver->getFBO(FBO_BLOOM_128),
@ -1572,7 +1552,7 @@ FrameBuffer *PostProcessing::render(scene::ICameraSceneNode * const camnode,
// Copy for lens flare
FrameBuffer::Blit(irr_driver->getFBO(FBO_BLOOM_512),
irr_driver->getFBO(FBO_LENS_512),
irr_driver->getFBO(FBO_LENS_512),
GL_COLOR_BUFFER_BIT, GL_LINEAR);
FrameBuffer::Blit(irr_driver->getFBO(FBO_BLOOM_256),
irr_driver->getFBO(FBO_LENS_256),
@ -1580,7 +1560,7 @@ FrameBuffer *PostProcessing::render(scene::ICameraSceneNode * const camnode,
FrameBuffer::Blit(irr_driver->getFBO(FBO_BLOOM_128),
irr_driver->getFBO(FBO_LENS_128),
GL_COLOR_BUFFER_BIT, GL_LINEAR);
// Blur
renderGaussian6Blur(irr_driver->getFBO(FBO_BLOOM_512),
@ -1590,20 +1570,20 @@ FrameBuffer *PostProcessing::render(scene::ICameraSceneNode * const camnode,
renderGaussian6Blur(irr_driver->getFBO(FBO_BLOOM_128),
irr_driver->getFBO(FBO_TMP_128), 1., 1.);
renderHorizontalBlur(irr_driver->getFBO(FBO_LENS_512),
renderHorizontalBlur(irr_driver->getFBO(FBO_LENS_512),
irr_driver->getFBO(FBO_TMP_512));
renderHorizontalBlur(irr_driver->getFBO(FBO_LENS_256),
irr_driver->getFBO(FBO_TMP_256));
renderHorizontalBlur(irr_driver->getFBO(FBO_LENS_128),
renderHorizontalBlur(irr_driver->getFBO(FBO_LENS_128),
irr_driver->getFBO(FBO_TMP_128));
// Additively blend on top of tmp1
in_fbo->bind();
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
glBlendEquation(GL_FUNC_ADD);
BloomBlendShader::getInstance()->render();
LensBlendShader::getInstance()->render();
@ -1627,7 +1607,7 @@ FrameBuffer *PostProcessing::render(scene::ICameraSceneNode * const camnode,
{
PROFILER_PUSH_CPU_MARKER("- Motion blur", 0xFF, 0x00, 0x00);
ScopedGPUTimer Timer(irr_driver->getGPUTimer(Q_MOTIONBLUR));
MotionBlurProvider * const cb =
MotionBlurProvider * const cb =
(MotionBlurProvider *)Shaders::getCallback(ES_MOTIONBLUR);
if (isRace && UserConfigParams::m_motionblur && World::getWorld() &&
@ -1638,7 +1618,7 @@ FrameBuffer *PostProcessing::render(scene::ICameraSceneNode * const camnode,
}
PROFILER_POP_CPU_MARKER();
}
// Handle lightning rendering
{
PROFILER_PUSH_CPU_MARKER("- Lightning", 0xFF, 0x00, 0x00);
@ -1646,7 +1626,7 @@ FrameBuffer *PostProcessing::render(scene::ICameraSceneNode * const camnode,
if (World::getWorld() != NULL)
{
Weather* m_weather = World::getWorld()->getWeather();
if (m_weather != NULL && m_weather->shouldLightning())
{
renderLightning(m_weather->getIntensity());

@ -51,8 +51,7 @@ class InstancedColorizeShader : public Shader<InstancedColorizeShader>
public:
InstancedColorizeShader()
{
loadProgram(OBJECT, GL_VERTEX_SHADER, "utils/getworldmatrix.vert",
GL_VERTEX_SHADER, "glow_object.vert",
loadProgram(OBJECT, GL_VERTEX_SHADER, "glow_object.vert",
GL_FRAGMENT_SHADER, "glow_object.frag");
assignUniforms();
} // InstancedColorizeShader
@ -306,7 +305,7 @@ void IrrDriver::renderGLSL(float dt)
float tmp[2];
tmp[0] = float(m_actual_screen_size.Width);
tmp[1] = float(m_actual_screen_size.Height);
glBindBuffer(GL_UNIFORM_BUFFER,
glBindBuffer(GL_UNIFORM_BUFFER,
SharedGPUObjects::getViewProjectionMatricesUBO());
glBufferSubData(GL_UNIFORM_BUFFER, (16 * 9) * sizeof(float),
2 * sizeof(float), tmp);
@ -501,7 +500,7 @@ void IrrDriver::renderScene(scene::ICameraSceneNode * const camnode, unsigned po
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()[1],
m_rtts->getRH().getRTT()[2],
getShadowMatrices()->getRHMatrix(),
getShadowMatrices()->getRHExtend());

@ -83,9 +83,7 @@ class InstancedObjectPass1Shader : public TextureShader<InstancedObjectPass1Shad
public:
InstancedObjectPass1Shader()
{
loadProgram(OBJECT, GL_VERTEX_SHADER, "utils/getworldmatrix.vert",
GL_VERTEX_SHADER, "instanced_object_pass.vert",
GL_FRAGMENT_SHADER, "utils/encode_normal.frag",
loadProgram(OBJECT, GL_VERTEX_SHADER, "instanced_object_pass.vert",
GL_FRAGMENT_SHADER, "instanced_object_pass1.frag");
assignUniforms();
@ -99,9 +97,7 @@ class InstancedObjectRefPass1Shader : public TextureShader<InstancedObjectRefPas
public:
InstancedObjectRefPass1Shader()
{
loadProgram(OBJECT, GL_VERTEX_SHADER, "utils/getworldmatrix.vert",
GL_VERTEX_SHADER, "instanced_object_pass.vert",
GL_FRAGMENT_SHADER, "utils/encode_normal.frag",
loadProgram(OBJECT, GL_VERTEX_SHADER, "instanced_object_pass.vert",
GL_FRAGMENT_SHADER, "instanced_objectref_pass1.frag");
assignUniforms();
@ -135,9 +131,7 @@ class InstancedObjectPass2Shader : public TextureShader<InstancedObjectPass2Shad
public:
InstancedObjectPass2Shader()
{
loadProgram(OBJECT, GL_VERTEX_SHADER, "utils/getworldmatrix.vert",
GL_VERTEX_SHADER, "instanced_object_pass.vert",
GL_FRAGMENT_SHADER, "utils/getLightFactor.frag",
loadProgram(OBJECT, GL_VERTEX_SHADER, "instanced_object_pass.vert",
GL_FRAGMENT_SHADER, "instanced_object_pass2.frag");
assignUniforms();
assignSamplerNames(0, "DiffuseMap", ST_NEAREST_FILTERED,
@ -154,9 +148,7 @@ class InstancedObjectRefPass2Shader : public TextureShader<InstancedObjectRefPas
public:
InstancedObjectRefPass2Shader()
{
loadProgram(OBJECT, GL_VERTEX_SHADER, "utils/getworldmatrix.vert",
GL_VERTEX_SHADER, "instanced_object_pass.vert",
GL_FRAGMENT_SHADER, "utils/getLightFactor.frag",
loadProgram(OBJECT, GL_VERTEX_SHADER, "instanced_object_pass.vert",
GL_FRAGMENT_SHADER, "instanced_objectref_pass2.frag");
assignUniforms();
assignSamplerNames(0, "DiffuseMap", ST_NEAREST_FILTERED,
@ -206,14 +198,12 @@ public:
return;
if (CVS->isAMDVertexShaderLayerUsable())
{
loadProgram(OBJECT, GL_VERTEX_SHADER, "utils/getworldmatrix.vert",
GL_VERTEX_SHADER, "instanciedshadow.vert",
loadProgram(OBJECT, GL_VERTEX_SHADER, "instanciedshadow.vert",
GL_FRAGMENT_SHADER, "shadow.frag");
}
else
{
loadProgram(OBJECT, GL_VERTEX_SHADER, "utils/getworldmatrix.vert",
GL_VERTEX_SHADER, "instanciedshadow.vert",
loadProgram(OBJECT, GL_VERTEX_SHADER, "instanciedshadow.vert",
GL_GEOMETRY_SHADER, "instanced_shadow.geom",
GL_FRAGMENT_SHADER, "shadow.frag");
}
@ -224,7 +214,7 @@ public:
}; // InstancedShadowShader
// ============================================================================
class CRSMShader : public TextureShader<CRSMShader, 1, core::matrix4, core::matrix4,
class CRSMShader : public TextureShader<CRSMShader, 1, core::matrix4, core::matrix4,
core::matrix4>
{
public:
@ -265,8 +255,7 @@ class CInstancedRSMShader : public TextureShader<CInstancedRSMShader, 1, core::m
public:
CInstancedRSMShader()
{
loadProgram(OBJECT, GL_VERTEX_SHADER, "utils/getworldmatrix.vert",
GL_VERTEX_SHADER, "instanced_rsm.vert",
loadProgram(OBJECT, GL_VERTEX_SHADER, "instanced_rsm.vert",
GL_FRAGMENT_SHADER, "instanced_rsm.frag");
assignUniforms("RSMMatrix");
@ -297,10 +286,8 @@ class InstancedSphereMapShader : public TextureShader<InstancedSphereMapShader,
public:
InstancedSphereMapShader()
{
loadProgram(OBJECT, GL_VERTEX_SHADER, "utils/getworldmatrix.vert",
loadProgram(OBJECT,
GL_VERTEX_SHADER, "instanced_object_pass.vert",
GL_FRAGMENT_SHADER, "utils/getLightFactor.frag",
GL_FRAGMENT_SHADER, "utils/getPosFromUVDepth.frag",
GL_FRAGMENT_SHADER, "instanced_objectpass_spheremap.frag");
assignUniforms();
assignSamplerNames(0, "DiffuseMap", ST_NEAREST_FILTERED,
@ -348,7 +335,7 @@ public:
// ============================================================================
class NormalMapShader : public TextureShader<NormalMapShader, 2, core::matrix4,
class NormalMapShader : public TextureShader<NormalMapShader, 2, core::matrix4,
core::matrix4>
{
public:
@ -369,9 +356,7 @@ class InstancedNormalMapShader : public TextureShader<InstancedNormalMapShader,
public:
InstancedNormalMapShader()
{
loadProgram(OBJECT, GL_VERTEX_SHADER, "utils/getworldmatrix.vert",
GL_VERTEX_SHADER, "instanced_object_pass.vert",
GL_FRAGMENT_SHADER, "utils/encode_normal.frag",
loadProgram(OBJECT, GL_VERTEX_SHADER, "instanced_object_pass.vert",
GL_FRAGMENT_SHADER, "instanced_normalmap.frag");
assignUniforms();
assignSamplerNames(0, "normalMap", ST_TRILINEAR_ANISOTROPIC_FILTERED,
@ -380,7 +365,7 @@ public:
}; // InstancedNormalMapShader
// ============================================================================
class ObjectUnlitShader : public TextureShader<ObjectUnlitShader, 4, core::matrix4,
class ObjectUnlitShader : public TextureShader<ObjectUnlitShader, 4, core::matrix4,
core::matrix4>
{
public:
@ -402,8 +387,7 @@ class InstancedObjectUnlitShader : public TextureShader<InstancedObjectUnlitShad
public:
InstancedObjectUnlitShader()
{
loadProgram(OBJECT, GL_VERTEX_SHADER, "utils/getworldmatrix.vert",
GL_VERTEX_SHADER, "instanced_object_pass.vert",
loadProgram(OBJECT, GL_VERTEX_SHADER, "instanced_object_pass.vert",
GL_FRAGMENT_SHADER, "instanced_object_unlit.frag");
assignUniforms();
assignSamplerNames(0, "DiffuseMap", ST_NEAREST_FILTERED,
@ -414,7 +398,7 @@ public:
}; // InstancedObjectUnlitShader
// ============================================================================
class RefShadowShader : public TextureShader<RefShadowShader, 1,
class RefShadowShader : public TextureShader<RefShadowShader, 1,
int, core::matrix4>
{
public:
@ -454,14 +438,12 @@ public:
return;
if (CVS->isAMDVertexShaderLayerUsable())
{
loadProgram(OBJECT,GL_VERTEX_SHADER, "utils/getworldmatrix.vert",
GL_VERTEX_SHADER, "instanciedshadow.vert",
loadProgram(OBJECT,GL_VERTEX_SHADER, "instanciedshadow.vert",
GL_FRAGMENT_SHADER, "instanced_shadowref.frag");
}
else
{
loadProgram(OBJECT,GL_VERTEX_SHADER, "utils/getworldmatrix.vert",
GL_VERTEX_SHADER, "instanciedshadow.vert",
loadProgram(OBJECT,GL_VERTEX_SHADER, "instanciedshadow.vert",
GL_GEOMETRY_SHADER, "instanced_shadow.geom",
GL_FRAGMENT_SHADER, "instanced_shadowref.frag");
}
@ -494,7 +476,7 @@ public:
GL_FRAGMENT_SHADER, "displace.frag");
assignUniforms("ModelMatrix", "dir", "dir2");
assignSamplerNames(0, "displacement_tex", ST_BILINEAR_FILTERED,
assignSamplerNames(0, "displacement_tex", ST_BILINEAR_FILTERED,
1, "color_tex", ST_BILINEAR_FILTERED,
2, "mask_tex", ST_BILINEAR_FILTERED,
3, "tex", ST_TRILINEAR_ANISOTROPIC_FILTERED);
@ -508,8 +490,7 @@ public:
NormalVisualizer()
{
#if !defined(ANDROID) && !defined(USE_GLES2) //?????
loadProgram(OBJECT, GL_VERTEX_SHADER, "utils/getworldmatrix.vert",
GL_VERTEX_SHADER, "instanced_object_pass.vert",
loadProgram(OBJECT, GL_VERTEX_SHADER, "instanced_object_pass.vert",
GL_GEOMETRY_SHADER, "normal_visualizer.geom",
GL_FRAGMENT_SHADER, "coloredquad.frag");
assignUniforms("color");
@ -572,7 +553,7 @@ struct AlphaRef
// ----------------------------------------------------------------------------
const STK::Tuple<size_t, size_t> AlphaRef::FirstPassTextures
= STK::Tuple<size_t, size_t>(0, 1);
const STK::Tuple<size_t, size_t> AlphaRef::SecondPassTextures
const STK::Tuple<size_t, size_t> AlphaRef::SecondPassTextures
= STK::Tuple<size_t, size_t>(0, 1);
const STK::Tuple<size_t> AlphaRef::ShadowTextures = STK::Tuple<size_t>(0);
const STK::Tuple<size_t> AlphaRef::RSMTextures = STK::Tuple<size_t>(0);
@ -591,7 +572,7 @@ struct SphereMap
typedef CRSMShader RSMShader;
typedef ListMatSphereMap List;
static const enum video::E_VERTEX_TYPE VertexType = video::EVT_STANDARD;
static const enum Material::ShaderType MaterialType
static const enum Material::ShaderType MaterialType
= Material::SHADERTYPE_SPHERE_MAP;
static const enum InstanceType Instance = InstanceTypeDualTex;
static const STK::Tuple<size_t> FirstPassTextures;
@ -659,9 +640,7 @@ class InstancedGrassPass1Shader : public TextureShader<InstancedGrassPass1Shader
public:
InstancedGrassPass1Shader()
{
loadProgram(OBJECT, GL_VERTEX_SHADER, "utils/getworldmatrix.vert",
GL_VERTEX_SHADER, "instanced_grass.vert",
GL_FRAGMENT_SHADER, "utils/encode_normal.frag",
loadProgram(OBJECT, GL_VERTEX_SHADER, "instanced_grass.vert",
GL_FRAGMENT_SHADER, "instanced_objectref_pass1.frag");
assignUniforms("windDir");
assignSamplerNames(0, "tex", ST_TRILINEAR_ANISOTROPIC_FILTERED,
@ -698,7 +677,7 @@ public:
}; // GrassShadowShader
// ============================================================================
class InstancedGrassShadowShader : public TextureShader<InstancedGrassShadowShader, 1,
class InstancedGrassShadowShader : public TextureShader<InstancedGrassShadowShader, 1,
int, core::vector3df>
{
public:
@ -710,14 +689,12 @@ public:
return;
if (CVS->isAMDVertexShaderLayerUsable())
{
loadProgram(OBJECT, GL_VERTEX_SHADER, "utils/getworldmatrix.vert",
GL_VERTEX_SHADER, "instanciedgrassshadow.vert",
loadProgram(OBJECT, GL_VERTEX_SHADER, "instanciedgrassshadow.vert",
GL_FRAGMENT_SHADER, "instanced_shadowref.frag");
}
else
{
loadProgram(OBJECT, GL_VERTEX_SHADER, "utils/getworldmatrix.vert",
GL_VERTEX_SHADER, "instanciedgrassshadow.vert",
loadProgram(OBJECT, GL_VERTEX_SHADER, "instanciedgrassshadow.vert",
GL_GEOMETRY_SHADER, "instanced_shadow.geom",
GL_FRAGMENT_SHADER, "instanced_shadowref.frag");
}
@ -754,9 +731,7 @@ class InstancedGrassPass2Shader : public TextureShader<InstancedGrassPass2Shader
public:
InstancedGrassPass2Shader()
{
loadProgram(OBJECT, GL_VERTEX_SHADER, "utils/getworldmatrix.vert",
GL_VERTEX_SHADER, "instanced_grass.vert",
GL_FRAGMENT_SHADER, "utils/getLightFactor.frag",
loadProgram(OBJECT, GL_VERTEX_SHADER, "instanced_grass.vert",
GL_FRAGMENT_SHADER, "instanced_grass_pass2.frag");
assignUniforms("windDir", "SunDir");
assignSamplerNames(0, "DiffuseMap", ST_NEAREST_FILTERED,
@ -793,9 +768,8 @@ class InstancedDetailedObjectPass2Shader : public TextureShader<InstancedDetaile
public:
InstancedDetailedObjectPass2Shader()
{
loadProgram(OBJECT, GL_VERTEX_SHADER, "utils/getworldmatrix.vert",
loadProgram(OBJECT,
GL_VERTEX_SHADER, "instanced_object_pass.vert",
GL_FRAGMENT_SHADER, "utils/getLightFactor.frag",
GL_FRAGMENT_SHADER, "instanced_detailed_object_pass2.frag");
assignUniforms();
assignSamplerNames(0, "DiffuseMap", ST_NEAREST_FILTERED,
@ -825,7 +799,7 @@ struct GrassMat
typedef CRSMShader RSMShader;
typedef ListMatGrass List;
static const enum video::E_VERTEX_TYPE VertexType = video::EVT_STANDARD;
static const enum Material::ShaderType MaterialType
static const enum Material::ShaderType MaterialType
= Material::SHADERTYPE_VEGETATION;
static const enum InstanceType Instance = InstanceTypeDualTex;
static const STK::Tuple<size_t, size_t> FirstPassTextures;
@ -835,9 +809,9 @@ struct GrassMat
}; // GrassMat
// ----------------------------------------------------------------------------
const STK::Tuple<size_t, size_t> GrassMat::FirstPassTextures
const STK::Tuple<size_t, size_t> GrassMat::FirstPassTextures
= STK::Tuple<size_t, size_t>(0, 1);
const STK::Tuple<size_t, size_t> GrassMat::SecondPassTextures
const STK::Tuple<size_t, size_t> GrassMat::SecondPassTextures
= STK::Tuple<size_t, size_t>(0, 1);
const STK::Tuple<size_t> GrassMat::ShadowTextures = STK::Tuple<size_t>(0);
const STK::Tuple<size_t> GrassMat::RSMTextures = STK::Tuple<size_t>(0);
@ -868,7 +842,7 @@ struct NormalMat
// ----------------------------------------------------------------------------
const STK::Tuple<size_t, size_t> NormalMat::FirstPassTextures
= STK::Tuple<size_t, size_t>(2, 1);
const STK::Tuple<size_t, size_t> NormalMat::SecondPassTextures
const STK::Tuple<size_t, size_t> NormalMat::SecondPassTextures
= STK::Tuple<size_t, size_t>(0, 1);
const STK::Tuple<> NormalMat::ShadowTextures;
const STK::Tuple<size_t> NormalMat::RSMTextures = STK::Tuple<size_t>(0);
@ -921,8 +895,8 @@ struct SplattingMat
// ----------------------------------------------------------------------------
const STK::Tuple<size_t> SplattingMat::FirstPassTextures = STK::Tuple<size_t>(6);
const STK::Tuple<size_t, size_t, size_t, size_t, size_t>
SplattingMat::SecondPassTextures
const STK::Tuple<size_t, size_t, size_t, size_t, size_t>
SplattingMat::SecondPassTextures
= STK::Tuple<size_t, size_t, size_t, size_t, size_t>(1, 2, 3, 4, 5);
const STK::Tuple<> SplattingMat::ShadowTextures;
const STK::Tuple<size_t, size_t, size_t, size_t, size_t> SplattingMat::RSMTextures
@ -1037,7 +1011,7 @@ struct TexExpander_impl
{
size_t idx = STK::tuple_get<sizeof...(TupleArgs) - N>(TexSwizzle);
TexExpander_impl<T, N - 1>::template
ExpandTex(mesh, TexSwizzle,
ExpandTex(mesh, TexSwizzle,
args..., getTextureGLuint(mesh.textures[idx]));
} // ExpandTex
}; // TexExpander_impl
@ -1072,11 +1046,11 @@ template<typename T, int N>
struct HandleExpander_impl
{
template<typename...TupleArgs, typename... Args>
static void Expand(uint64_t *TextureHandles,
static void Expand(uint64_t *TextureHandles,
const STK::Tuple<TupleArgs...> &TexSwizzle, Args... args)
{
size_t idx = STK::tuple_get<sizeof...(TupleArgs)-N>(TexSwizzle);
HandleExpander_impl<T, N - 1>::template
HandleExpander_impl<T, N - 1>::template
Expand(TextureHandles, TexSwizzle, args..., TextureHandles[idx]);
} // Expand
}; // HandleExpander_impl
@ -1149,7 +1123,7 @@ void renderInstancedMeshes1stPass(Args...args)
#ifdef DEBUG
if (mesh->VAOType != T::VertexType)
{
Log::error("RenderGeometry", "Wrong instanced vertex format (hint : %s)",
Log::error("RenderGeometry", "Wrong instanced vertex format (hint : %s)",
mesh->textures[0]->getName().getPath().c_str());
continue;
}
@ -1248,22 +1222,22 @@ void renderMeshes2ndPass( const std::vector<uint64_t> &Prefilled_Handle,
{
#ifdef DEBUG
Log::error("Materials", "Wrong vertex Type associed to pass 2 "
"(hint texture : %s)",
"(hint texture : %s)",
mesh.textures[0]->getName().getPath().c_str());
#endif
continue;
}
if (CVS->isAZDOEnabled())
HandleExpander<typename T::SecondPassShader>::template
Expand(mesh.TextureHandles, T::SecondPassTextures,
HandleExpander<typename T::SecondPassShader>::template
Expand(mesh.TextureHandles, T::SecondPassTextures,
Prefilled_Handle[0], Prefilled_Handle[1],
Prefilled_Handle[2]);
else
TexExpander<typename T::SecondPassShader>::template
ExpandTex(mesh, T::SecondPassTextures, Prefilled_Tex[0],
TexExpander<typename T::SecondPassShader>::template
ExpandTex(mesh, T::SecondPassTextures, Prefilled_Tex[0],
Prefilled_Tex[1], Prefilled_Tex[2]);
custom_unroll_args<List...>::template
custom_unroll_args<List...>::template
exec(T::SecondPassShader::getInstance(), meshes.at(i));
}
} // renderMeshes2ndPass
@ -1283,7 +1257,7 @@ void renderInstancedMeshes2ndPass(const std::vector<GLuint> &Prefilled_tex, Args
ExpandTex(*mesh, T::SecondPassTextures, Prefilled_tex[0],
Prefilled_tex[1], Prefilled_tex[2]);
T::InstancedSecondPassShader::getInstance()->setUniforms(args...);
glDrawElementsIndirect(GL_TRIANGLES, GL_UNSIGNED_SHORT,
glDrawElementsIndirect(GL_TRIANGLES, GL_UNSIGNED_SHORT,
(const void*)((SolidPassCmd::getInstance()->Offset[T::MaterialType] + i)
* sizeof(DrawElementsIndirectCommand)));
}
@ -1305,7 +1279,7 @@ void multidraw2ndPass(const std::vector<uint64_t> &Handles, Args... args)
Handles[2]);
T::InstancedSecondPassShader::getInstance()->setUniforms(args...);
glMultiDrawElementsIndirect(GL_TRIANGLES, GL_UNSIGNED_SHORT,
(const void*)(SolidPassCmd::getInstance()->Offset[T::MaterialType]
(const void*)(SolidPassCmd::getInstance()->Offset[T::MaterialType]
* sizeof(DrawElementsIndirectCommand)),
(int)SolidPassCmd::getInstance()->Size[T::MaterialType],
(int)sizeof(DrawElementsIndirectCommand));
@ -1359,8 +1333,8 @@ void IrrDriver::renderSolidSecondPass()
for (unsigned i = 0; i < ImmediateDrawList::getInstance()->size(); i++)
ImmediateDrawList::getInstance()->at(i)->render();
std::vector<GLuint> DiffSpecSSAOTex =
createVector<GLuint>(m_rtts->getRenderTarget(RTT_DIFFUSE),
std::vector<GLuint> DiffSpecSSAOTex =
createVector<GLuint>(m_rtts->getRenderTarget(RTT_DIFFUSE),
m_rtts->getRenderTarget(RTT_SPECULAR),
m_rtts->getRenderTarget(RTT_HALF1_R));
@ -1404,7 +1378,7 @@ void IrrDriver::renderSolidSecondPass()
}
}
}
else
else
#endif
if (CVS->supportsIndirectInstancingRendering())
{
@ -1453,8 +1427,8 @@ static void renderInstancedMeshNormals()
for (unsigned i = 0; i < meshes.size(); i++)
{
NormalVisualizer::getInstance()->setUniforms(video::SColor(255, 0, 255, 0));
glDrawElementsIndirect(GL_TRIANGLES, GL_UNSIGNED_SHORT,
(const void*)((SolidPassCmd::getInstance()->Offset[T::MaterialType] + i)
glDrawElementsIndirect(GL_TRIANGLES, GL_UNSIGNED_SHORT,
(const void*)((SolidPassCmd::getInstance()->Offset[T::MaterialType] + i)
* sizeof(DrawElementsIndirectCommand)));
}
} // renderInstancedMeshNormals
@ -1500,9 +1474,9 @@ void IrrDriver::renderNormalsVisualisation()
} // renderNormalsVisualisation
// ----------------------------------------------------------------------------
template<typename Shader, enum video::E_VERTEX_TYPE VertexType, int...List,
template<typename Shader, enum video::E_VERTEX_TYPE VertexType, int...List,
typename... TupleType>
void renderTransparenPass(const std::vector<RenderGeometry::TexUnit> &TexUnits,
void renderTransparenPass(const std::vector<RenderGeometry::TexUnit> &TexUnits,
std::vector<STK::Tuple<TupleType...> > *meshes)
{
Shader::getInstance()->use();
@ -1560,9 +1534,9 @@ void IrrDriver::renderTransparent()
TexUnits(RenderGeometry::TexUnit(0, true)),
ListBlendTransparentFog::getInstance());
glBlendFunc(GL_ONE, GL_ONE);
renderTransparenPass<Shaders::TransparentFogShader,
renderTransparenPass<Shaders::TransparentFogShader,
video::EVT_STANDARD, 8, 7, 6, 5, 4, 3, 2, 1>(
TexUnits(RenderGeometry::TexUnit(0, true)),
TexUnits(RenderGeometry::TexUnit(0, true)),
ListAdditiveTransparentFog::getInstance());
}
else
@ -1638,7 +1612,7 @@ void IrrDriver::renderTransparent()
displaceTex = irr_driver->getTexture(FileManager::TEXTURE, "displace.png");
for (unsigned i = 0; i < ListDisplacement::getInstance()->size(); i++)
{
const GLMesh &mesh =
const GLMesh &mesh =
*(STK::tuple_get<0>(ListDisplacement::getInstance()->at(i)));
if (!CVS->isARBBaseInstanceUsable())
glBindVertexArray(mesh.vao);
@ -1668,7 +1642,7 @@ void IrrDriver::renderTransparent()
irr_driver->getFBO(FBO_COLORS).bind();
glStencilFunc(GL_EQUAL, 1, 0xFF);
m_post_processing->renderPassThrough(m_rtts->getRenderTarget(RTT_DISPLACE),
irr_driver->getFBO(FBO_COLORS).getWidth(),
irr_driver->getFBO(FBO_COLORS).getWidth(),
irr_driver->getFBO(FBO_COLORS).getHeight());
glDisable(GL_STENCIL_TEST);
@ -1749,12 +1723,12 @@ void renderInstancedShadow(unsigned cascade, Args ...args)
{
GLMesh *mesh = t[i];
TexExpander<typename T::InstancedShadowPassShader>::template
TexExpander<typename T::InstancedShadowPassShader>::template
ExpandTex(*mesh, T::ShadowTextures);
T::InstancedShadowPassShader::getInstance()->setUniforms(cascade, args...);
size_t tmp = ShadowPassCmd::getInstance()->Offset[cascade][T::MaterialType] + i;
glDrawElementsIndirect(GL_TRIANGLES, GL_UNSIGNED_SHORT,
(const void*)((tmp)
(const void*)((tmp)
* sizeof(DrawElementsIndirectCommand)));
} // for i
@ -1771,10 +1745,10 @@ static void multidrawShadow(unsigned i, Args ...args)
if (ShadowPassCmd::getInstance()->Size[i][T::MaterialType])
{
T::InstancedShadowPassShader::getInstance()->setUniforms(i, args...);
glMultiDrawElementsIndirect(GL_TRIANGLES, GL_UNSIGNED_SHORT,
(const void*)(ShadowPassCmd::getInstance()->Offset[i][T::MaterialType]
glMultiDrawElementsIndirect(GL_TRIANGLES, GL_UNSIGNED_SHORT,
(const void*)(ShadowPassCmd::getInstance()->Offset[i][T::MaterialType]
* sizeof(DrawElementsIndirectCommand)),
(int)ShadowPassCmd::getInstance()->Size[i][T::MaterialType],
(int)ShadowPassCmd::getInstance()->Size[i][T::MaterialType],
sizeof(DrawElementsIndirectCommand));
}
#endif
@ -1846,7 +1820,7 @@ void IrrDriver::renderShadows()
if (CVS->isARBTextureViewUsable())
{
const std::pair<float, float>* shadow_scales
const std::pair<float, float>* shadow_scales
= getShadowMatrices()->getShadowScales();
for (unsigned i = 0; i < 2; i++)
@ -1872,7 +1846,7 @@ template<>
struct rsm_custom_unroll_args<>
{
template<typename T, typename ...TupleTypes, typename ...Args>
static void exec(const core::matrix4 &rsm_matrix,
static void exec(const core::matrix4 &rsm_matrix,
const STK::Tuple<TupleTypes...> &t, Args... args)
{
draw<T>(T::getInstance(), STK::tuple_get<0>(t), rsm_matrix, args...);
@ -1887,7 +1861,7 @@ struct rsm_custom_unroll_args<N, List...>
static void exec(const core::matrix4 &rsm_matrix,
const STK::Tuple<TupleTypes...> &t, Args... args)
{
rsm_custom_unroll_args<List...>::template
rsm_custom_unroll_args<List...>::template
exec<T>(rsm_matrix, t, STK::tuple_get<N>(t), args...);
}
}; // rsm_custom_unroll_args
@ -1946,7 +1920,7 @@ void multidrawRSM(Args...args)
{
T::InstancedRSMShader::getInstance()->setUniforms(args...);
glMultiDrawElementsIndirect(GL_TRIANGLES, GL_UNSIGNED_SHORT,
(const void*)(RSMPassCmd::getInstance()->Offset[T::MaterialType]
(const void*)(RSMPassCmd::getInstance()->Offset[T::MaterialType]
* sizeof(DrawElementsIndirectCommand)),
(int)RSMPassCmd::getInstance()->Size[T::MaterialType],
sizeof(DrawElementsIndirectCommand));

@ -66,21 +66,17 @@ public:
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,
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,
glBufferData(GL_ARRAY_BUFFER,
LightBaseClass::MAXLIGHT * sizeof(LightBaseClass::PointLightInfo),
0, GL_DYNAMIC_DRAW);
@ -90,7 +86,7 @@ public:
GLuint attrib_Radius = glGetAttribLocation(m_program, "Radius");
glEnableVertexAttribArray(attrib_Position);
glVertexAttribPointer(attrib_Position, 3, GL_FLOAT, GL_FALSE,
glVertexAttribPointer(attrib_Position, 3, GL_FLOAT, GL_FALSE,
sizeof(LightBaseClass::PointLightInfo), 0);
glEnableVertexAttribArray(attrib_Energy);
glVertexAttribPointer(attrib_Energy, 1, GL_FLOAT, GL_FALSE,
@ -101,7 +97,7 @@ public:
sizeof(LightBaseClass::PointLightInfo),
(GLvoid*)(4 * sizeof(float)));
glEnableVertexAttribArray(attrib_Radius);
glVertexAttribPointer(attrib_Radius, 1, GL_FLOAT, GL_FALSE,
glVertexAttribPointer(attrib_Radius, 1, GL_FLOAT, GL_FALSE,
sizeof(LightBaseClass::PointLightInfo),
(GLvoid*)(7 * sizeof(float)));
@ -125,7 +121,6 @@ public:
PointLightScatterShader()
{
loadProgram(OBJECT, GL_VERTEX_SHADER, "pointlight.vert",
GL_FRAGMENT_SHADER, "utils/getPosFromUVDepth.frag",
GL_FRAGMENT_SHADER, "pointlightscatter.frag");
assignUniforms("density", "fogcol");
@ -175,11 +170,6 @@ 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
@ -197,7 +187,7 @@ public:
drawFullScreenEffect(ShadowMatrices::m_shadow_split[1],
ShadowMatrices::m_shadow_split[2],
ShadowMatrices::m_shadow_split[3],
ShadowMatrices::m_shadow_split[4],
ShadowMatrices::m_shadow_split[4],
float(UserConfigParams::m_shadows_resolution) );
} // render
@ -209,21 +199,16 @@ class ShadowedSunLightShaderESM : public TextureShader<ShadowedSunLightShaderESM
float>
{
public:
ShadowedSunLightShaderESM()
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
// ------------------------------------------------------------------------
@ -241,7 +226,7 @@ public:
// ============================================================================
class RadianceHintsConstructionShader
: public TextureShader<RadianceHintsConstructionShader, 3, core::matrix4,
: public TextureShader<RadianceHintsConstructionShader, 3, core::matrix4,
core::matrix4, core::vector3df, video::SColorf>
{
public:
@ -299,7 +284,6 @@ 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);
@ -325,7 +309,7 @@ static void renderPointLights(unsigned count)
PointLightShader::getInstance()->use();
glBindVertexArray(PointLightShader::getInstance()->vao);
glBindBuffer(GL_ARRAY_BUFFER, PointLightShader::getInstance()->vbo);
glBufferSubData(GL_ARRAY_BUFFER, 0,
glBufferSubData(GL_ARRAY_BUFFER, 0,
count * sizeof(LightBaseClass::PointLightInfo),
m_point_lights_info);
@ -355,7 +339,7 @@ unsigned IrrDriver::updateLightsInfo(scene::ICameraSceneNode * const camnode,
m_lights[i]->render();
continue;
}
const core::vector3df &lightpos =
const core::vector3df &lightpos =
(m_lights[i]->getAbsolutePosition() - campos);
unsigned idx = (unsigned)(lightpos.getLength() / 10);
if (idx > 14)
@ -395,7 +379,7 @@ unsigned IrrDriver::updateLightsInfo(scene::ICameraSceneNode * const camnode,
m_point_lights_info[lightnum].posY = pos.Y;
m_point_lights_info[lightnum].posZ = pos.Z;
m_point_lights_info[lightnum].energy =
m_point_lights_info[lightnum].energy =
light_node->getEffectiveEnergy();
const core::vector3df &col = light_node->getColor();
@ -463,7 +447,7 @@ void IrrDriver::renderLights(unsigned pointlightcount, bool hasShadow)
for (unsigned i = 0; i < 32; i++)
{
NVWorkaroundRadianceHintsConstructionShader::getInstance()
->setUniforms(getShadowMatrices()->getRSMMatrix(),
->setUniforms(getShadowMatrices()->getRSMMatrix(),
getShadowMatrices()->getRHMatrix(),
getShadowMatrices()->getRHExtend(), i,
irr_driver->getSunColor());
@ -481,7 +465,7 @@ void IrrDriver::renderLights(unsigned pointlightcount, bool hasShadow)
);
RadianceHintsConstructionShader::getInstance()
->setUniforms(getShadowMatrices()->getRSMMatrix(),
getShadowMatrices()->getRHMatrix(),
getShadowMatrices()->getRHMatrix(),
getShadowMatrices()->getRHExtend(),
irr_driver->getSunColor());
glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, 32);
@ -508,10 +492,10 @@ void IrrDriver::renderLights(unsigned pointlightcount, bool hasShadow)
{
m_post_processing->renderEnvMap(m_skybox->getSpecularProbe());
}
else
else
{
m_post_processing->renderEnvMap(0);
}
}
}
// Render sunlight if and only if track supports shadow
@ -553,9 +537,9 @@ void IrrDriver::renderSSAO()
m_post_processing->renderSSAO();
// Blur it to reduce noise.
FrameBuffer::Blit(m_rtts->getFBO(FBO_SSAO),
m_rtts->getFBO(FBO_HALF1_R),
m_rtts->getFBO(FBO_HALF1_R),
GL_COLOR_BUFFER_BIT, GL_LINEAR);
m_post_processing->renderGaussian17TapBlur(irr_driver->getFBO(FBO_HALF1_R),
m_post_processing->renderGaussian17TapBlur(irr_driver->getFBO(FBO_HALF1_R),
irr_driver->getFBO(FBO_HALF2_R));
} // renderSSAO

@ -40,20 +40,19 @@
float ShadowMatrices:: m_shadow_split[5] = { 1., 5., 20., 50., 150 };
// ============================================================================
class LightspaceBoundingBoxShader
class LightspaceBoundingBoxShader
: public TextureShader<LightspaceBoundingBoxShader, 1,
core::matrix4, float, float, float, float>
{
public:
LightspaceBoundingBoxShader()
LightspaceBoundingBoxShader()
{
#if !defined(ANDROID) && !defined(USE_GLES2)
loadProgram(OBJECT, GL_COMPUTE_SHADER, "Lightspaceboundingbox.comp",
GL_COMPUTE_SHADER, "utils/getPosFromUVDepth.frag");
loadProgram(OBJECT, GL_COMPUTE_SHADER, "Lightspaceboundingbox.comp");
assignSamplerNames(0, "depth", ST_NEAREST_FILTERED);
assignUniforms("SunCamMatrix", "split0", "split1", "split2", "splitmax");
GLuint block_idx =
glGetProgramResourceIndex(m_program, GL_SHADER_STORAGE_BLOCK,
GLuint block_idx =
glGetProgramResourceIndex(m_program, GL_SHADER_STORAGE_BLOCK,
"BoundingBoxes");
glShaderStorageBlockBinding(m_program, block_idx, 2);
#endif
@ -61,7 +60,7 @@ public:
}; // LightspaceBoundingBoxShader
// ============================================================================
class ShadowMatricesGenerationShader
class ShadowMatricesGenerationShader
: public Shader <ShadowMatricesGenerationShader, core::matrix4>
{
public:
@ -70,11 +69,11 @@ public:
#if !defined(ANDROID) && !defined(USE_GLES2)
loadProgram(OBJECT, GL_COMPUTE_SHADER, "shadowmatrixgeneration.comp");
assignUniforms("SunCamMatrix");
GLuint block_idx =
glGetProgramResourceIndex(m_program,
GLuint block_idx =
glGetProgramResourceIndex(m_program,
GL_SHADER_STORAGE_BLOCK, "BoundingBoxes");
glShaderStorageBlockBinding(m_program, block_idx, 2);
block_idx =
block_idx =
glGetProgramResourceIndex(m_program, GL_SHADER_STORAGE_BLOCK,
"NewMatrixData");
glShaderStorageBlockBinding(m_program, block_idx, 1);
@ -161,7 +160,7 @@ static std::vector<vector3df> getFrustrumVertex(const scene::SViewFrustum &frust
// ----------------------------------------------------------------------------
/** Given a matrix transform and a set of points returns an orthogonal
* projection matrix that maps coordinates of transformed points between -1
* projection matrix that maps coordinates of transformed points between -1
* and 1.
* \param transform a transform matrix.
* \param pointsInside a vector of point in 3d space.
@ -210,14 +209,14 @@ core::matrix4 ShadowMatrices::getTighestFitOrthoProj(const core::matrix4 &transf
// ----------------------------------------------------------------------------
/** Update shadowSplit values and make Cascade Bounding Box pointer valid.
* The function aunches two compute kernel that generates an histogram of the
* The function aunches two compute kernel that generates an histogram of the
* depth buffer value (between 0 and 250 with increment of 0.25) and get an
* axis aligned bounding box (from SunCamMatrix view) containing all depth
* buffer value. It also retrieves the result from the previous computations
* buffer value. It also retrieves the result from the previous computations
* (in a Round Robin fashion) and update CBB pointer.
* \param width of the depth buffer
* \param height of the depth buffer
* TODO : The depth histogram part is commented out, needs to tweak it when
* TODO : The depth histogram part is commented out, needs to tweak it when
* I have some motivation
*/
void ShadowMatrices::updateSplitAndLightcoordRangeFromComputeShaders(unsigned int width,
@ -403,7 +402,7 @@ void ShadowMatrices::computeMatrixesAndCameras(scene::ICameraSceneNode *const ca
m_shadow_cam_nodes[i]->render();
m_sun_ortho_matrices.push_back(
irr_driver->getVideoDriver()->getTransform(video::ETS_PROJECTION)
irr_driver->getVideoDriver()->getTransform(video::ETS_PROJECTION)
* irr_driver->getVideoDriver()->getTransform(video::ETS_VIEW) );
}
@ -425,14 +424,14 @@ void ShadowMatrices::computeMatrixesAndCameras(scene::ICameraSceneNode *const ca
m_sun_cam->setProjectionMatrix(tmp_matrix, true);
m_sun_cam->render();
}
m_rsm_matrix = irr_driver->getVideoDriver()->getTransform(video::ETS_PROJECTION)
m_rsm_matrix = irr_driver->getVideoDriver()->getTransform(video::ETS_PROJECTION)
* irr_driver->getVideoDriver()->getTransform(video::ETS_VIEW);
m_rsm_matrix_initialized = true;
m_rsm_map_available = false;
}
m_rh_extend = core::vector3df(128, 64, 128);
core::vector3df campos = camnode->getAbsolutePosition();
core::vector3df translation(8 * floor(campos.X / 8),
core::vector3df translation(8 * floor(campos.X / 8),
8 * floor(campos.Y / 8),
8 * floor(campos.Z / 8));
m_rh_matrix.setTranslation(translation);
@ -453,12 +452,12 @@ void ShadowMatrices::computeMatrixesAndCameras(scene::ICameraSceneNode *const ca
tmp[144] = float(width);
tmp[145] = float(height);
glBindBuffer(GL_UNIFORM_BUFFER,
glBindBuffer(GL_UNIFORM_BUFFER,
SharedGPUObjects::getViewProjectionMatricesUBO());
if (CVS->isSDSMEnabled())
{
glBufferSubData(GL_UNIFORM_BUFFER, 0, (16 * 5) * sizeof(float), tmp);
glBufferSubData(GL_UNIFORM_BUFFER, (16 * 9) * sizeof(float),
glBufferSubData(GL_UNIFORM_BUFFER, (16 * 9) * sizeof(float),
2 * sizeof(float), &tmp[144]);
}
else