Port also other shaders to use #stk_include
This commit is contained in:
parent
f679078e75
commit
d5e30ee41e
data/shaders
IBL.fragLightspaceboundingbox.compbloom.fragdegraded_ibl.fragfog.fraggi.fragglow_object.vertinstanced_detailed_object_pass2.fraginstanced_grass.vertinstanced_grass_pass2.fraginstanced_normalmap.fraginstanced_object_pass.vertinstanced_object_pass1.fraginstanced_object_pass2.fraginstanced_objectpass_spheremap.fraginstanced_objectref_pass1.fraginstanced_objectref_pass2.fraginstanced_rsm.vertinstanciedgrassshadow.vertinstanciedshadow.vertmotion_blur.fragpointlight.fragpointlightscatter.fragsunlight.fragsunlightshadow.fragsunlightshadowesm.fraguntextured_object.frag
utils
src/graphics
@ -4,10 +4,10 @@ uniform sampler2D dtex;
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out vec4 Diff;
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out vec4 Spec;
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vec3 DecodeNormal(vec2 n);
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vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
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vec3 DiffuseIBL(vec3 normal);
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vec3 SpecularIBL(vec3 normal, vec3 V, float roughness);
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#stk_include "utils/decodeNormal.frag"
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#stk_include "utils/getPosFromUVDepth.frag"
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#stk_include "utils/DiffuseIBL.frag"
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#stk_include "utils/SpecularIBL.frag"
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void main(void)
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{
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@ -22,7 +22,7 @@ layout (std430) buffer BoundingBoxes
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CascadeBoundingBox BB[4];
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};
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vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
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#stk_include "utils/getPosFromUVDepth.frag"
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shared int xmin[4];
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shared int xmax[4];
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@ -2,8 +2,8 @@ uniform sampler2D tex;
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out vec4 FragColor;
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vec3 getCIEYxy(vec3 rgbColor);
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vec3 getRGBFromCIEXxy(vec3 YxyColor);
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#stk_include "utils/getCIEXYZ.frag"
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#stk_include "utils/getRGBfromCIEXxy.frag"
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void main()
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{
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@ -3,10 +3,10 @@ uniform sampler2D ntex;
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out vec4 Diff;
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out vec4 Spec;
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vec3 DecodeNormal(vec2 n);
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vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
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vec3 DiffuseIBL(vec3 normal);
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vec3 SpecularIBL(vec3 normal, vec3 V, float roughness);
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#stk_include "utils/decodeNormal.frag"
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#stk_include "utils/getPosFromUVDepth.frag"
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#stk_include "utils/DiffuseIBL.frag"
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#stk_include "utils/SpecularIBL.frag"
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void main(void)
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{
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@ -6,7 +6,7 @@ uniform vec3 col;
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out vec4 FragColor;
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vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
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#stk_include "utils/getPosFromUVDepth.frag"
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void main()
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{
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@ -14,7 +14,7 @@ uniform mat4 RHMatrix;
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uniform mat4 InvRHMatrix;
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vec4 SHBasis (const in vec3 dir)
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{
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{
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float L00 = 0.282095;
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float L1_1 = 0.488603 * dir.y;
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float L10 = 0.488603 * dir.z;
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@ -30,8 +30,8 @@ vec3 SH2RGB (in vec4 sh_r, in vec4 sh_g, in vec4 sh_b, in vec3 dir)
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out vec4 Diffuse;
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vec3 DecodeNormal(vec2 n);
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vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
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#stk_include "utils/decodeNormal.frag"
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#stk_include "utils/getPosFromUVDepth.frag"
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vec3 resolution = vec3(32, 16, 32);
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@ -12,8 +12,7 @@ layout(location = 12) in vec4 GlowColor;
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flat out vec4 glowColor;
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mat4 getWorldMatrix(vec3 translation, vec3 rotation, vec3 scale);
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mat4 getInverseWorldMatrix(vec3 translation, vec3 rotation, vec3 scale);
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#stk_include "utils/getworldmatrix.vert"
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void main(void)
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{
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@ -13,7 +13,7 @@ in vec2 uv;
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in vec2 uv_bis;
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out vec4 FragColor;
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vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue, float emitMapValue);
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#stk_include "utils/getLightFactor.frag"
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void main(void)
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{
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@ -32,8 +32,7 @@ flat out sampler2D handle;
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flat out sampler2D secondhandle;
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#endif
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mat4 getWorldMatrix(vec3 translation, vec3 rotation, vec3 scale);
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mat4 getInverseWorldMatrix(vec3 translation, vec3 rotation, vec3 scale);
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#stk_include "utils/getworldmatrix.vert"
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void main()
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{
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@ -14,7 +14,7 @@ in vec3 nor;
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in vec2 uv;
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out vec4 FragColor;
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vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue, float emitMapValue);
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#stk_include "utils/getLightFactor.frag"
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void main(void)
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{
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@ -12,7 +12,7 @@ in vec3 bitangent;
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in vec2 uv;
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out vec3 EncodedNormal;
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vec2 EncodeNormal(vec3 n);
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#stk_include "utils/encode_normal.frag"
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void main()
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{
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@ -42,8 +42,7 @@ flat out sampler2D secondhandle;
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flat out sampler2D thirdhandle;
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#endif
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mat4 getWorldMatrix(vec3 translation, vec3 rotation, vec3 scale);
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mat4 getInverseWorldMatrix(vec3 translation, vec3 rotation, vec3 scale);
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#stk_include "utils/getworldmatrix.vert"
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void main(void)
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{
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@ -9,7 +9,7 @@ in vec3 nor;
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in vec2 uv;
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out vec3 EncodedNormal;
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vec2 EncodeNormal(vec3 n);
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#stk_include "utils/encode_normal.frag"
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void main(void)
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{
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@ -11,7 +11,7 @@ in vec2 uv;
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in vec4 color;
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out vec4 FragColor;
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vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue, float emitMapValue);
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#stk_include "utils/getLightFactor.frag"
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void main(void)
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{
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@ -28,6 +28,6 @@ void main(void)
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float emitmap = texture(SpecMap, uv).b;
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#endif
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col.xyz *= pow(color.xyz, vec3(2.2));
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FragColor = vec4(getLightFactor(col.xyz, vec3(1.), specmap, emitmap) , 1.);
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}
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@ -10,9 +10,8 @@ flat in sampler2D handle;
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in vec3 nor;
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out vec4 FragColor;
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vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
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vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue, float emitMapValue);
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#stk_include "utils/getPosFromUVDepth.frag"
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#stk_include "utils/getLightFactor.frag"
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void main() {
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vec3 texc = gl_FragCoord.xyz / vec3(screen, 1.);
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@ -11,7 +11,7 @@ in vec3 nor;
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in vec2 uv;
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out vec3 EncodedNormal;
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vec2 EncodeNormal(vec3 n);
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#stk_include "utils/encode_normal.frag"
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void main() {
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#ifdef Use_Bindless_Texture
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@ -11,7 +11,7 @@ in vec2 uv;
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in vec4 color;
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out vec4 FragColor;
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vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue, float emitMapValue);
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#stk_include "utils/getLightFactor.frag"
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void main(void)
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{
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@ -21,8 +21,7 @@ flat out uvec2 handle;
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#endif
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mat4 getWorldMatrix(vec3 translation, vec3 rotation, vec3 scale);
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mat4 getInverseWorldMatrix(vec3 translation, vec3 rotation, vec3 scale);
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#stk_include "utils/getworldmatrix.vert"
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void main(void)
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{
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@ -36,8 +36,7 @@ flat out uvec2 hdle;
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#endif
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#endif
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mat4 getWorldMatrix(vec3 translation, vec3 rotation, vec3 scale);
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mat4 getInverseWorldMatrix(vec3 translation, vec3 rotation, vec3 scale);
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#stk_include "utils/getworldmatrix.vert"
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void main(void)
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{
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@ -57,4 +56,4 @@ void main(void)
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hdle = Handle;
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#endif
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#endif
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}
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}
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@ -33,8 +33,7 @@ flat out uvec2 hdle;
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#endif
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#endif
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mat4 getWorldMatrix(vec3 translation, vec3 rotation, vec3 scale);
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mat4 getInverseWorldMatrix(vec3 translation, vec3 rotation, vec3 scale);
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#stk_include "utils/getworldmatrix.vert"
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void main(void)
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{
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@ -54,4 +53,4 @@ void main(void)
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hdle = Handle;
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#endif
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#endif
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}
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}
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@ -42,7 +42,7 @@ out vec4 FragColor;
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// Number of samples used for blurring
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#define NB_SAMPLES 8
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vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
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#stk_include "utils/getPosFromUVDepth.frag"
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void main()
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{
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@ -9,10 +9,10 @@ flat in float radius;
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out vec4 Diff;
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out vec4 Spec;
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vec3 DecodeNormal(vec2 n);
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vec3 SpecularBRDF(vec3 normal, vec3 eyedir, vec3 lightdir, vec3 color, float roughness);
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vec3 DiffuseBRDF(vec3 normal, vec3 eyedir, vec3 lightdir, vec3 color, float roughness);
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vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
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#stk_include "utils/decodeNormal.frag"
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#stk_include "utils/SpecularBRDF.frag"
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#stk_include "utils/DiffuseBRDF.frag"
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#stk_include "utils/getPosFromUVDepth.frag"
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void main()
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{
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@ -9,7 +9,7 @@ flat in float radius;
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out vec4 Fog;
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vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
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#stk_include "utils/getPosFromUVDepth.frag"
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void main()
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{
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@ -4,11 +4,11 @@ uniform sampler2D dtex;
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out vec4 Diff;
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out vec4 Spec;
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vec3 DecodeNormal(vec2 n);
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vec3 SpecularBRDF(vec3 normal, vec3 eyedir, vec3 lightdir, vec3 color, float roughness);
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vec3 DiffuseBRDF(vec3 normal, vec3 eyedir, vec3 lightdir, vec3 color, float roughness);
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vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
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vec3 SunMRP(vec3 normal, vec3 eyedir);
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#stk_include "utils/decodeNormal.frag"
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#stk_include "utils/SpecularBRDF.frag"
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#stk_include "utils/DiffuseBRDF.frag"
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#stk_include "utils/getPosFromUVDepth.frag"
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#stk_include "utils/SunMRP.frag"
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void main() {
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vec2 uv = gl_FragCoord.xy / screen;
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@ -12,11 +12,11 @@ in vec2 uv;
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out vec4 Diff;
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out vec4 Spec;
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vec3 DecodeNormal(vec2 n);
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vec3 SpecularBRDF(vec3 normal, vec3 eyedir, vec3 lightdir, vec3 color, float roughness);
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vec3 DiffuseBRDF(vec3 normal, vec3 eyedir, vec3 lightdir, vec3 color, float roughness);
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vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
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vec3 SunMRP(vec3 normal, vec3 eyedir);
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#stk_include "utils/decodeNormal.frag"
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#stk_include "utils/SpecularBRDF.frag"
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#stk_include "utils/DiffuseBRDF.frag"
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#stk_include "utils/getPosFromUVDepth.frag"
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#stk_include "utils/SunMRP.frag"
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float getShadowFactor(vec3 pos, int index)
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{
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@ -11,11 +11,11 @@ in vec2 uv;
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out vec4 Diff;
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out vec4 Spec;
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vec3 DecodeNormal(vec2 n);
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vec3 SpecularBRDF(vec3 normal, vec3 eyedir, vec3 lightdir, vec3 color, float roughness);
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vec3 DiffuseBRDF(vec3 normal, vec3 eyedir, vec3 lightdir, vec3 color, float roughness);
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vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
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vec3 SunMRP(vec3 normal, vec3 eyedir);
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#stk_include "utils/decodeNormal.frag"
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#stk_include "utils/SpecularBRDF.frag"
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#stk_include "utils/DiffuseBRDF.frag"
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#stk_include "utils/getPosFromUVDepth.frag"
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#stk_include "utils/SunMRP.frag"
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float getShadowFactor(vec3 pos, int index)
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{
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@ -2,7 +2,7 @@
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in vec4 color;
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out vec4 FragColor;
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vec3 getLightFactor(float specMapValue);
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#stk_include "utils/getLightFactor.frag"
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void main(void)
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{
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@ -6,6 +6,6 @@ vec3 SpecularBRDF(vec3 normal, vec3 eyedir, vec3 lightdir, vec3 color, float rou
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vec3 H = normalize(eyedir + lightdir);
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float NdotH = clamp(dot(normal, H), 0., 1.);
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float normalisationFactor = (exponentroughness + 2.) / 8.;
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vec3 FresnelSchlick = color + (1.0f - color) * pow(1.0f - clamp(dot(eyedir, H), 0., 1.), 5);
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vec3 FresnelSchlick = color + (1.0f - color) * pow(1.0f - clamp(dot(eyedir, H), 0., 1.), 5.);
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return max(pow(NdotH, exponentroughness) * FresnelSchlick * normalisationFactor, vec3(0.));
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}
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}
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@ -81,7 +81,6 @@ public:
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{
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loadProgram(PARTICLES_RENDERING,
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GL_VERTEX_SHADER, "flipparticle.vert",
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GL_FRAGMENT_SHADER, "utils/getPosFromUVDepth.frag",
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GL_FRAGMENT_SHADER, "particle.frag");
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assignUniforms();
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assignSamplerNames(0, "tex", ST_TRILINEAR_ANISOTROPIC_FILTERED,
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@ -148,7 +147,7 @@ ParticleSystemProxy::ParticleSystemProxy(bool createDefaultEmitter,
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m_color_from[0] = m_color_from[1] = m_color_from[2] = 1.0;
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m_color_to[0] = m_color_to[1] = m_color_to[2] = 1.0;
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// We set these later but avoid coverity report them
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heighmapbuffer = 0;
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heightmaptexture = 0;
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@ -264,7 +263,7 @@ void ParticleSystemProxy::generateParticlesFromPointEmitter(scene::IParticlePoin
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ParticleParams[i].PositionZ = 0;
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// Initial lifetime is >1
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InitialValues[i].Lifetime = 2.;
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memcpy(&(InitialValues[i].PositionX), &(ParticleParams[i].PositionX), 3 * sizeof(float));
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generateLifetimeSizeDirection(emitter, ParticleParams[i].Lifetime, ParticleParams[i].Size,
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@ -474,12 +473,12 @@ void ParticleSystemProxy::CommonSimulationVAO(GLuint position_vbo, GLuint initia
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}
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void ParticleSystemProxy::simulate()
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{
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{
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#ifndef ANDROID
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int timediff = int(GUIEngine::getLatestDt() * 1000.f);
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int active_count = getEmitter()->getMaxLifeTime() * getEmitter()->getMaxParticlesPerSecond() / 1000;
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core::matrix4 matrix = getAbsoluteTransformation();
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glEnable(GL_RASTERIZER_DISCARD);
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if (has_height_map)
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{
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@ -494,7 +493,7 @@ void ParticleSystemProxy::simulate()
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PointEmitterShader::getInstance()->setUniforms(m_previous_frame_matrix, matrix, timediff, active_count, size_increase_factor);
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}
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m_previous_frame_matrix = matrix;
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glBindVertexArray(current_simulation_vao);
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glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, tfb_buffers[1]);
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@ -147,7 +147,7 @@ public:
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// ============================================================================
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class ComputeGaussian6HBlurShader : public TextureShader<ComputeGaussian6HBlurShader, 1,
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core::vector2df,
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core::vector2df,
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std::vector<float> >
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{
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public:
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@ -282,7 +282,7 @@ public:
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}; // Gaussian17TapVShader
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// ============================================================================
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class ComputeGaussian17TapVShader : public TextureShader<ComputeGaussian17TapVShader, 2,
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class ComputeGaussian17TapVShader : public TextureShader<ComputeGaussian17TapVShader, 2,
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core::vector2df>
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{
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public:
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@ -298,7 +298,7 @@ public:
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assignTextureUnit(m_dest_tu, "dest");
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} // ComputeGaussian17TapVShader
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// ------------------------------------------------------------------------
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void render(const FrameBuffer &auxiliary, const FrameBuffer &fb,
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void render(const FrameBuffer &auxiliary, const FrameBuffer &fb,
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int width, int height)
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{
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use();
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@ -320,8 +320,6 @@ public:
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BloomShader()
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{
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loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
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GL_FRAGMENT_SHADER, "utils/getCIEXYZ.frag",
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GL_FRAGMENT_SHADER, "utils/getRGBfromCIEXxy.frag",
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GL_FRAGMENT_SHADER, "bloom.frag");
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assignUniforms();
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assignSamplerNames(0, "tex", ST_NEAREST_FILTERED);
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@ -440,10 +438,6 @@ public:
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IBLShader()
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{
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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
|
||||
|
Loading…
x
Reference in New Issue
Block a user