STKMesh: Support splatting
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fbe9b26127
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dec2cb29ec
@ -4,9 +4,12 @@ uniform sampler2D tex_detail0;
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uniform sampler2D tex_detail1;
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uniform sampler2D tex_detail2;
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uniform sampler2D tex_detail3;
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//uniform sampler2D tex_detail4;
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uniform sampler2D DiffuseMap;
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uniform sampler2D SpecularMap;
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uniform sampler2D SSAO;
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uniform vec2 screen;
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uniform vec3 ambient;
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noperspective in vec3 nor;
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in vec2 uv;
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in vec2 uv_bis;
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@ -17,17 +20,20 @@ void main() {
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vec4 detail1 = texture2D(tex_detail1, uv);
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vec4 detail2 = texture2D(tex_detail2, uv);
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vec4 detail3 = texture2D(tex_detail3, uv);
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// vec4 detail4 = texture2D(tex_detail4, uv);
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vec4 detail4 = vec4(0.0);
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vec4 splatted = (splatting.r * detail0 +
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vec4 splatted = splatting.r * detail0 +
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splatting.g * detail1 +
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splatting.b * detail2 +
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(1.0 - splatting.r - splatting.g - splatting.b) * detail3 +
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(1.0 - splatting.a) * detail4);
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(1.0 - splatting.r - splatting.g - splatting.b) * detail3;
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gl_FragData[0] = vec4(splatted.xyz, 1.);
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vec2 tc = gl_FragCoord.xy / screen;
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vec3 DiffuseComponent = texture2D(DiffuseMap, tc).xyz;
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vec3 SpecularComponent = texture2D(SpecularMap, tc).xyz;
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float ao = texture2D(SSAO, tc).x;
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vec3 LightFactor = ao * ambient + DiffuseComponent + SpecularComponent;
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gl_FragColor = vec4(splatted.xyz * LightFactor, 1.);
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gl_FragData[1] = vec4(normalize(nor) * 0.5 + 0.5, gl_FragCoord.z);
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gl_FragData[2] = vec4(1. - splatted.a);
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// gl_FragData[2] = vec4(1. - splatted.a);
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}
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@ -16,18 +16,18 @@
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// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#version 130
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uniform vec3 lightdir;
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uniform mat4 ModelViewProjectionMatrix;
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uniform mat4 TransposeInverseModelView;
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noperspective out vec3 nor;
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in vec3 Position;
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in vec2 Texcoord;
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in vec2 SecondTexcoord;
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out vec2 uv;
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out vec2 uv_bis;
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void main()
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{
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uv = gl_MultiTexCoord0.st;
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uv_bis = gl_MultiTexCoord1.st;
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gl_Position = ModelViewProjectionMatrix * gl_Vertex;
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nor = (TransposeInverseModelView * vec4(gl_Normal, 1.)).xyz;
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uv = Texcoord;
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uv_bis = SecondTexcoord;
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gl_Position = ModelViewProjectionMatrix * vec4(Position, 1.);
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}
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@ -6,7 +6,7 @@
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#include "graphics/callbacks.hpp"
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static
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GLuint createVAO(GLuint vbo, GLuint idx, GLuint attrib_position, GLuint attrib_texcoord, GLuint attrib_normal, GLuint attrib_tangent, GLuint attrib_bitangent, size_t stride)
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GLuint createVAO(GLuint vbo, GLuint idx, GLuint attrib_position, GLuint attrib_texcoord, GLuint attrib_second_texcoord, GLuint attrib_normal, GLuint attrib_tangent, GLuint attrib_bitangent, size_t stride)
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{
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GLuint vao;
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glGenVertexArrays(1, &vao);
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@ -15,6 +15,8 @@ GLuint createVAO(GLuint vbo, GLuint idx, GLuint attrib_position, GLuint attrib_t
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glEnableVertexAttribArray(attrib_position);
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if ((GLint)attrib_texcoord != -1)
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glEnableVertexAttribArray(attrib_texcoord);
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if ((GLint)attrib_second_texcoord != -1)
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glEnableVertexAttribArray(attrib_second_texcoord);
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if ((GLint)attrib_normal != -1)
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glEnableVertexAttribArray(attrib_normal);
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if ((GLint)attrib_tangent != -1)
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@ -24,6 +26,12 @@ GLuint createVAO(GLuint vbo, GLuint idx, GLuint attrib_position, GLuint attrib_t
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glVertexAttribPointer(attrib_position, 3, GL_FLOAT, GL_FALSE, stride, 0);
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if ((GLint)attrib_texcoord != -1)
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glVertexAttribPointer(attrib_texcoord, 2, GL_FLOAT, GL_FALSE, stride, (GLvoid*) 28);
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if ((GLint)attrib_second_texcoord != 1)
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{
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if (stride < 44)
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Log::error("material", "Second texcoords not present in VBO");
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glVertexAttribPointer(attrib_second_texcoord, 2, GL_FLOAT, GL_FALSE, stride, (GLvoid*) 36);
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}
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if ((GLint)attrib_normal != -1)
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glVertexAttribPointer(attrib_normal, 3, GL_FLOAT, GL_FALSE, stride, (GLvoid*) 12);
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if ((GLint)attrib_tangent != -1)
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@ -154,6 +162,49 @@ namespace SphereMapShader
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}
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}
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namespace SplattingShader
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{
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GLuint Program;
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GLuint attrib_position, attrib_texcoord, attrib_second_texcoord;
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GLuint uniform_MVP, uniform_tex_layout, uniform_tex_detail0, uniform_tex_detail1, uniform_tex_detail2, uniform_tex_detail3, uniform_DiffuseMap, uniform_SpecularMap, uniform_SSAO, uniform_screen, uniform_ambient;
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void init()
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{
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initGL();
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Program = LoadProgram(file_manager->getAsset("shaders/splatting.vert").c_str(), file_manager->getAsset("shaders/splatting.frag").c_str());
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attrib_position = glGetAttribLocation(Program, "Position");
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attrib_texcoord = glGetAttribLocation(Program, "Texcoord");
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attrib_second_texcoord = glGetAttribLocation(Program, "SecondTexcoord");
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uniform_MVP = glGetUniformLocation(Program, "ModelViewProjectionMatrix");
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uniform_tex_layout = glGetUniformLocation(Program, "tex_layout");
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uniform_tex_detail0 = glGetUniformLocation(Program, "tex_detail0");
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uniform_tex_detail1 = glGetUniformLocation(Program, "tex_detail1");
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uniform_tex_detail2 = glGetUniformLocation(Program, "tex_detail2");
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uniform_tex_detail3 = glGetUniformLocation(Program, "tex_detail3");
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uniform_DiffuseMap = glGetUniformLocation(Program, "DiffuseMap");
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uniform_SpecularMap = glGetUniformLocation(Program, "SpecularMap");
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uniform_SSAO = glGetUniformLocation(Program, "SSAO");
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uniform_screen = glGetUniformLocation(Program, "screen");
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uniform_ambient = glGetUniformLocation(Program, "ambient");
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}
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void setUniforms(const core::matrix4 &ModelViewProjectionMatrix, unsigned TU_tex_layout, unsigned TU_tex_detail0, unsigned TU_tex_detail1, unsigned TU_tex_detail2, unsigned TU_tex_detail3, unsigned TU_DiffuseMap, unsigned TU_SpecularMap, unsigned TU_SSAO)
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{
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glUniformMatrix4fv(uniform_MVP, 1, GL_FALSE, ModelViewProjectionMatrix.pointer());
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glUniform1i(uniform_tex_layout, TU_tex_layout);
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glUniform1i(uniform_tex_detail0, TU_tex_detail0);
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glUniform1i(uniform_tex_detail1, TU_tex_detail1);
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glUniform1i(uniform_tex_detail2, TU_tex_detail2);
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glUniform1i(uniform_tex_detail3, TU_tex_detail3);
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glUniform1i(uniform_DiffuseMap, TU_DiffuseMap);
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glUniform1i(uniform_SpecularMap, TU_SpecularMap);
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glUniform1i(uniform_SSAO, TU_SSAO);
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glUniform2f(uniform_screen, UserConfigParams::m_width, UserConfigParams::m_height);
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const video::SColorf s = irr_driver->getSceneManager()->getAmbientLight();
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glUniform3f(uniform_ambient, s.r, s.g, s.b);
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}
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}
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namespace ColorizeShader
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{
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GLuint Program;
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@ -247,16 +298,15 @@ GLMesh allocateMeshBuffer(scene::IMeshBuffer* mb)
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case scene::EPT_QUADS:
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assert(0 && "Unsupported primitive type");
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}
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ITexture *tex = mb->getMaterial().getTexture(0);
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if (tex)
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result.textures[0] = static_cast<irr::video::COpenGLTexture*>(tex)->getOpenGLTextureName();
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else
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result.textures[0] = 0;
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tex = mb->getMaterial().getTexture(1);
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if (tex)
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result.textures[1] = static_cast<irr::video::COpenGLTexture*>(tex)->getOpenGLTextureName();
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else
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result.textures[1] = 0;
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ITexture *tex;
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for (unsigned i = 0; i < 6; i++)
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{
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tex = mb->getMaterial().getTexture(i);
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if (tex)
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result.textures[i] = static_cast<irr::video::COpenGLTexture*>(tex)->getOpenGLTextureName();
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else
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result.textures[i] = 0;
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}
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return result;
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}
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@ -279,6 +329,7 @@ STKMesh::STKMesh(irr::scene::IMesh* mesh, ISceneNode* parent, irr::scene::IScene
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NormalMapShader::init();
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ColorizeShader::init();
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SphereMapShader::init();
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SplattingShader::init();
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}
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STKMesh::~STKMesh()
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@ -399,6 +450,84 @@ void drawSphereMap(const GLMesh &mesh)
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irr_driver->getVideoDriver()->setRenderTarget(irr_driver->getRTT(RTT_COLOR), false, false);
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}
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static
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void drawSplatting(const GLMesh &mesh)
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{
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irr_driver->getVideoDriver()->setRenderTarget(irr_driver->getRTT(RTT_COLOR), false, false);
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glEnable(GL_DEPTH_TEST);
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glDisable(GL_ALPHA_TEST);
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glDepthMask(GL_FALSE);
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glDisable(GL_BLEND);
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GLenum ptype = mesh.PrimitiveType;
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GLenum itype = mesh.IndexType;
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size_t count = mesh.IndexCount;
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core::matrix4 ModelViewProjectionMatrix = irr_driver->getVideoDriver()->getTransform(video::ETS_PROJECTION);
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ModelViewProjectionMatrix *= irr_driver->getVideoDriver()->getTransform(video::ETS_VIEW);
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ModelViewProjectionMatrix *= irr_driver->getVideoDriver()->getTransform(video::ETS_WORLD);
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// Texlayout
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, mesh.textures[1]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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//Tex detail0
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, mesh.textures[2]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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//Tex detail1
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, mesh.textures[3]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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//Tex detail2
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glActiveTexture(GL_TEXTURE3);
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glBindTexture(GL_TEXTURE_2D, mesh.textures[4]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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//Tex detail3
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glActiveTexture(GL_TEXTURE4);
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glBindTexture(GL_TEXTURE_2D, mesh.textures[5]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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// Diffuse
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glActiveTexture(GL_TEXTURE5);
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glBindTexture(GL_TEXTURE_2D, static_cast<irr::video::COpenGLTexture*>(irr_driver->getRTT(RTT_TMP1))->getOpenGLTextureName());
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// Specular
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glActiveTexture(GL_TEXTURE6);
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glBindTexture(GL_TEXTURE_2D, static_cast<irr::video::COpenGLTexture*>(irr_driver->getRTT(RTT_TMP2))->getOpenGLTextureName());
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// SSAO
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glActiveTexture(GL_TEXTURE7);
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glBindTexture(GL_TEXTURE_2D, static_cast<irr::video::COpenGLTexture*>(irr_driver->getRTT(RTT_SSAO))->getOpenGLTextureName());
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glUseProgram(SplattingShader::Program);
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SplattingShader::setUniforms(ModelViewProjectionMatrix, 0, 1, 2, 3, 4, 5, 6, 7);
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glBindVertexArray(mesh.vao_second_pass);
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glDrawElements(ptype, count, itype, 0);
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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irr_driver->getVideoDriver()->setRenderTarget(irr_driver->getRTT(RTT_COLOR), false, false);
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}
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static
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void drawSecondPass(const GLMesh &mesh)
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{
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@ -479,6 +608,8 @@ void STKMesh::draw(const GLMesh &mesh, video::E_MATERIAL_TYPE type)
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case 1:
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if (type == irr_driver->getShader(ES_SPHERE_MAP))
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drawSphereMap(mesh);
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else if (type == irr_driver->getShader(ES_SPLATTING))
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drawSplatting(mesh);
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else
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drawSecondPass(mesh);
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break;
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@ -508,6 +639,8 @@ static bool isObject(video::E_MATERIAL_TYPE type)
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return true;
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if (type == irr_driver->getShader(ES_SPHERE_MAP))
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return true;
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if (type == irr_driver->getShader(ES_SPLATTING))
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return true;
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return false;
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}
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@ -518,25 +651,30 @@ static void initvaostate(GLMesh &mesh, video::E_MATERIAL_TYPE type)
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if (type == irr_driver->getShader(ES_NORMAL_MAP))
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{
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mesh.vao_first_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer,
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NormalMapShader::attrib_position, NormalMapShader::attrib_texcoord, -1, NormalMapShader::attrib_tangent, NormalMapShader::attrib_bitangent, mesh.Stride);
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NormalMapShader::attrib_position, NormalMapShader::attrib_texcoord, -1, -1, NormalMapShader::attrib_tangent, NormalMapShader::attrib_bitangent, mesh.Stride);
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}
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else
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{
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mesh.vao_first_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer,
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ObjectPass1Shader::attrib_position, -1, ObjectPass1Shader::attrib_normal, -1, -1, mesh.Stride);
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ObjectPass1Shader::attrib_position, -1, -1, ObjectPass1Shader::attrib_normal, -1, -1, mesh.Stride);
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}
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if (type == irr_driver->getShader(ES_SPHERE_MAP))
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{
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mesh.vao_second_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer,
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SphereMapShader::attrib_position, -1, SphereMapShader::attrib_normal, -1, -1, mesh.Stride);
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SphereMapShader::attrib_position, -1, -1, SphereMapShader::attrib_normal, -1, -1, mesh.Stride);
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}
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else if (type == irr_driver->getShader(ES_SPLATTING))
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{
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mesh.vao_second_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer,
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SplattingShader::attrib_position, SplattingShader::attrib_texcoord, SplattingShader::attrib_second_texcoord, -1, -1, -1, mesh.Stride);
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}
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else
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{
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mesh.vao_second_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer,
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ObjectPass2Shader::attrib_position, ObjectPass2Shader::attrib_texcoord, -1, -1, -1, mesh.Stride);
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ObjectPass2Shader::attrib_position, ObjectPass2Shader::attrib_texcoord, -1, -1, -1, -1, mesh.Stride);
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}
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mesh.vao_glow_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, ColorizeShader::attrib_position, -1, -1, -1, -1, mesh.Stride);
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mesh.vao_glow_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, ColorizeShader::attrib_position, -1, -1, -1, -1, -1, mesh.Stride);
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}
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void STKMesh::render()
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@ -14,7 +14,7 @@ struct GLMesh {
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GLuint vao_glow_pass;
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GLuint vertex_buffer;
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GLuint index_buffer;
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GLuint textures[2];
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GLuint textures[6];
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GLenum PrimitiveType;
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GLenum IndexType;
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size_t IndexCount;
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