STKMesh: Support splatting

This commit is contained in:
Vincent Lejeune 2014-01-18 19:03:10 +01:00
parent fbe9b26127
commit dec2cb29ec
4 changed files with 176 additions and 32 deletions

View File

@ -4,9 +4,12 @@ uniform sampler2D tex_detail0;
uniform sampler2D tex_detail1;
uniform sampler2D tex_detail2;
uniform sampler2D tex_detail3;
//uniform sampler2D tex_detail4;
uniform sampler2D DiffuseMap;
uniform sampler2D SpecularMap;
uniform sampler2D SSAO;
uniform vec2 screen;
uniform vec3 ambient;
noperspective in vec3 nor;
in vec2 uv;
in vec2 uv_bis;
@ -17,17 +20,20 @@ void main() {
vec4 detail1 = texture2D(tex_detail1, uv);
vec4 detail2 = texture2D(tex_detail2, uv);
vec4 detail3 = texture2D(tex_detail3, uv);
// vec4 detail4 = texture2D(tex_detail4, uv);
vec4 detail4 = vec4(0.0);
vec4 splatted = (splatting.r * detail0 +
vec4 splatted = splatting.r * detail0 +
splatting.g * detail1 +
splatting.b * detail2 +
(1.0 - splatting.r - splatting.g - splatting.b) * detail3 +
(1.0 - splatting.a) * detail4);
(1.0 - splatting.r - splatting.g - splatting.b) * detail3;
gl_FragData[0] = vec4(splatted.xyz, 1.);
vec2 tc = gl_FragCoord.xy / screen;
vec3 DiffuseComponent = texture2D(DiffuseMap, tc).xyz;
vec3 SpecularComponent = texture2D(SpecularMap, tc).xyz;
float ao = texture2D(SSAO, tc).x;
vec3 LightFactor = ao * ambient + DiffuseComponent + SpecularComponent;
gl_FragColor = vec4(splatted.xyz * LightFactor, 1.);
gl_FragData[1] = vec4(normalize(nor) * 0.5 + 0.5, gl_FragCoord.z);
gl_FragData[2] = vec4(1. - splatted.a);
// gl_FragData[2] = vec4(1. - splatted.a);
}

View File

@ -16,18 +16,18 @@
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#version 130
uniform vec3 lightdir;
uniform mat4 ModelViewProjectionMatrix;
uniform mat4 TransposeInverseModelView;
noperspective out vec3 nor;
in vec3 Position;
in vec2 Texcoord;
in vec2 SecondTexcoord;
out vec2 uv;
out vec2 uv_bis;
void main()
{
uv = gl_MultiTexCoord0.st;
uv_bis = gl_MultiTexCoord1.st;
gl_Position = ModelViewProjectionMatrix * gl_Vertex;
nor = (TransposeInverseModelView * vec4(gl_Normal, 1.)).xyz;
uv = Texcoord;
uv_bis = SecondTexcoord;
gl_Position = ModelViewProjectionMatrix * vec4(Position, 1.);
}

View File

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

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@ -14,7 +14,7 @@ struct GLMesh {
GLuint vao_glow_pass;
GLuint vertex_buffer;
GLuint index_buffer;
GLuint textures[2];
GLuint textures[6];
GLenum PrimitiveType;
GLenum IndexType;
size_t IndexCount;