Move skybox/lights code out of render.cpp
This commit is contained in:
@@ -787,673 +787,4 @@ void IrrDriver::renderGlow(std::vector<GlowData>& glows)
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m_rtts->getFBO(FBO_COLORS).Bind();
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m_post_processing->renderGlow(m_rtts->getRenderTarget(RTT_QUARTER1));
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glDisable(GL_STENCIL_TEST);
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}
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// ----------------------------------------------------------------------------
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static LightShader::PointLightInfo PointLightsInfo[MAXLIGHT];
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static void renderPointLights(unsigned count)
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{
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glEnable(GL_BLEND);
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glBlendEquation(GL_FUNC_ADD);
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glBlendFunc(GL_ONE, GL_ONE);
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE);
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glUseProgram(LightShader::PointLightShader::Program);
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glBindVertexArray(LightShader::PointLightShader::vao);
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glBindBuffer(GL_ARRAY_BUFFER, LightShader::PointLightShader::vbo);
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glBufferSubData(GL_ARRAY_BUFFER, 0, count * sizeof(LightShader::PointLightInfo), PointLightsInfo);
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setTexture(0, irr_driver->getRenderTargetTexture(RTT_NORMAL_AND_DEPTH), GL_NEAREST, GL_NEAREST);
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setTexture(1, irr_driver->getDepthStencilTexture(), GL_NEAREST, GL_NEAREST);
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LightShader::PointLightShader
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::setUniforms(core::vector2df(float(UserConfigParams::m_width),
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float(UserConfigParams::m_height) ),
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200, 0, 1);
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glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, count);
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}
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unsigned IrrDriver::UpdateLightsInfo(scene::ICameraSceneNode * const camnode, float dt)
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{
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const u32 lightcount = m_lights.size();
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const core::vector3df &campos = camnode->getAbsolutePosition();
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std::vector<LightNode *> BucketedLN[15];
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for (unsigned int i = 0; i < lightcount; i++)
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{
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if (!m_lights[i]->isPointLight())
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{
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m_lights[i]->render();
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continue;
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}
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const core::vector3df &lightpos = (m_lights[i]->getAbsolutePosition() - campos);
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unsigned idx = (unsigned)(lightpos.getLength() / 10);
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if (idx > 14)
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idx = 14;
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BucketedLN[idx].push_back(m_lights[i]);
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}
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unsigned lightnum = 0;
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for (unsigned i = 0; i < 15; i++)
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{
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for (unsigned j = 0; j < BucketedLN[i].size(); j++)
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{
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if (++lightnum >= MAXLIGHT)
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{
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LightNode* light_node = BucketedLN[i].at(j);
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light_node->setEnergyMultiplier(0.0f);
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}
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else
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{
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LightNode* light_node = BucketedLN[i].at(j);
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float em = light_node->getEnergyMultiplier();
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if (em < 1.0f)
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{
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light_node->setEnergyMultiplier(std::min(1.0f, em + dt));
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}
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const core::vector3df &pos = light_node->getAbsolutePosition();
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PointLightsInfo[lightnum].posX = pos.X;
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PointLightsInfo[lightnum].posY = pos.Y;
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PointLightsInfo[lightnum].posZ = pos.Z;
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PointLightsInfo[lightnum].energy = light_node->getEffectiveEnergy();
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const core::vector3df &col = light_node->getColor();
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PointLightsInfo[lightnum].red = col.X;
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PointLightsInfo[lightnum].green = col.Y;
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PointLightsInfo[lightnum].blue = col.Z;
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// Light radius
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PointLightsInfo[lightnum].radius = light_node->getRadius();
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}
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}
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if (lightnum > MAXLIGHT)
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{
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irr_driver->setLastLightBucketDistance(i * 10);
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break;
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}
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}
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lightnum++;
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return lightnum;
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}
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void IrrDriver::renderLights(unsigned pointlightcount)
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{
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//RH
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if (UserConfigParams::m_gi)
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{
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ScopedGPUTimer timer(irr_driver->getGPUTimer(Q_RH));
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glDisable(GL_BLEND);
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m_rtts->getRH().Bind();
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glUseProgram(FullScreenShader::RadianceHintsConstructionShader::Program);
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glBindVertexArray(FullScreenShader::RadianceHintsConstructionShader::vao);
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setTexture(0, m_rtts->getRSM().getRTT()[0], GL_LINEAR, GL_LINEAR);
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setTexture(1, m_rtts->getRSM().getRTT()[1], GL_LINEAR, GL_LINEAR);
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setTexture(2, m_rtts->getRSM().getDepthTexture(), GL_LINEAR, GL_LINEAR);
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FullScreenShader::RadianceHintsConstructionShader::setUniforms(rsm_matrix, rh_matrix, rh_extend, 0, 1, 2);
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glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, 32);
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}
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for (unsigned i = 0; i < sun_ortho_matrix.size(); i++)
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sun_ortho_matrix[i] *= getInvViewMatrix();
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m_rtts->getFBO(FBO_COMBINED_TMP1_TMP2).Bind();
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if (!UserConfigParams::m_dynamic_lights)
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glClearColor(.5, .5, .5, .5);
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glClear(GL_COLOR_BUFFER_BIT);
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if (!UserConfigParams::m_dynamic_lights)
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return;
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m_rtts->getFBO(FBO_TMP1_WITH_DS).Bind();
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if (UserConfigParams::m_gi)
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{
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ScopedGPUTimer timer(irr_driver->getGPUTimer(Q_GI));
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m_post_processing->renderGI(rh_matrix, rh_extend, m_rtts->getRH().getRTT()[0], m_rtts->getRH().getRTT()[1], m_rtts->getRH().getRTT()[2]);
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}
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if (SkyboxCubeMap)
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{
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ScopedGPUTimer timer(irr_driver->getGPUTimer(Q_ENVMAP));
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m_post_processing->renderDiffuseEnvMap(blueSHCoeff, greenSHCoeff, redSHCoeff);
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}
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m_rtts->getFBO(FBO_COMBINED_TMP1_TMP2).Bind();
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if (World::getWorld() && World::getWorld()->getTrack()->hasShadows() && SkyboxCubeMap)
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irr_driver->getSceneManager()->setAmbientLight(SColor(0, 0, 0, 0));
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// Render sunlight if and only if track supports shadow
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if (!World::getWorld() || World::getWorld()->getTrack()->hasShadows())
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{
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ScopedGPUTimer timer(irr_driver->getGPUTimer(Q_SUN));
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if (World::getWorld() && UserConfigParams::m_shadows)
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m_post_processing->renderShadowedSunlight(sun_ortho_matrix, m_rtts->getShadowDepthTex());
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else
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m_post_processing->renderSunlight();
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}
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{
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ScopedGPUTimer timer(irr_driver->getGPUTimer(Q_POINTLIGHTS));
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renderPointLights(MIN2(pointlightcount, MAXLIGHT));
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}
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}
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void IrrDriver::renderSSAO()
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{
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m_rtts->getFBO(FBO_SSAO).Bind();
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glClearColor(1., 1., 1., 1.);
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glClear(GL_COLOR_BUFFER_BIT);
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m_post_processing->renderSSAO();
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// Blur it to reduce noise.
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FrameBuffer::Blit(m_rtts->getFBO(FBO_SSAO), m_rtts->getFBO(FBO_HALF1_R), GL_COLOR_BUFFER_BIT, GL_LINEAR);
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m_post_processing->renderGaussian17TapBlur(irr_driver->getFBO(FBO_HALF1_R), irr_driver->getFBO(FBO_HALF2_R));
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}
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static void getXYZ(GLenum face, float i, float j, float &x, float &y, float &z)
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{
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switch (face)
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{
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case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
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x = 1.;
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y = -i;
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z = -j;
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break;
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case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
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x = -1.;
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y = -i;
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z = j;
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break;
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case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
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x = j;
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y = 1.;
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z = i;
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break;
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case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
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x = j;
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y = -1;
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z = -i;
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break;
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case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
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x = j;
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y = -i;
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z = 1;
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break;
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case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
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x = -j;
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y = -i;
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z = -1;
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break;
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}
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float norm = sqrt(x * x + y * y + z * z);
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x /= norm, y /= norm, z /= norm;
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return;
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}
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static void getYml(GLenum face, size_t width, size_t height,
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float *Y00,
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float *Y1minus1, float *Y10, float *Y11,
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float *Y2minus2, float *Y2minus1, float *Y20, float *Y21, float *Y22)
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{
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for (unsigned i = 0; i < width; i++)
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{
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for (unsigned j = 0; j < height; j++)
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{
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float x, y, z;
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float fi = float(i), fj = float(j);
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fi /= width, fj /= height;
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fi = 2 * fi - 1, fj = 2 * fj - 1;
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getXYZ(face, fi, fj, x, y, z);
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// constant part of Ylm
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float c00 = 0.282095f;
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float c1minus1 = 0.488603f;
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float c10 = 0.488603f;
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float c11 = 0.488603f;
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float c2minus2 = 1.092548f;
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float c2minus1 = 1.092548f;
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float c21 = 1.092548f;
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float c20 = 0.315392f;
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float c22 = 0.546274f;
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size_t idx = i * height + j;
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Y00[idx] = c00;
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Y1minus1[idx] = c1minus1 * y;
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Y10[idx] = c10 * z;
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Y11[idx] = c11 * x;
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Y2minus2[idx] = c2minus2 * x * y;
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Y2minus1[idx] = c2minus1 * y * z;
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Y21[idx] = c21 * x * z;
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Y20[idx] = c20 * (3 * z * z - 1);
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Y22[idx] = c22 * (x * x - y * y);
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}
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}
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}
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static float getTexelValue(unsigned i, unsigned j, size_t width, size_t height, float *Coeff, float *Y00, float *Y1minus1, float *Y10, float *Y11,
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float *Y2minus2, float * Y2minus1, float * Y20, float *Y21, float *Y22)
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{
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float d = sqrt((float)(i * i + j * j + 1));
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float solidangle = 1.;
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size_t idx = i * height + j;
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float reconstructedVal = Y00[idx] * Coeff[0];
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reconstructedVal += Y1minus1[i * height + j] * Coeff[1] + Y10[i * height + j] * Coeff[2] + Y11[i * height + j] * Coeff[3];
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reconstructedVal += Y2minus2[idx] * Coeff[4] + Y2minus1[idx] * Coeff[5] + Y20[idx] * Coeff[6] + Y21[idx] * Coeff[7] + Y22[idx] * Coeff[8];
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reconstructedVal /= solidangle;
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return MAX2(255.0f * reconstructedVal, 0.f);
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}
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static void unprojectSH(float *output[], size_t width, size_t height,
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float *Y00[],
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float *Y1minus1[], float *Y10[], float *Y11[],
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float *Y2minus2[], float *Y2minus1[], float * Y20[],float *Y21[], float *Y22[],
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float *blueSHCoeff, float *greenSHCoeff, float *redSHCoeff)
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{
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for (unsigned face = 0; face < 6; face++)
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{
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for (unsigned i = 0; i < width; i++)
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{
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for (unsigned j = 0; j < height; j++)
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{
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float fi = float(i), fj = float(j);
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fi /= width, fj /= height;
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fi = 2 * fi - 1, fj = 2 * fj - 1;
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output[face][4 * height * i + 4 * j + 2] = getTexelValue(i, j, width, height,
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redSHCoeff,
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Y00[face], Y1minus1[face], Y10[face], Y11[face], Y2minus2[face], Y2minus1[face], Y20[face], Y21[face], Y22[face]);
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output[face][4 * height * i + 4 * j + 1] = getTexelValue(i, j, width, height,
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greenSHCoeff,
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Y00[face], Y1minus1[face], Y10[face], Y11[face], Y2minus2[face], Y2minus1[face], Y20[face], Y21[face], Y22[face]);
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output[face][4 * height * i + 4 * j] = getTexelValue(i, j, width, height,
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blueSHCoeff,
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Y00[face], Y1minus1[face], Y10[face], Y11[face], Y2minus2[face], Y2minus1[face], Y20[face], Y21[face], Y22[face]);
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}
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}
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}
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}
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static void projectSH(float *color[], size_t width, size_t height,
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float *Y00[],
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float *Y1minus1[], float *Y10[], float *Y11[],
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float *Y2minus2[], float *Y2minus1[], float * Y20[], float *Y21[], float *Y22[],
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float *blueSHCoeff, float *greenSHCoeff, float *redSHCoeff
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)
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{
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for (unsigned i = 0; i < 9; i++)
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{
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blueSHCoeff[i] = 0;
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greenSHCoeff[i] = 0;
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redSHCoeff[i] = 0;
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}
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float wh = float(width * height);
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for (unsigned face = 0; face < 6; face++)
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{
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for (unsigned i = 0; i < width; i++)
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{
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for (unsigned j = 0; j < height; j++)
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{
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size_t idx = i * height + j;
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float fi = float(i), fj = float(j);
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fi /= width, fj /= height;
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fi = 2 * fi - 1, fj = 2 * fj - 1;
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float d = sqrt(fi * fi + fj * fj + 1);
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// Constant obtained by projecting unprojected ref values
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float solidangle = 2.75f / (wh * pow(d, 1.5f));
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// pow(., 2.2) to convert from srgb
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float b = pow(color[face][4 * height * i + 4 * j ] / 255.f, 2.2f);
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float g = pow(color[face][4 * height * i + 4 * j + 1] / 255.f, 2.2f);
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float r = pow(color[face][4 * height * i + 4 * j + 2] / 255.f, 2.2f);
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assert(b >= 0.);
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blueSHCoeff[0] += b * Y00[face][idx] * solidangle;
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blueSHCoeff[1] += b * Y1minus1[face][idx] * solidangle;
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blueSHCoeff[2] += b * Y10[face][idx] * solidangle;
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blueSHCoeff[3] += b * Y11[face][idx] * solidangle;
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blueSHCoeff[4] += b * Y2minus2[face][idx] * solidangle;
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blueSHCoeff[5] += b * Y2minus1[face][idx] * solidangle;
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blueSHCoeff[6] += b * Y20[face][idx] * solidangle;
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blueSHCoeff[7] += b * Y21[face][idx] * solidangle;
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blueSHCoeff[8] += b * Y22[face][idx] * solidangle;
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greenSHCoeff[0] += g * Y00[face][idx] * solidangle;
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greenSHCoeff[1] += g * Y1minus1[face][idx] * solidangle;
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greenSHCoeff[2] += g * Y10[face][idx] * solidangle;
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greenSHCoeff[3] += g * Y11[face][idx] * solidangle;
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greenSHCoeff[4] += g * Y2minus2[face][idx] * solidangle;
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greenSHCoeff[5] += g * Y2minus1[face][idx] * solidangle;
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greenSHCoeff[6] += g * Y20[face][idx] * solidangle;
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greenSHCoeff[7] += g * Y21[face][idx] * solidangle;
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greenSHCoeff[8] += g * Y22[face][idx] * solidangle;
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redSHCoeff[0] += r * Y00[face][idx] * solidangle;
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redSHCoeff[1] += r * Y1minus1[face][idx] * solidangle;
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redSHCoeff[2] += r * Y10[face][idx] * solidangle;
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redSHCoeff[3] += r * Y11[face][idx] * solidangle;
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redSHCoeff[4] += r * Y2minus2[face][idx] * solidangle;
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redSHCoeff[5] += r * Y2minus1[face][idx] * solidangle;
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redSHCoeff[6] += r * Y20[face][idx] * solidangle;
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redSHCoeff[7] += r * Y21[face][idx] * solidangle;
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redSHCoeff[8] += r * Y22[face][idx] * solidangle;
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}
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}
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}
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}
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static void displayCoeff(float *SHCoeff)
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{
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printf("L00:%f\n", SHCoeff[0]);
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printf("L1-1:%f, L10:%f, L11:%f\n", SHCoeff[1], SHCoeff[2], SHCoeff[3]);
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printf("L2-2:%f, L2-1:%f, L20:%f, L21:%f, L22:%f\n", SHCoeff[4], SHCoeff[5], SHCoeff[6], SHCoeff[7], SHCoeff[8]);
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}
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// Only for 9 coefficients
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static void testSH(unsigned char *color[6], size_t width, size_t height,
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float *blueSHCoeff, float *greenSHCoeff, float *redSHCoeff)
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{
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float *Y00[6];
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float *Y1minus1[6];
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float *Y10[6];
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float *Y11[6];
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float *Y2minus2[6];
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float *Y2minus1[6];
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float *Y20[6];
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float *Y21[6];
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float *Y22[6];
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float *testoutput[6];
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for (unsigned i = 0; i < 6; i++)
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{
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testoutput[i] = new float[width * height * 4];
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for (unsigned j = 0; j < width * height; j++)
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{
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testoutput[i][4 * j ] = float(0xFF & color[i][4 * j]);
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testoutput[i][4 * j + 1] = float(0xFF & color[i][4 * j + 1]);
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testoutput[i][4 * j + 2] = float(0xFF & color[i][4 * j + 2]);
|
||||
}
|
||||
}
|
||||
|
||||
for (unsigned face = 0; face < 6; face++)
|
||||
{
|
||||
Y00[face] = new float[width * height];
|
||||
Y1minus1[face] = new float[width * height];
|
||||
Y10[face] = new float[width * height];
|
||||
Y11[face] = new float[width * height];
|
||||
Y2minus2[face] = new float[width * height];
|
||||
Y2minus1[face] = new float[width * height];
|
||||
Y20[face] = new float[width * height];
|
||||
Y21[face] = new float[width * height];
|
||||
Y22[face] = new float[width * height];
|
||||
|
||||
getYml(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, width, height, Y00[face], Y1minus1[face], Y10[face], Y11[face], Y2minus2[face], Y2minus1[face], Y20[face], Y21[face], Y22[face]);
|
||||
}
|
||||
|
||||
/* blueSHCoeff[0] = 0.54,
|
||||
blueSHCoeff[1] = .6, blueSHCoeff[2] = -.27, blueSHCoeff[3] = .01,
|
||||
blueSHCoeff[4] = -.12, blueSHCoeff[5] = -.47, blueSHCoeff[6] = -.15, blueSHCoeff[7] = .14, blueSHCoeff[8] = -.3;
|
||||
greenSHCoeff[0] = .44,
|
||||
greenSHCoeff[1] = .35, greenSHCoeff[2] = -.18, greenSHCoeff[3] = -.06,
|
||||
greenSHCoeff[4] = -.05, greenSHCoeff[5] = -.22, greenSHCoeff[6] = -.09, greenSHCoeff[7] = .21, greenSHCoeff[8] = -.05;
|
||||
redSHCoeff[0] = .79,
|
||||
redSHCoeff[1] = .39, redSHCoeff[2] = -.34, redSHCoeff[3] = -.29,
|
||||
redSHCoeff[4] = -.11, redSHCoeff[5] = -.26, redSHCoeff[6] = -.16, redSHCoeff[7] = .56, redSHCoeff[8] = .21;
|
||||
|
||||
printf("Blue:\n");
|
||||
displayCoeff(blueSHCoeff);
|
||||
printf("Green:\n");
|
||||
displayCoeff(greenSHCoeff);
|
||||
printf("Red:\n");
|
||||
displayCoeff(redSHCoeff);*/
|
||||
|
||||
projectSH(testoutput, width, height,
|
||||
Y00,
|
||||
Y1minus1, Y10, Y11,
|
||||
Y2minus2, Y2minus1, Y20, Y21, Y22,
|
||||
blueSHCoeff, greenSHCoeff, redSHCoeff
|
||||
);
|
||||
|
||||
//printf("Blue:\n");
|
||||
//displayCoeff(blueSHCoeff);
|
||||
//printf("Green:\n");
|
||||
//displayCoeff(greenSHCoeff);
|
||||
//printf("Red:\n");
|
||||
//displayCoeff(redSHCoeff);
|
||||
|
||||
|
||||
|
||||
// Convolute in frequency space
|
||||
/* float A0 = 3.141593;
|
||||
float A1 = 2.094395;
|
||||
float A2 = 0.785398;
|
||||
blueSHCoeff[0] *= A0;
|
||||
greenSHCoeff[0] *= A0;
|
||||
redSHCoeff[0] *= A0;
|
||||
for (unsigned i = 0; i < 3; i++)
|
||||
{
|
||||
blueSHCoeff[1 + i] *= A1;
|
||||
greenSHCoeff[1 + i] *= A1;
|
||||
redSHCoeff[1 + i] *= A1;
|
||||
}
|
||||
for (unsigned i = 0; i < 5; i++)
|
||||
{
|
||||
blueSHCoeff[4 + i] *= A2;
|
||||
greenSHCoeff[4 + i] *= A2;
|
||||
redSHCoeff[4 + i] *= A2;
|
||||
}
|
||||
|
||||
|
||||
unprojectSH(testoutput, width, height,
|
||||
Y00,
|
||||
Y1minus1, Y10, Y11,
|
||||
Y2minus2, Y2minus1, Y20, Y21, Y22,
|
||||
blueSHCoeff, greenSHCoeff, redSHCoeff
|
||||
);*/
|
||||
|
||||
|
||||
/* printf("Blue:\n");
|
||||
displayCoeff(blueSHCoeff);
|
||||
printf("Green:\n");
|
||||
displayCoeff(greenSHCoeff);
|
||||
printf("Red:\n");
|
||||
displayCoeff(redSHCoeff);
|
||||
|
||||
printf("\nAfter projection\n\n");*/
|
||||
|
||||
|
||||
|
||||
for (unsigned i = 0; i < 6; i++)
|
||||
{
|
||||
for (unsigned j = 0; j < width * height; j++)
|
||||
{
|
||||
color[i][4 * j ] = char(MIN2(testoutput[i][4 * j], 255));
|
||||
color[i][4 * j + 1] = char(MIN2(testoutput[i][4 * j + 1], 255));
|
||||
color[i][4 * j + 2] = char(MIN2(testoutput[i][4 * j + 2], 255));
|
||||
}
|
||||
}
|
||||
|
||||
for (unsigned face = 0; face < 6; face++)
|
||||
{
|
||||
delete[] testoutput[face];
|
||||
delete[] Y00[face];
|
||||
delete[] Y1minus1[face];
|
||||
delete[] Y10[face];
|
||||
delete[] Y11[face];
|
||||
}
|
||||
}
|
||||
|
||||
/** Generate an opengl cubemap texture from 6 2d textures.
|
||||
Out of legacy the sequence of textures maps to :
|
||||
- 1st texture maps to GL_TEXTURE_CUBE_MAP_POSITIVE_Y
|
||||
- 2nd texture maps to GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
|
||||
- 3rd texture maps to GL_TEXTURE_CUBE_MAP_POSITIVE_X
|
||||
- 4th texture maps to GL_TEXTURE_CUBE_MAP_NEGATIVE_X
|
||||
- 5th texture maps to GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
|
||||
- 6th texture maps to GL_TEXTURE_CUBE_MAP_POSITIVE_Z
|
||||
* \param textures sequence of 6 textures.
|
||||
*/
|
||||
GLuint generateCubeMapFromTextures(const std::vector<video::ITexture *> &textures)
|
||||
{
|
||||
assert(textures.size() == 6);
|
||||
|
||||
GLuint result;
|
||||
glGenTextures(1, &result);
|
||||
|
||||
unsigned w = 0, h = 0;
|
||||
for (unsigned i = 0; i < 6; i++)
|
||||
{
|
||||
w = MAX2(w, textures[i]->getOriginalSize().Width);
|
||||
h = MAX2(h, textures[i]->getOriginalSize().Height);
|
||||
}
|
||||
|
||||
const unsigned texture_permutation[] = { 2, 3, 0, 1, 5, 4 };
|
||||
char *rgba[6];
|
||||
for (unsigned i = 0; i < 6; i++)
|
||||
rgba[i] = new char[w * h * 4];
|
||||
for (unsigned i = 0; i < 6; i++)
|
||||
{
|
||||
unsigned idx = texture_permutation[i];
|
||||
|
||||
video::IImage* image = irr_driver->getVideoDriver()->createImageFromData(
|
||||
textures[idx]->getColorFormat(),
|
||||
textures[idx]->getSize(),
|
||||
textures[idx]->lock(),
|
||||
false
|
||||
);
|
||||
textures[idx]->unlock();
|
||||
|
||||
image->copyToScaling(rgba[i], w, h);
|
||||
image->drop();
|
||||
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, result);
|
||||
if (UserConfigParams::m_texture_compression)
|
||||
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_COMPRESSED_SRGB_ALPHA, w, h, 0, GL_BGRA, GL_UNSIGNED_BYTE, (GLvoid*)rgba[i]);
|
||||
else
|
||||
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_SRGB_ALPHA, w, h, 0, GL_BGRA, GL_UNSIGNED_BYTE, (GLvoid*)rgba[i]);
|
||||
}
|
||||
for (unsigned i = 0; i < 6; i++)
|
||||
delete[] rgba[i];
|
||||
return result;
|
||||
}
|
||||
|
||||
void IrrDriver::generateSkyboxCubemap()
|
||||
{
|
||||
glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
|
||||
|
||||
assert(SkyboxTextures.size() == 6);
|
||||
SkyboxCubeMap = generateCubeMapFromTextures(SkyboxTextures);
|
||||
const unsigned texture_permutation[] = { 2, 3, 0, 1, 5, 4 };
|
||||
|
||||
if (SphericalHarmonicsTextures.size() == 6)
|
||||
{
|
||||
unsigned sh_w = 0, sh_h = 0;
|
||||
for (unsigned i = 0; i < 6; i++)
|
||||
{
|
||||
sh_w = MAX2(sh_w, SphericalHarmonicsTextures[i]->getOriginalSize().Width);
|
||||
sh_h = MAX2(sh_h, SphericalHarmonicsTextures[i]->getOriginalSize().Height);
|
||||
}
|
||||
|
||||
unsigned char *sh_rgba[6];
|
||||
for (unsigned i = 0; i < 6; i++)
|
||||
sh_rgba[i] = new unsigned char[sh_w * sh_h * 4];
|
||||
for (unsigned i = 0; i < 6; i++)
|
||||
{
|
||||
unsigned idx = texture_permutation[i];
|
||||
|
||||
video::IImage* image = getVideoDriver()->createImageFromData(
|
||||
SphericalHarmonicsTextures[idx]->getColorFormat(),
|
||||
SphericalHarmonicsTextures[idx]->getSize(),
|
||||
SphericalHarmonicsTextures[idx]->lock(),
|
||||
false
|
||||
);
|
||||
SphericalHarmonicsTextures[idx]->unlock();
|
||||
|
||||
image->copyToScaling(sh_rgba[i], sh_w, sh_h);
|
||||
image->drop();
|
||||
}
|
||||
|
||||
testSH(sh_rgba, sh_w, sh_h, blueSHCoeff, greenSHCoeff, redSHCoeff);
|
||||
|
||||
for (unsigned i = 0; i < 6; i++)
|
||||
delete[] sh_rgba[i];
|
||||
}
|
||||
else
|
||||
{
|
||||
int sh_w = 16;
|
||||
int sh_h = 16;
|
||||
|
||||
const video::SColorf& ambientf = irr_driver->getSceneManager()->getAmbientLight();
|
||||
video::SColor ambient = ambientf.toSColor();
|
||||
|
||||
unsigned char *sh_rgba[6];
|
||||
for (unsigned i = 0; i < 6; i++)
|
||||
{
|
||||
sh_rgba[i] = new unsigned char[sh_w * sh_h * 4];
|
||||
|
||||
for (int j = 0; j < sh_w * sh_h * 4; j+=4)
|
||||
{
|
||||
sh_rgba[i][j] = ambient.getBlue();
|
||||
sh_rgba[i][j + 1] = ambient.getGreen();
|
||||
sh_rgba[i][j + 2] = ambient.getRed();
|
||||
sh_rgba[i][j + 3] = 255;
|
||||
}
|
||||
}
|
||||
|
||||
testSH(sh_rgba, sh_w, sh_h, blueSHCoeff, greenSHCoeff, redSHCoeff);
|
||||
|
||||
for (unsigned i = 0; i < 6; i++)
|
||||
delete[] sh_rgba[i];
|
||||
}
|
||||
|
||||
/*for (unsigned i = 0; i < 6; i++)
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, ConvolutedSkyboxCubeMap);
|
||||
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_SRGB_ALPHA, w, h, 0, GL_BGRA, GL_UNSIGNED_BYTE, (GLvoid*)rgba[i]);
|
||||
}
|
||||
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);*/
|
||||
}
|
||||
|
||||
void IrrDriver::renderSkybox(const scene::ICameraSceneNode *camera)
|
||||
{
|
||||
if (SkyboxTextures.empty())
|
||||
return;
|
||||
if (!SkyboxCubeMap)
|
||||
generateSkyboxCubemap();
|
||||
glBindVertexArray(MeshShader::SkyboxShader::cubevao);
|
||||
glDisable(GL_CULL_FACE);
|
||||
assert(SkyboxTextures.size() == 6);
|
||||
|
||||
core::matrix4 translate;
|
||||
translate.setTranslation(camera->getAbsolutePosition());
|
||||
|
||||
// Draw the sky box between the near and far clip plane
|
||||
const f32 viewDistance = (camera->getNearValue() + camera->getFarValue()) * 0.5f;
|
||||
core::matrix4 scale;
|
||||
scale.setScale(core::vector3df(viewDistance, viewDistance, viewDistance));
|
||||
core::matrix4 transform = translate * scale;
|
||||
core::matrix4 invtransform;
|
||||
transform.getInverse(invtransform);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, SkyboxCubeMap);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glUseProgram(MeshShader::SkyboxShader::Program);
|
||||
MeshShader::SkyboxShader::setUniforms(transform,
|
||||
core::vector2df(float(UserConfigParams::m_width),
|
||||
float(UserConfigParams::m_height)),
|
||||
0);
|
||||
glDrawElements(GL_TRIANGLES, 6 * 6, GL_UNSIGNED_INT, 0);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
199
src/graphics/render_lighting.cpp
Normal file
199
src/graphics/render_lighting.cpp
Normal file
@@ -0,0 +1,199 @@
|
||||
#include "graphics/irr_driver.hpp"
|
||||
|
||||
#include "config/user_config.hpp"
|
||||
#include "graphics/callbacks.hpp"
|
||||
#include "graphics/camera.hpp"
|
||||
#include "graphics/glwrap.hpp"
|
||||
#include "graphics/lens_flare.hpp"
|
||||
#include "graphics/light.hpp"
|
||||
#include "graphics/lod_node.hpp"
|
||||
#include "graphics/material_manager.hpp"
|
||||
#include "graphics/particle_kind_manager.hpp"
|
||||
#include "graphics/per_camera_node.hpp"
|
||||
#include "graphics/post_processing.hpp"
|
||||
#include "graphics/referee.hpp"
|
||||
#include "graphics/rtts.hpp"
|
||||
#include "graphics/screenquad.hpp"
|
||||
#include "graphics/shaders.hpp"
|
||||
#include "graphics/stkmeshscenenode.hpp"
|
||||
#include "graphics/stkinstancedscenenode.hpp"
|
||||
#include "graphics/wind.hpp"
|
||||
#include "io/file_manager.hpp"
|
||||
#include "items/item.hpp"
|
||||
#include "items/item_manager.hpp"
|
||||
#include "modes/world.hpp"
|
||||
#include "physics/physics.hpp"
|
||||
#include "tracks/track.hpp"
|
||||
#include "utils/constants.hpp"
|
||||
#include "utils/helpers.hpp"
|
||||
#include "utils/log.hpp"
|
||||
#include "utils/profiler.hpp"
|
||||
|
||||
#include <algorithm>
|
||||
#include <limits>
|
||||
|
||||
#define MAX2(a, b) ((a) > (b) ? (a) : (b))
|
||||
#define MIN2(a, b) ((a) > (b) ? (b) : (a))
|
||||
|
||||
static LightShader::PointLightInfo PointLightsInfo[MAXLIGHT];
|
||||
|
||||
static void renderPointLights(unsigned count)
|
||||
{
|
||||
glEnable(GL_BLEND);
|
||||
glBlendEquation(GL_FUNC_ADD);
|
||||
glBlendFunc(GL_ONE, GL_ONE);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDepthMask(GL_FALSE);
|
||||
|
||||
glUseProgram(LightShader::PointLightShader::Program);
|
||||
glBindVertexArray(LightShader::PointLightShader::vao);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, LightShader::PointLightShader::vbo);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, 0, count * sizeof(LightShader::PointLightInfo), PointLightsInfo);
|
||||
|
||||
setTexture(0, irr_driver->getRenderTargetTexture(RTT_NORMAL_AND_DEPTH), GL_NEAREST, GL_NEAREST);
|
||||
setTexture(1, irr_driver->getDepthStencilTexture(), GL_NEAREST, GL_NEAREST);
|
||||
LightShader::PointLightShader
|
||||
::setUniforms(core::vector2df(float(UserConfigParams::m_width),
|
||||
float(UserConfigParams::m_height)),
|
||||
200, 0, 1);
|
||||
|
||||
glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, count);
|
||||
}
|
||||
|
||||
unsigned IrrDriver::UpdateLightsInfo(scene::ICameraSceneNode * const camnode, float dt)
|
||||
{
|
||||
const u32 lightcount = m_lights.size();
|
||||
const core::vector3df &campos = camnode->getAbsolutePosition();
|
||||
|
||||
std::vector<LightNode *> BucketedLN[15];
|
||||
for (unsigned int i = 0; i < lightcount; i++)
|
||||
{
|
||||
if (!m_lights[i]->isPointLight())
|
||||
{
|
||||
m_lights[i]->render();
|
||||
continue;
|
||||
}
|
||||
const core::vector3df &lightpos = (m_lights[i]->getAbsolutePosition() - campos);
|
||||
unsigned idx = (unsigned)(lightpos.getLength() / 10);
|
||||
if (idx > 14)
|
||||
idx = 14;
|
||||
BucketedLN[idx].push_back(m_lights[i]);
|
||||
}
|
||||
|
||||
unsigned lightnum = 0;
|
||||
|
||||
for (unsigned i = 0; i < 15; i++)
|
||||
{
|
||||
for (unsigned j = 0; j < BucketedLN[i].size(); j++)
|
||||
{
|
||||
if (++lightnum >= MAXLIGHT)
|
||||
{
|
||||
LightNode* light_node = BucketedLN[i].at(j);
|
||||
light_node->setEnergyMultiplier(0.0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
LightNode* light_node = BucketedLN[i].at(j);
|
||||
|
||||
float em = light_node->getEnergyMultiplier();
|
||||
if (em < 1.0f)
|
||||
{
|
||||
light_node->setEnergyMultiplier(std::min(1.0f, em + dt));
|
||||
}
|
||||
|
||||
const core::vector3df &pos = light_node->getAbsolutePosition();
|
||||
PointLightsInfo[lightnum].posX = pos.X;
|
||||
PointLightsInfo[lightnum].posY = pos.Y;
|
||||
PointLightsInfo[lightnum].posZ = pos.Z;
|
||||
|
||||
PointLightsInfo[lightnum].energy = light_node->getEffectiveEnergy();
|
||||
|
||||
const core::vector3df &col = light_node->getColor();
|
||||
PointLightsInfo[lightnum].red = col.X;
|
||||
PointLightsInfo[lightnum].green = col.Y;
|
||||
PointLightsInfo[lightnum].blue = col.Z;
|
||||
|
||||
// Light radius
|
||||
PointLightsInfo[lightnum].radius = light_node->getRadius();
|
||||
}
|
||||
}
|
||||
if (lightnum > MAXLIGHT)
|
||||
{
|
||||
irr_driver->setLastLightBucketDistance(i * 10);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
lightnum++;
|
||||
return lightnum;
|
||||
}
|
||||
|
||||
void IrrDriver::renderLights(unsigned pointlightcount)
|
||||
{
|
||||
//RH
|
||||
if (UserConfigParams::m_gi)
|
||||
{
|
||||
ScopedGPUTimer timer(irr_driver->getGPUTimer(Q_RH));
|
||||
glDisable(GL_BLEND);
|
||||
m_rtts->getRH().Bind();
|
||||
glUseProgram(FullScreenShader::RadianceHintsConstructionShader::Program);
|
||||
glBindVertexArray(FullScreenShader::RadianceHintsConstructionShader::vao);
|
||||
setTexture(0, m_rtts->getRSM().getRTT()[0], GL_LINEAR, GL_LINEAR);
|
||||
setTexture(1, m_rtts->getRSM().getRTT()[1], GL_LINEAR, GL_LINEAR);
|
||||
setTexture(2, m_rtts->getRSM().getDepthTexture(), GL_LINEAR, GL_LINEAR);
|
||||
FullScreenShader::RadianceHintsConstructionShader::setUniforms(rsm_matrix, rh_matrix, rh_extend, 0, 1, 2);
|
||||
glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, 32);
|
||||
}
|
||||
|
||||
for (unsigned i = 0; i < sun_ortho_matrix.size(); i++)
|
||||
sun_ortho_matrix[i] *= getInvViewMatrix();
|
||||
m_rtts->getFBO(FBO_COMBINED_TMP1_TMP2).Bind();
|
||||
if (!UserConfigParams::m_dynamic_lights)
|
||||
glClearColor(.5, .5, .5, .5);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
if (!UserConfigParams::m_dynamic_lights)
|
||||
return;
|
||||
|
||||
m_rtts->getFBO(FBO_TMP1_WITH_DS).Bind();
|
||||
if (UserConfigParams::m_gi)
|
||||
{
|
||||
ScopedGPUTimer timer(irr_driver->getGPUTimer(Q_GI));
|
||||
m_post_processing->renderGI(rh_matrix, rh_extend, m_rtts->getRH().getRTT()[0], m_rtts->getRH().getRTT()[1], m_rtts->getRH().getRTT()[2]);
|
||||
}
|
||||
|
||||
if (SkyboxCubeMap)
|
||||
{
|
||||
ScopedGPUTimer timer(irr_driver->getGPUTimer(Q_ENVMAP));
|
||||
m_post_processing->renderDiffuseEnvMap(blueSHCoeff, greenSHCoeff, redSHCoeff);
|
||||
}
|
||||
m_rtts->getFBO(FBO_COMBINED_TMP1_TMP2).Bind();
|
||||
|
||||
if (World::getWorld() && World::getWorld()->getTrack()->hasShadows() && SkyboxCubeMap)
|
||||
irr_driver->getSceneManager()->setAmbientLight(SColor(0, 0, 0, 0));
|
||||
|
||||
// Render sunlight if and only if track supports shadow
|
||||
if (!World::getWorld() || World::getWorld()->getTrack()->hasShadows())
|
||||
{
|
||||
ScopedGPUTimer timer(irr_driver->getGPUTimer(Q_SUN));
|
||||
if (World::getWorld() && UserConfigParams::m_shadows)
|
||||
m_post_processing->renderShadowedSunlight(sun_ortho_matrix, m_rtts->getShadowDepthTex());
|
||||
else
|
||||
m_post_processing->renderSunlight();
|
||||
}
|
||||
{
|
||||
ScopedGPUTimer timer(irr_driver->getGPUTimer(Q_POINTLIGHTS));
|
||||
renderPointLights(MIN2(pointlightcount, MAXLIGHT));
|
||||
}
|
||||
}
|
||||
|
||||
void IrrDriver::renderSSAO()
|
||||
{
|
||||
m_rtts->getFBO(FBO_SSAO).Bind();
|
||||
glClearColor(1., 1., 1., 1.);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
m_post_processing->renderSSAO();
|
||||
// Blur it to reduce noise.
|
||||
FrameBuffer::Blit(m_rtts->getFBO(FBO_SSAO), m_rtts->getFBO(FBO_HALF1_R), GL_COLOR_BUFFER_BIT, GL_LINEAR);
|
||||
m_post_processing->renderGaussian17TapBlur(irr_driver->getFBO(FBO_HALF1_R), irr_driver->getFBO(FBO_HALF2_R));
|
||||
|
||||
}
|
||||
540
src/graphics/render_skybox.cpp
Normal file
540
src/graphics/render_skybox.cpp
Normal file
@@ -0,0 +1,540 @@
|
||||
#include "graphics/irr_driver.hpp"
|
||||
|
||||
#include "config/user_config.hpp"
|
||||
#include "graphics/callbacks.hpp"
|
||||
#include "graphics/camera.hpp"
|
||||
#include "graphics/glwrap.hpp"
|
||||
#include "graphics/lens_flare.hpp"
|
||||
#include "graphics/light.hpp"
|
||||
#include "graphics/lod_node.hpp"
|
||||
#include "graphics/material_manager.hpp"
|
||||
#include "graphics/particle_kind_manager.hpp"
|
||||
#include "graphics/per_camera_node.hpp"
|
||||
#include "graphics/post_processing.hpp"
|
||||
#include "graphics/referee.hpp"
|
||||
#include "graphics/rtts.hpp"
|
||||
#include "graphics/screenquad.hpp"
|
||||
#include "graphics/shaders.hpp"
|
||||
#include "graphics/stkmeshscenenode.hpp"
|
||||
#include "graphics/stkinstancedscenenode.hpp"
|
||||
#include "graphics/wind.hpp"
|
||||
#include "io/file_manager.hpp"
|
||||
#include "items/item.hpp"
|
||||
#include "items/item_manager.hpp"
|
||||
#include "modes/world.hpp"
|
||||
#include "physics/physics.hpp"
|
||||
#include "tracks/track.hpp"
|
||||
#include "utils/constants.hpp"
|
||||
#include "utils/helpers.hpp"
|
||||
#include "utils/log.hpp"
|
||||
#include "utils/profiler.hpp"
|
||||
|
||||
#include <algorithm>
|
||||
#include <limits>
|
||||
|
||||
#define MAX2(a, b) ((a) > (b) ? (a) : (b))
|
||||
#define MIN2(a, b) ((a) > (b) ? (b) : (a))
|
||||
|
||||
static void getXYZ(GLenum face, float i, float j, float &x, float &y, float &z)
|
||||
{
|
||||
switch (face)
|
||||
{
|
||||
case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
|
||||
x = 1.;
|
||||
y = -i;
|
||||
z = -j;
|
||||
break;
|
||||
case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
|
||||
x = -1.;
|
||||
y = -i;
|
||||
z = j;
|
||||
break;
|
||||
case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
|
||||
x = j;
|
||||
y = 1.;
|
||||
z = i;
|
||||
break;
|
||||
case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
|
||||
x = j;
|
||||
y = -1;
|
||||
z = -i;
|
||||
break;
|
||||
case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
|
||||
x = j;
|
||||
y = -i;
|
||||
z = 1;
|
||||
break;
|
||||
case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
|
||||
x = -j;
|
||||
y = -i;
|
||||
z = -1;
|
||||
break;
|
||||
}
|
||||
|
||||
float norm = sqrt(x * x + y * y + z * z);
|
||||
x /= norm, y /= norm, z /= norm;
|
||||
return;
|
||||
}
|
||||
|
||||
static void getYml(GLenum face, size_t width, size_t height,
|
||||
float *Y00,
|
||||
float *Y1minus1, float *Y10, float *Y11,
|
||||
float *Y2minus2, float *Y2minus1, float *Y20, float *Y21, float *Y22)
|
||||
{
|
||||
for (unsigned i = 0; i < width; i++)
|
||||
{
|
||||
for (unsigned j = 0; j < height; j++)
|
||||
{
|
||||
float x, y, z;
|
||||
float fi = float(i), fj = float(j);
|
||||
fi /= width, fj /= height;
|
||||
fi = 2 * fi - 1, fj = 2 * fj - 1;
|
||||
getXYZ(face, fi, fj, x, y, z);
|
||||
|
||||
// constant part of Ylm
|
||||
float c00 = 0.282095f;
|
||||
float c1minus1 = 0.488603f;
|
||||
float c10 = 0.488603f;
|
||||
float c11 = 0.488603f;
|
||||
float c2minus2 = 1.092548f;
|
||||
float c2minus1 = 1.092548f;
|
||||
float c21 = 1.092548f;
|
||||
float c20 = 0.315392f;
|
||||
float c22 = 0.546274f;
|
||||
|
||||
size_t idx = i * height + j;
|
||||
|
||||
Y00[idx] = c00;
|
||||
Y1minus1[idx] = c1minus1 * y;
|
||||
Y10[idx] = c10 * z;
|
||||
Y11[idx] = c11 * x;
|
||||
Y2minus2[idx] = c2minus2 * x * y;
|
||||
Y2minus1[idx] = c2minus1 * y * z;
|
||||
Y21[idx] = c21 * x * z;
|
||||
Y20[idx] = c20 * (3 * z * z - 1);
|
||||
Y22[idx] = c22 * (x * x - y * y);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static float getTexelValue(unsigned i, unsigned j, size_t width, size_t height, float *Coeff, float *Y00, float *Y1minus1, float *Y10, float *Y11,
|
||||
float *Y2minus2, float * Y2minus1, float * Y20, float *Y21, float *Y22)
|
||||
{
|
||||
float d = sqrt((float)(i * i + j * j + 1));
|
||||
float solidangle = 1.;
|
||||
size_t idx = i * height + j;
|
||||
float reconstructedVal = Y00[idx] * Coeff[0];
|
||||
reconstructedVal += Y1minus1[i * height + j] * Coeff[1] + Y10[i * height + j] * Coeff[2] + Y11[i * height + j] * Coeff[3];
|
||||
reconstructedVal += Y2minus2[idx] * Coeff[4] + Y2minus1[idx] * Coeff[5] + Y20[idx] * Coeff[6] + Y21[idx] * Coeff[7] + Y22[idx] * Coeff[8];
|
||||
reconstructedVal /= solidangle;
|
||||
return MAX2(255.0f * reconstructedVal, 0.f);
|
||||
}
|
||||
|
||||
static void unprojectSH(float *output[], size_t width, size_t height,
|
||||
float *Y00[],
|
||||
float *Y1minus1[], float *Y10[], float *Y11[],
|
||||
float *Y2minus2[], float *Y2minus1[], float * Y20[], float *Y21[], float *Y22[],
|
||||
float *blueSHCoeff, float *greenSHCoeff, float *redSHCoeff)
|
||||
{
|
||||
for (unsigned face = 0; face < 6; face++)
|
||||
{
|
||||
for (unsigned i = 0; i < width; i++)
|
||||
{
|
||||
for (unsigned j = 0; j < height; j++)
|
||||
{
|
||||
float fi = float(i), fj = float(j);
|
||||
fi /= width, fj /= height;
|
||||
fi = 2 * fi - 1, fj = 2 * fj - 1;
|
||||
|
||||
output[face][4 * height * i + 4 * j + 2] = getTexelValue(i, j, width, height,
|
||||
redSHCoeff,
|
||||
Y00[face], Y1minus1[face], Y10[face], Y11[face], Y2minus2[face], Y2minus1[face], Y20[face], Y21[face], Y22[face]);
|
||||
output[face][4 * height * i + 4 * j + 1] = getTexelValue(i, j, width, height,
|
||||
greenSHCoeff,
|
||||
Y00[face], Y1minus1[face], Y10[face], Y11[face], Y2minus2[face], Y2minus1[face], Y20[face], Y21[face], Y22[face]);
|
||||
output[face][4 * height * i + 4 * j] = getTexelValue(i, j, width, height,
|
||||
blueSHCoeff,
|
||||
Y00[face], Y1minus1[face], Y10[face], Y11[face], Y2minus2[face], Y2minus1[face], Y20[face], Y21[face], Y22[face]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void projectSH(float *color[], size_t width, size_t height,
|
||||
float *Y00[],
|
||||
float *Y1minus1[], float *Y10[], float *Y11[],
|
||||
float *Y2minus2[], float *Y2minus1[], float * Y20[], float *Y21[], float *Y22[],
|
||||
float *blueSHCoeff, float *greenSHCoeff, float *redSHCoeff
|
||||
)
|
||||
{
|
||||
for (unsigned i = 0; i < 9; i++)
|
||||
{
|
||||
blueSHCoeff[i] = 0;
|
||||
greenSHCoeff[i] = 0;
|
||||
redSHCoeff[i] = 0;
|
||||
}
|
||||
float wh = float(width * height);
|
||||
for (unsigned face = 0; face < 6; face++)
|
||||
{
|
||||
for (unsigned i = 0; i < width; i++)
|
||||
{
|
||||
for (unsigned j = 0; j < height; j++)
|
||||
{
|
||||
size_t idx = i * height + j;
|
||||
float fi = float(i), fj = float(j);
|
||||
fi /= width, fj /= height;
|
||||
fi = 2 * fi - 1, fj = 2 * fj - 1;
|
||||
|
||||
|
||||
float d = sqrt(fi * fi + fj * fj + 1);
|
||||
|
||||
// Constant obtained by projecting unprojected ref values
|
||||
float solidangle = 2.75f / (wh * pow(d, 1.5f));
|
||||
// pow(., 2.2) to convert from srgb
|
||||
float b = pow(color[face][4 * height * i + 4 * j] / 255.f, 2.2f);
|
||||
float g = pow(color[face][4 * height * i + 4 * j + 1] / 255.f, 2.2f);
|
||||
float r = pow(color[face][4 * height * i + 4 * j + 2] / 255.f, 2.2f);
|
||||
|
||||
assert(b >= 0.);
|
||||
|
||||
blueSHCoeff[0] += b * Y00[face][idx] * solidangle;
|
||||
blueSHCoeff[1] += b * Y1minus1[face][idx] * solidangle;
|
||||
blueSHCoeff[2] += b * Y10[face][idx] * solidangle;
|
||||
blueSHCoeff[3] += b * Y11[face][idx] * solidangle;
|
||||
blueSHCoeff[4] += b * Y2minus2[face][idx] * solidangle;
|
||||
blueSHCoeff[5] += b * Y2minus1[face][idx] * solidangle;
|
||||
blueSHCoeff[6] += b * Y20[face][idx] * solidangle;
|
||||
blueSHCoeff[7] += b * Y21[face][idx] * solidangle;
|
||||
blueSHCoeff[8] += b * Y22[face][idx] * solidangle;
|
||||
|
||||
greenSHCoeff[0] += g * Y00[face][idx] * solidangle;
|
||||
greenSHCoeff[1] += g * Y1minus1[face][idx] * solidangle;
|
||||
greenSHCoeff[2] += g * Y10[face][idx] * solidangle;
|
||||
greenSHCoeff[3] += g * Y11[face][idx] * solidangle;
|
||||
greenSHCoeff[4] += g * Y2minus2[face][idx] * solidangle;
|
||||
greenSHCoeff[5] += g * Y2minus1[face][idx] * solidangle;
|
||||
greenSHCoeff[6] += g * Y20[face][idx] * solidangle;
|
||||
greenSHCoeff[7] += g * Y21[face][idx] * solidangle;
|
||||
greenSHCoeff[8] += g * Y22[face][idx] * solidangle;
|
||||
|
||||
|
||||
redSHCoeff[0] += r * Y00[face][idx] * solidangle;
|
||||
redSHCoeff[1] += r * Y1minus1[face][idx] * solidangle;
|
||||
redSHCoeff[2] += r * Y10[face][idx] * solidangle;
|
||||
redSHCoeff[3] += r * Y11[face][idx] * solidangle;
|
||||
redSHCoeff[4] += r * Y2minus2[face][idx] * solidangle;
|
||||
redSHCoeff[5] += r * Y2minus1[face][idx] * solidangle;
|
||||
redSHCoeff[6] += r * Y20[face][idx] * solidangle;
|
||||
redSHCoeff[7] += r * Y21[face][idx] * solidangle;
|
||||
redSHCoeff[8] += r * Y22[face][idx] * solidangle;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void displayCoeff(float *SHCoeff)
|
||||
{
|
||||
printf("L00:%f\n", SHCoeff[0]);
|
||||
printf("L1-1:%f, L10:%f, L11:%f\n", SHCoeff[1], SHCoeff[2], SHCoeff[3]);
|
||||
printf("L2-2:%f, L2-1:%f, L20:%f, L21:%f, L22:%f\n", SHCoeff[4], SHCoeff[5], SHCoeff[6], SHCoeff[7], SHCoeff[8]);
|
||||
}
|
||||
|
||||
// Only for 9 coefficients
|
||||
static void testSH(unsigned char *color[6], size_t width, size_t height,
|
||||
float *blueSHCoeff, float *greenSHCoeff, float *redSHCoeff)
|
||||
{
|
||||
float *Y00[6];
|
||||
float *Y1minus1[6];
|
||||
float *Y10[6];
|
||||
float *Y11[6];
|
||||
float *Y2minus2[6];
|
||||
float *Y2minus1[6];
|
||||
float *Y20[6];
|
||||
float *Y21[6];
|
||||
float *Y22[6];
|
||||
|
||||
float *testoutput[6];
|
||||
for (unsigned i = 0; i < 6; i++)
|
||||
{
|
||||
testoutput[i] = new float[width * height * 4];
|
||||
for (unsigned j = 0; j < width * height; j++)
|
||||
{
|
||||
testoutput[i][4 * j] = float(0xFF & color[i][4 * j]);
|
||||
testoutput[i][4 * j + 1] = float(0xFF & color[i][4 * j + 1]);
|
||||
testoutput[i][4 * j + 2] = float(0xFF & color[i][4 * j + 2]);
|
||||
}
|
||||
}
|
||||
|
||||
for (unsigned face = 0; face < 6; face++)
|
||||
{
|
||||
Y00[face] = new float[width * height];
|
||||
Y1minus1[face] = new float[width * height];
|
||||
Y10[face] = new float[width * height];
|
||||
Y11[face] = new float[width * height];
|
||||
Y2minus2[face] = new float[width * height];
|
||||
Y2minus1[face] = new float[width * height];
|
||||
Y20[face] = new float[width * height];
|
||||
Y21[face] = new float[width * height];
|
||||
Y22[face] = new float[width * height];
|
||||
|
||||
getYml(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, width, height, Y00[face], Y1minus1[face], Y10[face], Y11[face], Y2minus2[face], Y2minus1[face], Y20[face], Y21[face], Y22[face]);
|
||||
}
|
||||
|
||||
/* blueSHCoeff[0] = 0.54,
|
||||
blueSHCoeff[1] = .6, blueSHCoeff[2] = -.27, blueSHCoeff[3] = .01,
|
||||
blueSHCoeff[4] = -.12, blueSHCoeff[5] = -.47, blueSHCoeff[6] = -.15, blueSHCoeff[7] = .14, blueSHCoeff[8] = -.3;
|
||||
greenSHCoeff[0] = .44,
|
||||
greenSHCoeff[1] = .35, greenSHCoeff[2] = -.18, greenSHCoeff[3] = -.06,
|
||||
greenSHCoeff[4] = -.05, greenSHCoeff[5] = -.22, greenSHCoeff[6] = -.09, greenSHCoeff[7] = .21, greenSHCoeff[8] = -.05;
|
||||
redSHCoeff[0] = .79,
|
||||
redSHCoeff[1] = .39, redSHCoeff[2] = -.34, redSHCoeff[3] = -.29,
|
||||
redSHCoeff[4] = -.11, redSHCoeff[5] = -.26, redSHCoeff[6] = -.16, redSHCoeff[7] = .56, redSHCoeff[8] = .21;
|
||||
|
||||
printf("Blue:\n");
|
||||
displayCoeff(blueSHCoeff);
|
||||
printf("Green:\n");
|
||||
displayCoeff(greenSHCoeff);
|
||||
printf("Red:\n");
|
||||
displayCoeff(redSHCoeff);*/
|
||||
|
||||
projectSH(testoutput, width, height,
|
||||
Y00,
|
||||
Y1minus1, Y10, Y11,
|
||||
Y2minus2, Y2minus1, Y20, Y21, Y22,
|
||||
blueSHCoeff, greenSHCoeff, redSHCoeff
|
||||
);
|
||||
|
||||
//printf("Blue:\n");
|
||||
//displayCoeff(blueSHCoeff);
|
||||
//printf("Green:\n");
|
||||
//displayCoeff(greenSHCoeff);
|
||||
//printf("Red:\n");
|
||||
//displayCoeff(redSHCoeff);
|
||||
|
||||
|
||||
|
||||
// Convolute in frequency space
|
||||
/* float A0 = 3.141593;
|
||||
float A1 = 2.094395;
|
||||
float A2 = 0.785398;
|
||||
blueSHCoeff[0] *= A0;
|
||||
greenSHCoeff[0] *= A0;
|
||||
redSHCoeff[0] *= A0;
|
||||
for (unsigned i = 0; i < 3; i++)
|
||||
{
|
||||
blueSHCoeff[1 + i] *= A1;
|
||||
greenSHCoeff[1 + i] *= A1;
|
||||
redSHCoeff[1 + i] *= A1;
|
||||
}
|
||||
for (unsigned i = 0; i < 5; i++)
|
||||
{
|
||||
blueSHCoeff[4 + i] *= A2;
|
||||
greenSHCoeff[4 + i] *= A2;
|
||||
redSHCoeff[4 + i] *= A2;
|
||||
}
|
||||
|
||||
|
||||
unprojectSH(testoutput, width, height,
|
||||
Y00,
|
||||
Y1minus1, Y10, Y11,
|
||||
Y2minus2, Y2minus1, Y20, Y21, Y22,
|
||||
blueSHCoeff, greenSHCoeff, redSHCoeff
|
||||
);*/
|
||||
|
||||
|
||||
/* printf("Blue:\n");
|
||||
displayCoeff(blueSHCoeff);
|
||||
printf("Green:\n");
|
||||
displayCoeff(greenSHCoeff);
|
||||
printf("Red:\n");
|
||||
displayCoeff(redSHCoeff);
|
||||
|
||||
printf("\nAfter projection\n\n");*/
|
||||
|
||||
|
||||
|
||||
for (unsigned i = 0; i < 6; i++)
|
||||
{
|
||||
for (unsigned j = 0; j < width * height; j++)
|
||||
{
|
||||
color[i][4 * j] = char(MIN2(testoutput[i][4 * j], 255));
|
||||
color[i][4 * j + 1] = char(MIN2(testoutput[i][4 * j + 1], 255));
|
||||
color[i][4 * j + 2] = char(MIN2(testoutput[i][4 * j + 2], 255));
|
||||
}
|
||||
}
|
||||
|
||||
for (unsigned face = 0; face < 6; face++)
|
||||
{
|
||||
delete[] testoutput[face];
|
||||
delete[] Y00[face];
|
||||
delete[] Y1minus1[face];
|
||||
delete[] Y10[face];
|
||||
delete[] Y11[face];
|
||||
}
|
||||
}
|
||||
|
||||
/** Generate an opengl cubemap texture from 6 2d textures.
|
||||
Out of legacy the sequence of textures maps to :
|
||||
- 1st texture maps to GL_TEXTURE_CUBE_MAP_POSITIVE_Y
|
||||
- 2nd texture maps to GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
|
||||
- 3rd texture maps to GL_TEXTURE_CUBE_MAP_POSITIVE_X
|
||||
- 4th texture maps to GL_TEXTURE_CUBE_MAP_NEGATIVE_X
|
||||
- 5th texture maps to GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
|
||||
- 6th texture maps to GL_TEXTURE_CUBE_MAP_POSITIVE_Z
|
||||
* \param textures sequence of 6 textures.
|
||||
*/
|
||||
GLuint generateCubeMapFromTextures(const std::vector<video::ITexture *> &textures)
|
||||
{
|
||||
assert(textures.size() == 6);
|
||||
|
||||
GLuint result;
|
||||
glGenTextures(1, &result);
|
||||
|
||||
unsigned w = 0, h = 0;
|
||||
for (unsigned i = 0; i < 6; i++)
|
||||
{
|
||||
w = MAX2(w, textures[i]->getOriginalSize().Width);
|
||||
h = MAX2(h, textures[i]->getOriginalSize().Height);
|
||||
}
|
||||
|
||||
const unsigned texture_permutation[] = { 2, 3, 0, 1, 5, 4 };
|
||||
char *rgba[6];
|
||||
for (unsigned i = 0; i < 6; i++)
|
||||
rgba[i] = new char[w * h * 4];
|
||||
for (unsigned i = 0; i < 6; i++)
|
||||
{
|
||||
unsigned idx = texture_permutation[i];
|
||||
|
||||
video::IImage* image = irr_driver->getVideoDriver()->createImageFromData(
|
||||
textures[idx]->getColorFormat(),
|
||||
textures[idx]->getSize(),
|
||||
textures[idx]->lock(),
|
||||
false
|
||||
);
|
||||
textures[idx]->unlock();
|
||||
|
||||
image->copyToScaling(rgba[i], w, h);
|
||||
image->drop();
|
||||
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, result);
|
||||
if (UserConfigParams::m_texture_compression)
|
||||
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_COMPRESSED_SRGB_ALPHA, w, h, 0, GL_BGRA, GL_UNSIGNED_BYTE, (GLvoid*)rgba[i]);
|
||||
else
|
||||
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_SRGB_ALPHA, w, h, 0, GL_BGRA, GL_UNSIGNED_BYTE, (GLvoid*)rgba[i]);
|
||||
}
|
||||
for (unsigned i = 0; i < 6; i++)
|
||||
delete[] rgba[i];
|
||||
return result;
|
||||
}
|
||||
|
||||
void IrrDriver::generateSkyboxCubemap()
|
||||
{
|
||||
glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
|
||||
|
||||
assert(SkyboxTextures.size() == 6);
|
||||
SkyboxCubeMap = generateCubeMapFromTextures(SkyboxTextures);
|
||||
const unsigned texture_permutation[] = { 2, 3, 0, 1, 5, 4 };
|
||||
|
||||
if (SphericalHarmonicsTextures.size() == 6)
|
||||
{
|
||||
unsigned sh_w = 0, sh_h = 0;
|
||||
for (unsigned i = 0; i < 6; i++)
|
||||
{
|
||||
sh_w = MAX2(sh_w, SphericalHarmonicsTextures[i]->getOriginalSize().Width);
|
||||
sh_h = MAX2(sh_h, SphericalHarmonicsTextures[i]->getOriginalSize().Height);
|
||||
}
|
||||
|
||||
unsigned char *sh_rgba[6];
|
||||
for (unsigned i = 0; i < 6; i++)
|
||||
sh_rgba[i] = new unsigned char[sh_w * sh_h * 4];
|
||||
for (unsigned i = 0; i < 6; i++)
|
||||
{
|
||||
unsigned idx = texture_permutation[i];
|
||||
|
||||
video::IImage* image = getVideoDriver()->createImageFromData(
|
||||
SphericalHarmonicsTextures[idx]->getColorFormat(),
|
||||
SphericalHarmonicsTextures[idx]->getSize(),
|
||||
SphericalHarmonicsTextures[idx]->lock(),
|
||||
false
|
||||
);
|
||||
SphericalHarmonicsTextures[idx]->unlock();
|
||||
|
||||
image->copyToScaling(sh_rgba[i], sh_w, sh_h);
|
||||
image->drop();
|
||||
}
|
||||
|
||||
testSH(sh_rgba, sh_w, sh_h, blueSHCoeff, greenSHCoeff, redSHCoeff);
|
||||
|
||||
for (unsigned i = 0; i < 6; i++)
|
||||
delete[] sh_rgba[i];
|
||||
}
|
||||
else
|
||||
{
|
||||
int sh_w = 16;
|
||||
int sh_h = 16;
|
||||
|
||||
const video::SColorf& ambientf = irr_driver->getSceneManager()->getAmbientLight();
|
||||
video::SColor ambient = ambientf.toSColor();
|
||||
|
||||
unsigned char *sh_rgba[6];
|
||||
for (unsigned i = 0; i < 6; i++)
|
||||
{
|
||||
sh_rgba[i] = new unsigned char[sh_w * sh_h * 4];
|
||||
|
||||
for (int j = 0; j < sh_w * sh_h * 4; j += 4)
|
||||
{
|
||||
sh_rgba[i][j] = ambient.getBlue();
|
||||
sh_rgba[i][j + 1] = ambient.getGreen();
|
||||
sh_rgba[i][j + 2] = ambient.getRed();
|
||||
sh_rgba[i][j + 3] = 255;
|
||||
}
|
||||
}
|
||||
|
||||
testSH(sh_rgba, sh_w, sh_h, blueSHCoeff, greenSHCoeff, redSHCoeff);
|
||||
|
||||
for (unsigned i = 0; i < 6; i++)
|
||||
delete[] sh_rgba[i];
|
||||
}
|
||||
|
||||
/*for (unsigned i = 0; i < 6; i++)
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, ConvolutedSkyboxCubeMap);
|
||||
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_SRGB_ALPHA, w, h, 0, GL_BGRA, GL_UNSIGNED_BYTE, (GLvoid*)rgba[i]);
|
||||
}
|
||||
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);*/
|
||||
}
|
||||
|
||||
void IrrDriver::renderSkybox(const scene::ICameraSceneNode *camera)
|
||||
{
|
||||
if (SkyboxTextures.empty())
|
||||
return;
|
||||
if (!SkyboxCubeMap)
|
||||
generateSkyboxCubemap();
|
||||
glBindVertexArray(MeshShader::SkyboxShader::cubevao);
|
||||
glDisable(GL_CULL_FACE);
|
||||
assert(SkyboxTextures.size() == 6);
|
||||
|
||||
core::matrix4 translate;
|
||||
translate.setTranslation(camera->getAbsolutePosition());
|
||||
|
||||
// Draw the sky box between the near and far clip plane
|
||||
const f32 viewDistance = (camera->getNearValue() + camera->getFarValue()) * 0.5f;
|
||||
core::matrix4 scale;
|
||||
scale.setScale(core::vector3df(viewDistance, viewDistance, viewDistance));
|
||||
core::matrix4 transform = translate * scale;
|
||||
core::matrix4 invtransform;
|
||||
transform.getInverse(invtransform);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, SkyboxCubeMap);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glUseProgram(MeshShader::SkyboxShader::Program);
|
||||
MeshShader::SkyboxShader::setUniforms(transform,
|
||||
core::vector2df(float(UserConfigParams::m_width),
|
||||
float(UserConfigParams::m_height)),
|
||||
0);
|
||||
glDrawElements(GL_TRIANGLES, 6 * 6, GL_UNSIGNED_INT, 0);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
Reference in New Issue
Block a user