Merge branch 'master' of github.com:supertuxkart/stk-code

This commit is contained in:
hiker
2014-01-29 15:14:42 +11:00
15 changed files with 295 additions and 273 deletions

View File

@@ -4,7 +4,6 @@ uniform vec2 size;
in vec2 position;
void main()
{
gl_Position = vec4(position * size + center, 0., 1.);

View File

@@ -214,7 +214,7 @@ public:
//! Returns type of the scene node
virtual ESCENE_NODE_TYPE getType() const { return ESNT_PARTICLE_SYSTEM; }
private:
protected:
void reallocateBuffers();

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@@ -55,8 +55,6 @@ PFNGLVERTEXATTRIBIPOINTERPROC glVertexAttribIPointer;
PFNGLDEBUGMESSAGECALLBACKARBPROC glDebugMessageCallbackARB;
#endif
static GLuint quad_buffer;
static GLuint ColoredVertex;
static bool is_gl_init = false;
//#define ARB_DEBUG_OUTPUT
@@ -185,27 +183,6 @@ void initGL()
#ifdef ARB_DEBUG_OUTPUT
glDebugMessageCallbackARB((GLDEBUGPROCARB)debugCallback, NULL);
#endif
const float quad_vertex[] = {
-1., -1., -1., 1., // UpperLeft
-1., 1., -1., -1., // LowerLeft
1., -1., 1., 1., // UpperRight
1., 1., 1., -1., // LowerRight
};
glGenBuffers(1, &quad_buffer);
glBindBuffer(GL_ARRAY_BUFFER, quad_buffer);
glBufferData(GL_ARRAY_BUFFER, 16 * sizeof(float), quad_vertex, GL_STATIC_DRAW);
const unsigned quad_color[] = {
0, 0, 0, 255,
255, 0, 0, 255,
0, 255, 0, 255,
0, 0, 255, 255,
};
glGenBuffers(1, &ColoredVertex);
glBindBuffer(GL_ARRAY_BUFFER, ColoredVertex);
glBufferData(GL_ARRAY_BUFFER, 16 * sizeof(unsigned), quad_color, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
// Mostly from shader tutorial
@@ -306,29 +283,6 @@ void setTexture(unsigned TextureUnit, GLuint TextureId, GLenum MagFilter, GLenum
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
}
static GLuint TexturedQuadShader;
static GLuint TexturedQuadAttribPosition;
static GLuint TexturedQuadAttribTexCoord;
static GLuint TexturedQuadUniformTex;
static GLuint TexturedQuadUniformCenter;
static GLuint TexturedQuadUniformSize;
static GLuint TexturedQuadUniformTexcenter;
static GLuint TexturedQuadUniformTexsize;
static GLuint TQvao;
static GLuint ColorTexturedQuadShader;
static GLuint ColorTexturedQuadAttribPosition;
static GLuint ColorTexturedQuadAttribTexCoord;
static GLuint ColorTexturedQuadAttribColor;
static GLuint ColorTexturedQuadUniformTex;
static GLuint ColorTexturedQuadUniformCenter;
static GLuint ColorTexturedQuadUniformSize;
static GLuint ColorTexturedQuadUniformTexcenter;
static GLuint ColorTexturedQuadUniformTexsize;
static GLuint CTQvao;
static void drawTexColoredQuad(const video::ITexture *texture, const video::SColor *col, float width, float height,
float center_pos_x, float center_pos_y, float tex_center_pos_x, float tex_center_pos_y,
float tex_width, float tex_height)
@@ -340,42 +294,15 @@ static void drawTexColoredQuad(const video::ITexture *texture, const video::SCol
col[3].getRed(), col[3].getGreen(), col[3].getBlue(), col[3].getAlpha(),
};
if (!ColorTexturedQuadShader) {
ColorTexturedQuadShader = LoadProgram(file_manager->getAsset("shaders/colortexturedquad.vert").c_str(), file_manager->getAsset("shaders/colortexturedquad.frag").c_str());
ColorTexturedQuadAttribPosition = glGetAttribLocation(ColorTexturedQuadShader, "position");
ColorTexturedQuadAttribTexCoord = glGetAttribLocation(ColorTexturedQuadShader, "texcoord");
ColorTexturedQuadAttribColor = glGetAttribLocation(ColorTexturedQuadShader, "color");
ColorTexturedQuadUniformTex = glGetUniformLocation(ColorTexturedQuadShader, "tex");
ColorTexturedQuadUniformCenter = glGetUniformLocation(ColorTexturedQuadShader, "center");
ColorTexturedQuadUniformSize = glGetUniformLocation(ColorTexturedQuadShader, "size");
ColorTexturedQuadUniformTexcenter = glGetUniformLocation(ColorTexturedQuadShader, "texcenter");
ColorTexturedQuadUniformTexsize = glGetUniformLocation(ColorTexturedQuadShader, "texsize");
glGenVertexArrays(1, &CTQvao);
glBindVertexArray(CTQvao);
glEnableVertexAttribArray(ColorTexturedQuadAttribPosition);
glEnableVertexAttribArray(ColorTexturedQuadAttribTexCoord);
glEnableVertexAttribArray(ColorTexturedQuadAttribColor);
glBindBuffer(GL_ARRAY_BUFFER, quad_buffer);
glVertexAttribPointer(ColorTexturedQuadAttribPosition, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), 0);
glVertexAttribPointer(ColorTexturedQuadAttribTexCoord, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (GLvoid *)(2 * sizeof(float)));
glBindBuffer(GL_ARRAY_BUFFER, ColoredVertex);
glVertexAttribIPointer(ColorTexturedQuadAttribColor, 4, GL_UNSIGNED_INT, 4 * sizeof(unsigned), 0);
glBindVertexArray(0);
}
glBindBuffer(GL_ARRAY_BUFFER, ColoredVertex);
glBindBuffer(GL_ARRAY_BUFFER, UIShader::ColoredTextureRectShader::colorvbo);
glBufferSubData(GL_ARRAY_BUFFER, 0, 16 * sizeof(unsigned), colors);
glUseProgram(ColorTexturedQuadShader);
glBindVertexArray(CTQvao);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, static_cast<const irr::video::COpenGLTexture*>(texture)->getOpenGLTextureName());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glUniform1i(ColorTexturedQuadUniformTex, 0);
glUniform2f(ColorTexturedQuadUniformCenter, center_pos_x, center_pos_y);
glUniform2f(ColorTexturedQuadUniformSize, width, height);
glUniform2f(ColorTexturedQuadUniformTexcenter, tex_center_pos_x, tex_center_pos_y);
glUniform2f(ColorTexturedQuadUniformTexsize, tex_width, tex_height);
glUseProgram(UIShader::ColoredTextureRectShader::Program);
glBindVertexArray(UIShader::ColoredTextureRectShader::vao);
setTexture(0, static_cast<const irr::video::COpenGLTexture*>(texture)->getOpenGLTextureName(), GL_LINEAR, GL_LINEAR);
UIShader::TextureRectShader::setUniforms(center_pos_x, center_pos_y, width, height, tex_center_pos_x, tex_center_pos_y, tex_width, tex_height, 0);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
@@ -385,36 +312,12 @@ void drawTexQuad(const video::ITexture *texture, float width, float height,
float center_pos_x, float center_pos_y, float tex_center_pos_x, float tex_center_pos_y,
float tex_width, float tex_height)
{
if (!TexturedQuadShader) {
TexturedQuadShader = LoadProgram(file_manager->getAsset("shaders/texturedquad.vert").c_str(), file_manager->getAsset("shaders/texturedquad.frag").c_str());
glUseProgram(UIShader::TextureRectShader::Program);
glBindVertexArray(UIShader::TextureRectShader::vao);
setTexture(0, static_cast<const irr::video::COpenGLTexture*>(texture)->getOpenGLTextureName(), GL_LINEAR, GL_LINEAR);
UIShader::TextureRectShader::setUniforms(center_pos_x, center_pos_y, width, height, tex_center_pos_x, tex_center_pos_y, tex_width, tex_height, 0);
TexturedQuadAttribPosition = glGetAttribLocation(TexturedQuadShader, "position");
TexturedQuadAttribTexCoord = glGetAttribLocation(TexturedQuadShader, "texcoord");
TexturedQuadUniformTex = glGetUniformLocation(TexturedQuadShader, "tex");
TexturedQuadUniformCenter = glGetUniformLocation(TexturedQuadShader, "center");
TexturedQuadUniformSize = glGetUniformLocation(TexturedQuadShader, "size");
TexturedQuadUniformTexcenter = glGetUniformLocation(TexturedQuadShader, "texcenter");
TexturedQuadUniformTexsize = glGetUniformLocation(TexturedQuadShader, "texsize");
glGenVertexArrays(1, &TQvao);
glBindVertexArray(TQvao);
glEnableVertexAttribArray(TexturedQuadAttribPosition);
glEnableVertexAttribArray(TexturedQuadAttribTexCoord);
glBindBuffer(GL_ARRAY_BUFFER, quad_buffer);
glVertexAttribPointer(TexturedQuadAttribPosition, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), 0);
glVertexAttribPointer(TexturedQuadAttribTexCoord, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (GLvoid *)(2 * sizeof(float)));
glBindVertexArray(0);
}
glUseProgram(TexturedQuadShader);
glBindVertexArray(TQvao);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, static_cast<const irr::video::COpenGLTexture*>(texture)->getOpenGLTextureName());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glUniform1i(TexturedQuadUniformTex, 0);
glUniform2f(TexturedQuadUniformCenter, center_pos_x, center_pos_y);
glUniform2f(TexturedQuadUniformSize, width, height);
glUniform2f(TexturedQuadUniformTexcenter, tex_center_pos_x, tex_center_pos_y);
glUniform2f(TexturedQuadUniformTexsize, tex_width, tex_height);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
@@ -470,8 +373,6 @@ void draw2DImage(const video::ITexture* texture, const core::rect<s32>& destRect
sourceRect.LowerRightCorner.X * invW,
sourceRect.LowerRightCorner.Y *invH);
initGL();
if (useAlphaChannelOfTexture)
{
glEnable(GL_BLEND);
@@ -490,12 +391,6 @@ void draw2DImage(const video::ITexture* texture, const core::rect<s32>& destRect
glUseProgram(0);
}
static GLuint ColoredQuadShader;
static GLuint ColoredQuadUniformCenter;
static GLuint ColoredQuadUniformSize;
static GLuint ColoredQuadUniformColor;
static GLuint CQvao;
void GL32_draw2DRectangle(video::SColor color, const core::rect<s32>& position,
const core::rect<s32>* clip)
{
@@ -521,8 +416,6 @@ void GL32_draw2DRectangle(video::SColor color, const core::rect<s32>& position,
float height = position.LowerRightCorner.Y - position.UpperLeftCorner.Y;
height /= screen_h;
initGL();
if (color.getAlpha() < 255)
{
glEnable(GL_BLEND);
@@ -533,24 +426,10 @@ void GL32_draw2DRectangle(video::SColor color, const core::rect<s32>& position,
glDisable(GL_BLEND);
}
if (!ColoredQuadShader)
{
ColoredQuadShader = LoadProgram(file_manager->getAsset("shaders/coloredquad.vert").c_str(), file_manager->getAsset("shaders/coloredquad.frag").c_str());
ColoredQuadUniformColor = glGetUniformLocation(ColoredQuadShader, "color");
ColoredQuadUniformCenter = glGetUniformLocation(ColoredQuadShader, "center");
ColoredQuadUniformSize = glGetUniformLocation(ColoredQuadShader, "size");
glGenVertexArrays(1, &CQvao);
glBindVertexArray(CQvao);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, quad_buffer);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), 0);
glBindVertexArray(0);
}
glUseProgram(ColoredQuadShader);
glBindVertexArray(CQvao);
glUniform2f(ColoredQuadUniformCenter, center_pos_x, center_pos_y);
glUniform2f(ColoredQuadUniformSize, width, height);
glUniform4i(ColoredQuadUniformColor, color.getRed(), color.getGreen(), color.getBlue(), color.getAlpha());
glUseProgram(UIShader::ColoredRectShader::Program);
glBindVertexArray(UIShader::ColoredRectShader::vao);
UIShader::ColoredRectShader::setUniforms(center_pos_x, center_pos_y, width, height, color);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);

View File

@@ -415,9 +415,6 @@ void ParticleSystemProxy::setEmitter(scene::IParticleEmitter* emitter)
return;
has_height_map = false;
flip = false;
// Pass a fake material type to force irrlicht to update its internal states on rendering
setMaterialType(irr_driver->getShader(ES_RAIN));
setAutomaticCulling(0);
count = emitter->getMaxParticlesPerSecond() * emitter->getMaxLifeTime() / 1000;
switch (emitter->getType())
@@ -527,11 +524,6 @@ void ParticleSystemProxy::simulate()
void ParticleSystemProxy::drawFlip()
{
glDepthMask(GL_FALSE);
glDisable(GL_CULL_FACE);
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glUseProgram(ParticleShader::FlipParticleRender::Program);
@@ -547,20 +539,10 @@ void ParticleSystemProxy::drawFlip()
glBindVertexArray(current_rendering_flip_vao);
glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, count);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glActiveTexture(GL_TEXTURE0);
glDisable(GL_BLEND);
}
void ParticleSystemProxy::drawNotFlip()
{
glDepthMask(GL_FALSE);
glDisable(GL_CULL_FACE);
glEnable(GL_BLEND);
if (m_alpha_additive)
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
else
@@ -579,12 +561,6 @@ void ParticleSystemProxy::drawNotFlip()
glBindVertexArray(current_rendering_vao);
glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, count);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glActiveTexture(GL_TEXTURE0);
glDisable(GL_BLEND);
}
void ParticleSystemProxy::draw()
@@ -603,10 +579,17 @@ void ParticleSystemProxy::render() {
}
simulate();
draw();
// We need to force irrlicht to update its internal states
irr::video::IVideoDriver * const drv = irr_driver->getVideoDriver();
drv->setMaterial(fakemat);
static_cast<irr::video::COpenGLDriver*>(drv)->setRenderStates3DMode();
}
void ParticleSystemProxy::OnRegisterSceneNode()
{
doParticleSystem(os::Timer::getTime());
if (IsVisible && (Particles.size() != 0))
{
SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT_EFFECT);
ISceneNode::OnRegisterSceneNode();
}
}
RainNode::RainNode(scene::ISceneManager* mgr, ITexture *tex)

View File

@@ -69,6 +69,7 @@ public:
virtual void setEmitter(scene::IParticleEmitter* emitter);
virtual void render();
virtual void OnRegisterSceneNode();
void setAlphaAdditive(bool);
void setIncreaseFactor(float);
void setHeightmap(const std::vector<std::vector<float> >&, float, float, float, float);

View File

@@ -152,6 +152,11 @@ STKRenderingPass IrrDriver::getPhase() const
return phase;
}
void IrrDriver::IncreaseObjectCount()
{
object_count[phase]++;
}
core::array<video::IRenderTarget> &IrrDriver::getMainSetup()
{
return m_mrt;
@@ -1509,12 +1514,13 @@ void IrrDriver::displayFPS()
if (low > kilotris) low = kilotris;
if (high < kilotris) high = kilotris;
static char buffer[64];
static char buffer[128];
if (UserConfigParams::m_artist_debug_mode)
{
sprintf(buffer, "FPS: %i/%i/%i - %.2f/%.2f/%.2f KTris - LightDst : ~%d",
min, fps, max, low, kilotris, high, m_last_light_bucket_distance);
sprintf(buffer, "FPS: %i/%i/%i - Objects (P1:%d P2:%d T:%d) KTris - LightDst : ~%d",
min, fps, max, object_count[SOLID_NORMAL_AND_DEPTH_PASS], object_count[SOLID_NORMAL_AND_DEPTH_PASS], object_count[TRANSPARENT_PASS], m_last_light_bucket_distance);
object_count[SOLID_NORMAL_AND_DEPTH_PASS] = object_count[SOLID_NORMAL_AND_DEPTH_PASS] = object_count[TRANSPARENT_PASS] = 0;
}
else
{

View File

@@ -70,7 +70,8 @@ enum STKRenderingPass
TRANSPARENT_PASS,
GLOW_PASS,
DISPLACEMENT_PASS,
SHADOW_PASS
SHADOW_PASS,
PASS_COUNT,
};
/**
@@ -164,7 +165,9 @@ private:
bool m_shadowviz;
bool m_lightviz;
bool m_distortviz;
/** Performance stats */
unsigned m_last_light_bucket_distance;
unsigned object_count[PASS_COUNT];
u32 m_renderpass;
u32 m_lensflare_query;
scene::IMeshSceneNode *m_sun_interposer;
@@ -223,6 +226,7 @@ public:
void reset();
void setPhase(STKRenderingPass);
STKRenderingPass getPhase() const;
void IncreaseObjectCount();
core::array<video::IRenderTarget> &getMainSetup();
void updateConfigIfRelevant();
void setAllMaterialFlags(scene::IMesh *mesh) const;

View File

@@ -165,7 +165,7 @@ void IrrDriver::renderGLSL(float dt)
rg->preRenderCallback(camera); // adjusts start referee
const u32 bgnodes = m_background.size();
if (bgnodes)
/* if (bgnodes)
{
// If there are background nodes (3d skybox), draw them now.
m_video_driver->setRenderTarget(m_rtts->getRTT(RTT_COLOR), false, false);
@@ -187,12 +187,17 @@ void IrrDriver::renderGLSL(float dt)
overridemat = prev;
m_video_driver->setRenderTarget(m_rtts->getRTT(RTT_COLOR), false, true);
}
}*/
// Fire up the MRT
m_video_driver->setRenderTarget(m_mrt, false, false);
irr_driver->getVideoDriver()->setRenderTarget(irr_driver->getRTT(RTT_NORMAL_AND_DEPTH), false, false);
PROFILER_PUSH_CPU_MARKER("- Solid Pass 1", 0xFF, 0x00, 0x00);
m_renderpass = scene::ESNRP_CAMERA | scene::ESNRP_SOLID;
glDepthFunc(GL_LEQUAL);
glEnable(GL_DEPTH_TEST);
glDisable(GL_ALPHA_TEST);
glDepthMask(GL_TRUE);
glDisable(GL_BLEND);
irr_driver->setPhase(SOLID_NORMAL_AND_DEPTH_PASS);
m_scene_manager->drawAll(m_renderpass);
irr_driver->setProjMatrix(irr_driver->getVideoDriver()->getTransform(video::ETS_PROJECTION));
@@ -225,6 +230,10 @@ void IrrDriver::renderGLSL(float dt)
PROFILER_PUSH_CPU_MARKER("- Solid Pass 2", 0x00, 0x00, 0xFF);
irr_driver->setPhase(SOLID_LIT_PASS);
glEnable(GL_DEPTH_TEST);
glDisable(GL_ALPHA_TEST);
glDepthMask(GL_FALSE);
glDisable(GL_BLEND);
m_renderpass = scene::ESNRP_CAMERA | scene::ESNRP_SOLID;
m_scene_manager->drawAll(m_renderpass);
@@ -288,11 +297,22 @@ void IrrDriver::renderGLSL(float dt)
PROFILER_PUSH_CPU_MARKER("- Transparent Pass", 0xFF, 0x00, 0x00);
irr_driver->setPhase(TRANSPARENT_PASS);
m_renderpass = scene::ESNRP_CAMERA | scene::ESNRP_TRANSPARENT;
glEnable(GL_DEPTH_TEST);
glDisable(GL_ALPHA_TEST);
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_CULL_FACE);
m_scene_manager->drawAll(m_renderpass);
PROFILER_POP_CPU_MARKER();
PROFILER_PUSH_CPU_MARKER("- Particles", 0xFF, 0xFF, 0x00);
m_renderpass = scene::ESNRP_CAMERA | scene::ESNRP_TRANSPARENT_EFFECT;
glDepthMask(GL_FALSE);
glDisable(GL_CULL_FACE);
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
m_scene_manager->drawAll(m_renderpass);
PROFILER_POP_CPU_MARKER();
@@ -633,6 +653,11 @@ void IrrDriver::renderGlow(video::SOverrideMaterial &overridemat,
glStencilFunc(GL_ALWAYS, 1, ~0);
glEnable(GL_STENCIL_TEST);
glEnable(GL_DEPTH_TEST);
glDisable(GL_ALPHA_TEST);
glDepthMask(GL_FALSE);
glDisable(GL_BLEND);
for (u32 i = 0; i < glowcount; i++)
{
const GlowData &dat = glows[i];
@@ -933,6 +958,11 @@ void IrrDriver::renderDisplacement(video::SOverrideMaterial &overridemat,
const int displacingcount = m_displacing.size();
irr_driver->setPhase(DISPLACEMENT_PASS);
glEnable(GL_DEPTH_TEST);
glDisable(GL_ALPHA_TEST);
glDepthMask(GL_FALSE);
glDisable(GL_BLEND);
for (int i = 0; i < displacingcount; i++)
{

View File

@@ -61,11 +61,10 @@ Shaders::Shaders()
loadShaders();
}
GLuint quad_vbo = 0;
GLuint quad_vbo;
static void initQuadVBO()
{
initGL();
const float quad_vertex[] = {
-1., -1., 0., 0., // UpperLeft
-1., 1., 0., 1., // LowerLeft
@@ -78,6 +77,22 @@ static void initQuadVBO()
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
// It should be possible to merge it with previous one...
GLuint quad_buffer;
static void initQuadBuffer()
{
const float quad_vertex[] = {
-1., -1., -1., 1., // UpperLeft
-1., 1., -1., -1., // LowerLeft
1., -1., 1., 1., // UpperRight
1., 1., 1., -1., // LowerRight
};
glGenBuffers(1, &quad_buffer);
glBindBuffer(GL_ARRAY_BUFFER, quad_buffer);
glBufferData(GL_ARRAY_BUFFER, 16 * sizeof(float), quad_vertex, GL_STATIC_DRAW);
}
void Shaders::loadShaders()
{
const std::string &dir = file_manager->getAsset(FileManager::SHADER, "");
@@ -224,6 +239,7 @@ void Shaders::loadShaders()
initGL();
initQuadVBO();
initQuadBuffer();
FullScreenShader::BloomBlendShader::init();
FullScreenShader::BloomShader::init();
FullScreenShader::ColorLevelShader::init();
@@ -261,6 +277,9 @@ void Shaders::loadShaders()
ParticleShader::HeightmapSimulationShader::init();
ParticleShader::SimpleParticleRender::init();
ParticleShader::SimpleSimulationShader::init();
UIShader::ColoredRectShader::init();
UIShader::ColoredTextureRectShader::init();
UIShader::TextureRectShader::init();
}
Shaders::~Shaders()
@@ -1445,3 +1464,129 @@ namespace FullScreenShader
glUniform1i(FullScreenShader::FogShader::uniform_tex, TU_ntex);
}
}
namespace UIShader
{
GLuint TextureRectShader::Program;
GLuint TextureRectShader::attrib_position;
GLuint TextureRectShader::attrib_texcoord;
GLuint TextureRectShader::uniform_tex;
GLuint TextureRectShader::uniform_center;
GLuint TextureRectShader::uniform_size;
GLuint TextureRectShader::uniform_texcenter;
GLuint TextureRectShader::uniform_texsize;
GLuint TextureRectShader::vao;
void TextureRectShader::init()
{
Program = LoadProgram(file_manager->getAsset("shaders/texturedquad.vert").c_str(), file_manager->getAsset("shaders/texturedquad.frag").c_str());
attrib_position = glGetAttribLocation(Program, "position");
attrib_texcoord = glGetAttribLocation(Program, "texcoord");
uniform_tex = glGetUniformLocation(Program, "tex");
uniform_center = glGetUniformLocation(Program, "center");
uniform_size = glGetUniformLocation(Program, "size");
uniform_texcenter = glGetUniformLocation(Program, "texcenter");
uniform_texsize = glGetUniformLocation(Program, "texsize");
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glEnableVertexAttribArray(attrib_position);
glEnableVertexAttribArray(attrib_texcoord);
glBindBuffer(GL_ARRAY_BUFFER, quad_buffer);
glVertexAttribPointer(attrib_position, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), 0);
glVertexAttribPointer(attrib_texcoord, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (GLvoid *)(2 * sizeof(float)));
glBindVertexArray(0);
}
void TextureRectShader::setUniforms(float center_pos_x, float center_pos_y, float width, float height, float tex_center_pos_x, float tex_center_pos_y, float tex_width, float tex_height, unsigned TU_tex)
{
glUniform1i(uniform_tex, TU_tex);
glUniform2f(uniform_center, center_pos_x, center_pos_y);
glUniform2f(uniform_size, width, height);
glUniform2f(uniform_texcenter, tex_center_pos_x, tex_center_pos_y);
glUniform2f(uniform_texsize, tex_width, tex_height);
}
GLuint ColoredTextureRectShader::Program;
GLuint ColoredTextureRectShader::attrib_position;
GLuint ColoredTextureRectShader::attrib_texcoord;
GLuint ColoredTextureRectShader::attrib_color;
GLuint ColoredTextureRectShader::uniform_tex;
GLuint ColoredTextureRectShader::uniform_center;
GLuint ColoredTextureRectShader::uniform_size;
GLuint ColoredTextureRectShader::uniform_texcenter;
GLuint ColoredTextureRectShader::uniform_texsize;
GLuint ColoredTextureRectShader::colorvbo;
GLuint ColoredTextureRectShader::vao;
void ColoredTextureRectShader::init()
{
Program = LoadProgram(file_manager->getAsset("shaders/colortexturedquad.vert").c_str(), file_manager->getAsset("shaders/colortexturedquad.frag").c_str());
attrib_position = glGetAttribLocation(Program, "position");
attrib_texcoord = glGetAttribLocation(Program, "texcoord");
attrib_color = glGetAttribLocation(Program, "color");
uniform_tex = glGetUniformLocation(Program, "tex");
uniform_center = glGetUniformLocation(Program, "center");
uniform_size = glGetUniformLocation(Program, "size");
uniform_texcenter = glGetUniformLocation(Program, "texcenter");
uniform_texsize = glGetUniformLocation(Program, "texsize");
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glEnableVertexAttribArray(attrib_position);
glEnableVertexAttribArray(attrib_texcoord);
glEnableVertexAttribArray(attrib_color);
glBindBuffer(GL_ARRAY_BUFFER, quad_buffer);
glVertexAttribPointer(attrib_position, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), 0);
glVertexAttribPointer(attrib_texcoord, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (GLvoid *)(2 * sizeof(float)));
const unsigned quad_color[] = {
0, 0, 0, 255,
255, 0, 0, 255,
0, 255, 0, 255,
0, 0, 255, 255,
};
glGenBuffers(1, &colorvbo);
glBindBuffer(GL_ARRAY_BUFFER, colorvbo);
glBufferData(GL_ARRAY_BUFFER, 16 * sizeof(unsigned), quad_color, GL_DYNAMIC_DRAW);
glVertexAttribIPointer(attrib_color, 4, GL_UNSIGNED_INT, 4 * sizeof(unsigned), 0);
glBindVertexArray(0);
}
void ColoredTextureRectShader::setUniforms(float center_pos_x, float center_pos_y, float width, float height, float tex_center_pos_x, float tex_center_pos_y, float tex_width, float tex_height, unsigned TU_tex)
{
glUniform1i(uniform_tex, TU_tex);
glUniform2f(uniform_center, center_pos_x, center_pos_y);
glUniform2f(uniform_size, width, height);
glUniform2f(uniform_texcenter, tex_center_pos_x, tex_center_pos_y);
glUniform2f(uniform_texsize, tex_width, tex_height);
}
GLuint ColoredRectShader::Program;
GLuint ColoredRectShader::attrib_position;
GLuint ColoredRectShader::uniform_center;
GLuint ColoredRectShader::uniform_size;
GLuint ColoredRectShader::uniform_color;
GLuint ColoredRectShader::vao;
void ColoredRectShader::init()
{
Program = LoadProgram(file_manager->getAsset("shaders/coloredquad.vert").c_str(), file_manager->getAsset("shaders/coloredquad.frag").c_str());
attrib_position = glGetAttribLocation(Program, "position");
uniform_color = glGetUniformLocation(Program, "color");
uniform_center = glGetUniformLocation(Program, "center");
uniform_size = glGetUniformLocation(Program, "size");
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glEnableVertexAttribArray(attrib_position);
glBindBuffer(GL_ARRAY_BUFFER, quad_buffer);
glVertexAttribPointer(attrib_position, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), 0);
glBindVertexArray(0);
}
void ColoredRectShader::setUniforms(float center_pos_x, float center_pos_y, float width, float height, const video::SColor &color)
{
glUniform2f(uniform_center, center_pos_x, center_pos_y);
glUniform2f(uniform_size, width, height);
glUniform4i(uniform_color, color.getRed(), color.getGreen(), color.getBlue(), color.getAlpha());
}
}

View File

@@ -436,6 +436,46 @@ public:
}
namespace UIShader
{
class TextureRectShader
{
public:
static GLuint Program;
static GLuint attrib_position, attrib_texcoord;
static GLuint uniform_tex, uniform_center, uniform_size, uniform_texcenter, uniform_texsize;
static GLuint vao;
static void init();
static void setUniforms(float center_pos_x, float center_pos_y, float width, float height, float tex_center_pos_x, float tex_center_pos_y, float tex_width, float tex_height, unsigned TU_tex);
};
class ColoredTextureRectShader
{
public:
static GLuint Program;
static GLuint attrib_position, attrib_texcoord, attrib_color;
static GLuint uniform_tex, uniform_center, uniform_size, uniform_texcenter, uniform_texsize;
static GLuint colorvbo;
static GLuint vao;
static void init();
static void setUniforms(float center_pos_x, float center_pos_y, float width, float height, float tex_center_pos_x, float tex_center_pos_y, float tex_width, float tex_height, unsigned TU_tex);
};
class ColoredRectShader
{
public:
static GLuint Program;
static GLuint attrib_position;
static GLuint uniform_center, uniform_size, uniform_color;
static GLuint vao;
static void init();
static void setUniforms(float center_pos_x, float center_pos_y, float width, float height, const video::SColor &color);
};
}
#define FOREACH_SHADER(ACT) \
ACT(ES_NORMAL_MAP) \
ACT(ES_NORMAL_MAP_LIGHTMAP) \

View File

@@ -26,20 +26,12 @@ void STKAnimatedMesh::setMesh(scene::IAnimatedMesh* mesh)
void STKAnimatedMesh::drawTransparent(const GLMesh &mesh, video::E_MATERIAL_TYPE type)
{
glEnable(GL_DEPTH_TEST);
glDisable(GL_ALPHA_TEST);
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_CULL_FACE);
assert(irr_driver->getPhase() == TRANSPARENT_PASS);
computeMVP(ModelViewProjectionMatrix);
drawTransparentObject(mesh, ModelViewProjectionMatrix);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
return;
}
@@ -49,13 +41,6 @@ void STKAnimatedMesh::drawSolid(const GLMesh &mesh, video::E_MATERIAL_TYPE type)
{
case SOLID_NORMAL_AND_DEPTH_PASS:
{
irr_driver->getVideoDriver()->setRenderTarget(irr_driver->getRTT(RTT_NORMAL_AND_DEPTH), false, false);
glEnable(GL_DEPTH_TEST);
glDisable(GL_ALPHA_TEST);
glDepthMask(GL_TRUE);
glDisable(GL_BLEND);
computeMVP(ModelViewProjectionMatrix);
computeTIMV(TransposeInverseModelView);
@@ -63,18 +48,10 @@ void STKAnimatedMesh::drawSolid(const GLMesh &mesh, video::E_MATERIAL_TYPE type)
drawObjectRefPass1(mesh, ModelViewProjectionMatrix, TransposeInverseModelView);
else
drawObjectPass1(mesh, ModelViewProjectionMatrix, TransposeInverseModelView);
irr_driver->getVideoDriver()->setRenderTarget(irr_driver->getMainSetup(), false, false);
break;
}
case SOLID_LIT_PASS:
{
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);
if (type == irr_driver->getShader(ES_OBJECTPASS_REF))
drawObjectRefPass2(mesh, ModelViewProjectionMatrix);
else if (type == irr_driver->getShader(ES_OBJECTPASS_RIMLIT))
@@ -107,6 +84,8 @@ isObjectPass(video::E_MATERIAL_TYPE type)
return true;
if (type == video::EMT_ONETEXTURE_BLEND)
return true;
if (type == video::EMT_TRANSPARENT_ADD_COLOR)
return true;
return false;
}
@@ -160,9 +139,11 @@ void STKAnimatedMesh::render()
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation * ((scene::SSkinMeshBuffer*)mb)->Transformation);
if (isObjectPass(material.MaterialType))
{
irr_driver->IncreaseObjectCount();
initvaostate(GLmeshes[i], material.MaterialType);
if (irr_driver->getPhase() == SOLID_NORMAL_AND_DEPTH_PASS)
{
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, GLmeshes[i].vertex_buffer);
glBufferSubData(GL_ARRAY_BUFFER, 0, mb->getVertexCount() * GLmeshes[i].Stride, mb->getVertices());
}
@@ -170,20 +151,13 @@ void STKAnimatedMesh::render()
drawTransparent(GLmeshes[i], material.MaterialType);
else
drawSolid(GLmeshes[i], material.MaterialType);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
video::SMaterial material;
material.MaterialType = irr_driver->getShader(ES_RAIN);
material.BlendOperation = video::EBO_NONE;
material.ZWriteEnable = true;
material.Lighting = false;
irr_driver->getVideoDriver()->setMaterial(material);
static_cast<irr::video::COpenGLDriver*>(irr_driver->getVideoDriver())->setRenderStates3DMode();
}
else
{
driver->setMaterial(material);
driver->drawMeshBuffer(mb);
#ifdef DEBUG
Log::warn("material", "Unhandled (animated) material type : %d", material.MaterialType);
#endif
continue;
}
}
}

View File

@@ -40,10 +40,6 @@ STKBillboard::STKBillboard(irr::scene::ISceneNode* parent, irr::scene::ISceneMan
void STKBillboard::render()
{
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_ADD);
glDepthMask(GL_FALSE);
core::vector3df pos = getAbsolutePosition();
glBindVertexArray(billboardvao);
GLuint texid = static_cast<irr::video::COpenGLTexture*>(Material.getTexture(0))->getOpenGLTextureName();

View File

@@ -60,10 +60,10 @@ GLuint createVAO(GLuint vbo, GLuint idx, GLuint attrib_position, GLuint attrib_t
GLMesh allocateMeshBuffer(scene::IMeshBuffer* mb)
{
initGL();
GLMesh result = {};
if (!mb)
return result;
glBindVertexArray(0);
glGenBuffers(1, &(result.vertex_buffer));
glGenBuffers(1, &(result.index_buffer));
@@ -472,7 +472,6 @@ void drawUntexturedObject(const GLMesh &mesh, const core::matrix4 &ModelViewProj
glBindVertexArray(mesh.vao_second_pass);
glDrawElements(ptype, count, itype, 0);
}
void drawObjectRimLimit(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView)
@@ -641,10 +640,7 @@ void drawBubble(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatr
void STKMesh::drawGlow(const GLMesh &mesh)
{
ColorizeProvider * const cb = (ColorizeProvider *)irr_driver->getCallback(ES_COLORIZE);
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;
@@ -655,17 +651,12 @@ void STKMesh::drawGlow(const GLMesh &mesh)
glBindVertexArray(mesh.vao_glow_pass);
glDrawElements(ptype, count, itype, 0);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void STKMesh::drawDisplace(const GLMesh &mesh)
{
DisplaceProvider * const cb = (DisplaceProvider *)irr_driver->getCallback(ES_DISPLACE);
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;
@@ -679,23 +670,14 @@ void STKMesh::drawDisplace(const GLMesh &mesh)
glBindVertexArray(mesh.vao_displace_pass);
glDrawElements(ptype, count, itype, 0);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void STKMesh::drawTransparent(const GLMesh &mesh, video::E_MATERIAL_TYPE type)
{
assert(irr_driver->getPhase() == TRANSPARENT_PASS);
glEnable(GL_DEPTH_TEST);
glDisable(GL_ALPHA_TEST);
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_CULL_FACE);
computeMVP(ModelViewProjectionMatrix);
if (type == irr_driver->getShader(ES_BUBBLES))
drawBubble(mesh, ModelViewProjectionMatrix);
else
@@ -710,12 +692,6 @@ void STKMesh::drawSolid(const GLMesh &mesh, video::E_MATERIAL_TYPE type)
case SOLID_NORMAL_AND_DEPTH_PASS:
{
windDir = getWind();
irr_driver->getVideoDriver()->setRenderTarget(irr_driver->getRTT(RTT_NORMAL_AND_DEPTH), false, false);
glEnable(GL_DEPTH_TEST);
glDisable(GL_ALPHA_TEST);
glDepthMask(GL_TRUE);
glDisable(GL_BLEND);
computeMVP(ModelViewProjectionMatrix);
computeTIMV(TransposeInverseModelView);
@@ -728,18 +704,10 @@ void STKMesh::drawSolid(const GLMesh &mesh, video::E_MATERIAL_TYPE type)
drawGrassPass1(mesh, ModelViewProjectionMatrix, TransposeInverseModelView, windDir);
else
drawObjectPass1(mesh, ModelViewProjectionMatrix, TransposeInverseModelView);
irr_driver->getVideoDriver()->setRenderTarget(irr_driver->getMainSetup(), false, false);
break;
}
case SOLID_LIT_PASS:
{
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);
if (type == irr_driver->getShader(ES_SPHERE_MAP))
drawSphereMap(mesh, ModelViewProjectionMatrix, TransposeInverseModelView);
else if (type == irr_driver->getShader(ES_SPLATTING))
@@ -752,7 +720,7 @@ void STKMesh::drawSolid(const GLMesh &mesh, video::E_MATERIAL_TYPE type)
drawObjectRimLimit(mesh, ModelViewProjectionMatrix, TransposeInverseModelView);
else if (type == irr_driver->getShader(ES_OBJECT_UNLIT))
drawObjectUnlit(mesh, ModelViewProjectionMatrix);
else if (mesh.textures[1])
else if (mesh.textures[1] && type != irr_driver->getShader(ES_NORMAL_MAP))
drawDetailledObjectPass2(mesh, ModelViewProjectionMatrix);
else if (!mesh.textures[0])
drawUntexturedObject(mesh, ModelViewProjectionMatrix);
@@ -793,6 +761,8 @@ static bool isObject(video::E_MATERIAL_TYPE type)
return true;
if (type == video::EMT_ONETEXTURE_BLEND)
return true;
if (type == video::EMT_TRANSPARENT_ADD_COLOR)
return true;
return false;
}
@@ -935,8 +905,9 @@ void STKMesh::render()
}
if (!isObject(material.MaterialType))
{
driver->setMaterial(material);
driver->drawMeshBuffer(mb);
#ifdef DEBUG
Log::warn("material", "Unhandled (static) material type : %d", material.MaterialType);
#endif
continue;
}
@@ -949,20 +920,12 @@ void STKMesh::render()
}
else
{
irr_driver->IncreaseObjectCount();
initvaostate(GLmeshes[i], material.MaterialType);
if (transparent)
drawTransparent(GLmeshes[i], material.MaterialType);
else
drawSolid(GLmeshes[i], material.MaterialType);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
video::SMaterial material;
material.MaterialType = irr_driver->getShader(ES_RAIN);
material.BlendOperation = video::EBO_NONE;
material.ZWriteEnable = true;
material.Lighting = false;
irr_driver->getVideoDriver()->setMaterial(material);
static_cast<irr::video::COpenGLDriver*>(irr_driver->getVideoDriver())->setRenderStates3DMode();
}
}
}

View File

@@ -1805,7 +1805,7 @@ void Kart::crashed(const Material *m, const Vec3 &normal)
m_body->applyCentralImpulse( -4000.0f*push );
m_bounce_back_time = 2.0f;
core::stringw msg = _("You need more points\nto enter this challenge!");
core::stringw msg = _("You need more points\nto enter this challenge!\nCheck the minimap for\navailable challenges.");
std::vector<core::stringw> parts = StringUtils::split(msg, '\n', false);
// For now, until we have scripting, special-case the overworld... (TODO)
@@ -2565,16 +2565,17 @@ void Kart::setOnScreenText(const wchar_t *text)
// FIXME: Titlefont is the only font guaranteed to be loaded if STK
// is started without splash screen (since "Loading" is shown even in this
// case). A smaller font would be better
sm->addBillboardTextSceneNode(GUIEngine::getFont() ? GUIEngine::getFont()
// TODO: Add support in the engine for BillboardText or find a replacement
/*sm->addBillboardTextSceneNode(GUIEngine::getFont() ? GUIEngine::getFont()
: GUIEngine::getTitleFont(),
text,
getNode(),
core::dimension2df(textsize.Width/55.0f,
textsize.Height/55.0f),
core::vector3df(0.0f, 1.5f, 0.0f),
-1 /* id */,
-1, // id
video::SColor(255, 255, 225, 0),
video::SColor(255, 255, 89, 0));
video::SColor(255, 255, 89, 0));*/
// No need to store the reference to the billboard scene node:
// It has one reference to the parent, and will get deleted
// when the parent is deleted.

View File

@@ -945,17 +945,18 @@ bool Track::loadMainTrack(const XMLNode &root)
assert(GUIEngine::getHighresDigitFont() != NULL);
scene::ISceneNode* sn =
// TODO: Add support in the engine for BillboardText or find a replacement
/* scene::ISceneNode* sn =
sm->addBillboardTextSceneNode(GUIEngine::getHighresDigitFont(),
msg.c_str(),
NULL,
core::dimension2df(textsize.Width/45.0f,
textsize.Height/45.0f),
xyz,
-1 /* id */,
-1, // id
video::SColor(255, 255, 225, 0),
video::SColor(255, 255, 89, 0));
m_all_nodes.push_back(sn);
m_all_nodes.push_back(sn);*/
if (!shown) continue;
}
else if (condition == "allchallenges")
@@ -1341,7 +1342,7 @@ void Track::createWater(const XMLNode &node)
if (UserConfigParams::m_graphical_effects)
{
scene::IMesh *welded;
/*scene::IMesh *welded;
scene_node = irr_driver->addWaterNode(mesh, &welded,
wave_height,
wave_speed,
@@ -1351,7 +1352,7 @@ void Track::createWater(const XMLNode &node)
irr_driver->grabAllTextures(mesh);
m_all_cached_meshes.push_back(mesh);
mesh = welded;
mesh = welded;*/
}
else
{