diff --git a/data/shaders/sunlightshadowdebug.frag b/data/shaders/sunlightshadowdebug.frag deleted file mode 100644 index d3ad9ac76..000000000 --- a/data/shaders/sunlightshadowdebug.frag +++ /dev/null @@ -1,58 +0,0 @@ -uniform sampler2D ntex; -uniform sampler2D dtex; -uniform sampler2DArrayShadow shadowtex; - -uniform vec3 direction; -uniform vec3 col; - -in vec2 uv; -out vec4 Diff; -out vec4 Spec; - -vec3 DecodeNormal(vec2 n); -vec3 getSpecular(vec3 normal, vec3 eyedir, vec3 lightdir, vec3 color, float roughness); - -vec3 getShadowFactor(vec3 pos) -{ - vec3 cascadeColor[] = vec3[]( - vec3(1., 0., 0.), - vec3(0., 1., 0.), - vec3(0., 0., 1.), - vec3(1., 1., 1.) - ); - for (int i = 0; i < 4; i++) - { - vec4 shadowcoord = (ShadowViewProjMatrixes[i] * vec4(pos, 1.0)); - shadowcoord /= shadowcoord.w; - vec2 shadowtexcoord = shadowcoord.xy * 0.5 + 0.5; - if (shadowtexcoord.x < 0. || shadowtexcoord.x > 1. || shadowtexcoord.y < 0. || shadowtexcoord.y > 1.) - continue; - return cascadeColor[i] * texture(shadowtex, vec4(shadowtexcoord, float(i), 0.5 * shadowcoord.z + 0.5)); - } - return vec3(1.); -} - -void main() { - float z = texture(dtex, uv).x; - vec4 xpos = 2.0 * vec4(uv, z, 1.0) - 1.0; - xpos = InverseViewMatrix * InverseProjectionMatrix * xpos; - xpos.xyz /= xpos.w; - - vec3 norm = normalize(DecodeNormal(2. * texture(ntex, uv).xy - 1.)); - float roughness =texture(ntex, uv).z; - vec3 eyedir = -normalize(xpos.xyz); - - // Normalized on the cpu - vec3 L = direction; - - float NdotL = max(0., dot(norm, L)); - - vec3 Specular = getSpecular(norm, eyedir, L, col, roughness) * NdotL; - vec3 outcol = NdotL * col; - - // Shadows - vec3 factor = getShadowFactor(xpos.xyz); - Diff = vec4(factor * NdotL * col, 1.); - Spec = vec4(factor * Specular, 1.); - return; -} diff --git a/src/graphics/post_processing.cpp b/src/graphics/post_processing.cpp index 401f22c96..4e3a6eedc 100644 --- a/src/graphics/post_processing.cpp +++ b/src/graphics/post_processing.cpp @@ -278,11 +278,11 @@ void PostProcessing::renderSunlight() glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_FUNC_ADD); - glUseProgram(FullScreenShader::SunLightShader::Program); - glBindVertexArray(FullScreenShader::SunLightShader::vao); - setTexture(0, irr_driver->getRenderTargetTexture(RTT_NORMAL_AND_DEPTH), GL_NEAREST, GL_NEAREST); - setTexture(1, irr_driver->getDepthStencilTexture(), GL_NEAREST, GL_NEAREST); - FullScreenShader::SunLightShader::setUniforms(cb->getPosition(), cb->getRed(), cb->getGreen(), cb->getBlue(), 0, 1); + glUseProgram(FullScreenShader::SunLightShader::getInstance()->Program); + glBindVertexArray(FullScreenShader::SunLightShader::getInstance()->vao); + setTexture(FullScreenShader::SunLightShader::getInstance()->TU_ntex, irr_driver->getRenderTargetTexture(RTT_NORMAL_AND_DEPTH), GL_NEAREST, GL_NEAREST); + setTexture(FullScreenShader::SunLightShader::getInstance()->TU_dtex, irr_driver->getDepthStencilTexture(), GL_NEAREST, GL_NEAREST); + FullScreenShader::SunLightShader::getInstance()->setUniforms(cb->getPosition(), video::SColorf(cb->getRed(), cb->getGreen(), cb->getBlue())); glDrawArrays(GL_TRIANGLES, 0, 3); glBindVertexArray(0); } @@ -296,9 +296,9 @@ void PostProcessing::renderShadowedSunlight(const std::vector &su glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_FUNC_ADD); - setTexture(0, irr_driver->getRenderTargetTexture(RTT_NORMAL_AND_DEPTH), GL_NEAREST, GL_NEAREST); - setTexture(1, irr_driver->getDepthStencilTexture(), GL_NEAREST, GL_NEAREST); - glActiveTexture(GL_TEXTURE2); + setTexture(FullScreenShader::ShadowedSunLightShader::getInstance()->TU_ntex, irr_driver->getRenderTargetTexture(RTT_NORMAL_AND_DEPTH), GL_NEAREST, GL_NEAREST); + setTexture(FullScreenShader::ShadowedSunLightShader::getInstance()->TU_dtex, irr_driver->getDepthStencilTexture(), GL_NEAREST, GL_NEAREST); + glActiveTexture(GL_TEXTURE0 + FullScreenShader::ShadowedSunLightShader::getInstance()->TU_shadowtex); glBindTexture(GL_TEXTURE_2D_ARRAY, depthtex); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR); @@ -307,19 +307,10 @@ void PostProcessing::renderShadowedSunlight(const std::vector &su glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE); glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL); - if (irr_driver->getShadowViz()) - { - glUseProgram(FullScreenShader::ShadowedSunLightDebugShader::Program); - glBindVertexArray(FullScreenShader::ShadowedSunLightDebugShader::vao); - FullScreenShader::ShadowedSunLightDebugShader::setUniforms(cb->getPosition(), cb->getRed(), cb->getGreen(), cb->getBlue(), 0, 1, 2); + glUseProgram(FullScreenShader::ShadowedSunLightShader::getInstance()->Program); + glBindVertexArray(FullScreenShader::ShadowedSunLightShader::getInstance()->vao); + FullScreenShader::ShadowedSunLightShader::getInstance()->setUniforms(cb->getPosition(), video::SColorf(cb->getRed(), cb->getGreen(), cb->getBlue())); - } - else - { - glUseProgram(FullScreenShader::ShadowedSunLightShader::Program); - glBindVertexArray(FullScreenShader::ShadowedSunLightShader::vao); - FullScreenShader::ShadowedSunLightShader::setUniforms(cb->getPosition(), cb->getRed(), cb->getGreen(), cb->getBlue(), 0, 1, 2); - } glDrawArrays(GL_TRIANGLES, 0, 3); glBindVertexArray(0); } diff --git a/src/graphics/shaders.cpp b/src/graphics/shaders.cpp index 243c55ce3..f8c97c6be 100644 --- a/src/graphics/shaders.cpp +++ b/src/graphics/shaders.cpp @@ -390,10 +390,7 @@ void Shaders::loadShaders() FullScreenShader::LayerPassThroughShader::init(); FullScreenShader::LinearizeDepthShader::init(); FullScreenShader::SSAOShader::init(); - FullScreenShader::SunLightShader::init(); FullScreenShader::DiffuseEnvMapShader::init(); - FullScreenShader::ShadowedSunLightShader::init(); - FullScreenShader::ShadowedSunLightDebugShader::init(); FullScreenShader::RadianceHintsConstructionShader::init(); FullScreenShader::RHDebug::init(); FullScreenShader::GlobalIlluminationReconstructionShader::init(); @@ -1623,14 +1620,7 @@ namespace FullScreenShader glUniform1i(uniform_depth, TU_dtex); } - GLuint SunLightShader::Program; - GLuint SunLightShader::uniform_ntex; - GLuint SunLightShader::uniform_dtex; - GLuint SunLightShader::uniform_direction; - GLuint SunLightShader::uniform_col; - GLuint SunLightShader::vao; - - void SunLightShader::init() + SunLightShader::SunLightShader() { Program = LoadProgram( GL_VERTEX_SHADER, file_manager->getAsset("shaders/screenquad.vert").c_str(), @@ -1638,26 +1628,16 @@ namespace FullScreenShader GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getSpecular.frag").c_str(), GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getPosFromUVDepth.frag").c_str(), GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/sunlight.frag").c_str()); - uniform_ntex = glGetUniformLocation(Program, "ntex"); - uniform_dtex = glGetUniformLocation(Program, "dtex"); - uniform_direction = glGetUniformLocation(Program, "direction"); - uniform_col = glGetUniformLocation(Program, "col"); + TU_ntex = 0; + TU_dtex = 1; + AssignTextureUnit(Program, TexUnit(TU_ntex, "ntex"), TexUnit(TU_dtex, "dtex")); + AssignUniforms("direction", "col"); vao = createFullScreenVAO(Program); GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData"); glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0); } - void SunLightShader::setUniforms(const core::vector3df &direction, float r, float g, float b, unsigned TU_ntex, unsigned TU_dtex) - { - if (irr_driver->needUBOWorkaround()) - bypassUBO(Program); - glUniform3f(uniform_direction, direction.X, direction.Y, direction.Z); - glUniform3f(uniform_col, r, g, b); - glUniform1i(uniform_ntex, TU_ntex); - glUniform1i(uniform_dtex, TU_dtex); - } - GLuint DiffuseEnvMapShader::Program; GLuint DiffuseEnvMapShader::uniform_ntex; GLuint DiffuseEnvMapShader::uniform_blueLmn; @@ -1689,15 +1669,7 @@ namespace FullScreenShader glUniform1fv(uniform_redLmn, 9, redSHCoeff); } - GLuint ShadowedSunLightShader::Program; - GLuint ShadowedSunLightShader::uniform_ntex; - GLuint ShadowedSunLightShader::uniform_dtex; - GLuint ShadowedSunLightShader::uniform_shadowtex; - GLuint ShadowedSunLightShader::uniform_direction; - GLuint ShadowedSunLightShader::uniform_col; - GLuint ShadowedSunLightShader::vao; - - void ShadowedSunLightShader::init() + ShadowedSunLightShader::ShadowedSunLightShader() { Program = LoadProgram( GL_VERTEX_SHADER, file_manager->getAsset("shaders/screenquad.vert").c_str(), @@ -1705,65 +1677,17 @@ namespace FullScreenShader GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getSpecular.frag").c_str(), GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getPosFromUVDepth.frag").c_str(), GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/sunlightshadow.frag").c_str()); - uniform_ntex = glGetUniformLocation(Program, "ntex"); - uniform_dtex = glGetUniformLocation(Program, "dtex"); - uniform_shadowtex = glGetUniformLocation(Program, "shadowtex"); - uniform_direction = glGetUniformLocation(Program, "direction"); - uniform_col = glGetUniformLocation(Program, "col"); + TU_ntex = 0; + TU_dtex = 1; + TU_shadowtex = 2; + AssignTextureUnit(Program, TexUnit(TU_ntex, "ntex"), TexUnit(TU_dtex, "dtex"), TexUnit(TU_shadowtex, "shadowtex")); + AssignUniforms("direction", "col"); vao = createFullScreenVAO(Program); GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData"); glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0); } - void ShadowedSunLightShader::setUniforms(const core::vector3df &direction, float r, float g, float b, unsigned TU_ntex, unsigned TU_dtex, unsigned TU_shadowtex) - { - if (irr_driver->needUBOWorkaround()) - bypassUBO(Program); - glUniform3f(uniform_direction, direction.X, direction.Y, direction.Z); - glUniform3f(uniform_col, r, g, b); - glUniform1i(uniform_ntex, TU_ntex); - glUniform1i(uniform_dtex, TU_dtex); - glUniform1i(uniform_shadowtex, TU_shadowtex); - } - - GLuint ShadowedSunLightDebugShader::Program; - GLuint ShadowedSunLightDebugShader::uniform_ntex; - GLuint ShadowedSunLightDebugShader::uniform_dtex; - GLuint ShadowedSunLightDebugShader::uniform_shadowtex; - GLuint ShadowedSunLightDebugShader::uniform_direction; - GLuint ShadowedSunLightDebugShader::uniform_col; - GLuint ShadowedSunLightDebugShader::vao; - - void ShadowedSunLightDebugShader::init() - { - Program = LoadProgram( - GL_VERTEX_SHADER, file_manager->getAsset("shaders/screenquad.vert").c_str(), - GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/decodeNormal.frag").c_str(), - GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getSpecular.frag").c_str(), - GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/sunlightshadowdebug.frag").c_str()); - uniform_ntex = glGetUniformLocation(Program, "ntex"); - uniform_dtex = glGetUniformLocation(Program, "dtex"); - uniform_shadowtex = glGetUniformLocation(Program, "shadowtex"); - uniform_direction = glGetUniformLocation(Program, "direction"); - uniform_col = glGetUniformLocation(Program, "col"); - vao = createVAO(Program); - - GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData"); - glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0); - } - - void ShadowedSunLightDebugShader::setUniforms(const core::vector3df &direction, float r, float g, float b, unsigned TU_ntex, unsigned TU_dtex, unsigned TU_shadowtex) - { - if (irr_driver->needUBOWorkaround()) - bypassUBO(Program); - glUniform3f(uniform_direction, direction.X, direction.Y, direction.Z); - glUniform3f(uniform_col, r, g, b); - glUniform1i(uniform_ntex, TU_ntex); - glUniform1i(uniform_dtex, TU_dtex); - glUniform1i(uniform_shadowtex, TU_shadowtex); - } - GLuint RadianceHintsConstructionShader::Program; GLuint RadianceHintsConstructionShader::uniform_ctex; GLuint RadianceHintsConstructionShader::uniform_ntex; diff --git a/src/graphics/shaders.hpp b/src/graphics/shaders.hpp index dac9ea44c..fa30a2250 100644 --- a/src/graphics/shaders.hpp +++ b/src/graphics/shaders.hpp @@ -543,15 +543,13 @@ public: static void setUniforms(unsigned TU_tex, unsigned TU_depth); }; -class SunLightShader +class SunLightShader : public ShaderHelperSingleton { public: - static GLuint Program; - static GLuint uniform_ntex, uniform_dtex, uniform_direction, uniform_col; - static GLuint vao; + GLuint TU_ntex, TU_dtex; + GLuint vao; - static void init(); - static void setUniforms(const core::vector3df &direction, float r, float g, float b, unsigned TU_ntex, unsigned TU_dtex); + SunLightShader(); }; class DiffuseEnvMapShader @@ -565,26 +563,13 @@ public: static void setUniforms(const core::matrix4 &TransposeViewMatrix, const float *blueSHCoeff, const float *greenSHCoeff, const float *redSHCoeff, unsigned TU_ntex); }; -class ShadowedSunLightShader +class ShadowedSunLightShader : public ShaderHelperSingleton { public: - static GLuint Program; - static GLuint uniform_ntex, uniform_dtex, uniform_shadowtex, uniform_direction, uniform_col; - static GLuint vao; + GLuint TU_ntex, TU_dtex, TU_shadowtex; + GLuint vao; - static void init(); - static void setUniforms(const core::vector3df &direction, float r, float g, float b, unsigned TU_ntex, unsigned TU_dtex, unsigned TU_shadowtex); -}; - -class ShadowedSunLightDebugShader -{ -public: - static GLuint Program; - static GLuint uniform_ntex, uniform_dtex, uniform_shadowtex, uniform_direction, uniform_col; - static GLuint vao; - - static void init(); - static void setUniforms(const core::vector3df &direction, float r, float g, float b, unsigned TU_ntex, unsigned TU_dtex, unsigned TU_shadowtex); + ShadowedSunLightShader(); }; class RadianceHintsConstructionShader