Use a fullscreen pass for skybox

This commit is contained in:
Vincent Lejeune 2015-01-15 20:50:19 +01:00
parent 70e8b4c854
commit f22cf2a05e
5 changed files with 34 additions and 81 deletions

View File

@ -4,7 +4,7 @@ out vec4 FragColor;
void main(void)
{
vec3 eyedir = gl_FragCoord.xyz / vec3(screen, 1.);
vec3 eyedir = vec3(gl_FragCoord.xy / screen, 1.);
eyedir = 2.0 * eyedir - 1.0;
vec4 tmp = (InverseProjectionMatrix * vec4(eyedir, 1.));
tmp /= tmp.w;

10
data/shaders/sky.vert Normal file
View File

@ -0,0 +1,10 @@
#if __VERSION__ >= 330
layout(location = 0) in vec3 Position;
#else
in vec3 Position;
#endif
void main()
{
gl_Position = vec4(Position, 1.);
}

View File

@ -380,27 +380,18 @@ void IrrDriver::renderSkybox(const scene::ICameraSceneNode *camera)
{
if (SkyboxTextures.empty())
return;
glBindVertexArray(MeshShader::SkyboxShader::getInstance()->cubevao);
glEnable(GL_DEPTH_TEST);
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);
glDisable(GL_BLEND);
glUseProgram(MeshShader::SkyboxShader::getInstance()->Program);
MeshShader::SkyboxShader::getInstance()->setUniforms(transform);
glBindVertexArray(MeshShader::SkyboxShader::getInstance()->vao);
MeshShader::SkyboxShader::getInstance()->setUniforms();
MeshShader::SkyboxShader::getInstance()->SetTextureUnits(SkyboxCubeMap);
glDrawElements(GL_TRIANGLES, 6 * 6, GL_UNSIGNED_INT, 0);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
}

View File

@ -336,66 +336,19 @@ static void initBillboardVBO()
glBufferData(GL_ARRAY_BUFFER, 16 * sizeof(float), quad, GL_STATIC_DRAW);
}
GLuint SharedObject::cubevbo = 0;
GLuint SharedObject::cubeindexes = 0;
GLuint SharedObject::skytrivbo = 0;
static void initCubeVBO()
static void initSkyTriVBO()
{
// From CSkyBoxSceneNode
float corners[] =
{
// top side
1., 1., -1.,
1., 1., 1.,
-1., 1., 1.,
-1., 1., -1.,
const float tri_vertex[] = {
-1., -1., 1.,
-1., 3., 1.,
3., -1., 1.,
};
// Bottom side
1., -1., 1.,
1., -1., -1.,
-1., -1., -1.,
-1., -1., 1.,
// right side
1., -1, -1,
1., -1, 1,
1., 1., 1.,
1., 1., -1.,
// left side
-1., -1., 1.,
-1., -1., -1.,
-1., 1., -1.,
-1., 1., 1.,
// back side
-1., -1., -1.,
1., -1, -1.,
1, 1, -1.,
-1, 1, -1.,
// front side
1., -1., 1.,
-1., -1., 1.,
-1, 1., 1.,
1., 1., 1.,
};
int indices[] = {
0, 1, 2, 2, 3, 0,
4, 5, 6, 6, 7, 4,
8, 9, 10, 10, 11, 8,
12, 13, 14, 14, 15, 12,
16, 17, 18, 18, 19, 16,
20, 21, 22, 22, 23, 20
};
glGenBuffers(1, &SharedObject::cubevbo);
glBindBuffer(GL_ARRAY_BUFFER, SharedObject::cubevbo);
glBufferData(GL_ARRAY_BUFFER, 6 * 4 * 3 * sizeof(float), corners, GL_STATIC_DRAW);
glGenBuffers(1, &SharedObject::cubeindexes);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, SharedObject::cubeindexes);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, 6 * 6 * sizeof(int), indices, GL_STATIC_DRAW);
glGenBuffers(1, &SharedObject::skytrivbo);
glBindBuffer(GL_ARRAY_BUFFER, SharedObject::skytrivbo);
glBufferData(GL_ARRAY_BUFFER, 3 * 3 * sizeof(float), tri_vertex, GL_STATIC_DRAW);
}
GLuint SharedObject::frustrumvbo = 0;
@ -535,7 +488,7 @@ void Shaders::loadShaders()
initQuadVBO();
initQuadBuffer();
initBillboardVBO();
initCubeVBO();
initSkyTriVBO();
initFrustrumVBO();
initShadowVPMUBO();
initLightingDataUBO();
@ -1417,17 +1370,16 @@ namespace MeshShader
SkyboxShader::SkyboxShader()
{
Program = LoadProgram(OBJECT,
GL_VERTEX_SHADER, file_manager->getAsset("shaders/object_pass.vert").c_str(),
GL_VERTEX_SHADER, file_manager->getAsset("shaders/sky.vert").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/sky.frag").c_str());
AssignUniforms("ModelMatrix");
AssignUniforms();
AssignSamplerNames(Program, 0, "tex");
glGenVertexArrays(1, &cubevao);
glBindVertexArray(cubevao);
glBindBuffer(GL_ARRAY_BUFFER, SharedObject::cubevbo);
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, SharedObject::skytrivbo);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, SharedObject::cubeindexes);
glBindVertexArray(0);
}

View File

@ -30,7 +30,7 @@ class SharedObject
{
public:
static GLuint billboardvbo;
static GLuint cubevbo, cubeindexes, frustrumvbo, frustrumindexes, ParticleQuadVBO;
static GLuint skytrivbo, frustrumvbo, frustrumindexes, ParticleQuadVBO;
static GLuint ViewProjectionMatrixesUBO, LightingDataUBO;
static GLuint FullScreenQuadVAO;
static GLuint UIVAO;
@ -281,11 +281,11 @@ public:
DisplaceShader();
};
class SkyboxShader : public ShaderHelperSingleton<SkyboxShader, core::matrix4>, public TextureRead<Trilinear_cubemap>
class SkyboxShader : public ShaderHelperSingleton<SkyboxShader>, public TextureRead<Trilinear_cubemap>
{
public:
SkyboxShader();
GLuint cubevao;
GLuint vao;
};
class NormalVisualizer : public ShaderHelperSingleton<NormalVisualizer, video::SColor>