Use a fullscreen pass for skybox
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70e8b4c854
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@ -4,7 +4,7 @@ out vec4 FragColor;
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void main(void)
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{
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vec3 eyedir = gl_FragCoord.xyz / vec3(screen, 1.);
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vec3 eyedir = vec3(gl_FragCoord.xy / screen, 1.);
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eyedir = 2.0 * eyedir - 1.0;
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vec4 tmp = (InverseProjectionMatrix * vec4(eyedir, 1.));
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tmp /= tmp.w;
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10
data/shaders/sky.vert
Normal file
10
data/shaders/sky.vert
Normal file
@ -0,0 +1,10 @@
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#if __VERSION__ >= 330
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layout(location = 0) in vec3 Position;
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#else
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in vec3 Position;
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#endif
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void main()
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{
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gl_Position = vec4(Position, 1.);
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}
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@ -380,27 +380,18 @@ void IrrDriver::renderSkybox(const scene::ICameraSceneNode *camera)
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{
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if (SkyboxTextures.empty())
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return;
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glBindVertexArray(MeshShader::SkyboxShader::getInstance()->cubevao);
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glEnable(GL_DEPTH_TEST);
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glDisable(GL_CULL_FACE);
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assert(SkyboxTextures.size() == 6);
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core::matrix4 translate;
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translate.setTranslation(camera->getAbsolutePosition());
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// Draw the sky box between the near and far clip plane
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const f32 viewDistance = (camera->getNearValue() + camera->getFarValue()) * 0.5f;
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core::matrix4 scale;
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scale.setScale(core::vector3df(viewDistance, viewDistance, viewDistance));
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core::matrix4 transform = translate * scale;
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core::matrix4 invtransform;
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transform.getInverse(invtransform);
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glDisable(GL_BLEND);
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glUseProgram(MeshShader::SkyboxShader::getInstance()->Program);
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MeshShader::SkyboxShader::getInstance()->setUniforms(transform);
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glBindVertexArray(MeshShader::SkyboxShader::getInstance()->vao);
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MeshShader::SkyboxShader::getInstance()->setUniforms();
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MeshShader::SkyboxShader::getInstance()->SetTextureUnits(SkyboxCubeMap);
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glDrawElements(GL_TRIANGLES, 6 * 6, GL_UNSIGNED_INT, 0);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glBindVertexArray(0);
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}
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@ -336,66 +336,19 @@ static void initBillboardVBO()
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glBufferData(GL_ARRAY_BUFFER, 16 * sizeof(float), quad, GL_STATIC_DRAW);
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}
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GLuint SharedObject::cubevbo = 0;
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GLuint SharedObject::cubeindexes = 0;
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GLuint SharedObject::skytrivbo = 0;
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static void initCubeVBO()
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static void initSkyTriVBO()
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{
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// From CSkyBoxSceneNode
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float corners[] =
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{
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// top side
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1., 1., -1.,
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1., 1., 1.,
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-1., 1., 1.,
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-1., 1., -1.,
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const float tri_vertex[] = {
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-1., -1., 1.,
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-1., 3., 1.,
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3., -1., 1.,
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};
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// Bottom side
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1., -1., 1.,
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1., -1., -1.,
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-1., -1., -1.,
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-1., -1., 1.,
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// right side
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1., -1, -1,
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1., -1, 1,
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1., 1., 1.,
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1., 1., -1.,
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// left side
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-1., -1., 1.,
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-1., -1., -1.,
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-1., 1., -1.,
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-1., 1., 1.,
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// back side
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-1., -1., -1.,
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1., -1, -1.,
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1, 1, -1.,
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-1, 1, -1.,
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// front side
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1., -1., 1.,
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-1., -1., 1.,
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-1, 1., 1.,
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1., 1., 1.,
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};
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int indices[] = {
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0, 1, 2, 2, 3, 0,
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4, 5, 6, 6, 7, 4,
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8, 9, 10, 10, 11, 8,
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12, 13, 14, 14, 15, 12,
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16, 17, 18, 18, 19, 16,
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20, 21, 22, 22, 23, 20
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};
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glGenBuffers(1, &SharedObject::cubevbo);
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glBindBuffer(GL_ARRAY_BUFFER, SharedObject::cubevbo);
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glBufferData(GL_ARRAY_BUFFER, 6 * 4 * 3 * sizeof(float), corners, GL_STATIC_DRAW);
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glGenBuffers(1, &SharedObject::cubeindexes);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, SharedObject::cubeindexes);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, 6 * 6 * sizeof(int), indices, GL_STATIC_DRAW);
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glGenBuffers(1, &SharedObject::skytrivbo);
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glBindBuffer(GL_ARRAY_BUFFER, SharedObject::skytrivbo);
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glBufferData(GL_ARRAY_BUFFER, 3 * 3 * sizeof(float), tri_vertex, GL_STATIC_DRAW);
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}
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GLuint SharedObject::frustrumvbo = 0;
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@ -535,7 +488,7 @@ void Shaders::loadShaders()
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initQuadVBO();
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initQuadBuffer();
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initBillboardVBO();
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initCubeVBO();
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initSkyTriVBO();
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initFrustrumVBO();
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initShadowVPMUBO();
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initLightingDataUBO();
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@ -1417,17 +1370,16 @@ namespace MeshShader
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SkyboxShader::SkyboxShader()
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{
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Program = LoadProgram(OBJECT,
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GL_VERTEX_SHADER, file_manager->getAsset("shaders/object_pass.vert").c_str(),
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GL_VERTEX_SHADER, file_manager->getAsset("shaders/sky.vert").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/sky.frag").c_str());
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AssignUniforms("ModelMatrix");
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AssignUniforms();
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AssignSamplerNames(Program, 0, "tex");
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glGenVertexArrays(1, &cubevao);
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glBindVertexArray(cubevao);
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glBindBuffer(GL_ARRAY_BUFFER, SharedObject::cubevbo);
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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glBindBuffer(GL_ARRAY_BUFFER, SharedObject::skytrivbo);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, SharedObject::cubeindexes);
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glBindVertexArray(0);
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}
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@ -30,7 +30,7 @@ class SharedObject
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{
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public:
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static GLuint billboardvbo;
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static GLuint cubevbo, cubeindexes, frustrumvbo, frustrumindexes, ParticleQuadVBO;
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static GLuint skytrivbo, frustrumvbo, frustrumindexes, ParticleQuadVBO;
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static GLuint ViewProjectionMatrixesUBO, LightingDataUBO;
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static GLuint FullScreenQuadVAO;
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static GLuint UIVAO;
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@ -281,11 +281,11 @@ public:
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DisplaceShader();
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};
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class SkyboxShader : public ShaderHelperSingleton<SkyboxShader, core::matrix4>, public TextureRead<Trilinear_cubemap>
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class SkyboxShader : public ShaderHelperSingleton<SkyboxShader>, public TextureRead<Trilinear_cubemap>
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{
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public:
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SkyboxShader();
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GLuint cubevao;
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GLuint vao;
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};
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class NormalVisualizer : public ShaderHelperSingleton<NormalVisualizer, video::SColor>
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