split shader_based_renderer into smaller objects
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589
src/graphics/lighting_passes.cpp
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589
src/graphics/lighting_passes.cpp
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// SuperTuxKart - a fun racing game with go-kart
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// Copyright (C) 2015 SuperTuxKart-Team
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// as published by the Free Software Foundation; either version 3
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// of the License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#include "graphics/lighting_passes.hpp"
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#include "graphics/central_settings.hpp"
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#include "graphics/glwrap.hpp"
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#include "graphics/irr_driver.hpp"
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#include "graphics/light.hpp"
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#include "graphics/post_processing.hpp"
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#include "graphics/rtts.hpp"
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#include "graphics/shaders.hpp"
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#include "graphics/shadow_matrices.hpp"
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#include "modes/world.hpp"
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#include "tracks/track.hpp"
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#include "utils/profiler.hpp"
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class LightBaseClass
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{
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public:
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struct PointLightInfo
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{
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float posX;
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float posY;
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float posZ;
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float energy;
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float red;
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float green;
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float blue;
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float radius;
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};
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public:
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static const unsigned int MAXLIGHT = 32;
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public:
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static struct PointLightInfo m_point_lights_info[MAXLIGHT];
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}; // LightBaseClass
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const unsigned int LightBaseClass::MAXLIGHT;
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// ============================================================================
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LightBaseClass::PointLightInfo m_point_lights_info[LightBaseClass::MAXLIGHT];
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// ============================================================================
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class FogShader : public TextureShader<FogShader, 1, float, core::vector3df>
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{
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public:
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FogShader()
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{
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loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
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GL_FRAGMENT_SHADER, "utils/getPosFromUVDepth.frag",
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GL_FRAGMENT_SHADER, "fog.frag");
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assignUniforms("density", "col");
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assignSamplerNames(0, "tex", ST_NEAREST_FILTERED);
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} // FogShader
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// ------------------------------------------------------------------------
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void render(float start, const core::vector3df &color)
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{
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setTextureUnits(irr_driver->getDepthStencilTexture());
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drawFullScreenEffect(1.f / (40.f * start), color);
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} // render
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}; // FogShader
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// ============================================================================
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class PointLightShader : public TextureShader < PointLightShader, 2 >
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{
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public:
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GLuint vbo;
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GLuint vao;
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PointLightShader()
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{
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loadProgram(OBJECT, GL_VERTEX_SHADER, "pointlight.vert",
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GL_FRAGMENT_SHADER, "utils/decodeNormal.frag",
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GL_FRAGMENT_SHADER, "utils/SpecularBRDF.frag",
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GL_FRAGMENT_SHADER, "utils/DiffuseBRDF.frag",
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GL_FRAGMENT_SHADER, "utils/getPosFromUVDepth.frag",
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GL_FRAGMENT_SHADER, "pointlight.frag");
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assignUniforms();
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assignSamplerNames(0, "ntex", ST_NEAREST_FILTERED,
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1, "dtex", ST_NEAREST_FILTERED);
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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glGenBuffers(1, &vbo);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER,
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LightBaseClass::MAXLIGHT * sizeof(LightBaseClass::PointLightInfo),
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0, GL_DYNAMIC_DRAW);
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GLuint attrib_Position = glGetAttribLocation(m_program, "Position");
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GLuint attrib_Color = glGetAttribLocation(m_program, "Color");
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GLuint attrib_Energy = glGetAttribLocation(m_program, "Energy");
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GLuint attrib_Radius = glGetAttribLocation(m_program, "Radius");
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glEnableVertexAttribArray(attrib_Position);
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glVertexAttribPointer(attrib_Position, 3, GL_FLOAT, GL_FALSE,
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sizeof(LightBaseClass::PointLightInfo), 0);
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glEnableVertexAttribArray(attrib_Energy);
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glVertexAttribPointer(attrib_Energy, 1, GL_FLOAT, GL_FALSE,
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sizeof(LightBaseClass::PointLightInfo),
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(GLvoid*)(3 * sizeof(float)));
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glEnableVertexAttribArray(attrib_Color);
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glVertexAttribPointer(attrib_Color, 3, GL_FLOAT, GL_FALSE,
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sizeof(LightBaseClass::PointLightInfo),
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(GLvoid*)(4 * sizeof(float)));
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glEnableVertexAttribArray(attrib_Radius);
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glVertexAttribPointer(attrib_Radius, 1, GL_FLOAT, GL_FALSE,
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sizeof(LightBaseClass::PointLightInfo),
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(GLvoid*)(7 * sizeof(float)));
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glVertexAttribDivisorARB(attrib_Position, 1);
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glVertexAttribDivisorARB(attrib_Energy, 1);
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glVertexAttribDivisorARB(attrib_Color, 1);
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glVertexAttribDivisorARB(attrib_Radius, 1);
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} // PointLightShader
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}; // PointLightShader
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// ============================================================================
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class PointLightScatterShader : public TextureShader<PointLightScatterShader,
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1, float, core::vector3df>
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{
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public:
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GLuint vbo;
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GLuint vao;
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PointLightScatterShader()
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{
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loadProgram(OBJECT, GL_VERTEX_SHADER, "pointlight.vert",
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GL_FRAGMENT_SHADER, "utils/getPosFromUVDepth.frag",
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GL_FRAGMENT_SHADER, "pointlightscatter.frag");
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assignUniforms("density", "fogcol");
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assignSamplerNames(0, "dtex", ST_NEAREST_FILTERED);
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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glBindBuffer(GL_ARRAY_BUFFER, PointLightShader::getInstance()->vbo);
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GLuint attrib_Position = glGetAttribLocation(m_program, "Position");
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GLuint attrib_Color = glGetAttribLocation(m_program, "Color");
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GLuint attrib_Energy = glGetAttribLocation(m_program, "Energy");
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GLuint attrib_Radius = glGetAttribLocation(m_program, "Radius");
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glEnableVertexAttribArray(attrib_Position);
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glVertexAttribPointer(attrib_Position, 3, GL_FLOAT, GL_FALSE,
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sizeof(LightBaseClass::PointLightInfo), 0);
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glEnableVertexAttribArray(attrib_Energy);
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glVertexAttribPointer(attrib_Energy, 1, GL_FLOAT, GL_FALSE,
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sizeof(LightBaseClass::PointLightInfo),
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(GLvoid*)(3 * sizeof(float)));
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glEnableVertexAttribArray(attrib_Color);
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glVertexAttribPointer(attrib_Color, 3, GL_FLOAT, GL_FALSE,
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sizeof(LightBaseClass::PointLightInfo),
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(GLvoid*)(4 * sizeof(float)));
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glEnableVertexAttribArray(attrib_Radius);
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glVertexAttribPointer(attrib_Radius, 1, GL_FLOAT, GL_FALSE,
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sizeof(LightBaseClass::PointLightInfo),
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(GLvoid*)(7 * sizeof(float)));
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glVertexAttribDivisorARB(attrib_Position, 1);
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glVertexAttribDivisorARB(attrib_Energy, 1);
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glVertexAttribDivisorARB(attrib_Color, 1);
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glVertexAttribDivisorARB(attrib_Radius, 1);
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} // PointLightScatterShader
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};
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// ============================================================================
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class RadianceHintsConstructionShader
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: public TextureShader<RadianceHintsConstructionShader, 3, core::matrix4,
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core::matrix4, core::vector3df, video::SColorf>
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{
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public:
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RadianceHintsConstructionShader()
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{
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if (CVS->isAMDVertexShaderLayerUsable())
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{
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loadProgram(OBJECT, GL_VERTEX_SHADER, "slicedscreenquad.vert",
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GL_FRAGMENT_SHADER, "rh.frag");
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}
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else
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{
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loadProgram(OBJECT, GL_VERTEX_SHADER, "slicedscreenquad.vert",
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GL_GEOMETRY_SHADER, "rhpassthrough.geom",
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GL_FRAGMENT_SHADER, "rh.frag");
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}
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assignUniforms("RSMMatrix", "RHMatrix", "extents", "suncol");
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assignSamplerNames(0, "ctex", ST_BILINEAR_FILTERED,
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1, "ntex", ST_BILINEAR_FILTERED,
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2, "dtex", ST_BILINEAR_FILTERED);
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} // RadianceHintsConstructionShader
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}; // RadianceHintsConstructionShader
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// ============================================================================
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// Workaround for a bug found in kepler nvidia linux and fermi nvidia windows
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class NVWorkaroundRadianceHintsConstructionShader
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: public TextureShader<NVWorkaroundRadianceHintsConstructionShader,
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3, core::matrix4, core::matrix4, core::vector3df,
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int, video::SColorf >
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{
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public:
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NVWorkaroundRadianceHintsConstructionShader()
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{
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loadProgram(OBJECT,GL_VERTEX_SHADER,"slicedscreenquad_nvworkaround.vert",
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GL_GEOMETRY_SHADER, "rhpassthrough.geom",
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GL_FRAGMENT_SHADER, "rh.frag");
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assignUniforms("RSMMatrix", "RHMatrix", "extents", "slice", "suncol");
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assignSamplerNames(0, "ctex", ST_BILINEAR_FILTERED,
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1, "ntex", ST_BILINEAR_FILTERED,
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2, "dtex", ST_BILINEAR_FILTERED);
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} // NVWorkaroundRadianceHintsConstructionShader
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}; // NVWorkaroundRadianceHintsConstructionShader
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// ============================================================================
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class ShadowedSunLightShaderPCF : public TextureShader<ShadowedSunLightShaderPCF,
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3, float, float, float,
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float, float>
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{
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public:
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ShadowedSunLightShaderPCF()
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{
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loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
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GL_FRAGMENT_SHADER, "utils/decodeNormal.frag",
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GL_FRAGMENT_SHADER, "utils/SpecularBRDF.frag",
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GL_FRAGMENT_SHADER, "utils/DiffuseBRDF.frag",
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GL_FRAGMENT_SHADER, "utils/getPosFromUVDepth.frag",
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GL_FRAGMENT_SHADER, "utils/SunMRP.frag",
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GL_FRAGMENT_SHADER, "sunlightshadow.frag");
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// Use 8 to circumvent a catalyst bug when binding sampler
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assignSamplerNames(0, "ntex", ST_NEAREST_FILTERED,
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1, "dtex", ST_NEAREST_FILTERED,
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8, "shadowtex", ST_SHADOW_SAMPLER);
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assignUniforms("split0", "split1", "split2", "splitmax", "shadow_res");
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} // ShadowedSunLightShaderPCF
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// ------------------------------------------------------------------------
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void render(RTT *rtts)
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{
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setTextureUnits(irr_driver->getRenderTargetTexture(RTT_NORMAL_AND_DEPTH),
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irr_driver->getDepthStencilTexture(),
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rtts->getShadowFBO().getDepthTexture() );
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drawFullScreenEffect(ShadowMatrices::m_shadow_split[1],
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ShadowMatrices::m_shadow_split[2],
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ShadowMatrices::m_shadow_split[3],
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ShadowMatrices::m_shadow_split[4],
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float(UserConfigParams::m_shadows_resolution) );
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} // render
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}; // ShadowedSunLightShaderPCF
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// ============================================================================
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class ShadowedSunLightShaderESM : public TextureShader<ShadowedSunLightShaderESM,
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3, float, float, float,
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float>
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{
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public:
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ShadowedSunLightShaderESM()
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{
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loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
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GL_FRAGMENT_SHADER, "utils/decodeNormal.frag",
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GL_FRAGMENT_SHADER, "utils/SpecularBRDF.frag",
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GL_FRAGMENT_SHADER, "utils/DiffuseBRDF.frag",
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GL_FRAGMENT_SHADER, "utils/getPosFromUVDepth.frag",
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GL_FRAGMENT_SHADER, "utils/SunMRP.frag",
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GL_FRAGMENT_SHADER, "sunlightshadowesm.frag");
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// Use 8 to circumvent a catalyst bug when binding sampler
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assignSamplerNames(0, "ntex", ST_NEAREST_FILTERED,
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1, "dtex", ST_NEAREST_FILTERED,
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8, "shadowtex", ST_TRILINEAR_CLAMPED_ARRAY2D);
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assignUniforms("split0", "split1", "split2", "splitmax");
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} // ShadowedSunLightShaderESM
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// ------------------------------------------------------------------------
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void render(RTT *rtt)
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{
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setTextureUnits(irr_driver->getRenderTargetTexture(RTT_NORMAL_AND_DEPTH),
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irr_driver->getDepthStencilTexture(),
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rtt->getShadowFBO().getRTT()[0]);
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drawFullScreenEffect(ShadowMatrices::m_shadow_split[1],
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ShadowMatrices::m_shadow_split[2],
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ShadowMatrices::m_shadow_split[3],
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ShadowMatrices::m_shadow_split[4]);
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} // render
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}; // ShadowedSunLightShaderESM
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// ============================================================================
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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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PointLightShader::getInstance()->use();
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glBindVertexArray(PointLightShader::getInstance()->vao);
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glBindBuffer(GL_ARRAY_BUFFER, PointLightShader::getInstance()->vbo);
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glBufferSubData(GL_ARRAY_BUFFER, 0,
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count * sizeof(LightBaseClass::PointLightInfo),
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m_point_lights_info);
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PointLightShader::getInstance()->setTextureUnits(
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irr_driver->getRenderTargetTexture(RTT_NORMAL_AND_DEPTH),
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irr_driver->getDepthStencilTexture());
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PointLightShader::getInstance()->setUniforms();
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glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, count);
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} // renderPointLights
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// ----------------------------------------------------------------------------
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unsigned LightingPasses::updateLightsInfo(scene::ICameraSceneNode * const camnode,
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float dt)
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{
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std::vector<LightNode *> lights = irr_driver->getLights();
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const u32 lightcount = (u32)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 (!lights[i]->isVisible())
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continue;
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if (!lights[i]->isPointLight())
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{
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lights[i]->render();
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continue;
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}
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const core::vector3df &lightpos =
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(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(lights[i]);
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}
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unsigned lightnum = 0;
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bool multiplayer = (race_manager->getNumLocalPlayers() > 1);
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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 >= LightBaseClass::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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// In single-player, fade-in lights.
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// In multi-player, can't do that, the light objects are shared by all players
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if (multiplayer)
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light_node->setEnergyMultiplier(1.0f);
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else
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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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m_point_lights_info[lightnum].posX = pos.X;
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m_point_lights_info[lightnum].posY = pos.Y;
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m_point_lights_info[lightnum].posZ = pos.Z;
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m_point_lights_info[lightnum].energy =
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light_node->getEffectiveEnergy();
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const core::vector3df &col = light_node->getColor();
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m_point_lights_info[lightnum].red = col.X;
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m_point_lights_info[lightnum].green = col.Y;
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m_point_lights_info[lightnum].blue = col.Z;
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// Light radius
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m_point_lights_info[lightnum].radius = light_node->getRadius();
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}
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}
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if (lightnum > LightBaseClass::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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} // updateLightsInfo
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void LightingPasses::renderLights(unsigned pointlightcount, bool hasShadow)
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{
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RTT *rtts = irr_driver->getRTT();
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ShadowMatrices *shadow_matrices = irr_driver->getShadowMatrices();
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//RH
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if (CVS->isGlobalIlluminationEnabled() && hasShadow)
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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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rtts->getRH().bind();
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glBindVertexArray(SharedGPUObjects::getFullScreenQuadVAO());
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if (CVS->needRHWorkaround())
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{
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NVWorkaroundRadianceHintsConstructionShader::getInstance()->use();
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NVWorkaroundRadianceHintsConstructionShader::getInstance()
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->setTextureUnits(
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rtts->getRSM().getRTT()[0],
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rtts->getRSM().getRTT()[1],
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rtts->getRSM().getDepthTexture());
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for (unsigned i = 0; i < 32; i++)
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{
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NVWorkaroundRadianceHintsConstructionShader::getInstance()
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->setUniforms(shadow_matrices->getRSMMatrix(),
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shadow_matrices->getRHMatrix(),
|
||||
shadow_matrices->getRHExtend(), i,
|
||||
irr_driver->getSunColor());
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
RadianceHintsConstructionShader::getInstance()->use();
|
||||
RadianceHintsConstructionShader::getInstance()
|
||||
->setTextureUnits(
|
||||
rtts->getRSM().getRTT()[0],
|
||||
rtts->getRSM().getRTT()[1],
|
||||
rtts->getRSM().getDepthTexture()
|
||||
);
|
||||
RadianceHintsConstructionShader::getInstance()
|
||||
->setUniforms(shadow_matrices->getRSMMatrix(),
|
||||
shadow_matrices->getRHMatrix(),
|
||||
shadow_matrices->getRHExtend(),
|
||||
irr_driver->getSunColor());
|
||||
glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, 32);
|
||||
}
|
||||
}
|
||||
shadow_matrices->updateSunOrthoMatrices();
|
||||
rtts->getFBO(FBO_COMBINED_DIFFUSE_SPECULAR).bind();
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
rtts->getFBO(FBO_DIFFUSE).bind();
|
||||
PostProcessing *post_processing = irr_driver->getPostProcessing();
|
||||
if (CVS->isGlobalIlluminationEnabled() && hasShadow)
|
||||
{
|
||||
ScopedGPUTimer timer(irr_driver->getGPUTimer(Q_GI));
|
||||
post_processing->renderGI(shadow_matrices->getRHMatrix(),
|
||||
shadow_matrices->getRHExtend(),
|
||||
rtts->getRH());
|
||||
}
|
||||
|
||||
rtts->getFBO(FBO_COMBINED_DIFFUSE_SPECULAR).bind();
|
||||
|
||||
{
|
||||
ScopedGPUTimer timer(irr_driver->getGPUTimer(Q_ENVMAP));
|
||||
Skybox *skybox = irr_driver->getSkybox();
|
||||
if(skybox)
|
||||
{
|
||||
post_processing->renderEnvMap(skybox->getSpecularProbe());
|
||||
}
|
||||
else
|
||||
{
|
||||
post_processing->renderEnvMap(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() && CVS->isShadowEnabled() && hasShadow)
|
||||
{
|
||||
glEnable(GL_BLEND);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glBlendFunc(GL_ONE, GL_ONE);
|
||||
glBlendEquation(GL_FUNC_ADD);
|
||||
|
||||
if (CVS->isESMEnabled())
|
||||
{
|
||||
ShadowedSunLightShaderESM::getInstance()->render(rtts);
|
||||
}
|
||||
else
|
||||
{
|
||||
ShadowedSunLightShaderPCF::getInstance()->render(rtts);
|
||||
}
|
||||
}
|
||||
else
|
||||
post_processing->renderSunlight(irr_driver->getSunDirection(),
|
||||
irr_driver->getSunColor());
|
||||
}
|
||||
{
|
||||
ScopedGPUTimer timer(irr_driver->getGPUTimer(Q_POINTLIGHTS));
|
||||
renderPointLights(std::min(pointlightcount, LightBaseClass::MAXLIGHT));
|
||||
}
|
||||
} // renderLights
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
void LightingPasses::renderAmbientScatter()
|
||||
{
|
||||
const Track * const track = World::getWorld()->getTrack();
|
||||
|
||||
// This function is only called once per frame - thus no need for setters.
|
||||
float start = track->getFogStart() + .001f;
|
||||
const video::SColor tmpcol = track->getFogColor();
|
||||
|
||||
core::vector3df col(tmpcol.getRed() / 255.0f,
|
||||
tmpcol.getGreen() / 255.0f,
|
||||
tmpcol.getBlue() / 255.0f);
|
||||
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDepthMask(GL_FALSE);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendEquation(GL_FUNC_ADD);
|
||||
glBlendFunc(GL_ONE, GL_ONE);
|
||||
|
||||
FogShader::getInstance()->render(start, col);
|
||||
} // renderAmbientScatter
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
void LightingPasses::renderLightsScatter(unsigned pointlightcount)
|
||||
{
|
||||
irr_driver->getFBO(FBO_HALF1).bind();
|
||||
glClearColor(0., 0., 0., 0.);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
const Track * const track = World::getWorld()->getTrack();
|
||||
|
||||
// This function is only called once per frame - thus no need for setters.
|
||||
float start = track->getFogStart() + .001f;
|
||||
const video::SColor tmpcol = track->getFogColor();
|
||||
|
||||
core::vector3df col(tmpcol.getRed() / 255.0f,
|
||||
tmpcol.getGreen() / 255.0f,
|
||||
tmpcol.getBlue() / 255.0f);
|
||||
|
||||
glDepthMask(GL_FALSE);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendEquation(GL_FUNC_ADD);
|
||||
glBlendFunc(GL_ONE, GL_ONE);
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
core::vector3df col2(1., 1., 1.);
|
||||
|
||||
PointLightScatterShader::getInstance()->use();
|
||||
glBindVertexArray(PointLightScatterShader::getInstance()->vao);
|
||||
|
||||
PointLightScatterShader::getInstance()
|
||||
->setTextureUnits(irr_driver->getDepthStencilTexture());
|
||||
PointLightScatterShader::getInstance()
|
||||
->setUniforms(1.f / (40.f * start), col2);
|
||||
|
||||
glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4,
|
||||
std::min(pointlightcount, LightBaseClass::MAXLIGHT));
|
||||
|
||||
glDisable(GL_BLEND);
|
||||
PostProcessing *post_processing = irr_driver->getPostProcessing();
|
||||
post_processing->renderGaussian6Blur(irr_driver->getFBO(FBO_HALF1),
|
||||
irr_driver->getFBO(FBO_HALF2), 5., 5.);
|
||||
glEnable(GL_BLEND);
|
||||
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
||||
irr_driver->getFBO(FBO_COLORS).bind();
|
||||
post_processing->renderPassThrough(irr_driver->getRenderTargetTexture(RTT_HALF1),
|
||||
irr_driver->getFBO(FBO_COLORS).getWidth(),
|
||||
irr_driver->getFBO(FBO_COLORS).getHeight());
|
||||
} // renderLightsScatter
|
||||
|
38
src/graphics/lighting_passes.hpp
Normal file
38
src/graphics/lighting_passes.hpp
Normal file
@ -0,0 +1,38 @@
|
||||
// SuperTuxKart - a fun racing game with go-kart
|
||||
// Copyright (C) 2015 SuperTuxKart-Team
|
||||
//
|
||||
// This program is free software; you can redistribute it and/or
|
||||
// modify it under the terms of the GNU General Public License
|
||||
// as published by the Free Software Foundation; either version 3
|
||||
// of the License, or (at your option) any later version.
|
||||
//
|
||||
// This program is distributed in the hope that it will be useful,
|
||||
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
// GNU General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU General Public License
|
||||
// along with this program; if not, write to the Free Software
|
||||
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
||||
|
||||
#ifndef HEADER_LIGHTING_PASSES_HPP
|
||||
#define HEADER_LIGHTING_PASSES_HPP
|
||||
|
||||
#include <irrlicht.h>
|
||||
|
||||
class LightingPasses
|
||||
{
|
||||
private:
|
||||
|
||||
public:
|
||||
unsigned updateLightsInfo(irr::scene::ICameraSceneNode * const camnode,
|
||||
float dt);
|
||||
void renderLights(unsigned pointlightcount, bool hasShadow);
|
||||
void renderAmbientScatter();
|
||||
void renderLightsScatter(unsigned pointlightCount);
|
||||
|
||||
|
||||
|
||||
};
|
||||
|
||||
#endif //HEADER_LIGHTING_PASSES_HPP
|
@ -20,7 +20,6 @@
|
||||
#include "graphics/central_settings.hpp"
|
||||
#include "graphics/glwrap.hpp"
|
||||
#include "graphics/graphics_restrictions.hpp"
|
||||
#include "graphics/light.hpp"
|
||||
#include "graphics/lod_node.hpp"
|
||||
#include "graphics/post_processing.hpp"
|
||||
#include "graphics/rtts.hpp"
|
||||
@ -40,307 +39,6 @@
|
||||
|
||||
extern std::vector<float> BoundingBoxes; //TODO
|
||||
|
||||
class LightBaseClass
|
||||
{
|
||||
public:
|
||||
struct PointLightInfo
|
||||
{
|
||||
float posX;
|
||||
float posY;
|
||||
float posZ;
|
||||
float energy;
|
||||
float red;
|
||||
float green;
|
||||
float blue;
|
||||
float radius;
|
||||
};
|
||||
public:
|
||||
static const unsigned int MAXLIGHT = 32;
|
||||
public:
|
||||
static struct PointLightInfo m_point_lights_info[MAXLIGHT];
|
||||
}; // LightBaseClass
|
||||
|
||||
const unsigned int LightBaseClass::MAXLIGHT;
|
||||
|
||||
// ============================================================================
|
||||
LightBaseClass::PointLightInfo m_point_lights_info[LightBaseClass::MAXLIGHT];
|
||||
|
||||
|
||||
// ============================================================================
|
||||
class PointLightShader : public TextureShader < PointLightShader, 2 >
|
||||
{
|
||||
public:
|
||||
GLuint vbo;
|
||||
GLuint vao;
|
||||
PointLightShader()
|
||||
{
|
||||
loadProgram(OBJECT, GL_VERTEX_SHADER, "pointlight.vert",
|
||||
GL_FRAGMENT_SHADER, "utils/decodeNormal.frag",
|
||||
GL_FRAGMENT_SHADER, "utils/SpecularBRDF.frag",
|
||||
GL_FRAGMENT_SHADER, "utils/DiffuseBRDF.frag",
|
||||
GL_FRAGMENT_SHADER, "utils/getPosFromUVDepth.frag",
|
||||
GL_FRAGMENT_SHADER, "pointlight.frag");
|
||||
|
||||
assignUniforms();
|
||||
assignSamplerNames(0, "ntex", ST_NEAREST_FILTERED,
|
||||
1, "dtex", ST_NEAREST_FILTERED);
|
||||
glGenVertexArrays(1, &vao);
|
||||
glBindVertexArray(vao);
|
||||
|
||||
glGenBuffers(1, &vbo);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vbo);
|
||||
glBufferData(GL_ARRAY_BUFFER,
|
||||
LightBaseClass::MAXLIGHT * sizeof(LightBaseClass::PointLightInfo),
|
||||
0, GL_DYNAMIC_DRAW);
|
||||
|
||||
GLuint attrib_Position = glGetAttribLocation(m_program, "Position");
|
||||
GLuint attrib_Color = glGetAttribLocation(m_program, "Color");
|
||||
GLuint attrib_Energy = glGetAttribLocation(m_program, "Energy");
|
||||
GLuint attrib_Radius = glGetAttribLocation(m_program, "Radius");
|
||||
|
||||
glEnableVertexAttribArray(attrib_Position);
|
||||
glVertexAttribPointer(attrib_Position, 3, GL_FLOAT, GL_FALSE,
|
||||
sizeof(LightBaseClass::PointLightInfo), 0);
|
||||
glEnableVertexAttribArray(attrib_Energy);
|
||||
glVertexAttribPointer(attrib_Energy, 1, GL_FLOAT, GL_FALSE,
|
||||
sizeof(LightBaseClass::PointLightInfo),
|
||||
(GLvoid*)(3 * sizeof(float)));
|
||||
glEnableVertexAttribArray(attrib_Color);
|
||||
glVertexAttribPointer(attrib_Color, 3, GL_FLOAT, GL_FALSE,
|
||||
sizeof(LightBaseClass::PointLightInfo),
|
||||
(GLvoid*)(4 * sizeof(float)));
|
||||
glEnableVertexAttribArray(attrib_Radius);
|
||||
glVertexAttribPointer(attrib_Radius, 1, GL_FLOAT, GL_FALSE,
|
||||
sizeof(LightBaseClass::PointLightInfo),
|
||||
(GLvoid*)(7 * sizeof(float)));
|
||||
|
||||
glVertexAttribDivisorARB(attrib_Position, 1);
|
||||
glVertexAttribDivisorARB(attrib_Energy, 1);
|
||||
glVertexAttribDivisorARB(attrib_Color, 1);
|
||||
glVertexAttribDivisorARB(attrib_Radius, 1);
|
||||
} // PointLightShader
|
||||
}; // PointLightShader
|
||||
|
||||
|
||||
// ============================================================================
|
||||
class PointLightScatterShader : public TextureShader<PointLightScatterShader,
|
||||
1, float, core::vector3df>
|
||||
{
|
||||
public:
|
||||
GLuint vbo;
|
||||
GLuint vao;
|
||||
PointLightScatterShader()
|
||||
{
|
||||
loadProgram(OBJECT, GL_VERTEX_SHADER, "pointlight.vert",
|
||||
GL_FRAGMENT_SHADER, "utils/getPosFromUVDepth.frag",
|
||||
GL_FRAGMENT_SHADER, "pointlightscatter.frag");
|
||||
|
||||
assignUniforms("density", "fogcol");
|
||||
assignSamplerNames(0, "dtex", ST_NEAREST_FILTERED);
|
||||
|
||||
glGenVertexArrays(1, &vao);
|
||||
glBindVertexArray(vao);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, PointLightShader::getInstance()->vbo);
|
||||
|
||||
GLuint attrib_Position = glGetAttribLocation(m_program, "Position");
|
||||
GLuint attrib_Color = glGetAttribLocation(m_program, "Color");
|
||||
GLuint attrib_Energy = glGetAttribLocation(m_program, "Energy");
|
||||
GLuint attrib_Radius = glGetAttribLocation(m_program, "Radius");
|
||||
|
||||
glEnableVertexAttribArray(attrib_Position);
|
||||
glVertexAttribPointer(attrib_Position, 3, GL_FLOAT, GL_FALSE,
|
||||
sizeof(LightBaseClass::PointLightInfo), 0);
|
||||
glEnableVertexAttribArray(attrib_Energy);
|
||||
glVertexAttribPointer(attrib_Energy, 1, GL_FLOAT, GL_FALSE,
|
||||
sizeof(LightBaseClass::PointLightInfo),
|
||||
(GLvoid*)(3 * sizeof(float)));
|
||||
glEnableVertexAttribArray(attrib_Color);
|
||||
glVertexAttribPointer(attrib_Color, 3, GL_FLOAT, GL_FALSE,
|
||||
sizeof(LightBaseClass::PointLightInfo),
|
||||
(GLvoid*)(4 * sizeof(float)));
|
||||
glEnableVertexAttribArray(attrib_Radius);
|
||||
glVertexAttribPointer(attrib_Radius, 1, GL_FLOAT, GL_FALSE,
|
||||
sizeof(LightBaseClass::PointLightInfo),
|
||||
(GLvoid*)(7 * sizeof(float)));
|
||||
|
||||
glVertexAttribDivisorARB(attrib_Position, 1);
|
||||
glVertexAttribDivisorARB(attrib_Energy, 1);
|
||||
glVertexAttribDivisorARB(attrib_Color, 1);
|
||||
glVertexAttribDivisorARB(attrib_Radius, 1);
|
||||
} // PointLightScatterShader
|
||||
};
|
||||
|
||||
// ============================================================================
|
||||
class ShadowedSunLightShaderPCF : public TextureShader<ShadowedSunLightShaderPCF,
|
||||
3, float, float, float,
|
||||
float, float>
|
||||
{
|
||||
public:
|
||||
ShadowedSunLightShaderPCF()
|
||||
{
|
||||
loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
|
||||
GL_FRAGMENT_SHADER, "utils/decodeNormal.frag",
|
||||
GL_FRAGMENT_SHADER, "utils/SpecularBRDF.frag",
|
||||
GL_FRAGMENT_SHADER, "utils/DiffuseBRDF.frag",
|
||||
GL_FRAGMENT_SHADER, "utils/getPosFromUVDepth.frag",
|
||||
GL_FRAGMENT_SHADER, "utils/SunMRP.frag",
|
||||
GL_FRAGMENT_SHADER, "sunlightshadow.frag");
|
||||
|
||||
// Use 8 to circumvent a catalyst bug when binding sampler
|
||||
assignSamplerNames(0, "ntex", ST_NEAREST_FILTERED,
|
||||
1, "dtex", ST_NEAREST_FILTERED,
|
||||
8, "shadowtex", ST_SHADOW_SAMPLER);
|
||||
assignUniforms("split0", "split1", "split2", "splitmax", "shadow_res");
|
||||
} // ShadowedSunLightShaderPCF
|
||||
// ------------------------------------------------------------------------
|
||||
void render(RTT *rtts)
|
||||
{
|
||||
setTextureUnits(irr_driver->getRenderTargetTexture(RTT_NORMAL_AND_DEPTH),
|
||||
irr_driver->getDepthStencilTexture(),
|
||||
rtts->getShadowFBO().getDepthTexture() );
|
||||
drawFullScreenEffect(ShadowMatrices::m_shadow_split[1],
|
||||
ShadowMatrices::m_shadow_split[2],
|
||||
ShadowMatrices::m_shadow_split[3],
|
||||
ShadowMatrices::m_shadow_split[4],
|
||||
float(UserConfigParams::m_shadows_resolution) );
|
||||
|
||||
} // render
|
||||
}; // ShadowedSunLightShaderPCF
|
||||
|
||||
// ============================================================================
|
||||
class ShadowedSunLightShaderESM : public TextureShader<ShadowedSunLightShaderESM,
|
||||
3, float, float, float,
|
||||
float>
|
||||
{
|
||||
public:
|
||||
ShadowedSunLightShaderESM()
|
||||
{
|
||||
loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
|
||||
GL_FRAGMENT_SHADER, "utils/decodeNormal.frag",
|
||||
GL_FRAGMENT_SHADER, "utils/SpecularBRDF.frag",
|
||||
GL_FRAGMENT_SHADER, "utils/DiffuseBRDF.frag",
|
||||
GL_FRAGMENT_SHADER, "utils/getPosFromUVDepth.frag",
|
||||
GL_FRAGMENT_SHADER, "utils/SunMRP.frag",
|
||||
GL_FRAGMENT_SHADER, "sunlightshadowesm.frag");
|
||||
|
||||
// Use 8 to circumvent a catalyst bug when binding sampler
|
||||
assignSamplerNames(0, "ntex", ST_NEAREST_FILTERED,
|
||||
1, "dtex", ST_NEAREST_FILTERED,
|
||||
8, "shadowtex", ST_TRILINEAR_CLAMPED_ARRAY2D);
|
||||
|
||||
assignUniforms("split0", "split1", "split2", "splitmax");
|
||||
} // ShadowedSunLightShaderESM
|
||||
// ------------------------------------------------------------------------
|
||||
void render(RTT *rtt)
|
||||
{
|
||||
setTextureUnits(irr_driver->getRenderTargetTexture(RTT_NORMAL_AND_DEPTH),
|
||||
irr_driver->getDepthStencilTexture(),
|
||||
rtt->getShadowFBO().getRTT()[0]);
|
||||
drawFullScreenEffect(ShadowMatrices::m_shadow_split[1],
|
||||
ShadowMatrices::m_shadow_split[2],
|
||||
ShadowMatrices::m_shadow_split[3],
|
||||
ShadowMatrices::m_shadow_split[4]);
|
||||
} // render
|
||||
}; // ShadowedSunLightShaderESM
|
||||
|
||||
// ============================================================================
|
||||
class RadianceHintsConstructionShader
|
||||
: public TextureShader<RadianceHintsConstructionShader, 3, core::matrix4,
|
||||
core::matrix4, core::vector3df, video::SColorf>
|
||||
{
|
||||
public:
|
||||
RadianceHintsConstructionShader()
|
||||
{
|
||||
if (CVS->isAMDVertexShaderLayerUsable())
|
||||
{
|
||||
loadProgram(OBJECT, GL_VERTEX_SHADER, "slicedscreenquad.vert",
|
||||
GL_FRAGMENT_SHADER, "rh.frag");
|
||||
}
|
||||
else
|
||||
{
|
||||
loadProgram(OBJECT, GL_VERTEX_SHADER, "slicedscreenquad.vert",
|
||||
GL_GEOMETRY_SHADER, "rhpassthrough.geom",
|
||||
GL_FRAGMENT_SHADER, "rh.frag");
|
||||
}
|
||||
|
||||
assignUniforms("RSMMatrix", "RHMatrix", "extents", "suncol");
|
||||
assignSamplerNames(0, "ctex", ST_BILINEAR_FILTERED,
|
||||
1, "ntex", ST_BILINEAR_FILTERED,
|
||||
2, "dtex", ST_BILINEAR_FILTERED);
|
||||
} // RadianceHintsConstructionShader
|
||||
}; // RadianceHintsConstructionShader
|
||||
|
||||
// ============================================================================
|
||||
// Workaround for a bug found in kepler nvidia linux and fermi nvidia windows
|
||||
class NVWorkaroundRadianceHintsConstructionShader
|
||||
: public TextureShader<NVWorkaroundRadianceHintsConstructionShader,
|
||||
3, core::matrix4, core::matrix4, core::vector3df,
|
||||
int, video::SColorf >
|
||||
{
|
||||
public:
|
||||
NVWorkaroundRadianceHintsConstructionShader()
|
||||
{
|
||||
loadProgram(OBJECT,GL_VERTEX_SHADER,"slicedscreenquad_nvworkaround.vert",
|
||||
GL_GEOMETRY_SHADER, "rhpassthrough.geom",
|
||||
GL_FRAGMENT_SHADER, "rh.frag");
|
||||
|
||||
assignUniforms("RSMMatrix", "RHMatrix", "extents", "slice", "suncol");
|
||||
|
||||
assignSamplerNames(0, "ctex", ST_BILINEAR_FILTERED,
|
||||
1, "ntex", ST_BILINEAR_FILTERED,
|
||||
2, "dtex", ST_BILINEAR_FILTERED);
|
||||
} // NVWorkaroundRadianceHintsConstructionShader
|
||||
}; // NVWorkaroundRadianceHintsConstructionShader
|
||||
|
||||
// ============================================================================
|
||||
class FogShader : public TextureShader<FogShader, 1, float, core::vector3df>
|
||||
{
|
||||
public:
|
||||
FogShader()
|
||||
{
|
||||
loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
|
||||
GL_FRAGMENT_SHADER, "utils/getPosFromUVDepth.frag",
|
||||
GL_FRAGMENT_SHADER, "fog.frag");
|
||||
assignUniforms("density", "col");
|
||||
assignSamplerNames(0, "tex", ST_NEAREST_FILTERED);
|
||||
} // FogShader
|
||||
// ------------------------------------------------------------------------
|
||||
void render(float start, const core::vector3df &color)
|
||||
{
|
||||
setTextureUnits(irr_driver->getDepthStencilTexture());
|
||||
drawFullScreenEffect(1.f / (40.f * start), color);
|
||||
|
||||
} // render
|
||||
}; // FogShader
|
||||
|
||||
|
||||
// ============================================================================
|
||||
static void renderPointLights(unsigned count)
|
||||
{
|
||||
glEnable(GL_BLEND);
|
||||
glBlendEquation(GL_FUNC_ADD);
|
||||
glBlendFunc(GL_ONE, GL_ONE);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDepthMask(GL_FALSE);
|
||||
|
||||
PointLightShader::getInstance()->use();
|
||||
glBindVertexArray(PointLightShader::getInstance()->vao);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, PointLightShader::getInstance()->vbo);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, 0,
|
||||
count * sizeof(LightBaseClass::PointLightInfo),
|
||||
m_point_lights_info);
|
||||
|
||||
PointLightShader::getInstance()->setTextureUnits(
|
||||
irr_driver->getRenderTargetTexture(RTT_NORMAL_AND_DEPTH),
|
||||
irr_driver->getDepthStencilTexture());
|
||||
PointLightShader::getInstance()->setUniforms();
|
||||
|
||||
glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, count);
|
||||
} // renderPointLights
|
||||
|
||||
|
||||
|
||||
|
||||
void ShaderBasedRenderer::compressPowerUpTextures()
|
||||
{
|
||||
@ -450,262 +148,8 @@ void ShaderBasedRenderer::prepareForwardRenderer()
|
||||
unsigned ShaderBasedRenderer::updateLightsInfo(scene::ICameraSceneNode * const camnode,
|
||||
float dt)
|
||||
{
|
||||
std::vector<LightNode *> lights = irr_driver->getLights();
|
||||
const u32 lightcount = (u32)lights.size();
|
||||
const core::vector3df &campos = camnode->getAbsolutePosition();
|
||||
|
||||
std::vector<LightNode *> BucketedLN[15];
|
||||
for (unsigned int i = 0; i < lightcount; i++)
|
||||
{
|
||||
if (!lights[i]->isVisible())
|
||||
continue;
|
||||
|
||||
if (!lights[i]->isPointLight())
|
||||
{
|
||||
lights[i]->render();
|
||||
continue;
|
||||
}
|
||||
const core::vector3df &lightpos =
|
||||
(lights[i]->getAbsolutePosition() - campos);
|
||||
unsigned idx = (unsigned)(lightpos.getLength() / 10);
|
||||
if (idx > 14)
|
||||
idx = 14;
|
||||
BucketedLN[idx].push_back(lights[i]);
|
||||
}
|
||||
|
||||
unsigned lightnum = 0;
|
||||
bool multiplayer = (race_manager->getNumLocalPlayers() > 1);
|
||||
|
||||
for (unsigned i = 0; i < 15; i++)
|
||||
{
|
||||
for (unsigned j = 0; j < BucketedLN[i].size(); j++)
|
||||
{
|
||||
if (++lightnum >= LightBaseClass::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)
|
||||
{
|
||||
// In single-player, fade-in lights.
|
||||
// In multi-player, can't do that, the light objects are shared by all players
|
||||
if (multiplayer)
|
||||
light_node->setEnergyMultiplier(1.0f);
|
||||
else
|
||||
light_node->setEnergyMultiplier(std::min(1.0f, em + dt));
|
||||
}
|
||||
|
||||
const core::vector3df &pos = light_node->getAbsolutePosition();
|
||||
m_point_lights_info[lightnum].posX = pos.X;
|
||||
m_point_lights_info[lightnum].posY = pos.Y;
|
||||
m_point_lights_info[lightnum].posZ = pos.Z;
|
||||
|
||||
m_point_lights_info[lightnum].energy =
|
||||
light_node->getEffectiveEnergy();
|
||||
|
||||
const core::vector3df &col = light_node->getColor();
|
||||
m_point_lights_info[lightnum].red = col.X;
|
||||
m_point_lights_info[lightnum].green = col.Y;
|
||||
m_point_lights_info[lightnum].blue = col.Z;
|
||||
|
||||
// Light radius
|
||||
m_point_lights_info[lightnum].radius = light_node->getRadius();
|
||||
}
|
||||
}
|
||||
if (lightnum > LightBaseClass::MAXLIGHT)
|
||||
{
|
||||
irr_driver->setLastLightBucketDistance(i * 10);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
lightnum++;
|
||||
return lightnum;
|
||||
} // updateLightsInfo
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
void ShaderBasedRenderer::renderLights(unsigned pointlightcount, bool hasShadow)
|
||||
{
|
||||
RTT *rtts = irr_driver->getRTT();
|
||||
ShadowMatrices *shadow_matrices = irr_driver->getShadowMatrices();
|
||||
|
||||
//RH
|
||||
if (CVS->isGlobalIlluminationEnabled() && hasShadow)
|
||||
{
|
||||
ScopedGPUTimer timer(irr_driver->getGPUTimer(Q_RH));
|
||||
glDisable(GL_BLEND);
|
||||
rtts->getRH().bind();
|
||||
glBindVertexArray(SharedGPUObjects::getFullScreenQuadVAO());
|
||||
if (CVS->needRHWorkaround())
|
||||
{
|
||||
NVWorkaroundRadianceHintsConstructionShader::getInstance()->use();
|
||||
NVWorkaroundRadianceHintsConstructionShader::getInstance()
|
||||
->setTextureUnits(
|
||||
rtts->getRSM().getRTT()[0],
|
||||
rtts->getRSM().getRTT()[1],
|
||||
rtts->getRSM().getDepthTexture());
|
||||
for (unsigned i = 0; i < 32; i++)
|
||||
{
|
||||
NVWorkaroundRadianceHintsConstructionShader::getInstance()
|
||||
->setUniforms(shadow_matrices->getRSMMatrix(),
|
||||
shadow_matrices->getRHMatrix(),
|
||||
shadow_matrices->getRHExtend(), i,
|
||||
irr_driver->getSunColor());
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
RadianceHintsConstructionShader::getInstance()->use();
|
||||
RadianceHintsConstructionShader::getInstance()
|
||||
->setTextureUnits(
|
||||
rtts->getRSM().getRTT()[0],
|
||||
rtts->getRSM().getRTT()[1],
|
||||
rtts->getRSM().getDepthTexture()
|
||||
);
|
||||
RadianceHintsConstructionShader::getInstance()
|
||||
->setUniforms(shadow_matrices->getRSMMatrix(),
|
||||
shadow_matrices->getRHMatrix(),
|
||||
shadow_matrices->getRHExtend(),
|
||||
irr_driver->getSunColor());
|
||||
glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, 32);
|
||||
}
|
||||
}
|
||||
shadow_matrices->updateSunOrthoMatrices();
|
||||
rtts->getFBO(FBO_COMBINED_DIFFUSE_SPECULAR).bind();
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
rtts->getFBO(FBO_DIFFUSE).bind();
|
||||
PostProcessing *post_processing = irr_driver->getPostProcessing();
|
||||
if (CVS->isGlobalIlluminationEnabled() && hasShadow)
|
||||
{
|
||||
ScopedGPUTimer timer(irr_driver->getGPUTimer(Q_GI));
|
||||
post_processing->renderGI(shadow_matrices->getRHMatrix(),
|
||||
shadow_matrices->getRHExtend(),
|
||||
rtts->getRH());
|
||||
}
|
||||
|
||||
rtts->getFBO(FBO_COMBINED_DIFFUSE_SPECULAR).bind();
|
||||
|
||||
{
|
||||
ScopedGPUTimer timer(irr_driver->getGPUTimer(Q_ENVMAP));
|
||||
Skybox *skybox = irr_driver->getSkybox();
|
||||
if(skybox)
|
||||
{
|
||||
post_processing->renderEnvMap(skybox->getSpecularProbe());
|
||||
}
|
||||
else
|
||||
{
|
||||
post_processing->renderEnvMap(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() && CVS->isShadowEnabled() && hasShadow)
|
||||
{
|
||||
glEnable(GL_BLEND);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glBlendFunc(GL_ONE, GL_ONE);
|
||||
glBlendEquation(GL_FUNC_ADD);
|
||||
|
||||
if (CVS->isESMEnabled())
|
||||
{
|
||||
ShadowedSunLightShaderESM::getInstance()->render(rtts);
|
||||
}
|
||||
else
|
||||
{
|
||||
ShadowedSunLightShaderPCF::getInstance()->render(rtts);
|
||||
}
|
||||
}
|
||||
else
|
||||
post_processing->renderSunlight(irr_driver->getSunDirection(),
|
||||
irr_driver->getSunColor());
|
||||
}
|
||||
{
|
||||
ScopedGPUTimer timer(irr_driver->getGPUTimer(Q_POINTLIGHTS));
|
||||
renderPointLights(std::min(pointlightcount, LightBaseClass::MAXLIGHT));
|
||||
}
|
||||
} // renderLights
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
void ShaderBasedRenderer::renderAmbientScatter()
|
||||
{
|
||||
const Track * const track = World::getWorld()->getTrack();
|
||||
|
||||
// This function is only called once per frame - thus no need for setters.
|
||||
float start = track->getFogStart() + .001f;
|
||||
const video::SColor tmpcol = track->getFogColor();
|
||||
|
||||
core::vector3df col(tmpcol.getRed() / 255.0f,
|
||||
tmpcol.getGreen() / 255.0f,
|
||||
tmpcol.getBlue() / 255.0f);
|
||||
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDepthMask(GL_FALSE);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendEquation(GL_FUNC_ADD);
|
||||
glBlendFunc(GL_ONE, GL_ONE);
|
||||
|
||||
FogShader::getInstance()->render(start, col);
|
||||
} // renderAmbientScatter
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
void ShaderBasedRenderer::renderLightsScatter(unsigned pointlightcount)
|
||||
{
|
||||
irr_driver->getFBO(FBO_HALF1).bind();
|
||||
glClearColor(0., 0., 0., 0.);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
const Track * const track = World::getWorld()->getTrack();
|
||||
|
||||
// This function is only called once per frame - thus no need for setters.
|
||||
float start = track->getFogStart() + .001f;
|
||||
const video::SColor tmpcol = track->getFogColor();
|
||||
|
||||
core::vector3df col(tmpcol.getRed() / 255.0f,
|
||||
tmpcol.getGreen() / 255.0f,
|
||||
tmpcol.getBlue() / 255.0f);
|
||||
|
||||
glDepthMask(GL_FALSE);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendEquation(GL_FUNC_ADD);
|
||||
glBlendFunc(GL_ONE, GL_ONE);
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
core::vector3df col2(1., 1., 1.);
|
||||
|
||||
PointLightScatterShader::getInstance()->use();
|
||||
glBindVertexArray(PointLightScatterShader::getInstance()->vao);
|
||||
|
||||
PointLightScatterShader::getInstance()
|
||||
->setTextureUnits(irr_driver->getDepthStencilTexture());
|
||||
PointLightScatterShader::getInstance()
|
||||
->setUniforms(1.f / (40.f * start), col2);
|
||||
|
||||
glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4,
|
||||
std::min(pointlightcount, LightBaseClass::MAXLIGHT));
|
||||
|
||||
glDisable(GL_BLEND);
|
||||
PostProcessing *post_processing = irr_driver->getPostProcessing();
|
||||
post_processing->renderGaussian6Blur(irr_driver->getFBO(FBO_HALF1),
|
||||
irr_driver->getFBO(FBO_HALF2), 5., 5.);
|
||||
glEnable(GL_BLEND);
|
||||
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
||||
irr_driver->getFBO(FBO_COLORS).bind();
|
||||
post_processing->renderPassThrough(irr_driver->getRenderTargetTexture(RTT_HALF1),
|
||||
irr_driver->getFBO(FBO_COLORS).getWidth(),
|
||||
irr_driver->getFBO(FBO_COLORS).getHeight());
|
||||
} // renderLightsScatter
|
||||
return m_lighting_passes->updateLightsInfo(camnode, dt);
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
void ShaderBasedRenderer::renderScene(scene::ICameraSceneNode * const camnode, unsigned pointlightcount, std::vector<GlowData>& glows, float dt, bool hasShadow, bool forceRTT)
|
||||
@ -782,7 +226,7 @@ void ShaderBasedRenderer::renderScene(scene::ICameraSceneNode * const camnode, u
|
||||
{
|
||||
PROFILER_PUSH_CPU_MARKER("- Light", 0x00, 0xFF, 0x00);
|
||||
if (CVS->isDefferedEnabled())
|
||||
renderLights(pointlightcount, hasShadow);
|
||||
m_lighting_passes->renderLights(pointlightcount, hasShadow);
|
||||
PROFILER_POP_CPU_MARKER();
|
||||
}
|
||||
|
||||
@ -824,7 +268,7 @@ void ShaderBasedRenderer::renderScene(scene::ICameraSceneNode * const camnode, u
|
||||
{
|
||||
PROFILER_PUSH_CPU_MARKER("- Ambient scatter", 0xFF, 0x00, 0x00);
|
||||
ScopedGPUTimer Timer(irr_driver->getGPUTimer(Q_FOG));
|
||||
renderAmbientScatter();
|
||||
m_lighting_passes->renderAmbientScatter();
|
||||
PROFILER_POP_CPU_MARKER();
|
||||
}
|
||||
|
||||
@ -841,7 +285,7 @@ void ShaderBasedRenderer::renderScene(scene::ICameraSceneNode * const camnode, u
|
||||
{
|
||||
PROFILER_PUSH_CPU_MARKER("- PointLight Scatter", 0xFF, 0x00, 0x00);
|
||||
ScopedGPUTimer Timer(irr_driver->getGPUTimer(Q_FOG));
|
||||
renderLightsScatter(pointlightcount);
|
||||
m_lighting_passes->renderLightsScatter(pointlightcount);
|
||||
PROFILER_POP_CPU_MARKER();
|
||||
}
|
||||
|
||||
@ -1003,6 +447,14 @@ void ShaderBasedRenderer::renderPostProcessing(Camera * const camera)
|
||||
|
||||
ShaderBasedRenderer::ShaderBasedRenderer():AbstractRenderer()
|
||||
{
|
||||
m_solid_passes = new SolidPasses();
|
||||
m_lighting_passes = new LightingPasses();
|
||||
}
|
||||
|
||||
ShaderBasedRenderer::~ShaderBasedRenderer()
|
||||
{
|
||||
delete m_solid_passes;
|
||||
delete m_lighting_passes;
|
||||
}
|
||||
|
||||
void ShaderBasedRenderer::render(float dt)
|
||||
|
@ -19,19 +19,23 @@
|
||||
#define HEADER_LIGHT_PREPASS_RENDERER_HPP
|
||||
|
||||
#include "graphics/abstract_renderer.hpp"
|
||||
#include "graphics/solid_passes.hpp"
|
||||
#include "graphics/lighting_passes.hpp"
|
||||
|
||||
class ShaderBasedRenderer: public AbstractRenderer
|
||||
{
|
||||
private:
|
||||
SolidPasses *m_solid_passes;
|
||||
LightingPasses *m_lighting_passes;
|
||||
|
||||
void compressPowerUpTextures();
|
||||
void setOverrideMaterial();
|
||||
std::vector<GlowData> updateGlowingList();
|
||||
void prepareForwardRenderer();
|
||||
|
||||
unsigned updateLightsInfo(irr::scene::ICameraSceneNode * const camnode,
|
||||
float dt);
|
||||
void renderLights(unsigned pointlightcount, bool hasShadow);
|
||||
void renderAmbientScatter();
|
||||
void renderLightsScatter(unsigned pointlightCount);
|
||||
|
||||
void renderScene(irr::scene::ICameraSceneNode * const camnode,
|
||||
unsigned pointlightcount, std::vector<GlowData>& glows,
|
||||
float dt, bool hasShadows, bool forceRTT);
|
||||
@ -42,6 +46,8 @@ private:
|
||||
|
||||
public:
|
||||
ShaderBasedRenderer();
|
||||
~ShaderBasedRenderer();
|
||||
|
||||
void render(float dt);
|
||||
};
|
||||
|
||||
|
18
src/graphics/solid_passes.cpp
Normal file
18
src/graphics/solid_passes.cpp
Normal file
@ -0,0 +1,18 @@
|
||||
// SuperTuxKart - a fun racing game with go-kart
|
||||
// Copyright (C) 2015 SuperTuxKart-Team
|
||||
//
|
||||
// This program is free software; you can redistribute it and/or
|
||||
// modify it under the terms of the GNU General Public License
|
||||
// as published by the Free Software Foundation; either version 3
|
||||
// of the License, or (at your option) any later version.
|
||||
//
|
||||
// This program is distributed in the hope that it will be useful,
|
||||
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
// GNU General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU General Public License
|
||||
// along with this program; if not, write to the Free Software
|
||||
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
||||
|
||||
#include "graphics/solid_passes.hpp"
|
29
src/graphics/solid_passes.hpp
Normal file
29
src/graphics/solid_passes.hpp
Normal file
@ -0,0 +1,29 @@
|
||||
// SuperTuxKart - a fun racing game with go-kart
|
||||
// Copyright (C) 2015 SuperTuxKart-Team
|
||||
//
|
||||
// This program is free software; you can redistribute it and/or
|
||||
// modify it under the terms of the GNU General Public License
|
||||
// as published by the Free Software Foundation; either version 3
|
||||
// of the License, or (at your option) any later version.
|
||||
//
|
||||
// This program is distributed in the hope that it will be useful,
|
||||
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
// GNU General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU General Public License
|
||||
// along with this program; if not, write to the Free Software
|
||||
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
||||
|
||||
#ifndef HEADER_SOLID_PASSES_HPP
|
||||
#define HEADER_SOLID_PASSES_HPP
|
||||
|
||||
class SolidPasses
|
||||
{
|
||||
private:
|
||||
|
||||
public:
|
||||
|
||||
};
|
||||
|
||||
#endif //HEADER_SOLID_PASSES_HPP
|
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