753 lines
23 KiB
C++
753 lines
23 KiB
C++
// SuperTuxKart - a fun racing game with go-kart
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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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#ifndef HEADER_SHADERS_HPP
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#define HEADER_SHADERS_HPP
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#include <IShaderConstantSetCallBack.h>
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#include <IMeshSceneNode.h>
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#include "config/user_config.hpp"
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#include "shaders_util.hpp"
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using namespace irr;
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class ParticleSystemProxy;
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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 ViewProjectionMatrixesUBO, LightingDataUBO;
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static GLuint FullScreenQuadVAO;
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static GLuint UIVAO;
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};
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namespace UtilShader
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{
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class ColoredLine : public ShaderHelperSingleton<ColoredLine, video::SColor>
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{
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public:
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GLuint vao, vbo;
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ColoredLine();
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};
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class SpecularIBLGenerator : public ShaderHelperSingleton<SpecularIBLGenerator, core::matrix4, float >, public TextureRead<Trilinear_cubemap>
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{
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public:
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GLuint TU_Samples;
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SpecularIBLGenerator();
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};
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}
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namespace MeshShader
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{
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class ObjectPass1Shader : public ShaderHelperSingleton<ObjectPass1Shader, core::matrix4, core::matrix4>, public TextureRead<Trilinear_Anisotropic_Filtered>
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{
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public:
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ObjectPass1Shader();
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};
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class ObjectRefPass1Shader : public ShaderHelperSingleton<ObjectRefPass1Shader, core::matrix4, core::matrix4, core::matrix4>, public TextureRead<Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
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{
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public:
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ObjectRefPass1Shader();
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};
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class GrassPass1Shader : public ShaderHelperSingleton<GrassPass1Shader, core::matrix4, core::matrix4, core::vector3df>, public TextureRead<Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
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{
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public:
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GrassPass1Shader();
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};
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class NormalMapShader : public ShaderHelperSingleton<NormalMapShader, core::matrix4, core::matrix4>, public TextureRead<Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
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{
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public:
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NormalMapShader();
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};
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class InstancedObjectPass1Shader : public ShaderHelperSingleton<InstancedObjectPass1Shader>, public TextureRead<Trilinear_Anisotropic_Filtered>
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{
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public:
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InstancedObjectPass1Shader();
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};
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class InstancedObjectRefPass1Shader : public ShaderHelperSingleton<InstancedObjectRefPass1Shader>, public TextureRead<Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
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{
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public:
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InstancedObjectRefPass1Shader();
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};
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class InstancedGrassPass1Shader : public ShaderHelperSingleton<InstancedGrassPass1Shader, core::vector3df>, public TextureRead<Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
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{
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public:
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InstancedGrassPass1Shader();
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};
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class InstancedNormalMapShader : public ShaderHelperSingleton<InstancedNormalMapShader>, public TextureRead<Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
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{
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public:
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InstancedNormalMapShader();
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};
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class ObjectPass2Shader : public ShaderHelperSingleton<ObjectPass2Shader, core::matrix4, core::matrix4>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
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{
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public:
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ObjectPass2Shader();
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};
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class InstancedObjectPass2Shader : public ShaderHelperSingleton<InstancedObjectPass2Shader>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
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{
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public:
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InstancedObjectPass2Shader();
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};
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class InstancedObjectRefPass2Shader : public ShaderHelperSingleton<InstancedObjectRefPass2Shader>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
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{
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public:
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InstancedObjectRefPass2Shader();
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};
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class DetailledObjectPass2Shader : public ShaderHelperSingleton<DetailledObjectPass2Shader, core::matrix4>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
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{
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public:
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DetailledObjectPass2Shader();
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};
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class InstancedDetailledObjectPass2Shader : public ShaderHelperSingleton<InstancedDetailledObjectPass2Shader>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
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{
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public:
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InstancedDetailledObjectPass2Shader();
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};
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class ObjectUnlitShader : public ShaderHelperSingleton<ObjectUnlitShader, core::matrix4, core::matrix4>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered>
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{
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public:
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ObjectUnlitShader();
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};
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class InstancedObjectUnlitShader : public ShaderHelperSingleton<InstancedObjectUnlitShader>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered>
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{
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public:
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InstancedObjectUnlitShader();
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};
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class ObjectRefPass2Shader : public ShaderHelperSingleton<ObjectRefPass2Shader, core::matrix4, core::matrix4>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
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{
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public:
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ObjectRefPass2Shader();
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};
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class GrassPass2Shader : public ShaderHelperSingleton<GrassPass2Shader, core::matrix4, core::vector3df>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
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{
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public:
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GrassPass2Shader();
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};
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class InstancedGrassPass2Shader : public ShaderHelperSingleton<InstancedGrassPass2Shader, core::vector3df, core::vector3df>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Nearest_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
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{
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public:
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InstancedGrassPass2Shader();
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};
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class SphereMapShader : public ShaderHelperSingleton<SphereMapShader, core::matrix4, core::matrix4>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered>
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{
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public:
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SphereMapShader();
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};
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class InstancedSphereMapShader : public ShaderHelperSingleton<InstancedSphereMapShader>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered>
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{
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public:
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InstancedSphereMapShader();
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};
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class SplattingShader : public ShaderHelperSingleton<SplattingShader, core::matrix4>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
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{
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public:
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SplattingShader();
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};
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class TransparentShader : public ShaderHelperSingleton<TransparentShader, core::matrix4, core::matrix4>, public TextureRead<Trilinear_Anisotropic_Filtered>
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{
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public:
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TransparentShader();
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};
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class TransparentFogShader : public ShaderHelperSingleton<TransparentFogShader, core::matrix4, core::matrix4, float, float, float, float, float, video::SColorf>, public TextureRead<Trilinear_Anisotropic_Filtered>
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{
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public:
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TransparentFogShader();
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};
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class BillboardShader : public ShaderHelperSingleton<BillboardShader, core::matrix4, core::matrix4, core::vector3df, core::dimension2df>, public TextureRead<Trilinear_Anisotropic_Filtered>
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{
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public:
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BillboardShader();
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};
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class ColorizeShader : public ShaderHelperSingleton<ColorizeShader, core::matrix4, video::SColorf>
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{
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public:
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ColorizeShader();
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};
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class InstancedColorizeShader : public ShaderHelperSingleton<InstancedColorizeShader>
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{
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public:
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InstancedColorizeShader();
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};
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class ShadowShader : public ShaderHelperSingleton<ShadowShader, int, core::matrix4>, public TextureRead<>
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{
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public:
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ShadowShader();
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};
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class RSMShader : public ShaderHelperSingleton<RSMShader, core::matrix4, core::matrix4, core::matrix4>, public TextureRead<Trilinear_Anisotropic_Filtered>
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{
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public:
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RSMShader();
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};
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class InstancedRSMShader : public ShaderHelperSingleton<InstancedRSMShader, core::matrix4>, public TextureRead<Trilinear_Anisotropic_Filtered>
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{
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public:
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InstancedRSMShader();
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};
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class SplattingRSMShader : public ShaderHelperSingleton<SplattingRSMShader, core::matrix4, core::matrix4>,
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public TextureRead<Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
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{
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public:
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SplattingRSMShader();
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};
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class InstancedShadowShader : public ShaderHelperSingleton<InstancedShadowShader, int>, public TextureRead<>
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{
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public:
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InstancedShadowShader();
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};
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class RefShadowShader : public ShaderHelperSingleton<RefShadowShader, int, core::matrix4>, public TextureRead<Trilinear_Anisotropic_Filtered>
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{
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public:
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RefShadowShader();
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};
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class InstancedRefShadowShader : public ShaderHelperSingleton<InstancedRefShadowShader, int>, public TextureRead<Trilinear_Anisotropic_Filtered>
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{
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public:
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InstancedRefShadowShader();
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};
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class GrassShadowShader : public ShaderHelperSingleton<GrassShadowShader, int, core::matrix4, core::vector3df>, public TextureRead<Trilinear_Anisotropic_Filtered>
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{
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public:
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GrassShadowShader();
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};
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class InstancedGrassShadowShader : public ShaderHelperSingleton<InstancedGrassShadowShader, int, core::vector3df>, public TextureRead<Trilinear_Anisotropic_Filtered>
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{
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public:
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InstancedGrassShadowShader();
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};
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class DisplaceMaskShader : public ShaderHelperSingleton<DisplaceMaskShader, core::matrix4>
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{
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public:
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DisplaceMaskShader();
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};
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class DisplaceShader : public ShaderHelperSingleton<DisplaceShader, core::matrix4, core::vector2df, core::vector2df>, public TextureRead<Bilinear_Filtered, Bilinear_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered>
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{
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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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{
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public:
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SkyboxShader();
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GLuint cubevao;
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};
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class NormalVisualizer : public ShaderHelperSingleton<NormalVisualizer, video::SColor>
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{
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public:
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NormalVisualizer();
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};
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class ViewFrustrumShader : public ShaderHelperSingleton<ViewFrustrumShader, video::SColor, int>
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{
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public:
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GLuint frustrumvao;
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ViewFrustrumShader();
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};
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}
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#define MAXLIGHT 32
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namespace LightShader
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{
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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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class PointLightShader : public ShaderHelperSingleton<PointLightShader>, public TextureRead<Nearest_Filtered, Nearest_Filtered>
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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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class PointLightScatterShader : public ShaderHelperSingleton<PointLightScatterShader, float, core::vector3df>, public TextureRead<Nearest_Filtered>
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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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}
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namespace ParticleShader
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{
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class SimpleSimulationShader : public ShaderHelperSingleton<SimpleSimulationShader, core::matrix4, int, int, float>
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{
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public:
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SimpleSimulationShader();
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};
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class HeightmapSimulationShader : public ShaderHelperSingleton<HeightmapSimulationShader, core::matrix4, int, int, float, float, float, float, float>
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{
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public:
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GLuint TU_heightmap;
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HeightmapSimulationShader();
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};
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class SimpleParticleRender : public ShaderHelperSingleton<SimpleParticleRender, video::SColorf, video::SColorf>, public TextureRead<Trilinear_Anisotropic_Filtered, Nearest_Filtered>
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{
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public:
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SimpleParticleRender();
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};
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class FlipParticleRender : public ShaderHelperSingleton<FlipParticleRender>, public TextureRead<Trilinear_Anisotropic_Filtered, Nearest_Filtered>
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{
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public:
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FlipParticleRender();
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};
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}
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template<typename T, typename... Args>
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static void DrawFullScreenEffect(Args...args)
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{
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glUseProgram(T::getInstance()->Program);
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glBindVertexArray(SharedObject::FullScreenQuadVAO);
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T::getInstance()->setUniforms(args...);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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}
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namespace FullScreenShader
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{
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class BloomShader : public ShaderHelperSingleton<BloomShader>, public TextureRead<Nearest_Filtered>
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{
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public:
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BloomShader();
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};
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class BloomBlendShader : public ShaderHelperSingleton<BloomBlendShader>, public TextureRead<Bilinear_Filtered, Bilinear_Filtered, Bilinear_Filtered>
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{
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public:
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BloomBlendShader();
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};
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class LensBlendShader : public ShaderHelperSingleton<LensBlendShader>, public TextureRead<Bilinear_Filtered, Bilinear_Filtered, Bilinear_Filtered>
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{
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public:
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LensBlendShader();
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};
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class ToneMapShader : public ShaderHelperSingleton<ToneMapShader, float>, public TextureRead<Nearest_Filtered>
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{
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public:
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ToneMapShader();
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};
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class DepthOfFieldShader : public ShaderHelperSingleton<DepthOfFieldShader>, public TextureRead<Bilinear_Filtered, Nearest_Filtered>
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{
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public:
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DepthOfFieldShader();
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};
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class SunLightShader : public ShaderHelperSingleton<SunLightShader, core::vector3df, video::SColorf>, public TextureRead<Nearest_Filtered, Nearest_Filtered>
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{
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public:
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SunLightShader();
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};
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class IBLShader : public ShaderHelperSingleton<IBLShader>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Trilinear_cubemap>
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{
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public:
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IBLShader();
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};
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class ShadowedSunLightShaderPCF : public ShaderHelperSingleton<ShadowedSunLightShaderPCF, float, float, float, float, core::vector3df, video::SColorf>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Shadow_Sampler>
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{
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public:
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ShadowedSunLightShaderPCF();
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};
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class ShadowedSunLightShaderESM : public ShaderHelperSingleton<ShadowedSunLightShaderESM, float, float, float, float, core::vector3df, video::SColorf>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Trilinear_Clamped_Array2D>
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{
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public:
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ShadowedSunLightShaderESM();
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};
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class RadianceHintsConstructionShader : public ShaderHelperSingleton<RadianceHintsConstructionShader, core::matrix4, core::matrix4, core::vector3df, video::SColorf>, public TextureRead<Bilinear_Filtered, Bilinear_Filtered, Bilinear_Filtered>
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{
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public:
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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 : public ShaderHelperSingleton<NVWorkaroundRadianceHintsConstructionShader, core::matrix4, core::matrix4, core::vector3df, int, video::SColorf>, public TextureRead<Bilinear_Filtered, Bilinear_Filtered, Bilinear_Filtered>
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{
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public:
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NVWorkaroundRadianceHintsConstructionShader();
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};
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class RHDebug : public ShaderHelperSingleton<RHDebug, core::matrix4, core::vector3df>
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{
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public:
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GLuint TU_SHR, TU_SHG, TU_SHB;
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RHDebug();
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};
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class GlobalIlluminationReconstructionShader : public ShaderHelperSingleton<GlobalIlluminationReconstructionShader, core::matrix4, core::matrix4, core::vector3df>,
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public TextureRead<Nearest_Filtered, Nearest_Filtered, Volume_Linear_Filtered, Volume_Linear_Filtered, Volume_Linear_Filtered>
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{
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public:
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GlobalIlluminationReconstructionShader();
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};
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class Gaussian17TapHShader : public ShaderHelperSingleton<Gaussian17TapHShader, core::vector2df>, public TextureRead<Bilinear_Clamped_Filtered, Bilinear_Clamped_Filtered>
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{
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public:
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Gaussian17TapHShader();
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};
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class ComputeGaussian17TapHShader : public ShaderHelperSingleton<ComputeGaussian17TapHShader, core::vector2df>, public TextureRead<Neared_Clamped_Filtered, Neared_Clamped_Filtered>
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{
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public:
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GLuint TU_dest;
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ComputeGaussian17TapHShader();
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};
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class ComputeGaussian6HBlurShader : public ShaderHelperSingleton<ComputeGaussian6HBlurShader, core::vector2df, std::vector<float> >, public TextureRead<Bilinear_Clamped_Filtered>
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{
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public:
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GLuint TU_dest;
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ComputeGaussian6HBlurShader();
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};
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class ComputeShadowBlurHShader : public ShaderHelperSingleton<ComputeShadowBlurHShader, core::vector2df, std::vector<float> >, public TextureRead<Neared_Clamped_Filtered>
|
|
{
|
|
public:
|
|
GLuint TU_dest;
|
|
ComputeShadowBlurHShader();
|
|
};
|
|
|
|
class Gaussian6HBlurShader : public ShaderHelperSingleton<Gaussian6HBlurShader, core::vector2df, float>, public TextureRead<Bilinear_Clamped_Filtered>
|
|
{
|
|
public:
|
|
Gaussian6HBlurShader();
|
|
};
|
|
|
|
class HorizontalBlurShader : public ShaderHelperSingleton<HorizontalBlurShader, core::vector2df>, public TextureRead<Bilinear_Clamped_Filtered>
|
|
{
|
|
public:
|
|
HorizontalBlurShader();
|
|
};
|
|
|
|
class Gaussian3HBlurShader : public ShaderHelperSingleton<Gaussian3HBlurShader, core::vector2df>, public TextureRead<Bilinear_Clamped_Filtered>
|
|
{
|
|
public:
|
|
Gaussian3HBlurShader();
|
|
};
|
|
|
|
class Gaussian17TapVShader : public ShaderHelperSingleton<Gaussian17TapVShader, core::vector2df>, public TextureRead<Bilinear_Clamped_Filtered, Bilinear_Clamped_Filtered>
|
|
{
|
|
public:
|
|
Gaussian17TapVShader();
|
|
};
|
|
|
|
class ComputeGaussian17TapVShader : public ShaderHelperSingleton<ComputeGaussian17TapVShader, core::vector2df>, public TextureRead<Neared_Clamped_Filtered, Neared_Clamped_Filtered>
|
|
{
|
|
public:
|
|
GLuint TU_dest;
|
|
|
|
ComputeGaussian17TapVShader();
|
|
};
|
|
|
|
class ComputeGaussian6VBlurShader : public ShaderHelperSingleton<ComputeGaussian6VBlurShader, core::vector2df, std::vector<float> >, public TextureRead<Bilinear_Clamped_Filtered>
|
|
{
|
|
public:
|
|
GLuint TU_dest;
|
|
ComputeGaussian6VBlurShader();
|
|
};
|
|
|
|
class ComputeShadowBlurVShader : public ShaderHelperSingleton<ComputeShadowBlurVShader, core::vector2df, std::vector<float> >, public TextureRead<Neared_Clamped_Filtered>
|
|
{
|
|
public:
|
|
GLuint TU_dest;
|
|
ComputeShadowBlurVShader();
|
|
};
|
|
|
|
class Gaussian6VBlurShader : public ShaderHelperSingleton<Gaussian6VBlurShader, core::vector2df, float>, public TextureRead<Bilinear_Clamped_Filtered>
|
|
{
|
|
public:
|
|
Gaussian6VBlurShader();
|
|
};
|
|
|
|
class Gaussian3VBlurShader : public ShaderHelperSingleton<Gaussian3VBlurShader, core::vector2df>, public TextureRead<Bilinear_Clamped_Filtered>
|
|
{
|
|
public:
|
|
Gaussian3VBlurShader();
|
|
};
|
|
|
|
class PassThroughShader : public ShaderHelperSingleton<PassThroughShader>, public TextureRead<Bilinear_Filtered>
|
|
{
|
|
public:
|
|
GLuint vao;
|
|
|
|
PassThroughShader();
|
|
};
|
|
|
|
class LayerPassThroughShader : public ShaderHelperSingleton<LayerPassThroughShader, int>
|
|
{
|
|
public:
|
|
GLuint TU_texture;
|
|
GLuint vao;
|
|
|
|
LayerPassThroughShader();
|
|
};
|
|
|
|
class LinearizeDepthShader : public ShaderHelperSingleton<LinearizeDepthShader, float, float>, public TextureRead<Bilinear_Filtered>
|
|
{
|
|
public:
|
|
LinearizeDepthShader();
|
|
};
|
|
|
|
class LightspaceBoundingBoxShader : public ShaderHelperSingleton<LightspaceBoundingBoxShader, core::matrix4, float, float, float, float>, public TextureRead < Nearest_Filtered >
|
|
{
|
|
public:
|
|
LightspaceBoundingBoxShader();
|
|
};
|
|
|
|
class DepthHistogramShader : public ShaderHelperSingleton<DepthHistogramShader>, public TextureRead <Nearest_Filtered>
|
|
{
|
|
public:
|
|
DepthHistogramShader();
|
|
};
|
|
|
|
class GlowShader : public ShaderHelperSingleton<GlowShader>, public TextureRead<Bilinear_Filtered>
|
|
{
|
|
public:
|
|
GLuint vao;
|
|
|
|
GlowShader();
|
|
};
|
|
|
|
class SSAOShader : public ShaderHelperSingleton<SSAOShader, float, float, float>, public TextureRead<Semi_trilinear>
|
|
{
|
|
public:
|
|
SSAOShader();
|
|
};
|
|
|
|
class FogShader : public ShaderHelperSingleton<FogShader, float, core::vector3df>, public TextureRead<Nearest_Filtered>
|
|
{
|
|
public:
|
|
FogShader();
|
|
};
|
|
|
|
class MotionBlurShader : public ShaderHelperSingleton<MotionBlurShader, core::matrix4, core::vector2df, float, float>, public TextureRead<Bilinear_Clamped_Filtered, Nearest_Filtered>
|
|
{
|
|
public:
|
|
MotionBlurShader();
|
|
};
|
|
|
|
class GodFadeShader : public ShaderHelperSingleton<GodFadeShader, video::SColorf>, public TextureRead<Bilinear_Filtered>
|
|
{
|
|
public:
|
|
GLuint vao;
|
|
|
|
GodFadeShader();
|
|
};
|
|
|
|
class GodRayShader : public ShaderHelperSingleton<GodRayShader, core::vector2df>, public TextureRead<Bilinear_Filtered>
|
|
{
|
|
public:
|
|
GLuint vao;
|
|
|
|
GodRayShader();
|
|
};
|
|
|
|
class MLAAColorEdgeDetectionSHader : public ShaderHelperSingleton<MLAAColorEdgeDetectionSHader, core::vector2df>, public TextureRead<Nearest_Filtered>
|
|
{
|
|
public:
|
|
GLuint vao;
|
|
|
|
MLAAColorEdgeDetectionSHader();
|
|
};
|
|
|
|
class MLAABlendWeightSHader : public ShaderHelperSingleton<MLAABlendWeightSHader, core::vector2df>, public TextureRead<Bilinear_Filtered, Nearest_Filtered>
|
|
{
|
|
public:
|
|
GLuint vao;
|
|
|
|
MLAABlendWeightSHader();
|
|
};
|
|
|
|
class MLAAGatherSHader : public ShaderHelperSingleton<MLAAGatherSHader, core::vector2df>, public TextureRead<Nearest_Filtered, Nearest_Filtered>
|
|
{
|
|
public:
|
|
GLuint vao;
|
|
|
|
MLAAGatherSHader();
|
|
};
|
|
|
|
}
|
|
|
|
namespace UIShader
|
|
{
|
|
|
|
class Primitive2DList : public ShaderHelperSingleton<Primitive2DList>, public TextureRead < Bilinear_Filtered >
|
|
{
|
|
public:
|
|
Primitive2DList();
|
|
};
|
|
|
|
class TextureRectShader : public ShaderHelperSingleton<TextureRectShader, core::vector2df, core::vector2df, core::vector2df, core::vector2df>, public TextureRead<Bilinear_Filtered>
|
|
{
|
|
public:
|
|
TextureRectShader();
|
|
};
|
|
|
|
class UniformColoredTextureRectShader : public ShaderHelperSingleton<UniformColoredTextureRectShader, core::vector2df, core::vector2df, core::vector2df, core::vector2df, video::SColor>, public TextureRead<Bilinear_Filtered>
|
|
{
|
|
public:
|
|
UniformColoredTextureRectShader();
|
|
};
|
|
|
|
class ColoredTextureRectShader : public ShaderHelperSingleton<ColoredTextureRectShader, core::vector2df, core::vector2df, core::vector2df, core::vector2df>, public TextureRead<Bilinear_Filtered>
|
|
{
|
|
public:
|
|
GLuint colorvbo;
|
|
GLuint vao;
|
|
|
|
ColoredTextureRectShader();
|
|
};
|
|
|
|
class ColoredRectShader : public ShaderHelperSingleton<ColoredRectShader, core::vector2df, core::vector2df, video::SColor>
|
|
{
|
|
public:
|
|
ColoredRectShader();
|
|
};
|
|
}
|
|
|
|
#define FOREACH_SHADER(ACT) \
|
|
ACT(ES_NORMAL_MAP) \
|
|
ACT(ES_NORMAL_MAP_LIGHTMAP) \
|
|
ACT(ES_SKYBOX) \
|
|
ACT(ES_SPLATTING) \
|
|
ACT(ES_WATER) \
|
|
ACT(ES_WATER_SURFACE) \
|
|
ACT(ES_SPHERE_MAP) \
|
|
ACT(ES_GRASS) \
|
|
ACT(ES_GRASS_REF) \
|
|
ACT(ES_MOTIONBLUR) \
|
|
ACT(ES_GAUSSIAN3H) \
|
|
ACT(ES_GAUSSIAN3V) \
|
|
ACT(ES_MIPVIZ) \
|
|
ACT(ES_OBJECT_UNLIT) \
|
|
ACT(ES_OBJECTPASS) \
|
|
ACT(ES_OBJECTPASS_REF) \
|
|
ACT(ES_OBJECTPASS_RIMLIT) \
|
|
ACT(ES_DISPLACE) \
|
|
|
|
#define ENUM(a) a,
|
|
#define STR(a) #a,
|
|
|
|
enum ShaderType
|
|
{
|
|
FOREACH_SHADER(ENUM)
|
|
|
|
ES_COUNT
|
|
};
|
|
|
|
#ifdef SHADER_NAMES
|
|
static const char *shader_names[] = {
|
|
FOREACH_SHADER(STR)
|
|
};
|
|
#endif
|
|
|
|
class Shaders
|
|
{
|
|
public:
|
|
Shaders();
|
|
~Shaders();
|
|
|
|
video::E_MATERIAL_TYPE getShader(const ShaderType num) const;
|
|
|
|
video::IShaderConstantSetCallBack * m_callbacks[ES_COUNT];
|
|
|
|
void loadShaders();
|
|
void killShaders();
|
|
private:
|
|
void check(const int num) const;
|
|
|
|
int m_shaders[ES_COUNT];
|
|
};
|
|
|
|
#undef ENUM
|
|
#undef STR
|
|
#undef FOREACH_SHADER
|
|
|
|
#endif
|