2014-02-22 23:31:27 +01:00

805 lines
30 KiB
C++

#include "stkmesh.hpp"
#include "graphics/irr_driver.hpp"
#include "tracks/track.hpp"
#include <ISceneManager.h>
#include <IMaterialRenderer.h>
#include "config/user_config.hpp"
#include "graphics/callbacks.hpp"
#include "utils/helpers.hpp"
#include "graphics/camera.hpp"
#include "modes/world.hpp"
GLuint createVAO(GLuint vbo, GLuint idx, GLuint attrib_position, GLuint attrib_texcoord, GLuint attrib_second_texcoord, GLuint attrib_normal, GLuint attrib_tangent, GLuint attrib_bitangent, GLuint attrib_color, size_t stride)
{
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glEnableVertexAttribArray(attrib_position);
if ((GLint)attrib_texcoord != -1)
glEnableVertexAttribArray(attrib_texcoord);
if ((GLint)attrib_second_texcoord != -1)
glEnableVertexAttribArray(attrib_second_texcoord);
if ((GLint)attrib_normal != -1)
glEnableVertexAttribArray(attrib_normal);
if ((GLint)attrib_tangent != -1)
glEnableVertexAttribArray(attrib_tangent);
if ((GLint)attrib_bitangent != -1)
glEnableVertexAttribArray(attrib_bitangent);
if ((GLint)attrib_color != -1)
glEnableVertexAttribArray(attrib_color);
glVertexAttribPointer(attrib_position, 3, GL_FLOAT, GL_FALSE, stride, 0);
if ((GLint)attrib_texcoord != -1)
glVertexAttribPointer(attrib_texcoord, 2, GL_FLOAT, GL_FALSE, stride, (GLvoid*) 28);
if ((GLint)attrib_second_texcoord != -1)
{
if (stride < 44)
Log::error("material", "Second texcoords not present in VBO");
glVertexAttribPointer(attrib_second_texcoord, 2, GL_FLOAT, GL_FALSE, stride, (GLvoid*) 36);
}
if ((GLint)attrib_normal != -1)
glVertexAttribPointer(attrib_normal, 3, GL_FLOAT, GL_FALSE, stride, (GLvoid*) 12);
if ((GLint)attrib_tangent != -1)
{
if (stride < 48)
Log::error("material", "Tangents not present in VBO");
glVertexAttribPointer(attrib_tangent, 3, GL_FLOAT, GL_FALSE, stride, (GLvoid*)36);
}
if ((GLint)attrib_bitangent != -1)
{
if (stride < 60)
Log::error("material", "Bitangents not present in VBO");
glVertexAttribPointer(attrib_bitangent, 3, GL_FLOAT, GL_FALSE, stride, (GLvoid*)48);
}
if ((GLint)attrib_color != -1)
glVertexAttribPointer(attrib_color, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, (GLvoid*)24);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, idx);
glBindVertexArray(0);
return vao;
}
GLMesh allocateMeshBuffer(scene::IMeshBuffer* mb)
{
GLMesh result = {};
if (!mb)
return result;
glBindVertexArray(0);
glGenBuffers(1, &(result.vertex_buffer));
glGenBuffers(1, &(result.index_buffer));
glBindBuffer(GL_ARRAY_BUFFER, result.vertex_buffer);
const void* vertices = mb->getVertices();
const u32 vertexCount = mb->getVertexCount();
const irr::video::E_VERTEX_TYPE vType = mb->getVertexType();
result.Stride = getVertexPitchFromType(vType);
const c8* vbuf = static_cast<const c8*>(vertices);
glBufferData(GL_ARRAY_BUFFER, vertexCount * result.Stride, vbuf, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, result.index_buffer);
const void* indices = mb->getIndices();
u32 indexCount = mb->getIndexCount();
GLenum indexSize;
switch (mb->getIndexType())
{
case irr::video::EIT_16BIT:
{
indexSize = sizeof(u16);
result.IndexType = GL_UNSIGNED_SHORT;
break;
}
case irr::video::EIT_32BIT:
{
indexSize = sizeof(u32);
result.IndexType = GL_UNSIGNED_INT;
break;
}
default:
{
assert(0 && "Wrong index size");
}
}
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount * indexSize, indices, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
result.IndexCount = mb->getIndexCount();
switch (mb->getPrimitiveType())
{
case scene::EPT_POINTS:
result.PrimitiveType = GL_POINTS;
break;
case scene::EPT_TRIANGLE_STRIP:
result.PrimitiveType = GL_TRIANGLE_STRIP;
break;
case scene::EPT_TRIANGLE_FAN:
result.PrimitiveType = GL_TRIANGLE_FAN;
break;
case scene::EPT_LINES:
result.PrimitiveType = GL_LINES;
break;
case scene::EPT_TRIANGLES:
result.PrimitiveType = GL_TRIANGLES;
break;
case scene::EPT_POINT_SPRITES:
case scene::EPT_LINE_LOOP:
case scene::EPT_POLYGON:
case scene::EPT_LINE_STRIP:
case scene::EPT_QUAD_STRIP:
case scene::EPT_QUADS:
assert(0 && "Unsupported primitive type");
}
ITexture *tex;
for (unsigned i = 0; i < 6; i++)
{
tex = mb->getMaterial().getTexture(i);
if (tex)
result.textures[i] = getTextureGLuint(tex);
else
result.textures[i] = 0;
}
return result;
}
void computeMVP(core::matrix4 &ModelViewProjectionMatrix)
{
ModelViewProjectionMatrix = irr_driver->getVideoDriver()->getTransform(video::ETS_PROJECTION);
ModelViewProjectionMatrix *= irr_driver->getVideoDriver()->getTransform(video::ETS_VIEW);
ModelViewProjectionMatrix *= irr_driver->getVideoDriver()->getTransform(video::ETS_WORLD);
}
void computeTIMV(core::matrix4 &TransposeInverseModelView)
{
TransposeInverseModelView = irr_driver->getVideoDriver()->getTransform(video::ETS_VIEW);
TransposeInverseModelView *= irr_driver->getVideoDriver()->getTransform(video::ETS_WORLD);
TransposeInverseModelView.makeInverse();
TransposeInverseModelView = TransposeInverseModelView.getTransposed();
}
void drawObjectPass1(const GLMesh &mesh, const core::matrix4 & ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView)
{
GLenum ptype = mesh.PrimitiveType;
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
glUseProgram(MeshShader::ObjectPass1Shader::Program);
MeshShader::ObjectPass1Shader::setUniforms(ModelViewProjectionMatrix, TransposeInverseModelView);
glBindVertexArray(mesh.vao_first_pass);
glDrawElements(ptype, count, itype, 0);
}
void drawObjectRefPass1(const GLMesh &mesh, const core::matrix4 & ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView)
{
glDisable(GL_CULL_FACE);
GLenum ptype = mesh.PrimitiveType;
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
setTexture(0, mesh.textures[0], GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
glUseProgram(MeshShader::ObjectRefPass1Shader::Program);
MeshShader::ObjectRefPass1Shader::setUniforms(ModelViewProjectionMatrix, TransposeInverseModelView, 0);
glBindVertexArray(mesh.vao_first_pass);
glDrawElements(ptype, count, itype, 0);
glEnable(GL_CULL_FACE);
}
void drawGrassPass1(const GLMesh &mesh, const core::matrix4 & ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView, core::vector3df windDir)
{
GLenum ptype = mesh.PrimitiveType;
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
setTexture(0, mesh.textures[0], GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
glUseProgram(MeshShader::GrassPass1Shader::Program);
MeshShader::GrassPass1Shader::setUniforms(ModelViewProjectionMatrix, TransposeInverseModelView, windDir, 0);
glBindVertexArray(mesh.vao_first_pass);
glDrawElements(ptype, count, itype, 0);
}
void drawNormalPass(const GLMesh &mesh, const core::matrix4 & ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView)
{
GLenum ptype = mesh.PrimitiveType;
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
assert(mesh.textures[1]);
setTexture(0, mesh.textures[1], GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
glUseProgram(MeshShader::NormalMapShader::Program);
MeshShader::NormalMapShader::setUniforms(ModelViewProjectionMatrix, TransposeInverseModelView, 0);
glBindVertexArray(mesh.vao_first_pass);
glDrawElements(ptype, count, itype, 0);
}
void drawSphereMap(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView)
{
GLenum ptype = mesh.PrimitiveType;
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
setTexture(0, mesh.textures[0], GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
glUseProgram(MeshShader::SphereMapShader::Program);
MeshShader::SphereMapShader::setUniforms(ModelViewProjectionMatrix, TransposeInverseModelView, 0);
glBindVertexArray(mesh.vao_second_pass);
glDrawElements(ptype, count, itype, 0);
}
void drawSplatting(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix)
{
GLenum ptype = mesh.PrimitiveType;
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
// Texlayout
setTexture(0, mesh.textures[1], GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
if (irr_driver->getLightViz())
{
GLint swizzleMask[] = {GL_ONE, GL_ONE, GL_ONE, GL_ALPHA};
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
else
{
GLint swizzleMask[] = {GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA};
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
//Tex detail0
setTexture(1, mesh.textures[2], GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
if (irr_driver->getLightViz())
{
GLint swizzleMask[] = {GL_ONE, GL_ONE, GL_ONE, GL_ALPHA};
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
else
{
GLint swizzleMask[] = {GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA};
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
//Tex detail1
setTexture(2, mesh.textures[3], GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
if (irr_driver->getLightViz())
{
GLint swizzleMask[] = {GL_ONE, GL_ONE, GL_ONE, GL_ALPHA};
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
else
{
GLint swizzleMask[] = {GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA};
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
//Tex detail2
setTexture(3, mesh.textures[4], GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
if (irr_driver->getLightViz())
{
GLint swizzleMask[] = {GL_ONE, GL_ONE, GL_ONE, GL_ALPHA};
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
else
{
GLint swizzleMask[] = {GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA};
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
//Tex detail3
setTexture(4, mesh.textures[5], GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
if (irr_driver->getLightViz())
{
GLint swizzleMask[] = {GL_ONE, GL_ONE, GL_ONE, GL_ALPHA};
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
else
{
GLint swizzleMask[] = {GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA};
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
// Diffuse
setTexture(5, getTextureGLuint(irr_driver->getRTT(RTT_TMP1)), GL_NEAREST, GL_NEAREST);
// Specular
setTexture(6, getTextureGLuint(irr_driver->getRTT(RTT_TMP2)), GL_NEAREST, GL_NEAREST);
// SSAO
setTexture(7, getTextureGLuint(irr_driver->getRTT(RTT_SSAO)), GL_NEAREST, GL_NEAREST);
if (!UserConfigParams::m_ssao)
{
GLint swizzleMask[] = {GL_ONE, GL_ONE, GL_ONE, GL_ONE};
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
glUseProgram(MeshShader::SplattingShader::Program);
MeshShader::SplattingShader::setUniforms(ModelViewProjectionMatrix, 0, 1, 2, 3, 4, 5, 6, 7);
glBindVertexArray(mesh.vao_second_pass);
glDrawElements(ptype, count, itype, 0);
}
void drawObjectRefPass2(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix)
{
glDisable(GL_CULL_FACE);
GLenum ptype = mesh.PrimitiveType;
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
setTexture(0, mesh.textures[0], GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
if (irr_driver->getLightViz())
{
GLint swizzleMask[] = {GL_ONE, GL_ONE, GL_ONE, GL_ALPHA};
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
else
{
GLint swizzleMask[] = {GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA};
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
setTexture(1, getTextureGLuint(irr_driver->getRTT(RTT_TMP1)), GL_NEAREST, GL_NEAREST);
setTexture(2, getTextureGLuint(irr_driver->getRTT(RTT_TMP2)), GL_NEAREST, GL_NEAREST);
setTexture(3, getTextureGLuint(irr_driver->getRTT(RTT_SSAO)), GL_NEAREST, GL_NEAREST);
if (!UserConfigParams::m_ssao)
{
GLint swizzleMask[] = {GL_ONE, GL_ONE, GL_ONE, GL_ONE};
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
glUseProgram(MeshShader::ObjectRefPass2Shader::Program);
MeshShader::ObjectRefPass2Shader::setUniforms(ModelViewProjectionMatrix, 0, 1, 2, 3);
glBindVertexArray(mesh.vao_second_pass);
glDrawElements(ptype, count, itype, 0);
glEnable(GL_CULL_FACE);
}
void drawGrassPass2(const GLMesh &mesh, const core::matrix4 & ModelViewProjectionMatrix, core::vector3df windDir)
{
GLenum ptype = mesh.PrimitiveType;
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
setTexture(0, mesh.textures[0], GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
if (irr_driver->getLightViz())
{
GLint swizzleMask[] = {GL_ONE, GL_ONE, GL_ONE, GL_ALPHA};
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
else
{
GLint swizzleMask[] = {GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA};
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
setTexture(1, getTextureGLuint(irr_driver->getRTT(RTT_TMP1)), GL_NEAREST, GL_NEAREST);
setTexture(2, getTextureGLuint(irr_driver->getRTT(RTT_TMP2)), GL_NEAREST, GL_NEAREST);
setTexture(3, getTextureGLuint(irr_driver->getRTT(RTT_SSAO)), GL_NEAREST, GL_NEAREST);
if (!UserConfigParams::m_ssao)
{
GLint swizzleMask[] = {GL_ONE, GL_ONE, GL_ONE, GL_ONE};
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
glUseProgram(MeshShader::GrassPass2Shader::Program);
MeshShader::GrassPass2Shader::setUniforms(ModelViewProjectionMatrix, windDir, 0, 1, 2, 3);
glBindVertexArray(mesh.vao_second_pass);
glDrawElements(ptype, count, itype, 0);
}
void drawUntexturedObject(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix)
{
GLenum ptype = mesh.PrimitiveType;
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
setTexture(0, getTextureGLuint(irr_driver->getRTT(RTT_TMP1)), GL_NEAREST, GL_NEAREST);
setTexture(1, getTextureGLuint(irr_driver->getRTT(RTT_TMP2)), GL_NEAREST, GL_NEAREST);
setTexture(2, getTextureGLuint(irr_driver->getRTT(RTT_SSAO)), GL_NEAREST, GL_NEAREST);
if (!UserConfigParams::m_ssao)
{
GLint swizzleMask[] = {GL_ONE, GL_ONE, GL_ONE, GL_ONE};
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
glUseProgram(MeshShader::UntexturedObjectShader::Program);
MeshShader::UntexturedObjectShader::setUniforms(ModelViewProjectionMatrix, 0, 1, 2);
glBindVertexArray(mesh.vao_second_pass);
glDrawElements(ptype, count, itype, 0);
}
void drawObjectRimLimit(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView)
{
GLenum ptype = mesh.PrimitiveType;
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
setTexture(0, mesh.textures[0], GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
if (irr_driver->getLightViz())
{
GLint swizzleMask[] = { GL_ONE, GL_ONE, GL_ONE, GL_ALPHA };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
else
{
GLint swizzleMask[] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
setTexture(1, getTextureGLuint(irr_driver->getRTT(RTT_TMP1)), GL_NEAREST, GL_NEAREST);
setTexture(2, getTextureGLuint(irr_driver->getRTT(RTT_TMP2)), GL_NEAREST, GL_NEAREST);
setTexture(3, getTextureGLuint(irr_driver->getRTT(RTT_SSAO)), GL_NEAREST, GL_NEAREST);
if (!UserConfigParams::m_ssao)
{
GLint swizzleMask[] = { GL_ONE, GL_ONE, GL_ONE, GL_ONE };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
glUseProgram(MeshShader::ObjectRimLimitShader::Program);
MeshShader::ObjectRimLimitShader::setUniforms(ModelViewProjectionMatrix, TransposeInverseModelView, 0, 1, 2, 3);
glBindVertexArray(mesh.vao_second_pass);
glDrawElements(ptype, count, itype, 0);
}
void drawObjectUnlit(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix)
{
GLenum ptype = mesh.PrimitiveType;
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
setTexture(0, mesh.textures[0], GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
if (irr_driver->getLightViz())
{
GLint swizzleMask[] = { GL_ONE, GL_ONE, GL_ONE, GL_ALPHA };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
else
{
GLint swizzleMask[] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
glUseProgram(MeshShader::ObjectUnlitShader::Program);
MeshShader::ObjectUnlitShader::setUniforms(ModelViewProjectionMatrix, 0);
glBindVertexArray(mesh.vao_second_pass);
glDrawElements(ptype, count, itype, 0);
}
void drawDetailledObjectPass2(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix)
{
GLenum ptype = mesh.PrimitiveType;
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
setTexture(0, mesh.textures[0], GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
if (irr_driver->getLightViz())
{
GLint swizzleMask[] = {GL_ONE, GL_ONE, GL_ONE, GL_ALPHA};
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
else
{
GLint swizzleMask[] = {GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA};
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
setTexture(1, mesh.textures[1], GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
setTexture(2, getTextureGLuint(irr_driver->getRTT(RTT_TMP1)), GL_NEAREST, GL_NEAREST);
setTexture(3, getTextureGLuint(irr_driver->getRTT(RTT_TMP2)), GL_NEAREST, GL_NEAREST);
setTexture(4, getTextureGLuint(irr_driver->getRTT(RTT_SSAO)), GL_NEAREST, GL_NEAREST);
if (!UserConfigParams::m_ssao)
{
GLint swizzleMask[] = {GL_ONE, GL_ONE, GL_ONE, GL_ONE};
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
glUseProgram(MeshShader::DetailledObjectPass2Shader::Program);
MeshShader::DetailledObjectPass2Shader::setUniforms(ModelViewProjectionMatrix, 0, 1, 2, 3, 4);
glBindVertexArray(mesh.vao_second_pass);
glDrawElements(ptype, count, itype, 0);
}
void drawObjectPass2(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix)
{
GLenum ptype = mesh.PrimitiveType;
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
setTexture(0, mesh.textures[0], GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
if (irr_driver->getLightViz())
{
GLint swizzleMask[] = { GL_ONE, GL_ONE, GL_ONE, GL_ALPHA };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
else
{
GLint swizzleMask[] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
setTexture(1, getTextureGLuint(irr_driver->getRTT(RTT_TMP1)), GL_NEAREST, GL_NEAREST);
setTexture(2, getTextureGLuint(irr_driver->getRTT(RTT_TMP2)), GL_NEAREST, GL_NEAREST);
setTexture(3, getTextureGLuint(irr_driver->getRTT(RTT_SSAO)), GL_NEAREST, GL_NEAREST);
if (!UserConfigParams::m_ssao)
{
GLint swizzleMask[] = { GL_ONE, GL_ONE, GL_ONE, GL_ONE };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
glUseProgram(MeshShader::ObjectPass2Shader::Program);
MeshShader::ObjectPass2Shader::setUniforms(ModelViewProjectionMatrix, 0, 1, 2, 3);
glBindVertexArray(mesh.vao_second_pass);
glDrawElements(ptype, count, itype, 0);
}
void drawMovingTexture(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TextureMatrix)
{
GLenum ptype = mesh.PrimitiveType;
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
setTexture(0, mesh.textures[0], GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
if (irr_driver->getLightViz())
{
GLint swizzleMask[] = { GL_ONE, GL_ONE, GL_ONE, GL_ALPHA };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
else
{
GLint swizzleMask[] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
setTexture(1, getTextureGLuint(irr_driver->getRTT(RTT_TMP1)), GL_NEAREST, GL_NEAREST);
setTexture(2, getTextureGLuint(irr_driver->getRTT(RTT_TMP2)), GL_NEAREST, GL_NEAREST);
setTexture(3, getTextureGLuint(irr_driver->getRTT(RTT_SSAO)), GL_NEAREST, GL_NEAREST);
if (!UserConfigParams::m_ssao)
{
GLint swizzleMask[] = { GL_ONE, GL_ONE, GL_ONE, GL_ONE };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
glUseProgram(MeshShader::MovingTextureShader::Program);
MeshShader::MovingTextureShader::setUniforms(ModelViewProjectionMatrix, TextureMatrix, 0, 1, 2, 3);
glBindVertexArray(mesh.vao_second_pass);
glDrawElements(ptype, count, itype, 0);
}
void drawTransparentObject(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TextureMatrix)
{
GLenum ptype = mesh.PrimitiveType;
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
setTexture(0, mesh.textures[0], GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
glUseProgram(MeshShader::TransparentShader::Program);
MeshShader::TransparentShader::setUniforms(ModelViewProjectionMatrix, TextureMatrix, 0);
glBindVertexArray(mesh.vao_first_pass);
glDrawElements(ptype, count, itype, 0);
}
void drawTransparentFogObject(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TextureMatrix)
{
GLenum ptype = mesh.PrimitiveType;
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
const Track * const track = World::getWorld()->getTrack();
// This function is only called once per frame - thus no need for setters.
const float fogmax = track->getFogMax();
const float startH = track->getFogStartHeight();
const float endH = track->getFogEndHeight();
const float start = track->getFogStart();
const float end = track->getFogEnd();
const video::SColor tmpcol = track->getFogColor();
core::vector3df col(tmpcol.getRed() / 255.0f,
tmpcol.getGreen() / 255.0f,
tmpcol.getBlue() / 255.0f);
setTexture(0, mesh.textures[0], GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
glUseProgram(MeshShader::TransparentFogShader::Program);
MeshShader::TransparentFogShader::setUniforms(ModelViewProjectionMatrix, TextureMatrix, irr_driver->getInvProjMatrix(), fogmax, startH, endH, start, end, col, Camera::getCamera(0)->getCameraSceneNode()->getAbsolutePosition(), 0);
glBindVertexArray(mesh.vao_first_pass);
glDrawElements(ptype, count, itype, 0);
}
void drawBubble(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix)
{
const float time = irr_driver->getDevice()->getTimer()->getTime() / 1000.0f;
float transparency = 1.;
GLenum ptype = mesh.PrimitiveType;
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
setTexture(0, mesh.textures[0], GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
glUseProgram(MeshShader::BubbleShader::Program);
MeshShader::BubbleShader::setUniforms(ModelViewProjectionMatrix, 0, time, transparency);
glBindVertexArray(mesh.vao_first_pass);
glDrawElements(ptype, count, itype, 0);
}
bool isObject(video::E_MATERIAL_TYPE type)
{
if (type == irr_driver->getShader(ES_OBJECTPASS))
return true;
if (type == irr_driver->getShader(ES_OBJECTPASS_REF))
return true;
if (type == irr_driver->getShader(ES_OBJECTPASS_RIMLIT))
return true;
if (type == irr_driver->getShader(ES_NORMAL_MAP))
return true;
if (type == irr_driver->getShader(ES_SPHERE_MAP))
return true;
if (type == irr_driver->getShader(ES_SPLATTING))
return true;
if (type == irr_driver->getShader(ES_GRASS))
return true;
if (type == irr_driver->getShader(ES_GRASS_REF))
return true;
if (type == irr_driver->getShader(ES_BUBBLES))
return true;
if (type == irr_driver->getShader(ES_OBJECT_UNLIT))
return true;
if (type == video::EMT_TRANSPARENT_ALPHA_CHANNEL)
return true;
if (type == video::EMT_ONETEXTURE_BLEND)
return true;
if (type == video::EMT_TRANSPARENT_ADD_COLOR)
return true;
return false;
}
void initvaostate(GLMesh &mesh, video::E_MATERIAL_TYPE type, bool MovingTexture)
{
switch (irr_driver->getPhase())
{
case SOLID_NORMAL_AND_DEPTH_PASS:
if (mesh.vao_first_pass)
return;
if (type == irr_driver->getShader(ES_NORMAL_MAP))
{
mesh.vao_first_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer,
MeshShader::NormalMapShader::attrib_position, MeshShader::NormalMapShader::attrib_texcoord, -1, -1, MeshShader::NormalMapShader::attrib_tangent, MeshShader::NormalMapShader::attrib_bitangent, -1, mesh.Stride);
}
else if (type == irr_driver->getShader(ES_OBJECTPASS_REF))
{
mesh.vao_first_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer,
MeshShader::ObjectPass1Shader::attrib_position, MeshShader::ObjectRefPass1Shader::attrib_texcoord, -1, MeshShader::ObjectPass1Shader::attrib_normal, -1, -1, -1, mesh.Stride);
}
else if (type == irr_driver->getShader(ES_GRASS) || type == irr_driver->getShader(ES_GRASS_REF))
{
mesh.vao_first_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer,
MeshShader::GrassPass1Shader::attrib_position, MeshShader::GrassPass1Shader::attrib_texcoord, -1, MeshShader::GrassPass1Shader::attrib_normal, -1, -1, MeshShader::GrassPass1Shader::attrib_color, mesh.Stride);
}
else
{
mesh.vao_first_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer,
MeshShader::ObjectPass1Shader::attrib_position, -1, -1, MeshShader::ObjectPass1Shader::attrib_normal, -1, -1, -1, mesh.Stride);
}
return;
case SOLID_LIT_PASS:
if (mesh.vao_second_pass)
return;
if (type == irr_driver->getShader(ES_SPHERE_MAP))
{
mesh.vao_second_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer,
MeshShader::SphereMapShader::attrib_position, -1, -1, MeshShader::SphereMapShader::attrib_normal, -1, -1, -1, mesh.Stride);
}
else if (type == irr_driver->getShader(ES_SPLATTING))
{
mesh.vao_second_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer,
MeshShader::SplattingShader::attrib_position, MeshShader::SplattingShader::attrib_texcoord, MeshShader::SplattingShader::attrib_second_texcoord, -1, -1, -1, -1, mesh.Stride);
}
else if (type == irr_driver->getShader(ES_OBJECTPASS_REF))
{
mesh.vao_second_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer,
MeshShader::ObjectRefPass2Shader::attrib_position, MeshShader::ObjectRefPass2Shader::attrib_texcoord, -1, -1, -1, -1, -1, mesh.Stride);
}
else if (type == irr_driver->getShader(ES_OBJECTPASS_RIMLIT))
{
mesh.vao_second_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer,
MeshShader::ObjectRimLimitShader::attrib_position, MeshShader::ObjectRimLimitShader::attrib_texcoord, -1, MeshShader::ObjectRimLimitShader::attrib_normal, -1, -1, -1, mesh.Stride);
}
else if (type == irr_driver->getShader(ES_GRASS) || type == irr_driver->getShader(ES_GRASS_REF))
{
mesh.vao_second_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer,
MeshShader::GrassPass2Shader::attrib_position, MeshShader::GrassPass2Shader::attrib_texcoord, -1, -1, -1, -1, MeshShader::GrassPass2Shader::attrib_color, mesh.Stride);
}
else if (type == irr_driver->getShader(ES_OBJECT_UNLIT))
{
mesh.vao_second_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer,
MeshShader::ObjectUnlitShader::attrib_position, MeshShader::ObjectUnlitShader::attrib_texcoord, -1, -1, -1, -1, -1, mesh.Stride);
}
else if (mesh.textures[1])
{
mesh.vao_second_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer,
MeshShader::DetailledObjectPass2Shader::attrib_position, MeshShader::DetailledObjectPass2Shader::attrib_texcoord, MeshShader::DetailledObjectPass2Shader::attrib_second_texcoord, -1, -1, -1, -1, mesh.Stride);
}
else if (!mesh.textures[0])
{
mesh.vao_second_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer,
MeshShader::UntexturedObjectShader::attrib_position, -1, -1, -1, -1, -1, MeshShader::UntexturedObjectShader::attrib_color, mesh.Stride);
}
else if (MovingTexture)
{
mesh.vao_second_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer,
MeshShader::MovingTextureShader::attrib_position, MeshShader::MovingTextureShader::attrib_texcoord, -1, -1, -1, -1, -1, mesh.Stride);
}
else
{
mesh.vao_second_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer,
MeshShader::ObjectPass2Shader::attrib_position, MeshShader::ObjectPass2Shader::attrib_texcoord, -1, -1, -1, -1, -1, mesh.Stride);
}
return;
case GLOW_PASS:
if (mesh.vao_glow_pass)
return;
mesh.vao_glow_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, MeshShader::ColorizeShader::attrib_position, -1, -1, -1, -1, -1, -1, mesh.Stride);
return;
case TRANSPARENT_PASS:
if (mesh.vao_first_pass)
return;
if (type == irr_driver->getShader(ES_BUBBLES))
{
mesh.vao_first_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer,
MeshShader::BubbleShader::attrib_position, MeshShader::BubbleShader::attrib_texcoord, -1, -1, -1, -1, -1, mesh.Stride);
}
else if (World::getWorld()->getTrack()->isFogEnabled())
{
mesh.vao_first_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer,
MeshShader::TransparentFogShader::attrib_position, MeshShader::TransparentFogShader::attrib_texcoord, -1, -1, -1, -1, -1, mesh.Stride);
}
else
{
mesh.vao_first_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer,
MeshShader::TransparentShader::attrib_position, MeshShader::TransparentShader::attrib_texcoord, -1, -1, -1, -1, -1, mesh.Stride);
}
return;
case DISPLACEMENT_PASS:
if (mesh.vao_displace_pass)
return;
mesh.vao_displace_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, MeshShader::DisplaceShader::attrib_position, MeshShader::DisplaceShader::attrib_texcoord, MeshShader::DisplaceShader::attrib_second_texcoord, -1, -1, -1, -1, mesh.Stride);
return;
case SHADOW_PASS:
if (mesh.vao_shadow_pass)
return;
if (type == irr_driver->getShader(ES_OBJECTPASS_REF))
{
mesh.vao_shadow_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, MeshShader::RefShadowShader::attrib_position, MeshShader::RefShadowShader::attrib_texcoord, -1, -1, -1, -1, -1, mesh.Stride);
}
/*else if (type == irr_driver->getShader(ES_GRASS) || type == irr_driver->getShader(ES_GRASS_REF))
{
mesh.vao_shadow_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, MeshShader::GrassShadowShader::attrib_position, MeshShader::GrassShadowShader::attrib_texcoord, -1, -1, -1, -1, MeshShader::GrassShadowShader::attrib_color, mesh.Stride);
}*/
else
{
mesh.vao_shadow_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, MeshShader::ShadowShader::attrib_position, -1, -1, -1, -1, -1, -1, mesh.Stride);
}
return;
}
}