stk-code_catmod/src/graphics/shader_based_renderer.cpp
Benau 0e5b7b532c Further boost stk by writing 1 less framebuffer attachment
Now we can get determine the background color by depth, so
the alpha tricks in diffuse color fbo is not necessary

And using rgba8 to pack normal doesn't seem to cause visual glitches.
2018-02-07 12:49:45 +08:00

877 lines
31 KiB
C++

// 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 SERVER_ONLY
#include "graphics/shader_based_renderer.hpp"
#include "config/user_config.hpp"
#include "graphics/camera.hpp"
#include "graphics/central_settings.hpp"
#include "graphics/cpu_particle_manager.hpp"
#include "graphics/frame_buffer_layer.hpp"
#include "graphics/glwrap.hpp"
#include "graphics/irr_driver.hpp"
#include "graphics/lod_node.hpp"
#include "graphics/post_processing.hpp"
#include "graphics/render_target.hpp"
#include "graphics/rtts.hpp"
#include "graphics/shaders.hpp"
#include "graphics/skybox.hpp"
#include "graphics/spherical_harmonics.hpp"
#include "graphics/sp/sp_base.hpp"
#include "graphics/sp/sp_shader.hpp"
#include "graphics/texture_shader.hpp"
#include "graphics/text_billboard_drawer.hpp"
#include "items/item_manager.hpp"
#include "items/powerup_manager.hpp"
#include "modes/world.hpp"
#include "physics/physics.hpp"
#include "states_screens/race_gui_base.hpp"
#include "tracks/track.hpp"
#include "utils/profiler.hpp"
#include "../../lib/irrlicht/source/Irrlicht/CSceneManager.h"
#include "../../lib/irrlicht/source/Irrlicht/os.h"
#include <algorithm>
// ----------------------------------------------------------------------------
void ShaderBasedRenderer::setRTT(RTT* rtts)
{
m_rtts = rtts;
} //setRTT
// ----------------------------------------------------------------------------
void ShaderBasedRenderer::prepareForwardRenderer()
{
irr::video::SColor clearColor(0, 150, 150, 150);
if (World::getWorld() != NULL)
clearColor = irr_driver->getClearColor();
glClear(GL_COLOR_BUFFER_BIT);
glDepthMask(GL_TRUE);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glClearColor(clearColor.getRed() / 255.f, clearColor.getGreen() / 255.f,
clearColor.getBlue() / 255.f, clearColor.getAlpha() / 255.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
}
// ----------------------------------------------------------------------------
/** Upload lighting info to the dedicated uniform buffer
*/
void ShaderBasedRenderer::uploadLightingData() const
{
assert(CVS->isARBUniformBufferObjectUsable());
float Lighting[36];
core::vector3df sun_direction = irr_driver->getSunDirection();
video::SColorf sun_color = irr_driver->getSunColor();
Lighting[0] = sun_direction.X;
Lighting[1] = sun_direction.Y;
Lighting[2] = sun_direction.Z;
Lighting[4] = sun_color.getRed();
Lighting[5] = sun_color.getGreen();
Lighting[6] = sun_color.getBlue();
Lighting[7] = 0.54f;
const SHCoefficients* sh_coeff = m_spherical_harmonics->getCoefficients();
if(sh_coeff) {
memcpy(&Lighting[8], sh_coeff->blue_SH_coeff, 9 * sizeof(float));
memcpy(&Lighting[17], sh_coeff->green_SH_coeff, 9 * sizeof(float));
memcpy(&Lighting[26], sh_coeff->red_SH_coeff, 9 * sizeof(float));
}
glBindBuffer(GL_UNIFORM_BUFFER, SharedGPUObjects::getLightingDataUBO());
glBufferSubData(GL_UNIFORM_BUFFER, 0, 36 * sizeof(float), Lighting);
} // uploadLightingData
// ----------------------------------------------------------------------------
void ShaderBasedRenderer::computeMatrixesAndCameras(scene::ICameraSceneNode *const camnode,
unsigned int width, unsigned int height)
{
m_current_screen_size = core::vector2df((float)width, (float)height);
m_shadow_matrices.computeMatrixesAndCameras(camnode, width, height);
} // computeMatrixesAndCameras
// ----------------------------------------------------------------------------
void ShaderBasedRenderer::renderSkybox(const scene::ICameraSceneNode *camera) const
{
if(m_skybox)
{
m_skybox->render(camera);
}
} // renderSkybox
// ----------------------------------------------------------------------------
void ShaderBasedRenderer::renderSSAO() const
{
#if defined(USE_GLES2)
if (!CVS->isEXTColorBufferFloatUsable())
return;
#endif
m_rtts->getFBO(FBO_SSAO).bind();
glClearColor(1., 1., 1., 1.);
glClear(GL_COLOR_BUFFER_BIT);
m_post_processing->renderSSAO(m_rtts->getFBO(FBO_LINEAR_DEPTH),
m_rtts->getFBO(FBO_SSAO),
m_rtts->getDepthStencilTexture());
// Blur it to reduce noise.
FrameBuffer::blit(m_rtts->getFBO(FBO_SSAO),
m_rtts->getFBO(FBO_HALF1_R),
GL_COLOR_BUFFER_BIT, GL_LINEAR);
m_post_processing->renderGaussian17TapBlur(m_rtts->getFBO(FBO_HALF1_R),
m_rtts->getFBO(FBO_HALF2_R),
m_rtts->getFBO(FBO_LINEAR_DEPTH));
} // renderSSAO
// ----------------------------------------------------------------------------
void ShaderBasedRenderer::renderGlow() const
{
irr_driver->getSceneManager()->setCurrentRendertime(scene::ESNRP_SOLID);
m_rtts->getFBO(FBO_RGBA_2).bind();
glClearStencil(0);
glClearColor(0, 0, 0, 0);
glClear(GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glStencilFunc(GL_ALWAYS, 1, ~0);
glEnable(GL_STENCIL_TEST);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glDisable(GL_BLEND);
SP::drawGlow();
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glDisable(GL_STENCIL_TEST);
} // renderGlow
// ----------------------------------------------------------------------------
void ShaderBasedRenderer::renderShadows()
{
PROFILER_PUSH_CPU_MARKER("- Shadow Pass", 0xFF, 0x00, 0x00);
glDepthFunc(GL_LEQUAL);
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glCullFace(GL_BACK);
glEnable(GL_CULL_FACE);
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(1.5f, 50.0f);
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
for (unsigned cascade = 0; cascade < 4; cascade++)
{
m_rtts->getShadowFrameBuffer()->bindLayerDepthOnly(cascade);
glClear(GL_DEPTH_BUFFER_BIT);
SP::sp_cur_shadow_cascade = cascade;
ScopedGPUTimer Timer(irr_driver->getGPUTimer(Q_SHADOWS_CASCADE0 + cascade));
SP::draw(SP::RP_SHADOW, (SP::DrawCallType)(SP::DCT_SHADOW1 + cascade));
}
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glDisable(GL_POLYGON_OFFSET_FILL);
PROFILER_POP_CPU_MARKER();
}
// ============================================================================
class CombineDiffuseColor : public TextureShader<CombineDiffuseColor, 7,
std::array<float, 4> >
{
public:
CombineDiffuseColor()
{
loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
GL_FRAGMENT_SHADER, "combine_diffuse_color.frag");
assignUniforms("bg_color");
assignSamplerNames(0, "diffuse_map", ST_NEAREST_FILTERED,
1, "specular_map", ST_NEAREST_FILTERED,
2, "ssao_tex", ST_NEAREST_FILTERED,
3, "normal_color", ST_NEAREST_FILTERED,
4, "diffuse_color", ST_NEAREST_FILTERED,
5, "depth_stencil", ST_NEAREST_FILTERED,
6, "light_scatter", ST_NEAREST_FILTERED);
} // CombineDiffuseColor
// ------------------------------------------------------------------------
void render(GLuint dm, GLuint sm, GLuint st, GLuint nt, GLuint dc,
GLuint ds, GLuint lt, const std::array<float, 4> & bg_color)
{
setTextureUnits(dm, sm, st, nt, dc, ds, lt);
drawFullScreenEffect(bg_color);
} // render
}; // CombineDiffuseColor
// ----------------------------------------------------------------------------
void ShaderBasedRenderer::renderSceneDeferred(scene::ICameraSceneNode * const camnode,
float dt,
bool hasShadow,
bool forceRTT)
{
if (CVS->isARBUniformBufferObjectUsable())
{
glBindBufferBase(GL_UNIFORM_BUFFER, 0,
SP::sp_mat_ubo[SP::sp_cur_player][SP::sp_cur_buf_id[SP::sp_cur_player]]);
glBindBufferBase(GL_UNIFORM_BUFFER, 1, SharedGPUObjects::getLightingDataUBO());
glBindBufferBase(GL_UNIFORM_BUFFER, 2, SP::sp_fog_ubo);
}
irr_driver->getSceneManager()->setActiveCamera(camnode);
PROFILER_PUSH_CPU_MARKER("- Draw Call Generation", 0xFF, 0xFF, 0xFF);
m_draw_calls.prepareDrawCalls(camnode);
PROFILER_POP_CPU_MARKER();
PROFILER_PUSH_CPU_MARKER("Update Light Info", 0xFF, 0x0, 0x0);
m_lighting_passes.updateLightsInfo(camnode, dt);
PROFILER_POP_CPU_MARKER();
// Shadows
if (CVS->isShadowEnabled() && hasShadow)
{
renderShadows();
}
glDepthMask(GL_TRUE);
glDepthFunc(GL_LEQUAL);
glEnable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glEnable(GL_CULL_FACE);
{
m_rtts->getFBO(FBO_SP).bind();
float clear_color_empty[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
glClearBufferfv(GL_COLOR, 0, clear_color_empty);
glClearBufferfv(GL_COLOR, 1, clear_color_empty);
glClearBufferfi(GL_DEPTH_STENCIL, 0, 1.0f, 0);
ScopedGPUTimer Timer(irr_driver->getGPUTimer(Q_SOLID_PASS));
SP::draw(SP::RP_1ST, SP::DCT_NORMAL);
}
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
// Lights
{
PROFILER_PUSH_CPU_MARKER("- Light", 0x00, 0xFF, 0x00);
m_rtts->getFBO(FBO_COMBINED_DIFFUSE_SPECULAR).bind();
glClear(GL_COLOR_BUFFER_BIT);
GLuint specular_probe = 0;
if (m_skybox)
{
specular_probe = m_skybox->getSpecularProbe();
}
m_lighting_passes.renderLights( hasShadow,
m_rtts->getRenderTarget(RTT_NORMAL_AND_DEPTH),
m_rtts->getDepthStencilTexture(),
m_rtts->getShadowFrameBuffer(),
specular_probe);
PROFILER_POP_CPU_MARKER();
}
// Handle SSAO
{
PROFILER_PUSH_CPU_MARKER("- SSAO", 0xFF, 0xFF, 0x00);
ScopedGPUTimer Timer(irr_driver->getGPUTimer(Q_SSAO));
if (UserConfigParams::m_ssao)
renderSSAO();
PROFILER_POP_CPU_MARKER();
}
const Track * const track = Track::getCurrentTrack();
// Render discrete lights scattering
if (track && track->isFogEnabled())
{
PROFILER_PUSH_CPU_MARKER("- PointLight Scatter", 0xFF, 0x00, 0x00);
ScopedGPUTimer Timer(irr_driver->getGPUTimer(Q_LIGHTSCATTER));
m_lighting_passes.renderLightsScatter(m_rtts->getDepthStencilTexture(),
m_rtts->getFBO(FBO_HALF1),
m_rtts->getFBO(FBO_HALF2),
m_post_processing);
PROFILER_POP_CPU_MARKER();
}
// Render anything glowing.
if (UserConfigParams::m_glow)
{
PROFILER_PUSH_CPU_MARKER("- Glow", 0xFF, 0xFF, 0x00);
ScopedGPUTimer Timer(irr_driver->getGPUTimer(Q_GLOW));
renderGlow();
// To half
FrameBuffer::blit(m_rtts->getFBO(FBO_RGBA_2),
m_rtts->getFBO(FBO_HALF2), GL_COLOR_BUFFER_BIT, GL_LINEAR);
// To quarter
FrameBuffer::blit(m_rtts->getFBO(FBO_HALF2),
m_rtts->getFBO(FBO_QUARTER1), GL_COLOR_BUFFER_BIT, GL_LINEAR);
PROFILER_POP_CPU_MARKER();
} // end glow
m_rtts->getFBO(FBO_COLORS).bind();
glClear(UserConfigParams::m_glow ? GL_COLOR_BUFFER_BIT :
GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
{
PROFILER_PUSH_CPU_MARKER("- Combine diffuse color", 0x2F, 0x77, 0x33);
ScopedGPUTimer Timer(irr_driver->getGPUTimer(Q_COMBINE_DIFFUSE_COLOR));
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glDisable(GL_BLEND);
std::array<float, 4> bg_color = {{ 1.0f, 1.0f, 1.0f, 0.0f }};
if (World::getWorld() != NULL)
{
bg_color[0] =
irr_driver->getClearColor().getRed() / 255.0f;
bg_color[1] =
irr_driver->getClearColor().getGreen() / 255.0f;
bg_color[2] =
irr_driver->getClearColor().getBlue() / 255.0f;
bg_color[3] =
irr_driver->getClearColor().getAlpha() / 255.0f;
}
CombineDiffuseColor::getInstance()->render(
m_rtts->getRenderTarget(RTT_DIFFUSE),
m_rtts->getRenderTarget(RTT_SPECULAR),
m_rtts->getRenderTarget(RTT_HALF1_R),
m_rtts->getRenderTarget(RTT_NORMAL_AND_DEPTH),
m_rtts->getRenderTarget(RTT_SP_DIFF_COLOR),
m_rtts->getDepthStencilTexture(),
m_rtts->getRenderTarget(RTT_HALF1), !m_skybox ?
bg_color : std::array<float, 4>{{0.0f, 0.0f, 0.0f, 0.0f}});
PROFILER_POP_CPU_MARKER();
}
if (SP::sp_debug_view)
{
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
m_rtts->getFBO(FBO_NORMAL_AND_DEPTHS).bind();
SP::drawSPDebugView();
m_rtts->getFBO(FBO_COLORS).bind();
}
{
PROFILER_PUSH_CPU_MARKER("- Skybox", 0xFF, 0x00, 0xFF);
ScopedGPUTimer Timer(irr_driver->getGPUTimer(Q_SKYBOX));
renderSkybox(camnode);
PROFILER_POP_CPU_MARKER();
}
if (UserConfigParams::m_glow)
{
m_post_processing->renderGlow(m_rtts->getFBO(FBO_QUARTER1));
}
// Render transparent
{
PROFILER_PUSH_CPU_MARKER("- Transparent Pass", 0xFF, 0x00, 0x00);
ScopedGPUTimer Timer(irr_driver->getGPUTimer(Q_TRANSPARENT));
SP::draw(SP::RP_1ST, SP::DCT_TRANSPARENT);
SP::draw(SP::RP_RESERVED, SP::DCT_TRANSPARENT);
PROFILER_POP_CPU_MARKER();
}
// Render particles and text billboard
{
PROFILER_PUSH_CPU_MARKER("- Particles and text billboard", 0xFF, 0xFF,
0x00);
ScopedGPUTimer Timer(irr_driver->getGPUTimer(Q_PARTICLES));
CPUParticleManager::getInstance()->drawAll();
TextBillboardDrawer::drawAll();
PROFILER_POP_CPU_MARKER();
}
glDisable(GL_CULL_FACE);
// Now all instancing data from mesh and particle are done drawing
m_draw_calls.setFenceSync();
if (!forceRTT)
{
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
}
} //renderSceneDeferred
// ----------------------------------------------------------------------------
void ShaderBasedRenderer::renderScene(scene::ICameraSceneNode * const camnode,
float dt,
bool hasShadow,
bool forceRTT)
{
if (CVS->isARBUniformBufferObjectUsable())
{
glBindBufferBase(GL_UNIFORM_BUFFER, 0,
SP::sp_mat_ubo[SP::sp_cur_player][SP::sp_cur_buf_id[SP::sp_cur_player]]);
glBindBufferBase(GL_UNIFORM_BUFFER, 1, SharedGPUObjects::getLightingDataUBO());
}
irr_driver->getSceneManager()->setActiveCamera(camnode);
PROFILER_PUSH_CPU_MARKER("- Draw Call Generation", 0xFF, 0xFF, 0xFF);
m_draw_calls.prepareDrawCalls(camnode);
PROFILER_POP_CPU_MARKER();
glDepthMask(GL_TRUE);
glDepthFunc(GL_LEQUAL);
glEnable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glEnable(GL_CULL_FACE);
if (forceRTT)
{
m_rtts->getFBO(FBO_COLORS).bind();
video::SColor clearColor(0, 150, 150, 150);
if (World::getWorld() != NULL)
clearColor = irr_driver->getClearColor();
glClearColor(clearColor.getRed() / 255.f, clearColor.getGreen() / 255.f,
clearColor.getBlue() / 255.f, clearColor.getAlpha() / 255.f);
glClear(GL_COLOR_BUFFER_BIT);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
}
{
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
ScopedGPUTimer Timer(irr_driver->getGPUTimer(Q_SOLID_PASS));
SP::draw(SP::RP_1ST, SP::DCT_NORMAL);
}
{
PROFILER_PUSH_CPU_MARKER("- Skybox", 0xFF, 0x00, 0xFF);
ScopedGPUTimer Timer(irr_driver->getGPUTimer(Q_SKYBOX));
renderSkybox(camnode);
PROFILER_POP_CPU_MARKER();
}
// Render transparent
{
PROFILER_PUSH_CPU_MARKER("- Transparent Pass", 0xFF, 0x00, 0x00);
ScopedGPUTimer Timer(irr_driver->getGPUTimer(Q_TRANSPARENT));
SP::draw(SP::RP_1ST, SP::DCT_TRANSPARENT);
SP::draw(SP::RP_RESERVED, SP::DCT_TRANSPARENT);
PROFILER_POP_CPU_MARKER();
}
// Render particles and text billboard
{
PROFILER_PUSH_CPU_MARKER("- Particles and text billboard", 0xFF, 0xFF,
0x00);
ScopedGPUTimer Timer(irr_driver->getGPUTimer(Q_PARTICLES));
CPUParticleManager::getInstance()->drawAll();
TextBillboardDrawer::drawAll();
PROFILER_POP_CPU_MARKER();
}
glDisable(GL_CULL_FACE);
// Now all instancing data from mesh and particle are done drawing
m_draw_calls.setFenceSync();
if (!forceRTT)
{
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
}
glBindVertexArray(0);
} //renderScene
// ----------------------------------------------------------------------------
void ShaderBasedRenderer::debugPhysics()
{
// Note that drawAll must be called before rendering
// the bullet debug view, since otherwise the camera
// is not set up properly. This is only used for
// the bullet debug view.
if(Physics::getInstance())
{
if (UserConfigParams::m_artist_debug_mode)
Physics::getInstance()->draw();
IrrDebugDrawer* debug_drawer = Physics::getInstance()->getDebugDrawer();
if (debug_drawer != NULL && debug_drawer->debugEnabled())
{
const std::map<video::SColor, std::vector<float> >& lines =
debug_drawer->getLines();
std::map<video::SColor, std::vector<float> >::const_iterator it;
glEnable(GL_DEPTH_TEST);
Shaders::ColoredLine *line = Shaders::ColoredLine::getInstance();
line->use();
line->bindVertexArray();
line->bindBuffer();
for (it = lines.begin(); it != lines.end(); it++)
{
line->setUniforms(it->first);
const std::vector<float> &vertex = it->second;
const float *tmp = vertex.data();
for (unsigned int i = 0; i < vertex.size(); i += 1024 * 6)
{
unsigned count = std::min((unsigned)vertex.size() - i, (unsigned)1024 * 6);
glBufferSubData(GL_ARRAY_BUFFER, 0, count * sizeof(float), &tmp[i]);
glDrawArrays(GL_LINES, 0, count / 3);
}
}
glDisable(GL_DEPTH_TEST);
glUseProgram(0);
glBindVertexArray(0);
}
}
} //debugPhysics
// ----------------------------------------------------------------------------
void ShaderBasedRenderer::renderPostProcessing(Camera * const camera,
bool first_cam)
{
scene::ICameraSceneNode * const camnode = camera->getCameraSceneNode();
const core::recti &viewport = camera->getViewport();
bool isRace = StateManager::get()->getGameState() == GUIEngine::GAME;
FrameBuffer *fbo = m_post_processing->render(camnode, isRace, m_rtts);
// The viewport has been changed using glViewport function directly
// during scene rendering, but irrlicht thinks that nothing changed
// when single camera is used. In this case we set the viewport
// to whole screen manually.
glViewport(0, 0, irr_driver->getActualScreenSize().Width,
irr_driver->getActualScreenSize().Height);
if (SP::sp_debug_view)
{
m_rtts->getFBO(FBO_NORMAL_AND_DEPTHS).blitToDefault(
viewport.UpperLeftCorner.X,
irr_driver->getActualScreenSize().Height - viewport.LowerRightCorner.Y,
viewport.LowerRightCorner.X,
irr_driver->getActualScreenSize().Height - viewport.UpperLeftCorner.Y);
}
else if (irr_driver->getSSAOViz())
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
if (first_cam)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
}
camera->activate();
m_post_processing->renderPassThrough(m_rtts->getFBO(FBO_HALF1_R).getRTT()[0], viewport.LowerRightCorner.X - viewport.UpperLeftCorner.X, viewport.LowerRightCorner.Y - viewport.UpperLeftCorner.Y);
}
else if (irr_driver->getShadowViz() && m_rtts->getShadowFrameBuffer())
{
m_shadow_matrices.renderShadowsDebug(m_rtts->getShadowFrameBuffer(), m_post_processing);
}
else
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
if (first_cam)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
}
camera->activate();
m_post_processing->renderPassThrough(fbo->getRTT()[0], viewport.LowerRightCorner.X - viewport.UpperLeftCorner.X, viewport.LowerRightCorner.Y - viewport.UpperLeftCorner.Y);
}
glBindVertexArray(0);
} //renderPostProcessing
// ----------------------------------------------------------------------------
ShaderBasedRenderer::ShaderBasedRenderer()
{
m_rtts = NULL;
m_skybox = NULL;
m_spherical_harmonics = new SphericalHarmonics(irr_driver->getAmbientLight().toSColor());
SharedGPUObjects::init();
SP::init();
SP::initSTKRenderer(this);
m_post_processing = new PostProcessing();
}
// ----------------------------------------------------------------------------
ShaderBasedRenderer::~ShaderBasedRenderer()
{
delete m_post_processing;
delete m_spherical_harmonics;
delete m_skybox;
delete m_rtts;
ShaderBase::killShaders();
SP::destroy();
ShaderFilesManager::kill();
}
// ----------------------------------------------------------------------------
void ShaderBasedRenderer::onLoadWorld()
{
const core::recti &viewport = Camera::getCamera(0)->getViewport();
unsigned int width = viewport.LowerRightCorner.X - viewport.UpperLeftCorner.X;
unsigned int height = viewport.LowerRightCorner.Y - viewport.UpperLeftCorner.Y;
RTT* rtts = new RTT(width, height, CVS->isDeferredEnabled() ?
UserConfigParams::m_scale_rtts_factor : 1.0f,
!CVS->isDeferredEnabled());
setRTT(rtts);
}
// ----------------------------------------------------------------------------
void ShaderBasedRenderer::onUnloadWorld()
{
delete m_rtts;
m_rtts = NULL;
removeSkyBox();
}
// ----------------------------------------------------------------------------
void ShaderBasedRenderer::resetPostProcessing()
{
if (CVS->isARBUniformBufferObjectUsable())
{
uploadLightingData();
}
m_post_processing->reset();
}
// ----------------------------------------------------------------------------
void ShaderBasedRenderer::giveBoost(unsigned int cam_index)
{
m_post_processing->giveBoost(cam_index);
}
// ----------------------------------------------------------------------------
void ShaderBasedRenderer::addSkyBox(const std::vector<video::ITexture*> &texture,
const std::vector<video::ITexture*> &spherical_harmonics_textures)
{
m_skybox = new Skybox(texture);
if(spherical_harmonics_textures.size() == 6)
{
m_spherical_harmonics->setTextures(spherical_harmonics_textures);
}
}
// ----------------------------------------------------------------------------
void ShaderBasedRenderer::removeSkyBox()
{
delete m_skybox;
m_skybox = NULL;
}
// ----------------------------------------------------------------------------
const SHCoefficients* ShaderBasedRenderer::getSHCoefficients() const
{
return m_spherical_harmonics->getCoefficients();
}
// ----------------------------------------------------------------------------
GLuint ShaderBasedRenderer::getRenderTargetTexture(TypeRTT which) const
{
return m_rtts->getRenderTarget(which);
}
// ----------------------------------------------------------------------------
GLuint ShaderBasedRenderer::getDepthStencilTexture() const
{
return m_rtts->getDepthStencilTexture();
}
// ----------------------------------------------------------------------------
void ShaderBasedRenderer::setAmbientLight(const video::SColorf &light,
bool force_SH_computation)
{
if (force_SH_computation)
m_spherical_harmonics->setAmbientLight(light.toSColor());
}
// ----------------------------------------------------------------------------
void ShaderBasedRenderer::addSunLight(const core::vector3df &pos)
{
m_shadow_matrices.addLight(pos);
}
// ----------------------------------------------------------------------------
void ShaderBasedRenderer::render(float dt)
{
// Start the RTT for post-processing.
// We do this before beginScene() because we want to capture the glClear()
// because of tracks that do not have skyboxes (generally add-on tracks)
m_post_processing->begin();
World *world = World::getWorld(); // Never NULL.
Track *track = Track::getCurrentTrack();
RaceGUIBase *rg = world->getRaceGUI();
if (rg) rg->update(dt);
if (!CVS->isDeferredEnabled())
{
prepareForwardRenderer();
}
{
PROFILER_PUSH_CPU_MARKER("Update scene", 0x0, 0xFF, 0x0);
static_cast<scene::CSceneManager *>(irr_driver->getSceneManager())
->OnAnimate(os::Timer::getTime());
PROFILER_POP_CPU_MARKER();
}
assert(Camera::getNumCameras() < MAX_PLAYER_COUNT + 1);
for(unsigned int cam = 0; cam < Camera::getNumCameras(); cam++)
{
SP::sp_cur_player = cam;
SP::sp_cur_buf_id[cam] = (SP::sp_cur_buf_id[cam] + 1) % 3;
Camera * const camera = Camera::getCamera(cam);
scene::ICameraSceneNode * const camnode = camera->getCameraSceneNode();
std::ostringstream oss;
oss << "drawAll() for kart " << cam;
PROFILER_PUSH_CPU_MARKER(oss.str().c_str(), (cam+1)*60,
0x00, 0x00);
camera->activate(!CVS->isDeferredEnabled());
rg->preRenderCallback(camera); // adjusts start referee
irr_driver->getSceneManager()->setActiveCamera(camnode);
computeMatrixesAndCameras(camnode, m_rtts->getWidth(), m_rtts->getHeight());
if (CVS->isDeferredEnabled())
{
renderSceneDeferred(camnode, dt, track->hasShadows(), false);
}
else
{
renderScene(camnode, dt, track->hasShadows(), false);
}
if (irr_driver->getBoundingBoxesViz())
{
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
SP::drawBoundingBoxes();
m_draw_calls.renderBoundingBoxes();
}
debugPhysics();
if (CVS->isDeferredEnabled())
{
renderPostProcessing(camera, cam == 0);
}
// Save projection-view matrix for the next frame
camera->setPreviousPVMatrix(irr_driver->getProjViewMatrix());
PROFILER_POP_CPU_MARKER();
} // for i<world->getNumKarts()
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glUseProgram(0);
// Set the viewport back to the full screen for race gui
irr_driver->getVideoDriver()->setViewPort(core::recti(0, 0,
irr_driver->getActualScreenSize().Width,
irr_driver->getActualScreenSize().Height));
m_current_screen_size = core::vector2df(
(float)irr_driver->getActualScreenSize().Width,
(float)irr_driver->getActualScreenSize().Height);
for(unsigned int i=0; i<Camera::getNumCameras(); i++)
{
Camera *camera = Camera::getCamera(i);
std::ostringstream oss;
oss << "renderPlayerView() for kart " << i;
PROFILER_PUSH_CPU_MARKER(oss.str().c_str(), 0x00, 0x00, (i+1)*60);
rg->renderPlayerView(camera, dt);
PROFILER_POP_CPU_MARKER();
} // for i<getNumKarts
{
ScopedGPUTimer Timer(irr_driver->getGPUTimer(Q_GUI));
PROFILER_PUSH_CPU_MARKER("GUIEngine", 0x75, 0x75, 0x75);
// Either render the gui, or the global elements of the race gui.
GUIEngine::render(dt);
PROFILER_POP_CPU_MARKER();
}
// Render the profiler
if(UserConfigParams::m_profiler_enabled)
{
PROFILER_DRAW();
}
#ifdef DEBUG
drawDebugMeshes();
#endif
PROFILER_PUSH_CPU_MARKER("EndScene", 0x45, 0x75, 0x45);
irr_driver->getVideoDriver()->endScene();
PROFILER_POP_CPU_MARKER();
m_post_processing->update(dt);
} //render
// ----------------------------------------------------------------------------
std::unique_ptr<RenderTarget> ShaderBasedRenderer::createRenderTarget(const irr::core::dimension2du &dimension,
const std::string &name)
{
return std::unique_ptr<RenderTarget>(new GL3RenderTarget(dimension, name, this));
//return std::make_unique<GL3RenderTarget>(dimension, name, this); //require C++14
}
// ----------------------------------------------------------------------------
void ShaderBasedRenderer::renderToTexture(GL3RenderTarget *render_target,
irr::scene::ICameraSceneNode* camera,
float dt)
{
// For render to texture no triple buffering of ubo is used
SP::sp_cur_player = 0;
SP::sp_cur_buf_id[0] = 0;
assert(m_rtts != NULL);
irr_driver->getSceneManager()->setActiveCamera(camera);
static_cast<scene::CSceneManager *>(irr_driver->getSceneManager())
->OnAnimate(os::Timer::getTime());
computeMatrixesAndCameras(camera, m_rtts->getWidth(), m_rtts->getHeight());
if (CVS->isARBUniformBufferObjectUsable())
uploadLightingData();
if (CVS->isDeferredEnabled())
{
renderSceneDeferred(camera, dt, false, true);
render_target->setFrameBuffer(m_post_processing
->render(camera, false, m_rtts));
}
else
{
renderScene(camera, dt, false, true);
render_target->setFrameBuffer(&m_rtts->getFBO(FBO_COLORS));
}
// reset
glViewport(0, 0,
irr_driver->getActualScreenSize().Width,
irr_driver->getActualScreenSize().Height);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
irr_driver->getSceneManager()->setActiveCamera(NULL);
} //renderToTexture
#endif // !SERVER_ONLY