Deve 850b23db1f Fixed setting viewport in multiplayer games.
It was broken in commit 5cfed1bc1caed71afd03c652dafbb7a5f1c4ae0d.

We mix irr_driver->getVideoDriver()->setViewPort() and glViewport(...) functions and thus the first one, which is executed during camera activation, in some cases doesn't work. It compares the viewport to values which has been set last time and thinks that nothing changed.

It only happens on single player (with single camera), so we just restore the viewport to fullscreen after scene rendering to workaround the issue.

Actually the problem was that it was set after camera activation, which overwrote proper values.

I also fixed SSAO, RSM and normals vizualization in multiplayer games.
2016-10-10 22:47:30 +02:00

733 lines
26 KiB
C++

//
// SuperTuxKart - a fun racing game with go-kart
// Copyright (C) 2009-2015 Joerg Henrichs
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 3
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#include "graphics/irr_driver.hpp"
#include "config/user_config.hpp"
#include "graphics/callbacks.hpp"
#include "graphics/central_settings.hpp"
#include "graphics/glwrap.hpp"
#include "graphics/graphics_restrictions.hpp"
#include "graphics/lod_node.hpp"
#include "graphics/post_processing.hpp"
#include "graphics/referee.hpp"
#include "graphics/rtts.hpp"
#include "graphics/screen_quad.hpp"
#include "graphics/shaders.hpp"
#include "graphics/shadow_matrices.hpp"
#include "graphics/shared_gpu_objects.hpp"
#include "graphics/stk_mesh_scene_node.hpp"
#include "graphics/stk_scene_manager.hpp"
#include "items/item_manager.hpp"
#include "items/powerup_manager.hpp"
#include "modes/world.hpp"
#include "physics/physics.hpp"
#include "tracks/track.hpp"
#include "utils/profiler.hpp"
#define MAX2(a, b) ((a) > (b) ? (a) : (b))
#define MIN2(a, b) ((a) > (b) ? (b) : (a))
// ============================================================================
class InstancedColorizeShader : public Shader<InstancedColorizeShader>
{
public:
InstancedColorizeShader()
{
loadProgram(OBJECT, GL_VERTEX_SHADER, "glow_object.vert",
GL_FRAGMENT_SHADER, "glow_object.frag");
assignUniforms();
} // InstancedColorizeShader
}; // InstancedColorizeShader
// ============================================================================
extern std::vector<float> BoundingBoxes;
void IrrDriver::renderGLSL(float dt)
{
BoundingBoxes.clear();
World *world = World::getWorld(); // Never NULL.
Track *track = world->getTrack();
for (unsigned i = 0; i < PowerupManager::POWERUP_MAX; i++)
{
scene::IMesh *mesh = powerup_manager->m_all_meshes[i];
if (!mesh)
continue;
for (unsigned j = 0; j < mesh->getMeshBufferCount(); j++)
{
scene::IMeshBuffer *mb = mesh->getMeshBuffer(j);
if (!mb)
continue;
for (unsigned k = 0; k < 4; k++)
{
video::ITexture *tex = mb->getMaterial().getTexture(k);
if (!tex)
continue;
compressTexture(tex, true);
}
}
}
// Overrides
video::SOverrideMaterial &overridemat = m_video_driver->getOverrideMaterial();
overridemat.EnablePasses = scene::ESNRP_SOLID | scene::ESNRP_TRANSPARENT;
overridemat.EnableFlags = 0;
if (m_wireframe)
{
overridemat.Material.Wireframe = 1;
overridemat.EnableFlags |= video::EMF_WIREFRAME;
}
if (m_mipviz)
{
overridemat.Material.MaterialType = Shaders::getShader(ES_MIPVIZ);
overridemat.EnableFlags |= video::EMF_MATERIAL_TYPE;
overridemat.EnablePasses = scene::ESNRP_SOLID;
}
// Get a list of all glowing things. The driver's list contains the static ones,
// here we add items, as they may disappear each frame.
std::vector<GlowData> glows = m_glowing;
ItemManager * const items = ItemManager::get();
const u32 itemcount = items->getNumberOfItems();
u32 i;
for (i = 0; i < itemcount; i++)
{
Item * const item = items->getItem(i);
if (!item) continue;
const Item::ItemType type = item->getType();
if (type != Item::ITEM_NITRO_BIG && type != Item::ITEM_NITRO_SMALL &&
type != Item::ITEM_BONUS_BOX && type != Item::ITEM_BANANA && type != Item::ITEM_BUBBLEGUM)
continue;
LODNode * const lod = (LODNode *) item->getSceneNode();
if (!lod->isVisible()) continue;
const int level = lod->getLevel();
if (level < 0) continue;
scene::ISceneNode * const node = lod->getAllNodes()[level];
node->updateAbsolutePosition();
GlowData dat;
dat.node = node;
dat.r = 1.0f;
dat.g = 1.0f;
dat.b = 1.0f;
const video::SColorf &c = ItemManager::getGlowColor(type);
dat.r = c.getRed();
dat.g = c.getGreen();
dat.b = c.getBlue();
glows.push_back(dat);
}
// 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();
RaceGUIBase *rg = world->getRaceGUI();
if (rg) rg->update(dt);
if (!CVS->isDefferedEnabled())
{
SColor clearColor(0, 150, 150, 150);
if (World::getWorld() != NULL)
clearColor = World::getWorld()->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);
}
for(unsigned int cam = 0; cam < Camera::getNumCameras(); cam++)
{
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->isDefferedEnabled());
rg->preRenderCallback(camera); // adjusts start referee
m_scene_manager->setActiveCamera(camnode);
const core::recti &viewport = camera->getViewport();
if (World::getWorld() && World::getWorld()->getTrack()->hasShadows() && m_spherical_harmonics->has6Textures())
irr_driver->getSceneManager()->setAmbientLight(SColor(0, 0, 0, 0));
if (!CVS->isDefferedEnabled())
glEnable(GL_FRAMEBUFFER_SRGB);
PROFILER_PUSH_CPU_MARKER("Update Light Info", 0xFF, 0x0, 0x0);
unsigned plc = updateLightsInfo(camnode, dt);
PROFILER_POP_CPU_MARKER();
PROFILER_PUSH_CPU_MARKER("UBO upload", 0x0, 0xFF, 0x0);
computeMatrixesAndCameras(camnode, viewport.LowerRightCorner.X - viewport.UpperLeftCorner.X, viewport.LowerRightCorner.Y - viewport.UpperLeftCorner.Y);
uploadLightingData();
PROFILER_POP_CPU_MARKER();
renderScene(camnode, plc, glows, dt, track->hasShadows(), false);
// Render bounding boxes
if (irr_driver->getBoundingBoxesViz())
{
Shaders::ColoredLine *line = Shaders::ColoredLine::getInstance();
line->use();
line->bindVertexArray();
line->bindBuffer();
line->setUniforms(SColor(255, 255, 0, 0));
const float *tmp = BoundingBoxes.data();
for (unsigned int i = 0; i < BoundingBoxes.size(); i += 1024 * 6)
{
unsigned count = MIN2((int)BoundingBoxes.size() - i, 1024 * 6);
glBufferSubData(GL_ARRAY_BUFFER, 0, count * sizeof(float), &tmp[i]);
glDrawArrays(GL_LINES, 0, count / 3);
}
}
// Debug physic
// 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 (UserConfigParams::m_artist_debug_mode)
World::getWorld()->getPhysics()->draw();
if (world != NULL && world->getPhysics() != NULL)
{
IrrDebugDrawer* debug_drawer = world->getPhysics()->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;
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 = MIN2((int)vertex.size() - i, 1024 * 6);
glBufferSubData(GL_ARRAY_BUFFER, 0, count * sizeof(float), &tmp[i]);
glDrawArrays(GL_LINES, 0, count / 3);
}
}
glUseProgram(0);
glBindVertexArray(0);
}
}
// Render the post-processed scene
if (CVS->isDefferedEnabled())
{
bool isRace = StateManager::get()->getGameState() == GUIEngine::GAME;
FrameBuffer *fbo = m_post_processing->render(camnode, isRace);
// 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 (irr_driver->getNormals())
{
irr_driver->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);
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->getRSM())
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
camera->activate();
m_post_processing->renderPassThrough(m_rtts->getRSM().getRTT()[0], viewport.LowerRightCorner.X - viewport.UpperLeftCorner.X, viewport.LowerRightCorner.Y - viewport.UpperLeftCorner.Y);
}
else if (irr_driver->getShadowViz())
{
getShadowMatrices()->renderShadowsDebug();
}
else
{
glEnable(GL_FRAMEBUFFER_SRGB);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
camera->activate();
m_post_processing->renderPassThrough(fbo->getRTT()[0], viewport.LowerRightCorner.X - viewport.UpperLeftCorner.X, viewport.LowerRightCorner.Y - viewport.UpperLeftCorner.Y);
glDisable(GL_FRAMEBUFFER_SRGB);
}
}
// Save projection-view matrix for the next frame
camera->setPreviousPVMatrix(m_ProjViewMatrix);
PROFILER_POP_CPU_MARKER();
} // for i<world->getNumKarts()
// Use full screen size
float tmp[2];
tmp[0] = float(m_actual_screen_size.Width);
tmp[1] = float(m_actual_screen_size.Height);
glBindBuffer(GL_UNIFORM_BUFFER,
SharedGPUObjects::getViewProjectionMatricesUBO());
glBufferSubData(GL_UNIFORM_BUFFER, (16 * 9) * sizeof(float),
2 * sizeof(float), tmp);
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
m_video_driver->setViewPort(core::recti(0, 0,
irr_driver->getActualScreenSize().Width,
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(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("EndSccene", 0x45, 0x75, 0x45);
m_video_driver->endScene();
PROFILER_POP_CPU_MARKER();
getPostProcessing()->update(dt);
}
void IrrDriver::renderScene(scene::ICameraSceneNode * const camnode, unsigned pointlightcount, std::vector<GlowData>& glows, float dt, bool hasShadow, bool forceRTT)
{
glBindBufferBase(GL_UNIFORM_BUFFER, 0, SharedGPUObjects::getViewProjectionMatricesUBO());
glBindBufferBase(GL_UNIFORM_BUFFER, 1, SharedGPUObjects::getLightingDataUBO());
m_scene_manager->setActiveCamera(camnode);
PROFILER_PUSH_CPU_MARKER("- Draw Call Generation", 0xFF, 0xFF, 0xFF);
PrepareDrawCalls(camnode);
PROFILER_POP_CPU_MARKER();
// Shadows
{
// To avoid wrong culling, use the largest view possible
m_scene_manager->setActiveCamera(getShadowMatrices()->getSunCam());
if (CVS->isDefferedEnabled() &&
CVS->isShadowEnabled() && hasShadow)
{
PROFILER_PUSH_CPU_MARKER("- Shadow", 0x30, 0x6F, 0x90);
renderShadows();
PROFILER_POP_CPU_MARKER();
if (CVS->isGlobalIlluminationEnabled())
{
PROFILER_PUSH_CPU_MARKER("- RSM", 0xFF, 0x0, 0xFF);
renderRSM();
PROFILER_POP_CPU_MARKER();
}
}
m_scene_manager->setActiveCamera(camnode);
}
PROFILER_PUSH_CPU_MARKER("- Solid Pass 1", 0xFF, 0x00, 0x00);
glDepthMask(GL_TRUE);
glDepthFunc(GL_LEQUAL);
glEnable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glEnable(GL_CULL_FACE);
if (CVS->isDefferedEnabled() || forceRTT)
{
m_rtts->getFBO(FBO_NORMAL_AND_DEPTHS).bind();
glClearColor(0., 0., 0., 0.);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
renderSolidFirstPass();
}
else
{
// We need a cleared depth buffer for some effect (eg particles depth blending)
if (GraphicsRestrictions::isDisabled(GraphicsRestrictions::GR_FRAMEBUFFER_SRGB_WORKING))
glDisable(GL_FRAMEBUFFER_SRGB);
m_rtts->getFBO(FBO_NORMAL_AND_DEPTHS).bind();
// Bind() modifies the viewport. In order not to affect anything else,
// the viewport is just reset here and not removed in Bind().
const core::recti &vp = Camera::getActiveCamera()->getViewport();
glViewport(vp.UpperLeftCorner.X,
irr_driver->getActualScreenSize().Height - vp.LowerRightCorner.Y,
vp.LowerRightCorner.X - vp.UpperLeftCorner.X,
vp.LowerRightCorner.Y - vp.UpperLeftCorner.Y);
glClear(GL_DEPTH_BUFFER_BIT);
if (GraphicsRestrictions::isDisabled(GraphicsRestrictions::GR_FRAMEBUFFER_SRGB_WORKING))
glEnable(GL_FRAMEBUFFER_SRGB);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
PROFILER_POP_CPU_MARKER();
// Lights
{
PROFILER_PUSH_CPU_MARKER("- Light", 0x00, 0xFF, 0x00);
if (CVS->isDefferedEnabled())
renderLights(pointlightcount, hasShadow);
PROFILER_POP_CPU_MARKER();
}
// Handle SSAO
{
PROFILER_PUSH_CPU_MARKER("- SSAO", 0xFF, 0xFF, 0x00);
ScopedGPUTimer Timer(getGPUTimer(Q_SSAO));
if (UserConfigParams::m_ssao)
renderSSAO();
PROFILER_POP_CPU_MARKER();
}
PROFILER_PUSH_CPU_MARKER("- Solid Pass 2", 0x00, 0x00, 0xFF);
if (CVS->isDefferedEnabled() || forceRTT)
{
m_rtts->getFBO(FBO_COLORS).bind();
SColor clearColor(0, 150, 150, 150);
if (World::getWorld() != NULL)
clearColor = World::getWorld()->getClearColor();
glClearColor(clearColor.getRed() / 255.f, clearColor.getGreen() / 255.f,
clearColor.getBlue() / 255.f, clearColor.getAlpha() / 255.f);
glClear(GL_COLOR_BUFFER_BIT);
glDepthMask(GL_FALSE);
}
renderSolidSecondPass();
PROFILER_POP_CPU_MARKER();
if (getNormals())
{
m_rtts->getFBO(FBO_NORMAL_AND_DEPTHS).bind();
renderNormalsVisualisation();
m_rtts->getFBO(FBO_COLORS).bind();
}
// Render ambient scattering
if (CVS->isDefferedEnabled() && World::getWorld() != NULL &&
World::getWorld()->isFogEnabled())
{
PROFILER_PUSH_CPU_MARKER("- Ambient scatter", 0xFF, 0x00, 0x00);
ScopedGPUTimer Timer(getGPUTimer(Q_FOG));
renderAmbientScatter();
PROFILER_POP_CPU_MARKER();
}
{
PROFILER_PUSH_CPU_MARKER("- Skybox", 0xFF, 0x00, 0xFF);
ScopedGPUTimer Timer(getGPUTimer(Q_SKYBOX));
renderSkybox(camnode);
PROFILER_POP_CPU_MARKER();
}
// Render discrete lights scattering
if (CVS->isDefferedEnabled() && World::getWorld() != NULL &&
World::getWorld()->isFogEnabled())
{
PROFILER_PUSH_CPU_MARKER("- PointLight Scatter", 0xFF, 0x00, 0x00);
ScopedGPUTimer Timer(getGPUTimer(Q_FOG));
renderLightsScatter(pointlightcount);
PROFILER_POP_CPU_MARKER();
}
if (getRH())
{
glDisable(GL_BLEND);
m_rtts->getFBO(FBO_COLORS).bind();
m_post_processing->renderRHDebug(m_rtts->getRH().getRTT()[0],
m_rtts->getRH().getRTT()[1],
m_rtts->getRH().getRTT()[2],
getShadowMatrices()->getRHMatrix(),
getShadowMatrices()->getRHExtend());
}
if (getGI())
{
glDisable(GL_BLEND);
m_rtts->getFBO(FBO_COLORS).bind();
m_post_processing->renderGI(getShadowMatrices()->getRHMatrix(),
getShadowMatrices()->getRHExtend(),
m_rtts->getRH());
}
PROFILER_PUSH_CPU_MARKER("- Glow", 0xFF, 0xFF, 0x00);
// Render anything glowing.
if (!m_mipviz && !m_wireframe && UserConfigParams::m_glow)
{
ScopedGPUTimer Timer(getGPUTimer(Q_GLOW));
irr_driver->setPhase(GLOW_PASS);
renderGlow(glows);
} // end glow
PROFILER_POP_CPU_MARKER();
// Render transparent
{
PROFILER_PUSH_CPU_MARKER("- Transparent Pass", 0xFF, 0x00, 0x00);
ScopedGPUTimer Timer(getGPUTimer(Q_TRANSPARENT));
renderTransparent();
PROFILER_POP_CPU_MARKER();
}
m_sync = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
// Render particles
{
PROFILER_PUSH_CPU_MARKER("- Particles", 0xFF, 0xFF, 0x00);
ScopedGPUTimer Timer(getGPUTimer(Q_PARTICLES));
renderParticles();
PROFILER_POP_CPU_MARKER();
}
if (!CVS->isDefferedEnabled() && !forceRTT)
{
glDisable(GL_FRAMEBUFFER_SRGB);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
return;
}
// Ensure that no object will be drawn after that by using invalid pass
irr_driver->setPhase(PASS_COUNT);
}
// --------------------------------------------
void IrrDriver::renderFixed(float dt)
{
World *world = World::getWorld(); // Never NULL.
m_video_driver->beginScene(/*backBuffer clear*/ true, /*zBuffer*/ true,
world->getClearColor());
irr_driver->getVideoDriver()->enableMaterial2D();
RaceGUIBase *rg = world->getRaceGUI();
if (rg) rg->update(dt);
for(unsigned int i=0; i<Camera::getNumCameras(); i++)
{
Camera *camera = Camera::getCamera(i);
std::ostringstream oss;
oss << "drawAll() for kart " << i;
PROFILER_PUSH_CPU_MARKER(oss.str().c_str(), (i+1)*60,
0x00, 0x00);
camera->activate();
rg->preRenderCallback(camera); // adjusts start referee
m_renderpass = ~0;
m_scene_manager->drawAll();
PROFILER_POP_CPU_MARKER();
// 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 (UserConfigParams::m_artist_debug_mode)
World::getWorld()->getPhysics()->draw();
} // for i<world->getNumKarts()
// Set the viewport back to the full screen for race gui
m_video_driver->setViewPort(core::recti(0, 0,
UserConfigParams::m_width,
UserConfigParams::m_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
// Either render the gui, or the global elements of the race gui.
GUIEngine::render(dt);
// Render the profiler
if(UserConfigParams::m_profiler_enabled)
{
PROFILER_DRAW();
}
#ifdef DEBUG
drawDebugMeshes();
#endif
m_video_driver->endScene();
}
// ----------------------------------------------------------------------------
void IrrDriver::renderSkybox(const scene::ICameraSceneNode *camera)
{
if(m_skybox)
{
m_skybox->render(camera);
}
} // renderSkybox
// ----------------------------------------------------------------------------
void IrrDriver::renderParticles()
{
glDepthMask(GL_FALSE);
glDisable(GL_CULL_FACE);
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
for (unsigned i = 0; i < ParticlesList::getInstance()->size(); ++i)
ParticlesList::getInstance()->at(i)->render();
// m_scene_manager->drawAll(scene::ESNRP_TRANSPARENT_EFFECT);
}
// ----------------------------------------------------------------------------
void IrrDriver::renderGlow(std::vector<GlowData>& glows)
{
m_scene_manager->setCurrentRendertime(scene::ESNRP_SOLID);
m_rtts->getFBO(FBO_TMP1_WITH_DS).bind();
glClearStencil(0);
glClearColor(0, 0, 0, 0);
glClear(GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
const u32 glowcount = (int)glows.size();
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);
if (CVS->isARBBaseInstanceUsable())
glBindVertexArray(VAOManager::getInstance()->getVAO(EVT_STANDARD));
for (u32 i = 0; i < glowcount; i++)
{
const GlowData &dat = glows[i];
scene::ISceneNode * cur = dat.node;
STKMeshSceneNode *node = static_cast<STKMeshSceneNode *>(cur);
node->setGlowColors(SColor(0, (unsigned) (dat.b * 255.f), (unsigned)(dat.g * 255.f), (unsigned)(dat.r * 255.f)));
if (!CVS->supportsIndirectInstancingRendering())
node->render();
}
if (CVS->supportsIndirectInstancingRendering() && CVS->isARBExplicitAttribLocationUsable())
{
#if !defined(USE_GLES2)
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, GlowPassCmd::getInstance()->drawindirectcmd);
InstancedColorizeShader::getInstance()->use();
glBindVertexArray(VAOManager::getInstance()->getInstanceVAO(video::EVT_STANDARD, InstanceTypeGlow));
if (CVS->isAZDOEnabled())
{
if (GlowPassCmd::getInstance()->Size)
{
glMultiDrawElementsIndirect(GL_TRIANGLES, GL_UNSIGNED_SHORT,
(const void*)(GlowPassCmd::getInstance()->Offset * sizeof(DrawElementsIndirectCommand)),
(int)GlowPassCmd::getInstance()->Size,
sizeof(DrawElementsIndirectCommand));
}
}
else
{
for (unsigned i = 0; i < ListInstancedGlow::getInstance()->size(); i++)
glDrawElementsIndirect(GL_TRIANGLES, GL_UNSIGNED_SHORT, (const void*)((GlowPassCmd::getInstance()->Offset + i) * sizeof(DrawElementsIndirectCommand)));
}
#endif
}
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glDisable(GL_STENCIL_TEST);
glDisable(GL_BLEND);
// To half
FrameBuffer::Blit(irr_driver->getFBO(FBO_TMP1_WITH_DS), irr_driver->getFBO(FBO_HALF1), GL_COLOR_BUFFER_BIT, GL_LINEAR);
// To quarter
FrameBuffer::Blit(irr_driver->getFBO(FBO_HALF1), irr_driver->getFBO(FBO_QUARTER1), GL_COLOR_BUFFER_BIT, GL_LINEAR);
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glStencilFunc(GL_EQUAL, 0, ~0);
glEnable(GL_STENCIL_TEST);
m_rtts->getFBO(FBO_COLORS).bind();
m_post_processing->renderGlow(m_rtts->getRenderTarget(RTT_QUARTER1));
glDisable(GL_STENCIL_TEST);
}