stk-code_catmod/src/graphics/lighting_passes.cpp
Benau 90a556fe9c Try to share shaders across different programs
Todo: non-instanced version
2016-12-17 15:59:40 +08:00

743 lines
30 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/lighting_passes.hpp"
#include "config/user_config.hpp"
#include "graphics/central_settings.hpp"
#include "graphics/glwrap.hpp"
#include "graphics/irr_driver.hpp"
#include "graphics/light.hpp"
#include "graphics/post_processing.hpp"
#include "graphics/rtts.hpp"
#include "graphics/shaders.hpp"
#include "graphics/shadow_matrices.hpp"
#include "graphics/shared_shaders.hpp"
#include "modes/world.hpp"
#include "tracks/track.hpp"
#include "utils/profiler.hpp"
class LightBaseClass
{
public:
struct PointLightInfo
{
float posX;
float posY;
float posZ;
float energy;
float red;
float green;
float blue;
float radius;
};
public:
static const unsigned int MAXLIGHT = 32;
public:
static struct PointLightInfo m_point_lights_info[MAXLIGHT];
}; // LightBaseClass
const unsigned int LightBaseClass::MAXLIGHT;
// ============================================================================
LightBaseClass::PointLightInfo m_point_lights_info[LightBaseClass::MAXLIGHT];
// ============================================================================
class FogShader : public TextureShader<FogShader, 1, float, core::vector3df>
{
public:
FogShader()
{
loadProgram(OBJECT, GET_SS(SharedScreenQuad),
GL_FRAGMENT_SHADER, "fog.frag");
assignUniforms("density", "col");
assignSamplerNames(0, "tex", ST_NEAREST_FILTERED);
} // FogShader
// ------------------------------------------------------------------------
void render(float start, const core::vector3df &color, GLuint depth_stencil_texture)
{
setTextureUnits(depth_stencil_texture);
drawFullScreenEffect(1.f / (40.f * start), color);
} // render
}; // FogShader
// ============================================================================
class PointLightShader : public TextureShader < PointLightShader, 2 >
{
public:
GLuint vbo;
GLuint vao;
PointLightShader()
{
loadProgram(OBJECT, GL_VERTEX_SHADER, "pointlight.vert",
GL_FRAGMENT_SHADER, "pointlight.frag");
assignUniforms();
assignSamplerNames(0, "ntex", ST_NEAREST_FILTERED,
1, "dtex", ST_NEAREST_FILTERED);
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER,
LightBaseClass::MAXLIGHT * sizeof(LightBaseClass::PointLightInfo),
0, GL_DYNAMIC_DRAW);
GLuint attrib_Position = glGetAttribLocation(m_program, "Position");
GLuint attrib_Color = glGetAttribLocation(m_program, "Color");
GLuint attrib_Energy = glGetAttribLocation(m_program, "Energy");
GLuint attrib_Radius = glGetAttribLocation(m_program, "Radius");
glEnableVertexAttribArray(attrib_Position);
glVertexAttribPointer(attrib_Position, 3, GL_FLOAT, GL_FALSE,
sizeof(LightBaseClass::PointLightInfo), 0);
glEnableVertexAttribArray(attrib_Energy);
glVertexAttribPointer(attrib_Energy, 1, GL_FLOAT, GL_FALSE,
sizeof(LightBaseClass::PointLightInfo),
(GLvoid*)(3 * sizeof(float)));
glEnableVertexAttribArray(attrib_Color);
glVertexAttribPointer(attrib_Color, 3, GL_FLOAT, GL_FALSE,
sizeof(LightBaseClass::PointLightInfo),
(GLvoid*)(4 * sizeof(float)));
glEnableVertexAttribArray(attrib_Radius);
glVertexAttribPointer(attrib_Radius, 1, GL_FLOAT, GL_FALSE,
sizeof(LightBaseClass::PointLightInfo),
(GLvoid*)(7 * sizeof(float)));
glVertexAttribDivisorARB(attrib_Position, 1);
glVertexAttribDivisorARB(attrib_Energy, 1);
glVertexAttribDivisorARB(attrib_Color, 1);
glVertexAttribDivisorARB(attrib_Radius, 1);
} // PointLightShader
}; // PointLightShader
// ============================================================================
class PointLightScatterShader : public TextureShader<PointLightScatterShader,
1, float, core::vector3df>
{
public:
GLuint vbo;
GLuint vao;
PointLightScatterShader()
{
loadProgram(OBJECT, GL_VERTEX_SHADER, "pointlight.vert",
GL_FRAGMENT_SHADER, "pointlightscatter.frag");
assignUniforms("density", "fogcol");
assignSamplerNames(0, "dtex", ST_NEAREST_FILTERED);
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, PointLightShader::getInstance()->vbo);
GLuint attrib_Position = glGetAttribLocation(m_program, "Position");
GLuint attrib_Color = glGetAttribLocation(m_program, "Color");
GLuint attrib_Energy = glGetAttribLocation(m_program, "Energy");
GLuint attrib_Radius = glGetAttribLocation(m_program, "Radius");
glEnableVertexAttribArray(attrib_Position);
glVertexAttribPointer(attrib_Position, 3, GL_FLOAT, GL_FALSE,
sizeof(LightBaseClass::PointLightInfo), 0);
glEnableVertexAttribArray(attrib_Energy);
glVertexAttribPointer(attrib_Energy, 1, GL_FLOAT, GL_FALSE,
sizeof(LightBaseClass::PointLightInfo),
(GLvoid*)(3 * sizeof(float)));
glEnableVertexAttribArray(attrib_Color);
glVertexAttribPointer(attrib_Color, 3, GL_FLOAT, GL_FALSE,
sizeof(LightBaseClass::PointLightInfo),
(GLvoid*)(4 * sizeof(float)));
glEnableVertexAttribArray(attrib_Radius);
glVertexAttribPointer(attrib_Radius, 1, GL_FLOAT, GL_FALSE,
sizeof(LightBaseClass::PointLightInfo),
(GLvoid*)(7 * sizeof(float)));
glVertexAttribDivisorARB(attrib_Position, 1);
glVertexAttribDivisorARB(attrib_Energy, 1);
glVertexAttribDivisorARB(attrib_Color, 1);
glVertexAttribDivisorARB(attrib_Radius, 1);
} // PointLightScatterShader
};
#if !defined(USE_GLES2)
// ============================================================================
class RadianceHintsConstructionShader
: public TextureShader<RadianceHintsConstructionShader, 3, core::matrix4,
core::matrix4, core::vector3df, video::SColorf>
{
public:
RadianceHintsConstructionShader()
{
if (CVS->isAMDVertexShaderLayerUsable())
{
loadProgram(OBJECT, GET_SS(SharedSlicedScreenQuad),
GL_FRAGMENT_SHADER, "rh.frag");
}
else
{
loadProgram(OBJECT, GET_SS(SharedSlicedScreenQuad),
GL_GEOMETRY_SHADER, "rhpassthrough.geom",
GL_FRAGMENT_SHADER, "rh.frag");
}
assignUniforms("RSMMatrix", "RHMatrix", "extents", "suncol");
assignSamplerNames(0, "ctex", ST_BILINEAR_FILTERED,
1, "ntex", ST_BILINEAR_FILTERED,
2, "dtex", ST_BILINEAR_FILTERED);
} // RadianceHintsConstructionShader
}; // RadianceHintsConstructionShader
// ============================================================================
// Workaround for a bug found in kepler nvidia linux and fermi nvidia windows
class NVWorkaroundRadianceHintsConstructionShader
: public TextureShader<NVWorkaroundRadianceHintsConstructionShader,
3, core::matrix4, core::matrix4, core::vector3df,
int, video::SColorf >
{
public:
NVWorkaroundRadianceHintsConstructionShader()
{
loadProgram(OBJECT,GL_VERTEX_SHADER,"slicedscreenquad_nvworkaround.vert",
GL_GEOMETRY_SHADER, "rhpassthrough.geom",
GL_FRAGMENT_SHADER, "rh.frag");
assignUniforms("RSMMatrix", "RHMatrix", "extents", "slice", "suncol");
assignSamplerNames(0, "ctex", ST_BILINEAR_FILTERED,
1, "ntex", ST_BILINEAR_FILTERED,
2, "dtex", ST_BILINEAR_FILTERED);
} // NVWorkaroundRadianceHintsConstructionShader
}; // NVWorkaroundRadianceHintsConstructionShader
#endif // !defined(USE_GLES2)
// ============================================================================
class GlobalIlluminationReconstructionShader
: public TextureShader<GlobalIlluminationReconstructionShader, 5,
core::matrix4, core::matrix4, core::vector3df >
{
public:
GlobalIlluminationReconstructionShader()
{
loadProgram(OBJECT, GET_SS(SharedScreenQuad),
GL_FRAGMENT_SHADER, "gi.frag");
assignUniforms("rh_matrix", "inv_rh_matrix", "extents");
assignSamplerNames(0, "ntex", ST_NEAREST_FILTERED,
1, "dtex", ST_NEAREST_FILTERED,
2, "SHR", ST_VOLUME_LINEAR_FILTERED,
3, "SHG", ST_VOLUME_LINEAR_FILTERED,
4, "SHB", ST_VOLUME_LINEAR_FILTERED);
} // GlobalIlluminationReconstructionShader
// ------------------------------------------------------------------------
void render(const core::matrix4 &rh_matrix,
const core::vector3df &rh_extend, const FrameBuffer &fb,
GLuint normal_depth_texture,
GLuint depth_stencil_texture)
{
core::matrix4 inv_rh_matrix;
rh_matrix.getInverse(inv_rh_matrix);
glDisable(GL_DEPTH_TEST);
setTextureUnits(normal_depth_texture,
depth_stencil_texture,
fb.getRTT()[0], fb.getRTT()[1], fb.getRTT()[2]);
drawFullScreenEffect(rh_matrix, inv_rh_matrix, rh_extend);
} // render
}; // GlobalIlluminationReconstructionShader
// ============================================================================
class IBLShader : public TextureShader<IBLShader, 3>
{
public:
IBLShader()
{
loadProgram(OBJECT, GET_SS(SharedScreenQuad),
GL_FRAGMENT_SHADER, "IBL.frag");
assignUniforms();
assignSamplerNames(0, "ntex", ST_NEAREST_FILTERED,
1, "dtex", ST_NEAREST_FILTERED,
2, "probe", ST_TRILINEAR_CUBEMAP);
} // IBLShader
}; // IBLShader
// ============================================================================
class DegradedIBLShader : public TextureShader<DegradedIBLShader, 1>
{
public:
DegradedIBLShader()
{
loadProgram(OBJECT, GET_SS(SharedScreenQuad),
GL_FRAGMENT_SHADER, "degraded_ibl.frag");
assignUniforms();
assignSamplerNames(0, "ntex", ST_NEAREST_FILTERED);
} // DegradedIBLShader
}; // DegradedIBLShader
// ============================================================================
class ShadowedSunLightShaderPCF : public TextureShader<ShadowedSunLightShaderPCF,
3, float, float, float,
float, float>
{
public:
ShadowedSunLightShaderPCF()
{
loadProgram(OBJECT, GET_SS(SharedScreenQuad),
GL_FRAGMENT_SHADER, "sunlightshadow.frag");
// Use 8 to circumvent a catalyst bug when binding sampler
assignSamplerNames(0, "ntex", ST_NEAREST_FILTERED,
1, "dtex", ST_NEAREST_FILTERED,
8, "shadowtex", ST_SHADOW_SAMPLER);
assignUniforms("split0", "split1", "split2", "splitmax", "shadow_res");
} // ShadowedSunLightShaderPCF
// ------------------------------------------------------------------------
void render(GLuint normal_depth_texture,
GLuint depth_stencil_texture,
const FrameBuffer& shadow_framebuffer)
{
setTextureUnits(normal_depth_texture,
depth_stencil_texture,
shadow_framebuffer.getDepthTexture() );
drawFullScreenEffect(ShadowMatrices::m_shadow_split[1],
ShadowMatrices::m_shadow_split[2],
ShadowMatrices::m_shadow_split[3],
ShadowMatrices::m_shadow_split[4],
float(UserConfigParams::m_shadows_resolution) );
} // render
}; // ShadowedSunLightShaderPCF
// ============================================================================
class ShadowedSunLightShaderESM : public TextureShader<ShadowedSunLightShaderESM,
3, float, float, float,
float>
{
public:
ShadowedSunLightShaderESM()
{
loadProgram(OBJECT, GET_SS(SharedScreenQuad),
GL_FRAGMENT_SHADER, "sunlightshadowesm.frag");
// Use 8 to circumvent a catalyst bug when binding sampler
assignSamplerNames(0, "ntex", ST_NEAREST_FILTERED,
1, "dtex", ST_NEAREST_FILTERED,
8, "shadowtex", ST_TRILINEAR_CLAMPED_ARRAY2D);
assignUniforms("split0", "split1", "split2", "splitmax");
} // ShadowedSunLightShaderESM
// ------------------------------------------------------------------------
void render(GLuint normal_depth_texture,
GLuint depth_stencil_texture,
const FrameBuffer& shadow_framebuffer)
{
setTextureUnits(normal_depth_texture,
depth_stencil_texture,
shadow_framebuffer.getRTT()[0]);
drawFullScreenEffect(ShadowMatrices::m_shadow_split[1],
ShadowMatrices::m_shadow_split[2],
ShadowMatrices::m_shadow_split[3],
ShadowMatrices::m_shadow_split[4]);
} // render
}; // ShadowedSunLightShaderESM
// ============================================================================
class SunLightShader : public TextureShader<SunLightShader, 2,
core::vector3df, video::SColorf>
{
public:
SunLightShader()
{
loadProgram(OBJECT, GET_SS(SharedScreenQuad),
GL_FRAGMENT_SHADER, "sunlight.frag");
assignSamplerNames(0, "ntex", ST_NEAREST_FILTERED,
1, "dtex", ST_NEAREST_FILTERED);
assignUniforms("direction", "col");
} // SunLightShader
// ------------------------------------------------------------------------
void render(const core::vector3df &direction, const video::SColorf &col,
GLuint normal_depth_texture,
GLuint depth_stencil_texture)
{
glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glBlendFunc(GL_ONE, GL_ONE);
glBlendEquation(GL_FUNC_ADD);
setTextureUnits(normal_depth_texture, depth_stencil_texture);
drawFullScreenEffect(direction, col);
} // render
}; // SunLightShader
// ============================================================================
static void renderPointLights(unsigned count,
GLuint normal_depth_rander_target,
GLuint depth_stencil_texture)
{
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_ONE, GL_ONE);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
PointLightShader::getInstance()->use();
glBindVertexArray(PointLightShader::getInstance()->vao);
glBindBuffer(GL_ARRAY_BUFFER, PointLightShader::getInstance()->vbo);
glBufferSubData(GL_ARRAY_BUFFER, 0,
count * sizeof(LightBaseClass::PointLightInfo),
m_point_lights_info);
PointLightShader::getInstance()->setTextureUnits(
normal_depth_rander_target,
depth_stencil_texture);
PointLightShader::getInstance()->setUniforms();
glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, count);
} // renderPointLights
// ----------------------------------------------------------------------------
void LightingPasses::renderEnvMap(GLuint normal_depth_texture,
GLuint depth_stencil_texture,
GLuint specular_probe)
{
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_ONE, GL_ONE);
if (UserConfigParams::m_degraded_IBL)
{
DegradedIBLShader::getInstance()->use();
glBindVertexArray(SharedGPUObjects::getFullScreenQuadVAO());
DegradedIBLShader::getInstance()
->setTextureUnits(normal_depth_texture);
DegradedIBLShader::getInstance()->setUniforms();
}
else
{
IBLShader::getInstance()->use();
glBindVertexArray(SharedGPUObjects::getFullScreenQuadVAO());
IBLShader::getInstance()->setTextureUnits(
normal_depth_texture,
depth_stencil_texture,
specular_probe);
IBLShader::getInstance()->setUniforms();
}
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glEnable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
} // renderEnvMap
// ----------------------------------------------------------------------------
void LightingPasses::renderSunlight(const core::vector3df &direction,
const video::SColorf &col,
GLuint normal_depth_texture,
GLuint depth_stencil_texture)
{
SunLightShader::getInstance()->render(direction, col,
normal_depth_texture,
depth_stencil_texture);
} // renderSunlight
// ----------------------------------------------------------------------------
void LightingPasses::updateLightsInfo(scene::ICameraSceneNode * const camnode,
float dt)
{
std::vector<LightNode *> lights = irr_driver->getLights();
const u32 lightcount = (u32)lights.size();
const core::vector3df &campos = camnode->getAbsolutePosition();
std::vector<LightNode *> BucketedLN[15];
for (unsigned int i = 0; i < lightcount; i++)
{
if (!lights[i]->isVisible())
continue;
if (!lights[i]->isPointLight())
{
lights[i]->render();
continue;
}
const core::vector3df &lightpos =
(lights[i]->getAbsolutePosition() - campos);
unsigned idx = (unsigned)(lightpos.getLength() / 10);
if (idx > 14)
idx = 14;
BucketedLN[idx].push_back(lights[i]);
}
m_point_light_count = 0;
bool multiplayer = (race_manager->getNumLocalPlayers() > 1);
for (unsigned i = 0; i < 15; i++)
{
for (unsigned j = 0; j < BucketedLN[i].size(); j++)
{
if (++m_point_light_count >= LightBaseClass::MAXLIGHT)
{
LightNode* light_node = BucketedLN[i].at(j);
light_node->setEnergyMultiplier(0.0f);
}
else
{
LightNode* light_node = BucketedLN[i].at(j);
float em = light_node->getEnergyMultiplier();
if (em < 1.0f)
{
// In single-player, fade-in lights.
// In multi-player, can't do that, the light objects are shared by all players
if (multiplayer)
light_node->setEnergyMultiplier(1.0f);
else
light_node->setEnergyMultiplier(std::min(1.0f, em + dt));
}
const core::vector3df &pos = light_node->getAbsolutePosition();
m_point_lights_info[m_point_light_count].posX = pos.X;
m_point_lights_info[m_point_light_count].posY = pos.Y;
m_point_lights_info[m_point_light_count].posZ = pos.Z;
m_point_lights_info[m_point_light_count].energy =
light_node->getEffectiveEnergy();
const core::vector3df &col = light_node->getColor();
m_point_lights_info[m_point_light_count].red = col.X;
m_point_lights_info[m_point_light_count].green = col.Y;
m_point_lights_info[m_point_light_count].blue = col.Z;
// Light radius
m_point_lights_info[m_point_light_count].radius = light_node->getRadius();
}
}
if (m_point_light_count > LightBaseClass::MAXLIGHT)
{
irr_driver->setLastLightBucketDistance(i * 10);
break;
}
}
m_point_light_count++;
} // updateLightsInfo
// ----------------------------------------------------------------------------
void LightingPasses::renderRadianceHints( const ShadowMatrices& shadow_matrices,
const FrameBuffer& radiance_hint_framebuffer,
const FrameBuffer& reflective_shadow_map_framebuffer)
{
#if !defined(USE_GLES2)
glDisable(GL_BLEND);
radiance_hint_framebuffer.bind();
glBindVertexArray(SharedGPUObjects::getFullScreenQuadVAO());
if (CVS->needRHWorkaround())
{
NVWorkaroundRadianceHintsConstructionShader::getInstance()->use();
NVWorkaroundRadianceHintsConstructionShader::getInstance()
->setTextureUnits(
reflective_shadow_map_framebuffer.getRTT()[0],
reflective_shadow_map_framebuffer.getRTT()[1],
reflective_shadow_map_framebuffer.getDepthTexture());
for (unsigned i = 0; i < 32; i++)
{
NVWorkaroundRadianceHintsConstructionShader::getInstance()
->setUniforms(shadow_matrices.getRSMMatrix(),
shadow_matrices.getRHMatrix(),
shadow_matrices.getRHExtend(), i,
irr_driver->getSunColor());
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
}
else
{
RadianceHintsConstructionShader::getInstance()->use();
RadianceHintsConstructionShader::getInstance()
->setTextureUnits(
reflective_shadow_map_framebuffer.getRTT()[0],
reflective_shadow_map_framebuffer.getRTT()[1],
reflective_shadow_map_framebuffer.getDepthTexture()
);
RadianceHintsConstructionShader::getInstance()
->setUniforms(shadow_matrices.getRSMMatrix(),
shadow_matrices.getRHMatrix(),
shadow_matrices.getRHExtend(),
irr_driver->getSunColor());
glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, 32);
}
#endif //!defined(USE_GLES2)
} // renderRadianceHints
// ----------------------------------------------------------------------------
void LightingPasses::renderGlobalIllumination( const ShadowMatrices& shadow_matrices,
const FrameBuffer& radiance_hint_framebuffer,
GLuint normal_depth_texture,
GLuint depth_stencil_texture)
{
GlobalIlluminationReconstructionShader::getInstance()
->render(shadow_matrices.getRHMatrix(), shadow_matrices.getRHExtend(),
radiance_hint_framebuffer, normal_depth_texture,
depth_stencil_texture);
}
// ----------------------------------------------------------------------------
void LightingPasses::renderLights( bool has_shadow,
GLuint normal_depth_texture,
GLuint depth_stencil_texture,
const FrameBuffer& shadow_framebuffer,
GLuint specular_probe)
{
{
ScopedGPUTimer timer(irr_driver->getGPUTimer(Q_ENVMAP));
renderEnvMap(normal_depth_texture,
depth_stencil_texture,
specular_probe);
}
// Render sunlight if and only if track supports shadow
const Track* const track = Track::getCurrentTrack();
if (!track|| track->hasShadows())
{
ScopedGPUTimer timer(irr_driver->getGPUTimer(Q_SUN));
if (World::getWorld() && CVS->isShadowEnabled() && has_shadow)
{
glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glBlendFunc(GL_ONE, GL_ONE);
glBlendEquation(GL_FUNC_ADD);
if (CVS->isESMEnabled())
{
ShadowedSunLightShaderESM::getInstance()->render(normal_depth_texture,
depth_stencil_texture,
shadow_framebuffer);
}
else
{
ShadowedSunLightShaderPCF::getInstance()->render(normal_depth_texture,
depth_stencil_texture,
shadow_framebuffer);
}
}
else
renderSunlight(irr_driver->getSunDirection(),
irr_driver->getSunColor(),
normal_depth_texture,
depth_stencil_texture);
}
//points lights
{
ScopedGPUTimer timer(irr_driver->getGPUTimer(Q_POINTLIGHTS));
renderPointLights(std::min(m_point_light_count, LightBaseClass::MAXLIGHT),
normal_depth_texture,
depth_stencil_texture);
}
} // renderLights
// ----------------------------------------------------------------------------
void LightingPasses::renderAmbientScatter(GLuint depth_stencil_texture)
{
const Track * const track = Track::getCurrentTrack();
// This function is only called once per frame - thus no need for setters.
float start = track->getFogStart() + .001f;
const video::SColor tmpcol = track->getFogColor();
core::vector3df col(tmpcol.getRed() / 255.0f,
tmpcol.getGreen() / 255.0f,
tmpcol.getBlue() / 255.0f);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_ONE, GL_ONE);
FogShader::getInstance()->render(start, col, depth_stencil_texture);
} // renderAmbientScatter
// ----------------------------------------------------------------------------
void LightingPasses::renderLightsScatter(GLuint depth_stencil_texture,
const FrameBuffer& half1_framebuffer,
const FrameBuffer& half2_framebuffer,
const FrameBuffer& colors_framebuffer,
const PostProcessing* post_processing)
{
half1_framebuffer.bind();
glClearColor(0., 0., 0., 0.);
glClear(GL_COLOR_BUFFER_BIT);
const Track * const track = Track::getCurrentTrack();
// This function is only called once per frame - thus no need for setters.
float start = track->getFogStart() + .001f;
const video::SColor tmpcol = track->getFogColor();
core::vector3df col(tmpcol.getRed() / 255.0f,
tmpcol.getGreen() / 255.0f,
tmpcol.getBlue() / 255.0f);
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_ONE, GL_ONE);
glEnable(GL_DEPTH_TEST);
core::vector3df col2(1., 1., 1.);
PointLightScatterShader::getInstance()->use();
glBindVertexArray(PointLightScatterShader::getInstance()->vao);
PointLightScatterShader::getInstance()
->setTextureUnits(depth_stencil_texture);
PointLightScatterShader::getInstance()
->setUniforms(1.f / (40.f * start), col2);
glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4,
std::min(m_point_light_count,
LightBaseClass::MAXLIGHT));
glDisable(GL_BLEND);
post_processing->renderGaussian6Blur(half1_framebuffer,
half2_framebuffer, 5., 5.);
glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
colors_framebuffer.bind();
post_processing->renderPassThrough(half1_framebuffer.getRTT()[0],
colors_framebuffer.getWidth(),
colors_framebuffer.getHeight());
} // renderLightsScatter
#endif