591 lines
21 KiB
C++
591 lines
21 KiB
C++
// SuperTuxKart - a fun racing game with go-kart
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// Copyright (C) 2015 SuperTuxKart-Team
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// as published by the Free Software Foundation; either version 3
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// of the License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#include "graphics/shader_based_renderer.hpp"
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#include "graphics/central_settings.hpp"
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#include "graphics/glwrap.hpp"
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#include "graphics/graphics_restrictions.hpp"
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#include "graphics/lod_node.hpp"
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#include "graphics/post_processing.hpp"
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#include "graphics/rtts.hpp"
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#include "graphics/shaders.hpp"
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#include "graphics/shadow_matrices.hpp"
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#include "graphics/stk_scene_manager.hpp"
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#include "graphics/texture_manager.hpp"
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#include "items/item_manager.hpp"
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#include "items/powerup_manager.hpp"
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#include "modes/world.hpp"
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#include "physics/physics.hpp"
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#include "states_screens/race_gui_base.hpp"
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#include "tracks/track.hpp"
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#include "utils/profiler.hpp"
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#include <algorithm>
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extern std::vector<float> BoundingBoxes; //TODO
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void ShaderBasedRenderer::compressPowerUpTextures()
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{
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for (unsigned i = 0; i < PowerupManager::POWERUP_MAX; i++)
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{
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scene::IMesh *mesh = powerup_manager->m_all_meshes[i];
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if (!mesh)
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continue;
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for (unsigned j = 0; j < mesh->getMeshBufferCount(); j++)
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{
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scene::IMeshBuffer *mb = mesh->getMeshBuffer(j);
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if (!mb)
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continue;
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for (unsigned k = 0; k < 4; k++)
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{
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video::ITexture *tex = mb->getMaterial().getTexture(k);
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if (!tex)
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continue;
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compressTexture(tex, true);
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}
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}
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}
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}
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void ShaderBasedRenderer::setOverrideMaterial()
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{
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// Overrides
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video::SOverrideMaterial &overridemat = irr_driver->getVideoDriver()->getOverrideMaterial();
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overridemat.EnablePasses = scene::ESNRP_SOLID | scene::ESNRP_TRANSPARENT;
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overridemat.EnableFlags = 0;
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if (m_wireframe)
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{
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overridemat.Material.Wireframe = 1;
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overridemat.EnableFlags |= video::EMF_WIREFRAME;
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}
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if (m_mipviz)
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{
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overridemat.Material.MaterialType = Shaders::getShader(ES_MIPVIZ);
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overridemat.EnableFlags |= video::EMF_MATERIAL_TYPE;
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overridemat.EnablePasses = scene::ESNRP_SOLID;
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}
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}
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std::vector<GlowData> ShaderBasedRenderer::updateGlowingList()
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{
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// Get a list of all glowing things. The driver's list contains the static ones,
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// here we add items, as they may disappear each frame.
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std::vector<GlowData> glows = irr_driver->getGlowingNodes();
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ItemManager * const items = ItemManager::get();
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const u32 itemcount = items->getNumberOfItems();
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u32 i;
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for (i = 0; i < itemcount; i++)
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{
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Item * const item = items->getItem(i);
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if (!item) continue;
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const Item::ItemType type = item->getType();
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if (type != Item::ITEM_NITRO_BIG && type != Item::ITEM_NITRO_SMALL &&
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type != Item::ITEM_BONUS_BOX && type != Item::ITEM_BANANA && type != Item::ITEM_BUBBLEGUM)
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continue;
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LODNode * const lod = (LODNode *) item->getSceneNode();
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if (!lod->isVisible()) continue;
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const int level = lod->getLevel();
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if (level < 0) continue;
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scene::ISceneNode * const node = lod->getAllNodes()[level];
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node->updateAbsolutePosition();
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GlowData dat;
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dat.node = node;
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dat.r = 1.0f;
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dat.g = 1.0f;
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dat.b = 1.0f;
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const video::SColorf &c = ItemManager::getGlowColor(type);
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dat.r = c.getRed();
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dat.g = c.getGreen();
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dat.b = c.getBlue();
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glows.push_back(dat);
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}
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return glows;
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}
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void ShaderBasedRenderer::prepareForwardRenderer()
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{
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irr::video::SColor clearColor(0, 150, 150, 150);
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if (World::getWorld() != NULL)
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clearColor = World::getWorld()->getClearColor();
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glClear(GL_COLOR_BUFFER_BIT);
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glDepthMask(GL_TRUE);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glClearColor(clearColor.getRed() / 255.f, clearColor.getGreen() / 255.f,
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clearColor.getBlue() / 255.f, clearColor.getAlpha() / 255.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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}
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// ----------------------------------------------------------------------------
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unsigned ShaderBasedRenderer::updateLightsInfo(scene::ICameraSceneNode * const camnode,
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float dt)
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{
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return m_lighting_passes->updateLightsInfo(camnode, dt);
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}
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// ============================================================================
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void ShaderBasedRenderer::renderScene(scene::ICameraSceneNode * const camnode, unsigned pointlightcount, std::vector<GlowData>& glows, float dt, bool hasShadow, bool forceRTT)
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{
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ShadowMatrices *shadow_matrices = irr_driver->getShadowMatrices();
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PostProcessing *post_processing = irr_driver->getPostProcessing();
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glBindBufferBase(GL_UNIFORM_BUFFER, 0, SharedGPUObjects::getViewProjectionMatricesUBO());
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glBindBufferBase(GL_UNIFORM_BUFFER, 1, SharedGPUObjects::getLightingDataUBO());
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irr_driver->getSceneManager()->setActiveCamera(camnode);
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PROFILER_PUSH_CPU_MARKER("- Draw Call Generation", 0xFF, 0xFF, 0xFF);
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irr_driver->PrepareDrawCalls(camnode);
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PROFILER_POP_CPU_MARKER();
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// Shadows
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{
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// To avoid wrong culling, use the largest view possible
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irr_driver->getSceneManager()->setActiveCamera(shadow_matrices->getSunCam());
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if (CVS->isDefferedEnabled() &&
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CVS->isShadowEnabled() && hasShadow)
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{
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PROFILER_PUSH_CPU_MARKER("- Shadow", 0x30, 0x6F, 0x90);
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m_geometry_passes->renderShadows(irr_driver->getRTT()->getShadowFBO());
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PROFILER_POP_CPU_MARKER();
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if (CVS->isGlobalIlluminationEnabled())
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{
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PROFILER_PUSH_CPU_MARKER("- RSM", 0xFF, 0x0, 0xFF);
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m_geometry_passes->renderReflectiveShadowMap(irr_driver->getRTT()->getRSM()); //TODO: move somewhere else as RSM are computed only once per track
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PROFILER_POP_CPU_MARKER();
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}
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}
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irr_driver->getSceneManager()->setActiveCamera(camnode);
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}
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PROFILER_PUSH_CPU_MARKER("- Solid Pass 1", 0xFF, 0x00, 0x00);
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glDepthMask(GL_TRUE);
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glDepthFunc(GL_LEQUAL);
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glEnable(GL_DEPTH_TEST);
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glDisable(GL_BLEND);
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glEnable(GL_CULL_FACE);
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RTT *rtts = irr_driver->getRTT();
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if (CVS->isDefferedEnabled() || forceRTT)
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{
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rtts->getFBO(FBO_NORMAL_AND_DEPTHS).bind();
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glClearColor(0., 0., 0., 0.);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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m_geometry_passes->renderSolidFirstPass();
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}
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else
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{
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// We need a cleared depth buffer for some effect (eg particles depth blending)
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if (GraphicsRestrictions::isDisabled(GraphicsRestrictions::GR_FRAMEBUFFER_SRGB_WORKING))
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glDisable(GL_FRAMEBUFFER_SRGB);
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rtts->getFBO(FBO_NORMAL_AND_DEPTHS).bind();
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// Bind() modifies the viewport. In order not to affect anything else,
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// the viewport is just reset here and not removed in Bind().
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const core::recti &vp = Camera::getActiveCamera()->getViewport();
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glViewport(vp.UpperLeftCorner.X,
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irr_driver->getActualScreenSize().Height - vp.LowerRightCorner.Y,
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vp.LowerRightCorner.X - vp.UpperLeftCorner.X,
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vp.LowerRightCorner.Y - vp.UpperLeftCorner.Y);
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glClear(GL_DEPTH_BUFFER_BIT);
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if (GraphicsRestrictions::isDisabled(GraphicsRestrictions::GR_FRAMEBUFFER_SRGB_WORKING))
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glEnable(GL_FRAMEBUFFER_SRGB);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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PROFILER_POP_CPU_MARKER();
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// Lights
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{
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PROFILER_PUSH_CPU_MARKER("- Light", 0x00, 0xFF, 0x00);
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if (CVS->isDefferedEnabled())
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m_lighting_passes->renderLights(pointlightcount, hasShadow);
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PROFILER_POP_CPU_MARKER();
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}
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// Handle SSAO
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{
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PROFILER_PUSH_CPU_MARKER("- SSAO", 0xFF, 0xFF, 0x00);
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ScopedGPUTimer Timer(irr_driver->getGPUTimer(Q_SSAO));
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if (UserConfigParams::m_ssao)
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irr_driver->renderSSAO();
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PROFILER_POP_CPU_MARKER();
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}
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PROFILER_PUSH_CPU_MARKER("- Solid Pass 2", 0x00, 0x00, 0xFF);
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if (CVS->isDefferedEnabled() || forceRTT)
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{
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rtts->getFBO(FBO_COLORS).bind();
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video::SColor clearColor(0, 150, 150, 150);
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if (World::getWorld() != NULL)
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clearColor = World::getWorld()->getClearColor();
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glClearColor(clearColor.getRed() / 255.f, clearColor.getGreen() / 255.f,
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clearColor.getBlue() / 255.f, clearColor.getAlpha() / 255.f);
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glClear(GL_COLOR_BUFFER_BIT);
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glDepthMask(GL_FALSE);
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}
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m_geometry_passes->renderSolidSecondPass(rtts->getRenderTarget(RTT_DIFFUSE),
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rtts->getRenderTarget(RTT_SPECULAR),
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rtts->getRenderTarget(RTT_HALF1_R));
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PROFILER_POP_CPU_MARKER();
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if (irr_driver->getNormals())
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{
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rtts->getFBO(FBO_NORMAL_AND_DEPTHS).bind();
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m_geometry_passes->renderNormalsVisualisation();
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rtts->getFBO(FBO_COLORS).bind();
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}
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// Render ambient scattering
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if (CVS->isDefferedEnabled() && World::getWorld() != NULL &&
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World::getWorld()->isFogEnabled())
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{
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PROFILER_PUSH_CPU_MARKER("- Ambient scatter", 0xFF, 0x00, 0x00);
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ScopedGPUTimer Timer(irr_driver->getGPUTimer(Q_FOG));
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m_lighting_passes->renderAmbientScatter();
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PROFILER_POP_CPU_MARKER();
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}
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{
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PROFILER_PUSH_CPU_MARKER("- Skybox", 0xFF, 0x00, 0xFF);
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ScopedGPUTimer Timer(irr_driver->getGPUTimer(Q_SKYBOX));
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irr_driver->renderSkybox(camnode);
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PROFILER_POP_CPU_MARKER();
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}
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// Render discrete lights scattering
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if (CVS->isDefferedEnabled() && World::getWorld() != NULL &&
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World::getWorld()->isFogEnabled())
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{
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PROFILER_PUSH_CPU_MARKER("- PointLight Scatter", 0xFF, 0x00, 0x00);
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ScopedGPUTimer Timer(irr_driver->getGPUTimer(Q_FOG));
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m_lighting_passes->renderLightsScatter(pointlightcount);
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PROFILER_POP_CPU_MARKER();
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}
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if (irr_driver->getRH())
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{
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glDisable(GL_BLEND);
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rtts->getFBO(FBO_COLORS).bind();
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post_processing->renderRHDebug(rtts->getRH().getRTT()[0],
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rtts->getRH().getRTT()[1],
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rtts->getRH().getRTT()[2],
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shadow_matrices->getRHMatrix(),
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shadow_matrices->getRHExtend());
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}
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if (irr_driver->getGI())
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{
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glDisable(GL_BLEND);
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rtts->getFBO(FBO_COLORS).bind();
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post_processing->renderGI(shadow_matrices->getRHMatrix(),
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shadow_matrices->getRHExtend(),
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rtts->getRH());
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}
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PROFILER_PUSH_CPU_MARKER("- Glow", 0xFF, 0xFF, 0x00);
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// Render anything glowing.
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if (!m_mipviz && !m_wireframe && UserConfigParams::m_glow)
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{
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ScopedGPUTimer Timer(irr_driver->getGPUTimer(Q_GLOW));
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irr_driver->setPhase(GLOW_PASS);
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irr_driver->renderGlow(glows);
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} // end glow
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PROFILER_POP_CPU_MARKER();
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// Render transparent
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{
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PROFILER_PUSH_CPU_MARKER("- Transparent Pass", 0xFF, 0x00, 0x00);
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ScopedGPUTimer Timer(irr_driver->getGPUTimer(Q_TRANSPARENT));
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m_geometry_passes->renderTransparent(irr_driver->getRTT()->getRenderTarget(RTT_DISPLACE));
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PROFILER_POP_CPU_MARKER();
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}
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irr_driver->m_sync = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
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// Render particles
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{
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PROFILER_PUSH_CPU_MARKER("- Particles", 0xFF, 0xFF, 0x00);
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ScopedGPUTimer Timer(irr_driver->getGPUTimer(Q_PARTICLES));
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irr_driver->renderParticles();
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PROFILER_POP_CPU_MARKER();
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}
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if (!CVS->isDefferedEnabled() && !forceRTT)
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{
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glDisable(GL_FRAMEBUFFER_SRGB);
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glDisable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE);
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return;
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}
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// Ensure that no object will be drawn after that by using invalid pass
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irr_driver->setPhase(PASS_COUNT);
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}
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void ShaderBasedRenderer::renderBoundingBoxes()
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{
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Shaders::ColoredLine *line = Shaders::ColoredLine::getInstance();
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line->use();
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line->bindVertexArray();
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line->bindBuffer();
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line->setUniforms(irr::video::SColor(255, 255, 0, 0));
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const float *tmp = BoundingBoxes.data();
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for (unsigned int i = 0; i < BoundingBoxes.size(); i += 1024 * 6)
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{
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unsigned count = std::min((unsigned)BoundingBoxes.size() - i, (unsigned)1024 * 6);
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glBufferSubData(GL_ARRAY_BUFFER, 0, count * sizeof(float), &tmp[i]);
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glDrawArrays(GL_LINES, 0, count / 3);
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}
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}
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void ShaderBasedRenderer::debugPhysics()
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{
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// Note that drawAll must be called before rendering
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// the bullet debug view, since otherwise the camera
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// is not set up properly. This is only used for
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// the bullet debug view.
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World *world = World::getWorld();
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if (UserConfigParams::m_artist_debug_mode)
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world->getPhysics()->draw();
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if (world != NULL && world->getPhysics() != NULL)
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{
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IrrDebugDrawer* debug_drawer = world->getPhysics()->getDebugDrawer();
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if (debug_drawer != NULL && debug_drawer->debugEnabled())
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{
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const std::map<video::SColor, std::vector<float> >& lines = debug_drawer->getLines();
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std::map<video::SColor, std::vector<float> >::const_iterator it;
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Shaders::ColoredLine *line = Shaders::ColoredLine::getInstance();
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line->use();
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line->bindVertexArray();
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line->bindBuffer();
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for (it = lines.begin(); it != lines.end(); it++)
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{
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line->setUniforms(it->first);
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const std::vector<float> &vertex = it->second;
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const float *tmp = vertex.data();
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for (unsigned int i = 0; i < vertex.size(); i += 1024 * 6)
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{
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unsigned count = std::min((unsigned)vertex.size() - i, (unsigned)1024 * 6);
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glBufferSubData(GL_ARRAY_BUFFER, 0, count * sizeof(float), &tmp[i]);
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glDrawArrays(GL_LINES, 0, count / 3);
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}
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}
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glUseProgram(0);
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glBindVertexArray(0);
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}
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}
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}
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void ShaderBasedRenderer::renderPostProcessing(Camera * const camera)
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{
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scene::ICameraSceneNode * const camnode = camera->getCameraSceneNode();
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const core::recti &viewport = camera->getViewport();
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bool isRace = StateManager::get()->getGameState() == GUIEngine::GAME;
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PostProcessing * post_processing = irr_driver->getPostProcessing();
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FrameBuffer *fbo = post_processing->render(camnode, isRace);
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if (irr_driver->getNormals())
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irr_driver->getFBO(FBO_NORMAL_AND_DEPTHS).BlitToDefault(viewport.UpperLeftCorner.X, viewport.UpperLeftCorner.Y, viewport.LowerRightCorner.X, viewport.LowerRightCorner.Y);
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else if (irr_driver->getSSAOViz())
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glViewport(viewport.UpperLeftCorner.X, viewport.UpperLeftCorner.Y, viewport.LowerRightCorner.X, viewport.LowerRightCorner.Y);
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post_processing->renderPassThrough(irr_driver->getRTT()->getFBO(FBO_HALF1_R).getRTT()[0], viewport.LowerRightCorner.X - viewport.UpperLeftCorner.X, viewport.LowerRightCorner.Y - viewport.UpperLeftCorner.Y);
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}
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else if (irr_driver->getRSM())
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glViewport(viewport.UpperLeftCorner.X, viewport.UpperLeftCorner.Y, viewport.LowerRightCorner.X, viewport.LowerRightCorner.Y);
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post_processing->renderPassThrough(irr_driver->getRTT()->getRSM().getRTT()[0], viewport.LowerRightCorner.X - viewport.UpperLeftCorner.X, viewport.LowerRightCorner.Y - viewport.UpperLeftCorner.Y);
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}
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else if (irr_driver->getShadowViz())
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{
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irr_driver->getShadowMatrices()->renderShadowsDebug();
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}
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else
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{
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glEnable(GL_FRAMEBUFFER_SRGB);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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camera->activate();
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post_processing->renderPassThrough(fbo->getRTT()[0], viewport.LowerRightCorner.X - viewport.UpperLeftCorner.X, viewport.LowerRightCorner.Y - viewport.UpperLeftCorner.Y);
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glDisable(GL_FRAMEBUFFER_SRGB);
|
|
}
|
|
}
|
|
|
|
|
|
ShaderBasedRenderer::ShaderBasedRenderer():AbstractRenderer()
|
|
{
|
|
m_geometry_passes = new GeometryPasses();
|
|
m_lighting_passes = new LightingPasses();
|
|
}
|
|
|
|
ShaderBasedRenderer::~ShaderBasedRenderer()
|
|
{
|
|
delete m_geometry_passes;
|
|
delete m_lighting_passes;
|
|
}
|
|
|
|
void ShaderBasedRenderer::render(float dt)
|
|
{
|
|
BoundingBoxes.clear(); //TODO: what is it doing here?
|
|
|
|
compressPowerUpTextures(); //TODO: is it useful every frame?
|
|
|
|
setOverrideMaterial(); //TODO: is it useful every frame?
|
|
|
|
std::vector<GlowData> glows = updateGlowingList();
|
|
|
|
// 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)
|
|
irr_driver->getPostProcessing()->begin();
|
|
|
|
World *world = World::getWorld(); // Never NULL.
|
|
Track *track = world->getTrack();
|
|
|
|
RaceGUIBase *rg = world->getRaceGUI();
|
|
if (rg) rg->update(dt);
|
|
|
|
if (!CVS->isDefferedEnabled())
|
|
{
|
|
prepareForwardRenderer();
|
|
}
|
|
|
|
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
|
|
irr_driver->getSceneManager()->setActiveCamera(camnode);
|
|
|
|
const core::recti &viewport = camera->getViewport();
|
|
|
|
if (!CVS->isDefferedEnabled())
|
|
glEnable(GL_FRAMEBUFFER_SRGB);
|
|
|
|
PROFILER_PUSH_CPU_MARKER("Update Light Info", 0xFF, 0x0, 0x0);
|
|
unsigned plc = updateLightsInfo(camnode, dt); //TODO: replace plc by a more explicit name
|
|
PROFILER_POP_CPU_MARKER();
|
|
PROFILER_PUSH_CPU_MARKER("UBO upload", 0x0, 0xFF, 0x0);
|
|
irr_driver->computeMatrixesAndCameras(camnode, viewport.LowerRightCorner.X - viewport.UpperLeftCorner.X, viewport.LowerRightCorner.Y - viewport.UpperLeftCorner.Y);
|
|
irr_driver->uploadLightingData(); //TODO: move method; update "global" lighting (sun and spherical harmonics)
|
|
PROFILER_POP_CPU_MARKER();
|
|
renderScene(camnode, plc, glows, dt, track->hasShadows(), false);
|
|
|
|
if (irr_driver->getBoundingBoxesViz())
|
|
{
|
|
renderBoundingBoxes();
|
|
}
|
|
|
|
debugPhysics();
|
|
|
|
if (CVS->isDefferedEnabled())
|
|
{
|
|
renderPostProcessing(camera);
|
|
}
|
|
|
|
// Save projection-view matrix for the next frame
|
|
camera->setPreviousPVMatrix(irr_driver->getProjViewMatrix());
|
|
|
|
PROFILER_POP_CPU_MARKER();
|
|
|
|
} // for i<world->getNumKarts()
|
|
|
|
// Use full screen size
|
|
float tmp[2];
|
|
tmp[0] = float(irr_driver->getActualScreenSize().Width);
|
|
tmp[1] = float(irr_driver->getActualScreenSize().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
|
|
irr_driver->getVideoDriver()->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(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("EndSccene", 0x45, 0x75, 0x45);
|
|
irr_driver->getVideoDriver()->endScene();
|
|
PROFILER_POP_CPU_MARKER();
|
|
|
|
irr_driver->getPostProcessing()->update(dt);
|
|
}
|
|
|
|
|