2014-07-10 01:02:52 +02:00

522 lines
19 KiB
C++

#include "stkmesh.hpp"
#include "graphics/irr_driver.hpp"
#include "tracks/track.hpp"
#include <ISceneManager.h>
#include <IMaterialRenderer.h>
#include "config/user_config.hpp"
#include "graphics/callbacks.hpp"
#include "utils/helpers.hpp"
#include "graphics/camera.hpp"
#include "modes/world.hpp"
GeometricMaterial MaterialTypeToGeometricMaterial(video::E_MATERIAL_TYPE MaterialType, video::E_VERTEX_TYPE tp)
{
if (MaterialType == irr_driver->getShader(ES_NORMAL_MAP))
return FPSM_NORMAL_MAP;
else if (MaterialType == irr_driver->getShader(ES_OBJECTPASS_REF) || MaterialType == video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF)
return FPSM_ALPHA_REF_TEXTURE;
else if (MaterialType == irr_driver->getShader(ES_GRASS) || MaterialType == irr_driver->getShader(ES_GRASS_REF))
return FPSM_GRASS;
else if (tp == video::EVT_2TCOORDS)
return FPSM_DEFAULT_2TCOORD;
assert(tp == video::EVT_STANDARD);
return FPSM_DEFAULT_STANDARD;
}
ShadedMaterial MaterialTypeToShadedMaterial(video::E_MATERIAL_TYPE type, video::ITexture **textures, video::E_VERTEX_TYPE tp)
{
if (type == irr_driver->getShader(ES_SPHERE_MAP))
return SM_SPHEREMAP;
else if (type == irr_driver->getShader(ES_SPLATTING))
return SM_SPLATTING;
else if (type == irr_driver->getShader(ES_OBJECTPASS_REF) || type == video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF)
return SM_ALPHA_REF_TEXTURE;
else if (type == irr_driver->getShader(ES_GRASS) || type == irr_driver->getShader(ES_GRASS_REF))
return SM_GRASS;
else if (type == irr_driver->getShader(ES_OBJECT_UNLIT))
return SM_UNLIT;
else if (tp == video::EVT_2TCOORDS)
return SM_DETAILS;
else if (tp == video::EVT_TANGENTS)
return SM_DEFAULT_TANGENT;
return SM_DEFAULT_STANDARD;
}
TransparentMaterial MaterialTypeToTransparentMaterial(video::E_MATERIAL_TYPE type, f32 MaterialTypeParam)
{
if (type == irr_driver->getShader(ES_BUBBLES))
return TM_BUBBLE;
video::E_BLEND_FACTOR srcFact, DstFact;
video::E_MODULATE_FUNC mod;
u32 alpha;
unpack_textureBlendFunc(srcFact, DstFact, mod, alpha, MaterialTypeParam);
if (DstFact == video::EBF_ONE || type == video::EMT_TRANSPARENT_ADD_COLOR)
return TM_ADDITIVE;
return TM_DEFAULT;
}
video::E_VERTEX_TYPE getVTXTYPEFromStride(size_t stride)
{
if (stride == sizeof(video::S3DVertex))
return video::EVT_STANDARD;
else if (stride == sizeof(video::S3DVertex2TCoords))
return video::EVT_2TCOORDS;
assert(stride == sizeof(video::S3DVertexTangents));
return video::EVT_TANGENTS;
}
GLuint createVAO(GLuint vbo, GLuint idx, video::E_VERTEX_TYPE type)
{
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
assert(vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
switch (type)
{
case video::EVT_STANDARD:
// Position
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, getVertexPitchFromType(type), 0);
// Normal
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, getVertexPitchFromType(type), (GLvoid*)12);
// Color
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, GL_TRUE, getVertexPitchFromType(type), (GLvoid*)24);
// Texcoord
glEnableVertexAttribArray(3);
glVertexAttribPointer(3, 2, GL_FLOAT, GL_FALSE, getVertexPitchFromType(type), (GLvoid*)28);
break;
case video::EVT_2TCOORDS:
// Position
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, getVertexPitchFromType(type), 0);
// Normal
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, getVertexPitchFromType(type), (GLvoid*)12);
// Color
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, GL_TRUE, getVertexPitchFromType(type), (GLvoid*)24);
// Texcoord
glEnableVertexAttribArray(3);
glVertexAttribPointer(3, 2, GL_FLOAT, GL_FALSE, getVertexPitchFromType(type), (GLvoid*)28);
// SecondTexcoord
glEnableVertexAttribArray(4);
glVertexAttribPointer(4, 2, GL_FLOAT, GL_FALSE, getVertexPitchFromType(type), (GLvoid*)36);
break;
case video::EVT_TANGENTS:
// Position
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, getVertexPitchFromType(type), 0);
// Normal
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, getVertexPitchFromType(type), (GLvoid*)12);
// Color
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, GL_TRUE, getVertexPitchFromType(type), (GLvoid*)24);
// Texcoord
glEnableVertexAttribArray(3);
glVertexAttribPointer(3, 2, GL_FLOAT, GL_FALSE, getVertexPitchFromType(type), (GLvoid*)28);
// Tangent
glEnableVertexAttribArray(5);
glVertexAttribPointer(5, 3, GL_FLOAT, GL_FALSE, getVertexPitchFromType(type), (GLvoid*)36);
// Bitangent
glEnableVertexAttribArray(6);
glVertexAttribPointer(6, 3, GL_FLOAT, GL_FALSE, getVertexPitchFromType(type), (GLvoid*)48);
break;
default:
assert(0 && "Wrong vertex type");
}
assert(idx);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, idx);
return vao;
}
GLMesh allocateMeshBuffer(scene::IMeshBuffer* mb)
{
GLMesh result = {};
if (!mb)
return result;
result.IndexCount = mb->getIndexCount();
switch (mb->getIndexType())
{
case irr::video::EIT_16BIT:
{
result.IndexType = GL_UNSIGNED_SHORT;
break;
}
case irr::video::EIT_32BIT:
{
result.IndexType = GL_UNSIGNED_INT;
break;
}
default:
{
assert(0 && "Wrong index size");
}
}
result.VAOType = mb->getVertexType();
result.Stride = getVertexPitchFromType(result.VAOType);
result.IndexCount = mb->getIndexCount();
switch (mb->getPrimitiveType())
{
case scene::EPT_POINTS:
result.PrimitiveType = GL_POINTS;
break;
case scene::EPT_TRIANGLE_STRIP:
result.PrimitiveType = GL_TRIANGLE_STRIP;
break;
case scene::EPT_TRIANGLE_FAN:
result.PrimitiveType = GL_TRIANGLE_FAN;
break;
case scene::EPT_LINES:
result.PrimitiveType = GL_LINES;
break;
case scene::EPT_TRIANGLES:
result.PrimitiveType = GL_TRIANGLES;
break;
case scene::EPT_POINT_SPRITES:
case scene::EPT_LINE_LOOP:
case scene::EPT_POLYGON:
case scene::EPT_LINE_STRIP:
case scene::EPT_QUAD_STRIP:
case scene::EPT_QUADS:
assert(0 && "Unsupported primitive type");
}
for (unsigned i = 0; i < 6; i++)
result.textures[i] = mb->getMaterial().getTexture(i);
result.TextureMatrix = 0;
return result;
}
static
size_t getUnsignedSize(unsigned tp)
{
switch (tp)
{
case GL_UNSIGNED_SHORT:
return sizeof(u16);
case GL_UNSIGNED_INT:
return sizeof(u32);
default:
assert(0 && "Unsupported index type");
return 0;
}
}
void fillLocalBuffer(GLMesh &mesh, scene::IMeshBuffer* mb)
{
glBindVertexArray(0);
glGenBuffers(1, &(mesh.vertex_buffer));
glGenBuffers(1, &(mesh.index_buffer));
glBindBuffer(GL_ARRAY_BUFFER, mesh.vertex_buffer);
const void* vertices = mb->getVertices();
const u32 vertexCount = mb->getVertexCount();
const c8* vbuf = static_cast<const c8*>(vertices);
glBufferData(GL_ARRAY_BUFFER, vertexCount * mesh.Stride, vbuf, GL_STATIC_DRAW);
assert(vertexCount);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh.index_buffer);
const void* indices = mb->getIndices();
glBufferData(GL_ELEMENT_ARRAY_BUFFER, mesh.IndexCount * getUnsignedSize(mesh.IndexType), indices, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
core::matrix4 computeMVP(const core::matrix4 &ModelMatrix)
{
core::matrix4 ModelViewProjectionMatrix = irr_driver->getProjMatrix();
ModelViewProjectionMatrix *= irr_driver->getViewMatrix();
ModelViewProjectionMatrix *= ModelMatrix;
return ModelViewProjectionMatrix;
}
core::matrix4 computeTIMV(const core::matrix4 &ModelMatrix)
{
core::matrix4 TransposeInverseModelView = irr_driver->getViewMatrix();
TransposeInverseModelView *= ModelMatrix;
TransposeInverseModelView.makeInverse();
TransposeInverseModelView = TransposeInverseModelView.getTransposed();
return TransposeInverseModelView;
}
core::vector3df getWind()
{
const float time = irr_driver->getDevice()->getTimer()->getTime() / 1000.0f;
GrassShaderProvider *gsp = (GrassShaderProvider *)irr_driver->getCallback(ES_GRASS);
float m_speed = gsp->getSpeed();
return m_speed * vector3df(1., 0., 0.) * cos(time);
}
void drawGrassPass1(const GLMesh &mesh, const core::matrix4 & ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView, core::vector3df windDir)
{
irr_driver->IncreaseObjectCount();
GLenum ptype = mesh.PrimitiveType;
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
assert(mesh.VAOType == video::EVT_STANDARD);
compressTexture(mesh.textures[0], true);
setTexture(0, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
MeshShader::GrassPass1Shader::setUniforms(ModelViewProjectionMatrix, TransposeInverseModelView, windDir, 0);
glDrawElementsBaseVertex(ptype, count, itype, (GLvoid *)mesh.vaoOffset, mesh.vaoBaseVertex);
}
void drawSplatting(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix)
{
irr_driver->IncreaseObjectCount();
GLenum ptype = mesh.PrimitiveType;
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
// Texlayout
compressTexture(mesh.textures[1], true);
setTexture(MeshShader::SplattingShader::TU_tex_layout, getTextureGLuint(mesh.textures[1]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
if (irr_driver->getLightViz())
{
GLint swizzleMask[] = {GL_ONE, GL_ONE, GL_ONE, GL_ALPHA};
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
else
{
GLint swizzleMask[] = {GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA};
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
//Tex detail0
compressTexture(mesh.textures[2], true);
setTexture(MeshShader::SplattingShader::TU_tex_detail0, getTextureGLuint(mesh.textures[2]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
if (irr_driver->getLightViz())
{
GLint swizzleMask[] = {GL_ONE, GL_ONE, GL_ONE, GL_ALPHA};
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
else
{
GLint swizzleMask[] = {GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA};
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
//Tex detail1
compressTexture(mesh.textures[3], true);
setTexture(MeshShader::SplattingShader::TU_tex_detail1, getTextureGLuint(mesh.textures[3]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
if (irr_driver->getLightViz())
{
GLint swizzleMask[] = { GL_ONE, GL_ONE, GL_ONE, GL_ALPHA };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
else
{
GLint swizzleMask[] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
compressTexture(mesh.textures[4], true);
//Tex detail2
setTexture(MeshShader::SplattingShader::TU_tex_detail2, getTextureGLuint(mesh.textures[4]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
if (irr_driver->getLightViz())
{
GLint swizzleMask[] = { GL_ONE, GL_ONE, GL_ONE, GL_ALPHA };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
else
{
GLint swizzleMask[] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
//Tex detail3
compressTexture(mesh.textures[5], true);
setTexture(MeshShader::SplattingShader::TU_tex_detail3, getTextureGLuint(mesh.textures[5]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
if (irr_driver->getLightViz())
{
GLint swizzleMask[] = { GL_ONE, GL_ONE, GL_ONE, GL_ALPHA };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
else
{
GLint swizzleMask[] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
MeshShader::SplattingShader::setUniforms(ModelViewProjectionMatrix);
glDrawElementsBaseVertex(ptype, count, itype, (GLvoid *)mesh.vaoOffset, mesh.vaoBaseVertex);
}
void drawGrassPass2(const GLMesh &mesh, const core::matrix4 & ModelViewProjectionMatrix, core::vector3df windDir)
{
irr_driver->IncreaseObjectCount();
GLenum ptype = mesh.PrimitiveType;
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
assert(mesh.VAOType == video::EVT_STANDARD);
if (!mesh.textures[0])
const_cast<GLMesh &>(mesh).textures[0] = getUnicolorTexture(video::SColor(255, 255, 255, 255));
compressTexture(mesh.textures[0], true);
setTexture(MeshShader::GrassPass2Shader::TU_Albedo, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
if (irr_driver->getLightViz())
{
GLint swizzleMask[] = {GL_ONE, GL_ONE, GL_ONE, GL_ALPHA};
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
else
{
GLint swizzleMask[] = {GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA};
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
MeshShader::GrassPass2Shader::setUniforms(ModelViewProjectionMatrix, windDir);
glDrawElementsBaseVertex(ptype, count, itype, (GLvoid *)mesh.vaoOffset, mesh.vaoBaseVertex);
}
void drawTransparentObject(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TextureMatrix)
{
irr_driver->IncreaseObjectCount();
GLenum ptype = mesh.PrimitiveType;
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
compressTexture(mesh.textures[0], true);
setTexture(0, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
MeshShader::TransparentShader::setUniforms(ModelViewProjectionMatrix, TextureMatrix, 0);
assert(mesh.vao);
glBindVertexArray(mesh.vao);
glDrawElements(ptype, count, itype, 0);
}
void drawTransparentFogObject(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TextureMatrix)
{
irr_driver->IncreaseObjectCount();
GLenum ptype = mesh.PrimitiveType;
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
const Track * const track = World::getWorld()->getTrack();
// This function is only called once per frame - thus no need for setters.
const float fogmax = track->getFogMax();
const float startH = track->getFogStartHeight();
const float endH = track->getFogEndHeight();
const float start = track->getFogStart();
const float end = track->getFogEnd();
const video::SColor tmpcol = track->getFogColor();
core::vector3df col(tmpcol.getRed() / 255.0f,
tmpcol.getGreen() / 255.0f,
tmpcol.getBlue() / 255.0f);
if (mesh.textures[0] != NULL)
{
compressTexture(mesh.textures[0], true);
setTexture(0, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
}
glUseProgram(MeshShader::TransparentFogShader::Program);
MeshShader::TransparentFogShader::setUniforms(ModelViewProjectionMatrix, TextureMatrix, fogmax, startH, endH, start, end, col, Camera::getCamera(0)->getCameraSceneNode()->getAbsolutePosition(), 0);
assert(mesh.vao);
glBindVertexArray(mesh.vao);
glDrawElements(ptype, count, itype, 0);
}
void drawBubble(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix)
{
irr_driver->IncreaseObjectCount();
const float time = irr_driver->getDevice()->getTimer()->getTime() / 1000.0f;
float transparency = 1.;
GLenum ptype = mesh.PrimitiveType;
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
compressTexture(mesh.textures[0], true);
setTexture(0, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
MeshShader::BubbleShader::setUniforms(ModelViewProjectionMatrix, 0, time, transparency);
glDrawElementsBaseVertex(ptype, count, itype, (GLvoid *)mesh.vaoOffset, mesh.vaoBaseVertex);
}
void drawShadowRef(const GLMesh &mesh, const core::matrix4 &ModelMatrix)
{
irr_driver->IncreaseObjectCount();
GLenum ptype = mesh.PrimitiveType;
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
compressTexture(mesh.textures[0], true);
setTexture(0, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
MeshShader::RefShadowShader::setUniforms(ModelMatrix, 0);
glDrawElementsInstancedBaseVertex(ptype, count, itype, (GLvoid *)mesh.vaoOffset, 4, mesh.vaoBaseVertex);
}
void drawShadow(const GLMesh &mesh, const core::matrix4 &ModelMatrix)
{
irr_driver->IncreaseObjectCount();
GLenum ptype = mesh.PrimitiveType;
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
MeshShader::ShadowShader::setUniforms(ModelMatrix);
glDrawElementsInstancedBaseVertex(ptype, count, itype, (GLvoid *) mesh.vaoOffset, 4, mesh.vaoBaseVertex);
}
bool isObject(video::E_MATERIAL_TYPE type)
{
if (type == irr_driver->getShader(ES_OBJECTPASS))
return true;
if (type == irr_driver->getShader(ES_OBJECTPASS_REF))
return true;
if (type == irr_driver->getShader(ES_OBJECTPASS_RIMLIT))
return true;
if (type == irr_driver->getShader(ES_NORMAL_MAP))
return true;
if (type == irr_driver->getShader(ES_SPHERE_MAP))
return true;
if (type == irr_driver->getShader(ES_SPLATTING))
return true;
if (type == irr_driver->getShader(ES_GRASS))
return true;
if (type == irr_driver->getShader(ES_GRASS_REF))
return true;
if (type == irr_driver->getShader(ES_BUBBLES))
return true;
if (type == irr_driver->getShader(ES_OBJECT_UNLIT))
return true;
if (type == video::EMT_TRANSPARENT_ALPHA_CHANNEL)
return true;
if (type == video::EMT_ONETEXTURE_BLEND)
return true;
if (type == video::EMT_TRANSPARENT_ADD_COLOR)
return true;
if (type == video::EMT_SOLID)
return true;
if (type == video::EMT_LIGHTMAP_LIGHTING)
return true;
if (type == video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF)
return true;
return false;
}
void initvaostate(GLMesh &mesh, GeometricMaterial GeoMat, ShadedMaterial ShadedMat)
{
mesh.vao = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(mesh.Stride));
}
void initvaostate(GLMesh &mesh, TransparentMaterial TranspMat)
{
mesh.vao = createVAO(mesh.vertex_buffer, mesh.index_buffer, getVTXTYPEFromStride(mesh.Stride));
}