void PostProcessing::renderGI(const core::matrix4 &RHMatrix, const core::vector3df &rh_extend, GLuint shr, GLuint shg, GLuint shb)
{
    core::matrix4 InvRHMatrix;
    RHMatrix.getInverse(InvRHMatrix);
    glDisable(GL_DEPTH_TEST);
    glUseProgram(FullScreenShader::GlobalIlluminationReconstructionShader::Program);
    glBindVertexArray(FullScreenShader::GlobalIlluminationReconstructionShader::vao);
    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_3D, shr);
    {
        glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    }
    glActiveTexture(GL_TEXTURE1);
    glBindTexture(GL_TEXTURE_3D, shg);
    {
        glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    }
    glActiveTexture(GL_TEXTURE2);
    glBindTexture(GL_TEXTURE_3D, shb);
    {
        glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    }
    setTexture(3, irr_driver->getRenderTargetTexture(RTT_NORMAL_AND_DEPTH), GL_NEAREST, GL_NEAREST);
    setTexture(4, irr_driver->getDepthStencilTexture(), GL_NEAREST, GL_NEAREST);
    FullScreenShader::GlobalIlluminationReconstructionShader::setUniforms(RHMatrix, InvRHMatrix, rh_extend, 3, 4, 0, 1, 2);
    glDrawArrays(GL_TRIANGLES, 0, 3);
}
Exemple #2
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//-----------------------------------------------------------------------------
void KartModel::attachHat()
{
    m_hat_node = NULL;
    if(m_hat_name.size()>0)
    {
        scene::IBoneSceneNode *bone = m_animated_node->getJointNode("Head");
        if(!bone)
            bone = m_animated_node->getJointNode("head");
        if(bone)
        {
            // Till we have all models fixed, accept Head and head as bone name
            scene::IMesh *hat_mesh =
                irr_driver->getAnimatedMesh(
                           file_manager->getAsset(FileManager::MODEL, m_hat_name));
            m_hat_node = irr_driver->addMesh(hat_mesh, "hat");
            bone->addChild(m_hat_node);
            m_animated_node->setCurrentFrame((float)m_animation_frame[AF_STRAIGHT]);
            m_animated_node->OnAnimate(0);
            bone->updateAbsolutePosition();
             // With the hat node attached to the head bone, we have to
            // reverse the transformation of the bone, so that the hat
            // is still properly placed. Esp. the hat offset needs
            // to be rotated.
            const core::matrix4 mat = bone->getAbsoluteTransformation();
            core::matrix4 inv;
            mat.getInverse(inv);
            core::vector3df rotated_offset;
            inv.rotateVect(rotated_offset, m_hat_offset);
            m_hat_node->setPosition(rotated_offset);
            m_hat_node->setScale(inv.getScale());
            m_hat_node->setRotation(inv.getRotationDegrees());
        }   // if bone
    }   // if(m_hat_name)
}   // attachHat
void PostProcessing::renderGI(const core::matrix4 &RHMatrix, const core::vector3df &rh_extend, GLuint shr, GLuint shg, GLuint shb)
{
    core::matrix4 InvRHMatrix;
    RHMatrix.getInverse(InvRHMatrix);
    glDisable(GL_DEPTH_TEST);
    FullScreenShader::GlobalIlluminationReconstructionShader::getInstance()->SetTextureUnits(createVector<GLuint>(
        irr_driver->getRenderTargetTexture(RTT_NORMAL_AND_DEPTH), irr_driver->getDepthStencilTexture(), shr, shg, shb));
    DrawFullScreenEffect<FullScreenShader::GlobalIlluminationReconstructionShader>(RHMatrix, InvRHMatrix, rh_extend);
}
Exemple #4
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 void setProjMatrix(core::matrix4 matrix) { m_ProjMatrix = matrix; matrix.getInverse(m_InvProjMatrix); }
Exemple #5
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 // ------------------------------------------------------------------------
 void setViewMatrix(core::matrix4 matrix) { m_ViewMatrix = matrix; matrix.getInverse(m_InvViewMatrix); }