Exemple #1
0
// ----------------------------------------------------------------------------
void DrawCalls::renderBoundingBoxes()
{
    Shaders::ColoredLine *line = Shaders::ColoredLine::getInstance();
    line->use();
    line->bindVertexArray();
    line->bindBuffer();
    line->setUniforms(irr::video::SColor(255, 255, 0, 0));
    const float *tmp = m_bounding_boxes.data();
    for (unsigned int i = 0; i < m_bounding_boxes.size(); i += 1024 * 6)
    {
        unsigned count = std::min((unsigned)m_bounding_boxes.size() - i,
            (unsigned)1024 * 6);
        glBufferSubData(GL_ARRAY_BUFFER, 0, count * sizeof(float), &tmp[i]);

        glDrawArrays(GL_LINES, 0, count / 3);
    }
    m_bounding_boxes.clear();
}   // renderBoundingBoxes
Exemple #2
0
void draw3DLine(const core::vector3df& start,
                const core::vector3df& end, irr::video::SColor color)
{
    if (!CVS->isGLSL()) {
        irr_driver->getVideoDriver()->draw3DLine(start, end, color);
        return;
    }

    float vertex[6] = {
        start.X, start.Y, start.Z,
        end.X, end.Y, end.Z
    };

    Shaders::ColoredLine *line = Shaders::ColoredLine::getInstance();
    line->bindVertexArray();
    line->bindBuffer();
    glBufferSubData(GL_ARRAY_BUFFER, 0, 6 * sizeof(float), vertex);

    line->use();
    line->setUniforms(color);
    glDrawArrays(GL_LINES, 0, 2);

    glGetError();
}
Exemple #3
0
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);

            if (irr_driver->getNormals())
                irr_driver->getFBO(FBO_NORMAL_AND_DEPTHS).BlitToDefault(viewport.UpperLeftCorner.X, viewport.UpperLeftCorner.Y, viewport.LowerRightCorner.X, viewport.LowerRightCorner.Y);
            else if (irr_driver->getSSAOViz())
            {
                glBindFramebuffer(GL_FRAMEBUFFER, 0);
                glViewport(viewport.UpperLeftCorner.X, viewport.UpperLeftCorner.Y, viewport.LowerRightCorner.X, viewport.LowerRightCorner.Y);
                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);
                glViewport(viewport.UpperLeftCorner.X, viewport.UpperLeftCorner.Y, viewport.LowerRightCorner.X, viewport.LowerRightCorner.Y);
                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);
                if (CVS->isDefferedEnabled())
                    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);
}