void ButtonUnit::onRender( RenderContext & context, const RectInt & window ) { WindowButton::onRender( context, window ); if ( enabled() && m_Unit.valid() ) { GameDocument * pDoc = (GameDocument *)document(); ASSERT( pDoc ); NounShip * pShip = pDoc->ship(); if (! pShip ) return; DisplayDevice * pDisplay = context.display(); ASSERT( pDisplay ); // draw the gadget icon if ( m_Icon.valid() ) { RectInt iconBox( PointInt( window.left, window.top ), SizeInt( 32, 16 ) ); RectFloat iconUV(0,0,1,1); Material::push( context, m_Icon ); PrimitiveWindow::push( pDisplay, iconBox, iconUV, pShip->isFriend( m_Unit ) ? GREEN : pShip->isEnemy( m_Unit ) ? RED : YELLOW ); } // draw the unit health on the button Font * pFont = windowStyle()->font(); ASSERT( pFont ); WideString sHealth; sHealth.format( STR("%d%%"), 100 - ((m_Unit->damage() * 100) / m_Unit->maxDamage()) ); SizeInt szHealth( pFont->size( sHealth ) ); PointInt ptHealth( window.right - szHealth.width, window.bottom - szHealth.height ); Font::push( context.display(), pFont, ptHealth, sHealth, WHITE ); // display damage bar if ( m_Unit->damage() > 0 ) { float damage = 1.0f - (m_Unit->damage() / m_Unit->maxDamage()); RectInt bar( window.m_Left, window.m_Bottom + 1, window.m_Right - (window.width() * (1.0f - damage)), window.m_Bottom + 3 ); RectFloat barUV(0,0,1,1); Color barColor( 255 * (1.0f - damage), 255 * damage,0,255 ); PrimitiveMaterial::push( pDisplay, PrimitiveMaterial::NONE ); PrimitiveWindow::push( pDisplay, bar, barUV, barColor ); } // display blinking border if this unit is the current target if ( pDoc->target() == m_Unit && (pDoc->tick() % 10) < 6) renderGlow( context ); } }
void ViewEngineering::ButtonGadget::onRender( RenderContext & context, const RectInt & window ) { WindowButton::onRender( context, window ); if ( enabled() ) { DisplayDevice * pDisplay = context.display(); ASSERT( pDisplay ); Font * pFont = windowStyle()->font(); ASSERT( pFont ); // display damage percentage String status; status.format( "%d%%", int( m_rGadget->damageRatioInv() * 100) ); SizeInt stringSize( pFont->size( status ) ); PointInt stringPos( window.m_Right - stringSize.width, window.top ); Font::push( pDisplay, pFont, stringPos, status, YELLOW ); // display the damage bar if ( m_rGadget->damage() > 0 ) { if ( fmod( activeTime(), 1.0f ) < 0.5f ) // make the bar blink { float damage = m_rGadget->damageRatioInv(); RectInt bar( window.m_Left, window.m_Bottom + 1, window.m_Right - (window.width() * (1.0f - damage)), window.m_Bottom + 3 ); Color barColor( 255 * (1.0f - damage), 255 * damage,0,255 ); PrimitiveMaterial::push( pDisplay, PrimitiveMaterial::NONE ); PrimitiveWindow::push( pDisplay, bar, DAMAGE_BAR_UV, barColor ); } } // display white blinking box around gadget currently at the top of the queue NounShip * pShip = WidgetCast<NounShip>( m_rGadget->parentBody() ); if ( pShip != NULL && pShip->repairCount() > 0 && pShip->repair( 0 ) == m_rGadget && fmod( activeTime(), 1.0f ) < 0.5f ) renderGlow( context ); } }
void ButtonCargo::onRender( RenderContext & context, const RectInt & window ) { WindowButton::onRender( context, window ); if ( enabled() ) { Noun * pCargo = m_Cargo; ASSERT( pCargo ); // display white box around cargo if current target GameDocument * pDoc = (GameDocument *)document(); ASSERT( pDoc ); if ( pDoc->target() == pCargo && (pDoc->tick() % 10) < 6 ) renderGlow( context ); if ( WidgetCast<CargoEnhancement>( pCargo ) ) { // show the durability if an enhancement.. CargoEnhancement * pCargoEnh = (CargoEnhancement *)pCargo; Font * pFont = windowStyle()->font(); ASSERT( pFont ); NounEnhancement * pEnhancement = pCargoEnh->enhancement(); if ( pEnhancement != NULL ) { int nMaxDamage = pEnhancement->maxDamage(); if ( nMaxDamage > 0 ) { WideString sQuantity; sQuantity.format( "%d/%d", nMaxDamage - pCargoEnh->damage(), nMaxDamage ); SizeInt stringSize( pFont->size( sQuantity ) ); PointInt stringPos( window.m_Right - stringSize.width, window.top ); Font::push( context.display(), pFont, stringPos, sQuantity, WHITE ); } } if ( ((CargoEnhancement *)pCargo)->quantity() <= 0 ) destroy(); } else if ( WidgetCast<NounCargo>( pCargo ) ) { // draw the quantity if cargo Font * pFont = windowStyle()->font(); ASSERT( pFont ); WideString sQuantity; sQuantity.format( "%d", ((NounCargo *)pCargo)->quantity() ); SizeInt stringSize( pFont->size( sQuantity ) ); PointInt stringPos( window.m_Right - stringSize.width, window.top ); Font::push( context.display(), pFont, stringPos, sQuantity, WHITE ); if ( ((NounCargo *)pCargo)->quantity() <= 0 ) destroy(); } else if ( WidgetCast<NounUnit>( pCargo ) ) { NounUnit * pUnit = (NounUnit *)pCargo; // draw the unit health on the button Font * pFont = windowStyle()->font(); ASSERT( pFont ); WideString sHealth; sHealth.format( "%d%%", 100 - ((pUnit->damage() * 100) / pUnit->maxDamage()) ); PointInt ptHealth( window.right - pFont->size( sHealth ).width, window.top ); Font::push( context.display(), pFont, ptHealth, sHealth, WHITE ); // display damage bar if ( pUnit->damage() > 0 ) { float damage = 1.0f - (pUnit->damage() / pUnit->maxDamage()); RectInt bar( window.m_Left, window.m_Bottom + 1, window.m_Right - (window.width() * (1.0f - damage)), window.m_Bottom + 3 ); RectFloat barUV(0,0,1,1); Color barColor( 255 * (1.0f - damage), 255 * damage,0,255 ); PrimitiveMaterial::push( context.display(), PrimitiveMaterial::NONE ); PrimitiveWindow::push( context.display(), bar, barUV, barColor ); } } } }
void IrrDriver::renderScene(scene::ICameraSceneNode * const camnode, unsigned pointlightcount, std::vector<GlowData>& glows, float dt, bool hasShadow, bool forceRTT) { glBindBufferBase(GL_UNIFORM_BUFFER, 0, SharedObject::ViewProjectionMatrixesUBO); glBindBufferBase(GL_UNIFORM_BUFFER, 1, SharedObject::LightingDataUBO); m_scene_manager->setActiveCamera(camnode); PROFILER_PUSH_CPU_MARKER("- Draw Call Generation", 0xFF, 0xFF, 0xFF); PrepareDrawCalls(camnode); PROFILER_POP_CPU_MARKER(); // Shadows { // To avoid wrong culling, use the largest view possible m_scene_manager->setActiveCamera(m_suncam); if (CVS->isDefferedEnabled() && CVS->isShadowEnabled() && hasShadow) { PROFILER_PUSH_CPU_MARKER("- Shadow", 0x30, 0x6F, 0x90); renderShadows(); PROFILER_POP_CPU_MARKER(); if (CVS->isGlobalIlluminationEnabled()) { PROFILER_PUSH_CPU_MARKER("- RSM", 0xFF, 0x0, 0xFF); renderRSM(); PROFILER_POP_CPU_MARKER(); } } m_scene_manager->setActiveCamera(camnode); } PROFILER_PUSH_CPU_MARKER("- Solid Pass 1", 0xFF, 0x00, 0x00); glDepthMask(GL_TRUE); glDepthFunc(GL_LEQUAL); glEnable(GL_DEPTH_TEST); glDisable(GL_BLEND); glEnable(GL_CULL_FACE); if (CVS->isDefferedEnabled() || forceRTT) { m_rtts->getFBO(FBO_NORMAL_AND_DEPTHS).Bind(); glClearColor(0., 0., 0., 0.); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); renderSolidFirstPass(); } else { // We need a cleared depth buffer for some effect (eg particles depth blending) if (GraphicsRestrictions::isDisabled(GraphicsRestrictions::GR_FRAMEBUFFER_SRGB_WORKING)) glDisable(GL_FRAMEBUFFER_SRGB); m_rtts->getFBO(FBO_NORMAL_AND_DEPTHS).Bind(); // Bind() modifies the viewport. In order not to affect anything else, // the viewport is just reset here and not removed in Bind(). const core::recti &vp = Camera::getActiveCamera()->getViewport(); glViewport(vp.UpperLeftCorner.X, irr_driver->getActualScreenSize().Height - vp.LowerRightCorner.Y, vp.LowerRightCorner.X - vp.UpperLeftCorner.X, vp.LowerRightCorner.Y - vp.UpperLeftCorner.Y); glClear(GL_DEPTH_BUFFER_BIT); if (GraphicsRestrictions::isDisabled(GraphicsRestrictions::GR_FRAMEBUFFER_SRGB_WORKING)) glEnable(GL_FRAMEBUFFER_SRGB); glBindFramebuffer(GL_FRAMEBUFFER, 0); } PROFILER_POP_CPU_MARKER(); // Lights { PROFILER_PUSH_CPU_MARKER("- Light", 0x00, 0xFF, 0x00); if (CVS->isDefferedEnabled()) renderLights(pointlightcount, hasShadow); PROFILER_POP_CPU_MARKER(); } // Handle SSAO { PROFILER_PUSH_CPU_MARKER("- SSAO", 0xFF, 0xFF, 0x00); ScopedGPUTimer Timer(getGPUTimer(Q_SSAO)); if (UserConfigParams::m_ssao) renderSSAO(); PROFILER_POP_CPU_MARKER(); } PROFILER_PUSH_CPU_MARKER("- Solid Pass 2", 0x00, 0x00, 0xFF); if (CVS->isDefferedEnabled() || forceRTT) { m_rtts->getFBO(FBO_COLORS).Bind(); SColor clearColor(0, 150, 150, 150); if (World::getWorld() != NULL) clearColor = World::getWorld()->getClearColor(); glClearColor(clearColor.getRed() / 255.f, clearColor.getGreen() / 255.f, clearColor.getBlue() / 255.f, clearColor.getAlpha() / 255.f); glClear(GL_COLOR_BUFFER_BIT); glDepthMask(GL_FALSE); } renderSolidSecondPass(); PROFILER_POP_CPU_MARKER(); if (getNormals()) { m_rtts->getFBO(FBO_NORMAL_AND_DEPTHS).Bind(); renderNormalsVisualisation(); m_rtts->getFBO(FBO_COLORS).Bind(); } // Render ambient scattering if (CVS->isDefferedEnabled() && World::getWorld() != NULL && World::getWorld()->isFogEnabled()) { PROFILER_PUSH_CPU_MARKER("- Ambient scatter", 0xFF, 0x00, 0x00); ScopedGPUTimer Timer(getGPUTimer(Q_FOG)); renderAmbientScatter(); PROFILER_POP_CPU_MARKER(); } { PROFILER_PUSH_CPU_MARKER("- Skybox", 0xFF, 0x00, 0xFF); ScopedGPUTimer Timer(getGPUTimer(Q_SKYBOX)); renderSkybox(camnode); PROFILER_POP_CPU_MARKER(); } // Render discrete lights scattering if (CVS->isDefferedEnabled() && World::getWorld() != NULL && World::getWorld()->isFogEnabled()) { PROFILER_PUSH_CPU_MARKER("- PointLight Scatter", 0xFF, 0x00, 0x00); ScopedGPUTimer Timer(getGPUTimer(Q_FOG)); renderLightsScatter(pointlightcount); PROFILER_POP_CPU_MARKER(); } if (getRH()) { glDisable(GL_BLEND); m_rtts->getFBO(FBO_COLORS).Bind(); m_post_processing->renderRHDebug(m_rtts->getRH().getRTT()[0], m_rtts->getRH().getRTT()[1], m_rtts->getRH().getRTT()[2], rh_matrix, rh_extend); } if (getGI()) { glDisable(GL_BLEND); m_rtts->getFBO(FBO_COLORS).Bind(); m_post_processing->renderGI(rh_matrix, rh_extend, m_rtts->getRH().getRTT()[0], m_rtts->getRH().getRTT()[1], m_rtts->getRH().getRTT()[2]); } PROFILER_PUSH_CPU_MARKER("- Glow", 0xFF, 0xFF, 0x00); // Render anything glowing. if (!m_mipviz && !m_wireframe && UserConfigParams::m_glow) { ScopedGPUTimer Timer(getGPUTimer(Q_GLOW)); irr_driver->setPhase(GLOW_PASS); renderGlow(glows); } // end glow PROFILER_POP_CPU_MARKER(); PROFILER_PUSH_CPU_MARKER("- Lensflare/godray", 0x00, 0xFF, 0xFF); computeSunVisibility(); PROFILER_POP_CPU_MARKER(); // Render transparent { PROFILER_PUSH_CPU_MARKER("- Transparent Pass", 0xFF, 0x00, 0x00); ScopedGPUTimer Timer(getGPUTimer(Q_TRANSPARENT)); renderTransparent(); PROFILER_POP_CPU_MARKER(); } m_sync = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0); // Render particles { PROFILER_PUSH_CPU_MARKER("- Particles", 0xFF, 0xFF, 0x00); ScopedGPUTimer Timer(getGPUTimer(Q_PARTICLES)); renderParticles(); PROFILER_POP_CPU_MARKER(); } if (!CVS->isDefferedEnabled() && !forceRTT) { glDisable(GL_FRAMEBUFFER_SRGB); glDisable(GL_DEPTH_TEST); glDepthMask(GL_FALSE); return; } // Ensure that no object will be drawn after that by using invalid pass irr_driver->setPhase(PASS_COUNT); }
void IrrDriver::renderScene(scene::ICameraSceneNode * const camnode, unsigned pointlightcount, std::vector<GlowData>& glows, float dt, bool hasShadow, bool forceRTT) { glBindBufferBase(GL_UNIFORM_BUFFER, 0, SharedObject::ViewProjectionMatrixesUBO); m_scene_manager->setActiveCamera(camnode); PROFILER_PUSH_CPU_MARKER("- Draw Call Generation", 0xFF, 0xFF, 0xFF); PrepareDrawCalls(camnode); PROFILER_POP_CPU_MARKER(); // Shadows { // To avoid wrong culling, use the largest view possible m_scene_manager->setActiveCamera(m_suncam); if (!m_mipviz && !m_wireframe && UserConfigParams::m_dynamic_lights && UserConfigParams::m_shadows && !irr_driver->needUBOWorkaround() && hasShadow) { PROFILER_PUSH_CPU_MARKER("- Shadow", 0x30, 0x6F, 0x90); renderShadows(); PROFILER_POP_CPU_MARKER(); if (UserConfigParams::m_gi) { PROFILER_PUSH_CPU_MARKER("- RSM", 0xFF, 0x0, 0xFF); renderRSM(); PROFILER_POP_CPU_MARKER(); } } m_scene_manager->setActiveCamera(camnode); } PROFILER_PUSH_CPU_MARKER("- Solid Pass 1", 0xFF, 0x00, 0x00); glDepthMask(GL_TRUE); glDepthFunc(GL_LEQUAL); glEnable(GL_DEPTH_TEST); glDisable(GL_BLEND); glEnable(GL_CULL_FACE); if (UserConfigParams::m_dynamic_lights || forceRTT) { m_rtts->getFBO(FBO_NORMAL_AND_DEPTHS).Bind(); glClearColor(0., 0., 0., 0.); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); renderSolidFirstPass(); } PROFILER_POP_CPU_MARKER(); // Lights { PROFILER_PUSH_CPU_MARKER("- Light", 0x00, 0xFF, 0x00); if (UserConfigParams::m_dynamic_lights) renderLights(pointlightcount, hasShadow); PROFILER_POP_CPU_MARKER(); } // Handle SSAO { PROFILER_PUSH_CPU_MARKER("- SSAO", 0xFF, 0xFF, 0x00); ScopedGPUTimer Timer(getGPUTimer(Q_SSAO)); if (UserConfigParams::m_ssao) renderSSAO(); PROFILER_POP_CPU_MARKER(); } PROFILER_PUSH_CPU_MARKER("- Solid Pass 2", 0x00, 0x00, 0xFF); if (UserConfigParams::m_dynamic_lights || forceRTT) { m_rtts->getFBO(FBO_COLORS).Bind(); SColor clearColor(0, 150, 150, 150); if (World::getWorld() != NULL) clearColor = World::getWorld()->getClearColor(); glClearColor(clearColor.getRed() / 255.f, clearColor.getGreen() / 255.f, clearColor.getBlue() / 255.f, clearColor.getAlpha() / 255.f); glClear(GL_COLOR_BUFFER_BIT); glDepthMask(GL_FALSE); } renderSolidSecondPass(); PROFILER_POP_CPU_MARKER(); if (getNormals()) { m_rtts->getFBO(FBO_NORMAL_AND_DEPTHS).Bind(); renderNormalsVisualisation(); m_rtts->getFBO(FBO_COLORS).Bind(); } if (UserConfigParams::m_dynamic_lights && World::getWorld() != NULL && World::getWorld()->isFogEnabled()) { PROFILER_PUSH_CPU_MARKER("- Fog", 0xFF, 0x00, 0x00); m_post_processing->renderFog(); PROFILER_POP_CPU_MARKER(); } PROFILER_PUSH_CPU_MARKER("- Skybox", 0xFF, 0x00, 0xFF); renderSkybox(camnode); PROFILER_POP_CPU_MARKER(); if (getRH()) { m_rtts->getFBO(FBO_COLORS).Bind(); m_post_processing->renderRHDebug(m_rtts->getRH().getRTT()[0], m_rtts->getRH().getRTT()[1], m_rtts->getRH().getRTT()[2], rh_matrix, rh_extend); } if (getGI()) { m_rtts->getFBO(FBO_COLORS).Bind(); m_post_processing->renderGI(rh_matrix, rh_extend, m_rtts->getRH().getRTT()[0], m_rtts->getRH().getRTT()[1], m_rtts->getRH().getRTT()[2]); } PROFILER_PUSH_CPU_MARKER("- Glow", 0xFF, 0xFF, 0x00); // Render anything glowing. if (!m_mipviz && !m_wireframe && UserConfigParams::m_glow) { irr_driver->setPhase(GLOW_PASS); renderGlow(glows); } // end glow PROFILER_POP_CPU_MARKER(); PROFILER_PUSH_CPU_MARKER("- Lensflare/godray", 0x00, 0xFF, 0xFF); computeSunVisibility(); PROFILER_POP_CPU_MARKER(); // Render transparent { PROFILER_PUSH_CPU_MARKER("- Transparent Pass", 0xFF, 0x00, 0x00); ScopedGPUTimer Timer(getGPUTimer(Q_TRANSPARENT)); renderTransparent(); PROFILER_POP_CPU_MARKER(); } m_sync = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0); // Render particles { PROFILER_PUSH_CPU_MARKER("- Particles", 0xFF, 0xFF, 0x00); ScopedGPUTimer Timer(getGPUTimer(Q_PARTICLES)); renderParticles(); PROFILER_POP_CPU_MARKER(); } if (!UserConfigParams::m_dynamic_lights && !forceRTT) { glDisable(GL_FRAMEBUFFER_SRGB); glDisable(GL_DEPTH_TEST); glDepthMask(GL_FALSE); return; } // Ensure that no object will be drawn after that by using invalid pass irr_driver->setPhase(PASS_COUNT); }
void IrrDriver::renderGLSL(float dt) { World *world = World::getWorld(); // Never NULL. // 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 = m_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; std::vector<GlowNode *> transparent_glow_nodes; ItemManager * const items = ItemManager::get(); const u32 itemcount = items->getNumberOfItems(); u32 i; // For each static node, give it a glow representation const u32 staticglows = glows.size(); for (i = 0; i < staticglows; i++) { scene::ISceneNode * const node = glows[i].node; const float radius = (node->getBoundingBox().getExtent().getLength() / 2) * 2.0f; GlowNode * const repnode = new GlowNode(irr_driver->getSceneManager(), radius); repnode->setPosition(node->getTransformedBoundingBox().getCenter()); transparent_glow_nodes.push_back(repnode); } 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); // Push back its representation too const float radius = (node->getBoundingBox().getExtent().getLength() / 2) * 2.0f; GlowNode * const repnode = new GlowNode(irr_driver->getSceneManager(), radius); repnode->setPosition(node->getTransformedBoundingBox().getCenter()); transparent_glow_nodes.push_back(repnode); } // 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(); m_video_driver->setRenderTarget(m_rtts->getRTT(RTT_COLOR), false, false); m_video_driver->beginScene(/*backBuffer clear*/ true, /*zBuffer*/ true, world->getClearColor()); // Clear normal and depth to zero m_video_driver->setRenderTarget(m_rtts->getRTT(RTT_NORMAL_AND_DEPTH), true, false, video::SColor(0,0,0,0)); // Clear specular map to zero m_video_driver->setRenderTarget(m_rtts->getRTT(RTT_SPECULARMAP), true, false, video::SColor(0,0,0,0)); irr_driver->getVideoDriver()->enableMaterial2D(); RaceGUIBase *rg = world->getRaceGUI(); if (rg) rg->update(dt); for(unsigned int cam = 0; cam < Camera::getNumCameras(); cam++) { Camera * const camera = Camera::getCamera(cam); scene::ICameraSceneNode * const camnode = camera->getCameraSceneNode(); #ifdef ENABLE_PROFILER std::ostringstream oss; oss << "drawAll() for kart " << cam << std::flush; PROFILER_PUSH_CPU_MARKER(oss.str().c_str(), (cam+1)*60, 0x00, 0x00); #endif camera->activate(); rg->preRenderCallback(camera); // adjusts start referee const u32 bgnodes = m_background.size(); /* if (bgnodes) { // If there are background nodes (3d skybox), draw them now. m_video_driver->setRenderTarget(m_rtts->getRTT(RTT_COLOR), false, false); m_renderpass = scene::ESNRP_SKY_BOX; m_scene_manager->drawAll(m_renderpass); const video::SOverrideMaterial prev = overridemat; overridemat.Enabled = 1; overridemat.EnableFlags = video::EMF_MATERIAL_TYPE; overridemat.Material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; for (i = 0; i < bgnodes; i++) { m_background[i]->setPosition(camnode->getPosition() * 0.97f); m_background[i]->updateAbsolutePosition(); m_background[i]->render(); } overridemat = prev; m_video_driver->setRenderTarget(m_rtts->getRTT(RTT_COLOR), false, true); }*/ // Fire up the MRT irr_driver->getVideoDriver()->setRenderTarget(irr_driver->getRTT(RTT_NORMAL_AND_DEPTH), false, false); PROFILER_PUSH_CPU_MARKER("- Solid Pass 1", 0xFF, 0x00, 0x00); m_renderpass = scene::ESNRP_CAMERA | scene::ESNRP_SOLID; glDepthFunc(GL_LEQUAL); glEnable(GL_DEPTH_TEST); glDisable(GL_ALPHA_TEST); glDepthMask(GL_TRUE); glDisable(GL_BLEND); irr_driver->setPhase(SOLID_NORMAL_AND_DEPTH_PASS); m_scene_manager->drawAll(m_renderpass); irr_driver->setProjMatrix(irr_driver->getVideoDriver()->getTransform(video::ETS_PROJECTION)); irr_driver->setViewMatrix(irr_driver->getVideoDriver()->getTransform(video::ETS_VIEW)); irr_driver->genProjViewMatrix(); PROFILER_POP_CPU_MARKER(); // Todo : reenable glow and shadows //ShadowImportanceProvider * const sicb = (ShadowImportanceProvider *) // irr_driver->getCallback(ES_SHADOW_IMPORTANCE); //sicb->updateIPVMatrix(); // Used to cull glowing items & lights const core::aabbox3df cambox = camnode->getViewFrustum()->getBoundingBox(); PROFILER_PUSH_CPU_MARKER("- Shadow", 0x30, 0x6F, 0x90); // Shadows if (!m_mipviz && !m_wireframe && UserConfigParams::m_shadows) //&& World::getWorld()->getTrack()->hasShadows()) { renderShadows(camnode, camera); } PROFILER_POP_CPU_MARKER(); PROFILER_PUSH_CPU_MARKER("- Light", 0x00, 0xFF, 0x00); // Lights renderLights(cambox, camnode, overridemat, cam, dt); PROFILER_POP_CPU_MARKER(); PROFILER_PUSH_CPU_MARKER("- Solid Pass 2", 0x00, 0x00, 0xFF); irr_driver->setPhase(SOLID_LIT_PASS); glEnable(GL_DEPTH_TEST); glDisable(GL_ALPHA_TEST); glDepthMask(GL_FALSE); glDisable(GL_BLEND); m_renderpass = scene::ESNRP_CAMERA | scene::ESNRP_SOLID; m_scene_manager->drawAll(m_renderpass); PROFILER_POP_CPU_MARKER(); if (World::getWorld()->getTrack()->isFogEnabled()) { PROFILER_PUSH_CPU_MARKER("- Fog", 0xFF, 0x00, 0x00); m_post_processing->renderFog(irr_driver->getInvProjMatrix()); PROFILER_POP_CPU_MARKER(); } PROFILER_PUSH_CPU_MARKER("- Glow", 0xFF, 0xFF, 0x00); // Render anything glowing. if (!m_mipviz && !m_wireframe) { irr_driver->setPhase(GLOW_PASS); renderGlow(overridemat, glows, cambox, cam); } // end glow PROFILER_POP_CPU_MARKER(); PROFILER_PUSH_CPU_MARKER("- Skybox", 0xFF, 0x00, 0xFF); renderSkybox(); PROFILER_POP_CPU_MARKER(); PROFILER_PUSH_CPU_MARKER("- Lensflare/godray", 0x00, 0xFF, 0xFF); // Is the lens flare enabled & visible? Check last frame's query. const bool hasflare = World::getWorld()->getTrack()->hasLensFlare(); const bool hasgodrays = World::getWorld()->getTrack()->hasGodRays(); if (true)//hasflare || hasgodrays) { irr::video::COpenGLDriver* gl_driver = (irr::video::COpenGLDriver*)m_device->getVideoDriver(); GLuint res = 0; if (m_query_issued) gl_driver->extGlGetQueryObjectuiv(m_lensflare_query, GL_QUERY_RESULT, &res); m_post_processing->setSunPixels(res); // Prepare the query for the next frame. glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); gl_driver->extGlBeginQuery(GL_SAMPLES_PASSED_ARB, m_lensflare_query); m_scene_manager->setCurrentRendertime(scene::ESNRP_SOLID); m_scene_manager->drawAll(scene::ESNRP_CAMERA); irr_driver->setPhase(GLOW_PASS); m_sun_interposer->render(); gl_driver->extGlEndQuery(GL_SAMPLES_PASSED_ARB); m_query_issued = true; m_lensflare->setStrength(res / 4000.0f); if (hasflare) m_lensflare->OnRegisterSceneNode(); // Make sure the color mask is reset glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); } PROFILER_POP_CPU_MARKER(); // We need to re-render camera due to the per-cam-node hack. PROFILER_PUSH_CPU_MARKER("- Transparent Pass", 0xFF, 0x00, 0x00); irr_driver->setPhase(TRANSPARENT_PASS); m_renderpass = scene::ESNRP_CAMERA | scene::ESNRP_TRANSPARENT; glEnable(GL_DEPTH_TEST); glDisable(GL_ALPHA_TEST); glDepthMask(GL_FALSE); glEnable(GL_BLEND); glBlendEquation(GL_FUNC_ADD); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_CULL_FACE); m_scene_manager->drawAll(m_renderpass); PROFILER_POP_CPU_MARKER(); PROFILER_PUSH_CPU_MARKER("- Particles", 0xFF, 0xFF, 0x00); m_renderpass = scene::ESNRP_CAMERA | scene::ESNRP_TRANSPARENT_EFFECT; glDepthMask(GL_FALSE); glDisable(GL_CULL_FACE); glEnable(GL_BLEND); glBlendEquation(GL_FUNC_ADD); m_scene_manager->drawAll(m_renderpass); PROFILER_POP_CPU_MARKER(); PROFILER_PUSH_CPU_MARKER("- Displacement", 0x00, 0x00, 0xFF); // Handle displacing nodes, if any const u32 displacingcount = m_displacing.size(); if (displacingcount) { renderDisplacement(overridemat, cam); } PROFILER_POP_CPU_MARKER(); // Drawing for this cam done, cleanup const u32 glowrepcount = transparent_glow_nodes.size(); for (i = 0; i < glowrepcount; i++) { transparent_glow_nodes[i]->remove(); transparent_glow_nodes[i]->drop(); } PROFILER_POP_CPU_MARKER(); // 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(); } // for i<world->getNumKarts() PROFILER_PUSH_CPU_MARKER("Postprocessing", 0xFF, 0xFF, 0x00); // Render the post-processed scene m_post_processing->render(); PROFILER_POP_CPU_MARKER(); // Set the viewport back to the full screen for race gui m_video_driver->setViewPort(core::recti(0, 0, UserConfigParams::m_width, UserConfigParams::m_height)); for(unsigned int i=0; i<Camera::getNumCameras(); i++) { Camera *camera = Camera::getCamera(i); char marker_name[100]; sprintf(marker_name, "renderPlayerView() for kart %d", i); PROFILER_PUSH_CPU_MARKER(marker_name, 0x00, 0x00, (i+1)*60); rg->renderPlayerView(camera, dt); PROFILER_POP_CPU_MARKER(); } // for i<getNumKarts 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); }
void IrrDriver::renderScene(scene::ICameraSceneNode * const camnode, unsigned pointlightcount, std::vector<GlowData>& glows, float dt, bool hasShadow, bool forceRTT) { glBindBufferBase(GL_UNIFORM_BUFFER, 0, SharedObject::ViewProjectionMatrixesUBO); // Shadows { PROFILER_PUSH_CPU_MARKER("- Shadow", 0x30, 0x6F, 0x90); ScopedGPUTimer Timer(getGPUTimer(Q_SHADOWS)); // To avoid wrong culling, use the largest view possible m_scene_manager->setActiveCamera(m_suncam); if (!m_mipviz && !m_wireframe && UserConfigParams::m_dynamic_lights && UserConfigParams::m_shadows && !irr_driver->needUBOWorkaround() && hasShadow) renderShadows(); m_scene_manager->setActiveCamera(camnode); PROFILER_POP_CPU_MARKER(); } PROFILER_PUSH_CPU_MARKER("- Solid Pass 1", 0xFF, 0x00, 0x00); renderSolidFirstPass(); PROFILER_POP_CPU_MARKER(); // Lights { PROFILER_PUSH_CPU_MARKER("- Light", 0x00, 0xFF, 0x00); renderLights(pointlightcount); PROFILER_POP_CPU_MARKER(); } // Handle SSAO { PROFILER_PUSH_CPU_MARKER("- SSAO", 0xFF, 0xFF, 0x00); ScopedGPUTimer Timer(getGPUTimer(Q_SSAO)); if (UserConfigParams::m_ssao) renderSSAO(); PROFILER_POP_CPU_MARKER(); } PROFILER_PUSH_CPU_MARKER("- Solid Pass 2", 0x00, 0x00, 0xFF); if (!UserConfigParams::m_dynamic_lights && ! forceRTT) { glEnable(GL_FRAMEBUFFER_SRGB); glBindFramebuffer(GL_FRAMEBUFFER, 0); } else m_rtts->getFBO(FBO_COLORS).Bind(); renderSolidSecondPass(); PROFILER_POP_CPU_MARKER(); if (UserConfigParams::m_dynamic_lights && World::getWorld() != NULL && World::getWorld()->isFogEnabled()) { PROFILER_PUSH_CPU_MARKER("- Fog", 0xFF, 0x00, 0x00); m_post_processing->renderFog(); PROFILER_POP_CPU_MARKER(); } PROFILER_PUSH_CPU_MARKER("- Skybox", 0xFF, 0x00, 0xFF); renderSkybox(camnode); PROFILER_POP_CPU_MARKER(); if (getRH()) { glEnable(GL_PROGRAM_POINT_SIZE); m_rtts->getFBO(FBO_COLORS).Bind(); glUseProgram(FullScreenShader::RHDebug::Program); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_3D, m_rtts->getRH().getRTT()[0]); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_3D, m_rtts->getRH().getRTT()[1]); glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_3D, m_rtts->getRH().getRTT()[2]); FullScreenShader::RHDebug::setUniforms(rh_matrix, rh_extend, 0, 1, 2); glDrawArrays(GL_POINTS, 0, 32 * 16 * 32); glDisable(GL_PROGRAM_POINT_SIZE); } if (getGI()) { m_rtts->getFBO(FBO_COLORS).Bind(); m_post_processing->renderGI(rh_matrix, rh_extend, m_rtts->getRH().getRTT()[0], m_rtts->getRH().getRTT()[1], m_rtts->getRH().getRTT()[2]); } PROFILER_PUSH_CPU_MARKER("- Glow", 0xFF, 0xFF, 0x00); // Render anything glowing. if (!m_mipviz && !m_wireframe && UserConfigParams::m_glow) { irr_driver->setPhase(GLOW_PASS); renderGlow(glows); } // end glow PROFILER_POP_CPU_MARKER(); PROFILER_PUSH_CPU_MARKER("- Lensflare/godray", 0x00, 0xFF, 0xFF); computeSunVisibility(); PROFILER_POP_CPU_MARKER(); // Render transparent { PROFILER_PUSH_CPU_MARKER("- Transparent Pass", 0xFF, 0x00, 0x00); ScopedGPUTimer Timer(getGPUTimer(Q_TRANSPARENT)); renderTransparent(); PROFILER_POP_CPU_MARKER(); } // Render particles { PROFILER_PUSH_CPU_MARKER("- Particles", 0xFF, 0xFF, 0x00); ScopedGPUTimer Timer(getGPUTimer(Q_PARTICLES)); renderParticles(); PROFILER_POP_CPU_MARKER(); } if (!UserConfigParams::m_dynamic_lights && !forceRTT) { glDisable(GL_FRAMEBUFFER_SRGB); glDisable(GL_DEPTH_TEST); glDepthMask(GL_FALSE); return; } // Ensure that no object will be drawn after that by using invalid pass irr_driver->setPhase(PASS_COUNT); }
void ButtonContact::onRender( RenderContext & context, const RectInt & window ) { WindowButton::onRender( context, window ); DisplayDevice * pDisplay = context.display(); ASSERT( pDisplay ); GameDocument * pDoc = (GameDocument *)document(); ASSERT( pDoc ); NounShip * pShip = pDoc->ship(); if (! pShip ) return; WindowStyle * pStyle = windowStyle(); ASSERT( pStyle ); Font * pFont = pStyle->font(); ASSERT( pFont ); // get a pointer to our gadget Noun * pContact = m_Noun; if (! pContact ) return; RectInt iconBox( PointInt( window.left, window.top ), SizeInt( 16, 16 ) ); Color iconColor( YELLOW ); if ( pShip->isFriend( pContact ) ) iconColor = GREEN; else if ( pShip->isEnemy( pContact ) ) iconColor = RED; // draw the gadget icon Material::push( context, m_Icon ); PrimitiveWindow::push( pDisplay, iconBox, WINDOW_UV, iconColor ); if ( WidgetCast<NounShip>( pContact ) && ((NounShip *)pContact)->canOrder( pShip ) ) { Material::push( context, WidgetCast<Material>( resource("team") ) ); iconBox += PointInt( 16, 0 ); PrimitiveWindow::push( pDisplay, iconBox, WINDOW_UV, WHITE ); } else if ( m_IsObjective ) { Material::push( context, WidgetCast<Material>( resource("objective") ) ); iconBox += PointInt( 16, 0 ); PrimitiveWindow::push( pDisplay, iconBox, WINDOW_UV, WHITE ); } // display status text CharString sStatus = pContact->displayName( false ); if ( m_HotKey != 0 ) sStatus = CharString().format("%c:%s", m_HotKey, sStatus ); if ( sStatus.length() > 0 ) { SizeInt stringSize( pFont->size( sStatus ) ); // make sure the text fits on the label while( stringSize.width > (BUTTON_WIDTH - 5 ) ) { // remove the right most character and check the width again sStatus.left( sStatus.length() - 1 ); stringSize = pFont->size( sStatus ); } PointInt stringPos( window.m_Right - stringSize.width, window.m_Bottom - stringSize.height ); Font::push( pDisplay, pFont, stringPos, sStatus, m_bGroupLeader ? YELLOW : (m_bGroupPending ? GREY : WHITE) ); } // display the damage bar if ( WidgetCast<NounShip>( pContact ) ) { if ( ((NounShip *)pContact)->damage() > 0 ) { float damage = ((NounShip *)pContact)->damageRatioInv(); RectInt bar( window.m_Left, window.m_Bottom + 1, window.m_Right - (window.width() * (1.0f - damage)), window.m_Bottom + 3 ); Color barColor( 255 * (1.0f - damage), 255 * damage,0,255 ); PrimitiveMaterial::push( pDisplay, PrimitiveMaterial::NONE ); PrimitiveWindow::push( pDisplay, bar, WINDOW_UV, barColor ); } } // render additional border if this contact is our current target if ( pDoc->rootTarget() == m_Noun && (pDoc->tick() % 10) < 6 ) renderGlow( context ); }
void ButtonGadget::onRender( RenderContext & context, const RectInt & window ) { WindowButton::onRender( context, window ); // get a pointer to our gadget NounGadget * pGadget = m_Gadget; if ( pGadget != NULL ) { DisplayDevice * pDisplay = context.display(); ASSERT( pDisplay ); GameDocument * pDoc = (GameDocument *)document(); ASSERT( pDoc ); WindowStyle * pStyle = windowStyle(); ASSERT( pStyle ); Font * pFont = pStyle->font(); ASSERT( pFont ); // display bar if gadget has delay before usabled int delay = pGadget->usableWhen(); if ( delay > 0 ) { if ( (pDoc->tick() % 10) < 6 ) // make the bar blink { RectInt bar( window.left, window.top, window.right - ((window.width() * delay) / 100), window.top + 16 ); PrimitiveMaterial::push( pDisplay, PrimitiveMaterial::ADDITIVE ); PrimitiveWindow::push( pDisplay, bar, WINDOW_UV, Color(0,0,255,255) ); } } // draw the gadget icon Material * pIcon = pGadget->icon(); if ( pIcon != NULL ) { RectInt iconBox( PointInt( window.left, window.top ), SizeInt( 32, 16 ) ); Material::push( context, pIcon ); PrimitiveWindow::push( pDisplay, iconBox, WINDOW_UV, m_IconColor ); } // display any gadget status text WideString sStatus( pGadget->status() ); if ( sStatus.length() > 0 ) { SizeInt stringSize( pFont->size( sStatus ) ); Font::push( pDisplay, pFont, PointInt( window.m_Right - stringSize.width, window.top ), sStatus, YELLOW ); } // display hotkey in lower-left corner of button CharString sHotKey; if ( pGadget->hotkey() != 0 && pGadget->hotkey() != HK_SPACE ) sHotKey += keyText( Keyboard::unmap( pGadget->hotkey() ) ); if ( m_Gadget->group() != 0 ) sHotKey += CharString().format(" %c", m_Gadget->group() ); if ( WidgetCast<GadgetBeamWeapon>( pGadget ) && ((GadgetBeamWeapon *)pGadget)->pointDefense() ) sHotKey += " PD"; if ( sHotKey.length() > 0 ) { WideString sWide = sHotKey; SizeInt stringSize( pFont->size( sWide ) ); Font::push( pDisplay, pFont, PointInt( window.m_Right - stringSize.width, window.m_Bottom - stringSize.height ), sWide, YELLOW ); } // display the damage bar if ( pGadget->damage() > 0 ) { if ( (pDoc->tick() % 10) < 6 ) // make the bar blink { float damage = pGadget->damageRatioInv(); RectInt bar( window.m_Left, window.m_Bottom + 1, window.m_Right - (window.width() * (1.0f - damage)), window.m_Bottom + 3 ); Color barColor( 255 * (1.0f - damage), 255 * damage,0,255 ); PrimitiveMaterial::push( pDisplay, PrimitiveMaterial::NONE ); PrimitiveWindow::push( pDisplay, bar, WINDOW_UV, barColor ); } } // blink a white border if this is the current target if ( pDoc->target() == m_Gadget && (pDoc->tick() % 10) < 6 ) renderGlow( context ); } }