Пример #1
0
void STKMeshSceneNode::render()
{
    irr::video::IVideoDriver* driver = irr_driver->getVideoDriver();

    if (!Mesh || !driver)
        return;

    ++PassCount;

    updateNoGL();
    updateGL();

    bool isTransparent;

    for (u32 i = 0; i < Mesh->getMeshBufferCount(); ++i)
    {
        scene::IMeshBuffer* mb = Mesh->getMeshBuffer(i);
        if (!mb)
            continue;

        video::E_MATERIAL_TYPE type = mb->getMaterial().MaterialType;
        video::IMaterialRenderer* rnd = driver->getMaterialRenderer(type);

        isTransparent = rnd->isTransparent();
        break;
    }

    if ((irr_driver->getPhase() == SOLID_NORMAL_AND_DEPTH_PASS) && immediate_draw && !isTransparent)
    {
        core::matrix4 invmodel;
        AbsoluteTransformation.getInverse(invmodel);

        glDisable(GL_CULL_FACE);
        if (update_each_frame)
            updatevbo();
        glUseProgram(MeshShader::ObjectPass1Shader::getInstance()->Program);
        // Only untextured
        for (unsigned i = 0; i < GLmeshes.size(); i++)
        {
            irr_driver->IncreaseObjectCount();
            GLMesh &mesh = GLmeshes[i];
            GLenum ptype = mesh.PrimitiveType;
            GLenum itype = mesh.IndexType;
            size_t count = mesh.IndexCount;

            compressTexture(mesh.textures[0], true);
            if (UserConfigParams::m_azdo)
            {
                if (!mesh.TextureHandles[0])
                    mesh.TextureHandles[0] = glGetTextureSamplerHandleARB(getTextureGLuint(mesh.textures[0]), MeshShader::TransparentFogShader::getInstance()->SamplersId[0]);
                if (!glIsTextureHandleResidentARB(mesh.TextureHandles[0]))
                    glMakeTextureHandleResidentARB(mesh.TextureHandles[0]);
                MeshShader::ObjectPass1Shader::getInstance()->SetTextureHandles(createVector<uint64_t>(mesh.TextureHandles[0]));
            }
            else
                MeshShader::ObjectPass1Shader::getInstance()->SetTextureUnits(std::vector < GLuint > { getTextureGLuint(mesh.textures[0]) });
            MeshShader::ObjectPass1Shader::getInstance()->setUniforms(AbsoluteTransformation, invmodel);
            assert(mesh.vao);
            glBindVertexArray(mesh.vao);
            glDrawElements(ptype, count, itype, 0);
            glBindVertexArray(0);
        }
        glEnable(GL_CULL_FACE);
        return;
    }

    if (irr_driver->getPhase() == SOLID_LIT_PASS  && immediate_draw && !isTransparent)
    {
        core::matrix4 invmodel;
        AbsoluteTransformation.getInverse(invmodel);

        glDisable(GL_CULL_FACE);
        if (update_each_frame && !UserConfigParams::m_dynamic_lights)
            updatevbo();
        glUseProgram(MeshShader::ObjectPass2Shader::getInstance()->Program);
        // Only untextured
        for (unsigned i = 0; i < GLmeshes.size(); i++)
        {
            irr_driver->IncreaseObjectCount();
            GLMesh &mesh = GLmeshes[i];
            GLenum ptype = mesh.PrimitiveType;
            GLenum itype = mesh.IndexType;
            size_t count = mesh.IndexCount;

            if (UserConfigParams::m_azdo)
            {
                GLuint64 DiffuseHandle = glGetTextureSamplerHandleARB(irr_driver->getRenderTargetTexture(RTT_DIFFUSE), MeshShader::ObjectPass2Shader::getInstance()->SamplersId[0]);
                if (!glIsTextureHandleResidentARB(DiffuseHandle))
                    glMakeTextureHandleResidentARB(DiffuseHandle);

                GLuint64 SpecularHandle = glGetTextureSamplerHandleARB(irr_driver->getRenderTargetTexture(RTT_SPECULAR), MeshShader::ObjectPass2Shader::getInstance()->SamplersId[1]);
                if (!glIsTextureHandleResidentARB(SpecularHandle))
                    glMakeTextureHandleResidentARB(SpecularHandle);

                GLuint64 SSAOHandle = glGetTextureSamplerHandleARB(irr_driver->getRenderTargetTexture(RTT_HALF1_R), MeshShader::ObjectPass2Shader::getInstance()->SamplersId[2]);
                if (!glIsTextureHandleResidentARB(SSAOHandle))
                    glMakeTextureHandleResidentARB(SSAOHandle);

                if (!mesh.TextureHandles[0])
                    mesh.TextureHandles[0] = glGetTextureSamplerHandleARB(getTextureGLuint(mesh.textures[0]), MeshShader::TransparentFogShader::getInstance()->SamplersId[0]);
                if (!glIsTextureHandleResidentARB(mesh.TextureHandles[0]))
                    glMakeTextureHandleResidentARB(mesh.TextureHandles[0]);
                MeshShader::ObjectPass2Shader::getInstance()->SetTextureHandles(createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle, mesh.TextureHandles[0]));
            }
            else
                MeshShader::ObjectPass2Shader::getInstance()->SetTextureUnits(createVector<GLuint>(
                irr_driver->getRenderTargetTexture(RTT_DIFFUSE),
                irr_driver->getRenderTargetTexture(RTT_SPECULAR),
                irr_driver->getRenderTargetTexture(RTT_HALF1_R),
                getTextureGLuint(mesh.textures[0])));
            MeshShader::ObjectPass2Shader::getInstance()->setUniforms(AbsoluteTransformation, mesh.TextureMatrix);
            assert(mesh.vao);
            glBindVertexArray(mesh.vao);
            glDrawElements(ptype, count, itype, 0);
            glBindVertexArray(0);
        }
        glEnable(GL_CULL_FACE);
        return;
    }

    if (irr_driver->getPhase() == GLOW_PASS)
    {
        glUseProgram(MeshShader::ColorizeShader::getInstance()->Program);
        for (u32 i = 0; i < Mesh->getMeshBufferCount(); ++i)
        {
            scene::IMeshBuffer* mb = Mesh->getMeshBuffer(i);
            if (!mb)
                continue;
            if (irr_driver->hasARB_base_instance())
                glBindVertexArray(VAOManager::getInstance()->getVAO(video::EVT_STANDARD));
            else
                glBindVertexArray(GLmeshes[i].vao);
            drawGlow(GLmeshes[i]);
        }
    }

    if (irr_driver->getPhase() == TRANSPARENT_PASS && isTransparent)
    {
        ModelViewProjectionMatrix = computeMVP(AbsoluteTransformation);

        if (immediate_draw)
        {
            if (update_each_frame)
                updatevbo();
            glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);

            if (World::getWorld() && World::getWorld()->isFogEnabled())
            {
                glUseProgram(MeshShader::TransparentFogShader::getInstance()->Program);
                for (unsigned i = 0; i < GLmeshes.size(); i++)
                {
                    GLMesh &mesh = GLmeshes[i];
                    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();

                    video::SColorf col(tmpcol.getRed() / 255.0f,
                        tmpcol.getGreen() / 255.0f,
                        tmpcol.getBlue() / 255.0f);

                    compressTexture(mesh.textures[0], true);
                    if (UserConfigParams::m_azdo)
                    {
                        if (!mesh.TextureHandles[0])
                            mesh.TextureHandles[0] = glGetTextureSamplerHandleARB(getTextureGLuint(mesh.textures[0]), MeshShader::TransparentFogShader::getInstance()->SamplersId[0]);
                        if (!glIsTextureHandleResidentARB(mesh.TextureHandles[0]))
                            glMakeTextureHandleResidentARB(mesh.TextureHandles[0]);
                        MeshShader::TransparentFogShader::getInstance()->SetTextureHandles(createVector<uint64_t>(mesh.TextureHandles[0]));
                    }
                    else
                        MeshShader::TransparentFogShader::getInstance()->SetTextureUnits(std::vector<GLuint>{ getTextureGLuint(mesh.textures[0]) });
                    MeshShader::TransparentFogShader::getInstance()->setUniforms(AbsoluteTransformation, mesh.TextureMatrix, fogmax, startH, endH, start, end, col);

                    assert(mesh.vao);
                    glBindVertexArray(mesh.vao);
                    glDrawElements(ptype, count, itype, 0);
                    glBindVertexArray(0);
                }
            }
            else
            {
                glUseProgram(MeshShader::TransparentShader::getInstance()->Program);
                for (unsigned i = 0; i < GLmeshes.size(); i++)
                {
                    irr_driver->IncreaseObjectCount();
                    GLMesh &mesh = GLmeshes[i];
                    GLenum ptype = mesh.PrimitiveType;
                    GLenum itype = mesh.IndexType;
                    size_t count = mesh.IndexCount;

                    compressTexture(mesh.textures[0], true);
                    if (UserConfigParams::m_azdo)
                    {
                        if (!mesh.TextureHandles[0])
                            mesh.TextureHandles[0] = glGetTextureSamplerHandleARB(getTextureGLuint(mesh.textures[0]), MeshShader::TransparentShader::getInstance()->SamplersId[0]);
                        if (!glIsTextureHandleResidentARB(mesh.TextureHandles[0]))
                            glMakeTextureHandleResidentARB(mesh.TextureHandles[0]);
                        MeshShader::TransparentShader::getInstance()->SetTextureHandles(createVector<uint64_t>(mesh.TextureHandles[0]));
                    }
                    else
                        MeshShader::TransparentShader::getInstance()->SetTextureUnits(std::vector<GLuint>{ getTextureGLuint(mesh.textures[0]) });

                    MeshShader::TransparentShader::getInstance()->setUniforms(AbsoluteTransformation, mesh.TextureMatrix);
                    assert(mesh.vao);
                    glBindVertexArray(mesh.vao);
                    glDrawElements(ptype, count, itype, 0);
                    glBindVertexArray(0);
                }
            }
            return;
        }
    }
}
Пример #2
0
void STKMeshSceneNode::render()
{
    irr::video::IVideoDriver* driver = irr_driver->getVideoDriver();

    if (!Mesh || !driver)
        return;

    if (reload_each_frame)
        updatevbo();

    bool isTransparentPass =
        SceneManager->getSceneNodeRenderPass() == scene::ESNRP_TRANSPARENT;

    ++PassCount;

    driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
    Box = Mesh->getBoundingBox();

    setFirstTimeMaterial();

    for (u32 i = 0; i < Mesh->getMeshBufferCount(); ++i)
    {
        scene::IMeshBuffer* mb = Mesh->getMeshBuffer(i);
        if (!mb)
            continue;
        GLmeshes[i].TextureMatrix = getMaterial(i).getTextureMatrix(0);
    }

    if (irr_driver->getPhase() == SOLID_NORMAL_AND_DEPTH_PASS)
    {
        if (reload_each_frame)
            glDisable(GL_CULL_FACE);
        computeMVP(ModelViewProjectionMatrix);
        computeTIMV(TransposeInverseModelView);

        if (!GeometricMesh[FPSM_DEFAULT].empty())
            glUseProgram(MeshShader::ObjectPass1Shader::Program);
        for (unsigned i = 0; i < GeometricMesh[FPSM_DEFAULT].size(); i++)
            drawSolidPass1(*GeometricMesh[FPSM_DEFAULT][i], FPSM_DEFAULT);

        if (!GeometricMesh[FPSM_ALPHA_REF_TEXTURE].empty())
            glUseProgram(MeshShader::ObjectRefPass1Shader::Program);
        for (unsigned i = 0; i < GeometricMesh[FPSM_ALPHA_REF_TEXTURE].size(); i++)
            drawSolidPass1(*GeometricMesh[FPSM_ALPHA_REF_TEXTURE][i], FPSM_ALPHA_REF_TEXTURE);

        if (!GeometricMesh[FPSM_NORMAL_MAP].empty())
            glUseProgram(MeshShader::NormalMapShader::Program);
        for (unsigned i = 0; i < GeometricMesh[FPSM_NORMAL_MAP].size(); i++)
            drawSolidPass1(*GeometricMesh[FPSM_NORMAL_MAP][i], FPSM_NORMAL_MAP);

        if (!GeometricMesh[FPSM_GRASS].empty())
            glUseProgram(MeshShader::GrassPass1Shader::Program);
        for (unsigned i = 0; i < GeometricMesh[FPSM_GRASS].size(); i++)
            drawSolidPass1(*GeometricMesh[FPSM_GRASS][i], FPSM_GRASS);

        if (reload_each_frame)
            glEnable(GL_CULL_FACE);
        return;
    }

    if (irr_driver->getPhase() == SOLID_LIT_PASS)
    {
        if (reload_each_frame)
            glDisable(GL_CULL_FACE);

        if (!ShadedMesh[SM_DEFAULT].empty())
          glUseProgram(MeshShader::ObjectPass2Shader::Program);
        for (unsigned i = 0; i < ShadedMesh[SM_DEFAULT].size(); i++)
            drawSolidPass2(*ShadedMesh[SM_DEFAULT][i], SM_DEFAULT);

        if (!ShadedMesh[SM_ALPHA_REF_TEXTURE].empty())
            glUseProgram(MeshShader::ObjectRefPass2Shader::Program);
        for (unsigned i = 0; i < ShadedMesh[SM_ALPHA_REF_TEXTURE].size(); i++)
            drawSolidPass2(*ShadedMesh[SM_ALPHA_REF_TEXTURE][i], SM_ALPHA_REF_TEXTURE);

        if (!ShadedMesh[SM_RIMLIT].empty())
            glUseProgram(MeshShader::ObjectRimLimitShader::Program);
        for (unsigned i = 0; i < ShadedMesh[SM_RIMLIT].size(); i++)
            drawSolidPass2(*ShadedMesh[SM_RIMLIT][i], SM_RIMLIT);

        if (!ShadedMesh[SM_SPHEREMAP].empty())
            glUseProgram(MeshShader::SphereMapShader::Program);
        for (unsigned i = 0; i < ShadedMesh[SM_SPHEREMAP].size(); i++)
            drawSolidPass2(*ShadedMesh[SM_SPHEREMAP][i], SM_SPHEREMAP);

        if (!ShadedMesh[SM_SPLATTING].empty())
            glUseProgram(MeshShader::SplattingShader::Program);
        for (unsigned i = 0; i < ShadedMesh[SM_SPLATTING].size(); i++)
            drawSolidPass2(*ShadedMesh[SM_SPLATTING][i], SM_SPLATTING);

        if (!ShadedMesh[SM_GRASS].empty())
            glUseProgram(MeshShader::GrassPass2Shader::Program);
        for (unsigned i = 0; i < ShadedMesh[SM_GRASS].size(); i++)
            drawSolidPass2(*ShadedMesh[SM_GRASS][i], SM_GRASS);

        if (!ShadedMesh[SM_UNLIT].empty())
            glUseProgram(MeshShader::ObjectUnlitShader::Program);
        for (unsigned i = 0; i < ShadedMesh[SM_UNLIT].size(); i++)
            drawSolidPass2(*ShadedMesh[SM_UNLIT][i], SM_UNLIT);

        if (!ShadedMesh[SM_CAUSTICS].empty())
            glUseProgram(MeshShader::CausticsShader::Program);
        for (unsigned i = 0; i < ShadedMesh[SM_CAUSTICS].size(); i++)
            drawSolidPass2(*ShadedMesh[SM_CAUSTICS][i], SM_CAUSTICS);

        if (!ShadedMesh[SM_DETAILS].empty())
            glUseProgram(MeshShader::DetailledObjectPass2Shader::Program);
        for (unsigned i = 0; i < ShadedMesh[SM_DETAILS].size(); i++)
            drawSolidPass2(*ShadedMesh[SM_DETAILS][i], SM_DETAILS);

        if (!ShadedMesh[SM_UNTEXTURED].empty())
            glUseProgram(MeshShader::UntexturedObjectShader::Program);
        for (unsigned i = 0; i < ShadedMesh[SM_UNTEXTURED].size(); i++)
            drawSolidPass2(*ShadedMesh[SM_UNTEXTURED][i], SM_UNTEXTURED);

        if (reload_each_frame)
            glEnable(GL_CULL_FACE);
        return;
    }

    if (irr_driver->getPhase() == SHADOW_PASS)
    {
        if (reload_each_frame)
            glDisable(GL_CULL_FACE);

        if (!GeometricMesh[FPSM_DEFAULT].empty())
            glUseProgram(MeshShader::ShadowShader::Program);
        for (unsigned i = 0; i < GeometricMesh[FPSM_DEFAULT].size(); i++)
            drawShadow(*GeometricMesh[FPSM_DEFAULT][i]);

        if (!GeometricMesh[FPSM_ALPHA_REF_TEXTURE].empty())
            glUseProgram(MeshShader::RefShadowShader::Program);
        for (unsigned i = 0; i < GeometricMesh[FPSM_ALPHA_REF_TEXTURE].size(); i++)
            drawShadowRef(*GeometricMesh[FPSM_ALPHA_REF_TEXTURE][i]);

        if (reload_each_frame)
            glEnable(GL_CULL_FACE);
        return;
    }

    if (irr_driver->getPhase() == GLOW_PASS)
    {
        glUseProgram(MeshShader::ColorizeShader::Program);
        for (u32 i = 0; i < Mesh->getMeshBufferCount(); ++i)
        {
            scene::IMeshBuffer* mb = Mesh->getMeshBuffer(i);
            if (!mb)
                continue;
            drawGlow(GLmeshes[i]);
        }
    }

    if (irr_driver->getPhase() == TRANSPARENT_PASS)
    {
        computeMVP(ModelViewProjectionMatrix);

        if (!TransparentMesh[TM_BUBBLE].empty())
            glUseProgram(MeshShader::BubbleShader::Program);
        for (unsigned i = 0; i < TransparentMesh[TM_BUBBLE].size(); i++)
            drawBubble(*TransparentMesh[TM_BUBBLE][i], ModelViewProjectionMatrix);

        if (World::getWorld()->getTrack()->isFogEnabled())
        {
            if (!TransparentMesh[TM_DEFAULT].empty())
                glUseProgram(MeshShader::TransparentFogShader::Program);
            for (unsigned i = 0; i < TransparentMesh[TM_DEFAULT].size(); i++)
                drawTransparentFogObject(*TransparentMesh[TM_DEFAULT][i], ModelViewProjectionMatrix, (*TransparentMesh[TM_DEFAULT][i]).TextureMatrix);
        }
        else
        {
            if (!TransparentMesh[TM_DEFAULT].empty())
                glUseProgram(MeshShader::TransparentShader::Program);
            for (unsigned i = 0; i < TransparentMesh[TM_DEFAULT].size(); i++)
                drawTransparentObject(*TransparentMesh[TM_DEFAULT][i], ModelViewProjectionMatrix, (*TransparentMesh[TM_DEFAULT][i]).TextureMatrix);
        }
        return;
    }

    if (irr_driver->getPhase() == DISPLACEMENT_PASS)
    {
        for (u32 i = 0; i < Mesh->getMeshBufferCount(); ++i)
        {
            scene::IMeshBuffer* mb = Mesh->getMeshBuffer(i);
            if (!mb)
                continue;
            drawDisplace(GLmeshes[i]);
        }
    }
}