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; } } }
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]); } } }