--HG--
branch : nfb
This commit is contained in:
admin8onf@admin8onfs-pro.nfbonf.nfb.ca
2013-12-05 15:57:13 -08:00
26 changed files with 156 additions and 50 deletions

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@@ -97,7 +97,8 @@ void KRAmbientZone::render(KRCamera *pCamera, std::vector<KRPointLight *> &point
KRShader *pShader = getContext().getShaderManager()->getShader("visualize_overlay", pCamera, point_lights, directional_lights, spot_lights, 0, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, renderPass); KRShader *pShader = getContext().getShaderManager()->getShader("visualize_overlay", pCamera, point_lights, directional_lights, spot_lights, 0, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, renderPass);
if(getContext().getShaderManager()->selectShader(*pCamera, pShader, viewport, sphereModelMatrix, point_lights, directional_lights, spot_lights, 0, renderPass)) { KRVector3 rim_color;
if(getContext().getShaderManager()->selectShader(*pCamera, pShader, viewport, sphereModelMatrix, point_lights, directional_lights, spot_lights, 0, renderPass, rim_color, 0.0f)) {
// Enable additive blending // Enable additive blending
GLDEBUG(glEnable(GL_BLEND)); GLDEBUG(glEnable(GL_BLEND));

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@@ -209,7 +209,8 @@ void KRAudioSource::render(KRCamera *pCamera, std::vector<KRPointLight *> &point
KRShader *pShader = getContext().getShaderManager()->getShader("visualize_overlay", pCamera, point_lights, directional_lights, spot_lights, 0, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, renderPass); KRShader *pShader = getContext().getShaderManager()->getShader("visualize_overlay", pCamera, point_lights, directional_lights, spot_lights, 0, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, renderPass);
if(getContext().getShaderManager()->selectShader(*pCamera, pShader, viewport, sphereModelMatrix, point_lights, directional_lights, spot_lights, 0, renderPass)) { KRVector3 rim_light;
if(getContext().getShaderManager()->selectShader(*pCamera, pShader, viewport, sphereModelMatrix, point_lights, directional_lights, spot_lights, 0, renderPass, rim_light, 0.0f)) {
// Enable additive blending // Enable additive blending
GLDEBUG(glEnable(GL_BLEND)); GLDEBUG(glEnable(GL_BLEND));

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@@ -62,7 +62,8 @@ void KRBone::render(KRCamera *pCamera, std::vector<KRPointLight *> &point_lights
KRShader *pShader = getContext().getShaderManager()->getShader("visualize_overlay", pCamera, point_lights, directional_lights, spot_lights, 0, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, renderPass); KRShader *pShader = getContext().getShaderManager()->getShader("visualize_overlay", pCamera, point_lights, directional_lights, spot_lights, 0, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, renderPass);
if(getContext().getShaderManager()->selectShader(*pCamera, pShader, viewport, sphereModelMatrix, point_lights, directional_lights, spot_lights, 0, renderPass)) { KRVector3 rim_color;
if(getContext().getShaderManager()->selectShader(*pCamera, pShader, viewport, sphereModelMatrix, point_lights, directional_lights, spot_lights, 0, renderPass, rim_color, 0.0f)) {
std::vector<KRMesh *> sphereModels = getContext().getModelManager()->getModel("__sphere"); std::vector<KRMesh *> sphereModels = getContext().getModelManager()->getModel("__sphere");
if(sphereModels.size()) { if(sphereModels.size()) {
for(int i=0; i < sphereModels[0]->getSubmeshCount(); i++) { for(int i=0; i < sphereModels[0]->getSubmeshCount(); i++) {

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@@ -305,7 +305,8 @@ void KRCamera::renderFrame(float deltaTime, GLint renderBufferWidth, GLint rende
} }
if(m_pSkyBoxTexture) { if(m_pSkyBoxTexture) {
getContext().getShaderManager()->selectShader("sky_box", *this, std::vector<KRPointLight *>(), std::vector<KRDirectionalLight *>(), std::vector<KRSpotLight *>(), 0, m_viewport, KRMat4(), false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, KRNode::RENDER_PASS_FORWARD_OPAQUE); KRVector3 rim_color;
getContext().getShaderManager()->selectShader("sky_box", *this, std::vector<KRPointLight *>(), std::vector<KRDirectionalLight *>(), std::vector<KRSpotLight *>(), 0, m_viewport, KRMat4(), false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, KRNode::RENDER_PASS_FORWARD_OPAQUE, rim_color, 0.0f);
getContext().getTextureManager()->selectTexture(0, m_pSkyBoxTexture); getContext().getTextureManager()->selectTexture(0, m_pSkyBoxTexture);
@@ -472,8 +473,8 @@ void KRCamera::renderFrame(float deltaTime, GLint renderBufferWidth, GLint rende
KRMat4 matModel = KRMat4(); KRMat4 matModel = KRMat4();
matModel.scale((*itr).first.size() * 0.5f); matModel.scale((*itr).first.size() * 0.5f);
matModel.translate((*itr).first.center()); matModel.translate((*itr).first.center());
KRVector3 rim_color;
if(getContext().getShaderManager()->selectShader(*this, pVisShader, m_viewport, matModel, std::vector<KRPointLight *>(), std::vector<KRDirectionalLight *>(), std::vector<KRSpotLight *>(), 0, KRNode::RENDER_PASS_FORWARD_TRANSPARENT)) { if(getContext().getShaderManager()->selectShader(*this, pVisShader, m_viewport, matModel, std::vector<KRPointLight *>(), std::vector<KRDirectionalLight *>(), std::vector<KRSpotLight *>(), 0, KRNode::RENDER_PASS_FORWARD_TRANSPARENT, rim_color, 0.0f)) {
GLDEBUG(glDrawArrays(GL_TRIANGLE_STRIP, 0, 14)); GLDEBUG(glDrawArrays(GL_TRIANGLE_STRIP, 0, 14));
} }
} }
@@ -682,7 +683,9 @@ void KRCamera::renderPost()
GLDEBUG(glDisable(GL_DEPTH_TEST)); GLDEBUG(glDisable(GL_DEPTH_TEST));
KRShader *postShader = m_pContext->getShaderManager()->getShader("PostShader", this, std::vector<KRPointLight *>(), std::vector<KRDirectionalLight *>(), std::vector<KRSpotLight *>(), 0, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, KRNode::RENDER_PASS_FORWARD_TRANSPARENT); KRShader *postShader = m_pContext->getShaderManager()->getShader("PostShader", this, std::vector<KRPointLight *>(), std::vector<KRDirectionalLight *>(), std::vector<KRSpotLight *>(), 0, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, KRNode::RENDER_PASS_FORWARD_TRANSPARENT);
getContext().getShaderManager()->selectShader(*this, postShader, m_viewport, KRMat4(), std::vector<KRPointLight *>(), std::vector<KRDirectionalLight *>(), std::vector<KRSpotLight *>(), 0, KRNode::RENDER_PASS_FORWARD_TRANSPARENT);
KRVector3 rim_color;
getContext().getShaderManager()->selectShader(*this, postShader, m_viewport, KRMat4(), std::vector<KRPointLight *>(), std::vector<KRDirectionalLight *>(), std::vector<KRSpotLight *>(), 0, KRNode::RENDER_PASS_FORWARD_TRANSPARENT, rim_color, 0.0f);
m_pContext->getTextureManager()->selectTexture(0, NULL); m_pContext->getTextureManager()->selectTexture(0, NULL);
m_pContext->getTextureManager()->_setActiveTexture(0); m_pContext->getTextureManager()->_setActiveTexture(0);
@@ -884,7 +887,8 @@ void KRCamera::renderPost()
GLDEBUG(glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)); GLDEBUG(glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA));
KRShader *fontShader = m_pContext->getShaderManager()->getShader("debug_font", this, std::vector<KRPointLight *>(), std::vector<KRDirectionalLight *>(), std::vector<KRSpotLight *>(), 0, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, KRNode::RENDER_PASS_FORWARD_TRANSPARENT); KRShader *fontShader = m_pContext->getShaderManager()->getShader("debug_font", this, std::vector<KRPointLight *>(), std::vector<KRDirectionalLight *>(), std::vector<KRSpotLight *>(), 0, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, KRNode::RENDER_PASS_FORWARD_TRANSPARENT);
getContext().getShaderManager()->selectShader(*this, fontShader, m_viewport, KRMat4(), std::vector<KRPointLight *>(), std::vector<KRDirectionalLight *>(), std::vector<KRSpotLight *>(), 0, KRNode::RENDER_PASS_FORWARD_TRANSPARENT); KRVector3 rim_color;
getContext().getShaderManager()->selectShader(*this, fontShader, m_viewport, KRMat4(), std::vector<KRPointLight *>(), std::vector<KRDirectionalLight *>(), std::vector<KRSpotLight *>(), 0, KRNode::RENDER_PASS_FORWARD_TRANSPARENT, rim_color, 0.0f);
m_pContext->getTextureManager()->selectTexture(0, m_pContext->getTextureManager()->getTexture("font")); m_pContext->getTextureManager()->selectTexture(0, m_pContext->getTextureManager()->getTexture("font"));

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@@ -171,7 +171,8 @@ void KRCollider::render(KRCamera *pCamera, std::vector<KRPointLight *> &point_li
KRShader *pShader = getContext().getShaderManager()->getShader("visualize_overlay", pCamera, point_lights, directional_lights, spot_lights, 0, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, renderPass); KRShader *pShader = getContext().getShaderManager()->getShader("visualize_overlay", pCamera, point_lights, directional_lights, spot_lights, 0, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, renderPass);
if(getContext().getShaderManager()->selectShader(*pCamera, pShader, viewport, getModelMatrix(), point_lights, directional_lights, spot_lights, 0, renderPass)) { KRVector3 rim_color;
if(getContext().getShaderManager()->selectShader(*pCamera, pShader, viewport, getModelMatrix(), point_lights, directional_lights, spot_lights, 0, renderPass, rim_color, 0.0f)) {
// Enable additive blending // Enable additive blending
GLDEBUG(glEnable(GL_BLEND)); GLDEBUG(glEnable(GL_BLEND));

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@@ -105,8 +105,10 @@ void KRDirectionalLight::render(KRCamera *pCamera, std::vector<KRPointLight *> &
light_direction_view_space = KRMat4::Dot(matModelViewInverseTranspose, light_direction_view_space); light_direction_view_space = KRMat4::Dot(matModelViewInverseTranspose, light_direction_view_space);
light_direction_view_space.normalize(); light_direction_view_space.normalize();
KRVector3 rim_color;
KRShader *pShader = getContext().getShaderManager()->getShader("light_directional", pCamera, std::vector<KRPointLight *>(), this_light, std::vector<KRSpotLight *>(), 0, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, renderPass); KRShader *pShader = getContext().getShaderManager()->getShader("light_directional", pCamera, std::vector<KRPointLight *>(), this_light, std::vector<KRSpotLight *>(), 0, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, renderPass);
if(getContext().getShaderManager()->selectShader(*pCamera, pShader, viewport, getModelMatrix(), std::vector<KRPointLight *>(), this_light, std::vector<KRSpotLight *>(), 0, renderPass)) { if(getContext().getShaderManager()->selectShader(*pCamera, pShader, viewport, getModelMatrix(), std::vector<KRPointLight *>(), this_light, std::vector<KRSpotLight *>(), 0, renderPass, rim_color, 0.0f)) {
pShader->setUniform(KRShader::KRENGINE_UNIFORM_LIGHT_DIRECTION_VIEW_SPACE, light_direction_view_space); pShader->setUniform(KRShader::KRENGINE_UNIFORM_LIGHT_DIRECTION_VIEW_SPACE, light_direction_view_space);
pShader->setUniform(KRShader::KRENGINE_UNIFORM_LIGHT_COLOR, m_color); pShader->setUniform(KRShader::KRENGINE_UNIFORM_LIGHT_COLOR, m_color);

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@@ -220,7 +220,8 @@ void KRLight::render(KRCamera *pCamera, std::vector<KRPointLight *> &point_light
KRShader *pParticleShader = m_pContext->getShaderManager()->getShader("dust_particle", pCamera, this_point_light, this_directional_light, this_spot_light, 0, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, renderPass); KRShader *pParticleShader = m_pContext->getShaderManager()->getShader("dust_particle", pCamera, this_point_light, this_directional_light, this_spot_light, 0, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, renderPass);
if(getContext().getShaderManager()->selectShader(*pCamera, pParticleShader, viewport, particleModelMatrix, this_point_light, this_directional_light, this_spot_light, 0, renderPass)) { KRVector3 rim_color;
if(getContext().getShaderManager()->selectShader(*pCamera, pParticleShader, viewport, particleModelMatrix, this_point_light, this_directional_light, this_spot_light, 0, renderPass, rim_color, 0.0f)) {
pParticleShader->setUniform(KRShader::KRENGINE_UNIFORM_LIGHT_COLOR, m_color * pCamera->settings.dust_particle_intensity * m_dust_particle_intensity * m_intensity); pParticleShader->setUniform(KRShader::KRENGINE_UNIFORM_LIGHT_COLOR, m_color * pCamera->settings.dust_particle_intensity * m_dust_particle_intensity * m_intensity);
pParticleShader->setUniform(KRShader::KRENGINE_UNIFORM_PARTICLE_ORIGIN, KRMat4::DotWDiv(KRMat4::Invert(particleModelMatrix), KRVector3::Zero())); pParticleShader->setUniform(KRShader::KRENGINE_UNIFORM_PARTICLE_ORIGIN, KRMat4::DotWDiv(KRMat4::Invert(particleModelMatrix), KRVector3::Zero()));
@@ -256,8 +257,8 @@ void KRLight::render(KRCamera *pCamera, std::vector<KRPointLight *> &point_light
KRShader *pFogShader = m_pContext->getShaderManager()->getShader(shader_name, pCamera, this_point_light, this_directional_light, this_spot_light, 0, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, KRNode::RENDER_PASS_ADDITIVE_PARTICLES); KRShader *pFogShader = m_pContext->getShaderManager()->getShader(shader_name, pCamera, this_point_light, this_directional_light, this_spot_light, 0, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, KRNode::RENDER_PASS_ADDITIVE_PARTICLES);
KRVector3 rim_color;
if(getContext().getShaderManager()->selectShader(*pCamera, pFogShader, viewport, KRMat4(), this_point_light, this_directional_light, this_spot_light, 0, KRNode::RENDER_PASS_VOLUMETRIC_EFFECTS_ADDITIVE)) { if(getContext().getShaderManager()->selectShader(*pCamera, pFogShader, viewport, KRMat4(), this_point_light, this_directional_light, this_spot_light, 0, KRNode::RENDER_PASS_VOLUMETRIC_EFFECTS_ADDITIVE, rim_color, 0.0f)) {
int slice_count = (int)(pCamera->settings.volumetric_environment_quality * 495.0) + 5; int slice_count = (int)(pCamera->settings.volumetric_environment_quality * 495.0) + 5;
float slice_near = -pCamera->settings.getPerspectiveNearZ(); float slice_near = -pCamera->settings.getPerspectiveNearZ();
@@ -285,7 +286,8 @@ void KRLight::render(KRCamera *pCamera, std::vector<KRPointLight *> &point_light
occlusion_test_sphere_matrix *= m_parentNode->getModelMatrix(); occlusion_test_sphere_matrix *= m_parentNode->getModelMatrix();
} }
if(getContext().getShaderManager()->selectShader("occlusion_test", *pCamera, point_lights, directional_lights, spot_lights, 0, viewport, occlusion_test_sphere_matrix, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, renderPass)) { KRVector3 rim_color;
if(getContext().getShaderManager()->selectShader("occlusion_test", *pCamera, point_lights, directional_lights, spot_lights, 0, viewport, occlusion_test_sphere_matrix, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, renderPass, rim_color, 0.0f)) {
GLDEBUG(glGenQueriesEXT(1, &m_occlusionQuery)); GLDEBUG(glGenQueriesEXT(1, &m_occlusionQuery));
#if TARGET_OS_IPHONE #if TARGET_OS_IPHONE
@@ -332,7 +334,8 @@ void KRLight::render(KRCamera *pCamera, std::vector<KRPointLight *> &point_light
// Render light flare on transparency pass // Render light flare on transparency pass
KRShader *pShader = getContext().getShaderManager()->getShader("flare", pCamera, point_lights, directional_lights, spot_lights, 0, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, renderPass); KRShader *pShader = getContext().getShaderManager()->getShader("flare", pCamera, point_lights, directional_lights, spot_lights, 0, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, renderPass);
if(getContext().getShaderManager()->selectShader(*pCamera, pShader, viewport, getModelMatrix(), point_lights, directional_lights, spot_lights, 0, renderPass)) { KRVector3 rim_light;
if(getContext().getShaderManager()->selectShader(*pCamera, pShader, viewport, getModelMatrix(), point_lights, directional_lights, spot_lights, 0, renderPass, rim_light, 0.0f)) {
pShader->setUniform(KRShader::KRENGINE_UNIFORM_MATERIAL_ALPHA, 1.0f); pShader->setUniform(KRShader::KRENGINE_UNIFORM_MATERIAL_ALPHA, 1.0f);
pShader->setUniform(KRShader::KRENGINE_UNIFORM_FLARE_SIZE, m_flareSize); pShader->setUniform(KRShader::KRENGINE_UNIFORM_FLARE_SIZE, m_flareSize);
m_pContext->getTextureManager()->selectTexture(0, m_pFlareTexture); m_pContext->getTextureManager()->selectTexture(0, m_pFlareTexture);
@@ -449,7 +452,8 @@ void KRLight::renderShadowBuffers(KRCamera *pCamera)
// Use shader program // Use shader program
KRShader *shadowShader = m_pContext->getShaderManager()->getShader("ShadowShader", pCamera, std::vector<KRPointLight *>(), std::vector<KRDirectionalLight *>(), std::vector<KRSpotLight *>(), 0, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, KRNode::RENDER_PASS_FORWARD_TRANSPARENT); KRShader *shadowShader = m_pContext->getShaderManager()->getShader("ShadowShader", pCamera, std::vector<KRPointLight *>(), std::vector<KRDirectionalLight *>(), std::vector<KRSpotLight *>(), 0, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, KRNode::RENDER_PASS_FORWARD_TRANSPARENT);
getContext().getShaderManager()->selectShader(*pCamera, shadowShader, m_shadowViewports[iShadow], KRMat4(), std::vector<KRPointLight *>(), std::vector<KRDirectionalLight *>(), std::vector<KRSpotLight *>(), 0, KRNode::RENDER_PASS_SHADOWMAP); KRVector3 rim_light;
getContext().getShaderManager()->selectShader(*pCamera, shadowShader, m_shadowViewports[iShadow], KRMat4(), std::vector<KRPointLight *>(), std::vector<KRDirectionalLight *>(), std::vector<KRSpotLight *>(), 0, KRNode::RENDER_PASS_SHADOWMAP, rim_light, 0.0f);
getScene().render(pCamera, m_shadowViewports[iShadow].getVisibleBounds(), m_shadowViewports[iShadow], KRNode::RENDER_PASS_SHADOWMAP, true); getScene().render(pCamera, m_shadowViewports[iShadow].getVisibleBounds(), m_shadowViewports[iShadow], KRNode::RENDER_PASS_SHADOWMAP, true);

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@@ -217,7 +217,7 @@ bool KRMaterial::isTransparent() {
return m_tr < 1.0 || m_alpha_mode == KRMATERIAL_ALPHA_MODE_BLENDONESIDE || m_alpha_mode == KRMATERIAL_ALPHA_MODE_BLENDTWOSIDE; return m_tr < 1.0 || m_alpha_mode == KRMATERIAL_ALPHA_MODE_BLENDONESIDE || m_alpha_mode == KRMATERIAL_ALPHA_MODE_BLENDTWOSIDE;
} }
bool KRMaterial::bind(KRCamera *pCamera, std::vector<KRPointLight *> &point_lights, std::vector<KRDirectionalLight *> &directional_lights, std::vector<KRSpotLight *>&spot_lights, const std::vector<KRBone *> &bones, const std::vector<KRMat4> &bind_poses, const KRViewport &viewport, const KRMat4 &matModel, KRTexture *pLightMap, KRNode::RenderPass renderPass) { bool KRMaterial::bind(KRCamera *pCamera, std::vector<KRPointLight *> &point_lights, std::vector<KRDirectionalLight *> &directional_lights, std::vector<KRSpotLight *>&spot_lights, const std::vector<KRBone *> &bones, const std::vector<KRMat4> &bind_poses, const KRViewport &viewport, const KRMat4 &matModel, KRTexture *pLightMap, KRNode::RenderPass renderPass, const KRVector3 &rim_color, float rim_power) {
bool bLightMap = pLightMap && pCamera->settings.bEnableLightMap; bool bLightMap = pLightMap && pCamera->settings.bEnableLightMap;
if(!m_pAmbientMap && m_ambientMap.size()) { if(!m_pAmbientMap && m_ambientMap.size()) {
@@ -251,10 +251,9 @@ bool KRMaterial::bind(KRCamera *pCamera, std::vector<KRPointLight *> &point_ligh
bool bAlphaTest = (m_alpha_mode == KRMATERIAL_ALPHA_MODE_TEST) && bDiffuseMap; bool bAlphaTest = (m_alpha_mode == KRMATERIAL_ALPHA_MODE_TEST) && bDiffuseMap;
bool bAlphaBlend = (m_alpha_mode == KRMATERIAL_ALPHA_MODE_BLENDONESIDE) || (m_alpha_mode == KRMATERIAL_ALPHA_MODE_BLENDTWOSIDE); bool bAlphaBlend = (m_alpha_mode == KRMATERIAL_ALPHA_MODE_BLENDONESIDE) || (m_alpha_mode == KRMATERIAL_ALPHA_MODE_BLENDTWOSIDE);
KRShader *pShader = getContext().getShaderManager()->getShader("ObjectShader", pCamera, point_lights, directional_lights, spot_lights, bones.size(), bDiffuseMap, bNormalMap, bSpecMap, bReflectionMap, bReflectionCubeMap, bLightMap, m_diffuseMapScale != default_scale && bDiffuseMap, m_specularMapScale != default_scale && bSpecMap, m_normalMapScale != default_scale && bNormalMap, m_reflectionMapScale != default_scale && bReflectionMap, m_diffuseMapOffset != default_offset && bDiffuseMap, m_specularMapOffset != default_offset && bSpecMap, m_normalMapOffset != default_offset && bNormalMap, m_reflectionMapOffset != default_offset && bReflectionMap, bAlphaTest, bAlphaBlend, renderPass, rim_power != 0.0f);
KRShader *pShader = getContext().getShaderManager()->getShader("ObjectShader", pCamera, point_lights, directional_lights, spot_lights, bones.size(), bDiffuseMap, bNormalMap, bSpecMap, bReflectionMap, bReflectionCubeMap, bLightMap, m_diffuseMapScale != default_scale && bDiffuseMap, m_specularMapScale != default_scale && bSpecMap, m_normalMapScale != default_scale && bNormalMap, m_reflectionMapScale != default_scale && bReflectionMap, m_diffuseMapOffset != default_offset && bDiffuseMap, m_specularMapOffset != default_offset && bSpecMap, m_normalMapOffset != default_offset && bNormalMap, m_reflectionMapOffset != default_offset && bReflectionMap, bAlphaTest, bAlphaBlend, renderPass);
if(!getContext().getShaderManager()->selectShader(*pCamera, pShader, viewport, matModel, point_lights, directional_lights, spot_lights, 0, renderPass)) { if(!getContext().getShaderManager()->selectShader(*pCamera, pShader, viewport, matModel, point_lights, directional_lights, spot_lights, 0, renderPass, rim_color, rim_power)) {
return false; return false;
} }

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@@ -37,6 +37,7 @@
#include "KRCamera.h" #include "KRCamera.h"
#include "KRResource.h" #include "KRResource.h"
#include "KRVector2.h" #include "KRVector2.h"
#include "KRVector3.h"
#include "KRScene.h" #include "KRScene.h"
#include "KRBone.h" #include "KRBone.h"
@@ -83,7 +84,7 @@ public:
bool isTransparent(); bool isTransparent();
const std::string &getName() const; const std::string &getName() const;
bool bind(KRCamera *pCamera, std::vector<KRPointLight *> &point_lights, std::vector<KRDirectionalLight *> &directional_lights, std::vector<KRSpotLight *>&spot_lights, const std::vector<KRBone *> &bones, const std::vector<KRMat4> &bind_poses, const KRViewport &viewport, const KRMat4 &matModel, KRTexture *pLightMap, KRNode::RenderPass renderPass); bool bind(KRCamera *pCamera, std::vector<KRPointLight *> &point_lights, std::vector<KRDirectionalLight *> &directional_lights, std::vector<KRSpotLight *>&spot_lights, const std::vector<KRBone *> &bones, const std::vector<KRMat4> &bind_poses, const KRViewport &viewport, const KRMat4 &matModel, KRTexture *pLightMap, KRNode::RenderPass renderPass, const KRVector3 &rim_color, float rim_power);
bool needsVertexTangents(); bool needsVertexTangents();

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@@ -160,7 +160,7 @@ void KRMesh::loadPack(KRDataBlock *data) {
updateAttributeOffsets(); updateAttributeOffsets();
} }
void KRMesh::render(const std::string &object_name, KRCamera *pCamera, std::vector<KRPointLight *> &point_lights, std::vector<KRDirectionalLight *> &directional_lights, std::vector<KRSpotLight *>&spot_lights, const KRViewport &viewport, const KRMat4 &matModel, KRTexture *pLightMap, KRNode::RenderPass renderPass, const std::vector<KRBone *> &bones) { void KRMesh::render(const std::string &object_name, KRCamera *pCamera, std::vector<KRPointLight *> &point_lights, std::vector<KRDirectionalLight *> &directional_lights, std::vector<KRSpotLight *>&spot_lights, const KRViewport &viewport, const KRMat4 &matModel, KRTexture *pLightMap, KRNode::RenderPass renderPass, const std::vector<KRBone *> &bones, const KRVector3 &rim_color, float rim_power) {
//fprintf(stderr, "Rendering model: %s\n", m_name.c_str()); //fprintf(stderr, "Rendering model: %s\n", m_name.c_str());
@@ -214,7 +214,7 @@ void KRMesh::render(const std::string &object_name, KRCamera *pCamera, std::vect
for(int i=0; i < bones.size(); i++) { for(int i=0; i < bones.size(); i++) {
bone_bind_poses.push_back(getBoneBindPose(i)); bone_bind_poses.push_back(getBoneBindPose(i));
} }
if(pMaterial->bind(pCamera, point_lights, directional_lights, spot_lights, bones, bone_bind_poses, viewport, matModel, pLightMap, renderPass)) { if(pMaterial->bind(pCamera, point_lights, directional_lights, spot_lights, bones, bone_bind_poses, viewport, matModel, pLightMap, renderPass, rim_color, rim_power)) {
switch(pMaterial->getAlphaMode()) { switch(pMaterial->getAlphaMode()) {
case KRMaterial::KRMATERIAL_ALPHA_MODE_OPAQUE: // Non-transparent materials case KRMaterial::KRMATERIAL_ALPHA_MODE_OPAQUE: // Non-transparent materials

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@@ -109,7 +109,7 @@ public:
std::vector<std::vector<float> > bone_weights; std::vector<std::vector<float> > bone_weights;
} mesh_info; } mesh_info;
void render(const std::string &object_name, KRCamera *pCamera, std::vector<KRPointLight *> &point_lights, std::vector<KRDirectionalLight *> &directional_lights, std::vector<KRSpotLight *>&spot_lights, const KRViewport &viewport, const KRMat4 &matModel, KRTexture *pLightMap, KRNode::RenderPass renderPass, const std::vector<KRBone *> &bones); void render(const std::string &object_name, KRCamera *pCamera, std::vector<KRPointLight *> &point_lights, std::vector<KRDirectionalLight *> &directional_lights, std::vector<KRSpotLight *>&spot_lights, const KRViewport &viewport, const KRMat4 &matModel, KRTexture *pLightMap, KRNode::RenderPass renderPass, const std::vector<KRBone *> &bones, const KRVector3 &rim_color, float rim_power);
std::string m_lodBaseName; std::string m_lodBaseName;

View File

@@ -36,13 +36,15 @@
#include "KRMesh.h" #include "KRMesh.h"
#include "KRQuaternion.h" #include "KRQuaternion.h"
KRModel::KRModel(KRScene &scene, std::string instance_name, std::string model_name, std::string light_map, float lod_min_coverage, bool receives_shadow, bool faces_camera) : KRNode(scene, instance_name) { KRModel::KRModel(KRScene &scene, std::string instance_name, std::string model_name, std::string light_map, float lod_min_coverage, bool receives_shadow, bool faces_camera, KRVector3 rim_color, float rim_power) : KRNode(scene, instance_name) {
m_lightMap = light_map; m_lightMap = light_map;
m_pLightMap = NULL; m_pLightMap = NULL;
m_model_name = model_name; m_model_name = model_name;
m_min_lod_coverage = lod_min_coverage; m_min_lod_coverage = lod_min_coverage;
m_receivesShadow = receives_shadow; m_receivesShadow = receives_shadow;
m_faces_camera = faces_camera; m_faces_camera = faces_camera;
m_rim_color = rim_color;
m_rim_power = rim_power;
m_boundsCachedMat.c[0] = -1.0f; m_boundsCachedMat.c[0] = -1.0f;
m_boundsCachedMat.c[1] = -1.0f; m_boundsCachedMat.c[1] = -1.0f;
@@ -78,9 +80,31 @@ tinyxml2::XMLElement *KRModel::saveXML( tinyxml2::XMLNode *parent)
e->SetAttribute("lod_min_coverage", m_min_lod_coverage); e->SetAttribute("lod_min_coverage", m_min_lod_coverage);
e->SetAttribute("receives_shadow", m_receivesShadow ? "true" : "false"); e->SetAttribute("receives_shadow", m_receivesShadow ? "true" : "false");
e->SetAttribute("faces_camera", m_faces_camera ? "true" : "false"); e->SetAttribute("faces_camera", m_faces_camera ? "true" : "false");
m_rim_color.setXMLAttribute("rim_color", e);
e->SetAttribute("rim_power", m_rim_power);
return e; return e;
} }
void KRModel::setRimColor(const const KRVector3 &rim_color)
{
m_rim_color = rim_color;
}
void KRModel::setRimPower(float rim_power)
{
m_rim_power = rim_power;
}
KRVector3 KRModel::getRimColor()
{
return m_rim_color;
}
float KRModel::getRimPower()
{
return m_rim_power;
}
void KRModel::loadModel() { void KRModel::loadModel() {
if(m_models.size() == 0) { if(m_models.size() == 0) {
std::vector<KRMesh *> models = m_pContext->getModelManager()->getModel(m_model_name.c_str()); // The model manager returns the LOD levels in sorted order, with the highest detail first std::vector<KRMesh *> models = m_pContext->getModelManager()->getModel(m_model_name.c_str()); // The model manager returns the LOD levels in sorted order, with the highest detail first
@@ -158,7 +182,7 @@ void KRModel::render(KRCamera *pCamera, std::vector<KRPointLight *> &point_light
matModel = KRQuaternion(KRVector3::Forward(), KRVector3::Normalize(camera_pos - model_center)).rotationMatrix() * matModel; matModel = KRQuaternion(KRVector3::Forward(), KRVector3::Normalize(camera_pos - model_center)).rotationMatrix() * matModel;
} }
pModel->render(getName(), pCamera, point_lights, directional_lights, spot_lights, viewport, matModel, m_pLightMap, renderPass, m_bones[pModel]); pModel->render(getName(), pCamera, point_lights, directional_lights, spot_lights, viewport, matModel, m_pLightMap, renderPass, m_bones[pModel], m_rim_color, m_rim_power);
} }
} }
} }

View File

@@ -51,7 +51,7 @@
class KRModel : public KRNode { class KRModel : public KRNode {
public: public:
KRModel(KRScene &scene, std::string instance_name, std::string model_name, std::string light_map, float lod_min_coverage, bool receives_shadow, bool faces_camera); KRModel(KRScene &scene, std::string instance_name, std::string model_name, std::string light_map, float lod_min_coverage, bool receives_shadow, bool faces_camera, KRVector3 rim_color = KRVector3::Zero(), float rim_power = 0.0f);
virtual ~KRModel(); virtual ~KRModel();
virtual std::string getElementName(); virtual std::string getElementName();
@@ -61,6 +61,11 @@ public:
virtual KRAABB getBounds(); virtual KRAABB getBounds();
void setRimColor(const const KRVector3 &rim_color);
void setRimPower(float rim_power);
KRVector3 getRimColor();
float getRimPower();
private: private:
std::vector<KRMesh *> m_models; std::vector<KRMesh *> m_models;
unordered_map<KRMesh *, std::vector<KRBone *> > m_bones; // Outer std::map connects model to set of bones unordered_map<KRMesh *, std::vector<KRBone *> > m_bones; // Outer std::map connects model to set of bones
@@ -78,6 +83,10 @@ private:
KRMat4 m_boundsCachedMat; KRMat4 m_boundsCachedMat;
KRAABB m_boundsCached; KRAABB m_boundsCached;
KRVector3 m_rim_color;
float m_rim_power;
}; };

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@@ -420,7 +420,13 @@ KRNode *KRNode::LoadXML(KRScene &scene, tinyxml2::XMLElement *e) {
if(e->QueryBoolAttribute("faces_camera", &faces_camera) != tinyxml2::XML_SUCCESS) { if(e->QueryBoolAttribute("faces_camera", &faces_camera) != tinyxml2::XML_SUCCESS) {
faces_camera = false; faces_camera = false;
} }
new_node = new KRModel(scene, szName, e->Attribute("mesh"), e->Attribute("light_map"), lod_min_coverage, receives_shadow, faces_camera); float rim_power = 0.0f;
if(e->QueryFloatAttribute("rim_power", &rim_power) != tinyxml2::XML_SUCCESS) {
rim_power = 0.0f;
}
KRVector3 rim_color = KRVector3::Zero();
rim_color.getXMLAttribute("rim_color", e, KRVector3::Zero());
new_node = new KRModel(scene, szName, e->Attribute("mesh"), e->Attribute("light_map"), lod_min_coverage, receives_shadow, faces_camera, rim_color, rim_power);
} else if(strcmp(szElementName, "collider") == 0) { } else if(strcmp(szElementName, "collider") == 0) {
new_node = new KRCollider(scene, szName, e->Attribute("mesh"), 65535, 1.0f); new_node = new KRCollider(scene, szName, e->Attribute("mesh"), 65535, 1.0f);
} else if(strcmp(szElementName, "bone") == 0) { } else if(strcmp(szElementName, "bone") == 0) {

View File

@@ -74,7 +74,8 @@ void KRParticleSystemNewtonian::render(KRCamera *pCamera, std::vector<KRPointLig
KRShader *pParticleShader = m_pContext->getShaderManager()->getShader("dust_particle", pCamera, point_lights, directional_lights, spot_lights, 0, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, renderPass); KRShader *pParticleShader = m_pContext->getShaderManager()->getShader("dust_particle", pCamera, point_lights, directional_lights, spot_lights, 0, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, renderPass);
if(getContext().getShaderManager()->selectShader(*pCamera, pParticleShader, viewport, getModelMatrix(), point_lights, directional_lights, spot_lights, 0, renderPass)) { KRVector3 rim_color;
if(getContext().getShaderManager()->selectShader(*pCamera, pParticleShader, viewport, getModelMatrix(), point_lights, directional_lights, spot_lights, 0, renderPass, rim_color, 0.0f)) {
pParticleShader->setUniform(KRShader::KRENGINE_UNIFORM_FLARE_SIZE, 1.0f); pParticleShader->setUniform(KRShader::KRENGINE_UNIFORM_FLARE_SIZE, 1.0f);
//m_pContext->getModelManager()->bindVBO((void *)m_pContext->getModelManager()->getRandomParticles(), particle_count * 3 * sizeof(KRMeshManager::RandomParticleVertexData), NULL, 0, (1 << KRMesh::KRENGINE_ATTRIB_VERTEX) | (1 << KRMesh::KRENGINE_ATTRIB_TEXUVA), false); //m_pContext->getModelManager()->bindVBO((void *)m_pContext->getModelManager()->getRandomParticles(), particle_count * 3 * sizeof(KRMeshManager::RandomParticleVertexData), NULL, 0, (1 << KRMesh::KRENGINE_ATTRIB_VERTEX) | (1 << KRMesh::KRENGINE_ATTRIB_TEXUVA), false);

View File

@@ -69,8 +69,8 @@ void KRPointLight::render(KRCamera *pCamera, std::vector<KRPointLight *> &point_
bool bInsideLight = view_light_position.sqrMagnitude() <= (influence_radius + pCamera->settings.getPerspectiveNearZ()) * (influence_radius + pCamera->settings.getPerspectiveNearZ()); bool bInsideLight = view_light_position.sqrMagnitude() <= (influence_radius + pCamera->settings.getPerspectiveNearZ()) * (influence_radius + pCamera->settings.getPerspectiveNearZ());
KRShader *pShader = getContext().getShaderManager()->getShader(bVisualize ? "visualize_overlay" : (bInsideLight ? "light_point_inside" : "light_point"), pCamera, this_light, std::vector<KRDirectionalLight *>(), std::vector<KRSpotLight *>(), 0, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, renderPass); KRShader *pShader = getContext().getShaderManager()->getShader(bVisualize ? "visualize_overlay" : (bInsideLight ? "light_point_inside" : "light_point"), pCamera, this_light, std::vector<KRDirectionalLight *>(), std::vector<KRSpotLight *>(), 0, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, renderPass);
KRVector3 rim_color;
if(getContext().getShaderManager()->selectShader(*pCamera, pShader, viewport, sphereModelMatrix, this_light, std::vector<KRDirectionalLight *>(), std::vector<KRSpotLight *>(), 0, renderPass)) { if(getContext().getShaderManager()->selectShader(*pCamera, pShader, viewport, sphereModelMatrix, this_light, std::vector<KRDirectionalLight *>(), std::vector<KRSpotLight *>(), 0, renderPass, rim_color, 0.0f)) {
pShader->setUniform(KRShader::KRENGINE_UNIFORM_LIGHT_COLOR, m_color); pShader->setUniform(KRShader::KRENGINE_UNIFORM_LIGHT_COLOR, m_color);

View File

@@ -96,7 +96,8 @@ void KRReverbZone::render(KRCamera *pCamera, std::vector<KRPointLight *> &point_
KRShader *pShader = getContext().getShaderManager()->getShader("visualize_overlay", pCamera, point_lights, directional_lights, spot_lights, 0, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, renderPass); KRShader *pShader = getContext().getShaderManager()->getShader("visualize_overlay", pCamera, point_lights, directional_lights, spot_lights, 0, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, renderPass);
if(getContext().getShaderManager()->selectShader(*pCamera, pShader, viewport, sphereModelMatrix, point_lights, directional_lights, spot_lights, 0, renderPass)) { KRVector3 rim_color;
if(getContext().getShaderManager()->selectShader(*pCamera, pShader, viewport, sphereModelMatrix, point_lights, directional_lights, spot_lights, 0, renderPass, rim_color, 0.0f)) {
// Enable additive blending // Enable additive blending
GLDEBUG(glEnable(GL_BLEND)); GLDEBUG(glEnable(GL_BLEND));

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@@ -290,7 +290,7 @@ void KRScene::render(KROctreeNode *pOctreeNode, unordered_map<KRAABB, int> &visi
GLDEBUG(glDepthMask(GL_FALSE)); GLDEBUG(glDepthMask(GL_FALSE));
} }
if(getContext().getShaderManager()->selectShader("occlusion_test", *pCamera, point_lights, directional_lights, spot_lights, 0, viewport, matModel, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, KRNode::RENDER_PASS_FORWARD_TRANSPARENT)) { if(getContext().getShaderManager()->selectShader("occlusion_test", *pCamera, point_lights, directional_lights, spot_lights, 0, viewport, matModel, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, KRNode::RENDER_PASS_FORWARD_TRANSPARENT, KRVector3::Zero(), 0.0f)) {
GLDEBUG(glDrawArrays(GL_TRIANGLE_STRIP, 0, 14)); GLDEBUG(glDrawArrays(GL_TRIANGLE_STRIP, 0, 14));
m_pContext->getModelManager()->log_draw_call(renderPass, "octree", "occlusion_test", 14); m_pContext->getModelManager()->log_draw_call(renderPass, "octree", "occlusion_test", 14);
} }
@@ -495,6 +495,11 @@ void KRScene::updateOctree(const KRViewport &viewport)
if(node->lodIsVisible()) { if(node->lodIsVisible()) {
m_nodeTree.update(node); m_nodeTree.update(node);
} }
if(node->hasPhysics()) {
m_physicsNodes.insert(node);
} else if(!node->hasPhysics()) {
m_physicsNodes.erase(node);
}
} }
} }

View File

@@ -101,7 +101,9 @@ const char *KRShader::KRENGINE_UNIFORM_NAMES[] = {
"fog_density_premultiplied_squared", // KRENGINE_UNIFORM_DENSITY_PREMULTIPLIED_SQUARED "fog_density_premultiplied_squared", // KRENGINE_UNIFORM_DENSITY_PREMULTIPLIED_SQUARED
"slice_depth_scale", // KRENGINE_UNIFORM_SLICE_DEPTH_SCALE "slice_depth_scale", // KRENGINE_UNIFORM_SLICE_DEPTH_SCALE
"particle_origin", // KRENGINE_UNIFORM_PARTICLE_ORIGIN "particle_origin", // KRENGINE_UNIFORM_PARTICLE_ORIGIN
"bone_transforms" // KRENGINE_UNIFORM_BONE_TRANSFORMS "bone_transforms", // KRENGINE_UNIFORM_BONE_TRANSFORMS
"rim_color", // KRENGINE_UNIFORM_RIM_COLOR
"rim_power" // KRENGINE_UNIFORM_RIM_POWER
}; };
KRShader::KRShader(KRContext &context, char *szKey, std::string options, std::string vertShaderSource, const std::string fragShaderSource) : KRContextObject(context) KRShader::KRShader(KRContext &context, char *szKey, std::string options, std::string vertShaderSource, const std::string fragShaderSource) : KRContextObject(context)
@@ -340,7 +342,7 @@ void KRShader::setUniform(int location, const KRMat4 &value)
} }
} }
bool KRShader::bind(KRCamera &camera, const KRViewport &viewport, const KRMat4 &matModel, const std::vector<KRPointLight *> &point_lights, const std::vector<KRDirectionalLight *> &directional_lights, const std::vector<KRSpotLight *>&spot_lights, const KRNode::RenderPass &renderPass) { bool KRShader::bind(KRCamera &camera, const KRViewport &viewport, const KRMat4 &matModel, const std::vector<KRPointLight *> &point_lights, const std::vector<KRDirectionalLight *> &directional_lights, const std::vector<KRSpotLight *>&spot_lights, const KRNode::RenderPass &renderPass, const KRVector3 &rim_color, float rim_power) {
if(m_iProgram == 0) { if(m_iProgram == 0) {
return false; return false;
} }
@@ -505,11 +507,15 @@ bool KRShader::bind(KRCamera &camera, const KRViewport &viewport, const KRMat4 &
); );
} }
// Rim highlighting parameters
setUniform(KRENGINE_UNIFORM_RIM_COLOR, rim_color);
setUniform(KRENGINE_UNIFORM_RIM_POWER, rim_power);
// Fog parameters // Fog parameters
setUniform(KRENGINE_UNIFORM_FOG_NEAR, camera.settings.fog_near); setUniform(KRENGINE_UNIFORM_FOG_NEAR, camera.settings.fog_near);
setUniform(KRENGINE_UNIFORM_FOG_FAR, camera.settings.fog_far); setUniform(KRENGINE_UNIFORM_FOG_FAR, camera.settings.fog_far);
setUniform(KRENGINE_UNIFORM_FOG_DENSITY, camera.settings.fog_density); setUniform(KRENGINE_UNIFORM_FOG_DENSITY, camera.settings.fog_density);
setUniform(KRENGINE_UNIFORM_FOG_COLOR, camera.settings.fog_color); setUniform(KRENGINE_UNIFORM_FOG_COLOR, camera.settings.fog_color);
if(m_uniforms[KRENGINE_UNIFORM_FOG_SCALE] != -1) { if(m_uniforms[KRENGINE_UNIFORM_FOG_SCALE] != -1) {
setUniform(KRENGINE_UNIFORM_FOG_SCALE, 1.0f / (camera.settings.fog_far - camera.settings.fog_near)); setUniform(KRENGINE_UNIFORM_FOG_SCALE, 1.0f / (camera.settings.fog_far - camera.settings.fog_near));

View File

@@ -47,7 +47,7 @@ public:
virtual ~KRShader(); virtual ~KRShader();
const char *getKey() const; const char *getKey() const;
bool bind(KRCamera &camera, const KRViewport &viewport, const KRMat4 &matModel, const std::vector<KRPointLight *> &point_lights, const std::vector<KRDirectionalLight *> &directional_lights, const std::vector<KRSpotLight *>&spot_lights, const KRNode::RenderPass &renderPass); bool bind(KRCamera &camera, const KRViewport &viewport, const KRMat4 &matModel, const std::vector<KRPointLight *> &point_lights, const std::vector<KRDirectionalLight *> &directional_lights, const std::vector<KRSpotLight *>&spot_lights, const KRNode::RenderPass &renderPass, const KRVector3 &rim_color, float rim_power);
enum { enum {
KRENGINE_UNIFORM_MATERIAL_AMBIENT = 0, KRENGINE_UNIFORM_MATERIAL_AMBIENT = 0,
@@ -114,6 +114,8 @@ public:
KRENGINE_UNIFORM_SLICE_DEPTH_SCALE, KRENGINE_UNIFORM_SLICE_DEPTH_SCALE,
KRENGINE_UNIFORM_PARTICLE_ORIGIN, KRENGINE_UNIFORM_PARTICLE_ORIGIN,
KRENGINE_UNIFORM_BONE_TRANSFORMS, KRENGINE_UNIFORM_BONE_TRANSFORMS,
KRENGINE_UNIFORM_RIM_COLOR,
KRENGINE_UNIFORM_RIM_POWER,
KRENGINE_NUM_UNIFORMS KRENGINE_NUM_UNIFORMS
}; };
/* /*

View File

@@ -48,7 +48,7 @@ KRShaderManager::~KRShaderManager() {
} }
KRShader *KRShaderManager::getShader(const std::string &shader_name, KRCamera *pCamera, const std::vector<KRPointLight *> &point_lights, const std::vector<KRDirectionalLight *> &directional_lights, const std::vector<KRSpotLight *>&spot_lights, int bone_count, bool bDiffuseMap, bool bNormalMap, bool bSpecMap, bool bReflectionMap, bool bReflectionCubeMap, bool bLightMap, bool bDiffuseMapScale,bool bSpecMapScale, bool bNormalMapScale, bool bReflectionMapScale, bool bDiffuseMapOffset, bool bSpecMapOffset, bool bNormalMapOffset, bool bReflectionMapOffset, bool bAlphaTest, bool bAlphaBlend, KRNode::RenderPass renderPass) { KRShader *KRShaderManager::getShader(const std::string &shader_name, KRCamera *pCamera, const std::vector<KRPointLight *> &point_lights, const std::vector<KRDirectionalLight *> &directional_lights, const std::vector<KRSpotLight *>&spot_lights, int bone_count, bool bDiffuseMap, bool bNormalMap, bool bSpecMap, bool bReflectionMap, bool bReflectionCubeMap, bool bLightMap, bool bDiffuseMapScale,bool bSpecMapScale, bool bNormalMapScale, bool bReflectionMapScale, bool bDiffuseMapOffset, bool bSpecMapOffset, bool bNormalMapOffset, bool bReflectionMapOffset, bool bAlphaTest, bool bAlphaBlend, KRNode::RenderPass renderPass, bool bRimColor) {
int iShadowQuality = 0; // FINDME - HACK - Placeholder code, need to iterate through lights and dynamically build shader int iShadowQuality = 0; // FINDME - HACK - Placeholder code, need to iterate through lights and dynamically build shader
@@ -114,6 +114,7 @@ KRShader *KRShaderManager::getShader(const std::string &shader_name, KRCamera *p
key.second.push_back(pCamera->settings.flash_intensity * 1000.0f); key.second.push_back(pCamera->settings.flash_intensity * 1000.0f);
key.second.push_back(pCamera->settings.vignette_radius * 1000.0f); key.second.push_back(pCamera->settings.vignette_radius * 1000.0f);
key.second.push_back(pCamera->settings.vignette_falloff * 1000.0f); key.second.push_back(pCamera->settings.vignette_falloff * 1000.0f);
key.second.push_back(bRimColor);
KRShader *pShader = m_shaders[key]; KRShader *pShader = m_shaders[key];
@@ -180,6 +181,7 @@ KRShader *KRShaderManager::getShader(const std::string &shader_name, KRCamera *p
stream << "\n#define ENABLE_AMBIENT " << (pCamera->settings.bEnableAmbient ? "1" : "0"); stream << "\n#define ENABLE_AMBIENT " << (pCamera->settings.bEnableAmbient ? "1" : "0");
stream << "\n#define ENABLE_DIFFUSE " << (pCamera->settings.bEnableDiffuse ? "1" : "0"); stream << "\n#define ENABLE_DIFFUSE " << (pCamera->settings.bEnableDiffuse ? "1" : "0");
stream << "\n#define ENABLE_SPECULAR " << (pCamera->settings.bEnableSpecular ? "1" : "0"); stream << "\n#define ENABLE_SPECULAR " << (pCamera->settings.bEnableSpecular ? "1" : "0");
stream << "\n#define ENABLE_RIM_COLOR " << (bRimColor ? "1" : "0");
stream << "\n#define FOG_TYPE " << pCamera->settings.fog_type; stream << "\n#define FOG_TYPE " << pCamera->settings.fog_type;
switch(renderPass) { switch(renderPass) {
case KRNode::RENDER_PASS_DEFERRED_GBUFFER: case KRNode::RENDER_PASS_DEFERRED_GBUFFER:
@@ -238,16 +240,16 @@ KRShader *KRShaderManager::getShader(const std::string &shader_name, KRCamera *p
return pShader; return pShader;
} }
bool KRShaderManager::selectShader(const std::string &shader_name, KRCamera &camera, const std::vector<KRPointLight *> &point_lights, const std::vector<KRDirectionalLight *> &directional_lights, const std::vector<KRSpotLight *>&spot_lights, int bone_count, const KRViewport &viewport, const KRMat4 &matModel, bool bDiffuseMap, bool bNormalMap, bool bSpecMap, bool bReflectionMap, bool bReflectionCubeMap, bool bLightMap, bool bDiffuseMapScale,bool bSpecMapScale, bool bNormalMapScale, bool bReflectionMapScale, bool bDiffuseMapOffset, bool bSpecMapOffset, bool bNormalMapOffset, bool bReflectionMapOffset, bool bAlphaTest, bool bAlphaBlend, KRNode::RenderPass renderPass) bool KRShaderManager::selectShader(const std::string &shader_name, KRCamera &camera, const std::vector<KRPointLight *> &point_lights, const std::vector<KRDirectionalLight *> &directional_lights, const std::vector<KRSpotLight *>&spot_lights, int bone_count, const KRViewport &viewport, const KRMat4 &matModel, bool bDiffuseMap, bool bNormalMap, bool bSpecMap, bool bReflectionMap, bool bReflectionCubeMap, bool bLightMap, bool bDiffuseMapScale,bool bSpecMapScale, bool bNormalMapScale, bool bReflectionMapScale, bool bDiffuseMapOffset, bool bSpecMapOffset, bool bNormalMapOffset, bool bReflectionMapOffset, bool bAlphaTest, bool bAlphaBlend, KRNode::RenderPass renderPass, const KRVector3 &rim_color, float rim_power)
{ {
KRShader *pShader = getShader(shader_name, &camera, point_lights, directional_lights, spot_lights, bone_count, bDiffuseMap, bNormalMap, bSpecMap, bReflectionMap, bReflectionCubeMap, bLightMap, bDiffuseMapScale, bSpecMapScale, bNormalMapScale, bReflectionMapScale, bDiffuseMapOffset, bSpecMapOffset, bNormalMapOffset, bReflectionMapOffset, bAlphaTest, bAlphaBlend, renderPass); KRShader *pShader = getShader(shader_name, &camera, point_lights, directional_lights, spot_lights, bone_count, bDiffuseMap, bNormalMap, bSpecMap, bReflectionMap, bReflectionCubeMap, bLightMap, bDiffuseMapScale, bSpecMapScale, bNormalMapScale, bReflectionMapScale, bDiffuseMapOffset, bSpecMapOffset, bNormalMapOffset, bReflectionMapOffset, bAlphaTest, bAlphaBlend, renderPass, rim_power != 0.0f);
return selectShader(camera, pShader, viewport, matModel, point_lights, directional_lights, spot_lights, bone_count, renderPass); return selectShader(camera, pShader, viewport, matModel, point_lights, directional_lights, spot_lights, bone_count, renderPass, rim_color, rim_power);
} }
bool KRShaderManager::selectShader(KRCamera &camera, KRShader *pShader, const KRViewport &viewport, const KRMat4 &matModel, const std::vector<KRPointLight *> &point_lights, const std::vector<KRDirectionalLight *> &directional_lights, const std::vector<KRSpotLight *>&spot_lights, int bone_count, const KRNode::RenderPass &renderPass) bool KRShaderManager::selectShader(KRCamera &camera, KRShader *pShader, const KRViewport &viewport, const KRMat4 &matModel, const std::vector<KRPointLight *> &point_lights, const std::vector<KRDirectionalLight *> &directional_lights, const std::vector<KRSpotLight *>&spot_lights, int bone_count, const KRNode::RenderPass &renderPass, const KRVector3 &rim_color, float rim_power)
{ {
if(pShader) { if(pShader) {
return pShader->bind(camera, viewport, matModel, point_lights, directional_lights, spot_lights, renderPass); return pShader->bind(camera, viewport, matModel, point_lights, directional_lights, spot_lights, renderPass, rim_color, rim_power);
} else { } else {
return false; return false;
} }

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@@ -58,11 +58,11 @@ public:
const std::string &getVertShaderSource(const std::string &name); const std::string &getVertShaderSource(const std::string &name);
KRShader *getShader(const std::string &shader_name, KRCamera *pCamera, const std::vector<KRPointLight *> &point_lights, const std::vector<KRDirectionalLight *> &directional_lights, const std::vector<KRSpotLight *>&spot_lights, int bone_count, bool bDiffuseMap, bool bNormalMap, bool bSpecMap, bool bReflectionMap, bool bReflectionCubeMap, bool bLightMap, bool bDiffuseMapScale,bool bSpecMapScale, bool bNormalMapScale, bool bReflectionMapScale, bool bDiffuseMapOffset, bool bSpecMapOffset, bool bNormalMapOffset, bool bReflectionMapOffset, bool bAlphaTest, bool bAlphaBlend, KRNode::RenderPass renderPass); KRShader *getShader(const std::string &shader_name, KRCamera *pCamera, const std::vector<KRPointLight *> &point_lights, const std::vector<KRDirectionalLight *> &directional_lights, const std::vector<KRSpotLight *>&spot_lights, int bone_count, bool bDiffuseMap, bool bNormalMap, bool bSpecMap, bool bReflectionMap, bool bReflectionCubeMap, bool bLightMap, bool bDiffuseMapScale,bool bSpecMapScale, bool bNormalMapScale, bool bReflectionMapScale, bool bDiffuseMapOffset, bool bSpecMapOffset, bool bNormalMapOffset, bool bReflectionMapOffset, bool bAlphaTest, bool bAlphaBlend, KRNode::RenderPass renderPass, bool bRimColor = false);
bool selectShader(KRCamera &camera, KRShader *pShader, const KRViewport &viewport, const KRMat4 &matModel, const std::vector<KRPointLight *> &point_lights, const std::vector<KRDirectionalLight *> &directional_lights, const std::vector<KRSpotLight *>&spot_lights, int bone_count, const KRNode::RenderPass &renderPass); bool selectShader(KRCamera &camera, KRShader *pShader, const KRViewport &viewport, const KRMat4 &matModel, const std::vector<KRPointLight *> &point_lights, const std::vector<KRDirectionalLight *> &directional_lights, const std::vector<KRSpotLight *>&spot_lights, int bone_count, const KRNode::RenderPass &renderPass, const KRVector3 &rim_color, float rim_power);
bool selectShader(const std::string &shader_name, KRCamera &camera, const std::vector<KRPointLight *> &point_lights, const std::vector<KRDirectionalLight *> &directional_lights, const std::vector<KRSpotLight *>&spot_lights, int bone_count, const KRViewport &viewport, const KRMat4 &matModel, bool bDiffuseMap, bool bNormalMap, bool bSpecMap, bool bReflectionMap, bool bReflectionCubeMap, bool bLightMap, bool bDiffuseMapScale,bool bSpecMapScale, bool bNormalMapScale, bool bReflectionMapScale, bool bDiffuseMapOffset, bool bSpecMapOffset, bool bNormalMapOffset, bool bReflectionMapOffset, bool bAlphaTest, bool bAlphaBlend, KRNode::RenderPass renderPass); bool selectShader(const std::string &shader_name, KRCamera &camera, const std::vector<KRPointLight *> &point_lights, const std::vector<KRDirectionalLight *> &directional_lights, const std::vector<KRSpotLight *>&spot_lights, int bone_count, const KRViewport &viewport, const KRMat4 &matModel, bool bDiffuseMap, bool bNormalMap, bool bSpecMap, bool bReflectionMap, bool bReflectionCubeMap, bool bLightMap, bool bDiffuseMapScale,bool bSpecMapScale, bool bNormalMapScale, bool bReflectionMapScale, bool bDiffuseMapOffset, bool bSpecMapOffset, bool bNormalMapOffset, bool bReflectionMapOffset, bool bAlphaTest, bool bAlphaBlend, KRNode::RenderPass renderPass, const KRVector3 &rim_color, float rim_power);
long getShaderHandlesUsed(); long getShaderHandlesUsed();

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@@ -125,7 +125,8 @@ void KRSprite::render(KRCamera *pCamera, std::vector<KRPointLight *> &point_ligh
// Render light sprite on transparency pass // Render light sprite on transparency pass
KRShader *pShader = getContext().getShaderManager()->getShader("sprite", pCamera, point_lights, directional_lights, spot_lights, 0, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, renderPass); KRShader *pShader = getContext().getShaderManager()->getShader("sprite", pCamera, point_lights, directional_lights, spot_lights, 0, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, renderPass);
if(getContext().getShaderManager()->selectShader(*pCamera, pShader, viewport, getModelMatrix(), point_lights, directional_lights, spot_lights, 0, renderPass)) { KRVector3 rim_color;
if(getContext().getShaderManager()->selectShader(*pCamera, pShader, viewport, getModelMatrix(), point_lights, directional_lights, spot_lights, 0, renderPass, rim_color, 0.0f)) {
pShader->setUniform(KRShader::KRENGINE_UNIFORM_MATERIAL_ALPHA, m_spriteAlpha); pShader->setUniform(KRShader::KRENGINE_UNIFORM_MATERIAL_ALPHA, m_spriteAlpha);
pShader->setUniform(KRShader::KRENGINE_UNIFORM_FLARE_SIZE, m_spriteSize); pShader->setUniform(KRShader::KRENGINE_UNIFORM_FLARE_SIZE, m_spriteSize);
m_pContext->getTextureManager()->selectTexture(0, m_pSpriteTexture); m_pContext->getTextureManager()->selectTexture(0, m_pSpriteTexture);

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@@ -27,6 +27,11 @@
#extension GL_EXT_shadow_samplers : require #extension GL_EXT_shadow_samplers : require
#if ENABLE_RIM_COLOR == 1
uniform lowp vec3 rim_color;
uniform mediump float rim_power;
#endif
#if FOG_TYPE > 0 #if FOG_TYPE > 0
// FOG_TYPE 1 - Linear // FOG_TYPE 1 - Linear
// FOG_TYPE 2 - Exponential // FOG_TYPE 2 - Exponential
@@ -111,18 +116,27 @@
uniform sampler2D reflectionTexture; uniform sampler2D reflectionTexture;
#endif #endif
#if ENABLE_RIM_COLOR == 1
#define NEED_EYEVEC
#endif
#if HAS_REFLECTION_CUBE_MAP == 1 #if HAS_REFLECTION_CUBE_MAP == 1
uniform lowp vec3 material_reflection; uniform lowp vec3 material_reflection;
uniform samplerCube reflectionCubeTexture; uniform samplerCube reflectionCubeTexture;
#if HAS_NORMAL_MAP == 1 #if HAS_NORMAL_MAP == 1
varying highp mat3 tangent_to_world_matrix; varying highp mat3 tangent_to_world_matrix;
varying mediump vec3 eyeVec; #define NEED_EYEVEC
uniform highp mat4 model_matrix; uniform highp mat4 model_matrix;
#else #else
varying mediump vec3 reflectionVec; varying mediump vec3 reflectionVec;
#endif #endif
#endif #endif
#ifdef NEED_EYEVEC
varying mediump vec3 eyeVec;
#endif
#if SHADOW_QUALITY >= 1 #if SHADOW_QUALITY >= 1
#ifdef GL_EXT_shadow_samplers #ifdef GL_EXT_shadow_samplers
@@ -394,6 +408,12 @@ void main()
#endif #endif
#if ENABLE_RIM_COLOR == 1
lowp float rim = 1.0 - clamp(dot(normalize(eyeVec), normal), 0.0, 1.0);
gl_FragColor += vec4(rim_color, 1.0) * pow(rim, rim_power);
#endif
#if BONE_COUNT > 0 #if BONE_COUNT > 0
gl_FragColor.b = 1.0; gl_FragColor.b = 1.0;
#endif #endif

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@@ -138,11 +138,14 @@ uniform highp mat4 mvp_matrix; // mvp_matrix is the result of multiplying t
varying mediump float specularFactor; varying mediump float specularFactor;
#endif #endif
#if ENABLE_RIM_COLOR == 1
#define NEED_EYEVEC
#endif
#if HAS_REFLECTION_CUBE_MAP == 1 #if HAS_REFLECTION_CUBE_MAP == 1
#if HAS_NORMAL_MAP == 1 #if HAS_NORMAL_MAP == 1
#define NEED_EYEVEC
uniform highp mat4 model_inverse_transpose_matrix; uniform highp mat4 model_inverse_transpose_matrix;
varying mediump vec3 eyeVec;
varying highp mat3 tangent_to_world_matrix; varying highp mat3 tangent_to_world_matrix;
#else #else
uniform highp mat4 model_matrix; uniform highp mat4 model_matrix;
@@ -150,6 +153,10 @@ uniform highp mat4 mvp_matrix; // mvp_matrix is the result of multiplying t
#endif #endif
#endif #endif
#ifdef NEED_EYEVEC
varying mediump vec3 eyeVec;
#endif
#if HAS_DIFFUSE_MAP_SCALE == 1 #if HAS_DIFFUSE_MAP_SCALE == 1
uniform highp vec2 diffuseTexture_Scale; uniform highp vec2 diffuseTexture_Scale;
#endif #endif
@@ -246,7 +253,7 @@ void main()
#if HAS_REFLECTION_CUBE_MAP == 1 #if HAS_REFLECTION_CUBE_MAP == 1
#if HAS_NORMAL_MAP == 1 #if HAS_NORMAL_MAP == 1
eyeVec = normalize(camera_position_model_space - vertex_position_skinned);
#else #else
// Calculate reflection vector as I - 2.0 * dot(N, I) * N // Calculate reflection vector as I - 2.0 * dot(N, I) * N
mediump vec3 eyeVec = normalize(camera_position_model_space - vertex_position_skinned); mediump vec3 eyeVec = normalize(camera_position_model_space - vertex_position_skinned);
@@ -255,6 +262,9 @@ void main()
#endif #endif
#endif #endif
#ifdef NEED_EYEVEC
eyeVec = normalize(camera_position_model_space - vertex_position_skinned);
#endif
#if HAS_LIGHT_MAP == 1 #if HAS_LIGHT_MAP == 1
// Pass shadow UV co-ordinates // Pass shadow UV co-ordinates

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@@ -27,6 +27,11 @@
// #extension GL_EXT_shadow_samplers : require // #extension GL_EXT_shadow_samplers : require
#if ENABLE_RIM_COLOR == 1
uniform lowp vec3 rim_color;
uniform mediump float rim_power;
#endif
#if FOG_TYPE > 0 #if FOG_TYPE > 0
// FOG_TYPE 1 - Linear // FOG_TYPE 1 - Linear
// FOG_TYPE 2 - Exponential // FOG_TYPE 2 - Exponential