本文整理汇总了C++中CShaderProgramPtr::Uniform方法的典型用法代码示例。如果您正苦于以下问题:C++ CShaderProgramPtr::Uniform方法的具体用法?C++ CShaderProgramPtr::Uniform怎么用?C++ CShaderProgramPtr::Uniform使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类CShaderProgramPtr
的用法示例。
在下文中一共展示了CShaderProgramPtr::Uniform方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: BeginPass
void ShaderRenderModifier::BeginPass(const CShaderProgramPtr& shader)
{
shader->Uniform("transform", g_Renderer.GetViewCamera().GetViewProjection());
shader->Uniform("cameraPos", g_Renderer.GetViewCamera().GetOrientation().GetTranslation());
if (GetShadowMap() && shader->GetTextureBinding("shadowTex").Active())
{
shader->BindTexture("shadowTex", GetShadowMap()->GetTexture());
shader->Uniform("shadowTransform", GetShadowMap()->GetTextureMatrix());
int width = GetShadowMap()->GetWidth();
int height = GetShadowMap()->GetHeight();
shader->Uniform("shadowScale", width, height, 1.0f / width, 1.0f / height);
}
if (GetLightEnv())
{
shader->Uniform("ambient", GetLightEnv()->m_UnitsAmbientColor);
shader->Uniform("sunDir", GetLightEnv()->GetSunDir());
shader->Uniform("sunColor", GetLightEnv()->m_SunColor);
shader->Uniform("fogColor", GetLightEnv()->m_FogColor);
shader->Uniform("fogParams", GetLightEnv()->m_FogFactor, GetLightEnv()->m_FogMax, 0.f, 0.f);
}
if (shader->GetTextureBinding("losTex").Active())
{
CLOSTexture& los = g_Renderer.GetScene().GetLOSTexture();
shader->BindTexture("losTex", los.GetTextureSmooth());
// Don't bother sending the whole matrix, we just need two floats (scale and translation)
shader->Uniform("losTransform", los.GetTextureMatrix()[0], los.GetTextureMatrix()[12], 0.f, 0.f);
}
m_BindingInstancingTransform = shader->GetUniformBinding("instancingTransform");
m_BindingShadingColor = shader->GetUniformBinding("shadingColor");
m_BindingPlayerColor = shader->GetUniformBinding("playerColor");
}
示例2: RenderDebugTexture
void ShadowMap::RenderDebugTexture()
{
glDepthMask(0);
glDisable(GL_DEPTH_TEST);
#if !CONFIG2_GLES
g_Renderer.BindTexture(0, m->Texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
#endif
CShaderTechniquePtr texTech = g_Renderer.GetShaderManager().LoadEffect("gui_basic");
texTech->BeginPass();
CShaderProgramPtr texShader = texTech->GetShader();
texShader->Uniform("transform", GetDefaultGuiMatrix());
texShader->BindTexture("tex", m->Texture);
float s = 256.f;
float boxVerts[] = {
0,0, 0,s, s,0,
s,0, 0,s, s,s
};
float boxUV[] = {
0,0, 0,1, 1,0,
1,0, 0,1, 1,1
};
texShader->VertexPointer(2, GL_FLOAT, 0, boxVerts);
texShader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, 0, boxUV);
texShader->AssertPointersBound();
glDrawArrays(GL_TRIANGLES, 0, 6);
texTech->EndPass();
#if !CONFIG2_GLES
g_Renderer.BindTexture(0, m->Texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
#endif
glEnable(GL_DEPTH_TEST);
glDepthMask(1);
}
示例3: Render
//Render Manager.
void CConsole::Render()
{
if (! (m_bVisible || m_bToggle) ) return;
PROFILE3_GPU("console");
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
CShaderTechniquePtr solidTech = g_Renderer.GetShaderManager().LoadEffect(str_gui_solid);
solidTech->BeginPass();
CShaderProgramPtr solidShader = solidTech->GetShader();
CMatrix3D transform = GetDefaultGuiMatrix();
// animation: slide in from top of screen
const float DeltaY = (1.0f - m_fVisibleFrac) * m_fHeight;
transform.PostTranslate(m_fX, m_fY - DeltaY, 0.0f); // move to window position
solidShader->Uniform(str_transform, transform);
DrawWindow(solidShader);
solidTech->EndPass();
CShaderTechniquePtr textTech = g_Renderer.GetShaderManager().LoadEffect(str_gui_text);
textTech->BeginPass();
CTextRenderer textRenderer(textTech->GetShader());
textRenderer.Font(CStrIntern(CONSOLE_FONT));
textRenderer.SetTransform(transform);
DrawHistory(textRenderer);
DrawBuffer(textRenderer);
textRenderer.Render();
textTech->EndPass();
glDisable(GL_BLEND);
}
示例4: BeginPass
int ShaderRenderModifier::BeginPass(int pass)
{
m_Technique.BeginPass(pass);
CShaderProgramPtr shader = m_Technique.GetShader(pass);
if (GetShadowMap() && shader->HasTexture("shadowTex"))
{
shader->BindTexture("shadowTex", GetShadowMap()->GetTexture());
shader->Uniform("shadowTransform", GetShadowMap()->GetTextureMatrix());
const float* offsets = GetShadowMap()->GetFilterOffsets();
shader->Uniform("shadowOffsets1", offsets[0], offsets[1], offsets[2], offsets[3]);
shader->Uniform("shadowOffsets2", offsets[4], offsets[5], offsets[6], offsets[7]);
}
if (GetLightEnv())
{
shader->Uniform("ambient", GetLightEnv()->m_UnitsAmbientColor);
shader->Uniform("sunDir", GetLightEnv()->GetSunDir());
shader->Uniform("sunColor", GetLightEnv()->m_SunColor);
}
if (shader->HasTexture("losTex"))
{
CLOSTexture& los = g_Renderer.GetScene().GetLOSTexture();
shader->BindTexture("losTex", los.GetTexture());
// Don't bother sending the whole matrix, we just need two floats (scale and translation)
shader->Uniform("losTransform", los.GetTextureMatrix()[0], los.GetTextureMatrix()[12], 0.f, 0.f);
}
m_BindingInstancingTransform = shader->GetUniformBinding("instancingTransform");
m_BindingShadingColor = shader->GetUniformBinding("shadingColor");
m_BindingObjectColor = shader->GetUniformBinding("objectColor");
m_BindingPlayerColor = shader->GetUniformBinding("playerColor");
return shader->GetStreamFlags();
}
示例5: RenderWaves
void WaterManager::RenderWaves(const CFrustum& frustrum)
{
#if CONFIG2_GLES
#warning Fix WaterManager::RenderWaves on GLES
#else
if (g_Renderer.m_SkipSubmit || !m_WaterFancyEffects)
return;
pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_FancyEffectsFBO);
GLuint attachments[2] = { GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT };
pglDrawBuffers(2, attachments);
glClearColor(0.0f,0.0f, 0.0f,0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS);
CShaderDefines none;
CShaderProgramPtr shad = g_Renderer.GetShaderManager().LoadProgram("glsl/waves", none);
shad->Bind();
shad->BindTexture(str_waveTex, m_WaveTex);
shad->BindTexture(str_foamTex, m_FoamTex);
shad->Uniform(str_time, (float)m_WaterTexTimer);
shad->Uniform(str_transform, g_Renderer.GetViewCamera().GetViewProjection());
for (size_t a = 0; a < m_ShoreWaves.size(); ++a)
{
if (!frustrum.IsBoxVisible(m_ShoreWaves[a]->m_AABB))
continue;
CVertexBuffer::VBChunk* VBchunk = m_ShoreWaves[a]->m_VBvertices;
SWavesVertex* base = (SWavesVertex*)VBchunk->m_Owner->Bind();
// setup data pointers
GLsizei stride = sizeof(SWavesVertex);
shad->VertexPointer(3, GL_FLOAT, stride, &base[VBchunk->m_Index].m_BasePosition);
shad->TexCoordPointer(GL_TEXTURE0, 2, GL_UNSIGNED_BYTE, stride, &base[VBchunk->m_Index].m_UV);
// NormalPointer(gl_FLOAT, stride, &base[m_VBWater->m_Index].m_UV)
pglVertexAttribPointerARB(2, 2, GL_FLOAT, GL_TRUE, stride, &base[VBchunk->m_Index].m_PerpVect); // replaces commented above because my normal is vec2
shad->VertexAttribPointer(str_a_apexPosition, 3, GL_FLOAT, false, stride, &base[VBchunk->m_Index].m_ApexPosition);
shad->VertexAttribPointer(str_a_splashPosition, 3, GL_FLOAT, false, stride, &base[VBchunk->m_Index].m_SplashPosition);
shad->VertexAttribPointer(str_a_retreatPosition, 3, GL_FLOAT, false, stride, &base[VBchunk->m_Index].m_RetreatPosition);
shad->AssertPointersBound();
shad->Uniform(str_translation, m_ShoreWaves[a]->m_TimeDiff);
shad->Uniform(str_width, (int)m_ShoreWaves[a]->m_Width);
u8* indexBase = m_ShoreWaves_VBIndices->m_Owner->Bind();
glDrawElements(GL_TRIANGLES, (GLsizei) (m_ShoreWaves[a]->m_Width-1)*(7*6),
GL_UNSIGNED_SHORT, indexBase + sizeof(u16)*(m_ShoreWaves_VBIndices->m_Index));
shad->Uniform(str_translation, m_ShoreWaves[a]->m_TimeDiff + 6.0f);
// TODO: figure out why this doesn't work.
//g_Renderer.m_Stats.m_DrawCalls++;
//g_Renderer.m_Stats.m_WaterTris += m_ShoreWaves_VBIndices->m_Count / 3;
CVertexBuffer::Unbind();
}
shad->Unbind();
pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
glDisable(GL_BLEND);
glDepthFunc(GL_LEQUAL);
#endif
}
示例6: RenderTerrainShader
void TerrainRenderer::RenderTerrainShader(ShadowMap* shadow, bool filtered)
{
ENSURE(m->phase == Phase_Render);
std::vector<CPatchRData*>& visiblePatches = filtered ? m->filteredPatches : m->visiblePatches;
std::vector<CDecalRData*>& visibleDecals = filtered ? m->filteredDecals : m->visibleDecals;
if (visiblePatches.empty() && visibleDecals.empty())
return;
CShaderManager& shaderManager = g_Renderer.GetShaderManager();
typedef std::map<CStr, CStr> Defines;
Defines defBasic;
if (shadow)
{
defBasic["USE_SHADOW"] = "1";
if (g_Renderer.m_Caps.m_ARBProgramShadow && g_Renderer.m_Options.m_ARBProgramShadow)
defBasic["USE_FP_SHADOW"] = "1";
if (g_Renderer.m_Options.m_ShadowPCF)
defBasic["USE_SHADOW_PCF"] = "1";
#if !CONFIG2_GLES
defBasic["USE_SHADOW_SAMPLER"] = "1";
#endif
}
defBasic["LIGHTING_MODEL_" + g_Renderer.GetLightEnv().GetLightingModel()] = "1";
CShaderTechniquePtr techBase(shaderManager.LoadEffect("terrain_base", defBasic));
CShaderTechniquePtr techBlend(shaderManager.LoadEffect("terrain_blend", defBasic));
CShaderTechniquePtr techDecal(shaderManager.LoadEffect("terrain_decal", defBasic));
// render the solid black sides of the map first
CShaderTechniquePtr techSolid = g_Renderer.GetShaderManager().LoadEffect("gui_solid");
techSolid->BeginPass();
CShaderProgramPtr shaderSolid = techSolid->GetShader();
shaderSolid->Uniform("transform", g_Renderer.GetViewCamera().GetViewProjection());
shaderSolid->Uniform("color", 0.0f, 0.0f, 0.0f, 1.0f);
PROFILE_START("render terrain sides");
for (size_t i = 0; i < visiblePatches.size(); ++i)
visiblePatches[i]->RenderSides(shaderSolid);
PROFILE_END("render terrain sides");
techSolid->EndPass();
techBase->BeginPass();
PrepareShader(techBase->GetShader(), shadow);
PROFILE_START("render terrain base");
CPatchRData::RenderBases(visiblePatches, techBase->GetShader(), false);
PROFILE_END("render terrain base");
techBase->EndPass();
// render blends
techBlend->BeginPass();
PrepareShader(techBlend->GetShader(), shadow);
// switch on blending
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// no need to write to the depth buffer a second time
glDepthMask(0);
// render blend passes for each patch
PROFILE_START("render terrain blends");
CPatchRData::RenderBlends(visiblePatches, techBlend->GetShader(), false);
PROFILE_END("render terrain blends");
techBlend->EndPass();
// Render terrain decals
techDecal->BeginPass();
PrepareShader(techDecal->GetShader(), shadow);
PROFILE_START("render terrain decals");
for (size_t i = 0; i < visibleDecals.size(); ++i)
visibleDecals[i]->Render(techDecal->GetShader(), false);
PROFILE_END("render terrain decals");
techDecal->EndPass();
// restore OpenGL state
g_Renderer.BindTexture(1, 0);
g_Renderer.BindTexture(2, 0);
g_Renderer.BindTexture(3, 0);
glDepthMask(1);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_BLEND);
}
示例7: RenderDebugBounds
void ShadowMap::RenderDebugBounds()
{
CShaderTechniquePtr shaderTech = g_Renderer.GetShaderManager().LoadEffect("gui_solid");
shaderTech->BeginPass();
CShaderProgramPtr shader = shaderTech->GetShader();
glDepthMask(0);
glDisable(GL_CULL_FACE);
// Render shadow bound
shader->Uniform("transform", g_Renderer.GetViewCamera().GetViewProjection() * m->InvLightTransform);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
shader->Uniform("color", 0.0f, 0.0f, 1.0f, 0.25f);
m->ShadowBound.Render(shader);
glDisable(GL_BLEND);
shader->Uniform("color", 0.0f, 0.0f, 1.0f, 1.0f);
m->ShadowBound.RenderOutline(shader);
// Draw a funny line/triangle direction indicator thing for unknown reasons
float shadowLineVerts[] = {
0.0, 0.0, 0.0,
0.0, 0.0, 50.0,
0.0, 0.0, 50.0,
50.0, 0.0, 50.0,
50.0, 0.0, 50.0,
0.0, 50.0, 50.0,
0.0, 50.0, 50.0,
0.0, 0.0, 50.0
};
shader->VertexPointer(3, GL_FLOAT, 0, shadowLineVerts);
shader->AssertPointersBound();
glDrawArrays(GL_LINES, 0, 8);
shaderTech->EndPass();
#if 0
CMatrix3D InvTexTransform;
m->TextureMatrix.GetInverse(InvTexTransform);
// Render representative texture rectangle
glPushMatrix();
glMultMatrixf(&InvTexTransform._11);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4ub(255,0,0,64);
glBegin(GL_QUADS);
glVertex3f(0.0, 0.0, 0.0);
glVertex3f(1.0, 0.0, 0.0);
glVertex3f(1.0, 1.0, 0.0);
glVertex3f(0.0, 1.0, 0.0);
glEnd();
glDisable(GL_BLEND);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glColor3ub(255,0,0);
glBegin(GL_QUADS);
glVertex3f(0.0, 0.0, 0.0);
glVertex3f(1.0, 0.0, 0.0);
glVertex3f(1.0, 1.0, 0.0);
glVertex3f(0.0, 1.0, 0.0);
glEnd();
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glPopMatrix();
#endif
glEnable(GL_CULL_FACE);
glDepthMask(1);
}
示例8: Draw
void GUIRenderer::Draw(DrawCalls& Calls, float Z)
{
// Called every frame, to draw the object (based on cached calculations)
// TODO: batching by shader/texture/etc would be nice
CMatrix3D matrix = GetDefaultGuiMatrix();
glDisable(GL_BLEND);
// Set LOD bias so mipmapped textures are prettier
#if CONFIG2_GLES
#warning TODO: implement GUI LOD bias for GLES
#else
glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, -1.f);
#endif
// Iterate through each DrawCall, and execute whatever drawing code is being called
for (DrawCalls::const_iterator cit = Calls.begin(); cit != Calls.end(); ++cit)
{
cit->m_Shader->BeginPass();
CShaderProgramPtr shader = cit->m_Shader->GetShader();
shader->Uniform(str_transform, matrix);
if (cit->m_HasTexture)
{
shader->Uniform(str_color, cit->m_ShaderColorParameter);
shader->BindTexture(str_tex, cit->m_Texture);
if (cit->m_EnableBlending || cit->m_Texture->HasAlpha()) // (shouldn't call HasAlpha before BindTexture)
{
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
}
CRect TexCoords = cit->ComputeTexCoords();
// Ensure the quad has the correct winding order, and update texcoords to match
CRect Verts = cit->m_Vertices;
if (Verts.right < Verts.left)
{
std::swap(Verts.right, Verts.left);
std::swap(TexCoords.right, TexCoords.left);
}
if (Verts.bottom < Verts.top)
{
std::swap(Verts.bottom, Verts.top);
std::swap(TexCoords.bottom, TexCoords.top);
}
std::vector<float> data;
#define ADD(u, v, x, y, z) STMT(data.push_back(u); data.push_back(v); data.push_back(x); data.push_back(y); data.push_back(z))
ADD(TexCoords.left, TexCoords.bottom, Verts.left, Verts.bottom, Z + cit->m_DeltaZ);
ADD(TexCoords.right, TexCoords.bottom, Verts.right, Verts.bottom, Z + cit->m_DeltaZ);
ADD(TexCoords.right, TexCoords.top, Verts.right, Verts.top, Z + cit->m_DeltaZ);
ADD(TexCoords.right, TexCoords.top, Verts.right, Verts.top, Z + cit->m_DeltaZ);
ADD(TexCoords.left, TexCoords.top, Verts.left, Verts.top, Z + cit->m_DeltaZ);
ADD(TexCoords.left, TexCoords.bottom, Verts.left, Verts.bottom, Z + cit->m_DeltaZ);
#undef ADD
shader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, 5*sizeof(float), &data[0]);
shader->VertexPointer(3, GL_FLOAT, 5*sizeof(float), &data[2]);
glDrawArrays(GL_TRIANGLES, 0, 6);
}
else
{
shader->Uniform(str_color, cit->m_BackColor);
if (cit->m_EnableBlending)
{
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
}
// Ensure the quad has the correct winding order
CRect Verts = cit->m_Vertices;
if (Verts.right < Verts.left)
std::swap(Verts.right, Verts.left);
if (Verts.bottom < Verts.top)
std::swap(Verts.bottom, Verts.top);
std::vector<float> data;
#define ADD(x, y, z) STMT(data.push_back(x); data.push_back(y); data.push_back(z))
ADD(Verts.left, Verts.bottom, Z + cit->m_DeltaZ);
ADD(Verts.right, Verts.bottom, Z + cit->m_DeltaZ);
ADD(Verts.right, Verts.top, Z + cit->m_DeltaZ);
ADD(Verts.right, Verts.top, Z + cit->m_DeltaZ);
ADD(Verts.left, Verts.top, Z + cit->m_DeltaZ);
ADD(Verts.left, Verts.bottom, Z + cit->m_DeltaZ);
shader->VertexPointer(3, GL_FLOAT, 3*sizeof(float), &data[0]);
glDrawArrays(GL_TRIANGLES, 0, 6);
if (cit->m_BorderColor != CColor())
{
shader->Uniform(str_color, cit->m_BorderColor);
data.clear();
//.........这里部分代码省略.........
示例9: Draw
void CChart::Draw()
{
PROFILE3("render chart");
if (!GetGUI())
return;
if (m_Series.empty())
return;
const float bz = GetBufferedZ();
CRect rect = GetChartRect();
const float width = rect.GetWidth();
const float height = rect.GetHeight();
// Disable depth updates to prevent apparent z-fighting-related issues
// with some drivers causing units to get drawn behind the texture.
glDepthMask(0);
// Setup the render state
CMatrix3D transform = GetDefaultGuiMatrix();
CShaderDefines lineDefines;
CShaderTechniquePtr tech = g_Renderer.GetShaderManager().LoadEffect(str_gui_solid, g_Renderer.GetSystemShaderDefines(), lineDefines);
tech->BeginPass();
CShaderProgramPtr shader = tech->GetShader();
shader->Uniform(str_transform, transform);
CVector2D leftBottom, rightTop;
leftBottom = rightTop = m_Series[0].m_Points[0];
for (const CChartData& data : m_Series)
for (const CVector2D& point : data.m_Points)
{
if (point.X < leftBottom.X)
leftBottom.X = point.X;
if (point.Y < leftBottom.Y)
leftBottom.Y = point.Y;
if (point.X > rightTop.X)
rightTop.X = point.X;
if (point.Y > rightTop.Y)
rightTop.Y = point.Y;
}
CVector2D scale(width / (rightTop.X - leftBottom.X), height / (rightTop.Y - leftBottom.Y));
for (const CChartData& data : m_Series)
{
if (data.m_Points.empty())
continue;
std::vector<float> vertices;
vertices.reserve(data.m_Points.size() * 3);
for (const CVector2D& point : data.m_Points)
{
vertices.push_back(rect.left + (point.X - leftBottom.X) * scale.X);
vertices.push_back(rect.bottom - (point.Y - leftBottom.Y) * scale.Y);
vertices.push_back(bz + 0.5f);
}
shader->Uniform(str_color, data.m_Color);
shader->VertexPointer(3, GL_FLOAT, 0, &vertices[0]);
shader->AssertPointersBound();
glEnable(GL_LINE_SMOOTH);
glLineWidth(1.1f);
if (!g_Renderer.m_SkipSubmit)
glDrawArrays(GL_LINE_STRIP, 0, vertices.size() / 3);
glLineWidth(1.0f);
glDisable(GL_LINE_SMOOTH);
}
tech->EndPass();
// Reset depth mask
glDepthMask(1);
}
示例10: ApplyBlurGauss
void CPostprocManager::ApplyBlurGauss(GLuint inOutTex, GLuint tempTex, int inWidth, int inHeight)
{
// Set tempTex as our rendering target.
pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_BloomFbo);
pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, tempTex, 0);
// Get bloom shader, for a horizontal Gaussian blur pass.
CShaderDefines defines2;
defines2.Add(str_BLOOM_PASS_H, str_1);
CShaderTechniquePtr tech = g_Renderer.GetShaderManager().LoadEffect(str_bloom,
g_Renderer.GetSystemShaderDefines(), defines2);
tech->BeginPass();
CShaderProgramPtr shader = tech->GetShader();
shader->BindTexture(str_renderedTex, inOutTex);
shader->Uniform(str_texSize, inWidth, inHeight, 0.0f, 0.0f);
const SViewPort oldVp = g_Renderer.GetViewport();
const SViewPort vp = { 0, 0, inWidth, inHeight };
g_Renderer.SetViewport(vp);
float quadVerts[] = {
1.0f, 1.0f,
-1.0f, 1.0f,
-1.0f, -1.0f,
-1.0f, -1.0f,
1.0f, -1.0f,
1.0f, 1.0f
};
float quadTex[] = {
1.0f, 1.0f,
0.0f, 1.0f,
0.0f, 0.0f,
0.0f, 0.0f,
1.0f, 0.0f,
1.0f, 1.0f
};
shader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, 0, quadTex);
shader->VertexPointer(2, GL_FLOAT, 0, quadVerts);
shader->AssertPointersBound();
glDrawArrays(GL_TRIANGLES, 0, 6);
g_Renderer.SetViewport(oldVp);
tech->EndPass();
// Set result texture as our render target.
pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_BloomFbo);
pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, inOutTex, 0);
// Get bloom shader, for a vertical Gaussian blur pass.
CShaderDefines defines3;
defines3.Add(str_BLOOM_PASS_V, str_1);
tech = g_Renderer.GetShaderManager().LoadEffect(str_bloom,
g_Renderer.GetSystemShaderDefines(), defines3);
tech->BeginPass();
shader = tech->GetShader();
// Our input texture to the shader is the output of the horizontal pass.
shader->BindTexture(str_renderedTex, tempTex);
shader->Uniform(str_texSize, inWidth, inHeight, 0.0f, 0.0f);
g_Renderer.SetViewport(vp);
shader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, 0, quadTex);
shader->VertexPointer(2, GL_FLOAT, 0, quadVerts);
shader->AssertPointersBound();
glDrawArrays(GL_TRIANGLES, 0, 6);
g_Renderer.SetViewport(oldVp);
tech->EndPass();
}
示例11: ApplyEffect
void CPostprocManager::ApplyEffect(CShaderTechniquePtr &shaderTech1, int pass)
{
// select the other FBO for rendering
if (!m_WhichBuffer)
pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PingFbo);
else
pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PongFbo);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
shaderTech1->BeginPass(pass);
CShaderProgramPtr shader = shaderTech1->GetShader(pass);
shader->Bind();
// Use the textures from the current FBO as input to the shader.
// We also bind a bunch of other textures and parameters, but since
// this only happens once per frame the overhead is negligible.
if (m_WhichBuffer)
shader->BindTexture(str_renderedTex, m_ColourTex1);
else
shader->BindTexture(str_renderedTex, m_ColourTex2);
shader->BindTexture(str_depthTex, m_DepthTex);
shader->BindTexture(str_blurTex2, m_BlurTex2a);
shader->BindTexture(str_blurTex4, m_BlurTex4a);
shader->BindTexture(str_blurTex8, m_BlurTex8a);
shader->Uniform(str_width, m_Width);
shader->Uniform(str_height, m_Height);
shader->Uniform(str_zNear, g_Game->GetView()->GetNear());
shader->Uniform(str_zFar, g_Game->GetView()->GetFar());
shader->Uniform(str_brightness, g_LightEnv.m_Brightness);
shader->Uniform(str_hdr, g_LightEnv.m_Contrast);
shader->Uniform(str_saturation, g_LightEnv.m_Saturation);
shader->Uniform(str_bloom, g_LightEnv.m_Bloom);
float quadVerts[] = {
1.0f, 1.0f,
-1.0f, 1.0f,
-1.0f, -1.0f,
-1.0f, -1.0f,
1.0f, -1.0f,
1.0f, 1.0f
};
float quadTex[] = {
1.0f, 1.0f,
0.0f, 1.0f,
0.0f, 0.0f,
0.0f, 0.0f,
1.0f, 0.0f,
1.0f, 1.0f
};
shader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, 0, quadTex);
shader->VertexPointer(2, GL_FLOAT, 0, quadVerts);
shader->AssertPointersBound();
glDrawArrays(GL_TRIANGLES, 0, 6);
shader->Unbind();
shaderTech1->EndPass(pass);
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
m_WhichBuffer = !m_WhichBuffer;
}
示例12: Draw
// TODO: render the minimap in a framebuffer and just draw the frambuffer texture
// most of the time, updating the framebuffer twice a frame.
// Here it updates as ping-pong either texture or vertex array each sec to lower gpu stalling
// (those operations cause a gpu sync, which slows down the way gpu works)
void CMiniMap::Draw()
{
PROFILE3("render minimap");
// The terrain isn't actually initialized until the map is loaded, which
// happens when the game is started, so abort until then.
if (!(GetGUI() && g_Game && g_Game->IsGameStarted()))
return;
CSimulation2* sim = g_Game->GetSimulation2();
CmpPtr<ICmpRangeManager> cmpRangeManager(*sim, SYSTEM_ENTITY);
ENSURE(cmpRangeManager);
// Set our globals in case they hadn't been set before
m_Camera = g_Game->GetView()->GetCamera();
m_Terrain = g_Game->GetWorld()->GetTerrain();
m_Width = (u32)(m_CachedActualSize.right - m_CachedActualSize.left);
m_Height = (u32)(m_CachedActualSize.bottom - m_CachedActualSize.top);
m_MapSize = m_Terrain->GetVerticesPerSide();
m_TextureSize = (GLsizei)round_up_to_pow2((size_t)m_MapSize);
m_MapScale = (cmpRangeManager->GetLosCircular() ? 1.f : 1.414f);
if (!m_TerrainTexture || g_GameRestarted)
CreateTextures();
// only update 2x / second
// (note: since units only move a few pixels per second on the minimap,
// we can get away with infrequent updates; this is slow)
// TODO: Update all but camera at same speed as simulation
static double last_time;
const double cur_time = timer_Time();
const bool doUpdate = cur_time - last_time > 0.5;
if (doUpdate)
{
last_time = cur_time;
if (m_TerrainDirty)
RebuildTerrainTexture();
}
const float x = m_CachedActualSize.left, y = m_CachedActualSize.bottom;
const float x2 = m_CachedActualSize.right, y2 = m_CachedActualSize.top;
const float z = GetBufferedZ();
const float texCoordMax = (float)(m_MapSize - 1) / (float)m_TextureSize;
const float angle = GetAngle();
const float unitScale = (cmpRangeManager->GetLosCircular() ? 1.f : m_MapScale/2.f);
// Disable depth updates to prevent apparent z-fighting-related issues
// with some drivers causing units to get drawn behind the texture.
glDepthMask(0);
CShaderProgramPtr shader;
CShaderTechniquePtr tech;
CShaderDefines baseDefines;
baseDefines.Add(str_MINIMAP_BASE, str_1);
tech = g_Renderer.GetShaderManager().LoadEffect(str_minimap, g_Renderer.GetSystemShaderDefines(), baseDefines);
tech->BeginPass();
shader = tech->GetShader();
// Draw the main textured quad
shader->BindTexture(str_baseTex, m_TerrainTexture);
const CMatrix3D baseTransform = GetDefaultGuiMatrix();
CMatrix3D baseTextureTransform;
baseTextureTransform.SetIdentity();
shader->Uniform(str_transform, baseTransform);
shader->Uniform(str_textureTransform, baseTextureTransform);
DrawTexture(shader, texCoordMax, angle, x, y, x2, y2, z);
// Draw territory boundaries
glEnable(GL_BLEND);
CTerritoryTexture& territoryTexture = g_Game->GetView()->GetTerritoryTexture();
shader->BindTexture(str_baseTex, territoryTexture.GetTexture());
const CMatrix3D* territoryTransform = territoryTexture.GetMinimapTextureMatrix();
shader->Uniform(str_transform, baseTransform);
shader->Uniform(str_textureTransform, *territoryTransform);
DrawTexture(shader, 1.0f, angle, x, y, x2, y2, z);
tech->EndPass();
// Draw the LOS quad in black, using alpha values from the LOS texture
CLOSTexture& losTexture = g_Game->GetView()->GetLOSTexture();
CShaderDefines losDefines;
losDefines.Add(str_MINIMAP_LOS, str_1);
tech = g_Renderer.GetShaderManager().LoadEffect(str_minimap, g_Renderer.GetSystemShaderDefines(), losDefines);
tech->BeginPass();
shader = tech->GetShader();
shader->BindTexture(str_baseTex, losTexture.GetTexture());
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
const CMatrix3D* losTransform = losTexture.GetMinimapTextureMatrix();
//.........这里部分代码省略.........
示例13: ApplyBlurGauss
void CPostprocManager::ApplyBlurGauss(GLuint inOutTex, GLuint tempTex, int inWidth, int inHeight)
{
// Set tempTex as our rendering target.
pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_BloomFbo);
pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, tempTex, 0);
// Get bloom shader, for a horizontal Gaussian blur pass.
CShaderDefines defines2;
defines2.Add(str_BLOOM_PASS_H, str_1);
CShaderTechniquePtr tech = g_Renderer.GetShaderManager().LoadEffect(str_bloom,
g_Renderer.GetSystemShaderDefines(), defines2);
tech->BeginPass();
CShaderProgramPtr shader = tech->GetShader();
shader->BindTexture(str_renderedTex, inOutTex);
shader->Uniform(str_texSize, inWidth, inHeight, 0.0f, 0.0f);
glPushAttrib(GL_VIEWPORT_BIT);
glViewport(0, 0, inWidth, inHeight);
glBegin(GL_QUADS);
glColor4f(1.f, 1.f, 1.f, 1.f);
glTexCoord2f(1.0, 1.0); glVertex2f(1,1);
glTexCoord2f(0.0, 1.0); glVertex2f(-1,1);
glTexCoord2f(0.0, 0.0); glVertex2f(-1,-1);
glTexCoord2f(1.0, 0.0); glVertex2f(1,-1);
glEnd();
glPopAttrib();
tech->EndPass();
// Set result texture as our render target.
pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_BloomFbo);
pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, inOutTex, 0);
// Get bloom shader, for a vertical Gaussian blur pass.
CShaderDefines defines3;
defines3.Add(str_BLOOM_PASS_V, str_1);
tech = g_Renderer.GetShaderManager().LoadEffect(str_bloom,
g_Renderer.GetSystemShaderDefines(), defines3);
tech->BeginPass();
shader = tech->GetShader();
// Our input texture to the shader is the output of the horizontal pass.
shader->BindTexture(str_renderedTex, tempTex);
shader->Uniform(str_texSize, inWidth, inHeight, 0.0f, 0.0f);
glPushAttrib(GL_VIEWPORT_BIT);
glViewport(0, 0, inWidth, inHeight);
glBegin(GL_QUADS);
glColor4f(1.f, 1.f, 1.f, 1.f);
glTexCoord2f(1.0, 1.0); glVertex2f(1,1);
glTexCoord2f(0.0, 1.0); glVertex2f(-1,1);
glTexCoord2f(0.0, 0.0); glVertex2f(-1,-1);
glTexCoord2f(1.0, 0.0); glVertex2f(1,-1);
glEnd();
glPopAttrib();
tech->EndPass();
}
示例14: RenderProfile
// Render
void CProfileViewer::RenderProfile()
{
if (!m->profileVisible)
return;
if (!m->path.size())
{
m->profileVisible = false;
return;
}
PROFILE3_GPU("profile viewer");
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
AbstractProfileTable* table = m->path[m->path.size() - 1];
const std::vector<ProfileColumn>& columns = table->GetColumns();
size_t numrows = table->GetNumberRows();
CStrIntern font_name("mono-stroke-10");
CFontMetrics font(font_name);
int lineSpacing = font.GetLineSpacing();
// Render background
GLint estimate_height;
GLint estimate_width;
estimate_width = 50;
for(size_t i = 0; i < columns.size(); ++i)
estimate_width += (GLint)columns[i].width;
estimate_height = 3 + (GLint)numrows;
if (m->path.size() > 1)
estimate_height += 2;
estimate_height = lineSpacing*estimate_height;
CShaderTechniquePtr solidTech = g_Renderer.GetShaderManager().LoadEffect(str_gui_solid);
solidTech->BeginPass();
CShaderProgramPtr solidShader = solidTech->GetShader();
solidShader->Uniform(str_color, 0.0f, 0.0f, 0.0f, 0.5f);
CMatrix3D transform = GetDefaultGuiMatrix();
solidShader->Uniform(str_transform, transform);
float backgroundVerts[] = {
(float)estimate_width, 0.0f,
0.0f, 0.0f,
0.0f, (float)estimate_height,
0.0f, (float)estimate_height,
(float)estimate_width, (float)estimate_height,
(float)estimate_width, 0.0f
};
solidShader->VertexPointer(2, GL_FLOAT, 0, backgroundVerts);
solidShader->AssertPointersBound();
glDrawArrays(GL_TRIANGLES, 0, 6);
transform.PostTranslate(22.0f, lineSpacing*3.0f, 0.0f);
solidShader->Uniform(str_transform, transform);
// Draw row backgrounds
for (size_t row = 0; row < numrows; ++row)
{
if (row % 2)
solidShader->Uniform(str_color, 1.0f, 1.0f, 1.0f, 0.1f);
else
solidShader->Uniform(str_color, 0.0f, 0.0f, 0.0f, 0.1f);
float rowVerts[] = {
-22.f, 2.f,
estimate_width-22.f, 2.f,
estimate_width-22.f, 2.f-lineSpacing,
estimate_width-22.f, 2.f-lineSpacing,
-22.f, 2.f-lineSpacing,
-22.f, 2.f
};
solidShader->VertexPointer(2, GL_FLOAT, 0, rowVerts);
solidShader->AssertPointersBound();
glDrawArrays(GL_TRIANGLES, 0, 6);
transform.PostTranslate(0.0f, lineSpacing, 0.0f);
solidShader->Uniform(str_transform, transform);
}
solidTech->EndPass();
// Print table and column titles
CShaderTechniquePtr textTech = g_Renderer.GetShaderManager().LoadEffect(str_gui_text);
textTech->BeginPass();
CTextRenderer textRenderer(textTech->GetShader());
textRenderer.Font(font_name);
textRenderer.Color(1.0f, 1.0f, 1.0f);
textRenderer.PrintfAt(2.0f, lineSpacing, L"%hs", table->GetTitle().c_str());
//.........这里部分代码省略.........
示例15: RenderTerrainShader
void TerrainRenderer::RenderTerrainShader(const CShaderDefines& context, ShadowMap* shadow, bool filtered)
{
ENSURE(m->phase == Phase_Render);
std::vector<CPatchRData*>& visiblePatches = filtered ? m->filteredPatches : m->visiblePatches;
std::vector<CDecalRData*>& visibleDecals = filtered ? m->filteredDecals : m->visibleDecals;
if (visiblePatches.empty() && visibleDecals.empty())
return;
CShaderManager& shaderManager = g_Renderer.GetShaderManager();
CShaderTechniquePtr techBase(shaderManager.LoadEffect(CStrIntern("terrain_base"), context, CShaderDefines()));
CShaderTechniquePtr techBlend(shaderManager.LoadEffect(CStrIntern("terrain_blend"), context, CShaderDefines()));
CShaderTechniquePtr techDecal(shaderManager.LoadEffect(CStrIntern("terrain_decal"), context, CShaderDefines()));
// render the solid black sides of the map first
CShaderTechniquePtr techSolid = g_Renderer.GetShaderManager().LoadEffect("gui_solid");
techSolid->BeginPass();
CShaderProgramPtr shaderSolid = techSolid->GetShader();
shaderSolid->Uniform("transform", g_Renderer.GetViewCamera().GetViewProjection());
shaderSolid->Uniform("color", 0.0f, 0.0f, 0.0f, 1.0f);
PROFILE_START("render terrain sides");
for (size_t i = 0; i < visiblePatches.size(); ++i)
visiblePatches[i]->RenderSides(shaderSolid);
PROFILE_END("render terrain sides");
techSolid->EndPass();
techBase->BeginPass();
PrepareShader(techBase->GetShader(), shadow);
PROFILE_START("render terrain base");
CPatchRData::RenderBases(visiblePatches, techBase->GetShader(), false);
PROFILE_END("render terrain base");
techBase->EndPass();
// render blends
techBlend->BeginPass();
PrepareShader(techBlend->GetShader(), shadow);
// switch on blending
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// no need to write to the depth buffer a second time
glDepthMask(0);
// render blend passes for each patch
PROFILE_START("render terrain blends");
CPatchRData::RenderBlends(visiblePatches, techBlend->GetShader(), false);
PROFILE_END("render terrain blends");
techBlend->EndPass();
// Render terrain decals
techDecal->BeginPass();
PrepareShader(techDecal->GetShader(), shadow);
PROFILE_START("render terrain decals");
for (size_t i = 0; i < visibleDecals.size(); ++i)
visibleDecals[i]->Render(techDecal->GetShader(), false);
PROFILE_END("render terrain decals");
techDecal->EndPass();
// restore OpenGL state
g_Renderer.BindTexture(1, 0);
g_Renderer.BindTexture(2, 0);
g_Renderer.BindTexture(3, 0);
glDepthMask(1);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_BLEND);
}