2016-10-09 16:34:12 +00:00
|
|
|
#include "R3DScrollFog.h"
|
|
|
|
#include "Graphics/Shader.h"
|
|
|
|
#include "Mat4.h"
|
|
|
|
|
|
|
|
namespace New3D {
|
|
|
|
|
|
|
|
static const char *vertexShaderFog =
|
|
|
|
|
|
|
|
"uniform mat4 mvp;\n"
|
|
|
|
|
|
|
|
"void main(void)\n"
|
|
|
|
"{\n"
|
|
|
|
"gl_Position = mvp * gl_Vertex;\n"
|
|
|
|
"}\n";
|
2017-04-02 21:03:59 +00:00
|
|
|
|
|
|
|
static const char *fragmentShaderFog =
|
|
|
|
|
|
|
|
"uniform float fogAttenuation;\n"
|
|
|
|
"uniform float fogAmbient;\n"
|
|
|
|
"uniform vec4 fogColour;\n"
|
|
|
|
"uniform vec3 spotFogColor;\n"
|
|
|
|
"uniform vec4 spotEllipse;\n"
|
|
|
|
|
|
|
|
// Spotlight on fog
|
|
|
|
"float ellipse;\n"
|
|
|
|
"vec2 position, size;\n"
|
|
|
|
"vec3 lSpotFogColor;\n"
|
|
|
|
|
|
|
|
// Scroll fog
|
|
|
|
"float lfogAttenuation;\n"
|
|
|
|
"vec3 lFogColor;\n"
|
|
|
|
"vec4 scrollFog;\n"
|
|
|
|
|
|
|
|
"void main()\n"
|
|
|
|
"{\n"
|
|
|
|
// Scroll fog base color
|
|
|
|
"lFogColor = fogColour.rgb * fogAmbient;\n"
|
|
|
|
|
|
|
|
// Spotlight on fog (area)
|
|
|
|
"position = spotEllipse.xy;\n"
|
|
|
|
"size = spotEllipse.zw;\n"
|
|
|
|
"ellipse = length((gl_FragCoord.xy - position) / size);\n"
|
|
|
|
"ellipse = pow(ellipse, 2.0);\n" // decay rate = square of distance from center
|
|
|
|
"ellipse = 1.0 - ellipse;\n" // invert
|
|
|
|
"ellipse = max(0.0, ellipse);\n" // clamp
|
|
|
|
|
|
|
|
// Spotlight on fog (color)
|
|
|
|
"lSpotFogColor = mix(spotFogColor * ellipse * fogColour.rgb, vec3(0.0), fogAttenuation);\n"
|
|
|
|
|
|
|
|
// Scroll fog density
|
|
|
|
"scrollFog = vec4(lFogColor + lSpotFogColor, fogColour.a);\n"
|
|
|
|
|
|
|
|
// Final Color
|
|
|
|
"gl_FragColor = scrollFog;\n"
|
|
|
|
"}\n";
|
|
|
|
|
|
|
|
|
2016-10-09 16:34:12 +00:00
|
|
|
R3DScrollFog::R3DScrollFog()
|
|
|
|
{
|
|
|
|
//default coordinates are NDC -1,1 etc
|
|
|
|
|
|
|
|
m_triangles[0].p1.Set(-1,-1, 0);
|
|
|
|
m_triangles[0].p2.Set(-1, 1, 0);
|
|
|
|
m_triangles[0].p3.Set( 1, 1, 0);
|
|
|
|
|
|
|
|
m_triangles[1].p1.Set(-1,-1, 0);
|
|
|
|
m_triangles[1].p2.Set( 1, 1, 0);
|
|
|
|
m_triangles[1].p3.Set( 1,-1, 0);
|
|
|
|
|
|
|
|
m_shaderProgram = 0;
|
|
|
|
m_vertexShader = 0;
|
|
|
|
m_fragmentShader = 0;
|
|
|
|
|
|
|
|
AllocResources();
|
|
|
|
}
|
|
|
|
|
|
|
|
R3DScrollFog::~R3DScrollFog()
|
|
|
|
{
|
2017-04-02 21:03:59 +00:00
|
|
|
DeallocResources();
|
|
|
|
}
|
|
|
|
|
|
|
|
void R3DScrollFog::DrawScrollFog(float rgba[4], float attenuation, float ambient, float *spotRGB, float *spotEllipse)
|
|
|
|
{
|
|
|
|
//=======
|
|
|
|
Mat4 mvp;
|
2016-10-09 16:34:12 +00:00
|
|
|
//=======
|
|
|
|
|
|
|
|
// yeah this would have been much easier with immediate mode and fixed function .. >_<
|
|
|
|
|
|
|
|
// some ogl states
|
|
|
|
glDepthMask (GL_FALSE); // disable z writes
|
|
|
|
glDisable (GL_DEPTH_TEST); // disable depth testing
|
|
|
|
glEnable (GL_BLEND);
|
|
|
|
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
2017-04-02 21:03:59 +00:00
|
|
|
|
|
|
|
m_vbo.Bind (true);
|
|
|
|
glUseProgram (m_shaderProgram);
|
|
|
|
glUniform4f (m_locFogColour, rgba[0], rgba[1], rgba[2], rgba[3]);
|
|
|
|
glUniform1f (m_locFogAttenuation, attenuation);
|
|
|
|
glUniform1f (m_locFogAmbient, ambient);
|
|
|
|
glUniform3f (m_locSpotFogColor, spotRGB[0], spotRGB[1], spotRGB[2]);
|
|
|
|
glUniform4f (m_locSpotEllipse, spotEllipse[0], spotEllipse[1], spotEllipse[2], spotEllipse[3]);
|
|
|
|
glUniformMatrix4fv (m_locMVP, 1, GL_FALSE, mvp);
|
|
|
|
|
|
|
|
glEnableClientState (GL_VERTEX_ARRAY);
|
2016-10-09 16:34:12 +00:00
|
|
|
glVertexPointer (3, GL_FLOAT, sizeof(SFVertex), 0);
|
|
|
|
glDrawArrays (GL_TRIANGLES, 0, 6);
|
|
|
|
glDisableClientState(GL_VERTEX_ARRAY);
|
|
|
|
|
|
|
|
glUseProgram (0);
|
|
|
|
m_vbo.Bind (false);
|
|
|
|
|
|
|
|
glDisable (GL_BLEND);
|
|
|
|
glDepthMask (GL_TRUE);
|
|
|
|
}
|
|
|
|
|
|
|
|
void R3DScrollFog::AllocResources()
|
|
|
|
{
|
2017-03-27 03:19:15 +00:00
|
|
|
bool success = LoadShaderProgram(&m_shaderProgram, &m_vertexShader, &m_fragmentShader, std::string(), std::string(), vertexShaderFog, fragmentShaderFog);
|
2017-04-02 21:03:59 +00:00
|
|
|
|
|
|
|
m_locMVP = glGetUniformLocation(m_shaderProgram, "mvp");
|
|
|
|
m_locFogColour = glGetUniformLocation(m_shaderProgram, "fogColour");
|
|
|
|
m_locFogAttenuation = glGetUniformLocation(m_shaderProgram, "fogAttenuation");
|
|
|
|
m_locFogAmbient = glGetUniformLocation(m_shaderProgram, "fogAmbient");
|
|
|
|
m_locSpotFogColor = glGetUniformLocation(m_shaderProgram, "spotFogColor");
|
|
|
|
m_locSpotEllipse = glGetUniformLocation(m_shaderProgram, "spotEllipse");
|
|
|
|
|
|
|
|
m_vbo.Create(GL_ARRAY_BUFFER, GL_STATIC_DRAW, sizeof(SFTriangle) * (2), m_triangles);
|
|
|
|
}
|
2016-10-09 16:34:12 +00:00
|
|
|
|
|
|
|
void R3DScrollFog::DeallocResources()
|
|
|
|
{
|
|
|
|
if (m_shaderProgram) {
|
|
|
|
DestroyShaderProgram(m_shaderProgram, m_vertexShader, m_fragmentShader);
|
|
|
|
}
|
|
|
|
|
|
|
|
m_shaderProgram = 0;
|
|
|
|
m_vertexShader = 0;
|
|
|
|
m_fragmentShader = 0;
|
|
|
|
|
|
|
|
m_vbo.Destroy();
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|