Supermodel/Src/Graphics/New3D/R3DScrollFog.cpp

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#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";
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";
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()
{
DeallocResources();
}
void R3DScrollFog::DrawScrollFog(float rgba[4], float attenuation, float ambient, float *spotRGB, float *spotEllipse)
{
//=======
Mat4 mvp;
//=======
// 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);
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);
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()
{
bool success = LoadShaderProgram(&m_shaderProgram, &m_vertexShader, &m_fragmentShader, std::string(), std::string(), vertexShaderFog, fragmentShaderFog);
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);
}
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();
}
}