2016-10-09 16:34:12 +00:00
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#include "R3DScrollFog.h"
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#include "Graphics/Shader.h"
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namespace New3D {
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2023-11-05 23:44:27 +00:00
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static const char* vertexShaderFog = R"glsl(
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2017-07-08 10:55:14 +00:00
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2022-11-07 21:33:01 +00:00
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#version 410 core
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2017-07-08 10:55:14 +00:00
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void main(void)
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{
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const vec4 vertices[] = vec4[](vec4(-1.0, -1.0, 0.0, 1.0),
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vec4(-1.0, 1.0, 0.0, 1.0),
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vec4( 1.0, -1.0, 0.0, 1.0),
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vec4( 1.0, 1.0, 0.0, 1.0));
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gl_Position = vertices[gl_VertexID % 4];
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}
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)glsl";
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static const char* fragmentShaderFog = R"glsl(
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#version 410 core
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2022-07-22 22:18:02 +00:00
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uniform float fogAttenuation;
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uniform float fogAmbient;
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uniform vec4 fogColour;
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uniform vec3 spotFogColor;
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uniform vec4 spotEllipse;
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// Spotlight on fog
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float ellipse;
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vec2 position, size;
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vec3 lSpotFogColor;
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// Scroll fog
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float lfogAttenuation;
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vec3 lFogColor;
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vec4 scrollFog;
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// outputs
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layout(location = 0) out vec4 out0; // opaque
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layout(location = 1) out vec4 out1; // trans layer 1
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layout(location = 2) out vec4 out2; // trans layer 2
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void WriteOutputs(vec4 colour)
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{
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vec4 blank = vec4(0.0);
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out0 = colour;
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out1 = blank;
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out2 = blank;
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}
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void main()
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{
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// Scroll fog base color
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lFogColor = fogColour.rgb * fogAmbient;
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// Spotlight on fog (area)
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position = spotEllipse.xy;
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size = spotEllipse.zw;
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ellipse = length((gl_FragCoord.xy - position) / size);
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ellipse = ellipse * ellipse; // decay rate = square of distance from center
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ellipse = 1.0 - ellipse; // invert
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ellipse = max(0.0, ellipse); // clamp
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// Spotlight on fog (color)
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lSpotFogColor = mix(vec3(0.0), spotFogColor * ellipse * fogColour.rgb, fogAttenuation);
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// Scroll fog density
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scrollFog = vec4(lFogColor + lSpotFogColor, fogColour.a);
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// Final Color
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WriteOutputs(scrollFog);
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}
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)glsl";
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R3DScrollFog::R3DScrollFog(const Util::Config::Node& config)
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: m_config(config),
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m_vao(0)
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{
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m_shaderProgram = 0;
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m_vertexShader = 0;
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m_fragmentShader = 0;
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AllocResources();
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glGenVertexArrays(1, &m_vao);
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glBindVertexArray(m_vao);
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// no states needed since we do it in the shader
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glBindVertexArray(0);
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}
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2016-10-09 16:34:12 +00:00
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R3DScrollFog::~R3DScrollFog()
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{
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DeallocResources();
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if (m_vao) {
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glDeleteVertexArrays(1, &m_vao);
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m_vao = 0;
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}
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}
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void R3DScrollFog::DrawScrollFog(float rgba[4], float attenuation, float ambient, float spotRGB[3], float spotEllipse[4])
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{
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// some ogl states
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glDepthMask (GL_FALSE); // disable z writes
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glDisable (GL_DEPTH_TEST); // disable depth testing
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glBindVertexArray (m_vao);
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glUseProgram (m_shaderProgram);
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glUniform4fv (m_locFogColour, 1, rgba);
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glUniform1f (m_locFogAttenuation, attenuation);
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glUniform1f (m_locFogAmbient, ambient);
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glUniform3fv (m_locSpotFogColor, 1, spotRGB);
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glUniform4fv (m_locSpotEllipse, 1, spotEllipse);
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glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
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glUseProgram (0);
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glBindVertexArray (0);
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glDisable (GL_BLEND);
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glDepthMask (GL_TRUE);
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}
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void R3DScrollFog::AllocResources()
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{
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bool success = LoadShaderProgram(&m_shaderProgram, &m_vertexShader, &m_fragmentShader, m_config["VertexShaderFog"].ValueAs<std::string>(), m_config["FragmentShaderFog"].ValueAs<std::string>(), vertexShaderFog, fragmentShaderFog);
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m_locFogColour = glGetUniformLocation(m_shaderProgram, "fogColour");
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m_locFogAttenuation = glGetUniformLocation(m_shaderProgram, "fogAttenuation");
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m_locFogAmbient = glGetUniformLocation(m_shaderProgram, "fogAmbient");
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m_locSpotFogColor = glGetUniformLocation(m_shaderProgram, "spotFogColor");
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m_locSpotEllipse = glGetUniformLocation(m_shaderProgram, "spotEllipse");
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}
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void R3DScrollFog::DeallocResources()
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{
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if (m_shaderProgram) {
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DestroyShaderProgram(m_shaderProgram, m_vertexShader, m_fragmentShader);
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}
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m_shaderProgram = 0;
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m_vertexShader = 0;
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m_fragmentShader = 0;
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}
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2016-10-09 16:34:12 +00:00
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2022-07-11 16:10:41 +00:00
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}
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