Use c++11 raw string literals

This commit is contained in:
Ian Curtis 2017-07-08 10:55:14 +00:00
parent 3efb055344
commit 2335f3173b
2 changed files with 195 additions and 189 deletions

View file

@ -4,55 +4,59 @@
namespace New3D {
static const char *vertexShaderFog =
static const char *vertexShaderFog = R"glsl(
"uniform mat4 mvp;\n"
uniform mat4 mvp;
"void main(void)\n"
"{\n"
"gl_Position = mvp * gl_Vertex;\n"
"}\n";
void main(void)
{
gl_Position = mvp * gl_Vertex;
};
static const char *fragmentShaderFog =
)glsl";
"uniform float fogAttenuation;\n"
"uniform float fogAmbient;\n"
"uniform vec4 fogColour;\n"
"uniform vec3 spotFogColor;\n"
"uniform vec4 spotEllipse;\n"
static const char *fragmentShaderFog = R"glsl(
// Spotlight on fog
"float ellipse;\n"
"vec2 position, size;\n"
"vec3 lSpotFogColor;\n"
uniform float fogAttenuation;
uniform float fogAmbient;
uniform vec4 fogColour;
uniform vec3 spotFogColor;
uniform vec4 spotEllipse;
// Scroll fog
"float lfogAttenuation;\n"
"vec3 lFogColor;\n"
"vec4 scrollFog;\n"
// Spotlight on fog
float ellipse;
vec2 position, size;
vec3 lSpotFogColor;
"void main()\n"
"{\n"
// Scroll fog
float lfogAttenuation;
vec3 lFogColor;
vec4 scrollFog;
void main()
{
// Scroll fog base color
"lFogColor = fogColour.rgb * fogAmbient;\n"
lFogColor = fogColour.rgb * fogAmbient;
// 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
position = spotEllipse.xy;
size = spotEllipse.zw;
ellipse = length((gl_FragCoord.xy - position) / size);
ellipse = pow(ellipse, 2.0); // decay rate = square of distance from center
ellipse = 1.0 - ellipse; // invert
ellipse = max(0.0, ellipse); // clamp
// Spotlight on fog (color)
"lSpotFogColor = mix(spotFogColor * ellipse * fogColour.rgb, vec3(0.0), fogAttenuation);\n"
lSpotFogColor = mix(spotFogColor * ellipse * fogColour.rgb, vec3(0.0), fogAttenuation);
// Scroll fog density
"scrollFog = vec4(lFogColor + lSpotFogColor, fogColour.a);\n"
scrollFog = vec4(lFogColor + lSpotFogColor, fogColour.a);
// Final Color
"gl_FragColor = scrollFog;\n"
"}\n";
gl_FragColor = scrollFog;
};
)glsl";
R3DScrollFog::R3DScrollFog()

View file

@ -3,165 +3,167 @@
namespace New3D {
static const char *vertexShaderR3D =
static const char *vertexShaderR3D = R"glsl(
// uniforms
"uniform float fogIntensity;\n"
"uniform float fogDensity;\n"
"uniform float fogStart;\n"
uniform float fogIntensity;
uniform float fogDensity;
uniform float fogStart;
//outputs to fragment shader
"varying float fsFogFactor;\n"
"varying vec3 fsViewVertex;\n"
"varying vec3 fsViewNormal;\n" // per vertex normal vector
"varying vec4 fsColor;\n"
varying float fsFogFactor;
varying vec3 fsViewVertex;
varying vec3 fsViewNormal; // per vertex normal vector
varying vec4 fsColor;
"void main(void)\n"
"{\n"
"fsViewVertex = vec3(gl_ModelViewMatrix * gl_Vertex);\n"
"fsViewNormal = normalize(gl_NormalMatrix *gl_Normal);\n"
"float z = length(fsViewVertex);\n"
"fsFogFactor = fogIntensity * clamp(fogStart + z * fogDensity, 0.0, 1.0);\n"
void main(void)
{
fsViewVertex = vec3(gl_ModelViewMatrix * gl_Vertex);
fsViewNormal = normalize(gl_NormalMatrix * gl_Normal);
float z = length(fsViewVertex);
fsFogFactor = fogIntensity * clamp(fogStart + z * fogDensity, 0.0, 1.0);
"fsColor = gl_Color;\n"
"gl_TexCoord[0] = gl_MultiTexCoord0;\n"
"gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
"}\n";
fsColor = gl_Color;
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
)glsl";
static const char *fragmentShaderR3D =
static const char *fragmentShaderR3D = R"glsl(
"uniform sampler2D tex1;\n" // base tex
"uniform sampler2D tex2;\n" // micro tex (optional)
uniform sampler2D tex1; // base tex
uniform sampler2D tex2; // micro tex (optional)
"uniform bool textureEnabled;\n"
"uniform bool microTexture;\n"
"uniform float microTextureScale;\n"
"uniform vec2 baseTexSize;\n"
"uniform bool textureInverted;\n"
"uniform bool alphaTest;\n"
"uniform bool textureAlpha;\n"
"uniform vec3 fogColour;\n"
"uniform vec4 spotEllipse;\n" // spotlight ellipse position: .x=X position (screen coordinates), .y=Y position, .z=half-width, .w=half-height)
"uniform vec2 spotRange;\n" // spotlight Z range: .x=start (viewspace coordinates), .y=limit
"uniform vec3 spotColor;\n" // spotlight RGB color
"uniform vec3 spotFogColor;\n" // spotlight RGB color on fog
"uniform vec3 lighting[2];\n" // lighting state (lighting[0] = sun direction, lighting[1].x,y = diffuse, ambient intensities from 0-1.0)
"uniform bool lightEnable;\n" // lighting enabled (1.0) or luminous (0.0), drawn at full intensity
"uniform float specularCoefficient;\n" // specular coefficient
"uniform float shininess;\n" // specular shininess
"uniform float fogAttenuation;\n"
"uniform float fogAmbient;\n"
uniform bool textureEnabled;
uniform bool microTexture;
uniform float microTextureScale;
uniform vec2 baseTexSize;
uniform bool textureInverted;
uniform bool alphaTest;
uniform bool textureAlpha;
uniform vec3 fogColour;
uniform vec4 spotEllipse; // spotlight ellipse position: .x=X position (screen coordinates), .y=Y position, .z=half-width, .w=half-height)
uniform vec2 spotRange; // spotlight Z range: .x=start (viewspace coordinates), .y=limit
uniform vec3 spotColor; // spotlight RGB color
uniform vec3 spotFogColor; // spotlight RGB color on fog
uniform vec3 lighting[2]; // lighting state (lighting[0] = sun direction, lighting[1].x,y = diffuse, ambient intensities from 0-1.0)
uniform bool lightEnable; // lighting enabled (1.0) or luminous (0.0), drawn at full intensity
uniform float specularCoefficient;// specular coefficient
uniform float shininess; // specular shininess
uniform float fogAttenuation;
uniform float fogAmbient;
//interpolated inputs from vertex shader
"varying float fsFogFactor;\n"
"varying vec3 fsViewVertex;\n"
"varying vec3 fsViewNormal;\n" // per vertex normal vector
"varying vec4 fsColor;\n"
varying float fsFogFactor;
varying vec3 fsViewVertex;
varying vec3 fsViewNormal; // per vertex normal vector
varying vec4 fsColor;
"vec4 GetTextureValue()\n"
"{\n"
"vec4 tex1Data = texture2D( tex1, gl_TexCoord[0].st);\n"
vec4 GetTextureValue()
{
vec4 tex1Data = texture2D( tex1, gl_TexCoord[0].st);
"if(textureInverted) {\n"
"tex1Data.rgb = vec3(1.0) - vec3(tex1Data.rgb);\n"
"}\n"
if(textureInverted) {
tex1Data.rgb = vec3(1.0) - vec3(tex1Data.rgb);
}
"if (microTexture) {\n"
"vec2 scale = baseTexSize/256.0;\n"
"vec4 tex2Data = texture2D( tex2, gl_TexCoord[0].st * scale * microTextureScale);\n"
"tex1Data = (tex1Data+tex2Data)/2.0;\n"
"}\n"
if (microTexture) {
vec2 scale = baseTexSize/256.0;
vec4 tex2Data = texture2D( tex2, gl_TexCoord[0].st * scale * microTextureScale);
tex1Data = (tex1Data+tex2Data)/2.0;
}
"if (alphaTest) {\n"
"if (tex1Data.a < (8.0/16.0)) {\n"
"discard;\n"
"}\n"
"}\n"
if (alphaTest) {
if (tex1Data.a < (8.0/16.0)) {
discard;
}
}
"if (textureAlpha == false) {\n"
"tex1Data.a = 1.0;\n"
"}\n"
if (textureAlpha == false) {
tex1Data.a = 1.0;
}
"return tex1Data;\n"
"}"
return tex1Data;
}
"void main()\n"
"{\n"
"vec4 tex1Data;\n"
"vec4 colData;\n"
"vec4 finalData;\n"
"vec4 fogData;\n"
void main()
{
vec4 tex1Data;
vec4 colData;
vec4 finalData;
vec4 fogData;
"fogData = vec4(fogColour.rgb * fogAmbient, fsFogFactor);\n"
"tex1Data = vec4(1.0, 1.0, 1.0, 1.0);\n"
fogData = vec4(fogColour.rgb * fogAmbient, fsFogFactor);
tex1Data = vec4(1.0, 1.0, 1.0, 1.0);
"if(textureEnabled) {\n"
"tex1Data = GetTextureValue();\n"
"}\n"
if(textureEnabled) {
tex1Data = GetTextureValue();
}
"colData = fsColor;\n"
"finalData = tex1Data * colData;\n"
colData = fsColor;
finalData = tex1Data * colData;
"if (finalData.a < (1.0/16.0)) {\n" // basically chuck out any totally transparent pixels value = 1/16 the smallest transparency level h/w supports
"discard;\n"
"}\n"
if (finalData.a < (1.0/16.0)) { // basically chuck out any totally transparent pixels value = 1/16 the smallest transparency level h/w supports
discard;
}
"float ellipse;\n"
"ellipse = length((gl_FragCoord.xy - spotEllipse.xy) / spotEllipse.zw);\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
float ellipse;
ellipse = length((gl_FragCoord.xy - spotEllipse.xy) / spotEllipse.zw);
ellipse = pow(ellipse, 2.0); // decay rate = square of distance from center
ellipse = 1.0 - ellipse; // invert
ellipse = max(0.0, ellipse); // clamp
"if (lightEnable) {\n"
"vec3 lightIntensity;\n"
"vec3 sunVector;\n" // sun lighting vector (as reflecting away from vertex)
"float sunFactor;\n" // sun light projection along vertex normal (0.0 to 1.0)
if (lightEnable) {
vec3 lightIntensity;
vec3 sunVector; // sun lighting vector (as reflecting away from vertex)
float sunFactor; // sun light projection along vertex normal (0.0 to 1.0)
// Sun angle
"sunVector = lighting[0];\n"
sunVector = lighting[0];
// Compute diffuse factor for sunlight
"sunFactor = max(dot(sunVector, fsViewNormal), 0.0);\n"
sunFactor = max(dot(sunVector, fsViewNormal), 0.0);
// Total light intensity: sum of all components
"lightIntensity = vec3(sunFactor*lighting[1].x + min(lighting[1].y,0.75));\n" // diffuse + ambient (clamped to max 0.75)
lightIntensity = vec3(sunFactor*lighting[1].x + min(lighting[1].y,0.75)); // diffuse + ambient (clamped to max 0.75)
"lightIntensity = clamp(lightIntensity,0.0,1.0);\n"
lightIntensity = clamp(lightIntensity,0.0,1.0);
// Compute spotlight and apply lighting
"float enable, range, d;\n"
"float inv_r = 1.0 / spotEllipse.z;\n" // slope of decay function
float enable, range, d;
float inv_r = 1.0 / spotEllipse.z; // slope of decay function
"d = spotRange.x + spotRange.y + fsViewVertex.z;\n"
"enable = step(spotRange.x + min(spotRange.y, 0.0), -fsViewVertex.z);\n"
d = spotRange.x + spotRange.y + fsViewVertex.z;
enable = step(spotRange.x + min(spotRange.y, 0.0), -fsViewVertex.z);
// inverse-linear falloff
// Reference: https://imdoingitwrong.wordpress.com/2011/01/31/light-attenuation/
// y = 1 / (d/r + 1)^2
"range = 1.0 / pow(min(0.0, d * inv_r) - 1.0, 2.0);\n"
"range = clamp(range, 0.0, 1.0);\n"
"range *= enable;\n"
range = 1.0 / pow(min(0.0, d * inv_r) - 1.0, 2.0);
range = clamp(range, 0.0, 1.0);
range *= enable;
"float lobeEffect = range * ellipse;\n"
float lobeEffect = range * ellipse;
"lightIntensity.rgb += spotColor*lobeEffect;\n"
lightIntensity.rgb += spotColor*lobeEffect;
"finalData.rgb *= lightIntensity;\n"
finalData.rgb *= lightIntensity;
"if (sunFactor > 0.0 && specularCoefficient > 0.0) {\n"
"float nDotL = max(dot(fsViewNormal,sunVector),0.0);\n"
"finalData.rgb += vec3(specularCoefficient * pow(nDotL,shininess));\n"
"}\n"
"}\n"
if (sunFactor > 0.0 && specularCoefficient > 0.0) {
float nDotL = max(dot(fsViewNormal,sunVector),0.0);
finalData.rgb += vec3(specularCoefficient * pow(nDotL,shininess));
}
}
// Spotlight on fog
"vec3 lSpotFogColor = spotFogColor * ellipse * fogColour.rgb;\n"
vec3 lSpotFogColor = spotFogColor * ellipse * fogColour.rgb;
// Fog & spotlight applied
"finalData.rgb = mix(finalData.rgb, lSpotFogColor * fogAttenuation + fogData.rgb, fogData.a);\n"
finalData.rgb = mix(finalData.rgb, lSpotFogColor * fogAttenuation + fogData.rgb, fogData.a);
"gl_FragColor = finalData;\n"
"}\n";
gl_FragColor = finalData;
}
)glsl";
R3DShader::R3DShader()
{