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https://github.com/RetroDECK/Supermodel.git
synced 2024-11-22 13:55:38 +00:00
Correct scroll fog attenuation logic (gm_matthew)
The attenuation value effects the spot light on fog for the scroll fog layer. The old implemention was nearly correct but the paramaters for the mix function were swapped.
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@ -207,7 +207,7 @@ void CNew3D::DrawScrollFog()
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rgba[2] = vp.fogParams[2];
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rgba[3] = vp.scrollFog;
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glViewport(vp.x, vp.y, vp.width, vp.height);
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m_r3dScrollFog.DrawScrollFog(rgba, 0, vp.fogParams[6]);
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m_r3dScrollFog.DrawScrollFog(rgba, n.viewport.scrollAtt, n.viewport.fogParams[6], n.viewport.spotFogColor, n.viewport.spotEllipse);
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break;
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}
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}
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@ -246,7 +246,7 @@ void CNew3D::DrawAmbientFog()
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auto& vp = nodePtr->viewport;
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float rgba[] = { 0.0f, 0.0f, 0.0f, 1.0f - fogAmbient };
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glViewport(vp.x, vp.y, vp.width, vp.height);
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m_r3dScrollFog.DrawScrollFog(rgba, 0.0f, 1.0f);
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m_r3dScrollFog.DrawScrollFog(rgba, 0.0f, 1.0f, vp.spotFogColor, vp.spotEllipse); // we assume spot light is not used
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}
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}
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@ -3,7 +3,7 @@
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namespace New3D {
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static const char *vertexShaderFog = R"glsl(
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static const char* vertexShaderFog = R"glsl(
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#version 410 core
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@ -19,13 +19,25 @@ void main(void)
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)glsl";
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static const char *fragmentShaderFog = R"glsl(
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static const char* fragmentShaderFog = R"glsl(
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#version 410 core
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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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@ -44,10 +56,21 @@ void WriteOutputs(vec4 colour)
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void main()
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{
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// Scroll fog base color
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vec3 lFogColor = fogColour.rgb * fogAmbient;
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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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vec4 scrollFog = vec4(lFogColor, fogColour.a * (1.0 - fogAttenuation));
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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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@ -56,10 +79,10 @@ void main()
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)glsl";
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R3DScrollFog::R3DScrollFog(const Util::Config::Node &config)
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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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{
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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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@ -70,20 +93,20 @@ R3DScrollFog::R3DScrollFog(const Util::Config::Node &config)
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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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}
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R3DScrollFog::~R3DScrollFog()
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{
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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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}
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void R3DScrollFog::DrawScrollFog(float rgba[4], float attenuation, float ambient)
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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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@ -93,6 +116,8 @@ void R3DScrollFog::DrawScrollFog(float rgba[4], float attenuation, float ambient
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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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@ -101,19 +126,21 @@ void R3DScrollFog::DrawScrollFog(float rgba[4], float attenuation, float ambient
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glDisable (GL_BLEND);
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glDepthMask (GL_TRUE);
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}
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}
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void R3DScrollFog::AllocResources()
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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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}
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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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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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@ -121,6 +148,6 @@ void R3DScrollFog::DeallocResources()
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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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}
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}
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@ -6,21 +6,21 @@
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namespace New3D {
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class R3DScrollFog
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{
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public:
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class R3DScrollFog
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{
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public:
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R3DScrollFog(const Util::Config::Node &config);
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R3DScrollFog(const Util::Config::Node& config);
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~R3DScrollFog();
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void DrawScrollFog(float rbga[4], float attenuation, float ambient);
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void DrawScrollFog(float rbga[4], float attenuation, float ambient, float spotRGB[3], float spotEllipse[4]);
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private:
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private:
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void AllocResources();
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void DeallocResources();
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const Util::Config::Node &m_config;
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const Util::Config::Node& m_config;
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GLuint m_shaderProgram;
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GLuint m_vertexShader;
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@ -29,9 +29,11 @@ private:
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GLint m_locFogColour;
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GLint m_locFogAttenuation;
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GLint m_locFogAmbient;
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GLint m_locSpotFogColor;
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GLint m_locSpotEllipse;
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GLuint m_vao;
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};
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};
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}
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