#include "R3DShader.h" #include "Graphics/Shader.h" namespace New3D { static const char *vertexShaderR3D = // uniforms "uniform float fogIntensity;\n" "uniform float fogDensity;\n" "uniform float fogStart;\n" //outputs to fragment shader "varying float fsFogFactor;\n" "varying vec3 fsViewVertex;\n" "varying vec3 fsViewNormal;\n" // per vertex normal vector "varying vec4 fsColor;\n" "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" "fsColor = gl_Color;\n" "gl_TexCoord[0] = gl_MultiTexCoord0;\n" "gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n" "}\n"; static const char *fragmentShaderR3D = "uniform sampler2D tex1;\n" // base tex "uniform sampler2D tex2;\n" // 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" //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" "vec4 GetTextureValue()\n" "{\n" "vec4 tex1Data = texture2D( tex1, gl_TexCoord[0].st);\n" "if(textureInverted) {\n" "tex1Data.rgb = vec3(1.0) - vec3(tex1Data.rgb);\n" "}\n" "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 (alphaTest) {\n" "if (tex1Data.a < (8.0/16.0)) {\n" "discard;\n" "}\n" "}\n" "if (textureAlpha == false) {\n" "tex1Data.a = 1.0;\n" "}\n" "return tex1Data;\n" "}" "void main()\n" "{\n" "vec4 tex1Data;\n" "vec4 colData;\n" "vec4 finalData;\n" "vec4 fogData;\n" "fogData = vec4(fogColour.rgb * fogAmbient, fsFogFactor);\n" "tex1Data = vec4(1.0, 1.0, 1.0, 1.0);\n" "if(textureEnabled) {\n" "tex1Data = GetTextureValue();\n" "}\n" "colData = fsColor;\n" "finalData = tex1Data * colData;\n" "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" "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 "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) // Real3D -> OpenGL view space convention (TO-DO: do this outside of shader) "sunVector = lighting[0] * vec3(1.0, -1.0, -1.0);\n" // Compute diffuse factor for sunlight "sunFactor = max(dot(sunVector, fsViewNormal), 0.0);\n" // Total light intensity: sum of all components "lightIntensity = vec3(sunFactor*lighting[1].x + lighting[1].y);\n" // ambient + diffuse "lightIntensity = clamp(lightIntensity,0.0,1.0);\n" // Compute spotlight and apply lighting "float enable, range, d;\n" "float inv_r = 1.0 / spotEllipse.z;\n" // slope of decay function "d = spotRange.x + spotRange.y + fsViewVertex.z;\n" "enable = step(spotRange.x + min(spotRange.y, 0.0), -fsViewVertex.z);\n" // 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" "float lobeEffect = range * ellipse;\n" "lightIntensity.rgb += spotColor*lobeEffect;\n" "finalData.rgb *= lightIntensity;\n" "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" // Spotlight on fog "vec3 lSpotFogColor = spotFogColor * ellipse * fogColour.rgb;\n" // Fog & spotlight applied "finalData.rgb = mix(finalData.rgb, lSpotFogColor * fogAttenuation + fogData.rgb, fogData.a);\n" "gl_FragColor = finalData;\n" "}\n"; R3DShader::R3DShader() { m_shaderProgram = 0; m_vertexShader = 0; m_fragmentShader = 0; Start(); // reset attributes } void R3DShader::Start() { m_textured1 = false; m_textured2 = false; m_textureAlpha = false; // use alpha in texture m_alphaTest = false; // discard fragment based on alpha (ogl does this with fixed function) m_doubleSided = false; m_lightEnabled = false; m_layered = false; m_textureInverted = false; m_baseTexSize[0] = 0; m_baseTexSize[1] = 0; m_shininess = 0; m_specularCoefficient = 0; m_microTexScale = 0; m_matDet = MatDet::notset; m_dirtyMesh = true; // dirty means all the above are dirty, ie first run m_dirtyModel = true; } bool R3DShader::LoadShader(const char* vertexShader, const char* fragmentShader) { const char* vShader; const char* fShader; bool success; if (vertexShader) { vShader = vertexShader; } else { vShader = vertexShaderR3D; } if (fragmentShader) { fShader = fragmentShader; } else { fShader = fragmentShaderR3D; } success = LoadShaderProgram(&m_shaderProgram, &m_vertexShader, &m_fragmentShader, std::string(), std::string(), vShader, fShader); m_locTexture1 = glGetUniformLocation(m_shaderProgram, "tex1"); m_locTexture2 = glGetUniformLocation(m_shaderProgram, "tex2"); m_locTexture1Enabled= glGetUniformLocation(m_shaderProgram, "textureEnabled"); m_locTexture2Enabled= glGetUniformLocation(m_shaderProgram, "microTexture"); m_locTextureAlpha = glGetUniformLocation(m_shaderProgram, "textureAlpha"); m_locAlphaTest = glGetUniformLocation(m_shaderProgram, "alphaTest"); m_locMicroTexScale = glGetUniformLocation(m_shaderProgram, "microTextureScale"); m_locBaseTexSize = glGetUniformLocation(m_shaderProgram, "baseTexSize"); m_locTextureInverted= glGetUniformLocation(m_shaderProgram, "textureInverted"); m_locFogIntensity = glGetUniformLocation(m_shaderProgram, "fogIntensity"); m_locFogDensity = glGetUniformLocation(m_shaderProgram, "fogDensity"); m_locFogStart = glGetUniformLocation(m_shaderProgram, "fogStart"); m_locFogColour = glGetUniformLocation(m_shaderProgram, "fogColour"); m_locFogAttenuation = glGetUniformLocation(m_shaderProgram, "fogAttenuation"); m_locFogAmbient = glGetUniformLocation(m_shaderProgram, "fogAmbient"); m_locLighting = glGetUniformLocation(m_shaderProgram, "lighting"); m_locLightEnable = glGetUniformLocation(m_shaderProgram, "lightEnable"); m_locShininess = glGetUniformLocation(m_shaderProgram, "shininess"); m_locSpecCoefficient= glGetUniformLocation(m_shaderProgram, "specularCoefficient"); m_locSpotEllipse = glGetUniformLocation(m_shaderProgram, "spotEllipse"); m_locSpotRange = glGetUniformLocation(m_shaderProgram, "spotRange"); m_locSpotColor = glGetUniformLocation(m_shaderProgram, "spotColor"); m_locSpotFogColor = glGetUniformLocation(m_shaderProgram, "spotFogColor"); return success; } void R3DShader::SetShader(bool enable) { if (enable) { glUseProgram(m_shaderProgram); Start(); } else { glUseProgram(0); } } void R3DShader::SetMeshUniforms(const Mesh* m) { if (m == nullptr) { return; // sanity check } if (m_dirtyMesh) { glUniform1i(m_locTexture1, 0); glUniform1i(m_locTexture2, 1); } if (m_dirtyMesh || m->textured != m_textured1) { glUniform1i(m_locTexture1Enabled, m->textured); m_textured1 = m->textured; } if (m_dirtyMesh || m->microTexture != m_textured2) { glUniform1i(m_locTexture2Enabled, m->microTexture); m_textured2 = m->microTexture; } if (m_dirtyMesh || m->microTextureScale != m_microTexScale) { glUniform1f(m_locMicroTexScale, m->microTextureScale); m_microTexScale = m->microTextureScale; } if (m_dirtyMesh || m->microTexture && (m_baseTexSize[0] != m->width || m_baseTexSize[1] != m->height)) { m_baseTexSize[0] = (float)m->width; m_baseTexSize[1] = (float)m->height; glUniform2fv(m_locBaseTexSize, 1, m_baseTexSize); } if (m_dirtyMesh || m->inverted != m_textureInverted) { glUniform1i(m_locTextureInverted, m->inverted); m_textureInverted = m->inverted; } if (m_dirtyMesh || m->alphaTest != m_alphaTest) { glUniform1i(m_locAlphaTest, m->alphaTest); m_alphaTest = m->alphaTest; } if (m_dirtyMesh || m->textureAlpha != m_textureAlpha) { glUniform1i(m_locTextureAlpha, m->textureAlpha); m_textureAlpha = m->textureAlpha; } if (m_dirtyMesh || m->fogIntensity != m_fogIntensity) { glUniform1f(m_locFogIntensity, m->fogIntensity); m_fogIntensity = m->fogIntensity; } if (m_dirtyMesh || m->lighting != m_lightEnabled) { glUniform1i(m_locLightEnable, m->lighting); m_lightEnabled = m->lighting; } if (m_dirtyMesh || m->shininess != m_shininess) { glUniform1f(m_locShininess, (m->shininess + 1) * 4); m_shininess = m->shininess; } if (m_dirtyMesh || m->specularCoefficient != m_specularCoefficient) { glUniform1f(m_locSpecCoefficient, m->specularCoefficient); m_specularCoefficient = m->specularCoefficient; } if (m_dirtyMesh || m->layered != m_layered) { m_layered = m->layered; if (m_layered) { glEnable(GL_STENCIL_TEST); } else { glDisable(GL_STENCIL_TEST); } } if (m_matDet!=MatDet::zero) { if (m_dirtyMesh || m->doubleSided != m_doubleSided) { m_doubleSided = m->doubleSided; if (m_doubleSided) { glDisable(GL_CULL_FACE); } else { glEnable(GL_CULL_FACE); } } } m_dirtyMesh = false; } void R3DShader::SetViewportUniforms(const Viewport *vp) { //didn't bother caching these, they don't get frequently called anyway glUniform1f (m_locFogDensity, vp->fogParams[3]); glUniform1f (m_locFogStart, vp->fogParams[4]); glUniform3fv(m_locFogColour, 1, vp->fogParams); glUniform1f (m_locFogAttenuation, vp->fogParams[5]); glUniform1f (m_locFogAmbient, vp->fogParams[6]); glUniform3fv(m_locLighting, 2, vp->lightingParams); glUniform4fv(m_locSpotEllipse, 1, vp->spotEllipse); glUniform2fv(m_locSpotRange, 1, vp->spotRange); glUniform3fv(m_locSpotColor, 1, vp->spotColor); glUniform3fv(m_locSpotFogColor, 1, vp->spotFogColor); } void R3DShader::SetModelStates(const Model* model) { //========== MatDet test; //========== test = MatDet::notset; // happens for bad matrices with NaN if (model->determinant < 0) { test = MatDet::negative; } else if (model->determinant > 0) { test = MatDet::positive; } else if (model->determinant == 0) { test = MatDet::zero; } if (m_dirtyModel || m_matDet!=test) { switch (test) { case MatDet::negative: glCullFace(GL_FRONT); glEnable(GL_CULL_FACE); m_doubleSided = false; break; case MatDet::positive: glCullFace(GL_BACK); glEnable(GL_CULL_FACE); m_doubleSided = false; break; default: glDisable(GL_CULL_FACE); m_doubleSided = true; // basically drawing on both sides now } } m_matDet = test; m_dirtyModel = false; } } // New3D