mirror of
https://github.com/RetroDECK/Supermodel.git
synced 2024-11-23 22:25:41 +00:00
152 lines
4 KiB
C++
152 lines
4 KiB
C++
#include "R3DScrollFog.h"
|
|
#include "Graphics/Shader.h"
|
|
#include "Mat4.h"
|
|
|
|
namespace New3D {
|
|
|
|
static const char *vertexShaderFog = R"glsl(
|
|
|
|
uniform mat4 mvp;
|
|
attribute vec3 inVertex;
|
|
|
|
void main(void)
|
|
{
|
|
gl_Position = mvp * vec4(inVertex,1.0);
|
|
}
|
|
|
|
)glsl";
|
|
|
|
static const char *fragmentShaderFog = R"glsl(
|
|
|
|
uniform float fogAttenuation;
|
|
uniform float fogAmbient;
|
|
uniform vec4 fogColour;
|
|
uniform vec3 spotFogColor;
|
|
uniform vec4 spotEllipse;
|
|
|
|
// Spotlight on fog
|
|
float ellipse;
|
|
vec2 position, size;
|
|
vec3 lSpotFogColor;
|
|
|
|
// Scroll fog
|
|
float lfogAttenuation;
|
|
vec3 lFogColor;
|
|
vec4 scrollFog;
|
|
|
|
void main()
|
|
{
|
|
// Scroll fog base color
|
|
lFogColor = fogColour.rgb * fogAmbient;
|
|
|
|
// Spotlight on fog (area)
|
|
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);
|
|
|
|
// Scroll fog density
|
|
scrollFog = vec4(lFogColor + lSpotFogColor, fogColour.a);
|
|
|
|
// Final Color
|
|
gl_FragColor = scrollFog;
|
|
}
|
|
|
|
)glsl";
|
|
|
|
|
|
R3DScrollFog::R3DScrollFog(const Util::Config::Node &config)
|
|
: m_config(config)
|
|
{
|
|
//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);
|
|
|
|
glEnableVertexAttribArray (0);
|
|
glVertexAttribPointer (m_locInVertex, 3, GL_FLOAT, GL_FALSE, sizeof(SFVertex), 0);
|
|
glDrawArrays (GL_TRIANGLES, 0, 6);
|
|
glDisableVertexAttribArray (0);
|
|
|
|
glUseProgram (0);
|
|
m_vbo.Bind (false);
|
|
|
|
glDisable (GL_BLEND);
|
|
glDepthMask (GL_TRUE);
|
|
}
|
|
|
|
void R3DScrollFog::AllocResources()
|
|
{
|
|
bool success = LoadShaderProgram(&m_shaderProgram, &m_vertexShader, &m_fragmentShader, m_config["VertexShaderFog"].ValueAs<std::string>(), m_config["FragmentShaderFog"].ValueAs<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_locInVertex = glGetAttribLocation(m_shaderProgram, "inVertex");
|
|
|
|
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();
|
|
}
|
|
|
|
} |