mirror of
https://github.com/RetroDECK/Supermodel.git
synced 2024-11-26 23:55:40 +00:00
144 lines
3.8 KiB
C++
144 lines
3.8 KiB
C++
#include "R3DScrollFog.h"
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#include "Graphics/Shader.h"
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#include "Mat4.h"
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namespace New3D {
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static const char *vertexShaderFog =
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"uniform mat4 mvp;\n"
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"void main(void)\n"
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"{\n"
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"gl_Position = mvp * gl_Vertex;\n"
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"}\n";
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static const char *fragmentShaderFog =
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"uniform float fogAttenuation;\n"
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"uniform float fogAmbient;\n"
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"uniform vec4 fogColour;\n"
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"uniform vec3 spotFogColor;\n"
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"uniform vec4 spotEllipse;\n"
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// Spotlight on fog
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"float ellipse;\n"
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"vec2 position, size;\n"
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"vec3 lSpotFogColor;\n"
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// Scroll fog
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"float lfogAttenuation;\n"
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"vec3 lFogColor;\n"
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"vec4 scrollFog;\n"
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"void main()\n"
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"{\n"
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// Scroll fog base color
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"lFogColor = fogColour.rgb * fogAmbient;\n"
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// Spotlight on fog (area)
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"position = spotEllipse.xy;\n"
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"size = spotEllipse.zw;\n"
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"ellipse = length((gl_FragCoord.xy - position) / size);\n"
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"ellipse = pow(ellipse, 2.0);\n" // decay rate = square of distance from center
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"ellipse = 1.0 - ellipse;\n" // invert
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"ellipse = max(0.0, ellipse);\n" // clamp
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// Spotlight on fog (color)
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"lSpotFogColor = mix(spotFogColor * ellipse * fogColour.rgb, vec3(0.0), fogAttenuation);\n"
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// Scroll fog density
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"scrollFog = vec4(lFogColor + lSpotFogColor, fogColour.a);\n"
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// Final Color
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"gl_FragColor = scrollFog;\n"
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"}\n";
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R3DScrollFog::R3DScrollFog()
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{
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//default coordinates are NDC -1,1 etc
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m_triangles[0].p1.Set(-1,-1, 0);
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m_triangles[0].p2.Set(-1, 1, 0);
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m_triangles[0].p3.Set( 1, 1, 0);
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m_triangles[1].p1.Set(-1,-1, 0);
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m_triangles[1].p2.Set( 1, 1, 0);
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m_triangles[1].p3.Set( 1,-1, 0);
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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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}
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R3DScrollFog::~R3DScrollFog()
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{
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DeallocResources();
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}
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void R3DScrollFog::DrawScrollFog(float rgba[4], float attenuation, float ambient, float *spotRGB, float *spotEllipse)
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{
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//=======
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Mat4 mvp;
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//=======
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// yeah this would have been much easier with immediate mode and fixed function .. >_<
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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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glEnable (GL_BLEND);
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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m_vbo.Bind (true);
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glUseProgram (m_shaderProgram);
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glUniform4f (m_locFogColour, rgba[0], rgba[1], rgba[2], rgba[3]);
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glUniform1f (m_locFogAttenuation, attenuation);
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glUniform1f (m_locFogAmbient, ambient);
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glUniform3f (m_locSpotFogColor, spotRGB[0], spotRGB[1], spotRGB[2]);
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glUniform4f (m_locSpotEllipse, spotEllipse[0], spotEllipse[1], spotEllipse[2], spotEllipse[3]);
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glUniformMatrix4fv (m_locMVP, 1, GL_FALSE, mvp);
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glEnableClientState (GL_VERTEX_ARRAY);
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glVertexPointer (3, GL_FLOAT, sizeof(SFVertex), 0);
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glDrawArrays (GL_TRIANGLES, 0, 6);
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glDisableClientState(GL_VERTEX_ARRAY);
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glUseProgram (0);
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m_vbo.Bind (false);
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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, std::string(), std::string(), vertexShaderFog, fragmentShaderFog);
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m_locMVP = glGetUniformLocation(m_shaderProgram, "mvp");
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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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m_vbo.Create(GL_ARRAY_BUFFER, GL_STATIC_DRAW, sizeof(SFTriangle) * (2), m_triangles);
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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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m_vbo.Destroy();
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}
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} |