mirror of
https://github.com/RetroDECK/Supermodel.git
synced 2024-11-27 08:05:41 +00:00
369 lines
11 KiB
C++
369 lines
11 KiB
C++
#include "R3DShader.h"
|
|
#include "Graphics/Shader.h"
|
|
|
|
namespace New3D {
|
|
|
|
static const char *vertexShaderBasic =
|
|
|
|
// uniforms
|
|
"uniform float fogIntensity;\n"
|
|
"uniform float fogDensity;\n"
|
|
"uniform float fogStart;\n"
|
|
|
|
//outputs to fragment shader
|
|
"varying float fsFogFactor;\n"
|
|
"varying float fsSpecularTerm;\n" // specular light term (additive)
|
|
"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 *fragmentShaderBasic =
|
|
|
|
"uniform sampler2D tex1;\n" // base tex
|
|
"uniform sampler2D tex2;\n" // micro tex (optional)
|
|
|
|
"uniform int textureEnabled;\n"
|
|
"uniform int microTexture;\n"
|
|
"uniform float microTextureScale;\n"
|
|
"uniform int alphaTest;\n"
|
|
"uniform int 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 lighting[2];\n" // lighting state (lighting[0] = sun direction, lighting[1].x,y = diffuse, ambient intensities from 0-1.0)
|
|
"uniform int 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
|
|
|
|
//interpolated inputs from vertex shader
|
|
"varying float fsFogFactor;\n"
|
|
"varying float fsSpecularTerm;\n" // specular light term (additive)
|
|
"varying vec3 fsViewVertex;\n"
|
|
"varying vec3 fsViewNormal;\n" // per vertex normal vector
|
|
"varying vec4 fsColor;\n"
|
|
|
|
"void main()\n"
|
|
"{\n"
|
|
"vec4 tex1Data;\n"
|
|
"vec4 colData;\n"
|
|
"vec4 finalData;\n"
|
|
|
|
"bool discardFragment = false;\n"
|
|
|
|
"tex1Data = vec4(1.0, 1.0, 1.0, 1.0);\n"
|
|
|
|
"if(textureEnabled==1) {\n"
|
|
|
|
"tex1Data = texture2D( tex1, gl_TexCoord[0].st);\n"
|
|
|
|
"if (microTexture==1) {\n"
|
|
"vec2 scale = textureSize(tex1, 0)/256.0;\n" //technically glsl 1.3 .. no one should care hopefully
|
|
"vec4 tex2Data = texture2D( tex2, gl_TexCoord[0].st * scale * microTextureScale);\n"
|
|
|
|
"tex1Data = (tex1Data+tex2Data)/2.0;\n"
|
|
"}\n"
|
|
|
|
"if (alphaTest==1) {\n" // does it make any sense to do this later?
|
|
"if (tex1Data.a < (8.0/16.0)) {\n"
|
|
"discardFragment = true;\n"
|
|
"}\n"
|
|
"}\n"
|
|
|
|
"if (textureAlpha == 0) {\n"
|
|
"tex1Data.a = 1.0;\n"
|
|
"}\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
|
|
"discardFragment = true;\n"
|
|
"}\n"
|
|
|
|
"if (discardFragment) {\n"
|
|
"discard;\n"
|
|
"}\n"
|
|
|
|
"if (lightEnable==1) {\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"
|
|
|
|
"vec2 ellipse;\n"
|
|
"float insideSpot;\n"
|
|
|
|
// Compute spotlight and apply lighting
|
|
"ellipse = (gl_FragCoord.xy - spotEllipse.xy) / spotEllipse.zw;\n"
|
|
"insideSpot = dot(ellipse, ellipse);\n"
|
|
|
|
"if ((insideSpot <= 1.0) && (-fsViewVertex.z >= spotRange.x)) {\n"
|
|
"lightIntensity.rgb += (1.0 - insideSpot)*spotColor;\n"
|
|
"}\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"
|
|
|
|
//"vec3 v = normalize(-fsViewVertex);\n"
|
|
//"vec3 h = normalize(sunVector + v);\n" // halfway vector
|
|
//"float NdotHV = max(dot(fsViewNormal,h),0.0);\n"
|
|
//"finalData.rgb += vec3(specularCoefficient * pow(NdotHV,shininess));\n"
|
|
"}\n"
|
|
"}\n"
|
|
|
|
|
|
"finalData.rgb = mix(finalData.rgb, fogColour, fsFogFactor);\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_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 = vertexShaderBasic;
|
|
}
|
|
|
|
if (fragmentShader) {
|
|
fShader = fragmentShader;
|
|
}
|
|
else {
|
|
fShader = fragmentShaderBasic;
|
|
}
|
|
|
|
success = LoadShaderProgram(&m_shaderProgram, &m_vertexShader, &m_fragmentShader, nullptr, nullptr, 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_locFogIntensity = glGetUniformLocation(m_shaderProgram, "fogIntensity");
|
|
m_locFogDensity = glGetUniformLocation(m_shaderProgram, "fogDensity");
|
|
m_locFogStart = glGetUniformLocation(m_shaderProgram, "fogStart");
|
|
m_locFogColour = glGetUniformLocation(m_shaderProgram, "fogColour");
|
|
|
|
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");
|
|
|
|
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->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);
|
|
|
|
glUniform3fv(m_locLighting, 2, vp->lightingParams);
|
|
glUniform4fv(m_locSpotEllipse, 1, vp->spotEllipse);
|
|
glUniform2fv(m_locSpotRange, 1, vp->spotRange);
|
|
glUniform3fv(m_locSpotColor, 1, vp->spotColor);
|
|
}
|
|
|
|
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
|