mirror of
https://github.com/RetroDECK/Supermodel.git
synced 2024-11-23 14:15:40 +00:00
356 lines
10 KiB
C++
356 lines
10 KiB
C++
#include "R3DShader.h"
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#include "Graphics/Shader.h"
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namespace New3D {
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static const char *vertexShaderBasic =
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// uniforms
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"uniform float fogIntensity;\n"
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"uniform float fogDensity;\n"
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"uniform float fogStart;\n"
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//outputs to fragment shader
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"varying float fsFogFactor;\n"
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"varying float fsSpecularTerm;\n" // specular light term (additive)
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"varying vec3 fsViewVertex;\n"
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"varying vec3 fsViewNormal;\n" // per vertex normal vector
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"void main(void)\n"
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"{\n"
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"fsViewVertex = vec3(gl_ModelViewMatrix * gl_Vertex);\n"
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"fsViewNormal = normalize(gl_NormalMatrix *gl_Normal);\n"
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"float z = length(fsViewVertex);\n"
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"fsFogFactor = fogIntensity * clamp(fogStart + z * fogDensity, 0.0, 1.0);\n"
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"gl_FrontColor = gl_Color;\n"
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"gl_TexCoord[0] = gl_MultiTexCoord0;\n"
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"gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
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"}\n";
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static const char *fragmentShaderBasic =
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"uniform sampler2D tex1;\n" // base tex
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"uniform sampler2D tex2;\n" // micro tex (optional)
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"uniform int textureEnabled;\n"
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"uniform int microTexture;\n"
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"uniform int alphaTest;\n"
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"uniform int textureAlpha;\n"
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"uniform vec3 fogColour;\n"
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"uniform vec4 spotEllipse;\n" // spotlight ellipse position: .x=X position (screen coordinates), .y=Y position, .z=half-width, .w=half-height)
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"uniform vec2 spotRange;\n" // spotlight Z range: .x=start (viewspace coordinates), .y=limit
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"uniform vec3 spotColor;\n" // spotlight RGB color
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"uniform vec3 lighting[2];\n" // lighting state (lighting[0] = sun direction, lighting[1].x,y = diffuse, ambient intensities from 0-1.0)
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"uniform int lightEnable;\n" // lighting enabled (1.0) or luminous (0.0), drawn at full intensity
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"uniform float specularCoefficient;\n" // specular coefficient
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"uniform float shininess;\n" // specular shininess
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//interpolated inputs from vertex shader
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"varying float fsFogFactor;\n"
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"varying float fsSpecularTerm;\n" // specular light term (additive)
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"varying vec3 fsViewVertex;\n"
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"varying vec3 fsViewNormal;\n" // per vertex normal vector
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"void main()\n"
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"{\n"
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"vec4 tex1Data;\n"
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"vec4 colData;\n"
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"vec4 finalData;\n"
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"bool discardFragment = false;\n"
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"tex1Data = vec4(1.0, 1.0, 1.0, 1.0);\n"
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"if(textureEnabled==1) {\n"
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"tex1Data = texture2D( tex1, gl_TexCoord[0].st);\n"
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"if (microTexture==1) {\n"
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"vec4 tex2Data = texture2D( tex2, gl_TexCoord[0].st * 4.0);\n"
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"tex1Data = (tex1Data+tex2Data)/2.0;\n"
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"}\n"
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"if (alphaTest==1) {\n" // does it make any sense to do this later?
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"if (tex1Data.a < (8.0/16.0)) {\n"
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"discardFragment = true;\n"
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"}\n"
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"}\n"
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"if (textureAlpha == 0) {\n"
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"tex1Data.a = 1.0;\n"
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"}\n"
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"}\n"
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"colData = gl_Color;\n"
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"finalData = tex1Data * colData;\n"
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"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
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"discardFragment = true;\n"
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"}\n"
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"if (discardFragment) {\n"
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"discard;\n"
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"}\n"
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"if (lightEnable==1) {\n"
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"vec3 lightIntensity;\n"
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"vec3 sunVector;\n" // sun lighting vector (as reflecting away from vertex)
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"float sunFactor;\n" // sun light projection along vertex normal (0.0 to 1.0)
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// Real3D -> OpenGL view space convention (TO-DO: do this outside of shader)
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"sunVector = lighting[0] * vec3(1.0, -1.0, -1.0);\n"
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// Compute diffuse factor for sunlight
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"sunFactor = max(dot(sunVector, fsViewNormal), 0.0);\n"
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// Total light intensity: sum of all components
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"lightIntensity = vec3(sunFactor*lighting[1].x + lighting[1].y);\n" // ambient + diffuse
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"lightIntensity = clamp(lightIntensity,0.0,1.0);\n"
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"vec2 ellipse;\n"
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"float insideSpot;\n"
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// Compute spotlight and apply lighting
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"ellipse = (gl_FragCoord.xy - spotEllipse.xy) / spotEllipse.zw;\n"
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"insideSpot = dot(ellipse, ellipse);\n"
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"if ((insideSpot <= 1.0) && (-fsViewVertex.z >= spotRange.x)) {\n"
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"lightIntensity.rgb += (1.0 - insideSpot)*spotColor;\n"
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"}\n"
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"finalData.rgb *= lightIntensity;\n"
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"if (sunFactor > 0.0 && specularCoefficient > 0.0) {\n"
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"vec3 v = normalize(-fsViewVertex);\n"
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"vec3 h = normalize(sunVector + v);\n" // halfway vector
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"float NdotHV = max(dot(fsViewNormal,h),0.0);\n"
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"finalData.rgb += vec3(specularCoefficient * pow(NdotHV,shininess));\n"
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"}\n"
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"}\n"
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"finalData.rgb = mix(finalData.rgb, fogColour, fsFogFactor);\n"
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"gl_FragColor = finalData;\n"
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"}\n";
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R3DShader::R3DShader()
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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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Start(); // reset attributes
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}
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void R3DShader::Start()
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{
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m_textured1 = false;
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m_textured2 = false;
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m_textureAlpha = false; // use alpha in texture
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m_alphaTest = false; // discard fragment based on alpha (ogl does this with fixed function)
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m_doubleSided = false;
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m_lightEnabled = false;
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m_layered = false;
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m_shininess = 0;
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m_specularCoefficient = 0;
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m_matDet = MatDet::notset;
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m_dirtyMesh = true; // dirty means all the above are dirty, ie first run
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m_dirtyModel = true;
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}
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bool R3DShader::LoadShader(const char* vertexShader, const char* fragmentShader)
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{
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const char* vShader;
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const char* fShader;
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bool success;
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if (vertexShader) {
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vShader = vertexShader;
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}
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else {
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vShader = vertexShaderBasic;
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}
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if (fragmentShader) {
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fShader = fragmentShader;
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}
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else {
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fShader = fragmentShaderBasic;
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}
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success = LoadShaderProgram(&m_shaderProgram, &m_vertexShader, &m_fragmentShader, nullptr, nullptr, vShader, fShader);
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m_locTexture1 = glGetUniformLocation(m_shaderProgram, "tex1");
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m_locTexture2 = glGetUniformLocation(m_shaderProgram, "tex2");
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m_locTexture1Enabled= glGetUniformLocation(m_shaderProgram, "textureEnabled");
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m_locTexture2Enabled= glGetUniformLocation(m_shaderProgram, "microTexture");
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m_locTextureAlpha = glGetUniformLocation(m_shaderProgram, "textureAlpha");
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m_locAlphaTest = glGetUniformLocation(m_shaderProgram, "alphaTest");
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m_locFogIntensity = glGetUniformLocation(m_shaderProgram, "fogIntensity");
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m_locFogDensity = glGetUniformLocation(m_shaderProgram, "fogDensity");
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m_locFogStart = glGetUniformLocation(m_shaderProgram, "fogStart");
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m_locFogColour = glGetUniformLocation(m_shaderProgram, "fogColour");
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m_locLighting = glGetUniformLocation(m_shaderProgram, "lighting");
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m_locLightEnable = glGetUniformLocation(m_shaderProgram, "lightEnable");
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m_locShininess = glGetUniformLocation(m_shaderProgram, "shininess");
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m_locSpecCoefficient= glGetUniformLocation(m_shaderProgram, "specularCoefficient");
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m_locSpotEllipse = glGetUniformLocation(m_shaderProgram, "spotEllipse");
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m_locSpotRange = glGetUniformLocation(m_shaderProgram, "spotRange");
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m_locSpotColor = glGetUniformLocation(m_shaderProgram, "spotColor");
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return success;
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}
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void R3DShader::SetShader(bool enable)
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{
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if (enable) {
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glUseProgram(m_shaderProgram);
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Start();
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}
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else {
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glUseProgram(0);
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}
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}
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void R3DShader::SetMeshUniforms(const Mesh* m)
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{
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if (m == nullptr) {
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return; // sanity check
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}
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if (m_dirtyMesh) {
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glUniform1i(m_locTexture1, 0);
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glUniform1i(m_locTexture2, 1);
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}
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if (m_dirtyMesh || m->textured != m_textured1) {
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glUniform1i(m_locTexture1Enabled, m->textured);
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m_textured1 = m->textured;
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}
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if (m_dirtyMesh || m->microTexture != m_textured2) {
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glUniform1i(m_locTexture2Enabled, m->microTexture);
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m_textured2 = m->microTexture;
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}
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if (m_dirtyMesh || m->alphaTest != m_alphaTest) {
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glUniform1i(m_locAlphaTest, m->alphaTest);
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m_alphaTest = m->alphaTest;
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}
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if (m_dirtyMesh || m->textureAlpha != m_textureAlpha) {
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glUniform1i(m_locTextureAlpha, m->textureAlpha);
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m_textureAlpha = m->textureAlpha;
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}
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if (m_dirtyMesh || m->fogIntensity != m_fogIntensity) {
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glUniform1f(m_locFogIntensity, m->fogIntensity);
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m_fogIntensity = m->fogIntensity;
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}
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if (m_dirtyMesh || m->lighting != m_lightEnabled) {
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glUniform1i(m_locLightEnable, m->lighting);
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m_lightEnabled = m->lighting;
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}
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if (m_dirtyMesh || m->shininess != m_shininess) {
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glUniform1f(m_locShininess, (m->shininess + 1) * 4);
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m_shininess = m->shininess;
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}
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if (m_dirtyMesh || m->specularCoefficient != m_specularCoefficient) {
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glUniform1f(m_locSpecCoefficient, m->specularCoefficient);
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m_specularCoefficient = m->specularCoefficient;
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}
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if (m_dirtyMesh || m->layered != m_layered) {
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m_layered = m->layered;
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if (m_layered) {
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glEnable(GL_STENCIL_TEST);
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}
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else {
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glDisable(GL_STENCIL_TEST);
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}
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}
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if (m_matDet!=MatDet::zero) {
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if (m_dirtyMesh || m->doubleSided != m_doubleSided) {
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m_doubleSided = m->doubleSided;
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if (m_doubleSided) {
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glDisable(GL_CULL_FACE);
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}
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else {
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glEnable(GL_CULL_FACE);
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}
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}
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}
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m_dirtyMesh = false;
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}
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void R3DShader::SetViewportUniforms(const Viewport *vp)
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{
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//didn't bother caching these, they don't get frequently called anyway
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glUniform1f (m_locFogDensity, vp->fogParams[3]);
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glUniform1f (m_locFogStart, vp->fogParams[4]);
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glUniform3fv(m_locFogColour, 1, vp->fogParams);
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glUniform3fv(m_locLighting, 2, vp->lightingParams);
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glUniform4fv(m_locSpotEllipse, 1, vp->spotEllipse);
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glUniform2fv(m_locSpotRange, 1, vp->spotRange);
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glUniform3fv(m_locSpotColor, 1, vp->spotColor);
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}
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void R3DShader::SetModelStates(const Model* model)
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{
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//==========
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MatDet test;
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//==========
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test = MatDet::notset; // happens for bad matrices with NaN
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if (model->determinant < 0) { test = MatDet::negative; }
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else if (model->determinant > 0) { test = MatDet::positive; }
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else if (model->determinant == 0) { test = MatDet::zero; }
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if (m_dirtyModel || m_matDet!=test) {
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switch (test) {
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case MatDet::negative:
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glCullFace(GL_FRONT);
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glEnable(GL_CULL_FACE);
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m_doubleSided = false;
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break;
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case MatDet::positive:
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glCullFace(GL_BACK);
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glEnable(GL_CULL_FACE);
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m_doubleSided = false;
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break;
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default:
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glDisable(GL_CULL_FACE);
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m_doubleSided = true; // basically drawing on both sides now
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}
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}
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m_matDet = test;
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m_dirtyModel = false;
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}
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} // New3D
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