mirror of
https://github.com/RetroDECK/Supermodel.git
synced 2024-11-23 14:15:40 +00:00
409 lines
12 KiB
C++
409 lines
12 KiB
C++
#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 texureInverted;\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(texureInverted) {\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, "texureInverted");
|
|
|
|
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
|