mirror of
https://github.com/RetroDECK/Supermodel.git
synced 2024-11-24 22:55:40 +00:00
40c8259130
The standard triangle render requires gl 4.1 core, so should work on mac. The quad renderer runs on 4.5 core. The legacy renderer should still work, and when enabled a regular opengl context will be created, which allows functions marked depreciated in the core profiles to still work. This will only work in windows/linux I think. Apple doesn't support this. A GL 4.1 GPU is now the min required spec. Sorry if you have an OLDER gpu. GL 4.1 is over 12 years old now. This is a big update so I apologise in advance if I accidently broke something :]
146 lines
3.5 KiB
C++
146 lines
3.5 KiB
C++
#include "R3DScrollFog.h"
|
|
#include "Graphics/Shader.h"
|
|
|
|
namespace New3D {
|
|
|
|
static const char *vertexShaderFog = R"glsl(
|
|
|
|
#version 410 core
|
|
|
|
void main(void)
|
|
{
|
|
const vec4 vertices[] = vec4[](vec4(-1.0, -1.0, 0.0, 1.0),
|
|
vec4(-1.0, 1.0, 0.0, 1.0),
|
|
vec4( 1.0, -1.0, 0.0, 1.0),
|
|
vec4( 1.0, 1.0, 0.0, 1.0));
|
|
|
|
gl_Position = vertices[gl_VertexID % 4];
|
|
}
|
|
|
|
)glsl";
|
|
|
|
static const char *fragmentShaderFog = R"glsl(
|
|
|
|
#version 410 core
|
|
|
|
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;
|
|
|
|
// outputs
|
|
out vec4 fragColor;
|
|
|
|
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 = ellipse * ellipse; // 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
|
|
fragColor = scrollFog;
|
|
}
|
|
|
|
)glsl";
|
|
|
|
|
|
R3DScrollFog::R3DScrollFog(const Util::Config::Node &config)
|
|
: m_config(config),
|
|
m_vao(0)
|
|
|
|
{
|
|
m_shaderProgram = 0;
|
|
m_vertexShader = 0;
|
|
m_fragmentShader = 0;
|
|
|
|
AllocResources();
|
|
|
|
glGenVertexArrays(1, &m_vao);
|
|
glBindVertexArray(m_vao);
|
|
// no states needed since we do it in the shader
|
|
glBindVertexArray(0);
|
|
}
|
|
|
|
R3DScrollFog::~R3DScrollFog()
|
|
{
|
|
DeallocResources();
|
|
|
|
if (m_vao) {
|
|
glDeleteVertexArrays(1, &m_vao);
|
|
m_vao = 0;
|
|
}
|
|
}
|
|
|
|
void R3DScrollFog::DrawScrollFog(float rgba[4], float attenuation, float ambient, float *spotRGB, float *spotEllipse)
|
|
{
|
|
// 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);
|
|
|
|
glBindVertexArray (m_vao);
|
|
glUseProgram (m_shaderProgram);
|
|
glUniform4fv (m_locFogColour, 1, rgba);
|
|
glUniform1f (m_locFogAttenuation, attenuation);
|
|
glUniform1f (m_locFogAmbient, ambient);
|
|
glUniform3fv (m_locSpotFogColor, 1, spotRGB);
|
|
glUniform4fv (m_locSpotEllipse, 1, spotEllipse);
|
|
|
|
glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
|
|
|
|
glUseProgram (0);
|
|
glBindVertexArray (0);
|
|
|
|
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_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");
|
|
}
|
|
|
|
void R3DScrollFog::DeallocResources()
|
|
{
|
|
if (m_shaderProgram) {
|
|
DestroyShaderProgram(m_shaderProgram, m_vertexShader, m_fragmentShader);
|
|
}
|
|
|
|
m_shaderProgram = 0;
|
|
m_vertexShader = 0;
|
|
m_fragmentShader = 0;
|
|
}
|
|
|
|
}
|