fixes for gl3

This commit is contained in:
aap 2020-04-26 19:33:43 +02:00
parent 43190a51f7
commit 09b0b36e7d
36 changed files with 858 additions and 647 deletions

View File

@ -56,7 +56,9 @@ void
Charset::close(void)
{
rwFree(indices);
indices = nil;
rwFree(vertices);
vertices = nil;
}
Charset*

View File

@ -159,7 +159,7 @@ matfxRenderCB_Shader(Atomic *atomic, InstanceDataHeader *header)
bool normals = !!(atomic->geometry->flags & Geometry::NORMALS);
float surfProps[4];
surfProps[3] = atomic->geometry->flags&Geometry::PRELIT ? 1.0f : 0.0f;
surfProps[3] = 0.0f;
InstanceData *inst = header->inst;
for(uint32 i = 0; i < header->numMeshes; i++){

View File

@ -89,10 +89,9 @@ defaultRenderCB_Fix(Atomic *atomic, InstanceDataHeader *header)
convMatrix(&world, f->getLTM());
d3ddevice->SetTransform(D3DTS_WORLD, (D3DMATRIX*)&world);
setStreamSource(0, (IDirect3DVertexBuffer9*)header->vertexStream[0].vertexBuffer,
0, header->vertexStream[0].stride);
setIndices((IDirect3DIndexBuffer9*)header->indexBuffer);
setVertexDeclaration((IDirect3DVertexDeclaration9*)header->vertexDeclaration);
setStreamSource(0, header->vertexStream[0].vertexBuffer, 0, header->vertexStream[0].stride);
setIndices(header->indexBuffer);
setVertexDeclaration(header->vertexDeclaration);
InstanceData *inst = header->inst;
for(uint32 i = 0; i < header->numMeshes; i++){
@ -145,10 +144,9 @@ void
defaultRenderCB_Shader(Atomic *atomic, InstanceDataHeader *header)
{
int vsBits;
setStreamSource(0, (IDirect3DVertexBuffer9*)header->vertexStream[0].vertexBuffer,
0, header->vertexStream[0].stride);
setIndices((IDirect3DIndexBuffer9*)header->indexBuffer);
setVertexDeclaration((IDirect3DVertexDeclaration9*)header->vertexDeclaration);
setStreamSource(0, header->vertexStream[0].vertexBuffer, 0, header->vertexStream[0].stride);
setIndices(header->indexBuffer);
setVertexDeclaration(header->vertexDeclaration);
vsBits = lightingCB_Shader(atomic);
uploadMatrices(atomic->getFrame()->getLTM());
@ -165,7 +163,7 @@ defaultRenderCB_Shader(Atomic *atomic, InstanceDataHeader *header)
setVertexShader(default_all_VS);
float surfProps[4];
surfProps[3] = atomic->geometry->flags&Geometry::PRELIT ? 1.0f : 0.0f;
surfProps[3] = 0.0f;
InstanceData *inst = header->inst;
for(uint32 i = 0; i < header->numMeshes; i++){

View File

@ -288,7 +288,7 @@ skinRenderCB(Atomic *atomic, InstanceDataHeader *header)
setVertexShader(skin_all_VS);
float surfProps[4];
surfProps[3] = atomic->geometry->flags&Geometry::PRELIT ? 1.0f : 0.0f;
surfProps[3] = 0.0f;
InstanceData *inst = header->inst;
for(uint32 i = 0; i < header->numMeshes; i++){

View File

@ -37,6 +37,8 @@ static IDirect3DVertexDeclaration9 *im2ddecl;
static IDirect3DVertexBuffer9 *im2dvertbuf;
static IDirect3DIndexBuffer9 *im2dindbuf;
void *im2dOverridePS;
void
openIm2D(void)
{
@ -111,7 +113,9 @@ im2DRenderPrimitive(PrimitiveType primType, void *vertices, int32 numVertices)
setStreamSource(0, im2dvertbuf, 0, sizeof(Im2DVertex));
setVertexDeclaration(im2ddecl);
if(engine->device.getRenderState(TEXTURERASTER))
if(im2dOverridePS)
setPixelShader(im2dOverridePS);
else if(engine->device.getRenderState(TEXTURERASTER))
setPixelShader(im2d_tex_PS);
else
setPixelShader(im2d_PS);
@ -163,7 +167,9 @@ im2DRenderIndexedPrimitive(PrimitiveType primType,
setIndices(im2dindbuf);
setVertexDeclaration(im2ddecl);
if(engine->device.getRenderState(TEXTURERASTER))
if(im2dOverridePS)
setPixelShader(im2dOverridePS);
else if(engine->device.getRenderState(TEXTURERASTER))
setPixelShader(im2d_tex_PS);
else
setPixelShader(im2d_PS);

View File

@ -263,6 +263,8 @@ void uploadMatrices(void); // no world transform
void uploadMatrices(Matrix *worldMat);
int32 uploadLights(WorldLights *lightData); // called by lightingCB_Shader
extern void *im2dOverridePS;
extern void *default_amb_VS;
extern void *default_amb_dir_VS;
extern void *default_all_VS;

View File

@ -23,11 +23,11 @@ VS_out main(in VS_in input)
VS_out output;
output.Position = mul(combinedMat, input.Position);
float3 Vertex = mul(worldMat, input.Position).xyz;
float3 Normal = mul(normalMat, input.Normal);
float3 V = mul(worldMat, input.Position).xyz;
float3 N = mul(normalMat, input.Normal);
output.TexCoord0.xy = input.TexCoord;
output.TexCoord1 = mul(texMat, float4(Normal, 1.0)).xy;
output.TexCoord1 = mul(texMat, float4(N, 1.0)).xy;
output.Color = input.Prelight;
output.Color.rgb += ambientLight.rgb * surfAmbient;
@ -35,15 +35,15 @@ VS_out main(in VS_in input)
int i;
#ifdef DIRECTIONALS
for(i = 0; i < numDirLights; i++)
output.Color.xyz += DoDirLight(lights[i+firstDirLight], Normal)*surfDiffuse;
output.Color.xyz += DoDirLight(lights[i+firstDirLight], N)*surfDiffuse;
#endif
#ifdef POINTLIGHTS
for(i = 0; i < numPointLights; i++)
output.Color.xyz += DoPointLight(lights[i+firstPointLight], Vertex.xyz, Normal)*surfDiffuse;
output.Color.xyz += DoPointLight(lights[i+firstPointLight], V, N)*surfDiffuse;
#endif
#ifdef SPOTLIGHTS
for(i = 0; i < numSpotLights; i++)
output.Color.xyz += DoSpotLight(lights[i+firstSpotLight], Vertex.xyz, Normal)*surfDiffuse;
output.Color.xyz += DoSpotLight(lights[i+firstSpotLight], V, N)*surfDiffuse;
#endif
// PS2 clamps before material color
output.Color = clamp(output.Color, 0.0, 1.0);

View File

@ -293,6 +293,10 @@ Engine::term(void)
PluginList::close();
// This has to be reset because it won't be opened again otherwise
// TODO: maybe reset more stuff here?
d3d::nativeRasterOffset = 0;
#ifdef TRACK_ALLOCATIONS
FORLIST(lnk, allocations){
MemoryBlock *mem = LLLinkGetData(lnk, MemoryBlock, inAllocList);

View File

@ -62,10 +62,13 @@ struct UniformState
{
int32 alphaFunc;
float32 alphaRef;
int32 fogEnable;
float32 fogStart;
float32 fogEnd;
int32 pad[3];
float32 fogRange;
float32 fogDisable;
int32 pad[2];
RGBAf fogColor;
};
@ -77,14 +80,10 @@ struct UniformScene
struct UniformLight
{
V3d position;
float32 w;
V3d direction;
int32 pad1;
float32 enabled, radius, minusCosAngle, hardSpot;
V3d position; int32 pad0;
V3d direction; int32 pad1;
RGBAf color;
float32 radius;
float32 minusCosAngle;
int32 pad2[2];
};
#define MAX_LIGHTS 8
@ -93,9 +92,9 @@ struct UniformObject
{
RawMatrix world;
RGBAf ambLight;
int32 numLights;
int32 pad[3];
UniformLight lights[MAX_LIGHTS];
UniformLight directLights[MAX_LIGHTS];
UniformLight pointLights[MAX_LIGHTS];
UniformLight spotLights[MAX_LIGHTS];
};
static GLuint vao;
@ -106,9 +105,9 @@ static UniformScene uniformScene;
static UniformObject uniformObject;
int32 u_matColor;
int32 u_surfaceProps;
int32 u_surfProps;
Shader *simpleShader;
Shader *defaultShader;
static bool32 stateDirty = 1;
static bool32 sceneDirty = 1;
@ -133,6 +132,9 @@ struct RwStateCache {
uint32 zwrite;
uint32 ztest;
uint32 cullmode;
uint32 fogEnable;
float32 fogStart;
float32 fogEnd;
RwRasterStateCache texstage[MAXNUMSTAGES];
};
static RwStateCache rwStateCache;
@ -155,6 +157,41 @@ static uint32 blendMap[] = {
GL_SRC_ALPHA_SATURATE,
};
static void
setDepthTest(bool32 enable)
{
if(rwStateCache.ztest != enable){
rwStateCache.ztest = enable;
if(rwStateCache.zwrite && !enable){
// If we still want to write, enable but set mode to always
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS);
}else{
if(rwStateCache.ztest)
glEnable(GL_DEPTH_TEST);
else
glDisable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
}
}
}
static void
setDepthWrite(bool32 enable)
{
enable = enable ? GL_TRUE : GL_FALSE;
if(rwStateCache.zwrite != enable){
rwStateCache.zwrite = enable;
if(enable && !rwStateCache.ztest){
// Have to switch on ztest so writing can work
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS);
}
glDepthMask(rwStateCache.zwrite);
}
}
static void
setAlphaTest(bool32 enable)
{
@ -412,23 +449,14 @@ setRenderState(int32 state, void *pvalue)
}
break;
case ZTESTENABLE:
if(rwStateCache.ztest != value){
rwStateCache.ztest = value;
if(rwStateCache.ztest)
glEnable(GL_DEPTH_TEST);
else
glDisable(GL_DEPTH_TEST);
}
setDepthTest(value);
break;
case ZWRITEENABLE:
if(rwStateCache.zwrite != (value ? GL_TRUE : GL_FALSE)){
rwStateCache.zwrite = value ? GL_TRUE : GL_FALSE;
glDepthMask(rwStateCache.zwrite);
}
setDepthWrite(value);
break;
case FOGENABLE:
if(uniformState.fogEnable != value){
uniformState.fogEnable = value;
if(rwStateCache.fogEnable != value){
rwStateCache.fogEnable = value;
stateDirty = 1;
}
break;
@ -506,7 +534,7 @@ getRenderState(int32 state)
val = rwStateCache.zwrite;
break;
case FOGENABLE:
val = uniformState.fogEnable;
val = rwStateCache.fogEnable;
break;
case FOGCOLOR:
convColor(&rgba, &uniformState.fogColor);
@ -534,8 +562,10 @@ resetRenderState(void)
rwStateCache.alphaFunc = ALPHAGREATEREQUAL;
uniformState.alphaFunc = 0;
uniformState.alphaRef = 10.0f/255.0f;
uniformState.fogEnable = 0;
uniformState.fogDisable = 1.0f;
uniformState.fogStart = 0.0f;
uniformState.fogEnd = 0.0f;
uniformState.fogRange = 0.0f;
uniformState.fogColor = { 1.0f, 1.0f, 1.0f, 1.0f };
stateDirty = 1;
@ -573,40 +603,66 @@ setWorldMatrix(Matrix *mat)
objectDirty = 1;
}
void
setAmbientLight(RGBAf *amb)
int32
setLights(WorldLights *lightData)
{
uniformObject.ambLight = *amb;
objectDirty = 1;
}
int i, np, ns;
Light *l;
int32 bits;
void
setNumLights(int32 n)
{
uniformObject.numLights = n;
objectDirty = 1;
}
uniformObject.ambLight = lightData->ambient;
memset(uniformObject.directLights, 0, sizeof(uniformObject.directLights));
memset(uniformObject.pointLights, 0, sizeof(uniformObject.pointLights));
memset(uniformObject.spotLights, 0, sizeof(uniformObject.spotLights));
void
setLight(int32 n, Light *light)
{
UniformLight *l;
Frame *f;
Matrix *m;
bits = 0;
l = &uniformObject.lights[n];
f = light->getFrame();
if(f){
m = f->getLTM();
l->position = m->pos;
l->direction = m->at;
for(i = 0; i < lightData->numDirectionals && i < 8; i++){
l = lightData->directionals[i];
uniformObject.directLights[i].enabled = 1.0f;
uniformObject.directLights[i].color = l->color;
uniformObject.directLights[i].direction = l->getFrame()->getLTM()->at;
bits |= VSLIGHT_POINT;
}
// light has position
l->w = light->getType() >= Light::POINT ? 1.0f : 0.0f;
l->color = light->color;
l->radius = light->radius;
l->minusCosAngle = light->minusCosAngle;
np = 0;
ns = 0;
for(i = 0; i < lightData->numLocals; i++){
l = lightData->locals[i];
switch(l->getType()){
case Light::POINT:
if(np >= 8)
continue;
uniformObject.pointLights[np].enabled = 1.0f;
uniformObject.pointLights[np].color = l->color;
uniformObject.pointLights[np].position = l->getFrame()->getLTM()->pos;
uniformObject.pointLights[np].radius = l->radius;
np++;
bits |= VSLIGHT_POINT;
break;
case Light::SPOT:
case Light::SOFTSPOT:
if(np >= 8)
continue;
uniformObject.spotLights[ns].enabled = 1.0f;
uniformObject.spotLights[ns].color = l->color;
uniformObject.spotLights[ns].position = l->getFrame()->getLTM()->pos;
uniformObject.spotLights[ns].direction = l->getFrame()->getLTM()->at;
uniformObject.spotLights[ns].radius = l->radius;
uniformObject.spotLights[ns].minusCosAngle = l->minusCosAngle;
if(l->getType() == Light::SOFTSPOT)
uniformObject.spotLights[ns].hardSpot = 0.0f;
else
uniformObject.spotLights[ns].hardSpot = 1.0f;
ns++;
bits |= VSLIGHT_SPOT;
break;
}
}
objectDirty = 1;
return 0;
}
void
@ -639,6 +695,10 @@ flushCache(void)
sceneDirty = 0;
}
if(stateDirty){
uniformState.fogDisable = rwStateCache.fogEnable ? 0.0f : 1.0f;
uniformState.fogStart = rwStateCache.fogStart;
uniformState.fogEnd = rwStateCache.fogEnd;
uniformState.fogRange = 1.0f/(rwStateCache.fogStart - rwStateCache.fogEnd);
glBindBuffer(GL_UNIFORM_BUFFER, ubo_state);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(UniformState),
&uniformState);
@ -762,12 +822,12 @@ beginUpdate(Camera *cam)
memcpy(&cam->devProj, &proj, sizeof(RawMatrix));
setProjectionMatrix(proj);
if(uniformState.fogStart != cam->fogPlane){
uniformState.fogStart = cam->fogPlane;
if(rwStateCache.fogStart != cam->fogPlane){
rwStateCache.fogStart = cam->fogPlane;
stateDirty = 1;
}
if(uniformState.fogEnd != cam->farPlane){
uniformState.fogEnd = cam->farPlane;
if(rwStateCache.fogEnd != cam->farPlane){
rwStateCache.fogEnd = cam->farPlane;
stateDirty = 1;
}
@ -993,7 +1053,7 @@ initOpenGL(void)
registerBlock("Object");
registerBlock("State");
u_matColor = registerUniform("u_matColor");
u_surfaceProps = registerUniform("u_surfaceProps");
u_surfProps = registerUniform("u_surfProps");
glClearColor(0.25, 0.25, 0.25, 1.0);
@ -1031,9 +1091,12 @@ initOpenGL(void)
GL_DYNAMIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
#include "shaders/simple_vs_gl3.inc"
#include "shaders/default_vs_gl3.inc"
#include "shaders/simple_fs_gl3.inc"
simpleShader = Shader::fromStrings(simple_vert_src, simple_frag_src);
const char *vs[] = { header_vert_src, default_vert_src, nil };
const char *fs[] = { simple_frag_src, nil };
defaultShader = Shader::create(vs, fs);
assert(defaultShader);
openIm2D();
openIm3D();

View File

@ -1,6 +1,7 @@
#include <cstdio>
#include <cstdlib>
#include <cstring>
#include <cassert>
#include "../rwbase.h"
#include "../rwerror.h"
@ -50,7 +51,10 @@ openIm2D(void)
#include "shaders/im2d_gl3.inc"
#include "shaders/simple_fs_gl3.inc"
im2dShader = Shader::fromStrings(im2d_vert_src, simple_frag_src);
const char *vs[] = { header_vert_src, im2d_vert_src, nil };
const char *fs[] = { simple_frag_src, nil };
im2dShader = Shader::create(vs, fs);
assert(im2dShader);
glGenBuffers(1, &im2DIbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, im2DIbo);
@ -176,7 +180,10 @@ openIm3D(void)
{
#include "shaders/im3d_gl3.inc"
#include "shaders/simple_fs_gl3.inc"
im3dShader = Shader::fromStrings(im3d_vert_src, simple_frag_src);
const char *vs[] = { header_vert_src, im3d_vert_src, nil };
const char *fs[] = { simple_frag_src, nil };
im3dShader = Shader::create(vs, fs);
assert(im3dShader);
glGenBuffers(1, &im3DIbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, im3DIbo);

View File

@ -37,9 +37,14 @@ matfxOpen(void *o, int32, int32)
{
u_texMatrix = registerUniform("u_texMatrix");
u_coefficient = registerUniform("u_coefficient");
#include "shaders/matfx_gl3.inc"
matFXGlobals.pipelines[PLATFORM_GL3] = makeMatFXPipeline();
envShader = Shader::fromStrings(matfx_env_vert_src, matfx_env_frag_src);
#include "shaders/matfx_gl3.inc"
const char *vs[] = { header_vert_src, matfx_env_vert_src, nil };
const char *fs[] = { matfx_env_frag_src, nil };
envShader = Shader::create(vs, fs);
assert(envShader);
return o;
}
@ -65,7 +70,7 @@ matfxDefaultRender(InstanceDataHeader *header, InstanceData *inst)
GLfloat surfProps[4];
m = inst->material;
simpleShader->use();
defaultShader->use();
convColor(&col, &m->color);
glUniform4fv(U(u_matColor), 1, (GLfloat*)&col);
@ -74,7 +79,7 @@ matfxDefaultRender(InstanceDataHeader *header, InstanceData *inst)
surfProps[1] = m->surfaceProps.specular;
surfProps[2] = m->surfaceProps.diffuse;
surfProps[3] = 0.0f;
glUniform4fv(U(u_surfaceProps), 1, surfProps);
glUniform4fv(U(u_surfProps), 1, surfProps);
setTexture(0, m->texture);
@ -85,82 +90,54 @@ matfxDefaultRender(InstanceDataHeader *header, InstanceData *inst)
GL_UNSIGNED_SHORT, (void*)(uintptr)inst->offset);
}
static Frame *lastEnvFrame;
static RawMatrix normal2texcoord = {
{ 0.5f, 0.0f, 0.0f }, 0.0f,
{ 0.0f, -0.5f, 0.0f }, 0.0f,
{ 0.0f, 0.0f, 1.0f }, 0.0f,
{ 0.5f, 0.5f, 0.0f }, 1.0f
};
void
calcEnvTexMatrix(Frame *f, float32 *mat)
uploadEnvMatrix(Frame *frame)
{
Matrix cam;
if(f){
// PS2 style - could be simplified by the shader
cam = *((Camera*)engine->currentCamera)->getFrame()->getLTM();
cam.pos = { 0.0, 0.0, 0.0 };
cam.right.x = -cam.right.x;
cam.right.y = -cam.right.y;
cam.right.z = -cam.right.z;
Matrix invMat;
if(frame == nil)
frame = engine->currentCamera->getFrame();
Matrix inv;
Matrix::invert(&inv, f->getLTM());
inv.pos = { -1.0, -1.0, -1.0 };
inv.right.x *= -0.5f;
inv.right.y *= -0.5f;
inv.right.z *= -0.5f;
inv.up.x *= -0.5f;
inv.up.y *= -0.5f;
inv.up.z *= -0.5f;
inv.at.x *= -0.5f;
inv.at.y *= -0.5f;
inv.at.z *= -0.5f;
inv.pos.x *= -0.5f;
inv.pos.y *= -0.5f;
inv.pos.z *= -0.5f;
// cache the matrix across multiple meshes
static RawMatrix envMtx;
if(frame != lastEnvFrame){
lastEnvFrame = frame;
Matrix m;
Matrix::mult(&m, &cam, &inv);
memcpy(mat, &m, 64);
mat[3] = mat[7] = mat[11] = 0.0f;
mat[15] = 1.0f;
}else{
// D3D - TODO: find out what PS2 does
mat[0] = 0.5f;
mat[1] = 0.0f;
mat[2] = 0.0f;
mat[3] = 0.0f;
mat[4] = 0.0f;
mat[5] = -0.5f;
mat[6] = 0.0f;
mat[7] = 0.0f;
mat[8] = 0.0f;
mat[9] = 0.0f;
mat[10] = 1.0f;
mat[11] = 0.0f;
mat[12] = 0.5f;
mat[13] = 0.5f;
mat[14] = 0.0f;
mat[15] = 0.0f;
RawMatrix invMtx;
Matrix::invert(&invMat, frame->getLTM());
convMatrix(&invMtx, &invMat);
RawMatrix::mult(&envMtx, &invMtx, &normal2texcoord);
}
glUniformMatrix4fv(U(u_texMatrix), 1, GL_FALSE, (float*)&envMtx);
}
void
matfxEnvRender(InstanceDataHeader *header, InstanceData *inst)
matfxEnvRender(InstanceDataHeader *header, InstanceData *inst, MatFX::Env *env)
{
Material *m;
RGBAf col;
GLfloat surfProps[4];
float32 texMat[16];
m = inst->material;
if(env->tex == nil || env->coefficient == 0.0f){
matfxDefaultRender(header, inst);
MatFX *fx = MatFX::get(m);
int32 idx = fx->getEffectIndex(MatFX::ENVMAP);
MatFX::Env *env = &fx->fx[idx].env;
return;
}
envShader->use();
setTexture(0, m->texture);
setTexture(1, env->tex);
uploadEnvMatrix(env->frame);
convColor(&col, &m->color);
glUniform4fv(U(u_matColor), 1, (GLfloat*)&col);
@ -168,52 +145,47 @@ matfxEnvRender(InstanceDataHeader *header, InstanceData *inst)
surfProps[1] = m->surfaceProps.specular;
surfProps[2] = m->surfaceProps.diffuse;
surfProps[3] = 0.0f;
glUniform4fv(U(u_surfaceProps), 1, surfProps);
glUniform4fv(U(u_surfProps), 1, surfProps);
glUniform1fv(U(u_coefficient), 1, &env->coefficient);
calcEnvTexMatrix(env->frame, texMat);
glUniformMatrix4fv(U(u_texMatrix), 1, GL_FALSE, texMat);
setTexture(0, env->tex);
rw::SetRenderState(VERTEXALPHA, 1);
rw::SetRenderState(SRCBLEND, BLENDONE);
rw::SetRenderState(DESTBLEND, BLENDONE);
flushCache();
glDrawElements(header->primType, inst->numIndex,
GL_UNSIGNED_SHORT, (void*)(uintptr)inst->offset);
rw::SetRenderState(SRCBLEND, BLENDSRCALPHA);
rw::SetRenderState(DESTBLEND, BLENDINVSRCALPHA);
}
void
matfxRenderCB(Atomic *atomic, InstanceDataHeader *header)
{
setWorldMatrix(atomic->getFrame()->getLTM());
lightingCB(!!(atomic->geometry->flags & Geometry::NORMALS));
lightingCB(atomic);
glBindBuffer(GL_ARRAY_BUFFER, header->vbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, header->ibo);
setAttribPointers(header->attribDesc, header->numAttribs);
lastEnvFrame = nil;
InstanceData *inst = header->inst;
int32 n = header->numMeshes;
// rw::SetRenderState(ALPHATESTFUNC, 1);
// rw::SetRenderState(ALPHATESTREF, 50);
int32 fx;
while(n--){
fx = MatFX::getEffects(inst->material);
switch(fx){
MatFX *matfx = MatFX::get(inst->material);
if(matfx == nil)
matfxDefaultRender(header, inst);
else switch(matfx->type){
case MatFX::ENVMAP:
matfxEnvRender(header, inst);
matfxEnvRender(header, inst, &matfx->fx[0].env);
break;
default:
matfxDefaultRender(header, inst);
break;
}
inst++;
}

View File

@ -44,7 +44,7 @@ rasterCreateTexture(Raster *raster)
// TODO: check if this is correct
natras->internalFormat = GL_RGBA;
natras->format = GL_RGBA;
natras->type = GL_UNSIGNED_SHORT_5_5_5_1;
natras->type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
natras->hasAlpha = 1;
break;
default:
@ -96,7 +96,7 @@ rasterCreateCameraTexture(Raster *raster)
// TODO: check if this is correct
natras->internalFormat = GL_RGBA;
natras->format = GL_RGBA;
natras->type = GL_UNSIGNED_SHORT_5_5_5_1;
natras->type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
natras->hasAlpha = 1;
break;
}
@ -242,12 +242,23 @@ imageFindRasterFormat(Image *img, int32 type,
return 1;
}
static uint8*
flipImage(Image *image)
{
int i;
uint8 *newPx = (uint8*)rwMalloc(image->stride*image->height, 0);
for(i = 0; i < image->height; i++)
memcpy(&newPx[i*image->stride], &image->pixels[(image->height-1-i)*image->stride], image->stride);
return newPx;
}
bool32
rasterFromImage(Raster *raster, Image *image)
{
if((raster->type&0xF) != Raster::TEXTURE)
return 0;
#ifdef RW_OPENGL
// Unpalettize image if necessary but don't change original
Image *truecolimg = nil;
if(image->depth <= 8){
@ -259,18 +270,28 @@ rasterFromImage(Raster *raster, Image *image)
image = truecolimg;
}
// NB: important to set the format of the input data here!
Gl3Raster *natras = PLUGINOFFSET(Gl3Raster, raster, nativeRasterOffset);
switch(image->depth){
case 32:
if(raster->format != Raster::C8888 &&
raster->format != Raster::C888)
goto err;
natras->format = GL_RGBA;
natras->type = GL_UNSIGNED_BYTE;
natras->hasAlpha = 1;
break;
case 24:
if(raster->format != Raster::C888) goto err;
natras->format = GL_RGB;
natras->type = GL_UNSIGNED_BYTE;
natras->hasAlpha = 0;
break;
case 16:
if(raster->format != Raster::C1555) goto err;
natras->format = GL_RGBA;
natras->type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
natras->hasAlpha = 1;
break;
case 8:
@ -283,12 +304,16 @@ rasterFromImage(Raster *raster, Image *image)
natras->hasAlpha = image->hasAlpha();
#ifdef RW_OPENGL
uint8 *flipped = flipImage(image);
glBindTexture(GL_TEXTURE_2D, natras->texid);
glTexImage2D(GL_TEXTURE_2D, 0, natras->internalFormat,
raster->width, raster->height,
0, natras->format, natras->type, image->pixels);
0, natras->format, natras->type, flipped);
glBindTexture(GL_TEXTURE_2D, 0);
rwFree(flipped);
#endif
return 1;
}

View File

@ -40,31 +40,29 @@ disableAttribPointers(AttribDesc *attribDescs, int32 numAttribs)
glDisableVertexAttribArray(a->index);
}
void
lightingCB(bool32 normals)
int32
lightingCB(Atomic *atomic)
{
World *world;
RGBAf ambLight = { 0.0, 0.0, 0.0, 1.0 };
int n = 0;
WorldLights lightData;
Light *directionals[8];
Light *locals[8];
lightData.directionals = directionals;
lightData.numDirectionals = 8;
lightData.locals = locals;
lightData.numLocals = 8;
world = (World*)engine->currentWorld;
// only unpositioned lights right now
FORLIST(lnk, world->globalLights){
Light *l = Light::fromWorld(lnk);
if(normals &&
l->getType() == Light::DIRECTIONAL &&
l->getFlags() & Light::LIGHTATOMICS){
if(n >= MAX_LIGHTS)
continue;
setLight(n++, l);
}else if(l->getType() == Light::AMBIENT){
ambLight.red += l->color.red;
ambLight.green += l->color.green;
ambLight.blue += l->color.blue;
if(atomic->geometry->flags & rw::Geometry::LIGHT){
((World*)engine->currentWorld)->enumerateLights(atomic, &lightData);
if((atomic->geometry->flags & rw::Geometry::NORMALS) == 0){
// Get rid of lights that need normals when we don't have any
lightData.numDirectionals = 0;
lightData.numLocals = 0;
}
return setLights(&lightData);
}else{
memset(&lightData, 0, sizeof(lightData));
return setLights(&lightData);
}
setNumLights(n);
setAmbientLight(&ambLight);
}
#define U(i) currentShader->uniformLocations[i]
@ -77,7 +75,7 @@ defaultRenderCB(Atomic *atomic, InstanceDataHeader *header)
GLfloat surfProps[4];
setWorldMatrix(atomic->getFrame()->getLTM());
lightingCB(!!(atomic->geometry->flags & Geometry::NORMALS));
lightingCB(atomic);
glBindBuffer(GL_ARRAY_BUFFER, header->vbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, header->ibo);
@ -86,7 +84,7 @@ defaultRenderCB(Atomic *atomic, InstanceDataHeader *header)
InstanceData *inst = header->inst;
int32 n = header->numMeshes;
simpleShader->use();
defaultShader->use();
while(n--){
m = inst->material;
@ -98,7 +96,7 @@ defaultRenderCB(Atomic *atomic, InstanceDataHeader *header)
surfProps[1] = m->surfaceProps.specular;
surfProps[2] = m->surfaceProps.diffuse;
surfProps[3] = 0.0f;
glUniform4fv(U(u_surfaceProps), 1, surfProps);
glUniform4fv(U(u_surfProps), 1, surfProps);
setTexture(0, m->texture);

View File

@ -16,6 +16,8 @@
namespace rw {
namespace gl3 {
#include "shaders/header_vs.inc"
UniformRegistry uniformRegistry;
int32
@ -89,14 +91,17 @@ loadfile(const char *path)
}
static int
compileshader(GLenum type, const char *src, GLuint *shader)
compileshader(GLenum type, const char **src, GLuint *shader)
{
GLint n;
GLint shdr, success;
GLint len;
char *log;
for(n = 0; src[n]; n++);
shdr = glCreateShader(type);
glShaderSource(shdr, 1, &src, nil);
glShaderSource(shdr, n, src, nil);
glCompileShader(shdr);
glGetShaderiv(shdr, GL_COMPILE_STATUS, &success);
if(!success){
@ -139,6 +144,58 @@ linkprogram(GLint vs, GLint fs, GLuint *program)
return 0;
}
Shader*
Shader::create(const char **vsrc, const char **fsrc)
{
GLuint vs, fs, program;
int i;
int fail;
fail = compileshader(GL_VERTEX_SHADER, vsrc, &vs);
if(fail)
return nil;
fail = compileshader(GL_FRAGMENT_SHADER, fsrc, &fs);
if(fail)
return nil;
fail = linkprogram(vs, fs, &program);
if(fail)
return nil;
glDeleteProgram(vs);
glDeleteProgram(fs);
Shader *sh = rwNewT(Shader, 1, MEMDUR_EVENT | ID_DRIVER); // or global?
// set uniform block binding
for(i = 0; i < uniformRegistry.numBlocks; i++){
int idx = glGetUniformBlockIndex(program,
uniformRegistry.blockNames[i]);
if(idx >= 0)
glUniformBlockBinding(program, idx, i);
}
// query uniform locations
sh->program = program;
sh->uniformLocations = rwNewT(GLint, uniformRegistry.numUniforms, MEMDUR_EVENT | ID_DRIVER);
for(i = 0; i < uniformRegistry.numUniforms; i++)
sh->uniformLocations[i] = glGetUniformLocation(program,
uniformRegistry.uniformNames[i]);
// set samplers
glUseProgram(program);
char name[64];
GLint loc;
for(i = 0; i < 4; i++){
sprintf(name, "tex%d", i);
loc = glGetUniformLocation(program, name);
glUniform1i(loc, i);
}
return sh;
}
#if 0
Shader*
Shader::fromStrings(const char *vsrc, const char *fsrc)
{
@ -191,6 +248,7 @@ Shader::fromFiles(const char *vspath, const char *fspath)
rwFree(fsrc);
return s;
}
#endif
void
Shader::use(void)

View File

@ -35,10 +35,15 @@ static void*
skinOpen(void *o, int32, int32)
{
u_boneMatrices = registerUniform("u_boneMatrices");
skinGlobals.pipelines[PLATFORM_GL3] = makeSkinPipeline();
#include "shaders/simple_fs_gl3.inc"
#include "shaders/skin_gl3.inc"
skinGlobals.pipelines[PLATFORM_GL3] = makeSkinPipeline();
skinShader = Shader::fromStrings(skin_vert_src, simple_frag_src);
const char *vs[] = { header_vert_src, skin_vert_src, nil };
const char *fs[] = { simple_frag_src, nil };
skinShader = Shader::create(vs, fs);
assert(skinShader);
return o;
}
@ -216,23 +221,34 @@ skinUninstanceCB(Geometry *geo, InstanceDataHeader *header)
static float skinMatrices[64*16];
void
updateSkinMatrices(Atomic *a)
uploadSkinMatrices(Atomic *a)
{
int i;
Skin *skin = Skin::get(a->geometry);
HAnimHierarchy *hier = Skin::getHierarchy(a);
Matrix *invMats = (Matrix*)skin->inverseMatrices;
Matrix tmp;
float *m;
m = (float*)skinMatrices;
for(int i = 0; i < hier->numNodes; i++){
Matrix *m = (Matrix*)skinMatrices;
if(hier->flags & HAnimHierarchy::LOCALSPACEMATRICES){
for(i = 0; i < hier->numNodes; i++){
invMats[i].flags = 0;
Matrix::mult((Matrix*)m, &invMats[i], &hier->matrices[i]);
m[3] = 0.0f;
m[7] = 0.0f;
m[11] = 0.0f;
m[15] = 1.0f;
m += 16;
Matrix::mult(m, &invMats[i], &hier->matrices[i]);
m++;
}
}else{
Matrix invAtmMat;
Matrix::invert(&invAtmMat, a->getFrame()->getLTM());
for(i = 0; i < hier->numNodes; i++){
invMats[i].flags = 0;
Matrix::mult(&tmp, &hier->matrices[i], &invAtmMat);
Matrix::mult(m, &invMats[i], &tmp);
m++;
}
}
glUniformMatrix4fv(U(u_boneMatrices), 64, GL_FALSE,
(GLfloat*)skinMatrices);
}
void
@ -243,7 +259,7 @@ skinRenderCB(Atomic *atomic, InstanceDataHeader *header)
GLfloat surfProps[4];
setWorldMatrix(atomic->getFrame()->getLTM());
lightingCB(!!(atomic->geometry->flags & Geometry::NORMALS));
lightingCB(atomic);
glBindBuffer(GL_ARRAY_BUFFER, header->vbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, header->ibo);
@ -252,14 +268,9 @@ skinRenderCB(Atomic *atomic, InstanceDataHeader *header)
InstanceData *inst = header->inst;
int32 n = header->numMeshes;
// rw::setRenderState(ALPHATESTFUNC, 1);
// rw::setRenderState(ALPHATESTREF, 50);
skinShader->use();
updateSkinMatrices(atomic);
glUniformMatrix4fv(U(u_boneMatrices), 64, GL_FALSE,
(GLfloat*)skinMatrices);
uploadSkinMatrices(atomic);
while(n--){
m = inst->material;
@ -271,7 +282,7 @@ skinRenderCB(Atomic *atomic, InstanceDataHeader *header)
surfProps[1] = m->surfaceProps.specular;
surfProps[2] = m->surfaceProps.diffuse;
surfProps[3] = 0.0f;
glUniform4fv(U(u_surfaceProps), 1, surfProps);
glUniform4fv(U(u_surfProps), 1, surfProps);
setTexture(0, m->texture);

View File

@ -57,7 +57,7 @@ enum AttribIndices
// default uniform indices
extern int32 u_matColor;
extern int32 u_surfaceProps;
extern int32 u_surfProps;
struct InstanceData
{
@ -92,7 +92,7 @@ struct InstanceDataHeader : rw::InstanceDataHeader
struct Shader;
extern Shader *simpleShader;
extern Shader *defaultShader;
struct Im3DVertex
{
@ -146,15 +146,27 @@ void disableAttribPointers(AttribDesc *attribDescs, int32 numAttribs);
// Render state
// Vertex shader bits
enum
{
// These should be low so they could be used as indices
VSLIGHT_DIRECT = 1,
VSLIGHT_POINT = 2,
VSLIGHT_SPOT = 4,
VSLIGHT_MASK = 7, // all the above
// less critical
VSLIGHT_AMBIENT = 8,
};
extern const char *header_vert_src;
// per Scene
void setProjectionMatrix(float32*);
void setViewMatrix(float32*);
// per Object
void setWorldMatrix(Matrix*);
void setAmbientLight(RGBAf*);
void setNumLights(int32 n);
void setLight(int32 n, Light*);
int32 setLights(WorldLights *lightData);
// per Mesh
void setTexture(int32 n, Texture *tex);
@ -176,7 +188,7 @@ public:
void defaultInstanceCB(Geometry *geo, InstanceDataHeader *header);
void defaultUninstanceCB(Geometry *geo, InstanceDataHeader *header);
void defaultRenderCB(Atomic *atomic, InstanceDataHeader *header);
void lightingCB(bool32 normals);
int32 lightingCB(Atomic *atomic);
ObjPipeline *makeDefaultPipeline(void);

View File

@ -31,8 +31,9 @@ struct Shader
// same number of elements as UniformRegistry::numUniforms
GLint *uniformLocations;
static Shader *fromFiles(const char *vs, const char *fs);
static Shader *fromStrings(const char *vsrc, const char *fsrc);
static Shader *create(const char **vsrc, const char **fsrc);
// static Shader *fromFiles(const char *vs, const char *fs);
// static Shader *fromStrings(const char *vsrc, const char *fsrc);
void use(void);
void destroy(void);
};

View File

@ -1,4 +1,9 @@
all: im2d_gl3.inc im3d_gl3.inc simple_vs_gl3.inc simple_fs_gl3.inc matfx_gl3.inc skin_gl3.inc
all: header_vs.inc im2d_gl3.inc im3d_gl3.inc default_vs_gl3.inc simple_fs_gl3.inc matfx_gl3.inc skin_gl3.inc
header_vs.inc: header.vert
(echo 'const char *header_vert_src =';\
sed 's/..*/"&\\n"/' header.vert;\
echo ';') >header_vs.inc
im2d_gl3.inc: im2d.vert
(echo 'const char *im2d_vert_src =';\
@ -10,10 +15,10 @@ im3d_gl3.inc: im3d.vert
sed 's/..*/"&\\n"/' im3d.vert;\
echo ';') >im3d_gl3.inc
simple_vs_gl3.inc: simple.vert
(echo 'const char *simple_vert_src =';\
sed 's/..*/"&\\n"/' simple.vert;\
echo ';') >simple_vs_gl3.inc
default_vs_gl3.inc: default.vert
(echo 'const char *default_vert_src =';\
sed 's/..*/"&\\n"/' default.vert;\
echo ';') >default_vs_gl3.inc
simple_fs_gl3.inc: simple.frag
(echo 'const char *simple_frag_src =';\

View File

@ -0,0 +1,48 @@
layout(location = 0) in vec3 in_pos;
layout(location = 1) in vec3 in_normal;
layout(location = 2) in vec4 in_color;
layout(location = 3) in vec2 in_tex0;
out vec4 v_color;
out vec2 v_tex0;
out float v_fog;
void
main(void)
{
vec4 V = u_world * vec4(in_pos, 1.0);
gl_Position = u_proj * u_view * V;
vec3 N = mat3(u_world) * in_normal;
v_tex0 = in_tex0;
v_color = in_color;
v_color.rgb += u_ambLight.rgb*surfAmbient;
#ifdef DIRECTIONALS
for(int i = 0; i < MAX_LIGHTS; i++){
if(u_directLights[i].enabled == 0.0)
break;
v_color.rgb += DoDirLight(u_directLights[i], N)*surfDiffuse;
}
#endif
#ifdef POINTLIGHTS
for(int i = 0; i < MAX_LIGHTS; i++){
if(u_pointLights[i].enabled == 0.0)
break;
v_color.rgb += DoPointLight(u_pointLights[i], V.xyz, N)*surfDiffuse;
}
#endif
#ifdef SPOTLIGHTS
for(int i = 0; i < MAX_LIGHTS; i++){
if(u_spotLights[i].enabled == 0.0)
break;
v_color.rgb += DoSpotLight(u_spotLights[i], V.xyz, N)*surfDiffuse;
}
#endif
v_color = clamp(v_color, 0.0f, 1.0);
v_color *= u_matColor;
v_fog = DoFog(gl_Position.w);
}

View File

@ -0,0 +1,50 @@
const char *default_vert_src =
"layout(location = 0) in vec3 in_pos;\n"
"layout(location = 1) in vec3 in_normal;\n"
"layout(location = 2) in vec4 in_color;\n"
"layout(location = 3) in vec2 in_tex0;\n"
"out vec4 v_color;\n"
"out vec2 v_tex0;\n"
"out float v_fog;\n"
"void\n"
"main(void)\n"
"{\n"
" vec4 V = u_world * vec4(in_pos, 1.0);\n"
" gl_Position = u_proj * u_view * V;\n"
" vec3 N = mat3(u_world) * in_normal;\n"
" v_tex0 = in_tex0;\n"
" v_color = in_color;\n"
" v_color.rgb += u_ambLight.rgb*surfAmbient;\n"
"#ifdef DIRECTIONALS\n"
" for(int i = 0; i < MAX_LIGHTS; i++){\n"
" if(u_directLights[i].enabled == 0.0)\n"
" break;\n"
" v_color.rgb += DoDirLight(u_directLights[i], N)*surfDiffuse;\n"
" }\n"
"#endif\n"
"#ifdef POINTLIGHTS\n"
" for(int i = 0; i < MAX_LIGHTS; i++){\n"
" if(u_pointLights[i].enabled == 0.0)\n"
" break;\n"
" v_color.rgb += DoPointLight(u_pointLights[i], V.xyz, N)*surfDiffuse;\n"
" }\n"
"#endif\n"
"#ifdef SPOTLIGHTS\n"
" for(int i = 0; i < MAX_LIGHTS; i++){\n"
" if(u_spotLights[i].enabled == 0.0)\n"
" break;\n"
" v_color.rgb += DoSpotLight(u_spotLights[i], V.xyz, N)*surfDiffuse;\n"
" }\n"
"#endif\n"
" v_color = clamp(v_color, 0.0f, 1.0);\n"
" v_color *= u_matColor;\n"
" v_fog = DoFog(gl_Position.w);\n"
"}\n"
;

View File

@ -0,0 +1,88 @@
#version 330
layout(std140) uniform State
{
int u_alphaTest;
float u_alphaRef;
float u_fogStart;
float u_fogEnd;
float u_fogRange;
float u_fogDisable;
vec4 u_fogColor;
};
layout(std140) uniform Scene
{
mat4 u_proj;
mat4 u_view;
};
#define MAX_LIGHTS 8
struct Light {
float enabled;
float radius;
float minusCosAngle;
float hardSpot;
vec4 position;
vec4 direction;
vec4 color;
};
layout(std140) uniform Object
{
mat4 u_world;
vec4 u_ambLight;
Light u_directLights[MAX_LIGHTS];
Light u_pointLights[MAX_LIGHTS];
Light u_spotLights[MAX_LIGHTS];
};
uniform vec4 u_matColor;
uniform vec4 u_surfProps; // amb, spec, diff, extra
#define surfAmbient (u_surfProps.x)
#define surfSpecular (u_surfProps.y)
#define surfDiffuse (u_surfProps.z)
vec3 DoDirLight(Light L, vec3 N)
{
float l = max(0.0, dot(N, -L.direction.xyz));
return l*L.color.rgb;
}
vec3 DoPointLight(Light L, vec3 V, vec3 N)
{
// As on PS2
vec3 dir = V - L.position.xyz;
float dist = length(dir);
float atten = max(0.0, (1.0 - dist/L.radius));
float l = max(0.0, dot(N, -normalize(dir)));
return l*L.color.rgb*atten;
}
vec3 DoSpotLight(Light L, vec3 V, vec3 N)
{
// As on PS2
vec3 dir = V - L.position.xyz;
float dist = length(dir);
float atten = max(0.0, (1.0 - dist/L.radius));
dir /= dist;
float l = max(0.0, dot(N, -dir));
float pcos = dot(dir, L.direction.xyz); // cos to point
float ccos = -L.minusCosAngle;
float falloff = (pcos-ccos)/(1.0-ccos);
if(falloff < 0) // outside of cone
l = 0;
l *= max(falloff, L.hardSpot);
return l*L.color.xyz*atten;
}
float DoFog(float w)
{
return clamp((w - u_fogEnd)*u_fogRange, u_fogDisable, 1.0);
}
#define DIRECTIONALS
//#define POINTLIGHTS
//#define SPOTLIGHTS

View File

@ -0,0 +1,89 @@
const char *header_vert_src =
"#version 330\n"
"layout(std140) uniform State\n"
"{\n"
" int u_alphaTest;\n"
" float u_alphaRef;\n"
" float u_fogStart;\n"
" float u_fogEnd;\n"
" float u_fogRange;\n"
" float u_fogDisable;\n"
" vec4 u_fogColor;\n"
"};\n"
"layout(std140) uniform Scene\n"
"{\n"
" mat4 u_proj;\n"
" mat4 u_view;\n"
"};\n"
"#define MAX_LIGHTS 8\n"
"struct Light {\n"
" float enabled;\n"
" float radius;\n"
" float minusCosAngle;\n"
" float hardSpot;\n"
" vec4 position;\n"
" vec4 direction;\n"
" vec4 color;\n"
"};\n"
"layout(std140) uniform Object\n"
"{\n"
" mat4 u_world;\n"
" vec4 u_ambLight;\n"
" Light u_directLights[MAX_LIGHTS];\n"
" Light u_pointLights[MAX_LIGHTS];\n"
" Light u_spotLights[MAX_LIGHTS];\n"
"};\n"
"uniform vec4 u_matColor;\n"
"uniform vec4 u_surfProps; // amb, spec, diff, extra\n"
"#define surfAmbient (u_surfProps.x)\n"
"#define surfSpecular (u_surfProps.y)\n"
"#define surfDiffuse (u_surfProps.z)\n"
"vec3 DoDirLight(Light L, vec3 N)\n"
"{\n"
" float l = max(0.0, dot(N, -L.direction.xyz));\n"
" return l*L.color.rgb;\n"
"}\n"
"vec3 DoPointLight(Light L, vec3 V, vec3 N)\n"
"{\n"
" // As on PS2\n"
" vec3 dir = V - L.position.xyz;\n"
" float dist = length(dir);\n"
" float atten = max(0.0, (1.0 - dist/L.radius));\n"
" float l = max(0.0, dot(N, -normalize(dir)));\n"
" return l*L.color.rgb*atten;\n"
"}\n"
"vec3 DoSpotLight(Light L, vec3 V, vec3 N)\n"
"{\n"
" // As on PS2\n"
" vec3 dir = V - L.position.xyz;\n"
" float dist = length(dir);\n"
" float atten = max(0.0, (1.0 - dist/L.radius));\n"
" dir /= dist;\n"
" float l = max(0.0, dot(N, -dir));\n"
" float pcos = dot(dir, L.direction.xyz); // cos to point\n"
" float ccos = -L.minusCosAngle;\n"
" float falloff = (pcos-ccos)/(1.0-ccos);\n"
" if(falloff < 0) // outside of cone\n"
" l = 0;\n"
" l *= max(falloff, L.hardSpot);\n"
" return l*L.color.xyz*atten;\n"
"}\n"
"float DoFog(float w)\n"
"{\n"
" return clamp((w - u_fogEnd)*u_fogRange, u_fogDisable, 1.0);\n"
"}\n"
"#define DIRECTIONALS\n"
"//#define POINTLIGHTS\n"
"//#define SPOTLIGHTS\n";

View File

@ -1,16 +1,3 @@
#version 330
layout(std140) uniform State
{
int u_alphaTest;
float u_alphaRef;
int u_fogEnable;
float u_fogStart;
float u_fogEnd;
vec4 u_fogColor;
};
uniform vec4 u_xform;
layout(location = 0) in vec4 in_pos;
@ -26,8 +13,8 @@ main(void)
{
gl_Position = in_pos;
gl_Position.xy = gl_Position.xy * u_xform.xy + u_xform.zw;
v_fog = DoFog(gl_Position.z);
gl_Position.xyz *= gl_Position.w;
v_color = in_color;
v_tex0 = in_tex0;
v_fog = clamp((gl_Position.z - u_fogEnd)/(u_fogStart - u_fogEnd), 0.0, 1.0);
}

View File

@ -1,17 +1,4 @@
const char *im2d_vert_src =
"#version 330\n"
"layout(std140) uniform State\n"
"{\n"
" int u_alphaTest;\n"
" float u_alphaRef;\n"
" int u_fogEnable;\n"
" float u_fogStart;\n"
" float u_fogEnd;\n"
" vec4 u_fogColor;\n"
"};\n"
"uniform vec4 u_xform;\n"
"layout(location = 0) in vec4 in_pos;\n"
@ -27,9 +14,9 @@ const char *im2d_vert_src =
"{\n"
" gl_Position = in_pos;\n"
" gl_Position.xy = gl_Position.xy * u_xform.xy + u_xform.zw;\n"
" v_fog = DoFog(gl_Position.z);\n"
" gl_Position.xyz *= gl_Position.w;\n"
" v_color = in_color;\n"
" v_tex0 = in_tex0;\n"
" v_fog = clamp((gl_Position.z - u_fogEnd)/(u_fogStart - u_fogEnd), 0.0, 1.0);\n"
"}\n"
;

View File

@ -1,27 +1,3 @@
#version 330
layout(std140) uniform State
{
int u_alphaTest;
float u_alphaRef;
int u_fogEnable;
float u_fogStart;
float u_fogEnd;
vec4 u_fogColor;
};
layout(std140) uniform Scene
{
mat4 u_proj;
mat4 u_view;
};
layout(std140) uniform Object
{
mat4 u_world;
};
layout(location = 0) in vec3 in_pos;
layout(location = 2) in vec4 in_color;
layout(location = 3) in vec2 in_tex0;
@ -38,5 +14,5 @@ main(void)
gl_Position = u_proj * cV;
v_color = in_color;
v_tex0 = in_tex0;
v_fog = clamp((cV.z - u_fogEnd)/(u_fogStart - u_fogEnd), 0.0, 1.0);
v_fog = DoFog(gl_Position.w);
}

View File

@ -1,28 +1,4 @@
const char *im3d_vert_src =
"#version 330\n"
"layout(std140) uniform State\n"
"{\n"
" int u_alphaTest;\n"
" float u_alphaRef;\n"
" int u_fogEnable;\n"
" float u_fogStart;\n"
" float u_fogEnd;\n"
" vec4 u_fogColor;\n"
"};\n"
"layout(std140) uniform Scene\n"
"{\n"
" mat4 u_proj;\n"
" mat4 u_view;\n"
"};\n"
"layout(std140) uniform Object\n"
"{\n"
" mat4 u_world;\n"
"};\n"
"layout(location = 0) in vec3 in_pos;\n"
"layout(location = 2) in vec4 in_color;\n"
"layout(location = 3) in vec2 in_tex0;\n"
@ -35,10 +11,10 @@ const char *im3d_vert_src =
"main(void)\n"
"{\n"
" vec4 V = u_world * vec4(in_pos, 1.0);\n"
" vec4 cV = u_view * V; \n"
" vec4 cV = u_view * V;\n"
" gl_Position = u_proj * cV;\n"
" v_color = in_color;\n"
" v_tex0 = in_tex0;\n"
" v_fog = clamp((cV.z - u_fogEnd)/(u_fogStart - u_fogEnd), 0.0, 1.0);\n"
" v_fog = DoFog(gl_Position.w);\n"
"}\n"
;

View File

@ -4,20 +4,38 @@ layout(std140) uniform State
{
int u_alphaTest;
float u_alphaRef;
// fog etc.
float u_fogStart;
float u_fogEnd;
float u_fogRange;
float u_fogDisable;
vec4 u_fogColor;
};
uniform sampler2D tex;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform float u_coefficient;
in vec4 v_color;
in vec2 v_tex0;
in vec2 v_tex1;
in float v_fog;
out vec4 color;
void
main(void)
{
color = v_color*texture(tex, vec2(v_tex0.x, v_tex0.y));
vec4 pass1 = v_color;
vec4 envColor = pass1; // TODO: colorClamp
pass1 *= texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));
vec4 pass2 = envColor*u_coefficient*texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y));
color.rgb = pass1.rgb*pass1.a + pass2.rgb;
color.a = pass1.a;
switch(u_alphaTest){
default:
case 0: break;
@ -31,4 +49,3 @@ main(void)
break;
}
}

View File

@ -1,33 +1,4 @@
#version 330
layout(std140) uniform Scene
{
mat4 u_proj;
mat4 u_view;
};
#define MAX_LIGHTS 8
struct Light {
vec4 position;
vec4 direction;
vec4 color;
float radius;
float minusCosAngle;
};
layout(std140) uniform Object
{
mat4 u_world;
vec4 u_ambLight;
int u_numLights;
Light u_lights[MAX_LIGHTS];
};
uniform vec4 u_matColor;
uniform vec4 u_surfaceProps; // amb, spec, diff, extra
uniform mat4 u_texMatrix;
uniform float u_coefficient;
layout(location = 0) in vec3 in_pos;
layout(location = 1) in vec3 in_normal;
@ -36,6 +7,8 @@ layout(location = 3) in vec2 in_tex0;
out vec4 v_color;
out vec2 v_tex0;
out vec2 v_tex1;
out float v_fog;
void
main(void)
@ -44,15 +17,36 @@ main(void)
gl_Position = u_proj * u_view * V;
vec3 N = mat3(u_world) * in_normal;
v_tex0 = in_tex0;
v_tex1 = (u_texMatrix * vec4(N, 1.0)).xy;
v_color = in_color;
for(int i = 0; i < u_numLights; i++){
float L = max(0.0, dot(N, -normalize(u_lights[i].direction.xyz)));
v_color.rgb += u_lights[i].color.rgb*L*u_surfaceProps.z;
v_color.rgb += u_ambLight.rgb*surfAmbient;
#ifdef DIRECTIONALS
for(int i = 0; i < MAX_LIGHTS; i++){
if(u_directLights[i].enabled == 0.0)
break;
v_color.rgb += DoDirLight(u_directLights[i], N)*surfDiffuse;
}
v_color.rgb += u_ambLight.rgb*u_surfaceProps.x;
#endif
#ifdef POINTLIGHTS
for(int i = 0; i < MAX_LIGHTS; i++){
if(u_pointLights[i].enabled == 0.0)
break;
v_color.rgb += DoPointLight(u_pointLights[i], V.xyz, N)*surfDiffuse;
}
#endif
#ifdef SPOTLIGHTS
for(int i = 0; i < MAX_LIGHTS; i++){
if(u_spotLights[i].enabled == 0.0)
break;
v_color.rgb += DoSpotLight(u_spotLights[i], V.xyz, N)*surfDiffuse;
}
#endif
v_color = clamp(v_color, 0.0f, 1.0);
v_color *= u_matColor;
v_color *= u_coefficient;
vec3 cN = mat3(u_view) * in_normal;
v_tex0 = (u_texMatrix * vec4(cN, 1.0)).xy;
v_fog = DoFog(gl_Position.w);
}

View File

@ -1,34 +1,5 @@
const char *matfx_env_vert_src =
"#version 330\n"
"layout(std140) uniform Scene\n"
"{\n"
" mat4 u_proj;\n"
" mat4 u_view;\n"
"};\n"
"#define MAX_LIGHTS 8\n"
"struct Light {\n"
" vec4 position;\n"
" vec4 direction;\n"
" vec4 color;\n"
" float radius;\n"
" float minusCosAngle;\n"
"};\n"
"layout(std140) uniform Object\n"
"{\n"
" mat4 u_world;\n"
" vec4 u_ambLight;\n"
" int u_numLights;\n"
" Light u_lights[MAX_LIGHTS];\n"
"};\n"
"uniform vec4 u_matColor;\n"
"uniform vec4 u_surfaceProps; // amb, spec, diff, extra\n"
"uniform mat4 u_texMatrix;\n"
"uniform float u_coefficient;\n"
"layout(location = 0) in vec3 in_pos;\n"
"layout(location = 1) in vec3 in_normal;\n"
@ -37,6 +8,8 @@ const char *matfx_env_vert_src =
"out vec4 v_color;\n"
"out vec2 v_tex0;\n"
"out vec2 v_tex1;\n"
"out float v_fog;\n"
"void\n"
"main(void)\n"
@ -45,17 +18,38 @@ const char *matfx_env_vert_src =
" gl_Position = u_proj * u_view * V;\n"
" vec3 N = mat3(u_world) * in_normal;\n"
" v_tex0 = in_tex0;\n"
" v_tex1 = (u_texMatrix * vec4(N, 1.0)).xy;\n"
" v_color = in_color;\n"
" for(int i = 0; i < u_numLights; i++){\n"
" float L = max(0.0, dot(N, -normalize(u_lights[i].direction.xyz)));\n"
" v_color.rgb += u_lights[i].color.rgb*L*u_surfaceProps.z;\n"
" v_color.rgb += u_ambLight.rgb*surfAmbient;\n"
"#ifdef DIRECTIONALS\n"
" for(int i = 0; i < MAX_LIGHTS; i++){\n"
" if(u_directLights[i].enabled == 0.0)\n"
" break;\n"
" v_color.rgb += DoDirLight(u_directLights[i], N)*surfDiffuse;\n"
" }\n"
" v_color.rgb += u_ambLight.rgb*u_surfaceProps.x;\n"
"#endif\n"
"#ifdef POINTLIGHTS\n"
" for(int i = 0; i < MAX_LIGHTS; i++){\n"
" if(u_pointLights[i].enabled == 0.0)\n"
" break;\n"
" v_color.rgb += DoPointLight(u_pointLights[i], V.xyz, N)*surfDiffuse;\n"
" }\n"
"#endif\n"
"#ifdef SPOTLIGHTS\n"
" for(int i = 0; i < MAX_LIGHTS; i++){\n"
" if(u_spotLights[i].enabled == 0.0)\n"
" break;\n"
" v_color.rgb += DoSpotLight(u_spotLights[i], V.xyz, N)*surfDiffuse;\n"
" }\n"
"#endif\n"
" v_color = clamp(v_color, 0.0f, 1.0);\n"
" v_color *= u_matColor;\n"
" v_color *= u_coefficient;\n"
" vec3 cN = mat3(u_view) * in_normal;\n"
" v_tex0 = (u_texMatrix * vec4(cN, 1.0)).xy;\n"
" v_fog = DoFog(gl_Position.w);\n"
"}\n"
;
const char *matfx_env_frag_src =
@ -65,20 +59,38 @@ const char *matfx_env_frag_src =
"{\n"
" int u_alphaTest;\n"
" float u_alphaRef;\n"
" // fog etc.\n"
" float u_fogStart;\n"
" float u_fogEnd;\n"
" float u_fogRange;\n"
" float u_fogDisable;\n"
" vec4 u_fogColor;\n"
"};\n"
"uniform sampler2D tex;\n"
"uniform sampler2D tex0;\n"
"uniform sampler2D tex1;\n"
"uniform float u_coefficient;\n"
"in vec4 v_color;\n"
"in vec2 v_tex0;\n"
"in vec2 v_tex1;\n"
"in float v_fog;\n"
"out vec4 color;\n"
"void\n"
"main(void)\n"
"{\n"
" color = v_color*texture(tex, vec2(v_tex0.x, v_tex0.y));\n"
" vec4 pass1 = v_color;\n"
" vec4 envColor = pass1; // TODO: colorClamp\n"
" pass1 *= texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n"
" vec4 pass2 = envColor*u_coefficient*texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y));\n"
" color.rgb = pass1.rgb*pass1.a + pass2.rgb;\n"
" color.a = pass1.a;\n"
" switch(u_alphaTest){\n"
" default:\n"
" case 0: break;\n"
@ -92,5 +104,4 @@ const char *matfx_env_frag_src =
" break;\n"
" }\n"
"}\n"
;

View File

@ -5,13 +5,14 @@ layout(std140) uniform State
int u_alphaTest;
float u_alphaRef;
int u_fogEnable;
float u_fogStart;
float u_fogEnd;
float u_fogRange;
float u_fogDisable;
vec4 u_fogColor;
};
uniform sampler2D tex;
uniform sampler2D tex0;
in vec4 v_color;
in vec2 v_tex0;
@ -22,8 +23,7 @@ out vec4 color;
void
main(void)
{
color = v_color*texture(tex, vec2(v_tex0.x, v_tex0.y));
if(u_fogEnable != 0)
color = v_color*texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));
color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog);
switch(u_alphaTest){
default:

View File

@ -1,68 +0,0 @@
#version 330
layout(std140) uniform State
{
int u_alphaTest;
float u_alphaRef;
int u_fogEnable;
float u_fogStart;
float u_fogEnd;
vec4 u_fogColor;
};
layout(std140) uniform Scene
{
mat4 u_proj;
mat4 u_view;
};
#define MAX_LIGHTS 8
struct Light {
vec4 position;
vec4 direction;
vec4 color;
float radius;
float minusCosAngle;
};
layout(std140) uniform Object
{
mat4 u_world;
vec4 u_ambLight;
int u_numLights;
Light u_lights[MAX_LIGHTS];
};
uniform vec4 u_matColor;
uniform vec4 u_surfaceProps; // amb, spec, diff, extra
layout(location = 0) in vec3 in_pos;
layout(location = 1) in vec3 in_normal;
layout(location = 2) in vec4 in_color;
layout(location = 3) in vec2 in_tex0;
out vec4 v_color;
out vec2 v_tex0;
out float v_fog;
void
main(void)
{
vec4 V = u_world * vec4(in_pos, 1.0);
vec4 cV = u_view * V;
gl_Position = u_proj * cV;
vec3 N = mat3(u_world) * in_normal;
v_color = in_color;
for(int i = 0; i < u_numLights; i++){
float L = max(0.0, dot(N, -normalize(u_lights[i].direction.xyz)));
v_color.rgb += u_lights[i].color.rgb*L*u_surfaceProps.z;
}
v_color.rgb += u_ambLight.rgb*u_surfaceProps.x;
v_color *= u_matColor;
v_tex0 = in_tex0;
v_fog = clamp((cV.z - u_fogEnd)/(u_fogStart - u_fogEnd), 0.0, 1.0);
}

View File

@ -6,13 +6,14 @@ const char *simple_frag_src =
" int u_alphaTest;\n"
" float u_alphaRef;\n"
" int u_fogEnable;\n"
" float u_fogStart;\n"
" float u_fogEnd;\n"
" float u_fogRange;\n"
" float u_fogDisable;\n"
" vec4 u_fogColor;\n"
"};\n"
"uniform sampler2D tex;\n"
"uniform sampler2D tex0;\n"
"in vec4 v_color;\n"
"in vec2 v_tex0;\n"
@ -23,8 +24,7 @@ const char *simple_frag_src =
"void\n"
"main(void)\n"
"{\n"
" color = v_color*texture(tex, vec2(v_tex0.x, v_tex0.y));\n"
" if(u_fogEnable != 0)\n"
" color = v_color*texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n"
" color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog);\n"
" switch(u_alphaTest){\n"
" default:\n"

View File

@ -1,72 +0,0 @@
const char *simple_vert_src =
"#version 330\n"
"layout(std140) uniform State\n"
"{\n"
" int u_alphaTest;\n"
" float u_alphaRef;\n"
" int u_fogEnable;\n"
" float u_fogStart;\n"
" float u_fogEnd;\n"
" vec4 u_fogColor;\n"
"};\n"
"layout(std140) uniform Scene\n"
"{\n"
" mat4 u_proj;\n"
" mat4 u_view;\n"
"};\n"
"#define MAX_LIGHTS 8\n"
"struct Light {\n"
" vec4 position;\n"
" vec4 direction;\n"
" vec4 color;\n"
" float radius;\n"
" float minusCosAngle;\n"
"};\n"
"layout(std140) uniform Object\n"
"{\n"
" mat4 u_world;\n"
" vec4 u_ambLight;\n"
" int u_numLights;\n"
" Light u_lights[MAX_LIGHTS];\n"
"};\n"
"uniform vec4 u_matColor;\n"
"uniform vec4 u_surfaceProps; // amb, spec, diff, extra\n"
"layout(location = 0) in vec3 in_pos;\n"
"layout(location = 1) in vec3 in_normal;\n"
"layout(location = 2) in vec4 in_color;\n"
"layout(location = 3) in vec2 in_tex0;\n"
"out vec4 v_color;\n"
"out vec2 v_tex0;\n"
"out float v_fog;\n"
"void\n"
"main(void)\n"
"{\n"
" vec3 lightdir = vec3(1.0, 1.0, -1.0);\n"
" vec4 V = u_world * vec4(in_pos, 1.0);\n"
" vec4 cV = u_view * V; \n"
" gl_Position = u_proj * cV;\n"
" vec3 N = mat3(u_world) * in_normal;\n"
" v_color = in_color;\n"
" for(int i = 0; i < u_numLights; i++){\n"
" float L = max(0.0, dot(N, -normalize(u_lights[i].direction.xyz)));\n"
" v_color.rgb += u_lights[i].color.rgb*L*u_surfaceProps.z;\n"
" }\n"
" v_color.rgb += u_ambLight.rgb*u_surfaceProps.x;\n"
" v_color *= u_matColor;\n"
" v_tex0 = in_tex0;\n"
" v_fog = clamp((cV.z - u_fogEnd)/(u_fogStart - u_fogEnd), 0.0, 1.0);\n"
"}\n"
;

View File

@ -1,41 +1,4 @@
#version 330
layout(std140) uniform State
{
int u_alphaTest;
float u_alphaRef;
int u_fogEnable;
float u_fogStart;
float u_fogEnd;
vec4 u_fogColor;
};
layout(std140) uniform Scene
{
mat4 u_proj;
mat4 u_view;
};
#define MAX_LIGHTS 8
struct Light {
vec4 position;
vec4 direction;
vec4 color;
float radius;
float minusCosAngle;
};
layout(std140) uniform Object
{
mat4 u_world;
vec4 u_ambLight;
int u_numLights;
Light u_lights[MAX_LIGHTS];
};
uniform vec4 u_matColor;
uniform vec4 u_surfaceProps; // amb, spec, diff, extra
uniform mat4 u_boneMatrices[64];
layout(location = 0) in vec3 in_pos;
layout(location = 1) in vec3 in_normal;
@ -44,8 +7,6 @@ layout(location = 3) in vec2 in_tex0;
layout(location = 11) in vec4 in_weights;
layout(location = 12) in vec4 in_indices;
uniform mat4 u_boneMatrices[64];
out vec4 v_color;
out vec2 v_tex0;
out float v_fog;
@ -53,26 +14,44 @@ out float v_fog;
void
main(void)
{
mat4 m = u_boneMatrices[int(in_indices[0])] * in_weights[0];
m += u_boneMatrices[int(in_indices[1])] * in_weights[1];
m += u_boneMatrices[int(in_indices[2])] * in_weights[2];
m += u_boneMatrices[int(in_indices[3])] * in_weights[3];
mat4 world = u_world * m;
vec3 SkinVertex = vec3(0.0, 0.0, 0.0);
vec3 SkinNormal = vec3(0.0, 0.0, 0.0);
for(int i = 0; i < 4; i++){
SkinVertex += (u_boneMatrices[int(in_indices[i])] * vec4(in_pos, 1.0)).xyz * in_weights[i];
SkinNormal += (mat3(u_boneMatrices[int(in_indices[i])]) * in_normal) * in_weights[i];
}
vec4 V = world * vec4(in_pos, 1.0);
vec4 cV = u_view * V;
gl_Position = u_proj * cV;
vec3 N = mat3(world) * in_normal;
vec4 V = u_world * vec4(SkinVertex, 1.0);
gl_Position = u_proj * u_view * V;
vec3 N = mat3(u_world) * SkinNormal;
v_color = in_color;
for(int i = 0; i < u_numLights; i++){
float L = max(0.0, dot(N, -normalize(u_lights[i].direction.xyz)));
v_color.rgb += u_lights[i].color.rgb*L*u_surfaceProps.z;
v_color.rgb += u_ambLight.rgb*surfAmbient;
#ifdef DIRECTIONALS
for(int i = 0; i < MAX_LIGHTS; i++){
if(u_directLights[i].enabled == 0.0)
break;
v_color.rgb += DoDirLight(u_directLights[i], N)*surfDiffuse;
}
v_color.rgb += u_ambLight.rgb*u_surfaceProps.x;
#endif
#ifdef POINTLIGHTS
for(int i = 0; i < MAX_LIGHTS; i++){
if(u_pointLights[i].enabled == 0.0)
break;
v_color.rgb += DoPointLight(u_pointLights[i], V.xyz, N)*surfDiffuse;
}
#endif
#ifdef SPOTLIGHTS
for(int i = 0; i < MAX_LIGHTS; i++){
if(u_spotLights[i].enabled == 0.0)
break;
v_color.rgb += DoSpotLight(u_spotLights[i], V.xyz, N)*surfDiffuse;
}
#endif
v_color *= u_matColor;
v_tex0 = in_tex0;
v_fog = clamp((cV.z - u_fogEnd)/(u_fogStart - u_fogEnd), 0.0, 1.0);
v_fog = DoFog(gl_Position.z);
}

View File

@ -1,42 +1,5 @@
const char *skin_vert_src =
"#version 330\n"
"layout(std140) uniform State\n"
"{\n"
" int u_alphaTest;\n"
" float u_alphaRef;\n"
" int u_fogEnable;\n"
" float u_fogStart;\n"
" float u_fogEnd;\n"
" vec4 u_fogColor;\n"
"};\n"
"layout(std140) uniform Scene\n"
"{\n"
" mat4 u_proj;\n"
" mat4 u_view;\n"
"};\n"
"#define MAX_LIGHTS 8\n"
"struct Light {\n"
" vec4 position;\n"
" vec4 direction;\n"
" vec4 color;\n"
" float radius;\n"
" float minusCosAngle;\n"
"};\n"
"layout(std140) uniform Object\n"
"{\n"
" mat4 u_world;\n"
" vec4 u_ambLight;\n"
" int u_numLights;\n"
" Light u_lights[MAX_LIGHTS];\n"
"};\n"
"uniform vec4 u_matColor;\n"
"uniform vec4 u_surfaceProps; // amb, spec, diff, extra\n"
"uniform mat4 u_boneMatrices[64];\n"
"layout(location = 0) in vec3 in_pos;\n"
"layout(location = 1) in vec3 in_normal;\n"
@ -45,8 +8,6 @@ const char *skin_vert_src =
"layout(location = 11) in vec4 in_weights;\n"
"layout(location = 12) in vec4 in_indices;\n"
"uniform mat4 u_boneMatrices[64];\n"
"out vec4 v_color;\n"
"out vec2 v_tex0;\n"
"out float v_fog;\n"
@ -54,27 +15,45 @@ const char *skin_vert_src =
"void\n"
"main(void)\n"
"{\n"
" mat4 m = u_boneMatrices[int(in_indices[0])] * in_weights[0];\n"
" m += u_boneMatrices[int(in_indices[1])] * in_weights[1];\n"
" m += u_boneMatrices[int(in_indices[2])] * in_weights[2];\n"
" m += u_boneMatrices[int(in_indices[3])] * in_weights[3];\n"
" mat4 world = u_world * m;\n"
" vec3 SkinVertex = vec3(0.0, 0.0, 0.0);\n"
" vec3 SkinNormal = vec3(0.0, 0.0, 0.0);\n"
" for(int i = 0; i < 4; i++){\n"
" SkinVertex += (u_boneMatrices[int(in_indices[i])] * vec4(in_pos, 1.0)).xyz * in_weights[i];\n"
" SkinNormal += (mat3(u_boneMatrices[int(in_indices[i])]) * in_normal) * in_weights[i];\n"
" }\n"
" vec4 V = world * vec4(in_pos, 1.0);\n"
" vec4 cV = u_view * V; \n"
" gl_Position = u_proj * cV;\n"
" vec3 N = mat3(world) * in_normal;\n"
" vec4 V = u_world * vec4(SkinVertex, 1.0);\n"
" gl_Position = u_proj * u_view * V;\n"
" vec3 N = mat3(u_world) * SkinNormal;\n"
" v_color = in_color;\n"
" for(int i = 0; i < u_numLights; i++){\n"
" float L = max(0.0, dot(N, -normalize(u_lights[i].direction.xyz)));\n"
" v_color.rgb += u_lights[i].color.rgb*L*u_surfaceProps.z;\n"
" v_color.rgb += u_ambLight.rgb*surfAmbient;\n"
"#ifdef DIRECTIONALS\n"
" for(int i = 0; i < MAX_LIGHTS; i++){\n"
" if(u_directLights[i].enabled == 0.0)\n"
" break;\n"
" v_color.rgb += DoDirLight(u_directLights[i], N)*surfDiffuse;\n"
" }\n"
" v_color.rgb += u_ambLight.rgb*u_surfaceProps.x;\n"
"#endif\n"
"#ifdef POINTLIGHTS\n"
" for(int i = 0; i < MAX_LIGHTS; i++){\n"
" if(u_pointLights[i].enabled == 0.0)\n"
" break;\n"
" v_color.rgb += DoPointLight(u_pointLights[i], V.xyz, N)*surfDiffuse;\n"
" }\n"
"#endif\n"
"#ifdef SPOTLIGHTS\n"
" for(int i = 0; i < MAX_LIGHTS; i++){\n"
" if(u_spotLights[i].enabled == 0.0)\n"
" break;\n"
" v_color.rgb += DoSpotLight(u_spotLights[i], V.xyz, N)*surfDiffuse;\n"
" }\n"
"#endif\n"
" v_color *= u_matColor;\n"
" v_tex0 = in_tex0;\n"
" v_fog = clamp((cV.z - u_fogEnd)/(u_fogStart - u_fogEnd), 0.0, 1.0);\n"
" v_fog = DoFog(gl_Position.z);\n"
"}\n"
;

View File

@ -21,7 +21,13 @@ namespace rw {
int32 Image::numAllocated;
// TODO: full 16 bit support
// Image formats are as follows:
// 32 bit has 4 bytes: 8888 RGBA
// 24 bit has 3 bytes: 888 RGB
// 16 bit has 2 bytes: 1555 ARGB stored in platform native order (TODO?)
// palettes always have 4 bytes: r, g, b, a
// 8 bit has 1 byte: x
// 4 bit has 1 byte per two pixels: 0xLR, where L and R are the left and right pixel resp.
Image*
Image::create(int32 width, int32 height, int32 depth)