!*.fs
!*.vs
!*.gls
+!*.glsl
# Python source files
!*.py
for j in range(3):
vert = data.vertices[tri.vertices[j]]
+ li = tri.loops[j]
co = vert.co
- norm = data.loops[tri.loops[j]].normal
+ norm = data.loops[li].normal
uv = (0,0)
+ colour = (1,1,1,1)
if data.uv_layers:
- uv = data.uv_layers.active.data[tri.loops[j]].uv
+ uv = data.uv_layers.active.data[li].uv
+ if data.vertex_colors:
+ colour = data.vertex_colors.active.data[li].color
key = (round(co[0],4),round(co[1],4),round(co[2],4),\
round(norm[0],4),round(norm[1],4),round(norm[2],4),\
- round(uv[0],4),round(uv[1],4))
+ round(uv[0],4),round(uv[1],4),\
+ round(colour[0],4),round(colour[1],4),\
+ round(colour[2],4),round(colour[3],4))
if key in boffa:
indice_buffer += [boffa[key]]
v.norm[2] = -norm[1]
v.uv[0] = uv[0]
v.uv[1] = uv[1]
- v.colour[0] = 1.0
- v.colour[1] = 1.0
- v.colour[2] = 1.0
- v.colour[3] = 1.0
+ v.colour[0] = colour[0]
+ v.colour[1] = colour[1]
+ v.colour[2] = colour[2]
+ v.colour[3] = colour[3]
vertex_buffer += [v]
for i in range(3):
if( inode->count )
{
if( count + inode->count >= len )
- {
- vg_error( "Maximum buffer reached!\n" );
return count;
- }
for( u32 i=0; i<inode->count; i++ )
buffer[ count ++ ] = inode->start+i;
--- /dev/null
+#ifndef LIGHTING_H
+#define LIGHTING_H
+
+#include "common.h"
+#include "scene.h"
+
+static int ray_world( v3f pos, v3f dir, ray_hit *hit );
+
+typedef struct voxel_gi voxel_gi;
+
+struct voxel_gi
+{
+ GLuint hw_texture,
+ pt_texture;
+
+ v3i pt_dims; /* Page table dimentions */
+ i32 page_size;
+
+ v3f origin;
+};
+
+static void voxel_gi_setup( voxel_gi *gi, scene *sc,
+ i32 page_size, float voxel_res )
+{
+ v3_copy( sc->bbx[0], gi->origin );
+ gi->page_size = page_size;
+
+ v3f extent;
+ v3_sub( sc->bbx[1], sc->bbx[0], extent );
+
+ float fpage_size = voxel_res * (float)page_size;
+
+ for( int i=0; i<3; i++ )
+ {
+ i32 voxel_count = extent[i] / voxel_res;
+ gi->pt_dims[i] = (voxel_count+page_size-1) / page_size;
+ }
+
+ i32 pt_capacity = gi->pt_dims[0]*gi->pt_dims[1]*gi->pt_dims[2];
+ vg_info( "Page table size: %dkb\n", (pt_capacity*2*2)/1024 );
+
+ u16 *page_table = malloc( pt_capacity*sizeof(u16)*3 );
+
+
+ u32 active_count = 0;
+
+ for( int z=0; z<gi->pt_dims[2]; z++ )
+ {
+ for( int y=0; y<gi->pt_dims[1]; y++ )
+ {
+ for( int x=0; x<gi->pt_dims[0]; x++ )
+ {
+ v3f base = {x,y,z},
+ end = {x+1,y+1,z+1};
+
+ boxf page_region;
+
+ v3_muladds( sc->bbx[0], base, ((float)page_size)*voxel_res, base );
+ v3_muladds( sc->bbx[0], end, ((float)page_size)*voxel_res, end );
+ v3_copy( base, page_region[0] );
+ v3_copy( end, page_region[1] );
+
+ u32 nothing[2];
+ if( bh_select( &sc->bhtris, page_region, nothing, 2 ))
+ {
+ active_count ++;
+
+ /* Calculate lighting */
+ }
+ }
+ }
+ }
+
+ /* Calculate physical storage size */
+ vg_info( "Hardware texture required size: %dmb\n",
+ ((active_count*page_size*page_size*page_size*1)/1024)/1024 );
+ vg_info( "Required physical blocks: %d\n", active_count );
+
+ free( page_table );
+}
+
+static void compute_lighting_vertex( scene *sc )
+{
+ v3f light_dir = { 0.2f, 1.0f, 1.0f };
+ v3_normalize( light_dir );
+
+ for( int i=0; i<sc->vertex_count; i++ )
+ {
+ model_vert *mv = &sc->verts[i];
+
+ ray_hit hit;
+ hit.dist = 100.0f;
+
+ ray_world( mv->co, light_dir, &hit );
+ float amt = hit.dist / 100.0f;
+
+ mv->colour[0] = amt;
+ mv->colour[1] = amt;
+ mv->colour[2] = amt;
+ mv->colour[3] = 1.0f;
+ }
+}
+
+#endif /* LIGHTING_H */
{
shader_blit_register();
shader_standard_register();
+ shader_vblend_register();
shader_unlit_register();
- terrain_register();
+ world_register();
character_register();
water_register();
gate_register();
{
render_init();
gate_init();
- terrain_init();
+ world_init();
character_init();
audio_init();
}
GLuint fb_background,
rgb_background;
+
+ /* STD140 */
+ struct ub_world_lighting
+ {
+ /* v3f (padded) */
+ v4f g_directional,
+ g_sun_colour,
+ g_shadow_colour;
+
+ v4f g_water_plane,
+ g_depth_bounds;
+ float g_water_fog;
+ }
+ ub_world_lighting;
+
+ GLuint fb_depthmap, rgb_depthmap;
+ GLuint ubo_world_lighting,
+ ubo_world;
}
gpipeline;
-struct framebuffer
-{
- GLuint fb, colour, rb;
- int div;
- GLuint format;
-};
-
static void render_water_texture( m4x3f camera );
static void render_water_surface( m4x4f pv, m4x3f camera );
static void render_world( m4x4f projection, m4x3f camera );
+static void render_world_depth( m4x4f projection, m4x3f camera );
+/*
+ * Matrix Projections
+ */
/*
* http://www.terathon.com/lengyel/Lengyel-Oblique.pdf
*/
nearz, farz );
}
+/*
+ * Shaders
+ */
+static void shader_link_standard_ub( GLuint shader, int texture_id )
+{
+ GLuint idx = glGetUniformBlockIndex( shader, "ub_world_lighting" );
+ glUniformBlockBinding( shader, idx, 0 );
+
+ glActiveTexture( GL_TEXTURE0 + texture_id );
+ glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_depthmap );
+ glUniform1i( glGetUniformLocation( shader, "g_world_depth" ), texture_id );
+}
+
+static void render_update_lighting_ub(void)
+{
+ glBindBuffer( GL_UNIFORM_BUFFER, gpipeline.ubo_world_lighting );
+
+ glBufferSubData( GL_UNIFORM_BUFFER, 0, sizeof(struct ub_world_lighting),
+ &gpipeline.ub_world_lighting );
+}
+
+static void render_alloc_ub(void)
+{
+ glGenBuffers( 1, &gpipeline.ubo_world_lighting );
+ glBindBuffer( GL_UNIFORM_BUFFER, gpipeline.ubo_world_lighting );
+ glBufferData( GL_UNIFORM_BUFFER, sizeof(struct ub_world_lighting),
+ NULL, GL_DYNAMIC_DRAW );
+
+ render_update_lighting_ub();
+ glBindBufferBase( GL_UNIFORM_BUFFER, 0, gpipeline.ubo_world_lighting );
+}
+
+/*
+ * Framebuffers
+ */
+struct framebuffer
+{
+ GLuint fb, colour, rb;
+ int div;
+ GLuint format;
+};
+
static void fb_use( struct framebuffer *fb )
{
if( !fb )
GL_RGB, GL_UNSIGNED_BYTE, NULL );
}
+/*
+ * Vg
+ */
static void render_init(void)
{
glGenFramebuffers( 1, &gpipeline.fb_background );
GL_TEXTURE_2D,
gpipeline.rgb_background, 0);
+ /*
+ * World depth map, maybe this should be moved to world.h
+ * TODO: review
+ */
+ glGenFramebuffers( 1, &gpipeline.fb_depthmap );
+ glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_depthmap );
+
+ glGenTextures( 1, &gpipeline.rgb_depthmap );
+ glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_depthmap );
+ glTexImage2D( GL_TEXTURE_2D, 0, GL_R32F, 1024, 1024, 0,
+ GL_RED, GL_FLOAT, NULL );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
+ vg_tex2d_clamp();
+
+ glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ GL_TEXTURE_2D,
+ gpipeline.rgb_depthmap, 0);
+
float quad[] = { 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f,
0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f };
sizeof(float)*2, (void*)0 );
glEnableVertexAttribArray( 0 );
VG_CHECK_GL();
+
+ render_alloc_ub();
}
+static void render_free(void)
+{
+ /* TODO: ... */
+}
+
+/*
+ * Utility
+ */
static void render_fsquad(void)
{
glBindVertexArray( gpipeline.fsquad.vao );
v4_copy( src->colour, pvert->colour );
v2_copy( src->uv, pvert->uv );
-
- float rel_y = src->co[1] / submodel->bbx[1][1];
- pvert->colour[0] = rel_y;
- pvert->colour[2] = rand_hue;
}
for( u32 i=0; i<submodel->indice_count; i++ )
--- /dev/null
+out vec4 FragColor;
+uniform vec4 uColour;
+
+in vec2 aUv;
+
+void main()
+{
+ FragColor = uColour;
+}
--- /dev/null
+layout (std140) uniform ub_world_lighting
+{
+ vec3 g_directional;
+ vec3 g_sun_colour;
+ vec3 g_shadow_colour;
+ vec4 g_water_plane;
+ vec4 g_depth_bounds;
+ float g_water_fog;
+};
+
+uniform sampler2D g_world_depth;
+
+// Standard diffuse + spec models
+// ==============================
+
+vec3 do_light_diffuse( vec3 vfrag, vec3 wnormal )
+{
+ float flight = dot( g_directional, wnormal )*0.5+0.5;
+ return vfrag * mix( g_shadow_colour, g_sun_colour, flight );
+}
+
+vec3 do_light_spec( vec3 vfrag, vec3 wnormal, vec3 halfview, float fintensity )
+{
+ vec3 specdir = reflect( -g_directional, wnormal );
+ float spec = pow(max(dot( halfview, specdir ), 0.0), 10.0);
+ return vfrag + g_sun_colour*spec*fintensity;
+}
+
+float world_depth_sample( vec3 pos )
+{
+ vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw;
+ return texture( g_world_depth, depth_coord ).r;
+}
+
+float shadow_sample( vec3 vdir )
+{
+ vec3 sample_pos = aCo + vdir;
+ float height_sample = world_depth_sample( sample_pos );
+
+ float fdelta = height_sample - sample_pos.y;
+ return clamp( fdelta, 0.1, 0.2 )-0.1;
+}
+
+vec3 do_light_shadowing( vec3 vfrag )
+{
+ float faccum = 0.0;
+ faccum += shadow_sample( vec3( 0.0, 0.5, 0.0 ));
+ faccum += shadow_sample( vec3( 2.0, 0.3, 0.0 ));
+ faccum += shadow_sample( vec3( 3.0, 1.0, 0.0 ));
+ faccum += shadow_sample( vec3( 5.0, 1.0, 0.0 ));
+ faccum += shadow_sample( vec3( 0.0, 0.5, 0.0 )*1.5);
+ faccum += shadow_sample( vec3( 2.0, 0.3, 0.0 )*1.5);
+ faccum += shadow_sample( vec3( 3.0, 1.0, 0.0 )*1.5);
+ faccum += shadow_sample( vec3( 5.0, 1.0, 0.0 )*1.5);
+ return mix( vfrag, g_shadow_colour, faccum );
+}
+
--- /dev/null
+#ifndef SHADER_fscolour_H
+#define SHADER_fscolour_H
+static void shader_fscolour_link(void);
+static void shader_fscolour_register(void);
+static struct vg_shader _shader_fscolour = {
+ .name = "fscolour",
+ .link = shader_fscolour_link,
+ .vs =
+{
+.orig_file = "../shaders/blit.vs",
+.static_src =
+"layout (location=0) in vec2 a_co;\n"
+"out vec2 aUv;\n"
+"\n"
+"void main()\n"
+"{\n"
+" gl_Position = vec4(a_co*2.0-1.0,0.0,1.0);\n"
+" aUv = a_co;\n"
+"}\n"
+""},
+ .fs =
+{
+.orig_file = "../shaders/colour.fs",
+.static_src =
+"out vec4 FragColor;\n"
+"uniform vec4 uColour;\n"
+"\n"
+"in vec2 aUv;\n"
+"\n"
+"void main()\n"
+"{\n"
+" FragColor = uColour;\n"
+"}\n"
+""},
+};
+
+static GLuint _uniform_fscolour_uColour;
+static void shader_fscolour_uColour(v4f v){
+ glUniform4fv( _uniform_fscolour_uColour, 1, v );
+}
+static void shader_fscolour_register(void){
+ vg_shader_register( &_shader_fscolour );
+}
+static void shader_fscolour_use(void){ glUseProgram(_shader_fscolour.id); }
+static void shader_fscolour_link(void){
+ _uniform_fscolour_uColour = glGetUniformLocation( _shader_fscolour.id, "uColour" );
+}
+#endif /* SHADER_fscolour_H */
--- /dev/null
+out vec4 FragColor;
+
+uniform vec3 uCamera;
+
+in vec4 aColour;
+in vec2 aUv;
+in vec3 aNorm;
+in vec3 aCo;
+
+#include "common_world.glsl"
+
+// Water blending
+// ==============
+
+float water_depth( vec3 pos, vec3 halfview )
+{
+ vec3 pnorm = g_water_plane.xyz;
+ float pdist = g_water_plane.w;
+
+ float d = dot( pnorm, halfview );
+ float t = dot((pnorm*pdist - pos), pnorm) / d;
+ return t * g_water_fog;
+}
+
+void main()
+{
+ vec3 halfview = normalize( uCamera - aCo );
+ vec3 world_pos = vec3( aCo.y, aCo.x, aCo.z );
+ FragColor = vec4( world_pos, water_depth( aCo, halfview ) );
+}
--- /dev/null
+#ifndef SHADER_gpos_H
+#define SHADER_gpos_H
+static void shader_gpos_link(void);
+static void shader_gpos_register(void);
+static struct vg_shader _shader_gpos = {
+ .name = "gpos",
+ .link = shader_gpos_link,
+ .vs =
+{
+.orig_file = "../shaders/standard.vs",
+.static_src =
+"layout (location=0) in vec3 a_co;\n"
+"layout (location=1) in vec3 a_norm;\n"
+"layout (location=2) in vec4 a_colour;\n"
+"layout (location=3) in vec2 a_uv;\n"
+"\n"
+"#line 2 0 \n"
+"\n"
+"uniform mat4 uPv;\n"
+"uniform mat4x3 uMdl;\n"
+"\n"
+"out vec4 aColour;\n"
+"out vec2 aUv;\n"
+"out vec3 aNorm;\n"
+"out vec3 aCo;\n"
+"\n"
+"void main()\n"
+"{\n"
+" gl_Position = uPv * vec4( uMdl * vec4(a_co,1.0), 1.0 );\n"
+" aColour = a_colour;\n"
+" aUv = a_uv;\n"
+" aNorm = mat3(uMdl) * a_norm;\n"
+" aCo = a_co;\n"
+"}\n"
+""},
+ .fs =
+{
+.orig_file = "../shaders/gpos.fs",
+.static_src =
+"out vec4 FragColor;\n"
+"\n"
+"uniform vec3 uCamera;\n"
+"\n"
+"in vec4 aColour;\n"
+"in vec2 aUv;\n"
+"in vec3 aNorm;\n"
+"in vec3 aCo;\n"
+"\n"
+"#line 1 1 \n"
+"layout (std140) uniform ub_world_lighting\n"
+"{\n"
+" vec3 g_directional;\n"
+" vec3 g_sun_colour;\n"
+" vec3 g_shadow_colour;\n"
+" vec4 g_water_plane;\n"
+" vec4 g_depth_bounds;\n"
+" float g_water_fog;\n"
+"};\n"
+"\n"
+"uniform sampler2D g_world_depth;\n"
+"\n"
+"// Standard diffuse + spec models\n"
+"// ==============================\n"
+"\n"
+"vec3 do_light_diffuse( vec3 vfrag, vec3 wnormal )\n"
+"{\n"
+" float flight = dot( g_directional, wnormal )*0.5+0.5;\n"
+" return vfrag * mix( g_shadow_colour, g_sun_colour, flight );\n"
+"}\n"
+"\n"
+"vec3 do_light_spec( vec3 vfrag, vec3 wnormal, vec3 halfview, float fintensity )\n"
+"{\n"
+" vec3 specdir = reflect( -g_directional, wnormal );\n"
+" float spec = pow(max(dot( halfview, specdir ), 0.0), 10.0);\n"
+" return vfrag + g_sun_colour*spec*fintensity;\n"
+"}\n"
+"\n"
+"float world_depth_sample( vec3 pos )\n"
+"{\n"
+" vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
+" return texture( g_world_depth, depth_coord ).r;\n"
+"}\n"
+"\n"
+"float shadow_sample( vec3 vdir )\n"
+"{\n"
+" vec3 sample_pos = aCo + vdir;\n"
+" float height_sample = world_depth_sample( sample_pos );\n"
+"\n"
+" float fdelta = height_sample - sample_pos.y;\n"
+" return clamp( fdelta, 0.1, 0.2 )-0.1;\n"
+"}\n"
+"\n"
+"vec3 do_light_shadowing( vec3 vfrag )\n"
+"{\n"
+" float faccum = 0.0;\n"
+" faccum += shadow_sample( vec3( 0.0, 0.5, 0.0 ));\n"
+" faccum += shadow_sample( vec3( 2.0, 0.3, 0.0 ));\n"
+" faccum += shadow_sample( vec3( 3.0, 1.0, 0.0 ));\n"
+" faccum += shadow_sample( vec3( 5.0, 1.0, 0.0 ));\n"
+" faccum += shadow_sample( vec3( 0.0, 0.5, 0.0 )*1.5);\n"
+" faccum += shadow_sample( vec3( 2.0, 0.3, 0.0 )*1.5);\n"
+" faccum += shadow_sample( vec3( 3.0, 1.0, 0.0 )*1.5);\n"
+" faccum += shadow_sample( vec3( 5.0, 1.0, 0.0 )*1.5);\n"
+" return mix( vfrag, g_shadow_colour, faccum );\n"
+"}\n"
+"\n"
+"\n"
+"#line 11 0 \n"
+"\n"
+"// Water blending\n"
+"// ==============\n"
+"\n"
+"float water_depth( vec3 pos, vec3 halfview )\n"
+"{\n"
+" vec3 pnorm = g_water_plane.xyz;\n"
+" float pdist = g_water_plane.w;\n"
+"\n"
+" float d = dot( pnorm, halfview );\n"
+" float t = dot((pnorm*pdist - pos), pnorm) / d;\n"
+" return t * g_water_fog;\n"
+"}\n"
+"\n"
+"void main()\n"
+"{\n"
+" vec3 halfview = normalize( uCamera - aCo );\n"
+" vec3 world_pos = vec3( aCo.y, aCo.x, aCo.z );\n"
+" FragColor = vec4( world_pos, water_depth( aCo, halfview ) );\n"
+"}\n"
+""},
+};
+
+static GLuint _uniform_gpos_uPv;
+static GLuint _uniform_gpos_uMdl;
+static GLuint _uniform_gpos_uCamera;
+static GLuint _uniform_gpos_g_world_depth;
+static void shader_gpos_uPv(m4x4f m){
+ glUniformMatrix4fv( _uniform_gpos_uPv, 1, GL_FALSE, (float *)m );
+}
+static void shader_gpos_uMdl(m4x3f m){
+ glUniformMatrix4x3fv( _uniform_gpos_uMdl, 1, GL_FALSE, (float *)m );
+}
+static void shader_gpos_uCamera(v3f v){
+ glUniform3fv( _uniform_gpos_uCamera, 1, v );
+}
+static void shader_gpos_g_world_depth(int i){
+ glUniform1i( _uniform_gpos_g_world_depth, i );
+}
+static void shader_gpos_register(void){
+ vg_shader_register( &_shader_gpos );
+}
+static void shader_gpos_use(void){ glUseProgram(_shader_gpos.id); }
+static void shader_gpos_link(void){
+ _uniform_gpos_uPv = glGetUniformLocation( _shader_gpos.id, "uPv" );
+ _uniform_gpos_uMdl = glGetUniformLocation( _shader_gpos.id, "uMdl" );
+ _uniform_gpos_uCamera = glGetUniformLocation( _shader_gpos.id, "uCamera" );
+ _uniform_gpos_g_world_depth = glGetUniformLocation( _shader_gpos.id, "g_world_depth" );
+}
+#endif /* SHADER_gpos_H */
--- /dev/null
+uniform sampler2D uTexNoise;
+
+float noise( vec3 x )
+{
+ vec3 i = floor(x);
+ vec3 f = fract(x);
+ f = f*f*(3.0-2.0*f);
+ vec2 uv = (i.xy+vec2(37.0,17.0)*i.z) + f.xy;
+ vec2 rg = texture( uTexNoise, (uv+0.5)/256.0).yx;
+ return mix( rg.x, rg.y, f.z );
+}
+
+const mat3 m = mat3( 0.00, 0.80, 0.60,
+ -0.80, 0.36, -0.48,
+ -0.60, -0.48, 0.64 );
+
+float fractalNoise( vec3 x )
+{
+ vec3 q = 8.0*x;
+ float f;
+ f = 0.5000*noise( q ); q = m*q*2.01;
+ f += 0.2500*noise( q ); q = m*q*2.02;
+ f += 0.1250*noise( q ); q = m*q*2.03;
+ f += 0.0625*noise( q ); q = m*q*2.01;
+ return f;
+}
{
.orig_file = "../shaders/planeinf.fs",
.static_src =
-"vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue, \n"
-" vec4 beneath, vec4 above )\n"
-"{\n"
-" vec3 colour_shore = vec3( 0.21, 0.6, 0.8 );\n"
-" vec3 colour_ocean = vec3( 0.01, 0.1, 0.2 );\n"
-" vec3 surface_tint = mix(colour_shore, colour_ocean, depthvalue);\n"
-"\n"
-" float ffresnel = pow(1.0-dot( vnorm, halfview ),5.0);\n"
-"\n"
-" vec3 lightdir = vec3(0.95,0.0,-0.3);\n"
-" vec3 specdir = reflect( -lightdir, vnorm );\n"
-" float spec = pow(max(dot(halfview,specdir),0.0),20.0)*0.3;\n"
-" \n"
-" // Depth \n"
-" float depthblend = pow( beneath.a,0.8 );\n"
-"\n"
-" // Composite\n"
-" vec3 vsurface = mix(surface_tint, above.rgb, ffresnel );\n"
-" //vsurface += spec;\n"
-"\n"
-" return vec4( vsurface,depthblend );\n"
-"}\n"
"\n"
"#line 2 0 \n"
"\n"
" vec3 colour_ocean = vec3( 0.61, 0.84, 0.9 );\n"
" float fhorizon = step( aNorm.y * 0.5 + 0.5, 0.5 );\n"
"\n"
-" vec3 skycomp = mix(diffuse, vec3(1.0,1.0,1.0), cloud_e*(1.0-fblend*3.0));\n"
+" vec3 skycomp = mix(diffuse, vec3(1.0,1.0,1.0), cloud_e);\n"
" FragColor = vec4(skycomp,1.0);\n"
"}\n"
""},
--- /dev/null
+
+ "uniform mat4 uPv;"
+ "uniform mat4x3 uMdl;"
+ "uniform float uTime;"
+ "uniform float uSwayAmt;"
+ ""
+ "out vec4 aColour;"
+ "out vec2 aUv;"
+ "out vec3 aNorm;"
+ "out vec3 aCo;"
+ ""
+ "vec3 compute_sway( vec3 pos )"
+ "{"
+ "vec4 sines = vec4( sin(uTime + pos.x)*1.0,"
+ "sin(uTime*1.2 + pos.z*2.0)*1.1,"
+ "sin(uTime*2.33)*0.5,"
+ "sin(uTime*0.6 + pos.x*0.3)*1.3 );"
+
+ "vec3 offset = vec3( sines.x+sines.y*sines.w, 0.0, sines.x+sines.z );"
+ "return pos + offset*a_colour.r*uSwayAmt;"
+ "}"
+ ""
+ "void main()"
+ "{"
+ "vec3 swaypos = compute_sway( a_co );"
+ "gl_Position = uPv * vec4(uMdl * vec4(swaypos,1.0), 1.0 );"
+ "aColour = a_colour;"
+ "aUv = a_uv;"
+ "aNorm = normalize(mat3(uMdl) * a_norm);"
+ "aCo = a_co;"
+ "}",
+ /* Fragment */
+ "out vec4 FragColor;"
+ ""
+ "uniform int uMode;"
+ "uniform sampler2D uTexMain;"
+ "uniform sampler2D uTexGradients;"
+ ""
+ /*Include*/ SHADER_VALUE_NOISE_3D
+ ""
+ "in vec4 aColour;"
+ "in vec2 aUv;"
+ "in vec3 aNorm;"
+ "in vec3 aCo;"
+ ""
+ "void main()"
+ "{"
+ "vec4 colour = vec4(1.0,0.0,0.5,1.0);"
+ "vec4 diffuse = texture( uTexMain, aUv );"
+
+ "if( uMode == 1 )"
+ "{"
+ "colour = vec4(aNorm * 0.5 + 0.5, 1.0);"
+ "}"
+ "if( uMode == 2 )"
+ "{"
+ "colour = aColour;"
+ "}"
+ "if( uMode == 3 )"
+ "{"
+ "float light = dot(aNorm, vec3(0.2,0.8,0.1));"
+ "vec3 grid3 = fract(aCo);"
+
+ "colour = vec4(vec3(light)*(1.0-grid3*0.3),1.0);"
+ "}"
+ "if( uMode == 4 )"
+ "{"
+ "colour = vec4( aUv, 0.0, 1.0 );"
+ "}"
+ "if( uMode == 5 )"
+ "{"
+ "if( diffuse.a < 0.45 ) discard;"
+ "colour = diffuse;"
+ "}"
+ "if( uMode == 6 )"
+ "{"
+ "float r1 = fractalNoise(aCo);"
+ "colour = vec4( vec3(r1), 1.0 );"
+ "}"
+ "if( uMode == 7 )"
+ "{"
+ "if( diffuse.a < 0.2 ) discard;"
+ "float lighting = 1.0 - aColour.g*0.8;"
+
+ "float light1 = max(0.0,dot(-vec3(0.5,-0.8,0.25), aNorm));"
+ "float light2 = max(0.0,dot(-vec3(-0.8,0.5,-0.25), aNorm));"
+ "vec3 lt = vec3(0.2,0.2,0.2 ) + "
+ "vec3(1.0,1.0,0.9)*light1 + "
+ "vec3(0.1,0.3,0.4 )*light2;"
+
+
+ "colour = vec4(vec3(pow(lighting,1.6)*(diffuse.r*0.7+0.5)),1.0);"
+ "colour = vec4(colour.rgb*lt,1.0);"
+
+ "vec2 gradUV = vec2(lighting*1.9,aColour.b*0.8);"
+ "vec4 gradient_sample = texture( uTexGradients, gradUV );"
+ "colour = colour*gradient_sample;"
+ "}"
+ "if( uMode == 8 )"
+ "{"
+ "if( diffuse.a < 0.45 ) discard;"
+ "float light = 1.0 - aColour.g;"
+ "light = pow(light,1.6)*(diffuse.r*0.7+0.5);"
+ "float r1 = fractalNoise(aCo*0.01);"
+
+ "vec2 gradUV = vec2(light*1.9,r1+aColour.b);"
+ "vec4 gradient_sample = texture( uTexGradients, gradUV );"
+ "colour = gradient_sample*light;"
+ "}"
+
+ "FragColor = colour;"
+ "}"
uniform sampler2D uTexGarbage;
uniform sampler2D uTexGradients;
uniform vec3 uCamera;
-uniform vec4 uPlane;
in vec4 aColour;
in vec2 aUv;
in vec3 aNorm;
in vec3 aCo;
-float water_depth( vec3 pos, vec3 dir, vec4 plane )
-{
- float d = dot( plane.xyz, dir );
- float t = dot((plane.xyz*plane.w - pos),plane.xyz) / d;
- return t*0.04;
-}
+#include "common_world.glsl"
void main()
{
+ vec3 vfrag = vec3(0.5,0.5,0.5);
+
+ // ws modulation
vec4 wgarbage = texture( uTexGarbage, aCo.xz * 0.015 );
// Creating normal patches
vec3 modnorm = (wgarbage.rgb-0.4) * 1.4;
- vec3 qnorm = normalize(floor(aNorm*4.0+modnorm) * 0.25);
+ vec3 qnorm = normalize(floor(aNorm*4.0+modnorm)*0.25) + vec3(0.001,0.0,0.0);
vec2 dir = normalize(qnorm.xz);
vec2 uvdiffuse = aCo.xz * 0.02;
uvdiffuse = mat2(dir.y, dir.x, -dir.x, dir.y) * uvdiffuse;
// Colour blending
float amtgrass = step(qnorm.y,0.6);
- float amtsand = min(max((aCo.y - 10.0) * -0.08,0.0)*qnorm.y,1.0);
- vec2 uvgradients = vec2( rgarbage.a, -amtgrass*0.125 ) + aUv;
- vec3 diffuse = texture( uTexGradients, uvgradients ).rgb;
- diffuse = mix( diffuse, vec3(1.0,0.9,0.7), amtsand );
+ float amtsand = min(max((aCo.y - 10.0) * -0.1,0.0)*qnorm.y,1.0);
+ vec2 uvgradients = aUv + vec2( amtgrass*0.5 + rgarbage.a*0.4, 0.0 );
+ vfrag = texture( uTexGradients, uvgradients ).rgb;
+ vfrag = mix( vfrag, vec3(1.0,0.9,0.8), amtsand );
// Lighting
- vec3 lightdir = vec3(0.95,0.0,-0.3);
- vec3 shadow = vec3(0.27,0.25,0.34);
- float light1 = dot( lightdir, mix(qnorm,aNorm,amtsand) )*0.5+0.5;
- diffuse = diffuse * (light1*vec3(1.0,0.96,0.9)*1.2 + shadow*(1.0-light1));
-
- // Specular lighting
vec3 halfview = normalize( uCamera - aCo );
- vec3 specdir = reflect( -lightdir, qnorm );
- float spec = pow(max(dot(halfview,specdir),0.0),10.0) * 0.2*rgarbage.r;
- diffuse += spec * vec3(1.0,0.8,0.8);
+ vfrag = do_light_diffuse( vfrag, qnorm );
+ vfrag = do_light_spec( vfrag, qnorm, halfview, 0.2 * rgarbage.a );
+ vfrag = do_light_shadowing( vfrag );
- FragColor = vec4(diffuse, water_depth(aCo,halfview,uPlane));
+ FragColor = vec4( vfrag, 1.0 );
}
"uniform sampler2D uTexGarbage;\n"
"uniform sampler2D uTexGradients;\n"
"uniform vec3 uCamera;\n"
-"uniform vec4 uPlane;\n"
"\n"
"in vec4 aColour;\n"
"in vec2 aUv;\n"
"in vec3 aNorm;\n"
"in vec3 aCo;\n"
"\n"
-"float water_depth( vec3 pos, vec3 dir, vec4 plane )\n"
+"#line 1 1 \n"
+"layout (std140) uniform ub_world_lighting\n"
"{\n"
-" float d = dot( plane.xyz, dir );\n"
-" float t = dot((plane.xyz*plane.w - pos),plane.xyz) / d;\n"
-" return t*0.04;\n"
+" vec3 g_directional;\n"
+" vec3 g_sun_colour;\n"
+" vec3 g_shadow_colour;\n"
+" vec4 g_water_plane;\n"
+" vec4 g_depth_bounds;\n"
+" float g_water_fog;\n"
+"};\n"
+"\n"
+"uniform sampler2D g_world_depth;\n"
+"\n"
+"// Standard diffuse + spec models\n"
+"// ==============================\n"
+"\n"
+"vec3 do_light_diffuse( vec3 vfrag, vec3 wnormal )\n"
+"{\n"
+" float flight = dot( g_directional, wnormal )*0.5+0.5;\n"
+" return vfrag * mix( g_shadow_colour, g_sun_colour, flight );\n"
"}\n"
"\n"
+"vec3 do_light_spec( vec3 vfrag, vec3 wnormal, vec3 halfview, float fintensity )\n"
+"{\n"
+" vec3 specdir = reflect( -g_directional, wnormal );\n"
+" float spec = pow(max(dot( halfview, specdir ), 0.0), 10.0);\n"
+" return vfrag + g_sun_colour*spec*fintensity;\n"
+"}\n"
+"\n"
+"float world_depth_sample( vec3 pos )\n"
+"{\n"
+" vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
+" return texture( g_world_depth, depth_coord ).r;\n"
+"}\n"
+"\n"
+"float shadow_sample( vec3 vdir )\n"
+"{\n"
+" vec3 sample_pos = aCo + vdir;\n"
+" float height_sample = world_depth_sample( sample_pos );\n"
+"\n"
+" float fdelta = height_sample - sample_pos.y;\n"
+" return clamp( fdelta, 0.1, 0.2 )-0.1;\n"
+"}\n"
+"\n"
+"vec3 do_light_shadowing( vec3 vfrag )\n"
+"{\n"
+" float faccum = 0.0;\n"
+" faccum += shadow_sample( vec3( 0.0, 0.5, 0.0 ));\n"
+" faccum += shadow_sample( vec3( 2.0, 0.3, 0.0 ));\n"
+" faccum += shadow_sample( vec3( 3.0, 1.0, 0.0 ));\n"
+" faccum += shadow_sample( vec3( 5.0, 1.0, 0.0 ));\n"
+" faccum += shadow_sample( vec3( 0.0, 0.5, 0.0 )*1.5);\n"
+" faccum += shadow_sample( vec3( 2.0, 0.3, 0.0 )*1.5);\n"
+" faccum += shadow_sample( vec3( 3.0, 1.0, 0.0 )*1.5);\n"
+" faccum += shadow_sample( vec3( 5.0, 1.0, 0.0 )*1.5);\n"
+" return mix( vfrag, g_shadow_colour, faccum );\n"
+"}\n"
+"\n"
+"\n"
+"#line 13 0 \n"
+"\n"
"void main()\n"
"{\n"
+" vec3 vfrag = vec3(0.5,0.5,0.5);\n"
+"\n"
+" // ws modulation\n"
" vec4 wgarbage = texture( uTexGarbage, aCo.xz * 0.015 );\n"
" \n"
" // Creating normal patches\n"
" vec3 modnorm = (wgarbage.rgb-0.4) * 1.4;\n"
-" vec3 qnorm = normalize(floor(aNorm*4.0+modnorm) * 0.25);\n"
+" vec3 qnorm = normalize(floor(aNorm*4.0+modnorm)*0.25) + vec3(0.001,0.0,0.0);\n"
" vec2 dir = normalize(qnorm.xz);\n"
" vec2 uvdiffuse = aCo.xz * 0.02;\n"
" uvdiffuse = mat2(dir.y, dir.x, -dir.x, dir.y) * uvdiffuse;\n"
"\n"
" // Colour blending\n"
" float amtgrass = step(qnorm.y,0.6);\n"
-" float amtsand = min(max((aCo.y - 10.0) * -0.08,0.0)*qnorm.y,1.0);\n"
-" vec2 uvgradients = vec2( rgarbage.a, -amtgrass*0.125 ) + aUv;\n"
-" vec3 diffuse = texture( uTexGradients, uvgradients ).rgb;\n"
-" diffuse = mix( diffuse, vec3(1.0,0.9,0.7), amtsand );\n"
+" float amtsand = min(max((aCo.y - 10.0) * -0.1,0.0)*qnorm.y,1.0);\n"
+" vec2 uvgradients = aUv + vec2( amtgrass*0.5 + rgarbage.a*0.4, 0.0 );\n"
+" vfrag = texture( uTexGradients, uvgradients ).rgb;\n"
+" vfrag = mix( vfrag, vec3(1.0,0.9,0.8), amtsand );\n"
"\n"
" // Lighting\n"
-" vec3 lightdir = vec3(0.95,0.0,-0.3);\n"
-" vec3 shadow = vec3(0.3,0.25,0.34);\n"
-" float light1 = dot( lightdir, mix(qnorm,aNorm,amtsand) )*0.5+0.5;\n"
-" diffuse = diffuse * (light1*vec3(1.0,0.96,0.9)*1.2 + shadow*(1.0-light1));\n"
-" \n"
-" // Specular lighting\n"
" vec3 halfview = normalize( uCamera - aCo );\n"
-" vec3 specdir = reflect( -lightdir, qnorm );\n"
-" float spec = pow(max(dot(halfview,specdir),0.0),10.0) * 0.2*rgarbage.r;\n"
-" diffuse += spec * vec3(1.0,0.8,0.8);\n"
+" vfrag = do_light_diffuse( vfrag, qnorm );\n"
+" vfrag = do_light_spec( vfrag, qnorm, halfview, 0.2 * rgarbage.a );\n"
+" vfrag = do_light_shadowing( vfrag );\n"
"\n"
-" FragColor = vec4(diffuse, water_depth(aCo,halfview,uPlane));\n"
+" FragColor = vec4( vfrag, 1.0 );\n"
"}\n"
""},
};
static GLuint _uniform_terrain_uTexGarbage;
static GLuint _uniform_terrain_uTexGradients;
static GLuint _uniform_terrain_uCamera;
-static GLuint _uniform_terrain_uPlane;
+static GLuint _uniform_terrain_g_world_depth;
static void shader_terrain_uPv(m4x4f m){
glUniformMatrix4fv( _uniform_terrain_uPv, 1, GL_FALSE, (float *)m );
}
static void shader_terrain_uCamera(v3f v){
glUniform3fv( _uniform_terrain_uCamera, 1, v );
}
-static void shader_terrain_uPlane(v4f v){
- glUniform4fv( _uniform_terrain_uPlane, 1, v );
+static void shader_terrain_g_world_depth(int i){
+ glUniform1i( _uniform_terrain_g_world_depth, i );
}
static void shader_terrain_register(void){
vg_shader_register( &_shader_terrain );
_uniform_terrain_uTexGarbage = glGetUniformLocation( _shader_terrain.id, "uTexGarbage" );
_uniform_terrain_uTexGradients = glGetUniformLocation( _shader_terrain.id, "uTexGradients" );
_uniform_terrain_uCamera = glGetUniformLocation( _shader_terrain.id, "uCamera" );
- _uniform_terrain_uPlane = glGetUniformLocation( _shader_terrain.id, "uPlane" );
+ _uniform_terrain_g_world_depth = glGetUniformLocation( _shader_terrain.id, "g_world_depth" );
}
#endif /* SHADER_terrain_H */
--- /dev/null
+out vec4 FragColor;
+
+uniform sampler2D uTexGarbage;
+uniform sampler2D uTexGradients;
+uniform sampler2D uTexDepth;
+uniform vec4 uDepthBounds;
+uniform vec3 uCamera;
+uniform vec4 uPlane;
+
+in vec4 aColour;
+in vec2 aUv;
+in vec3 aNorm;
+in vec3 aCo;
+
+float water_depth( vec3 pos, vec3 dir, vec4 plane )
+{
+ float d = dot( plane.xyz, dir );
+ float t = dot((plane.xyz*plane.w - pos),plane.xyz) / d;
+ return t*0.04;
+}
+
+float sample_height( vec3 pos )
+{
+ vec2 depth_coords = (pos.xz-uDepthBounds.xy)*uDepthBounds.zw;
+ return texture( uTexDepth, depth_coords ).r;
+}
+
+float create_shadowing( vec3 vdir )
+{
+ return clamp( sample_height( aCo+vdir ) - (aCo.y+vdir.y), 0.1, 0.2 )-0.1;
+}
+
+void main()
+{
+ vec4 wgarbage = texture( uTexGarbage, aCo.xz * 0.160 );
+
+ // Creating normal patches
+ vec3 modnorm = (wgarbage.rgb-0.4) * 1.4;
+ vec3 qnorm = normalize(floor(aNorm*4.0+modnorm)*0.25) + vec3(0.001,0.0,0.0);
+
+ vec3 tangent0 = normalize(cross(qnorm,vec3(0.0,1.0,0.0)));
+ vec3 tangent1 = cross(qnorm,tangent0);
+ vec2 uvdiffuse = vec2( dot(tangent0,aCo), dot(tangent1,aCo) ) * 0.160;
+
+ // Patch local noise
+ vec4 rgarbage = texture( uTexGarbage, uvdiffuse );
+
+ // Colour blending
+ float fblendclip = step(0.380,aColour.r + (rgarbage.r-0.5)*-1.740)*0.320;
+ vec2 uvgradients = aUv + vec2( fblendclip, 0.0 );
+
+ vec3 diffuse = texture( uTexGradients, uvgradients ).rgb;
+ diffuse -= rgarbage.a*0.04;
+
+ // Lighting
+ vec3 lightdir = normalize(vec3(0.5,0.5,-0.1));
+ vec3 shadow = vec3(0.27,0.25,0.34);
+ float light1 = dot( lightdir, aNorm )*0.5+0.5;
+ diffuse = diffuse * (light1*vec3(1.0,0.96,0.9)*1.2 + shadow*(1.0-light1));
+
+ // Specular lighting
+ vec3 halfview = normalize( uCamera - aCo );
+ vec3 specdir = reflect( -lightdir, qnorm );
+ float spec = pow(max(dot(halfview,specdir),0.0),10.0) * 0.3*rgarbage.r;
+ //diffuse += spec * vec3(1.0,0.8,0.8);
+
+ float faccum = 0.0;
+ vec3 offs = vec3(rgarbage.x, 0.0, rgarbage.z)*4.0;
+ faccum += create_shadowing( vec3( 0.0, 0.5, 0.0 )*0.6);
+ faccum += create_shadowing( vec3( 2.0, 0.3, 0.0 )*0.6);
+ faccum += create_shadowing( vec3( 3.0, 1.0, 0.0 )*0.6);
+ faccum += create_shadowing( vec3( 5.0, 1.0, 0.0 )*0.6);
+ faccum += create_shadowing( vec3( 0.0, 0.5, 0.0 )*0.6*1.5+offs);
+ faccum += create_shadowing( vec3( 2.0, 0.3, 0.0 )*0.6*1.5);
+ faccum += create_shadowing( vec3( 3.0, 1.0, 0.0 )*0.6*1.5-offs);
+ faccum += create_shadowing( vec3( 5.0, 1.0, 0.0 )*0.6*1.5);
+ diffuse = mix( diffuse, vec3(0.15,0.1,0.2), min(faccum*1.0,1.0));
+
+ FragColor = vec4(diffuse, water_depth(aCo,halfview,uPlane));
+}
--- /dev/null
+#ifndef SHADER_vblend_H
+#define SHADER_vblend_H
+static void shader_vblend_link(void);
+static void shader_vblend_register(void);
+static struct vg_shader _shader_vblend = {
+ .name = "vblend",
+ .link = shader_vblend_link,
+ .vs =
+{
+.orig_file = "../shaders/terrain.vs",
+.static_src =
+"layout (location=0) in vec3 a_co;\n"
+"layout (location=1) in vec3 a_norm;\n"
+"layout (location=2) in vec4 a_colour;\n"
+"layout (location=3) in vec2 a_uv;\n"
+"\n"
+"#line 2 0 \n"
+"\n"
+"uniform mat4 uPv;\n"
+"uniform mat4x3 uMdl;\n"
+"\n"
+"out vec4 aColour;\n"
+"out vec2 aUv;\n"
+"out vec3 aNorm;\n"
+"out vec3 aCo;\n"
+"\n"
+"void main()\n"
+"{\n"
+" gl_Position = uPv * vec4( uMdl * vec4(a_co,1.0), 1.0 );\n"
+" aColour = a_colour;\n"
+" aUv = a_uv;\n"
+" aNorm = mat3(uMdl) * a_norm;\n"
+" aCo = a_co;\n"
+"}\n"
+""},
+ .fs =
+{
+.orig_file = "../shaders/vblend.fs",
+.static_src =
+"out vec4 FragColor;\n"
+"\n"
+"uniform sampler2D uTexGarbage;\n"
+"uniform sampler2D uTexGradients;\n"
+"uniform sampler2D uTexDepth;\n"
+"uniform vec4 uDepthBounds;\n"
+"uniform vec3 uCamera;\n"
+"uniform vec4 uPlane;\n"
+"\n"
+"in vec4 aColour;\n"
+"in vec2 aUv;\n"
+"in vec3 aNorm;\n"
+"in vec3 aCo;\n"
+"\n"
+"float water_depth( vec3 pos, vec3 dir, vec4 plane )\n"
+"{\n"
+" float d = dot( plane.xyz, dir );\n"
+" float t = dot((plane.xyz*plane.w - pos),plane.xyz) / d;\n"
+" return t*0.04;\n"
+"}\n"
+"\n"
+"float sample_height( vec3 pos )\n"
+"{\n"
+" vec2 depth_coords = (pos.xz-uDepthBounds.xy)*uDepthBounds.zw;\n"
+" return texture( uTexDepth, depth_coords ).r;\n"
+"}\n"
+"\n"
+"float create_shadowing( vec3 vdir )\n"
+"{\n"
+" return clamp( sample_height( aCo+vdir ) - (aCo.y+vdir.y), 0.1, 0.2 )-0.1;\n"
+"}\n"
+"\n"
+"void main()\n"
+"{\n"
+" vec4 wgarbage = texture( uTexGarbage, aCo.xz * 0.160 );\n"
+" \n"
+" // Creating normal patches\n"
+" vec3 modnorm = (wgarbage.rgb-0.4) * 1.4;\n"
+" vec3 qnorm = normalize(floor(aNorm*4.0+modnorm)*0.25) + vec3(0.001,0.0,0.0);\n"
+"\n"
+" vec3 tangent0 = normalize(cross(qnorm,vec3(0.0,1.0,0.0)));\n"
+" vec3 tangent1 = cross(qnorm,tangent0);\n"
+" vec2 uvdiffuse = vec2( dot(tangent0,aCo), dot(tangent1,aCo) ) * 0.160;\n"
+" \n"
+" // Patch local noise\n"
+" vec4 rgarbage = texture( uTexGarbage, uvdiffuse );\n"
+"\n"
+" // Colour blending\n"
+" float fblendclip = step(0.380,aColour.r + (rgarbage.r-0.5)*-1.740)*0.320;\n"
+" vec2 uvgradients = aUv + vec2( fblendclip, 0.0 );\n"
+"\n"
+" vec3 diffuse = texture( uTexGradients, uvgradients ).rgb;\n"
+" diffuse -= rgarbage.a*0.04;\n"
+"\n"
+" // Lighting\n"
+" vec3 lightdir = normalize(vec3(0.5,0.5,-0.1));\n"
+" vec3 shadow = vec3(0.27,0.25,0.34);\n"
+" float light1 = dot( lightdir, aNorm )*0.5+0.5;\n"
+" diffuse = diffuse * (light1*vec3(1.0,0.96,0.9)*1.2 + shadow*(1.0-light1));\n"
+" \n"
+" // Specular lighting\n"
+" vec3 halfview = normalize( uCamera - aCo );\n"
+" vec3 specdir = reflect( -lightdir, qnorm );\n"
+" float spec = pow(max(dot(halfview,specdir),0.0),10.0) * 0.3*rgarbage.r;\n"
+" //diffuse += spec * vec3(1.0,0.8,0.8);\n"
+"\n"
+" float faccum = 0.0;\n"
+" vec3 offs = vec3(rgarbage.x, 0.0, rgarbage.z)*4.0;\n"
+" faccum += create_shadowing( vec3( 0.0, 0.5, 0.0 )*0.6);\n"
+" faccum += create_shadowing( vec3( 2.0, 0.3, 0.0 )*0.6);\n"
+" faccum += create_shadowing( vec3( 3.0, 1.0, 0.0 )*0.6);\n"
+" faccum += create_shadowing( vec3( 5.0, 1.0, 0.0 )*0.6);\n"
+" faccum += create_shadowing( vec3( 0.0, 0.5, 0.0 )*0.6*1.5+offs);\n"
+" faccum += create_shadowing( vec3( 2.0, 0.3, 0.0 )*0.6*1.5);\n"
+" faccum += create_shadowing( vec3( 3.0, 1.0, 0.0 )*0.6*1.5-offs);\n"
+" faccum += create_shadowing( vec3( 5.0, 1.0, 0.0 )*0.6*1.5);\n"
+" diffuse = mix( diffuse, vec3(0.15,0.1,0.2), min(faccum*1.0,1.0));\n"
+"\n"
+" FragColor = vec4(diffuse, water_depth(aCo,halfview,uPlane));\n"
+"}\n"
+""},
+};
+
+static GLuint _uniform_vblend_uPv;
+static GLuint _uniform_vblend_uMdl;
+static GLuint _uniform_vblend_uTexGarbage;
+static GLuint _uniform_vblend_uTexGradients;
+static GLuint _uniform_vblend_uTexDepth;
+static GLuint _uniform_vblend_uDepthBounds;
+static GLuint _uniform_vblend_uCamera;
+static GLuint _uniform_vblend_uPlane;
+static void shader_vblend_uPv(m4x4f m){
+ glUniformMatrix4fv( _uniform_vblend_uPv, 1, GL_FALSE, (float *)m );
+}
+static void shader_vblend_uMdl(m4x3f m){
+ glUniformMatrix4x3fv( _uniform_vblend_uMdl, 1, GL_FALSE, (float *)m );
+}
+static void shader_vblend_uTexGarbage(int i){
+ glUniform1i( _uniform_vblend_uTexGarbage, i );
+}
+static void shader_vblend_uTexGradients(int i){
+ glUniform1i( _uniform_vblend_uTexGradients, i );
+}
+static void shader_vblend_uTexDepth(int i){
+ glUniform1i( _uniform_vblend_uTexDepth, i );
+}
+static void shader_vblend_uDepthBounds(v4f v){
+ glUniform4fv( _uniform_vblend_uDepthBounds, 1, v );
+}
+static void shader_vblend_uCamera(v3f v){
+ glUniform3fv( _uniform_vblend_uCamera, 1, v );
+}
+static void shader_vblend_uPlane(v4f v){
+ glUniform4fv( _uniform_vblend_uPlane, 1, v );
+}
+static void shader_vblend_register(void){
+ vg_shader_register( &_shader_vblend );
+}
+static void shader_vblend_use(void){ glUseProgram(_shader_vblend.id); }
+static void shader_vblend_link(void){
+ _uniform_vblend_uPv = glGetUniformLocation( _shader_vblend.id, "uPv" );
+ _uniform_vblend_uMdl = glGetUniformLocation( _shader_vblend.id, "uMdl" );
+ _uniform_vblend_uTexGarbage = glGetUniformLocation( _shader_vblend.id, "uTexGarbage" );
+ _uniform_vblend_uTexGradients = glGetUniformLocation( _shader_vblend.id, "uTexGradients" );
+ _uniform_vblend_uTexDepth = glGetUniformLocation( _shader_vblend.id, "uTexDepth" );
+ _uniform_vblend_uDepthBounds = glGetUniformLocation( _shader_vblend.id, "uDepthBounds" );
+ _uniform_vblend_uCamera = glGetUniformLocation( _shader_vblend.id, "uCamera" );
+ _uniform_vblend_uPlane = glGetUniformLocation( _shader_vblend.id, "uPlane" );
+}
+#endif /* SHADER_vblend_H */
--- /dev/null
+layout (location=0) in vec3 a_co;
+layout (location=1) in vec3 a_norm;
+layout (location=2) in vec4 a_colour;
+layout (location=3) in vec2 a_uv;
--- /dev/null
+out vec4 FragColor;
+uniform sampler2D uTexMain;
+
+in vec2 aUv;
+
+void main()
+{
+ FragColor = texture( uTexMain, aUv );
+}
--- /dev/null
+layout (location=0) in vec2 a_co;
+out vec2 aUv;
+
+void main()
+{
+ gl_Position = vec4(a_co*2.0-1.0,0.0,1.0);
+ aUv = a_co;
+}
--- /dev/null
+out vec4 FragColor;
+
+uniform sampler2D uTexMain;
+uniform vec4 uColour;
+
+in vec4 aColour;
+in vec2 aUv;
+in vec3 aNorm;
+in vec3 aCo;
+in float aOpacity;
+
+void main()
+{
+ vec3 diffuse = texture( uTexMain, aUv ).rgb;
+ FragColor = vec4(pow(diffuse,vec3(1.0)),aOpacity);
+}
--- /dev/null
+layout (location=0) in vec3 a_co;
+layout (location=1) in vec3 a_norm;
+layout (location=2) in vec4 a_colour;
+layout (location=3) in vec2 a_uv;
+
+#line 2 0
+
+uniform mat4 uPv;
+uniform mat4x3 uMdl;
+uniform float uOpacity;
+
+out vec4 aColour;
+out vec2 aUv;
+out vec3 aNorm;
+out vec3 aCo;
+out float aOpacity;
+
+void main()
+{
+ vec3 world_pos = uMdl * vec4(a_co,1.0);
+ gl_Position = uPv * vec4(world_pos,1.0);
+
+ aColour = a_colour;
+ aUv = a_uv;
+ aNorm = mat3(uMdl) * a_norm;
+ aCo = a_co;
+ aOpacity = 1.0-(gl_Position.y+0.5)*uOpacity;
+}
--- /dev/null
+out vec4 FragColor;
+
+uniform sampler2D uTexMain;
+uniform sampler2D uTexWater;
+uniform vec2 uInvRes;
+uniform float uTime;
+uniform vec3 uCam;
+
+in vec3 aNorm;
+in vec2 aUv;
+in vec3 aCo;
+
+void main()
+{
+ vec2 ssuv = gl_FragCoord.xy*uInvRes;
+ vec4 mapwater = texture( uTexWater, vec2(aUv.x,aUv.y-uTime));
+
+ float undistort = smoothstep(0.1,0.6,distance( uCam, aCo )*0.1);
+ vec2 trimedge = smoothstep(0.0,0.2,1.0-abs(ssuv-0.5)*2.0);
+ undistort *= trimedge.x * trimedge.y;
+
+ vec2 warpamt = (mapwater.rg-0.5)*0.05*aUv.y*undistort;
+ vec4 mapbackbuffer = texture( uTexMain, ssuv + warpamt );
+
+ float opacity = 1.0-smoothstep(0.4,1.0,aUv.y);
+ FragColor = vec4( mapbackbuffer.rgb, opacity );
+}
--- /dev/null
+layout (location=0) in vec3 a_co;
+layout (location=1) in vec3 a_norm;
+layout (location=2) in vec4 a_colour;
+layout (location=3) in vec2 a_uv;
+
+#line 2 0
+uniform mat4 uPv;
+uniform mat4x3 uMdl;
+
+out vec3 aNorm;
+out vec2 aUv;
+out vec3 aCo;
+
+void main()
+{
+ vec3 world_pos = uMdl * vec4( a_co, 1.0 );
+ gl_Position = uPv * vec4(world_pos,1.0);
+
+ aNorm = a_norm;
+ aCo = world_pos;
+ aUv = a_uv;
+}
--- /dev/null
+out vec4 FragColor;
+
+uniform sampler2D uTexMain;
+uniform vec4 uColour;
+
+in vec4 aColour;
+in vec2 aUv;
+in vec3 aNorm;
+in vec3 aCo;
+
+void main()
+{
+ vec3 diffuse = texture( uTexMain, aUv ).rgb;
+ float light1 = max(0.0,dot(-vec3(0.5,-0.8,0.25), aNorm));
+ float light2 = max(0.0,dot(-vec3(-0.8,0.5,-0.25), aNorm));
+ diffuse += vec3(0.2,0.2,0.2) +
+ vec3(1.0,1.0,0.9)*light1 +
+ vec3(0.1,0.3,0.4)*light2;
+ FragColor = vec4(diffuse*uColour.rgb, aColour.a*uColour.a);
+}
--- /dev/null
+layout (location=0) in vec3 a_co;
+layout (location=1) in vec3 a_norm;
+layout (location=2) in vec4 a_colour;
+layout (location=3) in vec2 a_uv;
+
+#line 2 0
+
+uniform mat4 uPv;
+uniform mat4x3 uMdl;
+
+out vec4 aColour;
+out vec2 aUv;
+out vec3 aNorm;
+out vec3 aCo;
+
+void main()
+{
+ gl_Position = uPv * vec4( uMdl * vec4(a_co,1.0), 1.0 );
+ aColour = a_colour;
+ aUv = a_uv;
+ aNorm = mat3(uMdl) * a_norm;
+ aCo = a_co;
+}
--- /dev/null
+// Nothing
+
+#line 2 0
+
+void main()
+{
+
+}
--- /dev/null
+uniform mat4x3 uMdl;
+
+void main()
+{
+
+}
--- /dev/null
+out vec4 FragColor;
+
+uniform sampler2D uTexMain;
+uniform vec4 uColour;
+
+in vec4 aColour;
+in vec2 aUv;
+in vec3 aNorm;
+in vec3 aCo;
+
+void main()
+{
+ vec3 diffuse = texture( uTexMain, aUv ).rgb;
+ FragColor = vec4(pow(diffuse,vec3(1.0)),1.0);
+}
--- /dev/null
+out vec4 FragColor;
+
+uniform sampler2D uTexMain;
+uniform sampler2D uTexDudv;
+uniform vec2 uInvRes;
+uniform float uTime;
+
+in vec2 aUv;
+
+void main()
+{
+ vec2 ssuv = gl_FragCoord.xy*uInvRes;
+ vec4 dudva = texture( uTexDudv, aUv + vec2(uTime*0.04f,uTime*0.03f) );
+ vec4 dudvb = texture( uTexDudv, aUv - vec2(uTime*0.1,uTime*0.054) );
+
+ vec2 distortamt = (dudva.rg-0.5) * (dudvb.ba-0.5) * 2.0;
+
+ vec4 reflected = texture( uTexMain, ssuv+distortamt );
+ FragColor = vec4(reflected.rgb*1.0,reflected.a);
+}
--- /dev/null
+layout (location=0) in vec3 a_co;
+layout (location=1) in vec3 a_norm;
+layout (location=2) in vec4 a_colour;
+layout (location=3) in vec2 a_uv;
+
+#line 2 0
+
+uniform mat4 uPv;
+uniform mat4x3 uMdl;
+
+out vec2 aUv;
+
+void main()
+{
+ vec3 world_pos = uMdl * vec4( a_co, 1.0 );
+ gl_Position = uPv * vec4(world_pos,1.0);
+ aUv = vec2(world_pos[0],world_pos[2])*0.15;
+}
-#include "water_ref.glsl"
-
out vec4 FragColor;
uniform sampler2D uTexMain;
uniform sampler2D uTexDudv;
-uniform sampler2D uTexDepth;
uniform sampler2D uTexBack;
uniform vec2 uInvRes;
uniform float uTime;
-
uniform vec3 uCamera;
uniform float uSurfaceY;
-in vec4 aUv;
+in vec4 aColour;
+in vec2 aUv;
+in vec3 aNorm;
in vec3 aCo;
-in float aDepth;
+
+#include "common_world.glsl"
+
+vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue,
+ vec4 beneath, vec4 above )
+{
+ vec3 colour_shore = vec3( 0.21, 0.6, 0.8 );
+ vec3 colour_ocean = vec3( 0.01, 0.1, 0.2 );
+ vec3 surface_tint = mix(colour_shore, colour_ocean, depthvalue);
+
+ float ffresnel = pow(1.0-dot( vnorm, halfview ),5.0);
+
+ vec3 lightdir = vec3(0.95,0.0,-0.3);
+ vec3 specdir = reflect( -lightdir, vnorm );
+ float spec = pow(max(dot(halfview,specdir),0.0),20.0)*0.3;
+
+ // Depth
+ float depthblend = pow( beneath.a,0.8 );
+
+ // Composite
+ vec3 vsurface = mix(surface_tint, above.rgb, ffresnel );
+ //vsurface += spec;
+
+ return vec4( vsurface,depthblend );
+}
void main()
{
vec2 ssuv = gl_FragCoord.xy*uInvRes;
// Surface colour composite
- float depthvalue = texture( uTexDepth, aUv.zw ).r;
+ float depthvalue = clamp( -world_depth_sample( aCo )*(1.0/25.0), 0.0, 1.0 );
- vec4 dudva = texture(uTexDudv, aUv.xy + vec2(uTime*0.008,uTime*0.006))-0.5;
- vec4 dudvb = texture(uTexDudv, aUv.xy*7.0-vec2(uTime*0.003,uTime*0.03))-0.5;
+ vec2 world_coord = aCo.xz * 0.008;
+ vec4 time_offsets = vec4( uTime ) * vec4( 0.008, 0.006, 0.003, 0.03 );
+ vec4 dudva = texture( uTexDudv, world_coord + time_offsets.xy )-0.5;
+ vec4 dudvb = texture( uTexDudv, world_coord *7.0 - time_offsets.zw )-0.5;
vec3 surfnorm = dudva.rgb + dudvb.rgb;
surfnorm = normalize(vec3(0.0,1.0,0.0) + dudva.xyz*0.4 + dudvb.xyz*0.1);
vec4 beneath = texture( uTexBack, ssuv );
// Fog
- //vec4 horizon = vec4( 0.5, 0.6, 0.9, 1.0 );
- vec4 horizon = vec4( 0.7,0.8,0.88, 1.0 );
float fdist = pow(length( aCo.xz-uCamera.xz ) * 0.00047, 2.6);
// Composite
.link = shader_water_link,
.vs =
{
-.orig_file = "../shaders/water.vs",
+.orig_file = "../shaders/standard.vs",
.static_src =
"layout (location=0) in vec3 a_co;\n"
"layout (location=1) in vec3 a_norm;\n"
"\n"
"uniform mat4 uPv;\n"
"uniform mat4x3 uMdl;\n"
-"uniform vec4 uDepthBounds;\n"
"\n"
-"out vec4 aUv;\n"
+"out vec4 aColour;\n"
+"out vec2 aUv;\n"
+"out vec3 aNorm;\n"
"out vec3 aCo;\n"
-"out float aDepth;\n"
"\n"
"void main()\n"
"{\n"
-" vec3 world_pos = uMdl * vec4( a_co, 1.0 );\n"
-" gl_Position = uPv * vec4(world_pos,1.0);\n"
-"\n"
-" vec2 depth_coords = (world_pos.xz-uDepthBounds.xy)*uDepthBounds.zw;\n"
-" aUv = vec4(world_pos.xz*0.005,depth_coords);\n"
-" aCo = world_pos;\n"
-"\n"
-" aDepth = gl_Position.z;\n"
+" gl_Position = uPv * vec4( uMdl * vec4(a_co,1.0), 1.0 );\n"
+" aColour = a_colour;\n"
+" aUv = a_uv;\n"
+" aNorm = mat3(uMdl) * a_norm;\n"
+" aCo = a_co;\n"
"}\n"
""},
.fs =
{
.orig_file = "../shaders/water.fs",
.static_src =
+"out vec4 FragColor;\n"
+"\n"
+"uniform sampler2D uTexMain;\n"
+"uniform sampler2D uTexDudv;\n"
+"uniform sampler2D uTexBack;\n"
+"\n"
+"uniform vec2 uInvRes;\n"
+"uniform float uTime;\n"
+"uniform vec3 uCamera;\n"
+"uniform float uSurfaceY;\n"
+"\n"
+"in vec4 aColour;\n"
+"in vec2 aUv;\n"
+"in vec3 aNorm;\n"
+"in vec3 aCo;\n"
+"\n"
+"#line 1 1 \n"
+"layout (std140) uniform ub_world_lighting\n"
+"{\n"
+" vec3 g_directional;\n"
+" vec3 g_sun_colour;\n"
+" vec3 g_shadow_colour;\n"
+" vec4 g_water_plane;\n"
+" vec4 g_depth_bounds;\n"
+" float g_water_fog;\n"
+"};\n"
+"\n"
+"uniform sampler2D g_world_depth;\n"
+"\n"
+"// Standard diffuse + spec models\n"
+"// ==============================\n"
+"\n"
+"vec3 do_light_diffuse( vec3 vfrag, vec3 wnormal )\n"
+"{\n"
+" float flight = dot( g_directional, wnormal )*0.5+0.5;\n"
+" return vfrag * mix( g_shadow_colour, g_sun_colour, flight );\n"
+"}\n"
+"\n"
+"vec3 do_light_spec( vec3 vfrag, vec3 wnormal, vec3 halfview, float fintensity )\n"
+"{\n"
+" vec3 specdir = reflect( -g_directional, wnormal );\n"
+" float spec = pow(max(dot( halfview, specdir ), 0.0), 10.0);\n"
+" return vfrag + g_sun_colour*spec*fintensity;\n"
+"}\n"
+"\n"
+"float world_depth_sample( vec3 pos )\n"
+"{\n"
+" vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
+" return texture( g_world_depth, depth_coord ).r;\n"
+"}\n"
+"\n"
+"float shadow_sample( vec3 vdir )\n"
+"{\n"
+" vec3 sample_pos = aCo + vdir;\n"
+" float height_sample = world_depth_sample( sample_pos );\n"
+"\n"
+" float fdelta = height_sample - sample_pos.y;\n"
+" return clamp( fdelta, 0.1, 0.2 )-0.1;\n"
+"}\n"
+"\n"
+"vec3 do_light_shadowing( vec3 vfrag )\n"
+"{\n"
+" float faccum = 0.0;\n"
+" faccum += shadow_sample( vec3( 0.0, 0.5, 0.0 ));\n"
+" faccum += shadow_sample( vec3( 2.0, 0.3, 0.0 ));\n"
+" faccum += shadow_sample( vec3( 3.0, 1.0, 0.0 ));\n"
+" faccum += shadow_sample( vec3( 5.0, 1.0, 0.0 ));\n"
+" faccum += shadow_sample( vec3( 0.0, 0.5, 0.0 )*1.5);\n"
+" faccum += shadow_sample( vec3( 2.0, 0.3, 0.0 )*1.5);\n"
+" faccum += shadow_sample( vec3( 3.0, 1.0, 0.0 )*1.5);\n"
+" faccum += shadow_sample( vec3( 5.0, 1.0, 0.0 )*1.5);\n"
+" return mix( vfrag, g_shadow_colour, faccum );\n"
+"}\n"
+"\n"
+"\n"
+"#line 18 0 \n"
+"\n"
"vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue, \n"
" vec4 beneath, vec4 above )\n"
"{\n"
" return vec4( vsurface,depthblend );\n"
"}\n"
"\n"
-"#line 2 0 \n"
-"\n"
-"out vec4 FragColor;\n"
-"\n"
-"uniform sampler2D uTexMain;\n"
-"uniform sampler2D uTexDudv;\n"
-"uniform sampler2D uTexDepth;\n"
-"uniform sampler2D uTexBack;\n"
-"\n"
-"uniform vec2 uInvRes;\n"
-"uniform float uTime;\n"
-"\n"
-"uniform vec3 uCamera;\n"
-"uniform float uSurfaceY;\n"
-"\n"
-"in vec4 aUv;\n"
-"in vec3 aCo;\n"
-"in float aDepth;\n"
-"\n"
"void main()\n"
"{\n"
" // Create texture coords\n"
" vec2 ssuv = gl_FragCoord.xy*uInvRes;\n"
" \n"
" // Surface colour composite\n"
-" float depthvalue = texture( uTexDepth, aUv.zw ).r;\n"
+" float depthvalue = clamp( -world_depth_sample( aCo )*(1.0/25.0), 0.0, 1.0 );\n"
"\n"
-" vec4 dudva = texture(uTexDudv, aUv.xy + vec2(uTime*0.008,uTime*0.006))-0.5;\n"
-" vec4 dudvb = texture(uTexDudv, aUv.xy*7.0-vec2(uTime*0.003,uTime*0.03))-0.5;\n"
+" vec2 world_coord = aCo.xz * 0.008;\n"
+" vec4 time_offsets = vec4( uTime ) * vec4( 0.008, 0.006, 0.003, 0.03 );\n"
+" vec4 dudva = texture( uTexDudv, world_coord + time_offsets.xy )-0.5;\n"
+" vec4 dudvb = texture( uTexDudv, world_coord *7.0 - time_offsets.zw )-0.5;\n"
"\n"
" vec3 surfnorm = dudva.rgb + dudvb.rgb;\n"
" surfnorm = normalize(vec3(0.0,1.0,0.0) + dudva.xyz*0.4 + dudvb.xyz*0.1);\n"
" vec4 beneath = texture( uTexBack, ssuv );\n"
"\n"
" // Fog\n"
-" //vec4 horizon = vec4( 0.5, 0.6, 0.9, 1.0 );\n"
-" vec4 horizon = vec4( 0.7,0.8,0.88, 1.0 );\n"
" float fdist = pow(length( aCo.xz-uCamera.xz ) * 0.00047, 2.6);\n"
"\n"
" // Composite\n"
static GLuint _uniform_water_uPv;
static GLuint _uniform_water_uMdl;
-static GLuint _uniform_water_uDepthBounds;
static GLuint _uniform_water_uTexMain;
static GLuint _uniform_water_uTexDudv;
-static GLuint _uniform_water_uTexDepth;
static GLuint _uniform_water_uTexBack;
static GLuint _uniform_water_uInvRes;
static GLuint _uniform_water_uTime;
static GLuint _uniform_water_uCamera;
static GLuint _uniform_water_uSurfaceY;
+static GLuint _uniform_water_g_world_depth;
static void shader_water_uPv(m4x4f m){
glUniformMatrix4fv( _uniform_water_uPv, 1, GL_FALSE, (float *)m );
}
static void shader_water_uMdl(m4x3f m){
glUniformMatrix4x3fv( _uniform_water_uMdl, 1, GL_FALSE, (float *)m );
}
-static void shader_water_uDepthBounds(v4f v){
- glUniform4fv( _uniform_water_uDepthBounds, 1, v );
-}
static void shader_water_uTexMain(int i){
glUniform1i( _uniform_water_uTexMain, i );
}
static void shader_water_uTexDudv(int i){
glUniform1i( _uniform_water_uTexDudv, i );
}
-static void shader_water_uTexDepth(int i){
- glUniform1i( _uniform_water_uTexDepth, i );
-}
static void shader_water_uTexBack(int i){
glUniform1i( _uniform_water_uTexBack, i );
}
static void shader_water_uSurfaceY(float f){
glUniform1f( _uniform_water_uSurfaceY, f );
}
+static void shader_water_g_world_depth(int i){
+ glUniform1i( _uniform_water_g_world_depth, i );
+}
static void shader_water_register(void){
vg_shader_register( &_shader_water );
}
static void shader_water_link(void){
_uniform_water_uPv = glGetUniformLocation( _shader_water.id, "uPv" );
_uniform_water_uMdl = glGetUniformLocation( _shader_water.id, "uMdl" );
- _uniform_water_uDepthBounds = glGetUniformLocation( _shader_water.id, "uDepthBounds" );
_uniform_water_uTexMain = glGetUniformLocation( _shader_water.id, "uTexMain" );
_uniform_water_uTexDudv = glGetUniformLocation( _shader_water.id, "uTexDudv" );
- _uniform_water_uTexDepth = glGetUniformLocation( _shader_water.id, "uTexDepth" );
_uniform_water_uTexBack = glGetUniformLocation( _shader_water.id, "uTexBack" );
_uniform_water_uInvRes = glGetUniformLocation( _shader_water.id, "uInvRes" );
_uniform_water_uTime = glGetUniformLocation( _shader_water.id, "uTime" );
_uniform_water_uCamera = glGetUniformLocation( _shader_water.id, "uCamera" );
_uniform_water_uSurfaceY = glGetUniformLocation( _shader_water.id, "uSurfaceY" );
+ _uniform_water_g_world_depth = glGetUniformLocation( _shader_water.id, "g_world_depth" );
}
#endif /* SHADER_water_H */
uniform mat4 uPv;
uniform mat4x3 uMdl;
-uniform vec4 uDepthBounds;
out vec4 aUv;
out vec3 aCo;
-out float aDepth;
void main()
{
vec3 world_pos = uMdl * vec4( a_co, 1.0 );
gl_Position = uPv * vec4(world_pos,1.0);
- vec2 depth_coords = (world_pos.xz-uDepthBounds.xy)*uDepthBounds.zw;
aUv = vec4(world_pos.xz*0.005,depth_coords);
aCo = world_pos;
-
- aDepth = gl_Position.z;
}
static void render_terrain(m4x4f projection, v3f camera);
static void render_sky(m4x3f camera);
+#if 0
#ifndef TERRAIN_H
#define TERRAIN_H
free(msky);
}
+static void bind_terrain_textures(void)
+{
+ vg_tex2d_bind( &tex_terrain_noise, 0 );
+ vg_tex2d_bind( &tex_terrain_colours, 1 );
+}
+
static void render_terrain(m4x4f projection, v3f camera)
{
shader_terrain_use();
shader_terrain_uMdl( identity_matrix );
shader_terrain_uCamera( camera );
shader_terrain_uPlane( (v4f){ 0.0f,1.0f,0.0f, wrender.height } );
+
+ glActiveTexture( GL_TEXTURE2 );
+ glBindTexture( GL_TEXTURE_2D, wrender.depthmap );
+ shader_terrain_uTexDepth( 2 );
+ shader_terrain_uDepthBounds( (v4f){
+ wrender.depthbounds[0][0],
+ wrender.depthbounds[0][2],
+ 1.0f/ (wrender.depthbounds[1][0]-wrender.depthbounds[0][0]),
+ 1.0f/ (wrender.depthbounds[1][2]-wrender.depthbounds[0][2])} );
}
static void render_lowerdome( m4x3f camera )
}
#endif
+#endif
vg_target="game"
shader blit blit.vs blit.fs
+shader fscolour blit.vs colour.fs
shader terrain terrain.vs terrain.fs
+shader vblend terrain.vs vblend.fs
shader standard standard.vs standard.fs
shader unlit standard.vs unlit.fs
shader character character.vs character.fs
shader gate gate.vs gate.fs
shader gatelq gate.vs gate_lq.fs
-shader water water.vs water.fs
+shader water standard.vs water.fs
shader sky standard.vs sky.fs
shader planeinf standard.vs planeinf.fs
+shader gpos standard.vs gpos.fs
static void water_register(void);
static void water_init(void);
static void water_fb_resize(void);
-static void water_compute_depth( boxf bounds );
static void water_set_surface( glmesh *surf, float height );
static float water_height(void);
struct framebuffer fbreflect, fbdepth;
glmesh mdl;
- GLuint depthmap;
boxf depthbounds;
int depth_computed;
float height;
int enabled;
+ v4f plane;
}
wrender =
{
fb_resize( &wrender.fbdepth );
}
+#if 0
static void water_compute_depth( boxf bounds )
{
if( !wrender.enabled )
#ifdef VG_RELEASE
int const kres = 512;
#else
- int const kres = 64;
+ int const kres = 1024;
#endif
vg_info( "Computing depth map\n" );
- u8 *img = malloc( kres*kres );
+ float *img = malloc( kres*kres*sizeof(float) );
boxf interior;
v3_add(bounds[0],(v3f){1.0f,1.0f,1.0f},interior[0]);
{
v3f pos = { x, 0.0f, y };
pos[0] += 0.5f;
- pos[1] += 0.5f;
+ pos[2] += 0.5f;
v3_divs( pos, kres+1, pos );
v3_muladd( interior[0], pos, volume, pos );
pos[1] = 2000.0f;
ray_hit hit;
hit.dist = INFINITY;
- u8 *dst = &img[ y*kres+x ];
+ float *dst = &img[ y*kres+x ];
if( ray_world( pos, (v3f){0.0f,-1.0f,0.0f}, &hit ))
{
- float h = wrender.height - hit.pos[1];
- h *= 1.0f/25.0f;
- h = vg_clampf( h, 0.0f, 1.0f );
- *dst = (u8)(h*255.0f);
+ *dst = hit.pos[1];
}
else
{
- *dst = 0;
+ *dst = 0.0f;
}
}
}
glGenTextures( 1, &wrender.depthmap );
glBindTexture( GL_TEXTURE_2D, wrender.depthmap );
- glTexImage2D( GL_TEXTURE_2D, 0, GL_RED, kres, kres, 0,
- GL_RED, GL_UNSIGNED_BYTE, img );
+ glTexImage2D( GL_TEXTURE_2D, 0, GL_R32F, kres, kres, 0,
+ GL_RED, GL_FLOAT, img );
vg_tex2d_mipmap();
vg_tex2d_linear_mipmap();
free( img );
vg_success( "Done.\n" );
}
+#endif
static void water_set_surface( glmesh *surf, float height )
{
wrender.mdl = *surf;
wrender.height = height;
+
+ v4_copy( (v4f){ 0.0f, 1.0f, 0.0f, height }, wrender.plane );
}
static void render_water_texture( m4x3f camera )
plane_clip_projection( projection, clippb );
m4x4_mul( projection, view, projection );
- render_world( projection, camera );
+ render_world_depth( projection, camera );
glViewport( 0, 0, vg_window_x, vg_window_y );
}
1.0f / (float)vg_window_x,
1.0f / (float)vg_window_y });
- glActiveTexture( GL_TEXTURE2 );
- glBindTexture( GL_TEXTURE_2D, wrender.depthmap );
- shader_water_uTexDepth( 2 );
- shader_water_uDepthBounds( (v4f){
- wrender.depthbounds[0][0],
- wrender.depthbounds[0][2],
- 1.0f/ (wrender.depthbounds[1][0]-wrender.depthbounds[0][0]),
- 1.0f/ (wrender.depthbounds[1][2]-wrender.depthbounds[0][2])} );
+ shader_link_standard_ub( _shader_water.id, 2 );
fb_bindtex( &wrender.fbdepth, 3 );
shader_water_uTexBack( 3 );
-
shader_water_uTime( vg_time );
shader_water_uCamera( camera[3] );
shader_water_uSurfaceY( wrender.height );
#include "rigidbody.h"
#include "gate.h"
#include "bvh.h"
+#include "lighting.h"
+#include "model.h"
+#include "shaders/terrain.h"
+#include "shaders/sky.h"
+#include "shaders/planeinf.h"
#include "shaders/standard.h"
+#include "shaders/vblend.h"
+#include "shaders/gpos.h"
+#include "shaders/fscolour.h"
static struct gworld
{
- scene geo, foliage;
- submodel sm_road, sm_terrain;
- glmesh skybox;
-
+ /* gameplay */
v3f tutorial;
-
teleport_gate gates[64];
u32 gate_count;
+ /* Physics */
rigidbody temp_rbs[128];
u32 rb_count;
-
bh_tree bhcubes;
+
+ /* Rendering & geometry */
+ scene geo, foliage, props;
+ submodel sm_road, sm_terrain;
+
+ glmesh skybox, skydome;
+ submodel dome_upper,
+ dome_lower;
}
world;
-static void render_world( m4x4f projection, m4x3f camera )
-{
- render_sky( camera );
-
- m4x3f identity_matrix;
- m4x3_identity( identity_matrix );
+vg_tex2d tex_terrain_colours = { .path = "textures/gradients.qoi",
+ .flags = VG_TEXTURE_CLAMP|VG_TEXTURE_NEAREST };
- render_terrain( projection, camera[3] );
- scene_bind( &world.geo );
- scene_draw( &world.geo );
-
- glDisable(GL_CULL_FACE);
- scene_bind( &world.foliage );
- scene_draw( &world.foliage );
- glEnable(GL_CULL_FACE);
-
- vg_line_boxf( world.geo.bbx, 0xff00ff00 );
-}
+vg_tex2d tex_terrain_noise = { .path = "textures/garbage.qoi",
+ .flags = VG_TEXTURE_NEAREST };
static void ray_world_get_tri( ray_hit *hit, v3f tri[3] )
{
return hit->tri[0] < world.sm_road.vertex_count;
}
+static void world_register(void)
+{
+ shader_terrain_register();
+ shader_sky_register();
+ shader_planeinf_register();
+ shader_gpos_register();
+ shader_fscolour_register();
+}
+
+static void world_free(void)
+{
+ /* TODO.. */
+}
+
+static void render_world_depth( m4x4f projection, m4x3f camera );
static void world_load(void)
{
- /* Setup scene */
+ /*
+ * Setup scene
+ *
+ * TODO: Call world_free when its ready here
+ *
+ */
scene_init( &world.geo );
model *mworld = vg_asset_read( "models/mp_dev.mdl" );
scene_add_model( &world.geo, mworld, sm, sm->pivot, 0.0f, 1.0f );
}
+ for( int i=0; i<mworld->layer_count; i++ )
+ {
+ submodel *sm = model_get_submodel( mworld, i );
+ if( !strcmp( sm->material, "vertex_blend" ) )
+ {
+ m4x3f transform;
+ q_m3x3( sm->q, transform );
+ v3_copy( sm->pivot, transform[3] );
+ scene_add_foliage( &world.geo, mworld, sm, transform );
+ }
+ }
scene_copy_slice( &world.geo, &world.sm_road );
for( int i=0; i<mworld->layer_count; i++ )
scene_add_model( &world.geo, mworld, sm, sm->pivot, 0.0f, 1.0f );
}
- scene_copy_slice( &world.geo, &world.sm_terrain );
- vg_info( "BBX: %.3f %.3f %.3f -> %.3f %.3f %.3f\n",
- world.geo.bbx[0][0], world.geo.bbx[0][1], world.geo.bbx[0][2],
- world.geo.bbx[1][0], world.geo.bbx[1][1], world.geo.bbx[1][2] );
+ scene_copy_slice( &world.geo, &world.sm_terrain );
/*
* TODO: Parametric marker import
break;
}
}
-
- scene_upload( &world.geo );
- scene_bh_create( &world.geo );
- water_compute_depth( world.geo.bbx );
+ scene_bh_create( &world.geo );
+ scene_upload( &world.geo );
scene_init( &world.foliage );
model *mfoliage = vg_asset_read("models/rs_foliage.mdl");
submodel *sm = model_get_submodel( mworld, i );
if( !strcmp( sm->material, "surf" ) ||
!strcmp( sm->material, "terrain" ) ||
- !strcmp( sm->material, "water" ) )
+ !strcmp( sm->material, "water" ) ||
+ !strcmp( sm->material, "vertex_blend") )
continue;
m4x3f transform;
rb_update_transform( rb );
}
- free( mworld );
-
v3f volume;
v3_sub( world.geo.bbx[1], world.geo.bbx[0], volume );
volume[1] = 1.0f;
free( mfoliage );
scene_upload( &world.foliage );
+
+ /* Prop layer */
+ scene_init( &world.props );
+ for( int i=0; i<mworld->layer_count; i++ )
+ {
+ submodel *sm = model_get_submodel( mworld, i );
+ if( !strcmp( sm->material, "vertex_blend" ) )
+ {
+ m4x3f transform;
+ q_m3x3( sm->q, transform );
+ v3_copy( sm->pivot, transform[3] );
+ scene_add_foliage( &world.props, mworld, sm, transform );
+ }
+ }
+
+ scene_upload( &world.props );
+ free( mworld );
bh_create( &world.bhcubes,
&bh_system_rigidbodies, world.temp_rbs, world.rb_count );
+
+ /*
+ * Rendering the depth map
+ */
+ m4x4f ortho;
+ m4x3f camera;
+
+ v3f extent;
+ v3_sub( world.geo.bbx[1], world.geo.bbx[0], extent );
+
+ float fl = world.geo.bbx[0][0],
+ fr = world.geo.bbx[1][0],
+ fb = world.geo.bbx[0][2],
+ ft = world.geo.bbx[1][2],
+ rl = 1.0f / (fr-fl),
+ tb = 1.0f / (ft-fb);
+
+ m4x4_zero( ortho );
+ ortho[0][0] = 2.0f * rl;
+ ortho[2][1] = 2.0f * tb;
+ ortho[3][0] = (fr + fl) * -rl;
+ ortho[3][1] = (ft + fb) * -tb;
+ ortho[3][3] = 1.0f;
+ m4x3_identity( camera );
+
+ glViewport( 0, 0, 1024, 1024 );
+ glDisable(GL_DEPTH_TEST);
+ glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_depthmap );
+ shader_fscolour_use();
+ shader_fscolour_uColour( (v4f){-9999.0f,-9999.0f,-9999.0f,-9999.0f} );
+ render_fsquad();
+
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_ONE, GL_ONE);
+ glBlendEquation(GL_MAX);
+ render_world_depth( ortho, camera );
+ glDisable(GL_BLEND);
+ glEnable(GL_DEPTH_TEST);
+
+ /*
+ * TODO: World settings entity
+ */
+ struct ub_world_lighting *winfo = &gpipeline.ub_world_lighting;
+
+ v3f sundir = { 0.5f, 0.8f, 0.2f };
+ v3_normalize( sundir );
+ v3_copy( sundir, winfo->g_directional );
+ v3_copy( (v3f){ 1.2f,1.152f,1.08f }, winfo->g_sun_colour );
+ v3_copy( (v3f){ 0.15f,0.1f,0.2f }, winfo->g_shadow_colour );
+ v4_copy( wrender.plane, winfo->g_water_plane );
+
+ v4f bounds;
+ bounds[0] = world.geo.bbx[0][0];
+ bounds[1] = world.geo.bbx[0][2];
+ bounds[2] = 1.0f/ (world.geo.bbx[1][0]-world.geo.bbx[0][0]);
+ bounds[3] = 1.0f/ (world.geo.bbx[1][2]-world.geo.bbx[0][2]);
+ v4_copy( bounds, winfo->g_depth_bounds );
+
+ winfo->g_water_fog = 0.04f;
+ render_update_lighting_ub();
+}
+
+static void world_init(void)
+{
+ vg_tex2d_init( (vg_tex2d *[]){ &tex_terrain_colours,
+ &tex_terrain_noise }, 2 );
+
+
+ model *msky = vg_asset_read("models/rs_skydome.mdl");
+ model_unpack( msky, &world.skydome );
+
+ world.dome_lower = *submodel_get( msky, "dome_lower" );
+ world.dome_upper = *submodel_get( msky, "dome_upper" );
+
+ free(msky);
+}
+
+/*
+ * Rendering
+ */
+
+static void bind_terrain_textures(void)
+{
+ vg_tex2d_bind( &tex_terrain_noise, 0 );
+ vg_tex2d_bind( &tex_terrain_colours, 1 );
+}
+
+static void render_props( m4x4f projection, v3f camera )
+{
+ m4x3f identity_matrix;
+ m4x3_identity( identity_matrix );
+
+ shader_vblend_use();
+ shader_vblend_uTexGarbage(0);
+ shader_vblend_uTexGradients(1);
+ shader_link_standard_ub( _shader_vblend.id, 2 );
+ bind_terrain_textures();
+
+ shader_vblend_uPv( projection );
+ shader_vblend_uMdl( identity_matrix );
+ shader_vblend_uCamera( camera );
+
+ scene_bind( &world.props );
+ scene_draw( &world.props );
+}
+
+static void render_terrain( m4x4f projection, v3f camera )
+{
+ m4x3f identity_matrix;
+ m4x3_identity( identity_matrix );
+
+ shader_terrain_use();
+ shader_terrain_uTexGarbage(0);
+ shader_terrain_uTexGradients(1);
+ shader_link_standard_ub( _shader_terrain.id, 2 );
+ bind_terrain_textures();
+
+ shader_terrain_uPv( projection );
+ shader_terrain_uMdl( identity_matrix );
+ shader_terrain_uCamera( camera );
+
+ scene_bind( &world.geo );
+ scene_draw( &world.geo );
+
+ glDisable(GL_CULL_FACE);
+ scene_bind( &world.foliage );
+ scene_draw( &world.foliage );
+ glEnable(GL_CULL_FACE);
+}
+
+static void render_lowerdome( m4x3f camera )
+{
+ m4x4f projection, full;
+ pipeline_projection( projection, 0.4f, 1000.0f );
+
+ m4x3f inverse;
+ m3x3_transpose( camera, inverse );
+ v3_copy((v3f){0.0f,0.0f,0.0f}, inverse[3]);
+ m4x3_expand( inverse, full );
+ m4x4_mul( projection, full, full );
+
+ m4x3f identity_matrix;
+ m4x3_identity( identity_matrix );
+
+ shader_planeinf_use();
+ shader_planeinf_uMdl(identity_matrix);
+ shader_planeinf_uPv(full);
+ shader_planeinf_uCamera(camera[3]);
+ shader_planeinf_uPlane( (v4f){0.0f,1.0f,0.0f, water_height()} );
+
+ submodel_draw( &world.dome_lower );
+}
+
+static void render_sky(m4x3f camera)
+{
+ m4x4f projection, full;
+ pipeline_projection( projection, 0.4f, 1000.0f );
+
+ m4x3f inverse;
+ m3x3_transpose( camera, inverse );
+ v3_copy((v3f){0.0f,0.0f,0.0f}, inverse[3]);
+ m4x3_expand( inverse, full );
+ m4x4_mul( projection, full, full );
+
+ m4x3f identity_matrix;
+ m4x3_identity( identity_matrix );
+
+ shader_sky_use();
+ shader_sky_uMdl(identity_matrix);
+ shader_sky_uPv(full);
+ shader_sky_uTexGarbage(0);
+ shader_sky_uTime( vg_time );
+
+ vg_tex2d_bind( &tex_terrain_noise, 0 );
+
+ glDepthMask( GL_FALSE );
+ glDisable( GL_DEPTH_TEST );
+
+ mesh_bind( &world.skydome );
+ submodel_draw( &world.dome_upper );
+
+ glEnable( GL_DEPTH_TEST );
+ glDepthMask( GL_TRUE );
+}
+
+static void render_world( m4x4f projection, m4x3f camera )
+{
+ render_sky( camera );
+ render_terrain( projection, camera[3] );
+ /* render props... */
+}
+
+static void render_world_depth( m4x4f projection, m4x3f camera )
+{
+ m4x3f identity_matrix;
+ m4x3_identity( identity_matrix );
+
+ shader_gpos_use();
+ shader_gpos_uCamera( camera[3] );
+ shader_gpos_uPv( projection );
+ shader_gpos_uMdl( identity_matrix );
+
+ scene_bind( &world.geo );
+ scene_draw( &world.geo );
+
+ glDisable(GL_CULL_FACE);
+ scene_bind( &world.foliage );
+ scene_draw( &world.foliage );
+ glEnable(GL_CULL_FACE);
+
+ scene_bind( &world.props );
+ scene_draw( &world.props );
}
#endif /* WORLD_H */