From: hgn Date: Mon, 27 Mar 2023 10:54:07 +0000 (+0100) Subject: sfd X-Git-Url: https://skaterift.com/git/?a=commitdiff_plain;h=dd5c7c307f156768189af84603ec6f1f3b887bb4;p=carveJwlIkooP6JGAAIwe30JlM.git sfd --- diff --git a/blender_export.py b/blender_export.py index dee0d8f..721bba6 100644 --- a/blender_export.py +++ b/blender_export.py @@ -2371,15 +2371,16 @@ def node_graph( route_nodes ): def cv_draw_route( route, route_nodes ): #{ - pole = Vector((0.2,0.2,20)) - hat = Vector((20,2.0,0.2)) + pole = Vector((0.2,0.2,10)) + hat = Vector((1,8,0.2)) cc = route.SR_data.ent_route[0].colour - cv_draw_ucube( route.matrix_world, cc, Vector((20,1,10)) ) - cv_draw_ucube( route.matrix_world, cc, pole, Vector((-20,1,-10)) ) - cv_draw_ucube( route.matrix_world, cc, pole, Vector(( 20,1,-10)) ) - cv_draw_ucube( route.matrix_world, cc, hat, Vector((0,-1, 10)) ) - cv_draw_ucube( route.matrix_world, cc, hat, Vector((0,-1,-10)) ) + cv_draw_ucube(route.matrix_world,cc,Vector((0.5,-7.5,6)),\ + Vector((0,-6.5,5.5))) + cv_draw_ucube(route.matrix_world,cc,pole, Vector(( 0.5, 0.5,0)) ) + cv_draw_ucube(route.matrix_world,cc,pole, Vector(( 0.5,-13.5,0)) ) + cv_draw_ucube(route.matrix_world,cc,hat, Vector((-0.5,-6.5, 12)) ) + cv_draw_ucube(route.matrix_world,cc,hat, Vector((-0.5,-6.5,-1)) ) checkpoints = route.SR_data.ent_route[0].gates graph = node_graph( route_nodes ) diff --git a/build.c b/build.c index 5e1652e..1201177 100644 --- a/build.c +++ b/build.c @@ -126,6 +126,7 @@ void build_shaders(void) _S( "scene_position", "scene.vs", "scene_position.fs" ); _S( "scene_water", "scene.vs", "scene_water.fs" ); _S( "scene_water_fast", "scene.vs", "scene_water_fast.fs" ); + _S( "scene_scoretext", "scene_sfd.vs", "scene_standard.fs" ); /* Models */ _S( "model_sky", "model.vs", "model_sky.fs" ); diff --git a/maps_src/mp_gridmap.mdl b/maps_src/mp_gridmap.mdl index 46386d2..f7d2e41 100644 Binary files a/maps_src/mp_gridmap.mdl and b/maps_src/mp_gridmap.mdl differ diff --git a/models_src/rs_scoretext.mdl b/models_src/rs_scoretext.mdl new file mode 100644 index 0000000..a85faa6 Binary files /dev/null and b/models_src/rs_scoretext.mdl differ diff --git a/scene.h b/scene.h index cd1a8ea..81d00c3 100644 --- a/scene.h +++ b/scene.h @@ -247,7 +247,7 @@ VG_STATIC void scene_upload( scene *pscene, glmesh *mesh ) glEnableVertexAttribArray( 0 ); /* 1: normal */ - glVertexAttribPointer( 1, 3, GL_BYTE, GL_TRUE, + glVertexAttribPointer( 1, 4, GL_BYTE, GL_TRUE, stride, (void *)offsetof(scene_vert, norm) ); glEnableVertexAttribArray( 1 ); diff --git a/shaders/scene_scoretext.h b/shaders/scene_scoretext.h new file mode 100644 index 0000000..dcefedb --- /dev/null +++ b/shaders/scene_scoretext.h @@ -0,0 +1,535 @@ +#ifndef SHADER_scene_scoretext_H +#define SHADER_scene_scoretext_H +static void shader_scene_scoretext_link(void); +static void shader_scene_scoretext_register(void); +static struct vg_shader _shader_scene_scoretext = { + .name = "scene_scoretext", + .link = shader_scene_scoretext_link, + .vs = +{ +.orig_file = "shaders/scene_sfd.vs", +.static_src = +"layout (location=0) in vec3 a_co;\n" +"layout (location=1) in vec4 a_norm;\n" +"layout (location=2) in vec2 a_uv;\n" +"\n" +"#line 1 1 \n" +"const float k_motion_lerp_amount = 0.01;\n" +"\n" +"#line 2 0 \n" +"\n" +"out vec3 aMotionVec0;\n" +"out vec3 aMotionVec1;\n" +"\n" +"void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n" +"{\n" +" // This magically solves some artifacting errors!\n" +" //\n" +" vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\n" +"\n" +" aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n" +" aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n" +"}\n" +"\n" +"#line 6 0 \n" +"\n" +"uniform mat4x3 uMdl;\n" +"uniform mat4 uPv;\n" +"uniform mat4 uPvmPrev;\n" +"uniform vec3 uInfo;\n" +"\n" +"out vec2 aUv;\n" +"out vec4 aNorm;\n" +"out vec3 aCo;\n" +"out vec3 aWorldCo;\n" +"\n" +"void main()\n" +"{\n" +" float w = ((a_norm.w)-0.5)*2.0 + fract(uInfo.z) - 0.0;\n" +" float c = -cos(w*0.2);\n" +" float s = -sin(w*0.2);\n" +" float r = 0.2;\n" +"\n" +" float w1 = clamp( w*4.0 - a_co.y*10.0, -1.0, 1.0 ) * (3.14159265*0.5);\n" +" float c1 = cos(w1);\n" +" float s1 = sin(w1);\n" +"\n" +" float yoff = step(0.01,fract(uInfo.z))*-0.5;\n" +"\n" +" mat4x3 mlocal;\n" +" mlocal[0] = vec3(c1, s1,0.0);\n" +" mlocal[1] = vec3(-s1,c1,0.0);\n" +" mlocal[2] = vec3(0.0,0.0,1.0);\n" +" mlocal[3] = vec3(c*r,uInfo.y*0.875 + s*r,uInfo.x*0.5);\n" +"\n" +" vec3 local_pos0 = mlocal * vec4( a_co, 1.0 );\n" +" vec3 world_pos0 = uMdl * vec4( local_pos0, 1.0 );\n" +"\n" +" vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n" +" vec4 vproj1 = uPvmPrev * vec4( local_pos0, 1.0 );\n" +"\n" +" vs_motion_out( vproj0, vproj1 );\n" +"\n" +" gl_Position = vproj0;\n" +"\n" +" aUv = a_uv;\n" +" aNorm = vec4( mat3(uMdl) * mat3(mlocal) * a_norm.xyz, a_norm.w );\n" +" aCo = a_co;\n" +" aWorldCo = world_pos0;\n" +"}\n" +""}, + .fs = +{ +.orig_file = "shaders/scene_standard.fs", +.static_src = +"uniform sampler2D uTexGarbage;\n" +"uniform sampler2D uTexMain;\n" +"uniform vec3 uCamera;\n" +"uniform vec4 uPlane;\n" +"uniform vec3 uBoard0;\n" +"uniform vec3 uBoard1;\n" +"\n" +"#line 1 1 \n" +"// :D\n" +"\n" +"in vec2 aUv;\n" +"in vec4 aNorm;\n" +"in vec3 aCo;\n" +"in vec3 aWorldCo;\n" +"\n" +"#line 1 1 \n" +"layout (location = 0) out vec4 oColour;\n" +"\n" +"// OpenGL wiki: Recommends do not use vec3 because of drivers. hence the v4s...\n" +"layout (std140) uniform ub_world_lighting\n" +"{\n" +" vec4 g_cube_min;\n" +" vec4 g_cube_inv_range;\n" +"\n" +" vec4 g_water_plane;\n" +" vec4 g_depth_bounds;\n" +"\n" +" vec4 g_daysky_colour;\n" +" vec4 g_nightsky_colour;\n" +" vec4 g_sunset_colour;\n" +" vec4 g_ambient_colour;\n" +" vec4 g_sunset_ambient;\n" +" vec4 g_sun_colour;\n" +" vec4 g_sun_dir;\n" +"\n" +" float g_water_fog;\n" +" float g_time;\n" +" float g_realtime;\n" +" float g_shadow_length;\n" +" float g_shadow_spread;\n" +"\n" +" float g_time_of_day;\n" +" float g_day_phase;\n" +" float g_sunset_phase;\n" +"\n" +" int g_light_preview;\n" +" int g_shadow_samples;\n" +"\n" +" int g_debug_indices;\n" +" int g_debug_complexity;\n" +"};\n" +"\n" +"uniform sampler2D g_world_depth;\n" +"uniform samplerBuffer uLightsArray;\n" +"uniform usampler3D uLightsIndex;\n" +"\n" +"#line 1 1 \n" +"//const vec3 DAYSKY_COLOUR = vec3( 0.37, 0.54, 0.97 );\n" +"//const vec3 NIGHTSKY_COLOUR = vec3( 0.03, 0.05, 0.20 );\n" +"//const vec3 SUNSET_COLOUR = vec3( 1.00, 0.32, 0.01 );\n" +"//const vec3 AMBIENT_COLOUR = vec3( 0.13, 0.17, 0.35 );\n" +"//const vec3 SUNSET_AMBIENT = vec3( 0.25, 0.17, 0.51 );\n" +"//const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 );\n" +"\n" +"const float SUN_ANGLE = 0.0001;\n" +"const float PI = 3.14159265;\n" +"\n" +"//struct world_info\n" +"//{\n" +"// float time,\n" +"// time_of_day,\n" +"// day_phase,\n" +"// sunset_phase;\n" +"// \n" +"// vec3 sun_dir;\n" +"//};\n" +"\n" +"float luminance( vec3 v )\n" +"{\n" +" return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n" +"}\n" +"\n" +"vec3 clearskies_ambient( vec3 dir )\n" +"{\n" +" float sun_azimuth = g_sunset_phase * (dot( dir.xz, g_sun_dir.xz )*0.4+0.6);\n" +" float sky_gradient = dir.y;\n" +" \n" +" /* Blend phase colours */\n" +" vec3 ambient = g_daysky_colour.rgb * (g_day_phase-g_sunset_phase*0.1);\n" +" ambient += g_sunset_colour.rgb * (1.0-dir.y*0.5)*sun_azimuth;\n" +" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n" +" \n" +" /* Add gradient */\n" +" ambient -= sky_gradient * luminance(ambient);\n" +" \n" +" return ambient;\n" +"}\n" +"\n" +"vec3 clearskies_sky( vec3 ray_dir )\n" +"{\n" +" ray_dir.y = abs( ray_dir.y );\n" +" vec3 sky_colour = clearskies_ambient( ray_dir );\n" +" \n" +" /* Sun */\n" +" float sun_theta = dot( ray_dir, g_sun_dir.xyz );\n" +" float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 + SUN_ANGLE );\n" +" float sun_shape = pow( sun_size, 2000.0 );\n" +" sun_shape += sun_size * max(g_sun_dir.y,0.0) * 0.5;\n" +" \n" +" vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n" +" sun_colour *= sun_shape;\n" +" \n" +" vec3 composite = sky_colour + sun_colour;\n" +" return composite;\n" +"}\n" +"\n" +"vec3 clearskies_lighting( vec3 normal, float shadow, vec3 halfview )\n" +"{\n" +" float fresnel = 1.0 - abs(dot(normal,halfview));\n" +"\n" +" vec3 reflect_colour = mix( g_daysky_colour.rgb, g_sunset_colour.rgb, \n" +" g_sunset_phase );\n" +"\n" +" vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n" +" vec3 light_sun = max(0.0,dot(normal,g_sun_dir.xyz)*0.75+0.25) \n" +" * g_sun_colour.rgb * g_day_phase;\n" +"\n" +" float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n" +" vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n" +" g_sunset_phase );\n" +"\n" +" return ambient + (light_sun + sky_reflection) * shadow;\n" +"}\n" +"\n" +"#line 42 0 \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 world_water_depth( vec3 pos )\n" +"{\n" +" vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n" +" float ref_depth = g_water_plane.y*g_water_plane.w;\n" +" return texture( g_world_depth, depth_coord ).g - ref_depth;\n" +"}\n" +"\n" +"float shadow_sample( vec3 vdir )\n" +"{\n" +" vec3 sample_pos = aWorldCo + vdir;\n" +" float height_sample = world_depth_sample( sample_pos );\n" +"\n" +" float fdelta = height_sample - sample_pos.y;\n" +" return clamp( fdelta, 0.2, 0.4 )-0.2;\n" +"}\n" +"\n" +"float newlight_compute_sun_shadow( vec3 dir )\n" +"{\n" +" if( g_shadow_samples == 0 )\n" +" {\n" +" return 1.0;\n" +" }\n" +"\n" +" float fspread = g_shadow_spread;\n" +" float flength = g_shadow_length;\n" +"\n" +" float famt = 0.0;\n" +" famt += shadow_sample((dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1);\n" +" famt += shadow_sample((dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2);\n" +" famt += shadow_sample((dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3);\n" +" famt += shadow_sample((dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4);\n" +"\n" +" //famt+=shadow_sample((dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n" +" //famt+=shadow_sample((dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n" +" //famt+=shadow_sample((dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n" +" //famt+=shadow_sample((dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n" +"\n" +" return 1.0 - famt;\n" +"}\n" +"\n" +"float newlight_specular( vec3 wnormal, vec3 dir, vec3 halfview, float exponent )\n" +"{\n" +" vec3 specdir = reflect( -dir, wnormal );\n" +" return pow(max(dot( halfview, specdir ), 0.0), exponent);\n" +"}\n" +"\n" +"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist )\n" +"{\n" +" float dist = pow(fdist*0.0010,0.78);\n" +" return mix( vfrag, colour, min( 1.0, dist ) );\n" +"}\n" +"\n" +"vec3 rand33(vec3 p3)\n" +"{\n" +" p3 = fract(p3 * vec3(.1031, .1030, .0973));\n" +" p3 += dot(p3, p3.yxz+33.33);\n" +" return fract((p3.xxy + p3.yxx)*p3.zyx);\n" +"}\n" +"\n" +"vec3 scene_calculate_light( int light_index, \n" +" vec3 halfview, vec3 co, vec3 normal )\n" +"{\n" +" vec4 light_colour = texelFetch( uLightsArray, light_index+0 );\n" +" vec4 light_co = texelFetch( uLightsArray, light_index+1 );\n" +" vec4 light_dir = texelFetch( uLightsArray, light_index+2 );\n" +"\n" +" vec3 light_delta = light_co.xyz-co;\n" +" float dist2 = dot(light_delta,light_delta);\n" +"\n" +" light_delta = normalize( light_delta );\n" +"\n" +" float quadratic = dist2*100.0;\n" +" float attenuation = 1.0f/( 1.0f + quadratic );\n" +" attenuation *= max( dot( light_delta, normal ), 0.0 );\n" +"\n" +" float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n" +"\n" +" if( light_dir.w < 0.999999 ){\n" +" float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) );\n" +" falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) );\n" +" }\n" +"\n" +" return light_colour.rgb * attenuation * falloff \n" +" * step( g_day_phase, light_colour.w );\n" +"}\n" +"\n" +"vec3 scene_calculate_packed_light_patch( uint packed_index, \n" +" vec3 halfview, vec3 co, vec3 normal )\n" +"{\n" +" uint light_count = packed_index & 0x3u;\n" +"\n" +" vec3 l = vec3(0.0);\n" +"\n" +" if( light_count >= 1u ){\n" +" int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u );\n" +" int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );\n" +" int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );\n" +"\n" +" l += scene_calculate_light( index_0, halfview, co, normal );\n" +"\n" +" if( light_count >= 2u ){\n" +" l += scene_calculate_light( index_1, halfview, co, normal );\n" +"\n" +" if( light_count >= 3u ){\n" +" l += scene_calculate_light( index_2, halfview, co, normal );\n" +" }\n" +" }\n" +" }\n" +"\n" +" return l;\n" +"}\n" +"\n" +"vec3 world_compute_lighting( vec3 diffuse, vec3 normal, vec3 co,\n" +" float light_mask )\n" +"{\n" +" if( g_light_preview == 1 )\n" +" diffuse = vec3(0.75);\n" +"\n" +" // Lighting\n" +" vec3 halfview = uCamera - co;\n" +" float fdist = length(halfview);\n" +" halfview /= fdist;\n" +"\n" +" float world_shadow = newlight_compute_sun_shadow( g_sun_dir.xyz \n" +" * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n" +"\n" +" vec3 total_light = clearskies_lighting( \n" +" normal, min( light_mask, world_shadow ), halfview );\n" +"\n" +" vec3 cube_coord = (co - g_cube_min.xyz) * g_cube_inv_range.xyz;\n" +" cube_coord = floor( cube_coord );\n" +"\n" +" if( g_debug_indices == 1 )\n" +" {\n" +" return rand33(cube_coord);\n" +" }\n" +"\n" +" if( g_debug_complexity == 1 )\n" +" {\n" +" ivec3 coord = ivec3( cube_coord );\n" +" uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n" +"\n" +" uint light_count = (index_sample.x & 0x3u) + (index_sample.y & 0x3u);\n" +" return vec3( float(light_count)*(1.0/6.0), 0.0, 0.5 );\n" +" }\n" +"\n" +" // FIXME: this coord should absolutely must be clamped!\n" +" \n" +" ivec3 coord = ivec3( cube_coord );\n" +" uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n" +"\n" +" total_light += \n" +" scene_calculate_packed_light_patch( index_sample.x,\n" +" halfview, co, normal ) \n" +" * light_mask;\n" +" total_light += \n" +" scene_calculate_packed_light_patch( index_sample.y,\n" +" halfview, co, normal )\n" +" * light_mask;\n" +"\n" +" // Take a section of the sky function to give us a matching fog colour\n" +"\n" +" vec3 fog_colour = clearskies_ambient( -halfview );\n" +" float sun_theta = dot( -halfview, g_sun_dir.xyz );\n" +" float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 );\n" +" float sun_shape = sun_size * max(g_sun_dir.y,0.0) * 0.5;\n" +" \n" +" vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n" +" sun_colour *= sun_shape;\n" +"\n" +" fog_colour += sun_colour;\n" +" return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n" +"}\n" +"\n" +"#line 9 0 \n" +"\n" +"float sdLine( vec3 p, vec3 a, vec3 b )\n" +"{\n" +" vec3 pa = p - a;\n" +" vec3 ba = b - a;\n" +"\n" +" float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );\n" +" return length( pa - ba*h );\n" +"}\n" +"\n" +"float compute_board_shadow()\n" +"{\n" +" // player shadow\n" +" float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.1 );\n" +" float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );\n" +" player_shadow *= player_shadow*player_shadow*player_shadow;\n" +"\n" +" return 1.0 - player_shadow*0.8;\n" +"}\n" +"\n" +"vec3 scene_compute_lighting( vec3 diffuse, vec3 normal, vec3 co )\n" +"{\n" +" return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n" +"}\n" +"\n" +"#line 9 0 \n" +"#line 1 2 \n" +"const float k_motion_lerp_amount = 0.01;\n" +"\n" +"#line 2 0 \n" +"\n" +"layout (location = 1) out vec2 oMotionVec;\n" +"\n" +"in vec3 aMotionVec0;\n" +"in vec3 aMotionVec1;\n" +"\n" +"void compute_motion_vectors()\n" +"{\n" +" // Write motion vectors\n" +" vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n" +" vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n" +"\n" +" oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n" +"}\n" +"\n" +"#line 10 0 \n" +"\n" +"void main()\n" +"{\n" +" compute_motion_vectors();\n" +"\n" +" vec3 vfrag = vec3(0.5,0.5,0.5);\n" +" vec4 vsamplemain = texture( uTexMain, aUv );\n" +" vec3 qnorm = aNorm.xyz;\n" +"\n" +" vfrag = vsamplemain.rgb;\n" +"\n" +" if( g_light_preview == 1 )\n" +" {\n" +" vfrag = vec3(0.5);\n" +" }\n" +"\n" +" vfrag = scene_compute_lighting( vfrag, qnorm, aWorldCo );\n" +" oColour = vec4( vfrag, 1.0 );\n" +"}\n" +""}, +}; + +static GLuint _uniform_scene_scoretext_uMdl; +static GLuint _uniform_scene_scoretext_uPv; +static GLuint _uniform_scene_scoretext_uPvmPrev; +static GLuint _uniform_scene_scoretext_uInfo; +static GLuint _uniform_scene_scoretext_uTexGarbage; +static GLuint _uniform_scene_scoretext_uTexMain; +static GLuint _uniform_scene_scoretext_uCamera; +static GLuint _uniform_scene_scoretext_uPlane; +static GLuint _uniform_scene_scoretext_uBoard0; +static GLuint _uniform_scene_scoretext_uBoard1; +static GLuint _uniform_scene_scoretext_g_world_depth; +static GLuint _uniform_scene_scoretext_uLightsArray; +static GLuint _uniform_scene_scoretext_uLightsIndex; +static void shader_scene_scoretext_uMdl(m4x3f m){ + glUniformMatrix4x3fv(_uniform_scene_scoretext_uMdl,1,GL_FALSE,(float*)m); +} +static void shader_scene_scoretext_uPv(m4x4f m){ + glUniformMatrix4fv(_uniform_scene_scoretext_uPv,1,GL_FALSE,(float*)m); +} +static void shader_scene_scoretext_uPvmPrev(m4x4f m){ + glUniformMatrix4fv(_uniform_scene_scoretext_uPvmPrev,1,GL_FALSE,(float*)m); +} +static void shader_scene_scoretext_uInfo(v3f v){ + glUniform3fv(_uniform_scene_scoretext_uInfo,1,v); +} +static void shader_scene_scoretext_uTexGarbage(int i){ + glUniform1i(_uniform_scene_scoretext_uTexGarbage,i); +} +static void shader_scene_scoretext_uTexMain(int i){ + glUniform1i(_uniform_scene_scoretext_uTexMain,i); +} +static void shader_scene_scoretext_uCamera(v3f v){ + glUniform3fv(_uniform_scene_scoretext_uCamera,1,v); +} +static void shader_scene_scoretext_uPlane(v4f v){ + glUniform4fv(_uniform_scene_scoretext_uPlane,1,v); +} +static void shader_scene_scoretext_uBoard0(v3f v){ + glUniform3fv(_uniform_scene_scoretext_uBoard0,1,v); +} +static void shader_scene_scoretext_uBoard1(v3f v){ + glUniform3fv(_uniform_scene_scoretext_uBoard1,1,v); +} +static void shader_scene_scoretext_g_world_depth(int i){ + glUniform1i(_uniform_scene_scoretext_g_world_depth,i); +} +static void shader_scene_scoretext_register(void){ + vg_shader_register( &_shader_scene_scoretext ); +} +static void shader_scene_scoretext_use(void){ glUseProgram(_shader_scene_scoretext.id); } +static void shader_scene_scoretext_link(void){ + _uniform_scene_scoretext_uMdl = glGetUniformLocation( _shader_scene_scoretext.id, "uMdl" ); + _uniform_scene_scoretext_uPv = glGetUniformLocation( _shader_scene_scoretext.id, "uPv" ); + _uniform_scene_scoretext_uPvmPrev = glGetUniformLocation( _shader_scene_scoretext.id, "uPvmPrev" ); + _uniform_scene_scoretext_uInfo = glGetUniformLocation( _shader_scene_scoretext.id, "uInfo" ); + _uniform_scene_scoretext_uTexGarbage = glGetUniformLocation( _shader_scene_scoretext.id, "uTexGarbage" ); + _uniform_scene_scoretext_uTexMain = glGetUniformLocation( _shader_scene_scoretext.id, "uTexMain" ); + _uniform_scene_scoretext_uCamera = glGetUniformLocation( _shader_scene_scoretext.id, "uCamera" ); + _uniform_scene_scoretext_uPlane = glGetUniformLocation( _shader_scene_scoretext.id, "uPlane" ); + _uniform_scene_scoretext_uBoard0 = glGetUniformLocation( _shader_scene_scoretext.id, "uBoard0" ); + _uniform_scene_scoretext_uBoard1 = glGetUniformLocation( _shader_scene_scoretext.id, "uBoard1" ); + _uniform_scene_scoretext_g_world_depth = glGetUniformLocation( _shader_scene_scoretext.id, "g_world_depth" ); + _uniform_scene_scoretext_uLightsArray = glGetUniformLocation( _shader_scene_scoretext.id, "uLightsArray" ); + _uniform_scene_scoretext_uLightsIndex = glGetUniformLocation( _shader_scene_scoretext.id, "uLightsIndex" ); +} +#endif /* SHADER_scene_scoretext_H */ diff --git a/shaders/scene_sfd.vs b/shaders/scene_sfd.vs new file mode 100644 index 0000000..d81ac99 --- /dev/null +++ b/shaders/scene_sfd.vs @@ -0,0 +1,50 @@ +layout (location=0) in vec3 a_co; +layout (location=1) in vec4 a_norm; +layout (location=2) in vec2 a_uv; + +#include "motion_vectors_vs.glsl" + +uniform mat4x3 uMdl; +uniform mat4 uPv; +uniform mat4 uPvmPrev; +uniform vec3 uInfo; + +out vec2 aUv; +out vec4 aNorm; +out vec3 aCo; +out vec3 aWorldCo; + +void main() +{ + float w = ((a_norm.w)-0.5)*2.0 + fract(uInfo.z) - 0.0; + float c = -cos(w*0.2); + float s = -sin(w*0.2); + float r = 0.2; + + float w1 = clamp( w*4.0 - a_co.y*10.0, -1.0, 1.0 ) * (3.14159265*0.5); + float c1 = cos(w1); + float s1 = sin(w1); + + float yoff = step(0.01,fract(uInfo.z))*-0.5; + + mat4x3 mlocal; + mlocal[0] = vec3(c1, s1,0.0); + mlocal[1] = vec3(-s1,c1,0.0); + mlocal[2] = vec3(0.0,0.0,1.0); + mlocal[3] = vec3(c*r,uInfo.y*0.875 + s*r,uInfo.x*0.5); + + vec3 local_pos0 = mlocal * vec4( a_co, 1.0 ); + vec3 world_pos0 = uMdl * vec4( local_pos0, 1.0 ); + + vec4 vproj0 = uPv * vec4( world_pos0, 1.0 ); + vec4 vproj1 = uPvmPrev * vec4( local_pos0, 1.0 ); + + vs_motion_out( vproj0, vproj1 ); + + gl_Position = vproj0; + + aUv = a_uv + vec2( floor(uInfo.z+0.5)*(1.0/64.0), yoff ); + aNorm = vec4( mat3(uMdl) * mat3(mlocal) * a_norm.xyz, a_norm.w ); + aCo = a_co; + aWorldCo = world_pos0; +} diff --git a/world.h b/world.h index 37ff044..f00e146 100644 --- a/world.h +++ b/world.h @@ -28,8 +28,6 @@ typedef struct world_instance world_instance; #include "shaders/model_sky.h" -typedef struct teleport_gate teleport_gate; - enum { k_max_ui_segments = 8 }; enum { k_max_ui_elements = k_max_ui_segments }; @@ -353,8 +351,9 @@ VG_STATIC struct world_global /* split flap display */ struct { - mdl_submesh *sm_module, *sm_card; glmesh mesh_base, mesh_display; + mdl_submesh sm_base; + u32 active_route_board; u32 w, h; float *buffer; @@ -362,7 +361,6 @@ VG_STATIC struct world_global sfd; v3f render_gate_pos; - int active_route_board; int in_volume; int switching_to_new_world; @@ -452,9 +450,7 @@ VG_STATIC void world_init(void) vg_info( "Loading other world systems\n" ); vg_loader_step( world_render_init, NULL ); -#if 0 vg_loader_step( world_sfd_init, NULL ); -#endif vg_loader_step( world_water_init, NULL ); vg_loader_step( world_gates_init, NULL ); vg_loader_step( world_routes_init, NULL ); @@ -508,46 +504,46 @@ VG_STATIC void world_update( world_instance *world, v3f pos ) world_routes_update( world ); world_routes_debug( world ); + + /* ---- SFD ------------ */ -#if 0 - if( world->route_count > 0 ){ - int closest = 0; + if( mdl_arrcount( &world->ent_route ) ){ + u32 closest = 0; float min_dist = INFINITY; - for( int i=0; iroute_count; i++ ) - { - float d = v3_dist2( world->routes[i].scoreboard_transform[3], pos ); + for( u32 i=0; ient_route ); i++ ){ + ent_route *route = mdl_arritm( &world->ent_route, i ); + float dist = v3_dist2( route->board_transform[3], pos ); - if( d < min_dist ) - { - min_dist = d; + if( dist < min_dist ){ + min_dist = dist; closest = i; } } - if( (world_global.active_route_board != closest) + if( (world_global.sfd.active_route_board != closest) || network_scores_updated ) { network_scores_updated = 0; - world_global.active_route_board = closest; - - struct route *route = &world->routes[closest]; + world_global.sfd.active_route_board = closest; - u32 id = route->track_id; + ent_route *route = mdl_arritm( &world->ent_route, closest ); + u32 id = route->official_track_id; - if( id != 0xffffffff ) - { + if( id != 0xffffffff ){ struct netmsg_board *local_board = &scoreboard_client_data.boards[id]; - for( int i=0; i<13; i++ ) - { + for( int i=0; i<13; i++ ){ sfd_encode( i, &local_board->data[27*i] ); } + }else{ + sfd_encode( 0, mdl_pstr( &world->meta, route->pstr_name ) ); + sfd_encode( 1, "No data" ); } } } -#endif + sfd_update(); #if 0 /* TODO: Bvh */ @@ -661,7 +657,6 @@ VG_STATIC void world_update( world_instance *world, v3f pos ) #endif #if 0 - sfd_update(); /* process soundscape transactions */ audio_lock(); diff --git a/world_gen.h b/world_gen.h index 38d2b66..f63026e 100644 --- a/world_gen.h +++ b/world_gen.h @@ -881,11 +881,12 @@ VG_STATIC void world_unload( world_instance *world ) glDeleteTextures( 1, &world->tex_light_cubes ); /* FIXME: CANT DO THIS HERE */ + /* whynot? */ world_global.time = 0.0; world_global.rewind_from = 0.0; world_global.rewind_to = 0.0; world_global.last_use = 0.0; - world_global.active_route_board = 0; + world_global.sfd.active_route_board = 0; /* delete textures and meshes */ glDeleteTextures( world->texture_count, world->textures ); diff --git a/world_render.h b/world_render.h index 31eba64..517c19f 100644 --- a/world_render.h +++ b/world_render.h @@ -389,26 +389,24 @@ VG_STATIC void render_world( world_instance *world, camera *cam ) render_terrain( world, cam ); /* Render SFD's */ -#if 0 - int closest = 0; + u32 closest = 0; float min_dist = INFINITY; - if( !world->route_count ) + if( !mdl_arrcount( &world->ent_route ) ) return; - for( int i=0; iroute_count; i++ ) - { - float dist = v3_dist2(world->routes[i].scoreboard_transform[3], cam->pos); + for( u32 i=0; ient_route ); i++ ){ + ent_route *route = mdl_arritm( &world->ent_route, i ); + float dist = v3_dist2( route->board_transform[3], cam->pos ); - if( dist < min_dist ) - { + if( dist < min_dist ){ min_dist = dist; closest = i; } } - sfd_render( cam, world->routes[closest].scoreboard_transform ); -#endif + ent_route *route = mdl_arritm( &world->ent_route, closest ); + sfd_render( world, cam, route->board_transform ); } VG_STATIC void render_world_depth( world_instance *world, camera *cam ) diff --git a/world_routes.h b/world_routes.h index 2454a59..05ef3c9 100644 --- a/world_routes.h +++ b/world_routes.h @@ -611,6 +611,8 @@ VG_STATIC void render_world_routes( world_instance *world, camera *cam ) mesh_bind( &world_global.mesh_gate ); /* skip writing into the motion vectors for this */ + /* TODO: draw future gate if the one we're looking through is to be passed, + * instead of current gate */ glDrawBuffers( 1, (GLenum[]){ GL_COLOR_ATTACHMENT0 } ); for( u32 i=0; ient_route); i++ ){ diff --git a/world_sfd.h b/world_sfd.h index 88a8639..69501e2 100644 --- a/world_sfd.h +++ b/world_sfd.h @@ -1,25 +1,17 @@ /* - * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved + * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved */ #ifndef SFD_H #define SFD_H #include "world.h" - -#if 0 -#if 0 -#include "shaders/scoretext.h" -#include "shaders/vblend.h" -#endif +#include "shaders/scene_scoretext.h" +#include "shaders/scene_vertex_blend.h" vg_tex2d tex_scoretext = { .path = "textures/scoretext.qoi", .flags = VG_TEXTURE_CLAMP|VG_TEXTURE_NEAREST }; -/* - * TODO: utf-8 -> ascii - */ - float sfd_encode_glyph( char c ) { int value = 0; @@ -31,12 +23,10 @@ float sfd_encode_glyph( char c ) value = c-'A'+11; else if( c >= '\x01' && c <= '\x01'+10 ) value = 63-c; - else - { + else{ int base = 11+26; - switch( c ) - { + switch( c ){ case '!': value=base+0; break; case '?': value=base+1; break; case ',': value=base+2; break; @@ -61,16 +51,13 @@ VG_STATIC void sfd_encode( u32 row, const char *str ) int end=0; u32 row_h = world_global.sfd.h -1 -row; - for( int i=0; i rate ) - { + if( fabsf(d1) > rate ){ *cur += rate; if( *cur > 60.0f ) *cur -= 60.0f; @@ -105,14 +86,20 @@ VG_STATIC void sfd_update(void) } VG_STATIC void bind_terrain_noise(void); -VG_STATIC void sfd_render( camera *cam, m4x3f transform ) +VG_STATIC void sfd_render( world_instance *world, camera *cam, m4x3f transform ) { -#if 0 - mesh_bind( &world.sfd.mesh_display ); - shader_scoretext_use(); - shader_scoretext_uTexGarbage(0); - shader_scoretext_uTexGradients(1); - shader_link_standard_ub( _shader_scoretext.id, 2 ); + mesh_bind( &world_global.sfd.mesh_display ); + shader_scene_scoretext_use(); + shader_scene_scoretext_uTexMain(1); + + world_link_lighting_ub( world, _shader_scene_scoretext.id ); + world_bind_position_texture( world, _shader_scene_scoretext.id, + _uniform_scene_scoretext_g_world_depth, 2 ); + world_bind_light_array( world, _shader_scene_scoretext.id, + _uniform_scene_scoretext_uLightsArray, 3 ); + world_bind_light_index( world, _shader_scene_scoretext.id, + _uniform_scene_scoretext_uLightsIndex, 4 ); + bind_terrain_noise(); vg_tex2d_bind( &tex_scoretext, 1 ); @@ -120,43 +107,44 @@ VG_STATIC void sfd_render( camera *cam, m4x3f transform ) m4x3_expand( transform, pvm_prev ); m4x4_mul( cam->mtx_prev.pv, pvm_prev, pvm_prev ); - shader_scoretext_uPv( cam->mtx.pv ); - shader_scoretext_uPvmPrev( pvm_prev ); - shader_scoretext_uMdl( transform ); - shader_scoretext_uCamera( cam->transform[3] ); + shader_scene_scoretext_uPv( cam->mtx.pv ); + shader_scene_scoretext_uPvmPrev( pvm_prev ); + shader_scene_scoretext_uMdl( transform ); + shader_scene_scoretext_uCamera( cam->transform[3] ); - for( int y=0;ymtx.pv ); - shader_vblend_uPvmPrev( pvm_prev ); - - shader_vblend_uMdl( transform ); - shader_vblend_uCamera( cam->transform[3] ); + shader_scene_vertex_blend_uPv( cam->mtx.pv ); + shader_scene_vertex_blend_uPvmPrev( pvm_prev ); + shader_scene_vertex_blend_uMdl( transform ); + shader_scene_vertex_blend_uCamera( cam->transform[3] ); - mesh_bind( &world.sfd.mesh_base ); - mesh_draw( &world.sfd.mesh_base ); -#endif + mesh_bind( &world_global.sfd.mesh_base ); + mdl_draw_submesh( &world_global.sfd.sm_base ); } VG_STATIC int world_sfd_test( int argc, const char *argv[] ) { - if( argc == 2 ) - { + if( argc == 2 ){ int row = vg_min( vg_max(atoi(argv[0]),0), world_global.sfd.h); sfd_encode( row, argv[1] ); } @@ -167,10 +155,7 @@ VG_STATIC int world_sfd_test( int argc, const char *argv[] ) VG_STATIC void world_sfd_init(void) { vg_info( "world_sfd_init\n" ); - -#if 0 - shader_scoretext_register(); -#endif + shader_scene_scoretext_register(); vg_function_push( (struct vg_cmd){ .name = "sfd", @@ -178,43 +163,44 @@ VG_STATIC void world_sfd_init(void) }); vg_linear_clear( vg_mem.scratch ); - mdl_context *mboard = - mdl_load_full( vg_mem.scratch, "models/rs_scoretext.mdl" ); + + mdl_context mscoreboard; + mdl_open( &mscoreboard, "models/rs_scoretext.mdl", vg_mem.scratch ); + mdl_load_metadata_block( &mscoreboard, vg_mem.scratch ); + mdl_load_mesh_block( &mscoreboard, vg_mem.scratch ); scene *sc = scene_init( vg_mem.scratch, 3000, 8000 ); - mdl_node *pn_backer = mdl_node_from_name( mboard, "backer" ); - mdl_submesh *backer = &mboard->submesh_buffer[ pn_backer->submesh_start ]; - mdl_node *pn_card = mdl_node_from_name( mboard, "score_card" ); - mdl_submesh *card = &mboard->submesh_buffer[ pn_card->submesh_start ]; + mdl_mesh *m_backer = mdl_find_mesh( &mscoreboard, "backer" ), + *m_card = mdl_find_mesh( &mscoreboard, "score_card" ); + + mdl_submesh + *sm_backer = mdl_arritm( &mscoreboard.submeshs, m_backer->submesh_start ), + *sm_card = mdl_arritm( &mscoreboard.submeshs, m_card->submesh_start ); + world_global.sfd.sm_base = *sm_backer; + + mdl_close( &mscoreboard ); m4x3f identity; m4x3_identity( identity ); - /* FIXME: dont use scene header for this you fucking idiots */ - for( int i=4;i<6;i++ ) - { + for( int i=0;i<4;i++ ){ u32 vert_start = sc->vertex_count; - scene_add_mdl_submesh( sc, mboard, card, identity ); + scene_add_mdl_submesh( sc, &mscoreboard, sm_card, identity ); -#if 0 - for( int j=0; jvertex_count; j++ ) - { - mdl_vert *vert = &sc->arrvertices[ vert_start+j ]; + for( int j=0; jvertex_count; j++ ){ + scene_vert *vert = &sc->arrvertices[ vert_start+j ]; float const k_glyph_uvw = 1.0f/64.0f; - vert->uv[0] -= k_glyph_uvw * (float)(i-4); - vert->colour[0] = 0.0f; - vert->colour[1] = i*36; + vert->uv[0] -= k_glyph_uvw * (float)(i-1); + vert->norm[3] = i*42; } -#endif } vg_acquire_thread_sync(); { scene_upload( sc, &world_global.sfd.mesh_display ); - mdl_unpack_submesh( mboard, &world_global.sfd.mesh_base, backer ); - + mdl_unpack_glmesh( &mscoreboard, &world_global.sfd.mesh_base ); vg_tex2d_init( (vg_tex2d *[]){ &tex_scoretext }, 1 ); } vg_release_thread_sync(); @@ -225,11 +211,10 @@ VG_STATIC void world_sfd_init(void) world_global.sfd.w = w; world_global.sfd.h = h; world_global.sfd.buffer = - vg_linear_alloc( vg_mem.rtmemory, 2*w*h*sizeof(float) ); + vg_linear_alloc( vg_mem.rtmemory, 2*w*h*sizeof(float) ); for( int i=0; i