npcs and tutorial stuff
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / model_character_view.h
index 2017f7db76b844a612d883e67393a0a50df45751..40e27cbd853d3320173e3f3b4af36e3af0ee1417 100644 (file)
-#ifndef SHADER_model_character_view_H
-#define SHADER_model_character_view_H
-static void shader_model_character_view_link(void);
-static void shader_model_character_view_register(void);
-static struct vg_shader _shader_model_character_view = {
-   .name = "model_character_view",
-   .link = shader_model_character_view_link,
-   .vs = 
+#pragma once
+#include "vg/vg_engine.h"
+extern struct vg_shader _shader_model_character_view;
+extern GLuint _uniform_model_character_view_uPv;
+extern GLuint _uniform_model_character_view_uTransforms;
+extern GLuint _uniform_model_character_view_uTexMain;
+extern GLuint _uniform_model_character_view_uCamera;
+extern GLuint _uniform_model_character_view_g_world_depth;
+extern GLuint _uniform_model_character_view_uLightsArray;
+extern GLuint _uniform_model_character_view_uLightsIndex;
+extern GLuint _uniform_model_character_view_uTexSceneDepth;
+extern GLuint _uniform_model_character_view_uInverseRatioDepth;
+extern GLuint _uniform_model_character_view_uInverseRatioMain;
+extern GLuint _uniform_model_character_view_uDepthMode;
+extern GLuint _uniform_model_character_view_uDitherCutoff;
+static inline void shader_model_character_view_uPv(m4x4f m)
 {
-.orig_file = "shaders/model_skinned.vs",
-.static_src = 
-"layout (location=0) in vec3 a_co;\n"
-"layout (location=1) in vec3 a_norm;\n"
-"layout (location=2) in vec2 a_uv;\n"
-"layout (location=3) in vec4 a_colour;\n"
-"layout (location=4) in vec4 a_weights;\n"
-"layout (location=5) in ivec4 a_groups;\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      9        0 \n"
-"\n"
-"uniform mat4 uPv;\n"
-"uniform mat4x3 uTransforms[32];\n"
-"\n"
-"out vec4 aColour;\n"
-"out vec2 aUv;\n"
-"out vec3 aNorm;\n"
-"out vec3 aCo;\n"
-"out vec3 aWorldCo;\n"
-"\n"
-"void main()\n"
-"{\n"
-"   vec4 co_local = vec4( a_co, 1.0 );\n"
-"   vec3 co0 = uTransforms[ a_groups[0] ] * co_local;\n"
-"   vec3 co1 = uTransforms[ a_groups[1] ] * co_local;\n"
-"   vec3 co2 = uTransforms[ a_groups[2] ] * co_local;\n"
-"   vec3 n0  = mat3(uTransforms[ a_groups[0] ]) * a_norm;\n"
-"   vec3 n1  = mat3(uTransforms[ a_groups[1] ]) * a_norm;\n"
-"   vec3 n2  = mat3(uTransforms[ a_groups[2] ]) * a_norm;\n"
-"\n"
-"   vec3 world_pos    = co0*a_weights[0] + co1*a_weights[1] + co2*a_weights[2];\n"
-"   vec3 world_normal = n0*a_weights[0]  + n1*a_weights[1]  + n2*a_weights[2];\n"
-"   \n"
-"   gl_Position = uPv * vec4( world_pos, 1.0 );\n"
-"   aColour = a_colour;\n"
-"   aUv = a_uv;\n"
-"   aNorm = world_normal;\n"
-"   aCo = a_co;\n"
-"   aWorldCo = world_pos;\n"
-"\n"
-"   // TODO:\n"
-"   aMotionVec0 = vec3(1.0);\n"
-"   aMotionVec1 = vec3(1.0);\n"
-"}\n"
-""},
-   .fs = 
-{
-.orig_file = "shaders/model_character_view.fs",
-.static_src = 
-"uniform sampler2D uTexMain;\n"
-"uniform vec3 uCamera;\n"
-"\n"
-"in vec4 aColour;\n"
-"in vec2 aUv;\n"
-"in vec3 aNorm;\n"
-"in vec3 aCo;\n"
-"in vec3 aWorldCo;\n"
-"\n"
-"#line       1        1 \n"
-"layout (location = 0) out vec4 oColour;\n"
-"\n"
-"layout (std140) uniform ub_world_lighting\n"
-"{\n"
-"   vec4 g_light_colours[3];\n"
-"   vec4 g_light_directions[3];\n"
-"   vec4 g_ambient_colour;\n"
-"\n"
-"   vec4 g_water_plane;\n"
-"   vec4 g_depth_bounds;\n"
-"   float g_water_fog;\n"
-"   float g_time;\n"
-"   int g_light_count;\n"
-"   int g_light_preview;\n"
-"   int g_shadow_samples;\n"
-"\n"
-"   int g_debug_indices;\n"
-"   int g_debug_complexity;\n"
-"\n"
-"   // g_time ?\n"
-"\n"
-"   //vec4 g_point_light_positions[32];\n"
-"   //vec4 g_point_light_colours[32];\n"
-"};\n"
-"\n"
-"uniform sampler2D g_world_depth;\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, 0.1, 0.2 )-0.1;\n"
-"}\n"
-"\n"
-"vec3 apply_fog( vec3 vfrag, float fdist )\n"
-"{\n"
-"   float dist = pow(fdist*0.0008,1.2);\n"
-"   return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n"
-"}\n"
-"\n"
-"\n"
-"// New lighting model\n"
-"\n"
-"vec3 newlight_compute_ambient()\n"
-"{\n"
-"   return g_ambient_colour.rgb;\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_light_colours[0].w;\n"
-"   vec3  vdir = dir;\n"
-"   float flength = g_light_directions[0].w;\n"
-"\n"
-"   float famt = 0.0;\n"
-"   famt+=shadow_sample((vdir+vec3(-0.563, 0.550, 0.307)*fspread)*flength*0.1);\n"
-"   famt+=shadow_sample((vdir+vec3( 0.808, 0.686, 0.346)*fspread)*flength*0.2);\n"
-"   famt+=shadow_sample((vdir+vec3( 0.787, 0.074,-0.065)*fspread)*flength*0.3);\n"
-"   famt+=shadow_sample((vdir+vec3(-0.593, 0.071,-0.425)*fspread)*flength*0.4);\n"
-"   famt+=shadow_sample((vdir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
-"   famt+=shadow_sample((vdir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
-"   famt+=shadow_sample((vdir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
-"   famt+=shadow_sample((vdir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
-"\n"
-"   return 1.0 - famt;\n"
-"}\n"
-"\n"
-"vec3 newlight_compute_world_diffuse( vec3 wnormal )\n"
-"{\n"
-"   vec3 vtotal = g_ambient_colour.rgb;\n"
-"\n"
-"   for( int i=0; i<g_light_count; i++ )\n"
-"   {\n"
-"      vec3 vcolour = g_light_colours[i].rgb;\n"
-"      vec3 vdir = g_light_directions[i].xyz;\n"
-"\n"
-"      float flight = max(dot( vdir, wnormal )*0.75+0.25,0.0);\n"
-"      vtotal += vcolour*flight;\n"
-"   }\n"
-"\n"
-"   return vtotal;\n"
-"}\n"
-"\n"
-"vec3 newlight_compute_sun_spec( vec3 wnormal, vec3 halfview, float fintensity )\n"
-"{\n"
-"   vec3 vcolour = g_light_colours[0].rgb;\n"
-"   vec3 vdir = g_light_directions[0].xyz;\n"
-"\n"
-"   vec3 specdir = reflect( -vdir, wnormal );\n"
-"   float spec = pow(max(dot( halfview, specdir ), 0.0), 10.0);\n"
-"   return vcolour*spec*fintensity;\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 newlight_compute_quadratic( vec3 wnormal, vec3 halfview, \n"
-"                                 vec3 light_colour, vec3 light_pos )\n"
-"{\n"
-"   vec3 light_delta = (light_pos-aWorldCo) * 10.0;\n"
-"\n"
-"   float quadratic = dot(light_delta,light_delta);\n"
-"   float attenuation = 1.0f/( 1.0f + quadratic );\n"
-"   attenuation *= max( 0.0, dot( normalize(light_delta), wnormal ) );\n"
-"\n"
-"   return light_colour*attenuation;\n"
-"}\n"
-"\n"
-"vec3 newlight_compute_spot( vec3 wnormal, vec3 halfview, \n"
-"                            vec3 light_colour, vec3 light_pos,\n"
-"                            vec4 light_dir )\n"
-"{\n"
-"   vec3 light_delta = (light_pos-aWorldCo) * 10.0;\n"
-"\n"
-"   float quadratic = dot(light_delta,light_delta);\n"
-"   float attenuation = 1.0f/( 1.0f + quadratic );\n"
-"\n"
-"   light_delta = normalize( light_delta );\n"
-"   attenuation *= max( 0.0, dot( light_delta, wnormal ) );\n"
-"\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"
-"   return light_colour*attenuation*falloff;\n"
-"}\n"
-"\n"
-"#line     11        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     12        0 \n"
-"\n"
-"void main()\n"
-"{\n"
-"   compute_motion_vectors();\n"
-"\n"
-"   vec3 vfrag = texture( uTexMain, aUv ).rgb;\n"
-"\n"
-"   // Lighting\n"
-"   vec3 halfview = uCamera - aWorldCo;\n"
-"   float fdist = length( halfview );\n"
-"   halfview /= fdist;\n"
-"   fdist -= 0.08;\n"
-"\n"
-"   vec3 qnorm = normalize(floor(aNorm*2.0)*0.5) + vec3(0.001,0.0,0.0);\n"
-"\n"
-"   vec3 total_light = newlight_compute_ambient();\n"
-"   vec3 world_light = newlight_compute_world_diffuse( qnorm );\n"
-"\n"
-"   float world_shadow = newlight_compute_sun_shadow( vec3(1.0) );\n"
-"   total_light += world_light * world_shadow;\n"
-"\n"
-"   vfrag = apply_fog( vfrag * total_light, fdist );\n"
-"\n"
-"   float opacity = clamp( fdist*fdist, 0.0, 1.0 );\n"
-"   oColour = vec4(vfrag,opacity);\n"
-"}\n"
-""},
-};
-
-static GLuint _uniform_model_character_view_uPv;
-static GLuint _uniform_model_character_view_uTransforms;
-static GLuint _uniform_model_character_view_uTexMain;
-static GLuint _uniform_model_character_view_uCamera;
-static GLuint _uniform_model_character_view_g_world_depth;
-static void shader_model_character_view_uPv(m4x4f m){
-   glUniformMatrix4fv(_uniform_model_character_view_uPv,1,GL_FALSE,(float*)m);
+   glUniformMatrix4fv(_uniform_model_character_view_uPv,1,GL_FALSE,(f32*)m);
 }
-static void shader_model_character_view_uTexMain(int i){
+static inline void shader_model_character_view_uTexMain(int i)
+{
    glUniform1i(_uniform_model_character_view_uTexMain,i);
 }
-static void shader_model_character_view_uCamera(v3f v){
+static inline void shader_model_character_view_uCamera(v3f v)
+{
    glUniform3fv(_uniform_model_character_view_uCamera,1,v);
 }
-static void shader_model_character_view_g_world_depth(int i){
+static inline void shader_model_character_view_g_world_depth(int i)
+{
    glUniform1i(_uniform_model_character_view_g_world_depth,i);
 }
-static void shader_model_character_view_register(void){
-   vg_shader_register( &_shader_model_character_view );
+static inline void shader_model_character_view_uTexSceneDepth(int i)
+{
+   glUniform1i(_uniform_model_character_view_uTexSceneDepth,i);
+}
+static inline void shader_model_character_view_uInverseRatioDepth(v3f v)
+{
+   glUniform3fv(_uniform_model_character_view_uInverseRatioDepth,1,v);
+}
+static inline void shader_model_character_view_uInverseRatioMain(v3f v)
+{
+   glUniform3fv(_uniform_model_character_view_uInverseRatioMain,1,v);
+}
+static inline void shader_model_character_view_uDepthMode(int b)
+{
+   glUniform1i(_uniform_model_character_view_uDepthMode,b);
 }
-static void shader_model_character_view_use(void){ glUseProgram(_shader_model_character_view.id); }
-static void shader_model_character_view_link(void){
-   _uniform_model_character_view_uPv = glGetUniformLocation( _shader_model_character_view.id, "uPv" );
-   _uniform_model_character_view_uTransforms = glGetUniformLocation( _shader_model_character_view.id, "uTransforms" );
-   _uniform_model_character_view_uTexMain = glGetUniformLocation( _shader_model_character_view.id, "uTexMain" );
-   _uniform_model_character_view_uCamera = glGetUniformLocation( _shader_model_character_view.id, "uCamera" );
-   _uniform_model_character_view_g_world_depth = glGetUniformLocation( _shader_model_character_view.id, "g_world_depth" );
+static inline void shader_model_character_view_uDitherCutoff(f32 f)
+{
+   glUniform1f(_uniform_model_character_view_uDitherCutoff,f);
+}
+static inline void shader_model_character_view_use(void);
+static inline void shader_model_character_view_use(void)
+{
+   glUseProgram(_shader_model_character_view.id);
 }
-#endif /* SHADER_model_character_view_H */