change shader properties to be vg_msg based
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / scene_vertex_blend.h
index 1f3946f60d575bf62e8dc2bb3833c3b782d0ece4..376c81be8b8574262e420a40a485628690d758e5 100644 (file)
-#ifndef SHADER_scene_vertex_blend_H
-#define SHADER_scene_vertex_blend_H
-static void shader_scene_vertex_blend_link(void);
-static void shader_scene_vertex_blend_register(void);
-static struct vg_shader _shader_scene_vertex_blend = {
-   .name = "scene_vertex_blend",
-   .link = shader_scene_vertex_blend_link,
-   .vs = 
+#pragma once
+#include "vg/vg_engine.h"
+extern struct vg_shader _shader_scene_vertex_blend;
+extern GLuint _uniform_scene_vertex_blend_uMdl;
+extern GLuint _uniform_scene_vertex_blend_uPv;
+extern GLuint _uniform_scene_vertex_blend_uPvmPrev;
+extern GLuint _uniform_scene_vertex_blend_uTexGarbage;
+extern GLuint _uniform_scene_vertex_blend_uTexGradients;
+extern GLuint _uniform_scene_vertex_blend_uCamera;
+extern GLuint _uniform_scene_vertex_blend_g_world_depth;
+extern GLuint _uniform_scene_vertex_blend_uLightsArray;
+extern GLuint _uniform_scene_vertex_blend_uLightsIndex;
+static inline void shader_scene_vertex_blend_uMdl(m4x3f m)
 {
-.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"
-"layout (location=3) in ivec4 a_lights;\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      7        0 \n"
-"\n"
-"uniform mat4x3 uMdl;\n"
-"uniform mat4   uPv;\n"
-"uniform mat4   uPvmPrev;\n"
-"\n"
-"out vec2 aUv;\n"
-"out vec4 aNorm;\n"
-"out vec3 aCo;\n"
-"out vec3 aWorldCo;\n"
-"flat out ivec4 aLights;\n"
-"\n"
-"void main()\n"
-"{\n"
-"   vec3 world_pos0 = uMdl     * vec4( a_co, 1.0 );\n"
-"   vec4 vproj0     = uPv      * vec4( world_pos0, 1.0 );\n"
-"   vec4 vproj1     = uPvmPrev * vec4( a_co, 1.0 );\n"
-"\n"
-"   vs_motion_out( vproj0, vproj1 );\n"
-"\n"
-"   gl_Position = vproj0;\n"
-"\n"
-"   aUv = a_uv;\n"
-"   aNorm = vec4( mat3(uMdl) * a_norm.xyz, a_norm.w );\n"
-"   aCo = a_co;\n"
-"   aWorldCo = world_pos0;\n"
-"   aLights = a_lights;\n"
-"}\n"
-""},
-   .fs = 
-{
-.static_src = 
-"uniform sampler2D uTexGarbage;\n"
-"uniform sampler2D uTexGradients;\n"
-"uniform vec3 uCamera;\n"
-"uniform vec3 uBoard0;\n"
-"uniform vec3 uBoard1;\n"
-"\n"
-"in vec2 aUv;\n"
-"in vec4 aNorm;\n"
-"in vec3 aCo;\n"
-"in vec3 aWorldCo;\n"
-"flat in ivec4 aLights;\n"
-"\n"
-"#line       1        1 \n"
-"// :D\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"
-"   int g_light_count;\n"
-"   int g_light_preview;\n"
-"   int g_shadow_samples;\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 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"
-"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"
-"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()\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 = g_light_directions[0].xyz;\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"
-"   // 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 - max( player_shadow*0.8, 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"
-"vec3 newlight_compute_quadratic( vec3 wnormal, vec3 halfview, \n"
-"                                 vec3 light_pos, vec3 light_colour )\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"
-"#line      4        0 \n"
-"\n"
-"vec3 scene_do_lighting( vec3 diffuse, vec3 wnormal )\n"
-"{\n"
-"   // Lighting\n"
-"   vec3 halfview = uCamera - aWorldCo;\n"
-"   float fdist = length(halfview);\n"
-"   halfview /= fdist;\n"
-"\n"
-"   vec3 total_light = newlight_compute_ambient();\n"
-"   \n"
-"   // Compute world lighting contribution and apply it according to the\n"
-"   // shadow map\n"
-"   //\n"
-"   vec3 world_light = newlight_compute_world_diffuse( wnormal );\n"
-"   world_light += newlight_compute_sun_spec( wnormal, halfview, 0.1 );\n"
-"\n"
-"   float world_shadow = newlight_compute_sun_shadow();\n"
-"\n"
-"   total_light += world_light * world_shadow;\n"
-"\n"
-"   // Compute the other lights that exist in the map, not effected by the sun\n"
-"   // shadow\n"
-"   total_light += newlight_compute_quadratic\n"
-"                  ( \n"
-"                     wnormal, halfview,\n"
-"                     g_point_light_positions[ aLights.x ].xyz,\n"
-"                     g_point_light_colours[ aLights.x ].rgb \n"
-"                  );\n"
-"   total_light += newlight_compute_quadratic\n"
-"                  ( \n"
-"                     wnormal, halfview,\n"
-"                     g_point_light_positions[ aLights.y ].xyz,\n"
-"                     g_point_light_colours[ aLights.y ].rgb \n"
-"                  );\n"
-"   total_light += newlight_compute_quadratic\n"
-"                  ( \n"
-"                     wnormal, halfview,\n"
-"                     g_point_light_positions[ aLights.z ].xyz,\n"
-"                     g_point_light_colours[ aLights.z ].rgb \n"
-"                  );\n"
-"\n"
-"   return apply_fog( diffuse * total_light, fdist );\n"
-"}\n"
-"\n"
-"#line     14        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     15        0 \n"
-"\n"
-"void main()\n"
-"{\n"
-"   compute_motion_vectors();\n"
-"\n"
-"   vec3 vfrag = vec3(0.5,0.5,0.5);\n"
-"\n"
-"   // ws modulation\n"
-"   vec4 wgarbage = vec4(0.5,0.5,0.5,1.0);\n"
-"   \n"
-"   // Creating normal patches\n"
-"   vec3 modnorm = (wgarbage.rgb-0.4) * 1.4;\n"
-"   vec3 qnorm = normalize(floor(aNorm.xyz*4.0+modnorm)*0.25);\n"
-"   qnorm += 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,aNorm.w + (rgarbage.r-0.5)*-1.740)*0.320;\n"
-"   vec2 uvgradients = aUv + vec2( fblendclip, 0.0 );\n"
-"\n"
-"   vfrag = texture( uTexGradients, uvgradients ).rgb;\n"
-"   vfrag -= rgarbage.a*0.04;\n"
-"\n"
-"   if( g_light_preview == 1 )\n"
-"   {\n"
-"      vfrag = vec3(0.5);\n"
-"   }\n"
-"\n"
-"   vfrag = scene_do_lighting( vfrag, qnorm );\n"
-"   oColour = vec4(vfrag, 1.0);\n"
-"}\n"
-""},
-};
-
-static GLuint _uniform_scene_vertex_blend_uMdl;
-static GLuint _uniform_scene_vertex_blend_uPv;
-static GLuint _uniform_scene_vertex_blend_uPvmPrev;
-static GLuint _uniform_scene_vertex_blend_uTexGarbage;
-static GLuint _uniform_scene_vertex_blend_uTexGradients;
-static GLuint _uniform_scene_vertex_blend_uCamera;
-static GLuint _uniform_scene_vertex_blend_uBoard0;
-static GLuint _uniform_scene_vertex_blend_uBoard1;
-static GLuint _uniform_scene_vertex_blend_g_world_depth;
-static void shader_scene_vertex_blend_uMdl(m4x3f m){
-   glUniformMatrix4x3fv(_uniform_scene_vertex_blend_uMdl,1,GL_FALSE,(float*)m);
+   glUniformMatrix4x3fv(_uniform_scene_vertex_blend_uMdl,1,GL_FALSE,(f32*)m);
 }
-static void shader_scene_vertex_blend_uPv(m4x4f m){
-   glUniformMatrix4fv(_uniform_scene_vertex_blend_uPv,1,GL_FALSE,(float*)m);
+static inline void shader_scene_vertex_blend_uPv(m4x4f m)
+{
+   glUniformMatrix4fv(_uniform_scene_vertex_blend_uPv,1,GL_FALSE,(f32*)m);
 }
-static void shader_scene_vertex_blend_uPvmPrev(m4x4f m){
-   glUniformMatrix4fv(_uniform_scene_vertex_blend_uPvmPrev,1,GL_FALSE,(float*)m);
+static inline void shader_scene_vertex_blend_uPvmPrev(m4x4f m)
+{
+   glUniformMatrix4fv(_uniform_scene_vertex_blend_uPvmPrev,1,GL_FALSE,(f32*)m);
 }
-static void shader_scene_vertex_blend_uTexGarbage(int i){
+static inline void shader_scene_vertex_blend_uTexGarbage(int i)
+{
    glUniform1i(_uniform_scene_vertex_blend_uTexGarbage,i);
 }
-static void shader_scene_vertex_blend_uTexGradients(int i){
+static inline void shader_scene_vertex_blend_uTexGradients(int i)
+{
    glUniform1i(_uniform_scene_vertex_blend_uTexGradients,i);
 }
-static void shader_scene_vertex_blend_uCamera(v3f v){
+static inline void shader_scene_vertex_blend_uCamera(v3f v)
+{
    glUniform3fv(_uniform_scene_vertex_blend_uCamera,1,v);
 }
-static void shader_scene_vertex_blend_uBoard0(v3f v){
-   glUniform3fv(_uniform_scene_vertex_blend_uBoard0,1,v);
-}
-static void shader_scene_vertex_blend_uBoard1(v3f v){
-   glUniform3fv(_uniform_scene_vertex_blend_uBoard1,1,v);
-}
-static void shader_scene_vertex_blend_g_world_depth(int i){
+static inline void shader_scene_vertex_blend_g_world_depth(int i)
+{
    glUniform1i(_uniform_scene_vertex_blend_g_world_depth,i);
 }
-static void shader_scene_vertex_blend_register(void){
-   vg_shader_register( &_shader_scene_vertex_blend );
-}
-static void shader_scene_vertex_blend_use(void){ glUseProgram(_shader_scene_vertex_blend.id); }
-static void shader_scene_vertex_blend_link(void){
-   _uniform_scene_vertex_blend_uMdl = glGetUniformLocation( _shader_scene_vertex_blend.id, "uMdl" );
-   _uniform_scene_vertex_blend_uPv = glGetUniformLocation( _shader_scene_vertex_blend.id, "uPv" );
-   _uniform_scene_vertex_blend_uPvmPrev = glGetUniformLocation( _shader_scene_vertex_blend.id, "uPvmPrev" );
-   _uniform_scene_vertex_blend_uTexGarbage = glGetUniformLocation( _shader_scene_vertex_blend.id, "uTexGarbage" );
-   _uniform_scene_vertex_blend_uTexGradients = glGetUniformLocation( _shader_scene_vertex_blend.id, "uTexGradients" );
-   _uniform_scene_vertex_blend_uCamera = glGetUniformLocation( _shader_scene_vertex_blend.id, "uCamera" );
-   _uniform_scene_vertex_blend_uBoard0 = glGetUniformLocation( _shader_scene_vertex_blend.id, "uBoard0" );
-   _uniform_scene_vertex_blend_uBoard1 = glGetUniformLocation( _shader_scene_vertex_blend.id, "uBoard1" );
-   _uniform_scene_vertex_blend_g_world_depth = glGetUniformLocation( _shader_scene_vertex_blend.id, "g_world_depth" );
+static inline void shader_scene_vertex_blend_use(void);
+static inline void shader_scene_vertex_blend_use(void)
+{
+   glUseProgram(_shader_scene_vertex_blend.id);
 }
-#endif /* SHADER_scene_vertex_blend_H */