-typedef struct model model;
-typedef struct submodel submodel;
-typedef struct model_vert model_vert;
-typedef struct scene scene;
-typedef struct sdf_primative sdf_primative;
-typedef enum esdf_type esdf_type;
+#include "vg/vg.h"
+#include "model.h"
GLuint tex_dual_noise;
-#pragma pack(push,1)
-struct model
-{
- u32 identifier;
-
- u32 vertex_count,
- indice_count,
- layer_count;
-};
-
-struct sdf_primative
-{
- v4f origin; /* xyz, yaw */
- /* Cone:
- x base scale
- y height
- */
- v4f info;
-};
-
-struct submodel
-{
- u32 indice_start,
- indice_count,
- vertex_start,
- vertex_count;
-
- boxf bbx;
- sdf_primative sdf;
-
- enum esdf_type
- {
- k_sdf_none = 0,
- k_sdf_cone,
- k_sdf_sphere,
- k_sdf_box
- }
- sdf_type;
-
- char name[32];
-};
-
-struct model_vert
-{
- v3f co,
- norm;
- v4f colour;
- v2f uv;
-};
-#pragma pack(pop)
-
struct scene
{
- GLuint vao, vbo, ebo;
+ glmesh mesh;
model_vert *verts;
u32 *indices;
u32 shadower_count,
shadower_cap;
+
+ submodel submesh;
};
static void scene_init( scene *pscene )
pscene->shadowers = NULL;
pscene->shadower_count = 0;
pscene->shadower_cap = 0;
+ pscene->submesh.indice_start = 0;
+ pscene->submesh.indice_count = 0;
v3_fill( pscene->bbx[0], 999999.9f );
v3_fill( pscene->bbx[1], -999999.9f );
"return f;" \
"}"
-SHADER_DEFINE( shader_debug_vcol,
- "layout (location=0) in vec3 a_co;"
- "layout (location=1) in vec3 a_norm;"
- "layout (location=2) in vec4 a_colour;"
+#define VERTEX_STANDARD_ATTRIBUTES \
+ "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;"
- ""
+
+SHADER_DEFINE( shader_debug_vcol,
+
+ /*Include*/ VERTEX_STANDARD_ATTRIBUTES
+
"uniform mat4 uPv;"
- "uniform mat4 uMdl;"
+ "uniform mat4x3 uMdl;"
"uniform float uTime;"
"uniform float uSwayAmt;"
""
"void main()"
"{"
"vec3 swaypos = compute_sway( a_co );"
- "gl_Position = uPv * uMdl * vec4( swaypos, 1.0 );"
+ "gl_Position = uPv * vec4(uMdl * vec4(swaypos,1.0), 1.0 );"
"aColour = a_colour;"
"aUv = a_uv;"
"aNorm = normalize(mat3(uMdl) * a_norm);"
"uniform sampler2D uTexMain;"
"uniform sampler2D uTexGradients;"
""
- /* Include */ SHADER_VALUE_NOISE_3D
+ /*Include*/ SHADER_VALUE_NOISE_3D
""
"in vec4 aColour;"
"in vec2 aUv;"
"}"
"if( uMode == 7 )"
"{"
- "if( diffuse.a < 0.45 ) discard;"
- "float lighting = 1.0 - aColour.g;"
+ "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 )"
"{"
"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*0.1);"
+ "vec2 gradUV = vec2(light*1.9,r1+aColour.b);"
"vec4 gradient_sample = texture( uTexGradients, gradUV );"
- "colour = aColour*light;"
+ "colour = gradient_sample*light;"
"}"
"FragColor = colour;"
"uTime", "uSwayAmt", "uMdl" })
)
-/*
- * Helper functions for file offsets
- */
-static submodel *model_get_submodel( model *mdl, int id )
-{
- return ((submodel*)(mdl+1)) + id;
-}
+SHADER_DEFINE( shader_standard_lit,
-static model_vert *model_vertex_base( model *mdl )
-{
- return (model_vert *)model_get_submodel( mdl, mdl->layer_count );
-}
+ /*Include*/ VERTEX_STANDARD_ATTRIBUTES
-static u32 *model_indice_base( model *mdl )
-{
- return (u32 *)(model_vertex_base( mdl ) + mdl->vertex_count);
-}
+ "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;"
+ "}",
+ /* Fragment */
+ "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;"
-static model_vert *submodel_vert_data( model *mdl, submodel *sub )
-{
- return model_vertex_base(mdl) + sub->vertex_start;
-}
+ "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;"
-static u32 *submodel_indice_data( model *mdl, submodel *sub )
-{
- return model_indice_base(mdl) + sub->indice_start;
-}
+ "FragColor = vec4((diffuse*uColour.rgb),"
+ "aColour.a*uColour.a);"
+ "}"
+ ,
+ UNIFORMS({ "uColour","uTexMain","uPv","uMdl" })
+)
-/* Returns -1 if not found */
-static int submodel_get( model *mdl, const char *name )
-{
- for( int i=0; i<mdl->layer_count; i++ )
- {
- if( !strcmp( model_get_submodel(mdl,i)->name, name ))
- {
- return i;
- }
- }
-
- return -1;
-}
+SHADER_DEFINE( shader_unlit,
+
+ /*Include*/ VERTEX_STANDARD_ATTRIBUTES
+
+ "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;"
+ "}",
+ /* Fragment */
+ "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);"
+ "}"
+ ,
+ UNIFORMS({ "uTexMain", "uPv", "uMdl" })
+)
static void *buffer_reserve( void *buffer, u32 count, u32 *cap, u32 amount,
size_t emsize )
/*
* Append a model into the scene with a given transform
*/
-static void scene_add_model( scene *pscene, model *mdl, int id,
+static void scene_add_model( scene *pscene, model *mdl, submodel *submodel,
v3f pos, float yaw, float scale )
{
- submodel *submodel = model_get_submodel( mdl, id );
-
pscene->verts = buffer_reserve( pscene->verts, pscene->vertex_count,
&pscene->vertex_cap, submodel->vertex_count, sizeof(model_vert) );
pscene->indices = buffer_reserve( pscene->indices, pscene->indice_count,
pscene->indice_count += submodel->indice_count;
}
+static void scene_copy_slice( scene *pscene, submodel *sm )
+{
+ sm->indice_start = pscene->submesh.indice_start;
+ sm->indice_count = pscene->indice_count - sm->indice_start;
+
+ pscene->submesh.indice_start = pscene->indice_count;
+}
+
static void scene_shadow_sphere( scene *pscene, v3f sphere,
v4f params, v3f lightdir )
{
}
/* Temporary */
-static int sample_scene_height( scene *pscene, v3f pos )
+static int sample_scene_height( scene *pscene, v3f pos, v3f norm )
{
for( int i=0; i<pscene->indice_count/3; i++ )
{
u32 *tri = &pscene->indices[i*3];
+
+ float *pA = pscene->verts[tri[0]].co,
+ *pB = pscene->verts[tri[1]].co,
+ *pC = pscene->verts[tri[2]].co;
float height;
- if( triangle_raycast(
- pscene->verts[ tri[0] ].co,
- pscene->verts[ tri[1] ].co,
- pscene->verts[ tri[2] ].co, pos, &height ))
+ if( triangle_raycast( pA, pB, pC, pos, &height ))
{
pos[1] = height;
+
+ if( norm )
+ {
+ v3f v0, v1;
+ v3_sub( pA, pB, v0 );
+ v3_sub( pC, pB, v1 );
+ v3_cross( v1, v0, norm );
+ v3_normalize( norm );
+ }
+
return 1;
}
}
static void scene_upload( scene *pscene )
{
- glGenVertexArrays( 1, &pscene->vao );
- glGenBuffers( 1, &pscene->vbo );
- glGenBuffers( 1, &pscene->ebo );
- glBindVertexArray( pscene->vao );
-
- glBindBuffer( GL_ARRAY_BUFFER, pscene->vbo );
- glBufferData( GL_ARRAY_BUFFER, pscene->vertex_count*sizeof(model_vert),
- pscene->verts, GL_STATIC_DRAW );
-
- glBindVertexArray( pscene->vao );
- glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, pscene->ebo );
- glBufferData( GL_ELEMENT_ARRAY_BUFFER, pscene->indice_count*sizeof(u32),
- pscene->indices, GL_STATIC_DRAW );
-
- glVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE,
- sizeof(model_vert), (void*)0 );
- glEnableVertexAttribArray( 0 );
-
- glVertexAttribPointer( 1, 3, GL_FLOAT, GL_FALSE,
- sizeof(model_vert), (void *)offsetof(model_vert, norm) );
- glEnableVertexAttribArray( 1 );
-
- glVertexAttribPointer( 2, 4, GL_FLOAT, GL_FALSE,
- sizeof(model_vert), (void *)offsetof(model_vert, colour) );
- glEnableVertexAttribArray( 2 );
-
- glVertexAttribPointer( 3, 2, GL_FLOAT, GL_FALSE,
- sizeof(model_vert), (void *)offsetof(model_vert, uv) );
- glEnableVertexAttribArray( 3 );
-
- VG_CHECK_GL();
+ mesh_upload( &pscene->mesh,
+ pscene->verts, pscene->vertex_count,
+ pscene->indices, pscene->indice_count );
vg_info( "Scene upload\n" );
vg_info( " indices:%u\n", pscene->indice_count );
}
float scene_tree_sway = 0.1f;
-static void scene_draw( scene *pscene, int count, int start )
+
+static void scene_foliage_shader_use(void)
{
SHADER_USE( shader_debug_vcol );
glUniform1f( SHADER_UNIFORM( shader_debug_vcol, "uTime" ), vg_time );
glUniform1f( SHADER_UNIFORM( shader_debug_vcol, "uSwayAmt" ),
scene_tree_sway );
+}
- glBindVertexArray( pscene->vao );
+static void scene_bind( scene *pscene )
+{
+ mesh_bind( &pscene->mesh );
+}
- if( count == -1 )
- {
- glDrawElements( GL_TRIANGLES, pscene->indice_count,
- GL_UNSIGNED_INT,
- (void *)0
- );
- }
- else
- {
- glDrawElements( GL_TRIANGLES, count,
- GL_UNSIGNED_INT,
- (void *)(start*sizeof(u32))
- );
- }
+static void scene_draw( scene *pscene )
+{
+ mesh_drawn( 0, pscene->indice_count );
+}
- if( debugsdf )
+static void scene_debugsdf( scene *pscene )
+{
+ for( int i=0; i<pscene->shadower_count; i++ )
{
- for( int i=0; i<pscene->shadower_count; i++ )
- {
- struct shadower *shadower = &pscene->shadowers[i];
+ struct shadower *shadower = &pscene->shadowers[i];
- v3f base, side;
- v3_copy( shadower->sdf.origin, base );
- base[1] -= shadower->sdf.info[1];
- v3_copy( base, side );
- side[0] += shadower->sdf.info[0];
+ v3f base, side;
+ v3_copy( shadower->sdf.origin, base );
+ base[1] -= shadower->sdf.info[1];
+ v3_copy( base, side );
+ side[0] += shadower->sdf.info[0];
- vg_line2( shadower->sdf.origin, base, 0xff00ff00, 0xff0000ff );
- vg_line2( side, base, 0xff00ff00, 0xff0000ff );
- vg_line( side, shadower->sdf.origin, 0xff00ff00 );
- }
+ vg_line2( shadower->sdf.origin, base, 0xff00ff00, 0xff0000ff );
+ vg_line2( side, base, 0xff00ff00, 0xff0000ff );
+ vg_line( side, shadower->sdf.origin, 0xff00ff00 );
+ }
- v3f p0 = { pscene->bbx[0][0], pscene->bbx[0][1], pscene->bbx[0][2] },
- p1 = { pscene->bbx[0][0], pscene->bbx[1][1], pscene->bbx[0][2] },
- p2 = { pscene->bbx[1][0], pscene->bbx[1][1], pscene->bbx[0][2] },
- p3 = { pscene->bbx[1][0], pscene->bbx[0][1], pscene->bbx[0][2] },
+ v3f p0 = { pscene->bbx[0][0], pscene->bbx[0][1], pscene->bbx[0][2] },
+ p1 = { pscene->bbx[0][0], pscene->bbx[1][1], pscene->bbx[0][2] },
+ p2 = { pscene->bbx[1][0], pscene->bbx[1][1], pscene->bbx[0][2] },
+ p3 = { pscene->bbx[1][0], pscene->bbx[0][1], pscene->bbx[0][2] },
- p4 = { pscene->bbx[0][0], pscene->bbx[0][1], pscene->bbx[1][2] },
- p5 = { pscene->bbx[0][0], pscene->bbx[1][1], pscene->bbx[1][2] },
- p6 = { pscene->bbx[1][0], pscene->bbx[1][1], pscene->bbx[1][2] },
- p7 = { pscene->bbx[1][0], pscene->bbx[0][1], pscene->bbx[1][2] };
-
- u32 col = 0xffff00c8;
- vg_line( p0, p1, col );
- vg_line( p1, p2, col );
- vg_line( p2, p3, col );
- vg_line( p3, p0, col );
-
- vg_line( p4, p5, col );
- vg_line( p5, p6, col );
- vg_line( p6, p7, col );
- vg_line( p7, p4, col );
-
- vg_line( p0, p4, col );
- vg_line( p1, p5, col );
- vg_line( p2, p6, col );
- vg_line( p3, p7, col );
- }
+ p4 = { pscene->bbx[0][0], pscene->bbx[0][1], pscene->bbx[1][2] },
+ p5 = { pscene->bbx[0][0], pscene->bbx[1][1], pscene->bbx[1][2] },
+ p6 = { pscene->bbx[1][0], pscene->bbx[1][1], pscene->bbx[1][2] },
+ p7 = { pscene->bbx[1][0], pscene->bbx[0][1], pscene->bbx[1][2] };
+
+ u32 col = 0xffff00c8;
+ vg_line( p0, p1, col );
+ vg_line( p1, p2, col );
+ vg_line( p2, p3, col );
+ vg_line( p3, p0, col );
+
+ vg_line( p4, p5, col );
+ vg_line( p5, p6, col );
+ vg_line( p6, p7, col );
+ vg_line( p7, p4, col );
+
+ vg_line( p0, p4, col );
+ vg_line( p1, p5, col );
+ vg_line( p2, p6, col );
+ vg_line( p3, p7, col );
}
static void scene_register(void)
{
SHADER_INIT( shader_debug_vcol );
+ SHADER_INIT( shader_standard_lit );
+ SHADER_INIT( shader_unlit );
}