X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;ds=sidebyside;f=shaders%2Fscene_terrain.h;h=37b6a3c2b9f77ebdc890946e33c5f6657780daba;hb=25c2e032930910c469e9f5278b8001b93f1a140a;hp=871d0d6724290b5768eaf499ce53234b23be4c86;hpb=98b9bcf0e10bc02cf679d03fa269613e140ba878;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/scene_terrain.h b/shaders/scene_terrain.h index 871d0d6..37b6a3c 100644 --- a/shaders/scene_terrain.h +++ b/shaders/scene_terrain.h @@ -1,666 +1,55 @@ -#ifndef SHADER_scene_terrain_H -#define SHADER_scene_terrain_H -static void shader_scene_terrain_link(void); -static void shader_scene_terrain_register(void); -static struct vg_shader _shader_scene_terrain = { - .name = "scene_terrain", - .link = shader_scene_terrain_link, - .vs = +#pragma once +#include "vg/vg_engine.h" +extern struct vg_shader _shader_scene_terrain; +extern GLuint _uniform_scene_terrain_uMdl; +extern GLuint _uniform_scene_terrain_uPv; +extern GLuint _uniform_scene_terrain_uPvmPrev; +extern GLuint _uniform_scene_terrain_uTexGarbage; +extern GLuint _uniform_scene_terrain_uTexGradients; +extern GLuint _uniform_scene_terrain_uCamera; +extern GLuint _uniform_scene_terrain_uSandColour; +extern GLuint _uniform_scene_terrain_uBlendOffset; +extern GLuint _uniform_scene_terrain_g_world_depth; +extern GLuint _uniform_scene_terrain_uLightsArray; +extern GLuint _uniform_scene_terrain_uLightsIndex; +static inline void shader_scene_terrain_uMdl(m4x3f m) { -.orig_file = "shaders/scene.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" -"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" -"\n" -"flat out ivec4 light_indices;\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" -"\n" -" light_indices = a_lights;\n" -"}\n" -""}, - .fs = -{ -.orig_file = "shaders/scene_terrain.fs", -.static_src = -"uniform sampler2D uTexGarbage;\n" -"uniform sampler2D uTexGradients;\n" -"uniform vec3 uCamera;\n" -"uniform vec3 uSandColour;\n" -"uniform vec2 uBlendOffset;\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" -"flat in ivec4 light_indices;\n" -"\n" -"uniform samplerBuffer uLightsArray;\n" -"uniform usampler3D uLightsIndex;\n" -"\n" -"#line 1 1 \n" -"layout (location = 0) out vec4 oColour;\n" -"\n" -"layout (std140) uniform ub_world_lighting\n" -"{\n" -" vec4 g_cube_min;\n" -" vec4 g_cube_inv_range;\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= 1u )\n" -" {\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" -" {\n" -" l += scene_calculate_light( index_1, halfview, co, normal );\n" -"\n" -" if( light_count >= 3u )\n" -" {\n" -" l += scene_calculate_light( index_2, halfview, co, normal );\n" -" }\n" -" }\n" -" }\n" -"\n" -" return l;\n" -"}\n" -"\n" -"vec3 scene_do_lighting( vec3 diffuse, vec3 wnormal )\n" -"{\n" -" world_info world;\n" -" scene_state( g_time, world );\n" -"\n" -" // Lighting\n" -" vec3 halfview = uCamera - aWorldCo;\n" -" float fdist = length(halfview);\n" -" halfview /= fdist;\n" -"\n" -" vec3 total_light = vec3(0.0);\n" -" float world_shadow = newlight_compute_sun_shadow( world.sun_dir \n" -" * (1.0/(max(world.sun_dir.y,0.0)+0.2)) );\n" -" float board_shadow = compute_board_shadow();\n" -"\n" -" total_light += scene_lighting( wnormal, min( board_shadow, world_shadow ), \n" -" halfview, world );\n" -"\n" -" vec3 cube_coord = (aWorldCo - 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 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, aWorldCo, wnormal ) \n" -" * board_shadow;\n" -" total_light += \n" -" scene_calculate_packed_light_patch( index_sample.y,\n" -" halfview, aWorldCo, wnormal )\n" -" * board_shadow;\n" -"\n" -" vec3 fog_colour = scene_sky( -halfview, world );\n" -" return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n" -"}\n" -"\n" -"#line 10 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 11 0 \n" -"\n" -"void main()\n" -"{\n" -" compute_motion_vectors();\n" -"\n" -" // Colour\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.xyz*4.0+modnorm)*0.25);\n" -" qnorm += vec3(0.001,0.0,0.0);\n" -"\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" -" // Patch local noise\n" -" vec4 rgarbage = texture( uTexGarbage, uvdiffuse );\n" -"\n" -" // Colour blending\n" -" float amtgrass = step(qnorm.y,0.6);\n" -" float amtsand = min(max((aCo.y - 10.0) * -0.1,0.0)*qnorm.y,1.0);\n" -" vec2 uvgradients = aUv + vec2( amtgrass + rgarbage.a*0.8 )*uBlendOffset;\n" -" vfrag = texture( uTexGradients, uvgradients ).rgb;\n" -" vfrag = mix( vfrag, uSandColour, amtsand );\n" -"\n" -" qnorm = mix( qnorm, aNorm.xyz, amtsand );\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_terrain_uMdl; -static GLuint _uniform_scene_terrain_uPv; -static GLuint _uniform_scene_terrain_uPvmPrev; -static GLuint _uniform_scene_terrain_uTexGarbage; -static GLuint _uniform_scene_terrain_uTexGradients; -static GLuint _uniform_scene_terrain_uCamera; -static GLuint _uniform_scene_terrain_uSandColour; -static GLuint _uniform_scene_terrain_uBlendOffset; -static GLuint _uniform_scene_terrain_uBoard0; -static GLuint _uniform_scene_terrain_uBoard1; -static GLuint _uniform_scene_terrain_uLightsArray; -static GLuint _uniform_scene_terrain_uLightsIndex; -static GLuint _uniform_scene_terrain_g_world_depth; -static void shader_scene_terrain_uMdl(m4x3f m){ - glUniformMatrix4x3fv(_uniform_scene_terrain_uMdl,1,GL_FALSE,(float*)m); + glUniformMatrix4x3fv(_uniform_scene_terrain_uMdl,1,GL_FALSE,(f32*)m); } -static void shader_scene_terrain_uPv(m4x4f m){ - glUniformMatrix4fv(_uniform_scene_terrain_uPv,1,GL_FALSE,(float*)m); +static inline void shader_scene_terrain_uPv(m4x4f m) +{ + glUniformMatrix4fv(_uniform_scene_terrain_uPv,1,GL_FALSE,(f32*)m); } -static void shader_scene_terrain_uPvmPrev(m4x4f m){ - glUniformMatrix4fv(_uniform_scene_terrain_uPvmPrev,1,GL_FALSE,(float*)m); +static inline void shader_scene_terrain_uPvmPrev(m4x4f m) +{ + glUniformMatrix4fv(_uniform_scene_terrain_uPvmPrev,1,GL_FALSE,(f32*)m); } -static void shader_scene_terrain_uTexGarbage(int i){ +static inline void shader_scene_terrain_uTexGarbage(int i) +{ glUniform1i(_uniform_scene_terrain_uTexGarbage,i); } -static void shader_scene_terrain_uTexGradients(int i){ +static inline void shader_scene_terrain_uTexGradients(int i) +{ glUniform1i(_uniform_scene_terrain_uTexGradients,i); } -static void shader_scene_terrain_uCamera(v3f v){ +static inline void shader_scene_terrain_uCamera(v3f v) +{ glUniform3fv(_uniform_scene_terrain_uCamera,1,v); } -static void shader_scene_terrain_uSandColour(v3f v){ +static inline void shader_scene_terrain_uSandColour(v3f v) +{ glUniform3fv(_uniform_scene_terrain_uSandColour,1,v); } -static void shader_scene_terrain_uBlendOffset(v2f v){ +static inline void shader_scene_terrain_uBlendOffset(v2f v) +{ glUniform2fv(_uniform_scene_terrain_uBlendOffset,1,v); } -static void shader_scene_terrain_uBoard0(v3f v){ - glUniform3fv(_uniform_scene_terrain_uBoard0,1,v); -} -static void shader_scene_terrain_uBoard1(v3f v){ - glUniform3fv(_uniform_scene_terrain_uBoard1,1,v); -} -static void shader_scene_terrain_g_world_depth(int i){ +static inline void shader_scene_terrain_g_world_depth(int i) +{ glUniform1i(_uniform_scene_terrain_g_world_depth,i); } -static void shader_scene_terrain_register(void){ - vg_shader_register( &_shader_scene_terrain ); -} -static void shader_scene_terrain_use(void){ glUseProgram(_shader_scene_terrain.id); } -static void shader_scene_terrain_link(void){ - _uniform_scene_terrain_uMdl = glGetUniformLocation( _shader_scene_terrain.id, "uMdl" ); - _uniform_scene_terrain_uPv = glGetUniformLocation( _shader_scene_terrain.id, "uPv" ); - _uniform_scene_terrain_uPvmPrev = glGetUniformLocation( _shader_scene_terrain.id, "uPvmPrev" ); - _uniform_scene_terrain_uTexGarbage = glGetUniformLocation( _shader_scene_terrain.id, "uTexGarbage" ); - _uniform_scene_terrain_uTexGradients = glGetUniformLocation( _shader_scene_terrain.id, "uTexGradients" ); - _uniform_scene_terrain_uCamera = glGetUniformLocation( _shader_scene_terrain.id, "uCamera" ); - _uniform_scene_terrain_uSandColour = glGetUniformLocation( _shader_scene_terrain.id, "uSandColour" ); - _uniform_scene_terrain_uBlendOffset = glGetUniformLocation( _shader_scene_terrain.id, "uBlendOffset" ); - _uniform_scene_terrain_uBoard0 = glGetUniformLocation( _shader_scene_terrain.id, "uBoard0" ); - _uniform_scene_terrain_uBoard1 = glGetUniformLocation( _shader_scene_terrain.id, "uBoard1" ); - _uniform_scene_terrain_uLightsArray = glGetUniformLocation( _shader_scene_terrain.id, "uLightsArray" ); - _uniform_scene_terrain_uLightsIndex = glGetUniformLocation( _shader_scene_terrain.id, "uLightsIndex" ); - _uniform_scene_terrain_g_world_depth = glGetUniformLocation( _shader_scene_terrain.id, "g_world_depth" ); +static inline void shader_scene_terrain_use(void); +static inline void shader_scene_terrain_use(void) +{ + glUseProgram(_shader_scene_terrain.id); } -#endif /* SHADER_scene_terrain_H */