scene font rendering
authorhgn <hgodden00@gmail.com>
Mon, 7 Aug 2023 23:26:43 +0000 (00:26 +0100)
committerhgn <hgodden00@gmail.com>
Mon, 7 Aug 2023 23:26:43 +0000 (00:26 +0100)
13 files changed:
build.c
ent_skateshop.c
font.h
gui.h
shaders/model_font.fs
shaders/model_font.h
shaders/model_font.vs
shaders/scene_font.fs [new file with mode: 0644]
shaders/scene_font.h [new file with mode: 0644]
skaterift.c
world_render.c
world_render.h
world_routes.c

diff --git a/build.c b/build.c
index 97b269e9a6f969070d2638cba63ef984170593e4..811317d82f64ca6100390c06f65b23e00150b1e6 100644 (file)
--- a/build.c
+++ b/build.c
@@ -200,6 +200,7 @@ void build_shaders(void)
    _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" );
+   _S( "scene_font",                "model_font.vs","scene_font.fs" );
 
    /* Models */
    _S( "model_sky",            "model.vs",         "model_sky.fs" );
index 1b10153d6404efff08751f4f1c09007e8952067c..4c5817dd31e91ca1c9344adf8a450d515842f57b 100644 (file)
@@ -477,10 +477,11 @@ fade_out:;
       i+=highscore_intl( buf+i, addon_count(k_addon_type_board), 3 );
       buf[i++] = '\0';
 
-      font3d_simple_draw( &gui.font, 0, buf, &skaterift.cam, mmdl );
+      font3d_simple_draw( &gui.font, 0, k_font_shader_default,
+                           buf, &skaterift.cam, mmdl );
    }
    else{
-      font3d_simple_draw( &gui.font, 0, 
+      font3d_simple_draw( &gui.font, 0, k_font_shader_default,
                           "Nothing installed", &skaterift.cam, mmdl );
    }
 
@@ -527,7 +528,8 @@ fade_out:;
    mlocal[3][1] = 0.1f;
    mlocal[3][2] = 0.0f;
    m4x3_mul( mtext, mlocal, mmdl );
-   font3d_simple_draw( &gui.font, 0, global_skateshop.render.item_title, 
+   font3d_simple_draw( &gui.font, 0, k_font_shader_default,
+                        global_skateshop.render.item_title, 
                        &skaterift.cam, mmdl );
 
    /* Author name
@@ -540,7 +542,8 @@ fade_out:;
    mlocal[3][1] = 0.0f;
    mlocal[3][2] = 0.0f;
    m4x3_mul( mtext, mlocal, mmdl );
-   font3d_simple_draw( &gui.font, 0, global_skateshop.render.item_desc, 
+   font3d_simple_draw( &gui.font, 0, k_font_shader_default,
+                        global_skateshop.render.item_desc, 
                        &skaterift.cam, mmdl );
 
    SDL_AtomicUnlock( &addon_system.sl_cache_using_resources );
@@ -629,14 +632,16 @@ VG_STATIC void skateshop_render_worldshop(void)
    mlocal[3][1] = 0.1f;
    mlocal[3][2] = 0.0f;
    m4x3_mul( mtext, mlocal, mtextmdl );
-   font3d_simple_draw( &gui.font, 0, buftext, &skaterift.cam, mtextmdl );
+   font3d_simple_draw( &gui.font, 0, k_font_shader_default,
+                        buftext, &skaterift.cam, mtextmdl );
 
    m3x3_setdiagonalv3( mlocal, (v3f){ scale1, scale1, thickness } );
    mlocal[3][0] = -font3d_string_width( &gui.font, 0, bufsubtext );
    mlocal[3][0] *= scale1*0.5f;
    mlocal[3][1] = -scale1*0.3f;
    m4x3_mul( mtext, mlocal, mtextmdl );
-   font3d_simple_draw( &gui.font, 0, bufsubtext, &skaterift.cam, mtextmdl );
+   font3d_simple_draw( &gui.font, 0, k_font_shader_default,
+                        bufsubtext, &skaterift.cam, mtextmdl );
 
    /* pointcloud */
    m4x3f mmdl;
diff --git a/font.h b/font.h
index 77eae7ced3dc9879ec7fd0ea7752606dbd485a4c..1b94b9a664945c48f2627ec35120c8829d0dde8e 100644 (file)
--- a/font.h
+++ b/font.h
@@ -5,7 +5,7 @@
 #include "entity.h"
 #include "camera.h"
 #include "shaders/model_font.h"
-
+#include "shaders/scene_font.h"
 
 enum efont_SRglyph{
    k_SRglyph_end           = 0x00, /* control characters */
@@ -102,6 +102,7 @@ VG_STATIC void font3d_load( font3d *font, const char *mdl_path, void *alloc )
 VG_STATIC void font3d_init(void)
 {
    shader_model_font_register();
+   shader_scene_font_register();
 }
 
 VG_STATIC u32 font3d_find_variant( font3d *font, const char *name )
@@ -145,11 +146,17 @@ struct font3d_render{
    font3d *font;
    const u8 *u8pch;
    u32 variant_id;
+
+   enum font_shader {
+      k_font_shader_default,
+      k_font_shader_world
+   }
+   shader;
 };
 
 VG_STATIC 
-void font3d_begin( font3d *font, u32 variant_id, 
-                    camera *cam, m4x3f transform, struct font3d_render *render )
+void font3d_begin( const char *text,
+                   camera *cam, m4x3f transform, struct font3d_render *render )
 {
    q_identity( render->offset );
 
@@ -157,11 +164,28 @@ void font3d_begin( font3d *font, u32 variant_id,
    m4x3_expand( transform, prev_mtx );
    m4x4_mul( cam->mtx_prev.pv, prev_mtx, prev_mtx );
 
-   shader_model_font_uPvmPrev( prev_mtx );
-   shader_model_font_uMdl( transform );
+   if( render->shader == k_font_shader_default ){
+      shader_model_font_uPvmPrev( prev_mtx );
+      shader_model_font_uMdl( transform );
+   }
+   else if( render->shader == k_font_shader_world ){
+      shader_scene_font_uPvmPrev( prev_mtx );
+      shader_scene_font_uMdl( transform );
+   }
 
+   render->u8pch = (u8*)text;
+
+#if 0
    render->font = font;
    render->variant_id = variant_id;
+#endif
+}
+
+VG_STATIC void font3d_setoffset( struct font3d_render *render, v3f offset ){
+   if( render->shader == k_font_shader_default )
+      shader_model_font_uOffset( offset );
+   else if( render->shader == k_font_shader_world )
+      shader_scene_font_uOffset( offset );
 }
 
 VG_STATIC void font3d_draw( struct font3d_render *render )
@@ -223,12 +247,12 @@ VG_STATIC void font3d_draw( struct font3d_render *render )
          v0[2] = render->offset[2];
          v0[3] = render->offset[3];
 
-         shader_model_font_uOffset( v0 );
+         font3d_setoffset( render, v0 );
          mesh_drawn( glyph0->indice_start, glyph0->indice_count );
          continue;
       }
       else{
-         shader_model_font_uOffset( render->offset );
+         font3d_setoffset( render, render->offset );
          mesh_drawn( glyph0->indice_start, glyph0->indice_count );
       }
 
@@ -239,14 +263,19 @@ VG_STATIC void font3d_draw( struct font3d_render *render )
 }
 
 VG_STATIC 
-float font3d_simple_draw( font3d *font, u32 variant_id, const char *text, 
-                         camera *cam, m4x3f transform )
+float font3d_simple_draw( font3d *font, u32 variant_id, enum font_shader shader,
+                          const char *text, 
+                          camera *cam, m4x3f transform )
 {
    if( !text ) return 0.0f;
 
-   struct font3d_render render;
-   font3d_begin( font, variant_id, cam, transform, &render );
-   render.u8pch = (u8*)text;
+   struct font3d_render render = {
+      .font = font,
+      .variant_id = variant_id,
+      .shader = shader,
+   };
+
+   font3d_begin( text, cam, transform, &render );
    font3d_draw( &render );
    return render.offset[0];
 }
diff --git a/gui.h b/gui.h
index 238d0fba76507c0c501f88b0f570e321039e5393..5684e4c925860bed643eba6dc661aebdef40130e 100644 (file)
--- a/gui.h
+++ b/gui.h
@@ -135,7 +135,8 @@ void gui_draw(void)
 
       font3d_bind( &gui.font, &ortho );
       shader_model_font_uColour( (v4f){1.2f,1.2f,1.2f,o} );
-      font3d_simple_draw( &gui.font, 2, gui.location, &ortho, mmdl );
+      font3d_simple_draw( &gui.font, 2, k_font_shader_default,
+                           gui.location, &ortho, mmdl );
    }
 
    font3d_bind( &gui.font, &ortho );
@@ -157,10 +158,12 @@ void gui_draw(void)
 
       shader_model_font_uColour( (v4f){1.0f,1.0f,1.0f,1.0f} );
 
-      struct font3d_render render;
-      font3d_begin( &gui.font, 2, &ortho, mmdl, &render );
-
-      render.u8pch = (u8*)helper->bindstr;
+      struct font3d_render render = {
+         .font = &gui.font,
+         .variant_id = 2,
+         .shader = k_font_shader_default
+      };
+      font3d_begin( helper->bindstr, &ortho, mmdl, &render );
       font3d_draw( &render );
 
       const char *make_smaller = "\x02\xaf\x03 ";
index d2f1438d5701fd643ccce26b3df64c4b1b1d71b7..d0d285106708153a6d4552d5a0ef0a9c4efdca5e 100644 (file)
@@ -3,9 +3,8 @@ layout (location = 0) out vec4 oColour;
 uniform sampler2D uTexMain;
 uniform vec4 uColour;
 
-in vec4 aColour;
 in vec2 aUv;
-in vec3 aNorm;
+in vec4 aNorm;
 in vec3 aCo;
 
 #include "motion_vectors_fs.glsl"
index 6c6027d62df129c4cd0b6e70e48bc21d67ff5497..48753a9706c6e59aeabb9fc06670eb6ab9ada331 100644 (file)
@@ -12,9 +12,6 @@ static struct vg_shader _shader_model_font = {
 "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"
@@ -34,16 +31,15 @@ static struct vg_shader _shader_model_font = {
 "   aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
 "}\n"
 "\n"
-"#line      9        0 \n"
+"#line      6        0 \n"
 "\n"
 "uniform mat4x3 uMdl;\n"
 "uniform mat4 uPv;\n"
 "uniform mat4 uPvmPrev;\n"
 "uniform vec4 uOffset;\n"
 "\n"
-"out vec4 aColour;\n"
 "out vec2 aUv;\n"
-"out vec3 aNorm;\n"
+"out vec4 aNorm;\n"
 "out vec3 aCo;\n"
 "out vec3 aWorldCo;\n"
 "\n"
@@ -57,11 +53,11 @@ static struct vg_shader _shader_model_font = {
 "   vs_motion_out( vproj0, vproj1 );\n"
 "\n"
 "   gl_Position = vproj0;\n"
-"   aWorldCo = world_pos0;\n"
-"   aColour = a_colour;\n"
+"\n"
 "   aUv = a_uv;\n"
-"   aNorm = mat3(uMdl) * a_norm;\n"
+"   aNorm = vec4( mat3(uMdl) * a_norm, 0.0 );\n"
 "   aCo = a_co;\n"
+"   aWorldCo = world_pos0;\n"
 "}\n"
 ""},
    .fs = 
@@ -73,9 +69,8 @@ static struct vg_shader _shader_model_font = {
 "uniform sampler2D uTexMain;\n"
 "uniform vec4 uColour;\n"
 "\n"
-"in vec4 aColour;\n"
 "in vec2 aUv;\n"
-"in vec3 aNorm;\n"
+"in vec4 aNorm;\n"
 "in vec3 aCo;\n"
 "\n"
 "#line       1        1 \n"
@@ -97,7 +92,7 @@ static struct vg_shader _shader_model_font = {
 "   oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
 "}\n"
 "\n"
-"#line     12        0 \n"
+"#line     11        0 \n"
 "\n"
 "void main()\n"
 "{\n"
index 6773cf41e0a85ea39d7fef197701b4b7fd2eebb2..2ec8c3e9a1325658b27686c2b66b94008024a30e 100644 (file)
@@ -1,9 +1,6 @@
 layout (location=0) in vec3 a_co;
 layout (location=1) in vec3 a_norm;
 layout (location=2) in vec2 a_uv;
-layout (location=3) in vec4 a_colour;
-layout (location=4) in vec4 a_weights;
-layout (location=5) in ivec4 a_groups;
 
 #include "motion_vectors_vs.glsl"
 
@@ -12,9 +9,8 @@ uniform mat4 uPv;
 uniform mat4 uPvmPrev;
 uniform vec4 uOffset;
 
-out vec4 aColour;
 out vec2 aUv;
-out vec3 aNorm;
+out vec4 aNorm;
 out vec3 aCo;
 out vec3 aWorldCo;
 
@@ -28,9 +24,9 @@ void main()
    vs_motion_out( vproj0, vproj1 );
 
    gl_Position = vproj0;
-   aWorldCo = world_pos0;
-   aColour = a_colour;
+
    aUv = a_uv;
-   aNorm = mat3(uMdl) * a_norm;
+   aNorm = vec4( mat3(uMdl) * a_norm, 0.0 );
    aCo = a_co;
+   aWorldCo = world_pos0;
 }
diff --git a/shaders/scene_font.fs b/shaders/scene_font.fs
new file mode 100644 (file)
index 0000000..27241fe
--- /dev/null
@@ -0,0 +1,26 @@
+uniform sampler2D uTexGarbage; // unused
+uniform sampler2D uTexMain;
+uniform vec3 uCamera;
+uniform vec4 uPlane;
+
+#include "common_scene.glsl"
+#include "motion_vectors_fs.glsl"
+
+void main()
+{
+   compute_motion_vectors();
+
+   vec3 vfrag = vec3(0.5,0.5,0.5);
+   vec4 vsamplemain = texture( uTexMain, aUv );
+   vec3 qnorm = aNorm.xyz;
+
+   vfrag = vsamplemain.rgb;
+
+   if( g_light_preview == 1 )
+   {
+      vfrag = vec3(0.5);
+   }
+
+   vfrag = scene_compute_lighting( vfrag, qnorm, aWorldCo );
+   oColour = vec4( vfrag, 1.0 );
+}
diff --git a/shaders/scene_font.h b/shaders/scene_font.h
new file mode 100644 (file)
index 0000000..7c338a5
--- /dev/null
@@ -0,0 +1,507 @@
+#ifndef SHADER_scene_font_H
+#define SHADER_scene_font_H
+static void shader_scene_font_link(void);
+static void shader_scene_font_register(void);
+static struct vg_shader _shader_scene_font = {
+   .name = "scene_font",
+   .link = shader_scene_font_link,
+   .vs = 
+{
+.orig_file = "shaders/model_font.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"
+"\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 vec4 uOffset;\n"
+"\n"
+"out vec2 aUv;\n"
+"out vec4 aNorm;\n"
+"out vec3 aCo;\n"
+"out vec3 aWorldCo;\n"
+"\n"
+"void main()\n"
+"{\n"
+"   vec3 co = a_co*uOffset.w+uOffset.xyz;\n"
+"   vec3 world_pos0 = uMdl     * vec4( co, 1.0 );\n"
+"   vec4 vproj0     = uPv      * vec4( world_pos0, 1.0 );\n"
+"   vec4 vproj1     = uPvmPrev * vec4( 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, 0.0 );\n"
+"   aCo = a_co;\n"
+"   aWorldCo = world_pos0;\n"
+"}\n"
+""},
+   .fs = 
+{
+.orig_file = "shaders/scene_font.fs",
+.static_src = 
+"uniform sampler2D uTexGarbage; // unused\n"
+"uniform sampler2D uTexMain;\n"
+"uniform vec3 uCamera;\n"
+"uniform vec4 uPlane;\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"
+"   vec4 g_board_0;\n"
+"   vec4 g_board_1;\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     44        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"
+"   float ref_depth = g_water_plane.y*g_water_plane.w;\n"
+"   return world_depth_sample( pos ) - 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, g_board_0.xyz,\n"
+"                                                      g_board_1.xyz )-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      7        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      8        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_font_uMdl;
+static GLuint _uniform_scene_font_uPv;
+static GLuint _uniform_scene_font_uPvmPrev;
+static GLuint _uniform_scene_font_uOffset;
+static GLuint _uniform_scene_font_uTexGarbage;
+static GLuint _uniform_scene_font_uTexMain;
+static GLuint _uniform_scene_font_uCamera;
+static GLuint _uniform_scene_font_uPlane;
+static GLuint _uniform_scene_font_g_world_depth;
+static GLuint _uniform_scene_font_uLightsArray;
+static GLuint _uniform_scene_font_uLightsIndex;
+static void shader_scene_font_uMdl(m4x3f m){
+   glUniformMatrix4x3fv(_uniform_scene_font_uMdl,1,GL_FALSE,(float*)m);
+}
+static void shader_scene_font_uPv(m4x4f m){
+   glUniformMatrix4fv(_uniform_scene_font_uPv,1,GL_FALSE,(float*)m);
+}
+static void shader_scene_font_uPvmPrev(m4x4f m){
+   glUniformMatrix4fv(_uniform_scene_font_uPvmPrev,1,GL_FALSE,(float*)m);
+}
+static void shader_scene_font_uOffset(v4f v){
+   glUniform4fv(_uniform_scene_font_uOffset,1,v);
+}
+static void shader_scene_font_uTexGarbage(int i){
+   glUniform1i(_uniform_scene_font_uTexGarbage,i);
+}
+static void shader_scene_font_uTexMain(int i){
+   glUniform1i(_uniform_scene_font_uTexMain,i);
+}
+static void shader_scene_font_uCamera(v3f v){
+   glUniform3fv(_uniform_scene_font_uCamera,1,v);
+}
+static void shader_scene_font_uPlane(v4f v){
+   glUniform4fv(_uniform_scene_font_uPlane,1,v);
+}
+static void shader_scene_font_g_world_depth(int i){
+   glUniform1i(_uniform_scene_font_g_world_depth,i);
+}
+static void shader_scene_font_register(void){
+   vg_shader_register( &_shader_scene_font );
+}
+static void shader_scene_font_use(void){ glUseProgram(_shader_scene_font.id); }
+static void shader_scene_font_link(void){
+   _uniform_scene_font_uMdl = glGetUniformLocation( _shader_scene_font.id, "uMdl" );
+   _uniform_scene_font_uPv = glGetUniformLocation( _shader_scene_font.id, "uPv" );
+   _uniform_scene_font_uPvmPrev = glGetUniformLocation( _shader_scene_font.id, "uPvmPrev" );
+   _uniform_scene_font_uOffset = glGetUniformLocation( _shader_scene_font.id, "uOffset" );
+   _uniform_scene_font_uTexGarbage = glGetUniformLocation( _shader_scene_font.id, "uTexGarbage" );
+   _uniform_scene_font_uTexMain = glGetUniformLocation( _shader_scene_font.id, "uTexMain" );
+   _uniform_scene_font_uCamera = glGetUniformLocation( _shader_scene_font.id, "uCamera" );
+   _uniform_scene_font_uPlane = glGetUniformLocation( _shader_scene_font.id, "uPlane" );
+   _uniform_scene_font_g_world_depth = glGetUniformLocation( _shader_scene_font.id, "g_world_depth" );
+   _uniform_scene_font_uLightsArray = glGetUniformLocation( _shader_scene_font.id, "uLightsArray" );
+   _uniform_scene_font_uLightsIndex = glGetUniformLocation( _shader_scene_font.id, "uLightsIndex" );
+}
+#endif /* SHADER_scene_font_H */
index e639d05eb0deade48ee1cab867f830fe6d903967..fac82810ed0b7e459ebd5129b33d6709e62ee4e6 100644 (file)
@@ -13,7 +13,7 @@
 
 #if 1
 
-#define SR_NETWORKED
+//#define SR_NETWORKED
 
 #ifndef VG_RELEASE
  #define VG_DEVWINDOW
index ec2ec8a263bfa206557edcbbcb2aff1fb0b0d391..fc2d34f3f895f56ef92828c799dec45d887cccdb 100644 (file)
@@ -475,15 +475,43 @@ void world_render_challenges( world_instance *world, struct world_pass *pass,
    }
 
    /* render texts */
-   font3d_bind( &gui.font, &skaterift.cam );
-   shader_model_font_uColour( (v4f){1.0f,1.0f,1.0f,1.0f} );
+   shader_scene_font_use();
+   shader_scene_font_uTexGarbage(0);
+   shader_scene_font_uTexMain(1);
+   shader_scene_font_uPv( skaterift.cam.mtx.pv );
+
+   /* TODO: Code dupe... */
+   world_link_lighting_ub( world, _shader_scene_font.id );
+   world_bind_position_texture( world, _shader_scene_font.id, 
+                                _uniform_scene_font_g_world_depth, 2 );
+   world_bind_light_array( world, _shader_scene_font.id,
+                                _uniform_scene_font_uLightsArray, 3 );
+   world_bind_light_index( world, _shader_scene_font.id,
+                                _uniform_scene_font_uLightsIndex, 4 );
+
+   bind_terrain_noise();
+   shader_scene_font_uCamera( skaterift.cam.transform[3] );
+
+   //shader_scene_font_uColour( (v4f){1.0f,1.0f,1.0f,1.0f} );
+       glActiveTexture( GL_TEXTURE1 );
+       glBindTexture( GL_TEXTURE_2D, gui.font.texture );
+
+   mesh_bind( &gui.font.mesh );
 
    for( u32 i=0; i<unlock_count; i++ ){
       u32 index = unlock_list[ i ];
       ent_unlock *unlock = mdl_arritm( &world->ent_unlock, index );
       m4x3f mmdl;
       mdl_transform_m4x3( &unlock->transform, mmdl );
-      font3d_simple_draw( &gui.font, 0, "Test!", &skaterift.cam, mmdl );
+
+      struct font3d_render render = {
+         .font = &gui.font,
+         .variant_id = 1,
+         .shader = k_font_shader_world
+      };
+
+      font3d_begin( "Test!", &skaterift.cam, mmdl, &render );
+      font3d_draw( &render );
    }
 }
 
index 0229b9d5ef756994c9fc6c7d10291075d5e0ce22..dee421694c5031ea88815c79c7998dc9eeb8efc9 100644 (file)
@@ -18,6 +18,7 @@
 #include "shaders/scene_fxglow.h"
 #include "shaders/scene_depth.h"
 #include "shaders/scene_position.h"
+#include "shaders/scene_font.h"
 #include "shaders/model_sky.h"
 
 static const float k_world_light_cube_size = 8.0f;
index 8dd2a8f65aecd60405ab7ccf5b1f132101a078bb..00d29fdb3286cc40ac415b2133dc9a9d995fcb6d 100644 (file)
@@ -1245,7 +1245,8 @@ VG_STATIC void render_world_routes( world_instance *world, camera *cam,
          colour[3] = 1.0f-text->route->factive;
 
          shader_model_font_uColour( colour );
-         font3d_simple_draw( &gui.font, 0, text->text, cam, text->transform );
+         font3d_simple_draw( &gui.font, 0, k_font_shader_default,
+                              text->text, cam, text->transform );
       }
 
       shader_model_font_uOffset( (v4f){0.0f,0.0f,0.0f,1.0f} );