From: hgn Date: Fri, 4 Aug 2023 15:19:17 +0000 (+0100) Subject: cubemaps X-Git-Url: https://harrygodden.com/git/?a=commitdiff_plain;ds=sidebyside;h=14b3d5c13faab36bd37ae27aa8c1501ba7146f89;p=carveJwlIkooP6JGAAIwe30JlM.git cubemaps --- diff --git a/blender_export.py b/blender_export.py index f9b8f69..349dbe0 100644 --- a/blender_export.py +++ b/blender_export.py @@ -54,6 +54,8 @@ def get_entity_enum_id( alias ): #} #} + if alias == 'ent_cubemap': return 21 + return 0 #} @@ -484,11 +486,23 @@ class ent_relay(Structure):#{ sr_functions = { 0: 'trigger' } #} +class ent_cubemap(Structure):#{ + _fields_ = [("co",c_float*3), + ("resolution",c_uint32), #placeholder + ("live",c_uint32), #placeholder + ("texture_id",c_uint32), #engine + ("framebuffer_id",c_uint32),#engine + ("renderbuffer_id",c_uint32),#engine + ("placeholder",c_uint32*2)] +#} + def obj_ent_type( obj ): #{ if obj.type == 'ARMATURE': return 'mdl_armature' elif obj.type == 'LIGHT': return 'ent_light' elif obj.type == 'CAMERA': return 'ent_camera' + elif obj.type == 'LIGHT_PROBE' and obj.data.type == 'CUBEMAP': + return 'ent_cubemap' else: return obj.SR_data.ent_type #} @@ -753,8 +767,7 @@ def sr_compile_texture( img ): return texture_index #} -def sr_compile_material( mat ): -#{ +def sr_compile_material( mat ):#{ if mat == None: return 0 if mat.name in sr_compile.material_cache: @@ -783,6 +796,7 @@ def sr_compile_material( mat ): m.flags = flags m.surface_prop = int(mat.SR_data.surface_prop) + inf = material_info( mat ) if mat.SR_data.shader == 'standard': m.shader = 0 if mat.SR_data.shader == 'standard_cutout': m.shader = 1 @@ -829,14 +843,19 @@ def sr_compile_material( mat ): if mat.SR_data.shader == 'fxglow':#{ m.shader = 7 #} - - inf = material_info( mat ) - if mat.SR_data.shader == 'standard' or \ - mat.SR_data.shader == 'standard_cutout' or \ - mat.SR_data.shader == 'terrain_blend' or \ - mat.SR_data.shader == 'vertex_blend' or \ - mat.SR_data.shader == 'fxglow': #{ + if mat.SR_data.shader == 'cubemap':#{ + m.shader = 8 + m.tex_none0 = sr_entity_id( mat.SR_data.cubemap ) + + m.colour[0] = pow( mat.SR_data.tint[0], 1.0/2.2 ) + m.colour[1] = pow( mat.SR_data.tint[1], 1.0/2.2 ) + m.colour[2] = pow( mat.SR_data.tint[2], 1.0/2.2 ) + m.colour[3] = pow( mat.SR_data.tint[3], 1.0/2.2 ) + #} + + if mat.SR_data.shader in ['standard', 'standard_cutout', 'terrain_blend', \ + 'vertex_blend', 'fxglow', 'cubemap' ]: #{ if 'tex_diffuse' in inf: m.tex_diffuse = sr_compile_texture(inf['tex_diffuse']) #} @@ -1865,6 +1884,16 @@ def sr_compile( collection ): relay.targets[3][1] = obj_data.target3_event sr_ent_push( relay ) #} + elif ent_type == 'ent_cubemap':#{ + cubemap = ent_cubemap() + co = obj.matrix_world @ Vector((0,0,0)) + cubemap.co[0] = co[0] + cubemap.co[1] = co[2] + cubemap.co[2] = -co[1] + cubemap.resolution = 0 + cubemap.live = 60 + sr_ent_push( cubemap ) + #} #} #} @@ -2410,6 +2439,11 @@ class SR_MATERIAL_PANEL(bpy.types.Panel): box.prop( active_mat.SR_data, "shore_colour" ) box.prop( active_mat.SR_data, "ocean_colour" ) #} + elif active_mat.SR_data.shader == "cubemap":#{ + box = _.layout.box() + box.prop( active_mat.SR_data, "cubemap" ) + box.prop( active_mat.SR_data, "tint" ) + #} #} #} @@ -3309,6 +3343,7 @@ class SR_MATERIAL_PROPERTIES(bpy.types.PropertyGroup): ('invisible','Invisible',''), ('boundary','Boundary',''), ('fxglow','FX Glow',''), + ('cubemap','Cubemap','') ]) surface_prop: bpy.props.EnumProperty( @@ -3374,6 +3409,18 @@ class SR_MATERIAL_PROPERTIES(bpy.types.PropertyGroup): default=Vector((0.0,0.006,0.03)),\ description="Water colour in the deep bits"\ ) + tint: bpy.props.FloatVectorProperty( \ + name="Tint",\ + subtype='COLOR',\ + min=0.0,max=1.0,\ + size=4,\ + default=Vector((1.0,1.0,1.0,1.0)),\ + description="Reflection tint"\ + ) + + cubemap: bpy.props.PointerProperty( \ + type=bpy.types.Object, name="cubemap", \ + poll=lambda self,obj: sr_filter_ent_type(obj,['ent_cubemap'])) #} # ---------------------------------------------------------------------------- # diff --git a/build.c b/build.c index f504e10..97b269e 100644 --- a/build.c +++ b/build.c @@ -196,6 +196,7 @@ void build_shaders(void) _S( "scene_route", "scene.vs", "scene_route.fs" ); _S( "scene_depth", "scene.vs", "scene_depth.fs" ); _S( "scene_position", "scene.vs", "scene_position.fs" ); + _S( "scene_cubemapped", "scene.vs", "scene_cubemapped.fs" ); _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" ); diff --git a/entity.h b/entity.h index ae9d63b..472ab36 100644 --- a/entity.h +++ b/entity.h @@ -29,6 +29,7 @@ typedef struct ent_ccmd ent_ccmd; typedef struct ent_challenge ent_challenge; typedef struct ent_unlock ent_unlock; typedef struct ent_relay ent_relay; +typedef struct ent_cubemap ent_cubemap; enum entity_alias{ k_ent_none = 0, @@ -51,7 +52,8 @@ enum entity_alias{ k_ent_ccmd = 17, k_ent_challenge = 18, k_ent_unlock = 19, - k_ent_relay = 20 + k_ent_relay = 20, + k_ent_cubemap = 21 }; static u32 mdl_entity_id_type( u32 entity_id ){ @@ -421,6 +423,12 @@ struct ent_relay { u32 targets[4][2]; }; +struct ent_cubemap { + v3f co; + u32 resolution, live, texture_id, + framebuffer_id, renderbuffer_id, placeholder[2]; +}; + typedef struct ent_call ent_call; struct ent_call{ u32 id, function; diff --git a/maps_src/mp_spawn/main.mdl b/maps_src/mp_spawn/main.mdl index 7f8f1d3..df67868 100644 Binary files a/maps_src/mp_spawn/main.mdl and b/maps_src/mp_spawn/main.mdl differ diff --git a/model.h b/model.h index f9ec815..00d7cae 100644 --- a/model.h +++ b/model.h @@ -10,8 +10,7 @@ #define MDL_VERSION_MIN 101 #define MDL_VERSION_NR 102 -enum mdl_shader -{ +enum mdl_shader{ k_shader_standard = 0, k_shader_standard_cutout = 1, k_shader_terrain_blend = 2, @@ -19,11 +18,11 @@ enum mdl_shader k_shader_water = 4, k_shader_invisible = 5, k_shader_boundary = 6, - k_shader_fxglow = 7 + k_shader_fxglow = 7, + k_shader_cubemap = 8 }; -enum mdl_surface_prop -{ +enum mdl_surface_prop{ k_surface_prop_concrete = 0, k_surface_prop_wood = 1, k_surface_prop_grass = 2, @@ -31,8 +30,7 @@ enum mdl_surface_prop k_surface_prop_metal = 4 }; -enum material_flag -{ +enum material_flag{ k_material_flag_skate_target = 0x00000001, k_material_flag_collision = 0x00000002, k_material_flag_grow_grass = 0x00000004, diff --git a/shaders/scene_cubemapped.fs b/shaders/scene_cubemapped.fs new file mode 100644 index 0000000..92fdf10 --- /dev/null +++ b/shaders/scene_cubemapped.fs @@ -0,0 +1,32 @@ +uniform sampler2D uTexGarbage; +uniform sampler2D uTexMain; +uniform samplerCube uTexCubemap; +uniform vec3 uCamera; +uniform vec4 uPlane; +uniform vec4 uColour; + +#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 ); + + vec3 halfdir = normalize( aWorldCo - uCamera ); + vec3 reflectdir = reflect( halfdir, qnorm ); + oColour = mix( oColour, + vec4(texture(uTexCubemap,reflectdir).rgb * uColour.rgb, 1.0), + uColour.a ); +} diff --git a/shaders/scene_cubemapped.h b/shaders/scene_cubemapped.h new file mode 100644 index 0000000..8532834 --- /dev/null +++ b/shaders/scene_cubemapped.h @@ -0,0 +1,516 @@ +#ifndef SHADER_scene_cubemapped_H +#define SHADER_scene_cubemapped_H +static void shader_scene_cubemapped_link(void); +static void shader_scene_cubemapped_register(void); +static struct vg_shader _shader_scene_cubemapped = { + .name = "scene_cubemapped", + .link = shader_scene_cubemapped_link, + .vs = +{ +.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" +"\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" +"\n" +"out vec2 aUv;\n" +"out vec4 aNorm;\n" +"out vec3 aCo;\n" +"out vec3 aWorldCo;\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" +""}, + .fs = +{ +.orig_file = "shaders/scene_cubemapped.fs", +.static_src = +"uniform sampler2D uTexGarbage;\n" +"uniform sampler2D uTexMain;\n" +"uniform samplerCube uTexCubemap;\n" +"uniform vec3 uCamera;\n" +"uniform vec4 uPlane;\n" +"uniform vec4 uColour;\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 9 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 10 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" +" vfrag = vsamplemain.rgb;\n" +"\n" +" if( g_light_preview == 1 ){\n" +" vfrag = vec3(0.5);\n" +" }\n" +"\n" +" vfrag = scene_compute_lighting( vfrag, qnorm, aWorldCo );\n" +" oColour = vec4( vfrag, 1.0 );\n" +"\n" +" vec3 halfdir = normalize( aWorldCo - uCamera );\n" +" vec3 reflectdir = reflect( halfdir, qnorm );\n" +" oColour = mix( oColour, \n" +" vec4(texture(uTexCubemap,reflectdir).rgb * uColour.rgb, 1.0),\n" +" uColour.a );\n" +"}\n" +""}, +}; + +static GLuint _uniform_scene_cubemapped_uMdl; +static GLuint _uniform_scene_cubemapped_uPv; +static GLuint _uniform_scene_cubemapped_uPvmPrev; +static GLuint _uniform_scene_cubemapped_uTexGarbage; +static GLuint _uniform_scene_cubemapped_uTexMain; +static GLuint _uniform_scene_cubemapped_uTexCubemap; +static GLuint _uniform_scene_cubemapped_uCamera; +static GLuint _uniform_scene_cubemapped_uPlane; +static GLuint _uniform_scene_cubemapped_uColour; +static GLuint _uniform_scene_cubemapped_g_world_depth; +static GLuint _uniform_scene_cubemapped_uLightsArray; +static GLuint _uniform_scene_cubemapped_uLightsIndex; +static void shader_scene_cubemapped_uMdl(m4x3f m){ + glUniformMatrix4x3fv(_uniform_scene_cubemapped_uMdl,1,GL_FALSE,(float*)m); +} +static void shader_scene_cubemapped_uPv(m4x4f m){ + glUniformMatrix4fv(_uniform_scene_cubemapped_uPv,1,GL_FALSE,(float*)m); +} +static void shader_scene_cubemapped_uPvmPrev(m4x4f m){ + glUniformMatrix4fv(_uniform_scene_cubemapped_uPvmPrev,1,GL_FALSE,(float*)m); +} +static void shader_scene_cubemapped_uTexGarbage(int i){ + glUniform1i(_uniform_scene_cubemapped_uTexGarbage,i); +} +static void shader_scene_cubemapped_uTexMain(int i){ + glUniform1i(_uniform_scene_cubemapped_uTexMain,i); +} +static void shader_scene_cubemapped_uTexCubemap(int i){ + glUniform1i(_uniform_scene_cubemapped_uTexCubemap,i); +} +static void shader_scene_cubemapped_uCamera(v3f v){ + glUniform3fv(_uniform_scene_cubemapped_uCamera,1,v); +} +static void shader_scene_cubemapped_uPlane(v4f v){ + glUniform4fv(_uniform_scene_cubemapped_uPlane,1,v); +} +static void shader_scene_cubemapped_uColour(v4f v){ + glUniform4fv(_uniform_scene_cubemapped_uColour,1,v); +} +static void shader_scene_cubemapped_g_world_depth(int i){ + glUniform1i(_uniform_scene_cubemapped_g_world_depth,i); +} +static void shader_scene_cubemapped_register(void){ + vg_shader_register( &_shader_scene_cubemapped ); +} +static void shader_scene_cubemapped_use(void){ glUseProgram(_shader_scene_cubemapped.id); } +static void shader_scene_cubemapped_link(void){ + _uniform_scene_cubemapped_uMdl = glGetUniformLocation( _shader_scene_cubemapped.id, "uMdl" ); + _uniform_scene_cubemapped_uPv = glGetUniformLocation( _shader_scene_cubemapped.id, "uPv" ); + _uniform_scene_cubemapped_uPvmPrev = glGetUniformLocation( _shader_scene_cubemapped.id, "uPvmPrev" ); + _uniform_scene_cubemapped_uTexGarbage = glGetUniformLocation( _shader_scene_cubemapped.id, "uTexGarbage" ); + _uniform_scene_cubemapped_uTexMain = glGetUniformLocation( _shader_scene_cubemapped.id, "uTexMain" ); + _uniform_scene_cubemapped_uTexCubemap = glGetUniformLocation( _shader_scene_cubemapped.id, "uTexCubemap" ); + _uniform_scene_cubemapped_uCamera = glGetUniformLocation( _shader_scene_cubemapped.id, "uCamera" ); + _uniform_scene_cubemapped_uPlane = glGetUniformLocation( _shader_scene_cubemapped.id, "uPlane" ); + _uniform_scene_cubemapped_uColour = glGetUniformLocation( _shader_scene_cubemapped.id, "uColour" ); + _uniform_scene_cubemapped_g_world_depth = glGetUniformLocation( _shader_scene_cubemapped.id, "g_world_depth" ); + _uniform_scene_cubemapped_uLightsArray = glGetUniformLocation( _shader_scene_cubemapped.id, "uLightsArray" ); + _uniform_scene_cubemapped_uLightsIndex = glGetUniformLocation( _shader_scene_cubemapped.id, "uLightsIndex" ); +} +#endif /* SHADER_scene_cubemapped_H */ diff --git a/skaterift.c b/skaterift.c index 5804a3d..40be41e 100644 --- a/skaterift.c +++ b/skaterift.c @@ -507,6 +507,12 @@ VG_STATIC void render_main_game(void){ /* --------------------------------------------------------------------- */ + /* cubemaps TODO: Need a cubemap mark dirty thing for pordals */ + world_instance *view_world = localplayer.viewable_world; + if( view_world != NULL ){ + render_world_cubemaps( view_world ); + } + /* variable res target */ render_fb_bind( gpipeline.fb_main, 1 ); glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); diff --git a/world.h b/world.h index 4da3791..d3bc388 100644 --- a/world.h +++ b/world.h @@ -167,7 +167,8 @@ struct world_instance { ent_ccmd, ent_challenge, ent_unlock, - ent_relay; + ent_relay, + ent_cubemap; ent_gate *rendering_gate; diff --git a/world_gen.c b/world_gen.c index b7aaf50..2650539 100644 --- a/world_gen.c +++ b/world_gen.c @@ -604,6 +604,47 @@ VG_STATIC void async_world_postprocess( void *payload, u32 _size ){ glBufferSubData( GL_UNIFORM_BUFFER, 0, sizeof(struct ub_world_lighting), &world->ub_lighting ); + /* + * Allocate cubemaps + */ + for( u32 i=0; ient_cubemap); i++ ){ + ent_cubemap *cm = mdl_arritm(&world->ent_cubemap,i); + + glGenTextures( 1, &cm->texture_id ); + glBindTexture( GL_TEXTURE_CUBE_MAP, cm->texture_id ); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); + + for( u32 j=0; j<6; j ++ ) { + glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_X + j, 0, GL_RGB, + WORLD_CUBEMAP_RES, WORLD_CUBEMAP_RES, + 0, GL_RGB, GL_UNSIGNED_BYTE, NULL ); + } + + glGenFramebuffers( 1, &cm->framebuffer_id ); + glBindFramebuffer( GL_FRAMEBUFFER, cm->framebuffer_id ); + glGenRenderbuffers(1, &cm->renderbuffer_id ); + glBindRenderbuffer( GL_RENDERBUFFER, cm->renderbuffer_id ); + glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, + WORLD_CUBEMAP_RES, WORLD_CUBEMAP_RES ); + + glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, + GL_TEXTURE_CUBE_MAP_POSITIVE_X, cm->texture_id, 0 ); + glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, + GL_RENDERBUFFER, cm->renderbuffer_id ); + + glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, + GL_TEXTURE_CUBE_MAP_POSITIVE_X, cm->texture_id, 0 ); + + if( glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE ){ + vg_error( "Cubemap framebuffer incomplete.\n" ); + } + } + + glBindFramebuffer( GL_FRAMEBUFFER, 0 ); world->status = k_world_status_loaded; } diff --git a/world_load.c b/world_load.c index 25d5b04..983feee 100644 --- a/world_load.c +++ b/world_load.c @@ -63,6 +63,7 @@ VG_STATIC void world_instance_load_mdl( u32 instance_id, const char *path ){ mdl_load_array( meta, &world->ent_challenge, "ent_challenge", heap ); mdl_load_array( meta, &world->ent_unlock, "ent_unlock", heap ); mdl_load_array( meta, &world->ent_relay, "ent_relay", heap ); + mdl_load_array( meta, &world->ent_cubemap, "ent_cubemap", heap ); mdl_array_ptr infos; mdl_load_array( meta, &infos, "ent_worldinfo", vg_mem.scratch ); @@ -98,7 +99,6 @@ VG_STATIC void world_instance_load_mdl( u32 instance_id, const char *path ){ vg_async_stall(); } - struct world_load_complete_data{ savedata_file save; u32 instance_start, instance_count; diff --git a/world_render.c b/world_render.c index ba093b9..525d6da 100644 --- a/world_render.c +++ b/world_render.c @@ -75,6 +75,7 @@ VG_STATIC void world_render_init(void) shader_scene_standard_register(); shader_scene_standard_alphatest_register(); + shader_scene_cubemapped_register(); shader_scene_fxglow_register(); shader_scene_vertex_blend_register(); shader_scene_terrain_register(); @@ -244,6 +245,25 @@ VG_STATIC void bindpoint_diffuse_texture1( world_instance *world, glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] ); } +VG_STATIC void bindpoint_diffuse1_and_cubemap10( world_instance *world, + struct world_surface *mat ){ + glActiveTexture( GL_TEXTURE1 ); + glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] ); + + u32 cubemap_id = mat->info.tex_none0, + cubemap_index = 0; + + if( mdl_entity_id_type( cubemap_id ) == k_ent_cubemap ){ + cubemap_index = mdl_entity_id_id( cubemap_id ); + } + + ent_cubemap *cm = mdl_arritm( &world->ent_cubemap, cubemap_index ); + glActiveTexture( GL_TEXTURE10 ); + glBindTexture( GL_TEXTURE_CUBE_MAP, cm->texture_id ); + + shader_scene_cubemapped_uColour( mat->info.colour ); +} + VG_STATIC void render_world_vb( world_instance *world, camera *cam ) { shader_scene_vertex_blend_use(); @@ -274,8 +294,7 @@ VG_STATIC void render_world_vb( world_instance *world, camera *cam ) world_render_both_stages( world, &pass ); } -VG_STATIC void render_world_standard( world_instance *world, camera *cam ) -{ +VG_STATIC void render_world_standard( world_instance *world, camera *cam ){ shader_scene_standard_use(); shader_scene_standard_uTexGarbage(0); shader_scene_standard_uTexMain(1); @@ -303,8 +322,39 @@ VG_STATIC void render_world_standard( world_instance *world, camera *cam ) world_render_both_stages( world, &pass ); } -VG_STATIC void render_world_alphatest( world_instance *world, camera *cam ) -{ +VG_STATIC void render_world_cubemapped( world_instance *world, camera *cam ){ + if( !mdl_arrcount( &world->ent_cubemap ) ) + return; + + shader_scene_cubemapped_use(); + shader_scene_cubemapped_uTexGarbage(0); + shader_scene_cubemapped_uTexMain(1); + shader_scene_cubemapped_uTexCubemap(10); + shader_scene_cubemapped_uPv( cam->mtx.pv ); + + world_link_lighting_ub( world, _shader_scene_cubemapped.id ); + world_bind_position_texture( world, _shader_scene_cubemapped.id, + _uniform_scene_cubemapped_g_world_depth, 2 ); + world_bind_light_array( world, _shader_scene_cubemapped.id, + _uniform_scene_cubemapped_uLightsArray, 3 ); + world_bind_light_index( world, _shader_scene_cubemapped.id, + _uniform_scene_cubemapped_uLightsIndex, 4 ); + + bind_terrain_noise(); + shader_scene_cubemapped_uCamera( cam->transform[3] ); + + struct world_pass pass = { + .shader = k_shader_cubemap, + .cam = cam, + .fn_bind_textures = bindpoint_diffuse1_and_cubemap10, + .fn_set_mdl = shader_scene_cubemapped_uMdl, + .fn_set_uPvmPrev = shader_scene_cubemapped_uPvmPrev, + }; + + world_render_both_stages( world, &pass ); +} + +VG_STATIC void render_world_alphatest( world_instance *world, camera *cam ){ shader_scene_standard_alphatest_use(); shader_scene_standard_alphatest_uTexGarbage(0); shader_scene_standard_alphatest_uTexMain(1); @@ -604,6 +654,12 @@ VG_STATIC void render_world( world_instance *world, camera *cam, render_world_routes( world, cam, layer_depth ); render_world_standard( world, cam ); + + if( layer_depth != -1 ){ + /* TODO: RENDER ONLY BASETEXTURE */ + render_world_cubemapped( world, cam ); + } + render_world_vb( world, cam ); render_world_alphatest( world, cam ); render_world_fxglow( world, cam ); @@ -634,6 +690,60 @@ VG_STATIC void render_world( world_instance *world, camera *cam, } } +VG_STATIC void render_world_cubemaps( world_instance *world ){ + glViewport( 0, 0, WORLD_CUBEMAP_RES, WORLD_CUBEMAP_RES ); + camera cam; + for( u32 i=0; ient_cubemap ); i++ ){ + ent_cubemap *cm = mdl_arritm( &world->ent_cubemap, i ); + + glBindFramebuffer( GL_FRAMEBUFFER, cm->framebuffer_id ); + + for( u32 j=0; j<6; j++ ){ + glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, + GL_TEXTURE_CUBE_MAP_POSITIVE_X + j, cm->texture_id, 0 ); + glClear( GL_DEPTH_BUFFER_BIT ); + + v3f forward[6] = { + { -1.0f, 0.0f, 0.0f }, + { 1.0f, 0.0f, 0.0f }, + { 0.0f, -1.0f, 0.0f }, + { 0.0f, 1.0f, 0.0f }, + { 0.0f, 0.0f, -1.0f }, + { 0.0f, 0.0f, 1.0f } + }; + v3f up[6] = { + { 0.0f, -1.0f, 0.0f }, + { 0.0f, -1.0f, 0.0f }, + { 0.0f, 0.0f, 1.0f }, + { 0.0f, 0.0f, -1.0f }, + { 0.0f, -1.0f, 0.0f }, + { 0.0f, -1.0f, 0.0f } + }; + + v3_zero( cam.angles ); + v3_copy( cm->co, cam.pos ); + + v3_copy( forward[j], cam.transform[2] ); + v3_copy( up[j], cam.transform[1] ); + v3_cross( up[j], forward[j], cam.transform[0] ); + v3_copy( cm->co, cam.transform[3] ); + m4x3_invert_affine( cam.transform, cam.transform_inverse ); + + camera_update_view( &cam ); + + cam.nearz = 0.1f; + cam.farz = 1000.0f; + cam.fov = 90.0f; + m4x4_copy( cam.mtx.p, cam.mtx_prev.p ); + m4x4_projection( cam.mtx.p, cam.fov, 1.0f, cam.nearz, cam.farz ); + camera_finalize( &cam ); + camera_finalize( &cam ); + + render_world( world, &cam, -1 ); + } + } +} + VG_STATIC void render_world_depth( world_instance *world, camera *cam ) { m4x3f identity_matrix; diff --git a/world_render.h b/world_render.h index 4e777dd..0229b9d 100644 --- a/world_render.h +++ b/world_render.h @@ -5,11 +5,14 @@ #ifndef WORLD_RENDER_H #define WORLD_RENDER_H +#define WORLD_CUBEMAP_RES 32 + #include "camera.h" #include "world.h" #include "shaders/scene_standard.h" #include "shaders/scene_standard_alphatest.h" +#include "shaders/scene_cubemapped.h" #include "shaders/scene_vertex_blend.h" #include "shaders/scene_terrain.h" #include "shaders/scene_fxglow.h" @@ -71,5 +74,6 @@ VG_STATIC void render_world_position( world_instance *world, camera *cam ); VG_STATIC void render_world_depth( world_instance *world, camera *cam ); VG_STATIC void render_world( world_instance *world, camera *cam, int layer_depth ); +VG_STATIC void render_world_cubemaps( world_instance *world ); #endif /* WORLD_RENDER_H */