From c2b59441df0383807ba093295af2e4400e552f39 Mon Sep 17 00:00:00 2001 From: hgn Date: Tue, 8 Aug 2023 00:26:43 +0100 Subject: [PATCH] scene font rendering --- build.c | 1 + ent_skateshop.c | 17 +- font.h | 53 ++++- gui.h | 13 +- shaders/model_font.fs | 3 +- shaders/model_font.h | 19 +- shaders/model_font.vs | 12 +- shaders/scene_font.fs | 26 +++ shaders/scene_font.h | 507 ++++++++++++++++++++++++++++++++++++++++++ skaterift.c | 2 +- world_render.c | 34 ++- world_render.h | 1 + world_routes.c | 3 +- 13 files changed, 641 insertions(+), 50 deletions(-) create mode 100644 shaders/scene_font.fs create mode 100644 shaders/scene_font.h diff --git a/build.c b/build.c index 97b269e..811317d 100644 --- 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" ); diff --git a/ent_skateshop.c b/ent_skateshop.c index 1b10153..4c5817d 100644 --- a/ent_skateshop.c +++ b/ent_skateshop.c @@ -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 77eae7c..1b94b9a 100644 --- 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 238d0fb..5684e4c 100644 --- 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 "; diff --git a/shaders/model_font.fs b/shaders/model_font.fs index d2f1438..d0d2851 100644 --- a/shaders/model_font.fs +++ b/shaders/model_font.fs @@ -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" diff --git a/shaders/model_font.h b/shaders/model_font.h index 6c6027d..48753a9 100644 --- a/shaders/model_font.h +++ b/shaders/model_font.h @@ -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" diff --git a/shaders/model_font.vs b/shaders/model_font.vs index 6773cf4..2ec8c3e 100644 --- a/shaders/model_font.vs +++ b/shaders/model_font.vs @@ -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 index 0000000..27241fe --- /dev/null +++ b/shaders/scene_font.fs @@ -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 index 0000000..7c338a5 --- /dev/null +++ b/shaders/scene_font.h @@ -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 */ diff --git a/skaterift.c b/skaterift.c index e639d05..fac8281 100644 --- a/skaterift.c +++ b/skaterift.c @@ -13,7 +13,7 @@ #if 1 -#define SR_NETWORKED +//#define SR_NETWORKED #ifndef VG_RELEASE #define VG_DEVWINDOW diff --git a/world_render.c b/world_render.c index ec2ec8a..fc2d34f 100644 --- a/world_render.c +++ b/world_render.c @@ -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; ient_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 ); } } diff --git a/world_render.h b/world_render.h index 0229b9d..dee4216 100644 --- a/world_render.h +++ b/world_render.h @@ -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; diff --git a/world_routes.c b/world_routes.c index 8dd2a8f..00d29fd 100644 --- a/world_routes.c +++ b/world_routes.c @@ -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} ); -- 2.25.1