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mirror of https://github.com/XProger/OpenLara.git synced 2025-08-19 11:21:31 +02:00

#23 water surface rendering (parallax-corrected cubemaps)

This commit is contained in:
XProger
2017-01-07 01:32:13 +03:00
parent 3c1bbcf53a
commit 9a39676ef5
13 changed files with 247 additions and 78 deletions

View File

@@ -111,7 +111,7 @@ struct Camera : Controller {
if (Input::down[ikS]) v = v - d;
if (Input::down[ikA]) v = v + d.cross(vec3(0, 1, 0));
if (Input::down[ikD]) v = v - d.cross(vec3(0, 1, 0));
pos = pos + v.normal() * (Core::deltaTime * 2048.0f * 10.0f);
pos = pos + v.normal() * (Core::deltaTime * 512.0 * 10.0f);
mViewInv.identity();
mViewInv.translate(pos);

View File

@@ -52,6 +52,7 @@ struct Controller {
joints = m ? new Basis[m->mCount] : NULL;
frameIndex = -1;
specular = 0.0f;
ambient[0] = ambient[1] = ambient[2] = ambient[3] = ambient[4] = ambient[5] = vec3(intensityf(getRoom().ambient));
}
virtual ~Controller() {
@@ -338,7 +339,7 @@ struct Controller {
case TR::Action::CLEAR :
case TR::Action::CAMERA_FLYBY :
case TR::Action::CUTSCENE :
LOG("! action is not implemented\n");
//LOG("! action is not implemented\n");
actionCommand = next;
activateNext();
break;
@@ -430,7 +431,7 @@ struct Controller {
mat4 matrix;
TR::Entity &e = getEntity();
if (e.type < TR::Entity::CUT_1 || e.type > TR::Entity::CUT_3) { // TODO: move to ctor
if (e.type < TR::Entity::CUT_1 || e.type > TR::Entity::CUT_4) { // TODO: move to ctor
matrix.identity();
matrix.translate(pos);
if (angle.y != 0.0f) matrix.rotateY(angle.y - (animation.flip ? PI * animation.delta : 0.0f));

View File

@@ -142,7 +142,7 @@ namespace Core {
vec4 lightColor[MAX_LIGHTS];
vec4 color;
enum Pass { passCompose, passShadow, passAmbient, passFilter } pass;
enum Pass { passCompose, passShadow, passAmbient, passFilter, passWater } pass;
GLuint FBO;
GLuint renderBuffers[2][MAX_RENDER_BUFFERS];
@@ -162,6 +162,8 @@ namespace Core {
bool depthTexture;
bool shadowSampler;
bool VAO;
bool texFloat, texFloatLinear;
bool texHalf, texHalfLinear;
} support;
}
@@ -232,10 +234,14 @@ namespace Core {
#endif
char *ext = (char*)glGetString(GL_EXTENSIONS);
//LOG("%s\n", ext);
support.depthTexture = extSupport(ext, "_depth_texture");
support.shadowSampler = extSupport(ext, "EXT_shadow_samplers") || extSupport(ext, "GL_ARB_shadow");
support.VAO = extSupport(ext, "_vertex_array_object");
support.depthTexture = extSupport(ext, "_depth_texture");
support.shadowSampler = extSupport(ext, "EXT_shadow_samplers") || extSupport(ext, "GL_ARB_shadow");
support.VAO = extSupport(ext, "_vertex_array_object");
support.texFloatLinear = extSupport(ext, "GL_ARB_texture_float") || extSupport(ext, "_texture_float_linear");
support.texFloat = support.texFloatLinear || extSupport(ext, "_texture_float");
support.texHalfLinear = extSupport(ext, "GL_ARB_texture_float") || extSupport(ext, "_texture_half_float_linear");
support.texHalf = support.texHalfLinear || extSupport(ext, "_texture_half_float");
char *vendor = (char*)glGetString(GL_VENDOR);
LOG("Vendor : %s\n", vendor);
LOG("Renderer : %s\n", glGetString(GL_RENDERER));
@@ -245,6 +251,9 @@ namespace Core {
LOG(" depth texture : %s\n", support.depthTexture ? "true" : "false");
LOG(" shadow sampler : %s\n", support.shadowSampler ? "true" : "false");
LOG(" vertex arrays : %s\n", support.VAO ? "true" : "false");
LOG(" float textures : float = %s, half = %s\n",
support.texFloat ? (support.texFloatLinear ? "linear" : "nearest") : "false",
support.texHalf ? (support.texHalfLinear ? "linear" : "nearest") : "false");
LOG("\n");
glGenFramebuffers(1, &FBO);
@@ -339,10 +348,11 @@ namespace Core {
ASSERT(target->width == (1 << dummyBuffer) )
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
glFramebufferTexture2D (GL_FRAMEBUFFER, target->depth ? GL_DEPTH_ATTACHMENT : GL_COLOR_ATTACHMENT0, texTarget, target->ID, 0);
glFramebufferRenderbuffer (GL_FRAMEBUFFER, target->depth ? GL_COLOR_ATTACHMENT0 : GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, renderBuffers[target->depth][dummyBuffer]);
bool depth = target->format == Texture::DEPTH || target->format == Texture::SHADOW;
glFramebufferTexture2D (GL_FRAMEBUFFER, depth ? GL_DEPTH_ATTACHMENT : GL_COLOR_ATTACHMENT0, texTarget, target->ID, 0);
glFramebufferRenderbuffer (GL_FRAMEBUFFER, depth ? GL_COLOR_ATTACHMENT0 : GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, renderBuffers[depth][dummyBuffer]);
if (target->depth)
if (depth)
glColorMask(false, false, false, false);
}

View File

@@ -1,24 +1,24 @@
R"====(
varying vec2 vTexCoord;
#define TYPE_DOWNSAMPLE 10
#define FILTER_DOWNSAMPLE 0
uniform int uType;
#ifdef VERTEX
attribute vec4 aCoord;
void main() {
vTexCoord = aCoord.zw;
void main() {
vTexCoord = aCoord.zw;
gl_Position = vec4(aCoord.xy, 0.0, 1.0);
}
#else
uniform sampler2D sDiffuse;
uniform float uTime; // texture size
uniform vec4 uParam; // texture size
vec4 downsample() {
float k = 1.0 / uTime;
float k = 1.0 / uParam.x;
vec4 color = vec4(0.0);
for (float y = -1.5; y < 2.0; y++)
@@ -34,9 +34,7 @@ uniform int uType;
}
vec4 filter() {
if (uType == TYPE_DOWNSAMPLE) {
return downsample();
}
if (uType == FILTER_DOWNSAMPLE) return downsample();
return vec4(1.0, 0.0, 0.0, 1.0);
}

View File

@@ -415,6 +415,7 @@ namespace TR {
CUT_1 = 77,
CUT_2 = 78,
CUT_3 = 79,
CUT_4 = 79,
CRYSTAL = 83, // sprite
WEAPON_PISTOLS = 84, // sprite
@@ -1228,10 +1229,15 @@ namespace TR {
}
#define RECALC_ZERO_NORMALS(mesh, face, count)\
int fn = -1;\
for (int j = 0; j < count; j++) {\
Mesh::Vertex &v = mesh.vertices[face.vertices[j]];\
short4 &n = v.normal;\
if (!(n.x | n.y | n.z)) {\
if (fn > -1) {\
n = mesh.vertices[face.vertices[fn]].normal;\
continue;\
}\
vec3 o(mesh.vertices[face.vertices[0]].coord);\
vec3 a = o - mesh.vertices[face.vertices[1]].coord;\
vec3 b = o - mesh.vertices[face.vertices[2]].coord;\
@@ -1239,6 +1245,7 @@ namespace TR {
n.x = (int)o.x;\
n.y = (int)o.y;\
n.z = (int)o.z;\
fn = j;\
}\
}

View File

@@ -236,7 +236,14 @@ struct Lara : Character {
pos = vec3(43182, 2473, 51556);
angle = vec3(0.0f, PI * 0.5f, 0.0f);
getEntity().room = 12;
*/
// gym (pool)
pos = vec3(40448, 3584, 60928);
angle = vec3(0.0f, PI * 0.5f, 0.0f);
getEntity().room = 14;
stand = STAND_ONWATER;
animation.setAnim(ANIM_TO_ONWATER);
/*
// level 2 (pool)
pos = vec3(70067, -256, 29104);
angle = vec3(0.0f, -0.68f, 0.0f);

View File

@@ -21,22 +21,31 @@ const char FILTER[] =
#include "filter.glsl"
;
const char WATER[] =
#include "water.glsl"
;
const char GUI[] =
#include "gui.glsl"
;
struct Level {
enum { shCompose, shShadow, shAmbient, shFilter, shGUI, shMAX };
enum { shCompose, shShadow, shAmbient, shFilter, shWater, shGUI, shMAX };
TR::Level level;
Shader *shaders[shMAX];
Texture *atlas, *cube;
Texture *atlas;
MeshBuilder *mesh;
Lara *lara;
Camera *camera;
Texture *shadow;
#ifdef _DEBUG
Texture *water[2];
Texture *waterCube;
#endif
float time;
struct AmbientCache {
@@ -74,7 +83,7 @@ struct Level {
// init downsample textures
for (int j = 0; j < 6; j++)
for (int i = 0; i < 4; i++)
textures[j * 4 + i] = new Texture(64 >> (i << 1), 64 >> (i << 1), false, false);
textures[j * 4 + i] = new Texture(64 >> (i << 1), 64 >> (i << 1), Texture::RGBA, false);
}
~AmbientCache() {
@@ -111,12 +120,12 @@ struct Level {
glDisable(GL_DEPTH_TEST);
// glDisable(GL_CULL_FACE);
level->setPassShader(Core::passFilter);
Core::active.shader->setParam(uType, Shader::DOWNSAMPLE);
Core::active.shader->setParam(uType, Shader::FILTER_DOWNSAMPLE);
for (int i = 1; i < 4; i++) {
int size = 64 >> (i << 1);
Core::active.shader->setParam(uTime, float(size << 2));
Core::active.shader->setParam(uParam, vec4(float(size << 2), 0.0f, 0.0f, 0.0f));
Core::setViewport(0, 0, size, size);
for (int j = 0; j < 6; j++) {
@@ -134,7 +143,7 @@ struct Level {
TR::Color32 color;
glReadPixels(0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &color);
colors[j] = vec3(color.r / 255.0f, color.g / 255.0f, color.b / 255.0f);
colors[j] = vec3(powf(color.r / 255.0f, 2.2f), powf(color.g / 255.0f, 2.2f), powf(color.b / 255.0f, 2.2f)); // to linear space
}
Core::setTarget(NULL);
@@ -166,13 +175,10 @@ struct Level {
int sector = sx * r.zSectors + sz;
Cube *a = getAmbient(room, sector);
if (a) {
if (a)
value = *a;
} else {
else
value.status = Cube::BLANK;
value.colors[0] = value.colors[1] = value.colors[2] =
value.colors[3] = value.colors[4] = value.colors[5] = vec3(intensityf(r.ambient));
}
}
} *ambientCache;
@@ -222,8 +228,6 @@ struct Level {
#endif
mesh = new MeshBuilder(level);
shadow = new Texture(1024, 1024, true, false);
initTextures();
initShaders();
initOverrides();
@@ -341,15 +345,34 @@ struct Level {
delete shadow;
delete ambientCache;
#ifdef _DEBUG
delete water[0];
delete water[1];
delete waterCube;
#endif
delete atlas;
delete cube;
delete mesh;
delete camera;
}
void initTextures() {
shadow = new Texture(1024, 1024, Texture::SHADOW, false);
float *ddd = NULL;//new float[4 * 256 * 256];
// memset(ddd, 0, sizeof(float) * 4 * 256 * 256);
// for (int i = 0; i < 512 * 512 * 2; i += 2)
// ddd[i] = randf();
// ddd[(128 * 256 + 128) * 4] = 50.0f;
// ddd[(192 * 256 + 192) * 4] = 100.0f;
// ddd[(64 * 256 + 128) * 4] = 20.0f;
#ifdef _DEBUG
water[0] = new Texture(256, 256, Texture::RGBA_FLOAT, false, ddd);
water[1] = new Texture(256, 256, Texture::RGBA_FLOAT, false, ddd);
#endif
delete[] ddd;
if (!level.tilesCount) {
atlas = NULL;
return;
@@ -380,12 +403,9 @@ struct Level {
fclose(f);
*/
atlas = new Texture(1024, 1024, false, false, data);
atlas = new Texture(1024, 1024, Texture::RGBA, false, data);
PROFILE_LABEL(TEXTURE, atlas->ID, "atlas");
uint32 whitePix = 0xFFFFFFFF;
cube = new Texture(1, 1, false, true, &whitePix);
delete[] data;
delete[] level.tiles;
level.tiles = NULL;
@@ -413,6 +433,7 @@ struct Level {
sprintf(def, "%s#define PASS_AMBIENT\n", ext);
shaders[shAmbient] = new Shader(SHADER, def);
shaders[shFilter] = new Shader(FILTER, "");
shaders[shWater] = new Shader(WATER, "");
shaders[shGUI] = new Shader(GUI, "");
}
@@ -462,6 +483,11 @@ struct Level {
renderEnvironment(c->getRoomIndex(), c->pos - vec3(0, 512, 0), &c->environment);
}
}
#ifdef _DEBUG
waterCube = new Texture(512, 512, Texture::RGBA, true);
renderEnvironment(14, vec3(40448, 3584, 60928), &waterCube);
#endif
}
#ifdef LEVEL_EDITOR
@@ -709,7 +735,6 @@ struct Level {
camera->setup(Core::pass == Core::passCompose);
atlas->bind(sDiffuse);
cube->bind(sEnvironment); // dummy texture binding to prevent "there is no texture bound to the unit 2" warnings
if (!Core::support.VAO)
mesh->bind();
@@ -721,7 +746,7 @@ struct Level {
sh->setParam(uLightProj, Core::mLightProj);
sh->setParam(uViewInv, Core::mViewInv);
sh->setParam(uViewPos, Core::viewPos);
sh->setParam(uTime, time);
sh->setParam(uParam, vec4(time, 0.0f, 0.0f, 0.0f));
sh->setParam(uLightsCount, 3);
sh->setParam(uAnimTexRanges, mesh->animTexRanges[0], mesh->animTexRangesCount);
sh->setParam(uAnimTexOffsets, mesh->animTexOffsets[0], mesh->animTexOffsetsCount);
@@ -817,6 +842,7 @@ struct Level {
case Core::passShadow : sh = shaders[shShadow]; break;
case Core::passAmbient : sh = shaders[shAmbient]; break;
case Core::passFilter : sh = shaders[shFilter]; break;
case Core::passWater : sh = shaders[shWater]; break;
}
ASSERT(sh);
sh->bind();
@@ -867,11 +893,86 @@ struct Level {
Core::resetStates();
ambientCache->precessQueue();
//renderEnvironment(lara->getRoomIndex(), lara->pos - vec3(0, , ambientCache->textures, 4);
renderShadows(lara->getRoomIndex());
renderCompose(camera->getRoomIndex());
#ifdef _DEBUG
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
Core::setViewport(0, 0, water[0]->width, water[0]->height);
setPassShader(Core::passWater);
static vec3 lastPos = vec3(0.0);
bool flag = (lara->pos - lastPos).length() > 16.0f;
bool flag2 = lara->animation.frameIndex == 20;//isFrameActive(22) || lara->animation.isFrameActive(21);
if (Input::down[ikU] || flag || flag2) {
vec2 p(randf(), randf());
if (flag || flag2) {
vec3 c(40448, 0.0, 60928);
p.x = (lara->pos.x - c.x) / 5120.0f + 0.5;
p.y = (lara->pos.z - c.z) / 5120.0f + 0.5;
lastPos = lara->pos;
}
water[0]->bind(sDiffuse);
Core::setTarget(water[1]);
Core::active.shader->setParam(uType, Shader::WATER_DROP);
Core::active.shader->setParam(uParam, vec4(p.x, p.y, 128.0f / 5120.0f * (flag2 ? 1.0f : randf() + 0.2f), flag2 ? 0.001f : randf() * 0.05f));
mesh->renderQuad();
swap(water[0], water[1]);
Input::down[ikU] = false;
}
Core::active.shader->setParam(uParam, vec4(1.0f / water[0]->width, 1.0f / water[0]->height, Core::deltaTime * 4.0f, 0.0f));
water[0]->bind(sDiffuse);
Core::setTarget(water[1]);
Core::active.shader->setParam(uType, Shader::WATER_STEP);
mesh->renderQuad();
swap(water[0], water[1]);
water[0]->bind(sDiffuse);
Core::setTarget(water[1]);
Core::active.shader->setParam(uType, Shader::WATER_NORMAL);
mesh->renderQuad();
swap(water[0], water[1]);
Core::setTarget(NULL);
/*
waterCube->bind(sEnvironment);
Core::setViewport(Core::width - water[0]->width - 16, Core::height - water[0]->height - 16, water[0]->width, water[0]->height);
water[0]->bind(sDiffuse);
Core::active.shader->setParam(uType, Shader::WATER_TEST);
mesh->renderQuad();
*/
Core::setViewport(0, 0, Core::width, Core::height);
glEnable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
int dx, dz;
TR::Room::Sector &s = level.getSector(lara->getRoomIndex(), int(lara->pos.x), int(lara->pos.z), dx, dz);
if (s.roomAbove != 0xFF && level.rooms[s.roomAbove].lightsCount) {
TR::Room::Light &light = level.rooms[s.roomAbove].lights[0];
Core::lightPos[0] = vec3(float(light.x), float(light.y), float(light.z));
float lum = intensityf(light.intensity);
Core::lightColor[0] = vec4(lum, lum, lum, float(light.radius) * float(light.radius));
}
Core::active.shader->setParam(uType, Shader::WATER_TEST);
Core::active.shader->setParam(uViewProj, Core::mViewProj);
Core::active.shader->setParam(uViewPos, Core::viewPos);
Core::active.shader->setParam(uLightPos, Core::lightPos[0], 1);
Core::active.shader->setParam(uLightColor, Core::lightColor[0], 1);
water[0]->bind(sDiffuse);
waterCube->bind(sEnvironment);
mesh->renderQuad();
static int modelIndex = 0;
static bool lastStateK = false;
static int lastEntity = -1;
@@ -902,13 +1003,12 @@ struct Level {
// Debug::Level::sectors(level, lara->getRoomIndex(), (int)lara->pos.y);
// Debug::Level::portals(level);
// Debug::Level::meshes(level);
Debug::Level::entities(level);
// Debug::Level::entities(level);
/*
static int dbg_ambient = 0;
dbg_ambient = int(time * 2) % 4;
shadow->unbind(sShadow);
cube->unbind(sEnvironment);
atlas->bind(sDiffuse);
glEnable(GL_TEXTURE_2D);
glDisable(GL_CULL_FACE);
@@ -938,6 +1038,7 @@ struct Level {
glPopMatrix();
}
glEnable(GL_CULL_FACE);
glDisable(GL_TEXTURE_2D);
@@ -954,27 +1055,27 @@ struct Level {
AmbientCache::Cube &cube = ambientCache->items[ambientCache->offsets[i] + j];
if (cube.status == AmbientCache::Cube::READY) {
glColor3fv((GLfloat*)&cube.colors[0]);
glColor3f(powf(cube.colors[0].x, 1.0f / 2.2f), powf(cube.colors[0].y, 1.0f / 2.2f), powf(cube.colors[0].z, 1.0f / 2.2f));
glVertex3f(p.x + 0, p.y + 0, p.z + 0);
glVertex3f(p.x + S, p.y + 0, p.z + 0);
glColor3fv((GLfloat*)&cube.colors[1]);
glColor3f(powf(cube.colors[1].x, 1.0f / 2.2f), powf(cube.colors[1].y, 1.0f / 2.2f), powf(cube.colors[1].z, 1.0f / 2.2f));
glVertex3f(p.x + 0, p.y + 0, p.z + 0);
glVertex3f(p.x - S, p.y + 0, p.z + 0);
glColor3fv((GLfloat*)&cube.colors[2]);
glColor3f(powf(cube.colors[2].x, 1.0f / 2.2f), powf(cube.colors[2].y, 1.0f / 2.2f), powf(cube.colors[2].z, 1.0f / 2.2f));
glVertex3f(p.x + 0, p.y + 0, p.z + 0);
glVertex3f(p.x + 0, p.y + S, p.z + 0);
glColor3fv((GLfloat*)&cube.colors[3]);
glColor3f(powf(cube.colors[3].x, 1.0f / 2.2f), powf(cube.colors[3].y, 1.0f / 2.2f), powf(cube.colors[3].z, 1.0f / 2.2f));
glVertex3f(p.x + 0, p.y + 0, p.z + 0);
glVertex3f(p.x + 0, p.y - S, p.z + 0);
glColor3fv((GLfloat*)&cube.colors[4]);
glColor3f(powf(cube.colors[4].x, 1.0f / 2.2f), powf(cube.colors[4].y, 1.0f / 2.2f), powf(cube.colors[4].z, 1.0f / 2.2f));
glVertex3f(p.x + 0, p.y + 0, p.z + 0);
glVertex3f(p.x + 0, p.y + 0, p.z + S);
glColor3fv((GLfloat*)&cube.colors[5]);
glColor3f(powf(cube.colors[5].x, 1.0f / 2.2f), powf(cube.colors[5].y, 1.0f / 2.2f), powf(cube.colors[5].z, 1.0f / 2.2f));
glVertex3f(p.x + 0, p.y + 0, p.z + 0);
glVertex3f(p.x + 0, p.y + 0, p.z - S);
}
@@ -983,7 +1084,7 @@ struct Level {
glEnd();
glLineWidth(1);
*/
/*
shaders[shGUI]->bind();
Core::mViewProj = mat4(0, (float)Core::width, (float)Core::height, 0, 0, 1);
@@ -997,7 +1098,10 @@ struct Level {
glEnable(GL_DEPTH_TEST);
*/
Debug::Level::info(level, lara->getEntity(), lara->animation);
//Debug::Level::info(level, lara->getEntity(), lara->animation);
Debug::end();
#endif
}

View File

@@ -120,7 +120,7 @@ struct Mesh {
float intensityf(int lighting) {
if (lighting < 0) return 1.0f;
float lum = 1.0f - (lighting >> 5) / 255.0f;
return lum * lum; // gamma to linear space
return powf(lum, 2.2f); // gamma to linear space
}
uint8 intensity(int lighting) {

View File

@@ -214,6 +214,7 @@
<None Include="..\..\filter.glsl" />
<None Include="..\..\gui.glsl" />
<None Include="..\..\shader.glsl" />
<None Include="..\..\water.glsl" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">

View File

@@ -20,8 +20,8 @@ varying vec2 vTexCoord;
uniform int uType;
#ifdef PASS_COMPOSE
uniform int uCaustics;
uniform float uTime;
uniform int uCaustics;
uniform vec4 uParam;
#endif
#ifdef VERTEX
@@ -72,7 +72,7 @@ uniform int uType;
// animated texture coordinates
vec2 range = uAnimTexRanges[int(aTexCoord.z)]; // x - start index, y - count
float f = fract((aTexCoord.w + uTime * 4.0 - range.x) / range.y) * range.y;
float f = fract((aTexCoord.w + uParam.x * 4.0 - range.x) / range.y) * range.y;
vec2 offset = uAnimTexOffsets[int(range.x + f)]; // texCoord offset from first frame
vTexCoord = (aTexCoord.xy + offset) * TEXCOORD_SCALE; // first frame + offset * isAnimated
@@ -93,7 +93,7 @@ uniform int uType;
#ifdef PASS_COMPOSE
if (uCaustics != 0) {
float sum = coord.x + coord.y + coord.z;
vColor.xyz *= abs(sin(sum / 512.0 + uTime)) * 1.5 + 0.5; // color dodge
vColor.xyz *= abs(sin(sum / 512.0 + uParam.x)) * 1.5 + 0.5; // color dodge
}
vViewVec = uViewPos - coord.xyz;
@@ -285,7 +285,7 @@ uniform int uType;
}
if (uType == TYPE_ENTITY) {
vec3 rAmbient = pow(abs(calcAmbient(normal)), vec3(2.2));
vec3 rAmbient = calcAmbient(normal);
float rShadow = getShadow(vLightProj);
light += calcLight(normal, uLightPos[0], uLightColor[0]) * rShadow + rAmbient;
color.xyz += calcSpecular(normal, viewVec, uLightPos[0], uLightColor[0], uColor.w * rShadow + 0.03);
@@ -298,6 +298,7 @@ uniform int uType;
}
color.xyz *= light;
//color.xyz = normal * 0.5 + 0.5;
} else {
color.w = uColor.w;

View File

@@ -5,17 +5,21 @@
enum AttribType { aCoord, aTexCoord, aNormal, aColor, aMAX };
enum SamplerType { sDiffuse, sShadow, sEnvironment, sMAX };
enum UniformType { uType, uCaustics, uTime, uViewProj, uViewInv, uBasis, uLightProj, uColor, uAmbient, uViewPos, uLightsCount, uLightPos, uLightColor, uAnimTexRanges, uAnimTexOffsets, uMAX };
enum UniformType { uType, uCaustics, uParam, uViewProj, uViewInv, uBasis, uLightProj, uColor, uAmbient, uViewPos, uLightsCount, uLightPos, uLightColor, uAnimTexRanges, uAnimTexOffsets, uMAX };
const char *AttribName[aMAX] = { "aCoord", "aTexCoord", "aNormal", "aColor" };
const char *SamplerName[sMAX] = { "sDiffuse", "sShadow", "sEnvironment" };
const char *UniformName[uMAX] = { "uType", "uCaustics", "uTime", "uViewProj", "uViewInv", "uBasis", "uLightProj", "uColor", "uAmbient", "uViewPos", "uLightsCount", "uLightPos", "uLightColor", "uAnimTexRanges", "uAnimTexOffsets" };
const char *UniformName[uMAX] = { "uType", "uCaustics", "uParam", "uViewProj", "uViewInv", "uBasis", "uLightProj", "uColor", "uAmbient", "uViewPos", "uLightsCount", "uLightPos", "uLightColor", "uAnimTexRanges", "uAnimTexOffsets" };
struct Shader {
GLuint ID;
GLint uID[uMAX];
enum : GLint { SPRITE = 0, FLASH = 1, ROOM = 2, ENTITY = 3, MIRROR = 4, DOWNSAMPLE = 10 };
enum : GLint {
/* shader */ SPRITE = 0, FLASH = 1, ROOM = 2, ENTITY = 3, MIRROR = 4,
/* filter */ FILTER_DOWNSAMPLE = 0,
/* water */ WATER_DROP = 0, WATER_STEP = 1, WATER_NORMAL = 2, WATER_TEST = 3
};
Shader(const char *text, const char *defines = "") {
#ifdef MOBILE

View File

@@ -4,38 +4,74 @@
#include "core.h"
struct Texture {
GLuint ID;
enum Format : uint32 { RGBA, RGBA_FLOAT, RGBA_HALF, DEPTH, SHADOW, MAX };
GLuint ID;
int width, height;
bool depth;
Format format;
bool cube;
Texture(int width, int height, bool depth, bool cube, void *data = NULL) : width(width), height(height), cube(cube) {
Texture(int width, int height, Format format, bool cube, void *data = NULL) : width(width), height(height), cube(cube) {
glGenTextures(1, &ID);
bind(0);
bool filter = true;
if (depth && !Core::support.depthTexture)
depth = false;
this->depth = depth;
GLenum target = cube ? GL_TEXTURE_CUBE_MAP : GL_TEXTURE_2D;
GLint format = depth ? GL_DEPTH_COMPONENT : GL_RGBA;
if (depth) {
if (Core::support.shadowSampler) {
glTexParameteri(target, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
glTexParameteri(target, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
} else
if (format == SHADOW && !Core::support.shadowSampler) {
format = DEPTH;
filter = false;
}
if (format == DEPTH) {
if (Core::support.depthTexture)
filter = false;
}
else
format = RGBA;
}
if (format == RGBA_HALF) {
if (Core::support.texHalf)
filter = Core::support.texHalfLinear;
else
format = RGBA_FLOAT;
}
if (format == RGBA_FLOAT) {
if (Core::support.texFloat)
filter = Core::support.texFloatLinear;
else
format = RGBA;
}
this->format = format;
if (format == SHADOW) {
glTexParameteri(target, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
glTexParameteri(target, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
}
glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, filter ? GL_LINEAR : GL_NEAREST);
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, filter ? GL_LINEAR : GL_NEAREST);
struct FormatDesc {
GLuint ifmt, fmt;
GLenum type;
} formats[MAX] = {
{ GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE }, // RGBA
{ GL_RGBA32F, GL_RGBA, GL_FLOAT }, // RGBA_FLOAT
{ GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT }, // RGBA_HALF
{ GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT }, // DEPTH
{ GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT }, // SHADOW
};
FormatDesc &desc = formats[format];
for (int i = 0; i < 6; i++) {
glTexImage2D(cube ? (GL_TEXTURE_CUBE_MAP_POSITIVE_X + i) : GL_TEXTURE_2D, 0, format, width, height, 0, format, depth ? GL_UNSIGNED_SHORT : GL_UNSIGNED_BYTE, data);
glTexImage2D(cube ? (GL_TEXTURE_CUBE_MAP_POSITIVE_X + i) : GL_TEXTURE_2D, 0, desc.ifmt, width, height, 0, desc.fmt, desc.type, data);
if (!cube) break;
}
}

View File

@@ -292,7 +292,7 @@ struct Crystal : Controller {
Texture *environment;
Crystal(TR::Level *level, int entity) : Controller(level, entity) {
environment = new Texture(64, 64, false, true);
environment = new Texture(64, 64, Texture::RGBA, true);
}
virtual ~Crystal() {