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:
@@ -111,7 +111,7 @@ struct Camera : Controller {
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if (Input::down[ikS]) v = v - d;
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if (Input::down[ikA]) v = v + d.cross(vec3(0, 1, 0));
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if (Input::down[ikD]) v = v - d.cross(vec3(0, 1, 0));
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pos = pos + v.normal() * (Core::deltaTime * 2048.0f * 10.0f);
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pos = pos + v.normal() * (Core::deltaTime * 512.0 * 10.0f);
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mViewInv.identity();
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mViewInv.translate(pos);
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@@ -52,6 +52,7 @@ struct Controller {
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joints = m ? new Basis[m->mCount] : NULL;
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frameIndex = -1;
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specular = 0.0f;
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ambient[0] = ambient[1] = ambient[2] = ambient[3] = ambient[4] = ambient[5] = vec3(intensityf(getRoom().ambient));
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}
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virtual ~Controller() {
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@@ -338,7 +339,7 @@ struct Controller {
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case TR::Action::CLEAR :
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case TR::Action::CAMERA_FLYBY :
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case TR::Action::CUTSCENE :
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LOG("! action is not implemented\n");
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//LOG("! action is not implemented\n");
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actionCommand = next;
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activateNext();
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break;
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@@ -430,7 +431,7 @@ struct Controller {
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mat4 matrix;
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TR::Entity &e = getEntity();
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if (e.type < TR::Entity::CUT_1 || e.type > TR::Entity::CUT_3) { // TODO: move to ctor
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if (e.type < TR::Entity::CUT_1 || e.type > TR::Entity::CUT_4) { // TODO: move to ctor
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matrix.identity();
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matrix.translate(pos);
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if (angle.y != 0.0f) matrix.rotateY(angle.y - (animation.flip ? PI * animation.delta : 0.0f));
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26
src/core.h
26
src/core.h
@@ -142,7 +142,7 @@ namespace Core {
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vec4 lightColor[MAX_LIGHTS];
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vec4 color;
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enum Pass { passCompose, passShadow, passAmbient, passFilter } pass;
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enum Pass { passCompose, passShadow, passAmbient, passFilter, passWater } pass;
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GLuint FBO;
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GLuint renderBuffers[2][MAX_RENDER_BUFFERS];
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@@ -162,6 +162,8 @@ namespace Core {
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bool depthTexture;
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bool shadowSampler;
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bool VAO;
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bool texFloat, texFloatLinear;
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bool texHalf, texHalfLinear;
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} support;
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}
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@@ -232,10 +234,14 @@ namespace Core {
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#endif
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char *ext = (char*)glGetString(GL_EXTENSIONS);
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//LOG("%s\n", ext);
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support.depthTexture = extSupport(ext, "_depth_texture");
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support.shadowSampler = extSupport(ext, "EXT_shadow_samplers") || extSupport(ext, "GL_ARB_shadow");
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support.VAO = extSupport(ext, "_vertex_array_object");
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support.depthTexture = extSupport(ext, "_depth_texture");
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support.shadowSampler = extSupport(ext, "EXT_shadow_samplers") || extSupport(ext, "GL_ARB_shadow");
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support.VAO = extSupport(ext, "_vertex_array_object");
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support.texFloatLinear = extSupport(ext, "GL_ARB_texture_float") || extSupport(ext, "_texture_float_linear");
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support.texFloat = support.texFloatLinear || extSupport(ext, "_texture_float");
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support.texHalfLinear = extSupport(ext, "GL_ARB_texture_float") || extSupport(ext, "_texture_half_float_linear");
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support.texHalf = support.texHalfLinear || extSupport(ext, "_texture_half_float");
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char *vendor = (char*)glGetString(GL_VENDOR);
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LOG("Vendor : %s\n", vendor);
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LOG("Renderer : %s\n", glGetString(GL_RENDERER));
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@@ -245,6 +251,9 @@ namespace Core {
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LOG(" depth texture : %s\n", support.depthTexture ? "true" : "false");
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LOG(" shadow sampler : %s\n", support.shadowSampler ? "true" : "false");
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LOG(" vertex arrays : %s\n", support.VAO ? "true" : "false");
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LOG(" float textures : float = %s, half = %s\n",
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support.texFloat ? (support.texFloatLinear ? "linear" : "nearest") : "false",
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support.texHalf ? (support.texHalfLinear ? "linear" : "nearest") : "false");
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LOG("\n");
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glGenFramebuffers(1, &FBO);
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@@ -339,10 +348,11 @@ namespace Core {
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ASSERT(target->width == (1 << dummyBuffer) )
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glBindFramebuffer(GL_FRAMEBUFFER, FBO);
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glFramebufferTexture2D (GL_FRAMEBUFFER, target->depth ? GL_DEPTH_ATTACHMENT : GL_COLOR_ATTACHMENT0, texTarget, target->ID, 0);
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glFramebufferRenderbuffer (GL_FRAMEBUFFER, target->depth ? GL_COLOR_ATTACHMENT0 : GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, renderBuffers[target->depth][dummyBuffer]);
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bool depth = target->format == Texture::DEPTH || target->format == Texture::SHADOW;
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glFramebufferTexture2D (GL_FRAMEBUFFER, depth ? GL_DEPTH_ATTACHMENT : GL_COLOR_ATTACHMENT0, texTarget, target->ID, 0);
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glFramebufferRenderbuffer (GL_FRAMEBUFFER, depth ? GL_COLOR_ATTACHMENT0 : GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, renderBuffers[depth][dummyBuffer]);
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if (target->depth)
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if (depth)
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glColorMask(false, false, false, false);
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}
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@@ -1,24 +1,24 @@
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R"====(
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varying vec2 vTexCoord;
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#define TYPE_DOWNSAMPLE 10
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#define FILTER_DOWNSAMPLE 0
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uniform int uType;
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#ifdef VERTEX
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attribute vec4 aCoord;
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void main() {
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vTexCoord = aCoord.zw;
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void main() {
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vTexCoord = aCoord.zw;
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gl_Position = vec4(aCoord.xy, 0.0, 1.0);
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}
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#else
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uniform sampler2D sDiffuse;
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uniform float uTime; // texture size
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uniform vec4 uParam; // texture size
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vec4 downsample() {
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float k = 1.0 / uTime;
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float k = 1.0 / uParam.x;
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vec4 color = vec4(0.0);
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for (float y = -1.5; y < 2.0; y++)
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@@ -34,9 +34,7 @@ uniform int uType;
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}
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vec4 filter() {
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if (uType == TYPE_DOWNSAMPLE) {
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return downsample();
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}
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if (uType == FILTER_DOWNSAMPLE) return downsample();
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return vec4(1.0, 0.0, 0.0, 1.0);
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}
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@@ -415,6 +415,7 @@ namespace TR {
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CUT_1 = 77,
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CUT_2 = 78,
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CUT_3 = 79,
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CUT_4 = 79,
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CRYSTAL = 83, // sprite
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WEAPON_PISTOLS = 84, // sprite
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@@ -1228,10 +1229,15 @@ namespace TR {
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}
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#define RECALC_ZERO_NORMALS(mesh, face, count)\
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int fn = -1;\
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for (int j = 0; j < count; j++) {\
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Mesh::Vertex &v = mesh.vertices[face.vertices[j]];\
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short4 &n = v.normal;\
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if (!(n.x | n.y | n.z)) {\
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if (fn > -1) {\
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n = mesh.vertices[face.vertices[fn]].normal;\
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continue;\
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}\
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vec3 o(mesh.vertices[face.vertices[0]].coord);\
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vec3 a = o - mesh.vertices[face.vertices[1]].coord;\
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vec3 b = o - mesh.vertices[face.vertices[2]].coord;\
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@@ -1239,6 +1245,7 @@ namespace TR {
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n.x = (int)o.x;\
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n.y = (int)o.y;\
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n.z = (int)o.z;\
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fn = j;\
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}\
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}
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@@ -236,7 +236,14 @@ struct Lara : Character {
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pos = vec3(43182, 2473, 51556);
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angle = vec3(0.0f, PI * 0.5f, 0.0f);
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getEntity().room = 12;
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*/
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// gym (pool)
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pos = vec3(40448, 3584, 60928);
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angle = vec3(0.0f, PI * 0.5f, 0.0f);
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getEntity().room = 14;
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stand = STAND_ONWATER;
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animation.setAnim(ANIM_TO_ONWATER);
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/*
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// level 2 (pool)
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pos = vec3(70067, -256, 29104);
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angle = vec3(0.0f, -0.68f, 0.0f);
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170
src/level.h
170
src/level.h
@@ -21,22 +21,31 @@ const char FILTER[] =
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#include "filter.glsl"
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;
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const char WATER[] =
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#include "water.glsl"
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;
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const char GUI[] =
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#include "gui.glsl"
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;
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struct Level {
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enum { shCompose, shShadow, shAmbient, shFilter, shGUI, shMAX };
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enum { shCompose, shShadow, shAmbient, shFilter, shWater, shGUI, shMAX };
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TR::Level level;
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Shader *shaders[shMAX];
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Texture *atlas, *cube;
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Texture *atlas;
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MeshBuilder *mesh;
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Lara *lara;
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Camera *camera;
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Texture *shadow;
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#ifdef _DEBUG
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Texture *water[2];
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Texture *waterCube;
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#endif
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float time;
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struct AmbientCache {
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@@ -74,7 +83,7 @@ struct Level {
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// init downsample textures
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for (int j = 0; j < 6; j++)
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for (int i = 0; i < 4; i++)
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textures[j * 4 + i] = new Texture(64 >> (i << 1), 64 >> (i << 1), false, false);
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textures[j * 4 + i] = new Texture(64 >> (i << 1), 64 >> (i << 1), Texture::RGBA, false);
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}
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~AmbientCache() {
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@@ -111,12 +120,12 @@ struct Level {
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glDisable(GL_DEPTH_TEST);
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// glDisable(GL_CULL_FACE);
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level->setPassShader(Core::passFilter);
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Core::active.shader->setParam(uType, Shader::DOWNSAMPLE);
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Core::active.shader->setParam(uType, Shader::FILTER_DOWNSAMPLE);
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for (int i = 1; i < 4; i++) {
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int size = 64 >> (i << 1);
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Core::active.shader->setParam(uTime, float(size << 2));
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Core::active.shader->setParam(uParam, vec4(float(size << 2), 0.0f, 0.0f, 0.0f));
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Core::setViewport(0, 0, size, size);
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for (int j = 0; j < 6; j++) {
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@@ -134,7 +143,7 @@ struct Level {
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TR::Color32 color;
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glReadPixels(0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &color);
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colors[j] = vec3(color.r / 255.0f, color.g / 255.0f, color.b / 255.0f);
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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
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}
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Core::setTarget(NULL);
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@@ -166,13 +175,10 @@ struct Level {
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int sector = sx * r.zSectors + sz;
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Cube *a = getAmbient(room, sector);
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if (a) {
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if (a)
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value = *a;
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} else {
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else
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value.status = Cube::BLANK;
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value.colors[0] = value.colors[1] = value.colors[2] =
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value.colors[3] = value.colors[4] = value.colors[5] = vec3(intensityf(r.ambient));
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}
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}
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} *ambientCache;
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@@ -222,8 +228,6 @@ struct Level {
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#endif
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mesh = new MeshBuilder(level);
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shadow = new Texture(1024, 1024, true, false);
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initTextures();
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initShaders();
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initOverrides();
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@@ -341,15 +345,34 @@ struct Level {
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delete shadow;
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delete ambientCache;
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#ifdef _DEBUG
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delete water[0];
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delete water[1];
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delete waterCube;
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#endif
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delete atlas;
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delete cube;
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delete mesh;
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delete camera;
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}
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void initTextures() {
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shadow = new Texture(1024, 1024, Texture::SHADOW, false);
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float *ddd = NULL;//new float[4 * 256 * 256];
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// memset(ddd, 0, sizeof(float) * 4 * 256 * 256);
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// for (int i = 0; i < 512 * 512 * 2; i += 2)
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// ddd[i] = randf();
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// ddd[(128 * 256 + 128) * 4] = 50.0f;
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// ddd[(192 * 256 + 192) * 4] = 100.0f;
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// ddd[(64 * 256 + 128) * 4] = 20.0f;
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#ifdef _DEBUG
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water[0] = new Texture(256, 256, Texture::RGBA_FLOAT, false, ddd);
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water[1] = new Texture(256, 256, Texture::RGBA_FLOAT, false, ddd);
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#endif
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delete[] ddd;
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if (!level.tilesCount) {
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atlas = NULL;
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return;
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@@ -380,12 +403,9 @@ struct Level {
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fclose(f);
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*/
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atlas = new Texture(1024, 1024, false, false, data);
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atlas = new Texture(1024, 1024, Texture::RGBA, false, data);
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PROFILE_LABEL(TEXTURE, atlas->ID, "atlas");
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uint32 whitePix = 0xFFFFFFFF;
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cube = new Texture(1, 1, false, true, &whitePix);
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delete[] data;
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delete[] level.tiles;
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level.tiles = NULL;
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@@ -413,6 +433,7 @@ struct Level {
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sprintf(def, "%s#define PASS_AMBIENT\n", ext);
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shaders[shAmbient] = new Shader(SHADER, def);
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shaders[shFilter] = new Shader(FILTER, "");
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shaders[shWater] = new Shader(WATER, "");
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shaders[shGUI] = new Shader(GUI, "");
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}
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@@ -462,6 +483,11 @@ struct Level {
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renderEnvironment(c->getRoomIndex(), c->pos - vec3(0, 512, 0), &c->environment);
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}
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}
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#ifdef _DEBUG
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waterCube = new Texture(512, 512, Texture::RGBA, true);
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renderEnvironment(14, vec3(40448, 3584, 60928), &waterCube);
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#endif
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}
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#ifdef LEVEL_EDITOR
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@@ -709,7 +735,6 @@ struct Level {
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camera->setup(Core::pass == Core::passCompose);
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atlas->bind(sDiffuse);
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cube->bind(sEnvironment); // dummy texture binding to prevent "there is no texture bound to the unit 2" warnings
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if (!Core::support.VAO)
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mesh->bind();
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@@ -721,7 +746,7 @@ struct Level {
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sh->setParam(uLightProj, Core::mLightProj);
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sh->setParam(uViewInv, Core::mViewInv);
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sh->setParam(uViewPos, Core::viewPos);
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sh->setParam(uTime, time);
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sh->setParam(uParam, vec4(time, 0.0f, 0.0f, 0.0f));
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sh->setParam(uLightsCount, 3);
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sh->setParam(uAnimTexRanges, mesh->animTexRanges[0], mesh->animTexRangesCount);
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sh->setParam(uAnimTexOffsets, mesh->animTexOffsets[0], mesh->animTexOffsetsCount);
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@@ -817,6 +842,7 @@ struct Level {
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case Core::passShadow : sh = shaders[shShadow]; break;
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case Core::passAmbient : sh = shaders[shAmbient]; break;
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case Core::passFilter : sh = shaders[shFilter]; break;
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case Core::passWater : sh = shaders[shWater]; break;
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}
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ASSERT(sh);
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sh->bind();
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@@ -867,11 +893,86 @@ struct Level {
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Core::resetStates();
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ambientCache->precessQueue();
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//renderEnvironment(lara->getRoomIndex(), lara->pos - vec3(0, , ambientCache->textures, 4);
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renderShadows(lara->getRoomIndex());
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renderCompose(camera->getRoomIndex());
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#ifdef _DEBUG
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glDisable(GL_BLEND);
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glDisable(GL_DEPTH_TEST);
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Core::setViewport(0, 0, water[0]->width, water[0]->height);
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setPassShader(Core::passWater);
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static vec3 lastPos = vec3(0.0);
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bool flag = (lara->pos - lastPos).length() > 16.0f;
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bool flag2 = lara->animation.frameIndex == 20;//isFrameActive(22) || lara->animation.isFrameActive(21);
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if (Input::down[ikU] || flag || flag2) {
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vec2 p(randf(), randf());
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if (flag || flag2) {
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vec3 c(40448, 0.0, 60928);
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p.x = (lara->pos.x - c.x) / 5120.0f + 0.5;
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p.y = (lara->pos.z - c.z) / 5120.0f + 0.5;
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lastPos = lara->pos;
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}
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water[0]->bind(sDiffuse);
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Core::setTarget(water[1]);
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Core::active.shader->setParam(uType, Shader::WATER_DROP);
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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));
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mesh->renderQuad();
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swap(water[0], water[1]);
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Input::down[ikU] = false;
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}
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Core::active.shader->setParam(uParam, vec4(1.0f / water[0]->width, 1.0f / water[0]->height, Core::deltaTime * 4.0f, 0.0f));
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water[0]->bind(sDiffuse);
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Core::setTarget(water[1]);
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Core::active.shader->setParam(uType, Shader::WATER_STEP);
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mesh->renderQuad();
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swap(water[0], water[1]);
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|
||||
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
|
||||
}
|
||||
|
@@ -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) {
|
||||
|
@@ -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">
|
||||
|
@@ -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;
|
||||
|
10
src/shader.h
10
src/shader.h
@@ -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
|
||||
|
@@ -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;
|
||||
}
|
||||
}
|
||||
|
@@ -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() {
|
||||
|
Reference in New Issue
Block a user