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mirror of https://github.com/XProger/OpenLara.git synced 2025-08-11 07:34:33 +02:00

#23 test planar water refraction, reflection and caustics

This commit is contained in:
XProger
2017-01-11 11:41:35 +03:00
parent 9a39676ef5
commit c187fe5fe0
9 changed files with 234 additions and 73 deletions

View File

@@ -21,7 +21,9 @@ struct Camera : Controller {
int actTargetEntity, actCamera;
bool cutscene;
Camera(TR::Level *level, Lara *owner) : Controller(level, owner ? owner->entity : 0), owner(owner), frustum(new Frustum()), timer(0.0f), actTargetEntity(-1), actCamera(-1) {
vec4 *reflectPlane;
Camera(TR::Level *level, Lara *owner) : Controller(level, owner ? owner->entity : 0), owner(owner), frustum(new Frustum()), timer(0.0f), actTargetEntity(-1), actCamera(-1), reflectPlane(NULL) {
fov = 65.0f;
znear = 16;
zfar = 32.0f * 1024.0f;
@@ -205,7 +207,11 @@ struct Camera : Controller {
virtual void setup(bool calcMatrices) {
if (calcMatrices) {
Core::mViewInv = mViewInv;
if (reflectPlane)
Core::mViewInv = mat4(*reflectPlane) * mViewInv;
else
Core::mViewInv = mViewInv;
Core::mView = Core::mViewInv.inverse();
Core::mProj = mat4(fov, (float)Core::width / (float)Core::height, znear, zfar);
// TODO: camera shake

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@@ -32,6 +32,14 @@
#include <html5.h>
#include <GLES3/gl3.h>
#include <GLES3/gl2ext.h>
#undef GL_RGBA32F
#undef GL_RGBA16F
#undef GL_HALF_FLOAT
#define GL_RGBA32F GL_RGBA
#define GL_RGBA16F GL_RGBA
#define GL_HALF_FLOAT GL_HALF_FLOAT_OES
#endif
#include "utils.h"

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@@ -229,7 +229,14 @@ struct Lara : Character {
arms[i].rot = quat(0, 0, 0, 1);
arms[i].rotAbs = quat(0, 0, 0, 1);
}
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);
updateEntity();
#ifdef _DEBUG
/*
// gym
@@ -242,7 +249,7 @@ struct Lara : Character {
angle = vec3(0.0f, PI * 0.5f, 0.0f);
getEntity().room = 14;
stand = STAND_ONWATER;
animation.setAnim(ANIM_TO_ONWATER);
animation.setAnim(ANIM_TO_ONWATER);
/*
// level 2 (pool)
pos = vec3(70067, -256, 29104);
@@ -930,9 +937,9 @@ struct Lara : Character {
int h = int(pos.y - infoDst.floor);
if (h > 0 && h <= 256 && (state == STATE_SURF_TREAD || animation.setState(STATE_SURF_TREAD)) && animation.setState(STATE_STOP)) { // possibility check
alignToWall();
dst.y -= pos.y - infoDst.floor;
pos = dst; // set new position
alignToWall(-96.0f);
pos.y = infoDst.floor;
//pos = dst; // set new position
specular = LARA_WET_SPECULAR;

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@@ -35,18 +35,22 @@ struct Level {
TR::Level level;
Shader *shaders[shMAX];
Texture *atlas;
Texture *cube;
MeshBuilder *mesh;
Lara *lara;
Camera *camera;
Texture *shadow;
#ifdef _DEBUG
Texture *water[2];
Texture *waterCube;
#endif
float time;
Texture *waterRefract;
Texture *waterReflect;
Texture *waterCaustics;
float time;
float clipHeight;
float clipSign;
struct AmbientCache {
Level *level;
@@ -345,12 +349,16 @@ struct Level {
delete shadow;
delete ambientCache;
#ifdef _DEBUG
delete water[0];
delete water[1];
delete waterCube;
#endif
delete waterRefract;
delete waterReflect;
delete waterCaustics;
delete atlas;
delete cube;
delete mesh;
delete camera;
@@ -359,19 +367,12 @@ struct Level {
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;
water[0] = new Texture(256, 256, Texture::RGBA_HALF, false);
water[1] = new Texture(256, 256, Texture::RGBA_HALF, false);
#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;
waterRefract = new Texture(1024, 1024, Texture::RGBA, false);
waterReflect = new Texture(1024, 1024, Texture::RGBA, false);
waterCaustics = new Texture(1024, 1024, Texture::RGBA, false);
if (!level.tilesCount) {
atlas = NULL;
@@ -406,6 +407,9 @@ struct Level {
atlas = new Texture(1024, 1024, Texture::RGBA, false, data);
PROFILE_LABEL(TEXTURE, atlas->ID, "atlas");
uint32 whitePix = 0xFFFFFFFF;
cube = new Texture(1, 1, Texture::RGBA, true, &whitePix);
delete[] data;
delete[] level.tiles;
level.tiles = NULL;
@@ -483,11 +487,6 @@ 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
@@ -566,6 +565,10 @@ struct Level {
Core::active.shader->setParam(uCaustics, 0);
}
Core::active.shader->setParam(uColor, Core::color);
waterCaustics->bind(sReflect);
vec4 roomSize = vec4(room.info.x, room.info.z, room.info.x + room.xSectors * 1024, room.info.z + room.zSectors * 1024);
Core::active.shader->setParam(uRoomSize, roomSize);
}
void renderRoom(int roomIndex, int from = -1) {
@@ -735,6 +738,7 @@ struct Level {
camera->setup(Core::pass == Core::passCompose);
atlas->bind(sDiffuse);
cube->bind(sEnvironment);
if (!Core::support.VAO)
mesh->bind();
@@ -746,7 +750,7 @@ struct Level {
sh->setParam(uLightProj, Core::mLightProj);
sh->setParam(uViewInv, Core::mViewInv);
sh->setParam(uViewPos, Core::viewPos);
sh->setParam(uParam, vec4(time, 0.0f, 0.0f, 0.0f));
sh->setParam(uParam, vec4(time, 0.0f, clipSign, clipHeight));
sh->setParam(uLightsCount, 3);
sh->setParam(uAnimTexRanges, mesh->animTexRanges[0], mesh->animTexRangesCount);
sh->setParam(uAnimTexOffsets, mesh->animTexOffsets[0], mesh->animTexOffsetsCount);
@@ -884,41 +888,105 @@ struct Level {
Core::setBlending(bmAlpha);
Core::clear(vec4(0.0f));
Core::setViewport(0, 0, Core::width, Core::height);
shadow->bind(sShadow);
renderScene(roomIndex);
}
void renderWater() {
}
void render() {
clipHeight = 1000000.0f;
clipSign = 1.0f;
Core::resetStates();
ambientCache->precessQueue();
renderShadows(lara->getRoomIndex());
Core::setViewport(0, 0, Core::width, Core::height);
renderCompose(camera->getRoomIndex());
#ifdef _DEBUG
Core::setViewport(0, 0, waterRefract->width, waterRefract->height);
bool underwater = level.rooms[camera->getRoomIndex()].flags.water;
Core::setTarget(waterRefract);
renderCompose(camera->getRoomIndex());
setPassShader(Core::passWater);
atlas->bind(sNormal);
atlas->bind(sReflect);
Core::active.shader->setParam(uType, Shader::WATER_MASK);
Core::active.shader->setParam(uViewProj, Core::mViewProj);
Core::setBlending(bmNone);
Core::setCulling(cfNone);
glColorMask(false, false, false, true);
mesh->renderQuad();
glColorMask(true, true, true, true);
Core::setTarget(waterReflect);
vec3 p = vec3(40448, 3584, 60928);
vec3 n = vec3(0, 1, 0);
vec4 reflectPlane = vec4(n.x, n.y, n.z, -n.dot(p));
camera->reflectPlane = &reflectPlane;
Core::setCulling(cfBack);
clipSign = underwater ? -1.0f : 1.0f;
clipHeight = 3584.0 * clipSign;
renderCompose(underwater ? 13 : lara->getRoomIndex());
clipHeight = 1000000.0f;
clipSign = 1.0f;
Core::setCulling(cfFront);
camera->reflectPlane = NULL;
Core::setTarget(NULL);
Core::setViewport(0, 0, Core::width, Core::height);
camera->setup(true);
// Core::mViewInv = camera->mViewInv;
// Core::mView = Core::mViewInv.inverse();
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);
vec3 head = lara->animation.getJoints(lara->getMatrix(), 14).pos;
bool flag = (head - lastPos).length() > 16.0f;
bool fall = (lara->animation.index == Lara::ANIM_WATER_FALL || lara->animation.index == 152) && lara->animation.frameIndex == 0;
bool flag2 = lara->animation.frameIndex == 20 || fall;
flag &= lara->stand == Lara::STAND_ONWATER || fall;
flag2 &= lara->stand == Lara::STAND_ONWATER || fall;
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;
p.x = (head.x - c.x) / 5120.0f + 0.5;
p.y = (head.z - c.z) / 5120.0f + 0.5;
lastPos = head;
}
float radius = (flag2 ? 1.0f : randf() + 0.2f);
float strength = flag2 ? 0.01f : randf() * 0.03f;
if (fall) {
radius = 1.5f;
strength = 0.05f;
}
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));
Core::active.shader->setParam(uParam, vec4(p.x, p.y, 128.0f / 5120.0f * radius, strength));
mesh->renderQuad();
swap(water[0], water[1]);
Input::down[ikU] = false;
@@ -938,15 +1006,18 @@ struct Level {
Core::active.shader->setParam(uType, Shader::WATER_NORMAL);
mesh->renderQuad();
swap(water[0], water[1]);
Core::setViewport(0, 0, waterCaustics->width, waterCaustics->height);
water[0]->bind(sDiffuse);
Core::setTarget(waterCaustics);
Core::active.shader->setParam(uType, Shader::WATER_CAUSTICS);
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);
@@ -961,17 +1032,20 @@ struct Level {
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(uType, Shader::WATER_COMPOSE);
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);
waterRefract->bind(sDiffuse);
waterReflect->bind(sReflect);
water[0]->bind(sNormal);
Core::setCulling(cfNone);
mesh->renderQuad();
Core::setCulling(cfFront);
#ifdef _DEBUG
static int modelIndex = 0;
static bool lastStateK = false;
@@ -998,6 +1072,39 @@ struct Level {
// renderModel(level.models[modelIndex], level.entities[4]);
Debug::begin();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, Core::width, 0, Core::height, 0, 1);
waterCaustics->bind(sDiffuse);
glEnable(GL_TEXTURE_2D);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glColor3f(1, 1, 1);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2f(0, 0);
glTexCoord2f(1, 0); glVertex2f(256, 0);
glTexCoord2f(1, 1); glVertex2f(256, 256);
glTexCoord2f(0, 1); glVertex2f(0, 256);
glEnd();
glDisable(GL_TEXTURE_2D);
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
// Debug::Level::rooms(level, lara->pos, lara->getEntity().room);
// Debug::Level::lights(level, lara->getRoomIndex());
// Debug::Level::sectors(level, lara->getRoomIndex(), (int)lara->pos.y);
@@ -1099,7 +1206,7 @@ struct Level {
*/
//Debug::Level::info(level, lara->getEntity(), lara->animation);
// Debug::Level::info(level, lara->getEntity(), lara->animation);
Debug::end();

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@@ -120,7 +120,8 @@ struct Mesh {
float intensityf(int lighting) {
if (lighting < 0) return 1.0f;
float lum = 1.0f - (lighting >> 5) / 255.0f;
return powf(lum, 2.2f); // gamma to linear space
//return powf(lum, 2.2f); // gamma to linear space
return lum * lum;
}
uint8 intensity(int lighting) {

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@@ -1,5 +1,5 @@
R"====(
varying vec2 vTexCoord;
varying vec4 vTexCoord; // xy - atlas coords, zw - caustics coords
#ifndef PASS_SHADOW
#ifndef PASS_AMBIENT
@@ -37,6 +37,7 @@ uniform int uType;
uniform vec3 uViewPos;
uniform vec2 uAnimTexRanges[MAX_RANGES];
uniform vec2 uAnimTexOffsets[MAX_OFFSETS];
uniform vec4 uRoomSize; // xy - minXZ, zw - maxXZ
#endif
attribute vec4 aCoord;
@@ -75,15 +76,20 @@ uniform int uType;
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
vNormal = vec4(mulQuat(rBasisRot, aNormal.xyz), aNormal.w);
vTexCoord.xy = (aTexCoord.xy + offset) * TEXCOORD_SCALE; // first frame + offset * isAnimated
vNormal = vec4(mulQuat(rBasisRot, aNormal.xyz), aNormal.w);
if (aTexCoord.z > 0.0)
coord.w = -1.0;
} else {
coord.xyz += uViewInv[0].xyz * aTexCoord.z - uViewInv[1].xyz * aTexCoord.w;
vTexCoord = aTexCoord.xy * TEXCOORD_SCALE;
vTexCoord.xy = aTexCoord.xy * TEXCOORD_SCALE;
vNormal = vec4(uViewPos.xyz - coord.xyz, 0.0);
}
#else
vTexCoord = aTexCoord.xy * TEXCOORD_SCALE;
vTexCoord.xy = aTexCoord.xy * TEXCOORD_SCALE;
vTexCoord.zw = vec2(0.0);
#endif
#ifndef PASS_SHADOW
@@ -95,6 +101,7 @@ uniform int uType;
float sum = coord.x + coord.y + coord.z;
vColor.xyz *= abs(sin(sum / 512.0 + uParam.x)) * 1.5 + 0.5; // color dodge
}
vTexCoord.zw = smoothstep(uRoomSize.xy, uRoomSize.zw, coord.xz);
vViewVec = uViewPos - coord.xyz;
vLightProj = uLightProj * coord;
@@ -106,6 +113,7 @@ uniform int uType;
}
#else
uniform sampler2D sDiffuse;
uniform sampler2D sReflect;
uniform vec4 uColor;
#ifdef PASS_COMPOSE
uniform samplerCube sEnvironment;
@@ -218,6 +226,10 @@ uniform int uType;
sqr.z * mix(uAmbient[5], uAmbient[4], pos.z);
}
float calcCaustics(vec3 n) {
return texture2D(sReflect, vTexCoord.zw).r * (float(uCaustics) * max(0.0, -n.y));
}
#endif
/*
float getLuminance(vec3 color) {
@@ -228,17 +240,24 @@ uniform int uType;
const vec2 size = vec2(2.0, 0.0);
const vec3 off = vec3(-1, 0, 1) / 1024.0;
float s01 = getLuminance(texture2D(sDiffuse, vTexCoord + off.xy).xyz);
float s21 = getLuminance(texture2D(sDiffuse, vTexCoord + off.zy).xyz);
float s10 = getLuminance(texture2D(sDiffuse, vTexCoord + off.yx).xyz);
float s12 = getLuminance(texture2D(sDiffuse, vTexCoord + off.yz).xyz);
float s01 = getLuminance(texture2D(sDiffuse, vTexCoord.xy + off.xy).xyz);
float s21 = getLuminance(texture2D(sDiffuse, vTexCoord.xy + off.zy).xyz);
float s10 = getLuminance(texture2D(sDiffuse, vTexCoord.xy + off.yx).xyz);
float s12 = getLuminance(texture2D(sDiffuse, vTexCoord.xy + off.yz).xyz);
vec3 va = vec3(size.xy * 0.25, s21-s01);
vec3 vb = vec3(size.yx * 0.25, s12-s10);
return normalize(cross(va, vb));
}
*/
void main() {
vec4 color = texture2D(sDiffuse, vTexCoord);
#ifndef PASS_SHADOW
#ifndef PASS_AMBIENT
if (vCoord.y * uParam.z > uParam.w)
discard;
#endif
#endif
vec4 color = texture2D(sDiffuse, vTexCoord.xy);
if (color.w < 0.6)
discard;
@@ -269,7 +288,6 @@ uniform int uType;
vec3 viewVec = normalize(vViewVec);
vec3 light = vec3(0.0);
for (int i = 1; i < MAX_LIGHTS; i++) // additional lights
light += calcLight(normal, uLightPos[i], uLightColor[i]);
@@ -282,6 +300,7 @@ uniform int uType;
float rShadow = dot(normal, uLightPos[0].xyz - vCoord) > 0.0 ? getShadow(vLightProj) : 1.0;
//light += calcLight(normal, uLightPos[0], uLightColor[0]);
light += mix(min(uColor.w, vColor.w), vColor.w, rShadow);
light += calcCaustics(normal);
}
if (uType == TYPE_ENTITY) {
@@ -289,6 +308,7 @@ uniform int uType;
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);
light += calcCaustics(normal);
}
if (uType == TYPE_MIRROR) {

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@@ -4,12 +4,12 @@
#include "core.h"
enum AttribType { aCoord, aTexCoord, aNormal, aColor, aMAX };
enum SamplerType { sDiffuse, sShadow, sEnvironment, sMAX };
enum UniformType { uType, uCaustics, uParam, uViewProj, uViewInv, uBasis, uLightProj, uColor, uAmbient, uViewPos, uLightsCount, uLightPos, uLightColor, uAnimTexRanges, uAnimTexOffsets, uMAX };
enum SamplerType { sDiffuse, sNormal, sReflect, sShadow, sEnvironment, sMAX };
enum UniformType { uType, uCaustics, uParam, uViewProj, uViewInv, uBasis, uLightProj, uColor, uAmbient, uViewPos, uLightsCount, uLightPos, uLightColor, uAnimTexRanges, uAnimTexOffsets, uRoomSize, uMAX };
const char *AttribName[aMAX] = { "aCoord", "aTexCoord", "aNormal", "aColor" };
const char *SamplerName[sMAX] = { "sDiffuse", "sShadow", "sEnvironment" };
const char *UniformName[uMAX] = { "uType", "uCaustics", "uParam", "uViewProj", "uViewInv", "uBasis", "uLightProj", "uColor", "uAmbient", "uViewPos", "uLightsCount", "uLightPos", "uLightColor", "uAnimTexRanges", "uAnimTexOffsets" };
const char *SamplerName[sMAX] = { "sDiffuse", "sNormal", "sReflect", "sShadow", "sEnvironment" };
const char *UniformName[uMAX] = { "uType", "uCaustics", "uParam", "uViewProj", "uViewInv", "uBasis", "uLightProj", "uColor", "uAmbient", "uViewPos", "uLightsCount", "uLightPos", "uLightColor", "uAnimTexRanges", "uAnimTexOffsets", "uRoomSize" };
struct Shader {
GLuint ID;
@@ -18,14 +18,12 @@ struct Shader {
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
/* water */ WATER_DROP = 0, WATER_STEP = 1, WATER_NORMAL = 2, WATER_CAUSTICS = 3, WATER_MASK = 4, WATER_COMPOSE = 5,
};
Shader(const char *text, const char *defines = "") {
#ifdef MOBILE
#define GLSL_DEFINE "#define MOBILE\n"\
"precision highp int;\n"\
"precision highp float;\n"
#define GLSL_DEFINE "precision highp int;\nprecision highp float;\n"
#else
#define GLSL_DEFINE "#version 120\n"
#endif

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@@ -4,7 +4,7 @@
#include "core.h"
struct Texture {
enum Format : uint32 { RGBA, RGBA_FLOAT, RGBA_HALF, DEPTH, SHADOW, MAX };
enum Format : uint32 { RGBA, RGBA_FLOAT, RGBA_HALF, RED, DEPTH, SHADOW, MAX };
GLuint ID;
int width, height;
@@ -64,6 +64,7 @@ struct Texture {
{ 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_RED, GL_RED, GL_UNSIGNED_BYTE }, // RED
{ GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT }, // DEPTH
{ GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT }, // SHADOW
};

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@@ -337,6 +337,19 @@ struct mat4 {
this->offset = vec4(from, 1.0f);
}
mat4(const vec4 &reflectPlane) {
float a = reflectPlane.x,
b = reflectPlane.y,
c = reflectPlane.z,
d = reflectPlane.w;
right = vec4(1 - 2*a*a, - 2*b*a, - 2*c*a, 0);
up = vec4( - 2*a*b, 1 - 2*b*b, - 2*c*b, 0);
dir = vec4( - 2*a*c, - 2*b*c, 1 - 2*c*c, 0);
offset = vec4( - 2*a*d, - 2*b*d, - 2*c*d, 1);
}
void identity() {
e10 = e20 = e30 = e01 = e21 = e31 = e02 = e12 = e32 = e03 = e13 = e23 = 0.0f;
e00 = e11 = e22 = e33 = 1.0f;