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mirror of https://github.com/XProger/OpenLara.git synced 2025-08-19 03:11:22 +02:00

#6 add environment sprites

This commit is contained in:
XProger
2016-09-01 03:21:01 +03:00
parent b8f49e4883
commit f87a72e7fb
9 changed files with 167 additions and 118 deletions

Binary file not shown.

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@@ -163,8 +163,8 @@ struct Camera {
Core::mProj = mat4(fov, (float)Core::width / (float)Core::height, znear, zfar);
Core::mViewProj = Core::mProj * Core::mView;
Core::viewPos = Core::mView.inverse().getPos();
Core::mViewInv = Core::mView.inverse();
Core::viewPos = Core::mViewInv.getPos();
frustum->pos = Core::viewPos;
frustum->calcPlanes(Core::mViewProj);

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@@ -54,16 +54,24 @@
PFNGLBUFFERDATAARBPROC glBufferData;
#endif
struct Shader;
struct Texture;
namespace Core {
int width, height;
float deltaTime;
mat4 mView, mProj, mViewProj, mModel;
mat4 mView, mProj, mViewProj, mViewInv, mModel;
vec3 viewPos;
vec3 lightPos;
vec4 lightColor;
vec3 ambient;
vec4 color;
struct {
Shader *shader;
Texture *testures[8];
} active;
struct {
int dips;
int tris;

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@@ -368,7 +368,7 @@ namespace TR {
struct SpriteTexture {
uint16 tile;
uint8 u, v;
uint16 w, h; // (ActualValue * 256) + 255
uint16 w, h;
int16 l, t, r, b;
};

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@@ -16,8 +16,10 @@ const char SHADER[] =
;
struct Level {
enum { shStatic, shSprite, shMAX };
TR::Level level;
Shader *shader;
Shader *shaders[shMAX];
Texture *atlas;
Mesh *mesh;
@@ -25,11 +27,13 @@ struct Level {
float time;
MeshRange *rangeRooms;
struct RoomRange {
MeshRange geometry;
MeshRange sprites;
} *roomRanges;
Camera camera;
int mCount;
struct MeshInfo : MeshRange {
int offset;
@@ -38,7 +42,8 @@ struct Level {
} *meshInfo;
Level(Stream &stream) : level{stream}, time(0.0f) {
shader = new Shader(SHADER);
shaders[shStatic] = new Shader(SHADER);
shaders[shSprite] = new Shader(SHADER, "#define SPRITE\n");
initAtlas();
initMesh();
@@ -61,10 +66,11 @@ struct Level {
}
~Level() {
delete shader;
for (int i = 0; i < shMAX; i++)
delete shaders[i];
delete atlas;
delete mesh;
delete[] rangeRooms;
delete[] roomRanges;
delete[] meshInfo;
delete lara;
@@ -108,18 +114,26 @@ struct Level {
void initMesh() {
// TODO: sort by texture attribute (t.attribute == 2 ? bmAdd : bmAlpha)
rangeRooms = new MeshRange[level.roomsCount];
roomRanges = new RoomRange[level.roomsCount];
int iCount = 0, vCount = 0;
// get rooms mesh info
for (int i = 0; i < level.roomsCount; i++) {
rangeRooms[i].vStart = vCount;
rangeRooms[i].iStart = iCount;
TR::Room::Data &d = level.rooms[i].data;
RoomRange &r = roomRanges[i];
r.geometry.vStart = vCount;
r.geometry.iStart = iCount;
iCount += d.rCount * 6 + d.tCount * 3;
vCount += d.rCount * 4 + d.tCount * 3;
rangeRooms[i].iCount = iCount - rangeRooms[i].iStart;
r.geometry.iCount = iCount - r.geometry.iStart;
r.sprites.vStart = vCount;
r.sprites.iStart = iCount;
iCount += d.sCount * 6;
vCount += d.sCount * 4;
r.sprites.iCount = iCount - r.sprites.iStart;
}
// get objects mesh info
@@ -160,12 +174,11 @@ struct Level {
Vertex *vertices = new Vertex[vCount];
iCount = vCount = 0;
// rooms geometry
for (int i = 0; i < level.roomsCount; i++) {
TR::Room::Data &d = level.rooms[i].data;
// rooms geometry
int vStart = vCount;
for (int j = 0; j < d.rCount; j++) {
auto &f = d.rectangles[j];
auto &t = level.objectTextures[f.texture];
@@ -192,7 +205,7 @@ struct Level {
vertices[vCount].coord = { v.vertex.x, v.vertex.y, v.vertex.z };
vertices[vCount].color = { a, a, a, 255 };
vertices[vCount].normal = { 0, 0, 0, 0x7FFF };
vertices[vCount].normal = { 0, 0, 0, 1 };
vertices[vCount].texCoord.x = ((tx + t.vertices[k].Xpixel) << 5) + 16;
vertices[vCount].texCoord.y = ((ty + t.vertices[k].Ypixel) << 5) + 16;
vCount++;
@@ -221,12 +234,61 @@ struct Level {
vertices[vCount].coord = { v.vertex.x, v.vertex.y, v.vertex.z };
vertices[vCount].color = { a, a, a, 255 };
vertices[vCount].normal = { 0, 0, 0, 0x7FFF };
vertices[vCount].normal = { 0, 0, 0, 1 };
vertices[vCount].texCoord.x = ((tx + t.vertices[k].Xpixel) << 5) + 16;
vertices[vCount].texCoord.y = ((ty + t.vertices[k].Ypixel) << 5) + 16;
vCount++;
}
}
// rooms sprites
TR::Room::Info &info = level.rooms[i].info;
vStart = vCount;
for (int j = 0; j < d.sCount; j++) {
auto &f = d.sprites[j];
int vIndex = vCount - vStart;
indices[iCount + 0] = vIndex + 0;
indices[iCount + 1] = vIndex + 1;
indices[iCount + 2] = vIndex + 2;
indices[iCount + 3] = vIndex + 0;
indices[iCount + 4] = vIndex + 2;
indices[iCount + 5] = vIndex + 3;
iCount += 6;
TR::Room::Data::Vertex &v = d.vertices[f.vertex];
TR::SpriteTexture &sprite = level.spriteTextures[f.texture];
Vertex *quad = &vertices[vCount];
quad[0].coord = quad[1].coord = quad[2].coord = quad[3].coord = { v.vertex.x, v.vertex.y, v.vertex.z };
int tx = (sprite.tile % 4) * 256;
int ty = (sprite.tile / 4) * 256;
int16 u0 = ((tx + sprite.u) << 5) + 16;
int16 v0 = ((ty + sprite.v) << 5) + 16;
int16 u1 = u0 + (sprite.w >> 3);
int16 v1 = v0 + (sprite.h >> 3);
quad[0].texCoord = { u0, v0 };
quad[1].texCoord = { u1, v0 };
quad[2].texCoord = { u1, v1 };
quad[3].texCoord = { u0, v1 };
quad[0].normal = { sprite.r, sprite.t, 0, 0 };
quad[1].normal = { sprite.l, sprite.t, 0, 0 };
quad[2].normal = { sprite.l, sprite.b, 0, 0 };
quad[3].normal = { sprite.r, sprite.b, 0, 0 };
uint8 a = 255 - (v.lighting >> 5);
quad[0].color = quad[1].color = quad[2].color = quad[3].color = { a, a, a, 255 };
vCount += 4;
}
}
// objects geometry
@@ -285,11 +347,11 @@ struct Level {
if (nCount > 0) {
TR::Vertex &n = normals[f.vertices[k]];
vertices[vCount].normal = { n.x, n.y, n.z, 0 };
vertices[vCount].normal = { n.x, n.y, n.z, 0 };
vertices[vCount].color = { 255, 255, 255, 255 };
} else {
uint8 a = 255 - (lights[f.vertices[k]] >> 5);
vertices[vCount].normal = { 0, 0, 0, 255 };
vertices[vCount].normal = { 0, 0, 0, 1 };
vertices[vCount].color = { a, a, a, 255 };
}
vertices[vCount].texCoord.x = ((tx + t.vertices[k].Xpixel) << 5) + 16;
@@ -322,11 +384,11 @@ struct Level {
if (nCount > 0) {
TR::Vertex &n = normals[f.vertices[k]];
vertices[vCount].normal = { n.x, n.y, n.z, 0 };
vertices[vCount].normal = { n.x, n.y, n.z, 0 };
vertices[vCount].color = { 255, 255, 255, 255 };
} else {
uint8 a = 255 - (lights[f.vertices[k]] >> 5);
vertices[vCount].normal = { 0, 0, 0, 255 };
vertices[vCount].normal = { 0, 0, 0, 1 };
vertices[vCount].color = { a, a, a, 255 };
}
vertices[vCount].texCoord.x = ((tx + t.vertices[k].Xpixel) << 5) + 16;
@@ -364,7 +426,7 @@ struct Level {
vertices[vCount].color = { c.r, c.g, c.b, 255 };
} else {
uint8 a = 255 - (lights[f.vertices[k]] >> 5);
vertices[vCount].normal = { 0, 0, 0, 255 };
vertices[vCount].normal = { 0, 0, 0, 1 };
vertices[vCount].color = { a, a, a, 255 }; // TODO: apply color
}
vertices[vCount].texCoord = { 1022 << 5, 1022 << 5 };
@@ -393,11 +455,11 @@ struct Level {
if (nCount > 0) {
TR::Vertex &n = normals[f.vertices[k]];
vertices[vCount].normal = { n.x, n.y, n.z, 0 };
vertices[vCount].normal = { n.x, n.y, n.z, 0 };
vertices[vCount].color = { c.r, c.g, c.b, 255 };
} else {
uint8 a = 255 - (lights[f.vertices[k]] >> 5);
vertices[vCount].normal = { 0, 0, 0, 255 };
vertices[vCount].normal = { 0, 0, 0, 1 };
vertices[vCount].color = { a, a, a, 255 }; // TODO: apply color
}
vertices[vCount].texCoord = { 1022 << 5, 1022 << 5 };
@@ -437,12 +499,22 @@ struct Level {
Core::ambient = vec3(1.0f);
Core::lightColor = vec4(0.0f, 0.0f, 0.0f, 1.0f);
shader->setParam(uModel, Core::mModel);
shader->setParam(uColor, Core::color);
shader->setParam(uAmbient, Core::ambient);
shader->setParam(uLightColor, Core::lightColor);
Shader *sh = shaders[shStatic];
sh->bind();
sh->setParam(uModel, Core::mModel);
sh->setParam(uColor, Core::color);
sh->setParam(uAmbient, Core::ambient);
sh->setParam(uLightColor, Core::lightColor);
mesh->render(roomRanges[index].geometry);
if (roomRanges[index].sprites.iCount) {
sh = shaders[shSprite];
sh->bind();
sh->setParam(uModel, Core::mModel);
mesh->render(roomRanges[index].sprites);
}
mesh->render(rangeRooms[index]);
Core::mModel = m;
// meshes
@@ -464,7 +536,6 @@ struct Level {
Core::mModel = m;
}
Camera::Frustum *camFrustum = camera.frustum; // push camera frustum
Camera::Frustum frustum = *camFrustum;
camera.frustum = &frustum;
@@ -485,13 +556,6 @@ struct Level {
}
}
camera.frustum = camFrustum; // pop camera frustum
/*
// sprites
Core::setBlending(bmAlpha);
for (int j = 0; j < room.data.sCount; j++)
renderSprite(room, room.data.sprites[j]);
*/
}
@@ -504,58 +568,13 @@ struct Level {
MeshInfo &m = meshInfo[i];
if (camera.frustum->isVisible(Core::mModel * m.center, m.radius)) {
shader->setParam(uModel, Core::mModel);
Core::active.shader->setParam(uModel, Core::mModel);
mesh->render(m);
}
break;
}
}
void renderSprite(const TR::SpriteTexture &sprite) {
float u0 = sprite.u / 256.0f;
float v0 = sprite.v / 255.0f;
float u1 = u0 + sprite.w / (256.0f * 256.0f);
float v1 = v0 + sprite.h / (256.0f * 256.0f);
mat4 m = Core::mView.inverse();
vec3 up = m.up.xyz * vec3(-1, -1, 1) * (-1);
vec3 right = m.right.xyz * vec3(-1, -1, 1);
vec3 p[4];
p[0] = right * sprite.r + up * sprite.b;
p[1] = right * sprite.l + up * sprite.b;
p[2] = right * sprite.l + up * sprite.t;
p[3] = right * sprite.r + up * sprite.t;
// bindTexture(sprite.tile);
/*
glBegin(GL_QUADS);
glTexCoord2f(u0, v1);
glVertex3fv((GLfloat*)&p[0]);
glTexCoord2f(u1, v1);
glVertex3fv((GLfloat*)&p[1]);
glTexCoord2f(u1, v0);
glVertex3fv((GLfloat*)&p[2]);
glTexCoord2f(u0, v0);
glVertex3fv((GLfloat*)&p[3]);
glEnd();
*/
}
void renderSprite(const TR::Room &room, const TR::Room::Data::Sprite &sprite) {
auto &v = room.data.vertices[sprite.vertex];
float a = 1.0f - v.lighting / (float)0x1FFF;
/*
glColor3f(a, a, a);
glPushMatrix();
glTranslatef(v.vertex.x + room.info.x, v.vertex.y, v.vertex.z + room.info.z);
renderSprite(level.spriteTextures[sprite.texture]);
glPopMatrix();
*/
}
vec3 getAngle(TR::AnimFrame *frame, int index) {
#define ANGLE_SCALE (2.0f * PI / 1024.0f)
@@ -710,9 +729,9 @@ struct Level {
Core::lightColor = vec4(0.0f);
}
Core::ambient = vec3(1.0f - level.rooms[roomIndex].ambient / 8191.0f);
shader->setParam(uAmbient, Core::ambient);
shader->setParam(uLightPos, Core::lightPos);
shader->setParam(uLightColor, Core::lightColor);
Core::active.shader->setParam(uAmbient, Core::ambient);
Core::active.shader->setParam(uLightPos, Core::lightPos);
Core::active.shader->setParam(uLightColor, Core::lightColor);
}
void renderEntity(const TR::Entity &entity) {
@@ -728,7 +747,7 @@ struct Level {
float l = 1.0f;
Core::color = vec4(c, c, c, 1.0);
shader->setParam(uColor, Core::color);
Core::active.shader->setParam(uColor, Core::color);
getLight(vec3(entity.x, entity.y, entity.z), entity.room);
@@ -989,12 +1008,16 @@ struct Level {
#endif
camera.setup();;
shader->bind();
atlas->bind(0);
mesh->bind();
shader->setParam(uViewProj, Core::mViewProj);
// set frame constants for all shaders
for (int i = 0; i < shMAX; i++) {
shaders[i]->bind();
shaders[i]->setParam(uViewProj, Core::mViewProj);
shaders[i]->setParam(uViewInv, Core::mViewInv);
shaders[i]->setParam(uViewPos, Core::viewPos);
}
glEnable(GL_DEPTH_TEST);
Core::setCulling(cfFront);
@@ -1010,6 +1033,7 @@ struct Level {
//for (int i = 0; i < level.roomsCount; i++)
// renderRoom(i);
shaders[shStatic]->bind();
for (int i = 0; i < level.entitiesCount; i++)
renderEntity(level.entities[i]);

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@@ -48,7 +48,7 @@ struct Mesh {
Vertex *v = (Vertex*)(range.vStart * sizeof(Vertex));
glVertexAttribPointer(aCoord, 3, GL_SHORT, false, sizeof(Vertex), &v->coord);
glVertexAttribPointer(aTexCoord, 2, GL_SHORT, true, sizeof(Vertex), &v->texCoord);
glVertexAttribPointer(aNormal, 4, GL_SHORT, true, sizeof(Vertex), &v->normal);
glVertexAttribPointer(aNormal, 4, GL_SHORT, false, sizeof(Vertex), &v->normal);
glVertexAttribPointer(aColor, 4, GL_UNSIGNED_BYTE, true, sizeof(Vertex), &v->color);
glDrawElements(GL_TRIANGLES, range.iCount, GL_UNSIGNED_SHORT, (GLvoid*)(range.iStart * sizeof(Index)));

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@@ -1,13 +1,21 @@
R"====(
varying vec3 vLightVec;
#ifndef SPRITE
varying vec4 vNormal;
varying vec3 vLightVec;
#endif
varying vec2 vTexCoord;
varying vec4 vNormal;
varying vec4 vColor;
varying vec3 vViewVec;
#ifdef VERTEX
uniform mat4 uViewProj;
uniform mat4 uModel;
uniform vec3 uLightPos;
#ifndef SPRITE
uniform vec3 uViewPos;
uniform vec3 uLightPos;
#else
uniform mat4 uViewInv;
#endif
attribute vec3 aCoord;
attribute vec2 aTexCoord;
@@ -16,31 +24,39 @@ varying vec4 vColor;
void main() {
vec4 coord = uModel * vec4(aCoord, 1.0);
vLightVec = uLightPos - coord.xyz;
vTexCoord = aTexCoord;
vNormal = uModel * aNormal;
vColor = aColor;
#ifndef SPRITE
vViewVec = uViewPos - coord.xyz;
vLightVec = uLightPos - coord.xyz;
vNormal = uModel * aNormal;
#else
coord.xyz -= uViewInv[0].xyz * aNormal.x + uViewInv[1].xyz * aNormal.y;
#endif
gl_Position = uViewProj * coord;
}
#else
uniform sampler2D sDiffuse;
uniform vec4 uColor;
uniform vec3 uAmbient;
uniform vec4 uLightColor;
#ifndef SPRITE
uniform vec4 uColor;
uniform vec3 uAmbient;
uniform vec4 uLightColor;
#endif
void main() {
vec4 color = texture2D(sDiffuse, vTexCoord);
if (color.w < 0.9)
discard;
color *= vColor * uColor;
// #ifdef LIGHTING
color.xyz = pow(abs(color.xyz), vec3(2.2));
float lum = dot(normalize(vNormal.xyz), normalize(vLightVec));
float att = max(0.0, 1.0 - dot(vLightVec, vLightVec) / uLightColor.w);
vec3 light = uLightColor.xyz * max(vNormal.w, lum * att) + uAmbient;
color.xyz *= light;
color.xyz = pow(abs(color.xyz), vec3(1.0/2.2));
// #endif
color *= vColor;
#ifndef SPRITE
color *= uColor;
color.xyz = pow(abs(color.xyz), vec3(2.2));
float lum = dot(normalize(vNormal.xyz), normalize(vLightVec));
float att = max(0.0, 1.0 - dot(vLightVec, vLightVec) / uLightColor.w);
vec3 light = uLightColor.xyz * max(vNormal.w, lum * att) + uAmbient;
color.xyz *= light;
color.xyz = pow(abs(color.xyz), vec3(1.0/2.2));
#endif
gl_FragColor = color;
}
#endif

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@@ -5,17 +5,17 @@
enum AttribType { aCoord, aTexCoord, aNormal, aColor, aMAX };
enum SamplerType { sDiffuse, sMAX };
enum UniformType { uViewProj, uModel, uColor, uAmbient, uLightPos, uLightColor, uMAX };
enum UniformType { uViewProj, uViewInv, uModel, uColor, uAmbient, uViewPos, uLightPos, uLightColor, uMAX };
const char *AttribName[aMAX] = { "aCoord", "aTexCoord", "aNormal", "aColor" };
const char *SamplerName[sMAX] = { "sDiffuse" };
const char *UniformName[uMAX] = { "uViewProj", "uModel", "uColor", "uAmbient", "uLightPos", "uLightColor" };
const char *UniformName[uMAX] = { "uViewProj", "uViewInv", "uModel", "uColor", "uAmbient", "uViewPos", "uLightPos", "uLightColor" };
struct Shader {
GLuint ID;
GLint uID[uMAX];
Shader(const char *text) {
Shader(const char *text, const char *defines = "") {
#ifdef MOBILE
#define GLSL_DEFINE "precision highp float;\n" "#define MOBILE\n"
#else
@@ -23,9 +23,9 @@ struct Shader {
#endif
const int type[2] = { GL_VERTEX_SHADER, GL_FRAGMENT_SHADER };
const char *code[2][2] = {
{ GLSL_DEFINE "#define VERTEX\n", text },
{ GLSL_DEFINE "#define FRAGMENT\n", text }
const char *code[2][3] = {
{ GLSL_DEFINE "#define VERTEX\n", defines, text },
{ GLSL_DEFINE "#define FRAGMENT\n", defines, text }
};
GLchar info[256];
@@ -33,7 +33,7 @@ struct Shader {
ID = glCreateProgram();
for (int i = 0; i < 2; i++) {
GLuint obj = glCreateShader(type[i]);
glShaderSource(obj, 2, code[i], NULL);
glShaderSource(obj, 3, code[i], NULL);
glCompileShader(obj);
glGetShaderInfoLog(obj, sizeof(info), NULL, info);
@@ -65,6 +65,7 @@ struct Shader {
void bind() {
glUseProgram(ID);
Core::active.shader = this;
}
void setParam(UniformType uType, const vec3 &value, int count = 1) {

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@@ -163,7 +163,7 @@ EM_BOOL mouseCallback(int eventType, const EmscriptenMouseEvent *e, void *userDa
int main() {
initGL();
emscripten_set_canvas_size(Core::width = 1280, Core::height = 720);
emscripten_set_canvas_size(Core::width = 800, Core::height = 600);
emscripten_set_keydown_callback(0, 0, 1, keyCallback);
emscripten_set_keyup_callback(0, 0, 1, keyCallback);