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mirror of https://github.com/XProger/OpenLara.git synced 2025-08-20 03:41:33 +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::mProj = mat4(fov, (float)Core::width / (float)Core::height, znear, zfar);
Core::mViewProj = Core::mProj * Core::mView; Core::mViewProj = Core::mProj * Core::mView;
Core::mViewInv = Core::mView.inverse();
Core::viewPos = Core::mView.inverse().getPos(); Core::viewPos = Core::mViewInv.getPos();
frustum->pos = Core::viewPos; frustum->pos = Core::viewPos;
frustum->calcPlanes(Core::mViewProj); frustum->calcPlanes(Core::mViewProj);

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

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

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@@ -16,8 +16,10 @@ const char SHADER[] =
; ;
struct Level { struct Level {
enum { shStatic, shSprite, shMAX };
TR::Level level; TR::Level level;
Shader *shader; Shader *shaders[shMAX];
Texture *atlas; Texture *atlas;
Mesh *mesh; Mesh *mesh;
@@ -25,11 +27,13 @@ struct Level {
float time; float time;
MeshRange *rangeRooms; struct RoomRange {
MeshRange geometry;
MeshRange sprites;
} *roomRanges;
Camera camera; Camera camera;
int mCount; int mCount;
struct MeshInfo : MeshRange { struct MeshInfo : MeshRange {
int offset; int offset;
@@ -38,7 +42,8 @@ struct Level {
} *meshInfo; } *meshInfo;
Level(Stream &stream) : level{stream}, time(0.0f) { 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(); initAtlas();
initMesh(); initMesh();
@@ -61,10 +66,11 @@ struct Level {
} }
~Level() { ~Level() {
delete shader; for (int i = 0; i < shMAX; i++)
delete shaders[i];
delete atlas; delete atlas;
delete mesh; delete mesh;
delete[] rangeRooms; delete[] roomRanges;
delete[] meshInfo; delete[] meshInfo;
delete lara; delete lara;
@@ -108,18 +114,26 @@ struct Level {
void initMesh() { void initMesh() {
// TODO: sort by texture attribute (t.attribute == 2 ? bmAdd : bmAlpha) // 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; int iCount = 0, vCount = 0;
// get rooms mesh info // get rooms mesh info
for (int i = 0; i < level.roomsCount; i++) { for (int i = 0; i < level.roomsCount; i++) {
rangeRooms[i].vStart = vCount;
rangeRooms[i].iStart = iCount;
TR::Room::Data &d = level.rooms[i].data; 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; iCount += d.rCount * 6 + d.tCount * 3;
vCount += d.rCount * 4 + 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 // get objects mesh info
@@ -160,12 +174,11 @@ struct Level {
Vertex *vertices = new Vertex[vCount]; Vertex *vertices = new Vertex[vCount];
iCount = vCount = 0; iCount = vCount = 0;
// rooms geometry
for (int i = 0; i < level.roomsCount; i++) { for (int i = 0; i < level.roomsCount; i++) {
TR::Room::Data &d = level.rooms[i].data; TR::Room::Data &d = level.rooms[i].data;
// rooms geometry
int vStart = vCount; int vStart = vCount;
for (int j = 0; j < d.rCount; j++) { for (int j = 0; j < d.rCount; j++) {
auto &f = d.rectangles[j]; auto &f = d.rectangles[j];
auto &t = level.objectTextures[f.texture]; 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].coord = { v.vertex.x, v.vertex.y, v.vertex.z };
vertices[vCount].color = { a, a, a, 255 }; 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.x = ((tx + t.vertices[k].Xpixel) << 5) + 16;
vertices[vCount].texCoord.y = ((ty + t.vertices[k].Ypixel) << 5) + 16; vertices[vCount].texCoord.y = ((ty + t.vertices[k].Ypixel) << 5) + 16;
vCount++; vCount++;
@@ -221,12 +234,61 @@ struct Level {
vertices[vCount].coord = { v.vertex.x, v.vertex.y, v.vertex.z }; vertices[vCount].coord = { v.vertex.x, v.vertex.y, v.vertex.z };
vertices[vCount].color = { a, a, a, 255 }; 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.x = ((tx + t.vertices[k].Xpixel) << 5) + 16;
vertices[vCount].texCoord.y = ((ty + t.vertices[k].Ypixel) << 5) + 16; vertices[vCount].texCoord.y = ((ty + t.vertices[k].Ypixel) << 5) + 16;
vCount++; 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 // objects geometry
@@ -285,11 +347,11 @@ struct Level {
if (nCount > 0) { if (nCount > 0) {
TR::Vertex &n = normals[f.vertices[k]]; 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 }; vertices[vCount].color = { 255, 255, 255, 255 };
} else { } else {
uint8 a = 255 - (lights[f.vertices[k]] >> 5); 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].color = { a, a, a, 255 };
} }
vertices[vCount].texCoord.x = ((tx + t.vertices[k].Xpixel) << 5) + 16; vertices[vCount].texCoord.x = ((tx + t.vertices[k].Xpixel) << 5) + 16;
@@ -322,11 +384,11 @@ struct Level {
if (nCount > 0) { if (nCount > 0) {
TR::Vertex &n = normals[f.vertices[k]]; 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 }; vertices[vCount].color = { 255, 255, 255, 255 };
} else { } else {
uint8 a = 255 - (lights[f.vertices[k]] >> 5); 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].color = { a, a, a, 255 };
} }
vertices[vCount].texCoord.x = ((tx + t.vertices[k].Xpixel) << 5) + 16; 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 }; vertices[vCount].color = { c.r, c.g, c.b, 255 };
} else { } else {
uint8 a = 255 - (lights[f.vertices[k]] >> 5); 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].color = { a, a, a, 255 }; // TODO: apply color
} }
vertices[vCount].texCoord = { 1022 << 5, 1022 << 5 }; vertices[vCount].texCoord = { 1022 << 5, 1022 << 5 };
@@ -393,11 +455,11 @@ struct Level {
if (nCount > 0) { if (nCount > 0) {
TR::Vertex &n = normals[f.vertices[k]]; 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 }; vertices[vCount].color = { c.r, c.g, c.b, 255 };
} else { } else {
uint8 a = 255 - (lights[f.vertices[k]] >> 5); 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].color = { a, a, a, 255 }; // TODO: apply color
} }
vertices[vCount].texCoord = { 1022 << 5, 1022 << 5 }; vertices[vCount].texCoord = { 1022 << 5, 1022 << 5 };
@@ -437,12 +499,22 @@ struct Level {
Core::ambient = vec3(1.0f); Core::ambient = vec3(1.0f);
Core::lightColor = vec4(0.0f, 0.0f, 0.0f, 1.0f); Core::lightColor = vec4(0.0f, 0.0f, 0.0f, 1.0f);
shader->setParam(uModel, Core::mModel); Shader *sh = shaders[shStatic];
shader->setParam(uColor, Core::color); sh->bind();
shader->setParam(uAmbient, Core::ambient); sh->setParam(uModel, Core::mModel);
shader->setParam(uLightColor, Core::lightColor); 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; Core::mModel = m;
// meshes // meshes
@@ -464,7 +536,6 @@ struct Level {
Core::mModel = m; Core::mModel = m;
} }
Camera::Frustum *camFrustum = camera.frustum; // push camera frustum Camera::Frustum *camFrustum = camera.frustum; // push camera frustum
Camera::Frustum frustum = *camFrustum; Camera::Frustum frustum = *camFrustum;
camera.frustum = &frustum; camera.frustum = &frustum;
@@ -485,13 +556,6 @@ struct Level {
} }
} }
camera.frustum = camFrustum; // pop camera frustum 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]; MeshInfo &m = meshInfo[i];
if (camera.frustum->isVisible(Core::mModel * m.center, m.radius)) { 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); mesh->render(m);
} }
break; 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) { vec3 getAngle(TR::AnimFrame *frame, int index) {
#define ANGLE_SCALE (2.0f * PI / 1024.0f) #define ANGLE_SCALE (2.0f * PI / 1024.0f)
@@ -710,9 +729,9 @@ struct Level {
Core::lightColor = vec4(0.0f); Core::lightColor = vec4(0.0f);
} }
Core::ambient = vec3(1.0f - level.rooms[roomIndex].ambient / 8191.0f); Core::ambient = vec3(1.0f - level.rooms[roomIndex].ambient / 8191.0f);
shader->setParam(uAmbient, Core::ambient); Core::active.shader->setParam(uAmbient, Core::ambient);
shader->setParam(uLightPos, Core::lightPos); Core::active.shader->setParam(uLightPos, Core::lightPos);
shader->setParam(uLightColor, Core::lightColor); Core::active.shader->setParam(uLightColor, Core::lightColor);
} }
void renderEntity(const TR::Entity &entity) { void renderEntity(const TR::Entity &entity) {
@@ -728,7 +747,7 @@ struct Level {
float l = 1.0f; float l = 1.0f;
Core::color = vec4(c, c, c, 1.0); 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); getLight(vec3(entity.x, entity.y, entity.z), entity.room);
@@ -989,12 +1008,16 @@ struct Level {
#endif #endif
camera.setup();; camera.setup();;
shader->bind();
atlas->bind(0); atlas->bind(0);
mesh->bind(); 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); glEnable(GL_DEPTH_TEST);
Core::setCulling(cfFront); Core::setCulling(cfFront);
@@ -1010,6 +1033,7 @@ struct Level {
//for (int i = 0; i < level.roomsCount; i++) //for (int i = 0; i < level.roomsCount; i++)
// renderRoom(i); // renderRoom(i);
shaders[shStatic]->bind();
for (int i = 0; i < level.entitiesCount; i++) for (int i = 0; i < level.entitiesCount; i++)
renderEntity(level.entities[i]); renderEntity(level.entities[i]);

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

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

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

View File

@@ -163,7 +163,7 @@ EM_BOOL mouseCallback(int eventType, const EmscriptenMouseEvent *e, void *userDa
int main() { int main() {
initGL(); 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_keydown_callback(0, 0, 1, keyCallback);
emscripten_set_keyup_callback(0, 0, 1, keyCallback); emscripten_set_keyup_callback(0, 0, 1, keyCallback);