169 lines
4.2 KiB
C++
169 lines
4.2 KiB
C++
/*
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New File;;;;
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Stuff
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*/
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inline void
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GLSL_InitSpriteSheetProgram(memory_arena *Arena, glsl_program *TheSpriteSheetProgram)
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{
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// s32 VertexAttributeCount = ArrayCount(VertexAttributeStrings);
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#if R42_SHADER_SET_HOVER && R42_SHADER_SET_POS_DIM
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char *Version = R"(
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#version 100
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#version 100
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#version 100
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#version 100
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#version 100
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#define R42_SHADER_SET_POS_DIM 1
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#define R42_SHADER_SET_HOVER 1
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)";
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#endif
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};
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internal void
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CompileZBiasProgram(zbias_program *Result, b32x DepthPeel)
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{
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char Defines[1024];
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FormatString(sizeof(Defines), Defines,
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"#version 130\n"
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"#define ShaderSimTexWriteSRGB %d\n"
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"#define ShaderSimTexReadSRGB %d\n"
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"#define DepthPeel %d\n",
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OpenGL.ShaderSimTexWriteSRGB,
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OpenGL.ShaderSimTexReadSRGB,
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DepthPeel);
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char *VertexCode = R"FOO(
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// Vertex code
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uniform m4x4 Transform;
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uniform v3 CameraP;
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uniform v3 FogDirection;
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in v4 VertP;
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in v3 VertN;
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in v2 VertUV;
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in v4 VertColor;
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smooth out v2 FragUV;
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smooth out v4 FragColor;
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smooth out f32 FogDistance;
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smooth out v3 WorldP;
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smooth out v3 WorldN;
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void main(void)
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{
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v4 InVertex = V4(VertP.xyz, 1.0);
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f32 ZBias = VertP.w;
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v4 ZVertex = InVertex;
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ZVertex.z += ZBias;
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v4 ZMinTransform = Transform*InVertex;
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v4 ZMaxTransform = Transform*ZVertex;
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f32 ModifiedZ = (ZMinTransform.w / ZMaxTransform.w)*ZMaxTransform.z;
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gl_Position = vec4(ZMinTransform.x, ZMinTransform.y, ModifiedZ, ZMinTransform.w);
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FragUV = VertUV.xy;
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FragColor = VertColor;
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FogDistance = Inner(ZVertex.xyz - CameraP, FogDirection);
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WorldP = ZVertex.xyz;
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WorldN = VertN;
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}
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)FOO";
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char *Fragment = R"FOO(
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// Fragment code
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//uniform v4 FogColor;
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uniform sampler2D TextureSampler;
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#if DepthPeel
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uniform sampler2D DepthSampler;
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#endif
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uniform v3 FogColor;
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uniform f32 AlphaThreshold;
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uniform f32 FogStartDistance;
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uniform f32 FogEndDistance;
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uniform f32 ClipAlphaStartDistance;
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uniform f32 ClipAlphaEndDistance;
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uniform v3 CameraP;
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uniform v3 LightP;
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smooth in vec2 FragUV;
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smooth in vec4 FragColor;
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smooth in f32 FogDistance;
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smooth in vec3 WorldP;
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smooth in vec3 WorldN;
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layout(location = 0) out v4 BlendUnitColor[3];
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void main(void)
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{
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#if DepthPeel
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f32 ClipDepth = texelFetch(DepthSampler, ivec2(gl_FragCoord.xy), 0).r;
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if(gl_FragCoord.z <= ClipDepth)
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{
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discard;
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}
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#endif
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vec4 TexSample = texture(TextureSampler, FragUV);
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#if ShaderSimTexReadSRGB
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TexSample.rgb *= TexSample.rgb;
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#endif
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f32 FogAmount = Clamp01MapToRange(FogStartDistance, FogDistance, FogEndDistance);
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f32 AlphaAmount = Clamp01MapToRange(ClipAlphaStartDistance, FogDistance, ClipAlphaEndDistance);
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v4 ModColor = AlphaAmount*FragColor*TexSample;
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if(ModColor.a > AlphaThreshold)
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{
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v4 SurfaceReflect;
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SurfaceReflect.rgb = Lerp(ModColor.rgb, FogAmount, FogColor.rgb);
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SurfaceReflect.a = ModColor.a;
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#if ShaderSimTexWriteSRGB
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SurfaceReflect.rgb = sqrt(SurfaceReflect.rgb);
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#endif
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// TODO(casey): Some way of specifying light params
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f32 Lp0 = 0;
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f32 Lp1 = 0;
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f32 EmitSpread = 1.0f;
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v3 Emit = V3(0, 0, 0);
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if(length(LightP - WorldP) < 2.0f)
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{
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Emit = V3(1, 1, 1);
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}
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v2 N2 = PackNormal2(WorldN.xy);
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BlendUnitColor[0] = SurfaceReflect;
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BlendUnitColor[1] = V4(Emit.r, Emit.g, Emit.b, EmitSpread);
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BlendUnitColor[2] = V4(N2.x, N2.y, Lp0, Lp1);
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}
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else
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{
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discard;
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}
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}
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)FOO";
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GLuint Prog = OpenGLCreateProgram(Defines, GlobalShaderHeaderCode, VertexCode, FragmentCode, &Result->Common);
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OpenGLLinkSamplers(&Result->Common, "TextureSampler", "DepthSampler");
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Result->TransformID = glGetUniformLocation(Prog, "Transform");
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Result->CameraP = glGetUniformLocation(Prog, "CameraP");
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Result->FogDirection = glGetUniformLocation(Prog, "FogDirection");
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Result->FogColor = glGetUniformLocation(Prog, "FogColor");
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Result->FogStartDistance = glGetUniformLocation(Prog, "FogStartDistance");
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Result->FogEndDistance = glGetUniformLocation(Prog, "FogEndDistance");
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Result->ClipAlphaStartDistance = glGetUniformLocation(Prog, "ClipAlphaStartDistance");
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Result->ClipAlphaEndDistance = glGetUniformLocation(Prog, "ClipAlphaEndDistance");
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Result->AlphaThreshold = glGetUniformLocation(Prog, "AlphaThreshold");
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Result->DebugLightP = glGetUniformLocation(Prog, "LightP");
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}
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