diff --git a/src/easymesh/easymesh.cpp b/src/easymesh/easymesh.cpp index 2a283ad0..c852a4a2 100644 --- a/src/easymesh/easymesh.cpp +++ b/src/easymesh/easymesh.cpp @@ -36,6 +36,11 @@ #include "easymesh/easymesh-compiler.h" LOLFX_RESOURCE_DECLARE(shiny); +LOLFX_RESOURCE_DECLARE(shinydebugwireframe); +LOLFX_RESOURCE_DECLARE(shinydebuglighting); +LOLFX_RESOURCE_DECLARE(shinydebugnormal); +LOLFX_RESOURCE_DECLARE(shinydebugUV); +LOLFX_RESOURCE_DECLARE(shiny_SK); namespace lol { @@ -64,29 +69,39 @@ void EasyMesh::CloseBrace() void EasyMesh::MeshConvert(Shader* provided_shader) { - if(provided_shader == NULL) + for (int i = 0; i < DebugRenderMode::Max; i++) { - m_gpu.shader = Shader::Create(LOLFX_RESOURCE_NAME(shiny)); - } - else - { - m_gpu.shader = provided_shader; + if (i == DebugRenderMode::Default) + { + if(provided_shader == NULL) + m_gpu.shader << Shader::Create(LOLFX_RESOURCE_NAME(shiny)); + else + m_gpu.shader << provided_shader; + } + else if (i == DebugRenderMode::Wireframe) + m_gpu.shader << Shader::Create(LOLFX_RESOURCE_NAME(shinydebugwireframe)); + else if (i == DebugRenderMode::Lighting) + m_gpu.shader << Shader::Create(LOLFX_RESOURCE_NAME(shinydebuglighting)); + else if (i == DebugRenderMode::Normal) + m_gpu.shader << Shader::Create(LOLFX_RESOURCE_NAME(shinydebugnormal)); + else if (i == DebugRenderMode::UV) + m_gpu.shader << Shader::Create(LOLFX_RESOURCE_NAME(shinydebugUV)); + + m_gpu.modelview << m_gpu.shader.Last()->GetUniformLocation("in_ModelView"); + m_gpu.view << m_gpu.shader.Last()->GetUniformLocation("in_View"); + m_gpu.invview << m_gpu.shader.Last()->GetUniformLocation("in_Inv_View"); + m_gpu.proj << m_gpu.shader.Last()->GetUniformLocation("in_Proj"); + m_gpu.normalmat << m_gpu.shader.Last()->GetUniformLocation("in_NormalMat"); + m_gpu.damage << m_gpu.shader.Last()->GetUniformLocation("in_Damage"); + m_gpu.lights << m_gpu.shader.Last()->GetUniformLocation("u_Lights"); + m_gpu.coord << m_gpu.shader.Last()->GetAttribLocation("in_Vertex", + VertexUsage::Position, 0); + m_gpu.norm << m_gpu.shader.Last()->GetAttribLocation("in_Normal", + VertexUsage::Normal, 0); + m_gpu.color << m_gpu.shader.Last()->GetAttribLocation("in_Color", + VertexUsage::Color, 0); } - m_gpu.modelview = m_gpu.shader->GetUniformLocation("in_ModelView"); - m_gpu.view = m_gpu.shader->GetUniformLocation("in_View"); - m_gpu.invview = m_gpu.shader->GetUniformLocation("in_Inv_View"); - m_gpu.proj = m_gpu.shader->GetUniformLocation("in_Proj"); - m_gpu.normalmat = m_gpu.shader->GetUniformLocation("in_NormalMat"); - m_gpu.damage = m_gpu.shader->GetUniformLocation("in_Damage"); - m_gpu.lights = m_gpu.shader->GetUniformLocation("u_Lights"); - m_gpu.coord = m_gpu.shader->GetAttribLocation("in_Vertex", - VertexUsage::Position, 0); - m_gpu.norm = m_gpu.shader->GetAttribLocation("in_Normal", - VertexUsage::Normal, 0); - m_gpu.color = m_gpu.shader->GetAttribLocation("in_Color", - VertexUsage::Color, 0); - m_gpu.vdecl = new VertexDeclaration( VertexStream(VertexUsage::Position, VertexUsage::Normal, @@ -122,10 +137,12 @@ void EasyMesh::MeshConvert(Shader* provided_shader) void EasyMesh::Render(mat4 const &model, float damage) { + DebugRenderMode d = Video::GetDebugRenderMode(); + mat4 modelview = Scene::GetDefault()->GetViewMatrix() * model; mat3 normalmat = transpose(inverse(mat3(modelview))); - m_gpu.shader->Bind(); + m_gpu.shader[d]->Bind(); /* FIXME: this should be hidden in the shader */ /* FIXME: the 4th component of the position can be used for other things */ @@ -135,16 +152,16 @@ void EasyMesh::Render(mat4 const &model, float damage) light_data << lights[i]->GetPosition() << lights[i]->GetColor(); while (light_data.Count() < 8) light_data << vec4(0.f) << vec4(0.f); - m_gpu.shader->SetUniform(m_gpu.lights, light_data); - - m_gpu.shader->SetUniform(m_gpu.modelview, modelview); - m_gpu.shader->SetUniform(m_gpu.view, Scene::GetDefault()->GetViewMatrix()); - m_gpu.shader->SetUniform(m_gpu.invview, inverse(Scene::GetDefault()->GetViewMatrix())); - m_gpu.shader->SetUniform(m_gpu.proj, Scene::GetDefault()->GetProjMatrix()); - m_gpu.shader->SetUniform(m_gpu.normalmat, normalmat); - m_gpu.shader->SetUniform(m_gpu.damage, damage); + m_gpu.shader[d]->SetUniform(m_gpu.lights[d], light_data); + + m_gpu.shader[d]->SetUniform(m_gpu.modelview[d], modelview); + m_gpu.shader[d]->SetUniform(m_gpu.view[d], Scene::GetDefault()->GetViewMatrix()); + m_gpu.shader[d]->SetUniform(m_gpu.invview[d], inverse(Scene::GetDefault()->GetViewMatrix())); + m_gpu.shader[d]->SetUniform(m_gpu.proj[d], Scene::GetDefault()->GetProjMatrix()); + m_gpu.shader[d]->SetUniform(m_gpu.normalmat[d], normalmat); + m_gpu.shader[d]->SetUniform(m_gpu.damage[d], damage); m_gpu.vdecl->Bind(); - m_gpu.vdecl->SetStream(m_gpu.vbo, m_gpu.coord, m_gpu.norm, m_gpu.color); + m_gpu.vdecl->SetStream(m_gpu.vbo, m_gpu.coord[d], m_gpu.norm[d], m_gpu.color[d]); m_gpu.ibo->Bind(); m_gpu.vdecl->DrawIndexedElements(MeshPrimitive::Triangles, 0, 0, m_gpu.vertexcount, diff --git a/src/easymesh/easymesh.h b/src/easymesh/easymesh.h index 1992dd54..82843dc9 100644 --- a/src/easymesh/easymesh.h +++ b/src/easymesh/easymesh.h @@ -154,9 +154,11 @@ private: /* FIXME: put this in a separate class so that we can copy meshes. */ struct { - Shader *shader; - ShaderAttrib coord, norm, color; - ShaderUniform modelview, view, invview, proj, normalmat, damage, lights; + /* FIXME: very naughty way of handling debug render modes */ + Arrayshader; + Array coord, norm, color; + Array modelview, view, invview, proj, normalmat, damage, lights; + VertexDeclaration *vdecl; VertexBuffer *vbo; IndexBuffer *ibo; diff --git a/src/easymesh/shiny_SK.lolfx b/src/easymesh/shiny_SK.lolfx new file mode 100644 index 00000000..c5a55bad --- /dev/null +++ b/src/easymesh/shiny_SK.lolfx @@ -0,0 +1,225 @@ + +[vert.glsl] +#version 120 + +attribute vec3 in_Vertex; +attribute vec3 in_Normal; +attribute vec4 in_Color; +attribute vec2 in_Index; +attribute vec2 in_Weight; + +uniform mat4 in_ModelView; +uniform mat4 in_View; +uniform mat4 in_Proj; +uniform mat3 in_NormalMat; +//10is not a fix idea, should be more. +uniform mat4 in_BoneList[10]; + +varying vec4 pass_Vertex; /* View space */ +varying vec3 pass_TNormal; +varying vec4 pass_Color; + +void main(void) +{ + vec4 vertex = in_ModelView * vec4(in_Vertex, 1.0); + vec3 tnorm = normalize(in_NormalMat * in_Normal); + + pass_Vertex = vertex; + pass_TNormal = tnorm; + pass_Color = in_Color; + + gl_Position = in_Proj * vertex; +} + +[frag.glsl] +#version 120 + +#if defined GL_ES +precision highp float; +#endif + +uniform float in_Damage; +uniform mat4 in_View; +uniform mat4 in_Inv_View; + +uniform vec4 u_Lights[8 * 2]; + +varying vec4 pass_Vertex; /* View space */ +varying vec3 pass_TNormal; +varying vec4 pass_Color; + +#if 0 +//Cube Light +//Cos(45) = 0.70710678118 +//1.0 - Cos(45) = 0.29289321881 + +const float cos_45 = 0.70710678118; +const float inv_cos_45 = 0.29289321881; + +vec4 in_Light3_Pos = vec4(-10.0, 20.0, 0.0, 1.0); +vec3 in_Light3_Size_Inner = vec3(12.0, 12.0, 12.0); +vec3 in_Light3_Size_Outer = vec3(10.0, 10.0, 10.0); +vec3 in_Light3_diffuse = vec3(0.4, 1.0, 0.4); +#endif + +void main(void) +{ + /* Material properties */ + vec3 specular_reflect = vec3(0.8, 0.75, 0.4); + float specular_power = 60.0; + + /* World properties */ + vec3 ambient = vec3(0.7, 0.7, 0.7); + vec3 specular = vec3(0.0, 0.0, 0.0); + vec3 diffuse = vec3(0.0, 0.0, 0.0); + + /* Light precalculations */ + vec3 v = normalize(-pass_Vertex.xyz); + + /* Apply lighting */ + for (int i = 0; i < 8; i++) + { + vec4 pos = u_Lights[i * 2]; + vec4 color = u_Lights[i * 2 + 1]; + vec3 s, r; + + if (pos.w > 0.0) + { + /* Point light -- no attenuation yet */ + s = normalize((in_View * pos).xyz - pass_Vertex.xyz); + r = reflect(-s, pass_TNormal); + } + else + { + /* Directional light */ + s = normalize(-pos.xyz); + r = reflect(s, pass_TNormal); + } + + float sdotn = max(dot(s, pass_TNormal), 0.0); + diffuse += color.xyz * sdotn; + if (sdotn > 0.0) + specular += color.xyz * specular_reflect + * pow(max(dot(r, v), 0.0), specular_power); + } + +#if 0 + //Light calculation for cube light + //const float cos_45 = 0.70710678118; + //const float inv_cos_45 = 0.29289321881; + vec3 local_vertex = (in_Inv_View * pass_Vertex).xyz - (in_Light3_Pos).xyz; + vec3 proj_vertex = clamp(local_vertex.xyz, -in_Light3_Size_Inner, in_Light3_Size_Inner); + vec3 proj_local_dir = local_vertex - proj_vertex; + vec3 inner_dir = proj_vertex / in_Light3_Size_Inner; + inner_dir.x = (inner_dir.x == 1.0)?(1.0):(0.0); + inner_dir.y = (inner_dir.y == 1.0)?(1.0):(0.0); + inner_dir.z = (inner_dir.z == 1.0)?(1.0):(0.0); + + //inside the cube + if (length(proj_local_dir) == 0.0) + { + sdotn = 1.0; + light_radius_mod = 1.0; + } + //spec calculation + else + { + //Distance calculation + vec3 proj_local_light = proj_local_dir / in_Light3_Size_Outer; + light_radius_mod = max(0.0, 1.0 - length(proj_local_light)); + //cube orientation + sdotn = max(0.0, dot(normalize(proj_local_dir), normalize(inner_dir))); + + + //if (length(inner_dir) > 1.0) + // sdotn = 0.0; + //else + //{ + // //vec3 proj_local_light = max(vec3(0.0,0.0,0.0), vec3(1.0,1.0,1.0) - abs(proj_local_dir / in_Light3_Size_Outer)); + //} + /* + proj_local_dir = normalize((in_View * vec4(proj_vertex + in_Light3_Pos.xyz,1.0)).xyz - pass_Vertex.xyz); + sdotn = max(dot(proj_local_dir, pass_TNormal), 0.0); + r = reflect(-proj_local_dir, pass_TNormal); + if (sdotn > 0.0 && light_radius_mod > 0.0) + specular += specular_color * min(specular_reflect, light_radius_mod) + * pow(max(dot(r, v), 0.0), specular_power); + */ + } + //diffuse calculation + diffuse += in_Light3_diffuse * sdotn; //min(sdotn, light_radius_mod); + //---------- +#endif + + vec3 light = ambient + diffuse + specular; + + vec4 real_color = mix(pass_Color, vec4(1.2, 1.2, 1.2, 1.0), in_Damage); + gl_FragColor = real_color * vec4(light, 1.0); +} + +[vert.hlsl] + +void main(float3 in_Vertex : POSITION, + float3 in_Normal : NORMAL, + float4 in_Color : COLOR, + uniform float4x4 in_ModelView, + uniform float4x4 in_Model, + uniform float4x4 in_Proj, + uniform float3x3 in_NormalMat, + out float4 pass_Vertex : TEXCOORD0, + out float3 pass_TNormal : TEXCOORD1, + out float4 pass_Color : COLOR, + out float4 out_Position : POSITION) +{ + float4 eye = mul(in_ModelView, float4(in_Vertex, 1.0)); + float3 tnorm = normalize(mul(in_NormalMat, in_Normal)); + + pass_Vertex = eye; + pass_TNormal = tnorm; +#ifdef _XBOX + pass_Color = in_Color.abgr; +#else + pass_Color = in_Color; +#endif + + out_Position = mul(in_Proj, eye); +} + +[frag.hlsl] + +void main(float4 pass_Vertex : TEXCOORD0, + float3 pass_TNormal : TEXCOORD1, + float4 pass_Color : COLOR, + uniform float in_Damage, + out float4 out_FragColor : COLOR) +{ + float3 in_LightDir = float3(0.3, 0.3, 0.7); + + /* Material properties */ + float3 specular_reflect = float3(0.8, 0.75, 0.4); + float specular_power = 60.0; + + /* World properties */ + float ambient_mul = 0.5; + float3 ambient_color = float3(0.25, 0.2, 0.35); + float3 diffuse_color = float3(1.0, 1.0, 0.6); + float3 specular_color = float3(1.0, 1.0, 0.6); + + float3 s = normalize(in_LightDir); /* normalize(pass_Vertex - lightpos); */ + float3 v = normalize(-pass_Vertex.xyz); + float3 r = reflect(-s, pass_TNormal); + + float3 ambient = ambient_color; + float sdotn = max(dot(s, pass_TNormal), 0.0); + float3 diffuse = diffuse_color * sdotn; + float3 specular = float3(0.0, 0.0, 0.0); + if (sdotn > 0.0) + specular = specular_color * specular_reflect + * pow(max(dot(r, v), 0.0), specular_power); + float3 light = ambient + diffuse + specular; + + float4 real_color = in_Damage * float4(1.2, 1.2, 1.2, 1.0) + + (1.0 - in_Damage) * pass_Color; + out_FragColor = real_color * float4(light, 1.0); +} + diff --git a/src/easymesh/shinydebugUV.lolfx b/src/easymesh/shinydebugUV.lolfx new file mode 100644 index 00000000..ff335dd4 --- /dev/null +++ b/src/easymesh/shinydebugUV.lolfx @@ -0,0 +1,192 @@ + +[vert.glsl] +#version 120 + +attribute vec3 in_Vertex; +attribute vec3 in_Normal; +attribute vec4 in_Color; + +uniform mat4 in_ModelView; +uniform mat4 in_View; +uniform mat4 in_Proj; +uniform mat3 in_NormalMat; + +varying vec4 pass_Vertex; /* View space */ +varying vec3 pass_TNormal; +varying vec4 pass_Color; + +void main(void) +{ + vec4 vertex = in_ModelView * vec4(in_Vertex, 1.0); + vec3 tnorm = normalize(in_NormalMat * in_Normal); + + pass_Vertex = vertex; + pass_TNormal = tnorm; + pass_Color = in_Color; + + gl_Position = in_Proj * vertex; +} + +[frag.glsl] +#version 120 + +#if defined GL_ES +precision highp float; +#endif + +uniform float in_Damage; +uniform mat4 in_View; +uniform mat4 in_Inv_View; + +uniform vec4 u_Lights[8 * 2]; + +varying vec4 pass_Vertex; /* View space */ +varying vec3 pass_TNormal; +varying vec4 pass_Color; + +#if 0 +//Cube Light +vec4 in_Light3_Pos = vec4(-10.0, 10.0, 5.0, 1.0); +vec3 in_Light3_Size_Inner = vec3(3.0, 1.0, 3.0); +vec3 in_Light3_Size_Outer = vec3(15.0, 15.0, 15.0); +vec3 in_Light3_diffuse = vec3(0.4, 1.0, 0.4); +#endif + +void main(void) +{ + /* Material properties */ + vec3 specular_reflect = vec3(0.8, 0.75, 0.4); + float specular_power = 60.0; + + /* World properties */ + vec3 ambient = vec3(0.1, 0.1, 0.1); + vec3 specular = vec3(0.0, 0.0, 0.0); + vec3 diffuse = vec3(0.0, 0.0, 0.0); + + /* Light precalculations */ + vec3 v = normalize(-pass_Vertex.xyz); + + /* Apply lighting */ + for (int i = 0; i < 8; i++) + { + vec4 pos = u_Lights[i * 2]; + vec4 color = u_Lights[i * 2 + 1]; + vec3 s, r; + + if (pos.w > 0.0) + { + /* Point light -- no attenuation yet */ + s = normalize((in_View * pos).xyz - pass_Vertex.xyz); + r = reflect(-s, pass_TNormal); + } + else + { + /* Directional light */ + s = normalize(-pos.xyz); + r = reflect(s, pass_TNormal); + } + + float sdotn = max(dot(s, pass_TNormal), 0.0); + diffuse += color.xyz * sdotn; + if (sdotn > 0.0) + specular += color.xyz * specular_reflect + * pow(max(dot(r, v), 0.0), specular_power); + } + +#if 0 + //Light calculation for cube light + vec3 specular_color = vec3(1.0, 1.0, 0.6); + vec3 Local_Vertex = (in_Inv_View * pass_Vertex).xyz - (in_Light3_Pos).xyz; + vec3 Proj_Vertex = clamp(Local_Vertex.xyz, -in_Light3_Size_Inner, in_Light3_Size_Inner); + vec3 new_LightDir = Local_Vertex - Proj_Vertex; + + vec3 light_radius = max(vec3(0.0,0.0,0.0), vec3(1.0,1.0,1.0) - abs(new_LightDir / in_Light3_Size_Outer)); + float light_radius_mod = min(light_radius.x, min(light_radius.y, light_radius.z)); + + if (length(new_LightDir) == 0.0) + sdotn = 1.0; + else + { + new_LightDir = normalize((in_View * vec4(Proj_Vertex + in_Light3_Pos.xyz,1.0)).xyz - pass_Vertex.xyz); + sdotn = max(dot(new_LightDir, pass_TNormal), 0.0); + r = reflect(-new_LightDir, pass_TNormal); + if (sdotn > 0.0 && light_radius_mod > 0.0) + specular += specular_color * min(specular_reflect, light_radius_mod) + * pow(max(dot(r, v), 0.0), specular_power); + } + diffuse += in_Light3_diffuse * min(sdotn, light_radius_mod); + //---------- +#endif + + vec3 light = ambient + diffuse + specular; + + vec4 real_color = mix(pass_Color, vec4(1.2, 1.2, 1.2, 1.0), in_Damage); + gl_FragColor = real_color * vec4(light, 1.0); +} + +[vert.hlsl] + +void main(float3 in_Vertex : POSITION, + float3 in_Normal : NORMAL, + float4 in_Color : COLOR, + uniform float4x4 in_ModelView, + uniform float4x4 in_Model, + uniform float4x4 in_Proj, + uniform float3x3 in_NormalMat, + out float4 pass_Vertex : TEXCOORD0, + out float3 pass_TNormal : TEXCOORD1, + out float4 pass_Color : COLOR, + out float4 out_Position : POSITION) +{ + float4 eye = mul(in_ModelView, float4(in_Vertex, 1.0)); + float3 tnorm = normalize(mul(in_NormalMat, in_Normal)); + + pass_Vertex = eye; + pass_TNormal = tnorm; +#ifdef _XBOX + pass_Color = in_Color.abgr; +#else + pass_Color = in_Color; +#endif + + out_Position = mul(in_Proj, eye); +} + +[frag.hlsl] + +void main(float4 pass_Vertex : TEXCOORD0, + float3 pass_TNormal : TEXCOORD1, + float4 pass_Color : COLOR, + uniform float in_Damage, + out float4 out_FragColor : COLOR) +{ + float3 in_LightDir = float3(0.3, 0.3, 0.7); + + /* Material properties */ + float3 specular_reflect = float3(0.8, 0.75, 0.4); + float specular_power = 60.0; + + /* World properties */ + float ambient_mul = 0.5; + float3 ambient_color = float3(0.25, 0.2, 0.35); + float3 diffuse_color = float3(1.0, 1.0, 0.6); + float3 specular_color = float3(1.0, 1.0, 0.6); + + float3 s = normalize(in_LightDir); /* normalize(pass_Vertex - lightpos); */ + float3 v = normalize(-pass_Vertex.xyz); + float3 r = reflect(-s, pass_TNormal); + + float3 ambient = ambient_color; + float sdotn = max(dot(s, pass_TNormal), 0.0); + float3 diffuse = diffuse_color * sdotn; + float3 specular = float3(0.0, 0.0, 0.0); + if (sdotn > 0.0) + specular = specular_color * specular_reflect + * pow(max(dot(r, v), 0.0), specular_power); + float3 light = ambient + diffuse + specular; + + float4 real_color = in_Damage * float4(1.2, 1.2, 1.2, 1.0) + + (1.0 - in_Damage) * pass_Color; + out_FragColor = real_color * float4(light, 1.0); +} + diff --git a/src/easymesh/shinydebuglighting.lolfx b/src/easymesh/shinydebuglighting.lolfx new file mode 100644 index 00000000..c434c3b4 --- /dev/null +++ b/src/easymesh/shinydebuglighting.lolfx @@ -0,0 +1,159 @@ + +[vert.glsl] +#version 120 + +attribute vec3 in_Vertex; +attribute vec3 in_Normal; +attribute vec4 in_Color; + +uniform mat4 in_ModelView; +uniform mat4 in_View; +uniform mat4 in_Proj; +uniform mat3 in_NormalMat; + +varying vec4 pass_Vertex; /* View space */ +varying vec3 pass_TNormal; +varying vec4 pass_Color; + +void main(void) +{ + vec4 vertex = in_ModelView * vec4(in_Vertex, 1.0); + vec3 tnorm = normalize(in_NormalMat * in_Normal); + + pass_Vertex = vertex; + pass_TNormal = tnorm; + pass_Color = vec4(1.0, 1.0, 1.0, in_Color.w);//; + + gl_Position = in_Proj * vertex; +} + +[frag.glsl] +#version 120 + +#if defined GL_ES +precision highp float; +#endif + +uniform float in_Damage; +uniform mat4 in_View; +uniform mat4 in_Inv_View; + +uniform vec4 u_Lights[8 * 2]; + +varying vec4 pass_Vertex; /* View space */ +varying vec3 pass_TNormal; +varying vec4 pass_Color; + +void main(void) +{ + /* Material properties */ + vec3 specular_reflect = vec3(0.8, 0.75, 0.4); + float specular_power = 60.0; + + /* World properties */ + vec3 ambient = vec3(0.1, 0.1, 0.1); + vec3 specular = vec3(0.0, 0.0, 0.0); + vec3 diffuse = vec3(0.0, 0.0, 0.0); + + /* Light precalculations */ + vec3 v = normalize(-pass_Vertex.xyz); + + /* Apply lighting */ + for (int i = 0; i < 8; i++) + { + vec4 pos = u_Lights[i * 2]; + vec4 color = u_Lights[i * 2 + 1]; + vec3 s, r; + + if (pos.w > 0.0) + { + /* Point light -- no attenuation yet */ + s = normalize((in_View * pos).xyz - pass_Vertex.xyz); + r = reflect(-s, pass_TNormal); + } + else + { + /* Directional light */ + s = normalize(-pos.xyz); + r = reflect(s, pass_TNormal); + } + + float sdotn = max(dot(s, pass_TNormal), 0.0); + diffuse += color.xyz * sdotn; + if (sdotn > 0.0) + specular += color.xyz * specular_reflect + * pow(max(dot(r, v), 0.0), specular_power); + } + + vec3 light = ambient + diffuse + specular; + + //vec4 real_color = mix(pass_Color, vec4(1.0, 1.0, 1.0, 1.0), 1.0); + gl_FragColor = pass_Color * vec4(light, 1.0); +} + +[vert.hlsl] + +void main(float3 in_Vertex : POSITION, + float3 in_Normal : NORMAL, + float4 in_Color : COLOR, + uniform float4x4 in_ModelView, + uniform float4x4 in_Model, + uniform float4x4 in_Proj, + uniform float3x3 in_NormalMat, + out float4 pass_Vertex : TEXCOORD0, + out float3 pass_TNormal : TEXCOORD1, + out float4 pass_Color : COLOR, + out float4 out_Position : POSITION) +{ + float4 eye = mul(in_ModelView, float4(in_Vertex, 1.0)); + float3 tnorm = normalize(mul(in_NormalMat, in_Normal)); + + pass_Vertex = eye; + pass_TNormal = tnorm; +#ifdef _XBOX + pass_Color = in_Color.abgr; +#else + pass_Color = in_Color; +#endif + + out_Position = mul(in_Proj, eye); +} + +[frag.hlsl] + +void main(float4 pass_Vertex : TEXCOORD0, + float3 pass_TNormal : TEXCOORD1, + float4 pass_Color : COLOR, + uniform float in_Damage, + out float4 out_FragColor : COLOR) +{ + float3 in_LightDir = float3(0.3, 0.3, 0.7); + + /* Material properties */ + float3 specular_reflect = float3(0.8, 0.75, 0.4); + float specular_power = 60.0; + + /* World properties */ + float ambient_mul = 0.5; + float3 ambient_color = float3(0.25, 0.2, 0.35); + float3 diffuse_color = float3(1.0, 1.0, 0.6); + float3 specular_color = float3(1.0, 1.0, 0.6); + + float3 s = normalize(in_LightDir); /* normalize(pass_Vertex - lightpos); */ + float3 v = normalize(-pass_Vertex.xyz); + float3 r = reflect(-s, pass_TNormal); + + float3 ambient = ambient_color; + float sdotn = max(dot(s, pass_TNormal), 0.0); + float3 diffuse = diffuse_color * sdotn; + float3 specular = float3(0.0, 0.0, 0.0); + if (sdotn > 0.0) + specular = specular_color * specular_reflect + * pow(max(dot(r, v), 0.0), specular_power); + float3 light = ambient + diffuse + specular; + + float4 real_color = in_Damage * float4(1.2, 1.2, 1.2, 1.0) + + (1.0 - in_Damage) * pass_Color; + out_FragColor = real_color * float4(light, 1.0); +} + diff --git a/src/easymesh/shinydebugnormal.lolfx b/src/easymesh/shinydebugnormal.lolfx new file mode 100644 index 00000000..4619fd22 --- /dev/null +++ b/src/easymesh/shinydebugnormal.lolfx @@ -0,0 +1,121 @@ + +[vert.glsl] +#version 120 + +attribute vec3 in_Vertex; +attribute vec3 in_Normal; +attribute vec4 in_Color; + +uniform mat4 in_ModelView; +uniform mat4 in_View; +uniform mat4 in_Proj; +uniform mat3 in_NormalMat; + +varying vec4 pass_Vertex; /* View space */ +varying vec3 pass_TNormal; +varying vec4 pass_Color; + +void main(void) +{ + vec4 vertex = in_ModelView * vec4(in_Vertex, 1.0); + vec3 tnorm = normalize(in_Normal); + + pass_Vertex = vertex; + pass_TNormal = tnorm; + pass_Color = in_Color; + + gl_Position = in_Proj * vertex; +} + +[frag.glsl] +#version 120 + +#if defined GL_ES +precision highp float; +#endif + +uniform float in_Damage; +uniform mat4 in_View; +uniform mat4 in_Inv_View; + +uniform vec4 u_Lights[8 * 2]; + +varying vec4 pass_Vertex; /* View space */ +varying vec3 pass_TNormal; +varying vec4 pass_Color; + +void main(void) +{ + vec3 real_color = vec3(0.0, 0.0, 0.0); + real_color += abs(pass_TNormal.x) * ((pass_TNormal.x < .0f)?(vec3(0.0, 1.0, 1.0)):(vec3(1.0, 0.0, 0.0))); + real_color += abs(pass_TNormal.y) * ((pass_TNormal.y < .0f)?(vec3(1.0, 0.0, 1.0)):(vec3(0.0, 1.0, 0.0))); + real_color += abs(pass_TNormal.z) * ((pass_TNormal.z < .0f)?(vec3(1.0, 1.0, 0.0)):(vec3(0.0, 0.0, 1.0))); + gl_FragColor = vec4(real_color, pass_Color.w); +} + +[vert.hlsl] + +void main(float3 in_Vertex : POSITION, + float3 in_Normal : NORMAL, + float4 in_Color : COLOR, + uniform float4x4 in_ModelView, + uniform float4x4 in_Model, + uniform float4x4 in_Proj, + uniform float3x3 in_NormalMat, + out float4 pass_Vertex : TEXCOORD0, + out float3 pass_TNormal : TEXCOORD1, + out float4 pass_Color : COLOR, + out float4 out_Position : POSITION) +{ + float4 eye = mul(in_ModelView, float4(in_Vertex, 1.0)); + float3 tnorm = normalize(mul(in_NormalMat, in_Normal)); + + pass_Vertex = eye; + pass_TNormal = tnorm; +#ifdef _XBOX + pass_Color = in_Color.abgr; +#else + pass_Color = in_Color; +#endif + + out_Position = mul(in_Proj, eye); +} + +[frag.hlsl] + +void main(float4 pass_Vertex : TEXCOORD0, + float3 pass_TNormal : TEXCOORD1, + float4 pass_Color : COLOR, + uniform float in_Damage, + out float4 out_FragColor : COLOR) +{ + float3 in_LightDir = float3(0.3, 0.3, 0.7); + + /* Material properties */ + float3 specular_reflect = float3(0.8, 0.75, 0.4); + float specular_power = 60.0; + + /* World properties */ + float ambient_mul = 0.5; + float3 ambient_color = float3(0.25, 0.2, 0.35); + float3 diffuse_color = float3(1.0, 1.0, 0.6); + float3 specular_color = float3(1.0, 1.0, 0.6); + + float3 s = normalize(in_LightDir); /* normalize(pass_Vertex - lightpos); */ + float3 v = normalize(-pass_Vertex.xyz); + float3 r = reflect(-s, pass_TNormal); + + float3 ambient = ambient_color; + float sdotn = max(dot(s, pass_TNormal), 0.0); + float3 diffuse = diffuse_color * sdotn; + float3 specular = float3(0.0, 0.0, 0.0); + if (sdotn > 0.0) + specular = specular_color * specular_reflect + * pow(max(dot(r, v), 0.0), specular_power); + float3 light = ambient + diffuse + specular; + + float4 real_color = in_Damage * float4(1.2, 1.2, 1.2, 1.0) + + (1.0 - in_Damage) * pass_Color; + out_FragColor = real_color * float4(light, 1.0); +} + diff --git a/src/easymesh/shinydebugwireframe.lolfx b/src/easymesh/shinydebugwireframe.lolfx new file mode 100644 index 00000000..001242fb --- /dev/null +++ b/src/easymesh/shinydebugwireframe.lolfx @@ -0,0 +1,117 @@ + +[vert.glsl] +#version 120 + +attribute vec3 in_Vertex; +attribute vec3 in_Normal; +attribute vec4 in_Color; + +uniform mat4 in_ModelView; +uniform mat4 in_View; +uniform mat4 in_Proj; +uniform mat3 in_NormalMat; + +varying vec4 pass_Vertex; /* View space */ +varying vec3 pass_TNormal; +varying vec4 pass_Color; + +void main(void) +{ + vec4 vertex = in_ModelView * vec4(in_Vertex, 1.0); + vec3 tnorm = normalize(in_NormalMat * in_Normal); + + pass_Vertex = vertex; + pass_TNormal = tnorm; + pass_Color = in_Color; + + gl_Position = in_Proj * vertex; +} + +[frag.glsl] +#version 120 + +#if defined GL_ES +precision highp float; +#endif + +uniform float in_Damage; +uniform mat4 in_View; +uniform mat4 in_Inv_View; + +uniform vec4 u_Lights[8 * 2]; + +varying vec4 pass_Vertex; /* View space */ +varying vec3 pass_TNormal; +varying vec4 pass_Color; + +void main(void) +{ + gl_FragColor = pass_Color * length(normalize(pass_TNormal)); +} + +[vert.hlsl] + +void main(float3 in_Vertex : POSITION, + float3 in_Normal : NORMAL, + float4 in_Color : COLOR, + uniform float4x4 in_ModelView, + uniform float4x4 in_Model, + uniform float4x4 in_Proj, + uniform float3x3 in_NormalMat, + out float4 pass_Vertex : TEXCOORD0, + out float3 pass_TNormal : TEXCOORD1, + out float4 pass_Color : COLOR, + out float4 out_Position : POSITION) +{ + float4 eye = mul(in_ModelView, float4(in_Vertex, 1.0)); + float3 tnorm = normalize(mul(in_NormalMat, in_Normal)); + + pass_Vertex = eye; + pass_TNormal = tnorm; +#ifdef _XBOX + pass_Color = in_Color.abgr; +#else + pass_Color = in_Color; +#endif + + out_Position = mul(in_Proj, eye); +} + +[frag.hlsl] + +void main(float4 pass_Vertex : TEXCOORD0, + float3 pass_TNormal : TEXCOORD1, + float4 pass_Color : COLOR, + uniform float in_Damage, + out float4 out_FragColor : COLOR) +{ + float3 in_LightDir = float3(0.3, 0.3, 0.7); + + /* Material properties */ + float3 specular_reflect = float3(0.8, 0.75, 0.4); + float specular_power = 60.0; + + /* World properties */ + float ambient_mul = 0.5; + float3 ambient_color = float3(0.25, 0.2, 0.35); + float3 diffuse_color = float3(1.0, 1.0, 0.6); + float3 specular_color = float3(1.0, 1.0, 0.6); + + float3 s = normalize(in_LightDir); /* normalize(pass_Vertex - lightpos); */ + float3 v = normalize(-pass_Vertex.xyz); + float3 r = reflect(-s, pass_TNormal); + + float3 ambient = ambient_color; + float sdotn = max(dot(s, pass_TNormal), 0.0); + float3 diffuse = diffuse_color * sdotn; + float3 specular = float3(0.0, 0.0, 0.0); + if (sdotn > 0.0) + specular = specular_color * specular_reflect + * pow(max(dot(r, v), 0.0), specular_power); + float3 light = ambient + diffuse + specular; + + float4 real_color = in_Damage * float4(1.2, 1.2, 1.2, 1.0) + + (1.0 - in_Damage) * pass_Color; + out_FragColor = real_color * float4(light, 1.0); +} + diff --git a/src/gpu/vertexbuffer.cpp b/src/gpu/vertexbuffer.cpp index 2e04cfb1..770a4d71 100644 --- a/src/gpu/vertexbuffer.cpp +++ b/src/gpu/vertexbuffer.cpp @@ -158,7 +158,6 @@ void VertexDeclaration::DrawElements(MeshPrimitive type, int skip, int count) #else /* FIXME: this has nothing to do here! */ glFrontFace(GL_CCW); - glEnable(GL_CULL_FACE); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); @@ -222,7 +221,6 @@ void VertexDeclaration::DrawIndexedElements(MeshPrimitive type, int vbase, #else /* FIXME: this has nothing to do here! */ glFrontFace(GL_CCW); - glEnable(GL_CULL_FACE); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); diff --git a/src/lolcore.vcxproj b/src/lolcore.vcxproj index a331606e..158b82fe 100644 --- a/src/lolcore.vcxproj +++ b/src/lolcore.vcxproj @@ -642,6 +642,11 @@ + + + + + @@ -658,4 +663,4 @@ - + \ No newline at end of file diff --git a/src/lolcore.vcxproj.filters b/src/lolcore.vcxproj.filters index 505359a8..e510fbb0 100644 --- a/src/lolcore.vcxproj.filters +++ b/src/lolcore.vcxproj.filters @@ -1699,6 +1699,21 @@ ... + + easymesh + + + easymesh + + + easymesh + + + easymesh + + + easymesh + diff --git a/src/video.cpp b/src/video.cpp index 9e52bd7a..2643be76 100644 --- a/src/video.cpp +++ b/src/video.cpp @@ -51,6 +51,7 @@ class VideoData private: static mat4 proj_matrix; static ivec2 saved_viewport; + static DebugRenderMode render_mode; #if defined USE_D3D9 || defined _XBOX # if defined USE_D3D9 static IDirect3D9 *d3d_ctx; @@ -66,6 +67,7 @@ private: mat4 VideoData::proj_matrix; ivec2 VideoData::saved_viewport(0, 0); +DebugRenderMode VideoData::render_mode = DebugRenderMode::Default; #if defined USE_D3D9 || defined _XBOX # if defined USE_D3D9 @@ -153,6 +155,7 @@ void Video::Setup(ivec2 size) /* Initialise reasonable scene default properties */ SetClearColor(vec4(0.1f, 0.2f, 0.3f, 1.0f)); SetClearDepth(1.f); + SetDebugRenderMode(DebugRenderMode::Default); } void Video::SetFov(float theta) @@ -232,6 +235,60 @@ void Video::SetClearDepth(float f) #endif } +void Video::SetDebugRenderMode(DebugRenderMode d) +{ + if (d == DebugRenderMode::Max) + return; + + switch(d) + { + //All these modes are handled in the shaders. + case DebugRenderMode::Default: + case DebugRenderMode::Lighting: + case DebugRenderMode::Normal: + case DebugRenderMode::UV: + { +#if defined USE_D3D9 || defined _XBOX +#else + glEnable(GL_CULL_FACE); + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); +#endif + break; + } + case DebugRenderMode::Wireframe: + { + if (VideoData::render_mode == DebugRenderMode::Wireframe) + { +#if defined USE_D3D9 || defined _XBOX +#else + if (glIsEnabled(GL_CULL_FACE) == GL_TRUE) + glDisable(GL_CULL_FACE); + else + glEnable(GL_CULL_FACE); +#endif + } + else + { +#if defined USE_D3D9 || defined _XBOX +#else + glDisable(GL_CULL_FACE); +#endif + } +#if defined USE_D3D9 || defined _XBOX +#else + glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); +#endif + break; + } + } + VideoData::render_mode = d; +} + +DebugRenderMode Video::GetDebugRenderMode() +{ + return VideoData::render_mode; +} + void Video::Clear(ClearMask m) { #if defined USE_D3D9 || defined _XBOX diff --git a/src/video.h b/src/video.h index 970b7d89..58454fb8 100644 --- a/src/video.h +++ b/src/video.h @@ -41,6 +41,25 @@ struct ClearMask inline operator Value() { return m_value; } }; +struct DebugRenderMode +{ + enum Value + { + //Add your new rendermode at your convenience + Default, + Wireframe, + Lighting, + Normal, + UV, + + Max + } + m_value; + + inline DebugRenderMode(Value v) : m_value(v) {} + inline operator Value() { return m_value; } +}; + class Video { public: @@ -50,6 +69,8 @@ public: static void SetDepth(bool set); static void SetClearColor(vec4 color); static void SetClearDepth(float f); + static void SetDebugRenderMode(DebugRenderMode d); + static DebugRenderMode GetDebugRenderMode(); static void Clear(ClearMask m); static void Capture(uint32_t *buffer); static ivec2 GetSize(); diff --git a/test/MeshViewer.cpp b/test/MeshViewer.cpp index 9e3a4f2b..01554c16 100644 --- a/test/MeshViewer.cpp +++ b/test/MeshViewer.cpp @@ -50,10 +50,10 @@ public: { //FOV compensation doesn't work ivec2 video_size = Video::GetSize(); - float near = -video_size.x - video_size.y; - float far = video_size.x + video_size.y; + float near = (float)-video_size.x - video_size.y; + float far = (float)video_size.x + video_size.y; float t1 = tanf(new_fov / 2); - float dist = video_size.x / (2.0f * t1); + float dist = (float)video_size.x / (2.0f * t1); //m_fov_compensation = mat4::translate(-0.5f * video_size.x, -0.5f * video_size.y, -dist); m_fov_compensation = mat4::translate(vec3(.0f)); if (new_fov > 0.1f) @@ -156,9 +156,12 @@ public: { WorldEntity::TickGame(seconds); - //Shutdown logic - if (Input::WasReleased(Key::Escape)) - Ticker::Shutdown(); + //TODO : This should probably be "standard LoL behaviour" + { + //Shutdown logic + if (Input::WasReleased(Key::Escape)) + Ticker::Shutdown(); + } //Update Mesh BBox - Get the Min/Max needed vec3 min_max[2] = { vec3(FLT_MAX), vec3(-FLT_MAX) }; @@ -283,6 +286,20 @@ public: { WorldEntity::TickDraw(seconds); + //TODO : This should probably be "standard LoL behaviour" + { + if (Input::WasReleased(Key::F1)) + Video::SetDebugRenderMode(DebugRenderMode::Default); + if (Input::WasReleased(Key::F2)) + Video::SetDebugRenderMode(DebugRenderMode::Wireframe); + if (Input::WasReleased(Key::F3)) + Video::SetDebugRenderMode(DebugRenderMode::Lighting); + if (Input::WasReleased(Key::F4)) + Video::SetDebugRenderMode(DebugRenderMode::Normal); + if (Input::WasReleased(Key::F5)) + Video::SetDebugRenderMode(DebugRenderMode::UV); + } + for (int i = 0; i < m_meshes.Count(); i++) { if (!m_meshes[i].m2)