@@ -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<vec3,vec3,u8vec4>(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, | |||
@@ -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 */ | |||
Array<Shader *>shader; | |||
Array<ShaderAttrib> coord, norm, color; | |||
Array<ShaderUniform> modelview, view, invview, proj, normalmat, damage, lights; | |||
VertexDeclaration *vdecl; | |||
VertexBuffer *vbo; | |||
IndexBuffer *ibo; | |||
@@ -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); | |||
} | |||
@@ -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); | |||
} | |||
@@ -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); | |||
} | |||
@@ -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); | |||
} | |||
@@ -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); | |||
} | |||
@@ -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); | |||
@@ -642,6 +642,11 @@ | |||
</ItemGroup> | |||
<ItemGroup> | |||
<LolFxCompile Include="easymesh\shiny.lolfx" /> | |||
<LolFxCompile Include="easymesh\shinydebuglighting.lolfx" /> | |||
<LolFxCompile Include="easymesh\shinydebugnormal.lolfx" /> | |||
<LolFxCompile Include="easymesh\shinydebugUV.lolfx" /> | |||
<LolFxCompile Include="easymesh\shinydebugwireframe.lolfx" /> | |||
<LolFxCompile Include="easymesh\shiny_SK.lolfx" /> | |||
<LolFxCompile Include="gpu\defaultmaterial.lolfx" /> | |||
<LolFxCompile Include="gpu\emptymaterial.lolfx" /> | |||
<LolFxCompile Include="gpu\testmaterial.lolfx" /> | |||
@@ -658,4 +663,4 @@ | |||
<ImportGroup Label="ExtensionTargets"> | |||
<Import Project="$(SolutionDir)\Lol.Fx.targets" /> | |||
</ImportGroup> | |||
</Project> | |||
</Project> |
@@ -1699,6 +1699,21 @@ | |||
<LolFxCompile Include="gpu\tile.lolfx"> | |||
<Filter>...</Filter> | |||
</LolFxCompile> | |||
<LolFxCompile Include="easymesh\shiny_SK.lolfx"> | |||
<Filter>easymesh</Filter> | |||
</LolFxCompile> | |||
<LolFxCompile Include="easymesh\shinydebuglighting.lolfx"> | |||
<Filter>easymesh</Filter> | |||
</LolFxCompile> | |||
<LolFxCompile Include="easymesh\shinydebugnormal.lolfx"> | |||
<Filter>easymesh</Filter> | |||
</LolFxCompile> | |||
<LolFxCompile Include="easymesh\shinydebugUV.lolfx"> | |||
<Filter>easymesh</Filter> | |||
</LolFxCompile> | |||
<LolFxCompile Include="easymesh\shinydebugwireframe.lolfx"> | |||
<Filter>easymesh</Filter> | |||
</LolFxCompile> | |||
</ItemGroup> | |||
<ItemGroup> | |||
<None Include="easymesh\easymesh-parser.y"> | |||
@@ -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 | |||
@@ -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(); | |||
@@ -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) | |||