@@ -36,6 +36,11 @@ | |||||
#include "easymesh/easymesh-compiler.h" | #include "easymesh/easymesh-compiler.h" | ||||
LOLFX_RESOURCE_DECLARE(shiny); | 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 | namespace lol | ||||
{ | { | ||||
@@ -64,29 +69,39 @@ void EasyMesh::CloseBrace() | |||||
void EasyMesh::MeshConvert(Shader* provided_shader) | 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( | m_gpu.vdecl = new VertexDeclaration( | ||||
VertexStream<vec3,vec3,u8vec4>(VertexUsage::Position, | VertexStream<vec3,vec3,u8vec4>(VertexUsage::Position, | ||||
VertexUsage::Normal, | VertexUsage::Normal, | ||||
@@ -122,10 +137,12 @@ void EasyMesh::MeshConvert(Shader* provided_shader) | |||||
void EasyMesh::Render(mat4 const &model, float damage) | void EasyMesh::Render(mat4 const &model, float damage) | ||||
{ | { | ||||
DebugRenderMode d = Video::GetDebugRenderMode(); | |||||
mat4 modelview = Scene::GetDefault()->GetViewMatrix() * model; | mat4 modelview = Scene::GetDefault()->GetViewMatrix() * model; | ||||
mat3 normalmat = transpose(inverse(mat3(modelview))); | mat3 normalmat = transpose(inverse(mat3(modelview))); | ||||
m_gpu.shader->Bind(); | |||||
m_gpu.shader[d]->Bind(); | |||||
/* FIXME: this should be hidden in the shader */ | /* FIXME: this should be hidden in the shader */ | ||||
/* FIXME: the 4th component of the position can be used for other things */ | /* 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(); | light_data << lights[i]->GetPosition() << lights[i]->GetColor(); | ||||
while (light_data.Count() < 8) | while (light_data.Count() < 8) | ||||
light_data << vec4(0.f) << vec4(0.f); | 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->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.ibo->Bind(); | ||||
m_gpu.vdecl->DrawIndexedElements(MeshPrimitive::Triangles, | m_gpu.vdecl->DrawIndexedElements(MeshPrimitive::Triangles, | ||||
0, 0, m_gpu.vertexcount, | 0, 0, m_gpu.vertexcount, | ||||
@@ -154,9 +154,11 @@ private: | |||||
/* FIXME: put this in a separate class so that we can copy meshes. */ | /* FIXME: put this in a separate class so that we can copy meshes. */ | ||||
struct | 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; | VertexDeclaration *vdecl; | ||||
VertexBuffer *vbo; | VertexBuffer *vbo; | ||||
IndexBuffer *ibo; | 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 | #else | ||||
/* FIXME: this has nothing to do here! */ | /* FIXME: this has nothing to do here! */ | ||||
glFrontFace(GL_CCW); | glFrontFace(GL_CCW); | ||||
glEnable(GL_CULL_FACE); | |||||
glEnable(GL_BLEND); | glEnable(GL_BLEND); | ||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); | ||||
@@ -222,7 +221,6 @@ void VertexDeclaration::DrawIndexedElements(MeshPrimitive type, int vbase, | |||||
#else | #else | ||||
/* FIXME: this has nothing to do here! */ | /* FIXME: this has nothing to do here! */ | ||||
glFrontFace(GL_CCW); | glFrontFace(GL_CCW); | ||||
glEnable(GL_CULL_FACE); | |||||
glEnable(GL_BLEND); | glEnable(GL_BLEND); | ||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); | ||||
@@ -642,6 +642,11 @@ | |||||
</ItemGroup> | </ItemGroup> | ||||
<ItemGroup> | <ItemGroup> | ||||
<LolFxCompile Include="easymesh\shiny.lolfx" /> | <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\defaultmaterial.lolfx" /> | ||||
<LolFxCompile Include="gpu\emptymaterial.lolfx" /> | <LolFxCompile Include="gpu\emptymaterial.lolfx" /> | ||||
<LolFxCompile Include="gpu\testmaterial.lolfx" /> | <LolFxCompile Include="gpu\testmaterial.lolfx" /> | ||||
@@ -658,4 +663,4 @@ | |||||
<ImportGroup Label="ExtensionTargets"> | <ImportGroup Label="ExtensionTargets"> | ||||
<Import Project="$(SolutionDir)\Lol.Fx.targets" /> | <Import Project="$(SolutionDir)\Lol.Fx.targets" /> | ||||
</ImportGroup> | </ImportGroup> | ||||
</Project> | |||||
</Project> |
@@ -1699,6 +1699,21 @@ | |||||
<LolFxCompile Include="gpu\tile.lolfx"> | <LolFxCompile Include="gpu\tile.lolfx"> | ||||
<Filter>...</Filter> | <Filter>...</Filter> | ||||
</LolFxCompile> | </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> | ||||
<ItemGroup> | <ItemGroup> | ||||
<None Include="easymesh\easymesh-parser.y"> | <None Include="easymesh\easymesh-parser.y"> | ||||
@@ -51,6 +51,7 @@ class VideoData | |||||
private: | private: | ||||
static mat4 proj_matrix; | static mat4 proj_matrix; | ||||
static ivec2 saved_viewport; | static ivec2 saved_viewport; | ||||
static DebugRenderMode render_mode; | |||||
#if defined USE_D3D9 || defined _XBOX | #if defined USE_D3D9 || defined _XBOX | ||||
# if defined USE_D3D9 | # if defined USE_D3D9 | ||||
static IDirect3D9 *d3d_ctx; | static IDirect3D9 *d3d_ctx; | ||||
@@ -66,6 +67,7 @@ private: | |||||
mat4 VideoData::proj_matrix; | mat4 VideoData::proj_matrix; | ||||
ivec2 VideoData::saved_viewport(0, 0); | ivec2 VideoData::saved_viewport(0, 0); | ||||
DebugRenderMode VideoData::render_mode = DebugRenderMode::Default; | |||||
#if defined USE_D3D9 || defined _XBOX | #if defined USE_D3D9 || defined _XBOX | ||||
# if defined USE_D3D9 | # if defined USE_D3D9 | ||||
@@ -153,6 +155,7 @@ void Video::Setup(ivec2 size) | |||||
/* Initialise reasonable scene default properties */ | /* Initialise reasonable scene default properties */ | ||||
SetClearColor(vec4(0.1f, 0.2f, 0.3f, 1.0f)); | SetClearColor(vec4(0.1f, 0.2f, 0.3f, 1.0f)); | ||||
SetClearDepth(1.f); | SetClearDepth(1.f); | ||||
SetDebugRenderMode(DebugRenderMode::Default); | |||||
} | } | ||||
void Video::SetFov(float theta) | void Video::SetFov(float theta) | ||||
@@ -232,6 +235,60 @@ void Video::SetClearDepth(float f) | |||||
#endif | #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) | void Video::Clear(ClearMask m) | ||||
{ | { | ||||
#if defined USE_D3D9 || defined _XBOX | #if defined USE_D3D9 || defined _XBOX | ||||
@@ -41,6 +41,25 @@ struct ClearMask | |||||
inline operator Value() { return m_value; } | 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 | class Video | ||||
{ | { | ||||
public: | public: | ||||
@@ -50,6 +69,8 @@ public: | |||||
static void SetDepth(bool set); | static void SetDepth(bool set); | ||||
static void SetClearColor(vec4 color); | static void SetClearColor(vec4 color); | ||||
static void SetClearDepth(float f); | static void SetClearDepth(float f); | ||||
static void SetDebugRenderMode(DebugRenderMode d); | |||||
static DebugRenderMode GetDebugRenderMode(); | |||||
static void Clear(ClearMask m); | static void Clear(ClearMask m); | ||||
static void Capture(uint32_t *buffer); | static void Capture(uint32_t *buffer); | ||||
static ivec2 GetSize(); | static ivec2 GetSize(); | ||||
@@ -50,10 +50,10 @@ public: | |||||
{ | { | ||||
//FOV compensation doesn't work | //FOV compensation doesn't work | ||||
ivec2 video_size = Video::GetSize(); | 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 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(-0.5f * video_size.x, -0.5f * video_size.y, -dist); | ||||
m_fov_compensation = mat4::translate(vec3(.0f)); | m_fov_compensation = mat4::translate(vec3(.0f)); | ||||
if (new_fov > 0.1f) | if (new_fov > 0.1f) | ||||
@@ -156,9 +156,12 @@ public: | |||||
{ | { | ||||
WorldEntity::TickGame(seconds); | 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 | //Update Mesh BBox - Get the Min/Max needed | ||||
vec3 min_max[2] = { vec3(FLT_MAX), vec3(-FLT_MAX) }; | vec3 min_max[2] = { vec3(FLT_MAX), vec3(-FLT_MAX) }; | ||||
@@ -283,6 +286,20 @@ public: | |||||
{ | { | ||||
WorldEntity::TickDraw(seconds); | 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++) | for (int i = 0; i < m_meshes.Count(); i++) | ||||
{ | { | ||||
if (!m_meshes[i].m2) | if (!m_meshes[i].m2) | ||||