diff options
Diffstat (limited to 'src/extras')
51 files changed, 3640 insertions, 5 deletions
diff --git a/src/extras/custompipes.cpp b/src/extras/custompipes.cpp new file mode 100644 index 00000000..2b4745e3 --- /dev/null +++ b/src/extras/custompipes.cpp @@ -0,0 +1,536 @@ +#define WITH_D3D +#include "common.h" + +#ifdef EXTENDED_PIPELINES + +#include "main.h" +#include "RwHelper.h" +#include "Lights.h" +#include "Timecycle.h" +#include "FileMgr.h" +#include "Clock.h" +#include "Weather.h" +#include "TxdStore.h" +#include "Renderer.h" +#include "World.h" +#include "custompipes.h" + +#ifndef LIBRW +#error "Need librw for EXTENDED_PIPELINES" +#endif + +namespace CustomPipes { + +rw::int32 CustomMatOffset; + +void* +CustomMatCtor(void *object, int32, int32) +{ + CustomMatExt *ext = GetCustomMatExt((rw::Material*)object); + ext->glossTex = nil; + ext->haveGloss = false; + return object; +} + +void* +CustomMatCopy(void *dst, void *src, int32, int32) +{ + CustomMatExt *srcext = GetCustomMatExt((rw::Material*)src); + CustomMatExt *dstext = GetCustomMatExt((rw::Material*)dst); + dstext->glossTex = srcext->glossTex; + dstext->haveGloss = srcext->haveGloss; + return dst; +} + + + +static rw::TexDictionary *neoTxd; + +bool bRenderingEnvMap; +int32 EnvMapSize = 128; +rw::Camera *EnvMapCam; +rw::Texture *EnvMapTex; +rw::Texture *EnvMaskTex; +static rw::RWDEVICE::Im2DVertex EnvScreenQuad[4]; +static int16 QuadIndices[6] = { 0, 1, 2, 0, 2, 3 }; + +static rw::Camera* +CreateEnvMapCam(rw::World *world) +{ + rw::Raster *fbuf = rw::Raster::create(EnvMapSize, EnvMapSize, 0, rw::Raster::CAMERATEXTURE); + if(fbuf){ + rw::Raster *zbuf = rw::Raster::create(EnvMapSize, EnvMapSize, 0, rw::Raster::ZBUFFER); + if(zbuf){ + rw::Frame *frame = rw::Frame::create(); + if(frame){ + rw::Camera *cam = rw::Camera::create(); + if(cam){ + cam->frameBuffer = fbuf; + cam->zBuffer = zbuf; + cam->setFrame(frame); + cam->setNearPlane(0.1f); + cam->setFarPlane(250.0f); + rw::V2d vw = { 2.0f, 2.0f }; + cam->setViewWindow(&vw); + world->addCamera(cam); + EnvMapTex = rw::Texture::create(fbuf); + EnvMapTex->setFilter(rw::Texture::LINEAR); + + frame->matrix.right.x = -1.0f; + frame->matrix.up.y = -1.0f; + frame->matrix.update(); + return cam; + } + frame->destroy(); + } + zbuf->destroy(); + } + fbuf->destroy(); + } + return nil; +} + +static void +DestroyCam(rw::Camera *cam) +{ + if(cam == nil) + return; + if(cam->frameBuffer){ + cam->frameBuffer->destroy(); + cam->frameBuffer = nil; + } + if(cam->zBuffer){ + cam->zBuffer->destroy(); + cam->zBuffer = nil; + } + rw::Frame *f = cam->getFrame(); + if(f){ + cam->setFrame(nil); + f->destroy(); + } + cam->world->removeCamera(cam); + cam->destroy(); +} + +void +RenderEnvMapScene(void) +{ + CRenderer::RenderRoads(); + CRenderer::RenderEverythingBarRoads(); + CRenderer::RenderFadingInEntities(); +} + +void +EnvMapRender(void) +{ + if(VehiclePipeSwitch != VEHICLEPIPE_NEO) + return; + + RwCameraEndUpdate(Scene.camera); + + // Neo does this differently, but i'm not quite convinced it's much better + rw::V3d camPos = FindPlayerCoors(); + EnvMapCam->getFrame()->matrix.pos = camPos; + EnvMapCam->getFrame()->transform(&EnvMapCam->getFrame()->matrix, rw::COMBINEREPLACE); + + rw::RGBA skycol = { CTimeCycle::GetSkyBottomRed(), CTimeCycle::GetSkyBottomGreen(), CTimeCycle::GetSkyBottomBlue(), 255 }; + EnvMapCam->clear(&skycol, rwCAMERACLEARZ|rwCAMERACLEARIMAGE); + RwCameraBeginUpdate(EnvMapCam); + bRenderingEnvMap = true; + RenderEnvMapScene(); + bRenderingEnvMap = false; + + if(EnvMaskTex){ + rw::SetRenderState(rw::VERTEXALPHA, TRUE); + rw::SetRenderState(rw::SRCBLEND, rw::BLENDZERO); + rw::SetRenderState(rw::DESTBLEND, rw::BLENDSRCCOLOR); + rw::SetRenderStatePtr(rw::TEXTURERASTER, EnvMaskTex->raster); + rw::im2d::RenderIndexedPrimitive(rw::PRIMTYPETRILIST, EnvScreenQuad, 4, QuadIndices, 6); + rw::SetRenderState(rw::SRCBLEND, rw::BLENDSRCALPHA); + rw::SetRenderState(rw::DESTBLEND, rw::BLENDINVSRCALPHA); + } + RwCameraEndUpdate(EnvMapCam); + + + RwCameraBeginUpdate(Scene.camera); + + // debug env map +// rw::SetRenderStatePtr(rw::TEXTURERASTER, EnvMapTex->raster); +// rw::im2d::RenderIndexedPrimitive(rw::PRIMTYPETRILIST, EnvScreenQuad, 4, QuadIndices, 6); +} + +static void +EnvMapInit(void) +{ + if(neoTxd) + EnvMaskTex = neoTxd->find("CarReflectionMask"); + + EnvMapCam = CreateEnvMapCam(Scene.world); + + int width = EnvMapCam->frameBuffer->width; + int height = EnvMapCam->frameBuffer->height; + float screenZ = RwIm2DGetNearScreenZ(); + float recipZ = 1.0f/EnvMapCam->nearPlane; + + EnvScreenQuad[0].setScreenX(0.0f); + EnvScreenQuad[0].setScreenY(0.0f); + EnvScreenQuad[0].setScreenZ(screenZ); + EnvScreenQuad[0].setCameraZ(EnvMapCam->nearPlane); + EnvScreenQuad[0].setRecipCameraZ(recipZ); + EnvScreenQuad[0].setColor(255, 255, 255, 255); + EnvScreenQuad[0].setU(0.0f, recipZ); + EnvScreenQuad[0].setV(0.0f, recipZ); + + EnvScreenQuad[1].setScreenX(0.0f); + EnvScreenQuad[1].setScreenY(height); + EnvScreenQuad[1].setScreenZ(screenZ); + EnvScreenQuad[1].setCameraZ(EnvMapCam->nearPlane); + EnvScreenQuad[1].setRecipCameraZ(recipZ); + EnvScreenQuad[1].setColor(255, 255, 255, 255); + EnvScreenQuad[1].setU(0.0f, recipZ); + EnvScreenQuad[1].setV(1.0f, recipZ); + + EnvScreenQuad[2].setScreenX(width); + EnvScreenQuad[2].setScreenY(height); + EnvScreenQuad[2].setScreenZ(screenZ); + EnvScreenQuad[2].setCameraZ(EnvMapCam->nearPlane); + EnvScreenQuad[2].setRecipCameraZ(recipZ); + EnvScreenQuad[2].setColor(255, 255, 255, 255); + EnvScreenQuad[2].setU(1.0f, recipZ); + EnvScreenQuad[2].setV(1.0f, recipZ); + + EnvScreenQuad[3].setScreenX(width); + EnvScreenQuad[3].setScreenY(0.0f); + EnvScreenQuad[3].setScreenZ(screenZ); + EnvScreenQuad[3].setCameraZ(EnvMapCam->nearPlane); + EnvScreenQuad[3].setRecipCameraZ(recipZ); + EnvScreenQuad[3].setColor(255, 255, 255, 255); + EnvScreenQuad[3].setU(1.0f, recipZ); + EnvScreenQuad[3].setV(0.0f, recipZ); +} + +static void +EnvMapShutdown(void) +{ + EnvMapTex->raster = nil; + EnvMapTex->destroy(); + EnvMapTex = nil; + DestroyCam(EnvMapCam); + EnvMapCam = nil; +} + +/* + * Tweak values + */ + +#define INTERP_SETUP \ + int h1 = CClock::GetHours(); \ + int h2 = (h1+1)%24; \ + int w1 = CWeather::OldWeatherType; \ + int w2 = CWeather::NewWeatherType; \ + float timeInterp = (CClock::GetSeconds()/60.0f + CClock::GetMinutes())/60.0f; \ + float c0 = (1.0f-timeInterp)*(1.0f-CWeather::InterpolationValue); \ + float c1 = timeInterp*(1.0f-CWeather::InterpolationValue); \ + float c2 = (1.0f-timeInterp)*CWeather::InterpolationValue; \ + float c3 = timeInterp*CWeather::InterpolationValue; +#define INTERP(v) v[h1][w1]*c0 + v[h2][w1]*c1 + v[h1][w2]*c2 + v[h2][w2]*c3; +#define INTERPF(v,f) v[h1][w1].f*c0 + v[h2][w1].f*c1 + v[h1][w2].f*c2 + v[h2][w2].f*c3; + +InterpolatedFloat::InterpolatedFloat(float init) +{ + curInterpolator = 61; // compared against second + for(int h = 0; h < 24; h++) + for(int w = 0; w < NUMWEATHERS; w++) + data[h][w] = init; +} + +void +InterpolatedFloat::Read(char *s, int line, int field) +{ + sscanf(s, "%f", &data[line][field]); +} + +float +InterpolatedFloat::Get(void) +{ + if(curInterpolator != CClock::GetSeconds()){ + INTERP_SETUP + curVal = INTERP(data); + curInterpolator = CClock::GetSeconds(); + } + return curVal; +} + +InterpolatedColor::InterpolatedColor(const Color &init) +{ + curInterpolator = 61; // compared against second + for(int h = 0; h < 24; h++) + for(int w = 0; w < NUMWEATHERS; w++) + data[h][w] = init; +} + +void +InterpolatedColor::Read(char *s, int line, int field) +{ + int r, g, b, a; + sscanf(s, "%i, %i, %i, %i", &r, &g, &b, &a); + data[line][field] = Color(r/255.0f, g/255.0f, b/255.0f, a/255.0f); +} + +Color +InterpolatedColor::Get(void) +{ + if(curInterpolator != CClock::GetSeconds()){ + INTERP_SETUP + curVal.r = INTERPF(data, r); + curVal.g = INTERPF(data, g); + curVal.b = INTERPF(data, b); + curVal.a = INTERPF(data, a); + curInterpolator = CClock::GetSeconds(); + } + return curVal; +} + +void +InterpolatedLight::Read(char *s, int line, int field) +{ + int r, g, b, a; + sscanf(s, "%i, %i, %i, %i", &r, &g, &b, &a); + data[line][field] = Color(r/255.0f, g/255.0f, b/255.0f, a/100.0f); +} + +char* +ReadTweakValueTable(char *fp, InterpolatedValue &interp) +{ + char buf[24], *p; + int c; + int line, field; + + line = 0; + c = *fp++; + while(c != '\0' && line < 24){ + field = 0; + if(c != '\0' && c != '#'){ + while(c != '\0' && c != '\n' && field < NUMWEATHERS){ + p = buf; + while(c != '\0' && c == '\t') + c = *fp++; + *p++ = c; + while(c = *fp++, c != '\0' && c != '\t' && c != '\n') + *p++ = c; + *p++ = '\0'; + interp.Read(buf, line, field); + field++; + } + line++; + } + while(c != '\0' && c != '\n') + c = *fp++; + c = *fp++; + } + return fp-1; +} + + + +/* + * Neo Vehicle pipe + */ + +int32 VehiclePipeSwitch = VEHICLEPIPE_NEO; +float VehicleShininess = 1.0f; +float VehicleSpecularity = 1.0f; +InterpolatedFloat Fresnel(0.4f); +InterpolatedFloat Power(18.0f); +InterpolatedLight DiffColor(Color(0.0f, 0.0f, 0.0f, 0.0f)); +InterpolatedLight SpecColor(Color(0.7f, 0.7f, 0.7f, 1.0f)); +rw::ObjPipeline *vehiclePipe; + +void +AttachVehiclePipe(rw::Atomic *atomic) +{ + atomic->pipeline = vehiclePipe; +} + +void +AttachVehiclePipe(rw::Clump *clump) +{ + FORLIST(lnk, clump->atomics) + AttachVehiclePipe(rw::Atomic::fromClump(lnk)); +} + + + +/* + * Neo World pipe + */ + +float LightmapMult = 1.0f; +InterpolatedFloat WorldLightmapBlend(1.0f); +rw::ObjPipeline *worldPipe; + +void +AttachWorldPipe(rw::Atomic *atomic) +{ + atomic->pipeline = worldPipe; +} + +void +AttachWorldPipe(rw::Clump *clump) +{ + FORLIST(lnk, clump->atomics) + AttachWorldPipe(rw::Atomic::fromClump(lnk)); +} + + + + +/* + * Neo Gloss pipe + */ + +float GlossMult = 1.0f; +rw::ObjPipeline *glossPipe; + +rw::Texture* +GetGlossTex(rw::Material *mat) +{ + if(neoTxd == nil) + return nil; + CustomMatExt *ext = GetCustomMatExt(mat); + if(!ext->haveGloss){ + char glossname[128]; + strcpy(glossname, mat->texture->name); + strcat(glossname, "_gloss"); + ext->glossTex = neoTxd->find(glossname); + ext->haveGloss = true; + } + return ext->glossTex; +} + +void +AttachGlossPipe(rw::Atomic *atomic) +{ + atomic->pipeline = glossPipe; +} + +void +AttachGlossPipe(rw::Clump *clump) +{ + FORLIST(lnk, clump->atomics) + AttachWorldPipe(rw::Atomic::fromClump(lnk)); +} + + + +/* + * Neo Rim pipes + */ + +float RimlightMult = 1.0f; +InterpolatedColor RampStart(Color(0.0f, 0.0f, 0.0f, 1.0f)); +InterpolatedColor RampEnd(Color(1.0f, 1.0f, 1.0f, 1.0f)); +InterpolatedFloat Offset(0.5f); +InterpolatedFloat Scale(1.5f); +InterpolatedFloat Scaling(2.0f); +rw::ObjPipeline *rimPipe; +rw::ObjPipeline *rimSkinPipe; + +void +AttachRimPipe(rw::Atomic *atomic) +{ + if(rw::Skin::get(atomic->geometry)) + atomic->pipeline = rimSkinPipe; + else + atomic->pipeline = rimPipe; +} + +void +AttachRimPipe(rw::Clump *clump) +{ + FORLIST(lnk, clump->atomics) + AttachRimPipe(rw::Atomic::fromClump(lnk)); +} + +/* + * High level stuff + */ + +void +CustomPipeInit(void) +{ + RwStream *stream = RwStreamOpen(rwSTREAMFILENAME, rwSTREAMREAD, "neo/neo.txd"); + if(stream == nil) + printf("Error: couldn't open 'neo/neo.txd'\n"); + else{ + if(RwStreamFindChunk(stream, rwID_TEXDICTIONARY, nil, nil)) + neoTxd = RwTexDictionaryGtaStreamRead(stream); + RwStreamClose(stream, nil); + } + + EnvMapInit(); + + CreateVehiclePipe(); + CreateWorldPipe(); + CreateGlossPipe(); + CreateRimLightPipes(); +} + +void +CustomPipeShutdown(void) +{ + DestroyVehiclePipe(); + DestroyWorldPipe(); + DestroyGlossPipe(); + DestroyRimLightPipes(); + + EnvMapShutdown(); + + if(neoTxd){ + neoTxd->destroy(); + neoTxd = nil; + } +} + +void +CustomPipeRegister(void) +{ +#ifdef RW_OPENGL + CustomPipeRegisterGL(); +#endif + + CustomMatOffset = rw::Material::registerPlugin(sizeof(CustomMatExt), MAKECHUNKID(rwVENDORID_ROCKSTAR, 0x80), + CustomMatCtor, nil, CustomMatCopy); +} + + +// Load textures from generic as fallback + +rw::TexDictionary *genericTxd; +rw::Texture *(*defaultFindCB)(const char *name); + +static rw::Texture* +customFindCB(const char *name) +{ + rw::Texture *res = defaultFindCB(name); + if(res == nil) + res = genericTxd->find(name); + return res; +} + +void +SetTxdFindCallback(void) +{ + int slot = CTxdStore::FindTxdSlot("generic"); + CTxdStore::AddRef(slot); + // TODO: function for this + genericTxd = CTxdStore::GetSlot(slot)->texDict; + assert(genericTxd); + if(defaultFindCB == nil) + defaultFindCB = rw::Texture::findCB; + rw::Texture::findCB = customFindCB; +} + +} + +#endif diff --git a/src/extras/custompipes.h b/src/extras/custompipes.h new file mode 100644 index 00000000..4ebe586f --- /dev/null +++ b/src/extras/custompipes.h @@ -0,0 +1,133 @@ +#pragma once + +#ifdef EXTENDED_PIPELINES +#ifdef LIBRW + +namespace CustomPipes { + + + +struct CustomMatExt +{ + rw::Texture *glossTex; + bool haveGloss; +}; +extern rw::int32 CustomMatOffset; +inline CustomMatExt *GetCustomMatExt(rw::Material *mat) { + return PLUGINOFFSET(CustomMatExt, mat, CustomMatOffset); +} + + +struct Color +{ + float r, g, b, a; + Color(void) {} + Color(float r, float g, float b, float a) : r(r), g(g), b(b), a(a) {} +}; + +class InterpolatedValue +{ +public: + virtual void Read(char *s, int line, int field) = 0; +}; + +class InterpolatedFloat : public InterpolatedValue +{ +public: + float data[24][NUMWEATHERS]; + float curInterpolator; + float curVal; + + InterpolatedFloat(float init); + void Read(char *s, int line, int field); + float Get(void); +}; + +class InterpolatedColor : public InterpolatedValue +{ +public: + Color data[24][NUMWEATHERS]; + float curInterpolator; + Color curVal; + + InterpolatedColor(const Color &init); + void Read(char *s, int line, int field); + Color Get(void); +}; + +class InterpolatedLight : public InterpolatedColor +{ +public: + InterpolatedLight(const Color &init) : InterpolatedColor(init) {} + void Read(char *s, int line, int field); +}; + +char *ReadTweakValueTable(char *fp, InterpolatedValue &interp); + + + + + +void CustomPipeRegister(void); +void CustomPipeRegisterGL(void); +void CustomPipeInit(void); +void CustomPipeShutdown(void); +void SetTxdFindCallback(void); + +extern bool bRenderingEnvMap; +extern int32 EnvMapSize; +extern rw::Camera *EnvMapCam; +extern rw::Texture *EnvMapTex; +extern rw::Texture *EnvMaskTex; +void EnvMapRender(void); + +enum { + VEHICLEPIPE_MATFX, + VEHICLEPIPE_NEO +}; +extern int32 VehiclePipeSwitch; +extern float VehicleShininess; +extern float VehicleSpecularity; +extern InterpolatedFloat Fresnel; +extern InterpolatedFloat Power; +extern InterpolatedLight DiffColor; +extern InterpolatedLight SpecColor; +extern rw::ObjPipeline *vehiclePipe; +void CreateVehiclePipe(void); +void DestroyVehiclePipe(void); +void AttachVehiclePipe(rw::Atomic *atomic); +void AttachVehiclePipe(rw::Clump *clump); + +extern float LightmapMult; +extern InterpolatedFloat WorldLightmapBlend; +extern rw::ObjPipeline *worldPipe; +void CreateWorldPipe(void); +void DestroyWorldPipe(void); +void AttachWorldPipe(rw::Atomic *atomic); +void AttachWorldPipe(rw::Clump *clump); + +extern float GlossMult; +extern rw::ObjPipeline *glossPipe; +void CreateGlossPipe(void); +void DestroyGlossPipe(void); +void AttachGlossPipe(rw::Atomic *atomic); +void AttachGlossPipe(rw::Clump *clump); +rw::Texture *GetGlossTex(rw::Material *mat); + +extern float RimlightMult; +extern InterpolatedColor RampStart; +extern InterpolatedColor RampEnd; +extern InterpolatedFloat Offset; +extern InterpolatedFloat Scale; +extern InterpolatedFloat Scaling; +extern rw::ObjPipeline *rimPipe; +extern rw::ObjPipeline *rimSkinPipe; +void CreateRimLightPipes(void); +void DestroyRimLightPipes(void); +void AttachRimPipe(rw::Atomic *atomic); +void AttachRimPipe(rw::Clump *clump); + +} + +#endif +#endif diff --git a/src/extras/custompipes_d3d9.cpp b/src/extras/custompipes_d3d9.cpp new file mode 100644 index 00000000..63e91063 --- /dev/null +++ b/src/extras/custompipes_d3d9.cpp @@ -0,0 +1,527 @@ +#define WITH_D3D +#include "common.h" + +#ifdef RW_D3D9 +#ifdef EXTENDED_PIPELINES + +#include "main.h" +#include "RwHelper.h" +#include "Lights.h" +#include "Timecycle.h" +#include "FileMgr.h" +#include "Clock.h" +#include "Weather.h" +#include "TxdStore.h" +#include "Renderer.h" +#include "World.h" +#include "custompipes.h" + +#ifndef LIBRW +#error "Need librw for EXTENDED_PIPELINES" +#endif + +extern RwTexture *gpWhiteTexture; // from vehicle model info + +namespace CustomPipes { + +enum { + // rim pipe + VSLOC_boneMatrices = rw::d3d::VSLOC_afterLights, + VSLOC_viewVec = VSLOC_boneMatrices + 64*3, + VSLOC_rampStart, + VSLOC_rampEnd, + VSLOC_rimData, + + // gloss pipe + VSLOC_eye = rw::d3d::VSLOC_afterLights, + + VSLOC_reflProps, + VSLOC_specLights +}; + +/* + * Neo Vehicle pipe + */ + +static void *neoVehicle_VS; +static void *neoVehicle_PS; + +void +uploadSpecLights(void) +{ + struct VsLight { + rw::RGBAf color; + float pos[4]; // unused + rw::V3d dir; + float power; + } specLights[1 + NUMEXTRADIRECTIONALS]; + memset(specLights, 0, sizeof(specLights)); + for(int i = 0; i < 1+NUMEXTRADIRECTIONALS; i++) + specLights[i].power = 1.0f; + float power = Power.Get(); + Color speccol = SpecColor.Get(); + specLights[0].color.red = speccol.r; + specLights[0].color.green = speccol.g; + specLights[0].color.blue = speccol.b; + specLights[0].dir = pDirect->getFrame()->getLTM()->at; + specLights[0].power = power; + for(int i = 0; i < NUMEXTRADIRECTIONALS; i++){ + if(pExtraDirectionals[i]->getFlags() & rw::Light::LIGHTATOMICS){ + specLights[1+i].color = pExtraDirectionals[i]->color; + specLights[1+i].dir = pExtraDirectionals[i]->getFrame()->getLTM()->at; + specLights[1+i].power = power*2.0f; + } + } + rw::d3d::d3ddevice->SetVertexShaderConstantF(VSLOC_specLights, (float*)&specLights, 3*(1 + NUMEXTRADIRECTIONALS)); +} + +void +vehicleRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header) +{ + using namespace rw; + using namespace rw::d3d; + using namespace rw::d3d9; + + // TODO: make this less of a kludge + if(VehiclePipeSwitch == VEHICLEPIPE_MATFX){ + matFXGlobals.pipelines[rw::platform]->render(atomic); + return; + } + + int vsBits; + setStreamSource(0, header->vertexStream[0].vertexBuffer, 0, header->vertexStream[0].stride); + setIndices(header->indexBuffer); + setVertexDeclaration(header->vertexDeclaration); + + vsBits = lightingCB_Shader(atomic); + uploadSpecLights(); + uploadMatrices(atomic->getFrame()->getLTM()); + + setVertexShader(neoVehicle_VS); + + V3d eyePos = rw::engine->currentCamera->getFrame()->getLTM()->pos; + d3ddevice->SetVertexShaderConstantF(VSLOC_eye, (float*)&eyePos, 1); + + float reflProps[4]; + reflProps[0] = Fresnel.Get(); + reflProps[1] = SpecColor.Get().a; + + d3d::setTexture(1, EnvMapTex); + + SetRenderState(SRCBLEND, BLENDONE); + + InstanceData *inst = header->inst; + for(rw::uint32 i = 0; i < header->numMeshes; i++){ + Material *m = inst->material; + + SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 255); + + reflProps[2] = m->surfaceProps.specular * VehicleShininess; + reflProps[3] = m->surfaceProps.specular == 0.0f ? 0.0f : VehicleSpecularity; + d3ddevice->SetVertexShaderConstantF(VSLOC_reflProps, reflProps, 1); + + setMaterial(m->color, m->surfaceProps); + + if(m->texture) + d3d::setTexture(0, m->texture); + else + d3d::setTexture(0, gpWhiteTexture); + setPixelShader(neoVehicle_PS); + + drawInst(header, inst); + inst++; + } + + SetRenderState(SRCBLEND, BLENDSRCALPHA); +} + +void +CreateVehiclePipe(void) +{ + if(CFileMgr::LoadFile("neo/carTweakingTable.dat", work_buff, sizeof(work_buff), "r") == 0) + printf("Error: couldn't open 'neo/carTweakingTable.dat'\n"); + else{ + char *fp = (char*)work_buff; + fp = ReadTweakValueTable(fp, Fresnel); + fp = ReadTweakValueTable(fp, Power); + fp = ReadTweakValueTable(fp, DiffColor); + fp = ReadTweakValueTable(fp, SpecColor); + } + +#include "shaders/neoVehicle_VS.inc" + neoVehicle_VS = rw::d3d::createVertexShader(neoVehicle_VS_cso); + assert(neoVehicle_VS); + +#include "shaders/neoVehicle_PS.inc" + neoVehicle_PS = rw::d3d::createPixelShader(neoVehicle_PS_cso); + assert(neoVehicle_PS); + + + rw::d3d9::ObjPipeline *pipe = rw::d3d9::ObjPipeline::create(); + pipe->instanceCB = rw::d3d9::defaultInstanceCB; + pipe->uninstanceCB = rw::d3d9::defaultUninstanceCB; + pipe->renderCB = vehicleRenderCB; + vehiclePipe = pipe; +} + +void +DestroyVehiclePipe(void) +{ + rw::d3d::destroyVertexShader(neoVehicle_VS); + neoVehicle_VS = nil; + + ((rw::d3d9::ObjPipeline*)vehiclePipe)->destroy(); + vehiclePipe = nil; +} + + + +/* + * Neo World pipe + */ + +static void *neoWorld_VS; +static void *neoWorldVC_PS; + +static void +worldRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header) +{ + using namespace rw; + using namespace rw::d3d; + using namespace rw::d3d9; + + int vsBits; + setStreamSource(0, header->vertexStream[0].vertexBuffer, 0, header->vertexStream[0].stride); + setIndices(header->indexBuffer); + setVertexDeclaration(header->vertexDeclaration); + + vsBits = lightingCB_Shader(atomic); + uploadMatrices(atomic->getFrame()->getLTM()); + + + float lightfactor[4]; + + InstanceData *inst = header->inst; + for(rw::uint32 i = 0; i < header->numMeshes; i++){ + Material *m = inst->material; + + if(MatFX::getEffects(m) == MatFX::DUAL){ + setVertexShader(neoWorld_VS); + + MatFX *matfx = MatFX::get(m); + Texture *dualtex = matfx->getDualTexture(); + if(dualtex == nil) + goto notex; + d3d::setTexture(1, dualtex); + lightfactor[0] = lightfactor[1] = lightfactor[2] = WorldLightmapBlend.Get()*LightmapMult; + }else{ + notex: + setVertexShader(default_amb_VS); + + d3d::setTexture(1, nil); + lightfactor[0] = lightfactor[1] = lightfactor[2] = 0.0f; + } + lightfactor[3] = m->color.alpha/255.0f; + d3d::setTexture(0, m->texture); + d3ddevice->SetPixelShaderConstantF(1, lightfactor, 1); + + SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 255); + + RGBA color = { 255, 255, 255, m->color.alpha }; + setMaterial(color, m->surfaceProps); + + if(m->texture) + d3d::setTexture(0, m->texture); + else + d3d::setTexture(0, gpWhiteTexture); + setPixelShader(neoWorldVC_PS); + + drawInst(header, inst); + inst++; + } +} + +void +CreateWorldPipe(void) +{ + if(CFileMgr::LoadFile("neo/worldTweakingTable.dat", work_buff, sizeof(work_buff), "r") == 0) + printf("Error: couldn't open 'neo/worldTweakingTable.dat'\n"); + else + ReadTweakValueTable((char*)work_buff, WorldLightmapBlend); + +#include "shaders/default_UV2_VS.inc" + neoWorld_VS = rw::d3d::createVertexShader(default_UV2_VS_cso); + assert(neoWorld_VS); + +#include "shaders/neoWorldVC_PS.inc" + neoWorldVC_PS = rw::d3d::createPixelShader(neoWorldVC_PS_cso); + assert(neoWorldVC_PS); + + + rw::d3d9::ObjPipeline *pipe = rw::d3d9::ObjPipeline::create(); + pipe->instanceCB = rw::d3d9::defaultInstanceCB; + pipe->uninstanceCB = rw::d3d9::defaultUninstanceCB; + pipe->renderCB = worldRenderCB; + worldPipe = pipe; +} + +void +DestroyWorldPipe(void) +{ + rw::d3d::destroyVertexShader(neoWorld_VS); + neoWorld_VS = nil; + rw::d3d::destroyPixelShader(neoWorldVC_PS); + neoWorldVC_PS = nil; + + + ((rw::d3d9::ObjPipeline*)worldPipe)->destroy(); + worldPipe = nil; +} + + + + +/* + * Neo Gloss pipe + */ + +static void *neoGloss_VS; +static void *neoGloss_PS; + +static void +glossRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header) +{ + worldRenderCB(atomic, header); + + using namespace rw; + using namespace rw::d3d; + using namespace rw::d3d9; + + setVertexShader(neoGloss_VS); + setPixelShader(neoGloss_PS); + + V3d eyePos = rw::engine->currentCamera->getFrame()->getLTM()->pos; + d3ddevice->SetVertexShaderConstantF(VSLOC_eye, (float*)&eyePos, 1); + d3ddevice->SetPixelShaderConstantF(1, (float*)&GlossMult, 1); + + SetRenderState(VERTEXALPHA, TRUE); + SetRenderState(SRCBLEND, BLENDONE); + SetRenderState(DESTBLEND, BLENDONE); + SetRenderState(ZWRITEENABLE, FALSE); + SetRenderState(ALPHATESTFUNC, ALPHAALWAYS); + + InstanceData *inst = header->inst; + for(rw::uint32 i = 0; i < header->numMeshes; i++){ + Material *m = inst->material; + + if(m->texture){ + Texture *tex = GetGlossTex(m); + if(tex){ + d3d::setTexture(0, tex); + drawInst(header, inst); + } + } + inst++; + } + + SetRenderState(ZWRITEENABLE, TRUE); + SetRenderState(ALPHATESTFUNC, ALPHAGREATEREQUAL); + SetRenderState(SRCBLEND, BLENDSRCALPHA); + SetRenderState(DESTBLEND, BLENDINVSRCALPHA); +} + +void +CreateGlossPipe(void) +{ +#include "shaders/neoGloss_VS.inc" + neoGloss_VS = rw::d3d::createVertexShader(neoGloss_VS_cso); + assert(neoGloss_VS); + +#include "shaders/neoGloss_PS.inc" + neoGloss_PS = rw::d3d::createPixelShader(neoGloss_PS_cso); + assert(neoGloss_PS); + + + rw::d3d9::ObjPipeline *pipe = rw::d3d9::ObjPipeline::create(); + pipe->instanceCB = rw::d3d9::defaultInstanceCB; + pipe->uninstanceCB = rw::d3d9::defaultUninstanceCB; + pipe->renderCB = glossRenderCB; + glossPipe = pipe; +} + +void +DestroyGlossPipe(void) +{ + ((rw::d3d9::ObjPipeline*)glossPipe)->destroy(); + glossPipe = nil; +} + + + +/* + * Neo Rim pipes + */ + +static void *neoRim_VS; +static void *neoRimSkin_VS; + +static void +uploadRimData(bool enable) +{ + using namespace rw; + using namespace rw::d3d; + + V3d viewVec = rw::engine->currentCamera->getFrame()->getLTM()->at; + d3ddevice->SetVertexShaderConstantF(VSLOC_viewVec, (float*)&viewVec, 1); + float rimData[4]; + rimData[0] = Offset.Get(); + rimData[1] = Scale.Get(); + if(enable) + rimData[2] = Scaling.Get()*RimlightMult; + else + rimData[2] = 0.0f; + rimData[3] = 0.0f; + d3ddevice->SetVertexShaderConstantF(VSLOC_rimData, rimData, 1); + Color col = RampStart.Get(); + d3ddevice->SetVertexShaderConstantF(VSLOC_rampStart, (float*)&col, 1); + col = RampEnd.Get(); + d3ddevice->SetVertexShaderConstantF(VSLOC_rampEnd, (float*)&col, 1); +} + +static void +rimRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header) +{ + using namespace rw; + using namespace rw::d3d; + using namespace rw::d3d9; + + int vsBits; + setStreamSource(0, header->vertexStream[0].vertexBuffer, 0, header->vertexStream[0].stride); + setIndices(header->indexBuffer); + setVertexDeclaration(header->vertexDeclaration); + + vsBits = lightingCB_Shader(atomic); + uploadMatrices(atomic->getFrame()->getLTM()); + + setVertexShader(neoRim_VS); + + uploadRimData(atomic->geometry->flags & Geometry::LIGHT); + + InstanceData *inst = header->inst; + for(rw::uint32 i = 0; i < header->numMeshes; i++){ + Material *m = inst->material; + + SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 255); + + setMaterial(m->color, m->surfaceProps); + + if(m->texture){ + d3d::setTexture(0, m->texture); + setPixelShader(default_tex_PS); + }else + setPixelShader(default_PS); + + drawInst(header, inst); + inst++; + } +} + +static void +rimSkinRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header) +{ + using namespace rw; + using namespace rw::d3d; + using namespace rw::d3d9; + + int vsBits; + + setStreamSource(0, (IDirect3DVertexBuffer9*)header->vertexStream[0].vertexBuffer, + 0, header->vertexStream[0].stride); + setIndices((IDirect3DIndexBuffer9*)header->indexBuffer); + setVertexDeclaration((IDirect3DVertexDeclaration9*)header->vertexDeclaration); + + vsBits = lightingCB_Shader(atomic); + uploadMatrices(atomic->getFrame()->getLTM()); + + uploadSkinMatrices(atomic); + + setVertexShader(neoRimSkin_VS); + + uploadRimData(atomic->geometry->flags & Geometry::LIGHT); + + InstanceData *inst = header->inst; + for(rw::uint32 i = 0; i < header->numMeshes; i++){ + Material *m = inst->material; + + SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 255); + + setMaterial(m->color, m->surfaceProps); + + if(inst->material->texture){ + d3d::setTexture(0, m->texture); + setPixelShader(default_tex_PS); + }else + setPixelShader(default_PS); + + drawInst(header, inst); + inst++; + } +} + +void +CreateRimLightPipes(void) +{ + if(CFileMgr::LoadFile("neo/rimTweakingTable.dat", work_buff, sizeof(work_buff), "r") == 0) + printf("Error: couldn't open 'neo/rimTweakingTable.dat'\n"); + else{ + char *fp = (char*)work_buff; + fp = ReadTweakValueTable(fp, RampStart); + fp = ReadTweakValueTable(fp, RampEnd); + fp = ReadTweakValueTable(fp, Offset); + fp = ReadTweakValueTable(fp, Scale); + fp = ReadTweakValueTable(fp, Scaling); + } + + +#include "shaders/neoRim_VS.inc" + neoRim_VS = rw::d3d::createVertexShader(neoRim_VS_cso); + assert(neoRim_VS); + +#include "shaders/neoRimSkin_VS.inc" + neoRimSkin_VS = rw::d3d::createVertexShader(neoRimSkin_VS_cso); + assert(neoRimSkin_VS); + + + rw::d3d9::ObjPipeline *pipe = rw::d3d9::ObjPipeline::create(); + pipe->instanceCB = rw::d3d9::defaultInstanceCB; + pipe->uninstanceCB = rw::d3d9::defaultUninstanceCB; + pipe->renderCB = rimRenderCB; + rimPipe = pipe; + + pipe = rw::d3d9::ObjPipeline::create(); + pipe->instanceCB = rw::d3d9::skinInstanceCB; + pipe->uninstanceCB = nil; + pipe->renderCB = rimSkinRenderCB; + rimSkinPipe = pipe; +} + +void +DestroyRimLightPipes(void) +{ + rw::d3d::destroyVertexShader(neoRim_VS); + neoRim_VS = nil; + + rw::d3d::destroyVertexShader(neoRimSkin_VS); + neoRimSkin_VS = nil; + + ((rw::d3d9::ObjPipeline*)rimPipe)->destroy(); + rimPipe = nil; + + ((rw::d3d9::ObjPipeline*)rimSkinPipe)->destroy(); + rimSkinPipe = nil; +} + +} + +#endif +#endif diff --git a/src/extras/custompipes_gl.cpp b/src/extras/custompipes_gl.cpp new file mode 100644 index 00000000..cb434ea1 --- /dev/null +++ b/src/extras/custompipes_gl.cpp @@ -0,0 +1,623 @@ +#include "common.h" + +#ifdef RW_OPENGL +#ifdef EXTENDED_PIPELINES + +#include "main.h" +#include "RwHelper.h" +#include "Lights.h" +#include "Timecycle.h" +#include "FileMgr.h" +#include "Clock.h" +#include "Weather.h" +#include "TxdStore.h" +#include "Renderer.h" +#include "World.h" +#include "custompipes.h" + +#ifndef LIBRW +#error "Need librw for EXTENDED_PIPELINES" +#endif + +namespace CustomPipes { + +static int32 u_viewVec; +static int32 u_rampStart; +static int32 u_rampEnd; +static int32 u_rimData; + +static int32 u_lightMap; + +static int32 u_eye; +static int32 u_reflProps; +static int32 u_specDir; +static int32 u_specColor; + +#define U(i) currentShader->uniformLocations[i] + +/* + * Neo Vehicle pipe + */ + +rw::gl3::Shader *neoVehicleShader; + +static void +uploadSpecLights(void) +{ + using namespace rw::gl3; + + rw::RGBAf colors[1 + NUMEXTRADIRECTIONALS]; + struct { + rw::V3d dir; + float power; + } dirs[1 + NUMEXTRADIRECTIONALS]; + memset(colors, 0, sizeof(colors)); + memset(dirs, 0, sizeof(dirs)); + for(int i = 0; i < 1+NUMEXTRADIRECTIONALS; i++) + dirs[i].power = 1.0f; + float power = Power.Get(); + Color speccol = SpecColor.Get(); + colors[0].red = speccol.r; + colors[0].green = speccol.g; + colors[0].blue = speccol.b; + dirs[0].dir = pDirect->getFrame()->getLTM()->at; + dirs[0].power = power; + for(int i = 0; i < NUMEXTRADIRECTIONALS; i++){ + if(pExtraDirectionals[i]->getFlags() & rw::Light::LIGHTATOMICS){ + colors[1+i] = pExtraDirectionals[i]->color; + dirs[1+i].dir = pExtraDirectionals[i]->getFrame()->getLTM()->at; + dirs[1+i].power = power*2.0f; + } + } + glUniform4fv(U(u_specDir), 1 + NUMEXTRADIRECTIONALS, (float*)&dirs); + glUniform4fv(U(u_specColor), 1 + NUMEXTRADIRECTIONALS, (float*)&colors); +} + +static void +vehicleRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header) +{ + using namespace rw; + using namespace rw::gl3; + + // TODO: make this less of a kludge + if(VehiclePipeSwitch == VEHICLEPIPE_MATFX){ + matFXGlobals.pipelines[rw::platform]->render(atomic); + return; + } + + Material *m; + + setWorldMatrix(atomic->getFrame()->getLTM()); + lightingCB(atomic); + +#ifdef RW_GL_USE_VAOS + glBindVertexArray(header->vao); +#else + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, header->ibo); + glBindBuffer(GL_ARRAY_BUFFER, header->vbo); + setAttribPointers(header->attribDesc, header->numAttribs); +#endif + + InstanceData *inst = header->inst; + rw::int32 n = header->numMeshes; + + neoVehicleShader->use(); + + V3d eyePos = rw::engine->currentCamera->getFrame()->getLTM()->pos; + glUniform3fv(U(u_eye), 1, (float*)&eyePos); + + uploadSpecLights(); + + float reflProps[4]; + reflProps[0] = Fresnel.Get(); + reflProps[1] = SpecColor.Get().a; + + setTexture(1, EnvMapTex); + + SetRenderState(SRCBLEND, BLENDONE); + + while(n--){ + m = inst->material; + + setMaterial(m->color, m->surfaceProps); + + setTexture(0, m->texture); + + rw::SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 0xFF); + + reflProps[2] = m->surfaceProps.specular * VehicleShininess; + reflProps[3] = m->surfaceProps.specular == 0.0f ? 0.0f : VehicleSpecularity; + glUniform4fv(U(u_reflProps), 1, reflProps); + + drawInst(header, inst); + inst++; + } + + SetRenderState(SRCBLEND, BLENDSRCALPHA); + +#ifndef RW_GL_USE_VAOS + disableAttribPointers(header->attribDesc, header->numAttribs); +#endif +} + +void +CreateVehiclePipe(void) +{ + using namespace rw; + using namespace rw::gl3; + + if(CFileMgr::LoadFile("neo/carTweakingTable.dat", work_buff, sizeof(work_buff), "r") == 0) + printf("Error: couldn't open 'neo/carTweakingTable.dat'\n"); + else{ + char *fp = (char*)work_buff; + fp = ReadTweakValueTable(fp, Fresnel); + fp = ReadTweakValueTable(fp, Power); + fp = ReadTweakValueTable(fp, DiffColor); + fp = ReadTweakValueTable(fp, SpecColor); + } + + + { +#ifdef RW_GLES2 +#include "gl2_shaders/neoVehicle_fs_gl2.inc" +#include "gl2_shaders/neoVehicle_vs_gl2.inc" +#else +#include "shaders/neoVehicle_fs_gl3.inc" +#include "shaders/neoVehicle_vs_gl3.inc" +#endif + const char *vs[] = { shaderDecl, header_vert_src, neoVehicle_vert_src, nil }; + const char *fs[] = { shaderDecl, header_frag_src, neoVehicle_frag_src, nil }; + neoVehicleShader = Shader::create(vs, fs); + assert(neoVehicleShader); + } + + + rw::gl3::ObjPipeline *pipe = rw::gl3::ObjPipeline::create(); + pipe->instanceCB = rw::gl3::defaultInstanceCB; + pipe->uninstanceCB = nil; + pipe->renderCB = vehicleRenderCB; + vehiclePipe = pipe; +} + +void +DestroyVehiclePipe(void) +{ + neoVehicleShader->destroy(); + neoVehicleShader = nil; + + ((rw::gl3::ObjPipeline*)vehiclePipe)->destroy(); + vehiclePipe = nil; +} + + + +/* + * Neo World pipe + */ + +rw::gl3::Shader *neoWorldShader; + +static void +worldRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header) +{ + using namespace rw; + using namespace rw::gl3; + + Material *m; + + setWorldMatrix(atomic->getFrame()->getLTM()); + lightingCB(atomic); + +#ifdef RW_GL_USE_VAOS + glBindVertexArray(header->vao); +#else + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, header->ibo); + glBindBuffer(GL_ARRAY_BUFFER, header->vbo); + setAttribPointers(header->attribDesc, header->numAttribs); +#endif + + InstanceData *inst = header->inst; + rw::int32 n = header->numMeshes; + + neoWorldShader->use(); + + float lightfactor[4]; + + while(n--){ + m = inst->material; + + if(MatFX::getEffects(m) == MatFX::DUAL){ + MatFX *matfx = MatFX::get(m); + Texture *dualtex = matfx->getDualTexture(); + if(dualtex == nil) + goto notex; + setTexture(1, dualtex); + lightfactor[0] = lightfactor[1] = lightfactor[2] = WorldLightmapBlend.Get()*LightmapMult; + }else{ + notex: + setTexture(1, nil); + lightfactor[0] = lightfactor[1] = lightfactor[2] = 0.0f; + } + lightfactor[3] = m->color.alpha/255.0f; + glUniform4fv(U(u_lightMap), 1, lightfactor); + + RGBA color = { 255, 255, 255, m->color.alpha }; + setMaterial(color, m->surfaceProps); + + setTexture(0, m->texture); + + rw::SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 0xFF); + + drawInst(header, inst); + inst++; + } +#ifndef RW_GL_USE_VAOS + disableAttribPointers(header->attribDesc, header->numAttribs); +#endif +} + +void +CreateWorldPipe(void) +{ + using namespace rw; + using namespace rw::gl3; + + if(CFileMgr::LoadFile("neo/worldTweakingTable.dat", work_buff, sizeof(work_buff), "r") == 0) + printf("Error: couldn't open 'neo/worldTweakingTable.dat'\n"); + else + ReadTweakValueTable((char*)work_buff, WorldLightmapBlend); + + { +#ifdef RW_GLES2 +#include "gl2_shaders/neoWorldIII_fs_gl2.inc" +#include "gl2_shaders/default_UV2_gl2.inc" +#else +#include "shaders/neoWorldVC_fs_gl3.inc" +#include "shaders/default_UV2_gl3.inc" +#endif + const char *vs[] = { shaderDecl, header_vert_src, default_UV2_vert_src, nil }; + const char *fs[] = { shaderDecl, header_frag_src, neoWorldVC_frag_src, nil }; + neoWorldShader = Shader::create(vs, fs); + assert(neoWorldShader); + } + + + rw::gl3::ObjPipeline *pipe = rw::gl3::ObjPipeline::create(); + pipe->instanceCB = rw::gl3::defaultInstanceCB; + pipe->uninstanceCB = nil; + pipe->renderCB = worldRenderCB; + worldPipe = pipe; +} + +void +DestroyWorldPipe(void) +{ + neoWorldShader->destroy(); + neoWorldShader = nil; + + ((rw::gl3::ObjPipeline*)worldPipe)->destroy(); + worldPipe = nil; +} + + + + +/* + * Neo Gloss pipe + */ + +rw::gl3::Shader *neoGlossShader; + +static void +glossRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header) +{ + using namespace rw; + using namespace rw::gl3; + + worldRenderCB(atomic, header); + + Material *m; + +#ifdef RW_GL_USE_VAOS + glBindVertexArray(header->vao); +#else + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, header->ibo); + glBindBuffer(GL_ARRAY_BUFFER, header->vbo); + setAttribPointers(header->attribDesc, header->numAttribs); +#endif + + InstanceData *inst = header->inst; + rw::int32 n = header->numMeshes; + + neoGlossShader->use(); + + V3d eyePos = rw::engine->currentCamera->getFrame()->getLTM()->pos; + glUniform3fv(U(u_eye), 1, (float*)&eyePos); + glUniform4fv(U(u_reflProps), 1, (float*)&GlossMult); + + SetRenderState(VERTEXALPHA, TRUE); + SetRenderState(SRCBLEND, BLENDONE); + SetRenderState(DESTBLEND, BLENDONE); + SetRenderState(ZWRITEENABLE, FALSE); + SetRenderState(ALPHATESTFUNC, ALPHAALWAYS); + + while(n--){ + m = inst->material; + + RGBA color = { 255, 255, 255, m->color.alpha }; + setMaterial(color, m->surfaceProps); + + if(m->texture){ + Texture *tex = GetGlossTex(m); + if(tex){ + setTexture(0, tex); + drawInst(header, inst); + } + } + inst++; + } + + SetRenderState(ZWRITEENABLE, TRUE); + SetRenderState(ALPHATESTFUNC, ALPHAGREATEREQUAL); + SetRenderState(SRCBLEND, BLENDSRCALPHA); + SetRenderState(DESTBLEND, BLENDINVSRCALPHA); + +#ifndef RW_GL_USE_VAOS + disableAttribPointers(header->attribDesc, header->numAttribs); +#endif +} + +void +CreateGlossPipe(void) +{ + using namespace rw; + using namespace rw::gl3; + + { +#ifdef RW_GLES2 +#include "gl2_shaders/neoGloss_fs_gl2.inc" +#include "gl2_shaders/neoGloss_vs_gl2.inc" +#else +#include "shaders/neoGloss_fs_gl3.inc" +#include "shaders/neoGloss_vs_gl3.inc" +#endif + const char *vs[] = { shaderDecl, header_vert_src, neoGloss_vert_src, nil }; + const char *fs[] = { shaderDecl, header_frag_src, neoGloss_frag_src, nil }; + neoGlossShader = Shader::create(vs, fs); + assert(neoGlossShader); + } + + rw::gl3::ObjPipeline *pipe = rw::gl3::ObjPipeline::create(); + pipe->instanceCB = rw::gl3::defaultInstanceCB; + pipe->uninstanceCB = nil; + pipe->renderCB = glossRenderCB; + glossPipe = pipe; +} + +void +DestroyGlossPipe(void) +{ + neoGlossShader->destroy(); + neoGlossShader = nil; + + ((rw::gl3::ObjPipeline*)glossPipe)->destroy(); + glossPipe = nil; +} + + + +/* + * Neo Rim pipes + */ + +rw::gl3::Shader *neoRimShader; +rw::gl3::Shader *neoRimSkinShader; + +static void +uploadRimData(bool enable) +{ + using namespace rw; + using namespace rw::gl3; + + V3d viewVec = rw::engine->currentCamera->getFrame()->getLTM()->at; + glUniform3fv(U(u_viewVec), 1, (float*)&viewVec); + float rimData[4]; + rimData[0] = Offset.Get(); + rimData[1] = Scale.Get(); + if(enable) + rimData[2] = Scaling.Get()*RimlightMult; + else + rimData[2] = 0.0f; + rimData[3] = 0.0f; + glUniform3fv(U(u_rimData), 1, rimData); + Color col = RampStart.Get(); + glUniform4fv(U(u_rampStart), 1, (float*)&col); + col = RampEnd.Get(); + glUniform4fv(U(u_rampEnd), 1, (float*)&col); +} + +static void +rimSkinRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header) +{ + using namespace rw; + using namespace rw::gl3; + + Material *m; + + setWorldMatrix(atomic->getFrame()->getLTM()); + lightingCB(atomic); + +#ifdef RW_GL_USE_VAOS + glBindVertexArray(header->vao); +#else + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, header->ibo); + glBindBuffer(GL_ARRAY_BUFFER, header->vbo); + setAttribPointers(header->attribDesc, header->numAttribs); +#endif + + InstanceData *inst = header->inst; + rw::int32 n = header->numMeshes; + + neoRimSkinShader->use(); + + uploadRimData(atomic->geometry->flags & Geometry::LIGHT); + + uploadSkinMatrices(atomic); + + while(n--){ + m = inst->material; + + setMaterial(m->color, m->surfaceProps); + + setTexture(0, m->texture); + + rw::SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 0xFF); + + drawInst(header, inst); + inst++; + } +#ifndef RW_GL_USE_VAOS + disableAttribPointers(header->attribDesc, header->numAttribs); +#endif +} + +static void +rimRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header) +{ + using namespace rw; + using namespace rw::gl3; + + Material *m; + + setWorldMatrix(atomic->getFrame()->getLTM()); + lightingCB(atomic); + +#ifdef RW_GL_USE_VAOS + glBindVertexArray(header->vao); +#else + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, header->ibo); + glBindBuffer(GL_ARRAY_BUFFER, header->vbo); + setAttribPointers(header->attribDesc, header->numAttribs); +#endif + + InstanceData *inst = header->inst; + rw::int32 n = header->numMeshes; + + neoRimShader->use(); + + uploadRimData(atomic->geometry->flags & Geometry::LIGHT); + + while(n--){ + m = inst->material; + + setMaterial(m->color, m->surfaceProps); + + setTexture(0, m->texture); + + rw::SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 0xFF); + + drawInst(header, inst); + inst++; + } +#ifndef RW_GL_USE_VAOS + disableAttribPointers(header->attribDesc, header->numAttribs); +#endif +} + +void +CreateRimLightPipes(void) +{ + using namespace rw::gl3; + + if(CFileMgr::LoadFile("neo/rimTweakingTable.dat", work_buff, sizeof(work_buff), "r") == 0) + printf("Error: couldn't open 'neo/rimTweakingTable.dat'\n"); + else{ + char *fp = (char*)work_buff; + fp = ReadTweakValueTable(fp, RampStart); + fp = ReadTweakValueTable(fp, RampEnd); + fp = ReadTweakValueTable(fp, Offset); + fp = ReadTweakValueTable(fp, Scale); + fp = ReadTweakValueTable(fp, Scaling); + } + + { +#ifdef RW_GLES2 +#include "gl2_shaders/simple_fs_gl2.inc" +#include "gl2_shaders/neoRimSkin_gl2.inc" +#else +#include "shaders/simple_fs_gl3.inc" +#include "shaders/neoRimSkin_gl3.inc" +#endif + const char *vs[] = { shaderDecl, header_vert_src, neoRimSkin_vert_src, nil }; + const char *fs[] = { shaderDecl, header_frag_src, simple_frag_src, nil }; + neoRimSkinShader = Shader::create(vs, fs); + assert(neoRimSkinShader); + } + + { +#ifdef RW_GLES2 +#include "gl2_shaders/simple_fs_gl2.inc" +#include "gl2_shaders/neoRim_gl2.inc" +#else +#include "shaders/simple_fs_gl3.inc" +#include "shaders/neoRim_gl3.inc" +#endif + const char *vs[] = { shaderDecl, header_vert_src, neoRim_vert_src, nil }; + const char *fs[] = { shaderDecl, header_frag_src, simple_frag_src, nil }; + neoRimShader = Shader::create(vs, fs); + assert(neoRimShader); + } + + + rw::gl3::ObjPipeline *pipe = rw::gl3::ObjPipeline::create(); + pipe->instanceCB = rw::gl3::defaultInstanceCB; + pipe->uninstanceCB = nil; + pipe->renderCB = rimRenderCB; + rimPipe = pipe; + + pipe = rw::gl3::ObjPipeline::create(); + pipe->instanceCB = rw::gl3::skinInstanceCB; + pipe->uninstanceCB = nil; + pipe->renderCB = rimSkinRenderCB; + rimSkinPipe = pipe; +} + +void +DestroyRimLightPipes(void) +{ + neoRimShader->destroy(); + neoRimShader = nil; + + neoRimSkinShader->destroy(); + neoRimSkinShader = nil; + + ((rw::gl3::ObjPipeline*)rimPipe)->destroy(); + rimPipe = nil; + + ((rw::gl3::ObjPipeline*)rimSkinPipe)->destroy(); + rimSkinPipe = nil; +} + + + +void +CustomPipeRegisterGL(void) +{ + u_viewVec = rw::gl3::registerUniform("u_viewVec"); + u_rampStart = rw::gl3::registerUniform("u_rampStart"); + u_rampEnd = rw::gl3::registerUniform("u_rampEnd"); + u_rimData = rw::gl3::registerUniform("u_rimData"); + + u_lightMap = rw::gl3::registerUniform("u_lightMap"); + + u_eye = rw::gl3::registerUniform("u_eye"); + u_reflProps = rw::gl3::registerUniform("u_reflProps"); + u_specDir = rw::gl3::registerUniform("u_specDir"); + u_specColor = rw::gl3::registerUniform("u_specColor"); +} + + +} + +#endif +#endif diff --git a/src/extras/shaders/Makefile b/src/extras/shaders/Makefile index effb6afc..605190c9 100644 --- a/src/extras/shaders/Makefile +++ b/src/extras/shaders/Makefile @@ -1,4 +1,8 @@ -all: im2d_gl3.inc colourfilterVC_fs_gl3.inc contrast_fs_gl3.inc +all: im2d_gl3.inc simple_fs_gl3.inc default_UV2_gl3.inc \ + colourfilterVC_fs_gl3.inc contrast_fs_gl3.inc \ + neoRim_gl3.inc neoRimSkin_gl3.inc \ + neoWorldVC_fs_gl3.inc neoGloss_vs_gl3.inc neoGloss_fs_gl3.inc \ + neoVehicle_vs_gl3.inc neoVehicle_fs_gl3.inc im2d_gl3.inc: im2d.vert (echo 'const char *im2d_vert_src =';\ @@ -9,8 +13,55 @@ colourfilterVC_fs_gl3.inc: colourfilterVC.frag (echo 'const char *colourfilterVC_frag_src =';\ sed 's/..*/"&\\n"/' colourfilterVC.frag;\ echo ';') >colourfilterVC_fs_gl3.inc +simple_fs_gl3.inc: simple.frag + (echo 'const char *simple_frag_src =';\ + sed 's/..*/"&\\n"/' simple.frag;\ + echo ';') >simple_fs_gl3.inc + +default_UV2_gl3.inc: default_UV2.vert + (echo 'const char *default_UV2_vert_src =';\ + sed 's/..*/"&\\n"/' default_UV2.vert;\ + echo ';') >default_UV2_gl3.inc + + contrast_fs_gl3.inc: contrast.frag (echo 'const char *contrast_frag_src =';\ sed 's/..*/"&\\n"/' contrast.frag;\ echo ';') >contrast_fs_gl3.inc + + +neoRim_gl3.inc: neoRim.vert + (echo 'const char *neoRim_vert_src =';\ + sed 's/..*/"&\\n"/' neoRim.vert;\ + echo ';') >neoRim_gl3.inc + +neoRimSkin_gl3.inc: neoRimSkin.vert + (echo 'const char *neoRimSkin_vert_src =';\ + sed 's/..*/"&\\n"/' neoRimSkin.vert;\ + echo ';') >neoRimSkin_gl3.inc + +neoWorldVC_fs_gl3.inc: neoWorldVC.frag + (echo 'const char *neoWorldVC_frag_src =';\ + sed 's/..*/"&\\n"/' neoWorldVC.frag;\ + echo ';') >neoWorldVC_fs_gl3.inc + +neoGloss_fs_gl3.inc: neoGloss.frag + (echo 'const char *neoGloss_frag_src =';\ + sed 's/..*/"&\\n"/' neoGloss.frag;\ + echo ';') >neoGloss_fs_gl3.inc + +neoGloss_vs_gl3.inc: neoGloss.vert + (echo 'const char *neoGloss_vert_src =';\ + sed 's/..*/"&\\n"/' neoGloss.vert;\ + echo ';') >neoGloss_vs_gl3.inc + +neoVehicle_vs_gl3.inc: neoVehicle.vert + (echo 'const char *neoVehicle_vert_src =';\ + sed 's/..*/"&\\n"/' neoVehicle.vert;\ + echo ';') >neoVehicle_vs_gl3.inc + +neoVehicle_fs_gl3.inc: neoVehicle.frag + (echo 'const char *neoVehicle_frag_src =';\ + sed 's/..*/"&\\n"/' neoVehicle.frag;\ + echo ';') >neoVehicle_fs_gl3.inc diff --git a/src/extras/shaders/colourfilterVC.frag b/src/extras/shaders/colourfilterVC.frag index e19a8600..5069af52 100644 --- a/src/extras/shaders/colourfilterVC.frag +++ b/src/extras/shaders/colourfilterVC.frag @@ -11,12 +11,10 @@ void main(void) { float a = u_blurcolor.a; - vec4 doublec = clamp(u_blurcolor*2, 0.0, 1.0); vec4 dst = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y)); vec4 prev = dst; for(int i = 0; i < 5; i++){ -// vec4 doublec = clamp(u_blurcolor*2, 0.0, 1.0); vec4 tmp = dst*(1.0-a) + prev*doublec*a; tmp += prev*u_blurcolor; tmp += prev*u_blurcolor; diff --git a/src/extras/shaders/colourfilterVC_fs_gl3.inc b/src/extras/shaders/colourfilterVC_fs_gl3.inc index acb9b15c..d11cdc5a 100644 --- a/src/extras/shaders/colourfilterVC_fs_gl3.inc +++ b/src/extras/shaders/colourfilterVC_fs_gl3.inc @@ -12,12 +12,10 @@ const char *colourfilterVC_frag_src = "main(void)\n" "{\n" " float a = u_blurcolor.a;\n" - " vec4 doublec = clamp(u_blurcolor*2, 0.0, 1.0);\n" " vec4 dst = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n" " vec4 prev = dst;\n" " for(int i = 0; i < 5; i++){\n" -"// vec4 doublec = clamp(u_blurcolor*2, 0.0, 1.0);\n" " vec4 tmp = dst*(1.0-a) + prev*doublec*a;\n" " tmp += prev*u_blurcolor;\n" " tmp += prev*u_blurcolor;\n" diff --git a/src/extras/shaders/default_UV2.vert b/src/extras/shaders/default_UV2.vert new file mode 100644 index 00000000..3dbad20f --- /dev/null +++ b/src/extras/shaders/default_UV2.vert @@ -0,0 +1,29 @@ +layout(location = 0) in vec3 in_pos; +layout(location = 1) in vec3 in_normal; +layout(location = 2) in vec4 in_color; +layout(location = 3) in vec2 in_tex0; +layout(location = 4) in vec2 in_tex1; + +out vec4 v_color; +out vec2 v_tex0; +out vec2 v_tex1; +out float v_fog; + +void +main(void) +{ + vec4 Vertex = u_world * vec4(in_pos, 1.0); + gl_Position = u_proj * u_view * Vertex; + vec3 Normal = mat3(u_world) * in_normal; + + v_tex0 = in_tex0; + v_tex1 = in_tex1; + + v_color = in_color; + v_color.rgb += u_ambLight.rgb*surfAmbient; + v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse; + v_color = clamp(v_color, 0.0, 1.0); + v_color *= u_matColor; + + v_fog = DoFog(gl_Position.w); +} diff --git a/src/extras/shaders/default_UV2_VS.cso b/src/extras/shaders/default_UV2_VS.cso Binary files differnew file mode 100644 index 00000000..5a48c663 --- /dev/null +++ b/src/extras/shaders/default_UV2_VS.cso diff --git a/src/extras/shaders/default_UV2_VS.hlsl b/src/extras/shaders/default_UV2_VS.hlsl new file mode 100644 index 00000000..e78a9907 --- /dev/null +++ b/src/extras/shaders/default_UV2_VS.hlsl @@ -0,0 +1,54 @@ +#include "standardConstants.h" + +struct VS_in +{ + float4 Position : POSITION; + float3 Normal : NORMAL; + float2 TexCoord : TEXCOORD0; + float2 TexCoord1 : TEXCOORD1; + float4 Prelight : COLOR0; +}; + +struct VS_out { + float4 Position : POSITION; + float3 TexCoord0 : TEXCOORD0; // also fog + float2 TexCoord1 : TEXCOORD1; + float4 Color : COLOR0; +}; + + +VS_out main(in VS_in input) +{ + VS_out output; + + output.Position = mul(combinedMat, input.Position); + float3 Vertex = mul(worldMat, input.Position).xyz; + float3 Normal = mul(normalMat, input.Normal); + + output.TexCoord0.xy = input.TexCoord; + output.TexCoord1.xy = input.TexCoord1; + + output.Color = input.Prelight; + output.Color.rgb += ambientLight.rgb * surfAmbient; + + int i; +#ifdef DIRECTIONALS + for(i = 0; i < numDirLights; i++) + output.Color.xyz += DoDirLight(lights[i+firstDirLight], Normal)*surfDiffuse; +#endif +#ifdef POINTLIGHTS + for(i = 0; i < numPointLights; i++) + output.Color.xyz += DoPointLight(lights[i+firstPointLight], Vertex.xyz, Normal)*surfDiffuse; +#endif +#ifdef SPOTLIGHTS + for(i = 0; i < numSpotLights; i++) + output.Color.xyz += DoSpotLight(lights[i+firstSpotLight], Vertex.xyz, Normal)*surfDiffuse; +#endif + // PS2 clamps before material color + output.Color = clamp(output.Color, 0.0, 1.0); + output.Color *= matCol; + + output.TexCoord0.z = clamp((output.Position.w - fogEnd)*fogRange, fogDisable, 1.0); + + return output; +} diff --git a/src/extras/shaders/default_UV2_VS.inc b/src/extras/shaders/default_UV2_VS.inc new file mode 100644 index 00000000..de832107 --- /dev/null +++ b/src/extras/shaders/default_UV2_VS.inc @@ -0,0 +1,55 @@ +static unsigned char default_UV2_VS_cso[] = { + 0x00, 0x02, 0xfe, 0xff, 0xfe, 0xff, 0x45, 0x00, 0x43, 0x54, 0x41, 0x42, + 0x1c, 0x00, 0x00, 0x00, 0xdc, 0x00, 0x00, 0x00, 0x00, 0x02, 0xfe, 0xff, + 0x05, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, + 0xd5, 0x00, 0x00, 0x00, 0x80, 0x00, 0x00, 0x00, 0x02, 0x00, 0x0f, 0x00, + 0x01, 0x00, 0x3e, 0x00, 0x90, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0xa0, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x04, 0x00, 0x02, 0x00, + 0xac, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xbc, 0x00, 0x00, 0x00, + 0x02, 0x00, 0x0e, 0x00, 0x01, 0x00, 0x3a, 0x00, 0x90, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0xc4, 0x00, 0x00, 0x00, 0x02, 0x00, 0x0c, 0x00, + 0x01, 0x00, 0x32, 0x00, 0x90, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0xcb, 0x00, 0x00, 0x00, 0x02, 0x00, 0x0d, 0x00, 0x01, 0x00, 0x36, 0x00, + 0x90, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x61, 0x6d, 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0x00, 0x00, 0x00, 0x00, 0x1f, 0x00, 0x00, 0x02, + 0x00, 0x00, 0x00, 0x80, 0x00, 0x00, 0x0f, 0x90, 0x1f, 0x00, 0x00, 0x02, + 0x05, 0x00, 0x00, 0x80, 0x01, 0x00, 0x0f, 0x90, 0x1f, 0x00, 0x00, 0x02, + 0x05, 0x00, 0x01, 0x80, 0x02, 0x00, 0x0f, 0x90, 0x1f, 0x00, 0x00, 0x02, + 0x0a, 0x00, 0x00, 0x80, 0x03, 0x00, 0x0f, 0x90, 0x01, 0x00, 0x00, 0x02, + 0x00, 0x00, 0x07, 0x80, 0x0f, 0x00, 0xe4, 0xa0, 0x04, 0x00, 0x00, 0x04, + 0x00, 0x00, 0x07, 0x80, 0x00, 0x00, 0xe4, 0x80, 0x0d, 0x00, 0x00, 0xa0, + 0x03, 0x00, 0xe4, 0x90, 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x08, 0x80, + 0x03, 0x00, 0xff, 0x90, 0x0b, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80, + 0x00, 0x00, 0xe4, 0x80, 0x04, 0x00, 0x00, 0xa0, 0x0a, 0x00, 0x00, 0x03, + 0x00, 0x00, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0x80, 0x04, 0x00, 0x55, 0xa0, + 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0xd0, 0x00, 0x00, 0xe4, 0x80, + 0x0c, 0x00, 0xe4, 0xa0, 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80, + 0x00, 0x00, 0x55, 0x90, 0x01, 0x00, 0xe4, 0xa0, 0x04, 0x00, 0x00, 0x04, + 0x00, 0x00, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0xa0, 0x00, 0x00, 0x00, 0x90, + 0x00, 0x00, 0xe4, 0x80, 0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x0f, 0x80, + 0x02, 0x00, 0xe4, 0xa0, 0x00, 0x00, 0xaa, 0x90, 0x00, 0x00, 0xe4, 0x80, + 0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x0f, 0x80, 0x03, 0x00, 0xe4, 0xa0, + 0x00, 0x00, 0xff, 0x90, 0x00, 0x00, 0xe4, 0x80, 0x02, 0x00, 0x00, 0x03, + 0x01, 0x00, 0x01, 0x80, 0x00, 0x00, 0xff, 0x80, 0x0e, 0x00, 0x55, 0xa1, + 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x0f, 0xc0, 0x00, 0x00, 0xe4, 0x80, + 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x01, 0x80, 0x01, 0x00, 0x00, 0x80, + 0x0e, 0x00, 0xaa, 0xa0, 0x0b, 0x00, 0x00, 0x03, 0x00, 0x00, 0x01, 0x80, + 0x00, 0x00, 0x00, 0x80, 0x0e, 0x00, 0xff, 0xa0, 0x0a, 0x00, 0x00, 0x03, + 0x00, 0x00, 0x04, 0xe0, 0x00, 0x00, 0x00, 0x80, 0x04, 0x00, 0x55, 0xa0, + 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x03, 0xe0, 0x01, 0x00, 0xe4, 0x90, + 0x01, 0x00, 0x00, 0x02, 0x01, 0x00, 0x03, 0xe0, 0x02, 0x00, 0xe4, 0x90, + 0xff, 0xff, 0x00, 0x00 +}; diff --git a/src/extras/shaders/default_UV2_gl3.inc b/src/extras/shaders/default_UV2_gl3.inc new file mode 100644 index 00000000..14106b29 --- /dev/null +++ b/src/extras/shaders/default_UV2_gl3.inc @@ -0,0 +1,31 @@ +const char *default_UV2_vert_src = +"layout(location = 0) in vec3 in_pos;\n" +"layout(location = 1) in vec3 in_normal;\n" +"layout(location = 2) in vec4 in_color;\n" +"layout(location = 3) in vec2 in_tex0;\n" +"layout(location = 4) in vec2 in_tex1;\n" + +"out vec4 v_color;\n" +"out vec2 v_tex0;\n" +"out vec2 v_tex1;\n" +"out float v_fog;\n" + +"void\n" +"main(void)\n" +"{\n" +" vec4 Vertex = u_world * vec4(in_pos, 1.0);\n" +" gl_Position = u_proj * u_view * Vertex;\n" +" vec3 Normal = mat3(u_world) * in_normal;\n" + +" v_tex0 = in_tex0;\n" +" v_tex1 = in_tex1;\n" + +" v_color = in_color;\n" +" v_color.rgb += u_ambLight.rgb*surfAmbient;\n" +" v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse;\n" +" v_color = clamp(v_color, 0.0, 1.0);\n" +" v_color *= u_matColor;\n" + +" v_fog = DoFog(gl_Position.w);\n" +"}\n" +; diff --git a/src/extras/shaders/lighting.h b/src/extras/shaders/lighting.h new file mode 100644 index 00000000..4b081962 --- /dev/null +++ b/src/extras/shaders/lighting.h @@ -0,0 +1,44 @@ +struct Light +{ + float4 color; // and radius + float4 position; // and -cos(angle) + float4 direction; // and falloff clamp +}; + +float3 DoDirLight(Light L, float3 N) +{ + float l = max(0.0, dot(N, -L.direction.xyz)); + return l*L.color.xyz; +} + +float3 DoDirLightSpec(Light L, float3 N, float3 V, float power) +{ + return pow(saturate(dot(N, normalize(V + -L.direction.xyz))), power)*L.color.xyz; +} + +float3 DoPointLight(Light L, float3 V, float3 N) +{ + // As on PS2 + float3 dir = V - L.position.xyz; + float dist = length(dir); + float atten = max(0.0, (1.0 - dist/L.color.w)); + float l = max(0.0, dot(N, -normalize(dir))); + return l*L.color.xyz*atten; +} + +float3 DoSpotLight(Light L, float3 V, float3 N) +{ + // As on PS2 + float3 dir = V - L.position.xyz; + float dist = length(dir); + float atten = max(0.0, (1.0 - dist/L.color.w)); + dir /= dist; + float l = max(0.0, dot(N, -dir)); + float pcos = dot(dir, L.direction.xyz); // cos to point + float ccos = -L.position.w; // cos of cone + float falloff = (pcos-ccos)/(1.0-ccos); + if(falloff < 0) // outside of cone + l = 0; + l *= max(falloff, L.direction.w); // falloff clamp + return l*L.color.xyz*atten; +} diff --git a/src/extras/shaders/neoGloss.frag b/src/extras/shaders/neoGloss.frag new file mode 100644 index 00000000..14ef0e15 --- /dev/null +++ b/src/extras/shaders/neoGloss.frag @@ -0,0 +1,26 @@ +uniform sampler2D tex0; + +uniform vec4 u_reflProps; + +#define glossMult (u_reflProps.x) + +in vec3 v_normal; +in vec3 v_light; +in vec2 v_tex0; +in float v_fog; + +out vec4 color; + +void +main(void) +{ + color = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y)); + vec3 n = 2.0*v_normal-1.0; // unpack + vec3 v = 2.0*v_light-1.0; // + + float s = dot(n, v); + color = s*s*s*s*s*s*s*s*color*v_fog*glossMult; + + DoAlphaTest(color.a); +} + diff --git a/src/extras/shaders/neoGloss.vert b/src/extras/shaders/neoGloss.vert new file mode 100644 index 00000000..78dd1b33 --- /dev/null +++ b/src/extras/shaders/neoGloss.vert @@ -0,0 +1,29 @@ +uniform vec3 u_eye; + + +layout(location = 0) in vec3 in_pos; +layout(location = 1) in vec3 in_normal; +layout(location = 2) in vec4 in_color; +layout(location = 3) in vec2 in_tex0; + +out vec3 v_normal; +out vec3 v_light; +out vec2 v_tex0; +out float v_fog; + +void +main(void) +{ + vec4 Vertex = u_world * vec4(in_pos, 1.0); + gl_Position = u_proj * u_view * Vertex; + vec3 Normal = mat3(u_world) * in_normal; + + v_tex0 = in_tex0; + + vec3 viewVec = normalize(u_eye - Vertex.xyz); + vec3 Light = normalize(viewVec - u_lightDirection[0].xyz); + v_normal = 0.5*(1.0 + vec3(0.0, 0.0, 1.0)); // compress + v_light = 0.5*(1.0 + Light); // + + v_fog = DoFog(gl_Position.w); +} diff --git a/src/extras/shaders/neoGloss_PS.cso b/src/extras/shaders/neoGloss_PS.cso Binary files differnew file mode 100644 index 00000000..aa88e450 --- /dev/null +++ b/src/extras/shaders/neoGloss_PS.cso diff --git a/src/extras/shaders/neoGloss_PS.hlsl b/src/extras/shaders/neoGloss_PS.hlsl new file mode 100644 index 00000000..b3c97639 --- /dev/null +++ b/src/extras/shaders/neoGloss_PS.hlsl @@ -0,0 +1,20 @@ +sampler2D tex0 : register(s0); +float glossMult : register(c1); + +struct VS_out +{ + float4 Position : POSITION; + float3 TexCoord0 : TEXCOORD0; + float3 Normal : COLOR0; + float3 Light : COLOR1; +}; + +float4 main(VS_out input) : COLOR +{ + float4 color = tex2D(tex0, input.TexCoord0.xy); + float3 n = 2.0*input.Normal-1.0; // unpack + float3 v = 2.0*input.Light-1.0; // + + float s = dot(n, v); + return s*s*s*s*s*s*s*s*color*input.TexCoord0.z*glossMult; +} diff --git a/src/extras/shaders/neoGloss_PS.inc b/src/extras/shaders/neoGloss_PS.inc new file mode 100644 index 00000000..97e5641d --- /dev/null +++ b/src/extras/shaders/neoGloss_PS.inc @@ -0,0 +1,39 @@ +static unsigned char neoGloss_PS_cso[] = { + 0x00, 0x02, 0xff, 0xff, 0xfe, 0xff, 0x2d, 0x00, 0x43, 0x54, 0x41, 0x42, + 0x1c, 0x00, 0x00, 0x00, 0x7f, 0x00, 0x00, 0x00, 0x00, 0x02, 0xff, 0xff, + 0x02, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, + 0x78, 0x00, 0x00, 0x00, 0x44, 0x00, 0x00, 0x00, 0x02, 0x00, 0x01, 0x00, + 0x01, 0x00, 0x06, 0x00, 0x50, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x60, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x02, 0x00, + 0x68, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x67, 0x6c, 0x6f, 0x73, + 0x73, 0x4d, 0x75, 0x6c, 0x74, 0x00, 0xab, 0xab, 0x00, 0x00, 0x03, 0x00, + 0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x74, 0x65, 0x78, 0x30, 0x00, 0xab, 0xab, 0xab, 0x04, 0x00, 0x0c, 0x00, + 0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x70, 0x73, 0x5f, 0x32, 0x5f, 0x30, 0x00, 0x4d, 0x69, 0x63, 0x72, 0x6f, + 0x73, 0x6f, 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0x00, 0x00, 0x00, 0xa0, + 0x00, 0x00, 0x55, 0xa0, 0x08, 0x00, 0x00, 0x03, 0x01, 0x00, 0x01, 0x80, + 0x01, 0x00, 0xe4, 0x80, 0x02, 0x00, 0xe4, 0x80, 0x05, 0x00, 0x00, 0x03, + 0x01, 0x00, 0x01, 0x80, 0x01, 0x00, 0x00, 0x80, 0x01, 0x00, 0x00, 0x80, + 0x05, 0x00, 0x00, 0x03, 0x01, 0x00, 0x01, 0x80, 0x01, 0x00, 0x00, 0x80, + 0x01, 0x00, 0x00, 0x80, 0x05, 0x00, 0x00, 0x03, 0x01, 0x00, 0x01, 0x80, + 0x01, 0x00, 0x00, 0x80, 0x01, 0x00, 0x00, 0x80, 0x05, 0x00, 0x00, 0x03, + 0x00, 0x00, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0x80, 0x01, 0x00, 0x00, 0x80, + 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0x80, + 0x00, 0x00, 0xaa, 0xb0, 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80, + 0x00, 0x00, 0xe4, 0x80, 0x01, 0x00, 0x00, 0xa0, 0x01, 0x00, 0x00, 0x02, + 0x00, 0x08, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0x80, 0xff, 0xff, 0x00, 0x00 +}; diff --git a/src/extras/shaders/neoGloss_VS.cso b/src/extras/shaders/neoGloss_VS.cso Binary files differnew file mode 100644 index 00000000..9635b8b7 --- /dev/null +++ b/src/extras/shaders/neoGloss_VS.cso diff --git a/src/extras/shaders/neoGloss_VS.hlsl b/src/extras/shaders/neoGloss_VS.hlsl new file mode 100644 index 00000000..d166171c --- /dev/null +++ b/src/extras/shaders/neoGloss_VS.hlsl @@ -0,0 +1,35 @@ +#include "standardConstants.h" + +struct VS_in +{ + float4 Position : POSITION; + float2 TexCoord : TEXCOORD0; +}; + +struct VS_out +{ + float4 Position : POSITION; + float3 TexCoord0 : TEXCOORD0; + float3 Normal : COLOR0; + float3 Light : COLOR1; +}; + +float3 eye : register(c41); + +VS_out main(in VS_in input) +{ + VS_out output; + + output.Position = mul(combinedMat, input.Position); + float3 Vertex = mul(worldMat, input.Position).xyz; + output.TexCoord0.xy = input.TexCoord; + + float3 viewVec = normalize(eye - Vertex); + float3 Light = normalize(viewVec - lights[0].direction.xyz); + output.Normal = 0.5*(1.0 + float3(0.0, 0.0, 1.0)); // compress + output.Light = 0.5*(1.0 + Light); // + + output.TexCoord0.z = clamp((output.Position.w - fogEnd)*fogRange, fogDisable, 1.0); + + return output; +} diff --git a/src/extras/shaders/neoGloss_VS.inc b/src/extras/shaders/neoGloss_VS.inc new file mode 100644 index 00000000..1ec03761 --- /dev/null +++ b/src/extras/shaders/neoGloss_VS.inc @@ -0,0 +1,66 @@ +static unsigned char neoGloss_VS_cso[] = { + 0x00, 0x02, 0xfe, 0xff, 0xfe, 0xff, 0x5b, 0x00, 0x43, 0x54, 0x41, 0x42, + 0x1c, 0x00, 0x00, 0x00, 0x34, 0x01, 0x00, 0x00, 0x00, 0x02, 0xfe, 0xff, + 0x05, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, + 0x2d, 0x01, 0x00, 0x00, 0x80, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, + 0x04, 0x00, 0x02, 0x00, 0x8c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x9c, 0x00, 0x00, 0x00, 0x02, 0x00, 0x29, 0x00, 0x01, 0x00, 0xa6, 0x00, + 0xa0, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xb0, 0x00, 0x00, 0x00, + 0x02, 0x00, 0x0e, 0x00, 0x01, 0x00, 0x3a, 0x00, 0xb8, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0xc8, 0x00, 0x00, 0x00, 0x02, 0x00, 0x11, 0x00, + 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0x08, 0x00, 0xc5, 0xa0, 0xff, 0xff, 0x00, 0x00 +}; diff --git a/src/extras/shaders/neoGloss_fs_gl3.inc b/src/extras/shaders/neoGloss_fs_gl3.inc new file mode 100644 index 00000000..736b0c5d --- /dev/null +++ b/src/extras/shaders/neoGloss_fs_gl3.inc @@ -0,0 +1,28 @@ +const char *neoGloss_frag_src = +"uniform sampler2D tex0;\n" + +"uniform vec4 u_reflProps;\n" + +"#define glossMult (u_reflProps.x)\n" + +"in vec3 v_normal;\n" +"in vec3 v_light;\n" +"in vec2 v_tex0;\n" +"in float v_fog;\n" + +"out vec4 color;\n" + +"void\n" +"main(void)\n" +"{\n" +" color = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n" +" vec3 n = 2.0*v_normal-1.0; // unpack\n" +" vec3 v = 2.0*v_light-1.0; //\n" + +" float s = dot(n, v);\n" +" color = s*s*s*s*s*s*s*s*color*v_fog*glossMult;\n" + +" DoAlphaTest(color.a);\n" +"}\n" + +; diff --git a/src/extras/shaders/neoGloss_vs_gl3.inc b/src/extras/shaders/neoGloss_vs_gl3.inc new file mode 100644 index 00000000..4adc9cb2 --- /dev/null +++ b/src/extras/shaders/neoGloss_vs_gl3.inc @@ -0,0 +1,31 @@ +const char *neoGloss_vert_src = +"uniform vec3 u_eye;\n" + + +"layout(location = 0) in vec3 in_pos;\n" +"layout(location = 1) in vec3 in_normal;\n" +"layout(location = 2) in vec4 in_color;\n" +"layout(location = 3) in vec2 in_tex0;\n" + +"out vec3 v_normal;\n" +"out vec3 v_light;\n" +"out vec2 v_tex0;\n" +"out float v_fog;\n" + +"void\n" +"main(void)\n" +"{\n" +" vec4 Vertex = u_world * vec4(in_pos, 1.0);\n" +" gl_Position = u_proj * u_view * Vertex;\n" +" vec3 Normal = mat3(u_world) * in_normal;\n" + +" v_tex0 = in_tex0;\n" + +" vec3 viewVec = normalize(u_eye - Vertex.xyz);\n" +" vec3 Light = normalize(viewVec - u_lightDirection[0].xyz);\n" +" v_normal = 0.5*(1.0 + vec3(0.0, 0.0, 1.0)); // compress\n" +" v_light = 0.5*(1.0 + Light); //\n" + +" v_fog = DoFog(gl_Position.w);\n" +"}\n" +; diff --git a/src/extras/shaders/neoRim.vert b/src/extras/shaders/neoRim.vert new file mode 100644 index 00000000..4a2b545f --- /dev/null +++ b/src/extras/shaders/neoRim.vert @@ -0,0 +1,37 @@ +uniform vec3 u_viewVec; +uniform vec4 u_rampStart; +uniform vec4 u_rampEnd; +uniform vec3 u_rimData; + +layout(location = 0) in vec3 in_pos; +layout(location = 1) in vec3 in_normal; +layout(location = 2) in vec4 in_color; +layout(location = 3) in vec2 in_tex0; + +out vec4 v_color; +out vec2 v_tex0; +out float v_fog; + +void +main(void) +{ + vec4 Vertex = u_world * vec4(in_pos, 1.0); + gl_Position = u_proj * u_view * Vertex; + vec3 Normal = mat3(u_world) * in_normal; + + v_tex0 = in_tex0; + + v_color = in_color; + v_color.rgb += u_ambLight.rgb*surfAmbient; + v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse; + + // rim light + float f = u_rimData.x - u_rimData.y*dot(Normal, u_viewVec); + vec4 rimlight = clamp(mix(u_rampEnd, u_rampStart, f)*u_rimData.z, 0.0, 1.0); + v_color.rgb += rimlight.rgb; + + v_color = clamp(v_color, 0.0, 1.0); + v_color *= u_matColor; + + v_fog = DoFog(gl_Position.w); +} diff --git a/src/extras/shaders/neoRimSkin.vert b/src/extras/shaders/neoRimSkin.vert new file mode 100644 index 00000000..f16f2310 --- /dev/null +++ b/src/extras/shaders/neoRimSkin.vert @@ -0,0 +1,48 @@ +uniform mat4 u_boneMatrices[64]; + +uniform vec3 u_viewVec; +uniform vec4 u_rampStart; +uniform vec4 u_rampEnd; +uniform vec3 u_rimData; + +layout(location = 0) in vec3 in_pos; +layout(location = 1) in vec3 in_normal; +layout(location = 2) in vec4 in_color; +layout(location = 3) in vec2 in_tex0; +layout(location = 11) in vec4 in_weights; +layout(location = 12) in vec4 in_indices; + +out vec4 v_color; +out vec2 v_tex0; +out float v_fog; + +void +main(void) +{ + vec3 SkinVertex = vec3(0.0, 0.0, 0.0); + vec3 SkinNormal = vec3(0.0, 0.0, 0.0); + for(int i = 0; i < 4; i++){ + SkinVertex += (u_boneMatrices[int(in_indices[i])] * vec4(in_pos, 1.0)).xyz * in_weights[i]; + SkinNormal += (mat3(u_boneMatrices[int(in_indices[i])]) * in_normal) * in_weights[i]; + } + + vec4 Vertex = u_world * vec4(SkinVertex, 1.0); + gl_Position = u_proj * u_view * Vertex; + vec3 Normal = mat3(u_world) * SkinNormal; + + v_tex0 = in_tex0; + + v_color = in_color; + v_color.rgb += u_ambLight.rgb*surfAmbient; + v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse; + + // rim light + float f = u_rimData.x - u_rimData.y*dot(Normal, u_viewVec); + vec4 rimlight = clamp(mix(u_rampEnd, u_rampStart, f)*u_rimData.z, 0.0, 1.0); + v_color.rgb += rimlight.rgb; + + v_color = clamp(v_color, 0.0, 1.0); + v_color *= u_matColor; + + v_fog = DoFog(gl_Position.z); +} diff --git a/src/extras/shaders/neoRimSkin_VS.cso b/src/extras/shaders/neoRimSkin_VS.cso Binary files differnew file mode 100644 index 00000000..8410504e --- /dev/null +++ b/src/extras/shaders/neoRimSkin_VS.cso diff --git a/src/extras/shaders/neoRimSkin_VS.hlsl b/src/extras/shaders/neoRimSkin_VS.hlsl new file mode 100644 index 00000000..87cc0931 --- /dev/null +++ b/src/extras/shaders/neoRimSkin_VS.hlsl @@ -0,0 +1,73 @@ +#include "standardConstants.h" + +float4x3 boneMatrices[64] : register(c41); + +struct VS_in +{ + float4 Position : POSITION; + float3 Normal : NORMAL; + float2 TexCoord : TEXCOORD0; + float4 Prelight : COLOR0; + float4 Weights : BLENDWEIGHT; + int4 Indices : BLENDINDICES; +}; + +struct VS_out { + float4 Position : POSITION; + float3 TexCoord0 : TEXCOORD0; // also fog + float4 Color : COLOR0; +}; + +float3 viewVec : register(c233); +float4 rampStart : register(c234); +float4 rampEnd : register(c235); +float3 rimData : register(c236); + +VS_out main(in VS_in input) +{ + VS_out output; + + int j; + float3 SkinVertex = float3(0.0, 0.0, 0.0); + float3 SkinNormal = float3(0.0, 0.0, 0.0); + for(j = 0; j < 4; j++){ + SkinVertex += mul(input.Position, boneMatrices[input.Indices[j]]).xyz * input.Weights[j]; + SkinNormal += mul(input.Normal, (float3x3)boneMatrices[input.Indices[j]]).xyz * input.Weights[j]; + } + + output.Position = mul(combinedMat, float4(SkinVertex, 1.0)); + float3 Vertex = mul(worldMat, float4(SkinVertex, 1.0)).xyz; + float3 Normal = mul(normalMat, SkinNormal); + + output.TexCoord0.xy = input.TexCoord; + + output.Color = input.Prelight; + output.Color.rgb += ambientLight.rgb * surfAmbient; + + int i; +//#ifdef DIRECTIONALS + for(i = 0; i < numDirLights; i++) + output.Color.xyz += DoDirLight(lights[i+firstDirLight], Normal)*surfDiffuse; +//#endif +//#ifdef POINTLIGHTS +// for(i = 0; i < numPointLights; i++) +// output.Color.xyz += DoPointLight(lights[i+firstPointLight], Vertex.xyz, Normal)*surfDiffuse; +//#endif +//#ifdef SPOTLIGHTS +// for(i = 0; i < numSpotLights; i++) +// output.Color.xyz += DoSpotLight(lights[i+firstSpotLight], Vertex.xyz, Normal)*surfDiffuse; +//#endif + + // rim light + float f = rimData.x - rimData.y*dot(Normal, viewVec); + float4 rimlight = saturate(lerp(rampEnd, rampStart, f)*rimData.z); + output.Color.xyz += rimlight.xyz; + + // PS2 clamps before material color + output.Color = clamp(output.Color, 0.0, 1.0); + output.Color *= matCol; + + output.TexCoord0.z = clamp((output.Position.w - fogEnd)*fogRange, fogDisable, 1.0); + + return output; +} diff --git a/src/extras/shaders/neoRimSkin_VS.inc b/src/extras/shaders/neoRimSkin_VS.inc new file mode 100644 index 00000000..ac182956 --- /dev/null +++ b/src/extras/shaders/neoRimSkin_VS.inc @@ -0,0 +1,203 @@ +static unsigned char neoRimSkin_VS_cso[] = { + 0x00, 0x02, 0xfe, 0xff, 0xfe, 0xff, 0xb4, 0x00, 0x43, 0x54, 0x41, 0x42, + 0x1c, 0x00, 0x00, 0x00, 0x99, 0x02, 0x00, 0x00, 0x00, 0x02, 0xfe, 0xff, + 0x0e, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, + 0x92, 0x02, 0x00, 0x00, 0x34, 0x01, 0x00, 0x00, 0x02, 0x00, 0x0f, 0x00, + 0x01, 0x00, 0x3e, 0x00, 0x44, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x54, 0x01, 0x00, 0x00, 0x02, 0x00, 0x29, 0x00, 0xc0, 0x00, 0xa6, 0x00, + 0x64, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x74, 0x01, 0x00, 0x00, + 0x02, 0x00, 0x00, 0x00, 0x04, 0x00, 0x02, 0x00, 0x80, 0x01, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x90, 0x01, 0x00, 0x00, 0x02, 0x00, 0x10, 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0x03, + 0x00, 0x00, 0x04, 0xe0, 0x00, 0x00, 0x00, 0x80, 0x04, 0x00, 0xaa, 0xa0, + 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x03, 0xe0, 0x02, 0x00, 0xe4, 0x90, + 0xff, 0xff, 0x00, 0x00 +}; diff --git a/src/extras/shaders/neoRimSkin_gl3.inc b/src/extras/shaders/neoRimSkin_gl3.inc new file mode 100644 index 00000000..70948e1f --- /dev/null +++ b/src/extras/shaders/neoRimSkin_gl3.inc @@ -0,0 +1,50 @@ +const char *neoRimSkin_vert_src = +"uniform mat4 u_boneMatrices[64];\n" + +"uniform vec3 u_viewVec;\n" +"uniform vec4 u_rampStart;\n" +"uniform vec4 u_rampEnd;\n" +"uniform vec3 u_rimData;\n" + +"layout(location = 0) in vec3 in_pos;\n" +"layout(location = 1) in vec3 in_normal;\n" +"layout(location = 2) in vec4 in_color;\n" +"layout(location = 3) in vec2 in_tex0;\n" +"layout(location = 11) in vec4 in_weights;\n" +"layout(location = 12) in vec4 in_indices;\n" + +"out vec4 v_color;\n" +"out vec2 v_tex0;\n" +"out float v_fog;\n" + +"void\n" +"main(void)\n" +"{\n" +" vec3 SkinVertex = vec3(0.0, 0.0, 0.0);\n" +" vec3 SkinNormal = vec3(0.0, 0.0, 0.0);\n" +" for(int i = 0; i < 4; i++){\n" +" SkinVertex += (u_boneMatrices[int(in_indices[i])] * vec4(in_pos, 1.0)).xyz * in_weights[i];\n" +" SkinNormal += (mat3(u_boneMatrices[int(in_indices[i])]) * in_normal) * in_weights[i];\n" +" }\n" + +" vec4 Vertex = u_world * vec4(SkinVertex, 1.0);\n" +" gl_Position = u_proj * u_view * Vertex;\n" +" vec3 Normal = mat3(u_world) * SkinNormal;\n" + +" v_tex0 = in_tex0;\n" + +" v_color = in_color;\n" +" v_color.rgb += u_ambLight.rgb*surfAmbient;\n" +" v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse;\n" + +" // rim light\n" +" float f = u_rimData.x - u_rimData.y*dot(Normal, u_viewVec);\n" +" vec4 rimlight = clamp(mix(u_rampEnd, u_rampStart, f)*u_rimData.z, 0.0, 1.0);\n" +" v_color.rgb += rimlight.rgb;\n" + +" v_color = clamp(v_color, 0.0, 1.0);\n" +" v_color *= u_matColor;\n" + +" v_fog = DoFog(gl_Position.z);\n" +"}\n" +; diff --git a/src/extras/shaders/neoRim_VS.cso b/src/extras/shaders/neoRim_VS.cso Binary files differnew file mode 100644 index 00000000..4af538b1 --- /dev/null +++ b/src/extras/shaders/neoRim_VS.cso diff --git a/src/extras/shaders/neoRim_VS.hlsl b/src/extras/shaders/neoRim_VS.hlsl new file mode 100644 index 00000000..7f95166d --- /dev/null +++ b/src/extras/shaders/neoRim_VS.hlsl @@ -0,0 +1,61 @@ +#include "standardConstants.h" + +struct VS_in +{ + float4 Position : POSITION; + float3 Normal : NORMAL; + float2 TexCoord : TEXCOORD0; + float4 Prelight : COLOR0; +}; + +struct VS_out { + float4 Position : POSITION; + float3 TexCoord0 : TEXCOORD0; // also fog + float4 Color : COLOR0; +}; + +float3 viewVec : register(c233); +float4 rampStart : register(c234); +float4 rampEnd : register(c235); +float3 rimData : register(c236); + +VS_out main(in VS_in input) +{ + VS_out output; + + output.Position = mul(combinedMat, input.Position); + float3 Vertex = mul(worldMat, input.Position).xyz; + float3 Normal = mul(normalMat, input.Normal); + + output.TexCoord0.xy = input.TexCoord; + + output.Color = input.Prelight; + output.Color.rgb += ambientLight.rgb * surfAmbient; + + int i; +//#ifdef DIRECTIONALS + for(i = 0; i < numDirLights; i++) + output.Color.xyz += DoDirLight(lights[i+firstDirLight], Normal)*surfDiffuse; +//#endif +//#ifdef POINTLIGHTS +// for(i = 0; i < numPointLights; i++) +// output.Color.xyz += DoPointLight(lights[i+firstPointLight], Vertex.xyz, Normal)*surfDiffuse; +//#endif +//#ifdef SPOTLIGHTS +// for(i = 0; i < numSpotLights; i++) +// output.Color.xyz += DoSpotLight(lights[i+firstSpotLight], Vertex.xyz, Normal)*surfDiffuse; +//#endif + + // rim light + float f = rimData.x - rimData.y*dot(Normal, viewVec); + float4 rimlight = saturate(lerp(rampEnd, rampStart, f)*rimData.z); + output.Color.xyz += rimlight.xyz; + + // PS2 clamps before material color + output.Color = clamp(output.Color, 0.0, 1.0); + output.Color *= matCol; + + output.TexCoord0.z = clamp((output.Position.w - fogEnd)*fogRange, fogDisable, 1.0); + + return output; +} diff --git a/src/extras/shaders/neoRim_VS.inc b/src/extras/shaders/neoRim_VS.inc new file mode 100644 index 00000000..03b044a6 --- /dev/null +++ b/src/extras/shaders/neoRim_VS.inc @@ -0,0 +1,118 @@ +static unsigned char neoRim_VS_cso[] = { + 0x00, 0x02, 0xfe, 0xff, 0xfe, 0xff, 0xa7, 0x00, 0x43, 0x54, 0x41, 0x42, + 0x1c, 0x00, 0x00, 0x00, 0x65, 0x02, 0x00, 0x00, 0x00, 0x02, 0xfe, 0xff, + 0x0d, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, + 0x5e, 0x02, 0x00, 0x00, 0x20, 0x01, 0x00, 0x00, 0x02, 0x00, 0x0f, 0x00, + 0x01, 0x00, 0x3e, 0x00, 0x30, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x40, 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x04, 0x00, 0x02, 0x00, + 0x4c, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x5c, 0x01, 0x00, 0x00, + 0x02, 0x00, 0x10, 0x00, 0x01, 0x00, 0x42, 0x00, 0x68, 0x01, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x78, 0x01, 0x00, 0x00, 0x02, 0x00, 0x0e, 0x00, + 0x01, 0x00, 0x3a, 0x00, 0x30, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 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0x00, 0xe4, 0x80, 0x0b, 0x00, 0x00, 0x03, + 0x01, 0x00, 0x0f, 0x80, 0x01, 0x00, 0xe4, 0x80, 0x04, 0x00, 0x00, 0xa0, + 0x0a, 0x00, 0x00, 0x03, 0x01, 0x00, 0x0f, 0x80, 0x01, 0x00, 0xe4, 0x80, + 0x04, 0x00, 0xaa, 0xa0, 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0xd0, + 0x01, 0x00, 0xe4, 0x80, 0x0c, 0x00, 0xe4, 0xa0, 0x02, 0x00, 0x00, 0x03, + 0x00, 0x00, 0x01, 0x80, 0x00, 0x00, 0xff, 0x80, 0x0e, 0x00, 0x55, 0xa1, + 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x01, 0x80, 0x00, 0x00, 0x00, 0x80, + 0x0e, 0x00, 0xaa, 0xa0, 0x0b, 0x00, 0x00, 0x03, 0x00, 0x00, 0x01, 0x80, + 0x00, 0x00, 0x00, 0x80, 0x0e, 0x00, 0xff, 0xa0, 0x0a, 0x00, 0x00, 0x03, + 0x00, 0x00, 0x04, 0xe0, 0x00, 0x00, 0x00, 0x80, 0x04, 0x00, 0xaa, 0xa0, + 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x03, 0xe0, 0x02, 0x00, 0xe4, 0x90, + 0xff, 0xff, 0x00, 0x00 +}; diff --git a/src/extras/shaders/neoRim_gl3.inc b/src/extras/shaders/neoRim_gl3.inc new file mode 100644 index 00000000..7e36e95a --- /dev/null +++ b/src/extras/shaders/neoRim_gl3.inc @@ -0,0 +1,39 @@ +const char *neoRim_vert_src = +"uniform vec3 u_viewVec;\n" +"uniform vec4 u_rampStart;\n" +"uniform vec4 u_rampEnd;\n" +"uniform vec3 u_rimData;\n" + +"layout(location = 0) in vec3 in_pos;\n" +"layout(location = 1) in vec3 in_normal;\n" +"layout(location = 2) in vec4 in_color;\n" +"layout(location = 3) in vec2 in_tex0;\n" + +"out vec4 v_color;\n" +"out vec2 v_tex0;\n" +"out float v_fog;\n" + +"void\n" +"main(void)\n" +"{\n" +" vec4 Vertex = u_world * vec4(in_pos, 1.0);\n" +" gl_Position = u_proj * u_view * Vertex;\n" +" vec3 Normal = mat3(u_world) * in_normal;\n" + +" v_tex0 = in_tex0;\n" + +" v_color = in_color;\n" +" v_color.rgb += u_ambLight.rgb*surfAmbient;\n" +" v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse;\n" + +" // rim light\n" +" float f = u_rimData.x - u_rimData.y*dot(Normal, u_viewVec);\n" +" vec4 rimlight = clamp(mix(u_rampEnd, u_rampStart, f)*u_rimData.z, 0.0, 1.0);\n" +" v_color.rgb += rimlight.rgb;\n" + +" v_color = clamp(v_color, 0.0, 1.0);\n" +" v_color *= u_matColor;\n" + +" v_fog = DoFog(gl_Position.w);\n" +"}\n" +; diff --git a/src/extras/shaders/neoVehicle.frag b/src/extras/shaders/neoVehicle.frag new file mode 100644 index 00000000..96d4a632 --- /dev/null +++ b/src/extras/shaders/neoVehicle.frag @@ -0,0 +1,28 @@ +uniform sampler2D tex0; +uniform sampler2D tex1; + +in vec4 v_color; +in vec4 v_reflcolor; +in vec2 v_tex0; +in vec2 v_tex1; +in float v_fog; + +out vec4 color; + +void +main(void) +{ + vec4 pass1 = v_color*texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y)); + vec3 envmap = texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y)).rgb; + pass1.rgb = mix(pass1.rgb, envmap, v_reflcolor.a); + pass1.rgb = mix(u_fogColor.rgb, pass1.rgb, v_fog); +// pass1.rgb += v_reflcolor.rgb * v_fog; + + vec3 pass2 = v_reflcolor.rgb * v_fog; + + color.rgb = pass1.rgb*pass1.a + pass2; + color.a = pass1.a; + +// color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog); + DoAlphaTest(color.a); +} diff --git a/src/extras/shaders/neoVehicle.vert b/src/extras/shaders/neoVehicle.vert new file mode 100644 index 00000000..f2f54d6d --- /dev/null +++ b/src/extras/shaders/neoVehicle.vert @@ -0,0 +1,54 @@ +uniform vec3 u_eye; +uniform vec4 u_reflProps; +uniform vec4 u_specDir[5]; +uniform vec4 u_specColor[5]; + +#define fresnel (u_reflProps.x) +#define lightStrength (u_reflProps.y) // speclight alpha +#define shininess (u_reflProps.z) +#define specularity (u_reflProps.w) + +layout(location = 0) in vec3 in_pos; +layout(location = 1) in vec3 in_normal; +layout(location = 2) in vec4 in_color; +layout(location = 3) in vec2 in_tex0; + +out vec4 v_color; +out vec4 v_reflcolor; +out vec2 v_tex0; +out vec2 v_tex1; +out float v_fog; + +vec3 DoDirLightSpec(vec3 Ldir, vec3 Lcol, vec3 N, vec3 V, float power) +{ + return pow(clamp(dot(N, normalize(V + -Ldir)), 0.0, 1.0), power)*Lcol; +} + +void +main(void) +{ + vec4 Vertex = u_world * vec4(in_pos, 1.0); + gl_Position = u_proj * u_view * Vertex; + vec3 Normal = mat3(u_world) * in_normal; + vec3 viewVec = normalize(u_eye - Vertex.xyz); + + v_tex0 = in_tex0; + + v_color = in_color; + v_color.rgb += u_ambLight.rgb*surfAmbient; + v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse*lightStrength; + v_color = clamp(v_color, 0.0, 1.0); + v_color *= u_matColor; + + // reflect V along Normal + vec3 uv2 = Normal*dot(viewVec, Normal)*2.0 - viewVec; + v_tex1 = uv2.xy*0.5 + 0.5; + float b = 1.0 - clamp(dot(viewVec, Normal), 0.0, 1.0); + v_reflcolor = vec4(0.0, 0.0, 0.0, 1.0); + v_reflcolor.a = mix(b*b*b*b*b, 1.0f, fresnel)*shininess; + + for(int i = 0; i < 5; i++) + v_reflcolor.rgb += DoDirLightSpec(u_specDir[i].xyz, u_specColor[i].rgb, Normal, viewVec, u_specDir[i].w)*specularity*lightStrength; + + v_fog = DoFog(gl_Position.w); +} diff --git a/src/extras/shaders/neoVehicle_PS.cso b/src/extras/shaders/neoVehicle_PS.cso Binary files differnew file mode 100644 index 00000000..ded01bfb --- /dev/null +++ b/src/extras/shaders/neoVehicle_PS.cso diff --git a/src/extras/shaders/neoVehicle_PS.hlsl b/src/extras/shaders/neoVehicle_PS.hlsl new file mode 100644 index 00000000..fa030dd6 --- /dev/null +++ b/src/extras/shaders/neoVehicle_PS.hlsl @@ -0,0 +1,34 @@ +struct VS_out { + float4 Position : POSITION; + float3 TexCoord0 : TEXCOORD0; + float2 TexCoord1 : TEXCOORD1; + float4 Color : COLOR0; + float4 ReflColor : COLOR1; +}; + +sampler2D tex0 : register(s0); +sampler2D tex1 : register(s1); + +float4 fogColor : register(c0); + +float4 main(VS_out input) : COLOR +{ + float4 pass1 = input.Color; +//#ifdef TEX + pass1 *= tex2D(tex0, input.TexCoord0.xy); +//#endif + float3 envmap = tex2D(tex1, input.TexCoord1).rgb; + pass1.rgb = lerp(pass1.rgb, envmap, input.ReflColor.a); +// pass1.rgb = envmap; +// pass1.rgb *= input.ReflColor.a; + pass1.rgb = lerp(fogColor.rgb, pass1.rgb, input.TexCoord0.z); +// pass1.rgb += input.ReflColor.rgb * input.TexCoord0.z; + + float3 pass2 = input.ReflColor.rgb*input.TexCoord0.z; + + float4 color; + color.rgb = pass1.rgb*pass1.a + pass2; + color.a = pass1.a; + + return color; +} diff --git a/src/extras/shaders/neoVehicle_PS.inc b/src/extras/shaders/neoVehicle_PS.inc new file mode 100644 index 00000000..8b77cec2 --- /dev/null +++ b/src/extras/shaders/neoVehicle_PS.inc @@ -0,0 +1,42 @@ +static unsigned char neoVehicle_PS_cso[] = { + 0x00, 0x02, 0xff, 0xff, 0xfe, 0xff, 0x38, 0x00, 0x43, 0x54, 0x41, 0x42, + 0x1c, 0x00, 0x00, 0x00, 0xab, 0x00, 0x00, 0x00, 0x00, 0x02, 0xff, 0xff, + 0x03, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, + 0xa4, 0x00, 0x00, 0x00, 0x58, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x02, 0x00, 0x64, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x74, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x02, 0x00, + 0x7c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x8c, 0x00, 0x00, 0x00, + 0x03, 0x00, 0x01, 0x00, 0x01, 0x00, 0x06, 0x00, 0x94, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x66, 0x6f, 0x67, 0x43, 0x6f, 0x6c, 0x6f, 0x72, + 0x00, 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0x02, 0x00, 0x00, 0x00, 0x80, + 0x01, 0x00, 0x0f, 0x90, 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x90, + 0x00, 0x08, 0x0f, 0xa0, 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x90, + 0x01, 0x08, 0x0f, 0xa0, 0x42, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80, + 0x01, 0x00, 0xe4, 0xb0, 0x01, 0x08, 0xe4, 0xa0, 0x42, 0x00, 0x00, 0x03, + 0x01, 0x00, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0xb0, 0x00, 0x08, 0xe4, 0xa0, + 0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x07, 0x80, 0x00, 0x00, 0xe4, 0x90, + 0x01, 0x00, 0xe4, 0x81, 0x00, 0x00, 0xe4, 0x80, 0x05, 0x00, 0x00, 0x03, + 0x01, 0x00, 0x0f, 0x80, 0x01, 0x00, 0xe4, 0x80, 0x00, 0x00, 0xe4, 0x90, + 0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x07, 0x80, 0x01, 0x00, 0xff, 0x90, + 0x00, 0x00, 0xe4, 0x80, 0x01, 0x00, 0xe4, 0x80, 0x12, 0x00, 0x00, 0x04, + 0x02, 0x00, 0x07, 0x80, 0x00, 0x00, 0xaa, 0xb0, 0x00, 0x00, 0xe4, 0x80, + 0x00, 0x00, 0xe4, 0xa0, 0x01, 0x00, 0x00, 0x02, 0x02, 0x00, 0x08, 0x80, + 0x00, 0x00, 0xaa, 0xb0, 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x07, 0x80, + 0x02, 0x00, 0xff, 0x80, 0x01, 0x00, 0xe4, 0x90, 0x04, 0x00, 0x00, 0x04, + 0x01, 0x00, 0x07, 0x80, 0x02, 0x00, 0xe4, 0x80, 0x01, 0x00, 0xff, 0x80, + 0x00, 0x00, 0xe4, 0x80, 0x01, 0x00, 0x00, 0x02, 0x00, 0x08, 0x0f, 0x80, + 0x01, 0x00, 0xe4, 0x80, 0xff, 0xff, 0x00, 0x00 +}; diff --git a/src/extras/shaders/neoVehicle_VS.cso b/src/extras/shaders/neoVehicle_VS.cso Binary files differnew file mode 100644 index 00000000..6ea47987 --- /dev/null +++ b/src/extras/shaders/neoVehicle_VS.cso diff --git a/src/extras/shaders/neoVehicle_VS.hlsl b/src/extras/shaders/neoVehicle_VS.hlsl new file mode 100644 index 00000000..de75e745 --- /dev/null +++ b/src/extras/shaders/neoVehicle_VS.hlsl @@ -0,0 +1,64 @@ +#include "standardConstants.h" + +struct VS_in +{ + float4 Position : POSITION; + float3 Normal : NORMAL; + float2 TexCoord : TEXCOORD0; + float4 Prelight : COLOR0; +}; + +struct VS_out { + float4 Position : POSITION; + float3 TexCoord0 : TEXCOORD0; // also fog + float2 TexCoord1 : TEXCOORD1; + float4 Color : COLOR0; + float4 ReflColor : COLOR1; +}; + +float3 eye : register(c41); +float4 reflProps : register(c42); +Light specLights[5] : register(c43); + + +#define fresnel (reflProps.x) +#define lightStrength (reflProps.y) // speclight alpha +#define shininess (reflProps.z) +#define specularity (reflProps.w) + +VS_out main(in VS_in input) +{ + VS_out output; + + output.Position = mul(combinedMat, input.Position); + float3 Vertex = mul(worldMat, input.Position).xyz; + float3 Normal = mul(normalMat, input.Normal); + float3 viewVec = normalize(eye - Vertex); + + output.TexCoord0.xy = input.TexCoord; + + output.Color = input.Prelight; + output.Color.rgb += ambientLight.rgb * surfAmbient*lightStrength; + + int i; + for(i = 0; i < numDirLights; i++) + output.Color.xyz += DoDirLight(lights[i+firstDirLight], Normal)*surfDiffuse*lightStrength; + // PS2 clamps before material color + output.Color = clamp(output.Color, 0.0, 1.0); + output.Color *= matCol; + + // reflect V along Normal + float3 uv2 = Normal*dot(viewVec, Normal)*2.0 - viewVec; + output.TexCoord1 = uv2.xy*0.5 + 0.5; + float b = 1.0 - saturate(dot(viewVec, Normal)); + output.ReflColor = float4(0.0, 0.0, 0.0, 1.0); + output.ReflColor.a = lerp(b*b*b*b*b, 1.0f, fresnel)*shininess; + + //Light mainLight = lights[0]; + for(i = 0; i < 5; i++) + output.ReflColor.xyz += DoDirLightSpec(specLights[i], Normal, viewVec, specLights[i].direction.w)*specularity*lightStrength; + + output.TexCoord0.z = clamp((output.Position.w - fogEnd)*fogRange, fogDisable, 1.0); + + return output; +} diff --git a/src/extras/shaders/neoVehicle_VS.inc b/src/extras/shaders/neoVehicle_VS.inc new file mode 100644 index 00000000..37c5858d --- /dev/null +++ b/src/extras/shaders/neoVehicle_VS.inc @@ -0,0 +1,160 @@ +static unsigned char neoVehicle_VS_cso[] = { + 0x00, 0x02, 0xfe, 0xff, 0xfe, 0xff, 0xab, 0x00, 0x43, 0x54, 0x41, 0x42, + 0x1c, 0x00, 0x00, 0x00, 0x76, 0x02, 0x00, 0x00, 0x00, 0x02, 0xfe, 0xff, + 0x0d, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, 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0xe4, 0x80, 0x02, 0x00, 0x00, 0x03, 0x00, 0x00, 0x01, 0x80, + 0x00, 0x00, 0xff, 0x80, 0x0e, 0x00, 0x55, 0xa1, 0x05, 0x00, 0x00, 0x03, + 0x00, 0x00, 0x01, 0x80, 0x00, 0x00, 0x00, 0x80, 0x0e, 0x00, 0xaa, 0xa0, + 0x0b, 0x00, 0x00, 0x03, 0x00, 0x00, 0x01, 0x80, 0x00, 0x00, 0x00, 0x80, + 0x0e, 0x00, 0xff, 0xa0, 0x0a, 0x00, 0x00, 0x03, 0x00, 0x00, 0x04, 0xe0, + 0x00, 0x00, 0x00, 0x80, 0x0b, 0x00, 0xaa, 0xa0, 0x01, 0x00, 0x00, 0x02, + 0x00, 0x00, 0x03, 0xe0, 0x02, 0x00, 0xe4, 0x90, 0xff, 0xff, 0x00, 0x00 +}; diff --git a/src/extras/shaders/neoVehicle_fs_gl3.inc b/src/extras/shaders/neoVehicle_fs_gl3.inc new file mode 100644 index 00000000..c75ba717 --- /dev/null +++ b/src/extras/shaders/neoVehicle_fs_gl3.inc @@ -0,0 +1,30 @@ +const char *neoVehicle_frag_src = +"uniform sampler2D tex0;\n" +"uniform sampler2D tex1;\n" + +"in vec4 v_color;\n" +"in vec4 v_reflcolor;\n" +"in vec2 v_tex0;\n" +"in vec2 v_tex1;\n" +"in float v_fog;\n" + +"out vec4 color;\n" + +"void\n" +"main(void)\n" +"{\n" +" vec4 pass1 = v_color*texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n" +" vec3 envmap = texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y)).rgb;\n" +" pass1.rgb = mix(pass1.rgb, envmap, v_reflcolor.a);\n" +" pass1.rgb = mix(u_fogColor.rgb, pass1.rgb, v_fog);\n" +"// pass1.rgb += v_reflcolor.rgb * v_fog;\n" + +" vec3 pass2 = v_reflcolor.rgb * v_fog;\n" + +" color.rgb = pass1.rgb*pass1.a + pass2;\n" +" color.a = pass1.a;\n" + +"// color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog);\n" +" DoAlphaTest(color.a);\n" +"}\n" +; diff --git a/src/extras/shaders/neoVehicle_vs_gl3.inc b/src/extras/shaders/neoVehicle_vs_gl3.inc new file mode 100644 index 00000000..268180e1 --- /dev/null +++ b/src/extras/shaders/neoVehicle_vs_gl3.inc @@ -0,0 +1,56 @@ +const char *neoVehicle_vert_src = +"uniform vec3 u_eye;\n" +"uniform vec4 u_reflProps;\n" +"uniform vec4 u_specDir[5];\n" +"uniform vec4 u_specColor[5];\n" + +"#define fresnel (u_reflProps.x)\n" +"#define lightStrength (u_reflProps.y) // speclight alpha\n" +"#define shininess (u_reflProps.z)\n" +"#define specularity (u_reflProps.w)\n" + +"layout(location = 0) in vec3 in_pos;\n" +"layout(location = 1) in vec3 in_normal;\n" +"layout(location = 2) in vec4 in_color;\n" +"layout(location = 3) in vec2 in_tex0;\n" + +"out vec4 v_color;\n" +"out vec4 v_reflcolor;\n" +"out vec2 v_tex0;\n" +"out vec2 v_tex1;\n" +"out float v_fog;\n" + +"vec3 DoDirLightSpec(vec3 Ldir, vec3 Lcol, vec3 N, vec3 V, float power)\n" +"{\n" +" return pow(clamp(dot(N, normalize(V + -Ldir)), 0.0, 1.0), power)*Lcol;\n" +"}\n" + +"void\n" +"main(void)\n" +"{\n" +" vec4 Vertex = u_world * vec4(in_pos, 1.0);\n" +" gl_Position = u_proj * u_view * Vertex;\n" +" vec3 Normal = mat3(u_world) * in_normal;\n" +" vec3 viewVec = normalize(u_eye - Vertex.xyz);\n" + +" v_tex0 = in_tex0;\n" + +" v_color = in_color;\n" +" v_color.rgb += u_ambLight.rgb*surfAmbient;\n" +" v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse*lightStrength;\n" +" v_color = clamp(v_color, 0.0, 1.0);\n" +" v_color *= u_matColor;\n" + +" // reflect V along Normal\n" +" vec3 uv2 = Normal*dot(viewVec, Normal)*2.0 - viewVec;\n" +" v_tex1 = uv2.xy*0.5 + 0.5;\n" +" float b = 1.0 - clamp(dot(viewVec, Normal), 0.0, 1.0);\n" +" v_reflcolor = vec4(0.0, 0.0, 0.0, 1.0);\n" +" v_reflcolor.a = mix(b*b*b*b*b, 1.0f, fresnel)*shininess;\n" + +" for(int i = 0; i < 5; i++)\n" +" v_reflcolor.rgb += DoDirLightSpec(u_specDir[i].xyz, u_specColor[i].rgb, Normal, viewVec, u_specDir[i].w)*specularity*lightStrength;\n" + +" v_fog = DoFog(gl_Position.w);\n" +"}\n" +; diff --git a/src/extras/shaders/neoWorldVC.frag b/src/extras/shaders/neoWorldVC.frag new file mode 100644 index 00000000..0270f305 --- /dev/null +++ b/src/extras/shaders/neoWorldVC.frag @@ -0,0 +1,25 @@ +uniform sampler2D tex0; +uniform sampler2D tex1; + +uniform vec4 u_lightMap; + +in vec4 v_color; +in vec2 v_tex0; +in vec2 v_tex1; +in float v_fog; + +out vec4 color; + +void +main(void) +{ + vec4 t0 = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y)); + vec4 t1 = texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y)); + + color = t0*v_color*(1 + u_lightMap*(t1-1)); + color.a = v_color.a*t0.a*u_lightMap.a; + + color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog); + DoAlphaTest(color.a); +} + diff --git a/src/extras/shaders/neoWorldVC_PS.cso b/src/extras/shaders/neoWorldVC_PS.cso Binary files differnew file mode 100644 index 00000000..5e8d1696 --- /dev/null +++ b/src/extras/shaders/neoWorldVC_PS.cso diff --git a/src/extras/shaders/neoWorldVC_PS.hlsl b/src/extras/shaders/neoWorldVC_PS.hlsl new file mode 100644 index 00000000..fc4f1de9 --- /dev/null +++ b/src/extras/shaders/neoWorldVC_PS.hlsl @@ -0,0 +1,25 @@ +sampler2D Diffuse : register(s0); +sampler2D Light : register(s1); +float4 fogColor : register(c0); +float4 lm : register(c1); + +struct PS_INPUT +{ + float4 Color : COLOR0; + float3 Tex0 : TEXCOORD0; + float2 Tex1 : TEXCOORD1; +}; + +float4 +main(PS_INPUT IN) : COLOR +{ + float4 t0 = tex2D(Diffuse, IN.Tex0.xy); + float4 t1 = tex2D(Light, IN.Tex1); + + float4 col = t0*IN.Color*(1 + lm*(t1-1)); + col.a = IN.Color.a*t0.a*lm.a; + + col.rgb = lerp(fogColor.rgb, col.rgb, IN.Tex0.z); + + return col; +} diff --git a/src/extras/shaders/neoWorldVC_PS.inc b/src/extras/shaders/neoWorldVC_PS.inc new file mode 100644 index 00000000..eb8bf2ee --- /dev/null +++ b/src/extras/shaders/neoWorldVC_PS.inc @@ -0,0 +1,46 @@ +static unsigned char neoWorldVC_PS_cso[] = { + 0x00, 0x02, 0xff, 0xff, 0xfe, 0xff, 0x3e, 0x00, 0x43, 0x54, 0x41, 0x42, + 0x1c, 0x00, 0x00, 0x00, 0xc2, 0x00, 0x00, 0x00, 0x00, 0x02, 0xff, 0xff, + 0x04, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, + 0xbb, 0x00, 0x00, 0x00, 0x6c, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x02, 0x00, 0x74, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x84, 0x00, 0x00, 0x00, 0x03, 0x00, 0x01, 0x00, 0x01, 0x00, 0x06, 0x00, + 0x8c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x9c, 0x00, 0x00, 0x00, + 0x02, 0x00, 0x00, 0x00, 0x01, 0x00, 0x02, 0x00, 0xa8, 0x00, 0x00, 0x00, + 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0x05, 0x00, 0x00, 0x03, 0x01, 0x00, 0x07, 0x80, 0x01, 0x00, 0xe4, 0x80, + 0x00, 0x00, 0xe4, 0x90, 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x08, 0x80, + 0x01, 0x00, 0xff, 0x80, 0x00, 0x00, 0xff, 0x90, 0x05, 0x00, 0x00, 0x03, + 0x02, 0x00, 0x08, 0x80, 0x00, 0x00, 0xff, 0x80, 0x01, 0x00, 0xff, 0xa0, + 0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x07, 0x80, 0x01, 0x00, 0xe4, 0x80, + 0x00, 0x00, 0xe4, 0x80, 0x00, 0x00, 0xe4, 0xa1, 0x04, 0x00, 0x00, 0x04, + 0x02, 0x00, 0x07, 0x80, 0x00, 0x00, 0xaa, 0xb0, 0x00, 0x00, 0xe4, 0x80, + 0x00, 0x00, 0xe4, 0xa0, 0x01, 0x00, 0x00, 0x02, 0x00, 0x08, 0x0f, 0x80, + 0x02, 0x00, 0xe4, 0x80, 0xff, 0xff, 0x00, 0x00 +}; diff --git a/src/extras/shaders/neoWorldVC_fs_gl3.inc b/src/extras/shaders/neoWorldVC_fs_gl3.inc new file mode 100644 index 00000000..c861d334 --- /dev/null +++ b/src/extras/shaders/neoWorldVC_fs_gl3.inc @@ -0,0 +1,27 @@ +const char *neoWorldVC_frag_src = +"uniform sampler2D tex0;\n" +"uniform sampler2D tex1;\n" + +"uniform vec4 u_lightMap;\n" + +"in vec4 v_color;\n" +"in vec2 v_tex0;\n" +"in vec2 v_tex1;\n" +"in float v_fog;\n" + +"out vec4 color;\n" + +"void\n" +"main(void)\n" +"{\n" +" vec4 t0 = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n" +" vec4 t1 = texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y));\n" + +" color = t0*v_color*(1 + u_lightMap*(t1-1));\n" +" color.a = v_color.a*t0.a*u_lightMap.a;\n" + +" color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog);\n" +" DoAlphaTest(color.a);\n" +"}\n" + +; diff --git a/src/extras/shaders/simple.frag b/src/extras/shaders/simple.frag new file mode 100644 index 00000000..87157beb --- /dev/null +++ b/src/extras/shaders/simple.frag @@ -0,0 +1,16 @@ +uniform sampler2D tex0; + +in vec4 v_color; +in vec2 v_tex0; +in float v_fog; + +out vec4 color; + +void +main(void) +{ + color = v_color*texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y)); + color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog); + DoAlphaTest(color.a); +} + diff --git a/src/extras/shaders/simple_fs_gl3.inc b/src/extras/shaders/simple_fs_gl3.inc new file mode 100644 index 00000000..47d89971 --- /dev/null +++ b/src/extras/shaders/simple_fs_gl3.inc @@ -0,0 +1,18 @@ +const char *simple_frag_src = +"uniform sampler2D tex0;\n" + +"in vec4 v_color;\n" +"in vec2 v_tex0;\n" +"in float v_fog;\n" + +"out vec4 color;\n" + +"void\n" +"main(void)\n" +"{\n" +" color = v_color*texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n" +" color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog);\n" +" DoAlphaTest(color.a);\n" +"}\n" + +; diff --git a/src/extras/shaders/standardConstants.h b/src/extras/shaders/standardConstants.h new file mode 100644 index 00000000..088df7dd --- /dev/null +++ b/src/extras/shaders/standardConstants.h @@ -0,0 +1,28 @@ +float4x4 combinedMat : register(c0); +float4x4 worldMat : register(c4); +float3x3 normalMat : register(c8); +float4 matCol : register(c12); +float4 surfProps : register(c13); +float4 fogData : register(c14); +float4 ambientLight : register(c15); + +#define surfAmbient (surfProps.x) +#define surfSpecular (surfProps.y) +#define surfDiffuse (surfProps.z) + +#define fogStart (fogData.x) +#define fogEnd (fogData.y) +#define fogRange (fogData.z) +#define fogDisable (fogData.w) + +#include "lighting.h" + +int numDirLights : register(i0); +int numPointLights : register(i1); +int numSpotLights : register(i2); +int4 firstLight : register(c16); +Light lights[8] : register(c17); + +#define firstDirLight (firstLight.x) +#define firstPointLight (firstLight.y) +#define firstSpotLight (firstLight.z) |