Files
PhysX4.1/kaplademo/source/demoFramework/ShaderShadow.cpp
2025-11-28 23:13:44 +05:30

2911 lines
87 KiB
C++

//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2018 NVIDIA Corporation. All rights reserved.
#include "ShaderShadow.h"
//#define NOMINMAX
#include <windows.h>
#include "ShadowMap.h"
#include "foundation/PxMat44.h"
#include "Compound.h"
ShaderShadow::RenderMode ShaderShadow::renderMode = ShaderShadow::RENDER_COLOR;
float ShaderShadow::hdrScale = 1.f;
GLuint ShaderShadow::skyBoxTex = 0;
//float g_shadowAdd = -0.00001f;
//float g_shadowAdd = -0.003349f;
float g_shadowAdd = -0.00001f;
// --------------------------------------------------------------------------------------------
const char *crossHairVertexProgram = STRINGIFY(
void main()
{
gl_Position = gl_ModelViewProjectionMatrix*gl_Vertex;
gl_TexCoord[0] = gl_MultiTexCoord0;
}
);
const char *crossHairFragmentProgram = STRINGIFY(
uniform sampler2D texture;
void main()
{
vec4 color = texture2D(texture, gl_TexCoord[0]);
gl_FragColor = vec4(1.0,1.0,1.0, 1.0f-color.x);
}
);
// --------------------------------------------------------------------------------------------
const char *shadowDiffuseVertexProgramTexInstance = STRINGIFY(
uniform float uvScale = 1.0f;
uniform sampler2D transTex;
uniform int transTexSize;
uniform float iTransTexSize;
uniform float bumpTextureUVScale;
//attribute mat4 transformmatrix;
void main()
{
int ti = (int)(gl_MultiTexCoord0.w);
//int ti = tq;
int tpr = transTexSize / 4;
int row = ti / tpr;
int col = (ti - row*tpr)*4;
float fx = (col+0.5f)*iTransTexSize;
float fy = (row+0.5f)*iTransTexSize;
vec4 r0 = texture2D(transTex, vec2(fx,fy));
vec4 r1 = texture2D(transTex, vec2(fx+iTransTexSize,fy));
vec4 r2 = texture2D(transTex, vec2(fx+iTransTexSize*2.0f,fy));
vec4 r3 = texture2D(transTex, vec2(fx+iTransTexSize*3.0f,fy));
// vec4 r3 = vec4(0,0,0,1);
vec3 offset = vec3(r0.w, r1.w, r2.w);
r0.w = 0.0f;
r1.w = 0.0f;
r2.w = 0.0f;
float material = r3.w;
r3.w = 1.0f;
mat4 transformmatrix = mat4(r0,r1,r2,r3);
mat4 mvp = gl_ModelViewMatrix * transformmatrix;
mat4 mvpt = gl_ModelViewMatrixInverseTranspose * transformmatrix;
vec4 t0 = vec4(gl_MultiTexCoord0.xyz, 0.0f);
vec4 t1 = vec4(cross(gl_Normal.xyz, t0.xyz), 0.0f);
// mat4 mvp = gl_ModelViewMatrix;
// mat4 mvpt = gl_ModelViewMatrixInverseTranspose;
vec4 eyeSpacePos = mvp * gl_Vertex;
//eyeSpacePos.y += gl_InstanceID * 0.2f;
//gl_TexCoord[0].xyz = gl_MultiTexCoord0.xyz*uvScale;
vec3 coord3d = gl_Vertex.xyz + offset;
gl_TexCoord[0].xyz = (coord3d)*uvScale;
gl_TexCoord[1] = eyeSpacePos;
gl_FrontColor = gl_Color;
gl_Position = gl_ProjectionMatrix*eyeSpacePos;
gl_TexCoord[2] = mvpt * vec4(gl_Normal.xyz,0.0);
gl_TexCoord[3] = mvpt * t0;
gl_TexCoord[4].xyz = mvpt * t1;
gl_TexCoord[5].xy = vec2(dot(coord3d, t0.xyz), dot(coord3d, t1.xyz))*bumpTextureUVScale*2;
gl_TexCoord[6].xyz = vec3(gl_MultiTexCoord1.xy, material);
gl_TexCoord[6].y = 1.0 - gl_TexCoord[6].y;
float MAX_3D_TEX = 8.0;
if (gl_TexCoord[6].x >= 5.0f) {
// 2D Tex
gl_TexCoord[6].x -= 5.0f;
gl_TexCoord[6].z = floor(gl_TexCoord[6].z / MAX_3D_TEX);
} else {
gl_TexCoord[6].z -= floor(gl_TexCoord[6].z / MAX_3D_TEX)*MAX_3D_TEX;
gl_TexCoord[6].z -= 100.0f;
}
gl_TexCoord[6].w = floor(fract(material / MAX_3D_TEX)*MAX_3D_TEX + 0.5f);
gl_ClipVertex = vec4(eyeSpacePos.xyz, 1.0f);
}
);
// --------------------------------------------------------------------------------------------
const char *shadowDiffuseVertexProgramInstance = STRINGIFY(
uniform float uvScale = 1.0f;
attribute mat4 transformmatrix;
uniform float bumpTextureUVScale;
void main()
{
mat4 mvp = gl_ModelViewMatrix * transformmatrix;
mat4 mvpt = gl_ModelViewMatrixInverseTranspose * transformmatrix;
//mat4 mvp2 = gl_ModelViewMatrix * transformmatrix;
//mat4 mvp = gl_ModelViewMatrix;
//mat4 mvpt = gl_ModelViewMatrixInverseTranspose;
vec4 eyeSpacePos = mvp * gl_Vertex;
vec4 t0 = vec4(gl_MultiTexCoord0.xyz, 0.0f);
vec4 t1 = vec4(cross(gl_Normal.xyz, t0.xyz), 0.0f);
vec3 coord3d = gl_Vertex.xyz;
gl_TexCoord[0].xyz = (coord3d)*uvScale;
gl_TexCoord[1] = eyeSpacePos;
gl_FrontColor = gl_Color;
gl_Position = gl_ProjectionMatrix*eyeSpacePos;
gl_TexCoord[2] = mvpt * vec4(gl_Normal.xyz,0.0);
gl_TexCoord[3] = mvpt * t0;
gl_TexCoord[4] = mvpt * t1;
gl_TexCoord[5].xy = vec2(dot(coord3d, t0.xyz), dot(coord3d, t1.xyz))*bumpTextureUVScale*2;
gl_TexCoord[6].xyz = vec3(0,0,-100); // TODO: 2D UV are 0 and material id is -100 (first 3D texture)
/*
//vec4 eyeSpacePos2 = mvp2 * gl_Vertex;
gl_TexCoord[0] = gl_MultiTexCoord0*uvScale;
gl_TexCoord[1] = eyeSpacePos;
gl_FrontColor = gl_Color;
//gl_FrontColor.x += eyeSpacePos2.x;
gl_Position = gl_ProjectionMatrix*eyeSpacePos;
gl_TexCoord[2] = mvpt * vec4(gl_Normal.xyz,0.0);
gl_ClipVertex = vec4(eyeSpacePos.xyz, 1.0f);
*/
}
);
// --------------------------------------------------------------------------------------------
const char *shadowDiffuseVertexProgramFor3DTex = STRINGIFY(
uniform float uvScale = 1.0f;
uniform float bumpTextureUVScale;
void main()
{
vec4 eyeSpacePos = gl_ModelViewMatrix * gl_Vertex;
gl_TexCoord[1] = eyeSpacePos;
gl_Position = gl_ProjectionMatrix*eyeSpacePos;
gl_TexCoord[2] = gl_ModelViewMatrixInverseTranspose * vec4(gl_Normal.xyz,0.0);
gl_ClipVertex = vec4(eyeSpacePos.xyz, 1.0f);
vec3 coord3d = gl_Vertex.xyz;
vec4 t0 = vec4(normalize(cross(vec3(1,0,0),gl_Normal.xyz)) ,0.0f);
vec4 t1 = vec4(normalize(cross(t0.xyz,gl_Normal.xyz)), 0.0f);
gl_TexCoord[0].xyz = coord3d*uvScale;
gl_TexCoord[3] = gl_ModelViewMatrixInverseTranspose * t0;
gl_TexCoord[4] = gl_ModelViewMatrixInverseTranspose * t1;
gl_FrontColor = gl_Color;
gl_TexCoord[5].xy = vec2(dot(coord3d, t0.xyz), dot(coord3d, t1.xyz))*bumpTextureUVScale*2;
gl_TexCoord[6].xyz = vec3(0,0,-100);
}
);
// --------------------------------------------------------------------------------------------
const char *shadowDiffuseVertexProgram = STRINGIFY(
uniform float uvScale = 1.0f;
void main()
{
vec4 eyeSpacePos = gl_ModelViewMatrix * gl_Vertex;
gl_TexCoord[0] = gl_MultiTexCoord0*uvScale;
gl_TexCoord[1] = eyeSpacePos;
gl_FrontColor = gl_Color;
gl_Position = gl_ProjectionMatrix*eyeSpacePos;
gl_TexCoord[2] = gl_ModelViewMatrixInverseTranspose * vec4(gl_Normal.xyz,0.0);
gl_TexCoord[3].xyz = gl_Vertex.xyz;
gl_TexCoord[4].xyz = gl_Normal.xyz;
gl_ClipVertex = vec4(eyeSpacePos.xyz, 1.0f);
}
);
// --------------------------------------------------------------------------------------------
const char *shadowDiffuseVertexProgram4Bones = STRINGIFY(
uniform float uvScale = 1.0f;
uniform sampler2D transTex;
uniform float transvOffset;
uniform float texelSpacing;
void getPosNormal(vec2 uv, vec4 vertex, vec4 normal,
out vec4 posOut, out vec4 normalOut) {
vec4 f0;
vec4 f1;
vec4 f2;
f0 = texture2D(transTex, uv);
f1 = texture2D(transTex, vec2(uv.x + texelSpacing, uv.y));
f2 = texture2D(transTex, vec2(uv.x + 2.0f*texelSpacing, uv.y));
posOut = vec4(dot(f0, vertex), dot(f1, vertex), dot(f2, vertex), 1.0f);
normalOut = vec4(dot(f0, normal), dot(f1, normal), dot(f2, normal), 0.0f);
}
void main()
{
vec2 t0uv = vec2(gl_MultiTexCoord1.x, gl_MultiTexCoord1.y + transvOffset);
vec2 t1uv = vec2(gl_MultiTexCoord1.z, gl_MultiTexCoord1.w + transvOffset);
vec2 t2uv = vec2(gl_MultiTexCoord2.x, gl_MultiTexCoord2.y + transvOffset);
vec2 t3uv = vec2(gl_MultiTexCoord2.z, gl_MultiTexCoord2.w + transvOffset);
float t0w = gl_MultiTexCoord3.x;
float t1w = gl_MultiTexCoord3.y;
float t2w = gl_MultiTexCoord3.z;
float t3w = gl_MultiTexCoord3.w;
vec4 vert;
vec4 norm;
vec4 vert0;
vec4 norm0;
vec4 vert1;
vec4 norm1;
vec4 vert2;
vec4 norm2;
vec4 vert3;
vec4 norm3;
getPosNormal(t0uv, gl_Vertex, vec4(gl_Normal.xyz,0.0), vert0, norm0);
getPosNormal(t1uv, gl_Vertex, vec4(gl_Normal.xyz,0.0), vert1, norm1);
getPosNormal(t2uv, gl_Vertex, vec4(gl_Normal.xyz,0.0), vert2, norm2);
getPosNormal(t3uv, gl_Vertex, vec4(gl_Normal.xyz,0.0), vert3, norm3);
float sum = max(t0w+t1w+t2w+t3w, 0.001f);
vert = (t0w*vert0 + t1w*vert1 + t2w*vert2 + t3w*vert3)/sum;
norm = t0w*norm0 + t1w*norm1 + t2w*norm2 + t3w*norm3;
norm = vec4(normalize(norm.xyz), 0.0f);
//vec4 eyeSpacePos = gl_ModelViewMatrix * gl_Vertex;
vec4 eyeSpacePos = gl_ModelViewMatrix * vert;
gl_TexCoord[0] = gl_MultiTexCoord0*uvScale;
gl_TexCoord[1] = eyeSpacePos;
gl_FrontColor = gl_Color;
gl_Position = gl_ProjectionMatrix*eyeSpacePos;
//gl_TexCoord[2] = gl_ModelViewMatrixInverseTranspose * vec4(gl_Normal.xyz,0.0);
gl_TexCoord[2] = gl_ModelViewMatrixInverseTranspose * norm;
gl_TexCoord[3] = gl_MultiTexCoord4;
gl_TexCoord[4] = gl_MultiTexCoord5;
gl_ClipVertex = vec4(eyeSpacePos.xyz, 1.0f);
}
);
// --------------------------------------------------------------------------------------------
const char *shadowDiffuseVertexProgram8BonesTangent = STRINGIFY(
uniform float uvScale = 1.0f;
uniform sampler2D transTex;
uniform float transvOffset;
uniform float texelSpacing;
/*
void getPosNormalTangent(vec2 uv, vec4 vertex, vec4 normal, vec4 tangent,
out vec4 posOut, out vec4 normalOut, out vec4 tangentOut) {
vec4 f0;
vec4 f1;
vec4 f2;
f0 = texture2D(transTex, uv);
f1 = texture2D(transTex, vec2(uv.x + texelSpacing, uv.y));
f2 = texture2D(transTex, vec2(uv.x + 2.0f*texelSpacing, uv.y));
posOut = vec4(dot(f0, vertex), dot(f1, vertex), dot(f2, vertex), 1.0f);
normalOut = vec4(dot(f0, normal), dot(f1, normal), dot(f2, normal), 0.0f);
tangentOut = vec4(dot(f0, tangent), dot(f1, tangent), dot(f2, tangent), 0.0f);
}
*/
void getPosNormal(vec2 uv, vec4 vertex, vec4 normal,
out vec4 posOut, out vec4 normalOut) {
vec4 f0;
vec4 f1;
vec4 f2;
f0 = texture2D(transTex, uv);
f1 = texture2D(transTex, vec2(uv.x + texelSpacing, uv.y));
f2 = texture2D(transTex, vec2(uv.x + 2.0f*texelSpacing, uv.y));
posOut = vec4(dot(f0, vertex), dot(f1, vertex), dot(f2, vertex), 1.0f);
normalOut = vec4(dot(f0, normal), dot(f1, normal), dot(f2, normal), 0.0f);
}
void main()
{
vec2 t0uv = vec2(gl_MultiTexCoord1.x, gl_MultiTexCoord1.y + transvOffset);
vec2 t1uv = vec2(gl_MultiTexCoord1.z, gl_MultiTexCoord1.w + transvOffset);
vec2 t2uv = vec2(gl_MultiTexCoord2.x, gl_MultiTexCoord2.y + transvOffset);
vec2 t3uv = vec2(gl_MultiTexCoord2.z, gl_MultiTexCoord2.w + transvOffset);
vec2 t4uv = vec2(gl_MultiTexCoord3.x, gl_MultiTexCoord3.y + transvOffset);
vec2 t5uv = vec2(gl_MultiTexCoord3.z, gl_MultiTexCoord3.w + transvOffset);
vec2 t6uv = vec2(gl_MultiTexCoord4.x, gl_MultiTexCoord4.y + transvOffset);
vec2 t7uv = vec2(gl_MultiTexCoord4.z, gl_MultiTexCoord4.w + transvOffset);
float t0w = gl_MultiTexCoord5.x;
float t1w = gl_MultiTexCoord5.y;
float t2w = gl_MultiTexCoord5.z;
float t3w = gl_MultiTexCoord5.w;
float t4w = gl_MultiTexCoord6.x;
float t5w = gl_MultiTexCoord6.y;
float t6w = gl_MultiTexCoord6.z;
float t7w = gl_MultiTexCoord6.w;
vec4 vert;
vec4 norm;
vec4 vert0;
vec4 norm0;
vec4 vert1;
vec4 norm1;
vec4 vert2;
vec4 norm2;
vec4 vert3;
vec4 norm3;
vec4 vert4;
vec4 norm4;
vec4 vert5;
vec4 norm5;
vec4 vert6;
vec4 norm6;
vec4 vert7;
vec4 norm7;
/*
vec4 tangent0;
vec4 tangent1;
vec4 tangent2;
vec4 tangent3;
vec4 tangent4;
vec4 tangent5;
vec4 tangent6;
vec4 tangent7;
*/
getPosNormal(t0uv, gl_Vertex, vec4(gl_Normal.xyz,0.0), vert0, norm0);
getPosNormal(t1uv, gl_Vertex, vec4(gl_Normal.xyz,0.0), vert1, norm1);
getPosNormal(t2uv, gl_Vertex, vec4(gl_Normal.xyz,0.0), vert2, norm2);
getPosNormal(t3uv, gl_Vertex, vec4(gl_Normal.xyz,0.0), vert3, norm3);
getPosNormal(t4uv, gl_Vertex, vec4(gl_Normal.xyz,0.0), vert4, norm4);
getPosNormal(t5uv, gl_Vertex, vec4(gl_Normal.xyz,0.0), vert5, norm5);
getPosNormal(t6uv, gl_Vertex, vec4(gl_Normal.xyz,0.0), vert6, norm6);
getPosNormal(t7uv, gl_Vertex, vec4(gl_Normal.xyz,0.0), vert7, norm7);
/*
getPosNormalTangent(t0uv, gl_Vertex, vec4(gl_Normal.xyz,0.0), vec4(gl_MultiTexCoord7.xyz, 0.0), vert0, norm0, tangent0);
getPosNormalTangent(t1uv, gl_Vertex, vec4(gl_Normal.xyz,0.0), vec4(gl_MultiTexCoord7.xyz, 0.0), vert1, norm1, tangent1);
getPosNormalTangent(t2uv, gl_Vertex, vec4(gl_Normal.xyz,0.0), vec4(gl_MultiTexCoord7.xyz, 0.0), vert2, norm2, tangent2);
getPosNormalTangent(t3uv, gl_Vertex, vec4(gl_Normal.xyz,0.0), vec4(gl_MultiTexCoord7.xyz, 0.0), vert3, norm3, tangent3);
getPosNormalTangent(t4uv, gl_Vertex, vec4(gl_Normal.xyz,0.0), vec4(gl_MultiTexCoord7.xyz, 0.0), vert4, norm4, tangent4);
getPosNormalTangent(t5uv, gl_Vertex, vec4(gl_Normal.xyz,0.0), vec4(gl_MultiTexCoord7.xyz, 0.0), vert5, norm5, tangent5);
getPosNormalTangent(t6uv, gl_Vertex, vec4(gl_Normal.xyz,0.0), vec4(gl_MultiTexCoord7.xyz, 0.0), vert6, norm6, tangent6);
getPosNormalTangent(t7uv, gl_Vertex, vec4(gl_Normal.xyz,0.0), vec4(gl_MultiTexCoord7.xyz, 0.0), vert7, norm7, tangent7);
*/
float sum = max(t0w+t1w+t2w+t3w+t4w+t5w+t6w+t7w, 0.001f);
vert = (t0w*vert0 + t1w*vert1 + t2w*vert2 + t3w*vert3 + t4w*vert4 + t5w*vert5 + t6w*vert6 + t7w*vert7)/sum;
norm = t0w*norm0 + t1w*norm1 + t2w*norm2 + t3w*norm3 + t4w*norm4 + t5w*norm5 + t6w*norm6 + t7w*norm7;
norm = vec4(normalize(norm.xyz), 0.0);
/*
vec4 tangent = t0w*tangent0 + t1w*tangent1 + t2w*tangent2 + t3w*tangent3 + t4w*tangent4 + t5w*tangent5 + t6w*tangent6 + t7w*tangent7;
tangent = vec4(normalize(tangent.xyz), 0.0);
vec3 bitangent = normalize(cross(norm.xyz, tangent.xyz));
tangent.xyz = cross(bitangent, norm.xyz);
*/
//vec4 eyeSpacePos = gl_ModelViewMatrix * gl_Vertex;
vec4 eyeSpacePos = gl_ModelViewMatrix * vert;
gl_TexCoord[0] = gl_MultiTexCoord0*uvScale;
gl_TexCoord[1] = eyeSpacePos;
gl_FrontColor = gl_Color;
gl_Position = gl_ProjectionMatrix*eyeSpacePos;
//gl_TexCoord[2] = gl_ModelViewMatrixInverseTranspose * vec4(gl_Normal.xyz,0.0);
gl_TexCoord[2] = gl_ModelViewMatrixInverseTranspose * norm;
//gl_TexCoord[3] = gl_ModelViewMatrixInverseTranspose * tangent;
//gl_TexCoord[4] = gl_ModelViewMatrixInverseTranspose * vec4(bitangent, 0.0);
//gl_TexCoord[4] = gl_MultiTexCoord8;
gl_ClipVertex = vec4(eyeSpacePos.xyz, 1.0f);
}
);
const char *shadowDiffuseVertexProgram8Bones = STRINGIFY(
uniform float uvScale = 1.0f;
uniform sampler2D transTex;
uniform float transvOffset;
uniform float texelSpacing;
void getPosNormal(vec2 uv, vec4 vertex, vec4 normal,
out vec4 posOut, out vec4 normalOut) {
vec4 f0;
vec4 f1;
vec4 f2;
f0 = texture2D(transTex, uv);
f1 = texture2D(transTex, vec2(uv.x + texelSpacing, uv.y));
f2 = texture2D(transTex, vec2(uv.x + 2.0f*texelSpacing, uv.y));
posOut = vec4(dot(f0, vertex), dot(f1, vertex), dot(f2, vertex), 1.0f);
normalOut = vec4(dot(f0, normal), dot(f1, normal), dot(f2, normal), 0.0f);
}
void main()
{
vec2 t0uv = vec2(gl_MultiTexCoord1.x, gl_MultiTexCoord1.y + transvOffset);
vec2 t1uv = vec2(gl_MultiTexCoord1.z, gl_MultiTexCoord1.w + transvOffset);
vec2 t2uv = vec2(gl_MultiTexCoord2.x, gl_MultiTexCoord2.y + transvOffset);
vec2 t3uv = vec2(gl_MultiTexCoord2.z, gl_MultiTexCoord2.w + transvOffset);
vec2 t4uv = vec2(gl_MultiTexCoord3.x, gl_MultiTexCoord3.y + transvOffset);
vec2 t5uv = vec2(gl_MultiTexCoord3.z, gl_MultiTexCoord3.w + transvOffset);
vec2 t6uv = vec2(gl_MultiTexCoord4.x, gl_MultiTexCoord4.y + transvOffset);
vec2 t7uv = vec2(gl_MultiTexCoord4.z, gl_MultiTexCoord4.w + transvOffset);
float t0w = gl_MultiTexCoord5.x;
float t1w = gl_MultiTexCoord5.y;
float t2w = gl_MultiTexCoord5.z;
float t3w = gl_MultiTexCoord5.w;
float t4w = gl_MultiTexCoord6.x;
float t5w = gl_MultiTexCoord6.y;
float t6w = gl_MultiTexCoord6.z;
float t7w = gl_MultiTexCoord6.w;
vec4 vert;
vec4 norm;
vec4 vert0;
vec4 norm0;
vec4 vert1;
vec4 norm1;
vec4 vert2;
vec4 norm2;
vec4 vert3;
vec4 norm3;
vec4 vert4;
vec4 norm4;
vec4 vert5;
vec4 norm5;
vec4 vert6;
vec4 norm6;
vec4 vert7;
vec4 norm7;
getPosNormal(t0uv, gl_Vertex, vec4(gl_Normal.xyz,0.0), vert0, norm0);
getPosNormal(t1uv, gl_Vertex, vec4(gl_Normal.xyz,0.0), vert1, norm1);
getPosNormal(t2uv, gl_Vertex, vec4(gl_Normal.xyz,0.0), vert2, norm2);
getPosNormal(t3uv, gl_Vertex, vec4(gl_Normal.xyz,0.0), vert3, norm3);
getPosNormal(t4uv, gl_Vertex, vec4(gl_Normal.xyz,0.0), vert4, norm4);
getPosNormal(t5uv, gl_Vertex, vec4(gl_Normal.xyz,0.0), vert5, norm5);
getPosNormal(t6uv, gl_Vertex, vec4(gl_Normal.xyz,0.0), vert6, norm6);
getPosNormal(t7uv, gl_Vertex, vec4(gl_Normal.xyz,0.0), vert7, norm7);
float sum = max(t0w+t1w+t2w+t3w+t4w+t5w+t6w+t7w, 0.001f);
vert = (t0w*vert0 + t1w*vert1 + t2w*vert2 + t3w*vert3 + t4w*vert4 + t5w*vert5 + t6w*vert6 + t7w*vert7)/sum;
norm = t0w*norm0 + t1w*norm1 + t2w*norm2 + t3w*norm3 + t4w*norm4 + t5w*norm5 + t6w*norm6 + t7w*norm7;
norm = vec4(normalize(norm.xyz), 0.0f);
//vec4 eyeSpacePos = gl_ModelViewMatrix * gl_Vertex;
vec4 eyeSpacePos = gl_ModelViewMatrix * vert;
gl_TexCoord[0] = gl_MultiTexCoord0*uvScale;
gl_TexCoord[1] = eyeSpacePos;
gl_FrontColor = gl_Color;
gl_Position = gl_ProjectionMatrix*eyeSpacePos;
//gl_TexCoord[2] = gl_ModelViewMatrixInverseTranspose * vec4(gl_Normal.xyz,0.0);
gl_TexCoord[2] = gl_ModelViewMatrixInverseTranspose * norm;
gl_TexCoord[3] = gl_MultiTexCoord7;
//gl_TexCoord[4] = gl_MultiTexCoord8;
gl_ClipVertex = vec4(eyeSpacePos.xyz, 1.0f);
}
);
// --------------------------------------------------------------------------------------------
const char *shadowDiffuseFragmentProgram = STRINGIFY(
// scene reflection
uniform float reflectionCoeff = 0.0f;
uniform float specularCoeff = 0.0f;
uniform sampler2DRect reflectionTex;
// Shadow map
uniform float shadowAmbient = 0.0;
uniform sampler2D texture;
uniform sampler2DArrayShadow stex;
uniform sampler2DArrayShadow stex2;
uniform sampler2DArrayShadow stex3;
uniform samplerCube skyboxTex;
uniform float hdrScale = 5.0;
uniform vec2 texSize; // x - size, y - 1/size
uniform vec4 far_d;
// Spot lights
uniform vec3 spotLightDir;
uniform vec3 spotLightPos;
uniform float spotLightCosineDecayBegin;
uniform float spotLightCosineDecayEnd;
uniform vec3 spotLightDir2;
uniform vec3 spotLightPos2;
uniform float spotLightCosineDecayBegin2;
uniform float spotLightCosineDecayEnd2;
uniform vec3 spotLightDir3;
uniform vec3 spotLightPos3;
uniform float spotLightCosineDecayBegin3;
uniform float spotLightCosineDecayEnd3;
uniform vec3 parallelLightDir;
uniform float shadowAdd;
uniform int useTexture;
uniform int numShadows;
uniform vec3 ambientColor;
uniform vec2 shadowTaps[12];
float shadowCoeff1()
{
//const int index = 0;
int index = 3;
if (gl_FragCoord.z < far_d.x)
index = 0;
else if (gl_FragCoord.z < far_d.y)
index = 1;
else if (gl_FragCoord.z < far_d.z)
index = 2;
vec4 shadow_coord = gl_TextureMatrix[index] * vec4(gl_TexCoord[1].xyz, 1);
shadow_coord.w = shadow_coord.z + shadowAdd;
// tell glsl in which layer to do the look up
shadow_coord.z = float(index);
// Gaussian 3x3 filter
// return shadow2DArray(stex, shadow_coord).x;
/*
const float X = 1.0f;
float ret = shadow2DArray(stex, shadow_coord).x * 0.25;
ret += shadow2DArrayOffset(stex, shadow_coord, ivec2( -X, -X)).x * 0.0625;
ret += shadow2DArrayOffset(stex, shadow_coord, ivec2( -X, 0)).x * 0.125;
ret += shadow2DArrayOffset(stex, shadow_coord, ivec2( -X, X)).x * 0.0625;
ret += shadow2DArrayOffset(stex, shadow_coord, ivec2( 0, -X)).x * 0.125;
ret += shadow2DArrayOffset(stex, shadow_coord, ivec2( 0, X)).x * 0.125;
ret += shadow2DArrayOffset(stex, shadow_coord, ivec2( X, -X)).x * 0.0625;
ret += shadow2DArrayOffset(stex, shadow_coord, ivec2( X, 0)).x * 0.125;
ret += shadow2DArrayOffset(stex, shadow_coord, ivec2( X, X)).x * 0.0625;
return ret;*/
const int numTaps = 4;
float radius = 0.0005f / pow(2, index);
float s = 0.0f;
for (int i = 0; i < numTaps; i++)
{
s += shadow2DArray(stex, shadow_coord + vec4(shadowTaps[i] * radius, 0.0f, 0.0f)).r;
}
s /= numTaps;
return s;
}
float shadowCoeff2()
{
const int index = 1;
//int index = 3;
//if(gl_FragCoord.z < far_d.x)
// index = 0;
//else if(gl_FragCoord.z < far_d.y)
// index = 1;
//else if(gl_FragCoord.z < far_d.z)
// index = 2;
vec4 shadow_coord = gl_TextureMatrix[index] * vec4(gl_TexCoord[1].xyz, 1);
shadow_coord.w = shadow_coord.z + shadowAdd;
shadow_coord.z = float(0);
// return shadow2DArray(stex, shadow_coord).x;
/*
const float X = 1.0f;
float ret = shadow2DArray(stex2, shadow_coord).x * 0.25;
ret += shadow2DArrayOffset(stex2, shadow_coord, ivec2( -X, -X)).x * 0.0625;
ret += shadow2DArrayOffset(stex2, shadow_coord, ivec2( -X, 0)).x * 0.125;
ret += shadow2DArrayOffset(stex2, shadow_coord, ivec2( -X, X)).x * 0.0625;
ret += shadow2DArrayOffset(stex2, shadow_coord, ivec2( 0, -X)).x * 0.125;
ret += shadow2DArrayOffset(stex2, shadow_coord, ivec2( 0, X)).x * 0.125;
ret += shadow2DArrayOffset(stex2, shadow_coord, ivec2( X, -X)).x * 0.0625;
ret += shadow2DArrayOffset(stex2, shadow_coord, ivec2( X, 0)).x * 0.125;
ret += shadow2DArrayOffset(stex2, shadow_coord, ivec2( X, X)).x * 0.0625;
return ret;*/
const int numTaps = 12;
float radius = 1.0f;
float s = 0.0f;
for (int i = 0; i < numTaps; i++)
{
s += shadow2DArray(stex, shadow_coord + vec4(shadowTaps[i] * radius, 0.0f, 0.0f)).r;
}
s /= numTaps;
return s;
}
float shadowCoeff3()
{
const int index = 2;
//int index = 3;
//if(gl_FragCoord.z < far_d.x)
// index = 0;
//else if(gl_FragCoord.z < far_d.y)
// index = 1;
//else if(gl_FragCoord.z < far_d.z)
// index = 2;
vec4 shadow_coord = gl_TextureMatrix[index] * vec4(gl_TexCoord[1].xyz, 1);
shadow_coord.w = shadow_coord.z + shadowAdd;
shadow_coord.z = float(0);
// return shadow2DArray(stex, shadow_coord).x;
/*
const float X = 1.0f;
float ret = shadow2DArray(stex3, shadow_coord).x * 0.25;
ret += shadow2DArrayOffset(stex3, shadow_coord, ivec2( -X, -X)).x * 0.0625;
ret += shadow2DArrayOffset(stex3, shadow_coord, ivec2( -X, 0)).x * 0.125;
ret += shadow2DArrayOffset(stex3, shadow_coord, ivec2( -X, X)).x * 0.0625;
ret += shadow2DArrayOffset(stex3, shadow_coord, ivec2( 0, -X)).x * 0.125;
ret += shadow2DArrayOffset(stex3, shadow_coord, ivec2( 0, X)).x * 0.125;
ret += shadow2DArrayOffset(stex3, shadow_coord, ivec2( X, -X)).x * 0.0625;
ret += shadow2DArrayOffset(stex3, shadow_coord, ivec2( X, 0)).x * 0.125;
ret += shadow2DArrayOffset(stex3, shadow_coord, ivec2( X, X)).x * 0.0625;
return ret;*/
const int numTaps = 12;
float radius = 0.02f;
float s = 0.0f;
for (int i = 0; i < numTaps; i++)
{
s += shadow2DArray(stex, shadow_coord + vec4(shadowTaps[i] * radius, 0.0f, 0.0f)).r;
}
s /= numTaps;
return s;
}
float filterwidth(float2 v)
{
float2 fw = max(abs(ddx(v)), abs(ddy(v)));
return max(fw.x, fw.y);
}
float2 bump(float2 x)
{
return (floor((x) / 2) + 2.f * max(((x) / 2) - floor((x) / 2) - .5f, 0.f));
}
float checker(float2 uv)
{
float width = filterwidth(uv);
float2 p0 = uv - 0.5 * width;
float2 p1 = uv + 0.5 * width;
float2 i = (bump(p1) - bump(p0)) / width;
return i.x * i.y + (1 - i.x) * (1 - i.y);
}
uniform float fresnelBias = 0.0;
uniform float fresnelScale = 1.0;
uniform float fresnelPower = 3.0; // 5.0 is physically correct
uniform float RollOff = 0.5f;
void main()
{
//// TODO, expose this as user parameter
const float skyLightIntensity = 0.2;
const float rimLightIntensity = 0.3;
vec3 diffuseMat;
vec3 specularMat;
vec3 emissiveReflectSpecPow;
specularMat = vec3(1.0);
emissiveReflectSpecPow = vec3(0.0, 0.0, 0.0);
vec3 normal = normalize(gl_TexCoord[2].xyz);
vec3 wnormal = normalize(gl_TexCoord[4].xyz);
// read in material color for diffuse, specular, bump, emmisive
// 3D texture
vec4 colorx;
if (useTexture > 0)
colorx = texture2D(texture, gl_TexCoord[0]);
else {
colorx = gl_Color;
if ((wnormal.y >0.9))
{
colorx *= 1.0 - 0.25*checker(float2(gl_TexCoord[3].x, gl_TexCoord[3].z));
}
else if (abs(wnormal.z) > 0.9)
{
colorx *= 1.0 - 0.25*checker(float2(gl_TexCoord[3].y, gl_TexCoord[3].x));
}
}
diffuseMat = colorx.xyz*0.4;
//diffuseMat = myTexture3D(gl_TexCoord[0].xyz);//texture3D(ttt3D, gl_TexCoord[0].xyz);
//diffuseMat = texture3D(ttt3D, gl_TexCoord[0].xyz);
if (dot(normal, gl_TexCoord[1].xyz) > 0) {
normal.xyz *= -1;
}
//gl_FragColor.xyz = normal*0.5 + vec3(0.5,0.5,0.5);
//gl_FragColor.w = 1;
//return;
vec3 eyeVec = normalize(gl_TexCoord[1].xyz);
// apply gamma correction for diffuse textures
//diffuseMat = pow(diffuseMat, 0.45);
float specularPower = emissiveReflectSpecPow.b*255.0f + 1.0f;
// TODO - fix this
specularPower = 10.0f;
float emissive = 0.0f;
float reflectivity = emissiveReflectSpecPow.b;
float fresnel = fresnelBias + fresnelScale*pow(1.0 - max(0.0, dot(normal, eyeVec)), fresnelPower);
float specular = 0.0f;
vec3 skyNormal = reflect(eyeVec, normal);
vec3 skyColor = skyLightIntensity * textureCube(skyboxTex, skyNormal).rgb;
vec3 ambientSkyColor = diffuseMat * skyColor;
vec3 diffuseColor = vec3(0.0, 0.0, 0.0);
if (numShadows >= 1) {
vec3 lightColor = hdrScale * vec3(1.0, 1.0, 1.0);
vec3 shadowColor = vec3(0.4, 0.4, 0.7); // colored shadow
//vec3 lvec = normalize(spotLightDir);
vec3 lvec = normalize(spotLightPos - gl_TexCoord[1].xyz);
float cosine = dot(lvec, spotLightDir);
float intensity = smoothstep(spotLightCosineDecayBegin, spotLightCosineDecayEnd, cosine);
float ldn = max(0.0f, dot(normal, lvec));
float shadowC = shadowCoeff1();
//gl_FragColor = vec4(shadowC,shadowC,shadowC,1.0f);
//return;
vec3 irradiance = shadowC * ldn * lightColor;
// diffuse irradiance
diffuseColor += diffuseMat * irradiance*intensity;
// add colored shadow
diffuseColor += (1.0 - shadowC) * shadowAmbient * shadowColor * diffuseMat*intensity;
vec3 r = reflect(lvec, normal);
specular += pow(max(0.0, dot(r, eyeVec)), specularPower)*shadowC*intensity;
}
// add rim light
if (numShadows >= 2) {
vec3 lightColor = hdrScale * vec3(1.0, 1.0, 1.0);
vec3 lvec = normalize(spotLightDir2);
float ldn = max(0.0f, dot(normal, lvec));
vec3 irradiance = ldn * lightColor;
// diffuse irradiance
diffuseColor += diffuseMat * irradiance;
}
vec3 color = vec3(0.0, 0.0, 0.0);
color += diffuseColor;
color += ambientSkyColor;
color += specular*specularMat;
color += hdrScale * emissive * diffuseMat;
//vec3 reflectColor = diffuseMat * texture2DRect(reflectionTex, gl_FragCoord.xy).rgb;
//color = reflectionCoeff * reflectColor + (1.0f - reflectionCoeff) * color;
color = (fresnel * skyColor + (1.0 - fresnel) * color) * reflectivity + (1.0 - reflectivity) * color;
gl_FragColor.rgb = color;
gl_FragColor.w = gl_Color.w;
//float fog = clamp(gl_Fog.scale*(gl_Fog.end+gl_TexCoord[1].z), 0.0, 1.0);
//vec4 fogCol = gl_Fog.color;
float fog = clamp(gl_Fog.scale*(gl_Fog.end + gl_TexCoord[1].z), 0.0, 1.0);
vec4 fogCol = gl_Fog.color;
gl_FragColor = mix(fogCol, gl_FragColor, fog);
}
);
#if TECHNICAL_MODE
const char *grayVeinMarbleTexture = STRINGIFY(
uniform sampler3D ttt3D;
uniform float extraNoiseScale = 1.0f;
float noise3D(vec3 p)
{
return texture3D(ttt3D, p).x*2.0f - 1.0f;
}
float turbulence(vec3 p, int octaves, float lacunarity, float gain) {
float freq = 1.0f;
float amp = 0.8f;
float sum = 0.0f;
for(int i=0; i<octaves; i++) {
sum += abs(noise3D(p*freq))*amp;
freq *= lacunarity;
amp *= gain;
}
return sum;
}
float spike(float c, float w, float x) {
return smoothstep(c-w, c, x) * smoothstep(c+w, c, x);
}
vec3 myTexture3DCom(vec3 p, float mat)
{
float noiseScale = 0.05f * extraNoiseScale;
float noise = turbulence(p*noiseScale, 8, 2.0f, 0.5f);
noise = spike(0.35f, 0.05f, noise);
noise = noise;
vec3 base = lerp(vec3(1.0f,1.0f,1.0f), vec3(0.9f,0.9f,0.9f), spike(0.5f, 0.3f, turbulence(p*noiseScale*0.7f, 4, 2.0f, 0.5f)));
vec3 b2 = lerp(base, vec3(0.8f, 0.8f, 0.8f), noise);
/*
return lerp(b2, vec3(0.5f,0.5f,0.5f),
spike(0.4f, 0.05f, turbulence(p*noiseScale, 4, 3.0f, 0.35f)) +
spike(0.3f, 0.05f, turbulence(p*noiseScale*0.4f, 3, 5.0f, 0.5f))
);
*/
return 0.6*lerp(b2, vec3(0.7f,0.7f,0.7f), spike(0.35f, 0.05f, turbulence(p*noiseScale, 4, 3.0f, 0.35f)));
//return lerp(b2, vec3(0.5f,0.5f,0.5f), turbulence(p*noiseScale, 4, 3.0f, 0.35f));
//return lerp(base, vec3(0.1f, 0.1f, 0.4f), noise);
//return vec3(1.0f,1.0f,noise);
//return lerp(vec3(1.0f,1.0f,0.7f), vec3(0.1f,0.1f,0.4f), noise);
}
);
#else
const char *grayVeinMarbleTexture = STRINGIFY(
uniform sampler3D ttt3D;
uniform float extraNoiseScale = 1.0f;
float noise3D(vec3 p)
{
return texture3D(ttt3D, p).x*2.0f - 1.0f;
}
float turbulence(vec3 p, int octaves, float lacunarity, float gain) {
float freq = 1.0f;
float amp = 0.8f;
float sum = 0.0f;
for(int i=0; i<octaves; i++) {
sum += abs(noise3D(p*freq))*amp;
freq *= lacunarity;
amp *= gain;
}
return sum;
}
float spike(float c, float w, float x) {
return smoothstep(c-w, c, x) * smoothstep(c+w, c, x);
}
vec3 myTexture3DCom(vec3 p, float mat)
{
float noiseScale = 0.05f * extraNoiseScale;
float noise = turbulence(p*noiseScale, 8, 2.0f, 0.5f);
noise = spike(0.35f, 0.05f, noise);
noise = noise;
vec3 base = lerp(vec3(1.0f,1.0f,1.0f), vec3(0.9f,0.9f,0.9f), spike(0.5f, 0.3f, turbulence(p*noiseScale*0.7f, 4, 2.0f, 0.5f)));
vec3 b2 = lerp(base, vec3(0.8f, 0.8f, 0.8f), noise);
/*
return lerp(b2, vec3(0.5f,0.5f,0.5f),
spike(0.4f, 0.05f, turbulence(p*noiseScale, 4, 3.0f, 0.35f)) +
spike(0.3f, 0.05f, turbulence(p*noiseScale*0.4f, 3, 5.0f, 0.5f))
);
*/
return lerp(b2, vec3(0.7f,0.7f,0.7f), spike(0.35f, 0.05f, turbulence(p*noiseScale, 4, 3.0f, 0.35f)));
//return lerp(b2, vec3(0.5f,0.5f,0.5f), turbulence(p*noiseScale, 4, 3.0f, 0.35f));
//return lerp(base, vec3(0.1f, 0.1f, 0.4f), noise);
//return vec3(1.0f,1.0f,noise);
//return lerp(vec3(1.0f,1.0f,0.7f), vec3(0.1f,0.1f,0.4f), noise);
}
);
#endif
const char *sandStoneTexture = STRINGIFY(
uniform sampler3D ttt3D;
uniform float extraNoiseScale = 1.0f;
float noise3D(vec3 p)
{
return texture3D(ttt3D, p).x*2.0f - 1.0f;
}
float turbulence(vec3 p, int octaves, float lacunarity, float gain) {
float freq = 1.0f;
float amp = 0.8f;
float sum = 0.0f;
for(int i=0; i<octaves; i++) {
sum += abs(noise3D(p*freq))*amp;
freq *= lacunarity;
amp *= gain;
}
return sum;
}
float spike(float c, float w, float x) {
return smoothstep(c-w, c, x) * smoothstep(c+w, c, x);
}
vec3 myTexture3DCom(vec3 p, float mat)
{
float noiseScale = 0.1f*extraNoiseScale;
float noise = turbulence(p*noiseScale, 3, 3.0f, 0.5f);
//noise = turbulence(p*noiseScale + vec3(noise, noise, noise*0.3)*0.01f, 8, 3.0f, 0.5f);
//noise = spike(0.35f, 0.05f, noise);
//noise = noise;
vec3 base = lerp(vec3(164,148,108)*1.63/255, vec3(178,156,126)*1.73/255, spike(0.5f, 0.3f, turbulence(p*noiseScale*0.7f + vec3(noise*0.5, noise, noise)*0.011f, 2, 2.0f, 0.5f)));
//vec3 b2 = lerp(base, vec3(0.0f, 0.0f, 0.0f), noise);
vec3 b2 = lerp(base, vec3(173, 160, 121)*1.73/255, noise);
return b2;
}
);
const char *whiteMarbleTexture = STRINGIFY(
uniform sampler3D ttt3D;
uniform float extraNoiseScale = 1.0f;
float noise3D(vec3 p)
{
return texture3D(ttt3D, p).x*2.0f - 1.0f;
}
float turbulence(vec3 p, int octaves, float lacunarity, float gain) {
float freq = 1.0f;
float amp = 0.8f;
float sum = 0.0f;
for(int i=0; i<octaves; i++) {
sum += abs(noise3D(p*freq))*amp;
freq *= lacunarity;
amp *= gain;
}
return sum;
}
float spike(float c, float w, float x) {
return smoothstep(c-w, c, x) * smoothstep(c+w, c, x);
}
vec3 myTexture3DCom(vec3 p, float mat)
{
float noiseScale = 0.05f * extraNoiseScale;
float noise = turbulence(p*noiseScale, 8, 2.0f, 0.5f);
noise = spike(0.35f, 0.05f, noise);
noise = noise;
vec3 base = lerp(vec3(1.0f,1.0f,1.0f), vec3(0.99f,0.99f,0.99f), spike(0.5f, 0.3f, turbulence(p*noiseScale*0.7f, 4, 2.0f, 0.5f)));
vec3 b2 = lerp(base, vec3(0.97f, 0.97f, 0.97f), noise);
/*
return lerp(b2, vec3(0.5f,0.5f,0.5f),
spike(0.4f, 0.05f, turbulence(p*noiseScale, 4, 3.0f, 0.35f)) +
spike(0.3f, 0.05f, turbulence(p*noiseScale*0.4f, 3, 5.0f, 0.5f))
);
*/
return lerp(b2, vec3(0.95f,0.95f,0.95f), spike(0.35f, 0.05f, turbulence(p*noiseScale, 4, 3.0f, 0.35f)));
//return lerp(b2, vec3(0.5f,0.5f,0.5f), turbulence(p*noiseScale, 4, 3.0f, 0.35f));
//return lerp(base, vec3(0.1f, 0.1f, 0.4f), noise);
//return vec3(1.0f,1.0f,noise);
//return lerp(vec3(1.0f,1.0f,0.7f), vec3(0.1f,0.1f,0.4f), noise);
}
);
const char *blueVeinMarbleTexture = STRINGIFY(
uniform sampler3D ttt3D;
uniform float extraNoiseScale = 1.0f;
float noise3D(vec3 p)
{
return texture3D(ttt3D, p).x*2.0f - 1.0f;
}
float turbulence(vec3 p, int octaves, float lacunarity, float gain) {
float freq = 1.0f;
float amp = 0.8f;
float sum = 0.0f;
for(int i=0; i<octaves; i++) {
sum += abs(noise3D(p*freq))*amp;
freq *= lacunarity;
amp *= gain;
}
return sum;
}
float spike(float c, float w, float x) {
return smoothstep(c-w, c, x) * smoothstep(c+w, c, x);
}
vec3 myTexture3DCom(vec3 p, float mat)
{
float noiseScale = 0.05f*extraNoiseScale;
float noise = turbulence(p*noiseScale, 8, 2.0f, 0.5f);
noise = spike(0.35f, 0.05f, noise);
noise = noise;
vec3 base = lerp(vec3(1.0f,1.0f,1.0f), vec3(0.9f,0.9f,0.9f), spike(0.5f, 0.3f, turbulence(p*noiseScale*0.7f, 4, 2.0f, 0.5f)));
vec3 b2 = lerp(base, vec3(0.7f, 0.7f, 0.9f), noise);
return lerp(b2, vec3(0.6f, 0.6f, 0.8f),
spike(0.4f, 0.05f, turbulence(p*noiseScale, 4, 3.0f, 0.35f)) +
spike(0.3f, 0.05f, turbulence(p*noiseScale*0.4f, 3, 5.0f, 0.5f))
);
// return lerp(b2, vec3(0.7f,0.7f,0.7f), spike(0.35f, 0.05f, turbulence(p*noiseScale, 4, 3.0f, 0.35f)));
//return lerp(b2, vec3(0.5f,0.5f,0.5f), turbulence(p*noiseScale, 4, 3.0f, 0.35f));
//return lerp(base, vec3(0.1f, 0.1f, 0.4f), noise);
//return vec3(1.0f,1.0f,noise);
//return lerp(vec3(1.0f,1.0f,0.7f), vec3(0.1f,0.1f,0.4f), noise);
}
);
const char *greenMarbleTexture = STRINGIFY(
uniform sampler3D ttt3D;
uniform float extraNoiseScale = 1.0f;
float noise3D(vec3 p)
{
return texture3D(ttt3D, p).x*2.0f - 1.0f;
}
float turbulence(vec3 p, int octaves, float lacunarity, float gain) {
float freq = 1.0f;
float amp = 0.8f;
float sum = 0.0f;
for(int i=0; i<octaves; i++) {
sum += abs(noise3D(p*freq))*amp;
freq *= lacunarity;
amp *= gain;
}
return sum;
}
float spike(float c, float w, float x) {
return smoothstep(c-w, c, x) * smoothstep(c+w, c, x);
}
vec3 myTexture3DCom(vec3 p, float mat)
{
float noiseScale = 0.05f*extraNoiseScale;
float noise = turbulence(p*noiseScale, 8, 2.0f, 0.5f);
noise = spike(0.35f, 0.05f, noise);
noise = noise;
vec3 base = lerp(vec3(0.2f,0.4f,0.2f), vec3(0.05f,0.3f,0.1f), spike(0.5f, 0.3f, turbulence(p*noiseScale*0.7f, 4, 2.0f, 0.5f)));
//vec3 b2 = lerp(base, vec3(0.0f, 0.0f, 0.0f), noise);
vec3 b2 = lerp(base, vec3(0.5f, 0.5f, 0.5f), noise);
//return lerp(b2, vec3(0.1f, 0.05f, 0.05f),
return lerp(b2, vec3(0.2f, 0.3f, 0.2f),
spike(0.4f, 0.05f, turbulence(p*noiseScale, 4.3, 3.0f, 0.35f)) +
spike(0.3f, 0.05f, turbulence(p*noiseScale*0.5f, 3, 5.0f, 0.5f))
)*1.3f;
// return lerp(b2, vec3(0.7f,0.7f,0.7f), spike(0.35f, 0.05f, turbulence(p*noiseScale, 4, 3.0f, 0.35f)));
//return lerp(b2, vec3(0.5f,0.5f,0.5f), turbulence(p*noiseScale, 4, 3.0f, 0.35f));
//return lerp(base, vec3(0.1f, 0.1f, 0.4f), noise);
//return vec3(1.0f,1.0f,noise);
//return lerp(vec3(1.0f,1.0f,0.7f), vec3(0.1f,0.1f,0.4f), noise);
}
);
const char *redGraniteTexture = STRINGIFY(
uniform sampler3D ttt3D;
uniform float extraNoiseScale = 1.0f;
float noise3D(vec3 p)
{
return texture3D(ttt3D, p).x*2.0f - 1.0f;
}
float turbulence(vec3 p, int octaves, float lacunarity, float gain) {
float freq = 1.0f;
float amp = 0.8f;
float sum = 0.0f;
for(int i=0; i<octaves; i++) {
sum += abs(noise3D(p*freq))*amp;
freq *= lacunarity;
amp *= gain;
}
return sum;
}
float spike(float c, float w, float x) {
return smoothstep(c-w, c, x) * smoothstep(c+w, c, x);
}
vec3 myTexture3DCom(vec3 p, float mat)
{
float noiseScale = 0.3f*extraNoiseScale;
float noise = turbulence(p*noiseScale, 8, 3.0f, 0.5f);
//noise = spike(0.35f, 0.05f, noise);
//noise = noise;
vec3 base = lerp(vec3(0.75,0.3f,0.25f), vec3(0.1f,0.1f,0.1f), spike(0.5f, 0.3f, turbulence(p*noiseScale*0.7f, 4, 2.0f, 0.5f)));
//vec3 b2 = lerp(base, vec3(0.0f, 0.0f, 0.0f), noise);
vec3 b2 = lerp(base, vec3(0.7f, 0.7f, 0.7f), noise);
return b2;
//return lerp(b2, vec3(0.1f, 0.05f, 0.05f),
/* return lerp(b2, vec3(0.2f, 0.3f, 0.2f),
spike(0.4f, 0.05f, turbulence(p*noiseScale, 4.3, 3.0f, 0.35f)) +
spike(0.3f, 0.05f, turbulence(p*noiseScale*0.5f, 3, 5.0f, 0.5f))
)*1.3f;
*/
// return lerp(b2, vec3(0.7f,0.7f,0.7f), spike(0.35f, 0.05f, turbulence(p*noiseScale, 4, 3.0f, 0.35f)));
//return lerp(b2, vec3(0.5f,0.5f,0.5f), turbulence(p*noiseScale, 4, 3.0f, 0.35f));
//return lerp(base, vec3(0.1f, 0.1f, 0.4f), noise);
//return vec3(1.0f,1.0f,noise);
//return lerp(vec3(1.0f,1.0f,0.7f), vec3(0.1f,0.1f,0.4f), noise);
}
);
const char *grayMarbleTexture = STRINGIFY(
uniform sampler3D ttt3D;
uniform float extraNoiseScale = 1.0f;
float noise3D(vec3 p)
{
return texture3D(ttt3D, p).x*2.0f - 1.0f;
}
float turbulence(vec3 p, int octaves, float lacunarity, float gain) {
float freq = 1.0f;
float amp = 0.8f;
float sum = 0.0f;
for(int i=0; i<octaves; i++) {
sum += abs(noise3D(p*freq))*amp;
freq *= lacunarity;
amp *= gain;
}
return sum;
}
float spike(float c, float w, float x) {
return smoothstep(c-w, c, x) * smoothstep(c+w, c, x);
}
vec3 myTexture3DCom(vec3 p, float mat)
{
float noiseScale = 0.05f*extraNoiseScale;
float noise = turbulence(p*noiseScale, 8, 3.0f, 0.5f);
noise = turbulence(p*noiseScale + vec3(noise, noise, noise)*0.015f, 8, 3.0f, 0.5f);
//noise = spike(0.35f, 0.05f, noise);
//noise = noise;
vec3 base = lerp(vec3(0.85,0.85f,0.85f), vec3(0.65f,0.65f,0.65f), spike(0.5f, 0.3f, turbulence(p*noiseScale*0.7f + vec3(noise,2*noise, 0)*0.01f, 4, 2.0f, 0.5f)));
//vec3 b2 = lerp(base, vec3(0.0f, 0.0f, 0.0f), noise);
vec3 b2 = lerp(base, vec3(0.3f, 0.3f, 0.3f), noise);
return b2;
//return lerp(b2, vec3(0.1f, 0.05f, 0.05f),
/* return lerp(b2, vec3(0.2f, 0.3f, 0.2f),
spike(0.4f, 0.05f, turbulence(p*noiseScale, 4.3, 3.0f, 0.35f)) +
spike(0.3f, 0.05f, turbulence(p*noiseScale*0.5f, 3, 5.0f, 0.5f))
)*1.3f;
*/
// return lerp(b2, vec3(0.7f,0.7f,0.7f), spike(0.35f, 0.05f, turbulence(p*noiseScale, 4, 3.0f, 0.35f)));
//return lerp(b2, vec3(0.5f,0.5f,0.5f), turbulence(p*noiseScale, 4, 3.0f, 0.35f));
//return lerp(base, vec3(0.1f, 0.1f, 0.4f), noise);
//return vec3(1.0f,1.0f,noise);
//return lerp(vec3(1.0f,1.0f,0.7f), vec3(0.1f,0.1f,0.4f), noise);
}
);
const char *yellowGraniteTexture = STRINGIFY(
uniform sampler3D ttt3D;
uniform float extraNoiseScale = 1.0f;
float noise3D(vec3 p)
{
return texture3D(ttt3D, p).x*2.0f - 1.0f;
}
float turbulence(vec3 p, int octaves, float lacunarity, float gain) {
float freq = 1.0f;
float amp = 0.8f;
float sum = 0.0f;
for(int i=0; i<octaves; i++) {
sum += abs(noise3D(p*freq))*amp;
freq *= lacunarity;
amp *= gain;
}
return sum;
}
float spike(float c, float w, float x) {
return smoothstep(c-w, c, x) * smoothstep(c+w, c, x);
}
vec3 myTexture3DCom(vec3 p, float mat)
{
float noiseScale = 0.3f*extraNoiseScale;
float noise = turbulence(p*noiseScale, 8, 3.0f, 0.5f);
noise = turbulence(p*noiseScale + vec3(noise, noise, noise*0.3)*0.01f, 8, 3.0f, 0.5f);
//noise = spike(0.35f, 0.05f, noise);
//noise = noise;
vec3 base = lerp(vec3(236,219,151)/255, vec3(179,145,28)/255, spike(0.5f, 0.3f, turbulence(p*noiseScale*0.7f + vec3(noise*0.5, noise, noise)*0.011f, 4, 2.0f, 0.5f)));
//vec3 b2 = lerp(base, vec3(0.0f, 0.0f, 0.0f), noise);
vec3 b2 = lerp(base, vec3(0.1f, 0.1f, 0.1f), noise);
return b2;
}
);
/*
const char *woodTexture = STRINGIFY(
uniform sampler3D ttt3D;
float noise3D(vec3 p)
{
return texture3D(ttt3D, p).x*2.0f - 1.0f;
}
uniform vec3 woodColor1 = vec3(0.5,0.3, 0.1);
uniform vec3 woodColor2 = vec3(0.25,0.15, 0.05);
vec3 myTexture3DCom(vec3 p, float mat)
{
float noiseScale = 0.02f;
float ampScale = 3.0f;
float ringScale = 2.0f;
p.z *= 0.01f;
vec3 sp = p*noiseScale;
vec3 noise3 = vec3(noise3D(sp), noise3D(sp+vec3(0.1,0.5,-0.2)), noise3D(sp+vec3(0.2,1.5,-0.3)));
vec3 pwood = p + noise3*ampScale;
vec3 r = ringScale * sqrt(dot(pwood.xz, pwood.xz));
r = r + noise3D(sp+vec3(0.1,-1,2));
r = r - floor(r);
r = smoothstep(0.0, 0.8, r) - smoothstep(0.83,1,r);
vec3 col = lerp(woodColor1, woodColor2, r);
return col;
}
);
*/
const char *woodTexture = STRINGIFY(
uniform sampler3D ttt3D;
uniform float extraNoiseScale = 1.0f;
uniform float noiseScale = 0.03f;
float noise(float p) {
return texture3D(ttt3D, vec3(p*noiseScale*extraNoiseScale,0.5,0.5)).x;
}
float noise(float p, float q) {
return texture3D(ttt3D, vec3(p*noiseScale*extraNoiseScale,q*noiseScale*extraNoiseScale,0.5)).x;
}
float snoise(float p) {
return noise(p)*2.0f - 1.0f;
}
float snoise(float p, float q) {
return noise(p,q)*2.0f - 1.0f;
}
float boxstep(float a, float b, float x) {
return (clamp(((x)-(a))/((b)-(a)),0,1));
}
uniform float Ka = 1;
uniform float Kd = 0.75;
uniform float Ks = 0.15;
uniform float roughness = 0.025;
uniform vec3 specularcolor = vec3(1,1,1);
uniform float ringscale = 0;
uniform float grainscale = 0;
uniform float txtscale = 1;
uniform float plankspertile = 4;
uniform vec3 lightwood = vec3(0.57, 0.292, 0.125);
uniform vec3 darkwood = vec3(0.275, 0.15, 0.06);
uniform vec3 groovecolor = vec3 (.05, .04, .015);
//uniform float plankwidth = .05;
uniform float plankwidth = .2;
uniform float groovewidth = 0.001;
uniform float plankvary = 0.8;
uniform float grainy = 1;
uniform float wavy = 0.08;
uniform float MINFILTERWIDTH = 1.0e-7;
vec3 myTexture3DCom(vec3 p, float mat)
{
float r;
float r2;
float whichrow;
float whichplank;
float swidth;
float twidth;
float fwidth;
float ss;
float tt;
float w;
float h;
float fade;
float ttt;
vec3 Ct;
vec3 woodcolor;
float groovy;
float PGWIDTH;
float PGHEIGHT;
float GWF;
float GHF;
float tilewidth;
float whichtile;
float tmp;
float planklength;
PGWIDTH = plankwidth+groovewidth;
planklength = PGWIDTH * plankspertile - groovewidth;
PGHEIGHT = planklength+groovewidth;
GWF = groovewidth*0.5/PGWIDTH;
GHF = groovewidth*0.5/PGHEIGHT;
// Determine how wide in s-t space one pixel projects to
float s = p.x;
float t = p.y;
float du = 1.0;
float dv = 1.0;
swidth = (max (abs(dFdx(s)*du) + abs(dFdy(s)*dv), MINFILTERWIDTH) /
PGWIDTH) * txtscale;
twidth = (max (abs(dFdx(t)*du) + abs(dFdy(t)*dv), MINFILTERWIDTH) /
PGHEIGHT) * txtscale;
fwidth = max(swidth,twidth);
ss = (txtscale * s) / PGWIDTH;
whichrow = floor (ss);
tt = (txtscale * t) / PGHEIGHT;
whichplank = floor(tt);
if (mod (whichrow/plankspertile + whichplank, 2) >= 1) {
ss = txtscale * t / PGWIDTH;
whichrow = floor (ss);
tt = txtscale * s / PGHEIGHT;
whichplank = floor(tt);
tmp = swidth; swidth = twidth; twidth = tmp;
}
ss -= whichrow;
tt -= whichplank;
whichplank += 20*(whichrow+10);
if (swidth >= 1)
w = 1 - 2*GWF;
else w = clamp (boxstep(GWF-swidth,GWF,ss), max(1-GWF/swidth,0), 1)
- clamp (boxstep(1-GWF-swidth,1-GWF,ss), 0, 2*GWF/swidth);
if (twidth >= 1)
h = 1 - 2*GHF;
else h = clamp (boxstep(GHF-twidth,GHF,tt), max(1-GHF/twidth,0),1)
- clamp (boxstep(1-GHF-twidth,1-GHF,tt), 0, 2*GHF/twidth);
// This would be the non-antialiased version:
//w = step (GWF,ss) - step(1-GWF,ss);
//h = step (GHF,tt) - step(1-GHF,tt);
groovy = w*h;
// Add the ring patterns
fade = smoothstep (1/ringscale, 8/ringscale, fwidth);
if (fade < 0.999) {
ttt = tt/4+whichplank/28.38 + wavy * noise (8*ss, tt/4);
r = ringscale * noise (ss-whichplank, ttt);
r -= floor (r);
r = 0.3+0.7*smoothstep(0.2,0.55,r)*(1-smoothstep(0.75,0.8, r));
r = (1-fade)*r + 0.65*fade;
// Multiply the ring pattern by the fine grain
fade = smoothstep (2/grainscale, 8/grainscale, fwidth);
if (fade < 0.999) {
r2 = 1.3 - noise (ss*grainscale, (tt*grainscale/4));
r2 = grainy * r2*r2 + (1-grainy);
r *= (1-fade)*r2 + (0.75*fade);
}
else r *= 0.75;
}
else r = 0.4875;
// Mix the light and dark wood according to the grain pattern
woodcolor = lerp (lightwood, darkwood, r);
// Add plank-to-plank variation in overall color
woodcolor *= (1-plankvary/2 + plankvary * noise (whichplank+0.5));
Ct = lerp (groovecolor, woodcolor, groovy);
return Ct;
}
);
const char *combineTexture = STRINGIFY(
uniform sampler3D ttt3D;
uniform float extraNoiseScale = 1.0f;
uniform float noiseScale = 0.03f;
float noise(float p) {
return texture3D(ttt3D, vec3(p*noiseScale*extraNoiseScale, 0.5, 0.5)).x;
}
float noise(float p, float q) {
return texture3D(ttt3D, vec3(p*noiseScale*extraNoiseScale, q*noiseScale*extraNoiseScale, 0.5)).x;
}
float snoise(float p) {
return noise(p)*2.0f - 1.0f;
}
float snoise(float p, float q) {
return noise(p, q)*2.0f - 1.0f;
}
float boxstep(float a, float b, float x) {
return (clamp(((x)-(a)) / ((b)-(a)), 0, 1));
}
uniform float Ka = 1;
uniform float Kd = 0.75;
uniform float Ks = 0.15;
uniform float roughness = 0.025;
uniform vec3 specularcolor = vec3(1, 1, 1);
uniform float ringscale = 0;
uniform float grainscale = 0;
uniform float txtscale = 1;
uniform float plankspertile = 4;
uniform vec3 lightwood = vec3(0.57, 0.292, 0.125);
uniform vec3 darkwood = vec3(0.275, 0.15, 0.06);
uniform vec3 groovecolor = vec3(.05, .04, .015);
//uniform float plankwidth = .05;
uniform float plankwidth = .2;
uniform float groovewidth = 0.001;
uniform float plankvary = 0.8;
uniform float grainy = 1;
uniform float wavy = 0.08;
uniform float MINFILTERWIDTH = 1.0e-7;
vec3 myTexture3D_0(vec3 p)
{
float r;
float r2;
float whichrow;
float whichplank;
float swidth;
float twidth;
float fwidth;
float ss;
float tt;
float w;
float h;
float fade;
float ttt;
vec3 Ct;
vec3 woodcolor;
float groovy;
float PGWIDTH;
float PGHEIGHT;
float GWF;
float GHF;
float tilewidth;
float whichtile;
float tmp;
float planklength;
PGWIDTH = plankwidth + groovewidth;
planklength = PGWIDTH * plankspertile - groovewidth;
PGHEIGHT = planklength + groovewidth;
GWF = groovewidth*0.5 / PGWIDTH;
GHF = groovewidth*0.5 / PGHEIGHT;
// Determine how wide in s-t space one pixel projects to
float s = p.x;
float t = p.y;
float du = 1.0;
float dv = 1.0;
swidth = (max(abs(dFdx(s)*du) + abs(dFdy(s)*dv), MINFILTERWIDTH) /
PGWIDTH) * txtscale;
twidth = (max(abs(dFdx(t)*du) + abs(dFdy(t)*dv), MINFILTERWIDTH) /
PGHEIGHT) * txtscale;
fwidth = max(swidth, twidth);
ss = (txtscale * s) / PGWIDTH;
whichrow = floor(ss);
tt = (txtscale * t) / PGHEIGHT;
whichplank = floor(tt);
if (mod(whichrow / plankspertile + whichplank, 2) >= 1) {
ss = txtscale * t / PGWIDTH;
whichrow = floor(ss);
tt = txtscale * s / PGHEIGHT;
whichplank = floor(tt);
tmp = swidth; swidth = twidth; twidth = tmp;
}
ss -= whichrow;
tt -= whichplank;
whichplank += 20 * (whichrow + 10);
if (swidth >= 1)
w = 1 - 2 * GWF;
else w = clamp(boxstep(GWF - swidth, GWF, ss), max(1 - GWF / swidth, 0), 1)
- clamp(boxstep(1 - GWF - swidth, 1 - GWF, ss), 0, 2 * GWF / swidth);
if (twidth >= 1)
h = 1 - 2 * GHF;
else h = clamp(boxstep(GHF - twidth, GHF, tt), max(1 - GHF / twidth, 0), 1)
- clamp(boxstep(1 - GHF - twidth, 1 - GHF, tt), 0, 2 * GHF / twidth);
// This would be the non-antialiased version:
//w = step (GWF,ss) - step(1-GWF,ss);
//h = step (GHF,tt) - step(1-GHF,tt);
groovy = w*h;
// Add the ring patterns
fade = smoothstep(1 / ringscale, 8 / ringscale, fwidth);
if (fade < 0.999) {
ttt = tt / 4 + whichplank / 28.38 + wavy * noise(8 * ss, tt / 4);
r = ringscale * noise(ss - whichplank, ttt);
r -= floor(r);
r = 0.3 + 0.7*smoothstep(0.2, 0.55, r)*(1 - smoothstep(0.75, 0.8, r));
r = (1 - fade)*r + 0.65*fade;
// Multiply the ring pattern by the fine grain
fade = smoothstep(2 / grainscale, 8 / grainscale, fwidth);
if (fade < 0.999) {
r2 = 1.3 - noise(ss*grainscale, (tt*grainscale / 4));
r2 = grainy * r2*r2 + (1 - grainy);
r *= (1 - fade)*r2 + (0.75*fade);
}
else r *= 0.75;
}
else r = 0.4875;
// Mix the light and dark wood according to the grain pattern
woodcolor = lerp(lightwood, darkwood, r);
// Add plank-to-plank variation in overall color
woodcolor *= (1 - plankvary / 2 + plankvary * noise(whichplank + 0.5));
Ct = lerp(groovecolor, woodcolor, groovy);
return Ct;
}
float noise3D_1(vec3 p)
{
return texture3D(ttt3D, p).x*2.0f - 1.0f;
}
float turbulence_1(vec3 p, int octaves, float lacunarity, float gain) {
float freq = 1.0f;
float amp = 0.8f;
float sum = 0.0f;
for (int i = 0; i<octaves; i++) {
sum += abs(noise3D_1(p*freq))*amp;
freq *= lacunarity;
amp *= gain;
}
return sum;
}
float spike_1(float c, float w, float x) {
return smoothstep(c - w, c, x) * smoothstep(c + w, c, x);
}
vec3 myTexture3D_1(vec3 p)
{
float noiseScale = 0.1f*extraNoiseScale;
float noise = turbulence_1(p*noiseScale, 3, 3.0f, 0.5f);
//noise = turbulence(p*noiseScale + vec3(noise, noise, noise*0.3)*0.01f, 8, 3.0f, 0.5f);
//noise = spike(0.35f, 0.05f, noise);
//noise = noise;
vec3 base = lerp(vec3(164, 148, 108)*1.63 / 255, vec3(178, 156, 126)*1.73 / 255, spike_1(0.5f, 0.3f, turbulence_1(p*noiseScale*0.7f + vec3(noise*0.5, noise, noise)*0.011f, 2, 2.0f, 0.5f)));
//vec3 b2 = lerp(base, vec3(0.0f, 0.0f, 0.0f), noise);
vec3 b2 = lerp(base, vec3(173, 160, 121)*1.73 / 255, noise);
return b2*0.75f;
}
vec3 myTexture3DCom(vec3 p, float mat) {
// Depend on material ID
if (mat < 0.5f) {
return vec3(173, 160, 151) *0.85 / 255;
//return darkwood;
//return vec3(0.75f, 0.75f, 0.75f);
}
else
if (mat < 1.5f) {
//return vec3(173, 160, 121)*1.73 / 255;
return vec3(173, 100, 21)*1.73 / 255;
}
else {
return vec3(1.0f, 0.0f, 0.0f);
}
/*
if (mat < 0.5f) {
return myTexture3D_0(p);
}
else
if (mat < 1.5f) {
return myTexture3D_1(p);
} else {
return vec3(1.0f, 0.0f, 0.0f);
}
*/
}
);
#if TECHNICAL_MODE
const char *shadowDiffuse3DFragmentProgram = STRINGIFY(
// scene reflection
uniform float reflectionCoeff = 0.0f;
uniform float specularCoeff = 0.0f;
uniform sampler2DRect reflectionTex;
// Shadow map
uniform float shadowAmbient = 0.0;
uniform float hdrScale = 5.0;
uniform sampler2D texture;
uniform sampler2DArrayShadow stex;
uniform sampler2DArrayShadow stex2;
uniform sampler2DArrayShadow stex3;
uniform samplerCube skyboxTex;
uniform vec2 texSize; // x - size, y - 1/size
uniform vec4 far_d;
// Spot lights
uniform vec3 spotLightDir;
uniform vec3 spotLightPos;
uniform float spotLightCosineDecayBegin;
uniform float spotLightCosineDecayEnd;
uniform vec3 spotLightDir2;
uniform vec3 spotLightPos2;
uniform float spotLightCosineDecayBegin2;
uniform float spotLightCosineDecayEnd2;
uniform vec3 spotLightDir3;
uniform vec3 spotLightPos3;
uniform float spotLightCosineDecayBegin3;
uniform float spotLightCosineDecayEnd3;
uniform vec3 parallelLightDir;
uniform float shadowAdd;
uniform int useTexture;
uniform int numShadows;
uniform float roughnessScale;
uniform vec3 ambientColor;
uniform sampler2DArray diffuseTexArray;
uniform sampler2DArray bumpTexArray;
uniform sampler2DArray specularTexArray;
uniform sampler2DArray emissiveReflectSpecPowerTexArray;
uniform vec2 shadowTaps[12];
float shadowCoeff1()
{
int index = 3;
if (gl_FragCoord.z < far_d.x)
index = 0;
else if (gl_FragCoord.z < far_d.y)
index = 1;
else if (gl_FragCoord.z < far_d.z)
index = 2;
vec4 shadow_coord = gl_TextureMatrix[index] * vec4(gl_TexCoord[1].xyz, 1);
shadow_coord.w = shadow_coord.z + shadowAdd;
// tell glsl in which layer to do the look up
shadow_coord.z = float(index);
// Gaussian 3x3 filter
// return shadow2DArray(stex, shadow_coord).x;
/*
const float X = 1.0f;
float ret = shadow2DArray(stex, shadow_coord).x * 0.25;
ret += shadow2DArrayOffset(stex, shadow_coord, ivec2( -X, -X)).x * 0.0625;
ret += shadow2DArrayOffset(stex, shadow_coord, ivec2( -X, 0)).x * 0.125;
ret += shadow2DArrayOffset(stex, shadow_coord, ivec2( -X, X)).x * 0.0625;
ret += shadow2DArrayOffset(stex, shadow_coord, ivec2( 0, -X)).x * 0.125;
ret += shadow2DArrayOffset(stex, shadow_coord, ivec2( 0, X)).x * 0.125;
ret += shadow2DArrayOffset(stex, shadow_coord, ivec2( X, -X)).x * 0.0625;
ret += shadow2DArrayOffset(stex, shadow_coord, ivec2( X, 0)).x * 0.125;
ret += shadow2DArrayOffset(stex, shadow_coord, ivec2( X, X)).x * 0.0625;
return ret;*/
const int numTaps = 4;
float radius = 0.0005f / pow(2, index);
float s = 0.0f;
for (int i = 0; i < numTaps; i++)
{
s += shadow2DArray(stex, shadow_coord + vec4(shadowTaps[i] * radius, 0.0f, 0.0f)).r;
}
s /= numTaps;
return s;
}
float shadowCoeff2()
{
const int index = 1;
//int index = 3;
//if(gl_FragCoord.z < far_d.x)
// index = 0;
//else if(gl_FragCoord.z < far_d.y)
// index = 1;
//else if(gl_FragCoord.z < far_d.z)
// index = 2;
vec4 shadow_coord = gl_TextureMatrix[index] * vec4(gl_TexCoord[1].xyz, 1);
shadow_coord.w = shadow_coord.z + shadowAdd;
shadow_coord.z = float(0);
// return shadow2DArray(stex, shadow_coord).x;
const float X = 1.0f;
float ret = shadow2DArray(stex2, shadow_coord).x * 0.25;
ret += shadow2DArrayOffset(stex2, shadow_coord, ivec2(-X, -X)).x * 0.0625;
ret += shadow2DArrayOffset(stex2, shadow_coord, ivec2(-X, 0)).x * 0.125;
ret += shadow2DArrayOffset(stex2, shadow_coord, ivec2(-X, X)).x * 0.0625;
ret += shadow2DArrayOffset(stex2, shadow_coord, ivec2(0, -X)).x * 0.125;
ret += shadow2DArrayOffset(stex2, shadow_coord, ivec2(0, X)).x * 0.125;
ret += shadow2DArrayOffset(stex2, shadow_coord, ivec2(X, -X)).x * 0.0625;
ret += shadow2DArrayOffset(stex2, shadow_coord, ivec2(X, 0)).x * 0.125;
ret += shadow2DArrayOffset(stex2, shadow_coord, ivec2(X, X)).x * 0.0625;
return ret;
}
float shadowCoeff3()
{
const int index = 2;
//int index = 3;
//if(gl_FragCoord.z < far_d.x)
// index = 0;
//else if(gl_FragCoord.z < far_d.y)
// index = 1;
//else if(gl_FragCoord.z < far_d.z)
// index = 2;
vec4 shadow_coord = gl_TextureMatrix[index] * vec4(gl_TexCoord[1].xyz, 1);
shadow_coord.w = shadow_coord.z + shadowAdd;
shadow_coord.z = float(0);
// return shadow2DArray(stex, shadow_coord).x;
const float X = 1.0f;
float ret = shadow2DArray(stex3, shadow_coord).x * 0.25;
ret += shadow2DArrayOffset(stex3, shadow_coord, ivec2(-X, -X)).x * 0.0625;
ret += shadow2DArrayOffset(stex3, shadow_coord, ivec2(-X, 0)).x * 0.125;
ret += shadow2DArrayOffset(stex3, shadow_coord, ivec2(-X, X)).x * 0.0625;
ret += shadow2DArrayOffset(stex3, shadow_coord, ivec2(0, -X)).x * 0.125;
ret += shadow2DArrayOffset(stex3, shadow_coord, ivec2(0, X)).x * 0.125;
ret += shadow2DArrayOffset(stex3, shadow_coord, ivec2(X, -X)).x * 0.0625;
ret += shadow2DArrayOffset(stex3, shadow_coord, ivec2(X, 0)).x * 0.125;
ret += shadow2DArrayOffset(stex3, shadow_coord, ivec2(X, X)).x * 0.0625;
return ret;
}
uniform float RollOff = 0.5f;
uniform float fresnelBias = 0.0;
uniform float fresnelScale = 1.0;
uniform float fresnelPower = 3.0; // 5.0 is physically correct
void main()
{
/*
int index = 3;
if(gl_FragCoord.z < far_d.x)
index = 0;
else if(gl_FragCoord.z < far_d.y)
index = 1;
else if(gl_FragCoord.z < far_d.z)
index = 2;
if (index == 3) gl_FragColor = vec4(1,0,0,1);
if (index == 2) gl_FragColor = vec4(0,1,0,1);
if (index == 1) gl_FragColor = vec4(0,0,1,1);
if (index == 0) gl_FragColor = vec4(1,1,0,1);
return;*/
/*
int index = 3;
if(gl_FragCoord.z < far_d.x)
index = 0;
else if(gl_FragCoord.z < far_d.y)
index = 1;
else if(gl_FragCoord.z < far_d.z)
index = 2;
vec4 shadow_coord = gl_TextureMatrix[index]*vec4(gl_TexCoord[1].xyz, 1);
shadow_coord.w = shadow_coord.z + shadowAdd;
// tell glsl in which layer to do the look up
shadow_coord.z = float(index)*0.33333333f;
gl_FragColor = vec4(shadow_coord.xyz,1.0f);
return;
*/
//// TODO, expose this as user parameter
const float skyLightIntensity = 0.2;
const float rimLightIntensity = 0.3;
vec3 normal = normalize(gl_TexCoord[2].xyz);
vec3 t0 = gl_TexCoord[3].xyz;
vec3 t1 = gl_TexCoord[4].xyz;
vec3 diffuseMat;
vec3 specularMat;
vec3 bump;
vec3 emissiveReflectSpecPow;
// read in material color for diffuse, specular, bump, emmisive
// 3D texture
diffuseMat = myTexture3DCom(gl_TexCoord[0].xyz, gl_TexCoord[6].w);
//diffuseMat = myTexture3D(gl_TexCoord[0].xyz);//texture3D(ttt3D, gl_TexCoord[0].xyz);
//diffuseMat = texture3D(ttt3D, gl_TexCoord[0].xyz);
specularMat = vec3(1.0);
bump = texture2D(texture, gl_TexCoord[5].xy).xyz;
if (dot(bump, bump) < 0.01) bump = vec3(0.5, 0.5, 1);
emissiveReflectSpecPow = vec3(0.0, 0.0, 0.0);
// apply bump to the normal
bump = (bump - vec3(0.5, 0.5, 0.5)) * 2.0f;
bump.xy *= roughnessScale*0.1;
float sc = 1.0f;
normal = normalize(t0*bump.x + t1*bump.y + sc*normal * bump.z);
//gl_FragColor.xyz = normal*0.5 + vec3(0.5,0.5,0.5);
//gl_FragColor.w = 1;
//return;
vec3 eyeVec = normalize(gl_TexCoord[1].xyz);
// apply gamma correction for diffuse textures
//diffuseMat = pow(diffuseMat, 0.45);
float specularPower = emissiveReflectSpecPow.b*255.0f + 1.0f;
// TODO - fix this
specularPower = 10.0f;
float emissive = 0.0f;
float reflectivity = emissiveReflectSpecPow.b;
float fresnel = fresnelBias + fresnelScale*pow(1.0 - max(0.0, dot(normal, eyeVec)), fresnelPower);
float specular = 0.0f;
vec3 skyNormal = reflect(eyeVec, normal);
vec3 skyColor = skyLightIntensity * textureCube(skyboxTex, skyNormal).rgb;
vec3 ambientSkyColor = diffuseMat * skyColor;
vec3 diffuseColor = vec3(0.0, 0.0, 0.0);
if (numShadows >= 1) {
vec3 lightColor = hdrScale * vec3(1.0, 1.0, 1.0);
vec3 shadowColor = vec3(0.4, 0.4, 0.7); // colored shadow
//vec3 lvec = normalize(spotLightDir);
vec3 lvec = normalize(spotLightPos - gl_TexCoord[1].xyz);
float cosine = dot(lvec, spotLightDir);
float intensity = smoothstep(spotLightCosineDecayBegin, spotLightCosineDecayEnd, cosine);
float ldn = max(0.0f, dot(normal, lvec));
float shadowC = shadowCoeff1();
//gl_FragColor = vec4(shadowC,shadowC,shadowC,1.0f);
//return;
vec3 irradiance = shadowC * ldn * lightColor;
// diffuse irradiance
diffuseColor += diffuseMat * irradiance*intensity;
// add colored shadow
diffuseColor += (1.0 - shadowC) * shadowAmbient * shadowColor * diffuseMat*intensity;
vec3 r = reflect(lvec, normal);
specular += pow(max(0.0, dot(r, eyeVec)), specularPower)*shadowC*intensity;
}
// add rim light
if (numShadows >= 2) {
vec3 lightColor = hdrScale * vec3(1.0, 1.0, 1.0);
vec3 lvec = normalize(spotLightDir2);
float ldn = max(0.0f, dot(normal, lvec));
vec3 irradiance = ldn * lightColor;
// diffuse irradiance
diffuseColor += diffuseMat * irradiance;
}
vec3 color = vec3(0.0, 0.0, 0.0);
color += diffuseColor;
color += ambientSkyColor;
color += specular*specularMat;
color += hdrScale * emissive * diffuseMat;
//vec3 reflectColor = diffuseMat * texture2DRect(reflectionTex, gl_FragCoord.xy).rgb;
//color = reflectionCoeff * reflectColor + (1.0f - reflectionCoeff) * color;
color = (fresnel * skyColor + (1.0 - fresnel) * color) * reflectivity + (1.0 - reflectivity) * color;
gl_FragColor.rgb = color;
gl_FragColor.w = gl_Color.w;
float fog = clamp(gl_Fog.scale*(gl_Fog.end+gl_TexCoord[1].z), 0.0, 1.0);
vec4 fogCol = gl_Fog.color;
gl_FragColor = mix(fogCol, gl_FragColor, fog);
}
);
#else
const char *shadowDiffuse3DFragmentProgram = STRINGIFY(
// scene reflection
uniform float reflectionCoeff = 0.0f;
uniform float specularCoeff = 0.0f;
uniform sampler2DRect reflectionTex;
// Shadow map
uniform float shadowAmbient = 0.0;
uniform float hdrScale = 5.0;
uniform sampler2D texture;
uniform sampler2DArrayShadow stex;
uniform sampler2DArrayShadow stex2;
uniform sampler2DArrayShadow stex3;
uniform samplerCube skyboxTex;
uniform vec2 texSize; // x - size, y - 1/size
uniform vec4 far_d;
// Spot lights
uniform vec3 spotLightDir;
uniform vec3 spotLightPos;
uniform float spotLightCosineDecayBegin;
uniform float spotLightCosineDecayEnd;
uniform vec3 spotLightDir2;
uniform vec3 spotLightPos2;
uniform float spotLightCosineDecayBegin2;
uniform float spotLightCosineDecayEnd2;
uniform vec3 spotLightDir3;
uniform vec3 spotLightPos3;
uniform float spotLightCosineDecayBegin3;
uniform float spotLightCosineDecayEnd3;
uniform vec3 parallelLightDir;
uniform float shadowAdd;
uniform int useTexture;
uniform int numShadows;
uniform float roughnessScale;
uniform vec3 ambientColor;
uniform sampler2DArray diffuseTexArray;
uniform sampler2DArray bumpTexArray;
uniform sampler2DArray specularTexArray;
uniform sampler2DArray emissiveReflectSpecPowerTexArray;
float shadowCoeff1()
{
const int index = 0;
//int index = 3;
//
//if(gl_FragCoord.z < far_d.x)
// index = 0;
//else if(gl_FragCoord.z < far_d.y)
// index = 1;
//else if(gl_FragCoord.z < far_d.z)
// index = 2;
vec4 shadow_coord = gl_TextureMatrix[index]*vec4(gl_TexCoord[1].xyz, 1);
shadow_coord.w = shadow_coord.z + shadowAdd;
// tell glsl in which layer to do the look up
shadow_coord.z = float(index);
// Gaussian 3x3 filter
// return shadow2DArray(stex, shadow_coord).x;
const float X = 1.0f;
float ret = shadow2DArray(stex, shadow_coord).x * 0.25;
ret += shadow2DArrayOffset(stex, shadow_coord, ivec2( -X, -X)).x * 0.0625;
ret += shadow2DArrayOffset(stex, shadow_coord, ivec2( -X, 0)).x * 0.125;
ret += shadow2DArrayOffset(stex, shadow_coord, ivec2( -X, X)).x * 0.0625;
ret += shadow2DArrayOffset(stex, shadow_coord, ivec2( 0, -X)).x * 0.125;
ret += shadow2DArrayOffset(stex, shadow_coord, ivec2( 0, X)).x * 0.125;
ret += shadow2DArrayOffset(stex, shadow_coord, ivec2( X, -X)).x * 0.0625;
ret += shadow2DArrayOffset(stex, shadow_coord, ivec2( X, 0)).x * 0.125;
ret += shadow2DArrayOffset(stex, shadow_coord, ivec2( X, X)).x * 0.0625;
return ret;
}
float shadowCoeff2()
{
const int index = 1;
//int index = 3;
//if(gl_FragCoord.z < far_d.x)
// index = 0;
//else if(gl_FragCoord.z < far_d.y)
// index = 1;
//else if(gl_FragCoord.z < far_d.z)
// index = 2;
vec4 shadow_coord = gl_TextureMatrix[index]*vec4(gl_TexCoord[1].xyz, 1);
shadow_coord.w = shadow_coord.z + shadowAdd;
shadow_coord.z = float(0);
// return shadow2DArray(stex, shadow_coord).x;
const float X = 1.0f;
float ret = shadow2DArray(stex2, shadow_coord).x * 0.25;
ret += shadow2DArrayOffset(stex2, shadow_coord, ivec2( -X, -X)).x * 0.0625;
ret += shadow2DArrayOffset(stex2, shadow_coord, ivec2( -X, 0)).x * 0.125;
ret += shadow2DArrayOffset(stex2, shadow_coord, ivec2( -X, X)).x * 0.0625;
ret += shadow2DArrayOffset(stex2, shadow_coord, ivec2( 0, -X)).x * 0.125;
ret += shadow2DArrayOffset(stex2, shadow_coord, ivec2( 0, X)).x * 0.125;
ret += shadow2DArrayOffset(stex2, shadow_coord, ivec2( X, -X)).x * 0.0625;
ret += shadow2DArrayOffset(stex2, shadow_coord, ivec2( X, 0)).x * 0.125;
ret += shadow2DArrayOffset(stex2, shadow_coord, ivec2( X, X)).x * 0.0625;
return ret;
}
float shadowCoeff3()
{
const int index = 2;
//int index = 3;
//if(gl_FragCoord.z < far_d.x)
// index = 0;
//else if(gl_FragCoord.z < far_d.y)
// index = 1;
//else if(gl_FragCoord.z < far_d.z)
// index = 2;
vec4 shadow_coord = gl_TextureMatrix[index]*vec4(gl_TexCoord[1].xyz, 1);
shadow_coord.w = shadow_coord.z + shadowAdd;
shadow_coord.z = float(0);
// return shadow2DArray(stex, shadow_coord).x;
const float X = 1.0f;
float ret = shadow2DArray(stex3, shadow_coord).x * 0.25;
ret += shadow2DArrayOffset(stex3, shadow_coord, ivec2( -X, -X)).x * 0.0625;
ret += shadow2DArrayOffset(stex3, shadow_coord, ivec2( -X, 0)).x * 0.125;
ret += shadow2DArrayOffset(stex3, shadow_coord, ivec2( -X, X)).x * 0.0625;
ret += shadow2DArrayOffset(stex3, shadow_coord, ivec2( 0, -X)).x * 0.125;
ret += shadow2DArrayOffset(stex3, shadow_coord, ivec2( 0, X)).x * 0.125;
ret += shadow2DArrayOffset(stex3, shadow_coord, ivec2( X, -X)).x * 0.0625;
ret += shadow2DArrayOffset(stex3, shadow_coord, ivec2( X, 0)).x * 0.125;
ret += shadow2DArrayOffset(stex3, shadow_coord, ivec2( X, X)).x * 0.0625;
return ret;
}
uniform float RollOff = 0.5f;
uniform float fresnelBias = 0.0;
uniform float fresnelScale = 1.0;
uniform float fresnelPower = 3.0; // 5.0 is physically correct
void main()
{
//// TODO, expose this as user parameter
const float skyLightIntensity = 0.2;
const float rimLightIntensity = 0.3;
vec3 normal = normalize(gl_TexCoord[2].xyz);
vec3 t0 = gl_TexCoord[3].xyz;
vec3 t1 = gl_TexCoord[4].xyz;
vec3 diffuseMat;
vec3 specularMat;
vec3 bump;
vec3 emissiveReflectSpecPow;
// read in material color for diffuse, specular, bump, emmisive
if (gl_TexCoord[6].z >= 0.0f) {
// 2D texture
diffuseMat = texture2DArray(diffuseTexArray, gl_TexCoord[6].xyz).rgb;
//specularMat = texture2DArray(specularTexArray, gl_TexCoord[6].xyz).rgb; // TODO Does not seem to work
specularMat = vec3(1.0f);
bump = texture2DArray(bumpTexArray, gl_TexCoord[6].xyz).xyz;
if (dot(bump,bump) < 0.01) bump = vec3(0.5,0.5,1);
emissiveReflectSpecPow = texture2DArray(emissiveReflectSpecPowerTexArray, gl_TexCoord[6].xyz).xyz;
} else {
// 3D texture
diffuseMat = myTexture3DCom(gl_TexCoord[0].xyz,0.0f) * vec3(0.5,0.5,0.5);//texture3D(ttt3D, gl_TexCoord[0].xyz);
specularMat = vec3(1.0);
bump = texture2D(texture, gl_TexCoord[5].xy).xyz;
if (dot(bump,bump) < 0.01) bump = vec3(0.5,0.5,1);
emissiveReflectSpecPow = vec3(0.0,0.0,0.0);
}
// apply bump to the normal
bump = (bump - vec3(0.5,0.5,0.5)) * 2.0f;
bump.xy *= roughnessScale*2;
float sc = 1.0f;
normal = normalize(t0*bump.x + t1*bump.y + sc*normal * bump.z);
//gl_FragColor.xyz = normal*0.5 + vec3(0.5,0.5,0.5);
//gl_FragColor.w = 1;
//return;
vec3 eyeVec = normalize(gl_TexCoord[1].xyz);
// apply gamma correction for diffuse textures
diffuseMat.x = pow(diffuseMat.x, 0.45);
diffuseMat.y = pow(diffuseMat.y, 0.45);
diffuseMat.z = pow(diffuseMat.z, 0.45);
float specularPower = emissiveReflectSpecPow.b*255.0f + 1.0f;
// TODO - fix this
specularPower = 10.0f;
float emissive = emissiveReflectSpecPow.r*10.0f;
float reflectivity = emissiveReflectSpecPow.b;
float fresnel = fresnelBias + fresnelScale*pow(1.0 - max(0.0, dot(normal, eyeVec)), fresnelPower);
float specular = 0.0f;
vec3 skyNormal = reflect(eyeVec, normal);
vec3 skyColor = skyLightIntensity * textureCube(skyboxTex, skyNormal).rgb;
vec3 ambientSkyColor = diffuseMat * skyColor;
vec3 diffuseColor = vec3(0.0, 0.0, 0.0);
if (numShadows >= 1) {
vec3 lightColor = hdrScale * vec3(1.0, 0.9, 0.9);
vec3 shadowColor = vec3(0.4, 0.4, 0.9); // colored shadow
vec3 lvec = normalize(spotLightDir);
float ldn = max(0.0f, dot(normal, lvec));
float shadowC = shadowCoeff1();
vec3 irradiance = shadowC * ldn * lightColor;
// diffuse irradiance
diffuseColor += diffuseMat * irradiance;
// add colored shadow
diffuseColor += (1.0 - shadowC) * shadowAmbient * shadowColor * diffuseMat;
vec3 r = reflect(lvec, normal);
specular += pow(max(0.0, dot(r,eyeVec)), specularPower)*shadowC;
}
// add rim light
if (numShadows >= 2) {
vec3 lightColor = rimLightIntensity * vec3(1.0, 0.9, 0.9);
vec3 lvec = normalize(spotLightDir2);
float ldn = max(0.0f, dot(normal, lvec));
vec3 irradiance = ldn * lightColor;
// diffuse irradiance
diffuseColor += diffuseMat * irradiance;
}
vec3 color = vec3(0.0, 0.0, 0.0);
color += diffuseColor;
color += ambientSkyColor;
color += specular*specularMat;
color += hdrScale * emissive * diffuseMat;
//vec3 reflectColor = diffuseMat * texture2DRect(reflectionTex, gl_FragCoord.xy).rgb;
//color = reflectionCoeff * reflectColor + (1.0f - reflectionCoeff) * color;
color = (fresnel * skyColor + (1.0 - fresnel) * color) * reflectivity + (1.0 - reflectivity) * color;
gl_FragColor.rgb = color;
gl_FragColor.w = gl_Color.w;
float fog = clamp(gl_Fog.scale*(gl_Fog.end+gl_TexCoord[1].z), 0.0, 1.0);
vec4 fogCol = gl_Fog.color;
gl_FragColor = mix(fogCol, gl_FragColor, fog);
}
);
#endif
// --------------------------------------------------------------------------------------------
// --------------------------------------------------------------------------------------------
const char *whiteFragmentProgram = STRINGIFY(
void main()
{
gl_FragColor = vec4(1.0,1.0,1.0,1.0);
}
);
const char *normalFragmentProgram = STRINGIFY(
void main()
{
gl_FragColor = vec4(normalize(gl_TexCoord[2].xyz) * 0.5 + 0.5, 1.0);
}
);
ShaderShadow::ShaderShadow(VS_MODE vsMode, PS_MODE psMode, SHADER3D_CHOICES shade3D) : vsMode(vsMode), psMode(psMode), myShade3DChoice(shade3D)
{
for (int i = 0; i < mNumLights; i++)
mShadowMaps[i] = NULL;
mReflectionTexId = 0;
for (int i = 0; i < 16; i++) {
mCamModelView[i] = i%5 == 0 ? 1.0f : 0.0f;
mCamProj[i] = i%5 == 0 ? 1.0f : 0.0f;
}
mNumShadows = mNumLights;
mShowReflection = false;
shadowAmbient = 0.2f;
//ambientColor = 0.2f;
ambientColor = PxVec3(0.1f, 0.1f, 0.2f);
switch (shade3D) {
case SAND_STONE: fragmentShader3DComposite = std::string(sandStoneTexture) + std::string(shadowDiffuse3DFragmentProgram); dustColor = PxVec3(195,179,146)*1.23f/255.0f; break;
case GRAYVEIN_MARBLE: fragmentShader3DComposite = std::string(grayVeinMarbleTexture) + std::string(shadowDiffuse3DFragmentProgram); dustColor = PxVec3(1.0f,1.0f,1.0f); break;
case WHITE_MARBLE: fragmentShader3DComposite = std::string(whiteMarbleTexture) + std::string(shadowDiffuse3DFragmentProgram); dustColor = PxVec3(1.0f,1.0f,1.0f); break;
case BLUEVEIN_MARBLE: fragmentShader3DComposite = std::string(blueVeinMarbleTexture) + std::string(shadowDiffuse3DFragmentProgram); dustColor = PxVec3(1.0f,1.0f,1.0f); break;
case GREEN_MARBLE: fragmentShader3DComposite = std::string(greenMarbleTexture) + std::string(shadowDiffuse3DFragmentProgram); dustColor = PxVec3(0.3f,0.5f,0.3f); break;
case GRAY_MARBLE: fragmentShader3DComposite = std::string(grayMarbleTexture) + std::string(shadowDiffuse3DFragmentProgram); dustColor = PxVec3(1.0f,1.0f,1.0f); break;
case RED_GRANITE: fragmentShader3DComposite = std::string(redGraniteTexture) + std::string(shadowDiffuse3DFragmentProgram); dustColor = PxVec3(0.7f,0.45f,0.4f); break;
case YELLOW_GRANITE: fragmentShader3DComposite = std::string(yellowGraniteTexture) + std::string(shadowDiffuse3DFragmentProgram); dustColor = PxVec3(236,219,151)/255.0f; break;
case WOOD: fragmentShader3DComposite = std::string(woodTexture) + std::string(shadowDiffuse3DFragmentProgram); dustColor = PxVec3(156,90,60)/255.0f; break;
case COMBINE: fragmentShader3DComposite = std::string(combineTexture) + std::string(shadowDiffuse3DFragmentProgram); dustColor = PxVec3(156, 90, 60) / 255.0f; break;
}
whiteShader = NULL;
normalShader = NULL;
if ((psMode != PS_WHITE) && (psMode != PS_NORMAL)) {
whiteShader = new ShaderShadow(vsMode, PS_WHITE, shade3D);
normalShader = new ShaderShadow(vsMode, PS_NORMAL, shade3D);
}
/*
if (shade3D == GRAY_MARBLE) {
fragmentShader3DComposite = std::string(grayMarbleTexture) + std::string(shadowDiffuse3DFragmentProgram);
} else
if (shade3D == BLUE_MARBLE) {
fragmentShader3DComposite = std::string(blueMarbleTexture) + std::string(shadowDiffuse3DFragmentProgram);
} else {
fragmentShader3DComposite = std::string(grayMarbleTexture) + std::string(shadowDiffuse3DFragmentProgram);
}
*/
//
//fragmentShader3DComposite = std::string(yellowGraniteTexture) + std::string(shadowDiffuse3DFragmentProgram);
}
// --------------------------------------------------------------------------------------------
bool ShaderShadow::init()
{
for (int i = 0; i < mNumLights; i++)
mShadowMaps[i] = NULL;
// some defaults
for (int i = 0; i < mNumLights; i++) {
mSpotLightCosineDecayBegin[i] = 0.98f;
mSpotLightCosineDecayEnd[i] = 0.997f;
mSpotLightPos[i] = PxVec3(10.0f, 10.0f, 10.0f);
mSpotLightDir[i] = PxVec3(0.0f, 0.0f, 0.0f) - mSpotLightPos[i];
mSpotLightDir[i].normalize();
}
mBackLightDir = PxVec3(0, 20.0f, 20.0f);
const char* vsProg = 0;
const char* psProg = 0;
if (vsMode == VS_DEFAULT) vsProg = shadowDiffuseVertexProgram;
if (vsMode == VS_4BONES) vsProg = shadowDiffuseVertexProgram4Bones;
if (vsMode == VS_8BONES) vsProg = shadowDiffuseVertexProgram8Bones;
if (vsMode == VS_INSTANCE) vsProg = shadowDiffuseVertexProgramInstance;
if (vsMode == VS_TEXINSTANCE) vsProg = shadowDiffuseVertexProgramTexInstance;
if (vsMode == VS_DEFAULT_FOR_3D_TEX) vsProg = shadowDiffuseVertexProgramFor3DTex;
if (vsMode == VS_CROSSHAIR) vsProg = crossHairVertexProgram;
if (psMode == PS_SHADE3D) psProg = fragmentShader3DComposite.c_str();
if (psMode == PS_SHADE) psProg = shadowDiffuseFragmentProgram;
if (psMode == PS_WHITE) psProg = whiteFragmentProgram;
if (psMode == PS_NORMAL) psProg = normalFragmentProgram;
if (psMode == PS_CROSSHAIR) psProg = crossHairFragmentProgram;
/* if (vsMode == VS_4BONES) {
if (!loadShaderCode(shadowDiffuseVertexProgram4Bones, shadowDiffuseFragmentProgram))
return false;
} else {
if (!loadShaderCode(shadowDiffuseVertexProgram, shadowDiffuseFragmentProgram))
return false;
}*/
if (!loadShaderCode(vsProg, psProg))
return false;
if ((psMode != PS_WHITE) && (psMode != PS_NORMAL)) {
whiteShader->init();
normalShader->init();
}
return true;
}
// --------------------------------------------------------------------------------------------
void ShaderShadow::setSpotLight(int nr, const PxVec3 &pos, PxVec3 &dir, float decayBegin, float decayEnd)
{
if (nr < 0 || nr >= mNumLights)
return;
mSpotLightPos[nr] = pos;
mSpotLightDir[nr] = dir;
mSpotLightCosineDecayBegin[nr] = decayBegin;
mSpotLightCosineDecayEnd[nr] = decayEnd;
}
// --------------------------------------------------------------------------------------------
void ShaderShadow::updateCamera(float* modelView, float* proj)
{
for (int i = 0; i < 16; i++) {
mCamModelView[i] = modelView[i];
mCamProj[i] = proj[i];
}
}
// --------------------------------------------------------------------------------------------
void ShaderShadow::setShadowAmbient(float sa) {
shadowAmbient = sa;
}
// --------------------------------------------------------------------------------------------
void ShaderShadow::activate(const ShaderMaterial &mat)
{
if ((renderMode == RENDER_DEPTH) && (psMode != PS_WHITE)) {
whiteShader->activate(mat);
return;
}
if ((renderMode == RENDER_DEPTH_NORMAL) && (psMode != PS_NORMAL)) {
normalShader->activate(mat);
return;
}
Shader::activate(mat);
if ((psMode == PS_WHITE) || (psMode == PS_NORMAL)) return;
for (int i = 0; i < mNumShadows; i++) {
if (mShadowMaps[i] == NULL)
return;
}
// surface texture
setUniform("texture", 0);
if (mat.texId > 0) {
glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, mat.texId);
setUniform("useTexture", 1);
}
else
setUniform("useTexture", 0);
setUniform("numShadows", mNumShadows);
glColor4fv(mat.color);
// the three shadow maps
if (mShadowMaps[0] != NULL) {
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D_ARRAY_EXT, mShadowMaps[0]->getDepthTexArray());
glTexParameteri( GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
int size = mShadowMaps[0]->getTextureSize();
setUniform2("texSize", (float)size, 1.0f /size);
setUniform1("specularCoeff", mat.specularCoeff);
}
setUniform("stex", 2);
if (mNumLights > 1) {
if (mShadowMaps[1] != NULL) {
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D_ARRAY_EXT, mShadowMaps[1]->getDepthTexArray());
glTexParameteri(GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
}
setUniform("stex2", 3);
}
if (mNumLights > 2) {
if (mShadowMaps[2] != NULL) {
glActiveTexture(GL_TEXTURE4);
glBindTexture(GL_TEXTURE_2D_ARRAY_EXT, mShadowMaps[2]->getDepthTexArray());
glTexParameteri(GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
}
setUniform("stex3", 4);
}
glActiveTexture(GL_TEXTURE0);
setUniform1("shadowAdd", g_shadowAdd);
glActiveTexture(GL_TEXTURE5);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, mReflectionTexId);
setUniform("reflectionTex", 5);
if (mShowReflection)
setUniform1("reflectionCoeff", mat.reflectionCoeff);
else
setUniform1("reflectionCoeff", 0.0f);
if (ShaderShadow::skyBoxTex > 0)
{
glActiveTexture(GL_TEXTURE6);
glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, ShaderShadow::skyBoxTex);
setUniform("skyboxTex", 6);
}
PxMat44 camTrans(mCamModelView);
PxVec3 eyePos, eyeDir;
eyePos = camTrans.transform(mSpotLightPos[0]);
eyeDir = camTrans.rotate(mSpotLightDir[0]); eyeDir.normalize();
setUniform3("spotLightDir", eyeDir.x, eyeDir.y, eyeDir.z);
setUniform3("spotLightPos", eyePos.x, eyePos.y, eyePos.z);
setUniform1("spotLightCosineDecayBegin", mSpotLightCosineDecayBegin[0]);
setUniform1("spotLightCosineDecayEnd", mSpotLightCosineDecayEnd[0]);
eyePos = camTrans.transform(mSpotLightPos[1]);
eyeDir = camTrans.rotate(mSpotLightDir[1]); eyeDir.normalize();
setUniform3("spotLightDir2", eyeDir.x, eyeDir.y, eyeDir.z);
setUniform3("spotLightPos2", eyePos.x, eyePos.y, eyePos.z);
setUniform1("spotLightCosineDecayBegin2", mSpotLightCosineDecayBegin[1]);
setUniform1("spotLightCosineDecayEnd2", mSpotLightCosineDecayEnd[1]);
eyePos = camTrans.transform(mSpotLightPos[2]);
eyeDir = camTrans.rotate(mSpotLightDir[2]); eyeDir.normalize();
setUniform3("spotLightDir3", eyeDir.x, eyeDir.y, eyeDir.z);
setUniform3("spotLightPos3", eyePos.x, eyePos.y, eyePos.z);
setUniform1("spotLightCosineDecayBegin3", mSpotLightCosineDecayBegin[2]);
setUniform1("spotLightCosineDecayEnd3", mSpotLightCosineDecayEnd[2]);
eyeDir = camTrans.rotate(mBackLightDir); eyeDir.normalize();
setUniform3("parallelLightDir", eyeDir.x, eyeDir.y, eyeDir.z);
if (mShadowMaps[0] != NULL) {
setUniform4("far_d",
mShadowMaps[0]->getFarBound(0),
mShadowMaps[0]->getFarBound(1),
mShadowMaps[0]->getFarBound(2),
mShadowMaps[0]->getFarBound(3));
}
for (int i = 0; i < mNumLights; i++) {
if (mShadowMaps[i] != NULL)
mShadowMaps[i]->prepareForRender(mCamModelView, mCamProj);
}
setUniform1("shadowAmbient", shadowAmbient);
setUniform1("hdrScale", hdrScale);
setUniform3("ambientColor", ambientColor.x, ambientColor.y, ambientColor.z);
float taps[] =
{
-0.326212f, -0.40581f, -0.840144f, -0.07358f,
-0.695914f, 0.457137f, -0.203345f, 0.620716f,
0.96234f, -0.194983f, 0.473434f, -0.480026f,
0.519456f, 0.767022f, 0.185461f, -0.893124f,
0.507431f, 0.064425f, 0.89642f, 0.412458f,
-0.32194f, -0.932615f, -0.791559f, -0.59771f
};
setUniformfv("shadowTaps", &taps[0], 2, 12);
}
// --------------------------------------------------------------------------------------------
void ShaderShadow::deactivate()
{
if ((renderMode == RENDER_DEPTH) && (psMode != PS_WHITE)) {
whiteShader->deactivate();
return;
}
if ((renderMode == RENDER_DEPTH_NORMAL) && (psMode != PS_NORMAL)) {
normalShader->deactivate();
return;
}
Shader::deactivate();
if ((psMode == PS_WHITE) || (psMode == PS_NORMAL)) return;
for (int i = 0; i < mNumLights; i++) {
if (mShadowMaps[i] != NULL)
mShadowMaps[i]->doneRender();
}
//glDisableClientState(GL_VERTEX_ARRAY);
//glDisableClientState(GL_NORMAL_ARRAY);
//glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glActiveTexture(GL_TEXTURE0);
glDisable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE2);
glDisable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE3);
glDisable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE4);
glDisable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
}
#include <fstream>
#include <string>
using namespace std;
static std::string LoadStringFromFile(const char* fname) {
ifstream fin(fname);
string line;
string sss = "";
while (getline(fin, line)) {
sss += line;
sss += "\n";
}
fin.close();
return sss;
}
#include <direct.h>
#include <direct.h>
#define GetCurrentDir _getcwd
// --------------------------------------------------------------------------------------------
//bool ShaderShadow::forceLoadShaderFromFile() {
bool ShaderShadow::forceLoadShaderFromFile(VS_MODE vsMode, PS_MODE psMode, const char* vsName, const char* psName) {
const char* vsProg = 0;
const char* psProg = 0;
if (vsMode == VS_DEFAULT) vsProg = shadowDiffuseVertexProgram;
if (vsMode == VS_4BONES) vsProg = shadowDiffuseVertexProgram4Bones;
if (vsMode == VS_8BONES) vsProg = shadowDiffuseVertexProgram8Bones;
if (vsMode == VS_INSTANCE) vsProg = shadowDiffuseVertexProgramInstance;
if (vsMode == VS_TEXINSTANCE) vsProg = shadowDiffuseVertexProgramTexInstance;
if (psMode == PS_SHADE) psProg = shadowDiffuseFragmentProgram;
if (psMode == PS_SHADE3D) psProg = fragmentShader3DComposite.c_str();
if (psMode == PS_WHITE) psProg = whiteFragmentProgram;
if (psMode == PS_NORMAL) psProg = normalFragmentProgram;
std::string vsF;
std::string psF;
if (vsMode == VS_FILE) {
vsF = LoadStringFromFile(vsName);
vsProg = vsF.c_str();
}
if (psMode == PS_FILE) {
psF = LoadStringFromFile(psName);
psProg = psF.c_str();
}
if (!loadShaderCode(vsProg, psProg)) {
vsMode = this->vsMode;
psMode = this->psMode;
if (vsMode == VS_DEFAULT) vsProg = shadowDiffuseVertexProgram;
if (vsMode == VS_4BONES) vsProg = shadowDiffuseVertexProgram4Bones;
if (vsMode == VS_8BONES) vsProg = shadowDiffuseVertexProgram8Bones;
if (vsMode == VS_INSTANCE) vsProg = shadowDiffuseVertexProgramInstance;
if (vsMode == VS_TEXINSTANCE) vsProg = shadowDiffuseVertexProgramTexInstance;
if (psMode == PS_SHADE) psProg = shadowDiffuseFragmentProgram;
if (psMode == PS_SHADE3D) psProg = fragmentShader3DComposite.c_str();
if (psMode == PS_WHITE) psProg = whiteFragmentProgram;
if (psMode == PS_NORMAL) psProg = normalFragmentProgram;
loadShaderCode(vsProg, psProg);
}
/*
char cCurrentPath[FILENAME_MAX];
if (!GetCurrentDir(cCurrentPath, sizeof(cCurrentPath)))
{
return true;
}
std::string ps = LoadStringFromFile("kuluPS.cpp");
if (!loadShaderCode(shadowDiffuseVertexProgram4Bones, ps.c_str())) {
loadShaderCode(shadowDiffuseVertexProgram4Bones, shadowDiffuseFragmentProgram);
}*/
return true;
}
bool ShaderShadow::setUniform(const char* name, const PxMat33& value) {
if ((renderMode == RENDER_DEPTH) && (psMode != PS_WHITE)) {
return whiteShader->setUniform(name, value);
}
if ((renderMode == RENDER_DEPTH_NORMAL) && (psMode != PS_NORMAL)) {
return normalShader->setUniform(name, value);
}
return Shader::setUniform(name, value);
}
bool ShaderShadow::setUniform(const char* name, const PxTransform& value) {
if ((renderMode == RENDER_DEPTH) && (psMode != PS_WHITE)) {
return whiteShader->setUniform(name, value);
}
if ((renderMode == RENDER_DEPTH_NORMAL) && (psMode != PS_NORMAL)) {
return normalShader->setUniform(name, value);
}
return Shader::setUniform(name, value);
}
bool ShaderShadow::setUniform(const char *name, PxU32 size, const PxVec3* value) {
if ((renderMode == RENDER_DEPTH) && (psMode != PS_WHITE)) {
return whiteShader->setUniform(name, size, value);
}
if ((renderMode == RENDER_DEPTH_NORMAL) && (psMode != PS_NORMAL)) {
return normalShader->setUniform(name, size, value);
}
return Shader::setUniform(name, size, value);
}
bool ShaderShadow::setUniform1(const char* name, float val) {
if ((renderMode == RENDER_DEPTH) && (psMode != PS_WHITE)) {
return whiteShader->setUniform1(name, val);
}
if ((renderMode == RENDER_DEPTH_NORMAL) && (psMode != PS_NORMAL)) {
return normalShader->setUniform1(name, val);
}
return Shader::setUniform1(name, val);
}
bool ShaderShadow::setUniform2(const char* name, float val0, float val1){
if ((renderMode == RENDER_DEPTH) && (psMode != PS_WHITE)) {
return whiteShader->setUniform2(name, val0, val1);
}
if ((renderMode == RENDER_DEPTH_NORMAL) && (psMode != PS_NORMAL)) {
return normalShader->setUniform2(name, val0, val1);
}
return Shader::setUniform2(name, val0, val1);
}
bool ShaderShadow::setUniform3(const char* name, float val0, float val1, float val2){
if ((renderMode == RENDER_DEPTH) && (psMode != PS_WHITE)) {
return whiteShader->setUniform3(name, val0, val1, val2);
}
if ((renderMode == RENDER_DEPTH_NORMAL) && (psMode != PS_NORMAL)) {
return normalShader->setUniform3(name, val0, val1, val2);
}
return Shader::setUniform3(name, val0, val1, val2);
}
bool ShaderShadow::setUniform4(const char* name, float val0, float val1, float val2, float val3){
if ((renderMode == RENDER_DEPTH) && (psMode != PS_WHITE)) {
return whiteShader->setUniform4(name, val0, val1, val2, val3);
}
if ((renderMode == RENDER_DEPTH_NORMAL) && (psMode != PS_NORMAL)) {
return normalShader->setUniform4(name, val0, val1, val2, val3);
}
return Shader::setUniform4(name, val0, val1, val2, val3);
}
bool ShaderShadow::setUniformfv(const GLchar *name, GLfloat *v, int elementSize, int count){
if ((renderMode == RENDER_DEPTH) && (psMode != PS_WHITE)) {
return whiteShader->setUniformfv(name, v, elementSize, count);
}
if ((renderMode == RENDER_DEPTH_NORMAL) && (psMode != PS_NORMAL)) {
return normalShader->setUniformfv(name, v, elementSize, count);
}
return Shader::setUniformfv(name, v, elementSize, count);
}
bool ShaderShadow::setUniform(const char* name, float value){
if ((renderMode == RENDER_DEPTH) && (psMode != PS_WHITE)) {
return whiteShader->setUniform(name, value);
}
if ((renderMode == RENDER_DEPTH_NORMAL) && (psMode != PS_NORMAL)) {
return normalShader->setUniform(name, value);
}
return Shader::setUniform(name, value);
}
bool ShaderShadow::setUniform(const char* name, int value){
if ((renderMode == RENDER_DEPTH) && (psMode != PS_WHITE)) {
return whiteShader->setUniform(name, value);
}
if ((renderMode == RENDER_DEPTH_NORMAL) && (psMode != PS_NORMAL)) {
return normalShader->setUniform(name, value);
}
return Shader::setUniform(name, value);
}
bool ShaderShadow::setUniformMatrix4fv(const GLchar *name, const GLfloat *m, bool transpose){
if ((renderMode == RENDER_DEPTH) && (psMode != PS_WHITE)) {
return whiteShader->setUniformMatrix4fv(name, m, transpose);
}
if ((renderMode == RENDER_DEPTH_NORMAL) && (psMode != PS_NORMAL)) {
return normalShader->setUniformMatrix4fv(name, m, transpose);
}
return Shader::setUniformMatrix4fv(name, m, transpose);
}
GLint ShaderShadow::getUniformCommon(const char* name){
if ((renderMode == RENDER_DEPTH) && (psMode != PS_WHITE)) {
return whiteShader->getUniformCommon(name);
}
if ((renderMode == RENDER_DEPTH_NORMAL) && (psMode != PS_NORMAL)) {
return normalShader->getUniformCommon(name);
}
return Shader::getUniformCommon(name);
}
bool ShaderShadow::setAttribute(const char* name, PxU32 size, PxU32 stride, GLenum type, void* data){
if ((renderMode == RENDER_DEPTH) && (psMode != PS_WHITE)) {
return whiteShader->setAttribute(name, size, stride, type, data);
}
if ((renderMode == RENDER_DEPTH_NORMAL) && (psMode != PS_NORMAL)) {
return normalShader->setAttribute(name, size, stride, type, data);
}
return Shader::setAttribute(name, size, stride, type, data);
}