Start adding snow shaders

This commit is contained in:
twinaphex 2016-11-17 20:20:59 +01:00
parent 7d70fb3f4a
commit 23aa03fcdd
5 changed files with 189 additions and 105 deletions

105
diff.diff
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@ -1,105 +0,0 @@
diff --git a/gfx/drivers_shader/shader_glsl.c b/gfx/drivers_shader/shader_glsl.c
index 203f0c6..6cb5f9a 100644
--- a/gfx/drivers_shader/shader_glsl.c
+++ b/gfx/drivers_shader/shader_glsl.c
@@ -1330,15 +1330,13 @@ fallback:
#define gl_glsl_set_coord_array(attr, coord1, coord2, coords, size, multiplier) \
{ \
- unsigned y; \
- attr->loc = coord1; \
- attr->size = multiplier; \
- attr->offset = size * sizeof(GLfloat); \
- attribs_size++; \
- attr++; \
- for (y = 0; y < (multiplier * coords->vertices); y++) \
- buffer[y + size] = coord2[y]; \
- size += multiplier * coords->vertices; \
+ attr->loc = coord1; \
+ attr->size = multiplier; \
+ attr->offset = size * sizeof(GLfloat); \
+ attribs_size++; \
+ glBufferSubData(GL_ARRAY_BUFFER, attr->offset, multiplier * coords->vertices * sizeof(GLfloat), coord2); \
+ size += multiplier * coords->vertices; \
+ attr++; \
}
static bool gl_glsl_set_coords(void *handle_data, void *shader_data, const struct video_coords *coords)
@@ -1357,35 +1355,56 @@ static bool gl_glsl_set_coords(void *handle_data, void *shader_data, const struc
goto fallback;
buffer = short_buffer;
- if (coords->vertices > 4)
- buffer = (GLfloat*)calloc(coords->vertices *
- (2 + 2 + 4 + 2), sizeof(*buffer));
-
- if (!buffer)
- goto fallback;
attr = attribs;
uni = &glsl->uniforms[glsl->active_idx];
- if (uni->tex_coord >= 0)
- gl_glsl_set_coord_array(attr, uni->tex_coord, coords->tex_coord, coords, size, 2);
+ glBindBuffer(GL_ARRAY_BUFFER, glsl->vbo[glsl->active_idx].vbo_primary);
+ {
+ size_t i;
+ size_t elems = 0;
- if (uni->vertex_coord >= 0)
- gl_glsl_set_coord_array(attr, uni->vertex_coord, coords->vertex, coords, size, 2);
+ elems += (uni->color >= 0) * 4;
+ elems += (uni->tex_coord >= 0) * 2;
+ elems += (uni->vertex_coord >= 0) * 2;
+ elems += (uni->lut_tex_coord >= 0) * 2;
- if (uni->color >= 0)
- gl_glsl_set_coord_array(attr, uni->color, coords->color, coords, size, 4);
+ elems *= coords->vertices;
- if (uni->lut_tex_coord >= 0)
- gl_glsl_set_coord_array(attr, uni->lut_tex_coord, coords->lut_tex_coord, coords, size, 2);
+ if (elems) {
- if (size)
- gl_glsl_set_attribs(glsl,
- glsl->vbo[glsl->active_idx].vbo_primary,
- &glsl->vbo[glsl->active_idx].buffer_primary,
- &glsl->vbo[glsl->active_idx].size_primary,
- buffer, size,
- attribs, attribs_size);
+ glBufferData(GL_ARRAY_BUFFER, elems * sizeof(GLfloat), NULL, GL_STREAM_DRAW);
+
+ if (uni->tex_coord >= 0)
+ gl_glsl_set_coord_array(attr, uni->tex_coord, coords->tex_coord, coords, size, 2);
+
+ if (uni->vertex_coord >= 0)
+ gl_glsl_set_coord_array(attr, uni->vertex_coord, coords->vertex, coords, size, 2);
+
+ if (uni->color >= 0)
+ gl_glsl_set_coord_array(attr, uni->color, coords->color, coords, size, 4);
+
+ if (uni->lut_tex_coord >= 0)
+ gl_glsl_set_coord_array(attr, uni->lut_tex_coord, coords->lut_tex_coord, coords, size, 2);
+
+ for (i = 0; i < attribs_size; i++)
+ {
+ GLint loc = attribs[i].loc;
+
+ if (glsl->attribs.index < ARRAY_SIZE(glsl->attribs.elems))
+ {
+ glEnableVertexAttribArray(loc);
+ glVertexAttribPointer(loc, attribs[i].size, GL_FLOAT, GL_FALSE, 0,
+ (const GLvoid*)(uintptr_t)attribs[i].offset);
+ glsl->attribs.elems[glsl->attribs.index++] = loc;
+ }
+ else
+ RARCH_WARN("Attrib array buffer was overflown!\n");
+ }
+ }
+
+ }
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
if (buffer != short_buffer)
free(buffer);

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@ -0,0 +1,31 @@
#include "shaders_common.h"
static const char *stock_vertex_xmb_simple_legacy = GLSL(
attribute vec3 VertexCoord;
uniform float time;
float iqhash( float n )
{
return fract(sin(n)*43758.5453);
}
float noise( vec3 x )
{
vec3 p = floor(x);
vec3 f = fract(x);
f = f*f*(3.0-2.0*f);
float n = p.x + p.y*57.0 + 113.0*p.z;
return mix(mix(mix( iqhash(n+0.0 ), iqhash(n+1.0 ),f.x),
mix( iqhash(n+57.0 ), iqhash(n+58.0 ),f.x),f.y),
mix(mix( iqhash(n+113.0), iqhash(n+114.0),f.x),
mix( iqhash(n+170.0), iqhash(n+171.0),f.x),f.y),f.z);
}
void main()
{
vec3 v = vec3(VertexCoord.x, 0.0, VertexCoord.y);
vec3 v2 = v;
v.y = v.z;
gl_Position = vec4(VertexCoord.x, VertexCoord.y, VertexCoord.y, 1.0);
}
);

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@ -0,0 +1,33 @@
#include "shaders_common.h"
static const char *stock_vertex_xmb_simple_modern = GLSL(
in vec3 VertexCoord;
uniform float time;
float iqhash( float n )
{
return fract(sin(n)*43758.5453);
}
float noise( vec3 x )
{
vec3 p = floor(x);
vec3 f = fract(x);
f = f*f*(3.0-2.0*f);
float n = p.x + p.y*57.0 + 113.0*p.z;
return mix(mix(mix( iqhash(n+0.0 ), iqhash(n+1.0 ),f.x),
mix( iqhash(n+57.0 ), iqhash(n+58.0 ),f.x),f.y),
mix(mix( iqhash(n+113.0), iqhash(n+114.0),f.x),
mix( iqhash(n+170.0), iqhash(n+171.0),f.x),f.y),f.z);
}
void main()
{
vec3 v = vec3(VertexCoord.x, 0.0, VertexCoord.y);
//vec3 v2 = v;
//v2.x = v2.x + time/2.0;
//v2.z = v.z * 3.0;
//v.y = -cos((v.x+v.z/3.0+time)*2.0)/10.0 - noise(v2.xyz)/4.0;
gl_Position = vec4(v, 1.0);
}
);

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@ -0,0 +1,60 @@
#include "shaders_common.h"
static const char *stock_xmb_simple = CG(
struct input
{
float time;
};
float iqhash(float n)
{
return frac(sin(n)*43758.5453);
}
float noise(float3 x)
{
float3 p = floor(x);
float3 f = frac(x);
f = f * f * (3.0 - 2.0 * f);
float n = p.x + p.y * 57.0 + 113.0 * p.z;
return lerp(lerp(lerp(iqhash(n+0.0), iqhash(n+1.0), f.x),
lerp(iqhash(n+57.0), iqhash(n+58.0), f.x), f.y),
lerp(lerp(iqhash(n+113.0), iqhash(n+114.0), f.x),
lerp(iqhash(n+170.0), iqhash(n+171.0), f.x), f.y), f.z);
}
void main_vertex
(
float2 position : POSITION,
float4 color : COLOR,
float2 texCoord : TEXCOORD0,
uniform input IN,
out float4 oPosition : POSITION,
out float4 oColor : COLOR,
out float2 otexCoord : TEXCOORD
)
{
float3 v = float3(position.x, 0.0, position.y);
float3 v2 = v;
v2.x = v2.x + IN.time / 2.0;
v2.z = v.z * 3.0;
v.y = -cos((v.x + v.z / 3.0 + IN.time) * 2.0) / 10.0 - noise(v2.xyz) / 3.0;
oPosition = float4(v, 1.0);
oColor = color;
otexCoord = texCoord;
}
struct output
{
float4 color : COLOR;
};
output main_fragment(uniform input IN)
{
output OUT;
OUT.color = float4(1.0, 1.0, 1.0, 0.05);
return OUT;
}
);

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@ -0,0 +1,65 @@
#include "shaders_common.h"
static const char *stock_fragment_xmb_simple = GLSL(
uniform float time;
vec2 res = vec2(1920*3, 1080*3);
// High quality = larger patterns
// quality * 84 is the number of seconds in a loop
float quality = 8.0;
float Cellular2D(vec2 P) {
// https://github.com/BrianSharpe/Wombat/blob/master/Cellular2D.glsl
vec2 Pi = floor(P);
vec2 Pf = P - Pi;
vec4 Pt = vec4( Pi.xy, Pi.xy + 1.0 );
Pt = Pt - floor(Pt * ( 1.0 / 71.0 )) * 71.0;
Pt += vec2( 26.0, 161.0 ).xyxy;
Pt *= Pt;
Pt = Pt.xzxz * Pt.yyww;
vec4 hash_x = fract( Pt * ( 1.0 / 951.135664 ) );
vec4 hash_y = fract( Pt * ( 1.0 / 642.949883 ) );
hash_x = hash_x * 2.0 - 1.0;
hash_y = hash_y * 2.0 - 1.0;
const float JITTER_WINDOW = 0.25;
hash_x = ( ( hash_x * hash_x * hash_x ) - sign( hash_x ) ) * JITTER_WINDOW + vec4( 0.0, 1.0, 0.0, 1.0 );
hash_y = ( ( hash_y * hash_y * hash_y ) - sign( hash_y ) ) * JITTER_WINDOW + vec4( 0.0, 0.0, 1.0, 1.0 );
vec4 dx = Pf.xxxx - hash_x;
vec4 dy = Pf.yyyy - hash_y;
vec4 d = dx * dx + dy * dy;
d.xy = min(d.xy, d.zw);
return min(d.x, d.y) * ( 1.0 / 1.125 );
}
float snow(vec2 pos, float time, float scale) {
// add wobble
pos.x += cos(pos.y*4.0 + time*3.14159*2.0 + 1.0/scale)/(8.0/scale);
// add gravity
pos += time*scale*vec2(-0.5, 1.0);
return max(
1.0 - Cellular2D(mod(pos/scale, scale*quality)*16.0)*1024.0,
0.0
) * (scale*0.5 + 0.5);
}
void main( void ) {
float winscale = max(res.x, res.y);
float tim = mod(time/8.0, 84.0*quality);
vec2 pos = gl_FragCoord.xy/winscale;
float a = 0.0;
// Each of these is a layer of snow
// Remove some for better performance
// Changing the scale (3rd value) will mess with the looping
a += snow(pos, tim, 1.0);
a += snow(pos, tim, 0.7);
a += snow(pos, tim, 0.6);
a += snow(pos, tim, 0.5);
a += snow(pos, tim, 0.4);
a += snow(pos, tim, 0.3);
a += snow(pos, tim, 0.25);
a += snow(pos, tim, 0.125);
a = a * min(pos.y*4.0, 1.0);
gl_FragColor = vec4(1.0, 1.0, 1.0, a);
}
);