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No files matched your search
@@ -256,3 +256,7 @@ CMakeSettings.json
|
||||
|
||||
# Weird files created by Linux
|
||||
.fuse_hidden*
|
||||
|
||||
# This gets ignored by one of the rules above for some reason...
|
||||
!/code/scripting/lua/LuaConvert.h
|
||||
!/code/debugconsole/
|
||||
+29
-2
@@ -4,6 +4,7 @@ dist: trusty
|
||||
cache:
|
||||
directories:
|
||||
- $HOME/cmake
|
||||
- $HOME/.ccache
|
||||
addons:
|
||||
apt:
|
||||
packages: &global_deps
|
||||
@@ -16,6 +17,7 @@ addons:
|
||||
- libjansson-dev
|
||||
- libsdl2-dev
|
||||
- valgrind
|
||||
- qt57base
|
||||
coverity_scan:
|
||||
project:
|
||||
name: "scp-fs2open/fs2open.github.com"
|
||||
@@ -69,8 +71,19 @@ matrix:
|
||||
apt:
|
||||
sources:
|
||||
- ubuntu-toolchain-r-test
|
||||
- sourceline: 'ppa:beineri/opt-qt571-trusty'
|
||||
packages:
|
||||
- *global_deps
|
||||
- g++-5
|
||||
- os: linux
|
||||
env: CONFIGURATION="Debug" CC=gcc-7 CXX=g++-7
|
||||
addons:
|
||||
apt:
|
||||
sources:
|
||||
- ubuntu-toolchain-r-test
|
||||
- sourceline: 'ppa:beineri/opt-qt571-trusty'
|
||||
packages:
|
||||
- g++-7
|
||||
- *global_deps
|
||||
- os: linux
|
||||
env: CONFIGURATION="Debug" CC=clang-3.6 CXX=clang++-3.6
|
||||
@@ -78,10 +91,11 @@ matrix:
|
||||
apt:
|
||||
sources:
|
||||
- llvm-toolchain-precise
|
||||
- sourceline: 'ppa:beineri/opt-qt571-trusty'
|
||||
packages:
|
||||
- *global_deps
|
||||
- clang-3.6
|
||||
- libc++-dev
|
||||
- *global_deps
|
||||
- os: osx
|
||||
env: CONFIGURATION="Debug"
|
||||
|
||||
@@ -91,8 +105,19 @@ matrix:
|
||||
apt:
|
||||
sources:
|
||||
- ubuntu-toolchain-r-test
|
||||
- sourceline: 'ppa:beineri/opt-qt571-trusty'
|
||||
packages:
|
||||
- *global_deps
|
||||
- g++-5
|
||||
- os: linux
|
||||
env: CONFIGURATION="Release" CC=gcc-7 CXX=g++-7
|
||||
addons:
|
||||
apt:
|
||||
sources:
|
||||
- ubuntu-toolchain-r-test
|
||||
- sourceline: 'ppa:beineri/opt-qt571-trusty'
|
||||
packages:
|
||||
- g++-7
|
||||
- *global_deps
|
||||
- os: linux
|
||||
env: CONFIGURATION="Release" CC=clang-3.6 CXX=clang++-3.6
|
||||
@@ -100,10 +125,11 @@ matrix:
|
||||
apt:
|
||||
sources:
|
||||
- llvm-toolchain-precise
|
||||
- sourceline: 'ppa:beineri/opt-qt571-trusty'
|
||||
packages:
|
||||
- *global_deps
|
||||
- clang-3.6
|
||||
- libc++-dev
|
||||
- *global_deps
|
||||
- os: osx
|
||||
env: CONFIGURATION="Release"
|
||||
before_install:
|
||||
@@ -119,6 +145,7 @@ install:
|
||||
- "./ci/travis/install.sh"
|
||||
- export PATH=$HOME/cmake/bin:$PATH
|
||||
before_script:
|
||||
- if [ "$TRAVIS_OS_NAME" = "linux" ]; then QT_ENV_SCRIPT=$(find /opt -name 'qt*-env.sh'); source $QT_ENV_SCRIPT; fi
|
||||
- "./ci/travis/before_script.sh"
|
||||
script:
|
||||
- if [ "$BUILD_DEPLOYMENT" = true ] ; then ./ci/travis/release.sh ; else ./ci/travis/script.sh ; fi
|
||||
+13
-6
@@ -40,6 +40,14 @@ set(CMAKE_CONFIGURATION_TYPES Debug Release FastDebug CACHE STRING "Available co
|
||||
|
||||
PROJECT(FS2_Open)
|
||||
|
||||
find_program(CCACHE_PROGRAM ccache)
|
||||
# Currently only GCC support ccache properly without generating additional warnings
|
||||
if(CCACHE_PROGRAM AND "${CMAKE_CXX_COMPILER_ID}" STREQUAL "GNU")
|
||||
message(STATUS "Using ccache for compilation: ${CCACHE_PROGRAM}")
|
||||
set_property(GLOBAL PROPERTY RULE_LAUNCH_COMPILE "${CCACHE_PROGRAM}")
|
||||
set_property(GLOBAL PROPERTY RULE_LAUNCH_LINK "${CCACHE_PROGRAM}")
|
||||
endif()
|
||||
|
||||
IF(CMAKE_CROSSCOMPILING)
|
||||
SET(IMPORT_EXE_DIR "IMPORT_EXE_DIR-NOTFOUND" CACHE FILEPATH "Required for a cross compiling build, point to binary directory of a cmake build for the real OS")
|
||||
INCLUDE(${IMPORT_EXE_DIR}/ImportExecutables.cmake)
|
||||
@@ -85,7 +93,7 @@ OPTION(FSO_BUILD_TESTS "Build unit tests" OFF)
|
||||
|
||||
OPTION(FSO_DEVELOPMENT_MODE "Generate binaries in development mode, only use if you know what you're doing!" OFF)
|
||||
|
||||
OPTION(FSO_BUILD_WXFRED2 "Build wxFRED2 binary" OFF)
|
||||
OPTION(FSO_BUILD_QTFRED "Build qtFRED2 binary" OFF)
|
||||
|
||||
IF(WIN32 OR APPLE)
|
||||
# On windows and mac the default should be to always build the included libraries
|
||||
@@ -147,9 +155,9 @@ IF(FSO_BUILD_FRED2)
|
||||
ADD_SUBDIRECTORY(fred2)
|
||||
ENDIF(FSO_BUILD_FRED2)
|
||||
|
||||
IF(FSO_BUILD_WXFRED2)
|
||||
ADD_SUBDIRECTORY(wxfred2)
|
||||
ENDIF(FSO_BUILD_WXFRED2)
|
||||
IF(FSO_BUILD_QTFRED)
|
||||
ADD_SUBDIRECTORY(qtfred)
|
||||
ENDIF()
|
||||
|
||||
if(FSO_BUILD_TESTS)
|
||||
add_subdirectory(test)
|
||||
@@ -176,12 +184,11 @@ include(doxygen)
|
||||
|
||||
# Print used options to log
|
||||
IF (WIN32)
|
||||
message(STATUS "Building FRED2: ${FSO_BUILD_FRED2}")
|
||||
message(STATUS "Using text to speech: ${FSO_USE_SPEECH}")
|
||||
message(STATUS "Using voice recogition: ${FSO_USE_VOICEREC}")
|
||||
elseif(UNIX)
|
||||
message(STATUS "Building AppImage: ${FSO_BUILD_APPIMAGE}")
|
||||
ENDIF()
|
||||
message(STATUS "Building FSO tools: ${FSO_BUILD_TOOLS}")
|
||||
message(STATUS "Building wxFRED: ${FSO_BUILD_WXFRED2}")
|
||||
message(STATUS "Building qtFRED: ${FSO_BUILD_QTFRED}")
|
||||
message(STATUS "Fatal warnings: ${FSO_FATAL_WARNINGS}")
|
||||
@@ -8,9 +8,11 @@ environment:
|
||||
- BuildID: 0
|
||||
CMAKE_GENERATOR: Visual Studio 12 2013
|
||||
PlatformToolset: v120_xp
|
||||
QT_DIR: C:\Qt\5.7\msvc2013
|
||||
- BuildID: 1
|
||||
CMAKE_GENERATOR: Visual Studio 14 2015 Win64
|
||||
PlatformToolset: v140_xp
|
||||
QT_DIR: C:\Qt\5.7\msvc2015_64
|
||||
before_build:
|
||||
- git submodule update --init --recursive
|
||||
build_script:
|
||||
|
||||
@@ -4,6 +4,7 @@ class BuildConfig {
|
||||
[string]$PackageType
|
||||
[string]$Toolset
|
||||
[string]$SimdType
|
||||
[string]$QtDir
|
||||
[Bool]$SourcePackage
|
||||
}
|
||||
|
||||
@@ -13,6 +14,7 @@ $NightlyConfigurations = @(
|
||||
PackageType="Win64";
|
||||
Toolset="v140_xp";
|
||||
SimdType="SSE2";
|
||||
QtDir="C:\Qt\5.7\msvc2015_64";
|
||||
SourcePackage=$false;
|
||||
},
|
||||
[BuildConfig]@{
|
||||
@@ -20,6 +22,7 @@ $NightlyConfigurations = @(
|
||||
PackageType="Win32";
|
||||
Toolset="v140_xp";
|
||||
SimdType="SSE2";
|
||||
QtDir="C:\Qt\5.7\msvc2015";
|
||||
SourcePackage=$false;
|
||||
}
|
||||
)
|
||||
@@ -29,6 +32,7 @@ $ReleaseConfigurations = @(
|
||||
PackageType="Win32";
|
||||
Toolset="v140_xp";
|
||||
SimdType="SSE2";
|
||||
QtDir="C:\Qt\5.7\msvc2015";
|
||||
SourcePackage=$true;
|
||||
}
|
||||
[BuildConfig]@{
|
||||
@@ -36,6 +40,7 @@ $ReleaseConfigurations = @(
|
||||
PackageType="Win32-AVX";
|
||||
Toolset="v140_xp";
|
||||
SimdType="AVX";
|
||||
QtDir="C:\Qt\5.7\msvc2015";
|
||||
SourcePackage=$false;
|
||||
}
|
||||
[BuildConfig]@{
|
||||
@@ -43,6 +48,7 @@ $ReleaseConfigurations = @(
|
||||
PackageType="Win64";
|
||||
Toolset="v140_xp";
|
||||
SimdType="SSE2";
|
||||
QtDir="C:\Qt\5.7\msvc2015_64";
|
||||
SourcePackage=$false;
|
||||
}
|
||||
[BuildConfig]@{
|
||||
@@ -50,6 +56,7 @@ $ReleaseConfigurations = @(
|
||||
PackageType="Win64-AVX";
|
||||
Toolset="v140_xp";
|
||||
SimdType="AVX";
|
||||
QtDir="C:\Qt\5.7\msvc2015_64";
|
||||
SourcePackage=$false;
|
||||
}
|
||||
)
|
||||
@@ -141,6 +148,7 @@ if ($DeployBuild) {
|
||||
Push-AppveyorArtifact "$($PackageName)-builds-$($buildConfig.PackageType).zip"
|
||||
} else {
|
||||
cmake -DFSO_USE_SPEECH="ON" -DFSO_FATAL_WARNINGS="ON" -DFSO_USE_VOICEREC="ON" -DFSO_BUILD_TESTS="ON" -DMSVC_SIMD_INSTRUCTIONS=SSE2 `
|
||||
-DFSO_BUILD_QTFRED=ON -DQT5_INSTALL_ROOT="$env:QT_DIR" -DFSO_BUILD_FRED2="OFF" `
|
||||
-G "$Env:CMAKE_GENERATOR" -T "$Env:PlatformToolset" ..
|
||||
|
||||
cmake --build . --config "$Env:CONFIGURATION" -- /verbosity:minimal
|
||||
|
||||
@@ -32,7 +32,7 @@ if [ "$TRAVIS_OS_NAME" = "linux" ]; then
|
||||
cd ..
|
||||
done
|
||||
else
|
||||
eval $CMAKE -DCMAKE_BUILD_TYPE=$CONFIGURATION -DFSO_BUILD_TESTS=ON -DFSO_BUILD_INCLUDED_LIBS=ON ..
|
||||
eval $CMAKE -DCMAKE_BUILD_TYPE=$CONFIGURATION -DFSO_BUILD_TESTS=ON -DFSO_BUILD_INCLUDED_LIBS=ON -DFSO_BUILD_QTFRED=ON ..
|
||||
fi
|
||||
elif [ "$TRAVIS_OS_NAME" = "osx" ]; then
|
||||
if [ "$BUILD_DEPLOYMENT" = true ]; then
|
||||
|
||||
@@ -49,7 +49,7 @@ if ([ "$RELEASE_BUILD" = true ] || [ "$NIGHTLY_BUILD" = true ] || [ "$TEST_BUILD
|
||||
fi
|
||||
|
||||
if [ "$BUILD_DEPLOYMENT" = true ]; then
|
||||
if ([ "$TRAVIS_OS_NAME" = "linux" ] && (! [[ "$CC" =~ ^gcc.*$ ]])); then
|
||||
if ([ "$TRAVIS_OS_NAME" = "linux" ] && (! [[ "$CC" =~ ^gcc-5.*$ ]])); then
|
||||
echo "Skipping non-release compiler";
|
||||
exit 0;
|
||||
fi
|
||||
|
||||
@@ -195,3 +195,31 @@ function(suppress_warnings _target)
|
||||
target_compile_options(${_target} PRIVATE "-w")
|
||||
endif()
|
||||
endfunction(suppress_warnings)
|
||||
|
||||
|
||||
function(list_target_dependencies _target _out_var)
|
||||
set(out_list)
|
||||
set(work_libs ${_target})
|
||||
list(LENGTH work_libs libs_length)
|
||||
|
||||
while(libs_length GREATER 0)
|
||||
list(GET work_libs 0 current)
|
||||
list(REMOVE_AT work_libs 0)
|
||||
list(APPEND out_list ${current})
|
||||
|
||||
get_target_property(current_libs ${current} INTERFACE_LINK_LIBRARIES)
|
||||
|
||||
if(current_libs)
|
||||
foreach(lib ${current_libs})
|
||||
if (TARGET ${lib})
|
||||
list(APPEND work_libs ${lib})
|
||||
endif (TARGET ${lib})
|
||||
endforeach(lib)
|
||||
endif(current_libs)
|
||||
|
||||
list(LENGTH work_libs libs_length)
|
||||
endwhile(libs_length GREATER 0)
|
||||
|
||||
list(REMOVE_DUPLICATES out_list)
|
||||
set(${_out_var} ${out_list} PARENT_SCOPE)
|
||||
endfunction(list_target_dependencies)
|
||||
@@ -498,7 +498,8 @@ void parse_ai_profiles_tbl(const char *filename)
|
||||
}
|
||||
|
||||
// find next valid option
|
||||
skip_to_start_of_string_either("$", "#");
|
||||
if (!skip_to_start_of_string_either("$", "#"))
|
||||
break;
|
||||
saved_Mp = Mp;
|
||||
}
|
||||
}
|
||||
|
||||
+68
-2
@@ -1914,14 +1914,15 @@ int bm_load_sub_slow(const char *real_filename, const int num_ext, const char **
|
||||
char full_path[MAX_PATH];
|
||||
size_t size = 0, offset = 0;
|
||||
int rval = -1;
|
||||
const void* file_data = nullptr;
|
||||
|
||||
rval = cf_find_file_location_ext(real_filename, num_ext, ext_list, dir_type, sizeof(full_path) - 1, full_path, &size, &offset, 0);
|
||||
rval = cf_find_file_location_ext(real_filename, num_ext, ext_list, dir_type, sizeof(full_path) - 1, full_path, &size, &offset, 0, &file_data);
|
||||
|
||||
// could not be found, or is invalid for some reason
|
||||
if ((rval < 0) || (rval >= num_ext))
|
||||
return -1;
|
||||
|
||||
CFILE *test = cfopen_special(full_path, "rb", size, offset, dir_type);
|
||||
CFILE *test = cfopen_special(full_path, "rb", size, offset, file_data, dir_type);
|
||||
|
||||
if (test != NULL) {
|
||||
if (img_cfp != NULL)
|
||||
@@ -3320,6 +3321,13 @@ bool bm_is_texture_array(const int handle) {
|
||||
}
|
||||
|
||||
int bm_get_base_frame(const int handle, int* num_frames) {
|
||||
if (handle == -1) {
|
||||
if (num_frames != nullptr) {
|
||||
*num_frames = 0;
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
// If the bitmap is no animation then num_frames will still be at least 1
|
||||
auto animation_begin = bm_get_info(handle, nullptr, nullptr, nullptr, num_frames);
|
||||
|
||||
@@ -3354,3 +3362,61 @@ int bmpman_count_bitmaps() {
|
||||
|
||||
return total_bitmaps;
|
||||
}
|
||||
|
||||
bool bm_validate_filename(const SCP_string& file, bool single_frame, bool animation) {
|
||||
Assertion(single_frame || animation, "At least one of single_frame or animation must be true!");
|
||||
|
||||
if (!VALID_FNAME(file.c_str())) {
|
||||
return false;
|
||||
}
|
||||
|
||||
int handle = -1;
|
||||
if (single_frame && animation) {
|
||||
// Caller has indicated that single frames and animations are valid
|
||||
handle = bm_load_either(file.c_str());
|
||||
} else if (single_frame) {
|
||||
handle = bm_load(file);
|
||||
} else {
|
||||
handle = bm_load_animation(file.c_str());
|
||||
}
|
||||
if (handle != -1) {
|
||||
bm_release(handle);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
SDL_Surface* bm_to_sdl_surface(int handle) {
|
||||
Assertion(bm_is_valid(handle), "%d is no valid bitmap handle!", handle);
|
||||
|
||||
int w;
|
||||
int h;
|
||||
|
||||
bm_get_info(handle, &w, &h, nullptr, nullptr);
|
||||
Uint32 rmask, gmask, bmask, amask;
|
||||
|
||||
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
|
||||
rmask = 0x0000ff00;
|
||||
gmask = 0x00ff0000;
|
||||
bmask = 0xff000000;
|
||||
amask = 0x000000ff;
|
||||
#else
|
||||
rmask = 0x00ff0000;
|
||||
gmask = 0x0000ff00;
|
||||
bmask = 0x000000ff;
|
||||
amask = 0xff000000;
|
||||
#endif
|
||||
|
||||
SDL_Surface* bitmapSurface = SDL_CreateRGBSurface(0, w, h, 32, rmask, gmask, bmask, amask);
|
||||
if (SDL_LockSurface(bitmapSurface) < 0) {
|
||||
return nullptr;
|
||||
}
|
||||
bitmap* bmp = bm_lock(handle, 32, BMP_TEX_XPARENT);
|
||||
|
||||
memcpy(bitmapSurface->pixels, reinterpret_cast<void*>(bmp->data), static_cast<size_t>(w * h * 4));
|
||||
|
||||
bm_unlock(handle);
|
||||
SDL_UnlockSurface(bitmapSurface);
|
||||
|
||||
return bitmapSurface;
|
||||
|
||||
}
|
||||
@@ -741,4 +741,21 @@ int bm_get_array_index(const int handle);
|
||||
*/
|
||||
int bmpman_count_bitmaps();
|
||||
|
||||
/**
|
||||
* @brief Checks if the given filename is a valid effect or texture file name
|
||||
*
|
||||
* @note At least one of @c single_frame or @c animation must be true since the result would make no sense otherwise. It
|
||||
* is also valid to set both parmeters to @c true.
|
||||
*
|
||||
* @todo This currently just tries to load the file but could be improved by not actually loading the file in the future.
|
||||
*
|
||||
* @param file The file name to check
|
||||
* @param single_frame If set to @c true then single frames are valid files
|
||||
* @param animation If set to @c true then animations are valid files
|
||||
* @return @c true if the file name is valid, @c false otherwise
|
||||
*/
|
||||
bool bm_validate_filename(const SCP_string& file, bool single_frame, bool animation);
|
||||
|
||||
SDL_Surface* bm_to_sdl_surface(int handle);
|
||||
|
||||
#endif
|
||||
+67
-36
@@ -110,6 +110,7 @@ static const char *Cfile_cdrom_dir = NULL;
|
||||
static int cfget_cfile_block();
|
||||
static CFILE *cf_open_fill_cfblock(const char* source, int line, FILE * fp, int type);
|
||||
static CFILE *cf_open_packed_cfblock(const char* source, int line, FILE *fp, int type, size_t offset, size_t size);
|
||||
static CFILE *cf_open_memory_fill_cfblock(const char* source, int line, const void* data, size_t size, int dir_type);
|
||||
|
||||
#if defined _WIN32
|
||||
static CFILE *cf_open_mapped_fill_cfblock(const char* source, int line, HANDLE hFile, int type);
|
||||
@@ -764,16 +765,16 @@ CFILE *_cfopen(const char* source, int line, const char *file_path, const char *
|
||||
char copy_file_path[MAX_PATH_LEN]; // FIX change in memory from cf_find_file_location
|
||||
strcpy_s(copy_file_path, file_path);
|
||||
|
||||
|
||||
if ( cf_find_file_location( copy_file_path, dir_type, sizeof(longname) - 1, longname, &size, &offset, localize ) ) {
|
||||
const void* file_data = nullptr;
|
||||
if ( cf_find_file_location( copy_file_path, dir_type, sizeof(longname) - 1, longname, &size, &offset, localize, &file_data ) ) {
|
||||
|
||||
// Fount it, now create a cfile out of it
|
||||
nprintf(("CFileDebug", "Requested file %s found at: %s\n", file_path, longname));
|
||||
|
||||
if ( type & CFILE_MEMORY_MAPPED ) {
|
||||
|
||||
// Can't open memory mapped files out of pack files
|
||||
if ( offset == 0 ) {
|
||||
// Can't open memory mapped files out of pack or memory files
|
||||
if ( offset == 0 && file_data != nullptr ) {
|
||||
#if defined _WIN32
|
||||
HANDLE hFile;
|
||||
|
||||
@@ -791,18 +792,8 @@ CFILE *_cfopen(const char* source, int line, const char *file_path, const char *
|
||||
}
|
||||
|
||||
} else {
|
||||
|
||||
FILE *fp = fopen( longname, "rb" );
|
||||
|
||||
if ( fp ) {
|
||||
if ( offset ) {
|
||||
// Found it in a pack file
|
||||
return cf_open_packed_cfblock(source, line, fp, dir_type, offset, size );
|
||||
} else {
|
||||
// Found it in a normal file
|
||||
return cf_open_fill_cfblock(source, line, fp, dir_type);
|
||||
}
|
||||
}
|
||||
// since cfopen_special already has all the code to handle the opening we can just use that here
|
||||
return _cfopen_special(source, line, longname, mode, size, offset, file_data, dir_type);
|
||||
}
|
||||
|
||||
}
|
||||
@@ -821,7 +812,7 @@ CFILE *_cfopen(const char* source, int line, const char *file_path, const char *
|
||||
// returns: success ==> address of CFILE structure
|
||||
// error ==> NULL
|
||||
//
|
||||
CFILE *_cfopen_special(const char* source, int line, const char *file_path, const char *mode, const size_t size, const size_t offset, int dir_type)
|
||||
CFILE *_cfopen_special(const char* source, int line, const char *file_path, const char *mode, const size_t size, const size_t offset, const void* data, int dir_type)
|
||||
{
|
||||
if ( !cfile_inited) {
|
||||
Int3();
|
||||
@@ -837,19 +828,27 @@ CFILE *_cfopen_special(const char* source, int line, const char *file_path, cons
|
||||
return NULL;
|
||||
}
|
||||
|
||||
// "file_path" should already be a fully qualified path, so just try to open it
|
||||
FILE *fp = fopen( file_path, "rb" );
|
||||
|
||||
if ( !fp )
|
||||
return NULL;
|
||||
|
||||
if ( offset ) {
|
||||
// it's in a pack file
|
||||
return cf_open_packed_cfblock(source, line, fp, dir_type, offset, size);
|
||||
} else {
|
||||
// it's a normal file
|
||||
return cf_open_fill_cfblock(source, line, fp, dir_type);
|
||||
// In-Memory files are a bit different from normal files so we need to handle them separately
|
||||
if (data != nullptr) {
|
||||
return cf_open_memory_fill_cfblock(source, line, data, size, dir_type);
|
||||
}
|
||||
else {
|
||||
// "file_path" should already be a fully qualified path, so just try to open it
|
||||
FILE *fp = fopen(file_path, "rb");
|
||||
|
||||
if (fp) {
|
||||
if (offset) {
|
||||
// Found it in a pack file
|
||||
return cf_open_packed_cfblock(source, line, fp, dir_type, offset, size);
|
||||
}
|
||||
else {
|
||||
// Found it in a normal file
|
||||
return cf_open_fill_cfblock(source, line, fp, dir_type);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return NULL;
|
||||
}
|
||||
|
||||
|
||||
@@ -923,7 +922,7 @@ int cfclose( CFILE * cfile )
|
||||
cb = &Cfile_block_list[cfile->id];
|
||||
|
||||
result = 0;
|
||||
if ( cb->data ) {
|
||||
if ( cb->data && cb->mem_mapped ) {
|
||||
// close memory mapped file
|
||||
#if defined _WIN32
|
||||
result = UnmapViewOfFile((void*)cb->data);
|
||||
@@ -937,7 +936,8 @@ int cfclose( CFILE * cfile )
|
||||
// FIXME: result is wrong after munmap() but it is successful
|
||||
//result = munmap(cb->data, cb->data_length);
|
||||
//Assert(result);
|
||||
munmap(cb->data, cb->data_length);
|
||||
// This const_cast is safe since the pointer returned by mmap was also non-const
|
||||
munmap(const_cast<void*>(cb->data), cb->data_length);
|
||||
if ( cb->fp != NULL)
|
||||
result = fclose(cb->fp);
|
||||
#endif
|
||||
@@ -997,6 +997,7 @@ static CFILE *cf_open_fill_cfblock(const char* source, int line, FILE *fp, int t
|
||||
cfp->id = cfile_block_index;
|
||||
cfp->version = 0;
|
||||
cfbp->data = NULL;
|
||||
cfbp->mem_mapped = false;
|
||||
cfbp->fp = fp;
|
||||
cfbp->dir_type = type;
|
||||
cfbp->max_read_len = 0;
|
||||
@@ -1039,6 +1040,7 @@ static CFILE *cf_open_packed_cfblock(const char* source, int line, FILE *fp, int
|
||||
cfp->version = 0;
|
||||
cfbp->data = NULL;
|
||||
cfbp->fp = fp;
|
||||
cfbp->mem_mapped = false;
|
||||
cfbp->dir_type = type;
|
||||
cfbp->max_read_len = 0;
|
||||
|
||||
@@ -1084,6 +1086,7 @@ static CFILE *cf_open_mapped_fill_cfblock(const char* source, int line, FILE *fp
|
||||
cfp->version = 0;
|
||||
cfbp->max_read_len = 0;
|
||||
cfbp->fp = NULL;
|
||||
cfbp->mem_mapped = true;
|
||||
#if defined _WIN32
|
||||
cfbp->hInFile = hFile;
|
||||
#endif
|
||||
@@ -1118,6 +1121,37 @@ static CFILE *cf_open_mapped_fill_cfblock(const char* source, int line, FILE *fp
|
||||
}
|
||||
}
|
||||
|
||||
static CFILE *cf_open_memory_fill_cfblock(const char* source, int line, const void* data, size_t size, int dir_type)
|
||||
{
|
||||
int cfile_block_index;
|
||||
|
||||
cfile_block_index = cfget_cfile_block();
|
||||
if ( cfile_block_index == -1 ) {
|
||||
return NULL;
|
||||
}
|
||||
else {
|
||||
CFILE *cfp;
|
||||
Cfile_block *cfbp;
|
||||
cfbp = &Cfile_block_list[cfile_block_index];
|
||||
|
||||
cfp = &Cfile_list[cfile_block_index];
|
||||
cfp->id = cfile_block_index;
|
||||
cfp->version = 0;
|
||||
cfbp->max_read_len = 0;
|
||||
cfbp->fp = NULL;
|
||||
cfbp->mem_mapped = false;
|
||||
cfbp->dir_type = dir_type;
|
||||
|
||||
cfbp->source_file = source;
|
||||
cfbp->line_num = line;
|
||||
|
||||
cf_init_lowlevel_read_code(cfp, 0, size, 0 );
|
||||
cfbp->data = data;
|
||||
|
||||
return cfp;
|
||||
}
|
||||
}
|
||||
|
||||
int cf_get_dir_type(CFILE *cfile)
|
||||
{
|
||||
return Cfile_block_list[cfile->id].dir_type;
|
||||
@@ -1128,7 +1162,7 @@ int cf_get_dir_type(CFILE *cfile)
|
||||
//
|
||||
//
|
||||
|
||||
void *cf_returndata(CFILE *cfile)
|
||||
const void *cf_returndata(CFILE *cfile)
|
||||
{
|
||||
Assert(cfile != NULL);
|
||||
Cfile_block *cb;
|
||||
@@ -1419,9 +1453,7 @@ int cfilelength( CFILE * cfile )
|
||||
cb = &Cfile_block_list[cfile->id];
|
||||
|
||||
// TODO: return length of memory mapped file
|
||||
Assert( !cb->data );
|
||||
|
||||
Assert(cb->fp != NULL);
|
||||
Assert( !cb->mem_mapped );
|
||||
|
||||
// cb->size gets set at cfopen
|
||||
|
||||
@@ -1520,7 +1552,6 @@ int cfputc(int c, CFILE *cfile)
|
||||
return result;
|
||||
}
|
||||
|
||||
|
||||
// cfputs() writes a string to a file
|
||||
//
|
||||
// returns: success ==> non-negative value
|
||||
|
||||
+7
-7
@@ -140,7 +140,7 @@ CFILE *_cfopen(const char* source_file, int line, const char *filename, const ch
|
||||
// like cfopen(), but it accepts a fully qualified path only (ie, the result of a cf_find_file_location() call)
|
||||
// NOTE: only supports reading files!!
|
||||
CFILE *_cfopen_special(const char* source_file, int line, const char *file_path, const char *mode,
|
||||
const size_t size, const size_t offset, int dir_type = CF_TYPE_ANY);
|
||||
const size_t size, const size_t offset, const void* data, int dir_type = CF_TYPE_ANY);
|
||||
#define cfopen_special(...) _cfopen_special(LOCATION, __VA_ARGS__) // Pass source location to the function
|
||||
|
||||
// Flush the open file buffer
|
||||
@@ -198,9 +198,9 @@ int cfwrite_compressed(void *param_buf, int param_elsize, int param_nelem, CFILE
|
||||
int cfseek(CFILE *fp, int offset, int where);
|
||||
|
||||
// Returns current position of file.
|
||||
int cftell(CFILE *fp);
|
||||
|
||||
// cfputc() writes a character to a file
|
||||
int cftell(CFILE *fp);
|
||||
|
||||
// cfputc() writes a character to a file
|
||||
int cfputc(int c, CFILE *cfile);
|
||||
|
||||
// cfputs() writes a string to a file
|
||||
@@ -216,7 +216,7 @@ char *cfgets(char *buf, int n, CFILE *cfile);
|
||||
int cfeof(CFILE *cfile);
|
||||
|
||||
// Return the data pointer associated with the CFILE structure (for memory mapped files)
|
||||
void *cf_returndata(CFILE *cfile);
|
||||
const void *cf_returndata(CFILE *cfile);
|
||||
|
||||
// get the 2 byte checksum of the passed filename - return 0 if operation failed, 1 if succeeded
|
||||
int cf_chksum_short(const char *filename, ushort *chksum, int max_size = -1, int cf_type = CF_TYPE_ANY );
|
||||
@@ -326,7 +326,7 @@ void cf_sort_filenames( SCP_vector<SCP_string> &list, int sort, SCP_vector<file_
|
||||
// size - File size
|
||||
// offset - Offset into pack file. 0 if not a packfile.
|
||||
// Returns: If not found returns 0.
|
||||
int cf_find_file_location( const char *filespec, int pathtype, int max_out, char *pack_filename, size_t *size, size_t *offset, bool localize = false);
|
||||
int cf_find_file_location( const char *filespec, int pathtype, int max_out, char *pack_filename, size_t *size, size_t *offset, bool localize = false, const void** data_out = nullptr);
|
||||
|
||||
// Searches for a file. Follows all rules and precedence and searches
|
||||
// CD's and pack files. Searches all locations in order for first filename using ext filter list.
|
||||
@@ -340,7 +340,7 @@ int cf_find_file_location( const char *filespec, int pathtype, int max_out, char
|
||||
// offset - Offset into pack file. 0 if not a packfile.
|
||||
// Returns: If not found returns -1, else returns offset into ext_list.
|
||||
// (NOTE: This function is exponentially slow, so don't use it unless truely needed!!)
|
||||
int cf_find_file_location_ext(const char *filename, const int ext_num, const char **ext_list, int pathtype, int max_out = 0, char *pack_filename = NULL, size_t *size = NULL, size_t *offset = NULL, bool localize = false);
|
||||
int cf_find_file_location_ext(const char *filename, const int ext_num, const char **ext_list, int pathtype, int max_out = 0, char *pack_filename = NULL, size_t *size = NULL, size_t *offset = NULL, bool localize = false, const void** data_out = nullptr);
|
||||
|
||||
// Functions to change directories
|
||||
int cfile_chdir(const char *dir);
|
||||
|
||||
+56
-38
@@ -74,18 +74,13 @@ int cfeof(CFILE *cfile)
|
||||
Assert(cfile->id >= 0 && cfile->id < MAX_CFILE_BLOCKS);
|
||||
cb = &Cfile_block_list[cfile->id];
|
||||
|
||||
int result;
|
||||
|
||||
result = 0;
|
||||
|
||||
// cfeof() not supported for memory-mapped files
|
||||
Assert( !cb->data );
|
||||
|
||||
Assert(cb->fp != NULL);
|
||||
int result = 0;
|
||||
|
||||
#if defined(CHECK_POSITION) && !defined(NDEBUG)
|
||||
auto raw_position = ftell(cb->fp) - cb->lib_offset;
|
||||
Assert(raw_position == cb->raw_position);
|
||||
if (cb->fp) {
|
||||
auto raw_position = ftell(cb->fp) - cb->lib_offset;
|
||||
Assert(raw_position == cb->raw_position);
|
||||
}
|
||||
#endif
|
||||
|
||||
if (cb->raw_position >= cb->size ) {
|
||||
@@ -109,14 +104,11 @@ int cftell( CFILE * cfile )
|
||||
Assert(cfile->id >= 0 && cfile->id < MAX_CFILE_BLOCKS);
|
||||
cb = &Cfile_block_list[cfile->id];
|
||||
|
||||
// Doesn't work for memory mapped files
|
||||
Assert( !cb->data );
|
||||
|
||||
Assert(cb->fp != NULL);
|
||||
|
||||
#if defined(CHECK_POSITION) && !defined(NDEBUG)
|
||||
auto raw_position = ftell(cb->fp) - cb->lib_offset;
|
||||
Assert(raw_position == cb->raw_position);
|
||||
if (cb->fp) {
|
||||
auto raw_position = ftell(cb->fp) - cb->lib_offset;
|
||||
Assert(raw_position == cb->raw_position);
|
||||
}
|
||||
#endif
|
||||
|
||||
// The rest of the code still uses ints, do an overflow check to detect cases where this fails
|
||||
@@ -141,8 +133,7 @@ int cfseek( CFILE *cfile, int offset, int where )
|
||||
|
||||
|
||||
// TODO: seek to offset in memory mapped file
|
||||
Assert( !cb->data );
|
||||
Assert( cb->fp != NULL );
|
||||
Assert( !cb->mem_mapped );
|
||||
|
||||
size_t goal_position;
|
||||
|
||||
@@ -166,14 +157,22 @@ int cfseek( CFILE *cfile, int offset, int where )
|
||||
// Make sure we don't seek beyond the end of the file
|
||||
CAP(goal_position, cb->lib_offset, cb->lib_offset + cb->size);
|
||||
|
||||
int result = fseek(cb->fp, (long)goal_position, SEEK_SET );
|
||||
Assertion(goal_position >= cb->lib_offset, "Invalid offset values detected while seeking! Goal was " SIZE_T_ARG ", lib_offset is " SIZE_T_ARG ".", goal_position, cb->lib_offset);
|
||||
int result = 0;
|
||||
|
||||
if (cb->fp) {
|
||||
// If we have a file pointer we can also seek in that file
|
||||
result = fseek(cb->fp, (long)goal_position, SEEK_SET );
|
||||
Assertion(goal_position >= cb->lib_offset, "Invalid offset values detected while seeking! Goal was " SIZE_T_ARG ", lib_offset is " SIZE_T_ARG ".", goal_position, cb->lib_offset);
|
||||
}
|
||||
// If we only have a data pointer this will do all the work
|
||||
cb->raw_position = goal_position - cb->lib_offset;
|
||||
Assertion(cb->raw_position <= cb->size, "Invalid raw_position value detected!");
|
||||
|
||||
#if defined(CHECK_POSITION) && !defined(NDEBUG)
|
||||
auto tmp_offset = ftell(cb->fp) - cb->lib_offset;
|
||||
Assert(tmp_offset==cb->raw_position);
|
||||
if (cb->fp) {
|
||||
auto tmp_offset = ftell(cb->fp) - cb->lib_offset;
|
||||
Assert(tmp_offset == cb->raw_position);
|
||||
}
|
||||
#endif
|
||||
|
||||
return result;
|
||||
@@ -197,13 +196,6 @@ int cfread(void *buf, int elsize, int nelem, CFILE *cfile)
|
||||
|
||||
Cfile_block *cb = &Cfile_block_list[cfile->id];
|
||||
|
||||
// cfread() not supported for memory-mapped files
|
||||
if(cb->data != NULL)
|
||||
{
|
||||
Warning(LOCATION, "Writing is not supported for mem-mapped files");
|
||||
return 0;
|
||||
}
|
||||
|
||||
if ( (cb->raw_position+size) > cb->size ) {
|
||||
Assertion(cb->raw_position <= cb->size, "Invalid raw_position value detected!");
|
||||
size = cb->size - cb->raw_position;
|
||||
@@ -222,15 +214,24 @@ int cfread(void *buf, int elsize, int nelem, CFILE *cfile)
|
||||
}
|
||||
}
|
||||
|
||||
size_t bytes_read = fread( buf, 1, size, cb->fp );
|
||||
size_t bytes_read;
|
||||
if (cb->data != nullptr) {
|
||||
// This is a file from memory
|
||||
bytes_read = size;
|
||||
memcpy(buf, reinterpret_cast<const char*>(cb->data) + cb->raw_position, size);
|
||||
} else {
|
||||
bytes_read = fread( buf, 1, size, cb->fp );
|
||||
}
|
||||
if ( bytes_read > 0 ) {
|
||||
cb->raw_position += bytes_read;
|
||||
Assertion(cb->raw_position <= cb->size, "Invalid raw_position value detected!");
|
||||
}
|
||||
|
||||
#if defined(CHECK_POSITION) && !defined(NDEBUG)
|
||||
auto tmp_offset = ftell(cb->fp) - cb->lib_offset;
|
||||
Assert(tmp_offset==cb->raw_position);
|
||||
if (cb->fp) {
|
||||
auto tmp_offset = ftell(cb->fp) - cb->lib_offset;
|
||||
Assert(tmp_offset==cb->raw_position);
|
||||
}
|
||||
#endif
|
||||
|
||||
return (int)(bytes_read / elsize);
|
||||
@@ -254,14 +255,31 @@ int cfread_lua_number(double *buf, CFILE *cfile)
|
||||
return 0;
|
||||
}
|
||||
|
||||
long orig_pos = ftell(cb->fp);
|
||||
int items_read = fscanf(cb->fp, LUA_NUMBER_SCAN, buf);
|
||||
cb->raw_position += ftell(cb->fp)-orig_pos;
|
||||
size_t advance = 0;
|
||||
int items_read;
|
||||
if (cb->fp) {
|
||||
long orig_pos = ftell(cb->fp);
|
||||
items_read = fscanf(cb->fp, LUA_NUMBER_SCAN, buf);
|
||||
advance = (size_t) (ftell(cb->fp)-orig_pos);
|
||||
} else {
|
||||
int read;
|
||||
// %n returns the number of bytes currently read so we append that to the scan format at the end so it will return
|
||||
// how many bytes we have consumed
|
||||
items_read = sscanf(reinterpret_cast<const char*>(cb->data), LUA_NUMBER_SCAN "%n", buf, &read);
|
||||
if (items_read == 2) {
|
||||
// We need to correct the items read counter since we read one additional item
|
||||
items_read = 1;
|
||||
}
|
||||
advance = (size_t) read;
|
||||
}
|
||||
cb->raw_position += advance;
|
||||
Assertion(cb->raw_position <= cb->size, "Invalid raw_position value detected!");
|
||||
|
||||
#if defined(CHECK_POSITION) && !defined(NDEBUG)
|
||||
auto tmp_offset = ftell(cb->fp) - cb->lib_offset;
|
||||
Assert(tmp_offset==cb->raw_position);
|
||||
if (cb->fp) {
|
||||
auto tmp_offset = ftell(cb->fp) - cb->lib_offset;
|
||||
Assert(tmp_offset==cb->raw_position);
|
||||
}
|
||||
#endif
|
||||
|
||||
return items_read;
|
||||
|
||||
@@ -26,7 +26,8 @@ typedef struct Cfile_block {
|
||||
int type; // CFILE_BLOCK_UNUSED, CFILE_BLOCK_USED
|
||||
int dir_type; // directory location
|
||||
FILE *fp; // File pointer if opening an individual file
|
||||
void *data; // Pointer for memory-mapped file access. NULL if not mem-mapped.
|
||||
const void *data; // Pointer for memory-mapped file access. NULL if not mem-mapped.
|
||||
bool mem_mapped; // Flag for memory mapped files (if data is not null and this is false it means that it's an embedded file)
|
||||
#ifdef _WIN32
|
||||
HANDLE hInFile; // Handle from CreateFile()
|
||||
HANDLE hMapFile; // Handle from CreateFileMapping()
|
||||
|
||||
+134
-23
@@ -37,12 +37,16 @@
|
||||
#include "cfile/cfilesystem.h"
|
||||
#include "cmdline/cmdline.h"
|
||||
#include "globalincs/pstypes.h"
|
||||
#include "def_files/def_files.h"
|
||||
#include "localization/localize.h"
|
||||
#include "osapi/osapi.h"
|
||||
#include "parse/parselo.h"
|
||||
|
||||
#define CF_ROOTTYPE_PATH 0
|
||||
#define CF_ROOTTYPE_PACK 1
|
||||
enum CfileRootType {
|
||||
CF_ROOTTYPE_PATH = 0,
|
||||
CF_ROOTTYPE_PACK = 1,
|
||||
CF_ROOTTYPE_MEMORY = 2,
|
||||
};
|
||||
|
||||
// for a defined and specifically set location to get/send pilot/campaign files
|
||||
SCP_string Pilot_file_path;
|
||||
@@ -53,8 +57,8 @@ SCP_string Pilot_file_path;
|
||||
// specifying cd-rom tree
|
||||
// searching for pack files on CD-rom tree
|
||||
typedef struct cf_root {
|
||||
char path[CF_MAX_PATHNAME_LENGTH]; // Contains something like c:\projects\freespace or c:\projects\freespace\freespace.vp
|
||||
int roottype; // CF_ROOTTYPE_PATH = Path, CF_ROOTTYPE_PACK =Pack file
|
||||
char path[CF_MAX_PATHNAME_LENGTH]; // Contains something like c:\projects\freespace or c:\projects\freespace\freespace.vp
|
||||
int roottype; // CF_ROOTTYPE_PATH = Path, CF_ROOTTYPE_PACK =Pack file, CF_ROOTTYPE_MEMORY=In memory
|
||||
} cf_root;
|
||||
|
||||
// convenient type for sorting (see cf_build_pack_list())
|
||||
@@ -79,13 +83,14 @@ static int Num_path_roots = 0;
|
||||
|
||||
// Created by searching all roots in order. This means Files is then sorted by precedence.
|
||||
typedef struct cf_file {
|
||||
char name_ext[CF_MAX_FILENAME_LENGTH]; // Filename and extension
|
||||
int root_index; // Where in Roots this is located
|
||||
int pathtype_index; // Where in Paths this is located
|
||||
time_t write_time; // When it was last written
|
||||
int size; // How big it is in bytes
|
||||
int pack_offset; // For pack files, where it is at. 0 if not in a pack file. This can be used to tell if in a pack file.
|
||||
char* real_name; // For real files, the full path
|
||||
char name_ext[CF_MAX_FILENAME_LENGTH]; // Filename and extension
|
||||
int root_index; // Where in Roots this is located
|
||||
int pathtype_index; // Where in Paths this is located
|
||||
time_t write_time; // When it was last written
|
||||
int size; // How big it is in bytes
|
||||
int pack_offset; // For pack files, where it is at. 0 if not in a pack file. This can be used to tell if in a pack file.
|
||||
char* real_name; // For real files, the full path
|
||||
const void* data; // For in-memory files, the data pointer
|
||||
} cf_file;
|
||||
|
||||
#define CF_NUM_FILES_PER_BLOCK 512
|
||||
@@ -510,6 +515,11 @@ void cf_build_root_list(const char *cdrom_dir)
|
||||
|
||||
}
|
||||
|
||||
// The final root is the in-memory root
|
||||
root = cf_create_root();
|
||||
memset(root->path, 0, sizeof(root->path));
|
||||
root->roottype = CF_ROOTTYPE_MEMORY;
|
||||
|
||||
}
|
||||
|
||||
// Given a lower case list of file extensions
|
||||
@@ -836,7 +846,48 @@ void cf_search_root_pack(int root_index)
|
||||
mprintf(( "%i files\n", num_files ));
|
||||
}
|
||||
|
||||
void cf_search_memory_root(int root_index) {
|
||||
int num_files = 0;
|
||||
mprintf(( "Searching memory root ... " ));
|
||||
|
||||
auto default_files = defaults_get_all();
|
||||
for (auto& default_file : default_files) {
|
||||
// Pure built in files have an empty path_type string
|
||||
if (strlen(default_file.path_type) <= 0) {
|
||||
// Ignore pure builtin files. They should only be accessible with defaults_get_file
|
||||
continue;
|
||||
}
|
||||
|
||||
int pathtype = -1;
|
||||
for (int i = 0; i < CF_MAX_PATH_TYPES; ++i) {
|
||||
if (Pathtypes[i].path == nullptr) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!strcmp(Pathtypes[i].path, default_file.path_type)) {
|
||||
pathtype = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
Assertion(pathtype != -1, "Default file '%s%s%s' does not use a valid path type!",
|
||||
default_file.path_type,
|
||||
DIR_SEPARATOR_STR,
|
||||
default_file.filename);
|
||||
|
||||
cf_file *file = cf_create_file();
|
||||
|
||||
strcpy_s( file->name_ext, default_file.filename );
|
||||
file->root_index = root_index;
|
||||
file->pathtype_index = pathtype;
|
||||
file->write_time = time(nullptr); // Just assume that memory files were last written to just now
|
||||
file->size = (int)default_file.size;
|
||||
file->data = default_file.data;
|
||||
|
||||
num_files++;
|
||||
}
|
||||
|
||||
mprintf(( "%i files\n", num_files ));
|
||||
}
|
||||
|
||||
void cf_build_file_list()
|
||||
{
|
||||
@@ -851,6 +902,8 @@ void cf_build_file_list()
|
||||
cf_search_root_path(i);
|
||||
} else if ( root->roottype == CF_ROOTTYPE_PACK ) {
|
||||
cf_search_root_pack(i);
|
||||
} else if (root->roottype == CF_ROOTTYPE_MEMORY) {
|
||||
cf_search_memory_root(i);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -932,7 +985,7 @@ void cf_free_secondary_filelist()
|
||||
*
|
||||
* @return If not found returns 0.
|
||||
*/
|
||||
int cf_find_file_location( const char *filespec, int pathtype, int max_out, char *pack_filename, size_t *size, size_t *offset, bool localize )
|
||||
int cf_find_file_location( const char *filespec, int pathtype, int max_out, char *pack_filename, size_t *size, size_t *offset, bool localize, const void** data_out )
|
||||
{
|
||||
int i;
|
||||
uint ui;
|
||||
@@ -1067,8 +1120,16 @@ int cf_find_file_location( const char *filespec, int pathtype, int max_out, char
|
||||
if (offset)
|
||||
*offset = (size_t)f->pack_offset;
|
||||
|
||||
if (data_out)
|
||||
*data_out = f->data;
|
||||
|
||||
if (pack_filename) {
|
||||
if (f->pack_offset < 1) {
|
||||
if (f->data != nullptr) {
|
||||
// This is an in-memory file so we just copy the pathtype name + file name
|
||||
strncpy(pack_filename, Pathtypes[f->pathtype_index].path, max_out);
|
||||
strncat(pack_filename, DIR_SEPARATOR_STR, max_out);
|
||||
strncat(pack_filename, f->name_ext, max_out);
|
||||
} else if (f->pack_offset < 1) {
|
||||
// This is a real file, return the actual file path
|
||||
strncpy( pack_filename, f->real_name, max_out );
|
||||
} else {
|
||||
@@ -1092,8 +1153,16 @@ int cf_find_file_location( const char *filespec, int pathtype, int max_out, char
|
||||
if (offset)
|
||||
*offset = (size_t)f->pack_offset;
|
||||
|
||||
if (data_out)
|
||||
*data_out = f->data;
|
||||
|
||||
if (pack_filename) {
|
||||
if (f->pack_offset < 1) {
|
||||
if (f->data != nullptr) {
|
||||
// This is an in-memory file so we just copy the pathtype name + file name
|
||||
strncpy(pack_filename, Pathtypes[f->pathtype_index].path, max_out);
|
||||
strncat(pack_filename, DIR_SEPARATOR_STR, max_out);
|
||||
strncat(pack_filename, f->name_ext, max_out);
|
||||
} else if (f->pack_offset < 1) {
|
||||
// This is a real file, return the actual file path
|
||||
strncpy( pack_filename, f->real_name, max_out );
|
||||
} else {
|
||||
@@ -1132,7 +1201,7 @@ extern char *stristr(char *str, const char *substr);
|
||||
*
|
||||
* @return If not found returns -1, else returns offset into ext_list.
|
||||
*/
|
||||
int cf_find_file_location_ext( const char *filename, const int ext_num, const char **ext_list, int pathtype, int max_out, char *pack_filename, size_t *size, size_t *offset, bool localize )
|
||||
int cf_find_file_location_ext( const char *filename, const int ext_num, const char **ext_list, int pathtype, int max_out, char *pack_filename, size_t *size, size_t *offset, bool localize, const void** data_out)
|
||||
{
|
||||
int cur_ext, i;
|
||||
uint ui;
|
||||
@@ -1217,6 +1286,9 @@ int cf_find_file_location_ext( const char *filename, const int ext_num, const ch
|
||||
if (size)
|
||||
*size = findstruct.size;
|
||||
|
||||
if (data_out)
|
||||
*data_out = nullptr;
|
||||
|
||||
_findclose(findhandle);
|
||||
|
||||
if (offset)
|
||||
@@ -1235,6 +1307,9 @@ int cf_find_file_location_ext( const char *filename, const int ext_num, const ch
|
||||
if (size)
|
||||
*size = filelength( fileno(fp) );
|
||||
|
||||
if (data_out)
|
||||
*data_out = nullptr;
|
||||
|
||||
fclose(fp);
|
||||
|
||||
if (offset)
|
||||
@@ -1334,15 +1409,25 @@ int cf_find_file_location_ext( const char *filename, const int ext_num, const ch
|
||||
if (offset)
|
||||
*offset = f->pack_offset;
|
||||
|
||||
if (data_out)
|
||||
*data_out = f->data;
|
||||
|
||||
if (pack_filename) {
|
||||
if (f->pack_offset < 1) {
|
||||
if (f->data != nullptr) {
|
||||
// This is an in-memory file so we just copy the pathtype name + file name
|
||||
strncpy(pack_filename, Pathtypes[f->pathtype_index].path, max_out);
|
||||
strncat(pack_filename, DIR_SEPARATOR_STR, max_out);
|
||||
strncat(pack_filename, f->name_ext, max_out);
|
||||
}
|
||||
else if (f->pack_offset < 1) {
|
||||
// This is a real file, return the actual file path
|
||||
strncpy( pack_filename, f->real_name, max_out );
|
||||
} else {
|
||||
strncpy(pack_filename, f->real_name, max_out);
|
||||
}
|
||||
else {
|
||||
// File is in a pack file
|
||||
cf_root *r = cf_get_root(f->root_index);
|
||||
|
||||
strncpy( pack_filename, r->path, max_out );
|
||||
strncpy(pack_filename, r->path, max_out);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1362,15 +1447,25 @@ int cf_find_file_location_ext( const char *filename, const int ext_num, const ch
|
||||
if (offset)
|
||||
*offset = f->pack_offset;
|
||||
|
||||
if (data_out)
|
||||
*data_out = f->data;
|
||||
|
||||
if (pack_filename) {
|
||||
if (f->pack_offset < 1) {
|
||||
if (f->data != nullptr) {
|
||||
// This is an in-memory file so we just copy the pathtype name + file name
|
||||
strncpy(pack_filename, Pathtypes[f->pathtype_index].path, max_out);
|
||||
strncat(pack_filename, DIR_SEPARATOR_STR, max_out);
|
||||
strncat(pack_filename, f->name_ext, max_out);
|
||||
}
|
||||
else if (f->pack_offset < 1) {
|
||||
// This is a real file, return the actual file path
|
||||
strncpy( pack_filename, f->real_name, max_out );
|
||||
} else {
|
||||
strncpy(pack_filename, f->real_name, max_out);
|
||||
}
|
||||
else {
|
||||
// File is in a pack file
|
||||
cf_root *r = cf_get_root(f->root_index);
|
||||
|
||||
strncpy( pack_filename, r->path, max_out );
|
||||
strncpy(pack_filename, r->path, max_out);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1432,6 +1527,7 @@ int cf_matches_spec(const char *filespec, const char *filename)
|
||||
int (*Get_file_list_filter)(const char *filename) = NULL;
|
||||
const char *Get_file_list_child = NULL;
|
||||
int Skip_packfile_search = 0;
|
||||
bool Skip_memory_files = false;
|
||||
|
||||
static bool verify_file_list_child()
|
||||
{
|
||||
@@ -1635,6 +1731,11 @@ int cf_get_file_list( SCP_vector<SCP_string> &list, int pathtype, const char *fi
|
||||
continue;
|
||||
}
|
||||
|
||||
if (Skip_memory_files && f->data != nullptr) {
|
||||
// If we want to skip memory files and this is a memory file then ignore it
|
||||
continue;
|
||||
}
|
||||
|
||||
if ( !Get_file_list_filter || (*Get_file_list_filter)(f->name_ext) ) {
|
||||
//mprintf(( "Found '%s' in root %d path %d\n", f->name_ext, f->root_index, f->pathtype_index ));
|
||||
|
||||
@@ -1847,6 +1948,11 @@ int cf_get_file_list( int max, char **list, int pathtype, const char *filter, in
|
||||
continue;
|
||||
}
|
||||
|
||||
if (Skip_memory_files && f->data != nullptr) {
|
||||
// If we want to skip memory files and this is a memory file then ignore it
|
||||
continue;
|
||||
}
|
||||
|
||||
if ( !Get_file_list_filter || (*Get_file_list_filter)(f->name_ext) ) {
|
||||
|
||||
//mprintf(( "Found '%s' in root %d path %d\n", f->name_ext, f->root_index, f->pathtype_index ));
|
||||
@@ -2067,6 +2173,11 @@ int cf_get_file_list_preallocated( int max, char arr[][MAX_FILENAME_LEN], char *
|
||||
continue;
|
||||
}
|
||||
|
||||
if (Skip_memory_files && f->data != nullptr) {
|
||||
// If we want to skip memory files and this is a memory file then ignore it
|
||||
continue;
|
||||
}
|
||||
|
||||
if ( !Get_file_list_filter || (*Get_file_list_filter)(f->name_ext) ) {
|
||||
|
||||
//mprintf(( "Found '%s' in root %d path %d\n", f->name_ext, f->root_index, f->pathtype_index ));
|
||||
|
||||
+29
-15
@@ -160,7 +160,6 @@ Flag exe_params[] =
|
||||
{ "-noenv", "Disable environment maps", true, EASY_DEFAULT_MEM, EASY_MEM_ALL_ON, "Graphics", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-env", },
|
||||
{ "-nomotiondebris", "Disable motion debris", true, EASY_ALL_ON, EASY_DEFAULT, "Graphics", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-nomotiondebris",},
|
||||
{ "-noscalevid", "Disable scale-to-window for movies", true, 0, EASY_DEFAULT, "Graphics", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-noscalevid", },
|
||||
{ "-missile_lighting", "Apply lighting to missiles" , true, EASY_ALL_ON, EASY_DEFAULT, "Graphics", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-missile_lighting", },
|
||||
{ "-nonormal", "Disable normal maps", true, EASY_DEFAULT_MEM, EASY_MEM_ALL_ON, "Graphics", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-normal" },
|
||||
{ "-no_emissive_light", "Disable emissive light from ships", true, 0, EASY_DEFAULT, "Graphics", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-no_emissive_light" },
|
||||
{ "-noheight", "Disable height/parallax maps", true, EASY_DEFAULT_MEM, EASY_MEM_ALL_ON, "Graphics", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-height" },
|
||||
@@ -216,11 +215,11 @@ Flag exe_params[] =
|
||||
{ "-use_gldrawelements","Don't use glDrawRangeElements", true, 0, EASY_DEFAULT, "Troubleshoot", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-use_gldrawelements", },
|
||||
{ "-old_collision", "Use old collision detection system", true, EASY_DEFAULT, EASY_ALL_ON, "Troubleshoot", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-old_collision", },
|
||||
{ "-gl_finish", "Fix input lag on some ATI+Linux systems", true, 0, EASY_DEFAULT, "Troubleshoot", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-gl_finish", },
|
||||
{ "-no_batching", "Disable batched model rendering", true, 0, EASY_DEFAULT, "Troubleshoot", "", },
|
||||
{ "-no_geo_effects", "Disable geometry shader for effects", true, 0, EASY_DEFAULT, "Troubleshoot", "", },
|
||||
{ "-set_cpu_affinity", "Sets processor affinity to config value", true, 0, EASY_DEFAULT, "Troubleshoot", "", },
|
||||
{ "-nograb", "Disables mouse grabbing", true, 0, EASY_DEFAULT, "Troubleshoot", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-nograb", },
|
||||
{ "-noshadercache", "Disables the shader cache", true, 0, EASY_DEFAULT, "Troubleshoot", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-noshadercache", },
|
||||
{ "-no_bindless_tex", "Disable bindless texturing", true, 0, EASY_DEFAULT, "Troubleshoot", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-no_bindless_tex", },
|
||||
#ifdef WIN32
|
||||
{ "-fix_registry", "Use a different registry path", true, 0, EASY_DEFAULT, "Troubleshoot", "", },
|
||||
#endif
|
||||
@@ -315,7 +314,6 @@ cmdline_parm spec_static_arg("-spec_static", "Adjusts suns contribution to specu
|
||||
cmdline_parm spec_point_arg("-spec_point", "Adjusts laser weapons contribution to specular highlights", AT_FLOAT);
|
||||
cmdline_parm spec_tube_arg("-spec_tube", "Adjusts beam weapons contribution to specular highlights", AT_FLOAT);
|
||||
cmdline_parm ambient_factor_arg("-ambient_factor", "Adjusts ambient light applied to all parts of a ship", AT_INT); // Cmdline_ambient_factor
|
||||
cmdline_parm missile_lighting_arg("-missile_lighting", NULL, AT_NONE); // Cmdline_missile_lighting
|
||||
cmdline_parm env("-noenv", NULL, AT_NONE); // Cmdline_env
|
||||
cmdline_parm glow_arg("-noglow", NULL, AT_NONE); // Cmdline_glow -- use Bobs glow code
|
||||
cmdline_parm nomotiondebris_arg("-nomotiondebris", NULL, AT_NONE); // Cmdline_nomotiondebris -- Removes those ugly floating rocks -C
|
||||
@@ -333,10 +331,10 @@ cmdline_parm fxaa_preset_arg("-fxaa_preset", "FXAA quality (0-9), requires -post
|
||||
cmdline_parm fb_explosions_arg("-fb_explosions", NULL, AT_NONE);
|
||||
cmdline_parm fb_thrusters_arg("-fb_thrusters", NULL, AT_NONE);
|
||||
cmdline_parm flightshaftsoff_arg("-nolightshafts", NULL, AT_NONE);
|
||||
cmdline_parm no_batching("-no_batching", NULL, AT_NONE);
|
||||
cmdline_parm shadow_quality_arg("-shadow_quality", NULL, AT_INT);
|
||||
cmdline_parm enable_shadows_arg("-enable_shadows", NULL, AT_NONE);
|
||||
cmdline_parm no_deferred_lighting_arg("-no_deferred", NULL, AT_NONE); // Cmdline_no_deferred
|
||||
cmdline_parm anisotropy_level_arg("-anisotropic_filter", NULL, AT_INT);
|
||||
|
||||
float Cmdline_clip_dist = Default_min_draw_distance;
|
||||
float Cmdline_fov = 0.75f;
|
||||
@@ -344,7 +342,6 @@ float Cmdline_ogl_spec = 80.0f;
|
||||
int Cmdline_ambient_factor = 128;
|
||||
int Cmdline_env = 1;
|
||||
int Cmdline_mipmap = 0;
|
||||
int Cmdline_missile_lighting = 0;
|
||||
int Cmdline_glow = 1;
|
||||
int Cmdline_nomotiondebris = 0;
|
||||
int Cmdline_noscalevid = 0;
|
||||
@@ -361,10 +358,10 @@ int Cmdline_fxaa_preset = 6;
|
||||
extern int Fxaa_preset_last_frame;
|
||||
bool Cmdline_fb_explosions = 0;
|
||||
bool Cmdline_fb_thrusters = false;
|
||||
bool Cmdline_no_batching = false;
|
||||
extern bool ls_force_off;
|
||||
int Cmdline_shadow_quality = 0;
|
||||
int Cmdline_no_deferred_lighting = 0;
|
||||
int Cmdline_aniso_level = 0;
|
||||
|
||||
// Game Speed related
|
||||
cmdline_parm cache_bitmaps_arg("-cache_bitmaps", NULL, AT_NONE); // Cmdline_cache_bitmaps
|
||||
@@ -453,6 +450,7 @@ cmdline_parm no_geo_sdr_effects("-no_geo_effects", NULL, AT_NONE);
|
||||
cmdline_parm set_cpu_affinity("-set_cpu_affinity", NULL, AT_NONE);
|
||||
cmdline_parm nograb_arg("-nograb", NULL, AT_NONE);
|
||||
cmdline_parm noshadercache_arg("-noshadercache", NULL, AT_NONE);
|
||||
cmdline_parm no_bindless_tex_arg("-no_bindless_tex", NULL, AT_NONE);
|
||||
#ifdef WIN32
|
||||
cmdline_parm fix_registry("-fix_registry", NULL, AT_NONE);
|
||||
#endif
|
||||
@@ -471,6 +469,7 @@ bool Cmdline_no_geo_sdr_effects = false;
|
||||
bool Cmdline_set_cpu_affinity = false;
|
||||
bool Cmdline_nograb = false;
|
||||
bool Cmdline_noshadercache = false;
|
||||
bool Cmdline_no_bindless_textures = false;
|
||||
#ifdef WIN32
|
||||
bool Cmdline_alternate_registry_path = false;
|
||||
#endif
|
||||
@@ -508,6 +507,7 @@ char *Cmdline_start_mission = NULL;
|
||||
int Cmdline_old_collision_sys = 0;
|
||||
int Cmdline_dis_collisions = 0;
|
||||
int Cmdline_dis_weapons = 0;
|
||||
bool Cmdline_output_sexp_info = false;
|
||||
int Cmdline_noparseerrors = 0;
|
||||
#ifdef Allow_NoWarn
|
||||
int Cmdline_nowarn = 0; // turn warnings off in FRED
|
||||
@@ -548,6 +548,7 @@ cmdline_parm deprecated_jpgtga_arg("-jpgtga", "Deprecated", AT_NONE);
|
||||
cmdline_parm deprecated_htl_arg("-nohtl", "Deprecated", AT_NONE);
|
||||
cmdline_parm deprecated_brieflighting_arg("-brief_lighting", "Deprecated", AT_NONE);
|
||||
cmdline_parm deprecated_sndpreload_arg("-snd_preload", "Deprecated", AT_NONE);
|
||||
cmdline_parm deprecated_missile_lighting_arg("-missile_lighting", "Deprecated", AT_NONE);
|
||||
|
||||
int Cmdline_deprecated_spec = 0;
|
||||
int Cmdline_deprecated_glow = 0;
|
||||
@@ -557,6 +558,7 @@ int Cmdline_deprecated_tbp = 0;
|
||||
int Cmdline_deprecated_jpgtga = 0;
|
||||
int Cmdline_deprecated_nohtl = 0;
|
||||
bool Cmdline_deprecated_brief_lighting = 0;
|
||||
bool Cmdline_deprecated_missile_lighting = false;
|
||||
|
||||
#ifndef NDEBUG
|
||||
// NOTE: this assumes that os_init() has already been called but isn't a fatal error if it hasn't
|
||||
@@ -622,6 +624,11 @@ void cmdline_debug_print_cmdline()
|
||||
{
|
||||
mprintf(("Deprecated flag '-brief_lighting' found. Please remove from your cmdline.\n"));
|
||||
}
|
||||
|
||||
if (Cmdline_deprecated_missile_lighting)
|
||||
{
|
||||
mprintf(("Deprecated flag '-missile_lighting' found. Please remove from your cmdline.\n"));
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
@@ -1890,7 +1897,7 @@ bool SetCmdlineParams()
|
||||
Output_scripting_meta = true;
|
||||
|
||||
if (output_sexp_arg.found() ) {
|
||||
output_sexps("sexps.html");
|
||||
Cmdline_output_sexp_info = true;
|
||||
}
|
||||
|
||||
if ( no_pbo_arg.found() )
|
||||
@@ -1933,6 +1940,11 @@ bool SetCmdlineParams()
|
||||
Cmdline_noshadercache = true;
|
||||
}
|
||||
|
||||
if (no_bindless_tex_arg.found())
|
||||
{
|
||||
Cmdline_no_bindless_textures = true;
|
||||
}
|
||||
|
||||
if (portable_mode.found())
|
||||
{
|
||||
Cmdline_portable_mode = true;
|
||||
@@ -1982,9 +1994,6 @@ bool SetCmdlineParams()
|
||||
if ( rearm_timer_arg.found() )
|
||||
Cmdline_rearm_timer = 1;
|
||||
|
||||
if ( missile_lighting_arg.found() )
|
||||
Cmdline_missile_lighting = 1;
|
||||
|
||||
if ( save_render_targets_arg.found() )
|
||||
Cmdline_save_render_targets = 1;
|
||||
|
||||
@@ -2019,11 +2028,6 @@ bool SetCmdlineParams()
|
||||
Cmdline_fb_thrusters = true;
|
||||
}
|
||||
|
||||
if ( no_batching.found() )
|
||||
{
|
||||
Cmdline_no_batching = true;
|
||||
}
|
||||
|
||||
if ( postprocess_arg.found() )
|
||||
{
|
||||
Cmdline_postprocess = 1;
|
||||
@@ -2059,6 +2063,11 @@ bool SetCmdlineParams()
|
||||
Cmdline_no_deferred_lighting = 1;
|
||||
}
|
||||
|
||||
if (anisotropy_level_arg.found())
|
||||
{
|
||||
Cmdline_aniso_level = anisotropy_level_arg.get_int();
|
||||
}
|
||||
|
||||
if (frame_profile_write_file.found())
|
||||
{
|
||||
Cmdline_profile_write_file = true;
|
||||
@@ -2144,6 +2153,11 @@ bool SetCmdlineParams()
|
||||
Cmdline_deprecated_brief_lighting = 1;
|
||||
}
|
||||
|
||||
if (deprecated_missile_lighting_arg.found())
|
||||
{
|
||||
Cmdline_deprecated_missile_lighting = true;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
@@ -62,7 +62,6 @@ extern float static_point_factor;
|
||||
extern float static_tube_factor;
|
||||
extern int Cmdline_ambient_factor;
|
||||
extern int Cmdline_env;
|
||||
extern int Cmdline_missile_lighting;
|
||||
extern int Cmdline_glow;
|
||||
extern int Cmdline_nomotiondebris;
|
||||
extern int Cmdline_noscalevid; // disables fit-to-window for movies - taylor
|
||||
@@ -77,10 +76,10 @@ extern bool Cmdline_fxaa;
|
||||
extern int Cmdline_fxaa_preset;
|
||||
extern bool Cmdline_fb_explosions;
|
||||
extern bool Cmdline_fb_thrusters;
|
||||
extern bool Cmdline_no_batching;
|
||||
extern int Cmdline_shadow_quality;
|
||||
extern int Cmdline_no_deferred_lighting;
|
||||
extern int Cmdline_no_emissive;
|
||||
extern int Cmdline_aniso_level;
|
||||
|
||||
// Game Speed related
|
||||
extern int Cmdline_cache_bitmaps;
|
||||
@@ -136,6 +135,7 @@ extern bool Cmdline_no_geo_sdr_effects;
|
||||
extern bool Cmdline_set_cpu_affinity;
|
||||
extern bool Cmdline_nograb;
|
||||
extern bool Cmdline_noshadercache;
|
||||
extern bool Cmdline_no_bindless_textures;
|
||||
#ifdef WIN32
|
||||
extern bool Cmdline_alternate_registry_path;
|
||||
#endif
|
||||
@@ -145,6 +145,7 @@ extern char *Cmdline_start_mission;
|
||||
extern int Cmdline_old_collision_sys;
|
||||
extern int Cmdline_dis_collisions;
|
||||
extern int Cmdline_dis_weapons;
|
||||
extern bool Cmdline_output_sexp_info;
|
||||
extern int Cmdline_noparseerrors;
|
||||
extern int Cmdline_extra_warn;
|
||||
extern int Cmdline_bmpman_usage;
|
||||
|
||||
@@ -184,11 +184,13 @@ std::unique_ptr<DecoderStatus> initializeStatus(std::unique_ptr<InputStream>& st
|
||||
for (uint32_t i = 0; i < ctx->nb_streams; ++i) {
|
||||
auto test_stream = ctx->streams[i];
|
||||
|
||||
#if LIBAVCODEC_VERSION_INT > AV_VERSION_INT(57, 24, 255)
|
||||
auto& pars = test_stream->codecpar;
|
||||
|
||||
if (!(pars->codec_type == AVMEDIA_TYPE_SUBTITLE)) {
|
||||
continue;
|
||||
}
|
||||
#endif
|
||||
AVDictionaryEntry* tag = nullptr;
|
||||
if ((tag = av_dict_get(test_stream->metadata, "language", nullptr, 0)) == nullptr) {
|
||||
continue;
|
||||
|
||||
@@ -0,0 +1,541 @@
|
||||
#include <nebula/neb.h>
|
||||
#include <utility>
|
||||
#include "decals/decals.h"
|
||||
|
||||
#include "graphics/2d.h"
|
||||
#include "graphics/decal_draw_list.h"
|
||||
#include "graphics/util/uniform_structs.h"
|
||||
#include "parse/parselo.h"
|
||||
#include "tracing/tracing.h"
|
||||
#include "ship/ship.h"
|
||||
|
||||
namespace {
|
||||
|
||||
class DecalDefinition {
|
||||
SCP_string _name;
|
||||
|
||||
SCP_string _diffuseFilename;
|
||||
bool _loopDiffuse = true;
|
||||
|
||||
SCP_string _glowFilename;
|
||||
bool _loopGlow = true;
|
||||
|
||||
SCP_string _normalMapFilename;
|
||||
bool _loopNormal = true;
|
||||
|
||||
int _diffuseBitmap = -1;
|
||||
int _glowBitmap = -1;
|
||||
int _normalBitmap = -1;
|
||||
|
||||
public:
|
||||
explicit DecalDefinition(SCP_string name) : _name(std::move(name)) {
|
||||
}
|
||||
|
||||
~DecalDefinition() {
|
||||
if (_diffuseBitmap >= 0) {
|
||||
bm_release(_diffuseBitmap);
|
||||
}
|
||||
if (_glowBitmap >= 0) {
|
||||
bm_release(_glowBitmap);
|
||||
}
|
||||
if (_normalBitmap >= 0) {
|
||||
bm_release(_normalBitmap);
|
||||
}
|
||||
}
|
||||
|
||||
// Disallow copying
|
||||
DecalDefinition(const DecalDefinition&) = delete;
|
||||
DecalDefinition& operator=(const DecalDefinition&) = delete;
|
||||
|
||||
// Move constructor and operator
|
||||
DecalDefinition(DecalDefinition&& other) {
|
||||
*this = std::move(other); // Use operator implementation
|
||||
}
|
||||
DecalDefinition& operator=(DecalDefinition&& other) {
|
||||
std::swap(_name, other._name);
|
||||
|
||||
std::swap(_diffuseFilename, other._diffuseFilename);
|
||||
std::swap(_glowFilename, other._glowFilename);
|
||||
std::swap(_normalMapFilename, other._normalMapFilename);
|
||||
|
||||
std::swap(_diffuseBitmap, other._diffuseBitmap);
|
||||
std::swap(_glowBitmap, other._glowBitmap);
|
||||
std::swap(_normalBitmap, other._normalBitmap);
|
||||
|
||||
std::swap(_loopDiffuse, other._loopDiffuse);
|
||||
std::swap(_loopGlow, other._loopGlow);
|
||||
std::swap(_loopNormal, other._loopNormal);
|
||||
|
||||
return *this;
|
||||
}
|
||||
|
||||
void parse() {
|
||||
if (optional_string("+Diffuse:")) {
|
||||
stuff_string(_diffuseFilename, F_FILESPEC);
|
||||
|
||||
if (!bm_validate_filename(_diffuseFilename, true, true)) {
|
||||
error_display(0, "Animation '%s' is not valid!", _diffuseFilename.c_str());
|
||||
_diffuseFilename = "";
|
||||
}
|
||||
|
||||
if (optional_string("+Loop:")) {
|
||||
stuff_boolean(&_loopDiffuse);
|
||||
}
|
||||
}
|
||||
if (optional_string("+Glow:")) {
|
||||
stuff_string(_glowFilename, F_FILESPEC);
|
||||
|
||||
if (!bm_validate_filename(_glowFilename, true, true)) {
|
||||
error_display(0, "Animation '%s' is not valid!", _glowFilename.c_str());
|
||||
_glowFilename = "";
|
||||
}
|
||||
|
||||
if (optional_string("+Loop:")) {
|
||||
stuff_boolean(&_loopGlow);
|
||||
}
|
||||
}
|
||||
if (optional_string("+Normal:")) {
|
||||
stuff_string(_normalMapFilename, F_FILESPEC);
|
||||
|
||||
if (!bm_validate_filename(_normalMapFilename, true, true)) {
|
||||
error_display(0, "Animation '%s' is not valid!", _normalMapFilename.c_str());
|
||||
_normalMapFilename = "";
|
||||
}
|
||||
|
||||
if (optional_string("+Loop:")) {
|
||||
stuff_boolean(&_loopNormal);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void loadBitmaps() {
|
||||
if (_diffuseBitmap == -1 && VALID_FNAME(_diffuseFilename)) {
|
||||
_diffuseBitmap = bm_load_either(_diffuseFilename.c_str());
|
||||
if (_diffuseBitmap == -1) {
|
||||
Warning(LOCATION,
|
||||
"Bitmap '%s' failed to load for decal definition %s!",
|
||||
_diffuseFilename.c_str(),
|
||||
_name.c_str());
|
||||
}
|
||||
}
|
||||
if (_glowBitmap == -1 && VALID_FNAME(_glowFilename)) {
|
||||
_glowBitmap = bm_load_either(_glowFilename.c_str());
|
||||
if (_glowBitmap == -1) {
|
||||
Warning(LOCATION,
|
||||
"Bitmap '%s' failed to load for decal definition %s!",
|
||||
_glowFilename.c_str(),
|
||||
_name.c_str());
|
||||
}
|
||||
}
|
||||
if (_normalBitmap == -1 && VALID_FNAME(_normalMapFilename)) {
|
||||
_normalBitmap = bm_load_either(_normalMapFilename.c_str());
|
||||
if (_normalBitmap == -1) {
|
||||
Warning(LOCATION,
|
||||
"Bitmap '%s' failed to load for decal definition %s!",
|
||||
_normalMapFilename.c_str(),
|
||||
_name.c_str());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void pageIn() {
|
||||
if (_diffuseBitmap >= 0) {
|
||||
bm_page_in_texture(_diffuseBitmap);
|
||||
}
|
||||
if (_glowBitmap >= 0) {
|
||||
bm_page_in_texture(_glowBitmap);
|
||||
}
|
||||
if (_normalBitmap >= 0) {
|
||||
bm_page_in_texture(_normalBitmap);
|
||||
}
|
||||
}
|
||||
|
||||
bool bitmapsLoaded() {
|
||||
// Since both bitmap types are optional we need to check if either is loaded to determine if any bitmap is loaded
|
||||
return _diffuseBitmap >= 0 || _glowBitmap >= 0 || _normalBitmap >= 0;
|
||||
}
|
||||
|
||||
const SCP_string& getName() const {
|
||||
return _name;
|
||||
}
|
||||
int getDiffuseBitmap() const {
|
||||
return _diffuseBitmap;
|
||||
}
|
||||
int getGlowBitmap() const {
|
||||
return _glowBitmap;
|
||||
}
|
||||
int getNormalBitmap() const {
|
||||
return _normalBitmap;
|
||||
}
|
||||
bool isDiffuseLooping() const {
|
||||
return _loopDiffuse;
|
||||
}
|
||||
bool isGlowLooping() const {
|
||||
return _loopGlow;
|
||||
}
|
||||
bool isNormalLooping() const {
|
||||
return _loopNormal;
|
||||
}
|
||||
};
|
||||
|
||||
SCP_vector<DecalDefinition> decalDefinitions;
|
||||
|
||||
// Variable to indicate if the system is able to work correctly on the current system
|
||||
bool decal_system_active = true;
|
||||
|
||||
void parse_decals_table(const char* filename) {
|
||||
try {
|
||||
read_file_text(filename, CF_TYPE_TABLES);
|
||||
reset_parse();
|
||||
|
||||
required_string("#Decals");
|
||||
|
||||
while (optional_string("$Decal:")) {
|
||||
SCP_string name;
|
||||
stuff_string(name, F_NAME);
|
||||
|
||||
DecalDefinition def(name);
|
||||
def.parse();
|
||||
|
||||
decalDefinitions.push_back(std::move(def));
|
||||
}
|
||||
|
||||
required_string("#End");
|
||||
} catch (const parse::ParseException& e) {
|
||||
mprintf(("TABLES: Unable to parse '%s'! Error message = %s.\n", filename, e.what()));
|
||||
return;
|
||||
}
|
||||
|
||||
if (!gr_is_capable(CAPABILITY_DEFERRED_LIGHTING)) {
|
||||
// we need deferred lighting
|
||||
decal_system_active = false;
|
||||
mprintf(("Note: Decal system has been disabled due to lack of deferred lighting.\n"));
|
||||
}
|
||||
if (!gr_is_capable(CAPABILITY_NORMAL_MAP)) {
|
||||
// We need normal mapping for the full feature range
|
||||
decal_system_active = false;
|
||||
mprintf(("Note: Decal system has been disabled due to lack of normal mapping.\n"));
|
||||
}
|
||||
if (!gr_is_capable(CAPABILITY_SEPARATE_BLEND_FUNCTIONS)) {
|
||||
// WWe need separate blending functions for different color buffers
|
||||
decal_system_active = false;
|
||||
mprintf(("Note: Decal system has been disabled due to lack of separate color buffer blend functions.\n"));
|
||||
}
|
||||
}
|
||||
|
||||
struct Decal {
|
||||
int definition_handle = -1;
|
||||
object_h object;
|
||||
int submodel = -1;
|
||||
|
||||
float creation_time = -1.0f; //!< The mission time at which this decal was created
|
||||
float lifetime = -1.0f; //!< The time this decal is active. When negative it never expires
|
||||
|
||||
vec3d position = vmd_zero_vector;
|
||||
vec3d scale;
|
||||
matrix orientation = vmd_identity_matrix;
|
||||
|
||||
Decal() {
|
||||
vm_vec_make(&scale, 1.f, 1.f, 1.f);
|
||||
}
|
||||
|
||||
bool isValid() {
|
||||
if (!object.IsValid()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (lifetime > 0.0f) {
|
||||
if (f2fl(Missiontime) >= creation_time + lifetime) {
|
||||
// Decal has expired
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
auto objp = object.objp;
|
||||
if (objp->type == OBJ_SHIP) {
|
||||
auto shipp = &Ships[objp->instance];
|
||||
auto model_instance = model_get_instance(shipp->model_instance_num);
|
||||
|
||||
Assertion(submodel >= 0 && submodel < model_get(object_get_model(objp))->n_models,
|
||||
"Invalid submodel number detected!");
|
||||
auto smi = &model_instance->submodel[submodel];
|
||||
|
||||
if (smi->blown_off) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
};
|
||||
|
||||
SCP_vector<Decal> active_decals;
|
||||
|
||||
bool required_string_if_new(const char* token, bool new_entry) {
|
||||
if (!new_entry) {
|
||||
return optional_string(token) == 1;
|
||||
}
|
||||
|
||||
required_string(token);
|
||||
return true;
|
||||
}
|
||||
|
||||
float clamp(float x, float min, float max) {
|
||||
return std::min(std::max(x, min), max);
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Produces a smoothstep value as specified by the GLSL specification
|
||||
* @param edge0
|
||||
* @param edge1
|
||||
* @param x
|
||||
* @return
|
||||
*/
|
||||
float smoothstep(float edge0, float edge1, float x) {
|
||||
auto t = clamp((x - edge0) / (edge1 - edge0), 0.0f, 1.0f);
|
||||
return t * t * (3.0f - 2.0f * t);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
namespace decals {
|
||||
|
||||
void initialize() {
|
||||
decalDefinitions.clear();
|
||||
graphics::decal_draw_list::globalInit();
|
||||
|
||||
parse_modular_table(NOX("*-dcl.tbm"), parse_decals_table);
|
||||
}
|
||||
void shutdown() {
|
||||
graphics::decal_draw_list::globalShutdown();
|
||||
|
||||
// Free allocated resources
|
||||
decalDefinitions.clear();
|
||||
}
|
||||
|
||||
int getDecalConfig(const SCP_string& name) {
|
||||
int index = 0;
|
||||
for (auto& def : decalDefinitions) {
|
||||
if (!stricmp(def.getName().c_str(), name.c_str())) {
|
||||
return index;
|
||||
}
|
||||
++index;
|
||||
}
|
||||
|
||||
return -1;
|
||||
}
|
||||
|
||||
void parseDecalReference(creation_info& dest_info, bool is_new_entry) {
|
||||
SCP_string name;
|
||||
stuff_string(name, F_NAME);
|
||||
|
||||
auto decalRef = getDecalConfig(name);
|
||||
|
||||
if (decalRef < 0) {
|
||||
error_display(0, "Decal definition '%s' is unknown!", name.c_str());
|
||||
}
|
||||
dest_info.definition_handle = decalRef;
|
||||
|
||||
if (required_string_if_new("+Radius:", is_new_entry)) {
|
||||
stuff_float(&dest_info.radius);
|
||||
|
||||
if (dest_info.radius <= 0.0f) {
|
||||
error_display(0, "Invalid radius of %f! Must be a positive number.", dest_info.radius);
|
||||
dest_info.radius = 1.0f;
|
||||
}
|
||||
}
|
||||
|
||||
if (required_string_if_new("+Lifetime:", is_new_entry)) {
|
||||
if (optional_string("Eternal")) {
|
||||
dest_info.lifetime = util::UniformFloatRange(-1.0f);
|
||||
} else {
|
||||
// Require at least a small lifetime so that the calculations don't have to deal with div-by-zero
|
||||
dest_info.lifetime = util::parseUniformRange(0.0001f);
|
||||
}
|
||||
}
|
||||
}
|
||||
void loadBitmaps(const creation_info& info) {
|
||||
if (!decal_system_active) {
|
||||
return;
|
||||
}
|
||||
// Silently ignore invalid definition handle since weapons use the default values if the decal option is not present
|
||||
if (info.definition_handle < 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
Assertion(info.definition_handle >= 0 && info.definition_handle < (int) decalDefinitions.size(),
|
||||
"Invalid decal handle detected!");
|
||||
|
||||
auto& def = decalDefinitions[info.definition_handle];
|
||||
|
||||
def.loadBitmaps();
|
||||
}
|
||||
void pageInDecal(const creation_info& info) {
|
||||
if (!decal_system_active) {
|
||||
return;
|
||||
}
|
||||
// Silently ignore invalid definition handle since weapons use the default values if the decal option is not present
|
||||
if (info.definition_handle < 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
Assertion(info.definition_handle >= 0 && info.definition_handle < (int) decalDefinitions.size(),
|
||||
"Invalid decal handle detected!");
|
||||
|
||||
decalDefinitions[info.definition_handle].pageIn();
|
||||
}
|
||||
|
||||
void initializeMission() {
|
||||
active_decals.clear();
|
||||
}
|
||||
|
||||
matrix4 getDecalTransform(Decal& decal) {
|
||||
Assertion(decal.object.objp->type == OBJ_SHIP, "Only ships are currently supported for decals!");
|
||||
|
||||
auto objp = decal.object.objp;
|
||||
auto ship = &Ships[objp->instance];
|
||||
|
||||
vec3d worldPos;
|
||||
model_instance_find_world_point(&worldPos,
|
||||
&decal.position,
|
||||
ship->model_instance_num,
|
||||
decal.submodel,
|
||||
&objp->orient,
|
||||
&objp->pos);
|
||||
|
||||
vec3d worldDir;
|
||||
model_instance_find_world_dir(&worldDir,
|
||||
&decal.orientation.vec.fvec,
|
||||
ship->model_instance_num,
|
||||
decal.submodel,
|
||||
&objp->orient);
|
||||
|
||||
vec3d worldUp;
|
||||
model_instance_find_world_dir(&worldUp,
|
||||
&decal.orientation.vec.fvec,
|
||||
ship->model_instance_num,
|
||||
decal.submodel,
|
||||
&objp->orient);
|
||||
|
||||
matrix worldOrient;
|
||||
vm_vector_2_matrix(&worldOrient, &worldDir, &worldUp);
|
||||
|
||||
// Apply scaling
|
||||
worldOrient.a2d[0][0] *= decal.scale.xyz.x;
|
||||
worldOrient.a2d[0][1] *= decal.scale.xyz.x;
|
||||
worldOrient.a2d[0][2] *= decal.scale.xyz.x;
|
||||
worldOrient.a2d[1][0] *= decal.scale.xyz.y;
|
||||
worldOrient.a2d[1][1] *= decal.scale.xyz.y;
|
||||
worldOrient.a2d[1][2] *= decal.scale.xyz.y;
|
||||
worldOrient.a2d[2][0] *= decal.scale.xyz.z;
|
||||
worldOrient.a2d[2][1] *= decal.scale.xyz.z;
|
||||
worldOrient.a2d[2][2] *= decal.scale.xyz.z;
|
||||
|
||||
matrix4 mat4;
|
||||
vm_matrix4_set_transform(&mat4, &worldOrient, &worldPos);
|
||||
|
||||
return mat4;
|
||||
}
|
||||
|
||||
void renderAll() {
|
||||
if (!decal_system_active) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Clear out any invalid decals
|
||||
for (auto iter = active_decals.begin(); iter != active_decals.end(); ++iter) {
|
||||
if (!iter->isValid()) {
|
||||
// if we're sitting on the very last element, popping-back will invalidate the iterator!
|
||||
if (iter + 1 == active_decals.end()) {
|
||||
active_decals.pop_back();
|
||||
break;
|
||||
}
|
||||
|
||||
*iter = active_decals.back();
|
||||
active_decals.pop_back();
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
if (active_decals.empty()) {
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
graphics::decal_draw_list draw_list;
|
||||
auto mission_time = f2fl(Missiontime);
|
||||
|
||||
for (auto& decal : active_decals) {
|
||||
int diffuse_bm = -1;
|
||||
int glow_bm = -1;
|
||||
int normal_bm = -1;
|
||||
|
||||
Assertion(decal.definition_handle >= 0 && decal.definition_handle < (int) decalDefinitions.size(),
|
||||
"Invalid decal handle detected!");
|
||||
auto& decalDef = decalDefinitions[decal.definition_handle];
|
||||
|
||||
auto decal_time = mission_time - decal.creation_time;
|
||||
auto progress = decal_time / decal.lifetime;
|
||||
|
||||
float alpha = 1.0f;
|
||||
if (progress > 0.8) {
|
||||
// Fade the decal out for the last 20% of its lifetime
|
||||
alpha = 1.0f - smoothstep(0.8f, 1.0f, progress);
|
||||
}
|
||||
|
||||
if (decalDef.getDiffuseBitmap() >= 0) {
|
||||
diffuse_bm = decalDef.getDiffuseBitmap()
|
||||
+ bm_get_anim_frame(decalDef.getDiffuseBitmap(), decal_time, 0.0f, decalDef.isDiffuseLooping());
|
||||
}
|
||||
|
||||
if (decalDef.getGlowBitmap() >= 0) {
|
||||
glow_bm = decalDef.getGlowBitmap()
|
||||
+ bm_get_anim_frame(decalDef.getGlowBitmap(), decal_time, 0.0f, decalDef.isGlowLooping());
|
||||
}
|
||||
|
||||
if (decalDef.getNormalBitmap() >= 0) {
|
||||
normal_bm = decalDef.getNormalBitmap()
|
||||
+ bm_get_anim_frame(decalDef.getNormalBitmap(), decal_time, 0.0f, decalDef.isNormalLooping());
|
||||
}
|
||||
|
||||
draw_list.add_decal(diffuse_bm, glow_bm, normal_bm, decal_time, getDecalTransform(decal), alpha);
|
||||
}
|
||||
|
||||
draw_list.render();
|
||||
}
|
||||
void
|
||||
addDecal(creation_info& info, object* host, int submodel, const vec3d& local_pos, const matrix& local_orient) {
|
||||
if (!decal_system_active) {
|
||||
return;
|
||||
}
|
||||
// Silently ignore invalid definition handle since weapons use the default values if the decal option is not present
|
||||
if (info.definition_handle < 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
Assertion(info.definition_handle >= 0 && info.definition_handle < (int) decalDefinitions.size(),
|
||||
"Invalid decal handle detected!");
|
||||
auto& def = decalDefinitions[info.definition_handle];
|
||||
|
||||
if (!def.bitmapsLoaded()) {
|
||||
// If this decal was never used before then the bitmaps are not loaded so we need to do that here.
|
||||
def.loadBitmaps();
|
||||
}
|
||||
|
||||
Decal newDecal;
|
||||
newDecal.definition_handle = info.definition_handle;
|
||||
newDecal.object = object_h(host);
|
||||
newDecal.submodel = submodel;
|
||||
newDecal.creation_time = f2fl(Missiontime);
|
||||
newDecal.lifetime = info.lifetime.next();
|
||||
|
||||
newDecal.position = local_pos;
|
||||
newDecal.orientation = local_orient;
|
||||
newDecal.scale.xyz.x = info.radius;
|
||||
newDecal.scale.xyz.y = info.radius;
|
||||
newDecal.scale.xyz.z = info.radius;
|
||||
|
||||
active_decals.push_back(newDecal);
|
||||
}
|
||||
|
||||
}
|
||||
@@ -0,0 +1,87 @@
|
||||
#pragma once
|
||||
|
||||
#include "globalincs/pstypes.h"
|
||||
|
||||
#include "object/object.h"
|
||||
|
||||
#include "utils/RandomRange.h"
|
||||
|
||||
namespace decals {
|
||||
|
||||
/**
|
||||
* @brief A reference to a decal definition
|
||||
*/
|
||||
typedef int DecalReference;
|
||||
|
||||
/**
|
||||
* @brief A structure containing all information for creating a decal
|
||||
*/
|
||||
struct creation_info {
|
||||
DecalReference definition_handle = -1;
|
||||
float radius = -1.0f;
|
||||
util::UniformFloatRange lifetime = ::util::UniformFloatRange(-1.0f);
|
||||
};
|
||||
|
||||
/**
|
||||
* @brief Initializes the global state of the decal system. Call once at game init.
|
||||
*/
|
||||
void initialize();
|
||||
|
||||
|
||||
/**
|
||||
* @brief Parses the information for a decal reference
|
||||
*
|
||||
* @details This function expects that the initial token has already been consumed by the parse system.
|
||||
*
|
||||
* @param dest_info The creation information struct to parse the information into
|
||||
* @param is_new_entry Set to @c false if the currently parsed object used +nocreate
|
||||
*/
|
||||
void parseDecalReference(creation_info& dest_info, bool is_new_entry = true);
|
||||
|
||||
/**
|
||||
* @brief Loads the bitmaps specified by the creation info into texture memory
|
||||
*
|
||||
* This should be called when the bitmaps of the object using this decal are loaded.
|
||||
*
|
||||
* @param info The creation information containing the decal definition handle
|
||||
*/
|
||||
void loadBitmaps(const creation_info& info);
|
||||
|
||||
/**
|
||||
* @brief Page in the bitmap data of the specified creation information. Needs to be called after loadBitmaps
|
||||
* @param info The information to page in
|
||||
*/
|
||||
void pageInDecal(const creation_info& info);
|
||||
|
||||
/**
|
||||
* @brief Shut down the decal system. Must be called from game_shutdown
|
||||
*/
|
||||
void shutdown();
|
||||
|
||||
/**
|
||||
* @brief Initialize the decal system for the mission. Must be called before every mission is started
|
||||
*/
|
||||
void initializeMission();
|
||||
|
||||
/**
|
||||
* @brief Renders all currently active decals and removes invalid decals from the active list.
|
||||
*/
|
||||
void renderAll();
|
||||
|
||||
/**
|
||||
* @brief Creates a new decal on the specified object at the specified location
|
||||
*
|
||||
* @param info The decal to create
|
||||
* @param host The object host on which to create this decal. Must be a ship.
|
||||
* @param submodel The submodel of the object model on which to create the decal.
|
||||
* @param local_pos The position in the frame of reference of the submodel at which the decal should be created.
|
||||
* @param local_orient The orientation of the decal in the frame of reference of the submodel. The forward vector of the
|
||||
* orientation should look along the direction
|
||||
*/
|
||||
void addDecal(creation_info& info,
|
||||
object* host,
|
||||
int submodel,
|
||||
const vec3d& local_pos,
|
||||
const matrix& local_orient);
|
||||
|
||||
}
|
||||
@@ -1,3 +0,0 @@
|
||||
#ControlConfigOverride
|
||||
#End
|
||||
|
||||
@@ -1,15 +1,18 @@
|
||||
|
||||
#include "gamma.sdr"
|
||||
|
||||
in vec4 fragTexCoord;
|
||||
in vec4 fragColor;
|
||||
out vec4 fragOut0;
|
||||
uniform sampler2DArray baseMap;
|
||||
uniform float intensity;
|
||||
#define SRGB_GAMMA 2.2
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 baseColor = texture(baseMap, fragTexCoord.xyz);
|
||||
|
||||
baseColor.rgb = pow(baseColor.rgb, vec3(SRGB_GAMMA));
|
||||
vec4 blendColor = vec4(pow(fragColor.rgb, vec3(SRGB_GAMMA)), fragColor.a);
|
||||
baseColor.rgb = srgb_to_linear(baseColor.rgb);
|
||||
vec4 blendColor = vec4(srgb_to_linear(fragColor.rgb), fragColor.a);
|
||||
|
||||
fragOut0 = baseColor * blendColor * intensity;
|
||||
}
|
||||
File renamed without changes.
File renamed without changes.
File renamed without changes.
File renamed without changes.
@@ -0,0 +1,180 @@
|
||||
|
||||
// NOTE: The technique and some of this code is based on this tutorial:
|
||||
// http://martindevans.me/game-development/2015/02/27/Drawing-Stuff-On-Other-Stuff-With-Deferred-Screenspace-Decals/
|
||||
|
||||
#include "lighting.sdr"
|
||||
#include "normals.sdr"
|
||||
#include "gamma.sdr"
|
||||
|
||||
out vec4 fragOut0; // Diffuse buffer
|
||||
out vec4 fragOut1; // Normal buffer
|
||||
out vec4 fragOut2; // Emissive buffer
|
||||
|
||||
uniform sampler2D gDepthBuffer;
|
||||
uniform sampler2D gNormalBuffer;
|
||||
|
||||
uniform sampler2DArray diffuseMap;
|
||||
uniform sampler2DArray glowMap;
|
||||
uniform sampler2DArray normalMap;
|
||||
|
||||
layout (std140) uniform decalGlobalData {
|
||||
mat4 viewMatrix;
|
||||
mat4 projMatrix;
|
||||
mat4 invViewMatrix;
|
||||
mat4 invProjMatrix;
|
||||
|
||||
vec3 ambientLight;
|
||||
|
||||
vec2 viewportSize;
|
||||
};
|
||||
layout (std140) uniform decalInfoData {
|
||||
mat4 model_matrix;
|
||||
mat4 inv_model_matrix;
|
||||
|
||||
vec3 decal_direction;
|
||||
float normal_angle_cutoff;
|
||||
|
||||
int diffuse_index;
|
||||
int glow_index;
|
||||
int normal_index;
|
||||
float angle_fade_start;
|
||||
|
||||
float alpha_scale;
|
||||
int diffuse_blend_mode;
|
||||
int glow_blend_mode;
|
||||
};
|
||||
|
||||
vec3 computeViewPosition(vec2 textureCoord) {
|
||||
vec4 clipSpaceLocation;
|
||||
vec2 normalizedCoord = textureCoord / viewportSize;
|
||||
|
||||
clipSpaceLocation.xy = normalizedCoord * 2.0f - 1.0f;
|
||||
clipSpaceLocation.z = texelFetch(gDepthBuffer, ivec2(textureCoord), 0).r * 2.0f - 1.0f;
|
||||
clipSpaceLocation.w = 1.0f;
|
||||
|
||||
vec4 homogenousLocation = invProjMatrix * clipSpaceLocation;
|
||||
|
||||
return homogenousLocation.xyz / homogenousLocation.w;
|
||||
}
|
||||
|
||||
vec3 getPixelNormal(vec3 frag_position, vec2 tex_coord, inout float alpha, out vec3 binormal, out vec3 tangent) {
|
||||
#ifdef USE_NORMAL_MAP
|
||||
// If we can then we just use the existing normal buffer
|
||||
vec3 normal = texelFetch(gNormalBuffer, ivec2(tex_coord), 0).xyz;
|
||||
|
||||
// If we use the normal map then we don't really need these values so we don't need to compute them here
|
||||
binormal = vec3(0.0);
|
||||
tangent = vec3(0.0);
|
||||
#else
|
||||
// Use some fancy screen-space derivates to determine the normal of the current pixel by looking at the surrounding pixels
|
||||
vec3 pos_dx = dFdx(frag_position);
|
||||
vec3 pos_dy = dFdy(frag_position);
|
||||
|
||||
vec3 normal = normalize(cross(pos_dx, pos_dy));
|
||||
|
||||
binormal = normalize(pos_dx);
|
||||
tangent = normalize(pos_dy);
|
||||
#endif
|
||||
|
||||
//Calculate angle between surface normal and decal direction
|
||||
float angle = acos(dot(normal, decal_direction));
|
||||
|
||||
if (angle > normal_angle_cutoff) {
|
||||
// The angle between surface normal and decal direction is too big
|
||||
discard;
|
||||
}
|
||||
|
||||
// Make a smooth alpha transition leading up to an edge
|
||||
alpha = alpha * (1 - smoothstep(angle_fade_start, normal_angle_cutoff, angle));
|
||||
|
||||
return normal;
|
||||
}
|
||||
|
||||
vec2 getDecalTexCoord(vec3 view_pos, inout float alpha) {
|
||||
vec4 object_pos = inv_model_matrix * invViewMatrix * vec4(view_pos, 1.0);
|
||||
|
||||
bvec3 invalidComponents = greaterThan(abs(object_pos.xyz), vec3(0.5));
|
||||
bvec4 nanComponents = isnan(object_pos); // nan can happen some times if we have an infinite depth value
|
||||
|
||||
if (any(invalidComponents) || any(nanComponents)) {
|
||||
// Fragment is out of the box
|
||||
discard;
|
||||
}
|
||||
|
||||
// Fade out the texture when it gets close to the top or bottom of the decal box
|
||||
alpha = alpha * (1.0 - smoothstep(0.4, 0.5, abs(object_pos.z)));
|
||||
|
||||
return object_pos.xy + 0.5;
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec3 frag_position = computeViewPosition(gl_FragCoord.xy);
|
||||
|
||||
float alpha = alpha_scale;
|
||||
vec2 tex_coord = getDecalTexCoord(frag_position, alpha);
|
||||
|
||||
vec3 binormal;
|
||||
vec3 tangent;
|
||||
vec3 normal = getPixelNormal(frag_position, gl_FragCoord.xy, alpha, binormal, tangent);
|
||||
|
||||
vec4 diffuse_out = vec4(0.0);
|
||||
vec4 emissive_out = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
vec3 normal_out = vec3(0.0);
|
||||
|
||||
if (diffuse_index >= 0) {
|
||||
// We have a valid diffuse map
|
||||
vec4 color = texture(diffuseMap, vec3(tex_coord, float(diffuse_index)));
|
||||
|
||||
color.rgb = srgb_to_linear(color.rgb);
|
||||
|
||||
if (diffuse_blend_mode == 0) {
|
||||
// Normal alpha blending
|
||||
diffuse_out = vec4(color.rgb, color.a * alpha);
|
||||
} else {
|
||||
// Additive blending
|
||||
diffuse_out = vec4(color.rgb * alpha, 1.0);
|
||||
}
|
||||
|
||||
// The main model shader applies ambient lighting by drawing the ambient part of the texture into the emissive
|
||||
// texture. We do the same here to make sure the decal material is applied correctly
|
||||
if (glow_blend_mode == 0) {
|
||||
// Normal alpha blending
|
||||
emissive_out = vec4(color.rgb * ambientLight, color.a * alpha);
|
||||
} else {
|
||||
// Additive blending
|
||||
emissive_out = vec4(alpha * color.rgb * ambientLight, 1.0);
|
||||
}
|
||||
}
|
||||
|
||||
if (glow_index >= 0) {
|
||||
// We have a valid diffuse map
|
||||
vec4 color = texture(glowMap, vec3(tex_coord, float(glow_index)));
|
||||
|
||||
color.rgb = srgb_to_linear(color.rgb) * GLOW_MAP_SRGB_MULTIPLIER;
|
||||
|
||||
color.rgb *= GLOW_MAP_INTENSITY;
|
||||
|
||||
if (glow_blend_mode == 0) {
|
||||
// Normal alpha blending
|
||||
emissive_out = vec4(color.rgb + emissive_out.rgb * emissive_out.a, color.a * alpha);
|
||||
} else {
|
||||
// Additive blending
|
||||
emissive_out.rgb += color.rgb * alpha;
|
||||
}
|
||||
}
|
||||
|
||||
if (normal_index >= 0) {
|
||||
vec3 decalNormal = unpackNormal(texture(normalMap, vec3(tex_coord, float(normal_index))).ag);
|
||||
|
||||
mat3 tangentToView;
|
||||
tangentToView[0] = tangent;
|
||||
tangentToView[1] = binormal;
|
||||
tangentToView[2] = normal;
|
||||
|
||||
normal_out = tangentToView * decalNormal * alpha;
|
||||
}
|
||||
|
||||
fragOut0 = diffuse_out;
|
||||
fragOut1 = vec4(normal_out, 0.0);
|
||||
fragOut2 = emissive_out;
|
||||
}
|
||||
@@ -0,0 +1,33 @@
|
||||
|
||||
in vec4 vertPosition;
|
||||
|
||||
layout (std140) uniform decalGlobalData {
|
||||
mat4 viewMatrix;
|
||||
mat4 projMatrix;
|
||||
mat4 invViewMatrix;
|
||||
mat4 invProjMatrix;
|
||||
|
||||
vec3 ambientLight;
|
||||
|
||||
vec2 viewportSize;
|
||||
};
|
||||
layout (std140) uniform decalInfoData {
|
||||
mat4 model_matrix;
|
||||
mat4 inv_model_matrix;
|
||||
|
||||
vec3 decal_direction;
|
||||
float normal_angle_cutoff;
|
||||
|
||||
int diffuse_index;
|
||||
int glow_index;
|
||||
int normal_index;
|
||||
float angle_fade_start;
|
||||
|
||||
float alpha_scale;
|
||||
int diffuse_blend_mode;
|
||||
int glow_blend_mode;
|
||||
};
|
||||
|
||||
void main() {
|
||||
gl_Position = projMatrix * viewMatrix * model_matrix * vertPosition;
|
||||
}
|
||||
+7
-3
@@ -1,6 +1,10 @@
|
||||
|
||||
#include "gamma.sdr"
|
||||
|
||||
in vec4 fragTexCoord;
|
||||
in vec4 fragColor;
|
||||
out vec4 fragOut0;
|
||||
|
||||
uniform sampler2DArray baseMap;
|
||||
uniform int baseMapIndex;
|
||||
uniform int alphaTexture;
|
||||
@@ -8,12 +12,12 @@ uniform int noTexturing;
|
||||
uniform int srgb;
|
||||
uniform float intensity;
|
||||
uniform float alphaThreshold;
|
||||
#define SRGB_GAMMA 2.2
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 baseColor = texture(baseMap, vec3(fragTexCoord.xy, float(baseMapIndex)));
|
||||
if(alphaThreshold > baseColor.a) discard;
|
||||
baseColor.rgb = (srgb == 1) ? pow(baseColor.rgb, vec3(SRGB_GAMMA)) : baseColor.rgb;
|
||||
vec4 blendColor = (srgb == 1) ? vec4(pow(fragColor.rgb, vec3(SRGB_GAMMA)), fragColor.a) : fragColor;
|
||||
baseColor.rgb = (srgb == 1) ? srgb_to_linear(baseColor.rgb) : baseColor.rgb;
|
||||
vec4 blendColor = (srgb == 1) ? vec4(srgb_to_linear(fragColor.rgb), fragColor.a) : fragColor;
|
||||
fragOut0 = mix(mix(baseColor * blendColor, vec4(blendColor.rgb, baseColor.r * blendColor.a), float(alphaTexture)), blendColor, float(noTexturing)) * intensity;
|
||||
}
|
||||
+3
-1
@@ -2,10 +2,12 @@ out vec4 fragOut0;
|
||||
out vec4 fragOut1;
|
||||
out vec4 fragOut2;
|
||||
out vec4 fragOut3;
|
||||
out vec4 fragOut4;
|
||||
void main()
|
||||
{
|
||||
fragOut0 = vec4(0.0, 0.0, 0.0, 1.0); // color
|
||||
fragOut1 = vec4(0.0, 0.0, -1000000.0, 1.0); // position
|
||||
fragOut2 = vec4(0.0, 0.0, 0.0, 1.0); // normal
|
||||
fragOut3 = vec4(0.0, 0.0, 0.0, 0.0); // specular
|
||||
}
|
||||
fragOut4 = vec4(0.0, 0.0, 0.0, 1.0); // emissive
|
||||
}
|
||||
File renamed without changes.
@@ -0,0 +1,138 @@
|
||||
|
||||
#include "lighting.sdr"
|
||||
|
||||
#include "shadows.sdr"
|
||||
|
||||
in vec3 beamVec;
|
||||
in vec3 lightPosition;
|
||||
out vec4 fragOut0;
|
||||
|
||||
uniform sampler2D ColorBuffer;
|
||||
uniform sampler2D NormalBuffer;
|
||||
uniform sampler2D PositionBuffer;
|
||||
uniform sampler2D SpecBuffer;
|
||||
uniform sampler2DArray shadow_map;
|
||||
|
||||
layout (std140) uniform globalDeferredData {
|
||||
mat4 shadow_mv_matrix;
|
||||
mat4 shadow_proj_matrix[4];
|
||||
|
||||
mat4 inv_view_matrix;
|
||||
|
||||
float veryneardist;
|
||||
float neardist;
|
||||
float middist;
|
||||
float fardist;
|
||||
|
||||
float specFactor;
|
||||
float invScreenWidth;
|
||||
float invScreenHeight;
|
||||
};
|
||||
|
||||
layout (std140) uniform lightData {
|
||||
vec3 diffuseLightColor;
|
||||
float coneAngle;
|
||||
|
||||
vec3 specLightColor;
|
||||
float coneInnerAngle;
|
||||
|
||||
vec3 coneDir;
|
||||
bool dualCone;
|
||||
|
||||
vec3 scale;
|
||||
float lightRadius;
|
||||
|
||||
vec3 lightDir;
|
||||
int lightType;
|
||||
|
||||
bool enable_shadows;
|
||||
};
|
||||
|
||||
void GetLightInfo(vec3 position, out vec3 lightDir, out float attenuation)
|
||||
{
|
||||
if (lightType == LT_DIRECTIONAL) {
|
||||
lightDir = normalize(lightPosition);
|
||||
attenuation = 1.0;
|
||||
} else {
|
||||
// Positional light source
|
||||
lightDir = lightPosition - position.xyz;
|
||||
float dist = length(lightDir);
|
||||
attenuation = 1.0 - clamp(dist / lightRadius, 0.0, 1.0);
|
||||
|
||||
if(dist > lightRadius && lightType != LT_TUBE) {
|
||||
discard;
|
||||
}
|
||||
|
||||
if (lightType == LT_TUBE) { // Tube light
|
||||
float beamLength = length(beamVec);
|
||||
vec3 beamDir = beamVec / beamLength;
|
||||
// Get nearest point on line
|
||||
float neardist = clamp(dot(lightDir, beamDir), 0.0, beamLength);
|
||||
// Move back from the endpoint of the beam along the beam by the distance we calculated
|
||||
vec3 nearest = lightPosition - beamDir * neardist;
|
||||
lightDir = nearest - position.xyz;
|
||||
dist = length(lightDir);
|
||||
if(dist > lightRadius) {
|
||||
discard;
|
||||
}
|
||||
} else if (lightType == LT_CONE) {
|
||||
float coneDot = dot(normalize(-lightDir), coneDir);
|
||||
if(dualCone) {
|
||||
if(abs(coneDot) < coneAngle) {
|
||||
discard;
|
||||
} else {
|
||||
attenuation *= smoothstep(coneAngle, coneInnerAngle, abs(coneDot));
|
||||
}
|
||||
} else {
|
||||
if (coneDot < coneAngle) {
|
||||
discard;
|
||||
} else {
|
||||
attenuation *= smoothstep(coneAngle, coneInnerAngle, coneDot);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
lightDir = normalize(lightDir);
|
||||
}
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 screenPos = gl_FragCoord.xy * vec2(invScreenWidth, invScreenHeight);
|
||||
vec3 position = texture(PositionBuffer, screenPos).xyz;
|
||||
|
||||
if(abs(dot(position, position)) < 0.1)
|
||||
discard;
|
||||
|
||||
vec3 color = texture(ColorBuffer, screenPos).rgb;
|
||||
vec4 normalData = texture(NormalBuffer, screenPos);
|
||||
vec4 specColor = texture(SpecBuffer, screenPos);
|
||||
// The vector in the normal buffer could be longer than the unit vector since decal rendering only adds to the normal buffer
|
||||
vec3 normal = normalize(normalData.xyz);
|
||||
float gloss = normalData.a;
|
||||
float fresnel = specColor.a;
|
||||
vec3 eyeDir = normalize(-position);
|
||||
|
||||
vec3 lightDir;
|
||||
float attenuation;
|
||||
|
||||
GetLightInfo(position, lightDir, attenuation);
|
||||
|
||||
if (enable_shadows) {
|
||||
vec4 fragShadowPos = shadow_mv_matrix * inv_view_matrix * vec4(position, 1.0);
|
||||
vec4 fragShadowUV[4];
|
||||
fragShadowUV[0] = transformToShadowMap(shadow_proj_matrix[0], 0, fragShadowPos);
|
||||
fragShadowUV[1] = transformToShadowMap(shadow_proj_matrix[1], 1, fragShadowPos);
|
||||
fragShadowUV[2] = transformToShadowMap(shadow_proj_matrix[2], 2, fragShadowPos);
|
||||
fragShadowUV[3] = transformToShadowMap(shadow_proj_matrix[3], 3, fragShadowPos);
|
||||
|
||||
attenuation *= getShadowValue(shadow_map, -position.z, fragShadowPos.z, fragShadowUV, fardist, middist,
|
||||
neardist, veryneardist);
|
||||
}
|
||||
|
||||
vec3 halfVec = normalize(lightDir + eyeDir);
|
||||
float NdotL = clamp(dot(normal, lightDir), 0.0, 1.0);
|
||||
vec4 fragmentColor = vec4(color * (diffuseLightColor * NdotL * attenuation), 1.0);
|
||||
fragmentColor.rgb += computeLighting(specColor.rgb, lightDir, normal.xyz, halfVec, eyeDir, gloss, fresnel, NdotL).rgb * specLightColor * attenuation;
|
||||
fragOut0 = max(fragmentColor, vec4(0.0));
|
||||
}
|
||||
@@ -0,0 +1,40 @@
|
||||
|
||||
#include "lighting.sdr"
|
||||
|
||||
in vec4 vertPosition;
|
||||
uniform mat4 modelViewMatrix;
|
||||
uniform mat4 projMatrix;
|
||||
|
||||
layout (std140) uniform lightData {
|
||||
vec3 diffuseLightColor;
|
||||
float coneAngle;
|
||||
|
||||
vec3 specLightColor;
|
||||
float coneInnerAngle;
|
||||
|
||||
vec3 coneDir;
|
||||
bool dualCone;
|
||||
|
||||
vec3 scale;
|
||||
float lightRadius;
|
||||
|
||||
vec3 lightDir;
|
||||
int lightType;
|
||||
|
||||
bool enable_shadows;
|
||||
};
|
||||
|
||||
out vec3 lightPosition;
|
||||
out vec3 beamVec;
|
||||
void main()
|
||||
{
|
||||
if (lightType == LT_DIRECTIONAL) {
|
||||
gl_Position = vec4(vertPosition.xyz, 1.0);
|
||||
lightPosition = lightDir;
|
||||
} else {
|
||||
gl_Position = projMatrix * modelViewMatrix * vec4(vertPosition.xyz * scale, 1.0);
|
||||
lightPosition = modelViewMatrix[3].xyz;
|
||||
if(lightType == LT_TUBE)
|
||||
beamVec = vec3(modelViewMatrix * vec4(0.0, 0.0, -scale.z, 0.0));
|
||||
}
|
||||
}
|
||||
File renamed without changes.
File renamed without changes.
+6
-3
@@ -1,3 +1,6 @@
|
||||
|
||||
#include "gamma.sdr"
|
||||
|
||||
uniform sampler2DArray baseMap;
|
||||
uniform sampler2D depthMap;
|
||||
uniform float window_width;
|
||||
@@ -12,12 +15,12 @@ in vec4 fragPosition;
|
||||
in vec4 fragTexCoord;
|
||||
in vec4 fragColor;
|
||||
out vec4 fragOut0;
|
||||
#define SRGB_GAMMA 2.2
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 fragmentColor = texture(baseMap, fragTexCoord.xyz);
|
||||
fragmentColor.rgb = mix(fragmentColor.rgb, pow(fragmentColor.rgb, vec3(SRGB_GAMMA)), float(srgb));
|
||||
fragmentColor *= mix(fragColor, vec4(pow(fragColor.rgb, vec3(SRGB_GAMMA)), fragColor.a), float(srgb));
|
||||
fragmentColor.rgb = mix(fragmentColor.rgb, srgb_to_linear(fragmentColor.rgb), float(srgb));
|
||||
fragmentColor *= mix(fragColor, vec4(srgb_to_linear(fragColor.rgb), fragColor.a), float(srgb));
|
||||
vec2 offset = vec2(fragRadius * abs(0.5 - fragTexCoord.x) * 2.0, fragRadius * abs(0.5 - fragTexCoord.y) * 2.0);
|
||||
float offset_len = length(offset);
|
||||
if ( offset_len > fragRadius ) {
|
||||
File renamed without changes.
File renamed without changes.
@@ -0,0 +1,34 @@
|
||||
|
||||
#include "gamma.sdr"
|
||||
|
||||
in vec4 fragTexCoord;
|
||||
out vec4 fragOut0;
|
||||
|
||||
uniform sampler2D tex;
|
||||
uniform sampler2D depth_tex;
|
||||
|
||||
uniform float fog_start;
|
||||
uniform float fog_scale;
|
||||
uniform vec3 fog_color;
|
||||
uniform float zNear;
|
||||
uniform float zFar;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 color_in = texture(tex, fragTexCoord.xy);
|
||||
|
||||
// If the scene is in fog then we change the color we operate on based on the depth of the pixel
|
||||
float depth_val = texture(depth_tex, fragTexCoord.xy).x;
|
||||
// Transform depth value from [-1, 1] to [0, 1]
|
||||
float depth_normalized = 2.0 * depth_val - 1.0;
|
||||
// Now we compute the depth value in projection space using the clipping plane information
|
||||
float view_depth = 2.0 * zNear * zFar / (zFar + zNear - depth_normalized * (zFar - zNear));
|
||||
|
||||
// This is the same formula that is also used by the main shader
|
||||
float fog_dist = isinf(view_depth) ? 1.0 : clamp((view_depth - fog_start) * 0.75 * fog_scale, 0.0, 1.0);
|
||||
|
||||
vec3 finalFogColor = srgb_to_linear(fog_color);
|
||||
|
||||
fragOut0.rgb = mix(color_in.rgb, finalFogColor, fog_dist);
|
||||
fragOut0.a = 1.0;
|
||||
}
|
||||
File renamed without changes.
File renamed without changes.
File renamed without changes.
@@ -0,0 +1,29 @@
|
||||
|
||||
const float SRGB_GAMMA = 2.2;
|
||||
const float SRGB_GAMMA_INVERSE = 1.0 / SRGB_GAMMA;
|
||||
|
||||
float srgb_to_linear(float val) {
|
||||
return pow(val, SRGB_GAMMA);
|
||||
}
|
||||
vec2 srgb_to_linear(vec2 val) {
|
||||
return pow(val, vec2(SRGB_GAMMA));
|
||||
}
|
||||
vec3 srgb_to_linear(vec3 val) {
|
||||
return pow(val, vec3(SRGB_GAMMA));
|
||||
}
|
||||
vec4 srgb_to_linear(vec4 val) {
|
||||
return pow(val, vec4(SRGB_GAMMA));
|
||||
}
|
||||
|
||||
float linear_to_srgb(float val) {
|
||||
return pow(val, SRGB_GAMMA_INVERSE);
|
||||
}
|
||||
vec2 linear_to_srgb(vec2 val) {
|
||||
return pow(val, vec2(SRGB_GAMMA_INVERSE));
|
||||
}
|
||||
vec3 linear_to_srgb(vec3 val) {
|
||||
return pow(val, vec3(SRGB_GAMMA_INVERSE));
|
||||
}
|
||||
vec4 linear_to_srgb(vec4 val) {
|
||||
return pow(val, vec4(SRGB_GAMMA_INVERSE));
|
||||
}
|
||||
@@ -0,0 +1,58 @@
|
||||
|
||||
const int LT_DIRECTIONAL = 0; // A light like a sun
|
||||
const int LT_POINT = 1; // A point light, like an explosion
|
||||
const int LT_TUBE = 2; // A tube light, like a fluorescent light
|
||||
const int LT_CONE = 3; // A cone light, like a flood light
|
||||
|
||||
const float SPEC_INTENSITY_POINT = 5.3 ;// Point light
|
||||
const float SPEC_INTENSITY_DIRECTIONAL = 3.0 ;// Directional light
|
||||
const float SPECULAR_FACTOR = 1.75;
|
||||
const float SPECULAR_ALPHA = 0.1;
|
||||
const float SPEC_FACTOR_NO_SPEC_MAP = 0.6;
|
||||
const float ENV_ALPHA_FACTOR = 0.3;
|
||||
const float GLOW_MAP_INTENSITY = 1.5;
|
||||
const float AMBIENT_LIGHT_BOOST = 1.0;
|
||||
const float GLOW_MAP_SRGB_MULTIPLIER = 3.0;
|
||||
|
||||
vec3 FresnelSchlick(vec3 specColor, vec3 light, vec3 halfVec)
|
||||
{
|
||||
return specColor + (vec3(1.0) - specColor) * pow(1.0 - clamp(dot(light, halfVec), 0.0, 1.0), 5.0);
|
||||
}
|
||||
|
||||
vec3 SpecularBlinnPhong(vec3 specColor, vec3 light, vec3 normal, vec3 halfVec, float specPower, float fresnel, float dotNL)
|
||||
{
|
||||
return mix(specColor, FresnelSchlick(specColor, light, halfVec), fresnel) * ((specPower + 2.0) / 8.0 ) * pow(clamp(dot(normal, halfVec), 0.0, 1.0), specPower) * dotNL;
|
||||
}
|
||||
|
||||
vec3 SpecularGGX(vec3 specColor, vec3 light, vec3 normal, vec3 halfVec, vec3 view, float gloss, float fresnelFactor, float dotNL)
|
||||
{
|
||||
float roughness = clamp(1.0f - gloss, 0.0f, 1.0f);
|
||||
float alpha = roughness * roughness;
|
||||
|
||||
float dotNH = clamp(dot(normal, halfVec), 0.0f, 1.0f);
|
||||
float dotNV = clamp(dot(normal, view), 0.0f, 1.0f);
|
||||
|
||||
float alphaSqr = alpha * alpha;
|
||||
float pi = 3.14159f;
|
||||
float denom = dotNH * dotNH * (alphaSqr - 1.0f) + 1.0f;
|
||||
float distribution = alphaSqr / (pi * denom * denom);
|
||||
|
||||
vec3 fresnel = mix(specColor, FresnelSchlick(specColor, light, halfVec), fresnelFactor);
|
||||
|
||||
float alphaPrime = roughness + 1.0f;
|
||||
float k = alphaPrime * alphaPrime / 8.0f;
|
||||
float g1vNL = 1.0f / (dotNL * (1.0f - k) + k);
|
||||
float g1vNV = 1.0f / (dotNV * (1.0f - k) + k);
|
||||
float visibility = g1vNL * g1vNV;
|
||||
|
||||
return distribution * fresnel * visibility * dotNL;
|
||||
}
|
||||
|
||||
vec3 computeLighting(vec3 specColor, vec3 light, vec3 normal, vec3 halfVec, vec3 view, float gloss, float fresnelFactor, float dotNL)
|
||||
{
|
||||
#ifdef FLAG_LIGHT_MODEL_BLINN_PHONG
|
||||
return SpecularBlinnPhong(specColor, light, normal, halfVec, 32, fresnelFactor, dotNL);
|
||||
#else
|
||||
return SpecularGGX(specColor, light, normal, halfVec, view, gloss, fresnelFactor, dotNL);
|
||||
#endif
|
||||
}
|
||||
File renamed without changes.
@@ -0,0 +1,512 @@
|
||||
|
||||
#ifdef FEATURE_BINDLESS_TEXTURES
|
||||
#extension GL_ARB_bindless_texture : require
|
||||
#endif
|
||||
|
||||
#include "shadows.sdr"
|
||||
#include "lighting.sdr"
|
||||
#include "gamma.sdr"
|
||||
|
||||
#define MAX_LIGHTS 8
|
||||
#define LT_DIRECTIONAL 0
|
||||
#define LT_POINT 1
|
||||
#define LT_TUBE 2
|
||||
struct model_light {
|
||||
vec4 position;
|
||||
|
||||
vec3 diffuse_color;
|
||||
int light_type;
|
||||
|
||||
vec3 spec_color;
|
||||
float attenuation;
|
||||
|
||||
vec3 direction;
|
||||
};
|
||||
|
||||
#ifdef FEATURE_BINDLESS_TEXTURES
|
||||
layout (std140) uniform modelData {
|
||||
mat4 modelViewMatrix;
|
||||
mat4 modelMatrix;
|
||||
mat4 viewMatrix;
|
||||
mat4 projMatrix;
|
||||
mat4 textureMatrix;
|
||||
mat4 shadow_mv_matrix;
|
||||
mat4 shadow_proj_matrix[4];
|
||||
mat4 envMatrix;
|
||||
|
||||
vec4 color;
|
||||
|
||||
model_light lights[MAX_LIGHTS];
|
||||
|
||||
float extrudeWidth;
|
||||
float fogStart;
|
||||
float fogScale;
|
||||
int buffer_matrix_offset;
|
||||
|
||||
vec4 clip_equation;
|
||||
|
||||
float thruster_scale;
|
||||
bool use_clip_plane;
|
||||
int n_lights;
|
||||
float defaultGloss;
|
||||
|
||||
vec3 ambientFactor;
|
||||
int desaturate;
|
||||
|
||||
vec3 diffuseFactor;
|
||||
int blend_alpha;
|
||||
|
||||
vec3 emissionFactor;
|
||||
bool overrideDiffuse;
|
||||
|
||||
vec3 diffuseClr;
|
||||
bool overrideGlow;
|
||||
|
||||
vec3 glowClr;
|
||||
bool overrideSpec;
|
||||
|
||||
vec3 specClr;
|
||||
bool alphaGloss;
|
||||
|
||||
bool gammaSpec;
|
||||
bool envGloss;
|
||||
bool alpha_spec;
|
||||
int effect_num;
|
||||
|
||||
vec4 fogColor;
|
||||
|
||||
vec3 base_color;
|
||||
float anim_timer;
|
||||
|
||||
vec3 stripe_color;
|
||||
float vpwidth;
|
||||
|
||||
float vpheight;
|
||||
bool team_glow_enabled;
|
||||
float znear;
|
||||
float zfar;
|
||||
|
||||
float veryneardist;
|
||||
float neardist;
|
||||
float middist;
|
||||
float fardist;
|
||||
|
||||
vec2 normalAlphaMinMax;
|
||||
int sBasemapIndex;
|
||||
int sGlowmapIndex;
|
||||
|
||||
int sSpecmapIndex;
|
||||
int sNormalmapIndex;
|
||||
int sAmbientmapIndex;
|
||||
int sMiscmapIndex;
|
||||
|
||||
sampler2DArray sBasemap;
|
||||
sampler2DArray sGlowmap;
|
||||
|
||||
sampler2DArray sSpecmap;
|
||||
samplerCube sEnvmap;
|
||||
|
||||
sampler2DArray sNormalmap;
|
||||
sampler2DArray sAmbientmap;
|
||||
|
||||
sampler2DArray sMiscmap;
|
||||
sampler2DArray sHeightmap;
|
||||
};
|
||||
#else
|
||||
layout (std140) uniform modelData {
|
||||
mat4 modelViewMatrix;
|
||||
mat4 modelMatrix;
|
||||
mat4 viewMatrix;
|
||||
mat4 projMatrix;
|
||||
mat4 textureMatrix;
|
||||
mat4 shadow_mv_matrix;
|
||||
mat4 shadow_proj_matrix[4];
|
||||
mat4 envMatrix;
|
||||
|
||||
vec4 color;
|
||||
|
||||
model_light lights[MAX_LIGHTS];
|
||||
|
||||
float extrudeWidth;
|
||||
float fogStart;
|
||||
float fogScale;
|
||||
int buffer_matrix_offset;
|
||||
|
||||
vec4 clip_equation;
|
||||
|
||||
float thruster_scale;
|
||||
bool use_clip_plane;
|
||||
int n_lights;
|
||||
float defaultGloss;
|
||||
|
||||
vec3 ambientFactor;
|
||||
int desaturate;
|
||||
|
||||
vec3 diffuseFactor;
|
||||
int blend_alpha;
|
||||
|
||||
vec3 emissionFactor;
|
||||
bool overrideDiffuse;
|
||||
|
||||
vec3 diffuseClr;
|
||||
bool overrideGlow;
|
||||
|
||||
vec3 glowClr;
|
||||
bool overrideSpec;
|
||||
|
||||
vec3 specClr;
|
||||
bool alphaGloss;
|
||||
|
||||
bool gammaSpec;
|
||||
bool envGloss;
|
||||
bool alpha_spec;
|
||||
int effect_num;
|
||||
|
||||
vec4 fogColor;
|
||||
|
||||
vec3 base_color;
|
||||
float anim_timer;
|
||||
|
||||
vec3 stripe_color;
|
||||
float vpwidth;
|
||||
|
||||
float vpheight;
|
||||
bool team_glow_enabled;
|
||||
float znear;
|
||||
float zfar;
|
||||
|
||||
float veryneardist;
|
||||
float neardist;
|
||||
float middist;
|
||||
float fardist;
|
||||
|
||||
vec2 normalAlphaMinMax;
|
||||
int sBasemapIndex;
|
||||
int sGlowmapIndex;
|
||||
|
||||
int sSpecmapIndex;
|
||||
int sNormalmapIndex;
|
||||
int sAmbientmapIndex;
|
||||
int sMiscmapIndex;
|
||||
};
|
||||
uniform sampler2DArray sBasemap;
|
||||
uniform sampler2DArray sGlowmap;
|
||||
uniform sampler2DArray sSpecmap;
|
||||
uniform samplerCube sEnvmap;
|
||||
uniform sampler2DArray sNormalmap;
|
||||
uniform sampler2DArray sAmbientmap;
|
||||
uniform sampler2DArray sMiscmap;
|
||||
#endif
|
||||
|
||||
uniform sampler2D sFramebuffer;
|
||||
uniform sampler2DArray shadow_map;
|
||||
|
||||
in VertexOutput {
|
||||
#ifdef FLAG_ENV_MAP
|
||||
vec3 envReflect;
|
||||
#endif
|
||||
#ifdef FLAG_NORMAL_MAP
|
||||
mat3 tangentMatrix;
|
||||
#endif
|
||||
#ifdef FLAG_FOG
|
||||
float fogDist;
|
||||
#endif
|
||||
#ifdef WORKAROUND_CLIPPING_PLANES
|
||||
#ifdef FLAG_TRANSFORM
|
||||
float notVisible;
|
||||
#endif
|
||||
#endif
|
||||
vec4 position;
|
||||
vec3 normal;
|
||||
vec4 texCoord;
|
||||
#ifdef FLAG_SHADOWS
|
||||
vec4 shadowUV[4];
|
||||
vec4 shadowPos;
|
||||
#endif
|
||||
} vertIn;
|
||||
|
||||
#ifdef FLAG_TEAMCOLOR
|
||||
vec2 teamMask = vec2(0.0, 0.0);
|
||||
#endif
|
||||
|
||||
out vec4 fragOut0;
|
||||
out vec4 fragOut1;
|
||||
out vec4 fragOut2;
|
||||
out vec4 fragOut3;
|
||||
out vec4 fragOut4;
|
||||
|
||||
vec3 FresnelLazarovEnv(vec3 specColor, vec3 view, vec3 normal, float gloss)
|
||||
{
|
||||
// Fresnel for environment lighting
|
||||
// Equation referenced from Dimitar Lazarov's presentation titled Physically Based Rendering in Call of Duty: Black Ops
|
||||
return specColor + (vec3(1.0) - specColor) * pow(1.0 - clamp(dot(view, normal), 0.0, 1.0), 5.0) / (4.0 - 3.0 * gloss);
|
||||
}
|
||||
|
||||
void GetLightInfo(int i, out vec3 lightDir, out float attenuation)
|
||||
{
|
||||
lightDir = normalize(lights[i].position.xyz);
|
||||
attenuation = 1.0;
|
||||
if (lights[i].light_type != LT_DIRECTIONAL) {
|
||||
// Positional light source
|
||||
float dist = distance(lights[i].position.xyz, vertIn.position.xyz);
|
||||
lightDir = (lights[i].position.xyz - vertIn.position.xyz);
|
||||
|
||||
if (lights[i].light_type == LT_TUBE) { // Tube light
|
||||
float beamlength = length(lights[i].direction);
|
||||
vec3 beamDir = normalize(lights[i].direction);
|
||||
// Get nearest point on line
|
||||
float neardist = dot(vertIn.position.xyz - lights[i].position.xyz, beamDir);
|
||||
// Move back from the endpoint of the beam along the beam by the distance we calculated
|
||||
vec3 nearest = lights[i].position.xyz - beamDir * abs(neardist);
|
||||
lightDir = nearest - vertIn.position.xyz;
|
||||
dist = length(lightDir);
|
||||
}
|
||||
|
||||
lightDir = normalize(lightDir);
|
||||
attenuation = 1.0 / (1.0 + lights[i].attenuation * dist);
|
||||
}
|
||||
}
|
||||
vec3 CalculateLighting(vec3 normal, vec3 diffuseMaterial, vec3 specularMaterial, float gloss, float fresnel, float shadow, float aoFactor)
|
||||
{
|
||||
vec3 eyeDir = vec3(normalize(-vertIn.position).xyz);
|
||||
vec3 lightAmbient = (emissionFactor + ambientFactor * ambientFactor) * aoFactor; // ambientFactor^2 due to legacy OpenGL compatibility behavior
|
||||
vec3 lightDiffuse = vec3(0.0, 0.0, 0.0);
|
||||
vec3 lightSpecular = vec3(0.0, 0.0, 0.0);
|
||||
#pragma optionNV unroll all
|
||||
for (int i = 0; i < n_lights; ++i) {
|
||||
if(i > 0) {
|
||||
shadow = 1.0;
|
||||
}
|
||||
|
||||
vec3 lightDir;
|
||||
float attenuation;
|
||||
// gather light params
|
||||
GetLightInfo(i, lightDir, attenuation);
|
||||
vec3 halfVec = normalize(lightDir + eyeDir);
|
||||
float NdotL = clamp(dot(normal, lightDir), 0.0f, 1.0f);
|
||||
// Ambient, Diffuse, and Specular
|
||||
lightDiffuse += (lights[i].diffuse_color.rgb * diffuseFactor * NdotL * attenuation) * shadow;
|
||||
lightSpecular += lights[i].spec_color * computeLighting(specularMaterial, lightDir, normal, halfVec, eyeDir, gloss, fresnel, NdotL) * attenuation * shadow;
|
||||
}
|
||||
return diffuseMaterial * (lightAmbient + lightDiffuse) + lightSpecular;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
#ifdef WORKAROUND_CLIPPING_PLANES
|
||||
#ifdef FLAG_TRANSFORM
|
||||
if(vertIn.notVisible >= 0.9) { discard; }
|
||||
#endif
|
||||
#endif
|
||||
#ifdef FLAG_SHADOW_MAP
|
||||
// need depth and depth squared for variance shadow maps
|
||||
fragOut0 = vec4(vertIn.position.z, vertIn.position.z * vertIn.position.z * VARIANCE_SHADOW_SCALE_INV, 0.0, 1.0);
|
||||
if (true) {
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
vec3 eyeDir = vec3(normalize(-vertIn.position).xyz);
|
||||
vec2 texCoord = vertIn.texCoord.xy;
|
||||
vec4 baseColor = color;
|
||||
vec4 specColor = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
vec4 emissiveColor = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
float fresnelFactor = 0.0;
|
||||
float glossData = 0.6;
|
||||
#ifdef FLAG_LIGHT
|
||||
glossData = defaultGloss;
|
||||
#endif
|
||||
vec2 aoFactors = vec2(1.0, 1.0);
|
||||
#ifdef FLAG_AMBIENT_MAP
|
||||
// red channel is ambient occlusion factor which only affects ambient lighting.
|
||||
// green is cavity occlusion factor which only affects diffuse and specular lighting.
|
||||
aoFactors = texture(sAmbientmap, vec3(texCoord, float(sAmbientmapIndex))).xy;
|
||||
#endif
|
||||
vec3 unitNormal = normalize(vertIn.normal);
|
||||
vec3 normal = unitNormal;
|
||||
#ifdef FLAG_NORMAL_MAP
|
||||
// Normal map - convert from DXT5nm
|
||||
vec2 normalSample;
|
||||
normal.rg = normalSample = (texture(sNormalmap, vec3(texCoord, float(sNormalmapIndex))).ag * 2.0) - 1.0;
|
||||
normal.b = clamp(sqrt(1.0 - dot(normal.rg, normal.rg)), 0.0001, 1.0);
|
||||
normal = vertIn.tangentMatrix * normal;
|
||||
float norm = length(normal);
|
||||
// prevent breaking of normal maps
|
||||
if (norm > 0.0)
|
||||
normal /= norm;
|
||||
else
|
||||
normal = unitNormal;
|
||||
#endif
|
||||
|
||||
#ifdef FLAG_ANIMATED
|
||||
vec2 distort = vec2(cos(vertIn.position.x*vertIn.position.w*0.005+anim_timer*20.0)*sin(vertIn.position.y*vertIn.position.w*0.005),sin(vertIn.position.x*vertIn.position.w*0.005+anim_timer*20.0)*cos(vertIn.position.y*vertIn.position.w*0.005))*0.03;
|
||||
#endif
|
||||
|
||||
#ifdef FLAG_DIFFUSE_MAP
|
||||
vec2 diffuseTexCoord = texCoord;
|
||||
#ifdef FLAG_ANIMATED
|
||||
if (effect_num == 2) {
|
||||
diffuseTexCoord = texCoord + distort*(1.0-anim_timer);
|
||||
}
|
||||
#endif
|
||||
baseColor = texture(sBasemap, vec3(diffuseTexCoord, float(sBasemapIndex)));
|
||||
if ( blend_alpha == 0 && baseColor.a < 0.95 ) discard; // if alpha blending is not on, discard transparent pixels
|
||||
// premultiply alpha if blend_alpha is 1. assume that our blend function is srcColor + (1-Alpha)*destColor.
|
||||
// if blend_alpha is 2, assume blend func is additive and don't modify color
|
||||
if(blend_alpha == 1) baseColor.rgb = baseColor.rgb * baseColor.a;
|
||||
if(overrideDiffuse) baseColor.rgb = diffuseClr;
|
||||
#endif
|
||||
specColor = vec4(baseColor.rgb * SPEC_FACTOR_NO_SPEC_MAP, glossData);
|
||||
#ifdef FLAG_HDR
|
||||
baseColor.rgb = srgb_to_linear(baseColor.rgb);
|
||||
#endif
|
||||
#ifdef FLAG_SPEC_MAP
|
||||
specColor = texture(sSpecmap, vec3(texCoord, float(sSpecmapIndex)));
|
||||
if(alphaGloss) glossData = specColor.a;
|
||||
if(overrideSpec) {
|
||||
specColor.rgb = specClr;
|
||||
fresnelFactor = 1.0;
|
||||
}
|
||||
if(gammaSpec) {
|
||||
specColor.rgb = max(specColor.rgb, vec3(0.03f)); // hardcoded minimum specular value. read John Hable's blog post titled 'Everything Is Shiny'.
|
||||
#ifdef FLAG_HDR
|
||||
specColor.rgb = srgb_to_linear(specColor.rgb);
|
||||
#endif
|
||||
fresnelFactor = 1.0;
|
||||
}
|
||||
#endif
|
||||
baseColor.rgb *= aoFactors.y;
|
||||
specColor.rgb *= aoFactors.y;
|
||||
#ifdef FLAG_MISC_MAP
|
||||
#ifdef FLAG_TEAMCOLOR
|
||||
vec4 teamMask = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
teamMask = texture(sMiscmap, vec3(texCoord, float(sMiscmapIndex)));
|
||||
//For team colors applied to a diffuse or spec map, we assume that the base color of the diffuse
|
||||
//at this point is vec3(0.5). To get accurate results, we subtract 0.5 from the team colors
|
||||
vec3 team_color = ((base_color - vec3(0.5)) * teamMask.x) + ((stripe_color - vec3(0.5)) * teamMask.y);
|
||||
vec3 team_color_glow = (base_color * teamMask.b) + (stripe_color * teamMask.a);
|
||||
|
||||
#ifdef FLAG_HDR
|
||||
team_color = srgb_to_linear(team_color);
|
||||
team_color_glow = srgb_to_linear(team_color_glow) * GLOW_MAP_SRGB_MULTIPLIER;
|
||||
#endif
|
||||
|
||||
baseColor.rgb += team_color;
|
||||
baseColor.rgb = max(baseColor.rgb, vec3(0.0)); // We need to make sure that nothing here ever goes negative
|
||||
specColor.rgb += team_color;
|
||||
specColor.rgb = max(specColor.rgb, vec3(0.03));
|
||||
#endif
|
||||
#endif
|
||||
// Lights aren't applied when we are rendering to the G-buffers since that gets handled later
|
||||
#ifdef FLAG_DEFERRED
|
||||
#ifdef FLAG_LIGHT
|
||||
// Ambient lighting still needs to be done since that counts as an "emissive" color
|
||||
vec3 lightAmbient = (emissionFactor + ambientFactor * ambientFactor) * aoFactors.x; // ambientFactor^2 due to legacy OpenGL compatibility behavior
|
||||
emissiveColor.rgb += baseColor.rgb * lightAmbient;
|
||||
#else
|
||||
#ifdef FLAG_SPEC_MAP
|
||||
baseColor.rgb += pow(1.0 - clamp(dot(eyeDir, normal), 0.0, 1.0), 5.0 * clamp(glossData, 0.01, 1.0)) * specColor.rgb;
|
||||
#endif
|
||||
// If there is no lighting then we copy the color data so far into the
|
||||
emissiveColor.rgb += baseColor.rgb;
|
||||
#endif
|
||||
#else
|
||||
#ifdef FLAG_LIGHT
|
||||
float shadow = 1.0;
|
||||
#ifdef FLAG_SHADOWS
|
||||
shadow = getShadowValue(shadow_map, -vertIn.position.z, vertIn.shadowPos.z, vertIn.shadowUV, fardist, middist, neardist, veryneardist);
|
||||
#endif
|
||||
baseColor.rgb = CalculateLighting(normal, baseColor.rgb, specColor.rgb, glossData, fresnelFactor, shadow, aoFactors.x);
|
||||
#else
|
||||
#ifdef FLAG_SPEC_MAP
|
||||
baseColor.rgb += pow(1.0 - clamp(dot(eyeDir, normal), 0.0, 1.0), 5.0 * clamp(glossData, 0.01, 1.0)) * specColor.rgb;
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
#ifdef FLAG_ENV_MAP
|
||||
vec3 envReflectNM = vertIn.envReflect;
|
||||
#ifdef FLAG_NORMAL_MAP
|
||||
envReflectNM += vec3(normalSample, 0.0);
|
||||
envReflectNM = normalize(envReflectNM);
|
||||
#endif
|
||||
float mip = (envGloss) ? (1.0 - glossData) * 7.0 : 0.0;
|
||||
vec4 envColour = textureLod(sEnvmap, envReflectNM, mip);
|
||||
#ifdef FLAG_HDR
|
||||
envColour.rgb = srgb_to_linear(envColour.rgb);
|
||||
#endif
|
||||
envColour.rgb *= (envGloss) ? 1.0 : specColor.a;
|
||||
emissiveColor.rgb += envColour.rgb * FresnelLazarovEnv(specColor.rgb, eyeDir, normal, glossData);
|
||||
#endif
|
||||
#ifdef FLAG_GLOW_MAP
|
||||
vec3 glowColor = texture(sGlowmap, vec3(texCoord, float(sGlowmapIndex))).rgb;
|
||||
if(overrideGlow) glowColor = glowClr;
|
||||
#ifdef FLAG_HDR
|
||||
glowColor = srgb_to_linear(glowColor) * GLOW_MAP_SRGB_MULTIPLIER;
|
||||
#endif
|
||||
#ifdef FLAG_MISC_MAP
|
||||
#ifdef FLAG_TEAMCOLOR
|
||||
float glowColorLuminance = dot(glowColor, vec3(0.299, 0.587, 0.114));
|
||||
glowColor = team_glow_enabled ? mix(max(team_color_glow, vec3(0.0)), glowColor, clamp(glowColorLuminance - teamMask.b - teamMask.a, 0.0, 1.0)) : glowColor;
|
||||
#endif
|
||||
#endif
|
||||
emissiveColor.rgb += glowColor * GLOW_MAP_INTENSITY;
|
||||
#endif
|
||||
|
||||
#ifdef FLAG_FOG
|
||||
vec3 finalFogColor = fogColor.rgb;
|
||||
#ifdef FLAG_HDR
|
||||
finalFogColor = srgb_to_linear(finalFogColor);
|
||||
#endif
|
||||
#ifdef FLAG_DIFFUSE_MAP
|
||||
if(blend_alpha == 1) finalFogColor *= baseColor.a;
|
||||
#endif
|
||||
baseColor.rgb = mix(baseColor.rgb, finalFogColor, vertIn.fogDist);
|
||||
emissiveColor.rgb = mix(emissiveColor.rgb, finalFogColor, vertIn.fogDist);
|
||||
specColor.rgb *= vertIn.fogDist;
|
||||
#endif
|
||||
|
||||
#ifdef FLAG_DIFFUSE_MAP
|
||||
if(desaturate == 1) {
|
||||
baseColor.rgb = color.rgb * dot(vec3(1.0), baseColor.rgb) * 0.3333333;
|
||||
}
|
||||
#endif
|
||||
#ifdef FLAG_ANIMATED
|
||||
if (effect_num == 0) {
|
||||
float shinefactor = 1.0/(1.0 + pow(abs((fract(abs(texCoord.x))-anim_timer) * 1000.0), 2.0)) * 1000.0;
|
||||
emissiveColor.rgb += vec3(shinefactor);
|
||||
baseColor.a = baseColor.a * clamp(shinefactor * (fract(abs(texCoord.x))-anim_timer) * -10000.0,0.0,1.0);
|
||||
}
|
||||
if (effect_num == 1) {
|
||||
float shinefactor = 1.0/(1.0 + pow(abs(vertIn.position.y-anim_timer), 2.0));
|
||||
emissiveColor.rgb += vec3(shinefactor);
|
||||
#ifndef FLAG_LIGHT
|
||||
// ATI Wireframe fix *grumble*
|
||||
baseColor.a = clamp((vertIn.position.y-anim_timer) * 10000.0,0.0,1.0);
|
||||
#endif
|
||||
}
|
||||
if (effect_num == 2) {
|
||||
vec2 screenPos = gl_FragCoord.xy * vec2(vpwidth,vpheight);
|
||||
baseColor.a = baseColor.a;
|
||||
float cloak_interp = (sin(vertIn.position.x*vertIn.position.w*0.005+anim_timer*20.0)*sin(vertIn.position.y*vertIn.position.w*0.005)*0.5)-0.5;
|
||||
#ifdef FLAG_LIGHT
|
||||
baseColor.rgb = mix(texture(sFramebuffer, screenPos + distort*anim_timer + anim_timer*0.1*normal.xy).rgb,baseColor.rgb,clamp(cloak_interp+anim_timer*2.0,0.0,1.0));
|
||||
#else
|
||||
baseColor.rgb = mix(texture(sFramebuffer, screenPos + distort*anim_timer + anim_timer*0.1*vertIn.normal.xy).rgb,baseColor.rgb,clamp(cloak_interp+anim_timer*2.0,0.0,1.0));
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
#ifdef FLAG_NORMAL_ALPHA
|
||||
float normViewOffset = dot(vec3(0.0, 0.0, 1.0), normal);
|
||||
baseColor.a = smoothstep(min(normalAlphaMinMax.x, normalAlphaMinMax.y), max(normalAlphaMinMax.x, normalAlphaMinMax.y), clamp(normalAlphaMinMax.x > normalAlphaMinMax.y ? normViewOffset : 1.0 - normViewOffset, 0.0, 1.0));
|
||||
#endif
|
||||
#ifndef FLAG_DEFERRED
|
||||
// emissive colors won't be added later when we are using forward rendering so we need to do that here
|
||||
baseColor.rgb += emissiveColor.rgb;
|
||||
#endif
|
||||
fragOut0 = baseColor;
|
||||
#ifdef FLAG_DEFERRED
|
||||
fragOut1 = vec4(vertIn.position.xyz, 1.0);
|
||||
fragOut2 = vec4(normal, glossData);
|
||||
fragOut3 = vec4(specColor.rgb, fresnelFactor);
|
||||
fragOut4 = emissiveColor;
|
||||
#endif
|
||||
}
|
||||
@@ -0,0 +1,296 @@
|
||||
#extension GL_ARB_gpu_shader5: enable
|
||||
|
||||
#ifdef FEATURE_BINDLESS_TEXTURES
|
||||
#extension GL_ARB_bindless_texture : require
|
||||
#endif
|
||||
|
||||
layout (triangles) in;
|
||||
layout (triangle_strip, max_vertices = 3) out;
|
||||
#ifdef GL_ARB_gpu_shader5
|
||||
layout(invocations = 4) in;
|
||||
#endif
|
||||
|
||||
#define MAX_LIGHTS 8
|
||||
struct model_light {
|
||||
vec4 position;
|
||||
|
||||
vec3 diffuse_color;
|
||||
int light_type;
|
||||
|
||||
vec3 spec_color;
|
||||
float attenuation;
|
||||
|
||||
vec3 direction;
|
||||
};
|
||||
|
||||
#ifdef FEATURE_BINDLESS_TEXTURES
|
||||
layout (std140) uniform modelData {
|
||||
mat4 modelViewMatrix;
|
||||
mat4 modelMatrix;
|
||||
mat4 viewMatrix;
|
||||
mat4 projMatrix;
|
||||
mat4 textureMatrix;
|
||||
mat4 shadow_mv_matrix;
|
||||
mat4 shadow_proj_matrix[4];
|
||||
mat4 envMatrix;
|
||||
|
||||
vec4 color;
|
||||
|
||||
model_light lights[MAX_LIGHTS];
|
||||
|
||||
float extrudeWidth;
|
||||
float fogStart;
|
||||
float fogScale;
|
||||
int buffer_matrix_offset;
|
||||
|
||||
vec4 clip_equation;
|
||||
|
||||
float thruster_scale;
|
||||
bool use_clip_plane;
|
||||
int n_lights;
|
||||
float defaultGloss;
|
||||
|
||||
vec3 ambientFactor;
|
||||
int desaturate;
|
||||
|
||||
vec3 diffuseFactor;
|
||||
int blend_alpha;
|
||||
|
||||
vec3 emissionFactor;
|
||||
bool overrideDiffuse;
|
||||
|
||||
vec3 diffuseClr;
|
||||
bool overrideGlow;
|
||||
|
||||
vec3 glowClr;
|
||||
bool overrideSpec;
|
||||
|
||||
vec3 specClr;
|
||||
bool alphaGloss;
|
||||
|
||||
bool gammaSpec;
|
||||
bool envGloss;
|
||||
bool alpha_spec;
|
||||
int effect_num;
|
||||
|
||||
vec4 fogColor;
|
||||
|
||||
vec3 base_color;
|
||||
float anim_timer;
|
||||
|
||||
vec3 stripe_color;
|
||||
float vpwidth;
|
||||
|
||||
float vpheight;
|
||||
bool team_glow_enabled;
|
||||
float znear;
|
||||
float zfar;
|
||||
|
||||
float veryneardist;
|
||||
float neardist;
|
||||
float middist;
|
||||
float fardist;
|
||||
|
||||
vec2 normalAlphaMinMax;
|
||||
int sBasemapIndex;
|
||||
int sGlowmapIndex;
|
||||
|
||||
int sSpecmapIndex;
|
||||
int sNormalmapIndex;
|
||||
int sAmbientmapIndex;
|
||||
int sMiscmapIndex;
|
||||
|
||||
sampler2DArray sBasemap;
|
||||
sampler2DArray sGlowmap;
|
||||
|
||||
sampler2DArray sSpecmap;
|
||||
samplerCube sEnvmap;
|
||||
|
||||
sampler2DArray sNormalmap;
|
||||
sampler2DArray sAmbientmap;
|
||||
|
||||
sampler2DArray sMiscmap;
|
||||
sampler2DArray sHeightmap;
|
||||
};
|
||||
#else
|
||||
layout (std140) uniform modelData {
|
||||
mat4 modelViewMatrix;
|
||||
mat4 modelMatrix;
|
||||
mat4 viewMatrix;
|
||||
mat4 projMatrix;
|
||||
mat4 textureMatrix;
|
||||
mat4 shadow_mv_matrix;
|
||||
mat4 shadow_proj_matrix[4];
|
||||
mat4 envMatrix;
|
||||
|
||||
vec4 color;
|
||||
|
||||
model_light lights[MAX_LIGHTS];
|
||||
|
||||
float extrudeWidth;
|
||||
float fogStart;
|
||||
float fogScale;
|
||||
int buffer_matrix_offset;
|
||||
|
||||
vec4 clip_equation;
|
||||
|
||||
float thruster_scale;
|
||||
bool use_clip_plane;
|
||||
int n_lights;
|
||||
float defaultGloss;
|
||||
|
||||
vec3 ambientFactor;
|
||||
int desaturate;
|
||||
|
||||
vec3 diffuseFactor;
|
||||
int blend_alpha;
|
||||
|
||||
vec3 emissionFactor;
|
||||
bool overrideDiffuse;
|
||||
|
||||
vec3 diffuseClr;
|
||||
bool overrideGlow;
|
||||
|
||||
vec3 glowClr;
|
||||
bool overrideSpec;
|
||||
|
||||
vec3 specClr;
|
||||
bool alphaGloss;
|
||||
|
||||
bool gammaSpec;
|
||||
bool envGloss;
|
||||
bool alpha_spec;
|
||||
int effect_num;
|
||||
|
||||
vec4 fogColor;
|
||||
|
||||
vec3 base_color;
|
||||
float anim_timer;
|
||||
|
||||
vec3 stripe_color;
|
||||
float vpwidth;
|
||||
|
||||
float vpheight;
|
||||
bool team_glow_enabled;
|
||||
float znear;
|
||||
float zfar;
|
||||
|
||||
float veryneardist;
|
||||
float neardist;
|
||||
float middist;
|
||||
float fardist;
|
||||
|
||||
vec2 normalAlphaMinMax;
|
||||
int sBasemapIndex;
|
||||
int sGlowmapIndex;
|
||||
|
||||
int sSpecmapIndex;
|
||||
int sNormalmapIndex;
|
||||
int sAmbientmapIndex;
|
||||
int sMiscmapIndex;
|
||||
};
|
||||
#endif
|
||||
|
||||
in VertexOutput {
|
||||
#ifdef FLAG_ENV_MAP
|
||||
vec3 envReflect;
|
||||
#endif
|
||||
#ifdef FLAG_NORMAL_MAP
|
||||
mat3 tangentMatrix;
|
||||
#endif
|
||||
#ifdef FLAG_FOG
|
||||
float fogDist;
|
||||
#endif
|
||||
#ifdef WORKAROUND_CLIPPING_PLANES
|
||||
#ifdef FLAG_TRANSFORM
|
||||
float notVisible;
|
||||
#endif
|
||||
#endif
|
||||
#ifdef FLAG_SHADOW_MAP
|
||||
#if !defined(GL_ARB_gpu_shader5)
|
||||
float instance;
|
||||
#endif
|
||||
#else
|
||||
vec4 position;
|
||||
#endif
|
||||
vec3 normal;
|
||||
vec4 texCoord;
|
||||
#ifdef FLAG_SHADOWS
|
||||
vec4 shadowUV[4];
|
||||
vec4 shadowPos;
|
||||
#endif
|
||||
} vertIn[];
|
||||
|
||||
out VertexOutput {
|
||||
#ifdef FLAG_ENV_MAP
|
||||
vec3 envReflect;
|
||||
#endif
|
||||
#ifdef FLAG_NORMAL_MAP
|
||||
mat3 tangentMatrix;
|
||||
#endif
|
||||
#ifdef FLAG_FOG
|
||||
float fogDist;
|
||||
#endif
|
||||
#ifdef WORKAROUND_CLIPPING_PLANES
|
||||
#ifdef FLAG_TRANSFORM
|
||||
float notVisible;
|
||||
#endif
|
||||
#endif
|
||||
vec4 position;
|
||||
vec3 normal;
|
||||
vec4 texCoord;
|
||||
#ifdef FLAG_SHADOWS
|
||||
vec4 shadowUV[4];
|
||||
vec4 shadowPos;
|
||||
#endif
|
||||
} vertOut;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
#ifdef GL_ARB_gpu_shader5
|
||||
int instanceID = gl_InvocationID;
|
||||
#else
|
||||
int instanceID = int(vertIn[0].instance);
|
||||
#endif
|
||||
for(int vert = 0; vert < gl_in.length(); vert++)
|
||||
{
|
||||
gl_Position = shadow_proj_matrix[instanceID] * gl_in[vert].gl_Position;
|
||||
if(gl_Position.z < -1.0)
|
||||
gl_Position.z = -1.0;
|
||||
vertOut.position = gl_in[vert].gl_Position;
|
||||
vertOut.normal = vertIn[vert].normal;
|
||||
vertOut.texCoord = vertIn[vert].texCoord;
|
||||
|
||||
gl_Layer = instanceID;
|
||||
#ifdef FLAG_ENV_MAP
|
||||
vertOut.envReflect = vertIn[vert].envReflect;
|
||||
#endif
|
||||
#ifdef FLAG_NORMAL_MAP
|
||||
vertOut.tangentMatrix = vertIn[vert].tangentMatrix;
|
||||
#endif
|
||||
#ifdef FLAG_FOG
|
||||
vertOut.fogDist = vertIn[vert].fogDist;
|
||||
#endif
|
||||
#ifdef FLAG_SHADOWS
|
||||
vertOut.shadowUV[0] = vertIn[vert].shadowUV[0];
|
||||
vertOut.shadowUV[1] = vertIn[vert].shadowUV[1];
|
||||
vertOut.shadowUV[2] = vertIn[vert].shadowUV[2];
|
||||
vertOut.shadowUV[3] = vertIn[vert].shadowUV[3];
|
||||
vertOut.shadowPos = vertIn[vert].shadowPos;
|
||||
#endif
|
||||
#ifdef WORKAROUND_CLIPPING_PLANES
|
||||
#ifdef FLAG_TRANSFORM
|
||||
vertOut.notVisible = vertIn[vert].notVisible;
|
||||
#endif
|
||||
#ifdef FLAG_CLIP
|
||||
gl_ClipDistance[0] = gl_in[vert].gl_ClipDistance[0];
|
||||
#endif
|
||||
#else
|
||||
#if defined(FLAG_CLIP) || defined(FLAG_TRANSFORM)
|
||||
gl_ClipDistance[0] = gl_in[vert].gl_ClipDistance[0];
|
||||
#endif
|
||||
#endif
|
||||
EmitVertex();
|
||||
}
|
||||
EndPrimitive();
|
||||
}
|
||||
@@ -1,4 +1,15 @@
|
||||
#extension GL_ARB_gpu_shader5: enable
|
||||
#ifdef FEATURE_BINDLESS_TEXTURES
|
||||
#extension GL_ARB_bindless_texture : require
|
||||
#endif
|
||||
|
||||
#include "shadows.sdr"
|
||||
|
||||
in vec4 vertPosition;
|
||||
in vec4 vertTexCoord;
|
||||
in vec3 vertNormal;
|
||||
in vec4 vertTangent;
|
||||
in float vertModelID;
|
||||
|
||||
#define MAX_LIGHTS 8
|
||||
|
||||
@@ -14,6 +25,96 @@ struct model_light {
|
||||
vec3 direction;
|
||||
};
|
||||
|
||||
#ifdef FEATURE_BINDLESS_TEXTURES
|
||||
layout (std140) uniform modelData {
|
||||
mat4 modelViewMatrix;
|
||||
mat4 modelMatrix;
|
||||
mat4 viewMatrix;
|
||||
mat4 projMatrix;
|
||||
mat4 textureMatrix;
|
||||
mat4 shadow_mv_matrix;
|
||||
mat4 shadow_proj_matrix[4];
|
||||
mat4 envMatrix;
|
||||
|
||||
vec4 color;
|
||||
|
||||
model_light lights[MAX_LIGHTS];
|
||||
|
||||
float extrudeWidth;
|
||||
float fogStart;
|
||||
float fogScale;
|
||||
int buffer_matrix_offset;
|
||||
|
||||
vec4 clip_equation;
|
||||
|
||||
float thruster_scale;
|
||||
bool use_clip_plane;
|
||||
int n_lights;
|
||||
float defaultGloss;
|
||||
|
||||
vec3 ambientFactor;
|
||||
int desaturate;
|
||||
|
||||
vec3 diffuseFactor;
|
||||
int blend_alpha;
|
||||
|
||||
vec3 emissionFactor;
|
||||
bool overrideDiffuse;
|
||||
|
||||
vec3 diffuseClr;
|
||||
bool overrideGlow;
|
||||
|
||||
vec3 glowClr;
|
||||
bool overrideSpec;
|
||||
|
||||
vec3 specClr;
|
||||
bool alphaGloss;
|
||||
|
||||
bool gammaSpec;
|
||||
bool envGloss;
|
||||
bool alpha_spec;
|
||||
int effect_num;
|
||||
|
||||
vec4 fogColor;
|
||||
|
||||
vec3 base_color;
|
||||
float anim_timer;
|
||||
|
||||
vec3 stripe_color;
|
||||
float vpwidth;
|
||||
|
||||
float vpheight;
|
||||
bool team_glow_enabled;
|
||||
float znear;
|
||||
float zfar;
|
||||
|
||||
float veryneardist;
|
||||
float neardist;
|
||||
float middist;
|
||||
float fardist;
|
||||
|
||||
vec2 normalAlphaMinMax;
|
||||
int sBasemapIndex;
|
||||
int sGlowmapIndex;
|
||||
|
||||
int sSpecmapIndex;
|
||||
int sNormalmapIndex;
|
||||
int sAmbientmapIndex;
|
||||
int sMiscmapIndex;
|
||||
|
||||
sampler2DArray sBasemap;
|
||||
sampler2DArray sGlowmap;
|
||||
|
||||
sampler2DArray sSpecmap;
|
||||
samplerCube sEnvmap;
|
||||
|
||||
sampler2DArray sNormalmap;
|
||||
sampler2DArray sAmbientmap;
|
||||
|
||||
sampler2DArray sMiscmap;
|
||||
sampler2DArray sHeightmap;
|
||||
};
|
||||
#else
|
||||
layout (std140) uniform modelData {
|
||||
mat4 modelViewMatrix;
|
||||
mat4 modelMatrix;
|
||||
@@ -90,39 +191,40 @@ layout (std140) uniform modelData {
|
||||
int sAmbientmapIndex;
|
||||
int sMiscmapIndex;
|
||||
};
|
||||
#endif
|
||||
|
||||
in vec4 vertPosition;
|
||||
in vec4 vertTexCoord;
|
||||
in vec3 vertNormal;
|
||||
in vec4 vertTangent;
|
||||
in float vertModelID;
|
||||
uniform samplerBuffer transform_tex;
|
||||
|
||||
out VertexOutput {
|
||||
#ifdef FLAG_ENV_MAP
|
||||
out vec3 fragEnvReflect;
|
||||
vec3 envReflect;
|
||||
#endif
|
||||
#ifdef FLAG_NORMAL_MAP
|
||||
out mat3 fragTangentMatrix;
|
||||
mat3 tangentMatrix;
|
||||
#endif
|
||||
#ifdef FLAG_FOG
|
||||
out float fragFogDist;
|
||||
float fogDist;
|
||||
#endif
|
||||
#ifdef FLAG_TRANSFORM
|
||||
uniform samplerBuffer transform_tex;
|
||||
#ifdef WORKAROUND_CLIPPING_PLANES
|
||||
#ifdef FLAG_TRANSFORM
|
||||
float notVisible;
|
||||
#endif
|
||||
#endif
|
||||
#ifdef FLAG_SHADOW_MAP
|
||||
#if !defined(GL_ARB_gpu_shader5)
|
||||
out float geoInstance;
|
||||
#endif
|
||||
out vec3 geoNormal;
|
||||
out vec4 geoTexCoord;
|
||||
#if !defined(GL_ARB_gpu_shader5)
|
||||
float instance;
|
||||
#endif
|
||||
#else
|
||||
out vec4 fragPosition;
|
||||
out vec3 fragNormal;
|
||||
out vec4 fragTexCoord;
|
||||
vec4 position;
|
||||
#endif
|
||||
vec3 normal;
|
||||
vec4 texCoord;
|
||||
#ifdef FLAG_SHADOWS
|
||||
out vec4 fragShadowUV[4];
|
||||
out vec4 fragShadowPos;
|
||||
vec4 shadowUV[4];
|
||||
vec4 shadowPos;
|
||||
#endif
|
||||
} vertOut;
|
||||
|
||||
#ifdef FLAG_TRANSFORM
|
||||
#define TEXELS_PER_MATRIX 4
|
||||
void getModelTransform(inout mat4 transform, out bool invisible, int id, int matrix_offset)
|
||||
@@ -135,18 +237,6 @@ void getModelTransform(inout mat4 transform, out bool invisible, int id, int mat
|
||||
transform[3].w = 1.0;
|
||||
}
|
||||
#endif
|
||||
#ifdef FLAG_SHADOWS
|
||||
vec4 transformToShadowMap(int i, vec4 pos)
|
||||
{
|
||||
vec4 shadow_proj;
|
||||
shadow_proj = shadow_proj_matrix[i] * pos;
|
||||
shadow_proj += 1.0;
|
||||
shadow_proj *= 0.5;
|
||||
shadow_proj.w = shadow_proj.z;
|
||||
shadow_proj.z = float(i);
|
||||
return shadow_proj;
|
||||
}
|
||||
#endif
|
||||
void main()
|
||||
{
|
||||
vec4 position;
|
||||
@@ -154,12 +244,20 @@ void main()
|
||||
vec4 texCoord;
|
||||
mat4 orient = mat4(1.0);
|
||||
mat4 scale = mat4(1.0);
|
||||
#ifdef WORKAROUND_CLIPPING_PLANES
|
||||
#ifdef FLAG_TRANSFORM
|
||||
bool clipModel;
|
||||
getModelTransform(orient, clipModel, int(vertModelID), buffer_matrix_offset);
|
||||
vertOut.notVisible = clipModel ? 1.0 : 0.0;
|
||||
#endif
|
||||
#else
|
||||
#ifdef FLAG_TRANSFORM
|
||||
bool clipModel;
|
||||
getModelTransform(orient, clipModel, int(vertModelID), buffer_matrix_offset);
|
||||
#else
|
||||
bool clipModel = false;
|
||||
#endif
|
||||
#endif
|
||||
texCoord = textureMatrix * vertTexCoord;
|
||||
vec4 vertex = vertPosition;
|
||||
#ifdef FLAG_THRUSTER
|
||||
@@ -172,15 +270,13 @@ void main()
|
||||
position = modelViewMatrix * orient * vertex;
|
||||
#ifdef FLAG_SHADOW_MAP
|
||||
gl_Position = position;
|
||||
|
||||
#if !defined(GL_ARB_gpu_shader5)
|
||||
#ifdef APPLE
|
||||
geoInstance = float(gl_InstanceIDARB);
|
||||
#else
|
||||
geoInstance = float(gl_InstanceID);
|
||||
#if !defined(GL_ARB_gpu_shader5)
|
||||
#ifdef APPLE
|
||||
vertOut.instance = float(gl_InstanceIDARB);
|
||||
#else
|
||||
vertOut.instance = float(gl_InstanceID);
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#else
|
||||
gl_Position = projMatrix * position;
|
||||
#endif
|
||||
@@ -188,26 +284,34 @@ void main()
|
||||
gl_Position.xy += (mat3(projMatrix) * normal.xyz).xy * gl_Position.z * extrudeWidth;
|
||||
#endif
|
||||
#ifdef FLAG_SHADOWS
|
||||
fragShadowPos = shadow_mv_matrix * modelMatrix * orient * vertPosition;
|
||||
fragShadowUV[0] = transformToShadowMap(0, fragShadowPos);
|
||||
fragShadowUV[1] = transformToShadowMap(1, fragShadowPos);
|
||||
fragShadowUV[2] = transformToShadowMap(2, fragShadowPos);
|
||||
fragShadowUV[3] = transformToShadowMap(3, fragShadowPos);
|
||||
vec4 shadowPos = shadow_mv_matrix * modelMatrix * orient * vertPosition;
|
||||
vertOut.shadowPos = shadow_mv_matrix * modelMatrix * orient * vertPosition;
|
||||
vertOut.shadowUV[0] = transformToShadowMap(shadow_proj_matrix[0], 0, shadowPos);
|
||||
vertOut.shadowUV[1] = transformToShadowMap(shadow_proj_matrix[1], 1, shadowPos);
|
||||
vertOut.shadowUV[2] = transformToShadowMap(shadow_proj_matrix[2], 2, shadowPos);
|
||||
vertOut.shadowUV[3] = transformToShadowMap(shadow_proj_matrix[3], 3, shadowPos);
|
||||
#endif
|
||||
#ifdef FLAG_NORMAL_MAP
|
||||
// Setup stuff for normal maps
|
||||
vec3 t = normalize(mat3(modelViewMatrix) * mat3(orient) * vertTangent.xyz);
|
||||
vec3 b = cross(normal, t) * vertTangent.w;
|
||||
fragTangentMatrix = mat3(t, b, normal);
|
||||
vertOut.tangentMatrix = mat3(t, b, normal);
|
||||
#endif
|
||||
#ifdef FLAG_ENV_MAP
|
||||
// Environment mapping reflection vector.
|
||||
fragEnvReflect = reflect(normalize(position.xyz), normal);
|
||||
fragEnvReflect = vec3(envMatrix * vec4(fragEnvReflect, 0.0));
|
||||
vec3 envReflect = reflect(normalize(position.xyz), normal);
|
||||
vertOut.envReflect = vec3(envMatrix * vec4(envReflect, 0.0));
|
||||
#endif
|
||||
#ifdef FLAG_FOG
|
||||
fragFogDist = clamp((gl_Position.z - fogStart) * 0.75 * fogScale, 0.0, 1.0);
|
||||
vertOut.fogDist = clamp((gl_Position.z - fogStart) * 0.75 * fogScale, 0.0, 1.0);
|
||||
#endif
|
||||
#ifdef WORKAROUND_CLIPPING_PLANES
|
||||
if(use_clip_plane) {
|
||||
gl_ClipDistance[0] = dot(clip_equation, modelMatrix * orient * vertex);
|
||||
} else {
|
||||
gl_ClipDistance[0] = 1.0;
|
||||
}
|
||||
#else
|
||||
#ifdef FLAG_CLIP
|
||||
if (clipModel) {
|
||||
gl_ClipDistance[0] = -1.0;
|
||||
@@ -219,12 +323,13 @@ void main()
|
||||
#elif defined(FLAG_TRANSFORM)
|
||||
gl_ClipDistance[0] = clipModel ? -1.0 : 1.0;
|
||||
#endif
|
||||
#endif
|
||||
#ifndef FLAG_SHADOW_MAP
|
||||
fragPosition = position;
|
||||
fragNormal = normal;
|
||||
fragTexCoord = texCoord;
|
||||
vertOut.position = position;
|
||||
vertOut.normal = normal;
|
||||
vertOut.texCoord = texCoord;
|
||||
#else
|
||||
geoNormal = normal;
|
||||
geoTexCoord = texCoord;
|
||||
vertOut.normal = normal;
|
||||
vertOut.texCoord = texCoord;
|
||||
#endif
|
||||
}
|
||||
File renamed without changes.
File renamed without changes.
@@ -0,0 +1,12 @@
|
||||
|
||||
/**
|
||||
* @brief Unpacks a DXT5nm encoded normal
|
||||
* @param normal_sample The Alpha and Green channel of the DXT5 texture
|
||||
* @return The unpacked normal
|
||||
*/
|
||||
vec3 unpackNormal(vec2 normal_sample) {
|
||||
vec3 normal;
|
||||
normal.xy = normal_sample * 2.0 - 1.0;
|
||||
normal.z = sqrt(1 - normal_sample.x * normal_sample.x - normal_sample.y * normal_sample.y);
|
||||
return normal;
|
||||
}
|
||||
@@ -1,15 +1,18 @@
|
||||
|
||||
#include "gamma.sdr"
|
||||
|
||||
in vec4 fragTexCoord;
|
||||
in vec4 fragColor;
|
||||
out vec4 fragOut0;
|
||||
uniform sampler2D baseMap;
|
||||
uniform int noTexturing;
|
||||
uniform int srgb;
|
||||
#define SRGB_GAMMA 2.2
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 baseColor = texture(baseMap, fragTexCoord.xy);
|
||||
|
||||
baseColor.rgb = (srgb == 1) ? pow(baseColor.rgb, vec3(SRGB_GAMMA)) : baseColor.rgb;
|
||||
vec4 blendColor = (srgb == 1) ? vec4(pow(fragColor.rgb, vec3(SRGB_GAMMA)), fragColor.a) : fragColor;
|
||||
baseColor.rgb = (srgb == 1) ? srgb_to_linear(baseColor.rgb) : baseColor.rgb;
|
||||
vec4 blendColor = (srgb == 1) ? vec4(srgb_to_linear(fragColor.rgb), fragColor.a) : fragColor;
|
||||
fragOut0 = mix(baseColor * blendColor, blendColor, float(noTexturing));
|
||||
}
|
||||
File renamed without changes.
File renamed without changes.
File renamed without changes.
File renamed without changes.
File renamed without changes.
@@ -0,0 +1,105 @@
|
||||
|
||||
const float VARIANCE_SHADOW_SCALE = 1000000.0;
|
||||
const float VARIANCE_SHADOW_SCALE_INV = 1.0/VARIANCE_SHADOW_SCALE;
|
||||
|
||||
vec2 sampleShadowMap(sampler2DArray shadow_map, vec2 uv, vec2 offset_uv, int cascade, float shadowMapSizeInv)
|
||||
{
|
||||
return texture(shadow_map, vec3(uv + offset_uv * shadowMapSizeInv, float(cascade))).xy;
|
||||
}
|
||||
|
||||
float computeShadowFactor(float shadowDepth, vec2 moments, float bias)
|
||||
{
|
||||
float shadow = 1.0;
|
||||
if((moments.x - bias) > shadowDepth)
|
||||
{
|
||||
// variance shadow mapping using Chebychev's Formula
|
||||
float variance = moments.y * VARIANCE_SHADOW_SCALE - moments.x * moments.x;
|
||||
float mD = moments.x - bias - shadowDepth;
|
||||
shadow = variance / (variance + mD * mD);
|
||||
shadow = clamp(shadow, 0.0, 1.0);
|
||||
}
|
||||
return shadow;
|
||||
}
|
||||
|
||||
float sampleNoPCF(sampler2DArray shadow_map, float shadowDepth, int cascade, vec4 shadowUV[4])
|
||||
{
|
||||
return computeShadowFactor(shadowDepth, sampleShadowMap(shadow_map, shadowUV[cascade].xy, vec2(0.0, 0.0), cascade, 1.0/1024.0), 0.05);
|
||||
}
|
||||
|
||||
float samplePoissonPCF(sampler2DArray shadow_map, float shadowDepth, int cascade, vec4 shadowUV[4])
|
||||
{
|
||||
if(cascade > 3 || cascade < 0) return 1.0;
|
||||
vec2 poissonDisc[16];
|
||||
poissonDisc[0] = vec2(-0.76275, -0.3432573);
|
||||
poissonDisc[1] = vec2(-0.5226235, -0.8277544);
|
||||
poissonDisc[2] = vec2(-0.3780261, 0.01528688);
|
||||
poissonDisc[3] = vec2(-0.7742821, 0.4245702);
|
||||
poissonDisc[4] = vec2(0.04196143, -0.02622231);
|
||||
poissonDisc[5] = vec2(-0.2974772, -0.4722782);
|
||||
poissonDisc[6] = vec2(-0.516093, 0.71495);
|
||||
poissonDisc[7] = vec2(-0.3257416, 0.3910343);
|
||||
poissonDisc[8] = vec2(0.2705966, 0.6670476);
|
||||
poissonDisc[9] = vec2(0.4918377, 0.1853267);
|
||||
poissonDisc[10] = vec2(0.4428544, -0.6251478);
|
||||
poissonDisc[11] = vec2(-0.09204347, 0.9267113);
|
||||
poissonDisc[12] = vec2(0.391505, -0.2558275);
|
||||
poissonDisc[13] = vec2(0.05605913, -0.7570801);
|
||||
poissonDisc[14] = vec2(0.81772, -0.02475523);
|
||||
poissonDisc[15] = vec2(0.6890262, 0.5191521);
|
||||
float maxUVOffset[4];
|
||||
maxUVOffset[0] = 1.0/300.0;
|
||||
maxUVOffset[1] = 1.0/250.0;
|
||||
maxUVOffset[2] = 1.0/200.0;
|
||||
maxUVOffset[3] = 1.0/200.0;
|
||||
vec2 sum = sampleShadowMap(shadow_map, shadowUV[cascade].xy, poissonDisc[0], cascade, maxUVOffset[cascade])*(1.0/16.0);
|
||||
sum += sampleShadowMap(shadow_map, shadowUV[cascade].xy, poissonDisc[1], cascade, maxUVOffset[cascade])*(1.0/16.0);
|
||||
sum += sampleShadowMap(shadow_map, shadowUV[cascade].xy, poissonDisc[2], cascade, maxUVOffset[cascade])*(1.0/16.0);
|
||||
sum += sampleShadowMap(shadow_map, shadowUV[cascade].xy, poissonDisc[3], cascade, maxUVOffset[cascade])*(1.0/16.0);
|
||||
sum += sampleShadowMap(shadow_map, shadowUV[cascade].xy, poissonDisc[4], cascade, maxUVOffset[cascade])*(1.0/16.0);
|
||||
sum += sampleShadowMap(shadow_map, shadowUV[cascade].xy, poissonDisc[5], cascade, maxUVOffset[cascade])*(1.0/16.0);
|
||||
sum += sampleShadowMap(shadow_map, shadowUV[cascade].xy, poissonDisc[6], cascade, maxUVOffset[cascade])*(1.0/16.0);
|
||||
sum += sampleShadowMap(shadow_map, shadowUV[cascade].xy, poissonDisc[7], cascade, maxUVOffset[cascade])*(1.0/16.0);
|
||||
sum += sampleShadowMap(shadow_map, shadowUV[cascade].xy, poissonDisc[8], cascade, maxUVOffset[cascade])*(1.0/16.0);
|
||||
sum += sampleShadowMap(shadow_map, shadowUV[cascade].xy, poissonDisc[9], cascade, maxUVOffset[cascade])*(1.0/16.0);
|
||||
sum += sampleShadowMap(shadow_map, shadowUV[cascade].xy, poissonDisc[10], cascade, maxUVOffset[cascade])*(1.0/16.0);
|
||||
sum += sampleShadowMap(shadow_map, shadowUV[cascade].xy, poissonDisc[11], cascade, maxUVOffset[cascade])*(1.0/16.0);
|
||||
sum += sampleShadowMap(shadow_map, shadowUV[cascade].xy, poissonDisc[12], cascade, maxUVOffset[cascade])*(1.0/16.0);
|
||||
sum += sampleShadowMap(shadow_map, shadowUV[cascade].xy, poissonDisc[13], cascade, maxUVOffset[cascade])*(1.0/16.0);
|
||||
sum += sampleShadowMap(shadow_map, shadowUV[cascade].xy, poissonDisc[14], cascade, maxUVOffset[cascade])*(1.0/16.0);
|
||||
sum += sampleShadowMap(shadow_map, shadowUV[cascade].xy, poissonDisc[15], cascade, maxUVOffset[cascade])*(1.0/16.0);
|
||||
return computeShadowFactor(shadowDepth, sum, 0.1);
|
||||
}
|
||||
|
||||
float getShadowValue(sampler2DArray shadow_map, float depth, float shadowDepth, vec4 shadowUV[4], float fardist,
|
||||
float middist, float neardist, float veryneardist)
|
||||
{
|
||||
// Valathil's Shadows
|
||||
int cascade = 4;
|
||||
cascade -= int(step(depth, fardist));
|
||||
cascade -= int(step(depth, middist));
|
||||
cascade -= int(step(depth, neardist));
|
||||
cascade -= int(step(depth, veryneardist));
|
||||
float cascade_start_dist[5];
|
||||
cascade_start_dist[0] = 0.0;
|
||||
cascade_start_dist[1] = veryneardist;
|
||||
cascade_start_dist[2] = neardist;
|
||||
cascade_start_dist[3] = middist;
|
||||
cascade_start_dist[4] = fardist;
|
||||
if(cascade > 3 || cascade < 0) return 1.0;
|
||||
float dist_threshold = (cascade_start_dist[cascade+1] - cascade_start_dist[cascade])*0.2;
|
||||
if(cascade_start_dist[cascade+1] - dist_threshold > depth)
|
||||
return samplePoissonPCF(shadow_map, shadowDepth, cascade, shadowUV);
|
||||
return mix(samplePoissonPCF(shadow_map, shadowDepth, cascade, shadowUV), samplePoissonPCF(shadow_map, shadowDepth, cascade+1, shadowUV),
|
||||
smoothstep(cascade_start_dist[cascade+1] - dist_threshold, cascade_start_dist[cascade+1], depth));
|
||||
}
|
||||
|
||||
vec4 transformToShadowMap(mat4 shadow_proj_matrix, int i, vec4 pos)
|
||||
{
|
||||
vec4 shadow_proj;
|
||||
shadow_proj = shadow_proj_matrix * pos;
|
||||
shadow_proj += 1.0;
|
||||
shadow_proj *= 0.5;
|
||||
shadow_proj.w = shadow_proj.z;
|
||||
shadow_proj.z = float(i);
|
||||
return shadow_proj;
|
||||
}
|
||||
+5
-3
@@ -1,3 +1,6 @@
|
||||
|
||||
#include "gamma.sdr"
|
||||
|
||||
in vec4 fragImpactUV;
|
||||
in float fragNormOffset;
|
||||
uniform vec4 color;
|
||||
@@ -5,15 +8,14 @@ uniform sampler2DArray shieldMap;
|
||||
uniform int shieldMapIndex;
|
||||
uniform int srgb;
|
||||
out vec4 fragOut0;
|
||||
#define SRGB_GAMMA 2.2
|
||||
#define EMISSIVE_GAIN 2.0
|
||||
void main()
|
||||
{
|
||||
if(fragNormOffset < 0.0) discard;
|
||||
if(fragImpactUV.x < 0.0 || fragImpactUV.x > 1.0 || fragImpactUV.y < 0.0 || fragImpactUV.y > 1.0) discard;
|
||||
vec4 shieldColor = texture(shieldMap, vec3(fragImpactUV.xy, float(shieldMapIndex)));
|
||||
shieldColor.rgb = (srgb == 1) ? pow(shieldColor.rgb, vec3(SRGB_GAMMA)) * EMISSIVE_GAIN : shieldColor.rgb;
|
||||
shieldColor.rgb = (srgb == 1) ? srgb_to_linear(shieldColor.rgb) * EMISSIVE_GAIN : shieldColor.rgb;
|
||||
vec4 blendColor = color;
|
||||
blendColor.rgb = (srgb == 1) ? pow(blendColor.rgb, vec3(SRGB_GAMMA)) * EMISSIVE_GAIN : blendColor.rgb;
|
||||
blendColor.rgb = (srgb == 1) ? srgb_to_linear(blendColor.rgb) * EMISSIVE_GAIN : blendColor.rgb;
|
||||
fragOut0 = shieldColor * blendColor;
|
||||
}
|
||||
File renamed without changes.
@@ -1,3 +1,6 @@
|
||||
|
||||
#include "gamma.sdr"
|
||||
|
||||
in vec4 fragTexCoord;
|
||||
out vec4 fragOut0;
|
||||
uniform sampler2D tex;
|
||||
@@ -12,13 +15,13 @@ vec3 Uncharted2Tonemapping(vec3 hdr_color)
|
||||
float F = 0.30;
|
||||
return ((hdr_color*(A*hdr_color+C*B)+D*E)/(hdr_color*(A*hdr_color+B)+D*F))-E/F;
|
||||
}
|
||||
#define SRGB_GAMMA 2.2
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 color = texture(tex, fragTexCoord.xy);
|
||||
// Tone mapping using John Hable's Uncharted 2 tonemapping algorithm.
|
||||
float whitepoint = 11.2f; // hardcoded whitepoint value from Hable's algo
|
||||
color.rgb = Uncharted2Tonemapping(color.rgb * exposure) / Uncharted2Tonemapping(vec3(whitepoint));
|
||||
color.rgb = pow(color.rgb, vec3(1.0/SRGB_GAMMA)); // return from linear color space to SRGB color space
|
||||
color.rgb = linear_to_srgb(color.rgb); // return from linear color space to SRGB color space
|
||||
fragOut0 = vec4(color.rgb, 1.0);
|
||||
}
|
||||
}
|
||||
File renamed without changes.
File renamed without changes.
Binary file not shown.
|
After Width: | Height: | Size: 44 KiB |
Binary file not shown.
|
After Width: | Height: | Size: 50 KiB |
Binary file not shown.
|
After Width: | Height: | Size: 42 KiB |
Binary file not shown.
|
After Width: | Height: | Size: 44 KiB |
File renamed without changes.
@@ -0,0 +1,2 @@
|
||||
#ControlConfigOverride
|
||||
#End
|
||||
File renamed without changes.
File renamed without changes.
File renamed without changes.
File renamed without changes.
File renamed without changes.
File renamed without changes.
@@ -10,6 +10,7 @@
|
||||
|
||||
struct def_file
|
||||
{
|
||||
const char* path_type;
|
||||
const char* filename;
|
||||
const void* contents;
|
||||
const size_t size;
|
||||
@@ -26,6 +27,8 @@ default_file defaults_get_file(const char *filename)
|
||||
{
|
||||
if (!stricmp(iter->filename, filename))
|
||||
{
|
||||
def.path_type = iter->path_type;
|
||||
def.filename = iter->filename;
|
||||
def.data = iter->contents;
|
||||
def.size = iter->size;
|
||||
|
||||
@@ -37,3 +40,19 @@ default_file defaults_get_file(const char *filename)
|
||||
Error(LOCATION, "Default table '%s' missing from executable - contact a coder.", filename);
|
||||
return def;
|
||||
}
|
||||
|
||||
SCP_vector<default_file> defaults_get_all() {
|
||||
SCP_vector<default_file> files;
|
||||
|
||||
for (auto& file : Default_files) {
|
||||
default_file def;
|
||||
def.path_type = file.path_type;
|
||||
def.filename = file.filename;
|
||||
def.data = file.contents;
|
||||
def.size = file.size;
|
||||
|
||||
files.push_back(def);
|
||||
}
|
||||
|
||||
return files;
|
||||
}
|
||||
@@ -13,6 +13,7 @@
|
||||
|
||||
struct def_file
|
||||
{
|
||||
const char* path_type;
|
||||
const char* filename;
|
||||
const TCHAR* resource_name;
|
||||
};
|
||||
@@ -45,6 +46,8 @@ default_file defaults_get_file(const char *filename)
|
||||
continue;
|
||||
}
|
||||
|
||||
def.path_type = iter->path_type;
|
||||
def.filename = iter->filename;
|
||||
def.data = LockResource(resHandle);
|
||||
def.size = SizeofResource(nullptr, resource);
|
||||
|
||||
@@ -59,3 +62,34 @@ default_file defaults_get_file(const char *filename)
|
||||
def.data = 0;
|
||||
return def;
|
||||
}
|
||||
|
||||
SCP_vector<default_file> defaults_get_all() {
|
||||
SCP_vector<default_file> files;
|
||||
|
||||
for (auto& file : Default_files) {
|
||||
default_file def;
|
||||
|
||||
HRSRC resource = FindResource(nullptr, file.resource_name, RT_RCDATA);
|
||||
|
||||
if (resource == nullptr)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
HGLOBAL resHandle = LoadResource(nullptr, resource);
|
||||
|
||||
if (resHandle == nullptr)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
def.path_type = file.path_type;
|
||||
def.filename = file.filename;
|
||||
def.data = LockResource(resHandle);
|
||||
def.size = SizeofResource(nullptr, resource);
|
||||
|
||||
files.push_back(def);
|
||||
}
|
||||
|
||||
return files;
|
||||
}
|
||||
@@ -15,6 +15,8 @@
|
||||
|
||||
struct default_file
|
||||
{
|
||||
const char* path_type;
|
||||
const char* filename;
|
||||
const void* data;
|
||||
size_t size;
|
||||
};
|
||||
@@ -22,11 +24,6 @@ struct default_file
|
||||
//Used to retrieve pointer to file data from def_files.cpp
|
||||
default_file defaults_get_file(const char *filename);
|
||||
|
||||
//WMC -
|
||||
//There are three parts to adding a file
|
||||
//:PART 1: Add variable declaration for new file
|
||||
//:PART 2: Add filename of default file to Default_files[] array, along with content variable
|
||||
//:PART 3: Define the content using the variable declared in part 1.
|
||||
//Do a search in def_files.cpp for the individual part labels for examples and locations.
|
||||
SCP_vector<default_file> defaults_get_all();
|
||||
|
||||
#endif
|
||||
@@ -1,106 +0,0 @@
|
||||
in vec3 beamVec;
|
||||
in vec3 lightPosition;
|
||||
out vec4 fragOut0;
|
||||
|
||||
uniform sampler2D ColorBuffer;
|
||||
uniform sampler2D NormalBuffer;
|
||||
uniform sampler2D PositionBuffer;
|
||||
uniform sampler2D SpecBuffer;
|
||||
|
||||
uniform float specFactor;
|
||||
uniform float invScreenWidth;
|
||||
uniform float invScreenHeight;
|
||||
|
||||
layout (std140) uniform lightData {
|
||||
vec3 diffuseLightColor;
|
||||
float coneAngle;
|
||||
|
||||
vec3 specLightColor;
|
||||
float coneInnerAngle;
|
||||
|
||||
vec3 coneDir;
|
||||
bool dualCone;
|
||||
|
||||
vec3 scale;
|
||||
float lightRadius;
|
||||
|
||||
int lightType;
|
||||
};
|
||||
|
||||
#define SPEC_INTENSITY_POINT 5.3 // Point light
|
||||
#define SPEC_INTENSITY_DIRECTIONAL 3.0 // Directional light
|
||||
#define SPECULAR_FACTOR 1.75
|
||||
#define SPECULAR_ALPHA 0.1
|
||||
#define SPEC_FACTOR_NO_SPEC_MAP 0.6
|
||||
#define ENV_ALPHA_FACTOR 0.3
|
||||
#define GLOW_MAP_INTENSITY 1.5
|
||||
#define AMBIENT_LIGHT_BOOST 1.0
|
||||
vec3 FresnelSchlick(vec3 specColor, vec3 light, vec3 halfVec)
|
||||
{
|
||||
return specColor + (vec3(1.0) - specColor) * pow(1.0 - clamp(dot(light, halfVec), 0.0, 1.0), 5.0);
|
||||
}
|
||||
vec3 SpecularBlinnPhong(vec3 specColor, vec3 light, vec3 normal, vec3 halfVec, float specPower, float fresnel, float dotNL)
|
||||
{
|
||||
return mix(specColor, FresnelSchlick(specColor, light, halfVec), fresnel) * ((specPower + 2.0) / 8.0 ) * pow(clamp(dot(normal, halfVec), 0.0, 1.0), specPower) * dotNL;
|
||||
}
|
||||
vec4 SpecularLegacy(vec4 specColor, vec3 normal, vec3 halfVec, float specPower)
|
||||
{
|
||||
return specColor * pow(clamp(dot(normal, halfVec), 0.0, 1.0), specPower);
|
||||
}
|
||||
void main()
|
||||
{
|
||||
vec2 screenPos = gl_FragCoord.xy * vec2(invScreenWidth, invScreenHeight);
|
||||
vec3 position = texture(PositionBuffer, screenPos).xyz;
|
||||
|
||||
if(abs(dot(position, position)) < 0.1)
|
||||
discard;
|
||||
vec3 lightDir = lightPosition - position.xyz;
|
||||
float dist = length(lightDir);
|
||||
if(dist > lightRadius && lightType != 1)
|
||||
discard;
|
||||
vec3 color = texture(ColorBuffer, screenPos).rgb;
|
||||
vec4 normal = texture(NormalBuffer, screenPos);
|
||||
vec4 specColor = texture(SpecBuffer, screenPos);
|
||||
float gloss = normal.a;
|
||||
float fresnel = specColor.a;
|
||||
vec3 eyeDir = normalize(-position);
|
||||
|
||||
if(lightType == 1)
|
||||
{
|
||||
float beamLength = length(beamVec);
|
||||
vec3 beamDir = beamVec / beamLength;
|
||||
// Get nearest point on line
|
||||
float neardist = clamp(dot(lightDir, beamDir), 0.0, beamLength);
|
||||
// Move back from the endpoint of the beam along the beam by the distance we calculated
|
||||
vec3 nearest = lightPosition - beamDir * neardist;
|
||||
lightDir = nearest - position.xyz;
|
||||
dist = length(lightDir);
|
||||
if(dist > lightRadius)
|
||||
discard;
|
||||
}
|
||||
|
||||
float attenuation = 1.0 - clamp(dist / lightRadius, 0.0, 1.0);
|
||||
|
||||
if(lightType == 2)
|
||||
{
|
||||
float coneDot = dot(normalize(-lightDir), coneDir);
|
||||
if(dualCone) {
|
||||
if(abs(coneDot) < coneAngle)
|
||||
discard;
|
||||
else
|
||||
attenuation *= smoothstep(coneAngle, coneInnerAngle, abs(coneDot));
|
||||
} else {
|
||||
if(coneDot < coneAngle)
|
||||
discard;
|
||||
else
|
||||
attenuation *= smoothstep(coneAngle, coneInnerAngle, coneDot);
|
||||
}
|
||||
}
|
||||
|
||||
lightDir /= dist;
|
||||
vec3 halfVec = normalize(lightDir + eyeDir);
|
||||
float NdotL = clamp(dot(normal.xyz, lightDir), 0.0, 1.0);
|
||||
vec4 fragmentColor = vec4(color * (diffuseLightColor * NdotL * attenuation), 1.0);
|
||||
fragmentColor.rgb += SpecularBlinnPhong(specColor.rgb, lightDir, normal.xyz, halfVec, exp2(10.0 * gloss + 1.0), fresnel, NdotL).rgb * specLightColor * attenuation;
|
||||
fragOut0 = max(fragmentColor, vec4(0.0));
|
||||
}
|
||||
@@ -1,29 +0,0 @@
|
||||
in vec4 vertPosition;
|
||||
uniform mat4 modelViewMatrix;
|
||||
uniform mat4 projMatrix;
|
||||
|
||||
layout (std140) uniform lightData {
|
||||
vec3 diffuseLightColor;
|
||||
float coneAngle;
|
||||
|
||||
vec3 specLightColor;
|
||||
float coneInnerAngle;
|
||||
|
||||
vec3 coneDir;
|
||||
bool dualCone;
|
||||
|
||||
vec3 scale;
|
||||
float lightRadius;
|
||||
|
||||
int lightType;
|
||||
};
|
||||
|
||||
out vec3 lightPosition;
|
||||
out vec3 beamVec;
|
||||
void main()
|
||||
{
|
||||
gl_Position = projMatrix * modelViewMatrix * vec4(vertPosition.xyz * scale, 1.0);
|
||||
lightPosition = modelViewMatrix[3].xyz;
|
||||
if(lightType == 1)
|
||||
beamVec = vec3(modelViewMatrix * vec4(0.0, 0.0, -scale.z, 0.0));
|
||||
}
|
||||
@@ -1,484 +0,0 @@
|
||||
#define MAX_LIGHTS 8
|
||||
#define LT_DIRECTIONAL 0
|
||||
#define LT_POINT 1
|
||||
#define LT_TUBE 2
|
||||
struct model_light {
|
||||
vec4 position;
|
||||
|
||||
vec3 diffuse_color;
|
||||
int light_type;
|
||||
|
||||
vec3 spec_color;
|
||||
float attenuation;
|
||||
|
||||
vec3 direction;
|
||||
};
|
||||
|
||||
layout (std140) uniform modelData {
|
||||
mat4 modelViewMatrix;
|
||||
mat4 modelMatrix;
|
||||
mat4 viewMatrix;
|
||||
mat4 projMatrix;
|
||||
mat4 textureMatrix;
|
||||
mat4 shadow_mv_matrix;
|
||||
mat4 shadow_proj_matrix[4];
|
||||
mat4 envMatrix;
|
||||
|
||||
vec4 color;
|
||||
|
||||
model_light lights[MAX_LIGHTS];
|
||||
|
||||
float extrudeWidth;
|
||||
float fogStart;
|
||||
float fogScale;
|
||||
int buffer_matrix_offset;
|
||||
|
||||
vec4 clip_equation;
|
||||
|
||||
float thruster_scale;
|
||||
bool use_clip_plane;
|
||||
int n_lights;
|
||||
float defaultGloss;
|
||||
|
||||
vec3 ambientFactor;
|
||||
int desaturate;
|
||||
|
||||
vec3 diffuseFactor;
|
||||
int blend_alpha;
|
||||
|
||||
vec3 emissionFactor;
|
||||
bool overrideDiffuse;
|
||||
|
||||
vec3 diffuseClr;
|
||||
bool overrideGlow;
|
||||
|
||||
vec3 glowClr;
|
||||
bool overrideSpec;
|
||||
|
||||
vec3 specClr;
|
||||
bool alphaGloss;
|
||||
|
||||
bool gammaSpec;
|
||||
bool envGloss;
|
||||
bool alpha_spec;
|
||||
int effect_num;
|
||||
|
||||
vec4 fogColor;
|
||||
|
||||
vec3 base_color;
|
||||
float anim_timer;
|
||||
|
||||
vec3 stripe_color;
|
||||
float vpwidth;
|
||||
|
||||
float vpheight;
|
||||
bool team_glow_enabled;
|
||||
float znear;
|
||||
float zfar;
|
||||
|
||||
float veryneardist;
|
||||
float neardist;
|
||||
float middist;
|
||||
float fardist;
|
||||
|
||||
vec2 normalAlphaMinMax;
|
||||
int sBasemapIndex;
|
||||
int sGlowmapIndex;
|
||||
|
||||
int sSpecmapIndex;
|
||||
int sNormalmapIndex;
|
||||
int sAmbientmapIndex;
|
||||
int sMiscmapIndex;
|
||||
};
|
||||
|
||||
#ifdef FLAG_DIFFUSE_MAP
|
||||
uniform sampler2DArray sBasemap;
|
||||
#endif
|
||||
#ifdef FLAG_GLOW_MAP
|
||||
uniform sampler2DArray sGlowmap;
|
||||
#endif
|
||||
#ifdef FLAG_SPEC_MAP
|
||||
uniform sampler2DArray sSpecmap;
|
||||
#endif
|
||||
#ifdef FLAG_ENV_MAP
|
||||
uniform samplerCube sEnvmap;
|
||||
in vec3 fragEnvReflect;
|
||||
#endif
|
||||
#ifdef FLAG_NORMAL_MAP
|
||||
uniform sampler2DArray sNormalmap;
|
||||
in mat3 fragTangentMatrix;
|
||||
#endif
|
||||
#ifdef FLAG_AMBIENT_MAP
|
||||
uniform sampler2DArray sAmbientmap;
|
||||
#endif
|
||||
#ifdef FLAG_FOG
|
||||
in float fragFogDist;
|
||||
#endif
|
||||
#ifdef FLAG_ANIMATED
|
||||
uniform sampler2D sFramebuffer;
|
||||
#endif
|
||||
#ifdef FLAG_TEAMCOLOR
|
||||
vec2 teamMask = vec2(0.0, 0.0);
|
||||
#endif
|
||||
#ifdef FLAG_MISC_MAP
|
||||
uniform sampler2DArray sMiscmap;
|
||||
#endif
|
||||
#ifdef FLAG_SHADOWS
|
||||
in vec4 fragShadowUV[4];
|
||||
in vec4 fragShadowPos;
|
||||
uniform sampler2DArray shadow_map;
|
||||
#endif
|
||||
#define SPEC_INTENSITY_POINT 5.3 // Point light
|
||||
#define SPEC_INTENSITY_DIRECTIONAL 3.0 // Directional light
|
||||
#define SPECULAR_FACTOR 1.75
|
||||
#define SPEC_FACTOR_NO_SPEC_MAP 0.6
|
||||
#define ENV_ALPHA_FACTOR 0.3
|
||||
#define GLOW_MAP_INTENSITY 1.5
|
||||
#define AMBIENT_LIGHT_BOOST 1.0
|
||||
#define VARIANCE_SHADOW_SCALE 1000000.0
|
||||
#define VARIANCE_SHADOW_SCALE_INV 1.0/VARIANCE_SHADOW_SCALE
|
||||
#define SRGB_GAMMA 2.2
|
||||
in vec4 fragPosition;
|
||||
in vec3 fragNormal;
|
||||
in vec4 fragTexCoord;
|
||||
out vec4 fragOut0;
|
||||
out vec4 fragOut1;
|
||||
out vec4 fragOut2;
|
||||
out vec4 fragOut3;
|
||||
|
||||
#ifdef FLAG_SHADOWS
|
||||
vec2 sampleShadowMap(vec2 uv, vec2 offset_uv, int cascade, float shadowMapSizeInv)
|
||||
{
|
||||
return texture(shadow_map, vec3(uv + offset_uv * shadowMapSizeInv, float(cascade))).xy;
|
||||
}
|
||||
|
||||
float computeShadowFactor(vec2 moments, float bias)
|
||||
{
|
||||
float shadow = 1.0;
|
||||
if((moments.x - bias) > fragShadowPos.z)
|
||||
{
|
||||
// variance shadow mapping using Chebychev's Formula
|
||||
float variance = moments.y * VARIANCE_SHADOW_SCALE - moments.x * moments.x;
|
||||
float mD = moments.x - bias - fragShadowPos.z;
|
||||
shadow = variance / (variance + mD * mD);
|
||||
shadow = clamp(shadow, 0.0, 1.0);
|
||||
}
|
||||
return shadow;
|
||||
}
|
||||
|
||||
float sampleNoPCF(int cascade)
|
||||
{
|
||||
return computeShadowFactor(sampleShadowMap(fragShadowUV[cascade].xy, vec2(0.0, 0.0), cascade, 1.0/1024.0), 0.05);
|
||||
}
|
||||
|
||||
float samplePoissonPCF(int cascade)
|
||||
{
|
||||
if(cascade > 3 || cascade < 0) return 1.0;
|
||||
vec2 poissonDisc[16];
|
||||
poissonDisc[0] = vec2(-0.76275, -0.3432573);
|
||||
poissonDisc[1] = vec2(-0.5226235, -0.8277544);
|
||||
poissonDisc[2] = vec2(-0.3780261, 0.01528688);
|
||||
poissonDisc[3] = vec2(-0.7742821, 0.4245702);
|
||||
poissonDisc[4] = vec2(0.04196143, -0.02622231);
|
||||
poissonDisc[5] = vec2(-0.2974772, -0.4722782);
|
||||
poissonDisc[6] = vec2(-0.516093, 0.71495);
|
||||
poissonDisc[7] = vec2(-0.3257416, 0.3910343);
|
||||
poissonDisc[8] = vec2(0.2705966, 0.6670476);
|
||||
poissonDisc[9] = vec2(0.4918377, 0.1853267);
|
||||
poissonDisc[10] = vec2(0.4428544, -0.6251478);
|
||||
poissonDisc[11] = vec2(-0.09204347, 0.9267113);
|
||||
poissonDisc[12] = vec2(0.391505, -0.2558275);
|
||||
poissonDisc[13] = vec2(0.05605913, -0.7570801);
|
||||
poissonDisc[14] = vec2(0.81772, -0.02475523);
|
||||
poissonDisc[15] = vec2(0.6890262, 0.5191521);
|
||||
float maxUVOffset[4];
|
||||
maxUVOffset[0] = 1.0/300.0;
|
||||
maxUVOffset[1] = 1.0/250.0;
|
||||
maxUVOffset[2] = 1.0/200.0;
|
||||
maxUVOffset[3] = 1.0/200.0;
|
||||
vec2 sum = sampleShadowMap(fragShadowUV[cascade].xy, poissonDisc[0], cascade, maxUVOffset[cascade])*(1.0/16.0);
|
||||
sum += sampleShadowMap(fragShadowUV[cascade].xy, poissonDisc[1], cascade, maxUVOffset[cascade])*(1.0/16.0);
|
||||
sum += sampleShadowMap(fragShadowUV[cascade].xy, poissonDisc[2], cascade, maxUVOffset[cascade])*(1.0/16.0);
|
||||
sum += sampleShadowMap(fragShadowUV[cascade].xy, poissonDisc[3], cascade, maxUVOffset[cascade])*(1.0/16.0);
|
||||
sum += sampleShadowMap(fragShadowUV[cascade].xy, poissonDisc[4], cascade, maxUVOffset[cascade])*(1.0/16.0);
|
||||
sum += sampleShadowMap(fragShadowUV[cascade].xy, poissonDisc[5], cascade, maxUVOffset[cascade])*(1.0/16.0);
|
||||
sum += sampleShadowMap(fragShadowUV[cascade].xy, poissonDisc[6], cascade, maxUVOffset[cascade])*(1.0/16.0);
|
||||
sum += sampleShadowMap(fragShadowUV[cascade].xy, poissonDisc[7], cascade, maxUVOffset[cascade])*(1.0/16.0);
|
||||
sum += sampleShadowMap(fragShadowUV[cascade].xy, poissonDisc[8], cascade, maxUVOffset[cascade])*(1.0/16.0);
|
||||
sum += sampleShadowMap(fragShadowUV[cascade].xy, poissonDisc[9], cascade, maxUVOffset[cascade])*(1.0/16.0);
|
||||
sum += sampleShadowMap(fragShadowUV[cascade].xy, poissonDisc[10], cascade, maxUVOffset[cascade])*(1.0/16.0);
|
||||
sum += sampleShadowMap(fragShadowUV[cascade].xy, poissonDisc[11], cascade, maxUVOffset[cascade])*(1.0/16.0);
|
||||
sum += sampleShadowMap(fragShadowUV[cascade].xy, poissonDisc[12], cascade, maxUVOffset[cascade])*(1.0/16.0);
|
||||
sum += sampleShadowMap(fragShadowUV[cascade].xy, poissonDisc[13], cascade, maxUVOffset[cascade])*(1.0/16.0);
|
||||
sum += sampleShadowMap(fragShadowUV[cascade].xy, poissonDisc[14], cascade, maxUVOffset[cascade])*(1.0/16.0);
|
||||
sum += sampleShadowMap(fragShadowUV[cascade].xy, poissonDisc[15], cascade, maxUVOffset[cascade])*(1.0/16.0);
|
||||
return computeShadowFactor(sum, 0.1);
|
||||
}
|
||||
float getShadowValue()
|
||||
{
|
||||
// Valathil's Shadows
|
||||
float depth = -fragPosition.z;
|
||||
int cascade = 4;
|
||||
cascade -= int(step(depth, fardist));
|
||||
cascade -= int(step(depth, middist));
|
||||
cascade -= int(step(depth, neardist));
|
||||
cascade -= int(step(depth, veryneardist));
|
||||
float cascade_start_dist[5];
|
||||
cascade_start_dist[0] = 0.0;
|
||||
cascade_start_dist[1] = veryneardist;
|
||||
cascade_start_dist[2] = neardist;
|
||||
cascade_start_dist[3] = middist;
|
||||
cascade_start_dist[4] = fardist;
|
||||
if(cascade > 3 || cascade < 0) return 1.0;
|
||||
float dist_threshold = (cascade_start_dist[cascade+1] - cascade_start_dist[cascade])*0.2;
|
||||
if(cascade_start_dist[cascade+1] - dist_threshold > depth)
|
||||
return samplePoissonPCF(cascade);
|
||||
return mix(samplePoissonPCF(cascade), samplePoissonPCF(cascade+1), smoothstep(cascade_start_dist[cascade+1] - dist_threshold, cascade_start_dist[cascade+1], depth));
|
||||
}
|
||||
#endif
|
||||
vec3 FresnelLazarovEnv(vec3 specColor, vec3 view, vec3 normal, float gloss)
|
||||
{
|
||||
// Fresnel for environment lighting
|
||||
// Equation referenced from Dimitar Lazarov's presentation titled Physically Based Rendering in Call of Duty: Black Ops
|
||||
return specColor + (vec3(1.0) - specColor) * pow(1.0 - clamp(dot(view, normal), 0.0, 1.0), 5.0) / (4.0 - 3.0 * gloss);
|
||||
}
|
||||
vec3 FresnelSchlick(vec3 specColor, vec3 light, vec3 halfVec)
|
||||
{
|
||||
return specColor + (vec3(1.0) - specColor) * pow(1.0 - clamp(dot(light, halfVec), 0.0, 1.0), 5.0);
|
||||
}
|
||||
vec3 SpecularBlinnPhong(vec3 specColor, vec3 light, vec3 normal, vec3 halfVec, float specPower, float fresnel, float dotNL)
|
||||
{
|
||||
return mix(specColor, FresnelSchlick(specColor, light, halfVec), fresnel) * ((specPower + 2.0) / 8.0 ) * pow(clamp(dot(normal, halfVec), 0.0, 1.0), specPower) * dotNL;
|
||||
}
|
||||
#ifdef FLAG_LIGHT
|
||||
void GetLightInfo(int i, out vec3 lightDir, out float attenuation)
|
||||
{
|
||||
lightDir = normalize(lights[i].position.xyz);
|
||||
attenuation = 1.0;
|
||||
if (lights[i].light_type != LT_DIRECTIONAL) {
|
||||
// Positional light source
|
||||
float dist = distance(lights[i].position.xyz, fragPosition.xyz);
|
||||
lightDir = (lights[i].position.xyz - fragPosition.xyz);
|
||||
|
||||
if (lights[i].light_type == LT_TUBE) { // Tube light
|
||||
float beamlength = length(lights[i].direction);
|
||||
vec3 beamDir = normalize(lights[i].direction);
|
||||
// Get nearest point on line
|
||||
float neardist = dot(fragPosition.xyz - lights[i].position.xyz, beamDir);
|
||||
// Move back from the endpoint of the beam along the beam by the distance we calculated
|
||||
vec3 nearest = lights[i].position.xyz - beamDir * abs(neardist);
|
||||
lightDir = nearest - fragPosition.xyz;
|
||||
dist = length(lightDir);
|
||||
}
|
||||
|
||||
lightDir = normalize(lightDir);
|
||||
attenuation = 1.0 / (1.0 + lights[i].attenuation * dist);
|
||||
}
|
||||
}
|
||||
vec3 CalculateLighting(vec3 normal, vec3 diffuseMaterial, vec3 specularMaterial, float gloss, float fresnel, float shadow, float aoFactor)
|
||||
{
|
||||
vec3 eyeDir = vec3(normalize(-fragPosition).xyz);
|
||||
vec3 lightAmbient = (emissionFactor + ambientFactor * ambientFactor) * aoFactor; // ambientFactor^2 due to legacy OpenGL compatibility behavior
|
||||
vec3 lightDiffuse = vec3(0.0, 0.0, 0.0);
|
||||
vec3 lightSpecular = vec3(0.0, 0.0, 0.0);
|
||||
#pragma optionNV unroll all
|
||||
for (int i = 0; i < n_lights; ++i) {
|
||||
if(i > 0) {
|
||||
shadow = 1.0;
|
||||
}
|
||||
|
||||
vec3 lightDir;
|
||||
float attenuation;
|
||||
// gather light params
|
||||
GetLightInfo(i, lightDir, attenuation);
|
||||
vec3 halfVec = normalize(lightDir + eyeDir);
|
||||
float NdotL = max(dot(normal, lightDir), 0.0);
|
||||
// Ambient, Diffuse, and Specular
|
||||
lightDiffuse += (lights[i].diffuse_color.rgb * diffuseFactor * NdotL * attenuation) * shadow;
|
||||
lightSpecular += lights[i].spec_color * SpecularBlinnPhong(specularMaterial, lightDir, normal, halfVec, exp2(10.0 * gloss + 1.0), fresnel, NdotL) * attenuation * shadow;
|
||||
}
|
||||
return diffuseMaterial * (lightAmbient + lightDiffuse) + lightSpecular;
|
||||
}
|
||||
#endif
|
||||
void main()
|
||||
{
|
||||
#ifdef FLAG_SHADOW_MAP
|
||||
// need depth and depth squared for variance shadow maps
|
||||
fragOut0 = vec4(fragPosition.z, fragPosition.z * fragPosition.z * VARIANCE_SHADOW_SCALE_INV, 0.0, 1.0);
|
||||
return;
|
||||
#endif
|
||||
vec3 eyeDir = vec3(normalize(-fragPosition).xyz);
|
||||
vec2 texCoord = fragTexCoord.xy;
|
||||
vec4 baseColor = color;
|
||||
vec4 specColor = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
float fresnelFactor = 0.0;
|
||||
float glossData = 0.6;
|
||||
#ifdef FLAG_LIGHT
|
||||
glossData = defaultGloss;
|
||||
#endif
|
||||
vec2 aoFactors = vec2(1.0, 1.0);
|
||||
#ifdef FLAG_AMBIENT_MAP
|
||||
// red channel is ambient occlusion factor which only affects ambient lighting.
|
||||
// green is cavity occlusion factor which only affects diffuse and specular lighting.
|
||||
aoFactors = texture(sAmbientmap, vec3(texCoord, float(sAmbientmapIndex))).xy;
|
||||
#endif
|
||||
vec3 unitNormal = normalize(fragNormal);
|
||||
vec3 normal = unitNormal;
|
||||
#ifdef FLAG_NORMAL_MAP
|
||||
// Normal map - convert from DXT5nm
|
||||
vec2 normalSample;
|
||||
normal.rg = normalSample = (texture(sNormalmap, vec3(texCoord, float(sNormalmapIndex))).ag * 2.0) - 1.0;
|
||||
normal.b = clamp(sqrt(1.0 - dot(normal.rg, normal.rg)), 0.0001, 1.0);
|
||||
normal = fragTangentMatrix * normal;
|
||||
float norm = length(normal);
|
||||
// prevent breaking of normal maps
|
||||
if (norm > 0.0)
|
||||
normal /= norm;
|
||||
else
|
||||
normal = unitNormal;
|
||||
#endif
|
||||
|
||||
#ifdef FLAG_ANIMATED
|
||||
vec2 distort = vec2(cos(fragPosition.x*fragPosition.w*0.005+anim_timer*20.0)*sin(fragPosition.y*fragPosition.w*0.005),sin(fragPosition.x*fragPosition.w*0.005+anim_timer*20.0)*cos(fragPosition.y*fragPosition.w*0.005))*0.03;
|
||||
#endif
|
||||
|
||||
#ifdef FLAG_DIFFUSE_MAP
|
||||
vec2 diffuseTexCoord = texCoord;
|
||||
#ifdef FLAG_ANIMATED
|
||||
if (effect_num == 2) {
|
||||
diffuseTexCoord = texCoord + distort*(1.0-anim_timer);
|
||||
}
|
||||
#endif
|
||||
baseColor = texture(sBasemap, vec3(diffuseTexCoord, float(sBasemapIndex)));
|
||||
if ( blend_alpha == 0 && baseColor.a < 0.95 ) discard; // if alpha blending is not on, discard transparent pixels
|
||||
// premultiply alpha if blend_alpha is 1. assume that our blend function is srcColor + (1-Alpha)*destColor.
|
||||
// if blend_alpha is 2, assume blend func is additive and don't modify color
|
||||
if(blend_alpha == 1) baseColor.rgb = baseColor.rgb * baseColor.a;
|
||||
if(overrideDiffuse) baseColor.rgb = diffuseClr;
|
||||
#endif
|
||||
specColor = vec4(baseColor.rgb * SPEC_FACTOR_NO_SPEC_MAP, glossData);
|
||||
#ifdef FLAG_HDR
|
||||
baseColor.rgb = pow(baseColor.rgb, vec3(SRGB_GAMMA));
|
||||
#endif
|
||||
#ifdef FLAG_SPEC_MAP
|
||||
specColor = texture(sSpecmap, vec3(texCoord, float(sSpecmapIndex)));
|
||||
if(alphaGloss) glossData = specColor.a;
|
||||
if(overrideSpec) {
|
||||
specColor.rgb = specClr;
|
||||
fresnelFactor = 1.0;
|
||||
}
|
||||
if(gammaSpec) {
|
||||
#ifdef FLAG_HDR
|
||||
specColor.rgb = pow(specColor.rgb, vec3(SRGB_GAMMA));
|
||||
#endif
|
||||
specColor.rgb = max(specColor.rgb, vec3(0.04)); // hardcoded minimum specular value. read John Hable's blog post titled 'Everything Is Shiny'.
|
||||
fresnelFactor = 1.0;
|
||||
}
|
||||
#endif
|
||||
baseColor.rgb *= aoFactors.y;
|
||||
specColor.rgb *= aoFactors.y;
|
||||
#ifdef FLAG_MISC_MAP
|
||||
#ifdef FLAG_TEAMCOLOR
|
||||
vec4 teamMask = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
teamMask = texture(sMiscmap, vec3(texCoord, float(sMiscmapIndex)));
|
||||
vec3 base = max(base_color - vec3(0.5), vec3(0.0));
|
||||
vec3 stripe = max(stripe_color - vec3(0.5), vec3(0.0));
|
||||
baseColor.rgb += (base * teamMask.x) + (stripe * teamMask.y);
|
||||
baseColor.rgb = max(baseColor.rgb, vec3(0.0));
|
||||
#endif
|
||||
#endif
|
||||
float shadow = 1.0;
|
||||
#ifdef FLAG_SHADOWS
|
||||
shadow = getShadowValue();
|
||||
#endif
|
||||
#ifdef FLAG_LIGHT
|
||||
baseColor.rgb = CalculateLighting(normal, baseColor.rgb, specColor.rgb, glossData, fresnelFactor, shadow, aoFactors.x);
|
||||
#else
|
||||
#ifdef FLAG_SPEC_MAP
|
||||
baseColor.rgb += pow(1.0 - clamp(dot(eyeDir, normal), 0.0, 1.0), 5.0 * clamp(glossData, 0.01, 1.0)) * specColor.rgb;
|
||||
#endif
|
||||
#endif
|
||||
#ifdef FLAG_ENV_MAP
|
||||
vec3 envReflectNM = fragEnvReflect;
|
||||
#ifdef FLAG_NORMAL_MAP
|
||||
envReflectNM += vec3(normalSample, 0.0);
|
||||
envReflectNM = normalize(envReflectNM);
|
||||
#endif
|
||||
float mip = (envGloss) ? (1.0 - glossData) * 7.0 : 0.0;
|
||||
vec4 envColour = textureLod(sEnvmap, envReflectNM, mip);
|
||||
#ifdef FLAG_HDR
|
||||
envColour.rgb = pow(envColour.rgb, vec3(SRGB_GAMMA));
|
||||
#endif
|
||||
envColour.rgb *= (envGloss) ? 1.0 : specColor.a;
|
||||
baseColor.rgb += envColour.rgb * FresnelLazarovEnv(specColor.rgb, eyeDir, normal, glossData);
|
||||
#endif
|
||||
#ifdef FLAG_GLOW_MAP
|
||||
vec3 glowColor = texture(sGlowmap, vec3(texCoord, float(sGlowmapIndex))).rgb;
|
||||
if(overrideGlow) glowColor = glowClr;
|
||||
#ifdef FLAG_HDR
|
||||
glowColor = pow(glowColor, vec3(SRGB_GAMMA)) * 3.0f;
|
||||
#endif
|
||||
#ifdef FLAG_MISC_MAP
|
||||
#ifdef FLAG_TEAMCOLOR
|
||||
float glowColorLuminance = dot(glowColor, vec3(0.299, 0.587, 0.114));
|
||||
glowColor = team_glow_enabled ? mix((base * teamMask.b) + (stripe * teamMask.a), glowColor, clamp(glowColorLuminance - teamMask.b - teamMask.a, 0.0, 1.0)) : glowColor;
|
||||
#endif
|
||||
#endif
|
||||
baseColor.rgb += glowColor * GLOW_MAP_INTENSITY;
|
||||
#endif
|
||||
|
||||
#ifdef FLAG_FOG
|
||||
vec3 finalFogColor = fogColor.rgb;
|
||||
#ifdef FLAG_HDR
|
||||
finalFogColor = pow(finalFogColor, vec3(SRGB_GAMMA));
|
||||
#endif
|
||||
#ifdef FLAG_DIFFUSE_MAP
|
||||
if(blend_alpha == 1) finalFogColor *= baseColor.a;
|
||||
#endif
|
||||
baseColor.rgb = mix(baseColor.rgb, finalFogColor, fragFogDist);
|
||||
specColor.rgb *= fragFogDist;
|
||||
#endif
|
||||
|
||||
#ifdef FLAG_DIFFUSE_MAP
|
||||
if(desaturate == 1) {
|
||||
baseColor.rgb = color.rgb * dot(vec3(1.0), baseColor.rgb) * 0.3333333;
|
||||
}
|
||||
#endif
|
||||
#ifdef FLAG_ANIMATED
|
||||
if (effect_num == 0) {
|
||||
float shinefactor = 1.0/(1.0 + pow(abs((fract(abs(texCoord.x))-anim_timer) * 1000.0), 2.0)) * 1000.0;
|
||||
baseColor.rgb = baseColor.rgb + vec3(shinefactor);
|
||||
baseColor.a = baseColor.a * clamp(shinefactor * (fract(abs(texCoord.x))-anim_timer) * -10000.0,0.0,1.0);
|
||||
}
|
||||
if (effect_num == 1) {
|
||||
float shinefactor = 1.0/(1.0 + pow(abs(fragPosition.y-anim_timer), 2.0));
|
||||
baseColor.rgb = baseColor.rgb + vec3(shinefactor);
|
||||
#ifdef FLAG_LIGHT
|
||||
baseColor.a = baseColor.a;
|
||||
#else
|
||||
// ATI Wireframe fix *grumble*
|
||||
baseColor.a = clamp((fragPosition.y-anim_timer) * 10000.0,0.0,1.0);
|
||||
#endif
|
||||
}
|
||||
if (effect_num == 2) {
|
||||
vec2 screenPos = gl_FragCoord.xy * vec2(vpwidth,vpheight);
|
||||
baseColor.a = baseColor.a;
|
||||
float cloak_interp = (sin(fragPosition.x*fragPosition.w*0.005+anim_timer*20.0)*sin(fragPosition.y*fragPosition.w*0.005)*0.5)-0.5;
|
||||
#ifdef FLAG_LIGHT
|
||||
baseColor.rgb = mix(texture(sFramebuffer, screenPos + distort*anim_timer + anim_timer*0.1*normal.xy).rgb,baseColor.rgb,clamp(cloak_interp+anim_timer*2.0,0.0,1.0));
|
||||
#else
|
||||
baseColor.rgb = mix(texture(sFramebuffer, screenPos + distort*anim_timer + anim_timer*0.1*fragNormal.xy).rgb,baseColor.rgb,clamp(cloak_interp+anim_timer*2.0,0.0,1.0));
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
#ifdef FLAG_NORMAL_ALPHA
|
||||
float normViewOffset = dot(vec3(0.0, 0.0, 1.0), normal);
|
||||
baseColor.a = smoothstep(min(normalAlphaMinMax.x, normalAlphaMinMax.y), max(normalAlphaMinMax.x, normalAlphaMinMax.y), clamp(normalAlphaMinMax.x > normalAlphaMinMax.y ? normViewOffset : 1.0 - normViewOffset, 0.0, 1.0));
|
||||
#endif
|
||||
fragOut0 = baseColor;
|
||||
#ifdef FLAG_DEFERRED
|
||||
fragOut1 = vec4(fragPosition.xyz, 1.0);
|
||||
fragOut2 = vec4(normal, glossData);
|
||||
fragOut3 = vec4(specColor.rgb, fresnelFactor);
|
||||
#endif
|
||||
}
|
||||
@@ -1,130 +0,0 @@
|
||||
#extension GL_ARB_gpu_shader5: enable
|
||||
|
||||
layout (triangles) in;
|
||||
layout (triangle_strip, max_vertices = 3) out;
|
||||
#ifdef GL_ARB_gpu_shader5
|
||||
layout(invocations = 4) in;
|
||||
#endif
|
||||
|
||||
#define MAX_LIGHTS 8
|
||||
struct model_light {
|
||||
vec4 position;
|
||||
|
||||
vec3 diffuse_color;
|
||||
int light_type;
|
||||
|
||||
vec3 spec_color;
|
||||
float attenuation;
|
||||
|
||||
vec3 direction;
|
||||
};
|
||||
|
||||
layout (std140) uniform modelData {
|
||||
mat4 modelViewMatrix;
|
||||
mat4 modelMatrix;
|
||||
mat4 viewMatrix;
|
||||
mat4 projMatrix;
|
||||
mat4 textureMatrix;
|
||||
mat4 shadow_mv_matrix;
|
||||
mat4 shadow_proj_matrix[4];
|
||||
mat4 envMatrix;
|
||||
|
||||
vec4 color;
|
||||
|
||||
model_light lights[MAX_LIGHTS];
|
||||
|
||||
float extrudeWidth;
|
||||
float fogStart;
|
||||
float fogScale;
|
||||
int buffer_matrix_offset;
|
||||
|
||||
vec4 clip_equation;
|
||||
|
||||
float thruster_scale;
|
||||
bool use_clip_plane;
|
||||
int n_lights;
|
||||
float defaultGloss;
|
||||
|
||||
vec3 ambientFactor;
|
||||
int desaturate;
|
||||
|
||||
vec3 diffuseFactor;
|
||||
int blend_alpha;
|
||||
|
||||
vec3 emissionFactor;
|
||||
bool overrideDiffuse;
|
||||
|
||||
vec3 diffuseClr;
|
||||
bool overrideGlow;
|
||||
|
||||
vec3 glowClr;
|
||||
bool overrideSpec;
|
||||
|
||||
vec3 specClr;
|
||||
bool alphaGloss;
|
||||
|
||||
bool gammaSpec;
|
||||
bool envGloss;
|
||||
bool alpha_spec;
|
||||
int effect_num;
|
||||
|
||||
vec4 fogColor;
|
||||
|
||||
vec3 base_color;
|
||||
float anim_timer;
|
||||
|
||||
vec3 stripe_color;
|
||||
float vpwidth;
|
||||
|
||||
float vpheight;
|
||||
bool team_glow_enabled;
|
||||
float znear;
|
||||
float zfar;
|
||||
|
||||
float veryneardist;
|
||||
float neardist;
|
||||
float middist;
|
||||
float fardist;
|
||||
|
||||
vec2 normalAlphaMinMax;
|
||||
int sBasemapIndex;
|
||||
int sGlowmapIndex;
|
||||
|
||||
int sSpecmapIndex;
|
||||
int sNormalmapIndex;
|
||||
int sAmbientmapIndex;
|
||||
int sMiscmapIndex;
|
||||
};
|
||||
|
||||
#if !defined(GL_ARB_gpu_shader5)
|
||||
in float geoInstance[];
|
||||
#endif
|
||||
in vec3 geoNormal[];
|
||||
in vec4 geoTexCoord[];
|
||||
out vec4 fragPosition;
|
||||
out vec3 fragNormal;
|
||||
out vec4 fragTexCoord;
|
||||
void main(void)
|
||||
{
|
||||
#ifdef GL_ARB_gpu_shader5
|
||||
int instanceID = gl_InvocationID;
|
||||
#else
|
||||
int instanceID = int(geoInstance[0]);
|
||||
#endif
|
||||
for(int vert = 0; vert < gl_in.length(); vert++)
|
||||
{
|
||||
gl_Position = shadow_proj_matrix[instanceID] * gl_in[vert].gl_Position;
|
||||
if(gl_Position.z < -1.0)
|
||||
gl_Position.z = -1.0;
|
||||
fragPosition = gl_in[vert].gl_Position;
|
||||
fragNormal = geoNormal[vert];
|
||||
fragTexCoord = geoTexCoord[vert];
|
||||
|
||||
gl_Layer = instanceID;
|
||||
#if defined(FLAG_CLIP) || defined(FLAG_TRANSFORM)
|
||||
gl_ClipDistance[0] = gl_in[vert].gl_ClipDistance[0];
|
||||
#endif
|
||||
EmitVertex();
|
||||
}
|
||||
EndPrimitive();
|
||||
}
|
||||
+21
-10
@@ -8,16 +8,21 @@ IF(MSVC)
|
||||
FOREACH(file ${file_root_def_files_files})
|
||||
set(INPUT_NAME "${CMAKE_CURRENT_SOURCE_DIR}/${file}")
|
||||
SET(OUTPUT "${GENERATED_SOURCE_DIR}/code/${file}")
|
||||
file(RELATIVE_PATH RELATIVE_FILE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/def_files" "${INPUT_NAME}")
|
||||
|
||||
get_filename_component(FILENAME ${file} NAME)
|
||||
|
||||
string(MAKE_C_IDENTIFIER "${FILENAME}" FIELD_NAME)
|
||||
# Retrieve the path type name from the relative path
|
||||
GET_FILENAME_COMPONENT(PATH_TYPE "${RELATIVE_FILE_PATH}" DIRECTORY)
|
||||
file(TO_NATIVE_PATH "${PATH_TYPE}" PATH_TYPE)
|
||||
string(REPLACE "\\" "\\\\" PATH_TYPE "${PATH_TYPE}")
|
||||
GET_FILENAME_COMPONENT(FILE_NAME "${RELATIVE_FILE_PATH}" NAME)
|
||||
|
||||
string(MAKE_C_IDENTIFIER "${RELATIVE_FILE_PATH}" FIELD_NAME)
|
||||
|
||||
set(FIELD_NAME "Default_${FIELD_NAME}")
|
||||
string(TOUPPER "${FIELD_NAME}" FIELD_NAME)
|
||||
|
||||
file(TO_NATIVE_PATH "${INPUT_NAME}" NATIVE_PATH)
|
||||
|
||||
set(ARRAY_ELEMENTS "${ARRAY_ELEMENTS}\n\t{ \"${FILENAME}\" , TEXT(\"${FIELD_NAME}\") },")
|
||||
set(ARRAY_ELEMENTS "${ARRAY_ELEMENTS}\n\t{ \"${PATH_TYPE}\", \"${FILE_NAME}\" , TEXT(\"${FIELD_NAME}\") },")
|
||||
|
||||
set(RES_CONTENT "${RES_CONTENT}\n${FIELD_NAME} RCDATA \"${INPUT_NAME}\"")
|
||||
ENDFOREACH(file)
|
||||
@@ -37,28 +42,34 @@ else()
|
||||
FOREACH(file ${file_root_def_files_files})
|
||||
set(INPUT_NAME "${CMAKE_CURRENT_SOURCE_DIR}/${file}")
|
||||
SET(OUTPUT "${GENERATED_SOURCE_DIR}/code/${file}")
|
||||
file(RELATIVE_PATH RELATIVE_FILE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/def_files" "${INPUT_NAME}")
|
||||
|
||||
# For some reason this is needed...
|
||||
GET_FILENAME_COMPONENT(DIRECTORY_PATH ${OUTPUT} PATH)
|
||||
GET_FILENAME_COMPONENT(DIRECTORY_PATH ${OUTPUT} DIRECTORY)
|
||||
FILE(MAKE_DIRECTORY ${DIRECTORY_PATH})
|
||||
|
||||
get_filename_component(FILENAME ${file} NAME)
|
||||
# Retrieve the path type name from the relative path
|
||||
GET_FILENAME_COMPONENT(PATH_TYPE "${RELATIVE_FILE_PATH}" DIRECTORY)
|
||||
file(TO_NATIVE_PATH "${PATH_TYPE}" PATH_TYPE)
|
||||
GET_FILENAME_COMPONENT(FILE_NAME "${RELATIVE_FILE_PATH}" NAME)
|
||||
|
||||
string(MAKE_C_IDENTIFIER "${FILENAME}" FIELD_NAME)
|
||||
string(MAKE_C_IDENTIFIER "${RELATIVE_FILE_PATH}" FIELD_NAME)
|
||||
|
||||
set(HEADER_FILE "${OUTPUT}.h")
|
||||
set(SOURCE_FILE "${OUTPUT}.cpp")
|
||||
|
||||
set_source_files_properties("${HEADER_FILE}" "${SOURCE_FILE}" PROPERTIES GENERATED TRUE)
|
||||
|
||||
set(ALL_OUTPUTS "${HEADER_FILE}" "${SOURCE_FILE}")
|
||||
set(FIELD_NAME "Default_${FIELD_NAME}")
|
||||
|
||||
set(INCLUDE_LIST "${INCLUDE_LIST}\n#include \"${file}.h\"")
|
||||
set(ARRAY_ELEMENTS "${ARRAY_ELEMENTS}\n\t{ \"${FILENAME}\" , ${FIELD_NAME} , ${FIELD_NAME}_size },")
|
||||
set(ARRAY_ELEMENTS "${ARRAY_ELEMENTS}\n\t{ \"${PATH_TYPE}\", \"${FILE_NAME}\" , ${FIELD_NAME} , ${FIELD_NAME}_size },")
|
||||
|
||||
ADD_CUSTOM_COMMAND(
|
||||
OUTPUT ${ALL_OUTPUTS}
|
||||
COMMAND embedfile "${INPUT_NAME}" "${OUTPUT}" "${FIELD_NAME}"
|
||||
DEPENDS ${INPUT_NAME}
|
||||
DEPENDS "${INPUT_NAME}"
|
||||
COMMENT "Generating string file for ${INPUT_NAME}"
|
||||
)
|
||||
|
||||
|
||||
@@ -615,6 +615,10 @@ static void fs2netd_handle_ping()
|
||||
|
||||
static void fs2netd_handle_messages()
|
||||
{
|
||||
if (!Is_connected) {
|
||||
return;
|
||||
}
|
||||
|
||||
int buffer_size = 0, buffer_offset = 0;
|
||||
int bytes_read = 0;
|
||||
char tbuf[256];
|
||||
@@ -809,6 +813,12 @@ void fs2netd_do_frame()
|
||||
// do ping/pong and ident
|
||||
fs2netd_handle_ping();
|
||||
|
||||
if (!Is_connected) {
|
||||
// The ping handling above made us realize that we are disconnected. We will reconnect in some time so we can
|
||||
// just return here
|
||||
return;
|
||||
}
|
||||
|
||||
// handle gameserver updates
|
||||
fs2netd_gameserver_update();
|
||||
|
||||
|
||||
@@ -29,15 +29,14 @@
|
||||
#pragma optimize("", off)
|
||||
#endif
|
||||
|
||||
#define DEFAULT_MASTER_EVENT_MUSIC_VOLUME 0.5f
|
||||
|
||||
#define HULL_VALUE_TO_PLAY_INTENSE_BATTLE_MUSIC 0.75f
|
||||
|
||||
////////////////////////////
|
||||
// Globals
|
||||
////////////////////////////
|
||||
int Event_Music_battle_started = 0;
|
||||
float Master_event_music_volume = DEFAULT_MASTER_EVENT_MUSIC_VOLUME; // range is 0->1
|
||||
float Default_music_volume = 0.5f; // range is 0->1
|
||||
float Master_event_music_volume = Default_music_volume;
|
||||
|
||||
typedef struct tagSNDPATTERN {
|
||||
int default_next_pattern; // Needed so the next_pattern member can be reset
|
||||
|
||||
@@ -41,6 +41,7 @@
|
||||
|
||||
extern int Event_Music_battle_started; // flag that will tell us if we've started a battle in the current mission
|
||||
extern int Event_music_enabled;
|
||||
extern float Default_music_volume; // range is 0->1
|
||||
extern float Master_event_music_volume; // range is 0->1
|
||||
|
||||
|
||||
|
||||
@@ -1322,7 +1322,10 @@ float gamesnd_get_max_duration(game_snd* gs) {
|
||||
int max_length = 0;
|
||||
|
||||
for (auto& entry : gs->sound_entries) {
|
||||
Assertion(entry.id != -1, "Game sound must be loaded to determine maximum duration!");
|
||||
if (entry.id < 0) {
|
||||
// Lazily load unloaded sound entries when required
|
||||
entry.id = snd_load(&entry, gs->flags);
|
||||
}
|
||||
|
||||
max_length = std::max(max_length, snd_get_duration(entry.id));
|
||||
}
|
||||
|
||||
@@ -82,9 +82,6 @@
|
||||
// object.h
|
||||
#define MAX_OBJECTS 3500
|
||||
|
||||
// from lighting.cpp
|
||||
#define MAX_LIGHTS 256
|
||||
|
||||
// from weapon.h (and beam.h)
|
||||
#define MAX_BEAM_SECTIONS 5
|
||||
|
||||
|
||||
+37
-10
@@ -112,6 +112,11 @@ inline bool operator==(const vec3d &self, const vec3d &other)
|
||||
);
|
||||
}
|
||||
|
||||
inline bool operator!=(const vec3d &self, const vec3d &other)
|
||||
{
|
||||
return !(self == other);
|
||||
}
|
||||
|
||||
typedef struct vec2d {
|
||||
float x, y;
|
||||
} vec2d;
|
||||
@@ -363,15 +368,6 @@ typedef struct lod_checker {
|
||||
} lod_checker;
|
||||
|
||||
|
||||
// check to see that a passed sting is valid, ie:
|
||||
// - has >0 length
|
||||
// - is not "none"
|
||||
// - is not "<none>"
|
||||
inline bool VALID_FNAME(const char* x) {
|
||||
return strlen((x)) && stricmp((x), "none") && stricmp((x), "<none>");
|
||||
}
|
||||
|
||||
|
||||
// Callback Loading function.
|
||||
// If you pass a function to this, that function will get called
|
||||
// around 10x per second, so you can update the screen.
|
||||
@@ -433,11 +429,42 @@ public:
|
||||
#include "globalincs/vmallocator.h"
|
||||
#include "globalincs/safe_strings.h"
|
||||
|
||||
// check to see that a passed sting is valid, ie:
|
||||
// - has >0 length
|
||||
// - is not "none"
|
||||
// - is not "<none>"
|
||||
inline bool VALID_FNAME(const char* x) {
|
||||
return strlen((x)) && stricmp((x), "none") && stricmp((x), "<none>");
|
||||
}
|
||||
/**
|
||||
* @brief Checks if the specified string may be a valid file name
|
||||
*
|
||||
* @warning This only does a quick check against an empty string and a few known invalid names. It does not check if the
|
||||
* file actually exists.
|
||||
*
|
||||
* @param x The file name to check
|
||||
* @return @c true if the name is valid, @c false otherwise
|
||||
*/
|
||||
inline bool VALID_FNAME(const SCP_string& x) {
|
||||
if (x.empty()) {
|
||||
return false;
|
||||
}
|
||||
if (!stricmp(x.c_str(), "none")) {
|
||||
return false;
|
||||
}
|
||||
if (!stricmp(x.c_str(), "<none>")) {
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
// Function to generate a stacktrace
|
||||
SCP_string dump_stacktrace();
|
||||
|
||||
// DEBUG compile time catch for dangerous uses of memset/memcpy/memmove
|
||||
#ifndef NDEBUG
|
||||
// would prefer std::is_trivially_copyable but it's not supported by gcc yet
|
||||
// ref: http://gcc.gnu.org/onlinedocs/libstdc++/manual/status.html
|
||||
#if !defined(NDEBUG) && !defined(USING_THIRD_PARTY_LIBS)
|
||||
#if SCP_COMPILER_CXX_AUTO_TYPE && SCP_COMPILER_CXX_STATIC_ASSERT && defined(HAVE_STD_IS_TRIVIALLY_COPYABLE)
|
||||
// feature support seems to be: gcc clang msvc
|
||||
// auto 4.4 2.9 2010
|
||||
|
||||
@@ -75,8 +75,8 @@ bool Heightmap_override = false;
|
||||
bool Glowpoint_override = false;
|
||||
bool Glowpoint_use_depth_buffer = true;
|
||||
bool PostProcessing_override = false;
|
||||
bool Teamcolor_override = false;
|
||||
bool Shadow_override = false;
|
||||
bool Trail_render_override = false;
|
||||
|
||||
bool Basemap_color_override_set = false;
|
||||
float Basemap_color_override[4] = {0.0f, 0.0f, 0.0f, 1.0f};
|
||||
|
||||
@@ -146,8 +146,8 @@ extern bool Glowpoint_override;
|
||||
extern bool Glowpoint_use_depth_buffer;
|
||||
extern bool GLSL_override;
|
||||
extern bool PostProcessing_override;
|
||||
extern bool Teamcolor_override;
|
||||
extern bool Shadow_override;
|
||||
extern bool Trail_render_override;
|
||||
|
||||
extern bool Basemap_color_override_set;
|
||||
extern float Basemap_color_override[4];
|
||||
@@ -208,9 +208,6 @@ void detail_level_set(int level);
|
||||
// Returns the current detail level or -1 if custom.
|
||||
int current_detail_level();
|
||||
|
||||
#define MAX_LIGHTS 256
|
||||
#define MAX_LIGHT_LEVELS 16
|
||||
|
||||
#define safe_kill(a) if(a)vm_free(a)
|
||||
|
||||
|
||||
|
||||
+89
-108
@@ -31,6 +31,7 @@
|
||||
#include "graphics/opengl/gropengldraw.h"
|
||||
#include "graphics/grstub.h"
|
||||
#include "graphics/paths/PathRenderer.h"
|
||||
#include "graphics/util/GPUMemoryHeap.h"
|
||||
#include "graphics/util/UniformBuffer.h"
|
||||
#include "graphics/util/UniformBufferManager.h"
|
||||
#include "io/keycontrol.h" // m!m
|
||||
@@ -106,6 +107,9 @@ static void uniform_buffer_managers_init();
|
||||
static void uniform_buffer_managers_deinit();
|
||||
static void uniform_buffer_managers_retire_buffers();
|
||||
|
||||
static void gpu_heap_init();
|
||||
static void gpu_heap_deinit();
|
||||
|
||||
void gr_set_screen_scale(int w, int h, int zoom_w, int zoom_h, int max_w, int max_h, int center_w, int center_h, bool force_stretch)
|
||||
{
|
||||
bool do_zoom = zoom_w > 0 && zoom_h > 0 && (zoom_w != w || zoom_h != h);
|
||||
@@ -645,6 +649,8 @@ void gr_close()
|
||||
return;
|
||||
}
|
||||
|
||||
gpu_heap_deinit();
|
||||
|
||||
// Cleanup uniform buffer managers
|
||||
uniform_buffer_managers_deinit();
|
||||
|
||||
@@ -892,6 +898,40 @@ static bool gr_init_sub(std::unique_ptr<os::GraphicsOperations>&& graphicsOps, i
|
||||
return true;
|
||||
}
|
||||
|
||||
static void init_window_icon() {
|
||||
auto view = os::getMainViewport();
|
||||
|
||||
if (view == nullptr) {
|
||||
// Graphics backend has no viewport
|
||||
return;
|
||||
}
|
||||
|
||||
auto sdl_wnd = view->toSDLWindow();
|
||||
|
||||
if (sdl_wnd == nullptr) {
|
||||
// No support for changing the icon
|
||||
return;
|
||||
}
|
||||
|
||||
auto icon_handle = bm_load(Window_icon_path);
|
||||
if (icon_handle < 0) {
|
||||
Warning(LOCATION, "Failed to load window icon '%s'!", Window_icon_path.c_str());
|
||||
return;
|
||||
}
|
||||
|
||||
auto surface = bm_to_sdl_surface(icon_handle);
|
||||
if (surface == nullptr) {
|
||||
Warning(LOCATION, "Convert icon '%s' to a SDL surface!", Window_icon_path.c_str());
|
||||
bm_release(icon_handle);
|
||||
return;
|
||||
}
|
||||
|
||||
SDL_SetWindowIcon(sdl_wnd, surface);
|
||||
|
||||
SDL_FreeSurface(surface);
|
||||
bm_release(icon_handle);
|
||||
}
|
||||
|
||||
bool gr_init(std::unique_ptr<os::GraphicsOperations>&& graphicsOps, int d_mode, int d_width, int d_height, int d_depth)
|
||||
{
|
||||
int width = 1024, height = 768, depth = 32, mode = GR_OPENGL;
|
||||
@@ -1072,6 +1112,9 @@ bool gr_init(std::unique_ptr<os::GraphicsOperations>&& graphicsOps, int d_mode,
|
||||
gr_set_palette_internal(Gr_current_palette_name, NULL, 0);
|
||||
|
||||
bm_init();
|
||||
|
||||
init_window_icon();
|
||||
|
||||
io::mouse::CursorManager::init();
|
||||
|
||||
mprintf(("Initializing path renderer...\n"));
|
||||
@@ -1080,6 +1123,11 @@ bool gr_init(std::unique_ptr<os::GraphicsOperations>&& graphicsOps, int d_mode,
|
||||
// Initialize uniform buffer managers
|
||||
uniform_buffer_managers_init();
|
||||
|
||||
gpu_heap_init();
|
||||
|
||||
mprintf(("Checking graphics capabilities:\n"));
|
||||
mprintf((" Bindless texturing: %s\n", gr_is_capable(CAPABILITY_BINDLESS_TEXTURING) ? "Enabled" : "Disabled"));
|
||||
|
||||
bool missing_installation = false;
|
||||
if (!running_unittests && Web_cursor == nullptr) {
|
||||
if (Is_standalone) {
|
||||
@@ -2125,121 +2173,15 @@ void gr_flip(bool execute_scripting)
|
||||
gr_screen.gf_flip();
|
||||
}
|
||||
|
||||
uint gr_determine_model_shader_flags(
|
||||
bool lighting,
|
||||
bool fog,
|
||||
bool textured,
|
||||
bool in_shadow_map,
|
||||
bool thruster_scale,
|
||||
bool transform,
|
||||
bool team_color_set,
|
||||
int tmap_flags,
|
||||
int spec_map,
|
||||
int glow_map,
|
||||
int normal_map,
|
||||
int height_map,
|
||||
int ambient_map,
|
||||
int env_map,
|
||||
int misc_map
|
||||
) {
|
||||
uint shader_flags = 0;
|
||||
|
||||
shader_flags |= SDR_FLAG_MODEL_CLIP;
|
||||
|
||||
if ( transform ) {
|
||||
shader_flags |= SDR_FLAG_MODEL_TRANSFORM;
|
||||
}
|
||||
|
||||
if ( in_shadow_map ) {
|
||||
// if we're building the shadow map, we likely only need the flags here and above so bail
|
||||
shader_flags |= SDR_FLAG_MODEL_SHADOW_MAP;
|
||||
|
||||
return shader_flags;
|
||||
}
|
||||
|
||||
// setup shader flags for the things that we want/need
|
||||
if ( lighting ) {
|
||||
shader_flags |= SDR_FLAG_MODEL_LIGHT;
|
||||
}
|
||||
|
||||
if ( fog ) {
|
||||
shader_flags |= SDR_FLAG_MODEL_FOG;
|
||||
}
|
||||
|
||||
if ( tmap_flags & TMAP_ANIMATED_SHADER ) {
|
||||
shader_flags |= SDR_FLAG_MODEL_ANIMATED;
|
||||
}
|
||||
|
||||
if ( textured ) {
|
||||
if ( !Basemap_override ) {
|
||||
shader_flags |= SDR_FLAG_MODEL_DIFFUSE_MAP;
|
||||
}
|
||||
|
||||
if ( glow_map > 0 ) {
|
||||
shader_flags |= SDR_FLAG_MODEL_GLOW_MAP;
|
||||
}
|
||||
|
||||
if ( lighting ) {
|
||||
if ( ( spec_map > 0 ) && !Specmap_override ) {
|
||||
shader_flags |= SDR_FLAG_MODEL_SPEC_MAP;
|
||||
|
||||
if ( ( env_map > 0 ) && !Envmap_override ) {
|
||||
shader_flags |= SDR_FLAG_MODEL_ENV_MAP;
|
||||
}
|
||||
}
|
||||
|
||||
if ( ( normal_map > 0) && !Normalmap_override ) {
|
||||
shader_flags |= SDR_FLAG_MODEL_NORMAL_MAP;
|
||||
}
|
||||
|
||||
if ( ( height_map > 0) && !Heightmap_override ) {
|
||||
shader_flags |= SDR_FLAG_MODEL_HEIGHT_MAP;
|
||||
}
|
||||
|
||||
if ( ambient_map > 0 ) {
|
||||
shader_flags |= SDR_FLAG_MODEL_AMBIENT_MAP;
|
||||
}
|
||||
|
||||
if ( Cmdline_shadow_quality && !in_shadow_map && !Shadow_override) {
|
||||
shader_flags |= SDR_FLAG_MODEL_SHADOWS;
|
||||
}
|
||||
}
|
||||
|
||||
if ( misc_map > 0 ) {
|
||||
shader_flags |= SDR_FLAG_MODEL_MISC_MAP;
|
||||
}
|
||||
|
||||
if ( team_color_set ) {
|
||||
shader_flags |= SDR_FLAG_MODEL_TEAMCOLOR;
|
||||
}
|
||||
}
|
||||
|
||||
if ( Deferred_lighting ) {
|
||||
shader_flags |= SDR_FLAG_MODEL_DEFERRED;
|
||||
}
|
||||
|
||||
if ( thruster_scale ) {
|
||||
shader_flags |= SDR_FLAG_MODEL_THRUSTER;
|
||||
}
|
||||
|
||||
if ( High_dynamic_range ) {
|
||||
shader_flags |= SDR_FLAG_MODEL_HDR;
|
||||
}
|
||||
|
||||
return shader_flags;
|
||||
}
|
||||
|
||||
void gr_print_timestamp(int x, int y, fix timestamp, int resize_mode)
|
||||
{
|
||||
char time[8];
|
||||
|
||||
int seconds = fl2i(f2fl(timestamp));
|
||||
|
||||
// format the time information into strings
|
||||
SCP_string time;
|
||||
sprintf(time, "%.1d:%.2d:%.2d", (seconds / 3600) % 10, (seconds / 60) % 60, seconds % 60);
|
||||
time[7] = '\0';
|
||||
|
||||
gr_string(x, y, time, resize_mode);
|
||||
gr_string(x, y, time.c_str(), resize_mode);
|
||||
}
|
||||
|
||||
static std::unique_ptr<graphics::util::UniformBufferManager>
|
||||
@@ -2393,3 +2335,42 @@ size_t vertex_layout::hash() const {
|
||||
|
||||
return seed;
|
||||
}
|
||||
|
||||
static std::unique_ptr<graphics::util::GPUMemoryHeap> gpu_heaps [static_cast<size_t>(GpuHeap::NUM_VALUES)];
|
||||
|
||||
static void gpu_heap_init() {
|
||||
for (size_t i = 0; i < static_cast<size_t>(GpuHeap::NUM_VALUES); ++i) {
|
||||
auto enumVal = static_cast<GpuHeap>(i);
|
||||
|
||||
gpu_heaps[i].reset(new graphics::util::GPUMemoryHeap(enumVal));
|
||||
}
|
||||
}
|
||||
|
||||
static void gpu_heap_deinit() {
|
||||
for (auto& heap : gpu_heaps) {
|
||||
heap.reset();
|
||||
}
|
||||
}
|
||||
|
||||
static graphics::util::GPUMemoryHeap* get_gpu_heap(GpuHeap heap_type) {
|
||||
Assertion(heap_type != GpuHeap::NUM_VALUES, "Invalid heap type value detected.");
|
||||
|
||||
return gpu_heaps[static_cast<size_t>(heap_type)].get();
|
||||
}
|
||||
|
||||
void gr_heap_allocate(GpuHeap heap_type, size_t size, void* data, size_t& offset_out, int& handle_out) {
|
||||
TRACE_SCOPE(tracing::GpuHeapAllocate);
|
||||
|
||||
auto gpuHeap = get_gpu_heap(heap_type);
|
||||
|
||||
offset_out = gpuHeap->allocateGpuData(size, data);
|
||||
handle_out = gpuHeap->bufferHandle();
|
||||
}
|
||||
|
||||
void gr_heap_deallocate(GpuHeap heap_type, size_t data_offset) {
|
||||
TRACE_SCOPE(tracing::GpuHeapDeallocate);
|
||||
|
||||
auto gpuHeap = get_gpu_heap(heap_type);
|
||||
|
||||
gpuHeap->freeGpuData(data_offset);
|
||||
}
|
||||
+61
-22
@@ -26,6 +26,7 @@
|
||||
namespace graphics {
|
||||
namespace util {
|
||||
class UniformBuffer;
|
||||
class GPUMemoryHeap;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -47,6 +48,7 @@ class shield_material;
|
||||
class movie_material;
|
||||
class batched_bitmap_material;
|
||||
class nanovg_material;
|
||||
class decal_material;
|
||||
|
||||
class transform_stack {
|
||||
|
||||
@@ -157,6 +159,8 @@ enum shader_type {
|
||||
SDR_TYPE_BATCHED_BITMAP,
|
||||
SDR_TYPE_DEFAULT_MATERIAL,
|
||||
SDR_TYPE_NANOVG,
|
||||
SDR_TYPE_DECAL,
|
||||
SDR_TYPE_SCENE_FOG,
|
||||
NUM_SHADER_TYPES
|
||||
};
|
||||
|
||||
@@ -191,10 +195,15 @@ enum shader_type {
|
||||
|
||||
#define SDR_FLAG_NANOVG_EDGE_AA (1<<0)
|
||||
|
||||
#define SDR_FLAG_DECAL_USE_NORMAL_MAP (1<<0)
|
||||
|
||||
enum class uniform_block_type {
|
||||
Lights = 0,
|
||||
ModelData = 1,
|
||||
NanoVGData = 2,
|
||||
DecalInfo = 3,
|
||||
DecalGlobals = 4,
|
||||
DeferredGlobals = 5,
|
||||
|
||||
NUM_BLOCK_TYPES
|
||||
};
|
||||
@@ -208,6 +217,7 @@ struct vertex_format_data
|
||||
SCREEN_POS,
|
||||
COLOR3,
|
||||
COLOR4,
|
||||
COLOR4F,
|
||||
TEX_COORD2,
|
||||
TEX_COORD3,
|
||||
NORMAL,
|
||||
@@ -215,6 +225,7 @@ struct vertex_format_data
|
||||
MODEL_ID,
|
||||
RADIUS,
|
||||
UVEC,
|
||||
WORLD_MATRIX,
|
||||
};
|
||||
|
||||
vertex_format format_type;
|
||||
@@ -274,10 +285,13 @@ typedef enum gr_capability {
|
||||
CAPABILITY_BATCHED_SUBMODELS,
|
||||
CAPABILITY_POINT_PARTICLES,
|
||||
CAPABILITY_TIMESTAMP_QUERY,
|
||||
CAPABILITY_SEPARATE_BLEND_FUNCTIONS,
|
||||
CAPABILITY_BINDLESS_TEXTURING, //!< This is the ability to encode textures in uniform buffers
|
||||
} gr_capability;
|
||||
|
||||
enum class gr_property {
|
||||
UNIFORM_BUFFER_OFFSET_ALIGNMENT
|
||||
UNIFORM_BUFFER_OFFSET_ALIGNMENT,
|
||||
UNIFORM_BUFFER_MAX_SIZE,
|
||||
};
|
||||
|
||||
// stencil buffering stuff
|
||||
@@ -536,20 +550,18 @@ public:
|
||||
};
|
||||
|
||||
struct indexed_vertex_source {
|
||||
void *Vertex_list;
|
||||
void *Index_list;
|
||||
void *Vertex_list = nullptr;
|
||||
void *Index_list = nullptr;
|
||||
|
||||
int Vbuffer_handle;
|
||||
int Ibuffer_handle;
|
||||
int Vbuffer_handle = -1;
|
||||
size_t Vertex_offset = 0;
|
||||
size_t Base_vertex_offset = 0;
|
||||
|
||||
uint Vertex_list_size;
|
||||
uint Index_list_size;
|
||||
int Ibuffer_handle = -1;
|
||||
size_t Index_offset = 0;
|
||||
|
||||
indexed_vertex_source() :
|
||||
Vertex_list(NULL), Index_list(NULL),
|
||||
Vbuffer_handle(-1), Ibuffer_handle(-1), Vertex_list_size(0), Index_list_size(0)
|
||||
{
|
||||
}
|
||||
uint Vertex_list_size = 0;
|
||||
uint Index_list_size = 0;
|
||||
};
|
||||
|
||||
struct light;
|
||||
@@ -623,7 +635,6 @@ typedef struct screen {
|
||||
|
||||
int current_alphablend_mode; // See GR_ALPHABLEND defines above
|
||||
int current_bitblt_mode; // See GR_BITBLT_MODE defines above
|
||||
int current_fog_mode; // See GR_FOGMODE_* defines above
|
||||
int current_bitmap;
|
||||
color current_color;
|
||||
color current_fog_color; // current fog color
|
||||
@@ -686,9 +697,6 @@ typedef struct screen {
|
||||
// grab a region of the screen. assumes data is large enough
|
||||
void (*gf_get_region)(int front, int w, int h, ubyte *data);
|
||||
|
||||
// set fog attributes
|
||||
void (*gf_fog_set)(int fog_mode, int r, int g, int b, float fog_near, float fog_far);
|
||||
|
||||
// poly culling
|
||||
int (*gf_set_cull)(int cull);
|
||||
|
||||
@@ -749,7 +757,8 @@ typedef struct screen {
|
||||
|
||||
void (*gf_sphere)(material *material_def, float rad);
|
||||
|
||||
int (*gf_maybe_create_shader)(shader_type type, unsigned int flags);
|
||||
int (*gf_maybe_create_shader)(shader_type type, unsigned int flags);
|
||||
void (*gf_recompile_all_shaders)(std::function<void(size_t, size_t)>progress_callback);
|
||||
|
||||
void (*gf_clear_states)();
|
||||
|
||||
@@ -759,6 +768,9 @@ typedef struct screen {
|
||||
void (*gf_shadow_map_start)(matrix4 *shadow_view_matrix, const matrix *light_matrix);
|
||||
void (*gf_shadow_map_end)();
|
||||
|
||||
void (*gf_start_decal_pass)();
|
||||
void (*gf_stop_decal_pass)();
|
||||
|
||||
// new drawing functions
|
||||
void (*gf_render_model)(model_material* material_info, indexed_vertex_source *vert_source, vertex_buffer* bufferp, size_t texi);
|
||||
void (*gf_render_shield_impact)(shield_material *material_info, primitive_type prim_type, vertex_layout *layout, int buffer_handle, int n_verts);
|
||||
@@ -768,6 +780,7 @@ typedef struct screen {
|
||||
void (*gf_render_movie)(movie_material* material_info, primitive_type prim_type, vertex_layout* layout, int n_verts, int buffer);
|
||||
void (*gf_render_primitives_batched)(batched_bitmap_material* material_info, primitive_type prim_type, vertex_layout* layout, int offset, int n_verts, int buffer_handle);
|
||||
void (*gf_render_nanovg)(nanovg_material* material_info, primitive_type prim_type, vertex_layout* layout, int offset, int n_verts, int buffer_handle);
|
||||
void (*gf_render_decals)(decal_material* material_info, primitive_type prim_type, vertex_layout* layout, int num_elements, const indexed_vertex_source& buffers);
|
||||
|
||||
bool (*gf_is_capable)(gr_capability capability);
|
||||
bool (*gf_get_property)(gr_property property, void* destination);
|
||||
@@ -791,6 +804,8 @@ typedef struct screen {
|
||||
void (*gf_sync_delete)(gr_sync sync);
|
||||
|
||||
void (*gf_set_viewport)(int x, int y, int width, int height);
|
||||
|
||||
uint64_t (*gf_get_texture_handle)(int bitmap_handle, int bitmap_type);
|
||||
} screen;
|
||||
|
||||
// handy macro
|
||||
@@ -916,11 +931,6 @@ void gr_shield_icon(coord2d coords[6], const int resize_mode = GR_RESIZE_FULL);
|
||||
|
||||
#define gr_get_region GR_CALL(gr_screen.gf_get_region)
|
||||
|
||||
__inline void gr_fog_set(int fog_mode, int r, int g, int b, float fog_near = -1.0f, float fog_far = -1.0f)
|
||||
{
|
||||
(*gr_screen.gf_fog_set)(fog_mode, r, g, b, fog_near, fog_far);
|
||||
}
|
||||
|
||||
#define gr_set_cull GR_CALL(gr_screen.gf_set_cull)
|
||||
#define gr_set_color_buffer GR_CALL(gr_screen.gf_set_color_buffer)
|
||||
|
||||
@@ -985,6 +995,7 @@ inline void gr_post_process_restore_zbuffer() {
|
||||
#define gr_sphere GR_CALL(*gr_screen.gf_sphere)
|
||||
|
||||
#define gr_maybe_create_shader GR_CALL(*gr_screen.gf_maybe_create_shader)
|
||||
#define gr_recompile_all_shaders GR_CALL(*gr_screen.gf_recompile_all_shaders)
|
||||
#define gr_set_animated_effect GR_CALL(*gr_screen.gf_set_animated_effect)
|
||||
|
||||
#define gr_clear_states GR_CALL(*gr_screen.gf_clear_states)
|
||||
@@ -1100,6 +1111,10 @@ inline void gr_sync_delete(gr_sync sync) {
|
||||
(*gr_screen.gf_sync_delete)(sync);
|
||||
}
|
||||
|
||||
inline uint64_t gr_get_texture_handle(int bitmap, int bitmap_type) {
|
||||
return (*gr_screen.gf_get_texture_handle)(bitmap, bitmap_type);
|
||||
}
|
||||
|
||||
// color functions
|
||||
void gr_get_color( int *r, int *g, int b );
|
||||
void gr_init_color(color *c, int r, int g, int b);
|
||||
@@ -1216,6 +1231,30 @@ struct DisplayData {
|
||||
|
||||
SCP_vector<DisplayData> gr_enumerate_displays();
|
||||
|
||||
enum class GpuHeap {
|
||||
ModelVertex = 0,
|
||||
ModelIndex,
|
||||
|
||||
NUM_VALUES
|
||||
};
|
||||
|
||||
/**
|
||||
* @brief Allocates storage on the specified GPU heap and stores data in that storage
|
||||
* @param heap_type The heap type to store this memory on
|
||||
* @param size The size of the data
|
||||
* @param data A pointer to the data
|
||||
* @param[out] offset_out The offset at which the data is stored in the buffer
|
||||
* @param[out] handle_out The handle of the buffer object this data is stored in
|
||||
*/
|
||||
void gr_heap_allocate(GpuHeap heap_type, size_t size, void* data, size_t& offset_out, int& handle_out);
|
||||
|
||||
/**
|
||||
* @brief Deallocates memory previously allocated with gr_heap_allocate.
|
||||
* @param heap_type The heap type to deallocate this memory from
|
||||
* @param data_offset The offset at which the data is stored.
|
||||
*/
|
||||
void gr_heap_deallocate(GpuHeap heap_type, size_t data_offset);
|
||||
|
||||
// Include this last to make the 2D rendering function available everywhere
|
||||
#include "graphics/render.h"
|
||||
|
||||
|
||||
@@ -0,0 +1,217 @@
|
||||
#include "graphics/decal_draw_list.h"
|
||||
|
||||
#include "graphics/util/uniform_structs.h"
|
||||
#include "graphics/matrix.h"
|
||||
|
||||
#include "render/3d.h"
|
||||
#include "tracing/tracing.h"
|
||||
#include "light.h"
|
||||
|
||||
namespace {
|
||||
|
||||
// Discard any fragments where the angle to the direction to greater than 45°
|
||||
const float DECAL_ANGLE_CUTOFF = fl_radians(45.f);
|
||||
const float DECAL_ANGLE_FADE_START = fl_radians(30.f);
|
||||
|
||||
vec3d BOX_VERTS[] = {{{{ -0.5f, -0.5f, -0.5f }}},
|
||||
{{{ -0.5f, 0.5f, -0.5f }}},
|
||||
{{{ 0.5f, 0.5f, -0.5f }}},
|
||||
{{{ 0.5f, -0.5f, -0.5f }}},
|
||||
{{{ -0.5f, -0.5f, 0.5f }}},
|
||||
{{{ -0.5f, 0.5f, 0.5f }}},
|
||||
{{{ 0.5f, 0.5f, 0.5f }}},
|
||||
{{{ 0.5f, -0.5f, 0.5f }}}};
|
||||
|
||||
uint32_t BOX_FACES[] =
|
||||
{ 7, 3, 4, 3, 0, 4, 2, 6, 1, 6, 5, 1, 7, 6, 3, 6, 2, 3, 0, 1, 4, 1, 5, 4, 6, 7, 4, 5, 6, 4, 3, 2, 0, 2, 1, 0, };
|
||||
|
||||
const size_t BOX_NUM_FACES = sizeof(BOX_FACES) / sizeof(BOX_FACES[0]);
|
||||
|
||||
int box_vertex_buffer = -1;
|
||||
int box_index_buffer = -1;
|
||||
|
||||
void init_buffers() {
|
||||
box_vertex_buffer = gr_create_buffer(BufferType::Vertex, BufferUsageHint::Static);
|
||||
gr_update_buffer_data(box_vertex_buffer, sizeof(BOX_VERTS), BOX_VERTS);
|
||||
|
||||
box_index_buffer = gr_create_buffer(BufferType::Index, BufferUsageHint::Static);
|
||||
gr_update_buffer_data(box_index_buffer, sizeof(BOX_FACES), BOX_FACES);
|
||||
}
|
||||
|
||||
bool check_box_in_view(const matrix4& transform) {
|
||||
for (auto& point : BOX_VERTS) {
|
||||
vec3d pt;
|
||||
vm_vec_transform(&pt, &point, &transform, true);
|
||||
vec3d tmp;
|
||||
if (!g3_rotate_vector(&tmp, &pt)) {
|
||||
// This point lies in the view cone so we need to render it
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
namespace graphics {
|
||||
|
||||
/**
|
||||
* @brief Sorts Decals so that as many decals can be batched together as possible
|
||||
*
|
||||
* This uses the bitmaps in the definitions to determine if two decals can be rendered at the same time. Since we use
|
||||
* texture arrays we can use the base frame for batching which increases the number of draw calls that can be batched together.
|
||||
*
|
||||
* @param left
|
||||
* @param right
|
||||
* @return
|
||||
*/
|
||||
bool decal_draw_list::sort_draws(const decal_draw_info& left, const decal_draw_info& right) {
|
||||
auto left_diffuse_base = bm_get_base_frame(left.draw_mat.get_texture_map(TM_BASE_TYPE));
|
||||
auto right_diffuse_base = bm_get_base_frame(right.draw_mat.get_texture_map(TM_BASE_TYPE));
|
||||
|
||||
if (left_diffuse_base != right_diffuse_base) {
|
||||
return left_diffuse_base < right_diffuse_base;
|
||||
}
|
||||
auto left_glow_base = bm_get_base_frame(left.draw_mat.get_texture_map(TM_GLOW_TYPE));
|
||||
auto right_glow_base = bm_get_base_frame(right.draw_mat.get_texture_map(TM_GLOW_TYPE));
|
||||
|
||||
if (left_glow_base != right_glow_base) {
|
||||
return left_glow_base < right_glow_base;
|
||||
}
|
||||
|
||||
auto left_normal_base = bm_get_base_frame(left.draw_mat.get_texture_map(TM_NORMAL_TYPE));
|
||||
auto right_normal_base = bm_get_base_frame(left.draw_mat.get_texture_map(TM_NORMAL_TYPE));
|
||||
|
||||
return left_normal_base < right_normal_base;
|
||||
}
|
||||
void decal_draw_list::globalInit() {
|
||||
init_buffers();
|
||||
|
||||
gr_maybe_create_shader(SDR_TYPE_DECAL, 0);
|
||||
gr_maybe_create_shader(SDR_TYPE_DECAL, SDR_FLAG_DECAL_USE_NORMAL_MAP);
|
||||
}
|
||||
void decal_draw_list::globalShutdown() {
|
||||
gr_delete_buffer(box_vertex_buffer);
|
||||
gr_delete_buffer(box_index_buffer);
|
||||
}
|
||||
|
||||
decal_draw_list::decal_draw_list() {
|
||||
_buffer = gr_get_uniform_buffer(uniform_block_type::DecalInfo);
|
||||
auto& aligner = _buffer->aligner();
|
||||
|
||||
// Initialize header data
|
||||
auto header = aligner.getHeader<graphics::decal_globals>();
|
||||
matrix4 invView;
|
||||
vm_inverse_matrix4(&gr_view_matrix, &invView);
|
||||
|
||||
header->viewMatrix = gr_view_matrix;
|
||||
header->projMatrix = gr_projection_matrix;
|
||||
header->invViewMatrix = invView;
|
||||
vm_inverse_matrix4(&gr_projection_matrix, &header->invProjMatrix);
|
||||
|
||||
header->viewportSize.x = (float) gr_screen.max_w;
|
||||
header->viewportSize.y = (float) gr_screen.max_h;
|
||||
|
||||
header->ambientLight.xyz.x = gr_light_ambient[0] + gr_user_ambient;
|
||||
header->ambientLight.xyz.y = gr_light_ambient[1] + gr_user_ambient;
|
||||
header->ambientLight.xyz.z = gr_light_ambient[2] + gr_user_ambient;
|
||||
|
||||
CLAMP(header->ambientLight.xyz.x, 0.02f, 1.0f);
|
||||
CLAMP(header->ambientLight.xyz.y, 0.02f, 1.0f);
|
||||
CLAMP(header->ambientLight.xyz.z, 0.02f, 1.0f);
|
||||
|
||||
// Square the ambient part of the light to match the formula used in the main model shader
|
||||
header->ambientLight.xyz.x *= header->ambientLight.xyz.x;
|
||||
header->ambientLight.xyz.y *= header->ambientLight.xyz.y;
|
||||
header->ambientLight.xyz.z *= header->ambientLight.xyz.z;
|
||||
|
||||
header->ambientLight.xyz.x += gr_light_emission[0];
|
||||
header->ambientLight.xyz.y += gr_light_emission[1];
|
||||
header->ambientLight.xyz.z += gr_light_emission[2];
|
||||
}
|
||||
decal_draw_list::~decal_draw_list() {
|
||||
_buffer->finished();
|
||||
}
|
||||
void decal_draw_list::render() {
|
||||
GR_DEBUG_SCOPE("Render decals");
|
||||
TRACE_SCOPE(tracing::RenderDecals);
|
||||
|
||||
_buffer->submitData();
|
||||
|
||||
std::sort(_draws.begin(), _draws.end(), decal_draw_list::sort_draws);
|
||||
|
||||
vertex_layout layout;
|
||||
layout.add_vertex_component(vertex_format_data::POSITION3, sizeof(vec3d), 0);
|
||||
|
||||
indexed_vertex_source source;
|
||||
source.Vbuffer_handle = box_vertex_buffer;
|
||||
source.Ibuffer_handle = box_index_buffer;
|
||||
|
||||
// Bind the global data only once
|
||||
gr_bind_uniform_buffer(uniform_block_type::DecalGlobals,
|
||||
0,
|
||||
sizeof(graphics::decal_globals),
|
||||
_buffer->bufferHandle());
|
||||
gr_screen.gf_start_decal_pass();
|
||||
|
||||
for (auto& draw : _draws) {
|
||||
GR_DEBUG_SCOPE("Draw single decal");
|
||||
TRACE_SCOPE(tracing::RenderSingleDecal);
|
||||
|
||||
gr_bind_uniform_buffer(uniform_block_type::DecalInfo,
|
||||
draw.uniform_offset,
|
||||
sizeof(graphics::decal_info),
|
||||
_buffer->bufferHandle());
|
||||
|
||||
gr_screen.gf_render_decals(&draw.draw_mat, PRIM_TYPE_TRIS, &layout, BOX_NUM_FACES, source);
|
||||
}
|
||||
|
||||
gr_screen.gf_stop_decal_pass();
|
||||
}
|
||||
void decal_draw_list::add_decal(int diffuse_bitmap,
|
||||
int glow_bitmap,
|
||||
int normal_bitmap,
|
||||
float decal_timer,
|
||||
const matrix4& transform,
|
||||
float base_alpha) {
|
||||
if (!check_box_in_view(transform)) {
|
||||
// The decal box is not in view so we don't need to render it
|
||||
return;
|
||||
}
|
||||
|
||||
auto& aligner = _buffer->aligner();
|
||||
|
||||
auto info = aligner.addTypedElement<graphics::decal_info>();
|
||||
info->model_matrix = transform;
|
||||
// This is currently a constant but in the future this may be configurable by the decals table
|
||||
info->normal_angle_cutoff = DECAL_ANGLE_CUTOFF;
|
||||
info->angle_fade_start = DECAL_ANGLE_FADE_START;
|
||||
info->alpha_scale = base_alpha;
|
||||
|
||||
matrix transform_rot;
|
||||
vm_matrix4_get_orientation(&transform_rot, &transform);
|
||||
|
||||
// The decal shader works in view-space so the direction also has to be transformed into that space
|
||||
vm_vec_transform(&info->decal_direction, &transform_rot.vec.fvec, &gr_view_matrix, false);
|
||||
|
||||
vm_inverse_matrix4(&info->model_matrix, &info->inv_model_matrix);
|
||||
|
||||
info->diffuse_index = diffuse_bitmap < 0 ? -1 : bm_get_array_index(diffuse_bitmap);
|
||||
info->glow_index = glow_bitmap < 0 ? -1 : bm_get_array_index(glow_bitmap);
|
||||
info->normal_index = normal_bitmap < 0 ? -1 : bm_get_array_index(normal_bitmap);
|
||||
|
||||
decal_draw_info current_draw;
|
||||
current_draw.uniform_offset = aligner.getCurrentOffset();
|
||||
|
||||
material_set_decal(¤t_draw.draw_mat,
|
||||
bm_get_base_frame(diffuse_bitmap),
|
||||
bm_get_base_frame(glow_bitmap),
|
||||
bm_get_base_frame(normal_bitmap));
|
||||
info->diffuse_blend_mode = current_draw.draw_mat.get_blend_mode(0) == ALPHA_BLEND_ADDITIVE ? 1 : 0;
|
||||
info->glow_blend_mode = current_draw.draw_mat.get_blend_mode(2) == ALPHA_BLEND_ADDITIVE ? 1 : 0;
|
||||
|
||||
_draws.push_back(current_draw);
|
||||
}
|
||||
|
||||
}
|
||||
@@ -0,0 +1,43 @@
|
||||
#pragma once
|
||||
|
||||
#include "globalincs/pstypes.h"
|
||||
|
||||
#include "graphics/material.h"
|
||||
#include "graphics/util/UniformBuffer.h"
|
||||
|
||||
namespace graphics {
|
||||
|
||||
class decal_draw_list {
|
||||
struct decal_draw_info {
|
||||
decal_material draw_mat;
|
||||
|
||||
size_t uniform_offset;
|
||||
};
|
||||
SCP_vector<decal_draw_info> _draws;
|
||||
|
||||
util::UniformBuffer* _buffer = nullptr;
|
||||
|
||||
static bool sort_draws(const decal_draw_info& left, const decal_draw_info& right);
|
||||
|
||||
public:
|
||||
decal_draw_list();
|
||||
~decal_draw_list();
|
||||
|
||||
decal_draw_list(const decal_draw_list&) = delete;
|
||||
decal_draw_list& operator=(const decal_draw_list&) = delete;
|
||||
|
||||
void add_decal(int diffuse_bitmap,
|
||||
int glow_bitmap,
|
||||
int normal_bitmap,
|
||||
float decal_timer,
|
||||
const matrix4& transform,
|
||||
float base_alpha);
|
||||
|
||||
void render();
|
||||
|
||||
static void globalInit();
|
||||
|
||||
static void globalShutdown();
|
||||
};
|
||||
|
||||
}
|
||||
@@ -160,6 +160,7 @@ int generic_anim_stream(generic_anim *ga, const bool cache)
|
||||
int anim_fps = 0;
|
||||
char full_path[MAX_PATH];
|
||||
size_t size = 0, offset = 0;
|
||||
const void* file_data = nullptr;
|
||||
const int NUM_TYPES = 3;
|
||||
const ubyte type_list[NUM_TYPES] = {BM_TYPE_EFF, BM_TYPE_ANI, BM_TYPE_PNG};
|
||||
const char *ext_list[NUM_TYPES] = {".eff", ".ani", ".png"};
|
||||
@@ -168,14 +169,14 @@ int generic_anim_stream(generic_anim *ga, const bool cache)
|
||||
|
||||
ga->type = BM_TYPE_NONE;
|
||||
|
||||
rval = cf_find_file_location_ext(ga->filename, NUM_TYPES, ext_list, CF_TYPE_ANY, sizeof(full_path) - 1, full_path, &size, &offset, 0);
|
||||
rval = cf_find_file_location_ext(ga->filename, NUM_TYPES, ext_list, CF_TYPE_ANY, sizeof(full_path) - 1, full_path, &size, &offset, 0, &file_data);
|
||||
|
||||
// could not be found, or is invalid for some reason
|
||||
if ( (rval < 0) || (rval >= NUM_TYPES) )
|
||||
return -1;
|
||||
|
||||
//make sure we can open it
|
||||
img_cfp = cfopen_special(full_path, "rb", size, offset, CF_TYPE_ANY);
|
||||
img_cfp = cfopen_special(full_path, "rb", size, offset, file_data, CF_TYPE_ANY);
|
||||
|
||||
if (img_cfp == NULL) {
|
||||
return -1;
|
||||
|
||||
@@ -385,6 +385,10 @@ void gr_stub_delete_query_object(int obj)
|
||||
{
|
||||
}
|
||||
|
||||
uint64_t gr_stub_get_texture_handle(int bitmap_handle, int bitmap_type) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
bool gr_stub_init()
|
||||
{
|
||||
if (gr_screen.res != GR_640) {
|
||||
@@ -438,8 +442,6 @@ bool gr_stub_init()
|
||||
|
||||
gr_screen.gf_set_gamma = gr_stub_set_gamma;
|
||||
|
||||
gr_screen.gf_fog_set = gr_stub_fog_set;
|
||||
|
||||
// UnknownPlayer : Don't recognize this - MAY NEED DEBUGGING
|
||||
gr_screen.gf_get_region = gr_stub_get_region;
|
||||
|
||||
@@ -534,5 +536,7 @@ bool gr_stub_init()
|
||||
|
||||
gr_screen.gf_bind_uniform_buffer = [](uniform_block_type, size_t, size_t, int) {};
|
||||
|
||||
gr_screen.gf_get_texture_handle = gr_stub_get_texture_handle;
|
||||
|
||||
return true;
|
||||
}
|
||||
+28
-74
@@ -7,9 +7,6 @@
|
||||
*
|
||||
*/
|
||||
|
||||
|
||||
|
||||
|
||||
#include <math/bitarray.h>
|
||||
#include "cmdline/cmdline.h"
|
||||
#include "globalincs/pstypes.h"
|
||||
@@ -34,12 +31,11 @@ struct gr_light
|
||||
float SpotExp, SpotCutOff;
|
||||
float ConstantAtten, LinearAtten, QuadraticAtten;
|
||||
|
||||
bool occupied;
|
||||
int type;
|
||||
};
|
||||
|
||||
// Variables
|
||||
gr_light* gr_lights = NULL;
|
||||
SCP_vector<gr_light> gr_lights;
|
||||
graphics::model_light gr_light_uniforms[graphics::MAX_UNIFORM_LIGHTS];
|
||||
|
||||
int Num_active_gr_lights = 0;
|
||||
@@ -49,6 +45,7 @@ const float gr_light_color[4] = { 0.8f, 0.8f, 0.8f, 1.0f };
|
||||
const float gr_light_zero[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
|
||||
const float gr_light_emission[4] = { 0.09f, 0.09f, 0.09f, 1.0f };
|
||||
float gr_light_ambient[4] = { 0.47f, 0.47f, 0.47f, 1.0f };
|
||||
float gr_user_ambient = 0.0f;
|
||||
|
||||
void FSLight2GLLight(light* FSLight, gr_light* GLLight) {
|
||||
GLLight->Ambient.xyzw.x = 0.0f;
|
||||
@@ -66,7 +63,7 @@ void FSLight2GLLight(light* FSLight, gr_light* GLLight) {
|
||||
GLLight->Specular.xyzw.z = FSLight->spec_b * FSLight->intensity;
|
||||
GLLight->Specular.xyzw.w = 1.0f;
|
||||
|
||||
GLLight->type = FSLight->type;
|
||||
GLLight->type = static_cast<int>(FSLight->type);
|
||||
|
||||
// GL default values...
|
||||
// spot direction
|
||||
@@ -89,7 +86,7 @@ void FSLight2GLLight(light* FSLight, gr_light* GLLight) {
|
||||
|
||||
|
||||
switch (FSLight->type) {
|
||||
case LT_POINT: {
|
||||
case Light_Type::Point: {
|
||||
// this crap still needs work...
|
||||
GLLight->ConstantAtten = 1.0f;
|
||||
GLLight->LinearAtten = (1.0f / MAX(FSLight->rada, FSLight->radb)) * 1.25f;
|
||||
@@ -101,7 +98,7 @@ void FSLight2GLLight(light* FSLight, gr_light* GLLight) {
|
||||
break;
|
||||
}
|
||||
|
||||
case LT_TUBE: {
|
||||
case Light_Type::Tube: {
|
||||
GLLight->ConstantAtten = 1.0f;
|
||||
GLLight->LinearAtten = (1.0f / MAX(FSLight->rada, FSLight->radb)) * 1.25f;
|
||||
GLLight->QuadraticAtten = (1.0f / MAX(FSLight->rada_squared, FSLight->radb_squared)) * 1.25f;
|
||||
@@ -125,7 +122,7 @@ void FSLight2GLLight(light* FSLight, gr_light* GLLight) {
|
||||
break;
|
||||
}
|
||||
|
||||
case LT_DIRECTIONAL: {
|
||||
case Light_Type::Directional: {
|
||||
GLLight->Position.xyzw.x = -FSLight->vec.xyz.x;
|
||||
GLLight->Position.xyzw.y = -FSLight->vec.xyz.y;
|
||||
GLLight->Position.xyzw.z = -FSLight->vec.xyz.z;
|
||||
@@ -138,11 +135,11 @@ void FSLight2GLLight(light* FSLight, gr_light* GLLight) {
|
||||
break;
|
||||
}
|
||||
|
||||
case LT_CONE:
|
||||
case Light_Type::Cone:
|
||||
break;
|
||||
|
||||
default:
|
||||
Int3();
|
||||
Error(LOCATION, "Unknown light type in FSLight2GLLight. Expected was 0, 1, 2 or 3, we got %i", static_cast<int>(FSLight->type));
|
||||
break;
|
||||
}
|
||||
}
|
||||
@@ -202,20 +199,15 @@ static bool sort_active_lights(const gr_light& la, const gr_light& lb) {
|
||||
|
||||
static void pre_render_init_lights() {
|
||||
// sort the lights to try and get the most visible lights on the first pass
|
||||
std::sort(gr_lights, gr_lights + Num_active_gr_lights, sort_active_lights);
|
||||
std::sort(gr_lights.begin(), gr_lights.end(), sort_active_lights);
|
||||
}
|
||||
|
||||
void gr_set_light(light* fs_light) {
|
||||
if (Num_active_gr_lights >= MAX_LIGHTS) {
|
||||
return;
|
||||
}
|
||||
|
||||
//if (fs_light->type == LT_POINT)
|
||||
// return;
|
||||
|
||||
// init the light
|
||||
FSLight2GLLight(fs_light, &gr_lights[Num_active_gr_lights]);
|
||||
gr_lights[Num_active_gr_lights++].occupied = true;
|
||||
gr_light grl;
|
||||
FSLight2GLLight(fs_light, &grl);
|
||||
gr_lights.push_back(grl);
|
||||
Num_active_gr_lights++;
|
||||
}
|
||||
|
||||
void gr_set_center_alpha(int type) {
|
||||
@@ -223,9 +215,6 @@ void gr_set_center_alpha(int type) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (Num_active_gr_lights == MAX_LIGHTS) {
|
||||
return;
|
||||
}
|
||||
gr_light glight;
|
||||
|
||||
vec3d dir;
|
||||
@@ -239,7 +228,8 @@ void gr_set_center_alpha(int type) {
|
||||
glight.Ambient.xyzw.x = gr_screen.current_alpha;
|
||||
glight.Ambient.xyzw.y = gr_screen.current_alpha;
|
||||
glight.Ambient.xyzw.z = gr_screen.current_alpha;
|
||||
} else {
|
||||
}
|
||||
else {
|
||||
glight.Diffuse.xyzw.x = gr_screen.current_alpha;
|
||||
glight.Diffuse.xyzw.y = gr_screen.current_alpha;
|
||||
glight.Diffuse.xyzw.z = gr_screen.current_alpha;
|
||||
@@ -271,73 +261,36 @@ void gr_set_center_alpha(int type) {
|
||||
glight.ConstantAtten = 1.0f;
|
||||
glight.LinearAtten = 0.0f;
|
||||
glight.QuadraticAtten = 0.0f;
|
||||
glight.occupied = false;
|
||||
|
||||
// first light
|
||||
memcpy(&gr_lights[Num_active_gr_lights], &glight, sizeof(gr_light));
|
||||
gr_lights[Num_active_gr_lights++].occupied = true;
|
||||
gr_lights.push_back(glight);
|
||||
|
||||
// second light
|
||||
glight.Position.xyzw.x = dir.xyz.x;
|
||||
glight.Position.xyzw.y = dir.xyz.y;
|
||||
glight.Position.xyzw.z = dir.xyz.z;
|
||||
|
||||
memcpy(&gr_lights[Num_active_gr_lights], &glight, sizeof(gr_light));
|
||||
gr_lights[Num_active_gr_lights++].occupied = true;
|
||||
gr_lights.push_back(glight);
|
||||
}
|
||||
|
||||
void gr_reset_lighting() {
|
||||
int i;
|
||||
|
||||
for (i = 0; i < (int)graphics::MAX_UNIFORM_LIGHTS; i++) {
|
||||
gr_lights[i].occupied = false;
|
||||
}
|
||||
|
||||
gr_lights.clear();
|
||||
Num_active_gr_lights = 0;
|
||||
}
|
||||
|
||||
static void calculate_ambient_factor() {
|
||||
float amb_user = 0.0f;
|
||||
|
||||
// assuming that the default is "128", just skip this if not a user setting
|
||||
if (Cmdline_ambient_factor == 128) {
|
||||
return;
|
||||
}
|
||||
|
||||
amb_user = (float) ((Cmdline_ambient_factor * 2) - 255) / 255.0f;
|
||||
|
||||
// set the ambient light
|
||||
gr_light_ambient[0] += amb_user;
|
||||
gr_light_ambient[1] += amb_user;
|
||||
gr_light_ambient[2] += amb_user;
|
||||
|
||||
CLAMP(gr_light_ambient[0], 0.02f, 1.0f);
|
||||
CLAMP(gr_light_ambient[1], 0.02f, 1.0f);
|
||||
CLAMP(gr_light_ambient[2], 0.02f, 1.0f);
|
||||
|
||||
gr_light_ambient[3] = 1.0f;
|
||||
void gr_calculate_ambient_factor(int ambient_factor) {
|
||||
gr_user_ambient = (float) ((ambient_factor * 2) - 255) / 255.0f;
|
||||
}
|
||||
|
||||
void gr_light_shutdown() {
|
||||
if (gr_lights != NULL) {
|
||||
vm_free(gr_lights);
|
||||
gr_lights = NULL;
|
||||
}
|
||||
gr_lights.clear();
|
||||
}
|
||||
|
||||
void gr_light_init() {
|
||||
calculate_ambient_factor();
|
||||
gr_calculate_ambient_factor();
|
||||
|
||||
// allocate memory for enabled lights
|
||||
if (gr_lights == NULL) {
|
||||
gr_lights = (gr_light*) vm_malloc(MAX_LIGHTS * sizeof(gr_light), memory::quiet_alloc);
|
||||
}
|
||||
|
||||
if (gr_lights == NULL) {
|
||||
Error(LOCATION, "Unable to allocate memory for lights!\n");
|
||||
}
|
||||
|
||||
memset(gr_lights, 0, MAX_LIGHTS * sizeof(gr_light));
|
||||
gr_lights.reserve(1024);
|
||||
}
|
||||
|
||||
void gr_set_lighting(bool set, bool state) {
|
||||
@@ -358,9 +311,10 @@ void gr_set_lighting(bool set, bool state) {
|
||||
break;
|
||||
}
|
||||
|
||||
if (gr_lights[i].occupied) {
|
||||
set_light(i, &gr_lights[i]);
|
||||
}
|
||||
if (gr_lights[i].type != LT_DIRECTIONAL)
|
||||
continue;
|
||||
|
||||
set_light(i, &gr_lights[i]);
|
||||
}
|
||||
|
||||
gr_light zero;
|
||||
@@ -379,5 +333,5 @@ void gr_set_ambient_light(int red, int green, int blue) {
|
||||
gr_light_ambient[2] = i2fl(blue) / 255.0f;
|
||||
gr_light_ambient[3] = 1.0f;
|
||||
|
||||
calculate_ambient_factor();
|
||||
gr_calculate_ambient_factor();
|
||||
}
|
||||
@@ -15,6 +15,7 @@ extern const float gr_light_color[4];
|
||||
extern const float gr_light_zero[4];
|
||||
extern const float gr_light_emission[4];
|
||||
extern float gr_light_ambient[4];
|
||||
extern float gr_user_ambient;
|
||||
|
||||
//Functions
|
||||
void gr_set_light(light *fs_light);
|
||||
@@ -23,5 +24,7 @@ void gr_set_lighting(bool set, bool state);
|
||||
void gr_set_center_alpha(int type);
|
||||
void gr_set_ambient_light(int red, int green, int blue);
|
||||
|
||||
void gr_calculate_ambient_factor(int ambient_factor = Cmdline_ambient_factor);
|
||||
|
||||
void gr_light_init();
|
||||
void gr_light_shutdown();
|
||||
Loaded 100 of 482 files, more files were not shown because too many files have changed in this diff.
Show more
Reference in new issue
Block a user