Renamed and moved GL33 shader files to separate directory

dev-time-step
Tomasz Kapuściński 2016-03-14 21:44:25 +01:00
parent cec942b4fd
commit 4c6f8239fa
12 changed files with 22 additions and 262 deletions

View File

@ -255,9 +255,6 @@ private:
//! Currently bound VBO
GLuint m_currentVBO = 0;
//! true enables per-pixel lighting
bool m_perPixelLighting = false;
//! Shader program for normal rendering
GLuint m_normalProgram = 0;
//! Shader program for interface rendering

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@ -245,44 +245,25 @@ bool CGL33Device::Create()
m_texturesEnabled = std::vector<bool> (maxTextures, false);
m_textureStageParams = std::vector<TextureStageParams>(maxTextures, TextureStageParams());
int value;
if (CConfigFile::GetInstance().GetIntProperty("Setup", "PerPixelLighting", value))
{
m_perPixelLighting = value > 0;
}
char shading[16];
if (m_perPixelLighting)
{
strcpy(shading, "perpixel");
CLogger::GetInstance().Info("Using per-pixel lighting\n");
}
else
{
strcpy(shading, "pervertex");
CLogger::GetInstance().Info("Using per-vertex lighting\n");
}
// Create shader program for normal rendering
GLint shaders[2];
char filename[64];
sprintf(filename, "shaders/vertex_shader_33_%s.glsl", shading);
strcpy(filename, "shaders/gl33/vs_normal.glsl");
shaders[0] = LoadShader(GL_VERTEX_SHADER, filename);
if (shaders[0] == 0)
{
m_errorMessage = GetLastShaderError();
GetLogger()->Error("Count not create vertex shader from file '%s'\n", filename);
GetLogger()->Error("Cound not create vertex shader from file '%s'\n", filename);
return false;
}
sprintf(filename, "shaders/fragment_shader_33_%s.glsl", shading);
strcpy(filename, "shaders/gl33/fs_normal.glsl");
shaders[1] = LoadShader(GL_FRAGMENT_SHADER, filename);
if (shaders[1] == 0)
{
m_errorMessage = GetLastShaderError();
GetLogger()->Error("Count not create fragment shader from file '%s'\n", filename);
GetLogger()->Error("Cound not create fragment shader from file '%s'\n", filename);
return false;
}
@ -290,7 +271,7 @@ bool CGL33Device::Create()
if (m_normalProgram == 0)
{
m_errorMessage = GetLastShaderError();
GetLogger()->Error("Count not link shader program for normal rendering\n");
GetLogger()->Error("Cound not link shader program for normal rendering\n");
return false;
}
@ -298,21 +279,21 @@ bool CGL33Device::Create()
glDeleteShader(shaders[1]);
// Create program for interface rendering
strcpy(filename, "shaders/vertex_shader_33_interface.glsl");
strcpy(filename, "shaders/gl33/vs_interface.glsl");
shaders[0] = LoadShader(GL_VERTEX_SHADER, filename);
if (shaders[0] == 0)
{
m_errorMessage = GetLastShaderError();
GetLogger()->Error("Count not create vertex shader from file '%s'\n", filename);
GetLogger()->Error("Cound not create vertex shader from file '%s'\n", filename);
return false;
}
strcpy(filename, "shaders/fragment_shader_33_interface.glsl");
strcpy(filename, "shaders/gl33/fs_interface.glsl");
shaders[1] = LoadShader(GL_FRAGMENT_SHADER, filename);
if (shaders[1] == 0)
{
m_errorMessage = GetLastShaderError();
GetLogger()->Error("Count not create fragment shader from file '%s'\n", filename);
GetLogger()->Error("Cound not create fragment shader from file '%s'\n", filename);
return false;
}
@ -320,7 +301,7 @@ bool CGL33Device::Create()
if (m_interfaceProgram == 0)
{
m_errorMessage = GetLastShaderError();
GetLogger()->Error("Count not link shader program for interface rendering\n");
GetLogger()->Error("Cound not link shader program for interface rendering\n");
return false;
}
@ -328,21 +309,21 @@ bool CGL33Device::Create()
glDeleteShader(shaders[1]);
// Create program for shadow rendering
strcpy(filename, "shaders/vertex_shader_33_shadow.glsl");
strcpy(filename, "shaders/gl33/vs_shadow.glsl");
shaders[0] = LoadShader(GL_VERTEX_SHADER, filename);
if (shaders[0] == 0)
{
m_errorMessage = GetLastShaderError();
GetLogger()->Error("Count not create vertex shader from file '%s'\n", filename);
GetLogger()->Error("Cound not create vertex shader from file '%s'\n", filename);
return false;
}
strcpy(filename, "shaders/fragment_shader_33_shadow.glsl");
strcpy(filename, "shaders/gl33/fs_shadow.glsl");
shaders[1] = LoadShader(GL_FRAGMENT_SHADER, filename);
if (shaders[1] == 0)
{
m_errorMessage = GetLastShaderError();
GetLogger()->Error("Count not create fragment shader from file '%s'\n", filename);
GetLogger()->Error("Cound not create fragment shader from file '%s'\n", filename);
return false;
}
@ -350,7 +331,7 @@ bool CGL33Device::Create()
if (m_shadowProgram == 0)
{
m_errorMessage = GetLastShaderError();
GetLogger()->Error("Count not link shader program for shadow rendering\n");
GetLogger()->Error("Cound not link shader program for shadow rendering\n");
return false;
}

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@ -277,8 +277,6 @@ private:
GLuint m_interfaceProgram = 0;
//! Shader program for shadow rendering
GLuint m_shadowProgram = 0;
//! true enables per-pixel lighting
bool m_perPixelLighting = false;
//! Auxiliary VAO for rendering primitives with DrawPrimitive*
GLuint m_auxiliaryVAO = 0;

View File

@ -1,3 +1,2 @@
file(GLOB shaders *.glsl)
install(FILES ${shaders} DESTINATION ${COLOBOT_INSTALL_DATA_DIR}/shaders)
install(DIRECTORY gl21 DESTINATION ${COLOBOT_INSTALL_DATA_DIR}/shaders)
install(DIRECTORY gl33 DESTINATION ${COLOBOT_INSTALL_DATA_DIR}/shaders)

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@ -1,154 +0,0 @@
/*
* This file is part of the Colobot: Gold Edition source code
* Copyright (C) 2001-2014, Daniel Roux, EPSITEC SA & TerranovaTeam
* http://epsitec.ch; http://colobot.info; http://github.com/colobot
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see http://gnu.org/licenses
*/
// FRAGMENT SHADER
#version 330
struct LightParams
{
bool Enabled;
vec4 Position;
vec4 Ambient;
vec4 Diffuse;
vec4 Specular;
float Shininess;
vec3 Attenuation;
};
uniform sampler2D uni_PrimaryTexture;
uniform sampler2D uni_SecondaryTexture;
uniform sampler2DShadow uni_ShadowTexture;
uniform bool uni_PrimaryTextureEnabled;
uniform bool uni_SecondaryTextureEnabled;
uniform bool uni_ShadowTextureEnabled;
uniform bool uni_FogEnabled;
uniform vec2 uni_FogRange;
uniform vec4 uni_FogColor;
uniform float uni_ShadowColor;
uniform bool uni_AlphaTestEnabled;
uniform float uni_AlphaReference;
uniform vec4 uni_AmbientColor;
uniform vec4 uni_DiffuseColor;
uniform vec4 uni_SpecularColor;
uniform bool uni_LightingEnabled;
uniform LightParams uni_Light[8];
uniform bool uni_SmoothShading;
in VertexData
{
vec3 Normal;
vec4 Color;
vec2 TexCoord0;
vec2 TexCoord1;
vec4 ShadowCoord;
vec4 Position;
float Distance;
} data;
out vec4 out_FragColor;
void main()
{
vec4 color = data.Color;
if (uni_LightingEnabled)
{
vec4 ambient = vec4(0.0f);
vec4 diffuse = vec4(0.0f);
vec4 specular = vec4(0.0f);
vec3 normal = (gl_FrontFacing ? data.Normal : -data.Normal);
for(int i=0; i<8; i++)
{
if(uni_Light[i].Enabled)
{
vec3 lightDirection = vec3(0.0f);
float atten;
// Directional light
if(uni_Light[i].Position[3] == 0.0f)
{
lightDirection = uni_Light[i].Position.xyz;
atten = 1.0f;
}
// Point light
else
{
vec3 lightDirection = normalize(uni_Light[i].Position.xyz - data.Position.xyz);
float dist = distance(uni_Light[i].Position.xyz, data.Position.xyz);
atten = 1.0f / (uni_Light[i].Attenuation.x
+ uni_Light[i].Attenuation.y * dist
+ uni_Light[i].Attenuation.z * dist * dist);
}
vec3 reflectDirection = -reflect(lightDirection, normal);
ambient += uni_Light[i].Ambient;
diffuse += atten * clamp(dot(normal, lightDirection), 0.0f, 1.0f) * uni_Light[i].Diffuse;
specular += atten * clamp(pow(dot(normal, lightDirection + reflectDirection), 10.0f), 0.0f, 1.0f) * uni_Light[i].Specular;
}
}
vec4 result = uni_AmbientColor * ambient
+ uni_DiffuseColor * diffuse
+ uni_SpecularColor * specular;
color.rgb = min(vec3(1.0f), result.rgb);
color.a = 1.0f; //min(1.0f, 1.0f);
}
if (uni_PrimaryTextureEnabled)
{
color = color * texture(uni_PrimaryTexture, data.TexCoord0);
}
if (uni_SecondaryTextureEnabled)
{
color = color * texture(uni_SecondaryTexture, data.TexCoord1);
}
if (uni_ShadowTextureEnabled)
{
color = color * mix(uni_ShadowColor, 1.0f, texture(uni_ShadowTexture, data.ShadowCoord.xyz));
}
if (uni_FogEnabled)
{
float interpolate = (data.Distance - uni_FogRange.x) / (uni_FogRange.y - uni_FogRange.x);
color = mix(color, uni_FogColor, clamp(interpolate, 0.0f, 1.0f));
}
if (uni_AlphaTestEnabled)
{
if(color.a < uni_AlphaReference)
discard;
}
out_FragColor = color;
}

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@ -17,7 +17,7 @@
* along with this program. If not, see http://gnu.org/licenses
*/
// FRAGMENT SHADER - INTERFACE RENDERING
// FRAGMENT SHADER - INTERFACE MODE
#version 330 core
uniform sampler2D uni_Texture;

View File

@ -17,7 +17,7 @@
* along with this program. If not, see http://gnu.org/licenses
*/
// FRAGMENT SHADER - PER-VERTEX LIGHTING
// FRAGMENT SHADER - NORMAL MODE
#version 330 core
uniform sampler2D uni_PrimaryTexture;

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@ -17,7 +17,7 @@
* along with this program. If not, see http://gnu.org/licenses
*/
// FRAGMENT SHADER - SHADOW RENDERING
// FRAGMENT SHADER - SHADOW MODE
#version 330 core
uniform sampler2D uni_Texture;

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@ -17,7 +17,7 @@
* along with this program. If not, see http://gnu.org/licenses
*/
// VERTEX SHADER - INTERFACE RENDERING
// VERTEX SHADER - INTERFACE MODE
#version 330 core
uniform mat4 uni_ProjectionMatrix;

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@ -17,7 +17,7 @@
* along with this program. If not, see http://gnu.org/licenses
*/
// VERTEX SHADER - PER-VERTEX LIGHTING
// VERTEX SHADER - NORMAL MODE
#version 330 core
struct LightParams

View File

@ -17,7 +17,7 @@
* along with this program. If not, see http://gnu.org/licenses
*/
// VERTEX SHADER - SHADOW RENDERING
// VERTEX SHADER - SHADOW MODE
#version 330 core
uniform mat4 uni_ProjectionMatrix;

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@ -1,61 +0,0 @@
/*
* This file is part of the Colobot: Gold Edition source code
* Copyright (C) 2001-2014, Daniel Roux, EPSITEC SA & TerranovaTeam
* http://epsitec.ch; http://colobot.info; http://github.com/colobot
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see http://gnu.org/licenses
*/
// VERTEX SHADER
#version 330
uniform mat4 uni_ProjectionMatrix;
uniform mat4 uni_ViewMatrix;
uniform mat4 uni_ModelMatrix;
uniform mat4 uni_ShadowMatrix;
uniform mat4 uni_NormalMatrix;
layout(location = 0) in vec4 in_VertexCoord;
layout(location = 1) in vec3 in_Normal;
layout(location = 2) in vec4 in_Color;
layout(location = 3) in vec2 in_TexCoord0;
layout(location = 4) in vec2 in_TexCoord1;
out VertexData
{
vec3 Normal;
vec4 Color;
vec2 TexCoord0;
vec2 TexCoord1;
vec4 ShadowCoord;
vec4 Position;
float Distance;
} data;
void main()
{
vec4 position = uni_ModelMatrix * in_VertexCoord;
vec4 eyeSpace = uni_ViewMatrix * position;
gl_Position = uni_ProjectionMatrix * eyeSpace;
vec3 normal = normalize((uni_NormalMatrix * vec4(in_Normal, 0.0f)).xyz);
data.Color = in_Color;
data.Normal = normal;
data.TexCoord0 = in_TexCoord0;
data.TexCoord1 = in_TexCoord1;
data.ShadowCoord = uni_ShadowMatrix * position;
data.Position = position;
data.Distance = abs(eyeSpace.z);
}