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-rw-r--r--cwd/assets/altcraft/shaders/frag/face.fs19
-rw-r--r--cwd/assets/altcraft/shaders/frag/light.fs16
-rw-r--r--cwd/assets/altcraft/shaders/frag/sky.fs14
-rw-r--r--cwd/assets/altcraft/shaders/vert/face.vs24
-rw-r--r--src/GalOgl.cpp5
-rw-r--r--src/Render.cpp4
-rw-r--r--src/RenderConfigs.cpp27
-rw-r--r--src/RenderConfigs.hpp10
-rw-r--r--src/RendererWorld.cpp1
-rw-r--r--src/RendererWorld.hpp2
10 files changed, 90 insertions, 32 deletions
diff --git a/cwd/assets/altcraft/shaders/frag/face.fs b/cwd/assets/altcraft/shaders/frag/face.fs
index 2120697..57ea0ec 100644
--- a/cwd/assets/altcraft/shaders/frag/face.fs
+++ b/cwd/assets/altcraft/shaders/frag/face.fs
@@ -1,21 +1,24 @@
#version 330 core
-in VS_OUT {
- vec3 Texture;
- vec3 Color;
- vec3 faceNormal;
-} fs_in;
+in vec3 faceTexture;
+in vec3 faceAddColor;
+in vec3 faceNormal;
+in vec2 faceLight;
layout (location = 0) out vec4 color;
layout (location = 1) out vec4 normal;
+layout (location = 2) out vec4 addColor;
+layout (location = 3) out vec4 light;
uniform sampler2DArray textureAtlas;
void main() {
- vec4 col = texture(textureAtlas, fs_in.Texture);
+ vec4 col = texture(textureAtlas, faceTexture);
if (col.a < 0.3)
discard;
- color = vec4(col.rgb * fs_in.Color, 1.0f);
- normal = vec4(fs_in.faceNormal, 1.0f);
+ color = vec4(col.rgb, 1.0f);
+ normal = vec4(faceNormal, 1.0f);
+ addColor = vec4(faceAddColor, 1.0f);
+ light = vec4(faceLight / 15.0f, 0.0f, 1.0f);
}
diff --git a/cwd/assets/altcraft/shaders/frag/light.fs b/cwd/assets/altcraft/shaders/frag/light.fs
index 73686cc..12ab841 100644
--- a/cwd/assets/altcraft/shaders/frag/light.fs
+++ b/cwd/assets/altcraft/shaders/frag/light.fs
@@ -6,11 +6,23 @@ in vec2 uv;
uniform sampler2D color;
uniform sampler2D normal;
+uniform sampler2D addColor;
+uniform sampler2D light;
uniform sampler2D depthStencil;
+uniform float dayTime;
+
void main() {
vec4 c = texture(color, uv);
vec4 n = texture(normal, uv);
- float d = texture(depthStencil, uv).r;
- fragColor = n;
+ vec4 ac = texture(addColor, uv);
+ vec4 an = texture(light, uv);
+ float d = 1.0f - texture(depthStencil, uv).r;
+
+ float faceLight = an.r;
+ float skyLight = an.g;
+ float lightLevel = clamp(faceLight + skyLight * dayTime, 0.2f, 1.0f);
+ vec3 faceColor = mix(ac.rgb * lightLevel, vec3(1,1,1) * lightLevel, float(ac.rgb == vec3(0,0,0)));
+
+ fragColor = vec4(c.rgb * faceColor, 1.0f);
}
diff --git a/cwd/assets/altcraft/shaders/frag/sky.fs b/cwd/assets/altcraft/shaders/frag/sky.fs
index 53e0cf4..3763bdb 100644
--- a/cwd/assets/altcraft/shaders/frag/sky.fs
+++ b/cwd/assets/altcraft/shaders/frag/sky.fs
@@ -2,7 +2,10 @@
in vec3 pos;
-out vec4 fragColor;
+layout (location = 0) out vec4 color;
+layout (location = 1) out vec4 normal;
+layout (location = 2) out vec4 addColor;
+layout (location = 3) out vec4 light;
uniform sampler2DArray textureAtlas;
uniform float DayTime;
@@ -46,7 +49,10 @@ vec4 Moon() {
void main() {
vec4 starColor = vec4(0.0f, 0.04f, 0.06f, 1.0f);
- fragColor = mix(starColor, DaySkyColor, DayTime);
- fragColor += Sun();
- fragColor += Moon();
+ color = vec4(mix(starColor, DaySkyColor, DayTime).rgb, 1.0f);
+ color += vec4(Sun().rgb, 1.0f);
+ color += vec4(Moon().rgb, 1.0f);
+ normal = vec4(0.0f, 0.0f, 0.0f, 1.0f);
+ addColor = vec4(0.0f, 0.0f, 0.0f, 1.0f);
+ light = vec4(1.0f, 1.0f, 0.0f, 1.0f);
}
diff --git a/cwd/assets/altcraft/shaders/vert/face.vs b/cwd/assets/altcraft/shaders/vert/face.vs
index 21f7110..ac92831 100644
--- a/cwd/assets/altcraft/shaders/vert/face.vs
+++ b/cwd/assets/altcraft/shaders/vert/face.vs
@@ -8,23 +8,21 @@ in float animation;
in vec3 color;
in vec2 light;
-out VS_OUT {
- vec3 Texture;
- vec3 Color;
- vec3 faceNormal;
-} vs_out;
+out vec3 faceTexture;
+out vec3 faceNormal;
+out vec3 faceAddColor;
+out vec2 faceLight;
-uniform float GlobalTime;
uniform mat4 projView;
-uniform float DayTime;
-uniform float MinLightLevel;
+uniform float GlobalTime;
void main() {
gl_Position = projView * vec4(position[gl_VertexID], 1.0f);
- vs_out.Texture = vec3(uv[gl_VertexID], uvLayer);
- vs_out.Texture.y -= (uv[2].y - uv[0].y) * trunc(mod(GlobalTime * 4.0f, animation));
- float faceLight = clamp(light.x / 15.0 + (light.y / 15.0) * DayTime, MinLightLevel, 1.0);
- vs_out.Color = mix(color.rgb * faceLight, vec3(1,1,1) * faceLight, float(color == vec3(0,0,0)));
- vs_out.faceNormal = normal;
+ faceTexture = vec3(uv[gl_VertexID], uvLayer);
+ faceTexture.y -= (uv[2].y - uv[0].y) * trunc(mod(GlobalTime * 4.0f, animation));
+
+ faceNormal = normal;
+ faceAddColor = color;
+ faceLight = light;
}
diff --git a/src/GalOgl.cpp b/src/GalOgl.cpp
index c250539..75369ab 100644
--- a/src/GalOgl.cpp
+++ b/src/GalOgl.cpp
@@ -1256,6 +1256,11 @@ struct ImplOgl : public Impl {
size_t attribSize = GalTypeGetSize(type);
for (size_t i = 0; i < count; i++) {
+ if (location < 0) {
+ vertexSize += attribSize;
+ continue;
+ }
+
pipeline->vertexBindCmds.push_back({
bufferId,
static_cast<size_t>(location + i),
diff --git a/src/Render.cpp b/src/Render.cpp
index 96c1ed8..48114b0 100644
--- a/src/Render.cpp
+++ b/src/Render.cpp
@@ -209,8 +209,10 @@ void Render::RenderFrame() {
if (isWireframe)
Gal::GetImplementation()->SetWireframe(true);
- if (renderWorld)
+ if (renderWorld) {
world->Render(static_cast<float>(windowWidth) / static_cast<float>(windowHeight));
+ gbuffer->SetDayTime(world->shaderDayTime);
+ }
if (isWireframe)
Gal::GetImplementation()->SetWireframe(false);
diff --git a/src/RenderConfigs.cpp b/src/RenderConfigs.cpp
index ebdbaef..86418c2 100644
--- a/src/RenderConfigs.cpp
+++ b/src/RenderConfigs.cpp
@@ -5,24 +5,44 @@
Gbuffer::Gbuffer(size_t geomW, size_t geomH, size_t lightW, size_t lightH) {
auto gal = Gal::GetImplementation();
- auto colorConf = gal->CreateTexture2DConfig(geomW, geomH, Gal::Format::R8G8B8A8);
+ auto colorConf = gal->CreateTexture2DConfig(geomW, geomH, Gal::Format::R8G8B8);
+ colorConf->SetMinFilter(Gal::Filtering::Bilinear);
+ colorConf->SetMaxFilter(Gal::Filtering::Bilinear);
color = gal->BuildTexture(colorConf);
- auto normalConf = gal->CreateTexture2DConfig(geomW, geomH, Gal::Format::R8G8B8A8);
+ auto normalConf = gal->CreateTexture2DConfig(geomW, geomH, Gal::Format::R8G8B8);
+ normalConf->SetMinFilter(Gal::Filtering::Bilinear);
+ normalConf->SetMaxFilter(Gal::Filtering::Bilinear);
normal = gal->BuildTexture(normalConf);
+ auto addColorConf = gal->CreateTexture2DConfig(geomW, geomH, Gal::Format::R8G8B8);
+ addColorConf->SetMinFilter(Gal::Filtering::Bilinear);
+ addColorConf->SetMaxFilter(Gal::Filtering::Bilinear);
+ addColor = gal->BuildTexture(addColorConf);
+
+ auto lightConf = gal->CreateTexture2DConfig(geomW, geomH, Gal::Format::R8G8B8);
+ lightConf->SetMinFilter(Gal::Filtering::Bilinear);
+ lightConf->SetMaxFilter(Gal::Filtering::Bilinear);
+ light = gal->BuildTexture(lightConf);
+
auto dsConf = gal->CreateTexture2DConfig(geomW, geomH, Gal::Format::D24S8);
+ dsConf->SetMinFilter(Gal::Filtering::Bilinear);
+ dsConf->SetMaxFilter(Gal::Filtering::Bilinear);
depthStencil = gal->BuildTexture(dsConf);
auto geomFbConf = gal->CreateFramebufferConfig();
geomFbConf->SetTexture(0, color);
geomFbConf->SetTexture(1, normal);
+ geomFbConf->SetTexture(2, addColor);
+ geomFbConf->SetTexture(3, light);
geomFbConf->SetDepthStencil(depthStencil);
geomFramebuffer = gal->BuildFramebuffer(geomFbConf);
geomFramebuffer->SetViewport(0, 0, geomW, geomH);
auto finalColorConf = gal->CreateTexture2DConfig(lightW, lightH, Gal::Format::R8G8B8A8);
+ finalColorConf->SetMinFilter(Gal::Filtering::Bilinear);
+ finalColorConf->SetMaxFilter(Gal::Filtering::Bilinear);
finalColor = gal->BuildTexture(finalColorConf);
auto lightFbConf = gal->CreateFramebufferConfig();
@@ -43,8 +63,11 @@ Gbuffer::Gbuffer(size_t geomW, size_t geomH, size_t lightW, size_t lightH) {
auto lightPPC = gal->CreatePipelineConfig();
lightPPC->SetTarget(lightFramebuffer);
lightPPC->AddStaticTexture("color", color);
+ lightPPC->AddStaticTexture("addColor", addColor);
lightPPC->AddStaticTexture("normal", normal);
+ lightPPC->AddStaticTexture("light", light);
lightPPC->AddStaticTexture("depthStencil", depthStencil);
+ lightPPC->AddShaderParameter("dayTime", Gal::Type::Float);
lightPPC->SetVertexShader(gal->LoadVertexShader(vertexSource));
lightPPC->SetPixelShader(gal->LoadPixelShader(pixelSource));
diff --git a/src/RenderConfigs.hpp b/src/RenderConfigs.hpp
index 6279169..94e96bb 100644
--- a/src/RenderConfigs.hpp
+++ b/src/RenderConfigs.hpp
@@ -7,8 +7,10 @@ class Gbuffer {
std::shared_ptr<Gal::Buffer> lightBuffer;
std::shared_ptr<Gal::Pipeline> lightPipeline;
std::shared_ptr<Gal::PipelineInstance> lightPipelineInstance;
- std::shared_ptr<Gal::Texture> color;
- std::shared_ptr<Gal::Texture> normal;
+ std::shared_ptr<Gal::Texture> color; //RGB - color
+ std::shared_ptr<Gal::Texture> normal; //RGB - normal
+ std::shared_ptr<Gal::Texture> addColor; //RGB - addColor
+ std::shared_ptr<Gal::Texture> light; //R - faceLight, G - skyLight, B - unused
std::shared_ptr<Gal::Texture> depthStencil;
std::shared_ptr<Gal::Framebuffer> geomFramebuffer;
@@ -35,4 +37,8 @@ public:
geomFramebuffer->Clear();
lightFramebuffer->Clear();
}
+
+ void SetDayTime(float dayTime) {
+ lightPipeline->SetShaderParameter("dayTime", dayTime);
+ }
};
diff --git a/src/RendererWorld.cpp b/src/RendererWorld.cpp
index 9055729..d2c69fd 100644
--- a/src/RendererWorld.cpp
+++ b/src/RendererWorld.cpp
@@ -366,6 +366,7 @@ void RendererWorld::Render(float screenRatio) {
float timePassed = (dayTime - moonriseMin);
mixLevel = 1.0 - (timePassed / moonriseLength);
}
+ shaderDayTime = mixLevel;
skyPipeline->Activate();
skyPipeline->SetShaderParameter("projView", projView);
diff --git a/src/RendererWorld.hpp b/src/RendererWorld.hpp
index e645b30..a6fca06 100644
--- a/src/RendererWorld.hpp
+++ b/src/RendererWorld.hpp
@@ -63,6 +63,8 @@ public:
double MaxRenderingDistance;
+ float shaderDayTime;
+
void Update(double timeToUpdate);
};