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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-01-24 00:46:57 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-01-24 00:46:57 +0000 |
commit | 17aa6053e641d006649f94bb60a834ce945f351e (patch) | |
tree | b76f6fc642b749ee69d4be4b2e3f60e80c0ed7bc /gfx/gl/shaders | |
parent | Add traits wrapper for setting uniforms (diff) | |
parent | Fix network population of position in gBuffer (diff) | |
download | ilt-17aa6053e641d006649f94bb60a834ce945f351e.tar.bz2 ilt-17aa6053e641d006649f94bb60a834ce945f351e.tar.xz ilt-17aa6053e641d006649f94bb60a834ce945f351e.zip |
Merge remote-tracking branch 'origin/instanced-networks'
Diffstat (limited to 'gfx/gl/shaders')
-rw-r--r-- | gfx/gl/shaders/network.fs | 17 | ||||
-rw-r--r-- | gfx/gl/shaders/networkCommon.glsl | 43 | ||||
-rw-r--r-- | gfx/gl/shaders/networkCurve.gs | 47 | ||||
-rw-r--r-- | gfx/gl/shaders/networkCurve.vs | 29 | ||||
-rw-r--r-- | gfx/gl/shaders/networkStraight.gs | 17 | ||||
-rw-r--r-- | gfx/gl/shaders/networkStraight.vs | 24 |
6 files changed, 177 insertions, 0 deletions
diff --git a/gfx/gl/shaders/network.fs b/gfx/gl/shaders/network.fs new file mode 100644 index 0000000..4e347b4 --- /dev/null +++ b/gfx/gl/shaders/network.fs @@ -0,0 +1,17 @@ +#version 330 core +#extension GL_ARB_shading_language_420pack : enable + +include(`materialOut.glsl') +in vec3 rposition; +in vec2 texCoord; + +layout(binding = 0) uniform sampler2D texture0; +uniform ivec3 viewPoint; + +void +main() +{ + gPosition = ivec4(viewPoint + rposition, 1); + gNormal = vec4(0, 0, 1, 1); + gAlbedoSpec = texture(texture0, texCoord); +} diff --git a/gfx/gl/shaders/networkCommon.glsl b/gfx/gl/shaders/networkCommon.glsl new file mode 100644 index 0000000..0bc3c1c --- /dev/null +++ b/gfx/gl/shaders/networkCommon.glsl @@ -0,0 +1,43 @@ +uniform vec3[10] profile; +uniform float[10] texturePos; +uniform uint profileLength; + +uniform mat4 viewProjection; +uniform ivec3 viewPoint; + +uniform float clipDistance = 5000000; +uniform float flatDistance = 1000000; + +out vec2 texCoord; +out vec3 rposition; + +float +segDist(const ivec3 a, const ivec3 b) +{ + return min(distance(viewPoint, a), distance(viewPoint, b)); +} + +ifelse( + TYPE, .gs, + // Begin: Geometry shader only function + void doVertex(const ivec3 end, const uint v, const float texY, const mat2 rot) { + ivec3 vpos = end + ivec3(rot * profile[v].xy, profile[v].z); + rposition = vpos - viewPoint; + gl_Position = viewProjection * vec4(rposition, 1); + texCoord = vec2(texturePos[v], texY); + EmitVertex(); + } + + void doSeg(const float dist, const ivec3 apos, const ivec3 bpos, const float atexY, const float btexY, + const mat2 arot, const mat2 brot) { + if (dist < clipDistance) { + uint vstep = (dist < flatDistance) ? 1u : profileLength - 1u; + for (uint v = 0u; v < profileLength; v += vstep) { + doVertex(bpos, v, btexY, brot); + doVertex(apos, v, atexY, arot); + } + EndPrimitive(); + } + } + // End: Geometry shader only function +) diff --git a/gfx/gl/shaders/networkCurve.gs b/gfx/gl/shaders/networkCurve.gs new file mode 100644 index 0000000..7cb6c42 --- /dev/null +++ b/gfx/gl/shaders/networkCurve.gs @@ -0,0 +1,47 @@ +#version 330 core + +flat in ivec3 apos[]; +flat in ivec3 bpos[]; +flat in ivec3 cpos[]; +flat in float reps[]; +flat in float aangle[]; +flat in float bangle[]; +flat in float radius[]; + +layout(points) in; +layout(triangle_strip, max_vertices = GL_MAX_GEOMETRY_OUTPUT_VERTICES) out; + +const mat2 rot = mat2(1); + +include(`networkCommon.glsl') + +mat2 +getRot(float angle) +{ + return mat2(cos(angle), sin(angle), -sin(angle), cos(angle)); +} + +void +main() +{ + float segs = clamp( + round(reps[0] * radius[0] / 1000), 4, floor(uint(GL_MAX_GEOMETRY_OUTPUT_VERTICES) / (profileLength * 2u))); + vec3 arcstep = vec3((bangle[0] - aangle[0]), // angle + reps[0], // texture + (bpos[0].z - apos[0].z)) // height + / segs; + + ivec3 prevPos = apos[0]; + mat2 prevRot = getRot(aangle[0]); + float prevTex = 0; + for (vec3 arc = arcstep; arc.y < reps[0] - 0.01; arc += arcstep) { + mat2 rot = getRot(arc.x + aangle[0]); + ivec3 pos = cpos[0] + ivec3(rot * vec2(radius[0], 0), arc.z); + float tex = arc.y; + doSeg(segDist(prevPos, pos), pos, prevPos, tex, prevTex, rot, prevRot); + prevPos = pos; + prevRot = rot; + prevTex = tex; + } + doSeg(segDist(prevPos, bpos[0]), bpos[0], prevPos, reps[0], prevTex, getRot(bangle[0]), prevRot); +} diff --git a/gfx/gl/shaders/networkCurve.vs b/gfx/gl/shaders/networkCurve.vs new file mode 100644 index 0000000..f51bb87 --- /dev/null +++ b/gfx/gl/shaders/networkCurve.vs @@ -0,0 +1,29 @@ +#version 330 core + +layout(location = 0) in ivec3 v_apos; +layout(location = 1) in ivec3 v_bpos; +layout(location = 2) in ivec3 v_centre; +layout(location = 3) in float v_reps; +layout(location = 4) in float v_aangle; +layout(location = 5) in float v_bangle; +layout(location = 6) in float v_radius; + +flat out ivec3 apos; +flat out ivec3 bpos; +flat out ivec3 cpos; +flat out float reps; +flat out float aangle; +flat out float bangle; +flat out float radius; + +void +main() +{ + apos = v_apos; + bpos = v_bpos; + cpos = v_centre; + reps = v_reps; + aangle = v_aangle; + bangle = v_bangle; + radius = v_radius; +} diff --git a/gfx/gl/shaders/networkStraight.gs b/gfx/gl/shaders/networkStraight.gs new file mode 100644 index 0000000..51df5fb --- /dev/null +++ b/gfx/gl/shaders/networkStraight.gs @@ -0,0 +1,17 @@ +#version 330 core + +flat in ivec3 apos[]; +flat in ivec3 bpos[]; +flat in mat2 rot[]; +flat in float reps[]; +flat in float dist[]; + +layout(points) in; +layout(triangle_strip, max_vertices = 10) out; +include(`networkCommon.glsl') + +void +main() +{ + doSeg(dist[0], apos[0], bpos[0], 0.f, reps[0], rot[0], rot[0]); +} diff --git a/gfx/gl/shaders/networkStraight.vs b/gfx/gl/shaders/networkStraight.vs new file mode 100644 index 0000000..55f9c4f --- /dev/null +++ b/gfx/gl/shaders/networkStraight.vs @@ -0,0 +1,24 @@ +#version 330 core + +layout(location = 0) in ivec3 v_apos; +layout(location = 1) in ivec3 v_bpos; +layout(location = 2) in mat2 v_rot; +layout(location = 4) in float v_reps; + +flat out ivec3 apos; +flat out ivec3 bpos; +flat out mat2 rot; +flat out float reps; +flat out float dist; + +include(`networkCommon.glsl') + +void +main() +{ + apos = v_apos; + bpos = v_bpos; + rot = v_rot; + reps = v_reps; + dist = segDist(v_apos, v_bpos); +} |