diff options
Diffstat (limited to 'gfx/gl')
-rw-r--r-- | gfx/gl/sceneShader.cpp | 34 | ||||
-rw-r--r-- | gfx/gl/sceneShader.h | 13 | ||||
-rw-r--r-- | gfx/gl/shader.cpp | 37 | ||||
-rw-r--r-- | gfx/gl/shader.h | 11 | ||||
-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 |
10 files changed, 261 insertions, 11 deletions
diff --git a/gfx/gl/sceneShader.cpp b/gfx/gl/sceneShader.cpp index 1b3b27c..bc64a88 100644 --- a/gfx/gl/sceneShader.cpp +++ b/gfx/gl/sceneShader.cpp @@ -1,14 +1,19 @@ #include "sceneShader.h" #include <gfx/gl/shaders/fs-landmass.h> #include <gfx/gl/shaders/fs-material.h> +#include <gfx/gl/shaders/fs-network.h> #include <gfx/gl/shaders/fs-pointLight.h> #include <gfx/gl/shaders/fs-spotLight.h> #include <gfx/gl/shaders/fs-water.h> +#include <gfx/gl/shaders/gs-networkCurve.h> +#include <gfx/gl/shaders/gs-networkStraight.h> #include <gfx/gl/shaders/gs-pointLight.h> #include <gfx/gl/shaders/gs-spotLight.h> #include <gfx/gl/shaders/vs-dynamicPoint.h> #include <gfx/gl/shaders/vs-dynamicPointInst.h> #include <gfx/gl/shaders/vs-fixedPoint.h> +#include <gfx/gl/shaders/vs-networkCurve.h> +#include <gfx/gl/shaders/vs-networkStraight.h> #include <gfx/gl/shaders/vs-pointLight.h> #include <gfx/gl/shaders/vs-spotLight.h> #include <gfx/gl/shaders/vs-water.h> @@ -21,15 +26,17 @@ SceneShader::SceneShader() : basicInst {dynamicPointInst_vs, material_fs}, landmass {fixedPoint_vs, landmass_fs}, absolute {fixedPoint_vs, material_fs}, spotLightInst {spotLight_vs, spotLight_gs, spotLight_fs}, - pointLightInst {pointLight_vs, pointLight_gs, pointLight_fs} + pointLightInst {pointLight_vs, pointLight_gs, pointLight_fs}, + networkStraight {networkStraight_vs, networkStraight_gs, network_fs}, + networkCurve {networkCurve_vs, networkCurve_gs, network_fs} { } void SceneShader::setViewProjection(const GlobalPosition3D & viewPoint, const glm::mat4 & viewProjection) const { - for (const auto & prog : std::initializer_list<const SceneProgram *> { - &basic, &basicInst, &water, &landmass, &absolute, &pointLightInst, &spotLightInst}) { + for (const auto & prog : std::initializer_list<const SceneProgram *> {&basic, &basicInst, &water, &landmass, + &absolute, &pointLightInst, &spotLightInst, &networkStraight, &networkCurve}) { prog->setViewProjection(viewPoint, viewProjection); } } @@ -37,8 +44,8 @@ SceneShader::setViewProjection(const GlobalPosition3D & viewPoint, const glm::ma void SceneShader::setViewPort(const ViewPort & viewPort) const { - for (const auto & prog : std::initializer_list<const SceneProgram *> { - &basic, &basicInst, &water, &landmass, &absolute, &pointLightInst, &spotLightInst}) { + for (const auto & prog : std::initializer_list<const SceneProgram *> {&basic, &basicInst, &water, &landmass, + &absolute, &pointLightInst, &spotLightInst, &networkStraight, &networkCurve}) { prog->setViewPort(viewPort); } } @@ -79,6 +86,23 @@ SceneShader::BasicProgram::use(Location const & location) const setModel(location); } +template<typename... S> +SceneShader::NetworkProgram::NetworkProgram(S &&... s) : + AbsolutePosProgram {std::forward<S>(s)...}, profileLoc {*this, "profile"}, texturePosLoc {*this, "texturePos"}, + profileLengthLoc {*this, "profileLength"} +{ +} + +void +SceneShader::NetworkProgram::use( + const std::span<const glm::vec3> profile, const std::span<const float> texturePos) const +{ + Program::use(); + glUniform(profileLoc, profile); + glUniform(texturePosLoc, texturePos); + glUniform(profileLengthLoc, static_cast<GLuint>(profile.size())); +} + SceneShader::WaterProgram::WaterProgram() : SceneProgram {water_vs, water_fs}, waveLoc {*this, "waves"} { } void diff --git a/gfx/gl/sceneShader.h b/gfx/gl/sceneShader.h index 813c1bf..8621442 100644 --- a/gfx/gl/sceneShader.h +++ b/gfx/gl/sceneShader.h @@ -3,6 +3,7 @@ #include "config/types.h" #include "program.h" #include <glArrays.h> +#include <span> class Location; @@ -41,8 +42,17 @@ class SceneShader { using SceneProgram::SceneProgram; }; - class WaterProgram : public SceneProgram { + class NetworkProgram : public AbsolutePosProgram { public: + template<typename... S> explicit NetworkProgram(S &&...); + + void use(const std::span<const glm::vec3>, const std::span<const float>) const; + + private: + RequiredUniformLocation profileLoc, texturePosLoc, profileLengthLoc; + }; + + class WaterProgram : public SceneProgram { public: WaterProgram(); void use(float waveCycle) const; @@ -57,6 +67,7 @@ public: BasicProgram basic; WaterProgram water; AbsolutePosProgram basicInst, landmass, absolute, spotLightInst, pointLightInst; + NetworkProgram networkStraight, networkCurve; void setViewProjection(const GlobalPosition3D & viewPoint, const glm::mat4 & viewProjection) const; void setViewPort(const ViewPort & viewPort) const; diff --git a/gfx/gl/shader.cpp b/gfx/gl/shader.cpp index 5f83b83..0f75817 100644 --- a/gfx/gl/shader.cpp +++ b/gfx/gl/shader.cpp @@ -1,13 +1,48 @@ #include "shader.h" +#include <algorithm> #include <array> #include <stdexcept> #include <string> +namespace { + auto + getInt(GLenum e) + { + GLint i {}; + glGetIntegerv(e, &i); + return std::to_string(i); + } + + using LookUpFunction = std::string (*)(GLenum); + constexpr std::array<std::tuple<std::string_view, GLenum, LookUpFunction>, 1> LOOKUPS {{ + {"GL_MAX_GEOMETRY_OUTPUT_VERTICES", GL_MAX_GEOMETRY_OUTPUT_VERTICES, getInt}, + }}; +} + Shader::ShaderRef Shader::compile() const { ShaderRef shader {type}; - glShaderSource(shader, 1, &text, &len); + auto source = [&shader](auto text, GLint len) { + glShaderSource(shader, 1, &text, &len); + }; + if (lookups) { + std::basic_string<GLchar> textMod {text}; + for (const auto & match : ctre::range<R"(\bGL_[A-Z_]+\b)">(textMod)) { + if (const auto lookup = std::find_if(LOOKUPS.begin(), LOOKUPS.end(), + [&match](const auto & lookup) { + return std::get<std::string_view>(lookup) == match; + }); + lookup != LOOKUPS.end()) { + const auto & [name, pname, getFunction] = *lookup; + textMod.replace(match.begin(), match.end(), getFunction(pname)); + } + } + source(textMod.c_str(), static_cast<GLint>(textMod.length())); + } + else { + source(text.data(), static_cast<GLint>(text.length())); + } glCompileShader(shader); CheckShaderError(shader, GL_COMPILE_STATUS, false, "Error compiling shader!"); diff --git a/gfx/gl/shader.h b/gfx/gl/shader.h index cff2281..c6b45af 100644 --- a/gfx/gl/shader.h +++ b/gfx/gl/shader.h @@ -2,20 +2,23 @@ #include <glRef.h> #include <glad/gl.h> -#include <optional> #include <string_view> +#include <thirdparty/ctre/include/ctre.hpp> class Shader { public: using ShaderRef = glRef<GLuint, &glCreateShader, &glDeleteShader>; - constexpr Shader(const GLchar * text, GLint len, GLuint type) : text {text}, len {len}, type {type} { } + constexpr Shader(const GLchar * text, GLuint type) : + text {text}, type {type}, lookups {ctre::search<R"(\bGL_[A-Z_]+\b)">(this->text)} + { + } [[nodiscard]] ShaderRef compile() const; static void CheckShaderError(GLuint shader, GLuint flag, bool isProgram, std::string_view errorMessage); private: - const GLchar * text; - GLint len; + const std::basic_string_view<GLchar> text; GLuint type; + bool lookups; }; 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); +} |