Add support for includes when loading shaders.
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@ -19,29 +19,40 @@ from engine import load_shader
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#TODO: preprocessing (at least includes)
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def _cleanup(line):
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return line.partition('//')[0].strip()
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def _filter(line):
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return line
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def _subst(line):
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if line.startswith('#include '):
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path = Path('.') / 'game' / 'shaders'
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lines = []
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for name in line.split()[1:]:
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lines.extend(_load_source(path / name.strip('"')))
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return lines
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return [line]
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def _load_source(_path):
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assert _path.exists()
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lines = filter(_filter, map(_cleanup, open(_path, 'rt')))
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source = []
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for line in lines:
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source.extend(_subst(line))
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return source
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def _convert(line):
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return bytes(line, 'utf-8') + b'\n'
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def load(vert_name, frag_name = ''):
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path = Path('.') / 'game' / 'shaders'
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if not frag_name:
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frag_name = vert_name
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def _cleanup(_line):
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return _line.partition('//')[0].strip()
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def _filter(_line):
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return _line
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def _convert(_line):
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return bytes(_line, 'utf-8') + b'\n'
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def load_source(_path):
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if not _path.exists():
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print("Cannot find", _path)
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return None
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return list(map(_convert, filter(_filter, map(_cleanup, open(_path, 'rt')))))
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print("Loading vertex shader", vert_name)
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vert_lines = load_source(path / (vert_name + '_opengles.vert'))
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if not vert_lines:
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print("Error: Vertex shader is empty.")
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return None
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vert_lines = list(map(_convert, _load_source(path / (vert_name + '_opengles.vert'))))
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assert vert_lines
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print("Loading fragment shader", frag_name)
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frag_lines = load_source(path / (frag_name + '_opengles.frag'))
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if not frag_lines:
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print("Error: Fragment shader is empty.")
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return None
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frag_lines = list(map(_convert, _load_source(path / (frag_name + '_opengles.frag'))))
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assert frag_lines
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return load_shader(vert_lines, frag_lines)
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@ -16,6 +16,8 @@
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#version 320 es
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precision highp float;
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#include "include/environment.glsl"
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in vec4 v_position; // view space
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in vec4 v_normal; // view space
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in vec4 v_terrain_normal; // view space (x, y, z, weight)
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@ -23,9 +25,6 @@ in vec4 v_texcoord; // texture space (s, t, pixel_level, material_level)
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#define v_weight v_terrain_normal.w
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uniform vec3 u_light_direction; // view space (-direction_x, -direction_y, -direction_z)
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uniform vec3 u_light_color; // (color.r * power, color.g * power, color.b * power)
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layout(binding=0) uniform highp sampler2DArray u_texture_sampler;
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layout(location = 0) out vec4 o_color;
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7
game/shaders/include/camera.glsl
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7
game/shaders/include/camera.glsl
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@ -0,0 +1,7 @@
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#ifndef CAMERA_INCLUDED
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#define CAMERA_INCLUDED
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uniform mat4 u_view; // world space -> view space
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uniform mat4 u_projection; // view space -> screen space
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#endif // CAMERA_INCLUDED
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20
game/shaders/include/common.glsl
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20
game/shaders/include/common.glsl
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@ -0,0 +1,20 @@
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#ifndef COMMON_INCLUDED
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#define COMMON_INCLUDED
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layout(binding=1) uniform highp sampler2D u_height_sampler;
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layout(binding=2) uniform highp sampler2D u_normal_sampler;
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const vec3 c_normal_scale = vec3(2.0, 2.0, 1.0);
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const vec3 c_normal_shift = vec3(-1.0, -1.0, 0.0);
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const vec2 c_st_scale = vec2(1.0 / 1023.0, 1.0 / 1023.0);
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const vec2 c_terrain_scale = vec2(1.0 / 2048.0, -1.0 / 2048.0);
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const vec2 c_terrain_shift = vec2(0.5, 0.5);
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const float c_weight_scale = 1.0 / 64.f;
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const vec3 c_world_forward = vec3(0.0, 1.0, 0.0);
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out vec4 v_position; // view space
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out vec4 v_normal; // view space
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out vec4 v_terrain_normal; // view space (x, y, z, weigth)
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out vec4 v_texcoord; // texture space (s, t, pixel_level, material_level)
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#endif // COMMON_INCLUDED
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10
game/shaders/include/environment.glsl
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10
game/shaders/include/environment.glsl
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@ -0,0 +1,10 @@
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#ifndef ENVIRONMENT_INCLUDED
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#define ENVIRONMENT_INCLUDED
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uniform vec3 u_light_direction; // view space
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uniform vec3 u_light_color;
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uniform vec3 u_horizon_color;
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uniform vec3 u_sky_color;
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uniform vec3 u_sun_color;
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#endif // ENVIRONMENT_INCLUDED
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8
game/shaders/include/vertex_format.glsl
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8
game/shaders/include/vertex_format.glsl
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@ -0,0 +1,8 @@
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#ifndef VERTEX_FORMAT_INCLUDED
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#define VERTEX_FORMAT_INCLUDED
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layout(location = 0) in vec3 a_position; // model space
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layout(location = 1) in vec3 a_normal; // model space
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layout(location = 2) in vec3 a_texcoord; // texture space
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#endif // VERTEX_FORMAT_INCLUDED
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@ -16,14 +16,11 @@
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#version 320 es
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precision highp float;
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#include "include/camera.glsl"
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#include "include/environment.glsl"
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in vec3 v_position;
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uniform mat4 u_view; // world space -> view space, unit = km
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uniform vec3 u_light_direction; // view space (-direction_x, -direction_y, -direction_z)
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uniform vec3 u_light_color;
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uniform vec3 u_horizon_color;
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uniform vec3 u_sky_color;
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uniform vec3 u_sun_color;
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uniform float u_sea_phase;
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#define u_right u_view[0].xyz
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@ -16,9 +16,9 @@
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#version 320 es
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precision highp float;
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layout(location = 0) in vec3 a_position; // view space
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#include "include/camera.glsl"
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uniform mat4 u_projection; // view space -> screen space
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layout(location = 0) in vec3 a_position; // view space
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out vec3 v_position; // view space
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@ -16,31 +16,12 @@
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#version 320 es
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precision highp float;
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layout(location = 0) in vec3 a_position; // model space
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layout(location = 1) in vec3 a_normal; // model space
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layout(location = 2) in vec3 a_texcoord; // texture space
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#include "include/vertex_format.glsl"
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#include "include/camera.glsl"
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#include "include/common.glsl"
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layout(location = 3) in vec3 i_translation; // per mesh, model space -> world space
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uniform mat4 u_view; // world space -> view space
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uniform mat4 u_projection; // view space -> screen space
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layout(binding=1) uniform highp sampler2D u_height_sampler;
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layout(binding=2) uniform highp sampler2D u_normal_sampler;
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const vec3 c_normal_scale = vec3(2.0, 2.0, 1.0);
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const vec3 c_normal_shift = vec3(-1.0, -1.0, 0.0);
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const vec2 c_st_scale = vec2(1.0 / 1023.0, 1.0 / 1023.0);
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const vec2 c_terrain_scale = vec2(1.0 / 2048.0, -1.0 / 2048.0);
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const vec2 c_terrain_shift = vec2(0.5, 0.5);
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const float c_weight_scale = 1.0 / 64.f;
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const vec3 c_world_forward = vec3(0.0, 1.0, 0.0);
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out vec4 v_position; // view space
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out vec4 v_normal; // view space
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out vec4 v_terrain_normal; // view space (x, y, z, weigth)
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out vec4 v_texcoord; // texture space (s, t, pixel_level, material_level)
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void main(void) {
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vec4 world_position = vec4(i_translation + a_position, 1.0);
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vec2 terrain_coords = c_terrain_shift + world_position.xy * c_terrain_scale;
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@ -16,32 +16,13 @@
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#version 320 es
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precision highp float;
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layout(location = 0) in vec3 a_position; // model space
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layout(location = 1) in vec3 a_normal; // model space
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layout(location = 2) in vec3 a_texcoord; // texture space
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#include "include/vertex_format.glsl"
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#include "include/camera.glsl"
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#include "include/common.glsl"
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layout(location = 3) in vec3 i_translation; // per mesh, model space -> world space
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layout(location = 4) in mat3 i_orientation; // per mesh, model space -> world space
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uniform mat4 u_view; // world space -> view space
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uniform mat4 u_projection; // view space -> screen space
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layout(binding=1) uniform highp sampler2D u_height_sampler;
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layout(binding=2) uniform highp sampler2D u_normal_sampler;
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const vec3 c_normal_scale = vec3(2.0, 2.0, 1.0);
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const vec3 c_normal_shift = vec3(-1.0, -1.0, 0.0);
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const vec2 c_st_scale = vec2(1.0 / 1023.0, 1.0 / 1023.0);
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const vec2 c_terrain_scale = vec2(1.0 / 2048.0, -1.0 / 2048.0);
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const vec2 c_terrain_shift = vec2(0.5, 0.5);
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const float c_weight_scale = 1.0 / 64.f;
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const vec3 c_world_forward = vec3(0.0, 1.0, 0.0);
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out vec4 v_position; // view space
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out vec4 v_normal; // view space
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out vec4 v_terrain_normal; // view space (x, y, z, weigth)
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out vec4 v_texcoord; // texture space (s, t, pixel_level, material_level)
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void main(void) {
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vec4 world_position = vec4(i_translation + i_orientation * a_position, 1.0);
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float weight = max(0.0, 1.0 - world_position.z * c_weight_scale);
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