Add support for includes when loading shaders.

This commit is contained in:
Roz K 2022-12-31 14:38:53 +01:00
parent 2efdcdca64
commit 09dcaae95b
Signed by: roz
GPG Key ID: 51FBF4E483E1C822
10 changed files with 88 additions and 74 deletions

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@ -19,29 +19,40 @@ from engine import load_shader
#TODO: preprocessing (at least includes)
def _cleanup(line):
return line.partition('//')[0].strip()
def _filter(line):
return line
def _subst(line):
if line.startswith('#include '):
path = Path('.') / 'game' / 'shaders'
lines = []
for name in line.split()[1:]:
lines.extend(_load_source(path / name.strip('"')))
return lines
return [line]
def _load_source(_path):
assert _path.exists()
lines = filter(_filter, map(_cleanup, open(_path, 'rt')))
source = []
for line in lines:
source.extend(_subst(line))
return source
def _convert(line):
return bytes(line, 'utf-8') + b'\n'
def load(vert_name, frag_name = ''):
path = Path('.') / 'game' / 'shaders'
if not frag_name:
frag_name = vert_name
def _cleanup(_line):
return _line.partition('//')[0].strip()
def _filter(_line):
return _line
def _convert(_line):
return bytes(_line, 'utf-8') + b'\n'
def load_source(_path):
if not _path.exists():
print("Cannot find", _path)
return None
return list(map(_convert, filter(_filter, map(_cleanup, open(_path, 'rt')))))
print("Loading vertex shader", vert_name)
vert_lines = load_source(path / (vert_name + '_opengles.vert'))
if not vert_lines:
print("Error: Vertex shader is empty.")
return None
vert_lines = list(map(_convert, _load_source(path / (vert_name + '_opengles.vert'))))
assert vert_lines
print("Loading fragment shader", frag_name)
frag_lines = load_source(path / (frag_name + '_opengles.frag'))
if not frag_lines:
print("Error: Fragment shader is empty.")
return None
frag_lines = list(map(_convert, _load_source(path / (frag_name + '_opengles.frag'))))
assert frag_lines
return load_shader(vert_lines, frag_lines)

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@ -16,6 +16,8 @@
#version 320 es
precision highp float;
#include "include/environment.glsl"
in vec4 v_position; // view space
in vec4 v_normal; // view space
in vec4 v_terrain_normal; // view space (x, y, z, weight)
@ -23,9 +25,6 @@ in vec4 v_texcoord; // texture space (s, t, pixel_level, material_level)
#define v_weight v_terrain_normal.w
uniform vec3 u_light_direction; // view space (-direction_x, -direction_y, -direction_z)
uniform vec3 u_light_color; // (color.r * power, color.g * power, color.b * power)
layout(binding=0) uniform highp sampler2DArray u_texture_sampler;
layout(location = 0) out vec4 o_color;

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@ -0,0 +1,7 @@
#ifndef CAMERA_INCLUDED
#define CAMERA_INCLUDED
uniform mat4 u_view; // world space -> view space
uniform mat4 u_projection; // view space -> screen space
#endif // CAMERA_INCLUDED

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@ -0,0 +1,20 @@
#ifndef COMMON_INCLUDED
#define COMMON_INCLUDED
layout(binding=1) uniform highp sampler2D u_height_sampler;
layout(binding=2) uniform highp sampler2D u_normal_sampler;
const vec3 c_normal_scale = vec3(2.0, 2.0, 1.0);
const vec3 c_normal_shift = vec3(-1.0, -1.0, 0.0);
const vec2 c_st_scale = vec2(1.0 / 1023.0, 1.0 / 1023.0);
const vec2 c_terrain_scale = vec2(1.0 / 2048.0, -1.0 / 2048.0);
const vec2 c_terrain_shift = vec2(0.5, 0.5);
const float c_weight_scale = 1.0 / 64.f;
const vec3 c_world_forward = vec3(0.0, 1.0, 0.0);
out vec4 v_position; // view space
out vec4 v_normal; // view space
out vec4 v_terrain_normal; // view space (x, y, z, weigth)
out vec4 v_texcoord; // texture space (s, t, pixel_level, material_level)
#endif // COMMON_INCLUDED

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@ -0,0 +1,10 @@
#ifndef ENVIRONMENT_INCLUDED
#define ENVIRONMENT_INCLUDED
uniform vec3 u_light_direction; // view space
uniform vec3 u_light_color;
uniform vec3 u_horizon_color;
uniform vec3 u_sky_color;
uniform vec3 u_sun_color;
#endif // ENVIRONMENT_INCLUDED

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@ -0,0 +1,8 @@
#ifndef VERTEX_FORMAT_INCLUDED
#define VERTEX_FORMAT_INCLUDED
layout(location = 0) in vec3 a_position; // model space
layout(location = 1) in vec3 a_normal; // model space
layout(location = 2) in vec3 a_texcoord; // texture space
#endif // VERTEX_FORMAT_INCLUDED

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@ -16,14 +16,11 @@
#version 320 es
precision highp float;
#include "include/camera.glsl"
#include "include/environment.glsl"
in vec3 v_position;
uniform mat4 u_view; // world space -> view space, unit = km
uniform vec3 u_light_direction; // view space (-direction_x, -direction_y, -direction_z)
uniform vec3 u_light_color;
uniform vec3 u_horizon_color;
uniform vec3 u_sky_color;
uniform vec3 u_sun_color;
uniform float u_sea_phase;
#define u_right u_view[0].xyz

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@ -16,9 +16,9 @@
#version 320 es
precision highp float;
layout(location = 0) in vec3 a_position; // view space
#include "include/camera.glsl"
uniform mat4 u_projection; // view space -> screen space
layout(location = 0) in vec3 a_position; // view space
out vec3 v_position; // view space

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@ -16,31 +16,12 @@
#version 320 es
precision highp float;
layout(location = 0) in vec3 a_position; // model space
layout(location = 1) in vec3 a_normal; // model space
layout(location = 2) in vec3 a_texcoord; // texture space
#include "include/vertex_format.glsl"
#include "include/camera.glsl"
#include "include/common.glsl"
layout(location = 3) in vec3 i_translation; // per mesh, model space -> world space
uniform mat4 u_view; // world space -> view space
uniform mat4 u_projection; // view space -> screen space
layout(binding=1) uniform highp sampler2D u_height_sampler;
layout(binding=2) uniform highp sampler2D u_normal_sampler;
const vec3 c_normal_scale = vec3(2.0, 2.0, 1.0);
const vec3 c_normal_shift = vec3(-1.0, -1.0, 0.0);
const vec2 c_st_scale = vec2(1.0 / 1023.0, 1.0 / 1023.0);
const vec2 c_terrain_scale = vec2(1.0 / 2048.0, -1.0 / 2048.0);
const vec2 c_terrain_shift = vec2(0.5, 0.5);
const float c_weight_scale = 1.0 / 64.f;
const vec3 c_world_forward = vec3(0.0, 1.0, 0.0);
out vec4 v_position; // view space
out vec4 v_normal; // view space
out vec4 v_terrain_normal; // view space (x, y, z, weigth)
out vec4 v_texcoord; // texture space (s, t, pixel_level, material_level)
void main(void) {
vec4 world_position = vec4(i_translation + a_position, 1.0);
vec2 terrain_coords = c_terrain_shift + world_position.xy * c_terrain_scale;

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@ -16,32 +16,13 @@
#version 320 es
precision highp float;
layout(location = 0) in vec3 a_position; // model space
layout(location = 1) in vec3 a_normal; // model space
layout(location = 2) in vec3 a_texcoord; // texture space
#include "include/vertex_format.glsl"
#include "include/camera.glsl"
#include "include/common.glsl"
layout(location = 3) in vec3 i_translation; // per mesh, model space -> world space
layout(location = 4) in mat3 i_orientation; // per mesh, model space -> world space
uniform mat4 u_view; // world space -> view space
uniform mat4 u_projection; // view space -> screen space
layout(binding=1) uniform highp sampler2D u_height_sampler;
layout(binding=2) uniform highp sampler2D u_normal_sampler;
const vec3 c_normal_scale = vec3(2.0, 2.0, 1.0);
const vec3 c_normal_shift = vec3(-1.0, -1.0, 0.0);
const vec2 c_st_scale = vec2(1.0 / 1023.0, 1.0 / 1023.0);
const vec2 c_terrain_scale = vec2(1.0 / 2048.0, -1.0 / 2048.0);
const vec2 c_terrain_shift = vec2(0.5, 0.5);
const float c_weight_scale = 1.0 / 64.f;
const vec3 c_world_forward = vec3(0.0, 1.0, 0.0);
out vec4 v_position; // view space
out vec4 v_normal; // view space
out vec4 v_terrain_normal; // view space (x, y, z, weigth)
out vec4 v_texcoord; // texture space (s, t, pixel_level, material_level)
void main(void) {
vec4 world_position = vec4(i_translation + i_orientation * a_position, 1.0);
float weight = max(0.0, 1.0 - world_position.z * c_weight_scale);