Split vertex shader for terrain and tests.
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a331721dd8
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57
game/game.py
57
game/game.py
@ -30,18 +30,21 @@ def main():
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print("Initializing...")
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window = initialize(b'RK Island', 1600, 900)
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terrain_shader = shader.load('terrain')
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terrain_shader = shader.load('terrain', 'common')
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tests_shader = shader.load('tests', 'common')
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sky_shader = shader.load('sky')
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heightmap = create_texture(
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1, TEXTURE_FORMAT_32F, 256, 256, 0, TEXTURE_FLAG_MIN_LINEAR | TEXTURE_FLAG_MAG_LINEAR,
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generated.packed_heights)
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heightmap_sampler = resolve_input(terrain_shader, b'u_height_sampler')
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terrain_heightmap_sampler = resolve_input(terrain_shader, b'u_height_sampler')
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tests_heightmap_sampler = resolve_input(tests_shader, b'u_height_sampler')
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normalmap = create_texture(
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2, TEXTURE_FORMAT_RGB10_A2, 256, 256, 0, TEXTURE_FLAG_MIN_LINEAR | TEXTURE_FLAG_MAG_LINEAR,
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generated.packed_normals)
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normalmap_sampler = resolve_input(terrain_shader, b'u_normal_sampler')
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terrain_normalmap_sampler = resolve_input(terrain_shader, b'u_normal_sampler')
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tests_normalmap_sampler = resolve_input(tests_shader, b'u_normal_sampler')
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print("Loading resources...")
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archive = resources.RuntimeArchive.load('data/rk_island.rkar')
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@ -90,7 +93,7 @@ def main():
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model.spawn(terrain_batch, (float(((mx - 128) * 8) + 4), float(((127 - my) * 8) + 4), 0.0))
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tests_texture = archive.get_texture('tests')
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tests_sampler = resolve_input(terrain_shader, b'u_texture_sampler')
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tests_sampler = resolve_input(tests_shader, b'u_texture_sampler')
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tests_vertices = archive.get_vertices('tests')
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blob = archive.get_model('blob')
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cube = archive.get_model('cube')
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@ -111,11 +114,15 @@ def main():
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proj_far_z = 3000.0
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terrain_environment_inputs = environment.resolve_inputs(terrain_shader)
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terrain_orientation = resolve_param(terrain_shader, b'i_orientation')
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terrain_camera = camera.Camera()
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terrain_camera.set_projection(proj_hfov, proj_ratio, proj_near_z, proj_far_z)
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terrain_camera.resolve_inputs(terrain_shader)
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tests_environment_inputs = environment.resolve_inputs(tests_shader)
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tests_camera = camera.Camera()
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tests_camera.set_projection(proj_hfov, proj_ratio, proj_near_z, proj_far_z)
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tests_camera.resolve_inputs(tests_shader)
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sky_environment_inputs = environment.resolve_inputs(sky_shader)
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sea_phase = resolve_input(sky_shader, b'u_sea_phase')
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sea_polar_textures = sea.load_polar_textures(('data/sea_bump1.png', 'data/sea_bump2.png'))
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@ -162,6 +169,11 @@ def main():
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mat3_mul_vec3(_origin, _rotation, origin)
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mat3_mul_vec3(_lookat, _rotation, lookat)
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terrain_camera.set_view(_origin, _lookat)
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tests_camera.set_view(_origin, _lookat)
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sky_camera.set_view(vec3(math.vec3_scale(_origin, 0.001)), vec3(math.vec3_scale(_lookat, 0.001)))
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environment_values = environment.from_sun(terrain_camera.view, sun_direction, sun_power)
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mat3_rotation(_rotation, up, (current_time * 0.21) % tau)
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mat3_mul_vec3(_blob_translation, _rotation, blob_translation)
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tests_batch.set_param(0, blob_id, _blob_translation)
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@ -176,39 +188,37 @@ def main():
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tests_batch.set_param(1, clouds_id, _clouds_orientation)
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select_shader(terrain_shader)
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select_texture(heightmap, heightmap_sampler)
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select_texture(normalmap, normalmap_sampler)
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terrain_camera.set_view(_origin, _lookat)
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terrain_camera.update_inputs()
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environment_values = environment.from_sun(terrain_camera.view, sun_direction, sun_power)
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environment.update_inputs(terrain_environment_inputs, environment_values)
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select_texture(tiles_texture, tiles_sampler)
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select_texture(heightmap, terrain_heightmap_sampler)
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select_texture(normalmap, terrain_normalmap_sampler)
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select_vertices(tiles_vertices)
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set_param_vec3(terrain_orientation, vec3(vec3_forward))
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draw_begin = time.thread_time()
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terrain_batch.draw()
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draw_end = time.thread_time()
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unselect_vertices(tiles_vertices)
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unselect_texture(tiles_texture)
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select_texture(tests_texture, tests_sampler)
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select_vertices(tests_vertices)
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tests_batch.draw()
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unselect_vertices(tests_vertices)
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unselect_texture(tests_texture)
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unselect_texture(normalmap)
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unselect_texture(heightmap)
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unselect_shader(terrain_shader)
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select_shader(tests_shader)
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tests_camera.update_inputs()
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environment.update_inputs(tests_environment_inputs, environment_values)
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select_texture(tests_texture, tests_sampler)
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select_texture(heightmap, tests_heightmap_sampler)
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select_texture(normalmap, tests_normalmap_sampler)
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select_vertices(tests_vertices)
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tests_batch.draw()
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unselect_vertices(tests_vertices)
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unselect_texture(tests_texture)
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unselect_texture(normalmap)
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unselect_texture(heightmap)
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unselect_shader(tests_shader)
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select_shader(sky_shader)
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sky_camera.set_view(
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vec3(math.vec3_scale(_origin, 0.001)),
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vec3(math.vec3_scale(_lookat, 0.001)))
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sky_camera.update_inputs()
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environment_values = environment.from_sun(sky_camera.view, sun_direction, sun_power)
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environment.update_inputs(sky_environment_inputs, environment_values)
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set_input_float(sea_phase, (current_time * 0.023) % 1.0)
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select_texture(sea_polar_textures, sea_polar_sampler)
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@ -262,5 +272,6 @@ def main():
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destroy_triangles(sky_triangles)
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archive.destroy()
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destroy_shader(terrain_shader)
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destroy_shader(tests_shader)
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destroy_shader(sky_shader)
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terminate()
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@ -19,7 +19,10 @@ from engine import load_shader
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#TODO: preprocessing (at least includes)
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def load(name):
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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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@ -31,13 +34,13 @@ def load(name):
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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 shader", name)
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path = Path('.') / 'game' / 'shaders'
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vert_lines = load_source(path / (name + '_opengles.vert'))
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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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frag_lines = load_source(path / (name + '_opengles.frag'))
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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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@ -16,8 +16,8 @@
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#version 320 es
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precision highp float;
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in vec3 v_position; // view space
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in vec3 v_normal; // view space
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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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in vec4 v_texcoord; // texture space (s, t, pixel_level, material_level)
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@ -36,8 +36,8 @@ void main(void) {
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#define m_metallic material.x
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#define m_specular material.y
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#define m_roughness material.z
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vec3 normal = normalize(v_normal);
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vec3 eye_dir = -normalize(v_position);
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vec3 normal = normalize(v_normal.xyz);
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vec3 eye_dir = -normalize(v_position.xyz);
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float d = dot(normal, u_light_direction);
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float halfd = 0.5 + d * 0.5;
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float td = dot(normalize(v_terrain_normal.xyz), u_light_direction);
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@ -21,7 +21,6 @@ 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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layout(location = 3) in vec3 i_translation; // per mesh, model space -> world space
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layout(location = 4) in vec3 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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@ -38,25 +37,21 @@ 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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const vec3 c_world_up = vec3(0.0, 0.0, 1.0);
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out vec3 v_position; // view space
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out vec3 v_normal; // view space
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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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vec3 orientation = normalize(i_orientation);
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mat3 rotation = mat3(cross(orientation, c_world_up), orientation, c_world_up);
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vec4 world_position = vec4(i_translation.xyz + rotation * 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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vec3 world_normal = rotation * normalize(a_normal);
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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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world_position.z += texture(u_height_sampler, terrain_coords).r;
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vec4 view_position = u_view * world_position;
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vec3 terrain_normal = normalize(c_normal_shift + texture(u_normal_sampler, terrain_coords).rgb * c_normal_scale);
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world_normal = mat3(cross(c_world_forward, terrain_normal), c_world_forward, terrain_normal) * world_normal;
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v_position = view_position.xyz;
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v_normal = (u_view * vec4(world_normal, 0.0)).xyz;
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v_terrain_normal = vec4((u_view * vec4(terrain_normal, 0.0)).xyz, weight);
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vec3 world_normal = mat3(cross(c_world_forward, terrain_normal), c_world_forward, terrain_normal) * normalize(a_normal);
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v_position = view_position;
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v_normal = u_view * vec4(world_normal, 0.0);
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v_terrain_normal = vec4((u_view * vec4(terrain_normal, 0.0)).xyz, 1.0);
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v_texcoord = vec4(a_texcoord.st * c_st_scale, a_texcoord.p, a_texcoord.p + 1.0);
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gl_Position = u_projection * view_position;
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}
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62
game/shaders/tests_opengles.vert
Normal file
62
game/shaders/tests_opengles.vert
Normal file
@ -0,0 +1,62 @@
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// Copyright (C) 2022 RozK
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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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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layout(location = 3) in vec3 i_translation; // per mesh, model space -> world space
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layout(location = 4) in vec3 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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uniform highp sampler2D u_height_sampler;
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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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const vec3 c_world_up = vec3(0.0, 0.0, 1.0);
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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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vec3 orientation = normalize(i_orientation);
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mat3 rotation = mat3(cross(orientation, c_world_up), orientation, c_world_up);
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vec4 world_position = vec4(i_translation + rotation * 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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vec3 world_normal = rotation * normalize(a_normal);
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vec2 terrain_coords = c_terrain_shift + world_position.xy * c_terrain_scale;
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world_position.z += texture(u_height_sampler, terrain_coords).r;
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vec4 view_position = u_view * world_position;
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vec3 terrain_normal = normalize(c_normal_shift + texture(u_normal_sampler, terrain_coords).rgb * c_normal_scale);
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world_normal = mat3(cross(c_world_forward, terrain_normal), c_world_forward, terrain_normal) * world_normal;
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v_position = view_position;
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v_normal = u_view * vec4(world_normal, 0.0);
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v_terrain_normal = vec4((u_view * vec4(terrain_normal, 0.0)).xyz, weight);
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v_texcoord = vec4(a_texcoord.st * c_st_scale, a_texcoord.p, a_texcoord.p + 1.0);
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gl_Position = u_projection * view_position;
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}
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