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No commits in common. "9fff666ebf3f0474817ec51d7ff2bddc8926baac" and "6701c8dbb344d07ac02c6b883026a4d70e33e45d" have entirely different histories.
9fff666ebf
...
6701c8dbb3
2
engine
2
engine
@ -1 +1 @@
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Subproject commit ae3333e22e36667a0c02817fafb16ab7b8d1341b
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Subproject commit 2095e335ead1967fde413b0d61d35e2f3b90461a
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@ -13,7 +13,14 @@
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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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from engine import vec3_origin, mat4, mat4_projection, mat4_orbit, set_input_mat4
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from engine import vec3_origin, mat4, mat4_projection, mat4_orbit, resolve_input, set_input_mat4
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class _Inputs:
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__slots__ = 'projection', 'view'
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def __init__(self, shader, projection, view):
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self.projection = resolve_input(shader, projection)
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self.view = resolve_input(shader, view)
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class Camera:
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__slots__ = 'yaw', 'pitch', 'distance', 'projection', 'view'
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@ -37,6 +44,9 @@ class Camera:
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def to_km(self):
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mat4_orbit(self.view, vec3_origin, self.yaw, self.pitch, self.distance * 0.001)
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def set_inputs(self, shader):
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set_input_mat4(shader.u_projection, self.projection)
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set_input_mat4(shader.u_view, self.view)
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def resolve_inputs(self, shader, projection = b'u_projection', view = b'u_view'):
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return _Inputs(shader, projection, view)
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def update_inputs(self, inputs):
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set_input_mat4(inputs.projection, self.projection)
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set_input_mat4(inputs.view, self.view)
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@ -14,7 +14,7 @@
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# along with this program. If not, see <http://www.gnu.org/licenses/>.
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from math import radians, cos
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from engine import vec3, mat4_mul_vec3, set_input_vec3
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from engine import vec3, mat4_mul_vec3, resolve_input, set_input_vec3
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from game.math import vec3_up, vec3_add, vec3_sub, vec3_scale, vec3_mul, vec3_dot
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def _angles(start, end):
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@ -62,6 +62,16 @@ def _resolve_color(ranges, c):
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w, (a, b) = _resolve(ranges, c)
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return vec3_add(a, vec3_scale(b, w))
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class _Inputs:
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__slots__ = 'light_direction', 'light_color', 'horizon_color', 'sky_color', 'sun_color'
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def __init__(self, shader):
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self.light_direction = resolve_input(shader, b'u_light_direction')
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self.light_color = resolve_input(shader, b'u_light_color')
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self.horizon_color = resolve_input(shader, b'u_horizon_color')
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self.sky_color = resolve_input(shader, b'u_sky_color')
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self.sun_color = resolve_input(shader, b'u_sun_color')
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class Environment:
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__slots__ = 'light_direction', 'light_color', 'horizon_color', 'sky_color', 'sun_color'
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@ -81,9 +91,12 @@ class Environment:
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self.sky_color.set(*vec3_scale(_resolve_color(_sky_color, c), light_power))
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self.sun_color.set(*_resolve_color(_sun_color, c))
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def set_inputs(self, shader):
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set_input_vec3(shader.u_light_direction, self.light_direction)
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set_input_vec3(shader.u_light_color, self.light_color)
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set_input_vec3(shader.u_horizon_color, self.horizon_color)
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set_input_vec3(shader.u_sky_color, self.sky_color)
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set_input_vec3(shader.u_sun_color, self.sun_color)
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def resolve_inputs(self, shader):
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return _Inputs(shader)
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def update_inputs(self, inputs):
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set_input_vec3(inputs.light_direction, self.light_direction)
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set_input_vec3(inputs.light_color, self.light_color)
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set_input_vec3(inputs.horizon_color, self.horizon_color)
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set_input_vec3(inputs.sky_color, self.sky_color)
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set_input_vec3(inputs.sun_color, self.sun_color)
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73
game/game.py
73
game/game.py
@ -20,9 +20,9 @@ from ctypes import Structure
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from engine import *
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from game import math
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from game import shader
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from game import triangles
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from game import sea
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from game.shader import Shader
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from game.generator import Generator
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from game.resources import RuntimeArchive
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from game.batch import Batch
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@ -53,22 +53,28 @@ def main():
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mouse = Mouse(events, wheel = 60, wheel_min = 20)
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keyboard = Keyboard(events)
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render_initialize(__debug__)
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terrain_shader = Shader('terrain', 'common')
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tests_shader = Shader('tests', 'common')
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sky_shader = Shader('sky')
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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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TEXTURE_FORMAT_FLOAT_32, 256, 256, 0, TEXTURE_FLAG_MIN_LINEAR | TEXTURE_FLAG_MAG_LINEAR,
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generated.packed_heights)
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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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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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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 = RuntimeArchive.load('data/rk_island.rkar')
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print("Building tiles...")
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tiles_texture = archive.get_texture('tiles')
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tiles_sampler = resolve_input(terrain_shader, b'u_texture_sampler')
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tiles_vertices = archive.get_vertices('tiles')
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water_model = archive.get_model('water')
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sand_model = archive.get_model('sand')
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@ -111,6 +117,7 @@ def main():
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model.spawn(terrain_batch, vec3(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(tests_shader, b'u_texture_sampler')
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tests_vertices = archive.get_vertices('tests')
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blob_model = archive.get_model('blob')
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cube_model = archive.get_model('cube')
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@ -127,13 +134,23 @@ def main():
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cube_id = cube_model.spawn(tests_batch, cube_spawn_translation, mat3_identity)
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clouds_id = clouds_model.spawn(tests_batch, vec3(0.0, 0.0, 32.0), mat3_identity)
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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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sea_polar_sampler = resolve_input(sky_shader, b'u_sea_polar_sampler')
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sea_detail_texture = sea.load_detail_texture('data/sea_bump.png')
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sea_detail_sampler = resolve_input(sky_shader, b'u_sea_detail_sampler')
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sky_triangles = create_triangles(triangles.sky_triangles(64, proj_far_z - 0.1, proj_ratio))
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camera = Camera()
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camera.set_projection(proj_hfov, proj_ratio, proj_near_z, proj_far_z)
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terrain_camera_inputs = camera.resolve_inputs(terrain_shader)
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tests_camera_inputs = camera.resolve_inputs(tests_shader)
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sky_camera_inputs = camera.resolve_inputs(sky_shader)
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environment = Environment()
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terrain_environment_inputs = environment.resolve_inputs(terrain_shader)
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tests_environment_inputs = environment.resolve_inputs(tests_shader)
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sky_environment_inputs = environment.resolve_inputs(sky_shader)
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blob_translation = tests_batch.translation[blob_id]
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cube_translation = tests_batch.translation[cube_id]
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@ -168,19 +185,19 @@ def main():
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camera.set_view(camera_yaw, camera_pitch, camera_distance)
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environment.from_sun(camera.view, sun_direction, sun_power)
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terrain_shader.select()
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camera.set_inputs(terrain_shader)
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environment.set_inputs(terrain_shader)
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select_texture(0, tiles_texture)
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select_texture(1, heightmap)
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select_texture(2, normalmap)
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select_shader(terrain_shader)
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camera.update_inputs(terrain_camera_inputs)
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environment.update_inputs(terrain_environment_inputs)
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select_texture(0, tiles_texture, tiles_sampler)
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select_texture(1, heightmap, terrain_heightmap_sampler)
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select_texture(2, normalmap, terrain_normalmap_sampler)
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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_texture(0, tiles_texture)
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unselect_texture(1, heightmap)
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unselect_texture(2, normalmap)
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terrain_shader.unselect()
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unselect_shader(terrain_shader)
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rotation = mat3()
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mat3_rotation(rotation, vec3_up, (current_time * 0.21) % tau)
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@ -189,30 +206,30 @@ def main():
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mat3_rotation(cube_orientation, vec3_up, (current_time * 0.43) % tau)
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mat3_rotation(clouds_orientation, vec3_up, (current_time * -0.037) % tau)
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tests_shader.select()
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camera.set_inputs(tests_shader)
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environment.set_inputs(tests_shader)
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select_texture(0, tests_texture)
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select_texture(1, heightmap)
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select_texture(2, normalmap)
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select_shader(tests_shader)
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camera.update_inputs(tests_camera_inputs)
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environment.update_inputs(tests_environment_inputs)
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select_texture(0, tests_texture, tests_sampler)
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select_texture(1, heightmap, tests_heightmap_sampler)
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select_texture(2, normalmap, tests_normalmap_sampler)
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tests_batch.draw()
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unselect_texture(0, tests_texture)
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unselect_texture(1, heightmap)
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unselect_texture(2, normalmap)
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tests_shader.unselect()
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unselect_shader(tests_shader)
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camera.to_km()
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sky_shader.select()
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camera.set_inputs(sky_shader)
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environment.set_inputs(sky_shader)
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set_input_float(sky_shader.u_sea_phase, (current_time * 0.023) % 1.0)
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select_texture(0, sea_polar_textures)
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select_texture(1, sea_detail_texture)
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select_shader(sky_shader)
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camera.update_inputs(sky_camera_inputs)
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environment.update_inputs(sky_environment_inputs)
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set_input_float(sea_phase, (current_time * 0.023) % 1.0)
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select_texture(0, sea_polar_textures, sea_polar_sampler)
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select_texture(1, sea_detail_texture, sea_detail_sampler)
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draw_triangles(sky_triangles)
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unselect_texture(0, sea_polar_textures)
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unselect_texture(1, sea_detail_texture)
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sky_shader.unselect()
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unselect_shader(sky_shader)
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frame_end = time.thread_time()
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end_frame()
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@ -264,9 +281,9 @@ def main():
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destroy_texture(normalmap)
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destroy_triangles(sky_triangles)
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archive.destroy()
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del terrain_shader
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del tests_shader
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del sky_shader
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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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render_terminate()
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del events
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destroy_display(display)
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@ -15,69 +15,33 @@
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from pathlib import Path
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from engine import load_shader, resolve_input, select_shader, unselect_shader, destroy_shader
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from engine import load_shader
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def _cleanup(line):
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return line.partition('//')[0].strip()
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#TODO: preprocessing (at least includes)
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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 _parse(shader, vert_lines, frag_lines):
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uniforms = []
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for line in vert_lines:
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if line.startswith('uniform '):
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uniforms.append(line.split()[-1].strip(';'))
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for line in frag_lines:
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if line.startswith('uniform '):
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name = line.split()[-1].strip(';')
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if name not in uniforms:
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uniforms.append(name)
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for name in uniforms:
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setattr(shader, name, resolve_input(shader._shader, bytes(name, 'utf-8')))
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class Shader:
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__slots__ = '_shader', '__dict__'
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def __init__(self, vert_name, frag_name = ''):
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path = Path('.') / 'game' / 'shaders'
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assert path.exists()
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if not frag_name:
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frag_name = vert_name
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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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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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assert frag_lines
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self._shader = load_shader(list(map(_convert, vert_lines)), list(map(_convert, frag_lines)))
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_parse(self, vert_lines, frag_lines)
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def __del__(self):
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destroy_shader(self._shader)
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def select(self):
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select_shader(self._shader)
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def unselect(self):
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unselect_shader(self._shader)
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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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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.")
|
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return None
|
||||
return load_shader(vert_lines, frag_lines)
|
||||
|
@ -16,8 +16,6 @@
|
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#version 320 es
|
||||
precision highp float;
|
||||
|
||||
#include "include/environment.glsl"
|
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|
||||
in vec4 v_position; // view space
|
||||
in vec4 v_normal; // view space
|
||||
in vec4 v_terrain_normal; // view space (x, y, z, weight)
|
||||
@ -25,7 +23,10 @@ in vec4 v_texcoord; // texture space (s, t, pixel_level, material_level)
|
||||
|
||||
#define v_weight v_terrain_normal.w
|
||||
|
||||
layout(binding=0) uniform highp sampler2DArray u_texture_sampler;
|
||||
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)
|
||||
|
||||
uniform highp sampler2DArray u_texture_sampler;
|
||||
|
||||
layout(location = 0) out vec4 o_color;
|
||||
|
||||
|
@ -1,7 +0,0 @@
|
||||
#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
|
@ -1,20 +0,0 @@
|
||||
#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
|
@ -1,10 +0,0 @@
|
||||
#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
|
@ -1,8 +0,0 @@
|
||||
#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
|
||||
layout(location = 1) in vec3 a_normal; // model space
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||||
layout(location = 2) in vec3 a_texcoord; // texture space
|
||||
|
||||
#endif // VERTEX_FORMAT_INCLUDED
|
@ -16,11 +16,14 @@
|
||||
#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
|
||||
@ -28,8 +31,8 @@ uniform float u_sea_phase;
|
||||
#define u_up u_view[2].xyz
|
||||
#define u_origin u_view[3].xyz
|
||||
|
||||
layout(binding=0) uniform highp sampler2DArray u_sea_polar_sampler;
|
||||
layout(binding=1) uniform highp sampler2D u_sea_detail_sampler;
|
||||
uniform highp sampler2DArray u_sea_polar_sampler;
|
||||
uniform highp sampler2D u_sea_detail_sampler;
|
||||
|
||||
const float c_sea_radius = 637.1;
|
||||
const float c_sea_radius_sq = c_sea_radius * c_sea_radius;
|
||||
|
@ -16,10 +16,10 @@
|
||||
#version 320 es
|
||||
precision highp float;
|
||||
|
||||
#include "include/camera.glsl"
|
||||
|
||||
layout(location = 0) in vec3 a_position; // view space
|
||||
|
||||
uniform mat4 u_projection; // view space -> screen space
|
||||
|
||||
out vec3 v_position; // view space
|
||||
|
||||
void main(void) {
|
||||
|
@ -16,12 +16,31 @@
|
||||
#version 320 es
|
||||
precision highp float;
|
||||
|
||||
#include "include/vertex_format.glsl"
|
||||
#include "include/camera.glsl"
|
||||
#include "include/common.glsl"
|
||||
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
|
||||
|
||||
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
|
||||
|
||||
uniform highp sampler2D u_height_sampler;
|
||||
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;
|
||||
|
@ -16,13 +16,32 @@
|
||||
#version 320 es
|
||||
precision highp float;
|
||||
|
||||
#include "include/vertex_format.glsl"
|
||||
#include "include/camera.glsl"
|
||||
#include "include/common.glsl"
|
||||
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
|
||||
|
||||
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
|
||||
|
||||
uniform highp sampler2D u_height_sampler;
|
||||
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);
|
||||
|
Loading…
Reference in New Issue
Block a user