#include "program.h"
#include "programbuilder.h"
#include "shader.h"
+#include "vertexformat.h"
using namespace std;
eye_* Eye space
tbn_* Tangent-Binormal-Normal space
shd_* Shadow space
+ env_* Environment space
*_dir Direction vector
zzz_* Wildcard space, resolved by the builder
{ FRAGMENT, "color_base", "vec4", "color", "!l!sm" },
{ FRAGMENT, "color_base", "vec4", "vec4(vec3(l_shadow), 1.0)", "!ls!m" },
{ FRAGMENT, "color_base", "vec4", "color*vec4(vec3(l_shadow), 1.0)", "!lsm" },
- { FRAGMENT, "color_base", "vec4", "vec4(rgb_light_full, 1.0)", "l!m" },
- { FRAGMENT, "color_base", "vec4", "vec4(rgb_light_full, gl_FrontMaterial.diffuse.a)", "lm" },
+ { FRAGMENT, "color_base", "vec4", "vec4(rgb_light_env, 1.0)", "l!m" },
+ { FRAGMENT, "color_base", "vec4", "vec4(rgb_light_env, gl_FrontMaterial.diffuse.a)", "lm" },
+ { FRAGMENT, "rgb_light_env", "vec3", "rgb_light_full+reflect_sample.rgb*reflectivity", "e" },
+ { FRAGMENT, "rgb_light_env", "vec3", "rgb_light_full", "!e" },
{ FRAGMENT, "rgb_light_full", "vec3", "rgb_light_shadow+gl_FrontLightModelProduct.sceneColor.rgb", "m" },
{ FRAGMENT, "rgb_light_full", "vec3", "rgb_light_shadow", "!m" },
{ FRAGMENT, "rgb_light_shadow", "vec3", "rgb_light*l_shadow", "s" },
{ FRAGMENT, "rgb_light", "vec3", "vec3(l_diffuse+l_specular)", "!mp" },
{ FRAGMENT, "rgb_light", "vec3", "l_diffuse*gl_FrontLightProduct[0].diffuse.rgb", "m!p" },
{ FRAGMENT, "rgb_light", "vec3", "l_diffuse*gl_FrontLightProduct[0].diffuse.rgb+l_specular*gl_FrontLightProduct[0].specular.rgb", "mp" },
+ { FRAGMENT, "reflect_sample", "vec4", "textureCube(environment, env_reflect_dir)", 0 },
+ { FRAGMENT, "env_reflect_dir", "vec3", "env_eye_matrix*eye_reflect_dir", 0 },
+ { FRAGMENT, "eye_reflect_dir", "vec3", "eye_tbn_matrix*tbn_reflect_dir", "n" },
+ { FRAGMENT, "zzz_reflect_dir", "vec3", "reflect(zzz_incident_dir, n_zzz_normal)", 0 },
{ FRAGMENT, "l_shadow", "float", "mix(1.0, shadow_sample, shadow_darkness)", 0 },
{ FRAGMENT, "shadow_sample", "float", "shadow2D(shadow, shd_vertex).r", 0 },
{ FRAGMENT, "l_diffuse", "float", "max(dot(n_zzz_normal, n_zzz_light_dir), 0.0)", 0 },
{ FRAGMENT, "tex_sample", "vec4", "texture2D(texture, texture_coord)", 0 },
{ VERTEX, "gl_Position", 0, "gl_ProjectionMatrix*eye_vertex", 0 },
- { VERTEX, "shd_vertex", "vec3", "eye_vertex*eye_shd_rmatrix", 0 },
+ { VERTEX, "shd_vertex", "vec3", "(eye_vertex*eye_shd_rmatrix).xyz", 0 },
{ VERTEX, "eye_shd_rmatrix", "mat4", "mat4(gl_EyePlaneS[shadow_unit], gl_EyePlaneT[shadow_unit], gl_EyePlaneR[shadow_unit], vec4(0.0, 0.0, 0.0, 1.0))", 0 },
{ VERTEX, "tbn_light_dir", "vec3", "eye_light_dir*eye_tbn_matrix", 0 },
{ VERTEX, "eye_light_dir", "vec3", "normalize(gl_LightSource[0].position.xyz-eye_vertex.xyz*gl_LightSource[0].position.w)", 0 },
{ VERTEX, "eye_binormal", "vec3", "gl_NormalMatrix*binormal", "!r" },
{ VERTEX, "eye_binormal", "vec3", "transform_normal(binormal)", "r" },
{ VERTEX, "color", "vec4", "gl_Color", 0 },
- { VERTEX, "texture_coord", "vec2", "gl_MultiTexCoord0", 0 },
+ { VERTEX, "texture_coord", "vec2", "gl_MultiTexCoord0.xy", 0 },
{ ATTRIBUTE, "tangent", "vec3", 0, 0 },
{ ATTRIBUTE, "binormal", "vec3", 0, 0 },
{ UNIFORM, "shadow", "sampler2DShadow", 0, 0 },
{ UNIFORM, "shadow_darkness", "float", 0, 0 },
{ UNIFORM, "normalmap", "sampler2D", 0, 0 },
+ { UNIFORM, "environment", "samplerCube", 0, 0 },
+ { UNIFORM, "env_eye_matrix", "mat3", 0, 0 },
+ { UNIFORM, "reflectivity", "float", 0, 0 },
// Terminator entry
{ NO_SCOPE, 0, 0, 0, 0 }
prog.attach_shader_owned(new VertexShader(create_source(resolved_vars, VERTEX)));
prog.attach_shader_owned(new FragmentShader(create_source(resolved_vars, FRAGMENT)));
+
+ if(features.normalmap)
+ {
+ prog.bind_attribute(get_component_type(TANGENT3), "tangent");
+ prog.bind_attribute(get_component_type(BINORMAL3), "binormal");
+ }
}
string ProgramBuilder::create_source(const list<ShaderVariable *> &variables, VariableScope scope) const