X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fprogrambuilder.cpp;h=2f38c93c10eb03a3b48d2dcbb8948151ddf98deb;hb=f657e545d461948f9d014d65c7546b26671f2828;hp=05e801c72b8cc3cbbd77821a6e0dcdf84670955f;hpb=83bfb4bc26cf20cada1fcda47064b75d8e49fa08;p=libs%2Fgl.git diff --git a/source/programbuilder.cpp b/source/programbuilder.cpp index 05e801c7..2f38c93c 100644 --- a/source/programbuilder.cpp +++ b/source/programbuilder.cpp @@ -3,6 +3,7 @@ #include "program.h" #include "programbuilder.h" #include "shader.h" +#include "vertexformat.h" using namespace std; @@ -18,6 +19,7 @@ Naming conventions: eye_* Eye space tbn_* Tangent-Binormal-Normal space shd_* Shadow space + env_* Environment space *_dir Direction vector zzz_* Wildcard space, resolved by the builder @@ -44,8 +46,10 @@ const ProgramBuilder::StandardVariable ProgramBuilder::standard_variables[] = { 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" }, @@ -54,6 +58,10 @@ const ProgramBuilder::StandardVariable ProgramBuilder::standard_variables[] = { 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 }, @@ -65,7 +73,7 @@ const ProgramBuilder::StandardVariable ProgramBuilder::standard_variables[] = { 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 }, @@ -81,7 +89,7 @@ const ProgramBuilder::StandardVariable ProgramBuilder::standard_variables[] = { 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 }, @@ -91,6 +99,9 @@ const ProgramBuilder::StandardVariable ProgramBuilder::standard_variables[] = { 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 } @@ -182,6 +193,12 @@ void ProgramBuilder::add_shaders(Program &prog) const 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 &variables, VariableScope scope) const