]> git.tdb.fi Git - libs/gl.git/blobdiff - source/programbuilder.cpp
Make it possible to customize texture sampling in standard shaders
[libs/gl.git] / source / programbuilder.cpp
index 4043fc4471648f6dec62d611c7cf07479548c545..c97ec1cb490b1943e38f58544a522a6a22349b99 100644 (file)
@@ -19,6 +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
@@ -45,8 +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" },
@@ -55,18 +58,25 @@ 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 },
        { FRAGMENT, "l_specular", "float", "pow(max(dot(n_zzz_half_vec, n_zzz_normal), 0.0), gl_FrontMaterial.shininess)", 0 },
        { FRAGMENT, "n_zzz_half_vec", "vec3", "normalize(zzz_light_dir-zzz_incident_dir)", 0 },
        { FRAGMENT, "n_zzz_light_dir", "vec3", "normalize(zzz_light_dir)", 0 },
-       { FRAGMENT, "n_tbn_normal", "vec3", "texture2D(normalmap, texture_coord).xyz*2.0-1.0", "n" },
+       { FRAGMENT, "n_tbn_normal", "vec3", "normal_sample*2.0-1.0", "n" },
        { FRAGMENT, "n_eye_normal", "vec3", "normalize(eye_normal)", "!n" },
-       { FRAGMENT, "tex_sample", "vec4", "texture2D(texture, texture_coord)", 0 },
+       { FRAGMENT, "normal_sample", "vec3", "texture2D(normalmap, texture_coord).xyz", "!c" },
+       { FRAGMENT, "normal_sample", "vec3", "sample_normalmap(texture_coord)", "c" },
+       { FRAGMENT, "tex_sample", "vec4", "texture2D(texture, texture_coord)", "!c" },
+       { FRAGMENT, "tex_sample", "vec4", "sample_texture(texture_coord)", "c" },
 
        { 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 },
@@ -92,6 +102,9 @@ 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 }
@@ -222,6 +235,13 @@ string ProgramBuilder::create_source(const list<ShaderVariable *> &variables, Va
                source += "vec4 transform_vertex(vec4);\n";
                source += "vec3 transform_normal(vec3);\n";
        }
+       else if(scope==FRAGMENT && features.colorify)
+       {
+               if(features.texture)
+                       source += "vec4 sample_texture(vec2);\n";
+               if(features.normalmap)
+                       source += "vec3 sample_normalmap(vec2);\n";
+       }
 
        source += "void main()\n{\n";
 
@@ -393,7 +413,8 @@ ProgramBuilder::StandardFeatures::StandardFeatures():
        normalmap(false),
        shadow(false),
        reflection(false),
-       transform(false)
+       transform(false),
+       colorify(false)
 { }
 
 string ProgramBuilder::StandardFeatures::create_flags() const
@@ -417,6 +438,8 @@ string ProgramBuilder::StandardFeatures::create_flags() const
                flags += 'e';
        if(transform)
                flags += 'r';
+       if(colorify)
+               flags += 'c';
 
        return flags;
 }
@@ -545,6 +568,7 @@ string ProgramBuilder::ShaderVariable::get_expression() const
 ProgramBuilder::StandardFeatures::Loader::Loader(StandardFeatures &f):
        DataFile::ObjectLoader<StandardFeatures>(f)
 {
+       add("colorify",  &StandardFeatures::colorify);
        add("lighting",  &StandardFeatures::lighting);
        add("material",  &StandardFeatures::material);
        add("normalmap", &StandardFeatures::normalmap);