diff --git a/shaders/mapobjects/doneShader/fragment.shader b/shaders/mapobjects/doneShader/fragment.shader new file mode 100644 index 0000000..6db2617 --- /dev/null +++ b/shaders/mapobjects/doneShader/fragment.shader @@ -0,0 +1,119 @@ +#version 330 + +//#include "3rdParty/noise.glsl" + +vec3 mod289(vec3 x) { + return x - floor(x * (1.0 / 289.0)) * 289.0; +} + +vec4 mod289(vec4 x) { + return x - floor(x * (1.0 / 289.0)) * 289.0; +} + +vec4 permute(vec4 x) { + return mod289(((x*34.0)+1.0)*x); +} + +vec4 taylorInvSqrt(vec4 r) +{ + return 1.79284291400159 - 0.85373472095314 * r; +} + +float snoise(vec3 v) + { + const vec2 C = vec2(1.0/6.0, 1.0/3.0) ; + const vec4 D = vec4(0.0, 0.5, 1.0, 2.0); + +// First corner + vec3 i = floor(v + dot(v, C.yyy) ); + vec3 x0 = v - i + dot(i, C.xxx) ; + +// Other corners + vec3 g = step(x0.yzx, x0.xyz); + vec3 l = 1.0 - g; + vec3 i1 = min( g.xyz, l.zxy ); + vec3 i2 = max( g.xyz, l.zxy ); + + // x0 = x0 - 0.0 + 0.0 * C.xxx; + // x1 = x0 - i1 + 1.0 * C.xxx; + // x2 = x0 - i2 + 2.0 * C.xxx; + // x3 = x0 - 1.0 + 3.0 * C.xxx; + vec3 x1 = x0 - i1 + C.xxx; + vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y + vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y + +// Permutations + i = mod289(i); + vec4 p = permute( permute( permute( + i.z + vec4(0.0, i1.z, i2.z, 1.0 )) + + i.y + vec4(0.0, i1.y, i2.y, 1.0 )) + + i.x + vec4(0.0, i1.x, i2.x, 1.0 )); + +// Gradients: 7x7 points over a square, mapped onto an octahedron. +// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294) + float n_ = 0.142857142857; // 1.0/7.0 + vec3 ns = n_ * D.wyz - D.xzx; + + vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7) + + vec4 x_ = floor(j * ns.z); + vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N) + + vec4 x = x_ *ns.x + ns.yyyy; + vec4 y = y_ *ns.x + ns.yyyy; + vec4 h = 1.0 - abs(x) - abs(y); + + vec4 b0 = vec4( x.xy, y.xy ); + vec4 b1 = vec4( x.zw, y.zw ); + + //vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0; + //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0; + vec4 s0 = floor(b0)*2.0 + 1.0; + vec4 s1 = floor(b1)*2.0 + 1.0; + vec4 sh = -step(h, vec4(0.0)); + + vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ; + vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ; + + vec3 p0 = vec3(a0.xy,h.x); + vec3 p1 = vec3(a0.zw,h.y); + vec3 p2 = vec3(a1.xy,h.z); + vec3 p3 = vec3(a1.zw,h.w); + +//Normalise gradients + vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3))); + p0 *= norm.x; + p1 *= norm.y; + p2 *= norm.z; + p3 *= norm.w; + +// Mix final noise value + vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0); + m = m * m; + return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), + dot(p2,x2), dot(p3,x3) ) ); + } + +float fog(float dist) { + dist = max(0,dist - 50); + dist = dist * 0.05; +// dist = dist*dist; + return 1-exp(-dist); +} + +smooth in vec2 teTexCoord; +smooth in vec3 teNormal; +smooth in vec3 tePosition; +smooth in float fogDist; +smooth in float gmix; + +out vec4 fgColor; + +uniform mat4 ViewMatrix; +uniform mat4 ProjectionMatrix; + +void main(void) +{ + fgColor = vec4(1.0,0.0,1.0,1.0); +} + diff --git a/shaders/mapobjects/tessControl.shader b/shaders/mapobjects/doneShader/tessControl.shader similarity index 88% rename from shaders/mapobjects/tessControl.shader rename to shaders/mapobjects/doneShader/tessControl.shader index e7a5d25..5b9d7b8 100644 --- a/shaders/mapobjects/tessControl.shader +++ b/shaders/mapobjects/doneShader/tessControl.shader @@ -3,10 +3,10 @@ layout(vertices = 3) out; in vec3 vPosition[]; -in vec4 vColor[]; +in vec2 vTexCoord[]; in vec3 vNormal[]; out vec3 tcPosition[]; -out vec4 tcColor[]; +out vec2 tcTexCoord[]; out vec3 tcNormal[]; uniform float TessLevelInner = 1.0; // controlled by keyboard buttons uniform float TessLevelOuter = 1.0; // controlled by keyboard buttons @@ -16,7 +16,7 @@ uniform float TessLevelOuter = 1.0; // controlled by keyboard buttons void main() { tcPosition[ID] = vPosition[ID]; - tcColor[ID] = vColor[ID]; + tcTexCoord[ID] = vTexCoord[ID]; tcNormal[ID] = vNormal[ID]; if (ID == 0) { gl_TessLevelInner[0] = TessLevelInner; @@ -24,4 +24,4 @@ void main() gl_TessLevelOuter[1] = TessLevelOuter; gl_TessLevelOuter[2] = TessLevelOuter; } -} \ No newline at end of file +} diff --git a/shaders/mapobjects/tessEval.shader b/shaders/mapobjects/doneShader/tessEval.shader similarity index 93% rename from shaders/mapobjects/tessEval.shader rename to shaders/mapobjects/doneShader/tessEval.shader index 51cc5b3..703b256 100644 --- a/shaders/mapobjects/tessEval.shader +++ b/shaders/mapobjects/doneShader/tessEval.shader @@ -99,9 +99,9 @@ float snoise(vec3 v) layout(triangles, equal_spacing, cw) in; in vec3 tcPosition[]; -in vec4 tcColor[]; +in vec2 tcTexCoord[]; in vec3 tcNormal[]; -out vec4 teColor; +smooth out vec2 teTexCoord smooth out vec3 tePosition; smooth out vec3 teNormal; smooth out float fogDist; @@ -114,6 +114,8 @@ uniform mat3 NormalMatrix; void main() { + //base color + color = vec4(1.0,0.0,1.0,1.0); //NORMAL vec3 n0 = gl_TessCoord.x * tcNormal[0]; vec3 n1 = gl_TessCoord.y * tcNormal[1]; @@ -138,10 +140,10 @@ void main() fogDist = gl_Position.z; //COLOR-BLENDING - vec4 c0 = (1-exp(gl_TessCoord.x)) * tcColor[0]; - vec4 c1 = (1-exp(gl_TessCoord.y)) * tcColor[1]; - vec4 c2 = (1-exp(gl_TessCoord.z)) * tcColor[2]; - teColor = (c0 + c1 + c2)/((1-exp(gl_TessCoord.x))+(1-exp(gl_TessCoord.y))+(1-exp(gl_TessCoord.z))); + vec2 t0 = gl_TessCoord.x * tcTexCoord[0]; + vec2 t1 = gl_TessCoord.y * tcTexCoord[1]; + vec2 t2 = gl_TessCoord.z * tcTexCoord[2]; + teColor = t0 + t1 + t2; //mix gravel based on incline (sin (normal,up)) gmix = length(cross(tessNormal, vec3(0,1,0))); diff --git a/shaders/mapobjects/doneShader/vertex.shader b/shaders/mapobjects/doneShader/vertex.shader new file mode 100644 index 0000000..c9eab30 --- /dev/null +++ b/shaders/mapobjects/doneShader/vertex.shader @@ -0,0 +1,18 @@ +#version 330 + +//vertex-data +in vec3 Position; +in vec3 Normal; +in vec2 TexCoord; + +//output-data for later stages +out vec2 vTexCoord; +out vec3 vPosition; +out vec3 vNormal; + +void main() +{ + vPosition = Position; + vNormal = Normal; + vTexCoord = TexCoord; +} diff --git a/shaders/mapobjects/fragment.shader b/shaders/mapobjects/fragment.shader index ec6ac9f..5947f13 100644 --- a/shaders/mapobjects/fragment.shader +++ b/shaders/mapobjects/fragment.shader @@ -1,157 +1,10 @@ #version 330 -//#include "3rdParty/noise.glsl" - -vec3 mod289(vec3 x) { - return x - floor(x * (1.0 / 289.0)) * 289.0; -} - -vec4 mod289(vec4 x) { - return x - floor(x * (1.0 / 289.0)) * 289.0; -} - -vec4 permute(vec4 x) { - return mod289(((x*34.0)+1.0)*x); -} - -vec4 taylorInvSqrt(vec4 r) -{ - return 1.79284291400159 - 0.85373472095314 * r; -} - -float snoise(vec3 v) - { - const vec2 C = vec2(1.0/6.0, 1.0/3.0) ; - const vec4 D = vec4(0.0, 0.5, 1.0, 2.0); - -// First corner - vec3 i = floor(v + dot(v, C.yyy) ); - vec3 x0 = v - i + dot(i, C.xxx) ; - -// Other corners - vec3 g = step(x0.yzx, x0.xyz); - vec3 l = 1.0 - g; - vec3 i1 = min( g.xyz, l.zxy ); - vec3 i2 = max( g.xyz, l.zxy ); - - // x0 = x0 - 0.0 + 0.0 * C.xxx; - // x1 = x0 - i1 + 1.0 * C.xxx; - // x2 = x0 - i2 + 2.0 * C.xxx; - // x3 = x0 - 1.0 + 3.0 * C.xxx; - vec3 x1 = x0 - i1 + C.xxx; - vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y - vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y - -// Permutations - i = mod289(i); - vec4 p = permute( permute( permute( - i.z + vec4(0.0, i1.z, i2.z, 1.0 )) - + i.y + vec4(0.0, i1.y, i2.y, 1.0 )) - + i.x + vec4(0.0, i1.x, i2.x, 1.0 )); - -// Gradients: 7x7 points over a square, mapped onto an octahedron. -// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294) - float n_ = 0.142857142857; // 1.0/7.0 - vec3 ns = n_ * D.wyz - D.xzx; - - vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7) - - vec4 x_ = floor(j * ns.z); - vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N) - - vec4 x = x_ *ns.x + ns.yyyy; - vec4 y = y_ *ns.x + ns.yyyy; - vec4 h = 1.0 - abs(x) - abs(y); - - vec4 b0 = vec4( x.xy, y.xy ); - vec4 b1 = vec4( x.zw, y.zw ); - - //vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0; - //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0; - vec4 s0 = floor(b0)*2.0 + 1.0; - vec4 s1 = floor(b1)*2.0 + 1.0; - vec4 sh = -step(h, vec4(0.0)); - - vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ; - vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ; - - vec3 p0 = vec3(a0.xy,h.x); - vec3 p1 = vec3(a0.zw,h.y); - vec3 p2 = vec3(a1.xy,h.z); - vec3 p3 = vec3(a1.zw,h.w); - -//Normalise gradients - vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3))); - p0 *= norm.x; - p1 *= norm.y; - p2 *= norm.z; - p3 *= norm.w; - -// Mix final noise value - vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0); - m = m * m; - return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), - dot(p2,x2), dot(p3,x3) ) ); - } - -float fog(float dist) { - dist = max(0,dist - 50); - dist = dist * 0.05; -// dist = dist*dist; - return 1-exp(-dist); -} - -smooth in vec3 teNormal; -smooth in vec3 tePosition; -smooth in float fogDist; -smooth in float gmix; -in vec4 teColor; +in vec3 vPosition; +in vec3 vNormal; out vec4 fgColor; -uniform mat4 ViewMatrix; -uniform mat4 ProjectionMatrix; - -void main(void) -{ - //fog color - vec4 fogColor = vec4(0.6,0.7,0.8,1.0); - - //heliospheric lighting - vec4 light = vec4(1.0,1.0,1.0,1.0); - vec4 dark = vec4(0.0,0.0,0.0,1.0); - //direction to sun from origin - vec3 lightDir = normalize(ViewMatrix * vec4(5.0,5.0,1.0,0.0)).xyz; - - float costheta = dot(teNormal, lightDir); - float a = costheta * 0.5 + 0.5; - - //create gravel-texel - vec3 uvw = tePosition; - // Six components of noise in a fractal sum - //float n = snoise(uvw * 10); - float n = 0; - n += 0.5 * snoise(uvw * 20.0); - //n += 0.25 * snoise(uvw * 40.0); - //n += 0.125 * snoise(uvw * 80.0); - //n += 0.0625 * snoise(uvw * 160.0); - //n += 0.03125 * snoise(uvw * 320.0); - n = abs(n*2);//[0,1] - - //dirt - float d = snoise(uvw); - d += 0.5 * snoise(uvw * 2); - d += 0.25 * snoise(uvw * 4); - d = d/3*2 +0.5; - - // base, dirt, noise-level*(above 0?)*(linear blend by y) - vec4 texBase = mix(teColor, vec4(0.45,0.27,0.1,1),d*d*step(0.01,tePosition.y)*clamp(tePosition.y/2,0,2)); - // stone highlights - vec4 texHighlights = mix(texBase, vec4(0.9*n,0.9*n,0.9*n,1),n*n*n); - //mix highlights into Color with inclination, if inclination^2 > 0.35 - vec4 texColor = mix(texBase,texHighlights, (gmix*(1-gmix))*4*(gmix*(1-gmix))*4); - vec4 Color = texColor; - - fgColor = Color * mix(dark, light, a); - fgColor = mix(fgColor,fogColor,fog(fogDist)); -} \ No newline at end of file +void main () { + fgColor = vec4(1.0,0.0,1.0,1.0); +} diff --git a/shaders/mapobjects/vertex.shader b/shaders/mapobjects/vertex.shader index c6e3c7c..0c394d0 100644 --- a/shaders/mapobjects/vertex.shader +++ b/shaders/mapobjects/vertex.shader @@ -1,18 +1,14 @@ #version 330 -//vertex-data -in vec4 Color; in vec3 Position; in vec3 Normal; -//output-data for later stages -out vec4 vColor; out vec3 vPosition; out vec3 vNormal; -void main() -{ - vPosition = Position; - vNormal = Normal; - vColor = Color; -} \ No newline at end of file +void main () { + vPosition = Position; + gl_Position = vec4(Position, 1.0); + vNormal = Normal; +} + diff --git a/src/Importer/IQM/Parser.hs b/src/Importer/IQM/Parser.hs index ac27a5d..4541d96 100644 --- a/src/Importer/IQM/Parser.hs +++ b/src/Importer/IQM/Parser.hs @@ -228,14 +228,17 @@ parseIQM a = createVAO :: [(IQMVertexArray, BufferObject)] -> IO () createVAO bo = do + print bo initVAO (AttribLocation 0) IQMPosition bo - initVAO (AttribLocation 2) IQMColor bo initVAO (AttribLocation 1) IQMNormal bo --- initVAO (AttribLocation 3) IQMTexCoord bo + initVAO (AttribLocation 2) IQMTexCoord bo initVAO :: AttribLocation -> IQMVertexArrayType -> [(IQMVertexArray, BufferObject)] -> IO () initVAO l t bo = do - let [(IQMVertexArray _ _ _ num _ _,buf)] = filter (\(IQMVertexArray ty _ _ _ _ _, _) -> ty == t) bo + print t + let (IQMVertexArray _ _ _ num _ _,buf) = case filter (\(IQMVertexArray ty _ _ _ _ _, _) -> ty == t) bo of + [(a,b)] -> (a,b) + _ -> error "IQM-Object not render-able with current shader-mechanics" bindBuffer (toBufferTargetfromVAType t)$= Just buf vertexAttribArray l $= Enabled vertexAttribPointer l $= (ToFloat, VertexArrayDescriptor num Float 0 nullPtr) diff --git a/src/Render/Render.hs b/src/Render/Render.hs index 016901a..c46516d 100644 --- a/src/Render/Render.hs +++ b/src/Render/Render.hs @@ -134,6 +134,8 @@ initMapShader tessFac (buf, vertDes) = do let objs = [MapObject testobj (L.V3 0 10 0) (MapObjectState ())] + currentProgram $= Nothing + ! vertexSource' <- B.readFile objectVertexShaderFile ! fragmentSource' <- B.readFile objectFragmentShaderFile vertexShader' <- compileShaderSource VertexShader vertexSource' @@ -145,6 +147,22 @@ initMapShader tessFac (buf, vertDes) = do currentProgram $= Just objProgram + vertexIndex' <- get (attribLocation program "Position") + vertexAttribArray vertexIndex $= Enabled + checkError "Object-vertexInd" + + normalIndex' <- get (attribLocation program "Normal") + vertexAttribArray normalIndex $= Enabled + checkError "Object-normalInd" + + texIndex' <- get (attribLocation program "TexCoord") + vertexAttribArray colorIndex $= Enabled + checkError "Object-texInd" + + att <- get (activeAttribs objProgram) + + putStrLn $ unlines $ "Attributes: ":map show att + putStrLn $ unlines $ ["Indices: ", show (texIndex', normalIndex', vertexIndex')] checkError "initShader" let sdata = MapShaderData { shdrVertexIndex = vertexIndex