iqm still does not render, starts again.
This commit is contained in:
parent
a6efea80cf
commit
da3a334121
119
shaders/mapobjects/doneShader/fragment.shader
Normal file
119
shaders/mapobjects/doneShader/fragment.shader
Normal file
@ -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);
|
||||
}
|
||||
|
@ -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;
|
@ -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)));
|
18
shaders/mapobjects/doneShader/vertex.shader
Normal file
18
shaders/mapobjects/doneShader/vertex.shader
Normal file
@ -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;
|
||||
}
|
@ -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));
|
||||
void main () {
|
||||
fgColor = vec4(1.0,0.0,1.0,1.0);
|
||||
}
|
@ -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()
|
||||
{
|
||||
void main () {
|
||||
vPosition = Position;
|
||||
gl_Position = vec4(Position, 1.0);
|
||||
vNormal = Normal;
|
||||
vColor = Color;
|
||||
}
|
||||
|
||||
|
@ -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)
|
||||
|
@ -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
|
||||
|
Loading…
Reference in New Issue
Block a user