cedric pushed a commit to branch master. http://git.enlightenment.org/core/efl.git/commit/?id=b9b5ced501f4642f03d8bcc8441fd3f7b55a7f52
commit b9b5ced501f4642f03d8bcc8441fd3f7b55a7f52 Author: Dmytro Dadyka <d.dad...@samsung.com> Date: Wed Feb 18 21:19:28 2015 +0100 evas: Evas_3D - refactor shader system. Reviewers: Hermet, raster, jpeg, cedric Subscribers: artem.popov, cedric Differential Revision: https://phab.enlightenment.org/D1947 Signed-off-by: Cedric BAIL <ced...@osg.samsung.com> --- .gitignore | 1 + src/Makefile_Evas.am | 30 + src/modules/evas/engines/gl_common/evas_gl_3d.c | 7 +- .../evas/engines/gl_common/evas_gl_3d_private.h | 27 +- .../evas/engines/gl_common/evas_gl_3d_shader.c | 1097 +------------------- .../gl_common/shader_3d/color_pick_frag.shd | 7 + .../gl_common/shader_3d/color_pick_vert.shd | 28 + .../engines/gl_common/shader_3d/diffuse_frag.shd | 47 + .../engines/gl_common/shader_3d/diffuse_vert.shd | 52 + .../evas/engines/gl_common/shader_3d/flat_frag.shd | 195 ++++ .../evas/engines/gl_common/shader_3d/flat_vert.shd | 154 +++ .../engines/gl_common/shader_3d/gen_shaders_3d.sh | 45 + .../gl_common/shader_3d/normal_map_frag.shd | 283 +++++ .../gl_common/shader_3d/normal_map_vert.shd | 189 ++++ .../engines/gl_common/shader_3d/phong_frag.shd | 235 +++++ .../engines/gl_common/shader_3d/phong_vert.shd | 116 +++ .../gl_common/shader_3d/shadow_map_frag.shd | 4 + .../gl_common/shader_3d/shadow_map_vert.shd | 28 + .../gl_common/shader_3d/vertex_color_frag.shd | 20 + .../gl_common/shader_3d/vertex_color_vert.shd | 50 + 20 files changed, 1553 insertions(+), 1062 deletions(-) diff --git a/.gitignore b/.gitignore index 4f04840..96345bf 100644 --- a/.gitignore +++ b/.gitignore @@ -67,4 +67,5 @@ tags /config.rpath /coverage /src/lib/ecore_x/ecore_x_vsync +/src/modules/evas/engines/gl_common/shader_3d/evas_gl_3d_shaders.x Session.vim diff --git a/src/Makefile_Evas.am b/src/Makefile_Evas.am index 0651d7f..3cfbced 100644 --- a/src/Makefile_Evas.am +++ b/src/Makefile_Evas.am @@ -586,6 +586,7 @@ modules/evas/engines/gl_common/evas_gl_api.c \ modules/evas/engines/gl_common/evas_gl_api_gles1.c \ modules/evas/engines/gl_common/evas_gl_api_ext.c \ modules/evas/engines/gl_common/shader/evas_gl_shaders.x \ +modules/evas/engines/gl_common/shader_3d/evas_gl_3d_shaders.x \ modules/evas/engines/gl_common/shader/evas_gl_enum.x # 3D @@ -729,6 +730,35 @@ modules/evas/engines/gl_common/shader/evas_gl_shaders.x: modules/evas/engines/gl modules/evas/engines/gl_common/shader/evas_gl_enum.x: modules/evas/engines/gl_common/shader/evas_gl_shaders.x +# NOTE: order here should be equal with modes in file Evas_Eo.h +GL_SHADERS_3D_GEN = \ +modules/evas/engines/gl_common/shader_3d/vertex_color_vert.shd \ +modules/evas/engines/gl_common/shader_3d/vertex_color_frag.shd \ +modules/evas/engines/gl_common/shader_3d/diffuse_vert.shd \ +modules/evas/engines/gl_common/shader_3d/diffuse_frag.shd \ +modules/evas/engines/gl_common/shader_3d/flat_vert.shd \ +modules/evas/engines/gl_common/shader_3d/flat_frag.shd \ +modules/evas/engines/gl_common/shader_3d/phong_vert.shd \ +modules/evas/engines/gl_common/shader_3d/phong_frag.shd \ +modules/evas/engines/gl_common/shader_3d/normal_map_vert.shd \ +modules/evas/engines/gl_common/shader_3d/normal_map_frag.shd \ +modules/evas/engines/gl_common/shader_3d/shadow_map_vert.shd \ +modules/evas/engines/gl_common/shader_3d/shadow_map_frag.shd \ +modules/evas/engines/gl_common/shader_3d/color_pick_vert.shd \ +modules/evas/engines/gl_common/shader_3d/color_pick_frag.shd \ +$(NULL) + +EXTRA_DIST += \ +modules/evas/engines/gl_common/shader_3d/gen_shaders_3d.sh + +BUILT_SOURCES += \ +modules/evas/engines/gl_common/shader_3d/evas_gl_3d_shaders.x + +modules/evas/engines/gl_common/shader_3d/evas_gl_3d_shaders.x: modules/evas/engines/gl_common/shader_3d/gen_shaders_3d.sh $(GL_SHADERS_3D_GEN) + @echo " SHADERS_3D $@" + @modules/evas/engines/gl_common/shader_3d/gen_shaders_3d.sh $(GL_SHADERS_3D_GEN) + + GL_GENERIC_SOURCES = \ modules/evas/engines/gl_generic/evas_engine.c \ modules/evas/engines/gl_generic/Evas_Engine_GL_Generic.h diff --git a/src/modules/evas/engines/gl_common/evas_gl_3d.c b/src/modules/evas/engines/gl_common/evas_gl_3d.c index b1b277d..403aea6 100644 --- a/src/modules/evas/engines/gl_common/evas_gl_3d.c +++ b/src/modules/evas/engines/gl_common/evas_gl_3d.c @@ -1144,13 +1144,10 @@ _mesh_draw_data_build(E3D_Draw_Data *data, } if (pdmesh->shadowed) - data->flags |= E3D_SHADER_FLAG_SHADOWED; + data->flags |= E3D_SHADER_FLAG_SHADOWED; if (pdmesh->color_pick_enabled) - { - data->flags |= E3D_SHADER_FLAG_COLOR_PICK_ENABLED; - data->color_pick_key = pdmesh->color_pick_key; - } + data->color_pick_key = pdmesh->color_pick_key; data->blending = pdmesh->blending; data->blend_sfactor = pdmesh->blend_sfactor; diff --git a/src/modules/evas/engines/gl_common/evas_gl_3d_private.h b/src/modules/evas/engines/gl_common/evas_gl_3d_private.h index 6d956f5..78ddc42 100644 --- a/src/modules/evas/engines/gl_common/evas_gl_3d_private.h +++ b/src/modules/evas/engines/gl_common/evas_gl_3d_private.h @@ -7,6 +7,7 @@ typedef struct _E3D_Program E3D_Program; typedef struct _E3D_Draw_Data E3D_Draw_Data; typedef unsigned long E3D_Shader_Flag; +// NOTE: order here should be equal with flag names in file evas_gl_3d_shader.c #define E3D_SHADER_FLAG_NORMALIZE_NORMALS (1 << 0) #define E3D_SHADER_FLAG_VERTEX_POSITION (1 << 1) #define E3D_SHADER_FLAG_VERTEX_POSITION_BLEND (1 << 2) @@ -25,19 +26,19 @@ typedef unsigned long E3D_Shader_Flag; #define E3D_SHADER_FLAG_DIFFUSE (1 << 15) #define E3D_SHADER_FLAG_SPECULAR (1 << 16) #define E3D_SHADER_FLAG_EMISSION (1 << 17) -#define E3D_SHADER_FLAG_DIFFUSE_TEXTURE (1 << 19) -#define E3D_SHADER_FLAG_AMBIENT_TEXTURE (1 << 20) -#define E3D_SHADER_FLAG_SPECULAR_TEXTURE (1 << 21) -#define E3D_SHADER_FLAG_EMISSION_TEXTURE (1 << 22) -#define E3D_SHADER_FLAG_NORMAL_TEXTURE (1 << 23) -#define E3D_SHADER_FLAG_DIFFUSE_TEXTURE_BLEND (1 << 24) -#define E3D_SHADER_FLAG_AMBIENT_TEXTURE_BLEND (1 << 25) -#define E3D_SHADER_FLAG_SPECULAR_TEXTURE_BLEND (1 << 26) -#define E3D_SHADER_FLAG_EMISSION_TEXTURE_BLEND (1 << 27) -#define E3D_SHADER_FLAG_NORMAL_TEXTURE_BLEND (1 << 28) -#define E3D_SHADER_FLAG_FOG_ENABLED (1 << 29) -#define E3D_SHADER_FLAG_SHADOWED (1 << 30) -#define E3D_SHADER_FLAG_COLOR_PICK_ENABLED (1 << 31) +#define E3D_SHADER_FLAG_DIFFUSE_TEXTURE (1 << 18) +#define E3D_SHADER_FLAG_AMBIENT_TEXTURE (1 << 19) +#define E3D_SHADER_FLAG_SPECULAR_TEXTURE (1 << 20) +#define E3D_SHADER_FLAG_EMISSION_TEXTURE (1 << 21) +#define E3D_SHADER_FLAG_NORMAL_TEXTURE (1 << 22) +#define E3D_SHADER_FLAG_DIFFUSE_TEXTURE_BLEND (1 << 23) +#define E3D_SHADER_FLAG_AMBIENT_TEXTURE_BLEND (1 << 24) +#define E3D_SHADER_FLAG_SPECULAR_TEXTURE_BLEND (1 << 25) +#define E3D_SHADER_FLAG_EMISSION_TEXTURE_BLEND (1 << 26) +#define E3D_SHADER_FLAG_NORMAL_TEXTURE_BLEND (1 << 27) +#define E3D_SHADER_FLAG_FOG_ENABLED (1 << 28) +#define E3D_SHADER_FLAG_SHADOWED (1 << 29) +#define E3D_SHADER_FLAG_COUNT 30 static inline Eina_Bool _flags_need_tex_coord(E3D_Shader_Flag flags) diff --git a/src/modules/evas/engines/gl_common/evas_gl_3d_shader.c b/src/modules/evas/engines/gl_common/evas_gl_3d_shader.c index 757b265..4f8fced 100644 --- a/src/modules/evas/engines/gl_common/evas_gl_3d_shader.c +++ b/src/modules/evas/engines/gl_common/evas_gl_3d_shader.c @@ -1,4 +1,5 @@ #include "evas_gl_3d_private.h" +#include "shader_3d/evas_gl_3d_shaders.x" typedef enum _E3D_Uniform { @@ -54,6 +55,40 @@ typedef enum _E3D_Uniform E3D_UNIFORM_COUNT, } E3D_Uniform; +static const char *shader_flag_names[] = +{ + "NORMALIZE_NORMALS", + "VERTEX_POSITION", + "VERTEX_POSITION_BLEND", + "VERTEX_NORMAL", + "VERTEX_NORMAL_BLEND", + "VERTEX_TANGENT", + "VERTEX_TANGENT_BLEND", + "VERTEX_COLOR", + "VERTEX_COLOR_BLEND", + "VERTEX_TEXCOORD", + "VERTEX_TEXCOORD_BLEND", + "LIGHT_DIRECTIONAL", + "LIGHT_SPOT", + "LIGHT_ATTENUATION", + "AMBIENT", + "DIFFUSE", + "SPECULAR", + "EMISSION", + "DIFFUSE_TEXTURE", + "AMBIENT_TEXTURE", + "SPECULAR_TEXTURE", + "EMISSION_TEXTURE", + "NORMAL_TEXTURE", + "DIFFUSE_TEXTURE_BLEND", + "AMBIENT_TEXTURE_BLEND", + "SPECULAR_TEXTURE_BLEND", + "EMISSION_TEXTURE_BLEND", + "NORMAL_TEXTURE_BLEND", + "FOG_ENABLED", + "SHADOWED" +}; + typedef struct _E3D_Shader_String { char *str; @@ -117,1050 +152,21 @@ void _shader_string_add(E3D_Shader_String *shader, const char *str) shader->count += len; } -#define ADD_LINE(str) _shader_string_add(shader, str"\n") - -static void -_vertex_shader_string_variable_add(E3D_Shader_String *shader, - Evas_3D_Shade_Mode mode, E3D_Shader_Flag flags) -{ - ADD_LINE("uniform mat4 uMatrixMvp;"); - - if (flags & E3D_SHADER_FLAG_SHADOWED) - { - ADD_LINE("uniform mat4 uMatrixLight;"); - ADD_LINE("varying vec4 lpos;"); - } - - /* Vertex attributes. */ - if (flags & E3D_SHADER_FLAG_VERTEX_POSITION) - ADD_LINE("attribute vec4 aPosition0;"); - - if (flags & E3D_SHADER_FLAG_VERTEX_POSITION_BLEND) - { - ADD_LINE("attribute vec4 aPosition1;"); - ADD_LINE("uniform float uPositionWeight;"); - } - - else if (mode == EVAS_3D_SHADE_MODE_SHADOW_MAP_RENDER) return; - - if (flags & E3D_SHADER_FLAG_VERTEX_NORMAL) - ADD_LINE("attribute vec4 aNormal0;"); - - if (flags & E3D_SHADER_FLAG_VERTEX_NORMAL_BLEND) - { - ADD_LINE("attribute vec4 aNormal1;"); - ADD_LINE("uniform float uNormalWeight;"); - } - - if (flags & E3D_SHADER_FLAG_VERTEX_TANGENT) - ADD_LINE("attribute vec4 aTangent0;"); - - if (flags & E3D_SHADER_FLAG_VERTEX_TANGENT_BLEND) - { - ADD_LINE("attribute vec4 aTangent1;"); - ADD_LINE("uniform float uTangentWeight;"); - } - - if (flags & E3D_SHADER_FLAG_VERTEX_COLOR) - ADD_LINE("attribute vec4 aColor0;"); - - if (flags & E3D_SHADER_FLAG_VERTEX_COLOR_BLEND) - { - ADD_LINE("attribute vec4 aColor1;"); - ADD_LINE("uniform float uColorWeight;"); - } - - if (flags & E3D_SHADER_FLAG_VERTEX_TEXCOORD) - ADD_LINE("attribute vec4 aTexCoord0;"); - - if (flags & E3D_SHADER_FLAG_VERTEX_TEXCOORD_BLEND) - { - ADD_LINE("attribute vec4 aTexCoord1;"); - ADD_LINE("uniform float uTexCoordWeight;"); - } - - /* Texture coordinate. */ - if (_flags_need_tex_coord(flags)) - ADD_LINE("varying vec2 vTexCoord;"); - - /* Variables for each shade modes. */ - if (mode == EVAS_3D_SHADE_MODE_VERTEX_COLOR) - { - ADD_LINE("varying vec4 vColor;"); - } - else if (mode == EVAS_3D_SHADE_MODE_DIFFUSE) - { - /* Nothing to declare. */ - } - else if (mode == EVAS_3D_SHADE_MODE_FLAT) - { - ADD_LINE("uniform mat3 uMatrixNormal;"); - ADD_LINE("uniform mat4 uMatrixModelview;"); - ADD_LINE("uniform vec4 uLightPosition;"); - - ADD_LINE("varying vec2 vFactor;"); - - if (flags & E3D_SHADER_FLAG_LIGHT_SPOT) - { - ADD_LINE("uniform vec3 uLightSpotDir;"); - ADD_LINE("uniform float uLightSpotExp;"); - ADD_LINE("uniform float uLightSpotCutoffCos;"); - } - - if (flags & E3D_SHADER_FLAG_SPECULAR) - ADD_LINE("uniform float uMaterialShininess;"); - - if (flags & E3D_SHADER_FLAG_LIGHT_ATTENUATION) - ADD_LINE("uniform vec3 uLightAtten;"); - } - else if (mode == EVAS_3D_SHADE_MODE_PHONG || mode == EVAS_3D_SHADE_MODE_NORMAL_MAP) - { - ADD_LINE("uniform mat3 uMatrixNormal;"); - ADD_LINE("uniform mat4 uMatrixModelview;"); - ADD_LINE("uniform vec4 uLightPosition;"); - ADD_LINE("varying vec3 vLightVector;"); - ADD_LINE("varying vec3 vLightHalfVector;"); - - if (mode == EVAS_3D_SHADE_MODE_NORMAL_MAP) - ADD_LINE("varying vec3 vEyeVector;"); - - if (flags & E3D_SHADER_FLAG_LIGHT_ATTENUATION) - ADD_LINE("varying float vLightDist;"); - - if (mode == EVAS_3D_SHADE_MODE_PHONG || (flags & E3D_SHADER_FLAG_VERTEX_TANGENT) == 0) - ADD_LINE("varying vec3 vNormal;"); - } -} - -static void -_vertex_shader_string_func_flat_add(E3D_Shader_String *shader, - Evas_3D_Shade_Mode mode EINA_UNUSED, E3D_Shader_Flag flags) -{ - ADD_LINE("void vertexFlat(vec4 position, vec3 normal) {"); - - ADD_LINE("vec3 lv;"); - ADD_LINE("float factor;"); - - ADD_LINE("normal = uMatrixNormal * normal;"); - ADD_LINE("position = uMatrixModelview * position;"); - - if (flags & E3D_SHADER_FLAG_NORMALIZE_NORMALS) - ADD_LINE("normal = normalize(normal);"); - - if (flags & E3D_SHADER_FLAG_LIGHT_DIRECTIONAL) - { - ADD_LINE("lv = uLightPosition.xyz;"); - } - else - { - ADD_LINE("lv = uLightPosition.xyz - position.xyz;"); - ADD_LINE("lv = normalize(lv);"); - } - - ADD_LINE("factor = max(dot(lv, normal), 0.0);"); - - if (flags & E3D_SHADER_FLAG_LIGHT_SPOT) - { - ADD_LINE("float f = dot(-lv, uLightSpotDir);"); - ADD_LINE("if (f > uLightSpotCutoffCos)"); - ADD_LINE("factor *= pow(f, uLightSpotExp);"); - ADD_LINE("else"); - ADD_LINE("factor = 0.0;"); - } - - ADD_LINE("if (factor > 0.0) {"); - - /* Diffuse term. */ - if (flags & E3D_SHADER_FLAG_DIFFUSE) - ADD_LINE("vFactor.x = factor;"); - else - ADD_LINE("vFactor.x = 0.0;"); - - /* Specular term. */ - if (flags & E3D_SHADER_FLAG_SPECULAR) - { - ADD_LINE("vec3 hv = normalize(normalize(-position.xyz) + lv);"); - ADD_LINE("factor = pow(max(dot(hv, normal), 0.0), uMaterialShininess);"); - ADD_LINE("vFactor.y = factor;"); - } - - ADD_LINE("} else {"); - ADD_LINE("vFactor = vec2(0.0, 0.0);"); - ADD_LINE("}"); - - /* Light attenuation. */ - if (flags & E3D_SHADER_FLAG_LIGHT_ATTENUATION) - { - ADD_LINE("float dist = length(lv);"); - ADD_LINE("vFactor /= dot(uLightAtten, vec3(1.0, dist, dist * dist));"); - } - - ADD_LINE("}"); -} - -static void -_vertex_shader_string_func_phong_add(E3D_Shader_String *shader, - Evas_3D_Shade_Mode mode EINA_UNUSED, E3D_Shader_Flag flags) -{ - ADD_LINE("void vertexPhong(vec4 position, vec3 normal) {"); - - ADD_LINE("normal = uMatrixNormal * normal;"); - ADD_LINE("position = uMatrixModelview * position;"); - - if (flags & E3D_SHADER_FLAG_NORMALIZE_NORMALS) - ADD_LINE("normal = normalize(normal);"); - - if (flags & E3D_SHADER_FLAG_LIGHT_DIRECTIONAL) - { - ADD_LINE("vLightVector = uLightPosition.xyz;"); - } - else - { - ADD_LINE("vLightVector = uLightPosition.xyz - position.xyz;"); - - if (flags & E3D_SHADER_FLAG_LIGHT_ATTENUATION) - ADD_LINE("vLightDist = length(vLightVector);"); - - ADD_LINE("vLightVector = normalize(vLightVector);"); - } - - ADD_LINE("vLightHalfVector = normalize(normalize(-position.xyz) + vLightVector);"); - ADD_LINE("vNormal = normal;"); - ADD_LINE("}"); -} - -static void -_vertex_shader_string_func_normal_map_add(E3D_Shader_String *shader, - Evas_3D_Shade_Mode mode EINA_UNUSED, - E3D_Shader_Flag flags) -{ - if ((flags & E3D_SHADER_FLAG_VERTEX_TANGENT) == 0) - { - ADD_LINE("void vertexNormalMap(vec4 position, vec3 normal) {"); - - ADD_LINE("normal = uMatrixNormal * normal;"); - ADD_LINE("position = uMatrixModelview * position;"); - ADD_LINE("vEyeVector = normalize(-position.xyz);"); - - if (flags & E3D_SHADER_FLAG_NORMALIZE_NORMALS) - ADD_LINE("normal = normalize(normal);"); - - if (flags & E3D_SHADER_FLAG_LIGHT_DIRECTIONAL) - { - ADD_LINE("vLightVector = uLightPosition.xyz;"); - } - else - { - ADD_LINE("vLightVector = uLightPosition.xyz - position.xyz;"); - - if (flags & E3D_SHADER_FLAG_LIGHT_ATTENUATION) - ADD_LINE("vLightDist = length(vLightVector);"); - - ADD_LINE("vLightVector = normalize(vLightVector);"); - } - - ADD_LINE("vLightHalfVector = normalize(vEyeVector + vLightVector);"); - ADD_LINE("vNormal = normal;"); - ADD_LINE("}"); - } - else - { - ADD_LINE("void vertexNormalMap(vec4 position, vec3 normal, vec3 tangent) {"); - - ADD_LINE("vec3 n = normalize(uMatrixNormal * normal);"); - ADD_LINE("vec3 t = normalize(uMatrixNormal * tangent);"); - ADD_LINE("vec3 b = cross(n, t);"); - ADD_LINE("vec3 tmp;"); - - ADD_LINE("position = uMatrixModelview * position;"); - - if (flags & E3D_SHADER_FLAG_LIGHT_DIRECTIONAL) - { - ADD_LINE("vec3 lightDir = uLightPosition.xyz;"); - } - else - { - ADD_LINE("vec3 lightDir = uLightPosition.xyz - position.xyz;"); - - if (flags & E3D_SHADER_FLAG_LIGHT_ATTENUATION) - ADD_LINE("vLightDist = length(lightDir);"); - - ADD_LINE("lightDir = normalize(lightDir);"); - } - - ADD_LINE("tmp.x = dot(lightDir, t);"); - ADD_LINE("tmp.y = dot(lightDir, b);"); - ADD_LINE("tmp.z = dot(lightDir, n);"); - ADD_LINE("vLightVector = tmp;"); - - ADD_LINE("tmp.x = dot(position.xyz, t);"); - ADD_LINE("tmp.y = dot(position.xyz, b);"); - ADD_LINE("tmp.z = dot(position.xyz, n);"); - ADD_LINE("vEyeVector = normalize(tmp);"); - - ADD_LINE("vec3 hv = normalize(normalize(-position.xyz) + lightDir);"); - ADD_LINE("tmp.x = dot(hv, t);"); - ADD_LINE("tmp.y = dot(hv, b);"); - ADD_LINE("tmp.z = dot(hv, n);"); - ADD_LINE("vLightHalfVector = tmp;"); - - ADD_LINE("}"); - } -} - -static void -_vertex_shader_string_get(E3D_Shader_String *shader, - Evas_3D_Shade_Mode mode, E3D_Shader_Flag flags) -{ - /* Add variables - vertex attributes. */ - _vertex_shader_string_variable_add(shader, mode, flags); - - /* Add functions. */ - if (mode == EVAS_3D_SHADE_MODE_FLAT) - _vertex_shader_string_func_flat_add(shader, mode, flags); - else if (mode == EVAS_3D_SHADE_MODE_PHONG) - _vertex_shader_string_func_phong_add(shader, mode, flags); - else if (mode == EVAS_3D_SHADE_MODE_NORMAL_MAP) - _vertex_shader_string_func_normal_map_add(shader, mode, flags); - - ADD_LINE("void main() {"); - - /* Process vertex attributes. */ - if (flags & E3D_SHADER_FLAG_VERTEX_POSITION_BLEND) - { - ADD_LINE("vec4 position = aPosition0 * uPositionWeight + "); - ADD_LINE("aPosition1 * (1.0 - uPositionWeight);"); - ADD_LINE("position = vec4(position.xyz, 1.0);"); - } - else if (flags & E3D_SHADER_FLAG_VERTEX_POSITION) - { - ADD_LINE("vec4 position = vec4(aPosition0.xyz, 1.0);"); - } - - if (flags & E3D_SHADER_FLAG_VERTEX_NORMAL_BLEND) - { - ADD_LINE("vec3 normal = aNormal0.xyz * uNormalWeight + "); - ADD_LINE("aNormal1.xyz * (1.0 - uNormalWeight);"); - } - else if (flags & E3D_SHADER_FLAG_VERTEX_NORMAL) - { - ADD_LINE("vec3 normal = aNormal0.xyz;"); - } - - if (flags & E3D_SHADER_FLAG_VERTEX_TANGENT_BLEND) - { - ADD_LINE("vec3 tangent = aTangent0.xyz * uTangentWeight + "); - ADD_LINE("aTangent1.xyz * (1.0 - uTangentWeight);"); - } - else if (flags & E3D_SHADER_FLAG_VERTEX_TANGENT) - { - ADD_LINE("vec3 tangent = aTangent0.xyz;"); - } - - if (flags & E3D_SHADER_FLAG_VERTEX_COLOR_BLEND) - { - ADD_LINE("vec4 color = aColor0 * uColorWeight + aColor1 * (1.0 - uColorWeight);"); - } - else if (flags & E3D_SHADER_FLAG_VERTEX_COLOR) - { - ADD_LINE("vec4 color = aColor0;"); - } - - if (flags & E3D_SHADER_FLAG_VERTEX_TEXCOORD_BLEND) - { - ADD_LINE("vTexCoord = aTexCoord0.st * uTexCoordWeight + "); - ADD_LINE("aTexCoord1.st * (1.0 - uTexCoordWeight);"); - } - else if (flags & E3D_SHADER_FLAG_VERTEX_TEXCOORD) - { - ADD_LINE("vTexCoord = aTexCoord0.st;"); - } - - /* Transform vertex position. */ - ADD_LINE("gl_Position = uMatrixMvp * position;"); - - /* Process according to the shade mode. */ - if (mode == EVAS_3D_SHADE_MODE_VERTEX_COLOR) - { - ADD_LINE("vColor = color;"); - } - else if (mode == EVAS_3D_SHADE_MODE_FLAT) - { - ADD_LINE("vertexFlat(position, normal);"); - } - else if (mode == EVAS_3D_SHADE_MODE_PHONG) - { - ADD_LINE("vertexPhong(position, normal);"); - } - else if (mode == EVAS_3D_SHADE_MODE_NORMAL_MAP) - { - if (flags & E3D_SHADER_FLAG_VERTEX_TANGENT) - ADD_LINE("vertexNormalMap(position, normal, tangent);"); - else - ADD_LINE("vertexNormalMap(position, normal);"); - } - - if (flags & E3D_SHADER_FLAG_SHADOWED) - { - ADD_LINE("lpos = uMatrixLight * position;"); - } - - ADD_LINE("}"); -} - -static void -_fragment_shader_string_variable_add(E3D_Shader_String *shader, - Evas_3D_Shade_Mode mode, E3D_Shader_Flag flags) -{ - /* Texture coordinate. */ - if (_flags_need_tex_coord(flags)) - ADD_LINE("varying vec2 vTexCoord;"); - - if (flags & E3D_SHADER_FLAG_FOG_ENABLED) - { - ADD_LINE("uniform float uFogFactor;"); - ADD_LINE("uniform vec4 uFogColor;"); - } - if (flags & E3D_SHADER_FLAG_SHADOWED) - { - ADD_LINE("varying vec4 lpos;"); - ADD_LINE("uniform sampler2D uShadowMap;"); - } - - if (flags & E3D_SHADER_FLAG_COLOR_PICK_ENABLED) - ADD_LINE("uniform float uColorPick;"); - - /* Materials. */ - if (flags & E3D_SHADER_FLAG_DIFFUSE) - { - ADD_LINE("uniform vec4 uMaterialDiffuse;"); - - if (flags & E3D_SHADER_FLAG_DIFFUSE_TEXTURE) - { - ADD_LINE("uniform sampler2D uTextureDiffuse0;"); - } - - if (flags & E3D_SHADER_FLAG_DIFFUSE_TEXTURE_BLEND) - { - ADD_LINE("uniform sampler2D uTextureDiffuse1;"); - ADD_LINE("uniform float uTextureDiffuseWeight;"); - } - } - - if (flags & E3D_SHADER_FLAG_SPECULAR) - { - ADD_LINE("uniform vec4 uMaterialSpecular;"); - ADD_LINE("uniform float uMaterialShininess;"); - - if (flags & E3D_SHADER_FLAG_SPECULAR_TEXTURE) - { - ADD_LINE("uniform sampler2D uTextureSpecular0;"); - } - - if (flags & E3D_SHADER_FLAG_SPECULAR_TEXTURE_BLEND) - { - ADD_LINE("uniform sampler2D uTextureSpecular1;"); - ADD_LINE("uniform float uTextureSpecularWeight;"); - } - } - - if (flags & E3D_SHADER_FLAG_AMBIENT) - { - ADD_LINE("uniform vec4 uMaterialAmbient;"); - - if (flags & E3D_SHADER_FLAG_AMBIENT_TEXTURE) - { - ADD_LINE("uniform sampler2D uTextureAmbient0;"); - } - - if (flags & E3D_SHADER_FLAG_AMBIENT_TEXTURE_BLEND) - { - ADD_LINE("uniform sampler2D uTextureAmbient1;"); - ADD_LINE("uniform float uTextureAmbientWeight;"); - } - } - - if (flags & E3D_SHADER_FLAG_EMISSION) - { - ADD_LINE("uniform vec4 uMaterialEmission;"); - - if (flags & E3D_SHADER_FLAG_EMISSION_TEXTURE) - { - ADD_LINE("uniform sampler2D uTextureEmission0;"); - } - - if (flags & E3D_SHADER_FLAG_EMISSION_TEXTURE_BLEND) - { - ADD_LINE("uniform sampler2D uTextureEmission1;"); - ADD_LINE("uniform float uTextureEmissionWeight;"); - } - } - - if (mode == EVAS_3D_SHADE_MODE_VERTEX_COLOR) - { - ADD_LINE("varying vec4 vColor;"); - } - else if (mode == EVAS_3D_SHADE_MODE_DIFFUSE) - { - /* Nothing to declare. */ - } - else if (mode == EVAS_3D_SHADE_MODE_FLAT) - { - ADD_LINE("varying vec2 vFactor;"); - - if (flags & E3D_SHADER_FLAG_DIFFUSE) - ADD_LINE("uniform vec4 uLightDiffuse;"); - - if (flags & E3D_SHADER_FLAG_SPECULAR) - ADD_LINE("uniform vec4 uLightSpecular;"); - - if (flags & E3D_SHADER_FLAG_AMBIENT) - ADD_LINE("uniform vec4 uLightAmbient;"); - } - else if (mode == EVAS_3D_SHADE_MODE_PHONG || mode == EVAS_3D_SHADE_MODE_NORMAL_MAP) - { - ADD_LINE("varying vec3 vLightVector;"); - ADD_LINE("varying vec3 vLightHalfVector;"); - - if (flags & E3D_SHADER_FLAG_LIGHT_SPOT) - { - ADD_LINE("uniform vec3 uLightSpotDir;"); - ADD_LINE("uniform float uLightSpotExp;"); - ADD_LINE("uniform float uLightSpotCutoffCos;"); - } - - if (flags & E3D_SHADER_FLAG_DIFFUSE) - ADD_LINE("uniform vec4 uLightDiffuse;"); - - if (flags & E3D_SHADER_FLAG_SPECULAR) - ADD_LINE("uniform vec4 uLightSpecular;"); - - if (flags & E3D_SHADER_FLAG_AMBIENT) - ADD_LINE("uniform vec4 uLightAmbient;"); - - if (flags & E3D_SHADER_FLAG_LIGHT_ATTENUATION) - ADD_LINE("varying float vLightDist;"); - - if (mode == EVAS_3D_SHADE_MODE_PHONG) - { - ADD_LINE("varying vec3 vNormal;"); - } - else /* Normal map. */ - { - ADD_LINE("uniform sampler2D uTextureNormal0;"); - - if (flags & E3D_SHADER_FLAG_NORMAL_TEXTURE_BLEND) - { - ADD_LINE("uniform sampler2D uTextureNormal1;"); - ADD_LINE("uniform float uTextureNormalWeight;"); - } - - ADD_LINE("varying vec3 vEyeVector;"); - - if ((flags & E3D_SHADER_FLAG_VERTEX_TANGENT) == 0) - ADD_LINE("varying vec3 vNormal;"); - } - } -} - -static void -_fragment_shader_string_func_flat_add(E3D_Shader_String *shader, - Evas_3D_Shade_Mode mode EINA_UNUSED, E3D_Shader_Flag flags) -{ - ADD_LINE("void fragmentFlat() {"); - ADD_LINE("vec4 color;"); - - if (flags & E3D_SHADER_FLAG_DIFFUSE) - { - if (flags & E3D_SHADER_FLAG_DIFFUSE_TEXTURE_BLEND) - { - ADD_LINE("color = texture2D(uTextureDiffuse0, vTexCoord) * uTextureDiffuseWeight +"); - ADD_LINE("texture2D(uTextureDiffuse1, vTexCoord) * (1.0 - uTextureDiffuseWeight);"); - ADD_LINE("color *= uMaterialDiffuse;"); - } - else if (flags & E3D_SHADER_FLAG_DIFFUSE_TEXTURE) - { - ADD_LINE("color = texture2D(uTextureDiffuse0, vTexCoord) * uMaterialDiffuse;"); - } - else - { - ADD_LINE("color = uMaterialDiffuse;"); - } - - ADD_LINE("gl_FragColor = uLightDiffuse * color * vFactor.x;"); - } - else - { - ADD_LINE("gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);"); - } - - if (flags & E3D_SHADER_FLAG_SPECULAR) - { - if (flags & E3D_SHADER_FLAG_SPECULAR_TEXTURE_BLEND) - { - ADD_LINE("color = texture2D(uTextureSpecular0, vTexCoord) * uTextureSpecularWeight +"); - ADD_LINE("texture2D(uTextureSpecular1, vTexCoord) * (1.0 - uTextureSpecularWeight);"); - ADD_LINE("color *= uMaterialSpecular;"); - } - else if (flags & E3D_SHADER_FLAG_SPECULAR_TEXTURE) - { - ADD_LINE("color = texture2D(uTextureSpecular0, vTexCoord) * uMaterialSpecular;"); - } - else - { - ADD_LINE("color = uMaterialSpecular;"); - } - - ADD_LINE("gl_FragColor += uLightSpecular * color * vFactor.y;"); - } - - if (flags & E3D_SHADER_FLAG_SHADOWED) - { - ADD_LINE("gl_FragColor *= shadow;"); - } - - if (flags & E3D_SHADER_FLAG_AMBIENT) - { - if (flags & E3D_SHADER_FLAG_AMBIENT_TEXTURE_BLEND) - { - ADD_LINE("color = texture2D(uTextureAmbient0, vTexCoord) * uTextureAmbientWeight +"); - ADD_LINE("texture2D(uTextureAmbient1, vTexCoord) * (1.0 - uTextureAmbientWeight);"); - ADD_LINE("color *= uMaterialAmbient;"); - } - else if (flags & E3D_SHADER_FLAG_AMBIENT_TEXTURE) - { - ADD_LINE("color = texture2D(uTextureAmbient0, vTexCoord) * uMaterialAmbient;"); - } - else - { - ADD_LINE("color = uMaterialAmbient;"); - } - - ADD_LINE("gl_FragColor += uLightAmbient * color;"); - } - - if (flags & E3D_SHADER_FLAG_EMISSION) - { - if (flags & E3D_SHADER_FLAG_EMISSION_TEXTURE_BLEND) - { - ADD_LINE("color = texture2D(uTextureEmission0, vTexCoord) * uTextureEmissionWeight +"); - ADD_LINE("texture2D(uTextureEmission1, vTexCoord) * (1.0 - uTextureEmissionWeight);"); - ADD_LINE("color *= uMaterialEmission;"); - } - else if (flags & E3D_SHADER_FLAG_EMISSION_TEXTURE) - { - ADD_LINE("color = texture2D(uTextureEmission0, vTexCoord) * uMaterialEmission;"); - } - else - { - ADD_LINE("color = uMaterialEmission;"); - } - - ADD_LINE("gl_FragColor += color;"); - } - - ADD_LINE("}"); -} - -static void -_fragment_shader_string_func_phong_add(E3D_Shader_String *shader, - Evas_3D_Shade_Mode mode EINA_UNUSED, E3D_Shader_Flag flags) -{ - ADD_LINE("void fragmentPhong() {"); - ADD_LINE("vec3 normal = normalize(vNormal);"); - ADD_LINE("vec3 lv = normalize(vLightVector);"); - ADD_LINE("float factor = dot(lv, normal);"); - ADD_LINE("vec4 color;"); - - if (flags & E3D_SHADER_FLAG_LIGHT_SPOT) - { - ADD_LINE("float f = dot(-lv, normalize(uLightSpotDir));"); - - ADD_LINE("if (f > uLightSpotCutoffCos)"); - ADD_LINE("factor *= pow(f, uLightSpotExp);"); - ADD_LINE("else"); - ADD_LINE("factor = 0.0;"); - } - - ADD_LINE("if (factor > 0.0) {"); - - /* Diffuse term. */ - if (flags & E3D_SHADER_FLAG_DIFFUSE) - { - if (flags & E3D_SHADER_FLAG_DIFFUSE_TEXTURE_BLEND) - { - ADD_LINE("color = texture2D(uTextureDiffuse0, vTexCoord) * uTextureDiffuseWeight +"); - ADD_LINE("texture2D(uTextureDiffuse1, vTexCoord) * (1.0 - uTextureDiffuseWeight);"); - } - else if (flags & E3D_SHADER_FLAG_DIFFUSE_TEXTURE) - { - ADD_LINE("color = texture2D(uTextureDiffuse0, vTexCoord);"); - } - else - { - ADD_LINE("color = uMaterialDiffuse;"); - } - - ADD_LINE("gl_FragColor = uLightDiffuse * color * factor;"); - } - else - { - ADD_LINE("gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);"); - } - - /* Specular term. */ - if (flags & E3D_SHADER_FLAG_SPECULAR) - { - ADD_LINE("factor = dot(normalize(vLightHalfVector), normal);"); - ADD_LINE("if (factor > 0.0) {"); - ADD_LINE("factor = pow(factor, uMaterialShininess);"); - - if (flags & E3D_SHADER_FLAG_SPECULAR_TEXTURE_BLEND) - { - ADD_LINE("color = texture2D(uTextureSpecular0, vTexCoord) * uTextureSpecularWeight +"); - ADD_LINE("texture2D(uTextureSpecular1, vTexCoord) * (1.0 - uTextureSpecularWeight);"); - } - else if (flags & E3D_SHADER_FLAG_SPECULAR_TEXTURE) - { - ADD_LINE("color = texture2D(uTextureSpecular0, vTexCoord);"); - } - else - { - ADD_LINE("color = uMaterialSpecular;"); - } - - ADD_LINE("gl_FragColor += uLightSpecular * color * factor;"); - ADD_LINE("}"); - } - - ADD_LINE("} else {"); - ADD_LINE("gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);"); - ADD_LINE("}"); - - if (flags & E3D_SHADER_FLAG_SHADOWED) - { - ADD_LINE("gl_FragColor *= shadow;"); - } - - /* Ambient term. */ - if (flags & E3D_SHADER_FLAG_AMBIENT) - { - if (flags & E3D_SHADER_FLAG_AMBIENT_TEXTURE_BLEND) - { - ADD_LINE("color = texture2D(uTextureAmbient0, vTexCoord) * uTextureAmbientWeight +"); - ADD_LINE("texture2D(uTextureAmbient1 * vTexCoord) * (1.0 - uTextureAmbientWeight);"); - } - else if (flags & E3D_SHADER_FLAG_AMBIENT_TEXTURE) - { - ADD_LINE("color = texture2D(uTextureAmbient0, vTexCoord);"); - } - else - { - ADD_LINE("color = uMaterialAmbient;"); - } - - ADD_LINE("gl_FragColor += uLightAmbient * color;"); - } - - /* Light attenuation. */ - if (flags & E3D_SHADER_FLAG_LIGHT_ATTENUATION) - ADD_LINE("gl_FragColor /= dot(uLightAtten, vec3(1.0, vLightDist, vLightDist * vLightDist));"); - - /* Emission term. */ - if (flags & E3D_SHADER_FLAG_EMISSION) - { - if (flags & E3D_SHADER_FLAG_EMISSION_TEXTURE_BLEND) - { - ADD_LINE("color = texture2D(uTextureEmission0, vTexCoord) * uTextureEmissionWeight +"); - ADD_LINE("texture2D(uTextureEmission1, vTexCoord) * (1.0 - uTextureEmissionWeight);"); - } - else if (flags & E3D_SHADER_FLAG_EMISSION_TEXTURE) - { - ADD_LINE("color = texture2D(uTextureEmission0, vTexCoord);"); - } - else - { - ADD_LINE("color = uMaterialEmission;"); - } - - ADD_LINE("gl_FragColor += color;"); - } - - ADD_LINE("}"); -} - -static void -_fragment_shader_string_func_normal_map_add(E3D_Shader_String *shader, - Evas_3D_Shade_Mode mode EINA_UNUSED, - E3D_Shader_Flag flags) +void _shader_flags_add(E3D_Shader_String *shader, E3D_Shader_Flag flags) { - if ((flags & E3D_SHADER_FLAG_VERTEX_TANGENT) == 0) - { - ADD_LINE("mat3 cotangent_frame(vec3 n, vec3 p, vec2 uv) {"); - ADD_LINE("vec3 dp1 = dFdx(p);"); - ADD_LINE("vec3 dp2 = dFdy(p);"); - ADD_LINE("vec2 duv1 = dFdx(uv);"); - ADD_LINE("vec2 duv2 = dFdy(uv);"); - ADD_LINE("vec3 dp2perp = cross(dp2, n);"); - ADD_LINE("vec3 dp1perp = cross(n, dp1);"); - ADD_LINE("vec3 t = dp2perp * duv1.x + dp1perp * duv2.x;"); - ADD_LINE("vec3 b = dp2perp * duv1.y + dp1perp * duv2.y;"); - ADD_LINE("float invmax = inversesqrt(max(dot(t, t), dot(b, b)));"); - ADD_LINE("return mat3(t * invmax, b * invmax, n);"); - ADD_LINE("}"); - - ADD_LINE("vec3 perturb_normal(vec3 normal) {"); - ADD_LINE("mat3 tbn = cotangent_frame(vNormal, -vEyeVector, vTexCoord);"); - ADD_LINE("return normalize(tbn * normal);"); - ADD_LINE("}"); - } - - ADD_LINE("void fragmentNormalMap() {"); - ADD_LINE("float factor;"); - ADD_LINE("vec3 normal;"); - ADD_LINE("vec4 color;"); - - if (flags & E3D_SHADER_FLAG_NORMAL_TEXTURE_BLEND) - { - ADD_LINE("normal = texture2D(uTextureNormal0, vTexCoord).rgb * uTextureNormalWeight;"); - ADD_LINE("normal += texture2D(uTextureNormal1, vTexCoord).rgb * "); - ADD_LINE("(1.0 - uTextureNormalWeight);"); - } - else - { - ADD_LINE("normal = texture2D(uTextureNormal0, vTexCoord).rgb;"); - } - - ADD_LINE("normal = 2.0 * normal - 1.0;"); - - if ((flags & E3D_SHADER_FLAG_VERTEX_TANGENT) == 0) - { - ADD_LINE("normal = perturb_normal(normal);"); - } - - /* Can we skip this normalization?? */ - ADD_LINE("vec3 lv = normalize(vLightVector);"); - ADD_LINE("normal = normalize(normal);"); - - ADD_LINE("factor = dot(lv, normal);"); - - if (flags & E3D_SHADER_FLAG_LIGHT_SPOT) - { - ADD_LINE("float f = dot(-lv, normalize(uLightSpotDir));"); - - ADD_LINE("if (f > uLightSpotCutoffCos)"); - ADD_LINE("factor *= pow(f, uLightSpotExp);"); - ADD_LINE("else"); - ADD_LINE("factor = 0.0;"); - } - - ADD_LINE("if (factor > 0.0) {"); - - /* Diffuse term. */ - if (flags & E3D_SHADER_FLAG_DIFFUSE) - { - if (flags & E3D_SHADER_FLAG_DIFFUSE_TEXTURE_BLEND) - { - ADD_LINE("color = texture2D(uTextureDiffuse0, vTexCoord) * uTextureDiffuseWeight +"); - ADD_LINE("texture2D(uTextureDiffuse1, vTexCoord) * (1.0 - uTextureDiffuseWeight);"); - } - else if (flags & E3D_SHADER_FLAG_DIFFUSE_TEXTURE) - { - ADD_LINE("color = texture2D(uTextureDiffuse0, vTexCoord);"); - } - else - { - ADD_LINE("color = uMaterialDiffuse;"); - } - - ADD_LINE("gl_FragColor = uLightDiffuse * color * factor;"); - } - else - { - ADD_LINE("gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);"); - } - - /* Specular term. */ - if (flags & E3D_SHADER_FLAG_SPECULAR) - { - ADD_LINE("factor = dot(normalize(vLightHalfVector), normal);"); - ADD_LINE("if (factor > 0.0) {"); - ADD_LINE("factor = pow(factor, uMaterialShininess);"); - - if (flags & E3D_SHADER_FLAG_SPECULAR_TEXTURE_BLEND) - { - ADD_LINE("color = texture2D(uTextureSpecular0, vTexCoord) * uTextureSpecularWeight +"); - ADD_LINE("texture2D(uTextureSpecular1, vTexCoord) * (1.0 - uTextureSpecularWeight);"); - } - else if (flags & E3D_SHADER_FLAG_SPECULAR_TEXTURE) - { - ADD_LINE("color = texture2D(uTextureSpecular0, vTexCoord);"); - } - else - { - ADD_LINE("color = uMaterialSpecular;"); - } - - ADD_LINE("gl_FragColor += uLightSpecular * color * factor;"); - ADD_LINE("}"); - } - - if (flags & E3D_SHADER_FLAG_SHADOWED) - { - ADD_LINE("gl_FragColor *= shadow;"); - } - - ADD_LINE("} else {"); - ADD_LINE("gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);"); - ADD_LINE("}"); - - /* Ambient term. */ - if (flags & E3D_SHADER_FLAG_AMBIENT) - { - if (flags & E3D_SHADER_FLAG_AMBIENT_TEXTURE_BLEND) - { - ADD_LINE("color = texture2D(uTextureAmbient0, vTexCoord) * uTextureAmbientWeight +"); - ADD_LINE("texture2D(uTextureAmbient1, vTexCoord) * (1.0 - uTextureAmbientWeight);"); - } - else if (flags & E3D_SHADER_FLAG_AMBIENT_TEXTURE) - { - ADD_LINE("color = texture2D(uTextureAmbient0, vTexCoord);"); - } - else - { - ADD_LINE("color = uMaterialAmbient;"); - } - - ADD_LINE("gl_FragColor += uLightAmbient * color;"); - } - - /* Light attenuation. */ - if (flags & E3D_SHADER_FLAG_LIGHT_ATTENUATION) - ADD_LINE("gl_FragColor /= dot(uLightAtten, vec3(1.0, vLightDist, vLightDist * vLightDist));"); - - /* Emission term. */ - if (flags & E3D_SHADER_FLAG_EMISSION) - { - if (flags & E3D_SHADER_FLAG_EMISSION_TEXTURE_BLEND) - { - ADD_LINE("color = texture2D(uTextureEmission0, vTexCoord) * uTextureEmissionWeight +"); - ADD_LINE("texture2D(uTextureEmission1, vTexCoord) * (1.0 - uTextureEmissionWeight);"); - } - else if (flags & E3D_SHADER_FLAG_EMISSION_TEXTURE) - { - ADD_LINE("color = texture2D(uTextureEmission0, vTexCoord);"); - } - else - { - ADD_LINE("color = uMaterialEmission;"); - } - - ADD_LINE("gl_FragColor += color;"); - } - - ADD_LINE("}"); -} - -static void -_fragment_shader_string_pcf_even_func_add(E3D_Shader_String *shader, - Evas_3D_Shade_Mode mode EINA_UNUSED, - E3D_Shader_Flag flags EINA_UNUSED) -{ - ADD_LINE("float pcf(vec4 lpos, float size)"); - ADD_LINE("{"); - ADD_LINE("vec3 smcoord = lpos.xyz / lpos.w * 0.5 + 0.5;"); - ADD_LINE("float i, j, randx, randy, shadow;"); - ADD_LINE("shadow = 0.0;"); - ADD_LINE("for (i = -4.0; i < 4.0; i++)"); - ADD_LINE("for (j = -4.0; j < 4.0; j++)"); - ADD_LINE("{"); - ADD_LINE("shadow += float(smcoord.z <= texture2D(uShadowMap, smcoord.xy +vec2(i / 8.0, j / 8.0)*size).x);"); - ADD_LINE("}"); - ADD_LINE("return shadow / 64.0;"); - ADD_LINE("}"); -} - -static void -_fragment_shader_string_get(E3D_Shader_String *shader, - Evas_3D_Shade_Mode mode, E3D_Shader_Flag flags) -{ - /* Add variables - vertex attributes. */ - _fragment_shader_string_variable_add(shader, mode, flags); - if (flags & E3D_SHADER_FLAG_SHADOWED) - { - ADD_LINE("float shadow;"); - } - /* Add functions. */ - if (mode == EVAS_3D_SHADE_MODE_FLAT) - _fragment_shader_string_func_flat_add(shader, mode, flags); - else if (mode == EVAS_3D_SHADE_MODE_PHONG) - _fragment_shader_string_func_phong_add(shader, mode, flags); - else if (mode == EVAS_3D_SHADE_MODE_NORMAL_MAP) - _fragment_shader_string_func_normal_map_add(shader, mode, flags); - - // TODO Add flexible bluring algorithm of shadows boundaries. - if (flags & E3D_SHADER_FLAG_SHADOWED) - _fragment_shader_string_pcf_even_func_add(shader, mode, flags); - - /* Add main function. */ - ADD_LINE("void main() {"); - if (flags & E3D_SHADER_FLAG_SHADOWED) - { - ADD_LINE("shadow = pcf(lpos, 1.0 / 200.0);"); - } - - if (mode == EVAS_3D_SHADE_MODE_VERTEX_COLOR) - { - ADD_LINE("gl_FragColor = vColor;"); - } - else if (mode == EVAS_3D_SHADE_MODE_DIFFUSE) - { - if (flags & E3D_SHADER_FLAG_DIFFUSE_TEXTURE_BLEND) - { - ADD_LINE("gl_FragColor = (texture2D(uTextureDiffuse0, vTexCoord) *"); - ADD_LINE("uTextureDiffuseWeight + texture2D(uTextureDiffuse1, vTexCoord) *"); - ADD_LINE("(1.0 - uTextureDiffuseWeight)) * uMaterialDiffuse;"); - } - else if (flags & E3D_SHADER_FLAG_DIFFUSE_TEXTURE) - { - ADD_LINE("gl_FragColor = texture2D(uTextureDiffuse0, vTexCoord) * uMaterialDiffuse;"); - } - else - { - ADD_LINE("gl_FragColor = uMaterialDiffuse;"); - } - } - else if(mode == EVAS_3D_SHADE_MODE_SHADOW_MAP_RENDER) - { - ADD_LINE("gl_FragColor = vec4(gl_FragCoord.z);"); - } - else if (mode == EVAS_3D_SHADE_MODE_FLAT) - { - ADD_LINE("fragmentFlat();"); - } - else if (mode == EVAS_3D_SHADE_MODE_PHONG) - { - ADD_LINE("fragmentPhong();"); - } - else if (mode == EVAS_3D_SHADE_MODE_NORMAL_MAP) - { - ADD_LINE("fragmentNormalMap();"); - } - - if ((flags & E3D_SHADER_FLAG_FOG_ENABLED) && (mode != EVAS_3D_SHADE_MODE_SHADOW_MAP_RENDER)) - { - ADD_LINE("float z = gl_FragCoord.z / gl_FragCoord.w;"); - ADD_LINE("float fogFactor = exp2( -uFogFactor * uFogFactor * z * z * 1.44 );"); - ADD_LINE("fogFactor = clamp(fogFactor, 0.0, 1.0);"); - ADD_LINE("gl_FragColor = mix(uFogColor, gl_FragColor, fogFactor );"); - } - - if (mode == EVAS_3D_SHADE_MODE_COLOR_PICK) - { - ADD_LINE("gl_FragColor = vec4(uColorPick);"); - } + int i; - ADD_LINE("}"); + for (i = 0; i < E3D_SHADER_FLAG_COUNT; i++) + if (flags & (1 << i)) + { + int len = strlen("#define ") + strlen(shader_flag_names[i]) + 2; + char str[len]; + snprintf(str, len, "#define %s\n", shader_flag_names[i]); + _shader_string_add(shader, str); + } + + if(_flags_need_tex_coord(flags)) + _shader_string_add(shader, "#define NEED_TEX_COORD\n"); } static inline Eina_Bool @@ -1543,8 +549,11 @@ e3d_program_new(Evas_3D_Shade_Mode mode, E3D_Shader_Flag flags) program->mode = mode; program->flags = flags; - _vertex_shader_string_get(&vert, mode, flags); - _fragment_shader_string_get(&frag, mode, flags); + _shader_flags_add(&vert, flags); + _shader_string_add(&frag, vert.str); + + _shader_string_add(&vert, vertex_shaders[mode]); + _shader_string_add(&frag, fragment_shaders[mode]); if (! _program_build(program, vert.str, frag.str)) goto error; diff --git a/src/modules/evas/engines/gl_common/shader_3d/color_pick_frag.shd b/src/modules/evas/engines/gl_common/shader_3d/color_pick_frag.shd new file mode 100644 index 0000000..5e0fc6c --- /dev/null +++ b/src/modules/evas/engines/gl_common/shader_3d/color_pick_frag.shd @@ -0,0 +1,7 @@ +uniform float uColorPick; + +void main() +{ + gl_FragColor = vec4(uColorPick); +} + diff --git a/src/modules/evas/engines/gl_common/shader_3d/color_pick_vert.shd b/src/modules/evas/engines/gl_common/shader_3d/color_pick_vert.shd new file mode 100644 index 0000000..472866f --- /dev/null +++ b/src/modules/evas/engines/gl_common/shader_3d/color_pick_vert.shd @@ -0,0 +1,28 @@ +uniform mat4 uMatrixMvp; + +#ifdef VERTEX_POSITION +attribute vec4 aPosition0; +#endif //VERTEX_POSITION + +#ifdef VERTEX_POSITION_BLEND +attribute vec4 aPosition1; +uniform float uPositionWeight; +#endif //VERTEX_POSITION_BLEND + +void main() +{ +#ifdef VERTEX_POSITION_BLEND + vec4 position = aPosition0 * uPositionWeight + + aPosition1 * (1.0 - uPositionWeight); + position = vec4(position.xyz, 1.0); +#else + +#ifdef VERTEX_POSITION + vec4 position = vec4(aPosition0.xyz, 1.0); +#endif // VERTEX_POSITION + +#endif //VERTEX_POSITION_BLEND + + gl_Position = uMatrixMvp * position; +} + diff --git a/src/modules/evas/engines/gl_common/shader_3d/diffuse_frag.shd b/src/modules/evas/engines/gl_common/shader_3d/diffuse_frag.shd new file mode 100644 index 0000000..7b6dc2b --- /dev/null +++ b/src/modules/evas/engines/gl_common/shader_3d/diffuse_frag.shd @@ -0,0 +1,47 @@ +#ifdef NEED_TEX_COORD +varying vec2 vTexCoord; +#endif //TEX_COORD + +#ifdef FOG_ENABLED +uniform float uFogFactor; +uniform vec4 uFogColor; +#endif //FOG_ENABLED + +#ifdef DIFFUSE +uniform vec4 uMaterialDiffuse; + +#ifdef DIFFUSE_TEXTURE +uniform sampler2D uTextureDiffuse0; +#endif //DIFFUSE_TEXTURE + +#ifdef DIFFUSE_TEXTURE_BLEND +uniform sampler2D uTextureDiffuse1; +uniform float uTextureDiffuseWeight; +#endif //DIFFUSE_TEXTURE_BLEND + +#endif //DIFFUSE + +void main() { + +#ifdef DIFFUSE_TEXTURE_BLEND + gl_FragColor = (texture2D(uTextureDiffuse0, vTexCoord) * + uTextureDiffuseWeight + texture2D(uTextureDiffuse1, vTexCoord) * + (1.0 - uTextureDiffuseWeight)) * uMaterialDiffuse; +#else + +#ifdef DIFFUSE_TEXTURE + gl_FragColor = texture2D(uTextureDiffuse0, vTexCoord) * uMaterialDiffuse; +#else + gl_FragColor = uMaterialDiffuse; +#endif //DIFFUSE_TEXTURE + +#endif //DIFFUSE_TEXTURE_BLEND + +#ifdef FOG_ENABLED + float z = gl_FragCoord.z / gl_FragCoord.w; + float fogFactor = exp2( -uFogFactor * uFogFactor * z * z * 1.44); + fogFactor = clamp(fogFactor, 0.0, 1.0); + gl_FragColor = mix(uFogColor, gl_FragColor, fogFactor); +#endif //FOG_ENABLED + +} diff --git a/src/modules/evas/engines/gl_common/shader_3d/diffuse_vert.shd b/src/modules/evas/engines/gl_common/shader_3d/diffuse_vert.shd new file mode 100644 index 0000000..2b62b82 --- /dev/null +++ b/src/modules/evas/engines/gl_common/shader_3d/diffuse_vert.shd @@ -0,0 +1,52 @@ +uniform mat4 uMatrixMvp; + +#ifdef VERTEX_POSITION +attribute vec4 aPosition0; +#endif //VERTEX_POSITION + +#ifdef VERTEX_POSITION_BLEND +attribute vec4 aPosition1; +uniform float uPositionWeight; +#endif //VERTEX_POSITION_BLEND + +#ifdef VERTEX_TEXCOORD +attribute vec4 aTexCoord0; +#endif //VERTEX_TEXCOORD + +#ifdef VERTEX_TEXCOORD_BLEND +attribute vec4 aTexCoord1; +uniform float uTexCoordWeight; +#endif //VERTEX_TEXCOORD_BLEND + +#ifdef NEED_TEX_COORD +varying vec2 vTexCoord; +#endif //NEED_TEX_COORD + +void main() +{ + +#ifdef VERTEX_POSITION_BLEND + vec4 position = aPosition0 * uPositionWeight + + aPosition1 * (1.0 - uPositionWeight); + position = vec4(position.xyz, 1.0); +#else + +#ifdef VERTEX_POSITION + vec4 position = vec4(aPosition0.xyz, 1.0); +#endif // VERTEX_POSITION + +#endif //VERTEX_POSITION_BLEND + +#ifdef VERTEX_TEXCOORD_BLEND + vTexCoord = aTexCoord0.st * uTexCoordWeight + + aTexCoord1.st * (1.0 - uTexCoordWeight); +#else + +#ifdef VERTEX_TEXCOORD + vTexCoord = aTexCoord0.st; +#endif //VERTEX_TEXCOORD + +#endif //VERTEX_TEXCOORD_BLEND + + gl_Position = uMatrixMvp * position; +} diff --git a/src/modules/evas/engines/gl_common/shader_3d/flat_frag.shd b/src/modules/evas/engines/gl_common/shader_3d/flat_frag.shd new file mode 100644 index 0000000..824fb66 --- /dev/null +++ b/src/modules/evas/engines/gl_common/shader_3d/flat_frag.shd @@ -0,0 +1,195 @@ +varying vec2 vFactor; + +#ifdef NEED_TEX_COORD +varying vec2 vTexCoord; +#endif //TEX_COORD + +#ifdef FOG_ENABLED +uniform float uFogFactor; +uniform vec4 uFogColor; +#endif //FOG_ENABLED + +#ifdef SHADOWED +varying vec4 vLightPosition; +uniform sampler2D uShadowMap; +float shadow; +#endif //SHADOWED + +#ifdef DIFFUSE +uniform vec4 uMaterialDiffuse; +uniform vec4 uLightDiffuse; + +#ifdef DIFFUSE_TEXTURE +uniform sampler2D uTextureDiffuse0; +#endif //DIFFUSE_TEXTURE + +#ifdef DIFFUSE_TEXTURE_BLEND +uniform sampler2D uTextureDiffuse1; +uniform float uTextureDiffuseWeight; +#endif //DIFFUSE_TEXTURE_BLEND + +#endif //DIFFUSE + +#ifdef SPECULAR +uniform vec4 uLightSpecular; +uniform float uMaterialShininess; +uniform vec4 uMaterialSpecular; + +#ifdef SPECULAR_TEXTURE +uniform sampler2D uTextureSpecular0; +#endif //SPECULAR_TEXTURE + +#ifdef SPECULAR_TEXTURE_BLEND +uniform sampler2D uTextureSpecular1; +uniform float uTextureSpecularWeight; +#endif //SPECULAR_TEXTURE_BLEND + +#endif //SPECULAR + +#ifdef AMBIENT +uniform vec4 uMaterialAmbient; +uniform vec4 uLightAmbient; + +#ifdef AMBIENT_TEXTURE +uniform sampler2D uTextureAmbient0; +#endif //AMBIENT_TEXTURE + +#ifdef AMBIENT_TEXTURE_BLEND +uniform sampler2D uTextureAmbient1; +uniform float uTextureAmbientWeight; +#endif //AMBIENT_TEXTURE_BLEND + +#endif //AMBIENT + +#ifdef EMISSION +uniform vec4 uMaterialEmission; + +#ifdef EMISSION_TEXTURE +uniform sampler2D uTextureEmission0; +#endif //EMISSION_TEXTURE + +#ifdef EMISSION_TEXTURE_BLEND +uniform sampler2D uTextureEmission1; +uniform float uTextureEmissionWeight; +#endif //EMISSION_TEXTURE_BLEND + +#endif //EMISSION + +#ifdef SHADOWED +float pcf(vec4 lpos, float size) +{ + vec3 smcoord = lpos.xyz / lpos.w * 0.5 + 0.5; + float i, j, randx, randy, shadow; + shadow = 0.0; + for (i = -4.0; i < 4.0; i++) + for (j = -4.0; j < 4.0; j++) + shadow += float(smcoord.z <= texture2D(uShadowMap, smcoord.xy +vec2(i / 8.0, j / 8.0)*size).x); + return shadow / 64.0; +} +#endif //SHADOWED + +void fragmentFlat() +{ + vec4 color; + +#ifdef DIFFUSE + +#ifdef DIFFUSE_TEXTURE_BLEND + color = texture2D(uTextureDiffuse0, vTexCoord) * uTextureDiffuseWeight + + texture2D(uTextureDiffuse1, vTexCoord) * (1.0 - uTextureDiffuseWeight); + color *= uMaterialDiffuse; +#else + +#ifdef DIFFUSE_TEXTURE + color = texture2D(uTextureDiffuse0, vTexCoord) * uMaterialDiffuse; +#else + color = uMaterialDiffuse; +#endif //DIFFUSE_TEXTURE + +#endif //DIFFUSE_TEXTURE_BLEND + gl_FragColor = uLightDiffuse * color * vFactor.x; +#else + gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0); +#endif //DIFFUSE + +#ifdef SPECULAR + +#ifdef SPECULAR_TEXTURE_BLEND + color = texture2D(uTextureSpecular0, vTexCoord) * uTextureSpecularWeight + + texture2D(uTextureSpecular1, vTexCoord) * (1.0 - uTextureSpecularWeight); + color *= uMaterialSpecular; +#else + +#ifdef SPECULAR_TEXTURE + color = texture2D(uTextureSpecular0, vTexCoord) * uMaterialSpecular; +#else + color = uMaterialSpecular; +#endif //SPECULAR_TEXTURE + +#endif //SPECULAR_TEXTURE_BLEND + + gl_FragColor += uLightSpecular * color * vFactor.y; + +#endif //SPECULAR + +#ifdef SHADOWED + gl_FragColor *= shadow; +#endif //SHADOWED + +#ifdef E3D_SHADER_FLAG_AMBIENT + +#ifdef AMBIENT_TEXTURE_BLEND + + color = texture2D(uTextureAmbient0, vTexCoord) * uTextureAmbientWeight + + texture2D(uTextureAmbient1, vTexCoord) * (1.0 - uTextureAmbientWeight); + color *= uMaterialAmbient; + +#else + +#ifdef AMBIENT_TEXTURE + color = texture2D(uTextureAmbient0, vTexCoord) * uMaterialAmbient; +#else + color = uMaterialAmbient; +#endif //AMBIENT_TEXTURE + +#endif //AMBIENT_TEXTURE_BLEND + gl_FragColor += uLightAmbient * color; +#endif //AMBIENT + +#ifdef EMISSION + +#ifdef EMISSION_TEXTURE_BLEND + color = texture2D(uTextureEmission0, vTexCoord) * uTextureEmissionWeight + + texture2D(uTextureEmission1, vTexCoord) * (1.0 - uTextureEmissionWeight); + color *= uMaterialEmission; +#else + +#ifdef EMISSION_TEXTURE + color = texture2D(uTextureEmission0, vTexCoord) * uMaterialEmission; +#else + color = uMaterialEmission; +#endif //EMISSION_TEXTURE + +#endif //EMISSION_TEXTURE_BLEND + + gl_FragColor += color; +#endif //EMISSION + +} + +void main() { + +#ifdef SHADOWED + shadow = pcf(vLightPosition, 1.0 / 200.0); +#endif //SHADOWED + + fragmentFlat(); + +#ifdef FOG_ENABLED + float z = gl_FragCoord.z / gl_FragCoord.w; + float fogFactor = exp2( -uFogFactor * uFogFactor * z * z * 1.44); + fogFactor = clamp(fogFactor, 0.0, 1.0); + gl_FragColor = mix(uFogColor, gl_FragColor, fogFactor); +#endif //FOG_ENABLED + +} diff --git a/src/modules/evas/engines/gl_common/shader_3d/flat_vert.shd b/src/modules/evas/engines/gl_common/shader_3d/flat_vert.shd new file mode 100644 index 0000000..37aba1c --- /dev/null +++ b/src/modules/evas/engines/gl_common/shader_3d/flat_vert.shd @@ -0,0 +1,154 @@ +uniform mat4 uMatrixMvp; +uniform mat3 uMatrixNormal; +uniform mat4 uMatrixModelview; +uniform vec4 uLightPosition; +varying vec2 vFactor; + +#ifdef SHADOWED +uniform mat4 uMatrixLight; +varying vec4 vLightPosition; +#endif //SHADOWED + +#ifdef VERTEX_POSITION +attribute vec4 aPosition0; +#endif //VERTEX_POSITION + +#ifdef VERTEX_POSITION_BLEND +attribute vec4 aPosition1; +uniform float uPositionWeight; +#endif //VERTEX_POSITION_BLEND + +#ifdef VERTEX_NORMAL +attribute vec4 aNormal0; +#endif //VERTEX_NORMAL + +#ifdef VERTEX_NORMAL_BLEND +attribute vec4 aNormal1; +uniform float uNormalWeight; +#endif //VERTEX_NORMAL_BLEND + +#ifdef VERTEX_TEXCOORD +attribute vec4 aTexCoord0; +#endif //VERTEX_TEXCOORD + +#ifdef VERTEX_TEXCOORD_BLEND +attribute vec4 aTexCoord1; +uniform float uTexCoordWeight; +#endif //VERTEX_TEXCOORD_BLEND + +#ifdef NEED_TEX_COORD +varying vec2 vTexCoord; +#endif //NEED_TEX_COORD + +#ifdef LIGHT_SPOT +uniform vec3 uLightSpotDir; +uniform float uLightSpotExp; +uniform float uLightSpotCutoffCos; +#endif //LIGHT_SPOT + +#ifdef SPECULAR +uniform float uMaterialShininess; +#endif //SPECULAR + +#ifdef LIGHT_ATTENUATION +uniform vec3 uLightAtten; +#endif //LIGHT_ATTENUATION + +void vertexFlat(vec4 position, vec3 normal) +{ + vec3 lv; + float factor; + normal = uMatrixNormal * normal; + position = uMatrixModelview * position; + +#ifdef NORMALIZE_NORMALS + normal = normalize(normal); +#endif //NORMALIZE_NORMALS + +#ifdef LIGHT_DIRECTIONAL + lv = uLightPosition.xyz; +#else + lv = uLightPosition.xyz - position.xyz; + lv = normalize(lv); +#endif //LIGHT_DIRECTIONAL + + factor = max(dot(lv, normal), 0.0); + +#ifdef LIGHT_SPOT + float f = dot(-lv, uLightSpotDir); + if (f > uLightSpotCutoffCos) + factor *= pow(f, uLightSpotExp); + else + factor = 0.0; +#endif //LIGHT_SPOT + + if (factor > 0.0) + { + +#ifdef DIFFUSE + vFactor.x = factor; +#else + vFactor.x = 0.0; +#endif //DIFFUSE + +#ifdef SPECULAR + vec3 hv = normalize(normalize(-position.xyz) + lv); + factor = pow(max(dot(hv, normal), 0.0), uMaterialShininess); + vFactor.y = factor; +#endif //SPECULAR + + } + else + vFactor = vec2(0.0, 0.0); + + /* Light attenuation. */ +#ifdef LIGHT_ATTENUATION + float dist = length(lv); + vFactor /= dot(uLightAtten, vec3(1.0, dist, dist * dist)); +#endif //LIGHT_ATTENUATION +} + +void main() +{ + +#ifdef VERTEX_POSITION_BLEND + vec4 position = aPosition0 * uPositionWeight + + aPosition1 * (1.0 - uPositionWeight); + position = vec4(position.xyz, 1.0); +#else + +#ifdef VERTEX_POSITION + vec4 position = vec4(aPosition0.xyz, 1.0); +#endif // VERTEX_POSITION + +#endif //VERTEX_POSITION_BLEND + +#ifdef VERTEX_NORMAL_BLEND + vec3 normal = aNormal0.xyz * uNormalWeight + + aNormal1.xyz * (1.0 - uNormalWeight); +#else + +#ifdef VERTEX_NORMAL + vec3 normal = aNormal0.xyz; +#endif //VERTEX_NORMAL + +#endif //VERTEX_NORMAL_BLEND + +#ifdef VERTEX_TEXCOORD_BLEND + vTexCoord = aTexCoord0.st * uTexCoordWeight + + aTexCoord1.st * (1.0 - uTexCoordWeight); +#else + +#ifdef VERTEX_TEXCOORD + vTexCoord = aTexCoord0.st; +#endif //VERTEX_TEXCOORD + +#endif //VERTEX_TEXCOORD_BLEND + + gl_Position = uMatrixMvp * position; + vertexFlat(position, normal); + +#ifdef SHADOWED + vLightPosition = uMatrixLight * position; +#endif +} diff --git a/src/modules/evas/engines/gl_common/shader_3d/gen_shaders_3d.sh b/src/modules/evas/engines/gl_common/shader_3d/gen_shaders_3d.sh new file mode 100755 index 0000000..8bb6a2a --- /dev/null +++ b/src/modules/evas/engines/gl_common/shader_3d/gen_shaders_3d.sh @@ -0,0 +1,45 @@ +#!/bin/bash + +# This script will generate a C file containing all the shaders used by Evas_3D + +DIR=`dirname $0` + +OUTPUT=${DIR}/evas_gl_3d_shaders.x + +exec 1<&- +exec 1>${OUTPUT} + +SHADERS="$@" +vert_shaders_source="" +frag_shaders_source="" + +# Write header +printf "/* DO NOT MODIFY THIS FILE AS IT IS AUTO-GENERATED\n * See: $0 */\n\n" +for shd in ${SHADERS} ; do + lname=`basename ${shd} .shd` + + if echo ${lname} |grep _vert 2>&1 >> /dev/null ; then + vert_shaders_source="${vert_shaders_source} ${lname}_glsl,\n" + fi + if echo ${lname} |grep _frag 2>&1 >> /dev/null ; then + frag_shaders_source="${frag_shaders_source} ${lname}_glsl,\n" + fi + OIFS=$IFS + IFS=$'\n' + printf "static const char const ${lname}_glsl[] =" + for line in `cat ${shd}` ; do + printf "\n \"${line}\\\n\"" + done + printf ";\n\n" + IFS=${OIFS} +done + +printf "static const char *vertex_shaders[] = +{\n" + printf "${vert_shaders_source}" +printf "};\n\n" + +printf "static const char *fragment_shaders[] = +{\n" + printf "${frag_shaders_source}" +printf "};\n" diff --git a/src/modules/evas/engines/gl_common/shader_3d/normal_map_frag.shd b/src/modules/evas/engines/gl_common/shader_3d/normal_map_frag.shd new file mode 100644 index 0000000..766e07f --- /dev/null +++ b/src/modules/evas/engines/gl_common/shader_3d/normal_map_frag.shd @@ -0,0 +1,283 @@ +varying vec3 vLightVector; +varying vec3 vLightHalfVector; +uniform sampler2D uTextureNormal0; +varying vec3 vEyeVector; + +#ifdef NEED_TEX_COORD +varying vec2 vTexCoord; +#endif //TEX_COORD + +#ifdef FOG_ENABLED +uniform float uFogFactor; +uniform vec4 uFogColor; +#endif //FOG_ENABLED + +#ifdef SHADOWED +varying vec4 vLightPosition; +uniform sampler2D uShadowMap; +float shadow; +#endif //SHADOWED + +#ifdef NORMAL_TEXTURE_BLEND +uniform sampler2D uTextureNormal1; +uniform float uTextureNormalWeight; +#endif //NORMAL_TEXTURE_BLEND + +#ifndef VERTEX_TANGENT +varying vec3 vNormal; +#endif //VERTEX_TANGENT + +#ifdef DIFFUSE +uniform vec4 uMaterialDiffuse; +uniform vec4 uLightDiffuse; + +#ifdef DIFFUSE_TEXTURE +uniform sampler2D uTextureDiffuse0; +#endif //DIFFUSE_TEXTURE + +#ifdef DIFFUSE_TEXTURE_BLEND +uniform sampler2D uTextureDiffuse1; +uniform float uTextureDiffuseWeight; +#endif //DIFFUSE_TEXTURE_BLEND + +#endif //DIFFUSE + +#ifdef SPECULAR +uniform vec4 uLightSpecular; +uniform float uMaterialShininess; +uniform vec4 uMaterialSpecular; + +#ifdef SPECULAR_TEXTURE +uniform sampler2D uTextureSpecular0; +#endif //SPECULAR_TEXTURE + +#ifdef SPECULAR_TEXTURE_BLEND +uniform sampler2D uTextureSpecular1; +uniform float uTextureSpecularWeight; +#endif //SPECULAR_TEXTURE_BLEND + +#endif //SPECULAR + +#ifdef AMBIENT +uniform vec4 uMaterialAmbient; +uniform vec4 uLightAmbient; + +#ifdef AMBIENT_TEXTURE +uniform sampler2D uTextureAmbient0; +#endif //AMBIENT_TEXTURE + +#ifdef AMBIENT_TEXTURE_BLEND +uniform sampler2D uTextureAmbient1; +uniform float uTextureAmbientWeight; +#endif //AMBIENT_TEXTURE_BLEND + +#endif //AMBIENT + +#ifdef EMISSION +uniform vec4 uMaterialEmission; + +#ifdef EMISSION_TEXTURE +uniform sampler2D uTextureEmission0; +#endif //EMISSION_TEXTURE + +#ifdef EMISSION_TEXTURE_BLEND +uniform sampler2D uTextureEmission1; +uniform float uTextureEmissionWeight; +#endif //EMISSION_TEXTURE_BLEND + +#endif //EMISSION + +#ifdef LIGHT_SPOT +uniform vec3 uLightSpotDir; +uniform float uLightSpotExp; +uniform float uLightSpotCutoffCos; +#endif //LIGHT_SPOT + +#ifdef LIGHT_ATTENUATION +varying float vLightDist; +#endif //LIGHT_ATTENUATION + +#ifndef VERTEX_TANGENT + +mat3 cotangent_frame(vec3 n, vec3 p, vec2 uv) +{ + vec3 dp1 = dFdx(p); + vec3 dp2 = dFdy(p); + vec2 duv1 = dFdx(uv); + vec2 duv2 = dFdy(uv); + vec3 dp2perp = cross(dp2, n); + vec3 dp1perp = cross(n, dp1); + vec3 t = dp2perp * duv1.x + dp1perp * duv2.x; + vec3 b = dp2perp * duv1.y + dp1perp * duv2.y; + float invmax = inversesqrt(max(dot(t, t), dot(b, b))); + return mat3(t * invmax, b * invmax, n); +} + +vec3 perturb_normal(vec3 normal) +{ + mat3 tbn = cotangent_frame(vNormal, -vEyeVector, vTexCoord); + return normalize(tbn * normal); +} +#endif //VERTEX_TANGENT + +void fragmentNormalMap() +{ + float factor; + vec3 normal; + vec4 color; + +#ifdef NORMAL_TEXTURE_BLEND + normal = texture2D(uTextureNormal0, vTexCoord).rgb * uTextureNormalWeight; + normal += texture2D(uTextureNormal1, vTexCoord).rgb * + (1.0 - uTextureNormalWeight); +#else + normal = texture2D(uTextureNormal0, vTexCoord).rgb; +#endif //NORMAL_TEXTURE_BLEND + + normal = 2.0 * normal - 1.0; + +#ifndef VERTEX_TANGENT + normal = perturb_normal(normal); +#endif //VERTEX_TANGENT + + vec3 lv = normalize(vLightVector); + normal = normalize(normal); + + factor = dot(lv, normal); + +#ifdef LIGHT_SPOT + float f = dot(-lv, normalize(uLightSpotDir)); + + if (f > uLightSpotCutoffCos) + factor *= pow(f, uLightSpotExp); + else + factor = 0.0; +#endif //LIGHT_SPOT + + if (factor > 0.0) + { + +#ifdef DIFFUSE + +#ifdef DIFFUSE_TEXTURE_BLEND + color = texture2D(uTextureDiffuse0, vTexCoord) * uTextureDiffuseWeight + + texture2D(uTextureDiffuse1, vTexCoord) * (1.0 - uTextureDiffuseWeight); +#else + +#ifdef DIFFUSE_TEXTURE + color = texture2D(uTextureDiffuse0, vTexCoord); +#else + color = uMaterialDiffuse; +#endif //DIFFUSE_TEXTURE + +#endif //DIFFUSE_TEXTURE_BLEND + + gl_FragColor = uLightDiffuse * color * factor; + +#else + gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0); +#endif //DIFFUSE + +#ifdef SPECULAR + + factor = dot(normalize(vLightHalfVector), normal); + if (factor > 0.0) + { + factor = pow(factor, uMaterialShininess); + +#ifdef SPECULAR_TEXTURE_BLEND + color = texture2D(uTextureSpecular0, vTexCoord) * uTextureSpecularWeight + + texture2D(uTextureSpecular1, vTexCoord) * (1.0 - uTextureSpecularWeight); +#else +#ifdef SPECULAR_TEXTURE + color = texture2D(uTextureSpecular0, vTexCoord); +#else + color = uMaterialSpecular; +#endif //SPECULAR_TEXTURE + +#endif //SPECULAR_TEXTURE_BLEND + + gl_FragColor += uLightSpecular * color * factor; + } + +#endif //SPECULAR + +#ifdef SHADOWED + gl_FragColor *= shadow; +#endif //SHADOWED + + } + else + gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0); + +#ifdef AMBIENT +#ifdef AMBIENT_TEXTURE_BLEND + color = texture2D(uTextureAmbient0, vTexCoord) * uTextureAmbientWeight + + texture2D(uTextureAmbient1, vTexCoord) * (1.0 - uTextureAmbientWeight); +#else + +#ifdef AMBIENT_TEXTURE + color = texture2D(uTextureAmbient0, vTexCoord); +#else + color = uMaterialAmbient; +#endif //AMBIENT_TEXTURE + +#endif //AMBIENT_TEXTURE_BLEND + + gl_FragColor += uLightAmbient * color; +#endif //AMBIENT + +#ifdef LIGHT_ATTENUATION + gl_FragColor /= dot(uLightAtten, vec3(1.0, vLightDist, vLightDist * vLightDist)); +#endif //LIGHT_ATTENUATION + +#ifdef EMISSION + +#ifdef EMISSION_TEXTURE_BLEND + color = texture2D(uTextureEmission0, vTexCoord) * uTextureEmissionWeight + + texture2D(uTextureEmission1, vTexCoord) * (1.0 - uTextureEmissionWeight); +#else + +#ifdef EMISSION_TEXTURE + color = texture2D(uTextureEmission0, vTexCoord); +#else + color = uMaterialEmission; +#endif //EMISSION_TEXTURE + +#endif //EMISSION_TEXTURE_BLEND + + gl_FragColor += color; +#endif //EMISSION + +} + +#ifdef SHADOWED +float pcf(vec4 lpos, float size) +{ + vec3 smcoord = lpos.xyz / lpos.w * 0.5 + 0.5; + float i, j, randx, randy, shadow; + shadow = 0.0; + for (i = -4.0; i < 4.0; i++) + for (j = -4.0; j < 4.0; j++) + shadow += float(smcoord.z <= texture2D(uShadowMap, smcoord.xy +vec2(i / 8.0, j / 8.0)*size).x); + return shadow / 64.0; +} +#endif //SHADOWED + +void main() { + +#ifdef SHADOWED + shadow = pcf(vLightPosition, 1.0 / 200.0); +#endif //SHADOWED + + fragmentNormalMap(); + +#ifdef FOG_ENABLED + float z = gl_FragCoord.z / gl_FragCoord.w; + float fogFactor = exp2( -uFogFactor * uFogFactor * z * z * 1.44); + fogFactor = clamp(fogFactor, 0.0, 1.0); + gl_FragColor = mix(uFogColor, gl_FragColor, fogFactor); +#endif //FOG_ENABLED + +} + diff --git a/src/modules/evas/engines/gl_common/shader_3d/normal_map_vert.shd b/src/modules/evas/engines/gl_common/shader_3d/normal_map_vert.shd new file mode 100644 index 0000000..3dc42d2 --- /dev/null +++ b/src/modules/evas/engines/gl_common/shader_3d/normal_map_vert.shd @@ -0,0 +1,189 @@ +uniform mat4 uMatrixMvp; +uniform mat3 uMatrixNormal; +uniform mat4 uMatrixModelview; +uniform vec4 uLightPosition; +varying vec3 vLightVector; +varying vec3 vLightHalfVector; +varying vec3 vEyeVector; + +#ifndef VERTEX_TANGENT +varying vec3 vNormal; +#endif //VERTEX_TANGENT + +#ifdef SHADOWED +uniform mat4 uMatrixLight; +varying vec4 vLightPosition; +#endif //SHADOWED + +#ifdef VERTEX_POSITION +attribute vec4 aPosition0; +#endif //VERTEX_POSITION + +#ifdef VERTEX_POSITION_BLEND +attribute vec4 aPosition1; +uniform float uPositionWeight; +#endif //VERTEX_POSITION_BLEND + +#ifdef VERTEX_NORMAL +attribute vec4 aNormal0; +#endif //VERTEX_NORMAL + +#ifdef VERTEX_NORMAL_BLEND +attribute vec4 aNormal1; +uniform float uNormalWeight; +#endif //VERTEX_NORMAL_BLEND + +#ifdef VERTEX_TANGENT +attribute vec4 aTangent0; +#endif //VERTEX_TANGENT + +#ifdef VERTEX_TANGENT_BLEND +attribute vec4 aTangent1; +uniform float uTangentWeight; +#endif //VERTEX_TANGENT_BLEND + +#ifdef VERTEX_TEXCOORD +attribute vec4 aTexCoord0; +#endif //VERTEX_TEXCOORD + +#ifdef VERTEX_TEXCOORD_BLEND +attribute vec4 aTexCoord1; +uniform float uTexCoordWeight; +#endif //VERTEX_TEXCOORD_BLEND + +#ifdef NEED_TEX_COORD +varying vec2 vTexCoord; +#endif //NEED_TEX_COORD + +#ifdef LIGHT_ATTENUATION +varying float vLightDist; +#endif //LIGHT_ATTENUATION + +#ifndef VERTEX_TANGENT +void vertexNormalMap(vec4 position, vec3 normal) +{ + normal = uMatrixNormal * normal; + position = uMatrixModelview * position; + vEyeVector = normalize(-position.xyz); + +#ifdef NORMALIZE_NORMALS + normal = normalize(normal); +#endif //NORMALIZE_NORMALS + +#ifdef LIGHT_DIRECTIONAL + vLightVector = uLightPosition.xyz; +#else + vLightVector = uLightPosition.xyz - position.xyz; + +#ifdef LIGHT_ATTENUATION + vLightDist = length(vLightVector); +#endif //LIGHT_ATTENUATION + + vLightVector = normalize(vLightVector); +#endif //LIGHT_DIRECTIONAL + + vLightHalfVector = normalize(vEyeVector + vLightVector); + vNormal = normal; +} + +#else + +void vertexNormalMap(vec4 position, vec3 normal, vec3 tangent) +{ + vec3 n = normalize(uMatrixNormal * normal); + vec3 t = normalize(uMatrixNormal * tangent); + vec3 b = cross(n, t); + vec3 tmp; + + position = uMatrixModelview * position; + +#ifdef LIGHT_DIRECTIONAL + vec3 lightDir = uLightPosition.xyz; +#else + vec3 lightDir = uLightPosition.xyz - position.xyz; + +#ifdef LIGHT_ATTENUATION + vLightDist = length(lightDir); +#endif //LIGHT_ATTENUATION + + lightDir = normalize(lightDir); +#endif //LIGHT_DIRECTIONAL + + tmp.x = dot(lightDir, t); + tmp.y = dot(lightDir, b); + tmp.z = dot(lightDir, n); + vLightVector = tmp; + + tmp.x = dot(position.xyz, t); + tmp.y = dot(position.xyz, b); + tmp.z = dot(position.xyz, n); + vEyeVector = normalize(tmp); + + vec3 hv = normalize(normalize(-position.xyz) + lightDir); + tmp.x = dot(hv, t); + tmp.y = dot(hv, b); + tmp.z = dot(hv, n); + vLightHalfVector = tmp; +} +#endif //VERTEX_TANGENT + +void main() +{ + +#ifdef VERTEX_POSITION_BLEND + vec4 position = aPosition0 * uPositionWeight + + aPosition1 * (1.0 - uPositionWeight); + position = vec4(position.xyz, 1.0); +#else + +#ifdef VERTEX_POSITION + vec4 position = vec4(aPosition0.xyz, 1.0); +#endif // VERTEX_POSITION + +#endif //VERTEX_POSITION_BLEND + +#ifdef VERTEX_NORMAL_BLEND + vec3 normal = aNormal0.xyz * uNormalWeight + + aNormal1.xyz * (1.0 - uNormalWeight); +#else + +#ifdef VERTEX_NORMAL + vec3 normal = aNormal0.xyz; +#endif //VERTEX_NORMAL + +#endif //VERTEX_NORMAL_BLEND + +#ifdef VERTEX_TANGENT_BLEND + vec3 tangent = aTangent0.xyz * uTangentWeight + + aTangent1.xyz * (1.0 - uTangentWeight); +#else + +#ifdef VERTEX_TANGENT + vec3 tangent = aTangent0.xyz; +#endif //VERTEX_TANGENT + +#endif //VERTEX_TANGENT_BLEND + +#ifdef VERTEX_TEXCOORD_BLEND + vTexCoord = aTexCoord0.st * uTexCoordWeight + + aTexCoord1.st * (1.0 - uTexCoordWeight); +#else + +#ifdef VERTEX_TEXCOORD + vTexCoord = aTexCoord0.st; +#endif //VERTEX_TEXCOORD + +#endif //VERTEX_TEXCOORD_BLEND + + gl_Position = uMatrixMvp * position; + +#ifdef VERTEX_TANGENT + vertexNormalMap(position, normal, tangent); +#else + vertexNormalMap(position, normal); +#endif //VERTEX_TANGENT + +#ifdef SHADOWED + vLightPosition = uMatrixLight * position; +#endif +} diff --git a/src/modules/evas/engines/gl_common/shader_3d/phong_frag.shd b/src/modules/evas/engines/gl_common/shader_3d/phong_frag.shd new file mode 100644 index 0000000..f668984 --- /dev/null +++ b/src/modules/evas/engines/gl_common/shader_3d/phong_frag.shd @@ -0,0 +1,235 @@ +varying vec3 vLightVector; +varying vec3 vLightHalfVector; +varying vec3 vNormal; + +#ifdef NEED_TEX_COORD +varying vec2 vTexCoord; +#endif //TEX_COORD + +#ifdef FOG_ENABLED +uniform float uFogFactor; +uniform vec4 uFogColor; +#endif //FOG_ENABLED + +#ifdef SHADOWED +varying vec4 vLightPosition; +uniform sampler2D uShadowMap; +float shadow; +#endif //SHADOWED + +#ifdef DIFFUSE +uniform vec4 uMaterialDiffuse; +uniform vec4 uLightDiffuse; + +#ifdef DIFFUSE_TEXTURE +uniform sampler2D uTextureDiffuse0; +#endif //DIFFUSE_TEXTURE + +#ifdef DIFFUSE_TEXTURE_BLEND +uniform sampler2D uTextureDiffuse1; +uniform float uTextureDiffuseWeight; +#endif //DIFFUSE_TEXTURE_BLEND + +#endif //DIFFUSE + +#ifdef SPECULAR +uniform vec4 uLightSpecular; +uniform float uMaterialShininess; +uniform vec4 uMaterialSpecular; + +#ifdef SPECULAR_TEXTURE +uniform sampler2D uTextureSpecular0; +#endif //SPECULAR_TEXTURE + +#ifdef SPECULAR_TEXTURE_BLEND +uniform sampler2D uTextureSpecular1; +uniform float uTextureSpecularWeight; +#endif //SPECULAR_TEXTURE_BLEND + +#endif //SPECULAR + +#ifdef AMBIENT +uniform vec4 uMaterialAmbient; +uniform vec4 uLightAmbient; + +#ifdef AMBIENT_TEXTURE +uniform sampler2D uTextureAmbient0; +#endif //AMBIENT_TEXTURE + +#ifdef AMBIENT_TEXTURE_BLEND +uniform sampler2D uTextureAmbient1; +uniform float uTextureAmbientWeight; +#endif //AMBIENT_TEXTURE_BLEND + +#endif //AMBIENT + +#ifdef EMISSION +uniform vec4 uMaterialEmission; + +#ifdef EMISSION_TEXTURE +uniform sampler2D uTextureEmission0; +#endif //EMISSION_TEXTURE + +#ifdef EMISSION_TEXTURE_BLEND +uniform sampler2D uTextureEmission1; +uniform float uTextureEmissionWeight; +#endif //EMISSION_TEXTURE_BLEND + +#endif //EMISSION + +#ifdef LIGHT_SPOT +uniform vec3 uLightSpotDir; +uniform float uLightSpotExp; +uniform float uLightSpotCutoffCos; +#endif //LIGHT_SPOT + +#ifdef LIGHT_ATTENUATION +varying float vLightDist; +#endif //LIGHT_ATTENUATION + +void fragmentPhong() +{ + vec3 normal = normalize(vNormal); + vec3 lv = normalize(vLightVector); + float factor = dot(lv, normal); + vec4 color; + +#ifdef LIGHT_SPOT + float f = dot(-lv, normalize(uLightSpotDir)); + + if (f > uLightSpotCutoffCos) + factor *= pow(f, uLightSpotExp); + else + factor = 0.0; +#endif //LIGHT_SPOT + + if (factor > 0.0) + { + + /* Diffuse term. */ +#ifdef DIFFUSE + +#ifdef DIFFUSE_TEXTURE_BLEND + color = texture2D(uTextureDiffuse0, vTexCoord) * uTextureDiffuseWeight + + texture2D(uTextureDiffuse1, vTexCoord) * (1.0 - uTextureDiffuseWeight); +#else + +#ifdef DIFFUSE_TEXTURE + color = texture2D(uTextureDiffuse0, vTexCoord); +#else + color = uMaterialDiffuse; +#endif //DIFFUSE_TEXTURE + +#endif //DIFFUSE_TEXTURE_BLEND + + gl_FragColor = uLightDiffuse * color * factor; +#else + gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0); +#endif //DIFFUSE + + /* Specular term. */ +#ifdef SPECULAR + factor = dot(normalize(vLightHalfVector), normal); + if (factor > 0.0) + { + factor = pow(factor, uMaterialShininess); + +#ifdef SPECULAR_TEXTURE_BLEND + color = texture2D(uTextureSpecular0, vTexCoord) * uTextureSpecularWeight + + texture2D(uTextureSpecular1, vTexCoord) * (1.0 - uTextureSpecularWeight); +#else + +#ifdef SPECULAR_TEXTURE + color = texture2D(uTextureSpecular0, vTexCoord); +#else + color = uMaterialSpecular; +#endif + +#endif + + gl_FragColor += uLightSpecular * color * factor; + } +#endif + + } + else + gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0); + +#ifdef SHADOWED + gl_FragColor *= shadow; +#endif //SHADOWED + +#ifdef AMBIENT +#ifdef AMBIENT_TEXTURE_BLEND + color = texture2D(uTextureAmbient0, vTexCoord) * uTextureAmbientWeight + + texture2D(uTextureAmbient1, vTexCoord) * (1.0 - uTextureAmbientWeight); +#else + +#ifdef AMBIENT_TEXTURE + color = texture2D(uTextureAmbient0, vTexCoord); +#else + color = uMaterialAmbient; +#endif + +#endif + + gl_FragColor += uLightAmbient * color; +#endif + + /* Light attenuation. */ +#ifdef LIGHT_ATTENUATION + gl_FragColor /= dot(uLightAtten, vec3(1.0, vLightDist, vLightDist * vLightDist)); +#endif + + /* Emission term. */ +#ifdef EMISSION + +#ifdef EMISSION_TEXTURE_BLEND + color = texture2D(uTextureEmission0, vTexCoord) * uTextureEmissionWeight + + texture2D(uTextureEmission1, vTexCoord) * (1.0 - uTextureEmissionWeight); +#else + +#ifdef EMISSION_TEXTURE + color = texture2D(uTextureEmission0, vTexCoord); +#else + color = uMaterialEmission; +#endif + +#endif + + gl_FragColor += color; +#endif + +} + +#ifdef SHADOWED +float pcf(vec4 lpos, float size) +{ + vec3 smcoord = lpos.xyz / lpos.w * 0.5 + 0.5; + float i, j, randx, randy, shadow; + shadow = 0.0; + for (i = -4.0; i < 4.0; i++) + for (j = -4.0; j < 4.0; j++) + shadow += float(smcoord.z <= texture2D(uShadowMap, smcoord.xy +vec2(i / 8.0, j / 8.0)*size).x); + return shadow / 64.0; +} +#endif //SHADOWED + +void main() +{ + +#ifdef SHADOWED + shadow = pcf(vLightPosition, 1.0 / 300.0); +#endif //SHADOWED + + fragmentPhong(); + +#ifdef FOG_ENABLED + float z = gl_FragCoord.z / gl_FragCoord.w; + float fogFactor = exp2( -uFogFactor * uFogFactor * z * z * 1.44); + fogFactor = clamp(fogFactor, 0.0, 1.0); + gl_FragColor = mix(uFogColor, gl_FragColor, fogFactor); +#endif //FOG_ENABLED + +} + diff --git a/src/modules/evas/engines/gl_common/shader_3d/phong_vert.shd b/src/modules/evas/engines/gl_common/shader_3d/phong_vert.shd new file mode 100644 index 0000000..fb2c5d4 --- /dev/null +++ b/src/modules/evas/engines/gl_common/shader_3d/phong_vert.shd @@ -0,0 +1,116 @@ +uniform mat4 uMatrixMvp; +uniform mat3 uMatrixNormal; +uniform mat4 uMatrixModelview; +uniform vec4 uLightPosition; +varying vec3 vLightVector; +varying vec3 vLightHalfVector; +varying vec3 vNormal; + +#ifdef SHADOWED +uniform mat4 uMatrixLight; +varying vec4 vLightPosition; +#endif //SHADOWED + +#ifdef VERTEX_POSITION +attribute vec4 aPosition0; +#endif //VERTEX_POSITION + +#ifdef VERTEX_POSITION_BLEND +attribute vec4 aPosition1; +uniform float uPositionWeight; +#endif //VERTEX_POSITION_BLEND + +#ifdef VERTEX_NORMAL +attribute vec4 aNormal0; +#endif //VERTEX_NORMAL + +#ifdef VERTEX_NORMAL_BLEND +attribute vec4 aNormal1; +uniform float uNormalWeight; +#endif //VERTEX_NORMAL_BLEND + +#ifdef VERTEX_TEXCOORD +attribute vec4 aTexCoord0; +#endif //VERTEX_TEXCOORD + +#ifdef VERTEX_TEXCOORD_BLEND +attribute vec4 aTexCoord1; +uniform float uTexCoordWeight; +#endif //VERTEX_TEXCOORD_BLEND + +#ifdef NEED_TEX_COORD +varying vec2 vTexCoord; +#endif //NEED_TEX_COORD + +#ifdef LIGHT_ATTENUATION +varying float vLightDist; +#endif //LIGHT_ATTENUATION + +void vertexPhong(vec4 position, vec3 normal) +{ + normal = uMatrixNormal * normal; + position = uMatrixModelview * position; + +#ifdef NORMALIZE_NORMALS + normal = normalize(normal); +#endif //NORMALIZE_NORMALS + +#ifdef LIGHT_DIRECTIONAL + vLightVector = uLightPosition.xyz; +#else + vLightVector = uLightPosition.xyz - position.xyz; + +#ifdef LIGHT_ATTENUATION + vLightDist = length(vLightVector); +#endif //LIGHT_ATTENUATION + + vLightVector = normalize(vLightVector); +#endif //LIGHT_DIRECTIONAL + + vLightHalfVector = normalize(normalize(-position.xyz) + vLightVector); + vNormal = normal; +} + +void main() { + +#ifdef VERTEX_POSITION_BLEND + vec4 position = aPosition0 * uPositionWeight + + aPosition1 * (1.0 - uPositionWeight); + position = vec4(position.xyz, 1.0); +#else + +#ifdef VERTEX_POSITION + vec4 position = vec4(aPosition0.xyz, 1.0); +#endif // VERTEX_POSITION + +#endif //VERTEX_POSITION_BLEND + +#ifdef VERTEX_NORMAL_BLEND + vec3 normal = aNormal0.xyz * uNormalWeight + + aNormal1.xyz * (1.0 - uNormalWeight); +#else + +#ifdef VERTEX_NORMAL + vec3 normal = aNormal0.xyz; +#endif //VERTEX_NORMAL + +#endif //VERTEX_NORMAL_BLEND + +#ifdef VERTEX_TEXCOORD_BLEND + vTexCoord = aTexCoord0.st * uTexCoordWeight + + aTexCoord1.st * (1.0 - uTexCoordWeight); +#else + +#ifdef VERTEX_TEXCOORD + vTexCoord = aTexCoord0.st; +#endif //VERTEX_TEXCOORD + +#endif //VERTEX_TEXCOORD_BLEND + + gl_Position = uMatrixMvp * position; + vertexPhong(position, normal); + +#ifdef SHADOWED + vLightPosition = uMatrixLight * position; +#endif //SHADOWED +} diff --git a/src/modules/evas/engines/gl_common/shader_3d/shadow_map_frag.shd b/src/modules/evas/engines/gl_common/shader_3d/shadow_map_frag.shd new file mode 100644 index 0000000..84a586a --- /dev/null +++ b/src/modules/evas/engines/gl_common/shader_3d/shadow_map_frag.shd @@ -0,0 +1,4 @@ +void main() +{ + gl_FragColor.r = gl_FragCoord.z; +} diff --git a/src/modules/evas/engines/gl_common/shader_3d/shadow_map_vert.shd b/src/modules/evas/engines/gl_common/shader_3d/shadow_map_vert.shd new file mode 100644 index 0000000..3f12a69 --- /dev/null +++ b/src/modules/evas/engines/gl_common/shader_3d/shadow_map_vert.shd @@ -0,0 +1,28 @@ +uniform mat4 uMatrixMvp; + +#ifdef VERTEX_POSITION +attribute vec4 aPosition0; +#endif //VERTEX_POSITION + +#ifdef VERTEX_POSITION_BLEND +attribute vec4 aPosition1; +uniform float uPositionWeight; +#endif //VERTEX_POSITION_BLEND + +void main() +{ + +#ifdef VERTEX_POSITION_BLEND + vec4 position = aPosition0 * uPositionWeight + + aPosition1 * (1.0 - uPositionWeight); + position = vec4(position.xyz, 1.0); +#else + +#ifdef VERTEX_POSITION + vec4 position = vec4(aPosition0.xyz, 1.0); +#endif // VERTEX_POSITION + +#endif //VERTEX_POSITION_BLEND + + gl_Position = uMatrixMvp * position; +} diff --git a/src/modules/evas/engines/gl_common/shader_3d/vertex_color_frag.shd b/src/modules/evas/engines/gl_common/shader_3d/vertex_color_frag.shd new file mode 100644 index 0000000..9b0c023 --- /dev/null +++ b/src/modules/evas/engines/gl_common/shader_3d/vertex_color_frag.shd @@ -0,0 +1,20 @@ +varying vec4 vColor; + +#ifdef FOG_ENABLED +uniform float uFogFactor; +uniform vec4 uFogColor; +#endif //FOG_ENABLED + +void main() +{ + gl_FragColor = vColor; + +#ifdef FOG_ENABLED + float z = gl_FragCoord.z / gl_FragCoord.w; + float fogFactor = exp2( -uFogFactor * uFogFactor * z * z * 1.44); + fogFactor = clamp(fogFactor, 0.0, 1.0); + gl_FragColor = mix(uFogColor, gl_FragColor, fogFactor); +#endif //FOG_ENABLED + +} + diff --git a/src/modules/evas/engines/gl_common/shader_3d/vertex_color_vert.shd b/src/modules/evas/engines/gl_common/shader_3d/vertex_color_vert.shd new file mode 100644 index 0000000..560baad --- /dev/null +++ b/src/modules/evas/engines/gl_common/shader_3d/vertex_color_vert.shd @@ -0,0 +1,50 @@ +uniform mat4 uMatrixMvp; +varying vec4 vColor; + +#ifdef VERTEX_POSITION +attribute vec4 aPosition0; +#endif //VERTEX_POSITION + +#ifdef VERTEX_POSITION_BLEND +attribute vec4 aPosition1; +uniform float uPositionWeight; +#endif //VERTEX_POSITION_BLEND + +#ifdef VERTEX_COLOR +attribute vec4 aColor0; +#endif //VERTEX_COLOR + +#ifdef VERTEX_COLOR_BLEND +attribute vec4 aColor1; +uniform float uColorWeight; +#endif //VERTEX_COLOR_BLEND + +void main() +{ + +#ifdef VERTEX_POSITION_BLEND + vec4 position = aPosition0 * uPositionWeight + + aPosition1 * (1.0 - uPositionWeight); + position = vec4(position.xyz, 1.0); +#else + +#ifdef VERTEX_POSITION + vec4 position = vec4(aPosition0.xyz, 1.0); +#endif // VERTEX_POSITION + +#endif //VERTEX_POSITION_BLEND + +#ifdef VERTEX_COLOR_BLEND + vec4 color = aColor0 * uColorWeight + aColor1 * (1.0 - uColorWeight); +#else + +#ifdef VERTEX_COLOR + vec4 color = aColor0; +#endif //VERTEX_COLOR + +#endif //VERTEX_COLOR_BLEND + + vColor = color; + gl_Position = uMatrixMvp * position; +} + --