billboarding fixed
parent
4d00cce39d
commit
62390a3e4b
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@ -1,118 +1,24 @@
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#include "v4k.h"
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/*
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float* billboard(mat44 modelview, bool billboard_x, bool billboard_y, bool billboard_z) {
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if( billboard_x ) { modelview[0*4+0] = 1; modelview[0*4+1] = 0; modelview[0*4+2] = 0; }
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if( billboard_y ) { modelview[1*4+0] = 0; modelview[1*4+1] = 1; modelview[1*4+2] = 0; }
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if( billboard_z ) { modelview[2*4+0] = 0; modelview[2*4+1] = 0; modelview[2*4+2] = 1; }
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return modelview;
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}
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*/
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const char *billboard_name(bool billboard_x, bool billboard_y, bool billboard_z) {
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// Spherical billboarding makes the object to always face the camera no matter the position of the camera on an imaginary sphere.
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// Cylindrical billboarding makes the object to face the camera only when the camera looks at the right or at the left.
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return
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billboard_x && billboard_y && billboard_z ? "(spherical billboard)" : billboard_x && billboard_z ? "(cylindrical billboard)" : "";
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}
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const char *shader_projected_vs =
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"#version 150\n"
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"in vec3 att_position;\n"
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"in vec2 att_uv;\n"
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"out vec2 uv;\n"
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"uniform mat4 u_projection;\n"
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"uniform mat4 u_modelview;\n"
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//"uniform mat4 u_billboard;\n"
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"uniform float u_aspect;\n"
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"void main() {\n"
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" gl_Position = u_projection * u_modelview * vec4(att_position, 1.0f);\n"
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" uv = vec2(att_uv.x, 1.0 - att_uv.y);\n"
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"return;"
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" // billboarding keeping scale (see: https://stackoverflow.com/questions/15937842/glsl-billboard-shader-keep-the-scaling)\n"
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" vec2 scale = vec2( length(u_modelview[0]) / u_aspect, length(u_modelview[1]) );\n"
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" vec4 billboard = u_modelview * vec4(vec3(0.0), 1.0);\n"
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" gl_Position = u_projection * billboard + vec4(scale * att_position.xy, 0.0, 0.0);\n"
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""
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"}\n";
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const char *shader_textured_fs =
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"#version 150\n"
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"in vec2 uv;\n"
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"out vec4 out_color;\n"
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"uniform sampler2D u_texture;\n"
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"void main() {\n"
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" out_color = texture(u_texture, uv);\n"
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"}\n";
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int main() {
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// create the window
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window_create( 0.5f, 0 );
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window_color( RGB3(40,40,50) );
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// enable some gl stuff. needed?
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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// compile shaders
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GLuint program = // shader(shader_projected_vs, shader_textured_fs);
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shader(shader_projected_vs, shader_textured_fs, "att_position,att_uv", "out_color", NULL );
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// a test cube: 3POS + 2UV
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GLfloat vertices[] = {
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f
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};
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typedef struct MyVertex {
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vec3 pos;
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vec2 texcoord;
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} MyVertex;
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GLuint indices[] = {
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0,2,1,3,5,4,6,7,8,9,10,11,12,13,14,15,16,17,18,20,19,21,23,22,24,25,26,27,28,29,30,32,31,33,35,34
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};
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mesh_t cube = mesh();
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mesh_update(&cube, "p3 t2", 0,36,vertices, 36,indices, 0);
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mat44 cube_transform; id44(cube_transform);
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model_t cube = model("Alien.fbx", 0);
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// create (fps) camera
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camera_t cam = camera();
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@ -122,10 +28,6 @@ int main() {
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if (input(KEY_ESC))
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break;
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// setup projection
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mat44 proj;
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perspective44(proj, 45, window_aspect(), 0.1f, 100.0f);
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// fps camera
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bool active = ui_hover() || ui_active() || gizmo_active() ? false : input(MOUSE_L) || input(MOUSE_M) || input(MOUSE_R);
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window_cursor( !active );
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@ -141,15 +43,9 @@ int main() {
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static int billboard_x = 0; if( input_down(KEY_1) ) billboard_x ^= 1;
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static int billboard_y = 0; if( input_down(KEY_2) ) billboard_y ^= 1;
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static int billboard_z = 0; if( input_down(KEY_3) ) billboard_z ^= 1;
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cube.billboard = (billboard_x << 2)|(billboard_y << 1)|(billboard_z << 0);
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// draw cube
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mat44 modelview; multiply44x2(modelview, cam.view, cube_transform);
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shader_bind(program);
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shader_mat44("u_projection", proj);
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shader_mat44("u_modelview", billboard(modelview, billboard_x,billboard_y,billboard_z) );
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shader_texture("u_texture", texture_checker());
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mesh_render(&cube);
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model_render(cube, cam.proj, cam.view, cube.pivot, 0);
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window_title(va("billboard_x: %s, billboard_y: %s, billboard_z: %s %s", billboard_x ? "on":"off", billboard_y ? "on":"off", billboard_z ? "on":"off", billboard_name(billboard_x,billboard_y,billboard_z)));
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}
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@ -5,7 +5,8 @@ uniform mat3x4 vsBoneMatrix[MAX_BONES];
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uniform bool SKINNED = false;
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uniform mat4 M; // RIM
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uniform mat4 VP;
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uniform mat4 P;
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uniform int u_billboard;
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#if 0
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// Fetch blend channels from all attached blend deformers.
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@ -109,16 +110,37 @@ void main() {
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v_normal = vec4(att_normal, 0.0) * m;
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//@todo: tangents
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}
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// vec3 tangent = att_tangent.xyz;
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// vec3 bitangent = cross(att_normal, att_tangent.xyz) * att_tangent.w;
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v_normal_ws = normalize(vec3(model * vec4(v_normal, 0.))); // normal to world/model space
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v_normal = normalize(v_normal);
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v_position_ws = (att_instanced_matrix * vec4( objPos, 1.0 )).xyz;
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v_position = att_position;
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v_texcoord = att_texcoord;
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v_color = att_color;
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gl_Position = VP * att_instanced_matrix * vec4( objPos, 1.0 );
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do_shadow();
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}
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// vec3 tangent = att_tangent.xyz;
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// vec3 bitangent = cross(att_normal, att_tangent.xyz) * att_tangent.w;
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mat4 modelView = view * att_instanced_matrix;
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if(u_billboard > 0) {
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float sx = length(vec3(modelView[0][0], modelView[1][0], modelView[2][0]));
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float sy = length(vec3(modelView[0][1], modelView[1][1], modelView[2][1]));
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float sz = length(vec3(modelView[0][2], modelView[1][2], modelView[2][2]));
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if((u_billboard & 4) != 0) {
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modelView[0][0] = sx;
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modelView[0][1] = 0.0;
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modelView[0][2] = 0.0;
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}
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if((u_billboard & 2) != 0) {
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modelView[1][0] = 0.0;
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modelView[1][1] = sy;
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modelView[1][2] = 0.0;
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}
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if((u_billboard & 1) != 0) {
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modelView[2][0] = 0.0;
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modelView[2][1] = 0.0;
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modelView[2][2] = sz;
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}
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}
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v_normal_ws = normalize(vec3(model * vec4(v_normal, 0.))); // normal to world/model space
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v_normal = normalize(v_normal);
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v_position_ws = (att_instanced_matrix * vec4( objPos, 1.0 )).xyz;
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v_position = att_position;
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v_texcoord = att_texcoord;
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v_color = att_color;
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gl_Position = P * modelView * vec4( objPos, 1.0 );
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do_shadow();
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}
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@ -354025,6 +354025,13 @@ void model_set_uniforms(model_t m, int shader, mat44 mv, mat44 proj, mat44 view,
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vec3 dir = norm3(vec3(view[2], view[6], view[10]));
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glUniform3fv( loc, 1, &dir.x );
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}
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if( (loc = glGetUniformLocation(shader, "billboard")) >= 0 ) {
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glUniform1i( loc, m.billboard );
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}
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else
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if( (loc = glGetUniformLocation(shader, "u_billboard")) >= 0 ) {
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glUniform1i( loc, m.billboard );
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}
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#if 0
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// @todo: mat44 projview (useful?)
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#endif
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@ -354469,6 +354476,7 @@ model_t model_from_mem(const void *mem, int len, int flags) {
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"att_position,att_texcoord,att_normal,att_tangent,att_instanced_matrix,,,,att_indexes,att_weights,att_vertexindex,att_color,att_bitangent","fragColor",
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va("SHADING_PHONG,%s", (flags&MODEL_RIMLIGHT)?"RIM":""));
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// }
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// ASSERT(shaderprog > 0);
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iqm_t *q = CALLOC(1, sizeof(iqm_t));
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m.program = shaderprog;
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@ -3947,6 +3947,13 @@ void model_set_uniforms(model_t m, int shader, mat44 mv, mat44 proj, mat44 view,
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vec3 dir = norm3(vec3(view[2], view[6], view[10]));
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glUniform3fv( loc, 1, &dir.x );
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}
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if( (loc = glGetUniformLocation(shader, "billboard")) >= 0 ) {
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glUniform1i( loc, m.billboard );
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}
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else
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if( (loc = glGetUniformLocation(shader, "u_billboard")) >= 0 ) {
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glUniform1i( loc, m.billboard );
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}
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#if 0
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// @todo: mat44 projview (useful?)
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#endif
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@ -4391,6 +4398,7 @@ model_t model_from_mem(const void *mem, int len, int flags) {
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"att_position,att_texcoord,att_normal,att_tangent,att_instanced_matrix,,,,att_indexes,att_weights,att_vertexindex,att_color,att_bitangent","fragColor",
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va("SHADING_PHONG,%s", (flags&MODEL_RIMLIGHT)?"RIM":""));
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// }
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// ASSERT(shaderprog > 0);
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iqm_t *q = CALLOC(1, sizeof(iqm_t));
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m.program = shaderprog;
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@ -20111,6 +20111,13 @@ void model_set_uniforms(model_t m, int shader, mat44 mv, mat44 proj, mat44 view,
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vec3 dir = norm3(vec3(view[2], view[6], view[10]));
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glUniform3fv( loc, 1, &dir.x );
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}
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if( (loc = glGetUniformLocation(shader, "billboard")) >= 0 ) {
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glUniform1i( loc, m.billboard );
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}
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else
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if( (loc = glGetUniformLocation(shader, "u_billboard")) >= 0 ) {
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glUniform1i( loc, m.billboard );
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}
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#if 0
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// @todo: mat44 projview (useful?)
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#endif
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@ -20555,6 +20562,7 @@ model_t model_from_mem(const void *mem, int len, int flags) {
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"att_position,att_texcoord,att_normal,att_tangent,att_instanced_matrix,,,,att_indexes,att_weights,att_vertexindex,att_color,att_bitangent","fragColor",
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va("SHADING_PHONG,%s", (flags&MODEL_RIMLIGHT)?"RIM":""));
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// }
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// ASSERT(shaderprog > 0);
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iqm_t *q = CALLOC(1, sizeof(iqm_t));
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m.program = shaderprog;
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@ -0,0 +1,67 @@
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local syntax = require "core.syntax"
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syntax.add {
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files = { "%.fx$", "%.glsl$", "%.fs$", "%.vs$", "%.gs$" },
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comment = "//",
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patterns = {
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{ pattern = "//.-\n", type = "comment" },
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{ pattern = { "/%*", "%*/" }, type = "comment" },
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{ pattern = { "#", "[^\\]\n" }, type = "comment" },
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{ pattern = { '"', '"', '\\' }, type = "string" },
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{ pattern = { "'", "'", '\\' }, type = "string" },
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{ pattern = "-?0x%x+", type = "number" },
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{ pattern = "-?%d+[%d%.eE]*f?", type = "number" },
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{ pattern = "-?%.?%d+f?", type = "number" },
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{ pattern = "[%+%-=/%*%^%%<>!~|&]", type = "operator" },
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{ pattern = "[%a_][%w_]*%f[(]", type = "function" },
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{ pattern = "[%a_][%w_]*", type = "symbol" },
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},
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symbols = {
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["if"] = "keyword",
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["then"] = "keyword",
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["else"] = "keyword",
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["elseif"] = "keyword",
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["do"] = "keyword",
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["while"] = "keyword",
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["for"] = "keyword",
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["break"] = "keyword",
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["continue"] = "keyword",
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["return"] = "keyword",
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["goto"] = "keyword",
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["struct"] = "keyword",
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["union"] = "keyword",
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["typedef"] = "keyword",
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["enum"] = "keyword",
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["extern"] = "keyword",
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["static"] = "keyword",
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["volatile"] = "keyword",
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["const"] = "keyword",
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["inline"] = "keyword",
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["switch"] = "keyword",
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["case"] = "keyword",
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["default"] = "keyword",
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["auto"] = "keyword",
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["const"] = "keyword",
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["void"] = "keyword",
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["uniform"] = "keyword",
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["in"] = "keyword",
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["out"] = "keyword",
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["inout"] = "keyword",
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["int"] = "keyword2",
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["short"] = "keyword2",
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["long"] = "keyword2",
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["float"] = "keyword2",
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["double"] = "keyword2",
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["char"] = "keyword2",
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["unsigned"] = "keyword2",
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["bool"] = "keyword2",
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["vec2"] = "keyword2",
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["vec3"] = "keyword2",
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["vec4"] = "keyword2",
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["sampler2D"]= "keyword2",
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["true"] = "literal",
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["false"] = "literal",
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["NULL"] = "literal",
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},
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}
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@ -576,7 +576,7 @@ void editor_frame( void (*game)(unsigned, float, double) ) {
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game(editor.frame, editor.dt, editor.t);
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// timing
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editor.dt = clampf(window_delta(), 0, 1/60.f) * !window_has_pause() * editor.slomo;
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editor.dt = window_delta() /*clampf(window_delta(), 0, 1/60.f)*/ * !window_has_pause() * editor.slomo;
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editor.t += editor.dt;
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editor.frame += !window_has_pause();
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editor.frame += !editor.frame;
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