GLSL include support
parent
851fc37ddf
commit
a4cf90838a
|
@ -29,6 +29,7 @@ v4k.code-workspace
|
|||
tests/out
|
||||
tests/diff
|
||||
mtb.ini
|
||||
*.blend1
|
||||
_fwk
|
||||
.env*
|
||||
.*.bat
|
||||
|
|
|
@ -0,0 +1,135 @@
|
|||
uniform int u_num_lights;
|
||||
|
||||
struct light_t {
|
||||
int type;
|
||||
vec3 diffuse;
|
||||
vec3 specular;
|
||||
vec3 ambient;
|
||||
vec3 pos;
|
||||
vec3 dir;
|
||||
float power;
|
||||
float radius;
|
||||
float innerCone;
|
||||
float outerCone;
|
||||
|
||||
// falloff
|
||||
float constant;
|
||||
float linear;
|
||||
float quadratic;
|
||||
};
|
||||
|
||||
#define MAX_LIGHTS 16
|
||||
const int LIGHT_DIRECTIONAL = 0;
|
||||
const int LIGHT_POINT = 1;
|
||||
const int LIGHT_SPOT = 2;
|
||||
|
||||
uniform light_t u_lights[MAX_LIGHTS];
|
||||
|
||||
#ifdef SHADING_PHONG
|
||||
vec3 shading_phong(light_t l) {
|
||||
vec3 lightDir;
|
||||
float attenuation = 1.0;
|
||||
|
||||
if (l.type == LIGHT_DIRECTIONAL) {
|
||||
lightDir = normalize(-l.dir);
|
||||
} else if (l.type == LIGHT_POINT || l.type == LIGHT_SPOT) {
|
||||
vec3 toLight = l.pos - v_position_ws;
|
||||
lightDir = normalize(toLight);
|
||||
float distance = length(toLight);
|
||||
|
||||
/* fast-reject based on radius */
|
||||
if (l.radius != 0.0 && distance > l.radius) {
|
||||
return vec3(0,0,0);
|
||||
}
|
||||
attenuation = 1.0 / (l.constant + l.linear * distance + l.quadratic * (distance * distance));
|
||||
|
||||
if (l.type == LIGHT_SPOT) {
|
||||
float angle = dot(l.dir, -lightDir);
|
||||
if (angle > l.outerCone) {
|
||||
float intensity = (angle-l.outerCone)/(l.innerCone-l.outerCone);
|
||||
attenuation *= clamp(intensity, 0.0, 1.0);
|
||||
} else {
|
||||
attenuation = 0.0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// fast-rejection for faraway vertices
|
||||
if (attenuation <= 0.01) {
|
||||
return vec3(0,0,0);
|
||||
}
|
||||
|
||||
vec3 n = normalize(v_normal_ws);
|
||||
|
||||
float diffuse = max(dot(n, lightDir), 0.0);
|
||||
|
||||
vec3 halfVec = normalize(lightDir + u_cam_dir);
|
||||
float specular = pow(max(dot(n, halfVec), 0.0), l.power);
|
||||
|
||||
return (attenuation*l.ambient + diffuse*attenuation*l.diffuse + specular*attenuation*l.specular);
|
||||
}
|
||||
#endif
|
||||
#ifdef SHADING_VERTEXLIT
|
||||
vec3 shading_vertexlit(light_t l) {
|
||||
vec3 lightDir;
|
||||
float attenuation = 1.0;
|
||||
|
||||
if (l.type == LIGHT_DIRECTIONAL) {
|
||||
lightDir = normalize(-l.dir);
|
||||
} else if (l.type == LIGHT_POINT || l.type == LIGHT_SPOT) {
|
||||
vec3 toLight = l.pos - v_position_ws;
|
||||
lightDir = normalize(toLight);
|
||||
float distance = length(toLight);
|
||||
|
||||
/* fast-reject based on radius */
|
||||
if (l.radius != 0.0 && distance > l.radius) {
|
||||
return vec3(0,0,0);
|
||||
}
|
||||
attenuation = 1.0 / (l.constant + l.linear * distance + l.quadratic * (distance * distance));
|
||||
|
||||
if (l.type == LIGHT_SPOT) {
|
||||
float angle = dot(l.dir, -lightDir);
|
||||
if (angle > l.outerCone) {
|
||||
float intensity = (angle-l.outerCone)/(l.innerCone-l.outerCone);
|
||||
attenuation *= clamp(intensity, 0.0, 1.0);
|
||||
} else {
|
||||
attenuation = 0.0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// fast-rejection for faraway vertices
|
||||
if (attenuation <= 0.01) {
|
||||
return vec3(0,0,0);
|
||||
}
|
||||
|
||||
vec3 n = normalize(v_normal_ws);
|
||||
|
||||
float diffuse = max(dot(n, lightDir), 0.0);
|
||||
|
||||
vec3 halfVec = normalize(lightDir + u_cam_dir);
|
||||
float specular = pow(max(dot(n, halfVec), 0.0), l.power);
|
||||
|
||||
return (attenuation*l.ambient + diffuse*attenuation*l.diffuse + specular*attenuation*l.specular);
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
vec3 lighting() {
|
||||
vec3 lit = vec3(0,0,0);
|
||||
#ifndef SHADING_NONE
|
||||
#ifdef SHADING_PHONG
|
||||
for (int i=0; i<u_num_lights; i++) {
|
||||
lit += shading_phong(u_lights[i]);
|
||||
}
|
||||
#endif
|
||||
#ifdef SHADING_VERTEXLIT
|
||||
for (int i=0; i<u_num_lights; i++) {
|
||||
lit += shading_vertexlit(u_lights[i]);
|
||||
}
|
||||
#endif
|
||||
#ifdef SHADING_PBR
|
||||
#endif
|
||||
#endif
|
||||
return lit;
|
||||
}
|
|
@ -44,77 +44,7 @@ vec4 shadowing() {
|
|||
uniform vec3 u_cam_pos;
|
||||
uniform vec3 u_cam_dir;
|
||||
|
||||
uniform int u_num_lights;
|
||||
|
||||
struct light_t {
|
||||
int type;
|
||||
vec3 diffuse;
|
||||
vec3 specular;
|
||||
vec3 ambient;
|
||||
vec3 pos;
|
||||
vec3 dir;
|
||||
float power;
|
||||
float radius;
|
||||
float innerCone;
|
||||
float outerCone;
|
||||
|
||||
// falloff
|
||||
float constant;
|
||||
float linear;
|
||||
float quadratic;
|
||||
};
|
||||
|
||||
#define MAX_LIGHTS 16
|
||||
const int LIGHT_DIRECTIONAL = 0;
|
||||
const int LIGHT_POINT = 1;
|
||||
const int LIGHT_SPOT = 2;
|
||||
|
||||
uniform light_t u_lights[MAX_LIGHTS];
|
||||
|
||||
#ifdef SHADING_PHONG
|
||||
vec3 shading_phong(light_t l) {
|
||||
vec3 lightDir;
|
||||
float attenuation = 1.0;
|
||||
|
||||
if (l.type == LIGHT_DIRECTIONAL) {
|
||||
lightDir = normalize(-l.dir);
|
||||
} else if (l.type == LIGHT_POINT || l.type == LIGHT_SPOT) {
|
||||
vec3 toLight = l.pos - v_position_ws;
|
||||
lightDir = normalize(toLight);
|
||||
float distance = length(toLight);
|
||||
|
||||
/* fast-reject based on radius */
|
||||
if (l.radius != 0.0 && distance > l.radius) {
|
||||
return vec3(0,0,0);
|
||||
}
|
||||
attenuation = 1.0 / (l.constant + l.linear * distance + l.quadratic * (distance * distance));
|
||||
|
||||
if (l.type == LIGHT_SPOT) {
|
||||
float angle = dot(l.dir, -lightDir);
|
||||
if (angle > l.outerCone) {
|
||||
float intensity = (angle-l.outerCone)/(l.innerCone-l.outerCone);
|
||||
attenuation *= clamp(intensity, 0.0, 1.0);
|
||||
} else {
|
||||
attenuation = 0.0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// fast-rejection for faraway vertices
|
||||
if (attenuation <= 0.01) {
|
||||
return vec3(0,0,0);
|
||||
}
|
||||
|
||||
vec3 n = normalize(v_normal_ws);
|
||||
|
||||
float diffuse = max(dot(n, lightDir), 0.0);
|
||||
|
||||
vec3 halfVec = normalize(lightDir + u_cam_dir);
|
||||
float specular = pow(max(dot(n, halfVec), 0.0), l.power);
|
||||
|
||||
return (attenuation*l.ambient + diffuse*attenuation*l.diffuse + specular*attenuation*l.specular);
|
||||
}
|
||||
#endif
|
||||
#include "light.glsl"
|
||||
|
||||
#ifdef SHADING_PBR
|
||||
uniform vec2 resolution; /// set:640,480 // debug options below use this (USE_MAP_DEBUGGING, USE_AMBIENT_DEBUGGING)
|
||||
|
@ -349,20 +279,6 @@ vec3 specular_ibl( vec3 V, vec3 N, float roughness, vec3 fresnel )
|
|||
}
|
||||
#endif
|
||||
|
||||
vec3 lighting() {
|
||||
vec3 lit = vec3(0,0,0);
|
||||
#ifndef SHADING_NONE
|
||||
for (int i=0; i<u_num_lights; i++) {
|
||||
#ifdef SHADING_PHONG
|
||||
lit += shading_phong(u_lights[i]);
|
||||
#endif
|
||||
#ifdef SHADING_PBR
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
return lit;
|
||||
}
|
||||
|
||||
vec3 sh_lighting(vec3 n) {
|
||||
vec3 SHLightResult[9];
|
||||
SHLightResult[0] = 0.282095f * u_coefficients_sh[0];
|
||||
|
|
|
@ -6,6 +6,7 @@ uniform bool SKINNED; /// set:0
|
|||
uniform mat4 M; // RIM
|
||||
uniform mat4 VP;
|
||||
uniform mat4 P;
|
||||
uniform vec3 u_cam_dir;
|
||||
uniform int u_billboard;
|
||||
|
||||
#if 0
|
||||
|
@ -68,89 +69,7 @@ out vec3 v_to_camera;
|
|||
out vec3 v_vertcolor;
|
||||
|
||||
// lights
|
||||
#ifdef SHADING_VERTEXLIT
|
||||
uniform int u_num_lights;
|
||||
|
||||
struct light_t {
|
||||
int type;
|
||||
vec3 diffuse;
|
||||
vec3 specular;
|
||||
vec3 ambient;
|
||||
vec3 pos;
|
||||
vec3 dir;
|
||||
float radius;
|
||||
float power;
|
||||
float innerCone;
|
||||
float outerCone;
|
||||
|
||||
// falloff
|
||||
float constant;
|
||||
float linear;
|
||||
float quadratic;
|
||||
};
|
||||
|
||||
#define MAX_LIGHTS 16
|
||||
const int LIGHT_DIRECTIONAL = 0;
|
||||
const int LIGHT_POINT = 1;
|
||||
const int LIGHT_SPOT = 2;
|
||||
uniform light_t u_lights[MAX_LIGHTS];
|
||||
uniform vec3 u_cam_dir;
|
||||
|
||||
vec3 shading_vertexlit(light_t l) {
|
||||
vec3 lightDir;
|
||||
float attenuation = 1.0;
|
||||
|
||||
if (l.type == LIGHT_DIRECTIONAL) {
|
||||
lightDir = normalize(-l.dir);
|
||||
} else if (l.type == LIGHT_POINT || l.type == LIGHT_SPOT) {
|
||||
vec3 toLight = l.pos - v_position_ws;
|
||||
lightDir = normalize(toLight);
|
||||
float distance = length(toLight);
|
||||
|
||||
/* fast-reject based on radius */
|
||||
if (l.radius != 0.0 && distance > l.radius) {
|
||||
return vec3(0,0,0);
|
||||
}
|
||||
attenuation = 1.0 / (l.constant + l.linear * distance + l.quadratic * (distance * distance));
|
||||
|
||||
if (l.type == LIGHT_SPOT) {
|
||||
float angle = dot(l.dir, -lightDir);
|
||||
if (angle > l.outerCone) {
|
||||
float intensity = (angle-l.outerCone)/(l.innerCone-l.outerCone);
|
||||
attenuation *= clamp(intensity, 0.0, 1.0);
|
||||
} else {
|
||||
attenuation = 0.0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// fast-rejection for faraway vertices
|
||||
if (attenuation <= 0.01) {
|
||||
return vec3(0,0,0);
|
||||
}
|
||||
|
||||
vec3 n = normalize(v_normal_ws);
|
||||
|
||||
float diffuse = max(dot(n, lightDir), 0.0);
|
||||
|
||||
vec3 halfVec = normalize(lightDir + u_cam_dir);
|
||||
float specular = pow(max(dot(n, halfVec), 0.0), l.power);
|
||||
|
||||
return (attenuation*l.ambient + diffuse*attenuation*l.diffuse + specular*attenuation*l.specular);
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
vec3 lighting() {
|
||||
vec3 lit = vec3(0,0,0);
|
||||
#ifdef SHADING_VERTEXLIT
|
||||
for (int i=0; i<u_num_lights; i++) {
|
||||
lit += shading_vertexlit(u_lights[i]);
|
||||
}
|
||||
#endif
|
||||
return lit;
|
||||
}
|
||||
#include "light.glsl"
|
||||
|
||||
// shadow
|
||||
uniform mat4 model, view, inv_view;
|
||||
|
|
|
@ -381926,6 +381926,36 @@ unsigned shader(const char *vs, const char *fs, const char *attribs, const char
|
|||
return shader_geom(NULL, vs, fs, attribs, fragcolor, defines);
|
||||
}
|
||||
|
||||
static inline
|
||||
char *shader_process_includes(const char *src) {
|
||||
if (!src) return NULL;
|
||||
|
||||
char *includes = NULL;
|
||||
for each_substring(src, "\n", line) {
|
||||
if (line[0] == '#' && strstri(line, "#include")) {
|
||||
const char *start = strstri(line, "\"");
|
||||
const char *end = strstri(start+1, "\"");
|
||||
if (start && end) {
|
||||
char *filename = va("%.*s", (int)(end-start-1), start+1);
|
||||
char *included = vfs_read(filename);
|
||||
if (included) {
|
||||
char *nested_includes = shader_process_includes(included);
|
||||
includes = strcatf(&includes, "%s\n", nested_includes ? nested_includes : ""); //@leak
|
||||
} else {
|
||||
PANIC("!ERROR: shader(): Include file not found: %s\n", filename);
|
||||
}
|
||||
} else {
|
||||
PANIC("!ERROR: shader(): Invalid #include directive: %s\n", line);
|
||||
}
|
||||
} else
|
||||
{
|
||||
includes = strcatf(&includes, "\n%s", line); //@leak
|
||||
}
|
||||
}
|
||||
|
||||
return includes;
|
||||
}
|
||||
|
||||
static inline
|
||||
char *shader_preprocess(const char *src, const char *defines) {
|
||||
if (!src) return NULL;
|
||||
|
@ -381948,7 +381978,9 @@ char *shader_preprocess(const char *src, const char *defines) {
|
|||
#endif
|
||||
}
|
||||
|
||||
return va("%s\n%s\n%s", glsl_version, defines ? defines : "", src);
|
||||
char *processed_src = shader_process_includes(src);
|
||||
|
||||
return va("%s\n%s\n%s", glsl_version, defines ? defines : "", processed_src);
|
||||
}
|
||||
|
||||
unsigned shader_geom(const char *gs, const char *vs, const char *fs, const char *attribs, const char *fragcolor, const char *defines) {
|
||||
|
|
|
@ -270,6 +270,36 @@ unsigned shader(const char *vs, const char *fs, const char *attribs, const char
|
|||
return shader_geom(NULL, vs, fs, attribs, fragcolor, defines);
|
||||
}
|
||||
|
||||
static inline
|
||||
char *shader_process_includes(const char *src) {
|
||||
if (!src) return NULL;
|
||||
|
||||
char *includes = NULL;
|
||||
for each_substring(src, "\n", line) {
|
||||
if (line[0] == '#' && strstri(line, "#include")) {
|
||||
const char *start = strstri(line, "\"");
|
||||
const char *end = strstri(start+1, "\"");
|
||||
if (start && end) {
|
||||
char *filename = va("%.*s", (int)(end-start-1), start+1);
|
||||
char *included = vfs_read(filename);
|
||||
if (included) {
|
||||
char *nested_includes = shader_process_includes(included);
|
||||
includes = strcatf(&includes, "%s\n", nested_includes ? nested_includes : ""); //@leak
|
||||
} else {
|
||||
PANIC("!ERROR: shader(): Include file not found: %s\n", filename);
|
||||
}
|
||||
} else {
|
||||
PANIC("!ERROR: shader(): Invalid #include directive: %s\n", line);
|
||||
}
|
||||
} else
|
||||
{
|
||||
includes = strcatf(&includes, "\n%s", line); //@leak
|
||||
}
|
||||
}
|
||||
|
||||
return includes;
|
||||
}
|
||||
|
||||
static inline
|
||||
char *shader_preprocess(const char *src, const char *defines) {
|
||||
if (!src) return NULL;
|
||||
|
@ -292,7 +322,9 @@ char *shader_preprocess(const char *src, const char *defines) {
|
|||
#endif
|
||||
}
|
||||
|
||||
return va("%s\n%s\n%s", glsl_version, defines ? defines : "", src);
|
||||
char *processed_src = shader_process_includes(src);
|
||||
|
||||
return va("%s\n%s\n%s", glsl_version, defines ? defines : "", processed_src);
|
||||
}
|
||||
|
||||
unsigned shader_geom(const char *gs, const char *vs, const char *fs, const char *attribs, const char *fragcolor, const char *defines) {
|
||||
|
|
34
engine/v4k.c
34
engine/v4k.c
|
@ -17069,6 +17069,36 @@ unsigned shader(const char *vs, const char *fs, const char *attribs, const char
|
|||
return shader_geom(NULL, vs, fs, attribs, fragcolor, defines);
|
||||
}
|
||||
|
||||
static inline
|
||||
char *shader_process_includes(const char *src) {
|
||||
if (!src) return NULL;
|
||||
|
||||
char *includes = NULL;
|
||||
for each_substring(src, "\n", line) {
|
||||
if (line[0] == '#' && strstri(line, "#include")) {
|
||||
const char *start = strstri(line, "\"");
|
||||
const char *end = strstri(start+1, "\"");
|
||||
if (start && end) {
|
||||
char *filename = va("%.*s", (int)(end-start-1), start+1);
|
||||
char *included = vfs_read(filename);
|
||||
if (included) {
|
||||
char *nested_includes = shader_process_includes(included);
|
||||
includes = strcatf(&includes, "%s\n", nested_includes ? nested_includes : ""); //@leak
|
||||
} else {
|
||||
PANIC("!ERROR: shader(): Include file not found: %s\n", filename);
|
||||
}
|
||||
} else {
|
||||
PANIC("!ERROR: shader(): Invalid #include directive: %s\n", line);
|
||||
}
|
||||
} else
|
||||
{
|
||||
includes = strcatf(&includes, "\n%s", line); //@leak
|
||||
}
|
||||
}
|
||||
|
||||
return includes;
|
||||
}
|
||||
|
||||
static inline
|
||||
char *shader_preprocess(const char *src, const char *defines) {
|
||||
if (!src) return NULL;
|
||||
|
@ -17091,7 +17121,9 @@ char *shader_preprocess(const char *src, const char *defines) {
|
|||
#endif
|
||||
}
|
||||
|
||||
return va("%s\n%s\n%s", glsl_version, defines ? defines : "", src);
|
||||
char *processed_src = shader_process_includes(src);
|
||||
|
||||
return va("%s\n%s\n%s", glsl_version, defines ? defines : "", processed_src);
|
||||
}
|
||||
|
||||
unsigned shader_geom(const char *gs, const char *vs, const char *fs, const char *attribs, const char *fragcolor, const char *defines) {
|
||||
|
|
Loading…
Reference in New Issue