[Evas: Evas_3D] Refactor shader system: refactored parallax shade mode.

Reviewers: cedric, jpeg

Subscribers: cedric

Differential Revision: https://phab.enlightenment.org/D2241
This commit is contained in:
Dmytro Dadyka 2015-03-25 10:35:42 -07:00 committed by Jean-Philippe ANDRE
parent 7ba3a2bd7c
commit a4d1cfa609
3 changed files with 36 additions and 194 deletions

View File

@ -1328,7 +1328,7 @@ static const char const parallax_occlusion_vert_glsl[] =
"}\n"
"void main()\n"
"{\n"
"#ifdef VERTEX_POSITION_BLEND\n"
" #ifdef VERTEX_POSITION_BLEND\n"
" vec4 position = aPosition0 * uPositionWeight +\n"
" aPosition1 * (1.0 - uPositionWeight);\n"
" position = vec4(position.xyz, 1.0);\n"
@ -1337,7 +1337,7 @@ static const char const parallax_occlusion_vert_glsl[] =
" vec4 position = vec4(aPosition0.xyz, 1.0);\n"
"#endif // VERTEX_POSITION\n"
"#endif //VERTEX_POSITION_BLEND\n"
"#ifdef VERTEX_NORMAL_BLEND\n"
" #ifdef VERTEX_NORMAL_BLEND\n"
" vec3 normal = aNormal0.xyz * uNormalWeight +\n"
" aNormal1.xyz * (1.0 - uNormalWeight);\n"
"#else\n"
@ -1353,7 +1353,7 @@ static const char const parallax_occlusion_vert_glsl[] =
" vec3 tangent = aTangent0.xyz;\n"
"#endif //VERTEX_TANGENT\n"
"#endif //VERTEX_TANGENT_BLEND\n"
"#ifdef VERTEX_TEXCOORD_BLEND\n"
" #ifdef VERTEX_TEXCOORD_BLEND\n"
" vTexCoord = aTexCoord0.st * uTexCoordWeight +\n"
" aTexCoord1.st * (1.0 - uTexCoordWeight);\n"
"#else\n"
@ -1363,7 +1363,7 @@ static const char const parallax_occlusion_vert_glsl[] =
"#endif //VERTEX_TEXCOORD_BLEND\n"
" gl_Position = uMatrixMvp * position;\n"
" vertexParallaxOcclusion(position, normal, tangent);\n"
"#ifdef SHADOWED\n"
" #ifdef SHADOWED\n"
" vLightPosition = uMatrixLight * position;\n"
"#endif //SHADOWED\n"
"}\n";
@ -1389,6 +1389,16 @@ static const char const parallax_occlusion_frag_glsl[] =
"varying vec4 vLightPosition;\n"
"uniform sampler2D uShadowMap;\n"
"float shadow;\n"
"float pcf(vec4 lpos, float size)\n"
" {\n"
" vec3 smcoord = lpos.xyz / lpos.w * 0.5 + 0.5;\n"
" float i, j, randx, randy, shadow;\n"
" shadow = 0.0;\n"
" for (i = -4.0; i < 4.0; i++)\n"
" for (j = -4.0; j < 4.0; j++)\n"
" shadow += float(smcoord.z <= texture2D(uShadowMap, smcoord.xy + vec2(i / 8.0, j / 8.0)*size).x);\n"
" return shadow / 64.0;\n"
"}\n"
"#endif //SHADOWED\n"
"#ifdef NORMAL_TEXTURE_BLEND\n"
"uniform sampler2D uTextureNormal1;\n"
@ -1449,9 +1459,7 @@ static const char const parallax_occlusion_frag_glsl[] =
"const float parallaxScale = 0.2;\n"
"vec2 parallaxMapping(in vec3 view, in vec2 tex, out float parallaxHeight)\n"
"{\n"
" const float minLayers = 10.0;\n"
" const float maxLayers = 30.0;\n"
" float numLayers = mix(maxLayers, minLayers, abs(dot(vec3(0, 0, 1), view)));\n"
" const float numLayers = 15.0;\n"
" vec2 texStep = parallaxScale * view.xy / view.z / numLayers;\n"
" float layerHeight = 1.0 / numLayers;\n"
" float curLayerHeight = 0.0;\n"
@ -1588,26 +1596,15 @@ static const char const parallax_occlusion_frag_glsl[] =
" gl_FragColor += color;\n"
"#endif //EMISSION\n"
"}\n"
"#ifdef SHADOWED\n"
"float pcf(vec4 lpos, float size)\n"
"{\n"
" vec3 smcoord = lpos.xyz / lpos.w * 0.5 + 0.5;\n"
" float i, j, randx, randy, shadow;\n"
" shadow = 0.0;\n"
" for (i = -4.0; i < 4.0; i++)\n"
" for (j = -4.0; j < 4.0; j++)\n"
" shadow += float(smcoord.z <= texture2D(uShadowMap, smcoord.xy +vec2(i / 8.0, j / 8.0)*size).x);\n"
" return shadow / 64.0;\n"
"}\n"
"#endif //SHADOWED\n"
"void main() {\n"
"#ifdef SHADOWED\n"
" shadow = pcf(vLightPosition, 1.0 / 200.0);\n"
"#endif //SHADOWED\n"
" fragmentParallaxMap();\n"
" \n"
"#ifdef FOG_ENABLED\n"
" float z = gl_FragCoord.z / gl_FragCoord.w;\n"
" float fogFactor = exp2( -uFogFactor * uFogFactor * z * z * 1.44);\n"
" float fogFactor = exp2(-uFogFactor * uFogFactor * z * z * 1.44);\n"
" fogFactor = clamp(fogFactor, 0.0, 1.0);\n"
" gl_FragColor = mix(uFogColor, gl_FragColor, fogFactor);\n"
"#endif //FOG_ENABLED\n"

View File

@ -7,99 +7,25 @@ varying vec3 vEyeVector;
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
FRAGMENT_SHADER_USE_FOG
FRAGMENT_SHADER_USE_SHADOWS
#ifdef NORMAL_TEXTURE_BLEND
uniform sampler2D uTextureNormal1;
uniform float uTextureNormalWeight;
#endif //NORMAL_TEXTURE_BLEND
#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
FRAGMENT_SHADER_USE_DIFFUSE_TERM
FRAGMENT_SHADER_USE_SPECULAR_TERM
FRAGMENT_SHADER_USE_AMBIENT_TERM
FRAGMENT_SHADER_USE_EMISSION_TERM
FRAGMENT_SHADER_USE_LIGHT
const float parallaxScale = 0.2;
vec2 parallaxMapping(in vec3 view, in vec2 tex, out float parallaxHeight)
{
const float minLayers = 10.0;
const float maxLayers = 30.0;
float numLayers = mix(maxLayers, minLayers, abs(dot(vec3(0, 0, 1), view)));
const float numLayers = 15.0;
vec2 texStep = parallaxScale * view.xy / view.z / numLayers;
float layerHeight = 1.0 / numLayers;
@ -281,19 +207,6 @@ void fragmentParallaxMap()
}
#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
@ -302,12 +215,7 @@ void main() {
fragmentParallaxMap();
#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
FRAGMENT_SHADER_FOG_APPLY
}

View File

@ -6,28 +6,9 @@ varying vec3 vLightVector;
varying vec3 vLightHalfVector;
varying vec3 vEyeVector;
#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
VERTEX_SHADER_USE_SHADOWS
VERTEX_SHADER_USE_POSITION
VERTEX_SHADER_USE_NORMALS
#ifdef VERTEX_TANGENT
attribute vec4 aTangent0;
@ -38,22 +19,9 @@ 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
VERTEX_SHADER_USE_TEXCOORD
VERTEX_SHADER_NEED_TEX_COORD
VERTEX_SHADER_USE_LIGHT_ATTENUATION
void vertexParallaxOcclusion(vec4 position, vec3 normal, vec3 tangent)
{
@ -96,28 +64,8 @@ void vertexParallaxOcclusion(vec4 position, vec3 normal, vec3 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
VERTEX_SHADER_POSITION
VERTEX_SHADER_NORMAL
#ifdef VERTEX_TANGENT_BLEND
vec3 tangent = aTangent0.xyz * uTangentWeight +
@ -130,22 +78,11 @@ void main()
#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
VERTEX_SHADER_TEXCOORD
gl_Position = uMatrixMvp * position;
vertexParallaxOcclusion(position, normal, tangent);
#ifdef SHADOWED
vLightPosition = uMatrixLight * position;
#endif //SHADOWED
VERTEX_SHADER_SHADOWED
}