mobile building rendering

This commit is contained in:
aap
2021-01-10 19:45:58 +01:00
parent c3b6e9da43
commit 93ea98520b
14 changed files with 327 additions and 25 deletions

View File

@@ -4,7 +4,7 @@ all: im2d_gl.inc simple_fs_gl.inc default_UV2_gl.inc \
neoWorldVC_fs_gl.inc neoGloss_vs_gl.inc neoGloss_fs_gl.inc \
neoVehicle_vs_gl.inc neoVehicle_fs_gl.inc \
im2d_UV2_gl.inc screenDroplet_fs_gl.inc \
leedsBuilding_vs_gl.inc scale_fs_gl.inc \
leedsBuilding_vs_gl.inc leedsBuilding_mobile_vs_gl.inc scale_fs_gl.inc \
leedsVehicle_vs_gl.inc leedsVehicle_add_gl.inc leedsVehicle_blend_gl.inc
im2d_gl.inc: im2d.vert
@@ -84,6 +84,11 @@ leedsBuilding_vs_gl.inc: leedsBuilding.vert
sed 's/..*/"&\\n"/' leedsBuilding.vert;\
echo ';') >leedsBuilding_vs_gl.inc
leedsBuilding_mobile_vs_gl.inc: leedsBuilding_mobile.vert
(echo 'const char *leedsBuilding_mobile_vert_src =';\
sed 's/..*/"&\\n"/' leedsBuilding_mobile.vert;\
echo ';') >leedsBuilding_mobile_vs_gl.inc
scale_fs_gl.inc: scale.frag
(echo 'const char *scale_frag_src =';\
sed 's/..*/"&\\n"/' scale.frag;\

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@@ -2,7 +2,6 @@
#define surfEmissive (surfProps.w)
float4 emissive : register(c41);
float4 ambient : register(c42);

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@@ -0,0 +1,52 @@
uniform vec4 u_amb;
uniform vec4 u_emiss;
#define surfEmissive (u_surfProps.w)
#define vertContrast (1.5)
#define vertBrightness (0.25)
#define ambientContrast (1.2)
#define ambientBrightness (0.1)
#define emissiveContrast (1.25)
#define emissiveBrightness (0.05)
VSIN(ATTRIB_POS) vec3 in_pos;
VSOUT vec4 v_color;
VSOUT vec2 v_tex0;
VSOUT float v_fog;
void
main(void)
{
vec4 Vertex = u_world * vec4(in_pos, 1.0);
gl_Position = u_proj * u_view * Vertex;
vec3 Normal = mat3(u_world) * in_normal;
v_tex0 = in_tex0;
vec4 vertCol = in_color;
vec4 amb = u_amb;
vec4 emiss = u_emiss;
vertCol.xyz = ((vertCol.xyz - 0.5) * max(vertContrast, 0.0)) + 0.5;
vertCol.xyz += vertBrightness;
vertCol.xyz = max(vertCol.xyz, vec3(0.0,0.0,0.0));
amb.xyz = ((amb.xyz - 0.5) * max(ambientContrast, 0.0)) + 0.5;
amb.xyz += ambientBrightness;
amb.xyz = max(amb.xyz, vec3(0.0,0.0,0.0));
emiss.xyz = ((emiss.xyz - 0.5) * max(emissiveContrast, 0.0)) + 0.5;
emiss.xyz += emissiveBrightness;
emiss.xyz = max(emiss.xyz, vec3(0.0,0.0,0.0));
v_color.xyz = emiss.xyz + (vertCol.xyz * amb.xyz);
v_color.w = vertCol.w;
v_color = clamp(v_color, 0.0, 1.0);
v_color.a *= u_matColor.a;
v_fog = DoFog(gl_Position.w);
}

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@@ -0,0 +1,64 @@
#include "standardConstants.h"
#define surfEmissive (surfProps.w)
#define vertContrast (1.5)
#define vertBrightness (0.25)
#define ambientContrast (1.2)
#define ambientBrightness (0.1)
#define emissiveContrast (1.25)
#define emissiveBrightness (0.05)
float4 emissive : register(c41);
float4 ambient : register(c42);
struct VS_in
{
float4 Position : POSITION;
float3 Normal : NORMAL;
float2 TexCoord : TEXCOORD0;
float4 Prelight : COLOR0;
};
struct VS_out {
float4 Position : POSITION;
float3 TexCoord0 : TEXCOORD0; // also fog
float4 Color : COLOR0;
};
VS_out main(in VS_in input)
{
VS_out output;
output.Position = mul(combinedMat, input.Position);
float3 Vertex = mul(worldMat, input.Position).xyz;
float3 Normal = mul(normalMat, input.Normal);
output.TexCoord0.xy = input.TexCoord;
float4 vertCol = input.Prelight;
float4 amb = ambient;
float4 emiss = emissive;
vertCol.xyz = ((vertCol.xyz - 0.5) * max(vertContrast, 0.0)) + 0.5;
vertCol.xyz += vertBrightness;
vertCol.xyz = max(vertCol.xyz, float3(0.0,0.0,0.0));
amb.xyz = ((amb.xyz - 0.5) * max(ambientContrast, 0.0)) + 0.5;
amb.xyz += ambientBrightness;
amb.xyz = max(amb.xyz, float3(0.0,0.0,0.0));
emiss.xyz = ((emiss.xyz - 0.5) * max(emissiveContrast, 0.0)) + 0.5;
emiss.xyz += emissiveBrightness;
emiss.xyz = max(emiss.xyz, float3(0.0,0.0,0.0));
output.Color.xyz = emiss.xyz + (vertCol.xyz * amb.xyz);
output.Color.w = vertCol.w;
output.Color = clamp(output.Color, 0.0, 1.0);
output.Color.a *= matCol.a;
output.TexCoord0.z = clamp((output.Position.w - fogEnd)*fogRange, fogDisable, 1.0);
return output;
}

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@@ -0,0 +1,70 @@
static unsigned char leedsBuilding_mobile_VS_cso[] = {
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};

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@@ -0,0 +1,54 @@
const char *leedsBuilding_mobile_vert_src =
"uniform vec4 u_amb;\n"
"uniform vec4 u_emiss;\n"
"#define surfEmissive (u_surfProps.w)\n"
"#define vertContrast (1.5)\n"
"#define vertBrightness (0.25)\n"
"#define ambientContrast (1.2)\n"
"#define ambientBrightness (0.1)\n"
"#define emissiveContrast (1.25)\n"
"#define emissiveBrightness (0.05)\n"
"VSIN(ATTRIB_POS) vec3 in_pos;\n"
"VSOUT vec4 v_color;\n"
"VSOUT vec2 v_tex0;\n"
"VSOUT float v_fog;\n"
"void\n"
"main(void)\n"
"{\n"
" vec4 Vertex = u_world * vec4(in_pos, 1.0);\n"
" gl_Position = u_proj * u_view * Vertex;\n"
" vec3 Normal = mat3(u_world) * in_normal;\n"
" v_tex0 = in_tex0;\n"
" vec4 vertCol = in_color;\n"
" vec4 amb = u_amb;\n"
" vec4 emiss = u_emiss;\n"
" vertCol.xyz = ((vertCol.xyz - 0.5) * max(vertContrast, 0.0)) + 0.5;\n"
" vertCol.xyz += vertBrightness;\n"
" vertCol.xyz = max(vertCol.xyz, vec3(0.0,0.0,0.0));\n"
" \n"
" amb.xyz = ((amb.xyz - 0.5) * max(ambientContrast, 0.0)) + 0.5;\n"
" amb.xyz += ambientBrightness;\n"
" amb.xyz = max(amb.xyz, vec3(0.0,0.0,0.0));\n"
" \n"
" emiss.xyz = ((emiss.xyz - 0.5) * max(emissiveContrast, 0.0)) + 0.5;\n"
" emiss.xyz += emissiveBrightness;\n"
" emiss.xyz = max(emiss.xyz, vec3(0.0,0.0,0.0));\n"
" v_color.xyz = emiss.xyz + (vertCol.xyz * amb.xyz);\n"
" v_color.w = vertCol.w;\n"
" v_color = clamp(v_color, 0.0, 1.0);\n"
" v_color.a *= u_matColor.a;\n"
" v_fog = DoFog(gl_Position.w);\n"
"}\n"
;