configurable renderer

This commit is contained in:
milek7
2018-07-25 12:14:55 +02:00
parent dfe48d72a4
commit da429650ab
20 changed files with 300 additions and 190 deletions

63
gl/glsl_common.cpp Normal file
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@@ -0,0 +1,63 @@
#include "glsl_common.h"
std::string gl::glsl_common;
void gl::glsl_common_setup()
{
glsl_common =
"#define SHADOWMAP_ENABLED " + std::to_string((int)Global.gfx_shadowmap_enabled) + "\n" +
"#define ENVMAP_ENABLED " + std::to_string((int)Global.gfx_envmap_enabled) + "\n" +
"#define MOTIONBLUR_ENABLED " + std::to_string((int)Global.gfx_postfx_motionblur_enabled) + "\n" +
"const uint MAX_LIGHTS = " + std::to_string(MAX_LIGHTS) + "U;\n" +
"const uint MAX_PARAMS = " + std::to_string(MAX_PARAMS) + "U;\n" +
R"STRING(
const uint LIGHT_SPOT = 0U;
const uint LIGHT_POINT = 1U;
const uint LIGHT_DIR = 2U;
struct light_s
{
vec3 pos;
uint type;
vec3 dir;
float in_cutoff;
vec3 color;
float out_cutoff;
float linear;
float quadratic;
};
layout(std140) uniform light_ubo
{
vec3 ambient;
float fog_density;
vec3 fog_color;
uint lights_count;
light_s lights[MAX_LIGHTS];
};
layout (std140) uniform model_ubo
{
mat4 modelview;
mat3 modelviewnormal;
vec4 param[MAX_PARAMS];
mat4 future;
float opacity;
float emission;
};
layout (std140) uniform scene_ubo
{
mat4 projection;
mat4 lightview;
float time;
};
)STRING";
}

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@@ -1,59 +1,10 @@
#pragma once
#include "ubo.h"
#include "Globals.h"
namespace gl
{
const std::string glsl_common =
"const uint MAX_LIGHTS = " + std::to_string(MAX_LIGHTS) + "U;\n" +
"const uint MAX_PARAMS = " + std::to_string(MAX_PARAMS) + "U;\n" +
"const uint ENVMAP_SIZE = " + std::to_string(ENVMAP_SIZE) + "U;\n" +
R"STRING(
const uint LIGHT_SPOT = 0U;
const uint LIGHT_POINT = 1U;
const uint LIGHT_DIR = 2U;
struct light_s
{
vec3 pos;
uint type;
vec3 dir;
float in_cutoff;
vec3 color;
float out_cutoff;
float linear;
float quadratic;
};
layout(std140) uniform light_ubo
{
vec3 ambient;
float fog_density;
vec3 fog_color;
uint lights_count;
light_s lights[MAX_LIGHTS];
};
layout (std140) uniform model_ubo
{
mat4 modelview;
mat3 modelviewnormal;
vec4 param[MAX_PARAMS];
mat4 future;
float opacity;
float emission;
};
layout (std140) uniform scene_ubo
{
mat4 projection;
mat4 lightview;
float time;
};
)STRING";
extern std::string glsl_common;
void glsl_common_setup();
}