mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-18 00:49:19 +02:00
115 lines
3.7 KiB
C++
115 lines
3.7 KiB
C++
#include "stdafx.h"
|
|
#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" +
|
|
"#define POSTFX_ENABLED " + std::to_string((int)!Global.gfx_skippipeline) + "\n" +
|
|
"#define EXTRAEFFECTS_ENABLED " + std::to_string((int)Global.gfx_extraeffects) + "\n" +
|
|
"#define MAX_LIGHTS " + std::to_string(MAX_LIGHTS) + "U\n" +
|
|
"#define MAX_CASCADES " + std::to_string(MAX_CASCADES) + "U\n" +
|
|
"#define MAX_PARAMS " + std::to_string(MAX_PARAMS) + "U\n" +
|
|
"#define MAX_INSTANCES_PER_BATCH " + std::to_string(MAX_INSTANCES_PER_BATCH) + "U\n" +
|
|
R"STRING(
|
|
const uint LIGHT_SPOT = 0U;
|
|
const uint LIGHT_POINT = 1U;
|
|
const uint LIGHT_DIR = 2U;
|
|
const uint LIGHT_HEADLIGHTS = 3U;
|
|
|
|
struct light_s
|
|
{
|
|
vec3 pos;
|
|
uint type;
|
|
|
|
vec3 dir;
|
|
float in_cutoff;
|
|
|
|
vec3 color;
|
|
float out_cutoff;
|
|
|
|
float linear;
|
|
float quadratic;
|
|
|
|
float intensity;
|
|
float ambient;
|
|
|
|
mat4 headlight_projection;
|
|
vec4 headlight_weights;
|
|
};
|
|
|
|
layout(std140) uniform light_ubo
|
|
{
|
|
vec3 ambient;
|
|
|
|
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;
|
|
float fog_density;
|
|
float alpha_mult;
|
|
float shadow_tone;
|
|
};
|
|
|
|
layout (std140) uniform scene_ubo
|
|
{
|
|
mat4 projection;
|
|
mat4 inv_view;
|
|
mat4 lightview[MAX_CASCADES];
|
|
vec3 cascade_end;
|
|
float time;
|
|
vec4 rain_params;
|
|
vec4 wiper_pos;
|
|
vec4 wiper_timer_out;
|
|
vec4 wiper_timer_return;
|
|
};
|
|
|
|
// Per-instance modelview matrices for GPU-instanced draws.
|
|
// The UBO itself is declared in every stage so the binding stays valid,
|
|
// but the helper functions reference gl_InstanceID which is vertex-only,
|
|
// so they are guarded behind STAGE_VERTEX.
|
|
layout (std140) uniform instance_ubo
|
|
{
|
|
mat4 instance_modelview[MAX_INSTANCES_PER_BATCH];
|
|
};
|
|
|
|
#ifdef STAGE_VERTEX
|
|
// For non-instanced draws gl_InstanceID == 0 and slot 0 is permanently set
|
|
// to identity, so effective_modelview() reduces to model_ubo.modelview.
|
|
// For instanced draws the C++ side uploads camera-space root transforms for
|
|
// instances 0..N-1 and sets model_ubo.modelview to the submodel-local chain
|
|
// (computed from identity, NOT from the camera/instance), so the product
|
|
// gives the correct final transform per instance per submodel.
|
|
mat4 effective_modelview() {
|
|
return instance_modelview[gl_InstanceID] * modelview;
|
|
}
|
|
mat3 effective_modelviewnormal() {
|
|
// instance_modelview can include per-instance scale (uniform or per-axis),
|
|
// so its upper-3x3 is NOT its own inverse-transpose in the non-uniform
|
|
// case. Compute the correct normal matrix via transpose(inverse(...)).
|
|
// For pure rotation+translation this still produces the rotation matrix
|
|
// (one extra mat3 inverse per vertex — modern GPUs handle it cheaply).
|
|
mat3 instance_mv3 = mat3(instance_modelview[gl_InstanceID]);
|
|
mat3 instance_normal = transpose(inverse(instance_mv3));
|
|
return instance_normal * modelviewnormal;
|
|
}
|
|
#endif
|
|
|
|
)STRING";
|
|
}
|