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maszyna/gl/glsl_common.cpp
2026-05-09 23:29:20 +02:00

110 lines
3.4 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 is rotation+translation only (no scale), so its
// upper-3x3 is its own inverse-transpose (rotation matrix).
return mat3(instance_modelview[gl_InstanceID]) * modelviewnormal;
}
#endif
)STRING";
}