celestia/src/celengine/shadermanager.cpp

2435 lines
76 KiB
C++

// shadermanager.cpp
//
// Copyright (C) 2001-2007, Chris Laurel <claurel@shatters.net>
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
#include "gl.h"
#include "glext.h"
#include "shadermanager.h"
#include <iostream>
#include <fstream>
#include <iomanip>
#include <cstdio>
#include <cassert>
using namespace std;
// GLSL on Mac OS X appears to have a bug that precludes us from using structs
// #define USE_GLSL_STRUCTS
ShaderManager g_ShaderManager;
static const char* errorVertexShaderSource =
"void main(void) {\n"
" gl_Position = ftransform();\n"
"}\n";
static const char* errorFragmentShaderSource =
"void main(void) {\n"
" gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n"
"}\n";
static const string CommonHeader("#version 110\n");
ShaderManager&
GetShaderManager()
{
return g_ShaderManager;
}
ShaderProperties::ShaderProperties() :
nLights(0),
texUsage(0),
lightModel(DiffuseModel),
shadowCounts(0),
effects(0)
{
}
bool
ShaderProperties::usesShadows() const
{
return (texUsage & RingShadowTexture) != 0 ||
(texUsage & CloudShadowTexture) != 0 ||
shadowCounts != 0;
}
bool
ShaderProperties::usesFragmentLighting() const
{
if ((texUsage & NormalTexture) != 0 || lightModel == PerPixelSpecularModel)
return true;
else
return false;
}
unsigned int
ShaderProperties::getShadowCountForLight(unsigned int i) const
{
return (shadowCounts >> i * 2) & 3;
}
void
ShaderProperties::setShadowCountForLight(unsigned int light, unsigned int n)
{
assert(n <= MaxShaderShadows);
assert(light < MaxShaderLights);
if (n <= MaxShaderShadows && light < MaxShaderLights)
{
shadowCounts &= ~(3 << light * 2);
shadowCounts |= n << light * 2;
}
}
bool
ShaderProperties::hasShadowsForLight(unsigned int light) const
{
assert(light < MaxShaderLights);
return getShadowCountForLight(light) != 0 ||
(texUsage & (RingShadowTexture | CloudShadowTexture)) != 0;
}
// Returns true if diffuse, specular, bump, and night textures all use the
// same texture coordinate set.
bool
ShaderProperties::hasSharedTextureCoords() const
{
return (texUsage & SharedTextureCoords) != 0;
}
bool
ShaderProperties::hasSpecular() const
{
switch (lightModel)
{
case SpecularModel:
case PerPixelSpecularModel:
return true;
default:
return false;
}
}
bool
ShaderProperties::hasScattering() const
{
return (texUsage & Scattering) != 0;
}
bool
ShaderProperties::isViewDependent() const
{
switch (lightModel)
{
case DiffuseModel:
case ParticleDiffuseModel:
case EmissiveModel:
return false;
default:
return true;
}
}
bool
ShaderProperties::usesTangentSpaceLighting() const
{
return (texUsage & NormalTexture) != 0;
}
bool operator<(const ShaderProperties& p0, const ShaderProperties& p1)
{
if (p0.texUsage < p1.texUsage)
return true;
else if (p1.texUsage < p0.texUsage)
return false;
if (p0.nLights < p1.nLights)
return true;
else if (p1.nLights < p0.nLights)
return false;
if (p0.shadowCounts < p1.shadowCounts)
return true;
else if (p1.shadowCounts < p0.shadowCounts)
return false;
if (p0.effects < p1.effects)
return true;
else if (p1.effects < p0.effects)
return false;
return (p0.lightModel < p1.lightModel);
}
ShaderManager::ShaderManager()
{
if (g_shaderLogFile == NULL)
#ifdef _WIN32
g_shaderLogFile = new ofstream("shaders.log");
#else
g_shaderLogFile = new ofstream("/tmp/celestia-shaders.log");
#endif
}
ShaderManager::~ShaderManager()
{
}
CelestiaGLProgram*
ShaderManager::getShader(const ShaderProperties& props)
{
map<ShaderProperties, CelestiaGLProgram*>::iterator iter = shaders.find(props);
if (iter != shaders.end())
{
// Shader already exists
return iter->second;
}
else
{
// Create a new shader and add it to the table of created shaders
CelestiaGLProgram* prog = buildProgram(props);
shaders[props] = prog;
return prog;
}
}
static string
LightProperty(unsigned int i, const char* property)
{
char buf[64];
#ifndef USE_GLSL_STRUCTS
sprintf(buf, "light%d_%s", i, property);
#else
sprintf(buf, "lights[%d].%s", i, property);
#endif
return string(buf);
}
static string
FragLightProperty(unsigned int i, const char* property)
{
char buf[64];
sprintf(buf, "light%s%d", property, i);
return string(buf);
}
#if 0
static string
IndexedParameter(const char* name, unsigned int index)
{
char buf[64];
sprintf(buf, "%s%d", name, index);
return string(buf);
}
#endif
static string
IndexedParameter(const char* name, unsigned int index0, unsigned int index1)
{
char buf[64];
sprintf(buf, "%s%d_%d", name, index0, index1);
return string(buf);
}
static string
RingShadowTexCoord(unsigned int index)
{
char buf[64];
sprintf(buf, "ringShadowTexCoord.%c", "xyzw"[index]);
return string(buf);
}
static string
CloudShadowTexCoord(unsigned int index)
{
char buf[64];
sprintf(buf, "cloudShadowTexCoord%d", index);
return string(buf);
}
static string
VarScatterInVS()
{
return string("gl_FrontSecondaryColor.rgb");
}
static string
VarScatterInFS()
{
return string("gl_SecondaryColor.rgb");
}
static void
DumpShaderSource(ostream& out, const std::string& source)
{
bool newline = true;
unsigned int lineNumber = 0;
for (unsigned int i = 0; i < source.length(); i++)
{
if (newline)
{
lineNumber++;
out << setw(3) << lineNumber << ": ";
newline = false;
}
out << source[i];
if (source[i] == '\n')
newline = true;
}
out.flush();
}
static string
DeclareLights(const ShaderProperties& props)
{
if (props.nLights == 0)
return string("");
char lightSourceBuf[128];
#ifndef USE_GLSL_STRUCTS
string lightSourceDecl;
for (unsigned int i = 0; i < props.nLights; i++)
{
sprintf(lightSourceBuf,
"uniform vec3 light%d_direction;\n"
"uniform vec3 light%d_diffuse;\n"
"uniform vec3 light%d_specular;\n"
"uniform vec3 light%d_halfVector;\n",
i, i, i, i);
lightSourceDecl += string(lightSourceBuf);
}
return lightSourceDecl;
#else
sprintf(lightSourceBuf,
"uniform struct {\n"
" vec3 direction;\n"
" vec3 diffuse;\n"
" vec3 specular;\n"
" vec3 halfVector;\n"
"} lights[%d];\n",
props.nLights);
return string(lightSourceBuf);
#endif
}
static string
SeparateDiffuse(unsigned int i)
{
// Used for packing multiple diffuse factors into the diffuse color.
char buf[32];
sprintf(buf, "diffFactors.%c", "xyzw"[i & 3]);
return string(buf);
}
static string
SeparateSpecular(unsigned int i)
{
// Used for packing multiple specular factors into the specular color.
char buf[32];
sprintf(buf, "specFactors.%c", "xyzw"[i & 3]);
return string(buf);
}
// Used by rings shader
static string
ShadowDepth(unsigned int i)
{
char buf[32];
sprintf(buf, "shadowDepths.%c", "xyzw"[i & 3]);
return string(buf);
}
static string
TexCoord2D(unsigned int i)
{
char buf[64];
sprintf(buf, "gl_MultiTexCoord%d.st", i);
return string(buf);
}
// Tangent space light direction
static string
LightDir_tan(unsigned int i)
{
char buf[32];
sprintf(buf, "lightDir_tan_%d", i);
return string(buf);
}
static string
LightHalfVector(unsigned int i)
{
char buf[32];
sprintf(buf, "lightHalfVec%d", i);
return string(buf);
}
static string
ScatteredColor(unsigned int i)
{
char buf[32];
sprintf(buf, "scatteredColor%d", i);
return string(buf);
}
static string
TangentSpaceTransform(const string& dst, const string& src)
{
string source;
source += dst + ".x = dot(tangent, " + src + ");\n";
source += dst + ".y = dot(-bitangent, " + src + ");\n";
source += dst + ".z = dot(gl_Normal, " + src + ");\n";
return source;
}
static string
NightTextureBlend()
{
// Output the blend factor for night lights textures
return string("totalLight = 1.0 - totalLight;\n"
"totalLight = totalLight * totalLight * totalLight * totalLight;\n");
}
// Return true if the color sum from all light sources should be computed in
// the vertex shader, and false if it will be done by the pixel shader.
static bool
VSComputesColorSum(const ShaderProperties& props)
{
return !props.usesShadows() && props.lightModel != ShaderProperties::PerPixelSpecularModel;
}
static string
AssignDiffuse(unsigned int lightIndex, const ShaderProperties& props)
{
if (VSComputesColorSum(props))
return string("diff.rgb += ") + LightProperty(lightIndex, "diffuse") + " * ";
else
return SeparateDiffuse(lightIndex) + " = ";
}
// Values used in generated shaders:
// N - surface normal
// V - view vector: the normalized direction from vertex to eye
// L - light direction: normalized direction from vertex to light
// H - half vector for Blinn-Phong lighting: normalized, bisects L and V
// R - reflected light direction
// NL - dot product of light and normal vectors
// NV - dot product of light and view vectors
// NH - dot product of light and half vectors
static string
AddDirectionalLightContrib(unsigned int i, const ShaderProperties& props)
{
string source;
if (props.lightModel == ShaderProperties::ParticleDiffuseModel)
{
// The ParticleDiffuse model doesn't use a surface normal; vertices
// are lit as if they were infinitesimal spherical particles,
// unaffected by light direction except when considering shadows.
source += "NL = 1.0;\n";
}
else
{
source += "NL = max(0.0, dot(gl_Normal, " +
LightProperty(i, "direction") + "));\n";
}
if (props.lightModel == ShaderProperties::SpecularModel)
{
source += "H = normalize(" + LightProperty(i, "direction") + " + normalize(eyePosition - gl_Vertex.xyz));\n";
source += "NH = max(0.0, dot(gl_Normal, H));\n";
// The calculation below uses the infinite viewer approximation. It's slightly faster,
// but results in less accurate rendering.
// source += "NH = max(0.0, dot(gl_Normal, " + LightProperty(i, "halfVector") + "));\n";
}
if (props.usesTangentSpaceLighting())
{
source += TangentSpaceTransform(LightDir_tan(i), LightProperty(i, "direction"));
// Diffuse color is computed in the fragment shader
}
else if (props.lightModel == ShaderProperties::PerPixelSpecularModel)
{
source += SeparateDiffuse(i) + " = NL;\n";
// Specular is computed in the fragment shader; half vectors are required
// for the calculation
source += LightHalfVector(i) + " = " + LightProperty(i, "direction") + " + eyeDir;\n";
}
else if (props.lightModel == ShaderProperties::OrenNayarModel)
{
source += "float cosAlpha = min(NV, NL);\n";
source += "float cosBeta = max(NV, NL);\n";
source += "float sinAlpha = sqrt(1.0 - cosAlpha * cosAlpha);\n";
source += "float sinBeta = sqrt(1.0 - cosBeta * cosBeta);\n";
source += "float tanBeta = sinBeta / cosBeta;\n";
source += "float cosAzimuth = dot(normalize(eye - gl_Normal * NV), normalize(light - gl_Normal * NL));\n";
// TODO: precalculate these constants; place them in uniform values
source += "float roughness2 = 0.7 * 0.7;\n";
source += "float A = 1.0f - (0.5f * roughness2) / (roughness2 + 0.33);\n";
source += "float B = (0.45f * roughness2) / (roughness2 + 0.09);\n";
// TODO: add normalization factor so that max brightness is always 1
// TODO: add gamma correction
source += "float d = NL * (A + B * sinAlpha * tanBeta * max(0.0, cosAzimuth));\n";
if (props.usesShadows())
{
source += SeparateDiffuse(i) += " = d;\n";
}
else
{
source += "diff.rgb += " + LightProperty(i, "diffuse") + " * d;\n";
}
}
else if (props.lightModel == ShaderProperties::LunarLambertModel)
{
source += AssignDiffuse(i, props) + " mix(NL, NL / (max(NV, 0.001) + NL), lunarLambert);\n";
}
else if (props.usesShadows())
{
// When there are shadows, we need to track the diffuse contributions
// separately for each light.
source += SeparateDiffuse(i) + " = NL;\n";
if (props.hasSpecular())
{
source += SeparateSpecular(i) + " = pow(NH, shininess);\n";
}
}
else
{
source += "diff.rgb += " + LightProperty(i, "diffuse") + " * NL;\n";
if (props.hasSpecular())
{
source += "spec.rgb += " + LightProperty(i, "specular") +
" * (pow(NH, shininess) * NL);\n";
}
}
if ((props.texUsage & ShaderProperties::NightTexture) && VSComputesColorSum(props))
{
source += "totalLight += NL;\n";
}
return source;
}
static string
BeginLightSourceShadows(const ShaderProperties& props, unsigned int light)
{
string source;
if (props.usesTangentSpaceLighting())
{
if (props.hasShadowsForLight(light))
source += "shadow = 1.0;\n";
}
else
{
source += "shadow = " + SeparateDiffuse(light) + ";\n";
}
if (props.texUsage & ShaderProperties::RingShadowTexture)
{
source += "shadow *= (1.0 - texture2D(ringTex, vec2(" +
RingShadowTexCoord(light) + ", 0.0)).a);\n";
}
if (props.texUsage & ShaderProperties::CloudShadowTexture)
{
source += "shadow *= (1.0 - texture2D(cloudShadowTex, " +
CloudShadowTexCoord(light) + ").a * 0.75);\n";
}
return source;
}
static string
Shadow(unsigned int light, unsigned int shadow)
{
string source;
source += "shadowCenter.s = dot(vec4(position_obj, 1.0), " +
IndexedParameter("shadowTexGenS", light, shadow) + ") - 0.5;\n";
source += "shadowCenter.t = dot(vec4(position_obj, 1.0), " +
IndexedParameter("shadowTexGenT", light, shadow) + ") - 0.5;\n";
source += "shadowR = clamp(dot(shadowCenter, shadowCenter) * " +
IndexedParameter("shadowScale", light, shadow) + " + " +
IndexedParameter("shadowBias", light, shadow) + ", 0.0, 1.0);\n";
source += "shadow *= sqrt(shadowR);\n";
return source;
}
static string
ShadowsForLightSource(const ShaderProperties& props, unsigned int light)
{
string source = BeginLightSourceShadows(props, light);
for (unsigned int i = 0; i < props.getShadowCountForLight(light); i++)
source += Shadow(light, i);
return source;
}
static string
ScatteringPhaseFunctions(const ShaderProperties&)
{
string source;
// Evaluate the Mie and Rayleigh phase functions; both are functions of the cosine
// of the angle between the view vector and light vector
source += " float phMie = (1.0 - mieK * mieK) / ((1.0 - mieK * cosTheta) * (1.0 - mieK * cosTheta));\n";
// Ignore Rayleigh phase function and treat Rayleigh scattering as isotropic
// source += " float phRayleigh = (1.0 + cosTheta * cosTheta);\n";
source += " float phRayleigh = 1.0;\n";
return source;
}
static string
AtmosphericEffects(const ShaderProperties& props)
{
string source;
source += "{\n";
// Compute the intersection of the view direction and the cloud layer (currently assumed to be a sphere)
source += " float rq = dot(eyePosition, eyeDir);\n";
source += " float qq = dot(eyePosition, eyePosition) - atmosphereRadius.y;\n";
source += " float d = sqrt(rq * rq - qq);\n";
source += " vec3 atmEnter = eyePosition + min(0.0, (-rq + d)) * eyeDir;\n";
source += " vec3 atmLeave = gl_Vertex.xyz;\n";
source += " vec3 atmSamplePoint = (atmEnter + atmLeave) * 0.5;\n";
//source += " vec3 atmSamplePoint = atmEnter * 0.2 + atmLeave * 0.8;\n";
// Compute the distance through the atmosphere from the sample point to the sun
source += " vec3 atmSamplePointSun = atmEnter * 0.5 + atmLeave * 0.5;\n";
source += " rq = dot(atmSamplePointSun, " + LightProperty(0, "direction") + ");\n";
source += " qq = dot(atmSamplePointSun, atmSamplePointSun) - atmosphereRadius.y;\n";
source += " d = sqrt(rq * rq - qq);\n";
source += " float distSun = -rq + d;\n";
source += " float distAtm = length(atmEnter - atmLeave);\n";
// Compute the density of the atmosphere at the sample point; it falls off exponentially
// with the height above the planet's surface.
#if 0
source += " float h = max(0.0, length(atmSamplePoint) - atmosphereRadius.z);\n";
source += " float density = exp(-h * mieH);\n";
#else
source += " float density = 0.0;\n";
source += " atmSamplePoint = atmEnter * 0.333 + atmLeave * 0.667;\n";
//source += " atmSamplePoint = atmEnter * 0.1 + atmLeave * 0.9;\n";
source += " float h = max(0.0, length(atmSamplePoint) - atmosphereRadius.z);\n";
source += " density += exp(-h * mieH);\n";
source += " atmSamplePoint = atmEnter * 0.667 + atmLeave * 0.333;\n";
//source += " atmSamplePoint = atmEnter * 0.9 + atmLeave * 0.1;\n";
source += " h = max(0.0, length(atmSamplePoint) - atmosphereRadius.z);\n";
source += " density += exp(-h * mieH);\n";
#endif
bool hasAbsorption = true;
if (hasAbsorption)
{
source += " vec3 sunColor = exp(-extinctionCoeff * density * distSun);\n";
source += " vec3 ex = exp(-extinctionCoeff * density * distAtm);\n";
}
else
{
source += " vec3 sunColor = exp(-scatterCoeffSum * density * distSun);\n";
source += " vec3 ex = exp(-scatterCoeffSum * density * distAtm);\n";
}
string scatter;
if (hasAbsorption)
{
scatter = "(1.0 - exp(-scatterCoeffSum * density * distAtm))";
}
else
{
// If there's no absorption, the extinction coefficients are just the scattering coefficients,
// so there's no need to recompute the scattering.
scatter = "(1.0 - ex)";
}
// If we're rendering the sky dome, compute the phase functions in the fragment shader
// rather than the vertex shader in order to avoid artifacts from coarse tessellation.
if (props.lightModel == ShaderProperties::AtmosphereModel)
{
source += " scatterEx = ex;\n";
source += " " + ScatteredColor(0) + " = sunColor * " + scatter + ";\n";
}
else
{
source += " float cosTheta = dot(eyeDir, " + LightProperty(0, "direction") + ");\n";
source += ScatteringPhaseFunctions(props);
source += " scatterEx = ex;\n";
source += " " + VarScatterInVS() + " = (phRayleigh * rayleighCoeff + phMie * mieCoeff) * invScatterCoeffSum * sunColor * " + scatter + ";\n";
}
// Optional exposure control
//source += " 1.0 - (scatterIn * exp(-5.0 * max(scatterIn.x, max(scatterIn.y, scatterIn.z))));\n";
source += "}\n";
return source;
}
#if 0
// Integrate the atmosphere by summation--slow, but higher quality
static string
AtmosphericEffects(const ShaderProperties& props, unsigned int nSamples)
{
string source;
source += "{\n";
// Compute the intersection of the view direction and the cloud layer (currently assumed to be a sphere)
source += " float rq = dot(eyePosition, eyeDir);\n";
source += " float qq = dot(eyePosition, eyePosition) - atmosphereRadius.y;\n";
source += " float d = sqrt(rq * rq - qq);\n";
source += " vec3 atmEnter = eyePosition + min(0.0, (-rq + d)) * eyeDir;\n";
source += " vec3 atmLeave = gl_Vertex.xyz;\n";
source += " vec3 step = (atmLeave - atmEnter) * (1.0 / 10.0);\n";
source += " float stepLength = length(step);\n";
source += " vec3 atmSamplePoint = atmEnter + step * 0.5;\n";
source += " vec3 scatter = vec3(0.0, 0.0, 0.0);\n";
source += " vec3 ex = vec3(1.0);\n";
source += " float tau = 0.0;\n";
source += " for (int i = 0; i < 10; ++i) {\n";
// Compute the distance through the atmosphere from the sample point to the sun
source += " rq = dot(atmSamplePoint, " + LightProperty(0, "direction") + ");\n";
source += " qq = dot(atmSamplePoint, atmSamplePoint) - atmosphereRadius.y;\n";
source += " d = sqrt(rq * rq - qq);\n";
source += " float distSun = -rq + d;\n";
// Compute the density of the atmosphere at the sample point; it falls off exponentially
// with the height above the planet's surface.
source += " float h = max(0.0, length(atmSamplePoint) - atmosphereRadius.z);\n";
source += " float d = exp(-h * mieH);\n";
source += " tau += d * stepLength;\n";
source += " vec3 sunColor = exp(-extinctionCoeff * d * distSun);\n";
source += " ex = exp(-extinctionCoeff * tau);\n";
source += " scatter += ex * sunColor * d * 0.1;\n";
source += " atmSamplePoint += step;\n";
source += " }\n";
// If we're rendering the sky dome, compute the phase functions in the fragment shader
// rather than the vertex shader in order to avoid artifacts from coarse tessellation.
if (props.lightModel == ShaderProperties::AtmosphereModel)
{
source += " scatterEx = ex;\n";
source += " " + ScatteredColor(i) + " = scatter;\n";
}
else
{
source += " float cosTheta = dot(eyeDir, " + LightProperty(0, "direction") + ");\n";
source += ScatteringPhaseFunctions(props);
source += " scatterEx = ex;\n";
source += " " + VarScatterInVS() + " = (phRayleigh * rayleighCoeff + phMie * mieCoeff) * invScatterCoeffSum * scatter;\n";
}
// Optional exposure control
//source += " 1.0 - (" + VarScatterInVS() + " * exp(-5.0 * max(scatterIn.x, max(scatterIn.y, scatterIn.z))));\n";
source += "}\n";
return source;
}
#endif
string
ScatteringConstantDeclarations(const ShaderProperties& /*props*/)
{
string source;
source += "uniform vec3 atmosphereRadius;\n";
source += "uniform float mieCoeff;\n";
source += "uniform float mieH;\n";
source += "uniform float mieK;\n";
source += "uniform vec3 rayleighCoeff;\n";
source += "uniform float rayleighH;\n";
source += "uniform vec3 scatterCoeffSum;\n";
source += "uniform vec3 invScatterCoeffSum;\n";
source += "uniform vec3 extinctionCoeff;\n";
return source;
}
string
TextureSamplerDeclarations(const ShaderProperties& props)
{
string source;
// Declare texture samplers
if (props.texUsage & ShaderProperties::DiffuseTexture)
{
source += "uniform sampler2D diffTex;\n";
}
if (props.texUsage & ShaderProperties::NormalTexture)
{
source += "uniform sampler2D normTex;\n";
}
if (props.texUsage & ShaderProperties::SpecularTexture)
{
source += "uniform sampler2D specTex;\n";
}
if (props.texUsage & ShaderProperties::NightTexture)
{
source += "uniform sampler2D nightTex;\n";
}
if (props.texUsage & ShaderProperties::EmissiveTexture)
{
source += "uniform sampler2D emissiveTex;\n";
}
if (props.texUsage & ShaderProperties::OverlayTexture)
{
source += "uniform sampler2D overlayTex;\n";
}
return source;
}
string
TextureCoordDeclarations(const ShaderProperties& props)
{
string source;
if (props.hasSharedTextureCoords())
{
// If the shared texture coords flag is set, use the diffuse texture
// coordinate for sampling all the texture maps.
if (props.texUsage & (ShaderProperties::DiffuseTexture |
ShaderProperties::NormalTexture |
ShaderProperties::SpecularTexture |
ShaderProperties::NightTexture |
ShaderProperties::EmissiveTexture |
ShaderProperties::OverlayTexture))
{
source += "varying vec2 diffTexCoord;\n";
}
}
else
{
if (props.texUsage & ShaderProperties::DiffuseTexture)
source += "varying vec2 diffTexCoord;\n";
if (props.texUsage & ShaderProperties::NormalTexture)
source += "varying vec2 normTexCoord;\n";
if (props.texUsage & ShaderProperties::SpecularTexture)
source += "varying vec2 specTexCoord;\n";
if (props.texUsage & ShaderProperties::NightTexture)
source += "varying vec2 nightTexCoord;\n";
if (props.texUsage & ShaderProperties::EmissiveTexture)
source += "varying vec2 emissiveTexCoord;\n";
if (props.texUsage & ShaderProperties::OverlayTexture)
source += "varying vec2 overlayTexCoord;\n";
}
return source;
}
string
PointSizeCalculation()
{
return string("gl_PointSize = pointScale * pointSize / length(vec3(gl_ModelViewMatrix * gl_Vertex));\n");
}
GLVertexShader*
ShaderManager::buildVertexShader(const ShaderProperties& props)
{
string source = CommonHeader;
source += DeclareLights(props);
if (props.lightModel == ShaderProperties::SpecularModel)
source += "uniform float shininess;\n";
source += "uniform vec3 eyePosition;\n";
source += TextureCoordDeclarations(props);
source += "uniform float textureOffset;\n";
if (props.hasScattering())
{
source += ScatteringConstantDeclarations(props);
}
if (props.isViewDependent() || props.hasScattering())
{
source += "vec3 eyeDir = normalize(eyePosition - gl_Vertex.xyz);\n";
if (!props.usesTangentSpaceLighting())
source += "float NV = dot(gl_Normal, eyeDir);\n";
}
if (props.texUsage & ShaderProperties::PointSprite)
{
source += "uniform float pointScale;\n";
source += "attribute float pointSize;\n";
}
if (props.usesTangentSpaceLighting())
{
source += "attribute vec3 tangent;\n";
for (unsigned int i = 0; i < props.nLights; i++)
{
source += "varying vec3 " + LightDir_tan(i) + ";\n";
}
if (props.isViewDependent() &&
props.lightModel != ShaderProperties::SpecularModel)
{
source += "varying vec3 eyeDir_tan;\n";
}
}
else if (props.lightModel == ShaderProperties::PerPixelSpecularModel)
{
source += "varying vec4 diffFactors;\n";
source += "varying vec3 normal;\n";
for (unsigned int i = 0; i < props.nLights; i++)
{
source += "varying vec3 " + LightHalfVector(i) + ";\n";
}
}
else if (props.usesShadows())
{
source += "varying vec4 diffFactors;\n";
if (props.lightModel == ShaderProperties::SpecularModel)
{
source += "varying vec4 specFactors;\n";
source += "vec3 eyeDir = normalize(eyePosition - gl_Vertex.xyz);\n";
}
}
else
{
source += "uniform vec3 ambientColor;\n";
source += "uniform float opacity;\n";
source += "varying vec4 diff;\n";
if (props.lightModel == ShaderProperties::SpecularModel)
{
source += "varying vec4 spec;\n";
source += "vec3 eyeDir = normalize(eyePosition - gl_Vertex.xyz);\n";
}
}
// If this shader uses tangent space lighting, the diffuse term
// will be calculated in the fragment shader and we won't need
// the lunar-Lambert term here in the vertex shader.
if (!props.usesTangentSpaceLighting())
{
if (props.lightModel == ShaderProperties::LunarLambertModel)
source += "uniform float lunarLambert;\n";
}
// Miscellaneous lighting values
if ((props.texUsage & ShaderProperties::NightTexture) && VSComputesColorSum(props))
{
source += "varying float totalLight;\n";
}
if (props.hasScattering())
{
//source += "varying vec3 scatterIn;\n";
source += "varying vec3 scatterEx;\n";
}
// Shadow parameters
if (props.shadowCounts != 0)
{
source += "varying vec3 position_obj;\n";
}
if (props.texUsage & ShaderProperties::RingShadowTexture)
{
source += "uniform float ringWidth;\n";
source += "uniform float ringRadius;\n";
source += "varying vec4 ringShadowTexCoord;\n";
}
if (props.texUsage & ShaderProperties::CloudShadowTexture)
{
source += "uniform float cloudShadowTexOffset;\n";
source += "uniform float cloudHeight;\n";
for (unsigned int i = 0; i < props.nLights; i++)
source += "varying vec2 " + CloudShadowTexCoord(i) + ";\n";
}
// Begin main() function
source += "\nvoid main(void)\n{\n";
source += "float NL;\n";
if (props.lightModel == ShaderProperties::SpecularModel)
{
source += "float NH;\n";
source += "vec3 H;\n";
}
if ((props.texUsage & ShaderProperties::NightTexture) && VSComputesColorSum(props))
{
source += "totalLight = 0.0;\n";
}
if (props.usesTangentSpaceLighting())
{
source += "vec3 bitangent = cross(gl_Normal, tangent);\n";
if (props.isViewDependent() &&
props.lightModel != ShaderProperties::SpecularModel)
{
source += TangentSpaceTransform("eyeDir_tan", "eyeDir");
}
}
else if (props.lightModel == ShaderProperties::PerPixelSpecularModel)
{
source += "normal = gl_Normal;\n";
}
else if (props.usesShadows())
{
}
else
{
source += "diff = vec4(ambientColor, opacity);\n";
if (props.hasSpecular())
source += "spec = vec4(0.0, 0.0, 0.0, 0.0);\n";
}
for (unsigned int i = 0; i < props.nLights; i++)
{
source += AddDirectionalLightContrib(i, props);
}
if ((props.texUsage & ShaderProperties::NightTexture) && VSComputesColorSum(props))
{
source += NightTextureBlend();
}
unsigned int nTexCoords = 0;
// Output the texture coordinates. Use just a single texture coordinate if all textures are mapped
// identically. The texture offset is added for cloud maps; specular and night texture are not offset
// because cloud layers never have these textures.
if (props.hasSharedTextureCoords())
{
if (props.texUsage & (ShaderProperties::DiffuseTexture |
ShaderProperties::NormalTexture |
ShaderProperties::SpecularTexture |
ShaderProperties::NightTexture |
ShaderProperties::EmissiveTexture |
ShaderProperties::OverlayTexture))
{
source += "diffTexCoord = " + TexCoord2D(nTexCoords) + ";\n";
source += "diffTexCoord.x += textureOffset;\n";
}
}
else
{
if (props.texUsage & ShaderProperties::DiffuseTexture)
{
source += "diffTexCoord = " + TexCoord2D(nTexCoords) + " + vec2(textureOffset, 0.0);\n";
nTexCoords++;
}
if (!props.hasSharedTextureCoords())
{
if (props.texUsage & ShaderProperties::NormalTexture)
{
source += "normTexCoord = " + TexCoord2D(nTexCoords) + " + vec2(textureOffset, 0.0);\n";
nTexCoords++;
}
if (props.texUsage & ShaderProperties::SpecularTexture)
{
source += "specTexCoord = " + TexCoord2D(nTexCoords) + ";\n";
nTexCoords++;
}
if (props.texUsage & ShaderProperties::NightTexture)
{
source += "nightTexCoord = " + TexCoord2D(nTexCoords) + ";\n";
nTexCoords++;
}
if (props.texUsage & ShaderProperties::EmissiveTexture)
{
source += "emissiveTexCoord = " + TexCoord2D(nTexCoords) + ";\n";
nTexCoords++;
}
}
}
// Shadow texture coordinates are generated in the shader
if (props.texUsage & ShaderProperties::RingShadowTexture)
{
source += "vec3 ringShadowProj;\n";
for (unsigned int j = 0; j < props.nLights; j++)
{
source += "ringShadowProj = gl_Vertex.xyz + " +
LightProperty(j, "direction") +
" * max(0.0, gl_Vertex.y / -" +
LightProperty(j, "direction") + ".y);\n";
source += RingShadowTexCoord(j) +
" = (length(ringShadowProj) - ringRadius) * ringWidth;\n";
}
}
if (props.texUsage & ShaderProperties::CloudShadowTexture)
{
for (unsigned int j = 0; j < props.nLights; j++)
{
source += "{\n";
// A cheap way to calculate cloud shadow texture coordinates that doesn't correctly account
// for sun angle.
source += " " + CloudShadowTexCoord(j) + " = vec2(diffTexCoord.x + cloudShadowTexOffset, diffTexCoord.y);\n";
// Disabled: there are too many problems with this approach,
// though it should theoretically work. The inverse trig
// approximations produced by the shader compiler are crude
// enough that visual anomalies are apparent. And in the current
// GeForce 8800 driver, this shader produces an internal compiler
// error. Cloud shadows are trivial if the cloud texture is a cube
// map. Also, DX10 capable hardware could efficiently perform
// the rect-to-spherical conversion in the pixel shader with an
// fp32 texture serving as a lookup table.
#if 0
// Compute the intersection of the sun direction and the cloud layer (currently assumed to be a sphere)
source += " float rq = dot(" + LightProperty(j, "direction") + ", gl_Vertex.xyz);\n";
source += " float qq = dot(gl_Vertex.xyz, gl_Vertex.xyz) - cloudHeight * cloudHeight;\n";
source += " float d = sqrt(rq * rq - qq);\n";
source += " vec3 cloudSpherePos = (gl_Vertex.xyz + (-rq + d) * " + LightProperty(j, "direction") + ");\n";
//source += " vec3 cloudSpherePos = gl_Vertex.xyz;\n";
// Find the texture coordinates at this point on the sphere by converting from rectangular to spherical; this is an
// expensive calculation to perform per vertex.
source += " float invPi = 1.0 / 3.1415927;\n";
source += " " + CloudShadowTexCoord(j) + ".y = 0.5 - asin(cloudSpherePos.y) * invPi;\n";
source += " float u = fract(atan(cloudSpherePos.x, cloudSpherePos.z) * (invPi * 0.5) + 0.75);\n";
source += " if (diffTexCoord.x < 0.25 && u > 0.5) u -= 1.0;\n";
source += " else if (diffTexCoord.x > 0.75 && u < 0.5) u += 1.0;\n";
source += " " + CloudShadowTexCoord(j) + ".x = u + cloudShadowTexOffset;\n";
#endif
source += "}\n";
}
}
if (props.hasScattering())
{
source += AtmosphericEffects(props);
}
if ((props.texUsage & ShaderProperties::OverlayTexture) && !props.hasSharedTextureCoords())
{
source += "overlayTexCoord = " + TexCoord2D(nTexCoords) + ";\n";
nTexCoords++;
}
if (props.shadowCounts != 0)
{
source += "position_obj = gl_Vertex.xyz;\n";
}
if ((props.texUsage & ShaderProperties::PointSprite) != 0)
source += PointSizeCalculation();
source += "gl_Position = ftransform();\n";
source += "}\n";
if (g_shaderLogFile != NULL)
{
*g_shaderLogFile << "Vertex shader source:\n";
DumpShaderSource(*g_shaderLogFile, source);
*g_shaderLogFile << '\n';
}
GLVertexShader* vs = NULL;
GLShaderStatus status = GLShaderLoader::CreateVertexShader(source, &vs);
if (status != ShaderStatus_OK)
return NULL;
else
return vs;
}
GLFragmentShader*
ShaderManager::buildFragmentShader(const ShaderProperties& props)
{
string source = CommonHeader;
string diffTexCoord("diffTexCoord");
string specTexCoord("specTexCoord");
string nightTexCoord("nightTexCoord");
string emissiveTexCoord("emissiveTexCoord");
string normTexCoord("normTexCoord");
if (props.hasSharedTextureCoords())
{
specTexCoord = diffTexCoord;
nightTexCoord = diffTexCoord;
normTexCoord = diffTexCoord;
emissiveTexCoord = diffTexCoord;
}
source += TextureSamplerDeclarations(props);
source += TextureCoordDeclarations(props);
// Declare lighting parameters
if (props.usesTangentSpaceLighting())
{
source += "uniform vec3 ambientColor;\n";
source += "uniform float opacity;\n";
source += "vec4 diff = vec4(ambientColor, opacity);\n";
if (props.isViewDependent())
{
if (props.lightModel == ShaderProperties::SpecularModel)
{
// Specular model is sort of a hybrid: all the view-dependent lighting is
// handled in the vertex shader, and the fragment shader is view-independent
source += "varying vec4 specFactors;\n";
source += "vec4 spec = vec4(0.0);\n";
}
else
{
source += "varying vec3 eyeDir_tan;\n"; // tangent space eye vector
source += "vec4 spec = vec4(0.0);\n";
source += "uniform float shininess;\n";
}
}
if (props.lightModel == ShaderProperties::LunarLambertModel)
source += "uniform float lunarLambert;\n";
for (unsigned int i = 0; i < props.nLights; i++)
{
source += "varying vec3 " + LightDir_tan(i) + ";\n";
source += "uniform vec3 " + FragLightProperty(i, "color") + ";\n";
if (props.hasSpecular())
{
source += "uniform vec3 " + FragLightProperty(i, "specColor") + ";\n";
}
}
}
else if (props.lightModel == ShaderProperties::PerPixelSpecularModel)
{
source += "uniform vec3 ambientColor;\n";
source += "uniform float opacity;\n";
source += "varying vec4 diffFactors;\n";
source += "vec4 diff = vec4(ambientColor, opacity);\n";
source += "varying vec3 normal;\n";
source += "vec4 spec = vec4(0.0);\n";
source += "uniform float shininess;\n";
for (unsigned int i = 0; i < props.nLights; i++)
{
source += "varying vec3 " + LightHalfVector(i) + ";\n";
source += "uniform vec3 " + FragLightProperty(i, "color") + ";\n";
source += "uniform vec3 " + FragLightProperty(i, "specColor") + ";\n";
}
}
else if (props.usesShadows())
{
source += "uniform vec3 ambientColor;\n";
source += "uniform float opacity;\n";
source += "vec4 diff = vec4(ambientColor, opacity);\n";
source += "varying vec4 diffFactors;\n";
if (props.lightModel == ShaderProperties::SpecularModel)
{
source += "varying vec4 specFactors;\n";
source += "vec4 spec = vec4(0.0);\n";
}
for (unsigned int i = 0; i < props.nLights; i++)
{
source += "uniform vec3 " + FragLightProperty(i, "color") + ";\n";
if (props.lightModel == ShaderProperties::SpecularModel)
source += "uniform vec3 " + FragLightProperty(i, "specColor") + ";\n";
}
}
else
{
source += "varying vec4 diff;\n";
if (props.lightModel == ShaderProperties::SpecularModel)
{
source += "varying vec4 spec;\n";
}
}
if (props.hasScattering())
{
//source += "varying vec3 scatterIn;\n";
source += "varying vec3 scatterEx;\n";
}
if ((props.texUsage & ShaderProperties::NightTexture))
{
#ifdef USE_HDR
source += "uniform float nightLightScale;\n";
#endif
if (VSComputesColorSum(props))
{
source += "varying float totalLight;\n";
}
}
// Declare shadow parameters
if (props.shadowCounts != 0)
{
source += "varying vec3 position_obj;\n";
for (unsigned int i = 0; i < props.nLights; i++)
{
for (unsigned int j = 0; j < props.getShadowCountForLight(i); j++)
{
source += "uniform vec4 " +
IndexedParameter("shadowTexGenS", i, j) + ";\n";
source += "uniform vec4 " +
IndexedParameter("shadowTexGenT", i, j) + ";\n";
source += "uniform float " +
IndexedParameter("shadowScale", i, j) + ";\n";
source += "uniform float " +
IndexedParameter("shadowBias", i, j) + ";\n";
}
}
}
if (props.texUsage & ShaderProperties::RingShadowTexture)
{
source += "uniform sampler2D ringTex;\n";
source += "varying vec4 ringShadowTexCoord;\n";
}
if (props.texUsage & ShaderProperties::CloudShadowTexture)
{
source += "uniform sampler2D cloudShadowTex;\n";
for (unsigned int i = 0; i < props.nLights; i++)
source += "varying vec2 " + CloudShadowTexCoord(i) + ";\n";
}
source += "\nvoid main(void)\n{\n";
source += "vec4 color;\n";
if (props.usesShadows())
{
// Temporaries required for shadows
source += "float shadow;\n";
if (props.shadowCounts != 0)
{
source += "vec2 shadowCenter;\n";
source += "float shadowR;\n";
}
}
// Sum the illumination from each light source, computing a total diffuse and specular
// contributions from all sources.
if (props.usesTangentSpaceLighting())
{
// Get the normal in tangent space. Ordinarily it comes from the normal texture, but if one
// isn't provided, we'll simulate a smooth surface by using a constant (in tangent space)
// normal of [ 0 0 1 ]
if (props.texUsage & ShaderProperties::NormalTexture)
{
if (props.texUsage & ShaderProperties::CompressedNormalTexture)
{
source += "vec3 n;\n";
source += "n.xy = texture2D(normTex, " + normTexCoord + ".st).ag * 2.0 - vec2(1.0, 1.0);\n";
source += "n.z = sqrt(1.0 - n.x * n.x - n.y * n.y);\n";
}
else
{
// TODO: normalizing the filtered normal texture value noticeably improves the appearance; add
// an option for this.
//source += "vec3 n = normalize(texture2D(normTex, " + normTexCoord + ".st).xyz * 2.0 - vec3(1.0, 1.0, 1.0));\n";
source += "vec3 n = texture2D(normTex, " + normTexCoord + ".st).xyz * 2.0 - vec3(1.0, 1.0, 1.0);\n";
}
}
else
{
source += "vec3 n = vec3(0.0, 0.0, 1.0);\n";
}
source += "float l;\n";
if (props.isViewDependent())
{
source += "vec3 V = normalize(eyeDir_tan);\n";
if (props.lightModel == ShaderProperties::PerPixelSpecularModel)
{
source += "vec3 H;\n";
source += "float NH;\n";
}
else if (props.lightModel == ShaderProperties::LunarLambertModel)
{
source += "float NV = dot(n, V);\n";
}
}
source += "float NL;\n";
for (unsigned i = 0; i < props.nLights; i++)
{
// Bump mapping with self shadowing
// TODO: normalize the light direction (optionally--not as important for finely tesselated
// geometry like planet spheres.)
// source += LightDir_tan(i) + " = normalize(" + LightDir(i)_tan + ");\n";
source += "NL = dot(" + LightDir_tan(i) + ", n);\n";
if (props.lightModel == ShaderProperties::LunarLambertModel)
{
source += "NL = max(0.0, NL);\n";
source += "l = mix(NL, (NL / (max(NV, 0.001) + NL)), lunarLambert) * clamp(" + LightDir_tan(i) + ".z * 8.0, 0.0, 1.0);\n";
}
else
{
source += "l = max(0.0, dot(" + LightDir_tan(i) + ", n)) * clamp(" + LightDir_tan(i) + ".z * 8.0, 0.0, 1.0);\n";
}
if ((props.texUsage & ShaderProperties::NightTexture) &&
!VSComputesColorSum(props))
{
if (i == 0)
source += "float totalLight = l;\n";
else
source += "totalLight += l;\n";
}
string illum;
if (props.hasShadowsForLight(i))
illum = string("l * shadow");
else
illum = string("l");
if (props.hasShadowsForLight(i))
source += ShadowsForLightSource(props, i);
source += "diff.rgb += " + illum + " * " +
FragLightProperty(i, "color") + ";\n";
if (props.lightModel == ShaderProperties::SpecularModel && props.usesShadows())
{
source += "spec.rgb += " + illum + " * " + SeparateSpecular(i) +
" * " + FragLightProperty(i, "specColor") +
";\n";
}
else if (props.lightModel == ShaderProperties::PerPixelSpecularModel)
{
source += "H = normalize(eyeDir_tan + " + LightDir_tan(i) + ");\n";
source += "NH = max(0.0, dot(n, H));\n";
source += "spec.rgb += " + illum + " * pow(NH, shininess) * " + FragLightProperty(i, "specColor") + ";\n";
}
}
}
else if (props.lightModel == ShaderProperties::PerPixelSpecularModel)
{
source += "float NH;\n";
source += "vec3 n = normalize(normal);\n";
// Sum the contributions from each light source
for (unsigned i = 0; i < props.nLights; i++)
{
string illum;
if (props.hasShadowsForLight(i))
illum = string("shadow");
else
illum = SeparateDiffuse(i);
if (props.hasShadowsForLight(i))
source += ShadowsForLightSource(props, i);
source += "diff.rgb += " + illum + " * " + FragLightProperty(i, "color") + ";\n";
source += "NH = max(0.0, dot(n, normalize(" + LightHalfVector(i) + ")));\n";
source += "spec.rgb += " + illum + " * pow(NH, shininess) * " + FragLightProperty(i, "specColor") + ";\n";
}
}
else if (props.usesShadows())
{
// Sum the contributions from each light source
for (unsigned i = 0; i < props.nLights; i++)
{
source += ShadowsForLightSource(props, i);
source += "diff.rgb += shadow * " +
FragLightProperty(i, "color") + ";\n";
if (props.lightModel == ShaderProperties::SpecularModel)
{
source += "spec.rgb += shadow * " + SeparateSpecular(i) +
" * " +
FragLightProperty(i, "specColor") + ";\n";
}
}
}
if (props.texUsage & ShaderProperties::DiffuseTexture)
{
if (props.texUsage & ShaderProperties::PointSprite)
source += "color = texture2D(diffTex, gl_TexCoord[0].st);\n";
else
source += "color = texture2D(diffTex, " + diffTexCoord + ".st);\n";
}
else
{
source += "color = vec4(1.0, 1.0, 1.0, 1.0);\n";
}
// Mix in the overlay color with the base color
if (props.texUsage & ShaderProperties::OverlayTexture)
{
source += "vec4 overlayColor = texture2D(overlayTex, overlayTexCoord.st);\n";
source += "color.rgb = mix(color.rgb, overlayColor.rgb, overlayColor.a);\n";
}
if (props.hasSpecular())
{
// Add in the specular color
if (props.texUsage & ShaderProperties::SpecularInDiffuseAlpha)
source += "gl_FragColor = color * diff + float(color.a) * spec;\n";
else if (props.texUsage & ShaderProperties::SpecularTexture)
source += "gl_FragColor = color * diff + texture2D(specTex, " + specTexCoord + ".st) * spec;\n";
else
source += "gl_FragColor = color * diff + spec;\n";
}
else
{
source += "gl_FragColor = color * diff;\n";
}
// Add in the emissive color
// TODO: support a constant emissive color, not just an emissive texture
if (props.texUsage & ShaderProperties::NightTexture)
{
// If the night texture blend factor wasn't computed in the vertex
// shader, we need to do so now.
if (!VSComputesColorSum(props))
{
if (!props.usesTangentSpaceLighting())
{
source += "float totalLight = ";
if (props.nLights == 0)
{
source += "0.0f\n";
}
else
{
int k;
for (k = 0; k < props.nLights - 1; k++)
source += SeparateDiffuse(k) + " + ";
source += SeparateDiffuse(k) + ";\n";
}
}
source += NightTextureBlend();
}
#ifdef USE_HDR
source += "gl_FragColor += texture2D(nightTex, " + nightTexCoord + ".st) * totalLight * nightLightScale;\n";
#else
source += "gl_FragColor += texture2D(nightTex, " + nightTexCoord + ".st) * totalLight;\n";
#endif
}
if (props.texUsage & ShaderProperties::EmissiveTexture)
{
source += "gl_FragColor += texture2D(emissiveTex, " + emissiveTexCoord + ".st);\n";
}
// Include the effect of atmospheric scattering.
if (props.hasScattering())
{
source += "gl_FragColor.rgb = gl_FragColor.rgb * scatterEx + " + VarScatterInFS() + ";\n";
}
source += "}\n";
if (g_shaderLogFile != NULL)
{
*g_shaderLogFile << "Fragment shader source:\n";
DumpShaderSource(*g_shaderLogFile, source);
*g_shaderLogFile << '\n';
}
GLFragmentShader* fs = NULL;
GLShaderStatus status = GLShaderLoader::CreateFragmentShader(source, &fs);
if (status != ShaderStatus_OK)
return NULL;
else
return fs;
}
GLVertexShader*
ShaderManager::buildRingsVertexShader(const ShaderProperties& props)
{
string source = CommonHeader;
source += DeclareLights(props);
source += "uniform vec3 eyePosition;\n";
source += "varying vec4 diffFactors;\n";
if (props.texUsage & ShaderProperties::DiffuseTexture)
source += "varying vec2 diffTexCoord;\n";
if (props.shadowCounts != 0)
{
source += "varying vec3 position_obj;\n";
source += "varying vec4 shadowDepths;\n";
}
source += "\nvoid main(void)\n{\n";
// Get the normalized direction from the eye to the vertex
source += "vec3 eyeDir = normalize(eyePosition - gl_Vertex.xyz);\n";
for (unsigned int i = 0; i < props.nLights; i++)
{
source += SeparateDiffuse(i) + " = (dot(" +
LightProperty(i, "direction") + ", eyeDir) + 1.0) * 0.5;\n";
}
if (props.texUsage & ShaderProperties::DiffuseTexture)
source += "diffTexCoord = " + TexCoord2D(0) + ";\n";
if (props.shadowCounts != 0)
{
source += "position_obj = gl_Vertex.xyz;\n";
for (unsigned int i = 0; i < props.nLights; i++)
{
source += ShadowDepth(i) + " = dot(gl_Vertex.xyz, " +
LightProperty(i, "direction") + ");\n";
}
}
source += "gl_Position = ftransform();\n";
source += "}\n";
if (g_shaderLogFile != NULL)
{
*g_shaderLogFile << "Vertex shader source:\n";
DumpShaderSource(*g_shaderLogFile, source);
*g_shaderLogFile << '\n';
}
GLVertexShader* vs = NULL;
GLShaderStatus status = GLShaderLoader::CreateVertexShader(source, &vs);
if (status != ShaderStatus_OK)
return NULL;
else
return vs;
}
GLFragmentShader*
ShaderManager::buildRingsFragmentShader(const ShaderProperties& props)
{
string source = CommonHeader;
source += "uniform vec3 ambientColor;\n";
source += "vec4 diff = vec4(ambientColor, 1.0);\n";
for (unsigned int i = 0; i < props.nLights; i++)
source += "uniform vec3 " + FragLightProperty(i, "color") + ";\n";
source += "varying vec4 diffFactors;\n";
if (props.texUsage & ShaderProperties::DiffuseTexture)
{
source += "varying vec2 diffTexCoord;\n";
source += "uniform sampler2D diffTex;\n";
}
if (props.shadowCounts != 0)
{
source += "varying vec3 position_obj;\n";
source += "varying vec4 shadowDepths;\n";
for (unsigned int i = 0; i < props.nLights; i++)
{
for (unsigned int j = 0; j < props.getShadowCountForLight(i); j++)
{
source += "uniform vec4 " +
IndexedParameter("shadowTexGenS", i, j) + ";\n";
source += "uniform vec4 " +
IndexedParameter("shadowTexGenT", i, j) + ";\n";
source += "uniform float " +
IndexedParameter("shadowScale", i, j) + ";\n";
source += "uniform float " +
IndexedParameter("shadowBias", i, j) + ";\n";
}
}
}
source += "\nvoid main(void)\n{\n";
source += "vec4 color;\n";
if (props.usesShadows())
{
// Temporaries required for shadows
source += "float shadow;\n";
source += "vec2 shadowCenter;\n";
source += "float shadowR;\n";
}
// Sum the contributions from each light source
for (unsigned i = 0; i < props.nLights; i++)
{
if (props.usesShadows())
{
source += "shadow = 1.0;\n";
source += Shadow(i, 0);
source += "shadow = min(1.0, shadow + step(0.0, " + ShadowDepth(i) + "));\n";
source += "diff.rgb += (shadow * " + SeparateDiffuse(i) + ") * " +
FragLightProperty(i, "color") + ";\n";
}
else
{
source += "diff.rgb += " + SeparateDiffuse(i) + " * " +
FragLightProperty(i, "color") + ";\n";
}
}
if (props.texUsage & ShaderProperties::DiffuseTexture)
source += "color = texture2D(diffTex, diffTexCoord.st);\n";
else
source += "color = vec4(1.0, 1.0, 1.0, 1.0);\n";
source += "gl_FragColor = color * diff;\n";
source += "}\n";
if (g_shaderLogFile != NULL)
{
*g_shaderLogFile << "Fragment shader source:\n";
DumpShaderSource(*g_shaderLogFile, source);
*g_shaderLogFile << '\n';
}
GLFragmentShader* fs = NULL;
GLShaderStatus status = GLShaderLoader::CreateFragmentShader(source, &fs);
if (status != ShaderStatus_OK)
return NULL;
else
return fs;
}
GLVertexShader*
ShaderManager::buildAtmosphereVertexShader(const ShaderProperties& props)
{
string source = CommonHeader;
source += DeclareLights(props);
source += "uniform vec3 eyePosition;\n";
source += ScatteringConstantDeclarations(props);
for (unsigned int i = 0; i < props.nLights; i++)
{
source += "varying vec3 " + ScatteredColor(i) + ";\n";
}
source += "vec3 eyeDir = normalize(eyePosition - gl_Vertex.xyz);\n";
source += "float NV = dot(gl_Normal, eyeDir);\n";
source += "varying vec3 scatterEx;\n";
source += "varying vec3 eyeDir_obj;\n";
// Begin main() function
source += "\nvoid main(void)\n{\n";
source += "float NL;\n";
source += AtmosphericEffects(props);
source += "eyeDir_obj = eyeDir;\n";
source += "gl_Position = ftransform();\n";
source += "}\n";
if (g_shaderLogFile != NULL)
{
*g_shaderLogFile << "Vertex shader source:\n";
DumpShaderSource(*g_shaderLogFile, source);
*g_shaderLogFile << '\n';
}
GLVertexShader* vs = NULL;
GLShaderStatus status = GLShaderLoader::CreateVertexShader(source, &vs);
if (status != ShaderStatus_OK)
return NULL;
else
return vs;
}
GLFragmentShader*
ShaderManager::buildAtmosphereFragmentShader(const ShaderProperties& props)
{
string source = CommonHeader;
source += "varying vec3 scatterEx;\n";
source += "varying vec3 eyeDir_obj;\n";
// Scattering constants
source += "uniform float mieK;\n";
source += "uniform float mieCoeff;\n";
source += "uniform vec3 rayleighCoeff;\n";
source += "uniform vec3 invScatterCoeffSum;\n";
unsigned int i;
for (i = 0; i < props.nLights; i++)
{
source += "uniform vec3 " + LightProperty(i, "direction") + ";\n";
source += "varying vec3 " + ScatteredColor(i) + ";\n";
}
source += "\nvoid main(void)\n";
source += "{\n";
// Sum the contributions from each light source
source += "vec3 color = vec3(0.0, 0.0, 0.0);\n";
source += "vec3 V = normalize(eyeDir_obj);\n";
// Only do scattering calculations for the primary light source
// TODO: Eventually handle multiple light sources, and removed the 'min'
// from the line below.
for (i = 0; i < min((unsigned int) props.nLights, 1u); i++)
{
source += " float cosTheta = dot(V, " + LightProperty(i, "direction") + ");\n";
source += ScatteringPhaseFunctions(props);
// TODO: Consider premultiplying by invScatterCoeffSum
source += " color += (phRayleigh * rayleighCoeff + phMie * mieCoeff) * invScatterCoeffSum * " + ScatteredColor(i) + ";\n";
}
source += " gl_FragColor = vec4(color, dot(scatterEx, vec3(0.333, 0.333, 0.333)));\n";
source += "}\n";
if (g_shaderLogFile != NULL)
{
*g_shaderLogFile << "Fragment shader source:\n";
DumpShaderSource(*g_shaderLogFile, source);
*g_shaderLogFile << '\n';
}
GLFragmentShader* fs = NULL;
GLShaderStatus status = GLShaderLoader::CreateFragmentShader(source, &fs);
if (status != ShaderStatus_OK)
return NULL;
else
return fs;
}
// The emissive shader ignores all lighting and uses the diffuse color
// as the final fragment color.
GLVertexShader*
ShaderManager::buildEmissiveVertexShader(const ShaderProperties& props)
{
string source = CommonHeader;
source += "uniform float opacity;\n";
// There are no light sources used for the emissive light model, but
// we still need the diffuse property of light 0. For other lighting
// models, the material color is premultiplied with the light color.
// Emissive shaders interoperate better with other shaders if they also
// take the color from light source 0.
#ifndef USE_GLSL_STRUCTS
source += string("uniform vec3 light0_diffuse;\n");
#else
source += string("uniform struct {\n vec3 diffuse;\n} lights[1];\n");
#endif
if (props.texUsage & ShaderProperties::PointSprite)
{
source += "uniform float pointScale;\n";
source += "attribute float pointSize;\n";
}
// Begin main() function
source += "\nvoid main(void)\n{\n";
// Optional texture coordinates (generated automatically for point
// sprites.)
if ((props.texUsage & ShaderProperties::DiffuseTexture) &&
!(props.texUsage & ShaderProperties::PointSprite))
{
source += " gl_TexCoord[0].st = " + TexCoord2D(0) + ";\n";
}
// Set the color.
string colorSource;
if (props.texUsage & ShaderProperties::VertexColors)
colorSource = "gl_Color.rgb";
else
colorSource = LightProperty(0, "diffuse");
source += " gl_FrontColor = vec4(" + colorSource + ", opacity);\n";
// Optional point size
if ((props.texUsage & ShaderProperties::PointSprite) != 0)
source += PointSizeCalculation();
source += " gl_Position = ftransform();\n";
source += "}\n";
// End of main()
if (g_shaderLogFile != NULL)
{
*g_shaderLogFile << "Vertex shader source:\n";
DumpShaderSource(*g_shaderLogFile, source);
*g_shaderLogFile << '\n';
}
GLVertexShader* vs = NULL;
GLShaderStatus status = GLShaderLoader::CreateVertexShader(source, &vs);
if (status != ShaderStatus_OK)
return NULL;
else
return vs;
}
GLFragmentShader*
ShaderManager::buildEmissiveFragmentShader(const ShaderProperties& props)
{
string source = CommonHeader;
if (props.texUsage & ShaderProperties::DiffuseTexture)
{
source += "uniform sampler2D diffTex;\n";
}
// Begin main()
source += "\nvoid main(void)\n";
source += "{\n";
if (props.texUsage & ShaderProperties::DiffuseTexture)
{
source += " gl_FragColor = gl_Color * texture2D(diffTex, gl_TexCoord[0].st);\n";
}
else
{
source += " gl_FragColor = gl_Color;\n";
}
source += "}\n";
// End of main()
if (g_shaderLogFile != NULL)
{
*g_shaderLogFile << "Fragment shader source:\n";
DumpShaderSource(*g_shaderLogFile, source);
*g_shaderLogFile << '\n';
}
GLFragmentShader* fs = NULL;
GLShaderStatus status = GLShaderLoader::CreateFragmentShader(source, &fs);
if (status != ShaderStatus_OK)
return NULL;
else
return fs;
}
CelestiaGLProgram*
ShaderManager::buildProgram(const ShaderProperties& props)
{
GLProgram* prog = NULL;
GLShaderStatus status;
GLVertexShader* vs = NULL;
GLFragmentShader* fs = NULL;
if (props.lightModel == ShaderProperties::RingIllumModel)
{
vs = buildRingsVertexShader(props);
fs = buildRingsFragmentShader(props);
}
else if (props.lightModel == ShaderProperties::AtmosphereModel)
{
vs = buildAtmosphereVertexShader(props);
fs = buildAtmosphereFragmentShader(props);
}
else if (props.lightModel == ShaderProperties::EmissiveModel)
{
vs = buildEmissiveVertexShader(props);
fs = buildEmissiveFragmentShader(props);
}
else
{
vs = buildVertexShader(props);
fs = buildFragmentShader(props);
}
if (vs != NULL && fs != NULL)
{
status = GLShaderLoader::CreateProgram(*vs, *fs, &prog);
if (status == ShaderStatus_OK)
{
if (props.texUsage & ShaderProperties::NormalTexture)
{
// Tangents always in attribute 6 (should be a constant
// someplace)
glx::glBindAttribLocationARB(prog->getID(), 6, "tangent");
}
if (props.texUsage & ShaderProperties::PointSprite)
{
// Point size is always in attribute 7
glx::glBindAttribLocationARB(prog->getID(), 7, "pointSize");
}
status = prog->link();
}
}
else
{
status = ShaderStatus_CompileError;
}
delete vs;
delete fs;
if (status != ShaderStatus_OK)
{
// If the shader creation failed for some reason, substitute the
// error shader.
status = GLShaderLoader::CreateProgram(errorVertexShaderSource,
errorFragmentShaderSource,
&prog);
if (status != ShaderStatus_OK)
{
if (g_shaderLogFile != NULL)
*g_shaderLogFile << "Failed to create error shader!\n";
}
else
{
status = prog->link();
}
}
if (prog == NULL)
return NULL;
else
return new CelestiaGLProgram(*prog, props);
}
CelestiaGLProgram::CelestiaGLProgram(GLProgram& _program,
const ShaderProperties& _props) :
program(&_program),
props(_props)
{
initParameters();
initSamplers();
};
CelestiaGLProgram::~CelestiaGLProgram()
{
delete program;
}
FloatShaderParameter
CelestiaGLProgram::floatParam(const string& paramName)
{
return FloatShaderParameter(program->getID(), paramName.c_str());
}
Vec3ShaderParameter
CelestiaGLProgram::vec3Param(const string& paramName)
{
return Vec3ShaderParameter(program->getID(), paramName.c_str());
}
Vec4ShaderParameter
CelestiaGLProgram::vec4Param(const string& paramName)
{
return Vec4ShaderParameter(program->getID(), paramName.c_str());
}
void
CelestiaGLProgram::initParameters()
{
for (unsigned int i = 0; i < props.nLights; i++)
{
lights[i].direction = vec3Param(LightProperty(i, "direction"));
lights[i].diffuse = vec3Param(LightProperty(i, "diffuse"));
lights[i].specular = vec3Param(LightProperty(i, "specular"));
lights[i].halfVector = vec3Param(LightProperty(i, "halfVector"));
fragLightColor[i] = vec3Param(FragLightProperty(i, "color"));
fragLightSpecColor[i] = vec3Param(FragLightProperty(i, "specColor"));
for (unsigned int j = 0; j < props.getShadowCountForLight(i); j++)
{
shadows[i][j].texGenS =
vec4Param(IndexedParameter("shadowTexGenS", i, j));
shadows[i][j].texGenT =
vec4Param(IndexedParameter("shadowTexGenT", i, j));
shadows[i][j].scale =
floatParam(IndexedParameter("shadowScale", i, j));
shadows[i][j].bias =
floatParam(IndexedParameter("shadowBias", i, j));
}
}
if (props.hasSpecular())
{
shininess = floatParam("shininess");
}
if (props.isViewDependent() || props.hasScattering())
{
eyePosition = vec3Param("eyePosition");
}
opacity = floatParam("opacity");
ambientColor = vec3Param("ambientColor");
#ifdef USE_HDR
nightLightScale = floatParam("nightLightScale");
#endif
if (props.texUsage & ShaderProperties::RingShadowTexture)
{
ringWidth = floatParam("ringWidth");
ringRadius = floatParam("ringRadius");
}
textureOffset = floatParam("textureOffset");
if (props.texUsage & ShaderProperties::CloudShadowTexture)
{
cloudHeight = floatParam("cloudHeight");
shadowTextureOffset = floatParam("cloudShadowTexOffset");
}
if (props.hasScattering())
{
mieCoeff = floatParam("mieCoeff");
mieScaleHeight = floatParam("mieH");
miePhaseAsymmetry = floatParam("mieK");
rayleighCoeff = vec3Param("rayleighCoeff");
rayleighScaleHeight = floatParam("rayleighH");
atmosphereRadius = vec3Param("atmosphereRadius");
scatterCoeffSum = vec3Param("scatterCoeffSum");
invScatterCoeffSum = vec3Param("invScatterCoeffSum");
extinctionCoeff = vec3Param("extinctionCoeff");
}
if (props.lightModel == ShaderProperties::LunarLambertModel)
{
lunarLambert = floatParam("lunarLambert");
}
if ((props.texUsage & ShaderProperties::PointSprite) != 0)
{
pointScale = floatParam("pointScale");
}
}
void
CelestiaGLProgram::initSamplers()
{
program->use();
unsigned int nSamplers = 0;
if (props.texUsage & ShaderProperties::DiffuseTexture)
{
int slot = glx::glGetUniformLocationARB(program->getID(), "diffTex");
if (slot != -1)
glx::glUniform1iARB(slot, nSamplers++);
}
if (props.texUsage & ShaderProperties::NormalTexture)
{
int slot = glx::glGetUniformLocationARB(program->getID(), "normTex");
if (slot != -1)
glx::glUniform1iARB(slot, nSamplers++);
}
if (props.texUsage & ShaderProperties::SpecularTexture)
{
int slot = glx::glGetUniformLocationARB(program->getID(), "specTex");
if (slot != -1)
glx::glUniform1iARB(slot, nSamplers++);
}
if (props.texUsage & ShaderProperties::NightTexture)
{
int slot = glx::glGetUniformLocationARB(program->getID(), "nightTex");
if (slot != -1)
glx::glUniform1iARB(slot, nSamplers++);
}
if (props.texUsage & ShaderProperties::EmissiveTexture)
{
int slot = glx::glGetUniformLocationARB(program->getID(), "emissiveTex");
if (slot != -1)
glx::glUniform1iARB(slot, nSamplers++);
}
if (props.texUsage & ShaderProperties::OverlayTexture)
{
int slot = glx::glGetUniformLocationARB(program->getID(), "overlayTex");
if (slot != -1)
glx::glUniform1iARB(slot, nSamplers++);
}
if (props.texUsage & ShaderProperties::RingShadowTexture)
{
int slot = glx::glGetUniformLocationARB(program->getID(), "ringTex");
if (slot != -1)
glx::glUniform1iARB(slot, nSamplers++);
}
if (props.texUsage & ShaderProperties::CloudShadowTexture)
{
int slot = glx::glGetUniformLocationARB(program->getID(), "cloudShadowTex");
if (slot != -1)
glx::glUniform1iARB(slot, nSamplers++);
}
}
void
CelestiaGLProgram::setLightParameters(const LightingState& ls,
Color materialDiffuse,
Color materialSpecular,
Color materialEmissive
#ifdef USE_HDR
,float _nightLightScale
#endif
)
{
unsigned int nLights = min(MaxShaderLights, ls.nLights);
Vec3f diffuseColor(materialDiffuse.red(),
materialDiffuse.green(),
materialDiffuse.blue());
Vec3f specularColor(materialSpecular.red(),
materialSpecular.green(),
materialSpecular.blue());
for (unsigned int i = 0; i < nLights; i++)
{
const DirectionalLight& light = ls.lights[i];
Vec3f lightColor = Vec3f(light.color.red(),
light.color.green(),
light.color.blue()) * light.irradiance;
lights[i].direction = light.direction_obj;
if (props.usesShadows() ||
props.usesFragmentLighting() ||
props.lightModel == ShaderProperties::RingIllumModel)
{
fragLightColor[i] = Vec3f(lightColor.x * diffuseColor.x,
lightColor.y * diffuseColor.y,
lightColor.z * diffuseColor.z);
if (props.hasSpecular())
{
fragLightSpecColor[i] = Vec3f(lightColor.x * specularColor.x,
lightColor.y * specularColor.y,
lightColor.z * specularColor.z);
}
}
else
{
lights[i].diffuse = Vec3f(lightColor.x * diffuseColor.x,
lightColor.y * diffuseColor.y,
lightColor.z * diffuseColor.z);
}
lights[i].specular = Vec3f(lightColor.x * specularColor.x,
lightColor.y * specularColor.y,
lightColor.z * specularColor.z);
Vec3f halfAngle_obj = ls.eyeDir_obj + light.direction_obj;
if (halfAngle_obj.length() != 0.0f)
halfAngle_obj.normalize();
lights[i].halfVector = halfAngle_obj;
}
eyePosition = ls.eyePos_obj;
ambientColor = Vec3f(ls.ambientColor.x * diffuseColor.x + materialEmissive.red(),
ls.ambientColor.y * diffuseColor.y + materialEmissive.green(),
ls.ambientColor.z * diffuseColor.z + materialEmissive.blue());
opacity = materialDiffuse.alpha();
#ifdef USE_HDR
nightLightScale = _nightLightScale;
#endif
}
// Set GLSL shader constants for shadows from ellipsoid occluders; shadows from
// irregular objects are not handled yet.
void
CelestiaGLProgram::setEclipseShadowParameters(const LightingState& ls,
float planetRadius,
const Mat4f& planetMat)
{
for (unsigned int li = 0;
li < min(ls.nLights, MaxShaderLights);
li++)
{
if (shadows != NULL)
{
unsigned int nShadows = min((size_t) MaxShaderShadows, ls.shadows[li]->size());
for (unsigned int i = 0; i < nShadows; i++)
{
EclipseShadow& shadow = ls.shadows[li]->at(i);
CelestiaGLProgramShadow& shadowParams = shadows[li][i];
float R2 = 0.25f;
float umbra = shadow.umbraRadius / shadow.penumbraRadius;
umbra = umbra * umbra;
if (umbra < 0.0001f)
umbra = 0.0001f;
else if (umbra > 0.99f)
umbra = 0.99f;
float umbraRadius = R2 * umbra;
float penumbraRadius = R2;
float shadowBias = 1.0f / (1.0f - penumbraRadius / umbraRadius);
shadowParams.bias = shadowBias;
shadowParams.scale = -shadowBias / umbraRadius;
// Compute the transformation to use for generating texture
// coordinates from the object vertices.
Point3f origin = shadow.origin * planetMat;
Vec3f dir = shadow.direction * planetMat;
float scale = planetRadius / shadow.penumbraRadius;
Vec3f axis = Vec3f(0, 1, 0) ^ dir;
float angle = (float) acos(Vec3f(0, 1, 0) * dir);
axis.normalize();
Mat4f mat = Mat4f::rotation(axis, -angle);
Vec3f sAxis = Vec3f(0.5f * scale, 0, 0) * mat;
Vec3f tAxis = Vec3f(0, 0, 0.5f * scale) * mat;
float sw = (Point3f(0, 0, 0) - origin) * sAxis / planetRadius + 0.5f;
float tw = (Point3f(0, 0, 0) - origin) * tAxis / planetRadius + 0.5f;
shadowParams.texGenS = Vec4f(sAxis.x, sAxis.y, sAxis.z, sw);
shadowParams.texGenT = Vec4f(tAxis.x, tAxis.y, tAxis.z, tw);
}
}
}
}
// Set the scattering and absoroption shader parameters for atmosphere simulation.
// They are from standard units to the normalized system used by the shaders.
// atmPlanetRadius - the radius in km of the planet with the atmosphere
// objRadius - the radius in km of the object we're rendering
void
CelestiaGLProgram::setAtmosphereParameters(const Atmosphere& atmosphere,
float atmPlanetRadius,
float objRadius)
{
// Compute the radius of the sky sphere to render; the density of the atmosphere
// fallse off exponentially with height above the planet's surface, so the actual
// radius is infinite. That's a bit impractical, so well just render the portion
// out to the point where the density is some fraction of the surface density.
float skySphereRadius = atmPlanetRadius + -atmosphere.mieScaleHeight * (float) log(AtmosphereExtinctionThreshold);
float tMieCoeff = atmosphere.mieCoeff * objRadius;
Vec3f tRayleighCoeff = atmosphere.rayleighCoeff * objRadius;
Vec3f tAbsorptionCoeff = atmosphere.absorptionCoeff * objRadius;
float r = skySphereRadius / objRadius;
atmosphereRadius = Vec3f(r, r * r, atmPlanetRadius / objRadius);
mieCoeff = tMieCoeff;
mieScaleHeight = objRadius / atmosphere.mieScaleHeight;
// The scattering shaders use the Schlick approximation to the
// Henyey-Greenstein phase function because it's slightly faster
// to compute. Convert the HG asymmetry parameter to the Schlick
// parameter.
float g = atmosphere.miePhaseAsymmetry;
miePhaseAsymmetry = 1.55f * g - 0.55f * g * g * g;
rayleighCoeff = tRayleighCoeff;
rayleighScaleHeight = 0.0f; // TODO
// Precompute sum and inverse sum of scattering coefficients to save work
// in the vertex shader.
Vec3f tScatterCoeffSum = Vec3f(tRayleighCoeff.x + tMieCoeff,
tRayleighCoeff.y + tMieCoeff,
tRayleighCoeff.z + tMieCoeff);
scatterCoeffSum = tScatterCoeffSum;
invScatterCoeffSum = Vec3f(1.0f / tScatterCoeffSum.x, 1.0f / tScatterCoeffSum.y, 1.0f / tScatterCoeffSum.z);
extinctionCoeff = tScatterCoeffSum + tAbsorptionCoeff;
}