mirror of
https://github.com/JulianGro/overte.git
synced 2025-04-16 01:14:17 +02:00
Merge branch 'temp0' of https://github.com/samcake/hifi into temp1
This commit is contained in:
commit
43dbc1a2da
17 changed files with 304 additions and 307 deletions
|
@ -36,7 +36,25 @@
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|||
#include "Model.h"
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#include "model_vert.h"
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#include "model_shadow_vert.h"
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#include "model_normal_map_vert.h"
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#include "model_lightmap_vert.h"
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#include "model_lightmap_normal_map_vert.h"
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#include "skin_model_vert.h"
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#include "skin_model_shadow_vert.h"
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#include "skin_model_normal_map_vert.h"
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#include "model_frag.h"
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#include "model_shadow_frag.h"
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#include "model_normal_map_frag.h"
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#include "model_normal_specular_map_frag.h"
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#include "model_specular_map_frag.h"
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#include "model_lightmap_frag.h"
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#include "model_lightmap_normal_map_frag.h"
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#include "model_lightmap_normal_specular_map_frag.h"
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#include "model_lightmap_specular_map_frag.h"
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#include "model_translucent_frag.h"
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|
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#define GLBATCH( call ) batch._##call
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//#define GLBATCH( call ) call
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|
@ -237,106 +255,69 @@ void Model::init() {
|
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if (!_program.isLinked()) {
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_program.addShaderFromSourceCode(QGLShader::Vertex, model_vert);
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_program.addShaderFromSourceCode(QGLShader::Fragment, model_frag);
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initProgram(_program, _locations);
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|
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_normalMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
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PathUtils::resourcesPath() + "shaders/model_normal_map.vert");
|
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_normalMapProgram.addShaderFromSourceFile(QGLShader::Fragment,
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PathUtils::resourcesPath() + "shaders/model_normal_map.frag");
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initProgram(_normalMapProgram, _normalMapLocations);
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_specularMapProgram.addShaderFromSourceCode(QGLShader::Vertex, model_vert);
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_specularMapProgram.addShaderFromSourceFile(QGLShader::Fragment,
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PathUtils::resourcesPath() + "shaders/model_specular_map.frag");
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initProgram(_specularMapProgram, _specularMapLocations);
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_normalSpecularMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
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PathUtils::resourcesPath() + "shaders/model_normal_map.vert");
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_normalSpecularMapProgram.addShaderFromSourceFile(QGLShader::Fragment,
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PathUtils::resourcesPath() + "shaders/model_normal_specular_map.frag");
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initProgram(_normalSpecularMapProgram, _normalSpecularMapLocations);
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_translucentProgram.addShaderFromSourceCode(QGLShader::Vertex, model_vert);
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_translucentProgram.addShaderFromSourceFile(QGLShader::Fragment,
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PathUtils::resourcesPath() + "shaders/model_translucent.frag");
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initProgram(_translucentProgram, _translucentLocations);
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// Lightmap
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_lightmapProgram.addShaderFromSourceFile(QGLShader::Vertex, PathUtils::resourcesPath() + "shaders/model_lightmap.vert");
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_lightmapProgram.addShaderFromSourceFile(QGLShader::Fragment, PathUtils::resourcesPath() + "shaders/model_lightmap.frag");
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initProgram(_lightmapProgram, _lightmapLocations);
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_lightmapNormalMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
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PathUtils::resourcesPath() + "shaders/model_lightmap_normal_map.vert");
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_lightmapNormalMapProgram.addShaderFromSourceFile(QGLShader::Fragment,
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PathUtils::resourcesPath() + "shaders/model_lightmap_normal_map.frag");
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initProgram(_lightmapNormalMapProgram, _lightmapNormalMapLocations);
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_lightmapSpecularMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
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PathUtils::resourcesPath() + "shaders/model_lightmap.vert");
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_lightmapSpecularMapProgram.addShaderFromSourceFile(QGLShader::Fragment,
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PathUtils::resourcesPath() + "shaders/model_lightmap_specular_map.frag");
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initProgram(_lightmapSpecularMapProgram, _lightmapSpecularMapLocations);
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_lightmapNormalSpecularMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
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PathUtils::resourcesPath() + "shaders/model_lightmap_normal_map.vert");
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_lightmapNormalSpecularMapProgram.addShaderFromSourceFile(QGLShader::Fragment,
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PathUtils::resourcesPath() + "shaders/model_lightmap_normal_specular_map.frag");
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initProgram(_lightmapNormalSpecularMapProgram, _lightmapNormalSpecularMapLocations);
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// end lightmap
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_shadowProgram.addShaderFromSourceFile(QGLShader::Vertex, PathUtils::resourcesPath() + "shaders/model_shadow.vert");
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_shadowProgram.addShaderFromSourceFile(QGLShader::Fragment,
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PathUtils::resourcesPath() + "shaders/model_shadow.frag");
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_skinProgram.addShaderFromSourceFile(QGLShader::Vertex, PathUtils::resourcesPath() + "shaders/skin_model.vert");
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_skinProgram.addShaderFromSourceCode(QGLShader::Fragment, model_frag);
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initSkinProgram(_skinProgram, _skinLocations);
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_skinNormalMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
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PathUtils::resourcesPath() + "shaders/skin_model_normal_map.vert");
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_skinNormalMapProgram.addShaderFromSourceFile(QGLShader::Fragment,
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PathUtils::resourcesPath() + "shaders/model_normal_map.frag");
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initSkinProgram(_skinNormalMapProgram, _skinNormalMapLocations);
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_skinSpecularMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
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PathUtils::resourcesPath() + "shaders/skin_model.vert");
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_skinSpecularMapProgram.addShaderFromSourceFile(QGLShader::Fragment,
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PathUtils::resourcesPath() + "shaders/model_specular_map.frag");
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initSkinProgram(_skinSpecularMapProgram, _skinSpecularMapLocations);
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_skinNormalSpecularMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
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PathUtils::resourcesPath() + "shaders/skin_model_normal_map.vert");
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_skinNormalSpecularMapProgram.addShaderFromSourceFile(QGLShader::Fragment,
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PathUtils::resourcesPath() + "shaders/model_normal_specular_map.frag");
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initSkinProgram(_skinNormalSpecularMapProgram, _skinNormalSpecularMapLocations);
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_skinShadowProgram.addShaderFromSourceFile(QGLShader::Vertex,
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PathUtils::resourcesPath() + "shaders/skin_model_shadow.vert");
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_skinShadowProgram.addShaderFromSourceFile(QGLShader::Fragment,
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PathUtils::resourcesPath() + "shaders/model_shadow.frag");
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initSkinProgram(_skinShadowProgram, _skinShadowLocations);
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_skinTranslucentProgram.addShaderFromSourceFile(QGLShader::Vertex,
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PathUtils::resourcesPath() + "shaders/skin_model.vert");
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_skinTranslucentProgram.addShaderFromSourceFile(QGLShader::Fragment,
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PathUtils::resourcesPath() + "shaders/model_translucent.frag");
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_normalMapProgram.addShaderFromSourceCode(QGLShader::Vertex, model_normal_map_vert);
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_normalMapProgram.addShaderFromSourceCode(QGLShader::Fragment, model_normal_map_frag);
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initProgram(_normalMapProgram, _normalMapLocations);
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_specularMapProgram.addShaderFromSourceCode(QGLShader::Vertex, model_vert);
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_specularMapProgram.addShaderFromSourceCode(QGLShader::Fragment, model_specular_map_frag);
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initProgram(_specularMapProgram, _specularMapLocations);
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_normalSpecularMapProgram.addShaderFromSourceCode(QGLShader::Vertex, model_normal_map_vert);
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_normalSpecularMapProgram.addShaderFromSourceCode(QGLShader::Fragment, model_normal_specular_map_frag);
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initProgram(_normalSpecularMapProgram, _normalSpecularMapLocations);
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_translucentProgram.addShaderFromSourceCode(QGLShader::Vertex, model_vert);
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_translucentProgram.addShaderFromSourceCode(QGLShader::Fragment, model_translucent_frag);
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initProgram(_translucentProgram, _translucentLocations);
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// Lightmap
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_lightmapProgram.addShaderFromSourceCode(QGLShader::Vertex, model_lightmap_vert);
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_lightmapProgram.addShaderFromSourceCode(QGLShader::Fragment, model_lightmap_frag);
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initProgram(_lightmapProgram, _lightmapLocations);
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_lightmapNormalMapProgram.addShaderFromSourceCode(QGLShader::Vertex, model_lightmap_normal_map_vert);
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_lightmapNormalMapProgram.addShaderFromSourceCode(QGLShader::Fragment, model_lightmap_normal_map_frag);
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initProgram(_lightmapNormalMapProgram, _lightmapNormalMapLocations);
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_lightmapSpecularMapProgram.addShaderFromSourceCode(QGLShader::Vertex, model_lightmap_vert);
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_lightmapSpecularMapProgram.addShaderFromSourceCode(QGLShader::Fragment, model_lightmap_specular_map_frag);
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initProgram(_lightmapSpecularMapProgram, _lightmapSpecularMapLocations);
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_lightmapNormalSpecularMapProgram.addShaderFromSourceCode(QGLShader::Vertex, model_lightmap_normal_map_vert);
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_lightmapNormalSpecularMapProgram.addShaderFromSourceCode(QGLShader::Fragment, model_lightmap_normal_specular_map_frag);
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initProgram(_lightmapNormalSpecularMapProgram, _lightmapNormalSpecularMapLocations);
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// end lightmap
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_shadowProgram.addShaderFromSourceCode(QGLShader::Vertex, model_shadow_vert);
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_shadowProgram.addShaderFromSourceCode(QGLShader::Fragment, model_shadow_frag);
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_skinProgram.addShaderFromSourceCode(QGLShader::Vertex, skin_model_vert);
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_skinProgram.addShaderFromSourceCode(QGLShader::Fragment, model_frag);
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initSkinProgram(_skinProgram, _skinLocations);
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_skinNormalMapProgram.addShaderFromSourceCode(QGLShader::Vertex, skin_model_normal_map_vert);
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_skinNormalMapProgram.addShaderFromSourceCode(QGLShader::Fragment, model_normal_map_frag);
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initSkinProgram(_skinNormalMapProgram, _skinNormalMapLocations);
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_skinSpecularMapProgram.addShaderFromSourceCode(QGLShader::Vertex, model_vert);
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_skinSpecularMapProgram.addShaderFromSourceCode(QGLShader::Fragment, model_specular_map_frag);
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initSkinProgram(_skinSpecularMapProgram, _skinSpecularMapLocations);
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_skinNormalSpecularMapProgram.addShaderFromSourceCode(QGLShader::Vertex, skin_model_normal_map_vert);
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_skinNormalSpecularMapProgram.addShaderFromSourceCode(QGLShader::Fragment, model_normal_specular_map_frag);
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initSkinProgram(_skinNormalSpecularMapProgram, _skinNormalSpecularMapLocations);
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_skinShadowProgram.addShaderFromSourceCode(QGLShader::Vertex, skin_model_shadow_vert);
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_skinShadowProgram.addShaderFromSourceCode(QGLShader::Fragment, model_shadow_frag);
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initSkinProgram(_skinShadowProgram, _skinShadowLocations);
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_skinTranslucentProgram.addShaderFromSourceCode(QGLShader::Vertex, skin_model_vert);
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_skinTranslucentProgram.addShaderFromSourceCode(QGLShader::Fragment, model_translucent_frag);
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initSkinProgram(_skinTranslucentProgram, _skinTranslucentLocations);
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}
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}
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|
|
5
interface/resources/shaders/model_lightmap.frag → libraries/render-utils/src/model_lightmap.slf
Normal file → Executable file
5
interface/resources/shaders/model_lightmap.frag → libraries/render-utils/src/model_lightmap.slf
Normal file → Executable file
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@ -1,5 +1,6 @@
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#version 120
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<@include Config.slh@>
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<$VERSION_HEADER$>
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// Generated on <$_SCRIBE_DATE$>
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//
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// model_lightmap.frag
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// fragment shader
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5
interface/resources/shaders/model_lightmap.vert → libraries/render-utils/src/model_lightmap.slv
Normal file → Executable file
5
interface/resources/shaders/model_lightmap.vert → libraries/render-utils/src/model_lightmap.slv
Normal file → Executable file
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@ -1,5 +1,6 @@
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#version 120
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<@include Config.slh@>
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<$VERSION_HEADER$>
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// Generated on <$_SCRIBE_DATE$>
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//
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// model_lightmap.vert
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// vertex shader
|
5
interface/resources/shaders/model_lightmap_normal_map.frag → libraries/render-utils/src/model_lightmap_normal_map.slf
Normal file → Executable file
5
interface/resources/shaders/model_lightmap_normal_map.frag → libraries/render-utils/src/model_lightmap_normal_map.slf
Normal file → Executable file
|
@ -1,5 +1,6 @@
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|||
#version 120
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||||
|
||||
<@include Config.slh@>
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<$VERSION_HEADER$>
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// Generated on <$_SCRIBE_DATE$>
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//
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// model_lightmap_normal_map.frag
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// fragment shader
|
5
interface/resources/shaders/model_lightmap_normal_map.vert → libraries/render-utils/src/model_lightmap_normal_map.slv
Normal file → Executable file
5
interface/resources/shaders/model_lightmap_normal_map.vert → libraries/render-utils/src/model_lightmap_normal_map.slv
Normal file → Executable file
|
@ -1,5 +1,6 @@
|
|||
#version 120
|
||||
|
||||
<@include Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
//
|
||||
// model_lightmap_normal_map.vert
|
||||
// vertex shader
|
|
@ -1,5 +1,6 @@
|
|||
#version 120
|
||||
|
||||
<@include Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
//
|
||||
// model_lightmap_normal_specular_map.frag
|
||||
// fragment shader
|
5
interface/resources/shaders/model_lightmap_specular_map.frag → libraries/render-utils/src/model_lightmap_specular_map.slf
Normal file → Executable file
5
interface/resources/shaders/model_lightmap_specular_map.frag → libraries/render-utils/src/model_lightmap_specular_map.slf
Normal file → Executable file
|
@ -1,5 +1,6 @@
|
|||
#version 120
|
||||
|
||||
<@include Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
//
|
||||
// model_lightmap_specular_map.frag
|
||||
// fragment shader
|
5
interface/resources/shaders/model_normal_map.frag → libraries/render-utils/src/model_normal_map.slf
Normal file → Executable file
5
interface/resources/shaders/model_normal_map.frag → libraries/render-utils/src/model_normal_map.slf
Normal file → Executable file
|
@ -1,5 +1,6 @@
|
|||
#version 120
|
||||
|
||||
<@include Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
//
|
||||
// model_normal_map.frag
|
||||
// fragment shader
|
81
interface/resources/shaders/model_normal_map.vert → libraries/render-utils/src/model_normal_map.slv
Normal file → Executable file
81
interface/resources/shaders/model_normal_map.vert → libraries/render-utils/src/model_normal_map.slv
Normal file → Executable file
|
@ -1,40 +1,41 @@
|
|||
#version 120
|
||||
|
||||
//
|
||||
// model.vert
|
||||
// vertex shader
|
||||
//
|
||||
// Created by Andrzej Kapolka on 10/14/13.
|
||||
// Copyright 2013 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
const int MAX_TEXCOORDS = 2;
|
||||
|
||||
uniform mat4 texcoordMatrices[MAX_TEXCOORDS];
|
||||
|
||||
// the tangent vector
|
||||
attribute vec3 tangent;
|
||||
|
||||
// the interpolated normal
|
||||
varying vec4 interpolatedNormal;
|
||||
|
||||
// the interpolated tangent
|
||||
varying vec4 interpolatedTangent;
|
||||
|
||||
void main(void) {
|
||||
// transform and store the normal and tangent for interpolation
|
||||
interpolatedNormal = gl_ModelViewMatrix * vec4(gl_Normal, 0.0);
|
||||
interpolatedTangent = gl_ModelViewMatrix * vec4(tangent, 0.0);
|
||||
|
||||
// pass along the diffuse color
|
||||
gl_FrontColor = gl_Color * gl_FrontMaterial.diffuse;
|
||||
|
||||
// and the texture coordinates
|
||||
gl_TexCoord[0] = texcoordMatrices[0] * vec4(gl_MultiTexCoord0.xy, 0.0, 1.0);
|
||||
|
||||
// use standard pipeline transform
|
||||
gl_Position = ftransform();
|
||||
}
|
||||
<@include Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
//
|
||||
// model.vert
|
||||
// vertex shader
|
||||
//
|
||||
// Created by Andrzej Kapolka on 10/14/13.
|
||||
// Copyright 2013 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
const int MAX_TEXCOORDS = 2;
|
||||
|
||||
uniform mat4 texcoordMatrices[MAX_TEXCOORDS];
|
||||
|
||||
// the tangent vector
|
||||
attribute vec3 tangent;
|
||||
|
||||
// the interpolated normal
|
||||
varying vec4 interpolatedNormal;
|
||||
|
||||
// the interpolated tangent
|
||||
varying vec4 interpolatedTangent;
|
||||
|
||||
void main(void) {
|
||||
// transform and store the normal and tangent for interpolation
|
||||
interpolatedNormal = gl_ModelViewMatrix * vec4(gl_Normal, 0.0);
|
||||
interpolatedTangent = gl_ModelViewMatrix * vec4(tangent, 0.0);
|
||||
|
||||
// pass along the diffuse color
|
||||
gl_FrontColor = gl_Color * gl_FrontMaterial.diffuse;
|
||||
|
||||
// and the texture coordinates
|
||||
gl_TexCoord[0] = texcoordMatrices[0] * vec4(gl_MultiTexCoord0.xy, 0.0, 1.0);
|
||||
|
||||
// use standard pipeline transform
|
||||
gl_Position = ftransform();
|
||||
}
|
5
interface/resources/shaders/model_normal_specular_map.frag → libraries/render-utils/src/model_normal_specular_map.slf
Normal file → Executable file
5
interface/resources/shaders/model_normal_specular_map.frag → libraries/render-utils/src/model_normal_specular_map.slf
Normal file → Executable file
|
@ -1,5 +1,6 @@
|
|||
#version 120
|
||||
|
||||
<@include Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
//
|
||||
// model_normal_specular_map.frag
|
||||
// fragment shader
|
5
interface/resources/shaders/model_shadow.frag → libraries/render-utils/src/model_shadow.slf
Normal file → Executable file
5
interface/resources/shaders/model_shadow.frag → libraries/render-utils/src/model_shadow.slf
Normal file → Executable file
|
@ -1,5 +1,6 @@
|
|||
#version 120
|
||||
|
||||
<@include Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
//
|
||||
// model_shadow.frag
|
||||
// fragment shader
|
35
interface/resources/shaders/model_shadow.vert → libraries/render-utils/src/model_shadow.slv
Normal file → Executable file
35
interface/resources/shaders/model_shadow.vert → libraries/render-utils/src/model_shadow.slv
Normal file → Executable file
|
@ -1,17 +1,18 @@
|
|||
#version 120
|
||||
|
||||
//
|
||||
// model_shadow.vert
|
||||
// vertex shader
|
||||
//
|
||||
// Created by Andrzej Kapolka on 3/24/14.
|
||||
// Copyright 2014 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
void main(void) {
|
||||
// just use standard pipeline transform
|
||||
gl_Position = ftransform();
|
||||
}
|
||||
<@include Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
//
|
||||
// model_shadow.vert
|
||||
// vertex shader
|
||||
//
|
||||
// Created by Andrzej Kapolka on 3/24/14.
|
||||
// Copyright 2014 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
void main(void) {
|
||||
// just use standard pipeline transform
|
||||
gl_Position = ftransform();
|
||||
}
|
5
interface/resources/shaders/model_specular_map.frag → libraries/render-utils/src/model_specular_map.slf
Normal file → Executable file
5
interface/resources/shaders/model_specular_map.frag → libraries/render-utils/src/model_specular_map.slf
Normal file → Executable file
|
@ -1,5 +1,6 @@
|
|||
#version 120
|
||||
|
||||
<@include Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
//
|
||||
// model_specular_map.frag
|
||||
// fragment shader
|
5
interface/resources/shaders/model_translucent.frag → libraries/render-utils/src/model_translucent.slf
Normal file → Executable file
5
interface/resources/shaders/model_translucent.frag → libraries/render-utils/src/model_translucent.slf
Normal file → Executable file
|
@ -1,5 +1,6 @@
|
|||
#version 120
|
||||
|
||||
<@include Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
//
|
||||
// model_translucent.frag
|
||||
// fragment shader
|
93
interface/resources/shaders/skin_model.vert → libraries/render-utils/src/skin_model.slv
Normal file → Executable file
93
interface/resources/shaders/skin_model.vert → libraries/render-utils/src/skin_model.slv
Normal file → Executable file
|
@ -1,46 +1,47 @@
|
|||
#version 120
|
||||
|
||||
//
|
||||
// skin_model.vert
|
||||
// vertex shader
|
||||
//
|
||||
// Created by Andrzej Kapolka on 10/14/13.
|
||||
// Copyright 2013 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
const int MAX_TEXCOORDS = 2;
|
||||
const int MAX_CLUSTERS = 128;
|
||||
const int INDICES_PER_VERTEX = 4;
|
||||
|
||||
uniform mat4 clusterMatrices[MAX_CLUSTERS];
|
||||
uniform mat4 texcoordMatrices[MAX_TEXCOORDS];
|
||||
|
||||
attribute vec4 clusterIndices;
|
||||
attribute vec4 clusterWeights;
|
||||
|
||||
// the interpolated normal
|
||||
varying vec4 normal;
|
||||
|
||||
void main(void) {
|
||||
vec4 position = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
normal = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
for (int i = 0; i < INDICES_PER_VERTEX; i++) {
|
||||
mat4 clusterMatrix = clusterMatrices[int(clusterIndices[i])];
|
||||
float clusterWeight = clusterWeights[i];
|
||||
position += clusterMatrix * gl_Vertex * clusterWeight;
|
||||
normal += clusterMatrix * vec4(gl_Normal, 0.0) * clusterWeight;
|
||||
}
|
||||
|
||||
normal = normalize(gl_ModelViewMatrix * normal);
|
||||
|
||||
// pass along the diffuse color
|
||||
gl_FrontColor = gl_FrontMaterial.diffuse;
|
||||
|
||||
// and the texture coordinates
|
||||
gl_TexCoord[0] = texcoordMatrices[0] * vec4(gl_MultiTexCoord0.xy, 0.0, 1.0);
|
||||
|
||||
gl_Position = gl_ModelViewProjectionMatrix * position;
|
||||
}
|
||||
<@include Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
//
|
||||
// skin_model.vert
|
||||
// vertex shader
|
||||
//
|
||||
// Created by Andrzej Kapolka on 10/14/13.
|
||||
// Copyright 2013 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
const int MAX_TEXCOORDS = 2;
|
||||
const int MAX_CLUSTERS = 128;
|
||||
const int INDICES_PER_VERTEX = 4;
|
||||
|
||||
uniform mat4 clusterMatrices[MAX_CLUSTERS];
|
||||
uniform mat4 texcoordMatrices[MAX_TEXCOORDS];
|
||||
|
||||
attribute vec4 clusterIndices;
|
||||
attribute vec4 clusterWeights;
|
||||
|
||||
// the interpolated normal
|
||||
varying vec4 normal;
|
||||
|
||||
void main(void) {
|
||||
vec4 position = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
normal = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
for (int i = 0; i < INDICES_PER_VERTEX; i++) {
|
||||
mat4 clusterMatrix = clusterMatrices[int(clusterIndices[i])];
|
||||
float clusterWeight = clusterWeights[i];
|
||||
position += clusterMatrix * gl_Vertex * clusterWeight;
|
||||
normal += clusterMatrix * vec4(gl_Normal, 0.0) * clusterWeight;
|
||||
}
|
||||
|
||||
normal = normalize(gl_ModelViewMatrix * normal);
|
||||
|
||||
// pass along the diffuse color
|
||||
gl_FrontColor = gl_FrontMaterial.diffuse;
|
||||
|
||||
// and the texture coordinates
|
||||
gl_TexCoord[0] = texcoordMatrices[0] * vec4(gl_MultiTexCoord0.xy, 0.0, 1.0);
|
||||
|
||||
gl_Position = gl_ModelViewProjectionMatrix * position;
|
||||
}
|
109
interface/resources/shaders/skin_model_normal_map.vert → libraries/render-utils/src/skin_model_normal_map.slv
Normal file → Executable file
109
interface/resources/shaders/skin_model_normal_map.vert → libraries/render-utils/src/skin_model_normal_map.slv
Normal file → Executable file
|
@ -1,54 +1,55 @@
|
|||
#version 120
|
||||
|
||||
//
|
||||
// skin_model_normal_map.vert
|
||||
// vertex shader
|
||||
//
|
||||
// Created by Andrzej Kapolka on 10/29/13.
|
||||
// Copyright 2013 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
const int MAX_TEXCOORDS = 2;
|
||||
const int MAX_CLUSTERS = 128;
|
||||
const int INDICES_PER_VERTEX = 4;
|
||||
|
||||
uniform mat4 clusterMatrices[MAX_CLUSTERS];
|
||||
uniform mat4 texcoordMatrices[MAX_TEXCOORDS];
|
||||
|
||||
// the tangent vector
|
||||
attribute vec3 tangent;
|
||||
|
||||
attribute vec4 clusterIndices;
|
||||
attribute vec4 clusterWeights;
|
||||
|
||||
// the interpolated normal
|
||||
varying vec4 interpolatedNormal;
|
||||
|
||||
// the interpolated tangent
|
||||
varying vec4 interpolatedTangent;
|
||||
|
||||
void main(void) {
|
||||
vec4 interpolatedPosition = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
interpolatedNormal = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
interpolatedTangent = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
for (int i = 0; i < INDICES_PER_VERTEX; i++) {
|
||||
mat4 clusterMatrix = clusterMatrices[int(clusterIndices[i])];
|
||||
float clusterWeight = clusterWeights[i];
|
||||
interpolatedPosition += clusterMatrix * gl_Vertex * clusterWeight;
|
||||
interpolatedNormal += clusterMatrix * vec4(gl_Normal, 0.0) * clusterWeight;
|
||||
interpolatedTangent += clusterMatrix * vec4(tangent, 0.0) * clusterWeight;
|
||||
}
|
||||
interpolatedNormal = gl_ModelViewMatrix * interpolatedNormal;
|
||||
interpolatedTangent = gl_ModelViewMatrix * interpolatedTangent;
|
||||
|
||||
// pass along the diffuse color
|
||||
gl_FrontColor = gl_FrontMaterial.diffuse;
|
||||
|
||||
// and the texture coordinates
|
||||
gl_TexCoord[0] = texcoordMatrices[0] * vec4(gl_MultiTexCoord0.xy, 0.0, 1.0);
|
||||
|
||||
gl_Position = gl_ModelViewProjectionMatrix * interpolatedPosition;
|
||||
}
|
||||
<@include Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
//
|
||||
// skin_model_normal_map.vert
|
||||
// vertex shader
|
||||
//
|
||||
// Created by Andrzej Kapolka on 10/29/13.
|
||||
// Copyright 2013 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
const int MAX_TEXCOORDS = 2;
|
||||
const int MAX_CLUSTERS = 128;
|
||||
const int INDICES_PER_VERTEX = 4;
|
||||
|
||||
uniform mat4 clusterMatrices[MAX_CLUSTERS];
|
||||
uniform mat4 texcoordMatrices[MAX_TEXCOORDS];
|
||||
|
||||
// the tangent vector
|
||||
attribute vec3 tangent;
|
||||
|
||||
attribute vec4 clusterIndices;
|
||||
attribute vec4 clusterWeights;
|
||||
|
||||
// the interpolated normal
|
||||
varying vec4 interpolatedNormal;
|
||||
|
||||
// the interpolated tangent
|
||||
varying vec4 interpolatedTangent;
|
||||
|
||||
void main(void) {
|
||||
vec4 interpolatedPosition = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
interpolatedNormal = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
interpolatedTangent = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
for (int i = 0; i < INDICES_PER_VERTEX; i++) {
|
||||
mat4 clusterMatrix = clusterMatrices[int(clusterIndices[i])];
|
||||
float clusterWeight = clusterWeights[i];
|
||||
interpolatedPosition += clusterMatrix * gl_Vertex * clusterWeight;
|
||||
interpolatedNormal += clusterMatrix * vec4(gl_Normal, 0.0) * clusterWeight;
|
||||
interpolatedTangent += clusterMatrix * vec4(tangent, 0.0) * clusterWeight;
|
||||
}
|
||||
interpolatedNormal = gl_ModelViewMatrix * interpolatedNormal;
|
||||
interpolatedTangent = gl_ModelViewMatrix * interpolatedTangent;
|
||||
|
||||
// pass along the diffuse color
|
||||
gl_FrontColor = gl_FrontMaterial.diffuse;
|
||||
|
||||
// and the texture coordinates
|
||||
gl_TexCoord[0] = texcoordMatrices[0] * vec4(gl_MultiTexCoord0.xy, 0.0, 1.0);
|
||||
|
||||
gl_Position = gl_ModelViewProjectionMatrix * interpolatedPosition;
|
||||
}
|
61
interface/resources/shaders/skin_model_shadow.vert → libraries/render-utils/src/skin_model_shadow.slv
Normal file → Executable file
61
interface/resources/shaders/skin_model_shadow.vert → libraries/render-utils/src/skin_model_shadow.slv
Normal file → Executable file
|
@ -1,30 +1,31 @@
|
|||
#version 120
|
||||
|
||||
//
|
||||
// skin_model_shadow.vert
|
||||
// vertex shader
|
||||
//
|
||||
// Created by Andrzej Kapolka on 3/24/14.
|
||||
// Copyright 2014 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
const int MAX_CLUSTERS = 128;
|
||||
const int INDICES_PER_VERTEX = 4;
|
||||
|
||||
uniform mat4 clusterMatrices[MAX_CLUSTERS];
|
||||
|
||||
attribute vec4 clusterIndices;
|
||||
attribute vec4 clusterWeights;
|
||||
|
||||
void main(void) {
|
||||
vec4 position = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
for (int i = 0; i < INDICES_PER_VERTEX; i++) {
|
||||
mat4 clusterMatrix = clusterMatrices[int(clusterIndices[i])];
|
||||
float clusterWeight = clusterWeights[i];
|
||||
position += clusterMatrix * gl_Vertex * clusterWeight;
|
||||
}
|
||||
gl_Position = gl_ModelViewProjectionMatrix * position;
|
||||
}
|
||||
<@include Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
//
|
||||
// skin_model_shadow.vert
|
||||
// vertex shader
|
||||
//
|
||||
// Created by Andrzej Kapolka on 3/24/14.
|
||||
// Copyright 2014 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
const int MAX_CLUSTERS = 128;
|
||||
const int INDICES_PER_VERTEX = 4;
|
||||
|
||||
uniform mat4 clusterMatrices[MAX_CLUSTERS];
|
||||
|
||||
attribute vec4 clusterIndices;
|
||||
attribute vec4 clusterWeights;
|
||||
|
||||
void main(void) {
|
||||
vec4 position = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
for (int i = 0; i < INDICES_PER_VERTEX; i++) {
|
||||
mat4 clusterMatrix = clusterMatrices[int(clusterIndices[i])];
|
||||
float clusterWeight = clusterWeights[i];
|
||||
position += clusterMatrix * gl_Vertex * clusterWeight;
|
||||
}
|
||||
gl_Position = gl_ModelViewProjectionMatrix * position;
|
||||
}
|
Loading…
Reference in a new issue