Add core voxel rendering code.

This commit is contained in:
Paul Chote
2013-02-23 00:56:24 +13:00
parent 6cef4290df
commit a00696ec3b
12 changed files with 701 additions and 0 deletions

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@@ -30,6 +30,7 @@ namespace OpenRA.Graphics
public SpriteRenderer WorldSpriteRenderer { get; private set; }
public QuadRenderer WorldQuadRenderer { get; private set; }
public LineRenderer WorldLineRenderer { get; private set; }
public VoxelRenderer WorldVoxelRenderer { get; private set; }
public LineRenderer LineRenderer { get; private set; }
public SpriteRenderer RgbaSpriteRenderer { get; private set; }
public SpriteRenderer SpriteRenderer { get; private set; }
@@ -46,6 +47,7 @@ namespace OpenRA.Graphics
WorldSpriteRenderer = new SpriteRenderer(this, device.CreateShader("shp"));
WorldLineRenderer = new LineRenderer(this, device.CreateShader("line"));
WorldVoxelRenderer = new VoxelRenderer(this, device.CreateShader("vxl"), device.CreateShader("vxlshadow"));
LineRenderer = new LineRenderer(this, device.CreateShader("line"));
WorldQuadRenderer = new QuadRenderer(this, device.CreateShader("line"));
RgbaSpriteRenderer = new SpriteRenderer(this, device.CreateShader("rgba"));
@@ -71,6 +73,7 @@ namespace OpenRA.Graphics
WorldLineRenderer.SetViewportParams(Resolution, zoom, scroll);
WorldQuadRenderer.SetViewportParams(Resolution, zoom, scroll);
LineRenderer.SetViewportParams(Resolution, 1f, float2.Zero);
WorldVoxelRenderer.SetViewportParams(Resolution, zoom, scroll);
}
ITexture currentPaletteTexture;
@@ -85,6 +88,7 @@ namespace OpenRA.Graphics
RgbaSpriteRenderer.SetPalette(currentPaletteTexture);
SpriteRenderer.SetPalette(currentPaletteTexture);
WorldSpriteRenderer.SetPalette(currentPaletteTexture);
WorldVoxelRenderer.SetPalette(currentPaletteTexture);
}
public void EndFrame(IInputHandler inputHandler)

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@@ -0,0 +1,161 @@
#region Copyright & License Information
/*
* Copyright 2007-2013 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenRA.FileFormats;
using OpenRA.FileFormats.Graphics;
namespace OpenRA.Graphics
{
struct Limb
{
public float Scale;
public float[] Bounds;
public byte[] Size;
public VoxelRenderData RenderData;
}
public class Voxel
{
Limb[] limbs;
HvaReader hva;
VoxelLoader loader;
float[][] transform, lightDirection, groundNormal;
float[] groundZ;
public Voxel(VoxelLoader loader, VxlReader vxl, HvaReader hva)
{
this.hva = hva;
this.loader = loader;
limbs = new Limb[vxl.LimbCount];
for (var i = 0; i < vxl.LimbCount; i++)
{
var vl = vxl.Limbs[i];
var l = new Limb();
l.Scale = vl.Scale;
l.Bounds = (float[])vl.Bounds.Clone();
l.Size = (byte[])vl.Size.Clone();
l.RenderData = loader.GenerateRenderData(vxl.Limbs[i]);
limbs[i] = l;
}
transform = new float[vxl.LimbCount][];
lightDirection = new float[vxl.LimbCount][];
groundNormal = new float[vxl.LimbCount][];
groundZ = new float[vxl.LimbCount];
}
// Extract the rotation components from a matrix and apply them to a vector
static float[] ExtractRotationVector(float[] mtx, WVec vec)
{
var tVec = Util.MatrixVectorMultiply(mtx, new float[] {vec.X, vec.Y, vec.Z, 1});
var tOrigin = Util.MatrixVectorMultiply(mtx, new float[] {0,0,0,1});
tVec[0] -= tOrigin[0]*tVec[3]/tOrigin[3];
tVec[1] -= tOrigin[1]*tVec[3]/tOrigin[3];
tVec[2] -= tOrigin[2]*tVec[3]/tOrigin[3];
// Renormalize
var w = (float)Math.Sqrt(tVec[0]*tVec[0] + tVec[1]*tVec[1] + tVec[2]*tVec[2]);
tVec[0] /= w;
tVec[1] /= w;
tVec[2] /= w;
tVec[3] = 1f;
return tVec;
}
static float[] MakeFloatMatrix(int[] imtx)
{
var fmtx = new float[16];
for (var i = 0; i < 16; i++)
fmtx[i] = imtx[i]*1f / imtx[15];
return fmtx;
}
public void Draw(VoxelRenderer r, float[] lightAmbientColor, float[] lightDiffuseColor,
int colorPalette, int normalsPalette)
{
for (var i = 0; i < limbs.Length; i++)
r.Render(loader, limbs[i].RenderData, transform[i], lightDirection[i],
lightAmbientColor, lightDiffuseColor, colorPalette, normalsPalette);
}
public void DrawShadow(VoxelRenderer r, int shadowPalette)
{
for (var i = 0; i < limbs.Length; i++)
r.RenderShadow(loader, limbs[i].RenderData, transform[i], lightDirection[i],
groundNormal[i], groundZ[i], shadowPalette);
}
static readonly WVec forward = new WVec(1024,0,0);
static readonly WVec up = new WVec(0,0,1024);
public void PrepareForDraw(WorldRenderer wr, WPos pos, IEnumerable<WRot> rotations,
WRot camera, uint frame, float scale, WRot lightSource)
{
// Calculate the shared view matrix components
var pxPos = wr.ScreenPosition(pos);
// Rotations
var rot = rotations.Reverse().Aggregate(MakeFloatMatrix(camera.AsMatrix()),
(a,b) => Util.MatrixMultiply(a, MakeFloatMatrix(b.AsMatrix())));
// Each limb has its own transformation matrix
for (uint i = 0; i < limbs.Length; i++)
{
Limb l = limbs[i];
var t = Util.MatrixMultiply(Util.ScaleMatrix(1,-1,1),
hva.TransformationMatrix(i, frame));
// Fix limb position
t[12] *= l.Scale*(l.Bounds[3] - l.Bounds[0]) / l.Size[0];
t[13] *= l.Scale*(l.Bounds[4] - l.Bounds[1]) / l.Size[1];
t[14] *= l.Scale*(l.Bounds[5] - l.Bounds[2]) / l.Size[2];
t = Util.MatrixMultiply(t, Util.TranslationMatrix(l.Bounds[0], l.Bounds[1], l.Bounds[2]));
// Apply view matrix
transform[i] = Util.MatrixMultiply(Util.TranslationMatrix(pxPos.X, pxPos.Y, pxPos.Y),
Util.ScaleMatrix(scale*l.Scale, scale*l.Scale, scale*l.Scale));
transform[i] = Util.MatrixMultiply(transform[i], rot);
transform[i] = Util.MatrixMultiply(transform[i], t);
// Transform light direction into limb-space
var undoPitch = MakeFloatMatrix(new WRot(camera.Pitch, WAngle.Zero, WAngle.Zero).AsMatrix());
var lightTransform = Util.MatrixMultiply(Util.MatrixInverse(transform[i]), undoPitch);
lightDirection[i] = ExtractRotationVector(lightTransform, forward.Rotate(lightSource));
groundNormal[i] = ExtractRotationVector(Util.MatrixInverse(t), up);
// Hack: Extract the ground z position independently of y.
groundZ[i] = (wr.ScreenPosition(pos).Y - wr.ScreenZPosition(pos, 0)) / 2;
}
}
public uint Frames { get { return hva.FrameCount; }}
public uint LimbCount { get { return (uint)limbs.Length; }}
public float[] Size
{
get
{
return limbs.Select(a => a.Size.Select(b => a.Scale*b).ToArray())
.Aggregate((a,b) => new float[]
{
Math.Max(a[0], b[0]),
Math.Max(a[1], b[1]),
Math.Max(a[2], b[2])
});
}
}
}
}

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@@ -0,0 +1,194 @@
#region Copyright & License Information
/*
* Copyright 2007-2013 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenRA.FileFormats;
using OpenRA.FileFormats.Graphics;
namespace OpenRA.Graphics
{
public struct VoxelRenderData
{
public readonly int Start;
public readonly int Count;
public readonly Sheet Sheet;
public VoxelRenderData(int start, int count, Sheet sheet)
{
Start = start;
Count = count;
Sheet = sheet;
}
}
public class VoxelLoader
{
SheetBuilder sheetBuilder;
IVertexBuffer<Vertex> vertexBuffer;
List<Vertex[]> vertices;
int totalVertexCount;
int cachedVertexCount;
public VoxelLoader()
{
vertices = new List<Vertex[]>();
totalVertexCount = 0;
cachedVertexCount = 0;
sheetBuilder = new SheetBuilder(SheetType.DualIndexed);
}
static float[] channelSelect = { 0.75f, 0.25f, -0.25f, -0.75f };
Vertex[] GenerateSlicePlane(int su, int sv, Func<int,int,VxlElement> first, Func<int,int,VxlElement> second, Func<int, int, float[]> coord)
{
var colors = new byte[su*sv];
var normals = new byte[su*sv];
var c = 0;
for (var v = 0; v < sv; v++)
for (var u = 0; u < su; u++)
{
var voxel = first(u,v) ?? second(u,v);
colors[c] = voxel == null ? (byte)0 : voxel.Color;
normals[c] = voxel == null ? (byte)0 : voxel.Normal;
c++;
}
Sprite s = sheetBuilder.Allocate(new Size(su, sv), false);
Util.FastCopyIntoChannel(s, 0, colors);
Util.FastCopyIntoChannel(s, 1, normals);
s.sheet.MakeDirty();
var channels = new float2(channelSelect[(int)s.channel], channelSelect[(int)s.channel + 1]);
return new Vertex[4]
{
new Vertex(coord(0, 0), s.FastMapTextureCoords(0), channels),
new Vertex(coord(su, 0), s.FastMapTextureCoords(1), channels),
new Vertex(coord(su, sv), s.FastMapTextureCoords(3), channels),
new Vertex(coord(0, sv), s.FastMapTextureCoords(2), channels)
};
}
IEnumerable<Vertex[]> GenerateSlicePlanes(VxlLimb l)
{
Func<int,int,int,VxlElement> get = (x,y,z) =>
{
if (x < 0 || y < 0 || z < 0)
return null;
if (x >= l.Size[0] || y >= l.Size[1] || z >= l.Size[2])
return null;
var v = l.VoxelMap[(byte)x,(byte)y];
if (v == null || !v.ContainsKey((byte)z))
return null;
return l.VoxelMap[(byte)x,(byte)y][(byte)z];
};
// Cull slices without any visible faces
var xPlanes = new bool[l.Size[0]+1];
var yPlanes = new bool[l.Size[1]+1];
var zPlanes = new bool[l.Size[2]+1];
for (var x = 0; x < l.Size[0]; x++)
{
for (var y = 0; y < l.Size[1]; y++)
{
for (var z = 0; z < l.Size[2]; z++)
{
if (get(x,y,z) == null)
continue;
// Only generate a plane if it is actually visible
if (!xPlanes[x] && get(x-1,y,z) == null)
xPlanes[x] = true;
if (!xPlanes[x+1] && get(x+1,y,z) == null)
xPlanes[x+1] = true;
if (!yPlanes[y] && get(x,y-1,z) == null)
yPlanes[y] = true;
if (!yPlanes[y+1] && get(x,y+1,z) == null)
yPlanes[y+1] = true;
if (!zPlanes[z] && get(x,y,z-1) == null)
zPlanes[z] = true;
if (!zPlanes[z+1] && get(x,y,z+1) == null)
zPlanes[z+1] = true;
}
}
}
for (var x = 0; x <= l.Size[0]; x++)
if (xPlanes[x])
yield return GenerateSlicePlane(l.Size[1], l.Size[2],
(u,v) => get(x, u, v),
(u,v) => get(x - 1, u, v),
(u,v) => new float[] {x, u, v});
for (var y = 0; y <= l.Size[1]; y++)
if (yPlanes[y])
yield return GenerateSlicePlane(l.Size[0], l.Size[2],
(u,v) => get(u, y, v),
(u,v) => get(u, y - 1, v),
(u,v) => new float[] {u, y, v});
for (var z = 0; z <= l.Size[2]; z++)
if (zPlanes[z])
yield return GenerateSlicePlane(l.Size[0], l.Size[1],
(u,v) => get(u, v, z),
(u,v) => get(u, v, z - 1),
(u,v) => new float[] {u, v, z});
}
public VoxelRenderData GenerateRenderData(VxlLimb l)
{
Vertex[] v;
try
{
v = GenerateSlicePlanes(l).SelectMany(x => x).ToArray();
}
catch (SheetOverflowException)
{
// Sheet overflow - allocate a new sheet and try once more
Log.Write("debug", "Voxel sheet overflow! Generating new sheet");
sheetBuilder = new SheetBuilder(SheetType.DualIndexed);
v = GenerateSlicePlanes(l).SelectMany(x => x).ToArray();
}
vertices.Add(v);
var start = totalVertexCount;
var count = v.Length;
totalVertexCount += count;
return new VoxelRenderData(start, count, sheetBuilder.Current);
}
public void RefreshBuffer()
{
vertexBuffer = Game.Renderer.Device.CreateVertexBuffer(totalVertexCount);
vertexBuffer.SetData(vertices.SelectMany(v => v).ToArray(), totalVertexCount);
cachedVertexCount = totalVertexCount;
}
public IVertexBuffer<Vertex> VertexBuffer
{
get
{
if (cachedVertexCount != totalVertexCount)
RefreshBuffer();
return vertexBuffer;
}
}
}
}

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@@ -0,0 +1,88 @@
#region Copyright & License Information
/*
* Copyright 2007-2013 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenRA.FileFormats;
using OpenRA.FileFormats.Graphics;
namespace OpenRA.Graphics
{
public class VoxelRenderer
{
Renderer renderer;
IShader shader;
IShader shadowShader;
public VoxelRenderer(Renderer renderer, IShader shader, IShader shadowShader)
{
this.renderer = renderer;
this.shader = shader;
this.shadowShader = shadowShader;
}
public void Render(VoxelLoader loader, VoxelRenderData renderData,
float[] t, float[] lightDirection,
float[] ambientLight, float[] diffuseLight,
int colorPalette, int normalsPalette)
{
shader.SetTexture("DiffuseTexture", renderData.Sheet.Texture);
shader.SetVec("PaletteRows", (colorPalette + 0.5f) / HardwarePalette.MaxPalettes,
(normalsPalette + 0.5f) / HardwarePalette.MaxPalettes);
shader.SetMatrix("TransformMatrix", t);
shader.SetVec("LightDirection", lightDirection, 4);
shader.SetVec("AmbientLight", ambientLight, 3);
shader.SetVec("DiffuseLight", diffuseLight, 3);
shader.Render(() => renderer.DrawBatch(loader.VertexBuffer, renderData.Start, renderData.Count, PrimitiveType.QuadList));
}
public void RenderShadow(VoxelLoader loader, VoxelRenderData renderData,
float[] t, float[] lightDirection, float[] groundNormal, float groundZ, int colorPalette)
{
shadowShader.SetTexture("DiffuseTexture", renderData.Sheet.Texture);
shadowShader.SetVec("PaletteRows", (colorPalette + 0.5f) / HardwarePalette.MaxPalettes, 0);
shadowShader.SetMatrix("TransformMatrix", t);
shadowShader.SetVec("LightDirection", lightDirection, 4);
shadowShader.SetVec("GroundNormal", groundNormal, 3);
shadowShader.SetVec("GroundZ", groundZ);
shadowShader.Render(() => renderer.DrawBatch(loader.VertexBuffer, renderData.Start, renderData.Count, PrimitiveType.QuadList));
}
public void SetPalette(ITexture palette)
{
shader.SetTexture("Palette", palette);
shadowShader.SetTexture("Palette", palette);
}
public void SetViewportParams(Size screen, float zoom, float2 scroll)
{
// Construct projection matrix
// Clip planes are set at -height and +2*height
var tiw = 2*zoom / screen.Width;
var tih = 2*zoom / screen.Height;
var view = new float[]
{
tiw, 0, 0, 0,
0, -tih, 0, 0,
0, 0, -tih/3, 0,
-1 - tiw*scroll.X,
1 + tih*scroll.Y,
1 + tih*scroll.Y/3,
1
};
shader.SetMatrix("View", view);
shadowShader.SetMatrix("View", view);
}
}
}

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@@ -28,6 +28,7 @@ namespace OpenRA
public ILoadScreen LoadScreen = null;
public SheetBuilder SheetBuilder;
public SpriteLoader SpriteLoader;
public VoxelLoader VoxelLoader;
public ModData(params string[] mods)
{
@@ -55,6 +56,7 @@ namespace OpenRA
ChromeProvider.Initialize(Manifest.Chrome);
SheetBuilder = new SheetBuilder(SheetType.Indexed);
SpriteLoader = new SpriteLoader(new string[] { ".shp" }, SheetBuilder);
VoxelLoader = new VoxelLoader();
CursorProvider.Initialize(Manifest.Cursors);
}

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@@ -226,6 +226,9 @@
<Compile Include="Widgets\ClientTooltipRegionWidget.cs" />
<Compile Include="Graphics\Renderable.cs" />
<Compile Include="Traits\Render\RenderSprites.cs" />
<Compile Include="Graphics\Voxel.cs" />
<Compile Include="Graphics\VoxelRenderer.cs" />
<Compile Include="Graphics\VoxelLoader.cs" />
<Compile Include="Traits\BodyOrientation.cs" />
</ItemGroup>
<ItemGroup>

86
cg/vxl.fx Normal file
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@@ -0,0 +1,86 @@
mat4x4 View;
mat4x4 TransformMatrix;
float2 PaletteRows;
float4 LightDirection;
float3 AmbientLight, DiffuseLight;
sampler2D DiffuseTexture = sampler_state {
MinFilter = Nearest;
MagFilter = Nearest;
WrapS = Repeat;
WrapT = Repeat;
};
sampler2D Palette = sampler_state {
MinFilter = Nearest;
MagFilter = Nearest;
WrapS = Repeat;
WrapT = Repeat;
};
struct VertexIn {
float4 Position: POSITION;
float4 Tex0: TEXCOORD0;
};
struct VertexOut {
float4 Position: POSITION;
float2 Tex0: TEXCOORD0;
float4 ColorChannel: TEXCOORD1;
float4 NormalsChannel: TEXCOORD2;
};
float4 DecodeChannelMask(float x)
{
if (x > 0)
return (x > 0.5f) ? float4(1,0,0,0) : float4(0,1,0,0);
else
return (x <-0.5f) ? float4(0,0,0,1) : float4(0,0,1,0);
}
VertexOut Simple_vp(VertexIn v) {
VertexOut o;
o.Position = mul(mul(v.Position, TransformMatrix), View);
o.Tex0 = v.Tex0.xy;
o.ColorChannel = DecodeChannelMask(v.Tex0.z);
o.NormalsChannel = DecodeChannelMask(v.Tex0.w);
return o;
}
float4 Simple_fp(VertexOut f) : COLOR0 {
float4 x = tex2D(DiffuseTexture, f.Tex0.xy);
vec4 color = tex2D(Palette, float2(dot(x, f.ColorChannel), PaletteRows.x));
if (color.a < 0.01)
discard;
float4 normal = (2.0*tex2D(Palette, vec2(dot(x, f.NormalsChannel), PaletteRows.y)) - 1.0);
float3 intensity = AmbientLight + DiffuseLight*max(dot(normal, LightDirection), 0.0);
return float4(intensity*color.rgb, color.a);
}
technique high_quality {
pass p0 {
BlendEnable = true;
DepthTestEnable = true;
CullFaceEnable = false;
VertexProgram = compile latest Simple_vp();
FragmentProgram = compile latest Simple_fp();
BlendEquation = FuncAdd;
BlendFunc = int2(SrcAlpha, OneMinusSrcAlpha);
}
}
technique high_quality_cg21 {
pass p0 {
BlendEnable = true;
DepthTestEnable = true;
CullFaceEnable = false;
VertexProgram = compile arbvp1 Simple_vp();
FragmentProgram = compile arbfp1 Simple_fp();
BlendEquation = FuncAdd;
BlendFunc = int2(SrcAlpha, OneMinusSrcAlpha);
}
}

90
cg/vxlshadow.fx Normal file
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@@ -0,0 +1,90 @@
mat4x4 View;
mat4x4 TransformMatrix;
float4 LightDirection;
float GroundZ;
float3 GroundNormal;
float2 PaletteRows;
float3 AmbientLight, DiffuseLight;
sampler2D DiffuseTexture = sampler_state {
MinFilter = Nearest;
MagFilter = Nearest;
WrapS = Repeat;
WrapT = Repeat;
};
sampler2D Palette = sampler_state {
MinFilter = Nearest;
MagFilter = Nearest;
WrapS = Repeat;
WrapT = Repeat;
};
struct VertexIn {
float4 Position: POSITION;
float4 Tex0: TEXCOORD0;
};
struct VertexOut {
float4 Position: POSITION;
float2 Tex0: TEXCOORD0;
float4 ColorChannel: TEXCOORD1;
float4 NormalsChannel: TEXCOORD2;
};
float4 DecodeChannelMask(float x)
{
if (x > 0)
return (x > 0.5f) ? float4(1,0,0,0) : float4(0,1,0,0);
else
return (x <-0.5f) ? float4(0,0,0,1) : float4(0,0,1,0);
}
VertexOut Simple_vp(VertexIn v) {
// Distance between vertex and ground
float d = dot(v.Position.xyz - float3(0.0,0.0,GroundZ), GroundNormal) / dot(LightDirection.xyz, GroundNormal);
float3 shadow = v.Position.xyz - d*LightDirection.xyz;
VertexOut o;
o.Position = mul(mul(vec4(shadow, 1), TransformMatrix), View);
o.Tex0 = v.Tex0.xy;
o.ColorChannel = DecodeChannelMask(v.Tex0.z);
o.NormalsChannel = DecodeChannelMask(v.Tex0.w);
return o;
}
float4 Simple_fp(VertexOut f) : COLOR0 {
float4 x = tex2D(DiffuseTexture, f.Tex0.xy);
vec4 color = tex2D(Palette, float2(dot(x, f.ColorChannel), PaletteRows.x));
if (color.a < 0.01)
discard;
return color;
}
technique high_quality {
pass p0 {
BlendEnable = true;
DepthTestEnable = true;
CullFaceEnable = false;
VertexProgram = compile latest Simple_vp();
FragmentProgram = compile latest Simple_fp();
BlendEquation = FuncAdd;
BlendFunc = int2(SrcAlpha, OneMinusSrcAlpha);
}
}
technique high_quality_cg21 {
pass p0 {
BlendEnable = true;
DepthTestEnable = true;
CullFaceEnable = false;
VertexProgram = compile arbvp1 Simple_vp();
FragmentProgram = compile arbfp1 Simple_fp();
BlendEquation = FuncAdd;
BlendFunc = int2(SrcAlpha, OneMinusSrcAlpha);
}
}

17
glsl/vxl.frag Normal file
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@@ -0,0 +1,17 @@
uniform sampler2D Palette, DiffuseTexture;
uniform vec2 PaletteRows;
uniform vec4 LightDirection;
uniform vec3 AmbientLight, DiffuseLight;
void main()
{
vec4 x = texture2D(DiffuseTexture, gl_TexCoord[0].st);
vec4 color = texture2D(Palette, vec2(dot(x, gl_TexCoord[1]), PaletteRows.x));
if (color.a < 0.01)
discard;
vec4 normal = (2.0*texture2D(Palette, vec2(dot(x, gl_TexCoord[2]), PaletteRows.y)) - 1.0);
vec3 intensity = AmbientLight + DiffuseLight*max(dot(normal, LightDirection), 0.0);
gl_FragColor = vec4(intensity*color.rgb, color.a);
}

18
glsl/vxl.vert Normal file
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@@ -0,0 +1,18 @@
uniform mat4 View;
uniform mat4 TransformMatrix;
vec4 DecodeChannelMask(float x)
{
if (x > 0.0)
return (x > 0.5) ? vec4(1,0,0,0) : vec4(0,1,0,0);
else
return (x < -0.5) ? vec4(0,0,0,1) : vec4(0,0,1,0);
}
void main()
{
gl_Position = View*TransformMatrix*gl_Vertex;
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_TexCoord[1] = DecodeChannelMask(gl_MultiTexCoord0.z);
gl_TexCoord[2] = DecodeChannelMask(gl_MultiTexCoord0.w);
}

12
glsl/vxlshadow.frag Normal file
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@@ -0,0 +1,12 @@
uniform sampler2D Palette, DiffuseTexture;
uniform vec2 PaletteRows;
void main()
{
vec4 x = texture2D(DiffuseTexture, gl_TexCoord[0].st);
vec4 color = texture2D(Palette, vec2(dot(x, gl_TexCoord[1]), PaletteRows.x));
if (color.a < 0.01)
discard;
gl_FragColor = color;
}

26
glsl/vxlshadow.vert Normal file
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@@ -0,0 +1,26 @@
uniform mat4 View;
uniform mat4 TransformMatrix;
uniform vec4 LightDirection;
uniform float GroundZ;
uniform vec3 GroundNormal;
vec4 DecodeChannelMask(float x)
{
if (x > 0.0)
return (x > 0.5) ? vec4(1,0,0,0) : vec4(0,1,0,0);
else
return (x < -0.5) ? vec4(0,0,0,1) : vec4(0,0,1,0);
}
void main()
{
// Distance between vertex and ground
float d = dot(gl_Vertex.xyz - vec3(0.0,0.0,GroundZ), GroundNormal) / dot(LightDirection.xyz, GroundNormal);
// Project onto ground plane
vec3 shadow = gl_Vertex.xyz - d*LightDirection.xyz;
gl_Position = View*TransformMatrix*vec4(shadow, 1);
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_TexCoord[1] = DecodeChannelMask(gl_MultiTexCoord0.z);
gl_TexCoord[2] = DecodeChannelMask(gl_MultiTexCoord0.w);
}