diff --git a/src/editor/level_editor.jai b/src/editor/level_editor.jai index 7e0c327..b552d38 100644 --- a/src/editor/level_editor.jai +++ b/src/editor/level_editor.jai @@ -607,8 +607,9 @@ create_level_editor_preview_tasks :: () { draw_level_editor :: () { curworld := get_current_world(); if !curworld.valid then return; - create_set_cam_rendering_task(get_level_editor_camera(), effective_plane_height(*curworld.world.conf)); - create_world_rendering_tasks(*curworld.world); + cam := get_level_editor_camera(); + create_set_cam_rendering_task(cam, effective_plane_height(*curworld.world.conf)); + create_world_rendering_tasks(*curworld.world, cam); if show_trile_preview && !trile_preview_disabled { create_level_editor_preview_tasks(); } diff --git a/src/main.jai b/src/main.jai index 5c94c7a..0daa0a3 100644 --- a/src/main.jai +++ b/src/main.jai @@ -196,10 +196,10 @@ frame :: () { if !in_editor_view then delta_time_accumulator += delta_time; if !in_editor_view { - while delta_time_accumulator > (1.0/60.0) { - game_tick(1.0/60.0); - delta_time_accumulator -= (1.0/60.0); - } + // while delta_time_accumulator > (1.0/60.0) { + game_tick(1.0/144.0); + // delta_time_accumulator -= (1.0/60.0); + // } } fonsClearState(state.fons); for event: Input.events_this_frame { diff --git a/src/rendering/backend_sokol.jai b/src/rendering/backend_sokol.jai index 7d7eaea..2df4f49 100644 --- a/src/rendering/backend_sokol.jai +++ b/src/rendering/backend_sokol.jai @@ -153,12 +153,29 @@ backend_draw_trile_positions_gbuffer :: (trile : string, amount : s32, worldConf backend_draw_trile_positions_main :: (trile : string, amount : s32, worldConf: *World_Config, chunk_key: Chunk_Key, is_preview: bool = false) { start_frame_profiling_group("Draw trile positions"); - mvp : Matrix4; - if !in_shadowmap_pass { - mvp = create_viewproj(*camera); - } else { - mvp = shadow_mvp; + + trilegfx := get_trile_gfx(trile); + offset := trile_offsets[current_trile_offset_index]; + current_trile_offset_index += 1; + + if in_shadowmap_pass { + vs_params : Trile_Shadow_Vs_Params; + vs_params.mvp = shadow_mvp.floats; + bindings : sg_bindings; + bindings.vertex_buffers[0] = trilegfx.vertex_buffer; + bindings.vertex_buffers[1] = trilegfx.normal_buffer; + bindings.vertex_buffers[2] = trilegfx.centre_buffer; + bindings.vertex_buffers[3] = gPipelines.trile.bind.vertex_buffers[3]; + bindings.vertex_buffer_offsets[3] = offset; + sg_apply_pipeline(gPipelines.trile_shadow.pipeline); + sg_apply_bindings(*bindings); + sg_apply_uniforms(UB_trile_shadow_vs_params, *(sg_range.{ ptr = *vs_params, size = size_of(type_of(vs_params)) })); + sg_draw(0, cast(s32) trilegfx.vertex_count, amount); + end_frame_profiling_group("Draw trile positions"); + return; } + + mvp := create_viewproj(*camera); vs_params : Trile_Vs_Params; vs_params.mvp = mvp.floats; vs_params.mvp_shadow = shadow_mvp.floats; @@ -168,10 +185,6 @@ backend_draw_trile_positions_main :: (trile : string, amount : s32, worldConf: * world_config_to_shader_type(worldConf, *world_conf); world_conf.planeHeight = effective_plane_height(worldConf); - offset := trile_offsets[current_trile_offset_index]; - current_trile_offset_index += 1; - - trilegfx := get_trile_gfx(trile); bindings : sg_bindings; bindings.vertex_buffers[0] = trilegfx.vertex_buffer; bindings.vertex_buffers[1] = trilegfx.normal_buffer; @@ -182,14 +195,7 @@ backend_draw_trile_positions_main :: (trile : string, amount : s32, worldConf: * bindings.images[0] = trilegfx.trixel_colors; bindings.images[1] = g_ssaobuf; bindings.samplers[2] = g_shadowmap_sampler; - if !in_shadowmap_pass { - bindings.images[2] = g_shadowmap; - } else { - // Just put something in this slot instead of the shadowmap - // so we don't have a circular shadowmap drawing situation. - // The texture is not used in shadowmap pass. - bindings.images[2] = g_rendertex_depth; - } + bindings.images[2] = g_shadowmap; // Bind RDM textures for this chunk. Fall back to a 1x1 black image when // no baked data is available so sokol doesn't drop the draw call. @@ -222,7 +228,7 @@ backend_draw_trile_positions_main :: (trile : string, amount : s32, worldConf: * fs_params.ambient_color = lc.ambient_color.component; fs_params.is_preview = ifx is_preview then cast(s32)1 else cast(s32)0; fs_params.rdm_tint = lc.rdm_tint.component; - + sg_apply_bindings(*bindings); sg_apply_uniforms(UB_trile_fs_params, *(sg_range.{ ptr = *fs_params, size = size_of(type_of(fs_params)) })); sg_apply_uniforms(UB_trile_vs_params, *(sg_range.{ ptr = *vs_params, size = size_of(type_of(vs_params))})); diff --git a/src/rendering/helpers.jai b/src/rendering/helpers.jai index ff237b3..03681e9 100644 --- a/src/rendering/helpers.jai +++ b/src/rendering/helpers.jai @@ -18,45 +18,107 @@ Gathered_Positions :: struct { positions: [..]Vector4; } -create_world_rendering_tasks :: (world: *World) { +// Extract 6 frustum planes from an MVP matrix using the Gribb-Hartmann method. +// Each plane is vec4(A,B,C,D) where dot(plane.xyz, point) + plane.w >= 0 means inside. +// Accounts for Jai row-major storage being transposed when uploaded to OpenGL. +extract_frustum_planes :: (mvp: Matrix4) -> [6]Vector4 { + planes : [6]Vector4; + m := mvp; + planes[0] = .{m._14+m._11, m._24+m._21, m._34+m._31, m._44+m._41}; // left + planes[1] = .{m._14-m._11, m._24-m._21, m._34-m._31, m._44-m._41}; // right + planes[2] = .{m._14+m._12, m._24+m._22, m._34+m._32, m._44+m._42}; // bottom + planes[3] = .{m._14-m._12, m._24-m._22, m._34-m._32, m._44-m._42}; // top + planes[4] = .{m._14+m._13, m._24+m._23, m._34+m._33, m._44+m._43}; // near + planes[5] = .{m._14-m._13, m._24-m._23, m._34-m._33, m._44-m._43}; // far + return planes; +} + +// Returns false if the AABB is completely outside any single frustum plane (fast rejection). +aabb_in_frustum :: (planes: [6]Vector4, bmin: Vector3, bmax: Vector3) -> bool { + for plane: planes { + px := ifx plane.x >= 0 then bmax.x else bmin.x; + py := ifx plane.y >= 0 then bmax.y else bmin.y; + pz := ifx plane.z >= 0 then bmax.z else bmin.z; + if plane.x*px + plane.y*py + plane.z*pz + plane.w < 0 return false; + } + return true; +} + +create_world_rendering_tasks :: (world: *World, camera: Camera) { create_sky_rendering_task(*world.conf); create_set_light_rendering_task(*world.conf); - // Gather all trile positions from chunks, grouped by trile type. - gathered: [..]Gathered_Positions; + cam_mvp := create_viewproj(*camera); + shadow_mvp := create_shadow_viewproj(*camera, *world.conf); + cam_planes := extract_frustum_planes(cam_mvp); + shadow_planes := extract_frustum_planes(shadow_mvp); + + // Gather positions for camera-visible instances (all passes) and + // shadow-only instances (chunks visible from sun but not camera). + gathered : [..]Gathered_Positions; gathered.allocator = temp; + shad_gathered : [..]Gathered_Positions; + shad_gathered.allocator = temp; + + find_or_create :: (list: *[..]Gathered_Positions, name: string, chunk_key: Chunk_Key) -> *Gathered_Positions { + for *g: list.* { + if g.name == name && g.chunk_key == chunk_key return g; + } + array_add(list, .{name = name, chunk_key = chunk_key}); + g := *list.*[list.count - 1]; + g.positions.allocator = temp; + return g; + } for chunk: world.chunks { + bmin := Vector3.{chunk.coord.x * 32.0, chunk.coord.y * 32.0, chunk.coord.z * 32.0}; + bmax := bmin + .{32, 32, 32}; + + in_cam := aabb_in_frustum(cam_planes, bmin, bmax); + in_shad := aabb_in_frustum(shadow_planes, bmin, bmax); + if !in_cam && !in_shad continue; + for group: chunk.groups { - // Find or create the gathered entry for this (chunk, trile_type) pair. - target: *Gathered_Positions = null; - for *g: gathered { - if g.name == group.trile_name && g.chunk_key == chunk.coord { - target = g; - break; - } - } - if !target { - array_add(*gathered, .{name = group.trile_name, chunk_key = chunk.coord}); - target = *gathered[gathered.count - 1]; - target.positions.allocator = temp; - } for inst: group.instances { wx, wy, wz := chunk_local_to_world(chunk.coord, inst.x, inst.y, inst.z); - array_add(*target.positions, Vector4.{cast(float) wx, cast(float) wy, cast(float) wz, cast(float) inst.orientation}); + imin := Vector3.{cast(float)wx, cast(float)wy, cast(float)wz}; + imax := imin + .{1, 1, 1}; + + inst_cam := in_cam && aabb_in_frustum(cam_planes, imin, imax); + inst_shad := in_shad && aabb_in_frustum(shadow_planes, imin, imax); + if !inst_cam && !inst_shad continue; + + pos := Vector4.{cast(float)wx, cast(float)wy, cast(float)wz, cast(float)inst.orientation}; + if inst_cam { + target := find_or_create(*gathered, group.trile_name, chunk.coord); + array_add(*target.positions, pos); + } else { + target := find_or_create(*shad_gathered, group.trile_name, chunk.coord); + array_add(*target.positions, pos); + } } } } for g: gathered { - if g.positions.count < 1 then continue; - triletask := Rendering_Task_Trile.{}; - triletask.trile = g.name; + if g.positions.count < 1 continue; + triletask : Rendering_Task_Trile; + triletask.trile = g.name; triletask.chunk_key = g.chunk_key; triletask.positions = g.positions; triletask.worldConf = *world.conf; add_rendering_task(triletask); } + for g: shad_gathered { + if g.positions.count < 1 continue; + triletask : Rendering_Task_Trile; + triletask.trile = g.name; + triletask.chunk_key = g.chunk_key; + triletask.positions = g.positions; + triletask.worldConf = *world.conf; + triletask.shadow_only = true; + add_rendering_task(triletask); + } create_ground_rendering_task(world); } diff --git a/src/rendering/pipelines.jai b/src/rendering/pipelines.jai index 4bbf0d3..61311f7 100644 --- a/src/rendering/pipelines.jai +++ b/src/rendering/pipelines.jai @@ -56,6 +56,9 @@ gPipelines : struct { // Renders sets of triles trile : Pipeline_Binding; + // Depth-only shadow pass for triles (no lighting/RDM) + trile_shadow : Pipeline_Binding; + // Renders the ground plane. (just water) plane : Pipeline_Binding; @@ -140,6 +143,7 @@ create_pipelines :: () { create_arbtri_pipeline(); create_trixel_pipeline(); create_trile_pipeline(); + create_trile_shadow_pipeline(); create_sky_pipeline(); create_plane_pipeline(); create_postprocess_pipeline(); @@ -408,6 +412,28 @@ create_trile_pipeline :: () { })); } +create_trile_shadow_pipeline :: () { + pipeline: sg_pipeline_desc; + shader_desc := trile_shadow_shader_desc(sg_query_backend()); + pipeline.shader = sg_make_shader(*shader_desc); + pipeline.layout.buffers[0].stride = 4*3; + pipeline.layout.buffers[1].stride = 4*3; + pipeline.layout.buffers[3].step_func = .PER_INSTANCE; + // Explicit locations matching layout(location=N) in the shader. + pipeline.layout.attrs[0] = .{ format = .FLOAT3, buffer_index = 0 }; // position + pipeline.layout.attrs[1] = .{ format = .FLOAT3, buffer_index = 1 }; // normal (slot match) + pipeline.layout.attrs[2] = .{ format = .FLOAT3, buffer_index = 2 }; // centre (slot match) + pipeline.layout.attrs[3] = .{ format = .FLOAT4, buffer_index = 3 }; // instance + pipeline.depth = .{ + write_enabled = true, + compare = .LESS_EQUAL, + pixel_format = .DEPTH, + }; + pipeline.color_count = 1; + pipeline.colors[0].pixel_format = .RGBA32F; + gPipelines.trile_shadow.pipeline = sg_make_pipeline(*pipeline); +} + create_sky_pipeline :: () { pipeline: sg_pipeline_desc; shader_desc := sky_shader_desc(sg_query_backend()); diff --git a/src/rendering/tasks.jai b/src/rendering/tasks.jai index 5d39e84..9c95f42 100644 --- a/src/rendering/tasks.jai +++ b/src/rendering/tasks.jai @@ -57,6 +57,7 @@ Rendering_Task_Trile :: struct { positions : []Vector4; worldConf : *World_Config; is_preview : bool = false; + shadow_only : bool = false; // only submit to shadow bucket (frustum-culled from camera) } Rendering_Task_Trixels :: struct { @@ -115,7 +116,9 @@ tasks_to_commands :: () { drawPositionsCmd.amount = cast(s32)trileTask.positions.count; drawPositionsCmd.conf = trileTask.worldConf; drawPositionsCmd.is_preview = trileTask.is_preview; - if trileTask.is_preview { + if trileTask.shadow_only { + array_add(*render_command_buckets.shadow, drawPositionsCmd); + } else if trileTask.is_preview { array_add(*render_command_buckets.main, drawPositionsCmd); } else { array_add(*render_command_buckets.reflection, drawPositionsCmd); diff --git a/src/shaders/jai/shader_trile_shadow.jai b/src/shaders/jai/shader_trile_shadow.jai new file mode 100644 index 0000000..5cb9274 --- /dev/null +++ b/src/shaders/jai/shader_trile_shadow.jai @@ -0,0 +1,907 @@ +/* + #version:1# (machine generated, don't edit!) + + Generated by sokol-shdc (https://github.com/floooh/sokol-tools) + + Cmdline: + sokol-shdc -i shader_trile_shadow.glsl -o ./jai/shader_trile_shadow.jai -l glsl430:glsl300es:metal_macos -f sokol_jai + + Overview: + ========= + Shader program: 'trile_shadow': + Get shader desc: trile_shadow_shader_desc(sg_query_backend()) + Vertex Shader: vs_trile_shadow + Fragment Shader: fs_trile_shadow + Attributes: + ATTR_trile_shadow_position => 0 + ATTR_trile_shadow_normal => 1 + ATTR_trile_shadow_centre => 2 + ATTR_trile_shadow_instance => 3 + Bindings: + Uniform block 'trile_shadow_vs_params': + Jai struct: Trile_Shadow_Vs_Params + Bind slot: UB_trile_shadow_vs_params => 0 +*/ +ATTR_trile_shadow_position :: 0; +ATTR_trile_shadow_normal :: 1; +ATTR_trile_shadow_centre :: 2; +ATTR_trile_shadow_instance :: 3; +UB_trile_shadow_vs_params :: 0; +Trile_Shadow_Vs_Params :: struct { + mvp: [16]float; +}; +/* + #version 430 + + uniform vec4 trile_shadow_vs_params[4]; + layout(location = 3) in vec4 instance; + layout(location = 0) in vec4 position; + layout(location = 1) in vec4 normal; + layout(location = 2) in vec4 centre; + + mat3 rot_x(float a) + { + float _28 = cos(a); + float _31 = sin(a); + return mat3(vec3(1.0, 0.0, 0.0), vec3(0.0, _28, -_31), vec3(0.0, _31, _28)); + } + + mat3 rot_z(float a) + { + float _47 = cos(a); + float _50 = sin(a); + return mat3(vec3(_47, -_50, 0.0), vec3(_50, _47, 0.0), vec3(0.0, 0.0, 1.0)); + } + + mat3 rot_y(float a) + { + float _64 = cos(a); + float _67 = sin(a); + return mat3(vec3(_64, 0.0, _67), vec3(0.0, 1.0, 0.0), vec3(-_67, 0.0, _64)); + } + + mat3 get_orientation_matrix(int ori) + { + int _82 = ori / 4; + mat3 base; + if (_82 == 0) + { + base = mat3(vec3(1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(0.0, 0.0, 1.0)); + } + else + { + if (_82 == 1) + { + float param = 3.1415927410125732421875; + base = rot_x(param); + } + else + { + if (_82 == 2) + { + float param_1 = -1.57079637050628662109375; + base = rot_z(param_1); + } + else + { + if (_82 == 3) + { + float param_2 = 1.57079637050628662109375; + base = rot_z(param_2); + } + else + { + if (_82 == 4) + { + float param_3 = 1.57079637050628662109375; + base = rot_x(param_3); + } + else + { + float param_4 = -1.57079637050628662109375; + base = rot_x(param_4); + } + } + } + } + } + float param_5 = float(ori % 4) * 1.57079637050628662109375; + return base * rot_y(param_5); + } + + void main() + { + int param = int(round(instance.w)); + gl_Position = mat4(trile_shadow_vs_params[0], trile_shadow_vs_params[1], trile_shadow_vs_params[2], trile_shadow_vs_params[3]) * vec4(((get_orientation_matrix(param) * (position.xyz - vec3(0.5))) + vec3(0.5)) + instance.xyz, 1.0); + } + +*/ +vs_trile_shadow_source_glsl430 := u8.[ + 0x23,0x76,0x65,0x72,0x73,0x69,0x6f,0x6e,0x20,0x34,0x33,0x30,0x0a,0x0a,0x75,0x6e, + 0x69,0x66,0x6f,0x72,0x6d,0x20,0x76,0x65,0x63,0x34,0x20,0x74,0x72,0x69,0x6c,0x65, + 0x5f,0x73,0x68,0x61,0x64,0x6f,0x77,0x5f,0x76,0x73,0x5f,0x70,0x61,0x72,0x61,0x6d, + 0x73,0x5b,0x34,0x5d,0x3b,0x0a,0x6c,0x61,0x79,0x6f,0x75,0x74,0x28,0x6c,0x6f,0x63, + 0x61,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20,0x33,0x29,0x20,0x69,0x6e,0x20,0x76,0x65, + 0x63,0x34,0x20,0x69,0x6e,0x73,0x74,0x61,0x6e,0x63,0x65,0x3b,0x0a,0x6c,0x61,0x79, + 0x6f,0x75,0x74,0x28,0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20,0x30, + 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centre; + + mat3 rot_x(float a) + { + float _28 = cos(a); + float _31 = sin(a); + return mat3(vec3(1.0, 0.0, 0.0), vec3(0.0, _28, -_31), vec3(0.0, _31, _28)); + } + + mat3 rot_z(float a) + { + float _47 = cos(a); + float _50 = sin(a); + return mat3(vec3(_47, -_50, 0.0), vec3(_50, _47, 0.0), vec3(0.0, 0.0, 1.0)); + } + + mat3 rot_y(float a) + { + float _64 = cos(a); + float _67 = sin(a); + return mat3(vec3(_64, 0.0, _67), vec3(0.0, 1.0, 0.0), vec3(-_67, 0.0, _64)); + } + + mat3 get_orientation_matrix(int ori) + { + int _82 = ori / 4; + mat3 base; + if (_82 == 0) + { + base = mat3(vec3(1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(0.0, 0.0, 1.0)); + } + else + { + if (_82 == 1) + { + float param = 3.1415927410125732421875; + base = rot_x(param); + } + else + { + if (_82 == 2) + { + float param_1 = -1.57079637050628662109375; + base = rot_z(param_1); + } + else + { + if (_82 == 3) + { + float param_2 = 1.57079637050628662109375; + base = rot_z(param_2); + } + else + { + if (_82 == 4) + { + float param_3 = 1.57079637050628662109375; + base = rot_x(param_3); + } + else + { + float param_4 = -1.57079637050628662109375; + base = rot_x(param_4); + } + } + } + } + } + float param_5 = float(ori % 4) * 1.57079637050628662109375; + return base * rot_y(param_5); + } + + void main() + { + int param = int(round(instance.w)); + gl_Position = mat4(trile_shadow_vs_params[0], trile_shadow_vs_params[1], trile_shadow_vs_params[2], trile_shadow_vs_params[3]) * vec4(((get_orientation_matrix(param) * (position.xyz - vec3(0.5))) + vec3(0.5)) + instance.xyz, 1.0); + } + +*/ +vs_trile_shadow_source_glsl300es := u8.[ + 0x23,0x76,0x65,0x72,0x73,0x69,0x6f,0x6e,0x20,0x33,0x30,0x30,0x20,0x65,0x73,0x0a, + 0x0a,0x75,0x6e,0x69,0x66,0x6f,0x72,0x6d,0x20,0x76,0x65,0x63,0x34,0x20,0x74,0x72, + 0x69,0x6c,0x65,0x5f,0x73,0x68,0x61,0x64,0x6f,0x77,0x5f,0x76,0x73,0x5f,0x70,0x61, + 0x72,0x61,0x6d,0x73,0x5b,0x34,0x5d,0x3b,0x0a,0x6c,0x61,0x79,0x6f,0x75,0x74,0x28, + 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__attribute__((always_inline)) + float3x3 rot_z(thread const float& a) + { + float _47 = cos(a); + float _50 = sin(a); + return float3x3(float3(_47, -_50, 0.0), float3(_50, _47, 0.0), float3(0.0, 0.0, 1.0)); + } + + static inline __attribute__((always_inline)) + float3x3 rot_y(thread const float& a) + { + float _64 = cos(a); + float _67 = sin(a); + return float3x3(float3(_64, 0.0, _67), float3(0.0, 1.0, 0.0), float3(-_67, 0.0, _64)); + } + + static inline __attribute__((always_inline)) + float3x3 get_orientation_matrix(thread const int& ori) + { + int _82 = ori / 4; + float3x3 base; + if (_82 == 0) + { + base = float3x3(float3(1.0, 0.0, 0.0), float3(0.0, 1.0, 0.0), float3(0.0, 0.0, 1.0)); + } + else + { + if (_82 == 1) + { + float param = 3.1415927410125732421875; + base = rot_x(param); + } + else + { + if (_82 == 2) + { + float param_1 = -1.57079637050628662109375; + base = rot_z(param_1); + } + else + { + if (_82 == 3) + { + float param_2 = 1.57079637050628662109375; + base = rot_z(param_2); + } + else + { + if (_82 == 4) + { + float param_3 = 1.57079637050628662109375; + base = rot_x(param_3); + } + else + { + float param_4 = -1.57079637050628662109375; + base = rot_x(param_4); + } + } + } + } + } + float param_5 = float(ori % 4) * 1.57079637050628662109375; + return base * rot_y(param_5); + } + + vertex main0_out main0(main0_in in [[stage_in]], constant trile_shadow_vs_params& _193 [[buffer(0)]]) + { + main0_out out = {}; + int param = int(round(in.instance.w)); + out.gl_Position = _193.mvp * float4(((get_orientation_matrix(param) * (in.position.xyz - float3(0.5))) + float3(0.5)) + in.instance.xyz, 1.0); + return out; + } + +*/ +vs_trile_shadow_source_metal_macos := u8.[ + 0x23,0x70,0x72,0x61,0x67,0x6d,0x61,0x20,0x63,0x6c,0x61,0x6e,0x67,0x20,0x64,0x69, + 0x61,0x67,0x6e,0x6f,0x73,0x74,0x69,0x63,0x20,0x69,0x67,0x6e,0x6f,0x72,0x65,0x64, + 0x20,0x22,0x2d,0x57,0x6d,0x69,0x73,0x73,0x69,0x6e,0x67,0x2d,0x70,0x72,0x6f,0x74, + 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fragment main0_out main0() + { + main0_out out = {}; + out.frag_color = float4(0.0); + return out; + } + +*/ +fs_trile_shadow_source_metal_macos := u8.[ + 0x23,0x69,0x6e,0x63,0x6c,0x75,0x64,0x65,0x20,0x3c,0x6d,0x65,0x74,0x61,0x6c,0x5f, + 0x73,0x74,0x64,0x6c,0x69,0x62,0x3e,0x0a,0x23,0x69,0x6e,0x63,0x6c,0x75,0x64,0x65, + 0x20,0x3c,0x73,0x69,0x6d,0x64,0x2f,0x73,0x69,0x6d,0x64,0x2e,0x68,0x3e,0x0a,0x0a, + 0x75,0x73,0x69,0x6e,0x67,0x20,0x6e,0x61,0x6d,0x65,0x73,0x70,0x61,0x63,0x65,0x20, + 0x6d,0x65,0x74,0x61,0x6c,0x3b,0x0a,0x0a,0x73,0x74,0x72,0x75,0x63,0x74,0x20,0x6d, + 0x61,0x69,0x6e,0x30,0x5f,0x6f,0x75,0x74,0x0a,0x7b,0x0a,0x20,0x20,0x20,0x20,0x66, + 0x6c,0x6f,0x61,0x74,0x34,0x20,0x66,0x72,0x61,0x67,0x5f,0x63,0x6f,0x6c,0x6f,0x72, + 0x20,0x5b,0x5b,0x63,0x6f,0x6c,0x6f,0x72,0x28,0x30,0x29,0x5d,0x5d,0x3b,0x0a,0x7d, + 0x3b,0x0a,0x0a,0x66,0x72,0x61,0x67,0x6d,0x65,0x6e,0x74,0x20,0x6d,0x61,0x69,0x6e, + 0x30,0x5f,0x6f,0x75,0x74,0x20,0x6d,0x61,0x69,0x6e,0x30,0x28,0x29,0x0a,0x7b,0x0a, + 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+ desc.attrs[3].base_type = .FLOAT; + desc.attrs[3].glsl_name = "instance"; + desc.uniform_blocks[0].stage = .VERTEX; + desc.uniform_blocks[0].layout = .STD140; + desc.uniform_blocks[0].size = 64; + desc.uniform_blocks[0].glsl_uniforms[0].type = .FLOAT4; + desc.uniform_blocks[0].glsl_uniforms[0].array_count = 4; + desc.uniform_blocks[0].glsl_uniforms[0].glsl_name = "trile_shadow_vs_params"; + case .GLES3; + desc.vertex_func.source = xx *vs_trile_shadow_source_glsl300es; + desc.vertex_func.entry = "main"; + desc.fragment_func.source = xx *fs_trile_shadow_source_glsl300es; + desc.fragment_func.entry = "main"; + desc.attrs[0].base_type = .FLOAT; + desc.attrs[0].glsl_name = "position"; + desc.attrs[1].base_type = .FLOAT; + desc.attrs[1].glsl_name = "normal"; + desc.attrs[2].base_type = .FLOAT; + desc.attrs[2].glsl_name = "centre"; + desc.attrs[3].base_type = .FLOAT; + desc.attrs[3].glsl_name = "instance"; + desc.uniform_blocks[0].stage = .VERTEX; + desc.uniform_blocks[0].layout = .STD140; + desc.uniform_blocks[0].size = 64; + desc.uniform_blocks[0].glsl_uniforms[0].type = .FLOAT4; + desc.uniform_blocks[0].glsl_uniforms[0].array_count = 4; + desc.uniform_blocks[0].glsl_uniforms[0].glsl_name = "trile_shadow_vs_params"; + case .METAL_MACOS; + desc.vertex_func.source = xx *vs_trile_shadow_source_metal_macos; + desc.vertex_func.entry = "main0"; + desc.fragment_func.source = xx *fs_trile_shadow_source_metal_macos; + desc.fragment_func.entry = "main0"; + desc.attrs[0].base_type = .FLOAT; + desc.attrs[1].base_type = .FLOAT; + desc.attrs[2].base_type = .FLOAT; + desc.attrs[3].base_type = .FLOAT; + desc.uniform_blocks[0].stage = .VERTEX; + desc.uniform_blocks[0].layout = .STD140; + desc.uniform_blocks[0].size = 64; + desc.uniform_blocks[0].msl_buffer_n = 0; + } + return desc; +} diff --git a/src/shaders/shader_trile_shadow.glsl b/src/shaders/shader_trile_shadow.glsl new file mode 100644 index 0000000..b3612cd --- /dev/null +++ b/src/shaders/shader_trile_shadow.glsl @@ -0,0 +1,46 @@ +@vs vs_trile_shadow + +layout(location=0) in vec4 position; +layout(location=1) in vec4 normal; // same slot as shader_trile; not used +layout(location=2) in vec4 centre; // same slot as shader_trile; not used +layout(location=3) in vec4 instance; // xyz=world_pos, w=orientation + +layout(binding=0) uniform trile_shadow_vs_params { + mat4 mvp; +}; + +mat3 rot_x(float a) { float c=cos(a),s=sin(a); return mat3(1,0,0, 0,c,-s, 0,s,c); } +mat3 rot_z(float a) { float c=cos(a),s=sin(a); return mat3(c,-s,0, s,c,0, 0,0,1); } +mat3 rot_y(float a) { float c=cos(a),s=sin(a); return mat3(c,0,s, 0,1,0, -s,0,c); } + +mat3 get_orientation_matrix(int ori) { + int face = ori / 4; + int twist = ori % 4; + float PI = 3.1415927; + mat3 base; + if (face == 0) base = mat3(1.0); + else if (face == 1) base = rot_x(PI); + else if (face == 2) base = rot_z(-PI*0.5); + else if (face == 3) base = rot_z( PI*0.5); + else if (face == 4) base = rot_x( PI*0.5); + else base = rot_x(-PI*0.5); + return base * rot_y(float(twist) * PI * 0.5); +} + +void main() { + int ori = int(round(instance.w)); + mat3 rot = get_orientation_matrix(ori); + vec3 local = position.xyz - 0.5; + vec3 rotated = rot * local + 0.5; + gl_Position = mvp * vec4(rotated + instance.xyz, 1.0); +} +@end + +@fs fs_trile_shadow +out vec4 frag_color; +void main() { + frag_color = vec4(0.0); +} +@end + +@program trile_shadow vs_trile_shadow fs_trile_shadow