Split world & interface shaders
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d5fbd2001b
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9
assets/opensb/rendering/default.config
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9
assets/opensb/rendering/default.config
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@ -0,0 +1,9 @@
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{
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"effectParameters" : {},
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"effectTextures" : {},
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"effectShaders" : {
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"vertex" : "default.vert",
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"fragment" : "default.frag"
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}
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}
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27
assets/opensb/rendering/default.frag
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27
assets/opensb/rendering/default.frag
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@ -0,0 +1,27 @@
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#version 110
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uniform sampler2D texture0;
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uniform sampler2D texture1;
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uniform sampler2D texture2;
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uniform sampler2D texture3;
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varying vec2 fragmentTextureCoordinate;
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varying float fragmentTextureIndex;
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varying vec4 fragmentColor;
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void main() {
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vec4 texColor;
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if (fragmentTextureIndex > 2.9) {
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texColor = texture2D(texture3, fragmentTextureCoordinate);
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} else if (fragmentTextureIndex > 1.9) {
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texColor = texture2D(texture2, fragmentTextureCoordinate);
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} else if (fragmentTextureIndex > 0.9) {
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texColor = texture2D(texture1, fragmentTextureCoordinate);
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} else {
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texColor = texture2D(texture0, fragmentTextureCoordinate);
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}
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if (texColor.a <= 0.0)
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discard;
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gl_FragColor = texColor * fragmentColor;
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}
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35
assets/opensb/rendering/default.vert
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35
assets/opensb/rendering/default.vert
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@ -0,0 +1,35 @@
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#version 110
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uniform vec2 textureSize0;
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uniform vec2 textureSize1;
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uniform vec2 textureSize2;
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uniform vec2 textureSize3;
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uniform vec2 screenSize;
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uniform mat3 vertexTransform;
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attribute vec2 vertexPosition;
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attribute vec2 vertexTextureCoordinate;
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attribute float vertexTextureIndex;
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attribute vec4 vertexColor;
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attribute float vertexParam1;
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varying vec2 fragmentTextureCoordinate;
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varying float fragmentTextureIndex;
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varying vec4 fragmentColor;
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void main() {
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vec2 screenPosition = (vertexTransform * vec3(vertexPosition, 1.0)).xy;
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if (vertexTextureIndex > 2.9) {
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fragmentTextureCoordinate = vertexTextureCoordinate / textureSize3;
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} else if (vertexTextureIndex > 1.9) {
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fragmentTextureCoordinate = vertexTextureCoordinate / textureSize2;
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} else if (vertexTextureIndex > 0.9) {
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fragmentTextureCoordinate = vertexTextureCoordinate / textureSize1;
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} else {
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fragmentTextureCoordinate = vertexTextureCoordinate / textureSize0;
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}
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fragmentTextureIndex = vertexTextureIndex;
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fragmentColor = vertexColor;
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gl_Position = vec4(screenPosition / screenSize * 2.0 - 1.0, 0.0, 1.0);
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}
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@ -2,7 +2,7 @@
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"effectParameters" : {
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"lightMapEnabled" : {
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"type" : "bool",
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"default" : false,
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"default" : true,
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"uniform" : "lightMapEnabled"
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},
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"lightMapScale" : {
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@ -38,7 +38,7 @@
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},
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"effectShaders" : {
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"vertex" : "opengl20.vert",
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"fragment" : "opengl20.frag"
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"vertex" : "world.vert",
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"fragment" : "world.frag"
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}
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}
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@ -77,7 +77,9 @@ void main() {
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vec4 finalColor = texColor * fragmentColor;
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float finalLightMapMultiplier = fragmentLightMapMultiplier * lightMapMultiplier;
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if (lightMapEnabled && finalLightMapMultiplier > 0.0)
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if (texColor.a == 0.99607843137)
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finalColor.a = fragmentColor.a;
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else if (lightMapEnabled && finalLightMapMultiplier > 0.0)
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finalColor.rgb *= sampleLightMap(fragmentLightMapCoordinate, 1.0 / lightMapSize).rgb * finalLightMapMultiplier;
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gl_FragColor = finalColor;
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}
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@ -135,13 +135,15 @@ public:
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// specific to each type of renderer, so it will be necessary to key the
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// configuration off of the renderId string. This should not be called every
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// frame, because it will result in a recompile of the underlying shader set.
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virtual void setEffectConfig(Json const& effectConfig, StringMap<String> const& shaders) = 0;
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virtual void loadEffectConfig(String const& name, Json const& effectConfig, StringMap<String> const& shaders) = 0;
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// The effect config will specify named parameters and textures which can be
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// set here.
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virtual void setEffectParameter(String const& parameterName, RenderEffectParameter const& parameter) = 0;
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virtual void setEffectTexture(String const& textureName, Image const& image) = 0;
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virtual bool switchEffectConfig(String const& name) = 0;
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// Any further rendering will be scissored based on this rect, specified in
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// pixels
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virtual void setScissorRect(Maybe<RectI> const& scissorRect) = 0;
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@ -93,7 +93,7 @@ OpenGl20Renderer::OpenGl20Renderer() {
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TextureFiltering::Nearest);
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m_immediateRenderBuffer = createGlRenderBuffer();
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setEffectConfig(JsonObject(), {{"vertex", DefaultVertexShader}, {"fragment", DefaultFragmentShader}});
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loadEffectConfig("internal", JsonObject(), {{"vertex", DefaultVertexShader}, {"fragment", DefaultFragmentShader}});
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m_limitTextureGroupSize = false;
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m_useMultiTexturing = true;
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@ -102,7 +102,8 @@ OpenGl20Renderer::OpenGl20Renderer() {
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}
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OpenGl20Renderer::~OpenGl20Renderer() {
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glDeleteProgram(m_program);
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for (auto& effect : m_effects)
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glDeleteProgram(effect.second.program);
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logGlErrorSummary("OpenGL errors during shutdown");
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}
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@ -115,8 +116,13 @@ Vec2U OpenGl20Renderer::screenSize() const {
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return m_screenSize;
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}
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void OpenGl20Renderer::setEffectConfig(Json const& effectConfig, StringMap<String> const& shaders) {
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flushImmediatePrimitives();
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void OpenGl20Renderer::loadEffectConfig(String const& name, Json const& effectConfig, StringMap<String> const& shaders) {
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if (m_effects.contains(name)) {
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Logger::warn("OpenGL effect {} already exists", name);
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switchEffectConfig(name);
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return;
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}
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GLint status = 0;
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char logBuffer[1024];
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@ -161,32 +167,11 @@ void OpenGl20Renderer::setEffectConfig(Json const& effectConfig, StringMap<Strin
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throw RendererException(strf("Failed to link program: {}\n", logBuffer));
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}
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if (m_program != 0)
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glDeleteProgram(m_program);
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m_program = program;
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glUseProgram(m_program);
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glUseProgram(m_program = program);
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setupGlUniforms(m_program);
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m_positionAttribute = glGetAttribLocation(m_program, "vertexPosition");
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m_texCoordAttribute = glGetAttribLocation(m_program, "vertexTextureCoordinate");
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m_texIndexAttribute = glGetAttribLocation(m_program, "vertexTextureIndex");
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m_colorAttribute = glGetAttribLocation(m_program, "vertexColor");
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m_param1Attribute = glGetAttribLocation(m_program, "vertexParam1");
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m_textureUniforms.clear();
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m_textureSizeUniforms.clear();
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for (size_t i = 0; i < MultiTextureCount; ++i) {
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m_textureUniforms.append(glGetUniformLocation(m_program, strf("texture{}", i).c_str()));
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m_textureSizeUniforms.append(glGetUniformLocation(m_program, strf("textureSize{}", i).c_str()));
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}
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m_screenSizeUniform = glGetUniformLocation(m_program, "screenSize");
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m_vertexTransformUniform = glGetUniformLocation(m_program, "vertexTransform");
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for (size_t i = 0; i < MultiTextureCount; ++i) {
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glUniform1i(m_textureUniforms[i], i);
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}
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glUniform2f(m_screenSizeUniform, m_screenSize[0], m_screenSize[1]);
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m_effectParameters.clear();
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auto& effect = m_effects.emplace(name, Effect{ program, effectConfig, {}, {} }).first->second;
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m_currentEffect = &effect;
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for (auto const& p : effectConfig.getObject("effectParameters", {})) {
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EffectParameter effectParameter;
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@ -212,7 +197,7 @@ void OpenGl20Renderer::setEffectConfig(Json const& effectConfig, StringMap<Strin
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throw RendererException::format("Unrecognized effect parameter type '{}'", type);
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}
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m_effectParameters[p.first] = effectParameter;
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effect.parameters[p.first] = effectParameter;
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if (Json def = p.second.get("default", {})) {
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if (type == "bool") {
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@ -232,8 +217,6 @@ void OpenGl20Renderer::setEffectConfig(Json const& effectConfig, StringMap<Strin
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}
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}
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m_effectTextures.clear();
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// Assign each texture parameter a texture unit starting with MultiTextureCount, the first
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// few texture units are used by the primary textures being drawn. Currently,
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// maximum texture units are not checked.
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@ -256,7 +239,7 @@ void OpenGl20Renderer::setEffectConfig(Json const& effectConfig, StringMap<Strin
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Logger::warn("OpenGL20 effect parameter '{}' has textureSizeUniform '{}' with no associated uniform", p.first, *tsu);
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}
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m_effectTextures[p.first] = effectTexture;
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effect.textures[p.first] = effectTexture;
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}
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}
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@ -265,7 +248,7 @@ void OpenGl20Renderer::setEffectConfig(Json const& effectConfig, StringMap<Strin
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}
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void OpenGl20Renderer::setEffectParameter(String const& parameterName, RenderEffectParameter const& value) {
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auto ptr = m_effectParameters.ptr(parameterName);
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auto ptr = m_currentEffect->parameters.ptr(parameterName);
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if (!ptr || (ptr->parameterValue && *ptr->parameterValue == value))
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return;
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@ -291,7 +274,7 @@ void OpenGl20Renderer::setEffectParameter(String const& parameterName, RenderEff
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}
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void OpenGl20Renderer::setEffectTexture(String const& textureName, Image const& image) {
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auto ptr = m_effectTextures.ptr(textureName);
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auto ptr = m_currentEffect->textures.ptr(textureName);
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if (!ptr)
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return;
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@ -311,6 +294,21 @@ void OpenGl20Renderer::setEffectTexture(String const& textureName, Image const&
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}
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}
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bool OpenGl20Renderer::switchEffectConfig(String const& name) {
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flushImmediatePrimitives();
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auto find = m_effects.find(name);
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if (find == m_effects.end())
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return false;
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Effect& effect = find->second;
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glUseProgram(m_program = effect.program);
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setupGlUniforms(m_program);
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m_currentEffect = &effect;
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return true;
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}
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void OpenGl20Renderer::setScissorRect(Maybe<RectI> const& scissorRect) {
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if (scissorRect == m_scissorRect)
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return;
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@ -798,7 +796,7 @@ void OpenGl20Renderer::renderGlBuffer(GlRenderBuffer const& renderBuffer, Mat3F
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glBindTexture(GL_TEXTURE_2D, vb.textures[i].texture);
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}
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for (auto const& p : m_effectTextures) {
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for (auto const& p : m_currentEffect->textures) {
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if (p.second.textureValue) {
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glActiveTexture(GL_TEXTURE0 + p.second.textureUnit);
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glBindTexture(GL_TEXTURE_2D, p.second.textureValue->textureId);
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@ -823,4 +821,26 @@ void OpenGl20Renderer::renderGlBuffer(GlRenderBuffer const& renderBuffer, Mat3F
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}
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}
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void OpenGl20Renderer::setupGlUniforms(GLuint program) {
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m_positionAttribute = glGetAttribLocation(program, "vertexPosition");
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m_texCoordAttribute = glGetAttribLocation(program, "vertexTextureCoordinate");
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m_texIndexAttribute = glGetAttribLocation(program, "vertexTextureIndex");
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m_colorAttribute = glGetAttribLocation(program, "vertexColor");
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m_param1Attribute = glGetAttribLocation(program, "vertexParam1");
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m_textureUniforms.clear();
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m_textureSizeUniforms.clear();
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for (size_t i = 0; i < MultiTextureCount; ++i) {
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m_textureUniforms.append(glGetUniformLocation(program, strf("texture{}", i).c_str()));
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m_textureSizeUniforms.append(glGetUniformLocation(program, strf("textureSize{}", i).c_str()));
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}
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m_screenSizeUniform = glGetUniformLocation(program, "screenSize");
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m_vertexTransformUniform = glGetUniformLocation(program, "vertexTransform");
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for (size_t i = 0; i < MultiTextureCount; ++i)
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glUniform1i(m_textureUniforms[i], i);
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glUniform2f(m_screenSizeUniform, m_screenSize[0], m_screenSize[1]);
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}
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}
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@ -20,12 +20,15 @@ public:
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String rendererId() const override;
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Vec2U screenSize() const override;
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void setEffectConfig(Json const& effectConfig, StringMap<String> const& shaders) override;
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void loadEffectConfig(String const& name, Json const& effectConfig, StringMap<String> const& shaders) override;
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void setEffectParameter(String const& parameterName, RenderEffectParameter const& parameter) override;
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void setEffectTexture(String const& textureName, Image const& image) override;
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void setScissorRect(Maybe<RectI> const& scissorRect) override;
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bool switchEffectConfig(String const& name) override;
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TexturePtr createTexture(Image const& texture, TextureAddressing addressing, TextureFiltering filtering) override;
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void setSizeLimitEnabled(bool enabled) override;
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void setMultiTexturingEnabled(bool enabled) override;
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@ -155,6 +158,13 @@ private:
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RefPtr<GlLoneTexture> textureValue;
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};
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struct Effect {
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GLuint program;
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Json config;
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StringMap<EffectParameter> parameters;
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StringMap<EffectTexture> textures;
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};
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static void logGlErrorSummary(String prefix);
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static void uploadTextureImage(PixelFormat pixelFormat, Vec2U size, uint8_t const* data);
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@ -166,6 +176,8 @@ private:
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void renderGlBuffer(GlRenderBuffer const& renderBuffer, Mat3F const& transformation);
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void setupGlUniforms(GLuint program);
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Vec2U m_screenSize;
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GLuint m_program = 0;
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@ -181,10 +193,11 @@ private:
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GLint m_screenSizeUniform = -1;
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GLint m_vertexTransformUniform = -1;
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StringMap<Effect> m_effects;
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Effect* m_currentEffect;
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RefPtr<GlTexture> m_whiteTexture;
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StringMap<EffectParameter> m_effectParameters;
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StringMap<EffectTexture> m_effectTextures;
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Maybe<RectI> m_scissorRect;
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bool m_limitTextureGroupSize;
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@ -207,25 +207,31 @@ void ClientApplication::renderInit(RendererPtr renderer) {
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Application::renderInit(renderer);
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auto assets = m_root->assets();
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String rendererConfig = strf("/rendering/{}.config", renderer->rendererId());
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if (assets->assetExists(rendererConfig)) {
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auto loadConfig = [&](String const& name) {
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String path = strf("/rendering/{}.config", name);
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if (assets->assetExists(path)) {
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StringMap<String> shaders;
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auto config = assets->json(rendererConfig);
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auto config = assets->json(path);
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auto shaderConfig = config.getObject("effectShaders");
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for (auto& entry : shaderConfig) {
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if (entry.second.isType(Json::Type::String)) {
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String shader = entry.second.toString();
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if (!shader.hasChar('\n')) {
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auto shaderBytes = assets->bytes(AssetPath::relativeTo(rendererConfig, shader));
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auto shaderBytes = assets->bytes(AssetPath::relativeTo(path, shader));
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shader = std::string(shaderBytes->ptr(), shaderBytes->size());
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}
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shaders[entry.first] = shader;
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}
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}
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renderer->setEffectConfig(config, shaders);
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renderer->loadEffectConfig(name, config, shaders);
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}
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else
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Logger::warn("No rendering config found for renderer with id '{}'", renderer->rendererId());
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};
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loadConfig("world");
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loadConfig("default");
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if (m_root->configuration()->get("limitTextureAtlasSize").optBool().value(false))
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renderer->setSizeLimitEnabled(true);
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@ -365,13 +371,13 @@ void ClientApplication::render() {
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RendererPtr renderer = Application::renderer();
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if (worldClient) {
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int64_t start = Time::monotonicMilliseconds();
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if (renderer)
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renderer->setEffectParameter("lightMapEnabled", true);
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renderer->switchEffectConfig("world");
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worldClient->render(m_renderData, TilePainter::BorderTileSize);
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m_worldPainter->render(m_renderData, [&]() { worldClient->waitForLighting(); });
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m_mainInterface->renderInWorldElements();
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if (renderer)
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renderer->setEffectParameter("lightMapEnabled", false);
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renderer->switchEffectConfig("default");
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LogMap::set("render_world", strf("{}ms", Time::monotonicMilliseconds() - start));
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}
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int64_t start = Time::monotonicMilliseconds();
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@ -231,6 +231,7 @@ void EnvironmentPainter::renderSky(Vec2F const& screenSize, SkyRenderData const&
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m_renderer->flush();
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}
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// TODO: Fix this to work with decimal zoom levels. Currently, the clouds shake rapidly when interpolating between zoom levels.
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void EnvironmentPainter::renderParallaxLayers(
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Vec2F parallaxWorldPosition, WorldCamera const& camera, ParallaxLayers const& layers, SkyRenderData const& sky) {
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