From 06978b210bf37430532cf6a4662c9a4be03397d0 Mon Sep 17 00:00:00 2001 From: Dmytro Dadyka Date: Tue, 24 Mar 2015 10:50:40 -0700 Subject: [PATCH] [Evas: Evas_3D] Refactor shader system: refactored normal map shade mode. Reviewers: cedric, jpeg Subscribers: cedric Differential Revision: https://phab.enlightenment.org/D2232 --- .../gl_common/shader_3d/evas_gl_3d_shaders.x | 66 ++++---- .../gl_common/shader_3d/normal_map_frag.shd | 168 ++------------------- .../gl_common/shader_3d/normal_map_vert.shd | 79 ++-------- 3 files changed, 57 insertions(+), 256 deletions(-) diff --git a/src/modules/evas/engines/gl_common/shader_3d/evas_gl_3d_shaders.x b/src/modules/evas/engines/gl_common/shader_3d/evas_gl_3d_shaders.x index ed9780b..8377e39 100644 --- a/src/modules/evas/engines/gl_common/shader_3d/evas_gl_3d_shaders.x +++ b/src/modules/evas/engines/gl_common/shader_3d/evas_gl_3d_shaders.x @@ -844,7 +844,7 @@ static const char const normal_map_vert_glsl[] = "#endif //VERTEX_TANGENT\n" "void main()\n" "{\n" - "#ifdef VERTEX_POSITION_BLEND\n" + " #ifdef VERTEX_POSITION_BLEND\n" " vec4 position = aPosition0 * uPositionWeight +\n" " aPosition1 * (1.0 - uPositionWeight);\n" " position = vec4(position.xyz, 1.0);\n" @@ -853,7 +853,7 @@ static const char const normal_map_vert_glsl[] = " vec4 position = vec4(aPosition0.xyz, 1.0);\n" "#endif // VERTEX_POSITION\n" "#endif //VERTEX_POSITION_BLEND\n" - "#ifdef VERTEX_NORMAL_BLEND\n" + " #ifdef VERTEX_NORMAL_BLEND\n" " vec3 normal = aNormal0.xyz * uNormalWeight +\n" " aNormal1.xyz * (1.0 - uNormalWeight);\n" "#else\n" @@ -869,7 +869,7 @@ static const char const normal_map_vert_glsl[] = " vec3 tangent = aTangent0.xyz;\n" "#endif //VERTEX_TANGENT\n" "#endif //VERTEX_TANGENT_BLEND\n" - "#ifdef VERTEX_TEXCOORD_BLEND\n" + " #ifdef VERTEX_TEXCOORD_BLEND\n" " vTexCoord = aTexCoord0.st * uTexCoordWeight +\n" " aTexCoord1.st * (1.0 - uTexCoordWeight);\n" "#else\n" @@ -909,6 +909,16 @@ static const char const normal_map_frag_glsl[] = "varying vec4 vLightPosition;\n" "uniform sampler2D uShadowMap;\n" "float shadow;\n" + "float pcf(vec4 lpos, float size)\n" + " {\n" + " vec3 smcoord = lpos.xyz / lpos.w * 0.5 + 0.5;\n" + " float i, j, randx, randy, shadow;\n" + " shadow = 0.0;\n" + " for (i = -4.0; i < 4.0; i++)\n" + " for (j = -4.0; j < 4.0; j++)\n" + " shadow += float(smcoord.z <= texture2D(uShadowMap, smcoord.xy + vec2(i / 8.0, j / 8.0)*size).x);\n" + " return shadow / 64.0;\n" + "}\n" "#endif //SHADOWED\n" "#ifdef NORMAL_TEXTURE_BLEND\n" "uniform sampler2D uTextureNormal1;\n" @@ -1018,14 +1028,15 @@ static const char const normal_map_frag_glsl[] = " if (factor > 0.0)\n" " {\n" "#ifdef DIFFUSE\n" - "#ifdef DIFFUSE_TEXTURE_BLEND\n" - " color = texture2D(uTextureDiffuse0, vTexCoord) * uTextureDiffuseWeight +\n" - " texture2D(uTextureDiffuse1, vTexCoord) * (1.0 - uTextureDiffuseWeight);\n" + " \n" + "#ifdef DIFFUSE_TEXTURE_BLEND\n" + " color = texture2D(uTextureDiffuse0, vTexCoord) * uTextureDiffuseWeight +\n" + " texture2D(uTextureDiffuse1, vTexCoord) * (1.0 - uTextureDiffuseWeight);\n" "#else\n" - "#ifdef DIFFUSE_TEXTURE\n" - " color = texture2D(uTextureDiffuse0, vTexCoord);\n" + "#ifdef DIFFUSE_TEXTURE\n" + " color = texture2D(uTextureDiffuse0, vTexCoord);\n" "#else\n" - " color = uMaterialDiffuse;\n" + " color = uMaterialDiffuse;\n" "#endif //DIFFUSE_TEXTURE\n" "#endif //DIFFUSE_TEXTURE_BLEND\n" " gl_FragColor = uLightDiffuse * color * factor;\n" @@ -1037,14 +1048,15 @@ static const char const normal_map_frag_glsl[] = " if (factor > 0.0)\n" " {\n" " factor = pow(factor, uMaterialShininess);\n" - "#ifdef SPECULAR_TEXTURE_BLEND\n" - " color = texture2D(uTextureSpecular0, vTexCoord) * uTextureSpecularWeight +\n" - " texture2D(uTextureSpecular1, vTexCoord) * (1.0 - uTextureSpecularWeight);\n" + " \n" + "#ifdef SPECULAR_TEXTURE_BLEND\n" + " color = texture2D(uTextureSpecular0, vTexCoord) * uTextureSpecularWeight +\n" + " texture2D(uTextureSpecular1, vTexCoord) * (1.0 - uTextureSpecularWeight);\n" "#else\n" - "#ifdef SPECULAR_TEXTURE\n" - " color = texture2D(uTextureSpecular0, vTexCoord);\n" + "#ifdef SPECULAR_TEXTURE\n" + " color = texture2D(uTextureSpecular0, vTexCoord);\n" "#else\n" - " color = uMaterialSpecular;\n" + " color = uMaterialSpecular;\n" "#endif //SPECULAR_TEXTURE\n" "#endif //SPECULAR_TEXTURE_BLEND\n" " gl_FragColor += uLightSpecular * color * factor;\n" @@ -1057,11 +1069,12 @@ static const char const normal_map_frag_glsl[] = " else\n" " gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);\n" "#ifdef AMBIENT\n" - "#ifdef AMBIENT_TEXTURE_BLEND\n" + " \n" + "#ifdef AMBIENT_TEXTURE_BLEND\n" " color = texture2D(uTextureAmbient0, vTexCoord) * uTextureAmbientWeight +\n" " texture2D(uTextureAmbient1, vTexCoord) * (1.0 - uTextureAmbientWeight);\n" "#else\n" - "#ifdef AMBIENT_TEXTURE\n" + "#ifdef AMBIENT_TEXTURE\n" " color = texture2D(uTextureAmbient0, vTexCoord);\n" "#else\n" " color = uMaterialAmbient;\n" @@ -1073,11 +1086,12 @@ static const char const normal_map_frag_glsl[] = " gl_FragColor /= dot(uLightAtten, vec3(1.0, vLightDist, vLightDist * vLightDist));\n" "#endif //LIGHT_ATTENUATION\n" "#ifdef EMISSION\n" - "#ifdef EMISSION_TEXTURE_BLEND\n" + " \n" + "#ifdef EMISSION_TEXTURE_BLEND\n" " color = texture2D(uTextureEmission0, vTexCoord) * uTextureEmissionWeight +\n" " texture2D(uTextureEmission1, vTexCoord) * (1.0 - uTextureEmissionWeight);\n" "#else\n" - "#ifdef EMISSION_TEXTURE\n" + "#ifdef EMISSION_TEXTURE\n" " color = texture2D(uTextureEmission0, vTexCoord);\n" "#else\n" " color = uMaterialEmission;\n" @@ -1086,18 +1100,6 @@ static const char const normal_map_frag_glsl[] = " gl_FragColor += color;\n" "#endif //EMISSION\n" "}\n" - "#ifdef SHADOWED\n" - "float pcf(vec4 lpos, float size)\n" - "{\n" - " vec3 smcoord = lpos.xyz / lpos.w * 0.5 + 0.5;\n" - " float i, j, randx, randy, shadow;\n" - " shadow = 0.0;\n" - " for (i = -4.0; i < 4.0; i++)\n" - " for (j = -4.0; j < 4.0; j++)\n" - " shadow += float(smcoord.z <= texture2D(uShadowMap, smcoord.xy + vec2(i / 8.0, j / 8.0)*size).x);\n" - " return shadow / 64.0;\n" - "}\n" - "#endif //SHADOWED\n" "void main() {\n" "#ifdef SHADOWED\n" " shadow = pcf(vLightPosition, 1.0 / 200.0);\n" @@ -1105,7 +1107,7 @@ static const char const normal_map_frag_glsl[] = " fragmentNormalMap();\n" "#ifdef FOG_ENABLED\n" " float z = gl_FragCoord.z / gl_FragCoord.w;\n" - " float fogFactor = exp2( -uFogFactor * uFogFactor * z * z * 1.44);\n" + " float fogFactor = exp2(-uFogFactor * uFogFactor * z * z * 1.44);\n" " fogFactor = clamp(fogFactor, 0.0, 1.0);\n" " gl_FragColor = mix(uFogColor, gl_FragColor, fogFactor);\n" "#endif //FOG_ENABLED\n" diff --git a/src/modules/evas/engines/gl_common/shader_3d/normal_map_frag.shd b/src/modules/evas/engines/gl_common/shader_3d/normal_map_frag.shd index 4e2d826..10b51e4 100644 --- a/src/modules/evas/engines/gl_common/shader_3d/normal_map_frag.shd +++ b/src/modules/evas/engines/gl_common/shader_3d/normal_map_frag.shd @@ -3,20 +3,9 @@ varying vec3 vLightHalfVector; uniform sampler2D uTextureNormal0; varying vec3 vEyeVector; -#ifdef NEED_TEX_COORD -varying vec2 vTexCoord; -#endif //TEX_COORD - -#ifdef FOG_ENABLED -uniform float uFogFactor; -uniform vec4 uFogColor; -#endif //FOG_ENABLED - -#ifdef SHADOWED -varying vec4 vLightPosition; -uniform sampler2D uShadowMap; -float shadow; -#endif //SHADOWED +FRAGMENT_SHADER_USE_TEX_COORD +FRAGMENT_SHADER_USE_FOG +FRAGMENT_SHADER_USE_SHADOWS #ifdef NORMAL_TEXTURE_BLEND uniform sampler2D uTextureNormal1; @@ -27,75 +16,11 @@ uniform float uTextureNormalWeight; varying vec3 vNormal; #endif //VERTEX_TANGENT -#ifdef DIFFUSE -uniform vec4 uMaterialDiffuse; -uniform vec4 uLightDiffuse; - -#ifdef DIFFUSE_TEXTURE -uniform sampler2D uTextureDiffuse0; -#endif //DIFFUSE_TEXTURE - -#ifdef DIFFUSE_TEXTURE_BLEND -uniform sampler2D uTextureDiffuse1; -uniform float uTextureDiffuseWeight; -#endif //DIFFUSE_TEXTURE_BLEND - -#endif //DIFFUSE - -#ifdef SPECULAR -uniform vec4 uLightSpecular; -uniform float uMaterialShininess; -uniform vec4 uMaterialSpecular; - -#ifdef SPECULAR_TEXTURE -uniform sampler2D uTextureSpecular0; -#endif //SPECULAR_TEXTURE - -#ifdef SPECULAR_TEXTURE_BLEND -uniform sampler2D uTextureSpecular1; -uniform float uTextureSpecularWeight; -#endif //SPECULAR_TEXTURE_BLEND - -#endif //SPECULAR - -#ifdef AMBIENT -uniform vec4 uMaterialAmbient; -uniform vec4 uLightAmbient; - -#ifdef AMBIENT_TEXTURE -uniform sampler2D uTextureAmbient0; -#endif //AMBIENT_TEXTURE - -#ifdef AMBIENT_TEXTURE_BLEND -uniform sampler2D uTextureAmbient1; -uniform float uTextureAmbientWeight; -#endif //AMBIENT_TEXTURE_BLEND - -#endif //AMBIENT - -#ifdef EMISSION -uniform vec4 uMaterialEmission; - -#ifdef EMISSION_TEXTURE -uniform sampler2D uTextureEmission0; -#endif //EMISSION_TEXTURE - -#ifdef EMISSION_TEXTURE_BLEND -uniform sampler2D uTextureEmission1; -uniform float uTextureEmissionWeight; -#endif //EMISSION_TEXTURE_BLEND - -#endif //EMISSION - -#ifdef LIGHT_SPOT -uniform vec3 uLightSpotDir; -uniform float uLightSpotExp; -uniform float uLightSpotCutoffCos; -#endif //LIGHT_SPOT - -#ifdef LIGHT_ATTENUATION -varying float vLightDist; -#endif //LIGHT_ATTENUATION +FRAGMENT_SHADER_USE_DIFFUSE_TERM +FRAGMENT_SHADER_USE_SPECULAR_TERM +FRAGMENT_SHADER_USE_AMBIENT_TERM +FRAGMENT_SHADER_USE_EMISSION_TERM +FRAGMENT_SHADER_USE_LIGHT #ifndef VERTEX_TANGENT @@ -159,19 +84,7 @@ void fragmentNormalMap() #ifdef DIFFUSE -#ifdef DIFFUSE_TEXTURE_BLEND - color = texture2D(uTextureDiffuse0, vTexCoord) * uTextureDiffuseWeight + - texture2D(uTextureDiffuse1, vTexCoord) * (1.0 - uTextureDiffuseWeight); -#else - -#ifdef DIFFUSE_TEXTURE - color = texture2D(uTextureDiffuse0, vTexCoord); -#else - color = uMaterialDiffuse; -#endif //DIFFUSE_TEXTURE - -#endif //DIFFUSE_TEXTURE_BLEND - + FRAGMENT_SHADER_TEXTURE_BLEND(DIFFUSE, Diffuse) gl_FragColor = uLightDiffuse * color * factor; #else @@ -184,19 +97,7 @@ void fragmentNormalMap() if (factor > 0.0) { factor = pow(factor, uMaterialShininess); - -#ifdef SPECULAR_TEXTURE_BLEND - color = texture2D(uTextureSpecular0, vTexCoord) * uTextureSpecularWeight + - texture2D(uTextureSpecular1, vTexCoord) * (1.0 - uTextureSpecularWeight); -#else -#ifdef SPECULAR_TEXTURE - color = texture2D(uTextureSpecular0, vTexCoord); -#else - color = uMaterialSpecular; -#endif //SPECULAR_TEXTURE - -#endif //SPECULAR_TEXTURE_BLEND - + FRAGMENT_SHADER_TEXTURE_BLEND(SPECULAR, Specular) gl_FragColor += uLightSpecular * color * factor; } @@ -211,19 +112,7 @@ void fragmentNormalMap() gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0); #ifdef AMBIENT -#ifdef AMBIENT_TEXTURE_BLEND - color = texture2D(uTextureAmbient0, vTexCoord) * uTextureAmbientWeight + - texture2D(uTextureAmbient1, vTexCoord) * (1.0 - uTextureAmbientWeight); -#else - -#ifdef AMBIENT_TEXTURE - color = texture2D(uTextureAmbient0, vTexCoord); -#else - color = uMaterialAmbient; -#endif //AMBIENT_TEXTURE - -#endif //AMBIENT_TEXTURE_BLEND - + FRAGMENT_SHADER_TEXTURE_BLEND(AMBIENT, Ambient) gl_FragColor += uLightAmbient * color; #endif //AMBIENT @@ -233,37 +122,13 @@ void fragmentNormalMap() #ifdef EMISSION -#ifdef EMISSION_TEXTURE_BLEND - color = texture2D(uTextureEmission0, vTexCoord) * uTextureEmissionWeight + - texture2D(uTextureEmission1, vTexCoord) * (1.0 - uTextureEmissionWeight); -#else - -#ifdef EMISSION_TEXTURE - color = texture2D(uTextureEmission0, vTexCoord); -#else - color = uMaterialEmission; -#endif //EMISSION_TEXTURE - -#endif //EMISSION_TEXTURE_BLEND - + FRAGMENT_SHADER_TEXTURE_BLEND(EMISSION, Emission) gl_FragColor += color; + #endif //EMISSION } -#ifdef SHADOWED -float pcf(vec4 lpos, float size) -{ - vec3 smcoord = lpos.xyz / lpos.w * 0.5 + 0.5; - float i, j, randx, randy, shadow; - shadow = 0.0; - for (i = -4.0; i < 4.0; i++) - for (j = -4.0; j < 4.0; j++) - shadow += float(smcoord.z <= texture2D(uShadowMap, smcoord.xy + vec2(i / 8.0, j / 8.0)*size).x); - return shadow / 64.0; -} -#endif //SHADOWED - void main() { #ifdef SHADOWED @@ -272,12 +137,7 @@ void main() { fragmentNormalMap(); -#ifdef FOG_ENABLED - float z = gl_FragCoord.z / gl_FragCoord.w; - float fogFactor = exp2( -uFogFactor * uFogFactor * z * z * 1.44); - fogFactor = clamp(fogFactor, 0.0, 1.0); - gl_FragColor = mix(uFogColor, gl_FragColor, fogFactor); -#endif //FOG_ENABLED +FRAGMENT_SHADER_FOG_APPLY } diff --git a/src/modules/evas/engines/gl_common/shader_3d/normal_map_vert.shd b/src/modules/evas/engines/gl_common/shader_3d/normal_map_vert.shd index 3dc42d2..0c9e557 100644 --- a/src/modules/evas/engines/gl_common/shader_3d/normal_map_vert.shd +++ b/src/modules/evas/engines/gl_common/shader_3d/normal_map_vert.shd @@ -10,28 +10,9 @@ varying vec3 vEyeVector; varying vec3 vNormal; #endif //VERTEX_TANGENT -#ifdef SHADOWED -uniform mat4 uMatrixLight; -varying vec4 vLightPosition; -#endif //SHADOWED - -#ifdef VERTEX_POSITION -attribute vec4 aPosition0; -#endif //VERTEX_POSITION - -#ifdef VERTEX_POSITION_BLEND -attribute vec4 aPosition1; -uniform float uPositionWeight; -#endif //VERTEX_POSITION_BLEND - -#ifdef VERTEX_NORMAL -attribute vec4 aNormal0; -#endif //VERTEX_NORMAL - -#ifdef VERTEX_NORMAL_BLEND -attribute vec4 aNormal1; -uniform float uNormalWeight; -#endif //VERTEX_NORMAL_BLEND +VERTEX_SHADER_USE_SHADOWS +VERTEX_SHADER_USE_POSITION +VERTEX_SHADER_USE_NORMALS #ifdef VERTEX_TANGENT attribute vec4 aTangent0; @@ -42,22 +23,9 @@ attribute vec4 aTangent1; uniform float uTangentWeight; #endif //VERTEX_TANGENT_BLEND -#ifdef VERTEX_TEXCOORD -attribute vec4 aTexCoord0; -#endif //VERTEX_TEXCOORD - -#ifdef VERTEX_TEXCOORD_BLEND -attribute vec4 aTexCoord1; -uniform float uTexCoordWeight; -#endif //VERTEX_TEXCOORD_BLEND - -#ifdef NEED_TEX_COORD -varying vec2 vTexCoord; -#endif //NEED_TEX_COORD - -#ifdef LIGHT_ATTENUATION -varying float vLightDist; -#endif //LIGHT_ATTENUATION +VERTEX_SHADER_USE_TEXCOORD +VERTEX_SHADER_NEED_TEX_COORD +VERTEX_SHADER_USE_LIGHT_ATTENUATION #ifndef VERTEX_TANGENT void vertexNormalMap(vec4 position, vec3 normal) @@ -130,28 +98,8 @@ void vertexNormalMap(vec4 position, vec3 normal, vec3 tangent) void main() { -#ifdef VERTEX_POSITION_BLEND - vec4 position = aPosition0 * uPositionWeight + - aPosition1 * (1.0 - uPositionWeight); - position = vec4(position.xyz, 1.0); -#else - -#ifdef VERTEX_POSITION - vec4 position = vec4(aPosition0.xyz, 1.0); -#endif // VERTEX_POSITION - -#endif //VERTEX_POSITION_BLEND - -#ifdef VERTEX_NORMAL_BLEND - vec3 normal = aNormal0.xyz * uNormalWeight + - aNormal1.xyz * (1.0 - uNormalWeight); -#else - -#ifdef VERTEX_NORMAL - vec3 normal = aNormal0.xyz; -#endif //VERTEX_NORMAL - -#endif //VERTEX_NORMAL_BLEND + VERTEX_SHADER_POSITION + VERTEX_SHADER_NORMAL #ifdef VERTEX_TANGENT_BLEND vec3 tangent = aTangent0.xyz * uTangentWeight + @@ -164,16 +112,7 @@ void main() #endif //VERTEX_TANGENT_BLEND -#ifdef VERTEX_TEXCOORD_BLEND - vTexCoord = aTexCoord0.st * uTexCoordWeight + - aTexCoord1.st * (1.0 - uTexCoordWeight); -#else - -#ifdef VERTEX_TEXCOORD - vTexCoord = aTexCoord0.st; -#endif //VERTEX_TEXCOORD - -#endif //VERTEX_TEXCOORD_BLEND + VERTEX_SHADER_TEXCOORD gl_Position = uMatrixMvp * position; -- 2.7.4