Update Cel shading. Note, RageDisplay_D3D will need to be fixed for this.

This commit is contained in:
Colby Klein
2011-03-08 11:00:32 -08:00
parent bcd87f8c17
commit 704c7bff1d
8 changed files with 90 additions and 89 deletions
+26 -24
View File
@@ -1,24 +1,26 @@
varying vec2 texCoords;
varying vec3 normal, viewVector;
varying vec4 lightVector, lightColor;
uniform sampler2D Texture1;
void main(void)
{
float intensity = dot(normal, lightVector.xyz);
float fresnel = pow(1.0 - dot(viewVector, normal), 5.0);
fresnel = fresnel < 0.5 ? 0.0 : 0.4;
float shade = 1.0;
if( intensity > 0.35 )
shade = clamp(1.0 * intensity + 0.4, 0.0, 1.0);
else
shade = clamp(0.85 * intensity + 0.25, 0.4, 0.6);
shade = clamp(shade - fresnel, 0.3, 1.0);
vec4 vcol = gl_FrontMaterial.diffuse;
vec4 tex = texture2D(Texture1, texCoords);
gl_FragColor = lightColor * vec4(tex.rgb * shade, 1.0);
}
uniform sampler2D Texture0;
varying vec2 vCoord;
varying vec3 vNor;
const vec4 shadowColor = vec4(0.6, 0.75, 0.9, 1.0);
void main() {
vec3 nor, light;
nor = normalize(vNor);
vec4 diffuse, specular, color, lightSource;
float ambient = length(gl_FrontMaterial.ambient.rgb);
lightSource = gl_LightSource[0].position;
light = normalize(gl_ModelViewMatrix * lightSource).xyz;
color = texture2D(Texture0, vCoord.st);
float intensity = max(dot(light,nor), 0.0);
if (intensity < 0.5) {
intensity *= 0.5;
color *= shadowColor;
}
intensity = min(clamp(intensity, ambient, 1.0) + 0.25, 1.0);
gl_FragColor = color * intensity;
}
+9 -16
View File
@@ -1,16 +1,9 @@
varying vec3 normal, viewVector;
varying vec4 lightVector, lightColor;
varying vec2 texCoords;
void main(void)
{
texCoords = gl_MultiTexCoord0.st;
vec4 objectPos = gl_ModelViewMatrix * gl_Vertex;
normal = gl_NormalMatrix * gl_Normal;
lightVector = normalize(gl_LightSource[0].position);
lightColor = gl_LightSource[0].diffuse;
viewVector = normalize(vec3(0) - objectPos.xyz);
gl_Position = ftransform();
}
varying vec2 vCoord;
varying vec3 vNor;
void main() {
vCoord = gl_MultiTexCoord0.st;
vNor = gl_Normal.xyz;
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
+10 -9
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@@ -289,18 +289,19 @@ bool Model::EarlyAbortDraw() const
void Model::DrawCelShaded()
{
// TODO: use shell shader for outline.
this->SetZWrite( true );
// First pass: outline/shell
// DISPLAY->SetCelShaded(1);
// First pass: shell. We only want the backfaces for this.
DISPLAY->SetCelShaded(1);
DISPLAY->SetCullMode(CULL_FRONT);
this->SetZWrite(false); // XXX: Why on earth isn't the culling working? -Colby
this->Draw();
// Second pass: normal shading
// DISPLAY->SetCelShaded(2);
// this->Draw();
// Second pass: cel shading
DISPLAY->SetCelShaded(2);
DISPLAY->SetCullMode(CULL_BACK);
this->SetZWrite(true);
this->Draw();
// DISPLAY->SetCelShaded(0)
DISPLAY->SetCelShaded(0);
}
void Model::DrawPrimitives()
+1 -1
View File
@@ -810,7 +810,7 @@ void RageDisplay::DrawQuads( const RageSpriteVertex v[], int iNumVerts )
{
ASSERT( (iNumVerts%4) == 0 );
if(iNumVerts == 0)
if(!iNumVerts)
return;
this->DrawQuadsInternal(v,iNumVerts);
+1 -1
View File
@@ -277,7 +277,7 @@ public:
const RageVector3 &dir ) = 0;
virtual void SetSphereEnvironmentMapping( TextureUnit tu, bool b ) = 0;
virtual void SetCelShaded( bool b ) = 0;
virtual void SetCelShaded( int stage ) = 0;
virtual RageCompiledGeometry* CreateCompiledGeometry() = 0;
virtual void DeleteCompiledGeometry( RageCompiledGeometry* p ) = 0;
+1 -1
View File
@@ -61,7 +61,7 @@ public:
const RageVector3 &dir ) { }
void SetSphereEnvironmentMapping( TextureUnit tu, bool b ) { }
void SetCelShaded( bool b ) { }
void SetCelShaded( int stage ) { }
RageCompiledGeometry* CreateCompiledGeometry();
void DeleteCompiledGeometry( RageCompiledGeometry* p );
+41 -36
View File
@@ -332,16 +332,18 @@ GLhandleARB CompileShader( GLenum ShaderType, RString sFile, vector<RString> asD
GLhandleARB LoadShader( GLenum ShaderType, RString sFile, vector<RString> asDefines )
{
// Don't do anything here if not the hardware/driver can't do it!
if( !GLExt.m_bGL_ARB_fragment_shader && ShaderType == GL_FRAGMENT_SHADER_ARB )
return 0;
if( !GLExt.m_bGL_ARB_vertex_shader && ShaderType == GL_VERTEX_SHADER_ARB )
return 0;
// XXX: dumb, but I don't feel like refactoring ragedisplay for this. -Colby
GLhandleARB secondaryShader = 0;
if( sFile == "Data/Shaders/GLSL/Cel.vert" )
{
if ( sFile == "Data/Shaders/GLSL/Cel.vert" )
secondaryShader = CompileShader( GL_FRAGMENT_SHADER_ARB, "Data/Shaders/GLSL/Cel.frag", asDefines);
}
else if ( sFile == "Data/Shaders/GLSL/Shell.vert" )
secondaryShader = CompileShader( GL_FRAGMENT_SHADER_ARB, "Data/Shaders/GLSL/Shell.frag", asDefines);
GLhandleARB hShader = CompileShader( ShaderType, sFile, asDefines );
if( hShader == 0 )
@@ -349,7 +351,8 @@ GLhandleARB LoadShader( GLenum ShaderType, RString sFile, vector<RString> asDefi
GLhandleARB hProgram = GLExt.glCreateProgramObjectARB();
GLExt.glAttachObjectARB( hProgram, hShader );
if( secondaryShader != 0 )
if( secondaryShader )
{
GLExt.glAttachObjectARB( hProgram, secondaryShader );
GLExt.glDeleteObjectARB( secondaryShader );
@@ -380,6 +383,7 @@ static GLhandleARB g_hHardMixShader = 0;
static GLhandleARB g_hOverlayShader = 0;
static GLhandleARB g_hScreenShader = 0;
static GLhandleARB g_hYUYV422Shader = 0;
static GLhandleARB g_gShellShader = 0;
static GLhandleARB g_gCelShader = 0;
void InitShaders()
@@ -388,16 +392,23 @@ void InitShaders()
// the shaders and determines shader type by file extension. -aj
// argh shaders in stepmania are painful -colby
vector<RString> asDefines;
g_bTextureMatrixShader = LoadShader( GL_VERTEX_SHADER_ARB, "Data/Shaders/GLSL/Texture matrix scaling.vert", asDefines );
g_bUnpremultiplyShader = LoadShader( GL_FRAGMENT_SHADER_ARB, "Data/Shaders/GLSL/Unpremultiply.frag", asDefines );
g_bColorBurnShader = LoadShader( GL_FRAGMENT_SHADER_ARB, "Data/Shaders/GLSL/Color burn.frag", asDefines );
g_bColorDodgeShader = LoadShader( GL_FRAGMENT_SHADER_ARB, "Data/Shaders/GLSL/Color dodge.frag", asDefines );
g_bVividLightShader = LoadShader( GL_FRAGMENT_SHADER_ARB, "Data/Shaders/GLSL/Vivid light.frag", asDefines );
g_hHardMixShader = LoadShader( GL_FRAGMENT_SHADER_ARB, "Data/Shaders/GLSL/Hard mix.frag", asDefines );
g_hOverlayShader = LoadShader( GL_FRAGMENT_SHADER_ARB, "Data/Shaders/GLSL/Overlay.frag", asDefines );
g_hScreenShader = LoadShader( GL_FRAGMENT_SHADER_ARB, "Data/Shaders/GLSL/Screen.frag", asDefines );
g_hYUYV422Shader = LoadShader( GL_FRAGMENT_SHADER_ARB, "Data/Shaders/GLSL/YUYV422.frag", asDefines );
g_gCelShader = LoadShader( GL_VERTEX_SHADER_ARB, "Data/Shaders/GLSL/Cel.vert", asDefines);
// used for scrolling textures (I think)
g_bTextureMatrixShader = LoadShader( GL_VERTEX_SHADER_ARB, "Data/Shaders/GLSL/Texture matrix scaling.vert", asDefines );
// these two are for dancing characters and are both actually shader pairs
g_gShellShader = LoadShader( GL_VERTEX_SHADER_ARB, "Data/Shaders/GLSL/Shell.vert", asDefines );
g_gCelShader = LoadShader( GL_VERTEX_SHADER_ARB, "Data/Shaders/GLSL/Cel.vert", asDefines );
// effects
g_bUnpremultiplyShader = LoadShader( GL_FRAGMENT_SHADER_ARB, "Data/Shaders/GLSL/Unpremultiply.frag", asDefines );
g_bColorBurnShader = LoadShader( GL_FRAGMENT_SHADER_ARB, "Data/Shaders/GLSL/Color burn.frag", asDefines );
g_bColorDodgeShader = LoadShader( GL_FRAGMENT_SHADER_ARB, "Data/Shaders/GLSL/Color dodge.frag", asDefines );
g_bVividLightShader = LoadShader( GL_FRAGMENT_SHADER_ARB, "Data/Shaders/GLSL/Vivid light.frag", asDefines );
g_hHardMixShader = LoadShader( GL_FRAGMENT_SHADER_ARB, "Data/Shaders/GLSL/Hard mix.frag", asDefines );
g_hOverlayShader = LoadShader( GL_FRAGMENT_SHADER_ARB, "Data/Shaders/GLSL/Overlay.frag", asDefines );
g_hScreenShader = LoadShader( GL_FRAGMENT_SHADER_ARB, "Data/Shaders/GLSL/Screen.frag", asDefines );
g_hYUYV422Shader = LoadShader( GL_FRAGMENT_SHADER_ARB, "Data/Shaders/GLSL/YUYV422.frag", asDefines );
// Bind attributes.
if( g_bTextureMatrixShader )
@@ -1699,8 +1710,8 @@ bool RageDisplay_OGL::IsEffectModeSupported( EffectMode effect )
case EffectMode_ColorDodge: return g_bColorDodgeShader != 0;
case EffectMode_VividLight: return g_bVividLightShader != 0;
case EffectMode_HardMix: return g_hHardMixShader != 0;
case EffectMode_Overlay: return g_hOverlayShader != 0;
case EffectMode_Screen: return g_hScreenShader != 0;
case EffectMode_Overlay: return g_hOverlayShader != 0;
case EffectMode_Screen: return g_hScreenShader != 0;
case EffectMode_YUYV422: return g_hYUYV422Shader != 0;
}
@@ -1902,14 +1913,14 @@ void RageDisplay_OGL::SetLightDirectional(
void RageDisplay_OGL::SetCullMode( CullMode mode )
{
if (mode != CULL_NONE)
glEnable(GL_CULL_FACE);
switch( mode )
{
case CULL_BACK:
glEnable( GL_CULL_FACE );
glCullFace( GL_BACK );
break;
case CULL_FRONT:
glEnable( GL_CULL_FACE );
glCullFace( GL_FRONT );
break;
case CULL_NONE:
@@ -2633,29 +2644,23 @@ void RageDisplay_OGL::SetSphereEnvironmentMapping( TextureUnit tu, bool b )
GLint iCelTexture1, iCelTexture2 = NULL;
void RageDisplay_OGL::SetCelShaded( bool b )
void RageDisplay_OGL::SetCelShaded( int stage )
{
if( GLExt.glUseProgramObjectARB == NULL )
if( !GLExt.m_bGL_ARB_fragment_shader )
return; // not supported
GLhandleARB hShader = 0;
if( b )
GLExt.glUseProgramObjectARB( g_gCelShader );
else
GLExt.glUseProgramObjectARB( hShader );
if( !b )
return;
/*
* Optimization: don't get these again if we have already done it.
* Getting data from the GPU is (relatively) slow, avoid it if possible.
*/
if( !iCelTexture1 )
switch ( stage )
{
iCelTexture1 = GLExt.glGetUniformLocationARB( hShader, "Texture1" );
case 1:
GLExt.glUseProgramObjectARB( g_gShellShader );
break;
case 2:
GLExt.glUseProgramObjectARB( g_gCelShader );
break;
default:
GLExt.glUseProgramObjectARB( 0 );
break;
}
GLExt.glUniform1iARB( iCelTexture1, 1 );
}
/*
+1 -1
View File
@@ -97,7 +97,7 @@ public:
const RageVector3 &dir );
void SetSphereEnvironmentMapping( TextureUnit tu, bool b );
void SetCelShaded( bool b );
void SetCelShaded( int stage );
RageCompiledGeometry* CreateCompiledGeometry();
void DeleteCompiledGeometry( RageCompiledGeometry* p );