Hello, A small FYI from out-of-tree builder, this broke distcheck:
make[3]: *** No rule to make target 'modules/evas/engines/gl_common/shader_3d/vertex_color_vert.shd', needed by 'modules/evas/engines/gl_common/shader_3d/evas_gl_3d_shaders.x'. Stop. Maybe something went wrong with Makefile_Evas.am changes... On 02/18/2015 11:43 PM, Dmytro Dadyka wrote: > cedric pushed a commit to branch master. > > http://git.enlightenment.org/core/efl.git/commit/?id=b9b5ced501f4642f03d8bcc8441fd3f7b55a7f52 > > commit b9b5ced501f4642f03d8bcc8441fd3f7b55a7f52 > Author: Dmytro Dadyka <[email protected]> > Date: Wed Feb 18 21:19:28 2015 +0100 > > evas: Evas_3D - refactor shader system. > > Reviewers: Hermet, raster, jpeg, cedric > > Subscribers: artem.popov, cedric > > Differential Revision: https://phab.enlightenment.org/D1947 > > Signed-off-by: Cedric BAIL <[email protected]> > --- > .gitignore | 1 + > src/Makefile_Evas.am | 30 + > src/modules/evas/engines/gl_common/evas_gl_3d.c | 7 +- > .../evas/engines/gl_common/evas_gl_3d_private.h | 27 +- > .../evas/engines/gl_common/evas_gl_3d_shader.c | 1097 > +------------------- > .../gl_common/shader_3d/color_pick_frag.shd | 7 + > .../gl_common/shader_3d/color_pick_vert.shd | 28 + > .../engines/gl_common/shader_3d/diffuse_frag.shd | 47 + > .../engines/gl_common/shader_3d/diffuse_vert.shd | 52 + > .../evas/engines/gl_common/shader_3d/flat_frag.shd | 195 ++++ > .../evas/engines/gl_common/shader_3d/flat_vert.shd | 154 +++ > .../engines/gl_common/shader_3d/gen_shaders_3d.sh | 45 + > .../gl_common/shader_3d/normal_map_frag.shd | 283 +++++ > .../gl_common/shader_3d/normal_map_vert.shd | 189 ++++ > .../engines/gl_common/shader_3d/phong_frag.shd | 235 +++++ > .../engines/gl_common/shader_3d/phong_vert.shd | 116 +++ > .../gl_common/shader_3d/shadow_map_frag.shd | 4 + > .../gl_common/shader_3d/shadow_map_vert.shd | 28 + > .../gl_common/shader_3d/vertex_color_frag.shd | 20 + > .../gl_common/shader_3d/vertex_color_vert.shd | 50 + > 20 files changed, 1553 insertions(+), 1062 deletions(-) > > diff --git a/.gitignore b/.gitignore > index 4f04840..96345bf 100644 > --- a/.gitignore > +++ b/.gitignore > @@ -67,4 +67,5 @@ tags > /config.rpath > /coverage > /src/lib/ecore_x/ecore_x_vsync > +/src/modules/evas/engines/gl_common/shader_3d/evas_gl_3d_shaders.x > Session.vim > diff --git a/src/Makefile_Evas.am b/src/Makefile_Evas.am > index 0651d7f..3cfbced 100644 > --- a/src/Makefile_Evas.am > +++ b/src/Makefile_Evas.am > @@ -586,6 +586,7 @@ modules/evas/engines/gl_common/evas_gl_api.c \ > modules/evas/engines/gl_common/evas_gl_api_gles1.c \ > modules/evas/engines/gl_common/evas_gl_api_ext.c \ > modules/evas/engines/gl_common/shader/evas_gl_shaders.x \ > +modules/evas/engines/gl_common/shader_3d/evas_gl_3d_shaders.x \ > modules/evas/engines/gl_common/shader/evas_gl_enum.x > > # 3D > @@ -729,6 +730,35 @@ modules/evas/engines/gl_common/shader/evas_gl_shaders.x: > modules/evas/engines/gl > > modules/evas/engines/gl_common/shader/evas_gl_enum.x: > modules/evas/engines/gl_common/shader/evas_gl_shaders.x > > +# NOTE: order here should be equal with modes in file Evas_Eo.h > +GL_SHADERS_3D_GEN = \ > +modules/evas/engines/gl_common/shader_3d/vertex_color_vert.shd \ > +modules/evas/engines/gl_common/shader_3d/vertex_color_frag.shd \ > +modules/evas/engines/gl_common/shader_3d/diffuse_vert.shd \ > +modules/evas/engines/gl_common/shader_3d/diffuse_frag.shd \ > +modules/evas/engines/gl_common/shader_3d/flat_vert.shd \ > +modules/evas/engines/gl_common/shader_3d/flat_frag.shd \ > +modules/evas/engines/gl_common/shader_3d/phong_vert.shd \ > +modules/evas/engines/gl_common/shader_3d/phong_frag.shd \ > +modules/evas/engines/gl_common/shader_3d/normal_map_vert.shd \ > +modules/evas/engines/gl_common/shader_3d/normal_map_frag.shd \ > +modules/evas/engines/gl_common/shader_3d/shadow_map_vert.shd \ > +modules/evas/engines/gl_common/shader_3d/shadow_map_frag.shd \ > +modules/evas/engines/gl_common/shader_3d/color_pick_vert.shd \ > +modules/evas/engines/gl_common/shader_3d/color_pick_frag.shd \ > +$(NULL) > + > +EXTRA_DIST += \ > +modules/evas/engines/gl_common/shader_3d/gen_shaders_3d.sh > + > +BUILT_SOURCES += \ > +modules/evas/engines/gl_common/shader_3d/evas_gl_3d_shaders.x > + > +modules/evas/engines/gl_common/shader_3d/evas_gl_3d_shaders.x: > modules/evas/engines/gl_common/shader_3d/gen_shaders_3d.sh > $(GL_SHADERS_3D_GEN) > + @echo " SHADERS_3D $@" > + @modules/evas/engines/gl_common/shader_3d/gen_shaders_3d.sh > $(GL_SHADERS_3D_GEN) > + > + > GL_GENERIC_SOURCES = \ > modules/evas/engines/gl_generic/evas_engine.c \ > modules/evas/engines/gl_generic/Evas_Engine_GL_Generic.h > diff --git a/src/modules/evas/engines/gl_common/evas_gl_3d.c > b/src/modules/evas/engines/gl_common/evas_gl_3d.c > index b1b277d..403aea6 100644 > --- a/src/modules/evas/engines/gl_common/evas_gl_3d.c > +++ b/src/modules/evas/engines/gl_common/evas_gl_3d.c > @@ -1144,13 +1144,10 @@ _mesh_draw_data_build(E3D_Draw_Data *data, > } > > if (pdmesh->shadowed) > - data->flags |= E3D_SHADER_FLAG_SHADOWED; > + data->flags |= E3D_SHADER_FLAG_SHADOWED; > > if (pdmesh->color_pick_enabled) > - { > - data->flags |= E3D_SHADER_FLAG_COLOR_PICK_ENABLED; > - data->color_pick_key = pdmesh->color_pick_key; > - } > + data->color_pick_key = pdmesh->color_pick_key; > > data->blending = pdmesh->blending; > data->blend_sfactor = pdmesh->blend_sfactor; > diff --git a/src/modules/evas/engines/gl_common/evas_gl_3d_private.h > b/src/modules/evas/engines/gl_common/evas_gl_3d_private.h > index 6d956f5..78ddc42 100644 > --- a/src/modules/evas/engines/gl_common/evas_gl_3d_private.h > +++ b/src/modules/evas/engines/gl_common/evas_gl_3d_private.h > @@ -7,6 +7,7 @@ typedef struct _E3D_Program E3D_Program; > typedef struct _E3D_Draw_Data E3D_Draw_Data; > typedef unsigned long E3D_Shader_Flag; > > +// NOTE: order here should be equal with flag names in file > evas_gl_3d_shader.c > #define E3D_SHADER_FLAG_NORMALIZE_NORMALS (1 << 0) > #define E3D_SHADER_FLAG_VERTEX_POSITION (1 << 1) > #define E3D_SHADER_FLAG_VERTEX_POSITION_BLEND (1 << 2) > @@ -25,19 +26,19 @@ typedef unsigned long E3D_Shader_Flag; > #define E3D_SHADER_FLAG_DIFFUSE (1 << 15) > #define E3D_SHADER_FLAG_SPECULAR (1 << 16) > #define E3D_SHADER_FLAG_EMISSION (1 << 17) > -#define E3D_SHADER_FLAG_DIFFUSE_TEXTURE (1 << 19) > -#define E3D_SHADER_FLAG_AMBIENT_TEXTURE (1 << 20) > -#define E3D_SHADER_FLAG_SPECULAR_TEXTURE (1 << 21) > -#define E3D_SHADER_FLAG_EMISSION_TEXTURE (1 << 22) > -#define E3D_SHADER_FLAG_NORMAL_TEXTURE (1 << 23) > -#define E3D_SHADER_FLAG_DIFFUSE_TEXTURE_BLEND (1 << 24) > -#define E3D_SHADER_FLAG_AMBIENT_TEXTURE_BLEND (1 << 25) > -#define E3D_SHADER_FLAG_SPECULAR_TEXTURE_BLEND (1 << 26) > -#define E3D_SHADER_FLAG_EMISSION_TEXTURE_BLEND (1 << 27) > -#define E3D_SHADER_FLAG_NORMAL_TEXTURE_BLEND (1 << 28) > -#define E3D_SHADER_FLAG_FOG_ENABLED (1 << 29) > -#define E3D_SHADER_FLAG_SHADOWED (1 << 30) > -#define E3D_SHADER_FLAG_COLOR_PICK_ENABLED (1 << 31) > +#define E3D_SHADER_FLAG_DIFFUSE_TEXTURE (1 << 18) > +#define E3D_SHADER_FLAG_AMBIENT_TEXTURE (1 << 19) > +#define E3D_SHADER_FLAG_SPECULAR_TEXTURE (1 << 20) > +#define E3D_SHADER_FLAG_EMISSION_TEXTURE (1 << 21) > +#define E3D_SHADER_FLAG_NORMAL_TEXTURE (1 << 22) > +#define E3D_SHADER_FLAG_DIFFUSE_TEXTURE_BLEND (1 << 23) > +#define E3D_SHADER_FLAG_AMBIENT_TEXTURE_BLEND (1 << 24) > +#define E3D_SHADER_FLAG_SPECULAR_TEXTURE_BLEND (1 << 25) > +#define E3D_SHADER_FLAG_EMISSION_TEXTURE_BLEND (1 << 26) > +#define E3D_SHADER_FLAG_NORMAL_TEXTURE_BLEND (1 << 27) > +#define E3D_SHADER_FLAG_FOG_ENABLED (1 << 28) > +#define E3D_SHADER_FLAG_SHADOWED (1 << 29) > +#define E3D_SHADER_FLAG_COUNT 30 > > static inline Eina_Bool > _flags_need_tex_coord(E3D_Shader_Flag flags) > diff --git a/src/modules/evas/engines/gl_common/evas_gl_3d_shader.c > b/src/modules/evas/engines/gl_common/evas_gl_3d_shader.c > index 757b265..4f8fced 100644 > --- a/src/modules/evas/engines/gl_common/evas_gl_3d_shader.c > +++ b/src/modules/evas/engines/gl_common/evas_gl_3d_shader.c > @@ -1,4 +1,5 @@ > #include "evas_gl_3d_private.h" > +#include "shader_3d/evas_gl_3d_shaders.x" > > typedef enum _E3D_Uniform > { > @@ -54,6 +55,40 @@ typedef enum _E3D_Uniform > E3D_UNIFORM_COUNT, > } E3D_Uniform; > > +static const char *shader_flag_names[] = > +{ > + "NORMALIZE_NORMALS", > + "VERTEX_POSITION", > + "VERTEX_POSITION_BLEND", > + "VERTEX_NORMAL", > + "VERTEX_NORMAL_BLEND", > + "VERTEX_TANGENT", > + "VERTEX_TANGENT_BLEND", > + "VERTEX_COLOR", > + "VERTEX_COLOR_BLEND", > + "VERTEX_TEXCOORD", > + "VERTEX_TEXCOORD_BLEND", > + "LIGHT_DIRECTIONAL", > + "LIGHT_SPOT", > + "LIGHT_ATTENUATION", > + "AMBIENT", > + "DIFFUSE", > + "SPECULAR", > + "EMISSION", > + "DIFFUSE_TEXTURE", > + "AMBIENT_TEXTURE", > + "SPECULAR_TEXTURE", > + "EMISSION_TEXTURE", > + "NORMAL_TEXTURE", > + "DIFFUSE_TEXTURE_BLEND", > + "AMBIENT_TEXTURE_BLEND", > + "SPECULAR_TEXTURE_BLEND", > + "EMISSION_TEXTURE_BLEND", > + "NORMAL_TEXTURE_BLEND", > + "FOG_ENABLED", > + "SHADOWED" > +}; > + > typedef struct _E3D_Shader_String > { > char *str; > @@ -117,1050 +152,21 @@ void _shader_string_add(E3D_Shader_String *shader, > const char *str) > shader->count += len; > } > > -#define ADD_LINE(str) _shader_string_add(shader, str"\n") > - > -static void > -_vertex_shader_string_variable_add(E3D_Shader_String *shader, > - Evas_3D_Shade_Mode mode, E3D_Shader_Flag > flags) > -{ > - ADD_LINE("uniform mat4 uMatrixMvp;"); > - > - if (flags & E3D_SHADER_FLAG_SHADOWED) > - { > - ADD_LINE("uniform mat4 uMatrixLight;"); > - ADD_LINE("varying vec4 lpos;"); > - } > - > - /* Vertex attributes. */ > - if (flags & E3D_SHADER_FLAG_VERTEX_POSITION) > - ADD_LINE("attribute vec4 aPosition0;"); > - > - if (flags & E3D_SHADER_FLAG_VERTEX_POSITION_BLEND) > - { > - ADD_LINE("attribute vec4 aPosition1;"); > - ADD_LINE("uniform float uPositionWeight;"); > - } > - > - else if (mode == EVAS_3D_SHADE_MODE_SHADOW_MAP_RENDER) return; > - > - if (flags & E3D_SHADER_FLAG_VERTEX_NORMAL) > - ADD_LINE("attribute vec4 aNormal0;"); > - > - if (flags & E3D_SHADER_FLAG_VERTEX_NORMAL_BLEND) > - { > - ADD_LINE("attribute vec4 aNormal1;"); > - ADD_LINE("uniform float uNormalWeight;"); > - } > - > - if (flags & E3D_SHADER_FLAG_VERTEX_TANGENT) > - ADD_LINE("attribute vec4 aTangent0;"); > - > - if (flags & E3D_SHADER_FLAG_VERTEX_TANGENT_BLEND) > - { > - ADD_LINE("attribute vec4 aTangent1;"); > - ADD_LINE("uniform float uTangentWeight;"); > - } > - > - if (flags & E3D_SHADER_FLAG_VERTEX_COLOR) > - ADD_LINE("attribute vec4 aColor0;"); > - > - if (flags & E3D_SHADER_FLAG_VERTEX_COLOR_BLEND) > - { > - ADD_LINE("attribute vec4 aColor1;"); > - ADD_LINE("uniform float uColorWeight;"); > - } > - > - if (flags & E3D_SHADER_FLAG_VERTEX_TEXCOORD) > - ADD_LINE("attribute vec4 aTexCoord0;"); > - > - if (flags & E3D_SHADER_FLAG_VERTEX_TEXCOORD_BLEND) > - { > - ADD_LINE("attribute vec4 aTexCoord1;"); > - ADD_LINE("uniform float uTexCoordWeight;"); > - } > - > - /* Texture coordinate. */ > - if (_flags_need_tex_coord(flags)) > - ADD_LINE("varying vec2 vTexCoord;"); > - > - /* Variables for each shade modes. */ > - if (mode == EVAS_3D_SHADE_MODE_VERTEX_COLOR) > - { > - ADD_LINE("varying vec4 vColor;"); > - } > - else if (mode == EVAS_3D_SHADE_MODE_DIFFUSE) > - { > - /* Nothing to declare. */ > - } > - else if (mode == EVAS_3D_SHADE_MODE_FLAT) > - { > - ADD_LINE("uniform mat3 uMatrixNormal;"); > - ADD_LINE("uniform mat4 uMatrixModelview;"); > - ADD_LINE("uniform vec4 uLightPosition;"); > - > - ADD_LINE("varying vec2 vFactor;"); > - > - if (flags & E3D_SHADER_FLAG_LIGHT_SPOT) > - { > - ADD_LINE("uniform vec3 uLightSpotDir;"); > - ADD_LINE("uniform float uLightSpotExp;"); > - ADD_LINE("uniform float uLightSpotCutoffCos;"); > - } > - > - if (flags & E3D_SHADER_FLAG_SPECULAR) > - ADD_LINE("uniform float uMaterialShininess;"); > - > - if (flags & E3D_SHADER_FLAG_LIGHT_ATTENUATION) > - ADD_LINE("uniform vec3 uLightAtten;"); > - } > - else if (mode == EVAS_3D_SHADE_MODE_PHONG || mode == > EVAS_3D_SHADE_MODE_NORMAL_MAP) > - { > - ADD_LINE("uniform mat3 uMatrixNormal;"); > - ADD_LINE("uniform mat4 uMatrixModelview;"); > - ADD_LINE("uniform vec4 uLightPosition;"); > - ADD_LINE("varying vec3 vLightVector;"); > - ADD_LINE("varying vec3 vLightHalfVector;"); > - > - if (mode == EVAS_3D_SHADE_MODE_NORMAL_MAP) > - ADD_LINE("varying vec3 vEyeVector;"); > - > - if (flags & E3D_SHADER_FLAG_LIGHT_ATTENUATION) > - ADD_LINE("varying float vLightDist;"); > - > - if (mode == EVAS_3D_SHADE_MODE_PHONG || (flags & > E3D_SHADER_FLAG_VERTEX_TANGENT) == 0) > - ADD_LINE("varying vec3 vNormal;"); > - } > -} > - > -static void > -_vertex_shader_string_func_flat_add(E3D_Shader_String *shader, > - Evas_3D_Shade_Mode mode EINA_UNUSED, > E3D_Shader_Flag flags) > -{ > - ADD_LINE("void vertexFlat(vec4 position, vec3 normal) {"); > - > - ADD_LINE("vec3 lv;"); > - ADD_LINE("float factor;"); > - > - ADD_LINE("normal = uMatrixNormal * normal;"); > - ADD_LINE("position = uMatrixModelview * position;"); > - > - if (flags & E3D_SHADER_FLAG_NORMALIZE_NORMALS) > - ADD_LINE("normal = normalize(normal);"); > - > - if (flags & E3D_SHADER_FLAG_LIGHT_DIRECTIONAL) > - { > - ADD_LINE("lv = uLightPosition.xyz;"); > - } > - else > - { > - ADD_LINE("lv = uLightPosition.xyz - position.xyz;"); > - ADD_LINE("lv = normalize(lv);"); > - } > - > - ADD_LINE("factor = max(dot(lv, normal), 0.0);"); > - > - if (flags & E3D_SHADER_FLAG_LIGHT_SPOT) > - { > - ADD_LINE("float f = dot(-lv, uLightSpotDir);"); > - ADD_LINE("if (f > uLightSpotCutoffCos)"); > - ADD_LINE("factor *= pow(f, uLightSpotExp);"); > - ADD_LINE("else"); > - ADD_LINE("factor = 0.0;"); > - } > - > - ADD_LINE("if (factor > 0.0) {"); > - > - /* Diffuse term. */ > - if (flags & E3D_SHADER_FLAG_DIFFUSE) > - ADD_LINE("vFactor.x = factor;"); > - else > - ADD_LINE("vFactor.x = 0.0;"); > - > - /* Specular term. */ > - if (flags & E3D_SHADER_FLAG_SPECULAR) > - { > - ADD_LINE("vec3 hv = normalize(normalize(-position.xyz) + lv);"); > - ADD_LINE("factor = pow(max(dot(hv, normal), 0.0), > uMaterialShininess);"); > - ADD_LINE("vFactor.y = factor;"); > - } > - > - ADD_LINE("} else {"); > - ADD_LINE("vFactor = vec2(0.0, 0.0);"); > - ADD_LINE("}"); > - > - /* Light attenuation. */ > - if (flags & E3D_SHADER_FLAG_LIGHT_ATTENUATION) > - { > - ADD_LINE("float dist = length(lv);"); > - ADD_LINE("vFactor /= dot(uLightAtten, vec3(1.0, dist, dist * > dist));"); > - } > - > - ADD_LINE("}"); > -} > - > -static void > -_vertex_shader_string_func_phong_add(E3D_Shader_String *shader, > - Evas_3D_Shade_Mode mode EINA_UNUSED, > E3D_Shader_Flag flags) > -{ > - ADD_LINE("void vertexPhong(vec4 position, vec3 normal) {"); > - > - ADD_LINE("normal = uMatrixNormal * normal;"); > - ADD_LINE("position = uMatrixModelview * position;"); > - > - if (flags & E3D_SHADER_FLAG_NORMALIZE_NORMALS) > - ADD_LINE("normal = normalize(normal);"); > - > - if (flags & E3D_SHADER_FLAG_LIGHT_DIRECTIONAL) > - { > - ADD_LINE("vLightVector = uLightPosition.xyz;"); > - } > - else > - { > - ADD_LINE("vLightVector = uLightPosition.xyz - position.xyz;"); > - > - if (flags & E3D_SHADER_FLAG_LIGHT_ATTENUATION) > - ADD_LINE("vLightDist = length(vLightVector);"); > - > - ADD_LINE("vLightVector = normalize(vLightVector);"); > - } > - > - ADD_LINE("vLightHalfVector = normalize(normalize(-position.xyz) + > vLightVector);"); > - ADD_LINE("vNormal = normal;"); > - ADD_LINE("}"); > -} > - > -static void > -_vertex_shader_string_func_normal_map_add(E3D_Shader_String *shader, > - Evas_3D_Shade_Mode mode > EINA_UNUSED, > - E3D_Shader_Flag flags) > -{ > - if ((flags & E3D_SHADER_FLAG_VERTEX_TANGENT) == 0) > - { > - ADD_LINE("void vertexNormalMap(vec4 position, vec3 normal) {"); > - > - ADD_LINE("normal = uMatrixNormal * normal;"); > - ADD_LINE("position = uMatrixModelview * position;"); > - ADD_LINE("vEyeVector = normalize(-position.xyz);"); > - > - if (flags & E3D_SHADER_FLAG_NORMALIZE_NORMALS) > - ADD_LINE("normal = normalize(normal);"); > - > - if (flags & E3D_SHADER_FLAG_LIGHT_DIRECTIONAL) > - { > - ADD_LINE("vLightVector = uLightPosition.xyz;"); > - } > - else > - { > - ADD_LINE("vLightVector = uLightPosition.xyz - position.xyz;"); > - > - if (flags & E3D_SHADER_FLAG_LIGHT_ATTENUATION) > - ADD_LINE("vLightDist = length(vLightVector);"); > - > - ADD_LINE("vLightVector = normalize(vLightVector);"); > - } > - > - ADD_LINE("vLightHalfVector = normalize(vEyeVector + vLightVector);"); > - ADD_LINE("vNormal = normal;"); > - ADD_LINE("}"); > - } > - else > - { > - ADD_LINE("void vertexNormalMap(vec4 position, vec3 normal, vec3 > tangent) {"); > - > - ADD_LINE("vec3 n = normalize(uMatrixNormal * normal);"); > - ADD_LINE("vec3 t = normalize(uMatrixNormal * tangent);"); > - ADD_LINE("vec3 b = cross(n, t);"); > - ADD_LINE("vec3 tmp;"); > - > - ADD_LINE("position = uMatrixModelview * position;"); > - > - if (flags & E3D_SHADER_FLAG_LIGHT_DIRECTIONAL) > - { > - ADD_LINE("vec3 lightDir = uLightPosition.xyz;"); > - } > - else > - { > - ADD_LINE("vec3 lightDir = uLightPosition.xyz - position.xyz;"); > - > - if (flags & E3D_SHADER_FLAG_LIGHT_ATTENUATION) > - ADD_LINE("vLightDist = length(lightDir);"); > - > - ADD_LINE("lightDir = normalize(lightDir);"); > - } > - > - ADD_LINE("tmp.x = dot(lightDir, t);"); > - ADD_LINE("tmp.y = dot(lightDir, b);"); > - ADD_LINE("tmp.z = dot(lightDir, n);"); > - ADD_LINE("vLightVector = tmp;"); > - > - ADD_LINE("tmp.x = dot(position.xyz, t);"); > - ADD_LINE("tmp.y = dot(position.xyz, b);"); > - ADD_LINE("tmp.z = dot(position.xyz, n);"); > - ADD_LINE("vEyeVector = normalize(tmp);"); > - > - ADD_LINE("vec3 hv = normalize(normalize(-position.xyz) + > lightDir);"); > - ADD_LINE("tmp.x = dot(hv, t);"); > - ADD_LINE("tmp.y = dot(hv, b);"); > - ADD_LINE("tmp.z = dot(hv, n);"); > - ADD_LINE("vLightHalfVector = tmp;"); > - > - ADD_LINE("}"); > - } > -} > - > -static void > -_vertex_shader_string_get(E3D_Shader_String *shader, > - Evas_3D_Shade_Mode mode, E3D_Shader_Flag flags) > -{ > - /* Add variables - vertex attributes. */ > - _vertex_shader_string_variable_add(shader, mode, flags); > - > - /* Add functions. */ > - if (mode == EVAS_3D_SHADE_MODE_FLAT) > - _vertex_shader_string_func_flat_add(shader, mode, flags); > - else if (mode == EVAS_3D_SHADE_MODE_PHONG) > - _vertex_shader_string_func_phong_add(shader, mode, flags); > - else if (mode == EVAS_3D_SHADE_MODE_NORMAL_MAP) > - _vertex_shader_string_func_normal_map_add(shader, mode, flags); > - > - ADD_LINE("void main() {"); > - > - /* Process vertex attributes. */ > - if (flags & E3D_SHADER_FLAG_VERTEX_POSITION_BLEND) > - { > - ADD_LINE("vec4 position = aPosition0 * uPositionWeight + "); > - ADD_LINE("aPosition1 * (1.0 - uPositionWeight);"); > - ADD_LINE("position = vec4(position.xyz, 1.0);"); > - } > - else if (flags & E3D_SHADER_FLAG_VERTEX_POSITION) > - { > - ADD_LINE("vec4 position = vec4(aPosition0.xyz, 1.0);"); > - } > - > - if (flags & E3D_SHADER_FLAG_VERTEX_NORMAL_BLEND) > - { > - ADD_LINE("vec3 normal = aNormal0.xyz * uNormalWeight + "); > - ADD_LINE("aNormal1.xyz * (1.0 - uNormalWeight);"); > - } > - else if (flags & E3D_SHADER_FLAG_VERTEX_NORMAL) > - { > - ADD_LINE("vec3 normal = aNormal0.xyz;"); > - } > - > - if (flags & E3D_SHADER_FLAG_VERTEX_TANGENT_BLEND) > - { > - ADD_LINE("vec3 tangent = aTangent0.xyz * uTangentWeight + "); > - ADD_LINE("aTangent1.xyz * (1.0 - uTangentWeight);"); > - } > - else if (flags & E3D_SHADER_FLAG_VERTEX_TANGENT) > - { > - ADD_LINE("vec3 tangent = aTangent0.xyz;"); > - } > - > - if (flags & E3D_SHADER_FLAG_VERTEX_COLOR_BLEND) > - { > - ADD_LINE("vec4 color = aColor0 * uColorWeight + aColor1 * (1.0 - > uColorWeight);"); > - } > - else if (flags & E3D_SHADER_FLAG_VERTEX_COLOR) > - { > - ADD_LINE("vec4 color = aColor0;"); > - } > - > - if (flags & E3D_SHADER_FLAG_VERTEX_TEXCOORD_BLEND) > - { > - ADD_LINE("vTexCoord = aTexCoord0.st * uTexCoordWeight + "); > - ADD_LINE("aTexCoord1.st * (1.0 - uTexCoordWeight);"); > - } > - else if (flags & E3D_SHADER_FLAG_VERTEX_TEXCOORD) > - { > - ADD_LINE("vTexCoord = aTexCoord0.st;"); > - } > - > - /* Transform vertex position. */ > - ADD_LINE("gl_Position = uMatrixMvp * position;"); > - > - /* Process according to the shade mode. */ > - if (mode == EVAS_3D_SHADE_MODE_VERTEX_COLOR) > - { > - ADD_LINE("vColor = color;"); > - } > - else if (mode == EVAS_3D_SHADE_MODE_FLAT) > - { > - ADD_LINE("vertexFlat(position, normal);"); > - } > - else if (mode == EVAS_3D_SHADE_MODE_PHONG) > - { > - ADD_LINE("vertexPhong(position, normal);"); > - } > - else if (mode == EVAS_3D_SHADE_MODE_NORMAL_MAP) > - { > - if (flags & E3D_SHADER_FLAG_VERTEX_TANGENT) > - ADD_LINE("vertexNormalMap(position, normal, tangent);"); > - else > - ADD_LINE("vertexNormalMap(position, normal);"); > - } > - > - if (flags & E3D_SHADER_FLAG_SHADOWED) > - { > - ADD_LINE("lpos = uMatrixLight * position;"); > - } > - > - ADD_LINE("}"); > -} > - > -static void > -_fragment_shader_string_variable_add(E3D_Shader_String *shader, > - Evas_3D_Shade_Mode mode, > E3D_Shader_Flag flags) > -{ > - /* Texture coordinate. */ > - if (_flags_need_tex_coord(flags)) > - ADD_LINE("varying vec2 vTexCoord;"); > - > - if (flags & E3D_SHADER_FLAG_FOG_ENABLED) > - { > - ADD_LINE("uniform float uFogFactor;"); > - ADD_LINE("uniform vec4 uFogColor;"); > - } > - if (flags & E3D_SHADER_FLAG_SHADOWED) > - { > - ADD_LINE("varying vec4 lpos;"); > - ADD_LINE("uniform sampler2D uShadowMap;"); > - } > - > - if (flags & E3D_SHADER_FLAG_COLOR_PICK_ENABLED) > - ADD_LINE("uniform float uColorPick;"); > - > - /* Materials. */ > - if (flags & E3D_SHADER_FLAG_DIFFUSE) > - { > - ADD_LINE("uniform vec4 uMaterialDiffuse;"); > - > - if (flags & E3D_SHADER_FLAG_DIFFUSE_TEXTURE) > - { > - ADD_LINE("uniform sampler2D uTextureDiffuse0;"); > - } > - > - if (flags & E3D_SHADER_FLAG_DIFFUSE_TEXTURE_BLEND) > - { > - ADD_LINE("uniform sampler2D uTextureDiffuse1;"); > - ADD_LINE("uniform float uTextureDiffuseWeight;"); > - } > - } > - > - if (flags & E3D_SHADER_FLAG_SPECULAR) > - { > - ADD_LINE("uniform vec4 uMaterialSpecular;"); > - ADD_LINE("uniform float uMaterialShininess;"); > - > - if (flags & E3D_SHADER_FLAG_SPECULAR_TEXTURE) > - { > - ADD_LINE("uniform sampler2D uTextureSpecular0;"); > - } > - > - if (flags & E3D_SHADER_FLAG_SPECULAR_TEXTURE_BLEND) > - { > - ADD_LINE("uniform sampler2D uTextureSpecular1;"); > - ADD_LINE("uniform float uTextureSpecularWeight;"); > - } > - } > - > - if (flags & E3D_SHADER_FLAG_AMBIENT) > - { > - ADD_LINE("uniform vec4 uMaterialAmbient;"); > - > - if (flags & E3D_SHADER_FLAG_AMBIENT_TEXTURE) > - { > - ADD_LINE("uniform sampler2D uTextureAmbient0;"); > - } > - > - if (flags & E3D_SHADER_FLAG_AMBIENT_TEXTURE_BLEND) > - { > - ADD_LINE("uniform sampler2D uTextureAmbient1;"); > - ADD_LINE("uniform float uTextureAmbientWeight;"); > - } > - } > - > - if (flags & E3D_SHADER_FLAG_EMISSION) > - { > - ADD_LINE("uniform vec4 uMaterialEmission;"); > - > - if (flags & E3D_SHADER_FLAG_EMISSION_TEXTURE) > - { > - ADD_LINE("uniform sampler2D uTextureEmission0;"); > - } > - > - if (flags & E3D_SHADER_FLAG_EMISSION_TEXTURE_BLEND) > - { > - ADD_LINE("uniform sampler2D uTextureEmission1;"); > - ADD_LINE("uniform float uTextureEmissionWeight;"); > - } > - } > - > - if (mode == EVAS_3D_SHADE_MODE_VERTEX_COLOR) > - { > - ADD_LINE("varying vec4 vColor;"); > - } > - else if (mode == EVAS_3D_SHADE_MODE_DIFFUSE) > - { > - /* Nothing to declare. */ > - } > - else if (mode == EVAS_3D_SHADE_MODE_FLAT) > - { > - ADD_LINE("varying vec2 vFactor;"); > - > - if (flags & E3D_SHADER_FLAG_DIFFUSE) > - ADD_LINE("uniform vec4 uLightDiffuse;"); > - > - if (flags & E3D_SHADER_FLAG_SPECULAR) > - ADD_LINE("uniform vec4 uLightSpecular;"); > - > - if (flags & E3D_SHADER_FLAG_AMBIENT) > - ADD_LINE("uniform vec4 uLightAmbient;"); > - } > - else if (mode == EVAS_3D_SHADE_MODE_PHONG || mode == > EVAS_3D_SHADE_MODE_NORMAL_MAP) > - { > - ADD_LINE("varying vec3 vLightVector;"); > - ADD_LINE("varying vec3 vLightHalfVector;"); > - > - if (flags & E3D_SHADER_FLAG_LIGHT_SPOT) > - { > - ADD_LINE("uniform vec3 uLightSpotDir;"); > - ADD_LINE("uniform float uLightSpotExp;"); > - ADD_LINE("uniform float uLightSpotCutoffCos;"); > - } > - > - if (flags & E3D_SHADER_FLAG_DIFFUSE) > - ADD_LINE("uniform vec4 uLightDiffuse;"); > - > - if (flags & E3D_SHADER_FLAG_SPECULAR) > - ADD_LINE("uniform vec4 uLightSpecular;"); > - > - if (flags & E3D_SHADER_FLAG_AMBIENT) > - ADD_LINE("uniform vec4 uLightAmbient;"); > - > - if (flags & E3D_SHADER_FLAG_LIGHT_ATTENUATION) > - ADD_LINE("varying float vLightDist;"); > - > - if (mode == EVAS_3D_SHADE_MODE_PHONG) > - { > - ADD_LINE("varying vec3 vNormal;"); > - } > - else /* Normal map. */ > - { > - ADD_LINE("uniform sampler2D uTextureNormal0;"); > - > - if (flags & E3D_SHADER_FLAG_NORMAL_TEXTURE_BLEND) > - { > - ADD_LINE("uniform sampler2D uTextureNormal1;"); > - ADD_LINE("uniform float uTextureNormalWeight;"); > - } > - > - ADD_LINE("varying vec3 vEyeVector;"); > - > - if ((flags & E3D_SHADER_FLAG_VERTEX_TANGENT) == 0) > - ADD_LINE("varying vec3 vNormal;"); > - } > - } > -} > - > -static void > -_fragment_shader_string_func_flat_add(E3D_Shader_String *shader, > - Evas_3D_Shade_Mode mode EINA_UNUSED, > E3D_Shader_Flag flags) > -{ > - ADD_LINE("void fragmentFlat() {"); > - ADD_LINE("vec4 color;"); > - > - if (flags & E3D_SHADER_FLAG_DIFFUSE) > - { > - if (flags & E3D_SHADER_FLAG_DIFFUSE_TEXTURE_BLEND) > - { > - ADD_LINE("color = texture2D(uTextureDiffuse0, vTexCoord) * > uTextureDiffuseWeight +"); > - ADD_LINE("texture2D(uTextureDiffuse1, vTexCoord) * (1.0 - > uTextureDiffuseWeight);"); > - ADD_LINE("color *= uMaterialDiffuse;"); > - } > - else if (flags & E3D_SHADER_FLAG_DIFFUSE_TEXTURE) > - { > - ADD_LINE("color = texture2D(uTextureDiffuse0, vTexCoord) * > uMaterialDiffuse;"); > - } > - else > - { > - ADD_LINE("color = uMaterialDiffuse;"); > - } > - > - ADD_LINE("gl_FragColor = uLightDiffuse * color * vFactor.x;"); > - } > - else > - { > - ADD_LINE("gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);"); > - } > - > - if (flags & E3D_SHADER_FLAG_SPECULAR) > - { > - if (flags & E3D_SHADER_FLAG_SPECULAR_TEXTURE_BLEND) > - { > - ADD_LINE("color = texture2D(uTextureSpecular0, vTexCoord) * > uTextureSpecularWeight +"); > - ADD_LINE("texture2D(uTextureSpecular1, vTexCoord) * (1.0 - > uTextureSpecularWeight);"); > - ADD_LINE("color *= uMaterialSpecular;"); > - } > - else if (flags & E3D_SHADER_FLAG_SPECULAR_TEXTURE) > - { > - ADD_LINE("color = texture2D(uTextureSpecular0, vTexCoord) * > uMaterialSpecular;"); > - } > - else > - { > - ADD_LINE("color = uMaterialSpecular;"); > - } > - > - ADD_LINE("gl_FragColor += uLightSpecular * color * vFactor.y;"); > - } > - > - if (flags & E3D_SHADER_FLAG_SHADOWED) > - { > - ADD_LINE("gl_FragColor *= shadow;"); > - } > - > - if (flags & E3D_SHADER_FLAG_AMBIENT) > - { > - if (flags & E3D_SHADER_FLAG_AMBIENT_TEXTURE_BLEND) > - { > - ADD_LINE("color = texture2D(uTextureAmbient0, vTexCoord) * > uTextureAmbientWeight +"); > - ADD_LINE("texture2D(uTextureAmbient1, vTexCoord) * (1.0 - > uTextureAmbientWeight);"); > - ADD_LINE("color *= uMaterialAmbient;"); > - } > - else if (flags & E3D_SHADER_FLAG_AMBIENT_TEXTURE) > - { > - ADD_LINE("color = texture2D(uTextureAmbient0, vTexCoord) * > uMaterialAmbient;"); > - } > - else > - { > - ADD_LINE("color = uMaterialAmbient;"); > - } > - > - ADD_LINE("gl_FragColor += uLightAmbient * color;"); > - } > - > - if (flags & E3D_SHADER_FLAG_EMISSION) > - { > - if (flags & E3D_SHADER_FLAG_EMISSION_TEXTURE_BLEND) > - { > - ADD_LINE("color = texture2D(uTextureEmission0, vTexCoord) * > uTextureEmissionWeight +"); > - ADD_LINE("texture2D(uTextureEmission1, vTexCoord) * (1.0 - > uTextureEmissionWeight);"); > - ADD_LINE("color *= uMaterialEmission;"); > - } > - else if (flags & E3D_SHADER_FLAG_EMISSION_TEXTURE) > - { > - ADD_LINE("color = texture2D(uTextureEmission0, vTexCoord) * > uMaterialEmission;"); > - } > - else > - { > - ADD_LINE("color = uMaterialEmission;"); > - } > - > - ADD_LINE("gl_FragColor += color;"); > - } > - > - ADD_LINE("}"); > -} > - > -static void > -_fragment_shader_string_func_phong_add(E3D_Shader_String *shader, > - Evas_3D_Shade_Mode mode EINA_UNUSED, > E3D_Shader_Flag flags) > -{ > - ADD_LINE("void fragmentPhong() {"); > - ADD_LINE("vec3 normal = normalize(vNormal);"); > - ADD_LINE("vec3 lv = normalize(vLightVector);"); > - ADD_LINE("float factor = dot(lv, normal);"); > - ADD_LINE("vec4 color;"); > - > - if (flags & E3D_SHADER_FLAG_LIGHT_SPOT) > - { > - ADD_LINE("float f = dot(-lv, normalize(uLightSpotDir));"); > - > - ADD_LINE("if (f > uLightSpotCutoffCos)"); > - ADD_LINE("factor *= pow(f, uLightSpotExp);"); > - ADD_LINE("else"); > - ADD_LINE("factor = 0.0;"); > - } > - > - ADD_LINE("if (factor > 0.0) {"); > - > - /* Diffuse term. */ > - if (flags & E3D_SHADER_FLAG_DIFFUSE) > - { > - if (flags & E3D_SHADER_FLAG_DIFFUSE_TEXTURE_BLEND) > - { > - ADD_LINE("color = texture2D(uTextureDiffuse0, vTexCoord) * > uTextureDiffuseWeight +"); > - ADD_LINE("texture2D(uTextureDiffuse1, vTexCoord) * (1.0 - > uTextureDiffuseWeight);"); > - } > - else if (flags & E3D_SHADER_FLAG_DIFFUSE_TEXTURE) > - { > - ADD_LINE("color = texture2D(uTextureDiffuse0, vTexCoord);"); > - } > - else > - { > - ADD_LINE("color = uMaterialDiffuse;"); > - } > - > - ADD_LINE("gl_FragColor = uLightDiffuse * color * factor;"); > - } > - else > - { > - ADD_LINE("gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);"); > - } > - > - /* Specular term. */ > - if (flags & E3D_SHADER_FLAG_SPECULAR) > - { > - ADD_LINE("factor = dot(normalize(vLightHalfVector), normal);"); > - ADD_LINE("if (factor > 0.0) {"); > - ADD_LINE("factor = pow(factor, uMaterialShininess);"); > - > - if (flags & E3D_SHADER_FLAG_SPECULAR_TEXTURE_BLEND) > - { > - ADD_LINE("color = texture2D(uTextureSpecular0, vTexCoord) * > uTextureSpecularWeight +"); > - ADD_LINE("texture2D(uTextureSpecular1, vTexCoord) * (1.0 - > uTextureSpecularWeight);"); > - } > - else if (flags & E3D_SHADER_FLAG_SPECULAR_TEXTURE) > - { > - ADD_LINE("color = texture2D(uTextureSpecular0, vTexCoord);"); > - } > - else > - { > - ADD_LINE("color = uMaterialSpecular;"); > - } > - > - ADD_LINE("gl_FragColor += uLightSpecular * color * factor;"); > - ADD_LINE("}"); > - } > - > - ADD_LINE("} else {"); > - ADD_LINE("gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);"); > - ADD_LINE("}"); > - > - if (flags & E3D_SHADER_FLAG_SHADOWED) > - { > - ADD_LINE("gl_FragColor *= shadow;"); > - } > - > - /* Ambient term. */ > - if (flags & E3D_SHADER_FLAG_AMBIENT) > - { > - if (flags & E3D_SHADER_FLAG_AMBIENT_TEXTURE_BLEND) > - { > - ADD_LINE("color = texture2D(uTextureAmbient0, vTexCoord) * > uTextureAmbientWeight +"); > - ADD_LINE("texture2D(uTextureAmbient1 * vTexCoord) * (1.0 - > uTextureAmbientWeight);"); > - } > - else if (flags & E3D_SHADER_FLAG_AMBIENT_TEXTURE) > - { > - ADD_LINE("color = texture2D(uTextureAmbient0, vTexCoord);"); > - } > - else > - { > - ADD_LINE("color = uMaterialAmbient;"); > - } > - > - ADD_LINE("gl_FragColor += uLightAmbient * color;"); > - } > - > - /* Light attenuation. */ > - if (flags & E3D_SHADER_FLAG_LIGHT_ATTENUATION) > - ADD_LINE("gl_FragColor /= dot(uLightAtten, vec3(1.0, vLightDist, > vLightDist * vLightDist));"); > - > - /* Emission term. */ > - if (flags & E3D_SHADER_FLAG_EMISSION) > - { > - if (flags & E3D_SHADER_FLAG_EMISSION_TEXTURE_BLEND) > - { > - ADD_LINE("color = texture2D(uTextureEmission0, vTexCoord) * > uTextureEmissionWeight +"); > - ADD_LINE("texture2D(uTextureEmission1, vTexCoord) * (1.0 - > uTextureEmissionWeight);"); > - } > - else if (flags & E3D_SHADER_FLAG_EMISSION_TEXTURE) > - { > - ADD_LINE("color = texture2D(uTextureEmission0, vTexCoord);"); > - } > - else > - { > - ADD_LINE("color = uMaterialEmission;"); > - } > - > - ADD_LINE("gl_FragColor += color;"); > - } > - > - ADD_LINE("}"); > -} > - > -static void > -_fragment_shader_string_func_normal_map_add(E3D_Shader_String *shader, > - Evas_3D_Shade_Mode mode > EINA_UNUSED, > - E3D_Shader_Flag flags) > +void _shader_flags_add(E3D_Shader_String *shader, E3D_Shader_Flag flags) > { > - if ((flags & E3D_SHADER_FLAG_VERTEX_TANGENT) == 0) > - { > - ADD_LINE("mat3 cotangent_frame(vec3 n, vec3 p, vec2 uv) {"); > - ADD_LINE("vec3 dp1 = dFdx(p);"); > - ADD_LINE("vec3 dp2 = dFdy(p);"); > - ADD_LINE("vec2 duv1 = dFdx(uv);"); > - ADD_LINE("vec2 duv2 = dFdy(uv);"); > - ADD_LINE("vec3 dp2perp = cross(dp2, n);"); > - ADD_LINE("vec3 dp1perp = cross(n, dp1);"); > - ADD_LINE("vec3 t = dp2perp * duv1.x + dp1perp * duv2.x;"); > - ADD_LINE("vec3 b = dp2perp * duv1.y + dp1perp * duv2.y;"); > - ADD_LINE("float invmax = inversesqrt(max(dot(t, t), dot(b, b)));"); > - ADD_LINE("return mat3(t * invmax, b * invmax, n);"); > - ADD_LINE("}"); > - > - ADD_LINE("vec3 perturb_normal(vec3 normal) {"); > - ADD_LINE("mat3 tbn = cotangent_frame(vNormal, -vEyeVector, > vTexCoord);"); > - ADD_LINE("return normalize(tbn * normal);"); > - ADD_LINE("}"); > - } > - > - ADD_LINE("void fragmentNormalMap() {"); > - ADD_LINE("float factor;"); > - ADD_LINE("vec3 normal;"); > - ADD_LINE("vec4 color;"); > - > - if (flags & E3D_SHADER_FLAG_NORMAL_TEXTURE_BLEND) > - { > - ADD_LINE("normal = texture2D(uTextureNormal0, vTexCoord).rgb * > uTextureNormalWeight;"); > - ADD_LINE("normal += texture2D(uTextureNormal1, vTexCoord).rgb * "); > - ADD_LINE("(1.0 - uTextureNormalWeight);"); > - } > - else > - { > - ADD_LINE("normal = texture2D(uTextureNormal0, vTexCoord).rgb;"); > - } > - > - ADD_LINE("normal = 2.0 * normal - 1.0;"); > - > - if ((flags & E3D_SHADER_FLAG_VERTEX_TANGENT) == 0) > - { > - ADD_LINE("normal = perturb_normal(normal);"); > - } > - > - /* Can we skip this normalization?? */ > - ADD_LINE("vec3 lv = normalize(vLightVector);"); > - ADD_LINE("normal = normalize(normal);"); > - > - ADD_LINE("factor = dot(lv, normal);"); > - > - if (flags & E3D_SHADER_FLAG_LIGHT_SPOT) > - { > - ADD_LINE("float f = dot(-lv, normalize(uLightSpotDir));"); > - > - ADD_LINE("if (f > uLightSpotCutoffCos)"); > - ADD_LINE("factor *= pow(f, uLightSpotExp);"); > - ADD_LINE("else"); > - ADD_LINE("factor = 0.0;"); > - } > - > - ADD_LINE("if (factor > 0.0) {"); > - > - /* Diffuse term. */ > - if (flags & E3D_SHADER_FLAG_DIFFUSE) > - { > - if (flags & E3D_SHADER_FLAG_DIFFUSE_TEXTURE_BLEND) > - { > - ADD_LINE("color = texture2D(uTextureDiffuse0, vTexCoord) * > uTextureDiffuseWeight +"); > - ADD_LINE("texture2D(uTextureDiffuse1, vTexCoord) * (1.0 - > uTextureDiffuseWeight);"); > - } > - else if (flags & E3D_SHADER_FLAG_DIFFUSE_TEXTURE) > - { > - ADD_LINE("color = texture2D(uTextureDiffuse0, vTexCoord);"); > - } > - else > - { > - ADD_LINE("color = uMaterialDiffuse;"); > - } > - > - ADD_LINE("gl_FragColor = uLightDiffuse * color * factor;"); > - } > - else > - { > - ADD_LINE("gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);"); > - } > - > - /* Specular term. */ > - if (flags & E3D_SHADER_FLAG_SPECULAR) > - { > - ADD_LINE("factor = dot(normalize(vLightHalfVector), normal);"); > - ADD_LINE("if (factor > 0.0) {"); > - ADD_LINE("factor = pow(factor, uMaterialShininess);"); > - > - if (flags & E3D_SHADER_FLAG_SPECULAR_TEXTURE_BLEND) > - { > - ADD_LINE("color = texture2D(uTextureSpecular0, vTexCoord) * > uTextureSpecularWeight +"); > - ADD_LINE("texture2D(uTextureSpecular1, vTexCoord) * (1.0 - > uTextureSpecularWeight);"); > - } > - else if (flags & E3D_SHADER_FLAG_SPECULAR_TEXTURE) > - { > - ADD_LINE("color = texture2D(uTextureSpecular0, vTexCoord);"); > - } > - else > - { > - ADD_LINE("color = uMaterialSpecular;"); > - } > - > - ADD_LINE("gl_FragColor += uLightSpecular * color * factor;"); > - ADD_LINE("}"); > - } > - > - if (flags & E3D_SHADER_FLAG_SHADOWED) > - { > - ADD_LINE("gl_FragColor *= shadow;"); > - } > - > - ADD_LINE("} else {"); > - ADD_LINE("gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);"); > - ADD_LINE("}"); > - > - /* Ambient term. */ > - if (flags & E3D_SHADER_FLAG_AMBIENT) > - { > - if (flags & E3D_SHADER_FLAG_AMBIENT_TEXTURE_BLEND) > - { > - ADD_LINE("color = texture2D(uTextureAmbient0, vTexCoord) * > uTextureAmbientWeight +"); > - ADD_LINE("texture2D(uTextureAmbient1, vTexCoord) * (1.0 - > uTextureAmbientWeight);"); > - } > - else if (flags & E3D_SHADER_FLAG_AMBIENT_TEXTURE) > - { > - ADD_LINE("color = texture2D(uTextureAmbient0, vTexCoord);"); > - } > - else > - { > - ADD_LINE("color = uMaterialAmbient;"); > - } > - > - ADD_LINE("gl_FragColor += uLightAmbient * color;"); > - } > - > - /* Light attenuation. */ > - if (flags & E3D_SHADER_FLAG_LIGHT_ATTENUATION) > - ADD_LINE("gl_FragColor /= dot(uLightAtten, vec3(1.0, vLightDist, > vLightDist * vLightDist));"); > - > - /* Emission term. */ > - if (flags & E3D_SHADER_FLAG_EMISSION) > - { > - if (flags & E3D_SHADER_FLAG_EMISSION_TEXTURE_BLEND) > - { > - ADD_LINE("color = texture2D(uTextureEmission0, vTexCoord) * > uTextureEmissionWeight +"); > - ADD_LINE("texture2D(uTextureEmission1, vTexCoord) * (1.0 - > uTextureEmissionWeight);"); > - } > - else if (flags & E3D_SHADER_FLAG_EMISSION_TEXTURE) > - { > - ADD_LINE("color = texture2D(uTextureEmission0, vTexCoord);"); > - } > - else > - { > - ADD_LINE("color = uMaterialEmission;"); > - } > - > - ADD_LINE("gl_FragColor += color;"); > - } > - > - ADD_LINE("}"); > -} > - > -static void > -_fragment_shader_string_pcf_even_func_add(E3D_Shader_String *shader, > - Evas_3D_Shade_Mode mode > EINA_UNUSED, > - E3D_Shader_Flag flags > EINA_UNUSED) > -{ > - ADD_LINE("float pcf(vec4 lpos, float size)"); > - ADD_LINE("{"); > - ADD_LINE("vec3 smcoord = lpos.xyz / lpos.w * 0.5 + 0.5;"); > - ADD_LINE("float i, j, randx, randy, shadow;"); > - ADD_LINE("shadow = 0.0;"); > - ADD_LINE("for (i = -4.0; i < 4.0; i++)"); > - ADD_LINE("for (j = -4.0; j < 4.0; j++)"); > - ADD_LINE("{"); > - ADD_LINE("shadow += float(smcoord.z <= texture2D(uShadowMap, smcoord.xy > +vec2(i / 8.0, j / 8.0)*size).x);"); > - ADD_LINE("}"); > - ADD_LINE("return shadow / 64.0;"); > - ADD_LINE("}"); > -} > - > -static void > -_fragment_shader_string_get(E3D_Shader_String *shader, > - Evas_3D_Shade_Mode mode, E3D_Shader_Flag flags) > -{ > - /* Add variables - vertex attributes. */ > - _fragment_shader_string_variable_add(shader, mode, flags); > - if (flags & E3D_SHADER_FLAG_SHADOWED) > - { > - ADD_LINE("float shadow;"); > - } > - /* Add functions. */ > - if (mode == EVAS_3D_SHADE_MODE_FLAT) > - _fragment_shader_string_func_flat_add(shader, mode, flags); > - else if (mode == EVAS_3D_SHADE_MODE_PHONG) > - _fragment_shader_string_func_phong_add(shader, mode, flags); > - else if (mode == EVAS_3D_SHADE_MODE_NORMAL_MAP) > - _fragment_shader_string_func_normal_map_add(shader, mode, flags); > - > - // TODO Add flexible bluring algorithm of shadows boundaries. > - if (flags & E3D_SHADER_FLAG_SHADOWED) > - _fragment_shader_string_pcf_even_func_add(shader, mode, flags); > - > - /* Add main function. */ > - ADD_LINE("void main() {"); > - if (flags & E3D_SHADER_FLAG_SHADOWED) > - { > - ADD_LINE("shadow = pcf(lpos, 1.0 / 200.0);"); > - } > - > - if (mode == EVAS_3D_SHADE_MODE_VERTEX_COLOR) > - { > - ADD_LINE("gl_FragColor = vColor;"); > - } > - else if (mode == EVAS_3D_SHADE_MODE_DIFFUSE) > - { > - if (flags & E3D_SHADER_FLAG_DIFFUSE_TEXTURE_BLEND) > - { > - ADD_LINE("gl_FragColor = (texture2D(uTextureDiffuse0, > vTexCoord) *"); > - ADD_LINE("uTextureDiffuseWeight + texture2D(uTextureDiffuse1, > vTexCoord) *"); > - ADD_LINE("(1.0 - uTextureDiffuseWeight)) * uMaterialDiffuse;"); > - } > - else if (flags & E3D_SHADER_FLAG_DIFFUSE_TEXTURE) > - { > - ADD_LINE("gl_FragColor = texture2D(uTextureDiffuse0, vTexCoord) > * uMaterialDiffuse;"); > - } > - else > - { > - ADD_LINE("gl_FragColor = uMaterialDiffuse;"); > - } > - } > - else if(mode == EVAS_3D_SHADE_MODE_SHADOW_MAP_RENDER) > - { > - ADD_LINE("gl_FragColor = vec4(gl_FragCoord.z);"); > - } > - else if (mode == EVAS_3D_SHADE_MODE_FLAT) > - { > - ADD_LINE("fragmentFlat();"); > - } > - else if (mode == EVAS_3D_SHADE_MODE_PHONG) > - { > - ADD_LINE("fragmentPhong();"); > - } > - else if (mode == EVAS_3D_SHADE_MODE_NORMAL_MAP) > - { > - ADD_LINE("fragmentNormalMap();"); > - } > - > - if ((flags & E3D_SHADER_FLAG_FOG_ENABLED) && (mode != > EVAS_3D_SHADE_MODE_SHADOW_MAP_RENDER)) > - { > - ADD_LINE("float z = gl_FragCoord.z / gl_FragCoord.w;"); > - ADD_LINE("float fogFactor = exp2( -uFogFactor * uFogFactor * z * z * > 1.44 );"); > - ADD_LINE("fogFactor = clamp(fogFactor, 0.0, 1.0);"); > - ADD_LINE("gl_FragColor = mix(uFogColor, gl_FragColor, fogFactor );"); > - } > - > - if (mode == EVAS_3D_SHADE_MODE_COLOR_PICK) > - { > - ADD_LINE("gl_FragColor = vec4(uColorPick);"); > - } > + int i; > > - ADD_LINE("}"); > + for (i = 0; i < E3D_SHADER_FLAG_COUNT; i++) > + if (flags & (1 << i)) > + { > + int len = strlen("#define ") + strlen(shader_flag_names[i]) + 2; > + char str[len]; > + snprintf(str, len, "#define %s\n", shader_flag_names[i]); > + _shader_string_add(shader, str); > + } > + > + if(_flags_need_tex_coord(flags)) > + _shader_string_add(shader, "#define NEED_TEX_COORD\n"); > } > > static inline Eina_Bool > @@ -1543,8 +549,11 @@ e3d_program_new(Evas_3D_Shade_Mode mode, > E3D_Shader_Flag flags) > program->mode = mode; > program->flags = flags; > > - _vertex_shader_string_get(&vert, mode, flags); > - _fragment_shader_string_get(&frag, mode, flags); > + _shader_flags_add(&vert, flags); > + _shader_string_add(&frag, vert.str); > + > + _shader_string_add(&vert, vertex_shaders[mode]); > + _shader_string_add(&frag, fragment_shaders[mode]); > > if (! _program_build(program, vert.str, frag.str)) > goto error; > diff --git a/src/modules/evas/engines/gl_common/shader_3d/color_pick_frag.shd > b/src/modules/evas/engines/gl_common/shader_3d/color_pick_frag.shd > new file mode 100644 > index 0000000..5e0fc6c > --- /dev/null > +++ b/src/modules/evas/engines/gl_common/shader_3d/color_pick_frag.shd > @@ -0,0 +1,7 @@ > +uniform float uColorPick; > + > +void main() > +{ > + gl_FragColor = vec4(uColorPick); > +} > + > diff --git a/src/modules/evas/engines/gl_common/shader_3d/color_pick_vert.shd > b/src/modules/evas/engines/gl_common/shader_3d/color_pick_vert.shd > new file mode 100644 > index 0000000..472866f > --- /dev/null > +++ b/src/modules/evas/engines/gl_common/shader_3d/color_pick_vert.shd > @@ -0,0 +1,28 @@ > +uniform mat4 uMatrixMvp; > + > +#ifdef VERTEX_POSITION > +attribute vec4 aPosition0; > +#endif //VERTEX_POSITION > + > +#ifdef VERTEX_POSITION_BLEND > +attribute vec4 aPosition1; > +uniform float uPositionWeight; > +#endif //VERTEX_POSITION_BLEND > + > +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 > + > + gl_Position = uMatrixMvp * position; > +} > + > diff --git a/src/modules/evas/engines/gl_common/shader_3d/diffuse_frag.shd > b/src/modules/evas/engines/gl_common/shader_3d/diffuse_frag.shd > new file mode 100644 > index 0000000..7b6dc2b > --- /dev/null > +++ b/src/modules/evas/engines/gl_common/shader_3d/diffuse_frag.shd > @@ -0,0 +1,47 @@ > +#ifdef NEED_TEX_COORD > +varying vec2 vTexCoord; > +#endif //TEX_COORD > + > +#ifdef FOG_ENABLED > +uniform float uFogFactor; > +uniform vec4 uFogColor; > +#endif //FOG_ENABLED > + > +#ifdef DIFFUSE > +uniform vec4 uMaterialDiffuse; > + > +#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 > + > +void main() { > + > +#ifdef DIFFUSE_TEXTURE_BLEND > + gl_FragColor = (texture2D(uTextureDiffuse0, vTexCoord) * > + uTextureDiffuseWeight + texture2D(uTextureDiffuse1, vTexCoord) * > + (1.0 - uTextureDiffuseWeight)) * uMaterialDiffuse; > +#else > + > +#ifdef DIFFUSE_TEXTURE > + gl_FragColor = texture2D(uTextureDiffuse0, vTexCoord) * uMaterialDiffuse; > +#else > + gl_FragColor = uMaterialDiffuse; > +#endif //DIFFUSE_TEXTURE > + > +#endif //DIFFUSE_TEXTURE_BLEND > + > +#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 > + > +} > diff --git a/src/modules/evas/engines/gl_common/shader_3d/diffuse_vert.shd > b/src/modules/evas/engines/gl_common/shader_3d/diffuse_vert.shd > new file mode 100644 > index 0000000..2b62b82 > --- /dev/null > +++ b/src/modules/evas/engines/gl_common/shader_3d/diffuse_vert.shd > @@ -0,0 +1,52 @@ > +uniform mat4 uMatrixMvp; > + > +#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_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 > + > +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_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 > + > + gl_Position = uMatrixMvp * position; > +} > diff --git a/src/modules/evas/engines/gl_common/shader_3d/flat_frag.shd > b/src/modules/evas/engines/gl_common/shader_3d/flat_frag.shd > new file mode 100644 > index 0000000..824fb66 > --- /dev/null > +++ b/src/modules/evas/engines/gl_common/shader_3d/flat_frag.shd > @@ -0,0 +1,195 @@ > +varying vec2 vFactor; > + > +#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 > + > +#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 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 fragmentFlat() > +{ > + vec4 color; > + > +#ifdef DIFFUSE > + > +#ifdef DIFFUSE_TEXTURE_BLEND > + color = texture2D(uTextureDiffuse0, vTexCoord) * > uTextureDiffuseWeight + > + texture2D(uTextureDiffuse1, vTexCoord) * (1.0 - > uTextureDiffuseWeight); > + color *= uMaterialDiffuse; > +#else > + > +#ifdef DIFFUSE_TEXTURE > + color = texture2D(uTextureDiffuse0, vTexCoord) * uMaterialDiffuse; > +#else > + color = uMaterialDiffuse; > +#endif //DIFFUSE_TEXTURE > + > +#endif //DIFFUSE_TEXTURE_BLEND > + gl_FragColor = uLightDiffuse * color * vFactor.x; > +#else > + gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0); > +#endif //DIFFUSE > + > +#ifdef SPECULAR > + > +#ifdef SPECULAR_TEXTURE_BLEND > + color = texture2D(uTextureSpecular0, vTexCoord) * uTextureSpecularWeight + > + texture2D(uTextureSpecular1, vTexCoord) * (1.0 - uTextureSpecularWeight); > + color *= uMaterialSpecular; > +#else > + > +#ifdef SPECULAR_TEXTURE > + color = texture2D(uTextureSpecular0, vTexCoord) * uMaterialSpecular; > +#else > + color = uMaterialSpecular; > +#endif //SPECULAR_TEXTURE > + > +#endif //SPECULAR_TEXTURE_BLEND > + > + gl_FragColor += uLightSpecular * color * vFactor.y; > + > +#endif //SPECULAR > + > +#ifdef SHADOWED > + gl_FragColor *= shadow; > +#endif //SHADOWED > + > +#ifdef E3D_SHADER_FLAG_AMBIENT > + > +#ifdef AMBIENT_TEXTURE_BLEND > + > + color = texture2D(uTextureAmbient0, vTexCoord) * uTextureAmbientWeight + > + texture2D(uTextureAmbient1, vTexCoord) * (1.0 - uTextureAmbientWeight); > + color *= uMaterialAmbient; > + > +#else > + > +#ifdef AMBIENT_TEXTURE > + color = texture2D(uTextureAmbient0, vTexCoord) * uMaterialAmbient; > +#else > + color = uMaterialAmbient; > +#endif //AMBIENT_TEXTURE > + > +#endif //AMBIENT_TEXTURE_BLEND > + gl_FragColor += uLightAmbient * color; > +#endif //AMBIENT > + > +#ifdef EMISSION > + > +#ifdef EMISSION_TEXTURE_BLEND > + color = texture2D(uTextureEmission0, vTexCoord) * uTextureEmissionWeight + > + texture2D(uTextureEmission1, vTexCoord) * (1.0 - uTextureEmissionWeight); > + color *= uMaterialEmission; > +#else > + > +#ifdef EMISSION_TEXTURE > + color = texture2D(uTextureEmission0, vTexCoord) * uMaterialEmission; > +#else > + color = uMaterialEmission; > +#endif //EMISSION_TEXTURE > + > +#endif //EMISSION_TEXTURE_BLEND > + > + gl_FragColor += color; > +#endif //EMISSION > + > +} > + > +void main() { > + > +#ifdef SHADOWED > + shadow = pcf(vLightPosition, 1.0 / 200.0); > +#endif //SHADOWED > + > + fragmentFlat(); > + > +#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 > + > +} > diff --git a/src/modules/evas/engines/gl_common/shader_3d/flat_vert.shd > b/src/modules/evas/engines/gl_common/shader_3d/flat_vert.shd > new file mode 100644 > index 0000000..37aba1c > --- /dev/null > +++ b/src/modules/evas/engines/gl_common/shader_3d/flat_vert.shd > @@ -0,0 +1,154 @@ > +uniform mat4 uMatrixMvp; > +uniform mat3 uMatrixNormal; > +uniform mat4 uMatrixModelview; > +uniform vec4 uLightPosition; > +varying vec2 vFactor; > + > +#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 > + > +#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_SPOT > +uniform vec3 uLightSpotDir; > +uniform float uLightSpotExp; > +uniform float uLightSpotCutoffCos; > +#endif //LIGHT_SPOT > + > +#ifdef SPECULAR > +uniform float uMaterialShininess; > +#endif //SPECULAR > + > +#ifdef LIGHT_ATTENUATION > +uniform vec3 uLightAtten; > +#endif //LIGHT_ATTENUATION > + > +void vertexFlat(vec4 position, vec3 normal) > +{ > + vec3 lv; > + float factor; > + normal = uMatrixNormal * normal; > + position = uMatrixModelview * position; > + > +#ifdef NORMALIZE_NORMALS > + normal = normalize(normal); > +#endif //NORMALIZE_NORMALS > + > +#ifdef LIGHT_DIRECTIONAL > + lv = uLightPosition.xyz; > +#else > + lv = uLightPosition.xyz - position.xyz; > + lv = normalize(lv); > +#endif //LIGHT_DIRECTIONAL > + > + factor = max(dot(lv, normal), 0.0); > + > +#ifdef LIGHT_SPOT > + float f = dot(-lv, uLightSpotDir); > + if (f > uLightSpotCutoffCos) > + factor *= pow(f, uLightSpotExp); > + else > + factor = 0.0; > +#endif //LIGHT_SPOT > + > + if (factor > 0.0) > + { > + > +#ifdef DIFFUSE > + vFactor.x = factor; > +#else > + vFactor.x = 0.0; > +#endif //DIFFUSE > + > +#ifdef SPECULAR > + vec3 hv = normalize(normalize(-position.xyz) + lv); > + factor = pow(max(dot(hv, normal), 0.0), uMaterialShininess); > + vFactor.y = factor; > +#endif //SPECULAR > + > + } > + else > + vFactor = vec2(0.0, 0.0); > + > + /* Light attenuation. */ > +#ifdef LIGHT_ATTENUATION > + float dist = length(lv); > + vFactor /= dot(uLightAtten, vec3(1.0, dist, dist * dist)); > +#endif //LIGHT_ATTENUATION > +} > + > +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 > + > +#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 > + > + gl_Position = uMatrixMvp * position; > + vertexFlat(position, normal); > + > +#ifdef SHADOWED > + vLightPosition = uMatrixLight * position; > +#endif > +} > diff --git a/src/modules/evas/engines/gl_common/shader_3d/gen_shaders_3d.sh > b/src/modules/evas/engines/gl_common/shader_3d/gen_shaders_3d.sh > new file mode 100755 > index 0000000..8bb6a2a > --- /dev/null > +++ b/src/modules/evas/engines/gl_common/shader_3d/gen_shaders_3d.sh > @@ -0,0 +1,45 @@ > +#!/bin/bash > + > +# This script will generate a C file containing all the shaders used by > Evas_3D > + > +DIR=`dirname $0` > + > +OUTPUT=${DIR}/evas_gl_3d_shaders.x > + > +exec 1<&- > +exec 1>${OUTPUT} > + > +SHADERS="$@" > +vert_shaders_source="" > +frag_shaders_source="" > + > +# Write header > +printf "/* DO NOT MODIFY THIS FILE AS IT IS AUTO-GENERATED\n * See: $0 > */\n\n" > +for shd in ${SHADERS} ; do > + lname=`basename ${shd} .shd` > + > + if echo ${lname} |grep _vert 2>&1 >> /dev/null ; then > + vert_shaders_source="${vert_shaders_source} ${lname}_glsl,\n" > + fi > + if echo ${lname} |grep _frag 2>&1 >> /dev/null ; then > + frag_shaders_source="${frag_shaders_source} ${lname}_glsl,\n" > + fi > + OIFS=$IFS > + IFS=$'\n' > + printf "static const char const ${lname}_glsl[] =" > + for line in `cat ${shd}` ; do > + printf "\n \"${line}\\\n\"" > + done > + printf ";\n\n" > + IFS=${OIFS} > +done > + > +printf "static const char *vertex_shaders[] = > +{\n" > + printf "${vert_shaders_source}" > +printf "};\n\n" > + > +printf "static const char *fragment_shaders[] = > +{\n" > + printf "${frag_shaders_source}" > +printf "};\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 > new file mode 100644 > index 0000000..766e07f > --- /dev/null > +++ b/src/modules/evas/engines/gl_common/shader_3d/normal_map_frag.shd > @@ -0,0 +1,283 @@ > +varying vec3 vLightVector; > +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 > + > +#ifdef NORMAL_TEXTURE_BLEND > +uniform sampler2D uTextureNormal1; > +uniform float uTextureNormalWeight; > +#endif //NORMAL_TEXTURE_BLEND > + > +#ifndef VERTEX_TANGENT > +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 > + > +#ifndef VERTEX_TANGENT > + > +mat3 cotangent_frame(vec3 n, vec3 p, vec2 uv) > +{ > + vec3 dp1 = dFdx(p); > + vec3 dp2 = dFdy(p); > + vec2 duv1 = dFdx(uv); > + vec2 duv2 = dFdy(uv); > + vec3 dp2perp = cross(dp2, n); > + vec3 dp1perp = cross(n, dp1); > + vec3 t = dp2perp * duv1.x + dp1perp * duv2.x; > + vec3 b = dp2perp * duv1.y + dp1perp * duv2.y; > + float invmax = inversesqrt(max(dot(t, t), dot(b, b))); > + return mat3(t * invmax, b * invmax, n); > +} > + > +vec3 perturb_normal(vec3 normal) > +{ > + mat3 tbn = cotangent_frame(vNormal, -vEyeVector, vTexCoord); > + return normalize(tbn * normal); > +} > +#endif //VERTEX_TANGENT > + > +void fragmentNormalMap() > +{ > + float factor; > + vec3 normal; > + vec4 color; > + > +#ifdef NORMAL_TEXTURE_BLEND > + normal = texture2D(uTextureNormal0, vTexCoord).rgb * uTextureNormalWeight; > + normal += texture2D(uTextureNormal1, vTexCoord).rgb * > + (1.0 - uTextureNormalWeight); > +#else > + normal = texture2D(uTextureNormal0, vTexCoord).rgb; > +#endif //NORMAL_TEXTURE_BLEND > + > + normal = 2.0 * normal - 1.0; > + > +#ifndef VERTEX_TANGENT > + normal = perturb_normal(normal); > +#endif //VERTEX_TANGENT > + > + vec3 lv = normalize(vLightVector); > + normal = normalize(normal); > + > + factor = dot(lv, normal); > + > +#ifdef LIGHT_SPOT > + float f = dot(-lv, normalize(uLightSpotDir)); > + > + if (f > uLightSpotCutoffCos) > + factor *= pow(f, uLightSpotExp); > + else > + factor = 0.0; > +#endif //LIGHT_SPOT > + > + if (factor > 0.0) > + { > + > +#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 > + > + gl_FragColor = uLightDiffuse * color * factor; > + > +#else > + gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0); > +#endif //DIFFUSE > + > +#ifdef SPECULAR > + > + factor = dot(normalize(vLightHalfVector), normal); > + 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 > + > + gl_FragColor += uLightSpecular * color * factor; > + } > + > +#endif //SPECULAR > + > +#ifdef SHADOWED > + gl_FragColor *= shadow; > +#endif //SHADOWED > + > + } > + else > + 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 > + > + gl_FragColor += uLightAmbient * color; > +#endif //AMBIENT > + > +#ifdef LIGHT_ATTENUATION > + gl_FragColor /= dot(uLightAtten, vec3(1.0, vLightDist, vLightDist * > vLightDist)); > +#endif //LIGHT_ATTENUATION > + > +#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 > + > + 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 > + shadow = pcf(vLightPosition, 1.0 / 200.0); > +#endif //SHADOWED > + > + 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 > + > +} > + > 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 > new file mode 100644 > index 0000000..3dc42d2 > --- /dev/null > +++ b/src/modules/evas/engines/gl_common/shader_3d/normal_map_vert.shd > @@ -0,0 +1,189 @@ > +uniform mat4 uMatrixMvp; > +uniform mat3 uMatrixNormal; > +uniform mat4 uMatrixModelview; > +uniform vec4 uLightPosition; > +varying vec3 vLightVector; > +varying vec3 vLightHalfVector; > +varying vec3 vEyeVector; > + > +#ifndef VERTEX_TANGENT > +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 > + > +#ifdef VERTEX_TANGENT > +attribute vec4 aTangent0; > +#endif //VERTEX_TANGENT > + > +#ifdef VERTEX_TANGENT_BLEND > +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 > + > +#ifndef VERTEX_TANGENT > +void vertexNormalMap(vec4 position, vec3 normal) > +{ > + normal = uMatrixNormal * normal; > + position = uMatrixModelview * position; > + vEyeVector = normalize(-position.xyz); > + > +#ifdef NORMALIZE_NORMALS > + normal = normalize(normal); > +#endif //NORMALIZE_NORMALS > + > +#ifdef LIGHT_DIRECTIONAL > + vLightVector = uLightPosition.xyz; > +#else > + vLightVector = uLightPosition.xyz - position.xyz; > + > +#ifdef LIGHT_ATTENUATION > + vLightDist = length(vLightVector); > +#endif //LIGHT_ATTENUATION > + > + vLightVector = normalize(vLightVector); > +#endif //LIGHT_DIRECTIONAL > + > + vLightHalfVector = normalize(vEyeVector + vLightVector); > + vNormal = normal; > +} > + > +#else > + > +void vertexNormalMap(vec4 position, vec3 normal, vec3 tangent) > +{ > + vec3 n = normalize(uMatrixNormal * normal); > + vec3 t = normalize(uMatrixNormal * tangent); > + vec3 b = cross(n, t); > + vec3 tmp; > + > + position = uMatrixModelview * position; > + > +#ifdef LIGHT_DIRECTIONAL > + vec3 lightDir = uLightPosition.xyz; > +#else > + vec3 lightDir = uLightPosition.xyz - position.xyz; > + > +#ifdef LIGHT_ATTENUATION > + vLightDist = length(lightDir); > +#endif //LIGHT_ATTENUATION > + > + lightDir = normalize(lightDir); > +#endif //LIGHT_DIRECTIONAL > + > + tmp.x = dot(lightDir, t); > + tmp.y = dot(lightDir, b); > + tmp.z = dot(lightDir, n); > + vLightVector = tmp; > + > + tmp.x = dot(position.xyz, t); > + tmp.y = dot(position.xyz, b); > + tmp.z = dot(position.xyz, n); > + vEyeVector = normalize(tmp); > + > + vec3 hv = normalize(normalize(-position.xyz) + lightDir); > + tmp.x = dot(hv, t); > + tmp.y = dot(hv, b); > + tmp.z = dot(hv, n); > + vLightHalfVector = tmp; > +} > +#endif //VERTEX_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 > + > +#ifdef VERTEX_TANGENT_BLEND > + vec3 tangent = aTangent0.xyz * uTangentWeight + > + aTangent1.xyz * (1.0 - uTangentWeight); > +#else > + > +#ifdef VERTEX_TANGENT > + vec3 tangent = aTangent0.xyz; > +#endif //VERTEX_TANGENT > + > +#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 > + > + gl_Position = uMatrixMvp * position; > + > +#ifdef VERTEX_TANGENT > + vertexNormalMap(position, normal, tangent); > +#else > + vertexNormalMap(position, normal); > +#endif //VERTEX_TANGENT > + > +#ifdef SHADOWED > + vLightPosition = uMatrixLight * position; > +#endif > +} > diff --git a/src/modules/evas/engines/gl_common/shader_3d/phong_frag.shd > b/src/modules/evas/engines/gl_common/shader_3d/phong_frag.shd > new file mode 100644 > index 0000000..f668984 > --- /dev/null > +++ b/src/modules/evas/engines/gl_common/shader_3d/phong_frag.shd > @@ -0,0 +1,235 @@ > +varying vec3 vLightVector; > +varying vec3 vLightHalfVector; > +varying vec3 vNormal; > + > +#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 > + > +#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 > + > +void fragmentPhong() > +{ > + vec3 normal = normalize(vNormal); > + vec3 lv = normalize(vLightVector); > + float factor = dot(lv, normal); > + vec4 color; > + > +#ifdef LIGHT_SPOT > + float f = dot(-lv, normalize(uLightSpotDir)); > + > + if (f > uLightSpotCutoffCos) > + factor *= pow(f, uLightSpotExp); > + else > + factor = 0.0; > +#endif //LIGHT_SPOT > + > + if (factor > 0.0) > + { > + > + /* Diffuse term. */ > +#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 > + > + gl_FragColor = uLightDiffuse * color * factor; > +#else > + gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0); > +#endif //DIFFUSE > + > + /* Specular term. */ > +#ifdef SPECULAR > + factor = dot(normalize(vLightHalfVector), normal); > + 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 > + > +#endif > + > + gl_FragColor += uLightSpecular * color * factor; > + } > +#endif > + > + } > + else > + gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0); > + > +#ifdef SHADOWED > + gl_FragColor *= shadow; > +#endif //SHADOWED > + > +#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 > + > +#endif > + > + gl_FragColor += uLightAmbient * color; > +#endif > + > + /* Light attenuation. */ > +#ifdef LIGHT_ATTENUATION > + gl_FragColor /= dot(uLightAtten, vec3(1.0, vLightDist, vLightDist * > vLightDist)); > +#endif > + > + /* Emission term. */ > +#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 > + > +#endif > + > + gl_FragColor += color; > +#endif > + > +} > + > +#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 > + shadow = pcf(vLightPosition, 1.0 / 300.0); > +#endif //SHADOWED > + > + fragmentPhong(); > + > +#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 > + > +} > + > diff --git a/src/modules/evas/engines/gl_common/shader_3d/phong_vert.shd > b/src/modules/evas/engines/gl_common/shader_3d/phong_vert.shd > new file mode 100644 > index 0000000..fb2c5d4 > --- /dev/null > +++ b/src/modules/evas/engines/gl_common/shader_3d/phong_vert.shd > @@ -0,0 +1,116 @@ > +uniform mat4 uMatrixMvp; > +uniform mat3 uMatrixNormal; > +uniform mat4 uMatrixModelview; > +uniform vec4 uLightPosition; > +varying vec3 vLightVector; > +varying vec3 vLightHalfVector; > +varying vec3 vNormal; > + > +#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 > + > +#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 > + > +void vertexPhong(vec4 position, vec3 normal) > +{ > + normal = uMatrixNormal * normal; > + position = uMatrixModelview * position; > + > +#ifdef NORMALIZE_NORMALS > + normal = normalize(normal); > +#endif //NORMALIZE_NORMALS > + > +#ifdef LIGHT_DIRECTIONAL > + vLightVector = uLightPosition.xyz; > +#else > + vLightVector = uLightPosition.xyz - position.xyz; > + > +#ifdef LIGHT_ATTENUATION > + vLightDist = length(vLightVector); > +#endif //LIGHT_ATTENUATION > + > + vLightVector = normalize(vLightVector); > +#endif //LIGHT_DIRECTIONAL > + > + vLightHalfVector = normalize(normalize(-position.xyz) + vLightVector); > + vNormal = normal; > +} > + > +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 > + > +#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 > + > + gl_Position = uMatrixMvp * position; > + vertexPhong(position, normal); > + > +#ifdef SHADOWED > + vLightPosition = uMatrixLight * position; > +#endif //SHADOWED > +} > diff --git a/src/modules/evas/engines/gl_common/shader_3d/shadow_map_frag.shd > b/src/modules/evas/engines/gl_common/shader_3d/shadow_map_frag.shd > new file mode 100644 > index 0000000..84a586a > --- /dev/null > +++ b/src/modules/evas/engines/gl_common/shader_3d/shadow_map_frag.shd > @@ -0,0 +1,4 @@ > +void main() > +{ > + gl_FragColor.r = gl_FragCoord.z; > +} > diff --git a/src/modules/evas/engines/gl_common/shader_3d/shadow_map_vert.shd > b/src/modules/evas/engines/gl_common/shader_3d/shadow_map_vert.shd > new file mode 100644 > index 0000000..3f12a69 > --- /dev/null > +++ b/src/modules/evas/engines/gl_common/shader_3d/shadow_map_vert.shd > @@ -0,0 +1,28 @@ > +uniform mat4 uMatrixMvp; > + > +#ifdef VERTEX_POSITION > +attribute vec4 aPosition0; > +#endif //VERTEX_POSITION > + > +#ifdef VERTEX_POSITION_BLEND > +attribute vec4 aPosition1; > +uniform float uPositionWeight; > +#endif //VERTEX_POSITION_BLEND > + > +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 > + > + gl_Position = uMatrixMvp * position; > +} > diff --git > a/src/modules/evas/engines/gl_common/shader_3d/vertex_color_frag.shd > b/src/modules/evas/engines/gl_common/shader_3d/vertex_color_frag.shd > new file mode 100644 > index 0000000..9b0c023 > --- /dev/null > +++ b/src/modules/evas/engines/gl_common/shader_3d/vertex_color_frag.shd > @@ -0,0 +1,20 @@ > +varying vec4 vColor; > + > +#ifdef FOG_ENABLED > +uniform float uFogFactor; > +uniform vec4 uFogColor; > +#endif //FOG_ENABLED > + > +void main() > +{ > + gl_FragColor = vColor; > + > +#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 > + > +} > + > diff --git > a/src/modules/evas/engines/gl_common/shader_3d/vertex_color_vert.shd > b/src/modules/evas/engines/gl_common/shader_3d/vertex_color_vert.shd > new file mode 100644 > index 0000000..560baad > --- /dev/null > +++ b/src/modules/evas/engines/gl_common/shader_3d/vertex_color_vert.shd > @@ -0,0 +1,50 @@ > +uniform mat4 uMatrixMvp; > +varying vec4 vColor; > + > +#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_COLOR > +attribute vec4 aColor0; > +#endif //VERTEX_COLOR > + > +#ifdef VERTEX_COLOR_BLEND > +attribute vec4 aColor1; > +uniform float uColorWeight; > +#endif //VERTEX_COLOR_BLEND > + > +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_COLOR_BLEND > + vec4 color = aColor0 * uColorWeight + aColor1 * (1.0 - uColorWeight); > +#else > + > +#ifdef VERTEX_COLOR > + vec4 color = aColor0; > +#endif //VERTEX_COLOR > + > +#endif //VERTEX_COLOR_BLEND > + > + vColor = color; > + gl_Position = uMatrixMvp * position; > +} > + > ------------------------------------------------------------------------------ Download BIRT iHub F-Type - The Free Enterprise-Grade BIRT Server from Actuate! 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