From 9d12289933ed5a6f68956e52a6b1debbfdf57226 Mon Sep 17 00:00:00 2001 From: Zeno Rogue Date: Wed, 15 Jan 2020 18:39:35 +0100 Subject: [PATCH] ray:: unsuccessful attempt to adjust the raycaster to web --- raycaster.cpp | 286 ++++++++++++++++++++++++++++---------------------- 1 file changed, 162 insertions(+), 124 deletions(-) diff --git a/raycaster.cpp b/raycaster.cpp index 1daa1856..d1ed276a 100644 --- a/raycaster.cpp +++ b/raycaster.cpp @@ -136,6 +136,31 @@ EX void reset_raycaster() { our_raycaster = nullptr; }; int deg; +#ifdef GLES_ONLY +void add(string& tgt, string type, string name, int min_index, int max_index) { + if(min_index + 1 == max_index) + tgt += "{ return " + name + "[" + its(min_index) + "]; }"; + else { + int mid = (min_index + max_index) / 2; + tgt += "{ if(i<" + its(mid) + ") "; + add(tgt, type, name, min_index, mid); + tgt += " else "; + add(tgt, type, name, mid, max_index); + tgt += " }"; + } + } + +string build_getter(string type, string name, int index) { + string s = type + " get_" + name + "(int i) \n"; + add(s, type, name, 0, index); + return s + "\n"; + } + +#define GET(array, index) "get_" array "(" index ")" +#else +#define GET(array, index) array "[" index "]" +#endif + void enable_raycaster() { if(geometry != last_geometry) reset_raycaster(); last_geometry = geometry; @@ -157,7 +182,8 @@ void enable_raycaster() { #endif " }\n"; - string rays = its(isize(cgi.raywall)); + int irays = isize(cgi.raywall); + string rays = its(irays); string fsh = "varying mediump vec4 at;\n" @@ -177,6 +203,13 @@ void enable_raycaster() { "uniform mediump int uWallstart["+its(deg+1)+"];\n" "uniform mediump float uLinearSightRange, uExpStart, uExpDecay;\n"; + #ifdef GLES_ONLY + fsh += build_getter("mediump vec4", "uWallX", irays); + fsh += build_getter("mediump vec4", "uWallY", irays); + fsh += build_getter("mediump int", "uWallstart", deg+1); + fsh += build_getter("mediump mat4", "uM", 84); + #endif + if(prod) fsh += "uniform mediump float uPLevel;\n" "uniform mediump mat4 uLP;\n"; @@ -191,7 +224,7 @@ void enable_raycaster() { if(IN_ODS || hyperbolic) fsh += - "mat4 xpush(float x) { return mat4(" + "mediump mat4 xpush(float x) { return mat4(" "cosh(x), 0., 0., sinh(x),\n" "0., 1., 0., 0.,\n" "0., 0., 1., 0.,\n" @@ -200,14 +233,14 @@ void enable_raycaster() { if(IN_ODS) fsh += - "mat4 xzspin(float x) { return mat4(" + "mediump mat4 xzspin(float x) { return mat4(" "cos(x), 0., sin(x), 0.,\n" "0., 1., 0., 0.,\n" "-sin(x), 0., cos(x), 0.,\n" "0., 0., 0., 1." ");}\n" - "mat4 yzspin(float x) { return mat4(" + "mediump mat4 yzspin(float x) { return mat4(" "1., 0., 0., 0.,\n" "0., cos(x), sin(x), 0.,\n" "0., -sin(x), cos(x), 0.,\n" @@ -215,7 +248,7 @@ void enable_raycaster() { ");}\n"; fsh += - "vec2 map_texture(vec4 pos, int which) {\n"; + "mediump vec2 map_texture(mediump vec4 pos, int which) {\n"; if(nil) fsh += "if(which == 2 || which == 5) pos.z = 0.;\n"; else if(hyperbolic && bt::in()) fsh += "pos = vec4(-log(pos.w-pos.x), pos.y, pos.z, 1);\n" @@ -226,11 +259,11 @@ void enable_raycaster() { "pos = vec4(pos.x/pos.z, pos.y/pos.z, pos.w, 0);\n"; fsh += - "int s = uWallstart[which];\n" - "int e = uWallstart[which+1];\n" + "int s = " GET("uWallstart", "which") ";\n" + "int e = " GET("uWallstart", "which+1") ";\n" "for(int ix=0; ix<16; ix++) {\n" "int i = s+ix; if(i >= e) break;\n" - "vec2 v = vec2(dot(uWallX[i], pos), dot(uWallY[i], pos));\n" + "mediump vec2 v = vec2(dot(" GET("uWallX", "i") ", pos), dot(" GET("uWallY", "i") ", pos));\n" "if(v.x >= 0. && v.y >= 0. && v.x + v.y <= 1.) return vec2(v.x+v.y, v.x-v.y);\n" "}\n" "return vec2(1, 1);\n" @@ -241,57 +274,57 @@ void enable_raycaster() { if(use_reflect) fmain += " bool depthtoset = true;\n"; if(IN_ODS) fmain += - " float lambda = at[0];\n" // -PI to PI - " float phi;\n" - " float eye;\n" + " mediump float lambda = at[0];\n" // -PI to PI + " mediump float phi;\n" + " mediump float eye;\n" " if(at.y < 0.) { phi = at.y + PI/2.; eye = uIPD / 2.; }\n" // right " else { phi = at.y - PI/2.; eye = -uIPD / 2.; }\n" - " mat4 vw = uStart * xzspin(-lambda) * xpush(eye) * yzspin(phi);\n" - " vec4 at0 = vec4(0., 0., 1., 0.);\n"; + " mediump mat4 vw = uStart * xzspin(-lambda) * xpush(eye) * yzspin(phi);\n" + " mediump vec4 at0 = vec4(0., 0., 1., 0.);\n"; else fmain += - " mat4 vw = uStart;\n" - " vec4 at0 = at;\n" + " mediump mat4 vw = uStart;\n" + " mediump vec4 at0 = at;\n" " gl_FragColor = vec4(0,0,0,1);\n" - " float left = 1.;\n" + " mediump float left = 1.;\n" " at0.y = -at.y;\n" " at0.w = 0.;\n" " at0.xyz = at0.xyz / length(at0.xyz);\n"; - if(hyperbolic) fsh += " float len(vec4 x) { return x[3]; }\n"; - else fsh += " float len(vec4 x) { return length(x.xyz); }\n"; + if(hyperbolic) fsh += " mediump float len(mediump vec4 x) { return x[3]; }\n"; + else fsh += " mediump float len(mediump vec4 x) { return length(x.xyz); }\n"; if(nonisotropic) fmain += - " const float maxstep = " + fts(maxstep_current()) + ";\n" - " const float minstep = " + fts(minstep) + ";\n" - " float next = maxstep;\n"; + " const mediump float maxstep = " + fts(maxstep_current()) + ";\n" + " const mediump float minstep = " + fts(minstep) + ";\n" + " mediump float next = maxstep;\n"; if(prod) { string sgn=in_h2xe() ? "-" : "+"; fmain += - " vec4 position = vw * vec4(0., 0., 1., 0.);\n" - " vec4 at1 = uLP * at0;\n"; + " mediump vec4 position = vw * vec4(0., 0., 1., 0.);\n" + " mediump vec4 at1 = uLP * at0;\n"; if(in_e2xe()) fmain += - " float zpos = log(position.z);\n"; + " mediump float zpos = log(position.z);\n"; else fmain += - " float zpos = log(position.z*position.z"+sgn+"position.x*position.x"+sgn+"position.y*position.y)/2.;\n"; + " mediump float zpos = log(position.z*position.z"+sgn+"position.x*position.x"+sgn+"position.y*position.y)/2.;\n"; fmain += " position *= exp(-zpos);\n" - " float zspeed = at1.z;\n" - " float xspeed = length(at1.xy);\n" - " vec4 tangent = vw * exp(-zpos) * vec4(at1.xy, 0, 0) / xspeed;\n"; + " mediump float zspeed = at1.z;\n" + " mediump float xspeed = length(at1.xy);\n" + " mediump vec4 tangent = vw * exp(-zpos) * vec4(at1.xy, 0, 0) / xspeed;\n"; } else fmain += - " vec4 position = vw * vec4(0., 0., 0., 1.);\n" - " vec4 tangent = vw * at0;\n"; + " mediump vec4 position = vw * vec4(0., 0., 0., 1.);\n" + " mediump vec4 tangent = vw * at0;\n"; fmain += - " float go = 0.;\n" - " vec2 cid = uStartid;\n" + " mediump float go = 0.;\n" + " mediump vec2 cid = uStartid;\n" " for(int iter=0; iter<" + its(max_iter_current()) + "; iter++) {\n"; fmain += - " float dist = 100.;\n"; + " mediump float dist = 100.;\n"; fmain += " int which = -1;\n"; @@ -300,9 +333,9 @@ void enable_raycaster() { if(IN_ODS) fmain += " if(go == 0.) {\n" - " float best = len(position);\n" + " mediump float best = len(position);\n" " for(int i=0; i<"+its(S7)+"; i++) {\n" - " float cand = len(uM[i] * position);\n" + " mediump float cand = len(uM[i] * position);\n" " if(cand < best - .001) { dist = 0.; best = cand; which = i; }\n" " }\n" " }\n"; @@ -315,38 +348,38 @@ void enable_raycaster() { fmain += "for(int i="+its(flat1)+"; i<"+its(flat2)+"; i++) {\n"; if(in_h2xe()) fmain += - " float v = ((position - uM[i] * position)[2] / (uM[i] * tangent - tangent)[2]);\n" + " mediump float v = ((position - uM[i] * position)[2] / (uM[i] * tangent - tangent)[2]);\n" " if(v > 1. || v < -1.) continue;\n" - " float d = atanh(v);\n" - " vec4 next_tangent = position * sinh(d) + tangent * cosh(d);\n" + " mediump float d = atanh(v);\n" + " mediump vec4 next_tangent = position * sinh(d) + tangent * cosh(d);\n" " if(next_tangent[2] < (uM[i] * next_tangent)[2]) continue;\n" " d /= xspeed;\n"; else if(in_s2xe()) fmain += - " float v = ((position - uM[i] * position)[2] / (uM[i] * tangent - tangent)[2]);\n" - " float d = atan(v);\n" - " vec4 next_tangent = tangent * cos(d) - position * sin(d);\n" + " mediump float v = ((position - uM[i] * position)[2] / (uM[i] * tangent - tangent)[2]);\n" + " mediump float d = atan(v);\n" + " mediump vec4 next_tangent = tangent * cos(d) - position * sin(d);\n" " if(next_tangent[2] > (uM[i] * next_tangent)[2]) continue;\n" " d /= xspeed;\n"; else if(in_e2xe()) fmain += - " float deno = dot(position, tangent) - dot(uM[i]*position, uM[i]*tangent);\n" + " mediump float deno = dot(position, tangent) - dot(uM[i]*position, uM[i]*tangent);\n" " if(deno < 1e-6 && deno > -1e-6) continue;\n" - " float d = (dot(uM[i]*position, uM[i]*position) - dot(position, position)) / 2. / deno;\n" + " mediump float d = (dot(uM[i]*position, uM[i]*position) - dot(position, position)) / 2. / deno;\n" " if(d < 0.) continue;\n" - " vec4 next_position = position + d * tangent;\n" + " mediump vec4 next_position = position + d * tangent;\n" " if(dot(next_position, tangent) < dot(uM[i]*next_position, uM[i]*tangent)) continue;\n" " d /= xspeed;\n"; else if(hyperbolic) fmain += - " float v = ((position - uM[i] * position)[3] / (uM[i] * tangent - tangent)[3]);\n" + " mediump float v = ((position - uM[i] * position)[3] / (uM[i] * tangent - tangent)[3]);\n" " if(v > 1. || v < -1.) continue;\n" - " float d = atanh(v);\n" - " vec4 next_tangent = position * sinh(d) + tangent * cosh(d);\n" + " mediump float d = atanh(v);\n" + " mediump vec4 next_tangent = position * sinh(d) + tangent * cosh(d);\n" " if(next_tangent[3] < (uM[i] * next_tangent)[3]) continue;\n"; else fmain += - " float deno = dot(position, tangent) - dot(uM[i]*position, uM[i]*tangent);\n" + " mediump float deno = dot(position, tangent) - dot(uM[i]*position, uM[i]*tangent);\n" " if(deno < 1e-6 && deno > -1e-6) continue;\n" - " float d = (dot(uM[i]*position, uM[i]*position) - dot(position, position)) / 2. / deno;\n" + " mediump float d = (dot(uM[i]*position, uM[i]*position) - dot(position, position)) / 2. / deno;\n" " if(d < 0.) continue;\n" - " vec4 next_position = position + d * tangent;\n" + " mediump vec4 next_position = position + d * tangent;\n" " if(dot(next_position, tangent) < dot(uM[i]*next_position, uM[i]*tangent)) continue;\n"; fmain += @@ -359,28 +392,28 @@ void enable_raycaster() { if(hyperbolic && bt::in()) { fmain += "for(int i=20; i<22; i++) {\n" - "float sgn = i == 20 ? -1. : 1.;\n" - "vec4 zpos = xpush(uBLevel*sgn) * position;\n" - "vec4 ztan = xpush(uBLevel*sgn) * tangent;\n" - "float Mp = zpos.w - zpos.x;\n" - "float Mt = ztan.w - ztan.x;\n" - "float a = (Mp*Mp-Mt*Mt);\n" - "float b = Mp/a;\n" - "float c = (1.+Mt*Mt) / a;\n" + "mediump float sgn = i == 20 ? -1. : 1.;\n" + "mediump vec4 zpos = xpush(uBLevel*sgn) * position;\n" + "mediump vec4 ztan = xpush(uBLevel*sgn) * tangent;\n" + "mediump float Mp = zpos.w - zpos.x;\n" + "mediump float Mt = ztan.w - ztan.x;\n" + "mediump float a = (Mp*Mp-Mt*Mt);\n" + "mediump float b = Mp/a;\n" + "mediump float c = (1.+Mt*Mt) / a;\n" "if(b*b < c) continue;\n" "if(sgn < 0. && Mt > 0.) continue;\n" - "float zsgn = (Mt > 0. ? -sgn : sgn);\n" - "float u = sqrt(b*b-c)*zsgn + b;\n" - "float v = -(Mp*u-1.) / Mt;\n" - "float d = asinh(v);\n" + "mediump float zsgn = (Mt > 0. ? -sgn : sgn);\n" + "mediump float u = sqrt(b*b-c)*zsgn + b;\n" + "mediump float v = -(Mp*u-1.) / Mt;\n" + "mediump float d = asinh(v);\n" "if(d < 0. && abs(log(position.w*position.w-position.x*position.x)) < uBLevel) continue;\n" "if(d < dist) { dist = d; which = i; }\n" "}\n"; } if(prod) fmain += - "if(zspeed > 0.) { float d = (uPLevel - zpos) / zspeed; if(d < dist) { dist = d; which = "+its(S7)+"+1; }}\n" - "if(zspeed < 0.) { float d = (-uPLevel - zpos) / zspeed; if(d < dist) { dist = d; which = "+its(S7)+"; }}\n"; + "if(zspeed > 0.) { mediump float d = (uPLevel - zpos) / zspeed; if(d < dist) { dist = d; which = "+its(S7)+"+1; }}\n" + "if(zspeed < 0.) { mediump float d = (-uPLevel - zpos) / zspeed; if(d < dist) { dist = d; which = "+its(S7)+"; }}\n"; fmain += "}\n"; @@ -396,14 +429,14 @@ void enable_raycaster() { "bool reflect = false;\n"; if(in_h2xe()) fmain += - " float ch = cosh(dist*xspeed); float sh = sinh(dist*xspeed);\n" - " vec4 v = position * ch + tangent * sh;\n" + " mediump float ch = cosh(dist*xspeed); mediump float sh = sinh(dist*xspeed);\n" + " mediump vec4 v = position * ch + tangent * sh;\n" " tangent = tangent * ch + position * sh;\n" " position = v;\n" " zpos += dist * zspeed;\n"; else if(in_s2xe()) fmain += - " float ch = cos(dist*xspeed); float sh = sin(dist*xspeed);\n" - " vec4 v = position * ch + tangent * sh;\n" + " mediump float ch = cos(dist*xspeed); mediump float sh = sin(dist*xspeed);\n" + " mediump vec4 v = position * ch + tangent * sh;\n" " tangent = tangent * ch - position * sh;\n" " position = v;\n" " zpos += dist * zspeed;\n"; @@ -411,27 +444,27 @@ void enable_raycaster() { " position = position + tangent * dist * xspeed;\n" " zpos += dist * zspeed;\n"; else if(hyperbolic) fmain += - " float ch = cosh(dist); float sh = sinh(dist);\n" - " vec4 v = position * ch + tangent * sh;\n" + " mediump float ch = cosh(dist); mediump float sh = sinh(dist);\n" + " mediump vec4 v = position * ch + tangent * sh;\n" " tangent = tangent * ch + position * sh;\n" " position = v;\n"; else if(nonisotropic) { if(sol && nih) fsh += - "vec4 christoffel(vec4 pos, vec4 vel, vec4 tra) {\n" + "mediump vec4 christoffel(mediump vec4 pos, mediump vec4 vel, mediump vec4 tra) {\n" " return vec4(-(vel.z*tra.x + vel.x*tra.z)*log(2.), (vel.z*tra.y + vel.y * tra.z)*log(3.), vel.x*tra.x * exp(2.*log(2.)*pos.z)*log(2.) - vel.y * tra.y * exp(-2.*log(3.)*pos.z)*log(3.), 0.);\n" " }\n"; else if(nih) fsh += - "vec4 christoffel(vec4 pos, vec4 vel, vec4 tra) {\n" + "mediump vec4 christoffel(mediump vec4 pos, mediump vec4 vel, mediump vec4 tra) {\n" " return vec4((vel.z*tra.x + vel.x*tra.z)*log(2.), (vel.z*tra.y + vel.y * tra.z)*log(3.), -vel.x*tra.x * exp(-2.*log(2.)*pos.z)*log(2.) - vel.y * tra.y * exp(-2.*log(3.)*pos.z)*log(3.), 0.);\n" " }\n"; else if(sol) fsh += - "vec4 christoffel(vec4 pos, vec4 vel, vec4 tra) {\n" + "mediump vec4 christoffel(mediump vec4 pos, mediump vec4 vel, mediump vec4 tra) {\n" " return vec4(-vel.z*tra.x - vel.x*tra.z, vel.z*tra.y + vel.y * tra.z, vel.x*tra.x * exp(2.*pos.z) - vel.y * tra.y * exp(-2.*pos.z), 0.);\n" " }\n"; else fsh += - "vec4 christoffel(vec4 pos, vec4 vel, vec4 tra) {\n" - " float x = pos.x;\n" + "mediump vec4 christoffel(mediump vec4 pos, mediump vec4 vel, mediump vec4 tra) {\n" + " mediump float x = pos.x;\n" " return vec4(x*vel.y*tra.y - 0.5*dot(vel.yz,tra.zy), -.5*x*dot(vel.yx,tra.xy) + .5 * dot(vel.zx,tra.xz), -.5*(x*x-1.)*dot(vel.yx,tra.xy)+.5*x*dot(vel.zx,tra.xz), 0.);\n" // " return vec4(0.,0.,0.,0.);\n" " }\n"; @@ -442,32 +475,32 @@ void enable_raycaster() { " dist = next < minstep ? 2.*next : next;\n"; if(nil) fsh += - "vec4 translate(vec4 a, vec4 b) {\n" + "mediump vec4 translate(mediump vec4 a, mediump vec4 b) {\n" "return vec4(a[0] + b[0], a[1] + b[1], a[2] + b[2] + a[0] * b[1], b[3]);\n" "}\n" - "vec4 translatev(vec4 a, vec4 t) {\n" + "mediump vec4 translatev(mediump vec4 a, mediump vec4 t) {\n" "return vec4(t[0], t[1], t[2] + a[0] * t[1], 0.);\n" "}\n" - "vec4 itranslate(vec4 a, vec4 b) {\n" + "mediump vec4 itranslate(mediump vec4 a, mediump vec4 b) {\n" "return vec4(-a[0] + b[0], -a[1] + b[1], -a[2] + b[2] - a[0] * (b[1]-a[1]), b[3]);\n" "}\n" - "vec4 itranslatev(vec4 a, vec4 t) {\n" + "mediump vec4 itranslatev(mediump vec4 a, mediump vec4 t) {\n" "return vec4(t[0], t[1], t[2] - a[0] * t[1], 0.);\n" "}\n"; if(nil) fmain += "tangent = translate(position, itranslate(position, tangent));\n"; if(sn::in()) fmain += - "vec4 acc = christoffel(position, tangent, tangent);\n" - "vec4 pos2 = position + tangent * dist / 2.;\n" - "vec4 tan2 = tangent + acc * dist / 2.;\n" - "vec4 acc2 = christoffel(pos2, tan2, tan2);\n" - "vec4 nposition = position + tangent * dist + acc2 / 2. * dist * dist;\n"; + "mediump vec4 acc = christoffel(position, tangent, tangent);\n" + "mediump vec4 pos2 = position + tangent * dist / 2.;\n" + "mediump vec4 tan2 = tangent + acc * dist / 2.;\n" + "mediump vec4 acc2 = christoffel(pos2, tan2, tan2);\n" + "mediump vec4 nposition = position + tangent * dist + acc2 / 2. * dist * dist;\n"; if(nil) { fmain += - "vec4 xp, xt;\n" - "vec4 back = itranslatev(position, tangent);\n" + "mediump vec4 xp, xt;\n" + "mediump vec4 back = itranslatev(position, tangent);\n" "if(back.x == 0. && back.y == 0.) {\n" " xp = vec4(0., 0., back.z*dist, 1.);\n" " xt = back;\n" @@ -477,18 +510,18 @@ void enable_raycaster() { " xt = vec4(back.x, back.y, dist*back.x*back.y, 0.);\n" " }\n" "else if(abs(back.z) < 1e-1) {\n" -// we use the midpoint method here, because the formulas below cause glitches due to float precision - " vec4 acc = christoffel(vec4(0,0,0,1), back, back);\n" - " vec4 pos2 = back * dist / 2.;\n" - " vec4 tan2 = back + acc * dist / 2.;\n" - " vec4 acc2 = christoffel(pos2, tan2, tan2);\n" +// we use the midpoint method here, because the formulas below cause glitches due to mediump float precision + " mediump vec4 acc = christoffel(vec4(0,0,0,1), back, back);\n" + " mediump vec4 pos2 = back * dist / 2.;\n" + " mediump vec4 tan2 = back + acc * dist / 2.;\n" + " mediump vec4 acc2 = christoffel(pos2, tan2, tan2);\n" " xp = vec4(0,0,0,1) + back * dist + acc2 / 2. * dist * dist;\n" " xt = back + acc * dist;\n" " }\n" "else {\n" - " float alpha = atan2(back.y, back.x);\n" - " float w = back.z * dist;\n" - " float c = length(back.xy) / back.z;\n" + " mediump float alpha = atan2(back.y, back.x);\n" + " mediump float w = back.z * dist;\n" + " mediump float c = length(back.xy) / back.z;\n" " xp = vec4(2.*c*sin(w/2.) * cos(w/2.+alpha), 2.*c*sin(w/2.)*sin(w/2.+alpha), w*(1.+(c*c/2.)*((1.-sin(w)/w)+(1.-cos(w))/w * sin(w+2.*alpha))), 1.);\n" " xt = back.z * vec4(" "c*cos(alpha+w)," @@ -496,15 +529,15 @@ void enable_raycaster() { "1. + c*c*2.*sin(w/2.)*sin(alpha+w)*cos(alpha+w/2.)," "0.);\n" " }\n" - "vec4 nposition = translate(position, xp);\n"; + "mediump vec4 nposition = translate(position, xp);\n"; } if(nil) fmain += - "float rz = (abs(nposition.x) > abs(nposition.y) ? -nposition.x*nposition.y : 0.) + nposition.z;\n"; + "mediump float rz = (abs(nposition.x) > abs(nposition.y) ? -nposition.x*nposition.y : 0.) + nposition.z;\n"; if(asonov) { fsh += "uniform mediump mat4 uStraighten;\n"; - fmain += "vec4 sp = uStraighten * nposition;\n"; + fmain += "mediump vec4 sp = uStraighten * nposition;\n"; } fmain += @@ -533,16 +566,16 @@ void enable_raycaster() { "if(sp.x <-1.) which = 10;\n" "if(sp.y <-1.) which = 11;\n" "if(sp.z > 1.) {\n" - "float best = 999.;\n" + "mediump float best = 999.;\n" "for(int i=0; i<4; i++) {\n" - "float cand = len(uStraighten * uM[i] * position);\n" + "mediump float cand = len(uStraighten * uM[i] * position);\n" "if(cand < best) { best = cand; which = i;}\n" "}\n" "}\n" "if(sp.z < -1.) {\n" - "float best = 999.;\n" + "mediump float best = 999.;\n" "for(int i=6; i<10; i++) {\n" - "float cand = len(uStraighten * uM[i] * position);\n" + "mediump float cand = len(uStraighten * uM[i] * position);\n" "if(cand < best) { best = cand; which = i;}\n" "}\n" "}\n"; @@ -600,16 +633,16 @@ void enable_raycaster() { if(hyperbolic && bt::in()) { fmain += "if(which == 20) {\n" - " float best = 999.;\n" + " mediump float best = 999.;\n" " for(int i="+its(flat2)+"; i<"+its(S7)+"; i++) {\n" - " float cand = len(uM[i] * position);\n" + " mediump float cand = len(uM[i] * position);\n" " if(cand < best) { best = cand; which = i; }\n" " }\n" "}\n" "if(which == 21) {\n" - "float best = 999.;\n" + "mediump float best = 999.;\n" "for(int i=0; i<"+its(flat1)+"; i++) {\n" - " float cand = len(uM[i] * position);\n" + " mediump float cand = len(uM[i] * position);\n" " if(cand < best) { best = cand; which = i; }\n" " }\n" // "gl_FragColor = vec4(.5 + .5 * sin((go+dist)*100.), 1, float(which)/3., 1); return;\n" @@ -624,24 +657,24 @@ void enable_raycaster() { // apply wall color fmain += - " vec2 u = cid + vec2(float(which) / float(uLength), 0);\n" - " vec4 col = texture2D(tWallcolor, u);\n" + " mediump vec2 u = cid + vec2(float(which) / float(uLength), 0);\n" + " mediump vec4 col = texture2D(tWallcolor, u);\n" " if(col[3] > 0.0) {\n"; if(hard_limit < NO_LIMIT) fmain += " if(go > float(" + fts(hard_limit) + ")) { gl_FragDepth = 1.; return; }\n"; if(!(levellines && disable_texture)) fmain += - " vec2 inface = map_texture(position, which);\n" - " vec3 tmap = texture2D(tTextureMap, u).rgb;\n" + " mediump vec2 inface = map_texture(position, which);\n" + " mediump vec3 tmap = texture2D(tTextureMap, u).rgb;\n" " if(tmap.z == 0.) col.xyz *= min(1., (1.-inface.x)/ tmap.x);\n" " else {\n" - " vec2 inface2 = tmap.xy + tmap.z * inface;\n" + " mediump vec2 inface2 = tmap.xy + tmap.z * inface;\n" " col.xyz *= texture2D(tTexture, inface2).rgb;\n" " }\n"; fmain += - " float d = max(1. - go / uLinearSightRange, uExpStart * exp(-go / uExpDecay));\n" + " mediump float d = max(1. - go / uLinearSightRange, uExpStart * exp(-go / uExpDecay));\n" " col.xyz = col.xyz * d + uFogColor.xyz * (1.-d);\n"; if(nil) fmain += @@ -665,11 +698,11 @@ void enable_raycaster() { " if(col.w == 1.) {\n"; if(hyperbolic) fmain += - " float z = at0.z * sinh(go);\n" - " float w = 1.;\n"; + " mediump float z = at0.z * sinh(go);\n" + " mediump float w = 1.;\n"; else fmain += - " float z = at0.z * go;\n" - " float w = 1.;\n"; + " mediump float z = at0.z * go;\n" + " mediump float w = 1.;\n"; if(levellines) { if(hyperbolic) @@ -679,9 +712,11 @@ void enable_raycaster() { fsh += "uniform mediump float uLevelLines;\n"; } + #ifndef GLES_ONLY fmain += " gl_FragDepth = (-float("+fts(vnear+vfar)+")+w*float("+fts(2*vnear*vfar)+")/z)/float("+fts(vnear-vfar)+");\n" " gl_FragDepth = (gl_FragDepth + 1.) / 2.;\n"; + #endif if(!use_reflect) fmain += " return;\n"; @@ -697,11 +732,11 @@ void enable_raycaster() { if(prod) fmain += "if(reflect && which >= "+its(S7)+") { zspeed = -zspeed; continue; }\n"; if(hyperbolic && bt::in()) fmain += "if(reflect && (which < "+its(flat1)+" || which >= "+its(flat2)+")) {\n" - " float x = -log(position.w - position.x);\n" - " vec4 xtan = xpush(-x) * tangent;\n" - " float diag = (position.y*position.y+position.z*position.z)/2.;\n" - " vec4 normal = vec4(1.-diag, -position.y, -position.z, -diag);\n" - " float mdot = dot(xtan.xyz, normal.xyz) - xtan.w * normal.w;\n" + " mediump float x = -log(position.w - position.x);\n" + " mediump vec4 xtan = xpush(-x) * tangent;\n" + " mediump float diag = (position.y*position.y+position.z*position.z)/2.;\n" + " mediump vec4 normal = vec4(1.-diag, -position.y, -position.z, -diag);\n" + " mediump float mdot = dot(xtan.xyz, normal.xyz) - xtan.w * normal.w;\n" " xtan = xtan - normal * mdot * 2.;\n" " tangent = xpush(x) * xtan;\n" " continue;\n" @@ -715,7 +750,7 @@ void enable_raycaster() { " }\n"; fsh += "uniform mediump vec4 uReflectX, uReflectY;\n" - "vec4 refl(vec4 t, float z, vec4 r) {\n" + "mediump vec4 refl(mediump vec4 t, float z, mediump vec4 r) {\n" "t.x *= exp(z); t.y /= exp(z);\n" "t -= dot(t, r) * r;\n" "t.x /= exp(z); t.y *= exp(z);\n" @@ -745,7 +780,7 @@ void enable_raycaster() { // next cell fmain += - " vec4 connection = texture2D(tConnections, u);\n" + " mediump vec4 connection = texture2D(tConnections, u);\n" " cid = connection.xy;\n"; if(prod) fmain += @@ -754,17 +789,20 @@ void enable_raycaster() { fmain += " int mid = int(connection.z * 1024.);\n" - " position = uM[mid] * uM[which] * position;\n" - " tangent = uM[mid] * uM[which] * tangent;\n"; + " mediump mat4 m = " GET("uM", "mid") " * " GET("uM", "which") ";\n" + " position = m * position;\n" + " tangent = m * tangent;\n"; fmain += " }\n" " gl_FragColor.xyz += left * uFogColor.xyz;\n"; + #ifndef GLES_ONLY if(use_reflect) fmain += " if(depthtoset) gl_FragDepth = 1.;\n"; else fmain += " gl_FragDepth = 1.;\n"; + #endif fmain += " }";