// Hyperbolic Rogue -- shaders // Copyright (C) 2011-2019 Zeno Rogue, see 'hyper.cpp' for details /** \file shaders.cpp * \brief shaders */ #include "hyper.h" namespace hr { EX ld levellines; EX bool disable_texture; #if CAP_GL #if HDR constexpr flagtype GF_TEXTURE = 1; constexpr flagtype GF_VARCOLOR = 2; constexpr flagtype GF_LIGHTFOG = 4; constexpr flagtype GF_LEVELS = 8; constexpr flagtype GF_TEXTURE_SHADED = 16; constexpr flagtype GF_NO_FOG = 32; constexpr flagtype GF_which = 63; constexpr flagtype SF_PERS3 = 256; constexpr flagtype SF_BAND = 512; constexpr flagtype SF_USE_ALPHA = 1024; constexpr flagtype SF_DIRECT = 2048; constexpr flagtype SF_PIXELS = 4096; constexpr flagtype SF_HALFPLANE = 8192; constexpr flagtype SF_ORIENT = 16384; constexpr flagtype SF_BOX = 32768; constexpr flagtype SF_ZFOG = 65536; constexpr flagtype SF_ODSBOX = (1<<17); constexpr flagtype SF_SEMIDIRECT = (1<<18); #endif EX bool solv_all; #if HDR /* standard attribute bindings */ /* taken from: https://www.opengl.org/sdk/docs/tutorials/ClockworkCoders/attributes.php */ constexpr int aPosition = 0; constexpr int aColor = 3; constexpr int aTexture = 8; /* texture bindings */ constexpr int INVERSE_EXP_BINDING = 2; constexpr int AIR_BINDING = 4; #endif EX map> compiled_programs; EX map> matched_programs; glhr::glmatrix model_orientation_gl() { glhr::glmatrix s = glhr::id; for(int a=0; a 1e-6) { v[0] *= -v[2] / (exp(-v[2])-1.); v[1] *= v[2] / (exp(v[2])-1.); } return v; }\n"; } else if(sol && nih) { return "vec4 lie_log(vec4 v) { if(abs(v[2]) > 1e-6) { float z = v[2] * log(2); v[0] *= -z / (exp(-z)-1.); z = v[2] * log(3); v[1] *= z / (exp(z)-1.); } return v; }\n"; } else if(nih) { return "vec4 lie_log(vec4 v) { if(abs(v[2]) > 1e-6) { float z = v[2] * log(2); v[0] *= z / (exp(z)-1.); z = v[2] * log(3); v[1] *= z / (exp(z)-1.); } return v; }\n"; } else if(hyperbolic) { return "vec4 lie_log(vec4 v) { v = deparabolic13(v); v[3] = 1.; /* if(abs(v[0]) > 1e-6) { float m = v[0] / (exp(v[0]) - 1.); v[1] *= m; v[2] *= m; } */ return v; }\n"; } else if(sl2) { return shader_rel_log() + "vec4 lie_log(vec4 h) { return rel_log(h); }\n"; } else { return "vec4 lie_log(vec4 v) { return v; }\n"; } } EX string shader_rel_log() { if(sl2) return "uniform mediump float uIndexSL;\n" "vec4 rel_log(vec4 h) {\n" "float shift = uIndexSL + atan2(h[2], h[3]); \n" "float ca = cos(uIndexSL); float sa = -sin(uIndexSL);\n" "vec4 h1 = h;\n" "h[2] = h1[2] * ca - h1[3] * sa; h[3] = h1[3] * ca + h1[2] * sa;\n" "h[0] = h1[0] * ca - h1[1] * sa; h[1] = h1[1] * ca + h1[0] * sa;\n" "h1 = h;" "if(h1[3] <= 1. && h1[3] >= -1.) {\n" "float r = sqrt(h1[2]*h1[2] - h1[0]*h1[0] - h1[1]*h1[1]);\n" "float z = asin_clamp(r);\n" "if(h1[3] < 0.) z = PI - z;\n" "z += floor(shift / 2. / PI + .5) * 2. * PI;\n" "float scale = z/r;\n" "h1 = h1 * scale; h1[3] = 1.;\n" "} else if(shift > PI || shift < -PI || h1[3] < -1.) { return vec4(0,0,0,1); } else {\n" "float r = sqrt(h1[0]*h1[0] + h1[1]*h1[1] - h1[2]*h1[2]);\n" "float z = asinh(r);\n" "float scale = z/r;\n" "h1 = h1 * scale; h1[3] = 1.;\n" "}\n" "return h1;\n" "}\n"; if(hyperbolic && GDIM == 3) return "vec4 rel_log(vec4 h) {\n" " float choice = h[3] * h[3] - h[0] * h[0] - h[1] * h[1];\n" " float z, r;\n" " if(choice > 0.) { r = sqrt(choice); z = asinh(r); }\n" " else { r = sqrt(-choice); z = asin_clamp(r); if(h[2] < 0.) z = PI - z; }\n" " h = h * z / r; h[2] = h[3]; h[3] = 1.;\n" " return h;\n" " }\n"; println(hlog, "geometry is: ", geometry); throw hr_exception("shader_rel_log in wrong geometry"); } shared_ptr write_shader(flagtype shader_flags) { string varying, vsh, fsh, vmain = "void main() {\n", fmain = "void main() {\n"; vsh += "attribute mediump vec4 aPosition;\n"; varying += "varying mediump vec4 vColor;\n"; fmain += "gl_FragColor = vColor;\n"; bool have_texture = false; if(shader_flags & GF_TEXTURE_SHADED) { vsh += "attribute mediump vec3 aTexture;\n"; varying += "varying mediump vec3 vTexCoord;\n"; fsh += "uniform mediump sampler2D tTexture;\n"; vmain += "vTexCoord = aTexture;\n"; fmain += "gl_FragColor *= texture2D(tTexture, vTexCoord.xy);\n"; fmain += "gl_FragColor.rgb *= vTexCoord.z;\n"; } else if(shader_flags & GF_TEXTURE) { vsh += "attribute mediump vec2 aTexture;\n"; varying += "varying mediump vec2 vTexCoord;\n"; fsh += "uniform mediump sampler2D tTexture;\n"; vmain += "vTexCoord = aTexture;\n", have_texture = true; } if(shader_flags & GF_LEVELS) { fsh += "uniform mediump float uLevelLines;\n"; varying += "varying mediump vec4 vPos;\n"; fmain += "gl_FragColor.rgb *= 0.5 + 0.5 * cos(vPos.z/vPos.w * uLevelLines * 2. * PI);\n"; } if(shader_flags & GF_VARCOLOR) { vsh += "attribute mediump vec4 aColor;\n"; vmain += "vColor = aColor;\n"; } else { vmain += "vColor = uColor;\n"; vsh += "uniform mediump vec4 uColor;\n"; } bool have_vfogs = false, have_vfogcolor = false; if(shader_flags & GF_LIGHTFOG) { vsh += "uniform mediump float uFog;\n"; vmain += "vFogs = clamp(1.0 + aPosition.z * uFog, 0.0, 1.0);\n"; have_vfogs = true; } string coordinator; string distfun; bool treset = false; bool dim2 = GDIM == 2; bool dim3 = GDIM == 3; bool skip_t = false; bool azi_hyperbolic = false; if(vid.stereo_mode == sODS) { shader_flags |= SF_DIRECT | SF_ODSBOX; vmain += "// this is ODS shader\n"; distfun = "aPosition.z"; } else if(pmodel == mdPixel) { vmain += "mediump vec4 pos = aPosition; pos[3] = 1.0;\n"; vmain += "pos = uMV * pos;\n"; if(shader_flags & GF_LEVELS) vmain += "vPos = pos;\n"; vmain += "gl_Position = uP * pos;\n"; skip_t = true; shader_flags |= SF_PIXELS | SF_DIRECT; } else if(pmodel == mdManual) { vmain += "mediump vec4 pos = uMV * aPosition;\n"; if(shader_flags & GF_LEVELS) vmain += "vPos = pos;\n"; vmain += "gl_Position = uP * pos;\n"; skip_t = true; shader_flags |= SF_DIRECT; } else if(!vid.consider_shader_projection && semidirect_rendering && models::is_perspective(pmodel)) { vmain += "// this\n"; distfun = "length(t.xyz)"; shader_flags |= SF_PERS3 | SF_SEMIDIRECT; } else if(!vid.consider_shader_projection) { shader_flags |= SF_PIXELS; } else if(among(pmodel, mdDisk, mdBall) && GDIM == 2 && vrhr::rendering() && !sphere && !(hyperbolic && pconf.alpha < 0 && pconf.alpha > -1)) { shader_flags |= SF_DIRECT | SF_BOX; vsh += "uniform mediump float uAlpha, uDepth, uDepthScaling, uCamera;"; if(hyperbolic) coordinator += "float zlev = sqrt(t.z*t.z-t.x*t.x-t.y*t.y);\n" "float zl = uDepth - uDepthScaling * (uDepth - atanh(tanh(uDepth)/zlev));\n" "float dd = sqrt(t.x*t.x+t.y*t.y);\n" "float d = acosh(t.z/zlev);\n" "float uz = uAlpha + cosh(zl) * cosh(d) * cosh(uCamera) + sinh(zl) * sinh(uCamera);\n" "float ux = cosh(zl) * sinh(d) / uz;\n" "t.xy = ux * t.xy / dd;\n" "t.z = (sinh(zl) * cosh(uCamera) + sinh(uCamera) * cosh(zl) * cosh(d)) / uz;\n" ; else if(euclid) coordinator += "t.z = uDepth * (1. - (t.z - 1.) * uDepthScaling) + uAlpha + uCamera;\n"; else if(sphere) coordinator += "float zlev = sqrt(t.z*t.z+t.x*t.x+t.y*t.y);\n" "float zl = uDepth - uDepthScaling * (uDepth - atan(tan(uDepth)/zlev));\n" "float dd = sqrt(t.x*t.x+t.y*t.y);\n" "float d = acos(t.z/zlev);\n" "float uz = uAlpha + cos(zl) * cos(d) * cos(uCamera) + sin(zl) * sin(uCamera);\n" "float ux = cos(zl) * sin(d) / uz;\n" "t.xy = ux * t.xy / dd;\n" "t.z = (sin(uCamera) * cos(zl) * cos(d) - sin(zl) * cos(uCamera)) / uz;\n" ; } else if(pmodel == mdDisk && MDIM == 3 && !spherespecial && !gproduct) { shader_flags |= SF_DIRECT; } else if(glhr::noshaders) { shader_flags |= SF_PIXELS; } else if(pmodel == mdDisk && GDIM == 3 && !spherespecial && !nonisotropic && !gproduct) { coordinator += "t /= (t[3] + uAlpha);\n"; vsh += "uniform mediump float uAlpha;\n"; shader_flags |= SF_DIRECT | SF_BOX | SF_ZFOG; treset = true; } else if(pmodel == mdConformalSquare && pconf.model_transition == 1) { shader_flags |= SF_ORIENT | SF_DIRECT; coordinator += "t = uPP * t;", vsh += "uniform mediump mat4 uPP;"; coordinator += "t = to_square(t);"; } else if(pmodel == mdBand && hyperbolic) { shader_flags |= SF_BAND | SF_ORIENT | SF_BOX | SF_DIRECT; coordinator += "t = uPP * t;", vsh += "uniform mediump mat4 uPP;"; if(dim2) coordinator += "mediump float zlev = zlevel(t); t /= zlev;\n"; if(dim3) coordinator += "mediump float r = sqrt(t.y*t.y+t.z*t.z); float ty = asinh(r);\n"; if(dim2) coordinator += "mediump float ty = asinh(t.y);\n"; coordinator += "mediump float tx = asinh(t.x / cosh(ty)); ty = 2.0 * atan(tanh(ty/2.0));\n"; if(dim2) coordinator += "t[0] = tx; t[1] = ty; t[2] = 1.0; t[3] = 1.0;\n"; if(dim3) coordinator += "t[0] = tx; t[1] = ty*t.y/r; t[2] = ty*t.z/r; t[3] = 1.0;\n"; if(dim3) shader_flags |= SF_ZFOG; } else if(pmodel == mdHalfplane && hyperbolic) { shader_flags |= SF_HALFPLANE | SF_ORIENT | SF_BOX | SF_DIRECT; if(dim2) shader_flags |= SF_USE_ALPHA; coordinator += "t = uPP * t;", vsh += "uniform mediump mat4 uPP;"; if(dim2) coordinator += "mediump float zlev = zlevel(t); t /= zlev;\n" "t.xy /= t.z; t.y += 1.0;\n" "mediump float rads = dot(t.xy, t.xy);\n" "t.xy /= -rads; t.z = 1.0; t[3] = 1.0;\n"; if(dim3) coordinator += "t.xyz /= (t.w + 1.0); t.y += 1.0;\n" "mediump float rads = dot(t.xyz, t.xyz);\n" "t.xyz /= -rads; t[3] = 1.0;\n"; if(dim3) shader_flags |= SF_ZFOG; } else if(pmodel == mdLiePerspective) { shader_flags |= SF_PERS3 | SF_DIRECT; if(hyperbolic) { shader_flags |= SF_ORIENT; coordinator += "t = uPP * t;", vsh += "uniform mediump mat4 uPP;"; } coordinator += "t = lie_log(t);\n"; distfun = "length(t.xyz)"; vsh += shader_lie_log(); } else if(pmodel == mdRelPerspective) { shader_flags |= SF_PERS3 | SF_DIRECT; coordinator += "t = rel_log(t);\n"; distfun = "length(t.xyz)"; vsh += shader_rel_log(); } else if(pmodel == mdGeodesic) { shader_flags |= SF_PERS3 | SF_DIRECT; coordinator += "t = inverse_exp(t);\n"; if(sn::in()) { coordinator += "mediump float d = dot(t.xyz, t.xyz);\n" "mediump float hz = (1.+d) / (1.-d);\n" "mediump float ad = acosh(hz);\n" "mediump float m = d == 0. ? 0. : d >= 1. ? 1.e4 : (hz+1.) * ad / sinh(ad);\n"; #if CAP_VR if(vrhr::rendering_eye()) coordinator += "t.xyz *= ad/d;\n"; else #endif coordinator += "t.xyz *= m;\n"; distfun = "ad"; } else distfun = "length(t.xyz)"; switch(cgclass) { #if CAP_SOLV case gcSol: if(solv_all) { vsh += "\n#define SOLV_ALL\n"; } vsh += sn::shader_symsol; break; case gcNIH: vsh += sn::shader_nsym; break; case gcSolN: vsh += sn::shader_nsymsol; break; #endif case gcNil: vsh += nilv::nilshader(); break; case gcSL2: vsh += slr::slshader; break; default: println(hlog, "error: unknown geometry in geodesic"); break; } } else if(in_h2xe() && pmodel == mdPerspective) { shader_flags |= SF_PERS3 | SF_DIRECT; coordinator += "mediump float z = log(t[2] * t[2] - t[0] * t[0] - t[1] * t[1]) / 2.;\n" "mediump float r = length(t.xy);\n" "mediump float t2 = t[2] / exp(z);\n" "mediump float d = t2 >= 1. ? acosh(t2) : 0.;\n" "if(r != 0.) r = d / r;\n" "t.xy *= r; t.z = z;\n"; distfun = "sqrt(z*z+d*d)"; treset = true; } else if(in_e2xe() && pmodel == mdPerspective) { shader_flags |= SF_PERS3 | SF_DIRECT; coordinator += "t.xy /= t.z;\n" "t.z = log(t.z);\n"; distfun = "length(t.xyz)"; treset = true; } else if(in_s2xe() && pmodel == mdPerspective) { shader_flags |= SF_PERS3 | SF_DIRECT; distfun = "length(t.xyz)", treset = true; } else if(pmodel == mdPerspective) { shader_flags |= SF_PERS3 | SF_DIRECT; if(sl2) { vsh += "uniform mediump float uIndexSL;\n"; coordinator += "float ca = cos(uIndexSL); float sa = -sin(uIndexSL);\n" "vec4 h1 = t;\n" "t[2] = h1[2] * ca - h1[3] * sa; t[3] = 1.;\n" "t[0] = h1[0] * ca - h1[1] * sa; t[1] = h1[1] * ca + h1[0] * sa;\n"; } #if CAP_VR if(vrhr::rendering() && hyperbolic && vrhr::eyes != vrhr::eEyes::truesim) { azi_hyperbolic = true; coordinator += "mediump vec4 orig_t = t;\n"; coordinator += "t = t * acosh(t[3]) / length(t.xyz);\n" "t[3] = 1.;\n"; distfun = "length(t.xyz)"; } else #endif if(hyperbolic) distfun = "acosh(t[3])"; else if(euclid || nonisotropic || stretch::in() || (sphere && ray::in_use)) distfun = "length(t.xyz)", treset = true; else { if(spherephase & 4) coordinator += "t = -t;\n"; switch(spherephase & 3) { case 0: distfun = "(2. * PI - acos(-t[3]))"; coordinator += "t = -t;\n"; break; case 1: distfun = "(2. * PI - acos(t[3]))"; coordinator += "t.xyz = -t.xyz;\n"; break; case 2: distfun = "acos(-t[3])"; coordinator += "t.w = -t.w;\n"; break; case 3: distfun = "acos(t[3])"; break; } } } else { shader_flags |= SF_PIXELS; if(dim3) shader_flags |= SF_ZFOG; } #if CAP_VR /* no z-fog in VR */ if((shader_flags & SF_ZFOG) && vrhr::rendering()) shader_flags &= ~SF_ZFOG; #endif if(nil && pmodel == mdPerspective) { vsh += "uniform mediump float uRotCos, uRotSin, uRotNil;\n"; coordinator += "t.z += (uRotCos * t.x + uRotSin * t.y) * (uRotCos * t.y - uRotSin * t.x) * uRotNil / 2. - " + glhr::to_glsl(nilv::model_used) + " * t.x * t.y / 2.;\n"; } if(!skip_t) { vmain += "mediump vec4 t = uMV * aPosition;\n"; vmain += coordinator; if(shader_flags & GF_NO_FOG) { vmain += "// no fog used\n"; } else if(GDIM == 3 && WDIM == 2 && hyperbolic && context_fog && cgi.emb->is_same_in_same() && pmodel == mdPerspective) { vsh += "uniform mediump mat4 uRadarTransform;\n" "uniform mediump sampler2D tAirMap;\n" "uniform mediump float uFog;\n" "uniform mediump float uFogBase;\n" "vec4 color_at(vec4 ending, float dist) {" " vec3 pt = ending.xyz * sinh(dist);\n" " pt.xy /= sqrt(pt.z*pt.z+1.);\n" " pt.xy /= 2. * (1. + sqrt(1.+pt.x*pt.x+pt.y*pt.y));\n" " pt.xy += vec2(.5, .5);\n" " return texture2D(tAirMap, pt.xy);\n" " }\n"; if(azi_hyperbolic) vmain += "vec4 ending = uRadarTransform * orig_t;\n"; else vmain += "vec4 ending = uRadarTransform * t;\n"; have_vfogs = true; have_vfogcolor = true; vmain += "float len = acosh(ending.w);\n" "float eulen = length(ending.xyz);\n" "ending.xyz /= eulen;\n" "ending.y *= -1.;\n" "vec4 fog = vec4(1e-3,0,1e-3,1e-3);\n" "vec4 last = vec4(0,0,0,0);\n" "for(int i=0; i<50; i++) {\n" " vec4 px = color_at(ending, ((float(i) + .5) / 50.) * min(len, uFog));\n" " if(px.r < .9 || px.b < .9 || px.g > .1) last = px;\n" " fog += last;\n" " }\n" "mediump float fogs = (uFogBase - len / uFog);\n" "if(fogs < 0.) fogs = 0.;\n" "vFogs = fogs; vFogColor = fog / fog.w;\n"; } else if(distfun != "") { have_vfogs = true; if(logfog) vmain += "vFogs = uFogBase * exp(- " + distfun + " / uFog);\n"; else vmain += "vFogs = clamp(uFogBase - " + distfun + " / uFog, 0.0, 1.0);\n"; vsh += "uniform mediump float uFog;\n" "uniform mediump float uFogBase;\n"; } if(shader_flags & GF_LEVELS) vmain += "vPos = t;\n"; if(treset) vmain += "t[3] = 1.0;\n"; if((shader_flags & SF_PERS3) && vid.stereo_mode == sPanini && !vrhr::rendering_eye()) { vmain += "t = uPP * t;", vsh += "uniform mediump mat4 uPP;"; /* panini */ vmain += panini_shader(); shader_flags |= SF_ORIENT; } else if((shader_flags & SF_PERS3) && vid.stereo_mode == sCylindrical && !vrhr::rendering_eye()) { vmain += "t = uPP * t;", vsh += "uniform mediump mat4 uPP;"; vmain += cylindrical_shader(); shader_flags |= SF_ORIENT; } else if((shader_flags & SF_PERS3) && vid.stereo_mode == sStereographic && !vrhr::rendering_eye()) { vmain += "t = uPP * t;", vsh += "uniform mediump mat4 uPP;"; vmain += stereo_shader(); shader_flags |= SF_ORIENT; } vmain += "gl_Position = uP * t;\n"; } if(shader_flags & SF_ZFOG) { have_vfogs = true; vmain += "vFogs = 0.5 - gl_Position.z / 2.0;\n"; } if(have_texture) { fmain += "gl_FragColor *= texture2D(tTexture, vTexCoord);\n"; fmain += "if(gl_FragColor.a == 0.) discard;\n"; } if(have_vfogcolor) { varying += "varying mediump vec4 vFogColor;\n" "varying mediump float vFogs;\n"; fmain += "gl_FragColor.xyz = gl_FragColor.xyz * vFogs + vFogColor.xyz * (1.0-vFogs);\n"; } else if(have_vfogs) { varying += "uniform mediump vec4 uFogColor;\n" "varying mediump float vFogs;\n"; fmain += "gl_FragColor.xyz = gl_FragColor.xyz * vFogs + uFogColor.xyz * (1.0-vFogs);\n"; } vsh += "uniform mediump mat4 uMV;\n" "uniform mediump mat4 uP;\n"; vmain += "}"; fmain += "}"; fsh += varying; fsh += fmain; vsh += varying; vsh += vmain; if(glhr::noshaders || !vid.usingGL) fsh = vsh = ""; string both = fsh + "*" + vsh + "*" + llts(shader_flags); if(compiled_programs.count(both)) return compiled_programs[both]; else { auto res = make_shared(vsh, fsh); res->shader_flags = shader_flags; return res; } } void display_data::set_projection(int ed, ld shift) { flagtype shader_flags = current_display->next_shader_flags; unsigned id; id = cgclass; if(stretch::in()) id = 15; id <<= 1; if(GDIM == 3) id |= 1; id <<= 1; if(embedded_plane) id |= 1; if(GDIM == 2 && hyperbolic && pconf.alpha < 0 && pconf.alpha > -1) id |= 1; id <<= 3; id |= vid.stereo_mode; id <<= 6; id |= pmodel; if(levellines && pmodel != mdPixel) { shader_flags |= GF_LEVELS; if(disable_texture) shader_flags &=~ GF_TEXTURE; } id <<= 6; id |= shader_flags; id <<= 6; id |= spherephase; id <<= 1; if(vid.consider_shader_projection) id |= 1; #if CAP_VR id <<= 3; id |= vrhr::state; if(vrhr::rendering() && vrhr::eyes == vrhr::eEyes::truesim) id += 3; #endif id <<= 2; id |= (spherespecial & 3); if(sol && solv_all) id |= 1; if(in_h2xe()) id |= 1; if(in_s2xe()) id |= 2; if(WDIM == 2 && GDIM == 3 && hyperbolic && context_fog && cgi.emb->is_same_in_same()) id |= 1; shared_ptr selected; if(matched_programs.count(id)) selected = matched_programs[id]; else { selected = write_shader(shader_flags); matched_programs[id] = selected; } if(glhr::current_glprogram != selected) full_enable(selected); shader_flags = selected->shader_flags; auto cd = current_display; #if CAP_SOLV if(selected->uPRECX != -1) { auto &tab = sn::get_tabled(); GLuint invexpid = tab.get_texture_id(); glActiveTexture(GL_TEXTURE0 + INVERSE_EXP_BINDING); glBindTexture(GL_TEXTURE_3D, invexpid); glActiveTexture(GL_TEXTURE0 + 0); glhr::set_solv_prec(tab.PRECX, tab.PRECY, tab.PRECZ); } #endif #if MAXMDIM >= 4 if(selected->tAirMap != -1 && airbuf) { glActiveTexture(GL_TEXTURE0 + AIR_BINDING); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glBindTexture(GL_TEXTURE_2D, airbuf->renderedTexture); glUniform1i(selected->tAirMap, AIR_BINDING); glActiveTexture(GL_TEXTURE0 + 0); glUniformMatrix4fv(selected->uRadarTransform, 1, 0, glhr::tmtogl_transpose3(radar_transform).as_array()); } #endif if(selected->uIterations != -1) { glhr::set_index_sl(0); glhr::set_sv(stretch::not_squared()); glhr::set_sl_iterations(slr::shader_iterations); } glhr::new_projection(); #if CAP_VR if(!vrhr::rendering_eye()) { #else if(true) { #endif if(ed && vid.stereo_mode == sLR) { glhr::projection_multiply(glhr::translate(ed, 0, 0)); glhr::projection_multiply(glhr::scale(2, 1, 1)); } ld tx = (cd->xcenter-cd->xtop)*2./cd->xsize - 1; ld ty = (cd->ycenter-cd->ytop)*2./cd->ysize - 1; glhr::projection_multiply(glhr::translate(tx, -ty, 0)); if(pmodel == mdManual) return; if(pconf.stretch != 1 && (shader_flags & SF_DIRECT) && pmodel != mdPixel) glhr::projection_multiply(glhr::scale(1, pconf.stretch, 1)); if(vid.stereo_mode != sODS) eyewidth_translate(ed); } auto bcolor = models::is_perspective(pmodel) ? backcolor : (modelcolor >> 8); auto ortho = [&] (ld x, ld y) { glhr::glmatrix M = glhr::ortho(x, y, 1); if(shader_flags & SF_ZFOG) { M[2][2] = 2 / (pconf.clip_max - pconf.clip_min); M[3][2] = (pconf.clip_min + pconf.clip_max) / (pconf.clip_max - pconf.clip_min); auto cols = glhr::acolor(darkena(bcolor, 0, 0xFF)); glUniform4f(selected->uFogColor, cols[0], cols[1], cols[2], cols[3]); } else M[2][2] /= 10000; glhr::projection_multiply(M); if(nisot::local_perspective_used && (shader_flags & SF_BOX)) glhr::projection_multiply(glhr::tmtogl_transpose(NLP)); if(ed && vid.stereo_mode != sODS) { glhr::glmatrix m = glhr::id; m[2][0] -= ed; glhr::projection_multiply(m); } glhr::id_modelview(); }; bool u_alpha = false; glhr::glmatrix pp0 = glhr::id; auto use_mv = [&] { #if CAP_VR auto cd = current_display; if(vrhr::rendering_eye()) { glhr::projection_multiply(glhr::tmtogl_transpose(vrhr::hmd_mvp)); glhr::id_modelview(); } else { glhr::projection_multiply(glhr::frustum(cd->tanfov, cd->tanfov * cd->ysize / cd->xsize)); if(selected->uPP != -1) { transmatrix swapz = Id; swapz[2][2] = -1; pp0 = glhr::tmtogl_transpose(swapz * vrhr::hmd_mv); glhr::projection_multiply(glhr::tmtogl(swapz)); } else glhr::projection_multiply(glhr::tmtogl_transpose(vrhr::hmd_mv)); } #endif }; if(shader_flags & SF_PIXELS) { if(vrhr::rendering()) use_mv(); else ortho(cd->xsize/2, -cd->ysize/2); } else if(shader_flags & SF_BOX) { if(vrhr::rendering()) use_mv(); else ortho(cd->xsize/current_display->radius/2, -cd->ysize/current_display->radius/2); } else if(shader_flags & SF_ODSBOX) { ortho(M_PI, M_PI); glhr::fog_max(1/sightranges[geometry], darkena(bcolor, 0, 0xFF)); } else if(shader_flags & SF_PERS3) { if(vrhr::rendering()) use_mv(); else { glhr::projection_multiply(glhr::frustum(cd->tanfov, cd->tanfov * cd->ysize / cd->xsize)); glhr::projection_multiply(glhr::scale(1, -1, -1)); if(nisot::local_perspective_used) { if(gproduct) { for(int i=0; i<3; i++) NLP[3][i] = NLP[i][3] = 0; NLP[3][3] = 1; } if(!(shader_flags & SF_ORIENT)) glhr::projection_multiply(glhr::tmtogl_transpose(NLP)); } if(ed) { glhr::using_eyeshift = true; glhr::eyeshift = glhr::tmtogl(xpush(vid.ipd * ed/2)); } } glhr::fog_max(1/sightranges[geometry], darkena(bcolor, 0, 0xFF)); } else { if(pconf.alpha > -1) { // Because of the transformation from H3 to the Minkowski hyperboloid, // points with negative Z can be generated in some 3D settings. // This happens for points below the camera, but above the plane. // These points should still be viewed, though, so we disable the // depth clipping glhr::projection_multiply(glhr::scale(1,1,0)); } GLfloat sc = current_display->radius / (cd->ysize/2.); glhr::projection_multiply(glhr::frustum(cd->xsize / cd->ysize, 1)); glhr::projection_multiply(glhr::scale(sc, -sc, -1)); if(pconf.back_and_front) glhr::projection_multiply(glhr::scale(-1,-1,-1)); u_alpha = true; } if(selected->uRotNil != -1) { glUniform1f(selected->uRotCos, pconf.mori().get()[0][0]); glUniform1f(selected->uRotSin, pconf.mori().get()[1][0]); glUniform1f(selected->uRotNil, pconf.rotational_nil); } if(selected->uPP != -1) { glhr::glmatrix pp = glhr::id; if(get_shader_flags() & SF_USE_ALPHA) pp[3][2] = GLfloat(pconf.alpha); pp = pp * pp0; if(nisot::local_perspective_used) pp = glhr::tmtogl_transpose(NLP) * pp; if(get_shader_flags() & SF_ORIENT) { for(int a=0; a<4; a++) { hyperpoint row; for(int b=0; b<4; b++) row[b] = pp[a][b]; models::scr_to_ori(row); for(int b=0; b<4; b++) pp[a][b] = row[b]; } } glUniformMatrix4fv(selected->uPP, 1, 0, pp.as_array()); } if(selected->uAlpha != -1) glhr::set_ualpha(pconf.alpha); if(selected->uDepth != -1) glUniform1f(selected->uDepth, vid.depth); if(selected->uCamera != -1) glUniform1f(selected->uCamera, vid.camera); if(selected->uDepthScaling != -1) glUniform1f(selected->uDepthScaling, pconf.depth_scaling); if(selected->uLevelLines != -1) { glUniform1f(selected->uLevelLines, levellines); } if(selected->shader_flags & SF_ORIENT) glhr::projection_multiply(model_orientation_gl()); if(selected->shader_flags & SF_BAND) glhr::projection_multiply(glhr::scale(1 / 90._deg, 1 / 90._deg, GDIM == 3 ? 1/90._deg : 1)); if(selected->shader_flags & SF_BAND) { glhr::projection_multiply(glhr::translate(shift, 0, 0)); } if(in_h2xe() || in_s2xe()) { glhr::projection_multiply(glhr::translate(0, 0, shift)); } if(selected->shader_flags & SF_HALFPLANE) { glhr::projection_multiply(glhr::translate(0, 1, 0)); glhr::projection_multiply(glhr::scale(-1, 1, 1)); glhr::projection_multiply(glhr::scale(pconf.halfplane_scale, pconf.halfplane_scale, GDIM == 3 ? pconf.halfplane_scale : 1)); glhr::projection_multiply(glhr::translate(0, 0.5, 0)); } if(!models::camera_straight && pmodel != mdPixel) { glhr::projection_multiply(glhr::tmtogl(pconf.cam())); } if(u_alpha) { glhr::projection_multiply(glhr::translate(0, 0, pconf.alpha)); if(ed) glhr::projection_multiply(glhr::translate(vid.ipd * ed/2, 0, 0)); } } EX void add_if(string& shader, const string& seek, const string& function) { if(shader.find(seek) != string::npos) shader = function + shader; } EX void add_fixed_functions(string& shader) { /* from the most complex to the simplest */ add_if(shader, "to_square", "mediump vec4 to_square(mediump vec4 h) {\n" "float d = length(h.xy);\n" "float x = d / (h.z + 1.);\n" "float cos_phiosqrt2 = sqrt(2.) / (x + 1./x);\n" "float cos_lambda = -h.y / d;\n" "float sin_lambda = h.x / d;\n" "float cos_a = cos_phiosqrt2 * (sin_lambda + cos_lambda);\n" "float cos_b = cos_phiosqrt2 * (sin_lambda - cos_lambda);\n" "float sin_a = sqrt(1. - cos_a * cos_a);\n" "float sin_b = sqrt(1. - cos_b * cos_b);\n" "float cos_a_cos_b = cos_a * cos_b;\n" "float sin_a_sin_b = sin_a * sin_b;\n" "float sin2_m = 1.0 + cos_a_cos_b - sin_a_sin_b;\n" "float sin2_n = 1.0 - cos_a_cos_b - sin_a_sin_b;\n" "float sin_m = sqrt_clamp(sin2_m);\n" "float cos_m = sqrt_clamp(1. - sin2_m);\n" "if(sin_lambda < 0.) sin_m = -sin_m;\n" "float sin_n = sqrt_clamp(sin2_n);\n" "float cos_n = sqrt_clamp(1.0 - sin2_n);\n" "if(cos_lambda > 0.0) sin_n = -sin_n;\n" "#define divby 0.53935260118837935472\n" "vec4 res = vec4(ellFaux(cos_m,sin_m,sqrt(2.)/2.) * divby, ellFaux(cos_n,sin_n,sqrt(2.)/2.) * divby, 0, 1);\n" "if(x > 1.) {\n" " if(abs(res[0]) > abs(res[1])) {\n" " if(res[0] > 0.) res[0] = 2. - res[0]; else res[0] = -2. - res[0];\n" " }\n" " else {\n" " if(res[1] > 0.) res[1] = 2. - res[1]; else res[1] = -2. - res[1];\n" " }\n" " }\n" "return res;\n" "}\n"); add_if(shader, "sqrt_clamp", "mediump float sqrt_clamp(mediump float x) { return x >= 0. ? sqrt(x) : 0.; }\n"); add_if(shader, "ellFaux", "mediump float ellFaux(mediump float cos_phi, mediump float sin_phi, mediump float k) {\n" "return sin_phi * ellRF(cos_phi * cos_phi, 1. - k * k * sin_phi * sin_phi, 1.);\n" "}\n"); add_if(shader, "ellRF", "mediump float ellRF(mediump float x, mediump float y, mediump float z) {\n" "float delx = 1., dely = 1., delz = 1.;\n" "const float eps = 0.0025;\n" "float mean;\n" "while(abs(delx) > eps || abs(dely) > eps || abs(delz) > eps) {\n" " float sx = sqrt(x);\n" " float sy = sqrt(y);\n" " float sz = sqrt(z);\n" " float len = sx * (sy+sz) + sy * sz;\n" " float x = .25 * (x+len);\n" " float y = .25 * (y+len);\n" " float z = .25 * (z+len);\n" " mean = (x+y+z)/3.;\n" " delx = (mean-x) / mean;\n" " dely = (mean-y) / mean;\n" " delz = (mean-z) / mean;\n" " }\n" "float e2 = delx * dely - delz * delz;\n" "float e3 = delx * dely * delz;\n" "return ((1.0 + (e2 / 24.0 - 0.1 - 3.0 * e3 / 44.0) * e2+ e3 / 14.) / sqrt(mean));\n" "}\n"); add_if(shader, "tanh", "mediump float tanh(mediump float x) { return sinh(x) / cosh(x); }\n"); add_if(shader, "sinh", "mediump float sinh(mediump float x) { return (exp(x) - exp(-x)) / 2.0; }\n"); add_if(shader, "asin_clamp", "mediump float asin_clamp(mediump float x) { return x > 1. ? PI/2. : x < -1. ? -PI/2. : asin(x); }\n"); add_if(shader, "cosh", "mediump float cosh(mediump float x) { return (exp(x) + exp(-x)) / 2.0; }\n"); add_if(shader, "asinh", "mediump float asinh(mediump float x) { return log(sqrt(x*x + 1.0) + x); }\n"); add_if(shader, "acosh", "mediump float acosh(mediump float x) { return log(sqrt(x*x - 1.0) + x); }\n"); add_if(shader, "atanh", "mediump float atanh(mediump float x) { return (log(1.+x)-log(1.-x))/2.; }\n"); add_if(shader, "zlevel", "mediump float zlevel(mediump vec4 h) { return (h[2] < 0.0 ? -1.0 : 1.0) * sqrt(h[2]*h[2] - h[0]*h[0] - h[1]*h[1]); }\n"); add_if(shader, "atan2", "mediump float atan2(mediump float y, mediump float x) {\n" "if(x == 0.) return y > 0. ? PI/2. : -PI/2.;\n" "if(x > 0.) return atan(y / x);\n" "if(y >= 0.) return atan(y / x) + PI;\n" "if(y < 0.) return atan(y / x) - PI;\n" "}\n"); add_if(shader, "deparabolic13", "mediump vec4 deparabolic13(mediump vec4 h) {\n" " h /= (1. + h[3]);\n" " h[0] -= 1.;\n" " h /= h.x*h.x + h.y*h.y + h.z * h.z;\n" " h[0] += .5;\n" " mediump vec4 res;\n" " res.x = (log(2.) + log(-h.x));\n" " res.y = h.y * 2.;\n" " res.z = h.z * 2.;\n" " res.w = 1.;\n" " return res;\n" " }\n\n"); add_if(shader, "PI", "#define PI 3.14159265358979324\n"); #ifndef GLES_ONLY add_if(shader, "mediump", "#define mediump\n"); #endif } EX flagtype get_shader_flags() { if(!glhr::current_glprogram) return 0; return glhr::current_glprogram->shader_flags; } EX void glapplymatrix(const transmatrix& V) { #if CAP_VR transmatrix V3; bool use_vr = vrhr::rendering(); if(use_vr) V3 = vrhr::hmd_pre * V; const transmatrix& V2 = use_vr ? V3 : V; #else const transmatrix& V2 = V; #endif GLfloat mat[16]; int id = 0; if(MXDIM == 3) { for(int y=0; y<3; y++) { for(int x=0; x<3; x++) mat[id++] = V2[x][y]; mat[id++] = 0; } mat[12] = 0; mat[13] = 0; mat[14] = 0; mat[15] = 1; } else { for(int y=0; y<4; y++) for(int x=0; x<4; x++) mat[id++] = V2[x][y]; } glhr::set_modelview(glhr::as_glmatrix(mat)); } #endif }