// Hyperbolic Rogue -- shaders // Copyright (C) 2011-2019 Zeno Rogue, see 'hyper.cpp' for details /** \file shaders.cpp * \brief shaders */ #include "hyper.h" namespace hr { #if HDR constexpr flagtype GF_TEXTURE = 1; constexpr flagtype GF_VARCOLOR = 2; constexpr flagtype GF_LIGHTFOG = 4; constexpr flagtype GF_which = 15; 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; #endif #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; #endif map> compiled_programs; map> matched_programs; glhr::glmatrix model_orientation_gl() { glhr::glmatrix s = glhr::id; for(int a=0; a 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"; 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", fmain += "gl_FragColor = vColor * texture2D(tTexture, vTexCoord);\n"; } else fmain += "gl_FragColor = vColor;\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"; } if(shader_flags & GF_LIGHTFOG) { vmain += "float fogx = clamp(1.0 + aPosition.z * uFog, 0.0, 1.0); vColor = vColor * fogx + uFogColor * (1.0-fogx);\n"; vsh += "uniform mediump float uFog;\n"; vsh += "uniform mediump float uFogColor;\n"; } string coordinator; string distfun; bool treset = false; bool dim2 = GDIM == 2; bool dim3 = GDIM == 3; bool skip_t = false; if(pmodel == mdPixel) { vmain += "vec4 pos = aPosition; pos[3] = 1.0; gl_Position = uP * uMV * pos;\n"; skip_t = true; shader_flags |= SF_PIXELS | SF_DIRECT; } else if(pmodel == mdManual) { vmain += "gl_Position = uP * uMV * aPosition;\n"; skip_t = true; shader_flags |= SF_DIRECT; } else if(!vid.consider_shader_projection) { shader_flags |= SF_PIXELS; } else if(pmodel == mdDisk && MDIM == 3 && !spherespecial) { shader_flags |= SF_DIRECT; } else if(glhr::noshaders) { shader_flags |= SF_PIXELS; } else if(pmodel == mdDisk && GDIM == 3 && !spherespecial) { coordinator += "t /= (t[3] + uAlpha);\n"; vsh += "uniform mediump float uAlpha;"; shader_flags |= SF_DIRECT | SF_BOX; treset = true; } 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 += "float zlev = zlevel(t); t /= zlev;\n"; if(dim3) coordinator += "float r = sqrt(t.y*t.y+t.z*t.z); float ty = asinh(r);\n"; if(dim2) coordinator += "float ty = asinh(t.y);\n"; coordinator += "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 += "float zlev = zlevel(t); t /= zlev;\n" "t.xy /= t.z; t.y += 1.0;\n" "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" "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 == mdGeodesic) { shader_flags |= SF_PERS3 | SF_DIRECT; coordinator += "t = inverse_exp(t);\n"; if(solnih) { coordinator += "float d = sqrt(t[0] * t[0] + t[1] * t[1] + t[2] * t[2]);\n" "float ad = (d == 0.) ? 0. : (d < 1.) ? min(atanh(d), 10.) : 10.;\n" "float m = ad / d; t[0] *= m; t[1] *= m; t[2] *= m;\n"; distfun = "ad"; } else distfun = "length(t.xyz)"; switch(cgclass) { case gcSolNIH: switch(geometry) { case gSol: vsh += solnihv::shader_symsol; break; case gNIH: vsh += solnihv::shader_nsym; break; case gSolN: vsh += solnihv::shader_nsymsol; break; default: println(hlog, "error: unknown solnih geometry"); } treset = true; break; case gcNil: vsh += nilv::nilshader; break; case gcSL2: vsh += slr::slshader; break; default: println(hlog, "error: unknown geometry in geodesic"); break; } } else if(geometry == gProduct) { shader_flags |= SF_PERS3 | SF_DIRECT; coordinator += "float z = log(t[2] * t[2] - t[0] * t[0] - t[1] * t[1]) / 2.;\n" "float r = length(t.xy);\n" "float t2 = t[2] / exp(z);\n" "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)"; } else if(pmodel == mdPerspective) { shader_flags |= SF_PERS3 | SF_DIRECT; if(hyperbolic) distfun = "acosh(t[3])", treset = true; else if(euclid) 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(!skip_t) { vmain += "vec4 t = uMV * aPosition;\n"; vmain += coordinator; if(distfun != "") { vmain += "float fogs = (uFogBase - " + distfun + " / uFog);\n"; vmain += "vColor.xyz = vColor.xyz * fogs + uFogColor.xyz * (1.0-fogs);\n"; vsh += "uniform mediump float uFog;\n" "uniform mediump float uFogBase;\n" "uniform mediump vec4 uFogColor;\n"; } if(treset) vmain += "t[3] = 1.0;\n"; vmain += "gl_Position = uP * t;\n"; } vsh += "uniform mediump mat4 uMV;\n" "uniform mediump mat4 uP;\n"; if(shader_flags & SF_ZFOG) { vmain += "float pz = 0.5 + gl_Position.z / 2.0;\n" "vColor.xyz = vColor.xyz * (1.-pz) + uFogColor.xyz * pz;\n"; vsh += "uniform mediump vec4 uFogColor;\n"; } vmain += "}"; fmain += "}"; fsh += varying; fsh += fmain; vsh += varying; vsh += vmain; if(glhr::noshaders) fsh = vsh = ""; string both = fsh + "*" + vsh + "*" + its(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) { flagtype shader_flags = current_display->next_shader_flags; unsigned id; id = geometry; id <<= 6; id |= pmodel; id <<= 6; id |= shader_flags; id <<= 6; id |= spherephase; id <<= 1; if(vid.consider_shader_projection) id |= 1; id <<= 2; id |= (spherespecial & 3); 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 = solnihv::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(selected->uIterations != -1) { glhr::set_index_sl(0); glhr::set_sl_iterations(slr::steps); } glhr::new_projection(); 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(vid.stretch != 1 && (shader_flags & SF_DIRECT)) glhr::projection_multiply(glhr::scale(vid.stretch, 1, 1)); eyewidth_translate(ed); auto ortho = [&] (ld x, ld y) { glhr::glmatrix M = glhr::ortho(x, y, 1); if(shader_flags & SF_ZFOG) { using models::clip_max; using models::clip_min; M[2][2] = 2 / (clip_max - clip_min); M[3][2] = (clip_min + clip_max) / (clip_max - clip_min); auto cols = glhr::acolor(darkena(backcolor, 0, 0xFF)); glUniform4f(selected->uFogColor, cols[0], cols[1], cols[2], cols[3]); } else M[2][2] /= 1000; glhr::projection_multiply(M); if(nisot::local_perspective_used() && (shader_flags & SF_BOX)) glhr::projection_multiply(glhr::tmtogl_transpose(nisot::local_perspective)); if(ed) { glhr::glmatrix m = glhr::id; m[2][0] -= ed; glhr::projection_multiply(m); } glhr::id_modelview(); }; if(shader_flags & SF_PIXELS) ortho(cd->xsize/2, -cd->ysize/2); else if(shader_flags & SF_BOX) ortho(cd->xsize/current_display->radius/2, -cd->ysize/current_display->radius/2); else if(shader_flags & SF_PERS3) { glhr::projection_multiply(glhr::frustum(current_display->tanfov, current_display->tanfov * cd->ysize / cd->xsize)); glhr::projection_multiply(glhr::scale(1, -1, -1)); if(nisot::local_perspective_used()) { if(prod) { for(int i=0; i<3; i++) nisot::local_perspective[3][i] = nisot::local_perspective[i][3] = 0; nisot::local_perspective[3][3] = 1; } glhr::projection_multiply(glhr::tmtogl_transpose(nisot::local_perspective)); } if(ed) { glhr::using_eyeshift = true; glhr::eyeshift = glhr::tmtogl(xpush(vid.ipd * ed/2)); } glhr::fog_max(1/sightranges[geometry], darkena(backcolor, 0, 0xFF)); } else { if(vid.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)); glhr::projection_multiply(glhr::translate(0, 0, vid.alpha)); if(ed) glhr::projection_multiply(glhr::translate(vid.ipd * ed/2, 0, 0)); } if(selected->uPP != -1) { glhr::glmatrix pp = glhr::id; if(get_shader_flags() & SF_USE_ALPHA) pp[3][2] = GLfloat(vid.alpha); if(get_shader_flags() & SF_ORIENT) { if(GDIM == 3) for(int a=0; a<4; a++) models::apply_orientation_yz(pp[a][1], pp[a][2]); for(int a=0; a<4; a++) models::apply_orientation(pp[a][0], pp[a][1]); } glUniformMatrix4fv(selected->uPP, 1, 0, pp.as_array()); } if(selected->uAlpha != -1) glhr::set_ualpha(vid.alpha); if(selected->shader_flags & SF_ORIENT) glhr::projection_multiply(model_orientation_gl()); if(selected->shader_flags & SF_BAND) glhr::projection_multiply(glhr::scale(2 / M_PI, 2 / M_PI, GDIM == 3 ? 2/M_PI : 1)); 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(models::halfplane_scale, models::halfplane_scale, GDIM == 3 ? models::halfplane_scale : 1)); glhr::projection_multiply(glhr::translate(0, 0.5, 0)); } if(vid.camera_angle && pmodel != mdPixel) { ld cam = vid.camera_angle * degree; GLfloat cc = cos(cam); GLfloat ss = sin(cam); GLfloat yzspin[16] = { 1, 0, 0, 0, 0, cc, ss, 0, 0, -ss, cc, 0, 0, 0, 0, 1 }; glhr::projection_multiply(glhr::as_glmatrix(yzspin)); } } 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, "tanh", "float tanh(float x) { return sinh(x) / cosh(x); }\n"); add_if(shader, "sinh", "float sinh(float x) { return (exp(x) - exp(-x)) / 2.0; }\n"); add_if(shader, "cosh", "float cosh(float x) { return (exp(x) + exp(-x)) / 2.0; }\n"); add_if(shader, "asinh", "float asinh(float x) { return log(sqrt(x*x + 1.0) + x); }\n"); add_if(shader, "acosh", "float acosh(float x) { return log(sqrt(x*x - 1.0) + x); }\n"); add_if(shader, "atanh", "float atanh(float x) { return (log(1.+x)-log(1.-x))/2.; }\n"); add_if(shader, "zlevel", "float zlevel(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", "float atan2(float y, 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, "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) { GLfloat mat[16]; int id = 0; if(MDIM == 3) { for(int y=0; y<3; y++) { for(int x=0; x<3; x++) mat[id++] = V[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++] = V[x][y]; } glhr::set_modelview(glhr::as_glmatrix(mat)); } }