mirror of
https://github.com/zenorogue/hyperrogue.git
synced 2024-11-14 01:14:48 +00:00
767 lines
25 KiB
C++
767 lines
25 KiB
C++
// Hyperbolic Rogue -- shaders
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// Copyright (C) 2011-2019 Zeno Rogue, see 'hyper.cpp' for details
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/** \file shaders.cpp
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* \brief shaders
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*/
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#include "hyper.h"
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namespace hr {
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EX ld levellines;
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EX bool disable_texture;
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#if CAP_GL
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#if HDR
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constexpr flagtype GF_TEXTURE = 1;
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constexpr flagtype GF_VARCOLOR = 2;
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constexpr flagtype GF_LIGHTFOG = 4;
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constexpr flagtype GF_LEVELS = 8;
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constexpr flagtype GF_TEXTURE_SHADED = 16;
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constexpr flagtype GF_which = 31;
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constexpr flagtype SF_PERS3 = 256;
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constexpr flagtype SF_BAND = 512;
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constexpr flagtype SF_USE_ALPHA = 1024;
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constexpr flagtype SF_DIRECT = 2048;
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constexpr flagtype SF_PIXELS = 4096;
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constexpr flagtype SF_HALFPLANE = 8192;
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constexpr flagtype SF_ORIENT = 16384;
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constexpr flagtype SF_BOX = 32768;
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constexpr flagtype SF_ZFOG = 65536;
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constexpr flagtype SF_ODSBOX = (1<<17);
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#endif
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EX bool solv_all;
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#if HDR
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/* standard attribute bindings */
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/* taken from: https://www.opengl.org/sdk/docs/tutorials/ClockworkCoders/attributes.php */
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constexpr int aPosition = 0;
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constexpr int aColor = 3;
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constexpr int aTexture = 8;
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/* texture bindings */
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constexpr int INVERSE_EXP_BINDING = 2;
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constexpr int AIR_BINDING = 4;
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#endif
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EX map<string, shared_ptr<glhr::GLprogram>> compiled_programs;
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EX map<unsigned, shared_ptr<glhr::GLprogram>> matched_programs;
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glhr::glmatrix model_orientation_gl() {
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glhr::glmatrix s = glhr::id;
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for(int a=0; a<GDIM; a++)
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models::apply_orientation(s[a][1], s[a][0]);
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if(GDIM == 3) for(int a=0; a<GDIM; a++)
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models::apply_orientation_yz(s[a][2], s[a][1]);
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return s;
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}
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EX void reset_all_shaders() {
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ray::reset_raycaster();
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compiled_programs.clear();
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matched_programs.clear();
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}
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EX string panini_shader() {
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return
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"t.w += 1.; t *= 2. / t.w; t.w -= 1.;\n"
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"float s = t.z;\n"
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"float l = length(t.xyz);\n"
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"t /= max(length(t.xz), 1e-2);\n"
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"t.z += " + glhr::to_glsl(panini_alpha) + ";\n"
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"t *= l;\n"
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"t.w = 1.;\n";
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}
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shared_ptr<glhr::GLprogram> write_shader(flagtype shader_flags) {
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string varying, vsh, fsh, vmain = "void main() {\n", fmain = "void main() {\n";
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vsh += "attribute mediump vec4 aPosition;\n";
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varying += "varying mediump vec4 vColor;\n";
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fmain += "gl_FragColor = vColor;\n";
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bool have_texture = false;
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if(shader_flags & GF_TEXTURE_SHADED) {
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vsh += "attribute mediump vec3 aTexture;\n";
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varying += "varying mediump vec3 vTexCoord;\n";
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fsh += "uniform mediump sampler2D tTexture;\n";
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vmain += "vTexCoord = aTexture;\n";
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fmain += "gl_FragColor *= texture2D(tTexture, vTexCoord.xy);\n";
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fmain += "gl_FragColor.rgb *= vTexCoord.z;\n";
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}
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else if(shader_flags & GF_TEXTURE) {
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vsh += "attribute mediump vec2 aTexture;\n";
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varying += "varying mediump vec2 vTexCoord;\n";
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fsh += "uniform mediump sampler2D tTexture;\n";
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vmain += "vTexCoord = aTexture;\n",
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have_texture = true;
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}
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if(shader_flags & GF_LEVELS) {
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fsh += "uniform mediump float uLevelLines;\n";
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varying += "varying mediump vec4 vPos;\n";
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fmain += "gl_FragColor.rgb *= 0.5 + 0.5 * cos(vPos.z/vPos.w * uLevelLines * 2. * PI);\n";
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}
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if(shader_flags & GF_VARCOLOR) {
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vsh += "attribute mediump vec4 aColor;\n";
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vmain += "vColor = aColor;\n";
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}
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else {
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vmain += "vColor = uColor;\n";
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vsh += "uniform mediump vec4 uColor;\n";
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}
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if(shader_flags & GF_LIGHTFOG) {
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vmain += "mediump float fogx = clamp(1.0 + aPosition.z * uFog, 0.0, 1.0); vColor = vColor * fogx + uFogColor * (1.0-fogx);\n";
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vsh += "uniform mediump float uFog;\n";
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vsh += "uniform mediump vec4 uFogColor;\n";
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}
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string coordinator;
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string distfun;
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bool treset = false;
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bool dim2 = GDIM == 2;
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bool dim3 = GDIM == 3;
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bool skip_t = false;
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if(vid.stereo_mode == sODS) {
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shader_flags |= SF_DIRECT | SF_ODSBOX;
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vmain += "// this is ODS shader\n";
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distfun = "aPosition.z";
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}
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else if(pmodel == mdPixel) {
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vmain += "mediump vec4 pos = aPosition; pos[3] = 1.0;\n";
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vmain += "pos = uMV * pos;\n";
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if(shader_flags & GF_LEVELS) vmain += "vPos = pos;\n";
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vmain += "gl_Position = uP * pos;\n";
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skip_t = true;
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shader_flags |= SF_PIXELS | SF_DIRECT;
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}
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else if(pmodel == mdManual) {
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vmain += "mediump vec4 pos = uMV * aPosition;\n";
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if(shader_flags & GF_LEVELS)
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vmain += "vPos = pos;\n";
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vmain += "gl_Position = uP * pos;\n";
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skip_t = true;
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shader_flags |= SF_DIRECT;
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}
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else if(!vid.consider_shader_projection) {
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shader_flags |= SF_PIXELS;
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}
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else if(among(pmodel, mdDisk, mdBall) && GDIM == 2 && vrhr::rendering() && !sphere) {
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shader_flags |= SF_DIRECT | SF_BOX;
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vsh += "uniform mediump float uAlpha, uDepth, uDepthScaling, uCamera;";
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if(hyperbolic) coordinator +=
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"float zlev = sqrt(t.z*t.z-t.x*t.x-t.y*t.y);\n"
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"float zl = uDepth - uDepthScaling * (uDepth - atanh(tanh(uDepth)/zlev));\n"
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"float dd = sqrt(t.x*t.x+t.y*t.y);\n"
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"float d = acosh(t.z/zlev);\n"
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"float uz = uAlpha + cosh(zl) * cosh(d) * cosh(uCamera) + sinh(zl) * sinh(uCamera);\n"
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"float ux = cosh(zl) * sinh(d) / uz;\n"
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"t.xy = ux * t.xy / dd;\n"
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"t.z = (sinh(zl) * cosh(uCamera) + sinh(uCamera) * cosh(zl) * cosh(d)) / uz;\n"
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;
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else if(euclid) coordinator +=
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"t.z = uDepth * (1. - (t.z - 1.) * uDepthScaling) + uAlpha + uCamera;\n";
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else if(sphere) coordinator +=
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"float zlev = sqrt(t.z*t.z+t.x*t.x+t.y*t.y);\n"
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"float zl = uDepth - uDepthScaling * (uDepth - atan(tan(uDepth)/zlev));\n"
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"float dd = sqrt(t.x*t.x+t.y*t.y);\n"
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"float d = acos(t.z/zlev);\n"
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"float uz = uAlpha + cos(zl) * cos(d) * cos(uCamera) + sin(zl) * sin(uCamera);\n"
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"float ux = cos(zl) * sin(d) / uz;\n"
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"t.xy = ux * t.xy / dd;\n"
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"t.z = (sin(uCamera) * cos(zl) * cos(d) - sin(zl) * cos(uCamera)) / uz;\n"
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;
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}
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else if(pmodel == mdDisk && MDIM == 3 && !spherespecial && !prod) {
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shader_flags |= SF_DIRECT;
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}
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else if(glhr::noshaders) {
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shader_flags |= SF_PIXELS;
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}
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else if(pmodel == mdDisk && GDIM == 3 && !spherespecial && !nonisotropic && !prod) {
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coordinator += "t /= (t[3] + uAlpha);\n";
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vsh += "uniform mediump float uAlpha;";
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shader_flags |= SF_DIRECT | SF_BOX | SF_ZFOG;
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treset = true;
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}
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else if(pmodel == mdBand && hyperbolic) {
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shader_flags |= SF_BAND | SF_ORIENT | SF_BOX | SF_DIRECT;
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coordinator += "t = uPP * t;", vsh += "uniform mediump mat4 uPP;";
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if(dim2) coordinator += "mediump float zlev = zlevel(t); t /= zlev;\n";
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if(dim3) coordinator += "mediump float r = sqrt(t.y*t.y+t.z*t.z); float ty = asinh(r);\n";
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if(dim2) coordinator += "mediump float ty = asinh(t.y);\n";
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coordinator += "mediump float tx = asinh(t.x / cosh(ty)); ty = 2.0 * atan(tanh(ty/2.0));\n";
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if(dim2) coordinator += "t[0] = tx; t[1] = ty; t[2] = 1.0; t[3] = 1.0;\n";
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if(dim3) coordinator += "t[0] = tx; t[1] = ty*t.y/r; t[2] = ty*t.z/r; t[3] = 1.0;\n";
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if(dim3) shader_flags |= SF_ZFOG;
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}
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else if(pmodel == mdHalfplane && hyperbolic) {
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shader_flags |= SF_HALFPLANE | SF_ORIENT | SF_BOX | SF_DIRECT;
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if(dim2) shader_flags |= SF_USE_ALPHA;
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coordinator += "t = uPP * t;", vsh += "uniform mediump mat4 uPP;";
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if(dim2) coordinator +=
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"mediump float zlev = zlevel(t); t /= zlev;\n"
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"t.xy /= t.z; t.y += 1.0;\n"
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"mediump float rads = dot(t.xy, t.xy);\n"
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"t.xy /= -rads; t.z = 1.0; t[3] = 1.0;\n";
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if(dim3) coordinator +=
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"t.xyz /= (t.w + 1.0); t.y += 1.0;\n"
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"mediump float rads = dot(t.xyz, t.xyz);\n"
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"t.xyz /= -rads; t[3] = 1.0;\n";
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if(dim3) shader_flags |= SF_ZFOG;
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}
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else if(pmodel == mdGeodesic) {
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shader_flags |= SF_PERS3 | SF_DIRECT;
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coordinator += "t = inverse_exp(t);\n";
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if(sn::in()) {
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coordinator +=
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"mediump float d = dot(t.xyz, t.xyz);\n"
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"mediump float hz = (1.+d) / (1.-d);\n"
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"mediump float ad = acosh(hz);\n"
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"mediump float m = d == 0. ? 0. : d >= 1. ? 1.e4 : (hz+1.) * ad / sinh(ad);\n";
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#if CAP_VR
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if(vrhr::rendering_eye())
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coordinator += "t.xyz *= ad/d;\n";
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else
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#endif
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coordinator +=
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"t.xyz *= m;\n";
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distfun = "ad";
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}
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else
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distfun = "length(t.xyz)";
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switch(cgclass) {
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#if CAP_SOLV
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case gcSolNIH:
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switch(sn::geom()) {
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case gSol:
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if(solv_all) {
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vsh += "\n#define SOLV_ALL\n";
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}
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vsh += sn::shader_symsol;
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break;
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case gNIH:
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vsh += sn::shader_nsym;
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break;
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case gSolN:
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vsh += sn::shader_nsymsol;
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break;
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default:
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println(hlog, "error: unknown sn geometry");
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}
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treset = true;
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break;
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#endif
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case gcNil:
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vsh += nilv::nilshader;
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break;
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case gcSL2:
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vsh += slr::slshader;
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break;
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default:
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println(hlog, "error: unknown geometry in geodesic");
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break;
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}
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}
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else if(in_h2xe() && pmodel == mdPerspective) {
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shader_flags |= SF_PERS3 | SF_DIRECT;
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coordinator +=
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"mediump float z = log(t[2] * t[2] - t[0] * t[0] - t[1] * t[1]) / 2.;\n"
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"mediump float r = length(t.xy);\n"
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"mediump float t2 = t[2] / exp(z);\n"
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"mediump float d = t2 >= 1. ? acosh(t2) : 0.;\n"
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"if(r != 0.) r = d / r;\n"
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"t.xy *= r; t.z = z;\n";
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distfun = "sqrt(z*z+d*d)";
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treset = true;
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}
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else if(in_e2xe() && pmodel == mdPerspective) {
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shader_flags |= SF_PERS3 | SF_DIRECT;
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coordinator +=
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"t.xy /= t.z;\n"
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"t.z = log(t.z);\n";
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distfun = "length(t.xyz)";
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treset = true;
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}
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else if(in_s2xe() && pmodel == mdPerspective) {
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shader_flags |= SF_PERS3 | SF_DIRECT;
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distfun = "length(t.xyz)", treset = true;
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}
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else if(pmodel == mdPerspective) {
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shader_flags |= SF_PERS3 | SF_DIRECT;
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if(hyperbolic)
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distfun = "acosh(t[3])", treset = true;
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else if(euclid || nonisotropic || stretch::in() || (sphere && ray::in_use))
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distfun = "length(t.xyz)", treset = true;
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else {
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if(spherephase & 4) coordinator += "t = -t;\n";
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switch(spherephase & 3) {
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case 0: distfun = "(2. * PI - acos(-t[3]))"; coordinator += "t = -t;\n"; break;
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case 1: distfun = "(2. * PI - acos(t[3]))"; coordinator += "t.xyz = -t.xyz;\n"; break;
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case 2: distfun = "acos(-t[3])"; coordinator += "t.w = -t.w;\n"; break;
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case 3: distfun = "acos(t[3])"; break;
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}
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}
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}
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else {
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shader_flags |= SF_PIXELS;
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if(dim3) shader_flags |= SF_ZFOG;
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}
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#if CAP_VR
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/* no z-fog in VR */
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if((shader_flags & SF_ZFOG) && vrhr::rendering())
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shader_flags &= ~SF_ZFOG;
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#endif
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if(nil && pmodel == mdPerspective) {
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vsh += "uniform mediump float uRotCos, uRotSin, uRotNil;\n";
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coordinator +=
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"t.z += (uRotCos * t.x + uRotSin * t.y) * (uRotCos * t.y - uRotSin * t.x) * uRotNil / 2. - t.x * t.y / 2.;\n";
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}
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if(!skip_t) {
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vmain += "mediump vec4 t = uMV * aPosition;\n";
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vmain += coordinator;
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bool ok = true;
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#if CAP_VR
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if(vrhr::active()) ok = false;
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#endif
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if(GDIM == 3 && WDIM == 2 && hyperbolic && context_fog && ok && pmodel == mdPerspective) {
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vsh +=
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"uniform mediump mat4 uRadarTransform;\n"
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"uniform mediump sampler2D tAirMap;\n"
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"uniform mediump float uFog;\n"
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"uniform mediump float uFogBase;\n"
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"vec4 color_at(vec4 ending, float dist) {"
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" vec3 pt = ending.xyz * sinh(dist);\n"
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" pt.xy /= sqrt(pt.z*pt.z+1.);\n"
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" pt.xy /= 2. * (1. + sqrt(1.+pt.x*pt.x+pt.y*pt.y));\n"
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" pt.xy += vec2(.5, .5);\n"
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" return texture2D(tAirMap, pt.xy);\n"
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" }\n";
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vmain +=
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"vec4 ending = uRadarTransform * t;\n"
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"float len = acosh(ending.w);\n"
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"float eulen = length(ending.xyz);\n"
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"ending.xyz /= eulen;\n"
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"ending.y *= -1.;\n"
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"vec4 fog = vec4(1e-3,0,1e-3,1e-3);\n"
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"vec4 last = vec4(0,0,0,0);\n"
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"for(int i=0; i<50; i++) {\n"
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" vec4 px = color_at(ending, ((float(i) + .5) / 50.) * min(len, uFog));\n"
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" if(px.r < .9 || px.b < .9 || px.g > .1) last = px;\n"
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" fog += last;\n"
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" }\n"
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"mediump float fogs = (uFogBase - len / uFog);\n"
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"if(fogs < 0.) fogs = 0.;\n"
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"fog.xyz /= fog.w;\n"
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"vColor.xyz = vColor.xyz * fogs + fog.xyz * (1.0-fogs);\n";
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if(have_texture) {
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varying += "varying mediump vec4 fog_color;\n";
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vmain += "fog_color = fog;\n";
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fmain +=
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"if(vTexCoord.x == 0.) {\n"
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"vec4 t = texture2D(tTexture, vTexCoord);\n"
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"gl_FragColor = t * gl_FragColor + (1.-t) * fog_color;\n"
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"}\n"
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"else gl_FragColor *= texture2D(tTexture, vTexCoord);\n";
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have_texture = false;
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}
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}
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else if(distfun != "") {
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vmain += "mediump float fogs = (uFogBase - " + distfun + " / uFog);\n";
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vmain += "vColor.xyz = vColor.xyz * fogs + uFogColor.xyz * (1.0-fogs);\n";
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vsh +=
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"uniform mediump float uFog;\n"
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"uniform mediump float uFogBase;\n"
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"uniform mediump vec4 uFogColor;\n";
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}
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if(shader_flags & GF_LEVELS) vmain += "vPos = t;\n";
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if(treset) vmain += "t[3] = 1.0;\n";
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if((shader_flags & SF_PERS3) && panini_alpha) {
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vmain += "t = uPP * t;", vsh += "uniform mediump mat4 uPP;";
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/* panini */
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vmain += panini_shader();
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shader_flags |= SF_ORIENT;
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}
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vmain += "gl_Position = uP * t;\n";
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}
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if(have_texture)
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fmain += "gl_FragColor *= texture2D(tTexture, vTexCoord);\n";
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vsh +=
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"uniform mediump mat4 uMV;\n"
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"uniform mediump mat4 uP;\n";
|
|
|
|
if(shader_flags & SF_ZFOG) {
|
|
vmain +=
|
|
"mediump 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 || !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<glhr::GLprogram>(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 = geometry;
|
|
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;
|
|
#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) id |= 1;
|
|
shared_ptr<glhr::GLprogram> 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::steps);
|
|
}
|
|
|
|
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 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(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(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;
|
|
|
|
if(shader_flags & SF_PIXELS) {
|
|
#if CAP_VR
|
|
if(vrhr::rendering_eye()) {
|
|
glhr::projection_multiply(glhr::tmtogl_transpose(vrhr::hmd_mvp));
|
|
glhr::id_modelview();
|
|
}
|
|
else
|
|
#endif
|
|
ortho(cd->xsize/2, -cd->ysize/2);
|
|
}
|
|
else if(shader_flags & SF_BOX) {
|
|
#if CAP_VR
|
|
if(vrhr::rendering_eye()) {
|
|
glhr::projection_multiply(glhr::tmtogl_transpose(vrhr::hmd_mvp));
|
|
glhr::id_modelview();
|
|
}
|
|
else
|
|
#endif
|
|
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(backcolor, 0, 0xFF));
|
|
}
|
|
else if(shader_flags & SF_PERS3) {
|
|
#if CAP_VR
|
|
if(vrhr::rendering_eye()) {
|
|
glhr::projection_multiply(glhr::tmtogl_transpose(vrhr::hmd_mvp));
|
|
}
|
|
#else
|
|
if(0) {}
|
|
#endif
|
|
else {
|
|
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++) 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(backcolor, 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));
|
|
u_alpha = true;
|
|
}
|
|
|
|
if(selected->uRotNil != -1) {
|
|
glUniform1f(selected->uRotCos, models::ocos);
|
|
glUniform1f(selected->uRotSin, models::osin);
|
|
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);
|
|
|
|
if(nisot::local_perspective_used())
|
|
pp = glhr::tmtogl_transpose(NLP) * pp;
|
|
|
|
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(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(2 / M_PI, 2 / M_PI, GDIM == 3 ? 2/M_PI : 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(pconf.camera_angle && pmodel != mdPixel) {
|
|
ld cam = pconf.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));
|
|
}
|
|
|
|
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, "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, "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, "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
|
|
}
|