shader and things

This commit is contained in:
Nishi 2026-01-05 18:40:10 +09:00
commit b9f4b88381
Signed by: nishi
GPG key ID: 27EF69B208EB9343
7 changed files with 244 additions and 14 deletions

View file

@ -48,6 +48,6 @@ install(
)
install(
FILES resource/logo.png resource/font.png
FILES resource/logo.png resource/font.png resource/shadow.vs resource/shadow.fs
DESTINATION ${CMAKE_INSTALL_DATAROOTDIR}/assaultfish
)

View file

@ -1,5 +1,8 @@
#include <af_common.h>
#define SHADOW_WIDTH 1024
#define SHADOW_HEIGHT 1024
double gl_cam_lr = 0;
double gl_cam_ud = 0;
double gl_cam_x;
@ -8,9 +11,11 @@ double gl_cam_z;
int gl_scene = AF_SCENE_MAIN;
static GLuint shadow_texture, shadow;
gl_scene_t gl_scenes[] = {
{gl_main_changed, gl_main_init, gl_main_draw}, /**/
{NULL, NULL, NULL} /**/
{gl_main_changed, gl_main_init, gl_main_draw, gl_main_after}, /**/
{NULL, NULL, NULL, NULL} /**/
};
static char gl_status[256];
@ -20,14 +25,8 @@ void gl_resize(int width, int height) {
}
void gl_init(void) {
GLfloat lightamb[] = {0.1, 0.1, 0.1, 1.0};
GLfloat lightcol[] = {1.0, 1.0, 1.0, 1.0};
const GLdouble genfunc[][4] = {
{1.0, 0.0, 0.0, 0.0},
{0.0, 1.0, 0.0, 0.0},
{0.0, 0.0, 1.0, 0.0},
{0.0, 0.0, 0.0, 1.0},
};
GLfloat lightamb[] = {0.1, 0.1, 0.1, 1.0};
GLfloat lightcol[] = {1.0, 1.0, 1.0, 1.0};
glEnable(GL_DEPTH_TEST);
glEnable(GL_NORMALIZE);
@ -52,6 +51,29 @@ void gl_init(void) {
gl_font_init();
gl_status[0] = 0;
glGenTextures(1, &shadow_texture);
glBindTexture(GL_TEXTURE_2D, shadow_texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, SHADOW_WIDTH, SHADOW_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_LUMINANCE);
glBindTexture(GL_TEXTURE_2D, 0);
if(gl_shader(&shadow, DATAROOTDIR "/assaultfish/shadow.vs", DATAROOTDIR "/assaultfish/shadow.fs")) {
glUseProgram(shadow);
glUniform1i(glGetUniformLocation(shadow, "texture"), 1);
}
}
void gl_cube(double x, double y, double z, double xs, double ys, double zs, double xr, double yr, double zr) {
@ -99,26 +121,98 @@ static void gl_common(void) {
gl_font_text(gl_status, 0, 0, 1);
}
static void scene(void) {
if(gl_scenes[gl_scene].draw != NULL) gl_scenes[gl_scene].draw();
}
void gl_render(void) {
GLfloat lightpos[4] = {0, 5, 0, 1};
GLfloat lightpos[4] = {2.5, 5, -2.5, 1};
GLint viewport[4];
GLdouble modelview[16];
GLdouble modelview2[16];
if(gl_scenes[gl_scene].init != NULL) gl_scenes[gl_scene].init();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClear(GL_DEPTH_BUFFER_BIT);
glGetIntegerv(GL_VIEWPORT, &viewport[0]);
glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluPerspective(60, (double)SHADOW_WIDTH / SHADOW_HEIGHT, 0.01, 100.0);
gluLookAt(lightpos[0], lightpos[1], lightpos[2], 0, 0, 0, 0, 1, 0);
glGetDoublev(GL_MODELVIEW_MATRIX, &modelview[0]);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glDisable(GL_LIGHTING);
glCullFace(GL_FRONT);
scene();
glBindTexture(GL_TEXTURE_2D, shadow_texture);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
glBindTexture(GL_TEXTURE_2D, 0);
glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glEnable(GL_LIGHTING);
glCullFace(GL_BACK);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60, (double)MwGetInteger(opengl, MwNwidth) / MwGetInteger(opengl, MwNheight), 0.01, 100.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(gl_cam_x, gl_cam_y, gl_cam_z, gl_cam_x + cos(gl_cam_lr / 180.0 * M_PI), gl_cam_y + sin(gl_cam_ud / 180.0 * M_PI), gl_cam_z + sin(gl_cam_lr / 180.0 * M_PI), 0, 1, 0);
glGetDoublev(GL_MODELVIEW_MATRIX, &modelview2[0]);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glTranslated(0.5, 0.5, 0.5);
glScaled(0.5, 0.5, 0.5);
glMultMatrixd(modelview);
glMultMatrixd(modelview2);
glMatrixMode(GL_MODELVIEW);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, shadow_texture);
glEnable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLightfv(GL_LIGHT0, GL_POSITION, lightpos);
if(gl_scenes[gl_scene].draw != NULL) gl_scenes[gl_scene].draw();
scene();
glActiveTexture(GL_TEXTURE1);
glDisable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
glUseProgram(0);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
gl_common();
glUseProgram(shadow);
if(gl_scenes[gl_scene].after != NULL) gl_scenes[gl_scene].after();
}
void gl_scene_change(void) {

View file

@ -45,5 +45,16 @@ void gl_main_draw(void) {
glPopMatrix();
glColor3f(1, 1, 1);
glBegin(GL_QUADS);
glNormal3f(0, 1, 0);
glVertex3f(-5, -1, -5);
glVertex3f(-5, -1, 5);
glVertex3f(5, -1, 5);
glVertex3f(5, -1, -5);
glEnd();
}
void gl_main_after(void) {
rad += 60.0 / (1000.0 / AF_WAIT_MS);
}

88
client/gl_shader.c Normal file
View file

@ -0,0 +1,88 @@
#include <af_common.h>
int gl_shader(GLuint* r, const char* vs, const char* fs) {
GLuint vsi;
GLuint fsi;
FILE* f;
int vsl = 0;
int fsl = 0;
char* vss;
char* fss;
GLint st;
if((f = fopen(vs, "rb")) != NULL) {
fseek(f, 0, SEEK_END);
vsl = ftell(f);
fseek(f, 0, SEEK_SET);
vss = malloc(vsl + 1);
fread(vss, vsl, 1, f);
vss[vsl] = 0;
fclose(f);
} else {
return 0;
}
if((f = fopen(fs, "rb")) != NULL) {
fseek(f, 0, SEEK_END);
fsl = ftell(f);
fseek(f, 0, SEEK_SET);
fss = malloc(fsl + 1);
fread(fss, fsl, 1, f);
fss[fsl] = 0;
fclose(f);
} else {
free(vss);
return 0;
}
vsi = glCreateShader(GL_VERTEX_SHADER);
fsi = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(vsi, 1, (const GLchar**)&vss, NULL);
glShaderSource(fsi, 1, (const GLchar**)&fss, NULL);
glCompileShader(vsi);
glGetShaderiv(vsi, GL_COMPILE_STATUS, &st);
if(!st) {
glDeleteShader(vsi);
glDeleteShader(fsi);
free(vss);
free(fss);
return 0;
}
glCompileShader(fsi);
glGetShaderiv(fsi, GL_COMPILE_STATUS, &st);
if(!st) {
glDeleteShader(vsi);
glDeleteShader(fsi);
free(vss);
free(fss);
return 0;
}
free(vss);
free(fss);
*r = glCreateProgram();
glAttachShader(*r, vsi);
glAttachShader(*r, fsi);
glDeleteShader(vsi);
glDeleteShader(fsi);
glLinkProgram(*r);
glGetProgramiv(*r, GL_LINK_STATUS, &st);
if(!st) {
glDeleteProgram(*r);
return 0;
}
return 1;
}

View file

@ -24,6 +24,7 @@ typedef struct gl_scene {
void (*changed)(void);
void (*init)(void);
void (*draw)(void);
void (*after)(void);
} gl_scene_t;
extern int gl_scene;
@ -52,6 +53,10 @@ int gl_font_height(const char* text);
void gl_main_changed(void);
void gl_main_init(void);
void gl_main_draw(void);
void gl_main_after(void);
/* gl_shader.c */
int gl_shader(GLuint* r, const char* vs, const char* fs);
/* net.c */
void net_connect(const char* username, const char* hostname, int port);

8
resource/shadow.fs Normal file
View file

@ -0,0 +1,8 @@
#version 110
uniform sampler2DShadow texture;
varying vec4 shadow;
void main (void){
gl_FragColor = shadow + (gl_Color - shadow) * shadow2DProj(texture, gl_TexCoord[0]);
}

24
resource/shadow.vs Normal file
View file

@ -0,0 +1,24 @@
#version 110
varying vec4 shadow;
void main(void){
vec3 position = vec3(gl_ModelViewMatrix * gl_Vertex);
vec3 normal = normalize(gl_NormalMatrix * gl_Normal);
vec3 light = normalize(gl_LightSource[0].position.xyz - position);
float diffuse = dot(light, normal);
gl_FrontColor = gl_LightSource[0].ambient * gl_Color;
shadow = gl_FrontColor;
if (diffuse > 0.0){
vec3 view = normalize(position);
vec3 halfway = normalize(light - view);
float specular = pow(max(dot(normal, halfway), 0.0), gl_FrontMaterial.shininess);
vec4 temp = gl_LightSource[0].diffuse * gl_Color * diffuse;
shadow += temp * 0.2;
gl_FrontColor += temp + gl_FrontLightProduct[0].specular * specular;
}
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_ModelViewMatrix * gl_Vertex;
gl_Position = ftransform();
}