mirror of https://github.com/axmolengine/axmol.git
362 lines
12 KiB
GLSL
362 lines
12 KiB
GLSL
/****************************************************************************
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Copyright (c) 2018-2019 Xiamen Yaji Software Co., Ltd.
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https://axmolengine.github.io/
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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const char* CC3D_positionNormalTexture_vert = R"(
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#ifndef MAX_DIRECTIONAL_LIGHT_NUM
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#define MAX_DIRECTIONAL_LIGHT_NUM 0
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#endif
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#ifndef MAX_POINT_LIGHT_NUM
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#define MAX_POINT_LIGHT_NUM 0
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#endif
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#ifndef MAX_SPOT_LIGHT_NUM
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#define MAX_SPOT_LIGHT_NUM 0
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#endif
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#ifdef USE_NORMAL_MAPPING
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#if (MAX_DIRECTIONAL_LIGHT_NUM > 0)
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uniform vec3 u_DirLightSourceDirection[MAX_DIRECTIONAL_LIGHT_NUM];
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#endif
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#endif
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#if (MAX_POINT_LIGHT_NUM > 0)
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uniform vec3 u_PointLightSourcePosition[MAX_POINT_LIGHT_NUM];
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#endif
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#if (MAX_SPOT_LIGHT_NUM > 0)
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uniform vec3 u_SpotLightSourcePosition[MAX_SPOT_LIGHT_NUM];
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#ifdef USE_NORMAL_MAPPING
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uniform vec3 u_SpotLightSourceDirection[MAX_SPOT_LIGHT_NUM];
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#endif
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#endif
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attribute vec4 a_position;
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attribute vec2 a_texCoord;
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attribute vec3 a_normal;
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#ifdef USE_NORMAL_MAPPING
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attribute vec3 a_tangent;
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attribute vec3 a_binormal;
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#endif
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varying vec2 TextureCoordOut;
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#ifdef USE_NORMAL_MAPPING
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#if MAX_DIRECTIONAL_LIGHT_NUM
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varying vec3 v_dirLightDirection[MAX_DIRECTIONAL_LIGHT_NUM];
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#endif
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#endif
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#if MAX_POINT_LIGHT_NUM
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varying vec3 v_vertexToPointLightDirection[MAX_POINT_LIGHT_NUM];
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#endif
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#if MAX_SPOT_LIGHT_NUM
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varying vec3 v_vertexToSpotLightDirection[MAX_SPOT_LIGHT_NUM];
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#ifdef USE_NORMAL_MAPPING
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varying vec3 v_spotLightDirection[MAX_SPOT_LIGHT_NUM];
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#endif
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#endif
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#ifndef USE_NORMAL_MAPPING
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#if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0))
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varying vec3 v_normal;
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#endif
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#endif
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uniform mat4 u_MVPMatrix;
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uniform mat4 u_MVMatrix;
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uniform mat4 u_PMatrix;
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uniform mat3 u_NormalMatrix;
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void main(void)
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{
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vec4 ePosition = u_MVMatrix * a_position;
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#ifdef USE_NORMAL_MAPPING
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#if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0))
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vec3 eTangent = normalize(u_NormalMatrix * a_tangent);
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vec3 eBinormal = normalize(u_NormalMatrix * a_binormal);
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vec3 eNormal = normalize(u_NormalMatrix * a_normal);
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#endif
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#if (MAX_DIRECTIONAL_LIGHT_NUM > 0)
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for (int i = 0; i < MAX_DIRECTIONAL_LIGHT_NUM; ++i)
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{
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v_dirLightDirection[i].x = dot(eTangent, u_DirLightSourceDirection[i]);
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v_dirLightDirection[i].y = dot(eBinormal, u_DirLightSourceDirection[i]);
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v_dirLightDirection[i].z = dot(eNormal, u_DirLightSourceDirection[i]);
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}
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#endif
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#if (MAX_POINT_LIGHT_NUM > 0)
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for (int i = 0; i < MAX_POINT_LIGHT_NUM; ++i)
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{
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vec3 pointLightDir = u_PointLightSourcePosition[i].xyz - ePosition.xyz;
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v_vertexToPointLightDirection[i].x = dot(eTangent, pointLightDir);
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v_vertexToPointLightDirection[i].y = dot(eBinormal, pointLightDir);
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v_vertexToPointLightDirection[i].z = dot(eNormal, pointLightDir);
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}
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#endif
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#if (MAX_SPOT_LIGHT_NUM > 0)
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for (int i = 0; i < MAX_SPOT_LIGHT_NUM; ++i)
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{
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vec3 spotLightDir = u_SpotLightSourcePosition[i] - ePosition.xyz;
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v_vertexToSpotLightDirection[i].x = dot(eTangent, spotLightDir);
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v_vertexToSpotLightDirection[i].y = dot(eBinormal, spotLightDir);
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v_vertexToSpotLightDirection[i].z = dot(eNormal, spotLightDir);
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v_spotLightDirection[i].x = dot(eTangent, u_SpotLightSourceDirection[i]);
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v_spotLightDirection[i].y = dot(eBinormal, u_SpotLightSourceDirection[i]);
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v_spotLightDirection[i].z = dot(eNormal, u_SpotLightSourceDirection[i]);
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}
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#endif
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#else
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#if (MAX_POINT_LIGHT_NUM > 0)
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for (int i = 0; i < MAX_POINT_LIGHT_NUM; ++i)
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{
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v_vertexToPointLightDirection[i] = u_PointLightSourcePosition[i].xyz - ePosition.xyz;
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}
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#endif
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#if (MAX_SPOT_LIGHT_NUM > 0)
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for (int i = 0; i < MAX_SPOT_LIGHT_NUM; ++i)
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{
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v_vertexToSpotLightDirection[i] = u_SpotLightSourcePosition[i] - ePosition.xyz;
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}
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#endif
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#if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0))
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v_normal = u_NormalMatrix * a_normal;
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#endif
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#endif
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TextureCoordOut = a_texCoord;
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TextureCoordOut.y = 1.0 - TextureCoordOut.y;
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gl_Position = u_PMatrix * ePosition;
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}
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)";
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const char* CC3D_skinPositionNormalTexture_vert = R"(
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#ifndef MAX_DIRECTIONAL_LIGHT_NUM
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#define MAX_DIRECTIONAL_LIGHT_NUM 0
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#endif
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#ifndef MAX_POINT_LIGHT_NUM
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#define MAX_POINT_LIGHT_NUM 0
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#endif
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#ifndef MAX_SPOT_LIGHT_NUM
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#define MAX_SPOT_LIGHT_NUM 0
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#endif
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#ifdef USE_NORMAL_MAPPING
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#if (MAX_DIRECTIONAL_LIGHT_NUM > 0)
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uniform vec3 u_DirLightSourceDirection[MAX_DIRECTIONAL_LIGHT_NUM];
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#endif
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#endif
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#if (MAX_POINT_LIGHT_NUM > 0)
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uniform vec3 u_PointLightSourcePosition[MAX_POINT_LIGHT_NUM];
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#endif
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#if (MAX_SPOT_LIGHT_NUM > 0)
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uniform vec3 u_SpotLightSourcePosition[MAX_SPOT_LIGHT_NUM];
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#ifdef USE_NORMAL_MAPPING
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uniform vec3 u_SpotLightSourceDirection[MAX_SPOT_LIGHT_NUM];
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#endif
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#endif
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attribute vec3 a_position;
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attribute vec4 a_blendWeight;
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attribute vec4 a_blendIndex;
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attribute vec2 a_texCoord;
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attribute vec3 a_normal;
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#ifdef USE_NORMAL_MAPPING
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attribute vec3 a_tangent;
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attribute vec3 a_binormal;
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#endif
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const int SKINNING_JOINT_COUNT = 60;
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// Uniforms
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uniform vec4 u_matrixPalette[SKINNING_JOINT_COUNT * 3];
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uniform mat4 u_MVMatrix;
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uniform mat3 u_NormalMatrix;
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uniform mat4 u_PMatrix;
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// Varyings
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varying vec2 TextureCoordOut;
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#ifdef USE_NORMAL_MAPPING
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#if MAX_DIRECTIONAL_LIGHT_NUM
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varying vec3 v_dirLightDirection[MAX_DIRECTIONAL_LIGHT_NUM];
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#endif
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#endif
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#if MAX_POINT_LIGHT_NUM
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varying vec3 v_vertexToPointLightDirection[MAX_POINT_LIGHT_NUM];
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#endif
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#if MAX_SPOT_LIGHT_NUM
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varying vec3 v_vertexToSpotLightDirection[MAX_SPOT_LIGHT_NUM];
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#ifdef USE_NORMAL_MAPPING
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varying vec3 v_spotLightDirection[MAX_SPOT_LIGHT_NUM];
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#endif
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#endif
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#ifndef USE_NORMAL_MAPPING
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#if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0))
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varying vec3 v_normal;
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#endif
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#endif
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void getPositionAndNormal(out vec4 position, out vec3 normal, out vec3 tangent, out vec3 binormal)
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{
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float blendWeight = a_blendWeight[0];
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int matrixIndex = int (a_blendIndex[0]) * 3;
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vec4 matrixPalette1 = u_matrixPalette[matrixIndex] * blendWeight;
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vec4 matrixPalette2 = u_matrixPalette[matrixIndex + 1] * blendWeight;
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vec4 matrixPalette3 = u_matrixPalette[matrixIndex + 2] * blendWeight;
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blendWeight = a_blendWeight[1];
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if (blendWeight > 0.0)
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{
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matrixIndex = int(a_blendIndex[1]) * 3;
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matrixPalette1 += u_matrixPalette[matrixIndex] * blendWeight;
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matrixPalette2 += u_matrixPalette[matrixIndex + 1] * blendWeight;
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matrixPalette3 += u_matrixPalette[matrixIndex + 2] * blendWeight;
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blendWeight = a_blendWeight[2];
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if (blendWeight > 0.0)
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{
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matrixIndex = int(a_blendIndex[2]) * 3;
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matrixPalette1 += u_matrixPalette[matrixIndex] * blendWeight;
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matrixPalette2 += u_matrixPalette[matrixIndex + 1] * blendWeight;
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matrixPalette3 += u_matrixPalette[matrixIndex + 2] * blendWeight;
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blendWeight = a_blendWeight[3];
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if (blendWeight > 0.0)
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{
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matrixIndex = int(a_blendIndex[3]) * 3;
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matrixPalette1 += u_matrixPalette[matrixIndex] * blendWeight;
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matrixPalette2 += u_matrixPalette[matrixIndex + 1] * blendWeight;
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matrixPalette3 += u_matrixPalette[matrixIndex + 2] * blendWeight;
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}
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}
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}
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vec4 p = vec4(a_position, 1.0);
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position.x = dot(p, matrixPalette1);
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position.y = dot(p, matrixPalette2);
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position.z = dot(p, matrixPalette3);
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position.w = p.w;
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#if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0))
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vec4 n = vec4(a_normal, 0.0);
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normal.x = dot(n, matrixPalette1);
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normal.y = dot(n, matrixPalette2);
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normal.z = dot(n, matrixPalette3);
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#ifdef USE_NORMAL_MAPPING
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vec4 t = vec4(a_tangent, 0.0);
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tangent.x = dot(t, matrixPalette1);
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tangent.y = dot(t, matrixPalette2);
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tangent.z = dot(t, matrixPalette3);
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vec4 b = vec4(a_binormal, 0.0);
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binormal.x = dot(b, matrixPalette1);
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binormal.y = dot(b, matrixPalette2);
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binormal.z = dot(b, matrixPalette3);
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#endif
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#endif
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}
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void main()
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{
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vec4 position;
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vec3 normal;
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vec3 tangent;
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vec3 binormal;
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getPositionAndNormal(position, normal, tangent, binormal);
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vec4 ePosition = u_MVMatrix * position;
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#ifdef USE_NORMAL_MAPPING
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#if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0))
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vec3 eTangent = normalize(u_NormalMatrix * tangent);
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vec3 eBinormal = normalize(u_NormalMatrix * binormal);
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vec3 eNormal = normalize(u_NormalMatrix * normal);
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#endif
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#if (MAX_DIRECTIONAL_LIGHT_NUM > 0)
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for (int i = 0; i < MAX_DIRECTIONAL_LIGHT_NUM; ++i)
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{
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v_dirLightDirection[i].x = dot(eTangent, u_DirLightSourceDirection[i]);
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v_dirLightDirection[i].y = dot(eBinormal, u_DirLightSourceDirection[i]);
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v_dirLightDirection[i].z = dot(eNormal, u_DirLightSourceDirection[i]);
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}
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#endif
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#if (MAX_POINT_LIGHT_NUM > 0)
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for (int i = 0; i < MAX_POINT_LIGHT_NUM; ++i)
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{
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vec3 pointLightDir = u_PointLightSourcePosition[i].xyz - ePosition.xyz;
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v_vertexToPointLightDirection[i].x = dot(eTangent, pointLightDir);
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v_vertexToPointLightDirection[i].y = dot(eBinormal, pointLightDir);
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v_vertexToPointLightDirection[i].z = dot(eNormal, pointLightDir);
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}
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#endif
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#if (MAX_SPOT_LIGHT_NUM > 0)
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for (int i = 0; i < MAX_SPOT_LIGHT_NUM; ++i)
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{
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vec3 spotLightDir = u_SpotLightSourcePosition[i] - ePosition.xyz;
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v_vertexToSpotLightDirection[i].x = dot(eTangent, spotLightDir);
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v_vertexToSpotLightDirection[i].y = dot(eBinormal, spotLightDir);
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v_vertexToSpotLightDirection[i].z = dot(eNormal, spotLightDir);
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v_spotLightDirection[i].x = dot(eTangent, u_SpotLightSourceDirection[i]);
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v_spotLightDirection[i].y = dot(eBinormal, u_SpotLightSourceDirection[i]);
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v_spotLightDirection[i].z = dot(eNormal, u_SpotLightSourceDirection[i]);
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}
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#endif
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#else
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#if (MAX_POINT_LIGHT_NUM > 0)
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for (int i = 0; i < MAX_POINT_LIGHT_NUM; ++i)
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{
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v_vertexToPointLightDirection[i] = u_PointLightSourcePosition[i].xyz- ePosition.xyz;
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}
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#endif
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#if (MAX_SPOT_LIGHT_NUM > 0)
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for (int i = 0; i < MAX_SPOT_LIGHT_NUM; ++i)
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{
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v_vertexToSpotLightDirection[i] = u_SpotLightSourcePosition[i] - ePosition.xyz;
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}
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#endif
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#if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0))
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v_normal = u_NormalMatrix * normal;
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#endif
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#endif
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TextureCoordOut = a_texCoord;
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TextureCoordOut.y = 1.0 - TextureCoordOut.y;
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gl_Position = u_PMatrix * ePosition;
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}
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)";
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