#pragma once #include "hw_viewpointuniforms.h" #include "hw_renderstate.h" #ifndef NO_SSE #include #endif class ShadedTriVertex { public: FVector4 gl_Position; float gl_ClipDistance[5]; FVector4 vTexCoord; FVector4 vColor; FVector4 pixelpos; //FVector3 glowdist; FVector3 gradientdist; //FVector4 vEyeNormal; FVector4 vWorldNormal; }; class PolyMainVertexShader : public ShadedTriVertex { public: // Input FVector4 aPosition; FVector2 aTexCoord; FVector4 aColor; FVector4 aVertex2; FVector4 aNormal; FVector4 aNormal2; // Defines bool SIMPLE = false; bool SPHEREMAP = false; // Uniforms VSMatrix ModelMatrix; VSMatrix NormalModelMatrix; VSMatrix TextureMatrix; StreamData Data; FVector2 uClipSplit; const HWViewpointUniforms *Viewpoint = nullptr; void main() { FVector2 parmTexCoord = aTexCoord; FVector4 parmPosition = aPosition; FVector4 worldcoord; if (SIMPLE) worldcoord = mul(ModelMatrix, mix(parmPosition, aVertex2, Data.uInterpolationFactor)); else worldcoord = mul(ModelMatrix, parmPosition); FVector4 eyeCoordPos = mul(Viewpoint->mViewMatrix, worldcoord); vColor = aColor; if (!SIMPLE) { pixelpos.X = worldcoord.X; pixelpos.Y = worldcoord.Y; pixelpos.Z = worldcoord.Z; pixelpos.W = -eyeCoordPos.Z / eyeCoordPos.W; /*if (Data.uGlowTopColor.W > 0 || Data.uGlowBottomColor.W > 0) { float topatpoint = (Data.uGlowTopPlane.W + Data.uGlowTopPlane.X * worldcoord.X + Data.uGlowTopPlane.Y * worldcoord.Z) * Data.uGlowTopPlane.Z; float bottomatpoint = (Data.uGlowBottomPlane.W + Data.uGlowBottomPlane.X * worldcoord.X + Data.uGlowBottomPlane.Y * worldcoord.Z) * Data.uGlowBottomPlane.Z; glowdist.X = topatpoint - worldcoord.Y; glowdist.Y = worldcoord.Y - bottomatpoint; glowdist.Z = clamp(glowdist.X / (topatpoint - bottomatpoint), 0.0f, 1.0f); }*/ if (Data.uObjectColor2.a != 0) { float topatpoint = (Data.uGradientTopPlane.W + Data.uGradientTopPlane.X * worldcoord.X + Data.uGradientTopPlane.Y * worldcoord.Z) * Data.uGradientTopPlane.Z; float bottomatpoint = (Data.uGradientBottomPlane.W + Data.uGradientBottomPlane.X * worldcoord.X + Data.uGradientBottomPlane.Y * worldcoord.Z) * Data.uGradientBottomPlane.Z; gradientdist.X = topatpoint - worldcoord.Y; gradientdist.Y = worldcoord.Y - bottomatpoint; gradientdist.Z = clamp(gradientdist.X / (topatpoint - bottomatpoint), 0.0f, 1.0f); } if (Data.uSplitBottomPlane.Z != 0.0f) { gl_ClipDistance[3] = ((Data.uSplitTopPlane.W + Data.uSplitTopPlane.X * worldcoord.X + Data.uSplitTopPlane.Y * worldcoord.Z) * Data.uSplitTopPlane.Z) - worldcoord.Y; gl_ClipDistance[4] = worldcoord.Y - ((Data.uSplitBottomPlane.W + Data.uSplitBottomPlane.X * worldcoord.X + Data.uSplitBottomPlane.Y * worldcoord.Z) * Data.uSplitBottomPlane.Z); } vWorldNormal = mul(NormalModelMatrix, FVector4(normalize(mix3(aNormal, aNormal2, Data.uInterpolationFactor)), 1.0f)); //vEyeNormal = mul(Viewpoint->mNormalViewMatrix, vWorldNormal); } if (!SPHEREMAP) { vTexCoord = mul(TextureMatrix, FVector4(parmTexCoord.X, parmTexCoord.Y, 0.0f, 1.0f)); } else { FVector3 u = normalize3(eyeCoordPos); FVector3 n = normalize3(mul(Viewpoint->mNormalViewMatrix, FVector4(parmTexCoord.X, 0.0f, parmTexCoord.Y, 0.0f))); FVector3 r = reflect(u, n); float m = 2.0f * sqrtf(r.X*r.X + r.Y*r.Y + (r.Z + 1.0f)*(r.Z + 1.0f)); vTexCoord.X = r.X / m + 0.5f; vTexCoord.Y = r.Y / m + 0.5f; } gl_Position = mul(Viewpoint->mProjectionMatrix, eyeCoordPos); if (Viewpoint->mClipHeightDirection != 0.0f) // clip planes used for reflective flats { gl_ClipDistance[0] = (worldcoord.Y - Viewpoint->mClipHeight) * Viewpoint->mClipHeightDirection; } else if (Viewpoint->mClipLine.X > -1000000.0f) // and for line portals - this will never be active at the same time as the reflective planes clipping so it can use the same hardware clip plane. { gl_ClipDistance[0] = -((worldcoord.Z - Viewpoint->mClipLine.Y) * Viewpoint->mClipLine.Z + (Viewpoint->mClipLine.X - worldcoord.X) * Viewpoint->mClipLine.W) + 1.0f / 32768.0f; // allow a tiny bit of imprecisions for colinear linedefs. } else { gl_ClipDistance[0] = 1.0f; } // clip planes used for translucency splitting gl_ClipDistance[1] = worldcoord.Y - uClipSplit.X; gl_ClipDistance[2] = uClipSplit.Y - worldcoord.Y; if (Data.uSplitTopPlane == FVector4(0.0f, 0.0f, 0.0f, 0.0f)) { gl_ClipDistance[3] = 1.0f; gl_ClipDistance[4] = 1.0f; } } private: static FVector3 normalize(const FVector3 &a) { float rcplen = 1.0f / sqrtf(a.X * a.X + a.Y * a.Y + a.Z * a.Z); return FVector3(a.X * rcplen, a.Y * rcplen, a.Z * rcplen); } static FVector3 normalize3(const FVector4 &a) { float rcplen = 1.0f / sqrtf(a.X * a.X + a.Y * a.Y + a.Z * a.Z); return FVector3(a.X * rcplen, a.Y * rcplen, a.Z * rcplen); } static FVector4 mix(const FVector4 &a, const FVector4 &b, float t) { float invt = 1.0f - t; return FVector4(a.X * invt + b.X * t, a.Y * invt + b.Y * t, a.Z * invt + b.Z * t, a.W * invt + b.W * t); } static FVector3 mix3(const FVector4 &a, const FVector4 &b, float t) { float invt = 1.0f - t; return FVector3(a.X * invt + b.X * t, a.Y * invt + b.Y * t, a.Z * invt + b.Z * t); } static FVector3 reflect(const FVector3 &u, const FVector3 &n) { float d = 2.0f * (n.X * u.X + n.Y * u.Y + n.Z * u.Z); return FVector3(u.X - d * n.X, u.Y - d * n.Y, u.Z - d * n.Z); } static FVector4 mul(const VSMatrix &mat, const FVector4 &v) { const float *m = mat.get(); FVector4 result; #ifdef NO_SSE result.X = m[0 * 4 + 0] * v.X + m[1 * 4 + 0] * v.Y + m[2 * 4 + 0] * v.Z + m[3 * 4 + 0] * v.W; result.Y = m[0 * 4 + 1] * v.X + m[1 * 4 + 1] * v.Y + m[2 * 4 + 1] * v.Z + m[3 * 4 + 1] * v.W; result.Z = m[0 * 4 + 2] * v.X + m[1 * 4 + 2] * v.Y + m[2 * 4 + 2] * v.Z + m[3 * 4 + 2] * v.W; result.W = m[0 * 4 + 3] * v.X + m[1 * 4 + 3] * v.Y + m[2 * 4 + 3] * v.Z + m[3 * 4 + 3] * v.W; #else __m128 m0 = _mm_loadu_ps(m); __m128 m1 = _mm_loadu_ps(m + 4); __m128 m2 = _mm_loadu_ps(m + 8); __m128 m3 = _mm_loadu_ps(m + 12); __m128 mv = _mm_loadu_ps(&v.X); m0 = _mm_mul_ps(m0, _mm_shuffle_ps(mv, mv, _MM_SHUFFLE(0, 0, 0, 0))); m1 = _mm_mul_ps(m1, _mm_shuffle_ps(mv, mv, _MM_SHUFFLE(1, 1, 1, 1))); m2 = _mm_mul_ps(m2, _mm_shuffle_ps(mv, mv, _MM_SHUFFLE(2, 2, 2, 2))); m3 = _mm_mul_ps(m3, _mm_shuffle_ps(mv, mv, _MM_SHUFFLE(3, 3, 3, 3))); mv = _mm_add_ps(_mm_add_ps(_mm_add_ps(m0, m1), m2), m3); _mm_storeu_ps(&result.X, mv); #endif return result; } };