raze/source/common/rendering/polyrenderer/drawers/poly_vertex_shader.h
2020-05-31 21:25:52 +02:00

194 lines
6.4 KiB
C++

#pragma once
#include "hw_viewpointuniforms.h"
#include "hw_renderstate.h"
#ifndef NO_SSE
#include <xmmintrin.h>
#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;
}
};