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authorchai <chaifix@163.com>2020-07-12 13:31:28 +0800
committerchai <chaifix@163.com>2020-07-12 13:31:28 +0800
commita0439c8d387579a1727ad00c2e105e7602aedbb6 (patch)
tree8ea09b13e179a7d8cd9ac6518410cd10035f48f4 /src/shaders/common/core.h
parentec7aa42781a9108901fbde7210d8285bbbeaf5fc (diff)
+mathlib
Diffstat (limited to 'src/shaders/common/core.h')
-rw-r--r--src/shaders/common/core.h72
1 files changed, 72 insertions, 0 deletions
diff --git a/src/shaders/common/core.h b/src/shaders/common/core.h
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+++ b/src/shaders/common/core.h
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+#ifndef _SOFTSHADEROOM_COMMON_HEADER_H_
+#define _SOFTSHADEROOM_COMMON_HEADER_H_
+#include "../../core/shader.h"
+#include "mathlib.h"
+
+/************************************************************************/
+/* variables */
+/************************************************************************/
+
+#define _model_matrix (uniforms->model)
+#define _view_matrix (uniforms->view)
+#define _proj_matrix (uniforms->projection)
+#define _mvp_matrix (uniforms->mvp)
+#define _it_model_matrix /*inverse-transpose model matrix if needed*/
+
+// near
+// far
+// fov
+// aspect
+Vec4 _proj_params;
+
+// dt
+// duration
+Vec2 _time;
+
+// width
+// height
+// 1 / width
+// 1 / height
+Vec4 _screen_params;
+
+/************************************************************************/
+/* functions */
+/************************************************************************/
+
+/*shader built in functions*/
+Vec3 unpacknormal(Color32 c32);
+
+Mat4 mat4(Vec4* c1, Vec4* c2, Vec4* c3, Vec4* c4);
+Mat3 mat3(Vec3* c1, Vec3* c2, Vec3* c3);
+
+Vec2 texsize(Texture* texture);
+
+#define discardif(cond) \
+do{ \
+if(cond) return 0; \
+}while(0)
+#define discard() return 0
+#define keep() return 1
+
+#define MVP_PROCESS \
+do{ \
+static Vec4 p; p.xyz = in->vertex->position; p.w = 1; \
+internal_mat4_mulvec4(uniforms->mvp, &p, clipcoord); \
+}while(0)
+
+#define object2clip(pos, out) internal_mat4_mulvec4(_mvp_matrix, pos, out);
+
+/*need defined _it_model_matrix of model matrix, i-nverse, t-ranspose*/
+#define object2world_normal(normal, out) \
+internal_mat4_mulvec4(_it_model_matrix, normal, out)
+
+/*take sample from normal map and translate to normal*/
+#define unpack_normal(color, out_v3) \
+out_v3->x = color.x * 2 - 1; \
+out_v3->y = color.y * 2 - 1; \
+out_v3->z = color.z * 2 - 1;
+
+float linear01depth(float depth);
+float lineareyedepth(float depth);
+
+#endif \ No newline at end of file