X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fgraphics%2Fshader.cpp;h=0c161f17d7b1308aca1c3ab15c5380b420c1711c;hb=75172fd735e34082c34b47ae7c194445b53038d9;hp=62a9c631a1057991899c9f511d78ddd6eb341c28;hpb=8ab4ea13545cccbacbd1ed610968d3f481c1b3c8;p=blank.git diff --git a/src/graphics/shader.cpp b/src/graphics/shader.cpp index 62a9c63..0c161f1 100644 --- a/src/graphics/shader.cpp +++ b/src/graphics/shader.cpp @@ -186,13 +186,15 @@ DirectionalLighting::DirectionalLighting() "#version 330 core\n" "layout(location = 0) in vec3 vtx_position;\n" "layout(location = 1) in vec3 vtx_tex_uv;\n" - "layout(location = 2) in vec3 vtx_color;\n" - "layout(location = 3) in vec3 vtx_normal;\n" + "layout(location = 2) in vec3 vtx_hsl_mod;\n" + "layout(location = 3) in vec3 vtx_rgb_mod;\n" + "layout(location = 4) in vec3 vtx_normal;\n" "uniform mat4 M;\n" "uniform mat4 MV;\n" "uniform mat4 MVP;\n" "out vec3 frag_tex_uv;\n" - "out vec3 frag_color;\n" + "out vec3 frag_hsl_mod;\n" + "out vec3 frag_rgb_mod;\n" "out vec3 vtx_viewspace;\n" "out vec3 normal;\n" "void main() {\n" @@ -200,14 +202,16 @@ DirectionalLighting::DirectionalLighting() "vtx_viewspace = (MV * vec4(vtx_position, 1)).xyz;\n" "normal = (M * vec4(vtx_normal, 0)).xyz;\n" "frag_tex_uv = vtx_tex_uv;\n" - "frag_color = vtx_color;\n" + "frag_hsl_mod = vtx_hsl_mod;\n" + "frag_rgb_mod = vtx_rgb_mod;\n" "}\n" ); program.LoadShader( GL_FRAGMENT_SHADER, "#version 330 core\n" "in vec3 frag_tex_uv;\n" - "in vec3 frag_color;\n" + "in vec3 frag_hsl_mod;\n" + "in vec3 frag_rgb_mod;\n" "in vec3 vtx_viewspace;\n" "in vec3 normal;\n" "uniform sampler2DArray tex_sampler;\n" @@ -215,9 +219,26 @@ DirectionalLighting::DirectionalLighting() "uniform vec3 light_color;\n" "uniform float fog_density;\n" "out vec3 color;\n" + "vec3 rgb2hsl(vec3 c) {\n" + "vec4 K = vec4(0.0, -1.0/3.0, 2.0/3.0, -1.0);\n" + "vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));\n" + "vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));\n" + "float d = q.x - min(q.w, q.y);\n" + "float e = 1.0e-10;\n" + "return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);\n" + "}\n" + "vec3 hsl2rgb(vec3 c) {\n" + "vec4 K = vec4(1.0, 2.0/3.0, 1.0/3.0, 3.0);\n" + "vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n" + "return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n" + "}\n" "void main() {\n" "vec3 tex_color = texture(tex_sampler, frag_tex_uv).rgb;\n" - "vec3 base_color = tex_color * frag_color;\n" + "vec3 hsl_color = rgb2hsl(tex_color);\n" + "hsl_color.x += frag_hsl_mod.x;\n" + "hsl_color.y *= frag_hsl_mod.y;\n" + "hsl_color.z *= frag_hsl_mod.z;\n" + "vec3 base_color = hsl2rgb(hsl_color) * frag_rgb_mod;\n" "vec3 ambient = vec3(0.1, 0.1, 0.1) * base_color;\n" // this should be the same as the clear color, otherwise looks really weird "vec3 fog_color = vec3(0, 0, 0);\n" @@ -312,18 +333,21 @@ BlockLighting::BlockLighting() "#version 330 core\n" "layout(location = 0) in vec3 vtx_position;\n" "layout(location = 1) in vec3 vtx_tex_uv;\n" - "layout(location = 2) in vec3 vtx_color;\n" - "layout(location = 3) in float vtx_light;\n" + "layout(location = 2) in vec3 vtx_hsl_mod;\n" + "layout(location = 3) in vec3 vtx_rgb_mod;\n" + "layout(location = 4) in float vtx_light;\n" "uniform mat4 MV;\n" "uniform mat4 MVP;\n" "out vec3 frag_tex_uv;\n" - "out vec3 frag_color;\n" + "out vec3 frag_hsl_mod;\n" + "out vec3 frag_rgb_mod;\n" "out vec3 vtx_viewspace;\n" "out float frag_light;\n" "void main() {\n" "gl_Position = MVP * vec4(vtx_position, 1);\n" "frag_tex_uv = vtx_tex_uv;\n" - "frag_color = vtx_color;\n" + "frag_hsl_mod = vtx_hsl_mod;\n" + "frag_rgb_mod = vtx_rgb_mod;\n" "vtx_viewspace = (MV * vec4(vtx_position, 1)).xyz;\n" "frag_light = vtx_light;\n" "}\n" @@ -332,15 +356,33 @@ BlockLighting::BlockLighting() GL_FRAGMENT_SHADER, "#version 330 core\n" "in vec3 frag_tex_uv;\n" - "in vec3 frag_color;\n" + "in vec3 frag_hsl_mod;\n" + "in vec3 frag_rgb_mod;\n" "in vec3 vtx_viewspace;\n" "in float frag_light;\n" "uniform sampler2DArray tex_sampler;\n" "uniform float fog_density;\n" "out vec3 color;\n" + "vec3 rgb2hsl(vec3 c) {\n" + "vec4 K = vec4(0.0, -1.0/3.0, 2.0/3.0, -1.0);\n" + "vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));\n" + "vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));\n" + "float d = q.x - min(q.w, q.y);\n" + "float e = 1.0e-10;\n" + "return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);\n" + "}\n" + "vec3 hsl2rgb(vec3 c) {\n" + "vec4 K = vec4(1.0, 2.0/3.0, 1.0/3.0, 3.0);\n" + "vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n" + "return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n" + "}\n" "void main() {\n" "vec3 tex_color = texture(tex_sampler, frag_tex_uv).rgb;\n" - "vec3 base_color = tex_color * frag_color;\n" + "vec3 hsl_color = rgb2hsl(tex_color);\n" + "hsl_color.x += frag_hsl_mod.x;\n" + "hsl_color.y *= frag_hsl_mod.y;\n" + "hsl_color.z *= frag_hsl_mod.z;\n" + "vec3 base_color = hsl2rgb(hsl_color) * frag_rgb_mod;\n" "float light_power = clamp(pow(0.8, 15 - frag_light), 0, 1);\n" "vec3 fog_color = vec3(0, 0, 0);\n" "float e = 2.718281828;\n" @@ -499,22 +541,18 @@ void BlendedSprite::SetBG(const glm::vec4 &v) noexcept { SkyBoxShader::SkyBoxShader() : program() , vp(1.0f) -, m_handle(0) -, mv_handle(0) -, mvp_handle(0) +, vp_handle(0) , sampler_handle(0) { program.LoadShader( GL_VERTEX_SHADER, "#version 330 core\n" "layout(location = 0) in vec3 vtx_position;\n" - "uniform mat4 M;\n" - "uniform mat4 MV;\n" - "uniform mat4 MVP;\n" + "uniform mat4 VP;\n" "out vec3 vtx_viewspace;\n" "void main() {\n" - "gl_Position = MVP * vec4(vtx_position, 1);\n" + "gl_Position = VP * vec4(vtx_position, 1);\n" "gl_Position.z = gl_Position.w;\n" - "vtx_viewspace = (MV * vec4(vtx_position, 1)).xyz;\n" + "vtx_viewspace = vtx_position;\n" "}\n" ); program.LoadShader( @@ -525,6 +563,7 @@ SkyBoxShader::SkyBoxShader() "out vec3 color;\n" "void main() {\n" "color = texture(tex_sampler, vtx_viewspace).rgb;\n" + //"color = vec3(1,0,0);\n" "}\n" ); program.Link(); @@ -533,9 +572,7 @@ SkyBoxShader::SkyBoxShader() throw std::runtime_error("link program"); } - m_handle = program.UniformLocation("M"); - mv_handle = program.UniformLocation("MV"); - mvp_handle = program.UniformLocation("MVP"); + vp_handle = program.UniformLocation("VP"); sampler_handle = program.UniformLocation("tex_sampler"); } @@ -544,17 +581,6 @@ void SkyBoxShader::Activate() noexcept { program.Use(); } -void SkyBoxShader::SetM(const glm::mat4 &M) noexcept { - glm::mat4 m(M); - m[0].w = 0.0f; - m[1].w = 0.0f; - m[2].w = 0.0f; - m[3] = { 0.0f, 0.0f, 0.0f, 1.0f }; - program.Uniform(m_handle, m); - program.Uniform(mv_handle, view * m); - program.Uniform(mvp_handle, vp * m); -} - void SkyBoxShader::SetTexture(CubeMap &tex) noexcept { glActiveTexture(GL_TEXTURE0); tex.Bind(); @@ -564,6 +590,7 @@ void SkyBoxShader::SetTexture(CubeMap &tex) noexcept { void SkyBoxShader::SetProjection(const glm::mat4 &p) noexcept { projection = p; vp = p * view; + program.Uniform(vp_handle, vp); } void SkyBoxShader::SetView(const glm::mat4 &v) noexcept { @@ -571,8 +598,9 @@ void SkyBoxShader::SetView(const glm::mat4 &v) noexcept { view[0].w = 0.0f; view[1].w = 0.0f; view[2].w = 0.0f; - view[3] = { 0.0f, 0.0f, 0.0f, 1.0f }; - vp = projection * v; + view[3] = glm::vec4(0.0f, 0.0f, 0.0f, 1.0f); + vp = projection * view; + program.Uniform(vp_handle, vp); } void SkyBoxShader::SetVP(const glm::mat4 &v, const glm::mat4 &p) noexcept { @@ -580,11 +608,6 @@ void SkyBoxShader::SetVP(const glm::mat4 &v, const glm::mat4 &p) noexcept { SetView(v); } -void SkyBoxShader::SetMVP(const glm::mat4 &m, const glm::mat4 &v, const glm::mat4 &p) noexcept { - SetVP(v, p); - SetM(m); -} - PlainColor::PlainColor() : program() @@ -594,9 +617,9 @@ PlainColor::PlainColor() GL_VERTEX_SHADER, "#version 330 core\n" "layout(location = 0) in vec3 vtx_position;\n" - "layout(location = 1) in vec3 vtx_color;\n" + "layout(location = 1) in vec4 vtx_color;\n" "uniform mat4 MVP;\n" - "out vec3 frag_color;\n" + "out vec4 frag_color;\n" "void main() {\n" "gl_Position = MVP * vec4(vtx_position, 1);\n" "frag_color = vtx_color;\n" @@ -605,8 +628,8 @@ PlainColor::PlainColor() program.LoadShader( GL_FRAGMENT_SHADER, "#version 330 core\n" - "in vec3 frag_color;\n" - "out vec3 color;\n" + "in vec4 frag_color;\n" + "out vec4 color;\n" "void main() {\n" "color = frag_color;\n" "}\n"