X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fgraphics%2Fshader.cpp;h=8078c9d0492c8fd5fdd973cafa63a735006164de;hb=0734615e546059679f1827c35fe1928ffea2fc56;hp=573e90c3731d6f25fce4cc3a7a9e4ae7b98d3d97;hpb=64d455cba09900ef6ad19d1f60b72908153bae00;p=blobs.git diff --git a/src/graphics/shader.cpp b/src/graphics/shader.cpp index 573e90c..8078c9d 100644 --- a/src/graphics/shader.cpp +++ b/src/graphics/shader.cpp @@ -1,9 +1,15 @@ +#include "AlphaSprite.hpp" +#include "Canvas.hpp" +#include "CreatureSkin.hpp" #include "PlanetSurface.hpp" #include "Program.hpp" #include "Shader.hpp" +#include "SkyBox.hpp" #include "SunSurface.hpp" #include "ArrayTexture.hpp" +#include "CubeMap.hpp" +#include "Texture.hpp" #include "../app/init.hpp" #include @@ -13,6 +19,7 @@ #include #include #include +#include namespace { @@ -185,19 +192,31 @@ PlanetSurface::PlanetSurface() "#version 330 core\n" "layout(location = 0) in vec3 vtx_position;\n" - "layout(location = 1) in vec3 vtx_tex_uv;\n" + "layout(location = 1) in vec3 vtx_normal;\n" + "layout(location = 2) in vec3 vtx_tex_uv;\n" + "layout(location = 3) in float vtx_shiny;\n" + "layout(location = 4) in float vtx_glossy;\n" + "layout(location = 5) in float vtx_metallic;\n" "uniform mat4 M;\n" "uniform mat4 MV;\n" "uniform mat4 MVP;\n" - "out vec3 frag_tex_uv;\n" "out vec3 vtx_viewspace;\n" + "out vec3 nrm_viewspace;\n" + "out vec3 frag_tex_uv;\n" + "out float frag_shiny;\n" + "out float frag_glossy;\n" + "out float frag_metallic;\n" "void main() {\n" - "gl_Position = MVP * vec4(vtx_position, 1);\n" - "vtx_viewspace = (MV * vec4(vtx_position, 1)).xyz;\n" + "gl_Position = MVP * vec4(vtx_position, 1.0);\n" + "vtx_viewspace = (MV * vec4(vtx_position, 1.0)).xyz;\n" + "nrm_viewspace = (MV * vec4(vtx_position, 0.0)).xyz;\n" "frag_tex_uv = vtx_tex_uv;\n" + "frag_shiny = vtx_shiny;\n" + "frag_glossy = vtx_glossy;\n" + "frag_metallic = vtx_metallic;\n" "}\n" ); prog.LoadShader( @@ -211,29 +230,34 @@ PlanetSurface::PlanetSurface() "};\n" "in vec3 vtx_viewspace;\n" + "in vec3 nrm_viewspace;\n" "in vec3 frag_tex_uv;\n" + "in float frag_shiny;\n" + "in float frag_glossy;\n" + "in float frag_metallic;\n" "uniform sampler2DArray tex_sampler;\n" - "uniform vec3 normal;\n" + "uniform vec3 ambient;\n" "uniform int num_lights;\n" "uniform LightSource light[8];\n" "out vec3 color;\n" "void main() {\n" + "vec3 normal = normalize(nrm_viewspace);\n" + "vec3 view_dir = vec3(0.0, 0.0, 1.0);\n" "vec3 tex_color = texture(tex_sampler, frag_tex_uv).rgb;\n" - "vec3 total_light = tex_color * vec3(0.01, 0.01, 0.01);\n" + "vec3 spec_color = mix(vec3(frag_glossy), tex_color, frag_metallic);\n" + "vec3 total_light = tex_color * ambient;\n" "for (int i = 0; i < num_lights; ++i) {\n" "vec3 to_light = light[i].position - vtx_viewspace;\n" "float distance = length(to_light) + length(vtx_viewspace);\n" "vec3 light_dir = normalize(to_light);\n" "float attenuation = light[i].strength / (distance * distance);\n" "vec3 diffuse = attenuation * max(0.0, dot(normal, light_dir)) * light[i].color * tex_color;\n" - "vec3 view_dir = vec3(0.0, 0.0, 1.0);\n" - "vec3 specular = vec3(0.0, 0.0, 0.0);\n" - "if (dot(normal, light_dir) >= 0.0) {\n" - "attenuation * light[i].color * pow(max(0.0, dot(reflect(-light_dir, normal), view_dir)), 25.0);\n" - "}\n" + "vec3 specular = attenuation * light[i].color" + " * mix(spec_color, vec3(1.0), pow(1.0 - max(0.0, dot(normalize(light_dir + view_dir), view_dir)), 5.0))" + " * pow(max(0.0, dot(reflect(-light_dir, normal), view_dir)), frag_shiny);\n" "total_light = total_light + diffuse + specular;\n" "}\n" "color = total_light;\n" @@ -248,7 +272,7 @@ PlanetSurface::PlanetSurface() mv_handle = prog.UniformLocation("MV"); mvp_handle = prog.UniformLocation("MVP"); sampler_handle = prog.UniformLocation("tex_sampler"); - normal_handle = prog.UniformLocation("normal"); + ambient_handle = prog.UniformLocation("ambient"); num_lights_handle = prog.UniformLocation("num_lights"); for (int i = 0; i < MAX_LIGHTS; ++i) { light_handle[3 * i + 0] = prog.UniformLocation("light[" + std::to_string(i) + "].position"); @@ -268,19 +292,41 @@ void PlanetSurface::Activate() noexcept { glDisable(GL_BLEND); } -void PlanetSurface::SetMVP(const glm::mat4 &mm, const glm::mat4 &vv, const glm::mat4 &pp) noexcept { +void PlanetSurface::SetM(const glm::mat4 &mm) noexcept { m = mm; + mv = v * m; + mvp = p * mv; + prog.Uniform(m_handle, m); + prog.Uniform(mv_handle, mv); + prog.Uniform(mvp_handle, mvp); +} + +void PlanetSurface::SetV(const glm::mat4 &vv) noexcept { + v = vv; + mv = v * m; + mvp = p * mv; + prog.Uniform(mv_handle, mv); + prog.Uniform(mvp_handle, mvp); +} + +void PlanetSurface::SetVP(const glm::mat4 &vv, const glm::mat4 &pp) noexcept { v = vv; p = pp; mv = v * m; mvp = p * mv; - prog.Uniform(m_handle, m); prog.Uniform(mv_handle, mv); prog.Uniform(mvp_handle, mvp); } -void PlanetSurface::SetNormal(const glm::vec3 &n) noexcept { - prog.Uniform(normal_handle, n); +void PlanetSurface::SetMVP(const glm::mat4 &mm, const glm::mat4 &vv, const glm::mat4 &pp) noexcept { + m = mm; + v = vv; + p = pp; + mv = v * m; + mvp = p * mv; + prog.Uniform(m_handle, m); + prog.Uniform(mv_handle, mv); + prog.Uniform(mvp_handle, mvp); } void PlanetSurface::SetTexture(ArrayTexture &tex) noexcept { @@ -289,6 +335,10 @@ void PlanetSurface::SetTexture(ArrayTexture &tex) noexcept { prog.Uniform(sampler_handle, GLint(0)); } +void PlanetSurface::SetAmbient(const glm::vec3 &a) noexcept { + prog.Uniform(ambient_handle, a); +} + void PlanetSurface::SetLight(int n, const glm::vec3 &pos, const glm::vec3 &color, float strength) noexcept { prog.Uniform(light_handle[3 * n + 0], pos); prog.Uniform(light_handle[3 * n + 1], color); @@ -300,6 +350,131 @@ void PlanetSurface::SetNumLights(int n) noexcept { } +SkyBox::SkyBox() +: prog() +, v(1.0f) +, p(1.0f) +, vp(1.0f) { + prog.LoadShader( + GL_VERTEX_SHADER, + "#version 330 core\n" + + "layout(location = 0) in vec3 vtx_position;\n" + + "uniform mat4 VP;\n" + + "out vec3 vtx_viewspace;\n" + + "void main() {\n" + "gl_Position = VP * vec4(vtx_position, 1.0);\n" + "gl_Position.z = gl_Position.w;\n" + "vtx_viewspace = vtx_position;\n" + "}\n" + ); + prog.LoadShader( + GL_FRAGMENT_SHADER, + "#version 330 core\n" + + "in vec3 vtx_viewspace;\n" + + "uniform samplerCube tex_sampler;\n" + + "out vec3 color;\n" + + "void main() {\n" + "color = texture(tex_sampler, vtx_viewspace).rgb;\n" + "}\n" + ); + prog.Link(); + if (!prog.Linked()) { + prog.Log(std::cerr); + throw std::runtime_error("link program"); + } + vp_handle = prog.UniformLocation("VP"); + sampler_handle = prog.UniformLocation("tex_sampler"); + + vao.Bind(); + vao.BindAttributes(); + vao.EnableAttribute(0); + vao.AttributePointer(0, false, 0); + vao.ReserveAttributes(8, GL_STATIC_DRAW); + { + auto attrib = vao.MapAttributes(GL_WRITE_ONLY); + attrib[0] = glm::vec3(-1.0f, -1.0f, -1.0f); + attrib[1] = glm::vec3(-1.0f, -1.0f, 1.0f); + attrib[2] = glm::vec3(-1.0f, 1.0f, -1.0f); + attrib[3] = glm::vec3(-1.0f, 1.0f, 1.0f); + attrib[4] = glm::vec3( 1.0f, -1.0f, -1.0f); + attrib[5] = glm::vec3( 1.0f, -1.0f, 1.0f); + attrib[6] = glm::vec3( 1.0f, 1.0f, -1.0f); + attrib[7] = glm::vec3( 1.0f, 1.0f, 1.0f); + } + vao.BindElements(); + vao.ReserveElements(14, GL_STATIC_DRAW); + { + auto element = vao.MapElements(GL_WRITE_ONLY); + element[ 0] = 1; + element[ 1] = 0; + element[ 2] = 3; + element[ 3] = 2; + element[ 4] = 6; + element[ 5] = 0; + element[ 6] = 4; + element[ 7] = 1; + element[ 8] = 5; + element[ 9] = 3; + element[10] = 7; + element[11] = 6; + element[12] = 5; + element[13] = 4; + } + vao.Unbind(); +} + +SkyBox::~SkyBox() { +} + +void SkyBox::Activate() noexcept { + prog.Use(); + glEnable(GL_DEPTH_TEST); + glDepthFunc(GL_LEQUAL); + glDisable(GL_CULL_FACE); + glDisable(GL_BLEND); +} + +void SkyBox::SetV(const glm::mat4 &vv) noexcept { + v = vv; + v[0].w = 0.0f; + v[1].w = 0.0f; + v[2].w = 0.0f; + v[3] = glm::vec4(0.0f, 0.0f, 0.0f, 1.0f); + vp = p * v; + prog.Uniform(vp_handle, vp); +} + +void SkyBox::SetP(const glm::mat4 &pp) noexcept { + p = pp; + vp = p * v; + prog.Uniform(vp_handle, vp); +} + +void SkyBox::SetVP(const glm::mat4 &vv, const glm::mat4 &pp) noexcept { + p = pp; + SetV(vv); +} + +void SkyBox::SetTexture(CubeMap &cm) noexcept { + glActiveTexture(GL_TEXTURE0); + cm.Bind(); + prog.Uniform(sampler_handle, GLint(0)); +} + +void SkyBox::Draw() const noexcept { + vao.Bind(); + vao.DrawTriangleStrip(14); +} + + SunSurface::SunSurface() : prog() { prog.LoadShader( @@ -349,68 +524,95 @@ SunSurface::SunSurface() light_color_handle = prog.UniformLocation("light_color"); light_strength_handle = prog.UniformLocation("light_strength"); + // "resolution" of sphere + constexpr int size = 10; + vao.Bind(); vao.BindAttributes(); vao.EnableAttribute(0); vao.AttributePointer(0, false, offsetof(Attributes, position)); - vao.ReserveAttributes(8, GL_STATIC_DRAW); + vao.ReserveAttributes(4 * 6 * size * size, GL_STATIC_DRAW); { auto attrib = vao.MapAttributes(GL_WRITE_ONLY); - attrib[0].position = glm::vec3(-1.0f, -1.0f, -1.0f); - attrib[1].position = glm::vec3(-1.0f, -1.0f, 1.0f); - attrib[2].position = glm::vec3(-1.0f, 1.0f, -1.0f); - attrib[3].position = glm::vec3(-1.0f, 1.0f, 1.0f); - attrib[4].position = glm::vec3( 1.0f, -1.0f, -1.0f); - attrib[5].position = glm::vec3( 1.0f, -1.0f, 1.0f); - attrib[6].position = glm::vec3( 1.0f, 1.0f, -1.0f); - attrib[7].position = glm::vec3( 1.0f, 1.0f, 1.0f); + + constexpr float radius = float(size) * 0.5f; + int index = 0; + for (int surface = 0; surface < 3; ++surface) { + for (int y = 0; y < size; ++y) { + for (int x = 0; x < size; ++x, ++index) { + glm::vec3 pos[4]; + pos[0][(surface + 0) % 3] = float(x + 0) - radius; + pos[0][(surface + 1) % 3] = float(y + 0) - radius; + pos[0][(surface + 2) % 3] = radius; + pos[1][(surface + 0) % 3] = float(x + 0) - radius; + pos[1][(surface + 1) % 3] = float(y + 1) - radius; + pos[1][(surface + 2) % 3] = radius; + pos[2][(surface + 0) % 3] = float(x + 1) - radius; + pos[2][(surface + 1) % 3] = float(y + 0) - radius; + pos[2][(surface + 2) % 3] = radius; + pos[3][(surface + 0) % 3] = float(x + 1) - radius; + pos[3][(surface + 1) % 3] = float(y + 1) - radius; + pos[3][(surface + 2) % 3] = radius; + attrib[4 * index + 0].position = glm::normalize(pos[0]); + attrib[4 * index + 1].position = glm::normalize(pos[1]); + attrib[4 * index + 2].position = glm::normalize(pos[2]); + attrib[4 * index + 3].position = glm::normalize(pos[3]); + } + } + } + for (int surface = 3; surface < 6; ++surface) { + for (int y = 0; y < size; ++y) { + for (int x = 0; x < size; ++x, ++index) { + glm::vec3 pos[4]; + pos[0][(surface + 0) % 3] = float(x + 0) - radius; + pos[0][(surface + 1) % 3] = float(y + 0) - radius; + pos[0][(surface + 2) % 3] = radius; + pos[1][(surface + 0) % 3] = float(x + 0) - radius; + pos[1][(surface + 1) % 3] = float(y + 1) - radius; + pos[1][(surface + 2) % 3] = radius; + pos[2][(surface + 0) % 3] = float(x + 1) - radius; + pos[2][(surface + 1) % 3] = float(y + 0) - radius; + pos[2][(surface + 2) % 3] = radius; + pos[3][(surface + 0) % 3] = float(x + 1) - radius; + pos[3][(surface + 1) % 3] = float(y + 1) - radius; + pos[3][(surface + 2) % 3] = radius; + attrib[4 * index + 0].position = glm::normalize(pos[0]) * -1.0f; + attrib[4 * index + 1].position = glm::normalize(pos[1]) * -1.0f; + attrib[4 * index + 2].position = glm::normalize(pos[2]) * -1.0f; + attrib[4 * index + 3].position = glm::normalize(pos[3]) * -1.0f; + } + } + } } vao.BindElements(); - vao.ReserveElements(36, GL_STATIC_DRAW); + vao.ReserveElements(6 * 6 * size * size, GL_STATIC_DRAW); { auto element = vao.MapElements(GL_WRITE_ONLY); - // -X - element[ 0] = 0; - element[ 1] = 1; - element[ 2] = 2; - element[ 3] = 2; - element[ 4] = 1; - element[ 5] = 3; - // -Y - element[ 6] = 0; - element[ 7] = 4; - element[ 8] = 1; - element[ 9] = 1; - element[10] = 4; - element[11] = 5; - // -Z - element[12] = 0; - element[13] = 2; - element[14] = 4; - element[15] = 4; - element[16] = 2; - element[17] = 6; - // +Z - element[18] = 1; - element[19] = 5; - element[20] = 3; - element[21] = 3; - element[22] = 5; - element[23] = 7; - // +Y - element[24] = 3; - element[25] = 7; - element[26] = 2; - element[27] = 2; - element[28] = 7; - element[29] = 6; - // +X - element[30] = 5; - element[31] = 4; - element[32] = 7; - element[33] = 7; - element[34] = 4; - element[35] = 6; + int index = 0; + for (int surface = 0; surface < 3; ++surface) { + for (int y = 0; y < size; ++y) { + for (int x = 0; x < size; ++x, ++index) { + element[6 * index + 0] = 4 * index + 0; + element[6 * index + 1] = 4 * index + 2; + element[6 * index + 2] = 4 * index + 1; + element[6 * index + 3] = 4 * index + 1; + element[6 * index + 4] = 4 * index + 2; + element[6 * index + 5] = 4 * index + 3; + } + } + } + for (int surface = 3; surface < 6; ++surface) { + for (int y = 0; y < size; ++y) { + for (int x = 0; x < size; ++x, ++index) { + element[6 * index + 0] = 4 * index + 0; + element[6 * index + 1] = 4 * index + 1; + element[6 * index + 2] = 4 * index + 2; + element[6 * index + 3] = 4 * index + 2; + element[6 * index + 4] = 4 * index + 1; + element[6 * index + 5] = 4 * index + 3; + } + } + } } vao.Unbind(); } @@ -426,6 +628,32 @@ void SunSurface::Activate() noexcept { glDisable(GL_BLEND); } +void SunSurface::SetM(const glm::mat4 &mm) noexcept { + m = mm; + mv = v * m; + mvp = p * mv; + prog.Uniform(m_handle, m); + prog.Uniform(mv_handle, mv); + prog.Uniform(mvp_handle, mvp); +} + +void SunSurface::SetV(const glm::mat4 &vv) noexcept { + v = vv; + mv = v * m; + mvp = p * mv; + prog.Uniform(mv_handle, mv); + prog.Uniform(mvp_handle, mvp); +} + +void SunSurface::SetVP(const glm::mat4 &vv, const glm::mat4 &pp) noexcept { + v = vv; + p = pp; + mv = v * m; + mvp = p * mv; + prog.Uniform(mv_handle, mv); + prog.Uniform(mvp_handle, mvp); +} + void SunSurface::SetMVP(const glm::mat4 &mm, const glm::mat4 &vv, const glm::mat4 &pp) noexcept { m = mm; v = vv; @@ -443,8 +671,479 @@ void SunSurface::SetLight(const glm::vec3 &color, float strength) noexcept { } void SunSurface::Draw() const noexcept { + constexpr int size = 10; vao.Bind(); - vao.DrawTriangles(36); + vao.DrawTriangles(6 * 6 * size * size); +} + + +constexpr int CreatureSkin::MAX_LIGHTS; + +CreatureSkin::CreatureSkin() +: prog() { + prog.LoadShader( + GL_VERTEX_SHADER, + "#version 330 core\n" + + "layout(location = 0) in vec3 vtx_position;\n" + "layout(location = 1) in vec3 vtx_normal;\n" + "layout(location = 2) in vec3 vtx_tex_uv;\n" + + "uniform mat4 M;\n" + "uniform mat4 MV;\n" + "uniform mat4 MVP;\n" + + "out vec3 vtx_viewspace;\n" + "out vec3 frag_tex_uv;\n" + "out vec3 normal;\n" + + "void main() {\n" + "gl_Position = MVP * vec4(vtx_position, 1);\n" + "vtx_viewspace = (MV * vec4(vtx_position, 1)).xyz;\n" + "normal = normalize((MV * vec4(vtx_normal, 0)).xyz);\n" + "frag_tex_uv = vtx_tex_uv;\n" + "}\n" + ); + prog.LoadShader( + GL_FRAGMENT_SHADER, + "#version 330 core\n" + + "struct LightSource {\n" + "vec3 position;\n" + "vec3 color;\n" + "float strength;\n" + "};\n" + + "in vec3 vtx_viewspace;\n" + "in vec3 frag_tex_uv;\n" + "in vec3 normal;\n" + + "uniform vec3 base_color;\n" + "uniform vec4 highlight_color;\n" + "uniform sampler2DArray tex_sampler;\n" + "uniform vec3 ambient;\n" + "uniform int num_lights;\n" + "uniform LightSource light[8];\n" + + "out vec3 color;\n" + + "void main() {\n" + "vec3 view_dir = vec3(0.0, 0.0, 1.0);\n" + "vec4 tex_color = texture(tex_sampler, frag_tex_uv);\n" + "vec3 mat_color = mix(base_color, highlight_color.rgb, tex_color.r * tex_color.a * highlight_color.a);\n" + "vec3 spec_color = vec3(0.5);\n" + "vec3 total_light = mat_color * ambient;\n" + "for (int i = 0; i < num_lights; ++i) {\n" + "vec3 to_light = light[i].position - vtx_viewspace;\n" + "float distance = length(to_light) + length(vtx_viewspace);\n" + "vec3 light_dir = normalize(to_light);\n" + "float attenuation = light[i].strength / (distance * distance);\n" + "vec3 diffuse = attenuation * max(0.0, dot(normal, light_dir)) * light[i].color * mat_color;\n" + "vec3 specular = attenuation * light[i].color" + " * mix(spec_color, vec3(1.0), pow(1.0 - max(0.0, dot(normalize(light_dir + view_dir), view_dir)), 5.0))" + " * pow(max(0.0, dot(reflect(-light_dir, normal), view_dir)), 5.0);\n" + "total_light = total_light + diffuse + specular;\n" + "}\n" + "color = total_light;\n" + "}\n" + ); + prog.Link(); + if (!prog.Linked()) { + prog.Log(std::cerr); + throw std::runtime_error("link program"); + } + m_handle = prog.UniformLocation("M"); + mv_handle = prog.UniformLocation("MV"); + mvp_handle = prog.UniformLocation("MVP"); + base_color_handle = prog.UniformLocation("base_color"); + highlight_color_handle = prog.UniformLocation("highlight_color"); + sampler_handle = prog.UniformLocation("tex_sampler"); + ambient_handle = prog.UniformLocation("ambient"); + num_lights_handle = prog.UniformLocation("num_lights"); + for (int i = 0; i < MAX_LIGHTS; ++i) { + light_handle[3 * i + 0] = prog.UniformLocation("light[" + std::to_string(i) + "].position"); + light_handle[3 * i + 1] = prog.UniformLocation("light[" + std::to_string(i) + "].color"); + light_handle[3 * i + 2] = prog.UniformLocation("light[" + std::to_string(i) + "].strength"); + } +} + +CreatureSkin::~CreatureSkin() { +} + +void CreatureSkin::Activate() noexcept { + prog.Use(); + glEnable(GL_DEPTH_TEST); + glDepthFunc(GL_LESS); + glEnable(GL_CULL_FACE); + glDisable(GL_BLEND); +} + +void CreatureSkin::SetM(const glm::mat4 &mm) noexcept { + m = mm; + mv = v * m; + mvp = p * mv; + prog.Uniform(m_handle, m); + prog.Uniform(mv_handle, mv); + prog.Uniform(mvp_handle, mvp); +} + +void CreatureSkin::SetV(const glm::mat4 &vv) noexcept { + v = vv; + mv = v * m; + mvp = p * mv; + prog.Uniform(mv_handle, mv); + prog.Uniform(mvp_handle, mvp); +} + +void CreatureSkin::SetVP(const glm::mat4 &vv, const glm::mat4 &pp) noexcept { + v = vv; + p = pp; + mv = v * m; + mvp = p * mv; + prog.Uniform(mv_handle, mv); + prog.Uniform(mvp_handle, mvp); +} + +void CreatureSkin::SetMVP(const glm::mat4 &mm, const glm::mat4 &vv, const glm::mat4 &pp) noexcept { + m = mm; + v = vv; + p = pp; + mv = v * m; + mvp = p * mv; + prog.Uniform(m_handle, m); + prog.Uniform(mv_handle, mv); + prog.Uniform(mvp_handle, mvp); +} + +void CreatureSkin::SetBaseColor(const glm::vec3 &c) noexcept { + prog.Uniform(base_color_handle, c); +} + +void CreatureSkin::SetHighlightColor(const glm::vec4 &c) noexcept { + prog.Uniform(highlight_color_handle, c); +} + +void CreatureSkin::SetTexture(ArrayTexture &tex) noexcept { + glActiveTexture(GL_TEXTURE0); + tex.Bind(); + prog.Uniform(sampler_handle, GLint(0)); +} + +void CreatureSkin::SetAmbient(const glm::vec3 &a) noexcept { + prog.Uniform(ambient_handle, a); +} + +void CreatureSkin::SetLight(int n, const glm::vec3 &pos, const glm::vec3 &color, float strength) noexcept { + prog.Uniform(light_handle[3 * n + 0], pos); + prog.Uniform(light_handle[3 * n + 1], color); + prog.Uniform(light_handle[3 * n + 2], strength); +} + +void CreatureSkin::SetNumLights(int n) noexcept { + prog.Uniform(num_lights_handle, std::min(MAX_LIGHTS, n)); +} + + +AlphaSprite::AlphaSprite() +: prog() { + prog.LoadShader( + GL_VERTEX_SHADER, + "#version 330 core\n" + + "layout(location = 0) in vec3 vtx_position;\n" + "layout(location = 1) in vec2 vtx_texture;\n" + + "uniform mat4 M;\n" + "uniform mat4 MV;\n" + "uniform mat4 MVP;\n" + + "out vec2 frag_tex_uv;\n" + + "void main() {\n" + "gl_Position = MVP * vec4(vtx_position, 1);\n" + "frag_tex_uv = vtx_texture;\n" + "}\n" + ); + prog.LoadShader( + GL_FRAGMENT_SHADER, + "#version 330 core\n" + + "in vec2 frag_tex_uv;\n" + + "uniform sampler2D tex_sampler;\n" + "uniform vec4 fg_color;\n" + "uniform vec4 bg_color;\n" + + "out vec4 color;\n" + + "void main() {\n" + "vec4 tex_color = texture(tex_sampler, frag_tex_uv);\n" + "vec4 factor = mix(bg_color, fg_color, tex_color.a);\n" + "color = vec4((tex_color * factor).rgb, factor.a);\n" + "}\n" + ); + prog.Link(); + if (!prog.Linked()) { + prog.Log(std::cerr); + throw std::runtime_error("link program"); + } + m_handle = prog.UniformLocation("M"); + mv_handle = prog.UniformLocation("MV"); + mvp_handle = prog.UniformLocation("MVP"); + sampler_handle = prog.UniformLocation("tex_sampler"); + fg_color_handle = prog.UniformLocation("fg_color"); + bg_color_handle = prog.UniformLocation("bg_color"); + + vao.Bind(); + vao.BindAttributes(); + vao.EnableAttribute(0); + vao.EnableAttribute(1); + vao.AttributePointer(0, false, offsetof(Attributes, position)); + vao.AttributePointer(1, false, offsetof(Attributes, texture)); + vao.ReserveAttributes(4, GL_STATIC_DRAW); + { + auto attrib = vao.MapAttributes(GL_WRITE_ONLY); + attrib[0].position = glm::vec3(-0.5f, -0.5f, 0.0f); + attrib[0].texture = glm::vec2(0.0f, 0.0f); + attrib[1].position = glm::vec3(-0.5f, 0.5f, 0.0f); + attrib[1].texture = glm::vec2(0.0f, 1.0f); + attrib[2].position = glm::vec3( 0.5f, -0.5f, 0.0f); + attrib[2].texture = glm::vec2(1.0f, 0.0f); + attrib[3].position = glm::vec3( 0.5f, 0.5f, 0.0f); + attrib[3].texture = glm::vec2(1.0f, 1.0f); + } + vao.BindElements(); + vao.ReserveElements(7, GL_STATIC_DRAW); + { + auto element = vao.MapElements(GL_WRITE_ONLY); + element[ 0] = 0; + element[ 1] = 1; + element[ 2] = 2; + element[ 3] = 3; + } + vao.Unbind(); +} + +AlphaSprite::~AlphaSprite() { +} + +void AlphaSprite::Activate() noexcept { + prog.Use(); + glEnable(GL_DEPTH_TEST); + glDepthFunc(GL_LESS); + glEnable(GL_CULL_FACE); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); +} + +void AlphaSprite::SetM(const glm::mat4 &mm) noexcept { + m = mm; + mv = v * m; + mvp = p * mv; + prog.Uniform(m_handle, m); + prog.Uniform(mv_handle, mv); + prog.Uniform(mvp_handle, mvp); +} + +void AlphaSprite::SetVP(const glm::mat4 &vv, const glm::mat4 &pp) noexcept { + v = vv; + p = pp; + mv = v * m; + mvp = p * mv; + prog.Uniform(mv_handle, mv); + prog.Uniform(mvp_handle, mvp); +} + +void AlphaSprite::SetMVP(const glm::mat4 &mm, const glm::mat4 &vv, const glm::mat4 &pp) noexcept { + m = mm; + v = vv; + p = pp; + mv = v * m; + mvp = p * mv; + prog.Uniform(m_handle, m); + prog.Uniform(mv_handle, mv); + prog.Uniform(mvp_handle, mvp); +} + +void AlphaSprite::SetTexture(Texture &tex) noexcept { + glActiveTexture(GL_TEXTURE0); + tex.Bind(); + prog.Uniform(sampler_handle, GLint(0)); +} + +void AlphaSprite::SetFgColor(const glm::vec4 &color) noexcept { + prog.Uniform(fg_color_handle, color); +} + +void AlphaSprite::SetBgColor(const glm::vec4 &color) noexcept { + prog.Uniform(bg_color_handle, color); +} + +void AlphaSprite::DrawRect() const noexcept { + vao.Bind(); + vao.DrawTriangleStrip(4); +} + + +Canvas::Canvas() +: prog() +, vao() { + prog.LoadShader( + GL_VERTEX_SHADER, + "#version 330 core\n" + + "layout(location = 0) in vec2 vtx_position;\n" + + "uniform mat4 P;\n" + "uniform float z;\n" + + "void main() {\n" + // disamond rule adjust + //"vec3 position = vtx_position + vec3(0.5, 0.5, 0.0);\n" + "gl_Position = P * vec4(vtx_position, z, 1);\n" + "}\n" + ); + prog.LoadShader( + GL_FRAGMENT_SHADER, + "#version 330 core\n" + + "uniform vec4 c;\n" + + "out vec4 color;\n" + + "void main() {\n" + "color = c;\n" + "}\n" + ); + prog.Link(); + if (!prog.Linked()) { + prog.Log(std::cerr); + throw std::runtime_error("link program"); + } + p_handle = prog.UniformLocation("P"); + z_handle = prog.UniformLocation("z"); + c_handle = prog.UniformLocation("c"); + + vao.Bind(); + vao.BindAttributes(); + vao.EnableAttribute(0); + vao.AttributePointer(0, false, offsetof(Attributes, position)); + vao.ReserveAttributes(255, GL_DYNAMIC_DRAW); + vao.BindElements(); + vao.ReserveElements(255, GL_DYNAMIC_DRAW); + vao.Unbind(); +} + +Canvas::~Canvas() { +} + +void Canvas::Resize(float w, float h) noexcept { + prog.Uniform(p_handle, glm::ortho(0.0f, w, h, 0.0f, 1.0e4f, -1.0e4f)); +} + +void Canvas::ZIndex(float z) noexcept { + prog.Uniform(z_handle, -z); +} + +void Canvas::SetColor(const glm::vec4 &color) noexcept { + prog.Uniform(c_handle, color); +} + +void Canvas::Activate() noexcept { + prog.Use(); + glEnable(GL_DEPTH_TEST); + glDepthFunc(GL_LESS); + glEnable(GL_CULL_FACE); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); +} + +void Canvas::DrawLine(const glm::vec2 &p1, const glm::vec2 &p2, float width) { + glm::vec2 d = glm::normalize(p2 - p1) * (width * 0.5f); + glm::vec2 n = glm::vec2(d.y, -d.x); + vao.Bind(); + vao.BindAttributes(); + { + auto attr = vao.MapAttributes(GL_WRITE_ONLY); + attr[0].position = p1 - d + n; + attr[1].position = p1 - d - n; + attr[2].position = p2 + d + n; + attr[3].position = p2 + d - n; + } + vao.BindElements(); + { + auto elem = vao.MapElements(GL_WRITE_ONLY); + elem[0] = 0; + elem[1] = 1; + elem[2] = 2; + elem[3] = 3; + } + vao.DrawTriangleStrip(4); + vao.Unbind(); +} + +void Canvas::DrawRect(const glm::vec2 &p1, const glm::vec2 &p2, float width) { + glm::vec2 min(std::min(p1.x, p2.x), std::min(p1.y, p2.y)); + glm::vec2 max(std::max(p1.x, p2.x), std::max(p1.y, p2.y)); + glm::vec2 dg1(min.x, max.y); + glm::vec2 dg2(max.x, min.y); + glm::vec2 d(width * 0.5f, width * 0.5f); + glm::vec2 n(d.y, -d.x); + vao.Bind(); + vao.BindAttributes(); + { + auto attr = vao.MapAttributes(GL_WRITE_ONLY); + attr[0].position = min + d; + attr[1].position = min - d; + attr[2].position = dg1 + n; + attr[3].position = dg1 - n; + attr[4].position = max - d; + attr[5].position = max + d; + attr[6].position = dg2 - n; + attr[7].position = dg2 + n; + } + vao.BindElements(); + { + auto elem = vao.MapElements(GL_WRITE_ONLY); + elem[0] = 0; + elem[1] = 1; + elem[2] = 2; + elem[3] = 3; + elem[4] = 4; + elem[5] = 5; + elem[6] = 6; + elem[7] = 7; + elem[8] = 0; + elem[9] = 1; + } + vao.DrawTriangleStrip(10); + vao.Unbind(); +} + +void Canvas::FillRect(const glm::vec2 &p1, const glm::vec2 &p2) { + glm::vec2 min(std::min(p1.x, p2.x), std::min(p1.y, p2.y)); + glm::vec2 max(std::max(p1.x, p2.x), std::max(p1.y, p2.y)); + glm::vec2 dg1(min.x, max.y); + glm::vec2 dg2(max.x, min.y); + vao.Bind(); + vao.BindAttributes(); + { + auto attr = vao.MapAttributes(GL_WRITE_ONLY); + attr[0].position = min; + attr[1].position = dg1; + attr[2].position = dg2; + attr[3].position = max; + } + vao.BindElements(); + { + auto elem = vao.MapElements(GL_WRITE_ONLY); + elem[0] = 0; + elem[1] = 1; + elem[2] = 2; + elem[3] = 3; + } + vao.DrawTriangleStrip(4); + vao.Unbind(); } }