X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fgraphics%2Fshader.cpp;h=85f0184684eb791ba0f24c79a63c661a39378f1f;hb=e2355b50a0d31f675e16593299256334c2baa2c4;hp=5540dea4ef4b9454279332d17e33435ee7aed1f5;hpb=2e3774eb3f2d5d23a08731175b168566457e2192;p=blank.git diff --git a/src/graphics/shader.cpp b/src/graphics/shader.cpp index 5540dea..85f0184 100644 --- a/src/graphics/shader.cpp +++ b/src/graphics/shader.cpp @@ -180,19 +180,22 @@ DirectionalLighting::DirectionalLighting() , mvp_handle(0) , light_direction_handle(0) , light_color_handle(0) +, ambient_color_handle(0) , fog_density_handle(0) { program.LoadShader( GL_VERTEX_SHADER, "#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" @@ -200,25 +203,45 @@ 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" "uniform vec3 light_direction;\n" "uniform vec3 light_color;\n" + "uniform vec3 ambient_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 ambient = vec3(0.1, 0.1, 0.1) * base_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 = ambient_color * base_color;\n" // this should be the same as the clear color, otherwise looks really weird "vec3 fog_color = vec3(0, 0, 0);\n" "float e = 2.718281828;\n" @@ -242,11 +265,13 @@ DirectionalLighting::DirectionalLighting() sampler_handle = program.UniformLocation("tex_sampler"); light_direction_handle = program.UniformLocation("light_direction"); light_color_handle = program.UniformLocation("light_color"); + ambient_color_handle = program.UniformLocation("ambient_color"); fog_density_handle = program.UniformLocation("fog_density"); Activate(); program.Uniform(light_direction_handle, glm::vec3(1.0f, 3.0f, 2.0f)); program.Uniform(light_color_handle, glm::vec3(1.0f)); + program.Uniform(ambient_color_handle, glm::vec3(0.1f)); program.Uniform(fog_density_handle, 0.0f); } @@ -269,6 +294,10 @@ void DirectionalLighting::SetLightColor(const glm::vec3 &col) noexcept { program.Uniform(light_color_handle, col); } +void DirectionalLighting::SetAmbientColor(const glm::vec3 &col) noexcept { + program.Uniform(ambient_color_handle, col); +} + void DirectionalLighting::SetTexture(ArrayTexture &tex) noexcept { glActiveTexture(GL_TEXTURE0); tex.Bind(); @@ -312,18 +341,21 @@ 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 +364,33 @@ 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" @@ -575,9 +625,9 @@ 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" @@ -586,8 +636,8 @@ 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"