X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fgraphics%2Fshader.cpp;h=f68b5b523c450f1f373ad27ef4b7343d215d3b99;hb=ea55fc457b7d0068225af447da4a5c5489ccd239;hp=1b641b07107d8f2954dca055c7e249e3c3b410fa;hpb=3b0a4ba59825b2d6a47e9d997736742edf55240c;p=blobs.git diff --git a/src/graphics/shader.cpp b/src/graphics/shader.cpp index 1b641b0..f68b5b5 100644 --- a/src/graphics/shader.cpp +++ b/src/graphics/shader.cpp @@ -4,9 +4,11 @@ #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" @@ -190,18 +192,21 @@ 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" "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" "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" "}\n" ); @@ -216,16 +221,17 @@ PlanetSurface::PlanetSurface() "};\n" "in vec3 vtx_viewspace;\n" + "in vec3 nrm_viewspace;\n" "in vec3 frag_tex_uv;\n" "uniform sampler2DArray tex_sampler;\n" - "uniform vec3 normal;\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 tex_color = texture(tex_sampler, frag_tex_uv).rgb;\n" "vec3 total_light = tex_color * vec3(0.1, 0.1, 0.1);\n" "for (int i = 0; i < num_lights; ++i) {\n" @@ -253,7 +259,6 @@ PlanetSurface::PlanetSurface() mv_handle = prog.UniformLocation("MV"); mvp_handle = prog.UniformLocation("MVP"); sampler_handle = prog.UniformLocation("tex_sampler"); - normal_handle = prog.UniformLocation("normal"); 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"); @@ -282,6 +287,14 @@ void PlanetSurface::SetM(const glm::mat4 &mm) noexcept { 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; @@ -302,10 +315,6 @@ void PlanetSurface::SetMVP(const glm::mat4 &mm, const glm::mat4 &vv, const glm:: prog.Uniform(mvp_handle, mvp); } -void PlanetSurface::SetNormal(const glm::vec3 &n) noexcept { - prog.Uniform(normal_handle, n); -} - void PlanetSurface::SetTexture(ArrayTexture &tex) noexcept { glActiveTexture(GL_TEXTURE0); tex.Bind(); @@ -323,6 +332,131 @@ 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( @@ -372,68 +506,95 @@ 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(); } @@ -458,6 +619,14 @@ void SunSurface::SetM(const glm::mat4 &mm) noexcept { 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; @@ -484,8 +653,9 @@ 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); } @@ -530,6 +700,8 @@ CreatureSkin::CreatureSkin() "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 int num_lights;\n" "uniform LightSource light[8];\n" @@ -537,14 +709,15 @@ CreatureSkin::CreatureSkin() "out vec3 color;\n" "void main() {\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" + "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 total_light = mat_color * vec3(0.1, 0.1, 0.1);\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 diffuse = attenuation * max(0.0, dot(normal, light_dir)) * light[i].color * mat_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" @@ -563,6 +736,8 @@ CreatureSkin::CreatureSkin() 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"); num_lights_handle = prog.UniformLocation("num_lights"); for (int i = 0; i < MAX_LIGHTS; ++i) { @@ -592,6 +767,14 @@ void CreatureSkin::SetM(const glm::mat4 &mm) noexcept { 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; @@ -612,6 +795,14 @@ void CreatureSkin::SetMVP(const glm::mat4 &mm, const glm::mat4 &vv, const glm::m 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();