#include "AlphaSprite.hpp"
+#include "Canvas.hpp"
#include "CreatureSkin.hpp"
-#include "PlainColor.hpp"
#include "PlanetSurface.hpp"
#include "Program.hpp"
#include "Shader.hpp"
#include <stdexcept>
#include <string>
#include <glm/gtc/type_ptr.hpp>
+#include <glm/gtx/transform.hpp>
namespace {
"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"
+ "vec3 total_light = tex_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"
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;
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;
"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"
"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"
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) {
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;
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();
}
-PlainColor::PlainColor()
+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"
- "uniform vec3 fg_color;\n"
+ "in vec2 frag_tex_uv;\n"
- "out vec3 color;\n"
+ "uniform sampler2D tex_sampler;\n"
+ "uniform vec4 fg_color;\n"
+ "uniform vec4 bg_color;\n"
+
+ "out vec4 color;\n"
"void main() {\n"
- "color = fg_color;\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();
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<glm::vec3>(0, false, offsetof(Attributes, position));
+ vao.AttributePointer<glm::vec2>(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] = 3;
+ element[ 1] = 1;
element[ 2] = 2;
- element[ 3] = 0;
- element[ 4] = 1;
- element[ 5] = 3;
- element[ 6] = 2;
+ element[ 3] = 3;
}
vao.Unbind();
}
-PlainColor::~PlainColor() {
+AlphaSprite::~AlphaSprite() {
}
-void PlainColor::Activate() noexcept {
+void AlphaSprite::Activate() noexcept {
prog.Use();
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glEnable(GL_CULL_FACE);
- glDisable(GL_BLEND);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
-void PlainColor::SetM(const glm::mat4 &mm) noexcept {
+void AlphaSprite::SetM(const glm::mat4 &mm) noexcept {
m = mm;
mv = v * m;
mvp = p * mv;
prog.Uniform(mvp_handle, mvp);
}
-void PlainColor::SetVP(const glm::mat4 &vv, const glm::mat4 &pp) noexcept {
+void AlphaSprite::SetVP(const glm::mat4 &vv, const glm::mat4 &pp) noexcept {
v = vv;
p = pp;
mv = v * m;
prog.Uniform(mvp_handle, mvp);
}
-void PlainColor::SetMVP(const glm::mat4 &mm, const glm::mat4 &vv, const glm::mat4 &pp) noexcept {
+void AlphaSprite::SetMVP(const glm::mat4 &mm, const glm::mat4 &vv, const glm::mat4 &pp) noexcept {
m = mm;
v = vv;
p = pp;
prog.Uniform(mvp_handle, mvp);
}
-void PlainColor::SetColor(const glm::vec3 &color) noexcept {
+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 PlainColor::DrawRect() const noexcept {
- vao.Bind();
- vao.DrawTriangles(6);
+void AlphaSprite::SetBgColor(const glm::vec4 &color) noexcept {
+ prog.Uniform(bg_color_handle, color);
}
-void PlainColor::OutlineRect() const noexcept {
+void AlphaSprite::DrawRect() const noexcept {
vao.Bind();
- vao.DrawLineLoop(4, 3);
+ vao.DrawTriangleStrip(4);
}
-AlphaSprite::AlphaSprite()
-: prog() {
+Canvas::Canvas()
+: prog()
+, vao() {
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"
+ "layout(location = 0) in vec2 vtx_position;\n"
- "out vec2 frag_tex_uv;\n"
+ "uniform mat4 P;\n"
+ "uniform float z;\n"
"void main() {\n"
- "gl_Position = MVP * vec4(vtx_position, 1);\n"
- "frag_tex_uv = vtx_texture;\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"
- "in vec2 frag_tex_uv;\n"
-
- "uniform sampler2D tex_sampler;\n"
- "uniform vec4 fg_color;\n"
- "uniform vec4 bg_color;\n"
+ "uniform vec4 c;\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"
+ "color = c;\n"
"}\n"
);
prog.Link();
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");
+ p_handle = prog.UniformLocation("P");
+ z_handle = prog.UniformLocation("z");
+ c_handle = prog.UniformLocation("c");
vao.Bind();
vao.BindAttributes();
vao.EnableAttribute(0);
- vao.EnableAttribute(1);
- vao.AttributePointer<glm::vec3>(0, false, offsetof(Attributes, position));
- vao.AttributePointer<glm::vec2>(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.AttributePointer<glm::vec2>(0, false, offsetof(Attributes, position));
+ vao.ReserveAttributes(255, GL_DYNAMIC_DRAW);
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.ReserveElements(255, GL_DYNAMIC_DRAW);
vao.Unbind();
}
-AlphaSprite::~AlphaSprite() {
+Canvas::~Canvas() {
}
-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 Canvas::Resize(float w, float h) noexcept {
+ prog.Uniform(p_handle, glm::ortho(0.0f, w, h, 0.0f, 1.0e4f, -1.0e4f));
}
-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 Canvas::ZIndex(float z) noexcept {
+ prog.Uniform(z_handle, -z);
}
-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 Canvas::SetColor(const glm::vec4 &color) noexcept {
+ prog.Uniform(c_handle, color);
}
-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 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 AlphaSprite::SetFgColor(const glm::vec4 &color) noexcept {
- prog.Uniform(fg_color_handle, color);
+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 AlphaSprite::SetBgColor(const glm::vec4 &color) noexcept {
- prog.Uniform(bg_color_handle, color);
+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 AlphaSprite::DrawRect() const noexcept {
+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();
}
}