]> git.localhorst.tv Git - blobs.git/blobdiff - src/graphics/shader.cpp
varying material and schlick/fresnel
[blobs.git] / src / graphics / shader.cpp
index b74d225f8d49b34a8d749fa5c127f8f9dbc381eb..8078c9d0492c8fd5fdd973cafa63a735006164de 100644 (file)
@@ -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"
 
@@ -192,6 +194,9 @@ PlanetSurface::PlanetSurface()
                "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"
+               "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"
@@ -200,12 +205,18 @@ PlanetSurface::PlanetSurface()
                "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, 1.0);\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(
@@ -221,8 +232,12 @@ PlanetSurface::PlanetSurface()
                "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 ambient;\n"
                "uniform int num_lights;\n"
                "uniform LightSource light[8];\n"
 
@@ -230,19 +245,19 @@ PlanetSurface::PlanetSurface()
 
                "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(0.1, 0.1, 0.1);\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"
@@ -257,6 +272,7 @@ PlanetSurface::PlanetSurface()
        mv_handle = prog.UniformLocation("MV");
        mvp_handle = prog.UniformLocation("MVP");
        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");
@@ -319,6 +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);
@@ -330,6 +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<glm::vec3>(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(
@@ -576,26 +721,27 @@ CreatureSkin::CreatureSkin()
                "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 total_light = mat_color * vec3(0.1, 0.1, 0.1);\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 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)), 5.0);\n"
                                "total_light = total_light + diffuse + specular;\n"
                        "}\n"
                        "color = total_light;\n"
@@ -612,6 +758,7 @@ CreatureSkin::CreatureSkin()
        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");
@@ -682,6 +829,10 @@ void CreatureSkin::SetTexture(ArrayTexture &tex) noexcept {
        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);