]> git.localhorst.tv Git - blobs.git/blobdiff - src/graphics/shader.cpp
spherical sun
[blobs.git] / src / graphics / shader.cpp
index 6a08bb5f99be5402edda61b239be9e145b58cb40..b74d225f8d49b34a8d749fa5c127f8f9dbc381eb 100644 (file)
@@ -190,18 +190,21 @@ 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 +219,17 @@ 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 +257,6 @@ 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");
@@ -310,10 +313,6 @@ 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();
@@ -380,68 +379,95 @@ 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<glm::vec3>(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();
 }
@@ -500,8 +526,9 @@ 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);
 }
 
 
@@ -546,6 +573,8 @@ 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"
@@ -553,14 +582,15 @@ 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(0.1, 0.1, 0.1);\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"
@@ -579,6 +609,8 @@ 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) {
@@ -636,6 +668,14 @@ 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();