+#include "CreatureSkin.hpp"
#include "PlanetSurface.hpp"
#include "Program.hpp"
#include "Shader.hpp"
vao.DrawTriangles(36);
}
+
+constexpr int CreatureSkin::MAX_LIGHTS;
+
+CreatureSkin::CreatureSkin()
+: prog() {
+ prog.LoadShader(
+ GL_VERTEX_SHADER,
+ "#version 330 core\n"
+
+ "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"
+
+ "uniform mat4 M;\n"
+ "uniform mat4 MV;\n"
+ "uniform mat4 MVP;\n"
+
+ "out vec3 vtx_viewspace;\n"
+ "out vec3 frag_tex_uv;\n"
+ "out vec3 normal;\n"
+
+ "void main() {\n"
+ "gl_Position = MVP * vec4(vtx_position, 1);\n"
+ "vtx_viewspace = (MV * vec4(vtx_position, 1)).xyz;\n"
+ "normal = normalize((MV * vec4(vtx_normal, 0)).xyz);\n"
+ "frag_tex_uv = vtx_tex_uv;\n"
+ "}\n"
+ );
+ prog.LoadShader(
+ GL_FRAGMENT_SHADER,
+ "#version 330 core\n"
+
+ "struct LightSource {\n"
+ "vec3 position;\n"
+ "vec3 color;\n"
+ "float strength;\n"
+ "};\n"
+
+ "in vec3 vtx_viewspace;\n"
+ "in vec3 frag_tex_uv;\n"
+ "in vec3 normal;\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"
+ "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"
+ "total_light = total_light + diffuse + specular;\n"
+ "}\n"
+ "color = total_light;\n"
+ "}\n"
+ );
+ prog.Link();
+ if (!prog.Linked()) {
+ 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");
+ 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");
+ light_handle[3 * i + 1] = prog.UniformLocation("light[" + std::to_string(i) + "].color");
+ light_handle[3 * i + 2] = prog.UniformLocation("light[" + std::to_string(i) + "].strength");
+ }
+}
+
+CreatureSkin::~CreatureSkin() {
+}
+
+void CreatureSkin::Activate() noexcept {
+ prog.Use();
+ glEnable(GL_DEPTH_TEST);
+ glDepthFunc(GL_LESS);
+ glEnable(GL_CULL_FACE);
+ glDisable(GL_BLEND);
+}
+
+void CreatureSkin::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 CreatureSkin::SetTexture(ArrayTexture &tex) noexcept {
+ glActiveTexture(GL_TEXTURE0);
+ tex.Bind();
+ prog.Uniform(sampler_handle, GLint(0));
+}
+
+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);
+ prog.Uniform(light_handle[3 * n + 2], strength);
+}
+
+void CreatureSkin::SetNumLights(int n) noexcept {
+ prog.Uniform(num_lights_handle, std::min(MAX_LIGHTS, n));
+}
+
}
}