]> git.localhorst.tv Git - blobs.git/blobdiff - src/graphics/shader.cpp
split creature when it's "ripe" lol
[blobs.git] / src / graphics / shader.cpp
index 573e90c3731d6f25fce4cc3a7a9e4ae7b98d3d97..dbdeeb15552efa28699b4b7b50893e73ae9e10d3 100644 (file)
@@ -1,9 +1,13 @@
+#include "AlphaSprite.hpp"
+#include "Canvas.hpp"
+#include "CreatureSkin.hpp"
 #include "PlanetSurface.hpp"
 #include "Program.hpp"
 #include "Shader.hpp"
 #include "SunSurface.hpp"
 
 #include "ArrayTexture.hpp"
+#include "Texture.hpp"
 #include "../app/init.hpp"
 
 #include <algorithm>
@@ -13,6 +17,7 @@
 #include <stdexcept>
 #include <string>
 #include <glm/gtc/type_ptr.hpp>
+#include <glm/gtx/transform.hpp>
 
 
 namespace {
@@ -222,7 +227,7 @@ PlanetSurface::PlanetSurface()
 
                "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"
@@ -268,6 +273,24 @@ void PlanetSurface::Activate() noexcept {
        glDisable(GL_BLEND);
 }
 
+void PlanetSurface::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 PlanetSurface::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 PlanetSurface::SetMVP(const glm::mat4 &mm, const glm::mat4 &vv, const glm::mat4 &pp) noexcept {
        m = mm;
        v = vv;
@@ -426,6 +449,24 @@ void SunSurface::Activate() noexcept {
        glDisable(GL_BLEND);
 }
 
+void SunSurface::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 SunSurface::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 SunSurface::SetMVP(const glm::mat4 &mm, const glm::mat4 &vv, const glm::mat4 &pp) noexcept {
        m = mm;
        v = vv;
@@ -447,5 +488,448 @@ void SunSurface::Draw() const noexcept {
        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(0.1, 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 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::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 CreatureSkin::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 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));
+}
+
+
+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"
+
+               "in vec2 frag_tex_uv;\n"
+
+               "uniform sampler2D tex_sampler;\n"
+               "uniform vec4 fg_color;\n"
+               "uniform vec4 bg_color;\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"
+               "}\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");
+       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] = 1;
+               element[ 2] = 2;
+               element[ 3] = 3;
+       }
+       vao.Unbind();
+}
+
+AlphaSprite::~AlphaSprite() {
+}
+
+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 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 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 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 AlphaSprite::SetFgColor(const glm::vec4 &color) noexcept {
+       prog.Uniform(fg_color_handle, color);
+}
+
+void AlphaSprite::SetBgColor(const glm::vec4 &color) noexcept {
+       prog.Uniform(bg_color_handle, color);
+}
+
+void AlphaSprite::DrawRect() const noexcept {
+       vao.Bind();
+       vao.DrawTriangleStrip(4);
+}
+
+
+Canvas::Canvas()
+: prog()
+, vao() {
+       prog.LoadShader(
+               GL_VERTEX_SHADER,
+               "#version 330 core\n"
+
+               "layout(location = 0) in vec2 vtx_position;\n"
+
+               "uniform mat4 P;\n"
+               "uniform float z;\n"
+
+               "void main() {\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"
+
+               "uniform vec4 c;\n"
+
+               "out vec4 color;\n"
+
+               "void main() {\n"
+                       "color = c;\n"
+               "}\n"
+       );
+       prog.Link();
+       if (!prog.Linked()) {
+               prog.Log(std::cerr);
+               throw std::runtime_error("link program");
+       }
+       p_handle = prog.UniformLocation("P");
+       z_handle = prog.UniformLocation("z");
+       c_handle = prog.UniformLocation("c");
+
+       vao.Bind();
+       vao.BindAttributes();
+       vao.EnableAttribute(0);
+       vao.AttributePointer<glm::vec2>(0, false, offsetof(Attributes, position));
+       vao.ReserveAttributes(255, GL_DYNAMIC_DRAW);
+       vao.BindElements();
+       vao.ReserveElements(255, GL_DYNAMIC_DRAW);
+       vao.Unbind();
+}
+
+Canvas::~Canvas() {
+}
+
+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 Canvas::ZIndex(float z) noexcept {
+       prog.Uniform(z_handle, -z);
+}
+
+void Canvas::SetColor(const glm::vec4 &color) noexcept {
+       prog.Uniform(c_handle, color);
+}
+
+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 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 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 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();
+}
+
 }
 }