#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"
"#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"
);
"};\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"
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");
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 PlanetSurface::SetNormal(const glm::vec3 &n) noexcept {
- prog.Uniform(normal_handle, n);
-}
-
void PlanetSurface::SetTexture(ArrayTexture &tex) noexcept {
glActiveTexture(GL_TEXTURE0);
tex.Bind();
}
+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(
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();
}
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;
}
void SunSurface::Draw() const noexcept {
+ constexpr int size = 10;
vao.Bind();
- vao.DrawTriangles(36);
+ vao.DrawTriangles(6 * 6 * size * size);
}
"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();