X-Git-Url: http://git.localhorst.tv/?p=blobs.git;a=blobdiff_plain;f=src%2Fgraphics%2Fshader.cpp;h=8078c9d0492c8fd5fdd973cafa63a735006164de;hp=f68b5b523c450f1f373ad27ef4b7343d215d3b99;hb=0734615e546059679f1827c35fe1928ffea2fc56;hpb=cf31daa35ac163986158b6f95df06fd7b43f6e79 diff --git a/src/graphics/shader.cpp b/src/graphics/shader.cpp index f68b5b5..8078c9d 100644 --- a/src/graphics/shader.cpp +++ b/src/graphics/shader.cpp @@ -194,6 +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" @@ -202,12 +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( @@ -223,8 +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" @@ -232,19 +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" @@ -259,6 +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"); @@ -321,6 +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); @@ -703,26 +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" @@ -739,6 +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"); @@ -809,6 +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);