"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"
"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(
"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"
"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"
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");
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);
"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"
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");
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);
return glm::normalize(cubeunmap(srf, u, v)) * (Radius() + e);
}
-void Planet::BuildVAO(const Set<TileType> &ts) {
+void Planet::BuildVAO() {
vao.reset(new graphics::SimpleVAO<Attributes, unsigned int>);
vao->Bind();
vao->BindAttributes();
vao->EnableAttribute(0);
vao->EnableAttribute(1);
vao->EnableAttribute(2);
+ vao->EnableAttribute(3);
+ vao->EnableAttribute(4);
+ vao->EnableAttribute(5);
vao->AttributePointer<glm::vec3>(0, false, offsetof(Attributes, position));
vao->AttributePointer<glm::vec3>(1, false, offsetof(Attributes, normal));
vao->AttributePointer<glm::vec3>(2, false, offsetof(Attributes, tex_coord));
+ vao->AttributePointer<float>(3, false, offsetof(Attributes, shiny));
+ vao->AttributePointer<float>(4, false, offsetof(Attributes, glossy));
+ vao->AttributePointer<float>(5, false, offsetof(Attributes, metallic));
vao->ReserveAttributes(TilesTotal() * 4, GL_STATIC_DRAW);
{
auto attrib = vao->MapAttributes(GL_WRITE_ONLY);
pos[3][(surface + 1) % 3] = float(y + 1) - offset;
pos[3][(surface + 2) % 3] = offset;
- float tex = ts[TileAt(surface, x, y).type].texture;
+ const TileType &t = TypeAt(surface, x, y);
+ float tex = t.texture;
const float tex_v_begin = surface < 3 ? 1.0f : 0.0f;
const float tex_v_end = surface < 3 ? 0.0f : 1.0f;
attrib[4 * index + 0].tex_coord[0] = 0.0f;
attrib[4 * index + 0].tex_coord[1] = tex_v_begin;
attrib[4 * index + 0].tex_coord[2] = tex;
+ attrib[4 * index + 0].shiny = t.shiny;
+ attrib[4 * index + 0].glossy = t.glossy;
+ attrib[4 * index + 0].metallic = t.metallic;
attrib[4 * index + 1].position = glm::normalize(pos[1]) * (surface < 3 ? offset : -offset);
attrib[4 * index + 1].normal = pos[1];
attrib[4 * index + 1].tex_coord[0] = 0.0f;
attrib[4 * index + 1].tex_coord[1] = tex_v_end;
attrib[4 * index + 1].tex_coord[2] = tex;
+ attrib[4 * index + 1].shiny = t.shiny;
+ attrib[4 * index + 1].glossy = t.glossy;
+ attrib[4 * index + 1].metallic = t.metallic;
attrib[4 * index + 2].position = glm::normalize(pos[2]) * (surface < 3 ? offset : -offset);
attrib[4 * index + 2].normal = pos[2];
attrib[4 * index + 2].tex_coord[0] = 1.0f;
attrib[4 * index + 2].tex_coord[1] = tex_v_begin;
attrib[4 * index + 2].tex_coord[2] = tex;
+ attrib[4 * index + 2].shiny = t.shiny;
+ attrib[4 * index + 2].glossy = t.glossy;
+ attrib[4 * index + 2].metallic = t.metallic;
attrib[4 * index + 3].position = glm::normalize(pos[3]) * (surface < 3 ? offset : -offset);
attrib[4 * index + 3].normal = pos[3];
attrib[4 * index + 3].tex_coord[0] = 1.0f;
attrib[4 * index + 3].tex_coord[1] = tex_v_end;
attrib[4 * index + 3].tex_coord[2] = tex;
+ attrib[4 * index + 3].shiny = t.shiny;
+ attrib[4 * index + 3].glossy = t.glossy;
+ attrib[4 * index + 3].metallic = t.metallic;
}
}
}
}
}
}
- p.BuildVAO(tiles);
+ p.BuildVAO();
}
void GenerateTest(const Set<TileType> &tiles, Planet &p) noexcept {
}
}
}
- p.BuildVAO(tiles);
+ p.BuildVAO();
}