X-Git-Url: https://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fgraphics%2Fshader.cpp;h=8078c9d0492c8fd5fdd973cafa63a735006164de;hb=refs%2Fheads%2Fmaster;hp=b74d225f8d49b34a8d749fa5c127f8f9dbc381eb;hpb=ffda75aa10f772b706c2466e96a2250c89f05120;p=blobs.git diff --git a/src/graphics/shader.cpp b/src/graphics/shader.cpp index b74d225..8078c9d 100644 --- a/src/graphics/shader.cpp +++ b/src/graphics/shader.cpp @@ -4,9 +4,11 @@ #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" @@ -192,6 +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" @@ -200,12 +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( @@ -221,8 +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" @@ -230,19 +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" @@ -257,6 +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"); @@ -319,6 +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); @@ -330,6 +350,131 @@ void PlanetSurface::SetNumLights(int n) noexcept { } +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(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( @@ -576,26 +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" @@ -612,6 +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"); @@ -682,6 +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);