X-Git-Url: https://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fgraphics%2Fshader.cpp;h=d771d9f943385f4709108b99c2f58540cd868db2;hb=cacc0641e5174d8b46e7a7086be6a45c87ab3642;hp=ca74766e9474125840014abf1c54ef9e1e7e3089;hpb=be413456f57da06e918ae7bf4c4f35e5198ff7ce;p=blobs.git diff --git a/src/graphics/shader.cpp b/src/graphics/shader.cpp index ca74766..d771d9f 100644 --- a/src/graphics/shader.cpp +++ b/src/graphics/shader.cpp @@ -1,6 +1,7 @@ #include "PlanetSurface.hpp" #include "Program.hpp" #include "Shader.hpp" +#include "SunSurface.hpp" #include "ArrayTexture.hpp" #include "../app/init.hpp" @@ -193,18 +194,35 @@ PlanetSurface::PlanetSurface() 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" "uniform sampler2DArray tex_sampler;\n" "uniform vec3 normal;\n" + "uniform LightSource light;\n" "out vec3 color;\n" "void main() {\n" "vec3 tex_color = texture(tex_sampler, frag_tex_uv).rgb;\n" - // TODO: lighting - "color = tex_color;\n" + "vec3 to_light = light.position - vtx_viewspace;\n" + "float distance = length(to_light);\n" + "vec3 light_dir = normalize(to_light);\n" + "float attenuation = light.strength / (distance * distance);\n" + "vec3 ambient = tex_color * vec3(0.01, 0.01, 0.01);\n" + "vec3 diffuse = attenuation * max(0.0, dot(normal, light_dir)) * light.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.color * pow(max(0.0, dot(reflect(-light_dir, normal), view_dir)), 25.0);\n" + "}\n" + "color = ambient + diffuse + specular;\n" "}\n" ); prog.Link(); @@ -217,6 +235,9 @@ PlanetSurface::PlanetSurface() mvp_handle = prog.UniformLocation("MVP"); sampler_handle = prog.UniformLocation("tex_sampler"); normal_handle = prog.UniformLocation("normal"); + light_position_handle = prog.UniformLocation("light.position"); + light_color_handle = prog.UniformLocation("light.color"); + light_strength_handle = prog.UniformLocation("light.strength"); } PlanetSurface::~PlanetSurface() { @@ -226,15 +247,19 @@ void PlanetSurface::Activate() noexcept { prog.Use(); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); - glDisable(GL_CULL_FACE); + glEnable(GL_CULL_FACE); glDisable(GL_BLEND); } -void PlanetSurface::SetMVP(const glm::mat4 &m, const glm::mat4 &v, const glm::mat4 &p) noexcept { +void PlanetSurface::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); - glm::mat4 mv(v * m); prog.Uniform(mv_handle, mv); - prog.Uniform(mvp_handle, p * mv); + prog.Uniform(mvp_handle, mvp); } void PlanetSurface::SetNormal(const glm::vec3 &n) noexcept { @@ -247,5 +272,159 @@ void PlanetSurface::SetTexture(ArrayTexture &tex) noexcept { prog.Uniform(sampler_handle, GLint(0)); } +void PlanetSurface::SetLight(const glm::vec3 &pos, const glm::vec3 &color, float strength) noexcept { + prog.Uniform(light_position_handle, pos); + prog.Uniform(light_color_handle, color); + prog.Uniform(light_strength_handle, strength); +} + + +SunSurface::SunSurface() +: prog() { + prog.LoadShader( + GL_VERTEX_SHADER, + "#version 330 core\n" + + "layout(location = 0) in vec3 vtx_position;\n" + + "uniform mat4 M;\n" + "uniform mat4 MV;\n" + "uniform mat4 MVP;\n" + + "out vec3 vtx_viewspace;\n" + + "void main() {\n" + "gl_Position = MVP * vec4(vtx_position, 1);\n" + "vtx_viewspace = (MV * vec4(vtx_position, 1)).xyz;\n" + "}\n" + ); + prog.LoadShader( + GL_FRAGMENT_SHADER, + "#version 330 core\n" + + "in vec3 vtx_viewspace;\n" + + "uniform vec3 light_color;\n" + "uniform float light_strength;\n" + + "out vec3 color;\n" + + "void main() {\n" + "vec3 to_light = -vtx_viewspace;\n" + "float distance = length(to_light);\n" + //"vec3 light_dir = normalize(to_light);\n" + "float attenuation = light_strength / (distance * distance);\n" + "color = attenuation * light_color;\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"); + light_color_handle = prog.UniformLocation("light_color"); + light_strength_handle = prog.UniformLocation("light_strength"); + + vao.Bind(); + vao.BindAttributes(); + vao.EnableAttribute(0); + vao.AttributePointer(0, false, offsetof(Attributes, position)); + vao.ReserveAttributes(8, 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); + } + vao.BindElements(); + vao.ReserveElements(36, 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; + } + vao.Unbind(); +} + +SunSurface::~SunSurface() { +} + +void SunSurface::Activate() noexcept { + prog.Use(); + glEnable(GL_DEPTH_TEST); + glDepthFunc(GL_LESS); + glEnable(GL_CULL_FACE); + glDisable(GL_BLEND); +} + +void SunSurface::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 SunSurface::SetLight(const glm::vec3 &color, float strength) noexcept { + prog.Uniform(light_color_handle, color); + prog.Uniform(light_strength_handle, strength); +} + +void SunSurface::Draw() const noexcept { + vao.Bind(); + vao.DrawTriangles(36); +} + } }