From 64d455cba09900ef6ad19d1f60b72908153bae00 Mon Sep 17 00:00:00 2001
From: Daniel Karbach <daniel.karbach@localhorst.tv>
Date: Sun, 12 Nov 2017 20:18:38 +0100
Subject: [PATCH] multiple light sources

---
 src/app/states.cpp             | 29 +++++++++++++++--
 src/graphics/PlanetSurface.hpp | 13 +++++---
 src/graphics/Program.hpp       |  3 ++
 src/graphics/shader.cpp        | 59 +++++++++++++++++++++++-----------
 4 files changed, 79 insertions(+), 25 deletions(-)

diff --git a/src/app/states.cpp b/src/app/states.cpp
index b9fc57a..86b2e82 100644
--- a/src/app/states.cpp
+++ b/src/app/states.cpp
@@ -56,10 +56,35 @@ void MasterState::OnKeyDown(const SDL_KeyboardEvent &e) {
 }
 
 void MasterState::OnRender(graphics::Viewport &viewport) {
-	glm::dmat4 ppos = cam.Model(**sim.Suns().begin());
 	assets.shaders.planet_surface.Activate();
 	assets.shaders.planet_surface.SetTexture(assets.textures.tiles);
-	assets.shaders.planet_surface.SetLight(glm::vec3(cam.View() * ppos[3]), glm::vec3(1.0f, 1.0f, 1.0f), 1.0e6f);
+
+	int num_lights = 0;
+	for (auto sun : sim.Suns()) {
+		// TODO: source sun's light color and strength
+		assets.shaders.planet_surface.SetLight(
+			num_lights,
+			glm::vec3(cam.View() * cam.Model(*sun)[3]),
+			glm::vec3(1.0f, 1.0f, 1.0f),
+			1.0e6f);
+		++num_lights;
+		if (num_lights >= graphics::PlanetSurface::MAX_LIGHTS) {
+			break;
+		}
+	}
+	for (auto planet : sim.Planets()) {
+		// TODO: indirect light from planets, calculate strength and get color somehow
+		assets.shaders.planet_surface.SetLight(
+			num_lights,
+			glm::vec3(cam.View() * cam.Model(*planet)[3]),
+			glm::vec3(1.0f, 1.0f, 1.0f),
+			10.0f);
+		++num_lights;
+		if (num_lights >= graphics::PlanetSurface::MAX_LIGHTS) {
+			break;
+		}
+	}
+	assets.shaders.planet_surface.SetNumLights(num_lights);
 
 	for (auto planet : sim.Planets()) {
 		assets.shaders.planet_surface.SetMVP(cam.Model(*planet), cam.View(), cam.Projection());
diff --git a/src/graphics/PlanetSurface.hpp b/src/graphics/PlanetSurface.hpp
index 2482703..8e98875 100644
--- a/src/graphics/PlanetSurface.hpp
+++ b/src/graphics/PlanetSurface.hpp
@@ -13,6 +13,9 @@ class ArrayTexture;
 
 class PlanetSurface {
 
+public:
+	static constexpr int MAX_LIGHTS = 8;
+
 public:
 	PlanetSurface();
 	~PlanetSurface();
@@ -29,7 +32,8 @@ public:
 	void SetMVP(const glm::mat4 &m, const glm::mat4 &v, const glm::mat4 &p) noexcept;
 	void SetNormal(const glm::vec3 &) noexcept;
 	void SetTexture(ArrayTexture &) noexcept;
-	void SetLight(const glm::vec3 &pos, const glm::vec3 &color, float strength) noexcept;
+	void SetLight(int n, const glm::vec3 &pos, const glm::vec3 &color, float strength) noexcept;
+	void SetNumLights(int n) noexcept;
 
 	const glm::mat4 &M() const noexcept { return m; }
 	const glm::mat4 &V() const noexcept { return v; }
@@ -40,6 +44,8 @@ public:
 private:
 	Program prog;
 
+	int num_lights;
+
 	glm::mat4 m;
 	glm::mat4 v;
 	glm::mat4 p;
@@ -52,9 +58,8 @@ private:
 	GLuint sampler_handle;
 	GLuint normal_handle;
 
-	GLuint light_position_handle;
-	GLuint light_color_handle;
-	GLuint light_strength_handle;
+	GLuint num_lights_handle;
+	GLuint light_handle[MAX_LIGHTS * 3];
 
 };
 
diff --git a/src/graphics/Program.hpp b/src/graphics/Program.hpp
index 7e0e93b..2add96c 100644
--- a/src/graphics/Program.hpp
+++ b/src/graphics/Program.hpp
@@ -5,6 +5,7 @@
 
 #include <iosfwd>
 #include <list>
+#include <string>
 #include <GL/glew.h>
 
 
@@ -29,7 +30,9 @@ public:
 	void Log(std::ostream &) const;
 
 	GLint AttributeLocation(const GLchar *name) const noexcept;
+	GLint AttributeLocation(const std::string &name) const noexcept;
 	GLint UniformLocation(const GLchar *name) const noexcept;
+	GLint UniformLocation(const std::string &name) const noexcept;
 
 	void Uniform(GLint, GLint) noexcept;
 	void Uniform(GLint, float) noexcept;
diff --git a/src/graphics/shader.cpp b/src/graphics/shader.cpp
index d771d9f..573e90c 100644
--- a/src/graphics/shader.cpp
+++ b/src/graphics/shader.cpp
@@ -142,10 +142,18 @@ GLint Program::AttributeLocation(const GLchar *name) const noexcept {
 	return glGetAttribLocation(handle, name);
 }
 
+GLint Program::AttributeLocation(const std::string &name) const noexcept {
+	return AttributeLocation(name.c_str());
+}
+
 GLint Program::UniformLocation(const GLchar *name) const noexcept {
 	return glGetUniformLocation(handle, name);
 }
 
+GLint Program::UniformLocation(const std::string &name) const noexcept {
+	return UniformLocation(name.c_str());
+}
+
 
 void Program::Uniform(GLint loc, GLint val) noexcept {
 	glUniform1i(loc, val);
@@ -168,6 +176,8 @@ void Program::Uniform(GLint loc, const glm::mat4 &val) noexcept {
 }
 
 
+constexpr int PlanetSurface::MAX_LIGHTS;
+
 PlanetSurface::PlanetSurface()
 : prog() {
 	prog.LoadShader(
@@ -205,24 +215,28 @@ PlanetSurface::PlanetSurface()
 
 		"uniform sampler2DArray tex_sampler;\n"
 		"uniform vec3 normal;\n"
-		"uniform LightSource light;\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 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"
+			"vec3 total_light = tex_color * vec3(0.01, 0.01, 0.01);\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"
+				"total_light = total_light + diffuse + specular;\n"
 			"}\n"
-			"color = ambient + diffuse + specular;\n"
+			"color = total_light;\n"
 		"}\n"
 	);
 	prog.Link();
@@ -235,9 +249,12 @@ 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");
+	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");
+		light_handle[3 * i + 1]  = prog.UniformLocation("light[" + std::to_string(i) + "].color");
+		light_handle[3 * i + 2]  = prog.UniformLocation("light[" + std::to_string(i) + "].strength");
+	}
 }
 
 PlanetSurface::~PlanetSurface() {
@@ -272,10 +289,14 @@ 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);
+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);
+	prog.Uniform(light_handle[3 * n + 2], strength);
+}
+
+void PlanetSurface::SetNumLights(int n) noexcept {
+	prog.Uniform(num_lights_handle, std::min(MAX_LIGHTS, n));
 }
 
 
-- 
2.39.5