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| author | Dan Goodliffe <dan@randomdan.homeip.net> | 2021-02-20 00:17:58 +0000 | 
|---|---|---|
| committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2021-02-20 00:17:58 +0000 | 
| commit | 2bc4bcebc93e7211dfb84303888635f888ba8018 (patch) | |
| tree | 3a349beadc079c544001f3a65ac0e26fe494f8e5 /gfx/gl | |
| parent | Create smoother terrain (diff) | |
| download | ilt-2bc4bcebc93e7211dfb84303888635f888ba8018.tar.bz2 ilt-2bc4bcebc93e7211dfb84303888635f888ba8018.tar.xz ilt-2bc4bcebc93e7211dfb84303888635f888ba8018.zip  | |
Custom land and water shaders
Create sandy beaches, snow topped mountains and grassy hills with a single texture, coloured
according to land height by a custom shader.
Also use the land mass mesh with a new water texture and a custom shader to create rather nice
looking water effect with depth, waves and motion.
Diffstat (limited to 'gfx/gl')
| -rw-r--r-- | gfx/gl/shader.cpp | 18 | ||||
| -rw-r--r-- | gfx/gl/shader.h | 4 | ||||
| -rw-r--r-- | gfx/gl/shaders/landmassShader.fs | 41 | ||||
| -rw-r--r-- | gfx/gl/shaders/landmassShader.vs | 21 | ||||
| -rw-r--r-- | gfx/gl/shaders/waterShader.fs | 13 | ||||
| -rw-r--r-- | gfx/gl/shaders/waterShader.vs | 23 | 
6 files changed, 115 insertions, 5 deletions
diff --git a/gfx/gl/shader.cpp b/gfx/gl/shader.cpp index 8c58c39..454ad4b 100644 --- a/gfx/gl/shader.cpp +++ b/gfx/gl/shader.cpp @@ -1,7 +1,11 @@  #include "shader.h"
  #include <array>
  #include <gfx/gl/shaders/fs-basicShader.h>
 +#include <gfx/gl/shaders/fs-landmassShader.h>
 +#include <gfx/gl/shaders/fs-waterShader.h>
  #include <gfx/gl/shaders/vs-basicShader.h>
 +#include <gfx/gl/shaders/vs-landmassShader.h>
 +#include <gfx/gl/shaders/vs-waterShader.h>
  #include <glm/glm.hpp>
  #include <stdexcept>
  #include <string>
 @@ -28,9 +32,17 @@ Shader::ProgramHandle::ProgramHandle(std::initializer_list<GLuint> srcs) : viewP  Shader::Shader() :
  	programs {{{
 -			Source {{basicShader_vs, basicShader_vs_len}, GL_VERTEX_SHADER}.id,
 -			Source {{basicShader_fs, basicShader_fs_len}, GL_FRAGMENT_SHADER}.id,
 -	}}}
 +					   Source {{basicShader_vs, basicShader_vs_len}, GL_VERTEX_SHADER}.id,
 +					   Source {{basicShader_fs, basicShader_fs_len}, GL_FRAGMENT_SHADER}.id,
 +			   },
 +			{
 +					Source {{waterShader_vs, waterShader_vs_len}, GL_VERTEX_SHADER}.id,
 +					Source {{waterShader_fs, waterShader_fs_len}, GL_FRAGMENT_SHADER}.id,
 +			},
 +			{
 +					Source {{landmassShader_vs, landmassShader_vs_len}, GL_VERTEX_SHADER}.id,
 +					Source {{landmassShader_fs, landmassShader_fs_len}, GL_FRAGMENT_SHADER}.id,
 +			}}}
  {
  }
 diff --git a/gfx/gl/shader.h b/gfx/gl/shader.h index 0282f21..5d26781 100644 --- a/gfx/gl/shader.h +++ b/gfx/gl/shader.h @@ -9,7 +9,7 @@  class Shader {
  public:
 -	enum class Program { Basic = 0 };
 +	enum class Program { Basic = 0, Water = 1, LandMass = 2 };
  	Shader();
 @@ -39,7 +39,7 @@ private:  		GLint viewProjection_uniform, model_uniform;
  	};
 -	std::array<ProgramHandle, 1> programs;
 +	std::array<ProgramHandle, 3> programs;
  };
  #endif
 diff --git a/gfx/gl/shaders/landmassShader.fs b/gfx/gl/shaders/landmassShader.fs new file mode 100644 index 0000000..36cc971 --- /dev/null +++ b/gfx/gl/shaders/landmassShader.fs @@ -0,0 +1,41 @@ +#version 130
 +
 +in vec2 texCoord0;
 +in vec3 normal0;
 +in float height;
 +
 +uniform sampler2D sampler;
 +uniform vec3 lightDirection;
 +uniform vec3 lightColor;
 +uniform vec3 ambientColor;
 +
 +const vec3 grass = vec3(.1, .4, .05);
 +const vec3 sand = vec3(.76, .7, .5);
 +const vec3 snow = vec3(.97, .97, .99);
 +
 +vec2
 +grad_between(float x, float lower, float upper)
 +{
 +	float off = (x - lower) / (upper - lower);
 +	return vec2(off, 1 - off);
 +}
 +
 +void
 +main()
 +{
 +	gl_FragColor = texture(sampler, texCoord0);
 +	gl_FragColor.xyz *= clamp(ambientColor + (dot(-lightDirection, normal0) * lightColor), 0.0, 1.0);
 +	if (height < 0.5) {
 +		gl_FragColor.rgb *= sand;
 +	}
 +	else if (height > 30) {
 +		gl_FragColor.rgb *= snow;
 +	}
 +	else if (height > 28) {
 +		vec2 grad = grad_between(height, 28, 30);
 +		gl_FragColor.rgb *= grass + (snow - grass) * grad.x;
 +	}
 +	else {
 +		gl_FragColor.rgb *= grass;
 +	}
 +}
 diff --git a/gfx/gl/shaders/landmassShader.vs b/gfx/gl/shaders/landmassShader.vs new file mode 100644 index 0000000..72c9060 --- /dev/null +++ b/gfx/gl/shaders/landmassShader.vs @@ -0,0 +1,21 @@ +#version 130
 +
 +in vec3 position;
 +in vec2 texCoord;
 +in vec3 normal;
 +
 +out vec2 texCoord0;
 +out vec3 normal0;
 +out float height;
 +
 +uniform mat4 viewProjection;
 +uniform mat4 model;
 +uniform vec3 waves;
 +
 +void main()
 +{
 +	gl_Position = viewProjection * model * vec4(position, 1.0);
 +	texCoord0 = texCoord;
 +	normal0 = normal;
 +	height = position.y;
 +}
 diff --git a/gfx/gl/shaders/waterShader.fs b/gfx/gl/shaders/waterShader.fs new file mode 100644 index 0000000..bdfbc33 --- /dev/null +++ b/gfx/gl/shaders/waterShader.fs @@ -0,0 +1,13 @@ +#version 130
 +
 +in vec2 texCoord0;
 +in float depth;
 +
 +uniform sampler2D sampler;
 +uniform vec3 waves;
 +
 +void main()
 +{
 +	gl_FragColor = texture(sampler, texCoord0);
 +	gl_FragColor.a *= clamp(-depth * .7, .1, 1.0);
 +}
 diff --git a/gfx/gl/shaders/waterShader.vs b/gfx/gl/shaders/waterShader.vs new file mode 100644 index 0000000..55a0fb8 --- /dev/null +++ b/gfx/gl/shaders/waterShader.vs @@ -0,0 +1,23 @@ +#version 130
 +
 +in vec3 position;
 +in vec2 texCoord;
 +in vec3 normal;
 +
 +out vec2 texCoord0;
 +out float depth;
 +
 +uniform mat4 viewProjection;
 +uniform mat4 model;
 +uniform vec3 waves;
 +
 +void main()
 +{
 +	vec3 wpos = vec3(
 +			position.x + cos(waves.x),
 +			cos(waves.x + position.x + (position.z / 7)) * .3,
 +			position.z + cos(waves.x * waves.z));
 +	gl_Position = viewProjection * model * vec4(wpos, 1.0);
 +	texCoord0 = texCoord;
 +	depth = position.y;
 +}
  | 
