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-rw-r--r--gfx/gl/sceneShader.cpp55
-rw-r--r--gfx/gl/sceneShader.h35
-rw-r--r--gfx/gl/shaders/pointLight.fs8
-rw-r--r--gfx/gl/shaders/pointLight.gs15
-rw-r--r--gfx/gl/shaders/pointLight.vs22
-rw-r--r--gfx/gl/shaders/spotLight.fs10
-rw-r--r--gfx/gl/shaders/spotLight.gs24
-rw-r--r--gfx/gl/shaders/spotLight.vs28
8 files changed, 71 insertions, 126 deletions
diff --git a/gfx/gl/sceneShader.cpp b/gfx/gl/sceneShader.cpp
index ccc1a1d..64bf171 100644
--- a/gfx/gl/sceneShader.cpp
+++ b/gfx/gl/sceneShader.cpp
@@ -1,5 +1,4 @@
#include "sceneShader.h"
-#include <array>
#include <gfx/gl/shaders/fs-landmass.h>
#include <gfx/gl/shaders/fs-material.h>
#include <gfx/gl/shaders/fs-pointLight.h>
@@ -21,15 +20,16 @@
SceneShader::SceneShader() :
basicInst {dynamicPointInst_vs, material_fs}, landmass {fixedPoint_vs, landmass_fs},
- absolute {fixedPoint_vs, material_fs}
+ absolute {fixedPoint_vs, material_fs}, spotLightInst {spotLight_vs, spotLight_gs, spotLight_fs},
+ pointLightInst {pointLight_vs, pointLight_gs, pointLight_fs}
{
}
void
SceneShader::setViewProjection(const GlobalPosition3D & viewPoint, const glm::mat4 & viewProjection) const
{
- for (const auto & prog : std::array<const SceneProgram *, 7> {
- &basic, &basicInst, &water, &landmass, &absolute, &pointLight, &spotLight}) {
+ for (const auto & prog : std::initializer_list<const SceneProgram *> {
+ &basic, &basicInst, &water, &landmass, &absolute, &pointLightInst, &spotLightInst}) {
prog->setViewProjection(viewPoint, viewProjection);
}
}
@@ -37,8 +37,8 @@ SceneShader::setViewProjection(const GlobalPosition3D & viewPoint, const glm::ma
void
SceneShader::setViewPort(const ViewPort & viewPort) const
{
- for (const auto & prog : std::array<const SceneProgram *, 7> {
- &basic, &basicInst, &water, &landmass, &absolute, &pointLight, &spotLight}) {
+ for (const auto & prog : std::initializer_list<const SceneProgram *> {
+ &basic, &basicInst, &water, &landmass, &absolute, &pointLightInst, &spotLightInst}) {
prog->setViewPort(viewPort);
}
}
@@ -87,46 +87,3 @@ SceneShader::WaterProgram::use(float waveCycle) const
Program::use();
glUniform1f(waveLoc, waveCycle);
}
-
-SceneShader::PointLightShader::PointLightShader() :
- SceneProgram {pointLight_vs, pointLight_gs, pointLight_fs}, colourLoc {*this, "colour"}, kqLoc {*this, "kq"},
- viewPointLoc {*this, "viewPoint"}
-{
- VertexArrayObject {va}.addAttribs<Position3D>(b);
-}
-
-void
-SceneShader::PointLightShader::add(const Position3D & position, const RGB & colour, const float kq) const
-{
- Program::use();
- glBindVertexArray(va);
- glBindBuffer(GL_ARRAY_BUFFER, b);
- glUniform3fv(colourLoc, 1, glm::value_ptr(colour));
- glUniform1f(kqLoc, kq);
- glBufferData(GL_ARRAY_BUFFER, sizeof(Position3D), glm::value_ptr(position), GL_DYNAMIC_DRAW);
- glDrawArrays(GL_POINTS, 0, 1);
-}
-
-SceneShader::SpotLightShader::SpotLightShader() :
- SceneProgram {spotLight_vs, spotLight_gs, spotLight_fs}, directionLoc {*this, "v_direction"},
- colourLoc {*this, "colour"}, kqLoc {*this, "kq"}, arcLoc {*this, "arc"}, viewPointLoc {*this, "viewPoint"}
-
-{
- using v3pair = std::pair<Position3D, Direction3D>;
- VertexArrayObject {va}.addAttribs<v3pair, &v3pair::first, &v3pair::second>(b);
-}
-
-void
-SceneShader::SpotLightShader::add(const Position3D & position, const Direction3D & direction, const RGB & colour,
- const float kq, const float arc) const
-{
- Program::use();
- glBindVertexArray(va);
- glBindBuffer(GL_ARRAY_BUFFER, b);
- glUniform3fv(colourLoc, 1, glm::value_ptr(colour));
- glUniform3fv(directionLoc, 1, glm::value_ptr(direction));
- glUniform1f(kqLoc, kq);
- glUniform1f(arcLoc, arc);
- glBufferData(GL_ARRAY_BUFFER, sizeof(Position3D), glm::value_ptr(position), GL_DYNAMIC_DRAW);
- glDrawArrays(GL_POINTS, 0, 1);
-}
diff --git a/gfx/gl/sceneShader.h b/gfx/gl/sceneShader.h
index 7ffaacd..813c1bf 100644
--- a/gfx/gl/sceneShader.h
+++ b/gfx/gl/sceneShader.h
@@ -51,45 +51,12 @@ class SceneShader {
RequiredUniformLocation waveLoc;
};
- class PointLightShader : public SceneProgram {
- public:
- PointLightShader();
-
- void add(const Position3D & position, const RGB & colour, const float kq) const;
-
- private:
- UniformLocation colourLoc;
- UniformLocation kqLoc;
- UniformLocation viewPointLoc;
- glVertexArray va;
- glBuffer b;
- };
-
- class SpotLightShader : public SceneProgram {
- public:
- SpotLightShader();
-
- void add(const Position3D & position, const Direction3D & direction, const RGB & colour, const float kq,
- const float arc) const;
-
- private:
- UniformLocation directionLoc;
- UniformLocation colourLoc;
- UniformLocation kqLoc;
- UniformLocation arcLoc;
- UniformLocation viewPointLoc;
- glVertexArray va;
- glBuffer b;
- };
-
public:
SceneShader();
BasicProgram basic;
WaterProgram water;
- AbsolutePosProgram basicInst, landmass, absolute;
- PointLightShader pointLight;
- SpotLightShader spotLight;
+ AbsolutePosProgram basicInst, landmass, absolute, spotLightInst, pointLightInst;
void setViewProjection(const GlobalPosition3D & viewPoint, const glm::mat4 & viewProjection) const;
void setViewPort(const ViewPort & viewPort) const;
diff --git a/gfx/gl/shaders/pointLight.fs b/gfx/gl/shaders/pointLight.fs
index ba327b6..7531d3e 100644
--- a/gfx/gl/shaders/pointLight.fs
+++ b/gfx/gl/shaders/pointLight.fs
@@ -6,9 +6,9 @@ out vec3 FragColor;
layout(binding = 0) uniform isampler2D gPosition;
layout(binding = 1) uniform sampler2D gNormal;
uniform ivec4 viewPort;
-uniform vec3 colour;
-uniform float kq;
-in vec4 geo_centre;
+flat in vec4 geo_centre;
+flat in vec3 geo_colour;
+flat in float geo_kq;
void
main()
@@ -26,5 +26,5 @@ main()
if (normalDot < 0) {
discard;
}
- FragColor = (colour * normalDot) / (1 + (kq * pow(lightDist / 1000.0, 2)));
+ FragColor = (geo_colour * normalDot) / (1 + (geo_kq * pow(lightDist / 1000.0, 2)));
}
diff --git a/gfx/gl/shaders/pointLight.gs b/gfx/gl/shaders/pointLight.gs
index 9c41ed4..fc1d7c3 100644
--- a/gfx/gl/shaders/pointLight.gs
+++ b/gfx/gl/shaders/pointLight.gs
@@ -20,19 +20,24 @@ const vec3[] cube = vec3[]( // http://www.cs.umd.edu/gvil/papers/av_ts.pdf
);
uniform mat4 viewProjection;
uniform ivec3 viewPoint;
-
-in vec3 centre[];
-in float size[];
+flat in vec3 position[];
+flat in vec3 colour[];
+flat in float size[];
+flat in float kq[];
layout(points) in;
layout(triangle_strip, max_vertices = cube.length()) out;
-out vec4 geo_centre;
+flat out vec4 geo_centre;
+flat out vec3 geo_colour;
+flat out float geo_kq;
void
doVertex(int idx)
{
gl_Position = viewProjection * (gl_in[0].gl_Position + vec4(cube[idx] * size[0], 1));
- geo_centre = vec4(centre[0], size[0]);
+ geo_centre = vec4(position[0], size[0]);
+ geo_colour = colour[0];
+ geo_kq = kq[0];
EmitVertex();
}
diff --git a/gfx/gl/shaders/pointLight.vs b/gfx/gl/shaders/pointLight.vs
index 00a34a3..c538207 100644
--- a/gfx/gl/shaders/pointLight.vs
+++ b/gfx/gl/shaders/pointLight.vs
@@ -1,18 +1,24 @@
#version 330 core
-layout(location = 0) in vec3 position;
+layout(location = 0) in vec3 v_position;
+layout(location = 1) in vec3 v_colour;
+layout(location = 2) in float v_kq;
+layout(location = 3) in mat4 model;
+layout(location = 7) in ivec3 modelPos;
-uniform vec3 colour;
-uniform float kq;
uniform ivec3 viewPoint;
-out vec3 centre;
-out float size;
+flat out vec3 position;
+flat out vec3 colour;
+flat out float size;
+flat out float kq;
void
main()
{
- centre = position;
- size = (8000 * sqrt(max(max(colour.r, colour.g), colour.b))) / sqrt(kq);
- gl_Position = vec4(centre - viewPoint, 0);
+ position = modelPos + ivec3(mat3(model) * v_position);
+ kq = v_kq;
+ size = (8000 * sqrt(max(max(v_colour.r, v_colour.g), v_colour.b))) / sqrt(v_kq);
+ colour = v_colour;
+ gl_Position = vec4(position - viewPoint, 0);
}
diff --git a/gfx/gl/shaders/spotLight.fs b/gfx/gl/shaders/spotLight.fs
index 937f922..ad33458 100644
--- a/gfx/gl/shaders/spotLight.fs
+++ b/gfx/gl/shaders/spotLight.fs
@@ -6,10 +6,10 @@ out vec3 FragColor;
layout(binding = 0) uniform isampler2D gPosition;
layout(binding = 1) uniform sampler2D gNormal;
uniform ivec4 viewPort;
-uniform vec3 colour;
-uniform float kq;
-in vec4 geo_centre;
-in vec4 geo_direction;
+flat in vec4 geo_centre;
+flat in vec4 geo_direction;
+flat in vec3 geo_colour;
+flat in float geo_kq;
void
main()
@@ -30,5 +30,5 @@ main()
if (normalDot < 0) {
discard;
}
- FragColor = (colour * normalDot) / (1 + (kq * pow(lightDist / 1000.0, 2)));
+ FragColor = (geo_colour * normalDot) / (1 + (geo_kq * pow(lightDist / 1000.0, 2)));
}
diff --git a/gfx/gl/shaders/spotLight.gs b/gfx/gl/shaders/spotLight.gs
index b58c169..194812a 100644
--- a/gfx/gl/shaders/spotLight.gs
+++ b/gfx/gl/shaders/spotLight.gs
@@ -11,17 +11,19 @@ const vec3[] pyramid = vec3[]( // four-sided
);
uniform mat4 viewProjection;
uniform ivec3 viewPoint;
-uniform float arc;
-
-in vec3 position[];
-in vec3 direction[];
-in float size[];
-in float cosarc[];
+flat in ivec3 position[];
+flat in vec3 direction[];
+flat in vec3 colour[];
+flat in float size[];
+flat in float kq[];
+flat in vec2 arc[];
layout(points) in;
layout(triangle_strip, max_vertices = 8) out;
-out vec4 geo_centre;
-out vec4 geo_direction;
+flat out vec4 geo_centre;
+flat out vec4 geo_direction;
+flat out vec3 geo_colour;
+flat out float geo_kq;
vec3
perp(vec3 a)
@@ -36,14 +38,16 @@ doVertex(vec4 ndcpos)
{
gl_Position = ndcpos;
geo_centre = vec4(position[0], size[0]);
- geo_direction = vec4(direction[0], cosarc[0]);
+ geo_direction = vec4(direction[0], arc[0].x);
+ geo_colour = colour[0];
+ geo_kq = kq[0];
EmitVertex();
}
void
main()
{
- const float base = size[0] * tan(arc / 2);
+ const float base = size[0] * arc[0].y;
const vec3 offx = perp(direction[0]);
const vec3 offy = cross(direction[0], offx);
vec4 out_py[pyramid.length()];
diff --git a/gfx/gl/shaders/spotLight.vs b/gfx/gl/shaders/spotLight.vs
index ac1d1db..eed8778 100644
--- a/gfx/gl/shaders/spotLight.vs
+++ b/gfx/gl/shaders/spotLight.vs
@@ -1,24 +1,30 @@
#version 330 core
layout(location = 0) in vec3 v_position;
+layout(location = 1) in vec3 v_direction;
+layout(location = 2) in vec3 v_colour;
+layout(location = 3) in float v_kq;
+layout(location = 4) in float v_arc;
+layout(location = 5) in mat4 model;
+layout(location = 9) in ivec3 modelPos;
-uniform vec3 v_direction;
-uniform vec3 colour;
-uniform float kq;
-uniform float arc;
uniform ivec3 viewPoint;
-out vec3 position;
-out vec3 direction;
-out float size;
-out float cosarc;
+flat out ivec3 position;
+flat out vec3 direction;
+flat out float size;
+flat out vec2 arc; // cos,tan (v_arc/2)
+flat out vec3 colour;
+flat out float kq;
void
main()
{
- position = v_position;
- direction = normalize(v_direction);
+ position = modelPos + ivec3(mat3(model) * v_position);
+ direction = normalize(mat3(model) * v_direction);
+ colour = v_colour;
+ kq = v_kq;
size = (8000 * sqrt(max(max(colour.r, colour.g), colour.b))) / sqrt(kq);
- cosarc = cos(arc / 2);
+ arc = vec2(cos(v_arc / 2), tan(v_arc / 2));
gl_Position = vec4(position - viewPoint, 0);
}