diff options
Diffstat (limited to 'gfx')
-rw-r--r-- | gfx/gl/sceneShader.cpp | 31 | ||||
-rw-r--r-- | gfx/gl/sceneShader.h | 15 | ||||
-rw-r--r-- | gfx/gl/shaders/pointLight.fs | 27 | ||||
-rw-r--r-- | gfx/gl/shaders/pointLight.gs | 44 | ||||
-rw-r--r-- | gfx/gl/shaders/pointLight.vs | 18 |
5 files changed, 133 insertions, 2 deletions
diff --git a/gfx/gl/sceneShader.cpp b/gfx/gl/sceneShader.cpp index 0b0c530..a02d955 100644 --- a/gfx/gl/sceneShader.cpp +++ b/gfx/gl/sceneShader.cpp @@ -2,9 +2,12 @@ #include <array> #include <gfx/gl/shaders/fs-basicShader.h> #include <gfx/gl/shaders/fs-landmassShader.h> +#include <gfx/gl/shaders/fs-pointLight.h> #include <gfx/gl/shaders/fs-waterShader.h> +#include <gfx/gl/shaders/gs-pointLight.h> #include <gfx/gl/shaders/vs-basicShader.h> #include <gfx/gl/shaders/vs-landmassShader.h> +#include <gfx/gl/shaders/vs-pointLight.h> #include <gfx/gl/shaders/vs-waterShader.h> #include <glm/gtc/type_ptr.hpp> #include <glm/gtx/transform.hpp> @@ -19,7 +22,7 @@ SceneShader::SceneShader() : void SceneShader::setViewProjection(const glm::mat4 & viewProjection) const { - for (const auto & prog : std::array<const SceneProgram *, 4> {&basic, &water, &landmass, &absolute}) { + for (const auto & prog : std::array<const SceneProgram *, 5> {&basic, &water, &landmass, &absolute, &pointLight}) { prog->setViewProjection(viewProjection); } } @@ -27,7 +30,7 @@ SceneShader::setViewProjection(const glm::mat4 & viewProjection) const void SceneShader::setViewPort(const glm::ivec4 & viewPort) const { - for (const auto & prog : std::array<const SceneProgram *, 4> {&basic, &water, &landmass, &absolute}) { + for (const auto & prog : std::array<const SceneProgram *, 5> {&basic, &water, &landmass, &absolute, &pointLight}) { prog->setViewPort(viewPort); } } @@ -73,3 +76,27 @@ SceneShader::WaterProgram::use(float waveCycle) const glm::vec3 waves {waveCycle, 0.F, 0.F}; glUniform3fv(waveLoc, 1, glm::value_ptr(waves)); } + +SceneShader::PointLightShader::PointLightShader() : + SceneProgram {pointLight_vs, pointLight_gs, pointLight_fs}, colourLoc {*this, "colour"}, kqLoc {*this, "kq"} +{ + glBindVertexArray(va); + glBindBuffer(GL_ARRAY_BUFFER, b); + glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec3), nullptr, GL_DYNAMIC_DRAW); + glEnableVertexAttribArray(0); + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(glm::vec3), nullptr); + glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindVertexArray(0); +} + +void +SceneShader::PointLightShader::add(const glm::vec3 & position, const glm::vec3 & colour, const float kq) const +{ + Program::use(); + glBindVertexArray(va); + glBindBuffer(GL_ARRAY_BUFFER, b); + glUniform3fv(colourLoc, 1, glm::value_ptr(colour)); + glUniform1f(kqLoc, kq); + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(glm::vec3), glm::value_ptr(position)); + glDrawArrays(GL_POINTS, 0, 1); +} diff --git a/gfx/gl/sceneShader.h b/gfx/gl/sceneShader.h index 99431f1..62df9bf 100644 --- a/gfx/gl/sceneShader.h +++ b/gfx/gl/sceneShader.h @@ -1,6 +1,7 @@ #pragma once #include "program.h" +#include <glArrays.h> class Location; @@ -47,12 +48,26 @@ class SceneShader { RequiredUniformLocation waveLoc; }; + class PointLightShader : public SceneProgram { + public: + PointLightShader(); + + void add(const glm::vec3 & position, const glm::vec3 & colour, const float kq) const; + + private: + UniformLocation colourLoc; + UniformLocation kqLoc; + glVertexArray va; + glBuffer b; + }; + public: SceneShader(); BasicProgram basic; WaterProgram water; AbsolutePosProgram landmass, absolute; + PointLightShader pointLight; void setViewProjection(const glm::mat4 & viewProjection) const; void setViewPort(const glm::ivec4 & viewPort) const; diff --git a/gfx/gl/shaders/pointLight.fs b/gfx/gl/shaders/pointLight.fs new file mode 100644 index 0000000..18407fe --- /dev/null +++ b/gfx/gl/shaders/pointLight.fs @@ -0,0 +1,27 @@ +#version 330 core +#extension GL_ARB_shading_language_420pack : enable + +out vec3 FragColor; + +layout(binding = 0) uniform sampler2D gPosition; +layout(binding = 1) uniform sampler2D gNormal; +uniform ivec4 viewPort; +uniform vec3 colour; +uniform float kq; +in vec3 geo_centre; + +void +main() +{ + const vec2 texCoord = gl_FragCoord.xy / viewPort.zw; + const vec3 position = texture(gPosition, texCoord).xyz; + const vec3 normal = texture(gNormal, texCoord).xyz; + const vec3 lightv = position - geo_centre; + const float lightDist = length(lightv); + const vec3 lightDirection = normalize(lightv); + const float normalDot = dot(-lightDirection, normal); + if (normalDot < 0) { + discard; + } + FragColor = (colour * normalDot) / (1 + (kq * pow(lightDist, 2))); +} diff --git a/gfx/gl/shaders/pointLight.gs b/gfx/gl/shaders/pointLight.gs new file mode 100644 index 0000000..2bd71e9 --- /dev/null +++ b/gfx/gl/shaders/pointLight.gs @@ -0,0 +1,44 @@ +#version 330 core +#extension GL_ARB_enhanced_layouts : enable +#extension GL_ARB_shading_language_420pack : enable + +const int maxv = 128; +const int maxarcs = (maxv / 2) - 1; +const int minarcs = 10; +const float tau = radians(360); +const float scale = 150; +uniform ivec4 viewPort; + +in vec3 centre[]; +in float size[]; +layout(points) in; + +layout(triangle_strip, max_vertices = maxv) out; +out vec3 geo_centre; + +void +doSeg(float arc, vec2 radius) +{ + gl_Position = gl_in[0].gl_Position; + geo_centre = centre[0]; + EmitVertex(); + + const vec2 off = vec2(cos(arc), sin(arc)) * radius; + gl_Position.xy = gl_in[0].gl_Position.xy + off; + geo_centre = centre[0]; + EmitVertex(); +} + +void +main() +{ + const vec2 display = viewPort.zw; + const vec2 ratio = vec2(1, display.x / display.y); + const vec2 radius = (size[0] * ratio * scale) / gl_in[0].gl_Position.w; + const float step = tau / clamp(radius.x, minarcs, maxarcs); + for (float arc = 0; arc < tau; arc += step) { + doSeg(arc, radius); + } + doSeg(tau, radius); + EndPrimitive(); +} diff --git a/gfx/gl/shaders/pointLight.vs b/gfx/gl/shaders/pointLight.vs new file mode 100644 index 0000000..6236c33 --- /dev/null +++ b/gfx/gl/shaders/pointLight.vs @@ -0,0 +1,18 @@ +#version 330 core + +layout(location = 0) in vec3 position; + +uniform vec3 colour; +uniform float kq; +uniform mat4 viewProjection; + +out vec3 centre; +out float size; + +void +main() +{ + centre = position; + size = sqrt(256 * max(max(colour.r, colour.g), colour.b) / kq); + gl_Position = viewProjection * vec4(centre, 1); +} |