From 2bc4bcebc93e7211dfb84303888635f888ba8018 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Sat, 20 Feb 2021 00:17:58 +0000 Subject: 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. --- game/terrain.cpp | 44 ++++++++++++--------------------------- game/terrain.h | 4 ++-- gfx/gl/shader.cpp | 18 +++++++++++++--- gfx/gl/shader.h | 4 ++-- gfx/gl/shaders/landmassShader.fs | 41 ++++++++++++++++++++++++++++++++++++ gfx/gl/shaders/landmassShader.vs | 21 +++++++++++++++++++ gfx/gl/shaders/waterShader.fs | 13 ++++++++++++ gfx/gl/shaders/waterShader.vs | 23 ++++++++++++++++++++ res/grass.png | Bin 26864 -> 35625 bytes res/water.png | Bin 16779 -> 103700 bytes 10 files changed, 130 insertions(+), 38 deletions(-) create mode 100644 gfx/gl/shaders/landmassShader.fs create mode 100644 gfx/gl/shaders/landmassShader.vs create mode 100644 gfx/gl/shaders/waterShader.fs create mode 100644 gfx/gl/shaders/waterShader.vs diff --git a/game/terrain.cpp b/game/terrain.cpp index 83116fc..20c06e8 100644 --- a/game/terrain.cpp +++ b/game/terrain.cpp @@ -9,13 +9,10 @@ #include #include #include +#include #include #include -template class TerrainComp : public Mesh { - using Mesh::Mesh; -}; - Terrain::Terrain() : grass {Texture::cachedTexture.get("grass.png")}, water {Texture::cachedTexture.get("water.png")} { constexpr auto size {241}; // Vertices @@ -66,7 +63,6 @@ Terrain::Terrain() : grass {Texture::cachedTexture.get("grass.png")}, water {Tex } } finish(size, size, vertices); - addWater(size, size, resolution); } Terrain::Terrain(const std::string & fileName) : @@ -89,7 +85,6 @@ Terrain::Terrain(const std::string & fileName) : } finish(map.width, map.height, vertices); - addWater(map.width, map.height, resolution); } void @@ -125,40 +120,27 @@ Terrain::finish(unsigned int width, unsigned int height, std::vector & v v(width, x, z).normal = -glm::normalize(glm::cross(c - a, d - b)); } } - meshes.create>(vertices, indices); + meshes.create(vertices, indices); } +static const Transform identity {}; +static const auto identityModel {identity.GetModel()}; + void -Terrain::addWater(unsigned int width, unsigned int height, unsigned int resolution) +Terrain::tick(TickDuration dur) { - const auto verticesCount {0U}; - std::vector vertices; - std::vector indices; - // Add water - const auto extentx {(int)((width - 1) * resolution / 2)}; - const auto extentz {(int)((height - 1) * resolution / 2)}; - vertices.emplace_back(glm::vec3 {-extentx, 0, -extentz}, glm::vec2 {0, 0}, glm::vec3 {0, 1, 0}); - vertices.emplace_back(glm::vec3 {-extentx, 0, extentz}, glm::vec2 {0, height}, glm::vec3 {0, 1, 0}); - vertices.emplace_back(glm::vec3 {extentx, 0, extentz}, glm::vec2 {width, height}, glm::vec3 {0, 1, 0}); - vertices.emplace_back(glm::vec3 {extentx, 0, -extentz}, glm::vec2 {width, 0}, glm::vec3 {0, 1, 0}); - indices.push_back(verticesCount); - indices.push_back(verticesCount + 1); - indices.push_back(verticesCount + 2); - indices.push_back(verticesCount); - indices.push_back(verticesCount + 2); - indices.push_back(verticesCount + 3); - meshes.create>(vertices, indices); + waveCycle += dur.count(); } -static const Transform identity {}; -static const auto identityModel {identity.GetModel()}; - void Terrain::render(const Shader & shader) const { - shader.setModel(identityModel); + shader.setModel(identityModel, Shader::Program::LandMass); grass->Bind(); - meshes.apply>(&Mesh::Draw); + meshes.apply(&Mesh::Draw); + + shader.setModel(identityModel, Shader::Program::Water); + shader.setUniform("waves", {waveCycle, 0, 0}); water->Bind(); - meshes.apply>(&Mesh::Draw); + meshes.apply(&Mesh::Draw); } diff --git a/game/terrain.h b/game/terrain.h index 1aed1c5..2cec963 100644 --- a/game/terrain.h +++ b/game/terrain.h @@ -20,13 +20,13 @@ public: void render(const Shader & shader) const override; - void tick(TickDuration) override { } + void tick(TickDuration) override; + float waveCycle {0.F}; private: static constexpr unsigned int NUM_BUFFERS {4}; void finish(unsigned int width, unsigned int height, std::vector &); - void addWater(unsigned int width, unsigned int height, unsigned int resolution); Collection meshes; std::shared_ptr grass, water; 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 #include +#include +#include #include +#include +#include #include #include #include @@ -28,9 +32,17 @@ Shader::ProgramHandle::ProgramHandle(std::initializer_list 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 programs; + std::array 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; +} diff --git a/res/grass.png b/res/grass.png index 9f410e1..2f76277 100644 Binary files a/res/grass.png and b/res/grass.png differ diff --git a/res/water.png b/res/water.png index ed7a284..4493852 100644 Binary files a/res/water.png and b/res/water.png differ -- cgit v1.2.3