From 741bb027df58fd9f30f4d94cdaf2d6416e11e3ee Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Tue, 16 Apr 2024 00:23:43 +0100 Subject: Custom vertex, vertex shader and fragment shader for landmass Handles global position type, colourBias for surface types --- gfx/gl/sceneShader.cpp | 3 ++- gfx/gl/shaders/landmass.fs | 23 +++++++++++++++-------- gfx/gl/shaders/landmass.vs | 23 +++++++++++++++++++++++ gfx/gl/shaders/shadowFixedPoint.vs | 9 --------- gfx/gl/shaders/shadowLandmass.vs | 13 +++++++++++++ gfx/gl/shadowMapper.cpp | 6 +++--- gfx/gl/shadowMapper.h | 2 +- 7 files changed, 57 insertions(+), 22 deletions(-) create mode 100644 gfx/gl/shaders/landmass.vs delete mode 100644 gfx/gl/shaders/shadowFixedPoint.vs create mode 100644 gfx/gl/shaders/shadowLandmass.vs (limited to 'gfx/gl') diff --git a/gfx/gl/sceneShader.cpp b/gfx/gl/sceneShader.cpp index 2dd9612..985faa0 100644 --- a/gfx/gl/sceneShader.cpp +++ b/gfx/gl/sceneShader.cpp @@ -12,6 +12,7 @@ #include #include #include +#include #include #include #include @@ -33,7 +34,7 @@ SceneShader::allPrograms(auto member, auto &&... ps) const } SceneShader::SceneShader() : - basicInst {dynamicPointInst_vs, material_fs}, landmass {fixedPoint_vs, landmass_fs}, + basicInst {dynamicPointInst_vs, material_fs}, landmass {landmass_vs, landmass_fs}, absolute {fixedPoint_vs, material_fs}, spotLightInst {spotLight_vs, spotLight_gs, spotLight_fs}, pointLightInst {pointLight_vs, pointLight_gs, pointLight_fs}, networkStraight {networkStraight_vs, networkStraight_gs, network_fs}, diff --git a/gfx/gl/shaders/landmass.fs b/gfx/gl/shaders/landmass.fs index fc43bf2..55e3c24 100644 --- a/gfx/gl/shaders/landmass.fs +++ b/gfx/gl/shaders/landmass.fs @@ -1,9 +1,12 @@ #version 330 core -include(`materialInterface.glsl') include(`materialOut.glsl') +in vec3 FragPos; +in vec3 Normal; +flat in vec3 ColourBias; uniform sampler2D texture0; +uniform ivec3 viewPoint; const vec3 grass = vec3(.1, .4, .05); const vec3 slope = vec3(.6, .6, .4); @@ -11,9 +14,9 @@ const vec3 rock = vec3(.2, .2, .1); const vec3 sand = vec3(.76, .7, .5); const vec3 snow = vec3(.97, .97, .99); -const float beachline = 500; -const float snowline_low = 28000; -const float snowline_high = 30000; +const int beachline = 500; +const int snowline_low = 28000; +const int snowline_high = 30000; const float slope_min = .99; const float slope_mid = .95; @@ -28,10 +31,14 @@ mixBetween(vec3 colA, vec3 colB, float blend, float low, float high) void main() { - vec3 color = texture(texture0, TexCoords).rgb; + ivec3 position = ivec3(FragPos) + viewPoint; + vec3 color = texture(texture0, vec2(position.xy % 10000) / 10000.0).rgb; - float height = FragPos.z; - if (height < beachline) { // Sandy beach + int height = position.z; + if (ColourBias.r >= 0) { + color *= ColourBias; + } + else if (height < beachline) { // Sandy beach color *= sand; } else if (Normal.z < slope_max) { // Dark rocky face @@ -60,7 +67,7 @@ main() } } - gPosition = ivec4(FragPos, 1); + gPosition = ivec4(position, 1); gNormal = vec4(Normal, 1); gAlbedoSpec = vec4(color, 1); } diff --git a/gfx/gl/shaders/landmass.vs b/gfx/gl/shaders/landmass.vs new file mode 100644 index 0000000..9617cb9 --- /dev/null +++ b/gfx/gl/shaders/landmass.vs @@ -0,0 +1,23 @@ +#version 330 core +#extension GL_ARB_shading_language_420pack : enable + +layout(location = 0) in ivec3 position; +layout(location = 1) in vec3 normal; +layout(location = 2) in vec3 colourBias; + +out vec3 FragPos; +out vec3 Normal; +flat out vec3 ColourBias; + +uniform mat4 viewProjection; +uniform ivec3 viewPoint; + +void +main() +{ + FragPos = position - viewPoint; + Normal = normal; + ColourBias = colourBias; + + gl_Position = viewProjection * vec4(FragPos, 1); +} diff --git a/gfx/gl/shaders/shadowFixedPoint.vs b/gfx/gl/shaders/shadowFixedPoint.vs deleted file mode 100644 index 1376388..0000000 --- a/gfx/gl/shaders/shadowFixedPoint.vs +++ /dev/null @@ -1,9 +0,0 @@ -#version 330 core - -include(`meshIn.glsl') - -uniform ivec3 viewPoint; -const mat3 model = mat3(1); -const ivec3 modelPos = ivec3(0); - -include(`commonShadowPoint.glsl') diff --git a/gfx/gl/shaders/shadowLandmass.vs b/gfx/gl/shaders/shadowLandmass.vs new file mode 100644 index 0000000..becf142 --- /dev/null +++ b/gfx/gl/shaders/shadowLandmass.vs @@ -0,0 +1,13 @@ +#version 330 core + +layout(location = 0) in ivec3 position; + +uniform ivec3 viewPoint; + +out vec4 vworldPos; + +void +main() +{ + vworldPos = vec4(position - viewPoint, 1); +} diff --git a/gfx/gl/shadowMapper.cpp b/gfx/gl/shadowMapper.cpp index 4dbee8d..206e4a7 100644 --- a/gfx/gl/shadowMapper.cpp +++ b/gfx/gl/shadowMapper.cpp @@ -4,7 +4,7 @@ #include "gfx/gl/shaders/gs-commonShadowPoint.h" #include "gfx/gl/shaders/vs-shadowDynamicPoint.h" #include "gfx/gl/shaders/vs-shadowDynamicPointInst.h" -#include "gfx/gl/shaders/vs-shadowFixedPoint.h" +#include "gfx/gl/shaders/vs-shadowLandmass.h" #include "gl_traits.h" #include "location.h" #include "maths.h" @@ -18,7 +18,7 @@ #include ShadowMapper::ShadowMapper(const TextureAbsCoord & s) : - fixedPoint {shadowFixedPoint_vs}, dynamicPointInst {shadowDynamicPointInst_vs}, size {s} + landmess {shadowLandmass_vs}, dynamicPointInst {shadowDynamicPointInst_vs}, size {s} { glBindTexture(GL_TEXTURE_2D_ARRAY, depthMap); glTexImage3D( @@ -92,7 +92,7 @@ ShadowMapper::update(const SceneProvider & scene, const Direction3D & dir, const return lightProjection * lightViewDir; }); - for (const auto p : std::initializer_list {&fixedPoint, &dynamicPoint, &dynamicPointInst}) { + for (const auto p : std::initializer_list {&landmess, &dynamicPoint, &dynamicPointInst}) { p->setView(out, lightViewPoint); } scene.shadows(*this); diff --git a/gfx/gl/shadowMapper.h b/gfx/gl/shadowMapper.h index a95d4c1..dcf7e3f 100644 --- a/gfx/gl/shadowMapper.h +++ b/gfx/gl/shadowMapper.h @@ -50,7 +50,7 @@ public: RequiredUniformLocation modelPosLoc; }; - FixedPoint fixedPoint, dynamicPointInst; + FixedPoint landmess, dynamicPointInst; DynamicPoint dynamicPoint; // NOLINTNEXTLINE(hicpp-explicit-conversions) -- cgit v1.2.3