mirror of
https://github.com/cyberarm/cyberarm_engine.git
synced 2025-12-15 04:32:35 +00:00
Added support for rendering multiple lights, standardized shaders to use snake case for variables and camel case for functions, stubbed PBR material shader include.
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@@ -5,25 +5,25 @@ layout (location = 1) out vec4 fragColor;
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layout (location = 2) out vec3 fragNormal;
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layout (location = 3) out vec3 fragUV;
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in vec3 outPosition, outColor, outNormal, outUV, outFragPos, outCameraPos;
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in vec3 out_position, out_color, out_normal, out_uv, out_frag_pos, out_camera_pos;
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out vec4 outputFragColor;
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flat in int outHasTexture;
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flat in int out_has_texture;
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uniform sampler2D diffuse_texture;
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void main() {
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vec3 result;
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if (outHasTexture == 0) {
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result = outColor;
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if (out_has_texture == 0) {
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result = out_color;
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} else {
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result = texture(diffuse_texture, outUV.xy).xyz + 0.25;
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result = texture(diffuse_texture, out_uv.xy).xyz + 0.25;
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}
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fragPosition = outPosition;
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fragPosition = out_position;
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fragColor = vec4(result, 1.0);
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fragNormal = outNormal;
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fragUV = outUV;
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fragNormal = out_normal;
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fragUV = out_uv;
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float gamma = 2.2;
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outputFragColor.rgb = pow(fragColor.rgb, vec3(1.0 / gamma));
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@@ -1,22 +1,23 @@
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#version 330 core
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out vec4 FragColor;
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out vec4 frag_color;
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@include "light_struct"
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const int DIRECTIONAL = 0;
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const int POINT = 1;
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const int SPOT = 2;
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in vec2 outTexCoords;
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flat in Light outLight[1];
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flat in Light out_lights[7];
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in vec2 out_tex_coords;
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flat in int out_light_count;
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uniform sampler2D diffuse, position, texcoord, normal, depth;
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vec4 directionalLight(Light light) {
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vec3 norm = normalize(texture(normal, outTexCoords).rgb);
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vec3 diffuse_color = texture(diffuse, outTexCoords).rgb;
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vec3 fragPos = texture(position, outTexCoords).rgb;
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vec3 norm = normalize(texture(normal, out_tex_coords).rgb);
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vec3 diffuse_color = texture(diffuse, out_tex_coords).rgb;
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vec3 frag_pos = texture(position, out_tex_coords).rgb;
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vec3 lightDir = normalize(light.position - fragPos);
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vec3 lightDir = normalize(light.position - frag_pos);
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float diff = max(dot(norm, lightDir), 0);
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vec3 _ambient = light.ambient;
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@@ -59,5 +60,10 @@ vec4 calculateLighting(Light light) {
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}
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void main() {
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FragColor = texture(diffuse, outTexCoords) * calculateLighting(outLight[0]);
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}
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frag_color = vec4(0.0);
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for(int i = 0; i < out_light_count; i++)
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{
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frag_color += texture(diffuse, out_tex_coords) * calculateLighting(out_lights[i]);
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}
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}
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16
assets/shaders/include/material_struct.glsl
Normal file
16
assets/shaders/include/material_struct.glsl
Normal file
@@ -0,0 +1,16 @@
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struct Material {
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vec3 color;
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vec3 roughness;
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vec3 metalic;
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vec3 specular;
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bool use_color_texture;
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bool use_roughness_texture;
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bool use_metalic_texture;
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bool use_specular_texture;
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sampler2D color_tex;
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sampler2D roughness_tex;
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sampler2D metalic_tex;
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sampler2D specular_tex;
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};
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@@ -1,28 +1,28 @@
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# version 330 core
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layout(location = 0) in vec3 inPosition;
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layout(location = 1) in vec3 inColor;
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layout(location = 2) in vec3 inNormal;
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layout(location = 3) in vec3 inUV;
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layout(location = 0) in vec3 in_position;
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layout(location = 1) in vec3 in_color;
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layout(location = 2) in vec3 in_normal;
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layout(location = 3) in vec3 in_uv;
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uniform mat4 projection, view, model;
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uniform int hasTexture;
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uniform vec3 cameraPos;
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uniform int has_texture;
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uniform vec3 camera_pos;
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out vec3 outPosition, outColor, outNormal, outUV;
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out vec3 outFragPos, outViewPos, outCameraPos;
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flat out int outHasTexture;
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out vec3 out_position, out_color, out_normal, out_uv;
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out vec3 out_frag_pos, out_view_pos, out_camera_pos;
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flat out int out_has_texture;
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void main() {
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// projection * view * model * position
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outPosition = inPosition;
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outColor = inColor;
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outNormal= normalize(transpose(inverse(mat3(model))) * inNormal);
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outUV = inUV;
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outHasTexture = hasTexture;
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outCameraPos = cameraPos;
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out_position = in_position;
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out_color = in_color;
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out_normal= normalize(transpose(inverse(mat3(model))) * in_normal);
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out_uv = in_uv;
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out_has_texture = has_texture;
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out_camera_pos = camera_pos;
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outFragPos = vec3(model * vec4(inPosition, 1.0));
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out_frag_pos = vec3(model * vec4(in_position, 1.0));
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gl_Position = projection * view * model * vec4(inPosition, 1.0);
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gl_Position = projection * view * model * vec4(in_position, 1.0);
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}
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@@ -1,17 +1,24 @@
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#version 330 core
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@include "light_struct"
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layout (location = 0) in vec3 inPosition;
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layout (location = 1) in vec2 inTexCoords;
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layout (location = 0) in vec3 in_position;
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layout (location = 1) in vec2 in_tex_coords;
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uniform sampler2D diffuse, position, texcoord, normal, depth;
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uniform Light light[1];
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uniform int light_count;
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uniform Light lights[7];
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out vec2 outTexCoords;
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flat out Light outLight[1];
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out vec2 out_tex_coords;
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flat out int out_light_count;
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flat out Light out_lights[7];
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void main() {
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gl_Position = vec4(inPosition.x, inPosition.y, inPosition.z, 1.0);
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outTexCoords = inTexCoords;
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outLight = light;
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}
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gl_Position = vec4(in_position.x, in_position.y, in_position.z, 1.0);
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out_tex_coords = in_tex_coords;
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out_light_count = light_count;
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for(int i = 0; i < light_count; i++)
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{
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out_lights[i] = lights[i];
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}
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}
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@@ -49,9 +49,9 @@ module CyberarmEngine
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@objects.each { |o| @vertex_count += o.vertices.size }
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start_time = Process.clock_gettime(Process::CLOCK_MONOTONIC, :float_millisecond)
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build_collision_tree
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puts " Building mesh collision tree took #{((Process.clock_gettime(Process::CLOCK_MONOTONIC, :float_millisecond) - start_time) / 1000.0).round(2)} seconds"
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# start_time = Process.clock_gettime(Process::CLOCK_MONOTONIC, :float_millisecond)
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# build_collision_tree
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# puts " Building mesh collision tree took #{((Process.clock_gettime(Process::CLOCK_MONOTONIC, :float_millisecond) - start_time) / 1000.0).round(2)} seconds"
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end
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def parse(parser)
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@@ -151,24 +151,24 @@ module CyberarmEngine
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glBindBuffer(GL_ARRAY_BUFFER, @positions_buffer_id)
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gl_error?
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# inPosition
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# in_position
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, nil)
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gl_error?
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# colors
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glBindBuffer(GL_ARRAY_BUFFER, @colors_buffer_id)
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# inColor
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# in_color
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, nil)
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gl_error?
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# normals
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glBindBuffer(GL_ARRAY_BUFFER, @normals_buffer_id)
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# inNormal
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# in_normal
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glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, 0, nil)
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gl_error?
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if has_texture?
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# uvs
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glBindBuffer(GL_ARRAY_BUFFER, @uvs_buffer_id)
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# inUV
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# in_uv
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glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, 0, nil)
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gl_error?
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end
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@@ -44,7 +44,7 @@ module CyberarmEngine
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shader.uniform_transform("projection", camera.projection_matrix)
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shader.uniform_transform("view", camera.view_matrix)
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shader.uniform_transform("model", entity.model_matrix)
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shader.uniform_vec3("cameraPosition", camera.position)
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shader.uniform_vector3("camera_position", camera.position)
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gl_error?
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draw_model(entity.model, shader)
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@@ -154,15 +154,21 @@ module CyberarmEngine
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glBindTexture(GL_TEXTURE_2D, @g_buffer.texture(:depth))
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shader.uniform_integer("depth", 4)
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lights.each_with_index do |light, _i|
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shader.uniform_integer("light[0].type", light.type)
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shader.uniform_vec3("light[0].direction", light.direction)
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shader.uniform_vec3("light[0].position", light.position)
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shader.uniform_vec3("light[0].diffuse", light.diffuse)
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shader.uniform_vec3("light[0].ambient", light.ambient)
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shader.uniform_vec3("light[0].specular", light.specular)
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# FIXME: Try to figure out how to up this to 32 and/or beyond
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# (currently fails with more then 7 lights passed in to shader)
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lights.each_slice(7).each do |light_group|
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light_group.each_with_index do |light, _i|
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shader.uniform_integer("light_count", light_group.size)
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glDrawArrays(GL_TRIANGLES, 0, @g_buffer.vertices.size)
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shader.uniform_integer("lights[#{_i}].type", light.type)
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shader.uniform_vector3("lights[#{_i}].direction", light.direction)
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shader.uniform_vector3("lights[#{_i}].position", light.position)
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shader.uniform_vector3("lights[#{_i}].diffuse", light.diffuse)
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shader.uniform_vector3("lights[#{_i}].ambient", light.ambient)
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shader.uniform_vector3("lights[#{_i}].specular", light.specular)
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glDrawArrays(GL_TRIANGLES, 0, @g_buffer.vertices.size)
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end
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end
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glBindVertexArray(0)
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@@ -215,7 +221,7 @@ module CyberarmEngine
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offset = 0
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model.objects.each do |object|
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shader.uniform_boolean("hasTexture", object.has_texture?)
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shader.uniform_boolean("has_texture", object.has_texture?)
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if object.has_texture?
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glBindTexture(GL_TEXTURE_2D, object.materials.find { |mat| mat.texture_id }.texture_id)
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@@ -385,7 +385,7 @@ module CyberarmEngine
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# @param value [Vector]
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# @param location [Integer]
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# @return [void]
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def uniform_vec3(variable, value, location = nil)
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def uniform_vector3(variable, value, location = nil)
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attr_loc = location || attribute_location(variable)
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glUniform3f(attr_loc, *value.to_a[0..2])
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@@ -397,7 +397,7 @@ module CyberarmEngine
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# @param value [Vector]
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# @param location [Integer]
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# @return [void]
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def uniform_vec4(variable, value, location = nil)
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def uniform_vector4(variable, value, location = nil)
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attr_loc = location || attribute_location(variable)
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glUniform4f(attr_loc, *value.to_a)
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