diffuse_texture
and specular_texture
gamnit :: more_materials $ Material
Material for models, or how to draw the modelgamnit :: more_materials $ Material
Material for models, or how to draw the modeldiffuse_texture
and specular_texture
accept_scroll_and_zoom
Serializable::inspect
to show more useful information
more_collections :: more_collections
Highly specific, but useful, collections-related classes.performance_analysis :: performance_analysis
Services to gather information on the performance of events by categoriesserialization :: serialization_core
Abstract services to serialize Nit objects to different formatscore :: union_find
union–find algorithm using an efficient disjoint-set data structureEulerCamera
and App::frame_core_draw
to get a stereoscopic view
# Various material implementations
module more_materials
intrude import depth_core
intrude import flat
intrude import shadow
import more_lights
redef class Material
# Get the default blueish material
new do return new SmoothMaterial(
[0.0, 0.0, 0.3, 1.0],
[0.0, 0.0, 0.6, 1.0],
[1.0, 1.0, 1.0, 1.0])
end
# Simple material with static colors
class SmoothMaterial
super Material
# Ambient color, always visible
#
# The RGB values should be premultiplied by the alpha value.
var ambient_color: Array[Float] is writable
# Diffuse color when covered by a light source
#
# The RGB values should be premultiplied by the alpha value.
var diffuse_color: Array[Float] is writable
# Specular color affecting reflections
#
# The RGB values should be premultiplied by the alpha value.
var specular_color: Array[Float] is writable
redef fun draw(actor, model, camera)
do
var program = app.blinn_phong_program
program.use
program.mvp.uniform camera.mvp_matrix
var mesh = model.mesh
# Actor specs
glDisableVertexAttribArray program.translation.location
glDisableVertexAttribArray program.scale.location
program.translation.uniform(actor.center.x, actor.center.y, actor.center.z, 0.0)
program.scale.uniform actor.scale
program.alpha.uniform actor.alpha
program.rotation = new Matrix.gamnit_euler_rotation(actor.pitch, actor.yaw, actor.roll)
# From mesh
program.coord.array_enabled = true
program.coord.array(mesh.vertices, 3)
program.normal.array_enabled = true
program.normal.array(mesh.normals, 3)
# No textures
program.use_map_ambient.uniform false
program.use_map_diffuse.uniform false
program.use_map_specular.uniform false
program.tex_coord.array_enabled = false
# Camera
program.camera.uniform(camera.position.x, camera.position.y, camera.position.z)
# Colors from the material
program.ambient_color.uniform(ambient_color[0], ambient_color[1],
ambient_color[2], ambient_color[3])
program.diffuse_color.uniform(diffuse_color[0], diffuse_color[1],
diffuse_color[2], diffuse_color[3])
program.specular_color.uniform(specular_color[0], specular_color[1],
specular_color[2], specular_color[3])
setup_lights(camera, program)
# Execute draw
if mesh.indices.is_empty then
glDrawArrays(mesh.draw_mode, 0, mesh.vertices.length/3)
else
glDrawElements(mesh.draw_mode, mesh.indices.length, gl_UNSIGNED_SHORT, mesh.indices_c.native_array)
end
assert glGetError == gl_NO_ERROR
end
private fun setup_lights(camera: Camera, program: BlinnPhongProgram)
do
# TODO use a list of lights
# Light, for Lambert and Blinn-Phong
var light = app.light
if light isa ParallelLight then
program.light_kind.uniform 1
# Vector parallel to the light source
program.light_center.uniform(
-light.pitch.sin * light.yaw.sin,
light.pitch.cos,
-light.yaw.cos)
else if light isa PointLight then
program.light_kind.uniform 2
# Position of the light source
program.light_center.uniform(app.light.position.x, app.light.position.y, app.light.position.z)
else
program.light_kind.uniform 0
end
# Draw projected shadows?
if not light isa LightCastingShadows or not app.shadow_depth_texture_available then
program.use_shadows.uniform false
return
else program.use_shadows.uniform true
# Light point of view
program.light_mvp.uniform light.camera.mvp_matrix
# Depth texture
glActiveTexture gl_TEXTURE4
glBindTexture(gl_TEXTURE_2D, app.shadow_context.depth_texture)
program.depth_texture.uniform 4
program.depth_texture_size.uniform app.shadow_resolution.to_f
program.depth_texture_taps.uniform 2 # TODO make configurable
end
end
# Material with potential `diffuse_texture` and `specular_texture`
class TexturedMaterial
super SmoothMaterial
# Texture applied to the ambient_color
var ambient_texture: nullable Texture = null is writable
# Texture applied to the diffuse color
var diffuse_texture: nullable Texture = null is writable
# Texture applied to the specular color
var specular_texture: nullable Texture = null is writable
# Bump map TODO
private var normals_texture: nullable Texture = null is writable
redef fun draw(actor, model, camera)
do
var mesh = model.mesh
var program = app.blinn_phong_program
program.use
# One of the textures used, if any
var sample_used_texture = null
var texture = ambient_texture
if texture != null then
glActiveTexture gl_TEXTURE0
glBindTexture(gl_TEXTURE_2D, texture.gl_texture)
program.use_map_ambient.uniform true
program.map_ambient.uniform 0
sample_used_texture = texture
else
program.use_map_ambient.uniform false
end
texture = diffuse_texture
if texture != null then
glActiveTexture gl_TEXTURE1
glBindTexture(gl_TEXTURE_2D, texture.gl_texture)
program.use_map_diffuse.uniform true
program.map_diffuse.uniform 1
sample_used_texture = texture
else
program.use_map_diffuse.uniform false
end
texture = specular_texture
if texture != null then
glActiveTexture gl_TEXTURE2
glBindTexture(gl_TEXTURE_2D, texture.gl_texture)
program.use_map_specular.uniform true
program.map_specular.uniform 2
sample_used_texture = texture
else
program.use_map_specular.uniform false
end
texture = normals_texture
if texture != null then
glActiveTexture gl_TEXTURE3
glBindTexture(gl_TEXTURE_2D, texture.gl_texture)
program.use_map_bump.uniform true
program.map_bump.uniform 3
sample_used_texture = texture
else
program.use_map_bump.uniform false
end
glDisableVertexAttribArray program.translation.location
glDisableVertexAttribArray program.scale.location
program.mvp.uniform camera.mvp_matrix
program.translation.uniform(actor.center.x, actor.center.y, actor.center.z, 0.0)
program.scale.uniform actor.scale
program.alpha.uniform actor.alpha
# If using a texture, set `texture_coords`
program.tex_coord.array_enabled = sample_used_texture != null
if sample_used_texture != null then
if sample_used_texture isa RootTexture then
# Coordinates are directly valid
program.tex_coord.array(mesh.texture_coords, 2)
else
# Correlate texture coordinates from the substexture and the mesh.
# This is slow, but should be cached on the GPU.
var xa = sample_used_texture.offset_left
var xd = sample_used_texture.offset_right - xa
var ya = sample_used_texture.offset_top
var yd = sample_used_texture.offset_bottom - ya
var tex_coords = new Array[Float].with_capacity(mesh.texture_coords.length)
for i in [0..mesh.texture_coords.length/2[ do
tex_coords[i*2] = xa + xd * mesh.texture_coords[i*2]
tex_coords[i*2+1] = 1.0 - (ya + yd * mesh.texture_coords[i*2+1])
end
program.tex_coord.array(tex_coords, 2)
end
end
program.coord.array_enabled = true
program.coord.array(mesh.vertices, 3)
program.rotation = new Matrix.gamnit_euler_rotation(actor.pitch, actor.yaw, actor.roll)
program.ambient_color.uniform(ambient_color[0], ambient_color[1],
ambient_color[2], ambient_color[3])
program.diffuse_color.uniform(diffuse_color[0], diffuse_color[1],
diffuse_color[2], diffuse_color[3])
program.specular_color.uniform(specular_color[0], specular_color[1],
specular_color[2], specular_color[3])
program.normal.array_enabled = true
program.normal.array(mesh.normals, 3)
# Light
setup_lights(camera, program)
# Camera
program.camera.uniform(camera.position.x, camera.position.y, camera.position.z)
if mesh.indices.is_empty then
glDrawArrays(mesh.draw_mode, 0, mesh.vertices.length/3)
else
glDrawElements(mesh.draw_mode, mesh.indices.length, gl_UNSIGNED_SHORT, mesh.indices_c.native_array)
end
end
end
# Simple material using the normals of the surface as color
#
# Each axis composing the normals are translated to color values.
# This material is useful for debugging normals or display models in a colorful way.
class NormalsMaterial
super Material
redef fun draw(actor, model, camera)
do
var program = app.normals_program
program.use
program.mvp.uniform camera.mvp_matrix
var mesh = model.mesh
# TODO apply normal map
program.translation.uniform(actor.center.x, actor.center.y, actor.center.z, 0.0)
program.scale.uniform actor.scale
program.tex_coord.array_enabled = true
program.tex_coord.array(mesh.texture_coords, 2)
program.coord.array_enabled = true
program.coord.array(mesh.vertices, 3)
program.rotation = new Matrix.gamnit_euler_rotation(actor.pitch, actor.yaw, actor.roll)
program.normal.array_enabled = true
program.normal.array(mesh.normals, 3)
if mesh.indices.is_empty then
glDrawArrays(mesh.draw_mode, 0, mesh.vertices.length/3)
else
glDrawElements(mesh.draw_mode, mesh.indices.length, gl_UNSIGNED_SHORT, mesh.indices_c.native_array)
end
end
end
# Graphic program to display 3D models with Blinn-Phong specular lighting
class BlinnPhongProgram
super GamnitProgramFromSource
redef var vertex_shader_source = """
// Vertex coordinates
attribute vec4 coord;
// Vertex translation
attribute vec4 translation;
// Vertex scaling
attribute float scale;
attribute float alpha;
// Vertex coordinates on textures
attribute vec2 tex_coord;
// Vertex normal
attribute vec3 normal;
// Camera model view projection matrix
uniform mat4 mvp;
// Actor rotation
attribute vec4 rotation_row0;
attribute vec4 rotation_row1;
attribute vec4 rotation_row2;
attribute vec4 rotation_row3;
mat4 rotation()
{
return mat4(rotation_row0, rotation_row1, rotation_row2, rotation_row3);
}
// Lights config
uniform lowp int light_kind;
uniform vec3 light_center;
uniform mat4 light_mvp;
// Coordinates of the camera
uniform vec3 camera;
// Output for the fragment shader
varying vec2 v_tex_coord;
varying vec3 v_normal;
varying vec4 v_to_light;
varying vec4 v_to_camera;
varying vec4 v_depth_pos;
varying float v_alpha;
void main()
{
mat4 rotation = rotation();
vec4 pos = (vec4(coord.xyz * scale, 1.0) * rotation + translation);
gl_Position = pos * mvp;
v_depth_pos = (pos * light_mvp) * 0.5 + 0.5;
// Pass varyings to the fragment shader
v_tex_coord = vec2(tex_coord.x, 1.0 - tex_coord.y);
v_normal = normalize(vec4(normal, 0.0) * rotation).xyz;
v_to_camera = normalize(vec4(camera, 1.0) - pos);
if (light_kind == 0) {
// No light
} else if (light_kind == 1) {
// Parallel
v_to_light = normalize(vec4(light_center, 1.0));
} else {
// Point light (and others?)
v_to_light = normalize(vec4(light_center, 1.0) - pos);
}
v_alpha = alpha;
}
""" @ glsl_vertex_shader
redef var fragment_shader_source = """
precision mediump float;
// Input from the vertex shader
varying vec2 v_tex_coord;
varying vec3 v_normal;
varying vec4 v_to_light;
varying vec4 v_to_camera;
varying vec4 v_depth_pos;
varying float v_alpha;
// Colors
uniform vec4 ambient_color;
uniform vec4 diffuse_color;
uniform vec4 specular_color;
// Ambient map
uniform bool use_map_ambient;
uniform sampler2D map_ambient;
// Diffuse map
uniform bool use_map_diffuse;
uniform sampler2D map_diffuse;
// Specular map
uniform bool use_map_specular;
uniform sampler2D map_specular;
// Bump map
uniform bool use_map_bump;
uniform sampler2D map_bump;
// Normal map
uniform bool use_map_normal;
uniform sampler2D map_normal;
// Shadow
uniform lowp int light_kind;
uniform bool use_shadows;
uniform sampler2D depth_texture;
uniform float depth_size;
uniform int depth_taps;
// Shadow effect on the diffuse colors of the fragment at offset `x, y`
float shadow_lookup(vec2 depth_coord, float x, float y) {
float tap_width = 1.0;
float pixel_size = tap_width/depth_size;
vec2 offset = vec2(x * pixel_size * v_depth_pos.w,
y * pixel_size * v_depth_pos.w);
depth_coord += offset;
float depth = v_depth_pos.z/v_depth_pos.w;
//vec2 depth_coord = v_depth_pos.xy/v_depth_pos.w;
if (depth_coord.x < 0.0 || depth_coord.x > 1.0 || depth_coord.y < 0.0 || depth_coord.y > 1.0) {
// Out of the shadow map texture
//gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); // debug, red out of the light view
return 1.0;
}
float shadow_depth = texture2D(depth_texture, depth_coord).r;
float bias = 0.0001;
if (shadow_depth == 1.0) {
// Too far to be in depth texture
return 1.0;
} else if (shadow_depth <= depth - bias) {
// In a shadow
//gl_FragColor = vec4(0.0, 0.0, 1.0, 1.0); // debug, blue shadows
return 0.2; // TODO replace with a configurable ambient light
}
//gl_FragColor = vec4(0.0, 1.0-(shadow_depth-depth), 0.0, 1.0); // debug, green lit surfaces
return 1.0;
}
// Shadow effect on the diffuse colors of the fragment
float shadow() {
if (!use_shadows) return 1.0;
vec2 depth_coord = v_depth_pos.xy/v_depth_pos.w;
float taps = float(depth_taps);
float tap_step = 2.00/taps;
float sum = 0.0;
for (float x = -1.0; x <= 0.99; x += tap_step)
for (float y = -1.0; y <= 0.99; y += tap_step)
sum += shadow_lookup(depth_coord, x, y);
return sum / taps / taps;
}
void main()
{
// Normal
vec3 normal = v_normal;
if (use_map_bump) {
// TODO
vec3 bump = 2.0 * texture2D(map_bump, v_tex_coord).rgb - 1.0;
}
// Ambient light
vec4 ambient = ambient_color * v_alpha;
if (use_map_ambient) ambient *= texture2D(map_ambient, v_tex_coord);
if (light_kind == 0) {
// No light, show diffuse and ambient
vec4 diffuse = diffuse_color * v_alpha;
if (use_map_diffuse) diffuse *= texture2D(map_diffuse, v_tex_coord);
gl_FragColor = ambient + diffuse;
} else {
// Parallel light or point light (1 or 2)
// Diffuse Lambert light
vec3 to_light = v_to_light.xyz;
float lambert = clamp(dot(normal, to_light), 0.0, 1.0);
vec4 diffuse = lambert * diffuse_color;
if (use_map_diffuse) diffuse *= texture2D(map_diffuse, v_tex_coord);
// Specular Phong light
float s = 0.0;
if (lambert > 0.0) {
// In light
vec3 l = reflect(-to_light, normal);
s = clamp(dot(l, v_to_camera.xyz), 0.0, 1.0);
s = pow(s, 8.0); // TODO make this `shininess` a material attribute
// Shadows
diffuse *= shadow();
}
vec4 specular = s * specular_color * v_alpha;
if (use_map_specular) specular *= texture2D(map_specular, v_tex_coord).x;
gl_FragColor = ambient + diffuse + specular;
}
if (gl_FragColor.a < 0.01) discard;
//gl_FragColor = vec4(normalize(normal).rgb, 1.0); // Debug normals
}
""" @ glsl_fragment_shader
# Vertices coordinates
var coord = attributes["coord"].as(AttributeVec4) is lazy
# Should this program use the texture `map_ambient`?
var use_map_ambient = uniforms["use_map_ambient"].as(UniformBool) is lazy
# Ambient texture unit
var map_ambient = uniforms["map_ambient"].as(UniformSampler2D) is lazy
# Should this program use the texture `map_diffuse`?
var use_map_diffuse = uniforms["use_map_diffuse"].as(UniformBool) is lazy
# Diffuse texture unit
var map_diffuse = uniforms["map_diffuse"].as(UniformSampler2D) is lazy
# Should this program use the texture `map_specular`?
var use_map_specular = uniforms["use_map_specular"].as(UniformBool) is lazy
# Specularity texture unit
var map_specular = uniforms["map_specular"].as(UniformSampler2D) is lazy
# Should this program use the texture `map_bump`?
var use_map_bump = uniforms["use_map_bump"].as(UniformBool) is lazy
# Bump texture unit
var map_bump = uniforms["map_bump"].as(UniformSampler2D) is lazy
# Normal per vertex
var normal = attributes["normal"].as(AttributeVec3) is lazy
# Coordinates on the textures, per vertex
var tex_coord = attributes["tex_coord"].as(AttributeVec2) is lazy
# Ambient color
var ambient_color = uniforms["ambient_color"].as(UniformVec4) is lazy
# Diffuse color
var diffuse_color = uniforms["diffuse_color"].as(UniformVec4) is lazy
# Specular color
var specular_color = uniforms["specular_color"].as(UniformVec4) is lazy
# Kind of lights: 0 -> no light, 1 -> parallel, 2 -> point
var light_kind = uniforms["light_kind"].as(UniformInt) is lazy
# Center position of the light *or* vector to parallel light source
var light_center = uniforms["light_center"].as(UniformVec3) is lazy
# Light model view projection matrix
var light_mvp = uniforms["light_mvp"].as(UniformMat4) is lazy
# Should shadow be drawn? Would use `depth_texture` and `light_mvp`.
var use_shadows = uniforms["use_shadows"].as(UniformBool) is lazy
# Diffuse texture unit
var depth_texture = uniforms["depth_texture"].as(UniformSampler2D) is lazy
# Size, in pixels, of `depth_texture`
var depth_texture_size = uniforms["depth_size"].as(UniformFloat) is lazy
# Times to tap the `depth_texture`, square root (set to 3 for a total of 9 taps)
var depth_texture_taps = uniforms["depth_taps"].as(UniformInt) is lazy
# Camera position
var camera = uniforms["camera"].as(UniformVec3) is lazy
# Translation applied to each vertex
var translation = attributes["translation"].as(AttributeVec4) is lazy # TODO attribute
# Set `mat` at the uniform rotation matrix
fun rotation=(mat: Matrix)
do
var i = 0
for r in [rotation_row0, rotation_row1, rotation_row2, rotation_row3] do
if r.is_active then
glDisableVertexAttribArray r.location
r.uniform(mat[0, i], mat[1, i], mat[2, i], mat[3, i])
end
i += 1
end
var gl_error = glGetError
assert gl_error == gl_NO_ERROR else print_error gl_error
end
# Rotation matrix, row0
var rotation_row0 = attributes["rotation_row0"].as(AttributeVec4) is lazy
# Rotation matrix, row 1
var rotation_row1 = attributes["rotation_row1"].as(AttributeVec4) is lazy
# Rotation matrix, row 2
var rotation_row2 = attributes["rotation_row2"].as(AttributeVec4) is lazy
# Rotation matrix, row 3
var rotation_row3 = attributes["rotation_row3"].as(AttributeVec4) is lazy
# Scaling per vertex
var scale = attributes["scale"].as(AttributeFloat) is lazy
# Scaling per vertex
var alpha = attributes["alpha"].as(AttributeFloat) is lazy
# Camera model view projection matrix
var mvp = uniforms["mvp"].as(UniformMat4) is lazy
end
# Program to color objects from their normal vectors
#
# May be used in place of `BlinnPhongProgram` for debugging or effect.
class NormalProgram
super BlinnPhongProgram
redef var fragment_shader_source = """
precision mediump float;
// Input from the vertex shader
varying vec3 v_normal;
void main()
{
gl_FragColor = vec4(v_normal*0.5 + 0.5, 1.0);
}
""" @ glsl_fragment_shader
end
redef class App
private var blinn_phong_program = new BlinnPhongProgram is lazy
private var normals_program = new NormalProgram is lazy
end
lib/gamnit/depth/more_materials.nit:15,1--665,3