intrude import depth_core
intrude import flat
+intrude import shadow
+import more_lights
redef class Material
# Get the default blueish material
# The RGB values should be premultiplied by the alpha value.
var specular_color: Array[Float] is writable
- redef fun draw(actor, model)
+ redef fun draw(actor, model, camera)
do
- var program = app.versatile_program
+ 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.rotation.uniform new Matrix.gamnit_euler_rotation(actor.pitch, actor.yaw, actor.roll)
+ 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.use_map_specular.uniform false
program.tex_coord.array_enabled = false
- # Lights
- program.light_center.uniform(app.light.position.x, app.light.position.y, app.light.position.z)
-
# Camera
- program.camera.uniform(app.world_camera.position.x, app.world_camera.position.y, app.world_camera.position.z)
+ program.camera.uniform(camera.position.x, camera.position.y, camera.position.z)
# Colors from the material
- var a = actor.alpha
- program.ambient_color.uniform(ambient_color[0]*a, ambient_color[1]*a,
- ambient_color[2]*a, ambient_color[3]*a)
- program.diffuse_color.uniform(diffuse_color[0]*a, diffuse_color[1]*a,
- diffuse_color[2]*a, diffuse_color[3]*a)
- program.specular_color.uniform(specular_color[0]*a, specular_color[1]*a,
- specular_color[2]*a, specular_color[3]*a)
+ 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
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
# Bump map TODO
private var normals_texture: nullable Texture = null is writable
- redef fun draw(actor, model)
+ redef fun draw(actor, model, camera)
do
var mesh = model.mesh
- var program = app.versatile_program
+ var program = app.blinn_phong_program
program.use
# One of the textures used, if any
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
var xd = sample_used_texture.offset_right - xa
var ya = sample_used_texture.offset_top
var yd = sample_used_texture.offset_bottom - ya
- xd *= 0.999
- yd *= 0.999
var tex_coords = new Array[Float].with_capacity(mesh.texture_coords.length)
for i in [0..mesh.texture_coords.length/2[ do
program.coord.array_enabled = true
program.coord.array(mesh.vertices, 3)
- program.rotation.uniform new Matrix.gamnit_euler_rotation(actor.pitch, actor.yaw, actor.roll)
+ program.rotation = new Matrix.gamnit_euler_rotation(actor.pitch, actor.yaw, actor.roll)
- var a = actor.alpha
- program.ambient_color.uniform(ambient_color[0]*a, ambient_color[1]*a,
- ambient_color[2]*a, ambient_color[3]*a)
- program.diffuse_color.uniform(diffuse_color[0]*a, diffuse_color[1]*a,
- diffuse_color[2]*a, diffuse_color[3]*a)
- program.specular_color.uniform(specular_color[0]*a, specular_color[1]*a,
- specular_color[2]*a, specular_color[3]*a)
+ 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)
- program.light_center.uniform(app.light.position.x, app.light.position.y, app.light.position.z)
- program.camera.uniform(app.world_camera.position.x, app.world_camera.position.y, app.world_camera.position.z)
+ # 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)
class NormalsMaterial
super Material
- redef fun draw(actor, model)
+ redef fun draw(actor, model, camera)
do
var program = app.normals_program
program.use
- program.mvp.uniform app.world_camera.mvp_matrix
+ program.mvp.uniform camera.mvp_matrix
var mesh = model.mesh
program.coord.array_enabled = true
program.coord.array(mesh.vertices, 3)
- program.rotation.uniform new Matrix.gamnit_euler_rotation(actor.pitch, actor.yaw, actor.roll)
+ program.rotation = new Matrix.gamnit_euler_rotation(actor.pitch, actor.yaw, actor.roll)
program.normal.array_enabled = true
program.normal.array(mesh.normals, 3)
attribute vec4 coord;
// Vertex translation
- uniform vec4 translation;
+ attribute vec4 translation;
// Vertex scaling
- uniform float scale;
+ attribute float scale;
+
+ attribute float alpha;
// Vertex coordinates on textures
attribute vec2 tex_coord;
// Vertex normal
attribute vec3 normal;
- // Model view projection matrix
+ // Camera model view projection matrix
uniform mat4 mvp;
- uniform mat4 rotation;
+ // 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;
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_light = normalize(vec4(light_center, 1.0) - pos);
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
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 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
}
// Ambient light
- vec4 ambient = ambient_color;
+ vec4 ambient = ambient_color * v_alpha;
if (use_map_ambient) ambient *= texture2D(map_ambient, v_tex_coord);
- // Diffuse Lambert light
- vec3 to_light = v_to_light.xyz;
- float lambert = clamp(dot(normal, to_light), 0.0, 1.0);
+ if (light_kind == 0) {
+ // No light, show diffuse and ambient
- vec4 diffuse = lambert * diffuse_color;
- if (use_map_diffuse) diffuse *= texture2D(map_diffuse, v_tex_coord);
+ vec4 diffuse = diffuse_color * v_alpha;
+ if (use_map_diffuse) diffuse *= texture2D(map_diffuse, v_tex_coord);
- // Specular Phong light
- float s = 0.0;
- if (lambert > 0.0) {
- 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
- }
+ 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
- vec4 specular = s * specular_color;
- if (use_map_specular) specular *= texture2D(map_specular, v_tex_coord).x;
+ // 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;
+ }
- gl_FragColor = ambient + diffuse + specular;
if (gl_FragColor.a < 0.01) discard;
- //gl_FragColor = vec4(normalize(normal).rgb, 1.0); // Debug
+ //gl_FragColor = vec4(normalize(normal).rgb, 1.0); // Debug normals
}
""" @ glsl_fragment_shader
# Should this program use the texture `map_diffuse`?
var use_map_diffuse = uniforms["use_map_diffuse"].as(UniformBool) is lazy
- # Diffuser texture unit
+ # Diffuse texture unit
var map_diffuse = uniforms["map_diffuse"].as(UniformSampler2D) is lazy
# Should this program use the texture `map_specular`?
# Specular color
var specular_color = uniforms["specular_color"].as(UniformVec4) is lazy
- # Center position of the light
+ # 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 = uniforms["translation"].as(UniformVec4) is lazy
+ var translation = attributes["translation"].as(AttributeVec4) is lazy # TODO attribute
- # Rotation matrix
- var rotation = uniforms["rotation"].as(UniformMat4) is lazy
+ # 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 scale = uniforms["scale"].as(UniformFloat) is lazy
+ var alpha = attributes["alpha"].as(AttributeFloat) is lazy
- # Model view projection matrix
+ # Camera model view projection matrix
var mvp = uniforms["mvp"].as(UniformMat4) is lazy
end
end
redef class App
- private var versatile_program = new BlinnPhongProgram is lazy
+ private var blinn_phong_program = new BlinnPhongProgram is lazy
private var normals_program = new NormalProgram is lazy
end