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lightedcolorshader.h
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/*The MIT License (MIT)
*
*Copyright (c) 2014 Michael O'Farrell, Bram Wasti
*
*Permission is hereby granted, free of charge, to any person obtaining a copy
*of this software and associated documentation files (the "Software"), to deal
*in the Software without restriction, including without limitation the rights
*to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
*copies of the Software, and to permit persons to whom the Software is
*furnished to do so, subject to the following conditions:
*
*The above copyright notice and this permission notice shall be included in
*all copies or substantial portions of the Software.
*
*THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
*IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
*FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
*AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
*LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
*OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
*THE SOFTWARE.
*
*/
#ifndef LIGHTEDCOLORSHADER_H
#define LIGHTEDCOLORSHADER_H
#define GLM_FORCE_RADIANS
// glm::vec3, glm::vec4, glm::ivec4, glm::mat4
#include "glm/glm.hpp"
// glm::perspective
// glm::translate, glm::rotate, glm::scale
#include "glm/gtc/matrix_transform.hpp"
// glm::value_ptr
#include "glm/gtc/type_ptr.hpp"
#include "shader.h"
namespace _LightedColorShader {
static const GLchar *vertex_shader[] = {
"#version 330\n",
"const int MAXLIGHTS = 4;\n",
"layout(location = 0) in vec3 vertex;\n",
"layout(location = 1) in vec3 vertexColor;\n",
"layout(location = 2) in vec3 normal;\n",
"out vec3 fragmentColor;\n",
"uniform mat4 model;\n",
"uniform mat4 view;\n",
"uniform mat4 projection;\n",
"uniform vec4 lightpos;\n",
"uniform vec4 lightdir;\n",
"uniform vec4 lightamb;\n",
"void main(void) {\n",
" gl_Position = model * vec4(vertex.xyz, 1.f);\n",
" vec3 rot_normal = mat3(model) * normal;\n",
" float f = max(dot(rot_normal, normalize(lightpos.xyz - gl_Position.xyz)), 0.0f);\n",
" float d = max(dot(rot_normal, normalize(-lightdir.xyz)), 0.0f);\n",
" fragmentColor = (min(d + lightamb.rgb, vec3(1.0f,1.0f,1.0f))) * vertexColor;\n",
" gl_Position = projection * view * gl_Position;\n",
"}"
};
static const GLchar *fragment_shader[] = {
"#version 330\n",
"in vec3 fragmentColor;\n",
"out vec4 color;\n",
"void main() {\n",
" color = vec4(fragmentColor, 1.0); // (pow(fragmentColor.r,2) + pow(fragmentColor.g,2) + pow(fragmentColor.b,2))/3.0);\n",
"}"
};
static GLfloat lightpos[] = {10.0f, 10.0f, -50.0f, 1.0f};
static GLfloat lightdir[] = {1.0f, -0.7f, -0.7f, 1.0f};
static GLfloat lightamb[] = {0.2f, 0.2f, 0.2f, 1.0f};
}
class LightedColorShader {
public:
GLuint modelLocation;
GLuint viewLocation;
GLuint projectionLocation;
GLuint lightposLocation;
GLuint lightdirLocation;
GLuint lightambLocation;
glm::mat4 view;
glm::mat4 projection;
glm::mat4 model;
Shader_prog prog;
LightedColorShader()
: prog(_LightedColorShader::vertex_shader, _LightedColorShader::fragment_shader) {
prog();
modelLocation = glGetUniformLocation(prog, "model");
viewLocation = glGetUniformLocation(prog, "view");
projectionLocation = glGetUniformLocation(prog, "projection");
lightposLocation = glGetUniformLocation(prog, "lightpos");
lightdirLocation = glGetUniformLocation(prog, "lightdir");
lightambLocation = glGetUniformLocation(prog, "lightamb");
glUniform4fv(lightposLocation, 1, _LightedColorShader::lightpos);
glUniform4fv(lightdirLocation, 1, _LightedColorShader::lightdir);
glUniform4fv(lightambLocation, 1, _LightedColorShader::lightamb);
}
void operator()() {
prog();
glUniformMatrix4fv(projectionLocation, 1, GL_FALSE, glm::value_ptr(projection));
glUniformMatrix4fv(viewLocation, 1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv(modelLocation, 1, GL_FALSE, glm::value_ptr(model));
}
~LightedColorShader() {
}
};
#endif /* LIGHTEDCOLORSHADER_H */