#include "entity_shader.h" #include "../toolbox/toolbox.h" namespace shaders { static std::string vertex_shader = R"( #version 400 core // The VertexShader is run for each vertex on the screen. // Position of the vertex in vec3 position; // Coordinates of the texture in vec2 texture_coords; // The normal of the vertex in vec3 normal; // Equal to the texture_coords out vec2 pass_texture_coords; out vec3 surface_normal; out vec3 to_light_vector; out vec3 to_camera_vector; uniform mat4 model_matrix; uniform mat4 projection_matrix; uniform mat4 view_matrix; uniform vec3 light_position; void main(void) { // Calculate the real position of the vertex (after rotation and scaling) vec4 world_position = model_matrix * vec4(position, 1.0); // Tell OpenGL where to render the vertex gl_Position = projection_matrix * view_matrix * world_position; // Pass the textureCoords directly to the fragment shader pass_texture_coords = texture_coords; surface_normal = (model_matrix * vec4(normal, 0.0)).xyz; to_light_vector = light_position - world_position.xyz; to_camera_vector = (inverse(view_matrix) * vec4(0.0, 0.0, 0.0, 1.0)).xyz - world_position.xyz; } )"; static std::string fragment_shader = R"( #version 400 core // The FragmentShader is run for each pixel in a face on the screen. // Interpolated textureCoordinates of the vertex (relative to the distance to each vertex) in vec2 pass_texture_coords; in vec3 surface_normal; in vec3 to_light_vector; in vec3 to_camera_vector; // Final color of the pixel out vec4 out_color; // The texture of the model uniform sampler2D texture_sampler; uniform vec3 light_color; uniform float shine_damper; uniform float reflectivity; void main(void) { vec3 unit_normal = normalize(surface_normal); vec3 unit_light_vector = normalize(to_light_vector); vec3 unit_camera_vector = normalize(to_camera_vector); // Calculate the diffuse lighting float dot_diffuse = dot(unit_normal, unit_light_vector); float brightness = max(dot_diffuse, 0.1); vec3 diffuse = brightness * light_color; // Calculate the specular lighting vec3 light_direction = -unit_light_vector; vec3 reflected_light_direction = reflect(light_direction, unit_normal); float dot_specular = dot(reflected_light_direction, unit_camera_vector); dot_specular = max(dot_specular, 0.0); float damped_specular = pow(dot_specular, shine_damper); vec3 specular = damped_specular * reflectivity * light_color; out_color = vec4(diffuse, 1.0) * texture(texture_sampler, pass_texture_coords) + vec4(specular, 1.0); } )"; EntityShader::EntityShader(): ShaderProgram(vertex_shader, fragment_shader) { } void EntityShader::LoadModelMatrix(const glm::mat4& matrix) const { LoadMatrix(location_model_matrix, matrix); } void EntityShader::LoadProjectionMatrix(const glm::mat4& projection) const { LoadMatrix(location_projection_matrix, projection); } void EntityShader::LoadViewMatrix(entities::Camera& camera) const { const glm::mat4 view_matrix = toolbox::CreateViewMatrix(camera); LoadMatrix(location_view_matrix, view_matrix); } void EntityShader::LoadLight(entities::Light& light) const { LoadVector(location_light_position, light.GetPosition()); LoadVector(location_light_color, light.GetColor()); } void EntityShader::LoadShineVariables(float shine_damper, float reflectivity) const { LoadFloat(location_shine_damper, shine_damper); LoadFloat(location_reflectivity, reflectivity); } void EntityShader::SetAttributes() const { // Load the position VBO and textureCoords VBO from the VAO into the shader "in" variables SetAttribute(0, "position"); SetAttribute(1, "texture_coords"); SetAttribute(2, "normal"); } void EntityShader::GetAllUniformLocations() { // Get the locations from the uniform variables from the shaders location_model_matrix = GetUniformLocation("model_matrix"); location_projection_matrix = GetUniformLocation("projection_matrix"); location_view_matrix = GetUniformLocation("view_matrix"); location_light_position = GetUniformLocation("light_position"); location_light_color = GetUniformLocation("light_color"); location_shine_damper = GetUniformLocation("shine_damper"); location_reflectivity = GetUniformLocation("reflectivity"); } }