208 lines
		
	
	
		
			6.3 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			208 lines
		
	
	
		
			6.3 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #version 330 core
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| 
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| #define NR_POINT_LIGHTS 10
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| 
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| out vec4 FragColor;
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| 
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| 
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| layout (std140) uniform Lights {
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|     //                                        this is how many      because we have to align
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|     //                                        bytes it SHOULD       in multiples of 16, this
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|     //                                        take                  it where it ACTUALLY is
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|     //
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|     //refer: https://learnopengl.com/Advanced-OpenGL/Advanced-GLSL
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|     //
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|     //                                        base alignment        aligned offset
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|     //direct light
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|     vec3 dLDirection;                      // 16                    0
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|     vec3 dLAmbient;                        // 16                    16
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|     vec3 dLDiffuse;                        // 16                    32
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|     vec3 dLSpecular;                       // 16                    48
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| 
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|     //point light
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|     vec3 pLposition[NR_POINT_LIGHTS];      // 16*10                 64
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|     float pLconstant[NR_POINT_LIGHTS];     // 16*10                 224
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|     float pLlinear[NR_POINT_LIGHTS];       // 16*10                 384
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|     float pLquadratic[NR_POINT_LIGHTS];    // 16*10                 544
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|     vec3 pLambient[NR_POINT_LIGHTS];       // 16*10                 704
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|     vec3 pLdiffuse[NR_POINT_LIGHTS];       // 16*10                 864
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|     vec3 pLspecular[NR_POINT_LIGHTS];      // 16*10                 1024
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| 
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|     //for a total size of   1184
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| 
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| };
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| 
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| struct Material {
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|     sampler2D diffuse;
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|     sampler2D specular;
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|     float shininess;
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| }; 
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| 
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| in vec3 FragPos;
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| in vec3 Normal;
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| in vec2 texPlane1;
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| in vec2 texPlane2;
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| in vec2 texPlane3;
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| in vec4 FragPosLightSpace;
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| 
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| 
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| uniform vec3 viewPos;
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| // uniform DirLight dirLight;
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| // uniform PointLight pointLights[NR_POINT_LIGHTS];
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| // uniform SpotLight spotLight;
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| uniform Material material;
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| 
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| //texture stuff
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| // uniform sampler2D ourTexture;
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| uniform int hasTransparency;
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| // uniform sampler2D specularTexture;
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| 
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| //light depth map
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| uniform sampler2D shadowMap;
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| 
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| 
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| // function prototypes
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| // vec3 CalcDirLight(vec3 normal, vec3 viewDir);
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| // vec3 CalcPointLight(int i, vec3 normal, vec3 fragPos, vec3 viewDir);
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| // vec3 CalcSpotLight(vec3 normal, vec3 fragPos, vec3 viewDir);
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| float calcLightIntensityTotal(vec3 normal);
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| float ShadowCalculation(vec4 fragPosLightSpace, vec3 lightDir, vec3 normal);
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| vec3 getColor(vec2 texPlane1, vec2 texPlane2, vec2 texPlane3, vec3 normal, Material material);
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| 
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| void main(){
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|     vec3 norm = normalize(Normal);
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|     vec3 viewDir = normalize(viewPos - FragPos);
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|     
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|     //grab light intensity
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|     float lightIntensity = calcLightIntensityTotal(norm);
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| 
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|     //get color of base texture
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|     vec3 textureColor = getColor(texPlane1, texPlane2, texPlane3, norm, material);
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| 
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|     //shadow
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|     float shadow = ShadowCalculation(FragPosLightSpace, normalize(-dLDirection), norm);
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| 
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|     //calculate final color
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|     vec3 finalColor = textureColor * lightIntensity * max(shadow,0.4);
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|     // vec3 lightAmount = CalcDirLight(norm, viewDir);
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|     // for(int i = 0; i < NR_POINT_LIGHTS; i++){
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|     //    lightAmount += CalcPointLight(i, norm, FragPos, viewDir);
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|     // }
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| 
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|     //this final calculation is for transparency
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|     FragColor = vec4(finalColor, 1);
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| }
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| 
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| 
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| vec3 getColor(vec2 texPlane1, vec2 texPlane2, vec2 texPlane3, vec3 normal, Material material){
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| 
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|     vec3 weights = abs(normal);
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| 
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|     vec3 albedoX = texture(material.diffuse, texPlane1).rgb;
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|     vec3 albedoY = texture(material.diffuse, texPlane2).rgb;
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|     vec3 albedoZ = texture(material.diffuse, texPlane3).rgb;
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| 
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| 
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|     return (albedoX * weights.x + albedoY * weights.y + albedoZ * weights.z);
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| }
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| 
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| //
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| float calcLightIntensityAmbient(){
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|     //calculate average of ambient light
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|     float avg = (dLAmbient.x + dLAmbient.y + dLAmbient.z)/3.0;
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|     return avg;
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| }
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| 
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| //
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| float calcLightIntensityDir(vec3 normal){
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|     vec3 lightDir = normalize(-dLDirection);
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|     // diffuse shading
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|     float diff = max(dot(normal, lightDir), 0.0);
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|     
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|     return diff;
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| }
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| 
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| //
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| float calcLightIntensityTotal(vec3 normal){
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|     //ambient intensity
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|     float ambientLightIntensity = calcLightIntensityAmbient();
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| 
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|     //get direct intensity
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|     float directLightIntensity = calcLightIntensityDir(normal);
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| 
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|     //sum
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|     float total = ambientLightIntensity + directLightIntensity;
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|     return total;
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| }
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| 
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| //
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| vec3 getTotalLightColor(vec3 normal){
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|     //get the direct light color adjusted for intensity
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|     vec3 diffuseLightColor = dLDiffuse * calcLightIntensityDir(normal);
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| 
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|     //sum light colors
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|     vec3 totalLightColor = diffuseLightColor;
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|     return totalLightColor;
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| }
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| 
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| vec3 CalcPointLight(int i, vec3 normal, vec3 fragPos, vec3 viewDir){
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|     vec3 lightDir = normalize(pLposition[i] - fragPos);
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|     // diffuse shading
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|     float diff = max(dot(normal, lightDir), 0.0);
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|     // specular shading
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|     // vec3 reflectDir = reflect(-lightDir, normal);
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|     // float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
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|     // attenuation
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|     float distance = length(pLposition[i] - fragPos);
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|     float attenuation = 1.0 / (pLconstant[i] + pLlinear[i] * distance + pLquadratic[i] * (distance * distance));    
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|     // combine results
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|     vec3 ambient = pLambient[i];
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|     vec3 diffuse = pLdiffuse[i] * diff;
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|     ambient *= attenuation;
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|     diffuse *= attenuation;
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|     // specular *= attenuation;
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|     vec3 specular = vec3(0,0,0);
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| 
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|     vec3 finalValue = (ambient + diffuse + specular);
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|     finalValue = vec3(max(finalValue.x,0),max(finalValue.y,0),max(finalValue.z,0));
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| 
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|     return finalValue;
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| }
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| 
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| 
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| float ShadowCalculation(vec4 fragPosLightSpace, vec3 lightDir, vec3 normal){
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| 
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|     // perform perspective divide
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|     vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
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| 
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|     //transform to NDC
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|     projCoords = projCoords * 0.5 + 0.5;
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| 
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|     //get closest depth from light's POV
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|     float closestDepth = texture(shadowMap, projCoords.xy).r;
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| 
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|     //get depth of current fragment
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|     float currentDepth = projCoords.z;
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|     
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|     //calculate bias
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|     float bias = max(0.05 * (1.0 - dot(normal, lightDir)), 0.005);
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| 
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|     //calculate shadow value
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|     float shadow = currentDepth - bias > closestDepth  ? 1.0 : 0.0;
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| 
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|     if(projCoords.z > 1.0){
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|         shadow = 0.0;
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|     }
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| 
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|     //calculate dot product, if it is >0 we know they're parallel-ish therefore should disregard the shadow mapping
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|     //ie the fragment is already facing away from the light source
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|     float dotprod = dot(normalize(lightDir),normalize(normal));
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| 
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|     if(dotprod > 0.0){
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|         shadow = 0.0;
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|     }
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| 
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|     // shadow = currentDepth;
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| 
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|     return shadow;
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| } |