dev #12
@@ -22,8 +22,8 @@ public class Renderer {
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private VertexArray boardVao;
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private final PieceModel models;
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private static final Vector3f BLACK = new Vector3f(0.1f, 0.1f, 0.1f);
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private static final Vector3f WHITE = new Vector3f(0.7f, 0.7f, 0.7f);
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private static final Vector3f BLACK = new Vector3f(0.3f, 0.3f, 0.3f);
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private static final Vector3f WHITE = new Vector3f(1.0f, 1.0f, 1.0f);
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public Renderer() {
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this.boardShader = new BoardShader();
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@@ -12,16 +12,26 @@ public class BoardShader extends ShaderProgram {
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uniform mat4 viewMatrix;
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uniform mat4 projectionMatrix;
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uniform vec3 lightPosition;
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uniform vec3 lightPosition = vec3(0, 10, 0);
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flat out vec3 pass_color;
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out vec3 toLightVector;
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out vec3 toCameraVector;
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out vec3 surfaceNormal;
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void main(void){
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const vec4 normal = vec4(0.0, 1.0, 0.0, 1.0);
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gl_Position = projectionMatrix * viewMatrix * vec4(position, 1.0);
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vec3 camPos = (inverse(viewMatrix) * vec4(0.0, 0.0, 0.0, 1.0)).xyz;
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toLightVector = lightPosition - position;
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toCameraVector = camPos - position;
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surfaceNormal = (normal).xyz;
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pass_color = color;
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}
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@@ -33,6 +43,8 @@ public class BoardShader extends ShaderProgram {
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flat in vec3 pass_color;
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in vec3 toLightVector;
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in vec3 toCameraVector;
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in vec3 surfaceNormal;
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out vec4 out_color;
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@@ -42,18 +54,22 @@ public class BoardShader extends ShaderProgram {
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float lightDistance = length(toLightVector);
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const vec3 attenuation = vec3(0.3, 0.03, 0);
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const vec3 attenuation = vec3(0.2, 0.1, 0.0);
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float attenuationFactor = attenuation.x + attenuation.y * lightDistance + attenuation.z * lightDistance * lightDistance;
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vec3 unitNormal = vec3(0, 1, 0);
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vec3 unitNormal = normalize(surfaceNormal);
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vec3 unitLightVector = normalize(toLightVector);
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vec3 unitCamVector = normalize(toCameraVector);
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vec3 lightDirection = -unitLightVector;
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vec3 reflectedLightDirection = reflect(lightDirection, unitNormal);
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float diffuse = max(0.2, dot(unitNormal, unitLightVector));
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float brightness = diffuse / attenuationFactor;
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float specularFactor = max(0.0, dot(reflectedLightDirection, unitCamVector));
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float specular = pow(specularFactor, shineDamper) * reflectivity;
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float brightness = (diffuse + specular) / attenuationFactor;
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out_color = brightness * vec4(pass_color, 1.0);
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out_color.w = 1.0;
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@@ -17,43 +17,68 @@ public class PieceShader extends ShaderProgram {
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uniform mat4 projectionMatrix;
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uniform mat4 viewMatrix;
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uniform mat4 modelTransform;
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uniform vec3 lightPosition = vec3(0, 1, 0);
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uniform vec3 lightPosition = vec3(0, 10, 0);
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out vec3 toLightVector;
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out vec3 toCameraVector;
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out vec3 surfaceNormal;
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void main(void){
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vec4 worldPos = modelTransform * vec4(position, 1.0);
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toLightVector = lightPosition - worldPos.xyz;
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surfaceNormal = (modelTransform * vec4(normal, 0.0)).xyz;
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vec4 modelPos = modelTransform * vec4(position, 1.0);
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vec4 globalNormal = modelTransform * vec4(normal, 1.0);
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gl_Position = projectionMatrix * viewMatrix * worldPos;
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gl_Position = projectionMatrix * viewMatrix * modelPos;
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vec3 camPos = (inverse(viewMatrix) * vec4(0.0, 0.0, 0.0, 1.0)).xyz;
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toLightVector = lightPosition - modelPos.xyz;
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toCameraVector = camPos - position;
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surfaceNormal = normalize(globalNormal.xyz);
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}
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""";
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private static String fragmentShader = """
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#version 330
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in vec3 toLightVector;
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in vec3 toCameraVector;
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in vec3 surfaceNormal;
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uniform vec3 modelColor = vec3(1, 1, 1);
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uniform vec3 modelColor;
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out vec4 out_color;
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void main(void){
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const float shineDamper = 10.0;
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const float reflectivity = 1.0;
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float lightDistance = length(toLightVector);
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const vec3 attenuation = vec3(0.2, 0.1, 0.0);
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float attenuationFactor = attenuation.x + attenuation.y * lightDistance + attenuation.z * lightDistance * lightDistance;
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vec3 unitNormal = normalize(surfaceNormal);
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vec3 unitLightVector = normalize(toLightVector);
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vec3 unitCamVector = normalize(toCameraVector);
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float diffuse = max(0.5, dot(unitNormal, unitLightVector));
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vec3 lightDirection = -unitLightVector;
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vec3 reflectedLightDirection = reflect(lightDirection, unitNormal);
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float brightness = diffuse;
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float diffuse = max(0.2, dot(unitNormal, unitLightVector));
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out_color = vec4(modelColor, 1.0) * brightness;
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float specularFactor = max(0.0, dot(reflectedLightDirection, unitCamVector));
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float specular = pow(specularFactor, shineDamper) * reflectivity;
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float brightness = (diffuse + specular) / attenuationFactor;
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out_color = brightness * vec4(modelColor, 1.0);
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out_color.w = 1.0;
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}
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""";
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private int location_ProjectionMatrix = 0;
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@@ -56,8 +56,8 @@ public abstract class ShaderProgram {
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if (compileSuccesful.get() != 1) {
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System.out.println("Shader did not compile !");
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System.err.println(GL30.glGetShaderInfoLog(shaderId));
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return -1;
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}
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return shaderId;
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@@ -68,7 +68,7 @@ public abstract class ShaderProgram {
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protected int GetUniformLocation(String uniformName) {
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int location = GL30.glGetUniformLocation(programId, uniformName);
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if (location == -1) {
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System.out.println("Uniform value not found !");
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System.out.println("Uniform value \"" + uniformName + "\" not found !");
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}
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return location;
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}
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Reference in New Issue
Block a user