package chess.view.DDDrender.shader; import org.joml.Matrix4f; import org.joml.Vector3f; import chess.view.DDDrender.Camera; public class PieceShader extends ShaderProgram { private static String vertexShader = """ #version 330 layout(location = 0) in vec3 position; layout(location = 1) in vec3 normal; uniform mat4 projectionMatrix; uniform mat4 viewMatrix; uniform mat4 modelTransform; uniform vec3 lightPosition = vec3(0, 10, 0); out vec3 toLightVector; out vec3 toCameraVector; out vec3 surfaceNormal; void main(void){ vec4 modelPos = modelTransform * vec4(position, 1.0); vec4 globalNormal = modelTransform * vec4(normal, 1.0); gl_Position = projectionMatrix * viewMatrix * modelPos; vec3 camPos = (inverse(viewMatrix) * vec4(0.0, 0.0, 0.0, 1.0)).xyz; toLightVector = lightPosition - modelPos.xyz; toCameraVector = camPos - position; surfaceNormal = normalize(globalNormal.xyz); } """; private static String fragmentShader = """ #version 330 in vec3 toLightVector; in vec3 toCameraVector; in vec3 surfaceNormal; uniform vec3 modelColor; layout(location = 0) out vec4 out_color; void main(void){ const float shineDamper = 10.0; const float reflectivity = 1.0; float lightDistance = length(toLightVector); const vec3 attenuation = vec3(0.2, 0.1, 0.0); float attenuationFactor = attenuation.x + attenuation.y * lightDistance + attenuation.z * lightDistance * lightDistance; vec3 unitNormal = normalize(surfaceNormal); vec3 unitLightVector = normalize(toLightVector); vec3 unitCamVector = normalize(toCameraVector); vec3 lightDirection = -unitLightVector; vec3 reflectedLightDirection = reflect(lightDirection, unitNormal); float diffuse = max(0.2, dot(unitNormal, unitLightVector)); float specularFactor = max(0.0, dot(reflectedLightDirection, unitCamVector)); float specular = pow(specularFactor, shineDamper) * reflectivity; float brightness = (diffuse + specular) / attenuationFactor; out_color = brightness * vec4(modelColor, 1.0); out_color.w = 1.0; } """; private int location_ProjectionMatrix = 0; private int location_ViewMatrix = 0; private int location_ModelTransform = 0; private int location_ModelColor = 0; public PieceShader() { } public void LoadShader() { super.LoadProgram(vertexShader, fragmentShader); } @Override protected void GetAllUniformLocation() { location_ProjectionMatrix = GetUniformLocation("projectionMatrix"); location_ViewMatrix = GetUniformLocation("viewMatrix"); location_ModelTransform = GetUniformLocation("modelTransform"); location_ModelColor = GetUniformLocation("modelColor"); } public void SetCamMatrix(Camera camera) { LoadMat4(location_ProjectionMatrix, camera.getPerspectiveMatrix()); LoadMat4(location_ViewMatrix, camera.getViewMatrix()); } public void setModelTransform(Matrix4f mat) { LoadMat4(location_ModelTransform, mat); } public void setModelColor(Vector3f color) { LoadVector(location_ModelColor, color); } }