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author | unknown <paulx161@umn.edu> | 2021-02-03 14:22:28 -0600 |
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committer | unknown <paulx161@umn.edu> | 2021-02-03 14:22:28 -0600 |
commit | 9b83919815f6a6ce5d73da1c28483970d0ca5589 (patch) | |
tree | 4558864445dccc1605e5315e0bb11c46d2018da1 /dev/MinGfx/src/shaders | |
parent | Added worksheet and support code for assignment 2 (diff) | |
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added dev/MinGfx/
Diffstat (limited to '')
-rw-r--r-- | dev/MinGfx/src/shaders/default.frag | 76 | ||||
-rw-r--r-- | dev/MinGfx/src/shaders/default.vert | 39 | ||||
-rw-r--r-- | dev/MinGfx/src/shaders/fullscreen.frag | 23 | ||||
-rw-r--r-- | dev/MinGfx/src/shaders/fullscreen.vert | 24 | ||||
-rw-r--r-- | dev/MinGfx/src/shaders/text.frag | 25 | ||||
-rw-r--r-- | dev/MinGfx/src/shaders/text.vert | 28 |
6 files changed, 215 insertions, 0 deletions
diff --git a/dev/MinGfx/src/shaders/default.frag b/dev/MinGfx/src/shaders/default.frag new file mode 100644 index 0000000..59b9f27 --- /dev/null +++ b/dev/MinGfx/src/shaders/default.frag @@ -0,0 +1,76 @@ +#version 330 + +/* + This file is part of the MinGfx Project. + + Copyright (c) 2017,2018 Regents of the University of Minnesota. + All Rights Reserved. + + Original Author(s) of this File: + Dan Keefe, 2018, University of Minnesota + + Author(s) of Significant Updates/Modifications to the File: + ... + */ + +const int MAX_LIGHTS = 10; + +in vec3 N; +in vec3 v; +in vec2 uv; +in vec4 col_interp; + +out vec4 fragColor; + +uniform int NumLights; +uniform vec3 LightPositions[MAX_LIGHTS]; +uniform vec4 LightIntensitiesAmbient[MAX_LIGHTS]; +uniform vec4 LightIntensitiesDiffuse[MAX_LIGHTS]; +uniform vec4 LightIntensitiesSpecular[MAX_LIGHTS]; + +uniform vec4 MatReflectanceAmbient; +uniform vec4 MatReflectanceDiffuse; +uniform vec4 MatReflectanceSpecular; +uniform float MatReflectanceShininess; + +uniform int UseSurfaceTexture; +uniform sampler2D SurfaceTexture; + +void main() { + + // initialize the fragment color to the interpolated value of per-vertex colors + // since some meshes will have color specified per-vertex. if there are no + // per vertex colors, then this will default to white. + fragColor = col_interp; + + + // if there is a surface texture, then factor this into the base color of this + // fragment as well + if (UseSurfaceTexture != 0) { + fragColor *= texture(SurfaceTexture, uv); + } + + // modulate this base color by the additive intensity from all light sources + vec3 Ia = vec3(0,0,0); + vec3 Id = vec3(0,0,0); + vec3 Is = vec3(0,0,0); + + vec3 n = normalize(N); + + for (int i=0; i<NumLights; i++) { + vec3 L = normalize(LightPositions[i] - v); + vec3 V = normalize(-v); // eye is at (0,0,0) + vec3 R = normalize(-reflect(L,N)); + + Ia += MatReflectanceAmbient.rgb * LightIntensitiesAmbient[i].rgb; + + if (dot(n,L) > 0.0) { + Id += clamp(MatReflectanceDiffuse.rgb * LightIntensitiesDiffuse[i].rgb * max(dot(n, L), 0.0), 0.0, 1.0); + + Is += MatReflectanceSpecular.rgb * LightIntensitiesSpecular[i].rgb * pow(max(dot(R, V), 0.0), MatReflectanceShininess); + Is = clamp(Is, 0.0, 1.0); + } + } + fragColor.rgb *= Ia + Id + Is; +} + diff --git a/dev/MinGfx/src/shaders/default.vert b/dev/MinGfx/src/shaders/default.vert new file mode 100644 index 0000000..c961992 --- /dev/null +++ b/dev/MinGfx/src/shaders/default.vert @@ -0,0 +1,39 @@ +#version 330 + +/* + This file is part of the MinGfx Project. + + Copyright (c) 2017,2018 Regents of the University of Minnesota. + All Rights Reserved. + + Original Author(s) of this File: + Dan Keefe, 2018, University of Minnesota + + Author(s) of Significant Updates/Modifications to the File: + ... + */ + +layout(location = 0) in vec3 position; +layout(location = 1) in vec3 normal; +layout(location = 2) in vec4 color; +layout(location = 3) in vec2 texcoord; + +layout(location = 8) in mat4 instance_xform; + +uniform mat4 ModelMatrix; +uniform mat4 ViewMatrix; +uniform mat4 ProjectionMatrix; +uniform mat4 NormalMatrix; + +out vec3 N; +out vec3 v; +out vec2 uv; +out vec4 col_interp; + +void main() { + v = (ViewMatrix * ModelMatrix * vec4(position, 1)).xyz; + N = normalize((NormalMatrix * vec4(normal, 0)).xyz); + uv = texcoord.xy; + gl_Position = ProjectionMatrix * ViewMatrix * instance_xform * ModelMatrix * vec4(position, 1); + col_interp = color; +}
\ No newline at end of file diff --git a/dev/MinGfx/src/shaders/fullscreen.frag b/dev/MinGfx/src/shaders/fullscreen.frag new file mode 100644 index 0000000..ce3d624 --- /dev/null +++ b/dev/MinGfx/src/shaders/fullscreen.frag @@ -0,0 +1,23 @@ +#version 330 + +/* + This file is part of the MinGfx Project. + + Copyright (c) 2017,2018 Regents of the University of Minnesota. + All Rights Reserved. + + Original Author(s) of this File: + Dan Keefe, 2018, University of Minnesota + + Author(s) of Significant Updates/Modifications to the File: + ... + */ + +in vec2 uv; +uniform sampler2D SurfaceTexture; + +out vec4 fragColor; + +void main() { + fragColor = texture(SurfaceTexture, uv); +}
\ No newline at end of file diff --git a/dev/MinGfx/src/shaders/fullscreen.vert b/dev/MinGfx/src/shaders/fullscreen.vert new file mode 100644 index 0000000..db96659 --- /dev/null +++ b/dev/MinGfx/src/shaders/fullscreen.vert @@ -0,0 +1,24 @@ +#version 330 + +/* + This file is part of the MinGfx Project. + + Copyright (c) 2017,2018 Regents of the University of Minnesota. + All Rights Reserved. + + Original Author(s) of this File: + Dan Keefe, 2018, University of Minnesota + + Author(s) of Significant Updates/Modifications to the File: + ... + */ + +layout(location = 0) in vec3 position; +layout(location = 3) in vec2 texcoord; + +out vec2 uv; + +void main() { + uv = texcoord.xy; + gl_Position = vec4(position,1.0); +} diff --git a/dev/MinGfx/src/shaders/text.frag b/dev/MinGfx/src/shaders/text.frag new file mode 100644 index 0000000..2642061 --- /dev/null +++ b/dev/MinGfx/src/shaders/text.frag @@ -0,0 +1,25 @@ +#version 330 + +/* + This file is part of the MinGfx Project. + + Copyright (c) 2017,2018 Regents of the University of Minnesota. + All Rights Reserved. + + Original Author(s) of this File: + Dan Keefe, 2018, University of Minnesota + + Author(s) of Significant Updates/Modifications to the File: + ... + */ + +in vec2 uv; +uniform vec4 color; +uniform sampler2D font_atlas; + +out vec4 frag_color; + +void main() { + frag_color = color * texture(font_atlas, uv); + // frag_color.a = frag_color.r; +}
\ No newline at end of file diff --git a/dev/MinGfx/src/shaders/text.vert b/dev/MinGfx/src/shaders/text.vert new file mode 100644 index 0000000..36c6b03 --- /dev/null +++ b/dev/MinGfx/src/shaders/text.vert @@ -0,0 +1,28 @@ +#version 330 + +/* + This file is part of the MinGfx Project. + + Copyright (c) 2017,2018 Regents of the University of Minnesota. + All Rights Reserved. + + Original Author(s) of this File: + Dan Keefe, 2018, University of Minnesota + + Author(s) of Significant Updates/Modifications to the File: + ... + */ + +layout(location = 0) in vec3 vertex; +layout(location = 3) in vec2 texcoord; + +uniform mat4 mvp_matrix; +uniform float scale; +uniform vec3 offset; + +out vec2 uv; + +void main() { + uv = texcoord.xy; + gl_Position = mvp_matrix * vec4(scale*(vertex+offset),1.0); +} |