diff options
author | David Thompson <dthompson2@worcester.edu> | 2021-05-07 09:53:23 -0400 |
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committer | David Thompson <dthompson2@worcester.edu> | 2021-05-07 09:53:23 -0400 |
commit | feb3c58215960f2bac66922e8d1a1f8e32b7ff95 (patch) | |
tree | 476c9d973cec76aa7caf34545f15140415d0973c /chickadee | |
parent | e142166c3e2d6f567ed0d4e4c414fa510271260f (diff) |
graphics: phong: Extract shader code to separate files.
Diffstat (limited to 'chickadee')
-rw-r--r-- | chickadee/graphics/phong.scm | 127 |
1 files changed, 3 insertions, 124 deletions
diff --git a/chickadee/graphics/phong.scm b/chickadee/graphics/phong.scm index acd238c..372cdb6 100644 --- a/chickadee/graphics/phong.scm +++ b/chickadee/graphics/phong.scm @@ -22,6 +22,7 @@ ;;; Code: (define-module (chickadee graphics phong) + #:use-module (chickadee config) #:use-module (chickadee math vector) #:use-module (chickadee graphics color) #:use-module (chickadee graphics engine) @@ -111,130 +112,8 @@ ;;; (define-graphics-variable phong-shader - (strings->shader - " -#ifdef GLSL330 -layout (location = 0) in vec3 position; -layout (location = 1) in vec2 texcoord; -layout (location = 2) in vec3 normal; -#elif defined(GLSL130) -in vec3 position; -in vec2 texcoord; -in vec3 normal; -#elif defined(GLSL120) -attribute vec3 position; -attribute vec2 texcoord; -attribute vec3 normal; -#endif - -uniform mat4 model; -uniform mat4 view; -uniform mat4 projection; - -#ifdef GLSL120 -varying vec3 fragNorm; -varying vec2 fragTex; -#else -out vec3 fragNorm; -out vec2 fragTex; -#endif - -void main() { - gl_Position = projection * view * model * vec4(position, 1.0); - // TODO: Calculate normal matrix on CPU - fragNorm = normalize(model * vec4(normal, 1.0)).xyz; - fragTex = texcoord; -} -" - " -struct Material { - vec3 ambient; - sampler2D ambientMap; - bool useAmbientMap; - vec3 diffuse; - sampler2D diffuseMap; - bool useDiffuseMap; - vec3 specular; - sampler2D specularMap; - bool useSpecularMap; - float shininess; - sampler2D bumpMap; - bool useBumpMap; -}; - -struct DirectionalLight { - vec3 direction; - vec3 ambient; - vec3 diffuse; - vec3 specular; -}; - -#ifdef GLSL120 -varying vec3 fragNorm; -varying vec2 fragTex; -#else -in vec3 fragNorm; -in vec2 fragTex; -#endif - -#ifdef GLSL330 -out vec4 fragColor; -#endif - -uniform Material material; -uniform DirectionalLight directionalLight; - -void main() { - vec3 baseAmbientColor; - vec3 baseDiffuseColor; - vec3 baseSpecularColor; - if(material.useAmbientMap) { -#ifdef GLSL330 - baseAmbientColor = texture(material.ambientMap, fragTex).xyz; -#else - baseAmbientColor = texture2D(material.ambientMap, fragTex).xyz; -#endif - } else { - baseAmbientColor = vec3(1.0, 1.0, 1.0); - } - if(material.useDiffuseMap) { - // discard transparent fragments. -#ifdef GLSL330 - vec4 color = texture(material.diffuseMap, fragTex); -#else - vec4 color = texture2D(material.diffuseMap, fragTex); -#endif - if(color.a == 0.0) { discard; } - baseDiffuseColor = color.xyz; - } else { - baseDiffuseColor = vec3(1.0, 1.0, 1.0); - } - if(material.useSpecularMap) { -#ifdef GLSL330 - baseSpecularColor = texture(material.specularMap, fragTex).xyz; -#else - baseSpecularColor = texture2D(material.specularMap, fragTex).xyz; -#endif - } else { - baseSpecularColor = vec3(1.0, 1.0, 1.0); - } - vec3 ambientColor = material.ambient * baseAmbientColor * baseDiffuseColor; - vec3 lightDir = normalize(-directionalLight.direction); - float diffuseFactor = max(dot(lightDir, fragNorm), 0.0); - vec3 diffuseColor = diffuseFactor * baseDiffuseColor * material.diffuse; - vec3 reflectDir = reflect(-lightDir, fragNorm); - float specularFactor = 0; - if(material.shininess > 0) { - specularFactor = pow(max(dot(lightDir, reflectDir), 0.0), material.shininess); - } - vec3 specularColor = specularFactor * baseSpecularColor * material.specular; -#ifdef GLSL330 - fragColor = vec4(ambientColor + diffuseColor + specularColor, 1.0); -#else - gl_FragColor = vec4(ambientColor + diffuseColor + specularColor, 1.0); -#endif -} -")) + (load-shader (scope-datadir "shaders/phong-vert.glsl") + (scope-datadir "shaders/phong-frag.glsl"))) (define (shader-apply/phong vertex-array material model-matrix view-matrix) (let ((shader (graphics-variable-ref phong-shader))) |