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-rw-r--r--chickadee/render/phong.scm80
1 files changed, 58 insertions, 22 deletions
diff --git a/chickadee/render/phong.scm b/chickadee/render/phong.scm
index 07c0eeb..2341e7a 100644
--- a/chickadee/render/phong.scm
+++ b/chickadee/render/phong.scm
@@ -26,14 +26,21 @@
#:use-module (chickadee render)
#:use-module (chickadee render color)
#:use-module (chickadee render shader)
+ #:use-module (chickadee render texture)
#:use-module (srfi srfi-9)
#:export (make-phong-material
phong-material?
phong-material-name
phong-material-ambient
phong-material-diffuse
+ phong-material-diffuse-map
+ phong-material-use-diffuse-map?
phong-material-specular
+ phong-material-specular-map?
+ phong-material-use-specular-map?
phong-material-specular-exponent
+ phong-material-bump-map
+ phong-material-use-bump-map?
default-phong-material
load-phong-shader
gpu-apply/phong))
@@ -49,15 +56,27 @@
(local-field name phong-material-name)
(float-vec3 ambient phong-material-ambient)
(float-vec3 diffuse phong-material-diffuse)
+ (local-field diffuse-map phong-material-diffuse-map)
+ (bool use-diffuse-map phong-material-use-diffuse-map?)
(float-vec3 specular phong-material-specular)
- (float shininess phong-material-shininess))
+ (local-field specular-map phong-material-specular-map)
+ (bool use-specular-map phong-material-use-specular-map?)
+ (float shininess phong-material-shininess)
+ (local-field bump-map phong-material-bump-map)
+ (bool use-bump-map phong-material-use-bump-map?))
(define default-phong-material
(make-phong-material #:name "default"
#:ambient (vec3 0.5 0.5 0.5)
- #:diffuse (vec3 0.5 0.5 0.5)
- #:specular (vec3 0.5 0.5 0.5)
- #:shininess 32.0))
+ #:diffuse (vec3 0.8 0.8 0.8)
+ #:diffuse-map null-texture
+ #:use-diffuse-map #f
+ #:specular (vec3 0.3 0.3 0.3)
+ #:specular-map null-texture
+ #:use-specular-map #f
+ #:shininess 32.0
+ #:bump-map null-texture
+ #:use-bump-map #f))
;;;
@@ -67,7 +86,6 @@
(define-shader-type <directional-light>
make-directional-light
directional-light?
- (float-vec4 color directional-light-color)
(float-vec3 direction directional-light-direction)
(float-vec3 ambient directional-light-ambient)
(float-vec3 diffuse directional-light-diffuse)
@@ -75,12 +93,11 @@
(float shininess directional-light-shininess))
(define default-directional-light
- (make-directional-light #:color white
- #:direction (vec3 -1.0 0.0 -1.0)
- #:ambient (vec3 0.5 0.5 0.5)
- #:diffuse (vec3 0.5 0.5 0.5)
- #:specular (vec3 0.5 0.5 0.5)
- #:shininess 32.0))
+ (make-directional-light #:direction (vec3 0.0 0.0 -1.0)
+ #:ambient (vec3 -1.0 0.0 0.0)
+ #:diffuse (vec3 0.0 0.0 0.0)
+ #:specular (vec3 0.0 0.0 0.0)
+ #:shininess 0.0))
;;;
@@ -117,12 +134,17 @@ void main() {
struct Material {
vec3 ambient;
vec3 diffuse;
+ sampler2D diffuseMap;
+ bool useDiffuseMap;
vec3 specular;
+ sampler2D specularMap;
+ bool useSpecularMap;
float shininess;
+ sampler2D bumpMap;
+ bool useBumpMap;
};
struct DirectionalLight {
- vec4 color;
vec3 direction;
vec3 ambient;
vec3 diffuse;
@@ -136,14 +158,25 @@ uniform Material material;
uniform DirectionalLight directionalLight;
void main() {
- vec3 lightColor = directionalLight.color.xyz;
- vec3 ambientColor = material.ambient * lightColor;
+ vec3 baseDiffuseColor;
+ vec3 baseSpecularColor;
+ if(material.useDiffuseMap) {
+ baseDiffuseColor = texture2D(material.diffuseMap, fragTex).xyz;
+ } else {
+ baseDiffuseColor = vec3(1.0, 1.0, 1.0);
+ }
+ if(material.useDiffuseMap) {
+ baseSpecularColor = texture2D(material.specularMap, fragTex).xyz;
+ } else {
+ baseSpecularColor = vec3(1.0, 1.0, 1.0);
+ }
+ vec3 ambientColor = material.ambient * baseDiffuseColor;
vec3 lightDir = normalize(-directionalLight.direction);
float diffuseFactor = max(dot(lightDir, fragNorm), 0.0);
- vec3 diffuseColor = diffuseFactor * material.diffuse * lightColor;
+ vec3 diffuseColor = diffuseFactor * baseDiffuseColor * material.diffuse;
vec3 reflectDir = reflect(-lightDir, fragNorm);
float specularFactor = pow(max(dot(lightDir, reflectDir), 0.0), material.shininess);
- vec3 specularColor = specularFactor * material.specular * lightColor;
+ vec3 specularColor = specularFactor * baseSpecularColor * material.specular;
gl_FragColor = vec4(ambientColor + diffuseColor + specularColor, 1.0);
}
")))
@@ -152,9 +185,12 @@ void main() {
(force phong-shader))
(define (gpu-apply/phong shader vertex-array material model-matrix view-matrix)
- (gpu-apply shader vertex-array
- #:model model-matrix
- #:view view-matrix
- #:projection (current-projection)
- #:material material
- #:directional-light default-directional-light))
+ (with-texture 0 (phong-material-diffuse-map material)
+ (with-texture 1 (phong-material-specular-map material)
+ (with-texture 2 (phong-material-bump-map material)
+ (gpu-apply shader vertex-array
+ #:model model-matrix
+ #:view view-matrix
+ #:projection (current-projection)
+ #:material material
+ #:directional-light default-directional-light)))))