using System; using OpenTK.Graphics.OpenGL; namespace org.niclasundharald.engine.graphics { public class GlobalDefaults { private static GlobalDefaults _instance = new GlobalDefaults(); public static GlobalDefaults instance(){ return _instance; } private Shader defVertexShader, defFragmentShader; private ShaderProgram defShaderProgram; private GLSceneOrientation activeScene; private GlobalDefaults(){ Console.WriteLine("GlobalDefaults: Shader Version: {0}", GL.GetString(StringName.ShadingLanguageVersion)); defVertexShader = new Shader(OpenTK.Graphics.OpenGL.ShaderType.VertexShader, defVertexShaderSource); defFragmentShader = new Shader(OpenTK.Graphics.OpenGL.ShaderType.FragmentShader, defFragmentShaderSource); defShaderProgram = new ShaderProgram(defVertexShader, defFragmentShader); activeScene = new GLSceneOrientation(); } public ShaderProgram DefaultShaderProgram { get { return this.defShaderProgram;} } public Shader DefaultVertexShader { get { return defVertexShader; } } public Shader DefaultFragmentShader { get { return defFragmentShader; } } public GLSceneOrientation ActiveScene { get { return this.activeScene; } set { this.activeScene = value; } } private string defVertexShaderSource = @"#version 330 layout(location = 0) in vec3 iv_position; layout(location = 1) in vec4 iv_color; layout(location = 2) in vec3 iv_normal; layout(location = 3) in vec4 iv_col2; layout(location = 4) in vec2 iv_uv; uniform mat4 mObject; uniform mat4 mCamera; uniform mat4 mObjectCamera; uniform mat4 mObjectCameraIT; uniform mat4 mProjection; uniform mat4 mScene; out vec4 color; out vec3 norm; out vec2 uv; out vec3 coord; out float shading; void main() { gl_Position = mScene * vec4( iv_position, 1 ); float fading = 1.0; norm = normalize( ( mObjectCameraIT * vec4( iv_normal , 1 ) ).xyz ); vec3 camray = (mObjectCamera * vec4( iv_position , 1 )).xyz; vec3 ncamray = normalize( camray ); float cosTheta = abs( clamp(dot( norm , ncamray ), -1, 1) ); float distance = length(camray); float idist = 25000 / distance; float sight = clamp( idist * idist * idist, 0.1, 1.0); shading = clamp(0.3 + (cosTheta * 0.7), 0.1, 0.9) * sight; color = clamp( vec4( iv_color.xyz, fading ) * iv_col2, 0, 1); coord = camray; } "; private string defFragmentShaderSource = @"#version 330 in vec4 color; in vec3 norm; in vec2 uv; in vec3 coord; in float shading; out vec4 _color; void main() { float cosTheta = dot( -coord, norm ); if (cosTheta >= 0){ discard; }; _color = vec4( color.xyz * shading, color.w ); //_color = vec4( (vec3( 1,1,1 ) + norm)/2 , 1 ); } "; } }