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