budnhead/org.budnhead/core/GlobalDefaults.cs

98 lines
2.3 KiB
C#

using System;
using OpenTK.Graphics.OpenGL;
using org.budnhead.graphics;
using org.budnhead.tools;
namespace org.budnhead.core
{
public static class GlobalDefaults
{
internal static bool initialize(){
ResourceLibrary.initializeResourceType(typeof(Shader), "shader/", "");
ResourceLibrary.initializeResourceType(typeof(ShaderProgram), "shader/", ".program");
ResourceLibrary.initializeResourceType(typeof(LoadedModel), "models/", ".obj");
ResourceLibrary.cacheInstance("default.vshader",new Shader(OpenTK.Graphics.OpenGL.ShaderType.VertexShader, defVertexShaderSource));
ResourceLibrary.cacheInstance("default.fshader",new Shader(OpenTK.Graphics.OpenGL.ShaderType.FragmentShader, defFragmentShaderSource));
ResourceLibrary.cacheInstance("default",new ShaderProgram("default.vshader","default.fshader"));
return true;
}
private static 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 static 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 );
}
";
}
}