idk shaders

This commit is contained in:
2023-04-02 19:00:51 -07:00
parent 8945c2e3a9
commit e51818f748
7 changed files with 142 additions and 66 deletions

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@ -8,5 +8,4 @@ target_sources(${DAWN_TARGET_NAME}
PRIVATE
ShaderProgram.cpp
SimpleTexturedShader.cpp
SimpleTexturedShaderProgram.cpp
)

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@ -3,11 +3,11 @@
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "SimpleTexturedShaderProgram.hpp"
#include "SimpleBillboardedShader.hpp"
using namespace Dawn;
void SimpleTexturedShaderProgram::compile() {
void SimpleBillboardedShaderProgram::compile() {
#if DAWN_OPENGL_GLSL
this->compileShader(
{
@ -25,7 +25,10 @@ void SimpleTexturedShaderProgram::compile() {
"out vec2 o_TextCoord;\n"
"void main() {\n"
"gl_Position = u_Proj * u_View * u_Model * vec4(aPos, 1.0);\n"
"vec3 camRight = vec3(view[0][0], view[1][0], view[2][0]);\n"
"vec3 camUp = vec3(view[0][1], view[1][1], view[2][1]);\n"
"vec3 billboardPos = view[3].xyz + position.x * camRight + position.y * camUp;\n"
"gl_Position = u_Proj * u_View * u_Model * vec4(billboardPos, 1.0);\n"
"o_TextCoord = vec2(aTexCoord.x, aTexCoord.y);\n"
"}",
@ -45,45 +48,6 @@ void SimpleTexturedShaderProgram::compile() {
"}\n"
"}\n"
);
#elif DAWN_OPENGL_HLSL
this->compileShader(
{
{ "aPos", 0 },
{ "aTexCoord", 1 }
},
// Vertex Shader
"uniform float4x4 u_Proj;\n"
"uniform float4x4 u_View;\n"
"uniform float4x4 u_Model;\n"
"void main("
"float3 aPos,\n"
"float2 aTexCoord,\n"
"float2 out o_TextCoord : TEXCOORD0,\n"
"float4 out gl_Position : POSITION\n"
") {\n"
"o_TextCoord = aTexCoord;\n"
"gl_Position = mul(mul(mul(float4(aPos, 1.0), u_Model), u_View), u_Proj);\n"
"}",
// Fragment Shader
"uniform float4 u_Color;\n"
"uniform bool u_HasTexture;\n"
"uniform sampler2D u_Text : TEXUNIT0;\n"
"float4 main(\n"
"float2 o_TextCoord : TEXCOORD0\n"
") {\n"
"float4 o_Color;\n"
"if(u_HasTexture) {\n"
"o_Color = mul(tex2D(u_Text, o_TextCoord), u_Color);\n"
"} else {\n"
"o_Color = u_Color;\n"
"}\n"
"return o_Color;\n"
"}\n"
);
#else
#error Shader Type must be either GLSL or HLSL
#endif
this->paramProjection = this->getParameterByName("u_Proj");

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@ -0,0 +1,34 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "display/shader/Shader.hpp"
namespace Dawn {
class SimpleBillboardedShader : public ShaderProgram {
public:
shaderparameter_t paramProjection;
shaderparameter_t paramView;
shaderparameter_t paramModel;
shaderparameter_t paramColor;
shaderparameter_t paramTexture;
shaderparameter_t paramHasTexture;
void compile() override;
};
class SimpleBillboardedShader : public Shader {
public:
SimpleBillboardedShaderProgram program;
void compile() override;
std::vector<struct ShaderPassItem> getPassItems(
Mesh *mesh,
Material *material,
Camera *camera
) override;
};
}

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@ -9,6 +9,95 @@
using namespace Dawn;
void SimpleTexturedShaderProgram::compile() {
#if DAWN_OPENGL_GLSL
this->compileShader(
{
{ "aPos", 0 },
{ "aTexCoord", 1 }
},
// Vertex Shader
"#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"layout (location = 1) in vec2 aTexCoord;\n"
"uniform mat4 u_Proj;\n"
"uniform mat4 u_View;\n"
"uniform mat4 u_Model;\n"
"out vec2 o_TextCoord;\n"
"void main() {\n"
"gl_Position = u_Proj * u_View * u_Model * vec4(aPos, 1.0);\n"
"o_TextCoord = vec2(aTexCoord.x, aTexCoord.y);\n"
"}",
// Fragment Shader
"#version 330 core\n"
"in vec2 o_TextCoord;\n"
"out vec4 o_Color;\n"
"uniform vec4 u_Color;\n"
"uniform bool u_HasTexture;\n"
"uniform sampler2D u_Text;\n"
"void main() {\n"
"if(u_HasTexture) {\n"
"o_Color = texture(u_Text, o_TextCoord) * u_Color;\n"
"} else {\n"
"o_Color = u_Color;"
"}\n"
"}\n"
);
#elif DAWN_OPENGL_HLSL
this->compileShader(
{
{ "aPos", 0 },
{ "aTexCoord", 1 }
},
// Vertex Shader
"uniform float4x4 u_Proj;\n"
"uniform float4x4 u_View;\n"
"uniform float4x4 u_Model;\n"
"void main("
"float3 aPos,\n"
"float2 aTexCoord,\n"
"float2 out o_TextCoord : TEXCOORD0,\n"
"float4 out gl_Position : POSITION\n"
") {\n"
"o_TextCoord = aTexCoord;\n"
"gl_Position = mul(mul(mul(float4(aPos, 1.0), u_Model), u_View), u_Proj);\n"
"}",
// Fragment Shader
"uniform float4 u_Color;\n"
"uniform bool u_HasTexture;\n"
"uniform sampler2D u_Text : TEXUNIT0;\n"
"float4 main(\n"
"float2 o_TextCoord : TEXCOORD0\n"
") {\n"
"float4 o_Color;\n"
"if(u_HasTexture) {\n"
"o_Color = mul(tex2D(u_Text, o_TextCoord), u_Color);\n"
"} else {\n"
"o_Color = u_Color;\n"
"}\n"
"return o_Color;\n"
"}\n"
);
#else
#error Shader Type must be either GLSL or HLSL
#endif
this->paramProjection = this->getParameterByName("u_Proj");
this->paramView = this->getParameterByName("u_View");
this->paramModel = this->getParameterByName("u_Model");
this->paramColor = this->getParameterByName("u_Color");
this->paramTexture = this->getParameterByName("u_Text");
this->paramHasTexture = this->getParameterByName("u_HasTexture");
}
void SimpleTexturedShader::compile() {
this->program.compile();
}

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@ -5,10 +5,21 @@
#pragma once
#include "display/shader/Shader.hpp"
#include "SimpleTexturedShaderProgram.hpp"
#include "scene/components/display/material/SimpleTexturedMaterial.hpp"
namespace Dawn {
class SimpleTexturedShaderProgram : public ShaderProgram {
public:
shaderparameter_t paramProjection;
shaderparameter_t paramView;
shaderparameter_t paramModel;
shaderparameter_t paramColor;
shaderparameter_t paramTexture;
shaderparameter_t paramHasTexture;
void compile() override;
};
class SimpleTexturedShader : public Shader {
public:
SimpleTexturedShaderProgram program;

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@ -1,21 +0,0 @@
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "display/shader/Shader.hpp"
namespace Dawn {
class SimpleTexturedShaderProgram : public ShaderProgram {
public:
shaderparameter_t paramProjection;
shaderparameter_t paramView;
shaderparameter_t paramModel;
shaderparameter_t paramColor;
shaderparameter_t paramTexture;
shaderparameter_t paramHasTexture;
void compile() override ;
};
}

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@ -4,7 +4,7 @@
// https://opensource.org/licenses/MIT
#pragma once
#include "SimpleTexturedShaderProgram.hpp"
#include "SimpleTexturedShader.hpp"
#define UI_SHADER_PROGRAM_PRIORITY 100