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qad/qglengine/core/glshaders_headers.h

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/*
QGLView
Copyright (C) 2020 Ivan Pelipenko peri4ko@yandex.ru
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef GLSHADERS_HEADERS_H
#define GLSHADERS_HEADERS_H
namespace QGLEngineShaders {
const int max_materials = 128;
const int max_lights = 256 ;
const char qgl_common_head[] =
"#version 400 core\n"
"";
const char qgl_vertex_head[] =
"layout(location = 1 ) in vec3 qgl_Vertex ;\n"
"layout(location = 2 ) in vec3 qgl_Normal ;\n"
"layout(location = 3 ) in vec3 qgl_Tangent ;\n"
"layout(location = 4 ) in vec3 qgl_Bitangent ;\n"
"layout(location = 5 ) in vec2 qgl_Texture ;\n"
"layout(location = 6 ) in uint qgl_Material ;\n"
"layout(location = 7 ) in uint qgl_ObjectSelected;\n"
"layout(location = 8 ) in uint qgl_ObjectID ;\n"
"layout(location = 9 ) in vec4 qgl_ObjectColor ;\n"
"layout(location = 10) in mat4 qgl_ModelMatrix ;\n"
"out vec2 qgl_FragTexture;\n"
"flat out uint qgl_MaterialIndex;\n"
"uniform mat4 qgl_ViewMatrix;\n"
"uniform mat4 qgl_ViewProjMatrix;\n"
"mat3 qgl_getNormalMatrix() {return inverse(mat3(qgl_ViewMatrix * qgl_ModelMatrix));}\n"
"mat3 qgl_getTangentMatrix() {return mat3(qgl_ViewMatrix * qgl_ModelMatrix);}\n"
"vec4 qgl_ftransform() {return qgl_ViewProjMatrix * (qgl_ModelMatrix * vec4(qgl_Vertex, 1));}\n"
"";
const char qgl_fragment_head[] =
"in vec2 qgl_FragTexture;\n"
"flat in uint qgl_MaterialIndex;\n"
"out vec4 qgl_FragData[gl_MaxDrawBuffers];\n"
"vec4 qgl_materialTexture(uint type, vec2 coord, vec4 tex_shift) {\n"
" coord *= qgl_material[qgl_MaterialIndex].map[type].scale;\n"
" vec4 t = texture(qgl_texture_array[qgl_material[qgl_MaterialIndex].map[type].array_index],\n"
" vec3(coord, qgl_material[qgl_MaterialIndex].map[type].map_index));\n"
" t += tex_shift;\n"
" t.rgb = t.rgb * qgl_material[qgl_MaterialIndex].map[type].amount + qgl_material[qgl_MaterialIndex].map[type].offset;\n"
" return t;\n"
"}\n"
"#define qgl_FragColor qgl_FragData[0]\n"
"";
const char qgl_geometry_head[] =
"";
const char qgl_structs[] =
"#define QGL_MAPS_COUNT 6\n"
"#define QGL_MAP_DIFFUSE 0\n"
"#define QGL_MAP_NORMAL 1\n"
"#define QGL_MAP_METALNESS 2\n"
"#define QGL_MAP_ROUGHNESS 3\n"
"#define QGL_MAP_EMISSION 4\n"
"#define QGL_MAP_RELIEF 5\n"
"#define QGL_TEXTURE_ARRAY_EMPTY 0\n"
"#define QGL_TEXTURE_ARRAY_MAPS 1\n"
"struct QGLMap {\n"
" float offset;\n"
" float amount;\n"
" vec2 scale;\n"
" uint array_index;\n"
" uint map_index;\n"
"};\n"
"struct QGLMaterial {\n"
" vec4 color_diffuse;\n"
//" vec4 color_specular;\n"
" vec4 color_emission;\n"
" float transparency;\n"
" float reflectivity;\n"
" float iof;\n"
" float dispersion;\n"
" QGLMap map[QGL_MAPS_COUNT];\n"
"};\n"
"struct QGLLightParameter {\n"
" vec4 color;\n"
" vec4 decay_intensity;\n"
" vec4 angles;\n"
//" sampler2DShadow shadow;\n"
//" sampler2D shadowColor\n"
//" mat4 shadowMatrix;\n"
//" vec4 shadowDir0;\n"
//" vec4 shadowDir1;\n"
"};\n"
"struct QGLLightPosition {\n"
" vec4 position;\n"
" vec4 direction;\n"
"};\n"
"";
const char qgl_uniform[] =
"layout (std140) uniform QGLMaterialData {\n"
" QGLMaterial qgl_material[128];\n"
"};\n"
"layout (std140) uniform QGLLightParameterData {\n"
" QGLLightParameter qgl_light_parameter[256];\n"
"};\n"
"layout (std140) uniform QGLLightPositionData {\n"
" QGLLightPosition qgl_light_position[256];\n"
"};\n"
"uniform sampler2DArray qgl_texture_array[2];\n"
"";
}
#endif // GLSHADERS_HEADERS_H