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- #ifndef SHADER_H
- #define SHADER_H
- #include "vector3D.h"
- #include "matrix.h"
- #include "texture.h"
- #include <array>
- //Shader Interface for a class that emulates modern GPU fragment and vertex shaders
- struct IShader {
- virtual ~IShader() {};
- virtual Vector3f vertex(Vector3f &vertex, Vector3f &normals, Vector3f &textureVals, Vector3f &light, int i) = 0;
- virtual bool fragment(const Vector3f &bari, Vector3f &color, float &depth, Vector3f &zVerts) = 0;
- };
- //Simplest shader. Calculates light intensity per triangle.
- struct FlatShader : public IShader {
- Matrix4 MVP, MV;
- float varIntensity;
- Vector3f rgb{255,255,255};
- Vector3f vertex(Vector3f &vertex, Vector3f &normals, Vector3f &textureVals, Vector3f &light, int index) override{
- varIntensity = std::max(0.0f,normals.dotProduct(light));
- return MVP.matMultVec(vertex); //Transforms verts into projected space
- }
- bool fragment(const Vector3f &bari, Vector3f &color, float &depth, Vector3f &zVerts) override{
- depth = bari.dotProduct(zVerts);
- color = rgb*varIntensity;
- return false;
- }
- };
- //More Complex shader that calculates a per-vertex intensity and interpolates
- //through the fragments of the triangle
- struct GouraudShader : public IShader {
- Matrix4 MVP, MV, V, N;
- float ambientStrength = 0.05, diffStrength = 0, specularStrength = 0.5, spec = 0;
- Vector3f ambient, diffuse, specular;
- Vector3f lightColor1{1,1,1}, lightColor2{0,0,1}, lightColor3{1,1,1};
- Vector3f varying_diffuse, varying_specular, reflectDir, viewDir, light2;
- Vector3f rgb{255,255,255};
- Vector3f vertex(Vector3f &vertex, Vector3f &normal, Vector3f &textureVals, Vector3f &light, int index) override{
- normal = N.matMultDir(normal).normalized();
- light2 = V.matMultDir(light).normalized();
- reflectDir = Vector3f::reflect(-light2, normal);
- viewDir = MV.matMultVec(vertex).normalized();
- varying_specular.data[index] = std::pow( std::max( -viewDir.dotProduct(reflectDir), 0.0f), 32.0f);
- varying_diffuse.data[index] = std::max(0.0f, (normal).dotProduct(light2));
- return MVP.matMultVec(vertex);
- }
- bool fragment(const Vector3f &bari, Vector3f &color, float &depth, Vector3f &zVerts) override{
- ambient = lightColor1 * ambientStrength;
- diffStrength = bari.dotProduct(varying_diffuse);
- diffuse = lightColor2 * diffStrength;
- spec = bari.dotProduct(varying_specular);
- specular = lightColor3 * (specularStrength * spec);
- color = (ambient + diffuse + specular) * rgb;
- depth = bari.dotProduct(zVerts);
- return false;
- }
- };
- //Even more complex shader that interpolates normals and calculates intensities per fragment instead
- //instead of per vertex.
- struct PhongShader : public IShader {
- Matrix4 MVP, MV, V, N;
- float ambientStrength = 0.05, diffStrength = 0, specularStrength = 0.9, spec = 0;
- Vector3f normals[3], viewDir[3];
- Vector3f ambient, diffuse, specular, interpNormal, interpViewDir;
- Vector3f lightColor{0,0.1,1},lightColorSpec{1,1,1};
- Vector3f varying_diffuse, varying_specular, reflectDir, light2;
- Vector3f rgb{255,255,255};
- Vector3f vertex(Vector3f &vertex, Vector3f &normal, Vector3f &textureVals, Vector3f &light, int index) override{
- normals[index] = N.matMultDir(normal).normalized();
- viewDir[index] = MV.matMultVec(vertex).normalized();
- light2 = V.matMultDir(light).normalized();
- return MVP.matMultVec(vertex);
- }
- bool fragment(const Vector3f &bari, Vector3f &color, float &depth, Vector3f &zVerts) override{
- //Interpolated stuff
- interpNormal = (normals[0] * bari.x) + (normals[1] * bari.y) + (normals[2] * bari.z);
- interpViewDir = (viewDir[0] * bari.x) + (viewDir[1] * bari.y) + (viewDir[2] * bari.z);
- //Ambient
- ambient = lightColor * ambientStrength;
- //Diffuse
- diffStrength = std::max(0.0f, (interpNormal.normalized()).dotProduct(light2));
- diffuse = lightColor * diffStrength;
-
- //Specular
- reflectDir = Vector3f::reflect(-light2, interpNormal);
- spec = std::pow( std::max( (-interpViewDir.normalized()).dotProduct(reflectDir), 0.0f), 50.0f);
- specular = lightColorSpec * (specularStrength * spec);
- color = (ambient + diffuse + specular) * rgb;
- depth = bari.dotProduct(zVerts);
- return false;
- }
- };
- //Optimized version of Phong shader that uses a half angle instead of individual reflection
- //angles
- struct BlinnPhongShader : public IShader {
- Texture *albedo;
- Matrix4 MVP, MV, V, N;
- float ambientStrength = 0.05, diffStrength, spec,shininess = 200;
- Vector3f normals[3], viewDir[3], UV[3];
- Vector3f ambient, diffuse, specular, interpNormal, interpViewDir, interpUV;
- Vector3f lightColor{1,1,1},lightColorSpec{1,1,1};
- Vector3f halfwayDir, lightDir;
- Vector3f rgb{255,255,255};
- Vector3f vertex(Vector3f &vertex, Vector3f &normal, Vector3f &textureVals, Vector3f &light, int index) override{
- normals[index] = N.matMultDir(normal).normalized();
- UV[index] = textureVals;
- viewDir[index] = MV.matMultVec(vertex).normalized();
- lightDir = V.matMultDir(light).normalized();
- return MVP.matMultVec(vertex);
- }
- bool fragment(const Vector3f &bari, Vector3f &color, float &depth, Vector3f &zVerts) override{
- //Interpolated stuff
- interpNormal = ((normals[0] * bari.x) + (normals[1] * bari.y) + (normals[2] * bari.z)).normalized();
- interpViewDir = (viewDir[0] * bari.x) + (viewDir[1] * bari.y) + (viewDir[2] * bari.z);
- interpUV = (UV[0] * bari.x) + (UV[1] * bari.y) + (UV[2] * bari.z);
- //Albedo
- rgb = albedo->getPixelVal(interpUV.x, interpUV.y);
- //rgb.print();
- //Ambient
- ambient = lightColor * ambientStrength;
- //Diffuse
- diffStrength = std::max(0.0f, interpNormal.dotProduct(lightDir));
- diffuse = lightColor * diffStrength;
-
- //Specular
- halfwayDir = (lightDir -interpViewDir).normalized();
- spec = std::pow(std::max(0.0f, interpNormal.dotProduct(halfwayDir)), shininess);
- specular = lightColorSpec * spec;
- color = (ambient + diffuse + specular) * rgb;
- depth = bari.dotProduct(zVerts);
- return false;
- }
- };
- #endif
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