shader.h 6.3 KB

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  1. #ifndef SHADER_H
  2. #define SHADER_H
  3. #include "vector3D.h"
  4. #include "matrix.h"
  5. #include "texture.h"
  6. #include <array>
  7. //Shader Interface for a class that emulates modern GPU fragment and vertex shaders
  8. struct IShader {
  9. virtual ~IShader() {};
  10. virtual Vector3f vertex(Vector3f &vertex, Vector3f &normals, Vector3f &textureVals, Vector3f &light, int i) = 0;
  11. virtual bool fragment(const Vector3f &bari, Vector3f &color, float &depth, Vector3f &zVerts) = 0;
  12. };
  13. //Simplest shader. Calculates light intensity per triangle.
  14. struct FlatShader : public IShader {
  15. Matrix4 MVP, MV;
  16. float varIntensity;
  17. Vector3f rgb{255,255,255};
  18. Vector3f vertex(Vector3f &vertex, Vector3f &normals, Vector3f &textureVals, Vector3f &light, int index) override{
  19. varIntensity = std::max(0.0f,normals.dotProduct(light));
  20. return MVP.matMultVec(vertex); //Transforms verts into projected space
  21. }
  22. bool fragment(const Vector3f &bari, Vector3f &color, float &depth, Vector3f &zVerts) override{
  23. depth = bari.dotProduct(zVerts);
  24. color = rgb*varIntensity;
  25. return false;
  26. }
  27. };
  28. //More Complex shader that calculates a per-vertex intensity and interpolates
  29. //through the fragments of the triangle
  30. struct GouraudShader : public IShader {
  31. Matrix4 MVP, MV, V, N;
  32. float ambientStrength = 0.05, diffStrength = 0, specularStrength = 0.5, spec = 0;
  33. Vector3f ambient, diffuse, specular;
  34. Vector3f lightColor1{1,1,1}, lightColor2{0,0,1}, lightColor3{1,1,1};
  35. Vector3f varying_diffuse, varying_specular, reflectDir, viewDir, light2;
  36. Vector3f rgb{255,255,255};
  37. Vector3f vertex(Vector3f &vertex, Vector3f &normal, Vector3f &textureVals, Vector3f &light, int index) override{
  38. normal = N.matMultDir(normal).normalized();
  39. light2 = V.matMultDir(light).normalized();
  40. reflectDir = Vector3f::reflect(-light2, normal);
  41. viewDir = MV.matMultVec(vertex).normalized();
  42. varying_specular.data[index] = std::pow( std::max( -viewDir.dotProduct(reflectDir), 0.0f), 32.0f);
  43. varying_diffuse.data[index] = std::max(0.0f, (normal).dotProduct(light2));
  44. return MVP.matMultVec(vertex);
  45. }
  46. bool fragment(const Vector3f &bari, Vector3f &color, float &depth, Vector3f &zVerts) override{
  47. ambient = lightColor1 * ambientStrength;
  48. diffStrength = bari.dotProduct(varying_diffuse);
  49. diffuse = lightColor2 * diffStrength;
  50. spec = bari.dotProduct(varying_specular);
  51. specular = lightColor3 * (specularStrength * spec);
  52. color = (ambient + diffuse + specular) * rgb;
  53. depth = bari.dotProduct(zVerts);
  54. return false;
  55. }
  56. };
  57. //Even more complex shader that interpolates normals and calculates intensities per fragment instead
  58. //instead of per vertex.
  59. struct PhongShader : public IShader {
  60. Matrix4 MVP, MV, V, N;
  61. float ambientStrength = 0.05, diffStrength = 0, specularStrength = 0.9, spec = 0;
  62. Vector3f normals[3], viewDir[3];
  63. Vector3f ambient, diffuse, specular, interpNormal, interpViewDir;
  64. Vector3f lightColor{0,0.1,1},lightColorSpec{1,1,1};
  65. Vector3f varying_diffuse, varying_specular, reflectDir, light2;
  66. Vector3f rgb{255,255,255};
  67. Vector3f vertex(Vector3f &vertex, Vector3f &normal, Vector3f &textureVals, Vector3f &light, int index) override{
  68. normals[index] = N.matMultDir(normal).normalized();
  69. viewDir[index] = MV.matMultVec(vertex).normalized();
  70. light2 = V.matMultDir(light).normalized();
  71. return MVP.matMultVec(vertex);
  72. }
  73. bool fragment(const Vector3f &bari, Vector3f &color, float &depth, Vector3f &zVerts) override{
  74. //Interpolated stuff
  75. interpNormal = (normals[0] * bari.x) + (normals[1] * bari.y) + (normals[2] * bari.z);
  76. interpViewDir = (viewDir[0] * bari.x) + (viewDir[1] * bari.y) + (viewDir[2] * bari.z);
  77. //Ambient
  78. ambient = lightColor * ambientStrength;
  79. //Diffuse
  80. diffStrength = std::max(0.0f, (interpNormal.normalized()).dotProduct(light2));
  81. diffuse = lightColor * diffStrength;
  82. //Specular
  83. reflectDir = Vector3f::reflect(-light2, interpNormal);
  84. spec = std::pow( std::max( (-interpViewDir.normalized()).dotProduct(reflectDir), 0.0f), 50.0f);
  85. specular = lightColorSpec * (specularStrength * spec);
  86. color = (ambient + diffuse + specular) * rgb;
  87. depth = bari.dotProduct(zVerts);
  88. return false;
  89. }
  90. };
  91. //Optimized version of Phong shader that uses a half angle instead of individual reflection
  92. //angles
  93. struct BlinnPhongShader : public IShader {
  94. Texture *albedo;
  95. Matrix4 MVP, MV, V, N;
  96. float ambientStrength = 0.05, diffStrength, spec,shininess = 200;
  97. Vector3f normals[3], viewDir[3], UV[3];
  98. Vector3f ambient, diffuse, specular, interpNormal, interpViewDir, interpUV;
  99. Vector3f lightColor{1,1,1},lightColorSpec{1,1,1};
  100. Vector3f halfwayDir, lightDir;
  101. Vector3f rgb{255,255,255};
  102. Vector3f vertex(Vector3f &vertex, Vector3f &normal, Vector3f &textureVals, Vector3f &light, int index) override{
  103. normals[index] = N.matMultDir(normal).normalized();
  104. UV[index] = textureVals;
  105. viewDir[index] = MV.matMultVec(vertex).normalized();
  106. lightDir = V.matMultDir(light).normalized();
  107. return MVP.matMultVec(vertex);
  108. }
  109. bool fragment(const Vector3f &bari, Vector3f &color, float &depth, Vector3f &zVerts) override{
  110. //Interpolated stuff
  111. interpNormal = ((normals[0] * bari.x) + (normals[1] * bari.y) + (normals[2] * bari.z)).normalized();
  112. interpViewDir = (viewDir[0] * bari.x) + (viewDir[1] * bari.y) + (viewDir[2] * bari.z);
  113. interpUV = (UV[0] * bari.x) + (UV[1] * bari.y) + (UV[2] * bari.z);
  114. //Albedo
  115. rgb = albedo->getPixelVal(interpUV.x, interpUV.y);
  116. //rgb.print();
  117. //Ambient
  118. ambient = lightColor * ambientStrength;
  119. //Diffuse
  120. diffStrength = std::max(0.0f, interpNormal.dotProduct(lightDir));
  121. diffuse = lightColor * diffStrength;
  122. //Specular
  123. halfwayDir = (lightDir -interpViewDir).normalized();
  124. spec = std::pow(std::max(0.0f, interpNormal.dotProduct(halfwayDir)), shininess);
  125. specular = lightColorSpec * spec;
  126. color = (ambient + diffuse + specular) * rgb;
  127. depth = bari.dotProduct(zVerts);
  128. return false;
  129. }
  130. };
  131. #endif