shader.h 5.9 KB

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