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shader.go
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shader.go
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package fauxgl
import "math"
type Shader interface {
Vertex(Vertex) Vertex
Fragment(Vertex) Color
}
// SolidColorShader renders with a single, solid color.
type SolidColorShader struct {
Matrix Matrix
Color Color
}
func NewSolidColorShader(matrix Matrix, color Color) *SolidColorShader {
return &SolidColorShader{matrix, color}
}
func (shader *SolidColorShader) Vertex(v Vertex) Vertex {
v.Output = shader.Matrix.MulPositionW(v.Position)
return v
}
func (shader *SolidColorShader) Fragment(v Vertex) Color {
return shader.Color
}
// TextureShader renders with a texture and no lighting.
type TextureShader struct {
Matrix Matrix
Texture Texture
}
func NewTextureShader(matrix Matrix, texture Texture) *TextureShader {
return &TextureShader{matrix, texture}
}
func (shader *TextureShader) Vertex(v Vertex) Vertex {
v.Output = shader.Matrix.MulPositionW(v.Position)
return v
}
func (shader *TextureShader) Fragment(v Vertex) Color {
return shader.Texture.BilinearSample(v.Texture.X, v.Texture.Y)
}
// PhongShader implements Phong shading with an optional texture.
type PhongShader struct {
Matrix Matrix
LightDirection Vector
CameraPosition Vector
ObjectColor Color
AmbientColor Color
DiffuseColor Color
SpecularColor Color
Texture Texture
SpecularPower float64
}
func NewPhongShader(matrix Matrix, lightDirection, cameraPosition Vector) *PhongShader {
ambient := Color{0.2, 0.2, 0.2, 1}
diffuse := Color{0.8, 0.8, 0.8, 1}
specular := Color{1, 1, 1, 1}
return &PhongShader{
matrix, lightDirection, cameraPosition,
Discard, ambient, diffuse, specular, nil, 32}
}
func (shader *PhongShader) Vertex(v Vertex) Vertex {
v.Output = shader.Matrix.MulPositionW(v.Position)
return v
}
func (shader *PhongShader) Fragment(v Vertex) Color {
light := shader.AmbientColor
color := v.Color
if shader.ObjectColor != Discard {
color = shader.ObjectColor
}
if shader.Texture != nil {
color = shader.Texture.BilinearSample(v.Texture.X, v.Texture.Y)
}
diffuse := math.Max(v.Normal.Dot(shader.LightDirection), 0)
light = light.Add(shader.DiffuseColor.MulScalar(diffuse))
if diffuse > 0 && shader.SpecularPower > 0 {
camera := shader.CameraPosition.Sub(v.Position).Normalize()
reflected := shader.LightDirection.Negate().Reflect(v.Normal)
specular := math.Max(camera.Dot(reflected), 0)
if specular > 0 {
specular = math.Pow(specular, shader.SpecularPower)
light = light.Add(shader.SpecularColor.MulScalar(specular))
}
}
return color.Mul(light).Min(White).Alpha(color.A)
}