Add texture support to the renderer
- Refactor to use the new model::Model struct - Implement blinn-phong shading - Add texture support for shaders
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67f5913907
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0af4622525
5 changed files with 109 additions and 37 deletions
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@ -1,11 +0,0 @@
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#version 330 core
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in vec3 v_normal;
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out vec4 color;
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uniform vec3 light_dir;
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void main() {
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float brightness = dot(normalize(v_normal), normalize(light_dir));
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vec3 dark_color = vec3(0.6, 0.0, 0.0);
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vec3 regular_color = vec3(1.0, 0.0, 0.0);
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color = vec4(mix(dark_color, regular_color, brightness), 1.0);
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}
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@ -1,12 +0,0 @@
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#version 330 core
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in vec3 position;
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in vec3 normal;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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out vec3 v_normal;
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void main() {
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mat4 modelview = view * model;
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v_normal = transpose(inverse(mat3(modelview))) * normal;
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gl_Position = projection * modelview * vec4(position, 1.0);
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}
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34
resources/shaders/gl_textured.frag
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34
resources/shaders/gl_textured.frag
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@ -0,0 +1,34 @@
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#version 330 core
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in vec3 v_normal;
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in vec2 v_tex;
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in vec3 v_position;
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out vec4 frag_color;
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uniform vec3 u_light;
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uniform sampler2D tex;
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uniform vec3 color; // base colour factor (acts as solid colour when no texture)
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void main() {
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// Combine base texture (or constant white) with colour factor supplied by CPU.
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vec3 base_col = texture(tex, v_tex).rgb * color;
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vec3 ambient_color = base_col * 0.2;
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vec3 diffuse_color = base_col * 0.6;
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vec3 specular_color = vec3(1.0);
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// u_light is the direction **from the light towards the fragment**.
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float diffuse = max(dot(normalize(v_normal), normalize(u_light)), 0.0);
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vec3 camera_dir = normalize(-v_position);
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vec3 half_dir = normalize(normalize(u_light) + camera_dir);
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float specular = pow(max(dot(half_dir, normalize(v_normal)), 0.0), 16.0);
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vec3 result = ambient_color + diffuse * diffuse_color + specular * specular_color;
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// Convert from linear to sRGB for display (approximate γ-correction)
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result = pow(result, vec3(1.0 / 2.2));
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frag_color = vec4(result, 1.0);
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}
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23
resources/shaders/gl_textured.vert
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23
resources/shaders/gl_textured.vert
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@ -0,0 +1,23 @@
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#version 330 core
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in vec3 position;
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in vec3 normal;
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in vec2 tex_coords;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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uniform vec2 uv_offset;
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uniform vec2 uv_scale;
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out vec3 v_normal;
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out vec2 v_tex;
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out vec3 v_position;
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void main() {
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mat4 modelview = view * model;
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v_normal = transpose(inverse(mat3(modelview))) * normal;
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v_tex = tex_coords * uv_scale + uv_offset;
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v_position = (modelview * vec4(position, 1.0)).xyz;
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gl_Position = projection * modelview * vec4(position, 1.0);
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}
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@ -1,7 +1,9 @@
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use crate::camera::Camera;
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use crate::ecs::{MeshHandle, Transform};
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use crate::model::Mesh;
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use crate::ecs::{ModelHandle, Transform};
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use crate::model::{Model};
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use glium::texture::{RawImage2d, SrgbTexture2d};
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use glium::{uniform, Program, Surface};
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use glium::uniforms::{MinifySamplerFilter, MagnifySamplerFilter, SamplerWrapFunction};
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use glam::Vec3;
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use hecs::World;
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use glium::glutin::surface::WindowSurface;
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@ -9,16 +11,25 @@ use glium::glutin::surface::WindowSurface;
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pub struct GliumRenderer {
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display: glium::Display<WindowSurface>,
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program: Program,
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pub meshes: Vec<Mesh>,
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white_tex: SrgbTexture2d,
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pub models: Vec<Model>,
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params: glium::DrawParameters<'static>,
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}
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impl GliumRenderer {
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pub fn new(display: glium::Display<WindowSurface>) -> anyhow::Result<Self> {
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const VERT: &str = include_str!("../resources/shaders/gl_solid_color.vert");
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const FRAG: &str = include_str!("../resources/shaders/gl_solid_color.frag");
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const VERT_SRC: &str = include_str!("../resources/shaders/gl_textured.vert");
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const FRAG_SRC: &str = include_str!("../resources/shaders/gl_textured.frag");
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let program = Program::from_source(&display, VERT, FRAG, None)?;
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let program = Program::from_source(&display, VERT_SRC, FRAG_SRC, None)?;
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let white_tex = {
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let data = vec![255u8, 255u8, 255u8, 255u8];
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let raw = RawImage2d::from_raw_rgba(data, (1, 1));
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SrgbTexture2d::new(&display, raw)?
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};
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let params = glium::DrawParameters {
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depth: glium::Depth {
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@ -29,7 +40,13 @@ impl GliumRenderer {
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.. Default::default()
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};
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Ok(Self { display, program, meshes: Vec::new(), params })
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Ok(Self {
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display,
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program,
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white_tex,
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models: Vec::new(),
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params,
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})
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}
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fn draw_scene<S: Surface>(&self, world: &World, target: &mut S) {
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@ -41,20 +58,41 @@ impl GliumRenderer {
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}
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};
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let light_dir: Vec3 = Vec3::new(-1.0, -1.0, -1.0).normalize();
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// Direction from the light source (0,+Y) towards the scene.
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let light_dir: Vec3 = Vec3::new(0.0, -1.0, 0.0).normalize();
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for (_, (tr, mh)) in world.query::<(&Transform, &ModelHandle)>().iter() {
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let model = &self.models[mh.0];
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let mesh = &model.mesh;
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let mat = &model.material;
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let tex_ref: &SrgbTexture2d = mat.base_color.as_ref().unwrap_or(&self.white_tex);
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let mut sampler = tex_ref.sampled();
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sampler = sampler.wrap_function(SamplerWrapFunction::Repeat);
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sampler = sampler.minify_filter(MinifySamplerFilter::Linear);
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sampler = sampler.magnify_filter(MagnifySamplerFilter::Linear);
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let c = mat.base_color_factor;
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for (_, (tr, mh)) in world.query::<(&Transform, &MeshHandle)>().iter() {
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let mesh = &self.meshes[mh.0];
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let uniforms = uniform! {
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model: tr.matrix().to_cols_array_2d(),
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view: cam.view().to_cols_array_2d(),
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projection: cam.projection().to_cols_array_2d(),
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light_dir: [light_dir.x, light_dir.y, light_dir.z],
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u_light: [light_dir.x, light_dir.y, light_dir.z],
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tex: sampler,
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color: [c[0], c[1], c[2]],
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uv_offset: [mat.uv_offset.x, mat.uv_offset.y],
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uv_scale: [mat.uv_scale.x, mat.uv_scale.y],
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};
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target
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.draw(&mesh.vbuf, &mesh.ibuf, &self.program, &uniforms, &self.params)
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.unwrap();
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target.draw(
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&mesh.vbuf,
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&mesh.ibuf,
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&self.program,
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&uniforms,
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&self.params,
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).unwrap();
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}
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}
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