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dedicated shader for outlines
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1 #ifndef BLANK_GRAPHICS_DIRECTIONALLIGHTING_HPP_
2 #define BLANK_GRAPHICS_DIRECTIONALLIGHTING_HPP_
3
4 #include "Program.hpp"
5
6 #include <GL/glew.h>
7 #include <glm/glm.hpp>
8
9
10 namespace blank {
11
12 class ArrayTexture;
13
14 class DirectionalLighting {
15
16 public:
17         DirectionalLighting();
18
19         void Activate() noexcept;
20
21         void SetLightDirection(const glm::vec3 &) noexcept;
22         void SetLightColor(const glm::vec3 &) noexcept;
23
24         void SetTexture(ArrayTexture &) noexcept;
25         void SetFogDensity(float) noexcept;
26
27         void SetM(const glm::mat4 &m) noexcept;
28         void SetProjection(const glm::mat4 &p) noexcept;
29         void SetView(const glm::mat4 &v) noexcept;
30         void SetVP(const glm::mat4 &v, const glm::mat4 &p) noexcept;
31         void SetMVP(const glm::mat4 &m, const glm::mat4 &v, const glm::mat4 &p) noexcept;
32
33         const glm::mat4 &Projection() const noexcept { return projection; }
34         const glm::mat4 &View() const noexcept { return view; }
35         const glm::mat4 &GetVP() const noexcept { return vp; }
36
37 private:
38         Program program;
39
40         glm::mat4 projection;
41         glm::mat4 view;
42         glm::mat4 vp;
43
44         GLuint m_handle;
45         GLuint mv_handle;
46         GLuint mvp_handle;
47         GLuint sampler_handle;
48         GLuint light_direction_handle;
49         GLuint light_color_handle;
50         GLuint fog_density_handle;
51
52 };
53
54 }
55
56 #endif