1 #include "BlendedSprite.hpp"
2 #include "BlockLighting.hpp"
3 #include "DirectionalLighting.hpp"
4 #include "PlainColor.hpp"
7 #include "SkyBoxShader.hpp"
9 #include "ArrayTexture.hpp"
10 #include "CubeMap.hpp"
11 #include "Texture.hpp"
12 #include "../app/error.hpp"
20 #include <glm/gtc/type_ptr.hpp>
25 Shader::Shader(GLenum type)
26 : handle(glCreateShader(type)) {
28 throw GLError("glCreateShader");
34 glDeleteShader(handle);
38 Shader::Shader(Shader &&other) noexcept
39 : handle(other.handle) {
43 Shader &Shader::operator =(Shader &&other) noexcept {
44 std::swap(handle, other.handle);
49 void Shader::Source(const GLchar *src) noexcept {
50 const GLchar* src_arr[] = { src };
51 glShaderSource(handle, 1, src_arr, nullptr);
54 void Shader::Compile() noexcept {
55 glCompileShader(handle);
58 bool Shader::Compiled() const noexcept {
59 GLint compiled = GL_FALSE;
60 glGetShaderiv(handle, GL_COMPILE_STATUS, &compiled);
61 return compiled == GL_TRUE;
64 void Shader::Log(std::ostream &out) const {
65 int log_len = 0, max_len = 0;
66 glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &max_len);
67 std::unique_ptr<char[]> log(new char[max_len]);
68 glGetShaderInfoLog(handle, max_len, &log_len, log.get());
69 out.write(log.get(), log_len);
73 void Shader::AttachToProgram(GLuint id) const noexcept {
74 glAttachShader(id, handle);
79 : handle(glCreateProgram()) {
81 throw GLError("glCreateProgram");
87 glDeleteProgram(handle);
92 const Shader &Program::LoadShader(GLenum type, const GLchar *src) {
93 shaders.emplace_back(type);
94 Shader &shader = shaders.back();
97 if (!shader.Compiled()) {
98 shader.Log(std::cerr);
99 throw std::runtime_error("compile shader");
105 void Program::Attach(Shader &shader) noexcept {
106 shader.AttachToProgram(handle);
109 void Program::Link() noexcept {
110 glLinkProgram(handle);
113 bool Program::Linked() const noexcept {
114 GLint linked = GL_FALSE;
115 glGetProgramiv(handle, GL_LINK_STATUS, &linked);
116 return linked == GL_TRUE;
119 void Program::Log(std::ostream &out) const {
120 int log_len = 0, max_len = 0;
121 glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &max_len);
122 std::unique_ptr<char[]> log(new char[max_len]);
123 glGetProgramInfoLog(handle, max_len, &log_len, log.get());
124 out.write(log.get(), log_len);
128 GLint Program::AttributeLocation(const GLchar *name) const noexcept {
129 return glGetAttribLocation(handle, name);
132 GLint Program::UniformLocation(const GLchar *name) const noexcept {
133 return glGetUniformLocation(handle, name);
137 void Program::Uniform(GLint loc, GLint val) noexcept {
138 glUniform1i(loc, val);
141 void Program::Uniform(GLint loc, float val) noexcept {
142 glUniform1f(loc, val);
145 void Program::Uniform(GLint loc, const glm::vec3 &val) noexcept {
146 glUniform3fv(loc, 1, glm::value_ptr(val));
149 void Program::Uniform(GLint loc, const glm::vec4 &val) noexcept {
150 glUniform4fv(loc, 1, glm::value_ptr(val));
153 void Program::Uniform(GLint loc, const glm::mat4 &val) noexcept {
154 glUniformMatrix4fv(loc, 1, GL_FALSE, glm::value_ptr(val));
158 DirectionalLighting::DirectionalLighting()
164 , light_direction_handle(0)
165 , light_color_handle(0)
166 , ambient_color_handle(0)
167 , fog_density_handle(0) {
170 "#version 330 core\n"
171 "layout(location = 0) in vec3 vtx_position;\n"
172 "layout(location = 1) in vec3 vtx_tex_uv;\n"
173 "layout(location = 2) in vec3 vtx_hsl_mod;\n"
174 "layout(location = 3) in vec3 vtx_rgb_mod;\n"
175 "layout(location = 4) in vec3 vtx_normal;\n"
178 "uniform mat4 MVP;\n"
179 "out vec3 frag_tex_uv;\n"
180 "out vec3 frag_hsl_mod;\n"
181 "out vec3 frag_rgb_mod;\n"
182 "out vec3 vtx_viewspace;\n"
185 "gl_Position = MVP * vec4(vtx_position, 1);\n"
186 "vtx_viewspace = (MV * vec4(vtx_position, 1)).xyz;\n"
187 "normal = (M * vec4(vtx_normal, 0)).xyz;\n"
188 "frag_tex_uv = vtx_tex_uv;\n"
189 "frag_hsl_mod = vtx_hsl_mod;\n"
190 "frag_rgb_mod = vtx_rgb_mod;\n"
195 "#version 330 core\n"
196 "in vec3 frag_tex_uv;\n"
197 "in vec3 frag_hsl_mod;\n"
198 "in vec3 frag_rgb_mod;\n"
199 "in vec3 vtx_viewspace;\n"
201 "uniform sampler2DArray tex_sampler;\n"
202 "uniform vec3 light_direction;\n"
203 "uniform vec3 light_color;\n"
204 "uniform vec3 ambient_color;\n"
205 "uniform float fog_density;\n"
207 "vec3 rgb2hsl(vec3 c) {\n"
208 "vec4 K = vec4(0.0, -1.0/3.0, 2.0/3.0, -1.0);\n"
209 "vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));\n"
210 "vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));\n"
211 "float d = q.x - min(q.w, q.y);\n"
212 "float e = 1.0e-10;\n"
213 "return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);\n"
215 "vec3 hsl2rgb(vec3 c) {\n"
216 "vec4 K = vec4(1.0, 2.0/3.0, 1.0/3.0, 3.0);\n"
217 "vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n"
218 "return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n"
221 "vec3 tex_color = texture(tex_sampler, frag_tex_uv).rgb;\n"
222 "vec3 hsl_color = rgb2hsl(tex_color);\n"
223 "hsl_color.x += frag_hsl_mod.x;\n"
224 "hsl_color.y *= frag_hsl_mod.y;\n"
225 "hsl_color.z *= frag_hsl_mod.z;\n"
226 "vec3 base_color = hsl2rgb(hsl_color) * frag_rgb_mod;\n"
227 "vec3 ambient = ambient_color * base_color;\n"
228 // this should be the same as the clear color, otherwise looks really weird
229 "vec3 fog_color = vec3(0, 0, 0);\n"
230 "float e = 2.718281828;\n"
231 "vec3 n = normalize(normal);\n"
232 "vec3 l = normalize(light_direction);\n"
233 "float cos_theta = clamp(dot(n, l), 0, 1);\n"
234 "vec3 reflect_color = ambient + base_color * light_color * cos_theta;\n"
235 "float value = pow(e, -pow(fog_density * length(vtx_viewspace), 5));"
236 "color = mix(fog_color, reflect_color, value);\n"
240 if (!program.Linked()) {
241 program.Log(std::cerr);
242 throw std::runtime_error("link program");
245 m_handle = program.UniformLocation("M");
246 mv_handle = program.UniformLocation("MV");
247 mvp_handle = program.UniformLocation("MVP");
248 sampler_handle = program.UniformLocation("tex_sampler");
249 light_direction_handle = program.UniformLocation("light_direction");
250 light_color_handle = program.UniformLocation("light_color");
251 ambient_color_handle = program.UniformLocation("ambient_color");
252 fog_density_handle = program.UniformLocation("fog_density");
255 program.Uniform(light_direction_handle, glm::vec3(1.0f, 3.0f, 2.0f));
256 program.Uniform(light_color_handle, glm::vec3(1.0f));
257 program.Uniform(ambient_color_handle, glm::vec3(0.1f));
258 program.Uniform(fog_density_handle, 0.0f);
262 void DirectionalLighting::Activate() noexcept {
266 void DirectionalLighting::SetM(const glm::mat4 &m) noexcept {
267 program.Uniform(m_handle, m);
268 program.Uniform(mv_handle, view * m);
269 program.Uniform(mvp_handle, vp * m);
272 void DirectionalLighting::SetLightDirection(const glm::vec3 &dir) noexcept {
273 program.Uniform(light_direction_handle, -dir);
276 void DirectionalLighting::SetLightColor(const glm::vec3 &col) noexcept {
277 program.Uniform(light_color_handle, col);
280 void DirectionalLighting::SetAmbientColor(const glm::vec3 &col) noexcept {
281 program.Uniform(ambient_color_handle, col);
284 void DirectionalLighting::SetTexture(ArrayTexture &tex) noexcept {
285 glActiveTexture(GL_TEXTURE0);
287 program.Uniform(sampler_handle, GLint(0));
290 void DirectionalLighting::SetFogDensity(float f) noexcept {
291 program.Uniform(fog_density_handle, f);
294 void DirectionalLighting::SetProjection(const glm::mat4 &p) noexcept {
299 void DirectionalLighting::SetView(const glm::mat4 &v) noexcept {
304 void DirectionalLighting::SetVP(const glm::mat4 &v, const glm::mat4 &p) noexcept {
310 void DirectionalLighting::SetMVP(const glm::mat4 &m, const glm::mat4 &v, const glm::mat4 &p) noexcept {
316 BlockLighting::BlockLighting()
321 , fog_density_handle(0) {
324 "#version 330 core\n"
325 "layout(location = 0) in vec3 vtx_position;\n"
326 "layout(location = 1) in vec3 vtx_tex_uv;\n"
327 "layout(location = 2) in vec3 vtx_hsl_mod;\n"
328 "layout(location = 3) in vec3 vtx_rgb_mod;\n"
329 "layout(location = 4) in float vtx_light;\n"
331 "uniform mat4 MVP;\n"
332 "out vec3 frag_tex_uv;\n"
333 "out vec3 frag_hsl_mod;\n"
334 "out vec3 frag_rgb_mod;\n"
335 "out vec3 vtx_viewspace;\n"
336 "out float frag_light;\n"
338 "gl_Position = MVP * vec4(vtx_position, 1);\n"
339 "frag_tex_uv = vtx_tex_uv;\n"
340 "frag_hsl_mod = vtx_hsl_mod;\n"
341 "frag_rgb_mod = vtx_rgb_mod;\n"
342 "vtx_viewspace = (MV * vec4(vtx_position, 1)).xyz;\n"
343 "frag_light = vtx_light;\n"
348 "#version 330 core\n"
349 "in vec3 frag_tex_uv;\n"
350 "in vec3 frag_hsl_mod;\n"
351 "in vec3 frag_rgb_mod;\n"
352 "in vec3 vtx_viewspace;\n"
353 "in float frag_light;\n"
354 "uniform sampler2DArray tex_sampler;\n"
355 "uniform float fog_density;\n"
357 "vec3 rgb2hsl(vec3 c) {\n"
358 "vec4 K = vec4(0.0, -1.0/3.0, 2.0/3.0, -1.0);\n"
359 "vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));\n"
360 "vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));\n"
361 "float d = q.x - min(q.w, q.y);\n"
362 "float e = 1.0e-10;\n"
363 "return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);\n"
365 "vec3 hsl2rgb(vec3 c) {\n"
366 "vec4 K = vec4(1.0, 2.0/3.0, 1.0/3.0, 3.0);\n"
367 "vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n"
368 "return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n"
371 "vec3 tex_color = texture(tex_sampler, frag_tex_uv).rgb;\n"
372 "vec3 hsl_color = rgb2hsl(tex_color);\n"
373 "hsl_color.x += frag_hsl_mod.x;\n"
374 "hsl_color.y *= frag_hsl_mod.y;\n"
375 "hsl_color.z *= frag_hsl_mod.z;\n"
376 "vec3 base_color = hsl2rgb(hsl_color) * frag_rgb_mod;\n"
377 "float light_power = clamp(pow(0.8, 15 - frag_light), 0, 1);\n"
378 "vec3 fog_color = vec3(0, 0, 0);\n"
379 "float e = 2.718281828;\n"
380 "vec3 reflect_color = base_color * light_power;\n"
381 "float value = pow(e, -pow(fog_density * length(vtx_viewspace), 5));"
382 "color = mix(fog_color, reflect_color, value);\n"
386 if (!program.Linked()) {
387 program.Log(std::cerr);
388 throw std::runtime_error("link program");
391 mv_handle = program.UniformLocation("MV");
392 mvp_handle = program.UniformLocation("MVP");
393 sampler_handle = program.UniformLocation("tex_sampler");
394 fog_density_handle = program.UniformLocation("fog_density");
398 void BlockLighting::Activate() noexcept {
402 void BlockLighting::SetTexture(ArrayTexture &tex) noexcept {
403 glActiveTexture(GL_TEXTURE0);
405 program.Uniform(sampler_handle, GLint(0));
408 void BlockLighting::SetFogDensity(float f) noexcept {
409 program.Uniform(fog_density_handle, f);
412 void BlockLighting::SetM(const glm::mat4 &m) noexcept {
413 program.Uniform(mv_handle, view * m);
414 program.Uniform(mvp_handle, vp * m);
417 void BlockLighting::SetProjection(const glm::mat4 &p) noexcept {
422 void BlockLighting::SetView(const glm::mat4 &v) noexcept {
427 void BlockLighting::SetVP(const glm::mat4 &v, const glm::mat4 &p) noexcept {
433 void BlockLighting::SetMVP(const glm::mat4 &m, const glm::mat4 &v, const glm::mat4 &p) noexcept {
439 BlendedSprite::BlendedSprite()
443 , sampler_handle(0) {
446 "#version 330 core\n"
447 "layout(location = 0) in vec3 vtx_position;\n"
448 "layout(location = 1) in vec2 vtx_tex_uv;\n"
449 "uniform mat4 MVP;\n"
450 "out vec2 frag_tex_uv;\n"
452 "gl_Position = MVP * vec4(vtx_position, 1);\n"
453 "frag_tex_uv = vtx_tex_uv;\n"
458 "#version 330 core\n"
459 "in vec2 frag_tex_uv;\n"
460 "uniform sampler2D tex_sampler;\n"
461 "uniform vec4 fg_factor;\n"
462 "uniform vec4 bg_factor;\n"
465 "vec4 tex_color = texture(tex_sampler, frag_tex_uv);\n"
466 "vec4 factor = mix(bg_factor, fg_factor, tex_color.a);\n"
467 "color = tex_color * factor;\n"
468 "color.a = factor.a;\n"
472 if (!program.Linked()) {
473 program.Log(std::cerr);
474 throw std::runtime_error("link program");
477 mvp_handle = program.UniformLocation("MVP");
478 sampler_handle = program.UniformLocation("tex_sampler");
479 fg_handle = program.UniformLocation("fg_factor");
480 bg_handle = program.UniformLocation("bg_factor");
483 SetFG(glm::vec4(1.0f, 1.0f, 1.0f, 1.0f));
484 SetBG(glm::vec4(1.0f, 1.0f, 1.0f, 0.0f));
488 void BlendedSprite::Activate() noexcept {
492 void BlendedSprite::SetM(const glm::mat4 &m) noexcept {
493 program.Uniform(mvp_handle, vp * m);
496 void BlendedSprite::SetProjection(const glm::mat4 &p) noexcept {
501 void BlendedSprite::SetView(const glm::mat4 &v) noexcept {
506 void BlendedSprite::SetVP(const glm::mat4 &v, const glm::mat4 &p) noexcept {
512 void BlendedSprite::SetMVP(const glm::mat4 &m, const glm::mat4 &v, const glm::mat4 &p) noexcept {
517 void BlendedSprite::SetTexture(Texture &tex) noexcept {
518 glActiveTexture(GL_TEXTURE0);
520 program.Uniform(sampler_handle, GLint(0));
523 void BlendedSprite::SetFG(const glm::vec4 &v) noexcept {
524 program.Uniform(fg_handle, v);
527 void BlendedSprite::SetBG(const glm::vec4 &v) noexcept {
528 program.Uniform(bg_handle, v);
532 SkyBoxShader::SkyBoxShader()
536 , sampler_handle(0) {
539 "#version 330 core\n"
540 "layout(location = 0) in vec3 vtx_position;\n"
542 "out vec3 vtx_viewspace;\n"
544 "gl_Position = VP * vec4(vtx_position, 1);\n"
545 "gl_Position.z = gl_Position.w;\n"
546 "vtx_viewspace = vtx_position;\n"
551 "#version 330 core\n"
552 "in vec3 vtx_viewspace;\n"
553 "uniform samplerCube tex_sampler;\n"
556 "color = texture(tex_sampler, vtx_viewspace).rgb;\n"
557 //"color = vec3(1,0,0);\n"
561 if (!program.Linked()) {
562 program.Log(std::cerr);
563 throw std::runtime_error("link program");
566 vp_handle = program.UniformLocation("VP");
567 sampler_handle = program.UniformLocation("tex_sampler");
571 void SkyBoxShader::Activate() noexcept {
575 void SkyBoxShader::SetTexture(CubeMap &tex) noexcept {
576 glActiveTexture(GL_TEXTURE0);
578 program.Uniform(sampler_handle, GLint(0));
581 void SkyBoxShader::SetProjection(const glm::mat4 &p) noexcept {
584 program.Uniform(vp_handle, vp);
587 void SkyBoxShader::SetView(const glm::mat4 &v) noexcept {
592 view[3] = glm::vec4(0.0f, 0.0f, 0.0f, 1.0f);
593 vp = projection * view;
594 program.Uniform(vp_handle, vp);
597 void SkyBoxShader::SetVP(const glm::mat4 &v, const glm::mat4 &p) noexcept {
603 PlainColor::PlainColor()
609 "#version 330 core\n"
610 "layout(location = 0) in vec3 vtx_position;\n"
611 "layout(location = 1) in vec4 vtx_color;\n"
612 "uniform mat4 MVP;\n"
613 "out vec4 frag_color;\n"
615 "gl_Position = MVP * vec4(vtx_position, 1);\n"
616 "frag_color = vtx_color;\n"
621 "#version 330 core\n"
622 "in vec4 frag_color;\n"
625 "color = frag_color;\n"
629 if (!program.Linked()) {
630 program.Log(std::cerr);
631 throw std::runtime_error("link program");
634 mvp_handle = program.UniformLocation("MVP");
638 void PlainColor::Activate() noexcept {
642 void PlainColor::SetM(const glm::mat4 &m) noexcept {
643 program.Uniform(mvp_handle, vp * m);
646 void PlainColor::SetProjection(const glm::mat4 &p) noexcept {
651 void PlainColor::SetView(const glm::mat4 &v) noexcept {
656 void PlainColor::SetVP(const glm::mat4 &v, const glm::mat4 &p) noexcept {
662 void PlainColor::SetMVP(const glm::mat4 &m, const glm::mat4 &v, const glm::mat4 &p) noexcept {