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1 #include "shader.hpp"
2
3 #include "init.hpp"
4
5 #include <algorithm>
6 #include <iostream>
7 #include <memory>
8 #include <ostream>
9 #include <stdexcept>
10 #include <string>
11
12
13 namespace {
14
15 void gl_error(std::string msg) {
16         const GLubyte *errBegin = gluErrorString(glGetError());
17         if (errBegin && *errBegin != '\0') {
18                 const GLubyte *errEnd = errBegin;
19                 while (*errEnd != '\0') {
20                         ++errEnd;
21                 }
22                 msg += ": ";
23                 msg.append(errBegin, errEnd);
24         }
25         throw std::runtime_error(msg);
26 }
27
28 }
29
30 namespace blank {
31
32 Shader::Shader(GLenum type)
33 : handle(glCreateShader(type)) {
34         if (handle == 0) {
35                 gl_error("glCreateShader");
36         }
37 }
38
39 Shader::~Shader() {
40         if (handle != 0) {
41                 glDeleteShader(handle);
42         }
43 }
44
45 Shader::Shader(Shader &&other)
46 : handle(other.handle) {
47         other.handle = 0;
48 }
49
50 Shader &Shader::operator =(Shader &&other) {
51         std::swap(handle, other.handle);
52         return *this;
53 }
54
55
56 void Shader::Source(const GLchar *src) {
57         const GLchar* src_arr[] = { src };
58         glShaderSource(handle, 1, src_arr, nullptr);
59 }
60
61 void Shader::Compile() {
62         glCompileShader(handle);
63 }
64
65 bool Shader::Compiled() const {
66         GLint compiled = GL_FALSE;
67         glGetShaderiv(handle, GL_COMPILE_STATUS, &compiled);
68         return compiled == GL_TRUE;
69 }
70
71 void Shader::Log(std::ostream &out) const {
72         int log_len = 0, max_len = 0;
73         glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &max_len);
74         std::unique_ptr<char[]> log(new char[max_len]);
75         glGetShaderInfoLog(handle, max_len, &log_len, log.get());
76         out.write(log.get(), log_len);
77 }
78
79
80 void Shader::AttachToProgram(GLuint id) const {
81         glAttachShader(id, handle);
82 }
83
84
85 Program::Program()
86 : handle(glCreateProgram()) {
87         if (handle == 0) {
88                 gl_error("glCreateProgram");
89         }
90 }
91
92 Program::~Program() {
93         if (handle != 0) {
94                 glDeleteProgram(handle);
95         }
96 }
97
98
99 const Shader &Program::LoadShader(GLenum type, const GLchar *src) {
100         shaders.emplace_back(type);
101         Shader &shader = shaders.back();
102         shader.Source(src);
103         shader.Compile();
104         if (!shader.Compiled()) {
105                 shader.Log(std::cerr);
106                 throw std::runtime_error("compile shader");
107         }
108         Attach(shader);
109         return shader;
110 }
111
112 void Program::Attach(Shader &shader) {
113         shader.AttachToProgram(handle);
114 }
115
116 void Program::Link() {
117         glLinkProgram(handle);
118 }
119
120 bool Program::Linked() const {
121         GLint linked = GL_FALSE;
122         glGetProgramiv(handle, GL_LINK_STATUS, &linked);
123         return linked == GL_TRUE;
124 }
125
126 void Program::Log(std::ostream &out) const {
127         int log_len = 0, max_len = 0;
128         glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &max_len);
129         std::unique_ptr<char[]> log(new char[max_len]);
130         glGetProgramInfoLog(handle, max_len, &log_len, log.get());
131         out.write(log.get(), log_len);
132 }
133
134
135 GLint Program::UniformLocation(const GLchar *name) const {
136         return glGetUniformLocation(handle, name);
137 }
138
139
140 DirectionalLighting::DirectionalLighting()
141 : program()
142 , light_direction(1.0f, 3.0f, 2.0f)
143 , light_color(0.9f, 0.9f, 0.9f)
144 , vp(1.0f)
145 , m_handle(0)
146 , mv_handle(0)
147 , mvp_handle(0)
148 , light_direction_handle(0)
149 , light_color_handle(0)
150 , fog_density_handle(0) {
151         program.LoadShader(
152                 GL_VERTEX_SHADER,
153                 "#version 330 core\n"
154                 "layout(location = 0) in vec3 vtx_position;\n"
155                 "layout(location = 1) in vec3 vtx_color;\n"
156                 "layout(location = 2) in vec3 vtx_normal;\n"
157                 "uniform mat4 M;\n"
158                 "uniform mat4 MV;\n"
159                 "uniform mat4 MVP;\n"
160                 "out vec3 frag_color;\n"
161                 "out vec3 vtx_viewspace;\n"
162                 "out vec3 normal;\n"
163                 "void main() {\n"
164                         "gl_Position = MVP * vec4(vtx_position, 1);\n"
165                         "vtx_viewspace = (MV * vec4(vtx_position, 1)).xyz;\n"
166                         "normal = (M * vec4(vtx_normal, 0)).xyz;\n"
167                         "frag_color = vtx_color;\n"
168                 "}\n"
169         );
170         program.LoadShader(
171                 GL_FRAGMENT_SHADER,
172                 "#version 330 core\n"
173                 "in vec3 frag_color;\n"
174                 "in vec3 vtx_viewspace;\n"
175                 "in vec3 normal;\n"
176                 "uniform vec3 light_direction;\n"
177                 "uniform vec3 light_color;\n"
178                 "uniform float fog_density;\n"
179                 "out vec3 color;\n"
180                 "void main() {\n"
181                         "vec3 ambient = vec3(0.1, 0.1, 0.1) * frag_color;\n"
182                         // this should be the same as the clear color, otherwise looks really weird
183                         "vec3 fog_color = vec3(0, 0, 0);\n"
184                         "float e = 2.718281828;\n"
185                         "vec3 n = normalize(normal);\n"
186                         "vec3 l = normalize(light_direction);\n"
187                         "float cos_theta = clamp(dot(n, l), 0, 1);\n"
188                         "vec3 reflect_color = ambient + frag_color * light_color * cos_theta;\n"
189                         "float value = pow(e, -pow(fog_density * length(vtx_viewspace), 5));"
190                         "color = mix(fog_color, reflect_color, value);\n"
191                 "}\n"
192         );
193         program.Link();
194         if (!program.Linked()) {
195                 program.Log(std::cerr);
196                 throw std::runtime_error("link program");
197         }
198
199         m_handle = program.UniformLocation("M");
200         mv_handle = program.UniformLocation("MV");
201         mvp_handle = program.UniformLocation("MVP");
202         light_direction_handle = program.UniformLocation("light_direction");
203         light_color_handle = program.UniformLocation("light_color");
204         fog_density_handle = program.UniformLocation("fog_density");
205 }
206
207
208 void DirectionalLighting::Activate() {
209         GLContext::EnableDepthTest();
210         GLContext::EnableBackfaceCulling();
211         program.Use();
212
213         glUniform3f(light_direction_handle, light_direction.x, light_direction.y, light_direction.z);
214         glUniform3f(light_color_handle, light_color.x, light_color.y, light_color.z);
215 }
216
217 void DirectionalLighting::SetM(const glm::mat4 &m) {
218         glm::mat4 mv(view * m);
219         glm::mat4 mvp(vp * m);
220         glUniformMatrix4fv(m_handle, 1, GL_FALSE, &m[0][0]);
221         glUniformMatrix4fv(mv_handle, 1, GL_FALSE, &mv[0][0]);
222         glUniformMatrix4fv(mvp_handle, 1, GL_FALSE, &mvp[0][0]);
223 }
224
225 void DirectionalLighting::SetLightDirection(const glm::vec3 &dir) {
226         light_direction = -dir;
227         glUniform3f(light_direction_handle, light_direction.x, light_direction.y, light_direction.z);
228 }
229
230 void DirectionalLighting::SetFogDensity(float f) {
231         fog_density = f;
232         glUniform1f(fog_density_handle, fog_density);
233 }
234
235 void DirectionalLighting::SetProjection(const glm::mat4 &p) {
236         projection = p;
237         vp = p * view;
238 }
239
240 void DirectionalLighting::SetView(const glm::mat4 &v) {
241         view = v;
242         vp = projection * v;
243 }
244
245 void DirectionalLighting::SetVP(const glm::mat4 &v, const glm::mat4 &p) {
246         projection = p;
247         view = v;
248         vp = p * v;
249 }
250
251 void DirectionalLighting::SetMVP(const glm::mat4 &m, const glm::mat4 &v, const glm::mat4 &p) {
252         SetVP(v, p);
253         SetM(m);
254 }
255
256 }