#include <ostream>
#include <stdexcept>
#include <string>
+#include <glm/gtc/type_ptr.hpp>
namespace {
}
+void Program::Uniform(GLint loc, GLint val) noexcept {
+ glUniform1i(loc, val);
+}
+
+void Program::Uniform(GLint loc, float val) noexcept {
+ glUniform1f(loc, val);
+}
+
+void Program::Uniform(GLint loc, const glm::vec3 &val) noexcept {
+ glUniform3fv(loc, 1, glm::value_ptr(val));
+}
+
+void Program::Uniform(GLint loc, const glm::vec4 &val) noexcept {
+ glUniform4fv(loc, 1, glm::value_ptr(val));
+}
+
+void Program::Uniform(GLint loc, const glm::mat4 &val) noexcept {
+ glUniformMatrix4fv(loc, 1, GL_FALSE, glm::value_ptr(val));
+}
+
+
DirectionalLighting::DirectionalLighting()
: program()
-, light_direction(1.0f, 3.0f, 2.0f)
-, light_color(0.9f, 0.9f, 0.9f)
, vp(1.0f)
, m_handle(0)
, mv_handle(0)
light_direction_handle = program.UniformLocation("light_direction");
light_color_handle = program.UniformLocation("light_color");
fog_density_handle = program.UniformLocation("fog_density");
+
+ Activate();
+ program.Uniform(light_direction_handle, glm::vec3(1.0f, 3.0f, 2.0f));
+ program.Uniform(light_color_handle, glm::vec3(1.0f));
+ program.Uniform(fog_density_handle, 0.0f);
}
void DirectionalLighting::Activate() noexcept {
program.Use();
-
- glUniform3f(light_direction_handle, light_direction.x, light_direction.y, light_direction.z);
- glUniform3f(light_color_handle, light_color.x, light_color.y, light_color.z);
}
void DirectionalLighting::SetM(const glm::mat4 &m) noexcept {
- glm::mat4 mv(view * m);
- glm::mat4 mvp(vp * m);
- glUniformMatrix4fv(m_handle, 1, GL_FALSE, &m[0][0]);
- glUniformMatrix4fv(mv_handle, 1, GL_FALSE, &mv[0][0]);
- glUniformMatrix4fv(mvp_handle, 1, GL_FALSE, &mvp[0][0]);
+ program.Uniform(m_handle, m);
+ program.Uniform(mv_handle, view * m);
+ program.Uniform(mvp_handle, vp * m);
}
void DirectionalLighting::SetLightDirection(const glm::vec3 &dir) noexcept {
- light_direction = -dir;
- glUniform3f(light_direction_handle, light_direction.x, light_direction.y, light_direction.z);
+ program.Uniform(light_direction_handle, -dir);
+}
+
+void DirectionalLighting::SetLightColor(const glm::vec3 &col) noexcept {
+ program.Uniform(light_color_handle, col);
}
void DirectionalLighting::SetFogDensity(float f) noexcept {
- fog_density = f;
- glUniform1f(fog_density_handle, fog_density);
+ program.Uniform(fog_density_handle, f);
}
void DirectionalLighting::SetProjection(const glm::mat4 &p) noexcept {
}
void BlockLighting::SetM(const glm::mat4 &m) noexcept {
- glm::mat4 mv(view * m);
- glm::mat4 mvp(vp * m);
- glUniformMatrix4fv(mv_handle, 1, GL_FALSE, &mv[0][0]);
- glUniformMatrix4fv(mvp_handle, 1, GL_FALSE, &mvp[0][0]);
+ program.Uniform(mv_handle, view * m);
+ program.Uniform(mvp_handle, vp * m);
}
void BlockLighting::SetFogDensity(float f) noexcept {
- fog_density = f;
- glUniform1f(fog_density_handle, fog_density);
+ program.Uniform(fog_density_handle, f);
}
void BlockLighting::SetProjection(const glm::mat4 &p) noexcept {
"#version 330 core\n"
"in vec2 frag_tex_uv;\n"
"uniform sampler2D tex_sampler;\n"
+ "uniform vec4 fg_factor;\n"
+ "uniform vec4 bg_factor;\n"
"out vec4 color;\n"
"void main() {\n"
- "color = texture(tex_sampler, frag_tex_uv);\n"
+ "vec4 tex_color = texture(tex_sampler, frag_tex_uv);\n"
+ "vec4 factor = mix(bg_factor, fg_factor, tex_color.a);\n"
+ "color = tex_color * factor;\n"
+ "color.a = factor.a;\n"
"}\n"
);
program.Link();
mvp_handle = program.UniformLocation("MVP");
sampler_handle = program.UniformLocation("tex_sampler");
+ fg_handle = program.UniformLocation("fg_factor");
+ bg_handle = program.UniformLocation("bg_factor");
+
+ Activate();
+ SetFG(glm::vec4(1.0f, 1.0f, 1.0f, 1.0f));
+ SetBG(glm::vec4(1.0f, 1.0f, 1.0f, 0.0f));
}
}
void BlendedSprite::SetM(const glm::mat4 &m) noexcept {
- glm::mat4 mvp(vp * m);
- glUniformMatrix4fv(mvp_handle, 1, GL_FALSE, &mvp[0][0]);
+ program.Uniform(mvp_handle, vp * m);
}
void BlendedSprite::SetProjection(const glm::mat4 &p) noexcept {
void BlendedSprite::SetTexture(Texture &tex) noexcept {
glActiveTexture(GL_TEXTURE0);
tex.Bind();
- glUniform1i(sampler_handle, 0);
+ program.Uniform(sampler_handle, GLint(0));
+}
+
+void BlendedSprite::SetFG(const glm::vec4 &v) noexcept {
+ program.Uniform(fg_handle, v);
+}
+
+void BlendedSprite::SetBG(const glm::vec4 &v) noexcept {
+ program.Uniform(bg_handle, v);
}
}