#include "BlendedSprite.hpp"
#include "BlockLighting.hpp"
#include "DirectionalLighting.hpp"
+#include "PlainColor.hpp"
#include "Program.hpp"
#include "Shader.hpp"
+#include "SkyBoxShader.hpp"
#include "ArrayTexture.hpp"
+#include "CubeMap.hpp"
#include "Texture.hpp"
#include "../app/init.hpp"
program.Uniform(bg_handle, v);
}
+
+SkyBoxShader::SkyBoxShader()
+: program()
+, vp(1.0f)
+, vp_handle(0)
+, sampler_handle(0) {
+ program.LoadShader(
+ GL_VERTEX_SHADER,
+ "#version 330 core\n"
+ "layout(location = 0) in vec3 vtx_position;\n"
+ "uniform mat4 VP;\n"
+ "out vec3 vtx_viewspace;\n"
+ "void main() {\n"
+ "gl_Position = VP * vec4(vtx_position, 1);\n"
+ "gl_Position.z = gl_Position.w;\n"
+ "vtx_viewspace = vtx_position;\n"
+ "}\n"
+ );
+ program.LoadShader(
+ GL_FRAGMENT_SHADER,
+ "#version 330 core\n"
+ "in vec3 vtx_viewspace;\n"
+ "uniform samplerCube tex_sampler;\n"
+ "out vec3 color;\n"
+ "void main() {\n"
+ "color = texture(tex_sampler, vtx_viewspace).rgb;\n"
+ //"color = vec3(1,0,0);\n"
+ "}\n"
+ );
+ program.Link();
+ if (!program.Linked()) {
+ program.Log(std::cerr);
+ throw std::runtime_error("link program");
+ }
+
+ vp_handle = program.UniformLocation("VP");
+ sampler_handle = program.UniformLocation("tex_sampler");
+}
+
+
+void SkyBoxShader::Activate() noexcept {
+ program.Use();
+}
+
+void SkyBoxShader::SetTexture(CubeMap &tex) noexcept {
+ glActiveTexture(GL_TEXTURE0);
+ tex.Bind();
+ program.Uniform(sampler_handle, GLint(0));
+}
+
+void SkyBoxShader::SetProjection(const glm::mat4 &p) noexcept {
+ projection = p;
+ vp = p * view;
+ program.Uniform(vp_handle, vp);
+}
+
+void SkyBoxShader::SetView(const glm::mat4 &v) noexcept {
+ view = v;
+ view[0].w = 0.0f;
+ view[1].w = 0.0f;
+ view[2].w = 0.0f;
+ view[3] = glm::vec4(0.0f, 0.0f, 0.0f, 1.0f);
+ vp = projection * view;
+ program.Uniform(vp_handle, vp);
+}
+
+void SkyBoxShader::SetVP(const glm::mat4 &v, const glm::mat4 &p) noexcept {
+ projection = p;
+ SetView(v);
+}
+
+
+PlainColor::PlainColor()
+: program()
+, vp(1.0f)
+, mvp_handle(0) {
+ program.LoadShader(
+ GL_VERTEX_SHADER,
+ "#version 330 core\n"
+ "layout(location = 0) in vec3 vtx_position;\n"
+ "layout(location = 1) in vec3 vtx_color;\n"
+ "uniform mat4 MVP;\n"
+ "out vec3 frag_color;\n"
+ "void main() {\n"
+ "gl_Position = MVP * vec4(vtx_position, 1);\n"
+ "frag_color = vtx_color;\n"
+ "}\n"
+ );
+ program.LoadShader(
+ GL_FRAGMENT_SHADER,
+ "#version 330 core\n"
+ "in vec3 frag_color;\n"
+ "out vec3 color;\n"
+ "void main() {\n"
+ "color = frag_color;\n"
+ "}\n"
+ );
+ program.Link();
+ if (!program.Linked()) {
+ program.Log(std::cerr);
+ throw std::runtime_error("link program");
+ }
+
+ mvp_handle = program.UniformLocation("MVP");
+}
+
+
+void PlainColor::Activate() noexcept {
+ program.Use();
+}
+
+void PlainColor::SetM(const glm::mat4 &m) noexcept {
+ program.Uniform(mvp_handle, vp * m);
+}
+
+void PlainColor::SetProjection(const glm::mat4 &p) noexcept {
+ projection = p;
+ vp = p * view;
+}
+
+void PlainColor::SetView(const glm::mat4 &v) noexcept {
+ view = v;
+ vp = projection * v;
+}
+
+void PlainColor::SetVP(const glm::mat4 &v, const glm::mat4 &p) noexcept {
+ projection = p;
+ view = v;
+ vp = p * v;
+}
+
+void PlainColor::SetMVP(const glm::mat4 &m, const glm::mat4 &v, const glm::mat4 &p) noexcept {
+ SetVP(v, p);
+ SetM(m);
+}
+
}