#include "BlendedSprite.hpp"
#include "BlockLighting.hpp"
#include "DirectionalLighting.hpp"
+#include "PlainColor.hpp"
#include "Program.hpp"
#include "Shader.hpp"
+#include "ArrayTexture.hpp"
#include "Texture.hpp"
#include "../app/init.hpp"
GL_VERTEX_SHADER,
"#version 330 core\n"
"layout(location = 0) in vec3 vtx_position;\n"
- "layout(location = 1) in vec3 vtx_color;\n"
- "layout(location = 2) in vec3 vtx_normal;\n"
+ "layout(location = 1) in vec3 vtx_tex_uv;\n"
+ "layout(location = 2) in vec3 vtx_color;\n"
+ "layout(location = 3) in vec3 vtx_normal;\n"
"uniform mat4 M;\n"
"uniform mat4 MV;\n"
"uniform mat4 MVP;\n"
+ "out vec3 frag_tex_uv;\n"
"out vec3 frag_color;\n"
"out vec3 vtx_viewspace;\n"
"out vec3 normal;\n"
"gl_Position = MVP * vec4(vtx_position, 1);\n"
"vtx_viewspace = (MV * vec4(vtx_position, 1)).xyz;\n"
"normal = (M * vec4(vtx_normal, 0)).xyz;\n"
+ "frag_tex_uv = vtx_tex_uv;\n"
"frag_color = vtx_color;\n"
"}\n"
);
program.LoadShader(
GL_FRAGMENT_SHADER,
"#version 330 core\n"
+ "in vec3 frag_tex_uv;\n"
"in vec3 frag_color;\n"
"in vec3 vtx_viewspace;\n"
"in vec3 normal;\n"
+ "uniform sampler2DArray tex_sampler;\n"
"uniform vec3 light_direction;\n"
"uniform vec3 light_color;\n"
"uniform float fog_density;\n"
"out vec3 color;\n"
"void main() {\n"
- "vec3 ambient = vec3(0.1, 0.1, 0.1) * frag_color;\n"
+ "vec3 tex_color = texture(tex_sampler, frag_tex_uv).rgb;\n"
+ "vec3 base_color = tex_color * frag_color;\n"
+ "vec3 ambient = vec3(0.1, 0.1, 0.1) * base_color;\n"
// this should be the same as the clear color, otherwise looks really weird
"vec3 fog_color = vec3(0, 0, 0);\n"
"float e = 2.718281828;\n"
"vec3 n = normalize(normal);\n"
"vec3 l = normalize(light_direction);\n"
"float cos_theta = clamp(dot(n, l), 0, 1);\n"
- "vec3 reflect_color = ambient + frag_color * light_color * cos_theta;\n"
+ "vec3 reflect_color = ambient + base_color * light_color * cos_theta;\n"
"float value = pow(e, -pow(fog_density * length(vtx_viewspace), 5));"
"color = mix(fog_color, reflect_color, value);\n"
"}\n"
m_handle = program.UniformLocation("M");
mv_handle = program.UniformLocation("MV");
mvp_handle = program.UniformLocation("MVP");
+ sampler_handle = program.UniformLocation("tex_sampler");
light_direction_handle = program.UniformLocation("light_direction");
light_color_handle = program.UniformLocation("light_color");
fog_density_handle = program.UniformLocation("fog_density");
program.Uniform(light_color_handle, col);
}
+void DirectionalLighting::SetTexture(ArrayTexture &tex) noexcept {
+ glActiveTexture(GL_TEXTURE0);
+ tex.Bind();
+ program.Uniform(sampler_handle, GLint(0));
+}
+
void DirectionalLighting::SetFogDensity(float f) noexcept {
program.Uniform(fog_density_handle, f);
}
GL_VERTEX_SHADER,
"#version 330 core\n"
"layout(location = 0) in vec3 vtx_position;\n"
- "layout(location = 1) in vec3 vtx_color;\n"
- "layout(location = 2) in float vtx_light;\n"
+ "layout(location = 1) in vec3 vtx_tex_uv;\n"
+ "layout(location = 2) in vec3 vtx_color;\n"
+ "layout(location = 3) in float vtx_light;\n"
"uniform mat4 MV;\n"
"uniform mat4 MVP;\n"
+ "out vec3 frag_tex_uv;\n"
"out vec3 frag_color;\n"
"out vec3 vtx_viewspace;\n"
"out float frag_light;\n"
"void main() {\n"
"gl_Position = MVP * vec4(vtx_position, 1);\n"
+ "frag_tex_uv = vtx_tex_uv;\n"
"frag_color = vtx_color;\n"
"vtx_viewspace = (MV * vec4(vtx_position, 1)).xyz;\n"
"frag_light = vtx_light;\n"
program.LoadShader(
GL_FRAGMENT_SHADER,
"#version 330 core\n"
+ "in vec3 frag_tex_uv;\n"
"in vec3 frag_color;\n"
"in vec3 vtx_viewspace;\n"
"in float frag_light;\n"
+ "uniform sampler2DArray tex_sampler;\n"
"uniform float fog_density;\n"
"out vec3 color;\n"
"void main() {\n"
- "vec3 ambient = vec3(0.1, 0.1, 0.1) * frag_color;\n"
+ "vec3 tex_color = texture(tex_sampler, frag_tex_uv).rgb;\n"
+ "vec3 base_color = tex_color * frag_color;\n"
"float light_power = clamp(pow(0.8, 15 - frag_light), 0, 1);\n"
"vec3 fog_color = vec3(0, 0, 0);\n"
"float e = 2.718281828;\n"
- //"vec3 reflect_color = ambient + frag_color * light_power;\n"
- "vec3 reflect_color = frag_color * light_power;\n"
+ "vec3 reflect_color = base_color * light_power;\n"
"float value = pow(e, -pow(fog_density * length(vtx_viewspace), 5));"
"color = mix(fog_color, reflect_color, value);\n"
"}\n"
mv_handle = program.UniformLocation("MV");
mvp_handle = program.UniformLocation("MVP");
+ sampler_handle = program.UniformLocation("tex_sampler");
fog_density_handle = program.UniformLocation("fog_density");
}
program.Use();
}
-void BlockLighting::SetM(const glm::mat4 &m) noexcept {
- program.Uniform(mv_handle, view * m);
- program.Uniform(mvp_handle, vp * m);
+void BlockLighting::SetTexture(ArrayTexture &tex) noexcept {
+ glActiveTexture(GL_TEXTURE0);
+ tex.Bind();
+ program.Uniform(sampler_handle, GLint(0));
}
void BlockLighting::SetFogDensity(float f) noexcept {
program.Uniform(fog_density_handle, f);
}
+void BlockLighting::SetM(const glm::mat4 &m) noexcept {
+ program.Uniform(mv_handle, view * m);
+ program.Uniform(mvp_handle, vp * m);
+}
+
void BlockLighting::SetProjection(const glm::mat4 &p) noexcept {
projection = p;
vp = p * view;
program.Uniform(bg_handle, 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);
+}
+
}