}
}
-Shader::Shader(Shader &&other)
+Shader::Shader(Shader &&other) noexcept
: handle(other.handle) {
other.handle = 0;
}
-Shader &Shader::operator =(Shader &&other) {
+Shader &Shader::operator =(Shader &&other) noexcept {
std::swap(handle, other.handle);
return *this;
}
-void Shader::Source(const GLchar *src) {
+void Shader::Source(const GLchar *src) noexcept {
const GLchar* src_arr[] = { src };
glShaderSource(handle, 1, src_arr, nullptr);
}
-void Shader::Compile() {
+void Shader::Compile() noexcept {
glCompileShader(handle);
}
-bool Shader::Compiled() const {
+bool Shader::Compiled() const noexcept {
GLint compiled = GL_FALSE;
glGetShaderiv(handle, GL_COMPILE_STATUS, &compiled);
return compiled == GL_TRUE;
}
-void Shader::AttachToProgram(GLuint id) const {
+void Shader::AttachToProgram(GLuint id) const noexcept {
glAttachShader(id, handle);
}
return shader;
}
-void Program::Attach(Shader &shader) {
+void Program::Attach(Shader &shader) noexcept {
shader.AttachToProgram(handle);
}
-void Program::Link() {
+void Program::Link() noexcept {
glLinkProgram(handle);
}
-bool Program::Linked() const {
+bool Program::Linked() const noexcept {
GLint linked = GL_FALSE;
glGetProgramiv(handle, GL_LINK_STATUS, &linked);
return linked == GL_TRUE;
}
-GLint Program::UniformLocation(const GLchar *name) const {
+GLint Program::AttributeLocation(const GLchar *name) const noexcept {
+ return glGetAttribLocation(handle, name);
+}
+
+GLint Program::UniformLocation(const GLchar *name) const noexcept {
return glGetUniformLocation(handle, name);
}
, light_color(0.9f, 0.9f, 0.9f)
, vp(1.0f)
, m_handle(0)
+, mv_handle(0)
, mvp_handle(0)
, light_direction_handle(0)
-, light_color_handle(0) {
+, light_color_handle(0)
+, fog_density_handle(0) {
program.LoadShader(
GL_VERTEX_SHADER,
"#version 330 core\n"
"layout(location = 1) in vec3 vtx_color;\n"
"layout(location = 2) in vec3 vtx_normal;\n"
"uniform mat4 M;\n"
+ "uniform mat4 MV;\n"
"uniform mat4 MVP;\n"
"out vec3 frag_color;\n"
+ "out vec3 vtx_viewspace;\n"
"out vec3 normal;\n"
"void main() {\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_color = vtx_color;\n"
"}\n"
GL_FRAGMENT_SHADER,
"#version 330 core\n"
"in vec3 frag_color;\n"
+ "in vec3 vtx_viewspace;\n"
"in vec3 normal;\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"
+ // 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"
- "color = ambient + frag_color * light_color * cos_theta;\n"
+ "vec3 reflect_color = ambient + frag_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"
);
program.Link();
}
m_handle = program.UniformLocation("M");
+ mv_handle = program.UniformLocation("MV");
mvp_handle = program.UniformLocation("MVP");
light_direction_handle = program.UniformLocation("light_direction");
light_color_handle = program.UniformLocation("light_color");
+ fog_density_handle = program.UniformLocation("fog_density");
}
-void DirectionalLighting::Activate() {
+void DirectionalLighting::Activate() noexcept {
GLContext::EnableDepthTest();
GLContext::EnableBackfaceCulling();
program.Use();
glUniform3f(light_color_handle, light_color.x, light_color.y, light_color.z);
}
-void DirectionalLighting::SetM(const glm::mat4 &m) {
+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]);
}
-void DirectionalLighting::SetLightDirection(const glm::vec3 &dir) {
+void DirectionalLighting::SetLightDirection(const glm::vec3 &dir) noexcept {
light_direction = -dir;
glUniform3f(light_direction_handle, light_direction.x, light_direction.y, light_direction.z);
}
-void DirectionalLighting::SetProjection(const glm::mat4 &p) {
+void DirectionalLighting::SetFogDensity(float f) noexcept {
+ fog_density = f;
+ glUniform1f(fog_density_handle, fog_density);
+}
+
+void DirectionalLighting::SetProjection(const glm::mat4 &p) noexcept {
+ projection = p;
+ vp = p * view;
+}
+
+void DirectionalLighting::SetView(const glm::mat4 &v) noexcept {
+ view = v;
+ vp = projection * v;
+}
+
+void DirectionalLighting::SetVP(const glm::mat4 &v, const glm::mat4 &p) noexcept {
+ projection = p;
+ view = v;
+ vp = p * v;
+}
+
+void DirectionalLighting::SetMVP(const glm::mat4 &m, const glm::mat4 &v, const glm::mat4 &p) noexcept {
+ SetVP(v, p);
+ SetM(m);
+}
+
+
+BlockLighting::BlockLighting()
+: program()
+, vp(1.0f)
+, mv_handle(0)
+, mvp_handle(0)
+, fog_density_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"
+ "layout(location = 2) in float vtx_light;\n"
+ "uniform mat4 MV;\n"
+ "uniform mat4 MVP;\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_color = vtx_color;\n"
+ "vtx_viewspace = (MV * vec4(vtx_position, 1)).xyz;\n"
+ "frag_light = vtx_light;\n"
+ "}\n"
+ );
+ program.LoadShader(
+ GL_FRAGMENT_SHADER,
+ "#version 330 core\n"
+ "in vec3 frag_color;\n"
+ "in vec3 vtx_viewspace;\n"
+ "in float frag_light;\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"
+ "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"
+ "float value = pow(e, -pow(fog_density * length(vtx_viewspace), 5));"
+ "color = mix(fog_color, reflect_color, value);\n"
+ "}\n"
+ );
+ program.Link();
+ if (!program.Linked()) {
+ program.Log(std::cerr);
+ throw std::runtime_error("link program");
+ }
+
+ mv_handle = program.UniformLocation("MV");
+ mvp_handle = program.UniformLocation("MVP");
+ fog_density_handle = program.UniformLocation("fog_density");
+}
+
+
+void BlockLighting::Activate() noexcept {
+ GLContext::EnableDepthTest();
+ GLContext::EnableBackfaceCulling();
+ program.Use();
+}
+
+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]);
+}
+
+void BlockLighting::SetFogDensity(float f) noexcept {
+ fog_density = f;
+ glUniform1f(fog_density_handle, fog_density);
+}
+
+void BlockLighting::SetProjection(const glm::mat4 &p) noexcept {
projection = p;
vp = p * view;
}
-void DirectionalLighting::SetView(const glm::mat4 &v) {
+void BlockLighting::SetView(const glm::mat4 &v) noexcept {
view = v;
vp = projection * v;
}
-void DirectionalLighting::SetVP(const glm::mat4 &v, const glm::mat4 &p) {
+void BlockLighting::SetVP(const glm::mat4 &v, const glm::mat4 &p) noexcept {
projection = p;
view = v;
vp = p * v;
}
-void DirectionalLighting::SetMVP(const glm::mat4 &m, const glm::mat4 &v, const glm::mat4 &p) {
+void BlockLighting::SetMVP(const glm::mat4 &m, const glm::mat4 &v, const glm::mat4 &p) noexcept {
SetVP(v, p);
SetM(m);
}