#define BLANK_SHADER_HPP_
#include <iosfwd>
+#include <list>
#include <GL/glew.h>
+#include <glm/glm.hpp>
namespace blank {
explicit Shader(GLenum type);
~Shader();
- Shader(Shader &&);
- Shader &operator =(Shader &&);
+ Shader(Shader &&) noexcept;
+ Shader &operator =(Shader &&) noexcept;
Shader(const Shader &) = delete;
Shader &operator =(const Shader &) = delete;
- void Source(const GLchar *src);
- void Compile();
- bool Compiled() const;
+ void Source(const GLchar *src) noexcept;
+ void Compile() noexcept;
+ bool Compiled() const noexcept;
void Log(std::ostream &) const;
- void AttachToProgram(GLuint id) const;
+ void AttachToProgram(GLuint id) const noexcept;
private:
GLuint handle;
Program(const Program &) = delete;
Program &operator =(const Program &) = delete;
- void Attach(Shader &);
- void Link();
- bool Linked() const;
+ const Shader &LoadShader(GLenum type, const GLchar *src);
+ void Attach(Shader &) noexcept;
+ void Link() noexcept;
+ bool Linked() const noexcept;
void Log(std::ostream &) const;
- GLint UniformLocation(const GLchar *name) const;
+ GLint AttributeLocation(const GLchar *name) const noexcept;
+ GLint UniformLocation(const GLchar *name) const noexcept;
- void Use() const { glUseProgram(handle); }
+ void Use() const noexcept { glUseProgram(handle); }
private:
GLuint handle;
+ std::list<Shader> shaders;
+
+};
+
+
+class DirectionalLighting {
+
+public:
+ DirectionalLighting();
+
+ void Activate() noexcept;
+
+ void SetLightDirection(const glm::vec3 &) noexcept;
+
+ void SetFogDensity(float) noexcept;
+
+ void SetM(const glm::mat4 &m) noexcept;
+ void SetProjection(const glm::mat4 &p) noexcept;
+ void SetView(const glm::mat4 &v) noexcept;
+ void SetVP(const glm::mat4 &v, const glm::mat4 &p) noexcept;
+ void SetMVP(const glm::mat4 &m, const glm::mat4 &v, const glm::mat4 &p) noexcept;
+
+ const glm::mat4 &Projection() const noexcept { return projection; }
+ const glm::mat4 &View() const noexcept { return view; }
+ const glm::mat4 &GetVP() const noexcept { return vp; }
+
+private:
+ Program program;
+
+ glm::vec3 light_direction;
+ glm::vec3 light_color;
+
+ float fog_density;
+
+ glm::mat4 projection;
+ glm::mat4 view;
+ glm::mat4 vp;
+
+ GLuint m_handle;
+ GLuint mv_handle;
+ GLuint mvp_handle;
+ GLuint light_direction_handle;
+ GLuint light_color_handle;
+ GLuint fog_density_handle;
+
+};
+
+class BlockLighting {
+
+public:
+ BlockLighting();
+
+ void Activate() noexcept;
+
+ void SetFogDensity(float) noexcept;
+
+ void SetM(const glm::mat4 &m) noexcept;
+ void SetProjection(const glm::mat4 &p) noexcept;
+ void SetView(const glm::mat4 &v) noexcept;
+ void SetVP(const glm::mat4 &v, const glm::mat4 &p) noexcept;
+ void SetMVP(const glm::mat4 &m, const glm::mat4 &v, const glm::mat4 &p) noexcept;
+
+ const glm::mat4 &Projection() const noexcept { return projection; }
+ const glm::mat4 &View() const noexcept { return view; }
+ const glm::mat4 &GetVP() const noexcept { return vp; }
+
+private:
+ Program program;
+
+ float fog_density;
+
+ glm::mat4 projection;
+ glm::mat4 view;
+ glm::mat4 vp;
+
+ GLuint mv_handle;
+ GLuint mvp_handle;
+ GLuint light_direction_handle;
+ GLuint light_color_handle;
+ GLuint fog_density_handle;
};