]> git.localhorst.tv Git - blank.git/blobdiff - src/app.cpp
extract shader program from application
[blank.git] / src / app.cpp
index 56b12dda8c58bf5b29a5decefd301f69c0c71c5a..8c40c61fbc5ab2c74ea00257ff40fe4823b79264 100644 (file)
@@ -24,16 +24,6 @@ Application::Application()
 , outline()
 , outline_visible(false)
 , outline_transform(1.0f)
-, light_position(17.0f, 17.0f, 17.0f)
-, light_color(1.0f, 1.0f, 1.0f)
-, light_power(250.0f)
-, m_handle(0)
-, v_handle(0)
-, mv_handle(0)
-, mvp_handle(0)
-, light_position_handle(0)
-, light_color_handle(0)
-, light_power_handle(0)
 , running(false)
 , front(false)
 , back(false)
@@ -47,69 +37,6 @@ Application::Application()
 , remove_id(0)
 , place_id(1) {
        GLContext::EnableVSync();
-       GLContext::EnableDepthTest();
-       GLContext::EnableBackfaceCulling();
-       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 vec3 vtx_normal;\n"
-               "uniform mat4 M;\n"
-               "uniform mat4 V;\n"
-               "uniform mat4 MV;\n"
-               "uniform mat4 MVP;\n"
-               "uniform vec3 light_position;\n"
-               "out vec3 frag_color;\n"
-               "out vec3 vtx_world;\n"
-               "out vec3 normal;\n"
-               "out vec3 eye;\n"
-               "out vec3 light_direction;\n"
-               "void main() {\n"
-                       "vec4 v = vec4(vtx_position, 1);\n"
-                       "gl_Position = MVP * v;\n"
-                       "vtx_world = (M * v).xyz;\n"
-                       "vec3 vtx_camera = (MV * v).xyz;\n"
-                       "eye = vec3(0, 0, 0) - vtx_camera;\n"
-                       "vec3 light_camera = (V * v).xyz;\n"
-                       "light_direction = light_position + eye;\n"
-                       "normal = (MV * vec4(vtx_normal, 0)).xyz;\n"
-                       "frag_color = vtx_color;\n"
-               "}\n"
-       );
-       program.LoadShader(
-               GL_FRAGMENT_SHADER,
-               "#version 330 core\n"
-               "in vec3 frag_color;\n"
-               "in vec3 vtx_world;\n"
-               "in vec3 normal;\n"
-               "in vec3 eye;\n"
-               "in vec3 light_direction;\n"
-               "uniform mat4 MV;\n"
-               "uniform vec3 light_position;\n"
-               "uniform vec3 light_color;\n"
-               "uniform float light_power;\n"
-               "out vec3 color;\n"
-               "void main() {\n"
-                       "vec3 ambient = vec3(0.1, 0.1, 0.1) * frag_color;\n"
-                       "vec3 specular = vec3(0.3, 0.3, 0.3);\n"
-                       "float distance = length(light_position - vtx_world);\n"
-                       "vec3 n = normalize(normal);\n"
-                       "vec3 l = normalize(light_direction);\n"
-                       "float cos_theta = clamp(dot(n, l), 0, 1);\n"
-                       "vec3 E = normalize(eye);\n"
-                       "vec3 R = reflect(-l, n);\n"
-                       "float cos_alpha = clamp(dot(E, R), 0, 1);\n"
-                       "color = ambient"
-                               " + frag_color * light_color * light_power * cos_theta / (distance * distance)"
-                               " + specular * light_color * light_power * pow(cos_alpha, 5) / (distance * distance);\n"
-               "}\n"
-       );
-       program.Link();
-       if (!program.Linked()) {
-               program.Log(std::cerr);
-               throw std::runtime_error("link program");
-       }
 
        GLuint VertexArrayID;
        glGenVertexArrays(1, &VertexArrayID);
@@ -136,14 +63,6 @@ Application::Application()
        outline.colors.resize(24, { -1, -1, -1 });
        outline.Invalidate();
 
-       m_handle = program.UniformLocation("M");
-       v_handle = program.UniformLocation("V");
-       mv_handle = program.UniformLocation("MV");
-       mvp_handle = program.UniformLocation("MVP");
-       light_position_handle = program.UniformLocation("light_position");
-       light_color_handle = program.UniformLocation("light_color");
-       light_power_handle = program.UniformLocation("light_power");
-
        glClearColor(0.0, 0.0, 0.0, 1.0);
 }
 
@@ -293,30 +212,17 @@ void Application::Update(int dt) {
 void Application::Render() {
        GLContext::Clear();
 
-       program.Use();
+       program.Activate();
 
-       glUniformMatrix4fv(v_handle, 1, GL_FALSE, &cam.View()[0][0]);
-       glUniform3f(light_position_handle, light_position.x, light_position.y, light_position.z);
-       glUniform3f(light_color_handle, light_color.x, light_color.y, light_color.z);
-       glUniform1f(light_power_handle, light_power);
+       program.SetVP(cam.View(), cam.Projection());
 
        for (Chunk &chunk : world.LoadedChunks()) {
-               glm::mat4 m(chunk.Transform());
-               glm::mat4 mv(cam.View() * m);
-               glm::mat4 mvp(cam.MakeMVP(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.SetM(chunk.Transform());
                chunk.Draw();
        }
 
        if (outline_visible) {
-               glm::mat4 m(outline_transform);
-               glm::mat4 mv(cam.View() * outline_transform);
-               glm::mat4 mvp(cam.MakeMVP(outline_transform));
-               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.SetM(outline_transform);
                outline.Draw();
        }