]> git.localhorst.tv Git - blank.git/blobdiff - src/graphics/shader.cpp
tvec[234]<int> -> ivec[234]
[blank.git] / src / graphics / shader.cpp
index 45634a9896a5b05f217f60475d0d0db0f78017b4..03b2edc3c774c36705ab5ff0c85073ba0ef55a36 100644 (file)
@@ -1,8 +1,10 @@
+#include "BlendedSprite.hpp"
 #include "BlockLighting.hpp"
 #include "DirectionalLighting.hpp"
 #include "Program.hpp"
 #include "Shader.hpp"
 
+#include "Texture.hpp"
 #include "../app/init.hpp"
 
 #include <algorithm>
@@ -11,6 +13,7 @@
 #include <ostream>
 #include <stdexcept>
 #include <string>
+#include <glm/gtc/type_ptr.hpp>
 
 
 namespace {
@@ -144,10 +147,29 @@ GLint Program::UniformLocation(const GLchar *name) const noexcept {
 }
 
 
+void Program::Uniform(GLint loc, GLint val) noexcept {
+       glUniform1i(loc, val);
+}
+
+void Program::Uniform(GLint loc, float val) noexcept {
+       glUniform1f(loc, val);
+}
+
+void Program::Uniform(GLint loc, const glm::vec3 &val) noexcept {
+       glUniform3fv(loc, 1, glm::value_ptr(val));
+}
+
+void Program::Uniform(GLint loc, const glm::vec4 &val) noexcept {
+       glUniform4fv(loc, 1, glm::value_ptr(val));
+}
+
+void Program::Uniform(GLint loc, const glm::mat4 &val) noexcept {
+       glUniformMatrix4fv(loc, 1, GL_FALSE, glm::value_ptr(val));
+}
+
+
 DirectionalLighting::DirectionalLighting()
 : program()
-, light_direction(1.0f, 3.0f, 2.0f)
-, light_color(0.9f, 0.9f, 0.9f)
 , vp(1.0f)
 , m_handle(0)
 , mv_handle(0)
@@ -209,34 +231,34 @@ DirectionalLighting::DirectionalLighting()
        light_direction_handle = program.UniformLocation("light_direction");
        light_color_handle = program.UniformLocation("light_color");
        fog_density_handle = program.UniformLocation("fog_density");
+
+       Activate();
+       program.Uniform(light_direction_handle, glm::vec3(1.0f, 3.0f, 2.0f));
+       program.Uniform(light_color_handle, glm::vec3(1.0f));
+       program.Uniform(fog_density_handle, 0.0f);
 }
 
 
 void DirectionalLighting::Activate() noexcept {
-       GLContext::EnableDepthTest();
-       GLContext::EnableBackfaceCulling();
        program.Use();
-
-       glUniform3f(light_direction_handle, light_direction.x, light_direction.y, light_direction.z);
-       glUniform3f(light_color_handle, light_color.x, light_color.y, light_color.z);
 }
 
 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]);
+       program.Uniform(m_handle, m);
+       program.Uniform(mv_handle, view * m);
+       program.Uniform(mvp_handle, vp * m);
 }
 
 void DirectionalLighting::SetLightDirection(const glm::vec3 &dir) noexcept {
-       light_direction = -dir;
-       glUniform3f(light_direction_handle, light_direction.x, light_direction.y, light_direction.z);
+       program.Uniform(light_direction_handle, -dir);
+}
+
+void DirectionalLighting::SetLightColor(const glm::vec3 &col) noexcept {
+       program.Uniform(light_color_handle, col);
 }
 
 void DirectionalLighting::SetFogDensity(float f) noexcept {
-       fog_density = f;
-       glUniform1f(fog_density_handle, fog_density);
+       program.Uniform(fog_density_handle, f);
 }
 
 void DirectionalLighting::SetProjection(const glm::mat4 &p) noexcept {
@@ -317,21 +339,16 @@ BlockLighting::BlockLighting()
 
 
 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]);
+       program.Uniform(mv_handle, view * m);
+       program.Uniform(mvp_handle, vp * m);
 }
 
 void BlockLighting::SetFogDensity(float f) noexcept {
-       fog_density = f;
-       glUniform1f(fog_density_handle, fog_density);
+       program.Uniform(fog_density_handle, f);
 }
 
 void BlockLighting::SetProjection(const glm::mat4 &p) noexcept {
@@ -355,4 +372,97 @@ void BlockLighting::SetMVP(const glm::mat4 &m, const glm::mat4 &v, const glm::ma
        SetM(m);
 }
 
+
+BlendedSprite::BlendedSprite()
+: program()
+, vp(1.0f)
+, mvp_handle(0)
+, sampler_handle(0) {
+       program.LoadShader(
+               GL_VERTEX_SHADER,
+               "#version 330 core\n"
+               "layout(location = 0) in vec3 vtx_position;\n"
+               "layout(location = 1) in vec2 vtx_tex_uv;\n"
+               "uniform mat4 MVP;\n"
+               "out vec2 frag_tex_uv;\n"
+               "void main() {\n"
+                       "gl_Position = MVP * vec4(vtx_position, 1);\n"
+                       "frag_tex_uv = vtx_tex_uv;\n"
+               "}\n"
+       );
+       program.LoadShader(
+               GL_FRAGMENT_SHADER,
+               "#version 330 core\n"
+               "in vec2 frag_tex_uv;\n"
+               "uniform sampler2D tex_sampler;\n"
+               "uniform vec4 fg_factor;\n"
+               "uniform vec4 bg_factor;\n"
+               "out vec4 color;\n"
+               "void main() {\n"
+                       "vec4 tex_color = texture(tex_sampler, frag_tex_uv);\n"
+                       "vec4 factor = mix(bg_factor, fg_factor, tex_color.a);\n"
+                       "color = tex_color * factor;\n"
+                       "color.a = factor.a;\n"
+               "}\n"
+       );
+       program.Link();
+       if (!program.Linked()) {
+               program.Log(std::cerr);
+               throw std::runtime_error("link program");
+       }
+
+       mvp_handle = program.UniformLocation("MVP");
+       sampler_handle = program.UniformLocation("tex_sampler");
+       fg_handle = program.UniformLocation("fg_factor");
+       bg_handle = program.UniformLocation("bg_factor");
+
+       Activate();
+       SetFG(glm::vec4(1.0f, 1.0f, 1.0f, 1.0f));
+       SetBG(glm::vec4(1.0f, 1.0f, 1.0f, 0.0f));
+}
+
+
+void BlendedSprite::Activate() noexcept {
+       program.Use();
+}
+
+void BlendedSprite::SetM(const glm::mat4 &m) noexcept {
+       program.Uniform(mvp_handle, vp * m);
+}
+
+void BlendedSprite::SetProjection(const glm::mat4 &p) noexcept {
+       projection = p;
+       vp = p * view;
+}
+
+void BlendedSprite::SetView(const glm::mat4 &v) noexcept {
+       view = v;
+       vp = projection * v;
+}
+
+void BlendedSprite::SetVP(const glm::mat4 &v, const glm::mat4 &p) noexcept {
+       projection = p;
+       view = v;
+       vp = p * v;
+}
+
+void BlendedSprite::SetMVP(const glm::mat4 &m, const glm::mat4 &v, const glm::mat4 &p) noexcept {
+       SetVP(v, p);
+       SetM(m);
+}
+
+void BlendedSprite::SetTexture(Texture &tex) noexcept {
+       glActiveTexture(GL_TEXTURE0);
+       tex.Bind();
+       program.Uniform(sampler_handle, GLint(0));
+}
+
+void BlendedSprite::SetFG(const glm::vec4 &v) noexcept {
+       program.Uniform(fg_handle, v);
+}
+
+void BlendedSprite::SetBG(const glm::vec4 &v) noexcept {
+       program.Uniform(bg_handle, v);
+}
+
 }