#include "BlendedSprite.hpp"
#include "BlockLighting.hpp"
#include "DirectionalLighting.hpp"
+#include "PlainColor.hpp"
#include "Program.hpp"
#include "Shader.hpp"
+#include "SkyBoxShader.hpp"
+#include "ArrayTexture.hpp"
+#include "CubeMap.hpp"
#include "Texture.hpp"
#include "../app/init.hpp"
#include <ostream>
#include <stdexcept>
#include <string>
+#include <glm/gtc/type_ptr.hpp>
namespace {
}
+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)
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");
+
+ 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 {
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::SetTexture(ArrayTexture &tex) noexcept {
+ glActiveTexture(GL_TEXTURE0);
+ tex.Bind();
+ program.Uniform(sampler_handle, GLint(0));
}
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 {
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 {
- 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::SetTexture(ArrayTexture &tex) noexcept {
+ glActiveTexture(GL_TEXTURE0);
+ tex.Bind();
+ program.Uniform(sampler_handle, GLint(0));
}
void BlockLighting::SetFogDensity(float f) noexcept {
- fog_density = f;
- glUniform1f(fog_density_handle, fog_density);
+ 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 {
"#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"
- "color = texture(tex_sampler, frag_tex_uv);\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();
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::SetM(const glm::mat4 &m) noexcept {
- glm::mat4 mvp(vp * m);
- glUniformMatrix4fv(mvp_handle, 1, GL_FALSE, &mvp[0][0]);
+ program.Uniform(mvp_handle, vp * m);
}
void BlendedSprite::SetProjection(const glm::mat4 &p) noexcept {
void BlendedSprite::SetTexture(Texture &tex) noexcept {
glActiveTexture(GL_TEXTURE0);
tex.Bind();
- glUniform1i(sampler_handle, 0);
+ 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);
+}
+
+
+SkyBoxShader::SkyBoxShader()
+: program()
+, vp(1.0f)
+, vp_handle(0)
+, sampler_handle(0) {
+ program.LoadShader(
+ GL_VERTEX_SHADER,
+ "#version 330 core\n"
+ "layout(location = 0) in vec3 vtx_position;\n"
+ "uniform mat4 VP;\n"
+ "out vec3 vtx_viewspace;\n"
+ "void main() {\n"
+ "gl_Position = VP * vec4(vtx_position, 1);\n"
+ "gl_Position.z = gl_Position.w;\n"
+ "vtx_viewspace = vtx_position;\n"
+ "}\n"
+ );
+ program.LoadShader(
+ GL_FRAGMENT_SHADER,
+ "#version 330 core\n"
+ "in vec3 vtx_viewspace;\n"
+ "uniform samplerCube tex_sampler;\n"
+ "out vec3 color;\n"
+ "void main() {\n"
+ "color = texture(tex_sampler, vtx_viewspace).rgb;\n"
+ //"color = vec3(1,0,0);\n"
+ "}\n"
+ );
+ program.Link();
+ if (!program.Linked()) {
+ program.Log(std::cerr);
+ throw std::runtime_error("link program");
+ }
+
+ vp_handle = program.UniformLocation("VP");
+ sampler_handle = program.UniformLocation("tex_sampler");
+}
+
+
+void SkyBoxShader::Activate() noexcept {
+ program.Use();
+}
+
+void SkyBoxShader::SetTexture(CubeMap &tex) noexcept {
+ glActiveTexture(GL_TEXTURE0);
+ tex.Bind();
+ program.Uniform(sampler_handle, GLint(0));
+}
+
+void SkyBoxShader::SetProjection(const glm::mat4 &p) noexcept {
+ projection = p;
+ vp = p * view;
+ program.Uniform(vp_handle, vp);
+}
+
+void SkyBoxShader::SetView(const glm::mat4 &v) noexcept {
+ view = v;
+ view[0].w = 0.0f;
+ view[1].w = 0.0f;
+ view[2].w = 0.0f;
+ view[3] = glm::vec4(0.0f, 0.0f, 0.0f, 1.0f);
+ vp = projection * view;
+ program.Uniform(vp_handle, vp);
+}
+
+void SkyBoxShader::SetVP(const glm::mat4 &v, const glm::mat4 &p) noexcept {
+ projection = p;
+ SetView(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);
}
}