]> git.localhorst.tv Git - blank.git/blobdiff - src/graphics/shader.cpp
move common exceptions to app/error
[blank.git] / src / graphics / shader.cpp
index 021d77fab19d8e152050bc125bf2ab12e676a8a4..5a07143f13e21fa8ae28802a6c4a25827451ac4f 100644 (file)
@@ -9,7 +9,7 @@
 #include "ArrayTexture.hpp"
 #include "CubeMap.hpp"
 #include "Texture.hpp"
-#include "../app/init.hpp"
+#include "../app/error.hpp"
 
 #include <algorithm>
 #include <iostream>
 #include <glm/gtc/type_ptr.hpp>
 
 
-namespace {
-
-void gl_error(std::string msg) {
-       const GLubyte *errBegin = gluErrorString(glGetError());
-       if (errBegin && *errBegin != '\0') {
-               const GLubyte *errEnd = errBegin;
-               while (*errEnd != '\0') {
-                       ++errEnd;
-               }
-               msg += ": ";
-               msg.append(errBegin, errEnd);
-       }
-       throw std::runtime_error(msg);
-}
-
-}
-
 namespace blank {
 
 Shader::Shader(GLenum type)
 : handle(glCreateShader(type)) {
        if (handle == 0) {
-               gl_error("glCreateShader");
+               throw GLError("glCreateShader");
        }
 }
 
@@ -95,7 +78,7 @@ void Shader::AttachToProgram(GLuint id) const noexcept {
 Program::Program()
 : handle(glCreateProgram()) {
        if (handle == 0) {
-               gl_error("glCreateProgram");
+               throw GLError("glCreateProgram");
        }
 }
 
@@ -180,19 +163,22 @@ DirectionalLighting::DirectionalLighting()
 , mvp_handle(0)
 , light_direction_handle(0)
 , light_color_handle(0)
+, ambient_color_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_tex_uv;\n"
-               "layout(location = 2) in vec3 vtx_color;\n"
-               "layout(location = 3) in vec3 vtx_normal;\n"
+               "layout(location = 2) in vec3 vtx_hsl_mod;\n"
+               "layout(location = 3) in vec3 vtx_rgb_mod;\n"
+               "layout(location = 4) 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 frag_hsl_mod;\n"
+               "out vec3 frag_rgb_mod;\n"
                "out vec3 vtx_viewspace;\n"
                "out vec3 normal;\n"
                "void main() {\n"
@@ -200,25 +186,45 @@ DirectionalLighting::DirectionalLighting()
                        "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"
+                       "frag_hsl_mod = vtx_hsl_mod;\n"
+                       "frag_rgb_mod = vtx_rgb_mod;\n"
                "}\n"
        );
        program.LoadShader(
                GL_FRAGMENT_SHADER,
                "#version 330 core\n"
                "in vec3 frag_tex_uv;\n"
-               "in vec3 frag_color;\n"
+               "in vec3 frag_hsl_mod;\n"
+               "in vec3 frag_rgb_mod;\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 vec3 ambient_color;\n"
                "uniform float fog_density;\n"
                "out vec3 color;\n"
+               "vec3 rgb2hsl(vec3 c) {\n"
+                       "vec4 K = vec4(0.0, -1.0/3.0, 2.0/3.0, -1.0);\n"
+                       "vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));\n"
+                       "vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));\n"
+                       "float d = q.x - min(q.w, q.y);\n"
+                       "float e = 1.0e-10;\n"
+                       "return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);\n"
+               "}\n"
+               "vec3 hsl2rgb(vec3 c) {\n"
+                       "vec4 K = vec4(1.0, 2.0/3.0, 1.0/3.0, 3.0);\n"
+                       "vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n"
+                       "return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n"
+               "}\n"
                "void main() {\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"
+                       "vec3 hsl_color = rgb2hsl(tex_color);\n"
+                       "hsl_color.x += frag_hsl_mod.x;\n"
+                       "hsl_color.y *= frag_hsl_mod.y;\n"
+                       "hsl_color.z *= frag_hsl_mod.z;\n"
+                       "vec3 base_color = hsl2rgb(hsl_color) * frag_rgb_mod;\n"
+                       "vec3 ambient = ambient_color * 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"
@@ -242,11 +248,13 @@ DirectionalLighting::DirectionalLighting()
        sampler_handle = program.UniformLocation("tex_sampler");
        light_direction_handle = program.UniformLocation("light_direction");
        light_color_handle = program.UniformLocation("light_color");
+       ambient_color_handle = program.UniformLocation("ambient_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(ambient_color_handle, glm::vec3(0.1f));
        program.Uniform(fog_density_handle, 0.0f);
 }
 
@@ -269,6 +277,10 @@ void DirectionalLighting::SetLightColor(const glm::vec3 &col) noexcept {
        program.Uniform(light_color_handle, col);
 }
 
+void DirectionalLighting::SetAmbientColor(const glm::vec3 &col) noexcept {
+       program.Uniform(ambient_color_handle, col);
+}
+
 void DirectionalLighting::SetTexture(ArrayTexture &tex) noexcept {
        glActiveTexture(GL_TEXTURE0);
        tex.Bind();
@@ -596,9 +608,9 @@ PlainColor::PlainColor()
                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 = 1) in vec4 vtx_color;\n"
                "uniform mat4 MVP;\n"
-               "out vec3 frag_color;\n"
+               "out vec4 frag_color;\n"
                "void main() {\n"
                        "gl_Position = MVP * vec4(vtx_position, 1);\n"
                        "frag_color = vtx_color;\n"
@@ -607,8 +619,8 @@ PlainColor::PlainColor()
        program.LoadShader(
                GL_FRAGMENT_SHADER,
                "#version 330 core\n"
-               "in vec3 frag_color;\n"
-               "out vec3 color;\n"
+               "in vec4 frag_color;\n"
+               "out vec4 color;\n"
                "void main() {\n"
                        "color = frag_color;\n"
                "}\n"