]> git.localhorst.tv Git - blank.git/blobdiff - src/graphics/shader.cpp
move common exceptions to app/error
[blank.git] / src / graphics / shader.cpp
index c38f9af2d15177ab65e514044eb736faad9f0f14..5a07143f13e21fa8ae28802a6c4a25827451ac4f 100644 (file)
@@ -1,11 +1,15 @@
 #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 "../app/error.hpp"
 
 #include <algorithm>
 #include <iostream>
 #include <ostream>
 #include <stdexcept>
 #include <string>
+#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");
        }
 }
 
@@ -90,7 +78,7 @@ void Shader::AttachToProgram(GLuint id) const noexcept {
 Program::Program()
 : handle(glCreateProgram()) {
        if (handle == 0) {
-               gl_error("glCreateProgram");
+               throw GLError("glCreateProgram");
        }
 }
 
@@ -146,55 +134,104 @@ 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)
 , 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_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_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_color;\n"
+               "out vec3 frag_tex_uv;\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"
                        "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_color = vtx_color;\n"
+                       "frag_tex_uv = vtx_tex_uv;\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_color;\n"
+               "in vec3 frag_tex_uv;\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 ambient = vec3(0.1, 0.1, 0.1) * frag_color;\n"
+                       "vec3 tex_color = texture(tex_sampler, frag_tex_uv).rgb;\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"
                        "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"
@@ -208,37 +245,50 @@ DirectionalLighting::DirectionalLighting()
        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");
+       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);
 }
 
 
 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::SetAmbientColor(const glm::vec3 &col) noexcept {
+       program.Uniform(ambient_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 {
@@ -273,16 +323,22 @@ BlockLighting::BlockLighting()
                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_hsl_mod;\n"
+               "layout(location = 3) in vec3 vtx_rgb_mod;\n"
+               "layout(location = 4) in float vtx_light;\n"
                "uniform mat4 MV;\n"
                "uniform mat4 MVP;\n"
-               "out vec3 frag_color;\n"
+               "out vec3 frag_tex_uv;\n"
+               "out vec3 frag_hsl_mod;\n"
+               "out vec3 frag_rgb_mod;\n"
                "out vec3 vtx_viewspace;\n"
                "out float frag_light;\n"
                "void main() {\n"
                        "gl_Position = MVP * vec4(vtx_position, 1);\n"
-                       "frag_color = vtx_color;\n"
+                       "frag_tex_uv = vtx_tex_uv;\n"
+                       "frag_hsl_mod = vtx_hsl_mod;\n"
+                       "frag_rgb_mod = vtx_rgb_mod;\n"
                        "vtx_viewspace = (MV * vec4(vtx_position, 1)).xyz;\n"
                        "frag_light = vtx_light;\n"
                "}\n"
@@ -290,18 +346,38 @@ BlockLighting::BlockLighting()
        program.LoadShader(
                GL_FRAGMENT_SHADER,
                "#version 330 core\n"
-               "in vec3 frag_color;\n"
+               "in vec3 frag_tex_uv;\n"
+               "in vec3 frag_hsl_mod;\n"
+               "in vec3 frag_rgb_mod;\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"
+               "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 ambient = vec3(0.1, 0.1, 0.1) * frag_color;\n"
+                       "vec3 tex_color = texture(tex_sampler, frag_tex_uv).rgb;\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"
                        "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"
@@ -314,27 +390,28 @@ BlockLighting::BlockLighting()
 
        mv_handle = program.UniformLocation("MV");
        mvp_handle = program.UniformLocation("MVP");
+       sampler_handle = program.UniformLocation("tex_sampler");
        fog_density_handle = program.UniformLocation("fog_density");
 }
 
 
 void BlockLighting::Activate() noexcept {
-       GLContext::EnableDepthTest();
-       GLContext::EnableBackfaceCulling();
-       GLContext::DisableBlending();
        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 {
@@ -381,9 +458,14 @@ BlendedSprite::BlendedSprite()
                "#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();
@@ -394,17 +476,21 @@ BlendedSprite::BlendedSprite()
 
        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 {
-       GLContext::EnableAlphaBlending();
        program.Use();
 }
 
 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 {
@@ -431,7 +517,151 @@ void BlendedSprite::SetMVP(const glm::mat4 &m, const glm::mat4 &v, const glm::ma
 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 vec4 vtx_color;\n"
+               "uniform mat4 MVP;\n"
+               "out vec4 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 vec4 frag_color;\n"
+               "out vec4 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);
 }
 
 }