]> git.localhorst.tv Git - blank.git/blobdiff - src/graphics/shader.cpp
sky box model & shader
[blank.git] / src / graphics / shader.cpp
index f04b46f5f1eba30ca828d3fc6c92d4dbe5a73d94..62a9c631a1057991899c9f511d78ddd6eb341c28 100644 (file)
@@ -4,8 +4,10 @@
 #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"
 
@@ -494,6 +496,96 @@ void BlendedSprite::SetBG(const glm::vec4 &v) noexcept {
 }
 
 
+SkyBoxShader::SkyBoxShader()
+: program()
+, vp(1.0f)
+, m_handle(0)
+, mv_handle(0)
+, mvp_handle(0)
+, sampler_handle(0) {
+       program.LoadShader(
+               GL_VERTEX_SHADER,
+               "#version 330 core\n"
+               "layout(location = 0) in vec3 vtx_position;\n"
+               "uniform mat4 M;\n"
+               "uniform mat4 MV;\n"
+               "uniform mat4 MVP;\n"
+               "out vec3 vtx_viewspace;\n"
+               "void main() {\n"
+                       "gl_Position = MVP * vec4(vtx_position, 1);\n"
+                       "gl_Position.z = gl_Position.w;\n"
+                       "vtx_viewspace = (MV * vec4(vtx_position, 1)).xyz;\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"
+               "}\n"
+       );
+       program.Link();
+       if (!program.Linked()) {
+               program.Log(std::cerr);
+               throw std::runtime_error("link program");
+       }
+
+       m_handle = program.UniformLocation("M");
+       mv_handle = program.UniformLocation("MV");
+       mvp_handle = program.UniformLocation("MVP");
+       sampler_handle = program.UniformLocation("tex_sampler");
+}
+
+
+void SkyBoxShader::Activate() noexcept {
+       program.Use();
+}
+
+void SkyBoxShader::SetM(const glm::mat4 &M) noexcept {
+       glm::mat4 m(M);
+       m[0].w = 0.0f;
+       m[1].w = 0.0f;
+       m[2].w = 0.0f;
+       m[3] = { 0.0f, 0.0f, 0.0f, 1.0f };
+       program.Uniform(m_handle, m);
+       program.Uniform(mv_handle, view * m);
+       program.Uniform(mvp_handle, vp * m);
+}
+
+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;
+}
+
+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] = { 0.0f, 0.0f, 0.0f, 1.0f };
+       vp = projection * v;
+}
+
+void SkyBoxShader::SetVP(const glm::mat4 &v, const glm::mat4 &p) noexcept {
+       projection = p;
+       SetView(v);
+}
+
+void SkyBoxShader::SetMVP(const glm::mat4 &m, const glm::mat4 &v, const glm::mat4 &p) noexcept {
+       SetVP(v, p);
+       SetM(m);
+}
+
+
 PlainColor::PlainColor()
 : program()
 , vp(1.0f)