]> git.localhorst.tv Git - blank.git/blobdiff - src/shader.cpp
remove move branching from interface
[blank.git] / src / shader.cpp
index eb09b10bcf2e0e1933e980e41610829452e9bc3a..134f710c9684b2c690a3b71b58219872a02d419f 100644 (file)
@@ -253,4 +253,108 @@ void DirectionalLighting::SetMVP(const glm::mat4 &m, const glm::mat4 &v, const g
        SetM(m);
 }
 
+
+BlockLighting::BlockLighting()
+: program()
+, vp(1.0f)
+, m_handle(0)
+, mv_handle(0)
+, mvp_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 = 3) in float vtx_light;\n"
+               "uniform mat4 M;\n"
+               "uniform mat4 MV;\n"
+               "uniform mat4 MVP;\n"
+               "out vec3 frag_color;\n"
+               "out vec3 vtx_viewspace;\n"
+               "out vec3 normal;\n"
+               "out float frag_light;\n"
+               "void main() {\n"
+                       "gl_Position = MVP * vec4(vtx_position, 1);\n"
+                       "frag_color = vtx_color;\n"
+                       "vtx_viewspace = (MV * vec4(vtx_position, 1)).xyz;\n"
+                       "normal = (M * vec4(vtx_normal, 0)).xyz;\n"
+                       "frag_light = vtx_light;\n"
+               "}\n"
+       );
+       program.LoadShader(
+               GL_FRAGMENT_SHADER,
+               "#version 330 core\n"
+               "in vec3 frag_color;\n"
+               "in vec3 vtx_viewspace;\n"
+               "in float frag_light;\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"
+                       "float light_power = clamp(pow(0.8, 15 - frag_light), 0, 1);\n"
+                       //"float light_power = clamp(frag_light / 15, 0, 1);\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 reflect_color = ambient + frag_color * light_power;\n"
+                       "vec3 reflect_color = frag_color * light_power;\n"
+                       "float value = pow(e, -pow(fog_density * length(vtx_viewspace), 5));"
+                       "color = mix(fog_color, reflect_color, value);\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");
+       fog_density_handle = program.UniformLocation("fog_density");
+}
+
+
+void BlockLighting::Activate() {
+       GLContext::EnableDepthTest();
+       GLContext::EnableBackfaceCulling();
+       program.Use();
+}
+
+void BlockLighting::SetM(const glm::mat4 &m) {
+       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]);
+}
+
+void BlockLighting::SetFogDensity(float f) {
+       fog_density = f;
+       glUniform1f(fog_density_handle, fog_density);
+}
+
+void BlockLighting::SetProjection(const glm::mat4 &p) {
+       projection = p;
+       vp = p * view;
+}
+
+void BlockLighting::SetView(const glm::mat4 &v) {
+       view = v;
+       vp = projection * v;
+}
+
+void BlockLighting::SetVP(const glm::mat4 &v, const glm::mat4 &p) {
+       projection = p;
+       view = v;
+       vp = p * v;
+}
+
+void BlockLighting::SetMVP(const glm::mat4 &m, const glm::mat4 &v, const glm::mat4 &p) {
+       SetVP(v, p);
+       SetM(m);
+}
+
 }