]> git.localhorst.tv Git - blank.git/blobdiff - src/shader.cpp
move controller from camera to world
[blank.git] / src / shader.cpp
index c42e6fcaabc272f0c06f4ea4203cad6d1bea6102..43b3910096789bb4aaece8133abd8ac2b42e75a4 100644 (file)
@@ -1,5 +1,7 @@
 #include "shader.hpp"
 
+#include "init.hpp"
+
 #include <algorithm>
 #include <iostream>
 #include <memory>
@@ -134,4 +136,100 @@ GLint Program::UniformLocation(const GLchar *name) const {
        return glGetUniformLocation(handle, name);
 }
 
+
+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)
+, mvp_handle(0)
+, light_direction_handle(0)
+, light_color_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"
+               "uniform mat4 M;\n"
+               "uniform mat4 MVP;\n"
+               "out vec3 frag_color;\n"
+               "out vec3 normal;\n"
+               "void main() {\n"
+                       "gl_Position = MVP * vec4(vtx_position, 1);\n"
+                       "normal = (M * vec4(vtx_normal, 0)).xyz;\n"
+                       "frag_color = vtx_color;\n"
+               "}\n"
+       );
+       program.LoadShader(
+               GL_FRAGMENT_SHADER,
+               "#version 330 core\n"
+               "in vec3 frag_color;\n"
+               "in vec3 normal;\n"
+               "uniform vec3 light_direction;\n"
+               "uniform vec3 light_color;\n"
+               "out vec3 color;\n"
+               "void main() {\n"
+                       "vec3 ambient = vec3(0.1, 0.1, 0.1) * frag_color;\n"
+                       "vec3 n = normalize(normal);\n"
+                       "vec3 l = normalize(light_direction);\n"
+                       "float cos_theta = clamp(dot(n, l), 0, 1);\n"
+                       "color = ambient + frag_color * light_color * cos_theta;\n"
+               "}\n"
+       );
+       program.Link();
+       if (!program.Linked()) {
+               program.Log(std::cerr);
+               throw std::runtime_error("link program");
+       }
+
+       m_handle = program.UniformLocation("M");
+       mvp_handle = program.UniformLocation("MVP");
+       light_direction_handle = program.UniformLocation("light_direction");
+       light_color_handle = program.UniformLocation("light_color");
+}
+
+
+void DirectionalLighting::Activate() {
+       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) {
+       glm::mat4 mvp(vp * m);
+       glUniformMatrix4fv(m_handle, 1, GL_FALSE, &m[0][0]);
+       glUniformMatrix4fv(mvp_handle, 1, GL_FALSE, &mvp[0][0]);
+}
+
+void DirectionalLighting::SetLightDirection(const glm::vec3 &dir) {
+       light_direction = -dir;
+       glUniform3f(light_direction_handle, light_direction.x, light_direction.y, light_direction.z);
+}
+
+void DirectionalLighting::SetProjection(const glm::mat4 &p) {
+       projection = p;
+       vp = p * view;
+}
+
+void DirectionalLighting::SetView(const glm::mat4 &v) {
+       view = v;
+       vp = projection * v;
+}
+
+void DirectionalLighting::SetVP(const glm::mat4 &v, const glm::mat4 &p) {
+       projection = p;
+       view = v;
+       vp = p * v;
+}
+
+void DirectionalLighting::SetMVP(const glm::mat4 &m, const glm::mat4 &v, const glm::mat4 &p) {
+       SetVP(v, p);
+       SetM(m);
+}
+
 }