X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fgraphics%2Fshader.cpp;h=03b2edc3c774c36705ab5ff0c85073ba0ef55a36;hb=549646ac3e5bede5e77031f773649edf8de83608;hp=41c1faf57f33be1cfdec0b90a05c767e3f0486a6;hpb=282d731ea8f10342efa82012028de7043b3dd639;p=blank.git diff --git a/src/graphics/shader.cpp b/src/graphics/shader.cpp index 41c1faf..03b2edc 100644 --- a/src/graphics/shader.cpp +++ b/src/graphics/shader.cpp @@ -13,6 +13,7 @@ #include #include #include +#include namespace { @@ -146,10 +147,29 @@ 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) @@ -211,34 +231,34 @@ DirectionalLighting::DirectionalLighting() light_direction_handle = program.UniformLocation("light_direction"); light_color_handle = program.UniformLocation("light_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(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::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 { @@ -319,22 +339,16 @@ BlockLighting::BlockLighting() void BlockLighting::Activate() noexcept { - GLContext::EnableDepthTest(); - GLContext::EnableBackfaceCulling(); - GLContext::DisableAlphaBlending(); 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]); + program.Uniform(mv_handle, view * m); + program.Uniform(mvp_handle, vp * m); } void BlockLighting::SetFogDensity(float f) noexcept { - fog_density = f; - glUniform1f(fog_density_handle, fog_density); + program.Uniform(fog_density_handle, f); } void BlockLighting::SetProjection(const glm::mat4 &p) noexcept { @@ -381,9 +395,14 @@ 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 +413,21 @@ 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 +454,15 @@ 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); } }