X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fgraphics%2Fshader.cpp;h=03b2edc3c774c36705ab5ff0c85073ba0ef55a36;hb=549646ac3e5bede5e77031f773649edf8de83608;hp=45634a9896a5b05f217f60475d0d0db0f78017b4;hpb=b7d09e1e35ef90282c97509e0020b20db3c7ea9f;p=blank.git diff --git a/src/graphics/shader.cpp b/src/graphics/shader.cpp index 45634a9..03b2edc 100644 --- a/src/graphics/shader.cpp +++ b/src/graphics/shader.cpp @@ -1,8 +1,10 @@ +#include "BlendedSprite.hpp" #include "BlockLighting.hpp" #include "DirectionalLighting.hpp" #include "Program.hpp" #include "Shader.hpp" +#include "Texture.hpp" #include "../app/init.hpp" #include @@ -11,6 +13,7 @@ #include #include #include +#include namespace { @@ -144,10 +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) @@ -209,34 +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 { @@ -317,21 +339,16 @@ BlockLighting::BlockLighting() void BlockLighting::Activate() noexcept { - GLContext::EnableDepthTest(); - GLContext::EnableBackfaceCulling(); 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 { @@ -355,4 +372,97 @@ void BlockLighting::SetMVP(const glm::mat4 &m, const glm::mat4 &v, const glm::ma SetM(m); } + +BlendedSprite::BlendedSprite() +: program() +, vp(1.0f) +, mvp_handle(0) +, sampler_handle(0) { + program.LoadShader( + GL_VERTEX_SHADER, + "#version 330 core\n" + "layout(location = 0) in vec3 vtx_position;\n" + "layout(location = 1) in vec2 vtx_tex_uv;\n" + "uniform mat4 MVP;\n" + "out vec2 frag_tex_uv;\n" + "void main() {\n" + "gl_Position = MVP * vec4(vtx_position, 1);\n" + "frag_tex_uv = vtx_tex_uv;\n" + "}\n" + ); + program.LoadShader( + GL_FRAGMENT_SHADER, + "#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" + "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(); + if (!program.Linked()) { + program.Log(std::cerr); + throw std::runtime_error("link program"); + } + + 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 { + program.Use(); +} + +void BlendedSprite::SetM(const glm::mat4 &m) noexcept { + program.Uniform(mvp_handle, vp * m); +} + +void BlendedSprite::SetProjection(const glm::mat4 &p) noexcept { + projection = p; + vp = p * view; +} + +void BlendedSprite::SetView(const glm::mat4 &v) noexcept { + view = v; + vp = projection * v; +} + +void BlendedSprite::SetVP(const glm::mat4 &v, const glm::mat4 &p) noexcept { + projection = p; + view = v; + vp = p * v; +} + +void BlendedSprite::SetMVP(const glm::mat4 &m, const glm::mat4 &v, const glm::mat4 &p) noexcept { + SetVP(v, p); + SetM(m); +} + +void BlendedSprite::SetTexture(Texture &tex) noexcept { + glActiveTexture(GL_TEXTURE0); + tex.Bind(); + 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); +} + }