X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fgraphics%2Fshader.cpp;h=5540dea4ef4b9454279332d17e33435ee7aed1f5;hb=2e3774eb3f2d5d23a08731175b168566457e2192;hp=03b2edc3c774c36705ab5ff0c85073ba0ef55a36;hpb=1bc6f085c53cdeaa08e2c00e821d4e2e25cae1c8;p=blank.git diff --git a/src/graphics/shader.cpp b/src/graphics/shader.cpp index 03b2edc..5540dea 100644 --- a/src/graphics/shader.cpp +++ b/src/graphics/shader.cpp @@ -1,9 +1,13 @@ #include "BlendedSprite.hpp" #include "BlockLighting.hpp" #include "DirectionalLighting.hpp" +#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" @@ -181,11 +185,13 @@ DirectionalLighting::DirectionalLighting() 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 = 1) in vec3 vtx_tex_uv;\n" + "layout(location = 2) in vec3 vtx_color;\n" + "layout(location = 3) in vec3 vtx_normal;\n" "uniform mat4 M;\n" "uniform mat4 MV;\n" "uniform mat4 MVP;\n" + "out vec3 frag_tex_uv;\n" "out vec3 frag_color;\n" "out vec3 vtx_viewspace;\n" "out vec3 normal;\n" @@ -193,28 +199,33 @@ DirectionalLighting::DirectionalLighting() "gl_Position = MVP * vec4(vtx_position, 1);\n" "vtx_viewspace = (MV * vec4(vtx_position, 1)).xyz;\n" "normal = (M * vec4(vtx_normal, 0)).xyz;\n" + "frag_tex_uv = vtx_tex_uv;\n" "frag_color = vtx_color;\n" "}\n" ); program.LoadShader( GL_FRAGMENT_SHADER, "#version 330 core\n" + "in vec3 frag_tex_uv;\n" "in vec3 frag_color;\n" "in vec3 vtx_viewspace;\n" "in vec3 normal;\n" + "uniform sampler2DArray tex_sampler;\n" "uniform vec3 light_direction;\n" "uniform vec3 light_color;\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" + "vec3 tex_color = texture(tex_sampler, frag_tex_uv).rgb;\n" + "vec3 base_color = tex_color * frag_color;\n" + "vec3 ambient = vec3(0.1, 0.1, 0.1) * base_color;\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 n = normalize(normal);\n" "vec3 l = normalize(light_direction);\n" "float cos_theta = clamp(dot(n, l), 0, 1);\n" - "vec3 reflect_color = ambient + frag_color * light_color * cos_theta;\n" + "vec3 reflect_color = ambient + base_color * light_color * cos_theta;\n" "float value = pow(e, -pow(fog_density * length(vtx_viewspace), 5));" "color = mix(fog_color, reflect_color, value);\n" "}\n" @@ -228,6 +239,7 @@ DirectionalLighting::DirectionalLighting() m_handle = program.UniformLocation("M"); mv_handle = program.UniformLocation("MV"); mvp_handle = program.UniformLocation("MVP"); + sampler_handle = program.UniformLocation("tex_sampler"); light_direction_handle = program.UniformLocation("light_direction"); light_color_handle = program.UniformLocation("light_color"); fog_density_handle = program.UniformLocation("fog_density"); @@ -257,6 +269,12 @@ void DirectionalLighting::SetLightColor(const glm::vec3 &col) noexcept { program.Uniform(light_color_handle, col); } +void DirectionalLighting::SetTexture(ArrayTexture &tex) noexcept { + glActiveTexture(GL_TEXTURE0); + tex.Bind(); + program.Uniform(sampler_handle, GLint(0)); +} + void DirectionalLighting::SetFogDensity(float f) noexcept { program.Uniform(fog_density_handle, f); } @@ -293,15 +311,18 @@ BlockLighting::BlockLighting() 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 float vtx_light;\n" + "layout(location = 1) in vec3 vtx_tex_uv;\n" + "layout(location = 2) in vec3 vtx_color;\n" + "layout(location = 3) in float vtx_light;\n" "uniform mat4 MV;\n" "uniform mat4 MVP;\n" + "out vec3 frag_tex_uv;\n" "out vec3 frag_color;\n" "out vec3 vtx_viewspace;\n" "out float frag_light;\n" "void main() {\n" "gl_Position = MVP * vec4(vtx_position, 1);\n" + "frag_tex_uv = vtx_tex_uv;\n" "frag_color = vtx_color;\n" "vtx_viewspace = (MV * vec4(vtx_position, 1)).xyz;\n" "frag_light = vtx_light;\n" @@ -310,18 +331,20 @@ BlockLighting::BlockLighting() program.LoadShader( GL_FRAGMENT_SHADER, "#version 330 core\n" + "in vec3 frag_tex_uv;\n" "in vec3 frag_color;\n" "in vec3 vtx_viewspace;\n" "in float frag_light;\n" + "uniform sampler2DArray tex_sampler;\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" + "vec3 tex_color = texture(tex_sampler, frag_tex_uv).rgb;\n" + "vec3 base_color = tex_color * frag_color;\n" "float light_power = clamp(pow(0.8, 15 - frag_light), 0, 1);\n" "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" + "vec3 reflect_color = base_color * light_power;\n" "float value = pow(e, -pow(fog_density * length(vtx_viewspace), 5));" "color = mix(fog_color, reflect_color, value);\n" "}\n" @@ -334,6 +357,7 @@ BlockLighting::BlockLighting() mv_handle = program.UniformLocation("MV"); mvp_handle = program.UniformLocation("MVP"); + sampler_handle = program.UniformLocation("tex_sampler"); fog_density_handle = program.UniformLocation("fog_density"); } @@ -342,15 +366,21 @@ void BlockLighting::Activate() noexcept { program.Use(); } -void BlockLighting::SetM(const glm::mat4 &m) noexcept { - program.Uniform(mv_handle, view * m); - program.Uniform(mvp_handle, vp * m); +void BlockLighting::SetTexture(ArrayTexture &tex) noexcept { + glActiveTexture(GL_TEXTURE0); + tex.Bind(); + program.Uniform(sampler_handle, GLint(0)); } void BlockLighting::SetFogDensity(float f) noexcept { program.Uniform(fog_density_handle, f); } +void BlockLighting::SetM(const glm::mat4 &m) noexcept { + program.Uniform(mv_handle, view * m); + program.Uniform(mvp_handle, vp * m); +} + void BlockLighting::SetProjection(const glm::mat4 &p) noexcept { projection = p; vp = p * view; @@ -465,4 +495,140 @@ void BlendedSprite::SetBG(const glm::vec4 &v) noexcept { program.Uniform(bg_handle, v); } + +SkyBoxShader::SkyBoxShader() +: program() +, vp(1.0f) +, vp_handle(0) +, sampler_handle(0) { + program.LoadShader( + GL_VERTEX_SHADER, + "#version 330 core\n" + "layout(location = 0) in vec3 vtx_position;\n" + "uniform mat4 VP;\n" + "out vec3 vtx_viewspace;\n" + "void main() {\n" + "gl_Position = VP * vec4(vtx_position, 1);\n" + "gl_Position.z = gl_Position.w;\n" + "vtx_viewspace = vtx_position;\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" + //"color = vec3(1,0,0);\n" + "}\n" + ); + program.Link(); + if (!program.Linked()) { + program.Log(std::cerr); + throw std::runtime_error("link program"); + } + + vp_handle = program.UniformLocation("VP"); + sampler_handle = program.UniformLocation("tex_sampler"); +} + + +void SkyBoxShader::Activate() noexcept { + program.Use(); +} + +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; + program.Uniform(vp_handle, vp); +} + +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] = glm::vec4(0.0f, 0.0f, 0.0f, 1.0f); + vp = projection * view; + program.Uniform(vp_handle, vp); +} + +void SkyBoxShader::SetVP(const glm::mat4 &v, const glm::mat4 &p) noexcept { + projection = p; + SetView(v); +} + + +PlainColor::PlainColor() +: program() +, vp(1.0f) +, mvp_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" + "uniform mat4 MVP;\n" + "out vec3 frag_color;\n" + "void main() {\n" + "gl_Position = MVP * vec4(vtx_position, 1);\n" + "frag_color = vtx_color;\n" + "}\n" + ); + program.LoadShader( + GL_FRAGMENT_SHADER, + "#version 330 core\n" + "in vec3 frag_color;\n" + "out vec3 color;\n" + "void main() {\n" + "color = frag_color;\n" + "}\n" + ); + program.Link(); + if (!program.Linked()) { + program.Log(std::cerr); + throw std::runtime_error("link program"); + } + + mvp_handle = program.UniformLocation("MVP"); +} + + +void PlainColor::Activate() noexcept { + program.Use(); +} + +void PlainColor::SetM(const glm::mat4 &m) noexcept { + program.Uniform(mvp_handle, vp * m); +} + +void PlainColor::SetProjection(const glm::mat4 &p) noexcept { + projection = p; + vp = p * view; +} + +void PlainColor::SetView(const glm::mat4 &v) noexcept { + view = v; + vp = projection * v; +} + +void PlainColor::SetVP(const glm::mat4 &v, const glm::mat4 &p) noexcept { + projection = p; + view = v; + vp = p * v; +} + +void PlainColor::SetMVP(const glm::mat4 &m, const glm::mat4 &v, const glm::mat4 &p) noexcept { + SetVP(v, p); + SetM(m); +} + }