X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fgraphics%2Fshader.cpp;h=5540dea4ef4b9454279332d17e33435ee7aed1f5;hb=2e3774eb3f2d5d23a08731175b168566457e2192;hp=41c1faf57f33be1cfdec0b90a05c767e3f0486a6;hpb=282d731ea8f10342efa82012028de7043b3dd639;p=blank.git diff --git a/src/graphics/shader.cpp b/src/graphics/shader.cpp index 41c1faf..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" @@ -13,6 +17,7 @@ #include #include #include +#include namespace { @@ -146,10 +151,29 @@ 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) @@ -161,11 +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" @@ -173,28 +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" @@ -208,37 +239,44 @@ 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"); + + 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::SetTexture(ArrayTexture &tex) noexcept { + glActiveTexture(GL_TEXTURE0); + tex.Bind(); + program.Uniform(sampler_handle, GLint(0)); } 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 { @@ -273,15 +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" @@ -290,18 +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" @@ -314,27 +357,28 @@ 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"); } 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]); +void BlockLighting::SetTexture(ArrayTexture &tex) noexcept { + glActiveTexture(GL_TEXTURE0); + tex.Bind(); + program.Uniform(sampler_handle, GLint(0)); } void BlockLighting::SetFogDensity(float f) noexcept { - fog_density = f; - glUniform1f(fog_density_handle, fog_density); + 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 { @@ -381,9 +425,14 @@ 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 +443,21 @@ 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 +484,151 @@ 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); +} + + +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); } }