X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fgraphics%2Fshader.cpp;h=5a07143f13e21fa8ae28802a6c4a25827451ac4f;hb=04b035d837668eb6444ec34e59c018d0c25983fd;hp=d09d9c94ac5d10b97b4e2d3acf7b54caeaca0aeb;hpb=1c2994622a6b73f90cbd3ec9c09ffb4d7724cab4;p=blank.git diff --git a/src/graphics/shader.cpp b/src/graphics/shader.cpp index d09d9c9..5a07143 100644 --- a/src/graphics/shader.cpp +++ b/src/graphics/shader.cpp @@ -9,7 +9,7 @@ #include "ArrayTexture.hpp" #include "CubeMap.hpp" #include "Texture.hpp" -#include "../app/init.hpp" +#include "../app/error.hpp" #include #include @@ -20,29 +20,12 @@ #include -namespace { - -void gl_error(std::string msg) { - const GLubyte *errBegin = gluErrorString(glGetError()); - if (errBegin && *errBegin != '\0') { - const GLubyte *errEnd = errBegin; - while (*errEnd != '\0') { - ++errEnd; - } - msg += ": "; - msg.append(errBegin, errEnd); - } - throw std::runtime_error(msg); -} - -} - namespace blank { Shader::Shader(GLenum type) : handle(glCreateShader(type)) { if (handle == 0) { - gl_error("glCreateShader"); + throw GLError("glCreateShader"); } } @@ -95,7 +78,7 @@ void Shader::AttachToProgram(GLuint id) const noexcept { Program::Program() : handle(glCreateProgram()) { if (handle == 0) { - gl_error("glCreateProgram"); + throw GLError("glCreateProgram"); } } @@ -180,6 +163,7 @@ DirectionalLighting::DirectionalLighting() , mvp_handle(0) , light_direction_handle(0) , light_color_handle(0) +, ambient_color_handle(0) , fog_density_handle(0) { program.LoadShader( GL_VERTEX_SHADER, @@ -217,6 +201,7 @@ DirectionalLighting::DirectionalLighting() "uniform sampler2DArray tex_sampler;\n" "uniform vec3 light_direction;\n" "uniform vec3 light_color;\n" + "uniform vec3 ambient_color;\n" "uniform float fog_density;\n" "out vec3 color;\n" "vec3 rgb2hsl(vec3 c) {\n" @@ -239,7 +224,7 @@ DirectionalLighting::DirectionalLighting() "hsl_color.y *= frag_hsl_mod.y;\n" "hsl_color.z *= frag_hsl_mod.z;\n" "vec3 base_color = hsl2rgb(hsl_color) * frag_rgb_mod;\n" - "vec3 ambient = vec3(0.1, 0.1, 0.1) * base_color;\n" + "vec3 ambient = ambient_color * 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" @@ -263,11 +248,13 @@ DirectionalLighting::DirectionalLighting() sampler_handle = program.UniformLocation("tex_sampler"); light_direction_handle = program.UniformLocation("light_direction"); light_color_handle = program.UniformLocation("light_color"); + ambient_color_handle = program.UniformLocation("ambient_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(ambient_color_handle, glm::vec3(0.1f)); program.Uniform(fog_density_handle, 0.0f); } @@ -290,6 +277,10 @@ void DirectionalLighting::SetLightColor(const glm::vec3 &col) noexcept { program.Uniform(light_color_handle, col); } +void DirectionalLighting::SetAmbientColor(const glm::vec3 &col) noexcept { + program.Uniform(ambient_color_handle, col); +} + void DirectionalLighting::SetTexture(ArrayTexture &tex) noexcept { glActiveTexture(GL_TEXTURE0); tex.Bind(); @@ -617,9 +608,9 @@ PlainColor::PlainColor() 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 = 1) in vec4 vtx_color;\n" "uniform mat4 MVP;\n" - "out vec3 frag_color;\n" + "out vec4 frag_color;\n" "void main() {\n" "gl_Position = MVP * vec4(vtx_position, 1);\n" "frag_color = vtx_color;\n" @@ -628,8 +619,8 @@ PlainColor::PlainColor() program.LoadShader( GL_FRAGMENT_SHADER, "#version 330 core\n" - "in vec3 frag_color;\n" - "out vec3 color;\n" + "in vec4 frag_color;\n" + "out vec4 color;\n" "void main() {\n" "color = frag_color;\n" "}\n"