X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fgraphics%2Fshader.cpp;h=5a07143f13e21fa8ae28802a6c4a25827451ac4f;hb=c0a5ece0f6bacea1b85157a908d710070fb0affd;hp=0c161f17d7b1308aca1c3ab15c5380b420c1711c;hpb=75172fd735e34082c34b47ae7c194445b53038d9;p=blank.git diff --git a/src/graphics/shader.cpp b/src/graphics/shader.cpp index 0c161f1..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();