X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fgraphics%2Fshader.cpp;h=dbdeeb15552efa28699b4b7b50893e73ae9e10d3;hb=42db7d9d2286e50896ad172e2e4a8fbe65c8a4a9;hp=c7b5fdd326e58bcd26651aaf0e925206daf877ef;hpb=196f02bdbbd372b77141201f045fcfea318093b1;p=blobs.git diff --git a/src/graphics/shader.cpp b/src/graphics/shader.cpp index c7b5fdd..dbdeeb1 100644 --- a/src/graphics/shader.cpp +++ b/src/graphics/shader.cpp @@ -1,3 +1,5 @@ +#include "AlphaSprite.hpp" +#include "Canvas.hpp" #include "CreatureSkin.hpp" #include "PlanetSurface.hpp" #include "Program.hpp" @@ -5,6 +7,7 @@ #include "SunSurface.hpp" #include "ArrayTexture.hpp" +#include "Texture.hpp" #include "../app/init.hpp" #include @@ -14,6 +17,7 @@ #include #include #include +#include namespace { @@ -223,7 +227,7 @@ PlanetSurface::PlanetSurface() "void main() {\n" "vec3 tex_color = texture(tex_sampler, frag_tex_uv).rgb;\n" - "vec3 total_light = tex_color * vec3(0.01, 0.01, 0.01);\n" + "vec3 total_light = tex_color * vec3(0.1, 0.1, 0.1);\n" "for (int i = 0; i < num_lights; ++i) {\n" "vec3 to_light = light[i].position - vtx_viewspace;\n" "float distance = length(to_light) + length(vtx_viewspace);\n" @@ -269,6 +273,24 @@ void PlanetSurface::Activate() noexcept { glDisable(GL_BLEND); } +void PlanetSurface::SetM(const glm::mat4 &mm) noexcept { + m = mm; + mv = v * m; + mvp = p * mv; + prog.Uniform(m_handle, m); + prog.Uniform(mv_handle, mv); + prog.Uniform(mvp_handle, mvp); +} + +void PlanetSurface::SetVP(const glm::mat4 &vv, const glm::mat4 &pp) noexcept { + v = vv; + p = pp; + mv = v * m; + mvp = p * mv; + prog.Uniform(mv_handle, mv); + prog.Uniform(mvp_handle, mvp); +} + void PlanetSurface::SetMVP(const glm::mat4 &mm, const glm::mat4 &vv, const glm::mat4 &pp) noexcept { m = mm; v = vv; @@ -427,6 +449,24 @@ void SunSurface::Activate() noexcept { glDisable(GL_BLEND); } +void SunSurface::SetM(const glm::mat4 &mm) noexcept { + m = mm; + mv = v * m; + mvp = p * mv; + prog.Uniform(m_handle, m); + prog.Uniform(mv_handle, mv); + prog.Uniform(mvp_handle, mvp); +} + +void SunSurface::SetVP(const glm::mat4 &vv, const glm::mat4 &pp) noexcept { + v = vv; + p = pp; + mv = v * m; + mvp = p * mv; + prog.Uniform(mv_handle, mv); + prog.Uniform(mvp_handle, mvp); +} + void SunSurface::SetMVP(const glm::mat4 &mm, const glm::mat4 &vv, const glm::mat4 &pp) noexcept { m = mm; v = vv; @@ -498,7 +538,7 @@ CreatureSkin::CreatureSkin() "void main() {\n" "vec3 tex_color = texture(tex_sampler, frag_tex_uv).rgb;\n" - "vec3 total_light = tex_color * vec3(0.01, 0.01, 0.01);\n" + "vec3 total_light = tex_color * vec3(0.1, 0.1, 0.1);\n" "for (int i = 0; i < num_lights; ++i) {\n" "vec3 to_light = light[i].position - vtx_viewspace;\n" "float distance = length(to_light) + length(vtx_viewspace);\n" @@ -543,6 +583,24 @@ void CreatureSkin::Activate() noexcept { glDisable(GL_BLEND); } +void CreatureSkin::SetM(const glm::mat4 &mm) noexcept { + m = mm; + mv = v * m; + mvp = p * mv; + prog.Uniform(m_handle, m); + prog.Uniform(mv_handle, mv); + prog.Uniform(mvp_handle, mvp); +} + +void CreatureSkin::SetVP(const glm::mat4 &vv, const glm::mat4 &pp) noexcept { + v = vv; + p = pp; + mv = v * m; + mvp = p * mv; + prog.Uniform(mv_handle, mv); + prog.Uniform(mvp_handle, mvp); +} + void CreatureSkin::SetMVP(const glm::mat4 &mm, const glm::mat4 &vv, const glm::mat4 &pp) noexcept { m = mm; v = vv; @@ -570,5 +628,308 @@ void CreatureSkin::SetNumLights(int n) noexcept { prog.Uniform(num_lights_handle, std::min(MAX_LIGHTS, n)); } + +AlphaSprite::AlphaSprite() +: prog() { + prog.LoadShader( + GL_VERTEX_SHADER, + "#version 330 core\n" + + "layout(location = 0) in vec3 vtx_position;\n" + "layout(location = 1) in vec2 vtx_texture;\n" + + "uniform mat4 M;\n" + "uniform mat4 MV;\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_texture;\n" + "}\n" + ); + prog.LoadShader( + GL_FRAGMENT_SHADER, + "#version 330 core\n" + + "in vec2 frag_tex_uv;\n" + + "uniform sampler2D tex_sampler;\n" + "uniform vec4 fg_color;\n" + "uniform vec4 bg_color;\n" + + "out vec4 color;\n" + + "void main() {\n" + "vec4 tex_color = texture(tex_sampler, frag_tex_uv);\n" + "vec4 factor = mix(bg_color, fg_color, tex_color.a);\n" + "color = vec4((tex_color * factor).rgb, factor.a);\n" + "}\n" + ); + prog.Link(); + if (!prog.Linked()) { + prog.Log(std::cerr); + throw std::runtime_error("link program"); + } + m_handle = prog.UniformLocation("M"); + mv_handle = prog.UniformLocation("MV"); + mvp_handle = prog.UniformLocation("MVP"); + sampler_handle = prog.UniformLocation("tex_sampler"); + fg_color_handle = prog.UniformLocation("fg_color"); + bg_color_handle = prog.UniformLocation("bg_color"); + + vao.Bind(); + vao.BindAttributes(); + vao.EnableAttribute(0); + vao.EnableAttribute(1); + vao.AttributePointer(0, false, offsetof(Attributes, position)); + vao.AttributePointer(1, false, offsetof(Attributes, texture)); + vao.ReserveAttributes(4, GL_STATIC_DRAW); + { + auto attrib = vao.MapAttributes(GL_WRITE_ONLY); + attrib[0].position = glm::vec3(-0.5f, -0.5f, 0.0f); + attrib[0].texture = glm::vec2(0.0f, 0.0f); + attrib[1].position = glm::vec3(-0.5f, 0.5f, 0.0f); + attrib[1].texture = glm::vec2(0.0f, 1.0f); + attrib[2].position = glm::vec3( 0.5f, -0.5f, 0.0f); + attrib[2].texture = glm::vec2(1.0f, 0.0f); + attrib[3].position = glm::vec3( 0.5f, 0.5f, 0.0f); + attrib[3].texture = glm::vec2(1.0f, 1.0f); + } + vao.BindElements(); + vao.ReserveElements(7, GL_STATIC_DRAW); + { + auto element = vao.MapElements(GL_WRITE_ONLY); + element[ 0] = 0; + element[ 1] = 1; + element[ 2] = 2; + element[ 3] = 3; + } + vao.Unbind(); +} + +AlphaSprite::~AlphaSprite() { +} + +void AlphaSprite::Activate() noexcept { + prog.Use(); + glEnable(GL_DEPTH_TEST); + glDepthFunc(GL_LESS); + glEnable(GL_CULL_FACE); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); +} + +void AlphaSprite::SetM(const glm::mat4 &mm) noexcept { + m = mm; + mv = v * m; + mvp = p * mv; + prog.Uniform(m_handle, m); + prog.Uniform(mv_handle, mv); + prog.Uniform(mvp_handle, mvp); +} + +void AlphaSprite::SetVP(const glm::mat4 &vv, const glm::mat4 &pp) noexcept { + v = vv; + p = pp; + mv = v * m; + mvp = p * mv; + prog.Uniform(mv_handle, mv); + prog.Uniform(mvp_handle, mvp); +} + +void AlphaSprite::SetMVP(const glm::mat4 &mm, const glm::mat4 &vv, const glm::mat4 &pp) noexcept { + m = mm; + v = vv; + p = pp; + mv = v * m; + mvp = p * mv; + prog.Uniform(m_handle, m); + prog.Uniform(mv_handle, mv); + prog.Uniform(mvp_handle, mvp); +} + +void AlphaSprite::SetTexture(Texture &tex) noexcept { + glActiveTexture(GL_TEXTURE0); + tex.Bind(); + prog.Uniform(sampler_handle, GLint(0)); +} + +void AlphaSprite::SetFgColor(const glm::vec4 &color) noexcept { + prog.Uniform(fg_color_handle, color); +} + +void AlphaSprite::SetBgColor(const glm::vec4 &color) noexcept { + prog.Uniform(bg_color_handle, color); +} + +void AlphaSprite::DrawRect() const noexcept { + vao.Bind(); + vao.DrawTriangleStrip(4); +} + + +Canvas::Canvas() +: prog() +, vao() { + prog.LoadShader( + GL_VERTEX_SHADER, + "#version 330 core\n" + + "layout(location = 0) in vec2 vtx_position;\n" + + "uniform mat4 P;\n" + "uniform float z;\n" + + "void main() {\n" + // disamond rule adjust + //"vec3 position = vtx_position + vec3(0.5, 0.5, 0.0);\n" + "gl_Position = P * vec4(vtx_position, z, 1);\n" + "}\n" + ); + prog.LoadShader( + GL_FRAGMENT_SHADER, + "#version 330 core\n" + + "uniform vec4 c;\n" + + "out vec4 color;\n" + + "void main() {\n" + "color = c;\n" + "}\n" + ); + prog.Link(); + if (!prog.Linked()) { + prog.Log(std::cerr); + throw std::runtime_error("link program"); + } + p_handle = prog.UniformLocation("P"); + z_handle = prog.UniformLocation("z"); + c_handle = prog.UniformLocation("c"); + + vao.Bind(); + vao.BindAttributes(); + vao.EnableAttribute(0); + vao.AttributePointer(0, false, offsetof(Attributes, position)); + vao.ReserveAttributes(255, GL_DYNAMIC_DRAW); + vao.BindElements(); + vao.ReserveElements(255, GL_DYNAMIC_DRAW); + vao.Unbind(); +} + +Canvas::~Canvas() { +} + +void Canvas::Resize(float w, float h) noexcept { + prog.Uniform(p_handle, glm::ortho(0.0f, w, h, 0.0f, 1.0e4f, -1.0e4f)); +} + +void Canvas::ZIndex(float z) noexcept { + prog.Uniform(z_handle, -z); +} + +void Canvas::SetColor(const glm::vec4 &color) noexcept { + prog.Uniform(c_handle, color); +} + +void Canvas::Activate() noexcept { + prog.Use(); + glEnable(GL_DEPTH_TEST); + glDepthFunc(GL_LESS); + glEnable(GL_CULL_FACE); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); +} + +void Canvas::DrawLine(const glm::vec2 &p1, const glm::vec2 &p2, float width) { + glm::vec2 d = glm::normalize(p2 - p1) * (width * 0.5f); + glm::vec2 n = glm::vec2(d.y, -d.x); + vao.Bind(); + vao.BindAttributes(); + { + auto attr = vao.MapAttributes(GL_WRITE_ONLY); + attr[0].position = p1 - d + n; + attr[1].position = p1 - d - n; + attr[2].position = p2 + d + n; + attr[3].position = p2 + d - n; + } + vao.BindElements(); + { + auto elem = vao.MapElements(GL_WRITE_ONLY); + elem[0] = 0; + elem[1] = 1; + elem[2] = 2; + elem[3] = 3; + } + vao.DrawTriangleStrip(4); + vao.Unbind(); +} + +void Canvas::DrawRect(const glm::vec2 &p1, const glm::vec2 &p2, float width) { + glm::vec2 min(std::min(p1.x, p2.x), std::min(p1.y, p2.y)); + glm::vec2 max(std::max(p1.x, p2.x), std::max(p1.y, p2.y)); + glm::vec2 dg1(min.x, max.y); + glm::vec2 dg2(max.x, min.y); + glm::vec2 d(width * 0.5f, width * 0.5f); + glm::vec2 n(d.y, -d.x); + vao.Bind(); + vao.BindAttributes(); + { + auto attr = vao.MapAttributes(GL_WRITE_ONLY); + attr[0].position = min + d; + attr[1].position = min - d; + attr[2].position = dg1 + n; + attr[3].position = dg1 - n; + attr[4].position = max - d; + attr[5].position = max + d; + attr[6].position = dg2 - n; + attr[7].position = dg2 + n; + } + vao.BindElements(); + { + auto elem = vao.MapElements(GL_WRITE_ONLY); + elem[0] = 0; + elem[1] = 1; + elem[2] = 2; + elem[3] = 3; + elem[4] = 4; + elem[5] = 5; + elem[6] = 6; + elem[7] = 7; + elem[8] = 0; + elem[9] = 1; + } + vao.DrawTriangleStrip(10); + vao.Unbind(); +} + +void Canvas::FillRect(const glm::vec2 &p1, const glm::vec2 &p2) { + glm::vec2 min(std::min(p1.x, p2.x), std::min(p1.y, p2.y)); + glm::vec2 max(std::max(p1.x, p2.x), std::max(p1.y, p2.y)); + glm::vec2 dg1(min.x, max.y); + glm::vec2 dg2(max.x, min.y); + vao.Bind(); + vao.BindAttributes(); + { + auto attr = vao.MapAttributes(GL_WRITE_ONLY); + attr[0].position = min; + attr[1].position = dg1; + attr[2].position = dg2; + attr[3].position = max; + } + vao.BindElements(); + { + auto elem = vao.MapElements(GL_WRITE_ONLY); + elem[0] = 0; + elem[1] = 1; + elem[2] = 2; + elem[3] = 3; + } + vao.DrawTriangleStrip(4); + vao.Unbind(); +} + } }