X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fshader.cpp;h=eb09b10bcf2e0e1933e980e41610829452e9bc3a;hb=b368ecb2c0f34e27b1d3b97cceb218b554dee324;hp=985b96e5faf9981374f776bffe74fbb25d6a0430;hpb=918b4955c28fad1836a57ab3e9e033448144996c;p=blank.git diff --git a/src/shader.cpp b/src/shader.cpp index 985b96e..eb09b10 100644 --- a/src/shader.cpp +++ b/src/shader.cpp @@ -1,6 +1,9 @@ #include "shader.hpp" +#include "init.hpp" + #include +#include #include #include #include @@ -93,6 +96,19 @@ Program::~Program() { } +const Shader &Program::LoadShader(GLenum type, const GLchar *src) { + shaders.emplace_back(type); + Shader &shader = shaders.back(); + shader.Source(src); + shader.Compile(); + if (!shader.Compiled()) { + shader.Log(std::cerr); + throw std::runtime_error("compile shader"); + } + Attach(shader); + return shader; +} + void Program::Attach(Shader &shader) { shader.AttachToProgram(handle); } @@ -120,4 +136,121 @@ GLint Program::UniformLocation(const GLchar *name) const { return glGetUniformLocation(handle, name); } + +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) +, mvp_handle(0) +, light_direction_handle(0) +, light_color_handle(0) +, fog_density_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" + "layout(location = 2) in vec3 vtx_normal;\n" + "uniform mat4 M;\n" + "uniform mat4 MV;\n" + "uniform mat4 MVP;\n" + "out vec3 frag_color;\n" + "out vec3 vtx_viewspace;\n" + "out vec3 normal;\n" + "void main() {\n" + "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_color = vtx_color;\n" + "}\n" + ); + program.LoadShader( + GL_FRAGMENT_SHADER, + "#version 330 core\n" + "in vec3 frag_color;\n" + "in vec3 vtx_viewspace;\n" + "in vec3 normal;\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" + // 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" + "float value = pow(e, -pow(fog_density * length(vtx_viewspace), 5));" + "color = mix(fog_color, reflect_color, value);\n" + "}\n" + ); + program.Link(); + if (!program.Linked()) { + program.Log(std::cerr); + throw std::runtime_error("link program"); + } + + m_handle = program.UniformLocation("M"); + mv_handle = program.UniformLocation("MV"); + mvp_handle = program.UniformLocation("MVP"); + light_direction_handle = program.UniformLocation("light_direction"); + light_color_handle = program.UniformLocation("light_color"); + fog_density_handle = program.UniformLocation("fog_density"); +} + + +void DirectionalLighting::Activate() { + 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) { + 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]); +} + +void DirectionalLighting::SetLightDirection(const glm::vec3 &dir) { + light_direction = -dir; + glUniform3f(light_direction_handle, light_direction.x, light_direction.y, light_direction.z); +} + +void DirectionalLighting::SetFogDensity(float f) { + fog_density = f; + glUniform1f(fog_density_handle, fog_density); +} + +void DirectionalLighting::SetProjection(const glm::mat4 &p) { + projection = p; + vp = p * view; +} + +void DirectionalLighting::SetView(const glm::mat4 &v) { + view = v; + vp = projection * v; +} + +void DirectionalLighting::SetVP(const glm::mat4 &v, const glm::mat4 &p) { + projection = p; + view = v; + vp = p * v; +} + +void DirectionalLighting::SetMVP(const glm::mat4 &m, const glm::mat4 &v, const glm::mat4 &p) { + SetVP(v, p); + SetM(m); +} + }