X-Git-Url: http://git.localhorst.tv/?p=blobs.git;a=blobdiff_plain;f=src%2Fgraphics%2Fshader.cpp;fp=src%2Fgraphics%2Fshader.cpp;h=f68b5b523c450f1f373ad27ef4b7343d215d3b99;hp=b74d225f8d49b34a8d749fa5c127f8f9dbc381eb;hb=ea55fc457b7d0068225af447da4a5c5489ccd239;hpb=7159e493b63552ec7de1fceec4abcb7e0e099ec0 diff --git a/src/graphics/shader.cpp b/src/graphics/shader.cpp index b74d225..f68b5b5 100644 --- a/src/graphics/shader.cpp +++ b/src/graphics/shader.cpp @@ -4,9 +4,11 @@ #include "PlanetSurface.hpp" #include "Program.hpp" #include "Shader.hpp" +#include "SkyBox.hpp" #include "SunSurface.hpp" #include "ArrayTexture.hpp" +#include "CubeMap.hpp" #include "Texture.hpp" #include "../app/init.hpp" @@ -330,6 +332,131 @@ void PlanetSurface::SetNumLights(int n) noexcept { } +SkyBox::SkyBox() +: prog() +, v(1.0f) +, p(1.0f) +, vp(1.0f) { + prog.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, 1.0);\n" + "gl_Position.z = gl_Position.w;\n" + "vtx_viewspace = vtx_position;\n" + "}\n" + ); + prog.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" + "}\n" + ); + prog.Link(); + if (!prog.Linked()) { + prog.Log(std::cerr); + throw std::runtime_error("link program"); + } + vp_handle = prog.UniformLocation("VP"); + sampler_handle = prog.UniformLocation("tex_sampler"); + + vao.Bind(); + vao.BindAttributes(); + vao.EnableAttribute(0); + vao.AttributePointer(0, false, 0); + vao.ReserveAttributes(8, GL_STATIC_DRAW); + { + auto attrib = vao.MapAttributes(GL_WRITE_ONLY); + attrib[0] = glm::vec3(-1.0f, -1.0f, -1.0f); + attrib[1] = glm::vec3(-1.0f, -1.0f, 1.0f); + attrib[2] = glm::vec3(-1.0f, 1.0f, -1.0f); + attrib[3] = glm::vec3(-1.0f, 1.0f, 1.0f); + attrib[4] = glm::vec3( 1.0f, -1.0f, -1.0f); + attrib[5] = glm::vec3( 1.0f, -1.0f, 1.0f); + attrib[6] = glm::vec3( 1.0f, 1.0f, -1.0f); + attrib[7] = glm::vec3( 1.0f, 1.0f, 1.0f); + } + vao.BindElements(); + vao.ReserveElements(14, GL_STATIC_DRAW); + { + auto element = vao.MapElements(GL_WRITE_ONLY); + element[ 0] = 1; + element[ 1] = 0; + element[ 2] = 3; + element[ 3] = 2; + element[ 4] = 6; + element[ 5] = 0; + element[ 6] = 4; + element[ 7] = 1; + element[ 8] = 5; + element[ 9] = 3; + element[10] = 7; + element[11] = 6; + element[12] = 5; + element[13] = 4; + } + vao.Unbind(); +} + +SkyBox::~SkyBox() { +} + +void SkyBox::Activate() noexcept { + prog.Use(); + glEnable(GL_DEPTH_TEST); + glDepthFunc(GL_LEQUAL); + glDisable(GL_CULL_FACE); + glDisable(GL_BLEND); +} + +void SkyBox::SetV(const glm::mat4 &vv) noexcept { + v = vv; + v[0].w = 0.0f; + v[1].w = 0.0f; + v[2].w = 0.0f; + v[3] = glm::vec4(0.0f, 0.0f, 0.0f, 1.0f); + vp = p * v; + prog.Uniform(vp_handle, vp); +} + +void SkyBox::SetP(const glm::mat4 &pp) noexcept { + p = pp; + vp = p * v; + prog.Uniform(vp_handle, vp); +} + +void SkyBox::SetVP(const glm::mat4 &vv, const glm::mat4 &pp) noexcept { + p = pp; + SetV(vv); +} + +void SkyBox::SetTexture(CubeMap &cm) noexcept { + glActiveTexture(GL_TEXTURE0); + cm.Bind(); + prog.Uniform(sampler_handle, GLint(0)); +} + +void SkyBox::Draw() const noexcept { + vao.Bind(); + vao.DrawTriangleStrip(14); +} + + SunSurface::SunSurface() : prog() { prog.LoadShader(