-#include "shader.hpp"
-
-#include "init.hpp"
-
-#include <algorithm>
-#include <iostream>
-#include <memory>
-#include <ostream>
-#include <stdexcept>
-#include <string>
-
-
-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");
- }
-}
-
-Shader::~Shader() {
- if (handle != 0) {
- glDeleteShader(handle);
- }
-}
-
-Shader::Shader(Shader &&other) noexcept
-: handle(other.handle) {
- other.handle = 0;
-}
-
-Shader &Shader::operator =(Shader &&other) noexcept {
- std::swap(handle, other.handle);
- return *this;
-}
-
-
-void Shader::Source(const GLchar *src) noexcept {
- const GLchar* src_arr[] = { src };
- glShaderSource(handle, 1, src_arr, nullptr);
-}
-
-void Shader::Compile() noexcept {
- glCompileShader(handle);
-}
-
-bool Shader::Compiled() const noexcept {
- GLint compiled = GL_FALSE;
- glGetShaderiv(handle, GL_COMPILE_STATUS, &compiled);
- return compiled == GL_TRUE;
-}
-
-void Shader::Log(std::ostream &out) const {
- int log_len = 0, max_len = 0;
- glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &max_len);
- std::unique_ptr<char[]> log(new char[max_len]);
- glGetShaderInfoLog(handle, max_len, &log_len, log.get());
- out.write(log.get(), log_len);
-}
-
-
-void Shader::AttachToProgram(GLuint id) const noexcept {
- glAttachShader(id, handle);
-}
-
-
-Program::Program()
-: handle(glCreateProgram()) {
- if (handle == 0) {
- gl_error("glCreateProgram");
- }
-}
-
-Program::~Program() {
- if (handle != 0) {
- glDeleteProgram(handle);
- }
-}
-
-
-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) noexcept {
- shader.AttachToProgram(handle);
-}
-
-void Program::Link() noexcept {
- glLinkProgram(handle);
-}
-
-bool Program::Linked() const noexcept {
- GLint linked = GL_FALSE;
- glGetProgramiv(handle, GL_LINK_STATUS, &linked);
- return linked == GL_TRUE;
-}
-
-void Program::Log(std::ostream &out) const {
- int log_len = 0, max_len = 0;
- glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &max_len);
- std::unique_ptr<char[]> log(new char[max_len]);
- glGetProgramInfoLog(handle, max_len, &log_len, log.get());
- out.write(log.get(), log_len);
-}
-
-
-GLint Program::AttributeLocation(const GLchar *name) const noexcept {
- return glGetAttribLocation(handle, name);
-}
-
-GLint Program::UniformLocation(const GLchar *name) const noexcept {
- 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() noexcept {
- 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) noexcept {
- 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) noexcept {
- light_direction = -dir;
- glUniform3f(light_direction_handle, light_direction.x, light_direction.y, light_direction.z);
-}
-
-void DirectionalLighting::SetFogDensity(float f) noexcept {
- fog_density = f;
- glUniform1f(fog_density_handle, fog_density);
-}
-
-void DirectionalLighting::SetProjection(const glm::mat4 &p) noexcept {
- projection = p;
- vp = p * view;
-}
-
-void DirectionalLighting::SetView(const glm::mat4 &v) noexcept {
- view = v;
- vp = projection * v;
-}
-
-void DirectionalLighting::SetVP(const glm::mat4 &v, const glm::mat4 &p) noexcept {
- projection = p;
- view = v;
- vp = p * v;
-}
-
-void DirectionalLighting::SetMVP(const glm::mat4 &m, const glm::mat4 &v, const glm::mat4 &p) noexcept {
- SetVP(v, p);
- SetM(m);
-}
-
-
-BlockLighting::BlockLighting()
-: program()
-, vp(1.0f)
-, mv_handle(0)
-, mvp_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 float vtx_light;\n"
- "uniform mat4 MV;\n"
- "uniform mat4 MVP;\n"
- "out vec3 frag_color;\n"
- "out vec3 vtx_viewspace;\n"
- "out float frag_light;\n"
- "void main() {\n"
- "gl_Position = MVP * vec4(vtx_position, 1);\n"
- "frag_color = vtx_color;\n"
- "vtx_viewspace = (MV * vec4(vtx_position, 1)).xyz;\n"
- "frag_light = vtx_light;\n"
- "}\n"
- );
- program.LoadShader(
- GL_FRAGMENT_SHADER,
- "#version 330 core\n"
- "in vec3 frag_color;\n"
- "in vec3 vtx_viewspace;\n"
- "in float frag_light;\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"
- "float light_power = clamp(pow(0.8, 15 - frag_light), 0, 1);\n"
- "vec3 fog_color = vec3(0, 0, 0);\n"
- "float e = 2.718281828;\n"
- //"vec3 reflect_color = ambient + frag_color * light_power;\n"
- "vec3 reflect_color = frag_color * light_power;\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");
- }
-
- mv_handle = program.UniformLocation("MV");
- mvp_handle = program.UniformLocation("MVP");
- fog_density_handle = program.UniformLocation("fog_density");
-}
-
-
-void BlockLighting::Activate() noexcept {
- GLContext::EnableDepthTest();
- GLContext::EnableBackfaceCulling();
- program.Use();
-}
-
-void BlockLighting::SetM(const glm::mat4 &m) noexcept {
- glm::mat4 mv(view * m);
- glm::mat4 mvp(vp * m);
- glUniformMatrix4fv(mv_handle, 1, GL_FALSE, &mv[0][0]);
- glUniformMatrix4fv(mvp_handle, 1, GL_FALSE, &mvp[0][0]);
-}
-
-void BlockLighting::SetFogDensity(float f) noexcept {
- fog_density = f;
- glUniform1f(fog_density_handle, fog_density);
-}
-
-void BlockLighting::SetProjection(const glm::mat4 &p) noexcept {
- projection = p;
- vp = p * view;
-}
-
-void BlockLighting::SetView(const glm::mat4 &v) noexcept {
- view = v;
- vp = projection * v;
-}
-
-void BlockLighting::SetVP(const glm::mat4 &v, const glm::mat4 &p) noexcept {
- projection = p;
- view = v;
- vp = p * v;
-}
-
-void BlockLighting::SetMVP(const glm::mat4 &m, const glm::mat4 &v, const glm::mat4 &p) noexcept {
- SetVP(v, p);
- SetM(m);
-}
-
-}