]> git.localhorst.tv Git - blank.git/blobdiff - src/graphics/shader.cpp
implemented font redering
[blank.git] / src / graphics / shader.cpp
index 45634a9896a5b05f217f60475d0d0db0f78017b4..41c1faf57f33be1cfdec0b90a05c767e3f0486a6 100644 (file)
@@ -1,8 +1,10 @@
+#include "BlendedSprite.hpp"
 #include "BlockLighting.hpp"
 #include "DirectionalLighting.hpp"
 #include "Program.hpp"
 #include "Shader.hpp"
 
+#include "Texture.hpp"
 #include "../app/init.hpp"
 
 #include <algorithm>
@@ -319,6 +321,7 @@ BlockLighting::BlockLighting()
 void BlockLighting::Activate() noexcept {
        GLContext::EnableDepthTest();
        GLContext::EnableBackfaceCulling();
+       GLContext::DisableAlphaBlending();
        program.Use();
 }
 
@@ -355,4 +358,80 @@ void BlockLighting::SetMVP(const glm::mat4 &m, const glm::mat4 &v, const glm::ma
        SetM(m);
 }
 
+
+BlendedSprite::BlendedSprite()
+: program()
+, vp(1.0f)
+, mvp_handle(0)
+, sampler_handle(0) {
+       program.LoadShader(
+               GL_VERTEX_SHADER,
+               "#version 330 core\n"
+               "layout(location = 0) in vec3 vtx_position;\n"
+               "layout(location = 1) in vec2 vtx_tex_uv;\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_tex_uv;\n"
+               "}\n"
+       );
+       program.LoadShader(
+               GL_FRAGMENT_SHADER,
+               "#version 330 core\n"
+               "in vec2 frag_tex_uv;\n"
+               "uniform sampler2D tex_sampler;\n"
+               "out vec4 color;\n"
+               "void main() {\n"
+                       "color = texture(tex_sampler, frag_tex_uv);\n"
+               "}\n"
+       );
+       program.Link();
+       if (!program.Linked()) {
+               program.Log(std::cerr);
+               throw std::runtime_error("link program");
+       }
+
+       mvp_handle = program.UniformLocation("MVP");
+       sampler_handle = program.UniformLocation("tex_sampler");
+}
+
+
+void BlendedSprite::Activate() noexcept {
+       GLContext::EnableAlphaBlending();
+       program.Use();
+}
+
+void BlendedSprite::SetM(const glm::mat4 &m) noexcept {
+       glm::mat4 mvp(vp * m);
+       glUniformMatrix4fv(mvp_handle, 1, GL_FALSE, &mvp[0][0]);
+}
+
+void BlendedSprite::SetProjection(const glm::mat4 &p) noexcept {
+       projection = p;
+       vp = p * view;
+}
+
+void BlendedSprite::SetView(const glm::mat4 &v) noexcept {
+       view = v;
+       vp = projection * v;
+}
+
+void BlendedSprite::SetVP(const glm::mat4 &v, const glm::mat4 &p) noexcept {
+       projection = p;
+       view = v;
+       vp = p * v;
+}
+
+void BlendedSprite::SetMVP(const glm::mat4 &m, const glm::mat4 &v, const glm::mat4 &p) noexcept {
+       SetVP(v, p);
+       SetM(m);
+}
+
+void BlendedSprite::SetTexture(Texture &tex) noexcept {
+       glActiveTexture(GL_TEXTURE0);
+       tex.Bind();
+       glUniform1i(sampler_handle, 0);
+}
+
 }