]> git.localhorst.tv Git - blank.git/blobdiff - src/graphics/shader.cpp
some code reorganization
[blank.git] / src / graphics / shader.cpp
diff --git a/src/graphics/shader.cpp b/src/graphics/shader.cpp
new file mode 100644 (file)
index 0000000..45634a9
--- /dev/null
@@ -0,0 +1,358 @@
+#include "BlockLighting.hpp"
+#include "DirectionalLighting.hpp"
+#include "Program.hpp"
+#include "Shader.hpp"
+
+#include "../app/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);
+}
+
+}