--- /dev/null
+#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);
+}
+
+}