]> git.localhorst.tv Git - blank.git/blobdiff - src/graphics/shader.cpp
textures
[blank.git] / src / graphics / shader.cpp
index 03b2edc3c774c36705ab5ff0c85073ba0ef55a36..938dc9772b1d4a5cd05fe4830846c897a78a77dd 100644 (file)
@@ -4,6 +4,7 @@
 #include "Program.hpp"
 #include "Shader.hpp"
 
+#include "ArrayTexture.hpp"
 #include "Texture.hpp"
 #include "../app/init.hpp"
 
@@ -181,11 +182,13 @@ DirectionalLighting::DirectionalLighting()
                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"
+               "layout(location = 1) in vec3 vtx_tex_uv;\n"
+               "layout(location = 2) in vec3 vtx_color;\n"
+               "layout(location = 3) in vec3 vtx_normal;\n"
                "uniform mat4 M;\n"
                "uniform mat4 MV;\n"
                "uniform mat4 MVP;\n"
+               "out vec3 frag_tex_uv;\n"
                "out vec3 frag_color;\n"
                "out vec3 vtx_viewspace;\n"
                "out vec3 normal;\n"
@@ -193,28 +196,33 @@ DirectionalLighting::DirectionalLighting()
                        "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_tex_uv = vtx_tex_uv;\n"
                        "frag_color = vtx_color;\n"
                "}\n"
        );
        program.LoadShader(
                GL_FRAGMENT_SHADER,
                "#version 330 core\n"
+               "in vec3 frag_tex_uv;\n"
                "in vec3 frag_color;\n"
                "in vec3 vtx_viewspace;\n"
                "in vec3 normal;\n"
+               "uniform sampler2DArray tex_sampler;\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"
+                       "vec3 tex_color = texture(tex_sampler, frag_tex_uv).rgb;\n"
+                       "vec3 base_color = tex_color * frag_color;\n"
+                       "vec3 ambient = vec3(0.1, 0.1, 0.1) * base_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"
+                       "vec3 reflect_color = ambient + base_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"
@@ -228,6 +236,7 @@ DirectionalLighting::DirectionalLighting()
        m_handle = program.UniformLocation("M");
        mv_handle = program.UniformLocation("MV");
        mvp_handle = program.UniformLocation("MVP");
+       sampler_handle = program.UniformLocation("tex_sampler");
        light_direction_handle = program.UniformLocation("light_direction");
        light_color_handle = program.UniformLocation("light_color");
        fog_density_handle = program.UniformLocation("fog_density");
@@ -257,6 +266,12 @@ void DirectionalLighting::SetLightColor(const glm::vec3 &col) noexcept {
        program.Uniform(light_color_handle, col);
 }
 
+void DirectionalLighting::SetTexture(ArrayTexture &tex) noexcept {
+       glActiveTexture(GL_TEXTURE0);
+       tex.Bind();
+       program.Uniform(sampler_handle, GLint(0));
+}
+
 void DirectionalLighting::SetFogDensity(float f) noexcept {
        program.Uniform(fog_density_handle, f);
 }
@@ -293,15 +308,18 @@ BlockLighting::BlockLighting()
                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"
+               "layout(location = 1) in vec3 vtx_tex_uv;\n"
+               "layout(location = 2) in vec3 vtx_color;\n"
+               "layout(location = 3) in float vtx_light;\n"
                "uniform mat4 MV;\n"
                "uniform mat4 MVP;\n"
+               "out vec3 frag_tex_uv;\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_tex_uv = vtx_tex_uv;\n"
                        "frag_color = vtx_color;\n"
                        "vtx_viewspace = (MV * vec4(vtx_position, 1)).xyz;\n"
                        "frag_light = vtx_light;\n"
@@ -310,18 +328,20 @@ BlockLighting::BlockLighting()
        program.LoadShader(
                GL_FRAGMENT_SHADER,
                "#version 330 core\n"
+               "in vec3 frag_tex_uv;\n"
                "in vec3 frag_color;\n"
                "in vec3 vtx_viewspace;\n"
                "in float frag_light;\n"
+               "uniform sampler2DArray tex_sampler;\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"
+                       "vec3 tex_color = texture(tex_sampler, frag_tex_uv).rgb;\n"
+                       "vec3 base_color = tex_color * 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"
+                       "vec3 reflect_color = base_color * light_power;\n"
                        "float value = pow(e, -pow(fog_density * length(vtx_viewspace), 5));"
                        "color = mix(fog_color, reflect_color, value);\n"
                "}\n"
@@ -334,6 +354,7 @@ BlockLighting::BlockLighting()
 
        mv_handle = program.UniformLocation("MV");
        mvp_handle = program.UniformLocation("MVP");
+       sampler_handle = program.UniformLocation("tex_sampler");
        fog_density_handle = program.UniformLocation("fog_density");
 }
 
@@ -342,15 +363,21 @@ void BlockLighting::Activate() noexcept {
        program.Use();
 }
 
-void BlockLighting::SetM(const glm::mat4 &m) noexcept {
-       program.Uniform(mv_handle, view * m);
-       program.Uniform(mvp_handle, vp * m);
+void BlockLighting::SetTexture(ArrayTexture &tex) noexcept {
+       glActiveTexture(GL_TEXTURE0);
+       tex.Bind();
+       program.Uniform(sampler_handle, GLint(0));
 }
 
 void BlockLighting::SetFogDensity(float f) noexcept {
        program.Uniform(fog_density_handle, f);
 }
 
+void BlockLighting::SetM(const glm::mat4 &m) noexcept {
+       program.Uniform(mv_handle, view * m);
+       program.Uniform(mvp_handle, vp * m);
+}
+
 void BlockLighting::SetProjection(const glm::mat4 &p) noexcept {
        projection = p;
        vp = p * view;