]> git.localhorst.tv Git - blank.git/blobdiff - src/shader.cpp
some code reorganization
[blank.git] / src / shader.cpp
diff --git a/src/shader.cpp b/src/shader.cpp
deleted file mode 100644 (file)
index b2ccb8b..0000000
+++ /dev/null
@@ -1,355 +0,0 @@
-#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);
-}
-
-}