}
+GLint Program::AttributeLocation(const GLchar *name) const {
+ return glGetAttribLocation(handle, name);
+}
+
GLint Program::UniformLocation(const GLchar *name) const {
return glGetUniformLocation(handle, name);
}
BlockLighting::BlockLighting()
: program()
, vp(1.0f)
-, m_handle(0)
, mv_handle(0)
, mvp_handle(0)
, fog_density_handle(0) {
"#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 = 3) in float vtx_light;\n"
- "uniform mat4 M;\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 vec3 normal;\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"
- "normal = (M * vec4(vtx_normal, 0)).xyz;\n"
"frag_light = vtx_light;\n"
"}\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"
- //"float light_power = clamp(frag_light / 15, 0, 1);\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 reflect_color = ambient + frag_color * light_power;\n"
throw std::runtime_error("link program");
}
- m_handle = program.UniformLocation("M");
mv_handle = program.UniformLocation("MV");
mvp_handle = program.UniformLocation("MVP");
fog_density_handle = program.UniformLocation("fog_density");
void BlockLighting::SetM(const glm::mat4 &m) {
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]);
}