]> git.localhorst.tv Git - blank.git/blobdiff - src/shader.cpp
minor optimizations in chunk
[blank.git] / src / shader.cpp
index e01c11fcc1aac8f282aaaec1804d9eb32f708ca6..b2ccb8b6dc7fcfbc98c44028b9c97263d562b274 100644 (file)
@@ -42,27 +42,27 @@ Shader::~Shader() {
        }
 }
 
-Shader::Shader(Shader &&other)
+Shader::Shader(Shader &&other) noexcept
 : handle(other.handle) {
        other.handle = 0;
 }
 
-Shader &Shader::operator =(Shader &&other) {
+Shader &Shader::operator =(Shader &&other) noexcept {
        std::swap(handle, other.handle);
        return *this;
 }
 
 
-void Shader::Source(const GLchar *src) {
+void Shader::Source(const GLchar *src) noexcept {
        const GLchar* src_arr[] = { src };
        glShaderSource(handle, 1, src_arr, nullptr);
 }
 
-void Shader::Compile() {
+void Shader::Compile() noexcept {
        glCompileShader(handle);
 }
 
-bool Shader::Compiled() const {
+bool Shader::Compiled() const noexcept {
        GLint compiled = GL_FALSE;
        glGetShaderiv(handle, GL_COMPILE_STATUS, &compiled);
        return compiled == GL_TRUE;
@@ -77,7 +77,7 @@ void Shader::Log(std::ostream &out) const {
 }
 
 
-void Shader::AttachToProgram(GLuint id) const {
+void Shader::AttachToProgram(GLuint id) const noexcept {
        glAttachShader(id, handle);
 }
 
@@ -109,15 +109,15 @@ const Shader &Program::LoadShader(GLenum type, const GLchar *src) {
        return shader;
 }
 
-void Program::Attach(Shader &shader) {
+void Program::Attach(Shader &shader) noexcept {
        shader.AttachToProgram(handle);
 }
 
-void Program::Link() {
+void Program::Link() noexcept {
        glLinkProgram(handle);
 }
 
-bool Program::Linked() const {
+bool Program::Linked() const noexcept {
        GLint linked = GL_FALSE;
        glGetProgramiv(handle, GL_LINK_STATUS, &linked);
        return linked == GL_TRUE;
@@ -132,7 +132,11 @@ void Program::Log(std::ostream &out) const {
 }
 
 
-GLint Program::UniformLocation(const GLchar *name) const {
+GLint Program::AttributeLocation(const GLchar *name) const noexcept {
+       return glGetAttribLocation(handle, name);
+}
+
+GLint Program::UniformLocation(const GLchar *name) const noexcept {
        return glGetUniformLocation(handle, name);
 }
 
@@ -143,9 +147,11 @@ DirectionalLighting::DirectionalLighting()
 , 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) {
+, light_color_handle(0)
+, fog_density_handle(0) {
        program.LoadShader(
                GL_VERTEX_SHADER,
                "#version 330 core\n"
@@ -153,11 +159,14 @@ DirectionalLighting::DirectionalLighting()
                "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"
@@ -166,16 +175,23 @@ DirectionalLighting::DirectionalLighting()
                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"
-                       "color = ambient + frag_color * light_color * cos_theta;\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();
@@ -185,13 +201,15 @@ DirectionalLighting::DirectionalLighting()
        }
 
        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() {
+void DirectionalLighting::Activate() noexcept {
        GLContext::EnableDepthTest();
        GLContext::EnableBackfaceCulling();
        program.Use();
@@ -200,22 +218,136 @@ void DirectionalLighting::Activate() {
        glUniform3f(light_color_handle, light_color.x, light_color.y, light_color.z);
 }
 
-void DirectionalLighting::SetM(const glm::mat4 &m) {
+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) {
+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::SetVP(const glm::mat4 &v, const glm::mat4 &p) {
+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 DirectionalLighting::SetMVP(const glm::mat4 &m, const glm::mat4 &v, const glm::mat4 &p) {
+void BlockLighting::SetMVP(const glm::mat4 &m, const glm::mat4 &v, const glm::mat4 &p) noexcept {
        SetVP(v, p);
        SetM(m);
 }