X-Git-Url: https://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fshader.cpp;h=b2ccb8b6dc7fcfbc98c44028b9c97263d562b274;hb=e53a0e2e711a7d8bd9b0ddacd1360aa14370643f;hp=43b3910096789bb4aaece8133abd8ac2b42e75a4;hpb=753be639d7d04f9f7415db9fc2721485c531f0a1;p=blank.git diff --git a/src/shader.cpp b/src/shader.cpp index 43b3910..b2ccb8b 100644 --- a/src/shader.cpp +++ b/src/shader.cpp @@ -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(); @@ -200,34 +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::SetProjection(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 DirectionalLighting::SetView(const glm::mat4 &v) { +void BlockLighting::SetView(const glm::mat4 &v) noexcept { view = v; vp = projection * v; } -void DirectionalLighting::SetVP(const glm::mat4 &v, const glm::mat4 &p) { +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); }