#include #include #include #include "shader.hpp" #include "window.hpp" using namespace sim::graphics; static const char* VERTEX_SHADER = R"( #version 460 core #extension GL_ARB_bindless_texture : require layout (location = 0) in sampler2D aTex; layout (location = 1) in vec2 aTexPos; layout (location = 2) in vec3 aPos; layout (location = 3) in vec3 aNormal; uniform mat4 model; uniform mat4 projection; out flat sampler2D tex; out vec2 texPos; out float zVal; void main() { vec4 pos = model * vec4(aPos, 1.0); mat3 model_norm = mat3(model); vec3 normal = aNormal; vec3 cNormal = vec3(0.f, 0.f, 1.f) * model_norm; zVal = dot(normal, cNormal);// / (length(aNormal) * length(cNormal)); gl_Position = projection * pos; texPos = aTexPos; tex = aTex; } )"; static const char* FRAGMENT_SHADER = R"( #version 460 core #extension GL_ARB_bindless_texture : require in flat sampler2D tex; in vec2 texPos; in float zVal; out vec4 FragColour; uniform bool do_tex; uniform mat4 tex_mat; void main() { vec4 texdata = do_tex ? texture2D(tex, texPos) : vec4(1); FragColour = tex_mat * texdata * vec4(zVal, zVal, zVal, 1); } )"; static unsigned int prog_id; int shader::gl_tex_mat; int shader::gl_do_tex; int shader::gl_model; int shader::gl_projection; static int load_shader(const char** src, int type) { int id = glCreateShader(type); glShaderSource(id, 1, src, nullptr); glCompileShader(id); return id; } unsigned int shader::init_program() { int success; int vsh_id = load_shader(&VERTEX_SHADER, GL_VERTEX_SHADER); int fsh_id = load_shader(&FRAGMENT_SHADER, GL_FRAGMENT_SHADER); prog_id = glCreateProgram(); glAttachShader(prog_id, vsh_id); glAttachShader(prog_id, fsh_id); glLinkProgram(prog_id); glGetProgramiv(prog_id, GL_LINK_STATUS, &success); if(!success) { char infoLog[512]; glGetProgramInfoLog(prog_id, 512, NULL, infoLog); std::cout << "Shader Link Error: " << infoLog << std::endl; window::close(); return 0; } gl_tex_mat = glGetUniformLocation(prog_id, "tex_mat"); gl_do_tex = glGetUniformLocation(prog_id, "do_tex"); gl_model = glGetUniformLocation(prog_id, "model"); gl_projection = glGetUniformLocation(prog_id, "projection"); glUseProgram(prog_id); glDeleteShader(vsh_id); glDeleteShader(fsh_id); return prog_id; }