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authorDan Goodliffe <dan@randomdan.homeip.net>2024-04-07 19:38:18 +0100
committerDan Goodliffe <dan@randomdan.homeip.net>2024-04-07 19:38:18 +0100
commit97d4db588bfc4254e09e4305fb0525a04748f84e (patch)
tree049049622e338b3ad72d9b1639a51b65250caeba
parentCreate water squares/polygons only where required (diff)
downloadilt-97d4db588bfc4254e09e4305fb0525a04748f84e.tar.bz2
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Stripped down water vertex and simplified shaders
-rw-r--r--game/water.cpp15
-rw-r--r--game/water.h7
-rw-r--r--gfx/gl/shaders/water.fs5
-rw-r--r--gfx/gl/shaders/water.vs12
-rw-r--r--ui/gameMainWindow.cpp3
5 files changed, 26 insertions, 16 deletions
diff --git a/game/water.cpp b/game/water.cpp
index 3dc1916..f720e3e 100644
--- a/game/water.cpp
+++ b/game/water.cpp
@@ -9,7 +9,6 @@
#include <gfx/models/mesh.h>
#include <gfx/models/vertex.h>
#include <glm/glm.hpp>
-#include <iterator>
#include <location.h>
#include <maths.h>
#include <set>
@@ -24,6 +23,13 @@ namespace glm {
}
}
+template<>
+VertexArrayObject &
+VertexArrayObject::addAttribsFor<Water::Vertex>(const GLuint arrayBuffer, const GLuint divisor)
+{
+ return addAttribs<Water::Vertex, &Water::Vertex::pos>(arrayBuffer, divisor);
+}
+
Water::Water(std::shared_ptr<GeoData> tm) : geoData {std::move(tm)}, water {std::make_shared<Texture>("water.png")}
{
generateMeshes();
@@ -77,8 +83,7 @@ Water::generateMeshes()
const auto v = vertexIndex.emplace(pos, vertices.size());
if (v.second) {
const auto cpos = glm::clamp(pos, std::get<0>(extents).xy(), std::get<1>(extents).xy());
- vertices.emplace_back(RelativePosition3D {geoData->positionAt(cpos)},
- TextureRelCoord(pos / TILE_SIZE), up);
+ vertices.emplace_back(geoData->positionAt(cpos));
}
*out++ = static_cast<unsigned int>(v.first->second);
}
@@ -87,7 +92,7 @@ Water::generateMeshes()
indices.push_back(currentIndices[i]);
}
});
- meshes.create<Mesh>(vertices, indices);
+ meshes.create<MeshT<Vertex>>(vertices, indices);
}
void
@@ -101,5 +106,5 @@ Water::render(const SceneShader & shader) const
{
shader.water.use(waveCycle);
water->bind();
- meshes.apply(&Mesh::Draw);
+ meshes.apply(&MeshT<GlobalPosition3D>::Draw);
}
diff --git a/game/water.h b/game/water.h
index 20796d7..ceb7bd2 100644
--- a/game/water.h
+++ b/game/water.h
@@ -2,6 +2,7 @@
#include "chronology.h"
#include "collection.h"
+#include "config/types.h"
#include "game/worldobject.h"
#include <gfx/models/mesh.h>
#include <gfx/renderable.h>
@@ -20,10 +21,14 @@ public:
void tick(TickDuration) override;
float waveCycle {0.F};
+ struct Vertex {
+ GlobalPosition3D pos;
+ };
+
private:
void generateMeshes();
std::shared_ptr<GeoData> geoData;
- Collection<Mesh, false> meshes;
+ Collection<MeshT<Vertex>, false> meshes;
std::shared_ptr<Texture> water;
};
diff --git a/gfx/gl/shaders/water.fs b/gfx/gl/shaders/water.fs
index 8891733..0918d9f 100644
--- a/gfx/gl/shaders/water.fs
+++ b/gfx/gl/shaders/water.fs
@@ -1,7 +1,8 @@
#version 330 core
#extension GL_ARB_shading_language_420pack : enable
-include(`materialInterface.glsl')
+in vec3 FragPos;
+in vec2 TexCoords;
include(`materialOut.glsl')
uniform sampler2D texture0;
@@ -10,7 +11,7 @@ void
main()
{
gPosition = ivec4(FragPos, 1);
- gNormal = vec4(Normal, 1);
+ gNormal = vec4(0, 0, 1, 1);
gAlbedoSpec = texture(texture0, TexCoords);
gAlbedoSpec.a *= clamp(-FragPos.z * .0007, .1, 1.0);
}
diff --git a/gfx/gl/shaders/water.vs b/gfx/gl/shaders/water.vs
index f6c7c8f..34c4700 100644
--- a/gfx/gl/shaders/water.vs
+++ b/gfx/gl/shaders/water.vs
@@ -1,7 +1,8 @@
#version 330 core
-include(`meshIn.glsl')
-include(`materialInterface.glsl')
+layout(location = 0) in ivec3 position;
+out vec3 FragPos;
+out vec2 TexCoords;
uniform mat4 viewProjection;
uniform ivec3 viewPoint;
@@ -10,12 +11,11 @@ uniform float waves;
void
main()
{
- vec3 wpos = vec3(position.x + (cos(waves) * 1000.0), position.y + (cos(waves * 0 / 2) * 1000.0),
- cos(waves + (position.x / 1000000.0) + (position.y / 8000.0)) * 300.0);
+ vec3 wpos = vec3(position.x + (cos(waves) * 1000.0), position.y + (cos(waves * 1.4) * 1000.0),
+ cos(waves + (position.x / 1000000) + (position.y / 8000)) * 300.0);
FragPos = vec3(wpos.xy, position.z);
- TexCoords = texCoord;
- Normal = normal;
+ TexCoords = position.xy / 8192;
gl_Position = viewProjection * vec4(wpos - viewPoint, 1.0);
}
diff --git a/ui/gameMainWindow.cpp b/ui/gameMainWindow.cpp
index d71c74a..ccbcdba 100644
--- a/ui/gameMainWindow.cpp
+++ b/ui/gameMainWindow.cpp
@@ -15,7 +15,6 @@
#include <glad/gl.h>
#include <glm/glm.hpp>
#include <memory>
-#include <utility>
class GameMainToolbar : Mode<decltype(GameMainSelector::target)>, public Toolbar {
public:
@@ -31,7 +30,7 @@ public:
GameMainWindow::GameMainWindow(size_t w, size_t h) :
Window {w, h, "I Like Trains", SDL_WINDOW_OPENGL}, SceneRenderer {Window::size, 0}
{
- uiComponents.create<ManualCameraController>(glm::vec2 {315'000'000, 495'000'000});
+ uiComponents.create<ManualCameraController>(glm::vec2 {310'727'624, 494'018'810});
auto gms = uiComponents.create<GameMainSelector>(&camera, ScreenAbsCoord {w, h});
uiComponents.create<GameMainToolbar>(gms.get());
}