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authorDan Goodliffe <dan@randomdan.homeip.net>2023-04-15 00:21:32 +0100
committerDan Goodliffe <dan@randomdan.homeip.net>2023-04-15 00:21:32 +0100
commita07d2024178106df99b82fe21a34402c5200e8f6 (patch)
tree78ec748448b2a1f16823358fd750c407f9a54cc5
parentRename lots of shader files (diff)
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Add the dynamicPoint shader for instancing
Same as dynamicPoint, but the model matrix is a vertex input
-rw-r--r--gfx/gl/sceneShader.cpp7
-rw-r--r--gfx/gl/sceneShader.h1
-rw-r--r--gfx/gl/shaders/dynamicPointInst.vs21
3 files changed, 28 insertions, 1 deletions
diff --git a/gfx/gl/sceneShader.cpp b/gfx/gl/sceneShader.cpp
index bcd0590..54f5737 100644
--- a/gfx/gl/sceneShader.cpp
+++ b/gfx/gl/sceneShader.cpp
@@ -8,6 +8,7 @@
#include <gfx/gl/shaders/gs-pointLight.h>
#include <gfx/gl/shaders/gs-spotLight.h>
#include <gfx/gl/shaders/vs-dynamicPoint.h>
+#include <gfx/gl/shaders/vs-dynamicPointInst.h>
#include <gfx/gl/shaders/vs-fixedPoint.h>
#include <gfx/gl/shaders/vs-pointLight.h>
#include <gfx/gl/shaders/vs-spotLight.h>
@@ -18,7 +19,11 @@
#include <location.hpp>
#include <maths.h>
-SceneShader::SceneShader() : landmass {fixedPoint_vs, landmass_fs}, absolute {fixedPoint_vs, material_fs} { }
+SceneShader::SceneShader() :
+ basicInst {dynamicPointInst_vs, material_fs}, landmass {fixedPoint_vs, landmass_fs}, absolute {fixedPoint_vs,
+ material_fs}
+{
+}
void
SceneShader::setViewProjection(const glm::mat4 & viewProjection) const
diff --git a/gfx/gl/sceneShader.h b/gfx/gl/sceneShader.h
index ed1bb79..0ccf152 100644
--- a/gfx/gl/sceneShader.h
+++ b/gfx/gl/sceneShader.h
@@ -80,6 +80,7 @@ public:
SceneShader();
BasicProgram basic;
+ SceneProgram basicInst;
WaterProgram water;
AbsolutePosProgram landmass, absolute;
PointLightShader pointLight;
diff --git a/gfx/gl/shaders/dynamicPointInst.vs b/gfx/gl/shaders/dynamicPointInst.vs
new file mode 100644
index 0000000..016153a
--- /dev/null
+++ b/gfx/gl/shaders/dynamicPointInst.vs
@@ -0,0 +1,21 @@
+#version 330 core
+
+include(`meshIn.glsl')
+layout(location = 6) in mat4 model;
+include(`materialInterface.glsl')
+
+uniform mat4 viewProjection;
+
+void
+main()
+{
+ vec4 worldPos = model * vec4(position, 1.0);
+
+ FragPos = worldPos.xyz;
+ TexCoords = texCoord;
+ Normal = (model * vec4(normal, 0.0)).xyz;
+ Colour = colour;
+ Material = material;
+
+ gl_Position = viewProjection * worldPos;
+}