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authorDan Goodliffe <dan@randomdan.homeip.net>2024-01-12 19:35:58 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2024-01-12 19:35:58 +0000
commit51eb25ea0f1373ca0442b02049406af38eae3b33 (patch)
tree389169a5f60d58398554168b94a0c6003302fbf6 /gfx/gl/sceneShader.cpp
parentFix order or multiple to address reversed rotation (diff)
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Add model support for point lights
Still invokes non-instanced point light shader
Diffstat (limited to 'gfx/gl/sceneShader.cpp')
-rw-r--r--gfx/gl/sceneShader.cpp27
1 files changed, 4 insertions, 23 deletions
diff --git a/gfx/gl/sceneShader.cpp b/gfx/gl/sceneShader.cpp
index cdb8d2f..64bf171 100644
--- a/gfx/gl/sceneShader.cpp
+++ b/gfx/gl/sceneShader.cpp
@@ -1,5 +1,4 @@
#include "sceneShader.h"
-#include <array>
#include <gfx/gl/shaders/fs-landmass.h>
#include <gfx/gl/shaders/fs-material.h>
#include <gfx/gl/shaders/fs-pointLight.h>
@@ -21,7 +20,8 @@
SceneShader::SceneShader() :
basicInst {dynamicPointInst_vs, material_fs}, landmass {fixedPoint_vs, landmass_fs},
- absolute {fixedPoint_vs, material_fs}, spotLightInst {spotLight_vs, spotLight_gs, spotLight_fs}
+ absolute {fixedPoint_vs, material_fs}, spotLightInst {spotLight_vs, spotLight_gs, spotLight_fs},
+ pointLightInst {pointLight_vs, pointLight_gs, pointLight_fs}
{
}
@@ -29,7 +29,7 @@ void
SceneShader::setViewProjection(const GlobalPosition3D & viewPoint, const glm::mat4 & viewProjection) const
{
for (const auto & prog : std::initializer_list<const SceneProgram *> {
- &basic, &basicInst, &water, &landmass, &absolute, &pointLight, &spotLightInst}) {
+ &basic, &basicInst, &water, &landmass, &absolute, &pointLightInst, &spotLightInst}) {
prog->setViewProjection(viewPoint, viewProjection);
}
}
@@ -38,7 +38,7 @@ void
SceneShader::setViewPort(const ViewPort & viewPort) const
{
for (const auto & prog : std::initializer_list<const SceneProgram *> {
- &basic, &basicInst, &water, &landmass, &absolute, &pointLight, &spotLightInst}) {
+ &basic, &basicInst, &water, &landmass, &absolute, &pointLightInst, &spotLightInst}) {
prog->setViewPort(viewPort);
}
}
@@ -87,22 +87,3 @@ SceneShader::WaterProgram::use(float waveCycle) const
Program::use();
glUniform1f(waveLoc, waveCycle);
}
-
-SceneShader::PointLightShader::PointLightShader() :
- SceneProgram {pointLight_vs, pointLight_gs, pointLight_fs}, colourLoc {*this, "colour"}, kqLoc {*this, "kq"},
- viewPointLoc {*this, "viewPoint"}
-{
- VertexArrayObject {va}.addAttribs<Position3D>(b);
-}
-
-void
-SceneShader::PointLightShader::add(const Position3D & position, const RGB & colour, const float kq) const
-{
- Program::use();
- glBindVertexArray(va);
- glBindBuffer(GL_ARRAY_BUFFER, b);
- glUniform3fv(colourLoc, 1, glm::value_ptr(colour));
- glUniform1f(kqLoc, kq);
- glBufferData(GL_ARRAY_BUFFER, sizeof(Position3D), glm::value_ptr(position), GL_DYNAMIC_DRAW);
- glDrawArrays(GL_POINTS, 0, 1);
-}