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authorDan Goodliffe <dan@randomdan.homeip.net>2023-11-09 00:40:40 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2023-11-09 00:40:40 +0000
commit9c2c3f71065c94a18c02440111b6ff8ca977b90e (patch)
tree339c9846cdd6937a5e77b37f88e3ee3674f944e5 /gfx/gl/sceneShader.cpp
parentWIP typedefing all the things - headers (diff)
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WIP typedefing all the things - sources
Diffstat (limited to 'gfx/gl/sceneShader.cpp')
-rw-r--r--gfx/gl/sceneShader.cpp14
1 files changed, 7 insertions, 7 deletions
diff --git a/gfx/gl/sceneShader.cpp b/gfx/gl/sceneShader.cpp
index 1354611..04b6d9e 100644
--- a/gfx/gl/sceneShader.cpp
+++ b/gfx/gl/sceneShader.cpp
@@ -81,25 +81,25 @@ void
SceneShader::WaterProgram::use(float waveCycle) const
{
Program::use();
- glm::vec3 waves {waveCycle, 0.F, 0.F};
+ Position3D waves {waveCycle, 0.F, 0.F};
glUniform3fv(waveLoc, 1, glm::value_ptr(waves));
}
SceneShader::PointLightShader::PointLightShader() :
SceneProgram {pointLight_vs, pointLight_gs, pointLight_fs}, colourLoc {*this, "colour"}, kqLoc {*this, "kq"}
{
- VertexArrayObject {va}.addAttribs<glm::vec3>(b);
+ VertexArrayObject {va}.addAttribs<Position3D>(b);
}
void
-SceneShader::PointLightShader::add(const glm::vec3 & position, const glm::vec3 & colour, const float kq) const
+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(glm::vec3), glm::value_ptr(position), GL_DYNAMIC_DRAW);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(Position3D), glm::value_ptr(position), GL_DYNAMIC_DRAW);
glDrawArrays(GL_POINTS, 0, 1);
}
@@ -107,12 +107,12 @@ SceneShader::SpotLightShader::SpotLightShader() :
SceneProgram {spotLight_vs, spotLight_gs, spotLight_fs}, directionLoc {*this, "v_direction"},
colourLoc {*this, "colour"}, kqLoc {*this, "kq"}, arcLoc {*this, "arc"}
{
- using v3pair = std::pair<glm::vec3, glm::vec3>;
+ using v3pair = std::pair<Position3D, Direction3D>;
VertexArrayObject {va}.addAttribs<v3pair, &v3pair::first, &v3pair::second>(b);
}
void
-SceneShader::SpotLightShader::add(const glm::vec3 & position, const glm::vec3 & direction, const glm::vec3 & colour,
+SceneShader::SpotLightShader::add(const Position3D & position, const Direction3D & direction, const RGB & colour,
const float kq, const float arc) const
{
Program::use();
@@ -122,6 +122,6 @@ SceneShader::SpotLightShader::add(const glm::vec3 & position, const glm::vec3 &
glUniform3fv(directionLoc, 1, glm::value_ptr(direction));
glUniform1f(kqLoc, kq);
glUniform1f(arcLoc, arc);
- glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec3), glm::value_ptr(position), GL_DYNAMIC_DRAW);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(Position3D), glm::value_ptr(position), GL_DYNAMIC_DRAW);
glDrawArrays(GL_POINTS, 0, 1);
}