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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-01-01 17:56:26 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-01-01 17:56:26 +0000 |
commit | d5cdbbf38380239524e351cb69aec94090884ca5 (patch) | |
tree | 5d7dff2f2775701069806eceb4eaef23b22eba3f /gfx/gl/sceneShader.cpp | |
parent | Reformat with new clang-format (diff) | |
parent | Remove more use of legacy types (diff) | |
download | ilt-d5cdbbf38380239524e351cb69aec94090884ca5.tar.bz2 ilt-d5cdbbf38380239524e351cb69aec94090884ca5.tar.xz ilt-d5cdbbf38380239524e351cb69aec94090884ca5.zip |
Merge remote-tracking branch 'origin/terrain'
Diffstat (limited to 'gfx/gl/sceneShader.cpp')
-rw-r--r-- | gfx/gl/sceneShader.cpp | 41 |
1 files changed, 23 insertions, 18 deletions
diff --git a/gfx/gl/sceneShader.cpp b/gfx/gl/sceneShader.cpp index 1354611..ccc1a1d 100644 --- a/gfx/gl/sceneShader.cpp +++ b/gfx/gl/sceneShader.cpp @@ -26,16 +26,16 @@ SceneShader::SceneShader() : } void -SceneShader::setViewProjection(const glm::mat4 & viewProjection) const +SceneShader::setViewProjection(const GlobalPosition3D & viewPoint, const glm::mat4 & viewProjection) const { for (const auto & prog : std::array<const SceneProgram *, 7> { &basic, &basicInst, &water, &landmass, &absolute, &pointLight, &spotLight}) { - prog->setViewProjection(viewProjection); + prog->setViewProjection(viewPoint, viewProjection); } } void -SceneShader::setViewPort(const glm::ivec4 & viewPort) const +SceneShader::setViewPort(const ViewPort & viewPort) const { for (const auto & prog : std::array<const SceneProgram *, 7> { &basic, &basicInst, &water, &landmass, &absolute, &pointLight, &spotLight}) { @@ -44,14 +44,15 @@ SceneShader::setViewPort(const glm::ivec4 & viewPort) const } void -SceneShader::SceneProgram::setViewProjection(const glm::mat4 & viewProjection) const +SceneShader::SceneProgram::setViewProjection(const GlobalPosition3D & viewPoint, const glm::mat4 & viewProjection) const { glUseProgram(*this); glUniformMatrix4fv(viewProjectionLoc, 1, GL_FALSE, glm::value_ptr(viewProjection)); + glUniform3iv(viewPointLoc, 1, glm::value_ptr(viewPoint)); } void -SceneShader::SceneProgram::setViewPort(const glm::ivec4 & viewPort) const +SceneShader::SceneProgram::setViewPort(const ViewPort & viewPort) const { if (viewPortLoc >= 0) { glUseProgram(*this); @@ -59,13 +60,16 @@ SceneShader::SceneProgram::setViewPort(const glm::ivec4 & viewPort) const } } -SceneShader::BasicProgram::BasicProgram() : SceneProgram {dynamicPoint_vs, material_fs}, modelLoc {*this, "model"} { } +SceneShader::BasicProgram::BasicProgram() : + SceneProgram {dynamicPoint_vs, material_fs}, modelLoc {*this, "model"}, modelPosLoc {*this, "modelPos"} +{ +} void SceneShader::BasicProgram::setModel(Location const & location) const { - const auto model {glm::translate(location.pos) * rotate_ypr(location.rot)}; - glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model)); + glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(rotate_ypr(location.rot))); + glUniform3iv(modelPosLoc, 1, glm::value_ptr(location.pos)); } void @@ -81,38 +85,39 @@ void SceneShader::WaterProgram::use(float waveCycle) const { Program::use(); - glm::vec3 waves {waveCycle, 0.F, 0.F}; - glUniform3fv(waveLoc, 1, glm::value_ptr(waves)); + glUniform1f(waveLoc, waveCycle); } SceneShader::PointLightShader::PointLightShader() : - SceneProgram {pointLight_vs, pointLight_gs, pointLight_fs}, colourLoc {*this, "colour"}, kqLoc {*this, "kq"} + SceneProgram {pointLight_vs, pointLight_gs, pointLight_fs}, colourLoc {*this, "colour"}, kqLoc {*this, "kq"}, + viewPointLoc {*this, "viewPoint"} { - 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); } SceneShader::SpotLightShader::SpotLightShader() : SceneProgram {spotLight_vs, spotLight_gs, spotLight_fs}, directionLoc {*this, "v_direction"}, - colourLoc {*this, "colour"}, kqLoc {*this, "kq"}, arcLoc {*this, "arc"} + colourLoc {*this, "colour"}, kqLoc {*this, "kq"}, arcLoc {*this, "arc"}, viewPointLoc {*this, "viewPoint"} + { - 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 +127,6 @@ 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); } |