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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2023-11-26 13:51:33 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2023-11-26 14:14:13 +0000 |
commit | 7fba471728f2216d7e3b7900297fc3b3531e286c (patch) | |
tree | 5caef3b2efc23aefccb215ec9005cd8e7d2e91b8 /gfx/gl/sceneShader.cpp | |
parent | Fix todo for handling a terrain walk from outside the mesh (diff) | |
parent | Model positions as integers (diff) | |
download | ilt-7fba471728f2216d7e3b7900297fc3b3531e286c.tar.bz2 ilt-7fba471728f2216d7e3b7900297fc3b3531e286c.tar.xz ilt-7fba471728f2216d7e3b7900297fc3b3531e286c.zip |
Merge branch 'ints' into terrain
Conflicts fix, compiles, some test failures remain.
Trees not added, possibility of OM invalid handle assertion failures,
normals broken due to integer overflow in Newell's method.
Diffstat (limited to 'gfx/gl/sceneShader.cpp')
-rw-r--r-- | gfx/gl/sceneShader.cpp | 40 |
1 files changed, 23 insertions, 17 deletions
diff --git a/gfx/gl/sceneShader.cpp b/gfx/gl/sceneShader.cpp index 1354611..59a9748 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 Position3D & 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 Position3D & viewPoint, const glm::mat4 & viewProjection) const { glUseProgram(*this); glUniformMatrix4fv(viewProjectionLoc, 1, GL_FALSE, glm::value_ptr(viewProjection)); + glUniform3fv(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 +85,40 @@ 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"} + 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 +128,6 @@ 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); } |