diff options
author | Dan Goodliffe <dan@randomdan.homeip.net> | 2021-01-24 16:36:02 +0000 |
---|---|---|
committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2021-01-24 16:36:02 +0000 |
commit | 1c3e7e81049efefe8b54e4d4a719feeda995b474 (patch) | |
tree | 3a5474dfbc515c16589ae6863fba1116d7b83ec3 /gfx/gl/shader.cpp | |
parent | Big tidy up of shader wrapper (diff) | |
download | ilt-1c3e7e81049efefe8b54e4d4a719feeda995b474.tar.bz2 ilt-1c3e7e81049efefe8b54e4d4a719feeda995b474.tar.xz ilt-1c3e7e81049efefe8b54e4d4a719feeda995b474.zip |
Remove the weird view/model/camera connectedness
Diffstat (limited to 'gfx/gl/shader.cpp')
-rw-r--r-- | gfx/gl/shader.cpp | 21 |
1 files changed, 11 insertions, 10 deletions
diff --git a/gfx/gl/shader.cpp b/gfx/gl/shader.cpp index e59d431..31feb80 100644 --- a/gfx/gl/shader.cpp +++ b/gfx/gl/shader.cpp @@ -1,5 +1,4 @@ #include "shader.h"
-#include "transform.h"
#include <array>
#include <gfx/gl/shaders/fs-basicShader.h>
#include <gfx/gl/shaders/vs-basicShader.h>
@@ -7,7 +6,7 @@ #include <stdexcept>
#include <string>
-Shader::Shader() : mvp_uniform {}, normal_uniform {}, lightDir_uniform {}
+Shader::Shader() : viewProjection_uniform {}, model_uniform {}, lightDir_uniform {}
{
glAttachShader(m_program, Source {{basicShader_vs, basicShader_vs_len}, GL_VERTEX_SHADER}.id);
glAttachShader(m_program, Source {{basicShader_fs, basicShader_fs_len}, GL_FRAGMENT_SHADER}.id);
@@ -22,8 +21,8 @@ Shader::Shader() : mvp_uniform {}, normal_uniform {}, lightDir_uniform {} glValidateProgram(m_program);
CheckShaderError(m_program, GL_VALIDATE_STATUS, true, "Invalid shader program");
- mvp_uniform = glGetUniformLocation(m_program, "MVP");
- normal_uniform = glGetUniformLocation(m_program, "Normal");
+ viewProjection_uniform = glGetUniformLocation(m_program, "viewProjection");
+ model_uniform = glGetUniformLocation(m_program, "model");
lightDir_uniform = glGetUniformLocation(m_program, "lightDirection");
}
@@ -34,14 +33,16 @@ Shader::Bind() const }
void
-Shader::Update(const Transform & transform, const Camera & camera) const
+Shader::setView(glm::mat4 proj) const
{
- glm::mat4 MVP = transform.GetMVP(camera);
- glm::mat4 Normal = transform.GetModel();
+ glUniformMatrix4fv(viewProjection_uniform, 1, GL_FALSE, &proj[0][0]);
+ glUniform3f(lightDir_uniform, 0.0F, -1.0F, 0.0F);
+}
- glUniformMatrix4fv(mvp_uniform, 1, GL_FALSE, &MVP[0][0]);
- glUniformMatrix4fv(normal_uniform, 1, GL_FALSE, &Normal[0][0]);
- glUniform3f(lightDir_uniform, 0.0F, 0.0F, 1.0F);
+void
+Shader::setModel(glm::mat4 model) const
+{
+ glUniformMatrix4fv(model_uniform, 1, GL_FALSE, &model[0][0]);
}
void
|