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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 | |
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')
-rw-r--r-- | gfx/gl/shader.cpp | 21 | ||||
-rw-r--r-- | gfx/gl/shader.h | 9 | ||||
-rw-r--r-- | gfx/gl/shaders/basicShader.vs | 8 | ||||
-rw-r--r-- | gfx/gl/transform.cpp | 10 | ||||
-rw-r--r-- | gfx/gl/transform.h | 10 |
5 files changed, 25 insertions, 33 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
diff --git a/gfx/gl/shader.h b/gfx/gl/shader.h index e253f50..a839b9b 100644 --- a/gfx/gl/shader.h +++ b/gfx/gl/shader.h @@ -3,17 +3,16 @@ #include <GL/glew.h>
#include <glRef.hpp>
+#include <glm/glm.hpp>
#include <string_view>
-class Camera;
-class Transform;
-
class Shader {
public:
Shader();
void Bind() const;
- void Update(const Transform & transform, const Camera & camera) const;
+ void setView(glm::mat4 view) const;
+ void setModel(glm::mat4 model) const;
private:
class Source {
@@ -31,7 +30,7 @@ private: using ProgramRef = glRef<GLuint, __glewCreateProgram, __glewDeleteProgram>;
ProgramRef m_program;
- GLint mvp_uniform, normal_uniform, lightDir_uniform;
+ GLint viewProjection_uniform, model_uniform, lightDir_uniform;
};
#endif
diff --git a/gfx/gl/shaders/basicShader.vs b/gfx/gl/shaders/basicShader.vs index e673548..e697315 100644 --- a/gfx/gl/shaders/basicShader.vs +++ b/gfx/gl/shaders/basicShader.vs @@ -7,12 +7,12 @@ attribute vec3 normal; varying vec2 texCoord0;
varying vec3 normal0;
-uniform mat4 MVP;
-uniform mat4 Normal;
+uniform mat4 viewProjection;
+uniform mat4 model;
void main()
{
- gl_Position = MVP * vec4(position, 1.0);
+ gl_Position = viewProjection * model * vec4(position, 1.0);
texCoord0 = texCoord;
- normal0 = (Normal * vec4(normal, 0.0)).xyz;
+ normal0 = (model * vec4(normal, 0.0)).xyz;
}
diff --git a/gfx/gl/transform.cpp b/gfx/gl/transform.cpp index 7b256af..b67bfaf 100644 --- a/gfx/gl/transform.cpp +++ b/gfx/gl/transform.cpp @@ -1,5 +1,4 @@ #include "transform.h" -#include "camera.h" #include <glm/gtx/transform.hpp> Transform::Transform(glm::vec3 pos, glm::vec3 rot, glm::vec3 scale) : pos {pos}, rot {rot}, scale {scale} { } @@ -16,12 +15,3 @@ Transform::GetModel() const return posMat * rotMat * scaleMat; } - -glm::mat4 -Transform::GetMVP(const Camera & camera) const -{ - const auto VP = camera.GetViewProjection(); - const auto M = GetModel(); - - return VP * M; -} diff --git a/gfx/gl/transform.h b/gfx/gl/transform.h index 70fe38f..f8d8d0d 100644 --- a/gfx/gl/transform.h +++ b/gfx/gl/transform.h @@ -3,16 +3,12 @@ #include <glm/glm.hpp>
-class Camera;
-
class Transform {
public:
explicit Transform(glm::vec3 pos = {}, glm::vec3 rot = {}, glm::vec3 scale = {1.0F, 1.0F, 1.0F});
[[nodiscard]] glm::mat4 GetModel() const;
- [[nodiscard]] glm::mat4 GetMVP(const Camera & camera) const;
-
[[nodiscard]] inline glm::vec3 &
GetPos()
{
@@ -31,6 +27,12 @@ public: return rot;
}
+ [[nodiscard]] inline const glm::vec3 &
+ GetRot() const
+ {
+ return rot;
+ }
+
[[nodiscard]] inline glm::vec3 &
GetScale()
{
|