diff options
-rw-r--r-- | gfx/gl/sceneRenderer.cpp | 8 | ||||
-rw-r--r-- | gfx/gl/sceneShader.cpp | 21 | ||||
-rw-r--r-- | gfx/gl/shaders/dynamicPoint.vs (renamed from gfx/gl/shaders/basicShader.vs) | 0 | ||||
-rw-r--r-- | gfx/gl/shaders/fixedPoint.vs (renamed from gfx/gl/shaders/landmassShader.vs) | 0 | ||||
-rw-r--r-- | gfx/gl/shaders/landmass.fs (renamed from gfx/gl/shaders/landmassShader.fs) | 2 | ||||
-rw-r--r-- | gfx/gl/shaders/lighting.fs (renamed from gfx/gl/shaders/lightingShader.fs) | 0 | ||||
-rw-r--r-- | gfx/gl/shaders/lighting.vs (renamed from gfx/gl/shaders/lightingShader.vs) | 0 | ||||
-rw-r--r-- | gfx/gl/shaders/material.fs (renamed from gfx/gl/shaders/basicShader.fs) | 2 | ||||
-rw-r--r-- | gfx/gl/shaders/materialOut.glsl (renamed from gfx/gl/shaders/geometryOut.glsl) | 0 | ||||
-rw-r--r-- | gfx/gl/shaders/water.fs (renamed from gfx/gl/shaders/waterShader.fs) | 2 | ||||
-rw-r--r-- | gfx/gl/shaders/water.vs (renamed from gfx/gl/shaders/waterShader.vs) | 0 |
11 files changed, 16 insertions, 19 deletions
diff --git a/gfx/gl/sceneRenderer.cpp b/gfx/gl/sceneRenderer.cpp index 31b01ff..873dc5b 100644 --- a/gfx/gl/sceneRenderer.cpp +++ b/gfx/gl/sceneRenderer.cpp @@ -2,8 +2,8 @@ #include "maths.h" #include "vertexArrayObject.hpp" #include <gfx/gl/shaders/fs-directionalLight.h> -#include <gfx/gl/shaders/fs-lightingShader.h> -#include <gfx/gl/shaders/vs-lightingShader.h> +#include <gfx/gl/shaders/fs-lighting.h> +#include <gfx/gl/shaders/vs-lighting.h> #include <glm/gtc/type_ptr.hpp> static constexpr const std::array<const glm::i8vec4, 4> displayVAOdata {{ @@ -15,7 +15,7 @@ static constexpr const std::array<const glm::i8vec4, 4> displayVAOdata {{ }}; SceneRenderer::SceneRenderer(glm::ivec2 s, GLuint o) : camera {{-1250.0F, -1250.0F, 35.0F}, quarter_pi, ratio(s), 0.1F, 10000.0F}, size {s}, output {o}, - lighting {lightingShader_vs, lightingShader_fs}, shadowMapper {{2048, 2048}} + lighting {lighting_vs, lighting_fs}, shadowMapper {{2048, 2048}} { shader.setViewPort({0, 0, size.x, size.y}); VertexArrayObject<glm::i8vec4>::configure(displayVAO, displayVBO, displayVAOdata); @@ -126,7 +126,7 @@ SceneRenderer::renderQuad() const } SceneRenderer::DirectionalLightProgram::DirectionalLightProgram() : - Program {lightingShader_vs, directionalLight_fs}, directionLoc {*this, "lightDirection"}, + Program {lighting_vs, directionalLight_fs}, directionLoc {*this, "lightDirection"}, colourLoc {*this, "lightColour"}, lightViewProjectionLoc {*this, "lightViewProjection"}, lightViewProjectionCountLoc {*this, "lightViewProjectionCount"}, lightViewShadowMapRegionLoc { *this, "shadowMapRegion"} diff --git a/gfx/gl/sceneShader.cpp b/gfx/gl/sceneShader.cpp index 981e7df..bcd0590 100644 --- a/gfx/gl/sceneShader.cpp +++ b/gfx/gl/sceneShader.cpp @@ -1,27 +1,24 @@ #include "sceneShader.h" #include <array> -#include <gfx/gl/shaders/fs-basicShader.h> -#include <gfx/gl/shaders/fs-landmassShader.h> +#include <gfx/gl/shaders/fs-landmass.h> +#include <gfx/gl/shaders/fs-material.h> #include <gfx/gl/shaders/fs-pointLight.h> #include <gfx/gl/shaders/fs-spotLight.h> -#include <gfx/gl/shaders/fs-waterShader.h> +#include <gfx/gl/shaders/fs-water.h> #include <gfx/gl/shaders/gs-pointLight.h> #include <gfx/gl/shaders/gs-spotLight.h> -#include <gfx/gl/shaders/vs-basicShader.h> -#include <gfx/gl/shaders/vs-landmassShader.h> +#include <gfx/gl/shaders/vs-dynamicPoint.h> +#include <gfx/gl/shaders/vs-fixedPoint.h> #include <gfx/gl/shaders/vs-pointLight.h> #include <gfx/gl/shaders/vs-spotLight.h> -#include <gfx/gl/shaders/vs-waterShader.h> +#include <gfx/gl/shaders/vs-water.h> #include <gfx/gl/vertexArrayObject.hpp> #include <glm/gtc/type_ptr.hpp> #include <glm/gtx/transform.hpp> #include <location.hpp> #include <maths.h> -SceneShader::SceneShader() : - landmass {landmassShader_vs, landmassShader_fs}, absolute {landmassShader_vs, basicShader_fs} -{ -} +SceneShader::SceneShader() : landmass {fixedPoint_vs, landmass_fs}, absolute {fixedPoint_vs, material_fs} { } void SceneShader::setViewProjection(const glm::mat4 & viewProjection) const @@ -57,7 +54,7 @@ SceneShader::SceneProgram::setViewPort(const glm::ivec4 & viewPort) const } } -SceneShader::BasicProgram::BasicProgram() : SceneProgram {basicShader_vs, basicShader_fs}, modelLoc {*this, "model"} { } +SceneShader::BasicProgram::BasicProgram() : SceneProgram {dynamicPoint_vs, material_fs}, modelLoc {*this, "model"} { } void SceneShader::BasicProgram::setModel(Location const & location) const @@ -73,7 +70,7 @@ SceneShader::BasicProgram::use(Location const & location) const setModel(location); } -SceneShader::WaterProgram::WaterProgram() : SceneProgram {waterShader_vs, waterShader_fs}, waveLoc {*this, "waves"} { } +SceneShader::WaterProgram::WaterProgram() : SceneProgram {water_vs, water_fs}, waveLoc {*this, "waves"} { } void SceneShader::WaterProgram::use(float waveCycle) const diff --git a/gfx/gl/shaders/basicShader.vs b/gfx/gl/shaders/dynamicPoint.vs index e1701ed..e1701ed 100644 --- a/gfx/gl/shaders/basicShader.vs +++ b/gfx/gl/shaders/dynamicPoint.vs diff --git a/gfx/gl/shaders/landmassShader.vs b/gfx/gl/shaders/fixedPoint.vs index 0cc8153..0cc8153 100644 --- a/gfx/gl/shaders/landmassShader.vs +++ b/gfx/gl/shaders/fixedPoint.vs diff --git a/gfx/gl/shaders/landmassShader.fs b/gfx/gl/shaders/landmass.fs index f3cc3e8..4dc92bb 100644 --- a/gfx/gl/shaders/landmassShader.fs +++ b/gfx/gl/shaders/landmass.fs @@ -1,7 +1,7 @@ #version 330 core include(`materialInterface.glsl') -include(`geometryOut.glsl') +include(`materialOut.glsl') uniform sampler2D texture0; diff --git a/gfx/gl/shaders/lightingShader.fs b/gfx/gl/shaders/lighting.fs index 4646b75..4646b75 100644 --- a/gfx/gl/shaders/lightingShader.fs +++ b/gfx/gl/shaders/lighting.fs diff --git a/gfx/gl/shaders/lightingShader.vs b/gfx/gl/shaders/lighting.vs index e07cd0a..e07cd0a 100644 --- a/gfx/gl/shaders/lightingShader.vs +++ b/gfx/gl/shaders/lighting.vs diff --git a/gfx/gl/shaders/basicShader.fs b/gfx/gl/shaders/material.fs index 57eaba2..cafb35d 100644 --- a/gfx/gl/shaders/basicShader.fs +++ b/gfx/gl/shaders/material.fs @@ -2,7 +2,7 @@ #extension GL_ARB_shading_language_420pack : enable include(`materialInterface.glsl') -include(`geometryOut.glsl') +include(`materialOut.glsl') layout(binding = 0) uniform sampler2D texture0; layout(binding = 1) uniform usampler2DRect material; diff --git a/gfx/gl/shaders/geometryOut.glsl b/gfx/gl/shaders/materialOut.glsl index dc5f8e8..dc5f8e8 100644 --- a/gfx/gl/shaders/geometryOut.glsl +++ b/gfx/gl/shaders/materialOut.glsl diff --git a/gfx/gl/shaders/waterShader.fs b/gfx/gl/shaders/water.fs index 5936da4..04aa94c 100644 --- a/gfx/gl/shaders/waterShader.fs +++ b/gfx/gl/shaders/water.fs @@ -2,7 +2,7 @@ #extension GL_ARB_shading_language_420pack : enable include(`materialInterface.glsl') -include(`geometryOut.glsl') +include(`materialOut.glsl') uniform sampler2D texture0; uniform vec3 waves; diff --git a/gfx/gl/shaders/waterShader.vs b/gfx/gl/shaders/water.vs index a21b49f..a21b49f 100644 --- a/gfx/gl/shaders/waterShader.vs +++ b/gfx/gl/shaders/water.vs |