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-rw-r--r--gfx/gl/sceneShader.cpp55
1 files changed, 6 insertions, 49 deletions
diff --git a/gfx/gl/sceneShader.cpp b/gfx/gl/sceneShader.cpp
index ccc1a1d..64bf171 100644
--- a/gfx/gl/sceneShader.cpp
+++ b/gfx/gl/sceneShader.cpp
@@ -1,5 +1,4 @@
#include "sceneShader.h"
-#include <array>
#include <gfx/gl/shaders/fs-landmass.h>
#include <gfx/gl/shaders/fs-material.h>
#include <gfx/gl/shaders/fs-pointLight.h>
@@ -21,15 +20,16 @@
SceneShader::SceneShader() :
basicInst {dynamicPointInst_vs, material_fs}, landmass {fixedPoint_vs, landmass_fs},
- absolute {fixedPoint_vs, material_fs}
+ absolute {fixedPoint_vs, material_fs}, spotLightInst {spotLight_vs, spotLight_gs, spotLight_fs},
+ pointLightInst {pointLight_vs, pointLight_gs, pointLight_fs}
{
}
void
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}) {
+ for (const auto & prog : std::initializer_list<const SceneProgram *> {
+ &basic, &basicInst, &water, &landmass, &absolute, &pointLightInst, &spotLightInst}) {
prog->setViewProjection(viewPoint, viewProjection);
}
}
@@ -37,8 +37,8 @@ SceneShader::setViewProjection(const GlobalPosition3D & viewPoint, const glm::ma
void
SceneShader::setViewPort(const ViewPort & viewPort) const
{
- for (const auto & prog : std::array<const SceneProgram *, 7> {
- &basic, &basicInst, &water, &landmass, &absolute, &pointLight, &spotLight}) {
+ for (const auto & prog : std::initializer_list<const SceneProgram *> {
+ &basic, &basicInst, &water, &landmass, &absolute, &pointLightInst, &spotLightInst}) {
prog->setViewPort(viewPort);
}
}
@@ -87,46 +87,3 @@ SceneShader::WaterProgram::use(float waveCycle) const
Program::use();
glUniform1f(waveLoc, waveCycle);
}
-
-SceneShader::PointLightShader::PointLightShader() :
- SceneProgram {pointLight_vs, pointLight_gs, pointLight_fs}, colourLoc {*this, "colour"}, kqLoc {*this, "kq"},
- viewPointLoc {*this, "viewPoint"}
-{
- VertexArrayObject {va}.addAttribs<Position3D>(b);
-}
-
-void
-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(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"}, viewPointLoc {*this, "viewPoint"}
-
-{
- using v3pair = std::pair<Position3D, Direction3D>;
- VertexArrayObject {va}.addAttribs<v3pair, &v3pair::first, &v3pair::second>(b);
-}
-
-void
-SceneShader::SpotLightShader::add(const Position3D & position, const Direction3D & direction, const RGB & colour,
- const float kq, const float arc) const
-{
- Program::use();
- glBindVertexArray(va);
- glBindBuffer(GL_ARRAY_BUFFER, b);
- glUniform3fv(colourLoc, 1, glm::value_ptr(colour));
- glUniform3fv(directionLoc, 1, glm::value_ptr(direction));
- glUniform1f(kqLoc, kq);
- glUniform1f(arcLoc, arc);
- glBufferData(GL_ARRAY_BUFFER, sizeof(Position3D), glm::value_ptr(position), GL_DYNAMIC_DRAW);
- glDrawArrays(GL_POINTS, 0, 1);
-}