diff options
Diffstat (limited to 'gfx/gl/sceneShader.cpp')
| -rw-r--r-- | gfx/gl/sceneShader.cpp | 70 |
1 files changed, 42 insertions, 28 deletions
diff --git a/gfx/gl/sceneShader.cpp b/gfx/gl/sceneShader.cpp index 4b82ae4..302edda 100644 --- a/gfx/gl/sceneShader.cpp +++ b/gfx/gl/sceneShader.cpp @@ -1,24 +1,28 @@ #include "sceneShader.h" -#include <gfx/gl/shaders/fs-landmass.h> -#include <gfx/gl/shaders/fs-material.h> -#include <gfx/gl/shaders/fs-network.h> -#include <gfx/gl/shaders/fs-pointLight.h> -#include <gfx/gl/shaders/fs-spotLight.h> -#include <gfx/gl/shaders/fs-water.h> -#include <gfx/gl/shaders/gs-networkCurve.h> -#include <gfx/gl/shaders/gs-networkStraight.h> -#include <gfx/gl/shaders/gs-pointLight.h> -#include <gfx/gl/shaders/gs-spotLight.h> -#include <gfx/gl/shaders/vs-dynamicPoint.h> -#include <gfx/gl/shaders/vs-dynamicPointInst.h> -#include <gfx/gl/shaders/vs-fixedPoint.h> -#include <gfx/gl/shaders/vs-landmass.h> -#include <gfx/gl/shaders/vs-networkCurve.h> -#include <gfx/gl/shaders/vs-networkStraight.h> -#include <gfx/gl/shaders/vs-pointLight.h> -#include <gfx/gl/shaders/vs-spotLight.h> -#include <gfx/gl/shaders/vs-water.h> -#include <gfx/gl/vertexArrayObject.h> +#include <gfx/gl/shaders/billboard-frag.h> +#include <gfx/gl/shaders/billboard-vert.h> +#include <gfx/gl/shaders/dynamicPoint-vert.h> +#include <gfx/gl/shaders/dynamicPointInst-vert.h> +#include <gfx/gl/shaders/fixedPoint-vert.h> +#include <gfx/gl/shaders/landmass-frag.h> +#include <gfx/gl/shaders/landmass-vert.h> +#include <gfx/gl/shaders/material-frag.h> +#include <gfx/gl/shaders/network-frag.h> +#include <gfx/gl/shaders/networkCurve-geom.h> +#include <gfx/gl/shaders/networkCurve-tesc.h> +#include <gfx/gl/shaders/networkCurve-tese.h> +#include <gfx/gl/shaders/networkCurve-vert.h> +#include <gfx/gl/shaders/networkStraight-geom.h> +#include <gfx/gl/shaders/networkStraight-vert.h> +#include <gfx/gl/shaders/pointLight-frag.h> +#include <gfx/gl/shaders/pointLight-geom.h> +#include <gfx/gl/shaders/pointLight-vert.h> +#include <gfx/gl/shaders/spotLight-frag.h> +#include <gfx/gl/shaders/spotLight-geom.h> +#include <gfx/gl/shaders/spotLight-vert.h> +#include <gfx/gl/shaders/water-frag.h> +#include <gfx/gl/shaders/water-vert.h> +#include <gl_traits.h> #include <glm/gtc/type_ptr.hpp> #include <glm/gtx/transform.hpp> #include <location.h> @@ -28,17 +32,17 @@ inline void SceneShader::allPrograms(auto member, auto &&... ps) const { for (const auto & prog : std::initializer_list<const SceneProgram *> {&basic, &basicInst, &water, &landmass, - &absolute, &pointLightInst, &spotLightInst, &networkStraight, &networkCurve}) { + &absolute, &pointLightInst, &spotLightInst, &networkStraight, &networkCurve, &billboard}) { (prog->*member)(std::forward<decltype(ps)>(ps)...); } } SceneShader::SceneShader() : - basicInst {dynamicPointInst_vs, material_fs}, absolute {fixedPoint_vs, material_fs}, - spotLightInst {spotLight_vs, spotLight_gs, spotLight_fs}, - pointLightInst {pointLight_vs, pointLight_gs, pointLight_fs}, landmass {landmass_vs, landmass_fs}, - networkStraight {networkStraight_vs, networkStraight_gs, network_fs}, - networkCurve {networkCurve_vs, networkCurve_gs, network_fs} + basicInst {dynamicPointInst_vert, material_frag}, absolute {fixedPoint_vert, material_frag}, + spotLightInst {spotLight_vert, spotLight_geom, spotLight_frag}, + pointLightInst {pointLight_vert, pointLight_geom, pointLight_frag}, landmass {landmass_vert, landmass_frag}, + networkStraight {networkStraight_vert, networkStraight_geom, network_frag}, + networkCurve {networkCurve_vert, networkCurve_tesc, networkCurve_tese, networkCurve_geom, network_frag} { } @@ -71,7 +75,7 @@ SceneShader::SceneProgram::setViewPort(const ViewPort & viewPort) const } } -SceneShader::BasicProgram::BasicProgram() : SceneProgram {dynamicPoint_vs, material_fs} { } +SceneShader::BasicProgram::BasicProgram() : SceneProgram {dynamicPoint_vert, material_frag} { } void SceneShader::BasicProgram::setModel(Location const & location) const @@ -87,6 +91,16 @@ SceneShader::BasicProgram::use(Location const & location) const setModel(location); } +SceneShader::BillboardProgram::BillboardProgram() : SceneProgram {billboard_vert, billboard_frag} { } + +void +SceneShader::BillboardProgram::use(RelativeDistance size, RelativePosition3D centre) const +{ + Program::use(); + glUniform(sizeLoc, size); + glUniform(centreLoc, centre); +} + void SceneShader::LandmassProgram::use(const glm::vec3 colourBias) const { @@ -104,7 +118,7 @@ SceneShader::NetworkProgram::use( glUniform(profileLengthLoc, static_cast<GLuint>(profile.size())); } -SceneShader::WaterProgram::WaterProgram() : SceneProgram {water_vs, water_fs} { } +SceneShader::WaterProgram::WaterProgram() : SceneProgram {water_vert, water_frag} { } void SceneShader::WaterProgram::use(float waveCycle) const |
