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-rw-r--r--gfx/gl/sceneShader.cpp31
1 files changed, 29 insertions, 2 deletions
diff --git a/gfx/gl/sceneShader.cpp b/gfx/gl/sceneShader.cpp
index 0b0c530..a02d955 100644
--- a/gfx/gl/sceneShader.cpp
+++ b/gfx/gl/sceneShader.cpp
@@ -2,9 +2,12 @@
#include <array>
#include <gfx/gl/shaders/fs-basicShader.h>
#include <gfx/gl/shaders/fs-landmassShader.h>
+#include <gfx/gl/shaders/fs-pointLight.h>
#include <gfx/gl/shaders/fs-waterShader.h>
+#include <gfx/gl/shaders/gs-pointLight.h>
#include <gfx/gl/shaders/vs-basicShader.h>
#include <gfx/gl/shaders/vs-landmassShader.h>
+#include <gfx/gl/shaders/vs-pointLight.h>
#include <gfx/gl/shaders/vs-waterShader.h>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtx/transform.hpp>
@@ -19,7 +22,7 @@ SceneShader::SceneShader() :
void
SceneShader::setViewProjection(const glm::mat4 & viewProjection) const
{
- for (const auto & prog : std::array<const SceneProgram *, 4> {&basic, &water, &landmass, &absolute}) {
+ for (const auto & prog : std::array<const SceneProgram *, 5> {&basic, &water, &landmass, &absolute, &pointLight}) {
prog->setViewProjection(viewProjection);
}
}
@@ -27,7 +30,7 @@ SceneShader::setViewProjection(const glm::mat4 & viewProjection) const
void
SceneShader::setViewPort(const glm::ivec4 & viewPort) const
{
- for (const auto & prog : std::array<const SceneProgram *, 4> {&basic, &water, &landmass, &absolute}) {
+ for (const auto & prog : std::array<const SceneProgram *, 5> {&basic, &water, &landmass, &absolute, &pointLight}) {
prog->setViewPort(viewPort);
}
}
@@ -73,3 +76,27 @@ SceneShader::WaterProgram::use(float waveCycle) const
glm::vec3 waves {waveCycle, 0.F, 0.F};
glUniform3fv(waveLoc, 1, glm::value_ptr(waves));
}
+
+SceneShader::PointLightShader::PointLightShader() :
+ SceneProgram {pointLight_vs, pointLight_gs, pointLight_fs}, colourLoc {*this, "colour"}, kqLoc {*this, "kq"}
+{
+ glBindVertexArray(va);
+ glBindBuffer(GL_ARRAY_BUFFER, b);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec3), nullptr, GL_DYNAMIC_DRAW);
+ glEnableVertexAttribArray(0);
+ glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(glm::vec3), nullptr);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindVertexArray(0);
+}
+
+void
+SceneShader::PointLightShader::add(const glm::vec3 & position, const glm::vec3 & colour, const float kq) const
+{
+ Program::use();
+ glBindVertexArray(va);
+ glBindBuffer(GL_ARRAY_BUFFER, b);
+ glUniform3fv(colourLoc, 1, glm::value_ptr(colour));
+ glUniform1f(kqLoc, kq);
+ glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(glm::vec3), glm::value_ptr(position));
+ glDrawArrays(GL_POINTS, 0, 1);
+}