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Diffstat (limited to 'gfx/gl/sceneShader.cpp')
-rw-r--r--gfx/gl/sceneShader.cpp41
1 files changed, 23 insertions, 18 deletions
diff --git a/gfx/gl/sceneShader.cpp b/gfx/gl/sceneShader.cpp
index 1354611..ccc1a1d 100644
--- a/gfx/gl/sceneShader.cpp
+++ b/gfx/gl/sceneShader.cpp
@@ -26,16 +26,16 @@ SceneShader::SceneShader() :
}
void
-SceneShader::setViewProjection(const glm::mat4 & viewProjection) const
+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}) {
- prog->setViewProjection(viewProjection);
+ prog->setViewProjection(viewPoint, viewProjection);
}
}
void
-SceneShader::setViewPort(const glm::ivec4 & viewPort) const
+SceneShader::setViewPort(const ViewPort & viewPort) const
{
for (const auto & prog : std::array<const SceneProgram *, 7> {
&basic, &basicInst, &water, &landmass, &absolute, &pointLight, &spotLight}) {
@@ -44,14 +44,15 @@ SceneShader::setViewPort(const glm::ivec4 & viewPort) const
}
void
-SceneShader::SceneProgram::setViewProjection(const glm::mat4 & viewProjection) const
+SceneShader::SceneProgram::setViewProjection(const GlobalPosition3D & viewPoint, const glm::mat4 & viewProjection) const
{
glUseProgram(*this);
glUniformMatrix4fv(viewProjectionLoc, 1, GL_FALSE, glm::value_ptr(viewProjection));
+ glUniform3iv(viewPointLoc, 1, glm::value_ptr(viewPoint));
}
void
-SceneShader::SceneProgram::setViewPort(const glm::ivec4 & viewPort) const
+SceneShader::SceneProgram::setViewPort(const ViewPort & viewPort) const
{
if (viewPortLoc >= 0) {
glUseProgram(*this);
@@ -59,13 +60,16 @@ SceneShader::SceneProgram::setViewPort(const glm::ivec4 & viewPort) const
}
}
-SceneShader::BasicProgram::BasicProgram() : SceneProgram {dynamicPoint_vs, material_fs}, modelLoc {*this, "model"} { }
+SceneShader::BasicProgram::BasicProgram() :
+ SceneProgram {dynamicPoint_vs, material_fs}, modelLoc {*this, "model"}, modelPosLoc {*this, "modelPos"}
+{
+}
void
SceneShader::BasicProgram::setModel(Location const & location) const
{
- const auto model {glm::translate(location.pos) * rotate_ypr(location.rot)};
- glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
+ glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(rotate_ypr(location.rot)));
+ glUniform3iv(modelPosLoc, 1, glm::value_ptr(location.pos));
}
void
@@ -81,38 +85,39 @@ void
SceneShader::WaterProgram::use(float waveCycle) const
{
Program::use();
- glm::vec3 waves {waveCycle, 0.F, 0.F};
- glUniform3fv(waveLoc, 1, glm::value_ptr(waves));
+ glUniform1f(waveLoc, waveCycle);
}
SceneShader::PointLightShader::PointLightShader() :
- SceneProgram {pointLight_vs, pointLight_gs, pointLight_fs}, colourLoc {*this, "colour"}, kqLoc {*this, "kq"}
+ SceneProgram {pointLight_vs, pointLight_gs, pointLight_fs}, colourLoc {*this, "colour"}, kqLoc {*this, "kq"},
+ viewPointLoc {*this, "viewPoint"}
{
- VertexArrayObject {va}.addAttribs<glm::vec3>(b);
+ VertexArrayObject {va}.addAttribs<Position3D>(b);
}
void
-SceneShader::PointLightShader::add(const glm::vec3 & position, const glm::vec3 & colour, const float kq) const
+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(glm::vec3), glm::value_ptr(position), GL_DYNAMIC_DRAW);
+ 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"}
+ colourLoc {*this, "colour"}, kqLoc {*this, "kq"}, arcLoc {*this, "arc"}, viewPointLoc {*this, "viewPoint"}
+
{
- using v3pair = std::pair<glm::vec3, glm::vec3>;
+ using v3pair = std::pair<Position3D, Direction3D>;
VertexArrayObject {va}.addAttribs<v3pair, &v3pair::first, &v3pair::second>(b);
}
void
-SceneShader::SpotLightShader::add(const glm::vec3 & position, const glm::vec3 & direction, const glm::vec3 & colour,
+SceneShader::SpotLightShader::add(const Position3D & position, const Direction3D & direction, const RGB & colour,
const float kq, const float arc) const
{
Program::use();
@@ -122,6 +127,6 @@ SceneShader::SpotLightShader::add(const glm::vec3 & position, const glm::vec3 &
glUniform3fv(directionLoc, 1, glm::value_ptr(direction));
glUniform1f(kqLoc, kq);
glUniform1f(arcLoc, arc);
- glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec3), glm::value_ptr(position), GL_DYNAMIC_DRAW);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(Position3D), glm::value_ptr(position), GL_DYNAMIC_DRAW);
glDrawArrays(GL_POINTS, 0, 1);
}