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-rw-r--r--gfx/gl/sceneShader.cpp17
-rw-r--r--gfx/gl/sceneShader.h14
-rw-r--r--gfx/gl/shaders/networkCommon.glsl17
-rw-r--r--gfx/gl/shaders/networkCurve.gs2
4 files changed, 36 insertions, 14 deletions
diff --git a/gfx/gl/sceneShader.cpp b/gfx/gl/sceneShader.cpp
index 146e642..bc64a88 100644
--- a/gfx/gl/sceneShader.cpp
+++ b/gfx/gl/sceneShader.cpp
@@ -86,6 +86,23 @@ SceneShader::BasicProgram::use(Location const & location) const
setModel(location);
}
+template<typename... S>
+SceneShader::NetworkProgram::NetworkProgram(S &&... s) :
+ AbsolutePosProgram {std::forward<S>(s)...}, profileLoc {*this, "profile"}, texturePosLoc {*this, "texturePos"},
+ profileLengthLoc {*this, "profileLength"}
+{
+}
+
+void
+SceneShader::NetworkProgram::use(
+ const std::span<const glm::vec3> profile, const std::span<const float> texturePos) const
+{
+ Program::use();
+ glUniform(profileLoc, profile);
+ glUniform(texturePosLoc, texturePos);
+ glUniform(profileLengthLoc, static_cast<GLuint>(profile.size()));
+}
+
SceneShader::WaterProgram::WaterProgram() : SceneProgram {water_vs, water_fs}, waveLoc {*this, "waves"} { }
void
diff --git a/gfx/gl/sceneShader.h b/gfx/gl/sceneShader.h
index c86d157..8621442 100644
--- a/gfx/gl/sceneShader.h
+++ b/gfx/gl/sceneShader.h
@@ -3,6 +3,7 @@
#include "config/types.h"
#include "program.h"
#include <glArrays.h>
+#include <span>
class Location;
@@ -41,8 +42,17 @@ class SceneShader {
using SceneProgram::SceneProgram;
};
- class WaterProgram : public SceneProgram {
+ class NetworkProgram : public AbsolutePosProgram {
public:
+ template<typename... S> explicit NetworkProgram(S &&...);
+
+ void use(const std::span<const glm::vec3>, const std::span<const float>) const;
+
+ private:
+ RequiredUniformLocation profileLoc, texturePosLoc, profileLengthLoc;
+ };
+
+ class WaterProgram : public SceneProgram {
public:
WaterProgram();
void use(float waveCycle) const;
@@ -57,7 +67,7 @@ public:
BasicProgram basic;
WaterProgram water;
AbsolutePosProgram basicInst, landmass, absolute, spotLightInst, pointLightInst;
- AbsolutePosProgram networkStraight, networkCurve;
+ NetworkProgram networkStraight, networkCurve;
void setViewProjection(const GlobalPosition3D & viewPoint, const glm::mat4 & viewProjection) const;
void setViewPort(const ViewPort & viewPort) const;
diff --git a/gfx/gl/shaders/networkCommon.glsl b/gfx/gl/shaders/networkCommon.glsl
index e1811bc..7b55cad 100644
--- a/gfx/gl/shaders/networkCommon.glsl
+++ b/gfx/gl/shaders/networkCommon.glsl
@@ -1,11 +1,6 @@
-const float RAIL_HEIGHT = 250;
-const vec3[] profile = vec3[]( //
- vec3(-1900.F, 0.F, 0.F), //
- vec3(-608.F, 0.F, RAIL_HEIGHT), //
- vec3(0, 0.F, RAIL_HEIGHT * .7F), //
- vec3(608.F, 0.F, RAIL_HEIGHT), //
- vec3(1900.F, 0.F, 0.F));
-const float[profile.length()] texturePos = float[](0, 0.34, 0.5, 0.65, 1);
+uniform vec3[10] profile;
+uniform float[10] texturePos;
+uniform uint profileLength;
uniform mat4 viewProjection;
uniform ivec3 viewPoint;
@@ -25,7 +20,7 @@ segDist(const ivec3 a, const ivec3 b)
ifelse(
TYPE, .gs,
// Begin: Geometry shader only function
- void doVertex(const ivec3 end, const int v, const float texY, const mat2 rot) {
+ void doVertex(const ivec3 end, const uint v, const float texY, const mat2 rot) {
rposition = vec3(rot * profile[v].xy, profile[v].z);
ivec3 vpos = end + ivec3(rposition);
gl_Position = viewProjection * vec4(vpos - viewPoint, 1);
@@ -36,8 +31,8 @@ ifelse(
void doSeg(const float dist, const ivec3 apos, const ivec3 bpos, const float atexY, const float btexY,
const mat2 arot, const mat2 brot) {
if (dist < clipDistance) {
- int vstep = (dist < flatDistance) ? 1 : profile.length() - 1;
- for (int v = 0; v < profile.length(); v += vstep) {
+ uint vstep = (dist < flatDistance) ? 1u : profileLength - 1u;
+ for (uint v = 0u; v < profileLength; v += vstep) {
doVertex(bpos, v, btexY, brot);
doVertex(apos, v, atexY, arot);
}
diff --git a/gfx/gl/shaders/networkCurve.gs b/gfx/gl/shaders/networkCurve.gs
index 619625f..7cb6c42 100644
--- a/gfx/gl/shaders/networkCurve.gs
+++ b/gfx/gl/shaders/networkCurve.gs
@@ -25,7 +25,7 @@ void
main()
{
float segs = clamp(
- round(reps[0] * radius[0] / 1000), 4, floor(GL_MAX_GEOMETRY_OUTPUT_VERTICES / (profile.length() * 2)));
+ round(reps[0] * radius[0] / 1000), 4, floor(uint(GL_MAX_GEOMETRY_OUTPUT_VERTICES) / (profileLength * 2u)));
vec3 arcstep = vec3((bangle[0] - aangle[0]), // angle
reps[0], // texture
(bpos[0].z - apos[0].z)) // height