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-rw-r--r--gfx/gl/sceneShader.cpp17
-rw-r--r--gfx/gl/sceneShader.h1
-rw-r--r--gfx/gl/shaders/network.fs6
-rw-r--r--gfx/gl/shaders/networkCurve.gs9
-rw-r--r--gfx/gl/shaders/networkCurve.vs20
-rw-r--r--gfx/gl/shaders/networkStraight.gs15
-rw-r--r--gfx/gl/shaders/networkStraight.vs20
7 files changed, 83 insertions, 5 deletions
diff --git a/gfx/gl/sceneShader.cpp b/gfx/gl/sceneShader.cpp
index 1b3b27c..146e642 100644
--- a/gfx/gl/sceneShader.cpp
+++ b/gfx/gl/sceneShader.cpp
@@ -1,14 +1,19 @@
#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-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>
@@ -21,15 +26,17 @@
SceneShader::SceneShader() :
basicInst {dynamicPointInst_vs, material_fs}, landmass {fixedPoint_vs, landmass_fs},
absolute {fixedPoint_vs, material_fs}, spotLightInst {spotLight_vs, spotLight_gs, spotLight_fs},
- pointLightInst {pointLight_vs, pointLight_gs, pointLight_fs}
+ pointLightInst {pointLight_vs, pointLight_gs, pointLight_fs},
+ networkStraight {networkStraight_vs, networkStraight_gs, network_fs},
+ networkCurve {networkCurve_vs, networkCurve_gs, network_fs}
{
}
void
SceneShader::setViewProjection(const GlobalPosition3D & viewPoint, const glm::mat4 & viewProjection) const
{
- for (const auto & prog : std::initializer_list<const SceneProgram *> {
- &basic, &basicInst, &water, &landmass, &absolute, &pointLightInst, &spotLightInst}) {
+ for (const auto & prog : std::initializer_list<const SceneProgram *> {&basic, &basicInst, &water, &landmass,
+ &absolute, &pointLightInst, &spotLightInst, &networkStraight, &networkCurve}) {
prog->setViewProjection(viewPoint, viewProjection);
}
}
@@ -37,8 +44,8 @@ SceneShader::setViewProjection(const GlobalPosition3D & viewPoint, const glm::ma
void
SceneShader::setViewPort(const ViewPort & viewPort) const
{
- for (const auto & prog : std::initializer_list<const SceneProgram *> {
- &basic, &basicInst, &water, &landmass, &absolute, &pointLightInst, &spotLightInst}) {
+ for (const auto & prog : std::initializer_list<const SceneProgram *> {&basic, &basicInst, &water, &landmass,
+ &absolute, &pointLightInst, &spotLightInst, &networkStraight, &networkCurve}) {
prog->setViewPort(viewPort);
}
}
diff --git a/gfx/gl/sceneShader.h b/gfx/gl/sceneShader.h
index 813c1bf..c86d157 100644
--- a/gfx/gl/sceneShader.h
+++ b/gfx/gl/sceneShader.h
@@ -57,6 +57,7 @@ public:
BasicProgram basic;
WaterProgram water;
AbsolutePosProgram basicInst, landmass, absolute, spotLightInst, pointLightInst;
+ AbsolutePosProgram networkStraight, networkCurve;
void setViewProjection(const GlobalPosition3D & viewPoint, const glm::mat4 & viewProjection) const;
void setViewPort(const ViewPort & viewPort) const;
diff --git a/gfx/gl/shaders/network.fs b/gfx/gl/shaders/network.fs
new file mode 100644
index 0000000..d427da2
--- /dev/null
+++ b/gfx/gl/shaders/network.fs
@@ -0,0 +1,6 @@
+#version 330 core
+
+void
+main()
+{
+}
diff --git a/gfx/gl/shaders/networkCurve.gs b/gfx/gl/shaders/networkCurve.gs
new file mode 100644
index 0000000..cf70b6e
--- /dev/null
+++ b/gfx/gl/shaders/networkCurve.gs
@@ -0,0 +1,9 @@
+#version 330 core
+
+layout(points) in;
+layout(triangle_strip, max_vertices = 255) out;
+
+void
+main()
+{
+}
diff --git a/gfx/gl/shaders/networkCurve.vs b/gfx/gl/shaders/networkCurve.vs
new file mode 100644
index 0000000..b4324d6
--- /dev/null
+++ b/gfx/gl/shaders/networkCurve.vs
@@ -0,0 +1,20 @@
+#version 330 core
+
+layout(location = 0) in ivec3 v_apos;
+layout(location = 1) in ivec3 v_bpos;
+layout(location = 2) in ivec3 v_centre;
+layout(location = 3) in float v_reps;
+
+uniform mat4 viewProjection;
+
+flat out ivec3 apos;
+flat out ivec3 bpos;
+flat out mat2 rot;
+flat out float reps;
+flat out float dist;
+
+void
+main()
+{
+ dist = viewProjection[0][0];
+}
diff --git a/gfx/gl/shaders/networkStraight.gs b/gfx/gl/shaders/networkStraight.gs
new file mode 100644
index 0000000..c2bfe3f
--- /dev/null
+++ b/gfx/gl/shaders/networkStraight.gs
@@ -0,0 +1,15 @@
+#version 330 core
+
+flat in ivec3 apos[];
+flat in ivec3 bpos[];
+flat in mat2 rot[];
+flat in float reps[];
+flat in float dist[];
+
+layout(points) in;
+layout(triangle_strip, max_vertices = 20) out;
+
+void
+main()
+{
+}
diff --git a/gfx/gl/shaders/networkStraight.vs b/gfx/gl/shaders/networkStraight.vs
new file mode 100644
index 0000000..025ae8f
--- /dev/null
+++ b/gfx/gl/shaders/networkStraight.vs
@@ -0,0 +1,20 @@
+#version 330 core
+
+layout(location = 0) in ivec3 v_apos;
+layout(location = 1) in ivec3 v_bpos;
+layout(location = 2) in mat2 v_rot;
+layout(location = 4) in float v_reps;
+
+uniform mat4 viewProjection;
+
+flat out ivec3 apos;
+flat out ivec3 bpos;
+flat out mat2 rot;
+flat out float reps;
+flat out float dist;
+
+void
+main()
+{
+ dist = viewProjection[0][0];
+}