From a07d2024178106df99b82fe21a34402c5200e8f6 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Sat, 15 Apr 2023 00:21:32 +0100 Subject: Add the dynamicPoint shader for instancing Same as dynamicPoint, but the model matrix is a vertex input --- gfx/gl/sceneShader.cpp | 7 ++++++- 1 file changed, 6 insertions(+), 1 deletion(-) (limited to 'gfx/gl/sceneShader.cpp') diff --git a/gfx/gl/sceneShader.cpp b/gfx/gl/sceneShader.cpp index bcd0590..54f5737 100644 --- a/gfx/gl/sceneShader.cpp +++ b/gfx/gl/sceneShader.cpp @@ -8,6 +8,7 @@ #include #include #include +#include #include #include #include @@ -18,7 +19,11 @@ #include #include -SceneShader::SceneShader() : landmass {fixedPoint_vs, landmass_fs}, absolute {fixedPoint_vs, material_fs} { } +SceneShader::SceneShader() : + basicInst {dynamicPointInst_vs, material_fs}, landmass {fixedPoint_vs, landmass_fs}, absolute {fixedPoint_vs, + material_fs} +{ +} void SceneShader::setViewProjection(const glm::mat4 & viewProjection) const -- cgit v1.2.3 From e4414150da485a8aacdd221e23cad801f8d532c6 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Mon, 17 Apr 2023 17:04:32 +0100 Subject: Fix up the way spotlight shader works Was mostly through lack of understanding and coincidences. Position is now the only vertex data, direction is moved to a uniform. Instancing will address this by making everything instance data. --- gfx/gl/sceneShader.cpp | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) (limited to 'gfx/gl/sceneShader.cpp') diff --git a/gfx/gl/sceneShader.cpp b/gfx/gl/sceneShader.cpp index 54f5737..37eacbd 100644 --- a/gfx/gl/sceneShader.cpp +++ b/gfx/gl/sceneShader.cpp @@ -20,8 +20,8 @@ #include SceneShader::SceneShader() : - basicInst {dynamicPointInst_vs, material_fs}, landmass {fixedPoint_vs, landmass_fs}, absolute {fixedPoint_vs, - material_fs} + basicInst {dynamicPointInst_vs, material_fs}, landmass {fixedPoint_vs, landmass_fs}, + absolute {fixedPoint_vs, material_fs} { } @@ -104,8 +104,8 @@ SceneShader::PointLightShader::add(const glm::vec3 & position, const glm::vec3 & } SceneShader::SpotLightShader::SpotLightShader() : - SceneProgram {spotLight_vs, spotLight_gs, spotLight_fs}, colourLoc {*this, "colour"}, kqLoc {*this, "kq"}, - arcLoc {*this, "arc"} + SceneProgram {spotLight_vs, spotLight_gs, spotLight_fs}, directionLoc {*this, "v_direction"}, + colourLoc {*this, "colour"}, kqLoc {*this, "kq"}, arcLoc {*this, "arc"} { using v3pair = std::pair; VertexArrayObject::configure<&v3pair::first, &v3pair::second>(va, b); @@ -119,9 +119,9 @@ SceneShader::SpotLightShader::add(const glm::vec3 & position, const glm::vec3 & glBindVertexArray(va); glBindBuffer(GL_ARRAY_BUFFER, b); glUniform3fv(colourLoc, 1, glm::value_ptr(colour)); + glUniform3fv(directionLoc, 1, glm::value_ptr(direction)); glUniform1f(kqLoc, kq); glUniform1f(arcLoc, arc); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(glm::vec3), glm::value_ptr(position)); - glBufferSubData(GL_ARRAY_BUFFER, sizeof(glm::vec3), sizeof(glm::vec3), glm::value_ptr(direction)); glDrawArrays(GL_POINTS, 0, 1); } -- cgit v1.2.3 From da1c1336596d361678b3f641a1d23ab89e078789 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Mon, 17 Apr 2023 17:09:40 +0100 Subject: Revamp how VertexArrayObject configures attributes and data --- gfx/gl/sceneShader.cpp | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) (limited to 'gfx/gl/sceneShader.cpp') diff --git a/gfx/gl/sceneShader.cpp b/gfx/gl/sceneShader.cpp index 37eacbd..bccd970 100644 --- a/gfx/gl/sceneShader.cpp +++ b/gfx/gl/sceneShader.cpp @@ -88,7 +88,7 @@ SceneShader::WaterProgram::use(float waveCycle) const SceneShader::PointLightShader::PointLightShader() : SceneProgram {pointLight_vs, pointLight_gs, pointLight_fs}, colourLoc {*this, "colour"}, kqLoc {*this, "kq"} { - VertexArrayObject::configure(va, b); + VertexArrayObject {va}.addAttribs(b); } void @@ -99,7 +99,7 @@ SceneShader::PointLightShader::add(const glm::vec3 & position, const glm::vec3 & 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)); + glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec3), glm::value_ptr(position), GL_DYNAMIC_DRAW); glDrawArrays(GL_POINTS, 0, 1); } @@ -108,7 +108,7 @@ SceneShader::SpotLightShader::SpotLightShader() : colourLoc {*this, "colour"}, kqLoc {*this, "kq"}, arcLoc {*this, "arc"} { using v3pair = std::pair; - VertexArrayObject::configure<&v3pair::first, &v3pair::second>(va, b); + VertexArrayObject {va}.addAttribs(b); } void @@ -122,6 +122,6 @@ SceneShader::SpotLightShader::add(const glm::vec3 & position, const glm::vec3 & glUniform3fv(directionLoc, 1, glm::value_ptr(direction)); glUniform1f(kqLoc, kq); glUniform1f(arcLoc, arc); - glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(glm::vec3), glm::value_ptr(position)); + glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec3), glm::value_ptr(position), GL_DYNAMIC_DRAW); glDrawArrays(GL_POINTS, 0, 1); } -- cgit v1.2.3 From 49cd81dbe4044d2cc58615b78b7941484359ffb7 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Wed, 19 Apr 2023 02:12:49 +0100 Subject: Add basic instanced shader to those which get the viewProjection configured --- gfx/gl/sceneShader.cpp | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) (limited to 'gfx/gl/sceneShader.cpp') diff --git a/gfx/gl/sceneShader.cpp b/gfx/gl/sceneShader.cpp index bccd970..00d9826 100644 --- a/gfx/gl/sceneShader.cpp +++ b/gfx/gl/sceneShader.cpp @@ -28,8 +28,8 @@ SceneShader::SceneShader() : void SceneShader::setViewProjection(const glm::mat4 & viewProjection) const { - for (const auto & prog : - std::array {&basic, &water, &landmass, &absolute, &pointLight, &spotLight}) { + for (const auto & prog : std::array { + &basic, &basicInst, &water, &landmass, &absolute, &pointLight, &spotLight}) { prog->setViewProjection(viewProjection); } } @@ -37,8 +37,8 @@ SceneShader::setViewProjection(const glm::mat4 & viewProjection) const void SceneShader::setViewPort(const glm::ivec4 & viewPort) const { - for (const auto & prog : - std::array {&basic, &water, &landmass, &absolute, &pointLight, &spotLight}) { + for (const auto & prog : std::array { + &basic, &basicInst, &water, &landmass, &absolute, &pointLight, &spotLight}) { prog->setViewPort(viewPort); } } -- cgit v1.2.3