From b8401062e1d3f5e6554ab7fd9b983ea63cfb05c5 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Wed, 10 Jan 2024 19:04:30 +0000 Subject: Initial commit with working light instancing --- gfx/gl/sceneShader.cpp | 34 +++++----------------------------- gfx/gl/sceneShader.h | 20 +------------------- gfx/gl/shaders/spotLight.fs | 6 ++++-- gfx/gl/shaders/spotLight.gs | 6 +++--- gfx/gl/shaders/spotLight.vs | 20 +++++++++++++------- 5 files changed, 26 insertions(+), 60 deletions(-) (limited to 'gfx/gl') diff --git a/gfx/gl/sceneShader.cpp b/gfx/gl/sceneShader.cpp index ccc1a1d..cdb8d2f 100644 --- a/gfx/gl/sceneShader.cpp +++ b/gfx/gl/sceneShader.cpp @@ -21,15 +21,15 @@ SceneShader::SceneShader() : basicInst {dynamicPointInst_vs, material_fs}, landmass {fixedPoint_vs, landmass_fs}, - absolute {fixedPoint_vs, material_fs} + absolute {fixedPoint_vs, material_fs}, spotLightInst {spotLight_vs, spotLight_gs, spotLight_fs} { } void SceneShader::setViewProjection(const GlobalPosition3D & viewPoint, const glm::mat4 & viewProjection) const { - for (const auto & prog : std::array { - &basic, &basicInst, &water, &landmass, &absolute, &pointLight, &spotLight}) { + for (const auto & prog : std::initializer_list { + &basic, &basicInst, &water, &landmass, &absolute, &pointLight, &spotLightInst}) { prog->setViewProjection(viewPoint, viewProjection); } } @@ -37,8 +37,8 @@ SceneShader::setViewProjection(const GlobalPosition3D & viewPoint, const glm::ma void SceneShader::setViewPort(const ViewPort & viewPort) const { - for (const auto & prog : std::array { - &basic, &basicInst, &water, &landmass, &absolute, &pointLight, &spotLight}) { + for (const auto & prog : std::initializer_list { + &basic, &basicInst, &water, &landmass, &absolute, &pointLight, &spotLightInst}) { prog->setViewPort(viewPort); } } @@ -106,27 +106,3 @@ SceneShader::PointLightShader::add(const Position3D & position, const RGB & colo 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"}, viewPointLoc {*this, "viewPoint"} - -{ - using v3pair = std::pair; - VertexArrayObject {va}.addAttribs(b); -} - -void -SceneShader::SpotLightShader::add(const Position3D & position, const Direction3D & direction, const RGB & colour, - const float kq, const float arc) const -{ - Program::use(); - 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); - glBufferData(GL_ARRAY_BUFFER, sizeof(Position3D), glm::value_ptr(position), GL_DYNAMIC_DRAW); - glDrawArrays(GL_POINTS, 0, 1); -} diff --git a/gfx/gl/sceneShader.h b/gfx/gl/sceneShader.h index 7ffaacd..7e31cb8 100644 --- a/gfx/gl/sceneShader.h +++ b/gfx/gl/sceneShader.h @@ -65,31 +65,13 @@ class SceneShader { glBuffer b; }; - class SpotLightShader : public SceneProgram { - public: - SpotLightShader(); - - void add(const Position3D & position, const Direction3D & direction, const RGB & colour, const float kq, - const float arc) const; - - private: - UniformLocation directionLoc; - UniformLocation colourLoc; - UniformLocation kqLoc; - UniformLocation arcLoc; - UniformLocation viewPointLoc; - glVertexArray va; - glBuffer b; - }; - public: SceneShader(); BasicProgram basic; WaterProgram water; - AbsolutePosProgram basicInst, landmass, absolute; + AbsolutePosProgram basicInst, landmass, absolute, spotLightInst; PointLightShader pointLight; - SpotLightShader spotLight; void setViewProjection(const GlobalPosition3D & viewPoint, const glm::mat4 & viewProjection) const; void setViewPort(const ViewPort & viewPort) const; diff --git a/gfx/gl/shaders/spotLight.fs b/gfx/gl/shaders/spotLight.fs index 937f922..6d5d332 100644 --- a/gfx/gl/shaders/spotLight.fs +++ b/gfx/gl/shaders/spotLight.fs @@ -6,8 +6,10 @@ out vec3 FragColor; layout(binding = 0) uniform isampler2D gPosition; layout(binding = 1) uniform sampler2D gNormal; uniform ivec4 viewPort; -uniform vec3 colour; -uniform float kq; +// uniform vec3 colour; +// uniform float kq; +const vec3 colour = vec3(1); +const float kq = 0.01; in vec4 geo_centre; in vec4 geo_direction; diff --git a/gfx/gl/shaders/spotLight.gs b/gfx/gl/shaders/spotLight.gs index b58c169..a2805fe 100644 --- a/gfx/gl/shaders/spotLight.gs +++ b/gfx/gl/shaders/spotLight.gs @@ -11,9 +11,9 @@ const vec3[] pyramid = vec3[]( // four-sided ); uniform mat4 viewProjection; uniform ivec3 viewPoint; -uniform float arc; - -in vec3 position[]; +// uniform float arc; +const float arc = 1; +in ivec3 position[]; in vec3 direction[]; in float size[]; in float cosarc[]; diff --git a/gfx/gl/shaders/spotLight.vs b/gfx/gl/shaders/spotLight.vs index ac1d1db..a2b755d 100644 --- a/gfx/gl/shaders/spotLight.vs +++ b/gfx/gl/shaders/spotLight.vs @@ -1,14 +1,20 @@ #version 330 core layout(location = 0) in vec3 v_position; +layout(location = 1) in vec3 v_direction; +// layout(location = 2) in vec3 colour; +// layout(location = 3) in float kq; +// layout(location = 4) in float arc; +layout(location = 5) in mat4 model; +layout(location = 9) in ivec3 modelPos; + +const vec3 colour = vec3(1); +const float kq = 0.01; +const float arc = 1; -uniform vec3 v_direction; -uniform vec3 colour; -uniform float kq; -uniform float arc; uniform ivec3 viewPoint; -out vec3 position; +out ivec3 position; out vec3 direction; out float size; out float cosarc; @@ -16,8 +22,8 @@ out float cosarc; void main() { - position = v_position; - direction = normalize(v_direction); + position = modelPos + ivec3(v_position * mat3(model)); + direction = normalize(v_direction * mat3(model)); size = (8000 * sqrt(max(max(colour.r, colour.g), colour.b))) / sqrt(kq); cosarc = cos(arc / 2); gl_Position = vec4(position - viewPoint, 0); -- cgit v1.2.3