From 2c6257a4460de7b0c75723aebf96cf265e078530 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Fri, 24 Feb 2023 19:29:27 +0000 Subject: Support for model colours mixed with textures --- gfx/gl/shaders/basicShader.fs | 3 ++- gfx/gl/shaders/basicShader.vs | 3 +++ gfx/gl/shaders/landmassShader.vs | 3 +++ 3 files changed, 8 insertions(+), 1 deletion(-) (limited to 'gfx/gl') diff --git a/gfx/gl/shaders/basicShader.fs b/gfx/gl/shaders/basicShader.fs index 9c4945b..93f0a3f 100644 --- a/gfx/gl/shaders/basicShader.fs +++ b/gfx/gl/shaders/basicShader.fs @@ -3,6 +3,7 @@ in vec3 FragPos; in vec2 TexCoords; in vec3 Normal; +in vec4 Colour; out vec4 gPosition; out vec4 gNormal; @@ -16,5 +17,5 @@ main() float clear = round(texture(texture0, TexCoords).a); gPosition = vec4(FragPos, clear); gNormal = vec4(Normal, clear); - gAlbedoSpec = texture(texture0, TexCoords); + gAlbedoSpec = mix(texture(texture0, TexCoords), vec4(Colour.rgb, 1), Colour.a); } diff --git a/gfx/gl/shaders/basicShader.vs b/gfx/gl/shaders/basicShader.vs index bc7ea5d..ff9a401 100644 --- a/gfx/gl/shaders/basicShader.vs +++ b/gfx/gl/shaders/basicShader.vs @@ -3,10 +3,12 @@ in vec3 position; in vec2 texCoord; in vec3 normal; +in vec4 colour; out vec3 FragPos; out vec2 TexCoords; out vec3 Normal; +out vec4 Colour; uniform mat4 viewProjection; uniform mat4 model; @@ -19,6 +21,7 @@ main() FragPos = worldPos.xyz; TexCoords = texCoord; Normal = (model * vec4(normal, 0.0)).xyz; + Colour = colour; gl_Position = viewProjection * worldPos; } diff --git a/gfx/gl/shaders/landmassShader.vs b/gfx/gl/shaders/landmassShader.vs index 6bf39b0..30c4ef4 100644 --- a/gfx/gl/shaders/landmassShader.vs +++ b/gfx/gl/shaders/landmassShader.vs @@ -3,10 +3,12 @@ in vec3 position; in vec2 texCoord; in vec3 normal; +in vec4 colour; out vec3 FragPos; out vec2 TexCoords; out vec3 Normal; +out vec4 Colour; uniform mat4 viewProjection; @@ -16,6 +18,7 @@ main() FragPos = position; TexCoords = texCoord; Normal = normal; + Colour = colour; gl_Position = viewProjection * vec4(position, 1.0); } -- cgit v1.2.3 From 7fc588638feb1a83ab58f78f9e2a9d0d23a083e0 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Sat, 4 Mar 2023 15:18:32 +0000 Subject: DynamicPoint shadow render now supports updating the position without calling use again --- gfx/gl/shadowMapper.cpp | 7 +++++++ gfx/gl/shadowMapper.h | 1 + 2 files changed, 8 insertions(+) (limited to 'gfx/gl') diff --git a/gfx/gl/shadowMapper.cpp b/gfx/gl/shadowMapper.cpp index 1787ee6..7649a54 100644 --- a/gfx/gl/shadowMapper.cpp +++ b/gfx/gl/shadowMapper.cpp @@ -184,6 +184,13 @@ void ShadowMapper::DynamicPoint::use(const Location & location) const { glUseProgram(*this); + setModel(location); + const auto model = glm::translate(location.pos) * rotate_ypr(location.rot); + glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model)); +} +void +ShadowMapper::DynamicPoint::setModel(const Location & location) const +{ const auto model = glm::translate(location.pos) * rotate_ypr(location.rot); glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model)); } diff --git a/gfx/gl/shadowMapper.h b/gfx/gl/shadowMapper.h index b4793ed..a5c2c7b 100644 --- a/gfx/gl/shadowMapper.h +++ b/gfx/gl/shadowMapper.h @@ -34,6 +34,7 @@ public: DynamicPoint(); void setViewProjection(const glm::mat4 &) const; void use(const Location &) const; + void setModel(const Location &) const; private: RequiredUniformLocation viewProjectionLoc; -- cgit v1.2.3