#include "sceneShader.h" #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include inline void SceneShader::allPrograms(auto member, auto &&... ps) const { for (const auto & prog : std::initializer_list {&basic, &basicInst, &water, &landmass, &absolute, &pointLightInst, &spotLightInst, &networkStraight, &networkCurve}) { (prog->*member)(std::forward(ps)...); } } SceneShader::SceneShader() : basicInst {dynamicPointInst_vert, material_frag}, absolute {fixedPoint_vert, material_frag}, spotLightInst {spotLight_vert, spotLight_geom, spotLight_frag}, pointLightInst {pointLight_vert, pointLight_geom, pointLight_frag}, landmass {landmass_vert, landmass_frag}, networkStraight {networkStraight_vert, networkStraight_geom, network_frag}, networkCurve {networkCurve_vert, networkCurve_tesc, networkCurve_tese, networkCurve_geom, network_frag} { } void SceneShader::setViewProjection(const GlobalPosition3D & viewPoint, const glm::mat4 & viewProjection) const { allPrograms(&SceneProgram::setViewProjection, viewPoint, viewProjection); } void SceneShader::setViewPort(const ViewPort & viewPort) const { allPrograms(&SceneProgram::setViewPort, viewPort); } void SceneShader::SceneProgram::setViewProjection(const GlobalPosition3D & viewPoint, const glm::mat4 & viewProjection) const { glUseProgram(*this); glUniform(viewProjectionLoc, viewProjection); glUniform(viewPointLoc, viewPoint); } void SceneShader::SceneProgram::setViewPort(const ViewPort & viewPort) const { if (viewPortLoc) { glUseProgram(*this); glUniform(viewPortLoc, viewPort); } } SceneShader::BasicProgram::BasicProgram() : SceneProgram {dynamicPoint_vert, material_frag} { } void SceneShader::BasicProgram::setModel(Location const & location) const { glUniform(modelLoc, location.getRotationTransform()); glUniform(modelPosLoc, location.pos); } void SceneShader::BasicProgram::use(Location const & location) const { Program::use(); setModel(location); } void SceneShader::LandmassProgram::use(const glm::vec3 colourBias) const { Program::use(); glUniform(colourBiasLos, colourBias); } void SceneShader::NetworkProgram::use( const std::span profile, const std::span texturePos) const { Program::use(); glUniform(profileLoc, profile); glUniform(texturePosLoc, texturePos); glUniform(profileLengthLoc, static_cast(profile.size())); } SceneShader::WaterProgram::WaterProgram() : SceneProgram {water_vert, water_frag} { } void SceneShader::WaterProgram::use(float waveCycle) const { Program::use(); glUniform(waveLoc, waveCycle); }