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#include "sceneShader.h"
#include <gfx/gl/shaders/fs-landmass.h>
#include <gfx/gl/shaders/fs-material.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-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-pointLight.h>
#include <gfx/gl/shaders/vs-spotLight.h>
#include <gfx/gl/shaders/vs-water.h>
#include <gfx/gl/vertexArrayObject.h>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtx/transform.hpp>
#include <location.h>
#include <maths.h>
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}
{
}
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}) {
prog->setViewProjection(viewPoint, viewProjection);
}
}
void
SceneShader::setViewPort(const ViewPort & viewPort) const
{
for (const auto & prog : std::initializer_list<const SceneProgram *> {
&basic, &basicInst, &water, &landmass, &absolute, &pointLightInst, &spotLightInst}) {
prog->setViewPort(viewPort);
}
}
void
SceneShader::SceneProgram::setViewProjection(const GlobalPosition3D & viewPoint, const glm::mat4 & viewProjection) const
{
glUseProgram(*this);
glUniformMatrix4fv(viewProjectionLoc, 1, GL_FALSE, glm::value_ptr(viewProjection));
glUniform3iv(viewPointLoc, 1, glm::value_ptr(viewPoint));
}
void
SceneShader::SceneProgram::setViewPort(const ViewPort & viewPort) const
{
if (viewPortLoc >= 0) {
glUseProgram(*this);
glUniform4iv(viewPortLoc, 1, glm::value_ptr(viewPort));
}
}
SceneShader::BasicProgram::BasicProgram() :
SceneProgram {dynamicPoint_vs, material_fs}, modelLoc {*this, "model"}, modelPosLoc {*this, "modelPos"}
{
}
void
SceneShader::BasicProgram::setModel(Location const & location) const
{
glUniformMatrix3fv(modelLoc, 1, GL_FALSE, glm::value_ptr(location.getRotationTransform()));
glUniform3iv(modelPosLoc, 1, glm::value_ptr(location.pos));
}
void
SceneShader::BasicProgram::use(Location const & location) const
{
Program::use();
setModel(location);
}
SceneShader::WaterProgram::WaterProgram() : SceneProgram {water_vs, water_fs}, waveLoc {*this, "waves"} { }
void
SceneShader::WaterProgram::use(float waveCycle) const
{
Program::use();
glUniform1f(waveLoc, waveCycle);
}
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