1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
|
#include "sceneShader.h"
#include <array>
#include <gfx/gl/shaders/fs-basicShader.h>
#include <gfx/gl/shaders/fs-landmassShader.h>
#include <gfx/gl/shaders/fs-pointLight.h>
#include <gfx/gl/shaders/fs-waterShader.h>
#include <gfx/gl/shaders/gs-pointLight.h>
#include <gfx/gl/shaders/vs-basicShader.h>
#include <gfx/gl/shaders/vs-landmassShader.h>
#include <gfx/gl/shaders/vs-pointLight.h>
#include <gfx/gl/shaders/vs-waterShader.h>
#include <gfx/gl/vertexArrayObject.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtx/transform.hpp>
#include <location.hpp>
#include <maths.h>
SceneShader::SceneShader() :
landmass {landmassShader_vs, landmassShader_fs}, absolute {landmassShader_vs, basicShader_fs}
{
}
void
SceneShader::setViewProjection(const glm::mat4 & viewProjection) const
{
for (const auto & prog : std::array<const SceneProgram *, 5> {&basic, &water, &landmass, &absolute, &pointLight}) {
prog->setViewProjection(viewProjection);
}
}
void
SceneShader::setViewPort(const glm::ivec4 & viewPort) const
{
for (const auto & prog : std::array<const SceneProgram *, 5> {&basic, &water, &landmass, &absolute, &pointLight}) {
prog->setViewPort(viewPort);
}
}
void
SceneShader::SceneProgram::setViewProjection(const glm::mat4 & viewProjection) const
{
glUseProgram(*this);
glUniformMatrix4fv(viewProjectionLoc, 1, GL_FALSE, glm::value_ptr(viewProjection));
}
void
SceneShader::SceneProgram::setViewPort(const glm::ivec4 & viewPort) const
{
if (viewPortLoc >= 0) {
glUseProgram(*this);
glUniform4iv(viewPortLoc, 1, glm::value_ptr(viewPort));
}
}
SceneShader::BasicProgram::BasicProgram() : SceneProgram {basicShader_vs, basicShader_fs}, modelLoc {*this, "model"} { }
void
SceneShader::BasicProgram::setModel(Location const & location) const
{
const auto model {glm::translate(location.pos) * rotate_ypr(location.rot)};
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
}
void
SceneShader::BasicProgram::use(Location const & location) const
{
Program::use();
setModel(location);
}
SceneShader::WaterProgram::WaterProgram() : SceneProgram {waterShader_vs, waterShader_fs}, waveLoc {*this, "waves"} { }
void
SceneShader::WaterProgram::use(float waveCycle) const
{
Program::use();
glm::vec3 waves {waveCycle, 0.F, 0.F};
glUniform3fv(waveLoc, 1, glm::value_ptr(waves));
}
SceneShader::PointLightShader::PointLightShader() :
SceneProgram {pointLight_vs, pointLight_gs, pointLight_fs}, colourLoc {*this, "colour"}, kqLoc {*this, "kq"}
{
VertexArrayObject<glm::vec3>::configure(va, b);
}
void
SceneShader::PointLightShader::add(const glm::vec3 & position, const glm::vec3 & colour, const float kq) const
{
Program::use();
glBindVertexArray(va);
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));
glDrawArrays(GL_POINTS, 0, 1);
}
|