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#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 <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"}
{
glBindVertexArray(va);
glBindBuffer(GL_ARRAY_BUFFER, b);
glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec3), nullptr, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(glm::vec3), nullptr);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
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);
}
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