summaryrefslogtreecommitdiff
path: root/gfx/gl/sceneShader.cpp
blob: d0b26c81d12a3536e3b3982b44e4749e8da2dee3 (plain)
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);
}