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#pragma once
#include "config/types.h"
#include "program.h"
#include <glArrays.h>
#include <span>
class Location;
class SceneShader {
class SceneProgram : public Program {
public:
template<typename... S>
inline explicit SceneProgram(const S &... srcs) :
Program {srcs...}, viewProjectionLoc {*this, "viewProjection"}, viewPointLoc {*this, "viewPoint"},
viewPortLoc {*this, "viewPort"}
{
}
void setViewProjection(const GlobalPosition3D &, const glm::mat4 &) const;
void setViewPort(const ViewPort &) const;
private:
RequiredUniformLocation viewProjectionLoc, viewPointLoc;
UniformLocation viewPortLoc;
};
class BasicProgram : public SceneProgram {
public:
BasicProgram();
void setModel(const Location &) const;
void use(const Location &) const;
private:
RequiredUniformLocation modelLoc;
RequiredUniformLocation modelPosLoc;
};
class AbsolutePosProgram : public SceneProgram {
public:
using Program::use;
using SceneProgram::SceneProgram;
};
class NetworkProgram : public AbsolutePosProgram {
public:
template<typename... S> explicit NetworkProgram(S &&...);
void use(const std::span<const glm::vec3>, const std::span<const float>) const;
private:
RequiredUniformLocation profileLoc, texturePosLoc, profileLengthLoc;
};
class WaterProgram : public SceneProgram {
public:
WaterProgram();
void use(float waveCycle) const;
private:
RequiredUniformLocation waveLoc;
};
public:
SceneShader();
BasicProgram basic;
WaterProgram water;
AbsolutePosProgram basicInst, landmass, absolute, spotLightInst, pointLightInst;
NetworkProgram networkStraight, networkCurve;
void setViewProjection(const GlobalPosition3D & viewPoint, const glm::mat4 & viewProjection) const;
void setViewPort(const ViewPort & viewPort) const;
};
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