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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:
using Program::Program;
void setViewProjection(const GlobalPosition3D &, const glm::mat4 &) const;
void setViewPort(const ViewPort &) const;
private:
RequiredUniformLocation viewProjectionLoc {*this, "viewProjection"};
RequiredUniformLocation viewPointLoc {*this, "viewPoint"};
UniformLocation viewPortLoc {*this, "viewPort"};
};
class BasicProgram : public SceneProgram {
public:
BasicProgram();
void setModel(const Location &) const;
void use(const Location &) const;
private:
RequiredUniformLocation modelLoc {*this, "model"};
RequiredUniformLocation modelPosLoc {*this, "modelPos"};
};
class AbsolutePosProgram : public SceneProgram {
public:
using Program::use;
using SceneProgram::SceneProgram;
};
class NetworkProgram : public AbsolutePosProgram {
public:
using AbsolutePosProgram::AbsolutePosProgram;
void use(const std::span<const glm::vec3>, const std::span<const float>) const;
private:
RequiredUniformLocation profileLoc {*this, "profile"};
RequiredUniformLocation texturePosLoc {*this, "texturePos"};
RequiredUniformLocation profileLengthLoc {*this, "profileLength"};
};
class WaterProgram : public SceneProgram {
public:
WaterProgram();
void use(float waveCycle) const;
private:
RequiredUniformLocation waveLoc {*this, "waves"};
};
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;
private:
inline void allPrograms(auto member, auto &&... ps) const;
};
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