mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-19 14:39:18 +02:00
shadow works
This commit is contained in:
38
shader.cpp
38
shader.cpp
@@ -131,9 +131,12 @@ void gl_program_mvp::copy_gl_mvp()
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void gl_program_mvp::set_mv(const glm::mat4 &m)
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{
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glm::mat3 mvn = glm::mat3(glm::transpose(glm::inverse(m)));
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if (mvn_uniform != -1)
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{
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glm::mat3 mvn = glm::mat3(glm::transpose(glm::inverse(m)));
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glUniformMatrix3fv(mvn_uniform, 1, GL_FALSE, glm::value_ptr(mvn));
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}
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glUniformMatrix4fv(mv_uniform, 1, GL_FALSE, glm::value_ptr(m));
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glUniformMatrix3fv(mvn_uniform, 1, GL_FALSE, glm::value_ptr(mvn));
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}
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void gl_program_mvp::set_p(const glm::mat4 &m)
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@@ -145,6 +148,9 @@ gl_program_light::gl_program_light(std::vector<gl_shader> v) : gl_program_mvp(v)
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{
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bind();
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glUniform1i(glGetUniformLocation(id, "tex"), 0);
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glUniform1i(glGetUniformLocation(id, "shadowmap"), 1);
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lightview_uniform = glGetUniformLocation(id, "lightview");
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ambient_uniform = glGetUniformLocation(id, "ambient");
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emission_uniform = glGetUniformLocation(id, "emission");
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specular_uniform = glGetUniformLocation(id, "specular");
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@@ -167,22 +173,36 @@ gl_program_light::gl_program_light(std::vector<gl_shader> v) : gl_program_mvp(v)
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glUniform1ui(lcount_uniform, 0);
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}
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void gl_program_light::set_lightview(glm::mat4 &lightview)
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{
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if (current_program != this)
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return;
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glUniformMatrix4fv(lightview_uniform, 1, GL_FALSE, glm::value_ptr(lightview));
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}
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void gl_program_light::set_ambient(glm::vec3 &ambient)
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{
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bind();
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if (current_program != this)
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return;
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glUniform3fv(ambient_uniform, 1, glm::value_ptr(ambient));
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}
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void gl_program_light::set_fog(float density, glm::vec3 &color)
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{
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bind();
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if (current_program != this)
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return;
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glUniform1f(fog_density_uniform, density);
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glUniform3fv(fog_color_uniform, 1, glm::value_ptr(color));
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}
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void gl_program_light::set_light_count(GLuint count)
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{
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bind();
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if (current_program != this)
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return;
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glUniform1ui(lcount_uniform, count);
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}
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@@ -190,12 +210,14 @@ void gl_program_light::set_light(GLuint i, type t, glm::vec3 &pos, glm::vec3 &di
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float in_cutoff, float out_cutoff,
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glm::vec3 &color, float linear, float quadratic)
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{
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if (current_program != this)
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return;
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glm::mat4 mv = OpenGLMatrices.data(GL_MODELVIEW);
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glm::vec3 trans_pos = mv * glm::vec4(pos.x, pos.y, pos.z, 1.0f);
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glm::vec3 trans_dir = mv * glm::vec4(dir.x, dir.y, dir.z, 0.0f);
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bind();
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glUniform1ui(lights_uniform[i].type, (GLuint)t);
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glUniform3fv(lights_uniform[i].pos, 1, glm::value_ptr(trans_pos));
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glUniform3fv(lights_uniform[i].dir, 1, glm::value_ptr(trans_dir));
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@@ -208,7 +230,9 @@ void gl_program_light::set_light(GLuint i, type t, glm::vec3 &pos, glm::vec3 &di
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void gl_program_light::set_material(float specular, glm::vec3 &emission)
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{
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bind();
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if (current_program != this)
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return;
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glUniform1f(specular_uniform, specular);
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glUniform3fv(emission_uniform, 1, glm::value_ptr(emission));
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}
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