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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-19 19:09:20 +02:00

experiments with shaders

This commit is contained in:
VB
2017-03-19 10:48:22 +01:00
parent 3941283381
commit 4d19e49398
20 changed files with 381 additions and 191 deletions

View File

@@ -4,6 +4,12 @@
#include "stdafx.h"
#include "shader.h"
#include "Float3d.h"
#include "Logs.h"
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
inline bool strcend(std::string const &value, std::string const &ending)
{
@@ -14,6 +20,8 @@ inline bool strcend(std::string const &value, std::string const &ending)
gl_shader::gl_shader(std::string filename)
{
WriteLog("loading shader " + filename + " ..", false);
std::stringstream stream;
std::ifstream f;
f.exceptions(std::ifstream::badbit);
@@ -48,13 +56,20 @@ gl_shader::gl_shader(std::string filename)
glGetShaderInfoLog(id, 512, 0, info);
throw std::runtime_error("failed to compile " + filename + ": " + std::string(info));
}
WriteLog("done.");
}
gl_shader::operator GLuint()
{
return id;
}
gl_program::gl_program(std::vector<gl_shader> shaders)
{
id = glCreateProgram();
for (auto s : shaders)
glAttachShader(id, s.id);
glAttachShader(id, s);
glLinkProgram(id);
GLint status;
@@ -67,7 +82,79 @@ gl_program::gl_program(std::vector<gl_shader> shaders)
}
}
void gl_program::use()
gl_program::operator GLuint()
{
return id;
}
gl_program_mvp::gl_program_mvp(std::vector<gl_shader> v) : gl_program(v)
{
mv_uniform = glGetUniformLocation(id, "modelview");
p_uniform = glGetUniformLocation(id, "projection");
}
void gl_program_mvp::copy_gl_mvp()
{
float4x4 mv, p;
glGetFloatv(GL_MODELVIEW_MATRIX, mv.e);
glGetFloatv(GL_PROJECTION_MATRIX, p.e);
glUniformMatrix4fv(mv_uniform, 1, GL_FALSE, mv.e);
glUniformMatrix4fv(p_uniform, 1, GL_FALSE, p.e);
}
gl_program_light::gl_program_light(std::vector<gl_shader> v) : gl_program_mvp(v)
{
ambient_uniform = glGetUniformLocation(id, "ambient");
lcount_uniform = glGetUniformLocation(id, "lights_count");
for (size_t i = 0; i < MAX_LIGHTS; i++)
{
lights_uniform[i].type = glGetUniformLocation(id, std::string("lights[" + std::to_string(i) + "].type").c_str());
lights_uniform[i].pos = glGetUniformLocation(id, std::string("lights[" + std::to_string(i) + "].pos").c_str());
lights_uniform[i].dir = glGetUniformLocation(id, std::string("lights[" + std::to_string(i) + "].dir").c_str());
lights_uniform[i].in_cutoff = glGetUniformLocation(id, std::string("lights[" + std::to_string(i) + "].in_cutoff").c_str());
lights_uniform[i].out_cutoff = glGetUniformLocation(id, std::string("lights[" + std::to_string(i) + "].out_cutoff").c_str());
lights_uniform[i].color = glGetUniformLocation(id, std::string("lights[" + std::to_string(i) + "].color").c_str());
lights_uniform[i].linear = glGetUniformLocation(id, std::string("lights[" + std::to_string(i) + "].linear").c_str());
lights_uniform[i].quadratic = glGetUniformLocation(id, std::string("lights[" + std::to_string(i) + "].quadratic").c_str());
}
glUseProgram(id);
glUniform3f(ambient_uniform, 1.0f, 1.0f, 1.0f);
glUniform1i(lcount_uniform, 0);
}
void gl_program_light::set_ambient(float3 &ambient)
{
glUseProgram(id);
glUniform3fv(ambient_uniform, 1, &ambient.x);
}
void gl_program_light::set_light_count(GLuint count)
{
glUseProgram(id);
glUniform1ui(lcount_uniform, count);
}
void gl_program_light::set_light(GLuint i, type t, float3 &pos, float3 &dir,
float in_cutoff, float out_cutoff,
float3 &color, float linear, float quadratic)
{
float arr[16];
glGetFloatv(GL_MODELVIEW_MATRIX, arr);
glm::mat4 mv = glm::make_mat4(arr);
glm::vec3 trans_pos = mv * glm::vec4(pos.x, pos.y, pos.z, 1.0f);
glm::vec3 trans_dir = mv * glm::vec4(dir.x, dir.y, dir.z, 0.0f);
glUseProgram(id);
glUniform1ui(lights_uniform[i].type, (GLuint)t);
glUniform3fv(lights_uniform[i].pos, 1, glm::value_ptr(trans_pos));
glUniform3fv(lights_uniform[i].dir, 1, glm::value_ptr(trans_dir));
glUniform1f(lights_uniform[i].in_cutoff, in_cutoff);
glUniform1f(lights_uniform[i].out_cutoff, out_cutoff);
glUniform3fv(lights_uniform[i].color, 1, &color.x);
glUniform1f(lights_uniform[i].linear, linear);
glUniform1f(lights_uniform[i].quadratic, quadratic);
}