add gl helper functions
This commit is contained in:
69
include/render/loader/GLLoader.h
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69
include/render/loader/GLLoader.h
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#pragma once
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#include "Defines.h"
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#include <vector>
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namespace blitz {
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namespace GL {
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struct VertexAttribPointer {
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unsigned int m_Index;
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unsigned int m_Size;
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unsigned int m_Offset;
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};
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class VertexBuffer {
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private:
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unsigned int m_ID, m_DataStride;
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std::vector<VertexAttribPointer> m_VertexAttribs;
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public:
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VertexBuffer(VertexBuffer&& other) {
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m_VertexAttribs = std::move(other.m_VertexAttribs);
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m_ID = other.m_ID;
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m_DataStride = other.m_DataStride;
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other.m_ID = 0;
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other.m_DataStride = 0;
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}
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VertexBuffer(const std::vector<float>& data, unsigned int stride);
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~VertexBuffer();
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void Bind() const;
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void Unbind() const;
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void AddVertexAttribPointer(unsigned int index, unsigned int coordinateSize, unsigned int offset);
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void BindVertexAttribs() const;
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REMOVE_COPY(VertexBuffer);
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};
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class VertexArray {
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private:
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unsigned int m_ID, m_VertexCount;
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std::vector<VertexBuffer> m_VertexBuffers; // use to destroy vbos when become unused
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public:
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VertexArray(VertexArray&& other) {
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m_ID = other.m_ID;
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m_VertexCount = other.m_VertexCount;
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m_VertexBuffers = std::move(other.m_VertexBuffers);
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other.m_VertexCount = 0;
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other.m_ID = 0;
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}
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VertexArray(unsigned int vertexCount);
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~VertexArray();
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unsigned int GetVertexCount() const {
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return m_VertexCount;
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}
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void BindVertexBuffer(VertexBuffer& vbo);
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void Bind() const;
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void Unbind() const;
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REMOVE_COPY(VertexArray);
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};
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} // namespace GL
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} // namespace blitz
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11
include/render/loader/TextureLoader.h
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11
include/render/loader/TextureLoader.h
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@@ -0,0 +1,11 @@
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#pragma once
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#include <string>
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namespace blitz {
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namespace TextureLoader {
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unsigned int LoadGLTexture(const std::string& fileName);
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} // namespace TextureLoader
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} // namespace blitz
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30
include/render/shader/EntityShader.h
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30
include/render/shader/EntityShader.h
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@@ -0,0 +1,30 @@
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#pragma once
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#include "ShaderProgram.h"
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namespace blitz {
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namespace shader {
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class EntityShader : public ShaderProgram {
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private:
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unsigned int m_LocationProjectionMatrix = 0;
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unsigned int m_LocationViewMatrix = 0;
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unsigned int m_LocationPosition = 0;
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unsigned int m_LocationColorEffect = 0;
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protected:
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virtual void GetAllUniformLocation();
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public:
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EntityShader();
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void LoadShader();
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void SetColorEffect(const Vec3f& color);
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void SetProjectionMatrix(const Mat4f& proj) const;
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void SetViewMatrix(const Mat4f& view) const;
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void SetModelPos(const Vec3f& pos) const;
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};
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} // namespace shader
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} // namespace blitz
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42
include/render/shader/ShaderProgram.h
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42
include/render/shader/ShaderProgram.h
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@@ -0,0 +1,42 @@
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#pragma once
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#include "Defines.h"
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#include <string>
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namespace blitz {
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namespace shader {
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class ShaderProgram {
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public:
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ShaderProgram();
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virtual ~ShaderProgram();
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void Start() const;
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void Stop() const;
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void LoadProgramFile(const std::string& vertexFile, const std::string& fragmentFile);
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void LoadProgram(const std::string& vertexSource, const std::string& fragmentSource);
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protected:
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virtual void GetAllUniformLocation() = 0;
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int GetUniformLocation(const std::string& uniformName) const;
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void LoadFloat(unsigned int location, float value) const;
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void LoadInt(unsigned int location, int value) const;
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void LoadVector(unsigned int location, const Vec2f& vector) const;
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void LoadVector(unsigned int location, const Vec3f& vector) const;
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void LoadBoolean(unsigned int location, bool value) const;
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void LoadMat4(unsigned int location, const Mat4f& mat) const;
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void CleanUp() const;
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private:
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unsigned int m_ProgramID;
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unsigned int m_VertexShaderID;
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unsigned int m_FragmentShaderID;
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unsigned int LoadShaderFromFile(const std::string& file, unsigned int type);
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unsigned int LoadShader(const std::string& source, unsigned int type);
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};
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} // namespace shader
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} // namespace blitz
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24
include/render/shader/WorldShader.h
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24
include/render/shader/WorldShader.h
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@@ -0,0 +1,24 @@
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#pragma once
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#include "ShaderProgram.h"
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namespace blitz {
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namespace shader {
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class WorldShader : public ShaderProgram {
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private:
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unsigned int m_LocationProjection = 0, m_LocationView = 0;
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protected:
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void GetAllUniformLocation();
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public:
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WorldShader();
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void LoadShader();
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void SetProjectionMatrix(const Mat4f& proj) const;
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void SetViewMatrix(const Mat4f& view) const;
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};
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} // namespace shader
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} // namespace blitz
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7559
libs/stb_image.h
Executable file
7559
libs/stb_image.h
Executable file
File diff suppressed because it is too large
Load Diff
68
src/render/loader/GLLoader.cpp
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68
src/render/loader/GLLoader.cpp
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@@ -0,0 +1,68 @@
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#include "render/loader/GLLoader.h"
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#include <GL/glew.h>
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namespace blitz {
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namespace GL {
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VertexArray::~VertexArray() {
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if (m_ID != 0)
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glDeleteVertexArrays(1, &m_ID);
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}
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VertexArray::VertexArray(unsigned int vertexCount) : m_VertexCount(vertexCount) {
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glGenVertexArrays(1, &m_ID);
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}
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void VertexArray::Bind() const {
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glBindVertexArray(m_ID);
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}
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void VertexArray::Unbind() const {
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glBindVertexArray(0);
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}
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void VertexArray::BindVertexBuffer(VertexBuffer& VertexBuffer) {
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VertexBuffer.Bind();
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VertexBuffer.BindVertexAttribs();
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m_VertexBuffers.push_back(std::move(VertexBuffer));
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}
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VertexBuffer::~VertexBuffer() {
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if (m_ID != 0)
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glDeleteBuffers(1, &m_ID);
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}
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VertexBuffer::VertexBuffer(const std::vector<float>& data, unsigned int stride) : m_DataStride(stride) {
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glGenBuffers(1, &m_ID);
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Bind();
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glBufferData(GL_ARRAY_BUFFER, static_cast<GLsizeiptr>(data.size() * sizeof(float)), nullptr, GL_STATIC_DRAW);
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glBufferSubData(GL_ARRAY_BUFFER, 0, static_cast<GLsizeiptr>(data.size() * sizeof(float)), data.data());
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Unbind();
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}
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void VertexBuffer::Bind() const {
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glBindBuffer(GL_ARRAY_BUFFER, m_ID);
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}
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void VertexBuffer::Unbind() const {
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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void VertexBuffer::AddVertexAttribPointer(unsigned int index, unsigned int coordinateSize, unsigned int offset) {
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VertexAttribPointer pointer;
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pointer.m_Index = index;
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pointer.m_Size = coordinateSize;
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pointer.m_Offset = offset;
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m_VertexAttribs.push_back(pointer);
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}
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void VertexBuffer::BindVertexAttribs() const {
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for (const VertexAttribPointer& pointer : m_VertexAttribs) {
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glEnableVertexAttribArray(pointer.m_Index);
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glVertexAttribPointer(pointer.m_Index, static_cast<GLint>(pointer.m_Size), GL_FLOAT, false, m_DataStride * sizeof(float),
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reinterpret_cast<void*>(pointer.m_Offset));
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}
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}
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} // namespace GL
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} // namespace blitz
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41
src/render/loader/TextureLoader.cpp
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41
src/render/loader/TextureLoader.cpp
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@@ -0,0 +1,41 @@
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#include "render/loader/TextureLoader.h"
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#define STB_IMAGE_IMPLEMENTATION
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#include "misc/Log.h"
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#include "stb_image.h"
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#include <GL/glew.h>
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#include <stdexcept>
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namespace blitz {
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namespace TextureLoader {
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unsigned int LoadGLTexture(const char* fileName) {
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int width, height, comp;
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const unsigned char* image = stbi_load(fileName, &width, &height, &comp, STBI_rgb_alpha);
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if (image == nullptr) {
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utils::LOGE("Erreur lors du chargement de la texture !");
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throw(std::runtime_error("Failed to load texture"));
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}
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GLuint textureID;
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glGenTextures(1, &textureID);
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glBindTexture(GL_TEXTURE_2D, textureID);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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if (comp == 3)
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
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else if (comp == 4)
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image);
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glBindTexture(GL_TEXTURE_2D, 0);
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stbi_image_free((void*)image);
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return textureID;
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}
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} // namespace TextureLoader
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} // namespace blitz
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120
src/render/shader/EntityShader.cpp
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120
src/render/shader/EntityShader.cpp
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@@ -0,0 +1,120 @@
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#include "render/shader/EntityShader.h"
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namespace blitz {
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namespace shader {
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#ifdef __ANDROID__
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static const char vertexSource[] =
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R"(#version 300 es
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precision mediump float;
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layout(location = 0) in vec3 position;
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layout(location = 1) in int color;
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uniform mat4 viewMatrix;
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uniform mat4 projectionMatrix;
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uniform vec3 modelPosition;
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flat out int pass_color;
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void main(void){
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pass_color = color;
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gl_Position = projectionMatrix * viewMatrix * vec4(position + modelPosition, 1.0);
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}
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)";
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static const char fragmentSource[] =
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R"(#version 300 es
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precision mediump float;
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flat in int pass_color;
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out vec4 out_color;
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uniform vec3 ColorEffect;
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void main(void){
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float r = float(pass_color >> 24 & 0xFF) / 255.0;
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float g = float(pass_color >> 16 & 0xFF) / 255.0;
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float b = float(pass_color >> 8 & 0xFF) / 255.0;
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float a = float(pass_color & 0xFF) / 255.0;
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vec3 intermediate_color = vec3(r, g, b) * ColorEffect;
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out_color = vec4(intermediate_color, a);
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}
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)";
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#else
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static const char vertexSource[] = R"(
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#version 330
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layout(location = 0) in vec3 position;
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layout(location = 1) in int color;
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uniform mat4 viewMatrix;
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uniform mat4 projectionMatrix;
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uniform vec3 modelPosition;
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flat out int pass_color;
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void main(void){
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pass_color = color;
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gl_Position = projectionMatrix * viewMatrix * vec4(position + modelPosition, 1.0);
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}
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)";
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static const char fragmentSource[] = R"(
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#version 330
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flat in int pass_color;
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out vec4 out_color;
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uniform vec3 ColorEffect;
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void main(void){
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float r = float(pass_color >> 24 & 0xFF) / 255.0;
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float g = float(pass_color >> 16 & 0xFF) / 255.0;
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float b = float(pass_color >> 8 & 0xFF) / 255.0;
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float a = float(pass_color & 0xFF) / 255.0;
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vec3 intermediate_color = vec3(r, g, b) * ColorEffect;
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out_color = vec4(intermediate_color, a);
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}
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)";
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#endif
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EntityShader::EntityShader() : ShaderProgram() {}
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void EntityShader::LoadShader() {
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ShaderProgram::LoadProgram(vertexSource, fragmentSource);
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}
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void EntityShader::GetAllUniformLocation() {
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m_LocationColorEffect = static_cast<unsigned int>(GetUniformLocation("ColorEffect"));
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m_LocationViewMatrix = static_cast<unsigned int>(GetUniformLocation("viewMatrix"));
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m_LocationPosition = static_cast<unsigned int>(GetUniformLocation("modelPosition"));
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m_LocationProjectionMatrix = static_cast<unsigned int>(GetUniformLocation("projectionMatrix"));
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}
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void EntityShader::SetColorEffect(const Vec3f& color) {
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LoadVector(m_LocationColorEffect, color);
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}
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void EntityShader::SetProjectionMatrix(const Mat4f& proj) const {
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LoadMat4(m_LocationProjectionMatrix, proj);
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}
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void EntityShader::SetViewMatrix(const Mat4f& view) const {
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LoadMat4(m_LocationViewMatrix, view);
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}
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void EntityShader::SetModelPos(const Vec3f& pos) const {
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LoadVector(m_LocationPosition, pos);
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}
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} // namespace shader
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} // namespace blitz
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135
src/render/shader/ShaderProgram.cpp
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135
src/render/shader/ShaderProgram.cpp
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@@ -0,0 +1,135 @@
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#include "render/shader/ShaderProgram.h"
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#include "misc/Format.h"
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#include "misc/Log.h"
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#include <GL/glew.h>
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#include <fstream>
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#include <iostream>
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#include <sstream>
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#include <vector>
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namespace blitz {
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namespace shader {
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ShaderProgram::ShaderProgram() : m_ProgramID(0), m_VertexShaderID(0), m_FragmentShaderID(0) {}
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ShaderProgram::~ShaderProgram() {
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CleanUp();
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}
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void ShaderProgram::Start() const {
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glUseProgram(m_ProgramID);
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}
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void ShaderProgram::Stop() const {
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glUseProgram(0);
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}
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int ShaderProgram::GetUniformLocation(const std::string& uniformName) const {
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const int location = glGetUniformLocation(m_ProgramID, uniformName.c_str());
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if (location == -1) {
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utils::LOGD(utils::Format("Warning ! Uniform variable %s not found !", uniformName.c_str()));
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}
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return location;
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}
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void ShaderProgram::LoadFloat(unsigned int location, float value) const {
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glUniform1f(static_cast<GLint>(location), value);
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}
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void ShaderProgram::LoadInt(unsigned int location, int value) const {
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glUniform1i(static_cast<GLint>(location), value);
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}
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void ShaderProgram::LoadVector(unsigned int location, const Vec2f& vector) const {
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glUniform2f(static_cast<GLint>(location), vector.x, vector.y);
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}
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void ShaderProgram::LoadVector(unsigned int location, const Vec3f& vector) const {
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glUniform3f(static_cast<GLint>(location), vector.x, vector.y, vector.z);
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}
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void ShaderProgram::LoadBoolean(unsigned int location, bool value) const {
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glUniform1i(static_cast<GLint>(location), value);
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}
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void ShaderProgram::LoadMat4(unsigned int location, const Mat4f& mat) const {
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glUniformMatrix4fv(static_cast<GLint>(location), 1, false, reinterpret_cast<const float*>(&mat));
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}
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void ShaderProgram::CleanUp() const {
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Stop();
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glDetachShader(m_ProgramID, m_VertexShaderID);
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glDetachShader(m_ProgramID, m_FragmentShaderID);
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glDeleteShader(m_VertexShaderID);
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glDeleteShader(m_FragmentShaderID);
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glDeleteProgram(m_ProgramID);
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}
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void ShaderProgram::LoadProgramFile(const std::string& vertexFile, const std::string& fragmentFile) {
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m_VertexShaderID = static_cast<unsigned int>(LoadShaderFromFile(vertexFile, GL_VERTEX_SHADER));
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m_FragmentShaderID = static_cast<unsigned int>(LoadShaderFromFile(fragmentFile, GL_FRAGMENT_SHADER));
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m_ProgramID = glCreateProgram();
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glAttachShader(m_ProgramID, m_VertexShaderID);
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glAttachShader(m_ProgramID, m_FragmentShaderID);
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glLinkProgram(m_ProgramID);
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glValidateProgram(m_ProgramID);
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GetAllUniformLocation();
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}
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void ShaderProgram::LoadProgram(const std::string& vertexSource, const std::string& fragmentSource) {
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m_VertexShaderID = static_cast<unsigned int>(LoadShader(vertexSource, GL_VERTEX_SHADER));
|
||||
m_FragmentShaderID = static_cast<unsigned int>(LoadShader(fragmentSource, GL_FRAGMENT_SHADER));
|
||||
m_ProgramID = glCreateProgram();
|
||||
glAttachShader(m_ProgramID, m_VertexShaderID);
|
||||
glAttachShader(m_ProgramID, m_FragmentShaderID);
|
||||
glLinkProgram(m_ProgramID);
|
||||
glValidateProgram(m_ProgramID);
|
||||
GetAllUniformLocation();
|
||||
}
|
||||
|
||||
unsigned int ShaderProgram::LoadShader(const std::string& source, GLenum type) {
|
||||
unsigned int shaderID = glCreateShader(type);
|
||||
|
||||
const char* c_str = source.c_str();
|
||||
int* null = 0;
|
||||
glShaderSource(shaderID, 1, &c_str, null); // @suppress("Function cannot be resolved")
|
||||
glCompileShader(shaderID);
|
||||
GLint compilesuccessful;
|
||||
glGetShaderiv(shaderID, GL_COMPILE_STATUS, &compilesuccessful);
|
||||
if (compilesuccessful == false) {
|
||||
GLsizei size;
|
||||
glGetShaderiv(shaderID, GL_INFO_LOG_LENGTH, &size);
|
||||
std::vector<char> shaderError(static_cast<std::size_t>(size));
|
||||
glGetShaderInfoLog(shaderID, size, &size, shaderError.data());
|
||||
|
||||
utils::LOGE("Could not compile shader !");
|
||||
|
||||
utils::LOGE(shaderError.data());
|
||||
|
||||
utils::LOGD(utils::Format("\nShader source : \n"
|
||||
"---------------------------------------------------------------------------------------------------"
|
||||
"---------------------------------\n"
|
||||
"%s\n"
|
||||
"---------------------------------------------------------------------------------------------------"
|
||||
"---------------------------------\n",
|
||||
source.c_str()));
|
||||
}
|
||||
return shaderID;
|
||||
}
|
||||
|
||||
unsigned int ShaderProgram::LoadShaderFromFile(const std::string& file, GLenum type) {
|
||||
std::stringstream stream;
|
||||
std::ifstream fileStream(file);
|
||||
|
||||
if (fileStream) {
|
||||
stream << fileStream.rdbuf();
|
||||
} else {
|
||||
return 0;
|
||||
}
|
||||
|
||||
return LoadShader(stream.str(), type);
|
||||
}
|
||||
|
||||
} // namespace shader
|
||||
} // namespace blitz
|
||||
102
src/render/shader/WorldShader.cpp
Normal file
102
src/render/shader/WorldShader.cpp
Normal file
@@ -0,0 +1,102 @@
|
||||
#include "render/shader/WorldShader.h"
|
||||
|
||||
namespace blitz {
|
||||
namespace shader {
|
||||
|
||||
#ifdef __ANDROID__
|
||||
static const char vertexSource[] =
|
||||
R"(#version 300 es
|
||||
|
||||
precision mediump float;
|
||||
|
||||
layout(location = 0) in vec3 position;
|
||||
layout(location = 1) in int color;
|
||||
|
||||
uniform mat4 viewMatrix;
|
||||
uniform mat4 projectionMatrix;
|
||||
|
||||
flat out int pass_color;
|
||||
|
||||
void main(void){
|
||||
pass_color = color;
|
||||
gl_Position = projectionMatrix * viewMatrix * vec4(position, 1.0);
|
||||
}
|
||||
)";
|
||||
|
||||
static const char fragmentSource[] =
|
||||
R"(#version 300 es
|
||||
|
||||
precision mediump float;
|
||||
|
||||
flat in int pass_color;
|
||||
|
||||
out vec4 out_color;
|
||||
|
||||
void main(void){
|
||||
|
||||
float r = float(pass_color >> 24 & 0xFF) / 255.0;
|
||||
float g = float(pass_color >> 16 & 0xFF) / 255.0;
|
||||
float b = float(pass_color >> 8 & 0xFF) / 255.0;
|
||||
float a = float(pass_color & 0xFF) / 255.0;
|
||||
out_color = vec4(r, g, b, a);
|
||||
|
||||
}
|
||||
)";
|
||||
#else
|
||||
static const char vertexSource[] = R"(
|
||||
#version 330
|
||||
|
||||
layout(location = 0) in vec3 position;
|
||||
layout(location = 1) in int color;
|
||||
|
||||
uniform mat4 viewMatrix;
|
||||
uniform mat4 projectionMatrix;
|
||||
|
||||
flat out int pass_color;
|
||||
|
||||
void main(void){
|
||||
pass_color = color;
|
||||
gl_Position = projectionMatrix * viewMatrix * vec4(position, 1.0);
|
||||
}
|
||||
)";
|
||||
|
||||
static const char fragmentSource[] = R"(
|
||||
#version 330
|
||||
|
||||
flat in int pass_color;
|
||||
|
||||
out vec4 out_color;
|
||||
|
||||
void main(void){
|
||||
|
||||
float r = float(pass_color >> 24 & 0xFF) / 255.0;
|
||||
float g = float(pass_color >> 16 & 0xFF) / 255.0;
|
||||
float b = float(pass_color >> 8 & 0xFF) / 255.0;
|
||||
float a = float(pass_color & 0xFF) / 255.0;
|
||||
out_color = vec4(r, g, b, a);
|
||||
|
||||
}
|
||||
)";
|
||||
#endif
|
||||
|
||||
WorldShader::WorldShader() : ShaderProgram() {}
|
||||
|
||||
void WorldShader::LoadShader() {
|
||||
ShaderProgram::LoadProgram(vertexSource, fragmentSource);
|
||||
}
|
||||
|
||||
void WorldShader::GetAllUniformLocation() {
|
||||
m_LocationProjection = static_cast<unsigned int>(GetUniformLocation("projectionMatrix"));
|
||||
m_LocationView = static_cast<unsigned int>(GetUniformLocation("viewMatrix"));
|
||||
}
|
||||
|
||||
void WorldShader::SetProjectionMatrix(const Mat4f& proj) const {
|
||||
LoadMat4(m_LocationProjection, proj);
|
||||
}
|
||||
|
||||
void WorldShader::SetViewMatrix(const Mat4f& view) const {
|
||||
LoadMat4(m_LocationView, view);
|
||||
}
|
||||
|
||||
} // namespace shader
|
||||
} // namespace blitz
|
||||
Reference in New Issue
Block a user