shaders to 3d
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@@ -3,27 +3,25 @@
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namespace td {
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namespace shader {
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// TODO: GLES Shaders
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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 vec2 position;
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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 vec2 camPos;
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uniform float zoom;
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uniform float aspectRatio;
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uniform float isometricView;
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uniform mat4 viewMatrix;
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uniform mat4 projectionMatrix;
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flat out int pass_color;
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void main(void){
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float x = (position.x - camPos.x - (position.y - camPos.y) * isometricView) / aspectRatio * zoom;
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float y = ((0.5 * (position.x - camPos.x) + 0.5 * (position.y - camPos.y)) * isometricView + (position.y - camPos.y) * (1.0 - isometricView)) * zoom;
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pass_color = color;
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gl_Position = vec4(x, -y, 0.0, 1.0);
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pass_color = color;
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gl_Position = projectionMatrix * viewMatrix * vec4(position, 1.0);
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}
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)";
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@@ -50,21 +48,17 @@ void main(void){
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static const char vertexSource[] = R"(
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#version 330
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layout(location = 0) in vec2 position;
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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 vec2 camPos;
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uniform float zoom;
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uniform float aspectRatio;
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uniform float isometricView;
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uniform mat4 viewMatrix;
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uniform mat4 projectionMatrix;
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flat out int pass_color;
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void main(void){
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float x = (position.x - camPos.x - (position.y - camPos.y) * isometricView) / aspectRatio * zoom;
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float y = ((0.5 * (position.x - camPos.x) + 0.5 * (position.y - camPos.y)) * isometricView + (position.y - camPos.y) * (1.0 - isometricView)) * zoom;
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pass_color = color;
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gl_Position = vec4(x, -y, 0.0, 1.0);
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pass_color = color;
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gl_Position = projectionMatrix * viewMatrix * vec4(position, 1.0);
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}
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)";
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@@ -94,23 +88,16 @@ void WorldShader::LoadShader() {
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}
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void WorldShader::GetAllUniformLocation() {
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m_LocationAspectRatio = static_cast<unsigned int>(GetUniformLocation("aspectRatio"));
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m_LocationZoom = static_cast<unsigned int>(GetUniformLocation("zoom"));
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m_LocationCam = static_cast<unsigned int>(GetUniformLocation("camPos"));
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m_LocationViewtype = static_cast<unsigned int>(GetUniformLocation("isometricView"));
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m_LocationProjection = static_cast<unsigned int>(GetUniformLocation("projectionMatrix"));
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m_LocationView = static_cast<unsigned int>(GetUniformLocation("viewMatrix"));
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}
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void WorldShader::SetCamPos(const Vec2f& camPos) {
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LoadVector(m_LocationCam, camPos);
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void WorldShader::SetProjectionMatrix(const maths::Mat4f& proj) const {
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LoadMat4(m_LocationProjection, proj);
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}
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void WorldShader::SetZoom(float zoom) {
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LoadFloat(m_LocationZoom, zoom);
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}
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void WorldShader::SetAspectRatio(float aspectRatio) {
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LoadFloat(m_LocationAspectRatio, aspectRatio);
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}
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void WorldShader::SetIsometricView(float isometric) {
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LoadFloat(m_LocationViewtype, isometric);
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void WorldShader::SetViewMatrix(const maths::Mat4f& view) const {
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LoadMat4(m_LocationView, view);
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}
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} // namespace shader
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